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210 posts. Alias of Tanner Nielsen.


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A cabinet covered with webs in the northwest wall still contains a few religious supplies, including five vials of clear liquid, a scroll, and a wand.


So can I get a Perception check from someone? Or at least state you take 10/20?


Morven and Quiddling finish off the last spider.

Huzzah and excelsior! 150xp each.

Once again, Harrowstone prison is quiet and still.

Where to?


Being a mindless beast, the spider knows no fear!

Spider 4 attacks Stannis.
Attack 1d20 + 4 ⇒ (19) + 4 = 23
Damage 1d3 + 1 ⇒ (3) + 1 = 4

Same as before with poison.


Another spider falls to Stannis' assault. Quiddling misses at the last moment as the arachnid skitters to the side.

Spider 3 is dead. Only one left with Corinne up.


Morven hacks the legs out from under one of the spiders, then finishes with an overhand chop slicing it in two. Sarrah bolsters Morven with a spell.

Spider 2 is gone. Stannis is up again.


Theodric smashes one of the spiders like a pastry filled with viscous, orange filling.

Spider 1 is gone.


At work right now, so no fancy map updates :(

Stannis cleaves a spider in two, while Corinne and Quiddling mildly wound two others.

The remaining four spiders swarm onto Stannis.

1. (1 damage)
Attack 1d20 + 4 ⇒ (4) + 4 = 8
Damage 1d3 + 1 ⇒ (3) + 1 = 4
2. (2 damage)
Attack 1d20 + 4 ⇒ (14) + 4 = 18
Damage 1d3 + 1 ⇒ (1) + 1 = 2
3.
Attack 1d20 + 4 ⇒ (1) + 4 = 5
Damage 1d3 + 1 ⇒ (1) + 1 = 2
4.
Attack 1d20 + 4 ⇒ (13) + 4 = 17
Damage 1d3 + 1 ⇒ (2) + 1 = 3

Stannis is hit by only one of the spiders, but he feels the burning of venom in its bite.

Fortitude DC 12, 1d3 ⇒ 2 Strength damage if failed.

There is enough room for other party members to enter the room and attack.


Stannis slices the bottom right spider neatly in half, bright orange gore and viscera trailing from his blade.


The door to this room has fallen from its hinges. The rectangular chamber beyond seems to have once been a chapel, but now thick sheets of what appear to be cobwebs drape everything within in gossamer threads.

With a hiss, several large spiders emerge from their web funnels.

DM Roll:

1d20 + 4 ⇒ (14) + 4 = 18

Initiative
Stannis
Quiddling
Corinne
Spiders
Theodric
Morven
Sarrah

MAP


Check the door across the hall? If one persons says yes, then I will move the action forward.


With a mighty swing, Stannis cuts the flying manacles in half. It falls listlessly to the ground and stays still.

65XP each.


This chamber is in a shambles — old wooden benches lie in ruins along the walls, while rusty chains and bits of rotten rope lie scattered on the floor.

You hear a faint sobbing and the clanking rattle of chains, while at the same time being filled with a momentary sensation of hopelessness and the strange feeling of heavy manacles clamping over your wrists.

These sensations pass quickly, but as soon as they do, one pair of manacles rises from the floor and flies toward Stannis.

DM Rolls:

Stannis 1d20 + 3 ⇒ (20) + 3 = 23
Corinne 1d20 + 3 ⇒ (18) + 3 = 21
Sarrah 1d20 + 0 ⇒ (12) + 0 = 12
Morven 1d20 + 8 ⇒ (6) + 8 = 14
Quiddling 1d20 + 4 ⇒ (18) + 4 = 22
Theodric 1d20 + 6 ⇒ (11) + 6 = 17
Animated Manacles 1d20 + 2 ⇒ (6) + 2 = 8

Initiative
Stannis
Quiddling
Corinne
Theodric
Morven
Sarrah
Animated Manacles

MAP


Treading slowly and carefully, you make your was in a circuitous fashion through the dark hallways. Eddies swirl in the thick dust as you pass and shadows at the corner of your vision dance and dart. You discover several more doors, as well as completely circle two rooms in the middle of the first floor.

MAP


<--- gets hint

You try the first door on your left in the northern hallway. It reveals yet another darkened hallway, leading westward.

MAP

You try the door on your right and see a flight of stone stairs. This flight of stairs once led down toward what must be a lower level, but it’s now filled with a mess of large stone blocks and shattered timbers.

MAP

You continue down the northern hallway and try the next door on your right. This one opens to a clear stairway leading to the second floor.

MAP

You open the last door on the right, opening it to reveal one once might have been a broom closet. Nothing of interest remains.

MAP

You try the last door on the left at the end of the northern hallway. It opens to reveal another hallway westward.

MAP


For reference, from the SRD: A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

It disappears entirely as soon as Stannis opens the door.


Having overcome the illusion, Stannis opens the door. A spear of light illuminates a dark hallway, lined with doors.

MAP


Morven detects a faint aura of illusion, centered on the door handle.

Morven:

It appears to be a modified silent image.


If there is any confusion, a failed Will save means you see what is in the spoiler.


Stannis moves to the northern door of the foyer and places his gauntlet on the handle.

Everyone needs to make a Will save, DC 15.

If you fail your save...:

As Stannis touches the handle, he is suddenly struck by an unseen power, forcing him to his knees and twisting his face in a grimace of pain. The handle of the door glows with a weird green light. Tendrils of energy move from the handle and wrap around the paladin's arm.


Mucho mucho apologies for the slowness. My laptop decided that my Microsoft startup routine was corrupted, so Geek Squad is currently extracting my data so I can reload my OS. Not happy about it, but c'est la vie.

Leaving the office, you check the door just north to find a small washroom and privy. Besides a sink and a hole in the floor, there is little of interest in this room. Moving carefully back down the hallway, you come again to the foyer.

North or east?

Perception DC 15:

You smell the distinct odor of burning wood, as though a fire were burning nearby. Faint, hoarse shouts seem to come from various directions around you.


...so do you guys actually want to dig it out of the wall? It is doable, if time-consuming.


The safe is in the wall, but there's nothing stopping you from prying it out of the drywall. Or whatever passes for drywall in Golarion.


Quiddling fails to open the safe. Disable Device DC 30 on that one.


Thanks! I found out that I passed my multiple-choice portion. Now to wait two weeks for my written portion to be graded. Not feeling very patient right now! :)

You move further down the hallway and try the next door. This spacious room smells of mildew and rot. A long desk and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.

MAP


Taking my Master's degree examination today. Will update later today.


*crickets chirping*

Venture forward or go back another way?


Moving along...

Your party continues down the hallway, testing each door in turn. The floorboards creak in protest to your movement and susurrating whispers tickle your ears just out of range of hearing.

MAP

You find more of the same found in the first office; copious amount of paperwork related to prisoner files, income, supplies, scheduling, repair requests, and so on.


Quickly scanning the papers, Quiddling discovers that they are not nearly as interesting as he would have hoped. Numerous ledgers and payroll lists litter the desk, revealing the office of little more than an administrative functionary.


Having dispelled the haunt from the prison foyer, the party moves down the darkened hallway. Thin cracks of sunlight filter through blacked stone and rotting wood. The air is musty and heavy, filled with dancing motes of dust as your entrance stirs the air. Approaching the first door on your right, you open it slowly and peer inside.

MAP

Inside is a small office. A dilapidated chair and desk fill the room. The desk is covered in a thick layer of dust and several piles of paper.


I'm assuming she stood in the middle of the foyer to catch all of the doors.


Sarrah calls upon divine energy, filling the foyer with a surge of power. You hear a withering hiss disappearing into some unknown distance. The door opens and swings loosely on its hinges.

65XP each


I would put it in a spoiler, but this will save time.

You identify the presence as a haunt, a mixture of a mundane trap with a restless undead spirit. Mysteriously locked or slamming doors usually indicate a supernatural presence protesting intrusion, and serve as stern reminders that explorers are unwelcome in their realm.

Haunts may be damaged by positive energy like any other undead, or by the destruction of the physical items they inhabit.


Calling down divine power, Sarrah's senses immediately detect the presence of the undead. All four doors glow in her enhanced vision, revealing weak, diffuse undead auras.


Stannis takes the lead and the rest of the party begins moving forward. Just as he is about to place his hand on the handle of the next door, the door your party just battered open quivers, then slams shut with a resounding thud and separates the party. Sarrah and Corrine still stand in the foyer while the rest of the party is in the hallway. Despite there being a gaping hole where the locking mechanism met the door frame, the oaken door stands firmly closed.


Stannis strides confidently down the hallway toward the next door.

Everyone happy with their positions? I forgot to add coordinates but I will fix that next time.


The 26 worked.

With a crash, Stannis and Morven burst the door open, tearing the bolt hole from the frame with a crash of splinters. The now-open portal reveals a dark hallway. Fresh air sends eddies of heavy dust motes spinning along the floor and the smell of dank wood and aged mold fills your noses. The left-hand side is bare stone with a single covered window, while along the right-hand side and at the end of the hall are several doors. You think you see the hallway turn to the right at the very end.

I don't know if I mentioned it before, but each square on the map is 10' to a side.

MAP


You know, no one has tried forcing it open...


Despite very astute examination, Quiddling cannot see any mechanism or craft keeping the door tightly closed.

The doors in this room are made of solid oak, banded with iron.


bump


After carefully examining the door to the left, Stannis opens it with caution. Just as he is about to see through the portal, however, the door abruptly slams shut. The force knocks him back several feet as a series of clicks signals that the door has been locked.


Your party is unable to find the exact place of the Professor's death. Bits of masonry and statuary are broken off at irregular intervals along the rooftops and numerous stains discolor the ground. Finding the exactly location would require assistance from those who moved the body.

Concentrating on the room, Stannis detect the faintest hint of evil emanating from each of the doors leading deeper into Harrowstone prison.


Your party moves beyond the entrance into the next room. Streaks of mold stain the walls of this foyer, and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall.

MAP

Though we are not in combat, please limit your stated actions to what can be accomplished in a single round.


MAP

You go around the west end of the main prison building. A ruined staircase leads from the yard to the western balcony, ending in a broken edge halfway up the stone face.

In the rear of the building is a foul site. (The brown spot.) This open pit appears to have once been a receptacle for the prison’s waste. Even now, with the right wind, the pit still emits a foul stench.

Completing the circle, you find that your progress is blocked on the eastern end of the building by a body of water. This large pond of dark, muddy water spreads out along the eastern section of the prison grounds. Here and there, bits of ruined wall protrude from the water, and thick tangles of reeds and cattails grow along the muddy shores.


Hey everyone. I finally finished my final examinations today AND our basement is now flood-free. I'm tired and cranky and looking forward to catching up. Thank you for your patience.

The runes encircling the foundation of the prison no longer radiate magic.

Back inside, or circle around the back of the building to search the entire perimeter?


Aid Another from Morven 1d20 ⇒ 17


Quiddling searches through the house and determines that it was previously used as the home of the warden of Harrowstone. Besides a few scraps of wood and cloth, anything and everything of value has been stripped from the domicile. As he crosses a particularly decrepit portion of flooring, a shuddering moan emanates from the woodwork and a large section of the roof caves into the house.

Quiddling must make a Reflex DC 15 save or take 1d6 ⇒ 5 damage from falling debris.

--------------------------------------

The runes themselves are written in Varisian, and among numerous magical incantations, repeat the name Lyvar Hawkran dozens of times.

Knowledge (arcana or religion) DC 20:
You determine that they seem to have been part of a larger ritual that involved both abjuration and necromantic magic.

Knowledge (arcana) DC 30:
The runes were used to capture and imprison Warden Hawkran’s ghost.


Exploring the small house.

This small brick manor house is overgrown with thick sheets of gray-green ivy. The roof sags ominously, and the front door hangs askew.

Perception DC 20 OR Knowledge (engineering) DC 15:

The building is unstable. Similar to the balcony above the main entrance, exploration is likely to trigger a collapse.

Fully exploring the interior of the house will require at least 10 minutes of searching.

----------------------------------

Exploring the rubble on either side of the main entrance.

Perception DC 5:

The ivy and grass have been cleared along the edge where the foundation meets the ground, and along this edge a series of sinuous runes has been etched and then smeared with blood. The runes go around the entire building’s foundation save for the northeast corner, where part of the building has flooded and the foundation has crumbled away.


We had a tornado/lightning storm rip through our part of southeast Indiana, so we have been without utilities for a few days. That, and our sump pump lost power and stormwater flooded our basement. I'm posting from a computer at school, so I have the pdf but I cannot access my MapTool software. Between my finals and this storm I'm not happy with the interruption of the game, but I will try to get us back on track as quickly as possible.

Quiddling is eaten by a grue.


Did anyone else want to join Quiddling in searching the grounds? Where exactly on the grounds do you want to go?