HM's Carrion Crown AP - IC

HolyMan

Thy wounds are healed!
Taking care to check the door Halál notices an old stench that makes him crinkle his nose. His suspicions about what lies beyond the door are confirmed when he opens it and has to step back putting an arm over his face and nose.

Kee looks in a shrugs. "The privy. Anyone need to go?" she asks looking at the group.

"Ewwwww." Loh says before running away from the smell.

[sblock=OOC]On to door #2 then?[/sblock]
 

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perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

Glancing sidelong at Kee and Loh with an arched eyebrow, Firvinianna wonders aloud, "Why would it smell so bad after all this time? Surely that would have faded away after all these years, no?...

"Unless Skeletons and the piper defecate in there, I guess... Curious."

However, her curiosity is not enough for her to want to get a closer look nor a whiff herself..

[sblock=Mini Stats & OOC]OOC: Keep Detecting Magic.
Spam Resistance cantrip to keep it running.
Yep, on to #2
_______________
Initiative:
+5
AC: 17 (14 flat-footed, 13 Touch, 13 w/out Mage Armor)
HP: 18 Current: 18
CMB: +0 CMD: 13 Fort: +0 Reflex: +6 Will: +4 (+5 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep
Conditions in Effect: Mage Armor

Current Weapon in Hand: Haunt Siphon

Bardic Performance: 7/8 Rounds Remaining (lingering +2 rounds); Inspire Courage +1, Fascinate, Countersong, Distraction
Elemental Ray:
5/5 Remaining (Turn any elemental spell into Electricity)
Cantrips: Acid Splash, Ray of Frost, Detect Magic, Disrupt Undead, Resistance, Ghost Sound, Message, Light, Prestidigitation, Spark, Read Magic
Sorcerer 1st Level Spells: 4/5 remaining; Mage Armor, Magic Missile
Bard 1st Level Spells: 3/3 remaining; Cure Light Wounds, Grease, Timely Inspiration

Equipment: Sunrod, CLW Potion (2), Lessor Restoration Potion, +1 Arrows (4), Silver Arrows (4), Flasks of Holy Water (2), Haunt Siphon[/sblock]___________________________________________

Firvinianna1-1.jpg
Firvinianna Laali
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
After his first exposure to the stench, Halál closes the door once more. "Well, nothing coming at us from in there!" He moves to the next door, intent on clearing the area with typical Dwarven efficiency.

[sblock=OOC]Same procedure.[/sblock]
__________
HallrnykaPostHeadShot02.png


[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 16 (12 Flat-Footed, 14 Touch)
HP: 14/20
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +4

Senses: DarkVision
Perception: +7 (+8 vs. Traps), Sense Motive: +7

Current Weapon in Hand: Dwarven WarAxe, Cestus

Special Abilities: Spell Resistance (07), Precision Damage, Touch the Spirit World (5/5), Judgements (0/1)

Current Conditions: None

Prayers Available Cantrips (At-Will), 1st (1/2)
Orisons: Disrupt Undead, Guidance, Sift, Stabilize
1st Level: Cure Light Wounds, Shield of Faith
[/sblock]
 

Satin Knights

First Post
Marshan and Toddy stand back, ready and watching as the dwarf finesses the door to open it. They both understand that it is better than their own method of just giving it a swift kick.

[sblock=mini-stats] Marshan ~ Perception: +4; Stealth: +2; Initiative: +2; Low Light vision
AC: 14/12 (12 Touch, 12 Flat-footed) (2 Dex, 2 leather armor) AC: 14
HP: 20 Current HP: 16
CMB: 3 CMD: 15 Fort: +4 Reflex: +2 Will: +4; +2 vs. Enchantment

Current Weapons in Hand:
MW Lucerne Hammer +3, d12+3 @10' reach; Enlarged: MW Luc Hammer +3, 3d6+4 @15-20' reach
Cestus +3, d4+1 at 5' reach, offhand; When Enlarged: Cestus +3, d6+1 at 5-10' reach
Longbow +3, d8
Dagger +3, d4+1

Skills: +4 Perception, +5 Sense Motive, +2 Stealth; Combat Reflexes
Cantrips: Acid Splash, Mage Hand, Message, Open/Close, Detect Magic
.Orisons: Read Magic, Create Water, Light, Stabilize
Summoner 1st Level Spells: 3/2 remaining; Mage Armor, Grease (DC 12), Shield
Cleric 1st Level Spells: 3; Enlarge Self*, Detect Undead, Protection from Evil, Divine Favor
Domain Power: 3/4 remaining; Enlarge self as a swift action for 1 round
Summoner Monster I: 4/4 remaining; std action SLA summon, (1 min), Celestial dog, celestial eagle
Channel Energy: 2/4 remaining; 1d6 in a 30' burst, 4/day, DC 11, Not Selective; Does not provoke AoO
Consumables:
20 normal arrows ~ 8 blunt arrows ~ 4 large sized arrows, more on Toddy
4 Silver Arrows ~ silver
3 White Arrows ~ +1 arrows
2 Blue Arrows ~ +1 ghost touch arrows
1 Black Arrow ~ +1 undead bane arrows
1 Haunt Siphon
1 Hide from Undead scroll (2nd CL, 20 minutes)

Active Enhancements:

Toddy ~
Perception: +5; Stealth: +6; Initiative: +2; Darkvision 60 ft; Size: medium, move 40'
AC: 18/22 (12 Touch, 12 flat-footed) (2 Dex, 6 NA, usually 4 Mage Armor) Current AC: 22 for 3 hours
HP: 13 Current HP: 13
CMB: 4 CMD: 16 Fort: +4 Reflex: +5 Will: +0
Natural Weapons: Bite +4, d6+2 @10' reach; Claw +4, d4+2; Claw +4, d4+2
Skills: +15 Acrobatics, +5 Perception, +4 Sense Motive, +6 Stealth
Feats/Evolutions: Evasion, Combat Reflexes
, Skilled[Acrobatics](1),Claws(legs)(1), Reach(bite), Improved Natural Armor(1)
Condition: [/sblock]
 

HolyMan

Thy wounds are healed!
Finding the second door not trapped and unlocked, Halál opens the door outward revealing a small ten by ten room.

Light from the outside shows down a hole in the roof and on the floor lies a pile of rusty manacles that perhaps use to hang from the ceiling by a long chain (that they are still attached to).

Along the three walls are numerous wooden posts, some holding more manacles while others hold key rings each with two keys on them. Worn out letters above the posts can hardly be read but by the layout (similar to the cells on this floor), the group easily identifies these as keys to the cells they have seen.

Nothing detects as magical and the exposure to the elements over the years have ruined just about everything inside.

[sblock=Perception DC 12]
"Just about everything" ---

You notice a key ring with two keys near the bottom that (by the layout) must belong to the wooden doors leading to area #5 [/sblock]
 

perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

Peaking through the gap of her companions, Firvinianna looks inside. Pointing to the floor, she says, "Looks like some keys have fallen.

"You can gather them all up, Halal. That shall save you the trouble of trying to pick the locks later."

Once the others are ready, she follows them to the next door on the list.

[sblock=Mini Stats & OOC]OOC: Keep Detecting Magic.
Spam Resistance cantrip to keep it running.
Perception (1d20+8=16)
_______________
Initiative:
+5
AC: 17 (14 flat-footed, 13 Touch, 13 w/out Mage Armor)
HP: 18 Current: 18
CMB: +0 CMD: 13 Fort: +0 Reflex: +6 Will: +4 (+5 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep
Conditions in Effect: Mage Armor

Current Weapon in Hand: Haunt Siphon

Bardic Performance: 7/8 Rounds Remaining (lingering +2 rounds); Inspire Courage +1, Fascinate, Countersong, Distraction
Elemental Ray:
5/5 Remaining (Turn any elemental spell into Electricity)
Cantrips: Acid Splash, Ray of Frost, Detect Magic, Disrupt Undead, Resistance, Ghost Sound, Message, Light, Prestidigitation, Spark, Read Magic
Sorcerer 1st Level Spells: 4/5 remaining; Mage Armor, Magic Missile
Bard 1st Level Spells: 3/3 remaining; Cure Light Wounds, Grease, Timely Inspiration

Equipment: Sunrod, CLW Potion (2), Lessor Restoration Potion, +1 Arrows (4), Silver Arrows (4), Flasks of Holy Water (2), Haunt Siphon[/sblock]___________________________________________

Firvinianna1-1.jpg
Firvinianna Laali
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
As suggested, the Dwarf leans in and scoops up the keys. Hmmph. I have my doubts as to how useful they'll be on most of these doors, but it won't hurt to try 'em."
__________
HallrnykaPostHeadShot02.png


[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 16 (12 Flat-Footed, 14 Touch)
HP: 14/20
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +4

Senses: DarkVision
Perception: +7 (+8 vs. Traps), Sense Motive: +7

Current Weapon in Hand: Dwarven WarAxe, Cestus

Special Abilities: Spell Resistance (07), Precision Damage, Touch the Spirit World (5/5), Judgements (0/1)

Current Conditions: None

Prayers Available Cantrips (At-Will), 1st (1/2)
Orisons: Disrupt Undead, Guidance, Sift, Stabilize
1st Level: Cure Light Wounds, Shield of Faith
[/sblock]
 

Satin Knights

First Post
Now that the dwarf has the keys, searching this place should be a little easier. Marshan maintains his vigil of watching for bones or bugs to smash with his hammer. [sblock=mini-stats]Marshan ~ Perception: +4; Stealth: +2; Initiative: +2; Low Light vision
AC: 14/12 (12 Touch, 12 Flat-footed) (2 Dex, 2 leather armor) AC: 14
HP: 20 Current HP: 16
CMB: 3 CMD: 15 Fort: +4 Reflex: +2 Will: +4; +2 vs. Enchantment

Current Weapons in Hand:
MW Lucerne Hammer +3, d12+3 @10' reach; Enlarged: MW Luc Hammer +3, 3d6+4 @15-20' reach
Cestus +3, d4+1 at 5' reach, offhand; When Enlarged: Cestus +3, d6+1 at 5-10' reach
Longbow +3, d8
Dagger +3, d4+1

Skills: +4 Perception, +5 Sense Motive, +2 Stealth; Combat Reflexes
Cantrips: Acid Splash, Mage Hand, Message, Open/Close, Detect Magic
.Orisons: Read Magic, Create Water, Light, Stabilize
Summoner 1st Level Spells: 3/2 remaining; Mage Armor, Grease (DC 12), Shield
Cleric 1st Level Spells: 3; Enlarge Self*, Detect Undead, Protection from Evil, Divine Favor
Domain Power: 3/4 remaining; Enlarge self as a swift action for 1 round
Summoner Monster I: 4/4 remaining; std action SLA summon, (1 min), Celestial dog, celestial eagle
Channel Energy: 2/4 remaining; 1d6 in a 30' burst, 4/day, DC 11, Not Selective; Does not provoke AoO
Consumables:
20 normal arrows ~ 8 blunt arrows ~ 4 large sized arrows, more on Toddy
4 Silver Arrows ~ silver
3 White Arrows ~ +1 arrows
2 Blue Arrows ~ +1 ghost touch arrows
1 Black Arrow ~ +1 undead bane arrows
1 Haunt Siphon
1 Hide from Undead scroll (2nd CL, 20 minutes)

Active Enhancements:

Toddy ~
Perception: +5; Stealth: +6; Initiative: +2; Darkvision 60 ft; Size: medium, move 40'
AC: 18/22 (12 Touch, 12 flat-footed) (2 Dex, 6 NA, usually 4 Mage Armor) Current AC: 22 for 3 hours
HP: 13 Current HP: 13
CMB: 4 CMD: 16 Fort: +4 Reflex: +5 Will: +0
Natural Weapons: Bite +4, d6+2 @10' reach; Claw +4, d4+2; Claw +4, d4+2
Skills: +15 Acrobatics, +5 Perception, +4 Sense Motive, +6 Stealth
Feats/Evolutions: Evasion, Combat Reflexes
, Skilled[Acrobatics](1),Claws(legs)(1), Reach(bite), Improved Natural Armor(1)
Condition:[/sblock]
 

HolyMan

Thy wounds are healed!
"So, I wonder what's behind door number three?" Loh says cheerfully.

"Well if the third ones a 'charm' then we are about to meet something nasty," Kee says hefty her weapon readily.

Everyone watches as the rogue takes another deep look about the doors. But as before they are neither trapped nor locked.

Opening them reveals a stone staircase leading down into darkness.
 

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Maidhc O Casain

Na Bith Mo Riocht Tá!
Halál pokes his head in for a quick look down the stairs before pulling back and closing the doors again. "We'll just save that one for after we clear this floor, eh?" He moves on to the next door (OOC: Area 4)
__________
HallrnykaPostHeadShot02.png


[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 16 (12 Flat-Footed, 14 Touch)
HP: 14/20
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +4

Senses: DarkVision
Perception: +7 (+8 vs. Traps), Sense Motive: +7

Current Weapon in Hand: Dwarven WarAxe, Cestus

Special Abilities: Spell Resistance (07), Precision Damage, Touch the Spirit World (5/5), Judgements (0/1)

Current Conditions: None

Prayers Available Cantrips (At-Will), 1st (1/2)
Orisons: Disrupt Undead, Guidance, Sift, Stabilize
1st Level: Cure Light Wounds, Shield of Faith
[/sblock]
 

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