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Sic Pixie's Carrion Crown Adventure Path
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<blockquote data-quote="Sic_Pixie" data-source="post: 5912201" data-attributes="member: 52403"><p><strong>Pain is symbolic</strong></p><p></p><p>Sayuri and Zordlan investigate the apparent passageway into the tower and find a pair of doors opposite each other. They back out not having touched them and call in the trap expert. Grembor checks both doors and informs the party that they are both free from traps; Zordlan opens up one and a sudden agonizing pain rips through everyone in the party; Sayrui is the only one able to dismiss the pain to the back of her mind while the rest roll on the floor for a while screaming in pain. Finally they recover and they all shoot Grembor accusatory looks but he was affected by the magical trap as everyone else they let it slide. They investigate the room but find little of interest until Grembor notices that one of the walls seems to be made of loosely piled bricks. Pulling one out he can see little through the gap but from the sounds on the other side it appears to be a room.</p><p></p><p>Sayuri investigates as her ties to the plane of shadow grant her the ability to see in the dark and she can see a room on the other side; this room seems to have some sort of pit in the centre of it and disappears out of her field of vision. Her ears perk up as she detects the sound of spellcasting on the other side of the wall. The whole party retreats out of the tower and have a brief discussion while Kat scatters caltrops in the passageway to impede anyone advancing from the room. </p><p></p><p>After several minutes nothing happens so they advance again but this time investigate the other side of the corridor. They easily avoid the caltrops but should they need to retreat then they will be in for a nasty passage. The other doorway leads to a mostly empty room; mostly in that there is a corpse lying in one corner clutching a satchel in its wasted hands. The aroma is cloying with the stink of decay and as they approach they notice movement; hands leaping to swords they find it is only the maggots and other insects feasting upon the body causing the slight shift in the body. Grabbing the satchel and a ring off one hand (taking most of the finger with it) they retreat again outside to the fresh air to examine their find.</p><p></p><p>Opening up the bag and discarding the spoiled remnants of its owner’s lunch they fish out some stones in a pouch; examining these they find several onyx gemstones which Pringle identifies somewhat worryingly as possible material components for an animate dead spell. The other thing of interest in the satchel is a leather wrapped map of Ustalav with several coordinates scrawled on the back; the towns of Ravengro and Lepidstadt, a location near Ascanor Lodge (likely the Stairs of the Moon), and the ghost town of Feldgrau in the Furrows of Ardeal (wonder where to go next?). They pocket this before looking at the ring which looks to be a gagged skull; another ring with the symbol of the Whispering Way.</p><p></p><p>After waiting to see if the inhabitant of the room behind the door is willing to come out they decide to head in to investigate again. Sayuri and Grembor take point and start tearing down the wall while Kat stands back until her impatience gets the better of her and she directs a powerful gust of wind at the wall as Sayuri summons some elementals into the room to harass the poor hermit living within.</p><p></p><p>However they all wait in the room and then head in to investigate when nothing seems to happen and find no-one in the room to challenge them. In disgust and some confusion they check out the room finding a few interesting things in a chest which tells the history of this place; some instructions for re-activating a relic on the roof and a remove disease spell (cast at 12th level). Additionally they find a fine set of solid silver surgical tools.</p></blockquote><p></p>
[QUOTE="Sic_Pixie, post: 5912201, member: 52403"] [b]Pain is symbolic[/b] Sayuri and Zordlan investigate the apparent passageway into the tower and find a pair of doors opposite each other. They back out not having touched them and call in the trap expert. Grembor checks both doors and informs the party that they are both free from traps; Zordlan opens up one and a sudden agonizing pain rips through everyone in the party; Sayrui is the only one able to dismiss the pain to the back of her mind while the rest roll on the floor for a while screaming in pain. Finally they recover and they all shoot Grembor accusatory looks but he was affected by the magical trap as everyone else they let it slide. They investigate the room but find little of interest until Grembor notices that one of the walls seems to be made of loosely piled bricks. Pulling one out he can see little through the gap but from the sounds on the other side it appears to be a room. Sayuri investigates as her ties to the plane of shadow grant her the ability to see in the dark and she can see a room on the other side; this room seems to have some sort of pit in the centre of it and disappears out of her field of vision. Her ears perk up as she detects the sound of spellcasting on the other side of the wall. The whole party retreats out of the tower and have a brief discussion while Kat scatters caltrops in the passageway to impede anyone advancing from the room. After several minutes nothing happens so they advance again but this time investigate the other side of the corridor. They easily avoid the caltrops but should they need to retreat then they will be in for a nasty passage. The other doorway leads to a mostly empty room; mostly in that there is a corpse lying in one corner clutching a satchel in its wasted hands. The aroma is cloying with the stink of decay and as they approach they notice movement; hands leaping to swords they find it is only the maggots and other insects feasting upon the body causing the slight shift in the body. Grabbing the satchel and a ring off one hand (taking most of the finger with it) they retreat again outside to the fresh air to examine their find. Opening up the bag and discarding the spoiled remnants of its owner’s lunch they fish out some stones in a pouch; examining these they find several onyx gemstones which Pringle identifies somewhat worryingly as possible material components for an animate dead spell. The other thing of interest in the satchel is a leather wrapped map of Ustalav with several coordinates scrawled on the back; the towns of Ravengro and Lepidstadt, a location near Ascanor Lodge (likely the Stairs of the Moon), and the ghost town of Feldgrau in the Furrows of Ardeal (wonder where to go next?). They pocket this before looking at the ring which looks to be a gagged skull; another ring with the symbol of the Whispering Way. After waiting to see if the inhabitant of the room behind the door is willing to come out they decide to head in to investigate again. Sayuri and Grembor take point and start tearing down the wall while Kat stands back until her impatience gets the better of her and she directs a powerful gust of wind at the wall as Sayuri summons some elementals into the room to harass the poor hermit living within. However they all wait in the room and then head in to investigate when nothing seems to happen and find no-one in the room to challenge them. In disgust and some confusion they check out the room finding a few interesting things in a chest which tells the history of this place; some instructions for re-activating a relic on the roof and a remove disease spell (cast at 12th level). Additionally they find a fine set of solid silver surgical tools. [/QUOTE]
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