Carrion Crown AP (Savage Stampede) - IC

OOC: So basically there is no way for the group to ever be trusted? It's tilted to begin with and gets worse every day? We are required to stay here a month. Is there ever any good news?
 

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OOC: I'll second the Trust question (though I'm wager no matter what kind of group we'd be playing, Trust - and struggling against it - is a HUGE part of the adventure as written). I'm also fine with rolling for IDs.
 

The group spends the better part of the morning deciphering the items they found in the false crypt and deciding to whom each should go. Inside the darkwood case they find four odd vials and space for six more that are missing and an odd board and brass pointer. (see pictures)

[sblock=Loot List]
dozen silver arrows (brown fletched)
four sun rods
six flasks of holy water
ten white fletched arrows - magical +1 arrows
five blue fletched arrows - magical +1 ghost touch arrows
two black fletched arrows - magical +1 undead bane arrows
five potions of cure light wounds(d8+1)
two potions of lesser restoration
two scroll cases - 4 scrolls (hide form undead(x2), protection from evil, detect undead)
four haunt siphons - magical
spirit planchette - magical [/sblock]

New Magical Items:

[sblock=Haunt Siphon]
Aura faint necromancy; CL 3rd
Slot none; Price 400 gp; Weight 1 lb.

Description_________________________________________________
__________________________________________________________
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt.

If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenade like splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Construction______________________________________________
________________________________________________________
Requirements Craft Wondrous Item, cure moderate
wounds, gentle repose; Cost 200 gp[/sblock]
[sblock=Spirit Planchette]
Aura moderate divination; CL 9th
Slot none; Price 4,000 gp (brass planchette),
10,000 gp (cold iron planchette), 18,000 gp
(silver planchette); Weight 5 lbs.
___________________________________________
Description__________________________________
A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.

To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).

Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.

Spirit Planchettes
Code:
Planchette      Questions    Will      Confusion    True    Lie
[U]Type            per Use      save DC   Duration     Answer___[/U]
Brass             1            11       1 round     01–60  61–100
Cold Iron         3            15       2 rounds    01–75  76–100
Silver            5            19       3 rounds    01–90   91–100
_____________________________________________________________
Construction__________________________________________________
Requirements Craft Wondrous Item, contact other plane, speak
with dead; Cost 2,000 gp (brass spirit planchette), 5,000 gp
(cold iron spirit planchette), 9,000 gp (silver spirit planchette[/sblock]
 

Attachments

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  • Spirit Plancheete2.jpg
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"So who gets what?" Aerodus asks someone taken aback by the haunt siphons and spirit board as he calls it.

OOC: please list anything you wish for your character and post up spells for the day for those who need to prepare them. Will be heading to the prison after treasure division.
 

OOC:
Well, I'll take one of the healing potions, like I suggested we should split them evenly. Also, I'll take the protection from evil scroll as well. I have detect undead already, and I can't use the other two scrolls. I'll take at least one of the haunt siphons too.

Spells prepped:

0- disrupt undead, light, resistance
1- mage armor, magic missile, ray of enfeeblement
 

47912d1300876452-rg-carrion-crown-ap-savage-stampede-hagnim.png


"Looks like the good professor was hunting ghost. Anyone of you good with a bow."
Hagnim asks. If possible he will take siphon, a healing potion and two flasks of holy water for himself.

[sblock=OOC]
spellcraft below to identify (after casting guidance).

[sblock=Mini Stat Block]
Hagnim

HP: 12/12
AC: 19, Touch 13, Flat Footed 16
Initiative: +3
CMB: +1
CMD: 14
Fort: +5
Ref: +3
Will +6
Speed 20'

active spells:
Endure Elements

Spells prepared:
0 - Detect Magic, Guidance, Light
1 - Endure Elements, Magic Stone - Obscuring Mist

Ice Bolt: 5/7
+3 ; 1d4(p) / 1d4(cold

Club (melee): +1 = +0 (BAB) +1 (Stat) (1d6+1)X2
Scimitar (melee): +1 = +0 (BAB) +1 (Stat) (1d6+1)18-20X2

Perception +8

dies at -16

[/sblock][/sblock]
 

OOC: AHAHAHAAH OMFG! The haunt siphons... are Ghost Traps! "The light is green, the trap is clean!"
[ame]http://www.youtube.com/watch?v=NRt0SG-hepU[/ame]
 
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Daggal ponders the items. "I do well with a bow, but it is not my specialty. All the same, it may come down to these enchanted arrows in a pinch. Perhaps someone more mobile can carry them and hand them out as needed?"

He then examines the strange find in the Haunt Siphons. "I'm... not sure how these may come into play, but I shall take one. I shall also take the protection from evil scroll, as it is within my power to use. The Spirit Planchette seems a fit for the Varisian on our party." [Zeldana, even if she's not Varisian.]

OOC: Summary: I would like the protection from evil scroll, a haunt siphon, and we can divide up the arrows between the archers, or give a few to the runners in the group.
 


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