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Carrion Crown Chapt. 1

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Post  Bill Heinz Fri Feb 15, 2013 12:35 pm

Bill employs the traditional "Stabbity Death" technique

Sword 16 +5 -2 19
Dagger 7 -2 5
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Post  Spring Lightfoot Fri Feb 15, 2013 12:37 pm

Spring leaps forward, and strikes down on the head of the left one as if it were hot steel.

warhammer 7 + 2 = 9 to hit (or not to hit) edited because i forgot to add my BAB
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Post  DM Thorp Fri Feb 15, 2013 1:37 pm

Did Bill strike the left one too?
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Post  Bill Heinz Fri Feb 15, 2013 1:38 pm

Yes.
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Post  DM Thorp Fri Feb 15, 2013 1:56 pm

You hit the insect at the exact same time, the onslaught ripping it the little insectoid bits and splattering you with things you can only classify as yuck.


The other centipede attempts to bite spring but fails to penetrate his boot.
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Post  Spring Lightfoot Fri Feb 15, 2013 1:59 pm

Spring turns, bringing the Warhammer in a wide arc and towards the side of the centipede's thorax.

12 + 2 = 14 to hit
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Post  DM Thorp Fri Feb 15, 2013 2:18 pm

Include your damage rolls with your attack rolls I will tell you if they hit
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Post  Bill Heinz Fri Feb 15, 2013 2:20 pm

Sword! 6+5-2 9! 6+3 9
Dagger! 18+5-2! 3+3 6
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Post  DM Thorp Fri Feb 15, 2013 2:24 pm

Bill's sword chops the second bug in half. A quick glance shows others scurrying back out the door and up a crack in the wall.

400 xp
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Post  Spring Lightfoot Fri Feb 15, 2013 2:40 pm

Spring bounds towards the door.

The priest are right out there!
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Post  Bill Heinz Fri Feb 15, 2013 2:46 pm

Bill follows Spring, with a slightly confused look.

You do realize that the centipedes are probably not going after the priests, right?
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Post  Bill Heinz Fri Feb 15, 2013 2:56 pm

Bill begins lootin'
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Post  Spring Lightfoot Fri Feb 15, 2013 2:57 pm

Spring chases the bugs away heroically. They move faster than him so he doesn't keep up as they head away.
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Post  DM Thorp Fri Feb 15, 2013 2:59 pm

As Spring rushes outside to the priests he is met by funny looks.

Bill finds that his pack is filled with the tasty lootz.
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Post  Bill Heinz Fri Feb 15, 2013 3:03 pm

After the lootin' Bill surveys and maps the crypt as per his agreement with the priests.
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Post  Spring Lightfoot Fri Feb 15, 2013 3:14 pm

Spring follows behind, holding his compass out in front of him.
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Post  DM Thorp Fri Feb 15, 2013 3:25 pm

The rest if the time in the crypt goes smoothly. Upon exiting the crypt and turning over the maps the priests thank you and depart.
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Post  Spring Lightfoot Fri Feb 15, 2013 3:34 pm

Let's check out that case. It's got one of those beetles on it as well. Does this one actually open? I can take some of the holy water and a couple of the potions.
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Post  Bill Heinz Fri Feb 15, 2013 3:37 pm

Yes, let's get back to the house so we can distribute these things as needed.
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Post  DM Thorp Fri Feb 15, 2013 3:39 pm

Back at the house you open the case.

The darkwood case is worth 50
gp, and contains three objects of interest—a spirit board
with a brass spirit planchette, and four iron and glass vials
containing tiny, churning clouds of vapor. The vials sit
in velvet-lined indentations to the left of the spirit board
and planchette, along with six empty indentions—the
professor made off with most of the vials but left these four
behind. The six vials are all valuable magic items called
haunt siphons.
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Post  Spring Lightfoot Fri Feb 15, 2013 3:45 pm

7 + 8 = 15 kn: religion to know what these are.
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Post  DM Thorp Fri Feb 15, 2013 6:00 pm

They aren't religion it would be KN: arcane

Springs can't seem to find out what they are from his knowledge of the gods but Kendra passing through the room quickly identifies them as:

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 grenadelike 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


She also identifies the 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.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 (such as
in Harrowstone), 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
Planchette Questions Will save Confusion True
Type per Use DC Duration Answer Lie
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)
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Post  DM Thorp Sat Feb 16, 2013 9:41 am

At the ren-fest today will not be posting a lot until tonight so get your plans together so that I can roll you into them quickly.
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Post  Spring Lightfoot Sat Feb 16, 2013 8:18 pm

These will prove quite useful, thank you Kendra. I know we can take on any obstacle that the Harrowstone may have in our way.
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Post  Spring Lightfoot Sat Feb 16, 2013 8:40 pm

Spring kicks his heels up, and puts his feet on the corner of the table. He lights his pipe and looks out the window for a few moments as he puffs.

I think it's a bit late for Harrowstone, and we still have a loose string with Gibbs. I'll escort the deputy or sheriff that goes, so that way if any immediate danger happens I can assist. I can take the first half of the night, and then you Bill could take the later half. So probably turning in early would be your best bet, then I'll sleep in after you take over watching Gibbs. That way, if we can hear his disturbed thoughts, we could better understand what happens in this dream and who this murderer and victim are. Then we can head over to Harrowstone while the day will still be fairly early, and we'll either have more information, or we won't, and if we won't... then atleast we know Gibbs should be better in a few days. I'll need to meditate and prepare... who knows what could happen. Fortunately we have those scrolls with us, tomorrow will be an even more draining day.

how far out is Harrowstone, will we have to ride to it? I've not actually seen a map of Ravengro so don't know the scale just yet.
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