DM Puppet Master's Humble Bundle Welcome Campaign (Inactive)

Game Master Anon A Mouse

Cult of the Ebon Destroyer


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MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Well, he refused to pay more because he's a far better negotiator than Jaed (he made a 37 vs Jaed's 16 Diplomacy). But the agreement was to "end the threat to the Thakur". The other part of the agreement in return for raising Lily was to "find and deal with whatever base this cult has set up [down south]". Killing or bringing them in would be obvious ways to fulfill the bargain. Depending on what you actually ended up doing/end up telling him what you did, you may need to do some convincing to get him to pay you. (Also you weren't talking to the Thakur but rather one of his advisors)


Female Aasimar Inactive

Okay, for our big ending, let's do Carrakas versus this evil lady, duel to first blood. If we win, they leave Jalmeray and never return, and no one else from their cult ever visits the town again. If they win, we leave Jalmeray and never return, and we don't interfere with their governance of the town. Terms are no magic buffs, only natural abilities, and both combatants have to stay on the circular platform below us during the entirety of the (probably very short) fight or forfeit. Fight starts when they are both on the platform and both sides agree that there are no buffs in place (if we can tell that with detect magic... I think we can, but it might be hard with magical armor?).

I actually don't know if any of Carrakas' abilities are magical, but I don't *think* so...?

This of course doesn't really solve anything either way, but it does give the option for (as Jaed suggested) a nice Carrakas all-out scene, (although I don't really want it to kill him... I like the character), and it gives us a chance to sort-of win the module if we get lucky. If they leave, the cult will still exist, and if we leave, we'll tell the town so they can leave if they want to and we'll tell the government what we learned... so, just a small skirmish in a war that we aren't powerful enough to fight, but hey... it's something.

Thoughts?

(I don't think a prisoner will help that much since the actual murderer isn't here (that we know of). It was that guy that we stole the papers from. They are still going to have to root out cultists. There will just be a few less to find. Totally not ideal from a leaving-evil-murderers-in-the-wild standpoint, but probably what we can do.)


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

She's not going to agree to no magic buffing unless that means no magic at all (including items, armor, etc. Because clearly only then are you testing 'natural abilities'), but honestly, I don't want to recalculate both her stats and Carrakas' when we just seem to be trying to wrap this module up.

In response to the lose condition, she will say that with the exception of the cultists in the city, they have no contact with other sects and therefore cannot promise that they won't interfere

She will also say that if you lose, you cannot contact anyone on Jalmeray and must leave immediately, effectively meaning you can't report what you've learned or claim any money (if you want, they won't contact anybody either and also leave immediately if they lose)


Female Aasimar Inactive

Okay, nevermind. No fight. We can't agree not to report. Might as well leave.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)
DM wrote:
you may need to do some convincing to get him to pay you.

Fair enough. We will have to somehow explain we were underpowered to deal with the whole sect and hope they will understand it.

Marzela wrote:
Okay, nevermind. No fight. We can't agree not to report. Might as well leave.

I suppose we can always lie but that will require a bluff check. Or promise we will leave immediately but then send a message to the thakur. But again, I suppose that will also need some kind of bluff check.

@DM: If we just want to leave now, no duel or whatever, are we free to do so?


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Yup, if you want to just leave, you are free to do so. Just let me know what you plan on doing. I assume head back to the city, but was there anything you wanted to do before you got there?


Female Aasimar Inactive

I want to stop back at the village and tell them we're going and we didn't kill them all and we're sorry. Just so they know to stay on guard, or leave. They are welcome to come back with us if they like. We have to stop back there to get the elephants anyway.


INACTIVE - GAME DIED

Sounds fine. We are apparently out of our league. If we are the only ones who can save these people, well, I guess they are boned.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Careful not to turn their back on the cultists, the group backs out of the room and retraces their steps, heading back to the entrance of the temple. Carrakas ferries everybody down the cliff, and the group makes their way back down through winding trails. The group once again passes through the mass grave, but with the vetala put to rest, no undead rise to bother you. Eventually the path broadens and you see where Bala and the elephants are waiting for you. He seems visibly relieved to see you all alive and in one piece and is eager to get as far away from this area as he can.

The sun sets, but the group pushes on, aware that the small village of Leckumgee isn't too far off. A few hours after dark, you reach the destination, where Finnrick eagerly greets you. He's the only one though. "Friends, I did not expect to see you again so soon. You finished your work is less than a day? But come, I have claimed one of the huts belonging to a slain cultists. Let me prepare some food for you. You must be hungry." Millsy rubs up against each of your legs, purring happily. As he leads you to his claimed domicile, Finnrick continues, "I'm sorry this isn't a warmer welcome; Shreya has already gone to sleep and the rest of the village...well, many of them refused to leave their huts even after you have left. The few that did mostly tried to avoid me, and I suspect only came out for love of their herd."


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"They are not going to be happy when they find out that we could not finish those damn cultists," says Jaed clearly displeased.


Female Aasimar Inactive

Shreya... isn't that the one they executed in front of us?

Nope. And I truly wish it were otherwise, but things are as they are. We should tell them right away, so they can leave if they want to, or come with us.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
1d20 + 5 ⇒ (1) + 5 = 6

They tried to kill Shreya but ended up only severing her vocal cords.

"It's already late at night and given that they've been avoiding me, I'm not sure they would listen. If you want, I can stay and continue to urge them to relocate while you continue onwards. At the very least I would provide a little protection should they refuse to leave. Though if the cult was able to withstand the might of Carrakas, I fear I would be able to do much more than provide an early warning system before they attacked." Finnrick mused. Carrakas smiles grimly at the compliment but doesn't say anything else.

Worried about an attack, you all take turns resting in shifts though no assassins come in the night. In the morning, Finnrick walks with you to try to talk the villagers into leaving, but they mostly refuse to talk with you or budge. Many remain barricaded in their huts and the few people you see outside are careful to give you a wide berth. Your warning delivered, the group leaves the village to head back to the city of Niswan to report your findings to Raheem.

The three days spent trekking through the jungle are just as hot, humid, and unpleasant as you remember. All the way you keep a wary eye out for the tigerman who attacked you earlier. Despite not making an appearance, you can't help but feel like you're being watched from the shadows. You pass once more through the small clearing with the shrine to nearly every god imaginable though its monk caretaker is nowhere to be seen. Finally, you exit the jungle and gain a reprieve from the oppressive mugginess.

It's getting late by the time you arrive in the small fishing village of Mudaliear on the south side of the River Sald. The ferries have already closed for the night, so you decide to sleep there. Once crossing the river, you are but a half day's journey from the city. The end in sight, you all enjoy the first proper bath you've had in over a week as well as the first true bed.

Jaed:
The night you spend in the village of Leckumgee, you once more dream of running free through the jungle. Though it's night time, you can see as clearly as if it were day and the paths and trails of the wildlife are as clear to you as if they were paved roads. You burst out into a clearing and find yourself at the edge of a cliff. Barely winded, you bask in the gentle glow from the moon and the stars and an overwhelming sense of freedom. Behind you, you hear a twig snap, but just as you turn to see the cause, you are woken for your shift and the dream ends.

A couple of nights later when you're in the jungle, the dream repeats itself. The twig snaps and your whirl around. What creature is foolish enough to disturb your night revels? A deer stands before you, looking at you with fear. It flees and with a thrill, you are drawn to chase it. You toy with the creature, nipping at its heels to prompt it to put on a burst of speed in a vain attempt to get away. You can smell its terror. It gives you an overwhelming sense of power for you know that it is your will alone that allows it to continue living. You wait until the deer feels like it has almost escaped before putting on your own burst of speed. With a primal growl, you leap at the creature, ready to end its life, when once more you are awoken for your turn at watch.

You don't have any further dreams on your journey, but when you awaken from your first night's sleep in semi-civilization, you feel full. Really full, as though you had gorged yourself on a great feast. In fact, the mere thought of breakfast turns your stomach. You fear if you were to eat anything you might be forced to vomit it all up.

You all awake in the morning feeling delightfully refreshed though something seems a little off. As you eat your breakfast, you notice the occasional person running outside and the inn's proprietor seems slightly on edge.

The cause becomes readily apparent when you step outside and see a gathering crowd towards the edge of the village. Approaching, Marzela is able to make out some of the villagers talking about an attack of some sort, and eventually you're all able to see the corpse of a young man lying on the street. The body's in poor condition: one arm has been completely severed and the torso almost seems to have been ripped apart with a number of his internal organs left hanging externally. His face is frozen in a mask of terror.

Make one check and read anything you beat the DC of

Heal/Prof(Mortician) DC 10:
While there are a number of wounds on the body, it seems like the cause of death was due to excessive amounts of blood loss. Likely the main culprit was the man's badly slashed throat. The wound would have severed his vocal cords and prevented him from crying for help.

DC 15:
Time of death seems to have been roughly around 2am last night. Furthermore, the jagged edges of the wounds suggest that the cuts weren't made by weapons but rather claws.

DC 20:
It's a little hard to tell with the body in such a mess, but some of the organs are definitely missing including the heart. It also looks like the ribs might have some bite marks on it suggesting that the missing organs were eaten rather than carried away somewhere.

Up to you all if you want to do anything in response to finding this body or continue the half-day's journey to Niswan.


Female Aasimar Inactive

Oh yeah, wow. How quickly I forget. Poor Shreya. At least she is alive, for now.

Heal: 1d20 + 7 ⇒ (15) + 7 = 22

Looks like he was clawed and eaten. This is horrible. I wonder if tiger-man followed us here. I vote we report to Niswan quickly and let them know what is going on. I hope they have people who can handle this.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

The group takes a slightly different exit out of the town to avoid trampling over the grisly scene with the less than dexterous elephants. Bala once more pays the ferries to carry you and your mounts across. Unlike last time, the rowers are silent and somber, clearly aware of dead body lying on the outskirts of their town. The last half day of travel seems to go by painfully slowly and bit by bit the distant city of Niswan grows bigger.

When you finally reach the gates, Bala takes his leave from you, moving to herd his beloved elephants away to a well-deserved rest. He is clearly relieved to have arrived home safely. You make your way to the far side of the city where the Thakur's palace lies behind high walls. After talking with the guards and waiting for some messages to be exchanged, you're escorted past elaborately carved pillars and down smooth, polished marble hallways to a moderately sized audience chamber where Lord Raheem Pandisar waits for you. Once again the table is filled to the bring with a variety of fresh fruits and exotic dishes as well as multiple jugs containing a range of different beverages. Given that none of you took the time to stop for lunch, it all smells quite delicious and enticing. Raheem indicates that you should sit and help yourselves as he speaks, "Friends, you have returned. I hope that your journey was not too strenuous? Were you able to find and deal with the cultist base down south? But...wait a moment, were there not five of you? I hope that I will not have to call upon the temple clerics to once more raise one of your number."


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Jaed feels uneasy after seeing the body. After some thinking during the ferry trip he decides to talk to his companions.

"Did any of you had these weird dreams at night were you, well," this is going to sound stupid, "feel like animal and go hunting? I have been having those since we fought the tiger-man. Do you think our minds could be connected somehow? That he may be following us because of that?"

As Marzela is, by far, the best diplomat I think she should be doing the talking. Maybe to try to convince Raheem that we did the best we could with the resources we had.


Female Aasimar Inactive

Nope, no dreams like that. Mental tracking seems unlikely, although... did he bite you? Do you think you could be turning into a weretiger too? There must be a cure for that.

What knowledge do I roll to know whether there is a cure, or to know whether he actually has such a disease? Nature/heal?

Knowledge Nature: 1d20 + 3 ⇒ (17) + 3 = 20
Heal: 1d20 + 7 ⇒ (16) + 7 = 23

_____

To Raheem, she responds

That will not be necessary. We found the cultists and we know they are responsible for the murders, but we don't have the manpower to root them out.

She relates their encounters with the tiger-man and their welcome and then attempted kidnapping in the town. She explains how terrified the people in the town are, why Finnrick decided to stay behind and help them, and then offers blow-by-blow detail of their fight with the undead. She then explains the complex they entered, describes the cultists that they encountered and the minor battles they fought, but then concludes with the information that because they were unfortunately not at their full strength and without their full group, they were unable to confront the cultists on their own turf. There was little chance of winning, and so unfortunately the wisest choice was to come and report locations and strength so that the realm would know what is going on.

She explains about the murder on their way back, and that they are worried the tiger man is following them, still trying to save the cult. She tells him the investigation is over, the murderers identified, and advises him to put together a large group to take out the cultists, since their guerilla tactics and natural abilities will naturally whittle away whatever he sends against them.

Diplomacy: 1d20 + 21 ⇒ (9) + 21 = 30


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INACTIVE - GAME DIED

"Weird dreams? No... did... did someone get turned into a were-tiger?"


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Lycanthropy is a curse, so if you have a way of detecting/identifying curses, that would be one way to discover is someone is a lycanthrope. There's also the obvious answer of waiting to see if they transform during a full moon. If the afflicted lycanthrope can find a cleric with at least a CL of 12 within the first 3 days of infection, that can cure the lycanthropy. Past those first 3 days, the cleric would need to see the victim in their transformed state to cure them. Alternatively, wolfsbane can be taken to help the victim fight off the curse (assuming the poison doesn't kill them first, that is).

Raheem listens with rapt attention to your tale, face grim. "I see. If you believe you had no hope of winning, then retreat was truly your only option. I can but together a force to go after them, but I fear by the time they arrive that the cult will have long vacated that particular temple to find a new hiding place. That is, after all, why I asked you to go; I had hoped if you left quickly that you would be hot on the heels of the survivors of the sect here and be able to end this threat before they had a chance to relocate. It is, after all, a pattern they have repeated many times throughout history." He sighs tiredly, rubbing at his temples.

"I can at least send some guards to look into this nearby murder though. It's possible it was just a random, wild animal attack. They happen on occasion. But if it is more than that, no doubt more bodies will soon join the rest."

He snaps his fingers and a servant quickly approaches with a few bags. "I'm afraid that since it is likely more assassination attempts will be made against the Thakur that I cannot pay you the full amount promised. But you have at least set the cult back. They will have to replace the members that you have slain as well as set up new bases of operations. Here is half of what I promised for those of you who saw this through as far as you could." He hands you two bags containing a total of 4000 gold.


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Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Jaed is happy that Raheem gives at least some payment for all the suffering they went through but his mind is focused on his more than possible tiger problem. He remembers being bitten by the tiger-man so the first thing he does with his share of the money is search for a cleric that can tell if he is in fact cursed and, if so, could provide him with a cure.


Female Aasimar Inactive

Marzela splits her share of the money equally between Jaed and Lily, to offset the healing costs they incurred that she couldn't do anything about. She realizes that she needs to learn much, much more before taking on so big a task again, and so she returns to the temple where she partially grew up and instead of dreaming of leaving like she used to, starts studying all she can so that someday she will be able to face challenges like this and *not* fail.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Jaed is able to find a cleric of sufficient level who does, indeed, confirm that Jaed has contracted lycanthropy. For the standard cost of 360 gold, he agrees to heal the man that night when he transforms once again under the light of the full moon. The rest of the group stand nearby, ready to help restrain their friend should he break free of the chains the priest wraps around him. As his nails lengthen into claws and his face elongates into a snout full of sharp, glistening teeth, the cleric casts his spell, pushing the man back into his human form and banishing his inner tiger forever. Or at least until he is next attacked and infected by a lycanthrope.

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