The Twice Dead Professor's Carrion Crown

Game Master gmpathfinder

Beginning in January 2013


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M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Shel's daggers find their mark, which sends the beast howling.

It leaps into the air, and wings away (AoO for the melee folk).

The swamp is eerily silent after it leaves.

Perception >10:

The manticore's nest is recent- it looks as though portions of the mud caked bowl are still drying. In the nest you find the remains of a savaged dwarf. The patchwork cloak he wears contains an oil of keen edge, and a silver flask filled with brandy worth 30gp. A masterwork shortsword and a wand were dropped on the ground. He seems to have been traveling through, the tail end of his canoe sticks out of the water a few dozen yards away. You can tell the beast shredded its hull with its claws.

Perception >15:

You also find an old, abandoned camp: small firepit, wineskin with soured wine, dried out and molding trail rations, and a small glass vial litter the ground, abandoned. Someone stayed in this area for a while- likely before the manticore moved in.

Perception >20:

Another small skiff was abandoned on the far edge of the island. You can see some dried blood in it. It contains an oar and a moldy leather travel bag at first glance. A rope extends from one edge of the boat down into the murky depths of the swamp.

Perception >25:

Something is odd about the graves here: six look like they're sagging- collapsed from below perhaps?

Perception >30:

Also, dropped amid the reeds near the shore is a leather doctor's satchel. Inside are fine silver and amethyst handled tools. They've even got their maker's engraved brand on the base of the handle.


Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

Garin takes the opportunity to strike the beast when it attempts to flee.

Halberd (AoO): 1d20 + 9 + 2 + 1 ⇒ (9) + 9 + 2 + 1 = 21
Damage: 1d10 + 6 + 4 + 1 ⇒ (9) + 6 + 4 + 1 = 20

Afterwards, Garin takes the opportunity to relax and wind down from the battle. He could take his time and search the area thoroughly, but he leaves that for more astute folk.

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Edited to reflect MW bonus and Inspire Courage. Thanks, Vachordi.


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

Don't forget inspire


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Shel swipes once more before the beast takes flight.

Attck 1d20 + 1 + 9 ⇒ (12) + 1 + 9 = 22

Damage 1d3 + 1 + 2 ⇒ (2) + 1 + 2 = 5
plus 2d6 ⇒ (2, 1) = 3 sneak attack


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

1d20 + 8 ⇒ (15) + 8 = 23

Vachordi shares the following

The manticore's nest is recent- it looks as though portions of the mud caked bowl are still drying. In the nest you find the remains of a savaged dwarf. The patchwork cloak he wears contains an oil of keen edge, and a silver flask filled with brandy worth 30gp. A masterwork shortsword and a wand were dropped on the ground. He seems to have been traveling through, the tail end of his canoe sticks out of the water a few dozen yards away. You can tell the beast shredded its hull with its claws.

Perception >15:

You also find an old, abandoned camp: small firepit, wineskin with soured wine, dried out and molding trail rations, and a small glass vial litter the ground, abandoned. Someone stayed in this area for a while- likely before the manticore moved in.
Perception >20:

Another small skiff was abandoned on the far edge of the island. You can see some dried blood in it. It contains an oar and a moldy leather travel bag at first glance. A rope extends from one edge of the boat down into the murky depths of the swamp.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Oh, I forgot my Perception roll earlier. Perc. 1d20 + 10 ⇒ (18) + 10 = 28


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

To Vachordi's observations, Shel adds the following:

"Something is odd about the graves here: six look like they're sagging- collapsed from below perhaps? "

"If they are collapsing from below, that makes me wonder if there might be tunnels or something down there, that might yield more clues."

Shel looks at all of the found items, and when the group was ready, starts pulling the rope up, trying to see what might be attached to the other end.


Quick Stats:
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)

Perception: 1d20 + 3 ⇒ (9) + 3 = 12

"My, you all have such keen eyes! Perhaps I was just distracted at what this wand could be used for."

Spellcraft (wand): 1d20 + 9 ⇒ (12) + 9 = 21

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Wand of produce flame. Many (42) charges left.


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

If you are helping each other search, you should be able to aid (adding a +2 bonus) and thus reaching the DC30 search.

You find the satchel listed under the spoiler.

You also spend some time digging in the depressed graves, only to find that the bodies that had been interred there are missing.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Is there anything at the end of the rope Shel is tugging at, DM?m also, is there anything in the moldy old leather travel bag contained in the skiff?

"We've got empty graves and a doctor' stool with a particular brand on them. Who wants to bet this doctor has a storefront in town. Maybe the doctor is doing illicit experiments or something..."


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

. This does not look good. What could be the reason for all of his?


Quick Stats:
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)

Awnara grows worried at this revelation. "Perhaps we've uncovered a vivisectionist," she ponders. "Someone doing unethical experiments with bodies. Or a necromancer. Whatever it is, it's wholly unsavory, and we should have words with this 'doctor.'"


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Knowledge nature Dc15:

Now that you think about it, if the Beast had been attacked by a blood caiman (giant crocodile), then it should have left scars. You don't recall seeing any on the beast.

The rope is weighted down by a heavy sack full of digging tools, as well as some rags, rusty knives, and a lantern. You note that the mansized sack is stained with blood. A the old leather pouch has clothing, mostly workman's outfits (including an apron), and a strange clump of skin and hair. When you pull it out of the sack and flatten it out, you're shocked to find that it's the skin of a human face with the eye and mouth areas cut out.

You recall that Lepidstat, as a city of learning, has many artisans who make such tools- you might be able to find the workshop that matches the symbol.


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

1d20 + 11 ⇒ (1) + 11 = 12 nature

Well it would appear we have a clue, shall we head back?


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Untrained Knowledge Nature 1d20 + 1 ⇒ (16) + 1 = 17

Shel shows the others the flesh mask she discovered. "Talk about grisly. Graverobbers and slicing the face off someone? This is more evil than the undead at the prison!"


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)
Shel Whispertongue wrote:

Untrained Knowledge Nature 1d20+1

Shel shows the others the flesh mask she discovered. "Talk about grisly. Graverobbers and slicing the face off someone? This is more evil than the undead at the prison!"

Detecting a theme, are we? :)


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Um yes, lol. Twisted, dark horror AP alright!


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Back to the city? or on to one of the other locations?


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

We went to the furthest away, now we go to the next furthest


Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

Might talk to Lazne before going off as well, just to follow-up on what we've discovered.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Are there any craftsmen wheose mark we might recognize in the little village we are currently in, or would they be back in the city proper?


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)
Shel Whispertongue wrote:
Are there any craftsmen wheose mark we might recognize in the little village we are currently in, or would they be back in the city proper?

The swamp folk have no craftsmen that could match the quality of those tools- and the fact that they are surgical in nature almost screams "Lepidstat."

I'll add one piece of info: the grave markers of the empty graves were all made before the Beast was run out of town. None are more recent than that.

Back at the thorpe:
What do you want to ask the prejudiced townsfolk?


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Bump!


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Im at a bit of a loss as to what to ask the villages at the Thorpe. Anyone have anything clever?


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

GM hint:
You do have a squishy face-skin mask thingy.


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

I have bad news. It appears that there is more to this than we all thought. It would appear that the beast is not totally to blame as there is no way the beast could have done this.

He takes out the mask someone explain this to me.

Take 10 on diplo for a 20


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"There is no explanation for something this horrific, Vachordi. It looks like human skin, from what I can tell. Perhaps this won't be the first such mask they have ever discovered. Of course, if there is a secret in this town, they may want to shut us up to prevent it from getting out. We need to be careful when we bring this up."


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

What in tar-nations you got there? Damnations man. That's ...a face! the village chief is horrified by the skin mask.

That's Nan Klebem! We ain't seen him for months. He's a trapper that would stop here fur supplies. He ain't been back since before the Beast ... he trails off.

The villagers can't help you much more, and turn a cold shoulder to you.

Moving on to the next stop:

Straight west is the Sanctuary (hospital) that the Beast burnt to the ground, Northwest is Hergstag, where the Beast murdered children.

You've burned most of the day with the trip to the boneyard.


Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

Head back to rest of the night, or head to Hergstag for a stay at the inn, I recommend. of course, we could always camp out, but Garin wonders why we would prefer that when beds are an option.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"Lets press on to the next closest spot. We can camp when it gets dark. If there's still a bit of daylight left, we need to travel as far as possible. We are under a huge time crunch here. I haven't seen anything that makes me think that simple creature is capable of what we saw back at the graveyard. I don't think he has the fine motor skills to pull something like that off."


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

You ride on to the sanctuary on Karb Isle:

The sad remains of a broken building lie on a spur of land jutting
into the river. The burnt timbers of a large house sag into the
undergrowth of nettles and thistles. Nature is taking back this
charred ruin, as if trying to erase dark memories. Nearby, a
small cluster of gravestones jut from the weeds.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"Lets check the gravestones first, before we look at that house."

Perception take 20 for a 30 for anything unusual in the graveyard.


Quick Stats:
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)

"It's moments like these I wish that Edrik hadn't gone back to Lastwall," Awnara says, drawing her overcoat around her tighter to shelter her from the chill she feels in the air. "He'd be able to sense if there was something evil in those gravestones. Maybe I can see if there's something mystic..." She says a quick prayer, and her eyes glow white with the witchsight again.

Detect magic, do I see anything, boss?


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

The 12 grades appear to be marked with Dr. Band's name, along with that of his patients who perished in the fire.

A quick survey of the burned mansion finds two things of note: a charred and twisted lockbox, and a 3' opening in the rubble leading down into the darkness.


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Also, nothing is magical.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Shel approaches the lockbox. "I doubt any traps have survived the fire, but let's see."

Perception 1d20 + 11 ⇒ (12) + 11 = 23

Disable Device 1d20 + 12 ⇒ (19) + 12 = 31


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

You find no traps, just the shaft that descends underneath the ruins.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

I meant to check the lockbox for traps and to try to open it to see what's inside, DM.


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

Vachordi stands back with his bow ready, letting Asmara do her thing


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

The lockbox has no traps that you can see.

Disable device DC20:

EXPLOSIVE RUNES!

Just kidding:

Inside are a number of documents, most of which have burnt to cinders. You could, perhaps, attempt to take pieces and make a linguistics check to decipher what they once were.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

That reminds me. I need to take a rank in Linguisitics next level!


Quick Stats:
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)

Guess who has you covered right now!

"May I see those, Shel?" Awnara pores over the remnants of the documents, trying to see if she can glean anything from them.

Linguistics: 1d20 + 6 ⇒ (13) + 6 = 19


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Awesome, Awnara!!


M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

The scraps of paper are some sort of receipt or contract. You can make out the following name: Vor__tag and Grin_’s C__mic

The sun is licking at the tops of the trees. Are you going to venture down the shaft or camp for the night?


Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

"I'm not tired yet. We can venture down the shaft and rest later. I'll follow what you all think is best, however."


Skills:
Perception +9, Diplo+10, Heal+12, Religion+8, SM+11
Human (Shoanti) Bard (Thundercaller)
Vital:
Init +4; HP 29/29; AC 17/11/16; Fort +5 Ref +2; Will +8; Arrows 21; 6 Silver, 1 Undead Bane, 10 +1, Blunt 8, Channel 5/5 exclude 2

I agree


Quick Stats:
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)

"It's early yet," Awnara nods, agreeing with the others. "And since you think the Beast is innocent, it's probably best we keep looking. As for the papers, it's hard to say what it was originally. It was something official, and the text 'Vor-something-tag and Grin-something's C-something-mic." She shrugs, clearly unsure of the meaning of what she just said.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"Keep those papers, Awnara. That might be solid evidence, depending on what else we find.". Shel leads the others to the shaft. Perception 1d20 + 10 ⇒ (20) + 10 = 30

"Toe a rope around me, and someone lower me down. I'll see what is down there, and the rest of you can come after."


Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]

"We can most possibly find a linguist in the city as well to aid in deciphering the text," Garin adds.

He then aids in tying a rope around Shel before lowering her down. "Be careful."

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