
Copper Fratello |

I was actually hoping for an answer from Kroft for my question. Basically I was wondering if they are paid by the number of bodies they show up with, or are sent to specific locations to get specific bodies that have been reported to be picked up. Either way, dumping them sounds like it wouldnt be in the best interest of those picking up the bodies.

Aardvark DM |

Sorry, I didn't think you wanted one. I figured Rutter's response had answered it fairly well. If they paid per body delivered it would behoove the criminal underground to go into the body hauling business. I will have a bigger post tomorrow.

Aardvark DM |

1d100 ⇒ 30
Maybe think of it this way. It's like a garbage man. People bring out what they need carted off, the garbage men pick it up and take it to be processed. If they were to stop halfway along their route and ditch half their load in some gully, then take the last half to processing, who would know? They are not paid by volume, only by picking it up. The processing place doesn't know how much they picked up, only what they delivered. So only if the load they dumped halfway was found no one would doubt their work.
Thanks to Neva's spell, Pravlox kicks the disease, and with a day's rest is able to start feeling a lot better.
Pravlox heals 2 pts ability damage per stat (so all he suffered).
Assuming you all go to check out Racker's Alley:
The high walls of the surrounding buildings throw this awkwardly bent alley into constant shadow. Although littered with garbage and filth, the refuse isn't the most stomach-turning trait of this rundown sideway. Heaped against a bent wooden wall rises a pile of more than three dozen plague victims, their faces blistered and flushed, eyes open and staring. The scent of death is overpowered by the reek of rot, suggesting that some of these corpses have lain here for days.

Neva Vallastoi |

Neva took a few gasping gulps in an effort to keep her gorge down.
"Oh Lady, we seek to bring these..." Suddenly, Neva turned her head to give a shoulder-shrugging dry heave.
After an apologetic grimace at her friends, she regained her composure.
"We seek to bring these poor bodies to proper rest. Please bless us with your guidance, strength and will."
I cast bless on the party

Rutter |

How many entrances/exits are there to this spot? Would like to find a place or two that we could stake out a little further from the corpses if possible...

Pravlox |

Pravlox seems much less ruffled than some of the others at the sight; after all, he grew up in alleys like this. He quickly summons Rex, and mounting the serpent creature, starts looking for a good place to climb up and watch from above.

Aardvark DM |

Upon arriving at the alley, it is easy to see why it would be used as a dumping spot. The city wall at the south end of the alley, the height of the two buildings on either side, and the inset of the building where one roof overhangs, put the place it what appears to be almost perpetual shadow. Pravlox mounts Rex and climbs the building just west of the alley, some twenty feet up, allowing a look into the overhung portion.
It's really just an alley with the opening at the front and back. The back end is where most of the bodies are piled, so the furthest you could watch from would be the front.

Copper Fratello |

Copper stands back, giving room for those more experienced in the matters of sickness and death. He tries to keep an eye on both the goings on in the alley, and on the passers-by on the street. He bites down on the inside of his cheek, trying to disguise his unease with the situation.
Bluff to tell he is unsettled: 1d20 + 9 ⇒ (16) + 9 = 25
Perception Check: 1d20 + 1 ⇒ (12) + 1 = 13

Rutter |

So if we wanted to watch for a body cart to come into the alley, there's two entrances we'd need to cover?
"No point in staying with the dead in this condition. Maybe we can find a place to hide outside and watch for a cart to enter the alley. Then we cut them off and... what, arrest them?" Man, I keep forgetting to get manacles, or whatever.

Aardvark DM |

Yes, only two entrances to the alley.
As Neva and Felgar approach the bodies toward the end of the alleyway, they can tell that the number piled there is easily in the forties.
Are the two of you doing anything in particular while you are in the alley?

Neva Vallastoi |

Neva blanched at the pile of corpses. She couldn't decide, however, if she should try to address the desecration of these corpses, or lie in wait for the perpetrators as Rutter suggested.
While she fretted, she scanned the surrounding walls and rooftops for signs of foes or witnesses.
Golly, Neva hates to see these bodies like this. But I think Rutter's idea is best. Let's figure out a way to cover both entrances?

Rutter |

Rutter sees the conflict on Neva's face that he watching out for. "I knew you wouldn't like it. We'll make sure they're all taken care of, if we have to bury them ourselves. But we can't let these carters see us here or they'll just find another dumping ground. Let's catch them first."

Rutter |

"So, whisper trick, Copper? I'll take one end, you take the other, and we can keep in touch? Can you get Pravlox, too, since he's taking the view from the Shingles?"
Rutter then heads to the end with the most traffic, and finds a spot to blend in. Stealth: 1d20 + 13 ⇒ (12) + 13 = 25

Aardvark DM |

N 1d20 + 3 ⇒ (7) + 3 = 10
P 1d20 + 3 ⇒ (11) + 3 = 14
As they have a quick look over the bodies, and prepare to turn back toward the end of the alley, Felgar notices something out of the ordinary. What first looked like signs of Blood Veil on the necks of some of the bodies, more closely resemble twin puncture marks. He also catches sight of a previously unnoticed hole in the wall behind the pile, leading into the side of the building they are piled beside.

Copper Fratello |

How long is this alley? Do we think using a spell to communicate is even a necessity? Also, Copper is already staying at the one end, so that covers the two if Rutter has the other.

Neva Vallastoi |

Neva walked back to Felgar, hoping to provide him cover. Peering past him, she tried to spot the puncture marks the dwarf had mentioned.
So, we have Copper and Rutter at each end, Pravlox up top and Neva and Felgar next to the bodies and the hole. Seems a good deployment, as long as the alley isn't more than 50' long.

Aardvark DM |

The alley is about 90' long
Neva, returning to investigate what Felgar noticed, easily spots the things he noticed when he points them out. The puncture wounds are indeed equally spaced on many of the necks of the dead here. With a closer inspection, the hole in the wall looks to be big enough to climb through, if one were to clear away the bodies that look almost as if they were piled up to hide it.

Rutter |

Rutter watches Neva and Felgar investigate the bodies. He looks at the bodies and the hole they conceal, confused. "They tryin' to hide that hole? Dead bodies seems a stupid cover. I mean, I can see that most folks wouldn't try to move them, but eventually someone would come investigate them. 'Less that's what they wanted." Rutter looks around for anyone watching them. Perception: 1d20 + 9 ⇒ (15) + 9 = 24
"And they ain't died of the plague? Did some of them die of the plague, or all of them from those holes in their neck? This still some lazy city workers, or is this something else?" Rutter turns, and keeps his eyes open for anyone coming, while Neva continues to examine the bodies, or Felgar clears the hole.
Would Neva be able to get more info from a Heal check on the bodies?

Copper Fratello |

Maybe Copper should have used the message spell on everyone again, so we arent yelling back and forth the entire time...
Oh Em Gee. Vampires! Ok, now that that is out of the way, and since I/Copper have no real way of knowing whether or not that is what did it, then this is just my metagame suspicioun, lol. Please excuse me while I go buy some garlic, a mirror, wooden stakes, and some holy water. :P
Knowledge Appropriate to tell what or who might have made the holes in the neck: 1d20 + 8 ⇒ (6) + 8 = 14
Know Arcana is at +8, Local is at +9, so add one to the result if Local would be appropriate, please.

Neva Vallastoi |

Neva waved everyone over impatiently, her nervousness getting the better of her. She whispered harshly "Gather up! I don't think it's lazy city workers."
She tried to determine whether these were victims of the plague or if the puncture wounds had caused the deaths.
Heal Check: 1d20 + 10 ⇒ (4) + 10 = 14

Aardvark DM |

Neva can tell that the victims with punctures do not share a lot of the same symptoms, and likely didn't die from the disease. Their skin is pale, but not blotchy, just red around the puncture wounds. It looks as if they had been exsanguinated.
Go ahead and do a Knowledge Religion

Rutter |

Well, I don't think it's unfair to imagine that Rutter didn't really get too far down the alley before Felgar noticed the vampire bites. I had expected he'd wait until Copper cast the 'Message' spell before he walked off. Now if Copper just walked off without a word when Rutter suggested using the spell - that would just have been rude! :)
Rutter looks up for Pravlox and Rex on the roof, and waves them to come down. "I guess we should check out the hole. Dang, I should've bought some o' them sunrod things." He draws both kukri and waits for Felgar to clear enough of the hole for everyone else to follow him in.
Copper, I can't remember if Rutter's ever seen you cast 'Light' but he could use it on one of the kukri. (If you've rejoined us from your end of the alley... :) )
Oh, and if anyone identifies the vampires in character, please stop Rutter from entering. We should probably go shopping for whatever they're vulnerable to before we get ourselves killed.

Neva Vallastoi |

Knowledge Religion, untrained: 1d20 + 0 ⇒ (14) + 0 = 14
Neva tried to scour her memory for any tales, rumors or teachings that covered such a horrific act, but she just couldn't get past the terror she felt.
"This is the stuff I didn't want to listen to at church school! Pharasma knows all the creatures that feed on people. But I didn't want to learn those parts. Who would want to learn those parts!? she thought defensively.
She turned to the others angrily, as if they were at fault for these wounds and her own ignorance.
"Gods dammit! I'm a midwife not a...not a...whatever!", she finished with a wave of her arm.
Her anger broke and she hung her head. "I'm sorry. I just don't know who or what would do this. I should, but I don't."

Rutter |

Guess we've already been 'dominated' by the vamps? Assuming Felgar has no problem clearing the bodies as he suggested, and Copper has no objection to casting a cantrip...
Rutter quietly enters the darkness of the building with his glowing kukri.
Stealth: 1d20 + 13 ⇒ (18) + 13 = 31

Aardvark DM |

I consider them common DC 5 base, just because they are the stuff of many a legend. But untrained, the highest DC is 10, so She doesn't get much.
All Neva knows is that there are undead creatures called Vampires that drink the blood of their live victims via a pair of fangs. They are not mindless undead, and are often said to fear the light of day.

Aardvark DM |

Not sure what you mean by "already 'dominated' by the vamps". Is anyone else going in with Rutter?

Rutter |

Not sure what you mean by "already 'dominated' by the vamps". Is anyone else going in with Rutter?
Just being facetious because everyone's being so quiet lately.

Copper Fratello |

Copper casts a light spell onto Felgar's axe before the company travels down into the hole. Copper follows along, though he does his best to keep from actually touching any of the bodies.

Aardvark DM |

Through the shifting of rotting bodies, a hole is cleared enough for you all to scramble into the opening. When you enter, the light from Felgar's axe and Rutter's blade reveals the contents of the room. Dozens of crooked glass eyes—hollow and crazed—glare from the heads of malformed and half-carved dolls lining skewed workroom shelves. Rat-gnawed stuffed aurochs, disembodied doll limbs, miniature rolling elephants, unseaworthy wooden ships, and crooked blocks illustrated with deformed or poorly painted animals fill bins and racks about the room. A cracked wooden door leads to the north, while a rickety trap door breaks the sawdust-covered floor to the east. In one corner lies the drying corpse of an old bald man amid the wood chips, rusty tools, and oily rags of a scored workbench.

Rutter |

"Shhh...
Silently, Rutter listens at the door, then the trapdoor, and then points at the body. He pads over to it, and uses a kukri to tilt its head so he can check the neck for fang marks. He then moves back to the north door and checks it for traps before opening it.
Stealth: 1d20 + 13 ⇒ (10) + 13 = 23
Perception door: 1d20 + 9 ⇒ (19) + 9 = 28
Perception trapdoor: 1d20 + 9 ⇒ (13) + 9 = 22
Trapfinding door: 1d20 + 10 ⇒ (11) + 10 = 21
Disable device: 1d20 + 13 ⇒ (6) + 13 = 19

Copper Fratello |
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Copper also would have taken time to cast message on everyone before we ventured into the hole..
Copper tries to stand by as silently as possible while Rutter investigates. Looking about the room, he notices one doll in particular that seems particularly creepy, even given it's current location. He reaches over, and turns the head the other way, so it isnt staring at him.
Perception Check to Aid Rutter. Taking 10 gives me an 11.

Aardvark DM |

As he looks over the neck of the desiccated dead man, there are fairly obvious puncture wounds up and down his neck, eight of them to be exact. At his waist hangs a ring of small keys. The rest of the room bears nothing worth noting beyond the ever staring eyes of the shelved dolls.
Pravlox, scanning the place as Rutter examines the physical evidence, notices the presence of magic under the floor. With continued focus, he discerns that there are two auras, both of them faint. He can't really tell much more about them without actually examining the objects personally.
Not asking for a spellcraft, just giving fluff to the requirements to ID objects.

Rutter |

Rutter takes the keys. After listening at the north door, he follows Pravlox's suggestion, and moves to the trap door. He checks it for traps and opens it quietly.
I guess we can use the rolls above to open the trapdoor instead of the north door.

Aardvark DM |

At Rutter's investigation, he can tell that neither the door or the trapdoor appear to be hiding any traps on them. It almost makes the very name, trapdoor, a pointless moniker.
Everything looks safe.
On a side note, this is my 4000th post, I'm not sure whether to feel accomplished, or pathetic ;)