Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

We are only here to help. When business is in danger, you can count on some concern citizen.
What could you tell us that could help us help you ?

Says Issa

Diplomacy (take 10): 10 + 15 = 25


The guards face twists in irritation but softens at Issa's words. "Taking on several known murderers isn't really something you should be involved in, but perhaps your better armed than the average citizen." he says as he looks over the groups weapons and armor.

"If you want to help, you'll need to talk with Miss Bellafini and get her approval. Tracking anyone in this" he gestures to the maze of streets that is Coran, "is near impossible. But as she isn't here at the moment, I'll give you what I know."

He walks to the north, gesturing for you to follow, into a narrow side street. Where the side street joins another major east-west street is a pool of drying blood on the ground. "The first two were taken here. A half-orc and a catfolk, oh, and a panther. There was a human male with them that got away, and another that was invisible somewhere in the street there." he points to the east-west street. "That last individual was a conjurer or something. I wasn't here when it happened, only saw the after math of it, and Miss Bellafini didn't go into much detail."


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog quickly goes to the indicated area to see if there is any hope remaining to track these characters.

I have considerable skill as an urban tracker. Especially if there are unique footprints such as a panther. Maybe I can find something.

survival(track, favored terrain): 1d20 + 16 ⇒ (18) + 16 = 34


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

so you are currently looking for a human male and an magic spell user that can turn invisible. The others including the panther have been captured. Not much to go on by she says to no one in particular as hezrog goes looking for traks


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Right, but the panther had to come from somewhere. Didn't sound like we had any other leads. I can stop if we have something else to do.


Hezrog spends several minutes scouring the ground for clues. It doesn't take him long to find the tracks of the panther - a couple of scratch marks and a few bits of black fur - coming towards the area. Following them backwards leads a short distance to the east down the main street, then into a side alley where it seems the panther had lain on the ground for a time.
You can try to follow its back tracks further if you wish, though make another survival roll to do so.

He comes back to the main area again to look for clues of the caster and human. The passing of numerous feet over the streets makes trying to track someone based on scuffs in the cobblestone, or loose stones an impossible task. But after spending several minutes studying the area he finds a few drops of dried blood. At worst they wouldn't be more than a day or two old due to the frequent rains in the coastal city.

Widening the search he finds a few more further east. A slow process of searching, but the trail leads about 100' east, then turns north onto another main street.
You could follow this trail further without making another roll, yet.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

I would rather follow the human trail, if the party is up for it.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"I can help you tracking skills for about an hour if you want the assistance, Hezrog. As far as which set of tracks to follow, that is up to you as far as I am concerned."


Hezrog painstakingly follows the trail northward for several hundred feet till it turns east again down a side street to a communal wash basin. This late at night there is no one about, but during the the place would be filled with poorer folk doing laundry in a small pool of water. There is slightly more blood here, where the injured party likely cleaned themselves up. No further traces can be found, leaving a dead end to the trail.


Next course of action? Go back to the panther trail? Meet with the mages again? Something to enhance Hezrog's survival skill in hopes of picking up the trail?


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I can only offer the guidance of Horus to you Hezrog, my abilities to follow tracks is null.

I can cast guidance on Hezrog for a +1 to his skill

Issa looks around him, trying to find evidences to continue the track then calls Innulamane to see if he find any tracks above.

Perception: 1d20 + 14 ⇒ (8) + 14 = 22

Seek, Innulamane, Seek !


HP 76/76; AC25 (FF21/T13); +4 Init; Fort +9, Ref +7, Will +3*; Perception +5; Sense Motive +1;

Innalamane tries to find something

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

I don't think I can do much better. The trail is gone, and I think we should pursue one of our other options.


As the group considers what to do next, a winged raven flies down and lands on Cindy's shoulder, a feather token with a message.


Urgent, meet me at the temple of Abadar as soon as possible. Guards have been dispatched to watch over the Jumai's.

- Raseb

The temple of Abadar is not far from here, lying just across the street from the great library.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

After a quick study of the message that includes a Detect Magic Cindy announces We have been summoned. As always, this could be a trap, but let us go with some haste. She passes the message to Cormick for a look as she begins to prepare.

Her form shifts lightly as her appearance changes from a city watch to merchant that might have business in a temple of Abadar. And those who watch closely might have noticed her skin hardening slightly to protect her further.


Outside the front of the temple, several temple guards stand at attention in front of the double doors. They let you inside without a word, though there is a feel of tension in the air.

Is everyone going in? Only some?

Just inside one of Raseb's underlings greets your formally along with a acolyte of the temple. His words are terse and strained, "Good, you are here." The acolyte says nothing, but leads the way towards the back of the temple and into a plush private chamber. Upon entering you smell the first signs of the decay of death.

Raseb and a priest of Abadar stand in the center of the room.

Solemnly, Raseb speaks out, "The high priest of Abadar has been murdered." he gestures to a ornate chest at one side of the room that would be used to hold clothing. The lid is open, and even from the far side of the room a bloody hand can be seen.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa lets Innulamane near by, asking him to wait.

He enters the temple.

Hearing the news Issa says shocked by it How ? Here, in the Temple ?!


"We believe it occurred here in the temple, but we are not certain of that. And there is one detail that is most perplexing. And... there is something else that is troubling. I will let Trelar explain." he gestures to the priest standing with him.

Trelar takes a deep breath, but his thoughts still seem to be scattered, "I spoke with High Priest Mory last night as he was attending to the seal, insuring it was still in place. But this morning we found the seal broken." he waves his hands, "I'm getting ahead of myself. I was with the high priest last night, but the state of decay on the body says he has been dead for several days. And now the seal has been broken, and the catacombs opened."

Anyone with a kn religion or kn local skill please make rolls for it.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

That would not be me. Arcana, Planes, Nature, History here.

That suggests that someone was impersonating the High Priest for at least day or two. What was the cause of death? Might we examine the body?


"Yes of course, you may take a look. I will warn you, the death was gruesome and brutal though."

Cindy walking over to the chest looks inside. A fabric lining is soaked with blood, which is no surprise. The corpse has been dismembered, the pieces laid inside to fit, the head is missing.

Several trappings of the priestly office have been discarded on top of the body.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

kn Local: 1d20 + 7 ⇒ (16) + 7 = 23
kn Religion: 1d20 + 7 ⇒ (10) + 7 = 17

Cormick walks over and looks at the body.
"I would like to cast a spell, if I may?

If there is no objection, cast detect magic.

Kn Arcana: 1d20 + 7 ⇒ (2) + 7 = 9
Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23


Raseb speaks again, "Trelar has asked for our best in investigating this matter, hence your presence here. If you are willing, then the full investigation of this murder is under your hand, and you are free to take whatever course of action you see fit in this Mr Egerton."

With the casting of his spell Cormick detects several magics. The chest itself has an aura to protect it from the elements. The trappings contain minor enchantments to preserve them as well as being a phylactery of faithfulness.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa examines the body, trying to find what was the cause of death.

Heal: 1d20 + 4 ⇒ (6) + 4 = 10

Then he turns to Cindy As the head is missing, it looks like someone doesn't want that we could call the corps' spirit.
Is there any other arcana signification ?

Then he adds I will need to renew my prayers to Horus to be able to prepare some spells able to help us find the culprit.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

See a look of slight confusion on Issa's face as hetries to determine the cause of death, Cormick says a few words of magic, leans over and touches his shoulder.

"Issa, relax and study the signs again. I know you can determine the nature of this death.

Cast bestow insight on Issa, using my skill healing to grant a +3 insight bonus to Issa's heal check, or a second roll of the check.

"As far as other magics in the immediate area, the chest is protected from the elements, there are some minor enchantments of preservation, and that item," he points, "I believe is what is known as a phylactery of faithfulness."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I am also trained in the healing arts. But without the head how can we even be sure its the high priest? Cindy takes out her healing kit and uses it as part of her investigation.

Heal: 1d20 + 10 ⇒ (18) + 10 = 28


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Kn Local: 1d20 + 10 ⇒ (16) + 10 = 26

So if i understood correctly the seal that the high priest was maintaining was a magic seal that closed of a passageway to some catacombs. Do you know where those catacombs leads to and why was its door sealed ?


Trelar says, "Birth mark on the former high priests arm, you can see it there on the forearm." he walks over and points it out.

Cindy, looking over the body is able to determine a bit more than the obvious. The neck was cut not just once, in a single swift beheading, but the throat was slit first, and the head fully removed later.

Cormick:

Forgot to respond your kn rolls above.

The temple of Abadar was one of the first built in the city, being almost as old as the Tower itself. There are rumors of a vast catacombs beneath the temple, said to hold a trove of treasure buried with the occupants. There has occasionally been an attempted break in to the catacombs, but such attempts have always been caught by the temple guard.

Responding to Aerin's query, "The catacombs have been sealed for several hundred years, but many of the faithful prior to that were interred there. As to why they were sealed, that is a more delicate matter that we prefer the general population not be aware of."

"According to the histories, a necromancer slipped into the catacombs and begin practicing his arts unawares to the clergy. When he was discovered he was taken and executed, and the priests tried to cleanse the catacombs. But in addition to the constructed part, there are many natural caverns that connect and intertwine beneath the ground. Twice they believed they'd cleared the place, and yet a month or two later more works of darkness would come out of the catacombs. It was decided then, that with the help of the Tower, the place would be permanently sealed."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy nods as this information is being relayed to the group. And do you know of a motive or have any thoughts on who might be behind this heinous act?

Later she will ask Since we will likely face undead below does the church of Abadar have any resources they can spare to send with us into this crypt?


"This isn't the first time someone has tried to break into the catacombs, but the seal always held before, reinforced by the magic of the tower. None previously have even so much as scratched the seal."

"My only guess as to motive is the rumored treasures that still lie within... but that doesn't explain the need for murder of the high priest."

Addressing Cindy's last question, "We have a supply of holy water, and several scrolls of lesser restoration. And we can provide curative magic should you need it when you return to the surface."

15 vials of holy water. 3 scrolls of lesser restoration.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Very well. Cindy says as she accepts the resources for the group. I would prefer a different set of spells for such a task but I think it best to start right away. Is there a map of the catacombs that is at least partially complete?


"Hmmm, a map. Yes. I believe there is a copy of the plans for the construction in the archives. It will take me a little time to find it, but let me show you the entrance to the catacombs if you wish to look things over there."

Trelar leads the group into a basement area and towards the back of the temple. A dozen temple guards stand in front of a set of a set of large brass doors, one has been cracked open enough that a person could slip through. Arcane symbols are engraved into the door frame, light reflecting from silver inlaid in the engravings.

Sunrods placed in scones in the walls provide plenty of light for the room.

Will put together a layout over the weekend.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy examimes the seal closely looking for any clues. She then casts Detect Magic and studies it.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy, still in the guise of an armed merchant, paces back and forth in front of the broken seal as she mentally prepares herself for the coming challenge.

Will cast Hex Ward and Frostbite on herself. She already has mage armor running.


Plans of the catacombs

Kn Religion 5:

A look at the plans reveals that the catacombs are in the rough likeness of the symbol of Abadar, a great key.

Trelar points to the area where the many spokes break out, "This is the entrance here. I do not know how these original plans may have been altered based on the caverns found during the excavation, but I believe the general layout is largely intact."

"There will be numerous alcoves along the passages where the dead are, or at least were, interred."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

This is very helpful. Its a big area. Herzog, maybe you can track and save us some time in random exploration. Cindy hands out what supplies the church provided. Scrolls to Issa. Holy water all around. we have 15. Claim some.

I am ready to descend. What shall be our marching order?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick takes two of the offered vials of Holy Water.

"I am as ready as I will be. I will bring up the rear as usual, and suggest Herzog or Aerin in the lead."


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

I'll go first. If anybody sees any tracks or clues let me know and I will follow them.


Hezrog pushes the door open further to let in more light. The first thing he immediately notices is, that despite a thick layer of dust on the floor inside there are no tracks. The dust near the door itself has clearly been disturbed, but no trail has been made.

Kneeling down to take a closer look reveals the dust has been disturbed slightly, as though a light breeze passed over the top of it.

A short passage 15' in length ends in a circular room where a spiral staircase disappears down into the darkness.

Empty torch sconces are affixed to the central pillar of the spiral staircase.

The air inside is chilly.

Map

Any specific marching order?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick is bringing up the rear.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Aerin will be able to defend herself better against the incorporeal, but I will be more suited to standing up to physical creatures. I am fine with either of us in front.

If Hezrog is in front, I believe the order is
Hezrog, Aerin, Cindy, Cormick

Not needing to carry a torch due to his darkvision, Hezrog pulls his second shield from his back and proceeds forward, cautiously watching his surroundings, especially the ground, walls, and ceiling as he moves.

GM does this area still count as urban for the purposes of Favored Terrain?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Crossbow loaded with an alchemical silver bolt Cindy takes a position in the middle. I can offer Mage Armor from a wand if anyone desires it. It will last for an hour and protect against incorporeal touch.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

The offer of mage armor is what Hezrog was hoping for, but if the resource is limited he does not press the issue.


Placing Issa 4th, between Cindy and Cormick.
Assuming Hezrog gets a mage armor on him unless told otherwise.

As Hezrog starts to make his way down the stairs, Trelar comments, "I will have one of the acolytes wait in the room here with the guard, he will come and fine me when you return."

Hezrog continues forward, kicking up a cloud of dust at his feet. As he rounds the stairs to the south side, one of the torch brackets near his head folds into the wall with a click, and the stairs tilt, turning into a steep smooth slide.

Hezrog and Aerin make a DC 20 reflex save to avoid sliding down. If Aerin slips she will run into Hezrog increasing his DC to save by 2. Hezrog is out of los from anyone but Aerin, if anyone wants to cast feather fall. Failing the save results in 2d6 of falling damage. Will provide further description of what is below if one of the two slip.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I'm ok with the 4th position

Issa follows, asking the Abadarian clerics to take care of his friend while inside the catacombs.

I don't see in the dark, so if someone could cast light on my shield I will be thankfull.

When Hezrog and Aerin began to fall Issa is ready to cast feather fall on any of them if needed.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

As Cindy enters the underground complex she will use her wand of Mage Armor on Herzog and cast the Message spell on the group. When the stairs tilt she will activate her fly hex and move forward in the air to see what is going on.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Sorry I forgot you in the line-up Issa!

reflex: 1d20 + 9 ⇒ (1) + 9 = 10

As he clumsily topples over, Hezrog is disappointed that he did not see the trap, since he was expecting them and specifically looking.


Hezrog Occorum wrote:


GM does this area still count as urban for the purposes of Favored Terrain?

I forgot to answer this. It does not. And sorry on the GM rolled perception, that roll of 3 wasn't enough.

Aerin Reflex: 1d20 + 8 ⇒ (11) + 8 = 19

As Aerin begins to slide down the stairs, Issa catches her with a feather fall spell. Hezrog unfortunately is out of Issa's view and slips into the darkness, a cloud of dust billowing out behind him.

Sliding against the wall Hezrog slides for another 10', then the wall gives way to open space and he slides off the stairs into open space, landing with a loud clang of shields and armor. Aerin floats down gently landing next to him, but is unable to see anything due to the darkness.

Damage: 2d6 ⇒ (5, 3) = 8

The spiral staircase sits in the center of a roughly 30' diameter room. A multitude of passages branching off from it. Unlike the stairs, there has been traffic in these hallways. Dust piles in the corners of the floors and walls, and the greater portion of the floor is free of it.

The walls of the passageways from floor to ceiling are lined with horizontal alcoves, cobwebs covering much of them, but not obscuring the skeletal remains of the deceased.

With the weight removed from the stairs, the trap resets, returning the stairs to normal.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Ow...uhh guys? Hezrog looks around for tracks or signs of recent activity as he stands and collects himself.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"Give me a bit of room to see if I can disable that trap from up here," he says as he moves forward.

Will take 20 on finding the trap, unless I start hearing the others are in danger.
Perception, take 20: 20 + 9 = 29
Disable Device: 1d20 + 12 ⇒ (5) + 12 = 17


Now forewarned, and taking extra care, Cormick is able to easily locate the trap. Disabling it is a simple matter of taking a torch, or other object of similar size, and placing it in the torch bracket to prevent the bracket from folding into the wall.

Map

Those down below wait patiently, listening intently, but the only sound that can be heard is that of dripping water in the distance.

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