Carrion Crown Blues: Broken Moon

Game Master Kartari


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Game Master -- Carrion Crown (Current Map)

Pharasma's Temple
PCs: Aliseya, Christoph, Naught, Sookie

"That is my hope as well," Lady Johanessen somberly replies to Christoph.

"Is there anything else I can do for you?" she wearily asks, looking at the entire group now.

In spite of her polite offer, it seems apparent that she's rather spent. She's had a lot to deal with, between her dying friend, Father Yemianov, and now dealing with the bizarre evils which haunt Aliseya.

The holy sister has done what she could for Aliseya. Is there anything else anyone wishes to ask, say, or do while at the Pharasmin temple?


1 person marked this as a favorite.
HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Not to my knowledge?


Game Master -- Carrion Crown (Current Map)

Schloss Caromarc
PC: Rhia

Honing in on the sensation, Rhia is not able to identify a presence nearby. As she focuses, the breeze she thought she felt is no longer there.

She is so focused on the subtle sensations, that she is a bit startled to then hear a loud thump up ahead, just around the corner bend further down the hall...


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Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Pharasma's Temple

Ali accepts Naught's embrace. After a long moment, her sobbing abates. Though her bloodshot eye obviously still pains her, she puts on a brave face now.

"Yeah, I'll be ok now. Thanks." She smiles at the hatted storyteller, and plants a kiss on her lips.

After wiping her eyes again, she shakily sits up at the edge of the bed. She speaks to Lady Johanessen with sincerity, "You've done more for me, and in spite of my... situation... and your understandable distrust... thank you. Just, thank you for helping me. I really appreciate it. I'm, like, so glad that thing is out of me. I don't remember a thing, other than lots of pain and screaming... sorry about that," she looks slightly embarrassed now. "But it was worth it, to get that thing out of me."

She rubs her sore muscles from the body-wracking pain that the black object induced.


1 person marked this as a favorite.
HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Naught blushes and her lively hair begins curling up on end after the Dancer’s kiss, her lip flickering after, trying and failing to come up something to say. Turning back to the Sister she mentally collects herself before saying ”Yes. Thank you so much for helping Ali.”


Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

Jumping slightly at the sudden noise, Rhia chides herself for being distracted. Staring down the hallway, she slows her breathing, whispering a brief invocation of protection.

"Ancestors protect me." she says softly, whisps of silvery energy swirling around as the spirits of her ancestors form a shimmering shield around her, the air around her cooling and pulsing with their protective presence.

The Ghost Whisperer moves cautiously down the hall, keeping an eye out for trouble.

Spirit shield 1 hr +6 to AC

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Realizing her time is short Zelda picks the gems she is interested in and smiles at the jewler.
diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27
These should due for a nice gair piece and decoration fir my belt. I am sure you will have a reasonable price for them.


Male Varisian Inquisitor 8 (AC 23/15Tch/19FF, 23 CMD/19FF, HP 62/62, Fort +9, Ref +7, Will +10, Init +7, Per +14)
Skills:
Climb +5, Heal +10, Intimidate +11, K(Arcana) +8*, K(Dungeon) +7*, K(Nature) +8*, K(Planes) +5*, K(Religion) + 12*, Perception +14, Ride +7, Sense Motive +18, Spellcraft +9, Stealth + 14, Survival +10*, Swim +5

"Pharasma knows you've done enough, Sister. Your help is appreciated, particularly with the difficulty of it." Given how drained the Holy Sister looks it would appear Christoph is referring to the effort of removing the unholy device, but an edge to his voice suggests otherwise. He turns to his new companions, "Shall we? I believe it best if we hurry to regroup. I dislike the idea of leaving Zelda alone any longer then necessary."


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Naught nods to Christoph. "Hopefully she's happily playing with a pile of jewel and metal wires right now." she thinks aloud.


Game Master -- Carrion Crown (Current Map)

Pharasma's Temple
PCs: Aliseya, Christoph, Naught, Sookie

"I am happy to help," the holy sister replies to everyone's thanks. Apparently quoting some holy scripture, her parting words offer esoteric wisdom:

"'A caretaker of graves mirrors the spirit of the Lady. Uncelebrated, she has no pretense; but embraces the natural cycle of what is. Like water, she acts in alignment with providence, flowing equanimously to the depths of all things. Aware of Fate, she has the wisdom to accept destiny as greatness.'"

The acolyte leads the group back out of the chapel. As they head back down the residential hall, each of you passes the open door of the dying and comatose pastor, Father Yemianov.

Passing through the main chapel once again, you are escorted out the front door. The acolyte solemnly bows respectfully to the group, then closes the front door behind you.

Recalling to mind the meeting place to catch up with Zelda, you head east down the street towards the city's eastern gate. Within several minutes, you reach it. Not spotting Zelda in the bustling crowd, you may opt to wait for her to arrive...

To discern more meaning from Lady Johanessen's passage, please make a Knowledge (Religion) check. Christoph automatically succeeds here.

Knowledge (Religion) vs DC 15:
Her final words of farewell, Christoph and perhaps some of the others know, are a passage from the more philosophical chapters of the Bonesland in a Spiral, the chief holy book of the Pharasmin church.

The full context of the tale this passage comes from suggests she is ultimately wishing you success. She is also reminding you that success is attained not just through accomplishing brave deeds, but by also possessing the humility and grace to accept fate, the wisdom to discern the difference, and the resoluteness to carry on, come what may, with equanimity.


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Spells Per Day Remaining:
1--4/4
Spells Active:
AC 23 T 12 FF 21 | Current HP 63/63| F +12 R +8 W +8 (+4 sacred vs confuse/fascinate, wisdom damage/drain) Immune: Fear, Disease | Init +3| Perc +2

Sookie takes ten for 21

Sookie adjusts her gauntlets, currently disguised as gloves by her glamer. ”A droll people, those Pharasmins. Never bothered with all that ‘fate’ business. Terribly depressing.” She pats Christoph on the shoulder. ”Nothing personal. ‘Just not my cuppa,’ as they say in certain parts of Caliphas, Mr. Metzger.” Her face slides into a dashing smile. ”Oh, is it alright if I call you Metz?” She lightly taps her knuckles against the side of her head. ”I only have enough room in here for one person of each name or else it gets dreadfully confusing, and ‘Chris’ is already taken. Delightful woman, legs like tree trunks. One of those intimate weekends that goes by without one needing to worry much about dressing-up for.” She smiles to herself, unflappable in the slightest.

She then turns to the rest of the group and claps her hands together decisively. ”Now then, my dears, with Ali taken care of, where shall we head onto next? I’m dreadfully out of practice and would rather like to find out how many of these cultist blighters I can fit on a spear.” She twirls her spear in a quick motion.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Naught silently mouths a nice as Sookie reminiscences about a previous tryst.

"Me too, except with an axe." Naught says before looking around. "I think we just need to find a certain locksmith first..."


2 people marked this as a favorite.
Male Varisian Inquisitor 8 (AC 23/15Tch/19FF, 23 CMD/19FF, HP 62/62, Fort +9, Ref +7, Will +10, Init +7, Per +14)
Skills:
Climb +5, Heal +10, Intimidate +11, K(Arcana) +8*, K(Dungeon) +7*, K(Nature) +8*, K(Planes) +5*, K(Religion) + 12*, Perception +14, Ride +7, Sense Motive +18, Spellcraft +9, Stealth + 14, Survival +10*, Swim +5

Christoph bows to the Holy Sister, tracing the spiral on his chest. He follows the Acolyte out without further word, clearly lost in contemplation of her parting advice. As they pass the the room where Father Yemianov lies prostrate, the young Speaker pauses midstride and gazes at the old man a long moment. He kisses the silver ring on his right hand, murmuring, "I will not fail you, Father"

The moment seems to end with the same suddenness with which it began. If anything Christoph seems to be moving with more determination. At the door, he stops only long enough to return the acolyte's bow before stepping out of the temple's gloom into the brisk morning air.

Bewildered, Christoph looks askance at the unusually dressed woman who'd just buffeted his shoulder with what felt like metal gauntlets. Just how strong is she? I'm not a weak man, but Pharasma preserve me. He clears his throat and replies, "Metz is fine, if you insist. Metzger would also be fine. Or Speaker Metzger if you're looking to be formal. I would like to think I couldn't be mistaken for a woman with tree-trunk-like legs, but here we are."

"Yes, first Zelda, then Jitters and your own horses, and then we can be off. I've a few arrows that need targets and I won't begrudge making a few more." Christoph reaches a hand over his shoulder and runs it through a bouquet of fletchings that seems to multiply before your eyes.


Spells Per Day Remaining:
1--4/4
Spells Active:
AC 23 T 12 FF 21 | Current HP 63/63| F +12 R +8 W +8 (+4 sacred vs confuse/fascinate, wisdom damage/drain) Immune: Fear, Disease | Init +3| Perc +2

Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23

Sookie’s smile widens, showing off her dimples, as she notes Metz’s disconcerted reaction to her pat on the shoulder. ”Since we are to be traveling together and perhaps engaging in bit of melee here and there, I suppose I should point out that this suit is a different kind of suit, one of a much more cumbersome—and protective—variety. ‘Tis a touch of dissembling that serves various purposes, aside from making me look dashing.”

She rests her spear across her shoulders, her hands draped over it. ”Oh and I agree there is simply no comparison. I am just simply dreadful with names. I even lost the one my parents gave me.”

Ready to huddle up and head out once we have everyone


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

"Oh, you too? That's one reason I took to writing everything down." Naught says in a tangent to Sookie.


Game Master -- Carrion Crown (Current Map)

Schloss Caromarc
PC: Rhia

When she reaches the left turn in the hall, Rhia finds another fifteen feet of hall, leading straight ahead into a dining room. To her immediate right is another door.

Straight ahead, the hall opens to a vaulted ceiling in a large room adorned with gilt. A pair of halberds hang above a huge lit fireplace in the far wall. A large bell hangs near it. A great dining table and twelve chairs take up the center of the room. A door is on the far left wall.

"Ceryse?" an old male voice croaks at the ghost whisperer.

Quizzically yet sternly, a thin elderly man peers back at you from the table. Seated at the head, he wears a night gown and matching cap. Though finely made, you fairly easily note the signs of age: a couple of holes, the faded blue color. Caught in the middle of eating a bowl of porridge, he holds a silver spoon up in one hand.

Standing atop the table right next to him is an odd tiny devilish-looking creature. Its beady little coal eyes also gaze at you quizzically. About the size of a cat, it has a vaguely humanoid shape. It shakes its head at the old man's question. A butter knife serves as its crutch, for it has a stump where one of its legs once was.

Knowledge (Arcana) vs DC 16:
You believe the tiny humanoid creature to be a homunculus: a miniature servant created by a spellcaster from his own blood. They are weak combatants but make effective spies, messengers, and scouts. A homunculus’s creator determines its precise features; some are more refined looking, but most creators don’t bother to improve the creature’s appearance beyond the minimum necessary for functioning. In this case, the latter appears to be true.

If you beat this check by at least 10 (DC 26), you more or less know what you can read here.


Game Master -- Carrion Crown (Current Map)

Zelda Goes Shopping
PC: Zelda

Bordana and Zelda have a lovely and lively conversation for several minutes about clothes, jewelry trends, and preferred gem cutting techniques. On more than one occasion, the gnomish woman laughs out loud at Zelda's interesting stories. She seems quite taken with her fellow jeweler's charming personality, and, when noone else is nearby, tells her in confidence:

"Zellie dearie, for you, these vonderful carnelians are yours for a steal."

She gives her a wink and a nudge before placing the gems Zelda asks for in a neat little bag, after the coins are collected.

"It vas a pleasure, Zellie my dear! Do come back soon!" she waves at Zelda with a smile as she takes her leave.

Realizing how much time has passed, the artful blonde briskly makes her way to meet back up with her friends and new companions at the eastern gate of the city...

Zelda gets a 10% discount with her Diplomacy check result of 27. You may buy any amount of the following gems she has in stock at the given discounted prices:
Red Carnelians, large: 3d4 ⇒ (1, 1, 4) = 6 at 18gp a piece
Red Carnelians, small: 4d6 ⇒ (3, 1, 6, 6) = 16 at 4gp 5sp a piece

Or if you have any other gems and colors in mind for your belt, let me know what you're interested in. I'll roll for how many she has in stock and give prices.


Game Master -- Carrion Crown (Current Map)

The East Gate
PCs: Aliseya, Christoph, Naught, Sookie, Zelda

Moments after the Speaker of the Voices mentions her name, Zelda appears quite suddenly with a smile. Apparently, blending in with crowds comes quite naturally to her.


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

The East Gate

Aliseya appreciates Sookie's outfit, and even has a feel of her shoulder for herself. Her eyes open wide in wonderment at the hard surface. "Like, wow."

"Oh! Like, there she is. Hey hey."

After expressing momentary surprise at the blonde's reappearance, Aliseya waves at her returned friend. She looks her up and down, trying to notice any pretty new apparel, and does an "Ooh" at her new belt.

"I wish I came with you. This was, like, not fun. At all. It was totally needed, yeah, but... Definitely. Not. Fun."

Then, she cocks her head. With a quizzical look, she asks Sookie, "Wait. How did you lose your nam... oooh," an answer comes into her imagination as her eyes widen. "I think I get it. Say no more." Ali gives Sookie a wink and a knowing look.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

"Nice," Naught comments as Aliseya zeroes in on Zelda's new belt. When the dancer laments their trip she puts a comforting hand on her shoulder.

When starts to go on about... something the storyteller looks between her and Sookie before shrugging and putting it out of her mind. If it made Aliseya stop talking then it was probably doing it's job as a confidential and she wouldn't pry.


Spells Per Day Remaining:
1--4/4
Spells Active:
AC 23 T 12 FF 21 | Current HP 63/63| F +12 R +8 W +8 (+4 sacred vs confuse/fascinate, wisdom damage/drain) Immune: Fear, Disease | Init +3| Perc +2

”Come now, dear Ali, we could have hardly had a productive trip without your presence.” Sookie waves to Zelda. ”Hello again, dear Zelda. Is everything with you in-order?”

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Zelda looks relieved at seeing her friends again. "How did it go. Did they get that thing out?"]
Zelda appears to be twisting and shaping some wire as she talks.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

”Yeah!” Naught brightly answers before her eyes focus on Zelda’s task. ”Whatcha makin?”


Male Varisian Inquisitor 8 (AC 23/15Tch/19FF, 23 CMD/19FF, HP 62/62, Fort +9, Ref +7, Will +10, Init +7, Per +14)
Skills:
Climb +5, Heal +10, Intimidate +11, K(Arcana) +8*, K(Dungeon) +7*, K(Nature) +8*, K(Planes) +5*, K(Religion) + 12*, Perception +14, Ride +7, Sense Motive +18, Spellcraft +9, Stealth + 14, Survival +10*, Swim +5

Christoph's eyes flicker from their study of the crowd to briefly take in the reunion. He nods politely to the woman, "Glad you're back with us, Miss Lamplighter. We'll have to fill you in on what we've learned-" He finishes with emphasis, "-once we're out of the crowd. Let's just say we shouldn't take chances."

Christoph continues to study any passersby with suspicion as the group finishes its greeting. Once the greetings and small talk seem to be winding down, he asks, "I need to get Jitters. Do you have horses as well?"

Christoph has a horse to recover from whatever inn he was going to stay at. Do we know what the terrain on the way to our destination is like? If it's a hunting lodge, presumably there must be at least a half decent trail so the nobility don't have to walk in themselves.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

DO we have horsies?


Game Master -- Carrion Crown (Current Map)

The East Gate
PCs: Aliseya, Christoph, Naught, Sookie, Zelda

As fate would have it, everyone happened to rent rooms at the same Tricky Flail Inn last night. It's about a twenty minute walk back west, but more or less a straight path at least. Jitters is there, along with Zelda's horse.

Do you know where to buy a horse?

Knowledge (local) vs DC 20:
Whether you just heard about it at some point, or bought a horse there already, you recall that there is a stable outside of the city, just east of the gate, where you might purchase a horse.


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

The East Gate

Ali turns to Sookie after her comment. She pensively asks, "So, like, you're a therapist. What do you think so far? Am I, like... just totally nuts or what? Or is it, like, too early to professionally tell?"

To Christoph, "Oh. Ummm, no. I mean, we did, back in Ravengro, for a bit. Though we were just borrowing Kendra's horses, really." Catching herself rambling, she repeats, "No, we don't."

Turning towards Zelda, "Oh, though I think Zel does, right? What's her name again?"

Looking at Naught, "Do you know where we can buy horses, maybe?"


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Naught slowly raises her arms up in a shrug.


1 person marked this as a favorite.
Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Ali shrugs back. Her pensive gaze turns to Zelda, to Sookie, and then to Christoph.


Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

Studying the odd little creature beside the old man who didn't appear to be entirely present and aware, Rhia warily moves a bit closer. "No, sorry. My name is Rhia. Is Ceryse someone here with you?" she asks gently.

Knowledge Arcana: 1d20 + 7 ⇒ (3) + 7 = 10

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Zelda smiles mischievously at Naughts comment "I guess you will have to wait and see

At Aliseya comment Zelda speaks up, "I think I might know a place to pick up a few horses, follow me.

Zelda quickly leads her friends to a local merchant that sells fine horses, and soon they are ready to go.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

"Ooo…" Naught purrs with a smirk before giddily following after the jeweler to get some horses.


Male Varisian Inquisitor 8 (AC 23/15Tch/19FF, 23 CMD/19FF, HP 62/62, Fort +9, Ref +7, Will +10, Init +7, Per +14)
Skills:
Climb +5, Heal +10, Intimidate +11, K(Arcana) +8*, K(Dungeon) +7*, K(Nature) +8*, K(Planes) +5*, K(Religion) + 12*, Perception +14, Ride +7, Sense Motive +18, Spellcraft +9, Stealth + 14, Survival +10*, Swim +5

"Glad that wasn't too painful. We'll make much better time on horses then we would have on foot." Christoph scratches his stubble contemplatively as he looks up at the position of the sun.

Survival: 1d20 + 10 ⇒ (10) + 10 = 20 How much daylight left?

"I think it best we leave as soon as we've gathered the rest of our gear. No knowing what kind of lead they've got on us. Unfortunately I haven't been this way so I'm not so sure what the road'll be like."


Game Master -- Carrion Crown (Current Map)

Schloss Caromarc
PC: Rhia

"Oh..."

The elderly man, looking dejected, returns his gaze to his porridge. He does not answer Rhia's question, though the devilish creature looks between Rhia and the old man, as if it understands but does not speak up for some reason.

When Rhia gets closer, the elderly man suddenly and loudly smacks his open palm on the table, startling Rhia and the devilish creature. The little creature nearly falls but for instinctively flapping its little wings to maintain its balance.

"IT'S ZAT DAMNABLE COUNCIL'S PFFFAULT!" he hollers loudly with a mouthful of porridge. Bits of porridge spray outwards in the creature's direction, who dances its very best to evade most of it. It deftly deflects one bit with his butter knife crutch while taking a little backwards flight. It lands a few feet away, further down the table and beyond the range of the food spray.

He continues in his Palatinate accent after swallowing some of the porridge, though a few more spittles escape, "Ja, I tell you, DAT'S vat's vrong vith zis country today! Pfeon pfffools get some money and think zat's all zey need to run sie show! Hmpf! What do ZEY know, eh? Besides how to milk sie cow, or to dig in sie dirt? Hmpf!"

What's he talking about?

Knowledge (Local) vs DC 15:
While clearly senile, this old man seems to be referring to the Council of Vieland, the ruling quasi-republican council. It's governed since Count Caromarc voluntarily relinquished his aristocratic rule nearly 50 years ago after seeing the inevitable weakening of his reign.

A Palatinate accent, or northwestern Ustalavic accent, is comparable to a German accent in real life.


Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

Froning slightly as she parses out what the old man is speaking about, Rhia considers the politics of Ustalav. "What has the council done?" she asks softly, opting to encourage the delusion for the time being. While he was most likely living in the past, it might provide some insight into what was going on here, and exactly who he was.

Knowledge Local: 1d20 + 5 ⇒ (11) + 5 = 16


Game Master -- Carrion Crown (Current Map)

The Stable
PCs: Aliseya, Christoph, Naught, Sookie, Zelda

Christoph heads back to the Tricky Flail Inn to pickup the two horses on the western part of the city. Meanwhile, Zelda leads the remaining ladies through the east gate to where she overheard someone talking about a stable on the outskirts of town.

By the time Christoph returns on Jitters with Zelda's horse in tow, Aliseya, Naught, and Sookie are waiting for them with their new mounts. Zelda takes the reigns from Christoph, and pats her own horse.

The Speaker looks up at the sky, and notes the sun's position indicates it's just about noon. He therefore figures the group has about five hours of daylight left on this late winter's day. While chilly enough to warrant a winter coat, there's no sign in the air of snow or storm.

Given these favorable weather conditions, he believes the party might make it to Schloss Caromarc perhaps a couple hours past sundown.

As Judge Daramid had mentioned, the western entrance of the Silent Path begins about a mile south of this castle. Ali, Naught, and/or Zelda would mention having visited this very castle recently. They would know that the great Moutray River flows between Lepidstadt and the Shudderwood, so riding more directly to the Silent Path would require crossing a fairly wide river, and with horses. A bridge crosses the river at the castle, and from there the trail entrance can probably be far more easily reached.

Sookie, Naught, and Aliseya: please pick a horse, and deduct the cost from your profile. Feel free to name and describe your horse, as you wish. See the Discussion tab for tips.

All: The trip to Schloss Caromarc is about 25 miles. That's about a 7.5 hour ride on horseback. Sundown is about 5-5:30pm in real world time, so if you leave immediately (it's 12 noon), you should get there somewhere between 7 and 8pm. Unless something delays you...

Please be clear in your next post what you want to do. You're free to head out now, rest another night and leave in the morning, or whatever else you may imagine, as you wish.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

After paying for her (and Aliseya's) horse Naught happily leads the Friesian back to the group, Roland taking up the saddle for the time being. "His name is Percival and he is a good horsey. Mainly cause he didn't try to bite or stomp me."

"Y'all ready to head out or what?"


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Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

The Stable

After planting a long "thank you" kiss on her love's lips (enough to cause the stable master to release an uncomfortable chuckle, then turn away after realizing he's staring), Aliseya mounts her new Haflinger.

"Her name is Lexy. Isn't it, sweetie petitie cutie pie?" Speaking overly sweetly as if to an infant, she fondles her light chestnut horse's cheek.

"Ready! Are you ready, Lexy? Oooh you're such a cuuutie petutie pie..."

This might be a long trip for everyone else...


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Naught's hair curls then stands on end at the sudden affection, leaving her in a dreamily content state before Roland begins pecking her sides when Aliseya breaks out the cutesie talk.

She just shrugs at the peacock.


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Spells Per Day Remaining:
1--4/4
Spells Active:
AC 23 T 12 FF 21 | Current HP 63/63| F +12 R +8 W +8 (+4 sacred vs confuse/fascinate, wisdom damage/drain) Immune: Fear, Disease | Init +3| Perc +2

Sookie picks out a nice russet brown Hanoverian. ”I shall name you Bradamante, I think.” She pets the horse’s mane absent-mindedly.

She packs up Bradamante and mounts her, smiling at Ali and Naught. ”Onwards and outwards, then, my dears.”


1 person marked this as a favorite.
HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

"Tally-ho!" Naught lets out before turning to the others. "I've always wanted to say that."


Game Master -- Carrion Crown (Current Map)

Schloss Caromarc
PC: Rhia

"Vat have zey done?!" He looks at Rhia, a confused look in his eyes. "Zey have forced my removal from my rightful place! MEINE BIRTHRIGHT! ZAT IS VAT ZEY HAVE DONE, MEINE FRAU!! SCHWEINE!!" He then punches the table hard with a closed fist.

Grimacing in pain, he slowly unfurls his fist. He alternately flexes and grips his fingers, apparently injuring himself.

"SCHWEEEIIIINE!!!"

Shaking his fist in the air, he looks angrily at the ceiling. The small creature looks on, helpless futility in its eyes. It shakes its head, looks back to Rhia, shrugs its shoulders, and carefully approaches the old man's injured hand to have a look.

After calming down a little, he continues. "Zey do not know vat to do, vat it means to rule. Just look! Look around! Have you seen my beloved Vieland of late? Shameful vat sie betrayers have done. Shameful!"

Tears begin to well up in his eyes now. Judging by appearances though, Rhia begins to wonder when the last time this man has actually stepped outside of this elaborate manse was, to see for himself what he is actually talking about. As far as she is aware, Vieland is not in any particularly dire straits at present; and has in fact remained more or less the same for decades to her knowledge.

He seems to use a few unfamiliar terms to Rhia. However:

Linguistics vs DC 15:
Rhia recognizes some of the word roots as being perhaps some dialect related to Skald. From her linguistic studies, she believes that this man, oddly enough, just referred to herself as "my wife."

?!?


Game Master -- Carrion Crown (Current Map)

The Road to Schloss Caromarc
PCs: Aliseya, Christoph, Naught, Sookie, Zelda

In the year of 4719, on this 25th day of Calastril, Absalom Reckoning, on a Toilday, about noontime, five brave adventurers set out of Lepidstadt. Their quest, to hunt down Auren Vrood, a cruel and cunning necromancer, and an agent of the enigmatic death cult know as the Whispering Way.

All properly mounted, they now head for Schloss Caromarc. There, they plan to cross the bridge over the Lesser Moutray River, and reach an old trail which begins at the western edge of the dark forest, appropriately named the Shudderwood for the frightening tales told of its dark denizens. For Vrood's last known whereabouts were of his cult heading into this very forest.

The road to Schloss Caromarc, or Castle Caromarc in the common tongue, leads first through the frozen, gray marshlands north of the city known as the Dipplemere Swamp. Nearby to the east, the wide river cuts through the marsh, and more or less follows the contours of the road. As they travel, the sound of its flowing waters becomes ever-present. A sense of foreboding overcomes the adventurers as they spot, much further east and across the marshland, clusters of woodlands... the western edge of the Shudderwood.

As they travel the road northeast, Aliseya, Zelda, and Naught begin to fill in the gaps for their new companions, Sookie and Christoph. The castle is the dwelling of Count Alpon Caromarc, the former ruler of Vieland who abdicated his position when the Palatinates threw off the heavy yoke of the aristocracy. An eccentric and somewhat mad recluse, Count Caromarc has built quite a dwelling. Known as the Hanging House, Schloss Caromarc lies to the northeast of Dippelmere Swamp, and is actually several buildings built into the walls of a gorge above a waterfall.

After just under an hour of riding, the party spots the sad remains of a broken building lying 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.

"Sanctuary..." one of the young ladies flatly names the place. Aliseya, Zelda, and Naught grow somber in mood here as they recollect the horrors of what they discovered during the Trial of the Beast. It was here that they encountered four ghasts, and the incriminating charred remains of a letter which led them to fatefully investigate Vorkstag and Grine's Chymic Works.

The road continues on straight through this melancholic place.

Calastril = February; Toilday = Tuesday.


Game Master -- Carrion Crown (Current Map)

The Gatehouse of Schloss Caromarc
PCs: Aliseya, Christoph, Naught, Sookie, Zelda

The adventurers quietly pass through Sanctuary uneventfully.

Continuing along the northbound road, they ride the road into a lightly wooded swamp. Several trails head off through the woods to the west and north as they ride. They easily cross a few streams along the way as well, sourced from the greater river.

As they continue the journey, the young ladies continue to tell their tale. When they first met Judge Daramid, she'd hired them to aid in the investigation and legal defense of the Beast. The Beast, whom Ali more kindly refers to as Mr. Golem, is a golem that was mysteriously bestowed with sentience by its creator, Count Caromarc. The count actually experimented with the creation of all sorts of bizarre creatures. They discovered, through a three-day investigation, that Mr. Golem, who had been charged with many counts of murder, was indeed innocent of the charges...

The young ladies probably reveal more or less what was posted here and here.

Two hours after sunset, the woods and fens give way to a deep, rocky gorge at the northern edge of the swamp, where a peculiar building, or rather group of buildings, clings to steep cliff edges above half a dozen plummeting waterfalls. It's hard to make it all out in the moonlight. But beyond a fortified gatehouse, a stone bridge arches gracefully over the raging torrents below. Perched precariously beyond this is a fine, fortified manse and a ruined building that appears to have partially collapsed into the river below. What appears in the dim light to be a slender rope bridge, replacing the fallen remnants of a stone bridge, links to a strange tower pierced with what might be beautiful stained glass windows. A further building teeters to the north of this, but how it is reached is impossible to see from here. Far above, a great tower rises from an isle of stone to the sky, ending in a great steeple topped with a huge lightning conductor.

You have arrived at the gatehouse of Schloss Caromarc. It is cold and dark out.


Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

Clearly the old man wasn't all in the present. Looking around she wondered how long ago his wife had crossed over. "Yes, a true shame. Is there anyone else here?" she asks gently.

Linguistics: 1d20 + 7 ⇒ (15) + 7 = 22


Male Varisian Inquisitor 8 (AC 23/15Tch/19FF, 23 CMD/19FF, HP 62/62, Fort +9, Ref +7, Will +10, Init +7, Per +14)
Skills:
Climb +5, Heal +10, Intimidate +11, K(Arcana) +8*, K(Dungeon) +7*, K(Nature) +8*, K(Planes) +5*, K(Religion) + 12*, Perception +14, Ride +7, Sense Motive +18, Spellcraft +9, Stealth + 14, Survival +10*, Swim +5

Sorry for dropping out of the action a bit there. Last week was my first at my new job (yay!) and involved traveling across the country to onboard. I'm back now and should be in a more normal flow of things.

With the party ready to travel, Christoph nods his approval -"Waste not a minute," rings the Speaker adage in the back of his mind- and takes the lead out of the gate and on the road. Over the next hours he would find himself astonished and horrified to hear the extent of the trials of the young women who he found himself travelling with. The Trial of the Beast and the sacrifices of the party had made make a deep impression, but lingering always is the knowledge of Aliseya's 'talents'.

His warring thoughts and the gloominess of the story itself do not lend themselves to much gaiety and the Speaker is often a silent and taciturn listener. The dismal surroundings of Schloss Caromarc are an appropriate reflection of the Speaker's mood as they arrive. [i]What a shambles...[/b], he thinks as he surveys the broken ruins that made up the keep. He opines, "No doubt this is far enough for today. Let's see to the horses and then settle for the night. The count is still here? Might be best if you of you ladies leads. It seems unlikely he'll be happy to see a Voice of the Spire in his home."


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Naught dourly looks upon the Schloss and sighs. "Yeah..." she says before looking for a safe place to tie up the horsies for the evening.


Game Master -- Carrion Crown (Current Map)

The Gatehouse of Schloss Caromarc
PCs: Aliseya, Christoph, Naught, Sookie, Zelda

As the party approaches the two-story stone gatehouse in search of a place for the horses, they can more clearly see it is topped with a crenellated tower at each corner. The main gate stands open. The stench of death lingers in the air, emanating from the rotting body of a hideous canine-like creature to one side of the gate.

Through the open gate, you see a broad chamber with a vaulted roof. Two large fires burn in the room. A second gate stands on the far side of the room.

When your horses resist nearing the gatehouse, you realize that the deathly stench may disturb them. With a bit of cleanup, however, perhaps they can be tied up inside the gatehouse. And probably more safely than leaving them outside.

Zelda, Naught, Ali:
You recall combat with a gang of trolls and their bizarre hound-creatures when you were last here two days ago. In the doorway still rests the decomposing body of one of your assailants.

You also recall that, after Ali... "impressed" one of the trolls into respecting her dark power, it revealed that they had intended to raid the castle. But a great creature they could not defeat protected the bridge (which you then also slew). Before fleeing, the troll also revealed that agents of the Whispering Way were, at that time, still in the castle.

Correction: Naught would not know what's in the spoiler.


Game Master -- Carrion Crown (Current Map)

Schloss Caromarc
PC: Rhia

The old man's jaw drops at Rhia's question. He stares her straight in the eyes, and asks, "Are... are zey still here?" The tremor in his voice clearly indicates fear.

His eyes dart around the room in every direction.

The small creature hesitates a moment, but then begins to also look around the room.

After a few moments of looking around, the small creature shrugs. It then looks around for something else... a piece of blank parchment atop a small stack of books. Placing the butter knife of a crutch carefully down without stumbling, it retrieves the old man's inkpen and, with two hands, begins to scribble something on it.

It gives Rhia a look as it places the pen down, partially picks up the parchment (which is about as large as itself), and shows it to her:

"Bad cultists were here. Gone now. What do you want with the count?"

Sense Motive vs DC 15:
Rhia gets a chill up her spine. Something in this sudden change of mood, coupled by the sudden present-moment alertness in his eyes, makes her sense that he's no longer speaking of the distant past, but of something much more recent...

The strange creature confirms this in writing, and reveals the threat is apparently no longer present.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Would Naught know any of this, since she was kinda indisposed at the time.

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