Darkest Corners volume 2

Game Master Harakani


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Players, please dot here to report in


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Reporting for duty.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

dot =)


It's getting close to sunset when the Junior Guard sprints up to the Guardhouse. He's puffing, red faced and out of breath - but he doesn't need breath to all but rip the bell rope out of the wall, and the clear tones of the alarm bell peal out through the all your rooms, summoning your squad to duty.

As the team assembles he hunches over, holding his knees and gasping for breath. When your Seregant arrives he explains in between gasps.

"Middle of Carver Street." GASP "Sergeant Mera said to get you." GASP "People going into a building - not coming out." GASP "Sent me to get you." GASP "I'm Kaz of Solku." he adds belatedly, informally and unnecessarily.

Carver Street (Untrained ok) knowledge local DC 10:

Five hundred feet away as the crow flies, and about Two thousand by the fastest route. No guard should be puffing like this from running that distance.
A small street where the majority of the woodworkers in the city live and work. Not much wood in Nex - the wars left the land damaged. When there is wood its sometimes mutant. That gives wooden furniture a rarity, and makes them a prestige item. Woodworkers tend to be artisans more than craftsmen, and fairly well paid artisans at that.
Bottom floor of most buildings in Carver Street are woodworking shops. Top floors are living quarters for the families of the woodworkers.

Sergeant Mera:
Senior Sergeant Zissyll "call me sissy and I'll break your face" Mera has been running the squad in that area for years. She recently got assigned a new rookie to break in, and looks like you might just have the guy.
Mera is tough. Very tough. If she's calling for you, it's a real situation.

By the time the whole team is there Kaz is ready to run.

First Post Readme First!:

Can people say what they're doing when the bell interrupts them?
Please feel free to describe the trip to the location if you want.


20 Carver Street doesn't look like the sort of situation you normally get called out for. Nothing looks particularly strange. There's a woman with children waiting across the street, people walking past the building and no guards nearby.

one perception roll for the following please

perception DC 10:
Someone has slapped an Alarm Stone (it looks like the one issued to Mera) on the door

perception DC 15:
Normally a carver's workshop'd have the sound of hammers and tools at least faintly - this one sounds dead.

perception DC 20:
Windows are at best translucent, and often stained for effect. The sunset on these ones is being reflected more than you'd expect though, as if the window had been blocked on the other side.
[spoiler=perception DC 25]From the second floor someone is peering out through the shutters.

Panting again Kaz explains, waving at the woman on the other side of the street.
"That woman's husband went in. She sent her son in after twenty minutes with orders to come straight out. We passed by and she told us. Sergeant Mera said she'd go in. She told me if she wasn't out in a minute I should go get you, then round up the others for a cordon. Would have been about" he looks up at the sunset, which has almost set behind Quantium's massive walls "Ten minutes ago?"


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Castor is sitting in an armchair in the library room, perusing a book. A thrush is sitting on his shoulder.

"This is most interesting, Squeeky, I had no idea the history of the universities was so complicated, I always ..."

An alarm bell interupts him mid-sentence.

"Oh, we have a situation. Squeeky, be a good boy, fly downstairs and see what is going on." The thrush takes off.

Castor puts the book down, makes sure he has his spell component pouch, pearl and wrist sheaths with wands. Then he goes into his magic room, dons the cloak, grabs the scroll cases and his crossbow and bolts, including the special ones and starts descending the stairs. When he is almost down, he remembers. He stops for a moment, waves his hand and utters a short phrase (casting mage armor).

Meanwhile Squeeky shouts in a high pitched voice downstairs. "Castorscoming, castorscoming"

Upon coming to the common room, Castor inspects the Junior Guard (automatic K(local)), turns to the sergant and says "I am ready."

Squeeky lands on Castor's shoulder around.

...

At the "crime" scene.

Perception: 1d20 + 11 ⇒ (18) + 11 = 29 Castor inspects the house, noting every minute detail.

"Squeeky, be a good boy and have a look at the second story window. It looks like somebody is peering through the shutters. But be careful, do not get too close."

Squeeky flies higher and takes a looks at the window from a hopefully safe distance of 15 ft.

Perception(Squeeky): 1d20 + 12 ⇒ (4) + 12 = 16


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Ophelia was at the top of the tower, practising her violin. These last weeks had been distressing. Plenty of faces she did not expect to see again. She wasn't sure how to cope, so she had asked her friend Trevor. Customary, one would put flowers on the ground. She had been to the plaza this morning and done that - but she hadn't felt much. Lingering pity for the flowers perhaps. He had also given her the notes for a piece - fittingly only named 'Requiem'.

Perform(String): 1d20 + 8 ⇒ (20) + 8 = 28

She was at the apex of her skill - inhuman precision produced perfect haunting tones and melodies. The complex system of notes was more soothing to her then the sacrifice of vegetable matter. Thus it vexed her greatly when the unwelcome bell interrupted the flow of sound. But it took her only a moment to identify it and put down her instrument. She let out a long resonating *sigh* and opened her eyes.

She grabbed her gear and started the decent. *Thump thump* Her heavy copper footfalls echoed as she hurried down the stairs. Slung over one shoulder was her backpack, in her other hand a long spear. It was the spitting image of her late friends, a tribute to his sacrifice. I never did figure him out. Always so ... guilty ?

She passed the fourth floor and was picking up pace now. *ThumpThumpThump* She had double checked earlier - the stairs were sturdily built. And reinforced with magic. Despite some suggestions levied earlier, she was in no danger of 'stomping trough the floor'. But she had started to move more slowly during the night-time. And cut back on the violin-playing. Despite her gracious offer to supply the others in the tower with both sleeping-aids and ear-muffs, they had still preferred that course of action.

*THUMPTHUMPTHUMPTHUMP* Despite being a high velocity lump of brass, copper and steel she somehow managed to stop gracefully just inside the door of the guardhouse. With curious glassy eyes she peers at the newcomer. She registered Castor's bird swooping past her, heralding Castor himself. Her earlier thoughts were gone, now the prospect of another mystery filled her mind!

Know(Local): 1d20 + 7 + 1d6 ⇒ (3) + 7 + (3) = 13

It is not far. She thought to herself. She had always had an healthy respect for artisans, not only because she was made by one. No, they were among the most skilled individuals - and they left a lasting impression on their world. "Ophelia present!" she reported happily to the sergeant.

//

She watched the scene around her. The site was tranquil, and if it wasn't for their own presence - it was hard to guess it was the site of a crime. Suspected crime. She mentally corrected herself. She gives the house a quick look-over, trying to spot anything out of place.

Perception: 1d20 + 10 + 1d6 ⇒ (3) + 10 + (6) = 19

"It is silent and the door is rigged. Hostage situation?" she chimed merrily. Turning away from the house, she heads over to the woman and child. Carefully, to not unnerve them too much, she spoke. "Hello. I am Ophelia Hale of the City Watch. I understand members of you family has gone missing across the street. May I inquire you about the house in question? Whom ordinary resides there - and when did you first notice something amiss ?" She kept any facial expression at a minimum, not wanting to distract them from what was important.

Diplomacy: 1d20 + 6 + 1d6 ⇒ (7) + 6 + (1) = 14


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

Auto success for Knowledge: Local for Carver Street, my skill is at +13. Unless you really want me to roll. :P

Laurestine is at the guard station pouring over some papers from the university when the bell tolls through the city. Immediately she grabs her pack she keeps for being on call and dashes out the door.

Myla already knows what the bell means and flies after Laurestine as she takes off out the door.

”نه، من نمی دانم چه موضوع است، قبل از اینکه شما بخواهید. من فقط می دانم به همان اندازه که شما انجام دهد. این را می دانید در حال حاضر!”

Draconic:
” No, I don't know what the issue is, before you ask. I know just as much as you do. You know this already!”

Laurestine easily makes her way over. Once she arrives:

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Myla Perception: 1d20 + 12 ⇒ (4) + 12 = 16

"یک دختر خوب و به من بگویید چه می بینید."

Draconic:
"Be a good girl and tell me what you see."

"I see the person too." she says in response to Castor.


The Sergeant takes a little longer to get down than the others, mostly due to the extra weight he's carrying; heavy armour, a shield and a gut bought on by twenty years on the job eating stall-bought food and living out of the station house instead of getting married.

He clinks down the stairs, Iomedan longsword out already.

As soon as he hears the story he starts running.


Quote:
Squeeky flies higher and takes a looks at the window from a hopefully safe distance of 15 ft.

It's a testament to Castor's skill that at 15ft away all Squeeky gets is a glimpse of a pair of eyes peering out of a missing slat on the shutters.

They're blue.


Ophelia 'Springs' Hale wrote:
Turning away from the house, she heads over to the woman and child. Carefully, to not unnerve them too much, she spoke. "Hello. I am Ophelia Hale of the City Watch. I understand members of you family has gone missing across the street. May I inquire you about the house in question? Whom ordinary resides there - and when did you first notice something amiss ?" She kept any facial expression at a minimum, not wanting to distract them from what was important.

The woman has obviously been slowly getting more and more panicked. Ophelia manages to calm her down enough to get what information she has

"I don't know! My husband went in to get a quote on having his grandmother's jewelry box repaired. I ran into Emma here" the lady indicates another nearby citizen "And we were talking while he went in. I don't who lives there normally! I've been here almost an hour now and no-one has been coming out!"


"Kaz? Kaz. Go get the other sergeants. Tell them we need a cordon. Now."

Looking at the door "Mera's put her alarm stone on it. If anyone had opened this door, we'd know about it."

"Castor - can you check for other exits?"

Stopping to look up and down the street the Sergeant hoists his shield - the holy symbol of Iomedae all but glowing on it - and says a word or two. A moment later and the glow moves to his armour.

You'd all know Abel casts Magic Vestment before he goes into a dangerous situation


Laurestine:
Myla's perception is nowhere near as good as hers. If she looks through the window she'll see what Squeeky sees.

quick clarification guys: when I say one perception roll and give multiple levels, if you make the roll you can see all the spoilers at your level and less. SO Castor and Laurestine can see all of them.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

"So there would be a jeweller inside?" Ophelia half states, half asks - trying to extract whatever useful information she can. She turns her still porcelain visage to the other woman. "Citizen Emma, are you aware of any information regarding this particular house?"


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Squeeky returns to Castor "Isawblueeyes"

"Thank you, Squeeky. Now be a good boy, fly around the house and look for any other exits. Report to me as soon as you see all the sides. Do not investigate too closely or enter the house. You will gef a treat upon your return." Castor replies and the bird flies away.

Perception Squeeky: 1d20 + 12 ⇒ (5) + 12 = 17

"Exit detection under way, Sarge. Meanwhile I will try to see any magical emanations." Castor turns to his superior and then casts Detect Magic and look back at the house.


Quote:
"So there would be a jeweller inside?" Ophelia half states, half asks - trying to extract whatever useful information she can. She turns her still porcelain visage to the other woman. "Citizen Emma, are you aware of any information regarding this particular house?"

"Sorry? Oh no, the jewelry box. Beautiful redwood. One of the corners has been knocked off."

Emma proves a more useful source of information.

"I live up the street, but there's seven - no eight - craftsmen, and at least that many apprentices. The families - Citizens - live in the upper levels."

Quote:
"Thank you, Squeeky. Now be a good boy, fly around the house and look for any other exits. Report to me as soon as you see all the sides. Do not investigate too closely or enter the house. You will gef a treat upon your return." Castor replies and the bird flies away.

3 rounds later:

Squeeky returns. Building has alleys on the three other sides. You are on roughly the north wall. East wall has a staircase. Window shutters third floor and up all the way round.

Quote:
Meanwhile I will try to see any magical emanations." Castor turns to his superior and then casts Detect Magic and look back at the house

Castor, round 1:
Detecting about half the area, and there are some auras

Castor, round 2:
5 or 6 auras... no 7, now. Some of them are moving. At least one is moderate.

Castor, round 3:
All are moderate

Castor, round 3 and knowledge:arcana dc 20:
Enchantment spells. 4th-6th level.


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Knowledge (Arcana): 1d20 + 12 ⇒ (11) + 12 = 23

Castor hears out Squeeky and gives him a piece of fruit. "Good boy"

"Sir, there are alleys on all sides, there is an outside staircase on the left side and windows have shutters from third floor up. Also there are 7 enchanemens of moderate strength inside, some of them moving. I suppose all are enchanted people. Probably the reason no one has exited the building. I do recommend to use this handy wand with protection spell for all of us who would enter. It is somewhat limited and might not give us complete protection, but our chances will improve." Castor moves his wrist and a wand springs into his hand.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Ophelia nods and takes notes.

"Seven - no eight?" her hollow voice repeats. "Did one of the craftsmen recently move in?"

After they answered her question, she gives something she hopes is a reassuring nod and she returns to the squad.

"According to witnesses, there should be atleast sixteen persons occupying the structure - the craftsmen and their apprentices. Plus captain Mera, one husband and one son." she recites mechanically from her notes. When she looks up, her reflective eyes looks toward Castor. "Seven auras?" Quickly she processes the information. "Then either not everyone is present, some auras are obscured or - most unnervingly - some of the residents are in on this. Either that or an unknown magical phenomenon or an malevolent magical item."


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Castor nods at Ophelia "Yes, could be anything. We will probably have to find the hard way."

Then he turns to the sergeant "How do you wish to proceed, sir? They probably know about us so suprising them from more sides might not be such a good idea. We might need to cover each other as we enter. Question is, do we want to use the main entrance or the side stairway? And right before we go in, I would like to cast the protection on all the team members, if you agree, sir."


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

"I'm about using the side door but that's up to you. Let me look about for traps and the like."

Perception to look for traps: 1d20 + 9 ⇒ (9) + 9 = 18

"And what he said." Laurestine adds while gesturing to Castor.


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

A guardsman comes running down the road from the direction of your guardhouse. He is wearing a guardsman's insignia and the colors of your company.

Knowledge local DC 14:
The guardsman is Sefu Warlockswalk and he is a sergeant in Sinclairs company, he appears to have been lowered in rank.

He takes out and hands some papers to Sergeant Valdemar "Sir, I have been reassigned to your squad!"


Laurestine:

Just the alarm Mera put on the door

The Sergeant pauses, grabs the papers and reads quickly.
"Replacing Tieszla? Looks like you've got good timing - at least for us."
Gesturing for the others to gather around he summarises for the new guy
"We've got people going into that six story building there" he points "And not coming out. That includes Sergeant Mera. I've sent a Guardsman to go get the men to set up a Cordon."
"Castor says there's at least seven enchantment auras. That means there could well be more blocked by distance or stone. Ophelia has information there's a minimum of nineteen - probably more - civilians present."
"Castor's going to hit us all with some sort of protection against enchantment. Central's got to refund that in a situation like this."
"Mera put an alarm on the front door, but I know the password. I think we go in that way. Any trouble and we break for the door, set off the alarm to call for help. Don't be a hero."
"Remember there's civilians, enchantments, and at least one guard. Try to use non-lethal takedowns if possible. If Mera's been enchanted then we need to deal with her first - she got to Sergeant by being professional and dangerous, so watch yourself."
"I know some of you have preparations to do. Anything going to last longer than a minute I'd use now... but if this is just some sort of sleep aura we're not going to get refunds on combat enhancements."
"Castor; you've got the wand. Count us down."


The Sergeant starts casting.
Castor, state your count (in rounds) before reading the following

Sergeant casts (in order):

Magic Vestment: already cast.
1: Shield of Faith
2: Divine Favor
3: Resistance (self)
4: Resistance (Laurestine)
5: Resistance (Sefu)
6: Resistance (Ophelia)
7: Resistance (Castor)
8: Guidance (Self)
9: Guidance (Sefu)


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Sefu walks up to Laurestine "Hello I am ser- guardsman Warlockswalk. I was going to ask what should I expect as part of the spooky squad, but now I'll ask; what am I needing to do in the fight?"


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

"Actually sir, it has 1 minute duration only, it should be cast right before entering. Good thing is, I may be able to break the enchantments already active on the people inside as well."

Castor waits for a nod from the sergeant, if none is forhcoming, he uses the wand anyway, casting Protection from Evil on himself and all other guards.

The order is himself, sergeant, Laurestine, Ophelia, Sefu - it will take 5 rounds from the start of casting and he will commence 2 rounds after Sergeant ordered him to do it if he does not receive other orders.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

"Affirmative Sergeant. Activating enchantments now." The clockwork nods and starts to fiddle with some small rune-inscribed tools.

She looks up to greet the newcomer only when her mysterious task is complete. With a voice like wind-chimes from immovable lips she introduces herself, the porcelain mask utterly still. "Ophelia Hale, pleased to meet you Guardsman Warlockswalk. Please refrain from harming those whom might be compelled to act against their wishes - and please refrain from falling to whatever calamity that has befallen this structure."

Activating overcharge (mutagen; +str), shield and bull's strength


The sergeant nods "Do it"
5 rounds for prep, then the sarge deactivates the alarm and opens the door.


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

"Hello-uh guardsman Hale. Why do you expect people to be 'compelled against their wishes'? Also what do you do in this squad?"
Sefu is unnerved by a construct in the guard.
As an afterthought he says "Thanks for explaining. Is this normal?"


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Protection form Evil durations:
Once the casting is complete, durations of protection against evil are as follows:
Castor 5 rounds
Sergeant 6 rounds
Laurestine 7 rounds
Ophelia 8 rounds
Sefu 9 rounds

Castor follows Sergeant Valdemar. He keeps the wand ready to be used on anyone who looks like he belongs inside the building (or Mera). He keeps the other hand empty to make sure he is able to cast different spell or use the wand in the other wrist sheath. Squeeky is hidden in teh cape of Castor's cloak for the time being. The crossbow is is strapped to his back, unloaded.

"Greetings, Warlockswalk. Explanations later, now just be prepared to defend yourself and make sure you do not kill anybody who looks like a citizen or guard. Monster-like creatures are no–holds–barred, I guess."


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Initiative: 1d20 + 8 ⇒ (7) + 8 = 15 please note that if there is a surprise round, Castor will act due to his Foresight school power

Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Knowledge (local): 1d20 + 11 ⇒ (13) + 11 = 24

Castor has:
AC 16 +2 against evil creatures
saves +2 against evil creatures


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Sefu walks cautiously in behind Castor and Valdemar, looking around for ghosts, devils and outsiders.
He addresses Castor;"Mage, should I stand in front of you or will you need to be in front of the fighting?"


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

"The name is Drey, Castor Drey. And I would certainly appreciate a fighter type being between me and the danger, if at all possible. In my experience you are never in front of the fighting, more like in the middle of or further back. I prefer further back. And do not worry, I will still be able to do what I need to do. Thank you." Castor winks at Sefu to take the edge off.


girl init: 1d20 + 1 ⇒ (2) + 1 = 3
man init: 1d20 + 0 ⇒ (5) + 0 = 5
Woodcarvers tend to have wooden panelled workrooms. While expensive, the intricately carved panels serve as an advertisement to their skill. This room - a recieving room for customers - is beautiful enough to belong to a minor noble's mansion.
Except that it looks as if the room has been ransacked.
Delicate wooden figurines and boxes have smashed. Chairs have been broken and left lying against a wall. The bookshelves and most of the tables have been crudely hammered into place against the windows.
Cowering at the back, behind the only remaining table, is what looks to be a 17 year old girl - possibly an apprentice.
In front of the table is a young man, apparently on guard and armed with a makeshift wooden club. He is dressed as a young upper middle class customer might be dressed.
"Stay back!" he warns threateningly.

Castor:
That 'girl' is not human. Red eyes, blood near her lips, that's... that's not normal.
Further, while there are no bodies here there are some smudges that suggest unconscious or dead people were dragged out of this room.
Near one of the doors is a pauldron matching those worn by Mera.

given those inits I am going to let all of the PCs take an action before either NPC. Don't worry about order within the group.
Round1


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

"Hello there Sefu! I am Laurestine, and this is Myla. If she doesn't respond, that's ok. She only speaks draconic."

Draconic:
"Come Myla."

Myla flies down and lands on her master's shoulder.

Upon entering the house, Laurestine takes up position just inside the right of the door.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

I missed the prompted Know (local) check earlier. Both the one prompted by Sefu and by DM. Here they come!

Know(local): 1d20 + 7 + 1d6 ⇒ (16) + 7 + (2) = 25 She has heard of Sefu's fall

Know(local): 1d20 + 7 + 1d6 ⇒ (3) + 7 + (3) = 13 Okayish knowledge about the area

Know(religion): 1d20 + 7 + 1d6 ⇒ (14) + 7 + (6) = 27 After her previous encounters with cultists, she obviously took great steps to learn more about their ways!

Ophelia gives the newcomer a long silent look as the others also introduces themselves. After a while, she tilts her head slightly to the side and assumes what can only be a thoughtful stance. When the others are done she stares at him for a few moments more before recalling the question he asked. Finally blinking, she replies.

"Guardsman Castor detected the presence of multiple enchantment auras within the structure. Unauthorized 'bargaining aids' are unlikely - this street is screened far too often. Thus unlawful compulsion is the logical conclusion."

Barely noticeable, her lips curl up into a small friendly smile. The hollow voice attains some warmth and she blinks again, this time with only one eye. That is how one does it! Right ? She thought happily to herself.

"Normality is not normal when we are working, Guardsman Sefu!"

//Inside

Magical glass encased in the porcelain mask quickly scans the room they entered - noting the destruction wrought. A respectless waste of such beautiful craft! But most interesting was the pair of people. The male was of most intermediate concern. The female appeared threatened by their appearance, or perhaps the male? Regardless, anyone covering in fear of either was not a threat. Yet. Faintly her voice chimed out, so low that even her companions might have trouble hearing.

"Castor, did your survey spot any auras at this level?

Then she stepped forth and her voice rang out once more. This time it was emotionless and hard as the law they embodied.

"Stand down citizen! You are to be extracted and held while your involvement in this unlawful act of Enchantment, in accordance with §42:125 (On Legalities of Magic and Magical Acts), is investigated. Please comply, or you will additionally be charged with Resisting Extraction, Obfuscating the course of Law and, quite possibly, Littering. All in accordance with §12:43-67, §14:245 & §4:15." Briefly she pauses and points towards the club. "Additionally, charges for Threatening an Officer of the Law and Unlawful Armament with Harmful Intent will be levied as well as charged for failure to comply with the Safety Standards of Weaponry in the State of Nex. Sir, you will get splinters unless you put that improvised implement down. (In accordance with §14:243, §11:5 & §11:6)"

Diplomacy: 1d20 + 6 + 1d6 ⇒ (17) + 6 + (1) = 24

The lack of the need to breathe it a great aid when reciting laws and regulations it seems, for the clockwork manages to work trough the entire mess as swiftly as inhumanly possible. Even as she does, she strides forth to impose herself and her spear where she can act as a deterrent for flight (or fight).

Move action to get within range (10') of the male, then ready action to disarm him if he doesn't put the club down himself. AoO in case of flight-attempt will be a trip attempt, both detailed in spoiler bellow!

You have five seconds to comply!:
Disarm (Readied Action): 1d20 + 10 ⇒ (10) + 10 = 20

Trip (AoO, if needed): 1d20 + 10 ⇒ (1) + 10 = 11


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

"I'd listen to her. She gets nasty when you don't listen. If you're not about to follow her instructions, then for what it's worth, I'm sorry."

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21

Readying standard action. If male attempts to attack she will cast grease on his weapon.


ophelia:

As you get closer; it is hard to tell, what with the fact she's covered by a table... but that's a vampire! And with 27 you can know all the weaknesses and strengths of the various vampires


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Castor tries to detect anything unusual about the two inhabitants

Sense Motive: 1d20 + 9 ⇒ (18) + 9 = 27 the man - to find an enchantment
Sense Motive: 1d20 + 9 ⇒ (3) + 9 = 12 the girl - just a hunch

"Yes Ophelia, there was definitely at least one enchantment in this area. Everybody, watch out for the girl, I have a bad feeling about her. She might not be what she seems!" Castor says calmly as he points the wand at the man and unleashes the protection spell operating on his assumption, that all is not as it seems.

casting Protection from Evil at him should give him another will saving throw with +2 moral bonus if he is indeed enchanted (for charm or compulsion effects only)


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

"Affirmative." She nods towards Castor before turning her attention to the girl. The mage was right - she was too pale and her teeth ... With a jerk, Ophelia stopped and her spear aligned itself with the girl. "Papers please." She knew all sorts of creatures were given citizenship in Nex - like herself. But the more 'exotic' ones had to carry proof of their citizenship with them at all times. To not do that, was a serious offence.


Castor:
The man's eyes have the slightly jerky movements of one who is almost certainly the target of an enchantment - or was, for moments after your spell is cast you see his eyes return to normal. will: 1d20 + 2 ⇒ (14) + 2 = 16


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

Laurestine looks for anything odd or out of place regarding the room. Things like secret panels and the like. Are there any sounds coming from the upper floor/s?


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

"One enchantment broken, Sarge. The man should be all right for the time being." Castor adds.


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Sefu moves to cover the side door.

If door is open:
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Sefu looks through the door way to see what's there.

If door is closed:
Sefu moves so that he is able to attack anything that comes through the door.


Door is closed. Have Sefu as holding an action to cover the door.

Sefu:

The door is closed. It is an intricately carved wooden door. The wooden doorhandle has blood on it, as if someone with bloody hands opened it recently.

Sarge is holding an action to attack the girl if she starts anything
Laurestine:
no obvious sounds. At the moment the sound of combat is overpowering anything else you might hear.

When Castor's spell hits the young man screams, looks at the girl, drops his club, and bolts for the outside door past Laurestine and Castor.

Laurestine, Castor:

Both of you get an AoO if you want it. Laurestine; I'd be happy to upgrade your AoO to a standard action given your held action if you prefer.

The young woman screeches in an inhuman sound, but stays huddled behind the table. Then she stops, stares at the Sergeant and commands him "Help me!"

perception dc 15:

There is a faint lisp to the girls speech - as if something about the shape of her mouth has recently changed.

sarge's will save: 1d20 + 7 ⇒ (13) + 7 = 20
spellcraft dc19:
That looked like some form of mental Domination effect Dominate Person spell like ability

Sarge's held action
attack: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
The Sarge is a man who has fought many battles in many wars, and just as many in the streets. His heart does not seem in the attack on this young woman. He stabs down at the woman, and she effortlessly scuttles further under the table.
"Get her!" he orders.


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Marten lets the man leave. "We should concentrate on the source, not the victims"
Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Spellcraft: 1d20 + 12 ⇒ (20) + 12 = 32

"As ordered, sir. She just tried to dominate you. That makes her the source of the enchantements. Everybody be careful. We should neutralize her as fast as possible."

Castor points a finger at the girl "Fuego"

Casting Burning Arc: 4d6 ⇒ (2, 6, 3, 1) = 12 ... DC 17, Reflex save halves, SP applicable


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

Laurestine looks for anything odd or out of place regarding the room. Things like secret panels and the like. Are there any sounds coming from the upper floor/s?

As the man rushes by, Laurestine stops the man.

"Take it easy, boy. You need to remain here for questioning. When we are finished with our work a determination will be made if you can go or not. Till then, sit down and wait."

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20

"You got it!" she responds to Castor. "I just noticed the dominate too."

"lubrica areæ" Casting Grease underneath the woman.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Perception: 1d20 + 10 + 1d6 ⇒ (16) + 10 + (6) = 32

Spellcraft: 1d20 + 7 + 1d6 ⇒ (5) + 7 + (1) = 13

Round 2

Ophelia refocuses on the girl instead, since she appeared to be the single remaining threat. A brief analysis of the cover the target is hiding behind suggests that her longspear might be most unpractical, so it is left behind on the floor. Instead she draws her silvered mace as she advances up into a position where she hopes to flank the girl in - as soon as the Sarge has time to step up.

To Hit: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Damage: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9

"... Failure to comply with ID requirements, hostile act against guardsmen ... in violation with §12:42-65 ..." The clockwork mumbles on even as she strikes, but mostly to herself. It was clear that the vampire did not really care about the rules and regulations!


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

"Subject displays clear signs of vampire-ism! Sub-dual will be difficult, but the condition can be transferred involuntarily. Some discretion might be warranted."


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

"In all likely hood, this is merely a spawn. Silver will suffice to inflict physical damage, while a stake offers a semi-permanent disablement. Electricity and cold are hampered by the condition of the body."

She will not mention the Gaseous Form ability on the off chance that the girl does not realize she can do that!


castor; reflex dc17: 1d20 + 2 ⇒ (14) + 2 = 16burning arc deals 12 damage. DC 17!!!
laurestine; reflex DC??: 1d20 + 2 ⇒ (14) + 2 = 16
@Laurestine: DC is 14? Am assuming you are carefully not targetting the squares around her so companions can attack?
Girls AoO on Ophelia: 1d20 + 4 ⇒ (1) + 4 = 5
At the last moment Ophelia drops her mace and successfully grabs the girl, who struggles with inhuman (though not superhuman) strength, and an obvious lack of practice. If this is a spawn, it doesn't seem a very experienced one.
In the struggle the girl's hand rises above the table into the dim rays of sunlight through the still closing door, and she shrieks as the skin blackens instantly.

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