Divine Rise of the Runelords

Game Master nate lange

The joy of new life brought on by spring has been broken by a series of shocking murders. Can the heroes of Sandpoint stop the culprit before he strikes again...


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map of Sandpoint | current map

As the friends, old and new, catch up on their recent journeys, the year’s first flakes of snow begin to fall softly on Sandpoint. By the end of the week, when the civil ceremony Sheriff Hemlock had promised arrives, the snow has begun to accumulate in the streets and on the rooftops throughout the city and its hinterlands. The ceremony itself is a rather small affair: in the church square, the Sheriff gives a speech praising the bravery and success of the marked, with all his signature brevity, and Mayor Deverin pins each of the six with a gold brooch bearing the city’s seal. A crowd gathers to watch and to cheer Sandpoint’s heroes, but with last minute preparations for winter in full-swing it’s a fairly sparse crowd.

The snow continues to fall as days turn to weeks, and weeks to months. The city slips into something of a hibernation as knee-deep snow keeps most people homebound. Within the Cathedral, everyone, including the marked, settle into the normal rhythms of religious life. For Marcus, the cycle of prayers and chores, and learning and chores, and eating together and sleeping in beds seems very foreign, but by the time the days begin growing longer once again even he feels a sense of normalcy that makes the events at Thistletop seem like a distant memory. Little of note happens during these cloistered months, save for the blossoming relationship between Tera’s roommate and a certain choirboy (and all the juicy gossip which accompanied it) and, eventually, some of the antsier initiates and acolytes begin quibbling over who will be allowed to go on any errand that gets them out of Cathedral.

Just as Autumn must eventually give way to Winter, however, Winter always succumbs to spring and before a third month has passed the snows melt and the first signs of green begin breaking through. With new life in the trees and the fields, a new liveliness hums through Sandpoint: neighbors mingle and catch up in the streets, the farmers from the hinterlands come more frequently to merchants and the market as they work to get fields plowed and crops planted, and traffic in the harbor increases greatly as fishermen return to work and trade routes open back up. It seems as though Sandpoint might finally be back to the idyllic city people remember it being before the Cathedral fire, and the other tragedies which accompanied it.

***Book II***

That hope, sadly, is short lived. The sheriff causes a bit of a commotion as he hurries into the morning prayer service seeming a bit put out. He waits, impatiently, in the back of the sanctuary for the service to conclude before making his way purposefully through the crowd to gather up the marked. ”I need to talk to you,” he states flatly before looking around at all the other people and then heading out the door into the courtyard. Leading them across the cobbled court and into the stables before checking once more for listening ears, he continues, "First, let me thank you again for all you've done for Sandpoint. It's fortunate you've proven yourselves so capable, because we got a problem I think you can help us with- a problem I wish I didn't have to involve anyone with, but one that needs dealing with now before the situation grows worse… "

He takes a deep breath that ends up sounding more like a sigh and explains, ”we have a murderer in our midst… one who, I fear, has only begun his work. Some of you, I’m sure, remember the Late Unpleasantness, how this town nearly tore itself apart in fear as Chopper's slayings went on unanswered. I'm afraid we might have something similar brewing here… Last night, the murderer struck at the sawmill. There are two victims, and they're ... they're in pretty gruesome shape. The bodies were discovered by one of the mill workers, a man named lbor Thorn, and by the time my men and I arrived on the scene, a crowd of curious gawkers had already sprung up. I've got my men stationed there now, keeping the mill locked down, but the thing that bothers me isn't the fact that we have two dead bodies inside. It's the fact that this is actually the second set of murders we've had in the last few days.”

"My men are good, but most of them are also green… They were barely able to handle themselves against the goblins, and what we're facing now is an evil far worse than goblins, I’m sure. I could use your help… But, um, I'm afraid you're gonna need my help too. See, this particular murderer knows at least one of you as well…" he concludes as he holds out a folded piece of parchment. On the outside of the parchment the single word “Tera” is written in blood. On the inside, the crimson letters read “You will learn to love me, desire me in time as she did. Give yourself to the Pack and it shall all end.”


Inactive

Sal looks positively sick as she crowds around with the others to read the parchment but she swallows hard as she looks back up at the sheriff. "What...what is this?? Some sick bid for Tera's attention?" She hated saying it out loud, knew what it would mean for Tera who always took even the smallest of things to heart - good and bad - but what else could it be?

Glancing around, she lowers her voice before adding, "Who was it? Who...who did you find at the mill?"


map of Sandpoint | current map

The sheriff's brow furrows as he internally debates how much to share before receiving any assurance of aid. "I suppose you'll hear soon enough anyways..." he quietly answers, "it was Banny Harker and Katrine Vinder... the note was pinned to Harker's body and, as you can see, the murderer's pretty interested in having you join them..."

Belor frowns and turns his attention to Tera before continuing, "I know that business with Lonjiku was mostly a, uh, 'youthful indiscretion' but I have to ask... you're not already mixed up in this somehow are you?"

DC 10 knowledge(local):
Banny Harker was Ibor Thorn's penny-pinching partner in operating the Scarnetti's lumber mill. Katrine Vinder was the daughter of local shopkeep Ven Vinder (and the older sister of Shayliss Vinder whom Zache met at the Hagfish); she has no real connection to the mill.

DC 15 knowledge (local):
Rumor has it that Banny and Katrine had been carrying on a semi-secret affair for some time now.

Roll once and read both if you make both DCs.


Inactive

Kn. Local: 1d20 + 7 ⇒ (10) + 7 = 17

"Wait...Katrine? That's Shayliss' older sister," Sal frowns. "And Banny, he's Ibor Thorn's partner, right? I thought I'd heard a rumor that the two of them were having an affair, but I didn't really pay it much attention....not really any of my business."


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

Marcus' face goes pale as he hears the contents of the note. "Tera, I don't think you should go anywhere alone for a while. Did either of those two have any enemies?"

I knew it was too good to be true....it's just unnatural for this many people to live so close together for so long....


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

Tera feels her knees begin to buckle as she reads the note and a raw, sickly feeling churns in her stomach. A cold chill runs up her spine despite the warm clothing and the fur-lined cloak she wore over her robes as she hands the note back to the sheriff and hears his question along with Marcus' assertion that she probably shouldn't be anywhere alone.

And just two hours ago she'd been teasing Lizzy about her growing relationship with Tavor Dallus. Now Tera was only afraid, not just for herself, but those around her.

"Sh-sheriff, p-please believe me when I say that this is the first time I have heard of the murders, or even knew there was a murderer on the loose. I... I'm scared. I'm scared Sheriff Hemlock. I don't know if or when this lunatic will go after my friends, or who else is going to die in my name," she tells him as tears well up in her eyes.

She'd always been small, but with her clock getting pulled tighter around her and the way she was huddling somewhat behind Salomae made her look more like a child than a woman grown.

Why? Why would someone do this? Much less tell me to join this "pack" and that they want me in a note pinned on someone they murdered! Why do they want me to love them and desire them. If they want that, then killing people isn't the way to do it!


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

Kaede response to the note is simply to get even closer to Tera. She's the one in danger, she's the one that needs to be protected, she assumes before looking toward the sheriff.

"You said this was the second. Who and where was the first? Can we see the mill too?"


map of Sandpoint | current map

The sheriff nods, apparently satisfied with Tera's answer. When Kaede asks to see the mill he seems slightly relieved. "If you're volunteering to help you can, yes," he replies, "I need to get it cleaned up pretty soon but I ordered it to stay undisturbed until I got back. We can go right now..."

As he leads the marked through the streets of Sandpoint, south and then east to the lumber mill (#25 on the Sandpoint map), Sheriff Hemlock offers information on the first murders whenever there's nobody within earshot. "It was a few days ago... three men turned up dead in a barn down by Cougar Creek... we're pretty sure they were swindlers I'd thrown out of town before... didn't think much of it at first, figured they must've crossed the wrong mark... but now with these next two, and the same symbol... they'd hired a guard too- poor sod's gone completely mad..."

When they reach the mill the sheriff stops and signals one of the guards. "Well," he concludes, "I have to go to tell Titus Scarnetti why his mill isn't running. My men all know that you've been deputized to look into this and they'll help however they can."


Inactive

As the Sheriff leads the group through the town streets towards the mill Sal slides a protective arm around Tera's shoulders. "No one's going to be coming after us," she whispers quietly as they walk. "We're the Marked, heroes of Sandpoint, right? It'd be a pretty dang foolish thing to do," Sal continues, trying to offer her friend a smile. "And we'll get to the bottom of this, make sure it doesn't happen again. Okay?"

Not that we've got any real choice. Even if we didn't want to help, if it gets out that this murderer seems interested in Tera...

Once they arrive just outside of the mill, Sal catches Sheriff Hemlock's arm before he leaves them. "Wait, you said there was a guard - a witness? Who?"


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

"Being one of the Marked didn't stop someone from killing two people and telling me there'd be more if I didn't join them," Tera points out. "And what do any of us know about catching criminals, Sal?"

After a few more steps, she shivers again, pulling closer to Sal and Kaede.

"I... I think I'm going to be sick," she mutters as the churning sickly feeling in her stomach intensifies.


map of Sandpoint | current map

"Uh, 'witness' probably isn't the right word," Sheriff Hemlock replies shaking his head, "Sevilla... Grayst Sevilla, but whatever he saw knocked him clear off his rocker. When my patrol found him he ran at them screaming and flailing. We never got a name from him, muchless any useful information; we only knew who he was because some of the men recognized him from some time he spent here thugging for the Sczarni. We had him in the barracks but I had to send him out to Habe's- for his own good, but also to make room to bring in folks for questioning about this mess..."

DC 15 know (local):
By "Habe's" the sheriff must mean Habe's Sanatorium... Aeryn Habe was a successful apothecary in Magnimar until some years ago when he built a facility in a secluded dale south of Sandpoint for the treatment of mental afflictions and chronic diseases. Most of the priests seem distrustful of his impious healing techniques."


Inactive

"Not much, but apparently Sheriff Hemlock thinks we can help anyway so that's something," Sal responds quietly. "You know he wouldn't call on us to actually help if he didn't think we could do some good, right?"

Kn. Local (DC 15): 1d20 + 7 ⇒ (1) + 7 = 8

"Habe's? That...doesn't really ring a bell but it doesn't sound good, from what you're telling us," Sal adds, more loudly for the sheriff's benefit.


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

Tera just nods, not very convinced, but not wanting to argue the point either.

Knowledge(local): 1d20 + 7 ⇒ (9) + 7 = 16

"I've heard Sister Amet'Ra talking about Aeryn Habe and his sanatorium before. It seems that he and the priests at the Cathedral don't get along," Tera says after Sal's admission, "I'm guessing there's not much that could done for him if he's there. We may be able to get a description of whoever did the deed out of him, but I wouldn't bet money on it."

She shudders as she remembers some of the descriptions of the few sanatoriums around Magnimar and desperately hoped that if they had to visit Habe's, those tales would not prove to be true.


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

"Maybe after we look at the mill, we can visit this Habe," Kaede adds, looking to Tera worriedly. "Hopefully, we can coax something out of that poor man. That aside, do you have any suspects for this, Sheriff? I don't anyone in town would do such a gruesome thing, but you know the townsfolk better then I."


map of Sandpoint | current map

”Well,” Sheriff Hemlock answers with a frown, ”Ibor Thorn apparently found the mess, so we brought him in for questioning. Katrine’s father, Ven Vinder, has a serious temper... I don’t think he has the temperament for these murders but when my men told him about his daughter’s death he flew into a rage and hit one of them. I don’t know that I’d feel good calling either of them suspects, but they’re both being held in the garrison still if you want to talk to them? You’d have to do it soon though, I can’t hold ‘em forever without a reason... plus, I’m hoping to end this before it happens again...”

”Anything else before I go?”


Inactive

Sal glances at the others and then shakes her head. "Nothing I can think of," she replies. "I guess we'll...have a look around here first and then go talk to Ibor and Vin if we don't find anything helpful..."

Let's hope that Tera's not actually right and that we can find some sort of clue about all this.


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

At a loss for anything useful to add to the questioning, Marcus settles into trying to protect as best as he can. Grabbing his friends sleeve, he weaves his magic and tells her, "I'm sticking as close as I can until this is over."

casting shield other on Tera, I'll keep it going the rest of the day. Let me know how many I use (I have 4 at 4 hrs each)


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

Tera looks up at the Sheriff, fear having drained the color from her face, but she seems to have taken some strength from the solidarity that the others have shown her.

"Does Shayliss know," she asks, feeling a dull, burning shame as she remembers some of the things she'd said about the younger Vinder girl.

Ready to move on to the Mill when you are.


Male Varisian Bard 4/Swashbuckler 1 | AC 18, T 13, FF 15 | hp 39/39 | Fort +3, Ref +7, Will +4 (+2 vs charm & compulsion) | CMD 17 | Initiative +3 | Perception +8 | Bardic performance 15/15 | Hero points 3/3 | Agile Feet 4/4
Spells:
1st 5/5 | 2nd 2/2

With the sheriff:

Dressed in blue and green, with his golden brooch pinned proudly to his breast (where it's stayed for the last few months), Zache's bright face turns to pale dread when Hemlock gathers the group into the stables. "A murderer?" he asks, his voice hoarse and disbelieving. "Killing for Tera?" He glances toward her as he speaks, but seeing the girls already pulling closer around her, makes no move.

At the mill:

Zache continues listening and nodding along, occasionally glancing at Tera to see how she's composing herself (or not). "Maybe something will turn up here," he sighs. "I'd hate to see a second Unpleasantness."


map of Sandpoint | current map

As the marked turn their attention away from him to each other and the task at hand, Sheriff Hemlock gives an appreciative nod then turns and walks briskly away.

The Sandpoint Lumber Mill stands on the shore of the Turandarok River, a well-built wooden structure with very thick walls, a roof of wooden shingles, and broad simple timber doors. A sizeable crowd has gathered outside and groups of nervous looking town guards stand at the mill's entrances.

Upon entering the building, the marked are confronted by a truly gruesome sight: crimson clumps of sawdust are scattered throughout the mill; next to a log-splitting machine the remains of Katrine Vinder lie in two pieces, with only a mess of blood and entrails to unite them; somehow worse, however, is the body of what must be Mr. Harker- hung to wall on the hooks that usually hold tools, the whole lower half of his face has been removed, including his jaw bone, and a large seven-pointed star has been painstakingly carved into his chest and abdomen. The whole space stinks of rotten meat.

Feel free to RP and explore, and start making any skill checks you'd like... when I have a little more time I'll post some spoilers for check results


map of Sandpoint | current map

The main area of the Sandpoint Lumber Mill is an open workspace roughly sixty feet wide and twenty-five feet deep, situated right on the banks of the river. The large mechanical device that does the bulk of the rough splitting is positioned near the riverside wall with a large shaft extending from it, through that wall, to a water wheel outside that powers it. Two large doors, both of which are currently ajar, provide access to a short ramp into the water (for dragging up logs that were floated down the river) and a dock that extends some forty feet into the river. To the north of the workspace is a small wing with an office and something of a break room, but there are no signs of anything unusual in there. Next to the log splitter an axe is stuck in the floor with blood smeared on its handle.

DC 10 know(local):
The mill was working last night- Harker and Thorn, the two millers, often worked late into the night, which had become a bone of contention around town as the noisy mill and its infernally creaky log splitter kept neighbors awake.

-----------------------------------

examining the sawdust (1 check)

sawdust- survival DC 10:
There was a desperate struggle here within the past twelve hours.

sawdust- survival DC 20:
One set of footprints is barefoot and reeks of rotten meat.

-----------------------------------

examining the axe:
The foul smell seems to be strongest at the axe head, which is smeared with rotten flesh and flecks of bone. DC 13 Fort save or be sickened for 1d6 + 4 ⇒ (6) + 4 = 10 minutes.

axe- know(religion) DC 15:
The stink is beyond what any dead body would naturally produce, especially one killed so recently. It's probably been used on some form of corporeal undead, fairly recently...

axe- know(religion) DC 25:
The putrid smell is the stench of ghast flesh.

-----------------------------------

examining Katrine's remains:
There don't seem to be any additional clues in what remains of the young woman. The grim efficiency of the log splitter's giant spinning sawtoothed blade is unsettling, although its likely that she didn't suffer long.

-----------------------------------

examining Harker:
It's not clear whether the man was conscious or not when he was hung up, but it is plain that the murderer spent some time on this kill. The star which takes up most of his chest and abdomen matches the symbol on the amulet taken from Nualia, and was carved with care.

Harker- DC 15 heal:
There are a number of shallow cuts on the victims sides and back, all in fairly evenly spaced groups of five as if caused by a human-sized clawed hand.

-----------------------------------

examining the dock

DC 15 perception:
There's a set of muddy footprints on the dock, leading from the water towards the building.

DC 15 survival:
It seems that a barefoot human-sized person clambered up from the mud under the pier, crossed over to the mill, and then scaled the wall to an upper-floor window.


Inactive

Although she tries to be strong for Tera, Sal's face drains of color as they step through the door of the mill and into a veritable charnel house. "Ohh...this...this is..."

The work of a monster.

Kn. Local (DC 10): 1d20 + 7 ⇒ (18) + 7 = 25

"...something that must've happened late last night. Or maybe early this morning. They've been working late hours; listening to some of the talk around town it's kept people awake and they've not been happy."

She carefully edges forward, skirting around the blood and sawdust to get a better look at the floor.

Survival (Sawdust): 1d20 + 9 ⇒ (2) + 9 = 11

Kneeling down, she frowns. "Look at how it's all churned up. There was a struggle in here, no more than maybe twelve hours ago at the most."


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

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

Tera swallows hard as nausea washes over her with the smell of rot.

"The mill was running last night. It's too soon for rot to have set in," she splutters as she pulls up a newly purchased scarf over her nose and mouth.

Knowledge(Religion) (what undead beasties leave behind such a stink): 1d20 + 7 ⇒ (17) + 7 = 24

Something unnatural was afoot, she was certain. She looked around, blocking out the horror and the godsawful stench of it all and forced her mind to work. She didn't know how they would catch this killer, but she was certain that they'd need every clue they could glean from this scene and probably more. She follows Sal's finger and studies the Sawdust with narrow eyes. She moves over to one of the clearer prints and pulls down the scarf for just a moment to take a whiff, only to jerk back as her complexion turned pasty at the smell.

Survival: 1d20 + 3 ⇒ (17) + 3 = 20

"And one of them was barefoot and reeks of rotting meat," she adds weakly to the woodswoman's observations. She takes a moment to gather her composure and then moves to the axe, being careful not to disturb it or the dust around it.

Fort: 1d20 + 4 ⇒ (5) + 4 = 9

The reek of rotten flesh proves too strong and Tera has to turn away and retreat for a moment while she fought down the bile in her throat. After a couple of shakey moments, she turns back and examines the axe as best she can.

Knowledge(Religion) (Axe, sickened): 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21

"I'm starting to think our killer was some kind of undead," she says weakly, "the reek's too strong and what's on the head is too rotten to have come from the victims."

She hated herself for calling Katrine and Harker that, but if she'd called them by name, she'd have broken down and wept for them after she'd finished emptying her stomach.

Feeling worse the longer she stayed near it, she stood up and staggered over to the wall where the smell wasn't as bad, hoping that she'd feel better in a moment.

It was a futile hope. Seeing little option but to continue, she looked over the corpses next, hoping to glean anything she could. She doesn't spend long on Katrine, thanking the gods that she hadn't suffered for long, if at all, after her fatal meeting with the log splitter. Harker, though, she spends more time on, choking back bile as she realizes that the killer had taken its time with him.

Heal: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25

She turns away, but then turns right back around to look more closely at the man's wounds. Her brow furrows and she holds up her hand to them. The spacing of the claw marks is wrong for her small hand, but it should be right for someone taller and with bigger hands. Her eyes narrow more as another bit of evidence convinces her that they were not looking at a normal murderer.

If one could even use normal to describe someone who could do this!

Needing some air, she turns to the open doors leading to dock where the logs were brought in.

Perception: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Survival: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20

She looks around, then more closely as something catches her eye. She goes all the way to the end of the dock and slowly follows the muddy prints she finds to the wall and grimaces as she imagines what it would have been like for poor Harker as his murderer came in through the window. Another shiver runs down her spine as she walks back through the mill and waits for the others to finish up.


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

Seeing that Sal and Tera have done almost all the checks and the only remaining I don't think I can make....

In relative silence, Kaede follows Tera throughout the mill, nodding at what she points out and reacts to. If Tera asks, Kaede simply responses, "I'm not leaving you alone until this is dealt with."

At the end she talks up, summerizing what Tera reacted to and says, "So, Some thinking undead came up from the river, climbed in the window can found these two. After a struggle, he shoved Katrine into the log splitter, and then ritually murdered Harker while carving.... a Lamahstan symbol into his chest? I didn't think the undead would follow Grandmother Nightmare. What does that star mean?"


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

checks:

survival: 1d20 + 2 ⇒ (18) + 2 = 20
Know. Rel.: 1d20 + 6 ⇒ (18) + 6 = 24
heal: 1d20 + 8 ⇒ (20) + 8 = 28
fort save: 1d20 + 5 ⇒ (19) + 5 = 24

docks...
perception: 1d20 + 10 ⇒ (16) + 10 = 26
survival: 1d20 + 2 ⇒ (18) + 2 = 20
wow Marcus is good at rolling! I'll get a post up tonight after I read all the spoilers, but not in time to edit this one.


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

Marcus moves through the mill with the others, trying to help decipher the horrible scene (open any spoilers Marcus has succeeded in).

"I know very little about those things." Marcus says, when the undead are mentioned.

knowing it wasn't a resident of Sandpoint is somehow cold comfort

Careful to stay close to Tera as they move to the docks, it seems to bother Marcus even more that this threat emerged from the water.


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

"That's pretty much what I was thinking, though one of them got the creature with the axe first," Tera agrees with Kaede. "I think we'll have to read up on Lamashtu and her cult to find those answers I think. That or go ask Quink. He might know something and we did see that star in the old parts of Thistletop."

"I feel like I should know what might have done it, but I can't think of anything for certain," she adds, frustration coloring her voice.


Male Varisian Bard 4/Swashbuckler 1 | AC 18, T 13, FF 15 | hp 39/39 | Fort +3, Ref +7, Will +4 (+2 vs charm & compulsion) | CMD 17 | Initiative +3 | Perception +8 | Bardic performance 15/15 | Hero points 3/3 | Agile Feet 4/4
Spells:
1st 5/5 | 2nd 2/2

Immediately after stepping onto the grisly scene, Zache takes a short, sharp breath and briefly fans his hands over his chest, one thumb behind the other, in a crude approximation of his goddess' holy symbol. "This is sick," he mutters, colour starting to drain from his cheeks. "Simply sick."

Knowledge (religion) - axe: 1d20 + 5 ⇒ (20) + 5 = 25
Fortitude: 1d20 + 3 ⇒ (1) + 3 = 4

As the others begin poking around, he cautiously moves for the axe. Picking it up, he cautiously flares his nostrils and sniffs the putrid head of the weapon, before gasping, choking, gagging, and dropping it; it slams into the floor between his feet, narrowly missing a toe, and he wraps a scarf around his nose and mouth, coughing and sputtering.

He was six, hiding under one of the wagons, trying very hard not to breathe, the dirt filling his nostrils but doing nothing to hide the stench, the overwhelming thickness of it-

"I know what did this," he says with forced calm after his gagging and dry retching ceases. "You never forget that smell. We're looking for a ghast."


map of Sandpoint | current map

Marcus:
As upsetting as it may be realizing that the river was somehow used in this crime, there is still something comforting for you about having water gently gliding by beneath your feet. As you stand on the dock and look out at the river, it occurs to you that there’s a chance there could be more clues in the marsh on the far bank.

After a few minutes of mostly sticking in one big pack, the marked seem to have learned all they can from the chilling scene...

where to next?


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

Tera's face turns paperwhite as she hears Zache's revelation.


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

"This thing may have used the river to get here, but it may still be wise to check the opposite bank." Marcus states as half thought, half question.
is there an easy spot to cross nearby?


map of Sandpoint | current map

there’s a “map of Sandpoint” in my banner... it’s the original published map, so it doesn’t show the things I’ve altered slightly (which is mostly just the Cathedral and southern guard posts) but it’s pretty reliable. You’re at 25, which is pretty much dead center between the two bridges over the Turandarock. The barracks is 10 if/when you decide to go there.


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

"I think we should explore the other shore before going to the garrison. Clues there could soon be washed away"


Inactive

"A...a ghast? You're sure, Zache?" Sal asks, still looking about as ill as the others but also genuinely surprised. "Where would it have come from? I thought ghasts just like to...eat...or was that ghouls? I can't remember," she sighs.

Fort: 1d20 + 7 ⇒ (2) + 7 = 9

As the stench of rot and partially-congealed blood finally begins to get to her, Sal begins to cough and then retch. "Let's...let's go check the riverbank...before we're all sick," she gags.


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

"Hai. I don't think we have much more here to note,"Kaede agrees. "Check the river, then go to the garrison and talk to Mr. Thorn and Mr. Vinder. " After a moment, she adds, "I feel sorry for him, losing his daughter like this."


map of Sandpoint | current map

Emerging from the mill, the marked are inundated with questions from the crowd...
"what happened?"
"who did it?"
"are you going to heal them?"
"is it more goblins?"

Once past the gawkers, they head north to the Undercliff Bridge and cross over the river. A low rock wall separates the marsh from what is usually solid ground, but the spring rains have left the ground soggy and the short walk down to the spot across from the mill is an unpleasant slog. Thankfully, its still early enough in the spring that the insects aren't abundant in they marsh yet. After a careful inspection, Marcus discovers a fairly dry patch of ground marred by footprints that look like bare human feet; the spot is concealed by a patch of nettles but offers a clear view of the mill, and it smells faintly of the same stink that Zache identified as the odor of a ghast. Sal is able to follow the footprints but finds that they emerged from the river, traveled to the spot Marcus found, and then returned to the river.

I thought about posting all the way to the barracks, but I don't want to rush too much- so, RP and process, and we'll move to the barracks tomorrow (unless you decide to try something else first)


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

Marcus takes his time looking over the area, careful to keep Tera nearby. More at home digging through reeds and mud than in the cathedral, he casts light and detect magic to be as thorough as possible. When the others are satisfied, he knocks the larger clumps of mud off, and follows them to the garrison.


Inactive

After a thorough examination of the area, Sal sighs with frustration. "Okay, it definitely came out of the river and it must've made its way over to that patch of earth Marcus found with all the footprints," she explains. "And then it went back into the river. It's not stupid, it knew better than to leave any more tracks than it absolutely had to."

Frowning, Sal stares back across the river at the mill. "It's all so deliberate. Why did this thing go after Mister Harker? Why...why carve that symbol on his chest?"


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

"I dunno," Tera admits to the others, "maybe we can find out more from the survivor of the other attack. Maybe Mr. Thorn knows something, but I think the sheriff would have asked him already if he did."


Inactive

"He probably has, but maybe we'll be able to get something that makes sense," Sal remarks, standing and wiping the dirt from her hands. "It's that or...talk to Harker's family, if he's got any. And the Vinders. To see if they might know anything."

Of course Sal knew that they'd probably have to do that no matter what, but it wasn't something she was looking forward to.


map of Sandpoint | current map

Although it's still before midday, it already feels like a long day as the marked trudge through the mud back to the Undercliff Bridge and head for the barracks. The gatehouse at this bridge is the smallest and least staffed of the three entrances into Sandpoint, but the few guards still pepper the marked with questions:
"Did you figure anything out?"
"What did you find out there?"
"Where are you going now?"
"Can you heal those people?"

A sloshing, slapping sound accompanies the investigators as they walk with wet boots and muddy clothes through the streets of the city. Its clear that news of the murders is spreading quickly as some people begin closing back up the storm windows they only recently opened, and others muster hopeful smiles at the sight of Sandpoint's heroes.

A clerk greets them upon their arrival at the Barracks. "Sheriff Hemlock said you might be by," he offers with a very slight bow, "Ibor and Ven are in holding cells and the old bodies are in the basement... where would you like to start?"


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

For once, Marcus is happy to still wear a youthful face. The guards seem to point their queries at the older members of the muddy sextet.

When the clerk asks about the next step, Marcus offers his thoughts.
"As gruesome as this day has already been, we should still see the other bodies first. They may bear clues about the murders that lead to questions for Mr. Vinders or Mr. Harker."


Inactive

After about the third time they're asked if they can heal Harker and Katrine Sal has to make an effort to keep from saying something she'll regret. All she does is offer a curt shake of her head and leave it at that.

Right, because being split in half is something you can fix with some bandages and a bit of healing magic...

Once inside the barracks she nods in agreement with Marcus. "Yes, it'd make sense to start with the other bodies before we talk to Ibor or Ven."


map of Sandpoint | current map

The clerk's complexion greens slightly at the decision, but he dutifully leads the investigators down into the basement and to a cell with an open door. He stops abruptly in the hall just before the cell and gestures towards it offering, "you'll find them in there."

The smell wafting into the hallway indicates that these bodies are a few days old. Inside the small, cool chamber three corpses are laid unceremoniously on tables. Each has the same seven-pointed star carved carefully into their chest, and each seems to have had their tongue ripped out.

DC 15 heal:
All three of these bodies bear the same shallow scratches in sets of five found on Banny Harker.

DC 25 perception:
One of the men has a secret pocket in his trousers. It may have been missed because of its proximity to where he soiled himself during the attack, but a very careful search reveals a potion of disguise self and the following letter:

Messrs. Mortwell, Hask, and Tabe-
A deal has come about that I need capital for. It
involves property and gold, and though I am not at
liberty to tell you the exact details, it will make
us all rich. Come to Bradley's Barn on Cougar Creek
tonight. We can meet there to discuss our futures.
~Your Lordship


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

heal: 1d20 + 8 ⇒ (6) + 8 = 14
perception: 1d20 + 10 ⇒ (7) + 10 = 17
ok then....


map of Sandpoint | current map

lol- taking 10 is an option (as is taking 20 for the perception check)


Inactive

Leaving examination of the bodies themselves to one of her companions more versed in such things, Sal begins scrutinizing their belongings and possessions in great detail...even though it means gingerly picking around certain soiled areas of the clothing they wear. Luckily, her persistence pays off when she notices something.

Take 20 Perception.

"Hey, wait...there's...this guy has another pocket," Sal frowns. Reaching into the pocket she pulls out a vial, which she hands off to Tera, and a crumpled piece of paper. Unfolding it, she begins to read aloud:

'Messrs. Mortwell, Hask, and Tabe-

A deal has come about that I need capital for. It involves property and gold, and though I am not at liberty to tell you the exact details, it will make us all rich. Come to Bradley's Barn on Cougar Creek tonight. We can meet there to discuss our futures.

~Your Lordship'

Then, she looks up.

"Bradley's Barn? That's where they were found, right? It sounds...like these men might've been lured there..."


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

As the needling from the townsfolk start anew after the marked re-enter town from the swamp lands, Kaede suddenly stops from her rear guard position and deeply bows to the inquisitive folk. Speaking loudly, but deferentially, the Tian priestess informs, "I'm sorry, but the Sheriff wouldn't like us to share information about this so easily. If you have question, please direct them to the guard at the garrison. My apologies." And with that, she returns to the others as they get to the garrison.

----In the morgue----

Like Sal, Kaede lets the search of the corpses to those with more experience in those fields. "Same star, and tongues removed, like this "your Lordship" doesn't want his victims talking. And if you're right, Salomae, then he's seeking certain people.... But why?"


Male Varisian Bard 4/Swashbuckler 1 | AC 18, T 13, FF 15 | hp 39/39 | Fort +3, Ref +7, Will +4 (+2 vs charm & compulsion) | CMD 17 | Initiative +3 | Perception +8 | Bardic performance 15/15 | Hero points 3/3 | Agile Feet 4/4
Spells:
1st 5/5 | 2nd 2/2

Heal: 1d20 ⇒ 9 Was worth a shot, though.

"What's the connection?" Zache mutters, frowning. "Should we check the barn soon?"


map of Sandpoint | current map

Taking 10, Tera points out the scratches on these three bodies, and their similarity to those on Banny Harker.

As the conversation reaches a lull, the clerk in the hall clears his throat and then calls out, "I'll need to log that note as evidence... would you like to speak with Thorn or Vinder before you go explore elsewhere? Otherwise, we'll probably be turning them loose before you come back..."

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