GM R0B0GEISHA's Carrion Crown

Game Master R0B0GEISHA

Current Scene Music: Sergei Prokofiev – Dance of the Knights [Romeo and Juliet]


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[ HP: 32/39] | AC: 21 T: 12 FF: 17| F: +8 R: +7 W: +4*| Init: +2 Perc: +13 (Low Light) (Favored Terrain: Forest)  Effects: none Hero Pts: 2

The nest? Or the bloody fetishes everywhere? Radag says lumbering onto the shore from the skiff. Keep your eyes peeled. I smell trouble. Radag bends a knee to examine the moist earth, looking for signs of whatever sort of creature might build such a nest and anything else that might be large enough to cause trouble.

mechanics:

Perception Search: 1d20 + 13 ⇒ (15) + 13 = 28
Survival-Track: 1d20 + 10 ⇒ (10) + 10 = 20


skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

"Barely keep my eyes open" Aduard grumbles, his seldom worn rainproof hat slanted forward to keep his face dry. 'How can mosquitos survive in such cold, windy conditions?' he wonders, hoping against hope he doesn't end up with some lingering illness from this sewage-slurry of a place.

"So." he asks his boatman, worried for the answer "What are all these fetishes for? They're not Pharasmin symbols, are they?"

mechanics:

knowledge: fetishes: 1d20 + 11 ⇒ (15) + 11 = 26
knowledge: nest: 1d20 + 11 ⇒ (16) + 11 = 27


"Fetishes?" the boater asks, nervously. "Oh, you mean th' dolls. Townsfolk put'm 'ere to ward off haints. Ain't nothin' Pharasmin 'bout 'em. I mean that." He points towards the nest. "Reckon we're lucky. Reckon whatever made that nest ain't here no more." He takes the paddle and pushes off, into the swampy water. "Just holler when ya'll want to be picked up." The rest of the swampers follow suit, stranding the party on the wooded isle.

Radag finds no tracks, although he does find a series of foot-long spikes nearby that Aduard identifies as manticore spines.


Female CG Half-Elf Hedge Witch 5 | HP: 23/29, 4 Dex dmg. | AB: +2 | AC: 12 (16), T: 12, FF: 10 | F: +2, R: +5, W: +6 (+7 vs. enchant.) | Init: +8 | Perc: +10 (+12 w/ Oolong) | Oolong Init: +2| Oolong Perc: +8

After climbing from the boat and making sure that Oolong safely follows suit, Esta pulls her tattered cloak tight around her shoulders to keep some of the cold, damp air at bay.

Aduard Bookman wrote:
"So." he asks his boatman, worried for the answer "What are all these fetishes for? They're not Pharasmin symbols, are they?"

She examines some of the closer fetishes as the boatmen pull away. "Small town folk are a superstitious lot," she says in response to Aduard's inquiry, reaching up on her toes to gently touch one of the hanging stick figures. As it clicks and clacks above her she sighs, watching it sway lightly back and forth. "They'll believe all sortsa things, if it'll make 'em feel better."

"Should we move on t' th' nest?" she asks. "Maybe we'll find somethin' along th' way." As she turns towards the trees of the island, she mutters a quick spell of protection.

Casting Mage Armor.


N Male Human Alchemist (Grenadier) 5 | HP: 27/38 | AC:16 (12Tch, 14Ff) | CMB: +3, CMD: 17 | F:+6, R:+6, W:+3 | Init: +2 | Perc: +8, SM: +1 | Speed 30 ft | Spells (1) 4/5 (2) 2/3 | Bombs 6/8 | Ammo 5/6 | hero points: 3 | Active conditions:

The Doctor strides from his boat without acknowledging the boatmen, already pulling his formula book and a plume from his pack by the time his boots have hit dry ground.

Sitting atop a large bit of driftwood, Karras sketches a fetish, and hastily scribbles some notes. Dolls -- haunts? -- created by locals.

Stowing the book and plume, Karras pulls a spine from the ground and tosses it towards the beach. "We'll take that with us." The Doctor seemed animated by a nervous energy, at once extremely agitated and intensely curious.

"I think it is a good idea, Ms. Vyrelian. What do we know of manticores?"

He would never admit it to himself, but the truth was, the Doctor was thoroughly enjoying himself.

arcana: 1d20 + 9 ⇒ (13) + 9 = 22


skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

knowledge arcana to aid Esta: 1d20 + 11 ⇒ (12) + 11 = 23
Aduard threw a few half-remembered facts and references on manticores to the inimitable Ms Vyrelian. 'Her knowledge of the rarer beasts of this world has always proven comprehensive before' he reasoned.


Female CG Half-Elf Hedge Witch 5 | HP: 23/29, 4 Dex dmg. | AB: +2 | AC: 12 (16), T: 12, FF: 10 | F: +2, R: +5, W: +6 (+7 vs. enchant.) | Init: +8 | Perc: +10 (+12 w/ Oolong) | Oolong Init: +2| Oolong Perc: +8

Knowledge (Arcana): 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25

Esta looks to her own reserves of expertise in the hopes that she would be able to expound upon Aduard's bits and pieces of knowledge.


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Esta:
Manticores are fierce, territorial predators that roam a wide range in search of food. A typical manticore is about 10-feet long and weighs half a ton, possessing the body of a lion, wings of a dragon, and a vaguely humanoid head. Their tails end in long, sharp spikes which they can fling at great distance.

Manticores are not typically intelligent, although they are capable of speech, often bullying evil humanoids into alliances to protect their territories.

Although they were likely once a magical creation, manticores have long since established themselves as a naturally occurring species. Curiously, they are quite fecund, and can interbreed with a number of similarly shaped creatures, including lions, dire lions, lamia, sphinxes, and even chimeras. Such offspring are often born with a host of abilities inherited from their parents.


Female CG Half-Elf Hedge Witch 5 | HP: 23/29, 4 Dex dmg. | AB: +2 | AC: 12 (16), T: 12, FF: 10 | F: +2, R: +5, W: +6 (+7 vs. enchant.) | Init: +8 | Perc: +10 (+12 w/ Oolong) | Oolong Init: +2| Oolong Perc: +8

Esta nods to herself as she sifts through her memory, then speaks up.

"So, manticores are real territorial, and real mean about it," she begins, looking around them as they walk. "'Bout ten feet long an' half a ton in weight. Plus they look real unnatural. They've got th' body of a lion an' dragon wings, an' their tails have long spikes on th' end of 'em that they can lob at you. An' their heads are sorta human lookin'."

"The first ones were prob'ly formed by magic, but at this point they exist naturally," She shrugs. "Other'n that, they're not very smart, but they can talk. I know some more about 'em, but I dunno how relevant it'd be. Unless you wanna know 'bout their matin' habits, I guess."


[ HP: 32/39] | AC: 21 T: 12 FF: 17| F: +8 R: +7 W: +4*| Init: +2 Perc: +13 (Low Light) (Favored Terrain: Forest)  Effects: none Hero Pts: 2

More curious about the why behind you knowing about their mating habits. Radag chuckles. But where to now? No sign of the Beast being here, and there's nothing 'ere except swamp or bog.


skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

"Do we know how long ago this occurred?" Aduard asked. "Did it overlap with the Manticore period?"


Maybe I misunderstood Radag's intentions with his rolls earlier. I assumed that he was simply looking in the area immediately around him. There's more island to inspect. :)


Female CG Half-Elf Hedge Witch 5 | HP: 23/29, 4 Dex dmg. | AB: +2 | AC: 12 (16), T: 12, FF: 10 | F: +2, R: +5, W: +6 (+7 vs. enchant.) | Init: +8 | Perc: +10 (+12 w/ Oolong) | Oolong Init: +2| Oolong Perc: +8

Esta glances at Radag out of the corner of her eye and smirks. "I know lotsa stuff," she says simply. "Guess we should take a look at th' nest now, yeah?"

Aduard, are you asking about the spines? Or the nest? Or something else? Sorry, I'm just not quite sure what you're asking.


skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

Sorry - 'How long ago the beast was here'. Was wondering if that is why there is no sign.
"Investigating the nest sounds like a job for the inimicable - sorry, invincible - Irefist."


Radag:
The spines are fairly fresh, although it's difficult to put a timeline on it. You guess that there are no tracks, because the manticore hasn't landed on the island proper. It's too small of an area to hunt.


[ HP: 32/39] | AC: 21 T: 12 FF: 17| F: +8 R: +7 W: +4*| Init: +2 Perc: +13 (Low Light) (Favored Terrain: Forest)  Effects: none Hero Pts: 2

On it. Radag says making his way to the base of the tree with the nest. Then as he tests a few hands and foot holds, he continues with, Those spines still have a little play, still bend, so they're recent. My guess is there is a manticore hunting around this area. I'd like to try my aim on one of 'em. Maybe keep the mane and skin for a pretty cloak.

Is it bad taste to want to kill something? Cause it feels like its been awhile.

mechanics:

Climb the tree: 1d20 + 4 ⇒ (12) + 4 = 16


Approaching the nest, Radag finds a finely-wrought greatsword and a delicately carved wooden wand in the grass.

The manticore's nest is obviously a recent construction and reaching it takes Radag little effort. Inside the nest is the headless body of a dwarf, wearing a colorful patchwork coat.


N Male Human Alchemist (Grenadier) 5 | HP: 27/38 | AC:16 (12Tch, 14Ff) | CMB: +3, CMD: 17 | F:+6, R:+6, W:+3 | Init: +2 | Perc: +8, SM: +1 | Speed 30 ft | Spells (1) 4/5 (2) 2/3 | Bombs 6/8 | Ammo 5/6 | hero points: 3 | Active conditions:

Drawing and loading his pistol, Karras nods along with Radag. "I suspect we'll have that opportunity, Master Irefist. Anything up there?"

The Doctor scans the sky and treeline as he talks, his voice calm, but his motions jerky, adrenaline-filled.


[ HP: 32/39] | AC: 21 T: 12 FF: 17| F: +8 R: +7 W: +4*| Init: +2 Perc: +13 (Low Light) (Favored Terrain: Forest)  Effects: none Hero Pts: 2

Well well well, things are not all for naught. I found a fine greatsword and a magic stick that might pass for a wand. Up here is a bit more dire. A dwarf I think. Male maybe. Hard to tell without a head attached. Radag prods and shifts the body with another stick as he searches it for anything of interest before he tugs it out of the nest to let it fall on the ground for everyone's opportunity.


Female CG Half-Elf Hedge Witch 5 | HP: 23/29, 4 Dex dmg. | AB: +2 | AC: 12 (16), T: 12, FF: 10 | F: +2, R: +5, W: +6 (+7 vs. enchant.) | Init: +8 | Perc: +10 (+12 w/ Oolong) | Oolong Init: +2| Oolong Perc: +8

"Can I see that?"

Esta takes the wand from Radag, passing her hand over-top it and examining it closely.

Casting Detect Magic on the wand.
Spellcraft (wand): 1d20 + 11 ⇒ (6) + 11 = 17

She peers up at Radag and wrinkles her nose as he hauls the body out from the nest, but notices the colorful coat all the same, stretching her hand out towards it.

Casting Detect Magic on the coat as well.


[ HP: 32/39] | AC: 21 T: 12 FF: 17| F: +8 R: +7 W: +4*| Init: +2 Perc: +13 (Low Light) (Favored Terrain: Forest)  Effects: none Hero Pts: 2

Radag peeks over the edge to see people's reactions to the toppling corpse before looking through the nest one more time and hurrying back to the group.


skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

Aduard jumps back as the body hits with a thump.
"Careful Irefist!" he curses "I thought that undead, for a moment. The villagers did say corpses here rise again."

"If we are attacked, I will be of little help." he warns.


N Male Human Alchemist (Grenadier) 5 | HP: 27/38 | AC:16 (12Tch, 14Ff) | CMB: +3, CMD: 17 | F:+6, R:+6, W:+3 | Init: +2 | Perc: +8, SM: +1 | Speed 30 ft | Spells (1) 4/5 (2) 2/3 | Bombs 6/8 | Ammo 5/6 | hero points: 3 | Active conditions:

"Howso, Bookman?" the Doctor says, kneeling to examine the corpse, nonplussed by Irefist's joke. "Do you know how to fire a gun?"


1 person marked this as a favorite.
skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

"I do not. This morning seems forever ago, and the spells I prepared are all but exhausted. I could, perhaps, fight off a man - but a manticore is a far greater challenge!"


The magic stick is actually a wand of ghost sound with 22 charges remaining.

Radag finds a number of items squirreled away in the coat's many pockets: a vial of oil labeled with the image of a sword, a silver hip flask still containing brandy, a small clay jar containing a pungent yellow powder, and a crimson felt purse containing 31 platinum and 22 gold pieces.

The dwarf's body falls to ground with a soft thump. Coagulating crimson blood oozes slowly from the gaping wound where its head should be.

Spellcraft DC 18:
The vial of oil is a dose of oil of keen edge.

Craft (alchemy) DC 15:
The yellow powder is an alchemical creation called bodybalm. When boiled in water and drank, it provides easier convalescence

Add a masterwork greatsword, wand of ghost sound (22 charges), silver hip flask, and the gold to the party inventory, please.


Female CG Half-Elf Hedge Witch 5 | HP: 23/29, 4 Dex dmg. | AB: +2 | AC: 12 (16), T: 12, FF: 10 | F: +2, R: +5, W: +6 (+7 vs. enchant.) | Init: +8 | Perc: +10 (+12 w/ Oolong) | Oolong Init: +2| Oolong Perc: +8

Spellcraft: 1d20 + 11 ⇒ (15) + 11 = 26

Esta sifts through the items, passing over most of them to pick up a lone vial of oil after a moment of looking it over. "Oil of keen edge," she says to the others. "It makes your blade sharper so you do more damage with it." With a start, she hops away from the slumping body, distancing herself from the oozing blood, a look of pure displeasure on her face.


N Male Human Alchemist (Grenadier) 5 | HP: 27/38 | AC:16 (12Tch, 14Ff) | CMB: +3, CMD: 17 | F:+6, R:+6, W:+3 | Init: +2 | Perc: +8, SM: +1 | Speed 30 ft | Spells (1) 4/5 (2) 2/3 | Bombs 6/8 | Ammo 5/6 | hero points: 3 | Active conditions:

"And the powder seems to be bodybalm," Karras says, dabbing a bit on his tongue. Stirred into boiling water and drank as a tea, it will help with long term healing, the body's immune system towards poison and disease, and like ailments."[/b]

Keeping his pistol in his hand, the Doctor looks into the trees. "Shall we look around the rest of the island?"

alchemy: 1d20 + 11 ⇒ (5) + 11 = 16


[ HP: 32/39] | AC: 21 T: 12 FF: 17| F: +8 R: +7 W: +4*| Init: +2 Perc: +13 (Low Light) (Favored Terrain: Forest)  Effects: none Hero Pts: 2

Radag cinches the finely-wrought greatsword to his pack and stows the various valuables the headless dwarf will no longer be using. Came for clues to see if the Beast committed these crimes. Might as well. Radag answers Karras.


Perception DC 25:
Six wide depressions in the muddy earth of the boneyard are graves that appear to have been tampered with, sagging into the ground as though they had collapsed from below.

Perception DC 15:
While searching the southern end of the island, you come upon the remains of an old camp. Around a small firepit, you find a waterskin, half-full with spoiled wine, the aged remnants of some trail rations, and a curious glass vial.

Although unlabeled, the bottom of the vial contains a dry, green residue and smells vaguely of carrots.

Craft (alchemy) or Knowledge (arcana) to know more.

Perception DC 20 to see more.


Female CG Half-Elf Hedge Witch 5 | HP: 23/29, 4 Dex dmg. | AB: +2 | AC: 12 (16), T: 12, FF: 10 | F: +2, R: +5, W: +6 (+7 vs. enchant.) | Init: +8 | Perc: +10 (+12 w/ Oolong) | Oolong Init: +2| Oolong Perc: +8

Perception: 1d20 + 11 ⇒ (19) + 11 = 30

Aw man, if only I could bring that kind of rolling into my other games.

Esta keeps her eyes peeled and Oolong close to her side as they travel farther into the island, their dank, gloomy surroundings doing nothing to help ease her worry.

That worry is only worsened when they reach the boneyard, as she quickly notices what appear to be abnormalities surrounding the graves.

"Um, tha's not normal, right?" she asks, pointing towards six wide depressions in the sodden ground. "Those graves. They look like..." An unexpected shiver makes her pause. "It's like there was somethin' buried there, an' then dug up, an' then th' dirt was put back int' place."


[ HP: 32/39] | AC: 21 T: 12 FF: 17| F: +8 R: +7 W: +4*| Init: +2 Perc: +13 (Low Light) (Favored Terrain: Forest)  Effects: none Hero Pts: 2

Stalking or lumbering ahead into boneyard, Radag stops to prod at what comes to be the remains of an old campsite, which leads to the quick discovery of a water skin, half-empty with spoiled wine, the aged remnants of some trail rations, and a curious glass vial.

Curious vial anyone? Radag speaks gruffly holding the vial for someone to retrieve from him, before he begins to search the area of signs of tracks in and around the deceased campsite.

mechanics:

Perception: 1d20 + 13 ⇒ (6) + 13 = 19

Track: 1d20 + 15 ⇒ (1) + 15 = 16


skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

mechanics:

perception: 1d20 + 2 ⇒ (11) + 2 = 13
spellcraft: 1d20 + 12 ⇒ (7) + 12 = 19

Aduard, miserable, wet, cold and sick takes the offered vial and studies it carefully.
Offhand he adds "Perhaps the villager's superstitions were correct - perhaps the dead do now 'unquiet lay'."


Knowledge (arcana) or Craft (alchemy) to know more about the vial.


skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

mechanics:
knowledge:arcana: 1d20 + 11 ⇒ (6) + 11 = 17

"Fascinating..."


Aduard:
You can't tell what the vial might have once held, only that the dried residue at the bottom is green and smells vaguely of carrots. Perhaps Arruk or Esta might know more?

Nearby Radag's discovery of the old campsite,

Perception DC 20:
You notice a small coracle boat hidden among the trees and brush along the southwest shore of the island. It appears unoccupied.

Radag and Aduard can't try this roll again.


Female CG Half-Elf Hedge Witch 5 | HP: 23/29, 4 Dex dmg. | AB: +2 | AC: 12 (16), T: 12, FF: 10 | F: +2, R: +5, W: +6 (+7 vs. enchant.) | Init: +8 | Perc: +10 (+12 w/ Oolong) | Oolong Init: +2| Oolong Perc: +8

Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Waiting patiently, Esta paces around idly as the others comb the campsite, making sure she never wanders too far from the group. As she passes a copse of trees and underbrush near the water she pauses, leaning forward to squint at a strange shape in the bushes.

She walks towards it slowly and gently moves the brush away. "I found a boat," she calls out to the others.


The coracle contains an oar and moldy leather travel bag. A length of rope stretches from the boat into the waters further out.

Looking Inside the Boat (Perception DC 20):
You notice dried old blood on the bottom of the boat, lots of it.

Opening the bag:
The travel bag contains a damp artisan's outfit wrapped around a vile object—what appears to be a detached human face.

Pulling on the Rope (Strength DC 10):
The rope is attached to a heavy sack, that with some effort, you manage to drag ashore. The stained bag is large enough to engulf Radag from head to toe, made from canvas, and holds some rope, a gag, a rusted lantern, a trio of heavy knives, and a rusted shovel.

Looking Near the Boat (Perception DC 30):
Something in the reeds near the coracle catches your eye: a leather-bound case. The container is filled with fine-looking tools, made of silver with amethyst handles.


skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

Aduard passes the vial to Karras "Perhaps you could lend your expertise to this potion, Doctor?"

At Esta's call he moves over to look, though careful not to go too close to the water. "Careful, Ms Vyrelian. Remember the story of the so-called-Beast's demise."

mechanics:

Okay to look in the boat without getting his feet wet?If so...
perception: 1d20 + 2 ⇒ (18) + 2 = 20


Aduard can inspect the boat and keep his feet dry.


N Male Human Alchemist (Grenadier) 5 | HP: 27/38 | AC:16 (12Tch, 14Ff) | CMB: +3, CMD: 17 | F:+6, R:+6, W:+3 | Init: +2 | Perc: +8, SM: +1 | Speed 30 ft | Spells (1) 4/5 (2) 2/3 | Bombs 6/8 | Ammo 5/6 | hero points: 3 | Active conditions:

The Doctor takes the vial, and slowly unstoppering it, takes a hesitant sniff, closing his eyes and searching his prodigious memory for clues as to the vial's contents.

With his pepperbox gripped tightly, Karras steps into the boat, and reaches down to open the bag...

If nothing kills the Doc:

...and goes stone still, the color washing from his countenance. Letting the bag and its contents drop back into the boat, Karras turns and steps back ashore.

"A dirty artisan's outfit wrapped around a detached human face."

alchemy: 1d20 + 11 ⇒ (10) + 11 = 21


[ HP: 32/39] | AC: 21 T: 12 FF: 17| F: +8 R: +7 W: +4*| Init: +2 Perc: +13 (Low Light) (Favored Terrain: Forest)  Effects: none Hero Pts: 2

Recognize the face? Anyone we know? Radag says from where he found the old camp.


skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

Aduard, stepping into the boat as Karras makes his discovery, goes still, and carefully steps out.
"I see."
"Be careful with that face. This environment is hardly conducive to the preservation of human remains."
He pauses for another moment "While I have spells that may help, none are available to me now. Can you show me the face, and the artisan's outfit. It may be there is an identifying mark, or patch, or even colouring that may help identify the victim."

mechanics:


perception: 1d20 + 2 ⇒ (16) + 2 = 18 - for details that might be missed.
knowledge: local: 1d20 + 11 ⇒ (6) + 11 = 17 to recognise - though I feel there is little likelihood. Might also recognise a symbol or mark. If nothing else then 'identify humanoid' to get details like race, and perhaps age?
profession: Breadth of Experience: 1d20 + 1 ⇒ (17) + 1 = 18 - for previous experience with the removal and preservation of faces.
spellcraft: 1d20 + 12 ⇒ (2) + 12 = 14
Questions: How was it removed? How long ago? Who (or attributes of who) was it? Why would someone want a detached human face - monster, spell component?


Karras:
The dried residue at the bottom of the vial is green and smells vaguely of carrots. You recognize that these qualities are specific to an alchemist's extract for darkvision. Given time and the formula, you're sure you could reproduce it.

The face does not belong to anybody the party would recognize, nor do the clothes, although the skin does bear a distinguishing mark: a faded tattoo of the holy symbol of Erastil beneath the right eye.

It is difficult to ascertain how or when the face was removed, as exposure to the elements has turned it into little more than a ragged mask.

The breadth of uses for a skin mask runs the gamut of magic, monsters, and cultures, all of them evil. Necromantic rituals, evil fey and monstrous undead, tribal fetishes from distant Iobaria, Nidalese torture practices.


[ HP: 32/39] | AC: 21 T: 12 FF: 17| F: +8 R: +7 W: +4*| Init: +2 Perc: +13 (Low Light) (Favored Terrain: Forest)  Effects: none Hero Pts: 2

Radag goes and retrieves the face and clothing from the boat when Karras opts not to collect it. Doubt the beast was capable of this. Come, let's keep moving. Time presses us on.


N Male Human Alchemist (Grenadier) 5 | HP: 27/38 | AC:16 (12Tch, 14Ff) | CMB: +3, CMD: 17 | F:+6, R:+6, W:+3 | Init: +2 | Perc: +8, SM: +1 | Speed 30 ft | Spells (1) 4/5 (2) 2/3 | Bombs 6/8 | Ammo 5/6 | hero points: 3 | Active conditions:

Slipping the vial into his satchel, the Doctor shrugs. "It was a regent that allows one to see in the dark, as an orc could. If it was taken recently, the boat's occupant could be expecting to be on this island after dark, or going into some sort of cave or structure without light."

The Doctor turns to follow Radag, and then thinks twice. "We should pull the boat's anchor and set it loose. If whoever - or whatever - was in this boat lives, let's make it as difficult as possible to get back to civilization. Such as it is in these parts."

Hefting on the rope, Karras begins pulling the anchor in. The Doctor raises an eyebrow in mild surprise as the anchor turns out to be a heavy sack. The stained bag is large enough to engulf Radag from head to toe, made from canvas, and holds some rope, a gag, a rusted lantern, a trio of heavy knives, and a rusted shovel.

"Well then..." Karras trails off, attempting to figure the purpose of these tools...

Taking 10 on the strength check.


Female CG Half-Elf Hedge Witch 5 | HP: 23/29, 4 Dex dmg. | AB: +2 | AC: 12 (16), T: 12, FF: 10 | F: +2, R: +5, W: +6 (+7 vs. enchant.) | Init: +8 | Perc: +10 (+12 w/ Oolong) | Oolong Init: +2| Oolong Perc: +8

Perception: 1d20 + 11 ⇒ (1) + 11 = 12 Ouch.

Esta hops away from the water at Aduard's suggestion, moving beside Karras to look over the contents of the bag.

"Well," she says slowly. "I'm guessin' th' shovel has somethin' do with th' dug up graves over there. An' th' rest of it..." She looks up at Karras. "I'm not really sure I wanna know."


skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15
Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5
Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

"May I see the knives? Their purpose may be extrapolated from their design - though given the rest of the paraphernalia I can make an educated guess to their purpose.[b]" Aduard looks grim. [b]"Someone was using this graveyard as a flesh mine."
Lost post. Reposting.

"One of the uses for corpses like this is to create servitors - indeed I suspect that our client may have the same origin. The variation in the components used to create him suggests natural origin, given the parsimonious nature of magical creation. Further..." Aduard trails off as he looks at the others.
"Ahem. The person responsible for this boat may well have their own 'Beast', whether necromantic or elemental-powered. That would explain the injury sighted here, but not present on our client. The arcane skills required are less of a barrier to such a creation than the need for a copious supply of bodies."


[ HP: 32/39] | AC: 21 T: 12 FF: 17| F: +8 R: +7 W: +4*| Init: +2 Perc: +13 (Low Light) (Favored Terrain: Forest)  Effects: none Hero Pts: 2

So we just need to find this other Beast, and either capture it or kill it to gather the evidence we need? Bloody Hells, Radag says with a sigh. I'll be honest, I'm torn between being disappointed this job isn't turning out to be an easy payday and having an opportunity to re-kill some undead freak.


GM Screen:
1d20 + 13 ⇒ (6) + 13 = 19

Global Combat Condition: NONE
Radag HP: 39/39 - AC: 21/12/17 Status:
Esta HP: 25/25 - AC: 12/12/10 Status:
Karras HP: 31/31 - AC: 16/12/14 Status:
________________________________
Manticore - HP: 57/57 - AC: 17/11/15 Status: 12 spikes remaining

Radag: 1d20 + 2 ⇒ (13) + 2 = 15
Aduard: 1d20 + 1 ⇒ (3) + 1 = 4
Esta: 1d20 + 8 ⇒ (10) + 8 = 18
Karras: 1d20 + 2 ⇒ (9) + 2 = 11

Manticore: 1d20 + 2 ⇒ (10) + 2 = 12

Knowledge (arcana) DC 17:
Flesh golems, such as the Beast, are endowed with darkvision at creation, and would have had no use for the extract.

As the party ponders the purpose of the tools, a shadow passes over them, briefly darkening the scene. Above, the silhouette of a bat-winged monstrosity with hideously-spiked tail glides towards the nest, but banks towards where the party stands around the coracle boat.

With a trumpeting roar, the manticore swoops to attack.

Combat begins! No map here, we're just going theater of the mind. The manticore begins about 60 feet away and 60 feet above the party. Esta and Radag may act!


N Male Human Alchemist (Grenadier) 5 | HP: 27/38 | AC:16 (12Tch, 14Ff) | CMB: +3, CMD: 17 | F:+6, R:+6, W:+3 | Init: +2 | Perc: +8, SM: +1 | Speed 30 ft | Spells (1) 4/5 (2) 2/3 | Bombs 6/8 | Ammo 5/6 | hero points: 3 | Active conditions:

arcana: 1d20 + 9 ⇒ (9) + 9 = 18

The doctor snaps his fingers. "Aha, I recall now what has been tugging at the corners of my mind - Flesh golems, such as the Beast, are endowed with darkvision at creation, and would have had no use for the extract. There may be another Beast with our graverobber, but we hunt a mortal, not the creation of one."

Then, the shadow passes overhead, tumbling any further thoughts from Karras's mind.

"Egads! A manticore! Take cover!"

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