Horrors in the Night...Lucendar's Carrion Crown PbP (Inactive)

Game Master Lucendar


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NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Stefan sends one of his dancing lights into one of the empty niches and examines it.

Perception: 1d20 + 1 ⇒ (13) + 1 = 14


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Stefan retrieves his notebook and scribbles something inscrutable therein.


My bad. I thought we were going to rewind with new players. But you're right, it would be better to finish scene. I have a way to bring new players in that would make sense. I will update map tonight.


The niches are empty. It appears no dead are interred in this crypt. Mortimer notices a faint line of tracks leading to the north. The room ends in a pair of closed doors.

Drake moves up to listen to them and presses his ear to the wall. A few seconds later, he examines the handle and again gives the clear sign. Gregorius and/or Anselm detects evil to feel the presence of undead or any other sign of malevolence, but no one senses anything.

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 - 1 ⇒ (4) - 1 = 3
Save: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d3 ⇒ 2 Dex

With the party's permission, Drake opens the door and before he can react, he feels a bite on his arm and he starts to feel lethargic. To his horror, he sees a lengthy, segmented horror writhing and twisting, pulsing its venomous mandibles in search of prey.

Due to Stefan's dancing lights, the room is well-lit and the party is not surprised to see 2 more giant centipedes (medium size) crawl out of the wall!

Initiative:
Centipedes: 1d20 + 2 ⇒ (9) + 2 = 11
Anselm: 1d20 + 2 ⇒ (8) + 2 = 10
Drake: 1d20 + 8 ⇒ (9) + 8 = 17
Gregorius: 1d20 + 3 ⇒ (1) + 3 = 4
Mortimer: 1d20 + 3 ⇒ (17) + 3 = 20
Stefan: 1d20 + 1 ⇒ (8) + 1 = 9

Round 1:
Drake draws his rapier and tries to stab the centipede who bit him, but his thrust is too slow and it glances off the insect's thick exoskeleton!
Attack: 1d20 + 1 ⇒ (11) + 1 = 12...miss!

Mortimer is up! Then the centipedes!

Combat Map - use coordinates if you move


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

"Scavenging Vermin!" Mortimer says with disgust and anger as he steps toward the Centipede nearest him and tries to smash it with his mace.

Step diagonally down and to the right and attack the Centipede.
1d20 + 2 ⇒ (15) + 2 = 17
1d8 + 1 ⇒ (8) + 1 = 9


Mortimer's blow crushes the centipede's head and its body quivers for a second before dying.

Round 1: Centipedes
The centipede to the north continues to attack Drake and bite shim again, further slowing him!
Bite: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 - 1 ⇒ (1) - 1 = 0, 1 non-lethal
Fort save: 1d20 + 1 ⇒ (4) + 1 = 5
Dex damage: 1d3 ⇒ 2

The centipede to the south moves forward and attacks Anselm, biting and slowing him too!
Bite: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 - 1 ⇒ (2) - 1 = 1
Fort save: 1d20 + 1 ⇒ (5) + 1 = 6
Dex damage: 1d3 ⇒ 1

Gregorius and Stefan are up!


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"Ugh. Those things have altogether too many legs!!"

Stefan steps next to the statue and intones words of power while gesticulating. He points an outstretched finger at the centipede on the stairs, as a glittering blue-white ray flashes at the creature.

ray of frost: ranged touch attack: 1d20 + 1 ⇒ (20) + 1 = 21
Critical Threat! Roll to confirm: 1d20 + 1 ⇒ (6) + 1 = 7 Nope!
Cold damage: 1d3 ⇒ 1


Dwarf Cleric of Brigh 1/ HP 14 of 14 / F+6 R+0 W+6 / AC 16.10.16 / Init. +0 / Perc +5

Gregorius steps forward to help Drake, slashing against the vermin that bit the detective.

5-ft. step to C3
Full attack action, centipede has +4 to AC due to cover
Sawttoth sabre primary hand: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Sawttoth sabre off-hand: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Gregorius' second blade slices the centipede in two!

Anselm attacks the remaining creature but misses!
Atttack: 1d20 + 3 ⇒ (8) + 3 = 11

Round 2: Mortimer is up and only one centipede remains.


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

Mortimer advances cautiously on the remaining centipede before swinging his mace at the thing's darting head.

Heavy Mace 1d20 + 2 ⇒ (7) + 2 = 9
1d8 + 1 ⇒ (4) + 1 = 5


Drake attempts to attack the last centipede and misses!

Attack: 1d20 + 2 ⇒ (7) + 2 = 9

Round 2:
Centipede tries to bite Drake but misses poorly.
Attack: 1d20 + 2 ⇒ (6) + 2 = 8

Anselm attacks and slices the centipede, killing it!
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


You proceed forward, although Drake is worst of all (having lost 4 points of Dex). You go through the doors and see a single large sarcophagus. Drakes looks it over for traps and finds none. Anselm and Greogorius remove the lid and inside you find the following:

Dozen silver arrows
Four sun rods
Six flasks of holy water
10 identical arrows (glow magical)
Five identical arrows with wispy elven runes on them (glow magical)
Two identical arrows with a sun etched on them (glow magical)
Five identical potions of aqua blue liquid (glow magical)
Two potions of milky liquid (glow magical)
Scroll of detect undead
Two scrolls of hide from undead
Scroll of protection from evil
A thin darkwood case decorated with an image of a scarab with a single eye glaring from its back—the same design that appears on the cover of the Manual of the Order of the Palatine Eye among the books in the professor’s collection.

Inside the case is a thin wooden board printed with numerous letters and numbers etched out of brass, as well as four iron and glass vials. The glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. All the items in the case radiate magic.


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

May I make a request that some of the arrows are crossbow bolts? Mortimer is a Crossbow ranger, after all. ;)


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"Drake, how are you feeling? I regret that those bandits stole my doctor's bag-- I had some antivenom that could have helped you in there."

Stefan takes a few minutes to examine the items we recovered.

Casts detect magic.

Attempting to identify the auras on all magic items: Knowlege (arcana) check, DC 15+caster level.

magic arrows: 1d20 + 9 ⇒ (13) + 9 = 22
magic arrows w/elven runes: 1d20 + 9 ⇒ (10) + 9 = 19
magic arrows w/sun rune: 1d20 + 9 ⇒ (15) + 9 = 24
blue potions: 1d20 + 9 ⇒ (7) + 9 = 16
milky potions: 1d20 + 9 ⇒ (6) + 9 = 15
game board(?): 1d20 + 9 ⇒ (11) + 9 = 20
glass vials: 1d20 + 9 ⇒ (16) + 9 = 25

Also checking to see if Stefan knows anything about the board itself, runes, etc

Knowledge (arcana): 1d20 + 9 ⇒ (18) + 9 = 27

Attempting to identify the items' properties. Will cast detect magic again, as needed. These are Spellcraft checks, DC = 15+caster level.

magic arrows: 1d20 + 7 ⇒ (6) + 7 = 13
magic arrows w/elven runes: 1d20 + 7 ⇒ (12) + 7 = 19
magic arrows w/sun rune: 1d20 + 7 ⇒ (14) + 7 = 21
blue potions: 1d20 + 7 ⇒ (4) + 7 = 11
milky potions: 1d20 + 7 ⇒ (10) + 7 = 17
game board(?): 1d20 + 7 ⇒ (16) + 7 = 23
glass vials: 1d20 + 7 ⇒ (11) + 7 = 18


Don't really need 2 checks, Stefan, but I appreciate it (will use the higher roll). Also the arrows magically transform to bolts. You discover:
Magic bolts: 10 +1 arrows
Magic bolts with elven runes: five +1 ghost touch bolts
Magic bolts with sun rune: two +1 undead bane bolts
Blue potions: five potions of cure light wounds
Milky potions: two potions of lesser restoration
Wooden board: unknown but used to communicate with spirits, there are 3 kinds of boards, this is the weakest one (think of a Quija board)
Glass vials: Haunt siphons used to capture haunts

Game terms of siphons:
To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Got it!

After examining the various items found within the sarcophagus, Stefan explains:

"All of these quarrels have been enhanced with magic. The bolts with additional runes have been further enhanced: those with the elven rune can affect insubstantial spirits, such as ghosts. Those with the sun rune have a dweomer particularly damaging to the walking dead."

He hands the magical quarrels to his companions armed with crossbows.

"As for these potions, these five containing bluish fluids are curative and can cause wounds to close themselves up. These two containing milky drams can restore lost vitality."

He picks up the board. "This is some kind of a spirit board-- a device used to communicte with spirits of the dead. I'm not familiar with this particular design, nor do I know exactly how one uses it."

He finally picks up the rack of glass vials.

"I've heard tale of these contraptions, but I've never held one in my hand before. They are called haunt siphons. Sometimes, a malevolent spirit can become tied to a location, and will haunt the living. These devices can temporarily neutralize such a haunt. Each can only be used once, by drawing off some the necromantic energy that causes the spirit to cling to unlife. However, once charged with a haunt's necromantic energy, opening or smashing the vial can release the energy, which will damage anything nearby that is alive."

The doctor replaces the spirit board and haunt siphons back within the darkwood case. Looking up, he adds, "If you wouldn't mind, I'd like to hang on to this for now."

Stefan looks around the crypt some more.

"Detective, are there any hidden passages out of this chamber? Someone or something disabled the lock on the door to this crypt, and I wonder if it's still here!"


Drake puts his ear to the far wall. "No, Doctor, past this wall is the outside. I can hear the wind, so there are no passageways out of this room."

Now what? Where to? Or rest for the night? Given Drake's lost dexterity, he wishes to go to Kendra's house and rest.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"Let's head back to Miss Lorrimor's house. I would like to peruse Petros' books, if Kendra will allow it. Perhaps I can learn more about this spirit board."

We should also figure out who is carrying which of the magic items!


The distribution of the magic items can be done in the OOC thread.

You sneak back out of the crypt easily, given the lack of traffic at this time. You head back to town, the eerie gloomy feel still in the air of the village. Everyone is quiet, particularly Drake and you assume it must be due to the centipede's poison. Anselm binds his wounds and you eventually retire for the night. The good doctor cannot pierce the secrets of the spirit board (he can try another Identify check in the morning).

Kendra prepares dinner and hears of your progress and then retires for the night. Eventually you all head to your rooms and try to catch up on some much needed rest.

What appears to be seconds after your eyes close, but in reality is 4 hours later, a scream from outside wakes you up! As you wake in your bed, you hear the scream again, and you identify it as a male scream for help coming from outside the house.

You rush outside and you see a homeless man, waving his arms. As you approach, you can smell the alcohol on his breath. "I saw the man, he was holding a razor, whispering "Watch the blood" over and over and he ran down the street. That way, toward the memorial." The homeless man points down the street. As you look around, you see realize Drake is not with you and did not come out of the house.


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

Mortimer looks over the ammunition with eyes gleaming as he handles the beautifully made bolts. "Not often you see craftsmanship like this!" he breathes. He tucks the bolts into his own case and lets the others pack up the rest.

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

Mortimer vaults out of bed when he hears the scream, and bounds down the stairs after throwing on his breeches and a shirt, his scimitar in its sheath held in his hand. "What's going on?" he asks the first person he sees. He rushes out of the house, his hat snagged off the coat tree. He slows to take in the information from the man, turning to tell Drake something. "Uh... huh. Someone make sure that man doesn't wander too far." he says before running in the direction pointed.


Dwarf Cleric of Brigh 1/ HP 14 of 14 / F+6 R+0 W+6 / AC 16.10.16 / Init. +0 / Perc +5

Light on his sleep, Gregorius reacts quickly to the screaming outside. He jumps out of bed and rushes to the front yard, where he meets the homeless, drunken man. He grabs the man by the shoulders and shakes him once.

"What happened? Were you attacked?" His eyes wander from the man to the path he is pointing towards to, trying to spot anything odd in the distance.

Perception: 1d20 + 1 ⇒ (17) + 1 = 18


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Stefan also stumbles out of the house, looking uncharacteristically disheveled. He pauses to cast a spell, then follows Mortimer.

Casts mage armor from his bonded object.


You all rush out in the direction where the homeless man pointed and you eventually reach the hamlet's most distinctive landmark: a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon.

As you approach, you hear a man singing loudly over and over in a malevolent voice, with his back turned to you:

Drops of red so sparkly bright.
Splatters spell her name just right

When you come within 40' of the man, he turns around you see it is actually Drake and he is holding a razor to his throat! He has a deranged look on his face as he continues to sing!

A small crowd of people have come out to investigate the disturbance, holding onto their kids, as they witness the eerie scene. Harold, you are present as well. If you scroll up in the earlier posts, you will see what Drake looks like.


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

Mortimer's expression becomes one of shock when he sees Drake. He skids to a halt and looks at the detective, stunned momentarily. "Drake! Drop the razor!" he shouts.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

A tall, thin, tired-looking man, his cloak still clad in the dust of the road, wearily steps forward into the open area.

Quickly assessing the situation, he straightens up, and calls out in a loud, booming voice:

"By the authority invested in me by the Church of the Lady of Graves, I declare that this man is either deranged, ensorcelled, or possessed, and needs to be restrained for his own protection - he is clearly not in full possession of his faculties..."


Dwarf Cleric of Brigh 1/ HP 14 of 14 / F+6 R+0 W+6 / AC 16.10.16 / Init. +0 / Perc +5

Gregorius rushes forwars trying to take the razor out of Drake's hands. "Stop!"

Disarm attempt: 1d20 + 4 ⇒ (3) + 4 = 7


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"Everlight's mercy... Drake! Drop it!"

Stefan then casts a spell. His eyes glow faintly with a pale blue light. He gazes at Drake, attempting to discern any evil magic that could be influencing his friend.

Casts detect magic, scanning Drake.


Stefan detects no magic. As Gregorius moved to disarm Drake, the rogue slashed his neck, inflicting 1d4 + 1d6 ⇒ (1) + (5) = 6 damage on himself.

Initiative
Drake: 1d20 + 9 ⇒ (20) + 9 = 29
Gregorius: 1d20 + 3 ⇒ (11) + 3 = 14
Harald: 1d20 + 3 ⇒ (18) + 3 = 21
Mortimer: 1d20 + 3 ⇒ (3) + 3 = 6
Stefan: 1d20 + 1 ⇒ (11) + 1 = 12

Drake, with a crazed glee, despite the arterial spray of blood pouring out of his neck, continues chanting before slashing his throat again! The crowd looks on horrified! 1d4 + 1d6 ⇒ (1) + (1) = 2 additional damage.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Shaking his head sadly, Harold draws his bow, and fires, attempting to render the lunatic unconscious.

Longbow (striking for non-lethal): 1d20 + 5 - 4 + 1 ⇒ (10) + 5 - 4 + 1 = 12, for 1d8 + 1 ⇒ (5) + 1 = 6 Non-lethal damage. If the attack misses, does the arrow survive (low is good for me)... 1d100 ⇒ 10 (Yes).


Gregorius, Mortimer, and Stefan are up!


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Stefan runs up to and attempts to use his cane to assist Gregorius in taking Drake's razor away. He attempts to position himself opposite Gregorius.

"Drake! Snap out of it! This isn't you!"

Aid Another attempt: 1d20 - 1 ⇒ (11) - 1 = 10

That hits AC 10! Gregorius' next combat maneuver after my action receives a +2 bonus. Also, attempting to move into a flanking position.


Dwarf Cleric of Brigh 1/ HP 14 of 14 / F+6 R+0 W+6 / AC 16.10.16 / Init. +0 / Perc +5

Gregorius draws his weapons and strikes with the blunt side of the sabres, hoping to get Drake unconscious before the man kills himself. When Drake looks at Stefan, he takes advantage of the detective's temporary distraction

Move Action - Draw sabres
Attack: 1d20 + 6 ⇒ (1) + 6 = 7
nonlethal damage (blades of mercy trait): 1d8 + 4 ⇒ (6) + 4 = 10


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

Mortimer sighs and circles around Drake and using his saber still in its sheath, he swings at the man's head.

Nonlethal, 2-handed, flank 1d20 ⇒ 9
1d6 + 1 ⇒ (6) + 1 = 7


Harald missed
Stefan aided
Gregorius missed wildly
Mortimer missed

Round 2:

Drake, still deranged, screams, yelling even louder (during the part in bold):

Drops of red so sparkly bright.
SPLATTERS spell her name just right

And he then takes another slice of his throat, inflicting 1d4 + 1d6 + 3 ⇒ (2) + (3) + 3 = 8, collapsing to the ground, the metal razor clanging to the ground. The mothers cover the eyes of their children, as they all gasp in horror. Blood pours out of Drake's throat, forming a small pool.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Harold rushes forward, and attempts to staunch the bleeding, hoping that Drake still lives.

Heal: 1d20 + 6 ⇒ (16) + 6 = 22.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Stefan also attempts to stop the bleeding, silently cursing the bandits who stole his medical bag and chiurgeon's tools.

Heal check: 1d20 + 9 ⇒ (11) + 9 = 20

Coordinating with this other healer, Stefan remarks, "You seem quite skilled. Did you attend medical school?"


Harold stops the bleeding in time and between he and Stefan, you save Drake's life, though he is still unconscious.

You hear mumbles from the crowd. A woman speaks, "What is happening with Ravengro? I have lived here all my life and nothing like this has ever happened." Another man speaks and says, "Perhaps these accursed outsiders are responsible and are the cause for the recent troubles." You sense the onlookers are getting a little restless.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Harold shakes his head ruefully.

"I am afraid that I did not attend medical school, but I did attend the seminary; Pharasmin doctrine is quite clear when it comes to the matter of tending to the sick and wounded... By the by, my name is Harold, Harold Wainright."

Harold's voice trails off as he recognises the increasing ugly mood of the surrounding townsfolk.

Clearing his throat, he speaks-up.

"People of Ravengro, my name is Harold, and I am a loyal servant of the Lady of Graves. I have spent my life traveling Ustalav, trying to help the smallfolk with their problems, and I can tell you that there is Evil which stalks the night, bringing death, pain, and misfortune to those unlucky enough to encounter it. However, it is rarely the fault of outsiders, or at least, those brazen enough to stand in your midst, enjoying your hospitality. It is usually a hidden cancer, occupying the shadows, and striking when least expected.

Although we are strangers, that does not make us dangerous. We clearly want to help; if we were the cause of what just happened, why would we have attempted to stop this poor man from killing himself? As it is, he will have a nasty scar, but at least he will live!"


Dwarf Cleric of Brigh 1/ HP 14 of 14 / F+6 R+0 W+6 / AC 16.10.16 / Init. +0 / Perc +5

Gregorius turns to Stefan and whispers to the doctor with exasperation. "I've had enough of these accusations." For a moment, he feels the teachings of Achaekek coming back to his mind, and almost lashes out against the people of Ravengro. He manages to stay his tongue and let Harold do the talking, while he takes Drake in his arms to take him back to the house.


Harold's words and arguments trump the crowd's fear and they retire to their homes, seeing the wisdom and logic in the priest's words.


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

Mortimer draws himself up to stand before the crowd should they become violent, trusting in his noble status to cow them into docility. Harold's intercession is backed up by the Ranger's display, but he does not look happy about it. After the villagers disperse, he looks to Stefan. "Will Drake live?" he asks. "And thank you for your speech, Mr. Wainright." he says. "We can take it from here."

Sovereign Court

Harold nods.

"Very well. Could one of you at least point me in the direction of the local temple, or the Professor's former residence?"


DMPCStefan speaks up, "Actually, we're staying with the late Professor's daughter at his old residence. Please, tell us Harold, how do you know of the professor?"


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

To Mortimer's question: "Yes, I think he will. Alas, I don't know what state he'll be in-- mentally-- when he awakes." The doctor asks Gregorius' assistance in picking up the detective's unconscious body.

As the group heads toward MissLorrimor's home, Stefan turns to the newcomer. "Thanks again for your assistance, Mr. Wainwright. That was an excellent speech. As you probably gathered, the locals are slow to trust outsiders. We've been getting the cold shoulder from them since we arrived."

"Oh! Where are my manners? I'm Doctor Stefan von Herzog, a former student and more recent colleague of Petros. I am so sorry you missed the funeral. It was very moving... Although it got a bit too exciting. But I interrupt myself. How did you know Petros?"


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Harold bows to Stefan.

"Well met, Doctor von Herzog. I wish it could have been under more pleasant circumstances, but I have found that the commonfolk tend to distrust outsiders, especially when there is something 'supernatural' going on..."

He then sighs.

"As to how I knew the Professor, well, He was a visiting lecturer when I was still in the seminary at the Cathedral in Caliphas; I was impressed with the depth of his knowledge, and his passion for his subject matter, and we had kept in contact via letters ever since. I am sorry that I missed the funeral, but I was on a 'hunt' in the forest up north, and did not receive the notice until it was too late.

Has anything else unusual been happening around here lately?"


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"Yes. Petros' funeral was attacked by the walking dead. Fortunately, the five of us were able to put them back into their graves. An unnerving thing is that the undead leader spoke to us-- cursing Petros by name!" Stefan lowers his voice. "We also have reason to believe that Petros was murdered."


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Harold frowns.

"That... is troubling. Do you have any leads as to whom was responsible for animating the dead, and/or murdering the Professor? Also, how is the Professor's daughter holding up?"


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

At Harold's question, Stefan looks up. "Ah! We're here. Why don't you come in with us." Stefan looks around suspiciously. "I think it's best if we explained inside."

Lucendar-- Can we retcon that Harold's name was in the will? That should make us want to trust him automatically.


Great idea, Stefan. Sure! I wish I had thought of it. :)


Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6

Mortimer's eyes narrow slightly with suspicion as the Warpriest's connection to the Professor is laid bare. "Ah yes, your name was listed in the will." he says somewhat coolly. "Mortimer Valdebridge of Ardis." he says with a nod before turning to return to the house, taking over from Stefan with the carrying of Drake.

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