JZ's Carrion Crown - (Wake of the Watcher) (Inactive)

Game Master JamZilla

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NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Anyone have a lesser restoration or two handy? Cuz a few bad rolls, and a dose of wolsbane could very easily kill Kaz. 6 rounds (or until he saves) on a dc 16 fort save (which will get worse when he fails), at 1d3 con/round. Kaz's fort save is pretty miserable to start with.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

An inspiration seems to strike Kaz as he hesitates over the vial of poison.

"Constantin...while I was in Jalmeray, the mystics spoke of Auras, and the art and science of reading them. I seem to recall some instruction - beyond me at the time - in reading a creature's health in its aura. DO you think that you might be able to determine if I am, indeed, diseased by such means?"


So the way I have played this is that you voluntarily ingest the wolfsbane and thus take the damage as it works through your system. Now that much con damage is going to kill most characters so before we do this does anyone have lesser restoration prepped? You can top up Kaz as he goes along

6 saves when you're ready please Kaz


retired

I have a scroll of it and can prep it 4 times (or more even if I use higher level spell slots) provided I've picked up the Life Spirit as my wandering spirit for the day. Had I anticipated the need to dole out 2 doses of the stuff, I'd have prepped accordingly, but not sure how fast and loose you'd like us to be in this particular instance, JZ.

Also, I had no clue wolfsbane was so scary! Jeepers!


Well it's going to take more than two days to get to Feldgrau so are you happy to start that journey, rest, and then deal with the wolfsbane tomorrow?

I'm going to assume yes


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Inactive

*raises hand* Actually, Hazel's still got this Wand of Lesser Restoration with 8 charges that I think she picked up either in Book 2 somewhere or maybe at the tail end of Book 1. We can use that if we want to do the wolfsbane thing right away :)


retired

Awesome, with Hazel's wand and Vala's scroll, we should have enough to cover both Kaz and Duristan


Ok, let's do it

Con damage: 6d3 ⇒ (3, 2, 1, 2, 3, 2) = 13

Kazamir ingests the poison and, for a while, nothing seems to happen. But then he begins to feel sick to his stomach. Gut-wrenching pain doubles him over and he begins to wretch strings of bile for several long minutes. Thankfully Vala and Hazel are on hand to treat him as he begins to fall ill and, though completely washed out by the experience, the nausea finally fades.


After gathering equipment at the lodge and purchasing new horses from Quiene, the party say a final farewell to Ascanor.

Once more they plunge into the deep forest of the Shudderwood.

Several times the horses are forced to stop as Vermundr has to dismount and find the trail once more.

He stoops as something catches his eye, not the tell tale sign of passing animals, but blood. A small amount, but distinctive and leading off to the east.

Something about it feels odd. Blood in the hunting grounds of the werewolf tribes should not surprise him, but something....

He motions the others to stop as he heads cautiously, blade drawn, into the undergrowth. After fifty yards the blood trail becomes more obvious, great swashes and sprays of the stuff over the leaves and trees that surround him. He pushes on and then as he brushes aside a screen of branches onto a scene of horror.

In the middle of this clearing, for thirty yards in every direction, blood drenches the forest. Chunks of indistinct meat and gibbets of flesh are spread here and there, tattered black clothing mixed in among the gore.

Vermundr bends down to his haunches and sees at last something distinguishable from the rest; a human ear.


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NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kazamir regards his friends over the rim of the flask, and brings it to his lips...

But before he drinks, he smiles a little sheepishly.

"I think, perhaps, I should sit down." Which he does.

He downs the wolfsbane.

fort 1: 1d20 + 2 ⇒ (10) + 2 = 12
con dmg: 1d3 ⇒ 2
fort 2: 1d20 + 1 ⇒ (18) + 1 = 19
Woohoo!

Kazamir calmly sets the flask down on the end-table flanking his plush, wing-backed chair, crosses his leg, foot bouncing leisurely a moment as he regards the staff and guests bustling about in preparation to abandon the lodge.

His breath suddenly flares out of his nostrils in a sharp hiss, and his eyes widen slightly. Unconsciously, his hand lays itself over his stomach, even as he sits up a little straighter.

Kaz's breath seems to falter a bit, and he takes a hard, painful swallow. He looks around at his friends, quirking an eyebrow and giving a tight-lipped, unconvincing smile, all the while worming the fingers of his left hand into the cuff of his right sleeve, feeling his pulse. His eyebrows raise in a alarm...

But in a half a minute or so, his breath, bearing, and smile all relax. With a contented sigh, he removes his fingers from his cuff and cups the ends of the chair's arms, leaning back and beaming at his friends. He is pale, and has a sheen of sweat on his forehead, but appears to be not TOO worse for wear.

"Thank you, all. I think that's the worst of it. I hope..."
He is interrupted by a loud gurgle from his guts. He shows a moment of surprise, then settles his face into a dignified mask.

"If you all will excuse me, please." He rises rather stiffly and, leaning on is cane a litle more than normal, walks with as much grace as he can muster down the hall . He pauses to mutter to Vermundr on the way out.

"If you would be so good...If you hear a loud thump from the garderobe, make sure I'm still alive, please."

GM-JZ, as written, wolfsbane gets you another save. You rolling that in secret could lead to some wonderful tension and a new-found interest in the moon phases...Though I would burn 2 uses of inspiration for a 1d6 bonus.

Whoops! Totally Ninja'd!


I will bear the inspiration in mind Kaz and promise I will do it all fairly whether or not you have to roll


INACTIVE - GAME DIED

Constantin, meanwhile, nods to Kaz's request. He removes his hat, looks up and down Kaz, and his eyes become unfocused, like he's looking through the investigator. Something eerie accompanies his gaze and he becomes completely still. His nostrils flare but his breathing slows to a shallow, barely-noticeable rate.

Perception: Read Aura: 1d20 + 13 ⇒ (14) + 13 = 27

DC is 15 + target's hit dice, so 23 for Kaz.

From the rules: Read Health Aura: Viewing the flow of vital force, you assess a creature’s physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource.
(Emphasis added.)


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Constantin you do not detect any disease. That ability doesn't tell you if he was diseased. But I can tell you that he did in fact have lycanthropy and would have turned in the next full moon were it not for the wolfsbane. So good job.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

(In Eric Cartman voice:) Thanks, y'guyz!

Kazamir heaves a sigh of relief, and gives a nod of thanks to his companions.

Lets mark off 1 charge of the wand and move on! We now return you to your regularly scheduled bloodbath already in progress.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8
GM-JZ wrote:

After gathering equipment at the lodge and purchasing new horses from Quiene, the party say a final farewell to Ascanor.

Once more they plunge into the deep forest of the Shudderwood.

Several times the horses are forced to stop as Vermundr has to dismount and find the trail once more.

He stoops as something catches his eye, not the tell tale sign of passing animals, but blood. A small amount, but distinctive and leading off to the east.

Something about it feels odd. Blood in the hunting grounds of the werewolf tribes should not surprise him, but something....

He motions the others to stop as he heads cautiously, blade drawn, into the undergrowth. After fifty yards the blood trail becomes more obvious, great swashes and sprays of the stuff over the leaves and trees that surround him. He pushes on and then as he brushes aside a screen of branches onto a scene of horror.

In the middle of this clearing, for thirty yards in every direction, blood drenches the forest. Chunks of indistinct meat and gibbets of flesh are spread here and there, tattered black clothing mixed in among the gore.

Vermundr bends down to his haunches and sees at last something distinguishable from the rest; a human ear.

Kazamir slides from his saddle and freezes in place, taking in first the sounds and smells of the place, then beginning a detailed scan of the clearing, especially noting tracks before he takes a single step.

Unless stopped, he will take 20 on a perception, looking for any clues about who our Van Gogh was, who he might have been with, and what did this to him.

1d6 + 20 + 14 ⇒ (3) + 20 + 14 = 37


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr watches intently as the duo down the wolfsbane, determined to make sure they suck down every last drop.

"For those born with it, the wolf is like a wild twin - separate but joined to the spirit in the most intimate way. For the afflicted, the wolf is a parasite. It feeds on the host's spirit until there's nothing left but the husk of a man with the soul of an animal", the big northern explains grimly.

"The treatment is painful - sometimes lethal. The alternative is worse."

***

Very slowly, Vermundr readies his blade. "Look for signs of tracks."

Survival: 1d20 + 11 ⇒ (6) + 11 = 17


Inactive

Charge marked off! Onward!

"I'm just glad we ended up being a little more prepared than I'd first thought," Hazel remarks as she stows the restoration wand. "Still, you should try and take it as easy as you can, under the circumstances - even if you're well I'm sure your system is still probably a little weak from everything," she advises.
__________

Once Vermundr returns and informs them of what he found (or guides them to the grisly site), Hazel's expression darkens. "More wolves, you think?" she asks as she slides from her saddle and draws her silver dagger. "Or something else?"

She scans around, looking for tracks.

Survival: 1d20 + 6 ⇒ (5) + 6 = 11


INACTIVE - GAME DIED

"This... this is practically an abattoir," says Constantin. His nose wrinkles slightly with distaste.

He removes his tophat and holds it in his hands, slowly turning the brim as his eyes flicker over the morbid, bloody scene.

"No help for it... we must find every clue that we can," he mutters.

Detect psychic significance. I expect that a violent mass murder like this will leave some unpleasant feelings behind.


Despite the prodigious amount of blood, it appears that this is all the result of a single death. You find a tattered black robe strung halfway up a tree and, buried in the undergrowth, a gagged skull amulet with the chain broken.

Constantin concentrates on the psychic resonance of the scene and feels an overwhelming sense of fear and desperation, he feels short of breath and like his legs are burning with effort.

There are tracks of half a dozen large creatures that lead south.

The scene does not appear to be fresh however


Inactive

"Black robes and skull amulets?" Hazel blinks. "Not the sort of thing your average traveler would be running around in. I wonder if this...person...was part of the Way and ran afoul of the wolves or something?"

When the tracks are revealed the lead to the south, she straightens up and looks to the others. "That's a lot of somethings that did this. We need to be careful if we want to try and follow that trail."


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

”Whatever did this left the area a while ago. This scene is not fresh”, Vermundr explains after studying the area further. ”But you’re right Hazel. If the wolves are on alert, we may not get a chance to explain we have mutual enemies when we run into them.”


The group follows the tracks for several hours, until they eventually fade when the soft ground beneath the boughs of the Shudderwood give way to firmer, rockier ground in the plains South of the wood.

The rest of the day passes uneventfully though you are still somewhat disturbed by the horrific manner in which the suspected cultist met their end.

Late in the evening `kaz consults the map found on the Whispering Way agent and finds that the party is no more than a few miles from the edge of the Shudderwood. Though night closes in, he urges the party to press on.

It proves to be a wise choice. Though the howling of distant wolves sends shivers down your spines, within a few hours the screen of trees clears and you are greeted once more with the sight of wide open spaces, fields and hills and a river near the horizon. It is only when you leave the wood that you realise how claustrophobic you have become.

You set up camp beside the beginnings of a road, at least it bears the signs of a few passing cart wheels and spend another peaceful night, though this time with the clear night sky and harvest moon above instead of the thick canopy of trees.

You are three days ride from Feldgrau. On the way, there is the small city of Ardis which may be the best option to restock or buy new gear. Up to you.


Inactive

"And that is one place I'm happy to be shut of," Hazel huffs as she flops down on her bedroll. "I've never been so happy to see open sky as I am right now!"

She glances over at the others, gaze lingering on Kaz as she quietly wonders how well he's held up after the days' ride. "Think we should stop off in Ardis on the way? We could probably stand some more supplies."


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

"I wonder, could I even be infected? What kind of amalgamation would that become?" Zed muses out loud.


Inactive

"Let's not find out," Hazel shivers as she returns to gazing up at the night sky. "Or give anyone else any ideas. You just know there's some mad wizard or priest out there that'd love to try it!"


INACTIVE - GAME DIED

"We definitely should stop for a fresh bite to eat," says Constantin. "We've been putting real strain on ourselves, we need to make sure that we're strong enough to continue."


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

"A hot meal wouldn't hurt", Vermundr muses. "But let's not waste too much time."


INACTIVE - GAME DIED

"There's no time to waste. We just won't do any good if we wear ourselves down to the bone and then finally catch up with Vrood and have nothing left for fighting him."


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

"I think I could stand a good hot meal at this point," Kaz agrees, most of the color back in his face.


You spend the next two days continuing the journey.

By now the track you found upon exiting the forest has become a cobbled road and as you run along the edge of the river, there are even a couple of tiny fishing villages, no more than a couple of houses and a church.

For the most part you see few people. A pair of travelling tinkers cross your path on the second day and greet you pleasantly enough but they have nothing to trade or coin to buy so after exchanging good mornings they continue on their way.

Eventually the cobbled road becomes paved and signs of habitation become far more frequent. Large tracks of corn and wheat fields can be seen on either side of the road with dozens more tracks leading off to other locations from the main thoroughfare. many of the fields are fallow, ploughed but either not planted or failed to take seed. You pass by Chastel to the west and continue on to the larger city of Ardis. By afternoon of the third day you reach the gates.

The city itself is large and expansive, with a taller skyline than Lepistadt. The streets are wide and busy and despite the classical architecture the city still seems somehow provincial. You see evidence of a once majestic city falling on hard times. many of the estates are abandoned and entire streets of tenament buildings with boarded windows greet you. There is an odd juxtaposition of expensive-looking estates now used as work houses or factories and the people that greet you look tired and down-trodden. The urban decay of the city is vastly different to the neat, academic town of Lepistadt.

Despite all that, you can easily find many inns and to house you and the horses and the bustling streets are full of vendors and citizens and Ardis remains one of the major cities in the county.

Ardis economy:

Ardis is a large city but it's economy has fallen on hard times since it lost capital status. Because of this it's purchase limit and base values are reduced. There is a 75% chance that any item with a value of 6,000gp can be found and the most a vendor can spend on a single transaction with you is 30,000gp (normally these values are 8k and 50k respectively)
6th level spellcasting is available.


Inactive

"Civilization at last," Hazel sighs with some relief and happiness as they pass into Ardis on the third day, even though the city looks to have seen better days. "A hot meal, a hot bath, and a proper bed...I can't wait!"

But then she remembers that they've also got to see about offloading some of the things they'd picked up since leaving Lepistadt and possibly making some purchases as well. She sighs again, this time with resignation.

"Guess we should probably hit the shops first though, right?"


INACTIVE - GAME DIED

Constantin takes in the slumping, slowly decaying city with an analytical eye. It takes him a moment to reply to Hazel.

"Hmm? Oh, yes, you're right, of course," he says absently. He rubs the short, stubby beard on his chin and says, "I could do with a proper shave. I wonder where I can find a decent barber?"


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Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

"Ever considered growing it out Constantin? I think mutton chops might look rather enigmatic on you."


INACTIVE - GAME DIED

"I always thought the chops were more colonel mighty hunter style," muses Constantin. "Though if I could pull of something professorial it might be worthwhile."


Inactive

"They'd make you look distinguished if that's what you're going for," Hazel offers. "But if not, I'd keep the clean look - makes you look younger."


INACTIVE - GAME DIED

Constantin says, "The most I could ask for is to look like a dignified man of intellect, like Professor Lorrimor." He quirks a rare smile.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Initially Vermundr only grunts in wordless agreement.

"If he can grow it, a man should wear a proper beard", he adds after a long moment of thought.


Inactive

Hazel simply chuckles and shakes her head. "I've never understood the whole beard thing, to be honest. But maybe it's a man thing?"
__________

And thus Hazel echoes my own RL sentiment on this particular topic, heh.


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Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

"Biologically speaking, yes." Zed replies to Hazel.


The night the group rests in Ardis, the moon hangs full and fat over the town. Most of the citizens don't give it a second thought, but Kazamir looks furtively out of his bedroom window at it, wondering what could so easily have transpired


About a day and a half from Ardeal. Leaving in the morning should get you there by late afternoon/dusk barring any encounters


Ardis items for sale:

Minor items:
Wand of web (CL4, 50 charges, 6,000)
Gloves of swimming and climbing
Manual of war
Eagle cape
ring of spell knowledge II
Ring of rat fangs
Rhino hide
Bloodletting kukri

Medium items:
Rod of ice
Ring of sacred mistletoe
Wand of lightning bolt (CL 5, 49 charges, 11,025)
Bottle of shadows
+2 keen guisarme
+2 full plate, cold resistance
+3 flaming burst battleaxe

Major items:
Ring of Invisibility
Heavy steel shield +4
Staff of Fire
Staff of Illumination


The party spends the day buying new equipment and selling the items they have acquired along the way. The urgency of the chase for Vrood is not lost, but equally having seen just a small portion of the necromancer’s power, they realise that they have to be as prepared as possible.

In fact, it is a welcome distraction after the horror of the wood to spend time shopping and relaxing. Purchases are made and items ordered and the rest of the day spent in peace, eating and drinking and conversing with one another.

You drink and laugh in the bar well into the night, glad to have some time together where you aren’t constantly on edge, until the light of the full, fat moon shines in through the inn windows. Weariness settling on you all like a warm blanket, one by one you take your leave and retire for a well-earned, fitful sleep.


Before embarking to Ardis they knew Feldgrau was Vrood's destination, and are left hoping that is still the case else the trail run cold.

The day is cold, the bleak autumn clouds are rolling in and bring with them a grey drizzle that quickly soaks you to the skin. Despite this you know you have a long journey ahead to the village and press on with only a single stop for a cold lunch of dried fruits and even drier meat.

The rest of the day continues in the same way, conversation as sparse as the plains you now travel in. This region of Lozerai is marked by long tracks of uninhabited plains that lead to hour upon hour of dreary travel.

Eventually, having seen no sign of habitation for miles around, you set up camp beside the road and try to light a fire in the dismal conditions. However, without dry firewood, it proves a long and frustrating task without success.

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

During her watch, Hazel reminds herself to cast a light every hour. With the overcast conditions and the persistent rain, his night vision is even more reduced than usual.

Muttering curses to herself, she buttons her coat up tight against the chill.

Then, she notices a light near by, some hundred yards away. It is a torch, and illuminates a group of about 8 or 10 men and women, it's difficult to tell for certain. She wonders how they managed to navigate in the dark to be able to approach so close before lighting their torch and as she does so a loud and clear voice calls out;

Ho, the camp! Friends approach!

The shout will wake everyone


Inactive

I must be losing my edge; how'd they get so close without me seeing them? Or without a light?

Although the shout from the approaching group was clearly enough to wake everyone, Hazel still quickly nudges at Zed and Vermundr with her foot.

"Looks like there's 8 to 10; not sure if they're men, women, or both," she whispers quietly. "Also no idea how they got so close without having a torch lit...so be careful."

"Ho!" she calls back as she stands, hand hovering near her starknife. "Not the best night to be out and about! What brings you folks this way?"


As they get closer you see that there are in fact ten men and women. All are armed and armored in a variety of styles. They seem no strangers to battle. The one who steps forward furthest, and by that you take to the leader, is a man of average height that you would place at around 30 years old. He is dressed in studded leather armour over which he wears a woollen greatcoat of grey wool and a wide-brimmed hat. A colourful, Varisian-style, scarf can be seen poking out over the collar. A rapier and dagger hang at his belt.

In point of fact you did. the man replies.

At this distance you can now see that the man is dark and handsome, with a closely cropped beard and piercing blue eyes that move quickly between the party, appraising each of you.

My name is Rakis Szadro, leader of the Prince's Wolves. We have tracked you since you left Highthrone, though we dared not approach you in Ardis. You killed many of my kind at the Temple. Will you parley with me instead?


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed narrows his eyes. What's his game? The inquisitor nods hesitantly. "Zed Ulmin. Yes, I think a parley sounds good." Especially since we're outnumbered.

Sense Motive: 1d20 + 18 ⇒ (18) + 18 = 36


Inactive

"Oh!"

Hazel blinks; she wasn't sure what she'd expected but it wasn't this.

"Um, yes, like Zed says, we'd be willing to do that," she slowly nods in agreement.


Zed, he looks confident given the number advantage but he still seems wary, no doubt after what you achieved at the Temple. You get the sense he does actually want to talk though.


And I am glad of it for I saw what you did to my brothers.

He doesn't come closer but begins to pace back and forth before you, never taking his eyes from you, as might a hound as it examines the kill.

But all brothers fight and squabble of course. The Princes Wolves have fought and opposed the Whispering Way since before the Tyrant himself. But I admit it was my curiosity as to why you should hunt them and get involved in the politics of the woods that led me to seek you out. They say that curiosity kills the cat. So as wolf, I should feel quite safe, no? he says, flashing a sharp smile

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