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

Game Master JamZilla

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I have the feeling that if we leave the body, it won't be there when we get back. Split the party, lug it along, or try our luck with leaving it?


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

May as well bring it with us. Make sure the locals avoid us as much as possible.


If you're carrying a dead body through town the guard will seek you out much faster, don't worry about that.

A man and a woman dressed in somewhat pitted chainmail approach you in the stree. Citizens scatter quickly but only so far as to be able to watch from windows and doorways.

One of the men half draws his blade and simply says;

"Explain yourselves!"


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 steps forward with a small, crisp bow.

"Good Morrow, sir and madam. My friends and I just arrived in Thrushmoor, not an hour ago. As this person was advising us as to lodging, he drew and attacked my colleague," he gestures to the blood evident on Hazel's clothing, "and, summoning allies, proceeded to attack us all. Obviously, we overcame them, and we set off at once to find the proper authorities to which to report the attack. We would be more than happy to show you the site of the attack, and fully co-operate with any investigation."

diplomacy: 1d20 + 16 + 1d6 ⇒ (18) + 16 + (4) = 38


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 stands stoically, body slumped over his shoulder, holding himself casually like he was transporting a sack of potatoes.


Inactive

"Yeah, we don't know why, either," Hazel nods. "One minute he was telling us a little about the town, where to find lodging, then the next I'm bleeding like a stuck pig!"

She absently rubs the mostly-mended wound. It wasn't the first she'd received but she was pretty certain it'd leave quite the scar in the end.

"But we don't want any trouble, okay? We just wanted to do the right thing and report what happened."

Diplomacy Aid (For Funsies): 1d20 + 10 ⇒ (16) + 10 = 26


INACTIVE - GAME DIED

"It's entirely possible that he may have attacked others who were less prepared," chimes in Constantin. "If anyone else has gone missing recently, this might be related to for such cases."


retired

Vala shifts her stance as the impromptu interrogation begins, her expression flat and uninterested as she crosses her arms. The loss of her reputation in Leipstadt had stung her more bitterly than she’d had time to process given Kendra’s murder, but the unmasked disdain from these people didn’t bother at all. As the group speaks with the guard, she shoots Pyth an arched eyebrow as the bird alights on the eave of a nearby roof. The knowledge that the only power these guards had over her and the others was whatever power they voluntarily granted to the them left her eerily calm.


Amazing diplomacy there

"I see, I see." the man says, sheathing his blade.

"Come off the street, we don't want to upset people."

Once you are led back to a small guardhouse the man continues;

[b]"No, we've had no attacks or disappearances. Had those riders come through the other day and gave some folks a bit of a scare but nothing serious enough for us to get involved and certainly nothing like this. Did you know this man?"


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

"We did not, sir. Though he, too, mentioned the riders," Kaz replies, trying to probe without surrendering too much information of their own.

"Do you know him? Was he a resident?"


Inactive

Hazel follows obediently, relaxing a little now that it seemed that they weren't under quite as much suspicion as before.

"He talked like he was familiar with the town and the area around here," she adds to Kaz's statement. "But I don't think we ever got any sort of a name from him, real or even false."


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 follows in silence, watching passerbys for eyes lingering a little too long on the group's activities.

Perception: 1d20 + 15 ⇒ (4) + 15 = 19


"He... he looks like Old Parsons.... but that ain't him. It's strange. If I were to pass him in the street then I'd probably doff my cap to him but here, up close, I can see it ain't him."

"I worry for Old Parsons now, you see anyone else there?" the young guardsman says, chewing his nails like a small boy.

"These Riders anything to do with you then? Changed horses at the livery the moment they rode in and then one of them rode off again down the coast toward Illmarsh. Never saw the other one leave. Maybe this was him or maybe he just went a different way."


Inactive

"No, it was just him...but we weren't looking for anyone else hiding or tied up, either," Hazel admits, not wanting to voice the much more likely possibility of Old Parsons being beyond all help.

She tries to glance surreptitiously at Kaz and the others, unsure of just how much more to reveal to the guardsman.


retired

”The only thing we came here for was to stop those riders from whatever dark business they've brought to your town. Does this Parsons gentleman work at the livery? If one stayed behind and it’s not this imposter, then we’d like to suss him or her out before they’ve a chance to work any more evil.”

did that guy ambush us at the livery or somewhere else?


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 stands as a statue. He trusts the other to make better judgement calls in this delicate social situation.


That all happened at the livery, yes.

Knowledge local or geography DC 15:

Illmarsh is a small town in western versex county, down the lake coast from Thrushmoor. It is a little more than a fishing village and has no port large enough for the kind of boats required to cross the entirety of Lake Encarthan. If what the assassin said is true, the Rider is unlikely to have been able to gain passage from there

"Aye, Parsons worked at the Livery true enough."


Inactive

"Well...you may want to send a few men to have a better look around," Hazel suggests with a heavy sigh. "But you said that you didn't see the second rider leave town?"

She looks to her companions. "Maybe we should ask around town a little bit before we think about heading towards Illmarsh. It can't hurt, right?"


"Well I know I didn't. Maybe you could ask around, we'll do the same after we try to find Parsons." the guardsman shrugs.


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

"In any case, thank you for the help with the body", Vermundr offers the guard as the party begins to break away from the Law. "Do you have any suggestions for rooms in town. After he tried to kill us, I'm inclined to ignore the venues he offered."


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

Sorry, guys, still kinda swamped.
know/local: 1d20 + 1d6 + 13 ⇒ (3) + (4) + 13 = 20

"If our rider is bound to Illmarsh, it would be unlikely he could take ship from there - it is not much of a port of call.

His head tilts to the side a moment. "We should be alert for Stirges, though - It was the home of the ill-fated Piper whose ghost we fought in Ravengro."

He'll relate whats in the spoiler above.


INACTIVE - GAME DIED

"I could use a good night's sleep," says Constantin agreeably. "We won't get there faster if we run ourselves into the ground with fatigue."


Inactive

"That's true, I guess," Hazel nods. "Let's at least see about lodgings then and maybe a meal and go from there. If there's no way to travel by ship from Illmarsh then maybe we were lied to...maybe that Rider was supposed to be a diversion? They knew to to expect us, you know."


retired

Vala huffs briefly but nods. "Well, we're not learning anything new here." She then offers a respectful nod to the two guardsmen, "Thank you both for your service and I wish you the best in your search for this Parsons gentleman, though I do fear the worst for him. If you hear more of these dark riders, please do call on us."


It appears that unfortunately the Maiden's Kiss is indeed the only inn in town. The group spends the best part of an hour looking for alternative lodgings but there appear to be none and, despite their better judgement, there is no option but to book rooms and remain wary.

A long, largely restless, night follows but the next day the group awakes having been unmolested.

Plan for the day?


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

Time for a big fat juicy 'Gather Information' diplo check, I think...I hope to get a more detailed post out later today..


Inactive

The next morning after breakfast and whatever plan of action the group decides on, Hazel takes a little bit of time to head out into town and see if she can learn any more about the mysterious Riders...

Diplomacy (Gather Info.): 1d20 + 10 ⇒ (4) + 10 = 14
______________

Sorry for the brief post, but wanted to go ahead and get a roll out there now in case I find myself busy for the next few days.


retired

Vala sequesters herself for a brief time in the evening as the group secures lodging. Pulling a small stool up beside a simple table in the corner of the room, she produces a small scroll of vellum, a quill and ink, and a fat, waxen candle. As the candle is lit, Pyth flits down beside and perches on the edge of the table beside the small light.

Vala then seems to lose herself as she and Pyth lock eyes. Occasionally, during the next handful of minutes, Vala huffs and grunts as Pyth fidgets, but the movements and sounds are brief and fleeting. Then, at one point as this strange behavior continues and the candle reaches a small hatch mark that divides the wax into equal sixths, Vala's voice is strong and firm.

"Answer me, Vrood! You've lost your power and can't resist. Answer me!" Pyth, in response, struggles and fidgets more forcefully than before, but after a moment relaxes and nods once.

Vala, still holding an unbroken stare with Pyth, nods as her hand starts scratching rapidly across the scroll.

Divination (1-90 = success): 1d100 ⇒ 28
divination

Question:

Vala asks "If we were to cross the lake tomorrow, would we be in time to stop the Whispering Way from completing the trade they came here to make?"


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

Kaamir heads out as well.

diplo/gather: 1d20 + 1d6 + 14 ⇒ (15) + (4) + 14 = 33


Valavastra Cross wrote:

Vala sequesters herself for a brief time in the evening as the group secures lodging. Pulling a small stool up beside a simple table in the corner of the room, she produces a small scroll of vellum, a quill and ink, and a fat, waxen candle. As the candle is lit, Pyth flits down beside and perches on the edge of the table beside the small light.

Vala then seems to lose herself as she and Pyth lock eyes. Occasionally, during the next handful of minutes, Vala huffs and grunts as Pyth fidgets, but the movements and sounds are brief and fleeting. Then, at one point as this strange behavior continues and the candle reaches a small hatch mark that divides the wax into equal sixths, Vala's voice is strong and firm.

"Answer me, Vrood! You've lost your power and can't resist. Answer me!" Pyth, in response, struggles and fidgets more forcefully than before, but after a moment relaxes and nods once.

Vala, still holding an unbroken stare with Pyth, nods as her hand starts scratching rapidly across the scroll.

[dice=Divination (1-90 = success)]1d100
divination

** spoiler omitted **

Answer:

"You're an old fool, ahahahahaha! There's nothing across the lake save a waste of time - Clanartus played his part and clearly deceived your addled mind. But I tell you this because you cannot stop us anyway. I'll see you soon, witch!"


Kazamir Rhuul wrote:

Kaamir heads out as well.

[dice=diplo/gather]1d20+1d6+14

Kaamir heads out into the town and begins doing what he does best, gathering clues and information to piece together a mystery.

Suspecting that one of the riders headed toward Illmarsh, he begins his line of questioning around thet.

"Illmarsh?" the baker says. "Illmarsh is a little swamp town that lies down the coast from Thrushmoor. Its residents are strange folk, we tend to call them “musties” on account of the distinctive unpleasant odor Illmarshers carry about them. Some of them have a sickly colouration and some deformity from living so close to the swamp. Bad humors, you know? It's what they call the "Illmarsh look."

"Illmarsh is just a little fishing and logging town. It’s nothing much to speak of, and doesn’t even have a legitimate militia—just a local sheriff and a few half-trained deputies for handling the town drunk or the occasional vandal. The House of Undiomede used to rule the town, before that line died out. Now a mayor runs it, Greedle by name, appointed by the count to make sure the taxes come in on time."

"If this rider you're after went to Illmarsh though If that rider headed down to Illmarsh, it’s the end of the line for him unless he takes a boat or grows wings. Beyond Illmarsh is nothing but the swamps of the Soddentimbers and the Detstach River and there ain't no way to cross either without going about 100 miles around."


retired

As the group gathers in the morning, Vala relates what she learned the night before. ”Well, whatever information you pried from that assassin, at least one bit of it was a lie. The story of his brethren heading south across the lake was meant to distract us. And, it seems, that assassin had a name: Clanartus. I’ll see if I can’t determine the names of those who were with him and pressed onward.”

I’ll try and get Clanartus’ friends’ names then try to scry on one.


How, Vala?


retired

I can do a 90% divination 1/day as a feature of the Lore spirit and for the wandering spirit, given that this is a fishing town, I'll go with the waves spirit; that'll grant me a hex that let's me scry with nothing but a dish of water.

As the others go out into the town to learn what they may, Vala returns to her room and the wide candle set atop the small desk. Like she'd done the night before, Vala strikes a flame to the wick and falls into a trace as she and Pyth work in unison to draw Vrood back for further questions.

"What were the names of Clanartus' fellows who rode on to Illmarsh, Vrood? Answer me. Your will and power are broken. You can try to resist, but you will yield to me." Her quill begins scratching across the sheet of parchment she'd used the night before, though her eyes remain locked with Pyth's throughout.

Divination (1-90 = success): 1d100 ⇒ 89 whoooooa. close one! lol

Follow up scry yields a Will Save DC 21 to resist, though the subject gets a +5 to the save due to me only having second hand knowledge.

Status:

HP: 57/57
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets:
Current Wandering Spirit: Waves
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: bull's strength [ ], spiritual weapon [ ] [ ] [ ], tongues* [ ]
Level 3 spells (3+1+1*) | DC 19: fly [ ], lightning bolt [ ] [ ], water breathing* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], legend lore* [ ], greater magic weapon [ ], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [ ], contact other plane* [ ]

Ongoing Effects
Water Sight: scry with 1-ft diameter pool of water


The voice hisses out of the walls and the floorboards and the very air itself. It brings with it a sibilant mocking.

"Hahahah.... witch. You yet persist? How long is it before you truly give in to the darkness? You continue contacting me and yet I sense you know the information I provide is scant. I was not so senior in the Order as you would like to believe. We are an Order of secrets and whispers. Even our own history is told in nothing more than breathless gasps."

"I wonder if you continue with your divination because you feel some connection to me? Is that it? Or do you wish to simply be close to the Lorrimor whelp, Kandora, through me?"

"Hahahah I never knew the name of one rider. The other is Gregorus."


retired

Vala rolls her eyes as the spell ends and scratches Pyth atop the head lovingly. ”That fool. Since I can’t bring him back to kill him again the best I can settle for is to repeatedly remind him that I stuck him in the boneyard to begin with.” Pyth nods in understanding, but then offers gently, ”True, but I really don’t like calling on that one. Maybe we could talk to Petros again next time?”

Vala taps her index finger against her lips as she considers, then nods. ”A fine idea Pyth. But hopefully this is the last we’ll need of these magics for some time.” She then turns her attention to a small bowl filled with water and begins trying to seek out Gregorus.

Will Save DC 21 with a +5 to the save!


Concentrate though she might, Vala cannot get a read on this rider. Everything is clouded and she cannot pierce the veil


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

It sounds like the only sensible course from here is to head to Ilmarsh.

"It sounds like Ilmarsh is our next stop", Vermundr suggests after hearing Kazamir's report. "If the rider left from there by ship it shouldn't hard to find out where he was headed."


Inactive

"Seems like it," Hazel agrees after the group reconvenes and shares what they've learned. "Just wish we knew what they're after, going down that way. Is there anything else we know about Illmarsh?"


Knowledge Local DC 12 Illmarsh:

Just reiterating what you already know

Illmarsh is just a small fishing and logging town. It's nothing much to speak of, and doesn't even have a legitimate militia - just a local sheriff and a few half-trained deputies for handling the town drunk. The House of Undiomede used to rule the town before that line died out. Now a mayor runs it, Greedle by name.

If the rider headed to Illmarsh, that must have been his final destination. Beyond Illmarsh are the near-impassable swamps of the Soddentimbers and the deep and swift Detstach Rivers.

It is most notorious for the activities of the serial killer the Piper of Illmarsh - someone you have become quite acquainted with.

It is about 2 days ride away


If you want to obtain anything from Thrushmoor now is the time. It is a small town, I will check the purchase limit if needbe

The local constabulary help you acquire horses given the tate of the livery but the story more or less writes itself as rumours spread through town. Ghouls from the wilderness or perhaps the lake wandered into town looking for an easy meal but we're destroyed by passing adventurers. It was not a common occurrence, but you don't live in Ustalav without some knowledge of undead.

The party settles in to the inn that night after a meal of grilled sea bream and samphire washed down with dark ale, surprisingly pleasant fare.

The next morning they ride for Illmarsh.

The coast road along the lake is well kept for several miles but then, on the morning of the second day out of Thrushmoor it begins to fall to ruin. The cobbled stones are replaced by great swathes of mud and boggy swampland and to top off a miserable day the rain begins to lash down, blown off the lake by a strong wind that marks the beginning of a storm.

Sure enough, before long it is teeming down and your cloaks whip about you in the gusts.

Still several miles outside Illmarsh you see the lake being whipped up into something of a frenzy by the storm. The heavy clouds reduce light to a burning autumn dusk. A single stone quay extends out into the lake’s wind-tossed surf, forming a quiet landing for boats far from any signs of settlement.

"Look over yonder!" Kazamir shouts above the wind.

You follow his finger and notice a single masted trawler bobbing crazily on the surface of the lake as it desperately fights the whitecaps.

A lone figure scurries about among several large tarp-covered objects lashed to the deck. He is apparently attempting to manage both the sail and the tiller to right the vessel and bring it safely in to shore, but seems to be failing in the task.

The trawler appears in the midst of a crisis. Without aid, it will likely smash into the stone quay.


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

"This will not end well!" Kaz shouts over the wind as he begins to spur his horse toward the quay. He squints through the tempest to see what he can tell about the unfortunate sailor.

Perception: 1d20 + 14 + 1d6 ⇒ (1) + 14 + (1) = 16 minus whatever condition penalties...

Edit: Glad I'm getting the 1's out of the way...sheesh!


Inactive

"Oh geez...does anyone know anything about boats??" Hazel calls out as she too spurs her horse towards the quay. She tries to get a better idea of the distance between the boat and the quay - would they be able to throw a rope?

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Kaz and Hazel can barely make out anything between the wind ripping at their hair and the wind driving in their faces.

Kaz can just make out the man on board the boat - he looks like quite an elderly human and is having a tough time trying to keep the boat in check. He also looks like he is failing. On deck is a large, lumpy shape of something covered in a wind-whipped tarpaulin.

He is about 150 feet from the quay and you anticipate he will be dashed against it in about a minute.


INACTIVE - GAME DIED

How heavy would I estimate the trawler?


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

Is there any way we could help from the land? Would it be possible to anchor a rope and toss it to the old man?

Vermundr watches grimly.


This is a significant vessel. It's single-masted but still about 30 feet long and probably weighing in the region of 20,000lbs. What are you thinking Constantin?

You can see he is trying to get the vessel under control to ride out the waves but failing

You'd have to wait so long to be able to throw a rope to him that it would be practically too late anyway

Since you're on a timer, should you choose to help, how about we do this in rounds?

Round 1 - Heroes


retired

"I can try to get to him. Not sure how to help him when I get there though. I can grant the same power of flight as I have to one of you; who wants it?" Despite her uncertainty, Vala's feet lift off the ground and she looks ready to zip through the slashing rain and biting wind for the imperiled trawler.


The winds are severe - up to 50mph. In mechanical terms though, that isn't going to affect any of you because none of you are small size. There is only a -4 penalty to fly checks to perform manouvres, not just to fly normally across to the vessel.

So whoever takes that fly spell should be fine unless they want or need to do anything fancy while flying.

Who's going?


INACTIVE - GAME DIED

The only reason I can think of to fly over is if you plan to try to save the boat from on board. Otherwise I should just pluck the guy off it with telekinesis.

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