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

Game Master JamZilla

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LOOT


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Yeah, more of the rotters. They were just wandering through the Restlands toward town. Thank Pharasma Jane and Yusef were doing their rounds and spotted them. Sensibly, they came to get me and Vauron and it was only after we’d put them down that we saw the blood.

We got the bodies out of sight in an unused crypt before people started showing up. I like that Yusef kid but he’s got a big mouth, I don’t think he can help it, blabbing about blood in the graveyard all the way through town. He was singing again in the Outside Inn last night and after a few cups was talking about this hidden crypt.

He shakes his head again but manages a wry smile.

I think I could certainly use your help. I’m going to have my hands full keeping the townsfolk calm and truth be told, dead rising from the graves and all this…. Whatever this is; he indicates the bloody lettering …I don’t know what to make of that.


The multitude of criss-crossing footprints on the mud has once again obscured most of anything useful. However, your keen eyesight does pick out one print that appears somewhat out of place in that it appears to have been deliberately obscured. From the depth of depression you would hazard that it is the bootprint of a man and the fact he has gone some length to try and obscure his tracks may mean something in and of itself.


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 will quietly point this out to his colleagues and the Sheriff.

"It seems we MAY have a human or humanoid agency after all."

"Perhaps we should think about patrolling at night ourselves - if you would allow, Sheriff."


I can't stop you going out at night Mr Rhuul. Benjen shrugs. And I wouldn't even try to, I don't want to think about a curfew, it'll only make people more fearful.


Inactive

"That's what I thought, there's no way that all of this mess is being caused by spirits alone! Some of us out here keeping watch at night might not be a bad idea, though I think it'd be best to do it in groups of at least 2-4 maybe...in case more of those zombies come out to play," Hazel adds. "And note to self, don't share anything important with Yusef lest you want the whole town to know about it," she sighs. "Almost can't blame him though, this is probably the most excitement he's ever seen."


If that's what you plan to do tonight, what about during the day?


INACTIVE - GAME DIED

At this point I'm thinking of just getting to know the town better -- figuring out which buildings are which, learning who all the local businesses are, basically being able to put a key to the letters on the map that you have linked in the campaign notes. Also Constantin really wants to purchase a change of clothing for something less dirty and adventure-y, if there is a local tailor!


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 think I might stalk Gibs a little with my newly acquired stealth skill. Maybe it's character bias, but I feel like there's something funny going on with him.


Inactive

Hazel's happy to help keep watch later that night; she's also happy to ramble around the town a little more if Constantin or anyone else needs the company. Otherwise, depending on what sort of patrolling we're talking, she may go catch a nap at some point so she'll be ready.


INACTIVE - GAME DIED

Hazel's company would be just fine while getting to know the town. It's not anything crucial, but being "part of normal town life" is a good way to become familiar to the rest of the community, at least, and maybe pick up a useful clue based on the kinds of buildings and businesses in town.


retired

I dunno, I think Gibbs is a red herring. A colorful, frustrating, and satisfyingly well written one, but a red herring nonetheless. He strikes me as an angry, suspicious guy who's upset by what's happening and his own cowardice to do anything about it. The macabre rhyme and its associated prisoners strike me as a solid and substantial lead though. I'm happy to go with group consensus here, but I feel like the letters are a clock we're up against and the longer we delay investigating the prison, the more behind we get.


Zed is following Gibs, Hazel and Constantin exploring town and the rest...?


retired

Vala shakes her head as Zed stalks after Gibs. She remarks ruefully, her eyes wrinkled with growing worry, "He's just going to stir up more trouble if he keeps after Gibs like that." Sighing then, she nods to the rest of the group. "I just hope it doesn't turn out like that tragedy with that poor Tam fellow." Shaking her head still, she makes for the town archives again, chatting with Pyth as she goes.

Knowledge (history): 1d20 + 16 ⇒ (10) + 16 = 26

Regarding... 1d4 ⇒ 4
(1) The Splatterman
(2) The Gravedigger
(3) Father Charlatan
(4) Delphine the Weeper


Delphine the Weeper
Real name: Delphine Lowry
Delphne lived with her husband and two daughters in Thronestep. They were a wealthy, high class family - but their treatment of illegal Halfling slaves was nothing short of deplorable. The Lowry family had built their wealth through trade across Avalon Bay and took advantage of the many destitute immigrants flooding in with the influx of trade, particularly targeting halflings - believing their slight frames would make them easier to control.

A huge fire broke out at the plantation house one winter. Rescue workers found an elderly halfling woman chained to the stove in the kitchen, miraculously still alive. When questioned, the halfling explained that Delphine had become obsessed with her own appearance after the birth of her children, believing that the birth had aged and haggard her. She was insanely jealous of the youthful, elfin looks that halflings possessed even into old age and the old woman explained she had lit the fire herself to escape Delphine's depredations.

Investigators found a dozen maimed and starving halflings imprisoned on the plantation. All female, Lowry had gruesomely tortured them by sewing their mouths shut and slashing at their faces with a carving knife - permanently spoiling the looks nature had given them.

They also found Delphine herself, hanging from a chain in a chilled locker in the meat production plant. She had been blinded, her hands amputated and genitalia horribly mutilated with a meat hook - apparently an act of revenge by the brothers and sons of the halfling women.

Remarkably she lived to face trial and was ordered to serve out the rest of her days in the infamous Harrowstone prison.


Constantin and Hazel spend the whole day simply wandering through town, talking to the citizenry, enjoying lunch at the Laughing Demon and generally trading in rumours and reputation.

After their help in the town square with the stirges yesterday a surprising amount of people are willing to talk, although a good number of others eye them still with suspicion or outwardly seem unfriendly.

Full list of locations:

A. Town Square
A simple wooden gazebo at the center of a grassy circular plaza serves as the hub for Ravengro’s major festivals and gatherings. The town council also uses the gazebo as a platform for major announcements. When their labor allows it, farmers who have musical talent often converge here, forming impromptu bands. The town square is also where the local farmer’s market gathers every Wealday.

The town square is the most likely place to encounter Old River, the town dog. Old River has been ownerless for more than a decade, but the citizens of Ravengro have taken to looking after it—the dog has become something of a beloved town mascot. Old River is particularly protective of the town’s children, following the smaller ones if it spots them running off alone. The dog almost always spends its evenings sleeping under the gazebo steps.

B. The Posting Poles
The best sources for local news in Ravengro are the posting poles located throughout the town. Here one can find dozens of messages tacked to one of the five huge posts jutting out of the ground—generally, all five posting poles have identical notices, but periodically one or two messages might be missing from one of the poles. Pevrin Elkarid, the oldest son of the owner of the Outside Inn, has taken the role of Post Boy for the last 3 years, charging 1 cp to transcribe five copies of a post and then ensuring that the copies are posted for at least a week. It is at the Posting Poles that the locals leave news of nuptials, job postings for farmhands, or notices of missing pets. The most popular regular item at the Posting Poles, however, is the “Wealday Parchment”—a weekly posting written by elderly councilman Gharen Muricar that summarizes Ravengro’s current politics. Occasionally, it even carries news of events beyond Ravengro’s borders. The “Wealday Parchment” is the closest thing Ravengro has to a weekly paper.

C. The Laughing Demon
Sarianna holds the philosophy that the best way to meet the horrors of the world is with a jest, for if one can laugh at the worst life has to offer, there remains little to fear. Her warm and friendly tavern does its best to live up to this admirable philosophy, down to the menu. Zokar takes pains to come up with humorous names for her drinks and meals, with offerings like vampire steaks (cuts of beef skewered on thick wooden spikes), wolf balls (lamb meatballs served on plates painted to look like the face of the full moon), corpse chowder (a thick stew with red broth and chunks of meat), and liquid ghosts (a sweet pale ale that glows faintly with a greenish tint). Sarianna and her regulars enjoy telling visitors tall tales about what’s really in the food served here.

D. Ravengro Town Hall
In classic small-town style, the people of Ravengro use this all-purpose facility for virtually everything, including council meetings, wedding receptions, and, when it rains, even the annual cook-off. Town council meetings are generally scheduled on the first Oathday of the month, and often last well into the night.

E. Temple of Pharasma
This temple is devoted to Pharasma, the Lady of Graves. Ravengro’s only religious structure, the temple is also the town’s most elaborate building. Its eastern facade displays an intricate stained-glass mural depicting a stern Pharasma judging Count Andachi, one of Tamrivena’s most infamous previous rulers. Vauran Grimburrow is officially in charge of the temple, but the day-to-day tending of the f lock and maintenance of the temple and the Restlands (see area P) are largely seen to by a dozen acolytes. The sale of minor magic items is also the acolytes’ responsibility.

F. Ravengro General Store
Goods of all kinds can be procured here, especially tools and everyday items such as pots and pans. Luthko and Marta Avanaki (NG male and female human commoners 2) run the store with their five girls. While the store caters to local needs, the Avanakis keep in stock most of the adventuring gear, tools, and skill kits listed in the Core Rulebook. They do not normally carry weapons, armor, or magic items.

G. Ravengro Forge
Jorfa is one of Ravengro’s most jealously guarded assets, for her skill at the forge is out of keeping with what one would expect to find in such a small town. Jorfa's lived in Ravengro for so long that locals see her as more of an institution than a neighbor. In truth, Jorfa had a promising career in the Five Kings Mountains as a soldier, but she heard a call for skilled crafters to aid in the foundation of a new town— Ravengro. Jorfa arrived only a month after Harrowstone was finished, and has lived in Ravengro ever since. Now approaching old age, she’s taken on a few promising apprentices.

Jorfa isn’t the oldest person in town, but she’s certainly lived in Ravengro longer than anyone else. She’s kept to herself for the past century or so, though, and despite her long life has relatively little insight into the inner workings of Harrowstone. While the majority of her work for Ravengro consists of tools for farmers and fisherfolk, she often forges weapons and armor as well. Most of these works she sells to visiting collectors, but she keeps a good selection of weapons and armor on hand (including several masterwork weapons and suits of armor).

H. Jominda’s Apothecary
Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical. Rumors that Jominda crafts and sells dangerous alchemical items like poisons or drugs stem primarily from the fact that Sheriff Caeller is often seen speaking to her or patrolling near her shop. In truth, Sheriff Caeller has a soft spot for Jominda, and while she is constantly frustrated and befuddled by his visits and veiled questions about illegal substances, not even she suspects that the sheriff is in fact infatuated with her and worried about her shop’s security.

I. Ravengro Jail
Ravengro itself has never been a crime-ridden town (despite—or perhaps because of—the presence of Harrowstone), and its relatively small jail has always been more than enough to handle the town’s criminals (mostly public drunkards, vandals, or other minor thugs who rarely spend more than a few days in a cell). Indeed, the cells are typically empty, which is fine with the town’s sheriff, Benjan Caeller. Yet despite the town’s dearth of criminal activity, the sheriff likes to keep a tight lid on things by employing four part-time deputies: Leromar, Riff, Trestleblade, and Vrodish. Each of these deputies spends a few days per week working as farmhands on one or more of the outlying homesteads. Most of the policework involves keeping order at the town taverns and making sure everyone stays calm and honest when the tax collectors from Caliphas ride through town.

J. The Silk Purse
Farming is a tough business. Drought, pests, and floods can make a year’s hard work vanish in an instant. To keep one’s farm afloat, those lucky enough to own land will often pledge it to a moneylender for credit. Others must pledge a percentage of the gross income from their next season of labor. Fortunately for Ravengro’s farmers, the Silk Purse is always ready to provide loans. Two moneylenders work out of this building, Luramin Taigh and Quess Yearburn — security is provided by a small group of eight loyal mercenaries who live in barracks on-site. The Silk Purse also sells old collateral (mostly gems and jewelry) that farmers were unable to buy back after the terms of their loans expired.

K. The Outward Inn
The board and breakfast provided by Zokar Elkarid come highly recommended. The inn has 10 rooms, though it is rare for more than four to be occupied at any one time. Local musicians and storytellers often visit the main floor and basement tavern in the evenings, performing for coppers at the smaller, more intimate gatherings. Only if the place is really jumping can Zokar be cajoled into performing himself. Although now retired, he was once a singer of some repute in Caliphas, and his voice remains strong and rich.

L. The Unfurling Scroll
When their parents can afford to spare them from the farms, a few “lucky” children are sent to study under Alendru Ghoroven, a retired wizard-turned-teacher. Alendru teaches reading, history, and math, as well as beginning magical theory. He seeks to elevate “the commoners,” though few of his pupils enjoy the strictness of his classes.

In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created. He offers many 1st- through 3rd-level scrolls for sale, along with a fair number of low-priced magic items. A wand of cat’s grace (13 charges) and a wand of slow (6 charges) are two of his current highest-priced offerings, but he also recently came into the possession of a flesh golem manual as well; this book is the property of one Montagnie Crowl of Lepidstadt.

M. Council Member’s Homes

There are four members of the Ravengro town council. Most live in generously-sized houses on the outskirts of town.

M1: Vashian Hearthmount and his family dwell here. Hearthmount is a retired military commander who settled in Ravengro and took up the mantle of leadership largely so he could retain a sense of self-importance in his old age. He is the most experienced councilman—the other three look to him for guidance more often than not.

M2: Councilwoman Mirta Straelock was born and raised in Ravengro. She was the original owner of the town’s tavern, but sold it many years ago just before she took up public office. Popular and earthy, she is the most public face on the council.

M3: Councilwoman Shanda Faravan is a native-born local who served abroad as a royal accuser. She returned home after a scandal involving a prisoner she thought was innocent but who instead played her for a fool. She doesn’t speak much about her time as a royal accuser as a result.

M4: Councilman Gharen Muricar is just a few years junior to his lifelong friend Vashian Hearthmount, but acts like a man half his age. He’s the most up to date on matters outside of Ravengro, keeping the council abreast of national events, and also serves as the city’s unofficial historian. His reputation as something of a rake has not diminished much in his old age—but he’s such an institution in the town that most of the citizens take his lechery in stride, regarding it as “mostly harmless.”

N. The Lorrimor Place
This modest home was, until recently, the home of Professor Petros Lorrimor and his daughter Kendra. With the professor’s recent death, Kendra has been left the house as her inheritance—whether or not she chooses to stay in Ravengro is an unanswered question, though, for she yearns to see more of the world.

O. Harrowstone Memorial
Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is 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—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, Vesorianna— are chiseled into the statue’s stone base. The memorial is a popular meeting spot for late-night trysts among Ravengro’s young lovers, for it has just the right mix of tragic romance and spooky ambience without actually being on Harrowstone’s supposedly haunted grounds.

P. The Restlands
Behind the Funebrial is a large stretch of moorland reserved for interring Ravengro’s dead. Thanks to the Pharasmin church’s influence in town, Ravengro’s graveyard is large and well tended. Tradition dictates that whenever one passes by (or through) the Restlands, one must always first draw a spiral on her heart as a sign of respect. The sign wards against the risk that the traveler’s passage will disturb the sleep of the departed.

Q. Gibs Hephenus’s Shack
This ramshackle building is home to one of Ravengro’s most foul-tempered retired farmers—Gibs Hephenus.

R. Harrowstone
This reminder of Ravengro’s original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.


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

Back to the archives! Using an inspiration

research on the splatterman: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (3) = 30


Inactive

As the rest of the day progresses, Hazel finds herself surprised at how much she was enjoying wandering around the town with Constantin, seeing the sights and chatting with the locals.

This is nice. It's nice to just spend the day with a friend...well, more like acquaintance in this case, but it's nice to have the company.

"It's almost too easy to forget that about everything that's been happening, even accounting for some of the side-eyes we got from a few people here and there," she comments as they at last turn their steps towards the Lorrimor residence. "The business in the Restlands this morning seems like a lifetime ago, even though it's only been hours. I hope that Vala and Kaz were able to find something useful in the town records...and that Zed hasn't gotten himself into any trouble."

As they continue to walk, she muses about some of the people they either met or at least learned of during their day in the town. "Do you think we should try speaking to any of the old-timers still in town about Harrowstone, like Jorfa? I know it's not as directly informative like records and dates would be, but it might not hurt to get some perspective on the fire and what the town was like before and after."


INACTIVE - GAME DIED

"That's not a bad notion," says Constantin in reply to Hazel. "I hope we've earned enough trust that they are willing to talk to us. I think Vala is right, we are going to have to investigate the prison sooner rather than later. I hope we can finally put an end to whatever has happened."


Being a dwarf, Jorfa would have been equivalent to a teenager when the fire broke out at the prison

The Splatterman

Real name: Hean Ferramin
Professor Feramin was a celebrated scholar of Anthroponomastics (the study of personal names and their origins) at the Quartrefaux Archives in Caliphas. Yet an accidental association with a succubus twisted and warped his study, turning it into an obsession. Feramin became obsessed with the power of a name and how he could use it to terrify and control. Soon enough, his reputation was ruined, he’d lost his tenure, and he’d developed an uncontrollable obsession with an imaginary link between a person’s name and what happens to that name when the person dies. Every few days, he would secretly arrange for his victim to find a letter from her name written in blood, perhaps smeared on a wall or spelled out with carefully arranged entrails. Once he had spelled his victim’s name, he would at last come for her, killing her in a gory mess using a complex trap or series of rigged events meant to look like an accident.


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 the archives, Kazamir pauses, looking otu into nothing. He shares the information about the Splatterman with Vala, breaking off briefly to note:
"I first met Professor Lorrimor when I was tasked to escort him to the Quarterfaux archives..." Then he returns to his usual, brisk, businesslike manner.

"Madam Cross, it seems we are dealing with the legacies of some very unpleasant individuals.

One thing does not seem to fit, however. A definite physical agency was involved in writing those bloody letters. Is Ferramin, the Splatterman, now some form of corporeal undead? Or are agents of the Whispering Way now doing his bidding or carrying on on his work? Or, once again, is this an imitator, and impostor seeking to throw us off track?

I should collect some of our friends and check for tracks near the prison. Also, we might need to keep watch, not just on the Restlands, but on the approach to the prison and on prominent locations about the town - where a bloody letter could be displayed to maximum effect. "


retired

Vala taps one finger thoughtfully against pursed lips, thinking. "There's another possibility, Kazamir. I don't have much experience with spirits and the undead, I've had more in the past week than the whole of my life prior, but I've heard that ghosts and the such, while immaterial, can manifest physical signs in the world. Moving furniture, flickering torches, you've heard the like I'm sure. If we are dealing with the spirits of dead prisoners, what if what happened has freed them to come to the town? Or at least manifest their horrors here from afar?"

She pauses and frowns, "These are questions we won't find answers to here in town, I'm afraid. We need to get up to that ruin and see what the Whispering Way did there when Petros stumbled onto them."


Inactive

I'm guessing it's probably late afternoon/evening by the time Constantin and Hazel are done exploring Ravengro.

"I hope so too," Hazel nods. "Believe me, I'd be ready to go investigate the prison right now if the others thought we were ready. But you, Kaz, and Vala are right, I think. We need all the information we can get before we go. I just hope we can find it in time."

Frowning, she glances up at the sun, now sunk low over the horizon. "And I think Zed and maybe Raj wanted to patrol around some of the places in town tonight. I wouldn't mind joining them, but I'd like to get a bite of dinner and maybe a nap before I do. Let's hurry on and see what the others have to tell us. Maybe we can try talking to Jorfa tomorrow, since I doubt she'd appreciate us knocking on her door at this time of day."


INACTIVE - GAME DIED
Hazel Stokes wrote:

I'm guessing it's probably late afternoon/evening by the time Constantin and Hazel are done exploring Ravengro.

"I hope so too," Hazel nods. "Believe me, I'd be ready to go investigate the prison right now if the others thought we were ready. But you, Kaz, and Vala are right, I think. We need all the information we can get before we go. I just hope we can find it in time."

Frowning, she glances up at the sun, now sunk low over the horizon. "And I think Zed and maybe Raj wanted to patrol around some of the places in town tonight. I wouldn't mind joining them, but I'd like to get a bite of dinner and maybe a nap before I do. Let's hurry on and see what the others have to tell us. Maybe we can try talking to Jorfa tomorrow, since I doubt she'd appreciate us knocking on her door at this time of day."

"Sounds good. I think tomorrow I'll take the opportunity to do more research, unless we find something concrete or the group decides it's finally time to case the old prison."


Zed tries to hang back and follows Gibs away from the Restlands.

The burly farmer takes his time idling along the the Eversleep, his heavy boots crunching on the gravel path as he takes long swallows from his bottle. He is broad across the shoulders and though his belly has long since gone to fat, his hands are large, his neck is thick and you can see the soldier he used to be. He picks up his pace as he exits the Restlands and cuts across the field that runs East to South.

Zed watches from behind the wide trunk of a horse chestnut tree as Gibs enters his shack near the prison memorial and closes the door. He remains there and does not leave.


Kendra spends the day with Constantin and Hazel wandering through the town. Things have been sour lately, as bad as any time in her life she can ever remember. But it is also the town she grew up in and most of her happiest memories are also here.

She shows them the shops and the streets and the alleyways between.

The town is stark - built as it was to house the workers for the prison - but there is still a charm here that is lost in larger cities.

You bump into Benjen as you walk along back through the town square. He looks distracted and almost literally bumps into you as he strides purposefully across town.

Oh... Miss Lorrimor, I'm sorry. he gasps.

Benjen, it's fine. Are you alright.

Yes... he says. Yes. More definitely this time. It's just all this business the past few days. Vauron and I burnt the bodies of those zombies this afternoon. They were people once and now.... monsters. I... I knew one of them. I think anyway.

He moves to one of the stone benches that lines the square and takes a seat heavily.

His name was Murphey. Just a young kid really. That old crotchety farmer you met the other day Hazel - his boy. Kicked in the head by a horse a few years ago. Just a stupid accident, just a.... Pharasma's face. he curses.

His hand trembles slightly as he sweeps his hair away from his eyes.


Inactive

Hazel sighs quietly.

I guess that explains a thing or two. Old man's probably lonely in more ways than one.

"Whatever's going on here, we'll put it right Sheriff. Some of the others are off digging through records in the town hall and I think Zed's off...uh, checking around for tracks, I think it was." She glances at Kendra. "The two of us have been keeping Kendra company today and getting a better feel for your town. It may not seem like we're making progress, but I promise that we are."


I know, I know. he replies.

Kendra places her hand on his.

My father trusted these people, Benjen. she says quietly. They are my friends and I trust them too, if anyone can get to the bottom of what is going on here, they can.

He looks a little reassured by this and says;

Thank you. Listen, I... I better get back to it anyway.


Later that night, once you have all returned to the Lorrimor residence, there is a polite knock on the door.


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 doesn't spend too long following Gibs. Once the man goes home he trails off and heads back.

At the door knock he stands and loosely grips his weapon, then casts detect undead at the door.


No undead detected


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

Cane in hand, Kazamir gives a glance around the room, making sure that everyone is ready, then prepares to answer the door.


Despite your previous experience of visitors, Kaz gets up to answer and finds Grimburrow and the man who read the will, Councilman Hearthmont, on the doorstep. He shows them in.

Ah. You're all here, good. the fat man takes a seat and starts mopping his brow. It's clear to everyone that there is something seriously wrong in town. As well as the blood on the statue and crypt, the stirges, people are reporting to the sheriff that they are hearing and seeing things. People are getting pretty afraid and after the Father told me about the zombies you encountered.... well we have to do something. Benjen is... struggling, I think. The whole pressure of what's happening is breaking him, anyone can tell that. He's tired, irritable...

Classic indications of stress. Grimburrow intercedes. And who can blame him? Benjen is a good man and great at his job but... he just doesn't have the resources and you're the best help he could ever hope for. I understand he has already been consulting with you on the events recently?

Indeed. continues Hearthmont. With the work you've been doing around town, people are starting to look to you. Grimburrow also tells me you've made some progress in the events as well. I was wondering if you would address the town at a meeting tomorrow? It would put their minds at rest to know you were looking for a solution. I know not everyone trusts you but they have to concede to your expertise in this area. What do you think?


Inactive

Well, that didn't take too long did it? From 'necro-mongers' and 'murderers' to 'save us, save us'! Figures...

Hazel shakes her head irritably.

When did you get so cynical, Hazel? Take it as a sign that your good-will efforts are paying off.

"Well..." she begins slowly, "if you think it will help people sleep easier at night then I don't see why not. I'm generally of the mind that honesty is the best policy - most people don't like being lied to or coddled even if they say otherwise. On the other hand, this is all pretty serious business. I'd hate to make things worse on the Sheriff or either of you by sharing too much and causing a panic."

She looks at the others. "What do you all think?"


INACTIVE - GAME DIED

"I think that when people are scared, sometimes they have trouble trusting other people or making tough decisions. I think these people are scared, with good reason, and we should help them because it's the right thing to do, not because we expect them to thank us or treat us nicely," Constantin says with conviction. "It shouldn't make a difference if they fête us with roses at our arrival, or glance at us with sneers and mutters. Something awful is happening in this village and we need to stop it, and if we can help people not to panic, get them to stick together and trust in their neighbors and in our good intentions, that will go a long way to making this situation manageable."


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 keeps a skeptical expression. "Perhaps it may be best if I personally am not present. I don't believe my presence will help calm them." I'm the kind of creature you only want when something even darker is biting at your throat.


retired

"I hardly think we're experts, Councilman. Please don't misunderstand me, I am happy to help how I might, but I hardly think any of us here can offer the comfort only experience can provide your neighbors." Vala shakes her head and presses further, though her tone is kind and concerned, "What exactly would you have us say? I for one haven't seen any of these kinds of troubles before and have dealt with more shambling corpses in the last half week than I have in the whole of my life prior to coming here."


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Raj leans against the wall, considering. "I think Doc would want us to help but I gotta wonder if our words will do more than throw oil on the fire. That said, I'm in... but there's a price." He looks to Grimburrow and Hearthmont, "Someone with considerable weight in this town needs to put a muzzle on Gibs. He's been sewing a crop of fear and distrust fertilised with his pig ignorance - making it that much harder for us to win folks over or figure out what's happening here. Ya might not get him to shut up, but if you could quiet him down some that would be a help."


I don’t care what you say! the fat Councilmen says, exasperated. I don’t care what you need to say to keep the peace and make sure people don’t just up and leave!

The old priest beside him curls his lip in distatste and says;

The people here don’t know you aren’t experts in this field. It is obvious that several of you are accadmics and that others are warriors. I think both would provide comfort for the people in these dark days. I also hear what you’re saying about Gibs. The truth is that as the days have rolled by and you have been seen quite visibly helping people, as well as the fact the man who actually dealt the killing blow to Tam has been in custody means that his bluster is having less influence than he might like you to believe. That being said, I will ask Benjen to speak to him personally, to make sure he doesn’t come tomorrow.

Kendra sets down her cup at this juncture and adds her opinion;

All of you have a tremendous amount to offer and I have seen the good you’ve been doing. People are starting to look for leadship and; she casts a furtive glance at Councilman Hearthmont, ...finding none where they should. I will be there of course and I know myself, Jominda, Alendru and Zokar will all add our weight to your voice. In our own ways we are prominent figures and together I’m sure we can make them see that you are our best chance at figuring out what is happening and putting a stop to it.


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 listens to the local dignitaries and hsi friends, then nods.

I will be there. We should, perhaps, discuss how much we wish to say, and what we should NOT say. Not from some sinister agenda, but to avoid sewing more far about hings we cannot yet confirm.


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

"More than that... if anyone here is involved in these machinations, we don't want them knowing what we know and what we suspect. Misdirection is our ally."


As an aside, should you wish to address the town meeting it takes the form of a series of diplomacy checks with a bonus for each of the locals you have befriended.


HP:16 | AC:16 ; T:14 ; FF:12 ; CMD:16 | Fort:+3 ; Ref:+6 ; Will:+4 | Init:+4 ; PER:+7

Given my stellar -1 Diplo roll, I think I'll confine myself to lackluster AA rolls. :)


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

"If you think it is for the best, we will do what we can to placate the townsfolk."

I could throw out an assist at +4, as I'm pretty sure somebody else has higher diplomacy than me.


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

+7, but I haven't done much befriending in town...


Inactive

"Then I guess it's settled," Hazel nods. "Between all of us we can hopefully make a good showing and put people's minds at ease. Kaz has a good point though, we'll probably need a little time this evening or tomorrow to discuss what bears sharing and what doesn't. Oh, and maybe some sort of idea of what we're doing besides 'handling it' - people don't like vagueness either."

I think Vala has the best diplomacy with a flat +8; Constantin and Kaz have +7 and Hazel's is either +7 or +8 if they're already friendly.


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retired

Just leave it to Supernatural Action Grandma to fight spooky ghosts and calm down frightened locals!

Vala tightens her lips into a thin line at the councilman's tone but otherwise decides to let the slight pass. After others interject their thoughts, the older woman turns to regard Grimburrow and Hearthmont and asks directly, "Very well then. What time is this town meeting? I presume you host such things at the town hall?"


Indeed. I will get Pevrin to post fliers across town. By tomorrow afternoon the word should have spread. Hearthmont answers.

Which will give you enough time in the morning to make another research check if you'd like.


Male Huamn 1 Fight

What Galus is up to:

The big man huddles in the corner of his cell. The nights are cold here, worse even than his time on streets.

More than once he has heard the deputies talking about him from the other side of the door at the top of the stairs. Deliberately he guessed. Loud enough for him to hear them discuss the hanging tree and whether he would mess his breeches when he dropped.

Only the sheriff came to him now and he wished the justice from Lepidstadt would hurry up and get here, even if it was just to lead him away in chains. He didn't know how much more of this he could take.

God's he was cold and hungry and....afraid


Apt timing Galus! I was just talking about you in a pm conversation. Don't worry I have plans to reunite you with the party though whether the drama is as high as your last appearance I don't know!


Male Huamn 1 Fight

Lol no worries GM I jist wanted to let the others know I was still alive! I'm actually away for a few days from tomorrow so couldn't post even if I wanted to so absolutely no rush and that goes for the rest of the players too :)

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