Night of the Werewolf (Inactive)

Game Master Kinetic_cards


2,901 to 2,950 of 3,847 << first < prev | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | next > last >>

DM

This is the MAP. (Also posted to the 'Campaign Info' page).


Male Human Wizard 9 (Teleport) Perception +8

Caromarc will be late to the party, then head to outside the doors. He'll then work on memorising Make Whole, depending on how long the guys inside take


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre adjusts his hat, looks briefly for the cigarettes that are no longer there, and follows Quinn into the station.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I make sure Phoebe is alright, then help Caromarc as I can. Eventually, I simply sit against the outside wall. Staring off and thinking...


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"I'm sorry, Sandru. I should have stayed to help you; I had no idea the 'ship was going to crash like that."

As Quinn and Blackacre enter the building, Ianez invokes an arcane veil to hide himself from sight before following the pair.

Casting invisibility on himself.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I shake my battered head. No, we each have our role on this never ending night. You saw me remember... it will come back slowly. I should have been alone, look at Caromarc... so upset.


DM

@Quinn, Blackacre, Ianez:
You enter the police station through a double-door with frosted glass panes. Next to the entrance is a small plaque that reads 'POLICE HQ No. 6'.

Once inside, the three of you are in a short entry hallway, standing single file. Quinn is in front, Blackacre is behind him, with Ianez bringing up the rear, cloaked in invisibility. The entry hall empties into a large, central room of the police station...a square room with hallways branching off towards a back entrance (directly across from you, to the west), some offices (to the south), and the "pens" or jail cells (to the north). All three of these wings are barricaded by sturdy metal bars with locked gates.

In the middle of the central room is a bizarre-looking pedestal. It's an unusual sculpture of stacked, floral-shaped domes, upon which is affixed a swing-arm...

The minute-hand of the clock!

There are gas lamps hanging from the ceiling. They are dim and flickering, or busted out completely and dark. There's a collection of desks and chairs around the room, some of them overturned, with documents scattered around on the floor. Streaks of blood trail along the tiled floor leading to the barricaded wings. Upon closer inspection, the bars are jammed with planks of wood and the corpses of Quinn's fellow officers.

There's a sickly stench in the air. The place buzzes with carrion flies.

Make a Perception check.

@Ianez:
(Perception DC 25): You discern that the pedestal in the middle of the room...the sharply-bladed minute-hand, the swiveling base...it is a trap.


DM

@Caromarc, MM, Elspeth, Sandru, La Siréene:
You lean upon the bricks of the station house, which are roughly-textured, and refreshingly cool from the night air. They grow rapidly colder against your backs. You look on as Caromarc memorizes his incantation to restore the Manservant. There's a light outside the front doors of the station...a large, white sphere of frosted glass on a black metal pole. Dragonflies drone and dingy gray moths flit around this bright moon, comforted by its light.

Your companions are swallowed into the dark police headquarters. All is silent...so far, so good...


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

perception: 1d20 + 13 ⇒ (3) + 13 = 16

Blackacre leans forward and mutters to Quinn, I've got a bad feeling about this. On your guard.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn looks at the bodies of his fellow officers and starts to back up slowly to the enterance and whispers over to Gaston "Let's get the others. This doesn't look right."


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Perception check: 1d20 + 18 ⇒ (19) + 18 = 37

Quinn and Gaston, Ianez' whisper comes from the air behind you. "There is a trap there. Do not touch it yet; I'll get the others." There is a pause, and his voice continues. "Quinn, I'm sorry. Those were your friends and comrades, weren't they?"


DM

@Blackacre:
Apart from the horrific nature of this crime scene, you don't see any obvious threats in the room, or anything rigged about the strange contraption with the clock hand attached to it.

@Ianez:
The undead are here. In shadows around the room, there are walking corpses...rotting and putrid...their bodies skeletal in places and their eye sockets glowing with red light.

The prisms recognize the minute-hand to the clocktower for the Tower Out of Time. A high-pitched tone starts up from the crystals that the three of you carry. They sing like wind chimes in the bloody room.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

perception: 1d20 + 17 ⇒ (2) + 17 = 19
stealth: 1d20 + 10 ⇒ (15) + 10 = 25
Quinn slowly backs out of the police station.
Once outside, he will call the others and give a brief update.

Quinn responds to Ianez "Those were good men...some with families."


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"Some of the bodies are dead, but not still. I have seen this before in many places above and under the earth."


DM

@Quinn:
It's the same police station you've always known, but now greatly unrecognizable. You do not discover any evidence of who, or what, wreaked this destruction. Nor do you detect anything harmful about the odd device in the middle of the room, though your instincts are wary.

Quinn's update:
This is what the scouts found upon entering the police station. They passed through a double-door with frosted glass panes. Next to the entrance was a small plaque that reads 'POLICE HQ No. 6'.

Once inside, the three of them were in a short entry hallway. The entry hall emptied into a large, central room of the police station...a square room with hallways branching off towards a back entrance (directly across, to the west), some offices (to the south), and the "pens" or jail cells (to the north). All three of these wings were barricaded by sturdy metal bars with locked gates.

In the middle of the central room was a bizarre-looking pedestal, an unusual sculpture of stacked, floral-shaped domes, upon which was affixed a swing-arm...

The minute-hand of the clock!

There were gas lamps hanging from the ceiling. They were dim and flickering, or busted out completely and dark. There was a collection of desks and chairs around the room, some of them overturned, with documents scattered around on the floor. Streaks of blood trailed along the tiled floor leading to the barricaded wings. Upon closer inspection, the bars were jammed with planks of wood and the corpses of Quinn's fellow officers.

There was a sickly stench in the air. The place buzzed with carrion flies.

Ianez detected that the device with the clock hand is rigged with a trap. There are undead in the shadows around the room.

The three crystal foci that your party members are carrying hummed loudly in the presence of the clock hand.


DM

@Quinn:
(Sorry, should have also included)

The undead that Ianez mentioned do not see as you stay to the shadows.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

"We need to get in there and investigate what happen without those undead threats lurking about. I suggest clearing the station of undead by luring them outside. We can use the entrance as a bottle neck and take them out."


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"They did not follow you out or attack you inside the station; I don't know what would make them come out."


Male Human Wizard 9 (Teleport) Perception +8

"I know another way." Caromarc starts chanting, then stops "I will need you to describe what you saw - in detail. I appologise for the necessity, but this won't last long. Quinn... perhaps Ianez could fill me in."


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Ianez describes the inside of the station as best he remembers it. "There is another thing. The undead I saw there looked like wights, at least three of them. I have seen their like before, in ancient cairns and barrows in the Lands of the Linnorm Kings. They are not unintelligent, so I doubt that simple ruses will work."


Male Human Wizard 9 (Teleport) Perception +8

knowledge:religion: 1d20 + 8 ⇒ (16) + 8 = 24 Does Caromarc know of Wights?
"Can you sketch the layout?" 'cos Caromarc can't see the map ;P...


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

"Gaston, do you know of anything about wights?"


NPC

@Caromarc:
from the Libris Mortis: Wights - something between a ghoul and spectre; humanoid twisted by violent death or malevolent personality into a dark tiki of its former self...twisted flesh, burning eyes, beast-like teeth...whose touch steals living energy.

(Can be destroyed with raise dead or a similar spell.)

- Lady Reeva Windermere


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

I believe I do.

knowledge(religion): 1d20 + 11 ⇒ (10) + 11 = 21

Ah, yes. Wights... The last word squeezes out of the inspector with a groan.


DM

@Blackacre:
Wights are undead between ghoul and spectre, a grim mockery of the person they were in life. They can be undead humanoids with an evil nature...but sometimes they are persons killed by a wight and brought back into its service (Quinn's fellow officers in their ranks?...) Their attacks can drain energy from the living. However, they're vulnerable to raise dead or similar spells.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Wights are nasty creatures, grim mockeries of the once living. They can be undead humanoids with an evil nature or - Blackacre's eyes roll toward Quinn - persons killed by a wight and brought into its service...

A wight's attacks can drain energy from the living, but they are vulnerable to certain spells, such as raise dead or similar spells. Unfortunately, Ragathiel has not blessed me with such power, save for the searing light I cast before. I cannot ask her for a spell of such power until I honor her and ask for her strength again.


Male Human Wizard 9 (Teleport) Perception +8

His companions have seen enough of Caromarc's work to recognise when he begins to summon.

DM:
Was going to use Summon Monster IV to get some lantern archons to send in.


Per +11

"Very well. I suggest we go in. I also suggest we start preparing." The manservant is surprisingly forthright "As I am not a living creature, I dare say I would make a good person to fight these creatures. I don't suppose anyone can finish my repairs while the Earl is busy?"
It seems amazing the Manservant - so incredibly damaged before - is now again on his feet. As he talks the scythe swings ready.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

"I suggest we concentrate our fire power on the wights, use long range attacks and get as many down in our initial attack. Let's see if we can surprise the too."


Per +11

"This might be a good time to prepare then." concurs the Manservant, injecting himself
using Shield


Female Aasimar Urban Druid 9

After La Siréene returns to the hospital after the inferno, she rests her back on the wall, catching her breath.

Strange. I am usually not so sensitive to danger. What is making me- the Void.

She studies her lower left arm, now strangely shaded, as if the light was casting different shadows on her body and arm.

It knew. It sensed danger and wants to be used. How conscious is it? Hard to tell, could be an ancient, forgotten creature, could something as simple as a spell. Not enough information.

A smile plays across her face.

Well then. Perhaps I should obtain some information, then.

She stands away from the wall, her back straight. "Sounds nasty. Then I, too, shall call upon a creature that we won’t have to fuss over."

La Siréene raises her arm, motes of darkness playing across her arm, the "wrong" shadows extedning, rising up her arm onto her shoulder, and on the ground shadows gather thicker and thicker until a formless mass starts to rise...

La Siréene is casting Summon Monster IV.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Gaston Blackacre responds to Quinn with a word - Concur - and proceeds to load his pistol as he watches his colleagues summon their extraplanar servants.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn readies his quiver with the durable arrows. He begins to make his way to the enterance of the police station, opens the door and allows the summoned creatures to enter first then his friends.

He moves up ahead, pointing out whatever targets he can make out.

Attempting to point out the targets.
perception: 1d20 + 17 ⇒ (2) + 17 = 19 At least it's not a 1, ;-)

Are there any office equipment about? Like to use them as obstacles.


DM

@Quinn:
The wights skulk in the shadows. There are no targets visible to you.

You hear someone speak in a whispered hiss, but it's impossible to tell where it's coming from.

Need to know summoned creatures to add to map. Also, overturned desks and chairs are added to map.


HP 92/92

The Void Creature's mass takes form from the shadows, with its large grey torso, long, thin, insectile legs, and massive, mismatched jaw.


Female Aasimar Urban Druid 9

La Siréene observes the shadows spreading up her arm, shakes her head, and leads the Void Creature into the building.

"Here, you little abomination. Who's going to get to snack on Wight’s, then?"

As she follows the Void Creature into the building, she casts Echolocation, watching for Wight’s and other dangers.

Perception check: 1d20 + 21 ⇒ (9) + 21 = 30

Her Blindsight should see most everything without a perception check, but she does have 60ft Darkvision, so apply the perception check to anything outside the blindisght's radius.

How high is the ceiling on the current map?


HP 92/92

As the Void Creature allows its little master to lead it to food, it sniffs the air, smelling for prey.

Perception Check: 1d20 + 12 ⇒ (17) + 12 = 29


DM

All PCs make Perception checks, roll initiative, and state where you are on the map.


Female Aasimar Urban Druid 9

Void Creature is at 16,17-T,U, La Siréene at 16-Y, airwalking.

Initiative: 1d20 + 8 ⇒ (4) + 8 = 12


Per +11

The Manservant gives a hissing sigh as he injects himself again, then enters.
Deathwatch
perception: 1d20 + 11 ⇒ (17) + 11 = 28
I believe he can reach Z13


STATUE:?? BODY: 16/20 HP HP Per +11

Elspeth hovers over Caromarc's head like some eerie dark beacon
Granting Alertness, otherwise out of the fight I guess.


Male Human Wizard 9 (Teleport) Perception +8

Caromarc enters, surrounded by Summon Monster IV: 1d3 + 1 ⇒ (3) + 1 = 4 floating lights.
perception: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Stopping at Z14 he beings to cast again, and another four lights appear

network:
Casting Dancing lights - hey - who's going to know ;P. Suggest a different symbol for them though. Also, we agreed you roll my initiative I believe.

The lights start to stream ahead of him as stops.


DM

Initiative rolls

Caromarc: 1d20 + 4 ⇒ (3) + 4 = 7
Ianez: 1d20 + 4 ⇒ (8) + 4 = 12
Quinn: 1d20 + 4 ⇒ (8) + 4 = 12
Phoebe: 1d20 + 2 ⇒ (11) + 2 = 13

Ianez and Quinn, please roll a tiebreaker to see which of you goes first.


NPC

Phoebe pads into the police station quietly behind Caromarc. The magician's cape undulates like a cloth in a vanishing act, a magic trick that ushers her, the credulous volunteer, away from daylight crowds into a macabre twilght world. She holds her breath. With one arm, she clutches the doll Caromarc gave her. The other unconsciously gropes through the air, ready to push away evil clowns that spring from dark shadows.

Phoebe enters the station at AA-14.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Tiebreaker initiative: 1d20 + 4 ⇒ (1) + 4 = 5

Perception check: 1d20 + 18 ⇒ (14) + 18 = 32

Ianez keeps to the back of the party (Z15), bow out, ready to fire. "I concur, Quinn. They are quite dangerous."


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Tiebreaker: 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 17 ⇒ (15) + 17 = 32

Quinn stays right by Pheobe (AA-15) and begins to cast Mage Armor on the girl (+4 AC for Pheobe)


DM

@Quinn, you added a +2 modifier, but I think you have +4?


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 16 ⇒ (18) + 16 = 34

Starting position AA13 makes sense.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Gaston will be next to Quinn at AA16

perception: 1d20 + 13 ⇒ (15) + 13 = 28
init: 1d20 + 4 ⇒ (11) + 4 = 15

As he walks in, Blackacre asks for Ragathiel's protection casting shield of faith on himself.

2,901 to 2,950 of 3,847 << first < prev | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Night of the Werewolf All Messageboards

Want to post a reply? Sign in.