Red Blessing: Stars and Shadows Group 2

Game Master Nimon

Sewer Group


51 to 100 of 116 << first < prev | 1 | 2 | 3 | next > last >>

male human 2nd lvl Buccaneer (gunslinger)

Tap pervince on the cheek (nothing) he's dead. I'm no help I'm not a doctor.


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Greysov is using Sacred Touch on Pervince which allows me to stabilize with a touch not sure if that acts as the ability or not.

Now that the Ratfolk are out of the way Greysov rushes forward to Pervince kneeling next to him then laying his hand over Pervince's heart allowing his ability to stop death to do it's work. "time to come back to us."


Male Human-Nidal Inquisitor-Heretic 1

Greysov:
He is stabil, but still unconcsious. Heal check to know more and or to treat him.Remember you need a concentration check in this campaign for any amount of magic even orisions and cantrips because it is the Mana Wastes.

What? Ok I will tell him Venrich still continues to converse with his appendage My friend here says not to spoil the meat. If you want you can come to our nest and have sewer water with it. He says ernestly. YES THEY ALL CAN COME ITS IMPLIED STOP CORRECTING ME!


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

With the insane cultist of Lamashtu(?) engaged in conversation with Muziel, Karrick watches the pair for a time with his goggles off, his oddly iridescent green eyes slitted against the brightness of the lantern. After a few moments he steps away from the cultist and looks past he and Muziel to the others.

"We can't stay here all day." A look is offered to Pervince, then to the Captain and Greysov before Karrick turns his back on them all. "I'll be up ahead. I won't wait long."

________________

Karrick is going on ahead about 200 feet to scout the area out and keep watch in case the ratfolk come back. He'll wait maybe 10 minutes before going ahead further if the others don't catch up in time.
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Pulling out his first aid kit Greysov begins to look over Pervince's wounds to heal him.

Heal check for diagnosis 1d20 + 7 ⇒ (15) + 7 = 22

Heal check for patching him up 1d20 + 7 ⇒ (16) + 7 = 23


Male Human-Nidal Inquisitor-Heretic 1

P1d20 + 2 ⇒ (3) + 2 = 5
S1d20 + 3 ⇒ (14) + 3 = 17

Karrick:
As you are stealthing along, you manuver a large rat-like nest, and run right into a Ratfolk also trying to sneak around it. You are both surprised to see each other You both failed perception to see the other one ha!Roll initative, no surprise round, but he fill be flat footed if you beat him 1d20 + 2 ⇒ (6) + 2 = 8
and it looks like you will

Where is he going? Venrich asks the group. YES I KNOW HE HAS PRETTY EYES, HE IS ONE OF US WE KNOW Calling to Karrick he saysI live the other way, if you are late we will eat with out you!


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

With his wound bound up and bolt removed, Pervince shakes his head as he comes to.

"Wha' happened?" he starts. Jaggedly, he starts to pull himself up whilst grabbing his musket. A distant expression remains, frowning through the pain. He sways once to his feet. Color returning to his face, he grips the musket tightly upon seeing the mutated man.

Dark Archive

Male Human Dungeon Master

Me and Greysov must have posted at the same time

Greysov quickly diagnosis and heals Pervince's wounds. Going with Treat Deadly wounds Pervince is healed 1 hit point+ Greysov's wis bonus(giving a +2 circumstance to your roll to get you to 5 over).


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

DM:

Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Sneak Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Kerambit Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Sneak Attack Damage: 1d8 ⇒ 6
__________________________________

With a grunt of surprise, Karrick braces himself as he sees the beast navigate its way through the nest. Startled by the appearance of the rat creature and unwilling to let it get the drop on him as he makes his way to the surface, Karrick lunges forward with one of his blades in a swift snake-like strike towards the throat, catching the sewer-dweller off-guard.


male human 2nd lvl Buccaneer (gunslinger)

We must hurry walk and talk people stop passing out we all thought you were dead and from one shot no less.


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Greysov helps Pervince up "Come on let's get going."


Male Human-Nidal Inquisitor-Heretic 1

Karrick:
You dispatch your enemy with silence proficiency. You keep moving after waiting 10 mins and hearing the mad man continue to scream, then you continue another 200' and see the area you need to get to up ahead, and it looks clear as far as you can tell. This area of the sewer seems to get a bit more attention from the locals

As the halfling is restored to life Venrich says Ah, too bad. Well I guess we could go see if there are any children playing in the gutter. I almost caught one earlier, but her mother called for him.I KNOW I THOUGHT WE WERE GOING TO EAT TOO,BUT THEY ARE TOO STRONG FOR US! The mad man continues his rant.

So no one else interested in the sword, or do you all know what it is out of character so do not feel the need to bother? Remember why you were hired. This man has information, as deranged as he may be. You may want to convince him to come with you.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel looks again at the dagger. Perhaps if he can get his hands on it, someone else can identify it.

"If you're interested in an trade, I'd really like to have that dagger," says Muziel. Muziel takes out his dagger and his dried meat rations, and offers it to Venrich. "We can trade dagger for dagger so you'll have a weapon, and I'll throw in some meat. The meat is a bit dry, but it's packed full of flavor!" Muziel tries to sound as enthusiastic as he can about the travel rations.


male human 2nd lvl Buccaneer (gunslinger)

really trading... And not only that muziel your screwing your self his dagger isn't as good as yours.
bluff: 1d20 + 7 ⇒ (6) + 7 = 13


Male Human-Nidal Inquisitor-Heretic 1

This isn't a dagger Muziel, I know you have been through a lot, but you have got to pull it together my friend.THAT IS WHAT I SAID HE IS CRAZY I JUST WAS POLITE ABOUT IT GEEEEZ! Just give us the meat and you can have this sword, I could not let you give up your fine dagger for this sword, we are friends just as you and this piratey fellow seem to be. OH I get it, you have some sort of problem identifying with size, befor you thought Gnomes could wield this so it must be a dagger. You need professional help, I know a cleric that can heal the mind Muziel, we will go to Nidal and seek him out. Venrich eagerly trades the Sword for some Rations. The eyelid around the eye on his mutated attachment sprout teeth and begin to devour the meal.

Oh I feel better, I needed a meal. YES WE NEEDED A MEAL LET ME TALK FOR ONCE! So what are you doing down here Muziel? We have to find out who killed our lord. You shouldn't be wasting your time in a sewer.


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

After having been gone for the entirety of the conversation with Venrich, Karrick re-emerges into the light of the lantern from the darkness beyond. Tugging up his goggles, he smudges fresh blood from his hands across his face unintentionally. "I found the way out," he states in a gruff, flat tone.

Looking to Venrich, Karrick's brows crease above his goggles, and he looks from the Captain to Muziel. Unaware of the man's Nidalese heritage or his importance, Karrick dismisses it as sympathies for the impaired. "I'm going to get topside." Because I'm sick of this place and you people goes unsaid.

____________
Since Muziel and the others largely have Venrich under control and can get what information is needed from him, Karrick is going to head to the exit he found and try to reconnoiter with the other team and let them know we made it out alright.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel takes the dagger ... or rather sword ... and wraps it quickly in cloth before tucking it away for later examination. As Venrich explains that "we" have to find who killed Lord Vyktor, Muziel pauses. Did he really want some deranged mutant trailing their steps? Yet this mutant is possibly the only eyewitness to the events. Muziel looks at the Captain, but finds no answers. He lets out a brief sigh.

"Yes Venrich, we should get to the surface. After you." Muziel gestures with his free hand. He would not allow the mutant to get out of his sight.


male human 2nd lvl Buccaneer (gunslinger)

We aRr trying to get ahead of people... say you prrrolly now this place like the back of your hand? whats the quickest way to courtyard in town near the altkins guild? We are kind of in a hurry to get there.


Male Human-Nidal Inquisitor-Heretic 1

In the future accompany social interation with an appropriate social skill roll please. Even if not required it will help me judge a baseline. In this instance you are lucky to have a Nidal member with you so I will allow you to take 10 this time.

Why didn't you say so. Yes, I can take you there, its where the one with pretty eyes said it was. We should follow him, he can see in the dark you know.THATS WHAT I SAID HES ONE OF US! Who are you trying to get ahead of? The sewer is not really a popular mode of transportation, you should use a carriage next time, this is a city you know people here just don't travel in the sewer, that is simply odd. The mutant appendage finishes gorging on the dried rations and burbs loudly out of his...eye?

Greysov:
Reminder, you have a seperate mission


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

Genuine confusion the the events cloud Pervince's awareness. It may be the usual to him, it seems, until sparks of understanding lighten his expression. We were attacked by something else, and he's chasing the assassin. Perhaps not quite as creepy as he looks. Then the mutation burps through its eye. No, that, there, is an evil creature. It must be.

Moving along with the group, this time giving a little space to the captain, Pervince groans in a hush before speaking. "Human... assasin-seeker. Venrich, I presume? Tell us, why do your work in the sewers? As you said, it is simply odd to travel in the sewer. Next time I'll try not to pass out (grimace) from a bolt to the chest to have a clear understanding."


Male Human-Nidal Inquisitor-Heretic 1

WHY AM I HERE? Well of course that is a good question. THATS WHAT I JUST SAID. Well I must say I wanted to eat you before, but now I am glad I didn't you asked a very good question. I WILL ASK HIM LATER I NEED TO TALK TO HIM FIRST. Anyways, as I was telling Muziel, we were attacked in our tower for the Nidal Diplomats, we were attacked. One of the women knocked me out of a window, and I disarmed her taking that blade I gave to Muziel. YES THOSE RATIONS WERE GOOD WE WILL GET MORE NOW SHH. And then, well I guess I fell asleep, and then I woke up here and my children were helping us. My friend started living on me then, my children gave me some water that brought him to me. Well since then my and my friend have been here trying to get food. He said I should avoid the surface because the dwarves will not be kind to us, but now you are here, and your not dwarves, so I guess I can go now.I SAID I WOULD ASK SHH. My friend wants to know, the next time you fall asleep can we maybe eat you? You are not as plump as a dwarf but you do seem tasty.

Knowledge Religon DC 25 all in earshot can roll:
You believe the water he ingested may have been something known as the Waters of Lamashtu(the God of Monsters and Madness) that are known to grant her follower's strange mutations as "gifts". You have never heard of them being granted to an unwilling recepiant befor, but then again you have never heard of a non-worshiper of Lamashtu attempting to drink them. Lamshtu is a popular deity here in the Mana Wastes for monsterous and mutated creatures.

Venrich casually continues to walk with the group. You can see Karrick ahead. There is a dead Ratfolk that has a knife wound through its throat, a clean silent kill, laying on the ground just a head a few 100'. Another one of my children. Well I told them not to be so bold


male human 2nd lvl Buccaneer (gunslinger)

Look at pervince smiles and winks oh come on buddy I didn't even see it comin eitherr. Just keep your heads up
Perception 1d20 + 5 ⇒ (16) + 5 = 21

Dark Archive

Male Human Dungeon Master

Cpt Oliver:
You see Karrick up ahead at the edge of your vision. He is being very stealthy. You also notice this area of the sewer seems to be more well kept than the rest and free of the debris you saw in the other part of the sewer.


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

Brow furrowing as though in anger and looking to the feet of Venrich, Pervince ponders his answer a moment. His gun dips a little in Venrich's direction, but sways away. "Consider that request is most fully refused. I'd be more inclined to place a dagger between your eyes, honestly. It may be out of line to ask, but have you considered dropping your friend off so that you might get some food from a tavern, or vegetable stall? I may be mistaken, but he may be reason you are so hungry."

Looking to Muziel, his distaste of the situation matches the mild blot of blood on his torso. Rolling his opposite shoulder with the heavy Watts gun slung on it, he looks ahead again, ready to begone from the sewers.


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Nimon:
Didn't forget, Does Greysov know where the Saloon is, so he sneak off or he can head there after this encounter.

Greysov watches this creature of Nidal not fully trusting him. Greysov doesn't put away his staff ready for another attack. placing a hand on Pervince's shoulder then whispers "Stabbing him will not solve anything, though it is tempting for he is a foul and corrupted."

Knowledge Religion 1d20 + 5 ⇒ (12) + 5 = 17


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel ignores Venrich's rambles and strolls up to the slain Ratfolk. "A fine specimen, this is. Fresh and mostly intact." He takes out his dagger and cuts into the creature, extracting blood and other fluids into his vials. He also takes the eyes - the most curious part of the creature. Muziel is sure he can improve his extracts with such unusual reagents.


Female Human Rogue (Scout/Poisoner)6 / Red Mantis Assassin 2

Greysov:
Not yet, you can ask for more specific directions once you reach the surface. I am wanting to reunit everyone so I will assume you are doing that

After a bit of dilly dally with Venrich and the mutant corpse you all finally catch up to Karrick. You finally get to the Surface, and the word on the street is there is a large troop of riflemen camped outside the doors to the ruins. Everyone except Greysov hurries to get there, but attempts to remain hidden. As you approach the troop up ahead behind their formation, you see three woman with redhair and skin tight red suits, two of them have masks on that look like a mantis, and all three of them have swords like the one Venrich gave you.You over hear part of a conversation as they quickly stroll by He wasn't with them, it sounds like he tricked them and left. We need to get there first

Attempting to whisper, but failing due to madness, Venrich says quieter than usuall, but still loud enough to hear a block away That is them. I KNOW ITS WHAT I SAID THEM IN THE RED HAIR THE FIERCE WOMAN!

Looking at Venrich the woman with out a mask says Take care of them, we need to catch up with him.

A fierce woman eh? AH yes I remember you, survived the fall did we? Well how fortunate, I'll take back that sword now. The woman crouches with a Sawtooth Sabre in one hand and a curved dagger in the other.

Roll Initative
1d20 + 5 ⇒ (14) + 5 = 19 Synthia
1d20 + 4 ⇒ (6) + 4 = 10 Venrich

Greysov:
You ask for directions to the Tavern, and you find Samuel Reidford. When you give him the Star, he immediatly begins barking orders and leaves the Tavern. You leave to meet back up with the others.

Dark Archive

Male Human Dungeon Master

After you roll initative, move back to the first game.


male human 2nd lvl Buccaneer (gunslinger)

Init roll 1d20 + 2 ⇒ (16) + 2 = 18
my kind of women!! Smiles with what appears to be a charming smile for him..


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

Initative: 1d20 + 4 ⇒ (8) + 4 = 12


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

Knowledge (local): 1d20 + 4 ⇒ (1) + 4 = 5 Weird masked people. Not sure if I'll get anything
Initiative: 1d20 + 3 ⇒ (12) + 3 = 15


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Should've left you in the sewers," Muziel mutters.

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23

Dark Archive

Male Human Dungeon Master

23-Muziel
19+ Synthia
19-Miikae
18-Zadock
18-Cpt Oliver
15-Karrick
12-Pervince
13-Sands
10 Venrich
7-Kera

Just need Greysov's initative. I will post this in main group gameplay and we will continue there. Go ahead and join us there Greysov when can. For now this game play tab is closed.

Dark Archive

Male Human Dungeon Master

Posting After this means you agree to pay a Hero Point to be let out of the Gates with suitable mounts during the night

Roll Fort Save to avoid Fatigue, add endurance or other bonuses that may apply
The road to Martel is nicer than you had expected. There is a decent amount of foliage in the surrounding area. There is traffic coming to Alkenstar, but the only traffic coming from is usually people who were turned away. The night is clear and the stars are bright.


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

Though he only slept for a few hours, Karrick feels wide awake and well-rested. Becoming accustomed to erratic sleep patterns in Avernus has prepared him for an "unplanned" life such as this. On his way out of Alkenstar, the sight of the stars glittering overhead are a sign of unusual fortune. For the soot, smoke and haze around Alkenstar's foundries to not choke out the stars is a small miracle, and Karrick will take whatever miracles are on offer.

Traveling on foot so as to allow the others time to catch up, Karrick is also traveling heavy. Having thrown Venrich's body in the sewers near Kera's house on the way out, Karrick still carries the load of Venrich's armor in the hopes of getting some time to acclimate in it when not immediately in danger. Likewise stowed in that makeshift satchel is the adamantine and cold-iron spiked chain he'd considered melting down. For now, the time to perform such a task is not an option.

When the light-pollution from Alkenstar's gaslamps and lanterns dims and the traffic of those traveling across the wastes begins to become sparse, Karrick takes a moment to settle his pack on the ground and relax. Going through his belongings, he double-checks to ensure he's packed the armor and chain, re-ties the satchel and ensures his knives are all sheathed. The one given to him by Kera is concealed at the small of his back under cover of his hooded traveling cloak.

Looking up to Alkenstar's faint glow, Karrick reaches int his hood and pulls down his goggles to hang around his neck. Green, slitted eyes glow in the dark of the hood, and the night becomes a painting of black and white shades of darkvision.

Hefting his satchel up over his shoulder again, Karrick turns for the road and then weaves off of it some. He stays close enough to observe passing traffic thanks to his superior night vision, but far enough away that casual travelers may not even see him at all in the night.

_________
Knowledge (local): 1d20 + 5 ⇒ (3) + 5 = 8 Looking for forewarning of the kinds of dangers that might be present in the wastes outside of Alkenstar en route to Martel.
Fort Save: 1d20 ⇒ 20 Fortitude save vs. fatigue
Survival: 1d20 + 4 ⇒ (20) + 4 = 24 Survival check to get along in the wild/forage for food when necessary (not sure how far it is to Martel).
Karrick's opting for no mount, he wants the others to catch up before he reaches Martel (hopefully). He'll take a 20 on a sleight of hand check to conceal his spare dagger (result: 28).
He's traveling about 30' off the road and keeping a look out for travelers, hoping to spot the others when they catch up.

Dark Archive

Male Human Dungeon Master

1d20 + 6 ⇒ (4) + 6 = 10

You travel the night catching a second wind and not tiring. In the distance you can see the smoke clouds of the Gun Works to the west as you come down a steep hill. You know that Martel is about 30 miles west along the river, halfway between Alkenstar and the Gun Works. You follow the land mark until you reach the river.1d20 + 7 ⇒ (7) + 7 = 14 You notice something lurking along the river just in time to duck behind some brush and get a good look at it. It is some kind of humanoid that is shuffling oddly and it's limbs appear broken or mishaped.


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

Furrowing his brows, Karrick watches the figure for a moment, then slinks back behind the brush. He listens to the sounds it makes, eyes shut and breathing steadily through his nose. In this posture, he considers the possibility that the others may come across whatever it is on their travel out. Could be another mutant like himself, could be something worse.

Since it doesn't seem to notice him, Karrick waits patiently to see what it's doing, and if it intends to just move off on its own way, he'll let it do the same without incident. But figuring this situation could degenerate he reaches up and slides both of his knives out of the sheathes on his chest slowly. Best never to assume things go as planned.

____
Karrick is taking a 10 on a Stealth check since he isn't in immediate danger, resulting in an 18. He's just going to see what this thing does.

Dark Archive

Male Human Dungeon Master

Karrick watches the creature shuffle about. It raises its head in the air apparently sniffing, or maybe tasting with the way its tongue seems to twitch. It hurries to the water faster than it would seem capable of doing and yanks an alligator out of the water. The flailing beast attempts to bite the odd human, but its only reward for that action is a dislocated jaw, which turns into a complete disembowelment as the humanoid rips the alligator in half by its upper and lower jaws. The humanoid immediately feasts on the entrails grunting excitingly as it feasts.


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

Nope.

It's the only sensible thought to cross Karrick's mind as he watches a single man wrestle a river gator down to the ground and disembowel it with bare hands. Sheathing his daggers, Karrick picks up his satchel of armor and his small pack and creeps backwards through the brush, then steps aside and inches back step by step away from the scene while the creature is otherwise engaged with its brutal meal. There's some things in the wastes worth investigating, but most of them want to drink the marrow in your bones.

He'll let this one have its meal and go on his way.

_________
Karrick is just going to stealth away from this gods-awful monstrosity and let it enjoy its, uh, meal. D:

Dark Archive

Male Human Dungeon Master

Smart move, you gain a +2 circumstance to Knowledge Religion to identify a Spellscar Fext in the future, and hopefully I appropriately set the tone for the dangers in this area. Might make some sense to Karrick now why the Duchess took an entire troop with her.

Karrick moves past the creature and continues on his journey. Slowly making progress Martel is still miles away. It is approaching dusk and Karrick comes to a small cave between the road and river, hidden from the road by its position. No movement is apparent from inside the cave.

* You gain a Hero Point for surviving a potentially lethal encounter


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

Whew. I was sweating bullets on that one.
_______________________

Glad to have left the abomination behind, Karrick makes his way across the wastes with renewed confidence in his survival capabilities. As the hours pass the silence of the wastes give him comfort and a sense of freedom that the last few days had been severely lacking. Too many confined spaces and too many people -- it all reminded him too much of Avernus.

On spotting the rocky cave mouth, Karrick squints and glances around the opening. Setting his makeshift bag of armor down carefully on the ground, he creeps closer while drawing out one of his knives. Moving to the side of the cave, Karrick hunches down out of sight and listens, keeping his eyes on the terrain away from the cave for telltale signs of habitation, like animal remains or tracks.

_____________
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Survival: 1d20 + 4 ⇒ (12) + 4 = 16 (looking for tracks/signs of recent activity)

Dark Archive

Male Human Dungeon Master

Karrick notices recent tracks of Gnoll activity, common in these parts. As he approaches nearer there is some odd fibrous material near the cave entrance that almost looks metallic.

Knowledge Dungeoneering DC 16:
You believe this material is the remains of an Akata cocoon. Akata's are aberrations that have many resistances, but are known to be vulnerable to Salt Water. They appear like hounds with tentacles that protrude from their head like a lions mane. This is a CR 1 encounter

Knowledge Dungeoneering DC 21:
You also know that the Akata is immune to cold, poison and disease. They are deaf, but posses an ability to detect living creatures.

1d20 + 1 ⇒ (9) + 1 = 10


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

Wrinkling his nose, Karrick reaches out and plucks some of the metallic fibers from the cave entrance, Rolling them between forefinger and thumb he brings them up to his nose to take a sniff, then disperses them to the ground. The presence of gnolls has him wary enough, and as he eases back towards his makeshift sack of armor, Karrick considers the location.

Picking up the sack, Karrick hefts it up over his shoulder again and shakes his head. Without knowing exactly what he's dealing with, there's too much to risk going spelunking on the way to Martel. Instead, Karrick departs to cross the road entirely and begin traveling on the opposite side off the road to stay as far away from the cave as he can.

___
Really need to pick up dungeoneering sometime. Gonna play it safe with the cave, his goal is to get to Martel not be gnoll-food.

Dark Archive

Male Human Dungeon Master

It is getting late now and Karrick can see some light up ahead, even further off the road then he is. There are dwarven and human shaped figures in the distance and it looks like a decent sized camp.


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

Friendly shapes in familiarity. That the silhouettes of dwarves and humans are not monstrous simply conceals what they may be on the inside. Imprisonment in Avernus long taught Karrick that anyone can hold a demon inside of them, and all it takes is the right pressure to bring it out. Unfortunately, while he would be thrilled to avoid this camp, the possibility that it is the Duchess and her entourage is too distinct a possibility to pass up.

Stashing his gear off the road and out of sight, Karrick quietly approaches the camp site, trying to stay out of sight and assess whether or not these are the Duchess and her people or not.

____________
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24


Female Human-Varisian Cleric

1d20 + 6 ⇒ (17) + 6 = 23

Karrick moves closer to the camp. A particularly perceptive Dwarf sentry glances his direction once, but shrugs it off and continues to scan. Karrick doesn't see the duchess, but he does see one familiar face. The Bounty hunter known as Klara Voxian, the woman that meet with them at Samuels before they were attacked. They are burning corpses of Gnollish mutants and trying to hide the pyre with some make-shift concealment and by digging a large hole to help contain the pyre.

Knowledge Nature/Survival DC 17:
The predators in the Mana Wastes are notorious for their ability to hunt by sent. Burning anything killed near a camp is generally burned to hide the smell, and the sent of smoke seems to keep some predators at bay. Light does, however, seem to draw some of the more curious mutants to an encampment.


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

Sniffing the air, Karrick considers the scene before him. He'd heard something about burning bodies in the wastes before, but couldn't recall what exactly it was. Glancing around at the men keeping company with Klara he isn't able to piece together any recognizable names from them. Rather than risking a bounty-hunter's allegiance, Karrick slips back and away from them, disappearing back into the night once more.

He stops to pick up his gear, then moves back into his travels off of the road, leaving them to fend for themselves. It's too hard to trust mercenaries, and given his own mercurial loyalties perhaps that decision is a bit colored by his own untrustworthiness at times. Stopping after a moment, Karrick considers briefly the wisdom of leaving them at his back, but rather the threat he knows behind him than one he doesn't.

With one last, dismissive shake of his head, Karrick disappears into the night once more to continue on his way to Martel. He had a mission to accomplish.
____________
Survival: 1d20 + 4 ⇒ (12) + 4 = 16
Knowledge (local): 1d20 + 7 ⇒ (7) + 7 = 14

Dark Archive

Male Human Dungeon Master

1d20 ⇒ 2
1d100 ⇒ 44

Karrick travels the night and mid day he can see Martel, the most fortified small village he had ever seen with High walls all around and as many guards as would guard a fortress. The night had been long and required side stepping more than a few potential dangers and Karrick feels the effects You are fatigued.

Unsure weather the effects of sleep deprivation or a true threat, Karrick was now certain something was following him throughout the night, but would not reveal itself. At first it started with a small noise which turned into footsteps, and just before reaching this spot he thought he heard heavy breathing.

Martel's gate is about half a mile away.


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

Feeling fatigue sink in to his bones, Karrick slows his pace, pulling up his goggles now that daybreak is approaching. Hearing the sounds of something following him, he tenses for a moment. Two-thousand feet to Martel's gates, but there's no way he could sprint for it like this. Not looking back, Karrick drops his sack of armor, then his backpack, and draws out his blades with purpose and frustration.

"A'right," Karrick exhales the words breathily, turning around as he holds his curved blades in backhanded grip, "let's get this over with." Scanning the dusty horizon, Karrick swallows dryly, the wind whipping across the wastes billowing his ratty cloak out behind him, taking the hood off of his bald head to fall limp around his shoulders.

_____

Dropping carried stuff, drawing weapons, taking a 20 on a Perception check to look for an invisible or hiding target (result 27)

Dark Archive

Male Human Dungeon Master

I am sorry in this instance you can not take 20, the fatigued condition alone is too much distraction, and there is consequences for failure.

1d20 + 7 ⇒ (14) + 7 = 21

For an instant you thought you detected movement about 20' in the corner of your eye. You turn and it is no longer there. You hear something behind you and you turn and there is a Gnoll Mutant, you attack it and it disappears. In the distance you hear a giggle.

Over here! You turn and see a some kind of flying fairy though it doesn't look like any fairy you ever hear of. It has bat-wings and a bald head.

Knowledge Arcana DC 16:
This creature is a mutant pixie. It likely has less health than a pixie, but has seemed to retain some of its abilities in the Mana Wastes.
I've wanted a friend for a while! I like you and how you hide from the tall-scaries. I will follow you for a while and we can talk. The strange creature turns invisible again. You should go to that city. I seen more humans there, but they are not as fun as you. They just get scared and run away.

51 to 100 of 116 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Red Blessing:Stars and Shadows Group 2 All Messageboards

Want to post a reply? Sign in.