Greysov |
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."
Venrich Weis |
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!
Karrick |
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
Greysov |
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
Venrich Weis |
P1d20 + 2 ⇒ (3) + 2 = 5
S1d20 + 3 ⇒ (14) + 3 = 17
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!
Pervince Ostgood Firetalker |
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.
Karrick |
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.
Venrich Weis |
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.
Muziel Moreau |
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.
Venrich Weis |
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.
Karrick |
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.
Muziel Moreau |
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.
Venrich Weis |
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?
Pervince Ostgood Firetalker |
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."
Venrich Weis |
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.
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
Pervince Ostgood Firetalker |
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.
Greysov |
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
Muziel Moreau |
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.
Synthia "Blood Scythe" |
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
Nimon |
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.
Nimon |
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.
Karrick |
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.
Nimon |
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.
Karrick |
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.
Nimon |
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.
Karrick |
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:
Nimon |
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
Karrick |
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)
Nimon |
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.
1d20 + 1 ⇒ (9) + 1 = 10
Karrick |
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.
Karrick |
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
Klara Voxian |
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.
Karrick |
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
Nimon |
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.
Karrick |
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)
Nimon |
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.