Sins of the Father

Game Master Witch's Knight

Chapter 1

Blood and Tears


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This is where the story happens. Any in-character actions should be posted here.


The Characters


Male Human

Allen Foxglove

A haughty noble who owns land in Magnimar and Sandpoint, and has been a benefactor for Lyssa in the past.


Female Human (Varisian)

Iesha Foxglove

The wife of Allen Foxglove, Iesha a delightful woman who loves music and dancing. She and Lyssa are close friends.


Male Human (Shoanti)

Belor Hemlock

The Sheriff of Sandpoint.


Female Human

Katherine Vinder

A local of Sandpoint, and a friend of Lyssa's. Her father is Karl Vinder, and her sister is Shayliss Vinder.


Female Human

Shayliss Vinder

A local of Sandpoint, and an acquaintance of Lyssa's. Her father is Karl Vinder, and her sister is Katherine Vinder.


Male Human

Karl Vinder

A local of Sandpoint, and the owner of the town's general store. He is the father of Katherine and Shayliss Vinder.


Male Human

Martin Grump

A farmer who runs his farm as part of a community outside of Sandpoint. He is an associate of Lyssa's.


HP 49; AC 20; Full Attack +11/+6; CMB +9; CMD 22

Benjamin Avery

A local of Sandpoint, brother of Elliot Avery, and a worker at the local sawmill.


Male Human

Elliot Avery

A local of Sandpoint, brother of Ben Avery, and a member of the Sandpoint Watch under Belor Hemlock.


Male Human

Gabriel Sevilla

A thug-turned-farm hand from Magnimar, Gabriel now works as part of Martin Grump's farming community. He is an associate of Lyssa's.


Male Human

Satinder Hawkes

An investigator from Magnimar who lately resides in Sandpoint. He works under the direction of Belor Hemlock and is a friend of Buford Flinteyes.


Male Human (Ulfen)

Buford Flinteyes

An aging missionary and warrior, Buford was raised in Sandpoint before travelling the world. He has since returned. He is a friend of Satinder Hawkes.


Male Middle-Aged Human Occultist 1 | HP 11/11 | AC 18 | FF 13 | T 15 | F: +5 | R: +6 | W: +5 | Perc +6 | Init +5

Asher Ironbriar

The employer of Lyssa's parents and a Justice of Magnimar, Lyssa knows little of his activities or interests.


Chapter 1: Blood and Tears

A chill wind whips down from the mountains east of the Devil's Platter, stripping away any warmth that the mid-morning sun might offer to travelers on the Lost Coast Road. The harvest festival is more than a week past, and Lamashan, the month of cold and beasts, has arrived. The wind from the mountains clashes with the icy air coming off the Varisian Gulf, and caught in between is the coastal town of Sandpoint.

Myth'rawn:

The cold is bad, but you've dealt with worse. The walls of your tent only offer token protection against the wind, and every blast soaks some of the warmth away.

As you pull your blankets tighter about you, you hear something. Metal on stone, followed by the sounds of men grunting, ropes creaking.

Someone is scaling the rise to your home.

Lyssia:

You pull your winter blanket close around you as you walk, the makeshift cloak keeping your shoulders warm but leaving your legs relatively bare to the icy wind. You broke camp at dawn, making your way all the way from the Ashen Moors since then, and your body aches with cold. Lamashan was the first of the truly cold months, but you hadn't expected quite this much cold quite this early. You're grateful for the extra pelts you've managed to acquire on your last trip to the Tors, and hopefully you'll be able to trade for some new, and warmer, clothes.

As you enter Sandpoint, you can tell that something is amiss. Despite the cold, there should be children playing or doing chores, but there are none. In fact, you don't see anyone out and about. Something is definitely wrong.

The Sandpoint Garrison is less than a quarter-mile from where you entered town, and if Sheriff Hemlock is there he might be able to tell you why the town is so still. The Vinder House isn't much further, though in a different part of town. What do you do?


Male Elf

DM:
Moving quickly, Myth'rawn takes out two alchemist's fires and a smoke stick from his back pack. He lays them carefully on his bedding, and covers them with a corner of the blanket. Shouldering his backpack, he slips quietly out of the tent and hides himself from view of the ropes, where he can easily watch the tent. Stealth check 1d20 + 7 ⇒ (13) + 7 = 20.


Female Human

DM:
I'd like to make a perception check, then head to the Sheriff. Should I post like this for actions I take, like where I head to, or should I post that regularly?


Myth'rawn:

After a few seconds, men begin to clamber up and over the edge of the rise. They are lightly armored, and obviously trying to be quiet. You recognize them as men from around town, but it's not until you spot Sheriff Belor Hemlock come over the edge that you realize that these must be the Sandpoint guardsmen.

As soon as each man climbs to his feet, he draws a wooden cudgel from his belt and readies a wooden shield on his arm. Hemlock wears his shield, but he carries no cudgel. Instead, he wears a sword belted at his hip. A full dozen men in all climb atop your little outcropping and surround your tent, clubs and shields at the ready. Sheriff Hemlock stands in front of the main flap. He raises his hand as if to knock, hesitates, then draws his sword and raps the flat of the blade against his shield three times.

"Myth'rawn! This is Belor Hemlock, Sheriff of Sandpoint. Step out of your tent, slowly, and speak with me!"

Make a Local Lore check


Male Elf

DM:
Knowledge (local) 1d20 + 8 ⇒ (3) + 8 = 11.
Stay hidden for now.


Myth'rawn:

You can't remember the last time you've seen Sheriff Hemlock wear a sword. In fact, you'd rather forgotten that he even had one, as it seems to you that every time you see him he wears a club like the other guardsmen.

Additionally, a dozen guardsmen seems like an awful lot of manpower for a town this size. You didn't even realize that Sandpiont had this many men in the town guard.

After waiting in silence for nearly a full minute, Sheriff Hemlock raps on his shield again.

"Myth'rawn!" The sheriff's voice is deep and commanding, cutting through the whistling wind. "I will ask one more time for you to exit the tent and turn yourself over into my custody. If I have to ask again, things will not go well for you."

Hemlock passive Perception check 1d20 + 7 ⇒ (14) + 7 = 21


Myth'rawn:

When his second order goes unanswered, Hemlock's eyes flicker around the area. His gaze passes by your hiding place, then snaps back, focusing directly on you. Belatedly, you realize that your backpack is protruding slightly above the rock behind which you were hiding. Hemlock's eyes narrow. He begins striding towards you, leaving his men standing around your tent, confused.

"Last chance, Ser Elf. Give yourself up now, or suffer the consequences."

Roll initiative.
Hemlock initiative 1d20 + 5 ⇒ (7) + 5 = 12


Female Human

DM:
Ok, Lyssia is going to make a perception check 1d20 + 11 ⇒ (5) + 11 = 16 and then head to the Sheriff's office.
Though Lyssia knew something was wrong, and wanted to check on the Vinder's family first, she headed toward the Sheriff's place. She would probably get more information there.


Lyssia:

As you move down the streets towards the Garrison, you notice that the town isn't quite as dead as you originally thought. You catch glimpses of movement behind many of the shuttered windows.

When you near Main Street, you can see a large group of people milling about outside the Garrison. As you walk closer, a young girl sees you and tugs at the skirts of a nearby woman, presumably her mother. The woman looks around, sees you, and puts a hand to her mouth. More people begin to notice you, and the rumble of the crowd dulls to a murmur.


Female Human

DM:
Lyssia stands at the edge of the crowd for a moment, scanning for any signs of violence before moving past the apparently astonished mob, toward the spectacle that holds their attention.


Lyssia:

As you walk through the crowd it parts around you, people moving away to grant you a clear path. You hear whispers as you pass.

Lyssia passive Perception 1d20 + 11 ⇒ (19) + 11 = 30

Most of them are indistinct, but you can hear one old woman's voice clearly.

"Poor child. Who'll be the one to tell her?"

You approach the Garrison only to find it completely empty. No guards, no Sheriff, no weapons in the weapon racks.

Make a Local Lore check and an Intelligence check


Male Elf

DM:
Initiative 1d20 + 3 ⇒ (20) + 3 = 23. Myth'rawn stands, arms straight in the air. Sleight of hand 1d20 + 8 ⇒ (12) + 8 = 20 to hide an alchemist's fire in his palm.

If Myth'rawn doesn't like Belor's answer, he will throw the alchemists fire at his tent, intending to blow the whole thing down with three fire's and a smoke screen, and jump off the cliff into the sea. So he is slowly stepping backwards away from the approaching Hemlock. If he's alright with the answer, he'll come quietly.

"There a reason why you brought an army to my home, Hemlock? Need me to bury a really fat person?"


Female Human

DM:
Lyssia locial lore check 1d20 + 0 ⇒ (20) + 0 = 20, intelligence check 1d20 + 0 ⇒ (20) + 0 = 20
If the weapons are gone, something must have happened. I hope everyone's ok.Thoughts and images run through Lyssia's mind as she perceives the new scene.


Myth'rawn:

Bexellock, eh? Didn't realize we were running that game.
Hemlock Perception check 1d20 + 7 ⇒ (13) + 7 = 20

Hemlock glowers at you. "Do not mock me, Myth'rawn. There are people dead, and the town's eyes are on you. As are mine. My men followed me because they do not wish you to escape."

He studies you for a moment, taking note of your unarmed state. He glances back at his men. Then he grunts, slides his sword back into its scabbard, and draws a set of manacles from his belt instead.

"Let me put this to you plainly," he says, more quietly than before. "If you come with me now, you will be placed into custody. You will be questioned. And you will be safely behind bars, where I will personally protect you from the frightened and angry folk of Sandpoint. If you try to run . . ."

He shrugs.

"You will be hunted down, and I can do nothing to guarantee your safety. What say you?"

Currently, Hemlock is less than 30 feet away from you, and you are roughly 10 feet from the edge of the cliff. Also, you never said what you were wearing, so I'm just kind of assuming that you're standing there in your underwear.


Lyssia:

There are a dozen members of the Sandpoint Guard, including Sheriff Hemlock, but the last time the entire force was deployed at once was during the recent Thistletop goblin attacks. If the entire Guard is armed and out at the same time, something extremely bad has happened.


Male Elf

DM:
I am wearing cloth pants, and no shirt right now.

Suit yourself." Myth'rawn lowers his arms, and strides past the sheriff. "Let me get my things."


Myth'rawn:

Make a Sense Motive check.


Male Elf

DM:
Sense motive 1d20 + 4 ⇒ (3) + 4 = 7.


Female Human

DM:
Lyssia turned to the nearest resident, alarmed. She called her companion Akos to her shoulder as she faced the crowd.

"What's happened? Where is the Guard?"


Lyssia:

The man you asked glances about nervously about, then swallows hard.

"They . . . They've gone to catch the murderer. The mad elf what lives on Skinsaw Isle.

He gestures to the northwest, towards the outcropping of rock where Jervis Stoot's hut used to stand, then ducks his head, looking at his shoes.

"I'm sorry for your loss, miss. Nobody deserves to go like that."


Female Human

DM:

Lyssia turns away, breath caught. Obviously, there was way more going on than she originally feared.

Tentatively, she traced through her thoughts. My loss? Normally, she could fight down her fear and panic, but Akos could feel it this time, betraying her feeling with nervous shifts and twitches.

"Who was the victim?" She asked the man.


Lyssia:

The man winces. He obviously hoped that you wouldn't ask him. He glances around at the crowd, looking for help, but none is forthcoming. Finally, he sighs, running a hand over his scalp.

"It . . . It was Miss Vinder. Kat. Her and Ben. We found 'em at the sawmill this morning. I dunno what he did to Ben, but she--"

He swallows again, then leans in close and whispers,

"He did her like the Skinsaw Man."

With that, he turns and practically runs away into the crowd, calling apologies over his shoulder as he goes.

I'll allow your Local Lore check to count for this, as well. The Skinsaw Man had a very specific calling card. Firstly, he only targeted women. They were all raped and found naked. He didn't always use the same method for killing his victims, though the most common was to cut their throat. Then, he would hang them up, pounding nails through their shoulders into a wall if he could, using rope if he needed to. His final act, and the one that earned him his title, was to remove the victim's face with a razor.


Female Human

DM:
My cousin, and good friend, and a worker? Geez. Gruesome.
Lyssia turned away from him, hands trembling. Tears formed, but didn't fall. One of her few true friends in this world, butchered and used like...
She turned toward Skinsaw Isle and began to run. Akos took flight behind her, soaring just above Lyssia's head. She didn't know if the elf had done this, but she was going to try to find out.
She needed to catch up to the guard.
Remind me again of what I know of the elf?


Lyssia:

Almost nothing. In fact, nobody really knows much about him. He arrived in Sandpoint a few years ago and moved onto Skinsaw Isle, which made the entire town very suspicious. You don't know what he does for a living, or how he spends his time. You've only caught occasional glimpses of him at your uncle's shop: a tall elf, tattooed, always tired-looking, not particularly well-dressed.


Myth'rawn:

Hemlock nods and gestures to one of his men, who pulls the tent flap back. Two more men step into the tent, waiting for you. Hemlock turns back to you.

"To make sure you don't try to bring anything dangerous."


Male Elf

DM:
Myth'rawn grins ruefully and tosses the alchemist's fire in his hand to Belor. "Of course not, Sherriff."

He stoops, grabs the other alchemical items off his bedding, and puts them in his backpack. Standing, he speaks to the closest watchman. "Be a dear, and strike this tent. Bring it with you."

He strides to the Sherriff, and opens the backpack, showing all the alchemical tools and impliments inside. "Here." he hands Hemlock the bag. "I'm not leaving this lying about."


Myth'rawn:

Hemlock checks the pack, then nods and hands it to one of the guardsmen.

The guard you spoke to is a thin man, nearly as tall as you, with pale shoulder-length hair pulled into a tail. He snarls at your back,

"I'll burn your tent with you in it if I get the chance, you--"

"Avery!"

Hemlock cuts the guard off, giving him a stern look.

"You were allowed to accompany this apprehension on the condition that you conduct yourself in a manner befitting the Sandpoint watch. The suspect has turned himself into our custody, and you will hold your tongue until he is proven guilty."

Grapple check 1d20 + 4 ⇒ (20) + 4 = 24

As you start to walk by, Hemlock seizes you, dragging you close and whispering harshly in your ear.

"Do not ever presume to give an order to one of my men. It is my duty to conduct you safely to the Garrison, and I will do my utmost to ensure the fairness of your situation, but I will not tolerate your flippancy."

He lets you go and orders three of his men down the ladder to wait for you.


Lyssia:

Skinsaw Isle isn't truly an island. Rather, it's an outcropping of just to the north of the edifice known as the Old Light (a gigantic and obviously ancient structure resembling a lighthouse, though there are no doors or windows), connected to the coast by a narrow strip of land. The Isle itself is small, and is comprised mostly of a tall chunk or rock, thirty feet tall and fifty feet across at its most broad.

As you approach, you can see men climbing down from the outcropping, and you can just make out Sheriff Hemlock at the top, holding the shirtless elf by the arm.


Female Human

DM:
Lyssia slows her run to a quick walk, not sure which course of action to take.
She decided to meet Sheriff Hemlock on his way down. She wasn't sure if this elf was truly the killer, but she would keep an open mind. She needed to talk to him, if the guard would let her get close.

"Is that him?" she called to Hemlock when he was within earshot.


Male Elf

DM:
Thrawn follows the men quietly.


Myth'rawn:

As you reach the ground, you hear a female's voice call out, "Is that him?"

You turn to see a short human woman with long, dark hair approaching. She wears traveling clothes and carries an almost comically large longbow on her back.

Hemlock hesitates, then nods cautiously.

"Lyssia. I see you've already heard the news."

He gestures to you.

"This man is currently our primary suspect, but he is innocent until proven guilty. He will be detained at the Garrison while we conduct our investigation."


Lyssia:

The elf turns when you call out, glancing you over. Hemlock gives you a cautious nod.

"Lyssia. I see you've already heard the news."

He gestures to the elf.

"This man is currently our primary suspect, but he is innocent until proven guilty. He will be detained at the Garrison while we conduct our investigation."p


Male Elf

"I'm not innocent until proven guilty, I'm innocent." Avery joins the group on the ground, and Thrawn speaks towards him. "At least that's what I told your sister."


Female Human

"Not many people know much about you, elf, but I do believe that you should be considered innocent for now."
She turns to Hemlock, "Can you tell me why everyone believes him to be guilty?"

DM:
Assuming this works here, Lyssia tries a sense motive check. 1d20 + 3 ⇒ (3) + 3 = 6


Male Elf

Thrawn stares at Lyssia with a blank expression for two beats, and then smiles at her in a seemingly exagerated fashion. "Oh joy." He holds out his manacled hands to Avery, prompting him to unlock the binds.


Test:
1d20 + 6 ⇒ (2) + 6 = 8

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