To Wear the Carrion Crown (Group 1 - Trial of the Beast) (Inactive)

Game Master Haldhin

Running the Carrion Crown Adventure Path.
(Shared Resources)


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Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Speak up boy! Karl calls over his shoulder. Whatever hedge witch put that glamer on you played you false. I can see through it clear as day, and if you keep chewing your lip like that, you'll bite through it. So speak up and answer the nice folks questions, or we may have to get unpleasant with you.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon skidded to a stop in the alleyway breathing heavily.
He leaned against the alley wall recovering his breath. Looking at his robes, he sighed and cast Prestidigitation; a swirl of foaming bubbles swirled around his body cleaning the dirt off.


The tengu's form shifts and in its place sits a young man, frustration and fear clear on his face. "I am Gnarvl, so stop with the games. You won, alright? You figured it out and you've found me. Let's just get this over with so those sadistic murderers can pay you your blood money!"

He shuts his eyes tight, tilts his head back, and tenses up, apparently preparing for Darren to slay him!

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Still short of breath and brushing off her clothes, Shanoa leans over to the professor, keeping her voice low. "Does he think we're someone else?"


Anyone can feel free to chime in, would like to keep this moving.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

You're not dead yet, little bird, and depending on how pretty a song you sing, you might get to stay out of the boneyard. Tell us everything you know, and you just might make it out of this alive. Lie to us, or leave anything out, well, I'm not sure what we'd do if that happened. Best not to find out. So spill it, and be quick.


He glances around, but seeing nobody moving to kill him at the moment, he breathes out slowly, then starts speaking.

"I work with my dad making tools - or I used to until he threw me out. Found out I'd been selling subpar copies on the side for extra coin. Still good tools, just not up to the "Zbraslav" standards. Said I'd dishonored his reputation. I saw you all go into my dad's shop and figured you were trying to track me down."

"Some of the people who bought tools from me... well, they aren't nice people. I figured they finally decided to tie up a loose end and sent you after me."

His eyes take on a haunted look, and his manner becomes much more anxious.

"They wanted to make sure I kept my mouth shut about them, so they showed me what happened to people who betrayed them. They don't just kill their victims. They skin them alive... then wear the skin like a suit... then become their victims. It was the most horrible thing I've ever seen, and I've been looking over my shoulder ever since."

Sense Motive checks indicate he's being honest - he's getting something out that he's kept secret for too long.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Wear someones skin, then become them? Have I heard of anything like that before?
Knowledge (Arcana): 1d20 + 14 ⇒ (11) + 14 = 25


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Hmmm, that doesn't explain why you tried to disguise yourself as a bird. Care to explain that bit?


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

"He is a liar and a trickster. No wonder he chose such a form."


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Still leaning heavily against the wall, Professor Rokannon wipes the sweat off of his brow and pulls his pipe out. Calming down but still breathing heavily, he shakes his head and puts it away again.
"These... not-nice people. Do they have names or faces we could locate? Any places or address we could look them up at?"


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

At Gnarvl's confession, Darren cocks his head a moment, nods, and then straightens up, sheathing his longsword in a swift motion. "The boy is no threat. A fool, yes, but so many young folk are these days."

"I can see that you've certainly learned a valuable lesson here. You see, honesty and family honor should guide you through life, not greed and certainly not the whims and aims of evil men."

"Now I want to know about these 'sadistic murderers.' Who are they exactly and what tools did you provide them?"


Professor:
Unfortunately, the description does not ring a bell - despite all of your knowledge, you can't think of anything like he describes.

The younger man looks around, "Like he said, I disguised myself like that because people don't trust tengu anyway. Everybody just left me alone and didn't bother me."

He looks down, then at Faradir and Darren, "Yeah, Vorkstag and Grime, they run a Chymikal Shoppe down the way. You can't miss it - it's a big brick building with tall chimneys that blow colored smoke. They make things for alchemists, with giant vats inside their warehouse."

"I just gave them some surgical tools. Vorkstag used them..." His voice quivers for a second before he continues, "He made sure I knew he was using them."

Knowledge (local) DC 15:
Vorkstag and Grime's Chymikal Shoppe is a respected apothecary in Lepidstadt. They sell many of the necessary ungeants and oils to the University, and they also count many of the churches in town as their clients.

Knowledge (nature) DC 19:
Something about the description of the man wearing a skin reminds you of an evil fey you once heard about. It's natural form is that of a thin humanoid devoid of skin - it's just muscle and sinew. This creature revels in killing other creatures, taking their skin, then sowing chaos while wearing its new form. "[/b]

Weaknesses include typical fey vulnerabilities. No special offensive capabilities, just tough and mean.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

kn(local): 1d20 + 5 ⇒ (16) + 5 = 21
kn(nature): 1d20 + 4 ⇒ (19) + 4 = 23

Vorkstag and Grime are the most respected apothecaries in this city, Karl replies incredulously. You saw them skin people? With your own two eyes? When did this happen last? Are they planning to do it again? The half-elf's eyes are ablaze. Answer me boy or so help me you will wish you had. Something has been unleashed in this city that is worse than you could possibly imagine.

Karl will reveal the results of the kn(nature) check when Gnarvl can't overhear. And whoo hoo for awesome rolls!


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Knowledge (Local): 1d20 + 12 ⇒ (2) + 12 = 14
Well, he doesn't get out much...


"Yes, I saw them do it with my own eyes. What?! You think I'd just make up something that crazy? It was a few months ago, but from what I saw down there, I'd bet all the gold in Lepidstadt it's been going on much longer!"

Without making people roll, a simple Sense Motive check reveals that he seems quite serious, and his manner and tone are not consistent with somebody who is lying.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Well then, you're in luck. We may be able to help you, but we'll need information. Is it just the two of them, or do they have some kind of pack or gang that helps them? You thought we were sent to kill you. They would hire someone for that, and not do it for themselves? Do they have friends in high places who know about all of this? What do they do with the bodies? Is there somewhere safe you and your father can hide out until this all blows over?


Gnarvl listens intently as it begins to dawn on him that you might be after them.

"Um, they have other people who help them. Smaller men who work in their warehouse. And I really don't know, I just figured you were sent to kill me. I only sold them tools, but something made them mad, they decided they wanted me to keep quiet about it. That's why they threatened me. I don't know what circles they travel in. But the bodies? They have a door, I remember it. It's dark and metal, leads to a ramp leading down and away from the the main basement. That's really all I know."

He thinks, "Yes, I'll go back to dad's. We have some friends outside town. We can go visit them for a week or two. Do you think that will be safe enough?"


Anything else to ask Gnarvl?


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

That's it for me, but I certainly wouldn't mind if someone else had]some questions. Otherwise, let's head to Vorkstag and Grime's I guess.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon shakes his head; he doesn't have any other questions.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Darren storms away from Gnarvl furious, hand twitching dangerously close to his sword. "To the apothecaries, then. I have some strong words for them."

Sorry everyone, suuuuper busy the past few days... weeks... with work. I'm still here, though! Though there may be another week sometime in early August where I'll be out of internet contact on another camping trip.


The Chymic Works is a large brick building with several chimneys blowing out colored smoke that rises into the sky before disappearing.

A large gate blocks the only apparent entrance into the building. Knocking and calling out results in a small malformed man sticking his head out of a second-story window. In a gravelly voice he says, "The Works are closed right now. Come back tomorrow."

Knowledge (local) DC 12:
These strange little man appears to be a humanoid known as a mongrelman. Industrious and hardworking, they are invariably shunned from society because of their physical traits. Generally, they are docile and peaceful, though they sometimes form communities to support and protect one another.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon stared at the man through narrowed eyes, considering.
Knowledge (Local): 1d20 + 12 ⇒ (10) + 12 = 22
"Interesting. A Mongrelman here in the city..."


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Diplomacy 1d20 + 8 ⇒ (18) + 8 = 26

Darren flusters at the small man's response. He says, gloved hand over his armored chest, "I'm very sorry sir, but this truly is an urgent matter. It won't take but a few seconds, won't you let us in? We wish to have a word with the owners."


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl does his best to stay out of sight of the gatekeeper.

kn(local): 1d20 + 5 ⇒ (9) + 5 = 14
stealth: 1d20 + 10 ⇒ (19) + 10 = 29


The man looks perplexed and responds to Darren, "Well, I'll go ask, but they might be out." He ducks his head back inside.

Perception DC 25:
You hear the man's voice, apparently speaking to somebody else inside the room. "I'm going to get Vorkstag, keep your ears open."

A few minutes later the gate opens and reveals the man who spoke to you from the second story room. He wears a dark smock that is covered in various patches and old stains. His garment covers his back which juts out with weird humps and bumps, as well as his right shoulder that is significantly higher than the other. He bows low before you and ushers you inside the gate, closing it behind you.

"Welcome, welcome. Please come into the office, Grand Sirs, one of our owners is happy to spare a moment for you."

He leads you into a small room containing a long table and several chairs. A pitcher of water and glasses have been placed on the table. Another of the malformed men stands near another door that apparently leads into the main building. This one has strange scales covering part of his face and head, giving him a distinctly reptilian appearance on that side of his body.

A few seconds pass before the door opens. A man enters followed by another of the men, this one with an oversized left hand. The man stands at the head of the table and takes a moment to look over each of you. "So, my employee tells me that you have an urgent matter to discuss with me. I am one of the principals, what can I do for you?"

What you find most surprising is that the man speaking to you is none other than Augustus Heiger, cousin of the prosecutor Otto Heiger, and one of the men you followed to The Flying Griffon after the riots.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

perception: 1d20 + 14 ⇒ (5) + 14 = 19

Ah, your pardons Master Heiger. We are special investigators for the Court. I was unaware that you are a business partner of Vorkstag and Grime. Have you been a principal in this business for long?


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Franc narrows his eyes a bit, but holds judgement. "What these creatures?"


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Perception 1d20 + 3 ⇒ (12) + 3 = 15

Darren pauses as the man disappears, bows down for a moment or two and appears to say a prayer while focusing heavily on the building before them. Detect evil on the building.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon whispers to Franc:

"Mongrelmen are a monstrous race having the body parts of many different species. Typically hardworking, peaceful and shy away from other races."


Heiger looks at Karl, "Ah, you work for the Court. Then I'm sure you know my brother, Otto? Chief Prosecutor. Curious that he did not request my attention personally if this is truly a matter that is being investigated by special people like yourselves. Yes, very curious indeed."

His manner is brusque, and almost insulting. Almost. It seems that he knows it too, and isn't concerned about whether or not you pick up on it.

He tilts his head back, and opens his mouth in a dramatic way of one remembering something. "Let's see..." He looks at everyone again, "I became a partner here almost two years ago. Vorkstag, the brains of the operation, was looking to expand. I was looking for an investment, and given the excellent reputation of this business, thought it would be a great way to see solid returns for many years. These days, I mainly manage the sales side of the operation, meeting with clients, setting up prospective new trade agreements. That kind of thing."

"Now, why don't you tell me what you want. I don't playing games on occasion, but I don't really have time for them at the moment. I know my brother didn't send you or he would have notified me ahead of time, so what brings you here?"

Darren:
The building itself does not radiate evil, nor do the mongrelmen. But as soon as Augustus Heiger enters the room, you cannot help but notice he is absolutely swimming in dark and evil auras. He is the strongest evil creature you have ever encountered.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Um, is this guy armed? Darren (you know, it figures :P) is fully prepared to arrest him on the spot. Anyone want to question him more first?


Not apparently armed, no. There are three mongrelmen in the room, if that matters. :)

That said, you guys haven't been invested to "arrest" anybody. At the most, from a legal standpoint, you could try to restrain him until the guards arrived. Of course, you are pretty confident that he doesn't know the details of your appointment, so you could always make the play and hope he goes along with it! :) I'm interested to see what happens, so roleplay it out as you see fit - I just wanted to make sure we're on the same page as far as your actual authority as an agent of the Court.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Riots bring us here, Master Heiger. Karl speaks in a low voice, no longer pleasant or deferential. Riots, and surgical tools and a certain door. His voice becomes louder, although he does not shout, or become more expressive. A dark metal door, with a ramp beyond. And what lies beyond that? Well, I'm sure even your brother couldn't protect a willing participant from what lies beyond that...

Karl stares daggers at Heiger, watching him for any sign of nervousness or sudden moves.

sense motive: 1d20 + 6 ⇒ (8) + 6 = 14
perception: 1d20 + 14 ⇒ (9) + 14 = 23


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Darren draws his sword and holds the point to the floor. "You need to tell us exactly what's going on here, sir. We're not asking."

Intimidate 1d20 + 5 ⇒ (20) + 5 = 25


Augustus narrows his eyes then his shoulders sag. "I was hoping we were beyond this, but it seems these rumors will never cease."

He puts his hands together and looks at the group, "Before I became a partner here, one of the principals was involved in some unsavory business with a local cult. They held meetings in the basement of this building, and they often incorporated some manner of sacrifice, mainly animals. Unfortunately, news broke about his involvement and the business gained something of a notorious reputation until the truth of the matter was revealed during the trial."

"After all the facts were known, it was discovered that the cult was apparently a scam created to steal money from wealthy, but ignorant, members who were asked to join the group. They didn't even worship a real deity, or perform real rituals. From what I understand, they didn't even sacrifice the animals - the leaders purchased dead creatures from street urchins then pretended to kill them."

He spreads his hands, "I'd be happy to show you the room where they held their meetings. Or maybe you would like to speak with Mr. Grine? He was here during the cultist business, and he might be able to spread more light on the situation? He's downstairs looking over tomorrow's shipments."

Sense Motive DC 23:
Augustus is skilled in weaving a believable tale, but the facts don't seem to line up with what you've heard about the Chymic Works. He is either holding something back, or he is not being completely truthful.

DM Screen:
1d20 ⇒ 7


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Sense Motive 1d20 + 4 ⇒ (1) + 4 = 5 Damn.

Darren sheathes his sword immediately, "Oh, then... sorry sir. I would still like to see the room, yes, but it sounds like your story will check out."


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Ah, yes, your pardons Master Heiger. Apparently, we are on a wild goose chase. If we could still see the room, we would appreciate it, and then perhaps a word with Master Grime, and then we can leave you to your business.


Heiger smiles and bows low, "Excellent."

He leans down toward the mongrelman that accompanied him to the room. "Please find Mr. Grine and have him meet us in the storage cellar."

Looking back at you, he moves to open the door, then motions you to follow. The other mongrelmen wait in the room, content to let Augustus lead you away.

You exit to the room to find yourselves on a walkway that runs along the outer wall of a massive warehouse. There are a number of large vats twenty feet wide and thirty feet tall, all containing a variety of bubbling liquids. Since you entered on the ground floor, you note that the bottom of the warehouse must be beneath the surface. The other thing you notice is the aroma inside the warehouse is... quite interesting.

Augustus leads you along the walkway, past two doors, to the very edge of the warehouse where a circular stairway leads down. As you follow him, you see many more mongrelmen walking over the top of the vats on wooden planks. Most carry long sticks they use to stir the liquids, and all of them wear some kind of mask. Apparently the fumes are more potent at the top of the vats.

Following Heiger down the stairs, you travel down a few flights to arrive a the bottom. Through an open doorway, you see the bottom of the large vats. Several other doorways lead to other rooms, and you idly note one large metal one at the end of a sloping hall. A number of barrels line one of the walls, while others rest on wooden carts lined up against another wall.

Augustus says, "This is where we fill the casks we send to our customers, we call it The Drain since it's at the bottom of the building. Small joke, forgive me."

The mongrelman from upstairs comes through the door, "Mr. Grine will be down in a minute." he says in an unusually musical voice. Turning around, he heads back up the stairs.

Augustus nods graciously, then brushes his hand against his arm and frowns. "If you don't mind, I'd like to put my coat in the office upstairs, the damp is not good for the material. You may come with me, or wait here..."

Pausing my narrative for skill checks, comments, actions, etc. Let me know if you want to do anything.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Perception 1d20 + 3 ⇒ (4) + 3 = 7

Darren's eyes wander around the warehouse as they enter, but his attention is soon drawn to Heiger. When they are passing the massive vats, Darren asks, "What is it you're brewing, there, sir? And, if you'll forgive me, why must those... individuals wear those masks?"

He pauses to wait for Heiger's response, taking in the full scene before them. Detect Evil on one of the vats.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon looks around at the great vats, idly studying the engineering of the arrangement.
Knowledge (Engineering): 1d20 + 12 ⇒ (12) + 12 = 24
Not liking the interesting aroma, he lights his pipe and puffs solidly, producing a dense aromatic smoke around him. Using Prestidigitation.
A little bored waiting for Mr. Grine, he idly closed his eyes and concentrated. The Eye of Tepoz, the Azlanti amulet he wore around his neck opened it's metallic eye as he cast Detect Magic.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Still suspicious, Karl listens carefully to Heiger's words and tone.

He also keeps his eyes and ears open, wary for a trap, and seeking out means of egress.

sense motive: 1d20 + 6 ⇒ (11) + 6 = 17
perception: 1d20 + 14 ⇒ (8) + 14 = 22

Waiting on check results to decide whether to stay and wait or accompany Heiger.


Heiger looks at the vats, then back to Darren, "Those are some of the most common chemicals we sell. Most are used for preservation, though a few are caustic substances, mainly for researchers trying to clean old artifacts without causing damage to the underlying material. As for their masks, the fumes are quite toxic in concentrated doses. The masks allow our employees to work above the vats without becoming sick."

Darren:
Heiger is still evil. You also detect faint evil auras along the ground leading to the metal door down the sloping hallway.

By the rules, you wouldn't detect "evil" leading toward the metal door. So let's say you get a "bad feeling" about the door, or something like that. Just something about the door makes you shudder involuntarily.

Prof. Rokannon:
The only interesting thing you notice is that all of the vats have large spigots about four feet off the ground - perfect height for filling barrels. Of course, if any of these spigots were opened without barrels underneath them, the liquid would likely flood the entire cellar rather quickly.

Karl:
You don't really detect any sense of deception - or any more than you've sensed before. But before he leaves, you notice that Heiger glances at one of the doors right before leaving. It was the sort of look one gives a door to make sure it's closed...


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon took to looking at the vats with a small frown on his face, smoking thoughtfully.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl notes Heiger's attention to the door, but keeps his mouth shut, intending to have a look once the man takes his leave.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Guess we should wait until we reach a consensus about how to proceed in the ooc thread...?


Just posted there, feel free to let me know what Darren would do, then we'll move on. We're good for another couple of encounters with only 3. I'll be playing Franc for a bit.


The patter of footsteps draws your attention from inside the large room containing the vats. Several of the mongrelmen can be seen walking around inside the room, moving quickly between the vats.

Sense Motive DC 15:
You catch a couple of the mongrelmen glancing in your direction, then turning away quickly.

Perception DC 19:
The handle of the metal door rattles, then begins to turn. Something is coming.

Let's have everyone roll initiative, and you can act in the surprise round if you make the Perception check above.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

initiative: 1d20 + 4 ⇒ (14) + 4 = 18
sense motive: 1d20 + 6 ⇒ (8) + 6 = 14
perception: 1d20 + 14 ⇒ (6) + 14 = 20

Mind the door Karl whispers, as he unlimbers his bow.

Swift action.

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