Shalm's Untitled Campaign

Game Master Shalm


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Plenty either way.

The skulk seems to take kindly enough to you, and tells you that skulks are able to camouflage themselves to match their surroundings, even complex or regular patters like brick and mortar. This way, they can hide in places that most couldn't.


Male Half-elf Rogue (Investigator) 1 | HP 9/9 | AC 17 FF 14 T 13 | Saves 1/5/1 (+2 vs. Enchantments) | Init +6 | Perception +10

Let's get us back in gear :) Knowledge roll to see if I know where a local shiver dealer might ply his trade.

Knowledge(Local): 1d20 + 4 ⇒ (15) + 4 = 19


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Azubah tries his best to think of a question that would make this turn of events clearer but he comes up with nothing. The others are better at divining the pattern of thinking in regard to this robbery and murder. Perhaps I will be more useful once we meet with others who played a hand in this. And I still think the widow knows more than she is saying.


Talgil:
You imagine that someone selling shiver would have some other business as a front, but it is not well known that shiver is around in Ilsurian.


Female Elf Cleric, 1 Per +10, Init. +1, AC 14, Fort +1, Ref +1, Will +5

Dennie listens patiently to all the byplay.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

"So do we still want to see the body or track down the two humans?"

Borax posed the question to the group.


Male Half-elf Rogue (Investigator) 1 | HP 9/9 | AC 17 FF 14 T 13 | Saves 1/5/1 (+2 vs. Enchantments) | Init +6 | Perception +10

"Since it would seem we're not welcome investigating the body itself, I think we should track down the dealers." Turning to the skulk, "You mentioned Kymeth and Onamae 'come around when they need something'. Where do they 'come around' to? And do you know any local businesses they frequent?"

Diplomacy (Gather info): 1d20 + 7 ⇒ (19) + 7 = 26
Follow up: 1d20 + 7 ⇒ (15) + 7 = 22


The sheriff speaks up.

"I cannot show you the body, but I do recommend you take a look at where the body was found—the scene of the crime as it were. I can take you there once you're finished questioning this character." She gestures towards Rogi.


The skulk responds, still seeming to be as open as he can.

"We live outside the town a ways. They come around there when they need us to do something. And I don't think they come around town much—people don't take too kindly to skulks."


Male Half-elf Rogue (Investigator) 1 | HP 9/9 | AC 17 FF 14 T 13 | Saves 1/5/1 (+2 vs. Enchantments) | Init +6 | Perception +10

"Can you show me on a map where abouts or give me some directions?" After that, "Then I think I'm done and ready to see the scene of the crime, if everyone else is."

If I assume that the local shiver dealer is using a legitimate business as a front, then that would imply that Kymeth and Onamae aren't the source since someone else would have to run the business. It would also give this particular business a potential connection if it's a front. Too bad the best person to ask is dead.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Borax is ready either way


Female Elf Cleric, 1 Per +10, Init. +1, AC 14, Fort +1, Ref +1, Will +5

Denessrael moved a short ways towards the exit. Time to examine the body and be about our business! she thought.


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"Yes, I think there is nothing more to be done here." With that, Azubah falls in with the rest out to the other murder scene.


Male Dhampir Gunslinger 1; Init. +5; Senses Perception +5, Darkvision 60 ft., Low-light vision; AC 17 (+3 Dex., +4 Chain shirt); hp 12; Fort +4, Ref +5, Will +1 (+4 vs. Illusions)

Gareth nods. "Let's be outta here," he says. "I doubt there's more to be learned. But Sheriff? I'd take it kindly if you had your local healer in to see to Rogi. Get him cleaned up; give him back his dignity before whatever else happens."

To the Skulk, he says: "You care to have a word sent back to yer kin? Maybe spare them this kind of sad fate? Ye gotta see this is no way to live. The shiver's reaming out your people like a gourd, makin' 'em easy marks fer bastards who need expendable labour."


Male Half-elf Rogue (Investigator) 1 | HP 9/9 | AC 17 FF 14 T 13 | Saves 1/5/1 (+2 vs. Enchantments) | Init +6 | Perception +10

Talgil raises an eyebrow at Gareth, "A little over the top don't you think?"

Instead of waiting for an answer he just starts for the door.


The skulk explains the general direction of where the other skulks lives, but says nothing to Gareth—he simply looks to the floor in shame.

The sheriff directs one of her deputies to take the skulk to the jail to get him cleaned up, and then motions for you to follow her to the scene of the crime.

She leads you out of the building and in the direction of the circus—she explains that Mr. Walder was likely coming home from the circus when he was attacked. You arrive at a spot on the path which is clearly the scene of the crime, blood all around.

"Well, here it is, as you can see," the sheriff says.

DC 14 Survival:
You are able to locate clawed tracks of a big creature. Interestingly enough, there is no indication where the creature came from or where it went. The tracks just start out of nowhere—as if the creature could have flown to the spot.

DC 19 Survival (read the above check first):
After a bit of looking, however, the evidence has a very different context—showing where sections of the ground have been swept to remove tracks of other humanoids while leaving just the paw prints. Furthermore, the clawed tracks are not leonine, and not nearly deep enough to belong to the sphinx Jherizhana, who should weigh approximately 600 pounds.


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Survival
1d20 + 3 ⇒ (5) + 3 = 8

Azubah looks about the area intently but nothing declares itself noteworthy beyond the blood and disarray of the bushes. With a questioning expression he looks to the others, shrugs, and raises his palms outward as if to convey that he sees nothing.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Survival: 1d20 + 3 ⇒ (18) + 3 = 21

"Anybody see anything." Durnim asks the group. "I see clawed tracks of a big creature. Interestingly enough, there is no indication where the creature came from or where it went. The tracks just start out of nowhere—as if the creature could have flown to the spot. However, the evidence has a very different context—showing where sections of the ground have been swept to remove tracks of other humanoids while leaving just the paw prints. Furthermore, the clawed tracks are not leonine, and not nearly deep enough to belong to the sphinx Jherizhana, who should weigh approximately 600 pounds. Interesting."


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Survival: 1d20 + 6 ⇒ (11) + 6 = 17

Add +2 for human so that would be a 19 to identify human tracks

Borax raises an eyebrow at the depth of Durnim's analysis.

"It sounds like it was a set up. Someone is clearly trying to make it look like the sphinx was involved."


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"Who benefits from Walder's death? Or who benefits from blaming the Carnival? Perhaps he was just a convenient target, rather than particular target."


Female Elf Cleric, 1 Per +10, Init. +1, AC 14, Fort +1, Ref +1, Will +5

"So someone was trying to make the sphinx the cuplrit? Now that is interesting.." Dennersrael's eyebrows knit in thought.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

"The carnival could just be a convenient scapegoat: out-of-towners, sketchy to begin with, no local allies. But it's clear this was planned. The plan was dependent on the sphinx being in town. And the planning would have taken time.

Perhaps we should try and track down the humans?"


Male Half-elf Rogue (Investigator) 1 | HP 9/9 | AC 17 FF 14 T 13 | Saves 1/5/1 (+2 vs. Enchantments) | Init +6 | Perception +10

Survival: 1d20 + 1 ⇒ (7) + 1 = 8
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Is there anything to indicate the way in which Mr Walder fell (marks in the dirt/chalk lines even). Essentially, I'm trying to figure out which way he was heading when he fell and if there's any indication of a struggle.

Talgil stares intently at the ground, lost in thought.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:
Borax Bohan wrote:

"The carnival could just be a convenient scapegoat: out-of-towners, sketchy to begin with, no local allies. But it's clear this was planned. The plan was dependent on the sphinx being in town. And the planning would have taken time.

Perhaps we should try and track down the humans?"

"Agreed. What humans? I thought the skulk's contacts were other skulks that left their tribe to work for humans, no?" Durnim replies.


Male Dhampir Gunslinger 1; Init. +5; Senses Perception +5, Darkvision 60 ft., Low-light vision; AC 17 (+3 Dex., +4 Chain shirt); hp 12; Fort +4, Ref +5, Will +1 (+4 vs. Illusions)

Survival: 1d20 + 5 ⇒ (7) + 5 = 12.

"The Skulks don't make their own shiver," Gareth says. "Someone's cooking it up for them as pay, and this is a human town. That being so, I doubt the ones who make the filthy stuff use the addicted Skulks for really important work; ye can't trust someone with dandelion fluff on the brain to do everything right. I reckon the Skulks were, first and foremost, set up to fail and get caught."


Female Elf Cleric, 1 Per +10, Init. +1, AC 14, Fort +1, Ref +1, Will +5

Dennie looks hard at the scene Perception: 1d20 + 10 ⇒ (19) + 10 = 29, paying especial attention to any onlookers Sense Motive, if needed 1d20 + 7 ⇒ (10) + 7 = 17


It would be very difficult to tell which way the body fell, but remember that the sheriff believed that he was heading home from the carnival.

Dennie, no one else seems to be around right now, but the sheriff certainly looks interested after hearing the others' analysis of the scene.

Dusk begins to settle as you survey the scene. Sheriff Feldane looks around intently at where the body was found, puzzled.

"This whole situation is beginning to seem strange, that's for certain. Where are all of you good folks staying? It's getting dark."


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

"Witch's Brew. I don't know about the new guy." Durnim replies.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

"Witch's Brew it is for me as well."


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"I am also staying at the witch's brew. Do you frequent the inn?"Azubah's question comes across as awkward and somewhat beside the point being discussed. It is not hard to notice that his gaze lingers a bit too long on the sheriff.


Male Dhampir Gunslinger 1; Init. +5; Senses Perception +5, Darkvision 60 ft., Low-light vision; AC 17 (+3 Dex., +4 Chain shirt); hp 12; Fort +4, Ref +5, Will +1 (+4 vs. Illusions)

"The inn," Gareth says, shrugging. "I'm not so sure we should be after sleep just yet. Dark is when the sneaky folk come out. Maybe someone will try ta incriminate the Sphinx and the rest a' the Carnival again?"


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

"True. I'm up for nightcrawling." replies Durnim.


Male Half-elf Rogue (Investigator) 1 | HP 9/9 | AC 17 FF 14 T 13 | Saves 1/5/1 (+2 vs. Enchantments) | Init +6 | Perception +10

"I've been staying...around." After a brief pause, "Then let's set up a patrol. If we split our group we'll be able to cover more ground."

Talgil forgot to procure a room last night and so spent it sleeping in the stables' hay loft.


Female Elf Cleric, 1 Per +10, Init. +1, AC 14, Fort +1, Ref +1, Will +5

"We may find out more at night." Dennie agrees.


"That is certainly your prerogative," the sheriff says, seeming somewhat pleased to have some other lookouts.

"Is there anything I can do to assist you?"


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:
Kyra Feldane wrote:

"That is certainly your prerogative," the sheriff says, seeming somewhat pleased to have some other lookouts.

"Is there anything I can do to assist you?"

"Yes. Who's the biggest crime boss in this town?" Durnim asks.


"Crime boss? This is much too small a town for a crime boss. Everyone knows everyone around here—it would be too hard to get away with very many crimes."


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Once again Azubah snaps to attention from what had seemed to be a daydream in which he had been talking to himself.

"Have there been any other slayings in recent years that left no clues? The skulk said they do work for others .That is to say, they commit murders for others around here."

"Did anyone make stronger objection to the Carnival's arrival than you would have expected?"


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Turning back to Durnim, "Onyx and Thermo were skulks? I thought they were humans..."

Borax was having trouble remembering the names.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Durnim replies, "I thought they were the two that left the skulk tribe to work for the humans, no?"


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Borax shrugs, "You may have the truth of it. In any event perhaps we should try and find those two?"


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

"Good place to start."


Just trying to make sure I know what the plan is. You're going to do some night searching, trying to find Kymeth and Onamae, correct?


Female Elf Cleric, 1 Per +10, Init. +1, AC 14, Fort +1, Ref +1, Will +5

I'm for it


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

yep


Male Dhampir Gunslinger 1; Init. +5; Senses Perception +5, Darkvision 60 ft., Low-light vision; AC 17 (+3 Dex., +4 Chain shirt); hp 12; Fort +4, Ref +5, Will +1 (+4 vs. Illusions)

Or we could try to find the Skulk community and talk to them.


Male Half-elf Rogue (Investigator) 1 | HP 9/9 | AC 17 FF 14 T 13 | Saves 1/5/1 (+2 vs. Enchantments) | Init +6 | Perception +10

I believe we have directions to the skulk community already but there's nothing stopping us from going there tomorrow day


Ok, so what's the plan exactly? Where would you look to go? Are you walking around, setting a look-out somewhere? Are you all staying together?


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"If these skulks can blend in with their surroundings then they would be almost impossible to find. I think it would be better to see who knows anything about their human contacts. Didn't they mention some place around here that sells there drug? If we go there we might see something that leads to their contact."

"Or, if the Carnival has any real fortune tellers they might be able to direct us, but I doubt it."

Once Azubah is done speaking he looks expectantly at the others for a moment. Then he becomes distracted by a pattern in the floor. He cocks his head to one side while looking down and points at it. "Doesn't that look like a froghemoth?"


Female Elf Cleric, 1 Per +10, Init. +1, AC 14, Fort +1, Ref +1, Will +5

Dennie examines the pattern.

1d20 + 10 ⇒ (4) + 10 = 14

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