GM Wolf's Carrion Crown the Bard's Epic! Module 2: Trial of the Beast

Game Master BloodWolven

Fight Map!

Maps and pictures


301 to 343 of 343 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Cristo:
She does it one more putting two hands on your chin and the other on your chest. Looking into your eyes.

She estatically says, "Wow! That is amazing! I know trick knives but it's real. We could have you join us, I am sure that would have a pull!"

With a pleasant smile on her face. She replies, "We can easily ask for some privacy or run off with a strong defender such as yourself." Her blush grows even darker and happily goes with you.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

The pharasman asks Doctor Crowl about the damage to his office.
Cristo turn to the others and asks, "Should we help the good Doctor retrieve her missing statue?"

GM Wolf, has our group had a chance to sell the gear they have been carrying? I hope so. That is a lot for three people to carry.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

S'jeer (NSFW):
The caravan makes a stop on it's way to Lepidstadt. Cristo and S'jeer quickly walk into the woods, giggling. After a few minutes, the duo find a large rock outcropping, and go behind it.

The cleric and the 'Vudrani Princess' gasp at each other in a set of warm passionate kisses. Their many hands roaming each other. S'jeer quickly unbuttons Cristo's cassock, then rubbing the pharasman's growing bulge in his pants. The four-armed woman gets on her knees and pulls Cristo's hard cock from his pants. S'jeer uses two of her hands and mouth to stimulate the varisian's erect member, while another hand carefully cradles and massages Cristo's balls. The cleric's breath quickens as his holy staff gets such eager attention. It is not long before Cristo grabs the back of the S'jeers head and holds her, as his cock dumps streams of cum down her throat. The 'princess' gags slightly, but nonetheless swallows Cristo's load.

”My dear”, Cristo pants. ”Do you..think we have time for more?”
”You have more fire in your belly, Father?” S'jeer questions. ”You shot your cannon quite thoroughly.”
”Yes. And thank you”, Cristo pulls S'jeer up from the ground, then unbuttons her blouse, exposing her breasts. ”But as a sublime being, we have amazing recovery time!”
”And how often does a man get to partake of a sweet Vudrani flower like yours”, Cristo panted as he leaned in a began to suck on S'jeer's nippes.
”Now. On all hands and knees”, Cristo said passionately.

The four-armed lady did as she was bid, slightly more turned on by the command.
S'jeer took two of her hand and pulled up her dress and pulled down her underwear, exposing a thick brown bush, wet from anticipation. Those same two hands gently pulled back her hairy folds to show the cleric when his staff went.
”Oh, Great Pharasma. What an exotic treat.” Cristo breathed.
The cleric rubbed his stiffened cock up and down S'jeer's furry snatch unti he found the event horizon and gently pushed his way ion her hairy snatch.
Gently at first, Cristo pumped his cock back and forth, making the many-armed woman moan and yip. The pharasman quicken his pace, as S'jeer tried to keep quiet. Cristo could occasionally hear her Galt slip into her ecstacy, the cleric smiling to himself as he too, was reaching his climax.
S'jeer bucked and squirmed, holding her mouth, as her fluids erupted and slid down Cristo's shaft.
Distant cries from the caravan told them both lovers had to return.
”One moment!” Cristo barked. ”I'm close! Ahhh!”
The varisian's cock pumped his seed into S'jeer, grunting with pleasure.
As soon as the cleric was done, both quickly returned to their state of dress.
Before leaving, Cristo pushed S'jeer against the outcropping and kissed her passionately; the 'Vudrani' returning the favor.
S'jeer then pushed Cristo away gently. ”We must go. Come on!”
Cristo took one of S'jeer's arms and both discreet lovers hurried back to the caravan.

Once back, Anapa and Imrik gave Cristo a knowing look as the caravan restarted back toward Lepidstadt. Cristo just smiled back as the wagon lurched forward.


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +21; CMD 26; Fort: 18/Ref: +15/Will: +15

Morbury Dedlock. Probably one of the most "normal" ones of the Crooked Kin. Fairly tall and adorned in a plethora of everything black, which contrasts greatly against his shoulder-length white hair, pale skin, and deep red eyes. He sits in his wagon as they travel to Lepidstadt. His dark, wide-brimmed hat pulled somewhat down over his eyes, he stares straight ahead in silence with his arms crossed, as he leans back against the wagon, bouncing slightly as it rumbles along.

Typically introduced as, "The kindest Dead Man Walking you will ever meet!" for flair, Kaleb normally keeps Morbury under wraps until actual showtime.

You see, Morbury Dedlock is a dhampir. Which is an offspring of a vampire. They are typically, and understandably, shunned by others due to their very nature. They are not undead, but they take on the characteristics of their progenitors. But this dhampir, one born into a high station, is not your ordinary dhampir. Oh no, not in the least. This one... this one has died, yet...

He lives.

How, you ask? Now THAT is a good question.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Imrik approaches the Ringmaster as they reach Lepidstadt. "It has been a pleasure to travel with you. These lands seem quite dangerous. I am impressed that your group has traveled safely for so long before we crossed paths."


He replies to Imrik, "Yes, we are thankful for your groups overwatch. Thankfully no more dangerous events occurred. We have our ways."


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

On the first night as the 2nd watch begins he finds himself resting next to Morbury.

Morbury's Wagon:
He draws out a ruby which glows red and purple. Seeing how you react as he gets into a meditative pose.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

"I agree, before we ran into you I was almost eaten by a vine. It is nice to not have that happen often." Imrik says before asking, "Do the people of the towns welcome you in? I find that some places do not welcome me."


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Strangely, the hound Aasimar had kept to himself most of the way, barely coming out to socialise. Something was on his mind and he felt he had sort it out in private. Leaving most of the group To go on with their activities as the time passes. Only coming out during his watch then quietly goes back to his own little spot, retreating into himself


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +21; CMD 26; Fort: 18/Ref: +15/Will: +15

Morbury's wagon:

With a raised eyebrow, Morbury cuts his focus over to Drake, wondering what he's doing. He always works to keep himself at a distance from the others, mainly for their safety and especially in his weakened state. It's not long before he hears the all too familiar sound, *lub-dub*. He squints and places a hand to his head, as if he has a headache. He shakes his head vigorously, trying to remove the tempting sound, *lub-dub* but to no avail. *lub-dub*, *lub-dub*, *lub-dub*, *lub-dub*, *lub-dub* The sound then gets stronger and louder... *lub-dub*, *lub-dub*, *lub-dub* He glares at Drake as his anger rises. He opens his mouth slightly and is about to say something until Drake pulls the colorful gem out, and he pauses, closing his mouth.

Transfixing his eyes upon the gem, he finds it mesmerizing and somewhat peaceful. Which in turn, causes the *lub-dub*, to recede. *lub-dub*. *lub-dub*. *lub-*.

"Drake. I would urge you to find a spot that is not so near me," he advises in a mindless tone, as his focus remains upon the gem. His voice is smooth and comforting, yet strong.

Who knows how much this gem will aid the dhampir, but as far as he's concerned, right now is all that matters.


Kaleb replies with a wry grin, "Well most think of us as freaks and we embrace it. Though putting on our show makes most tense introductions handled."


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Morbury's Wagon:
He shakes his head. Plucks the gem from the air above his hand and leaves. He looks around for a while but ends up going into the wilderness by himself.

After leaving the Crooked Kin he reminded the group of the weapons and such, the loot they had. He spoke with a few vendors and found a decent deal with them in offloading the loot.

Diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18 hours: 1d4 ⇒ 2

Hagglining: Diplomacy: 1d20 + 12 ⇒ (7) + 12 = 19

---

"Indeed, Cristo, we should help the good Doctor retrieve her missing statue."


The group has not taken time to go sell your loot. Though it would make sense to do that first. But no one has moved us forward.

Crowl relates the tale of the Beast’s break￾in and the curious fact that only one item was taken—a strange statuette called the Seasage Effigy. Crowl is frankly baff led by events—he admits that the statuette was very singular, but it was hardly valuable. Although the stolen statue has not been recovered, he is pleased that the Beast was caught, though he understands the poor creature cannot explain its actions and is clearly mad.

Crowl is quite willing to allow you to investigate the scene of the crime, although he warns them that a good deal of cleaning up has already taken place. The trail of the thief is easy to follow—the thief broke in through the back door, then passed through the auditorium on his way to the workshop where the Seasage Effigy was kept. The back door to the Antiquities Department was originally locked with a superior lock, but it is clear that the door was recently damaged. The 1-inch-thick iron door
(hardness 10, hp 30, Break DC 26) is currently locked with a makeshift
padlock (treat as a simple lock, Disable Device DC 20) and only crude repairs have been made. The simple wooden door leading from the back door foyer into the auditorium has been broken off its hinges, as has
the far door leading to the workshop. Paneled in oak, the auditorium contains a sunken, 5-foot-deep central area lined with books, tribal fetishes, and curiosities.
A small stage and lectern stand in the center of this area, which is edged with a low oak rail, worn smooth from the touch of years of students gazing into the Master’s lecture room below.
The high–ceilinged workshop/library is lined with mostly empty shelves, and a trio of great leaded windows looks out over the university lawn. A staggering array of books, scrolls, maps, and curios, including shrunken heads, tribal masks, and bits of pottery, lie scattered all over the floor, apparently pulled from the shelves. The room is otherwise
crowded with overturned tables, desks, and cabinets.

Clues: You notice that the back door was clearly forced open from the outside.

Perception DC 15:
You discover the remains of fine silver wire and a tiny bell attached to the door.
[spoiler=K Arcana DC 20 Knowledge ] which can be identified as the material components of an alarm spell.

While several people have walked through the area since the break-in...

DC 20 Survival check:
reveals the tracks of a large, heavy
creature in iron-nailed boots.

DC 10 Perception:
You notice the smell of beeswax lingering in the air in the auditorium.

DC 20 Perception or Survival:
You notice a few deep scratches on the wooden rail. While searching the tiled floor of the sunken central area immediately under the scratched rail above determines that something heavy landed or fell here.

Despite the mess in the workshop, you notice that one area in the room appears to be untouched, in stark contrast to the damage seen elsewhere
in the department. Indeed, the pedestal that once held the Seasage Effigy is crowded with small fetishes and delicate mother-of-pearl fish carvings that are undamaged.
The workshop’s windows have clearly not been opened for many years, as evidenced by the build-up of grime around them. However, the center window, though now shut, has no such grime.

DM notes:
Deductions: When the back door was forced open, an
alarm spell alerted the guards in a nearby guardroom, who
arrived 6 rounds later to overpower the Beast. These guards,
if interviewed, remember finding the Beast rampaging
through the workshop, but they did not see any accomplices.
The tracks in the foyer match the boots worn by the Beast.
Questioning the department staff reveals that the smell
in the auditorium is from the polish used by the cleaners
on all the wood in the university. The scratches on the rail
and impressions in the f loor could easily have been made
by the Beast’s iron-shod boots.
The workshop’s center window, though stiff, opens easily,
but opening the other windows requires a DC 25 Strength
check. If questioned about the windows, the staff states that
the window was shut when they arrived after the crime.
Though all of the clues found in the Antiquities
Department point to the Beast of Lepidstadt as the culprit,
there are still some unanswered questions. What was the
Beast’s motive for stealing the Seasage Effigy? Why did it
rampage through the workshop but remove the statuette
with such care? And what did it do with the stolen statue
before it was captured?
In fact, the Beast was not here of its own accord. After
invading Schloss Caromarc, the Whispering Way used the
Bondslave Thrall to control the Beast and directed the golem
to break into the university. Having previously scried the
area, they made immediately for the Seasage Effigy, which
the Beast then passed through a window to a waiting
homunculus, who carried the statuette to the cultists. Their
work done, the Whispering Way fled with


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +21; CMD 26; Fort: 18/Ref: +15/Will: +15

Mobury's wagon:

As Drake snatches the gem and takes his leave, Morbury breathes a sigh of relief. I do not understand what he was thinking. That was far too close. He now sits in silence within his wagon. He's only been a part of the Crooked Kin for a short time, and while it's not where he intended his journey to take him, he's managed to make the best of it. I must return to my true purpose again. This is not my calling, but for now, it is the safest.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Mobiry wagon:
He returns the second night and sits like he did the first night making the crystal float and glow. Then he adds in his sagelike voice, "The crystal tells me that I should be here. I don't know what that means especially with your warning. I am Drake Windfall and you are?"

Anapa:
During your shift you see Drake return with a trio of hares. He walks up to you at the fire but sits down across from you. "A quiet night? I haven't heard much tonight how about you?" He begins to skin the hares, then spit them next to the fire.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21
He points out to the group, "I discovered the remains of fine silver wire and a tiny bell attached to the door. Also do you smell that beeswax?"

Survival: 10 + 11 = 21
The Beast came in through here with its iron nailed boots.

Survival: 10 + 11 = 21
"There are a few deep scratches on the wooden rail. While searching the tiled floor of the sunken central area immediately under the scratched rail above determines that something heavy landed or fell here. Also that center window is clean, I feel someone came in through it, perhaps the Beast but that doesn't make sense with its tracks."


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Camp Watch:

He turns to Drake "Huh? oh, no, nothing that i could hear or see, and thats saying something" as he points to his ears with a chuckles "Rabbit stew is always a winner, if we have some extra flavouring to go with it we may even go all out!" he answers with a canine smile

"Very well done, something to work on, and i wouldnt blame people from guarding their places of stay, we do it all the time, though not with devices"


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +21; CMD 26; Fort: 18/Ref: +15/Will: +15

Morbury wagon:
Crap! I'm screwing this up all over the place. I did not know Drake was a "pc". I was thinking he was with the Crooked Kin and that I already knew him. My bad.

Turning his focus toward the elf, "I don't know what that means either. A strange crystal you possess there. I am Morbury Dedlock," he nods, cutting his attention back to the crystal. "So your crystal speaks to you?" he asks, truly curious.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7
Drake Windfall wrote:
"There are a few deep scratches on the wooden rail. While searching the tiled floor of the sunken central area immediately under the scratched rail above determines that something heavy landed or fell here. Also that center window is clean, I feel someone came in through it, perhaps the Beast but that doesn't make sense with its tracks."

"It is a lot of effort for just a statuette. There must be a greater meaning", Cristo ponders.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

"This does seem a lot unless the statuette either held something or had some power that we were unaware of." Imrik shakes his head and looks back at Drake, "Do you think you can follow the beast's trail from the shop?"


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Morbury wagon:
Yeah Drake is my GM NPC. Basically another PC led by me. He has been with the group since day 1.

He nods slowly, "In a way.... unlike how blood speaks to you. It guides me and draws me to hidden secrets. Morbury Dedlock an interesting name. What do you want my young.. friend?"

Responding to Imrik, "Yes most likely."


Speaking with the doctor he notes you could speak with the staff and the guards.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"I'll will speak with the staff", Cristo states.
The pharasman cleric questions the staff about the break in.
Diplomacy (gather information): 1d20 + 14 ⇒ (14) + 14 = 28


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +21; CMD 26; Fort: 18/Ref: +15/Will: +15

Morbury's wagon:

Morbury bursts into laughter at the question, his fangs clearly seen, which are extremely pointy and appear to be quite sharp. "'What do I want?' That truly is a good question, Sir Drake. 'What do I want?' Hm. Well, I will tell you what I desire above all. I want to kill the one who did this to me. Who made me what I am."

"Interestingly enough, I found him once. And I was so confident about how I was going to end him, it was my naivete that cost me. I was no match. Not in the least. So, he killed me. I was dead for twelve seconds, and then I awoke."

"And now you're probably wondering how I know that, hm? How I know the length of time I was dead? Well, it's quite simple, really. He told me. When I awoke, he told me what had happened..."

------------------------------------------------------------------------
Waking up as if from a nightmare, Morbury's heart races as he works to catch his breath. He reaches up and places a hand on his neck where the pain resides.

"How do you feel, Dedlock? After being dead for 12 seconds. Alive? More dead?" The tall, pale, well-dressed man laughs wickedly, knowing he has won.

"What have you done to me?! WHAT HAVE YOU DONE?!

"I've simply made you what you were born to be, Dedlock. I've converted you to your full potential. You should thank me."

"Thank you?! My goal is to kill you!"

"Yeah, well, good luck with that, Dedlock. You can see that worked out so well for you this time," he says with a cocky grin.

------------------------------------------------------------------------

"So I got up and ran out, hearing his echoing laughter behind me, and realizing there was nothing I could do now but wait for the full transition. And that's what I did. I waited. But it never came."

"You see, Amdis Freyr was the vampire that bit me. His name translated means, "Eternal lord". I am a dhampir that was bitten by a vampire. But I never did fully turn, you see. I've only acquired some abilities of the vampire, yet, none of the weaknesses except..." he hesitates a moment, his focus cuts toward one side of the wagon before, "the hunger. If someone gets to near, and I suffer from the hunger, then I can hear their heartbeat, their pulse, whichever. It's so very loud. I can hear it as clear as day. Which means I need to feed. I have to fight off the desire to feed on humanoids. It's so very difficult. So very difficult." He seems to trail off in thought for a moment, as if lost in another time.

Then taking a deep breath, and seemingly returning back to reality, "Anyway, that is what I truly wish. Until that time, I am stuck doing this until I can find a greater purpose in life. Which, you would think, would not be that difficult. It is not like this is some form of lucrative lifestyle, but for me, it truly is difficult. My mere appearance makes me unacceptable to others, so, I am with those that have no issues with it. I am not judged by those I travel with and it gives me a purpose in life, currently. A small purpose but it's better than nothing." He shrugs.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

While Cristo speaks to the staff, Imrik will talk to the guards. "What can you tell me of what happened here?"

Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26


Questioning the staff (Cristo):
Questioning the department staff reveals that the smell in the auditorium is from the polish used by the cleaners on all the wood in the university.
-
If questioned about the windows, the staff states that the window was shut when they arrived after the crime.

Questioning the guards (Imrik):
They remember coming after the alarm was triggered finding the Beast rampaging through the workshop, but they did not see any accomplices.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Morbury's wagon:

Hopeful he asks, "Interesting Morbury. Would you be interested in joining our rag bag team, our goals likely match yours. To end the Whispering Way, destroy undead, and joining us should get you stronger to fight your tormentor. I believe all of us would be willing to join you against him too."

He offers with genuine intrigue, "I have an abundance of blood and fortitude. You could feed upon me... The gems speak to me and tell me of a ritual that will help me too but it requires you and several specific conditions if you are interested?"

"As you can tell our team fits in with the Freaks as well. We would be happy to have another brother in arms against the undead. The gems tell me that you will do wonderfully! Come let me introduce you to the others, unless you need to feed first? Yes I offer my blood free of charge see it as a gift. If you would return the favor I will begin figuring out the specifics of the ritual."

Sorry I had a writer's block when trying to respond to your post. Then I got super busy as you know!


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +21; CMD 26; Fort: 18/Ref: +15/Will: +15

Morbury's wagon:

Heck, no worries at all, bud! When work is busy, it's busy. I totally understand that.

Fearful at the thought, he shakes his head. "I do not believe that is wise for me to use you to feed. If I do, I could become accustomed to it and may no longer be able to control who I feed upon. That is my greatest fear. An enemy is one thing; one who is not, could very well become a habit I may never break. That is too dangerous of a path I fear to take."

"But, I am intrigued with your and your team's mission of destruction of the undead. And the Whispering Way you say? That truly sounds like a worthy endeavor. Eliminating undead is something I dedicated my life to, but found it quite difficult going it alone. With others of a like mind, this constitutes as promising. I would be glad to meet the others."

Then a curious look forms about him. "A question, if you will. While I truly have no desire to feed upon you, and as I mentioned, am afraid of it becoming potentially detrimental to others, what is this 'ritual' you speak of? These 'conditions'? I am curious."


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Anapa follows Imrik, as it seemed that his idea held some merit, at least it was spotted. And just because noone was seen, doesn't mean there could have been handlers close by

"We should try and follow the tracks. Perhaps we can find more down the line, handlers or the like"


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"The intruder(s) may have a connection to the University. The staff said it smelled like the wood polish used by the University." Cristo sighed.
"At least we have a place to start investigating."


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Morbury's wagon:

With understanding he nods, "I get that."

He replies with a bit of uncertainty, "I need to some research. The gems just whisper a bit. On a Lunar eclipse... incense... myrhh... powdered silver. It should enhance of of your inherented defensive ability. So like your resistance to an element or make your skin denser. Like I said I need to do research."

Whole group around the campfire with the Freaks:
Drake comes up with Morbury. "Hey all, this is Morbury Dedlok. Another hunter of the undead. I offered for him to join us."


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

A handsome young man with brown wavy hair and deep blue eyes stands up. He is wearing Pharasman clerical clothes, with a one gold holy symbol of The Lady of Grave worn prominently.
"Greetings, Mr. Dedlok. I am Reverend Cristo Galadan. Pleased to make your acquaintance."


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +21; CMD 26; Fort: 18/Ref: +15/Will: +15

Nodding in greeting to the Pharasman, "And yours, Reverend. Please, Morbury will suffice. No need to trouble yourself with honorifics for me, good sir," he offers, nodding. "A follower of the Lady of Graves, I see. Fascinating. Perfect for one who seeks to eliminate the undead."

"Speaking of which, what objective do you all currently share at this time? Are there undead within the vicinity that need to be dealt with? I would be honored to join you in such an endeavor. It would be a pleasant change of pace to finally not have to go it alone."


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Around the Campfire

"I am Imrik, a follower of Omrataji. We are currently traveling to take some books to where they might be safely kept." Imrik says, "Did you have a task of your own currently?"

On the Hunt

"We should try the tracks first. That might help determine who this beast is along with the knowledge they spend time at the university." Imrik says.


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +21; CMD 26; Fort: 18/Ref: +15/Will: +15
Imrik Farstrider wrote:

Around the Campfire

"I am Imrik, a follower of Omrataji. We are currently traveling to take some books to where they might be safely kept." Imrik says, "Did you have a task of your own currently?"

With a curious look, "Interesting. I am unfamiliar with Omrataji. I follow the Dawnflower. And as far as tasks go for myself, I do not possess any. I joined up with this lot because they did not look upon me as an outcast, and I had nowhere else to turn at the time. So I figured, why not? This is the first opportunity to accomplish something proper with my life that has crossed my path."


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

The Anubian inclines his head towards the new member
"I am Anapa, follower and soldier of Anubis. Hoping to one day be one of his archons. My purpose here in this realm is to eradicate undead where it is needed, no soul should be denied entry to the gates, and all souls need to be judged"


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +21; CMD 26; Fort: 18/Ref: +15/Will: +15

"Anubis? Another deity I am unfamiliar with. I do not believe I've witnessed such an interesting assortment of individuals, such as yourselves, working collectively against a common cause. Brilliant." He grins, remaining wary about revealing his fangs.


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

He inclines his head "Few have, as he is one of ancient Osiron"


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

$$On the Hunt$$

Curious he asks, "Imrik are you speaking of the tracks of the Beast? It came in from that door, around to this pristine display which should be in shambles if he was raging, then went over to that window. If I am correct."


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

"That does seem correct. I wondered if there were tracks outside the window that might be followed." Imrik says.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

The cleric patiently waits for the more martial among them to lead the hunt.


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Anapa is an executioner, not a hunter, so his tracking capabilities were not the best, so until they were facing the beast, he would not be useful in tracking it down


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

He hops up and tries the window... opening it with ease. Then he tries the next window with all the grime and can't force it open.

strength check: 1d20 + 3 ⇒ (12) + 3 = 15

He helps up anyone that wants a hand to the open window then leads the way following some tiny foot prints in the dirt that is there. But soon he looses the trail.
10 + 11 = 21

"Shall we go speak with The Beast? Did we ask about what was taken?" He asks thinking of possible next steps.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"I shall inquire with the staff", Cristo answers. The cleric goes back inside to ask about the whereabouts of 'The Beast'.
Diplomacy: 1d20 + 14 ⇒ (7) + 14 = 21

1 to 50 of 343 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / CC Module 2: Trial of the Beast All Messageboards

Want to post a reply? Sign in.