Headless Horseman's Horse

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931 posts. Alias of TheChelaxian.


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The potions are bull's strength and protection from evil, but the cloak eludes your roll.

Making their way back to the Apostle's camp, the kitchen staff are in the midst of organizing a soup line, the survivors shepherded by full yellow robed Apostles. The smell of the soup isn't as pleasant as what the party had made a day or so ago, but it is better than nothing and makes the group feel the ache in their guts.

"OI!"

A deep female voice booms over the camp, silencing any voices. A wizened faced but stocky framed human woman - easily in her 70s or older - stomps through the line to approach the party. Her eyes bulge from her skull in barely contained rage, her fists clenched and back hunched.

"You lot! You are the new adherents, yeah?" She points a crooked finger at you all. "Why aren't you wearing your colors! Showing your respect! I haven't heard you singing Zandy's praises! Well? Prove your allegiances! NOW!"

See NPC page for your accuser


Oof, indeed, lol

Luke peers into the corner building 3. Within he sees the time worn remains of a simple abode, wooden furniture rotten away, dust scattered across the floor and built up in the corners. In the back three skeletons, wearing tattered bloodstained linens, lie in each others arms, two adult humans embracing the smaller set of bones.

Something glints amid the bones, catching Luke's eye.


QUARTERMASTERS
Talk of druidic magic did little to calm the flustered Grok. She scrambles across the cramped space and began holding up random items lacking metal or bearing esoteric markings. Little appeals to Jacquelyn, save the show the quartermaster was putting on. However, towards the end, the half-orc opens one of the lockers and removes a bundle of sticks tied into a crude geometric "shape". They bear markings carved into the slightly warped wood and the twine is fraying, but the druid recognizes their usefulness.


The tower you just left doesn't connect to the rest of the upper floor. You will have to go through the Apostle camp to reach the other remaining upper floor rooms, or touch base with Winter's camp.


So, back to Winter or just to the Apostle's camp?


@Djedefre, I think it was for the room just north of the well in the eastern courtyard.

Looking up into Room 7, the Court would see a large empty pantry. This small room is empty save for dust, debris, and empty shelves built into the walls. Luke peers around, aided by Djedefre, but sees nothing worth noting.

GM Screen: 1d20 + 10 ⇒ (16) + 10 = 26


Lamentably, Jacques, visiting the Quartermaster would result not in a +4 but a -2 to your daily check.

Grok – at the mention of a soul in the exotic blades – turns more pale in the face than green as Ramada now approaches. She nearly trips over bottles on the floor in her haste to grab the katana and wakizashi and thrust them into Izkaen’s arms. “Didn’t know, no I did not! Take ‘em! Gods, take ‘em!” She makes several signs with her hands over her heart, no doubt wards for bad luck and starts shuffling charms to cover the area the “soul bound” weapons had been resting.

As Grok shuffles bits around, Jacquelyn is able to see the two tun rum barrels, two wooden lockers, two wooden chests, one wooden trunk and one metal trunk. They all are secured with padlocks, so unless they are opened no one save Grok knows their contents. Sandra would have explained that the quartermaster’s stores operate like a shop, allowing trade/barter/purchase of any items within. With how scrambled Grok is, the undine is confident the half-orc is open to “negotiations”, or at least displaying what might be available for purchase.

Speaking of which, as the doctor asks for medical supplies, Grok refuses to make eye contact as she fishes out a ring of keys and makes to open one of the wooden chests. However, she pauses and shakes her head as this chest’s padlock is missing. She opens the chest, revealing three potions, four flasks of shimmering water, a masterwork climber’s kit, a disguise kit, two squirming bags, a magnifying glass, a set of manacles, and a gladstone bag.

Aha, yes, yes, I heard we had a new ship surgeon. Wasn’t sure I believed Plugg when he mentioned it.” Grok swallows nervously as she hands the medical supplies to Ramada. “On the house, sir. Yes, sir.” The half-orc takes great care not to touch the deep one’s skin as she hands him the medical case. Ramada notes the gladstone bag bears the crest of the Alabaster Academy of Kintargo and holds a healer's kit with nine uses and surgeon's tools.


QUARTERMASTER'S
Both Jacque’s are elegible for that Perception/Sense Motive check, as both can see into the shop from their present locations on the ship. Jacques can see his rapier also half-hidden in a corner of the shop.

Oh, I don’t know, friend.” Grok rubs the nape of her neck, breath hissing through clenched teeth in a show of reluctance. “Cap’n Harrigan put them under my care, made a ‘note’ of saying he wasn’t keen on you having them back just yet...

Both Izkaen and Jacquelyn will notice that the half-orc’s face twitches at the word Ushinawan. Her bloodshot eyes will glance for the nearest charm. She clearly doesn’t know what Ushiawa is and not knowing causes some kind of discomfort.

ELSEWHERE
@Lily, unless you flaunt the weapon's discovery to Plugg or Scourge's faces, no one seems to care.


@Djedefre, ah, misread on my part. Hero point to you.

Two snakes are slain. The third takes the not-quite-crit blow from Amal before it turns away and flees northward Withdraw action, combat is over, unless you wish to pursue the snake. Looking under the stone table will reveal evidence of a nest, even some eggs, but no further serpents.

Finishing your check of the next outbuilding, the Court finds another similar structure to the one holding the death dog. Thankfully, this one is truly abandoned and lamentably holds no treasure upon search.

A couple more northern outbuildings, the rest of the second floor, and the western outbuilding remain


Ethyl is correct, Enoch. You'd have to travel through the Apostle camp and around the asylum interior again. Or ... travel outside down the northern gardens and see if there's doors permitting a short cut.


Snek Will: 1d20 + 3 ⇒ (15) + 3 = 18

Yes, Jolánka, it did. No, Djedefre, you had not been previously bitten.


Hope all had happy holidays

QUARTERMASTER SHOP
Izkaen and Jacquelyn, taking a break from his tasks, seek out Grok the quartermaster. They enter the galley, smelling the fish stew Jacques and Kroop are tending to. The smiling rotund cook will point to the quartermaster’s “store”.

A knock on the door will cause Grok to open the upper section of the door, allowing a view inside but not easy access. The half-orc looks more the part than Lily, and her neck bears the scar giving her her moniker. Grok takes a bite out of the hardtack she’s snacking on and offers a crooked smile to the elf and undine, her movements making unseen bottles clink and roll at her feet.

Ah, more fresh water meat. Welcome to Cutthroat’s Shop.” She gestures behind her at the assorted chests, barrels, and lockboxes. Izkaen can see the handles of his blades peeking over a barrel in a back corner, along with other weapons and tools that may or may not really belong here.

I’m down to RP this bit, Izkaen.

DC 20 Perception/Sense Motive:
Grok’s little space is decorated with good luck charms and common wards against bad luck. Most of them are recognizable by inhabitants of the Inner Sea region, but there are more than a few Mwangi fetishes and charms mixed in as well. Grok seems to be a superstitious individual as well as a drunk.

BILGES
Lily Perception: 1d20 + 1 ⇒ (11) + 1 = 12
GM Screen: 1d100 ⇒ 76

The bilges are rank and dank, but there is a surprising amount of discarded things. As she pumps out the foul water and makes trips to toss garbage, she finds a suit of leather armor, 3 heavy maces, and 12 silver coins amid the soaked crates and broken chests.

While there are also thick cobwebs in the corners and across the ceiling of the bilges, nothing emerges or is seen.

GALLEY
The combination of Lily’s display of power and Jacques’ role as cook’s mate ensures no one gives the Garundi man any trouble this day. Kroop once again takes over most of the prep work, but he is satisfied that his new assistant isn’t making dinner inedible.

ELSEWHERE
Shortstone clamps his mouth shut as the undine makes her disinterest clear. “Very well, my lady. I shan’t offend you further. Plenty of fish in the se—ah, begging your pardon.” He blushes as he slipped right into the Taldan saying.

Aamu mostly chats with those five and four he’s already made contact with, none of the senior crew go out of their way to speak with the new bloods.


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@Aamu, I had forgotten you had provided a "token" in your profile. Appreciate you updating that. If anyone else has custom/preferred images for their tokens, feel free to provide/place them in the google slides.

@Crew: I also added the list of Daytime and Nighttime actions, along with examples of games your fellow crew may be willing to bet on.


Welcome back, Jolánka, and I hope all had pleasant holidays

Two of the snakes remain, each attempting to bite Jolánka and Djedefre respectively. Her head back in the moment, Jolánka dodges the second bite at her leg, but this time the cleric is bitten. Djedefre takes 4 points of damage and needs to roll two consecutive DC 15 Fort saves to avoid poison As the snakes prove more vexing that the death dog, a voice is heard cackling from within the House.

Blue Bite vJ: 1d20 + 4 ⇒ (1) + 4 = 5
Yellow Bite vDfre: 1d20 + 4 ⇒ (13) + 4 = 171d4 ⇒ 4

Round 2, Court's up


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Happy Holidays, friends!


Merry Christmas, friends!


Happy Holidays, friends.


Crap, thought I erased that. Sorry, ignore that, Shock.


The puppy nuzzles into Enoch's neck, smearing blood on the aasimar's fair skin.

Yes, such spells would be worn off now. Where to now?


Reaching the main deck, the six of you see the rest of the crew present. Plugg's back is to you, quietly but furiously "speaking" to the leader of the four thugs that had tried to harass Lily. Scourge nods, alerting Plugg of your arrival.

Turning, Plugg wears a sneering smirk, crossing his arms and rolling his head, cracking his neck. "Glad to see ye didnae need help waking today. Might be hope for ye yet." He grits his teeth, the disingenuous compliment hissing through.

Seeing the jaundiced man Aamu slumps against the mast, Plugg stomps over and slaps the man, rousing him. "Sleepy, Mister Jape?"

"Pl-plu-Plugg!" Jaundiced Jape stammered, gasping and grasping at the blue coat. "Ye didnae tell us they were a group now! It's nae fair!"

"A lash may wake ye up."

Scourge uncoiled his whip as two of the other thugs grab Jape and bend him over the railing. Jape cries out and begs for mercy, but Scourge's whip strikes once, a red welt forming under the dirty shirt. "To work, now, swabs!" Plugg barks, pointing his finger and sending sailors off.

Jacques: 1d6 ⇒ 2
Swabs: 2d6 ⇒ (2, 1) = 3
Riggers: 3d6 ⇒ (4, 1, 2) = 7
Four Friends: 4d6 ⇒ (5, 6, 4, 4) = 19
Fishguts Unconscious?: 1d100 ⇒ 70

Jacques reports to Ambrose, who asks him to assist him in cooking again DC 10 Profession (cook) or Intelligence check. Ambrose is much the same as he was the first day, inebriated but awake and aware enough to assist in food prep. He is willing to
Ramada is once tasked with catching vermin, encouraged by his success from before DC 10 Stealth check, Survival check, or Dexterity check.
Lily is sent to the bilges to clean them out, Plugg's frowning face malicious DC 12 Str check, DC 10 Con check to avoid fatigue.
Jacquelyn is tasked with rope work, coiling them, stowing them, and securing them to cleats and single and double bollards DC 10 Profession (sailor) or Dex check.
Aamu is tasked with repairing rigging DC 10 Climb.
Izkaen is sent to line work hoisting and lowering sails DC 10 Profession (sailor) or Dex check, DC 10 Con check to avoid fatigue.

Shortstone joins Jacquelyn with the rope work, attempting to converse with the undine, comparing her beauty to the wild seas she no doubt originated from. Sandra is tasked with running messages between officers and crew, Rosie is tasked with general repairs, and Cogward often meets with Jacquelyn and Shortstone carrying the rope from place to place as needed.

Day actions are available. I'll be making a Google doc referencing these day and night actions and link them so y'all don't have to search manually and I don't have to repost them over and over. Again, unless you want to sway a specific crewmate I'll randomly assign unassigned sway checks.

GM Screen: 1d20 + 2 ⇒ (8) + 2 = 101d20 ⇒ 11

Running across the ship, Sandra will approach Lily and Izkaen. "I regret to say I couldn't quite convince Grok to lend out some ... tools. I was wondering if either - or both - of you wouldn't mind helping me out either tonight or tomorrow?"


If Zousha is indeed held up by claims of busy hotels, I'm willing to wait another day or so, or I can bot combat at least. Wait or bot?


Ethyl:
The wound was caused by a bestial jaw and rows of teeth, however they do not match up with the Golarion equivalent of an Irish wolfhound, might call it a Brevan wolfhound now in Enoch's arms.


First snake is dropped by Amal AND Luke, leaving Senemheb to move atop its corpse to strike the yellow snake on the map. These snakes are hardier than you'd think. Djehuti's acid does also hit the blue one, but Djedefre misses. BTW, has anyone heard from Jolánka's player? I'm giving the benefit of the doubt since its so close to Christmas...


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Alvar, finding nothing but outdated and mundane medical equipment, will "follow along".

Enoch rushes back to where he left Sal, as the whine was canine. However, what he and the others - once they catch up to their paladin - find is the dog sitting in the lap of the man they had rescued.The man's throat had been ripped out, and blood drips from the puppy's fur. Splatters of blood speckle the area around them, indicating a violent attack of some kind.

The puppy yips and trots up to Enoch, wagging its tail and adding to the scene with bloody paw prints.


The jaundiced eyed thief turns as Lily approached, her ember-knuckled fist striking the lanky man like a battering ram. He hurks as all the air in his lungs is forcibly removed, his face turns pale and he falls face first to the deck unconscious. The silver Archstar glints on his belt, calling to be reclaimed by its rightful owner. Lily gets a hero point

The other three - seeing both the force that Lily wields and that the half-orc has allies already - blanche, their bravado vanishing. "Dammit! Rather risk the cat-o-nine than this." The leader gave a fearful nod to the six of you and bolts, followed quickly by the other two, leaving their fallen mate on the floor.

You have just enough time to make it to roll call


The talisman pinged but only for a moment, as whatever it was flew out of range.


Morning comes, and some of you might rise early, others may require encouragement, provided by a bell ringing for almost a minute to rouse the crew.

As you slip from your hammocks, Lily is cornered by four particularly unpleasant members of the crew. Only one is visibly armed, thumbing the edge of a knife while one keeps an eye out on the stairs. The other two form a wall cutting off Lily from the others.

"Sorry to have to do this, missy." The leader shrugs, his blade flashing in a lantern's flickering light. "But Plugg wants to make sure you learn yer lesson. Personally, I think he don't like ye much. Regardless, ye can't be allowed to show up fer roll call on time."

The hellfire half-orc - no doubt - felt the familiar heat of fury rising in her chest. This is only fueled when something else flashes in the lantern light. Something silvery glints on the blue thug's belt. A reversed silver pentacle, one all too familiar to the half-orc. The jaundiced-eyed crook scratches his side, jingling the unholy symbol on its chain.

"The rest of yer friends are free to head on up!" The leader barks at the rest of you, throwing his thumb over his shoulder dismissively. "I know this be only yer second morn, but some lessons can be learned and applied early, eh? Don't be stupid now."


As the Court prepares to head north, there is a sound of a scuffle underneath the stone table just northwest of you. From underneath it, emerging from the shadow hissing and agitated, a trio of long brown snakes slither forward and strike at Jolánka, Djehuti, and Amal's ankles. Amal's angle feet manage to avoid being struck, and the wizard's arcane armor deflects fangs, but the northern woman's ankle bursts in pain as the serpent's fangs sink in through a thin area of her boot.

Court Perception: 1d20 + 12 ⇒ (10) + 12 = 22
Stealth: 1d20 + 14 ⇒ (17) + 14 = 31
Bites: 3d20 + 4 ⇒ (4, 20, 8) + 4 = 361d20 + 4 ⇒ (2) + 4 = 62d4 ⇒ (3, 3) = 6

Jolánka, you take 6 points of damage and need to roll two consecutive DC 15 Fort saves to avoid being poisoned.

Initiative: 1d20 + 5 ⇒ (15) + 5 = 201d20 + 6 ⇒ (15) + 6 = 21
Once again, the Court goes first then the snakes.

DC 12 Know(nature):
These are asps, common enough but no less venomous serpents of Osirion's deserts.


As the party discusses memories, dreams, and their unknown yet shared past, a pair of sharp sounds echo up to them in the tower. A high pitched yelp and a man's wordless cry. As these noises reach your ears, a shadow of something airborne is cast across the southeastern windows, followed by a delayed flap of leathery wings.


No, the coinage is traditional Ancient Osiriani. Also, Luke, the clothing was the same, as was the back and frame of the form you pursued into the lair of the death dog.


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Y'all outputting a LOT of damage

Luke, Amal, and Senemheb land devastating blows on the monster, Djehuti's acid flying far from its target. Once more proving its capabilities, the Court slay the beast before it gets a chance to defend itself. Worms and rot fly and coat the floor of this small, one-room structure, devoid of features, save the ruined remains of furniture that have all but disintegrated with the passage of time.

Perception DC 10:
A shredded burlap sack is seen in the recently dug up floor of this building, the contents peeking through. 7 gp, 3 sp, and 12 cp, and a turquoise earring worth 15 gp are held within.

Jolánka:
As your party deals with the beast, you hear a voice behind you. "Strangers, foreigners, deceivers. My domain, my pets, my sanctuary. Leave, mighty ones, lest I resort to harsher means of defense."

However, even as this voice speaks should you look around you cannot see the source.


@Nyarai: the Orpiment doctor Wren would have told you that there were 4 disciples named oneirogens and taken to parts unknown upstairs.

You found 6 framed drawings of Zandalus', none have reflected locations here in the asylum.


The night slows down, now that more treacherous talk is quelled. The ten newest members of the crew stay together, and when you retire the other four will take hammocks adjacent to yours. The senior members of the crew will avoid the new gang, giving you all a wide berth with resentment and arrogance in their sideways glances. The Fever Sea remains calm throughout the night so sleep comes swiftly to the crew, the Wormwood swaying gently on Gozreh's waves.

Unless I missed something else you wanted to do or accomplish - feel free to continue calling me out on that - shall I move us to Day 2?


They do, Alvar, but even without the miss chance neither slam would have hit Ethyl.

Ethyl's vicious attacks prove useful, despite their outward appearing bloodlust. The oneirogen falls beneath her claws and teeth, the fog ceasing its flow with his last breath. As the humanoid rift falls, your sight clouds to be replaced with a dream like vision.

The five of you are seated at a fine table, Ethyl joining as the rest of you had already begun to feast. A man sits at the head of the table, a thick dark beard and tinted glasses hiding much of his face.

"How is my cousin today, Doctor?" He asks, dabbing at the corner of his mouth with a napkin.

"She's eating today." Ethyl remarks dryly as a servant pours wine into her glass.

"Well enough. I want to take a moment, now that all of us are present in one room, to thank you all for your contributions to my pet project. Your areas of knowledge have been invaluable in piercing the veil between the planes, of unraveling the arcane mysteries, of understanding the power of the mind over the mundane. Which is why I now offer a reward of sorts. I would like to show you the results of my research..."

As he raises a gold goblet in toast, a smile that you all feel once was inviting is now sinister in ... hindsight? While you do not remember what occurred after this moment or what led to it, you all feel a sense of betrayal.

Looking around, you all now can see the yellow fog has thinned. More of the grounds out of the tower windows and cracks can be seen, shapes retreating with the receding fog. The death of the oneirogen has lessened the hold the Dreamlands have on the area. Three more must be slain, then Zandalus himself can be confronted.

Heal DC 16:
Inspecting the oneirogen's body reveals it is hollow. The organs had been ripped away, but no sign of surgery or mundane damage can be seen.

Know(planes) DC 16:
The oneirogen's organs had been removed, the result of having the extraplaner energies that created it housed within its body. The rift between the Material Plane and the Dimension of Dreams hollowed out its insides, replaced with the tear between the planes.


As Ethyl nears the oneirogen with harm in her heart, the yellow fog darkens from a lemon to a darker mustard hue. His face contorts from bliss to horror as the half-elf's first claw strikes. It attempts to dodge the other claw, opening itself up for the bite. He howls in horror and rage and swings his arms wildly, attempting to drive Ethyl - or whatever form she takes in his addled state - away. However, the sleepy assault falls short.

Oneirogen's Miss Chance 20%: 1d100 ⇒ 2
Slams: 2d20 + 5 ⇒ (4, 6) + 5 = 152d4 + 2 ⇒ (1, 1) + 2 = 4

Initiative: 1d20 + 5 ⇒ (11) + 5 = 161d20 + 2 ⇒ (14) + 2 = 16
Round 1. Party goes first. Ethyl, Claw 1 and Bite landed. I had meant to say only the ranged miss chance is negated, but I should have been clearer then so...


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@Jacques, she would have, saying she'd risk getting the six of you one handed light weapons.


Djehuti:
It has low-light and darkvision, scent, can understand but cannot speak Goblin, and its disease is called wormpox. No glaring weaknesses or resistances.


"I didn't mean to hint at mutiny," Sandra held up her hands. "Merely suggesting we look out for ourselves, till we either earn our new captain's respect or determine if we stick it out or not. Cruelty is not out of place in the Shackles, an unfortunate circumstance many resort to to maintain control. With so many free spirits, it is hard to submit to authority without bloodshed."

The gnome tucks his head. "Perhaps I was hasty, friends. I knew of no other word for what we were scheming."

The halfling scoffed while the Varisian firmed his lips. "Fate can swing either way on these waters. We need not give our overseers cause to send us to the Spire early."

The air grows heavy with the turn of the conversation, the shadows cast by the rising moon twisting as the salty air rustled the rigging and sails. It is a dangerous situation the lot of you find yourselves in. The die rest in your hands, ready to be cast as talk awkwardly turns to other matters, lest Scourge or Plugg or one of their loyal thugs overhears the wrong word.

"The quartermaster is another half-orc - Grok, nicknamed Cut-Throat not due to murderous tendencies but due to that scar across her neck." Sandra answers Lily's question. "She's amiable enough if you provide a better drink that rum rations. I was planning to try and ... find something on the ship to try and trade for some concealable ... tools before risking theft."


The "intruder" stands with its back to the Court. Its plain white robe is spotless, and its shaven head shows no sweat from the sun. It turns around slowly, pivoting rather than moving its feet or legs, to reveal it has no face. Something cackles in a high pitched, grating voice, and the illusion vanishes, revealing another horrifying sight.

A beast the size of a horse rises from the dug-up sand, its two canine heads snarling despite one missing its lower jaw. Its matted black fur is pockmarked with maggots and decay, some of which falls squirming to the dust.

Know(Arcana) DC 13:
This is a death dog, said to have been reanimated by monster worshiping cultists, they are actually rotting puppets for the worms seen through the decaying flesh. Its saliva holds hundreds of eggs, making its bite the means of propagating its condition.

Initiative: 1d20 + 5 ⇒ (19) + 5 = 241d20 + 2 ⇒ (17) + 2 = 19
Round 1: The Court acts first, then the beastie


GM Screen: 1d20 + 5 ⇒ (8) + 5 = 131d20 + 2 ⇒ (4) + 2 = 61d6 + 1 ⇒ (2) + 1 = 3

Nyarai summons the whispering aura that often surrounds her and intensifies it. The yellow fog resists for a moment, but Nyarai's cleansing breeze wins. The path to the oneirogen is made clear, a man wearing a full yellow robe with chalk flames drawn on his face and fog spilling from his mouth. He doesn't seem to notice you, a blissful expression of childlike daydreaming plastered on his gaunt face.

Nyarai now has a 15 ft diameter area around her that negates the miss chance of the oneirogen's fog.


Nyarai, once up, do you attempt to dissipate the unnatural fog?


Luke darts downstairs, seeing the figure's cloak corner slip out the now open eastern doors. Peering out, the Taldan sees the eastern courtyard. A spacious yard fills the compound east of the house. To the east, several small stone outbuildings have been built right into the compound’s outer wall. A well stands between two of these outbuildings, opposite a stone table and benches that sit in the shadow of the house. To the west, two sets of steps, both flanked by columns, lead up to doors into the main house. To the northwest, an open doorway leads into
an extension of the house, next to a small structure with a domed roof.

The figure is seen slipping into the open doorway of the larger southern out building #6 on Slide 5, again only the corner of his or her cloak seen.


The four look up at Lily, a mix of expressions.

"Quite the imposing figure you cut, my lady." Shortstone remarked in awe.

"I have no love for these brigands." Cogward muttered darkly. "Such disregard for those that have moved on, and for those still beneath their heel. While I am no rebel, I will mourn no more than is required should our 'masters' fall into the River of Souls."

"I'm on board for any plot against these Chelish wannabes." Rosie growled, plucking harshly on a string on the fiddle. "I'd love nothing more than to knock them down a peg or two hundred." Her calloused hand wanders to an empty hoop in her belt, reaching for something no longer there.

Sandra nodded. "I'm with you six. I have a better feeling for you than I do for Harrigan. Besmara is a goddess of freedom, not tyranny, and I am of the same mind."

The gnome sighed. "Barely to sea with a right proper crew and already we are plotting mutiny? You know how to show a lad a good time. I suppose I'm in as well. Nothing like a civil war on a small wooden floating island to get one's blood pumping, wot?"


Nyarai, you can certainly try. I'd allow it to lessen the effects of the miss chance the fog would cause for ranged attacks.


Izkaen, apologies. You learn the quartermaster is a half-orc named Cut-Throat Grok, named for the ugly scar across the front of her neck. You can roll Diplomacy to try and sway her, or you can roll a Gather Info to see what she likes to gain bonuses to swaying Grok.

Sandra smiles up at Aamu and helps shepherd the other four recruits to join the six of you. "I'm Sandra Quinn, the other lady with me is Rosie Cusswell." The halfling nods silently, tuning and checking the scratches on her fiddle.

"Crimson Cogward." The Varisian mutters. "Apparently the nickname is due to my face when I'm upset. I try and be as even as the Lady of Graves."

"Conchobhar Turlach Shortstone, esquire." The gnome sweeps his large hat off his head in a grand bow. "I admit this trip is a bit premature for my tastes, but I had fully intended to take to the waves some day."


Aamu:
Apologies, you had said you were doing as much. The Varisian briskly introduces himself as "Crimson" Cogward, and the gnome puffs up his chest and spews the mouthful of Conchobhar Turlach Shortstone. The gnome - to the monk's mind - is a selfish pretender and is caught "checking out" the female recruits.

When whispers start being exchanged, Sandra sits close by but doesn't speak up, allowing Lily to say her piece. The redhead woman sits with the other three - the halfling Rosie, the Varisian Cogward, and the gnome Shortstone. From the veil of her stew bowl, she seems to be whispering to them as well, taking care not to gesture or look your way.

Scourge, flanked by at least four thuggish sailors, makes a round during introductions - silencing any wayward whispers till he departs. With minions at his back, he seems far more confident, leaving you to wonder how arrogant he'd be alone.


Djehuti and Jolánka identify the item as a dead man's headband, the style of which would be considered the Gebbite aesthetic - the darker cousin of Ancient Osirion.

Heading back out into the hallway, Luke catches a glimpse of someone headed east on the first floor towards the eastern courtyard not yet explored. Their back is to the Taldan, but it appears human from his vantage point, dressed in contemporary garb rather than ancient.

There are four more rooms - or sets of doors - on this floor.


No fall damage needed, it's not even ten feet.

Enoch and Iosif reach the next floor with no issue, taking their time. Broken windows look out across a sea of churning saffron fog. Inside, dusty crates of every size crowd the room. Iosif and Enoch might think it is good Ethyl has not yet joined them.

The thickness of the fog obscures the wandering form of a humanoid within. The two that ascended hear the soft pleased moans and gasps of childlike delight as someone moves amid the outdated medical equipment and obsolete trash.


Digging into the abandoned hornet nest, the Court finds a magical headband. It is a taut black metal band, clipped with a skull of the same black metal. Checks are needed to ID this item

The dresser is curious, as Djedefre approaches he realizes that it has no drawers, merely carved to look like it does, handles and all. Pulling on the dresser reveals an open back, a slightly tarnished bronze chest hidden in the open space within. The chest is Ancient Osiriani in style, bas reliefs on the sides and lid depicting a busy market. Maat and - surprisingly - Abadar are shown in prominence, overseeing proceedings. The chest is locked.

Perception 20 Chest:
The chest is trapped in addition to being locked.

Perception 25 Chest:
There is a secondary lock on the bottom of the chest, which will allow a Disable Device - or key - to disable the trap.


The ghouls are slain in the well-practiced onslaught of the party. The wall that the stairs were once attached to seem climbable with a DC 10 Climb check, pitted holes and studs remaining on the lower half to permit reaching the remaining upper half of stairs. Otherwise there is nothing of note in this room.

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