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Herk, the Hunched's page
11 posts. Alias of G-unit.
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Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
Found this old thread. Thought it might be fun. Anyone is welcome to join an practice RP or help a toon find their voice. Welcome to the Dancing Drunk!
In the back alleys of an oppressive city, nestled between rows of buildings of similar size and disrepair is a narrow two story structure. With a tavern on the first floor and rooms on the second story. Above the door hangs a sign depicting a man being hanged with his legs kicking and a large empty mug on the ground below him, At the top of the sign in faded yellow lettering it reads, The Dancing Drunk. On the bottom of the sign is the more recently added, No Dancing Allowed!
From the outside the tavern looks nasty, cheerless and uninviting. Soft wooden planks and oak details make up most of the building's outer structure. It's difficult to see through the dusty windows, but the gloominess from within can be felt outside. In the corner of the window closest to the door is another sign which can hardly be seen beneath the dust which reads;
Discreet Investigations.
No job to big or small.
Inquire within.
A heavy wooden door is the only entrance to the tavern and groans when it opens. Upon entering the tavern it appears as dire inside as it is on the outside. Dark squared, wooden beams support the upper floor with rows of small, molten candles dangling from the beams. The common room is long and narrow the walls are bare, with the plaster peeling off in places. The bar is on the left and runs the length of the room with several small tables running along the right wall along with a stone fireplace. Along the far wall are two doors, one leads to the kitchen the other to the basement. The overall layout gives the room a cramped feel.
The tavern is almost completely abandoned the few who are here are dredges of society and lost souls but whoever they are, they give you an uncomfortable feeling of dread. Behind the bar is a large, stooped, overweight bartender who is coughing into a dirty napkin. He makes no effort to acknowledge your presence.
Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
"Since we're here we might as well talk to the neighbors," Herk suggested.
Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
After the Muncy's remarks Herk turned to Grey, "Looks like your original hypothesis may be closer to the truth."
He took a deep breath and looks around the room again, "I suggest we find out more about the victim." He scratched his head and quickly added, Unless, you have a better idea where to start."

Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
Knowing a good deal when he heard one Herk quickly responded to Muncy's offer, "Deal."
Grey Karlov wrote: "So we appear to searching for someone who use transmutation magic to take on the guise of a child, some sort of possession or mind-control magic coupled with strength-enhancing magic, or a freakishly strong, murderous child." Herk shrugged his hefty shoulders and muttered to himself as he shook his head. A second later he said a little louder, "Or the child could be a witness." He stroked his mustache and added, "Or it even could be a group of children. To little to go by at this point."
He stood a little taller and bruskly addressed the other two examining the scene, "My name is Herk and I usually work alone. If I am going to be working this with you I'd like to know your names." He adds a little louder, "Also, don't get in my way."
Grey Karlov wrote: Grey turns to inspect the Inspector. "You want... irregulars for this case. Not the constabulary." The voice in Herk's head screams, <Because you're expendable nosy fools.> Herk nodded his head in agreement and asked Muncy, "Have there been other murders like this?"

Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
Herk entered the room prepared for the worst and wasn't disappointed. He quietly examined the room making note of the details and concluded, Bill was not chosen at random.
Herk ponderously absorbed the details of the crime scene, looking at the corpse from various angles, and it took several moments for him to realized that there are two other people examining the crime scene. Competition, for the reward, he grudgingly admitted. He looked at them closer trying to discern more about them from their appearance. After a few seconds the other voice in his head advises, <Best get back to the task at hand if you want the reward.> Like a man woken form a dream Herk focuses back on the crime scene ignoring his competitors.
Finally, he gets down to business, he turned to Muncy and asked, "How much to solve this?"
Perception: 1d20 + 11 ⇒ (19) + 11 = 30
Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
I kept my fluff spoilered.
Also, the game play thread is open.
Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
Herk follwed the watchman through the back alleys of the dilapidated nieghborhood. His labored breathing echoed in the still night as he wondered, Why would the watch drag me out of bed at this hour. Nothing good, he concluded.
As he listened to Muncy in the dimly lit alley, Herk took a few moments to catch his breath, his labored breathing slowed down and his wits caught up with what the detective was saying. The hunched back man continued his internal monologue, This cant be good, Muncy is rattled. It's more then my keen wit he needs. The other worldly voice inside his head warns, <You're expendable, you fool.>
Herk muttered with a shrug of his shoulders,"You're right." He quickly realized the Muncy was looking at him expectantly and added, "Shocking in what way?"
Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
@Grey - I am interested to see how the polymath template plays, nice choice.
Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
Okay, I think I have everything squared away.
Note:
I made some changes to my gear, changed +1 inspired sword cane (8,000gp) for a +1 Quarterstaff (4,000gp [+1 enchantment for both ends]) and belt of giant strength (4,000gp).
Switched out extra investigator talent (feat) for Two-weapon fighting (feat).
Investigator (Empiricist) 1 | HP: 43/43 | AC: 18 / T: 13 / FF: 15 / | Fort: +4, Ref: +7, Will: +4 | M. Atk: +7, R. Atk: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +11
Thanks for the selection, looking forward to a great game. Will commence reading and double check my special abilities.
Dotted then deleted in the game play thread.
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