Dr Lucky

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441 posts. Alias of Nevynxxx.


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As Cev's condition worsens, the heros plung all of their resources into the Jackel. In a scourge of fire it is reduced to a pile of ash and slag, without even a last taunt able to leave it's lips.

Even while victory is secured though, Cev's last ounce of life ebbs away. Blood stops seeping from his wounds. His chest stops rising and falling. As fire sweeps by him. He passes.

Dying always includes a value, and if it ever reaches dying 4, you die...

You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren't able to act...Spend all your Hero Points (minimum 1) to avoid death.

But, Pharasma smiles upon Yuelral. A hero's work is never done, and this champion has earned the aid of his God, and in turn a favour from the Lady of the Grave herself.

End of combat. Sorry for the delay. That one wasn't easy. Well done.


Viridi of Absalom wrote:

Viridi quietly begins to regret not bringing a crossbow as she attempts to move as close to the pugwampis as she can.

Do I need to make any Acrobatics checks or anything of that nature to do so?

That depends where you go, post a location you are moving to and I'll let you know if I need one.

Pular Short-Whiskers wrote:

Pular moves forward and strikes at the pugwampis before her.

Moving to B9 to attack P-6

Attack: 1d20+5
Damage: 1d3+1

You need to roll the attack roll again, under normal circumstances that would be a possible crit too ;)

Nasir?


Adonai's blow glances off the scarecrow's clothing.

Back to the top with Jerjia and Wits.

I'm not bothering mapping this, as there isn't really too much to bother with. Safe to say you are all close enough to get to them to attack, and you can safely outflank them now they are in combat.


me:
1d20 + 2 ⇒ (14) + 2 = 16

Wits' bomb lands on one of the scraecrows as it begins to lumber forward. He doesn't deter it though as it charges at him!

Atk: 1d20 + 5 ⇒ (14) + 5 = 19 Dmg: 1d6 + 1 ⇒ (6) + 1 = 7

Meanwile, the other charged Adonai:

Atk: 1d20 + 5 ⇒ (7) + 5 = 12 Dmg: 1d6 + 1 ⇒ (2) + 1 = 3

Both scarecrows claw at the faces of their foes, with long, sharp talons.

If they hit, also make a DC13 Fort save to avoid being paralysed for 1d4 + 1 ⇒ (1) + 1 = 2

Reynard's bolt hits home, barely slowing the scarecrow.

Adonai


As Wits and Jerjia prepare, there's a muffled thump, and a quiet yelp as Reynard's bolt hits home. Adonai concentrates on the far Scarecrow, but all signs evil end as soon as the bolt hits.

Just to be clear, the two scarecrow's action was the break free of the frame. So, full round 1. Go!


Adonai:
The Far scarecrow detects very faintly of Evil.


Errmmm, you all have a surprise round action to take.....Starting wit Wits and Jerjia, but I'm not too worried about your posting order.

Adonai, detect Evil is a move action, so counts as your surprise action. Which scarecrow do you want to detect evil on? 1 is the one Wits noticed, 2 the one Jejia did, 3 the one Reynard did, and 4 and 5 are the middle two.


Just as Wits speaks, the two closest "scarecrows" wrench free of their bonds, and bound forward. The bobbies are taken too off guard to react (so are flatfooted and don't act in the surprise round).

Init
Wits -> 18
Jerjia -> 13
Scarecrows -> 11
Adonai -> 9
Reynard -> 5
Bobbies -> 1(Don't act in the surprise round)

Go!


Three identical checks hey? Gah well you still get different spoilers ;)

Wits:
The closest scarecrow on the left appears to be moving strangely in the slight breeze. Almost as though it were twitching....

Jerjia:
The closest scarecrow on the right appears to be moving strangely in the slight breeze. Almost as though it were twitching....

Reynard:
The furthest scarecrow away appears not to be moving in the breeze, as though it were heavier than just a lot of cloth and straw...

Me:
1d20 + 2 ⇒ (9) + 2 = 11


As you pass south, you come to a fork in the path. At each side just before, and just after the fork there is another scarecrow, making 5 in a staggered row.

The night breeze sighs, as dusk begins to fall. The bobbies are obviously starting to get skittish.

Perception Checks, please


The scarecrow's inanimate form moves slowly in the breeze, and a bit more at Wits' touch.

Which way?


As you progress you come to a "crossroads" of sorts. Four paths meet, with you approaching from the North. A scarecrow stands, shifting in the breeze opposite and to your left, in a gap in the corn fields. Which way will you progress? Top of the Map is North, left is East, straight is South, Right is West.


Init: 1d20 ⇒ 1

Init
Wits -> 18
Jerjia -> 13
Adonai -> 9
Reynard -> 5
Bobbies -> 1

The farm you are heading for is about 6 miles, south, on the way you pass other farms, with lights on as normal. Let me know if you want to stop at any along the way. It's getting quite late as you approach the corn fields on your map from the North. The path is easy to find, being a dusty, 10ft wide track between the neat rows of stalks. The corn easily reaches over you head, and it's even darker in here. There is no noise, except the occasional scurry of mice, and the surrus of the wind in the leaves around you.


Forgot to mention, init would be good in the near future too.


Downstairs, you are pulled into a briefing room, along with 6, raw looking bobbies. They fidget nervously, obviously not used to being in this situation.

A higher ranking man stands by a table, and glances up as you enter. "Oh good, you are here. This is a map of the hinterlands around the farm in question. The green area in the middle is farmland, at this time of year it is mostly fields of corn, higher than a man, and easy to get lost in. Please take care! The Green parts around the edge are forests, that we hopefully will not need to investigate. The only buildings on the map, are the farm in question. You are to go and investigate. Bring anyone alive back to town for questioning, and dispose of the dead if necessary. Any questions?

I am going to leave you responsible for the 6 watchmen. WHen combat comes around they will be on the map. They will get a single initiative, and whoever is around when that init comes up, and make their actions. Their stats can be found here.


The constable looks askance at Reynard, then shakes his head, I think I don't want to know. You lot are my only hope, and I don't think I want to know how you get done what you need to do. Just get it done. Do I need to send someone to check on Habe?"

Adonia spends a few minutes talking quietly to the farmer, and eventually calms him down. As he becomes more confident, his words carry to the rest of the room. They get stronger, but as he tells the story, he gets more and more emphatic...

"started out like folks telling children's stories. Swearing they'd seen shapes moving in the fields in the night, and then using words like "shambling" and that sort of thing. Been building for a week or so now. The the Hambelys went quiet. Didn't turn up to the usual meetings, or send word. Not seen their kids. So a few of us went over. Took pitchforks, and rakes, and what we could carry."Farmer grump stands and starts pacing, then getting even more animated "When we got to the farm it was carnage, blood everywhere, and the doors broken in. THEY EVEN ATE THE DOGS!" he eventually screams.... "I saw something stummble to wards, and I ran. Stumple, towards, me, stumble, mumble....." and he slumps back to the floor.

The constable sighs, and rings a small bell on his desk. A man enters, and the Constable nods. A couple of bobbies enter, and gently pick the farmer up, and carry him out. The Constable, finally sits. "We'll keep him here until someone can help with his mind. But I need you to investigate that farm. As far as we know, 4 or 5 good men may have died out 2/b]there. Be careful. I've detailed a handful of bobbies to go with you."


Wits Fizzlewick wrote:
"And where did you find this one? And can I study him? Is it required that he be in one piece when I'm done?"

The constable stoically ignores Wits' enthusiasm. "Master Grump is a local farmer, he lives a few miles outside of the town. He wandered aimlessly into town this morning, chanting that rhyme. I have been trying to calm him, but have so far been unsuccessful. I will need to call in Habe from the sanetorium if we can't calm him soon."


The man looks at Adonia, "They don't tell me why you are wanted, just that you are."

He returns with drinks after a few minutes, then leaves you alone. Half and hour or so later another bobby comes in, and leads you up to the Constable's office.

Entering the office, the first obvious feature is a man, a farmer by his dress sat in the corner. He is unkempt, and covered in mud and scratches. He appears calm, but as you entre he begins babbling. After a few moments the babbling resolves itself into a child's rhyme. He begins to rck backwards and forwards to the rythm of his own words, eyes closed.

"Mumble Mumble Scarecrow,
Alone in the maize.
Sleeping in the daytime,
A stitched man he stays.

But when the moon she rises,
Up Mumble gets.
He shakes his hands at first
And moves his feet the next.

And when the dog is snoring,
And when you’re fast asleep,
Mumble Mumble Scarecrow
Will find you good to eat.

Mumble Mumble Scarecrow,
Alone in ..."

The Constable stands, and points out seats. "Please sit." he says over the noise of the farmer, but he looks distressed that his charge is now babbling....


The bobby looks flabbergasted, "Ah, we don't have alcohol here, it's against the rules. We have coffee, or water?" looking at Jerjia, he winks and adds, "I'm sure we can dig out some lemons."


With a faint smell of burnt flesh, the man shuffles away from Jerjia, and begins to instead weep in the corner.

Leaving the dull, gloomy sanatorium behind, the stark daylight outside is blinding for a few moments. As before, the intensity of the sunlight seems to increase as you leave the grounds, as though the whole place were sucking the light out of the air.

The Constabulary building is a short walk from the sanetorium, and you are met at the door by the duty bobby.

"Constable says you are to be shown in, and him informed if you turn up. Has something new to tell you I think. Take a seat in here, care for a drink?"


Wits' words seem to fall on deaf ears, and the sobbing continues unabated.


Jerjia Nimburhombus wrote:
Surely the police can tell us, though, right?

I'm sure you'll get chance to find out soon ;)

As debate rages over what to do next and where the almost mythical misgivings may be, the man behind you (Not Grayst!) wakes. He shakes his head, and stands, trying to look nonchalant. As he sees Grayst on the bed though, he demeanour breaks, and he bursts into tears.

"He's dead isn't he? I knew it, I knew he had some awful affliction, beyond my means to cure, but I couldn't help myself. His suffering was so, captivating. His curse, so novel. It must be alchemical in nature. No natural malady could work in that way. You are going to go to the police aren't you? I am ruined. My work destroyed." by this point, he is on his knees, clutching at Jerjia, and sobbing incoherently.


Arrangements are made to transfer Greyst to the new cathedral. Where would you like to go next?


Wits:
The man is close to death, and whatever change may befall him then, but not close enough that it will happen imminently. Also, this really isn't the place to help him get over this alchemical ailment, just about his best bet now is the church.


Reynard's shot pins the man to the bed through the side of the neck, apparently missing any major arteries. Adonai's sword hit then knocks the man unconscious. From outside, there is a thud, as the man who answered the door faints.


Sorry Folks...Mad week!

Reynard's Shot puts a bolt through Grayst's shoulder, just as Adonai charges forward, throwing the sickened man to the bed, and pinning him there.

Grayst attempts to grab Adonai's sword, but cannot from under the armoured weight of the knight.

Reynard.. Adonai gets an AoO too

Spoiler:
1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9


He looks ill, but he still has a couple of hours still to live.

Init:
Reynard: 17
Wits: 15
Jerjia: 13
Adonai: 9
Grayst: 5

A few moments pass with the man unconscious on the bed, then suddenly, he jumps up, and literally rips out of his bonds, and punches Adonai in the face (doing 5HP of non-leathal damage).

Reynard

Spoiler:
1d20 - 3 ⇒ (8) - 3 = 51d20 + 8 ⇒ (19) + 8 = 27 1d3 + 4 ⇒ (1) + 4 = 5


Nearly spat green tea everywhere then. Thanks Wits!

Oh, could I have Init please from everyone?


The man looks odly at Wits, but eventually gives a resigned sigh.

"I do indeed hold the man they say is Grayst. Mad man is putting it a bit short though, I will warn you. He is wildly delirious, he hasn't spoken a word of sense in the days since they brought him here. I am doing my best with the chloroform to keep him sleeping most of the time, and he is restrained for his own safety." As he speaks he leads you up through the sanatorium. The building is dark and sparsely furnished. Most of the windows are blacked out, or have curtains drawn. Various side cabinets have odd items, in some case a pair of restraints left lying around, in other cases surgical instruments (most blunt ones). The whole place has an air of disorganised oppression.

Adonai:
No, you don't detect evil ;).

Outside a door, one the highest level, you can hear a man muttering about "too many teeth" and "the Skinsaw man" coming. As the man opens the door an ushers you in, the sight before you is dreadful. Grayst is bound in what appears more like something that would be used in a Chelaxian Bordello than something in use in a medical facility. The bindings do their job though. He crouches on the floor in the corner of the room, by a short bed, sobbing and mutting.

Heal: dc14:
Grayst is quite close to death at this point, he has a matter of hours to live.

Craft Alchemy or Heal DC24:
Grayst is suffering a madley not often seen. It appears to be chemically induced, and it's full effects will only take after death.

Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

As Jerjia enters the room though, his demeanour changes, his eyes buldge, and he stands, shakily.

"He said. He said you would visit me. His Lordship. The one that unmade me said so. He has a place for you. A precious place. I’m so jealous. He has a message for you. He made me remember it. I hope I haven’t forgotten. The master wouldn’t approve if I forgot. Let me see... let... me... see...He said that if you came to his Misgivings, that if you joined his pack, he would end his harvest in your honor."

With that, he falls sideways onto the bed, apparently sleep.

At the sound, the man, who is stilll stood outside the door moves, "What was that? What have you done to him?!"

DC15 Knowledge Local:
The Misgivings is a local name for Ramsbottom Mannor.....


Throw an other diplomacy check in there. Anyone else is welcome to help out....


With a disgruntled sigh, the man slams the view port shut. Slowly the large door opens, and shows a tiny view of a dark interior. "Get in then, and tell me what exactly you want. Quietly."


"You say the Constable eh? Do you have proof? You certainly seem to know a lot about the situation."


Adonai's knock echo's through the garden, disturbing a few pigeons into flight. A minute passes, and Wits tries again, banging on the door. The sounds of waves crashing at the bottom of the cliff emphasise the gloom of the garden.

A few moments later, a peep hole in the door opens, and a voice speaks out.

"Quit your banging!" a man shouts angrily, "You will disturb the patients. What do you want?


Mwahahahah

So, who's knocking on the door?


She's pressed her underwear into your hand, and hung around waiting for you for hours....If she doesn't worship Iomadae now, I think she will by morning ;)

Let's skip over that though, Adonai has made a friend and has a warm bed for the night..........


By the time Reynard has finished his investigations, the crowd has dispersed, all excpet one young lady, sat forlornly near the gate. At your arrival, she perks up, and looks at Adonai. The streets are quiet so late, and off down ally ways you see gas-men, turning out the lesser used lamps as you pass by. The night passes without occurrence, and morning brings a surprisingly bright, clear day. A huge contrast to the job at hand.

Ven Vinder is manning his shop as you pass, his face a dark cloud of grief.

Habe's Sanatorium is on the edge of town, on a cliff overlooking the sea, the grounds are unkempt and overgrown with foul weeds. A flag stone path winds it's way to a huge wooden door, braced with iron bands. The building is taller than seems quite right; built of dark red brick; ominous and quiet.

Sorry for the delay, again....


Adonai, you'd have to find her first ;)

Ok, we have Wits' vote, what does eveeryone else think about what's next?


The Man pushes his glasses up his nose again as Adonai interrupts him once again in his work, but as Adonai speaks, he starts to take interest. "Not that I know of, they ran in very different circles. Baron Ramsbottom in particular is known to have no family, certainly living, or in the region, and very few associates."

Sense motive

Adonai:
I think you mean the woman at the gates? That wasn't a note, it was a piece of fabric.

Adonai takes the fabric from his pocket, and discovers it to be a pair of the ladies underwear, quite clean, and neatly ironed and folded. Made of rather fine Chelaxian lace, and ever so faintly scented with perfume.


Reynard Varvanyuk wrote:
Cast Residual tracking

Errmmm, yeah, that spell sort of makes murder mysteries impossible doesn't it? All you need is a footprint! Fortunealty, learning this information a little early doesn't impact too heavily for us....

Reynard:
As Reynard focuses he sees an image in his mind's eye of the gangway at night. In the pitch dark it's hard to make out but the figure appears to be the man you saved from Goblins on the fateful day of the Swallowtail festival; Baron Benedict Ramsbottom. He appears in some way disfigured though.


Reynard moves slowly around the building, finding nothing off interest, until he comes to the waterside. Down there, there is a broken window, although it looks like it's been broken for years, hidden behind some bushes. Most poeple wouldn't get far enough into the bushes to notice, but a glint of light reflects of a shard of newly fallen glass.

Also, there are some muddy prints along the planking, leading from the water, towards the window. They give out before they get there, so they could have gone another way. The prints are human sized, and shaped. Although oddly, they appear to have been bare feet, not shod.


The Chemical smell around the room is at it's strongest around the axe, it's mostly overpowering here, but Adonai manages to withstand it.

The axe is blood stained, and obviously was the implement used to kill and butcher Harker.


Wits Fizzlewick wrote:
"Hardly a scandal if they're both single. Merely a dalliance before the altar, sort of thing. Not usually the sort of thing that results in a crime of passion, I would say. This seems less like revenge and more like a crime of opportunity."

The man looks up from his notepad again, repositioning his glasses to give Wits a hard stare. He is older, maybe around 65, or 70, and immaculately kept. "Keep your mouth shut with that talk around people who have more manners than you were evidently born with. Hardly a scandal" he sneers "What would be a scandal to you boy? Two dead lovers, and only enough left to drain into glasses? We can't even be sure that is the Vinder girl, except that her clothes match, and she was a known lover of Harker there. Get a grip man, and if you speak to Mr Vinder, keep suggestions like that to yourself." With that, he turns his back, his helpfulness obviously at an end.

Left unexplored are still the axe, and the grounds surrounding the Mill. If you want a closer look at either, go ahead, otherwise, what are your next plans?


"Neither of them was married, although the girl is a few years younger than Mr Harker. Their affair was kept secret, until now."


One of the men turns for a moment, at Jerjia's question. "He, is one Mr Harker. Part owner of the mill, and known late worker. She is one Miss Katerine Vinder. Daughter of the grocer in town. It is believed they were having an illicit affair." with that he turns back to his notes.

Sorry for the delay. Hectic week!

Any questions?


The Bobby pulls up short, and rocks back on his heels, obviously wondering if Jerjia has the Authority to stop him on what he was told was an urgent assignment. After a moment's thought he crouches to one knee, and whispers

Jerjia:
"Them they found in the barn? Naaa, scumbags and con men them were. I'm not sure if the Constable is more pissed that some bugger offed 'em, or that it wasn't him that got 'em on the end of a rope like"

He stands up, holding his fist above his neck like he's holding a rope and hanging, tongue lolling out, then says "Sorry, got to pop, and get this to the Boss.", he waves a small note, and with that, sprints off.

Anyone who wanders upstairs:
Upstairs the scene is more quieted. The men don't wear uniforms and are taking careful notes. They all look around as Wits runs up the last step, and then turn back to work once they recognise who it is. They are obviously expecting you.

One Bobby is up here, a pale faced, obviously upset guard stands at attention near the opening to the log splitter that would correspond to the blood stain below. A female hand, with a small opal ring hangs out of the chute.

The man is affixed to the far wall. His body horribly desecrated. Most of his lower jaw is missing, and he has a massive seven pointed star carved into his chest. The implement used to do the carving is embedded in the wall next to him, a small axe.

Heal Check upstairs, DC15:
Closer examination of the man's body reveals small cuts and legions where a chemical smell is more prevalent.

Wisdom Check Upstairs DC15:
The star on the man's chest is familiar, in-fact, it matches the one on the medalion Nualie had exactly.

Knowledge Arcana/History DC 30 upstairs:
The rune is a Sihedron an ancient symbol of long forgotten Thassilion.


I'll use the perception checks as they are needed, not a lot about on the ground floor though.

Knowledge Local, DC10:
The lumber mill was working late last night. This happens far too often for the locals, and is one of the drivers for the labour laws some locals are trying to get put through.

The mill stands silent, but as you enter, it is a hive of activity. Bobbies wander everywhere, taking notes, and going through items. You enter into a small lobby, with a door leading off into what is obviously an office, and another onto the main workshop floor. In the office, two senior looking men in plain clothes are going through the papers from a filing cabinet in great detail.

A bobby notices you, and gives a small nod, "You want to go through there, up the steps and, well, follow your nose." he says before nodding again, and walking away to continue his errand. Looking where he pointed you can see that the mill works by craning logs out of the river on the far side of the building, and taking them to the first floor. They can then be slid into the jaws of a huge saw, and gravity helps to ensure they come out on the ground floor as neat, if somewhat course planks. There are multiple saws down the length of the building, and one of the nearest ones has a pile of red stained shavings at it's base.

At the far side of the workshop, there is a door that would lead out onto a walkway by the river, presumably for people to help sort logs.


Adonai Soldatovic wrote:
"Of course I will help, Sir. I know I am new here and on probationary status, but Sandpoint has been a good second home for me and by Aroden I will not sit idly by while a murderer is on the loose. We should talk to this man, then investigate the sawmill. Where is he?"

"The man is at the sanetorium, best to wait until morning to interview him. Sleep may allow him to make more sense." The Constable just manages to get out before you all leave. As the door closes you hear a resigned sigh...

A 10 minutes walk through the streets with the bobby from before brings you to the dull iron railings that mark the sawmills grounds. The usual noise of machines and glaring lights from inside are eerily absent.

Men and women line the railings with bobbies at the gates keeping people out. A few cheer as you pass, one woman passing a small piece of lacy fabric into Adonai's hand. At the gates, the bobbies part, and you are left to enter the sawmill alone.

The building as around 100 feet long, with a pier dwn one side into the river. The main door is in front of you.


Wits Fizzlewick wrote:
"Chemical, you say? I may be able to ascertain the particular cocktail. Can you describe the smell or is it best smelled for oneself? We could examine this man after we see to the murder scene. A bit of looking for oneself is the best means to detection, I think!" Wits looks positively excited by the prospect of murders.

"I'm afraid the smell is most peculiar, I couldn't describe it well."

Jerjia Nimburhombus wrote:
"An abandoned barn and a sawmill? If this guy is looking for me, he's not very bright; I haven't been anywhere near those places. If the crazy man murdered the first people, he couldn't have done the ones at the saw mill too, if he was in custody. Who's this 'Lordship' in the note? There can't be that many Lordships around Sandpoint."

"Lordship is not a name anyone in the town goes by. My opinion is that the man was driven mad by what we saw, rather than that he was mad, then committed the murders. The bodies of the men are, mutilated. They are in the morgue below this building, but I would advise concerning yourselves with the more pressing matter first. I obviously have your attention, do I have your cooperation?"

Jerjia Nimburhombus wrote:


Jerjia doesn't have Knowledge (local). Are there any of us who would know anything about the first three murder victims and what they might have in common?

...


"Ah, yes, the first murders. There doesn't appear to be any connection, but they, smell the same, I'm sure you will agree.
"Two days ago, a patrol of my men, along the Lost Coast Road, were assaulted by a deranged man near an abandoned barn south of town along the banks of Cougar Creek. The man was obviously sick and insane, his flesh fevered, eyes wild, mouth frothing, and clothes caked with blood.
"The bobbies subdued him, but when they checked inside the barn they discovered the mutilated bodies of three men: Tarch Mortwell, Lener Hask, and Gedwin Tabe – identified by a note."

The Note:
Messrs. Mortwell, Hask, and Tabe—

A deal has come about that I need capital in. It involves property and gold, and though I am not at liberty to tell you the exact details, it will make us all rich. Come to Bradley’s Barn on Cougar Creek tonight. We can meet there to discuss our futures.

Your Lordship

"The insane man has been identified as one Grayst Sevilla, a local Varisian thug. He’s been given over to the care of Erin Habe, caretaker of the Saintly Haven of Respite.

"You are welcome to try and interview the man, but he is clutching to his last thread of sanity only by his silence it would seem. He appears to have been affected by some Chemical substance, we have been unable to identify. It has a specific, and peculiar smell."


Ameiko is quiet, and quite subdued. "That looks like the way it will fall. I have a lawyer taking care of the fine print, and the firm has enough funds to keep paying the reduced workforce for some time. I cannot make any changes until the legal side of things is completed.

"Your help would be greatly appreciated though, for the moment I could set you aside a room to you for yourself, both here, and ta the works, if you would be willing to help?"

A few days pass, while Jerjia prepares to leave, and Wits settles in. Sandpoint returns to normal, and the celebrations of her new found heros soon subside.

It is late at night, beside the fire in the Rusty Dragon. Jerjia's bag is packed and waiting in her room. The group is having one last drink together. The door creaks, and a bobby pops his head around the door, removing his hat he moves timidly towards the group. "Ah, good evening Gentlemen. Lady", he nods at Jerjia "The Constable would like a quiet word if you could. He is waiting."

Passing through a foggy, dizzle filled night you are soon in the Constable's office. He stands, and offers seats, and then begins.

"First, let me thank you again for all you’ve done for Sandpoint. I am glad you are still here, and haven't taken the plunder you no doubt acquired in that cursed fort off to better pastures. We have a problem that I think you can help us with—a problem that I wish I didn’t have to involve anyone with, but one that needs dealing with now before the situation grows worse.
"There has been a murder, and I fear,the culpret has only begun his work. Perhaps you remember the Late Unpleasantness?, how this town nearly tore itself apart in fear as Chopper’s slayings went on unanswered. I’m afraid we might have something similar brewing now.
Last night, the murderer struck at the sawmill. There are two victims, and they’re... they’re in pretty gruesome shape. The bodies were discovered by one of the mill workers, a man named Ibor Thorn, and by the time my men and I arrived on the scene, a crowd of curious gawk-
ers had already sprung up. I’ve got my men stationed there now, keeping the mill locked down, but the thing that bothers me isn’t the fact that we have two dead bodies inside. It’s the fact that this is actually the second set of murders we’ve had in the last few days.

I come to you for help in this matter—my men are good, but they are also green. They were barely able to handle themselves against the goblins, and what we’re facing now is an evil far worse than goblins. I need the help. But I’m afraid you’ll need the help too. You see, I’m afraid that this particular murderer knows one of you as well.”

At this point, he hands a blood stained paper to Jerjia:

Spoiler:
On the outside of the paper, your name is written in blood. Inside, it says: "You will learn to love me, desire me in time as she did. Give yourself to the Pack and it shall all end."

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