Lem

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98 posts. Alias of Wandering Wastrel.


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Hi

I've sent you all a PM

Sorry about this


Drakus chops down two of the zombies, they fall to the floor as dead weights; he takes a 5 ft. step to go back to back with Mai, who misses in her attack against the zombies surrounding her.

Mai - that natural 20 on the Fort save gives you +5 to further Fort saves for the rest of this fight

Donagar and Gregor can only watch as the elf-girl harlequin drinks a potion and fades out of sight - the last bit of her to vanish is her manically-smiling grin...

new map here

New round: everyone's up! And they get to go before the zombies (presented below to save time)!

Zombie 1 vs Mai: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Zombie 2 vs Mai: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Zombie 3 vs Mai: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Zombie 4 vs Mai: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Ouch - that's 20 points of damage! Guess everything counts in larger amounts...

Zombie 1 vs Drakus: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Zombie 2 vs Drakus: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Right, the all-important initiative check for the next round...

Elf-girl initiative: 1d20 + 9 ⇒ (12) + 9 = 21

Donagar, Gregor - I'll let you roll your own initiative rolls for this one; Drakus, Mai to save time I'm rolling the zombie attacks against you below - you get to go before they do though. Remember those Fortitude saves!

Zombie 1 vs Mai: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Zombie 2 vs Mai: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Zombie 3 vs Mai: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Zombie 4 vs Mai: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Zombie 5 vs Mai: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Zombie 1 vs Drakus: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Zombie 1 vs Drakus: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Zombie 1 vs Drakus: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Right, rules issues sorted, here we go - thanks for bearing with me

Despite being heavily muffled by the outlandish mask he's wearing, enough of Gregor's intentions clearly make themselves known to Donagar, who swoops down at full speed after the now-revealed elf stranger. Despite the speed at which he can fly, somehow she manages to outpace him, although he is closing in: a mere 10 feet now separates them.

Gregor is clearly intent on pursuing this wrong-doer, and withdraws from the zombies facing him, running off toward the door.

Gregor - Acrobatics check (DC: 12 + any armour check penalty) to avoid falling over on the blood-slick floor. Assuming you make the check:

He runs heedlessly through the melee between Drakus and his zombie foe, drawing an attack from the undead monstrosity:

AoO: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d6 + 4 ⇒ (5) + 4 = 9

He is intent on pursuing the madly giggling figure, and runs out the other side of the combat, through the door and round the side of the house after her. Donagar flies past him and is slightly nearer, but both of them end up in clear sight of her.

Meanwhile, the zombies that were facing Gregor shamble toward Drakus, with one of them coming round the side of Mai.

Mai: you are Flanked unless - as a rogue/ninja - you have some ability that prevents this.

New map here - Donagar, since you're flying I've placed you between the squares to indicate this.


(map here for reference purposes)

Gregor:

You can withdraw as a standard action without provoking an AoO, but that only leaves you a single move action to get to the door - you won't make it this round. (The melee between Drakus and the zombie, through which you have to move, counts as difficult terrain.)

A double-move action will get you through the door* but you will provoke more AoO's that way... Also: the floor is slick with blood and gore - remember Donagar (literally!) went flying when he tried to move fast.

In answer to your question, it's a front door: it closes automatically once opened, unless held by servants (currently deceased/reanimated), or otherwise wedged open. No one specified that they were wedging it open: therefore it closed behind you, once you entered - and behind her, once she left.

*RAW would seem to suggest that opening/closing an unlocked and unbolted door is an action; my house-rule is that moving through such a door can be part of a move action. Obviously, if the door is bolted or secured in some way, that's a different matter.

Donagar:

I haven't placed you on the map, but she fired at you with a sneak attack, so you must have been within 30 ft. of her before she started her move. She then ran through the door - but she is much faster than you for reasons I won't go into right now. A double-move flying will get you 80 ft. closer to her - and more importantly, through the door, but with a double-move you can't then attack. You will however get to roll initiative next turn to see whether you can get her before she takes the potion of invisibility.

You can't charge as you have to go through a door, which would interrupt your movement - and in any event, a charge action wouldn't get you into combat with her (she's more than 80 ft. away from you).

A single move action flying won't get you to the door, so your line of sight would be blocked at the start of next turn.

Donagar and Gregor:

Remember that Gregor is wearing his doctor's mask, which severely muffles his speech - I'm not going to rule on this specifically, but anyone more than, say, 15 ft. away from Gregor is going to have real trouble making out the words: all that would come across is a series of annoyed, muffled noises.

Think Kenny in South Park...

Let me know what actions you want to take this turn and we'll take it from there.


Critical success, eh - oh, all right then

Mai:
You got it right - she is very anxious that her necromancer 'boyfriend' is spending a lot of time away from her; she doesn't know on what but obviously fears he has found someone else. She feels that the Varisian lad that she captured for him ought to score her more points than it probably has. She is running off to find him. She didn't shoot at you because she thinks it's better if her boyfriend's creations take you out - she shot at Donagar because he's flying and therefore can't be hit by the zombies.

Enough info for the time being...? :)

Drakus cuts one of the zombies to mush, and seriously injures the other one he is fighting.

Mai slashes the velvet smoking jacket (and the zombie wearing it) to ribbons. :( you're all doing very well with your Fort saves :(

Gregor: according to the map, now updated to reflect the kills, you would take an attack of opportunity from the two zombies facing you, plus the one facing Drakus, which you would have to run past. Assuming you survive these, it would take you a full-round action to get to the door and open it, meaning that you would only get to strike at her next round - and then only if you won initiative: if she wins initiative, she drinks the potion of invisibility and disappears. Let me know what you want to do. Also, remember that if you leave, more zombies can surround - and then flank - Mai...

The remaining zombie strikes at Drakus:

slam attack: 1d20 + 4 ⇒ (5) + 4 = 9

damage: 1d6 + 4 ⇒ (2) + 4 = 6

Another zombie shambles forward to take the place of the one Mai cut down, and strikes at her with its carving knife:

attack: 1d20 + 4 ⇒ (3) + 4 = 7

damage: 1d6 + 4 ⇒ (4) + 4 = 8

The zombie on her right stumbles past (5 ft step), trying to get round her before attacking her with its rolling pin:

attack: 1d20 + 4 ⇒ (14) + 4 = 18

damage: 1d6 + 4 ⇒ (1) + 4 = 5

I'm leaving the attacks against Gregor until I know what he plans to do

New map (including the zombie moves) here


new map here - and it's even got pictures; we have the technology...

Drakus moves toward the two zombies approaching from the rear and swipes at one of them, causing horrendous gashes to open up but not dropping it. The two zombies then take a 5 ft. step (no AoO) inside his guard and attack him:

zombie 1 attack: 1d20 + 4 ⇒ (3) + 4 = 7

damage: 1d6 + 4 ⇒ (3) + 4 = 7

zombie 2 attack: 1d20 + 4 ⇒ (2) + 4 = 6

damage: 1d6 + 4 ⇒ (4) + 4 = 8

The other zombies shamble toward Gregor and Mai, but don't attack this round (they're staggered)

Mai cuts into one deeply with her blade, leaving a trail of rotting slime, ichor and pus - but the walking corpse doesn't drop; it leers at her, resplendent in its dusk-blue velvet smoking jacket...

Gregor does his best to encourage your spirits.


They're staggered, they move slowly... Sorry for the delay, I'll have some posts up this evening


Between you, you chop the last of the dancing zombies down - it comes apart in a welter of limbs and ichor.


:) Power has been restored - I'll do full update tonight


Grrrr.... Was going to do a proper update this evening (complete with map!) but got home to find the power is out. Typing large amounts of text from my phone is REALLY TEDIOUS so am postponing until tomorrow.

Sorry.


Mai takes down the second zombie that was facing her, she survives the splash as it explodes in a shower of gore.

Gregor misses with his attack and the two corpses facing him strike back:

Attack by red dress zombie slam attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 + 4 ⇒ (6) + 4 = 10

Attack by panther mask zombie slam attack: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 1d6 + 4 ⇒ (1) + 4 = 5

Drakus - you're going to have to do more than a 5ft. step to get to the other zombies so I will only use your first attack this round.

Drakus comes to the assistance of Gregor and slashes at the zombie who has wounded him; his bardiche cuts through red dress and rotting flesh in equal measure, but she stays on her feet.

Finally, Donagar gets to swing (fly?) into action...


Right, Summary of Round 2:

Donagar channelled energy and damaged zombies

Drakus has killed both the zombies facing him and has been splashed - Fort Save required.

Gregor has been attacked by both zombies (no Fort Save needed)

Mai has killed one of the zombies facing her and has to deal with the other one; she made her Fort Save

Round 3

Donagar Initiative: 1d20 ⇒ 6
Drakus Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Gregor Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Mai Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

Undead Initiative: 1d20 ⇒ 15

Ok. Mai, Gregor, post your actions...


Drakus slices the head from the leering corpse before it can attack him, causing it to collapse as abruptly as a puppet with its strings cut. It was moving toward him when it fell, so the gout of ichor from its opened neck wound splashes Drakus.

Fort Save DC 16, see as above


Mai - she's currently hugging herself with glee watching what she thinks will be your demise at the hands of her creations - she's not going to compete with the sound of combat and Drakus' shouted commands; she likes an attentive audience... ;)


DM notes :

A- dead
B-
C-
D-
E-
F-dead

Drakus' bardiche cuts straight through the nobleman's white linen jacket and deep into the rotten flesh beneath. With a horrible, mushy sound, the corpse collapses in an explosion of necrotic fluids. Thankfully, the bardiche is a reach weapon and Drakus is therefore not splashed.

His second attack, against the noblewoman in the blue satin dress, misses completely; leering wordlessly at him, she steps around the polearm and grabs at Drakus - this provokes an AoO by Drakus

If the AoO fails to put it down:

Attack by blue satin dress zombie slam attack: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d6 + 4 ⇒ (2) + 4 = 6

Gregor selflessly gave up his attack to offer a morale boost to help out the group, so he takes two for the team as the noblewoman in the red dress lunges at him, together with her panther-masked partner:

Attack by red dress zombie slam attack: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d6 + 4 ⇒ (4) + 4 = 8

confirm critical: 1d20 + 4 ⇒ (17) + 4 = 21
critical damage: 1d6 + 4 ⇒ (5) + 4 = 9

Attack by panther mask zombie slam attack: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d6 + 4 ⇒ (4) + 4 = 8

Mai effortlessly deflects the tray fragment wielded by the corpse of the footman, and cuts him down; the luckless servant explodes in a welter of ichor, spattering Mai with foul-smelling, infected plague residue (see below for what this means).

The lady in the green dress attacks Mai with her bony, claw-like fingertips.

Attack by emerald dress zombie slam attack: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 4 ⇒ (4) + 4 = 8

PLAGUE: Anyone who takes damage from - or is splashed by - the zombies (except for Gregor, who's protected): you will need to make a Fortitude save DC 16 or IMMEDIATELY contract the disease.

Symptoms start instantly and include fever, extreme thirst, rash, plague pustules, and dizziness.

If you contract the disease, take 1 point of Strength Damage and 1 point of Charisma Damage. Every round for the next TEN rounds, take another Fort save DC 16 or lose another point from both Str and Cha as the unsightly sores break open on your skin and weaken you further. You will need to make TWO CONSECUTIVE saves in order to be cured; if you are still infected after TEN rounds, you will be DEAD.


Gregor/Mai:
Good rolls

You can tell that her remarks about her 'boyfriend' are true (or at least that she believes the story to be true); also that perhaps she's not so sure of his affections as she would like to be (she is protesting a little too much)...

Anyway, enough talking - as Drakus said, now is for fighting! You wouldn't be heard now above the noise of combat, anyway. Also, Gregor - remember that your voice is muffled by the mask you're wearing; I doubt she heard much of what you said. Mai heard you though, as she's right next to you - she may have something to say about not coming to her defence...

Will Save: 1d20 + 3 ⇒ (15) + 3 = 18

Donagar's channelled energy washes over the six shambling corpses; they writhe and twist in apparent pain as the dark energy that powers them is partly stripped away, but they keep shambling onwards.

they are staggered, so they only get a move or a fight action per round - they are using their move action to close with you - 2 each for Drakus, Gregor and Mai (Donagar is safely out of reach).

A former nobleman garbed in alabaster-white evening clothes, with a swan-feathered mask, lurches toward Drakus; a single onyx gem is pinned to his lapel. It no longer shines but is somehow corroded and spoilt. The white linen has stained badly with the fluids leaking out from the corpse.

His dancing partner, decked out in a blue satin gown, also lunges at Drakus; her mask has been lost somewhere and her face - the muscles slack - gapes eerily at the Sergeant. Open sores and pustules bloom on her cheeks and forehead; most of her hair has fallen from her skull and the tufts that remain do nothing for her appearance.

Another couple assails Gregor: a noblewoman in a revealing skin-tight cherry-red silk dress and a devil's mask studded with red gems; her skin has split in several places where the dress is too tight, and there are dark stains oozing across the surface of the fabric. She was dancing with a man in a dusk-blue velvet frock coat - his mask (some sort of panther or other feline) has slipped down from his eyes but remains pinned to his skull by a crossbow bolt. He too reaches out to claw Gregor.

The corpse of a lady in an elegant emerald gown (with a white fur stole) stumbles toward Mai; her peacock-feathered mask remains in place, concealing whatever horrors the plague has inflicted on the skin beneath. Her fingernails have rotted away and she lashes out with bony fingertips, something like claws. Mai's other assailant is the rotting corpse of a former footman, in dull grey attire (it wouldn't do for servants to upstage their guests, now); he is holding the remains of a shattered wooden tray, a makeshift bludgeon.

Right, Gregor, you're next up, then Drakus, then Mai.


OK, map here - X indicates approximate location of non-flyers.


Don't worry about the map - you're all in the great hall, three of you are clumped together and Donagar flying. There are six undead shambling things, dressed in fine silks and velvet (rotting) and covered in sores, blood and pus - did I mention they're heading your way?

Round 2

Donagar Initiative: 1d20 ⇒ 20
Drakus Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Gregor Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Mai Initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Undead Initiative: 1d20 ⇒ 19 Woot

Ok, Donagar - post your action for this round


Sorry, still can't get the map to work - I'm working on it. In the meantime:

Round 1 - Summary

Donagar - ran in to the hall (move action), slipped, cast Fly (standard action) - probably the running is a double move so the Fly should be next round, but I'll let it pass

Drakus - marched in, didn't slip, readied weapons

Mai - followed Drakus

Gregor - followed Drakus and Mai, couldn't remember anything useful

Mystery voice - mysterious actions

6 Undead - ceased dancing, became aware of intruders (that's you, that is)

On to Round 2....


I had overlooked that - I blame Gregor for going on about your heritage ;)

Let's assume that she's very perceptive (which she is) and leave it as it is; but I will bear it in mind for future reference...

EDIT: to clarify, if you'd been in a situation where it mattered, I would definitely take account of the feat and ignore what was previously posted... since in this case however it clearly doesn't matter - beyond Mai's hurt feelings - I'm going to say that what has happened, stays happened. Hope that's clear.


Sorry about the map, I will have a look at it tonight. We're still waiting on Gregor anyway.


OK, I'm going to wait for the others to post before we do the next round.


OK, new map here: Drakus: you're Dk, Donagar: you're Dg, ok?

Donagar rushes into the hall - and skids to a halt. The great hall is slick with blood. A massacre took place here.

Donagar - Acrobatics check DC 12 (remember any armour check penalty) to avoid falling over

Upon the marble floor, and heaped in the corners, lie more than a dozen corpses, each clad in garish oufits: purple sequinned velvet robes; revealing skin-tight turquoise silk dress; colourful feathers - an assault to the senses. Masks of all shapes and sizes - gods, animals, magical creatures - adorn the dead, each competing with their neighbour in terms of elaborateness. In several instances, though, these fanciful, vain fripperies have fallen away, revealing withered, rotting flesh and nauseating open sores.

Most horrifying of all, upon the blood-slick marble at the room's centre sway three couples, shuffling and jerking like hellish dancers, all obviously dead.

The garishly-clad dancers slow to a halt as they become aware of Donagar's clattering entrance...


You are lucky - or sensible!

Mai:
As Mai opens the northern door fully, it becomes clear - even in the half-light streaming in from the hall - that the lady seated in the chair and the man lying on the couch are both dead.

Their fine clothing is stained; their skin is blotchy with the signs of the blood veil; even the gems they wear are marred and shattered, the silver and precious metal settings tarnished.

The door to the hall is open and Mai can step easily out into the well-lit hall.

An assortment of fine furs and expensive woven cloth coats are hanging from hooks on either side of the main entrance; but Mai's attention is on the doors. There is a simple latch on this side; it is well-maintained and opens easily - you may wonder what Gregor was fussing about...

Everyone else:

You watch as Mai fleet-footedly and confidently steps toward the fence and nimbly jumps over it. 30 seconds pass: half a minute.

Then one minute.

Then another 30 seconds.

Finally, after two full anxious minutes - the main doors in front of you open and Mai reveals herself.

Re-united again, and the front door open, what will you do next?


1d20 ⇒ 14

ooooh you are lucky

Mai:
As Mai opens the door, she hears the clinking of cutlery striking china plates.

I'm assuming you open the door the merest fraction

Mai can just make out part of a long table covered in a (badly stained) white linen cloth; directly in front of her is a high, carved chair of fine hardwood, its occupant facing away from her. Light shines down from a magically-lit crystal chandelier.

The sitting diner is dressing in a long, scarlet silk gown and her blonde tresses are piled in an exquisitely complex knot upon her head; the knot has slipped badly, however. She is stabbing with a spoon into the plate in front of her - the rhythm is off somehow; mechanical, almost.

Mai can see nothing of the other diners, or the rest of the room unless she opens the door.

I look forward to seeing what you do next...


1d20 + 3 ⇒ (17) + 3 = 20

New map here - if any of the rest of you have moved in the last couple of rounds, let me know and I will alter it accordingly.

Mai:

Mai opens the outside door easily, but it squeaks as she slips in. Slowly opening the north door a fraction, she looks into the room. It is lit only by the light streaming in from the open door beyond - at a guess, that is the main hall.

In the half-light, Mai glimpses a flash of green satin - the gown of a richly-dressed lady sitting in a lavishly upholstered chair. The chair is facing away from the door so Mai is not at risk of being seen by her.

Beyond the chair, Mai catches sight of a sofa, on which is lying the figure of a man in full evening dress; wearing a jewelled mask in the form of an owl, his eyes are staring directly at the door Mai just opened...


Fine, I need a Disable Device roll for the door and a Stealth roll, please...


Mai:
The curtains of the dining room are closed, so you see nothing. You can see into the servants' lodge, but it is deserted and absolutely silent. No lamps have even been lit.


New map here

Mai easily climbs over the hedge and drops lightly into the grounds beyond. She is completely hidden from the view of the rest of the party.

Mai:
You are at the point marked "M" on the map (original, no?) To your left you can see a door right next to the hedge that would give entry to the manor house. You can also see a large, protruding bay window (curtains drawn). To your right, there is a door to the servants' lodge. Some 50 feet in front of you is a large, ornamental lake; you are on a path that leads to the lake, before curving around the side of the house and disappearing from view.

Are you going to explore on your own once you've climbed the hedge? Or will you wait for the others?


Looking up, Drakus and Donagar fail to spot any open window no roll, there just aren't any. However, they do both see the gleam of polished brass - a balcony some 15 feet above the front door. From the balcony, there's probably a less sturdy door (or at least, with a simpler lock) that would give access to the upper floor of the house... It would be a simple matter for Donagar to fly up, attach a rope and let everyone climb (DC 10 climb check).

Alternatively, there are windows on the ground floor either side of the main entrance, and a green hedge that could - one imagines - be climbed over to give access to the garden.

Decisions, decisions...


After 30 seconds of sustained kicking, the doors are scuffed and visibly damaged, but still intact (7 HP damage). The noise of armoured boot against the mahogany is impressive... And no doubt the repeated impact is bruising.

Gregor fiddles with the lock, but it's far beyond his skill (DC 30). Evidently the nobility know how to protect what is theirs!


The handle turns under Drakus' firm grip but the mahogany doors are locked.

Sorry, not providing you with a convenient key this time ;)


As promised, map now ready here - you are at the position marked with the red spot and an 'X'

You see the stately, gabled manor that is the town residence of the Carowyns. Directly in front of you is the main entrance to the house; made of sturdy mahogany, the double doors are dark and forbidding. The hedging continues to the right, where it meets the wall of the smaller servants' residenc. Behind you is the main gate.

The limestone facade of the house is festooned with garlands and the ground is illuminated with many-coloured everburning torches; a merry scene. Yet something is definitely wrong. All is quiet and still; deathly silent, in fact.

How will you proceed? As well as the main doors in front of you, there are a number of windows both to your left and to your right; the drapes are closed so you can see nothing of the rooms inside.


Understood, thanks - I might bring it back in at some point then.


Mai's quick-thinking diplomacy does the trick; Deyanira still looks hurt but agrees to wait for you back at the tavern.

As you open the gate, you see a wide path leading towards the front door. The grand house is silent, although the glow of lights behind the curtains can be clearly seen.

Perception check DC 17:
As you approach, you can clearly smell something over the usual scents of incense and perfumed flowers; something sickly-sweet - the smell of decay.

I really will get a map up for you as soon as I can; unfortunately for some reason my Linux computer won't talk to my dropbox so I have to do that stuff from my laptop


Sorry, don't know nuthin about no pseudodragon - problem with taking over a campaign is that some of the details get lost....


Gregor wrote:
"I do hope none of you were about to make a bad decision with that ladder?"

The foreman of the group looks at Gregor in surprise: "No, sir - more'n my life's worth to trespass on that ground! Ladder's for getting the bunting down. Still, if you're guard an' all, then you're welcome to it - we'll wait 'ere and see if you get any answer."

Mai finds that the gate is locked, but that the key is on the other side: it's just a simple matter of reaching through the bars and turning the key to unlock the gate...


Gregor - the Carowyns are human nobility so you get the info.


As you follow Deyanira through the city of Korvosa towards the South Shore, the streets become progressively wider, giving way first to tree-lined avenues and then broad, open plazas.

Truly, the nobility can afford space in abundance; even in a crowded city.

Eventually, you arrive at a walled semi-palace, hidden behind thick, verdant green hedging. At one side is large set of barred gates; currently shut.

I'll get a map up either later today or tomorrow

Loitering outside the gate, clearly uneasy, are a number of workmen in smocks; one of them is carrying a ladder. Their foreman addresses you as you arrive: "'Allo, you lot come to collect what you're owed as well?" He gestures past the gates toward the grounds, where you can see an abundance of bunting and a number of still-burning torches in a variety of colours. "Look at that - bloody nobs, no consideration! Those everburning torches was only 'ired for 3 days and they've 'ad 'em nearly a week already - I've got to get 'em back tonight as we need to put 'em up at the palace tomorrow, but do they answer? Do they 'eck." He points toward a prominent bell-pull by the side of the gateway. "Go ahead, ring as much as you like - that lot must still be sleepin' off their 'angovers. Some party it musta been!" He spits on the ground, derisively.

Knowledge (nobility) DC 18:
There's no way the nobility would answer the gates; that's what servants are for. It's unlikely that even the Carowyns - eccentric as they are - would invite their servants to join the party. If no one is answering it's because they won't - or can't.

One of his mates, spotting Deyanira, laughs. "Come to collect? Come to hand over that thief, more like!" He leers at the Varisian girl: "Don't tell me - them valuables just some'ow found their way into your bags and you got no idea 'ow they ended up there. Or, no - don't tell me - they's yours and your granny give 'em to you on 'er deathbed. 'Ad 'em forever, you 'ave, ain't ya?" He smirks at you, as the others join in with his laughter.

"Done well, you lot 'ave - them Carowyns is rich and generous; bet they'll give you a reward an' a half for gettin' their stuff back!"


Gregor - the Carowyns are well-known local nobility; if Lord Ausio Carowyn's grandfather had been the elder brother rather than the younger, the Carowyn family would have a serious claim to the throne of Korvosa.

As it is, he and his wife Olauren content themselves with being first in the limelight, regardless of circumstances. Notable recent instances include contributing thousands in gold to the upcoming season at the Kendall Amphitheatre and having box seats for the entire year at the Marbledome, in between giving garish parties at their South Shore estate.

The Carowyns and their circle are known to be no friends of the current royalty; their feud with the late, murdered, king has shown no sign of abating with his death. The exact causes of disagreement are a mystery.


Yup, there's a circumstance bonus there for sure...:)

At Mai's haranguing, the patrons of the tavern suddenly take an extreme interest in their drinks and the chatter ceases altogether.

After a suitably embarrassed silence, conversation slowly resumes; in a couple of minutes, things are back to normal again, although there is a slightly forced air to the joviality. Notably, anyone ordering drinks off the serving girls is doing so with rather more politeness than normal...


Mai Asta Isabella wrote:
"Looks like we're going to the Dragon's Horder tonight."

I certainly hope so...

That evening, you attend the tavern, hoping to meet with your plot hook mysterious "Damsel" - the one whom Zellara said you will know by her appearance. A mysterious and ambiguous - the order of the day for most seers' pronouncements, probably.

Whom will you know by her appearance? And how? Does that discount the locals who always attend? Who here is a local, anyway - can you remember exactly?

More later


I am assuming the same thing...

You gather to discuss your findings. As you talk, and share what you have discovered, and speculate, you become aware that you have been joined in the room by another. One who feels so familiar (even to those of you perhaps that have not yet met her) that you cannot quite recall exactly when she showed up or when you became aware of her presence.

Until, that is, she acts; cutting across your chatter and commanding your attention.


Mai Asta Isabella wrote:
Ack the site maintenance ate my post.

Tell me about it, I lost almost every post I made over the weekend... :(


Gregor works the lock a while with his thieves' excuse me, I mean investigator's tools and is rewarded with a 'click' as the lock slides open.

The top of the skull-encrusted box immediately springs loose, releasing an almost un-noticeable red vapour. This has no effect on Gregor, since he is (sensibly) wearing the mask.

Inside the box is a dead - a very dead - rat and 50 silver pieces.


Gregor Ward wrote:
Gregor pulls out the tools he uses for lawful searches and seizures, which sadly are the same type burglar's use for theft.

lol, that's one of those irregular verbs isn't it: I am an investigator; you are a rogue; he is a burglar...


OK, Mai found it in her belongings shortly after Marra left...


BTW, which of you is holding onto the Haunted Harrow Deck?


Donagar:

Looking into options for dealing with Wraiths, a Knowledge(religion) roll DC 15 will tell you that there are few options for preventing their ability drain (Death Ward[i] - a level 4 spell - will guard against negative energy but not ability drain) but that [i]Lesser Restoration will heal that damage.

Such scrolls are available, but are going rapidly as they also help with the ability damage caused by the blood veil. As you can imagine, demand is high - scrolls of Lesser Restoration cost +20% of their normal price.

As to overcoming the fact that they are incorporeal, you can obtain ghost salt (20 gp per dose): this can be rubbed into your weapon and then placed over a hot flame for a full round. Your first successful hit on an incorporeal will then do full damage (instead of half damage).

Donagar and Gregor:

Your investigations of the mask reveal it has two faint auras: primarily conjuration (healing), but also illusion. It appears to grant complete immunity to blood veil and resistance against other diseases (+2 bonus to fortitude saves). However, oddly, it also conceals the wearer's alignment, making them register as Neutral to alignment-detecting effects.

The box is a coffer engraved with numerous skulls. It has an aura of necromancy and general evil. It is surprisingly sturdy and will require a Disable Device DC 20 to unlock.

The captain's log box is engraved with the name of the ship (the Direption). It does not contain the log-book - a notable omission - but it does contain a number of ledgers and invoices for a cargo (referred to as "specimens") from an entity referenced only as B7 and directed to a "R. Davaulus". The title deed to the ship is also present in the box and discloses that the ship is owned by the same "R. Davaulus".

Mai:

You learn - unsurprisingly - that the Grey Maidens are thoroughly disliked. They are thought of as overbearing and tyrannical, reacting violently against what they see as any disorder. They cannot be reasoned with and once they have identified someone as in the wrong their "justice" is lacking the quality of mercy.

The Queen's Doctors are thought of as a mystery: people approve of them in some general way - but no one has ever seen one in the streets, or attending to the sick. No one has apparently thought of this as odd, since it is generally assumed that they are doing some sort of unspecific good somewhere to make the city better. Everyone who has encountered Dr Davaulus (the leader) or heard him speak tells you that he is extremely approachable and very charming and compassionate.

When you describe the mask you found, you are told that it looks exactly the same as the one worn by the Queen's Doctors.

The box with engraved skulls is apparently the same sort of thing as the boxes that washed up on the shore, full of coins.

Drakus:

You gain 1d20 ⇒ 7 gold pieces for your work, a thorough and satisfying workout that removes all the kinks and knots from your back and arms; and the intangible reward of finding that your father and relatives are - thus far - unscathed by the blood veil.