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Male Human Expert 1/ Cleric 2

CARAVAN GROUP:

The return trip to Perdition's Point takes upwards of half an hour, as the mud was only thickened by the heavy rain. The lights of Perdition's Point slowly make their way into view. The lightning strikes overhead illuminates the little hamlet, casting an eerie light broken by the shadows off surrounding dead trees.
Going to give the other two a moment to catch up in time after talking with Tommas

EVA AND ELIJAH:

The rapid lightning strikes and booming thunder indicate that the storm is passing directly overhead. The militia posts two watchmen at each end of the road along the forest's edge. Asking around points you towards his house, which neighbors the Carevin residence. To the right of #4 on the map. He is alone in the house, awaiting his evening shift while his father watches the north forest and mother tends to the church.

If you knock on the door, he calls for you to come in. A single candle lights the main room. It is uncomfortably dark, and the occasional flash of lightning playing with the shadows in the room. As you enter the house he grumbles, "If you talked to Lia, it was just a shadow..."

When talking to Tommas - Sense Motive DC 20:

You get the sense that he is not himself. His attitude is generally enthusiastic about life, and while grim events have dampened his joy, he is shockingly emotionless.

When talking to Tommas - Sense Motive DC 25:

You get the sense that he is not himself. His attitude is generally enthusiastic about life, and while grim events have dampened his joy, he is shockingly emotionless. Something peeks your interest: he really isn't himself. Something, or someone, is influencing him.


Male Human Expert 1/ Cleric 2

ROUND 2 SUMMARY

Trusks Turn:

Trusk, seeing the group surrounded, moves into the center of the group to combat the horde of undead. However, the adjacent kobold lashes out at you with a powerful claw.

AoO vs. Trusk: 1d20 + 3 ⇒ (17) + 3 = 20
Slam Damage: 1d2 ⇒ 2

Its diminutive size makes the wound no worse than a scratch. Once in position, you call out to Gorum and unleash a wave of positive energy, engulfing the kobolds.

Will saves starting with the northeastern kobold and moving clockwise:
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (8) + 3 = 11
Geez, high rollers, each takes 2 damage.

The dark magic that animates them seems to clash with your positive energy, diminishing the power.

Scaths Turn:

Stalking the kobold out of the forest is success, but the ambush was not. Despite being caught off guard, the leather armor seems to have melded with its scaly hide over the years to form a tough defense, deflecting your claws.

Valeria's Turn:

Your years of hunting down undead has taught you to descern their various natural defenses; these zombie kobolds appear to be resistant to bludgeoning and piercing damage.

Charging the closest advancing kobold, your greatsword swings down with divine force, cutting the kobold from shoulder to hip, cleaving him in two.

Alexis Turn:

Your crossbow bolt flies through the air, cutting through the pouring rain and piercing the kobold directly in the abdomen. To your surprise, it appears completely unaware that it was even shot.
Damage Was Reduced to 0

Wylliams Turn:

Parrying the vermin's attack, you follow up with a devastating blow, removing its head from its neck and sending the creature to its knees as it collapses, dead, in the mud.

Luther:

As you see Valeria charge towards one of the kobolds, you make your way towards it in an attempt to double team it. However, she cuts the creature in two before you reach and switch targets to the next closest victim. Your clenched fists lands firmly in its chest, staggering it, but you get the impression that it did not feel the impact of the blow as much as you would have expected.
Damage Was Reduced to 1

ENEMIES TURN

The kobold nearest Scath turns to face assaulting lynx, swinging its spear high, expecting a traditional humanoid sized enemy.
Spear Attack: 1d20 + 1 ⇒ (10) + 1 = 11
The attack goes straight over Scath's head and misses completely.
The two kobolds adjacent Luther begin there steady attacks, lunging with spears at the bare-fisted bartender.
Attack 1: 1d20 + 1 ⇒ (11) + 1 = 12
Attack 1: 1d20 + 1 ⇒ (5) + 1 = 6
Their moves are all to predictable for the practiced bartender, who deflects them from his body. As the rain continues to pour, the fog clears, revealing the decrepit appearance of the creatures. A flash of lightning heralds an immediate crash of thunder.

Continue to Round 3


Male Human Expert 1/ Cleric 2

Sorry for the delay, I had an issue with my comcast account that's been going off and on for months now. Give me a moment to read through all of the discussion and gameplay and give you an update tonight!


Male Human Expert 1/ Cleric 2

Sorry for the delay, I had an issue with my comcast account that's been going off and on for months now. Give me a moment to read through all of the discussion and gameplay and give you an update tonight!


Male Human Expert 1/ Cleric 2

Going to give Wylliam till tonight to post his action. Since it's the weekend and all.


Male Human Expert 1/ Cleric 2

Haha well this is no AP (assuming AP is adventure path), so don't expect to go finding it in something you downloaded. Also, how is the google drawing working?


Male Human Expert 1/ Cleric 2

CARAVAN GROUP

The kobold corpses quickly fill the air with scents of rot and decay. Their bodies decomposing at an accelerated rate. The heavy rain gently peeling the flesh from bone. Upon inspecting the caravan, you find some generic rations that would amount to 10 trail rations, lanterns, 3 pints of lantern oil, 5 sets of flint and tinder, 3 bottles of strong ale.

Perception 10:
The wreckage to the caravan seems to have come from more than just a wreck. Slashes cut into the canopy and small spurt of blood from the drivers seat.

Perception 15:
The wreckage to the caravan seems to have come from more than just a wreck. Slashes cut into the canopy and small spurt of blood from the drivers seat. Lightning flashes and you catch a glimpse of light reflecting off a broken necklace with a pendant half in the muddy waters. The pendant is engraved with the same icon on from the windowsill.

Perception 20:
The wreckage to the caravan seems to have come from more than just a wreck. Slashes cut into the canopy and small spurt of blood from the drivers seat. Lightning flashes and you catch a glimpse of light reflecting off a broken necklace with a pendant half in the muddy waters. The pendant is engraved with the same icon on from the windowsill. As you continue investigating around the caravan, you spot indication of large bootprints in the mud leading into the northern end of the forest. Blood has tipped the outer leaves of the surrounding brushes, hardly remaining in the downpour.

Elena:
Based on your knowledge of the area, you recognize this portion of the forest to be close to an old kobold infestion that was cleared out by a group of mercenaries sent from the capital.

The rain turns into a storm, lightning strikes overhead and the resulting thunder is almost deafening. The sky is almost black, if you hadn't been aware of that left just after noon, it'd be easy to mistake it for night.

CAREVIN RESIDENCE

Talking to Lia - Diplomacy <15:
The pressure of remember that night is too much for the little girl, and she begins to cry. Nothing loud, but the obvious result of trauma. Her father comes in, standing at the door, and makes a kind but stern gesture to leave her be. "I know you are just trying to help, but she has been through a lot recently. I think for now it would be best to give some time. Thank you for what you are doing, please bring our son back." The despair in this final plea is hard to imagine, but he said it as if his life depended on it.

Talking to Lia - Diplomacy >=15:
Lia finally breaks her trance-like state and looks at you, no longer through you, "One of the older boys saw him. Tommas just joined the militia, he likes walking at night to keep us safe. He told me it was just a shadow," she looks down at her lap and begins to cry. "I think he's scared too." With the girl's sobbing, her father comes in, standing at the door, and makes a kind but stern gesture to leave her be. "I know you are just trying to help, but she has been through a lot recently. I think for now it would be best to give some time. Thank you for what you are doing, please bring our son back." The despair in this final plea is hard to imagine, but he said it as if his life depended on it.


Male Human Expert 1/ Cleric 2

As long you don't let it affect your person attitude towards the player or character, I'm all for it. I'll try and post a bit on your findings shortly - both parties.


Male Human Expert 1/ Cleric 2

Round 1 Summary

Alexis unleashes twin bolts of arcane energy at one the kobolds, burning its flesh and causing moderate damage. Stepping back in front of Alexis to prepare for close quarters combat, Wylliam switches to his longsword. Luther closes the gap between himself and his allies, preparing for action.

The kobolds continue their steady advance. The western most group converge to a small group closing in on Luther. On the other side, the singed kobold approaches the moving target and clumsily stabs at Wylliam with its decomposing spear.
Spear Attack: 1d20 + 1 ⇒ (12) + 1 = 13

The kobold on the southeastern portion of the trail makes its way towards Trusk, the largest pile of fresh meat in front of it. As it attempts a stab the half-orc, its spear gets lodged in the mud, only managing to fling dirt and grime in his face.

Spear Attack vs FF: 1d20 + 1 ⇒ (4) + 1 = 5

Map updated. Order will now start with Trusk/Scath and continue down until the enemies. Trusk, if you would like to take a 5 ft step back to avoid the AoO, I believe you would still be in range of the kobold on the western side, in addition to the other 2.


Male Human Expert 1/ Cleric 2

Ahh, okay. My bad, I simply clicked the link to control undead and read that. Even more intriguing. I'll send the link to the stat block in a PM so you can have a look see. And it is totally reasonable for you to know that basic knowledge.


Male Human Expert 1/ Cleric 2

Well dont forget they only stay controlled for 1 min./level


Male Human Expert 1/ Cleric 2

Nope. He comes the first day of every month to collect taxes for that month. He came by 4 days ago left the day after.


Male Human Expert 1/ Cleric 2

Caravan Round 3 Summary:
As the allied kobold makes its way towards its former ally, Elena strikes it down. Without command, it stands and waits. With only one more threat remaining, Elena runs to aid Lineera. Mahb, preparing for close quarters combat, is denied the opportunity to use her dagger as the last threat is felled by Lineera's deadly sickle. Now, only the kobold in servitude stands.

Carevin Residence:
Joan responds to Eva's questioning, seeing her connecting the dots and hoping to help, "I haven't seen anyone around the house dressed like that, or who smelled like -" he cuts himself off to think. "The tax collector! I remember he smelled terribly the last couple times he came here, acting very stange. He didn't seem to want to sell, or even take our money really. He just spent all day and night at the inn before leaving."

Elijah - the markings seem to be identicle, you are sure of it. The strange application that left no shavings or burnt wood imply magical origin.

Lia looks to Eva when answering the questions, her eyes glazed over and hardly taking in anything, "No. He only comes sometimes. The other kids call it Taking Day."

Lia - there are 11 other kids under the age of 14 in Perdition's Point.


Male Human Expert 1/ Cleric 2

I think she might have been referring to me telling her if enemies qualify. For these guys, you are not sure if they worship anything at all. Wylliam, you can still fire from 10 ft. away without the concealment penalty kicking in.


Male Human Expert 1/ Cleric 2

The five of you approach the caravan, keeping your eyes set on the surrounding woodlands, a sense of immediate danger seems to have you all edge. Scath sits crouched in the bushes, keeping an eye out for any approaching threat. The caravan looks to be that of the tax collectors, but no tax collector is to be found. However, there does appear to be damage done to it. The woods creak and moan as the dying trees are whipped back and forth by the chilling winds. The smell of decomposing leaves and wood fill the narrow road, masking the scent of what is coming.

Alexis - You do not sense anything with detect magic.

Enemy Stealth: 1d20 ⇒ 6 Stealthing through brush covered forests aint easy!

As you all approach the caravan, your caution pays off, and within the woods you can see small shadowed figures approaching. Five enemies surround you on all sides, each no bigger than Scath himself. As they get closer, you begin to discern their flaking, scaly flesh from the decomposing armor and the rotting spear in hand. They appear as kobolds to you, but kobolds long since dead.

Enemy Initiative: 1d20 ⇒ 14
Scath Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Valeria Initiative: 1d20 + 8 ⇒ (4) + 8 = 12
Luther Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Wylliam Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Trusk Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Alexis Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Order:Wylliam/Alexis -> Luther -> Enemy -> Trusk/Scath -> Valeria

Most of you have plenty of time to react, but others are still caught off guard by the startling approach of zombies.

The field is covered in fog, granting concealment to all ranged attacks greater than 10 ft. (On a successful hit, roll a d100, on a 1-20, you miss). Additionally, the forest is difficult terrain (10 ft per square) and grant cover (+4 AC and +2 Ref vs ranged attacks). It is the parties turn to act, with Wylliam, Alexis and Luther able to post before the enemy. A link to the map is in the description under the Perdition's Point map. FEEL FREE TO CHANGE STARTING LOCATIONS


Male Human Expert 1/ Cleric 2

I posted the map of the caravan in the description under the Perdition's Point map. Go ahead and get familiar with the layout, moving your characters where you want them. You should all be able to move everything around. Again, managed to find some spare time, but I will be posting again later tonight with a real update =D


Male Human Expert 1/ Cleric 2

Yeah, I meant to go back and respond to those last night, but I got caught up in other distractions after updating the combat (sorry =/). Updated your status.


Male Human Expert 1/ Cleric 2

Carevin Residence:
Responding to the inquiring about the windows, Joan steps up, "We try to lock them often, but the kids slip out during the night and day, leaving it unlocked for periods of time. We do our best, but they're a handful - were a handful."

As you try to think of methods of putting someone to sleep, a particularly simple spell comes to mind that many arcane types learn in their earliest of training. It would have given whoever cast it time to get them out of the house without any noise. Inspecting the mark, it similar to many of the arcane marks that wizardly types use to hide messages or brand things as their own.

When you ask Joan about the drawing, he seems worried. "Not since her brother went missing" Joan responds. "I thought it might have been nightmares, but it lines up too perfectly."


Male Human Expert 1/ Cleric 2

The AoO killed it in 1 blow. Barely.


Male Human Expert 1/ Cleric 2

Send me a PM on it, it should be fine as long as it's nothing overpowered. Seems just like a mishmash of ranger/rogue. Also, DC to climb a slippery wet tree is 20, so I'm afraid your stuck in the tree line =3. I managed get this slip in, but I will be posting later tonight, as you all seem to be aware, things are going to heat up!


Male Human Expert 1/ Cleric 2

It's no problem, just wanted to give a heads up.


Male Human Expert 1/ Cleric 2

I could use simple outlines. Green = full, Yellow = damaged, Red = Weak. I am fine either way. Or even just spoilering the health status's of the various enemies and continuing with the descriptive state of health for each enemy.


Male Human Expert 1/ Cleric 2

Caravan Round 2 Summary:

The undead kobold under Lineera's influence make its way towards the advancing kobold. Sensing the strange magic that controls it, the enemy kobold turns to attack it.

Attack of Opportunity: 1d20 + 1 ⇒ (2) + 1 = 3

The attack whiffs and the mind controlled kobold strikes back, swinging weakly with the pole of its spear into the kobolds leather armor. It appears unphased.

With divine power, Elena unleashes her wrath upon the kobold, felling it in a single blow.

Mahb takes a step towards the newly revealed kobold and prepares her sling for advances.

Upon seeing yet another kobold appear from the fog, Lineera runs up to the kobold farthest from the group, sickle in hand, and cuts a clean slice across its torso. The vermin stands there, innards exposed, barely held together.

In response to Lineera's vicious attack, the kobold readies its spear and attempts to ram it into her leg, Pink Kobold Attack: 1d20 + 1 ⇒ (4) + 1 = 5 but the effects of undeath make it all too easy to dodge.

The eastern most kobold makes it approach towards Elena, putting himself directly in line of sight of Mahb's sling bolt. The stone flies cleanly through the air and smashes into his head, leaving it cocked slightly to the right, but otherwise unharmed. His steady advance places him well within range of Elena's enlarged spear AoO for Elena, but he continues on, intent on attacking.

If he lives:
Orange Kobold Attack: 1d20 + 1 ⇒ (15) + 1 = 16 Elena's large AC = 16, so hit
Damage: 1d6 ⇒ 4
The kobold jabs his corroded spear into an exposed portion of your exceptionally large foot.


Male Human Expert 1/ Cleric 2
Mahb wrote:
Question for you, LM... How are you running experience?

Good point. Going to do fast progression to just give the pbp a little bit more pace. Generally I don't do experience as exact number crunches. I prefer a much looser form to experience and determining level ups based on good points in the adventure (clearing out the dungeon of evil, rebuilding the town guard and preparing for bandits, discovering the source of mysteriously disappearing children and putting an end to its tyranny). If you would like to go with with exact experience values, I can totally do that. It's much easier on a pbp forum where everything is archived. Since you get such a broad range of player preferences in pbp's, I try to be flexible, adjusting to the group's wishes. So if loosey goosey is fine with you (I do calculate out the experience based on encounter CR's I plan and see where that lines up in the campaign) then I will continue as planned, but if you would prefer to have the numbers I'll count em up and post them.


Male Human Expert 1/ Cleric 2

Just gonna wait up on Valeria and Luther


Male Human Expert 1/ Cleric 2

Okay, so AoO is going to be left to the players. Now for another question, are you guys okay with me displaying enemy health values, because Elena keeps one shotting these guys before you get to make your move on them haha. This way you can check and see if an enemy was kill before you make your move. In the meantime, Elena killed the purple kobold if you would like to switch tactics Lineera.


Male Human Expert 1/ Cleric 2

Ahh, I should have caught that as well. Well just to keep it simple and avoid retconnign, i'll leave it as is and keep that in mind in the future. =)


Male Human Expert 1/ Cleric 2

Would you guys like me to roll for your attacks for attacks of opportunity? Since there may be situations where you want to save your AoO on later monster attacks in the round, I understand if you want to do it so you can choose who to use it on.


Male Human Expert 1/ Cleric 2

Caravan round 1 Summary:

Elena's swift reaction to the undead kobolds favors her attack, striking the enemy straight through its decrepit head. Upon yanking out the spear, the kobold staggers a bit, then collapses.

Mahb's supernatural stare pierces through even the dark magic reanimating these corpses, leaving the middle kobold distracted and suffering in self defense.

Lineera's burst of channeled energy radiates out from her body, passing over the now lifeless corpse and into the second kobold. You feel the creature absorb the entirety of the energy and in a flash your minds are now linked. The first will save is ignored since that kobold died, the second is for the middle kobold, which has 1 hd [modified], using all your hd worth of enemies to control. The enemy outlined in blue is under your control.

On the enemies turn, the farthest kobold continues its march towards the party, setting its focus on the large woman standing in front of him. His slow approach gives you plenty of time to strike at him [AoO - Elena].
If the AoO doesn't kill it:
Attack - Spear: 1d20 + 1 ⇒ (7) + 1 = 8

Stumbling in the mud, the zombie barely manages the strength to thrust its spear - an easy attack to deflect. With the fight going favorably, you gain a sense of satisfaction, but it is cut short when the snap of a few twigs and demented grunts reveals two more kobolds approaching from the forest.

A new round. Lineera, I will count the controlled kobold as having first initiative for this round.


Male Human Expert 1/ Cleric 2

Make a perception dc 15 check to see if you did.


Male Human Expert 1/ Cleric 2

So it seems that the group is preparing to head out to follow the tracks down the road. Assuming Scath is still scouting ahead, I will include a spoiler for you.

Scath:
Scouting ahead of the group, you continue to track the strange scent of decomposition down the road for a mile leading to a wrecked caravan. It seems to have crashed into the trees. The scent grows stronger as you close the gap. For now, you keep your distance until you decide what to do. By that I just mean you can decide what you do upon seeing the wreckage, don't want to dmPC you.

You have decided to follow the tracks heading west out of the city. The road is narrow and surrounded entirely by sickly purple trees. It isn't long before the sight of the Perdition's Point is lost in the distance. The rain seems to intensify, but the linear path of the road makes it easy for you to keep up with the tracks. The fog grows thick on the road, pouring out of the woods like an overflowing cauldron of mysterious witch's brew, creating a claustrophobic effect.

1 mile down the road:
After 20 minutes of sludging through the thick mud, you finally catch something strange in the distance. Through the thick haze of fog and rain, you can barely make out a collapsed and covered wagon. You don't see any movement, it's maybe 60 feet out from your location.


Male Human Expert 1/ Cleric 2

Carevin Residence:
Gently probing the girl with questions, she still sits unmoving, but responds nonetheless. "It was raining when he came. Dark and scary. He wore robes and mask, a scary mask, like bad people wear in stories. And his weird round hat kept getting stuck in the window. I thought it was a dream, but he took my brother. He didn't wake up. And when I woke up, he was still taken. He smelled bad, like dead animal or mold. He came to the window the night before that. I saw his shadow and hid under my blanket. There was a scary red glow then he was gone." When she finishes talking she stands up to go to the window, and where she was sitting you see a chalk drawing on the floor.


Male Human Expert 1/ Cleric 2

Not the town map, I just posted the battlemap.


Male Human Expert 1/ Cleric 2

The Caravan Group:
The three of you approach the caravan, keeping your eyes set on the surrounding woodlands, a sense of immediate danger seems to have you all edge. The caravan looks to be that of the tax collectors, but no tax collector is to be found. The woods creaked and moaned as the dying trees were whipped back and forth by the chilling winds. The smell of decomposing leaves and wood filled the narrow road, masking the scent of what was coming.

Enemy Stealth: 1d20 ⇒ 19

As Mahb circles the caravan, Pyewacket lets out a screech to reveal the encroaching threat. You all glance at the tree line, finding three short figures shuffling their way towards you, no bigger than Eva herself. As they get closer, you begin to discern their flaking, scaly flesh from the decomposing armor and the rotting spear in hand. They appear as kobolds to you, but kobolds long since dead.

Initiative Enemy: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative Elena: 1d20 + 8 ⇒ (14) + 8 = 22
Initiative Lineera: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Mahb: 1d20 + 1 ⇒ (16) + 1 = 17
ORDER:Elena -> Mahb -> Lineera -> Kobolds

The kobolds spend their precious moments undetected to move in closer for an attack, leaving the cover of the forest.

The field is covered in fog, granting concealment to all ranged attacks greater than 10 ft. (On a successful hit, roll a d100, on a 1-20, you miss). Additionally, the forest is difficult terrain (10 ft per square) and grant cover (+4 AC and +2 Ref vs ranged attacks). It is the parties turn to act, since the kobolds spent their turn moving out of the forest. A link to the map is in the description under the Perdition's Point map. FEEL FREE TO CHANGE STARTING LOCATIONS


Male Human Expert 1/ Cleric 2

Discussing strategies here is perfectly fine. I'm going to use google docs for the combat, which I think you guys will enjoy, and also has a comment mode - but I think you have to sign in to a google account to do that. Either way, comment here or on the google image, I'm fine with either.


Male Human Expert 1/ Cleric 2

Following the muddy tracks:
With the group split to cover more ground, you have decided to follow the tracks heading west out of the city. The road is narrow and surrounded entirely by sickly purple trees. It isn't long before the sight of the Perdition's Point is lost in the distance. The rain seems to intensify, but between the linear path and Pyewacket's previous scouting, you manage to keep up with the tracks. The fog grows thick on the road, pouring out of the woods like an overflowing cauldron of mysterious witch's brew, creating a claustrophobic effect. After 20 minutes of sludging through the thick mud, you finally catch up to what Pyewacket spotted earlier. Through the thick haze of fog and rain, you can barely make out a collapsed and covered wagon. You don't see any movement, it's maybe 60 feet out from your location.

Investigating the perimeter of the Carevin residence:
Upon arriving at the home of the first kidnapping, you take a step around the building before approaching the front door. Not surprisingly, the very same mark is branded into the windowsill.

Investigating the inside of the Carevin residence:
The Carevin house is much larger than the Hanns', with a second story added on to a portion of it. After knocking on the door, you are greeted by Alexis and Joan Carevin, "The mayor told us you might be coming by. Please, come in." They open the door wider to welcome you in. You enter into a large sitting room, a comfortable fire blazing off to the side. "If you'd like, I can prepare some tea for you?" Alexis said, doing her best to be accommodating. Without waiting for an answer, Joan chimes in, "While that's heating up, I'll show you to the room. I'm eager to see what you find." He takes you to the back room on the western end of the house. Opening the door, he gives it a knock, then peaks inside. "Lia, honey, we have guests." He opens the door all the way to reveal a young girl on the floor, tossing her dolls around in a manner that dares to be called playing. She doesn't respond, she doesn't even budge. "They're coming for me next, aren't they?" she asks, staring through the window and into the woods. The room has many more belongings: a bunkbed, 2 rocking chairs, a fake tea set, several dolls, a couple picture books about princesses, a stick with a horse's head for riding, and some jacks.


Male Human Expert 1/ Cleric 2

Okay, so it seems we have Eva and Elijah inspecting the town, and Mahb, Lineera and Elena headed down the road to investigate the raven's findings. I will post an update on what you find later tonight. Not enough time now.


Male Human Expert 1/ Cleric 2

"One, two...4...8. Hmmm, hardly a warband, but still unfavorable odds." He tracked a small caravan crossing in front of Cloakwood. Perched on the branches of a think oak, he kept his bow drawn aimed at the passerby's the entire time. Suddenly, a shrill whistle called out to him disguised as a bird. It was a friend from Candlekeep needing to get in contact. Dagoliir left the caravan to their own desires, figuring them for merchants or something equally harmless. Skipping from branch to branch, he made his way to edge of the forest and the designated meeting spot. There his friend stood, another elf, with a parcel outstretched. "It's from Gorion. I found it half tucked under your door." His friend was a servant at Candlekeep, another wood elf like him. Dagoliir grabbed the note and peeled it open immediately, thanking his friend. After a quick read, Dagoliir looked up at his friend, "Gorion's been acting strange lately. Where are my parents? I need to speak with them immediately." The elf relays the location of his parents, and Dagoliir thanks him as he departs. When he finally meets up with his parents, Dagoliir keeps the letter tucked away, "Do you know anything about Gorion's recent activities? He's been acting very strangely lately."


Male Human Expert 1/ Cleric 2

Ahh okay, I must have missed that, but it makes complete sense. No worries then.


Male Human Expert 1/ Cleric 2
Mahb wrote:
Following a trail and searching for dropped items while on horseback in the rain sounds difficult to me.

If she can even ride a horse =3


Male Human Expert 1/ Cleric 2
Scath wrote:
The Lynx is only known to one family, who lives outside the village.

Since there's a witch in the other group who lives in the woods, what if I carried her character over as an npc and she was the person in the woods that you knew? Might give a cool opportunity for investigations. I only suggest it cause I don't see a whole lot of people living in the woods by themselves if that is what you were implying.


Male Human Expert 1/ Cleric 2

Haha well now! I'm glad to see the roleplaying is alive and well. A few spoilers for those who are investigating various locale:

Investigating the Luke Carevin's Window:
Without much searching and knowing what to look for, you spot the mysterious marking on the window. Casting detect magic reveals the faintest of auras, a spell that is about to lost forever. You realize his room and the window are at the back of the house, allowing whoever or whatever came to stay out of the public's eyes.

Investigating the Tracks:
Following the muddy tracks, it is easy to determine its direction - west, out of town. You follow them to the edge of the forest where the fog is thick and you realize it may be a long walk until you find anything.

Scath:
Going around from house to house you inspect each and every windowsill, however, no signs of a familiar scent of that ominous symbol are found.

Knowledge(Local) 10 - Luther ONLY:
You remember the tax collector visiting the Jolly Spirits for dinner on the night of Elizabeth's disappearance. You try and keep tabs on everyone that enters the inn.

Knowledge(Local) 20 - Luther ONLY:
You remember the tax collector visiting the Jolly Spirits for dinner on the night of Elizabeth's disappearance. You noted his strange dress for his profession - long robes that scraped the ground past his ankles.


Male Human Expert 1/ Cleric 2

Inspecting the Windowsill - Perception 17:
The window doesn't seem to be broken or forced in any way. But you notice a symbol etched into the wood, depicting a glowing horizon cutting across a circle with a moon above and shut eye below. It appears to be marked using some sort of magic, rather than physically carving it in.

If you succeed at the perception check:

Knowledge(Religion) 20:
You have seen many symbols similar to this in books on the Old Cults. Most feature some depiction of the earth, astral bodies and an additional symbol specific to their cause. You recall a certain name associated with this symbol: The Lord of Things Which Are Buried

Inspecting the surrounding area outside the window - Perception 20:
You notice the rain filling what remains of a pair of tracks in the mud. They appear to be made by something similar a carriage or wagon.


Male Human Expert 1/ Cleric 2

Aah, wasn't sure you wanted to use that to search.

Valeria:
You are able to pick up on some odd tracks in the mud. You recognize them as wagon or caravan tracks, concealed by the water pooling in the grooves. They head west, meeting the road and leaving the town. This must be what Scath was trying to show you. It appears Wylliam has caught on to it as well.


Male Human Expert 1/ Cleric 2

Responding to Eva's question, Ebonlocke chimes in, "I don't recall, as far as the weather goes. As much as it rains here, it's entirely possible. I will speak to the Carevins on my out to let them know you might stop by, I'm more than certain they would welcome you."

Lineera:
He did, long robes, probably to conceal everything he was carrying - papers and coins and the lot. There a few horses belonging to Farrin Darris, he usually requires something upfront, you know...just in case. I also have a horse of my own that I'd be glad to lend you."[/b] He seems enamored by your sweet scent and kindly demeanor.


Male Human Expert 1/ Cleric 2

No, she was an only child.


Male Human Expert 1/ Cleric 2

Luther:
Fanferella readily accepts your help, moving around you as if you had been there all along. Francis seems a bit hesitant to speak, giving short responses that sometimes don't even make sense. You feel that he has almost given up with the loss of his daughter. Fanferella, however, masks her sorrow much better. She gladly carries the conversation, even cracking a joke or two to lighten the mood, but you sense the recent events are still fresh on her mind. They both seem genuine in their feelings.

Valeria:
No undead that you can think would be able to act with such grace as to not bust through the window or damage the furniture in the room. Perhaps a ghost of sorts could, but then again, they wouldn't leave tracks.

Scath:
As you run from building to building, inspecting the window sills, You come across one (#4 on the town map) that has a familiar scent to the Hann residence, although much fainter and lost to time. In addition, you spot the same marking from the first house.

In response to Alexis's question, Ebonlocke steps out to ask the parents. "She was 7. They searched the room for any signs, but didn't notice anything out of place. They can't afford much, so anything out of the ordinary would stand out."

William:
(A bonus will be given since Scath is essentially aiding you.) You are able to pick up on something odd in the mud. Surprised that you missed it before, you recognize them as wagon or caravan tracks, concealed by the water pooling in the grooves. They head west, meeting the road and leaving the town. This must be what Scath was trying to show you.


Male Human Expert 1/ Cleric 2

Lineera:
The mayor's eyes flare with terror at the mention of a necromantic cult, but aware of the Hanns' presence, he suppresses his surprise and thinks on the question. "Now that you mention it, the tax collector left the very same night she was kidnapped. He usually takes the road west to Illmarsh. There, he restocks before setting out for the capital.

Eva:
Thinking back on your magical discoveries, you remember discussions with other arcane scholars speaking on the perceptibility of children to outer-worldly influence. Many rituals use children as hosts for other beings, be it religious channeling, or demonic summons.

@Mahb, the symbol seems to be burned into the wood and arcane marked, almost as if the spell was channeled through some sort of brand.

Pyewacket:
Flying through the turbulent wind and rain, you are flying straight towards a thunderhead. The tracks are still visible enough for you to track. Almost a mile down the road out of town, the trail is lost, but quickly answered with a wrecked caravan. Thick fog is covering the road, making it hard to discern any details. One thing is for certain, you don't see anyone moving around.

Ebonlocke returns to the room. A sigh of relief at the amount of progress that has been made, but as he opens his mouth to speak, his melancholy cadence cuts his satisfaction short, "I'm afraid I have much work to do, what with postponing it the past few days. I will be in my estate should you need me. Feel free to browse the few books we have in the townhall if you think they would help. There's a few on the founding of Perdition's Point, others on local legends." He stays for any questions you may have, then bows and takes his leave, bidding farewell to the Hanns and trekking back through the muddy streets.


Male Human Expert 1/ Cleric 2

I will be fairly busy during the next couple hours. I will try and get a response in around 6 or 7 eastern time.


Male Human Expert 1/ Cleric 2

Knowledge(Religion) 20:
You have seen many symbols similar to this in books on the Old Cults. Most feature some depiction of the earth, astral bodies and an additional symbol specific to their cause. You recall a certain name associated with this symbol: The Lord of Things Which Are Buried

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