The Tearing of the Veil

The shards of a round stained glass window filter the moonlight, creating a patchwork of light and dark on the blackened tiles of the manor house’s entrance hall. A massive iron chandelier dangles from only half it's chains. It shudders and creaks ominously when Carmilla hits the floor. There is a pause to the wind’s persistent moaning, as if the world is holding its breath for the outcome of this meeting. The seven of you face one another, questions and tensions hanging in the air.

The brooding silence is broken by the sound of fluttering wings. A large owl, with gray and white feathers, lands at the opening of your shelter. It regards each of you in turn with solemn golden eyes, then opens its beak and begins to speak in a whispery voice.

“Seven shades, in brooding dark, lurking in a cave,
Of many shapes and nations, but all alike in woe.
Each denied the comfort and warm embrace of the grave,
Between life and death, what fate awaits you cannot know

To know or find release, all seven fervent
To the west a friend awaits under a beckoning light
To answer his call, follow me, his feathered servant
Cross field and sound, help waits to seek answers to your plight.”


The owl flaps its wings, shakes its head, then continues to stare at you, as if awaiting an answer.

Anyone may act. Feel free to continue to interact in character as well.

warlord2: Yes sblock is spoiler block.

Everyone: Characters look good, but those that haven’t posted at least a brief background/description please do so.
 
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James Dukar (JD from now on)

Is this a species of owl I have ever seen?"All of us have an interest in how this happend and this very odd occurance bears investigation" "Lead on great owl for what other choice doust we have.....and it does seem this is destiny...."

[sblock] James Dukar
Male Human Ghoul Ranger 4
Neutral

Str 18 -- (10 pts, racial bonus)
Dex 18 -- (6 pts, racial bonus)
Int 12 -- (4 pts)
Con --
Wis 15 -- (3 pts, racial bonus)
Cha 10 -- (2 pts)

Hit Points 51
AC ??, Touch ??, Flat ??
Init +8
BAB +4, Grap +8
Speed 30 (base 30, load 100/200/300, light armor, -2 acp)
Fort +4, Ref +8, Will +3

+8 Melee, Greatsword, 2d6+6 slashing, 19-20/x2 – OR -
+8 Melee, Dagger, 1d4+4 piercing or slashing, 19-20/x2 –OR-
+8 Melee, Bite, 1d6+4 piercing, 20/x2 AND 2 +8 Melee, Claws, 1d4+2 slashing, 20/x2
+9 Ranged, Composite Longbow (+4), 1d8+4 piercing, 20/x3, 110'r

Human, 6'2" tall, 220 lbs., 22 yrs old
Brown hair, blue eyes, white skin

Speaks Common and Elvish

+5 Balance (1)
+8 Climb (4)
+2 Craft:
+5 Handle Animal (5)
+11 Hide (5, stealthy)
+8 Jump (4)
+2 Knowledge: Dungeoneering (1)
+5 Knowledge: Geography (4)
+5 Knowledge: Nature (4)
+3 Listen (1)
+11 Move Silently (5, stealthy)
+5 Ride (1)
+5 Search (4)
+3 Spot (1)
+9 Survival (7)
+6 Swim (2)
+8 Use Rope (4)

Feats
- Track (use Survival skill to track) 1st level Ranger bonus
- Rapid Shot (1 extra ranged attack, all attacks @ -2) 2nd level ranger bonus
- Endurance () 3rd level Ranger bonus
- Multi-Attack, Improved Multi Attack (no penalty on secondary natural weapon attacks) Ghoul bonus, 6th level
- Improved Initiative (+4) Human Bonus
- Stealthy (+2 to Hide and Move Silently checks) 1st level
- Weapon Focus: Bows (+1 to attack rolls) 3rd level
Ghoul Traits
- Undead Traits
- +2 Natural Armor Bonus
- Natural Weapons (Bite, 1d6 piercing; 2 claws, 1d4 slashing)
- Ghoul Fever (Fort Save DC 13)
- Paralysis (Fort Save DC 13)
- +2 Turn Resistance
- Diet Dependent (must eat dead flesh periodically or lose control)

Ranger Abilities
- Favored Enemy
- Wild Empathy (+4)

Spells Prepared 1
1st- Entangle

Possessions
Backpack (2 lbs, 2 gp)
Silk Rope (5 lbs, 10 gp)
Grappling Hook (4 lbs, 1 gp)
Mapcase (1/2 lbs, 1 gp)
Chalk (10 pieces ROYGBIV+, 1 lb, 1sp)
Crowbar (5 lbs, 2 gp)
Parchment (4 sheets), Ink, and inkpen kit (1/2 lb., 9 gp)
Signal Whistle (8 sp)
Bracers +1 (1,000 gp)
Amulet of Natural Armor +1 (2,000 gp, amber necklace)
Chain Shirt +1 (25 lbs, 1,250 gp)
Composite Longbow for 18 str (3 lbs, 500 gp)
40 Arrows (6 lbs, 2 gp)
Great Sword (8 lbs, 50gp)
2 daggers (2 lbs, 4 gp)
1 Silver dagger (1 lbs, 22 gp)
Leather Boots/Socks and Leather Pants/Gloves, pouches (5 lbs, 5 gp)
500 gp hidden in 10 different caches in the woodlands around what was once Crye. 42 gp on person in several different pouches

Background
I essentially ended up at the battle kind of by accident (was looking for artifacts myself when they all showed up). Got drawn in when some fool literally walked on my hiding spot. Once upon a time was a prince of Crye, but was youngest of the lot in line for throne and was really much more interested in the woodlands etc. and did not want to stay in the towns/cities/palaces. Was out and about on an outdoor reconnaissance when my homeland was destroyed. Still trying to find those responsible and make them pay...(I used to be nicer.....not anymore). [/sblock]
 

Tibalt Graf - human male wearing a Karrnathi officer's greatcoat

"Well met Andrinor, and fellow travellers - my name is Tibalt Graf. It seems we have an immediate question. The owl-shaped spirit here," Tibalt gestures, "is doubtless the servant of our killer and I would not trust it as rapidly as would my friend here. However, he may lead us to answers, for his master is certainly capable of a more complete destruction without relying on such a ruse."

Tibalt Graf also wears a Karrnathi lieutenant's uniform and greatcoat, with the insignia of a specialist in the 12th Royal Division of the Dead.

"However, we could instead ignore this creature. If there is any who would welcome such as we have become, it is the Kingdom of Karrnath. There, powerful and deeply learned necromancers may be able to help us, without the need to trust our killer."

Could we use cyan instead of blue? I find the blue a little dark and hard to read.
 
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It is a whispering owl, so named because of it's soft, almost gentle call. It's common throughout northern Karrnath. Rural superstition has it that if a whispering owl lands on the roof of a house, someone in that household will die within three days (and if it actually flies in, everyone in the house is in mortal danger).

Tibalt Graf is right - let's switch to <color=cyan>.
 
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Seven plus an Owl [Grefe]

An ill omen indeed.

Grefe stands a few inches short of six feet and his form is bundled in well-made, cold weather clothing. A human male he once was. He now has white hair and his eyes are a faded brown. His skin is withered and grayish white. He carries on his belt a morningstar, a dagger and several pouches. On his back is a full pack with a lantern and tools hanging from the sides.

Indeed. As I said, my name is Grefe. I seek to solve the mystery of my death and the subsequent animation of my corpse. I am very interested in speaking with each of you regarding the events of the past two weeks.

Grefe removes his hat with his left hand. He turns this action into a sweeping gesture which encompasses the occupants of the room and performs a short bow without taking his eyes of the other six.

If this owl will be patient I suggest that all of us introduce ourselves and perhaps state any information which might be pertinent to our deaths and the subsequent events. If we all are agreeable perhaps we may postpone combat? :)
 

Lon Deslo

I notice that at least three of us- myself, Tibalt and Halden are all Karrnathi. That makes me wonder if we already know each other - such as if we were part of the same detachment and arrived here together. Seems a point worth clarifying, as at least for the three of us, it would better define our understanding of each other.

Stepping from the shadows I concurr with Tibalt's first point- even if the owl is a trap, it could be useful to see who is behind it. We should follow, but be wary.

Lon is a human male, slightly under 6 feet tall, dimly illuminated and somewhat translucent, dressed in the field armor of a Karrnathi Officer.

It occurs to me that I posted my description at the end of my character, which was a long read- so I'll attach just the description again here.

[sblock] Background
As the second son of a second son, the fact that he was born into the Karnish aristocracy was sufficient to keep him from living the hard reality of a peasant, but not enough to assure his future. A military career seemed the best option and he embraced it willingly. He was at Shadukar as an officer of the Karrnish forces surprised by a Thranish patrol while searching the ruins for property of the crown.

Personality
A devote of the Blood of Vol, the absurdity of life offended him- capped as it is by the inevitability of death. Why bother, unless in doing so you can transcend these mortal limits and avoid oblivion entirely! So actually dying is not the worst thing that ever happened to him. At one time he would have argued that birth was. In fact dying yet remaining as a ghost was quite an achievement really. First, the permanence of the condition must be assessed and assured, otherwise it is just a second phase mortal existence, and equally pointless. Then exploring the limits of his new found abilities he can set about becoming a malevolent entity, and truly enjoy “life”.


Appearance
Well dressed in the stylish armour of the Karrnish officer corps. However somewhat translucent as he is typically insubstantial.[/sblock]
 

At Tibalt's words, the owl takes wing again, flying directly towards the Karrnathi officer. Perhaps it was an attack, perhaps it merely intended to land on his shoulder. Regardless, the owl slips through his incorporeal body and hits the ground in a most undignified manner. With an outraged screech, the owl gathers itself up again and flies to the chandelier. It remains there watching, its eyes shifting to each speaker's face in turn.

It is likely that all the Karrns at least know one another. Tibalt was actually a late arrival - his undead unit was called in from Loran Rath after the battle started. Speaking of which - Tibalt has been able to find no trace of his undead soldiers. They were with him when he died, but when he regained consciousness, it was if they had never been there.

A note for Lon Deslo:[sblock]Vampires (or Vampyre as Carmilla would have it) are regarded more or less as angels by Blood of Vol adherents.[/sblock]
 

Halden Kraal

I am Halden Kraal, major of the Order of Rekkenmark, member of the monastic House of the Green Stone. The fool I was ordered to protect is dead, along with many more worthy of life. It would seem that I am fated to follow this mysterious bird. After all, what is the worst that could happen? We're already dead.

Halden wears no armor, fine bracers encircle his wrists, a silver and opal ring is on his finger, a well crafted longsword is at his side and a silver amulet with a geen stone hangs around his neck.

[sblock]
Halden Kraal
male, human undead, Risen Monk 5
LN
Exp: 13000

Str 13 +1
Dex 14 +2
Con -
Int 10
Wis 16 +3
Char 10

H.P. 63
Act Pnts 8
AC 19 Touch 15 Flat 17

Init +2
Bab +3 Grap +4

Speed 40 (40/30/25)
Fort +4 Ref +6 Will +7

+6 longsword +1 1-8+2 19-20(x2)
+4 2 daggers 1-4+1 "
+2 light crossbow 1-8
+4 unarmed(magic)1-8+1

67" 150# Gray hair milky gray eyes

Balance (1) +3
Climb(1) +2
Escape Artist(3) +5
Heal(1) +3
Hide(4) +6
Jump(1) +2
Listen(4) +7
Move silently(4) +6
Spot (4) +7
Tumble (2) +4

Martial Weapon Prof. (heavy blades)
Deflect Arrows
Weapon Focus (longsword)
Whirling Steel Strike (longsword as monk weapon)
Combat Reflexes
Improved Unarmed Strike
Stunning Fist

Wis bonus to AC +3
+1 Ac bonus for monk lvl
Flurry of blows
Unarmed strk dmg 1-8
Evasion
Fast Movement
Still Mind +2 v. enchantment
Ki Strike (magic)
Slow Fall 20'
Purity of Body ( does that still work as undead)

Undead abilities and immunities

Karrnathi Officers uniform w/badge of office
Hooded Cloak
Backpack abbr. bp
whetstone(bp)
Wineskin(bp)
Tindertwig(bp)
Rope 50' silk (bp)
belt pouch w/10gp
Opal Signet Ring Left finger-Ring of Protection+1
Amulet of Natural Armor worn as necklace +1
Bracers of Armor +2 worn
Longsword+1 on baldric
2 daggers on belt
light crossbow shoulder sling
qiver with 12 bolts on belt


Halden grew up in Korth. At a young age he was admitted to the House of the Green Stone to begin monastic training. During the war he distinguished himself enough to be admitted into the Order of Rekkenmark. He was not a regular army officer but part of a special program for monks to act as special bodyguards. At shadukar he was acting as chief bodyguard to a Karrnathi general. He thought going to Shadukar was foolish at best, but he was sworn to protect this man...

Halden is average height and build with shoulder length hair. He is quiet and loyal, has a good sense of humor, is not asetic but does not overindulge. He believes everything has its place in nature--even the undead. He wants to know why this has happened, magic Ki force, feak natural occurence. He personlly believes that he must have some mission to fulfill, perhaps having something to do with not acting on his morals about returning here. [/sblock]
 

We should follow this deizen of the woods and see where it leads us. Come let us work together to unravel this mystery.... Alas I fear my woodland friends will not abide me now..... Then again this could lead me to those who are responsible....... :]
 

The following assumes that you are actually going to go ahead and follow the bird eventually. If you have anything you want to do before doing so (more conversation, looking around, whatever) go ahead.

As if sensing a consensus, the owl launches itself into the air again. It circles around over your heads one time, then flits through the doorway. Following, you find it sitting on a leafless tree branch outside. It soars from tree to tree, hooting impatiently from time to time when it must wait for your motley band to catch up. Tibalt and Lon leave no tracks.

The owl leads you steadily west for several hours. The going is fairly easy, mostly downhill across fallow fields. The first hints of dawn are glimmering in the east when your guide lands on a squat stone post that sticks up abruptly from the top of a low rise. Beyond, you can hear the sound of breakers and smell the salt tang of Scion’s Sound. The owl spreads its wings and hoots softly while looking down the western side of the hill.

Something in the owl’s manner warns you to caution. Creeping up to its vantage point, you gain a good view of the beach below. A large skiff, lit by everbright lanterns on either end, rests on the beach. It does not seem to be occupied, but a large number of men, some on horses, some dismounted, are nearby and appear to be scutinizing it.

The horsemen and skiff are about 200 feet away, about 15 feet lower in elevation and spread out along the wide, sandy beach. There are around 20 people in the group, but from this distance you can’t really make out any more details. They do not appear to have noticed any of you yet, but probably will if you move much closer.

A bit of obsessive tinkering with characters:
Change to hit points: Your hit dice are now calculated by adding class level + half template level adjustment (round up). This is a change from rounding the LA/2 down. This gives starting Risen 6 HD & 63 hp, Ghouls and Ghosts 5 HD & 53 hp, and starting Wights and Vampires 4 HD & 43 hp. Sorry for the confusion on this point.

Alton Grefe
[sblock]I noticed you don’t have any equipment listed. Please pick some out ASAP. Also, can I get some idea of your background?[/sblock]

Lon Deslo[sblock]There’s a mistake on your character sheet – your Listen and Spot should both be +5.[/sblock]

Lon Deslo and Andiron: [sblock]I want to make a slight change to the fighter bonus feat progression. Instead of every level, make it 1st plus every level that you don’t normally get a feat (so 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19. 20). Lon doesn’t need to make a change, but that leaves Andiron with one too many – let’s just let you keep it as your 5th level fighter bonus, taken a little early.[/sblock]
 
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