The Forgotten God (private) (Inactive)

Game Master Whack-a-Rogue

Rhoswen's Palace


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They landed behind the cymic works. There's militia nearby, but as the only visible entrances to the chymic works are in the front, they're not going to be expecting anyone. Invisibly jumping from the roof of a 60ft building isn't typically expected. ;-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

So... they'd still have to loop around to the front to leave, then?


If they want to reach one of the main roads, they'll need to loop around. They have access to a number of back alleys from their present location, but everything eventually loops back to the main street.

Iris not pulling the typical adventurer 'kick down the door' tactics have really changed how this adventure's playing out. I'm enjoying it. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Well, she's not a typical adventurer. XD I feel like she's the sort of person who tries to be responsible whenever she accepts a request from others. Not that she objects to kicking down doors if it seems like the best course of action... the morning sun can be gentle or harsh, after all, and I'm trying to stick close to her theme. XD But she agreed to gather evidence for a trial, and she's attempting to collect in a way that wouldn't taint it in the eyes of the court - simply breaking and entering would probably get her arrested and kicked off the case.

Also, note to self: Start updating Iris' staff with more useful abilities. XD Her 'Bonded Holy Symbol' ability lets her craft powers onto the holy symbol in question, and I'm hoping to replace a magic item slot (basically the way Astoroth can craft abilities onto his book, but no longer wear headbands).

All right... invisible people on the ground, moving away from the facility. Access to alleyways, and probably a lot of experience with avoiding notice - though part of that would be misdirection. Once divination had the ability to track them, they might be found easier... but they really were needed for questioning.

Excessive focus on escaping meant added evidence of guilt - though the rest of the examination of the building might turn up more. She still hadn't recovered enough power for an Invisibility Purge - nor did she have the range for many other spells, given the distance. She could jump down and survive, more likely than not, but she'd need to waste precious time getting back up, and invisible foes would be quickly escaping.

No, at the moment, there was no practical way to get down fast enough to catch them.

That was what the guards were for. Iris pulled out one of her Sunrods and lit it, then hurled it towards the ground where she'd seen the invisible men running away. That was one of the signals she'd discussed on the way - brewing types were often good with invisibility, and it was a signal for the guards who could see it that they needed to act accordingly. Worse-case scenario, they'd need to go on a manhunt, perhaps backed by powerful divination - but she wasn't going to waste time pursuing invisible subjects who were almost certainly already trying to flee. The guards ought to know how to handle such situations anyway - goodness knew invisibility was common enough among those with power.

Instead, she went back into the room below, calling down an explanation of what had gone on and searching the chamber for evidence.


It's fun because the writer assumes the PCs will break into the chymic works and go full-on murderhobo. The court is surprisingly okay with this and even lets you use speak with dead on the corpses of a few specific individuals. A rather large logical disconnect, in my opinion. ;-)

And, yes, we can make the staff upgradeable. Tell me what you're wanting, and we can work something out. I'm rather flexible and trust that you won't intentionally try to break the game. :-)

As you descend, you notice that the lightning rod atop the roof depicts a raven eating a wolf. The lower tower room is filled with curios from distant lands, including the Mwangi Expanse and the Lands of the Linnorm Kings. There's even a mammoth tusk from the Realm of the Mammoth Lords that is covered with magical runes.

The room below this (the one filled with preserved body parts) has a complete alchemist's lab and four vials of antitoxin. Under the bed is a small metal strongbox. One of the jars contains a matching golden key, but it's lying in an acid bath. (Room E6)

In the first room you searched, it's become apparent that the locked door will need to be broken down. The lock is incredibly complex and requires a key AND the solving of a cipher. Solving the cipher would take hours, and that still wouldn't open the door. (Room E7)

E5 - Loading Bay
This room overlooks the courtyard and has a retractable timber and iron crane to lower goods into wagons below through a sliding wooden door. Presently, the room only has a few wooden cases in it. All but one are empty.

The other door outside (under the loading bay) leads to two rooms. The first is a chamber containing numerous boxes, crates, and bales of packing straw. The boxes contain a large number of alchemical items. The other room is a stable with two stalls. One stall is empty, the other houses an ancient nag only one step away from the knacker's yard.

The underground portion of the chymic works remains unexplored, as the militia's still cataloging everything and interviewing the mongrelmen.

Items in Storage Rooms
Acid Flask x12
Alchemist's Fire x12
Bleach x5
Liquid Ice x12
Nushadir x12
Smokestick x10
Smoke Pellet x10
Tanglefoot Bag x5
Thunderstones x3
Bottle of Port worth 100gp


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris started by taking the key and the strongbox out to the guards, then the other items. "Tag these as evidence. Be careful when opening the box, and just... pour the acid out or something. I want to know what they've been up to." she said, moving over to the thoroughly locked door. She brought her staff up a moment later, then sent a burst of acid forward.

Casting 'Breaching Sphere' on the door through her Bonded Holy Symbol power. Intending to burn around the lock - which is probably tougher than the rest of the door - so she can unlock it from the inside by reaching through the hole.

Ranged Touch Attack (Door): 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19

Hopefully the grinding of the sphere would be enough to burn through the door - or at least seriously weaken it.

Breaching Sphere:

BREACHING SPHERE
School conjuration (creation) [acid]; Level bard 2, cleric/oracle 2, sorcerer/wizard 2
Components V, S, F (fang of a serpent)
Casting Time 1 standard action
Range close (25 ft. +5 ft./2 levels)
Target one object or creature
Duration 1 round/level
Saving Throw see text; SR no

You summon a small sphere of energy to breach doors, walls, objects, or to attack creatures. You must succeed on a ranged touch attack to hit a target. The sphere deals 2d6 hp acid damage + 1d6 every two levels beyond 4th. Living creatures may make a Fortitude save to halve the damage. A breaching sphere can reduce the hardness of objects it touches. For casters up to 9th level, it negates 5 hardness; for casters 10th to 14th level it negates 10 hardness; and for casters 15th level or higher it negates 15 hardness.

-Sourcebook: Deep Magic


The strongbox contains 200gp, four vials of antitoxin, and a small purple, velvet pouch containing 1200gp worth of diamonds.

Acid Damage: 2d6 + 2d6 + 2d6 ⇒ (4, 3) + (4, 6) + (3, 3) = 23

It takes the entire duration for your spell to eat through the thick door. However, you placed the orb perfectly and are easily able to lift the inside latch. The door opens to reveal a tiny room holding a single object - a large oak cabinet.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris nodded in satisfaction when she finally managed to open the door, and summoned two of the militiamen to watch as she approached the cabinet and started looking over it for traps before opening it. Having others on hand to testify to how evidence was acquired was crucial to proper investigations - and anything so securely locked away was doubtless important.

Perception: 1d20 + 11 + 4 ⇒ (7) + 11 + 4 = 22


There were no apparent traps, and the door opened easily for you. Inside, you're met with a horrific sight. Hanging inside are nearly a score of flayed skins. These are of humanoids of various ages and genders, and the militiamen seem to recognize several of them. "Doctor Vilt? Borgo? The Harlot of CernyBrothel? What kind of sick bastard does this?" Hanging at the very frong of the cabinet is the grotesque, deformed skin of an 8-foot-tall mongrelman.

Iris Perception: 1d20 + 11 + 4 ⇒ (14) + 11 + 4 = 29
If you Surge, I can tell you more.

The Cabinet


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

I think I'll just Take 20 on Perception. XD No huge time rush at the moment, and she has a whole other area to investigate tonight, so I'm trying to be frugal.

"Tell me about these people." Iris instructed as she began to carefully examine the cabinet. "They're obviously notable - when was the last time you think they were seen? I have a suspicion about what's been going on here, but I want your unbiased thoughts first."


The cabinet has a false back, which slides out to reveal 50pp, a silver drinking vessel inlaid with obsidian (worth 400gp), six syringes full of an elixir reeking of necromantic essence, and a ledger listing transactions of some sort.

The guards are still processing the sight of the flayed skins, but they eventually recover and share what they know. They don't recognize everyone here, but quite a few of them are the subjects of missing-persons reports. Doctor Katarina Vilt, for example, was a respected lecturer at Lepidstadt University who's been missing since a week before the Beast's capture. Borgo Znojmo, on the other hand, is a well-respected but reclusive merchant who was last seen yesterday observing the trial. As for the "Harlot of Cerny Brothel," she's a popular hooker who vanished under mysterious circumstances over a year ago. The guards reluctantly inform you that the Beast was blamed for several of the disappearances, but there wasn't enough evidence for a conviction - and rightly so, it seems.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Record these as evidence as well, please." she said, passing over the various valuables. She was not someone who simply broke into someone's business and took their valuables during the course of an official investigation. It was one thing if seized items ultimately became payment for her services, but as far as she was concerned, she had no moral or legal right to them at this point in time. They were nothing more or less than seized assets - and given the highly probable guilt of Mr. Vorkstag, she had no problem at all with seizing most of his profits and turning them over to the court.

She turned to the ledger a moment later, reading through the list of transactions. "Gentlemen, I do believe we've discovered the true culprit behind the attacks at Morast - and someone who may well have killed your own townspeople, perhaps even people you knew." she said, glancing back towards the militia. "It would be most wonderful if you could lend your efforts to getting Mr. Vorkstag captured before the end of the trial. He appears to be very good at disguising himself, so please don't hesitate to ask for some divination support. Abadar's priests may be willing to comply."

She stood up. "I also want this entire wardrobe moved to the courthouse by tomorrow morning - it's important evidence. Leave everything still there inside." When she'd finished reading through the ledger, she passed it to the militiamen, then headed towards the bottom level of the facility, intending to uncover any more clues this place might have.

Fort: 1d20 + 10 ⇒ (19) + 10 = 29


This underground room contains several dozen crates, a few coffins, lots of straw, and several huge bell jars. On the east wall, you locate a brick that can be pressed inward - likely to open a hidden door. To the south, a more-obvious door leads to a flight of stairs leading down to a large iron door. A 10-foot-long gaff hangs on the wall beside it.

Crate Contents
Bladeguard x5
Bloodblock x10
Silver Weapon Blanch x5
Cold Iron Weapon Blanch x5
Adamantine Weapon Blanch x1


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

SHrugging slightly, Iris pressed the brick inwards, fully intending to see what was behind that hidden area. Anything the owner of this place didn't want her to see was inherently interesting to her - and she was the sort of person who took great joy in exposing the secrets of the wicked.


This room contains grisly things in jars, two complete Owlbear skeletons, a coffin, and a handcart. Jar contents include a preserved Drow head, a pickled pair of Hill Giant eyes, the half-changed head and spine of a Wererat, and a trio of Chull tentacles. The coffin contains a body that appears to be under the effects of a gentle repose spell. A narrow corridor to the east leads to a locked iron grille. The smell makes it clear that past that point, the corridor intersects with the sewers.

The room also contains a desk with a single chair. There's also a ledger listing names, destinations, and fees. Atop the ledger rests a wand of gentle repose (28 charges remaining).


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"My, my..." Iris mused, glancing around the chamber. She'd had enough of sewers, and memorized the contents of the room before heading to the other door and giving it a once-over before pushing it open. Ledgers were great - and she suspected that comparing it to the one above would be very interesting indeed for the court. For now, though, she had another room to investigate. ...And maybe she ought to put out the fires fueling the vats so the militiamen could work.

Fort: 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18


The floor of this large chamber is hidden beneath the murky water filling the room to just below the bottom of the door. Dozens of pale cadavers silently float in the ice-cold waters, bumping into each other or against the damp walls. The air is still and quiet, broken only by the sound of water lapping against stone walls. In all, there are 36 corpses, each radiating the soft essence of a gentle repose spell. The water is approximately four feet deep.

Iris Perception: 1d20 + 11 + 4 ⇒ (19) + 11 + 4 = 34

The eyes of two of the corpses appear to be tracking your movements.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Would you like to come out of there and talk? Or should I simply put you to rest?" the Goddess of the dawn inquired. Potential undead in service to a likely mass-murderer didn't sound like the sort of thing that should be allowed to run free...


Two muscular zombies rose from the pool and begin to advance toward you. They're not slowed at all by the chest-deep water. "We've been tasked with protecting this chamber. Your face is unfamiliar, and the masters aren't with you. Therefore, you must be eliminated. Our sincerest apologies."

Iris: 1d20 + 13 ⇒ (20) + 13 = 33
Zombies: 1d20 + 7 ⇒ (11) + 7 = 18

They're significantly more articulate than most zombies. Apparently more intelligent as well.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Your masters have fled this facility and, hopefully, will soon be under arrest. One way or another, you'll not be seeing them again." She remained by the doorway, fully intending to block them from advancing through it - and readied a two-handed swing for the first one to approach. She had exactly no qualms whatsoever with putting the undead down for good - they could always use Speak With Dead if they really needed to question them.

Readied Action - Two-Handed Melee: 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30 for Damage: 1d6 + 10 + 4 ⇒ (1) + 10 + 4 = 15


The zombies pause, their faces assuming interested expressions. "And can you prove this?"


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Would you like me to repeat it under a Zone of Truth spell? There also happen to be quite a few of the city's militia here with me..." Positive energy flickered on the end of her staff as she pointed it towards a space between them. "...and positive energy is something I'm quite familiar with. The two of you have exactly no chance whatsoever of prevailing in combat here. However, I would be quite willing to give you your last rites and help you make any final appeals before you go to your rest - and if you'd like to walk around a little longer, you could become a witness for a trial that your masters are involved in."


The zombies consider your words thoughtfully. "We'd like to make a counter-proposal. The masters have a certain formula that enables us to retain our intelligence, memories, and personality. Unfortunately, without daily doses, our minds will begin to degrade until we lose them entirely. If you can provide us with a means to recreate the formula, we'll aid you during the trial. Afterwards, we'll leave you in peace. Is that fair?"


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"If they left instructions - or possibly just doses - we may be able to ensure you last through the trial. However, I cannot allow you to walk free - you will likely fail to take the doses at some point, and the further your minds degrade, the more likely it is you'll end up hurting someone. I have a responsibility to prevent that, and it's not negotiable." she explained - not unkindly. "One way or another, your time is almost up - but good deeds now could still have an effect on where your souls end up."


"That's fair enough. Perhaps over time, we'll be able to change your mind regarding putting us to rest. Our journey toward enlightenment was cut short, but this form gives us a second chance. For now, your word will suffice. Promise that you'll do your best to help us, and we'll aid you however we can."

By now, you've been able to study them enough to determine that the pair are Juju Zombies. More powerful than the average risen corpse, juju zombies maintain the personality and abilities they possessed in life. In addition, the spirit inhabiting them provides additional toughness that includes immunity to a small amount of arcane magic.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Ugh, it deleted my post, too. DX

"Pray to Irori in what time you've got left." Iris suggested. "Undeath is no more than a temporary change - most who experience it have no more than a few hundred years, at most, before their bodies are destroyed anyway. The average is far less than that. Your soul is where your true immortality lies, and if you wish for enlightenment, the Master of Masters would likely be glad to accept you and give you all the time you require in the Serene Circle. Trying to resist death here on the mortal plane only pulls you towards obsession, desperation, and ultimately sin - none of which will help you reach enlightenment. Now, the other guards here are likely to be jumpy, so you are to fully cooperate with them."

Diplomacy (Understand where true enlightenment can be found - and fully obey the militia here in all things): 1d20 + 13 + 4 ⇒ (15) + 13 + 4 = 32

With that, she called the militiamen down, briefly explaining the situation - that the undead were both intelligent and witnesses to the crimes of Vorkstag, and that they were willing to testify to that effect. They were not to be harmed as long as they made no threatening acts - but if they did resist, they could still be put down, and Speak With Dead used instead. Until then, the necromantic chemicals they'd found above were likely needed to keep them intelligent and functioning, and they were to have (fully supervised and guarded) access to it. People were rightfully cautious around all types of undead, and only their full cooperation with the law would give them any kind of protection. Meanwhile, they'd need to get a wagon or something to transport them, so the city wouldn't be gawking.

With that done, she started comparing notes, trying to make sure there wasn't anything in the building she'd missed.


The zombies nodded in acceptance and submitted peacefully to the militiamen. Your search concluded, you compare notes with the other guardsmen and learn that, while Vorkstag and Grine have yet to be apprehended, the mongrelmen were willing to give statements. It seems that they've been enslaved ever since the pair slew their leader - a massive, hideously-scarred specimen who was almost 8ft tall. Vorkstag took its skin and wears it when he feels the slaves need to be reminded of their place.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris paused at this, and asked the mongrelmen for more information about how, exactly, the skins were 'worn'. The more details they had, the more likely it was they could apprehend him in a timely manner. Sadly, she suspected that they weren't going to have much luck catching him before the trial was over... but she might be able to convince Abadar's church to embark on a manhunt. Abadar actually had Paladins serving him - unique among all the lords of neutrality - and tracking down a probable mass-murdering culprit who'd framed an innocent being for heinous crimes sounded like an excellent task for his holy warriors.


Iris Knowledge(nature): 1d20 + 6 ⇒ (15) + 6 = 21

The mongrelmen have never seen Vorkstag put on a skin, but based on their description of how he flayed their slain chief, you're able to put two-and-two together. Vorkstag is probably a Skin Stealer. These evil fey can remove the skin from the recently-deceased and wear it like a suit of clothing. When wearing another's skin, the vile creature can perfectly copy the owner's speech, gait, and other mannerisms.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris nodded slightly. They couldn't rely on visual appearance, then - intensive magic, then, would be key for uncovering him. "Vorkstag may be growing desperate - and any new murder cases or disappearances could be him trying to steal a new form. Spread the word and deal with it." Iris told the guards. They were professionals - they knew what they were doing and didn't need her directions for every little thing. With that, she stepped outside, channeling a bit of positive energy as she went.

Channel Positive Energy x2: 2d6 ⇒ (6, 6) = 12 Up to 63/64 HP.

After taking care of the remaining details and giving instructions about clearly labeling and delivering all evidence to the courthouse - including an absolute injunction about them being removed for any reason by anyone, given the disguising nature of the culprit - Iris set off for Hergstag. She still needed to get back to town by tomorrow morning, and the more time she had to investigate this scene, the better.

Daily Abilities:

Agile Feet: 9/9
Arcane Pool +1: 5/6
Bonded Holy Symbol: 0/1
Channel Positive Energy: 4/8
Divine Vessel: 9/9
Legendary Power: 2/2
Mythic Power: 4/7
Sword of Station: 3/3


Are you heading straight to Hergstag, or do you want to some information-gathering about the crime and village before you head over? If I remember correctly, it's around 4pm at the moment.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

I suppose it would be good to gather a LITTLE information. Iris doesn't want to spend hours searching, though, only get whatever is common knowledge about the events there. For this reason, she'd probably go talk to someone who would definitely know - maybe at the courthouse.


From a courthouse guard:
The events at Hergstag occurred approximately seven months ago. Every night, one of the village's children vanished, only to return as a ghost. One day, the Beast of Lepidstadt walked into the village holding one of the dead children - a girl named Ellsa. Witnesses claim the Beast was laughing as it carried her broken body. Naturally, the enraged villagers attacked it, but it managed to escape into the nearby Dippelmere Swamp. The poor innocents it killed continued to haunt the village, and before long, it became too much for the locals, who soon abandoned the village. Only three inhabitants remain: sisters Garrow, Starle, and Flicht. They own a small windmill on the outskirts of Lepidstadt and are witnesses for the prosecution.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris sighed slightly, shaking her head... but did head down to speak with Ferris, and see what he had to say about the events of that night. At the very least, she probably did need to hear what the defendant thought...


How are you going to phrase your questions?


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Hello, Ferris. I need you to tell me everything you know about what happened in Hergstag a few months ago."

Straight, simple, and to-the-point - and without prejudice for or against him. She was convinced of his innocence of the first crimes, but had yet to investigate the others.


Ferris seems pleased to see you, although it doesn't show on his face. It seems his creator didn't feel the need to portray that particular emotion. At your question, however, Ferris' demeanor visibly changes. Its face tightens, the stitching pulls its jaw back into a grimace, and it rocks back-and-forth slightly. It almost appears to be laughing. "Ellsa... Ellsa... Ellsa..." It falls silent, although the rocking continues.

"I lived by the lake. Hid from the people. They would hunt me if they see me. Ellsa found me. We played. She was my most bestest friend. She came everyday. One day she didn't come. I looked for her. Found her. She was cold and white and didn't move. Didn't talk. A ghost took her soul and walks at night. I couldn't stop it."

Its jaw pulls back farther and its rocking intensifies. "I brought her back to her family. Wanted to tell them about the ghost. Everyone screamed and yelled and chased me. I ran away. I miss her." Ferris buries his face in his massive hands. "Couldn't stop it. Can't punch a ghost."


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"I see." Iris said softly. She looked at its face a moment later. "You look like you're laughing when you're sad." she whispered under her breath. "The villagers thought you were laughing happily when you took her body back to the village - but the truth is that you were actually very upset then, weren't you?" She'd need to explain that one to the court early on.


Ferris looked up for a moment and made direct eye contact with you. "Ellsa was my best friend. She was always nice to me. I couldn't even say goodbye..."


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris looked right back at Ferris. "This court has magic allowing us to speak with the dead." she said calmly. "If we can retrieve her body, I'll do what I can to allow you to say goodbye to her. For now, I just need you to wait here and be on your best behavior, all right?"


Ferris nods in assent. "I'll be good."


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris reached in and pat Ferris' hand before turning around and walking out, fully intending to make use of her excellent overland speed to get to the city in question - and do what she could to uncover the truth of this matter.


Assuming you use Impossible Speed and Hustle, you'll reach Herstag in slightly over an hour.

Abandoned and overgrown, Hergstag lies 15 miles northwest of Lepidstadt. The farmland has fallen to ruin, and the crops have long since gone to seed. High corn grows everywhere, making the footpaths difficult to follow. You're forced to slow your speed, and this turns out to be a good thing. Well over a dozen bear traps are scattered throughout the area. They're old and rusty but still functional. Well-hidden, too. When you finally get past this dangerous area, you can see the village. It's made up of about 30 various-sized buildings, but the majority of them have fallen to ruin. They've been built in a loose, quarter-mile diameter, circle around a ruined chapel. Outside the village, the land quickly turns to bog-land, and you can see unmistakable signs of quicksand.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris tilted her head slightly, then headed towards the three sisters' place, intending to question them if they were still in the area. At the very least, they were probably obligated to talk to the defense, and she was fairly confident of her ability to convince them to talk. If they weren't... well, she could probably talk to them tomorrow, and examine the local area instead.


The three sisters are in Lepidstadt, on the outskirts of town. If you want to talk to them before heading to Hergstag, I can retcon. Otherwise, you can try to talk to them tomorrow morning - or even cross-examine them during the trial.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

She'll wait for the trial.

After confirming that the sisters weren't here, Iris began to explore the area in more detail, searching for any clues that might reveal what had actually happened here - and she started by moving towards the center of the town.

Perception: 1d20 + 11 + 4 ⇒ (11) + 11 + 4 = 26


On the way to the chapel, you see a house that appears to be in better condition than others in the village. Its door is shut and barred. A few hundred feet away, you see what first appears to be a fallen scarecrow lying at the side of the path, bones jutting from its tattered rags. The chapel in the center of town is a small, whitewashed timber building surrounded by gravestones.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

With a small shrug, Iris made her way towards the house that was in good condition. Who knew what sorts of information might be concealed in the ruins? At the very least, it was probably a good place to start.


The stout wooden door of this house has been nailed shut from the outside. Looking in the downstairs windows, the interior appears neat and tidy. You can see a kitchen, dining room, and stairs leading to the second story.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris wandered around the outside of the house, carefully examining it to note the details before she started poking at the door with her staff, trying to pry out the nails so she could get inside - unless it was possible to get through the windows, of course.

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