GM: Twice Dead Professor |
Shel's daggers find their mark, which sends the beast howling.
It leaps into the air, and wings away (AoO for the melee folk).
The swamp is eerily silent after it leaves.
The manticore's nest is recent- it looks as though portions of the mud caked bowl are still drying. In the nest you find the remains of a savaged dwarf. The patchwork cloak he wears contains an oil of keen edge, and a silver flask filled with brandy worth 30gp. A masterwork shortsword and a wand were dropped on the ground. He seems to have been traveling through, the tail end of his canoe sticks out of the water a few dozen yards away. You can tell the beast shredded its hull with its claws.
You also find an old, abandoned camp: small firepit, wineskin with soured wine, dried out and molding trail rations, and a small glass vial litter the ground, abandoned. Someone stayed in this area for a while- likely before the manticore moved in.
Another small skiff was abandoned on the far edge of the island. You can see some dried blood in it. It contains an oar and a moldy leather travel bag at first glance. A rope extends from one edge of the boat down into the murky depths of the swamp.
Something is odd about the graves here: six look like they're sagging- collapsed from below perhaps?
Also, dropped amid the reeds near the shore is a leather doctor's satchel. Inside are fine silver and amethyst handled tools. They've even got their maker's engraved brand on the base of the handle.
Garin Veacali |
Garin takes the opportunity to strike the beast when it attempts to flee.
Halberd (AoO): 1d20 + 9 + 2 + 1 ⇒ (9) + 9 + 2 + 1 = 21
Damage: 1d10 + 6 + 4 + 1 ⇒ (9) + 6 + 4 + 1 = 20
Afterwards, Garin takes the opportunity to relax and wind down from the battle. He could take his time and search the area thoroughly, but he leaves that for more astute folk.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Edited to reflect MW bonus and Inspire Courage. Thanks, Vachordi.
Shel Whispertongue |
Shel swipes once more before the beast takes flight.
Attck 1d20 + 1 + 9 ⇒ (12) + 1 + 9 = 22
Damage 1d3 + 1 + 2 ⇒ (2) + 1 + 2 = 5
plus 2d6 ⇒ (2, 1) = 3 sneak attack
Vachordi Strong Wind |
1d20 + 8 ⇒ (15) + 8 = 23
Vachordi shares the following
The manticore's nest is recent- it looks as though portions of the mud caked bowl are still drying. In the nest you find the remains of a savaged dwarf. The patchwork cloak he wears contains an oil of keen edge, and a silver flask filled with brandy worth 30gp. A masterwork shortsword and a wand were dropped on the ground. He seems to have been traveling through, the tail end of his canoe sticks out of the water a few dozen yards away. You can tell the beast shredded its hull with its claws.
Perception >15:
You also find an old, abandoned camp: small firepit, wineskin with soured wine, dried out and molding trail rations, and a small glass vial litter the ground, abandoned. Someone stayed in this area for a while- likely before the manticore moved in.
Perception >20:
Another small skiff was abandoned on the far edge of the island. You can see some dried blood in it. It contains an oar and a moldy leather travel bag at first glance. A rope extends from one edge of the boat down into the murky depths of the swamp.
Shel Whispertongue |
To Vachordi's observations, Shel adds the following:
"Something is odd about the graves here: six look like they're sagging- collapsed from below perhaps? "
"If they are collapsing from below, that makes me wonder if there might be tunnels or something down there, that might yield more clues."
Shel looks at all of the found items, and when the group was ready, starts pulling the rope up, trying to see what might be attached to the other end.
GM: Twice Dead Professor |
If you are helping each other search, you should be able to aid (adding a +2 bonus) and thus reaching the DC30 search.
You find the satchel listed under the spoiler.
You also spend some time digging in the depressed graves, only to find that the bodies that had been interred there are missing.
Shel Whispertongue |
Is there anything at the end of the rope Shel is tugging at, DM?m also, is there anything in the moldy old leather travel bag contained in the skiff?
"We've got empty graves and a doctor' stool with a particular brand on them. Who wants to bet this doctor has a storefront in town. Maybe the doctor is doing illicit experiments or something..."
Vachordi Strong Wind |
. This does not look good. What could be the reason for all of his?
Awnara Puddyfoot |
Awnara grows worried at this revelation. "Perhaps we've uncovered a vivisectionist," she ponders. "Someone doing unethical experiments with bodies. Or a necromancer. Whatever it is, it's wholly unsavory, and we should have words with this 'doctor.'"
GM: Twice Dead Professor |
Now that you think about it, if the Beast had been attacked by a blood caiman (giant crocodile), then it should have left scars. You don't recall seeing any on the beast.
The rope is weighted down by a heavy sack full of digging tools, as well as some rags, rusty knives, and a lantern. You note that the mansized sack is stained with blood. A the old leather pouch has clothing, mostly workman's outfits (including an apron), and a strange clump of skin and hair. When you pull it out of the sack and flatten it out, you're shocked to find that it's the skin of a human face with the eye and mouth areas cut out.
You recall that Lepidstat, as a city of learning, has many artisans who make such tools- you might be able to find the workshop that matches the symbol.
Vachordi Strong Wind |
1d20 + 11 ⇒ (1) + 11 = 12 nature
Well it would appear we have a clue, shall we head back?
Shel Whispertongue |
Untrained Knowledge Nature 1d20 + 1 ⇒ (16) + 1 = 17
Shel shows the others the flesh mask she discovered. "Talk about grisly. Graverobbers and slicing the face off someone? This is more evil than the undead at the prison!"
GM: Twice Dead Professor |
Untrained Knowledge Nature 1d20+1
Shel shows the others the flesh mask she discovered. "Talk about grisly. Graverobbers and slicing the face off someone? This is more evil than the undead at the prison!"
Detecting a theme, are we? :)
Shel Whispertongue |
Are there any craftsmen wheose mark we might recognize in the little village we are currently in, or would they be back in the city proper?
GM: Twice Dead Professor |
Are there any craftsmen wheose mark we might recognize in the little village we are currently in, or would they be back in the city proper?
The swamp folk have no craftsmen that could match the quality of those tools- and the fact that they are surgical in nature almost screams "Lepidstat."
I'll add one piece of info: the grave markers of the empty graves were all made before the Beast was run out of town. None are more recent than that.
Back at the thorpe:
What do you want to ask the prejudiced townsfolk?
Vachordi Strong Wind |
I have bad news. It appears that there is more to this than we all thought. It would appear that the beast is not totally to blame as there is no way the beast could have done this.
He takes out the mask someone explain this to me.
Take 10 on diplo for a 20
Shel Whispertongue |
"There is no explanation for something this horrific, Vachordi. It looks like human skin, from what I can tell. Perhaps this won't be the first such mask they have ever discovered. Of course, if there is a secret in this town, they may want to shut us up to prevent it from getting out. We need to be careful when we bring this up."
GM: Twice Dead Professor |
What in tar-nations you got there? Damnations man. That's ...a face! the village chief is horrified by the skin mask.
That's Nan Klebem! We ain't seen him for months. He's a trapper that would stop here fur supplies. He ain't been back since before the Beast ... he trails off.
The villagers can't help you much more, and turn a cold shoulder to you.
Moving on to the next stop:
Straight west is the Sanctuary (hospital) that the Beast burnt to the ground, Northwest is Hergstag, where the Beast murdered children.
You've burned most of the day with the trip to the boneyard.
Garin Veacali |
Head back to rest of the night, or head to Hergstag for a stay at the inn, I recommend. of course, we could always camp out, but Garin wonders why we would prefer that when beds are an option.
Shel Whispertongue |
"Lets press on to the next closest spot. We can camp when it gets dark. If there's still a bit of daylight left, we need to travel as far as possible. We are under a huge time crunch here. I haven't seen anything that makes me think that simple creature is capable of what we saw back at the graveyard. I don't think he has the fine motor skills to pull something like that off."
GM: Twice Dead Professor |
You ride on to the sanctuary on Karb Isle:
The sad remains of a broken building lie on a spur of land jutting
into the river. The burnt timbers of a large house sag into the
undergrowth of nettles and thistles. Nature is taking back this
charred ruin, as if trying to erase dark memories. Nearby, a
small cluster of gravestones jut from the weeds.
Awnara Puddyfoot |
"It's moments like these I wish that Edrik hadn't gone back to Lastwall," Awnara says, drawing her overcoat around her tighter to shelter her from the chill she feels in the air. "He'd be able to sense if there was something evil in those gravestones. Maybe I can see if there's something mystic..." She says a quick prayer, and her eyes glow white with the witchsight again.
Detect magic, do I see anything, boss?
GM: Twice Dead Professor |
The 12 grades appear to be marked with Dr. Band's name, along with that of his patients who perished in the fire.
A quick survey of the burned mansion finds two things of note: a charred and twisted lockbox, and a 3' opening in the rubble leading down into the darkness.
Shel Whispertongue |
Shel approaches the lockbox. "I doubt any traps have survived the fire, but let's see."
Perception 1d20 + 11 ⇒ (12) + 11 = 23
Disable Device 1d20 + 12 ⇒ (19) + 12 = 31
Vachordi Strong Wind |
Vachordi stands back with his bow ready, letting Asmara do her thing
GM: Twice Dead Professor |
The lockbox has no traps that you can see.
EXPLOSIVE RUNES!
Just kidding:
Inside are a number of documents, most of which have burnt to cinders. You could, perhaps, attempt to take pieces and make a linguistics check to decipher what they once were.
Awnara Puddyfoot |
"It's early yet," Awnara nods, agreeing with the others. "And since you think the Beast is innocent, it's probably best we keep looking. As for the papers, it's hard to say what it was originally. It was something official, and the text 'Vor-something-tag and Grin-something's C-something-mic." She shrugs, clearly unsure of the meaning of what she just said.
Shel Whispertongue |
"Keep those papers, Awnara. That might be solid evidence, depending on what else we find.". Shel leads the others to the shaft. Perception 1d20 + 10 ⇒ (20) + 10 = 30
"Toe a rope around me, and someone lower me down. I'll see what is down there, and the rest of you can come after."
Garin Veacali |
"We can most possibly find a linguist in the city as well to aid in deciphering the text," Garin adds.
He then aids in tying a rope around Shel before lowering her down. "Be careful."