| Brother Grergof Varsk |
I thought I saw a door at the bottom of the chemical room. I would hate for there to still be a victim here.
Per GM Foxy there is a basement too. Bust to be clear, besides the basement is there snything else we missed?
Grergof goes down to check it out.
| GM Foxy |
At the far wall of the production area in the basement is another door. It is locked, but Spugnoir manages to unlock it after trying for a minute.
This underground room contains several dozen crates, a few coffins, lots of straw, and several huge bell jars. To the right is another door.
| Darius Redgrave |
"What are coffins doing here?"
Darius concentrates for a minute with hie eyes closed and when he opens them again they have a subtle glow about them.
Casts detect Undead
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
| Stam Truthfinder |
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Stam follows the group down the stairs, "I thought maybe we could lose the beast or get the jump on it in the fog."
Stam crosses the room, looking through the boxes and coffins. He then moves towards the wall, running his hands along the edges.
"I feel a breezed, maybe there is a passage here or something."
| GM Foxy |
As Stam pushes at the wall a secret door opens. This room contains grisly things in jars, two complete skeletons of monstrous creatures, a coffin, and a handcart.
The jars contain various preserved specimens waiting to be shipped, including a preserved drow head, a pickled pair of hill giant eyes, the half-changed head and spine of a wererat, and a trio of chuul tentacles. The skeletons are both owlbears, while the coffin holds the body (preserved with gentle repose) of a recently deceased. A narrow corridor to the east ends at a locked iron grille.
| Brother Grergof Varsk |
I'll check down here, we should look in the boxes and collect this stuff for evidence.
Grergof looks through the locked Iron Grille.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
| Brother Grergof Varsk |
Scan the room and area with detect evil and help them pack up everything for evidence in the wagon.
I assume there is no more places we know about to explore yes?
| GM Foxy |
Grergof opens the iron door behind which eh finds a flight of stairs these lead down to another door. Opening the latch and the door he finds a swimming pool - kind of. 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.
A 10-foot-long gaff hangs on the wall beside the door. In all, 36 cadavers float in the water. The water in the room is only 4 feet deep.
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
Two of the bodies are undead. The are slowly moving towards the entrance.
| Stam Truthfinder |
Stam follows with Grergof, once he sees the Cadavers he pales a little.
"This has to be the sickest place I have ever visited. I am from Cheliax so that is saying a lot. I don't think I even want to know what sort of experiments they did down here, I think it is time to call the watch."
| Darius Redgrave |
Did I pick up anything with my detect undead?
Heal: 1d20 + 10 ⇒ (3) + 10 = 13
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Darius walks through these catacombs with the rest of the group. His facade grim and quiet. Clearly this macabre display had put him off. The dead must be laid to rest not mutilated on display like this.
| Darius Redgrave |
Darius draws his sword and moves slowly forward. "Grergof, back away from the water. Undead."
Darius doesn't want to mess around again and holds his sword forward and a pulse of light bursts from it and him.
Channel Harm DC17 3/6: 3d6 + 5 ⇒ (4, 4, 6) + 5 = 19
| Brother Grergof Varsk |
We need to get all this evidence logged.
Gregrof leads the group to gather all the evidence (Cabinet with skin suits, tied up gnome, pickeled head. and book of transactions) and gets them loaded onto the cart.
Then they head back to the courthouse to register the evidence, and turn the gnome over to the town guard, as well as inform them of the location of many of the many other bodies for them to gather to (hopefully) solve other crimes.
| GM Foxy |
So you pack up everything you found onto the cart and put a cover over it. You put Ned before the cart and drive it to the court and get the bailiff to register all of that for the next day in court. But it looks like he is a bit sensitive. Seeing the pickled body parts he turns green and on seeing the skins he is done. He barfs on the place and needs quite some time to be able to continue. After more than an hour all the items are listed and registered for the court.
Just as you come out of the court you run into the next problem. A local mob decided that the Beast is guilty and that there is no need for any more trial. Fired up on anger and strong cider, the mob gathers torches and other equipment, and begins marching toward the courthouse to see justice done and to burn the Beast alive in the Punishing Man.
This mob of 50 to 60 people stand in front of the court shouting and start chants demanding the beast to be handed over to burn it as you come out. They brought torches and pitchforks.
| Stam Truthfinder |
looking at the crowd: 1d20 + 5 ⇒ (11) + 5 = 16
Stam sighs loudly, "I just wanted to get some sleep in."
Stam then pulls out a scroll in one hand a wand in the other.
"I can create more fog or try to charm them all into leaving."
| Brother Grergof Varsk |
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
If they attack, someone is going to get hurt and possibly killed. Resolving this without violence is by far the best option here.
I could talk to them but I think they already hate me...
| Brother Grergof Varsk |
Oh. So this is planned...... Not Good someone is manipulating the people..
What I wouldn't give to have a shapeshifter that could turn invisible like the one we fought today.
If we could make them think the beast was escaping then have them chase someone away before they escape, we could solve this with no violence.
| Brother Grergof Varsk |
Oh, that would make sense.
So how do we approach this.
Fight, talk, magic tricks?
Sounds like we prefer not to fight.
| Darius Redgrave |
Darius lays a hand on each of the companions' shoulders as he talks. "Let us talk to these people. They are scared and angry and want a solution. If they do not listen to reason we will defend ourselves and our charges. But we must try and talk first."
Casts Touch of Glory on everyone including himself. +5 to a CHA based skill or check.
| Brother Grergof Varsk |
Mr Redgrave or Mr Truthfinder, Maybe we can make it to the roof and you can talk from there? I'm too well know as the face of the Beasts defense. The crowd was not happy with me when I last past through it.
Coming from someone else might be better.
| Stam Truthfinder |
Stam will put away his scroll and wand instead pulling out a different wand. Stepping forward,
"Good people of Lepidstadt, we think we have found the real culprit of these grisly murders. Mr. Vorgstag of the chemical factory was conducting grisly experiments in your very town, killing and skinning people. We believe he impersonated the best and was attacked by the Caiman. Please just give us a day to prove to you the real killer."
Diplomacy: 1d20 + 12 + 5 ⇒ (1) + 12 + 5 = 18
you have to be kidding me
| Brother Grergof Varsk |
Really? How do you know he's guilty? What proof do you have?
Grergof shouts back from inside the building
| Brother Grergof Varsk |
Grergof goes to a window and peers out scans the crowd with detect evil to see if anyone stands out.
We may need them...
| GM Foxy |
Please add diplomacy rolls to your arguments.
Diplomacy Grergof: 1d20 + 11 ⇒ (15) + 11 = 26
"I don't need proof. Everyone knows the beast is guilty"
Diplomacy Bad Guy: 1d20 + 10 ⇒ (8) + 10 = 18
Leaving People: 2d4 ⇒ (3, 3) = 6
Some people think it's fishy to ignore good arguments in that way and don't want to be caught in the aftermath of this. They leave.
| Darius Redgrave |
"Good people. We know you are afraid and angry. Justice must be served. But it most be brought to the ones that are truly responsibly. Iomedae demands it and me and my people will see to it that the ones responsible will be brought forth. Do not let innocents suffer as you have suffered. A little more time is all we ask. You have heard us and see that we work in your interests and the interests of justice and truth." Darius says with conviction.
Diplomacy: 1d20 + 13 + 5 ⇒ (12) + 13 + 5 = 30
Bam! And that's how it's done!
| Brother Grergof Varsk |
Grergof whispers:
Its working, keep arguing, it look like we can disperse at least some of the mob with words!
oh and do I see anything with detect evil? Like the speaker being minorly evil the same as the escaped shape shifter?
| GM Foxy |
"Justice my ass! You're trying to get the Beast free and we'll have to live with that abomination while you move on. This is our city not yours! Stay out of our business!"
Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28
Many agree to the man challenging your argument but a few leave again.
People leaving: 1d4 ⇒ 2
| GM Foxy |
"It haunts us already we can live with that! Go out of the way!"
Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20
Arguments totally ruin the mood for mob justice.
People leave: 2d4 ⇒ (3, 1) = 4
One of the guys with a crossbow is pissed by your success of talking the people out of it and starts shooting at you.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 ⇒ 5
And he hits Stam right in the shoulder.
| Brother Grergof Varsk |
Diplomacy: 1d20 + 11 + 5 ⇒ (3) + 11 + 5 = 19
This is your justice? To shoot at innocent people because they are working with your court system? Perhaps we should expand that? If you can't afford something at a store, should you just attack the shop keeper? Is that what you are fighting for?
Think! Think about what you are doing. Attacking the keepers of law in your city because they hold someone to keep you safe!
Doh!
| Brother Grergof Varsk |
You three try to keep them out. I'll be the last line of defense.
Grergof runs to the front doors and tries to lock and bar the way in.
If all else fails he stands in the hallway draws his scimitar and readies himself to deal non lethal Damage to anyone who passes the front door.
| Brother Grergof Varsk |
Oh and if you took any of that liquid fire, between the crowd and the door would be a good place to use it!
| Stam Truthfinder |
"Thanks for the help Spug."
After the bolt is removed Stam activates his want 3 times covering the steps in grease to slow the attackers down.
"For a mob who just wants to see justice you sure do have good siege equipment. Who is the leader of this?"
Stam will Aim another blast of grease into the middle of the charging crowd.
DC 11 reflex save to those in the middle and DC 10 acrobatics to move through the grease at half speed