
GM Mug |

The judges listen impassively, some appearing more interested than others, and Khard responds, "No, I believe that will be quite sufficient. I'm certain Barrister Otto or one of his colleagues will be all too pleased to pursue future cases against alleged collaborators. As for the dispensation of sentences, that task is for myself and my fellow justices. We will now hear closing arguments." And sits back in his chair.
2:30 p.m.:
Closing Statements. The prosecution asserts that the Beast is guilty of the murders in Morast, Hergstag, and Sanctuary. Otto claims that the Beast is a danger to society, and is a monster that should be destroyed. He recommends punishment in accordance with traditional law—execution by burning in the Punishing Man. Gustav, in a voice surprisingly free of stutters, asserts that the prosecution’s evidence is not enough to prove the Beast guilty of any of the crimes in Morast, Hergstag, or Sanctuary. He recommends the Beast be freed immediately, touching again on Andjela's suggetion.
3:00 p.m.:
Close of the Trial. When both prosecution and defense have made their closing statements, Chief Justice Khard announces that the trial is over, and he and the other justices depart to their chamber to deliberate. Kaple leans over, whispering, "Well done! Did you see their faces? We may actually win! Their deliberation could take anywhere from ten minutes to two hours. It's custom for all to wait here while they do so." He gives a cheerful clench of the fist and turns to regard his notes again.

GM Mug |

Moving right along.
An hour after the justices leave to deliberate, they return looking grim. The Herald calls for order, and the crowd immediately hushes. Chief Justice Khard stands and announces the verdict;
"We have heard the evidence presented before us, and thank Pharasma that we did so, for without this trial there would have been a most terrible miscarriage of justice. There are many cruelties in the world, but to lie and blame another for one’s crimes is the most terrible of sins. We have asked ourselves a question—who is the monster here? Is it this creature before us, with its broken body and terrible form, or is it we, the people of Lepidstadt, with our bigotry and lies? The Beast is innocent!"
The crowd screams its anger at the verdict -though there are a few cheers they are drowned out by the majority, and the guards are forced to draw weapons to keep them at bay. Within minutes, a mob forms outside the courthouse, chanting, "Burn the Beast! Burn the Beast!" The militia and the guards working hard to maintain order, making many arrests and slowly scattering the mob.
Inside the Beast is release and it immediately gathers as many of you can it can reach into a huge and painful hug. "You are all best friends in all the world!" and finally releases you. "Now I want to see Father and you should come too!"

GM Mug |

Sergeant Philven enters the room and approaches, offering quiet congratulations, "Beast, everyone, I think it best if we get the Beast out of Lepidstadt as quickly as possible. My men and I will personally escort you to the swamp, Beast. Does that suit you?" and the Beast looks at Kimberly, "Does that suit me?"

Andjela Daywalker |

After the congratulations, kisses, hugs and claps on the shoulder that include Kaple and the Beast... That went better than I'd feared. Perhaps we should.
It does not escape Andjela that Father may very well be on that register and a good customer of the late Vorkstag and Grine. She mentions such to her teammates.

Andjela Daywalker |

I thought the same thing, Sergeant. He wants to see his Father... would you escort us there?
Thanks in advance.

GM Mug |

The beast, overhearing, says, "Father does not like visitors. But I talk to him! You come in few days, and VISIT!" and goes in for another hug.
The sergeant, appearing grateful to not be involved with the hugs, cocks her head, "Where is this Father located, exactly?"
Just then Judge Duramid approaches, a poorly concealed smile on her face, "Well done, each of you, and thank you for your diligent service to Justice. Please come see me in the morning." and then makes as if to pat the Beasts arm, but apparently decides better of it, and makes her way out of the room.

Kimberly Snow |

Kimberly looks up at beast and nods i think it does suit you
i guess you dont need teddy to protect you anymore. There are others that need teddy's help so i will have to take him to those people ok?

Anna Dunsany |

As the news of the verdict hits the crowd, Anna stands in mute shock until the frenzied mob shakes her out of her bewilderment. While the rabble presses against the guards and chants its death threats, she picks out Theod and grabs him roughly. Get back to your family! Go now or I'll ruin any chances of your having any sons. Get! Intimidate: 1d20 + 7 ⇒ (15) + 7 = 22
Then she'll work to dissuade other members of the mob as she can.

Tolvan |

After Lanthun Vorr testifies Tolvan moves to sit close to him protectively. At the trial's conclusion he thanks the man for keeping his word. I will not forsake you friend. I fear that I am being swept along in a story not of my telling but if it is in my power you shall have your elixir for as long as you need it. I do recommend that you take up the trade to make it yourself if at all possible.
While waiting for the verdict he approaches Kaple. I think I have need of your services barrister Kaple. I wish to retain you to represent my good friend Lanthun Vorr and the mongrelmen who have worked under the lash of their captors too long. It is my desire that the alchemical factory be allowed to function under the guidance of Mr. Vorr who will administer to the mongrelmen and pay fair taxes to the city. He will hire one or more alchemists who will help run the well stocked facility, feed and house the mongrelmen and pay them a wage. From the proceeds he will procure the raw materials to produce the elixir that he depends on. In all he and his new charges will be an asset for the city for years to come. I require you to enable this. Are you willing to take this assignment?

Kimberly Snow |

Kimberly is rather happy of the outcome.

Danica Quinn |

Danica joins in on the fun and celebrates with the Beast. "I would definitely like to meet your father and tell him what a brave and good son he has. To the swamp it is."

GM Mug |

As the news of the verdict hits the crowd, Anna stands in mute shock until the frenzied mob shakes her out of her bewilderment. While the rabble presses against the guards and chants its death threats, she picks out Theod and grabs him roughly. Get back to your family! Go now or I'll ruin any chances of your having any sons. Get!
Then she'll work to dissuade other members of the mob as she can.
The man takes one look at Anna, then turns tail and bolts from the area, but though Anna does manage to get a few others to leave, the Mob itself is fired up once more, foolishly believing a monster is about to be released.
While waiting for the verdict he approaches Kaple. "I think I have need of your services barrister Kaple. I wish to retain you to represent my good friend Lanthun Vorr and the mongrelmen who have worked under the lash of their captors too long. It is my desire that the alchemical factory be allowed to function under the guidance of Mr. Vorr who will administer to the mongrelmen and pay fair taxes to the city. He will hire one or more alchemists who will help run the well stocked facility, feed and house the mongrelmen and pay them a wage. From the proceeds he will procure the raw materials to produce the elixir that he depends on. In all he and his new charges will be an asset for the city for years to come. I require you to enable this. Are you willing to take this assignment?
Kaple looks from Tolvan to Vorr, and back again, "I am willing but I make no promises, there is no precedent for a... person such as this under the law. Come to my Office Mr Vorr, we have much to discuss." and leads him into the defense office.
-----
The militia contingent pushes its way out of the courthouse, someone prematurely setting fire to the Punishing Man pyre, which is in full flame at this point, the hungry flames eating the giant figure up. Beast gives an impressed "Ooooohh" as he's hustled past it. The Mob does look like it's going to give way at first, but the militiamen and the now well-known defenders among them give even the angriest citizen pause.

GM Mug |

Led through the city and to the edge of the Dippelmere Swamp, the mob not following through the gates of the city. Turning back to you he smiles, several of the militia nearly drawing swords at the terrible sight, and says, "Come to Shlosh Carmarc in two days. I talk to Father about friends to visit. Remember two days!" and gives some final farewells and runs full speed into the swamp. The sound of his movements are heard long after he moves out of sight.
Free free to flex time anything up to his departure, but he is determined to go on ahead along, seeming very concerned that he has a chance to talk to Father long before you arrive.

Tolvan |

Tolven will think to get some personal effect (a lock of hair?) from the Beast before he departs in case a scrying needs to be performed at a later date. He will cryptically label it and place in in a small pouch that will ride in the bottom of his backpack with what I am sure are unnumbered other oddities

GM Mug |

Moving things along, and Tolvan you were given some hair by the Beast
The next morning, when you all arrive at Judge Daramid’s house, she gives you the promised reward of 100pp each, telling them they have earned it, as the Beast was able to receive a fair trial. Judge Daramid asks you to go to Schloss Caromarc in search of the Beast and its creator, interested in the Beast’s history, and she thinks the Beast might still be dangerous. "If you can find its creator, perhaps you can learn how to control the Beast, or convince its creator to keep a tighter rein on the creature. But a word of caution, I have heard rumors that the townsfolk are planning to track down the Beast and overturn the court’s verdict on their own. If you wish to protect the creature, you shouldn't dawdle."
On the way back from Judge Daramid’s house, you all spot notice a large number of people gathering on the streets with torches and various weapons and farm tools. If questioned, the townsfolk tell of their plan to go into the swamp, find the Beast, and "Give it the justice it deserves, once and for all."

Kimberly Snow |

Kimberly does not say much to the crowd only a short response to what one of them said regarding justice.
yes sir, may all of us get the justice we deserve when our time to be judged falls before us
diplomacy to convice a few weaker minded people to think twice: 1d20 + 12 ⇒ (10) + 12 = 22
back in the room she looks at the letter. opening up to give it a read. wondering who sent it, such nice writting too.

Tolvan |

MUST. NOT. FIREBALL. STUPID. TOWNSPEOPLE.
On the way to the judges house Tolvan stops by a few stores to sell some items that the group does not need and to purchase some inks and other components for scrolls and the creation of magical items. Details in the discussion thread.
While visiting the judge Tolval pulls out the badge that he found in the prison. Judge Daramid, was wondering if you might help me understand the magic of this thing. If I am not mistaken you are a practicer of the art? And if you cannot help, perhaps you could direct me to someone who can. And before departing he brings my his zombie friend. I know its is unusual, but this man is a victim and deserves a chance. Anything you can do to help him I would consider a personal favor.
And did I dream the idea that she was going to let me learn some spells from her? Why is that in the back of my mind?
Heading back to the Inn Tolvan does not trust himself to speak to the townspeople beyond suggesting that things worse than the beast live in the swamp and that they should be prepared for heavy losses if they are foolish enough to enter that dark place...
And finally, back at the room Tolvan will regard the letter with caution and wonder about the security of the place. He will detect magic on the note and look around the room to see if anything else has been disturbed before picking up and reading the letter.

Anna Dunsany |

And was she going to let me burglarize her house? Because I can totally do that.

GM Mug |

Tolvan, I recall you mentioned that earlier and I don't know where you got the idea. She's not magicaly inclined unfortunately.
The Judge examines the badge a moment, looking up at Tolvan after a moment, "I'm sorry, it seems unremarkable to me." Regarding Mr. Vorr Duramid asks for some pertinent details and manages to not look completely horrified when it's revealed what he is. "I will confer with Barrister Kaple to see what can be done." she states resolutely.
The crowd seems immune to the good sense and convincing words of Kimberly and Tolvan, largely drunk on rage, stupidity and misguided determination.
Nothing appears disturbed in your rooms, besides the unexpected letter. The letter does not appear magical in the slightest. The letters all read largely the same, the quality of the paper and penmanship appearing quite impressive.
Dear little (Andjela,Kimberly, Tolvan, Danica),
Salutations! I have recently learnt of you and your friends and am really quite impressed such a disorganized rabble can be so resourceful! It must be quite flattering and surprisingly someone would take such an interest in you, but eventually the man notices the feces on his shoe. The smell can be so atrocious! Regardless, the point is I have decided I would like to meet you one day. To that end I have decided to assist you in your endeavors. The various and quaint weaponsmiths and magic shops in Lepidstadt have been advanced a sum of 1000pp for each of you to acquire whatever items your silly head desires. I thought of granting more, but it is necessary to verify that your successes to this point have not been a complete fluke. Enjoy your little shopping spree's and, with luck, we shall have a chance to speak again. Toodles!
A.A.
Dear little Anna,
Salutations my dear! I have decided I would like to meet you one day. To that end I have decided to assist you and your lovely friends in your endeavors. The various and quaint weaponsmiths and magic shops in Lepidstadt have been advanced a sum of 1000pp for each of you to acquire whatever items your silly head desires. I thought of granting more, but it is necessary to verify that your successes to this point have not been a complete fluke. Enjoy your little shopping spree's and, with luck, we shall have a chance to speak again. Toodles!
P.S. You look quite lovely in armor, and is Danica single?
A.A.
In case it's not clear, you may *each* buy or have made whatever items you want -up to a combined value of 10,000gp. A caveat, your total personal worth should not exceed 16000gp after the acquisitions are complete. So if you want something that'd put your personal worth over 16000gp, pay your gold as a big tip for the creator, or donate to a church, or to Mr. Vorr, Kaple, whatever. Questions?

Anna Dunsany |

Anna gasps and shifts uncomfortably as she reads the letter. Her mind whirls at the apparent fortune that has been provided. She'd never contemplated such riches being hers. The professor's promised coin had been an incredible sum; this was...
Ice crawled through her belly. This was suspicious. She didn't know who this A.A. was, and this gift didn't endear her toward him. Oh, she'd take the money. You always take the money. But money doesn't buy trust. Not ever.

GM Mug |

Having time to prepare yourselves before heading after the beast, there are several opportunities to further your knowledge about Schloss Caromarc with folks you've met, such as the Crooked Kin.

Tolvan |

Not sure if is ok to roll multiple skills, but I think so...
Knowledge Local: 1d20 + 10 ⇒ (16) + 10 = 26
Knowledge Nobility: 1d20 + 10 ⇒ (7) + 10 = 17
As Tolvan readies his mount he speaks to the rest of the group.
I've heard of this Count Caromarc. He is quite well known in certain circles. Quite the eccentric. Schloss Caromarc, his home, is also known as the Hanging House, is a series of buildings hanging over a waterfall. I hope he is a good host and shows us around safely, as its rumored that parts of his home are both trapped and guarded by his constructs.

Anna Dunsany |

K: Local: 1d20 + 11 ⇒ (10) + 11 = 21
Uneasy at first about the mysterious letters and the fortune left for her, Anna soon gave up her misgivings and quickly developed a talent for spending other people's money. Soon, she was swimming in the most luxurious fabrics and eating the finest meals. She hired numerous servants do do her shopping for her as she adorned herself with elegant jewelry and perfumes. Over the last two days, she spared no expense with an almost sadistic glee. By the end of her spree, she had an ornate coach with a team of four glossy horses, a driver and two attendants, numerous elaborate dresses with matching jewelry, several fine works of art (she took a particular fancy to music boxes), and a glorious chest full of perfumes, make-ups, hair pins and broaches.
Oh, and a +1 mithral chain shirt.

Anna Dunsany |

My Disney vacation taught me well. Those princesses do it right.

Tolvan |

lol
The night before departing Tolvan sits in his room pondering the events of the last few weeks. He is unsure about his relationship with Anna. This windfall seems to have gone to her head and he did not know if he still had a place by her side but knew better than to push it. Ashe packs he considers his gear, cleaning and organizing them into his new haversack. He know has three wands. Two go into the wrist sheaths he now wears for easy access and one on this belt in a small dagger like sheath. All the new alchemicals go into the haversack though and he is glad for the ability it provides to access his desire of its contents.
As he packs he comes across the strange magical badge from the warden of the prison. Earlier he was unable to discern its enchantments, but his understanding of the arcane has grown. Casting Detect Magic he reconsiders the item, studying its aura and the schools of magic used to create it.
Spellcraft, taking 10 yields a 25, adding in the +2 for his racial bonus from Elven Magic, and a 35 if he can take 20.

Andjela Daywalker |

Schloss Caromarc will be dangerous. I've known places like that... Built for privacy. The Beast himself told us, Father doesn't like guests. Andjela's nose crinkles.

Kimberly Snow |

diplomacy check for above info: 1d20 + 12 ⇒ (7) + 12 = 19
We best be going then. it will take time to travel the swamp.

Anna Dunsany |

Flex-ish; during the days of down time
Quit working! We're celebrating! she announces as she enters, sashaying in the form-fitting dress.
I got you something! She reaches into the first bag and produces a colorful package which she hands to him. While he works at the wrappings, she pulls out a purple bottle and a pair of polished silver and crystal goblets. And look here! Elven wine imported from Kyonin! You would not believe what this stuff costs!
The gift is an embroidered blue and green tunic, finely sewn and clearly made for nobility. Anna opens the bottle and begins to pour.
She twists the cap off and takes a whiff, which waters her eyes. Whew! Strong stuff! She hoists the bottle in the air and offers it to the paladin. To the Crusades!

Kimberly Snow |

don't we have a 3 hour layover in Dallas?

Danica Quinn |

Danica, surprised by the anonymous donor, takes the coins and starts looking around her room. Finding herself to be alone, she walks out to find her companions. Each of them had the same fortune, the same as her. She ponders a bit and idea comes straight to mind.
Danica does to a weaponsmith and sells her magical heavy mace, a weapon she does not like but it was useful for fighting those creatures that can only be hit by a magical weapon. Selling the weapon would help fund to upgrade her weapon to a magical one, one that would have the same effect as the magical heavy mace. Knowing that imbuing ther current temple sword would take an entire day she decides to head to the temple of Sarenrae to train and to study some tomes especially those focusing on monsters and how to defeat them.
Her training at the temple was long and hard. She has always put much pressure on herself to excel. Followers of Sarenrae mostly use the scimitar as a weapon of choice, but for Danica it felt clumsy and slow, much slower than her temple sword. She made do, training with the Bright Lady's favored weapon, she practices with her faithful brothers and sisters.
When training was done she would take a long walk and visit the various shops looking for items that may be helpful to her and her friends. She finds a backpack that allows more items to be carried but weighs much less. She also finds a special pearl that would allow a mage to store a spell into it. "Hmmmm...this could be useful. Tolvan can store an extra Mage Armor spell for me." She purchases these items and also finds other ones that may help but decides not too.
On her 2nd day of rest she retrieves her newly imbued temple sword. She casts detect magic and she immediately senses the enchantment upon the sword. She heads back to her room at the inn to prepare for an early departure for the swamp. She hears a knock.
Danica opens the door to find Anna dressed in her new garb and with servants. "Sure we can go shopping."
Danica takes the offered scabbard and looks at the symbol of Sarenrae. She takes her upgraded temple sword and puts it in her new scabbard "Oh my....most befitting for a temple sword that will enact the Bright Lady's vengenance." The inquisitor grabs Anna in a strong embrace and repeatedly thanks the Rogue.

Anna Dunsany |

She gestures for the two servants to come in. They both produce measuring tapes and begin taking Danica's measurements. Greta and Elsa here have a great eye for fashion. You're in good hands while we check out the curio shop. I think there's at least a couple seamstresses left in town not working on something!
Anna grins madly at Danica. Don't look at me that way. The bad guy is watching, so we might as well give him a show!

Kimberly Snow |

Kimberly looks at the carriage. her eyes are wide with wonder.
I can be like a princess in something like that. I don't know if I should.
she looks a bit hesitant but eventually climbs in for a ride around but she tries to avoid places where there are lots of people.

Anna Dunsany |

Kimberly doesn't get much say in where the carriage goes, as Anna lets Giovanni do the driving. She sits back in the posh carriage, luxuriating in the fine upholstery. She draws closed the velvet curtains if she seems nervous about people looking in and seeing her. Kimberly, she says after a little bit, you know you're only a few years younger than I was when I ran away from home, right? I was taught that all that was before me was to get married, have kids, and help eke out a living on the farm. I was always getting in trouble at home. No one understood.
She looks at Kimberly seriously, with genuine caring. From what I've heard, you were raised all your life to be an oracle for Pharasma. Has anyone stopped to ask you if that's what you really want to do? Have you asked yourself if that's what you want to do?

Tolvan |

Flex-ish; during the days of down time
*Tolvan gets a knock on his door. Anna is at the threshold, resplendent in another new gown, this one a deep rich burgundy with gold thread creating ornate patterns along the smooth lines. She has a couple bags on each arm.
Quit working! We're celebrating! she announces as she enters, sashaying in the form-fitting dress.
I got you something! She reaches into the first bag and produces a colorful package which she hands to him. While he works at the wrappings, she pulls out a purple bottle and a pair of polished silver and crystal goblets. And look here! Elven wine imported from Kyonin! You would not believe what this stuff costs!
The gift is an embroidered blue and green tunic, finely sewn and clearly made for nobility. Anna opens the bottle and begins to pour.
Tolvan looks up from his work and the welcome intrusion. Its good to see you happy. He says, a smile coming to his features as he stands and moves to greet Anna. I've got a lot to get done before we leave in the morning, he motions to his work area spread with research, his spell book, quills and ink, scrolls and a partially enchanted cloak, as if seeing the work spread out will explain to Anna the need to do it. but, I suppose I do need a break. Elven wine did you say?

GM Mug |

Alrighty then, I'll just assume you've decided to travel a straight 8 hours and arrive at Schloss Caromarc around 3 P.M. after a few rests along the way.
The fens give way to a deep, rocky gorge at the northern edge of the swamp, where a peculiar building, or rather group of buildings, clings to steep cliff edges above half a dozen plummeting waterfalls. Beyond a fortified gatehouse, a stone bridge arches gracefully over the raging torrents below. Perched precariously beyond this is a fine, fortified manse and a ruined building that appears to have partially collapsed into the river below. A slender rope bridge, replacing the fallen remnants of a stone bridge, links to a strange tower pierced with beautiful stained glass windows depicting bizarre beasts. A further building teeters to the north of this, but how it is reached is impossible to see from here. Far above, a great tower rises from an isle of stone to the sky, ending in a great steeple topped with a huge lightning conductor.
You approach from the southwest. From a distance you can see a two-story stone gatehouse leads into the castle, topped with a crenellated tower at each corner. The main gate is closed.

Anna Dunsany |

Earlier:
As everyone loads up for the journey, Anna voices a concern that had been nagging her. Why are we even going to visit this guy? Everyone I've talked to seems to think he's a crazy recluse who has trapped his house and filled it with creatures. She pauses and directs her servants, Elsa and Greta, to continue with the packing. I mean, the guy didn't come eight hours to help defend his "son," so why should he care now? I mean, maybe he'll give us a reward, but what if he's in the market for new parts?
Later, on the road
Anna quickly found out that travel by carriage on the road was nothing like travel in the city. It was much rougher, and she didn't much care for the jostling. Before long, she was taking to riding on the carriage's roof, or hitching rides with Tolvan on his horse.
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
When the group pulls up to a stop to gawk at the Hanging House, Anna gapes at the strange architecture. Her eyes linger at the high places, but soon she spies the strange creatures lying at the gate. She motions quickly to everyone to stay quiet.

Tolvan |

Tolvan is wearing a new traveling cloak when he departs with the group in the morning. It seems to be finely made drapes over his shoulders protectively. This is sort of a prototype. he says. It is a cloak of Resistance. I'd like to make one for each of you that desires it. I will need you to cover the material costs - right at 500 gold, but I recommend them for everyone.
Before the group begins he also produces some arrows and crossbow bolts. We had one adamantine weapon blanch that we found back in the factory. I used it last night to coat these pieces of ammo. A blanch is only good for a single strike, making them expensive and awkward to manage for melee weapons but ideal for ammunition. He hands Anna 4 crossbow bolts whose head glistens in a strange sheen. One of the three feather of the fletching in each has been died yellow to make them easy to identify. He produces 6 arrows similarly headed and fletched, hands Andjela three and adds three to his quiver.
As the group rides Tolvan is talkative and speculates about the nature of the beast's "father" Eventually he brings up the property the group plans to visit. When we arrive I think would should scout it out to look for any signs of trouble before knocking at the door. He looks to Anna and asks Thoughts?
And finally as the party draws close reigns in his mount motioning for the others to do likewise. Quietly backing his horse up he moves away from the property as quietly as his beast will accommodate suggesting with a wave that the others follow him back. There appears to be some type of troll-like dogs out in front of the gate - I do not see that that they are tethered in any way.
Perception: 1d20 + 13 ⇒ (10) + 13 = 23

Danica Quinn |

Perception: 1d20 + 17 ⇒ (10) + 17 = 27
Danica slowly removes her temple sword and whispers to the others, "Looks like there are two prone bodies outside the gate. Looks like they want to ambuse someone....maybe us."

Anna Dunsany |

Whispering, Anna asks, Do we kill this guy's guard dogs, or do we let them chew on us while we wait for the Beast to tell him to call them off?
She flips up her hood as she moves toward cover.

Kimberly Snow |

Kimberly thinks about what anna is asking.
Anna, I wasn't actually born to be an oracle, it just kinda happened. I never knew my father, and my mother died when I was very little. the church in Ravengro was nice enough to take me in. that was where I met the doctor.
well anyway, I hold on to Teddy because when my mom died, her spirit went int Teddy and he now guides me and protects me. it was my mother's guidance with Pharasma's help that led me to this life. I chose it freely, in memory of my mom and in the hopes that when I pass I will be judged worthy, and be with her forever.
Kimberly tries not to cry when she thinks of her mom, she wants to be strong in front of Anna but it is extremely difficult
perception DC 20: 1d20 + 6 ⇒ (13) + 6 = 19
Mr beast said we would be welcome didn't he?
Kimberly seem nervous at the talk of mean looking dogs at the front gate.
she pulls her dagger ready to defend, just in case.

Danica Quinn |

Danica stares at the two proned mounds.
"I have a plan."
"I'll draw them out. Tovlan...Andjela...you two think you can hit them from long range? Soften them up before they reach me?"
"Anna...you think you can sneak up from behind them while I occupy them?"

Anna Dunsany |

Anna shakes her head. Why don't I just sneak up and slit their throats while they're sleeping?

Andjela Daywalker |

Let's back up and discuss.... Andjela whispers, motioning the others back.
Since when do we indiscriminately destroy life? What if they are Caromarc's pets? Can we incapacitate them?
Guard... dogs, I suppose a chosen for heightened senses. So we need to be cautious. Typically, and more importantly to their masters, they raise an alarm... Remember the dog-thing at the chymikal works. Can we silence them?