To Wear the Carrion Crown (Group 1 - Trial of the Beast) (Inactive)

Game Master Haldhin

Running the Carrion Crown Adventure Path.
(Shared Resources)


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Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

After the search of the town, Karl looks to the others. Should we check the graveyard as well? Or shall we leave?

If the group wants to check the graveyard, Karl will continue his careful search. More taking 10 on perception for 24/25.

Karl thinks for a moment, an almost pained expression on his face. As for the bodies of the children, perhaps we could bring them to the outskirts of Lepidstadt, and then summon the barrister. Maybe he could help us bring them in officially. If not, I can think of another way to get them inside the city, although we might have to deal with some unsavory characters.


The graveyard doesn't really have anything of interest, it's just a small plot for villagers. Other than the graves for the children "killed" by the Beast, there isn't anything you find that could be useful in the trial.

Good idea for using the barrister with the children's bodies - that would probably work. Of course, doing so would require involving the Town Guard, who would tell the prosecutor - it may change how he approaches these crimes. To keep it secret, Karl knows who to ask.

Also, don't forget two people who used to live in Hergstag now live in Lepidstadt. They are the witnesses for the prosecution, and they can likely identify the bodies if/when they see them. Just something to keep in mind.

Franc:
Finding anything of personal value to the children is likely impossible since none of you know where they lived. Luckily, as long as they receive a proper burial, their spirits and souls will move on to the afterlife and they will not rise as ghosts.

Good idea though, points for creativity and good role-playing!


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Darren wouldn't be the one to see anything wrong with involving the town guard, but I don't want to step on anyone's toes if they think differently :P

"Good idea, Karl. The barrister can help us bring this unsettling evidence in to town under wraps."


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Frowning in thought, Professor Rokannon nods.
"I concur. Let us make it so."


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Satisfied they done what they can for the village and its smallest inhabitants, Franc is ready to move on.

DM, Thanks!


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Let's return to Lepidstadt then. Maybe the folks who used to live here can give us a better understanding of what happened here.

Karl loads the bodies of the children onto the horses and prepares to return to the city.


Anything else before returning to Lepidstadt? Seems like that's the next scene, just want to be sure.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Nope, let's return to Lepidstadt.


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

We're good.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Good to go.


Heading back to the city is a routine, but exhausting affair. Your adventures this day have provided several interesting discoveries, but nothing conclusive...

You arrive back in the city soon after sunset, and strangely, the guards at the Lepidstadt gates appear to be much more heavily armed than they were when you left. They question you briefly, especially after seeing your cargo, but it's obvious they have other issues on their minds. The sergeant actually recognizes you from a description passed around earlier in the day, "Best see to those poor kids in a hurry, but do it in the morning. Tonight's not one for roaming around and seeing the sights - get inside and under a roof." After a moment's hesitation, he gives you a half-salute, then waves you through to deal with another group trying to enter the city.

Moving through the streets, you soon begin to notice crowds of men and women hurrying toward the center of town. You can make out shouts and cries in that direction, and thin plumes of smoke rise against the fading light of the setting sun.

The sound of several horses quickly moving down the streets grabs your attention as a number of mounted cavalry ride toward the noise up ahead.

Sense Motive DC 15:
The frantic nature of the civilians rushing toward the town center, and the grim visages of the mounted soldiers riding after them can only mean one thing - a celebration is close to getting out of hand. If things go badly, a mob is certain to form!

Do you want to head into the center of town, do something else, or go to your rooms for the night? Are you taking the bodies with you?

I should also point out that the location of the disturbance is going to be very close to the Courthouse where The Beast is being kept.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

sense motive: 1d20 + 6 ⇒ (13) + 6 = 19

Karl looks to his compatriots, alarm plain on his face. This could get ugly, and quickly too. I smell a mob, and one that will be too close to our client for comfort.

Shall we stay mounted and have a look?

Karl is ready to head directly into the town center.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Darren, who has learned to trust Karl's instincts, looks around at the people scuttling through the streets. "If you say so, Karl, then I think that's a good idea. Let's see what's got everyone worked up!" Darren falls in line behind the cavalry as they ride toward the noise.


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

"It is our duty to ensure the beast is kept safe till he has been fairly tried."


You join the throngs and make your way toward the center of town, only to find a large crowd of rowdy people shouting and making noise. Some bang weapons on shields, others have pots and pans, while others simply jump up and down, clapping their hands.

Guards surround the courthouse, and the horsemen you saw earlier begin yelling and roughly pushing their way through the crowds. Many turn with anger in their eyes, but the reality of heavily-armed soldiers riding warhorses deters anybody from making a stupid mistake.

After a few minutes, a couple of men closest to the Courthouse climb up so they can see over the heads of the crowd. One raises his arm and shouts, "Trials are for people, not for Beasts! It's time for the monster to pay for its crimes! Not a man, time to pay! Not a man, time to pay!"

The crowd quickly takes up the chant, "Not a man, time to pay! Not a man, time to pay!"

The horsemen move quickly to surround the man, causing those nearest to push forward in an effort to protect him. Before you can move, matters escalate as the soldiers draw their weapons, the loud ringing of steel pulled from sheaths silencing the roars, only to be replaced by screams of fear.

The mob around the horsemen begin turning away and trying to run, causing a panic to erupt. Men and women are dropping whatever they have and fleeing as fast as they can! If you're not careful, you'll be caught up in the stampede!

Please make a Reflex save and a Perception check.

Reflex save:
DC 14 Success: You manage to avoid the fleeing people, pressing yourself against a nearby building and holding your position as men and women flee away from the courthouse!

DC 14 Fail: The fleeing people surround you before you can move, and they knock you to the ground. Feet and bodies press into you, pounding you into the slate-covered streets. 6 points of non-lethal damage

Perception DC 15:
Two men stand away from the crowds, partially hidden in the shadows of a building. Strangely, when the crowd begins chanting, one of the men taps the other on the shoulder, grins at him, then they both turn and begin walking away.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Reflex 1d20 + 4 ⇒ (17) + 4 = 21
Perception 1d20 + 3 ⇒ (9) + 3 = 12

Darren pushes himself to the side of the crowd and watches the mayhem. He looks around for anyone who might have fallen and been trampled in the area, and will push his way to help them back to their feet as soon as possible.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Perception: 1d20 + 1 ⇒ (8) + 1 = 9
"I say, so you see overOOOOFF!"
Reflex save: 1d20 + 4 ⇒ (15) + 4 = 19
The fleeing people surround him before he can move out of the way, and they knock him to the ground. Feet and bodies press into him, pounding him into the slate-covered streets. 6 points of non-lethal damage.


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

ref 1d20 + 1 ⇒ (4) + 1 = 5 Perc 1d20 + 3 ⇒ (10) + 3 = 13

Franc is knocked from his horse and trampled, though is full plate keeps the damage to minimum.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

I think you've got your rolls mixed up there, Prof. Your reflex save beats the DC 14.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

reflex: 1d20 + 8 ⇒ (9) + 8 = 17
perception: 1d20 + 14 ⇒ (16) + 14 = 30

Karl's mount is a small island of calm in the raging sea of fleeing people. He notes a pair who are not fleeing, but actually seem pleased by the chaos. He spurs his warhorse to follow them into the alleyway, meanwhile trying to gain the attention of the rest of the party and get them to converge.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

I switched the rolls around after generation (because it made more sense that way), and the generator keep the rolls in the same order; so the values changed.


Karl sees the two men walking away... and he notices several men wearing dark armor carrying swords fall in behind them. Bodyguards.

One of the men wears a blue jacket cut in the latest fashion, and Karl immediately thinks "noble" from the way he carries himself. The other man is slightly shorter, but also dressed in finery. His style, however, lends itself more toward the merchant class. Both men chat as they walk, but hearing what they say is impossible over the chaos coming from the square.

They continue down the alley and turn on to one of the main streets for entertainment. Many taverns and inns line this street, and all seem to be very busy this evening. It seems that many of the people fleeing the square have ended up here, apparently thinking that a nice evening of drinking is the perfect remedy to having a mob dispersed by the town guards.

The two men head toward one of the larger brick buildings. From all appearances, it seems to be a tavern and restaurant catering to well-dressed patrons.

No problem on the rolls, done that many times myself. :)


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl looks around for any street urchins or other unusual folk, and rubs his thumb and forefingers together when he finds one in the universal sign for "I have coin, are you looking for work?"


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

After helping Professor Rokannon back to his feet, Darren turns and follows Karl, curious about why he'd just wandered off after such a dramatic event...

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

reflex: 1d20 + 4 ⇒ (15) + 4 = 19
perception: 1d20 + 10 ⇒ (18) + 10 = 28

Shanoa manages to keep her mount calm next to Karl and, after spotting the same thing he did, follows as best as she can through the stampeding crowd. She looks back several times to make sure the rest of the group is ok before moving alongside Karl.


Franc's strong voice carries over the fleeing crowd, and once his spell is cast, the people surrounding you slow their movement and the fear fades from their eyes. You are all able to follow Karl into the alley and out onto the distant street in the entertainment district.

You also see Karl leaning down and speaking with a dirty child wearing rags.

Karl:
He runs up and tugs on your leg, "Please sir, spare a copper? My sister is sick and hungry. Please sir, just a copper would get her a scrap of bread and a sip of cool water. Just a copper sir, please!"

His right hand, however, says something entirely different, "What do you require, Honored Guest?"

Honored Guest is a formal title used for visiting "associates" who are in good standing with the Guild.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl smoothly dismounts and crouches next to the urchin. Lowering his voice he places something in the child's hand.

DC 8 Perception:

sleight of hand: 1d20 + 6 ⇒ (2) + 6 = 8 untrained, +2 dex, +4 b/c it's a coin.
It is obviously a gold coin.

Yes, a coin for your sister, lad. And perhaps a few words. What can you tell me about the nobleman and his merchant friend who just walked into that fine tavern there. He nods towards the large brick building, but refrains from pointing.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Perception 1d20 + 3 ⇒ (4) + 3 = 7


"Thanks sir, she'll appreciate it!"

He glances at the men, then the building, then turns away. Waving, he scampers off.

Karl:
While he waves, his other hand signs, "No info. Will get Big Brother. Wait here."

The two men go inside, and everyone catches a glimpse of a crowded interior. The door appears to be guarded by a large gentleman in a finely-tailored suit. Their bodyguards do not go inside, however. They proceed around the side of the building and down an alley.

About a minute later, a young man with wavy blonde hair walks up to Karl, "Pardon neighbor, are you a native to this fine city? I've gotten turned around and I'm trying to find my inn."

Karl:
The man introduces himself, "Honored Guest, the two men who just entered The Flying Griffon are Augustus Heiger and his cousin, Mister Terren Vorn. The Griffon is a members only establishment. Best wait outside if you have business with them. Leave them alive. What else do you need?"

That name - Heiger - sounds very familiar...

Of course! Gustav Kaple mentioned in passing that the prosecutor in the Beast's trial is Otto Heiger, the toughest, and most bigoted, attorney in Lepidstadt. Heiger doesn't sound like a very common name for this part of Ustalav, so logic says this Augustus is probably related to Otto.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl favors the young man with a respectful nod. Sadly, I am not one of Lepidstadt's native sons, but I do hail from the countryside nearby. The only lodging I know of is my own. The meals are hearty, and the beds are clean, though. Karl gives the name of the inn where he is staying. He then nods once more to the Flying Griffon. That place looks quite nice, although I don't believe I'm well dressed enough to enter. I certainly would love to hear the news of any comings and goings of it's interesting patrons though. I just can't get enough gossip, I must admit. Especially related to this Trial and that Beast! I would be sure to reward any news like that most handsomely.

sleight of hand: 1d20 + 6 ⇒ (12) + 6 = 18

DC 18 Perception:

Karl slips the man five gold coins and leans in. There's more where that came from for any dirt on Vorn, Augustus, or Otto for that matter, especially related to the trial. I'm interested in their comings and goings, and who they're talking to. Leave word at my inn. I appreciate your help, this is a... personal matter.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Perception 1d20 + 3 ⇒ (5) + 3 = 8 lol.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon tries to brush the street off his clothing after nearly being trampled to death.
Perception: 1d20 + 1 ⇒ (9) + 1 = 10


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Back, fellowes.


The man nods sagely and agrees, "Oh aye, this trial has everyone up in arms. I must admit, if my business did not require me here, I would most likely leave for a calmer environment until this whole mess is settled. Well, thank you for the time, fare well."

He turns to leave, then points up the street, "Oy, look there. Seems like the Watch is sending everyone home early. Maybe they can help me. Best you find your own bunks soon. Don't want to test them after what happened earlier!"

Up the street you see a large force of the Watch moving from building to building, banging on doors and forcing people into the street. Most of them hurry off with their heads down, though one or two are roughly thrown to the ground and restrained.

Karl:
"Got it, expect something tonight."

He turns to walk away, and as he's informing you about the curfew, he signs again, "Check that, won't be tonight. We'll get you something early tomorrow. Look for the sign of a dove."

The Town Watch is enforcing a curfew. You have a few minutes before they arrive, so you have time to do something before they arrive. You can also simply return to your inn for the evening. Just let me know how you want to proceed.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Fare well, friend! I hope you find your inn!

Karl turns back to his compatriots, a mischievous grin on his face. Well friends, we should probably get a move on. No sense in sticking around for the town watch to ask us questions about our recently acquired evidence, is there?

Karl mounts his horse and looks at the others expectantly. Inn, or Gustav's office?


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

"With a curfew? Best to play it safe and go back to the inn for tonight. The evidence can wait for a night."


I'm going to assume you're heading to the inn (unless otherwise directed) when I get a chance for a full update later today. Just giving others a chance to chime in if they want to do something different before heading to sleep.


The night passes uneventfully, and the city is relatively quiet. The only significant noise is that of hooves on the stone streets as mounted guards patrol the city. After the chaos of the mob, you aren't surprised to hear them moving around.

Morning arrives and the scent of baking bread and hot sausage assault your senses. The cooks have been at work for hours, and they are serving large bowls of hot porridge with a generous hunk of pork and fresh biscuits. A variety of juices and meads are poured and you're soon enjoying a hearty breakfast. After the madness of the prior evening, this meal is exactly what you need to restore you vitality.

Karl:
As you enjoy your meal, you notice that a woman at the bar has a dove sitting on her shoulder. She seems totally oblivious to you, focusing on her own meal. After you finish, you approach the bar to request another round of drinks. The woman nods at you, and the dove hops off her shoulder to land on yours. It pecks at you a bit, and you idly stroke its head. As you do so, you notice it slips a small piece of paper into your hand.

The bird hops back, the woman gives you a shy smile, and she returns to her meal.

"Ruse. They were diversions. You're looking for a Mr. Rook, maker of fine surgical tools. Not his real name. Supposedly has a store near the University. Luck."

Let me know if you have any questions.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Over breakfast, Karl looks at the others. I suppose I should explain why I went haring off yesterday. He looks around the common room for any stray eyes and ears, then lowers his voice conspiratorially.

perception: 1d20 + 14 ⇒ (4) + 14 = 18

Assuming that he feels it is safe to speak, otherwise, he waits to disclose until the group is in a private place.

I noticed two gentlemen, very well dressed, who seemed particularly pleased by yesterday's riot. I trailed them, but they entered a building that I could not. In the wild, I can follow a trail with the best of them, but here inside the city, I decided to ask the experts. I will admit, I do not know how far we can trust this information, but it is suggested that instead of seeking out these men, both of whom are men of means, and one is a close relative of the man who means to prosecute our... friend, we should seek out a certain Mr. Rook near the University.

We still must bring our evidence to Gustav, but after that, I am not sure. Should we pursue the nobleman, or this Mr. Rook, or take another course?

If there are an questions, Karl fully reveals the contents of the spoilers from the last few posts.


Waiting on people to post with their preferences so we can proceed.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Leaning back and drawing on his pipe, Professor Rokannon thinks.
"Hm. Well, you say those two noblemen are known to you; so you could track them down as needed right? Then we should put our efforts to finding out more of this "Mr. Rook"."


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

"Asking the locals? Well I could've helped with that, Karl..." Darren proceeds to ask several naive questions before he begins to understand, and then immediately drops his voice drastically and begins speaking more rapidly, leaning in close over the table in an obvious gesture and completely lacking in subtlety. "Oh, I see. Pretty good thinking, there, Karl. It sounds like those noblemen might have incited yesterday's riot! We should definitely look into them, especially if they aim to disrupt the trial! But shouldn't we take this to the Guard, so we can tell everyone just exactly how those bastards endangered all those townsfolk yesterday?"

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Shanoa sits back, pondering. "Darren, we don't want to act too hastily, lest we tip our hand and the trail goes cold. I think before we do anything else we might want to look into Rook. Besides, it wouldn't do any good to go about spreading accusations to the town guard without more concrete proof."

Darren, I'm enjoying your character immensely.


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

"I agree, young knight. The business of nobles is never that of the guard. The sway of power and station rarely go punished by any other than those of equal power. But what benefit could they see by inciting civil disobedience? May they be linked to the wraith we dispatched?"


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl shrugs and tugs at his earlobe. I doubt the people who provided this information would swear to it before the judge. We'll probably need something a bit more solid to bring these men to bay. Karl's thoughts turn once more to the dead children of Hergstag. We should take the children to Gustav. The unburied dead do not stay quiet for long in Ustalav. But, should we tell him of Heiger and Vorn?


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Hah, thanks. I'm really trying to avoid Lawful Stupid... I'm aiming for Naive Good, I guess. And, during combat, Vengeful Angry.

"The children need to be put somewhere safe, and we also need to question those witnesses from Hergstag. I have a feeling we'll hear of a different story from them about what really happened."

"I guess I'll leave the handling of Heiger and Vorn to you who have a better feel for this sort of thing. I have no doubt in your good intentions, but," Darren slips back into his agitated voice, "please be very wary while you're going above or below the law! We don't want the trial to be tipped away from us because of bad circumstances that could arise from this!"

"Although, if you're just going to be talking to them, I'll have an angry word or two for them..."

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

A paladin is one of the hardest classes to roleplay well, in my opinion, and not something that I think everyone can or should do. The potential for either annoying or pissing off the rest of the party is very strong, whether it's Lawful Stupid or Overbearing or Holier-Than-Thou. I'll take Naive Good anyday over any of those - so far I think you're doing fine.

Shanoa looks at Darren with a hint of amusement, her eye raised in a wry smile. "Just because we don't immediately involve government officials in everything doesn't make something illegal. But yes, first thing's first, we must take care of the children's bodies, talk to Gusttav, and then find Mr. Rook. We could split up to cover more ground - I think there's less chance of danger as long as we're in town and not alone."


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl winces and grins painfully at Shanoa. Definitely not alone. I think we learned our lesson on that back in Ravengro.

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Shanoa nods back at Karl. "Right, nobody goes anywhere unless at least in groups of two or three."


I assume you want the children's bodies in order to be able to use them as evidence at the trial. If that is the case, you probably want to leave them with the clergy at Gravecharge, the Temple of Pharasma. They have worked with the Courts before in similar circumstances, and they are oathbound to maintain the bodies for trial. Does that sound acceptable, or would you rather do something else?

Barrister Kaple is in his office, and you discover him much like you left him - surrounded by papers, books, and folders, with a wrinkled robe and disheveled hair. He grins as you enter, "Greetings, friends, how are you this fine morning? Did you hear about the riots last night? The guards assigned me my own protection detail until the trial is over. Apparently some of the mob were spreading some rather unpleasant details about what they plan to do to me in a back alley somewhere. It's all very exciting." he says in a bored-sounding voice.

"But on to business, were you able to discover anything we can use in the trial?"

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