GM Wolf's Carrion Crown the Bard's Epic! Module 2: Trial of the Beast

Game Master BloodWolven

Fight Map!

Maps and pictures


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They nod accepting Cristo to speak.

Each of the judges nod and agree to listen to your words.

Judge Embreth Daramid states, "Thank you and we appreciate the evidence you have brought forth. We do need to have the chief bring forth his evidence and if you had another member of your group bring more... then we can continue. This is but one of three reasons the Beast is here and this trial will continue for several days. Chief if you will."

The chief of the town steps forwards and states, "I am moved by this man's bravery and words. I honestly don't know what I saw. It may have not been the Beast. But let me tell you what I did see....
Lazne claims that at first the Beast only took lone villagers who were outside at night, but soon became bolder and began to attack houses. These attacks onlyended when Lazne organized the villagers and set a trap
for the Beast. He recalls that night well. The villagers were lying in wait for the Beast, who attacked just after nightfall. Armed with torches, the locals attacked and wounded the creature—a huge, hulking brute about 7 feet tall. The Beast took to the water, but the swampers gave chase in their boats, pursuing it to the village boneyard, where it was attacked by a blood caiman. Lazne grins as he recalls how the Beast yelled oaths and curses that eventhe worst whore in Lepidstadt would blush to say as the
gator attacked it, and describes the deep bite wound the gator made on the Beast’s shoulder as it dragged the Beast under the water. Although the Beast’s blood tainted the villagers’ burial ground, forcing them to abandon it and build another, the swampers thought it a small price to
pay for the thing’s death."


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"Further evidence that it was not the Beast, were the resources that they used. As a Flesh Golem, the Beat does not need aid to see in the dark, but whoever was there was making an elixer of Darkvision. Additionally, the villagers discussed the words used by who they thought was the Beast. But if you spend any time talking to the beast you would see that he lacks the vocabulary to say what they heard. Additionally, had he been attacked by a caiman and managed to escape, the resulting wounds would be visible and there are no such wounds on the Beast." Imrik says to counter the prosecution.

Sorry this took longer then expected. I had to go back and read several pages to remember what we found.

Diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17


The judges nod and murmur together. They thank the witnesses. They look to the prosecutor, who simply shakes his head and concedes, "I agree with such evidence, this accusation is receded from the Beast. If such an individual or individuals can be found, a bounty would be well paid upon such a wise and cunning adventurer. We thank the witnesses and rest for the day."

The side judge hits his gavel, "All charges are dropped for this case. Though we have two more cases to come in the next two days. Court is adjourned."


The Children of Hergstag
The Beast’s second alleged crime is the murder of
six children in Hergstag, formerly a small, religious
farming community in the Dippelmere Swamp. A DC 15
Knowledge (local) check reveals that the village has been
abandoned since the attacks 7 months ago. Until that
time, the villagers of Hergstag lived quiet lives and made
passable livings farming and hunting.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"We should go try and talk to the people of Hergstag. Has anyone heard about this village before?" Imrik asks.

I have no Local knowledge so hopefully someone else does. Or we will be rather surprised when we get there and no one is around.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

He simply states, "No, I am not from here and mostly enjoyed the forests before that..."

He draws his bow and begins to walk with the others down the road, out of town. "Anyone have lesser restoration spells otherwise we are going to be fatigued!"

K religion and nature over here... so no.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"Sadly, no", Cristo concedes. "And Pharasma could only grant me two such spells tomorrow."


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"Perhaps we can get a cart, and some of us can rest as we travel." Imrik says.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

"Sounds like a good idea, maybe get a horse and we all can rest?" He adds.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"Yes, but one of us will need to guide the horse. Assuming we do not also find someone to drive the cart for us. We should hurry though. If we cannot find a cart driver, I can do so and the rest of you can rest. Cristo could aid me in the morning, or I will just be a little tired. Regaining my abilities does not require a full night's rest. But I will need to pray to Omrataji at the proper time. We should hurry to find a horse and cart and perhaps a driver as well." Imrik says.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"Of course", the Pharasman nodded.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

"Divide and conquer! Everyone have 20 gp at least? Meet back here in an hour?" He states to the group before skipping away to look for a cart and creature.

diplomacy to gather information time: 1d4 ⇒ 1 DC 10 = hours, DC 15 = 30 minutes, DC 20 = 15 minutes.

diplomacy check: 10 + 12 = 22 Taking a ten...

He charismatically talks with people and quickly finds a stable. He works out a deal with a guard to act as a driver.

Cristo and Imrick taking 10s would also come to the same stable that most people would recommend. There are several options, actually.

1. A horse drawn carriage with two guards, 30 gp deposit. Speed 40 to 60 per move.
2. A mule drawn cart with a commoner driver, 10 gp deposit. Speed 15 to 20 per move.
3. Suggestion?
4. A pair of mated griffons, 200 gp deposit. Flight speed 80 per move.
5. Advanced heavy horse skeletons, 20 gp deposit. Speed 60 feet.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Cristo ponders aloud. "I can give a quarter of the 200 gold for the mated griffons, if that is the direction we wish to take."


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"I can fly myself, but not that fast. Still, if the two can carry those who cannot fly then we will make the best time. Can a griffon carry more then one person and fly?" Imrik asks the stable owner.


The stablemaster explains the situation with the griffons, "Yes as I said they are a mated pair. They would like to work with those who can meet their needs and have relatable mannerisms. The 200 gold merely covers the stable costs and such. It will cost you about 10 gold a week to keep them fed. The griffon should be able to carry two of you. Griffons can carry up to 300 pounds as a light load, 600 pounds as a medium load, and 900 pounds as a heavy load. So an easy ride would be two human adults. I would think if you held onto the back of the saddle somehow you could easily be towed too!"


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

He pulls out a handful of red precious gems and states, "I could cover half of the fees and feed for a few weeks. Maybe more depending. Let's see what these are worth."

Appraise untrained: 1d20 + 5 ⇒ (9) + 5 = 14


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"Perhaps he can 'tow' our belongings behind the griffons as they flew", Cristo suggested. "That would leave more surface area for passengers."


The stable master relays, "Two passengers and the saddlebags is prefered for them. They know common and draconic but can't speak it."


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"With the weight of the passengers, Anapa and I can fly besides the griffons. So that would leave just enough room for Cristo, Drake, Calin and Morbury to ride." Imrik says with a nod of his head.

So I am pretty sure Anapa and Calin are long gone. So I am not sure if we want to say that they wander off now. Which means one person would get a griffon on their own. Or Imrik could rest some and let the griffon carry him as a second passenger. I am assuming we are strapped in, but I am not sure if we can just tell them where to go and take a nap while they fly us.


Stats:
Hp's 49/49; AC 28/15touch/23ff; Init: +8; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15

"I can assist with the cost as well."

"I cannot fly in such a manner as Imrik, so I will be one the creature will have to carry."


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"Let be off, with Pharasma's Blessing!" Cristo announces.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Imrik will let Anapa ride on the way there and fly alongside the two griffons.


What coins do you put down to help with the payment?

---

Soon enough you have met and befriended the griffins. Diplomacy DC 12 You are off flying through the air!

In about 3 hours you find the....


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

With his handful of red gems he pays for 100 gp of the housing cost and rations for the griffins for the next 3 weeks.

---

Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30

He befriends the griffins.

---


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Diplomacy: 1d20 + 14 ⇒ (1) + 14 = 15
Cristo befriends the griffins, but they seem distant to the cleric.
Knowledge (arcana), griffons: 1d20 + 11 ⇒ (2) + 11 = 13


The Children of Hergstag
The Beast’s second alleged crime is the murder of six children in Hergstag, formerly a small, religious farming community in the Dippelmere Swamp. The village has been abandoned since the attacks 7 months ago. Until that time, the villagers of Hergstag lived quiet lives and made
passable livings farming and hunting.


You are told by the barrister: The Witnesses that of the former inhabitants of Hergstag, only three remain in the area. Three sisters named Garrow, Starle, and Flicht. Now own a small windmill on the outskirts of Lepidstadt and are witnesses for the prosecution. All in their late forties, the three lived their entire lives in Hergstag. Each remembers the deaths. The village’s children vanished one by one, only to return as ghosts. Then one day the culprit was found—the Beast of
Lepidstadt. It boldly walked into the village with one of the dead children, a girl named Ellsa. The witnesses all recall seeing the Beast laughing as it carried the child’s broken body. As soon as the locals saw the Beast, they set upon it with pitchforks, but try as they might they couldn’t catch it, and the Beast escaped into the swamp. The poor innocents it killed continued to haunt the village, and before long
became too much for the locals, who soon abandoned the
cursed village.

Sense Motive DC 20:
While not bluffing, the three witnesses are giving a condensed version of events. Anyone speaking to them can make a DC 20 Sense Motive check to notice they are concealing something.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Imrik pulls out 100 gp and pays the remainder.

*****************

Imrik listens to their tale.

Sense Motive: 1d20 + 5 ⇒ (2) + 5 = 7

"Did the ghosts try and communicate what had happened?" Imrik asks.

He remembered the necromancer at the first location and wondered if such a being was behind the undead rising here as well.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Sense Motive: 1d20 + 12 ⇒ (17) + 12 = 29
Cristo observes the sisters sternly. The cleric has heard many a tale of witch covens from talkative inquisitors. This set up has the cleric's mental guard up.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Knowledge (arcana): 1d20 + 11 ⇒ (19) + 11 = 30
As Imrik begins the initial questioning, Cristo looks around the mill. The cleric looks for any arcane or witch paraphernalia to support his hypothesis.


A DC 15 Diplomacy or Intimidate check, convinces them to reveal that of the six children who died, one—a girl named Karin—died in her own bed 2 days after the Beast was driven from Hergstag. Her father heard her screaming but by the time he reached her she was dead, without a mark on her and with no signs of entry. The three villagers can also give directions to the house in Hergstag where Karin died.

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