| GM Wolf |
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."
| Imrik Farstrider |
"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
| GM Wolf |
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."
| GM Wolf |
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.
| Imrik Farstrider |
"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.
| Drake Windfall |
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.
| Cristo Galdana |
"Sadly, no", Cristo concedes. "And Pharasma could only grant me two such spells tomorrow."
| Imrik Farstrider |
"Perhaps we can get a cart, and some of us can rest as we travel." Imrik says.
| Drake Windfall |
"Sounds like a good idea, maybe get a horse and we all can rest?" He adds.
| Imrik Farstrider |
"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.
| Cristo Galdana |
"Of course", the Pharasman nodded.
| Drake Windfall |
"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.
| Cristo Galdana |
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."
| Imrik Farstrider |
"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.
| GM Wolf |
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!"
| Drake Windfall |
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
| Cristo Galdana |
"Perhaps he can 'tow' our belongings behind the griffons as they flew", Cristo suggested. "That would leave more surface area for passengers."
| Imrik Farstrider |
"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.
| Cristo Galdana |
"Let be off, with Pharasma's Blessing!" Cristo announces.
| Imrik Farstrider |
Imrik will let Anapa ride on the way there and fly alongside the two griffons.
| Drake Windfall |
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.
---
| Cristo Galdana |
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
| GM Wolf |
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.
| GM Wolf |
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.
| Imrik Farstrider |
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.
| Cristo Galdana |
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.
| GM Wolf |
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.
| Imrik Farstrider |
"Please tell us everything you know." Imrik asks the girls.
Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30
Imrik will shake his head at the idea that the beast killed a girl in her bed with no sign of attack and will head that way.
| Imrik Farstrider |
"We need to check on this house. Maybe there will be signs of who really did kill the children." Imrik says as they continue on their way.
| Drake Windfall |
He agrees, stating, "Sounds like something to investigate!"
| Cristo Galdana |
"Indeed." Cristo gives the sisters are hard glance of suspicion, then leaves.
| Cristo Galdana |
Cristo and the others investigate Karin's house. The cleric holds his holy symbol for strength.
| Imrik Farstrider |
Imrik searches the area carefully.
Perception: 1d20 + 11 ⇒ (3) + 11 = 14 Apparently, not too carefully.
| Cristo Galdana |
The cleric helps the half-dragon to search the area.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9 And he wasn't much help.
| Morbury Dedlock |
Morbury scours the house, searching for anything that might be of help to their falsely accused friend(at least, in the mind of Morbury he considers him a friend).
I have +20. Can I take 10? Or even 20 for that matter? Is there a time limit to this thing? At least 10 if it's feasible.
30 on taking 10 or an accumulated 40 on taking 20
| Imrik Farstrider |
I suggest that you Take 10 for now. If that doesn't work we can take more time as hope starts to fade to find something useful.
| GM Wolf |
It takes about two hours to fly to Hergstag. Who is resting? Where do you let the griffon's rest after the flight?
Hergstag (CR 4 or 5)
Now abandoned and overgrown, the village of Hergstag lies some 10 miles northwest of Lepidstadt (see the map on page 23). The farmland has fallen to ruin, and now even the well-trodden pathways around the area require
a DC 15 Survival check to follow. The crops have gone to seed and high corn grows everywhere, affecting visibility and providing concealment as light undergrowth (Core Rulebook 426). The village’s farmhouses have all been abandoned, and while some furniture such as tables and washboards remain, the homes have been given over to termites and cockroaches unless otherwise indicated. In the northern portion of the village, the land turns to deep bog (Core Rulebook 427). The paths here are even harder to
follow (DC 20 Survival check), and if PCs stray from them for any distance, they quickly encounter quicksand (Core Rulebook 427).
Traps: Before they abandoned the village, the locals left behind a number of bear traps, hoping to catch theBeast should it return. There are a dozen such traps in the region, hidden by grass and overgrowth.
With Morbury's perception he quickly stops the unwary soul who might step on said bear trap.
---
creature’s ankle and halve the creature’s base speed (or hold
the creature immobile if the trap is attached to a solid object);
the creature can escape with a DC 20 Disable Device check,
DC 22 Escape Artist check, or a DC 26 Strength check
C1. The Chapel
A small, whitewashed timber building stands in the center of the village, surrounded by gravestones. The village’s chapel was dedicated to Desna, but it already shows the signs of its abandonment. Within, the simple chapel is falling victim to rot, its pews are already overgrown, and some of its windows are smashed. Mice nest in the altar, the holy water in the font is turning green, and the once-beautiful frescoes depicting Desna and the heavens have begun to flake.
font is still holy water, enough to fill five flasks.
The graves of the six murdered children in the chapel’s graveyard can be easily identified as they are named and dated. The graves of Ellsa’s and Karin’s bodies are buried here, the other four children's graves are empty.
---
C2. Karin’s House
This house appears to be in better condition than others in the village. Its door is shut and barred.
Karin’s father always meant to come back here, and he
secured his home just in case. The good wooden door has
been nailed shut (hardness 5, hp 15, Break DC 18). The
house is neat and tidy, consisting of a kitchen and dining
room downstairs and two bedrooms upstairs.
Clues: Karin’s bedroom upstairs holds the true clues. The
room’s single window stands 15 feet up from the ground.
PCs examining the window can make a DC 10 Perception
check to see it is unmarked in any way and shuts from the
inside with a stout latch. Another DC 10 Perception check
outside reveals that the house’s slatted timber walls are
difficult to climb and also show no marks.
---
C3. The Fallen Man
What at first appears to be a fallen scarecrow lies at the side of
the path, bones jutting from its tattered rags.
The scarecrow is actually the withered body of a man,
his leg still clamped in a bear trap. It likely took him many days to die.
Treasure: The thief still carries all his belongings,
though his clothes are now little more than rags. He wears a
turquoise worth 100 gp on a leather thong around his neck,
and carries 12 gp, 22 sp, a small silver pocket knife worth 25
gp, and a set of masterwork thieves’ tools in his pockets.
---
C4. The Hermit’s Tangle
A tangle of willow trees grows by the shores of this small lake,
many of them scarred by fire.
This odd dwelling, which once resembled a house, was
the Beast’s former lair. The villagers ransacked and burnt
the lair when they found it, as evidenced by the remains
of spent torches on the ground. A DC 20 Perception check
finds the burnt remnants of a Taldan poetry book lying
in the ruins.
---
C5. The Rotting Scarecrow
A rotting scarecrow leans on a scythe at the top of this low hill.
Its pumpkin face is carved with a leer and a sheep’s jaw hangs
flaccidly below.
You find an entrance that is concealed.
Clues: Inside the cave, the skeletal remains of four
children lie where they fell.
Deductions: PCs who examine the clues found in
Hergstag can make the following deductions. If the Beast
killed the children, why did it bring Ellsa’s body back and
not the others? By questioning the Beast, the PCs can learn
that the Beast was crying, not laughing, when it brought
Ellsa’s body back (1,200 XP). Karin died 2 days after the
Beast was driven away, so the Beast could not have killed
her (1,200 XP). In addition, whatever killed Karin did not
climb the house’s walls (1,200 XP) or force entry into her
room (1,200 XP), so if it was the Beast, how did it get in?
The PCs can also recover the bodies of the four missing
children from Brother Swarm’s lair (1,200 XP). Speak with
dead has no effect on the children’s bodies, unless the PCs
first destroy the wraith spawn the children have become.
Once this is done, however, the PCs can learn the truth
about events in Hergstag. Ellsa’s body in particular gives
very strong evidence, as she categorically states that the
Beast was her friend and would never hurt her or the other
children (1,200 XP).
XP Award: The PCs can earn a maximum of 7,200 XP for
deducing the importance of the clues found in Hergstag.
| Imrik Farstrider |
"The beast certainly did not go through that window. I am not sure if the rogue we found was responsible, but the tools he had would have gotten him in and out possibly. We should take the remains of this book. I do not think the Beast is probably fond of Taldean poetry which would mean someone else was probably here. The bodies were also not where they claimed the beast was. That is important." Imrik says after they search the area.
| Cristo Galdana |
It takes about two hours to fly to Hergstag. Who is resting? Where do you let the griffon's rest after the flight?
Cristo offers the branches of a high strong tree if the griffons feel secure about it, otherwise just outside Hergstag on the ground.
☆ ☆ ☆ ☆ ☆The Pharasman carefully approaches the Chapel. "Oh! Desnan."
Knowledge (religion): 1d20 + 14 ⇒ (1) + 14 = 15
"Does anyone have any empty bottles. The Lady of Dreams has left us some holy water!" [ooc]If no one has empty bottles, Cristo will empty his waterskin to take the remaining holy water.
☆ ☆ ☆ ☆ ☆
The cleric comes across the fallen man, and is moved by his likely long painful death. Cristo gives the doomed man his Last Rites, freeing him from this mortal plane. The cleric takes the turquoise of the dead man's neck, along with the coin.
"The beast certainly did not go through that window. I am not sure if the rogue we found was responsible, but the tools he had would have gotten him in and out possibly. We should take the remains of this book. I do not think the Beast is probably fond of Taldean poetry which would mean someone else was probably here. The bodies were also not where they claimed the beast was. That is important." Imrik says after they search the area.
"Agreed." Cristo prays the Last Rites over the children's bodies.
| Morbury Dedlock |
"Yes it is, Imrik. Very important."
"More and more of this case just does not add up to guilt of the beast. Which, as far as I'm concerned, clearly tells us that there is a killer still on the loose. Or possibly killers," he says, his tone one of concern.
| Imrik Farstrider |
"Yes, we should head back to town and tell the judges what we have found." Imrik says as he moves to return to the griffons.
I think we found everything there is to find here.
| Cristo Galdana |
Cristo holds on tight as the griffons fly them back to Lepidstadt. "The life I lead in the Gray Lady's service..!" The pharasman called out into the sky.
| Imrik Farstrider |
Imrik moves to put himself in front of the door to the courthouse and waits to see the crowd approaching.