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

Game Master BloodWolven

Fight Map!

Maps and pictures


251 to 300 of 324 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

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 23/26 | 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: 2/4; Sp.: 4/4

"That was not human. We should investigate." Imrik says as he takes to the sky and begins flying slowly towards the sound.

I will be flying, but going at half speed so that the ground forces can keep up.


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

With a small sigh, Cristo leaves his gear burden by the body to follow the flying haf-dragon, holy symbol in hand.


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

His ears twitch as it turns to the sound from the east "Female. Distressed. We should go supply aid"


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 finally catches up to the group and looks around as the group moves towards the sound.


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

"This could be a trap", Cristo warns Drake. "So be ready for combat!"


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

"Im willing to risk a trap. If we are wrong, we fight and get out of a trap, if we are right, not only do we rescue a life, we make the world safer. The loss is worse if we do nothing"


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 23/26 | 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: 2/4; Sp.: 4/4

"That did not sound like a real person. I agree we should be careful." Imrik says as he flies over the others.


Imrick flies over the trees towards the sound as the others move forward on foot. After a few more moments you hear another scream.


Anapa:

Perception: 1d20 + 11 ⇒ (16) + 11 = 27

You hear a woman's cry come from the East.

Cristo:

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

You hear a woman's cry come from another direction.

Calin:

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

20You hear a woman's cry come from the East.

[Spoiler=Imrik]

Perception: 1d20 + 11 ⇒ (14) + 11 = 25

You hear a woman's cry come from the East. You can identify these cries as curiously inhuman.


I will repost disregard the post above.


Imrik and Anapa:
You hear a woman's cry come from the West. You can identify these cries as curiously inhuman.

Cristo and Calin:
You hear a woman's cry but you are not sure from where.

Drake:
1d20 + 10 ⇒ (3) + 10 = 13

Sense Motive DC 17 (Imrik and Anapa) / DC 19 (Cristo and Calin):
You sense that something is trying to lure the group apart. Uh oh... you followed the sound.


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

"I heard that but I can't tell where it came from!" He announces to the group who are to the East of him.


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 ⇒ (18) + 12 = 30
"Something is trying to lure us away", the cleric states. "Let us return to the body and return it to her loved ones. There is nothing out here for us."


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

SM: 1d20 + 10 ⇒ (19) + 10 = 29

He stops then nods at Imrik "We are being seperated. We need to head back as soon as possible. Haste, quickly!" as he turns and starts to head back as fast as possible


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 23/26 | 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: 2/4; Sp.: 4/4

Sense Motive: 1d20 + 5 ⇒ (15) + 5 = 20

Imrik realizes this is a trap and says, "You are correct. Let's go." He then turns and heads back the way they came.


The group quickly gets back to the clearing with the body. Drake stands vigilant with his bow.

As you approach him a massive spider fades into existence as it jumps on him. This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.

Surprise Round
bite: 1d20 + 10 ⇒ (18) + 10 = 28

damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16 plus poison and grab)

grab: 1d20 + 16 ⇒ (13) + 16 = 29

It bites deep and gets a hold of Drake.

Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

Init - Round 1:

bite: 1d20 + 9 ⇒ (5) + 9 = 14 Drake
bite: 1d20 + 3 ⇒ (10) + 3 = 13 Calin
bite: 1d20 + 3 ⇒ (19) + 3 = 22 Imrik
bite: 1d20 ⇒ 5 Cristo Modifier not in spoilers.
bite: 1d20 + 5 ⇒ (16) + 5 = 21 Anapa
bite: 1d20 ⇒ 6 Spider

22 Imrik
21 Anapa
14 Drake
13 Calin
6 Spider
5 Cristo 5


Fight Map!

Perception DC 18:
You also notice a goblin with a golden glow to it. The bag on its back is overfull with gold coins and they spill on the ground as it moves.


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

Round 1

Fort DC 18: 1d20 + 8 ⇒ (1) + 8 = 9


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

Luckily Cristo did not get bit and merely watched Drake get bit.

fort DC 18: 1d20 + 9 ⇒ (20) + 9 = 29 One more save to stop the poison!

Round 1

CMB: 1d20 + 7 ⇒ (5) + 7 = 12

He does his best to free himself from the fangs and mouth of the spider but is helpless...


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 23/26 | 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: 2/4; Sp.: 4/4

I was denied access to the map.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Imrik continues going to look for the others.


Map sharing properties updated! Fight is Real!

Round 1

The spider drags Drake backwards in its maw, pinning him in it.

CMB: 1d20 + 16 ⇒ (18) + 16 = 34


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

"By the Spiral! We must save Drake!" Cristo exclaims.

The cleric activates his ioun torch before entering the darkening wood, then runs to find elf noble.

Cristo is moved on the map.


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Anapa nods his agreement as he charges down the spider creature

-2 if he couldn't charge

Charge: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Damage: 2d8 + 16 ⇒ (2, 4) + 16 = 22


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 23/26 | 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: 2/4; Sp.: 4/4

I can see the map!

Round 1

Imrik charges at the creature from above!

Charge. Stay just above the spider.

+1 Adamantine Spiked chain-PA+Higher Ground+Charge: 1d20 + 9 - 1 + 1 + 2 ⇒ (3) + 9 - 1 + 1 + 2 = 14

+1 Adamantine Spiked Chain: 2d4 + 11 + 3 ⇒ (3, 2) + 11 + 3 = 19

LE Crystal [Electricity: 1d6 ⇒ 3

Round 2

Fly check to hover: 1d20 + 6 ⇒ (9) + 6 = 15 Success!

Imrik's powerful wings hold him suspended above the spider as he strikes at it again!

If it retreats this can be my AoO instead.

+1 Adamantine Spiked chain-PA+Higher Ground: 1d20 + 9 - 1 + 1 ⇒ (8) + 9 - 1 + 1 = 17

+1 Adamantine Spiked Chain: 2d4 + 11 + 3 ⇒ (2, 2) + 11 + 3 = 18

LE Crystal [Electricity: 1d6 ⇒ 5


round 1

Due to the trees, Anapa can't fly the whole time, which reduces his speed. He rushes out of the trees and jumps into the clearing with his wings. Then he lands and gets around the spider, but he is unable to strike this turn.

Imrick, the trees are in the way to charge the spider from above. You move and swing your spiked chain at one of its massive legs, it bounces off harmlessly.

Round 2:

22 Imrik
21 Anapa
14 Drake
13 Calin
6 Spider
5 Cristo 5

Imrik is ready for his AoO! Which looks like it will hit. But what will he do for Round 2? I hope Anapa gets to hit the spider. Maybe Drake will escape this round.

Calin breaks from the tree line, crossing the clearing and aiming to get behind the spider. Maybe next round.


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

fort DC 18: 1d20 + 9 ⇒ (7) + 9 = 16 One more save to stop the poison! No a fail! what damage do I get? 1d2 Constitution damage: 1d2 ⇒ 1

Round 2

CMB, DC 25: 1d20 + 7 ⇒ (19) + 7 = 26

He pulls himself from the maw of the spider. Then tumbles behind Anapa.

Acro DC 25: 1d20 + 6 ⇒ (7) + 6 = 13 AoO for spider...


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Now, finally within melee reach, the Anubian Aasimar makes his strike

Swing!: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 2d8 + 16 ⇒ (6, 4) + 16 = 26


Round 2

The spider takes a 5 foot step and goes ethereal. Imrick's AoO swings and hits nothing, as the creature uses its supernatural ability. Drake is simply dropped onto the ground. No sign of the spider but the massive pool of spilled inchor.

Imrick, +1 Adamantine Spiked chain-PA+Higher Ground: 1d20 + 9 - 1 + 2 ⇒ (10) + 9 - 1 + 2 = 20

damage: 2d4 + 11 + 3 ⇒ (2, 1) + 11 + 3 = 17

End of combat... for now!


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 seems to be recovering and stands up, grateful he states, "Thank you for rescuing me!"


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

Round 2

Cristo double moves to make it to Drake. "Any injuries?"


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

"No corpse. If you can, patch him up, or I can, but best do it quickly. That creature could be back any second" as he keeps his eyes open and his ears swivels around for any movement


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 23/26 | 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: 2/4; Sp.: 4/4

Imrik lands by the others and keeps an eye out. "What was that? How did it disappear like that?" Imrik asks the others.


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

Drake holds his bow, looking for the spider to jump out from somewhere. He replies in his normal calm voice, "Hold your spells, the poison has not taken my strength, and my wounds are healing."

Round 3

fort DC 18: 1d20 + 9 ⇒ (18) + 9 = 27
K nature: 1d20 + 12 ⇒ (9) + 12 = 21
Perception: 1d20 + 10 ⇒ (5) + 10 = 15

"That spider was no normal spider. Likely a magical beast of some kind. A large spider that seems to come out of thin air... Hmmm... Knowledge Arcana would likely help us with that."

Round 4
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
fort DC 18: 1d20 + 9 ⇒ (11) + 9 = 20 Saves and the poison stops, only 1 con damage!

He exclaims, "Someone grab the corpse and lets get back to the wagon train!"


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 us hurry before some other forest creature drags away the body", Cristo nodded.


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

The pharasman runs behind his fellow adventurers, quick to recover the poor woman's body.


Your group returns to the caravan with the body.


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

"What will you do with her?" The phrasaman asks politely.


Aleece’s sisters Lettie and Poppy are cry even harder at seeing their sister's corpse. The Wolf Child howls inconsolably. Lidia and S’jeer are trying to comfort them.

Kaleb Hesse, the Ringmaster, an albino man with red eyes and long, white hair that hangs below his knees, Kaleb wears a tall red top hat, a long red coat with gold buckles, and striped trousers. Kaleb thanks your group, "Thank you for bringing her back. We will have a day of mourning before we burn the body. We will continue on and would welcome you to stay with us. We Freaks have to watch out for each other."


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 23/26 | 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: 2/4; Sp.: 4/4

"Beware, these areas seem to hold many dangerous things. Where are you heading? We have a goal in our travels." Imrik asks the Ringmaster.


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

"What do you think, Anapa? Should we partake of the troupe's generosity, or continue on our own path?" Cristo asks.


General use of the Crooked Kin:
As performers, the Crooked Kin meet lots of people and have the opportunity to hear many local rumors and other information. Their travels have also taken them all over Ustalav and introduced them to people around the world, giving them a wide range of knowledge on esoteric topics. At any time during the trial of the Beast and their investigations, the PCs may question the Crooked Kin and gain a +2 bonus on any skill check to learn information, hear rumors, track down leads, or deduce the importance of clues. The Kin do not grant any bonuses on Diplomacy checks to gather information or present evidence at the trial, however, as their grotesque appearances actually hinder such interactions with locals.

Did you do a perception check for around the body? You may already have the loot, just checking.

The Kin are saddened by her loss but grateful for your assistance. True to his word, Kaleb gives one of you a +1 humanoid (shapechanger) bane dagger as a reward. Kaleb does reply to the question, "To Lepidstadt. We, the Crooked Kin, are a troupe of performers and sideshow freaks who travel through Vieland and Lozeri entertaining the good burghers of Ustalav. The entire show travels in a caravan of nine covered Varisian wagons pulled by nags.
The wagons are gaudily painted and depict the show’s performers beneath the legend, “The Crooked Kin—Ustalav’s Greatest Traveling Cabinet of Curiosities!” Each wagon has a front and back door opening onto cramped living accommodations inside.
Hearing rumors of the large number of people drawn to Lepidstadt to witness the trial of the Beast, the Kin have been making haste to reach the city to take advantage of the crowds. The group stopped by the roadside to rest earlier in the day."

If you accept:
Kaleb asks you to scout the road ahead for difficulties or dangers.

The Kin have little to offer in the way of wages, but they do offer the use of one of the caravan’s wagons, and any bards or performers in the
group have the chance to work with the show.

If the you do not want to travel with the Kin:
The troupe thanks them again, wishes them luck, and bids them farewell.


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 23/26 | 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: 2/4; Sp.: 4/4

"As long as we continue to follow the same paths, I am happy to share the road with you." 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

"Do you have room for us, and our cargo, sir?" Cristo says has he hold the gear and weapons to be sold.


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

"I agree. It would be rude to turn down their offer. We aren't on a strict schedule. And perhaps we can make sure they arrive safely he nods and gives a polite nod


He merrily replies to Cristo, "Yes indeed, we do. We can move a few of our kin around and make a wagon open for you. Now before we move along shall we introduce ourselves? You know me Kaleb the Ring Master..." He would go into detail introducing those members of the Crooked Kin to you that are available. See their descriptions in the Campaign Info.


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

"Excellent. I will leave the back checking to the rest of you and make sure nothing is ahead." Used to working alone, but if anyone offers he would gladly have you help, Anapa and Imrick would be best suited as they can fly."


You are welcome to role play or make three checks to charm certain individuals in the Crooked Kin. Diplomacy is likely the best route but you may choose to use other skills instead, especially depending on who you are influencing.

---
Two days later you make it to Lepidstadt in the morning.

Upon their arrival in Lepidstadt, the PCs find an almost carnival atmosphere in the city. The trial of the Beast of Lepidstadt has already commenced, and things don’t look good for the creature. A huge pyre in the shape of a man—Lepidstadt’s famous Punishing Man—has been erected in the main circle outside the courthouse, and locals eagerly add fuel to the effigy in preparation for the Beast’s execution.
Lepidstadt is a small city on the banks of the Lesser Moutray River, most famous for its university and the strange standing stones outside the city called the Spiral Cromlech. Recently renovated, Lepidstadt is a bustling, lively city of students and academics, with newly bricked streets, wide plazas, and grandiose structures built from imported wood and stone. Away from the university and city center, however, the narrow, winding streets of Lepidstadt show the signs of its age, with dilapidated
hovels, crumbling stone walls, and cramped courtyards.

K Local DC 15/ Geography DC 20:

Lepidstadt
N small city
Corruption +1; Crime +1; Economy +3; Law –1; Lore +3,
Society +4
Qualities academic, prosperous, rumormongering citizens,
tourist attraction
Danger 5

Demographics
Government council
Population 9,780 (9,600 humans, 80 dwarves, 50 elves, 30
gnomes, 20 other)

Notable NPCs
The Beast of Lepidstadt
Dean of Lepidstadt University Acciani Viacarri
Former Count Alpon Caromarc an Alchemist

Marketplace
Base Value 6,000 gp; Purchase Limit 37,500; Spellcasting 7th

Minor Items 4d4; Medium Items 3d4; Major Items 3d4


Tasks to help you remember and myself!:

When the PCs arrive in Lepidstadt, they have two tasks to complete to fulfill the final wishes of Professor Lorrimor—returning the tomes from Professor Lorrimor’s chest to Dr. Montagnie Crowl at Lepidstadt University, and delivering the curious Manual of the Order of the Palatine Eye to Judge Embreth Daramid at her townhouse in the city.


DM notes:
If
the PCs for some reason don’t contact Dr. Crowl or Judge
Daramid when they arrive, Judge Daramid soon learns of
their presence in Lepidstadt. She sends them an invitation
to meet her at her townhouse, reminding them that she
has the remainder of Professor Lorrimor’s bequests for
them once they deliver his books.

Dr. Montagnie Crowl
Lepidstadt University is quite easy to find, and PCs
enquiring about Dr. Crowl are directed there. A DC 10
Diplomacy check made to gather information about Dr.
Crowl reveals that the eccentric professor is well known
in town, particularly in light of the recent theft from
his department that famously led to the capture of the
dreaded Beast of Lepidstadt, who now sits on trial. When
the PCs arrive at the university, they are greeted by the
sight of several builders and craftsman working to repair
the damage to the Antiquities Department caused by the
Beast during the theft.
Dr. Montagnie Crowl (N male human expert 6) is
Professor of Antiquities at the university. An eccentric
but likeable man, he is prone to waving his arms about
enthusiastically. He meets the PCs in the department’s
combination library and workshop. The workshop is
slowly being cleaned up, but it is still a mess. Dr. Crowl
is saddened to learn of his old friend and colleague
Lorrimor’s death and accepts the bequeathed objects
with sad gratitude. If asked about the damage to his
department, Crowl relates the tale of the Beast’s breakin and the curious fact that only one item was taken—a
strange statuette called the Seasage Effigy. Crowl is
frankly baff led by events—he admits that the statuette
was very singular, but it was hardly valuable. Although
the stolen statue has not been recovered, he is pleased that
the Beast was caught, though he understands the poor
creature cannot explain its actions and is clearly mad.
If the PCs wish to undertake their own investigation of
the theft, Dr. Crowl is happy to discuss the theft and allows
the PCs to explore the scene of the crime. Otherwise, the
PCs will return to the Antiquities Department later at the
bequest of Judge Daramid. This investigation is detailed
on page 17.
Judge Embreth Daramid
Judge Daramid lives in a fine townhouse surrounded by
art in the center of Lepidstadt. A DC 10 Diplomacy check
made to gather information about her relates that she is
well respected for her even temper and fairness. Embreth
Daramid (NG female old human aristocrat 3/expert 4) is one
of the justices of Vieland and a magistrate of Lepidstadt,
but she is also a member of the Esoteric Order of the
Palatine Eye, a secret society of elite thinkers and scholars
with a tradition of mysticism (more details on the Order of
the Palatine Eye can be found on pages 70–75).
Judge Daramid invites the PCs into her home when they
arrive. She is in her sixties, with gray hair pulled back
tightly into a bun and icy blue eyes. She is a stern, nononsense woman who appears to be all business, but a DC
15 Sense Motive check reveals that Lorrimor’s death has
affected her more than she lets show, hinting that perhaps
their relationship was, at one time at least, more than
professional. She asks the PCs if they have completed the
tasks in Lorrimor’s will, and graciously accepts the book
left to her. If the PCs question her about the purple book
bequeathed to her, she does not reveal anything other than
confirming its title, if the PCs have translated that. If the
PCs have already delivered the other tomes to Dr. Crowl at
the university, she hands over the agreed upon sum of 100
platinum pieces to each PC.
Once the business of Professor Lorrimor’s will is
concluded, Judge Daramid asks the PCs to stay for
moment, adding that she is in need of some assistance,
and if Petros trusted them, then she might be inclined to
trust them as well.
Judge Daramid explains that she believes there is a cancer
in Lepidstadt, a darkness lurking behind the shadow of a
scapegoat. For many years the people of Lepidstadt have
laid all their ills at the door of a creature known as the
Beast of Lepidstadt—murders, thefts, and terror have
all been attributed to the Beast, but Judge Daramid
knows that many stories are exaggerations or simply

untrue. She also knows that some people have different
stories to tell about the creature—about its kindness and
humanity, of how it has rescued loved ones or helped those
in distress. Now that the time has arrived for such kindness
to be repaid, however, no one dares to step forward and
challenge the Beast’s reputation.
As a judge, Daramid has a keen sense of justice, and she
fears the Beast will not receive a fair trial. The people of
Lepidstadt have blamed the Beast for too much and for too
long, and they want it to pay for its crimes, whether those
crimes are real or imagined. In addition, the judge has
some concerns about the crime for which the Beast was
finally apprehended—the break-in and theft at Lepidstadt
University. She is also convinced that the Beast’s capture at
the university was not all it appeared to be, for why would a
creature that is intelligent knowingly enter the university,
where it was certain to be trapped? However, to publicly
announce her suspicions could put her at great risk, both
professionally and politically. As one of the three justices
presiding over the Beast’s trial, she is unable to openly
intervene, other than insisting that the Beast be properly
defended in court.
What Judge Daramid really needs is a group of people
without local bias to uncover the real truth about the
Beast and its alleged crimes. The Beast’s legally appointed
advocate, a barrister named Gustav Kaple, is hopelessly
over his head and needs help—ideally someone to gather
evidence about the Beast’s alleged crimes and stand up in
court to be questioned by the prosecution. Such speakers
must have bravery in spades and silver tongues to match, to
ensure that if there is more to the Beast’s story, justice will
be done. If the Beast is indeed guilty, then Daramid can rest
easier at night knowing that she gave it a fair trial.
Daramid bluntly offers to double the PCs’ bequest from
Lorrimor’s will (100 platinum pieces each) if they investigate
the Beast of Lepidstadt on her behalf while expressly keeping
her out of the equation, as any hint of collaboration in their
investigations would put her legal objectivity into question.
She tells the PCs that she will deny any involvement in the
matter if pressed, but that if they do get to the bottom of the
matter, she will be very grateful indeed.
If the PCs accept, Judge Daramid directs the PCs to the
Lepidstadt Courthouse (area A), instructing them to register
with the court clerks as volunteer defenders for the Beast
and then meet with Barrister Gustav Kaple, to offer their
assistance in gathering clues to help the Beast’s defense.
Information on the Trial
If the PCs are interested in finding out more about the
Beast’s trial thus far, they can make Diplomacy checks to
gather information or Knowledge (local) checks to hear
the following widespread rumors about the trial.
DC 5: Burn the Beast!
DC 10: I hear the trial’s first day detailed a long list of
crimes against the Beast, three of which are to be used as
the basis of its execution—burned alive in the Punishing
Man, a giant pyre that is even now being raised outside
the courthouse!
DC 15: Ha! That fool barrister Gustav Kaple is defending
the creature—he can’t even get a whole sentence out
without stuttering! The Beast is as good as dead! I’ve heard
that the prosecution’s case is watertight—murdering
those poor children in Hergstag, killing all those
swampers in Morast, and burning down good Doctor
Brada’s hospice. Hurrah for Prosecutor Otto Heiger!
DC 20: Yes, I’ve heard stories that the Beast has done
some kind things too, but it’s plagued Lepidstadt for far
too long. Even if it did do those things, that’s just proof
that the creature is mad and deserves to be burned!

More DM notes:
Lepidstadt Courthouse
A large, squat building dominated by an enormous clock
overlooks the town square. A huge figure of wood, roughly
man-shaped, stands in the square in front of the building.
Designed primarily as a fortification, the Lepidstadt
Courthouse is built of dark stone, with walls of reinforced
masonry (Climb DC 20). The building is three stories high,
with narrow, open windows only a foot wide. All exterior
doors are strong wooden doors (hardness 5, hp 20, Break DC
25), while interior doors are good wooden doors (hardness
5, hp 15, Break DC 18). The exterior doors have good locks
(Disable Device DC 30), and the acting sergeant has the keys.
In the square immediately outside the courthouse stands
the Punishing Man, Lepidstadt’s traditional method of
executing murderers and other criminals guilty of capital
crimes. The Punishing Man is a gigantic, man-shaped
conglomeration of cut timber standing over 30 feet tall.
Convicted criminals are placed within the figure’s hollow
chest cavity and the entire structure is then set on fire in
a public ceremony. As the trial progresses, eager workers
pile more timber against the figure’s legs and oil its
wooden limbs, while children play games at its side and
throw grass, f lowers, and rubbish onto it.
Creatures: Twelve guards ward the courthouse and
keep watch over the prisoners held inside, operating in
12-hour shifts of six guards each. Their former sergeant
drank himself to death 3 weeks ago, and has yet to be
replaced, leaving one of the guards, Acting Sergeant Dun,
in charge. Dun has the same statistics as the other guards.
He holds the keys to all of the doors in the courthouse,
and is reluctant to give them up without orders from
higher up. The guards are enjoying their newfound fame
as the jailers of the infamous Beast of Lepidstadt, and
delight in tormenting the Beast.

The only other person permanently in residence at the
moment is Barrister Gustav Kaple, who has been charged
with defending the Beast during the upcoming trial.

The courthouse’s main rooms are summarized below.
A1. Main Entrance: Ornate pillars support a balcony
15 feet above (area A15). Beneath the balcony, wide steps
lead up to a huge, ironbound door. Printed public notices
are posted on a wooden board next to the door. Presently,
these notices detail the upcoming trial in long-winded
legal language.
A2. Entry: This room provides access to most of the
other rooms on the courthouse’s ground f loor. A heavy
iron trapdoor covers a stone stairway that leads down to
the jail in the cellar below.
A3. Storage: A DC 15 Perception check made while looking
through the assorted buckets, mops, ropes, torches, and
other sundries in this tiny storeroom uncovers the parts of
a ballista, lying unassembled in a trio of cases, along with
20 bolts. The ballista (Pathfinder RPG Core Rulebook 435)
may be assembled with a DC 15 Knowledge (engineering)
or Profession (engineer) check, or a DC 20 Disable Device
check. Each attempt takes 4 hours.
A4. Common Room: A battered table and chairs stand in
the middle of this room, in front of a large fireplace in the
east wall. The six on-duty guards spend most of their time
here, between hourly patrols of the jail and the courthouse.
A5. Barracks: A dozen cots and trunks and a washstand
fill this room, where the six off-duty guards usually sleep.
A stone staircase leads up the courtroom above (area A18).
A6. Privies: The privies are currently unoccupied.
A7. Sergeant’s Cupboard: A small cot is rammed into
the only available space in this cramped storeroom, which
currently serves as the lodgings of Barrister Gustav Kaple.
A8. Public Entrance: Two heavy oak doors to the north
and south allow the public to enter the building. Inside,
two narrow, iron spiral staircases climb to the public
gallery 30 feet above (area A22).
A9. Kitchen: Meals for the guards and prisoners are
prepared in this dirty and unpleasant place. The cook,
Celia (N female human commoner 2), works here during
the day but goes home in the evening.
A10. Pantry: This room holds assorted foodstuffs,
including a few barrels of excellent local wheat beer.
A11. Well: A 50-foot-deep well, its cover broken a long
time ago, provides a fresh water supply for the jail.
A12. Jail: A steep stone stair descends into this large
cellar, its ceiling some 15 feet above the flagstone floor.
A narrow, iron spiral staircase stands in the center of the
cellar, leading up to the prisoner holding room (area A16). A
cupboard along the southern wall contains numerous small
torture devices such as thumbscrews and choke pears.
A13. Empty Cells: Three iron cages line the jail’s
northern wall. Each has a good lock (Disable Device DC 30)
and a small cot, but the cages are all presently empty.
A14. The Prisoner: This large cage normally holds
groups of prisoners, but it is currently home to just one
special guest, the Beast of Lepidstadt, bound with 12 sets
of masterwork manacles with superior locks (hardness 10,
hp 10, Break DC 28, Disable Device DC 40) to a huge iron
chair bolted to the f loor.
A15. Balcony: A grand balcony overlooks the town
square 15 feet below, surrounded by a low, 4-foot-high
stone railing. A huge brass and wooden clock dominates
the balcony’s rear wall. Known locally as “Father Time,”
the clock is plain but enormously noisy; its huge bell
(suspended in a small tower above area A16) strikes every
hour and can be heard throughout Lepidstadt.
A16. Prisoner Holding Room: Three sets of masterwork
manacles with superior locks hang in this bare room next
to the door to the courtroom (area A18). The keys to the
manacles are in their locks. The narrow stair from the jail
(area A12) emerges here, enabling prisoners to be brought
into the courtroom without passing the public. A hefty oak
cupboard fills a large space within this room, containing
the workings of the Father Time clock and the turnkey
used to wind it. A ladder in the southeast corner leads up
to the clock’s bell tower.

A17. Office: This small, neat office contains a mahogany
desk and leather chair. Three more chairs stand against
the southern wall. This room serves as neutral ground for
any meetings that the justices may deem necessary.
A18. Courtroom: This grand room is paneled in dark
oak and its vaulted ceiling is 25 feet high. Three thronelike
chairs with built-in lecterns for the presiding justices
stand in front of the east wall. The witness stand is directly
in front of them. Two polished mahogany desks, one for
the defense and one for the prosecution, stand facing the
justices’ chairs. An iron restraining chair with six sets of
masterwork manacles for the accused stands in the center
of the room, specially created for this trial. Behind the
accused, two rows of a dozen seats each face the front of the
court. To the west, the public gallery (area A22) overlooks
the room 10 feet above.
A19. Prosecution Chamber: This small, simple office is
for the use of the prosecution. It contains two chairs and a
desk, with a writing set and paper in one drawer.
A20. Justices’ Chamber: This sumptuous chamber
contains three luxurious leather chairs, a wardrobe, and
an ornate enamel washstand. The wardrobes contain the
justices’ gowns and collars, powdered wigs, and a great
wooden gavel for the chief justice.
A21. Defense Chamber: This small chamber is identical
to area A19. Barrister Gustav Kaple currently uses this
room as his office.
A22. Public Gallery: A sloping gallery with a low rail
overlooks the courtroom from 10 feet above. The gallery
can only be accessed from the steep spiral stairs at the
public entrance (area A8).
The Barrister
Barrister Gustav Kaple (NG male human aristocrat 3/
expert 2) meets the PCs in the Defense Chamber (area
A21). When wearing his huge court wig, Gustav cuts an
impressive figure. Unfortunately, looks can be deceiving—
Gustav has had several recent failures in the justice system
and seen his last six clients hanged. In truth, the downat-the-heels barrister was chosen to represent the Beast
precisely because of his inability to defend anyone and
for his stutter, which manifests itself when he is stressed.
Although Gustav has no doubt that the Beast is guilty,
he plans to defend the creature to the best of his ability,
but he is struggling to find any kind of evidence in
support of the Beast’s innocence. Gustav is happy to tell
the PCs the circumstances leading to the Beast’s capture
at the University (see page 17), and outline the legal process


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
GM Wolf wrote:
You are welcome to role play or make three checks to charm certain individuals in the Crooked Kin. Diplomacy is likely the best route but you may choose to use other skills instead, especially depending on who you are influencing.

Cristo is kind and respectful of everyone in the caravan. The one who draws the cleric's eye most is S’jeer, the Vudrani Princess. Cristo tries to engage her in conversation, asking pointed questions about Vudrani culture.

Diplomacy: 1d20 + 14 ⇒ (12) + 14 = 26
Sense Motive: 1d20 + 12 ⇒ (16) + 12 = 28
✤ ✤ ✤ ✤ ✤
Once goodbyes are said, Cristo turns to the others.
"Well. I think the easiest task of the two we have here in Lepidstadt is to locate Dr. Crowl at the university. I do not know where Judge Daramid lives."


Cristo, are you just focusing on S'jeer? Then you would get two more diplomacy checks with her. The goal was for each of you to connect with at least 1 of 3 NPCs.

Cristo:
S’jeer, the Vudrani Princess. She has four arms, S’jeer dresses in exotic silks and speaks with a thick accent.

She does reasonably in answering the questions about Vudrani culture but you see through it as a rehearsed monologue rather than actual experience.

As you get to know her more and make her a friend, you learn her secret, she is actually from Galt and the daughter of a fishmonger.

Now she is helpful and is interested in a certain strong cleric.


Dr. Montagnie Crowl
Lepidstadt University is quite easy to find, and enquiring about Dr. Crowl are directed there. You easily gather information about Dr. Crowl, he is an eccentric professor that is well known in town, particularly in light of the recent theft from his department that famously led to the capture of the dreaded Beast of Lepidstadt, who now sits on trial. When you arrive at the university, you are greeted by the sight of several builders and craftsmen working to repair the damage to the Antiquities Department caused by the Beast during the theft.

Dr. Montagnie Crowl is Professor of Antiquities at the university. An eccentric but likeable man, he is prone to waving his arms about enthusiastically. He meets you in the department’s combination library and workshop. The workshop is slowly being cleaned up, but it is still a mess. Dr. Crowl is saddened to learn of his old friend and colleague Lorrimor’s death, and accepts the bequeathed objects with sad gratitude.

If asked about the damage to his department:
Crowl relates the tale of the Beast’s break-in and the curious fact that only one item was taken—a strange statuette called the Seasage Effigy. Crowl is frankly baffled by events—he admits that the statuette was very singular, but it was hardly valuable. Although the stolen statue has not been recovered, he is pleased that the Beast was caught, though he understands the poor
creature cannot explain its actions and is clearly mad.

If you wish to undertake your own investigation of the theft:
Dr. Crowl is happy to discuss the theft and allows you to explore the scene of the crime.


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

S'jeer:
Diplomacy: 1d20 + 14 ⇒ (12) + 14 = 26
Diplomacy: 1d20 + 14 ⇒ (9) + 14 = 23
Cristo does pry any more into her facade. The cleric does ask delicately if all four arms are functional.

During the journey, Cristo confides in S'jeer that he often feels like a freak with his own religious organization. The cleric makes his point (no pun intended) by taking his dagger and stabbing his hand in front of the Vudrani princess, only for it to heal in front of her eyes.

Later, Cristo inquires about the apparent lack of privacy on the caravan, with such tight confines. "It must be difficult for two people to get away from others", Cristo said coyly, grabbing onto one of S'jeer's hands.

251 to 300 of 324 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / CC Module 2: Trial of the Beast All Messageboards

Want to post a reply? Sign in.