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You approach the village of Hergstag from the east. It lies in the loop of the river - now abandoned and overgrown. The farmland has fallen to ruin, and now even the well-trodden pathways around the area are overgrown. The crops have gone to seed and high corn grows everywhere, affecting visibility. Which means that you see the roofs of some houses from afar, but walking into the village you'd see nothing. Survival DC to find the path's is 15
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As the commotion is finally over a lot of people from the same floor and even from beyond that come together to see what happened. Most are horrified by the events but thanks to Graydon it can be explained what happened. Finally everyone goes back to their own room for a night of not so well rest. Graydon packs his stuff and moves to Corvin's room as he is not interested in sleeping in his own blood next to a corpse. Nothing else happens this night and at breakfast most have deep dark rings under their eyes. And the people sit all together for a change. The events of the night are the topic of the conversations. And departing from the lodge.
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Card Lito: 1d20 ⇒ 8
The next hands are dealt and the game goes back and forth. But with his card dealer out of the way and Estelle checking that no other tricks are used it shows that Tsadok is a rather unimaginative player whose cards Lito can easily read from his face. Which finally leads to the situation that Tsadok goes all in with Lito rightfully beliving that he has the better cards.
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To avoid misunderstandings: Who exactly wants to chase an incorporeal vilkacis in the middle of the night through the undergrowth of the woods with an unknown destination - starting with jumping down from the balcony? Only to be stopped again by the outer wall and the gate of the lodge? And who goes back to bed ;) Recognizing that a chase is moot all turn back to the immediate problem at had: A dead Corvin lying on the floor.
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9:50 a.m. The three justices arrive in black coaches with several guards in attendance. 10:00 a.m.: The Trial of the Beast begins. A trio of guards leads the Beast into the court and shackles it to the large iron chair in the center of the courtroom to the jeers of the crowd. 10:10 a.m.: Opening of the Trial. Chief Justice Ambrose Khard commences proceedings by laying out the rules of the court in a lengthy speech, interspersed with gongstrikes by the Herald. Khard concludes his speech by announcing that the good people of Lepidstadt have suffered many acts of terror and barbarity at the hands of the Beast of Lepidstadt for many years, and that while the Beast is doubtless responsible for numerous murders, the prosecution will focus on three recent cases to prove the Beast’s guilt during this trial. 10:30 a.m.: Opening Statements. Prosecutor Otto Heiger outlines his case. He alleges that the Beast is responsible for the murder of 10 people in the village of Morast a year ago, in addition to two other horrendous crimes that will be described as the trial continues. Barrister Gustav Kaple then makes his case for the Beast’s innocence, a halfhearted attempt full of stutters and awkward pauses, all the while being jeered and booed by the baying mob in the gallery. 11:00 a.m.: Witnesses for the Prosecution. Otto first brings three locals from Morast, two young women and a man, to the stand. The trio describes events as they saw them happen—that over a series of nights, the Beast came to the village and took people away; that a trap was finally laid for the Beast; that the Beast was driven into the swamp, and, they assumed, killed. Otto then calls the village elder, Lazne, who led the mob that drove the Beast off. He confirms the events related by the other three villagers.
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Kendra finds that golems can see in the dark, but that she knew already from Harrold. Also there is written, that Golems don't heal, they have to be repaired. And the interesting fact, that if you fight a golem it might cause a berserk rage. Not that this has something to do with the case. So Kendra puts the books abck into the shelves where she got them to leave the place tidied up. Then they all go back to the Crooked Kin where they stay for the night. For one because it is nice and for free, and second, because there is not a single free room in all of Lepidstadt's inns. You're in bed at 11 o'clock. Eight hours of sleep/rest are over at seven in the morning. Registering evidence until 10 o'clock with the clerks of the court. Trail begins at 10 sharp.
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"You can use the library if that's what you're after. But I don't think you'll still find a professor that is able to help you there. But please make sure everything is back in place once you're done." Dr. Crowl replies with a side glance at Jominda. Library next room. +2 on Knowledge rolls. 1d4 hours of searching the books per roll.
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The helpers scurry around Fiona, Gwenhwyfar and Jimmy. They meassure this and that and everything while Domenico makes some quick sketches in which the measurements are noted down. Then he shoos all three out of his shop. "Now we have to work. We have everything we need. Come back tomorrow at the same time for first fitting. I need to work my magic now." So you find yourself outside and the door closed again.
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The Stingray is a brig with two tall square-rigged masts. Competitors must climb 60 feet up the mast’s rigging to the top spar. Climbing the mast requires a DC 10 Climb check for the lower 45 feet and a DC 15 Climb check for the upper 15 feet. Contestants must then make their way along the yard, which extends 30 feet out from both sides of the mast, untying sail as they go. Contestants can use accelerated climbing (–5 penalty on the check) to increase their climbing speed from one-quarter speed to half speed. Moving along the yard requires a DC 10 Climb check, or a contestant can walk along the yard at half speed with a DC 15 Acrobatics check (or move at full speed with a DC 25 Acrobatics check). Climbing or balancing requires one skill check per move action. The sail is tied to the yard at four locations, 15 feet from the mast and 30 feet from the mast on both sides. Correctly unfurling each of the four areas of sail without it snagging or tangling requires a DC 15 Profession (sailor) check and takes a standard action. Prof(sailor) DC18:
A contestant who succeeds at a DC 18 Profession (sailor) check realizes that untying all of the sail on one side of the yard will cause loose sailcloth to flap about in the breeze, making the job of setting the remaining sail more challenging. To avoid this problem, the sail should be released in stages on one side of the mast and then the other. If one side of the sail is completely unfurled first, the DC of the Profession (sailor) checks to unfurl the remaining sail increases by 5. Haines Boyne, a pirate Tsadok brought along will be the one challenging you.
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