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![]() The group gathers their resources to be approached by Stalker... "sister Tamary from the Tiger Lord barbarians," Stalker comes to your group with information:
The Barbarian Camp has settled in a small box canyon to the north of Lake
The campsite consists of 11 circular tents, a fenced-in area for horses, and a wooden cage with a roof made of leather. Likely holding their five hostages (including Kisandra Numesti’s sister, Tamary). Perception DC 20 and watching for at least an hour:
In all, there are a dozen barbarians waiting at the campsite. At any one time, four of them are sleeping, four are relaxing in various tents, and four are on guard duty, hidden in nearby trees or standing sentry at the campsite’s edge. DM notes: Into the tomb:
Thick
D1.
skeletons and rogues in the mix to fight off the PCs. ![]()
![]() Bandits:
The captain by name of Ash takes you to her boss. She leads you to a gambling house. Sits you off to the side and goes talk to a fierce man with scars. His fiery red hair and beard dominates his visage. Then you notice he has a hook for one of his hands. She comes back and states, "When he gets done with this game he will come over."
Ink you can pop in if you want. ![]()
![]() Myriana and Iris and Desseer:
Myriana Bluff check: 1d20 + 5 + 18 ⇒ (14) + 5 + 18 = 37
They believe you and escort you to town. Passing by the check point and taking you to a temple for them to heal you. The group of guard bandits stick with you. Their boss telling you, "My boss will determine how we can 'help' you." Desseer dominates a raven. ![]()
![]() The acting captain states, "You should see the barrister first but yes you can speak with the simpleton Beast with Barrister Kaple's permission." Barrister Gustav Kaple meets you in the Defense Chamber. When wearing his huge court wig, Gustav cuts an impressive figure. "Hello, come in and have a drink." He offers pointing to several cups and a bottle of wine. DM notes on Barrister Kaple: 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,
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![]() Getting to the courthouse you find two guards standing outside next to the door. They follow you into the courthouse to the front desk. There is a total of five guards in the room now. A man with a scar over his right eye, bushy brown eyebrows, and a mustache stands up. His guard outfit is almost uniform with the others but for a simple patch on his arm. He states a bit nasally, "Greetings gentlemen welcome to the courthouse, I am Acting Sergeant Dun. What is your business?" diplomacy DC 20: Setting the guards at ease their lips tell many things going on here. 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.
The guards are enjoying their newfound fame as the jailers of the infamous Beast of Lepidstadt. He holds the keys to all of the doors in the courthouse, and is reluctant to give them up without orders from higher up. ![]()
![]() Before that you likely would have finished your quest. Go ahead and gestalt.
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![]() The group finds the lairs of the spiders, do you wish to kill them or simply scare them off? Or you might have another option... Either way you come back with plenty of webs assuming no one burns the webs. You get your reward of 5,000 gp or a cloak of protection +2. Time flies by fast as you each go your separate ways. Many of you meet with members of the council of Greenwatch. You learn the ins and outs of the position. After eight months you have made your mark and showed your capabilities to help. Many of you are about to take over from the current council member but before that happens Bearik wants you to explore his pyramid of power. The Pyramid of Power is a simple structure and you go into the maze like interior. After a few hours you emerge changed. You are now all gestalt entities gaining the power of another class. You may have up to three regular classes using multiclassing. So for example: rogue 7/ wizard 4/ Arcane trickster 3. paladin 7, cleric 6, monk 1. There is a feast in your honor of proving yourselves worthy by your hard work, dedication, and ability to gain more strength or power. Are you interested in exploring, doing the bounties, or hitting the milestones? ![]()
![]() Alice:
You go to the acadenmy and find the head mistress Cleonora. She is the magister for the kingdom and welcomes you to study under her!
She also states, "You were... are in the group that was with the Lord Commander and Journe? Why aren't you helping him?" Jorrast:
Your hexes and spells have fully returned to you now!
Stalker is very interested and gives you some assignments. Anyone else need to throw in their hat for a position? ![]()
![]() suggested fireball is placed on the map. Rouqar casts his spell making the skeletons unable to see you. Renia moves forward with Orchen on his heels. Flouncy lets off a fireball made of acid to burn the skeletons. Round 1 The other cultists get up and snap their whips before moving away. More of the skeletons move forward to attack but don't have a target. ![]()
![]() Ink:
You gather the information we agreed upon. You would be able to easily take out a dozen if not more bandit guards. As the group makes camp, Myriana and Iris head off towards the town to be captured. Myriana and Iris: A few hours after leaving the others you come upon a patrol and they take you into custody. The lieutenant is a stern looking woman with a patch over her left eye. "What do we have here?" ![]()
![]() Information on 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! You quickly learn that the beast is being held at the 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, flowers, and rubbish onto it. DM notes:
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. Judge Embreth Daramid
---- The only other person permanently in residence at the
The Barrister
Meeting the Beast DM notes: Meeting the Beast Gustav Kaple escorts the PCs into the courthouse’s cellar jail to meet the Beast of Lepidstadt, currently held in area A14. Read the following when the PCs get their first look at the legendary Beast. A towering abomination sits in an iron chair, bound with no less than a dozen sets of manacles. Stitching holds together this grotesque patchwork of flesh and bone, beast and man, though the wires are so taut they look as though they may fly apart at any moment. Its mouth is twisted in a permanent sneer, and a shock of lank, dark hair clings to its scalp. The creature slumps in its chair, a despondent expression upon its monstrous face. The Beast of Lepidstadt is ugly, kind, angry, and gentle. It is also noble, terrible, incredible, and frightful. But the Beast has been given its name erroneously. While the creature looks like a monster, it is an intelligent creature, and beneath the surface it is a pitiable thing with a soul. Although it has killed before, the Beast possesses a childlike innocence, and in each case the killings were brought on by the victims themselves, who taunted or attacked the Beast, causing it to f ly into a berserk rage. Over the years, the Beast has learned to control its rage somewhat, though the stress of battle inevitably causes it to lose control and go berserk. After it kills, the Beast is filled with sorrow and tries to understand why people hate it. The Beast realizes it’s not human, and seeks to better understand humans, even memorizing the verses in an old book of Taldan poetry it came across in an attempt to find some meaning. Although it no longer makes the mistake of trying to join human society, the Beast desperately wants to be accepted, and has returned children lost in the forest unharmed to their homes in the hope of gaining some measure of tolerance. Even the Beast’s creator—the deposed count Alpon Caromarc—now views his creation as a mistake; the Beast could never be the son he and his dead wife had sought. The Beast is aware that it has disappointed its creator, but does not know why. It has forgiven the count, although at times it forgets what it has forgiven. When the PCs first meet the creature— chained and beaten by the cruel guards— it truly is a beast. It is dirty and miserable, covered in f lies, and more likely to roar and strain at its bonds than to speak at first. If the PCs can somehow calm the Beast down and befriend it, they find communication with the creature difficult at best. The Beast doesn’t fully comprehend its predicament, and struggles to understand why the humans have imprisoned and tortured it. If questioned about its alleged crimes, the Beast only repeats, “I didn’t do it,” over and over again. The only incident it has any knowledge of are the events which transpired in Hergstag, the only location where it was actually present. More details of the Beast’s memories of that place are detailed in The Children of Hergstag on page 22. Under no circumstances does the Beast reveal the name of its creator until after the trial. If pressed, it remains silent on the issue. Play the Beast as a child in a monster’s body—it can be amazingly gentle, insatiably curious, and a true friend, but it can also be incredibly dangerous, uncontrollably wild, and impossible. If treated with any degree of kindness, the Beast soon develops a childlike, innocent love for its “friends,” but if treated cruelly, it becomes a raging beast worthy of its name. Do your best to portray the Beast in a way that leads the PCs to feel sympathy for the creature, eventually understanding that while it looks like a monster, it most certainly is not. The Beast of Lepidstadt CR 13 XP 25,600 hp 118 (see page 62) ![]()
![]() Ink:
I thought you were waiting until they were near to do recon? Please explain when you left the group, how many days of recon you did, etc.
You can easily take out most mid level bandits/guards and low level grunts. Their highest level would be 3... Factions:
M.O.: Violence, taxes, extortion. Vrek keeps a tight leash on lower-ranked thugs. Notable Trait: Vrek wears a half-molten obsidian helm fused to his face. 2. The Ashspire Compact
Leader: Lady Jorynne Vass, a cold-hearted economic manipulator. Goal: Profiting off resource extraction and slave labor, selling Cinder’s wealth to foreign powers. The People
"Freemen": Shopkeepers, artisans, and clerics too valuable to enslave—but tightly watched. Myrianna you have seven inventory slots. Unless you have a magically treated chest you can store up to 7 items that only you have access too. ![]()
![]() With the sequence done correctly, the center wall with the torch moves back like a door. The secret door reveals a staircase down... Cyril takes point after getting past the simple fires. You come down to find a reception room with sofas, pillows, tapestries, and rugs. There are some unique statues around the room depicting nude succubi in certain erogenous positions. The statues are on pedestals and all would be tiny. A door on the far side of the room looks very sturdy with reinforced oak. A simple wooden door is to the left. simple wooden door: You find the broom closet. ![]()
![]() Surprise Round The three cultists that notice the group and the waypoint activating send forth skeletons with a crack of their whips. (Yellow blue and pink.) Rouqar is next to act before the skeletons. Then fifteen of the skeletons charge upon the group. Perception checks for group:
1d20 + 10 ⇒ (12) + 10 = 22 Reina 1d20 ⇒ 20 Dog 1d20 + 12 ⇒ (20) + 12 = 32 Flouncy 1d20 + 16 ⇒ (20) + 16 = 36 Rouquar Yes you all act in surprise Round! ![]()
![]() Yes brand new day. Mage armor, greater magic fang, bull strength and mirror image. Sounds good Renia! Init: 20 Olivira 25 inactive cultists 22 Sable 21 active cultists 19 Rouquar 17 skeletons 17 dog 14 ogres 8 Reina 5 Flouncy Magoo 1 huge ogre 1d20 + 4 ⇒ (18) + 4 = 22 Sable
1d20 + 5 ⇒ (16) + 5 = 21 active cultists
1d20 ⇒ 20 Olivira ![]()
![]() Tristan Morgan is the present Warden.
Ulricha:
You track down Tristan either in Tazylford or wait until he returns to act as the Warden on the council. Kirren the Stalker of Vengence is the present Spymaster.
Jorrast:
In your time you are able to impress Stalker by tracking him down or requesting a meeting with him. Xandarian and Alice, which role did you want to take over? ![]()
![]() I would love to open up gestalt to you guys!!! Let me do some DM time shifting! Question...
If so I need to know which position you would like and I will get spoilers sent out to each of you. You are welcome to relay any and all information from the spoilers but don't just say look at the spoiler that is no fun! ----
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![]() It is super hard to make a map unless I have a computer so that was delayed and initiative the same way. So I plan to have both of those up and ready in the next hour. If you get a perception DC 20 you may act in surprise round. Loot requests give me a 250 gp item, a 1,250 gp item, and a 5,000 gp item! ![]()
![]() Sorry to hear that Zaidel! They have you walking around with a tablet? Ramie: You activate the ring Jellena gave you and ask, Anyone there?
You get a response from Alia, the sublime elf and wife to Matthew. "Hey dear, what can we do for you? Yeah Matthew is in a dungeon again. I am hanging out while he scouts it. So when he gets out we will swing by and pick you up. Meet us at North Gate." Later at North Gate Alia and Matthew are drinking and waiting. Matthew greets you and asks, "You ready?" Once confirmed he activates his town portal ability and the three of you emerge in Owl Port. We start to walk to the estates, the area thick with fog like normal. Matthew offers up, "I don't even think I have been to either estates, we can stop and get a guide." He goes into the in to find Shatash finding her with a baby bump. "Hey Shatash has Zaidel been through?" She rages out and comes out at Matthew who stands his ground but takes her lashing. "I am going to take that as a no. Will you please point us to a guide or should I talk with the mayor?" Shatash grumbles, "So Zaidel should be here soon? I will take you to his estate. I want to see him." ![]()
![]() Jean tries to break the wooden beam and lock. The handles fall off with the lock and the beam groans and creaks but does not crack let alone break. No explosions or traps yet. Jean takes his time and breaks through eventually, DC 25 two times or DC 30. Jean bursts through to find a hail of crossbow bolts slam into him.
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