Showing posts with label Carrion Crown 31-15. Show all posts
Showing posts with label Carrion Crown 31-15. Show all posts

Wednesday, January 2, 2013

Carrion Crown Session 35


Session 35
DUNGEON MASTER: [GAME STARTS HERE]
DUNGEON MASTER: The heroes return to their beds, Grundig with some cuts that look suspiciously like dagger slashes.
DUNGEON MASTER: Morning dawns misty and bright--the heroes waken at about seven in the morning, refreshed and ready to go.
 GRUNDIG: grundig gets up and makes his way outside and makes a small fire in a quiet spot and stairs into it whilst praying to Abadr for his spells
DUNGEON MASTER: Grundig performs his morning ritual in a nearby park, the early hour and the mists combining to conceal his activities.
 JOHAN D’ALMENTA: Johan rolls out of bed and stretches as he collects his thoughts for the busy day ahead of them. After a short workout session comprising of push ups and squats, he heads downstairs to meet his companions for breakfast.
 GRUNDIG: grundig joins the others for breckfast
SOLAR CE’NEA: Solar wakes up and checks on Kendra to make sure she is alright before heading down to the Kitchen to get breakfast
 JOHAN D’ALMENTA: Mesodias rises from his slumber and begins his morning ritual of prayer to Gorum for 'his' divine strength before for making his way downstairs.
DUNGEON MASTER: Breakfast is a elegant but brief affair.  If the butler or staff noticed the disturbance last night, they make no mention of it, or of the heroes' role in the affair.  Kendra comes in somewhat late, her hair done up in an elegant knot.  She too seems content to say nothing of the night's events.
 JOHAN D’ALMENTA: With a yawn Johan greets his companions at the dining table, "Morning, I hope you all had an uneventful night", with a slight smirk half concealed. He pulls out a chair and takes his place at the table.
SOLAR CE’NEA: "Oh yes my friend not a single thing of interest,"  Solar Chuckles
SOLAR CE’NEA: Perhaps we should go visit the man who knows about the insignia on the tools we have from the swamp
 GRUNDIG: though it would appear i have been sleep walking and got a few scratches
DUNGEON MASTER: The butler lifts his nose and sniffs while placing a platter of deviled eggs on the table.
 GRUNDIG: grundig says as he examins a scratch that looks more like a knife wound
 GRUNDIG: "shell we head to the black smith and see if he can help us with the marks on those instrements"
 JOHAN D’ALMENTA: Johan queries his companions, "It seems we have a few hours before the court begins. I am not familiar with such formal things so I am curious if our current attire is appropriate? Perhaps we should consider leaving our bulkier weapons behind to avoid trouble with the court guards?"
SOLAR CE’NEA: I imagine that we can check our weapons in at the court themselves
SOLAR CE’NEA: I think I would like you gentleman ready for anything
 GRUNDIG: the only wepons i have is my quater staff and sling im happy to leave them behind when the time comes but would like to keep them handy untill that time
SOLAR CE’NEA: However we do have time Lets check with the Blacksmith.
SOLAR CE’NEA: Kendra dear, would you know where delicate and precise instruments such as these would be made or purchased?
 JOHAN D’ALMENTA: Johan replies, "Maybe we could ask around for the local surgen or blacksmith who might be able to give more information about them?"
 GRUNDIG: the surgen may have an idear thats a good point
DUNGEON MASTER: "I-do you know, I think dad used to have some tools with that mark?  I think he got those kinds of things out in the Surgeon's Flats--that's a block down in the south end of town, I think, where all those chirurgeons work..."
SOLAR CE’NEA: Well thats as good a place to start as any!
SOLAR CE’NEA: Thank you my dear once again you are invaluable to us!
DUNGEON MASTER: Kendra's smile is wide.  "I hope you'll be back in time for the trial?  I'm glad to be of help!"
DUNGEON MASTER: [The party has two hours before the trial.]
 JOHAN D’ALMENTA: Johan exhales loudly, "Well we better make haste, I don't know about you but I don't want to piss the judge off on the first day."
SOLAR CE’NEA: Yes lets us use our horses for more haste
 GRUNDIG: i think that would be wise grundig stands and bids kendra fearwell for now
SOLAR CE’NEA: Goodbye wonderous angel, we will endevour to be at the court with plenty of time!
DUNGEON MASTER: The party proceeds down to the Surgeon's Flats--a pair of city blocks where the city's chirugeons make their living.  The air reeks of alchemical fluids--and, most likely, other kinds of fluids as well.
SOLAR CE’NEA: SOlar sugests johan do the talking but attempts to aid him in the investigation (aid another 1d20+10=17)
 JOHAN D’ALMENTA: "No worries but I might need your help understanding some of the more tecnical words they use," replies Johan.
 JOHAN D’ALMENTA: Johan walks over to one of the surgeon flats before knocking on the door four times.
SOLAR CE’NEA: Solar suggests while they are waiting to say they are loolking for the makers to purchase some more
DUNGEON MASTER: A scruffy looking man in a badly stained white jacket opens the door.  "Yes?"
 JOHAN D’ALMENTA: "Good morning, my name is Johan and these my companions." Johan introduces each in turn. "We were wondering if we might have a moment of your time?"
DUNGEON MASTER: The man looks around at the small party outside his door and scratches his beard.  "Shore, I s'pose."  He opens the door wider to reveal a number of what appear to be livers and kidneys hung up on hooks.  "What can I do for 'ya?"
 JOHAN D’ALMENTA: Johan enters the flat trying to avoid bumping anything that might explode or be of value. "Thank you, we were wondering if you would know who made these?" Johan motions to the items of interst, "We would like to identify the maker in order to purchase more of these fine instruments."
Diplomacy check: 1d20+5 = 21
DUNGEON MASTER: "Them?  Ha!  You're in luck, ye be!  Just a little shop up inside Anatomists’ Alley.  So small ye might have missed it if ye didn't look thrice!  Just happen to have bought a trio of pliers there week before last.  Zbraslav Hora and Sons, they be called!"
SOLAR CE’NEA: That is fantastic Sir, thank you very much.  you have saved us a long search!
 JOHAN D’ALMENTA: Johan smiles, "That is good news and you also have good taste in the best equipment money can buy. Please accept this as a gesture of thanks, otherwise we might have missed it completely." Johan takes out four silver pieces and offers it to the surgeon.
DUNGEON MASTER: "Why thank ye!  We don't need charity here, you understand, but tis much appreciated all the same.  Good day to you now!"
 JOHAN D’ALMENTA: "Good day to you too," replies Johan with a slight bow, as he leaves in the direction of Zbraslav Hora and Sons.
SOLAR CE’NEA: Well gentlemen we know where to go, how shall we takle this, I suspect they simply made these, we want to know who bought them, that might help us identify whoever was cutting up those people
 GRUNDIG: prehaps we try a direct approch and tell him that we found them at a crime seen
 JOHAN D’ALMENTA: Johan ruffles his hair nervously, "People like this are not going to just tell us who purchased it without a good reason, either with a donation of coin or some good bullshitting."
SOLAR CE’NEA: That might work, but they could ask why the constabulary were not there enquiring
SOLAR CE’NEA: although we could say we were hired as the gaurd had to much going on at the moment
 JOHAN D’ALMENTA: "Yeah that might work, with the whole court case with the beast they might just buy that the guards are too busy and have hired assitance to gather information. If they ask for official papers we are in trouble though..." replies Johan.
SOLAR CE’NEA: do we not have offical papers from the Lawyer?
 GRUNDIG: thats even if he asks telling him that we have been hiered to investergate. i think it would be best to leave what we are investergating if we can.
 JOHAN D’ALMENTA: Johan nods in agreement, "Sounds like a plan. Either case even if we can get a look at the purchase journal that's enough to work on."
DUNGEON MASTER: The mists are thick in Anatomists’ Alley.  The heroes' footsteps echo off the stones and walls as they make their way to the place where a crooked, slipshod paintjob of a sign marks the location of the dingy shop belonging to Zbraslav Hora and Sons.

A balding, crosseyed man in extremely large bifocals looks up with eyebrows raised as the party enters.
SOLAR CE’NEA: Solar once again Aids another to Johan 1d20+0=17
 JOHAN D’ALMENTA: Johan approaches the man with a smile as he introduces himself and companions. "Good morning, might we have a moment of your time good sir?"
DUNGEON MASTER: "Yes," he replies.  As the heroes' eyes adjust to the low light, they note that the walls are bare of any displays.  A metal lathe and a small forge to the back are the only signs of industry in evidence.
 JOHAN D’ALMENTA: Johan nods as a sign of respect before continuing, "We were told you are a maker of fine surgical instruments, perhaps the finest in town?"
DUNGEON MASTER: The man coughs.  "Yes, well, I suppose we might be," he replies, his face reddening.
 JOHAN D’ALMENTA: "Perhaps you could help us, we would like to enquire what you know about these paticular items of masterwork crafting?" Johan gestures towards the items of interest.
DUNGEON MASTER: "They were made by us," the old man confirms briefly.
 JOHAN D’ALMENTA: "That is good news", replies Johan. "Would you keep record of those who purchase from you? We would like to enquire who originally owned them?"
 JOHAN D’ALMENTA: Diplomacy check: 1d20+5 = 21 (+23 inc. aid other)
DUNGEON MASTER: The man briefly consults a ledger sitting on the counter to the side.  "Vladka Kostel," he replies.
SOLAR CE’NEA: Solar tries to remember if he has heard of her Knowledge local (1d20+14=28)
 JOHAN D’ALMENTA: Johan enquires, "Does the ledger mention any other purchases from Vladka?"
DUNGEON MASTER: Solar has not heard this name before.

The man looks at Johan with his eyes crossed.  "I have no idea."
 JOHAN D’ALMENTA: Johan eyes the man while a smile still showing on his face.
Sense Motive: 1d20+9 = 15
DUNGEON MASTER: Johan spots no obvious signs of deception.
 JOHAN D’ALMENTA: "You have been most helpful." Johan looks to his companions, "Did we have any further business here?"
SOLAR CE’NEA: Solar asks can you tell us who this woman is? where she is?
 JOHAN D’ALMENTA: Johan makes an untrained knowledge check against his favoured enemy.
Knowledge (local): 1d20+4 = 22
 JOHAN D’ALMENTA: Regarding Vladka Kostel.
DUNGEON MASTER: The man pauses a moment as if to reflect.  "She wasn't a peddler.  Maybe with the auction houses?"  Suddenly his eyes roll upwards to look at Solar and Johan.  "Are you here to buy?"
DUNGEON MASTER: Johan does not know the name either.
SOLAR CE’NEA: Perhaps soon, We wanted to return these to the orignal owner
 JOHAN D’ALMENTA: "We understand time is money, this is for your assistence and help." Johan places a few silver pieces on the corner of the table where the man occupies.
DUNGEON MASTER: The man pockets the money without a word.
 JOHAN D’ALMENTA: "Once again thank you for your time. Good day." Johan nods and prompty leaves outside.
DUNGEON MASTER: The man looks back down at his books.
 JOHAN D’ALMENTA: Johan looks at the morning sky, noticing how the shadows fall across the cityscape. "Time is against us, I fear we should head to the court house and make further enquiries at a later date about this person."
DUNGEON MASTER: [One sec guys
 GRUNDIG: np
DUNGEON MASTER: The party leaves the small alleyway and heads back to the townhouse where they currently are residing.  The butler opens the door, and Kendra can be seen through an open door in an upstairs bedroom, putting the finishing touches on her makeup.
DUNGEON MASTER: It is a little after nine am.
SOLAR CE’NEA: Aid another to Johan for a dip;locy check 1d20+0 = 15
 JOHAN D’ALMENTA: "Perhaps we could pick your brain a little? I assure you this should not be too painful." Johan softly chuckles, not expecting the butler to return the same social gesture. "Would the name Vladka Kostel ring any bells? We were hoping this name might be familiar with you? We are not from around here so we are at a loss."
 JOHAN D’ALMENTA: Diplomacy check: 1d20+5 = 17 (19 incl. aid other)
DUNGEON MASTER: The butler--a thin man with a prominent nose who answers to the name of Igleve--answers Johan's question without hesitation or pause.  "I do not know of anyone by that name.  But  I understand from Miss Lorrimor that you are en route to the courthouse?  I believe they keep a registry of residents there, sir."
SOLAR CE’NEA: Thank you Igleve, you help is appreciated!
SOLAR CE’NEA: Solar is wearing his best traveling, scholarly clothes he casts Presdiiation on himself and his companions so the clothes are clean and new looking
DUNGEON MASTER: "Yes, sir," replies Igleve.
 JOHAN D’ALMENTA: Johan will be equipped with a simple dagger at his belt shealth, wearing no armour, only his traveller's outfit in order to raise less eyebrows at the court house.
 JOHAN D’ALMENTA: Mesodias will wear his mw chain shirt underneath his traveller's outfit, including a dagger at his belt sheath. It pains him to no end to leave his greatsword behind, something he will not easily forget or forgive.
 GRUNDIG: grundig is traveling to the cort house as he is (traveling cloths with his lether amour over the top using his quarter staff as a walking stick) he will however ask Solar if it is appropriate.
SOLAR CE’NEA: Solar will be traveling with all the wands he has tucked into his robes
DUNGEON MASTER: Thus equipped, the heroes climb into their carriage and proceed to the courthouse.
DUNGEON MASTER: En route, they remember that there seemed to be no restrictions on weapons or armor enacted on them during their previous visit.
DUNGEON MASTER: However, they also remember that the trial process is steeped in the history and traditions of Ustalav.  On particular point si that any new evidence must be submitted to the Clerk of the Court before 10 a.m. of the day it is to be brought before the court.
DUNGEON MASTER: [We keep losing someone--it looks like Daniel.]
 JOHAN D’ALMENTA: [Connection issues]
DUNGEON MASTER: A carnival atmosphere evelops the courthouse as the heroes draw near.  Despite the early hour, numerous townsoflk are hoisting tankards and singing raunchy songs.  Several people are building up the pile of wood about the feet of the Punishing Man.

A number of other black carriages arrive at the courthouse ahead of the heroes--these appear to belong to judges and other persons of importance.
 GRUNDIG: we head to see the gustove kaple to let him know what we have found out.  We show him the things we have found. we tell him our theiry about someone hideing ther identity with the skined face, and our thiroy with someone pretending to be a beast by taking the alcomey potion and using the dark vision potion. and also the fact that the acused has no scars form the attack by the kaymon  and anything elce the party can think of telling him.
SOLAR CE’NEA: Notes for Barrister

At the Grave site of the local village found a camp that had been there for about a year discovered:
a small firepit with a waterskin (still half full of wine),  the aged remnants of some trail rations,
a curious glass vial scattered on the ground nearby. The bottom of the vial contains a dried green substance (alchemist’s darkvision extract.)

Golems have Night vision so there is no need for "the beast" to have such a potion.

Also found at campsite: The coracle with a moldy leather travel bag with a damp artisan’s outfit (a shirt, breeches, shoes, and a cloth apron) inside, and a vile object— detached human face the face of  Nan Klebem a local.  This can be wore as a disguise to move amoungst the locals. In addition,a bag was found large enough to hold a human in fact. The sackholds some rope, a gag, a rusted lantern, a trio of heavy knives, and a rusted shovel.
also discoveed was r a leather-bound casefilled with fine tools, made of silver with amethyst handles, buried in the undergrowth nearby.

Also found Aspect of the beast extract

We found 6 graves of the 40 graves in the boneyard that appear to have been tampered with, sagging into the ground as though they had collapsed from below, and leaving wide depressions in the muddy earth.

This all suggests the surgeon tools and the missing bodies from the graves and the 10 dead people suggests some body or body parts trafficing for some reason and the face suggests osmeone was trying to pretend to be someone else to be able to move around unnoticed.  They could have been cornerd and taken the extract to run away and the "beast" eneded up fighting the Camien
DUNGEON MASTER: The heroes discover Barrister Gustav Kapel in his office above the main chamber, sweating under his wig and rehearsing a speech of some kind.  He looks genuinely relived to see the party members, and profusely thanks them for their contributions. 

"I-I-I'll get the evidence registered right away," he says.  "Who s-should I-I-I list as the witness for each exhibit?"
DUNGEON MASTER: "Y-you have done good work," he adds. "But we havent m-m-much time... I should like to discuss these findings in greater detail after the testimony is given today..."
SOLAR CE’NEA: We are the witness Dear Sir, Johan will talk and I will add things as the case is needed.
DUNGEON MASTER: The arrangements for the despositons are made, and shortly after the large clock at the University clangs ten o'clock and the trial begins.  A trio ofguards 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.

Moments later, the three judges file in--the occupants of the courtroom rise--and then the judges are seated, with the rest of the occupants finding their seats shortly after.
 ***DUNGEON MASTER sent Untitled picture.png Untitled picture.png Untitled picture.png ***
DUNGEON MASTER:  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.

Thirty minutes later, Prosecutor Otto Heiger outlines his case. He alleges (in a loud, ringing voice) 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.  The crowd cheers his speech at every interval.
DUNGEON MASTER: Next, Barrister Gustav Kaplethen 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.
DUNGEON MASTER: With the opening statements complete, the trial begins in earnest.
DUNGEON MASTER: At about eleven in the morning, the prosecution calls its first witnesses--a young man and two young women.  The trio describes events as they sawthem 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.  "Sent him off into the swamp," he snarls, "and it'd had gone better for him if he'd died out there.

The crowd cheers heartily at this final remark.
DUNGEON MASTER: Throughout the proceedings, Barrister Kaple fidgits nervously at his desk.  Finally, Judge Khard's voice booms out: "the defence may call its first witness". 

Kaple straightens his back awkwardly.  "T-t-the defence calls Johan ... D-D-D'Almenta"
 JOHAN D’ALMENTA: Johan straightens his outfit as he stands before the court, readying himself to give his speech.
DUNGEON MASTER: Barrister Kaple moves up to stand before the witness stand.  "Johan D'Almenta, I am given... to u-understand that you came into the posession of some ideas relating to some facts that may pertain to certain a-a-aspects of this beast's presumed innocence?"
 JOHAN D’ALMENTA: Johan nods in solem agreement, clearing his throat before he describes in detail what his companions discovered regarding the innocence of the beast.
"Your understanding is correct, we have uncovered facts that prove the beasts innocence in the unfortunate incident of Morast. With the assistance of the locals, we examined the grave site of the village of Morast in detail, discovering a camp site that had been there during the time of the incident. Further study revealed the prescence of a small firepit with a waterskin half full of wine, the aged remnants of some trail rations, a curious glass vial scattered on the ground nearby. The vial contained a dried green chemical substanced clearly identified as alchemist's dark vision extract. It is a fact well documented that golem's have natural night vision, therefore the beast would have no need for such a potion. Also found at the campsite was a coracle with a mouldy leather travel bag with a damp artisan's outfit including a shirt, breeches, shoes, and a cloth apron, inside a vile object, a detached human face who was identified as Nan Klebem, a local. This face could be worn as a disguise by one proficent in such techniques in order to move amoungst the locals without raising suspicion of the death of the villagers. In addition, a bag was found large enough to hold a human. The sack held some rope, a rusted lantern, a trio of heavy knives, and a rusted shovel. Also discovered was a leather bound case filled with fine tools, made of silver and amethyst handles, surgical tools used not by one as large and combersome as the beast but someone with more delicate and evil purposes. We also discovered an alchemical extract identified as aspect of the beast which would allow the person to create the mistake identity that a golem was responsibile for the crimes. Within six of the 40 graves we found signs that the grave sites had been tampered with. This all suggests the surgeontools and the missing bodies from the graves and the ten deceased locals were involved in some evil and sophisticated body part traffiicing, and the missing face proves someone took great lengths to conceal their identity, to remain hidden within the village while the killed. When they were cornered they took the extract aspect of the beast and escaped. The beast that stands before you bears no scars from the fight with the camien. Whoever was involved planned this to decieve the locals into thinking it was a golem to conceal their true evil motives."
Diplomacy check: 1d20+5 = 18
DUNGEON MASTER: The Judges and other members of the court listen solemnly to Johan's speech--even the boisterous members of the audience wait until it is finished to boo and jeer Johan's defence of the Beast.

[Total bonus +15 to Diplomacy Check.]
DUNGEON MASTER: An hour later, when the court is adjourned for the day, Barrister Gustav beams and offers his hand to Johan.  "That was b-b-brilliant!"
DUNGEON MASTER: [The party gains the following XP:
  Six of the graves in Morast’s boneyard have been robbed( 1,200 XP).
The Beast can see in the dark, so it does not require an extract of darkvision ( 1,200 XP).
Although the Beast was clearly seen to be bitten by a blood caiman, it has no scars from such an attack. (1,200 XP).
Displaying the removed face of the poacher Nan Klebem(1,200 XP).
Fending off the mysterious attacker in the night (1,200 XP).]
DUNGEON MASTER: [GAME ENDS HERE]

Carrion Crown Session 34


Session 34
DUNGEON MASTER: [Game Starts Here]
DUNGEON MASTER: The heroes return through the darkening evening up the muddy road back to Lepidstadt.  They arrive at about 10 pm to find the townsfolk once again reveling in the streets in anticipation of tomorrow's trial.
 JOHAN D’ALMENTA: Johan runs his hand through his hair as they arrive back to town to the sight of celebrations for the upcoming trail.
"Do you wish to retire for the night and make an early start in the morning? May I suggest tomorrow we come to court in appropriate attire."
 JOHAN D’ALMENTA: "What I mean is that we look like walking armoury and weapon shop at the moment which may not be allowed in the court. I have no idea, never been to court before," states Johan.
SOLAR CE’NEA: Yes I think that is a good idea, however lets set a watch, too many strange things have happened
 JOHAN D’ALMENTA: Johan eyes Grundig for a moment as he asks a question, "What are you planning on doing with that finger? Make a necklace for Kendra? I would keep it concealed if you plan on walking around town with it."
 GRUNDIG: it is in my trophy bag and i dont like shearing my trophys with others it stays with me but i dont get anything out when others are arround
 JOHAN D’ALMENTA: "As long as I don't wake up with a finger on my pillow I don't mind your strange habits", Johan lowers his raised eyebrow as they continue to retire for the night.
SOLAR CE’NEA: Solar in his spare time will seek out Kendra to enure she is ok, and then sleep or do his watch
DUNGEON MASTER: Kendra is retired to her room when the heroes arrive back at the richly furnished townhouse.  The butler makes no obvious notice of the heros' late arrival, nor their disheveled appearance.
 GRUNDIG: grundig takes his turn at watch while the others shuffel off to there bed rolls
 GRUNDIG: perception = 1d20+12=25
DUNGEON MASTER: The party turns in, and the night proceeds without incident.  Splatterface remains out on the balcony, growling occasionaly in the cold autumn air.
DUNGEON MASTER: At about 2 am Johan's watch begins.  He patrolls up and down the hallway, ending each leg in his room to peep out the window at his pet wolf. 

It is about three thirty in the morning, and the mists are growing, when Johan looks out his window to see a flash of movement outside.  At once Splatterface springs up, and even in the darkness it is obvious his back hair is standing straight up.  He is growling, low and dangerous.
 JOHAN D’ALMENTA: Johan Perception check: 1d20+10 = 24 (+26 vs. humanoids)
 JOHAN D’ALMENTA: Johan squints as he tries to pin point the source of movement as he slinks into the shadows to conceal himself. He stands silently in the shadows, holding his breath as he waits for any sign of threat to materialise.
Stealth check: 1d20+12 = 27
DUNGEON MASTER: Johan remains still and silent in the shadows.  For a few moments nothing happens.  Then, quite suddenly the stillness is broken by a horrified scream from somewhere below, followed by an angry bellow. 

Splatterface's growl grows livid, nearly akin to a bark.
DUNGEON MASTER: [DC 22 Perception to wake up.]
 GRUNDIG: perception =1d20 +12=23
SOLAR CE’NEA: Solar sleeps fitfully through all the ruckus
 GRUNDIG: grundig wakes at the sound of the scream rubbing the sleep out of his eyes he starts putting on his armour
 JOHAN D’ALMENTA: Johan silently curses, before whsipering to Shadow, "Come on let's wake the others." Johan rushes down the hallway, bursting into his companions rooms to wake them from their blissful slumber.
SOLAR CE’NEA: Solar wakes up saying...."Kendra" then sees Johans face and immediately gets up ready for anything.  Solar immediately casts Dancing Lights
SOLAR CE’NEA: Whats up my friend.  What needs doing?
 GRUNDIG: grundig runs out of the room grabbing his quarter staff and sling on the way out.
 JOHAN D’ALMENTA: "Something foul is occurring on ground level, hard to tell if it is outside of the building at this stage," replies Johan.
SOLAR CE’NEA: Perhaps I can go on the balcony and send my lights below
DUNGEON MASTER: Splatterface refuses to oblige Johan's request, as his attention is clearly fixed on something below the balcony outside.

Johan goes inside to wake the others, who come out of sleep to the sound of screaming and shouting in the street below the outer balcony.  Moments later, Splatterface breaks into a vicious barking, like an alpha male who is being challenged.
 GRUNDIG: grundig casts speek with anamils and asks shadow what he saw
 JOHAN D’ALMENTA: Johan moves quickly to join Shadow on the balcony as he looks around at the scene below for the cause of the disturbance.
SOLAR CE’NEA: SOlar gets his crossbow ready and then says if we go out on the balcoany I can send my limy dancing lights out towards the sound
 GRUNDIG: grundig joins Johan on the balkiny
 GRUNDIG: balcoany
DUNGEON MASTER: The mists make observing the scene below rather difficult, but it is clear that both a man and woman are standing below, he bellowing angrily and she weeping and shrieking hystairically. 

Shadowface is looking up towards the roof of the opposite townhouse, still growling and barking his wolfish bark, with the occasional howl mixed in.
SOLAR CE’NEA: Solar takes some understanding from the wolf and sends his dancing lights up to the roof Splatterface is barking and growling
SOLAR CE’NEA: perception check 1d20+4=23
 GRUNDIG: grundig casts talk to animals and asks shadow what he sees handle animal 1d20 +7=14 as he looks towards where he is looking perception 1d20+12=17
DUNGEON MASTER: Splatterface growls in response.
 GRUNDIG: grundig makes a growling nois towards shadow
DUNGEON MASTER: Solar illuminates the roof of the townhouse opposite the heros', but observes no activity there.  The mists are fairly thick, and hiding in the nooks and crannies would be an easy task.
 GRUNDIG: grundig points in the direction of the roofs and says quick solar put your lights over there as fare as you ccan
SOLAR CE’NEA: Solar does as he is instructed
DUNGEON MASTER: Solar sends his lights out to the crest of the roof, illuminating the whole area as well as he might.  There is no sign of movement.
 GRUNDIG: grundig turns in to a giant bat and takes off towards the roof to wich solar is looking
 GRUNDIG: looking for any sighn of the threat.
SOLAR CE’NEA: Solar casts detect magic in the direction of the dogs barck scanning as much as the roof and uper wall of the house as he can to try and see if something registers
 GRUNDIG: perception 1d20+15=26
DUNGEON MASTER: Solar detects no magic.

Adrian takes flight over the rooftops, and out of sight of the others.
DUNGEON MASTER: Grundig!
 JOHAN D’ALMENTA: Johan stands there with his mouth open in surprise as Grundig changes form into a bat and flies off into the night. "What the fuck... is he a were creature?"
SOLAR CE’NEA: No My friend, he is a druid and has nature as his ally and can transform himself into animals
SOLAR CE’NEA: Solar calls out to the man and woman below in the street.  Can we help you, or are you both ok?
 JOHAN D’ALMENTA: Johan stands on the balcony trying to spot any movement that might betray what dangers lurk on the roof opposite their building.
DUNGEON MASTER: "Oy!  Bloody cut her up he did!"
SOLAR CE’NEA: Sorry?  What are you saying?
DUNGEON MASTER: "Ware!  There's a fellow with knives about!"
SOLAR CE’NEA: SLow down miss, tell me exactly what happened!
SOLAR CE’NEA: Mesodius, can you go down and look at this poor womans wounds
SOLAR CE’NEA: I will come down with you once I wake up Kendra to make sure she is safe and prepared for anything
 JOHAN D’ALMENTA: Mesodias grumbles at the inconvience of the situation, however if it means getting back to sleep he complies by retrieving his Rope of Climbing and commanding it to secure itself from the balcony to the ground below.
DUNGEON MASTER: Just at that moment, a huge fireball explodes about 100' away in the direction which Grundig flew.
SOLAR CE’NEA: Solar tries to discern what happened in the glare of the Fireball Percpetion  1d20+4=12
DUNGEON MASTER: Solar cannot see over the reach cap.
 GRUNDIG: ridge cap
DUNGEON MASTER: The rope secures itself as Mesodias commands.
 JOHAN D’ALMENTA: Mesodias climbs over the balcony ledge, moving quickly to ground level before rushing off towards the direction of the fireball, having forgotten about the injured woman in the streets.
Climb check: 1d20+3 = 15
SOLAR CE’NEA: Solar runs quickly to Kendra and wakes her up saying there are things afoot and nd then goes back to to climb down stairs to join the others
SOLAR CE’NEA: SOlar joins the others downstairs and recasts the dancing lights near them searching for safe passage in the mist
 JOHAN D’ALMENTA: Johan scales down the rope of climbing before commanding it to unfurl as he dashes off in the direction of the fireball. 
Climb check: 1d20+7 = 13
DUNGEON MASTER: Another flash of fire lights up the night.
DUNGEON MASTER: Mesodias and Johan rush off towards the fire, moving to within 60' of the fires lighting up the night above.

Solar makes it out the door in the same amount of time, leaving him within 120'.
DUNGEON MASTER: Johan and Mesodias arrive at the scene of the fireball to discover the roof midly ablaze, with no sign of Grundig or anything else.
DUNGEON MASTER: Solar is 60' away.
 JOHAN D’ALMENTA: Johan stands against the corner of the nearest building looking skyward for Grundig and whatever it was he was engaded with.
Perception check: 1d20+10 = 25
He looks behind at Mesodias and then back towards the rooftop now ablaze. "Looks like Grundig has been here having fun without us the bastard... where the hell is he now?"
DUNGEON MASTER: Solar arrives moments later, somewhat out of breath.
 GRUNDIG: grundig swoops down to where the others are standing and transforms back to his usual shape "quick get some water on that roof
 GRUNDIG: "
 JOHAN D’ALMENTA: Johan sigh out loud, "Troublesome fire bug! Really starting to get on my nerves! We can't let this poor sods house burn down..." Johan commands the Rope of Climbing to secure itself to the roof top before asking Mesodias to follow him to Create Water.
SOLAR CE’NEA: SOlar keeps and eye out for anything unusual (beyond buildings being on fire)
 GRUNDIG: sorry i was hopeing to stop it from getting away but it just opend a hloe in mid air and steped through
SOLAR CE’NEA: It, What was "IT"?
DUNGEON MASTER: Mesodias' create water spell suffices to extinguish the blaze, while Johan assists.  Meanwhile the others stay on the ground to discuss the night's events.
 GRUNDIG: i wasent shore but i have heard of storys in the airea baout a creature that scears ppl and then vanishes
DUNGEON MASTER: The fire is nearly put out, when the city watch and the fire brigade arrive with unforgiving looks on their faces.
 GRUNDIG: deplomicy check =1d20+2=4
 GRUNDIG: grundig looks to the city guard aproching with the firefighters cloce behind and waves at them quick up there get it out before it spreads.
 GRUNDIG: trying to play the inosant bystander
DUNGEON MASTER: The city watch posts a detachment to watch over the suspicious pair as scores of firemen scale ladders up to the rooftops, to discover Johan and Mesodias wiping sooot off their faces.
SOLAR CE’NEA: Solar says to the Firefighters, we have tried to put out what we can, you can see this and this (indicating where Johan and co have been working) has been dealt with you will need to look after these areas
SOLAR CE’NEA: Diplomacy 1d20+0=14
DUNGEON MASTER: After some convincing, the city watch agrees that the heroes were most likely not the source of the conflaglaration, and the party returns to bed somewhat wearied.
 JOHAN D’ALMENTA: Johan Knowledge (nature): 1d20+8 = 19
DUNGEON MASTER: Johan is out of his element on this one; he has to defer to Grundig's greater knowledge of things natural.
 JOHAN D’ALMENTA: Johan runs his hand through his hair as he racks his brain. "I can't remember ever hearing a story about something like this? Either way next time let's try and avoid setting fire to someone's house unless they deserve it."
 JOHAN D’ALMENTA: "If it disappeared with magic it will be impossible to track unless it is determined to show itself again. I'm content to finish my watch if the flying demon decides to let us sleep," says Johan.
DUNGEON MASTER: The party returns to their borrowed townhouse, where they finish the night's sleep uninerrupted.
DUNGEON MASTER: [End Game.]

Carrion Crown Session 33


Session 33
[START GAME]
DUNGEON MASTER: The party is standing in the dismal town of Morast, and hired the services of a young man named Bratzig.
DUNGEON MASTER: It is about 4:30 in the afternoon.  Sunset this time of year comes at about 6.
JOHAN D’ALMENTA: "Good sir as our first port of call could you show us to the bone yard. We would like to inspect it, the unfortunate place where the incident occurred," asks Johan.
DUNGEON MASTER: "The---ah, yes, fine sirs, straightaway," replies the man after a few startled blinks.  "Ah, right this way then, I've got just the craft for you folk to go piddlin' about the marsh in."

Bratzig leads the party down through the village to the shore of the nearest swamp-lake.  The craft proves to be a small run down corcacle, and after a bit of negotiation with a black-faced dour pair of boatmen, he procures a couple more for the heroes' use.
SOLAR CE’NEA: Perception check 1d20+4=15
DUNGEON MASTER: "Hop in, my travelers, and we'll be off!  Its just down yon rivulet!  It's, ah, not bein' used anymore, but I spose you already know all about that," he says with a knowing nod.
JOHAN D’ALMENTA: Johan Perception check: 1d20+9 = 24
Mesodias Perception check: 1d20+6 = 8
GRUNDIG: perception 1d20+11=30
DUNGEON MASTER: The party travels through the brown water, paddling quietly in a line after Bratzig's cortacle.  Their guide looks around a bit nervously as they move forward, but nothing disturbs the journey but for the sound of frogs and swamp birds.  At one point Grundig fancies he sees the water ripple off in the distance, but nothing dangerous emerges to menace them.
SOLAR CE’NEA: Solar asks "Mr Bratzig, if you don't mind me asking, what are you looking around for?"
DUNGEON MASTER: "Just bein' safe, you know," he says with a shrug.  "Tain't entirely safe out here.  The Dipplemere eats a lot of folk and they ain't seen again."
SOLAR CE’NEA: Lazne told us that everyone thought a camian got the golem originally, was it a particualr camian that still lives in the area?
SOLAR CE’NEA: Oh, has anyone dissapeared lately?
DUNGEON MASTER: Bratzig smiles wryly.  "It was a particular camian I don't doubt, but it don't happen to be one I'm familiar with.  Folk will dissappear now and then when they're out here--it just ain't safe, is all I'm sayin."
DUNGEON MASTER: Soon Bratzig whistles and points ahead to a tiny, miserable island that rises from the swamp, a tangle of trees covering its dour, reed-choked surface. Hundreds of fetishes hang from the trees—simple, roughly humanoid figures made of sticks and bound with twine. Larger fetishes are planted in the ground on various parts of the island, leaning drunkenly in the soft mud. A large nest built of sodden swamp wood sits high in the boughs of a trio of tangled trees on the northwest side of the isle.
DUNGEON MASTER: "There she is," he says in a hushed tone.  "Go ahead and do yer investigating, and I'll be ready when you're done."
SOLAR CE’NEA: SOlar looks for solid ground and ask Johan and Grundig where they think the safest path would be
JOHAN D’ALMENTA: Johan carefully climbs out of the boat, sloshing through the thick mud before finding himself more firm footings. "Let's see what we can find out."
Johan inspects the place first for any potential natural hazards, signs of crocodile tracks before starting the investigation.
Survival check: 1d20+11 = 20
Perception check (fresh tracks): 1d20+9 = 23
GRUNDIG: grundig survays the ground and steps from the craft and starts looking arround for anything that would seam unusual survival 1d20+11=28
JOHAN D’ALMENTA: Mesodias less gracefully slides out of the boat and finds himself a secure place to stand out of the way, keeping an eye on the waters edge for any encouters with the local inhabitants.
GRUNDIG: looking for fresh tracks nests of unusual animals
SOLAR CE’NEA: Perception check 1d20+4=17 Solar is looking around to see if any graves have been tampered with, tracks or signs of any kind, animal or human or otherwise, and if there is anything in the graveyard that should not be there
DUNGEON MASTER: The nest in the northern half of the island is notable for its size.  It sits about 20 feet up in the trees. Otherwise, the island appears to be undisturbed.

Solar discovers some 40 graves, each marked with a simple wooden fetish man.  He also discovers a small firepit with a waterskin (still half full of wine), the aged remnants of some trail rations, and a curious glass vial scattered on the ground nearby. The bottomof the vial contains a dried green substance.
SOLAR CE’NEA: SOlar tries to identify the green substance. knowledge arcana 1d20+13=27
GRUNDIG: grundig checks the fire to see if he can tell how long it has been sinc someone used it survival 1d20+11=15
SOLAR CE’NEA: guys there are some weird things here, why would someone have a campfire in the middle of a grave, can you guys also check around with your survival skills and percpetion.
DUNGEON MASTER: Solar decides that this is an alchemist’s darkvision extract.  It smells vague of carrots.
JOHAN D’ALMENTA: "This is most unusual. I can't fathom what has been going on here?" Johan scratches his head as he looks around for fresh crocodile foot prints.
DUNGEON MASTER: Grundig decides that this fire is about a year old.
SOLAR CE’NEA: Solar tries to remember if Golems have darkvison Knowledge check arcana 1d20+13=23
DUNGEON MASTER: As he continues to look, Johan discovers an odd thing: an old, half-rotted coracle hidden in the trees and brush along the southwest shore of the island.
DUNGEON MASTER: Solar decides that golems generally do posess darkvision.
JOHAN D’ALMENTA: Mesodias stands armed with his greatsword as the party move about inspecting the bone yard.
DUNGEON MASTER: Quite suddenly, a tremendous bestial roar shatters the silence of the swamp.
SOLAR CE’NEA: Solar upon hearing the roar, immediately pulls out his wand of mage armour and casts it on himself.  Heads up gentleman, it sounds like we have company, Solar then pulls out his crossbow
GRUNDIG: grundig looks arround form where it came from and prepairs for an attack by casting barkskin on himself
GRUNDIG: using extend spell
JOHAN D’ALMENTA: Johan arms himself with his longbow as he looks around for a sign of the beast that they have disturbed.
DUNGEON MASTER: The sound appears to have originated from the southwest.
DUNGEON MASTER:  Suddenly a beast appears over the trees, 200' to the south.  It has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its tail ends in long, sharp spikes.

[Initiative please.]
GRUNDIG: initiative 1d20+4=5
JOHAN D’ALMENTA: Johan Initiative check: 1d20+4 = 22
JOHAN D’ALMENTA: Mesodias Initative check: 1d20+4 = 18
SOLAR CE’NEA: Iniative 1d20+7=21
DUNGEON MASTER: [Order is: Johan, Solar, Mesodias, Manticore, Grundig.  The beast is currently about 200' to the south of the island.]
DUNGEON MASTER: The Manticore is also about 70' high.
JOHAN D’ALMENTA: Johan turns around and unleashes an rrow from his longbow at the beast as it approaches, obviously defending it's territory. (Rapid Shot)
To Hit (+4 Str MW Longbow): 1d20+7-2-2 = 21
Damage (+4 Str MW Longbow): 1d8+4 = 9
To Hit (+4 Str MW Longbow): 1d20+7-2-2 = 19
Damage (+4 Str MW Longbow): 1d8+4 = 8
DUNGEON MASTER: Both arrows strike true.  The beast roars in anger.
SOLAR CE’NEA: Solar tries to get closer to cover from the Manticore whilst also firing his crossbow at it
Crossbow 1d20+4= 18
damage 1d8=6
DUNGEON MASTER: Solar's bolt flies short of his target.
JOHAN D’ALMENTA: Mesodias released his greatsword for a moment as he summons Shield of Faith as he watches the flying beast approach. Mesodias grins with an evil sneer as he grits his teeth and waits in anticipation for battle.
DUNGEON MASTER: The manticore flies forward 50' and whips its tail, sending spikes flying toward Grundig and Mesodias.  Mesodias manages to duck as the things fly overhead, but Grundig is not so lucky and one hits him for 8 damage.
GRUNDIG: grund sees the flying lion spikes rain down arround him not ready for the attack he is luck not to get hit he steelshimself and casts produce flame and runs for the trees.
GRUNDIG: ranged touch att =1d20+2-2=16
GRUNDIG: dam=1d6+4=7
DUNGEON MASTER: The flame strikes the manticore.  A hiss arises as his fur catches fire.  His dark wings continue to beat over the water.
JOHAN D’ALMENTA: Johan fires off another volley of shots towards the manticore. (Rapid Shot)
To Hit (+4 Str MW Longbow): 1d20+7-2-2 = 17
Damage (+4 Str MW Longbow): 1d8+4 = 9
To Hit (+4 Str MW Longbow): 1d20+7-2-2 = 12
Damage (+4 Str MW Longbow): 1d8+4 = 12
DUNGEON MASTER: Both of Johan's arrows miss; one goes over the beast and another falls short.
SOLAR CE’NEA: Solar attacks once more with his crossbow
Crossbow 1d20+4 (-2)= 18
damage 1d8=6
DUNGEON MASTER: Solar's bolt strikes true.  The beast positively shrieks in pain; it sinks a little lower in the air.
JOHAN D’ALMENTA: Solar delays an action to cast a spell after the manitcore has moved closer this turn.
JOHAN D’ALMENTA: Mesodias delays an action to cast a spell after the manitcore has moved closer this turn.
DUNGEON MASTER: The manticore lashes its tail again and four spikes fly through the air at Mesodias, striking him for 14 damage.
JOHAN D’ALMENTA: Mesodias grasps his holy symbol that hangs around his neck and summons a greatsword made of force that appears in the air beside the manticore.
To Hit (spiritual weapon): 1d20+5 = 21
Damage (spiritual weapon): 1d8+2 = 4 (No DR)
Round: 1/4
DUNGEON MASTER: The beast is now 100' away from the southern tip of the island.
DUNGEON MASTER: The greatsword slashes the foul beast's hide.
GRUNDIG: grundig takes a steading breath from the run to the trees and throws another firey ball at the manticore. ranged att=1d20+2=18 dam=1d6+4=8+2 frop last round totle 10
DUNGEON MASTER: The beast's hide continues to burn.  It roars in pain and anger.
JOHAN D’ALMENTA: Johan readies another two arrows, firing as quickly as possible before the manticore closes. (Rapid Shot)
To Hit (+4 Str MW Longbow): 1d20+7-2 = 14
Damage (+4 Str MW Longbow): 1d8+4 = 11
To Hit (+4 Str MW Longbow): 1d20+7-2 = 24
Damage (+4 Str MW Longbow): 1d8+4 = 9
DUNGEON MASTER: Johan's first arrow falls short, but the second one strikes true.  The manticore shrieks in pain and begins to wheel away.
SOLAR CE’NEA: Solar attacks once more with his crossbow
Crossbow 1d20+4 (-2)= 18
damage 1d8=6
DUNGEON MASTER: The bolt strikes the beast.  For a moment it wavers in the sky; then, of a sudden, it plummets and crashes into the dark water, which slowly begins to turn red.

[End Rounds.]
SOLAR CE’NEA: And that gentlemen is how it is gone smile Solar
SOLAR CE’NEA: SOlar tries to remember if Manticores are solitary creatures 1d20+13=23
GRUNDIG: grundig smiels at solar and looks up at the nest from what iv heard these things like shiny things he says grinning from ear to ear
DUNGEON MASTER: Manticores certainly may be found with mates, or even as members of prides.
JOHAN D’ALMENTA: Johan regards his companions, "Not bad! Some nice shooting and fire ball throwing." Johan turns to call out to the boatmen. "Now don't you go anywhere. Your safer right here next to us you understand?"
SOLAR CE’NEA: If anyone is checking that nest be careful, as it may have had a mate.
JOHAN D’ALMENTA: Johan questions the boatsmen, "Who's manticore was that anyway?"
DUNGEON MASTER: Johan notes that Bratzig's boat is now some distance away--it appears he turned tail and paddled for his life as soon as he heard the first roar.
GRUNDIG: i think they both would have came out if there where two of them grundig checks the flame still burning in his hand to reashore himself.
GRUNDIG: grundig extinguish the flame in his hand and climbs up to the nest climb check
GRUNDIG: 1d20+0=16
SOLAR CE’NEA: Solar decides to leave the climing to the rugged types and says to Mesodius, how about you help me check out the shore line on this island to fnd tracks, drag marks or things hidden is reeds and the like while they others play woodsmen, Solar winks.
SOLAR CE’NEA: Percpetion check 1d20+4=20
JOHAN D’ALMENTA: "I bet we can find a few bodies out here with this thing around. Seriously no one has seen or heard that thing before?" Johan inspects the shore line for any hidden or concealed items/bodies.
Perception check: 1d20+9 = 23
DUNGEON MASTER: Grundig climbs the tree without so much as a rope of climbing to aid him.  In the nest, which appears to be of fairly recent construction, he discovers  the corpse of a dwarf traveler. The corpse wears a colorful patchwork coat with numerous pockets holding an oil of keen edge, a package of bodybalm, a silver hip f lask still containing expensive smelling brandy, and a crimson felt purse, which proves to contain containing 31 pp and 22 gp.
DUNGEON MASTER: While he is passing under the nest, Johan also disovers a fine looking short sword near the base of the tree.
GRUNDIG: grundig pockets the stuff for the moment untill he can show the others. he also takes the little finger of the dwaff as a trophy (for the battle)and puts it in his sack
DUNGEON MASTER: Taking a further look at the coracle, Johan notes that there is a dark reddish blotch at the bottom of the boat. The coracle contains an oar, a moldy leather travel bag with a damp artisan’s outfit (a shirt, breeches, shoes, and a cloth apron) inside, and a vile object—what appears to be a detached human face. In addition, a length of rope stretches from the boat into the waters below.
JOHAN D’ALMENTA: Johan shivers as he realises what it is he has found. He inspects the rope for traps before pulling on the rope.
Perception check (trap): 1d20+11 = 21
DUNGEON MASTER: Johan discovers no traps, and presently hauls the rope in.  At the end of the rope is a heavy bag, which has a blotchy dark red stain.
JOHAN D’ALMENTA: Mesodias uses one of his channeling healing bursts: 2d6 = 7 hp
2nd healing channel: 2d6 = 4 hp
JOHAN D’ALMENTA: "Damn it!" Johan curses out loud as he notices the bad. "This ain't no grave yard I have ever seen before." Johan opens the bag after taking a deep breath.
DUNGEON MASTER: The bag is very large, large enough to hold a human in fact.  The sackholds some rope, a gag, a rusted lantern, a trio of heavy knives, and a rusted shovel.
SOLAR CE’NEA: SOlar tries to piece all the information he has together Intelligence check 1d20+4=21
DUNGEON MASTER: The human face looks naggingly familiar--Solar can't shake the feeling that it resembles something he has seen before.
JOHAN D’ALMENTA: "Could this manticore have done all fo this? Collecting trophies... picking off townsfolk without any of them knowing?" Johan stands there looking around.
SOLAR CE’NEA: I'm sure they would have heard him
SOLAR CE’NEA: Solar checks all the items with detect magic
DUNGEON MASTER: The sword is non-magical, but Solar does discover a source of magic: a small white stick at the bottom of the tree.
SOLAR CE’NEA: SOlar concentrates on the stick and tries to determine what it is
DUNGEON MASTER: The stick is a wand of ghost sound.
DUNGEON MASTER: It has 22 charges.
JOHAN D’ALMENTA: Johan inspects the makeshift grave sites for any sign of disturbance or interest.
Perception check: 1d20+9 = 24
JOHAN D’ALMENTA: [Retrack]
SOLAR CE’NEA: SOlar aids grundig aid another and takes 20
GRUNDIG: grundig looks arround the graves for sighns of them being tampered with or desturbed takeing 20 on percepetio check
JOHAN D’ALMENTA: Johan takes twenty on his perception check to investigate the grave sites.
Perception check: 20+9 = 29 (31 vs humanoid)
GRUNDIG: peception =20+11=31
GRUNDIG: +2 for aid another =33
DUNGEON MASTER:  Johan identifies six graves in the boneyard that appear to have been tampered with, sagging into the ground as though they had collapsed from below, and leaving wide depressions in the muddy earth.
DUNGEON MASTER: The party members aiding Johan also discover a leather-bound casefilled with fine tools, made of silver with amethyst handles, buried in the undergrowth nearby.
DUNGEON MASTER: This last item is found in the proximity of the rotten coracle.
SOLAR CE’NEA: Solar tries to think what these might be knowledge 1d20+13=30
GRUNDIG: perception check 1d20+13 for seeing if he can identerfy the tools
GRUNDIG: perception=20+11=31
GRUNDIG: heal check =1d20+8=20
SOLAR CE’NEA: Solar does aid another for a heal check for grundig 1d20=11
SOLAR CE’NEA: SOlar does appraise 1d20+4=13
DUNGEON MASTER: These tools are a surgical instruments used by physicians and chirurgeons. The heroes also notice a small symbol on the handles depicting a raven.

Solar guesses that these instruments are worth between 100 and 1000 gp.
SOLAR CE’NEA: Solar tries to remember what the raven may mean Knowledge check local 1d20+13=31
DUNGEON MASTER: The raven appears to be a maker's stamp.  Perhaps if he were to ask around the local city, the heroes could identify whose stamp this is.
SOLAR CE’NEA: SOlar suggests taking the cloths that are covered in blood so we might be able to find it later.
JOHAN D’ALMENTA: "I feel that whoever these tools belong too could have held responsibility for the deaths of the ten townsfolk. It could be possible to track who they belonged too by the markings," replies Johan.
SOLAR CE’NEA: SOlar suggests to his companions that there is something bigger going on, the surgeon tools and the missing bodies from the graves and the 10 dead people suggests some body or body parts trafficing for some reason and the face suggests osmeone was trying to pretend to be someone else to be able to move around unnoticed.  He suggests going to their guide and saying they found the face near the manticores nest and what to know who it belongs to so they can alert the next of kin
DUNGEON MASTER: The party returns to their coracles and paddle back to Morast.  Bratzig is not far off; he is to be seen standing white-faced, engaging in animated conversation with a group of black-faced swampers, all of whom back off immediately when the heroes come into sight.
DUNGEON MASTER: "Wha-you made it out!  By ye gods and godlings!"
GRUNDIG: i think that the flask containing the alchemist stuff may prove that the vilagers attacked something in a beast form rather than being the golem.
SOLAR CE’NEA: I agree, the alchemist and the surgenon tools and the need for night vision all indicate some one mascarading as someoen else
JOHAN D’ALMENTA: Johan replies to the villagers, "You were lucky we were hear, that beast had quite a foul temper. That beast won't trouble you or the village again."
DUNGEON MASTER: The villagers are all standing some distance off, and they back off even further at Johan's remarks.
SOLAR CE’NEA: Yes thank you for letting us know he was coming....perhaps you can redeem yourself, we found the face of this man near the manticores lair.  Could you tell us who it is and we will alert the poor next of kin to their loss
DUNGEON MASTER: "Yes... w-while he just appeared out of the mists didn't he? What was a person sposed to do but paddle?  H-him?  That's Nan Klebem!  H-he's a poacher... who used to visit Morast about every new moon...  but he hasn't been by in about a year..."
SOLAR CE’NEA: You say he was a poacher, before he left was he doing anything that seemed strange?
SOLAR CE’NEA: Out of character?
DUNGEON MASTER: "While, strange, sure, but not unlike himself."
SOLAR CE’NEA: Do you know where he came from?
SOLAR CE’NEA: Where he normally lives?
DUNGEON MASTER: "Can't say as I do.  Hereabouts somewhere.  Folk live where they can, get by how they can. That's how things is out here, you understand?"
SOLAR CE’NEA: Well thank you for your assistance, again we are sorry for your losses.  We shall leave you now.  Good day!
DUNGEON MASTER: Their business done, the party turns back down the trail leading from the dismal hamelt of Morast back to the thriving metropolis of Lepidstadt.

[The party gains xp for making the following deductions:
someone stole six bodies from the boneyard (1,200 XP).
the blood caiman attack should have left scars, but the Beast has none (1,200 XP).
as a f lesh golem, the Beast has darkvision, so it would not need an extract of darkvision (1,200 XP).
the face in the coracle is similar to the skin left in Ravengro's temple (1,200 XP).
the face in the coracle, little more than a ragged mask, is the face of Nan Klebem(1,200 XP).
Additionally, the party gains 400 xp each for defeating the Manticore.]

Carrion Crown Session 32


Session 32
[GAME STARTS HERE]
DUNGEON MASTER: It is about 1 in the afternoon on the day before the trial.
GRUNDIG: grundig speaks up "i think we should go see the barister and find out more about the charges the beast is faceing
JOHAN D’ALMENTA: Johan agrees to Grundig, "Sounds like a  good place to start. I'm interested to see who will be giving evidence during the day of the trial."
SOLAR CE’NEA: Solar pipes in and says I specifically would like to see how the victims of these crimes died
DUNGEON MASTER: The heroes march right back up the steps to the barrister's office, where Gustav Kaple sits at his desk shuffling papers.
DUNGEON MASTER: "You have signed up?"
JOHAN D’ALMENTA: Johan replies to the Barrister, "We signed up, questioned The Beast, pissed off a bunch of guards who want to see him burn and thought it wise to review the evidence against The Beast."
SOLAR CE’NEA: We would like to look at the case notes against the beast, do you also have a drawing of the beast so we can show it to people
JOHAN D’ALMENTA: Mesodias quickly sketches a crude picture of The Beast with a large arrow stating "Flesh Golem" with his chalk and board.
DUNGEON MASTER: "I am not aware of any drawing that does this ... my client justice," he replies, after inspecting the heroes' certificates.  "The evidence of his crimes at Morast is provided courtesy of Lazne, the Elder of the village.  He is staying at the... ahem... Whore and Bottle, down on the waterfront.  He is to be the star witness."
DUNGEON MASTER: "As near as I can tell, the beast killed several of the townsfolk over a period of several weeks before being ambushed by the townsoflk and chased off into the swamp, where he was allegedly done nearly to death by a Caimen."
JOHAN D’ALMENTA: "The Beast claimed he did not kill Ellsa, he said something that a ghost or wraith claimed her life and he simply found her like that and brought her body back to town. If this is true her body would not have been physically harmed, in other words it would have been obvious if she died by The Beasts hands. Would the evidence paperwork include facts like this we could confirm before the case," enquires Johan.
DUNGEON MASTER: "Ellsa was a victim of the Beast's alleged crimes at Hergstag.  The evidence for that will be presented in two days' time and has no bearing on the incident at Morast."
GRUNDIG: so it would seam that the best corse of action is to talk to Lazne to start with and go for there
SOLAR CE’NEA: I agree, We need to look at each one seperately, he may have done one of them but controled like we believe he was in the University
SOLAR CE’NEA: Gentelmen as we go, is there osmething we could get and bring lazne to "warm him up" to talking to us?
JOHAN D’ALMENTA: Johan replies, "I have a jar of preserved garlic cloves I have no use for."
SOLAR CE’NEA: That might do!
DUNGEON MASTER: The party asks a few other questions regarding the minuta of the case, then takes Grundig's advice and heads down to the Whore and Bottle.  They discover Lazne at the head of table surrounded by admiring townsfolk listening to his story.  Empty bottles litter the table, stacked into veritable mountain near Lazne's seat.
SOLAR CE’NEA: Solar realises that the old man is likely to talk more to a ranger than a scholar and tries to aid Johan aid another -diplomacy 1d20+0=15
GRUNDIG: aide another 1d20+2=22
JOHAN D’ALMENTA: Johan approaches the bar before resting on one elbow against the bar before ordering a few more drinks for Lazne. "Evening barkeeper, may I order a few more of what they are drinking?" Johan indicates with a nod towards the table of townsfolk listening to Lazne's story.
DUNGEON MASTER: Lazne is a grizzled,middle-aged man with dirty gray hair and skin the color of swamp mud.

"An'then we set on him, we did!  Not like city folk, us--we went at 'im proper with all we had, and by Calistra's teat we nearly done 'im in.  But he ran off, that blighted beast did, right into the swamp.   But that wasn't the end!  Oh no!"

He stops and takes a long swig of beer while peering around for dramatic effect.
DUNGEON MASTER: "We was all of us ready to set off after him through the mud, like the true folk o' the swamp we be.  But just a'fore we could set out, one o our lads screamed out.  'A Caimen,' said he, and  a Caimen there was.  Tore into the beast like I an't never seen in my whole life.  Bloodied him good, all over his leg."
DUNGEON MASTER: "An that was the last any o' us saw of the thing.  He was screaming into the deeper part o' the swamp an we had him all took for dead.  But now I come to this here city to finish the job," he says with a grin.
DUNGEON MASTER: The group cheers and pats the old man on the back, and orders him another round.
DUNGEON MASTER: The barkeep nods and absently pours Johan's drink.  He rolls his eyes at the old man's story--judging by his demeanor, this is not the first time he's heard it told.
JOHAN D’ALMENTA: Johan pays the barkeep a handful of silver pieces for the mugs of ale before handing out the drinks to his companions and offering one to Lazne. He takes a seat at the table as he listens to the old man's story.
Sense Motive (deception): 1d20+6 = 18
DUNGEON MASTER: Johan spots nothing suspicious in the man's demeanor--however, he certainly does seem to be enjoying the telling of his tale.
DUNGEON MASTER: Lazne accepts Johan's offered drink with a mere nod, setting it in line behind the four others he's already got waiting to drink.
DUNGEON MASTER: Lazne has a stash of foul-smelling swamp reed in a bowl beside him.  Occasionally he puts a handful into his mouth and chews medititavely, before spitting it back out.
GRUNDIG: knolage nature as to what swamp weed may aid in healing 1d20+9=28
DUNGEON MASTER: Grundig knows that this reed called Halebriar--a nasty smelling plant that grows in the more tepid sections of the swamps.  It can be shredded into a chewable product that has a mild naracotic effect, although it remains an acquired taste at best.
JOHAN D’ALMENTA: Johan gets comfortable in the seat before taking a mouthful of refreshing ale. "Terrible business what happened at Morast, breaks the heart to hear it." He shakes his head slightly at the thought of innocent towns folk dying. "I hope for their sake The Beast didn't toy with them and they passed quickly?" Johan tries to prise more details from the man about the circumstances without giving away his true intensions.
JOHAN D’ALMENTA: Diplomacy check: 1d20+4+2+2 = 19
DUNGEON MASTER: Lazne nods absently at Johan's remarks.  "They was all quick killed, so far as we can tell.  We had to act, an'so we did.  Laid us an ambush.  We folk take matters into our own hands--gotta, ya see, that's how it is out there."
JOHAN D’ALMENTA: Johan nods in agreement at Lazne's words, "I understand what you mean, Gorum respects those who stand up and do what is needed. If you don't mind me asking how did the towns folk pass? Is it true this all happened over a period of time and not in one night?"
DUNGEON MASTER: "Yeah it's true.  Night after night we had our folk done in, an all that was left of em was blood and that accursed beast's tracks."
DUNGEON MASTER: Lazne takes another long swig of ale and lets the stuff dribble down his stubby beard.
SOLAR CE’NEA: So you were never able to get the bodies back, did the bastard take the bodies and hide them?
DUNGEON MASTER: "The bodies?"  Lazne squints his eyes at Solar as if just now noticing him.  "They was gone from the place, every time.  Now I haven't met you, have I/  You city folk look all the same to me, you know that!  Ha!"
SOLAR CE’NEA: Were there any other strnage goings on at the time?  I am just wondering what hapened to the bodies, it would be good for you all to be able to put them to rest properly
DUNGEON MASTER: "Now what kind o' question would that be?  There's always strange goings on afood in the Dipplemere, but nothing in particular springs to mind."
GRUNDIG: was that the end of the killens when you almost killed the beast or did he come back for more later on? deplomacy 1d20+1=21
DUNGEON MASTER: "Why o'course it was!  After a whopping like that, would you come back little feller?  He left and we'd done thought he was dead."
SOLAR CE’NEA: How did you take him on?  tell us that tale
DUNGEON MASTER: "Ah!" he says with a toothy smile.  "That's a tale!  We set a trap for it in our bone yard--it was always coming for folk at dusk when they was all alone on the nether parts o town.  So we set one of our women to putter about in our boneyard at dusk, and we was all around in the bushes, ready with torches an the like.  So up comes the beast out of the water and we laid into him.  And off he flees, cursin' to make the worst whore blush.  But not before he bled all over our graves, an we stopped usin' the place on account o' the defilement.  I'll take another drink," he says pointedly to no one in particular.
SOLAR CE’NEA: Solar looks into his mind and tries to remember if a construct is capable of bleeding
SOLAR CE’NEA: Knowledge arcana 1d20+13=25
DUNGEON MASTER: Solar knows that constructs are not usually capable of bleeding, though that will depend on the specifics of their construction.
JOHAN D’ALMENTA: Sense Motive (deceiption): 1d20+6 = 20
GRUNDIG: can you tell us about the foke that where taken? those poor soles.
JOHAN D’ALMENTA: Johan observes Lazne for any deception after this last statement about him seeing The Beast in the flesh.
SOLAR CE’NEA: Sorry what do you mean defilement, is that just becasue you can't bear to use the site or did his blood actually do anything?
DUNGEON MASTER: "Off into the swamp, most likely, t'be treated to the worst depravities the mind can wonder up!  You are inquisitive for a short feller, y'know that?"
DUNGEON MASTER: Lazne stops talking and coughs pointedly at his empty glasses.
SOLAR CE’NEA: Solar Diplomacy 1d20+0=18
GRUNDIG: grundig walks to the bar and buys another round of drinks and brings them back to the table.
DUNGEON MASTER: "Thank'ya kindly, feller!" he says.  "Neither I nor the others liked that thing bleeden on the graves o'our people.  Curses em like as not, and better t'be safe than sorry where such things are concerned.  So we moved on t'another spot.
GRUNDIG: sorry Lazne i ment what where they like who where they? grundig asks sitting the tray of drinks in forn of him
DUNGEON MASTER: "All kinds of folk.  Trappers n' fishers and tinkerers and the like--all the sorts of people liable to be out by themselves come nightfall."
JOHAN D’ALMENTA: Sense Motive (deceiption): 1d20+6 = 20
DUNGEON MASTER: Johan sees no signs of nervousness or duplicity.
JOHAN D’ALMENTA: Johan finishes the last of his drink, looking to the bar considering buying another round. "Did anyone catch The Beast in the middle of the terrible acts of voilence?"
DUNGEON MASTER: Lazne looks sharply at Johan.  "What kind'o question would that be?  That's why we're here, ain't it?"
SOLAR CE’NEA: I was just curious how he did it, may be important if he makes a fuss today to protect ourselves from him
JOHAN D’ALMENTA: "Aye it is, Gorum give us strength. I just hate cowards who sneak around and pick off townsfolk. There is no honour in such things. If you want to pick a fight you do it, face to face. It just doesn't sound right this Beast sneaking around at night doing this and that if you know what I mean."
DUNGEON MASTER: "I reckon it used its hands--have you see the thing? Big enough to knock down a dragon!  Damn straight it's not right!  But we'll make her right soon enough," he says with a nod of his head.
SOLAR CE’NEA: oooh so you didn't see what fighting style he had.
SOLAR CE’NEA: diplomacy 1d20+0=20
DUNGEON MASTER: Lazne glares at Solar, but his drink seems to have got the better of him.  "Ha!  We saw enough of its *style* when we chased it off.  It's *style* is to beat the livin' tar out of the weakest person it can fined, then run off when it has to take on some folk that are properly ready.  That's what its *style* is!  Tell you what, I have you pegged for a beast-lover myself, though so long as you keep buyin my drinks I an't gonna hold it against ya none."
JOHAN D’ALMENTA: "It is a shame none of the town watch heard anything or saw a sign of struggle when the beast came into the town from the swamp. If only there was a curfew or people couldn't move about alone at night. If only they had caught him in the act before it went on so long."
SOLAR CE’NEA: What made you think the Caiman got the beast?
GRUNDIG: did you ever try to catch that big caimen that attacked him.
DUNGEON MASTER: Lazne turns his red faced glare at Johan.  "Oy!  I reckon you're all a lot of  Beast lovers.  Dim as the twilight y'are.  As if a curfew would'a saved us from that thing!  Now be gone with you, 'less you want to see how a man o'the Lippermere treats those who disrespect him!"
DUNGEON MASTER: The old man's shouting carries over the ambient noise in the bar, and folk are turning to look at the heroes.
JOHAN D’ALMENTA: "It appears I have insulted you where I meant you no disrespect. I must apologise if I came across like that." Johan stands and leaves the tavern to avoid further troubles. He waits just outside within ear shot for any sign of trouble.
GRUNDIG: grundig  follows out the door after making his appolagys
SOLAR CE’NEA: sorry you see it that way friend, I thought you and your fellow villigers were very brave of characther to do what you did and i admire you all for standing to togther, but I will wish you a good day
DUNGEON MASTER: The old man spits out a clump of weed and glares at the heroes.

The party gets up to leave, and the old man grumbles for a bit but soon turns to re-telling his tale to a new audience.
JOHAN D’ALMENTA: Johan asks his companions, "So what did you guys want to do now?"
DUNGEON MASTER: It is now 2:30 in the afternoon.
GRUNDIG: we could go to the town and have a look arround and see if we can finde something that may help us
SOLAR CE’NEA: I think we need to travel to the Morast
SOLAR CE’NEA: IT seems great minds think alike my friend.  I suggest we get transport immeditely
GRUNDIG: and prehaps buy some horses to get there as fast as possible
GRUNDIG: Grundig buys a pony (combat trained) a riding saddle and 2 saddle bags. Total 59 gp
JOHAN D’ALMENTA: "That would be faster and more practical than taking the carriage," replies Johan.
SOLAR CE’NEA: SOlar purchaes a combat trianed war hourse with saddle and two saddle bags
JOHAN D’ALMENTA: Johan and Mesodias purchase a light combat trained horse with riding saddles and bit for the journey to Morast.
GRUNDIG: grundig buys a bit and bridle 2gp
DUNGEON MASTER: The heroes set out in the afternoon.  The party atmosphere is returning to the city streets--on corners and in the parks men can be seen hoisting tankards in the spirit of the contuing festivities celebrating the Beast's capture.
DUNGEON MASTER: The journey east to Morast takes about two hours.  The rood soon branches into a muddy path that winds through the swamp.  Soon the miserable wattle-and-daub huts of the village materialize out of the autumn mist.
DUNGEON MASTER: Black-faced swampers and ill-mannered, loutish looks greet the heroes as they approach.
DUNGEON MASTER: [It is about 4:30 in the afternoon.  Sunset this time of year comes at about 6.]
GRUNDIG: first things first we should find a staable for our mounts
GRUNDIG: or atleast somewhere safe to keep them
DUNGEON MASTER: Grundig discerns that there are no stables in this town; neither are there any barns likely to hold even one of their beasts.
DUNGEON MASTER: As the heroes tarry on the outskirts, a lanky, straw-headed fellow comes out with a wide grin that isn't the sort usually associated with friendliness. 

"Now what a fine day for a walk in the Dipplemere, it is!  Welcome to Morast! How do you suppose I can help you folk?"
SOLAR CE’NEA: Solar knowledge local 1d20+13=32
DUNGEON MASTER: Knowledge check result: The swampers of Morast are a curious group. Local rumor claims that somewhere in their somewhat inbred ancestry, they mingled with strange swamp creatures, tainting their blood and marking them with queer countenances. No one
knows how or why, but the people of Morast have legendary constitutions—sickness is rare among the swampers, and the villagers live long, healthy lives. While admired for this fact, they are also shunned for their strange appearance.
JOHAN D’ALMENTA: Johan greets the man as he approaches them, "Why yes it is a fine day indeed. I was hoping we could have a moment or two of your time? You see we were sent to gather information to support Lazne's evidence against The Beast. So we are here on business not pleasure and we need your support as time is of the essence." Diplomacy check: 1d20+4 = 13
Bluff check: 1d20+2 = 21
DUNGEON MASTER: The man brightens considerably.  "Lazne sent you, did he?  Well I'm blessed!  How can this humble village lad be of service?"
JOHAN D’ALMENTA: "To be perfectly forward with you we need to cover all the bases as you could put it. It would be a great service if we could visit the sites where the unfortunate events happened and speak to anyone who has knowledge of this. We promise to be careful with such a sensitive thing," replies Johan. "Good man my name is Johan and this is Mesodias, Grundig and Solar."
DUNGEON MASTER: "Tell you what!  For a mere twenty gold, I'd be your man for the rest o' the day.  Boat you everywhere you care to go, an' introduce yourselves to whoever ya care to meet!"
JOHAN D’ALMENTA: "You sir are a gentlmen, you don't know how important this is to us." Johan pays the man twenty gold pieces upfront and offers his hand to seal the deal.
DUNGEON MASTER: The gangly man spits on his hand before shaking with Johan.  "The name's Bratzig!  Where'll you be goin' to first?"
GRUNDIG: can we head to the bone yard first?
DUNGEON MASTER: "Surely ya can!  Surely!  Come right down here to the boats and we'll be off..."
DUNGEON MASTER: [END GAME]