Sic_Pixie
First Post
How not to put on a disguise
Dancing around Kat and Sayuri re the only ones to notice the sounds of battle still running downstairs; they look at each other and run back to the device and connect up to it again. Apparently the Beast is being attacked by something and they have little to no idea what it could be. (The device sends feelings not images) Pringle in desperation and risking his life to the rapidly diminishing duration on the flying Goat mounts up and heads down to see inside of the tower. To his surprise there is a four armed flesh golem inside which looks to have gone berserk and is attacking the Beast; the beast is giving as much as it received however he is sorely damaged by his assault upon the Aberrant Golem. It does not help either, that this golem is made from Gorillion parts and as such has four swipes with its clawed hands to the beasts two. The Beast is being worn down but Kat links in and grants him some healing through the device while Sayuri grants him the use of her flurry ability again. This is the deciding factor and the Gorillion Golem is soon reduced to a pile of twitching flesh and bone.
The group again does a mini dance and caper around for a few minutes before exploring the rest of the tower. The Beast gives everyone back breaking hugs and is very happy to see them all there; Grembor finds a trapdoor made of pure adamantine which he promptly gets his tools out to start removing this expensive object to take with him. They find the Count locked up in an adamantine Misery Doll in the top room which was where the Aberrant Golem was nesting. He is de-hydrated and malnourished but some healing and restorations added to some water and some rations he is feeling much better though not really up to walking around just yet.
The group is now aware of the twisted experiments Caromarc has been carrying out in his laboratory—the tragic existence of the Beast of Lepidstadt is only one among many. With his castle in ruins and his secrets revealed, Caromarc would prefer for his saviours to go on their way quickly and quietly—any gossip could have a devastating effect upon his reputation, and should the residents of Lepidstadt learn that he was responsible for the creation of the Beast, his position in Vieland would become very difficult indeed. Because of this, Caromarc offers the group 3,000gp as a reward to for freeing him and for having the courage to defend the Beast, and asks them to avenge the wrongs against him and the people of Lepidstadt by unmasking and thwarting the Whispering Way’s plot.
Caromarc is happy to tell the them what little he knows of the Whispering Way’s plot; they used the Bondslave Thrall (the device on the roof) to force the Beast to steal the Seasage Effigy (though he does not know why), and once they had it in hand, they immediately departed. Caromarc’s homunculus Waxwood overheard the cultists talking in hushed tones about the Shudderwood, the dark forest to the south and east, and Caromarc suspects that they may be heading for Ascanor Lodge, since that is the only island of civility in its deadly depths. Caromarc directs the party to the Silent Path, an ancient hunting trail through the Shudderwood, now little more than a memory marked in places by strange bone fetishes. Caromarc often used the trail himself when he was younger and had more energy to seek out rare plants and toxins, accessing the old trail about a mile downstream from Schloss Caromarc. If the whispering Way did go into the Shudderwood, this trail is most likely the path they took. The Beast thanks the group for defending it and being the only friends it has ever known, and sobs bitterly when they leave bestowing more of his energetic hugs upon the party.
Leaving Sayuri walks alongside the horses as her faithful steed was lost to the teeth and claws of the Troll hounds; they cautiously travel their way back to Lepidstadt and surprisingly find nothing blocking their progress. They enter into the city and the party notice several people giving Grembor suspicious glances; Grembor quickly dives into a small ally and dons his mustache disguise remembering too late that he has wanted posters all over the city. However a serious miscalculation has him using the guardhouse window’s reflection to don his masterful disguise; the amused guardsmen look on as he preens himself in the window’s reflection. His eyes refocus on the room beyond his now skillfully disguised exterior and he notices the room full of guardsmen who have taken a poster off the wall and are gathered around comparing the picture on this poster to the idiot donning his disguise right outside their window. Grembor grins and waves running to his horse and mounting up; kicking its sides in haste the horse leaps away and gallops up the street. If he had stopped for longer he would have heard the resounding sounds of a whole room of guardsmen breaking out into a chorus of howling laughter as they sit back down and discuss the idiosyncrasies of adventurers.
They make their hurried way to the Judges house where she is currently enjoying her dinner; she gestures them in and sits them at her table; smiling when she recognizes Grembor behind the waxed mustache. She informs Grembor that the charges against him had been dropped when she heard of them and he was Lepidstadt’s most wanted for all of 2 days before it was quashed. He should take precautions as many of the people involved did not find the situation quite so amusing.
After the party recount their exploits and gave tidings of what had happened Judge Daramid also personally congratulates them on their exploits, and tells them the fate of the Beast of Lepidstadt is no longer their concern. She informs the party that she will be contacting Caromarc to ensure the Beast never leaves his care again.
She adds that one final loose end about the Beast still exists however; the stolen Seasage Effigy, the very reason all this trouble began. Daramid confides to them that she is a member of the Esoteric Order of the Palatine Eye, a secret organization that, among other things, seeks to defend Ustalav from threats both within and without. Now that they know the Whispering Way was involved in the theft, the Order is greatly concerned with what the Whispering Way might be up to, as it is a death cult that reveres undeath as a means of transcendence, and has disturbing connections to the Whispering Tyrant, Tar-Baphon. If they are ready to pursue the Whispering Way on their own, Judge Daramid bluntly offers them a substantial reward to track down and investigate the cult. The party agrees and leaves to wash up and change before hitting the hay.
DM Note: Here pretty much ends the 2nd book of the 6 part Carrion Crown path. The party has a couple of days to buy and sell stuff while the Order sorts out payment for services rendered. The book details a cash advance for this but I personally find this adventure very low on magical items and as yet no real time in which to manufacture their own as it’s very much against the clock. They need to be quick obviously as the Whispering way has a head start but the party needs to re-supply and re-order its members.
The party hit 7th level here, Grembor officially takes Leadership and Pringle becomes his cohort. (Pringle is played by Ron’s son Chris who can only attend sporadically) Sayuri also takes Leadership and takes on a cohort of a 5th level Elven Fighter called Zordlan. She needs a meat shield to protect her sensitive skin. We also have another person joining the group which looks like it may get to 4 real players; an amazing achievement here.
Dancing around Kat and Sayuri re the only ones to notice the sounds of battle still running downstairs; they look at each other and run back to the device and connect up to it again. Apparently the Beast is being attacked by something and they have little to no idea what it could be. (The device sends feelings not images) Pringle in desperation and risking his life to the rapidly diminishing duration on the flying Goat mounts up and heads down to see inside of the tower. To his surprise there is a four armed flesh golem inside which looks to have gone berserk and is attacking the Beast; the beast is giving as much as it received however he is sorely damaged by his assault upon the Aberrant Golem. It does not help either, that this golem is made from Gorillion parts and as such has four swipes with its clawed hands to the beasts two. The Beast is being worn down but Kat links in and grants him some healing through the device while Sayuri grants him the use of her flurry ability again. This is the deciding factor and the Gorillion Golem is soon reduced to a pile of twitching flesh and bone.
The group again does a mini dance and caper around for a few minutes before exploring the rest of the tower. The Beast gives everyone back breaking hugs and is very happy to see them all there; Grembor finds a trapdoor made of pure adamantine which he promptly gets his tools out to start removing this expensive object to take with him. They find the Count locked up in an adamantine Misery Doll in the top room which was where the Aberrant Golem was nesting. He is de-hydrated and malnourished but some healing and restorations added to some water and some rations he is feeling much better though not really up to walking around just yet.
The group is now aware of the twisted experiments Caromarc has been carrying out in his laboratory—the tragic existence of the Beast of Lepidstadt is only one among many. With his castle in ruins and his secrets revealed, Caromarc would prefer for his saviours to go on their way quickly and quietly—any gossip could have a devastating effect upon his reputation, and should the residents of Lepidstadt learn that he was responsible for the creation of the Beast, his position in Vieland would become very difficult indeed. Because of this, Caromarc offers the group 3,000gp as a reward to for freeing him and for having the courage to defend the Beast, and asks them to avenge the wrongs against him and the people of Lepidstadt by unmasking and thwarting the Whispering Way’s plot.
Caromarc is happy to tell the them what little he knows of the Whispering Way’s plot; they used the Bondslave Thrall (the device on the roof) to force the Beast to steal the Seasage Effigy (though he does not know why), and once they had it in hand, they immediately departed. Caromarc’s homunculus Waxwood overheard the cultists talking in hushed tones about the Shudderwood, the dark forest to the south and east, and Caromarc suspects that they may be heading for Ascanor Lodge, since that is the only island of civility in its deadly depths. Caromarc directs the party to the Silent Path, an ancient hunting trail through the Shudderwood, now little more than a memory marked in places by strange bone fetishes. Caromarc often used the trail himself when he was younger and had more energy to seek out rare plants and toxins, accessing the old trail about a mile downstream from Schloss Caromarc. If the whispering Way did go into the Shudderwood, this trail is most likely the path they took. The Beast thanks the group for defending it and being the only friends it has ever known, and sobs bitterly when they leave bestowing more of his energetic hugs upon the party.
Leaving Sayuri walks alongside the horses as her faithful steed was lost to the teeth and claws of the Troll hounds; they cautiously travel their way back to Lepidstadt and surprisingly find nothing blocking their progress. They enter into the city and the party notice several people giving Grembor suspicious glances; Grembor quickly dives into a small ally and dons his mustache disguise remembering too late that he has wanted posters all over the city. However a serious miscalculation has him using the guardhouse window’s reflection to don his masterful disguise; the amused guardsmen look on as he preens himself in the window’s reflection. His eyes refocus on the room beyond his now skillfully disguised exterior and he notices the room full of guardsmen who have taken a poster off the wall and are gathered around comparing the picture on this poster to the idiot donning his disguise right outside their window. Grembor grins and waves running to his horse and mounting up; kicking its sides in haste the horse leaps away and gallops up the street. If he had stopped for longer he would have heard the resounding sounds of a whole room of guardsmen breaking out into a chorus of howling laughter as they sit back down and discuss the idiosyncrasies of adventurers.
They make their hurried way to the Judges house where she is currently enjoying her dinner; she gestures them in and sits them at her table; smiling when she recognizes Grembor behind the waxed mustache. She informs Grembor that the charges against him had been dropped when she heard of them and he was Lepidstadt’s most wanted for all of 2 days before it was quashed. He should take precautions as many of the people involved did not find the situation quite so amusing.
After the party recount their exploits and gave tidings of what had happened Judge Daramid also personally congratulates them on their exploits, and tells them the fate of the Beast of Lepidstadt is no longer their concern. She informs the party that she will be contacting Caromarc to ensure the Beast never leaves his care again.
She adds that one final loose end about the Beast still exists however; the stolen Seasage Effigy, the very reason all this trouble began. Daramid confides to them that she is a member of the Esoteric Order of the Palatine Eye, a secret organization that, among other things, seeks to defend Ustalav from threats both within and without. Now that they know the Whispering Way was involved in the theft, the Order is greatly concerned with what the Whispering Way might be up to, as it is a death cult that reveres undeath as a means of transcendence, and has disturbing connections to the Whispering Tyrant, Tar-Baphon. If they are ready to pursue the Whispering Way on their own, Judge Daramid bluntly offers them a substantial reward to track down and investigate the cult. The party agrees and leaves to wash up and change before hitting the hay.
DM Note: Here pretty much ends the 2nd book of the 6 part Carrion Crown path. The party has a couple of days to buy and sell stuff while the Order sorts out payment for services rendered. The book details a cash advance for this but I personally find this adventure very low on magical items and as yet no real time in which to manufacture their own as it’s very much against the clock. They need to be quick obviously as the Whispering way has a head start but the party needs to re-supply and re-order its members.
The party hit 7th level here, Grembor officially takes Leadership and Pringle becomes his cohort. (Pringle is played by Ron’s son Chris who can only attend sporadically) Sayuri also takes Leadership and takes on a cohort of a 5th level Elven Fighter called Zordlan. She needs a meat shield to protect her sensitive skin. We also have another person joining the group which looks like it may get to 4 real players; an amazing achievement here.