Poking Dead things With Sticks

Leaving Ravengro

Everyone be sure to pick up everything you will need for travel. You are leaving the safety of a warm bed and roof to 3-4 days on the road traveling the 100 miles from Ravengro to Lepidstadt.

Dangers to be wary of, orcs, wolves, bats, bandits and guard patrols around Tamrivena. It’s spring, month of Gozran cool and rainy weather. Dress appropriately and make sure you wear comfy boots!

XP on sheet from last book:10,827

On the road

Leaving Alteric behind to finish up transferring the Lorrimor property into storage and shipping items to Lepidstadt the party started out on the road leading to Lepidstadt. The journey has been fairly calm so far with the exception of a wild dire wolf being bold enough to try and attack the wagon hoping for an easy meal of horsemeat.

You are currently in the Village of Nathrus, just outside the walls of Tamrivena. After spending the night resting and being entertained by the Sczarni people you shall cross the second small river and be back on your way. If all goes well you should be in Courtaud, a small farming town, in Lozeri by dinner.

Good luck!

Today’s Date: Moonday the 20th day of Gozran, 4711

XP: 475

Szcarni and Freak Shows and Phase Spiders, OH MY!

Waking after spending the night in the Szcarni camp the party found that Jik was missing. After Jushyn made his usual impression with the Szcarni people, Usas proved that like the god Jik follows she gives 0 fucks and Niri redecorated the wagon and climbed every tree and wagon roof she could, he was located safe if not entirely in the same condition he had left in.

Travel on the road heading towards Courtaud was started a bit later than intended, arrival further delayed when the party came upon a group of side show performers, the Crooked Kin, who had one of their number wander off into a nearby bog and disappear for hours. Everyone agreed to aid them after Kaleb Hesse, the Crooked Kin’s albino ringmaster, spoke with them about the situation.

Jushyn and Nightstorm were able to track Aleece’s tracks although they lost sign of the missing pinhead after it appeared she entered the water at the bogs edge. Shortly after the trail ran dry everyone hear inhuman screams moving through the tall reeds, wary of the mobility issues of tromping through the swampy water they hugged the edge and unfortunately the fight came to them in the form of a hungry and very poisonous phase spider. After some clever maneuvers by the party and a good deal of patience everyone managed to survive and were able to lay the previous victims of the creature to rest as well as return the mangled corpse of Aleece to her kin and companions.

Kaleb was thankful and offered up a magical +1 dagger of Shapechanger Bane, no small token as the party is firmly in the lands of Lozeri and not terribly far from the infamous Shudderwood. He also asked the party to help accompany the troupe of performers as they make their way to Lepidstadt where the notorious Beast of Lepidstadt is rumored to have been finally caught and awaits trial there.

Good job! May the rest of the journey prove less interesting!

Today’s Date: Toilday the 21st day of Gozran, 4711

Welcome to Lepidstadt!

After a night spent in Courtaud, the party finally arrives in Lepidstadt. There is a circus type atmosphere as the city prepares for the trial of the Beast, the Punishing Man has already been erected outside the courthouse.

Return of the books to Dr. Montagnie Crowl led to the knowledge that the Beast of Lepidstadt was captured on the grounds. The group was able to investigate the area and were rewarded with a note to redeem for cash for returning an additional book that Dr. Crowl had lost previously.

Judge Embreth Daramid paid each of the group the 100 platinum as per the terms for finishing the last of the Professor’s wishes. She cut off any questions in reference to the Whispering Way with a warning about speaking of such things so freely, not knowing what they may bring down on themselves. The Judge asked that the group take it upon themselves to assist the Defense appointed to the Beast, as he was in over his head and she feared the possibility of a fair trial was all but impossible, in doing so she will pay out another 100 platinum after the trial, but warned she will disallow any involvement on her part if questioned as should the party.

After registering as volunteers for the defense with the court clerks you were introduced to Barrister Gustav Kapple. He gave you a brief rundown of what was to come in the next three days for the trial and then brought you to see what it was that you were working in defense of. The Beast itself.

At the current moment you are leaving the courthouse, heading to the Six Ravens to update Kendra and then leaving for Morast to speak with Lazne, one of the witnesses of the Beasts alleged murder of 10 people almost a year ago.

Good luck.

Todays Date:Wealday the 22nd of Gozran 4711

People of Lepidstadt:
Dr. Montagnie Crowl, head of antiquities department. Eccentric and forgetful. Waves his arms about enthusiasticly when he is speaking. Greying brown hair and brown eyes. Aged 50 or so years

Judge Embreth Daramid, Judge and probable member of the Esoteric Order of the Palatine Eye. Council member for the Palatine Council of Vieland. Grey hair worn in a tight bun, ice blue eyes. Aged about 60 or so years.

Picerious Dendromedia, aka Pi, Investigator of Lepidstadt, gnome, light blue hair with purple tips, light blue skin, violet eyes. Age unknown

Desmond Falviere, Investigator of Lepidstadt, Brown hair, grey blue eyes, thin white scar on left cheek just under the eye trailing off to almost his ear. Walks with a cane. Aged between 20 and 30 years of age.

Barrister Gustav Kapple, Barrister for the defense, thining brown hair when not dressed in his white powdered court wig, brown eyes, stutter when he is nervous. Aged about 40 or so years.

The Beast of Lepidstadt, construct (flesh golem), a grotesque mish mash of flesh collected and sewn together. Looks to stand between 7 and 8 feet tall, restrained currently with no less than 6 sets of mancles to a steel chair bolted to the floor in a cell.

The trial begins!

After a late night visit to the swamp village of Morast the party was able to start the investigation into the very first crime the Beast is being tried for, the murder and disappearance of 10 people a year ago.

After speaking with Lazne, the village elder of Morast, you were able to get a very basic desription of what he had seen of the creature that had been stalking his villagers, murdering them and dragging them off in the night. Although the being had similar height and size of the Beast, it was injured during the villagers attempt to trap and kill it and bled. Something you know a construct made of dead parts with no beating heart should not be capable of doing.

After renting enough boats to carry the lot of you up the river to the Boneyard, the last place the Beast was seen by Lazne and the Morast Villagers, you found 6 empty graves, a bloody bottomed boat, an old campsite with the remains of food, wine and the remnants of an alchemists extract of darkvision, a sack large enough to carry a medium sized humanoid deeply stained with blood that held a rusted shovel, a human face,a set of clothes and some heavy knives. Niri also managed to locate a very fine set of surgical tools bearing a makers mark of a raven in flight. The mark should be traceable.

Knowing constructs such as the accused have darkvision, it seems that whoever was lurking here was not in fact the beast but an alchemist of some sort.

In addition to the investigation the group was surpsrised to find they were not alone, a manticore had claimed the small island the Boneyard was located on as it’s nesting site since the people of Morast abandoned it after the being they chased off tainted it with it’s blood. The group was able to defeat the angry mother and although Jik attempted to free the young from death it was not of a viable age to survive outside of the comfort of it’s mother’s womb. Examination of the nest found the remains of a dwarf the manticore killed and brought to lunch on at her leisure.

Returning the boats to Lazne and showing him the disembodied face and clothing he was able to identify it as Nan Klebbum, an poacher that used to visit once a month before they ran the Beast off.

You managed to get back to Lepidstadt and get settled into the Inn of the Six Ravens by 3:30 am, trial starts at 10am sharp. Good luck!

Today’s Date: Oathday 23rd of Gozran 4711

Trial, day 1

Although the party did not get in until the wee hours of the morning the day started off well. Jushyn ,being the last to bed was the last to wake but while he rested Niri and Usas were able to track down the maker of the surgeons tools and trace them, sale by sale, to a Master Vorkstag of Vorkstag and Grine’s Chymic Works. Attempts to contact Vorkstag fell flat unfortunately, they don’t seem very social.

Presentation of evidence by Jik went amazingly well, although the public watching from the gallery above were vocal about their displeasure on the alleged crimes of the Beast they were mostly kept in line by the chief Justices threats to have them removed if they could not behave.

The interview with the three sisters from Hergstag brought a small bit of information, Karin, one of the six children the Beast is accused of murdering, died in her bed two days after the Beast had been chased out by the townsfolk. When questioned his facial response although looking as if smiling or laughing proved other wise, he was in pain but unable to shed tears.

The Beast, or Vincent as Jushyn insists on calling him, was able to give warning of a ghost that walks at night and steals children’s souls. His descriptive of bees and eyes didn’t spark any recognition to Jik as to what kind of undead but as the Bea…. as Vincent told the group he was incapable of stopping or fighting it, it seems likely it is incorporeal.

The group gathered together in the newly painted wagon and started on their way to Hergstag, armed with a rough map showing where the children had been in life and Vincent showed where he had been staying before being run out.

It looks as if it will be another long night, first Hergstag and then back to Lepidstadt to see if the Chymic Works is hiding something.

Good luck.

Today’s Date: Oathday 23rd of Gozran 4711, Evening
XP: 1625 (100 xp boost to level to be deducted from next weeks XP)

Hergstag. The investigation that will not die.


Not exactly how anyone could have envisioned it. Abandoned, run down, taken over by unruly crops, seeping bogs with quicksand and roaches. The darkness deepens in some areas as you find what was left of the murdered children, undead mockeries that are still intent on finding someone to play with.

The sisters you spoke to seemed to have forgotten to warn you about a last security measure the town folk had put in place, a scattering of bear traps, ready to catch an unwary foot. The children remember though, and have been trying to lure their new playmates into them so they can keep them there just a little bit longer.

The night is long and tedious. Stumble through brush, disarm traps, destroy tiny undead monsters, repeat, repeat, repeat.

This is NOT what you signed up for.

So far you were able to locate a book of poetry in a burned out abandoned building, in addition to this you found Karin’s house which seems to be boarded up.

Hopefully this is worth it all in the end.

Today’s Date: Oathday 23rd of Gozran 4711, Late, Late Evening
XP: 3800

B&E at V&G

Hergstag rests. The group was able to find and defeat all six wraith children and the full wraith that had created them. You have managed to find some good evidence that the Beast had done little but be in the wrong place at the wrong time, how the court views it later on only time will tell.

After a few mishaps and recovery of the children’s corpses, you started a less than legal investigation into the mysteries uncovered with the Chymists Vorkstag and Grine. So far you have found that the guard dog was not meant just for looks.

What else awaits inside?

Fireday 24th of Gozran 4711, wee hours of the morning
XP: 2,500

In error I misread how heal with the Spelless Ranger works. I also missed the fine print under ACTIONS on the Heal skill itself.
Treating Deadly Wounds heals 1 point per level of the creature, Spelless Rangers add an additional 1d6 to this. UNFORTUNATELY doing this takes 1 HOUR of work. As such I had to remove the 7 HP that Nightstorm recieved from this. The previous mistake the session before on Usas is negated as the Priest healed and channeled all over and the little bit of healing she recieved from this would have been taken care of from that. She will be eligible still for the Ranger, or someone else, to use this skill in this manner at some point within this 24 hour stretch as it couldn’t have happened in the time frame.

Better living through Alchemy.

The dog was a breath of fresh air compared to what was inside of the factory. The air was heavy with chemical fumes, causing all that did not have some sort of filter or mask to become nauseated from being exposed to it. The factory workers, Mongrelmen, deformed by nature had even more monstrous features having been badly scarred by the acid they worked with, only three of the eight seemed combative, and the group made easy work of them leaving the non-combative ones to their duties.

The cellar level explained some of what was going on, bodies and body parts were hidden in the area along with the means to sell and move them out of the hidden storage. After examining a cold storage area you all found yourselves faced with two Chymickal Zombies, undead caused by alchemical means rather than evil magics.

The noise of battle only went so long before rousing the interest of the proprietors upstairs, an assault from above rained down in the form of acid bombs and poisoned throwing axes from Vorkstag and Grine themselves, they seem to have found an interest in Nirinara, the catfolk rogue.

The battle has the party a bit worse for wear, resources are limited, Niri and Nasta are down, Jushyn’s bow was badly damaged in a stroke of ill fortune (Desna is not being kind to him tonight) but so far you are all alive, which can’t be said for Grine having been trapped in a web cast by Usas, beaten within an inch of his life and finally freeing himself badly wounded and bleeding to death making a last ditch attempt to escape climbing the vats only to be struck down by one of Jushyn’s arrows, falling and bursting into a blaze of blinding light, leaving naught but a pile of gear behind.

Vorkstag still stands. You have more work to do before bed.

Fireday 24th of Gozran 4711, wee hours of the morning
XP: Held until the end of battle.

Cat naps and Acrobats.

With Grine defeated the party fought on, Usas brought Niri up, Jik climbed his way to a daring rescue of Nasta, while Jushyn covered him with arrows stunning Vorkstag with a very lucky shot.

Vorkstag tried to make a hasty escape, finding himself outnumbered and injured, only to be blocked by a rather insane and acrobatic maneuver by Niri who lept the breach, landed behind the Alchemist, cutting him down as he tried to make a last minute desperation grab for a potion.

Quick acting Jik managed to stabilize the murderous Vorkstag who was quickly tied up and as soon as the group finished gathering information and clearing the building (and picking Niri up off the ground from an unplanned catnap) the authorities were notified of the situation and the criminal mastermind of at least a few of the murders attributed to the Beast was placed in custody of the city guards.

Kendra and Investigator Falviere were waiting for the group when they arrived back at the Six Ravens, Desmond mentioned having heard of the testimony the day before and handed over his initial report on the break in where the Beast was captured. Kendra gave the time pressed party Desna Star tea, allowing them to get a bit more out of less sleep.

Good job. Two more days of trial and maybe you can all do some sight seeing!

Fireday 24th of Gozran 4711, morning
Moon: New
XP: 3,200


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