
Sister Zephra |

Knowledge Religion: 1d20 + 3 ⇒ (17) + 3 = 20
"By Pharasma, some of those bodies are undead abominations!" Zephra cries, even as she pulls back to the other side of the door. She draws her goddess's favored weapon and prepares to attack them when they get closer.

Creeden Nash |

Creeden unfurls his sling and fires a bullet at one of the moving zombies, hoping to draw it out.
sling: 1d20 + 9 ⇒ (12) + 9 = 21 for bludgeoning: 1d3 + 4 ⇒ (2) + 4 = 6
He'll then enter Crane Style as a swift action.

Daniel Penfold 357 |
Zephra you recognise the creature as a juju zombie. They have damage resistance against everything except magic and slashing weapons. They are immune to cold and electricity and to the magic missile spell and they have resistance to fire.
Creeden's bullet flies true and hits one of the creatures doing some minimal damage
zombie initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Creeden initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Zephra initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Jenn initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Timona initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Ortensia initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Creeden Nash |

Creeden set himself, but waits for the undead to approach, rather than enting the water.
Don't know how effective it will be to sock these guys. Looks like they've already been through worse.
Creeden delays until after the zombies.

Jenn Merwynne |

Move action to draw a plain dagger. Standard to throw it. Ouch... swing and a miss. GM, I am going to write something in, but only because I don't know how you handle fumbles, so amend as needed.
Dagger Throw: 1d20 + 8 ⇒ (1) + 8 = 9
Jenn slides a dagger from a belt sheath and goes to whip it around in a throw, but her grip is not true, and so she fumbles the blade, dropping it. "Gah, I hope that didn't land in someone's foot!"

Sister Zephra |

"Those are juju zombies, they are immune to lots of things like cold and electricity, and magic missiles, and resistant to fire! You have to slash at them with a magical weapon to really hurt them!" Zephra steps closer to one of the zombies and stabs at it with her blades, concentrating on invoking the magic of her goddess.
Zephra uses one use of her sacred weapon ability as a swift action, making both daggers +1 magical weapons. Are we flanking the zombies that came through the doorway? I'll assume we are.
Primary attack with +1 dagger: 1d20 + 10 ⇒ (15) + 10 = 25
Slashing magic damage: 1d8 + 3 ⇒ (8) + 3 = 11
Secondary attack with +1 dagger: 1d20 + 10 ⇒ (12) + 10 = 22
Slashing magic damage: 1d8 + 2 ⇒ (1) + 2 = 3

Creeden Nash |

"There you are!"
Creeden will come out of delay and attack with brawler's flurry, fighting defensively.
Flurry 1 (defensively): 1d20 + 7 ⇒ (11) + 7 = 18 forbludgeoning/magic: 1d6 + 4 ⇒ (5) + 4 = 9
Flurry 2 (defensively): 1d20 + 7 ⇒ (4) + 7 = 11 forbludgeoning/magic: 1d6 + 4 ⇒ (4) + 4 = 8
AC increases to 29.

Creeden Nash |

Creeden continues to strike out at the zombies, worried about his new companions, but impressed at how capable everyone is:
Flurry 1: 1d20 + 8 ⇒ (15) + 8 = 23 for B,magic: 1d6 + 5 ⇒ (2) + 5 = 7
Flurry 2: 1d20 + 8 ⇒ (11) + 8 = 19 for B,magic: 1d6 + 5 ⇒ (6) + 5 = 11
Attacking Defensively -2 attack
Inspire Courage: +1 attack, +1 damage
AC 29

Jenn Merwynne |
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Move action to draw dagger, and move (assuming she can) into a flanking position. Will roll SA dice in case, but if she can't flank, just ignore. Let me know if you want an Acro check for that, too.
Her favorite blade, Zacharias, slips out of the sheath with a sibilant rasp as Jenn slides around to flank one of the zombies. With a grunt, she rams it home, into a sweet spot. Sweet for me, anyway.
Zacharias: 1d20 + 9 ⇒ (19) + 9 = 28
Confirm: 1d20 + 9 ⇒ (15) + 9 = 24
Dmg: 2d4 + 10 ⇒ (3, 2) + 10 = 15
SA: 3d8 ⇒ (5, 3, 4) = 12

Sister Zephra |

Zephra sighs with satisfaction and switches to the other zombie. She mutters a spell under her breath while she attacks.
As a swift action, she casts divine favor on herself.
Primary attack with +1 dagger: 1d20 + 12 ⇒ (1) + 12 = 13
Slashing magic damage: 1d8 + 5 ⇒ (7) + 5 = 12
Secondary attack with +1 dagger: 1d20 + 12 ⇒ (6) + 12 = 18
Slashing magic damage: 1d8 + 4 ⇒ (2) + 4 = 6
Should I roll again to confirm the fumble? Not sure how that works.
Possible fumble: 1d20 + 12 ⇒ (11) + 12 = 23

Creeden Nash |

Creeden wipes his hands vigorously on his coat.
"Well, it looks like you gathered a fair bit of evidence. Do we head back to the judge now, or are there other things we need to discover first?"

Sister Zephra |

Zephra breathes a sigh of relief. "I will like the resting part very much," she says with a smile.

Daniel Penfold 357 |
Ok, you can rest up for the rest of the evening
The following day....
At 10 am the trial of the Beast begins. It is led into the court in shackles, the clerk of the court reading out the indictments. Judge Daramid and 2 other judges presiding.
The trial begins with the case for the prosecution. The state prosecutor Otto Heiger outlines the case for the prosecution.
This monstrosity is guilty of the wilful murder of 10 people in the village of Morast a year ago, as well as other crimes that will be described as the trial continues. I will call witnesses who will confirm that they saw the Beast attack the peaceful inhabitants of this small hamlet
Opening statement for the defence - over to you?

Timona |

[ooc]I don't know the exact words to say but perhaps Timona does, so I'll roll a diplomacy to spruce up her words.[/oo]
"People of the court and your honors, this beast is not guilty of any of these crimes and we have evidence that will prove its innocence."
Diplomacy: 1d20 + 14 ⇒ (17) + 14 = 31

Ortensia Obsidia Deepheavy |

It is as my compatriot says! The Beast on trial before is naught but a scapegoat for all the ills and crimes that have befallen the Ustalavan people. A boogeyman to pin upon their fears and hatred.
Ortensia,dressed in her finest attire and a lace veil with her hair pinned back in a sleek bob, assisted Timona as she addressed the court. This was,after all,a join effort. She motioned to the evidence they had taken from the Chymic Works with a flourish.
I'm sure you all know the pair of Vorkstag and Grine from the Chymic Works,yes? In Morstag, we investigated the presumed sightings of the Beast. We found several things that clearly proved it was not the culprit.
The bag of tools,for one.
We found that several bodies had been stolen from the village's burial ground. These tools, traced back to Vorkstag, as they were monogrammed and sold to him by a trader here in town. Those bodies,and many more besides, were found in the Chymic Works. We even found ledgers of sales in the deplorable trade of dead flesh further damning them!
Even moreso...these two used the Beast as a cover for their illicit activities. Using the skins of victims as disguises to perpetrate their crimes! Ortensia grimly gestured to the rolling cabinet of flayed flesh suits.

Daniel Penfold 357 |
Judge Daramid interjects before the prosecutor can start again
It is clear from the evidence that has been found by the Beast's defenders that Vorgstag and Grine were solely responsible for the crimes in Morast and that the Beast was used as a convenient scapegoat. As such I find the Beast not guilty of that crime. The trial will continue in 2 days for the crimes the Beast is accused of in Hergstag.
The trial is adjourned at this point, much to the dismay of the crowd
What next?

Creeden Nash |

"Any leads so far on these alleged crimes in Hergstag?"

Sister Zephra |

Zephra scrunches her forehead in thought. "Is that the place with the dead children, that the Beast told us about? He brought the dead child to the villagers, because he cared about her, right? If there's evil spirits afoot, we probably want to get there before nightfall."

Daniel Penfold 357 |
Ok, so we'll move things on to Hergstag (1st map on the maps link)
Abandoned and overgrown, the village of Hergstag lies 10 miles to the northwest of Lepidstadt. The farmland has fallen to ruin. The crops have gone to seed and high corn grows everywhere. The village's farmhouses have all been abandoned.

Jenn Merwynne |

"Unless anyone objects, I'll scout it out a bit."
Stealth: 1d20 + 12 ⇒ (1) + 12 = 13
Perception: 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24
So, Jenn marches off, thinking she's tiptoeing silently as can be, but really making as much noise as your average brass band... but does she see anything? Oh, and she was not going into houses without others, just checking out the main road, etc. for anything major.

Creeden Nash |

"What a desolate place. You said the beast was accused of killing children here? What happened to the rest of the villagers?"

Sister Zephra |

"Didn't the Beast say something about an evil spirit?" She nods blankly. "I can see why they abandoned it in that case."

Jenn Merwynne |

Jenn grabs a stick or a large rock of some kind to mark the spot where the trap is, but does not disable it.
She makes her way back to the others. "Apart from the bear trap I marked, everything looks clear to me. Wonder what they felt the need to trap, though? Ah, well. Whenever you're all ready." She idly flips Zacharias around in her hand.

Daniel Penfold 357 |
You think that the bear trap is large enough that it could capture or at least significantly injure something the size of the Beast. You can see from a distance that there is one house that appears to be in better condition than the others and a small whitewashed building that appears to be a chapel.

Creeden Nash |

"Perhaps there are some residents remaining here. Could they have some evidence that would exonerate the Beast?"
After seeing Jenn point out the bear trap, Creeden follows cautiously toward the intact buildings.

Creeden Nash |

I would head toward the house, unless other people feel strongly.

Jenn Merwynne |

Jenn moves up to the house alongside Creeden. Without a word, she takes a look at the door, inspecting it for surprises.
Perception: 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32