| GM Foxy |
You're asking the Crooked Kin and they gladly make room for you to join them in their wagons. It is not much room they can make, but it is for free and saves you the embarrassment of asking an university professor who wouldn't help you in that way. It also spares you to be reminded that Judge Daramid doesn't want to see you again before the trial is over. Or even longer.
| Brother Grergof Varsk |
Grergof heals everyone with channels/lay on Hands before bed. He then goes right to sleep and gets up at dawn again to says his morning prayers.
As the others wake up he asks:
Lets review, what evidence do we want to submit for today's trial?
| Brother Grergof Varsk |
| Brother Grergof Varsk |
I am not sure. Why don't we explain all that we found at Morast, the university and the boneyard to the Barrister and let him tell us what to do? I mean it is his job, he probably knows how to proceed.
| Barrister Gustav Kaple __ |
So the group thanks the Crooked Kin and moves on to the court. There they meet with Gustav Kaple. "Good Morning. I see you brought evidence." he tells surprised. "Let us get them registered then."
He leads them to the office where that is done. Every item gets a small label with a number tied to it and is written into the evidence list. Then he takes them to his own office where he explains: imagine it being stuttered and taking ten minutes. "The court rules are simple. Chief Justice Ambrose Khard will open the court. Then Otto Haigar will present the crime and his evidence and then one of you will be able to present evidence or comment on Haigar's. Also you get to ask the witness. You're not allowed to use magic in the court. And if you need some you have to get permission by the Chief Justice first. There is always The Holy Sister Of Justice there making sure this rule is followed. And the Herald of Court with the big sword to make sure the orders of court are followed. So who of you will present our case?"
| Brother Grergof Varsk |
Stam or I can present the case.
Can two people present the case together?
Im asking if we can aid another. Also Stam/Darius if you need to rest, I can do this alone today.
| Stam Truthfinder |
"I agree with Grergof, can we both do it? I am in need of some proper rest, maybe Grergof can do it today and when I am rested I can come and assist or take over?"
Stam had some sleep but his head is lolling a bit from not quite enough. Also his mask is tied to the black side of his robe and it could be dangerous, Stam is not quite sure yet.
| Darius Redgrave |
"Alright Grergof. Good luck and I'll be back as soon as I can." With that Darius heads off to get some rest and renew some of his powers.
| GM Foxy |
A significant crowd gathers around the Punishing Man at dawn, and a carnival atmosphere engulfs the courthouse. The clerks arrive early to prepare the courtroom and chambers. Other members of the court arrive as the time approaches 10:00 a.m. The three justices arrive in black coaches with several guards in attendance.
10:00 a.m.: The Trial of the Beast begins. A trio of guards 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.
10:10 a.m.: Opening of the Trial. 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.
10:30 a.m.: Opening Statements. Prosecutor Otto Heiger outlines his case. He alleges 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. Barrister Gustav Kaple then 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.
11:00 a.m.: Witnesses for the Prosecution. Otto first brings three locals from Morast, two young women and a man, to the stand. The trio describes events as they saw them 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.
12:30 p.m.: Witnesses for the Defense. Gustav calls Grergof Varsk and Stam Truthfinder to present any evidence they found in Morast.
| Brother Grergof Varsk |
Since I'm by myself, then I'm going to do what I can.
General Diplomacy roll for how well I speak at the trial: 1d20 + 10 ⇒ (17) + 10 = 27
Questions for the Witnesses for the Prosecution:
1) Each of these abductions were at night when it was hard to see, how clear a view of the creature did you personally have? (looking to establish that only general details could be observed due to it being dark.)
2) How did the creature you saw carry off the abducted townsfolk. (Looking to see if they say it used a large sack)
(Asking the following of Lazne)
3) What happened to the beast the final time that the beast was driven off. (Want to establish the story of the creature being eaten/bitten by the alligator.)
Perception to see if I notice bite marks on the beast: 1d20 + 4 ⇒ (18) + 4 = 22
4) Where did you understand the beast was living? (Want to get the boneyard introduced into the list of evidence)
GM Foxy Once I have the answers to those questions I'll introduce my evidence and spin my tale as needed to fit these answers.
| Stam Truthfinder |
Will Stam have gotten enough sleep to redo my spells?
Stam will drag himself into the court house, having cleaned up but not feeling quite as refreshed as he would like.
Stam leans over to Grergof, "You go first, I will watch the crowd, plus it will give me a bit of time to study.
| GM Foxy |
Lazne repeats the general description of the beast being large, and comprised of parts from different creatures.
He tells that he has no personal knowledge of how te beast transported the villagers but assumes it simply carried them away.
He relays the story of the beast being driven away, ending up on their old boneyard where it was attacked by a large blood caiman that grabbed the beast in the midst of it's body. And that they assumed the beast to be dead after that.
He has no knowledge of where the beast lived.
And the beast has no bite marks.
| Brother Grergof Varsk |
Ok presenting evidence:
Based off of the testimony of Lazne, Grergof requests that the Beast be examined to see if there are any Caiman teeth marks around his midsection.
Grergof will call Stam as a witness for the defense asking him to repeat the three things:
1) If Golems heal themselves - Based on his arcane knowlege I want to establish that the bite marks would not heal themselves
2) The thoughts of the Beast when questioned about the abductions in question. The beast protested that he was not there
3) What was found when the group explored the old boneyard. I want to get the evidence we found accepted as coming from the boneyard as well as the fact that the two villagers took us there and witnessed what we brought back.
4) Does a golem need to eat/drink To establish that the Golem does not need food or water
If I can establish those facts as evidence Gregof proposes the following:
1) Based off the evidence that the Creature's thoughts say he was not there & the creature has no bite marks, it's clear the creature was not there.
2) Based off the fact that there was a campsite with a fire and waterskin, Grergof proposes that someone else may have been at the boneyard. Given that the golem has no need to eat or drink, why have a fire and waterskin. (introduce the waterskin into evidence) I will also show the bloody sack (introduce that evidence) This person used Surgical tools (introduce them into evidence)
3) Then what did they see: In Response to Lazne's testimony that he saw a big shape made of body parts, Grergof introduces the mask found in the boneyard.
4) Gregrof will point out the fact that the campsite and boat were abandoned on the island, implying that whoever was there never made it back.
Finally Grergof will sum all this up with the following:
The only thing that fits all this evidence is:
Someone else was at the boneyard. This person dressed up like the beast to abduct people using the scack. When the person dressed up as the creature fled they were in fact eaten by the Caiman exactly as Lazne testified.
Given that the golem does not have teeth marks and can not heal as well as has no recollection of being there, that can only mean that the beast is not guilty of this crime. Rather it was someone else dressed up as the creature.
| Stam Truthfinder |
Diplomacy to Flesh Golems Healing themselves: 1d20 + 13 ⇒ (6) + 13 = 19
Diplomacy to beast being present in Morast: 1d20 + 13 ⇒ (15) + 13 = 28
Diplomacy to bringing in the two boatmen as witness' to items we brought back: 1d20 + 13 ⇒ (10) + 13 = 23
"Magic could have also been used to make someone appear like the beast, or to make illusions to look and appear as the beast."
| Brother Grergof Varsk |
Guess I have watched too much Law & Order. I rolled once for diplomacy and was assuming it covered all day as the situation never changed. Do you want me to roll per point? Not a big deal if you want me to.
| Brother Grergof Varsk |
Then I'll take 10 on all my rolls today. Giving me a 20 total for all the diplomacy rolls today. Grergof wants to get this guy free so he is trying to do a good job at it, which is what I believe take 10 was intended to model.
| Spugnoir2 |
| Brother Grergof Varsk |
You can't take 10? That's.... odd, we aren't in combat. But if need be:
No Caiman teeth Marks on the beast. Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18
Waterskin at campsite for golem that does not need to eat or drink: Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14
Bloody sack that shows camp site used by abductor Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19
Surgical tools that are too delicate for Beasts hands. Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20
Mask used as a disguise when abducting people - to pretend to be beast Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15
Campsite and boat abbondoned so user clearly dead - not alive like beast Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28
And as usual crappy rolls return, when it matters so I expect not a single thing I say today will matter in this kangaroo court.
Unfortuently the lack of sleep and last minute nature of the trial, in Addison the incompidence of the barrister has Grergof giving a sub par performance.
| GM Foxy |
2:00 p.m.: Court Recess. Chief Justice Khard brings the first day of the trial to a conclusion. As the Beast is led away, the crowd is baying, bringing their hatred to bear on anyone defending the Beast.
After the trial, Gustav Kaple suggests the group investigates the scene of the crime in Hergstag before tomorrow’s trial. Though he still has not much hope for the beast he tells them that they are doing a much better job at it than he is able to.
| Foxy Quickpaw |
Gustav Kaple points the group to the witnesses for tomorrows trial.
Three sisters named Garrow, Starle, and Flicht now own a small windmill
on the outskirts of Lepidstadt and are witnesses for the prosecution. All in their late forties, the three lived their entire lives in Hergstag. Each remembers the deaths. The village’s children vanished one by one, only to return as ghosts. Then one day the culprit was found—the Beast of Lepidstadt. It boldly walked into the village with one of the dead children, a girl named Ellsa. The witnesses all recall seeing the Beast laughing as it carried the child’s broken body. As soon as the locals saw the Beast, they set upon it with pitchforks, but try as they might they couldn’t catch it, and the Beast escaped into the swamp. The poor innocents it killed continued to haunt the village, and before long became too much for the locals, who soon abandoned the cursed village.
Hergstag
~~~~~~~~~~~~~
Now abandoned and overgrown, the village of Hergstag lies some 10 miles northwest of Lepidstadt. The farmland has fallen to ruin, and now even the well-trodden pathways around the area are hard to follow. (DC 15 Survival check). The crops have gone to seed and high corn grows everywhere, affecting visibility and providing concealment as light undergrowth.
| Brother Grergof Varsk |
OK just so I know is that a (Sense Motive & Intimidate) or Diplomacy check or is it Sense Motive & (Intimidate or Diplomacy) check?)
Grergof attempts to comfort the three women after their horrable experience.
Sense Motive: 1d20 + 5 ⇒ (12) + 5 = 17
Nope
Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19
Before he leaves he asks:
Just a few additional questions so we have all the info:
1) Before the abductions, did you or anyone from the town have any interactions with the Beast?
2) What can you tell us about the girl named Ellsa that the beast brought back?
3) Was there by chance any time around then a strange man who spoke strangely or in whispers around town?
Survival: 1d20 ⇒ 5
| GM Foxy |
It would have been sense motive to find out they don't tell everything. And then either diplomacy or intimidate to get them to spill the beans.
The answers are
1) No
2) She was dead
3) Not that I know.
On the map you arrive from the east. You stand at the bridge over the river and look over the village and the hill rising to the west.
| Stam Truthfinder |
diplomacy: 1d20 + 13 ⇒ (10) + 13 = 23
survival on the path: 1d20 + 1 ⇒ (1) + 1 = 2
Stam will sit down with the ladies, "Good day ladies, we are here to talk to you about the Beast of Lepidstadt and the attacks that took place here."
Stam will get out a paper and quill to write down the answers.
"Before we get to involved we are to tell you that have talked with the beast prior to coming here. The child that is claimed with him laughing at he stated and I quote "She was my friend and the bad man killed her"
will add more have to check back some pages though
| Brother Grergof Varsk |
I think they figured out we were defending the beast.
Everyone here seems to want to blame the beast for all their ills. I wonder if there is more to the story here.
He looks back at the mill for a moment before heading to the town.
There Grergof scans the town and starts to detect evil.
Remember to watch for ghosts
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
| Brother Grergof Varsk |
We move into town in the direction of the nearest building.
| Darius Redgrave |
"You picking up something on the corner Grergof? Cause I am. Any way we can get in here and flank whatever it is? I can sense that it's undead whatever it is." Darius says as he feels the weight of his sword in his hands.