
Zhiden Enack |

Zhiden stood with the others, silently rummaging through his pack. He brought out two pouches, one was clearly a tanglefoot bag, the other clinked and tingled in a way that implied that it was filled with caltrops. He held each bag up for the audience to see, and then moved his arms like a scale, as though trying to decide which to throw.

The_Ninja_DM |

Ringleader: will: 1d20 + 5 ⇒ (15) + 5 = 20
h crossbow: 1d20 + 4 ⇒ (2) + 4 = 6
The crowd looks a bit nervous about the group facing them but their leader manages to rally them temporarily, but when his shot goes wild 1d4 ⇒ 4 of them run away and the group falls back. This assault seems to have been repelled but after rounds: 1d4 ⇒ 2 another group of 10 charge out behind yet another crossbow-wielding brave fool.

Gkirkhan |

Gkirkhan takes hammer and sword in hand and moves in front of the next group. He raises the hammer high and brings it down on the cobbles in between him and the rioters.
Power Attack: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
Damage: 1d8 + 10 ⇒ (7) + 10 = 17
The crack of metal on stone echoes into the night. Gkirkhan slowly raises the hammer and points it at the leader.
"Take vun step, und dot..." He nods to the cracked cobble in the street, "is vot hyur head vill look like."
Intimidate: 1d20 + 12 ⇒ (11) + 12 = 23 Sigh, How come the guys with a +12 to Intimidate can't get more than 25 on the roll?

The_Ninja_DM |

vs hold person: 1d20 + 5 ⇒ (14) + 5 = 19
vs Intimidate: 1d20 + 5 ⇒ (10) + 5 = 15
1d4 ⇒ 4
The ringleader shakes off Vertielle's attempt to stop him, but Gkirkhan's display panics almost half of his group and they retreat in disorder, the leader following and cussing them out for cowards!
Wave 2 defeated; no injuries, no lives lost.
After a brief discussion, the much reduced group of attackers advances, shouting out their demands for the Beast as the leaders lay down a bit of cover fire.
This group consists of all those who haven't fled your challenges. The appear to have decided to burn the building in order to 'get' the Beast. Fortunately, the casters among you realize that they will not be able to do much damage to the outside of the stone building, though the interior wooded upper floors could be damaged IF they get those flasks through a window.
10 are carrying a battering ram
6 have torches
6 have vials of alchemist's fire
3 leaders have crossbows
They are about 50 feet away at the end of their first move.
Eva=1, Gkirkhan=2, Rova=3, Vertielle=4, Wood=5, Zhiden=6, Imrijka=7
Evangline Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Gkirkhan Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Rova Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Vertielle Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Wood Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Zhiden Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
leaders Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
rioters Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Imrijka Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Round 1:
Imrijka
Rova
Eva
Zhiden
Gkirkhan
Vertielle
Ringleaders
rioters
Wood
RL1 attack: 1d20 + 4 ⇒ (14) + 4 = 18 vs 1d7 ⇒ 7 for damage: 1d10 ⇒ 9
RL2 attack: 1d20 + 4 ⇒ (1) + 4 = 5 vs 1d7 ⇒ 1 for damage: 1d10 ⇒ 7
RL3 attack: 1d20 + 4 ⇒ (19) + 4 = 23 vs 1d7 ⇒ 3 for damage: 1d10 ⇒ 7

Wood the Wizard |

The wizard stands his ground, not happy with developments.
He gestures and a webbing engulfs the ringleader and his nearby henchmen/
Wood casts Web, DC17 Reflex
School conjuration (creation); Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (spider web)
Range medium (100 ft. + 10 ft./level)
Effect webs in a 20-ft.-radius spread
Duration 10 min./level (D)
Saving Throw Reflex negates; see text; Spell Resistance no
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.
Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
"Watch the fire, webs are very flammable. If a fire starts, I have a feeling it will burn you too."

Gkirkhan |

Gkirkhan grows to a towering height of 13 feet. He looks around for a second before rushing to block the group that's furthest ahead.
Intimidate: 1d20 + 12 + 4 ⇒ (10) + 12 + 4 = 26
He begins to laugh. The sound of it booms through the streets and is all the more menacing for his even larger size.
"HYU VANT TO FIGHT A MUNSTER? HERE HY AM!"
The big man grins at the ringleader, showing off the sharp tusks and a wicked glint in his eyes.

The_Ninja_DM |

Imrijka steps forward as well. "In the name of Pharasma, stop this assault! The Lady judges, as does the law!"
intimidate: 1d20 + 9 ⇒ (16) + 9 = 25
RL will: 1d20 + 5 ⇒ (15) + 5 = 20
1d4 ⇒ 1
Only one more attacker slinks off, as the leaders laugh, saying "So, we should listen to monsters defending another monster? I think not!"
Ref RL1: 1d20 + 1 ⇒ (13) + 1 = 14
Ref RL2: 1d20 + 1 ⇒ (4) + 1 = 5
Ref RL3: 1d20 + 1 ⇒ (13) + 1 = 14
Ref battering ram: 1d20 + 0 ⇒ (13) + 0 = 13
Ref flasks: 1d20 + 0 ⇒ (16) + 0 = 16
Round 2:
Imrijka
Rova
Eva
Zhiden
Gkirkhan
Vertielle
Ringleaders
rioters
Wood
The leaders, caught in Zhiden and Wood's entangling efforts, try to break free.
Ref RL1: 1d20 + 1 ⇒ (17) + 1 = 18
Ref RL2: 1d20 + 1 ⇒ (12) + 1 = 13
Ref RL3: 1d20 + 1 ⇒ (17) + 1 = 18
As does the group with the battering ram.
Ref: 1d20 + 0 ⇒ (20) + 0 = 20
The group with the battering ram succeeds, but takes no other move.

Rova |

"Okee, howzabout ya listen ta DIS!"
Rova stomps the ground hard, and seemingly with more force than you'd think, because the ground buckles and heaves beneath him, sending a shockwave along the ground towards the rioters.
Racial power: Stomp @ ML2; AE: 20' cone directed towards the rioters; Effect: REF-12 or knocked prone and takes 2d4 non-lethal damage.
Damage if no save: 2d4 ⇒ (4, 3) = 7

The_Ninja_DM |

Leader reflex: 1d20 + 1 ⇒ (19) + 1 = 20
ringleader will: 1d20 + 5 ⇒ (13) + 5 = 18
commoner reflex: 1d20 + 0 ⇒ (19) + 0 = 19
commoner will: 1d20 - 1 ⇒ (11) - 1 = 10
reflex battering ram group: 1d20 + 0 ⇒ (9) + 0 = 9
torch group: 1d4 ⇒ 1
flask group: 1d4 ⇒ 4
battering ram group: 1d4 ⇒ 4
10 with battering ram: 5 total have fled, the rest drop the ram: 5 left
6 with torches: 2 have fled: 4 left
6 have vials of alchemist's fire: 5 flee; 1 left
3 leaders are entangled
Wood: who are you directing your attack at?

Vertielle Siepar |

Vertielle cracks her whip and points the wand at a ringleader.
You're still here? COME ON, THEN!
Intimidate: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21
She gives wood a warning glance as he discharges a potentially lethal spell.

The_Ninja_DM |

Around this time, the local guards finally arrive, lead by one of the Pharasmin priests.
The remaining mob melts into the darkness, abandoning their weapons.
"Thank you for your service to this town and the law." says the priest, casting a meaningful look at the leader of the guard troop.
"And thank you for your restraint." he says with a slight smile as he looks around and notes no bodies.
"Go and get the rest you'll need before the final day of trial tomorrow. I believe there will be no further issues here. Imrijka, please assist these guardsmen in securing the courthouse until tomorrow."
The guardsmen do manage to look a bit embarrassed at their late arrival. The ones inside the courthouse just look angry at their compatriots.
You do get full xp for the mob, and a bonus for not killing any of them. ;)

The_Ninja_DM |

After a short night's rest, you find yourselves once more facing the bored clerk of the court, presenting the evidence you've acquired from Vorkstag and Grine's factory.
And, promptly at 10AM, the final day of the trial begins.
Chief Justice Karb stands and reminds the crowd of the penalties of violence, telling them that he WILL clear the entire court if they do not behave. He also warns them that mobs do not rule Lepidstadt, and should anyone threaten violence to any of the defense, he will have the person whipped out of town or hanged. He then turns the court over to the prosecution.
The chief prosecutor, Otto Heiger, details the arson attack on the hospital called Sanctuary on Karb Isle 4 months prior. He alleges that the Beast set fire to the building, murdering Dr Brada and his patients int he process and blinding the only survivor, the good doctor's loyal assistant Karl. He then calls Karl to the stand.
Karl testifies that the last image he saw before the fire took his sight was a shambling beast escaping the burning hospital while he (Karl) tried to save his beloved master. He states his firm belief that the creature, whom he describes in vague terms, was none other that the creature known as the Beast of Lepidstadt.
After he finishes, your employer of record, barrister Gustav Kapel rises and turns the questioning of Karl over to you, noting that new evidence has been discovered and placed before both the court and the town guard.

Rova |

"Uhh, okee, long day yesserday. Le's see w'at I kin remember. We went ta da sanitarium dey say da beast burned down, an' we found mosta da graves was empty, which issa link ta da swamp grave robbin'. We founda manifest fer t'ings bought from dat Vorstag and Grimes place, an' some alchemy t'ingies wid their marks onnit. So's we went dere an' found da bodies in da basement, an' raided da joint. Da Pharasma clerics should be done workin' dat t'ing over by now, so's we should get dem ta tell us w'at dey got outta 'im.
Di' we get dat guy's sight fixed? Iffn so, 'e can clear da Beast."

Vertielle Siepar |

The monster he saw was likely the skin we found that the creature was wearing. I wonder if we describe it, would he assent that it is in fact what he saw? We should double-check previous statements as well, against this new skin.

The_Ninja_DM |

Just a quick note: a donation of 490 gold to the Pharasmin church will be enough to have had a regeneration cast on Karl, so he can see to ID whatever it was he saw fleeing the Sanctuary. If you gave her the cons, Imrijka can have it done overnight while you rest. Are you going to? Once that's settled, who's presenting the evidence?

The_Ninja_DM |

Karl sits up and responds well to the prosecutor's questions; confirming his name, his occupation, and his presences at the fire that night. He verifies that is sight was restored by the Pharasmin church after a donation was made for him. He further states that the priestess did not tell him who made the donation. Unless you folks waited and insisted?
The Prosecutor then asks him to identify for the court, the creature he saw that night, as he points to the caged Beast. Karl looks carefully at the prisoner, squints, shakes his head in confusion (as if clearing something from his eyes) and says, cautiously "It could be. I mean, it was smokey and my eyesight was blurred due to the smoke and the injuries. It has to be, doesn't it? Who else could it have been?"
The Prosecutor smiles smugly and turns to look at the defense table. "I rest my case. Does the defense wish to question my witness?"
Your team is up.

Evangline Valeria Aurora |

"You said "it could be" which means you have doubts, and you even said it was smokey and your eyes were blurred.
That means you can not with 100% certainty know who was in the fire.
And the fact that you squinted while you gave your testimony tells me your eyesight is not perfect likely either near-sighted, or far-sighted."
And she covers the other evidence.
Diplomacy: 1d20 + 13 ⇒ (13) + 13 = 26

Vertielle Siepar |

Vertielle shows the monstrous skin to the crowd, emphasizing that the monster who wore it walked the very streets.
She turns to Karl and asks him if this is the skin of the creature he saw that night.
diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22 +1 against male judges and karl

The_Ninja_DM |
