GM Wolf's Carrion Crown the Bard's Epic! Module 2: Trial of the Beast

Game Master BloodWolven

Fight Map!

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Round 3 adjustment

Anapa is Bitten!


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

rude

The paladin takes a swing at the one who took a bite at him

Swing!: 1d20 + 10 ⇒ (17) + 10 = 27
Slash: 2d8 + 16 ⇒ (4, 2) + 16 = 22


Anapa cuts into the manticore dropping it in its nest. There are about six arrows sticking out of it too.
Out of Combat.


FYI

GM Wolf wrote:

A tiny, miserable island rises from the swamp, a tangle of trees covering its dour, reed-choked surface. Hundreds of fetishes hang from the trees—simple, roughly humanoid figures made of sticks and bound with twine. Larger fetishes are planted in the ground on various parts of the island, leaning drunkenly in the soft mud. A large nest built of sodden swamp wood sits high in the boughs of a trio of tangled trees on the northwest side of the isle.

The old village boneyard lies about a mile north of Morast on a low, wooded isle. Some 40 graves, each marked with a simple wooden fetish man, lie on the island.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Cristo cautiously steps closer to examine the fetishes.
Knowledge (religion): 1d20 + 14 ⇒ (8) + 14 = 22
Knowledge (arcane): 1d20 + 11 ⇒ (1) + 11 = 12


Stats:
Hp's 49/49; AC 28/15touch/23ff; Init: +8; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15

Watching the battle from the boat, Morbury simply observes the entire combat. When the creature is finally killed, Hm. Impressive.

When they finally make landfall, "Let us find this village and see if we can get some answers, hm?" Morbury leads the way forward once Cristo is done examining the fetishes.


Already found the town of Morast, persuaded to be escorted to the abandoned graveyard.

The manticore’s nest is obviously a recent construction, and contains the corpse of a dwarf traveler who unfortunately was boating through the swamp a few weeks ago. The corpse wears a colorful patchwork coat with
numerous pockets holding an oil of keen edge, a package of bodybalm (Adventurer’s Armory 9), a silver hip flask still containing brandy worth 30 gp, and a crimson felt purse containing 31 pp and 22 gp. A masterwork shortsword and a wand lie on the ground nearby.

Spellcraft DC 19:
wand of ghost sound (22 charges).

DC 25 Perception:
identifies six graves in the boneyard that appear to have been tampered with, sagging into the ground as though they had collapsed from below, and leaving wide depressions in the muddy earth. These six graves are empty, but the other graves are undisturbed.

DC 15 Perception check:
while searching the southern end of the boneyard come upon the remains an old camp. Around a small firepit are a waterskin (still half full of wine), the aged remnants of some trail rations, and a curious glass vial. The bottom of the vial contains the dried remains of a green substance that smells vaguely of carrots.

A DC 20 Craft (alchemy) or
Knowledge (arcana) check:
identifies the substance not as a potion, but as an alchemist’s darkvision extract.

A DC 20 Perception check after finding the camp:
A coracle (boat) hidden in the trees and brush along the southwest shore of the island. Dried blood can be noticed in the bottom of the boat. The
coracle contains an oar, a moldy leather travel bag with a damp artisan’s outfit (a shirt, breeches, shoes, and a cloth apron) inside, and a vile object—what appears to be a detached human face.
In addition, a length of rope stretches from the boat into the waters below. The rope is attached to a heavy sack, requiring a DC 10 Strength check to haul up. The sack is very large (big enough to hold a Medium-sized humanoid in fact) and has dried blood soaked into its fabric.

The sack holds some rope, a gag, a rusted lantern, a trio of heavy knives, and a rusted shovel.

A DC 30 Perception:
check finds a leather-bound case
filled with fine tools, made of silver with amethyst
handles, lost in the undergrowth nearby. The set is worth
300 gp. A DC 20 Heal check deduces that this is a surgical
tool set used by physicians and chirurgeons. A DC 25
Perception check is required to notice a small symbol
on the handle depicting a raven.

What deductions do you make from the clues found? You get XP for proper deductions!!!

Cristo:
You believe the fetishes are supposed to ward off evil spirits and mark a grave.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Spellcraft: 1d20 + 11 ⇒ (11) + 11 = 22
"A wand of ghost sounds? How peculiar?"

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
At the southern end of the boneyard, Cristo notices remains an old camp. Around a small firepit, the cleric observes a waterskin (still half full of wine), the aged remnants of some trail rations, and a curious glass vial. The bottom of the vial contains the dried remains of a green substance that smells vaguely of carrots. "Hmm."

Knowledge (arcana): 1d20 + 11 ⇒ (12) + 11 = 23
"I believe this is alchemist’s darkvision extract", the Pharasman shows the others. "Someone needed to see in the dark. A good rule of thumb if going out after dark."

Perception DC 20: 1d20 + 6 ⇒ (16) + 6 = 22
Cristo looks around the southwest shore of the island. "A coracle. Don't see these much anymore. Looks like some dried blood in the bottom of the boat." The
cleric goes through the content of the coracle: an oar, a moldy leather travel bag with a damp artisan’s outfit (a shirt, breeches, shoes, and a cloth apron). "Someone's work clothes." Cristo jumps back as he comes across a vile object. "By The Spire! That's someone's face!!"

Turning away on disgust, Cristo notices a rope that stretches into the water. "Wha-what is that?"
Strength DC 10: 1d20 + 4 ⇒ (20) + 4 = 24
The cleric pulls up a sodden sack. It is very large and has dried blood soaked into its fabric.

The sack holds some rope, a gag, a rusted lantern, a trio of heavy knives, and a rusted shovel.
"What in the Nine Hells is going on here?"
Perception DC 30: 1d20 + 6 ⇒ (1) + 6 = 7


Stats:
Hp's 49/49; AC 28/15touch/23ff; Init: +8; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15

Perception vs. DC 25: 1d20 + 20 ⇒ (9) + 20 = 29

Auto-succeed the DC 15; Don't have Alchemy or Arcana; Auto-succeed the DC 20.

Take 10 if possible for 30. But if not...

Perception: 1d20 + 20 ⇒ (1) + 20 = 21 Ugh. Of course.

Inspecting the items Cristo has found, "Fascinating. A boat with dried blood upon the bottom of it. An artisan's outfit - which is an odd set of clothing to be hidden - along with a detached human face. Now why would we find a detached human face?" he asks, leaving the others to ponder that one for a moment.

"And there is this sack. Large enough to hold someone our size within it. Also soaked in dried blood. Who's? And some other items that also leave us with questions. A gag? Who was being silenced?"

Rubbing his chin in thought, "I tell you what is going on here, Cristo. At least, what *I* believe is going on. The artisan's outfit must belong to one who was the culprit in removing the face. With the blood within the boat and the bag, the victim was alive initially. The gag was obviously to keep him quiet, and the rope to keep him restrained before he was killed. I cannot quite figure out why the face, though. Was it used to disguise themselves as the victim? And whose face does this belong to? Hm." He stares off into the distance, pondering something else but believing that may be too far-fetched. I wonder. No, that seems a bit extreme. But is it possible? Raising an eyebrow to his thoughts, he shakes his head, letting the thought go for now.

"Anyway, the killers did not expect for any of this to be found. This is not the work of a crazed beast. Sune would not bother with all of this, mainly because he does not possess the mental capability to accomplish such. He would simply 'kill' and be done with it."

He then moves over to the empty graves, "Also, if you will notice, these graves have been tampered with. These six are empty while the others have been left undisturbed. Why? For what purpose?" He ponders that, not knowing really where to go with it.

He then thinks a little harder about his previous thought; his thoughts then return to the Crooked Kin and that eclectic lot. "I have another theory, but it may prove to be a bit of a stretch. Is it possible to have one's face removed and then have another sewn upon you? Could one survive an operation of such magnitude? If so, I would gather the 'victim' - as I've called him previously - could very well be our 'Beast', if there is some way to copy Sune's face and place it upon one's self."

"Or is that simply foolishness on my part?" He crosses his arms, truly curious about their thoughts on the matter.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Imrik starts his aura to heal everyone as the others search the area.

Everyone around Imrik gains Fast Healing 2 for 1 minute which should heal all of us fully I think.


First, someone stole six bodies from the boneyard (1,200 XP)

A DC 15 knowledge (nature) check:
You realize that the blood caiman attack should have left scars, but the Beast has none (1,200 XP).

A DC 17 knowledge (arcana) check:
You recognize that as a flesh golem, the Beast has darkvision, so it would not need an extract
of darkvision (1,200 XP).


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

"With the magic we've seen, I am sure it could be possible. Healing magic can be potent, and illusion magic just the same. I will not completely disregard such a possibility. But for now we have to work with what we have, or we will drive ourselves crazy trying to think of every possible angle this can take"


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Knowledge (arcana): 1d20 + 11 ⇒ (6) + 11 = 17
"Why would a flesh golem need a potion of darkvision, when those construct have that ability innately?" The cleric posed.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

K nature: 1d20 + 12 ⇒ (16) + 12 = 28

He offers up, "The blood caiman attack should have left scars, but the Beast has none at least the size of a caiman on its shoulder. I feel like with knowing all these factors someone was masquarading as The Beast. Sune was framed. I think all of these factors will help clear Sune from these charges. Shall we return?"


If you return you feel yourselves getting fatigued but time is of the essence, no time to sleep. You get back to Lepidstant at... It depends if we are flying or not: Anapa and Imrick?
Morast is about 7 miles away... 30 feet speed, is 7 hours.
40 feet speed, is ~6 hours.
50 feet fly speed, 5 hours.
How fast are you moving?
-
Left Lepidstat, 2 pm, Morst at 7 pm, boat ride and searching 9 pm, Fly back home... You could possibly sleep.
-
Fatigue: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

fastest speed should be our slowest member


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

I will ride on the boat to stay near my slower allies.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Cristo cannot fly. He's in the boat.


Stats:
Hp's 49/49; AC 28/15touch/23ff; Init: +8; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15

Morbury rides in the boat with the others.


It is nearly 11 pm as you finish up at the cemetery.
You return to Morast at about midnight.
Then the group heads back, returning about 7 am.

12d20 ⇒ (16, 16, 1, 11, 19, 20, 8, 14, 6, 16, 2, 12) = 141

On the way back to Morast a blood caimen bursts from the water attacking Cristo. This reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind.

bite: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d8 + 4 ⇒ (8) + 4 = 12 plus grab)
grab: 1d20 + 11 ⇒ (13) + 11 = 24


Perception DC 26 to act as the blood caimen breaches the water.

stealth: 1d20 + 13 ⇒ (13) + 13 = 26

Initiative:1d20 + 5 ⇒ (8) + 5 = 13 Drake
1d20 ⇒ 9 Cristo
1d20 + 3 ⇒ (7) + 3 = 10 Calin
1d20 + 3 ⇒ (2) + 3 = 5 Imrik
1d20 + 5 ⇒ (7) + 5 = 12 Anapa
1d20 ⇒ 4 Morbury
1d20 + 1 ⇒ (17) + 1 = 18 crocodile

The crocodile bites Cristo and pulls him under the water.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

The cleric winces in pain as he is pulled under. Cristo tries to pull himself free.
CMB: 1d20 + 6 ⇒ (19) + 6 = 25


Stats:
Hp's 49/49; AC 28/15touch/23ff; Init: +8; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15

Perception: 1d20 + 20 ⇒ (3) + 20 = 23 Boo hiss.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Imrik takes to the air and looks for an opening to try and pull Cristo from the water.


Round 1
18 crocodile
13 Drake
9 Cristo
10 Calin
5 Imrik
12 Anapa
4 Morbury

The Crocodile does a death roll... but looses its grip on its victim.

Special Attacks death roll: 1d8 + 6 ⇒ (6) + 6 = 12 plus trip)
CMB: 1d20 + 11 ⇒ (4) + 11 = 15

Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

Cristo pulls himself free.... swim check DC 10 to get to the boat. Climb DC 15 to pull yourself up. ...but he does not emerge from the water. Anyone diving in?

swim: 1d20 + 2 ⇒ (1) + 2 = 3
climb: 1d20 + 2 ⇒ (14) + 2 = 16

Round 2:
Init
18 crocodile
13 Drake
9 Cristo
10 Calin
5 Imrik
12 Anapa
4 Morbury

bite: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d8 + 4 ⇒ (4) + 4 = 8 plus grab)
grab: 1d20 + 11 ⇒ (15) + 11 = 26

It misses Cristo but remains under the water with him.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round 1
He waits to shoot the crocodile if it emerges from the water.

Rapid shot
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (4) + 13 - 2 - 2 = 13
damage: 1d8 + 6 + 4 ⇒ (6) + 6 + 4 = 16
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (3) + 13 - 2 - 2 = 12
damage: 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Round 1

Crisrto pulls a masterwork dagger from his belt, then attempts to swim to the surface. Swim: 1d20 + 4 ⇒ (19) + 4 = 23


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Round 1

Imrik dives into the water, ready to use claws and teeth to pull Cristo out.

I will just drop in and then take a bite at the croc.

Swim: 1d20 + 4 ⇒ (20) + 4 = 24

Bite-PA: 1d20 + 9 - 1 ⇒ (13) + 9 - 1 = 21

Bite+PA: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14

Round 2

Swim: 1d20 + 4 ⇒ (2) + 4 = 6 If there is a current, and I sink some.

Bite-PA: 1d20 + 9 - 1 ⇒ (13) + 9 - 1 = 21

Bite+PA: 1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15

Claws-PA: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13

Claws+PA: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10

Claws-PA: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27

Claws+PA: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10


Imrick gets into the battle and finds the caimen! In round 2 he decimates it!!! Out of combat!


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Swim: 1d20 + 4 ⇒ (6) + 4 = 10
The cleric slowly swims to either the shore or back into the boat to rest, as he injuries have healed themselves. "This life I lead..", Cristo chokes.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Swim: 1d20 + 4 ⇒ (3) + 4 = 7

Imrik manages not to sink.

Swim: 1d20 + 4 ⇒ (6) + 4 = 10

Imrik surfaces and swims to the boat.


Luckily no more caimen's or other creatures are drawn to the blood and action. The boats quickly put distance between the sigh and themselves.

Soon but not soon enough you return to the village...


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Cristo awakes as the boat returns to the village. "Any healing needed?"


Stats:
Hp's 49/49; AC 28/15touch/23ff; Init: +8; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15

Shaking his head, "None here. And I'm glad we're finally off that boat. Dry land is far better."


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"We can handle that once we are out of this swamp. I believe we are on the clock to present this information." Imrik says.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

The half-dragon's words shake Cristo out of his exhaustion.
"Oh Grave dirt! You are right, Imrik! Let us make haste. We might save an innocent this day!"


GM Wolf wrote:

It is nearly 11 pm as you finish up at the cemetery.

You return to Morast at about midnight.
Then the group heads back, returning about 7 am.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Cristo yawns. "Let's make our way to the lawyer now. I'm afraid if we get some sleep, we will oversleep and miss giving the lawyer key information."


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"Agreed. Time is of the essence if we wish to save an innocent man." Imrik says as he turns go and find the lawyer.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

The Pharasman gives the half-dragon a side glance. "The term 'man' might be stretching the definition concerning 'The Beast'."


Stats:
Hp's 49/49; AC 28/15touch/23ff; Init: +8; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15

"He does have a name, gentlemen." Morbury states plainly. Then cocking an eyebrow and peering off into the distance, "But for some reason I seem to have forgotten it. Blast it all."


The group fatigued and tired, find the lawyer. He is glad you have arrived, the investigation is about to start in just over an hour. He hopes that one of you would present your findings.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"I would be willing to speak, but I believe that Cristo might be a more palatable advocate in this case." Imrik says.

That and he is better at being diplomatic.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

The Pharasman's brow furrowed slightly at the half-dragon, but readied himself to present the group's findings.

"Elder Lazne lead us to the desecrated graves. Evidence was found that leads away from The Beast, and to a perpetrator who uises real faces from victim to hide their true identity. The grave were tampered with, but no evidence we found points to the flesh golem."
Diplomacy: 1d20 + 14 ⇒ (13) + 14 = 27


The lawyer let's Cristo speak for the group to the judges and before the open forum. The room is filled...

More to come!


The Children of Hergstag
The Beast’s second alleged crime is the murder of
six children in Hergstag, formerly a small, religious
farming community in the Dippelmere Swamp. A DC 15
Knowledge (local) check reveals that the village has been
abandoned since the attacks 7 months ago. Until that
time, the villagers of Hergstag lived quiet lives and made
passable livings farming and hunting.

with Gustav Kaple so they can agree
on what questions he will ask based on their evidence.
The trial process is steeped in the history and traditions
of Ustalav, however, and any new evidence must be
submitted to the Clerk of the Court before 10 a.m. of the
day it is to be brought before the court. Extraordinary
evidence (such as any findings in the chymic works) may
also be submitted for consideration and inserted into
the proceedings (giving the PCs chances to bring new
evidence into the trial), following the same restrictions.
Once evidence has been submitted, the PCs are kept in
the Defense Chamber (area A21) until called to the stand,
where they are questioned and subsequently dismissed.
While multiple PCs can be called to the stand, only one PC
can present each piece of evidence. The trial works as a series
of DC 20 Diplomacy checks made by the PC presenting
the evidence to the court in response to Kaple’s questions
and the prosecution’s cross-examination. The Diplomacy
checks are modified by the quality of the evidence. A tenuous
piece of information may offer no bonus on the check,
whereas presenting Vorkstag’s Cabinet of Skins and Faces
grants a +20 bonus on the check (generally an automatic
success). The PCs must have a piece of evidence to make a
Diplomacy check. Only one PC can make the check for a
specific piece of evidence, and only one check can be made
for each piece of evidence presented. If a player roleplays
an impassioned plea about the evidence presented or adds
colorful descriptions about how it was found and the perils
encountered in doing so, he gains an additional +2 bonus on
the check, at the GM’s discretion. If the PCs succeed on at
least 12 Diplomacy checks during the course of the trial, the
Beast is found innocent. If not, the Beast is declared guilty.
For more information on the verdict, see page 43.
While all notable clues are addressed in the sections
below, the PCs may uncover unexpected clues or take
actions not listed below. If this is the case, use your best
judgment and the rules above to incorporate these extra
clues or actions into the trial.
Gustav Kaple cautions the PCs about any attempts to
deceive the court through the use of subterfuge or spells,
which are forbidden in the courtroom (see page 39). Kaple
never knowingly takes part in any such deception, and he
refuses to cooperate if he becomes aware of such trickery.
Members of the Court
Notable people present in the court during the trial of the
Beast are outlined below.
The Three Justices: The Justices are three judges who
preside over the trial and decide the verdict. The decision
need not be unanimous—a majority verdict is acceptable.
They make imposing figures, dressed in voluminous black
robes with starched ruffs, and wearing enormous powdered
wigs that tower over their heads. The Justices for this trial are
Chief Justice Khard, Justice Aldaar, and Justice Daramid.
Chief Justice Ambrose Khard (N male human aristocrat
8): A dour man in his eighties, Chief Justice Khard speaks
with a deep, commanding voice and suffers no nonsense
in his court. The Chief Justice carries the court gavel—a
mallet of black ebony the Justice uses to keep order—and
wears a huge cartwheel ruff to make him look even more
imposing. He has the power to have people removed
from court, discount evidence, and issue punishments
(up to hanging) for lying to the court. Any levity in the
court is punished by a fine (up to 1,000 gp) or overnight
imprisonment for those who take his court too lightly.
Judge Kasp Aldaar (LE male human aristocrat 2/fighter
4): Judge Aldaar is a figure of terror for criminals on
trial. He is a hard-liner in the extreme, and his merciless
justice is feared throughout Ustalav. A former military
general, Aldaar is infamous for his impalement of four
score deserters under his command who f led a battle.
Judge Embreth Daramid (NG female human aristocrat
3/expert 4): Judge Daramid is a magistrate of Lepidstadt
and a member of the Esoteric Order of the Palatine Eye.
Judge Daramid is already known to the PCs (see page 12).
The Holy Sister of Justice (N female human cleric of
Pharasma 3): This gray-robed priestess is present to ensure
that no magic is used at the trial unless requested or approved
by the justices. Unless otherwise instructed, the Holy Sister
watches for unauthorized spellcasting and constantly scans
the room with detect magic, recasting the spell as necessary.
The Holy Sister also has comprehend languages and zone of
truth spells prepared should the court require them.
The Herald of the Court (N male human warrior 7): Clad
in black half-plate armor with a full-face visor, the Herald
keeps his identity secret. The Herald calls out official
announcements with the striking of a great gong, calls
witnesses, and keeps order in the court. He also acts as
the justices’ protector, and has a ceremonial masterwork
greatsword at hand at all times.
The Clerks: Five elderly, pale, and bookish clerks with
ink-stained fingers legally accept and record new evidence
for the trial, document the proceedings, and ensure
procedure is followed to the letter. They tend to speak in
legal jargon, which in essence means that whenever they say
anything, they use 10 times as many words as necessary.
The Prosecution: The appointed prosecutor for the
Palatinate of Vieland is Otto Heiger (N male human
aristocrat 2/expert 4). Although well educated and
intelligent, Otto is not immune to the bigotry of Lepidstadt
and believes the Beast is guilty. Together with his trio of
legal advisers, he aims to see the Beast burn, and fights
tooth and nail to prove his case.
The Defense: Barrister Gustav Kaple (see page 15) has
been appointed as the Beast’s defender. Gustav believes
the Beast is guilty as well, but he feels honor-bound to give
the creature the fairest trial possible. Unfortunately, when
standing in front of the full courtroom, Gustav’s nervous
stutter makes his speeches almost unintelligible.
The Accused: The Beast of Lepidstadt (see page 16)
stands on trial for three specific crimes against the people
of Vieland, but it is common knowledge that these offenses
are just representative of the many crimes attributed to the
Beast over the past 20 years.
In addition to the notables listed above, members of the
public are permitted to watch the proceedings. The public
gallery overlooking the courtroom (area A22) is packed with
spectators during every day of the trial. Made up of locals
of various backgrounds and skills, the crowd wants to see
the Beast burn for its “crimes,” and bays for the Beast’s
blood, cheering and clapping at everything that affirms
the Beast’s guilt, and jeering and booing any evidence that
alleges its innocence. Three nervous courthouse guards
(see page 14) are posted in the courtroom to keep the crowd
in order and ensure the Beast does not escape.


Day One: Morast:

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 gong-
strikes 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 half-
hearted 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 the
PCs to present any evidence they found in Morast.
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,
emphasize the baying crowd, who bring their hatred to
bear on anyone defending the Beast. At present, such abuse
is merely vocal. After the trial, Gustav Kaple is available to
meet with the PCs in the Defense Chamber. If they have
not yet done so, he suggests the PCs investigate the scene
of the crime in Hergstag before tomorrow’s trial.

Evidence: Based on their investigations in Morast, the PCs
may wish to present the following as evidence to the court.
• Six of the graves in Morast’s boneyard have been robbed
(+0 on Diplomacy check; 1,200 XP).
• The Beast can see in the dark, so it does not require an
extract of darkvision (+5 on Diplomacy check; 1,200 XP).
• Although the Beast was clearly seen to be bitten by a
blood caiman, it has no scars from such an attack. (+10
on Diplomacy check; 1,200 XP).
• Displaying the removed face of the poacher Nan Klebem
(+0 on Diplomacy check; 1,200 XP).


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Day one, Morast

At 12:30pm, the array of unique beings are allowed into the courtroom to present evidence, lead by Cristo Galdana. The Pharasman cleric bows his head respectfully to Chief Justice Khard and Judge Aldaar, while placing his hand on his open holy symbol around his neck bowing with acknowledgment to Justice Daramid and Holy Sister of Justice.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

So, I think Cristo is our best at defending the Beast. It does not look like we can assist. If we want to split up the defense, Imrik will be willing to handle the bite mark portion.


The Herald of the Court, clad in black half-plate armor with a full-face visor, keeps his identity secret. The Herald calls out official
announcements with the striking of a great gong. He calls the witnesses to step forward.

The appointed prosecutor for the Palatinate of Vieland is Otto Heiger looks a bit disgruntled at the sight of more witnesses. Together with his trio of legal advisers he whispers with them as they wait for the witness to come forward.

Barrister Gustav Kaple, the Beast’s defender, when standing in front of the full courtroom, Gustav’s nervous stutter makes his speeches almost unintelligible.

Judge Embreth Daramid states, "Critso, please state which evidence you are presenting and your findings associated with it. Also please let us know how many pieces of evidence your group will be presenting."


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

The cleric cleared his throat. "Your honor, my name is Cristo."
"Honored Justices of Lepidstadt, esteemed citizens gathered here today,

I stand before you not merely as a noble of Ustalav, nor solely as a servant of the Lady of Graves, but as a voice for truth — and for justice. Pharasma teaches us that all souls must be judged fairly, weighed not by fear or prejudice, but by the truth of their deeds. Today, I ask you to set aside superstition and terror, and to look upon the evidence with clear eyes.

You see before you the Beast — a creature feared for its form, reviled for its strength, and condemned without understanding. Yet what is a trial, if not the pursuit of truth? And what is justice, if not the triumph of truth over fear?

Let us examine the facts:

At Morast, The villagers spoke of disappearances, of a monster stealing their kin. Yet the evidence shows the Beast was never there. The surgical tools, the bloodied boat, the serpent’s venom — all point to another culprit, a human necromancer who preyed upon the living. The Beast was accused, but the truth exonerates him.

What remains, then, is not guilt, but fear. Fear of what is different. Fear of what is powerful. Fear of what we do not understand. But justice cannot be built upon fear. Justice must be built upon truth.

I ask you, honored Justices: will you condemn a creature for his form, or will you judge him by his deeds? Will you allow prejudice to triumph, or will you uphold the sacred balance of Pharasma’s scales?

The Beast is not innocent because I say so. He is innocent because the evidence proves it. He is innocent because the truth demands it. And if we condemn him despite the truth, then it is not the Beast who is monstrous — it is we.

Therefore, I beseech this court: let justice prevail. Let truth triumph. And let the Beast be judged not by fear, but by fact. In Pharasma’s name, I declare — the Beast is innocent." Diplomacy: 1d20 + 14 ⇒ (7) + 14 = 21

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