GM Lorenzo |
Mission 7: A Noble Cause (Sovereign Court)
You find Lady Gloriana Morilla, leader of the Sovereign Court faction, reading through a growing pile of reports. Every minute or two, a courier delivers another sealed letter, or a charmed animal scrambles in through one of the doors or windows with a rolled up missive from elsewhere in the city.
"The city is in dire straits, Pathfinders. The Siege Lord Wynsal Starborn is a strong leader, but he’s had difficulty gathering the High Council—and in turn getting other nobles to focus. The recent acts of sabotage have caused many noble families to seal off their estates or begin evacuating the city in private ships. Not only is this cowardly exodus clogging the harbor and sowing confusion, but it is also disrupting other defenses because the nobles had earlier promised their household guards’ service in defending the city."
Lady Gloriana Morilla gives Fuzzfoot and Kulga a determined look, expecting members of the Sovereign Court to respond to the call of duty. "Acting under authority granted by the Siege Lord, help me find them and remind them of their responsibilities as members of the nobility. History need not remember them and their descendants as the ones who failed Absalom."
Another post follows...
Kulga Gruenakslag |
Kulga looks disgusted. "Noble families have risen and fallen before. If they will not meet their duties, they do not deserve their privileges."
GM Lorenzo |
"Numerous noble families perceived the Black Echelon’s acts of sabotage as the beginning of the end, and they started to panic."
Lady Morilla hands Kulga and Fuzzfoot a piece of parchment. "I'm entrusting you with this list of four family names—the Arpadors, Caperinas, al-Hadirs, and Tullians—and their presumed whereabouts. Unlike the other three families that are holed up in their mansions in the Petal District, the Tullians attempted to evacuate in their private ship. If you want to head them off, try to catch them at the docks."
Before you can ask, she adds, "You can confront the noble families in any order, I don't really care. If you can convince at least two of the four families to help Absalom, you'll have done enough for our cause. Report to me as soon as you've succeeded in convincing two of the families to stay and help."
You may know something about these noble houses already.
Brayne |
Knowledge, what is knowledge? When you are rich like Brayne you pay people to know that for you!
Brayne shrugs but listens as he is told. "Well, what do we know of these families and their motivations? I'm told I can be quite the charm."
My skills are Bluff +14, Intimidate +15, Diplomacy +13.
Kulga Gruenakslag |
Well, since Kulga has a take-10 of 16 for Knowledge (Nobility) when she's in Absalom...
"The Arpadors are just upjumped cattle merchants. We could bring that up to remind them how easy it would be to lose what they have." Make Bluff or Intimidate easier
"The Caperinas are your typical Chelish sticklers. Some sort of legalistic argument could sway them." Linguistics or Profession (barrister) checks could work as well
"The al-Hadirs are the only ones with the real stuff of nobles in their background. We might be able to shame whomever's in charge there into meeting the example of their ancestors."
Anything about the Tullians?
"I say we start with the al-Hadirs. I think we'd get the most actual help from them. Then maybe the Caperinas."
GM Lorenzo |
None of you have heard anything about the Tullians. Except, of course, that they're the owners of at least one private ship.
We have one vote for starting with the al-Hadirs. Anyone care to second that nomination or cast a vote for another family? Let's keep up the pace!
Brayne |
Brayne thinks for a short moment then walks in the direction of the Arpadors, "Should be easy enough, we'll scare them onto submission."
Casted my vote.
GM Lorenzo |
Vote Tally: al-Hadir 1, Arpador 1. Waiting for someone to instigate the Rule of Two...Unless you wish to split the party, which is okay with the GM.
Re House al-Hadir, the suggestion Kulga made would decrease the difficulty of either the Bluff check or Diplomacy check by one step.
Penelope 'Nella' Tabor |
Nella frowns; it didn't really surprise her that the nobility seemed more than happy to cut and run the worse things became. "It doesn't really matter to me who we go to see first, but, um..."
1=al-Hadir, 2=Arpador
1d2 ⇒ 2
"...let's go see the Arpadors first and then the al-Hadirs. After that we can figure out the other two, okay?"
Kulga Gruenakslag |
Kulga scowls, "...fine."
Brayne |
As the group approaches the nobles, With his chest held high, Brayne enters into a trance, eyes turning a deep black. "Rrrr.. Arpadors! If you leave now you are nothing but cowards! You lose everthing you have and I will make sure to remind you of it, and hunt you down till world's end!" Brayne's voice turns into that of a monstrous growl!
intimidate, guidance: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
GM Lorenzo |
With Lady Gloriana Morilla's directions in hand, you make your way to the Petals District and in short order, through the deserted streets to House Arpador. The manor has been securely boarded up, valuables locked away within.
There's a rustle of several footsteps inside, after the half-orc's Tourette syndrome-like outburst on the ornate, tiled doorstep of the manor. A distinguished-looking middle-aged man in impeccable dress and with a fashionable mustache peers at you through the partially-opened door, a heavy crossbow held in his arms.
"Indeed! I am Marton Arpador, patriarch of this noble House. You must, indeed, be representatives of the undead horde we've been warned about. Leave now, and indeed, my men-at-arms and I won't be forced to shoot you." Twirling his mustache with his unclouded trigger finger, the man appears calm and collected. "I'm not sure of your intentions, half-orc and, indeed, I am unacquainted with members your breed among the peerage." The nobleman draws a slow breath and sneezes. "Indeed, is there some request drowned out by all your shouting?"
Brayne |
sense motive: 1d20 + 1 ⇒ (10) + 1 = 11
Brayne calms himself, and returns to his normal state, and clears his throat. "I apologise, where are my manners. My name is Brayne, of the Ugawa Highlands, but today I represent the city and its plight against the undead scum. There is a request indeed, we are here to remind youof your responsibly as citizens and patriots of Absalom, you turn your fears into courage, and bear arms or provide aid to the city in whatever way you can rather than hole yourselves. If you run, you lose everthing you've built, your cattles will die, and you will have nothing. Is that what you want? Are you so cowardice that you turn from Absalom in it's time of need after all its done for you!" Brayne's speech starts soft, but he becomes more stern, raising his voice with every word, in hopes it would also remind them of his possibly cruel nature as demonstrated at the entrance.
intimidate: 1d20 + 15 ⇒ (10) + 15 = 25
GM Lorenzo |
"Indeed! Well, when you put it that way, I suppose our safety is best assured by keeping the barbarians outside the city walls, and not by boarding over our windows and doors. I've no idea what the household staff was thinking, suggesting we hide under our beds while the commoners fended off the undead with pitchforks and rotten vegetables."
He calls back over his shoulder, "Jeeves! Bring me that mithral full plate my father gave me when I came in third place in that croquet match a few years ago. And get the third footman to help you get the bloody thing strapped onto me." Marton Arpador harrumphs. "The household help isn't what it used to be, indeed. Why in my father's day, they brought you your coffee in bed. Nowadays, it's all 'please, this' and 'thank you, that'."
"You've convinced me, half-orc. Brayne, you said your name was? Odd name, that. Sounds foreign."
"Indeed!"
One down, two to go.
GM Lorenzo |
The al-Hadir estate is nearby, or what passes for nearby in the Petals District. Homes aren't as close together here as they are in the Puddles District.
The grim-faced dervishes of the household guard wear loose-fitting silk garments, but their weapons look lethal. They escort you inside the recently fortified mahal. Both the men and women of the family wear their hair long.
Naadhira al-Hadir, the head of the family, speaks slowly and deliberately, "By Sarenrae’s grace, peace be upon her, House al-Hadir still stands. But I'm afraid we cannot accept more refugees within our home. The mahal has only 48 rooms, and there are already 16 members of my family here, our staff, and some two dozen young men in my harem. I swear this upon the Dawnflower."
Her cool, polite smile has an edge of steely determination.
I wasn't clear in my earlier instructions. Upon confronting one of the families, the party have three chances to persuade them: once each using Bluff, Diplomacy, and Intimidate. The party must succeed at two or more checks to successfully convince the noble houses to overcome their reservations and defend Absalom.
Kulga Gruenakslag |
Kulga carefully sizes up Naadhira, and decides that she'll get more results with honey than vinegar.
Sense Motive (Study): 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
"Then there is only one solution. You and your household guard must band together with the rest of us. Seasoned warriors can stiffen the resolve of other volunteers. You bear the name of storied heroes. Show that you deserve that strength."
Diplomacy: 20 = 20 Always a 20 due to Practiced Diplomat
If that first one fails I'll aid Brayne with the 2nd
"The horrors they plan to unleash cannot be defeated if we all fling ourselves at them individually. Bare blades with us, and we will all keep Absalom, and House al-Hadir safe."
Diplomacy: 20 = 20 Always a 20 due to Practiced Diplomat
Caller of the Eastern Storm |
Sense Motive: 1d20 + 10 ⇒ (1) + 10 = 11
"Only a coward let's others bleed in their place... I am sure that warriors as brave as yourselves would be happy to aid in the defense of the city."
Diplomacy(Aid): 1d20 + 8 ⇒ (14) + 8 = 22
Penelope 'Nella' Tabor |
Sense Motive (DC 20): 1d20 + 9 ⇒ (13) + 9 = 22
Good thing Kulga decided to take the lead on this one instead of Brayne. His brand of 'diplomacy' wouldn't have ended well!
Although she's not sure that she can add much else to what Kulga and Caller have already offered, Nella does add, "Not to mention think of how it'll go down in history, that the noble al-Hadir family were some of the first among the nobility to take up arms in defense of their city and the people in it!"
Diplomacy (Aid): 1d20 + 11 ⇒ (6) + 11 = 17
______________
Assuming we convince this one, I'll go ahead and toss out a vote for the Caperinas next since we already have an idea of how to approach them. Not sure if there's anything extra if we successfully convince all four houses but I'm good with trying the Tullians too if the rest of the group wants to.
Brayne |
If we need to do two different checks, I can make an intimidate check after the diplomacy. Also Brayne will aid the diplomacy checks with auto succeed.
"It is as my ally says, we don't come looking for refuge but for hope and salvation. Is it not the Dawnflower that hates undead scum like the very ones that walk the city? Join the cities plight and together we shall take them down!"
Fuzzfoot Hogan |
1 person marked this as a favorite. |
Wow, a lot happened since I checked in yesterday!
Sense Motive: 1d20 + 13 ⇒ (19) + 13 = 32
Fuzzfoot whispers to the others, "Don't try to intimidate these folks. It will just put up further defenses..
"And just think of the economic benefits to the heroes after this attack is put down. You could be that hero!"
Diplomacy Aid to Caller: 1d20 + 5 ⇒ (8) + 5 = 13
Caller of the Eastern Storm |
Knowledge (Religion): 1d20 + 9 ⇒ (12) + 9 = 21, to attempt to identify some piece of doctrinal belief among worshipers of the Dawnflower that may be useful in influencing these guys.
GM Lorenzo |
Kulga and Fuzzfoot realize immediately that this woman is a tough cookie, one whose reaction to intimidating threats will not get you the results you're looking for.
Kulga reminds Naadhira, matriarch of the al-Hadir's of her House's historical reputation martial prowess, and the woman nods and her eyes flash, "I did not expect a stranger to be familiar with the respected military tradition of House al-Hadir. You honor us with your commemoration."
The rest of the party piles on diplomatic flourishes so deep, it becomes quite difficult to breathe in the stuffy reception hall.
Caller of the Eastern Storm, an oracle himself, recognizes that the faithful usually respond well to others who demonstrate a respect for their religious belief and poorly to those who denigrate or castigate them for it.
When Kulga starts talking about everybody baring their blades together, the noblewoman displays a delicate, puzzled frown, wondering if the dwarf has expressed an unfamiliar euphemism. "I assure you my harem meets all my needs, thank you."
"But if you mean for my House to join the Pathfinders in defense of fair Absalom, then so be it."
Two down, one to go! House Caperina in the Petals District or House Tullian at the Docks?
To reiterate the mechanics:
The party has three chances to persuade a family: once each using Bluff, Diplomacy, and Intimidate. The party must succeed at two or more checks to successfully convince the noble house to overcome their reservations and defend Absalom.
GM Lorenzo |
(Nella has already voted to confront the Caperinas next. Anyone else care to second that or opt for the Tullians?)
Kulga Gruenakslag |
I'm happy to second that vote. Was Kulga's 2nd Diplomacy check not kosher?
Lancyn Pendragon |
I will third that vote too
Lancyn sets out after House Caperina in the Petals District. He recites the verses he learned years ago in an attempt to bring forth the memories of his teachings.
Knowledge (religion) DC20 re House Caperina: 1d20 + 9 ⇒ (14) + 9 = 23
"hmmm... I seem to recall the Caperinas are from Cheliax and extreme sticklers for law...." pulled from GM post (You can attempt Linguistics or Profession (barrister) checks in place of Bluff, Diplomacy, and Intimidate checks to influence the Caperinas.)
GM Lorenzo |
The Caperina estate is quite imposing, exhibiting an architectural style designed to impress and to intimidate. The masonry and the furnishings tend toward black and red accents, everything luxuriant.
The private security personnel look highly trained and equipped to keep out heaven itself. After you present your credentials, they summon their supervisor, who leads you to the drawing room. A beautiful woman, well past middle age but not yet in her dotage, sits in a red velvet and ebony chair, evoking the image of a queen on her throne. She holds a gray Chelish rag doll cat in her arms, absently stroking its fur.
The Caperinas have the narrow eyes and prominent cheekbones of Chelaxian nobles, and this woman is no exception. "Perhaps, you are not aware of the laws of the City at the Center of the World. Perhaps, you do not know that no one can legally force House Caperina to do anything against its will," she pronounces in an imperious tone, before you can even open your mouths to introduce yourselves or present your case.
"Perhaps, you do not know who I am. I am Annalia Caperina, the head of my family."
As she falls silent, she finally hears Lancyn muttering a sacred verse like a self-help mantra. She favors him with a critical eye. "Ah, young man, a paladin of Iomedae, perhaps, judging by the sword and sun emblazoned on your armor. A man pledged to law and order, is a man I can respect," she says in a softer tone, clutching the pendant on the necklace around her neck.
"Perhaps."
Lancyn has achieved one success with Knowledge (religion). The party has three chances to persuade a family: once each using Bluff, Diplomacy, and Intimidate. The party must succeed at two or more checks to successfully convince the noble house to overcome their reservations and defend Absalom.
Penelope 'Nella' Tabor |
Perception (DC 24): 1d20 + 4 ⇒ (11) + 4 = 15
"Lady Caperina, if you respect those who are pledged to uphold law and order then wouldn't it also make sense for your noble house to set a similar example?" Nella asks, offering the lady a small bow as a sign of respect. "It will take the combined efforts of the entire city to fight back this darkness that approaches and to ensure that things don't fall into complete chaos before, during, and after. Please consider lending your support to the cause, in the name of preserving order if nothing else."
Diplomacy: 1d20 + 11 ⇒ (3) + 11 = 14
______________
Well darn, so much for that. Guess it's down to Bluff, Intimidate, Linguistics, or Prof: Barrister...or some Diplo aids, maybe.
Lancyn Pendragon |
Perception: 1d20 ⇒ 7Shooting for a Nat 20 I guess, worth a shot. Yea nope.
"Yes Madam. I am a chosen one of Iomedae and sworn to uphold law and order, but also my training and teachings also bring about a sense of duty and justice to all those whom are within ear shot especially when I am here in the City of the Center of the World." Lancyn sizes up the noble woman and tries his best to achieve his goal of requesting aid from this noble family.
"Of course Lady Caperina. As Lady Tabor is saying Absalom is in need of your families support and the time has come where we cannot dilly dally with the decorum of custom when requesting aid from a noble house such as yours." Pausing for effect the Paladin holds the lady in his eye and then speaks again. "You are also quite right that we are unable to force your family to do anything to assist in our great cities time of need, but, let me say this. If your family is able to offer their assistance with the siege think about how this would affect your station. Would you rather been known as the family that protects not only its own interests but also protects those whom it deems it allies and dare I say business partners."
Giving a very stern look this time around Lancyn squares his jaw and delivers a stinging statement "Or would you rather been known as the family who pulls in and only cares about themselves. What business dealings might fall through when a house has that taint on its name."
Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19
GM Lorenzo |
"Perhaps... " Annalia Caperina equivocates, not quite ready to commit her House to a dangerous course of action.
Still looking for a second successful skill check.
Kulga Gruenakslag |
Perception (Studied): 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Kulga carefully notes the Asmodean pentagram that Lady Caperina is toying with. Hmmp. That could be some leverage, but we'll need to take a more deceptive path to make use of it.
"No matter what words you cling to, there comes a time when all that you will be known for are your actions. You can earn great trust by your deeds today."
Diplomacy to Aid Lancyn: 20 = 20
Brayne |
Brayne clears his voice loudly that everyone can here. "Excuse me Ms Caperina. But was it not a legendary Cheliaxan hero who rallied his countrymen to band together under the banner of the law to chase out a revolting revolution that attempted to inspire mutiny and outright indiscipline! In fact, it was inspiration like that that is why we're here. Absalom's law requires abled bodies to raise their weapons during the time of war, and band together to protect this place against such monsters!"
Bluff: 1d20 + 14 ⇒ (5) + 14 = 19
GM Lorenzo |
Having rallied three of the noble families to stay and support the defense of the city, you return to Skyreach.
Lady Gloriana Morilla accepts your report with relief. "Thank you, Kulga Gruenakslag, Fuzzfoot Hogan, and the rest of you for your service. I knew you could persuade these families to meet the obligations of their noble houses. The addition of their resources to Absalom's defenses will be a needed boost."
Reported a Sovereign Court Success!
GM Lorenzo |
Mission 6: Absence of Faith (Silver Crusade)
You don't find Ollysta Zadrian, leader of the Silver Crusade faction, in the Grand Lodge.
Seeking out the venture-captain, you come across her finishing off a skeletal Black Echelon operative. She then motions for a group of citizens seeking refuge in an alley to move to a safer part of the city, before she turns to you and idly cleans her sword.
"I’m pleased to see you have come to Absalom’s aid in its darkest hour. As you may have heard, undead creatures have attacked various locations within the city, and scouts have reported that an army of demon-flesh abominations is assembling in the Cairnlands. The holy warriors of the Ascendant Court would be instrumental in a war against such holy creatures, and I have begun coordinating the faithful."
"I know Absalom is home to more of the faithful than I have seen. Most notably absent are Sarenrae’s blades, and my close ally Scion Lady Xerashir of House Shamyyid at the Temple of the Shining Star has not answered the call to arms. I can only assume that something has waylaid her and her comrades."
"My presence is required here, but I am trusting you, Nella and Lancyn, and your team, to investigate the matter and lend any aid necessary."
Another post follows...
GM Lorenzo |
The Temple of the Shining Star is the largest of Sarenrae’s temples in Absalom, and normally bustling with activity throughout the day. When you arrive, however, they find the temple empty.
The smell of incense is heavy in the air at the , but it is ominously quiet in the vast Sarenite prayer room. Statues and other religious objects have been placed in concentric circles atop a massive sundial. Opposite the sundial is a portable lens-like device that seems to focus light like a magnifying glass.
You begin searching for clues...
Kulga Gruenakslag |
Survival: 1d20 + 11 ⇒ (1) + 11 = 12 +3 if it's for tracks...
Kulga gives the briefest of glances at the room. "Hello? Hmmp. Perhaps they're cowards too."
Fuzzfoot Hogan |
Perception: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Knowledge, arcana: 1d20 + 9 + 2 + 1d6 ⇒ (8) + 9 + 2 + (2) = 21
Knowledge, religion: 1d20 + 9 + 2 + 1d6 ⇒ (18) + 9 + 2 + (5) = 34
Just missed the first one...
Fuzzfoot examines the area closely, and starts to put together the puzzle.
"This contraption is used to cast a powerful spell, I believe. Look, you can focus the beam of sunlight by adjusting this lens, which should be able to empower a spell. I think you need to aim it at a focus. And this sundial here... that appears to be the central focus, and these objects around it are addition foci... depending on which would determine what is summoned by a conjuration."
"Perhaps out missing friends summoned something they couldn't control?"
Caller of the Eastern Storm |
Perception: 1d20 + 11 ⇒ (11) + 11 = 22, Knowledge (Planes): 1d20 + 4 ⇒ (8) + 4 = 12, knowledge (Religion): 1d20 + 9 ⇒ (6) + 9 = 15
"It appears something rather large and powerful dragged whoever was standing near inside the temple towards the sundial... it must be some form of magic which I have never heard of before."
Looking Fuzzfoot in the eyes, "It appears that it wasn't something that was summoned, but whatever it was TOOK them instead..."
Fuzzfoot Hogan |
"Ah! Yes, you could be right! Well, do we try to replicate it to go get them?"
Looking around, does that seem possible?
Brayne |
"?" Brayne looks confused, "Could you repeat everything? You mean to say something took them away? And you want to recreate it so that we can chase after them?"
Penelope 'Nella' Tabor |
"But why would they conjure something that they couldn't control?" Nella asks, looking genuinely perplexed. "Some creatures of good might ask for an offering or some sort of payment when called but many of them are usually happy to accept the chance to fight evil as payment enough."
She glances around the room again, frowning. "We could try and replicate the setup and see what happens...but it'd help if we had a better idea of just what sort of spell they were using when they disappeared."
As she speaks, she begins looking more closely at some of the foci used for the conjuration spell, wondering if she can perhaps identify what the Sarenites were attempting to conjure...
Kn. Planes: 1d20 + 7 ⇒ (19) + 7 = 26
Kn. Arcana: 1d20 + 5 ⇒ (8) + 5 = 13
Kn. Religion: 1d20 + 10 ⇒ (5) + 10 = 15
GM Lorenzo |
Kulga and Caller of the Eastern Storm find some tracks and realize that the footprints and small objects littering the floor suggest a powerful and sudden force dragged people within the temple toward the sundial, but the tracks suddenly end 10 feet short of the sundial.
Studying the lens, Fuzzfoot notices it's possible to adjust the lens’s angle, focusing sunlight into a stronger beam of light. He understands both that the lens is intended to empower spells and that the beam of light should be aimed at a magical focus.
When Fuzzfoot studies the sundial, he deduces that the sundial was used as a central focus for a powerful spell, and the objects around the sundial were intended to function as foci for a conjuration spell, determining the parameters of the spell.
Brayne detects the lingering aura of conjuration magic.
With the clues you've discovered, you try to recreate the spell's effects, aiming the beam of light at the sundial. A whirling portal of intertwined bright and dark energies opens, sucking you in.
Nella realizes that the portal has taken you to the Ivory Labyrinth, Baphomet’s domain in the Abyss, and that the portal remains open as long as the beam of light feeds energy to the sundial.
In the Ivory Labyrinth, you see a winding labyrinth before you and the whirling portal still behind them. In the distance, you hear a woman shouting commands in the Kelish language over the sounds of battle—the Sarenites are near.
You can activate any buffs/effects you have available. Another post follows...
Brayne |
Brayne calls forth divine favours as a faint black aura surrounds him. "Let's us go forth!" He shouts, curious about what creatures lie beyond in the maze.
divine favour
GM Dennis |
***OVERSEER ANNOUNCEMENT***
The Dark Archive has recovered the missing codebook, allowing Zarta Dralneen and her agents to create contradictory signals that confuse the Black Echelon undead.
Table GMs, the Dark Archive mission has been completed, and that faction’s special condition on page 10 is in effect. No new groups may start the Dark Archive mission; those groups already in progress may complete the mission and report the success towards one of the other missions.
Penelope 'Nella' Tabor |
"Oh...this is...not where I was expecting to end up," Nella remarks, looking a little pale as she explains where the group seems to have found themselves. "I wonder if this was meant to happen or if it was some sort of sabotage?"
Before she can get an answer to her question, the sounds of battle drive all other concerns to the wayside. "Brayne's right! That must be them; we need to help!"
She quickly produces a wand and gives it a wave, calling down Shelyn's blessing upon herself and her friends, and then prepares to move out...
______________
Nella activates her Wand of Bless; charges remaining (30).
GM Lorenzo |
The portal remains open behind you as you move south, down the stone steps and enter the sandy wadi. The farther you go, the closer the sounds of combat seem.
As you round a turn, you see a large bull-headed humanoid with the torso of a muscular human covered with thick, shaggy fur from the waist down. Its gnarled and callused hands grip the haft of a massive axe, the edge stained from the blood of its previous victims. With a furious snort and a stamp of its hooves, it lowers its deadly horns, glaring at you with glazed bovine eyes betraying a feral cunning.
Next to it is a large, horned bull with a dirty black hide and an aggressive temper. Its horns are wide and sharp. Its eyes are a blazing red, and the creature reeks of the sulfur scent of hell.
From a narrow side ravine behind you, comes another of the large bull-headed humanoids. It, too, wields a bloody greataxe.
The 'bull' sets off at a lumbering run, intent on trampling Lancyn and Nella KULGA. (Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a DC19 Reflex save to take half damage.)
Smite Good, Trample Damage: 2d6 + 12 + 3 ⇒ (5, 2) + 12 + 3 = 22
Lancyn: 1d20 + 2 ⇒ (6) + 2 = 8
Nella: 1d20 + 6 ⇒ (7) + 6 = 13
Brayne: 1d20 - 2 ⇒ (19) - 2 = 17
Kulga: 1d20 + 2 ⇒ (6) + 2 = 8
Caller: 1d20 + 4 ⇒ (9) + 4 = 13
Caller: 1d20 + 4 ⇒ (13) + 4 = 17
Fuzzfoot: 1d20 + 3 ⇒ (10) + 3 = 13
2 ??: 1d20 ⇒ 6
??: 1d20 + 2 ⇒ (16) + 2 = 18
Conditions:
Divine Favor - Brayne
Bless - Everyone
Round 1
Bold may act.
'Bull' (Yellow)
---
Caller
Brayne
Nella
Fuzzfoot
Kulga (AoO or Reflex DC19)
Lancyn (AoO or Reflex DC19)
---
Red
Pink
Everyone, you're up!
Penelope 'Nella' Tabor |
Reflex (DC 19): 1d20 + 6 ⇒ (17) + 6 = 23
"Lancyn, watch out!" Nella cries as the bull-like creature comes thundering towards them. The priestess reacts quickly and manages to stagger back enough to avoid the worst of the angry hooves, though she still takes a pretty good thumping from being shoulder-checked by the thing as it thunders by.
Taking a quick step back against the nearby wall, Nella conjures a magical circle of protection to aid her companions against the fiendish-looking creatures.
"What are these things!?"
Forgot to mention this in the previous combat but Nella will make use of her Adoration domain ability to protect herself when she can; not worried about it for the trample but I'll try to use it going forward :)
Spells
3rd - Daylight, Dispel Magic,
2nd - Communal Protection from Evil, Silence (DC 16), Spiritual Weapon
1st — Burning Disarm (DC 15), Command (DC 15), Sun Metal, Weapons Against Evil
0 (at will) — Create Water, Detect Magic, Guidance, Stabilize
Domain Spells
3rd - Suggestion
2nd - Aid
1st - True Strike
______________
Nella takes a step to her current map position and casts Magic Circle Against Evil! I think I've got the grid positioned right but please adjust it if I don't.
GM Lorenzo |
*EDIT*
I'm editing the previous post to make the following correction:
I mistook Kulga's icon for Nella's. The 'bull' has attempted to trample Lancyn and Kulga.
Nella, if you want to retcon your actions, you can.
Penelope 'Nella' Tabor |
Nah, I'll leave my actions as is - but I'll gladly return those lost hitpoints on my tracker :)