| Lizzie "beads" Tamar |
Hello all! Greetings from Osaka, Japan.
Lizzie is surprised to see such a big fellow appear before the group.
Though she, like Grymwold, is on her guard.
"Apples eh? I heard this fairy tale once, a witch tried killing a princess with a poisoned apple. But what would the odds be, eh?", she says with a smile.
Also, after Grymwold gets a nudge, Lizzie is sure to be out of that elbow's reach.
GM Red
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| 2 people marked this as a favorite. |
I might've resolved the apple eating and effect of poisoning too quickly compared to an irl table. Anyway, I'm not sure anyone else would have taken the bait, but I liked that Zarena ignored Grymwold's stern warning and just went for it.
"That's why we're heading to one of the more secure places marked on this map we've got"
Edran watches again as Gronilda taps the note. "I'd really like to know more about our surroundings, wouldn't everyone else? Perchance I can also see this map at some point?"
As Gronilda asks her second question, about the hobgoblins, Zarena collapses onto the ground, Edran and the other villagers gasping in surprise. Yorc laughs at the sight, and his expression suddenly twists into something a lot less friendly.
"It's only too bad I could only get one alive. Only one slave, huh. Well, no matter, they said your heads are worth double the bounty, so we'll go with that." Sword in hand, he prepares to attack.
Zarena is unconscious for: 1d3 ⇒ 3 hours
Yorc: 1d20 + 6 ⇒ (7) + 6 = 13
Gronilda: 1d20 + 2 ⇒ (4) + 2 = 6
Grymwold: 1d20 + 2 ⇒ (7) + 2 = 9
Lizzie: 1d20 + 4 ⇒ (2) + 4 = 6
Saelihn: 1d20 + 3 ⇒ (13) + 3 = 16
Zarena: 1d20 + 2 ⇒ (4) + 2 = 6
Who's up
Saélihn & Ghost
Yorc
Grymwold, Gronilda, Lizzie, Zarena
| Saélihn |
"Ghost, KILL!!" Saélihn commands, as she fires an arrow into the treacherous centaur.
Composite Longbow (+2)/PBS: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Piercing: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Handle Animal (DC10: 1d20 + 8 ⇒ (7) + 8 = 15
| <Ghost> |
Ghost races forward, snapping at one of the centaur's forelegs with unrelenting savagery.
Bite/Charge: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Piercing: 1d6 + 2 ⇒ (3) + 2 = 5
Aiding Attack:(Ex): The Ranger Animal companion can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger's animal companions' next turn gains a +2 circumstance bonus on that attack roll.
GM Red
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Saélihn and Ghost assault the cunning centaur with an arrow to the flank and a bite to one of his four legs.
With a scowl, Yorc swings his longsword in a brutal arc toward the snarling wolf, then rears back, attempting to crush Ghost beneath his stomping hooves.
Longsword: 1d20 + 6 ⇒ (3) + 6 = 9
Hoof: 1d20 ⇒ 5
Hoof: 1d20 ⇒ 7
But the centaur grunts in frustration and disbelief as Ghost bobs and weaves to avoid all of the attacks.
How about those GM dice :)
Who's up
Saélihn & Ghost
Yorc (-13)
Grymwold, Gronilda, Lizzie, Zarena (unconscious)
| Lizzie "beads" Tamar |
Lizzie moves a bit to the north, to get a better aim at the centaur.
Being faster in init, Grymwold or Gronilda will have the +2 bonus.
She aims for the best visible part of the creature. It's back end.
Slinging, pbs, into melee?: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10Bump pbs: 1d3 + 1 ⇒ (1) + 1 = 2
| Grymwold |
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A furious Dwarf charges at the Centaur Eat steel ya ugly Donkey
charge +2, aiding attack+2
attack, Scimitar MW, PA -1: 1d20 + 2 + 2 + 1 - 1 + 2 + 2 ⇒ (10) + 2 + 2 + 1 - 1 + 2 + 2 = 18
damage, PA+2: 1d6 + 4 ⇒ (5) + 4 = 9
ac19 after charging
| Gronilda |
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Though surprised, Gronilda quickly navigates behind his friends to reach the centaur "Treacherous half-horse! What have you done to our friend?!"
Swiftly enlarging to the same size of the centaur, Gronilda punctuates her words with her axe swinging.
mwk battleaxe: 1d20 + 4 ⇒ (12) + 4 = 16
Slashing damage (enlarged): 2d6 + 3 ⇒ (1, 6) + 3 = 10
HP 17/17 AC 16 TAC 10
enlarged 6/7
GM Red
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| 2 people marked this as a favorite. |
Fueled by the sight of their fallen ally, Lizzie, Grymwold, and Gronilda unleash a barrage of attacks, channeling their anger into each strike. But the centaur's armor holds strong, each blow glancing off with a resounding CLANG.
"You'll have to try harder than that, future slaves," he sneers with arrogance.
Who's up
Saélihn & Ghost
Yorc (-13)
Grymwold, Gronilda, Lizzie, Zarena (unconscious)
| Saélihn |
| 1 person marked this as a favorite. |
Saélihn sounds a sharp whistle, commanding Ghost to press the attack, and aid the rest of their pack, as she sends another arrow after her first. "This hard enough for you??"
Handle Animal (DC10): 1d20 + 8 ⇒ (15) + 8 = 23
Composite Longbow (+2)/PBS: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Piercing: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
| <Ghost> |
| 1 person marked this as a favorite. |
Bite: 1d20 + 5 ⇒ (18) + 5 = 23
Piercing: 1d6 + 2 ⇒ (1) + 2 = 3
Aiding Attack:(Ex): The Ranger Animal companion can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger's animal companions' next turn gains a +2 circumstance bonus on that attack roll.
GM Red
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| 1 person marked this as a favorite. |
Saélihn fires another arrow, this one piercing the centaur's shoulder with a horrible THUD. Meanwhile, Ghost gnashes at the centaur's knees, tearing into the flesh of his hind legs.
Ghost 1, Grymwold 2: 1d2 ⇒ 1
"Mangy, filthy wolf. Begone!" Yorc taunts, slashing down at Ghost while stomping at his paws.
Longsword: 1d20 + 5 ⇒ (14) + 5 = 191d8 + 2 ⇒ (3) + 2 = 5
Hoof: 1d20 ⇒ 6
Hoof: 1d20 ⇒ 151d6 + 1 ⇒ (1) + 1 = 2
Who's up
Saélihn & Ghost (-7)
Yorc (-22)
Grymwold, Gronilda, Lizzie, Zarena (unconscious)
| Grymwold |
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Grym takes a mighty swing at the yabbering mule's underbelly
with Aiding Attack +2
attack, Scimitar MW, PA -1: 1d20 + 2 + 2 + 1 - 1 + 2 ⇒ (20) + 2 + 2 + 1 - 1 + 2 = 26
damage, PA+2: 1d6 + 4 ⇒ (6) + 4 = 10
CRIT CONF: 1d20 + 2 + 2 + 1 - 1 + 2 ⇒ (14) + 2 + 2 + 1 - 1 + 2 = 20
XTRA CRIT damage, : 1d6 + 4 ⇒ (6) + 4 = 10
| Gronilda |
"We have been peaceful with you! Why do you poison us!?" Gronilda steps forward trying to stop the centaur menace.
mwk battleaxe: 1d20 + 4 ⇒ (10) + 4 = 14
Slashing damage (enlarged): 2d6 + 3 ⇒ (1, 2) + 3 = 6
HP 17/17 AC 16 TAC 10
enlarged 5/7
"Pawnies help us!" she points the rear of the centaur for the dog to help.
Handle Animal: 1d20 + 2 ⇒ (16) + 2 = 18
"Woof! Woof!" the dog reacts jumping and surrounding the enemy to also attack.
Bite: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 1 ⇒ (1) + 1 = 2
HP 6 AC 13 TAC 12
GM Red
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Grymwold's ferocious swing fatally wounds the centaur, and he collapses to the ground just next to Zarena.
Nice crit, out of combat
The scene is quiet once more, with hushed whispers from the villagers as they again notice the party's aptitude in combat. Aubrin looks ahead at the fallen Yorc. "Hmm. Not what I'd expect of a centaur." She leans over Zarena, who breathes rapidly in her sleep. "I haven't got anything prepared to remove the poison. We'll have to watch her closely, unless you have something?"
| Gronilda |
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Gronilda quickly kneels by Zarena and starts to check her vitals, trying to discern what is going on "Can you check if the centaur has the antidote with him? Maybe? Or at least if we can find out the poison on his belongings to know what is going on"
Heal: 1d20 + 13 ⇒ (6) + 13 = 19
GM Red
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| 1 person marked this as a favorite. |
Gronilda checks on Zarena, and figures that while her pulse is elevated and a cold sweat has formed on her face, the condition doesn't seem to be getting worse as minutes go by.
Saélihn reaches under the heavy corpse of the centaur and finds his pack. Inside is a large glass bottle containing a black liquid, 375 gold pieces, a rough hand-drawn map of this area and beyond with a 'CS' marked at one point, and a package sealed with wax.
I'll take a Craft (Alchemy) or Knowledge (Nature) check against the liquid in the bottle. As for the package, I'll assume you open it.
Inside the package is a magical amulet, and a note that reads as follows:
Salutations Children of the Stone,
My emissary approaches you as a sign of respect, but by now you have seen my soldiers move unchecked across this green and fertile land. The Ironfang Legion means to make all of Nirmathas a home to those the humans would hunt, and turn those same humans into our servants and prey.
You would be wise to join our alliance. There is no room for neutral parties when war is all around you, and only one side in this conflict will offer you strength and shelter. As a sign of the protection the Legion offers, kindly accept this token of my generosity. Take your time in making your decision, but I trust you will come to the conclusion that provides your small and vulnerable tribe a future.
Kindest regards,
General Azaersi
| Gronilda |
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Gronilda glances up from Zarena, relieved that her condition isn't worsening. "It seems she's stable for now," she says, wiping the sweat from Zarena's forehead. "But we should keep her under close watch until we know for sure."
Looking to Saélihn, she asks, "Did you find anything useful on the centaur? Perhaps something we can use to counteract the poison?" his attention turns immediately to the black bottle "Maybe that?"
K. nature: 1d20 + 8 ⇒ (1) + 8 = 9
Her eyes narrow as she catches sight of the hand-drawn map.
K. geography: 1d20 + 3 ⇒ (18) + 3 = 21
As Gronilda reads the letter aloud, her voice falters at the mention of the signing person "General Azaersi..." she mutters, the name stirring both recognition and dread. She exchanges a worried glance with the others, her mind racing "The Ironfang Legion collaborating with the Fey... This is far worse than we imagined"
| Grymwold the Shieldstorm |
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Looks like we have to find a way to defeat the entire Legion or at least hit them so hard they want to leave us alone....That's a tall order for our small group he says glumly
| Saélihn |
Going through the gear she finds on the centaur, Saélihn holds the vial of black liquid up to the light, swirling it around as she studies it, before uncorking it and smelling the contents.
Knowledge (nature)(Black Liquid): 1d20 + 5 ⇒ (19) + 5 = 24
"Centaurs aren't actually fey, though there can be some overlap in their habits and territories." the huntress comments. "But it does look like they're trying to recruit other groups in the area, with gifts and an underlying threat of force."
Knowledge (Geography) for 'Children of the Stone': 1d20 + 4 ⇒ (9) + 4 = 13
| Gronilda |
"If anything, this should hurry us up more on meeting with the Chernesardo. We need to save Zarena and move on" Gronilda comments, and she unfolds the map to check it out.
GM Red
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Gronilda doesn't recognize the black liquid, but Saélihn is familiar with its scent, appearance, and the way it clings to the edges of the bottle before slowly retreating: it's oil of taggit, a poison used to knock unsuspecting victims unconscious.
With their knowledge of the region, Saélihn and Gronilda believe the map leads to a part of the forest the group hasn't traveled to yet. Saélihn thinks more on the letter, and vaguely recalls that the Children of the Stone are a troglodyte tribe.
Upon hearing about the note, Aubrin's face lights up. "I've also heard of them. The Children of the Stone often harassed... and feasted upon... the Chernasardo rangers during my time with rangers. I can't quite recall where their caves were, but this 'CS' on Yorc's map seems too coincidental with their name."
| Saélihn |
"So they were trying to recruit the troglodytes to their ranks as well. That explains the ones we ran into on the way here. A cave network would be a good place to shelter everyone.” Saélihn points out.
"As far as the poison, Oil of Taggitt lasts for anywhere from 1 to 3 hours. She should wake up a bit groggy at first, but otherwise alright." she says looking at Zarena's unconscious form.
| Grymwold |
| 1 person marked this as a favorite. |
Let's continue to the redoubt. Zarena's not that heavy. We can make further plans once we get there giving the side-eye towards the possible spy
GM Red
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| 1 person marked this as a favorite. |
The party gets a makeshift bed together hopefully not in the same sled that the boar used or perhaps take turns carrying Zarena, and continues through the twisting paths and towards the Redoubt.
1d100 ⇒ 71
After traveling four more hours and arriving at the Redoubt, Zarena's face is tickled by the first few drops of rain now falling from the sky, and she awakens somewhat groggy but otherwise unharmed.
"Oh wow! A treehouse!!!" The Barefoot cousins exclaim, rushing up the ladder to lay claim to the rooms. The villagers look relieved at the sight of the hideaway, especially as the first deep rumbles of thunder begin.
| Gronilda |
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Gronilda approaches Zarena with a gentle smile, relieved to see her awake. "Welcome back to the land of the living, Zarena. That poison had us worried for a while" she says softly, checking on her again just to be sure "Thankfully, you’ll be back on your feet soon."
She rises and pulls out the piece of paper she has been posing as a map, holding it up to the group "Along with that Children of the Stone map, this one holding the Chernesardo cache of supplies, is our last hope to stand up against the Legion. We’ll need to plan carefully before we make a move”
Gronilda intentionally holds the map a bit longer than usual, making sure Edran gets a good look at it "We’ll go over this in more detail later, but for now... let’s rest" she says, leaving the map in a secure but noticeable spot, in the corner near her gear, and leaves the gear on a corner in the hideout. With that, she yawns theatrically "It has been a long day. We will need our strength for what is coming"
She steps back to her bedroll but keeps one eye slightly open, waiting for Edran to make his move.
Perception through the evening (darkvision): 1d20 + 9 ⇒ (10) + 9 = 19
| Zarena |
Zarena smiles weakly. Sorry. I thought that centaurs were good guys.
When she sees Edran there, at the place that they were taking the refugees, she is worried. Wasn't he going to betray them?
But when she saw Gronilda baiting him, she figured she had a plan. She checks her equipment to make sure it is all there and that she didn't lose anything while she was out, and then settles in again, pretending to doze, but really not all that tired after being out for a while. She observes.
Perception (darkvision): 1d20 + 9 ⇒ (19) + 9 = 28
GM Red
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The villagers take some time drawing straws deciding on who should sleep where, but even those without a bed are able to find floor space that's much more suitable than the cold, damp forest ground. The hunter twins insist on remaining outside, taking shelter under an ancient-looking tree not far from the Redoubt, and the dwarven warrior Taghor remains on guard for the night.
The storm rages through the night, with the howling wind battering the wooden walls of the Redoubt. Rain pelts the roof in waves, some droplets sneaking through cracks and dripping onto the floor.
The treehouse sways under the force of the gusts, groaning horribly as the wind tests its strength. Thunder booms loudly overhead, each rumble shaking the walls.
Edran: 1d20 + 6 ⇒ (10) + 6 = 16
Edran awakens and stands very still, as if waiting for something. When the next rumble of thunder hits, he quickly but carefully tip-toes over to the maps Gronilda had left conveniently out, and begins to study them. Both Gronilda and Zarena hear the floorboards creek and notice him in the act!
| Gronilda |
| 1 person marked this as a favorite. |
Gronilda quietly rises from her bedroll, her movements silent against the storm's roar. With practiced stealth, she retrieves her axe, and quietely approaches Edran.
Stealth: 1d20 + 2 ⇒ (12) + 2 = 14
With a swift, deliberate motion, she steps into the dim light, confronting Edran. Her voice cuts through the storm's cacophony, calm but fierce. "Interesting?" she says, her tone laden with accusation "Do not care to try to lie again. You are working for the hobgoblins. Your attempts to steal our maps and gather information have not gone unnoticed. So tell me, what was the plan? Who is your contact in the Legion?"
Her tone is strong enough that it might awake people around, even despite the storm noise.
| Saélihn |
Hearing Gronilda's stark accusation through her light slumber, Saélihn awakens, her hunter's instincts alert for any sign of danger despite the constant background noise of the storm. Crawling out of her bedroll, she rises, taking up her bow as she does, not bothering with her armor as she keeps an eye on the confrontation, Ghost rising with her.
Perception: 1d20 + 7 - 10 ⇒ (20) + 7 - 10 = 17
| Lizzie "beads" Tamar |
Hear stern Gronilda: 1d20 + 8 - 10 ⇒ (12) + 8 - 10 = 10
Lizzie's rather quick to snap awake at hearing Gronilda's stern talking.
And she was very keen on hearing what the sleeze has to say.
She does however hurry herself over to block the exit, where she loads her sling and casually loads it.
| Zarena |
Zarena had been waiting for this and she walks close enough to cast a spell at Edran, not doubting that it will turn into a fight.
GM Red
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| 1 person marked this as a favorite. |
Gronilda is the first to advance on Edran, whose face drops into a terrified frown as he realizes his scheme is foiled. The rest of the party awakens not long after, and Edran finds himself backed into a corner, Grymwold and Lizzie with weapons in hand, and Zarena fully prepared to launch a spell.
1d20 ⇒ 20
"O-okay! You got me. Please, don't hurt me," he cowers, the next rumble of thunder causing him to shriek. "I-I'm not with the hobgoblins, I swear. I'm from Molthune, and I was in Phaendar on a s-simple, um, listening mission."
One of the villagers turns in his bed to face the noise. "Huh? A Molthuni spy? Molthune, the land we've been at war with for as long as Nirmathas has been Nirmathas? We should throw him out to the storm!" He calls, jumping up from his bed at the realization, and many other villagers start to stir as well. Edran gulps loudly and nervously eyes the Redoubt exit.
| Zarena |
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Zarena remains skeptical.
We've lost everything. What could you possibly be looking for if you aren't with the hobgoblins? I don't believe you.
| Saélihn |
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With an arrow nocked, and her bow trained on the blathering traitor, Saélihn speaks up over the storm.
"The problem with throwing him out into the storm is if he survives. Even if he's telling the truth, if the Legion finds him, he'd tell them everything he knows of us, just to save his own neck."
| Gronilda |
| 2 people marked this as a favorite. |
Sense Motive: 1d20 + 5 ⇒ (18) + 5 = 23
Gronilda stretches her eyes trying to see if he is true or deceiving the group once more.
"You say you're not with the hobgoblins," she growls, "but a Molthuni spy is just as bad in these lands. You've been sniffing around for something, and whatever it is, it sure as hells ain't to help us"
She glances back at the others, acknowledging Zarena's skepticism and Saélihn's arrow trained on him "Listen to 'em. We can't just toss you out to the storm. You'd run off to the Legion or worse, and we're not here to gamble on your survival"
The dwarf tries to think fast while placing her axe to cover any possible attempt to escape "So, you better give us quick a single reason we should keep you alive"
GM Red
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Gronilda doesn't have any hunches that Edran is lying about being his confession as a Molthuni spy.
Edran's voice shakes as he speaks, his eyes wide with fear. "You don’t understand... Molthuni spies aren’t supposed to get caught. If I go back, I'm dead anyway, and if you leave me out here, the hobgoblins will find me and... and..." He swallows hard, his fear palpable. "I'm begging you, just give me a chance to prove I can be useful. I-I'll take care of your sheep! I'll forage these woods until my fingers bleed!"
Some of the villagers laugh and scoff at the pleading man. One of them adds, "You're right, Saélihn, we can't just leave him out there, and what's going to stop him from running off the moment he gets a chance? I say we kill the spy!"
Aubrin, Jet, and Kining all look at each other, then back at the party, wanting to hear what they think is the right plan.
Looks like we got us a good old "what do we do with the prisoner" situation. It sometimes gets tricky with certain character alignments. What do you guys think should be done? I didn't want to have Aubrin and team bias your decision here, but given the history of these two regions, it's clear the rest of the villagers want the spy dead.
| Zarena |
| 1 person marked this as a favorite. |
I don't think he can be trusted either, friends, but we definitely could use the help, and always easier to guard someone while they are working. Let's give him a chance, and just make sure someone is always watching. It's hard to change when you've screwed up your life, but it is possible. We'll most likely kill him in the morning when he betrays us again, but you never know. Let's take it a day at a time... and who knows, maybe he'll change his ways. I certainly hope so.
| Grymwold |
| 3 people marked this as a favorite. |
I see no benefit to releasing the spy, only a risk. Whether he's from the Hobs or Molthune does not matter. He is an enemy in time of WAR.
If we had access to powerful compulsion magic that would provide us with viable choices. But we do not. And we cannot risk all our lives by trusting him.
I do not relish this. But I am willing to swing the blade and at least make sure he has a clean death.
| Gronilda |
| 4 people marked this as a favorite. |
Gronilda takes a deep breath, her grip on the axe tightening as memories of the Goblinblood Wars flood back—faces of friends long gone, lives taken by treachery and brutality. She lowers her weapon slowly, her voice carrying the weight of those losses "I have given you a chance to explain yourself, Edran, but this isn't just about you anymore. I've seen too many lives lost, too many friends betrayed in times like these. Erastil commands us to protect our own, and right now, that means not risking the lives of those who trust us with theirs."
Her gaze softens, though it remains resolute. She steps aside, her decision clear "Grymwold" she says, turning to the dwarf, her tone firm but pleading, "make it quick. He doesn't deserve to suffer, even if he was an enemy. Let it be over with honor"
Her eyes meet Grymwold's, and she gives a small nod before stepping back, her heart heavy with the decision but resolute in her duty to protect her people.
| Saélihn |
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Saélihn nods almost imperceptibly, acceding to Gronilda's assessment and ultimately, her and Grymwold's decision. Whether she acknowledged it or not, the Dwarven priestess had become a true leader of their surviving community over the last few heavily fraught days. Communities work best when led by a good and strong leader, and Gronilda was both, willing to make the hard leadership decisions.
| Grymwold |
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Grym hears Gronilda's words and nods in agreement and acceptance. Grym barks a command at whoever is nearest Edran HOLD HIM!
Once Edran is restrained he walks up and says in a firm voice but without malice There is no talking your way out of this. If you want a minute to pray to your God in hopes of him receiving you into the afterlife, you may have it. Otherwise, be still so that I may strike quick and clean without pain.
This could go two ways
a) he resists and struggles, if so Grym attacks, aiming to lop his head off
2handed
attack, Scimitar MW, PA -1: 1d20 + 2 + 2 + 1 - 1 ⇒ (20) + 2 + 2 + 1 - 1 = 24
damage, 2hdPA+3: 1d6 + 6 ⇒ (5) + 6 = 11
CRIT CONF: 1d20 + 2 + 2 + 1 - 1 ⇒ (9) + 2 + 2 + 1 - 1 = 13
XTRA CRIT damage: 1d6 + 6 ⇒ (2) + 6 = 8
or
b) Edran accepts his fate, and does not struggle in which case Coup de Grace rules apply
A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy.
Regular Attack
A helpless character takes a –4 penalty to AC against melee attacks. In addition, a helpless character is treated as having a Dexterity of 0, giving him a –5 penalty to AC against both melee and ranged attacks (for a total of –9 against melee and –5 against ranged). A helpless character is also flat-footed.
Coup de Grace
As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced “coo day grahs”) to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.
Delivering a coup de grace provokes attacks of opportunity from threatening opponents.
You can’t deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to “find” the creature once you’ve determined what square it’s in, and one to deliver the coup de grace).
I've never had a character execute a coup de grace. An interesting fact is that Gryms Hammer with its 3x crit multiplier would be a better weapon for coup de grace than the Scimitar with its 2x crit multiplier. But I just can't see a Hammer to the Head being a cleaner death than Scimitar to the neck
GM Red
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| 2 people marked this as a favorite. |
Relief washes over Edran's face as Zarena suggests keeping him around, but that quickly fades away when Grymwold and Gronilda seal his fate. Tears well up and spill down his cheeks. "N-no. I have a family too! Please, don't do this!" He pleads.
Many of the villagers erupt in cheers at Grymwold's decision, shouting that a Molthuni spy is no better than a hobgoblin, that he must die. Kining rushes forward, pinning Edran against the wall with a firm grip, her face twisted in disdain. Even within the safety of the Chernasardo Redoubt, the storm raged on inside and out.
"Damn rotten spy, what would've happened if we didn't stop ya?" Kining spits.
Aubrin nods solemnly when Grymwold raises his scimitar, and Edran's final scream is abruptly ended by the sickening THUD of his head hitting the floor.
As the blood pools in the quiet coziness of the treehouse, the storm outside - and inside - finally passes, leaving an eerie stillness behind.
| Grymwold |
Grym is satisfied with the strike. Good and clean. There are many worse ways to die.
After wiping and sheathing his scimitar he asks Kining
Kining, do we have any shovels? I want to bury him a ways from here so we don't have to pass by his grave all the time
| Zarena |
Zarena walks out into the storm for a moment to clear her head.
| Gronilda |
With a heavy sigh, Gronilda walks over to Aubrin, her face hardened but tired "We did what we had to" she utters quietly, though it feels as if she's trying to convince herself.
She does silently help Grymwold to take the remains and spends the early hours of the new day helping to bury the body with some dignity.