| Morbury Dedlock |
Diplomacy: 1d20 + 15 ⇒ (9) + 15 = 24
With a slight raising of his hand, "If I may, good sir. We were wondering if we could speak with the defendant? We know that many around here have already convicted him, but we are curious about his side of the story."
| GM Wolf |
The acting captain states, "You should see the barrister first but yes you can speak with the simpleton Beast with Barrister Kaple's permission."
Barrister Gustav Kaple meets you in the Defense Chamber. When wearing his huge court wig, Gustav cuts an impressive figure. "Hello, come in and have a drink." He offers pointing to several cups and a bottle of wine.
In truth, the downat-the-heels barrister was chosen to represent the Beast precisely because of his inability to defend anyone and for his stutter, which manifests itself when he is stressed.
Although Gustav has no doubt that the Beast is guilty,
he plans to defend the creature to the best of his ability,
but he is struggling to find any kind of evidence in
support of the Beast’s innocence. Gustav is happy to tell
the PCs the circumstances leading to the Beast’s capture
at the University (see page 17), and outline the legal process
involved in the trial (see page 37). He informs the PCs that
the prosecution is using three recent crimes attributed to
the Beast to convict the creature of murder: the murder of
10 citizens of the village of Morast a year ago; the slaying
of six children in the farming community of Hergstag
7 months ago; and the arson attack 4 months ago at the
Sanctuary on Karb Isle, which resulted in the deaths of
Doctor Brada and his patients and the blinding of the
doctor’s assistant, Karl.
Gustav has interviewed the main witnesses from each
of the three cases to be discussed at the trial and has
found that their stories are very plausible. He wishes to
see justice done, however, and he is certain that without
evidence in its favor, the Beast will be convicted.
To that end, he is willing to assist the PCs with
their investigations (unless he is at court). His
role in court is to present evidence, crossexamine witnesses, and clear the Beast of any
wrongdoing. Because of his stutter, however,
he suggests that if the PCs find any evidence
that can help the Beast, it might be better for
one of the PCs to present it.
Gustav is very concerned about time. He
informs the PCs that the trial has already
commenced, and preliminary evidence has been
presented to the three justices. The trial begins
in earnest tomorrow, however, as the
majority of the evidence for the three
crimes will be presented over the
next 3 days. The PCs must act fast
if they hope to find evidence in
support of the Beast’s innocence. Gustav
suggests that the PCs investigate the
events in Morast first, as that evidence will be presented
tomorrow. They can then investigate the other two crimes
over the following two nights.
If the PCs have no further questions for him, Gustav
recommends that they go meet the Beast for themselves.
| Imrik Farstrider |
Imrik enters and says, "Thank you for your time. We are investigating this attack that has been blamed on the Beast. We were hoping that you could tells us what you know and perhaps allow us to speak to the Beast."
Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21
| Anapa |
Anapa stands still, mostly observing the questioning, keeping a close eye on him, making sure no lie is being told
SM: 1d20 + 10 ⇒ (6) + 10 = 16
| Cristo Galdana |
Imrik enters and says, "Thank you for your time. We are investigating this attack that has been blamed on the Beast. We were hoping that you could tells us what you know and perhaps allow us to speak to the Beast."
"Yes, please. We shall use all caution in meeting with the accused."
Diplomacy (aid): 1d20 + 14 ⇒ (7) + 14 = 21| Morbury Dedlock |
Barrister Gustav Kaple meets you in the Defense Chamber. When wearing his huge court wig, Gustav cuts an impressive figure. "Hello, come in and have a drink." He offers pointing to several cups and a bottle of wine.
Nodding, "Thank you." Morbury takes a cup and fills it about a quarter full.
"I am Morbury Dedlock. And as Imrik has stated, any information that can be provided would be of great help. We will assist you in any way we can. And if the Beast is innocent, I believe the truth will come out. It always does," he says plainly, taking a small drink of his wine.
Diplomacy(Aid another): 1d20 + 15 ⇒ (17) + 15 = 32
| GM Wolf |
| 1 person marked this as a favorite. |
Gustav has no doubt that the Beast is guilty, he plans to defend the creature to the best of his ability, but he is struggling to find any kind of evidence in support of the Beast’s innocence. Gustav is happy to tell you the circumstances leading to the Beast’s capture at the University and outline the legal process involved in the trial.
He informs you that the prosecution is using three recent crimes attributed to the Beast to convict the creature of murder: the murder of 10 citizens of the village of Morast a year ago; the slaying of six children in the farming community of Hergstag 7 months ago; and the arson attack 4 months ago at the Sanctuary on Karb Isle, which resulted in the deaths of Doctor Brada and his patients and the blinding of the
doctor’s assistant, Karl.
Gustav has interviewed the main witnesses from each of the three cases to be discussed at the trial and has found that their stories are very plausible. He wishes to see justice done, however, and he is certain that without evidence in its favor, the Beast will be convicted.
| GM Wolf |
| 1 person marked this as a favorite. |
To that end, he is willing to assist you with your investigations (unless he is at court). His role in court is to present evidence, crossexamine witnesses, and clear the Beast of any wrongdoing. Because of his stutter, however, he suggests that if you find any evidence that can help the Beast, it might be better for one of you to present it.
Gustav is very concerned about time. He informs you that the trial has already commenced, and preliminary evidence has been presented to the three justices. The trial begins in earnest tomorrow, however, as the
majority of the evidence for the three crimes will be presented over the
next 3 days. You must act fast if they hope to find evidence in
support of the Beast’s innocence. Gustav suggests that you investigate the
events in Morast first, as that evidence will be presented tomorrow. Then investigate the other two crimes over the following two nights.
If the PCs have no further questions for him, Gustav recommends that they go meet the Beast for themselves.
| Cristo Galdana |
The pharasman, along with the others, goes to visit The Beast. The cleric tries his best to convince the flesh golem they are on his side, and wish to help his defense. Diplomacy: 1d20 + 14 ⇒ (6) + 14 = 20
| Morbury Dedlock |
Giving a nod of thanks to Gustav, Morbury goes with the others to meet the Beast.
The paladin is slightly taken aback at the size of the creature but keeps his composure. It is now quite evident why they call him 'The Beast'.
Clearing his throat, "Good day to you, um, sir. First off, do you have a name?" he asks The Beast, tired of constantly having to refer to him as 'The Beast'.
"Secondly, I am Morbury Dedlock. As this gentleman mentioned," he motions to Cristo, "we are here to help you in any way we can. They have pretty much convicted you of every offense, but we would like to hear your side of the story. Personally, I have a hard time believing it is an open-and-shut case as has been led to believe. Now, I could be wrong, but that is to be determined."
"Now, I have a couple of questions before you get to your side of the story, if you do not mind. How old are you? And how long have you been around here in Ustalav? And where in Ustalav do you live?"
Diplomacy: 1d20 + 15 ⇒ (6) + 15 = 21
| GM Wolf |
Gustav Kaple escorts you into the courthouse’s cellar jail, with the guards, to meet the Beast of Lepidstadt.
A towering abomination sits in an iron chair, bound with no less than a dozen sets of manacles. Stitching holds together this grotesque patchwork of flesh and bone, beast and man, though the wires are so taut they look as though they may fly apart at any moment. Its mouth is twisted in a permanent sneer, and a shock of lank, dark hair clings to its scalp. The
creature slumps in its chair, a despondent expression upon its monstrous face.
It is dirty and miserable, covered in flies, it roars and strains at its bonds. It snarls and bites towards Morbury.
As Morbury continues to calmly speak with The Beast it seems to settle.
It takes time but The Beast eventually begins to relay, "I Sune, you Mo'buy? I seven wintes old. Ustalav seven wintes. I... my dad... he c'eated me... I wandee. Why they lock me and hut me?" You find communication with the creature difficult at best.
kindness, the Beast soon develops a childlike, innocent love for its “friends,” but if treated cruelly, it becomes a raging beast worthy of its name. The beast may appear as a monster but in fact is not at all.
| Morbury Dedlock |
Morbury makes all those sense motive rolls. :)
Sense Motive: 1d20 + 19 ⇒ (18) + 19 = 37
Morbury moves his head back slightly as the beast appears to try to bite him. Looking behind him, he notices the guards and narrows his eyes. Interesting.
With a slight grin, "It is good to meet you, Sune. And 'Mo'buy' will suffice." He nods in greeting.
"They believe you have committed a multitude of crimes. They have accused you of killing several people over the past year. And for the record, I do not believe you are guilty of anything you have been accused of. What we are tasked with is finding evidence that you did not commit any of those crimes, which may prove difficult considering our lack of time. But I promise you, we will try."
Looking back at the guards, They have obviously mistreated him. He lashes out due to their cruelty. Yet, he has not lashed out at us. I cannot fathom him killing children just to be killing. Not this creature that sits before me anyway. Hm. Interesting.
"One more question, Sune. Who is the one who created you? Do you know his name?"
| GM Wolf |
| 1 person marked this as a favorite. |
Palatine Eye, a secret society of elite thinkers and scholars with a tradition of mysticism (more details on the Order of the Palatine Eye can be found on pages 70–75).
Judge Daramid invites you into her home when you arrive. She is in her sixties, with gray hair pulled back tightly into a bun and icy blue eyes. She is a stern, no-nonsense woman who appears to be all business
DC 15 Sense Motive check reveals that Lorrimor’s death has affected her more than she lets show, hinting that perhaps their relationship was, at one time at least, more than professional.
She asks the PCs if they have completed the tasks in Lorrimor’s will, and graciously accepts the book left to her. If the PCs question her about the purple book bequeathed to her, she does not reveal anything other than confirming its title, if the PCs have translated that. If the PCs have already delivered the other tomes to Dr. Crowl at the university, she hands over the agreed upon sum of 100 platinum pieces to each PC.
Once the business of Professor Lorrimor’s will is concluded, Judge Daramid asks the PCs to stay for moment, adding that she is in need of some assistance, and if Petros trusted them, then she might be inclined to trust them as well.
Judge Daramid explains that she believes there is a cancer in Lepidstadt, a darkness lurking behind the shadow of a scapegoat. For many years the people of Lepidstadt have laid all their ills at the door of a creature known as the Beast of Lepidstadt—murders, thefts, and terror have
all been attributed to the Beast, but Judge Daramid knows that many stories are exaggerations or simply untrue. She also knows that some people have different stories to tell about the creature—about its kindness and humanity, of how it has rescued loved ones or helped those
in distress. Now that the time has arrived for such kindness to be repaid, however, no one dares to step forward and challenge the Beast’s reputation.
As a judge, Daramid has a keen sense of justice, and she fears the Beast will not receive a fair trial. The people of Lepidstadt have blamed the Beast for too much and for too long, and they want it to pay for its crimes, whether those crimes are real or imagined. In addition, the judge has some concerns about the crime for which the Beast was finally apprehended—the break-in and theft at Lepidstadt University. She is also convinced that the Beast’s capture at the university was not all it appeared to be, for why would a creature that is intelligent knowingly enter the university, where it was certain to be trapped? However, to publicly announce her suspicions could put her at great risk, both
professionally and politically. As one of the three justices presiding over the Beast’s trial, she is unable to openly intervene, other than insisting that the Beast be properly defended in court.
What Judge Daramid really needs is a group of people without local bias to uncover the real truth about the Beast and its alleged crimes. The Beast’s legally appointed advocate, a barrister named Gustav Kaple, is hopelessly over his head and needs help—ideally someone to gather
evidence about the Beast’s alleged crimes and stand up in court to be questioned by the prosecution. Such speakers must have bravery in spades and silver tongues to match, to ensure that if there is more to the Beast’s story, justice will be done. If the Beast is indeed guilty, then Daramid can rest easier at night knowing that she gave it a fair trial.
Daramid bluntly offers to double the PCs’ bequest from Lorrimor’s will (100 platinum pieces each) if they investigate the Beast of Lepidstadt on her behalf while expressly keeping her out of the equation, as any hint of collaboration in their investigations would put her legal objectivity into question.
She tells the PCs that she will deny any involvement in the matter if pressed, but that if they do get to the bottom of the matter, she will be very grateful indeed.
If the PCs accept, Judge Daramid directs the PCs to the Lepidstadt Courthouse (area A), instructing them to register
with the court clerks as volunteer defenders for the Beast
and then meet with Barrister Gustav Kaple, to offer their
assistance in gathering clues to help the Beast’s defense.
Information on the Trial
If the PCs are interested in finding out more about the
Beast’s trial thus far, they can make Diplomacy checks to
gather information or Knowledge (local) checks to hear
the following widespread rumors about the trial.
-----------
Diplomacy checks to gather information or Knowledge (local) checks to hear the following widespread rumors about the trial.
DC 5: Burn the Beast!
crimes against the Beast, three of which are to be used as
the basis of its execution—burned alive in the Punishing
Man, a giant pyre that is even now being raised outside
the courthouse!
the creature—he can’t even get a whole sentence out
without stuttering! The Beast is as good as dead! I’ve heard
that the prosecution’s case is watertight—murdering
those poor children in Hergstag, killing all those
swampers in Morast, and burning down good Doctor
Brada’s hospice. Hurrah for Prosecutor Otto Heiger!
some kind things too, but it’s plagued Lepidstadt for far
too long. Even if it did do those things, that’s just proof
that the creature is mad and deserves to be burned!
| Imrik Farstrider |
Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21
"The "Beast" has been accused of several crimes. It might be worth investigating them. The man chosen to defend him in court sounds pretty incompetent. We should find out what has truly happened." Imrik says.
| Morbury Dedlock |
The Beast only repeats, “I didn’t do it,” over and over again.
"Sune's father... I know... I won't tell."
Nodding, "Fair enough, Sune. I will not press you on the matter. Thank you for your help. We must take our leave now. There is work to be done if we are to prove your innocence by tomorrow. We will find answers for you, Sune, I promise. Until tomorrow." Giving a slight bow of his head, Morbury exits.
Diplomacy: 1d20 + 15 ⇒ (16) + 15 = 31
"The "Beast" has been accused of several crimes. It might be worth investigating them. The man chosen to defend him in court sounds pretty incompetent. We should find out what has truly happened." Imrik says.
Turning to the half-dragon, "That is the plan, Imrik. And it looks like Morast is our first stop." Stroking his chin in thought, Morbury quickly makes his way back to Gustav. "Barrister Gustav, a moment of your time, please. Who should we speak with specifically in Morast?"
| Anapa |
SM vs Beast: 1d20 + 10 ⇒ (14) + 10 = 24
Anapa keeps his eyes on the beast for quite some time before he lowers his head and shakes it
"I agree, this 'beast' is only here because of vague evidence at best. We will do our utmost to help him"
| GM Wolf |
The first crime the Beast is charged with is the killing of 10 people in Morast, a small hamlet in the Dippelmere Swamp about 8 miles east of Lepidstadt. A narrow trail leads from Lepidstadt to the village. Morast is a miserable collection of 20 or so wattle-and-daub hovels built on stilts above the swamp and connected by soggy wooden boardwalks.
The villagers make their livings fishing and occasionally bringing in a blood caiman (a variety of crocodilian with a red-scaled head that is native to the north) to eat or sell.
they mingled with strange swamp creatures, tainting their blood and marking them with queer countenances. No one
knows how or why, but the people of Morast have legendary
constitutions—sickness is rare among the swampers, and
the villagers live long, healthy lives.
While admired for this fact, they are also shunned for their strange appearance.
they saw it attacked by a blood caiman and assumed it was killed.
The Witness: The villagers only realized that the “Beast”
had escaped when the village elder, Lazne, was called as a
star witness by the prosecution for the Beast’s trial, since he
led the mob that drove the Beast away. Lazne is a grizzled,
middle-aged man with dirty gray hair and skin the color of
swamp mud. He chews on a foul-smelling swamp weed and
punctuates most of his sentences by spitting weed-juice
onto the ground. Lazne doesn’t much like “cityfolk and
furriners” (by which he means anyone not from Morast, or,
to a lesser extent, from Lepidstadt) and his starting attitude
is unfriendly. If the PCs wish to talk to Lazne about the
Beast’s alleged crime, they must change his attitude to
friendly or better with a DC 25 Diplomacy check. If they are
successful, the village elder relates his story.
Lazne claims that at first the Beast only took lone
villagers who were outside at night, but soon became
bolder and began to attack houses. These attacks only
ended when Lazne organized the villagers and set a trap
for the Beast. He recalls that night well. The villagers
were lying in wait for the Beast, who attacked just after
nightfall. Armed with torches, the locals attacked and
wounded the creature—a huge, hulking brute about 7 feet
tall. The Beast took to the water, but the swampers gave
chase in their boats, pursuing it to the village boneyard,
where it was attacked by a blood caiman. Lazne grins as
he recalls how the Beast yelled oaths and curses that even
the worst whore in Lepidstadt would blush to say as the
gator attacked it, and describes the deep bite wound the
gator made on the Beast’s shoulder as it dragged the Beast
under the water. Although the Beast’s blood tainted the
villagers’ burial ground, forcing them to abandon it and
build another, the swampers thought it a small price to
pay for the thing’s death. Hearing that the Beast actually
survived was all that Lazne needed to tell his story to the
authorities, and he’s looking forward to seeing it burn.
If asked about the villagers’ supposed health and
longevity, Lazne remains close-lipped. If made helpful,
Lazne will only say that the swampers just have “strong
blood.” In fact, there is no real secret. The water drawn from
the village well is infused with minerals, and this, coupled
with their healthy diet of fish and relative isolation, has
made the villagers less susceptible to sickness and disease,
which results in overall longer lifespans.
Lazne knows nothing about the strangely “incorruptible”
bodies of Morast’s dead that first attracted Vorkstag and
Grine to the hamlet in the first place. In fact, it has nothing
to do with the villagers’ health. The preserved corpses are
natural byproduct of the boggy burial ground where they
were interred—the combination of highly acidic water, low
oxygen, and low temperatures staves off decay, creating
mummy-like “bog bodies.”
The abandoned boneyard where the Beast was attacked
can only be reached by boat. The swampers use small
coracles to navigate the swamp, and will rent the tiny boats
to the PCs for 5 gp per boat per day. If Lazne was made at
least friendly, the swampers will agree to pilot the boats for
the PCs. If Lazne was made helpful, he agrees to take the PCs
to the boneyard himself. Each coracle can hold a maximum
of two Medium-sized creatures, including the boatman
| Morbury Dedlock |
30', I guess. Unless the others prefer 40'. All good to me either way.
Morbury takes in the sight of the tiny village when they arrive. "Do any of you possess any information about this place? Unfortunately, I do not."
I don't have Know(Local).
| Drake Windfall |
Before leaving Lepidstadt...
He asks the group, "How are we getting there? Shall we get horses? I can run as fast as they can fly. Imrik and Anapa, can you carry Morbury and Cirsto? Then we can go 60 feet and be there in 4 or 5 hours."
You don't want to dip out of your light load.
Arriving at Morast...
K nature: 1d20 + 12 ⇒ (13) + 12 = 25
He offers, "I don't know much about these people. The villagers make their livings fishing and occasionally bringing in a blood caiman (a variety of crocodilian with a red-scaled head that is native to the north) to eat or sell. Also they seem to live in squalor."
Me too! Next level up k local here I come! Maybe diplomacy but it takes 1d4 hours... "Do we want to spend that amount of time or just introduce ourselves?"
| Cristo Galdana |
"That is a sound plan. I, too, don't get out much of the monastery. But I am at many social functions of the Church", Cristo explains.
The noble cleric walks among the people, offering a friendly ear or an authoritative tone. Diplomacy: 1d20 + 14 ⇒ (11) + 14 = 25
| Morbury Dedlock |
"Do we want to spend that amount of time or just introduce ourselves?"
"I would vote we introduce ourselves and go from there. Seems to be our only option at this point."
Morbury proceeds into the village and calls on the first adult villager he sees. "Hello! A moment of your time, please, if you would be so kind. We are new here and would like to ask a few questions about your town. By the way, I am Morbury Dedlock. A pleasure." He nods in greeting.
"We were told about a tragedy that happened here a while ago, one that involved a large creature. One known as 'The Beast'. I do not suppose you could tell us what happened on that fateful day, could you?"
Diplomacy: 1d20 + 15 ⇒ (18) + 15 = 33
| Imrik Farstrider |
"I think being up front about our investigation might be beneficial if we find anything out that would help the so called "beast" Imrik says.
Diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28
| Anapa |
"We have no reason not to be honoust. And if that provokes hostility, we shall be ready but most of all, be comfortable that we didn't do this in anger" he nods in agreement to Imrik
| GM Wolf |
The villager Morbury engages with comes over and says, "We thought we had killed it but recently found out it was in Lepidstadt. Our chief elder would be the one to talk with." He guides the charismatic strange folk to the elder.
Imrik and Anapa willing to carry?!
The chief elder, Lazne is a grizzled, middle-aged man with dirty gray hair and skin the color of swamp mud. He chews on a foul-smelling swamp weed and punctuates most of his sentences by spitting weed-juice
onto the ground. Lazne doesn’t much like “cityfolk and furriners” (by which he means anyone not from Morast, or, to a lesser extent, from Lepidstadt) and his starting attitude is unfriendly.
Diplomacy DC 25 from highest Diplomacy modifier, Cristo: 1d20 + 14 ⇒ (8) + 14 = 22 Then if anyone wants to assist: DC 10 for +2, DC 20 for +4
..
| Drake Windfall |
Take a ten: 10 + 13 = 23 +4!!!
"My dear survivalist, I greet you. Please listen to my friend."
| Cristo Galdana |
"Elder Lazne. My fellows and I are doing an additional investigation concerning 'The Beast'. Could you please tell us in your own words what happened?" Diplomacy: 1d20 + 14 ⇒ (7) + 14 = 21
| GM Wolf |
Lazne claims that at first the Beast only took lone villagers who were outside at night, but soon became bolder and began to attack houses. These attacks only ended when Lazne organized the villagers and set a trap for the Beast. He recalls that night well. The villagers were lying in wait for the Beast, who attacked just after nightfall. Armed with torches, the locals attacked and wounded the creature—a huge, hulking brute about 7 feet tall. The Beast took to the water, but the swampers gave chase in their boats, pursuing it to the village boneyard, where it was attacked by a blood caiman. Lazne grins as he recalls how the Beast yelled oaths and curses that even the worst whore in Lepidstadt would blush to say as the gator attacked it, and describes the deep bite wound the gator made on the Beast’s shoulder as it dragged the Beast under the water. Although the Beast’s blood tainted the villagers’ burial ground, forcing them to abandon it and build another, the swampers thought it a small price to
pay for the thing’s death. Hearing that the Beast actually survived was all that Lazne needed to tell his story to the authorities, and he’s looking forward to seeing it burn.
| GM Wolf |
The abandoned boneyard where the Beast was attacked can only be reached by boat. The swampers use small coracles to navigate the swamp, and will rent the tiny boats for 5 gp per boat per day.
With the last check he is made helpful!
to the boneyard himself. Each coracle can hold a maximum
of two Medium-sized creatures, including the boatman.
| Anapa |
To minimise strain on Lazne, he will keep up with flight. Scanning the waters, just in case something decides to try and take a bite out of the boat
| Cristo Galdana |
Cristo thanks Lazne profusely, and does his best to stay still on the skiff and not shift the weight for the elder boatman.
| Drake Windfall |
Cristo forking over the 5 gp?
Drake joins Cristo in Lazne's boat. Now full. If Cristo did not pay then he does.
perception : 1d20 + 10 ⇒ (15) + 10 = 25
He sits in the small boat with bow in hand.
| GM Wolf |
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.
You notice a nest, a large nest, 20 feet in the trees. A great beast is lounging in it.
This fearsome creature has the body of a lion, the wings of a dragon, the face of a snarling man, and a tail of dripping spikes.
Perception of the Manticore: 1d20 + 9 ⇒ (13) + 9 = 22
Anapa
perception : 1d20 + 11 ⇒ (3) + 11 = 14
Imrick
perception : 1d20 + 11 ⇒ (4) + 11 = 15
Morbury
perception : 1d20 + 21 ⇒ (19) + 21 = 40
Morbury surprise round action!
1d20 + 5 ⇒ (19) + 5 = 24 Drake
1d20 ⇒ 9 Cristo
1d20 + 3 ⇒ (3) + 3 = 6 Calin
1d20 + 3 ⇒ (15) + 3 = 18 Imrik
1d20 + 5 ⇒ (10) + 5 = 15 Anapa
1d20 ⇒ 4 Morbury
1d20 + 5 ⇒ (18) + 5 = 23 lion thing
24 Drake
23 Lion
18 Imrik
15 Anapa
9 Cristo
6 Calin
| Morbury Dedlock |
Narrowing his eyes, "Above! In the trees! A winged lion beast! Prepare yourselves!" he warns the others. Knowing there's no way he's reaching the beast, Morbury draws his bastard sword and prepares for its attack.
Draw sword
AC 28; Hp's 49/49
| Imrik Farstrider |
Imrik will ride in the boat to join in on conversations.
| Cristo Galdana |
Cristo forking over the 5 gp?
Drake joins Cristo in Lazne's boat. Now full. If Cristo did not pay then he does.
The Pharasman's nose wrinkles as he forks over the steep price for ferrying.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Narrowing his eyes, "Above! In the trees! A winged lion beast! Prepare yourselves!" he warns the others. Knowing there's no way he's reaching the beast, Morbury draws his bastard sword and prepares for its attack.
Cristo unhooks his morningstar and waits for the signal.
| Anapa |
In the air, the hound too gets his large blade ready, flapping along with the boat, ready to engage the flying enemy
"Ready" he nods to his allies
| GM Wolf |
Round 1
24 Drake
23 Lion
18 Imrik
15 Anapa
9 Cristo
6 Calin
The lion creature roars at the group but stays in its nest. Flinging four spikes at Drake. 4/24.
spike: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d6 + 5 ⇒ (6) + 5 = 11
spike: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d6 + 5 ⇒ (2) + 5 = 7
spike: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d6 + 5 ⇒ (4) + 5 = 9
spike: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d6 + 5 ⇒ (1) + 5 = 6
Only one spike hits and is pushed out by Drake's healing.
| Drake Windfall |
Round 1
He states, "I don't believe it to be a beast or undead. Anyone know what this creature is?"
He fires off regular arrows knowing he could easily loose his good ones.
Rapid shot
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (14) + 13 - 2 - 2 = 23
damage: 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (17) + 13 - 2 - 2 = 26
damage: 1d8 + 6 + 4 ⇒ (7) + 6 + 4 = 17
Round 2
He continues firing from the boat.
Rapid shot
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (19) + 13 - 2 - 2 = 28
damage: 1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (3) + 13 - 2 - 2 = 12
damage: 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11
| Cristo Galdana |
Round 2 & 3
Cristo yelps with concern as the tiny boat rocks in the water. Not concentrating on the battle, the cleric tries his best to keep the boat from sinking.
Reflex?: 1d20 + 3 ⇒ (4) + 3 = 7
Reflex?: 1d20 + 3 ⇒ (4) + 3 = 7
| Anapa |
Anapa will charge the closest, his blade ready to come down on the creature
Charge: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Slash: 2d8 + 16 ⇒ (7, 5) + 16 = 28
| Imrik Farstrider |
Round 2
Imrik takes to the air and charges the creature!
+1 Adamantine Spiked chain+Charge-PA: 1d20 + 9 + 2 - 1 ⇒ (10) + 9 + 2 - 1 = 20
+1 Adamantine Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (2, 2) + 11 + 3 = 18
LE Crystal [Electricity: 1d6 ⇒ 6
Round 3
Imrik tries to hover and attack the creature! He succeeds and only drifts close enough to bite at the creature!
Fly: 1d20 + 6 ⇒ (15) + 6 = 21
Success! 5 ft fly forward and full attack!
+1 Adamantine Spiked chain+Charge-PA: 1d20 + 9 + 2 - 1 ⇒ (18) + 9 + 2 - 1 = 28
+1 Adamantine Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (1, 2) + 11 + 3 = 17
LE Crystal [Electricity: 1d6 ⇒ 3
Bite: 1d20 + 3 ⇒ (2) + 3 = 5
Bite: 1d6 + 7 ⇒ (1) + 7 = 8
| Imrik Farstrider |
Edit that to Round 1 and Round 2. For some reason I thought I did not get to act in Round 1.
| GM Wolf |
Round 1
Anapa and Imrick don't have clear lines of sight with the lion creature. However, you can fly up and charge in round 2 or be near it to make a full round action to attack it.
Round 2
Imrick hits with his spiked chain as it pierces into the manticore's flesh, it roars in pain. Anapa charges the beast from above but fails to connect as it dodges his attack.
vs Imrik
bite: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d8 + 5 ⇒ (4) + 5 = 9
claw: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 2d4 + 5 ⇒ (2, 2) + 5 = 9
claw: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 2d4 + 5 ⇒ (3, 4) + 5 = 12
Round 3
bite: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 + 5 ⇒ (4) + 5 = 9
claw: 1d20 + 10 ⇒ (5) + 10 = 15
damage: 2d4 + 5 ⇒ (4, 2) + 5 = 11
claw: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 2d4 + 5 ⇒ (1, 3) + 5 = 9
| Anapa |
I'll take the second option for full attack round two
Anapa moves into a flanking position with Emirik, at least one of the swings connect
Attack 1: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Attack 2: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Slash!: 2d8 + 16 ⇒ (1, 6) + 16 = 23
| GM Wolf |
Anapa fly check to hover/5 foot step.
Round 4
vs Imrik
bite: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d8 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 2d4 + 5 ⇒ (3, 1) + 5 = 9
claw: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 2d4 + 5 ⇒ (1, 3) + 5 = 9
Round 5
bite: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 2d4 + 5 ⇒ (3, 4) + 5 = 12
claw: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 2d4 + 5 ⇒ (1, 4) + 5 = 10
| Drake Windfall |
Round 3
He offers thanks to Cristo, "Thank you for keeping the boat settled."
Rapid shot
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (7) + 13 - 2 - 2 = 16
damage: 1d8 + 6 + 4 ⇒ (3) + 6 + 4 = 13
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (2) + 13 - 2 - 2 = 11
damage: 1d8 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Round 4
Rapid shot
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (17) + 13 - 2 - 2 = 26
damage: 1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (17) + 13 - 2 - 2 = 26
damage: 1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18
Round 5
Rapid shot
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (11) + 13 - 2 - 2 = 20
damage: 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14
+3 Adaptive Composite Longbow, DA, RS: 1d20 + 13 - 2 - 2 ⇒ (7) + 13 - 2 - 2 = 16
damage: 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11
| Cristo Galdana |
Round 4 and 5
Drake sends flights of arrows up into the flying beast. The cleric continues to help steady the boat, in his own way.
Reflex: 1d20 + 3 ⇒ (8) + 3 = 11
Reflex: 1d20 + 3 ⇒ (6) + 3 = 9
| Imrik Farstrider |
Round 3
Imrik, near death, withdraws from combat.
I would take a full round action to withdraw without provoking. I am at 5 hit points I believe after it attacks in this round.
Round 4
Imrik heals his wounds.
CLW: 1d8 + 3 ⇒ (5) + 3 = 8
That should put me at 13/26 HPs.