GREYHAWK, THE GOLDEN ERA CY963: CHAPTER THREE

More about the people in the room...

GM:
Further Descriptive Info:

The Judge, The Lord Mayor, and the Two Lawyers: All wearing long, black, legal robes, with no apparent weaponry, nor any jewelry, with the sole exception the Lord Mayor's staff, which lies on the bench. The Sergeant and the 3 City Watchmen are dressed in Banded Mail Armor, and carry Two-Handed Swords and Bolas, and steel whistles, just like all the other city guardsmen you've seen. The citizens in both the gallery and jury box are all dressed in typical clothing, some with jewelry, but none with weaponry. The Captain and the Treasonous Guard are wearing cotton breeches (no shirts), and ankle chains. Their hands are also manacled behind their backs. Both men are covered (on the chest and back) in tattoos of some pretty horrid and disgusting (demonic) stuff.

 

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Lathir, who greatly despises having been forced into such a confining situation, is seriously considering shifting into bear form and running from the building.
 

Courtroom Drama

As everyone files into the courtroom, a few people begin to notice a few things:

GM:
Vale: As the Lord Mayor Margull passes by you, your axe glows a vivid blue!



GM:

As per the Facebook OOC thread:

Spellcraft Checks, DC 24: One check for each prisoner. But you basically only need a single success to figure out what's going on.

Respen: Failed both checks

Vale: Failed one, but made the other one (Result = 34)

Lathir: Failed one, but made the other one (Result = 29)

Dewydd: Made the first one (Result = 26)

Sylvar: Made the first one (Result = 24)



Everyone except Respen realizes that the tattoos on the prisoners are actually spell-completion arcane writings, which do not detect as being magical until they are activated. These particular tattoos are BLOOD MAGIC TATTOOS, meaning that speaking the completion word will cause harm to the speaker, as part of the cost of the spell completion. The spell that these tattoos complete is a high level (9th) spell known as GATE. It is configured to cast the gate onto the 9th level of the Hells of Baator!

People are still in the process of being seated, with the trial not yet begun, when the Captain cries out, "I am tired of waiting for all of your pomp and ceremony! Let my flesh be forfeit, and let the wrath of my masters be manifest!" His eyes glaze over, and he seems about to speak!

GM:
FINAL INITIATIVE ORDER:

NPC: Margull: 1d20+24 = 39

NPC: Judge: 1d20+5 = 25

NPC: Captain (With a +3 bonus for pre-planning and intent):
1d20+5 = 24

Dewydd:
22a

NPC: Vega: 1d20+6 = 22b

Lathir: 19a

Respen: 19b

NPC: Guard (With a +3 bonus for pre-planning and intent): 1d20+4 = 19c

Sylvar: 17a

NPC: All Citizen Jurors: 1d20 = 17b

NPC: Sergeant of the Watch: 1d20+1 = 16

NPC: Father Xavier: 1d20+2 = 13

NPC: All Citizen Observers: 1d20 = 8

Vale: 3a

NPC: All 3 Guardsmen: 1d20+1 = 3b

 
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...And the man in the back yelled 'Everyone Attack!' and it turned into a COURTROOM BLITZ!!

Margull rises from his seat, as the Captain begins to speak. He parts his robe to one side, to reveal his famous short blade, that is widely known as the "Pale Fang." A gasp of surprise ripples through the audience. You have all heard of the numerous times that Margull has prevented whole riots, using on the threat of his personal blade, on its own.

"That will be quite enough of that!" he yells.

GM:
Intimidate Check: 48; exceptional result.

Captain: 1d20 + Level [13] + Wisdom [2] + Brainwashed [20] = 1d20+35 = 42; fail. Captain is intimidated.

Traitorous Guard: 1d20 + Level [10] + Wisdom [3] + Brainwashed [20] = 1d20+33 = 41; fail. Guard is intimidated.


The judge next to Margull stands also, and raises his hand as if he were about to cast a spell; when he sees the defendants hesitate beneath Margull's wrathful gaze, he pauses, waiting to see what will happen.

GM:
The judge delays his action until the Captain makes a move.


The Captain smiles, and says, "Being here, finally, in your presence, I must admit, under normal circumstances, I would have been cowering before you at this moment. There is something truly frightening about your presence and demeanor. But my life was forfeit the moment I was captured. What does it matter by which means I meet my doom? ... ANVERIOK!"

As the Captain speaks this single word, both he and his guard are struck with bolts of red, glowing lightning, seemingly from nowhere! Both men scream in agony, as their bodies are ripped apart, like a rack of ribs at a harvest festival! Everyone within a 30 foot radius is showered in a fine, red, mist, the lifeblood of the two prisoners!

Standing in their places, are two of the most, foul, horrible creatures that you could possibly imagine!

Fiend One (Captain): This massive, hulking fiend sports a pair of curving horns. Its black hide is thick, leathery, and covered in scars. It has a huge underslung jaw filled with jagged teeth, and its feral eyes glow with flickering shades of red. It is gripping a massive, iron ranseur in its claws.

Fiend Two (Guard): This hulking fiend is covered in metal plates bolted directly to its flesh. The nails that fix the plates in place drip black blood that stains armor and body alike. The creature has monstrous features, twisted in pain but filled with a primal cunning. Rotten tusks sprout from its lower jaw, and maggots wriggle in its wounds. This fiend carries a massive spear.

As the fiends appear, their massive bodies crush and shatter the wooden furniture, sending courtroom observers and jurors scrambling for cover!

GM:
All within 20 feet of The Captain, must now make a DC 18 Willpower save, or become panicked.

Father Xavier: 19 (Success)
Sgt: 9 (Fail)
Guard: 6 (Fail)
Jurors: 2 (Fail)
Observers: 7 (Fail)
Defense Attorney: 10 (Fail)

Margull frowns at the presence of hordelings in his courtroom. He is not amused.



The Judge drops his spell; he was preparing HOLD PERSON, and these fiends clearly do not qualify.

DM NOTE: The people on the right side of the courtroom, with the exception of Father Xavier, are in the process of beginning to flee in terror. It is now Dewydd's turn; Dewydd, you can attack, if you so desire; you will not be required to make the Will save until after The Captain has had his next turn; his fear aura activates at the END of his turn, and you were out of range for the first application. Once you have made your save, you cannot be affected by the aura for 24 hours.

Dewydd: It's your turn. What do you do?
 

I forgot to post the map of current positions:

000-All-Rise-In-The-Courtroom-002.jpg
 


I silently charge forward, springboarding over the table and drawing my greatsword while somersaulting past the enemy guard - placing myself between the enemy and Lord Margull. In a whirling frenzy I slash three times in rapid succession at the brute.

OOC: 1st Attack: 25 to-hit, 56 damage. 2nd Attack: 17 to-hit, 54 damage. 3rd Attack: 13 to-hit, 48 damage. I didn't count myself as flanking with my to-hit rolls, because I wasn't sure if you would treat the other people as active combatants. Here's hoping he's flat-footed! Jump 17. Tumble 30.
 
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AND SO IT BEGINS...

GM:

First things first, I made a mistake, the "Little Guy" is not a medium creature, he is Large, just not as "Large" as the Big Guy :)

This is the first combat round; all that the fiends will do this round is to simply appear. This happened on the Captain's initiative.

I am rolling now, in advance, for round two, to see when the fiends will be able to act. Until their first actions, they will be considered flat-footed.

The Captain's Fiend: 1d20+3 = 10

The Guard's Fiend: 1d20+1 = 5


Which means that the adjusted order of initiative for round two will be:


NPC: Margull: 1d20+24 = 39

NPC: Judge: 1d20+5 = 25

Dewydd: 22a

NPC: Vega: 1d20+6 = 22b

Lathir: 19a

Respen: 19b

Sylvar: 17a

NPC: All Citizen Jurors: 1d20 = 17b

NPC: Sergeant of the Watch: 1d20+1 = 16

NPC: Father Xavier: 1d20+2 = 13

NPC: Fiend (Captain): 1d20+3 = 10

NPC: All Citizen Observers: 1d20 = 8

NPC: Fiend (Guard): 1d20+1 = 5

Vale: 3a

NPC: All 3 Guardsmen: 1d20+1 = 3b



DEWYDD:

GM:
Jump DC: 7; Armor check penalty -6 = DC: 13 (Your roll = 17, success.)


You leap easily over the courtesy rail surrounding the observer's gallery.

Since your opponent is flat-footed, he does not get an attack of opportunity on you as you close, despite his long reach.

Despite the fact that your opponent is flat-footed, you are only able to land a single blow against him, his tough skin and hideous armor shielding him from the other two.

However, it is a telling blow, because as you are leaping towards him, he turns to face you, exposing his neck for less than a second, which is all the time that your blade needs to make contact, SEVERELY INJURING HIM!!


GM:
Original Damage: 56
Minus DR = 51


VEGA:

GM:
Jump DC: 7; No armor check penalty. (Vega's roll = 24, success.)


Vega also easily leaps over the courtesy rail surrounding the observer's gallery.

Since Vega's opponent is flat-footed, he does not get an attack of opportunity on her as she passes by, despite his long reach.

Vega, seeing that the Lord Mayor has severely underestimated the situation, decides to act! She moves 25 feet toward the judge's bench (Move Action) and then grabs Margull's staff, and examines it briefly (Standard action); As Vega looks at the runes, a look of understanding crosses her face, and she begins to smile, confidently. "This should liven things, up!" she says.

000-All-Rise-In-The-Courtroom-003.jpg

Lathir: It's your turn. What Do You Do?
 

You Won't Like Me When I'm Angry

Lathir launches from his seat, leaving his halfspear in the process and his hat toppling from his head falling oddly flat upon the seat now holding the weapon. The weapon now appears as a simple walking stick resting on a seat underneath a simple farmer's hat. Lathir leaps over the courtesy rail but it is no longer a mere man who lands to run forward around to the open flank of the smaller fiend, it is a full grown cinnamon colored black bear who lets out a mighty roar hoping to scatter any remaining gawkers with the noise.

[sblock=Jump]16 + 1 = 17[/sblock]
[sblock=Attacks]Claw = 9 + 8 = 17 (figure that's a miss)
Claw = 16 + 8 = 24, DG = 1d4 (2) + 4 = 6
Bite = 18 + 3 = 21, DG = 1d6 (5)+ 2 = 7[/sblock]
OOC: Well, at least he looks fierce as bear, even if he fights like a kobald.
 
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