Dragon Attacks the Justicar /DONE

Original Scope: Transformation of Crestwold pt. 2 >

The events of One-Claws assistants openly walking into Torrelson’s Ford was an affront to the Lightbringers. They summon a Justicar to kill him. Na’Grindl the dragon has a hatred for Justicars… and intends on setting off chaos in Torrelson’s Ford and relations between faiths and with nations (and even with The Saelisnean culture) by killing the holy warrior.

Sir Gregoran: After the White Sisters summon party, also Justicar on the way. The PCs are asked by baron’s herald Verel Blackdown (no choice – bannermen duties?) to meet Sir Gregoran the Justicar – once a Silver Talent – on the border of Umbak at fort Pavec, and escort him to Torrelson’s Ford. They have word that Wyld Faith followers are going to ambush the Justicar.

[ i ] > DC 22 Intelligence (History): Cross into dunstrand jurisdiction ends unless enjoined; not a silver talent any more for road justice purposes.

Roger, page to Justicar Gregoran; Roger was taken because Sir Gregoran thought he was too wrapped up in the bureaucracy. Needed training to be a man. Definitely not ready.

[ i ] > DC 20 Wisdom (Insight): Roger is terrified!

Green Dragon Attack

Green dragon attacks justicar w/party escort – sole purpose to peel armor open and kill justicar. Will ignore the party if possible.

FALSE ATTACK 1 = [ A ] > DC 20 Sanity: Tree falls = ambush!

“BANDIT” ATTACK! = A group of poorly hidden men can be seen up ahead, making ready to ambush you.
> As you approach, they seem to lose heart and try and stay out of the way though do not drop their weapons.

[ i ] > DC 25 Wisdom (Perception): Obviously they are farmers! Umbakians drove them out of northern Umbak (too much Dunstrandian influence; replaced with city folk forced to migrate) and they did not want to go. Justicar says kill them! Banditry is punishable with death in Umbak!
[ i ] DC 18 Intelligence (History): County Faer has land like northern Umbak – 100 silvers + gallant writ (requires the Tide Watchers seal) to get them and their families there.

FALSE ATTACK 2 = [ A ] > DC 16 Sanity: Deer runs across road – startled from ambush!

About halfway on your journey on the edge of The Saelish, your path winds through a low area where the path is soggy. The road is flooded ahead.

[ A ] > DC 15 Wisdom (Perception): It perfect ambush as a temporary road goes through brush. You hear a small splash in the silence!
> It’s just a turtle! DC 20 Animal Handling because they are so on edge, they jerk the reins.

Despite the perfect ambush spot, nothing happens. The road rises and evens out into a dry, dusty ridge without incident.

[ i ] > DC 22 Wisdom (Perception): On the edge of the small stretch of marshes, you see what appears to be a strangely shaped sinkhole.
> Kill pit is a large punji pit dug out by the dragon. She then breathed gas into it, which settled in the bottom.

Real Dragon Attack

Coming out of the sun, a small shadow suddenly becomes much bigger! A massive green creature – the dragon itself, like a shrike trying to impale its prey drops out of the sky. Only the sharp senses of the knight’s warhorse saves him, as it rears up, sending him flying as the dragon delivers its death blow to the screaming animal! Dust flies everywhere, blinding you. The wings and tail whip around, while its roars drown out your yells to each other. Your animals scream and try to bolt.

THERE WILL BE A BATTLE! The dragon casts Enlarge on itself! War horse warns the knight at the last minute – like a familiar. Dragon lands on it – Justicar flies off and horse is killed in initial hit.

  • Wing buffet stirs up dust; partial cover for all except shiny armor.
  • [ A ] > DC 25 Wisdom (Animal Handling): Mounts bolt.
  • Cannot see or hear commands for battle master or any other verbal instructions.

The dragon grabs the armored knight, hoisting him skyward and the sudden tug causes his helmet to fly off. It flies a short distance, violently dumping him into the marshes. The knight screams as he hits the ground, vanishing into the muck – though you can hear the muffled scream.

Looking into the pit, the coughing and sputtering knight screams as he vomits blood and twists in agony – impaled on a bed of sharpened sticks. A green cloud rolls up and settles back into the pit, while the dragon flies off. Coughing blood, the knight’s screams turn to gurgles. Eyes wide open, the dead knight stares back in a rictus of a scream you cannot hear. Bloodshot eyes, burst veins in his face, coughed up lung tissue and a murky pit full of blood soaked mud from the punji stakes. You are hard pressed to recall a worse death.