Of Templars and Trolls (CR 7)

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Jul
17
Deus Ex  

The Setup:

Helmfried Adelbert and his two squires Kaela Milosz and Hezekiah Verginius are on the road once more. Their service to the Templars of Capstone keeps them on the highways most of the year. This time it’s from Capstone on the west coast to the holy city of Barrier on the eastern border.

Their charge on the journey is Father Eldred and his five attendants, two nuns of the Sacred order of the Hand, and three pages of the Order. The Father, having taken a vow of poverty, has no means of travel and therefore has chosen to make his holy pilgrimage on foot, slowing the procession to a crawl.

Helmfried and his companions have taken a holy vow of their own to see that all travelers along the roads of the King are protected. The Church of the Holy Flame have paid to see that Father Eldred (soon to be the Cardinal of Barrier) makes his way safely to the city. It is a month into their journey and they are nearing the endpoint, but exhaustion is taking its toll and the travelers are weary.

Under these conditions it is easy to forget that the highway lies only fifty short miles from the northern border of the Troll Wastes, a mistake that could prove fatal.

Lurking nearby are Mosh, Ogg, and Ort, three trolls that have grown tired of the fare of grubs, moss, and stringy marsh birds that they eat in the Troll Wastes. Mosh, an usually large and savage troll, has lead his cohorts to the road seeking more substantial meals and thinks he might have found it with the group of mostly unprotected priests. In preparation for their ambush the trolls have taken up hiding spots along ridgetops where the road narrows, planning to jump down as they pass through.

The trolls watch as Helmfried passes beneath them and Ogg and Ort jump down to cut him off. As the two trolls slash at the knight, the stronger Mosh, jumps down to confront Hezekiah and Kaela in the rear and immediately slashes Hezekiah across the throat, felling him and he begins dying.

The PC’s turn the closest corner in the narrow roadway as the second round begins. Helmfried fighting off two trolls while Kaela fends off the much stronger Mosh. Father Eldred, the pages and the nuns panic while trying to find a path to climb up out of the road or run past one of the trolls.

The trolls’ goal is to drag off a horse or a person for their dinner. If Kaela in the rear falls to Mosh, he hauls away either her or one of the horses, if Helmfried falls the Ort and Ogg will drag either him or his horse off as well. If they are able to get enough food (roughly one person per troll or a horse for two trolls) then they will flee but possible to return to feed on a weakened group the next day. If a troll is injured to within 10% of his total hit points, that troll will flee and disregard his allies.

The road winds its way through a ravine with steep sides, but is a wide track itself (10 feet). The sides are nearly impassable requiring a climb check of 5 to move through.

 

The Good Guys:

Helmfried Adelbert - The Templar

Helmfried Adelbert – The Templar    CR 7

XP 3,200

Male human aristocrat 9

LE Medium humanoid (human)

Init +1; Senses Perception +5

Defense

AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)

hp 58 (9d8+18)

Fort +4, Ref +4, Will +5

Offense

Speed 30 ft. (20 ft. in armor)

Melee +1 longsword +10/+5 (1d8+4/19-20) or

   dagger +9/+4 (1d4+3/19-20) or

   mwk lance +10/+5 (1d8+4/×3)

Ranged mwk composite shortbow +8/+3 (1d6/×3)

Tactics

Before Combat Before a fight or joust, the aristocrat drinks his potions of bear’s endurance and bull’s strength. In this case he has been ambushed and was unable to drink his potions.

During Combat The aristocrat opens with a charge. When confronting foes on foot, he stows his lance, then attacks with his longsword. Against mounted foes, he wheels about and charges so he can use Unseat, repeating this until all his opponents are dismounted. If he is unable to hit a well-armored rider, he is not above attacking the mount instead.

Statistics

Str 16, Dex 12, Con 12, Int 10, Wis 8, Cha 9

Base Atk +6; CMB +9 (+11 bull rush); CMD 20 (22 vs. bull rush)

Feats Improved Bull Rush, Power Attack, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Unseat

Skills Acrobatics -5 (-9 to jump), Diplomacy +11, Handle Animal +5, Intimidate +11, Knowledge (nobility) +12, Perception +5, Ride +10, Sense Motive +5

Languages Common

Combat Gear +1 human-bane arrows (2), potion of bear’s endurance, potion of bull’s strength, potion of cure moderate wounds; Other Gear mwk full plate, mwk heavy steel shield, +1 longsword, arrows (40), dagger, mwk composite shortbow, mwk lance, noble’s outfit, signet ring, heavy horse (combat trained), bit and bridle, military saddle, mwk breastplate barding, saddlebags, 159 gp

Special Abilities

Improved Bull Rush You don’t provoke attacks of opportunity when bull rushing.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Ride-By Attack You can move – attack – move when charging mounted.

Spirited Charge Double damage when making a mounted charge (triple with a lance).

Unseat With a mounted lance charge, if the attack hits, make a free bull rush attempt to knock your opponent off their mount.

 

Horse, heavy (combat trained) – Pepper

Heavy horse (Pathfinder RPG Bestiary, 177)

N Large animal

Init +4; Senses low-light vision, scent; Perception +8

Defense

AC 20, touch 12, flat-footed 17 (+6 armor, +3 Dex, +2 natural, -1 size)

hp 19 (2d8+10)

Fort +8, Ref +7, Will +3

Offense

Speed 50 ft. (35 ft. in armor)

Melee bite +2 (1d4+5), 2 hooves -3 (1d6+2)

Space 10 ft.; Reach 5 ft.

Statistics

Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11

Base Atk +1; CMB +7; CMD 21 (25 vs. trip)

Feats Endurance, RunB

Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel

Skills Acrobatics +1 (+5 to jump with a running start), Perception +8, Ride +1 (+3 to stay in the saddle)

SQ combat riding

Other Gear mwk breastplate, bit and bridle, military saddle, saddlebags

Special Abilities

Combat Riding [Trick] The animal has been trained to bear a rider into combat.

Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Kaela Milosz - The Squire

Kaela Milosz    CR 1

XP 400

Female human aristocrat 3

N Medium humanoid (human)

Init +1; Senses Perception +5

Defense

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)

hp 19 (3d8+6)

Fort +1, Ref +2, Will +2

Offense

Speed 30 ft. (20 ft. in armor)

Melee dagger +3 (1d4+1/19-20) or

   mwk longsword +4 (1d8+1/19-20)

Ranged composite shortbow +3 (1d6/×3)

Tactics

During Combat If serving a knight, the aristocrat fights near his master, making frequent use of flanking and aid another. He stays mounted to take advantage of his horse’s attacks.

Statistics

Str 13, Dex 12, Con 10, Int 8, Wis 9, Cha 11

Base Atk +2; CMB +3; CMD 14

Feats Mounted Combat, Power Attack, Toughness

Skills Acrobatics -4 (-8 to jump), Diplomacy +4, Handle Animal +6, Intimidate +4, Knowledge (nobility) +3, Perception +5, Ride +2

Languages Common

Combat Gear holy water; Other Gear chainmail, arrows (20), composite shortbow, dagger, mwk longsword, light horse (combat trained), bit and bridle, riding saddle, saddlebags, 11 gp

Special Abilities

Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.

Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

 

Horse, light (combat trained) – Arrow

Horse (Pathfinder RPG Bestiary 177)

N Large animal

Init +2; Senses low-light vision, scent; Perception +6

Defense

AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)

hp 15 (2d8+6)

Fort +6, Ref +5, Will +1

Offense

Speed 50 ft.

Melee 2 hooves +3 (1d4+3)

Space 10 ft.; Reach 5 ft.

Statistics

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7

Base Atk +1; CMB +5; CMD 17 (21 vs. trip)

Feats Endurance, Run

Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel

Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6

SQ combat riding

Other Gear bit and bridle, riding saddle, saddlebags

Special Abilities

Combat Riding [Trick] The animal has been trained to bear a rider into combat.

Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Hezekiah Verginius - The Squire


Hezekiah has the same stats as Kaela but starts the combat at 0 hit points and bleeds for 1 hit point per round.

 

The Bad Guys:

Mosh - The Leader

Mosh    CR 6

XP 2,400

Male advanced troll (Pathfinder RPG Bestiary, 268)

CE Large humanoid (giant)

Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10

Defense

AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, -1 size)

hp 75 (6d8+48); regeneration 5 (acid or fire)

Fort +13, Ref +6, Will +5

Offense

Speed 30 ft.

Melee bite +10 (1d8+7), 2 claws +10 (1d6+7)

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d6+10)

Statistics

Str 25, Dex 18, Con 27, Int 10, Wis 13, Cha 10

Base Atk +4; CMB +12; CMD 26

Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)

Skills Intimidate +16, Perception +10, Stealth +2, Survival +5

Languages Giant

Ecology

Environment cold mountains

Organization solitary or gang (2-4)

Treasure standard

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white vision only).

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Regeneration 5 (acid or fire) Heal HP quickly and cannot die.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.

Ogg

Ogg    CR 5

XP 1,600
Male troll (Pathfinder RPG Bestiary 268)
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8

Defense

AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 63 (6d8+36); regeneration 5 (acid or fire)
Fort +11, Ref +4, Will +3

Offense

Speed 30 ft.

Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d6+7)

Statistics

Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Base Atk +4; CMB +10; CMD 22

Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)

Skills Intimidate +9, Perception +8

Languages Giant

Ecology

Environment cold mountains

Organization solitary or gang (2-4)

Treasure standard

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white vision only).

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Regeneration 5 (acid or fire) Heal HP quickly and cannot die.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.

Ort

Ort    CR 5

XP 1,600
Male troll (Pathfinder RPG Bestiary 268)
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8

Defense

AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 63 (6d8+36); regeneration 5 (acid or fire)
Fort +11, Ref +4, Will +3

Offense

Speed 30 ft.

Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d6+7)

Statistics

Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Base Atk +4; CMB +10; CMD 22

Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)

Skills Intimidate +9, Perception +8

Languages Giant

Ecology

Environment cold mountains

Organization solitary or gang (2-4)

Treasure standard

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white vision only).

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Regeneration 5 (acid or fire) Heal HP quickly and cannot die.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.

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