Re: Chapter 2 - The Grey Knight (515 AD)
It seems that Sangnoir is simply a nasty, horse-eating giant who hates all men and whose only pleasure is to kill anyone who crosses his path. Ignoring Sir Dalan's entreaties, the brute swings his club at Sir Caradwg, who deflects the blow and strikes a glancing blow off of the giant's thick hide, drawing a thin trickle of blood. Sir Dalan's own blade misses as the giant's club rebounds off of Sir Caradwg's shield.
Sir Caradwg, rolled 6 using 1d20. Sword.
Sangnoir, rolled 4 using 1d20. Club.
Sir Dalan, rolled 16 using 1d20. Sword.
Sir Caradwg, rolled 16 using 4d6. Damage.
Sangnoir takes 16 - 15 = 1 point of damage. Sir Gracian regains his feet.
Buoyed by his success, Sir Caradwg again swings at the giant but this time his sword goes wide and he takes a tremendous blow from the giant's club, which knocks him back several feet. Sir Dalan, attempting to avoid getting hit by Sir Caradwg as he passes, also swings ineffectually. Fortunately, Sir Gracian has gotten back to his feet and jabs his sword in the giant's back, although it barely scratches the beast.
Sir Caradwg, rolled 17 using 1d20. Sword.
Sangnoir, rolled 1 using 1d20. Club.
Sir Dalan, rolled 18 using 1d20. Sword.
Sir Gracian, rolled 1 using 1d20. Sword.
Sangnoir, rolled 25 using 8d6. Damage.
Sir Gracian, rolled 16 using 5d6. Damage.
Sangnoir takes 16 - 15 = 1 point of damage while Sir Caradwg takes 25 - 10 = 15 points of damage and is knocked to the ground for one turn.
Sir Dalan now faces the hulking beast, while Sir Gracian attacks once more from the rear. Sir Dalan's blade rings true this time but it is for naught as the giant's club crashes into the valiant knight, sending him flying. Perhaps distracted by his friend's tumultuous flight, Sir Gracian's blow is true but far to weak to penetrate the Giant's armor.
Sir Dalan, rolled 7 using 1d20. Sword.
Sangnoir, rolled 12 using 1d20. Club.
Sir Gracian, rolled 6 using 1d20. Sword.
Sangnoir, rolled 29 using 8d6. Damage.
Sir Gracian, rolled 10 using 5d6. Damage.
Sir Dalan takes 29 - 10 - 6 = 13 points of damage and is out for a round, Sangnoir takes 10 - 15 = 0 damage.
As Sir Dalan goes flying, Sir Caradwg gets back to his feet and strikes at the giant, who strikes back harder, knocking the knight unconscious. Sir Gracian finally deals a serious blow to the giant's back, cutting deeply and forcing the giant's attention back to him.
Sir Caradwg, rolled 5 using 1d20. Sword.
Sangnoir, rolled 9 using 1d20. Club.
Sir Gracian, rolled 7 using 1d20. Sword.
Sangnoir, rolled 26 using 8d6. Damage.
Sir Gracian, rolled 22 using 5d6. Damage.
Sangnoir takes 22 - 15 = 7 damage, while Sir Caradwg takes 26 - 10 - 6 = 10 damage and goes unconscious.
As Sir Dalan returns to his feet behind the giant once more, he and Sir Gracian share a look. They know that they are running out of time. Although the giant has received a large number of small wounds, he is still standing. Neither of the pair can take another blow from that huge club, nor can either of the brave knights hope to take down the beast alone.
Steeling themselves, they scream their war cries and rush at Sangnoir from front and back. Both drive their swords into the monstrous beast, who seems confused and loses his grip on his club, which sales through the air and down the hill. Sir Dalan's blow catches the giant behind the knees, while Sir Gracian's crushes in the left side of Sangnoir face. The giant crumples to the ground, no longer moving.
Sir Gracian, rolled 3 using 1d20. Sword.
Sangnoir, rolled 20 using 1d20. Club.
Sir Dalan, rolled 12 using 1d20. Sword. Hit due to + from rear.
Sir Gracian, rolled 23 using 5d6. Damage.
Sir Dalan, rolled 17 using 4d6+2. Damage.
Sangnoir takes 23 - 15 = 8 and 17 - 15 = 2 for a total of 10 damage and falls unconscious.
There is nothing on Sangnoir's body and although unconscious he won't be waking up ever again. Sir Caradwg is at 2 hp. He is not going to die but nor will he be of any further use on the adventure. He can be left here for the moment and recovered by his squire once you return to your horses, or you can create a litter and try to bring him back to the Kingdom Inapercu.
Sangnoir's is nothing but a filthy cave. It smells foul - the scent of horses and their waste and the rank odor of the unwashed giant and his bedding (tanned horsehides) hang heavily in the air. Bones are scattered across the floor and a few rotting horse carcasses hang on the walls. At the back of the cave is a large pen in which there are five horses of various breeds.
Among the penned horses is Selemine, the faerie horse of the Lady Arwen. It is obviously different from the others: its forehead is marked with a star-shaped patch, its grey coat is brilliant, and its grey mane is feathery and ethereal.
You each receive 100 Glory for defeating Sangnoir.
What would you like to do?