For five more days you ride deep into the Narlmarshes, led by the incredible tracking skills of Kriger. Frost is now covering the grass every morning. The forest becomes deep and looming as you proceed south.
Finally, you find traces that indicate this is now troll territory. Kriger can make several different individuals roaming these parts. You move back north to establish camp and decide on a course of action.
Ember finds the cold disagreeable, although he keeps his displeasure to a low grumbling.
Faced with a choice of targets, Servayn asks Kriger, "Is there any way to determine where the trolls that raided Frieland are, specifically, in this territory? They are the ones who marched a week to attack one of our farms and then ran back to mommy as fast as they could, and they are the ones we need to discourage from ever doing so again..."
The different trails that Kriger found tell of a constant presence of trolls in the area you're entering. Their lair must not be very far...
Sorry, I could have been clearer in my last post. I meant to say by toll country that the number of tracks was higher and in various direction. Also, remember that I am trying to get to Book 3 without having you do all the encounters. I'm going for the bigger encounters. This is a tough one.
"I can tell you that we're real close, Servayn." Kriger looks off in all the directions the troll tracks go. "And there are more than a couple o' 'em." Retrieving his axe, "We're on their turf now; gotta be real close to where they all live. Alright, what's the plan? We find 'em and then we kill 'em? 'Cause that works for me."
"Barring some means of crafting traps to even the odds, which we don't have, perhaps we should try to find a means of using the terrain to our advantage?" Servayn says. "Do you see such an option, Kriger?" he adds, pausing to smile at Janku's suggestion.
"Once we're close, I'll move in and attempt to scout out their lair. Try to get a count of how many there are. Hopefully, I don't get seen. Once we've figured that out, I'll let you fellas know what we're gonna face and then I can draw 'em out right into you all; ambush'em but good! You fellas can use the trees and such for cover." He thinks over the plan, wondering what he may have left out. "Oh yeah! If I do get caught, hopefully I'll be able to get away before they rip me limb from limb, BUT, if not, then just follow the sound of my screams." He smiles, nodding psychotically.
Edit:Perception:1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Don't forget to add this to your roll as well, fellas.
Terrain Bond (Ex):
Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Davor's scent, Kriger's tracking skills and Servayn's insightful perception bring you to a nexus of tracks at the foot of a cliff. It breaks the forest into a lower and a higher part. Servayn notices a small fort in the middle of the cliff, almost invisible from where you stand. He also finds, just a little above the fort, a small rocky outcrop that bears an arrowslit. From where you are, you can't see any entrance to the building, but ultimately, the tracks lead you to a narrow path up the cliff. The way looks steep and any climber we'll find itself in sight of the fort and the watchpost at different moments.
"Hold a moment. Let me go and see what I can find out. If there's trouble and I'm gettin' torn to pieces, you'll know about it. And if I manage to get away and have whatever might be up there to follow me, you'll know about it." He winks along with a patented Kriger smile.
Kriger then makes his way up the narrow cliff, as quietly as possible, keeping his eyes moving for the first sign of danger.
Human Paladin 9 HPs 76/76, AC 21 FF 19 T 13 CMD 23 Fort +16 Ref +13 Will +14 Init +2 Per +2
Kalsgrim grimaces when Kriger volunteers to go first, but nods in agreement knowing he's right. Kalsgrim draws and arrow, nocks it and sights at the fort. He is holding a ready action to release at anything that attacks Kriger.
Kriger makes his way up the narrow path, loose rocks slipping under his boots and making everyone hold their breath. He makes it to a wall of the keep, now out of sight of the watchtower. There, he finds the path climbs steeply, requiring hands to climb and looking quite difficult.
1d20 + 10 ⇒ (8) + 10 = 18
He tries climbing a little, but can't find purchase and remains at the bottom of the ledge.
The wall in front of him is only twenty feet wide and turns at a right angle after the climb, but he can't see the other wall (it's also hidden from below by a rocky outcrop).
All is silent but for a few birds calling on each other.
As Kriger climbs the ledge, he finds himself along the other wall and sees a door opening in it. He's also in full view of the hidden watchtower, standing about a hundred feet above. He does his best to stay hidden, but the place is well designed to detect intruders...
The fact that he doesn't hear yelling or that no arrow stick out of his butt lets him think that he hasn't been detected so far.
At his feet lie two very old iron circular anchors. Those were probably used, in a distant past, to secure a rope ladder.
The door opening is ten feet from him. From the room ahead, he hears what sounds like a harsh conversation between two people. He can't make what they are saying though.
His heart beating loudly in his skull, Kriger inches slowly forward to get a look at the speakers. First he sees large, looming shadows, then catches a foul scent of rotten venison. He inches a little more and gets a peek at a large back, sickly green and leathery, with sparse hair shooting out like nails, hunching forward with long lanky, yet wiry arms ending in fierce talons big as short swords. No doubt it's a troll, speaking and laughing with another hidden in the shadows.
Kriger draws his head back and draws his bow. Moving back to where he climbed up, Stealth:1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21, he motions the group by drawing an arrow and pointing in the trolls direction. He then turns back around toward the empty door.
Will ready and action to fire at the first one that comes out. That's, of course, if that's even possible for me to do.
As he plan formulates through his mind, Man, this is gonna hurt. Here goes nothing.
"Hey! Filthy trolls! Why don't ya come out here so I can kill ya!"
The plan is, to be standing on the edge where I crawled up, taunt them by firing at them, and then jump off the wall, onto the trail as soon as they come after me. Which, being trolls, I'm hoping that's instantly. Yeah, I know, not at all smart. Whatever rolls that need to be made for that, go ahead, I'm off to work.
That just ain't fair, falling seventy feet and cracking his skull wide open--and living! But it sure is freaking cool! :)
Kriger watches as the troll lands with a smash that would've killed most living creatures. "Well that's handy. Gotta go." Kriger smiles as he turns and jumps down; hoping what happened to the troll doesn't happen to him.
Acrobatics:1d20 + 2 ⇒ (20) + 2 = 22
BOOM! Heck yeah! :)
I'm not sure what other actions I can take. If I can do something else, it'll be heading straight for the group.
Even charging, the troll is a couple rounds away, so Ember delays his action until the troll has gotten within 80 ft, taking a 5 ft. step to the south to get himself a clear path.
Servayn casts haste on Kalsgrim, Davor, Janku and Ember.
haste, +1 dodge bonus to AC, +1 Reflex saves, +1 attack rolls, +1 attack on a full action, +30 ft. ground speed. Will last four rounds.
Ember, recognizing the flood of energy, realizes that he *can* now reach the troll, and charges the visible troll.
Ember Full Attack, including +2 from charge and +1 from haste, his AC is 21 this round and he'll provoke an Attack of Opportunity, if the troll isn't flat-footed from falling to the ground this round. Bite attack 1d20 + 8 ⇒ (6) + 8 = 14 Claw attack 1 1d20 + 9 ⇒ (11) + 9 = 20 Claw attack 2 1d20 + 9 ⇒ (20) + 9 = 29 free trip attempt if bite hits1d20 + 8 ⇒ (10) + 8 = 18 Extra Bite from haste 1d20 + 8 ⇒ (8) + 8 = 16 free trip attempt of hasted bite hits1d20 + 8 ⇒ (9) + 8 = 17
Davor casts weapon of awe on his blade and then as a swift action used his judgement of sacred protection +1 to AC. Sacred bonus stacks with all. and Davor will run up to the nearest troll.
should provoke AoO. AC is now 23 when Haste is casted. If not the first one to move, then the Edidolon provokes that attack and Davor doesn't. His movement speed is now 50ft so he should be able to go to the troll easily.
edit: Now looking at the map, it'll be only a movement of 50ft as I have taken a standard action and can't run.
Round 1 - Kalsgrim, Servayn, Davor and Kriger
Kriger watches as the troll lands with a smash that would've killed most living creatures. "Well that's handy. Gotta go." Kriger smiles as he turns and jumps down; hoping what happened to the troll doesn't happen to him. His timing is perfect, and instead of smashing his skull against a rock or spraining an ankle, he makes his landing without effort and keeps moving a bit further down the trail.
Curses! shouts Kalsgrim as he let's his arrow fly at the troll below. Unfortunately, his aim is short and the shaft lands in the ground.
Servayn casts haste on Kalsgrim, Davor, Janku and Ember.
Ember, recognizing the flood of energy, realizes that he *can* now reach the troll, and charges the visible troll. Said troll takes a swipe at the eidolon as he approaches.
1d20 + 8 ⇒ (11) + 8 = 191d6 + 5 ⇒ (1) + 5 = 6
The troll misses and Ember lashes with claws and teeth. It draws a lot of blood, one of his attack slashing deep in the troll’s neck, but the troll remains standing. (Confirmed crit: 1d6 + 2 ⇒ (4) + 2 = 6) (22 hp total damage)
Davor casts weapon of awe on his blade and then uses his judgement of sacred protection. Davor will run up to the nearest troll (Davor, if you could tell me the square you’re moving to, it would help me a lot.).
Janku casts Shield of Faith and moves forward (Janku, if you could tell me the square you’re moving to, it would help me a lot.).
Round 1 - The Trolls
From the spyhole in the watchtower comes a sharp whistle that echos through the forest and probably inside the cave as well. The alarm has been given...
The troll at the top of the cliff jumps down too, dropping down with a loud painful and bone splitting crash to the ground.
7d6 ⇒ (4, 2, 6, 4, 6, 4, 1) = 27
It then closes in, moving to form a front, bones creaking as he starts to regenerate.
The troll already at the bottom of the hill concentrates on Ember and lashes at the nimble conjured beast while its wounds seem to be healing.
Servayn steps to near Kalsgrim H/3.5 and casts the second and last of his high order incantations for the day.
glitterdust on the vertex of squares directly behind the trolls, including them, but not Ember in the area of effect. Will DC 17 or blinded, the area will glow for 4 rounds. Save at the end of each round to shake off the blinded condition.
I assume I don't get a second attack when charging the Trolls.
Davor screams "For Gorum!" as he charges at the Troll that Ember is currently fighting, not caring about the claws that will cut down at him, holding his father's blade with all his strength and letting the lord in iron guide his strike.
1d20 + 11 ⇒ (10) + 11 = 21