I am very sorry folks, this new job is very intensive for the first couple of weeks. I have spent the nights doing prep work for training and I start actual court on Monday. I am working on a schedule to continue this game. I will post more on Sunday and everyone can let me know their position on proceding. Btw, Trevor passed away last week. That was another issue I was distracted by.
Init.
Order
Then all of the enemies Then Harrim and Faerin Round 1
To the right it is (I thought you wanted to go the less travelled way...). As you wind your way through the corridors of the keep, you occasionally run into a few kobolds or trolls. They attack you immediately, but since they are not coordinated, you easily defeat them. You eventually end up in a broad corridor that leads deeper into the keep. Here you find Jazon , as well as several other trolls and kobolds. Jazon looks dejected and morose. He sees you and forestalls an immediate attack. "King Hargulka say you are enemies. You said you came to talk, yet you now attack us, why?" He says in a decidely sad tone.
New update. Trevor wrecked his bike and is in the hospital. He got pretty beat up, but nothing critical (bad concussion though). He was in traction for the last two weeks and they are making him mobile on Tuesday. We visited him yesterday and he's supposed to be released sometime next week. His laptop was also a casualty, but he said he will be on his PC when he gets home. He is still interested in continuing and said he will be stuck at home for a bit anyhow. He will post when he gets home.
Faerin's spell just misses blinding Hargulka. He ducks through the central archway and smashes the keystone with his massive club, shattering it. Blocks of stone immediately fall as the archway collapses, blocking the exit with tons of stone. You quickly dispatch the guards he left behind. With no way to directly follow Hargulka, you need to find another path. There are two doors, one to the left and one to the right, that lead out of this chamber. There is also the main door that leads back out to the courtyard (where you came in from).
Hargulka laughs.
He immediately withdraws as the other trolls close around you. You have one round to try and stop Hargulka from leaving. If you do, we will do an actual fight. If not, we will not waste time with this fight (you can beat the troll guards, but they will delay you enough that Hargulka will be out of sight).
I'm going to proceed without a complete map. When we have involved combats, I'll just make the room. For simple combats we'll just go without. Jazon brings you to the fortress. The front gates are destroyed (mostly through time) and the walls and interior courtyard are in fairly extensive disrepair. There are a substantial number of kobolds and trolls wandering the area. At the main doors to the interior of the keep, which are actually in good shape, your group is halted. Jazon explains why he must bring you to King Hargulka. It is apparent that these trolls do not share Jazon's full embrace of the new rules and you can tell that they eye your group hungrily. However, despite this, Jazon eventually browbeats them into letting you pass. Inside, the first room is a large receiving room. ahead of you is a large statue of Torag. Harrim immediately has a sour look. Standing in front of the statue is a troll in ornate armor. Flanking him are four trolls. He immediately begins shouting and berating Jazon for bringing you here. Ending with a vicious blow that knocks Jazon back. Jazon hurriedly runs off and the armored troll turns to your group. "So, Jazon brings leader of the borba here? You are not welcome at Trobold! You should not have come. We allow no outsiders here."
The troll starts in surprise when Faerin reveals herself, but quickly regains his composure. He grimaces at you, but you realize it is actually an attempt to smile. "Hail and well met, Borba!" he says (in surprisingly good common) as he raises a hand in greeting
You also realize that the stench of troll is much reduced on him. Your earlieer suspicion is confirmed, he has actually bathed, and recently.
Ekundayo "Ekun" Trollkiller wrote:
No, this is not the one you are hunting in particualr, that is a Rock Troll named Kargadd. However, Ekun is not fond of the idea of treating any troll with mercy. He does have a rather irrational hatred for them.
Nivian Mazu wrote:
It's after law school, it is the association for licensed attorneys so they can practice law in the state of FL. It was a huge pain in the ass to do the application. And thank you, everyone.
As you watch the troll, you become more certain that he seems to be non-threatening. He is actually enjoying his time talking to the little birds and animals near him. And yes, it is decidely odd behavior for a troll. He occasionally glances down the road as if keeping watch, but the more you observe him, the more he seems like a doorman than a guard. As you fly around, he glances up and he actually waves at you.
Sorry, was delayed Several of you notice that this troll seems to be a bit odd. First, it appears he has bathed and groomed himself (with inconsistent results). Faerin, you also see that he appears to be inordinately cheerful. You notice that, while he does pay attention to the road, he makes no effort to conceal himself and more bizzarely, he seems to be having a one sided conversation with the birds in the tree next to him.
You move up to the closest point that you can safely stay unobserved. From here you can see the troll clearly. Everyone can make a Perception check (DC 15), if you succeed, make a Sense Motive check as well. For purposes of the Cheetah's Sprint, Anton can run to a point within a single move of the troll before having to turn.
@ Octavia: you see a good amount of activity in the area, almost all within the fort, and all trolls and kobolds. The front gates are destroyed, so there is no real barrier to entrance that way. You do see a lonbe troll pposted at the top end of the path that leads to the gates. He is apparently on guard duty. The back of the fort is built into the hillside, so there is no good way to approach from any direction but the front. Btw, it is unheard of that trolls even tolerate the company of kobolds, much less live with them like this.
YOu depart Bartholomew's place and head Southeast. Ekun's map shows the area where the old abandoned dwarven fortress should be. You encounter the occasional troll patrol, but you disoatch thme as they are usually in groups of two or three and only one of them is a branded troll. Midmorning of the second day. you arrive at the fortress. It is on a knpll that overlooks the surrounding countryside. You can see smoke rising from the fortress (like normal fireplace fores, not burning buildings). How do you wish to proceed?
"I'm not sure why they have congregated here. Perhaps it had something to do with Dimwit, but I don't know how they could have known of him." Bartholomew answers.
Btw, you notice that he did not even hesitate to call Faerin "Your Grace." He obviously has a means of staying well informed of events in the region.
"Yes, it is something rather unique toi him. As long as he is in one of his frenzies, nothing seems to stop his rgenerative ability, just slow it slightly. It's a good thing that those frenzies eventually tire him out, or I would have no idea how to stop him short of certain death magics." Bartholomew responds.
Bartholmew is bruised, but otherwise OK. He looks about and gives Faerin a bow.
Yeah, one of the trolls, Troll 1, is getting up this round unless Faerin does acid damage to it, but you will probably just knock him down again. The two armored trolls you can kill with no pro
Bartholomew is alive, but battered.
Both Ekun and Dog hit the troll, but Dog fails to trip him. Octavia also adds to the damage. With Octavia's arrow, Dimwit falls unconscious. Faerin you can choose to not summon if you want and change your action. Be aware that the two armored trolls took no acid damage this round and will be regenerating.
Unfortunately for Reg, all hios attacks did was attract Dimwit's attention. With a roar, the scarred troll turns to attack him. claw: 1d20 + 12 ⇒ (6) + 12 = 18
Very fortunately for Reg, he misses with one claw (so no rend), and fails to confirm the crit.
Harrim, seeing the massive damage done to Reg, casts a spell then steps up to touch Reg.
Reg: 1d20 + 1 ⇒ (9) + 1 = 10
Octavia: 1d20 + 14 ⇒ (7) + 14 = 21 Both Faerin and Octavia notice that Dimwit's wounds are still regenarating, despite being hit with both acid and fire (and he did take damage from those sources). Octavia is pretty sure they are regenarating a little slower than normal though. OK, everyone is up again! And you can move freely through the squares occupied by unconscious trolls.
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