| Vethran Tallomane |
With a wave of his hand, a quartet of glowing spheres encircles Vethran and he sends them to follow the scouts with a thought.
Using my Varisian Tattoo spell-like ability to cast dancing lights and will position them about 20 feet behind the scouts, trusting their low-light vision to help them out.
| Aubrey the Demented/Malformed |
The stairs head down into the dam, turning several times as they descend. The skull motif continues here too, with their blank eyes staring out from the stonework. Eventually the stairs end at a large chamber, deep within the dam.
This cold, damp room features a large pool in the floor, the edges of which are caked with pale yellow slime and fungus. The surface of the pool bears a similar film. Additional carvings of skulls decorate the walls here. To the south, an impressive mound of skulls—mostly from humanoids—lies heaped against the wall, where they partially block a large stone double door. To the east and west passages lead into darkness, beyond the range of the meagre light cast by Vethran's spell.
Perception, DC 20 (add +5 if you have low-light vision):
You are not surprised by what happens next.
| Elisile Starbrow |
Perception: 1d20 + 14 + 5 ⇒ (3) + 14 + 5 = 22
Elisile puts up a hand, palm out, indicating for the others to halt, and nods towards the pool. “There’s something ...” she begins in a soft whisper.
| Aubrey the Demented/Malformed |
As Hudak speaks, something bursts up out of the pool, spraying foul water everywhere. In the flickering light it appears as a giant figure standing waist-deep, but still towering above the adventurers. Water streams over its scaly flesh and gill-slits pulse in its neck and torso. Fins sprout from its back and along its arms, and it clutches a massive polearm life a two-pronged fork. It roars furiously, the tusks in its mouth glinting.
Knowledge (Dungeoneering) or (Nature), DC 16:
Roll initiative. If you made the Perception check, you are not surprised and can act (to remind Vatters, a single action) in the surprise round. You need to roll a perception check for Dravite.
The pool described in the text above is the one in the middle. You guys have pretty much just come down the stairs so you are just north of the pool or maybe 10' up the stairs. Please place yourselves on the map.
| Elisile Starbrow |
“Far too big,” murmurs Elisile in agreement.
I guess as Elisile was scouting ahead with Cam, I can’t not be in the front rank. T6.
Init: 1d20 + 4 ⇒ (17) + 4 = 21.
Dravite in T4. Init: 1d20 + 3 ⇒ (10) + 3 = 13
| Elisile Starbrow |
How are we going for spell durations? Elisile had two castings of fly (CL 6 on herself and CL 5 on Camlo) at the beginning of the Ettin fight, lasting for 6 minutes and 5 minutes respectively. Just prior to that she cast flame arrow, lasting 60 minutes. Before smashing down the door into the troll den above, she cast alter self, lasting 6 minutes.
| Elisile Starbrow |
Elisile’s hands are already moving in spell-casting gestures as the enormous scrag emerges from the pool. She holds out her hand, and an acidic arrow springs from her palm, sizzling towards the troll.
Cast acid arrow, ranged touch: 7 + 9 = 16. Damage: 7.
If possible given that it is a surprise round, she will then take a 5 foot step back to T5.
Illes.
| Illes Elandru |
Illes discretely traces a series of contorted patterns by his side with one hand as the troll emerges form the water. "Hmmph. It's certainly bigger, but it doesn't look any smarter than the others."
All allies - Good Hope: +2 (morale) saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
8 minutes.
| Aubrey the Demented/Malformed |
The towering creature bellows furiously, its gigantic polearm sweeping the air.
Graazul uses his surprise action to make an intimidation attempt to demoralise you all (or at least everyone within 30'). His check is 1d20 + 21 + 4 ⇒ (17) + 21 + 4 = 42. This is compared against your personal DCs, which are: 10 + your number of HD + your WIS modifier. If he succeeds, you are shaken (-2 to attack rolls, saving throws, skill checks, and ability checks) for one round. For every 5 by which he beats the DC, you are shaken for an extra round).
Alwyn.
| Hudak |
Hudak's save: 1d20 + 8 ⇒ (19) + 8 = 27
Alwyn's save: 1d20 + 13 ⇒ (6) + 13 = 19
Hudak's shaken for 4 rounds.
Alwyn's shaken for 5 rounds.
Alwyn will cast holy smite on the bastich.
4d8 ⇒ (8, 4, 8, 1) = 21 damage (unless he's an evil outsider for some reason; then it's 8d6
and he's blinded for 1 round unless he pulls off a d.c. 19 wil save.
| Aubrey the Demented/Malformed |
27, I think - which is enough.
Alwyn calls upon Gorum to smite the creature and with a crackle the righteous wrath of the Lord of Battle descends upon the troll.
Will save 1d20 + 6 ⇒ (9) + 6 = 15
The creature roars and claws at its eyes - quite literally, its jagged claws shredding its face in some masochistic fury.
Back to the top - Camlo.
| Illes Elandru |
Grazuul's demoralize exactly counters Illes' good hope except for weapon damage.
Net effect: you can ignore the shaken condition and my good hope, but you all still get +2 weapon damage.
Still need to figure your durations for shaken though because good hope will last much longer.
Illes is demoralized 6 rounds
1+([42-17=25]/5) = 6
| Elisile Starbrow |
Elisile is shaken for 5 rounds.
Her acid arrow deals the troll another 5 points of damage this round.
As the troll rears up, roars and sweeps its mighty weapon about, Elisile is suddenly reminded of her vulnerable position … and what trolls do to their defeated enemies. Only Illes’ encouragement keeps her from losing all confidence. Instead, she steps back, behind Hudak 5 foot step to U5 and, moving carefully and keeping one eye on the monstrous giant, begins weaving a protective illusion. Defensively casting mirror image. Concentration: 18 + 6 + 5 + 4 = 33. 6 images.
As her spell finishes, six identical Elisile’s seem to appear around her.
Aubrey, what is ‘DL’ (in U4 on the map)?
| Illes Elandru |
Using two fingers Illes traces an arcane rune through the air while humming to himself. At the last second grasps the rod at his belt to enhance the spell.
Haste: extended by rod for 16 rounds.
Targets: All allies except Vethran and Dravite.
Dravite might have been able to make better use of it, but he's an npc right now vs Cam's PC and they are 35 ft apart so it's one or the other.
Extra attack as part of full attack
+1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
+30 move to a max of double your normal.
Vethran
| Vethran Tallomane |
Vethran's voice rings clearly in the narrow corridor as he intones the arcane phrases to complete his spell. As he does so, his outstretched finger spawns a trio of intense white-hot rays that stab forth into the gloom, leaving glowing afterimages in the eyes of his companions.
No movement. Empowered scorching ray at the mega-troll. #1: 1d20 + 9 ⇒ (16) + 9 = 25 vs. touch AC, dealing 6d6 + 4 ⇒ (6, 2, 1, 3, 6, 2) + 4 = 24 fire damage. #2: 1d20 + 9 ⇒ (17) + 9 = 26 vs. touch AC, dealing 6d6 ⇒ (1, 3, 5, 4, 1, 5) = 19 fire damage. #3: 1d20 + 9 ⇒ (9) + 9 = 18 vs. touch AC, dealing 6d6 ⇒ (2, 2, 5, 1, 4, 4) = 18 fire damage.
| Hudak |
5 foot step to U7,
attacking 2 handed,
attack 1
1d20 + 16 - 2 + 3 ⇒ (8) + 16 - 2 + 3 = 25
damage
1d10 + 14 + 2 ⇒ (5) + 14 + 2 = 21
attack 2
1d20 + 11 - 2 + 3 ⇒ (5) + 11 - 2 + 3 = 17
damage
1d10 + 14 + 2 ⇒ (3) + 14 + 2 = 19
attack 3(haste)
1d20 + 16 - 2 + 3 ⇒ (10) + 16 - 2 + 3 = 27
damage
1d10 + 14 + 2 ⇒ (7) + 14 + 2 = 23
shaken for 3 more rounds.
Suck rolls huzzah!!!
| Illes Elandru |
I can't exactly figure out Hudak's numbers, but I think he's missing some bonuses.
attack: +2 good hope, -2 demoralized, +1 haste
So he should hit 25 and 17 with those attacks.
He also has another attack at full bonus from the haste.