GM Red |
AoO vs Thorur, entangled: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 201d8 + 6 ⇒ (7) + 6 = 13
Thorur is nearly maimed as he closes in with Crusher, but he steps to the side, his own him thrown off by the massive chain slamming the ground next to his boot.
Noke's eagle pecks and swipes at Crusher's eyes, and Tinker lights up a fuse grenade and lobs it at the giant.
"Oh? You try to blow Crusher up? You think Crusher stupid?" The giant pulls the fuse grenade off of his shoulder and throws it back at Tinker.
Ranged touch, entangled: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
Miss: 1d8 ⇒ 5
The grenade sails into the bog, where the water extinguishes the fuse.
Fire damage: 1d6 ⇒ 5
-- Bold is up --
Begrilda
Crusher (-36, tanglefoot penalties, on fire)
Thorur (-8), Tinker, Noke + Eagle
Noke Tiiz |
Noke shouts "What do we do against this giant?!? he is just too strong!"
Divune casts ‘guidance’ on Noke.
Noke loads her crossbow and shoots.
Crossbow, guidance, bless, still in range: 1d20 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
Crossbow damage : 1d6 ⇒ 1
* * *
The summoned celestial eagle uses its smite ability and attacks the giant creature with both talons and a bite.
Talon 1: 1d20 + 3 ⇒ (10) + 3 = 13
Talon 1 damage: 1d4 + 1 ⇒ (4) + 1 = 5
Talon 2: 1d20 + 3 ⇒ (16) + 3 = 19
Talon 2 damage: 1d4 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 3 ⇒ (11) + 3 = 14
Bite damage: 1d4 + 1 ⇒ (2) + 1 = 3
After these attacks the celestial eagle vanishes to its plane of origin.
Begrilda Hammerhild |
Begrilda walks deeper into the bog and finally finds herself at a somewhat decent distance from Crusher. She draws out the pellet grenade she had taken from the orcs outside the city gates and tosses it behind the giant, trying to avoid catching Thorur in the ballistic spray.
Targeting the intersection on the edge of the water just behind Crusher. Should just need to hit AC 5 to target an intersection.
Ranged touch vs AC 5, 2nd increment: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7
Delay: 1d3 ⇒ 2
Thorur Grundur |
"Yes, Crier, we think you are stupid..and big..and ugly...and...just die already, will yah!"
[dice=melee vs. "Crier"]1d20+5[/dice]
[dice=possible Slashing damage vs. "Crier"]1d10+4[/dice]
[dice=possible "Good" damage vs. "Crier" if "Evil"]1d6[/dice]
Grrr...he'd be dead already if we could hit. Stupid dice.
GM Red |
Tinker looses a bolt that embeds itself deep in Crusher's head, while Noke's eagle pecks the area at the wound to further injure the giant.
Fire damage: 1d6 ⇒ 2
"Hehe, birdy tickles Crusher. Come back soon and play!" The glutton laughs. That he's covered in wounds and bruises does not seem to concern him. Begrilda tosses a pellet bomb next to the giant, and then, still very much engulfed in flames, Crusher throws both fists at Thorur... but just as he does, the fire surges, and Crusher falls to his knees, his skin an ashy grey.
"Gah... Crusher not care anyway... Now Crusher doesn't need to be hurt by the little green people any more. Crusher is... Free." He falls unconscious, and the fire burns for a few more minutes before all that's left is a heap of bones and melted flesh.
Out of combat
Begrilda Hammerhild |
Begrilda finishes crossing the small box and stands over the burning remains of the giant once known as Crusher. She chants a funerary right for the giant, despite his violence toward her companions and the city. "He deserves that much, I think," she says with a tear in her eye. "These orcs, on the other hand..." she rushes over and delivers a swift kick to the ribs of both the unconscious orcs. "They can rot for all I care!"
Her gentle nature returns as she whirls around to face her companions once again. "Now Thorur, I know you are an amazing and powerful warrior for standing toe to toe with a giant like that, but that was far too reckless! Come here and I'll tend to your wounds."
CLW wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9
Noke Tiiz |
Noke is unbelievably happy that the group was able to overcome this very dangerous enemy.
”We ... we killed a giant?? A giant?! Oh Chaldira... I thought we would all die!“ she pants.
GM Red |
With the loss of both their siege engine and their cave giant, the Twisted Nail orcs are defeated and demoralized, and you watch from the Beacon as they flee back into the Belkzen wilderness.
With the immediate threat of the orc raid past, Kurst Grath - Rodrik's brother - rides up towards you, a stern look on his face.
"The raid has been broken for now, and in no small way thanks to your help. You are as Trunauan as we are." As he hops down off his saddle, he offers firm handshakes in approval, even managing a grin when he notices the great giant's corpse.
"The guards report that they saw a lone humanoid accompanied by wolves dash into the tunnel almost immediately after the giant opened it, followed shortly after by another humanoid figure. Whatever is in there, it may pose another threat, or it may have been what the orcs were after this whole time. Please, enter, and secure whatever's inside. Flush out whoever is hiding within. I will appoint guards outside the entrance to ensure no one enters or exits."
This concludes Part 2 of this book. I'll begin Part 3 once you've had a chance to recover. It isn't unreasonable to spend a night recovering in your bedrolls while the guards stand watch.
Noke Tiiz |
Thanks a lot GM! ;-)
”Thank you for your praise Kurst! We are just happy to have come this far. But seeing the damage is devastating! We hope so much that this assault is really over now. Of course we will help you with the tunnel. I hope that you understand that we need to recover from this ordeal at least a night. We will start our investigation in the morning!“ Noke says while hugging Divune.
She starts patting Happu and continues speaking to Kurst.
”Is there anything else we can do that does not involve too exhausting efforts?“ she asks.
Begrilda Hammerhild |
"Oh Kurst! I'm so glad to see you made it through the battle alright. We just wanted to do our part." Begrilda smiles warmly at Kurst, then a sad look of realization washes over her. "And I'm sorry that this all had to happen on the day of Rodrik's funeral. He deserved a day of peace and remembrance. Now it seems we'll have to provide that for a lot more people here in the city. How sad!"
She pats the young man on the arm then looks around. "Alright," she says decisively, "Before we head for bed, is there anything else we can do to help? I think Bolka still has a little bit of power for me to use today."
Just RP there, we don't have to play out Begrilda using up her last couple channels. :D
Thanks for running this, Red! I wasn't even expecting to go on the part 3, but I'm totally down for it!
GM Red |
"I appreciate your thoughtful words," Kurst smiles at Begrilda. "If you're offering to help, we have an entire town to rebuild! But first, we must find out who stalks within those caverns."
With that, a group of guards are brought into the area, and you find a spot to rest not far from the beacon.
___________
Morning comes, and Kurst offers a meager breakfast - what little he could scrounge up from the ruined bakery nearby - and you're off to the caves. Gossamer cobwebs hang from the ceiling of the rough tunnel, and the misty spray from the Hopespring’s waterfall outside glimmers faintly on strands of spider silk. Chunks of rubble lie scattered on the floor amid piles of dirt.
The entryway to the cavern descends some 150 beneath Bloodmarch Hill, growing darker until you can't see your hands in front of your face. I suppose we've got a light source here?
Thorur Grundur |
Quick bit of re-con here. If we are going back to the beacon to sleep, I'm going to collect my rope and pitons.
Thorur keeps casting Light on his helmet(assuming chainmail comes with a helmet, directly on his chainmail otherwise). "I'll lead the way down. Follow my steps."
Also, I have a fear/hatred of spiders IRL and my characters all share the same. They all go nuts to destroy them as fast as possible with complete disregard of any sense of self-restraint.
Noke Tiiz |
Noke follows on Happu together with Divune.
”I just hope we aren’t going to be in grave danger! Chaldira protect us!!“ Noke says, sending a prayer to her goddess.
Divune regularly casts ‘guidance’ on Noke.
Tinker Boneshaker |
Tinker made a few preparations for the days adventure into the caves
"We will find out shortly now one way or the other." Tinker said as he took out a mutagen and drank it down.
Dex Mutagen +4 Dex, +2 Natural armor, -2 Wis
Begrilda Hammerhild |
Do we have an opportunity to buy any supplies? I'd love to restock my crossbow bolts and possible replace my crossbow with a masterwork version.
I'm also taking the opportunity of the rest to prepare my spells a little differently as follows:
Orisons - swap Create Water for Light
1st - swap Charm Person domain spell for Cure Light Wounds domain spell, swap Forbid Action for Magic Weapon
2nd - swap Calm Emotions domain spell for Lesser Restoration domain spell
GM Red |
Sure thing. Those purchases seem fine.
The air in the cavern you arrive in is humid but cool, and a thin sheen of condensation coats its rocky walls. A narrow passage exits the cavern to the west. To the south, the floor drops away into darkness, while a bridge of stone leads to another cavern to the east. The sound of trickling water echoes through the cavern.
And then, a low chittering. And movement. A squirming and squeaky mass of rats with rotting flesh, torn and matted fur, and reddish blazing eyes moves toward you. Their semi-translucent skin shows discolored bones and muscle.
Kn (Religion) DC 14 identifies
Begrilda: 1d20 + 6 ⇒ (12) + 6 = 18
Tinker: 1d20 + 5 ⇒ (14) + 5 = 19
Noke: 1d20 + 3 ⇒ (13) + 3 = 16
Thorur: 1d20 + 2 ⇒ (13) + 2 = 15
Rats: 1d20 + 6 ⇒ (8) + 6 = 14
-- Bold is up --
Begrilda, Tinker, Noke, Thorur
Rats!
GM Red |
Tinker's read about these rats before in Undead Vermin: Tools for Exterimantion, and knows that they are a Shadow Rat Swarm. They have your typical swarm traits, but are also incorporeal. Tinker rolled pretty well, and can choose 3 topics to learn about from this list. Once you tell me which, I'll post the details.
Noke Tiiz |
kn(religion) : 1d20 + 5 ⇒ (1) + 5 = 6
Will Burning Hands still affect the swarm?
Thorur Grundur |
Wow. I can't believe I don't have alchemist fire.
Thorur casts Protection from Evil on himself.
Noke Tiiz |
Noke has no idea what kind of strange swarm it is but at the end it is a swarm and thus she moves forward with Happu and readies herself to cast burning hands as soon as the swarm is in spell range.
Move action to come forward. Swift action to invoke ‘reckoning’ for +1 damage per die, standard action to ready Burning Hands. Reflex save vs. DC 15 half.
Burning hands, reckoning : 2d4 + 2 ⇒ (4, 2) + 2 = 8 +50% vs. Swarms = 12 damage
Reckoning: The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled.
GM Red |
Tinker knows the Shadow Rat Swarm has the Distraction swarm ability, and the following Special Attacks:
A shadow rat swarm deals Strength damage to living foes over which it swarms. A creature reduced to 0 Strength cannot move but does not die–at least, not until the swarm’s physical damage takes its toll.
And this Special Defense:
A shadow rat swarm can disappear into the shadows as a move action, gaining total concealment in all levels of illumination save bright light.
It's worse save is Fortitude +4.
And yes, Burning Hands would work. Begrilda and Tinker can still act
Begrilda Hammerhild |
Okay, purchases made and added to my character sheet.
Knowledge (religion): 1d20 + 8 ⇒ (12) + 8 = 20
"Eek! Undead rats?! Oh that simply will not do!" Begrilda moves forward past her comrades in arms and lets a pulse of purifying holy energy wash out from herself and over the swarm of undead vermin.
Move forward and channel positive energy to harm undead. The 30ft radius should just catch the front corner of the swarm.
Channel harm undead: 2d6 ⇒ (3, 1) = 4
GM Red |
I'm behind here, and I apologize for the delay. I don't know who enlarged the map, but I thank you for it! It's a lot easier to manage now.
Noke evokes a plume of searing hot flames from her palms, which proves effective against the mass of shadowy rats.
I ruled damage as 50% because it's a corporeal source, but +50% because it's a swarm, effectively making it 100%/normal damage.
Begrilda bathes the swarm with blessings, singing and burning at their skin and exposing even more bony matter on the nest of rats.
The rats swarm ahead, and crawl along Noke and Happu's feet, chomping furiously.
Swarm, Noke: 2d6 ⇒ (2, 1) = 3
Strength damage, Noke: 1d4 ⇒ 2
Swarm, Happu: 2d6 ⇒ (6, 3) = 9
Strength damage, Happu: 1d4 ⇒ 1
Noke and Happu need a DC 15 Fort save vs distraction and a DC 15 Fort save vs Filth Fever
-- Bold is up --
Begrilda, Tinker, Noke (-3), Happu (-9), Thorur
Shadow Rat Swarm (-12)
Noke Tiiz |
Hey GM, I enlarged the map. :-) Divune, Noke's horned lizard familiar will also receive damage. :-(
Swarm, Divune: 2d6 ⇒ (1, 5) = 6
Strength damage, Divune: 1d4 ⇒ 2
* * *
Fort save Noke distraction, guidance: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Fort save Filth fever: 1d20 + 5 ⇒ (18) + 5 = 23
Happu save Noke distraction: 1d20 + 5 ⇒ (12) + 5 = 17
Happu save Filth fever: 1d20 + 5 ⇒ (8) + 5 = 13
Happu save Noke distraction: 1d20 + 1 ⇒ (17) + 1 = 18
Happu save Filth fever: 1d20 + 1 ⇒ (2) + 1 = 3
* * *
"Oh dear Chaldira they are eating us alive! Noooooo!" Noke cries out and she commands Happu to turn around.
Noke free action to ride DC 5 automatic success. Move action for Happu.
Divune is clearly very afraid now that she is so badly hurt and she starts glowing again and casts guidance on Noke.
On her riding dog's back Noke retrieves two flask of acid and puts them on the floor behind Thorur for him to take them.
Noke: two move actions.
"Thorur, use the acid to hurt them!" Noke shouts.
* * *
Thorur Grundur |
Thorur grabs one of the flasks of acid and tries to throw it at the swarm...
Acid vs. Swarm: 1d20 + 2 ⇒ (17) + 2 = 19
possible Acid damage vs. Swarm: 1d6 ⇒ 3
Aiming for the center. I do not possess any ranged attack feats.
Begrilda Hammerhild |
Begrilda releases another pulse of positive energy to try to destroy the undead rats, then takes off deeper into the caves, "We have to spread out so they can't envelop more than one of us at a time! Scatter, everyone!"
Channel harm undead - Will DC 10: 2d6 ⇒ (4, 4) = 8
Tinker Boneshaker |
Not having any luck getting the map to load so I am not sure where I am. If I can, Light and throw the fuse grenade so it can hit them and not us. if I can not, then move away
Tinker lit the grenade and threw it towards the swarm.
Grenade: 1d20 + 8 ⇒ (11) + 8 = 191d3 ⇒ 22d6 + 1d6 ⇒ (3, 6) + (4) = 13
GM Red |
Small retcon: The swarm is not incorporeal unless it decides to be as a standard action, which will have other effects on its behavior. Noke's Burning Hands therefore did 150%
Will save: 1d20 + 6 ⇒ (1) + 6 = 7
Thorur drags an acid flask out and whips it at the rat swarm, melting another three of them. Begrilda channels holy energy, the burst melting another dozen or so rats to dust.
Tinker throws the lit fuse grenade...
Rounds until grenade goes off: 1d3 ⇒ 1
Unfortunately, the rat swarm scurries away from it, swarming around Thorur's boots.
Swarm damage: 2d6 ⇒ (2, 4) = 6
Str damage: 1d4 ⇒ 4
Thorur needs a DC 15 Fort save vs distraction and a DC 15 Fort save vs Filth Fever
-- Bold is up --
Begrilda, Tinker, Noke (-3, 2 str), Happu (-9, 1 str), Divune (-6, 2 str), Thorur (-6, 4 str)
Shadow Rat Swarm (-27)
Noke Tiiz |
Noke throws acid!
Acid : 1d20 + 5 ⇒ (17) + 5 = 22
Acid damage : 1d6 ⇒ 1 +50%
Thorur Grundur |
Fortitude(DC=15) vs. Distraction: 1d20 + 6 ⇒ (14) + 6 = 20
I am pretty sure that the "Distraction" effect isn't a spell or spell-like ability, so no +2. If I am wrong, please adjust the dice.
Fortitude(DC=15) vs. Filth Fever: 1d20 + 6 ⇒ (14) + 6 = 20
Thorur grumbles something unpleasant in Dwarven and moves out of the swarm.
Begrilda Hammerhild |
Begrilda draws out her newly purchased crossbow and loads it. "My goodness these little fellows are resilient!"
Move to draw, move to load
Noke Tiiz |
Hopefully we are done with this thing but if not! Here you go:
Noke steps back with Happu and Divune throws acid again!
Acid , guidance : 1d20 + 5 ⇒ (19) + 5 = 24
Acid damage : 1d6 ⇒ 2 +50%
Divune glows again and casts guidance on Noke.
GM Red |
Noke lobs another vial of acid that showers the undead rats in an unstable ooze. The ooze melts the rats down, leaving little more than tiny ribcages and skulls when the sizzling stops.
Out of combat
Final status: Noke (-3, 2 str damage), Happu (-9, 1 str damage), Divune (-6, 2 str damage), Thorur (-6, 4 str damage)
From here, a narrow, precarious path runs east twenty feet above a ravine below. A wider path exits to your south.
Any preference?
Thorur Grundur |
Thorur moves closer to Begrilda and asks..."Would you be so kind as to heal us, please."
I think East.
Begrilda Hammerhild |
"Of course, Thorur! That's what I do best after all." Begrilda gives Thorur a wink and draws out her bright pink healing wand. "Now let's see what we can do here."
CLW Noke: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Happu: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Happu: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Divune: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Thorur: 1d8 + 1 ⇒ (7) + 1 = 8
"Do we think that will be enough for us to get along with, or would you like me to top off Happu and Divune for you, Noke?"
Noke Tiiz |
"Oh god you are so kind! I am really not used to this kind of treatment! But please be assured that Happu is completely fine when I use my wand on him! Divune distates my wand so your help is greatly appreciated! I am ready to continue but these undead are so hard for me to deal with ... they just have no mind!"
Save your 2 charges for Happu Begrilda - Thanks so much! 1 scrolls of infernal healing used on Happu to heal completely. 1/3 scrolls remaining.
GM Red |
Thorur leads the party east along the narrow bridge... And immediately notices the instability of the muddied walls plunging into the ravine. As he does, he hears a chittering, and notices two six-legged storks with razor sharp beaks milling about the area. The creatures turn as they notice your approach, and they look hungry...
Begrilda: 1d20 + 6 ⇒ (8) + 6 = 14
Tinker: 1d20 + 5 ⇒ (20) + 5 = 25
Noke: 1d20 + 3 ⇒ (13) + 3 = 16
Thorur: 1d20 + 2 ⇒ (16) + 2 = 18
Red: 1d20 + 2 ⇒ (20) + 2 = 22
Green: 1d20 + 2 ⇒ (17) + 2 = 19
A: 1d20 + 5 ⇒ (14) + 5 = 19
B: 1d20 + 5 ⇒ (19) + 5 = 24
C: 1d20 + 5 ⇒ (4) + 5 = 9
D: 1d20 + 5 ⇒ (12) + 5 = 17
-- Bold is up --
Tinker
Green & Red
Thorur, Begrilda, Noke
Kn Arcana DC 11 on these birds
Noke Tiiz |
Kn Arcana : 1d20 + 8 ⇒ (15) + 8 = 23 DR, special defence, Resistance
”Be careful, these are ... “ Noke shouts and shares her knowledge.
Tinker Boneshaker |
perception: 1d20 + 8 ⇒ (13) + 8 = 21
K:Arcana: 1d20 + 8 + 1d6 ⇒ (2) + 8 + (5) = 15
Tinker crew his rapier and got ready for the strange creatures to attack.
Ready action attack the nearest foe that gets near him
ready: 1d20 + 7 ⇒ (12) + 7 = 191d6 ⇒ 2
Noke Tiiz |
Perception : 1d20 + 3 ⇒ (8) + 3 = 11
forgot the Perception roll.