| Gundar Forgelight |
Gundar agreed with returning to town, but it troubled him that - unless the boy was able to steer them true - they had discovered little information about who or what was behind the troubles facing Trunau.
Still, they had saved the lad. That was something to be proud of for now.
Belir
|
"Well we know that some sort o' half-breed is in on this. Let's bring it up to the brother and see if he knows anything more."
Belir continues to speak of the situation on the walk back to Trunau as the situation troubled him as well.
| Thozar Earthchanter |
Thozar's face harbors deep furrows as the scene unfolds. A blood god? Things are worse than I feared. Who should we go to with this information? The wrong person could be the end of us. He stows the wand of healing into his clothes and follows the group out of the compound, worry still heavy upon his face.
He walks in silence until they are decently on their way back to Trunau. "Who do we tell of this? Blood Gods are not something to take lightly, and with three disciples left to run around, we must be careful who we inform. The guards will likely be too brash about the situation."
________
What time of day is it?
| Ulark Twiceforged |
Kurst would stay calm. Ulark thinks out loud as they walk. He's overwhelmed at the moment but knows enough to reach out because of it. I'd wager he doesn't know more than us about such a god though.
The warrior frowns. [b]If it's a toother god, then maybe Katreza has heard of him. That one seems to see more than her eyes'd show, but she led us true to the boy.
Ulark is also fine dropping off the child and doing a stakeout back at the Plague House. Any preferences/thoughts for where we might set up though. We left a bit of a mess...
| GM Fuzzfoot |
You return the boy, and his family is grateful, although you find he was only missing for 1 night. Still, they were beginning to fear the worst.
It is late afternoon, but still a few hours of sunlight left.
Just let me know where and when you want to stake out, and we can proceed. Also, you can sell off everything you found and buy some more equipment if you like. I think the easiest approach is to assume you sell all, split the value equally, and then you can "buy back" whatever you found for 1/2 normal cost. I updated the party treasure to reflect some of the values. If you want to keep anything, just put your name on it, or post here and I can summarize.
Belir
|
Belir looks to the others with a small bit of worry. "Ye want to stay overnight in that place? Damned thing is haunted." Not much scares Belir but spirits of the undead are one of them.
| Thozar Earthchanter |
"I agree that it is an eerie place, but if the other three come back, we must stop them. They have already made attempts on our lives for sticking our nose where they didn't think it belonged. I imagine they will try much worse once they see what we did in their lair."
"Assuming we are all in agreement, are there any preparations we want to make?"
Belir
|
"Where would we even be able to keep an eye on the place. We found 3 different ways in and that is if they already aren't back down in that slime filled basement."
| Ulark Twiceforged |
Find the likeliest lairing point and wait. Ulark says, as if this was obvious. Likely right outside the rat-room with the bags or the shrine with the lockbox. As long as its near the bear trap: even a troll may notice that's been sprung without a bear in sight.
| Torith Torson |
"Inside does seem the best. We don't want to wait outside just for them to walk past us by going in another entrance. If we wait where we found the young lad we could even wait for them to come right to us."
| Thuradin Drackenforge |
"Speaking of those traps. Since we cant hide the fact that we've been in the Plague House why don't we put them to use. Let's say we move them and set them up on the stairs leading to the lower level, then we take up position in the room where the jellied cube was, I doubt anyone goes in there after all, and once our culprit triggers one of the traps, we emerge. This way we have at least bloodied out foe before we engage them."
| GM Fuzzfoot |
Sounds like you are circling in on a plan. Anyone have trap setting skills?
| Thozar Earthchanter |
"That sounds like a good plan if ever I have heard one! I do not have experience setting more than a snare to catch small game, perhaps someone else has greater expertise?"
| Torith Torson |
"I've only dabbled with simple mechanical things, but it is something i'm interested in experimenting more with. For now though i don't have the tools or practice to start messing around with dangerous traps."
| GM Fuzzfoot |
So, I think based on that, setting the trap elsewhere is off the table. You could maybe reset the existing trap, but that probably won't do you much good if they knew it was there already. So it sounds like you are going to hang out in the gelatinous cube room?
| Gundar Forgelight |
"Ain't the right terrain for my sort o' trap," Gundar says. "But I imagine the lot of us can lay a decent sort of ambush."
Gundar pats the crossbow he carries on his back. A surprise bolt from that weapon could end fights before the quarry knew they were in one.
Belir
|
Room by room Belir peeks in. "I don't want to be hanging 'round in a room covered in the gel muck. Let's go where that boy was being kept and wait."
| Gundar Forgelight |
"Might be we should split into two groups, rather than stuff ourselves all into the same space."
| Torith Torson |
"Waiting where the lad was is a good plan. They must come back at some point even if just to check on him. They'll be in for a surprise that's for sure!"
Torith is still hurt a little from earlier fights and would like to go in at as close to 100% as possible. He will still go in even if wounded though cos he's still a stubborn dwarf :)
| Ulark Twiceforged |
We're not talking setting a new trap, just moving the old. Ulark mutters. How hard can it be to drag and then unplate a metal biter...
I was going to suggest we just try to reactivate the trap after moving it somewhere else, but then remembered we 'disabled' it the 'Dwarven' way. :)
More constructively, the warrior advises If the three left come down the stairs like sane folk three in the boy's place and four in the cube's would work fine. But if any wander down the straight path to the lower shrine they'll see the trap's been sprung. Do we want to put one or two of us by the door to their beds as well?Around the cornered curve where Kragmyr and Thozar are currently sitting on the map?
If not, Ulark's fine with the four-ooze-room, three-Othdan's-room split. He'll go wherever, though will volunteer to assist the lower-numbered half.
| Thuradin Drackenforge |
CLW (Torith): 1d8 + 1 ⇒ (5) + 1 = 6
CLW (Belir): 1d8 + 1 ⇒ (1) + 1 = 2
CLW (Thuradin): 1d8 + 1 ⇒ (8) + 1 = 9
Thuradin takes the wand and uses it on Torith and Belir before turning it on himself. Once everyone is healed he listens to everyone's plan before voicing his own opinion "I think Ulark has the right of it. I'd say place four of us the the cube's room near the southern door and three of us around the bend in the hall, out of sight, until whoever shows up settles into the sword room. If'n they come round to the trapped hall we can come in behind them and trap them in between both groups and if'n they go through the portcullis to the main room then we can block both halls and be like a cork in the bottle."
| Thozar Earthchanter |
"It is settled then. Let us return and begin our wait." Thozar stands at the ready while he waits for his party members to assemble.
| GM Fuzzfoot |
With a plan in place, you return to the Plague House and wait.
As night approaches, you hear voices suddenly in the room with the sword.
"Someone has been here. Check on that boy! And keep on your guard - if anyone from Trunau has discovered us, we need to take care of them."
Belir
|
Belir's head jerks up as he smiles. Scuffling to his feet his armor clangs and scrapes against the wall. He nods to the others that he is about to crash through the door.
Touching his armor a large glowing rune, forms dead center on the front. The rune cascades in brilliance as the armor shines like a dull light.
Use 1 point of mental focus to Make Full Plate armor +1 Full Plate armor for 1 minute
He does a similar spell to his axe as he runs he hand along the blade. many smaller runes glow blue and green along the axe as it increases in density.
Lead Blades.
Moving to the door he firmly places his foot against it and kicks it open with a crash. Crazed dwarven eyes flare just above his beard as he investigates the pair speaking Giant.
"No need to check on the boy. What is it you have with Trunau?"
He points his axe blade at those in the room.
Belir will obviously wait for those that also wish to buff before kicking the door inward.
Current AC is 23; 27 against giants
Dwarven Waraxe goes from 1d10+3 to 2d8+3
| GM Fuzzfoot |
Nice description! Unfortunately, you are not a quiet bunch.
I'll give you a surprise round to buff (so 1 std action), and then we move to initiative order. If you have something that lasts for hours and you wanted to be refreshing it when it expired, let me know but that would likely be considered still active. Belir - You can use Lead Blades for round 1 if you like, or change your action - for that matter, you can keep the door closed and buff as much as you like, but we will do it initiative order.
Belir: 1d20 + 1 - 6 ⇒ (17) + 1 - 6 = 12
Gundar: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
Kragmyr: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1
Thozar: 1d20 + 2 - 3 ⇒ (6) + 2 - 3 = 5
Thuradin: 1d20 + 1 - 4 ⇒ (16) + 1 - 4 = 13
Torith: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Ulark: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Opponent: 1d20 + 6 ⇒ (11) + 6 = 17
Opponent: 1d20 + 4 ⇒ (20) + 4 = 24
Belir: 1d20 + 4 ⇒ (9) + 4 = 13
Gundar: 1d20 + 4 ⇒ (9) + 4 = 13
Kragmyr: 1d20 + 2 ⇒ (2) + 2 = 4
Thozar: 1d20 + 4 ⇒ (15) + 4 = 19
Thuradin: 1d20 + 1 ⇒ (14) + 1 = 15
Torith: 1d20 + 6 ⇒ (13) + 6 = 19
Ulark: 1d20 + 1 ⇒ (5) + 1 = 6
Opponent: 1d20 + 3 ⇒ (8) + 3 = 11
Opponent: 1d20 + 8 ⇒ (14) + 8 = 22
Surprise Actions:
Belir - Mental focus; Gundar, Kragmyr, Thozar, Thuradin, Torith, Ulark
Round 1: (Bold may act)
Blue: Unknown opponent 2
Thozar, Torith, Thuradin, Belir, Gundar
Red: Unknown opponent 1
Ulark, Kragmyr
| Gundar Forgelight |
Assuming Belir did in fact enter the room.
Axe and shield in hand, Gundar hears Belir's challenge and slams open his door as well.
{ Giant } "Take care of us, eh? Seems hasty."
| Thozar Earthchanter |
Giant speak? I suspected as much. Let's show those buffoons what it means to fight dwarves!
Thozar palms three rocks in his pocket and mumbles a little to himself. Earth empower your children! A green light can be faintly seen from his pocket as the stones absorb the earth's strength.
________
Cast Magic Stone in Surprise Round
| Thuradin Drackenforge |
Thuradin whispers a prayer to Torag "Forgefather, imbue this weapon with your might so that we may fell our foes." As he finishes his axe glows with a golden hue as the power of Torag infuses the weapon.
Thuradin uses his Holy Strike blessing to make his weapon good-aligned to overcome damage reduction and to add +1d6 points of damage to evil creatures for 1 minute.
| Ulark Twiceforged |
Ulark sits in the hidden room as he waits for their quarry to arrive. The dwarves legs get cramped as the hours pass, but he remains stoically silent. Lad was kept up here for days at best; I you can't squat an eve Ulark you aren't fit to stoke the Forge-Fire's embers.
When noise finally emerges from through the door, the warrior strains to make out what's being said, but doesn't recognize the tongue. Still, as Belir bursts through the door, the paladin jumps up in a start to follow his comrade's lead.
Stepping into the hall to see a half-orc standing in the fallen shrine, Ulark exhorts in Common Drop your weapons! Surrender, now! It's a better option than you gave the boy!
With cold anger, Ulark moves down towards the fray but stops before reaching Belir. Hefting his longaxe carefully, he looks back behind him at Torith and nods to the open space before him.
Surprise round - Move
| Torith Torson |
Torith shakes his tired limbs as he hears the other dwarves start to move out from their hiding places.
He moves in to the room sticking close to Belir and his glowing armour. Move action for Torith.
| GM Fuzzfoot |
As you open the doors and see your opponents, the first thing you note is that they are a half-orc male and a female flood troll, and not a giant in sight. Although for ability purposes, the flood troll is humanoid(giant).
The flood troll steps up to Belir and speaks as he atacks.
Claw Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Claw Attack: 1d20 + 6 ⇒ (10) + 6 = 16
The flood troll seems quite adept with tearing things apart with her claws, but somehow Belir deflects each blow.
Round 1: (Bold may act)
Flood Troll/Blue
Thozar, Torith, Thuradin, Belir, Gundar
Half-Orc/Red
Ulark, Kragmyr
| Gundar Forgelight |
Gundar did his best not to treat half-orcs poorly. His mentor Felaan had spent a good deal of time convincing the younger dwarf of the importance of treating individuals according to what they do, not what they are.
Fortunately, this particular orc was obviously doing plenty to merit him Gundar's anger. Charging out from the smaller room, Gundar did his best to carve into the half-orc with his axe.
Accept Rage, +2 to STR, CON, -1 to AC
Attack the Half-Orc: 1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19 Favored enemy: Orc
Damage: 1d10 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14
AC currently 17, or 21 vs the troll.
What's this? An attack that might hit? Oh happy day!
| Thozar Earthchanter |
This will occur after Thuradin takes his turn.
Not a real giant in sight... What is the meaning of this?
"BRING THEM DOWN!" Thozar bellows in Dwarven as he steps into the space Thuradin was in. He begins chanting to the earth for aid.
________
Begin summon nature's ally
| Thuradin Drackenforge |
Thuradin will accept the rage.
AC now 15
Thuradin listens to Kragmyr's chanting and his blood begins to boil as the centuries of injustices fills his soul, seeking release. He rushes into the room, heedless of those attacking him. Dodging around the half-orc's weapon and ducking under the reaching claws of the troll, he strikes the troll with his axe. As the blade bites deep he can hear a hiss from the troll as Torag's power causes it more pain than just the axe alone.
Attack roll (rage, giant hunter): 1d20 + 4 + 1 + 1 ⇒ (11) + 4 + 1 + 1 = 17
Damage (rage): 1d10 + 3 + 1 ⇒ (6) + 3 + 1 = 10
plus (if evil): 1d6 ⇒ 4
Of course it's evil, it's a troll.
| GM Fuzzfoot |
It is indeed evil, although technically not a troll!
Round 1: (Bold may act)
Flood Troll/Blue (14 dmg)
Torith, Thuradin, Thozar, Belir , Gundar
Half-Orc/Red (14 dmg)
Ulark, Kragmyr
Belir
|
Belir steps to the side as he flanks the Flood Troll. "Ye smell like the underside of a damp rock sitting in ye swamp."
Dwarven waraxe: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Damage: 1d10 + 3 ⇒ (1) + 3 = 4
| Torith Torson |
Torith sees the giant blooded creature put pushes down the anger being roused by Kragmyr. He summons some earth to his hands and hurls it at the creature.
earth blast attack, point blank, trait, racial, cover, engaged: 1d20 + 3 + 1 + 1 + 1 - 4 - 4 ⇒ (15) + 3 + 1 + 1 + 1 - 4 - 4 = 13
With too many distractions and friends in the way Torith's rock flies too high and misses the troll.
| GM Fuzzfoot |
Yes, both of those attacks missed.
The half-orc, having seen the initial hits and large number of foes, withdraws and runs down the trapped hallway.
You did not reset the trap, correct?
| GM Fuzzfoot |
I forgot to add this, but Kragmyr caught on! Ulark, you are up.
Will Save: 1d20 + 1 ⇒ (5) + 1 = 6
The half-orc cries out with regrets! He seems to feel guilty for betraying Trunau.
Round 1: (Bold may act)
Flood Troll/Blue (14 dmg)
Torith, Thuradin, Thozar, Belir, Gundar
Half-Orc/Red (14 dmg)
Ulark, Kragmyr
| Ulark Twiceforged |
"Not today rogue! You've still to answer for this." Ulark yells at the retreating half-orc as he flees.
Looking to see his comrades doing quite well against the troll as their murderer slips out of his sight, the warrior assesses the situation for but a moment before kicking down the door next to him and rushing forward through the next room, hoping to cut off the runner.
Oooh, what does crippling regret do?
| Kragmyr Grudgekeeper |
(I.e.: Hideous Laughter, DC 14.
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 2; Subdomain revelry 2, whimsy 1
CASTING
Casting Time 1 standard action
Components V, S, M (tiny fruit tarts and a feather)
DESCRIPTION
This spell afflicts the subject with uncontrollable regret. It collapses, assailed with knowledge of wrongs done by its people, falling prone. The subject can take no actions while assailed, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues being assaulted by knowledge of past wrongs for the entire duration.
| GM Fuzzfoot |
The flood troll swipes claws at Belir and Thuradin. Belir dodges the blow easily, but Thuradin gets a nasty gash. Then the blue-green monster takes a step back, looking for a more defensible position, as she shouts something behind her.
Attack vs Belir: 1d20 + 6 ⇒ (10) + 6 = 16
Attack vs Thuradin: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Round 2: (Bold may act)
Flood Troll/Blue (14 dmg)
Torith, Thuradin (5 dmg), Thozar, Belir, Gundar
Half-Orc/Red (14 dmg, filled with regret)
Ulark, Kragmyr
| Torith Torson |
Torith sees an opening to try to cut off the running half orc. He runs down past his allies hoping to stop the fleeing humanoid.
"He's trying to escape. Gonna try to cut 'em off!"
| Thuradin Drackenforge |
Thuradin hisses in pain as the troll's claw rake across his chest. Bleeding profusely he swings his axe again only to miss as his swing opens the wounds even more.
Attack roll (rage, giant hunter): 1d20 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
Belir
|
"Get that orc! I got this beauty." Belir swings his blade, countering the Troll's claws.
Dwarven waraxe: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d10 + 3 ⇒ (3) + 3 = 6
| Thozar Earthchanter |
Thozar's chanting comes to a climactic finish and an eagle erupts from the ground behind the troll If we didn't have the advantage, we sure do now!
The eagle unleashes it's avian might upon the troll before it.
Bite: 1d20 + 5 ⇒ (18) + 5 = 231d4 ⇒ 4
Talon: 1d20 + 5 ⇒ (17) + 5 = 221d4 ⇒ 1
Talon: 1d20 + 5 ⇒ (12) + 5 = 171d4 ⇒ 2
________
Will only last one round, but gets a full attack in and offers flank until the beginning of my next turn!