| Tararr Trollspiltter |
RD 2 AC 14 HP26/42 4/13 Rage
Seeing that the bug is far tougher than he would have thought, Tararr drops one of his axes doubling his grip in an effort to lay it low.
2h Grip axe 1d20 + 9 ⇒ (20) + 9 = 29 DMG1d8 + 7 ⇒ (1) + 7 = 8
Confirm crit 1d20 + 9 ⇒ (9) + 9 = 18 DMG 1d8 + 7 ⇒ (5) + 7 = 12 1d8 + 7 ⇒ (2) + 7 = 9 Total if crit confirmed=29 +3 more if under ground for Tunnel Fighter trait
| Hungry Voodoo |
Karrak moves over to clear Chitleen and the whirling dorn-dergar crashes into the crumbling wall this time. Tararr however, tries for quality of attack over quantity and wielding the battle axe two handed, cleaves the giant centipede in two twitching parts that tumble off the wall.
Karrak- that's fine. Tararr- not underground yet, but plenty damage.
Round 2
Karrak-x
Tararr-x
Mankato
Lockjaw
Chitleen
Daeron
centibleed
| Daeron Gwadestael |
Round 2 actions.
With Lockjaw preventing the centipede advancing on him, Daeron readies his longbow and looses an arrow at the chitinous vermin.
ranged attack within 30ft: 1d20 + 3 + 1 + 1 + 1 ⇒ (12) + 3 + 1 + 1 + 1 = 18
damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
There's always aid another if you think there's no space to engage where Lockjaw can use it to connect.
| Lockjaw Stoneshield |
Round 2 Init 14
HP = 20/34
AC = 19/8/19
SR = 8
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 3/3 (1d6)
Smite Evil/day = 1/1 (+2 hit, +3 damage, +2 deflection AC)
Status Effects = Enlarged
Fort DC 18: 1d20 + 8 ⇒ (7) + 8 = 15
Traded out Hardy for Spell Resistance. Oops. Which I suppose Daeron would've had to overcome to cast on me. Not that 8 is going to be hard to overcome.
Feeling the sting of the centipedes bite Lockjaw ignores it and swings his enlarged axe at the wee beastie.
Mwk Waraxe Cold Iron Power Attack Enlarged: 1d20 + 6 ⇒ (13) + 6 = 192d8 + 6 ⇒ (7, 8) + 6 = 21
| Chitleen Shudra |
Round 2:
Mouth thinning into a disapproving line, Chitleen attempts to erase his failure...
Talwar: 1d20 + 3 ⇒ (20) + 3 = 23 for 1d8 + 1 ⇒ (2) + 1 = 3
Crit Conf: 1d20 + 3 ⇒ (3) + 3 = 6 for 1d8 + 1 ⇒ (3) + 1 = 4
...and his strike is accurate enough - though lacking for power. He then withdraws a step to allow others better equipped to fight.
Strike, then 5ft south.
| Daeron Gwadestael |
That'll do it. Unless Lockjaw's critter is smaller but deadlier. I think you could willingly accept any effects as cast, avoiding SR.
Daeron stands at the rear, away from any spray of centipede ichor as experience tells that it usually stank, as Chitleen's and Lockjaw's blows cracks chitin.
Not that it'll matter to the dwarf but the sweet smelling elf would find it difficult to wash in these parts.
Daeron approaches the cleaved centpedes with dagger in hand and vial in another.
Know, Nature, extracting centipede venom mr vodoo?: 1d20 + 8 ⇒ (18) + 8 = 26
| Hungry Voodoo |
As Lockjaw pulls his giant axe from the monster's shattered head, the jaws pulse spasmodically spilling clear fluid and venom. Daeron carefully drains a venom gland and peers at the deadly substance in the small glass vial. Chitleen surveys the basement which is nearly as rank as the other, but sees no further threats.
Lockjaw- another DC 18 Fort save or 3 Dex damage. Daeron- you need craft (alchemy) to make the venom a usable poison. The craft DC is equal to the save DC.
| Daeron Gwadestael |
This is a job for Chitleen then. Daeron's untrained.
Daeron gestures to Chitleen, as the desert elf sheathes back his curved sword.
Brother, the effects of the vermin's venom is deadly indeed. I would look upon Lockjaw and see he still has yet to absolve himself of its toxins. Samples of it would prove useful for our arrows.
| Tararr Trollspiltter |
End Rage 1 round Fatigued.
"Looks like that armor of yers let one through, beardling." Having been well travelled, this is not the first run in with a monster such as this for the dwarf. Taking a closer look he attempts to see if he can extract some of the venom from the wound.
Heal 1d20 + 1 ⇒ (1) + 1 = 2
Seeing that the bite is far beyond his limited knowledge, Tararr calls thecleric over to take over. Moving to back to his kill the warrior retrieves his dropped axe. "Karakk that wound looks mighty viscious. Though,I am not sure if it is made worse by 'is lack of washin'."
| Karrak Ironhand |
Karrak grabs Lockjaw's canteen, confident that whatever is in there is strong enough to sterilize his wound, and pours some on it.
not sure if there is time but...
heal (treat poison) 1d20 + 7 ⇒ (5) + 7 = 12
| Lockjaw Stoneshield |
Grimacing at Karrak Lockjaw gently takes his canteen away.
"I'm blessed by Torag Karrak, no foulness can harm me, there is no chance of disease."
"I've come ta realize Torag has sent ya ta test me Tararr. Ye dinna respect me and ye go inta battle dressed in wimmin's clothin'. But ye'll nae sway me from ma task."
| Tararr Trollspiltter |
"Speak in that insolent tone teh me again an' I'll finish what the bug couldn't. Makin' threats against one like me is a sure route to quick death. Inna gonna be any test to it.", Tararr finishes eyes bulging with a growing fury.
| Hungry Voodoo |
Once the beard pulling subsides, the party gets back to considering their circumstances. The lower gatehouse is obviously too ruined and unsanitary even by present company's standards to serve as a shelter. At least the upper barbican towers are clean though hard to tightly secure without supplies and the skill to refortify the ruins.
Perhaps a mid-level chamber in one of the towers would serve, but you'd have to stay on guard against gnolls during the day and werebats at night. It is some consolation at least that they apparently will not be working together.
| Chitleen Shudra |
At the end of the dwarves display, Chitleen whispers to Daeron in Elvish "I am not an expert on Dwarvish customs... is this a prelude to coupling? Should we give them some privacy?"
Then aloud and in Taldan "The basement here is as foul as the other. Neither would make for a competently defendable structure... it would seem that the place we have left behind was a far better place to rest than we have found to date." sighing and looking back to the mine's entrance "Should we risk an entry within... dwarf make is lasting, perhaps we would find a defensible bolthole to make our own... but then we would face the threat of being buried in it."
Wiping his hands clean on his clothes before taking a swig from his canteen "We have found three sets of enemies thus far... all of which seem to want us dead. If only there were means to turn the one against the other."
| Daeron Gwadestael |
It matters not my kin, for the two of them together is an excuse for us to keep our olfactory senses sane by staying a distance away.
Continuing in Common, Daeron adds.
There are enemies aplenty for both of your axes to bite into, Lockjaw and Tarrar. With werebats around, we should make sure silvered weapons are at hand. The gnolls look like dangerous archers and the undead need a strong arm to hew them through.
If we are to stay here for a while, a map of the are is useful should we start clearing up the entrance and upper levels. Finding the werebat's lair and the gnoll encampment would be useful too.
How much supplies did we bring to the scouting journey here? I would have to dig back.
| Tararr Trollspiltter |
"Ye don't have ta worry about the strong arms unless ye be speakin' of yerself, elf, I dem arrows of yer's are plenty viscious. I seen 'em maself. Clear it we will, but it inna goin' to be easy."
| Mankato |
Mankato just stands and watches all the actions going on and stays out of the way. If he is needed then he will step forward again. The dwarves seem to have some sort of competition going about beards.
| Chitleen Shudra |
Measuring all words spoken "Well I would hold Tararr's advice about dark and foreboding holes as gospel... he is somewhat experienced in that pursuit. Therefore it seems that a further review of the surrounds is in order... see if we can find a lair that has a solid roof above it."
Chitleen votes for spending the rest of the day checking nearby for a better place to hole up.
| Tararr Trollspiltter |
"Them gnolls don't seem no more put together than any other thing in them caves far as I could tell on the way ouy. Looks like they just been settin' up for raids and not takin' advantage of them gifts they was given. I'm pretty sure we can set up shop here wit' little trouble after we squash a few heads."
| Hungry Voodoo |
Moving back up to the barbican, you take in the ruined fortifications once again. Glancing across the small courtyard and up the height of the great T-shaped opening, you see that the opposing battlements are accessed only from inside the mine. The portcullis looks heavily damaged; wrenched up to hover about a yard from being totally closed. It doesn't look like it will move either direction without a team of engineers.
The towers at the gatehouse are probably your best bet for shelter. Although no doors remain to bar entrance, at least you will have solid walls around you.
| Daeron Gwadestael |
We shall take what is available to us. A cursory look would provide ideas for further improvement. The tower yonder by the gatehouse, how does the inside fare?
Set camp there I suppose. We could reinforce the area once a good exploratory recon is made.