GM JaceDK |
If you are heading out, could you just confirm the marching order real quick - Up until now I have Caelin in point, followed by Goodluck, Jervaise, Tae and Meycho. But that was allow Goodluck to be up front with his anti-mist vision. Any changes, or is this still good?
GM JaceDK |
Ok, no protests - marching order unchanged.
Stealth:
A: 1d20 + 17 ⇒ (13) + 17 = 30
S1: 1d20 - 2 ⇒ (5) - 2 = 3
S2: 1d20 - 2 ⇒ (11) - 2 = 9
Perception:
Taecuss: 1d20 + 12 ⇒ (11) + 12 = 23
Caelin: 1d20 + 15 ⇒ (11) + 15 = 26
Jervaise: 1d20 + 15 ⇒ (17) + 15 = 32
Goodluck: 1d20 + 11 ⇒ (19) + 11 = 30
Meycho: 1d20 + 14 ⇒ (7) + 14 = 21
Falling Star: 1d20 + 14 ⇒ (1) + 14 = 15
Aumgwe: 1d20 + 9 ⇒ (5) + 9 = 14
Initiative:
Taecuss: 1d20 + 3 ⇒ (16) + 3 = 19
Caelin: 1d20 + 3 ⇒ (7) + 3 = 10
Jervaise: 1d20 + 7 ⇒ (11) + 7 = 18
Goodluck: 1d20 + 2 ⇒ (19) + 2 = 21
Meycho: 1d20 + 10 ⇒ (5) + 10 = 15
A: 1d20 + 6 ⇒ (6) + 6 = 12
S1: 1d20 + 2 ⇒ (10) + 2 = 12
S2: 1d20 + 2 ⇒ (6) + 2 = 8
You form rank and set off. But as soon as Caelin exits the ring of mushrooms, everyone spots two hulking shapes who appear to be trying to hide among the trees surrounding the path to the east. Their dark skin shifts and fades, blending with the shadows surrounding them.
These are trolls. These giant brutes are well known for their regeneration, which can only be suppressed through fire or acid, their massive strength and their ability to tear foes limb from limb.
These are shadow creatures, natives of the shadow plane. They have the same qualities of their material plane counterparts, but also an innate resistance to cold and electricity, the ability to blend into shadows to conceal themselves and are difficult to harm with non-magical weapons.
Enter the Fellnight Realm - surprise round
Initiative:
Goodluck: 21
Taecuss: 19
Jervaise: 18
Meycho: 15
GM 1: 12
Caelin: 10
GM 2: 8
Goodluck, your turn to act in the surprise round.
Taecuss dyn Bru |
Nature 1d20 + 13 ⇒ (8) + 13 = 21
Planes 1d20 + 12 ⇒ (19) + 12 = 31
"Use acid and fire if you've got it, not cold or lightning! Magic weaponswill help with piercing their hides!"
Taecuss will ready his whip and start a bardic performance to inspire courage. +2 morale bonus vs. fear and charm effects, +2 competence bonus on weapon attack and damage rolls.
Hit points 59/59, Spells remaining: 5 1st, 4 2nd, 3 3rd. 27 of 28 rounds of performance remaining.
Caelin Nyndel |
when it's my turn
Caelin gave a screech to Aumgwe to send the bird scouting for other nearby foes. The elf, meanwhile, sprinted a few steps towards the southern troll, his sword gleaming dark in the alien night.
Partial Charge attack, Greatsword +1, inspired: 1d20 + 14 + 2 + 2 ⇒ (14) + 14 + 2 + 2 = 32
Greatsword +1 damage: 2d6 + 7 + 2 ⇒ (5, 5) + 7 + 2 = 19
Hope this is Troll #2!
Jervaise Toppington |
Jervaise laughs.
"Why, so there is, Goodluck! Shortly there will not be, though..."
He then charges one of the trolls (G19), and takes a swing!
+1 Merciful Cold Iron Greatsword: 1d20 + 15 + 2 + 1 ⇒ (14) + 15 + 2 + 1 = 32, for 2d6 + 19 + 1 + 1d6 + 1d6 ⇒ (2, 3) + 19 + 1 + (1) + (2) = 28 Magical Cold Iron Non-lethal damage.
Free Intimidate check (to demoralize): 1d20 + 18 ⇒ (10) + 18 = 28 Vs DC 10 + target's HD + Wisdom modifier. If successful, the target is Shaken for a number of rounds equal to 1 + the damage dealt to it.
Regardless of whether or not the Intimidate succeeds, it is still Sickened for two rounds (assuming the attack hit, of course).
GM JaceDK |
concealment (1-20 miss): 1d100 ⇒ 17
Jervaise springs forth in a valiant charge, swinging his greatsword in a sweeping cut. But despite the troll's massive size, the constant shifting shadows surrounding it play tricks on even Jervaise's sharp eyes, and the balde cuts nothing but air and leaves. Miss due to concealment - Meycho is up.
Meycho |
Trolls? Why does it have to be trolls? I hate trolls, Meycho mutters, remembering an earlier experience with the tough beasts.
Meycho then calls on his deity, to bless his aim, while quickly nocking and firing two arrows at one of the beasts.
Judgement +2 to hit and damage
Hit points 58 (+10)/58 (+10), Spells remaining: 5 1st, 4 2nd, 2 3rd. 2 of 3 daily Judgments remaining.
1st Attack: 1d20 + 17 ⇒ (9) + 17 = 26
1st Damage: 1d6 + 6 ⇒ (5) + 6 = 11
2nd Attack: 1d20 + 12 ⇒ (8) + 12 = 20
2nd Damage: 1d6 + 6 ⇒ (3) + 6 = 9
GM JaceDK |
Arvormeigh shortbow: 1d20 + 11 ⇒ (2) + 11 = 13
Arvormeigh dmg (Point blank, deadly aim + sneak attack): 1d4 + 6 + 3d6 ⇒ (3) + 6 + (1, 4, 6) = 20
Sniping roll: 1d20 + 17 - 20 ⇒ (12) + 17 - 20 = 9
Meycho concealment (1-20 miss): 1d100 ⇒ 73
Shadow troll 1 bite attack: 1d20 + 8 ⇒ (19) + 8 = 27
Shadow troll 1 bite dmg: 1d8 + 5 ⇒ (5) + 5 = 10
Meycho, surprise round, so only one attack. It's a hit though.
As Jervaise charges forth, Meych reacts quickly and snaps off an arrow towards the southernmost troll. The arrow sinks into the shadow creature's flesh, but it hardly seems to care.
The troll Jervaise charged snarls with savage delight as it ducks the greatsword and proceeds to tear a large chunk out of the half-elf's biceps. Jervaise, 10 dmg
At that same moment, an arrow flies out of the bushes to the south and strikes Goodluck. Fortunately for the oracle, it lodges firmly in his ice armor and does no harm. Everyone turns to see a familiar shape attempting to duck back into the bushes. But out of her usual element, Arvormeigh is easy to spot. Realizing that she has been seen, the nixie scowls and reaches for another arrow.
"I knew it would only be a matter of time before you would try to use the wardstones to restore the faengard. My queen will forgive my failure in loosing them when I lay them before her throne along with your heads," she taunts, her tiny voice snapping like a whip.
Caelin, since the situation has changed since you posted, feel free to change your action. If you still charge the troll, you can keep your rolls.
Updated Initiative:
Goodluck: 21
Taecuss: 19
Jervaise: 18
Meycho: 15
Arvormeigh: 12
Shadow Troll 1: 12
Caelin: 10
Shadow Troll 2: 8
Caelin Nyndel |
Caelin gave a screech to Aumgwe to send the bird to harry Arvormeigh. The elf, meanwhile, sprinted a few steps towards the southern troll, his sword gleaming dark in the alien night.
Just changing Aumgwe's action, sending him to threaten the nixie.
GM JaceDK |
Caelin concealment (miss 1-20): 1d100 ⇒ 62
Shadow troll 2 bite att: 1d20 + 8 ⇒ (1) + 8 = 9
Shadow troll 2 bite dmg: 1d8 + 5 ⇒ (4) + 5 = 9
Caelin springs forth and feels his blade connect with a satisfactory jolt. As he withdraws the blade, he can see the injury starting to close and heal almost immediately, as well as the damage from Meycho's arrow.
Aumgwe swoops towards the tree where Arvormeigh was hiding, and the nixie gives a surprised shriek as angry mass of feather and talons comes hurtling towards her.
The shadow troll facing Caelin attempts to retaliate, but seems taken aback by the swift reaction of the heroes and fails miserably.
Enter the Fellnight Realm - round 1
Initiative:
Goodluck: 21
Taecuss: 19
Jervaise: 18
Meycho: 15
Arvormeigh: 12
Shadow Troll 1: 12
Caelin: 10
Shadow Troll 2: 8
Notes:
Dim light - creatures without low-light vision or darkvision suffer miss chance due to concealment.
Vegetation - the trees are 60 ft tall fir trees with branches stretching all the way to the ground. Treat as heavy undergrowth (Costs 4 squares of movement to move into, provides concealment with 30% miss chance, increases Acrobatics DC's by 5, +5 circumstance bonus on Stealth checks).
Goodluck, Tae, Jervaise and Meycho are up for round 1
GM JaceDK |
They do, even when faced with low-light vision. As you might have noticed, these are not ordinary trolls. Taecuss seems to know a bit about them, try asking him. ;-)
Taecuss dyn Bru |
Seeing the troll draw blood on Jervaise, Taecuss tries to help with a minor spell.
Cast Hideous Laughter on the troll in E-F/20-21. DC 16 will save negates.
He maintains his bardic performance. +2 morale bonus vs. fear and charm effects, +2 competence bonus on weapon attack and damage rolls.
Following what he said about the trolls in the surprise round, he adds ”Don’t underestimate them! They can tear you limb from limb! Don’t lose them in the shadows; they can conceal themselves there too well.”
I believe that covers everything in the two spoilers above, so you all should be able to check them now.
Hit points 59/59, Spells remaining: 4 1st, 4 2nd, 3 3rd. 26 of 28 rounds of performance remaining.
GM JaceDK |
Cool. So if you *don't* have Low Light Vision, there are *two* sets of miss chances versus the trolls.
Not exactly. Different concealment conditions don't stack. You either have concealment or you don't. Here is how it works (there's a bit of meta-game info here, so keep PC and player knowledge separate):
Jervaise, Caelin and Tae all have lowlight vision, Meycho and Goodluck don't.
The current level of ambient illumination is dim light due to moonlight. This means that Jervaise, Caelin and Tae can see normally, while Meycho and Goodluck are hampered by the lack of light and all opponents gain concealment when facing them.
The shadow trolls have a racial ability that works in all lighting conditions other than bright light. As such, they have concealment vs everyone.
Arvormeigh is a normal nixie, which means she has no shadow blend ability, but lowlight vision. Right now, she has concealment with 30% miss chance vs everyone, due to vegetation. This overrides any concealment she would have due to the dim light, since it is better. If she was to step out into the open, she would have concealment and 20% miss chance vs Meycho and Goodluck, and no concealment vs Jervaise, Caelin and Meycho. Also important, none of the PC's will have concealment vs her, which will allow her to use her sneak attack.
GM JaceDK |
Taecuss, please make a Caster Level check vs Spell Resistance. I'll resolve the effect of the spell once Goodluck posts his action.
Goodluck K'tango |
Sorry, RL game this weekend captured my time. My first VTT game ever, with a best of lineup from all my gaming groups. It made my tiny heart grow two sizes!
Goodluck looks about. He has no fire or acid abilities, no devastating attacks to unleash. All he has is a trident and hope. He murmurs the activation word on his trident, sending frost rimming the metal and charges the northernmost troll!
Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d8 + 5 + 1d6 ⇒ (2) + 5 + (5) = 12
Miss chance: 1d100 ⇒ 60
Jervaise Toppington |
Jervaise eyes the troll in front of him, carefully.
"You're a big fellow. Still, you will fall just as easily as a smaller foe..."
He then takes a series of measured swings.
+1 Merciful Cold Iron Greatsword: 1d20 + 15 ⇒ (4) + 15 = 19, for 2d6 + 19 + 1d6 ⇒ (1, 3) + 19 + (2) = 25 non-lethal damage.
Miss chance (high is good): 1d100 ⇒ 25.
Free Intimidate check (to demoralize): 1d20 + 18 ⇒ (9) + 18 = 27 Vs DC 10 + target's HD + Wisdom modifier. If successful, the target is Shaken for a number of rounds equal to 1 + the damage dealt to it.
+1 Merciful Cold Iron Greatsword (iterative): 1d20 + 7 ⇒ (20) + 7 = 27, for 2d6 + 19 + 1d6 ⇒ (2, 4) + 19 + (4) = 29 non-lethal damage.
Miss chance (high is good): 1d100 ⇒ 24.
Free Intimidate check (to demoralize): 1d20 + 18 ⇒ (6) + 18 = 24 Vs DC 10 + target's HD + Wisdom modifier. If successful, the target is Shaken for a number of rounds equal to 1 + the damage dealt to it.
Crit Confirmation (iterative): +1 Merciful Cold Iron Greatsword: 1d20 + 7 ⇒ (17) + 7 = 24, for 2d6 + 19 ⇒ (4, 4) + 19 = 27 *ADDITIONAL* non-lethal damage.
GM JaceDK |
Shadow troll 1 bite AoO:: 1d20 + 8 ⇒ (5) + 8 = 13
Shadow troll 1 bite dmg:: 1d8 + 5 ⇒ (1) + 5 = 6
Shadow troll Will save:: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
No need to appoligize, Taecuss - the only way you would have known would have been if you were cheating ;-)
As Goodluck rushes the troll, it tries to sink it's massive tusks into him. But the Mwangi oracle deftly evades and thrusts his frost-covered trident into the thigh of the shadow beast. The frost does not seem to hurt it, but dark blood wells from the puncture wounds, even if they start to heal almost at once.
Taecuss then attempts to send the troll into a fit of magically induced laughter, but the giant snarls instead of snicker.
The real effect of both Goodluck's charge and Tae's spellcasting is the distractions they provide. Jervaise takes a step to the side and swings his greatsword with all his might. The blow connects to the back of the trolls thick skull, and it topples like a felled tree. However, it is clearly only unconscious, and in the faint starlight, you notice how both the wounds and bruises fade rapidly.
Meycho and Caelin are up.
Caelin Nyndel |
Attack 1
Concealment Miss Chance: 1d100 ⇒ 35
Greatsword attack, inspired: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Greatsword damage, inspired: 2d6 + 7 + 2 ⇒ (4, 1) + 7 + 2 = 14
Attack 2
Concealment Miss Chance: 1d100 ⇒ 58
Greatsword attack, inspired: 1d20 + 14 - 5 + 2 ⇒ (10) + 14 - 5 + 2 = 21
Greatsword damage, inspired: 2d6 + 7 + 2 ⇒ (4, 1) + 7 + 2 = 14
Caelin ducked and thrusted with his greatsword before sidestepping, attacking again with a curving swipe. The blows seem to land, but the strange nature of the beasts made it hard to be sure.
Meanwhile, Aumgwe harried the nixie, his claws looking for purchase in the fey's otherworldly skin.
Bite:
Miss chance: 1d100 ⇒ 69
Bite attack, inspired: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Bite damage, inspired: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Talon 1:
Miss chance: 1d100 ⇒ 63
Talon 1 attack, inspired: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Crit Confirmation: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Talon 1 damage, inspired: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Talon 2:
Miss chance: 1d100 ⇒ 67
Talon 2 attack, inspired: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Talon 2 damage, inspired: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Meycho |
Meycho turns his attention to the nixie, calling to his friends, Deal with those trolls, while I try to keep this cursed fey occupied!
Meycho nocks an arrow, its tip gleaming cold iron, then, in an ancient language, draws upon the powers of hatred and vengeance, before sending the arrow flying, quickly followed by another.
Invoking Bane (Fey) 1/8 used, maintaining Judgment
1st Attack: 1d20 + 15 ⇒ (17) + 15 = 32
1st Damage: 1d6 + 2d6 + 8 ⇒ (6) + (1, 5) + 8 = 20
1st Concealment: 1d100 ⇒ 78
2nd Attack: 1d20 + 10 ⇒ (17) + 10 = 27
2nd Damage: 1d6 + 2d6 + 8 ⇒ (5) + (5, 6) + 8 = 24
2nd Concealment: 1d100 ⇒ 51
GM JaceDK |
Arvormeigh stabilization roll (DC 11): 1d20 + 2 ⇒ (6) + 2 = 8 - fail. Hp total
Shadow troll 2 Bite att: 1d20 + 8 ⇒ (9) + 8 = 17 - miss
Shadow troll 2 Bite dmg: 1d8 + 5 ⇒ (1) + 5 = 6 - N/A
Shadow troll 2 claw att 1: 1d20 + 8 ⇒ (12) + 8 = 20 - hit
Shadow troll 2 claw dmg: 1d6 + 5 ⇒ (1) + 5 = 6 - applies
Shadow troll 2 claw att 2: 1d20 + 8 ⇒ (14) + 8 = 22 - hit
Shadow troll 2 claw dmg: 1d6 + 5 ⇒ (1) + 5 = 6 - applies
Shadow troll 2 rend dmg: 1d6 + 7 ⇒ (1) + 7 = 8 - applies
With a display of extraordinary marksmanship, Meycho's aim is straight and true. Despite her concealment, both cold iron arrows strike Arvormeigh squarely in the chest. The combination of cold iron and the bane enhancement Meycho imbued the arrows with is too much for her frail fey body, and she collapses with an ear-piercing scream.
Caelin slashes away at the troll, and is rewarded by loud shrieks of pain.
The monster immediately retaliates, lashing out with teeth and claws. Caelin manages to yank his head back as the massive jaws snap shut a hairs breath from his face. But the move costs him dearly. The shadow troll sinks both sets of claws into the ranger's chest and tears down hard. The sickening sound of tearing flesh and sinew mixes with Caelin's howl of anguish. Caelin, 20 dmg.
The troll grins with satisfaction and does not seem overly concerned by the fact that it is now the sole standing opponent facing the five of you.
Enter the Fellnight Realm - round 1
Initiative:
Goodluck: 21
Taecuss: 19
Jervaise: 18
Meycho: 15
Arvormeigh: 12 (unconscious)
Shadow Troll 1: 12 (unconscious)
Caelin: 10
Shadow Troll 2: 8
Notes:
Dim light - creatures without low-light vision or darkvision suffer miss chance due to concealment.
Vegetation - the trees are 60 ft tall fir trees with branches stretching all the way to the ground. Treat as heavy undergrowth (Costs 4 squares of movement to move into, provides concealment with 30% miss chance, increases Acrobatics DC's by 5, +5 circumstance bonus on Stealth checks).
Party is back up for round 2.
Jervaise Toppington |
Jervaise kicks the downed troll, and then charges to Caelin's aid.
"Does anyone have a way to finish these damn things off?"
+1 Merciful Cold Iron Greatsword: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32, for 2d6 + 16 + 1d6 + 1d6 ⇒ (6, 4) + 16 + (5) + (2) = 33 non-lethal damage.
The target is also Sickened for 2 rounds.
Free Intimidate check (to demoralize): 1d20 + 18 ⇒ (9) + 18 = 27 Vs DC 10 + target's HD + Wisdom modifier. If successful, the target is Shaken for a number of rounds equal to 1 + the damage dealt to it.
GM JaceDK |
troll AoO att: 1d20 + 8 ⇒ (12) + 8 = 20
troll AoO dmg: 1d8 + 5 ⇒ (1) + 5 = 6
concealment Goodluck (1-20 miss): 1d100 ⇒ 39
concealment Jervaise (1-20 miss): 1d100 ⇒ 44
Goodluck rushes the second shadow troll, earning himself a shallow bite on the forearm before he sinks his trident into the trolls abdomen. Goodluck, 6 dmg from AoO
The Jervaise comes charging in right after him, knocking the troll senseless.
There are no visible enemies standing, but those trolls won't stay down for long. So lets stay in initiative for now.
Caelin Nyndel |
Cealin staggered back from the troll, grasping at his gushing wound. He wheezed a sigh of relief as Jervaise and Goodluck felled the beast. He mentally reviewed his pack, knowing that he had neither acid nor fire in his possession.
Still doubled over, he turned with a wry grimace to Jervaise. "If we gather some twigs, I can build a fire. That'll put them down. Eventually."
GM JaceDK |
Not a single way of dealing fire or acid damage between the five of you?! Not even an acid flask or alchemist fire? Really?!?! *runs off to add more trolls to the module*
Jervaise Toppington |
You can make an unattended Fine flammable object catch on fire.
So, no. However, you could use it to ignite a bonfire to burn the corpses on ;-)
Failing that, we could just dismember the bodies, to make it *very* difficult for the trolls - headless, legless, armless torsos would have difficulty doing pretty much anything...
Taecuss dyn Bru |
So, Taecuss and Goodluck will start quickly gathering wood for a fire while the others continue to hack at the gathering flesh of the trolls to keep them down until we are ready to sear them?
While I am an arcanist, I'm not that kind of arcanist. I can't believe I bought a dozen random wands when I made this character and not one applies to this situation.
Meycho |
Allow me to finally be useful, Meycho says, before the group can start building a fire. With a prayer, Meycho shoots a glop of acid at each troll, repeating the process until both trolls are truly dead.
Phew, that smell is awful, but at least these won't harm us anymore. Speaking of, is anyone hurt?
GM JaceDK |
It takes a bit of hacking and repeated castings of Meycho's acid splash, but soon both trolls are well and truly dead.
The same goes for Arvormeigh. She appears to have bled out while you were busy disposing of the trolls.
The grove is silent once more. As you gaze to the east, you can see scattered dots of light in the surrounding area. Most likely more of the queen's troops prepearing to invade the material plane.
What now, brave heroes?
GM JaceDK |
Upon inspecting the body of Arvormeigh, Jervaise finds:
A shortbow, six high-quality arrows, 20 cold iron arrows and a short sword, all small sized.
She is also wearing an aquamarine necklace worth 250 gp and two matching bracelets worth 50 gp each.
The trolls have no gear of value.
The shortbow and high-quality arrows radiate magic.
GM JaceDK |
Tae, the bow is a standard +1 shortbow. You can't identify the arrows.
Taecuss dyn Bru |
Taecuss will stow the new bow, short sword and jewelry in his pack (unless someone else wants to claim it)and Meycho take the quiver of arrows. We will take a moment to heal up and then we'll head east. We'll Caelin take the lead, followed by Jervaise, Meycho, Goodluck and Taecuss.
In that encounter, Caelin took 20 damage and Goodluck took 6. I believe we were fully healed before that.