
GM Mazra |

Note on the Dancing Lights: They can move 100 feet per round, but I doubt that the party will want to move that quickly through an unexplored cavern. I am taking into account that Leira is "taking 10" to check for traps along the way. Not to mention that the armored Dwarves at best can run about 60 feet in a round. The party is not going to be running through the caverns. I have the party moving about 30' a round. However, if Leira wishes to be even more careful and "take 20" then this trek will be even longer. Yet, it would be a safer approach. Leira's call.
Also, I will assume that Leira will continue to cast Dancing Lights as needed. I am moving along as there were no encounters through this stretch.
The party will travel nearly a 1000 feet (over 300 meters), when they come across a three way split in the passage ways.
The party can go left, center, or right. I would think since the time Leira cast Enlarge on Ulfgard, it would have expired by now. Searching the Hill Giant encampment alone would have taken several minutes.

Leira |

Taking 10 will be enough, thanks!
Leira tries to hold the dancing lights speed so they do not go too much faster than the party. She also recasts them whenever she thinks it might be coming to the time for them to expire.
As they last for 1 minute, how would you feel about rolling a 1d10 to know at what round they will expire if we come into an encounter? That way we can assume she keeps casting the cantrip otherwise.
Perception (take 10; +1 vs traps): 10 + 20 = 30
"I think we should take the right corridor. Just a feeling" the girl speaks up while pointing towards that direction. She holds with strength the bane crossbow.

GM Mazra |
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Ulfgard will notice that the heaviest traffic is to the right. It appears to be mainly Hill Giant tracks, but Ogres tracks are visible as well. Within the menagerie of tracks are a pair of tracks that is large and unusual. These tracks will not be known to Ulfgard.
Also, the center route has tracks as well. Ulfgard will determine that this set of tracks is from the same creature.
It looks like nothing goes to the left.
@Leira - I like the 1d10 on the Dancing Lights. If I remember, I will roll it at the start of an encounter.

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Let's go ahead and track down these creatures first. That way we have a chance to get the drop on them and we don't leave them behind us.

Anga Runedaughter |

boot don't splatter. Take out the beasties first. We can search at our leisure later. Go right.

GM Mazra |

In a little less than three hundred feet, the passages divide again. Ulfgard will note that the main traffic continues to the right. But to the left, it narrows a bit. The tracks to the left are of several four legged creatures.
Map Updated.

Leira |

K. nature DC 15: 1d20 + 7 ⇒ (4) + 7 = 11
K. nature DC 20: 1d20 + 7 ⇒ (9) + 7 = 16
Without any idea to help Leira shrugs "Do not know. Perhaps we should continue walking the most transited alley. What do you think are the four-legged creatures? Giant dogs?"
"Ei Kaos! Didn't you have one of those dices you use to play a the tavern? We can throw one and see where it leads us!"

Droja |
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Knowledge Nature: 1d20 + 5 ⇒ (12) + 5 = 17
The Half-Orc Oracle bends down to look at the tracks closely as her nearsightedness is more limiting looking at finer details from a distance. "Lizards! Big ones! I don't know the kind, but by the shape, they are lizards. The toe and nail prints are too narrow for Drakes or Dragons," Droja says with a steady almost matter-of-fact tone.
Sorry for the confusion, but you only needed to roll the Knowledge check once. If you rolled a 15 you get the top spoiler. A 20 would allow you to open the second spoiler as well. But Leira's first roll was not high enough for either.

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I don't but I do have this.He pulls out a coin and flips it up then catches in the other hand. Let's head right. He says after consulting the coin.
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10

Leira |

"Ah! Right! That feels just right!" Leira starts walking after Kaos very focused and looking for the lizards "How do you know that much about drakes and dragons Droja? Are they natural to your home region?"

Haskyll Stonereaver |

Lizards, Drakes, more of what we need to worry about.
Haskyll continues on at the back of the party bringing along the stubborn mule.

Droja |
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Droja will look at Leira, "Drakes are common in the Hold as are giant lizards. And we did fight a Rift Drake here in Minderhal's Valley. These tracks are not like that."
That is the Hold of Belkzen. And indeed, the party fought River Drakes as well along the border with the Hold of Belkzen before meeting up with Leira.
"And I know that Dragons are closely related. Plus we did recently fight one of those as well. My first time close up to a Dragon," the Half-Orc responds in her thick accented common.
Well she wouldn't say, "Because I made my knowledge nature check." Shrug. :)

GM Mazra |

In another 300 or so feet, the party comes across an opening in the passage that leads to a roughly circular cavern that stinks like a filthy kennel. Meat scraps litter the floor while piles of dung and other refuse line the edges of the cave.
Everyone must make a Perception check.
Again, just make one Perception roll. If you roll 22, you can open the first spoiler. If you roll 29 you can open both of them.

Leira |

Perception: 1d20 + 21 ⇒ (18) + 21 = 39
Leira whispers to the group through the message spell connection "A large creature hiding amongst the rocks. The creature has rocky skin studded with small crystals." and after a pause she adds "Wait, they are two"
She then casts vanish and maneuvers through the ceiling of the cavern to further scout ahead what the group is going to find.
Stealth+invisibility: 1d20 + 17 + 20 ⇒ (4) + 17 + 20 = 41

GM Mazra |

These creatures will not notice Leira.
Map updated and a new section revealed. Leira is invisible toward the cavern's mouth. She sees the creatures. What do you do? They have heard the party moving down the tunnels. So they are generally aware of the party's presence. However, they do not specifically notice Leira in her current situation.
Again, each square is ten feet across.

Haskyll Stonereaver |

percept: 1d20 + 13 ⇒ (9) + 13 = 22 Add 2 if vs stonework
Haskyll drops the lead, and whispers
Where is the second one, I only see 1

GM Mazra |

Kaos' Iniative:: 1d20 + 8 ⇒ (1) + 8 = 9
Leira's Iniative: 1d20 + 5 ⇒ (11) + 5 = 16
Anga's Iniative: 1d20 + 2 ⇒ (10) + 2 = 12
Ulfgards's Iniative: 1d20 + 1 ⇒ (8) + 1 = 9
Haskyll's Iniative: 1d20 + 0 ⇒ (18) + 0 = 18
Droja's Iniative: 1d20 + 0 ⇒ (15) + 0 = 15
Rocky Creatures' Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
When the creatures see Kaos moving into the cavern, they attack.
Thanks to Leira noticing them first, there is no Surprise Round. Haskyll reacts first.
Round One
Everyone let me know your actions without regard to initiative.

Droja |

Droja moves up to the cavern's mouth.
Droja's Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Knowledge Local: 1d20 + 7 ⇒ (17) + 7 = 24
"Rock Trolls! They dwell only in the darkness. They are otherwise like other trolls." Droja calls out to the party when she see the first one.
She then tries to put a Hold on the one she sees.
These are essentially Bilbo's Trolls, but without the thick Cockney accent. Also, less round and more angular.

Haskyll Stonereaver |

Haskyll moves up and brings forth a small stylized warhammer.
If they live in darkness, then how about us lighting up their life.
He then brings forth a blessing on the party.
AOO if Able: 1d20 + 6 + 4 + 1 + 2 + 1 - 2 ⇒ (18) + 6 + 4 + 1 + 2 + 1 - 2 = 30
BAB, STR, Magic, Bane, Bless, Power
damage: 2d6 + 2d6 + 1 + 6 + 6 ⇒ (4, 4) + (3, 4) + 1 + 6 + 6 = 28
Spear, Bane, Magic, STR, Power, BOF
Bless +1 to hit and +1 to Save vs fear. I figure we didn't need to high of power to deal with

Leira |

K. local: 1d20 + 8 ⇒ (11) + 8 = 19
Leira also seems to somehow recognize the rock trolls. She profits her invisibility to stealthily move through the ceiling.
In an attempt to stop or delay the far creature while the group deals with the closest one, she casts create pit to make him fall or move around the rocks.
Ref 15; 40' deep, 10 rounds
HP 63/63 AC 19 TAC 15 (invisible)

Today's Villain |

Rock Troll 2 Reflex Save: 1d20 + 3 ⇒ (10) + 3 = 13
The second Rock Troll falls into Leira's pit.
@Leira - Create Pit spells have a maximum depth of 30'.
Rock Troll 1 Will Save: 1d20 + 3 ⇒ (17) + 3 = 20
The first Rock Troll is unphased by Haskyll's Snail Mail.
It howls at the Cleric.
It gives up it initiative. The Rock Trolls will go last in the round.
Fall Damage Rock Troll 2: 3d6 ⇒ (3, 3, 5) = 11
Rock Troll 2 Climb: 1d20 + 12 ⇒ (6) + 12 = 18
The second Rock Troll stands from it fall and tries to climb the pit's vertical wall. The creature attempts to climb out of the pit, but is unable to get a good grip and remains at its bottom.
Anga, Kaos, and Ulfgard is up in the round.
Haskyll 18 (AC21/G25 64/64)
Leira 16 (AC19 63/63)
Droja 15 (AC16/SoF18 45(60)/60(75)FL)
Anga 12 (AC17/MA21/G25/SH29 60/60)
Kaos 9 (AC20/MA21/SH25 104/104)
Ulfgard 9 (AC20/H21/G25/CG27 77/103)
Rock Trolls 11 (AC19 80,69/80) Shifted to last

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There you are.
Kaos steps up and attack’s the troll.
GT: 1d20 + 14 ⇒ (12) + 14 = 262d6 + 16 ⇒ (3, 6) + 16 = 25
GT: 1d20 + 7 ⇒ (15) + 7 = 222d6 + 16 ⇒ (3, 1) + 16 = 20

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In that case I will change it up.
Kaos will try to maneuver past the trolls defines. Then he will try to land a vital strike.
acrobatic: 1d20 + 12 ⇒ (2) + 12 = 14
GT: 1d20 + 14 ⇒ (2) + 14 = 164d6 + 16 ⇒ (1, 3, 4, 4) + 16 = 28

GM Mazra |

Round One
Haskyll moves into the cavern, Blesses the party, and sets Heartspit for an attack. The Rock Troll was unaffected by Haskyll's Nail Scale.
Leira casts an extra-dimensional pit in front of the second Rock Troll.
The Rock Troll is unable to avoid the pit and slides into the thirty foot space.
Droja moves up and tries to hold the Rock Troll. But the stony creature resists the attempt.
The first Rock Troll howls at the party, but then hesitates to see what the party does.
Anga is heroic.
Kaos tries to move under the Rock Trolls claws. But the Rock Troll catches the Dragon Disciple's sword arm, throwing off Kaos' attack.
Rock Troll 1 AoO: 1d20 + 12 ⇒ (13) + 12 = 251d6 + 7 ⇒ (1) + 7 = 8
The Rock Troll then goes after Kaos with claws and a bite. It sinks its teeth into the Dragon Disciple. It likes human flesh.
Rock Troll Bite: 1d20 + 11 ⇒ (17) + 11 = 281d8 + 7 ⇒ (5) + 7 = 12
Rock Troll Claw 1: 1d20 + 12 ⇒ (3) + 12 = 151d6 + 7 ⇒ (5) + 7 = 12
Rock Troll Claw 2: 1d20 + 12 ⇒ (5) + 12 = 171d6 + 7 ⇒ (4) + 7 = 11
That would be 20 pts of damage on Kaos
The second Rock Troll fails to climb out of the pit.
Ulfgard moves up and pounds the creature with Agrimmosh.
Haskyll 18 (AC21/G25 64/64)
Leira 16 (AC19 63/63)
Droja 15 (AC16/SoF18 45(60)/60(75)FL)
Anga 12 (AC17/MA21/G25/SH29 60/60)
Kaos 9 (AC20/MA21/SH25 84/104)
Ulfgard 9 (AC22/G26 77/103)
Rock Trolls 11 (AC19 51,69/80) Shifted to last
Round Two
Anga has Rounds One and Two.

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Darn troll I bite back.
GT: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 352d6 + 16 + 1 ⇒ (1, 3) + 16 + 1 = 21
GT: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 272d6 + 16 + 1 ⇒ (3, 6) + 16 + 1 = 26
Bite: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 101d4 + 5 + 1 ⇒ (1) + 5 + 1 = 7
GT crit: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 212d6 + 16 + 1 ⇒ (4, 3) + 16 + 1 = 24
GT crit: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 212d6 + 16 + 1 ⇒ (3, 1) + 16 + 1 = 21
GT free trip: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
GT free trip: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
That 92 points of damage. Ouch

Anga Runedaughter |

Anga casts a scorching ray spell at the nearest troll
scorching ray: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 4d6 + 5 ⇒ (4, 5, 6, 3) + 5 = 23
scorching ray: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 4d6 + 1 ⇒ (2, 2, 2, 6) + 1 = 13
scorching ray: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 4d6 + 1 ⇒ (3, 2, 1, 5) + 1 = 12

Leira |

Leira moves through the cave ceiling looking for a good angle to shot at the pit troll. At first sight, the young girl shots at the climbing troll profiting her invisibility and loading with arcane magic the bolt at the crossbow.
Giant bane crossbow+DA+PB+invis (flatfooted): 1d20 + 12 - 2 + 1 + 2 ⇒ (11) + 12 - 2 + 1 + 2 = 24
Piercing/Magical damage+DA+PB+AS+bane+sneak attack: 1d6 + 4 + 4 + 1 + 2 + 5d6 ⇒ (5) + 4 + 4 + 1 + 2 + (2, 6, 2, 1, 3) = 30
After the shot, Leira turns visible once more.
And that's Leira's 1000 post! :D

Haskyll Stonereaver |

Ah, Kaos, you should be learning to duck a bit better.
Haskyll chuckles as he sidles slightly up, then drives heartspit over Kaos's shoulder at the rock troll.
attack: 1d20 + 6 + 4 + 1 + 1 + 2 - 2 ⇒ (12) + 6 + 4 + 1 + 1 + 2 - 2 = 24
BAB, STR, Magic, Bless, Bane, Power
damage: 2d6 + 2d6 + 6 + 9 + 1 ⇒ (3, 6) + (5, 5) + 6 + 9 + 1 = 35
Base, Bane, STR, Power, Magic
attack 2: 1d20 + 1 + 4 + 1 + 1 + 2 - 2 ⇒ (12) + 1 + 4 + 1 + 1 + 2 - 2 = 19
BAB, STR, Magic, Bless, Bane, Power
damage 2: 2d6 + 2d6 + 6 + 9 + 1 ⇒ (1, 2) + (2, 5) + 6 + 9 + 1 = 26
Base, Bane, STR, Power, Magic

Ulfgard Strongfist |

Ulfgard continues to hammer the Troll.
Attack: 1d20 + 17 ⇒ (14) + 17 = 312d6 + 21 ⇒ (6, 6) + 21 = 33
Attack: 1d20 + 12 ⇒ (9) + 12 = 212d6 + 21 ⇒ (4, 6) + 21 = 31
Attack: 1d20 + 16 ⇒ (11) + 16 = 271d6 + 11 ⇒ (3) + 11 = 14

GM Mazra |
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That's a lot of damage on the first Rock Troll. I will be modifying the actions a bit.
Round Two
Haskyll moves up and drives Heartspit again and again into the first Rock Troll.
Leira, climbing upon the ceiling, takes careful aim at the Rock Troll in the pit. Her arrow strikes true and deep.
Droja, seeing the party has things in hand, moves up next to Haskyll to be ready to help if needed.
Anga moves up and send forth Scorching Rays toward the Rock Troll in Leira's pit. The Rock Troll howls in agony then goes silent falling lifeless in the bottom of the extra-dimensional space.
With Kaos' actions, the first Rock Troll will be beyond dead. So, I altered Anga's actions a bit.
Kaos hacks into the first Rock Troll, it falls over mostly dead.
Ulfgard moves up and divides the first Rock Troll's head from its body.
Haskyll 18 (AC21/G25 64/64)
Leira 16 (AC19 63/63)
Droja 15 (AC16/SoF18 45(60)/60(75)FL)
Anga 12 (AC17/MA21/G25/SH29 60/60)
Kaos 9 (AC20/MA21/SH25 84/104)
Ulfgard 9 (AC22/G26 77/103)
Rock Trolls 11 (AC19 D,-9/80) Shifted to last
Both Rock Trolls lie motionless.
What does the party do now?

Anga Runedaughter |

burn them! Trolls regenerate, and we'll have this fight all over again if we don't

Leira |

"Aye, you are right Anga!" with the pit troll already scorched by the dwarven wizard, Leira approaches the first troll and uses her acid splash cantrip to end the troll's regeneration and let it die.
"What do you think they are hiding here?" the girl descends from the ceiling to check this area.
Perception (+1 vs traps): 1d20 + 20 ⇒ (17) + 20 = 37
If nothing is found she continues scouting ahead for the group. As before, she does so from the ceiling where she can more easily hide.
Stealth: 1d20 + 17 ⇒ (10) + 17 = 27
Perception (+1 vs traps): 1d20 + 20 ⇒ (8) + 20 = 28

GM Mazra |

The party burns the Rock Trolls. They die.
The party will determine this cavern was a resting cave for Giants passing through this underground route. Leira will only find a soiled burlap sack the Rock Trolls were carrying containing six dead bats, a small weighted net woven from some kind of hair, and a leather leash about 100 feet in length.
Beyond the resting cave, Leira will note the route widens some. After about 200 feet, she will see that the passage comes to a "T". To the left looks it goes back the way you came.
Cave System map updated. What does the party do?

Leira |

Leira transmits through message what she sees "Ahead the cave splits again. We can come back and visit whatever we left at the center of the caves passages, or we can continue walking west. I would prefer going west"
Whatever the group decides, Leira scouts ahead.
Stealth: 1d20 + 17 ⇒ (20) + 17 = 37
Perception (+1 vs traps): 1d20 + 20 ⇒ (10) + 20 = 30

GM Mazra |

Leira heads west along the ceiling after about 600 feet the meandering passage widens into a natural cavern containing two huge columns formed from grayish-white calcite. While the walls and ceiling have a natural appearance, the floor of the cavern has been hewn and leveled. The air feels damp, and moisture collects on the walls and in small puddles on the floor.
Leira may want to move off the ceiling as hundreds of bats are clinging to it forming a living carpet that constantly moves and shifts.
Leira sees two more Rock Trolls behind the calcite columns. Another creature, a hairless, hunchbacked giant with cruel tusks and two enormous, blunt-clawed fists can be seen further down the passage.
They have noticed the Dancing Lights, and the clanks of armor and movement from the party. The Rock Trolls behind the columns are looking up the passage. They really aren't looking at Leira on the ceiling. However, the bats are beginning to stir from Leira's approach.
Kaos' Iniative:: 1d20 + 8 ⇒ (9) + 8 = 17
Leira's Iniative: 1d20 + 5 ⇒ (14) + 5 = 19
Anga's Iniative: 1d20 + 2 ⇒ (14) + 2 = 16
Ulfgard's Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Haskyll's Iniative: 1d20 + 0 ⇒ (8) + 0 = 8
Ragnir's Iniative: 1d20 + 0 ⇒ (4) + 0 = 4
Droja's Iniative: 1d20 + 0 ⇒ (2) + 0 = 2
Hunchback Gaint's Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Rock Troll's Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Round One
Map updated with a new encounter area.