| More Villains |
When Brandark kicks open the door, he see piles of rubble dominating this large room, along with bits of flesh, broken weapons, splashes of blood, and a few dead ogres that have been torn limb from limb. Wind and rain howl through circular openings to the north that look out over the Storval Deep, and puddles of water have collected on the floor. Thick sheets of ropy green fungus grow along the walls here, winding in through the windows and through numerous cracks in the domed ceiling thirty feet above; behind the fungal vines, the walls are decorated with hundreds of skull-shaped carvings.
Brandark also sees four ferocious Trolls. Two of them have the reach to immediately claw at the Dwarf Cavalier. A fourth Troll is toward the north gnawing on an Ogre's ham bone. Behind the green hided beast the Stovall Deep sloshes and roars with the sound more typical of the deep oceans.
Surprise Round
The first Troll gets a Claw into Brandark. The other simply missed.
Troll 1 Claw: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 5 ⇒ (4) + 5 = 9
Troll 3 Claw: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 5 ⇒ (4) + 5 = 9
Brandark takes 9 points of damage.
Garrath's Initiative: 1d20 + 9 ⇒ (3) + 9 = 12
Elektra's Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
Flynn's Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Stone's Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Brandark's Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Troll's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Round One
Everyone is up. Though Stone goes last, please go ahead with his actions.
I like the more classic D&d look of this Troll icon. Also, I find it very interesting that both campaigns that I am running through Paizo are now fighting Trolls.
Map revised. Treat squares with gray sploshes as difficult terrain.
| Garrath Tricks the Giants |
Garrath switches to his hammer to swing over Brandark's head, and waits for a troll to get close enough to hammer.
attack1: 1d20 + 10 ⇒ (7) + 10 = 17
attack2: 1d20 + 5 ⇒ (1) + 5 = 6
damage1: 1d12 + 16 ⇒ (12) + 16 = 28
damage2: 1d12 + 16 ⇒ (8) + 16 = 24
| Brandark Plainswalker |
Looking at the three Trolls facing them, Brandark looks at them.
Well, if it isn't some overgrown lumps of self propelled moss, and ugly ones at that.
He quickly grips the Medallion on his neck.
False Life: 1d8 + 5 ⇒ (2) + 5 = 7
Grabs his axe, and steps in swinging with a vengeance.
attacking 1: 1d20 + 8 + 5 + 1 - 3 + 3 ⇒ (15) + 8 + 5 + 1 - 3 + 3 = 29 Add 1 if Orc/Goblin/Monsterous/Abberation
attacking 1: 1d20 + 3 + 5 + 1 - 3 ⇒ (17) + 3 + 5 + 1 - 3 = 23 Add 1 if Orc/Goblin/Monsterous/Abberation
BAB,STR,Magic,Power(Furious Focus)
damage 1: 1d10 + 6 + 9 + 1 ⇒ (9) + 6 + 9 + 1 = 25 Add 1 if Orc/Goblin/Monsterous/Abberation
damage 1: 1d10 + 6 + 9 + 1 ⇒ (9) + 6 + 9 + 1 = 25 Add 1 if Orc/Goblin/Monsterous/Abberation
Magic/Adamantine, 2H STR, 2H Power, Magic
AC 20/24 vs Giant, HP 47/61 (54 w False Life)
At work, cannot adjust map, 5' Adjust North, Swift Use Medallion, full attack
| Flynn Elric |
Flynn sighs, Never a moment's peace
attack: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 3 ⇒ (6) + 3 = 9
attack: 1d20 + 9 ⇒ (10) + 9 = 19
damage: 1d8 + 3 ⇒ (7) + 3 = 10
Stone the Blade of Sarenrae
|
Stone will call down smite on the first three trolls.
School evocation [good]; Levelcleric/oracle 4, inquisitor 4; Domainglory 4, good 4
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous (1 round); see text
Saving Throw Will partial; see text; Spell Resistance yes
DESCRIPTION
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
| More Villains |
With Brandark in front ready to open the door, Garrath readies his Lucerne Hammer.
When Brandark opens the door, a pair of Trolls surprise the Dwarf Cavalier. One gets a claw into Brankdark.
@Brandark - Your False Life from before would still be in effect. That is 11 points.
Round One
Flynn reacts quickly and sinks a pair of arrows into a giant ugly Troll.
Elektra, seeing Trolls, begins to summon in a Fire Elemental.
Brandark ignores the damage, steps in and hacks up the first Troll he sees. It falls.
Seeing Brandark taking care of the first Troll, Garrath takes a step and works on the third Troll. He clobbers with his first swing, but so missed the rebound being far more use to wielding his greatsword.
The two standing Trolls attack. The second one goes after Brandark. The third goes after Garrath. The second Troll bites the Dwarf Cavalier. The third one bites Garrath and then nearly claws into a vital part of the Shoanti Barbarian.
Troll 2 Bite: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 5 ⇒ (3) + 5 = 8
Troll 2 Claw 1: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 5 ⇒ (3) + 5 = 8
Troll 2 Claw 2: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 5 ⇒ (4) + 5 = 9
Troll 3 Bite: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 5 ⇒ (3) + 5 = 8
Troll 3 Claw 1: 1d20 + 8 ⇒ (5) + 8 = 131d6 + 5 ⇒ (3) + 5 = 8
Troll 3 Claw 2: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 5 ⇒ (2) + 5 = 7
Troll 3 Claw 2 Confirm Crit: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 5 ⇒ (3) + 5 = 8
Brandark takes 8 points of damage. Garrath takes 7 points of damage.
Stone asks for and receives help as Holy Power invades the Cleric's enemies.
20' Burst should get them all.
Holy Smite: 4d8 ⇒ (1, 2, 4, 6) = 13
@Stone - You should roll your damage. It is more likely that you would fair better with the RNG.
Troll 2 Will Save: 1d20 + 3 ⇒ (17) + 3 = 20
Troll 3 Will Save: 1d20 + 3 ⇒ (15) + 3 = 18
Troll 4 Will Save: 1d20 + 3 ⇒ (5) + 3 = 8
Ironically, the fighting Trolls resist some of the effect. The fourth Troll, just now noticing the intruders, takes the full effect of the Holy Smite and becomes blinded.
Flynn 21 (AC20 47/47)
Elektra 18 (AC13 42/42)
Brandark 14 (AC21/20/G24 39FL50/61FL72)
Garrath 12 (AC18 (54/77)
Troll 7 (AC16 -13,56,28,50B/63)
Stone 6 (AC22 68/68)
Round Two
Everyone is up! Fire Elemental token on board for Elektra to place.
| Elektra Stardancer |
After moving a step Elektra wills the elemntal close to the furthest enemy. The fire elemental appears close to the fourth troll, the one blinded and tries to burn him.
Attack: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 3 ⇒ (2) + 3 = 5
Electra weaves a quick incantation, calling a lightning bolt, singing troll 2 and 3.
Damage, Refl DC 19 half: 8d6 ⇒ (3, 4, 6, 1, 4, 1, 2, 4) = 25
| Brandark Plainswalker |
Seeing his opponent fall, and trusting the others to do the right thing,
Brandark shifts deeper into the room, and continues to play lumberjack on the oversized mossy heads. (AKA the trolls)
And now your turn
attack 3: 1d20 + 8 + 5 + 1 - 3 + 3 ⇒ (2) + 8 + 5 + 1 - 3 + 3 = 16 Add 1 if Orc/Goblin/Monsterous/Abberation
attack 3: 1d20 + 3 + 5 + 1 - 3 ⇒ (2) + 3 + 5 + 1 - 3 = 8 Add 1 if Orc/Goblin/Monsterous/Abberation
BAB,STR,Magic,Power(Furious Focus)
damage 3: 1d10 + 6 + 9 + 1 ⇒ (6) + 6 + 9 + 1 = 22 Magic/Adamantine
damage 3: 1d10 + 6 + 9 + 1 ⇒ (3) + 6 + 9 + 1 = 19 Magic/Adamantine
2H STR, 2H Power, Magic, Add 1 if Orc/Goblin/Monsterous/Abberation
Sigh, the RNG hate seems to be back. :(
AC 20, 24vGiant, HP Not sure right now with FL and hits. :(
| Flynn Elric |
Second verse, something something first
attack: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 3 ⇒ (3) + 3 = 6
attack: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 1d8 + 3 ⇒ (1) + 3 = 4
| More Villains |
Round Two
Flynn fires a pair of arrows from his position at the second Troll. The first strikes true, the Inquisitor was off target with the second one.
Elektra summons in a Fire Elemental. It attacks the blinded fourth Troll with damage that cannot regenerate.
Elektra then takes a step and hits two Trolls with a bolt of lightning. The second one took the full brunt, but the third was able to react and not take the bolts full effect.
Troll 2 Reflex Save: 1d20 + 4 ⇒ (6) + 4 = 10
Troll 3 Reflex Save: 1d20 + 4 ⇒ (18) + 4 = 22
Brandark then steps in and attacks the second Troll. Stymied a little be a bolt of lightning suddenly coursing nearby, the Dwarf Cavalier gets a single slice into the second Troll. After the lightning, this was enough for this second Troll to stagger and fall.
(GMPC Garrath) Garrath steps into the doorway of the wide double doors. He attacks with his polearm, the Lucerne Hammer with power strikes that pierces deep into the Trolls green hide. It falls into gooey heap.
lucerne hammer 1st attack: 1d20 + 13 ⇒ (14) + 13 = 271d12 + 16 ⇒ (2) + 16 = 18
lucerne hammer 2nd attack: 1d20 + 5 ⇒ (20) + 5 = 251d12 + 16 ⇒ (10) + 16 = 26
lucerne hammer 2nd attack Confirm Crit: 1d20 + 5 ⇒ (14) + 5 = 191d12 + 16 ⇒ (5) + 16 = 21
Still blinded by Stone's Holy Smite, the fourth Troll tries to dispatch the fiery creature burning its flesh. It gets a lucky claw into the fiery creature.
Bite 50% Miss Chance (50 or less): 1d100 ⇒ 55
Claw 1 50% Miss Chance (50 or less): 1d100 ⇒ 90
Claw 2 50% Miss Chance (50 or less): 1d100 ⇒ 33
Troll 4 2nd Claw attack: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 5 ⇒ (1) + 5 = 6
The second Troll immediately twitches back from unconsciousness and from the ground tries to claw the Dwarf Cavalier. Its attempts were futile against the well armored Dwarf.
Troll 2 1st Claw attack: 1d20 + 8 ⇒ (4) + 8 = 121d6 + 5 ⇒ (3) + 5 = 8
Troll 2 2nd Claw attack: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 5 ⇒ (2) + 5 = 7
Flynn 21 (AC20 47/47)
Elektra 18 (AC13 42/42)
Fire Elemental (AC17 24/30)
Brandark 14 (AC21/20/G24 39FL50/61FL72)
Garrath 12 (AC18 (54/77)
Troll 7 (AC16 -8,4,-a bunch!,45B/63)
Stone 6 (AC22 68/68)
Stone's Round Two and Everyone's Round Three
Only the fourth Troll stands for now. The second one is prone and barely moving.
| Brandark Plainswalker |
Seeing the flame appear in Stones hand, and knowing that they will do the right thing,
Brandark moves to start engaging the last troll, by walking across the fallen bodies.
Double move, to where I am. As the fallen trolls are difficult terrain, I can only make it part way.
| Brandark Plainswalker |
I am still here
| Flynn Elric |
whooops new i was forgetting something
attack: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 1d8 + 3 ⇒ (7) + 3 = 10
attack: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 1d8 + 3 ⇒ (4) + 3 = 7
| Brandark Plainswalker |
Agreed. I think this is well in hand.
Brandark grins as he approaches the remaining Troll.
In Giant
Your doom approaches, you little creature
| GM Mazra |
@Elektra-You still had an active Fire Elemental. I will go forward with its actions.
Round Two Complete
Stone moves up next to Brandark and calls forth a Flaming Sword.
Round Three
Flynn, seeing a Troll still moving around fires a pair of arrows at the blind green creature.
Elektra observes the situation. Her Fire Elemental continues to work on the remaining Troll.
Fire Elemental Slam: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 1 ⇒ (3) + 1 = 4
Brandark advances toward the remaining Troll.
(GMPC Garrath)
Garrath moves up and engages the blind Troll. It was not able to react to the Barbarian's approach. In fact it was way too busy trying to put out the fire caused by the Fire Elemental.
Speaking of fire, Stone works to keep the Trolls on the ground, on the ground.
Round Four
Moving on!
Flynn watches as Elektra's Fire Elemental, then Brandark, the Garrath hacks up the hapless last Troll.
Stone finally reaches the fourth Troll and makes sure it too stays on the ground.
Flynn 21 (AC20 47/47)
Elektra 18 (AC13 42/42)
Fire Elemental (AC17 24/30)
Brandark 14 (AC21/20/G24 39FL50/61FL72)
Garrath 12 (AC18 (54/77)
Troll 7 (AC16 -8,4,-a bunch!,24B/63)
Stone 6 (AC22 68/68)
Victory!
What does the party do next?
| Brandark Plainswalker |
Elektra, I wonder if an alchemist could use some of these things blood for some of their creations.
Brandark inquires while pointing at the dead trolls.
He then gets down to the practical of checking the pockets of the trolls for cash.
Stone, if you could hit me twice with the heally stick, it would be appreciated. :)
Stone the Blade of Sarenrae
|
Brandark me friend you really must learn to block with your shield and not your helmet. It's getting all scratch up. And look there you're bleeding to well I can fix that. Garrath don't think I didn't see you get hit to get over here. I swear if I had sons they would act just like you two.
Brandark
wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Garrath
wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Brandark I believe you would have lost the extra hp from false life first and I don't think I can heal though back. So I'm not sure what your current or max hp is so let me know if you need more healing.
| Elektra Stardancer |
Electra will singe the trolls to make sure they stay dead before answering."That might be true. But I am no alchemist. And it feels a bit morbid."
KnowArcana to know if anything can be salvaged: 1d20 + 15 ⇒ (6) + 15 = 21
Then she will cast detect magic, just to be sure, she won´t miss anything.
| Brandark Plainswalker |
Laughing, Brandark looks at stone and pulls the dented helmet off his head.
Ah so I have to replace the helmet every now and again. I could use better armour,
but You should hear some of the stories of my homeland about renown fighters.
He plops the scratched up helmet back on his head, then looks back at Elektra.
Was just wondering, and yes, it does sound ghoulish. I don't know how alchemists do that.
From what I can figure out, I was down a total of 11 between the fights all totaled.
| GM Mazra |
Brandark finds on the Trolls an Azurite (9 gp), several Stovall Deep Freshwater Pearls (12, 45, 55, and 65 gp), a Tourmaline (120 gp), a rare Stovall Deep Black Pearl (400 gp), and a Bag of Dried Mushrooms (1 gp, 1 lb) on one of them.
Scattered about this battlefield room you will find an uncorked Bottle of Brandywine (5 gp, 4 lb) and 2 Bottles of Common Wine (1 sp, 4 lb), a Bottle of Spiced Wine (2 gp, 4 lb) a Bottle of Vinegar (1 sp, 4 lb), a Chisel (5 sp, 2 lb), a Flask of Oil (1 sp, 1 lb), a Hammer (5 sp, 2 lb), a Handsaw (3 gp, 5 lb), a Pair of Dice (1 sp), a Pan Flute (1 gp, 1 lb), a Piton (1 sp, 1/2 lb), a Sack (1 sp, 1/2 lb), an empty Scroll Case (1 gp, 1/2 lb), a Small Cask of Oil (8 sp, 5 lb), a Small Hunting Trap (4 gp, 5 lb), a Vial of Ink (8 gp), a Wedge of moldy Cheese (8 sp, 4 lb), and a Whetsone (2 cp, 1 lb).
Flynn 21 (AC20 47/47)
Elektra 18 (AC13 42/42)
Brandark 14 (AC21 51FL62/61FL72)
Garrath 12 (AC18 (72/77)
Stone 6 (AC22 68/68)
Where does the party go next?
| Flynn Elric |
If it were dragon's blood id say yes, but never heard of anyone using trolls blood. Alchemy is a grim art, but a useful one. i knew a few back in my spy days.
| Brandark Plainswalker |
Tossing everything in the bag that the trolls so helpfully provided, Haskyll ties it to a location that will not cause to much issue with swinging around.
No matter, if it was useful, we could extract it later. but no matter, Lady Elektra, where to next?
Will update the treasure sheet in a couple of days, not on my home machine
| Flynn Elric |
I suppose i will, dont really see the point. Doubt this place is trapped at all.
perception: 1d20 + 13 ⇒ (14) + 13 = 27
| Flynn Elric |
Flynn leads the way downward, into Skull Crossing I'm by no means a master, Just unbelievably paranoid. Run into a few exploding doors and you start thinking someone's out to get you, one typically get's good at checking for such traps
| GM Mazra |
At the bottom of the long flight of stairs are set of stone double doors. As Flynn passes through the doors do not explode. Good thing! Flynn enters a cold, damp room that features a large pool in the floor, the edges of which are caked with pale yellow slime and fungus. The surface of the pool bears a similar film. Additional carvings of skulls decorate the walls here. To the south, an impressive mound of skulls—mostly from humanoids—lies heaped against the wall, where they partially block a large stone double door.
What do you do? Map updated.
| Brandark Plainswalker |
Brandark takes up his usual position a bit back from Flynn.
Exploding doors, I canna say as I have run into those. But enough other risks we have.
He shakes his head as they walk into the room.
What is it with the Dark Gods and their poor decorating.
What is it, we will put a skull here, a skull there, and just to be different, a skull in the other place
He rubs his hands together as he looks around with wariness to ensure he can move to protect if anything comes ravening out.
Stone the Blade of Sarenrae
|
Okay ladies and gents which door will you choose or will you try to check out the mysterious murky pool. There could be prizes or destruction. Here on Dungeon Crawl tonight.
Well I guess we should take a look around. Flynn I would appreciate you checking the doors before we open them.
| Flynn Elric |
Flynn takes a look at the door's for traps, see anything at the bottom of that pool?
percept: 1d20 + 13 ⇒ (11) + 13 = 24
| More Villains |
Flynn carefully advances into the room. As he looks into the murky pool he sees something carrying a wicked looking trident rising from the depths.
Good job! You avoided a surprise attack.
Garrath's Initiative: 1d20 + 9 ⇒ (4) + 9 = 13
Elektra's Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
Flynn's Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Stone's Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Brandark's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Watery Creature's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Elektra 25 (AC13 42/42)
Stone 23 (AC22 68/68)
Brandark 22 (AC21 51FL62/61FL72)
Watery Creature 21 (AC? ?/?)
Garrath 12 (AC18 (72/77)
Flynn 21 (AC20 47/47)
Round One
Go ahead with your actions. Elektra will have her Arcane Eye already up. Elektra, Stone, and Brandark can react before the watery creature. Map updated!
| Brandark Plainswalker |
Oh Sure, stop it from coming up here.
Brandark looks quickly around to figure what the ruckus is.
He then moves to try and set himself between where the pool is and the rest of the party and pulls out his axe.
Whats up, and what will hurt it the most?
He inquires.
ready attack: 1d20 + 8 + 5 + 1 - 3 + 3 + 1 ⇒ (8) + 8 + 5 + 1 - 3 + 3 + 1 = 23
bab, str, magic, power, focus, haste
damage: 1d10 + 6 + 9 + 1 + 1 ⇒ (3) + 6 + 9 + 1 + 1 = 20 Magic, adamantine
2h str, power, magic, haste
Add 1 to hit and damage if monsterous, abberation, orc, goblin
| GM Mazra |
Round One
Elektra quickly cast Haste.
Stone ask for divine help to hold the creature.
Watery Creature's Will Save: 1d20 + 3 ⇒ (7) + 3 = 10
The watery creature is held and sinks below the surface of the water.
Brandark and Garrath move toward the water's edge.
Flynn watches as the creature sinks into the murky depth of the pool out of sight.
That was easy. What does the party do next?
| Brandark Plainswalker |
Brandark waits for it to come back.
I don't think that holding it under the water will kill it, do we get it now, or later ?
He waits for an answer, as he peers deep into the depths trying to see the creature.