Duhwoo X. McKeener |
"Welp, ain't seein' nuthin' out here, Lord Vars -- so's mebbe yer right: let's looksee in the room."
Without hesitation, Duhwoo walks to the door of the room the apparition entered, and if it's not locked he walks in...
GM Lithrac |
The door isn't trapped, nor locked.
Gauzy lace curtains hang over the window in this quaint, cozy bedroom. A thick pile of rustic quilts lies folded at the foot of a four-poster bed, atop which sits a tin foot warmer. A wooden rocking chair sits between the windows beside a small table holding a porcelain bowl and pitcher. Standing in the room is a green troll that addresses you a strange look, as if you were intruding. He wears a matching vest
and ushanka of wolf fur.
"Greetings, I am Gaj, the gentleman Jotund. May I inquire what is the reason for your barging in here? You humans are so crude..."
He doesn't have time to finish his sentence though, as his eyes become completely white, and he raises his club to strike Duhwoo.
Initiative (Devin): 1d20 ⇒ 1
Initiative (Duhwoo): 1d20 + 3 ⇒ (3) + 3 = 6
Initiative (Trotter): 1d20 + 4 ⇒ (14) + 4 = 18
Initiative (Vars): 1d20 + 8 ⇒ (5) + 8 = 13
Initiative (Vuvu): 1d20 + 4 ⇒ (8) + 4 = 12
Initiative (Gaj): 1d20 + 3 ⇒ (18) + 3 = 21
Initiative - round 1 - bold may act!
1. Avoreal
2. Gaj
3. Trotter, Vars, Vuvu, Duhwoo, Devin
Knowledge (local) to identify his kind, DC 25
Duhwoo X. McKeener |
upon seeing there's somebody in the room:
"Oh! Hi there! Ah'm Duhwoo!"
the hillbilly listens to the troll, and when the eyes go white:
"Hey -- you OK, mister?!?"
GM Lithrac |
Once again, "defenses" isn't an eligible information, you have to be more precise than that, like "DR" or "SR", etc.
No elemental resistances, special attacks include ability to swallow his victims and throw rocks. Moreover, the spirit possessing that troll may well be able to possess objects like it did for the dolls or furnace.
Avoreal Starseeker |
"I think it may be possessed by the spirit that was in the furnace.. I would suggest a Communal Protection from Evil spell if anyone has it.."
Avoreal casts Baleful Polymorph(DC 30 Fort/Will) on the troll.
SR if needed: 1d20 + 24 ⇒ (3) + 24 = 27
Duhwoo X. McKeener |
seeing the big club, Duhwoo waits a second or two for Vuvu to start Inspiring Courage -- then he rages, and attacks (using Lunge, Power Attack, Reckless Abandon, Dazing Assault, and "Come and Get Me"); in his excitement, he completely forgets about activating the Ring o' Blinkin'...:
first attack, using Dazing Assault: 1d20 + 35 - 5 + 3 ⇒ (1) + 35 - 5 + 3 = 34 YAY!
iterative #1, using Dazing Assault: 1d20 + 25 - 5 + 3 ⇒ (12) + 25 - 5 + 3 = 35
if AC 35 hits, then 2d4 + 35 + 3 + 1d6 ⇒ (3, 4) + 35 + 3 + (3) = 48 points of damage -- and a DC 26 Fort save...
iterative #2, using Dazing Assault: 1d20 + 20 - 5 + 3 ⇒ (7) + 20 - 5 + 3 = 25
in the unlikely case AC 25 hits, then 2d4 + 35 + 3 + 1d6 ⇒ (3, 1) + 35 + 3 + (2) = 44 points of damage -- and a DC 26 Fort save...
iterative #3, using Dazing Assault: 1d20 + 15 - 5 + 3 ⇒ (13) + 15 - 5 + 3 = 26
in the unlikely case AC 26 hits, then 2d4 + 35 + 3 + 1d6 ⇒ (4, 2) + 35 + 3 + (1) = 45 points of damage -- and a DC 26 Fort save...
if he gets attacked after his turn:
first AoO, with Dazing Assualt: 1d20 + 30 - 5 + 3 ⇒ (17) + 30 - 5 + 3 = 45
crit confirm check: 1d20 + 30 - 5 + 3 ⇒ (17) + 30 - 5 + 3 = 45
for 4d4 + 70 + 6 + 1d6 ⇒ (3, 3, 4, 2) + 70 + 6 + (2) = 90 points of damage -- and a DC 26 Fort save...
2nd AoO, with Dazing Assualt: 1d20 + 30 - 5 + 3 ⇒ (6) + 30 - 5 + 3 = 34
on the off chance AC 34 hits, then 2d4 + 35 + 3 + 1d6 ⇒ (2, 3) + 35 + 3 + (1) = 44 points of damage -- and a DC 26 Fort save...
3rd AoO, with Dazing Assualt: 1d20 + 30 - 5 + 3 ⇒ (5) + 30 - 5 + 3 = 33
on the off chance AC 33 hits, then 2d4 + 35 + 3 + 1d6 ⇒ (1, 2) + 35 + 3 + (1) = 42 points of damage -- and a DC 26 Fort save...
4th AoO, with Dazing Assualt: 1d20 + 30 - 5 + 3 ⇒ (17) + 30 - 5 + 3 = 45
crit confirm check: 1d20 + 30 - 5 + 3 ⇒ (5) + 30 - 5 + 3 = 33
for 2d4 + 35 + 3 + 1d6 ⇒ (3, 2) + 35 + 3 + (3) = 46 points of damage -- and a DC 26 Fort save...
on the off chance AC 33 confirms the crit on this highly unlikely 4th AoO, add another 2d4 + 35 + 3 + 1d6 ⇒ (2, 2) + 35 + 3 + (3) = 45 points of damage...
VC Vuvu Zuella |
Vuvu does indeed begin inspiring courage, then he casts Irresistable Dance on him.
DC 26 Will, failure still means he dances one round . If he fails he dances 1d4 + 1 ⇒ (2) + 1 = 3 rds. While dancing he provokes an AOO, takes -10 to reflex -4 AC and loses and Shield bonus he has
You put your hand upon your hip, when I dip you dip we dip.
1d20 + 19 ⇒ (12) + 19 = 31 SR
Vars Stanic |
Vars will move into the room and take a swing at the hostile.
power attack, staggering critical
to hit: 1d20 + 35 ⇒ (19) + 35 = 54 damage: 1d8 + 35 + 1d6 ⇒ (3) + 35 + (5) = 43
confirm: 1d20 + 39 ⇒ (18) + 39 = 57 damage: 2d8 + 70 ⇒ (1, 6) + 70 = 77 DC 27 fortitude save or the target is staggered for 1d4 ⇒ 2 rounds, if he makes it he is only staggered for 1 round.
Trotter Flaxseed |
Luck is lingering...
Spellcraft: 1d20 + 12 + 3 ⇒ (4) + 12 + 3 = 19
+1 deadly whip TRIP!: 1d20 + 17 + 3 ⇒ (18) + 17 + 3 = 38
Not wanting to hurt the gentleman jotund, Trotter pulls out his whip and tries to put it on the ground!
Avoreal Starseeker |
Looks like it should be a DC 20. Also im not worried about posession either as I have the ioun stone combo as well.. Just wasn't sure if everyone did and it was painfully obvious as to what was going on..
GM Lithrac |
In a few massive blows, Duhwoo and Vars cut the jotund troll in half! Once again, you see a ghost exiting the troll's body and disappearing into the eastern wall.
End combat.
However, you see the wounds of the troll starting to regenerate. He's far from recovery, but the mending is indeed happening.
Duhwoo X. McKeener |
Duhwoo will use one flask of Alchemist's Fire to get flames going on the fallen troll, then a few flasks of oil -- each ignited by the previous round's burn -- to complete the extermination...
Avoreal Starseeker |
Avoreal will stop Duhwoo from using the achy fire.. "The troll seemed talkative before it was possessed.. Perhaps he has helpful info.. We should let him regenerate and see.."
Duhwoo X. McKeener |
"Ah wuz a-savin' that extry dose o' Alchemicalizin' Fire fer somethin' fun anyway -- glad Ah ain't gotta use it up here! Tell ya what: Ah'll git inta position t'be ready to knock this big feller back out, in case o' if'n it gits unruly when it wakes up..."
Duhwoo readies an action to smack the troll if needed...
Trotter Flaxseed |
Trotter gasps as the warriors brutally take down the polite jotund but before he can start giving a lecture about etiquette and killing nice things, the jotund comes around and Trotter breaths a sigh of relief.
"Venture Captain Trotter Flaxseed, but you can call me Trotter. These are my companions. We're on a. . . special mission. It seems you were possessed by something. Who are you and what is your job here?"
Vars Stanic |
"Come on people, there's a ghost we're chasing. You can chat later. "
he will open the door either by normal means if unlocked or chop though it.
GM Lithrac |
The door actually opens into a closet. This nondescript closet is lined with cedar panels, and various cloaks, dresses, and robes hang from hooks along the walls. Suddenly the matryoshka doll giggles and says, "Hidey, hidey hole. Can’t get in unless you knock, knock, knock with the witch’s stick."
Hearing the Matryoshka doll speak, the jotund troll appears surprised at first, then doffs his hat and steps aside. "You are also servants of the Witch Queen. I am Gaj, the Gentleman Jotund and Guardian of the Queen's bedroom. I also fulfill... many other duties, shall we say? It seems I was not myself lately, but whatever you did drove my mind's captor away."
Vars Stanic |
Vars will head outside and get the broom and will proceed to bring it back to the closet.
Looking at the doll "What exactly am I supposed to knock on now?"
GM Lithrac |
"The closet door of course, you silly." cackles the matryoshka doll.
Three questions.
Trotter Flaxseed |
Just to be a know-it-all, Trotter inserts a few tidbits into Vuvu's lecture about the ghost-creature, including such inane things as the etymology of its name and its perception by different cultures and times.
Lore Master T20 for a 50 KN (religion). Just because that's what Trotter would do.
Duhwoo X. McKeener |
Duhwoo will add into the bard soup being brewed here:
"Uh, looks like them ghosts kin go right them walls: Ah kin do that, too -- sometimes. Mebbe they's jus' wearin' a Ring o' Blinkin' like mine!"
GM Lithrac |
Vuvu tells his companions about dybbuks, incorporeal beings belonging to the realm of the dead. They are resilient to weapons that aren't blessed, and have no known weaknesses. You destroy them by fighting them.
Vars knocks on the closet's door thrice, and the ground disappears completely under your feet. You fall for a long time in a shaft, though your fall is slowed by a feather fall effect. You all land safely in a cavern below. A thin rime of ice coats the walls of this cold natural cavern. A heavy woolen curtain hangs over an opening to the north.
Beyond, a thick layer of smooth ice coats the walls, floor, and ceiling of this cavern, creating a translucent shell that looks like a scene out of a fantasyland. Icicles dangle from the ceiling, creating a maze of hanging natural sculptures high above. Some appear to have fallen as clumps of broken ice blocks scattered across the floor.
The floor of this chamber is slippery ice and requires a successful DC 10 Acrobatics check to walk across at half speed. Fighting or trying to move faster requires a successful DC 20 Acrobatics check to avoid slipping and falling prone. A character who makes a double move on the ice and succeeds at his Acrobatics check gains 10 feet of movement per round in a straight line due to sliding, but slides an additional 20 feet after attempting to stop unless able to brake herself.
GM Lithrac |
I've already described that to speed the game up. Sorry if it wasn't clear.
Beyond, a thick layer of smooth ice coats the walls, floor, and ceiling of this cavern, creating a translucent shell that looks like a scene out of a fantasyland. Icicles dangle from the ceiling, creating a maze of hanging natural sculptures high above. Some appear to have fallen as clumps of broken ice blocks scattered across the floor.
Vars Stanic |
Read that wrong. Ok, without the curtain, I have no idea what to do in here. Are there any exits? I just don't see any suggestions of what to do in that text.
Seeing nothing of interest in the room he activates his boots and looks at the doll "Ok, now what?"
Avoreal Starseeker |
Avoreal flies behind the group and relays what she knows.. "Ice Elementals for sure. Something destroyed them in battle. Be on guard as we move forwads. Perhaps a resist cold spell would be in order if anyone has one."
VC Vuvu Zuella |
I only have a single scroll, but that is a good idea I think.
Assuming no one has a communal casting of it, he will cast resist cold on himself.
Duhwoo X. McKeener |
Duhwoo will use a charge of Endure Elements from his new (not previously used, anyway) wand -- there's another 49 charges, if anyone else wants some...
the hillbilly starts playing on the ice: he picks up some speed, then slides to a stop, then scoots another direction and does it again:
"Ah reckon these here elf-shoes wuz made fer this kinda fun! Any ya'll ever played hockey?"
with the Elven Boots, Duhwoo's Acrobatics is 28 -- let me know if there's a DC 30 involved, I'll check for a natural '1' on the die!
Trotter Flaxseed |
Trotter's Acro is +25 so he should be able to move normally unless there are other DCs or modifiers.
Trotter nimbly skates across the ice. He accepts an endure elements from Duh. He continues his lecture about the dybbuk, "Yes, that is all right and true but did you also know that a dybbuk is actually a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide? Like a ghost, it lingers on in the mortal world, either trying to fulfill an insane need to right some great failure that has marked its soul for eternity or merely to spread the torment it is condemned to face for eternity. Bodiless and left to wander, dybbuks grow increasingly bitter and resentful over the loss of their bodies and endlessly seek mortal or even inanimate forms to steal and use to sow suffering. Vile manipulators, they seek bodies that have the greatest potential to cause pain in those closest to their victims, taking pleasure in shifting a leader's agenda toward the destruction of her followers or torturing an innocent from within. Dybbuks also often animate unliving things to spread fear, reveling in the chaos resulting from manipulating corpses to confuse and terrify. Most also realize they have all of eternity to torment their chosen victims, and might lurk quietly near a living target for weeks or months, waiting for the right moment to act and begin their terrors anew."
After noticing that everyone's eyes are either glazed over or occupied elsewhere and not paying attention, Trotter lets out a little humph! and takes a look at the ice. "Yes, certainly ice elementals but it looks like they've been destroyed already. Someone must've come through here before us."
VC Vuvu Zuella |
Yes Trotter, I seem to recall reading that in one of your books. I know, shocking that I read those things, but you never know what might make for a good epic.
Vuvu conjures up a lute and plays a slippery tune 1d20 + 33 ⇒ (12) + 33 = 45
+33 on acro here, so I should be good