Cordwin Ironbeard |
Cordwin will let one of the fighter types open the doors, but he will take a listen and check for traps.
Perception listen: 1d20 + 17 ⇒ (4) + 17 = 21
Checking for traps: 1d20 + 17 ⇒ (1) + 17 = 18
And the doors go boom! LOL!
Druamin |
"Oh no. I think it's a fine name." Druamin repeats the Dwarven name. "See, it just rolls off the tongue." He reaches over and knocks on the double doors. "So what you say? Everyone ready to see what's behind here?"
I'm ready and can open the door if all the rest of you are ready.
DM Carbide |
The hinges are old and gritty, and the doors are quite heavy. DC 22 STR check to open, but you have time.
After a bit of a struggle, the party opens the doors to reveal a flight of stairs leading down into the darkness. They switch back and forth a few times as they descend about 150 feet, eventually ending at another set of double doors.
Skarn Hornfels |
Should it be needed, we have multiple dwarves with "Stonecunning" who will at least get a chance to spot secret doors and traps in stone when we come within 10' of them.
"Down into the depths makes me feel more at home, eh Druamin?"
DM Carbide |
No one notices anything in the way of traps on the door, and it opens rather more easily than the one above. The room revealed is cold and damp, featuring 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.
There is a large creature mostly-submerged in the pool. As the doors open it rears up, roaring, and brandishes a trident in one massive clawed hand.
Round 1:
Initiative order
Skarn
Erond
Reynard
Trox
Wet Papa Grazuul
Cordwin
Druamin
Everyone but Cordwin and Druamin can act!
Druamin Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Erond Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Reynard Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Skarn Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Trox Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Grazuul Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Grazuul: AC ? T ? FF ? HP taken: o
Skarn Hornfels |
Knowledge (local): 1d20 + 10 ⇒ (15) + 10 = 25 +3 to identify creature abilities and weaknesses
”Well, I’ll be, a ‘scrag troll!’ I’ve heard tell of them, but never seen one. It will only regenerate while in the water.”
DM Carbide |
Reynard, you moved Druamin's token.
Trox Ragmend |
Trox breaks out of his daze and double moves into the room shield and sword at the ready.
DM Carbide |
Scrag trolls are basically the same as trolls except for being amphibious and only regenerating in water--they can rend if they hit with both claws.
Round 1 (ongoing):
Initiative order
Skarn-?
Erond
Reynard-acted
Trox-acted
Wet Papa Grazuul
Cordwin
Druamin
As Reynard moves up, the scrag troll stabs at him with its trident. The same thing happens when Trox advances within reach of the creature (unless you want to do something different when you see Reynard get attacked).
Neither attack hits.
Erond can act, and Skarn can take an action.
Skarn Hornfels |
Skarn moves into the room, and stops 20' away from the creature and fires an acid splash at it...
Acid Splash: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 vs Touch AC
Acid Damage: 1d3 + 1 ⇒ (3) + 1 = 4
DM Carbide |
Erond, I believe that inspire courage only takes you a move action. I'll assume you want to take a shot with your standard action.
DM Carbide |
Round 1 (ongoing):
Initiative order
Skarn-acted
Erond-acted
Reynard-acted
Trox-acted
Wet Papa Grazuul-acted
Cordwin
Druamin
Erond bow shot, DA: 1d20 + 13 ⇒ (3) + 13 = 16
Arrow damage, including DA and ic: 1d8 + 2 + 4 + 4 + 1d6 ⇒ (4) + 2 + 4 + 4 + (1) = 15
Erond and Skarn both hit, doing some damage to the troll. Then it takes its trident in both clawed hands and lays into Trox and Reynard, also biting at Trox. Only one attack connects. Trox, take 40 HP damage. Small wounds open up on its claws when it hits the fighter.
Cordwin and Druamin are up!
Iterative trident vs. Reynard, PA: 1d20 ⇒ 11
Bite vs. Trox: 1d20 ⇒ 13
Confirm vs. Trox: 1d20 ⇒ 10
Damage vs. Trox: 2d6 + 14 + 12 + 2d6 ⇒ (6, 2) + 14 + 12 + (3, 3) = 40
Damage to self: 1d6 ⇒ 5
Grazuul: AC ? T ? FF 14 HP taken: 24
Druamin |
Knowledge (local): 1d20 + 2 ⇒ (16) + 2 = 18
Druamin looks at the pool of water, then the large creature, then back at the pool of water. "That water looks too disgusting to swim in. And that thing looks disgusting too. Hey. Maybe it would be better covered with a bunch of frogs."
Druamin raises his arm in the air and wiggles his fingers and he lets his arm drop. "Froggy lolly, polly woggy. Lots of rain and not so foggy." he says at the end of the motion. A large number of frogs appear out of thin air above the troll then fall, with splatting sounds, to land on its head and shoulders.
Rain of Frogs
dmg: 2d6 ⇒ (5, 2) = 7 There's a DC 13 fort save against the poison but I'm guessing that the troll can't fail.
The spell takes a full round to cast so that's everything for me this turn.
DM Carbide |
Round 1 (ongoing):
Initiative order
Skarn-acted
Erond-acted
Reynard-acted
Trox-acted
Wet Papa Grazuul-acted
Cordwin
Druamin-acted/casting
Druamin begins to cast a spell. He's got a good feeling about this one.
Cordwin?
CON damage: 1d4 ⇒ 2
Erond Niroden |
Erond, I believe that inspire courage only takes you a move action. I'll assume you want to take a shot with your standard action.
Great idea, I'm glad I thought of it. ;)
Attack: 1d20 + 12 + 1 - 2 + 4 ⇒ (6) + 12 + 1 - 2 + 4 = 211d8 + 2 + 4 + 4 + 1d6 ⇒ (6) + 2 + 4 + 4 + (6) = 22
Cordwin Ironbeard |
Cordwin will shoot at the troll!
Attack 1: 1d20 + 8 + 1 - 4 ⇒ (1) + 8 + 1 - 4 = 6
Attack 2: 1d20 + 3 + 1 - 4 ⇒ (5) + 3 + 1 - 4 = 5
Damage 1: 1d8 + 1 ⇒ (5) + 1 = 6
Damage 2: 1d8 + 1 ⇒ (1) + 1 = 2
DM Carbide |
Cordwin misses twice.
Round 2:
Initiative order
Skarn
Erond
Reynard
Trox
Wet Papa Grazuul
Cordwin
Druamin
Everyone but Cordwin and Druamin can act!
Grazuul: AC ? T ? FF 14 HP taken: 19
Trox Ragmend |
Throwing caution to the wind Trox swings as hard as he can wanting to take advantage of her flanking position.
+1 Adamantine Longsword PA: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Damage: 1d8 + 13 ⇒ (5) + 13 = 18
+1 Adamantine Longsword PA: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Damage: 1d8 + 13 ⇒ (5) + 13 = 18
Crit Confirmation +1 Adamantine Longsword PA: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Damage: 1d8 + 13 ⇒ (1) + 13 = 14
Reynard Freeman |
Reynard viciously tears into the slimy troll with fang and claw and bony spikes.
Attack, +1 Bite: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27
Damage, Magical B/P/S: 1d8 + 18 + 4d6 ⇒ (5) + 18 + (2, 2, 4, 4) = 35
Attack, +1 Claw: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Damage, Magical B/S: 1d6 + 18 + 4d6 ⇒ (3) + 18 + (1, 6, 4, 1) = 33
Attack, +1 Claw: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27
Damage, Magical B/S: 1d6 + 18 + 4d6 ⇒ (5) + 18 + (4, 3, 1, 3) = 34
Attack, +1 Bone Spikes: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26
Damage, Magical P: 1d6 + 17 + 4d6 ⇒ (2) + 17 + (3, 5, 1, 3) = 31
Attack, +1 Bone Spikes: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Damage, Magical P: 1d6 + 17 + 4d6 ⇒ (5) + 17 + (4, 5, 2, 1) = 34
DM Carbide |
Skarn uses his spell to inflict a little bit of damage and impair the troll's regeneration, and Reynard tears it apart.
Out of combat!
The body sinks into the water.
DM Carbide |
There's nothing of particular interest in the room except for the pool of water and the plethora of doors (one of which is behind the pile of skulls).
DM Carbide |
If you want to swim down to recover the weapon the troll was using, you might find out.
DM Carbide |
The troll's body is easily recovered, but there's nothing on it.
Erond Niroden |
"If we really want the weapon, I can summon a water elemental that may be able to get to the bottom and back in time. Or I can give someone water breathing. It will take 15 minutes of prayer before I have these blessings."
Druamin |
Just as the troll's body collapses, a large number of frogs appear in the air above where the troll used to be. The frogs float in the air, wriggling and squirming, for just a second then drop with a splash into the water. They disappear from site.
"Well then. I guess I didn't need those froggies after all." Druamin stares at the water and debates jumping in. Before he can decide Reynard dives in. A few moments later he emerges dragging the troll's body.
"Ugh. Reynard, I hope you didn't recover that because you're hungry. Well, let's see what it's got."
Discovering nothing of interest on the body Druamin turns to the doors. "Ok everyone. Which door?"
DM Carbide |
The pool is 20' deep.
Druamin |
"Ok Skarn. So I'm guessing you mean through those yonder doors." Druamin points with his axe at the double doors across the pool. "I don't see any reason to delay. Let's get going."
He walks around the right side of the pool and when he gets to the double doors, he pulls them open.
DM Carbide |
The double doors are behind a pile of skulls that will take at least half an hour to clear away.
DM Carbide |
There are two other doors to check besides the double doors, if you wanted something else to do besides move skulls right away.