Snorri Tharnhammer |
"Arauco, fellow dweller in darkness!" bellows Snorri, keeping the axe at the ready. "We have no quarrel with you, but we have set to reclaim these grounds for our race! By ancient customs above and below, I propose a truce to negotiate our claim and yours over the mine!"
Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26
Dasur Deepborn |
Dasur stands behind Snorri as the iron filings in his hand wick sweat and stick to his skin. He awaits Lord Snorri's orders, still and patient, "Either this Arauco will recognize that the Tharnhammers rightfully own this mine and allow us to pass peacefully, or we will banish them." He says flatly to Torvi without glancing over.
GM SuperTumbler |
From the darkness, a gruff voice echoes. It seems to come from in front of you, but also echoes through the openings to your left and right.
"Troooooose. Says the Earthson. You have no claim here. The only dwarves here are old bones. There were others like you, and now they are gone. Get you gone before you are gnawed bones."
Snorri Tharnhammer |
"Thanks, Torvi. Arauco! Those bones are our claim, that this place was built by our ancestors and passed down to us. Three roads are paved in front of you, for how I see it! You may leave peacefully, and hunt the Mithvarim of the forest as much as you like. You may work with us as an ally, and share this place with dwarvenkind. The third road is the one where you refuse us passage, and it is one that ends in blood. I hope we shall walk the second road, I will accept the first, but do not think that we are not ready for the third!"
GM SuperTumbler |
From the darkness before you, something emerges. It is massive, with long tangled hair. It knuckle walks toward you like a massive surface ape. But this ape wears plate mail and has fangs like daggers.
"The bloody path is one I have walked before, son of Earth."
And then it opens its mouth and roars.
Will save DC 18. Torvi, Glenda, Snorri, Dasur, and Greyclaw need to save or be panicked. If you succeed at the save you are shaken for 1 round. This is a supernatural fear effect. Then it is your turn.
Glenda Dalduraz |
Will save: 1d20 + 8 ⇒ (15) + 8 = 23
Glenda seems rather placid in the face of this horror, and simply raises her holy symbol in reply.
Casting prayer.
Snorri Tharnhammer |
Reminder, in case it helps, that being within 10 feet of me gives you +4 against fear (so, if Torvi's bonus was from Well-versed, that would bring the save to 18). And I am immune to it.
No supernatural terror can shake the will that the Forgemaster imbued into Snorri. A battle to reclaim the ancient grounds of his people lies squarely in Torag's domain, and a throb of power reverberates through the paladin as favor is bestowed. The Axe of Dammerhall glows as a spirit bonds with the masterwork item, and Snorri turns into a conduit for divine purpose.
"So be it. I pronounce you banished from our homes, invader. By steel and might, begone."
Activating Divine Bond for 5 minutes, and laying down Smite Evil for +3 to attack, +5 damage (doubled on the first strike if it's an evil outsider) and +3 to AC. My axe is now a +1 weapon and sheds light like a torch.
Dasur Deepborn |
A giant ape wearing full plate? That is terrifying. Not holding back spells on this one.
Round 1
Unfortunately Dasur is not within range of Snorri's aura of courage.
will save: 1d20 + 4 ⇒ (17) + 4 = 21
The creature's roar shakes Dasur's bones, and he feels his legs turn to jelly. Still, the wizard stands his ground and quickly assesses their foe.
There was little time to determine why an elf-hating giant ape was wearing full plate, who made it, and where they had gotten the materials.
Instead, Dasur puts his staff in the crook of his arm and reaches into his shirt, retrieving his arcane focus. The fist-sized ruby spins on its golden chain for a moment as he stares into its depths, and after a few seconds he speaks a single word of power.
Sparkling dust erupts from all sides of the jewel and flies through the air, coalescing into a cloud all around the giant ape.
Standard action: Dasur uses his Daily Focus Casting to cast Glitterdust on the big ape. It will take up its entire sqaure. DC 17 Will save or they are blinded. They get a new will save to be unblinded at the end of their turn every round for 5 rounds.
Next round Dasur will start casting Enlarge Person on Snorri so he can start laying on the hurt, but wanted to try and get the debuff in first.
Torvi Stonesinger |
Ohhhhh! Paladin’s rock! I’m right next to you having just healed you! I’ll take it!
Snorri, appeared ready to run, but she steeled herself and stood fast. With Snorri’s proclamation, she commences her rage song again...
Unfortunately Skalds can’t countersong like Bards, or I’d try and save everyone from this mess!
Glenda Dalduraz |
This is also the only time I have ever played a cleric on these boards - and I have five of them right now - and not had remove fear prepared. Of course.
GM SuperTumbler |
Arauco heaves his bulk toward you, his massive hands lashing out. "Angazhan give me strength to crush these dwarven intruders..."
Claw: 1d20 + 23 ⇒ (17) + 23 = 40
Claw: 1d20 + 23 ⇒ (7) + 23 = 30
Bite: 1d20 + 22 ⇒ (2) + 22 = 24
2 Claws: 2d4 + 16 ⇒ (4, 2) + 16 = 22
Rend: 1d4 + 12 ⇒ (2) + 12 = 14
Bit misses with the smite active.
5 foot step, claw, claw, bite with reach.
Round 2
Torvi Stonesinger |
+23 to hit at level 5! Why do I even worry about my AC in these games?
Torvi takes a 5’ step to behind Snorri.
Torvi casts Path of Glory, and calls out in dwarven, ”stay on the glowing areas if you can, they will heal you!”
The area underneath Torvi, Snorri, and the two squares next to the beast commence glowing.
Can someone mark the map please? If you are accepting the song, and on one of those squares, you’ll heal 6 hp at the end of your turn. Otherwise, it is just 1 if you’re not raging.
Glenda Dalduraz |
Ah, I guess the DM has decided to end the campaign.
Glenda conjures a spiritual weapon to harry their foe.
Spiritual weapon attack: 1d20 + 7 ⇒ (14) + 7 = 21
Spiritual weapon damage: 1d8 + 1 ⇒ (8) + 1 = 9
Dasur Deepborn |
GM, Dasur cast Glitterdust on Arauco's square in Round 1. DC 17 Will save or it is blinded, then it gets another save at the end of each round for 5 rounds.
Also, who exactly is Arauco attacking? Snorri?
Torvi, I marked the map for you.
Dasur Deepborn |
Holy s&$#, I'm going to be lucky to stick any spells on this... antipaladin? I advise everyone go all out, do not hold back here. This is Dasur's last useful spell, unfortunately.
Round 2
One spell was woven into another as the magic of the Earth flowed through Dasur's fingertips. Surrounded by so much stone, it was a trivial matter to open portals to the Elemental Plane of Very Small Rocks above their foe's head.
Pebbles and debris of all kinds rain down from the ceiling, filling the tunnel with debris behind the ape as well.
Standard action: Dasur casts Stone Call behind Arauco and should be able to catch him but no one else within the cylinder. I can draw it out when I get home. All the terrain under and behind him will end up being Difficult Terrain for 6 rounds.
stone call damage, no saving throw: 2d6 ⇒ (1, 3) = 4 Not great, but it's something.
Snorri Tharnhammer |
Just a normal +17 Will save, quite like the attack bonus equal to my AC. Actually, GM, did you factor in Glenda's prayer? That's a -1 to saves for him...
Snorri answers the creature's strike with one of his own, taking a step and whirling his axe as he invokes his power to heal.
Attack, Raging Song, Smite, Magic Weapon, Prayer: 1d20 + 11 + 1 + 3 ⇒ (6) + 11 + 1 + 3 = 21
Damage, as above: 1d12 + 7 + 5 + 1 + 1 ⇒ (7) + 7 + 5 + 1 + 1 = 21
Lay on Hands: 2d6 + 5 ⇒ (6, 3) + 5 = 14
AC should be 23/12/22 considering Smite and the song. If he's an antipaladin or an evil cleric, I deal 5 extra damage on my first successful attack. Current HP 42/58
Dasur Deepborn |
GM, did you factor in Glenda's prayer? That's a -1 to saves for him...
Adding emphasis to this out of desperation to contribute towards the felling this unholy beast. It's just one ape, pile on everyone!
GM SuperTumbler |
Snorri Tharnhammer wrote:GM, did you factor in Glenda's prayer? That's a -1 to saves for him...Adding emphasis to this out of desperation to contribute towards the felling this unholy beast. It's just one ape, pile on everyone!
Hmmm. I was thinking Prayer gave bonuses but forgot the penalty. So he fails and is blind. Still manages to land two of the blows based on the rolls below. So SNORRI GETS that 40 hp blow back. It is a good thing that Dasur is Neutral.
Miss chance: 1d2 ⇒ 1
Miss chance: 1d2 ⇒ 2
Miss chance: 1d2 ⇒ 2
Snorri batters the beasts armor as it howls in pain. Glenda's spell is also clearly an effective harassment.
GM SuperTumbler |
Erebos, still flying, races through the air, ducking under the flailing arms of the ape to hover behind it.
Iverna slips through the crowd to position herself opposite Gren.
Double moves for both of them. They now offer flanks to Gren and Snorri. Neither of them has much chance of hitting, so I'll probably concentrate on flanking and making aid another attacks.
Snorri Tharnhammer |
Yes! Spellcasters are amazing!
Snorri tries to take advantage of the beast's temporary blindness and strike at it, but another blow just clangs against the armor as he growls in frustration.
Attack, as before, flanking and against ad blind opponent: 1d20 + 11 + 1 + 3 ⇒ (1) + 11 + 1 + 3 = 16
Glenda Dalduraz |
Glenda's spiritual weapon continues to hammer at the ape.
Spiritual weapon attack: 1d20 + 7 ⇒ (13) + 7 = 20
Spiritual weapon damage: 1d8 + 1 ⇒ (5) + 1 = 6
Did anyone positively identify our enemy as a giant ape, a fiend, or something else?
This will affect my action for this round.
GM SuperTumbler |
Gren should have an action with those fire claws, which should be helpful with a touch attack against this heavily armored gorilla.
Disarm vs Snorri: 1d20 + 20 ⇒ (3) + 20 = 23
Miss chance: 1d2 ⇒ 1
The monster ape clutches at Snorri's axe, but without being able to see he can't lay hands on it.
Provokes an attack from Snorri.
Round 3 and Gren's make up action.
Torvi Stonesinger |
Dwarvish: "It's a not so dumb ape that has been magicked to the sky."
Torvi uses a swift action to advance the Path of Glory.
I have added little suns in all of the squares that the Path covers.
Torvi swings away at the beast with her dorn-dergar...
MW Cold Iron Dorn-dergar To Hit: 1d20 + 8 + 1 + 2 - 1 ⇒ (19) + 8 + 1 + 2 - 1 = 29
Dorn-dergar Damage: 1d10 + 6 + 3 ⇒ (6) + 6 + 3 = 15 Bludgeon
And she keeps the song up.
Snorri Tharnhammer |
Glad as I am that I still have an axe, I must remind you that Arauco gets a new save at the end of every turn.
"Ah, you want my axe?" bellows Snorri, swatting away the monster's arm. "Than feel its bite!"
The ancient weapon finally strikes accurately against the foe, once and then again.
Attack of opportunity, Raging Song, Prayer, Smite, flanking: 1d20 + 11 + 1 + 3 + 2 ⇒ (16) + 11 + 1 + 3 + 2 = 33
Damage, Prayer, Magic Weapon, Smite: 1d12 + 7 + 1 + 1 + 5 + 5 ⇒ (11) + 7 + 1 + 1 + 5 + 5 = 30
Attack, Raging Song, Power Attack, Prayer, Smite, flanking: 1d20 + 11 - 2 + 1 + 3 + 2 ⇒ (15) + 11 - 2 + 1 + 3 + 2 = 30
Damage, Power Attack, Prayer, Magic Weapon, Smite: 1d12 + 7 + 6 + 1 + 1 + 5 ⇒ (7) + 7 + 6 + 1 + 1 + 5 = 27
Bypassing all DR. The extra +5 on the first attack is bonus from smiting an antipaladin.
Glenda Dalduraz |
"By Magrim's gaze, this battle shall end in grim tidings, and by Magrim's blessing it shall come from our liege's axe," intones Glenda. While behind Snorri, she takes a moment to reach out and tap her holy symbol to the haft of his axe as he has it pulled back after a swing.
Using bless equipment to make Snorri's axe an animal bane weapon for 3 rounds.
Gren Firetalon |
Tired from work so I am not sure if I get more than one swing since it was re-flavored to work like claw so I will roll both but if not no biggy. I doubt it will be impressive.
Growling when fire erupts from her fingers into long flaming talons. Lashing out at the looming ape.
flame Blade touch attack + flank: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
dmg: 1d8 + 2 ⇒ (7) + 2 = 9
flame Blade touch attack + flank: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
dmg: 1d8 + 2 ⇒ (5) + 2 = 7
Dasur Deepborn |
Round 3
There really isn't much Dasur can do, he's not built for direct damage anyway. So I'll see if we can dig up any more useful info here...
Also yes, Arauco gets another save at the end of every turn to resist the blindess for 4 more turns. Still DC 17
Dasur watches the fate of their expedition be decided in the all-out brawl ccuring before him. The great ape, intelligent and fierce, tickles something in his mind, reminding him of his own father's research.
Now was not the time for contemplation, however, or at least not the kind involving family history, Instead, the dwarf's mind works quickly, trying to identify any advantage they could use over their foe.
Standard action: Knowledge check- Who or what is Angazhan that Arauco beseeched in the first round?
knw: religion: 1d20 + 10 ⇒ (9) + 10 = 19
GM SuperTumbler |
Will sv vs Glitterdust from last action: 1d20 + 13 ⇒ (18) + 13 = 31
Bite Attack vs Snorri: 1d20 + 22 ⇒ (2) + 22 = 24
Bite damage: 1d6 + 12 ⇒ (6) + 12 = 18
Claw Attack vs Snorri: 1d20 + 23 ⇒ (3) + 23 = 26
Claw damage: 1d4 + 12 ⇒ (1) + 12 = 13
Claw Attack vs Snorri: 1d20 + 23 ⇒ (1) + 23 = 24
Claw damage: 1d4 + 12 ⇒ (4) + 12 = 16
A primal howl turns scream as steel and fire bite and burn into the dark servant's flesh. Lost in fury, he lashes out with claw and fang, tearing and battering the Tharnhammer. After delivering the devastating attack, he seems almost to faint, but for the moment he stays on his feet.
Erebos attack (aid another: 1d20 + 9 ⇒ (16) + 9 = 25
Iverna attack (aid another): 1d20 + 11 ⇒ (6) + 11 = 17
I think Snorri is still standing. Assuming that is true, Erebos and Iverna will aid his next attack, giving a +4 bonus on the next attack. He seems to be outputting the most damage. If Snorri is down because I am bad at math, throw the aid anothers to Torvi.
Round 4
Snorri Tharnhammer |
Finally, an enemy is rolling worse than me!
Maw and claw ravage Snorri's flesh, but adamantine determination keeps him going and going. Powered by magic upon magic, the Axe of Dammerhall strikes again in a savage blow against the beast.
"You are alone, beast, while we work in concert! Know that your own folly brought this upon you, and be vanquished!"
Attack, Raging Song, Power Attack, Smite, Prayer, Flanking, Aid Another, Bane: 1d20 + 11 - 2 + 3 + 1 + 2 + 4 + 2 ⇒ (18) + 11 - 2 + 3 + 1 + 2 + 4 + 2 = 39
Damage, Raging Song, Power Attack, Smite, Prayer, Magic Weapon, Bane: 1d12 + 7 + 6 + 5 + 1 + 1 + 2d6 ⇒ (8) + 7 + 6 + 5 + 1 + 1 + (1, 5) = 34
Lay on Hands: 2d6 + 5 ⇒ (4, 1) + 5 = 10 +6 healed from the Path of Glory.
Torvi Stonesinger |
Torvi expands the area of the Path of Glory as she continues to try and reign pain down upon the hideous beast...
Dorn-dergar To Hit: 1d20 + 8 + 1 + 2 - 1 ⇒ (8) + 8 + 1 + 2 - 1 = 18
Dorn-dergar Damage: 1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19 Bludgeon
Dwarvish: "Glenda, a little help keeping Snorri alive, if you would please!"
Glenda Dalduraz |
Glenda is already on top of the matter, weaving her holy symbol into an intricate healing prayer before unleashing its power upon Snorri.
Cure moderate wounds: 2d8 + 5 ⇒ (7, 2) + 5 = 14
Torvi Stonesinger |
”Great job everyone, if you’re injured, stay on the path, I think I can hold it’s healing power for another 20 seconds, or so.”
3 more rounds of 6 points of healing if you need it.
Do we like the Path of Glory? As I gain levels, it will become more Uber with the Celestial Totem ability.
Dasur Deepborn |
Path of Glory is great!
Dasur slowly approaches their front lines, his fingers flexing with his measured steps. Around them the spider webs begin to disintegrate into nothing, melting away as the magic binding them to the material plane seeps into the astral plane.
"This ape worshiped Angazhan... a demon lord of strength and destruction. I would say it was blessed by the demon, given its incredible abilities." The wizard drones as he approaches the dead ape. Using the tip of his staff, he pushes the end of it into Arauco's bloody, open mouth and turns the head upward to stare into its lifeless eyes. "Fascinating. Awakened animals such as this one were a great part of my father's research, but it ultimately backfired on him and resulted in his demise at the hands of his own creations."
The head drops back to the floor as Dasur removes the staff of its mouth. "You can see why. Typically, they seek vengeance against those that experimented on them, which might have been the case with Arauco and the Mithvarian."
With a wave of his staff, Dasur begins to concentrate on the ape's body for any sign of magical auras.
Dasur casts Detect Magic to see if Arauco was carrying anything interesting.
Even as he studies the corpse, the dwarven wizard says: "Iverna and Gren, would you see to the door to the Foreman's office? Logic suggests the map to Dammerhall would be inside. Please see if the door lock can be picked, and if not, Gren can use Stone Shape and open our own passage to the other side."