GM SuperTumbler |
Erebos ponders, "I am afraid, Lord Snorri, that most of my magics are more personal enhancements or direct attacks. I am not sure that we will have the ability to draw this necromancer from the center of his web without bait. I suggest that we should send in one team with the best defenses as a sort of lure, as one might use to capture a cave fisher. Then another, more lightly defended and perhaps more mobile group moves into reinforce the first once the necromancer shows themself."
This is just Erebos talking, not the GM. Not a railroad.
Dasur Deepborn |
"Indeed." Dasur chimes in after Erebos' analysis of their current reportoire of magic. "My own magic is focused on the warding and enchancment of our group and the hinderance of our enemies, giving our warriors a significant advantage in battle. There is nothing in my spellbook that could decieve or lure out this necromancer, and unfortauntely I can only shield us from the greater elements, not death magic. If they are a busy sort, they have probably already raised that demon-worshiping ape we enountered earlier into a potent guard to replace the lost trolls."
He thinks over their current situation for a moment. "I am eager to study the accomplishments of this spellcaster, but I question how distracted from our goals we should become."
Snorri Tharnhammer |
"Center falling back, sides moving to flank. It's a well-known tactic for infantry battles. The idea to dispose of Arauco's body cam up briefly before, if it is still there I suggest burning it."
"As for our objective, I wouldn't want to abandon any advantage we may gain from these mines. Zaraketh is the first vestige of our civilization we have encountered, and already it has provided us with assistance beyond dream."
GM SuperTumbler |
Erebos is restless while you wait for Snorri to heal, while Iverna is more subdued and controlled than usual. A quick foray to the entrance will reveal that the great ape carcass remains untouched for the moment. Well, there are some small 2 legged scavenger lizards feeding on the remains, but it isn't reanimated.
Erebos says, ""Now that you are hearty and hale, Lord Snorri, let us conclude the re-conquest of this place. Whatever vile creatures this Necromancer has created, we will send them to their eternal rest. And Torvi, fear not, for while I certainly seek arcane power, and the fleshwarpers have never troubled me, I have never been interested in the reanimation of the dead. Let the dead lie, I say."
It seems like we want to go back down. Make whatever preparations you need and we will move to meet this necromancer.
Dasur Deepborn |
"I concur." Dasur agrees with Erebos as usual. "Necromatic magic contains knowledge for its own sake. We entomb our dead in the Stone for a reason- to see they enter a state of rest similar to the Earth, keeping the forces of Animate and Inanimate in balance. I see no reason to upset this balance, unless we were in dire straits."
Dasur will cast Mage armor on himself and Resist Energy: Communal on everyone, selecting Fire as the energy type. Torvi, Glenda, Dasur, Erebos, and Iverna all gain 10 Fire Resistance for the next 10 minutes after the descend the stairs. Unfortunately Dasur can only put it on 5 people, and I figure Snorri has enough defenses all ready.. Hopefully this will protect us from from a big ol fireball right to the group.
Snorri Tharnhammer |
"Well then. Our strength shall be the strength of many, for we act and strike of one heart, and we carry the hope of our race. Let us be sober and vigilant, and we will reclaim this halls for ourselves."
I'm going to prepare hero's defiance and, if Glenda wants, can take bless casting duties. Otherwise, I'll take divine favor.
Among other preparations I'd like to burn arauco's remain, the last thing we need is miasma in an enclosed space.
GM SuperTumbler |
The corpse of the great ape is untouched, a fortunate sign, perhaps. You destroy the corpse beyond the power of reanimation before descending the stairs. At the bottom, you find no more voices, no guards. Only the yawning darkness greets you.
You guys can take a look at the map. Just let me know where you want to go.
Dasur Deepborn |
There is a long moment of silence as Dasur stands at the bottom of the stairs and the dwarves await whatever necromatic horrors they were supposed to be asasulted with.
That moment never comes, and Dasur shifts about awkwardedly. [b]"Perhaps we should head north and follow the walls of the mine, to avoid becoming lost in the depths."[b/] He suggests, pointing towards one of the open sections nearby.
Let's head into 2-2 and start poking around, heading east from there.
GM SuperTumbler |
2-2This area is 80 feet across, with irregularly carved walls, clearly the result of mining. A single column of stone remains to support the ceiling, with roughly carved rayonant ribs carved from the column into the ceiling. The only thing of note in this chamber is the mostly devoured corpse of a medium sized two legged lizard-like creature. There is little more than scattered bones and dried blood remaining.
Dasur Deepborn |
"A great number of creatures must be dragged through these hallways." Dasur comments as he wonders how yet another dinosaur from the jungle ended up deep in the mines. "The eater of this one must be strong indeed to have dragged its kil past the degenerates upstairs without being bothered."
To 2-4, and to battle!
GM SuperTumbler |
As you move deeper into the mine, the smell of wet hair grows more intense, you divide yourselves to fill both entrances. The smell grows more and more intense. As you enter this new cavern, you see a single shaped and carved pillar beyond which you see four hulking, hairy shapes. The same sort of cave trolls that you saw before, but those were deceased, animated. These are alive, musky. As they see you, they break into a great booming ululation that echoes through the chambers.
Dasur Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Glenda Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Snorri Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Torvi Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Troll Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Placed everyone on the map. Torvi, then trolls, then everyone else.
Torvi Stonesinger |
Torvi commences a song of blood and war. An epic saga of troll hunters in the old world! And she moves forward a bit to get between Glenda and the beasts.
Raging song: +2 STR/CON, +1 Will Save, -1 AC, Cannot use CHA, DEX, or INT based skills except Acrobatics, Fly, Intimidate, and Ride), or any ability that requires patience or concentration.
GM SuperTumbler |
Erebos Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
The trolls move with unnatural speed and grace, two racing to intercept you and two running into the main shaft.
Claw attack vs Snorri: 1d20 + 6 ⇒ (20) + 6 = 26
Claw attack Confirmation vs Snorri: 1d20 + 6 ⇒ (15) + 6 = 21
Critical Claw damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
Claw attack vs Torvi: 1d20 + 6 ⇒ (9) + 6 = 15
Erebos draws arcane energy, shaping it into pure force. Bolts of dark force lance out at the troll menacing Snorri.
Magic Missile damage: 3d4 + 3 ⇒ (2, 1, 3) + 3 = 9
Hopefully that softens him up for you.
Iverna dives for cover in a narrow tunnel nearby, hoping to get behind the foes.
Iverna Acrobatics: 1d20 + 11 ⇒ (3) + 11 = 14
Troll AoO: 1d20 + 6 ⇒ (18) + 6 = 24
Claw damage: 1d6 + 2 ⇒ (3) + 2 = 5
The troll swipes at her, slashing her scalp.
Snorri Tharnhammer |
Snorri chuckles as the troll's swipe hits. Without the necromantic power sapping his life, such wounds are easily resisted. Bequest swipes in an arc that misses the foes, but hopefully an armor-clad foe will distract the trolls from the vulnerable ones.
"Protect Iverna!" he calls to his friends.
Attack, Raging Song, Power Attack: 1d20 + 10 + 1 - 2 ⇒ (1) + 10 + 1 - 2 = 10
Back to normal rolling patterns, I see.
Torvi Stonesinger |
Torvi’s round 2 attack
Faced with a seemingly overwhelming number of trolls, Torvi determines that she would simply do her best to defend Glenda.
Dorn-dergar To Hit: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27
Dorn-dergar Damage: 1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14 Bludgeon
Crit confirm...
Dorn-dergar To Hit: 1d20 + 8 - 1 ⇒ (11) + 8 - 1 = 18
Dorn-dergar Damage: 1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19 Bludgeon
Dasur Deepborn |
Round 1
As the fighting breaks out in the ancient minining halls, Dasur is seemingly nonplussed, instead taking a look at the ceiling. He turns in a slow, full circle, dull brown eyes the neighboring stone as if enjoying a particularly thoughtful piece of artwork.
With a nod and an unintelligible muttering to himself, he takes one very precise step to the north, lifts his staff above his head paralell to the floor, and stands on one foot. With his free hand he digs out some sulfur and throws it on the ground in front of him while speaking arcane words of power.
Craning the leg that has not touched the ground since he started casting the spell, Dasur hops forward, simultaneously switching which foot he kept raised, and lands squarely on the lump of sulfur he had tossed on the ground.
A dully roaring ball of flame appears in the corridor next to the two trolls to the south, and it starts to quickly climb up the leg of one.
5' step north
Full-round action: Use Sacred Geometry to cast an Extended Flaming Sphere. DC 17 reflex saving throw to negate damage.
The Prime Constants for a 3rd level spell are 19, 23, and 29.
Sacred Geometry: 5d6 ⇒ (3, 5, 4, 5, 5) = 22
[(5x3)+4]x(5/5) = 19!
flaming sphere damage, Reflex DC 17 to negate.: 3d6 ⇒ (3, 5, 3) = 11
Active spells= Flaming Sphere (10 rounds)
Glenda Dalduraz |
I used up most of my spells earlier so I'm not sure what do to really.
Glenda preps for close combat with a shield of faith so that it's a bit harder for the trolls to hit her when she steps up.
GM SuperTumbler |
The unengaged troll runs past the crackling fire, attempting to flank your dwarven band. The burning giant swats at his burning flesh and runs back down the shaft, escaping the fire.
The two engaged with Torvi and Snorri continue their attacks.
Vs Snorri
Claw attack: 1d20 + 6 ⇒ (14) + 6 = 20
Claw attack: 1d20 + 6 ⇒ (10) + 6 = 16
Claw attack: 1d20 + 6 ⇒ (12) + 6 = 18
Bite attack: 1d20 + 6 ⇒ (9) + 6 = 15
Vs Torvi
Claw attack: 1d20 + 6 ⇒ (2) + 6 = 8
Claw attack: 1d20 + 6 ⇒ (6) + 6 = 12
Claw attack: 1d20 + 6 ⇒ (19) + 6 = 25
Bite attack: 1d20 + 6 ⇒ (2) + 6 = 8
Claw damage vs Torvi: 1d6 + 2 ⇒ (5) + 2 = 7
The monster's claws and teeth find no purchase on Snorri's armor, but a claw attack makes it through Torvi's defenses.
Erebos, seeing that Dasur has driven their foes away for the moment, thinks it best to block their approach from the rear. He casts a now familiar spell, and the clinging black dust rises from the stone to the north. Black Dust drawn on the map. This is difficult terrain.
Dasur Deepborn |
Round 2
With the trolls in flight, Dasur moves to get the troll menacing Snorri into his line of sight. With a gesture similar to motioning for someone to follow, he moves the spongy, flaming ball away from their flank and towards one of their enemies.
The ball rolls along the ground until it is behind the scion of Dammerhall, and he can feel the heat plainly on his back. It seems as if it's about to roll into him when it suddenly compresses, decompresses, and launches itself into an arc over the paladin towards the troll's chest.
The wizard then taps his staff on the ground, also causing the ground beneath the troll's feet to rapture and send up a cloud of acidic vapors.
Dasur is a troll's worst enemy, acid and fire everywhere.
Move action: Direct Flaming Sphere to move 30 feet and end its turn in the troll's space nearest to Snorri. It can jump!
Standard action: Cast Acid cloud on the same troll.
acid cloud, DC 17 fort save for half dam or take full dam and sickened: 1d6 + 2 ⇒ (3) + 2 = 5
flaming sphere damage, DC 17 reflex save to negate: 3d6 ⇒ (1, 1, 5) = 7
Active spells= Flaming Sphere (9 rounds)
Snorri Tharnhammer |
I have lowered AC because of Raging Song, so that 20 hit me.
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Snorri adjusts his footing, calling upon the Forgefather's grace and the strength of the earth to mend the few scratches the monsters laid on him. Then he swings Bequest at the foe with a wordless snarl, more accurately this time.
Lay on Hands, Celestial Totem: 2d6 + 5 ⇒ (5, 1) + 5 = 11
Attack, Raging Song, Power Attack: 1d20 + 10 + 1 - 2 ⇒ (12) + 10 + 1 - 2 = 21
Damage, as above: 1d12 + 7 + 6 + 1 ⇒ (8) + 7 + 6 + 1 = 22
Glenda Dalduraz |
Now that the battle is engaged, Glenda calls out a prayer to Magrim so that the dwarves may defeat these foes who defy death with their unnatural healing.
Casting prayer for the usual +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
GM SuperTumbler |
Erebos steps up behind Snorri, his two dark hands make a cupping or balling motion, drawing energy form the para-elemental plane of ice. He hurls the ice ball at the troll in front of Snorri
Ranged Touch Snowball: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
Snowball damage: 5d6 ⇒ (5, 3, 5, 4, 1) = 18
42 total damage to Troll so far.
In the distance, Iverna comes out of hiding to slice at the troll who is coming up from behind.
Stealth: 1d20 + 20 ⇒ (9) + 20 = 29
Troll Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Attack vs Flat Footed: 1d20 + 9 ⇒ (8) + 9 = 17
dagger sneak attack damage: 1d3 + 3 + 2d8 ⇒ (1) + 3 + (1, 2) = 7 Also disoriented, -4 to attack vs Iverna, -2 to attack otherwise.
GM SuperTumbler |
Troll attacks vs Iverna: 1d20 + 6 ⇒ (2) + 6 = 8
Troll attacks vs Iverna: 1d20 + 6 ⇒ (11) + 6 = 17
Troll attacks vs Iverna: 1d20 + 6 ⇒ (16) + 6 = 22
Troll attacks vs Iverna: 1d20 + 6 ⇒ (5) + 6 = 11
Claw damage: 1d6 + 2 ⇒ (3) + 2 = 5
Troll attacks vs Snorri: 1d20 + 6 ⇒ (10) + 6 = 16
Troll attacks vs Snorri: 1d20 + 6 ⇒ (10) + 6 = 16
Troll attacks vs Snorri: 1d20 + 6 ⇒ (18) + 6 = 24
Troll attacks vs Snorri: 1d20 + 6 ⇒ (4) + 6 = 10
Troll attacks vs Snorri: 1d20 + 6 ⇒ (7) + 6 = 13
Claw damage vs Snorri: 1d6 + 2 ⇒ (5) + 2 = 7
Troll attacks vs Torvi: 1d20 + 6 ⇒ (18) + 6 = 24
Troll attacks vs Torvi: 1d20 + 6 ⇒ (5) + 6 = 11
Troll attacks vs Torvi: 1d20 + 6 ⇒ (20) + 6 = 26
Troll attacks vs Torvi: 1d20 + 6 ⇒ (12) + 6 = 18
Claw damage vs Torvi: 1d6 + 2 ⇒ (1) + 2 = 3
Claw damage vs Torvi: 1d6 + 2 ⇒ (3) + 2 = 5
Bite damage vs Torvi if that 18 hits: 1d6 + 2 ⇒ (4) + 2 = 6
Rend damage vs Torvi: 1d6 + 3 ⇒ (3) + 3 = 6
These trolls seems somewhat smaller and weaker than those you have encountered on the surface, with a lighter build. But they move more quickly, as if magically quickened. Their claws slash at blinding speeds, drawing blood from Torvi, Snorri,and unseen Iverna. Still, your experience in battle tells you that they are fighting a losing game. Their assaults are many, but yours are stronger.
Round 3
Torvi Stonesinger |
Oh! 3 claws! Got it.
Torvi’s round 4 attack
Torvi’s determination to down her foe was matched solely by her determination to not be downed by the beast itself...
Dorn-dergar To Hit: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17
Dorn-dergar Damage: 1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14 Bludgeon
Dasur Deepborn |
Why is Iverna fighting a troll by herself? That gnome is crazy, or suicidal, or both.
Round 3
Dasur barely even has to move; a flick of his wrist to send the flaming sphere crawling up the side of the troll and a tap of his staff repeat the fire and acidic assault upon their foe. With Erebos' snowball, it was a dizzing combintation of burning and freezing.
Move action: Direct flaming sphere onto troll Snorri is fighting.
Standard action: Cast Acid cloud on the same troll.
acid cloud, DC 17 fort save for half dam or take full dam and be sickened:: 1d6 + 2 ⇒ (5) + 2 = 7
flaming sphere damage, DC 17 reflex save to negate:: 3d6 ⇒ (2, 4, 4) = 10
Active spells= Flaming Sphere (8 rounds)
Snorri Tharnhammer |
Snorri moves to finish the troll he's been fighting with Dasur. "We have it here, go help Iverna!" he says, before undercutting his words with an unlucky strike.
Attack, as before: 1d20 + 10 + 1 - 2 ⇒ (2) + 10 + 1 - 2 = 11
Damage: 1d12 + 7 + 6 + 1 ⇒ (9) + 7 + 6 + 1 = 23
I'm going to run some statistics on my rolls.
Glenda Dalduraz |
Glenda follows up her last spell with a bless spell to add on to the group's chance to smite the trolls.
Casting bless for the usual +1 morale bonus on attack rolls and on saving throws against fear effects.
GM SuperTumbler |
Off by herself with the troll, Iverna concentrates for a moment and her form becomes less distinct. Blur, move action to circle around the troll.
Acrobatics: 1d20 + 11 ⇒ (7) + 11 = 18
Troll's attack of opportunity: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
Erebos says, to himself as much as to anyone else, "Why is everything always chaos?"
The dark elf draws the air to himself, and the winds lift him from the ground. Hoping Snorri can handle his opponent, he zips off to find the gnome.Standard to cast Fly, Move to aid Iverna.
GM SuperTumbler |
Troll Claw vs Snorri: 1d20 + 6 ⇒ (12) + 6 = 18
Troll Claw vs Snorri: 1d20 + 6 ⇒ (11) + 6 = 17
Troll Claw vs Snorri: 1d20 + 6 ⇒ (9) + 6 = 15
Troll Bite vs Snorri: 1d20 + 6 ⇒ (11) + 6 = 17
Distracted by the fire, the troll's attacks can find no purchase on the Lord's armor.
Troll Claw vs Torvi: 1d20 + 6 ⇒ (9) + 6 = 15
Troll Claw vs Torvi: 1d20 + 6 ⇒ (13) + 6 = 19
Troll Claw vs Torvi: 1d20 + 6 ⇒ (9) + 6 = 15
Troll Bite vs Torvi: 1d20 + 6 ⇒ (20) + 6 = 26
The troll facing Torvi has somewhat more luck.
Claw damage: 1d6 + 2 ⇒ (4) + 2 = 6
Bite damage: 1d6 + 2 ⇒ (4) + 2 = 6
Troll Claw vs Iverna: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
Troll Claw vs Iverna: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Troll Claw vs Iverna: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
Troll Bite vs Iverna: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
All misses
Torvi Stonesinger |
That claw from the troll won't actually hit me. I'm a dwarf that didn't trade away my ancestral fighting methods against giants! Also, that bite against me is a critical threat!
Torvi’s round 5 attack
Torvi might be going down be she hopes to take one more giant with her...
Dorn-dergar To Hit: 1d20 + 8 - 1 + 1 ⇒ (13) + 8 - 1 + 1 = 21
Dorn-dergar Damage: 1d10 + 6 + 3 ⇒ (7) + 6 + 3 = 16 Bludgeon