Duardlara Frostborn |
Duardlara can use the longsword if no one else wants it. Not particularly well, but she is at least proficient.
"Then we just need to continue to be efficient. Concentrate on one, drop it, move on. I can make sure any we drop stay dead."
DM Variel |
Opening up the door to the west once again you see that there is now just 1 troll sleeping. The first troll you dispatched must have been the one that was sleeping earlier and with the deaths of the trolls in your previous foray they had to tighten ranks and reduce numbers on watch at one time. The troll continues to snore on mumbling something about shut the $%^& door and let me sleep as he rolls over.
need stealth rolls for those entering in but assuming this is going to be quick. If over a 15 assume you are safe to move in and position yourself.
Venja |
Venja is not making an attempt to move in, leaving that to the martial types who can actually hurt the thing... she stands ready outside to add some acid or fire to the damage to prevent regeneration after it is put down.
Helgash |
Helgash is well aware that as soon as he enters the room with his plate armor, all stealth will be forfeit, so he delays for Duardlara, Beck and Sheelah's actions, firmly gripping his weapon.
Take the sword Duardlara ;)
Duardlara Frostborn |
Stealth: 1d20 + 12 ⇒ (16) + 12 = 28
Whispering, "Wait here. I will move in next to the beast and put an arrow through his earhole when Venja puts some acid or fire to him. I will count to three," she indicates counting with the fingers of her right hand, "and draw back to fire on four. Fire when I do," she points at Jetro, "and I will retreat while Helgash, Beck and Sheelah charge in to finish him."
"What do you think?"
If everyone's down with that, she will draw back her bow halfway as she stalks into the room, focused on getting a shot on the troll if it wakes up before she gets close enough to carry out her plan. Otherwise, she will release the tension and count as described before drilling him in the brainpan. She's totally going for the coup d'grace.
CDG damage with gravity bow: 6d6 + 2d6 ⇒ (3, 5, 6, 2, 1, 5) + (1, 6) = 29 Automatic crit damage plus sneak attack
DM Variel |
Fort save needs a nat 20 1d20 ⇒ 1 lol
The troll dies instantly with an arrow buried up to the feathers sticking out of its skull. So much for trying to catch some sleep before its next shift. It is now resting eternally without the noise from the clock tower bothering him.
[/ooc]Where to next?[/ooc]
Duardlara Frostborn |
Cool when a plan works...
Duardlara lets out a deep breath she didn't realize she was holding, then hits the troll with an acid splash and strikes with the new sword, just in case. Because she doesn't know if it's really really dead or just reassembling itself.
CDG: 2d8 + 2 + 2d6 ⇒ (4, 3) + 2 + (3, 2) = 14
She takes a quick look around the room before moving to join the others to try the next door.
Duardlara Frostborn |
"Now I agree with you."
She listens at the door. Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Venja |
Venja doesn't expect anything, but scans the room quickly with detect magic... adds another acid splash on the dead creature before following toward the north door.
DM Variel |
Quickly scanning the room Venja finds nothing magical. Leaving the southern door alone the party makes their way back quickly to the main hallway after ensuring that the troll is indeed dead. Opening the door to the north you see a small 15ft square area housing a spiral staircase leading to the second floor.
These steps are made for medium sized creatures and have not been altered. Should the trolls try to come up they will have to squeeze their way towards you. Hopefully this means that there are no more large sized creatures up above but you are not sure as there are some scratch marks on the walls and railings.
Reaching the second floor you see that the stairs continue to head upwards but a door sits in the southern wall of the staircase leading to the rest of the second floor.
Duardlara Frostborn |
Duardlara tries to listen at the door despite the ambient noise of the tower.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Venja |
Venja remains very quiet so as to 'assist' 'Lara by not adding to the ambient noise.
Duardlara Frostborn |
Oops, I guess I have that knowledge skill, don't I?
Knowledge (Engineering): 1d20 + 8 ⇒ (1) + 8 = 9
So glad I remembered and tried it. ;-P
Duardlara looks at her friends and shakes her head. She points up, points at the door, and shrugs. What do you want to do?
Duardlara Frostborn |
She nods and turns to focus on the door, trusting the others to watch her back. She examines the door for traps. If she finds none, she quietly testing to see if it is locked. If not, she opens it as quietly and carefully as she can after making sure the others are ready - and if it still makes a terrible racket, she will throw caution to the wind and open it quickly to reduce preparation time for anyone that might hear it.
Perception vs traps: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Disable Device vs traps: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
Disable Device vs lock: 1d20 + 15 ⇒ (8) + 15 = 23
Stealth to open the door: 1d20 + 12 ⇒ (12) + 12 = 24
Trying to anticipate potentially necessary rolls; disregard or repurpose them as necessary, Variel.
EDIT: Figures I would roll a 1 when I try to disable a trap. Hopefully that's a roll we don't actually need.
DM Variel |
No traps and the door is unlocked...
Several boxes and barrels are stacked waist high at the end of this broad hallway. These contain surplus food supplies: sacks of bone meal, barrels of pickled fish, and even some produce like potatoes and onions brought over from the Hidden Gardens. Some of the food is used to fatten up the children, while the rest supplements the meals served to the ice trolls. The door to the north leads to a landing on the stairs, which go down to the first floor and up to the third floor. A closed set of double doors on either side of the hallway gives access the rest of the second floor.
1d20 ⇒ 16
No map as I am at work but hallway is 10ft wide by 30ft long north and south. The double doors are start 10 ft in.
Duardlara Frostborn |
Duardlara continues as scout. I read that as two pair of double doors, one on the right (west) and one on the left (east). With that mental picture,
Perception to listen @ east double doors: 1d20 + 11 ⇒ (7) + 11 = 18
Perception to listen @ east double doors: 1d20 + 11 ⇒ (5) + 11 = 16
Helgash |
Helgash stays close to his companions, looming over them, ready to defend them if needed, but giving them enough berth to move around without the clanking noise of his plate behind them.
DM Variel |
Three tables occupy the northern half of this room. A five-footsquare extrusion with a small access door on its western face runs from floor to ceiling just south of the eastern doors. A gigantic cast-iron cauldron stands in the southeast corner with wood stacked beneath it. A large iron stove with twin flue pipes running into the walls dominates the southwest corner.
DM Variel |
Beck 1d20 + 2 ⇒ (8) + 2 = 10 +1/2 level in cold
Helgash 1d20 + 2 ⇒ (19) + 2 = 21
Jetro 1d20 + 6 ⇒ (11) + 6 = 17
Duardlara 1d20 + 8 ⇒ (9) + 8 = 17
Venja 1d20 + 5 ⇒ (4) + 5 = 9
thing 1d20 - 1 ⇒ (18) - 1 = 17 Did not expect that result
Surprise round
As the group moves to the north doorway a creaking and groaning sound is heard as the stove from the south breaks free from the wall and lunges out towards you.
Top of Round 1
The Gobbler, as those in the know about such items would call it, attacks Helgash with its massive serrated mouth trying to latch onto anything that can fit indie the oven. At the same time smoke from the pipes starts to fill the room as the pipes themselves bash Helgash.
viscous bite 1d20 + 10 ⇒ (8) + 10 = 18 for 1d8 + 6 ⇒ (2) + 6 = 8 and grab with swallow whole 1d20 + 16 ⇒ (14) + 16 = 30 for 1d6 ⇒ 4 fire damage
pipe slam 1d20 + 10 ⇒ (16) + 10 = 26 for 1d6 + 6 ⇒ (5) + 6 = 11
Helgash, you are inside the stove and will take d6 fire every round inside. To get out you need to make an escape artist check or do 5hp of damage getting through the 10 hardness. Being trapped inside and a medium creature you can not use a 2-handed weapon.
Venja |
Venja sends a bolt of acid at the animated stove to see if it hurts it.
to hit, ranged touch: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
dmg if hits: 1d3 ⇒ 1
just in case necessary:
cast defensively, dc 15: 1d20 + 10 ⇒ (10) + 10 = 20
Venja |
know arcane: 1d20 + 11 ⇒ (12) + 11 = 23
resistances/immunities
Jetro Clampett |
HP 48/48
AC 18
Spells in effect:+2 Saves vs. Cold +5 Survival, -2 perception to hear when hatflaps pulled down.
Jetro fires at the thing, stepping 5' back
Bow,PBS,PS,RS: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 7 ⇒ (2) + 7 = 9
Bow,PBS,PS,RS: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 7 ⇒ (2) + 7 = 9
Helgash |
Huh Variel... I think there is something wrong. I don't think my alias is up to date (strange), as I did buy a Full Plate (here), and my AC is above 18 now, mainly with Protection from Evil cast (though admittedly maybe this thing is not evil...). My apologies for not having the alias up to date, though I honestly thought I had, for some reason :P
Though the pipe slam would still hit though.
Duardlara Frostborn |
Knowledge (Arcane): 1d20 + 12 ⇒ (16) + 12 = 28
Special attacks & vulnerabilities, please
"Helgash, I think your healing touch is anathema to the monster, like it would be to an undead."
Drawing her sword, she tries to maneuver into a flanking position with the tiefling, drawing the magical sword as she goes.
Acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25
Flanking attack: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 With flank bonus
Damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (3, 5) = 12 With sneak attack
Venja |
Venja tells the group what she knows. "The creature is a Gobbler. It's immune to fire and is extremely hard to damage, use Adamantine if you have it."
Beck Tavis |
Beck shrugs and takes on a more hulking shape Alter Self - 10 min and steps Down-Left one space
Sheelah, Round it Beck commands, knowing that SHeelah's claws won't scratch the thing's surface. SHe 5' steps to the space Jetro is on in the map currently since he moved.
Duardlara Frostborn |
If it bites you, it will try to pull you inside where it will burn you until you can escape. If we don't destroy it quickly, the smoke from the pipe will make it harder to hit because of the cloud. If you can hit it with cold, that's most effective.
DM Variel |
Lost my map on my computer so no map update.
Helgash drops his bardiche and draws the greatsword swinging at the iron monstrosity.
from profile attack 1d20 + 7 ⇒ (2) + 7 = 9 for 2d6 + 13 ⇒ (2, 3) + 13 = 18
Not used tot he weight of the greatsword Helgash misses. The stove then attacks Helgash in return still trying to swallow him.
bite 1d20 + 10 ⇒ (7) + 10 = 17 for 1d8 + 6 ⇒ (8) + 6 = 14 grab and swallow 1d20 + 15 ⇒ (7) + 15 = 22 for 1d6 ⇒ 5 fire
pipe slam 1d20 + 10 ⇒ (4) + 10 = 14 for 1d6 + 6 ⇒ (2) + 6 = 8
Again sorry for no map but good guys up.
Venja |
Venja sends a ray of frost at the monstrosity.
ranged touch to hit: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
dmg if hits: 1d3 ⇒ 3