Fenna Pender |
Indeed, the jig is up. With no reason to remain quiet anymore, Fenna begins to shore up her companions' moral, urging them to give the fight their all. She then goes on up the stairs, keeping hard against the left wall, to wait in case there's an opening for her to deploy her spear against a troll who ventures close enough.
Standard action to start Inspire Courage. +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Move action up the stairs about 20'.
Sosche Pinn |
Weapon Equipped = greatsword
Conditions = Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
Sosche considers a blessing upon the group, but there’s an opportunity, so he takes it. He moves clumsily up the stairs, but he draws his greatsword as he does so and moves to stand by Brannart.
(double move)
Vexas Flamespark |
It's getting crowded here! Say, could these trolls even fit into the stairway or could we stand back and pick them apart with bows?
For the time being, he attempts to aim a ray of frost over the heads of his meat shields brave warriors before stowing his rapier to switch to his crossbow.
[standard] Cast ray of frost on WHITE
ranged touch WHITE, cold damage: 1d20 + 8 ⇒ (6) + 8 = 141d3 ⇒ 2
[move] Stow weapon
Vexas Flamespark |
Speaking of which, since the creatures are large, could Vexas aim a spell code upward over party members as well?
GM Aldizog |
It's getting crowded here! Say, could these trolls even fit into the stairway or could we stand back and pick them apart with bows?
For the time being, he attempts to aim a ray of frost over the heads of his
meat shieldsbrave warriors before stowing his rapier to switch to his crossbow.[standard] Cast ray of frost on WHITE
[dice=ranged touch WHITE, cold damage]1d20+8; 1d3
[move] Stow weapon
Vexas doesn't have Precise Shot, does he?
So -4 for into melee, and -4 for through cover.Do you still want to do that?
Vexas Flamespark |
That's right, forgot about that. Unfortunately his crossbow isn't going to fair much better. I suppose he could instead stow rapier/draw crossbow and hope for the best with higher damage output in later rounds.
Sho"yarhine Nebdhel |
Yes, I'll move and shoot. No Melee penalty (Precise shot)
Shoot, DA: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
dmg, DA: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9
Quickly, Sho puts herself in position and shoots an arrow toward the troll attacking Brannart
GM Aldizog |
Yes, I'll move and shoot. No Melee penalty (Precise shot)
You don't have the penalty for shooting into melee, but you still have the penalty for shooting through cover (at least until you get Improved Precise Shot, which rangers can get at Level 6). Fortunately, a 16 would just hit - and it's actually an 18 to hit (and 11 damage) when factoring in Inspire Courage.
Sho's arrow wounds one of the trolls (white).
Vexas misses with his ray.
The wounded troll attacks Brannart.
Bite: 1d20 + 8 ⇒ (8) + 8 = 16
Claw: 1d20 + 8 ⇒ (13) + 8 = 21
Claw: 1d20 + 8 ⇒ (3) + 8 = 11
His armor and expertise keep him safe for another round.
Brannart Teskerwill |
Brannart drops his ranseur, draws his longsword, and attacks the wounded troll with a two-handed strike.
Attack, IC +2, PA -2: 1d20 + 10 + 2 - 2 ⇒ (9) + 10 + 2 - 2 = 19
Damage: 1d8 + 6 + 2 + 6 ⇒ (7) + 6 + 2 + 6 = 21
He then steps to the side.
Sosche Pinn |
Weapon Equipped = greatsword
Conditions = Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
Sosche focuses fire, focusing on the white one. He does what he can to split it down the middle, wounded as it already is!
Greatsword: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 (inspire)
Damage S: 2d6 + 8 + 2 ⇒ (3, 4) + 8 + 2 = 17 (inspire)
He frowns as his swing goes wide. He normally casts a spell or two by now in a fight, but he had to rush in to plug the hole, so he's not as prepared as he likes to be. He considers backing off the heavy hitting for his next attack.
Fenna Pender |
Fenna shifts past Vexas to the other side of the stairwell so she has the cleanest line on the troll Brannart is tangling with.
Attack (Reach): 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Lingering Performance continues Inspire Courage.
Sho"yarhine Nebdhel |
Shoot, IC, DA, Cover, RS: 1d20 + 9 + 2 - 2 - 2 - 2 ⇒ (19) + 9 + 2 - 2 - 2 - 2 = 24
Dmg, DA, IC: 1d8 + 2 + 4 + 2 ⇒ (5) + 2 + 4 + 2 = 13
Shoot, IC, DA, Cover, RS: 1d20 + 9 + 2 - 2 - 2 - 2 ⇒ (15) + 9 + 2 - 2 - 2 - 2 = 20
Dmg, DA, IC: 1d8 + 2 + 4 + 2 ⇒ (2) + 2 + 4 + 2 = 10
Sensing that the troll must be bought down as quickly as possible, Sho uses her Rapid Shot RS to send two arrows on the beast.
Of course she doesn't miss.
Vexas Flamespark |
Since his original actions were kept last round and there's some room now...
Seeing an opening amidst the bigger peoples, Vexas strolls up under the trolls and begins the stabbing.
[5' step] W
[standard] Attack WHITE
+1 rapier attack, piercing damage: 1d20 + 9 ⇒ (7) + 9 = 161d4 + 5 ⇒ (3) + 5 = 8
GM Aldizog |
@Vexas, sorry about misunderstanding your action. I saw your OOC-tagged text as just being speculation and not an actual change of your action.
One troll takes a beating from the party; Sosche and Fenna miss, but Sho and Vexas hit, staggering it!
Scrags are supposed to only regenerate when touching water; the one in the forest was stated as having his regeneration keep him alive despite the blood loss, so I allowed it for plot reasons. Here, they don't have any such allowance.
The troll snaps at Vexas, just barely missing.
Bite: 1d20 + 8 ⇒ (12) + 8 = 20
It then collapses.
Brannart Teskerwill |
Brannart steps around, trying to move towards a flank, and strikes with his sword.
Attack, PA, IC: 1d20 + 10 - 2 + 2 ⇒ (6) + 10 - 2 + 2 = 16
Damage: 1d8 + 6 + 6 + 2 ⇒ (3) + 6 + 6 + 2 = 17
It's not a great swing, but Fenna's bardic magic is enough to make it land true.
Sosche Pinn |
Weapon Equipped = greatsword
Conditions = Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
Sosche is very pleased there’s no regeneration - though surprised. He thought all trolls regenerated. Huh.
”Well done!” he shouts to the others, for they’d done excellent work in felling the first so quickly.
He 5’ steps up and swings, this time easing off the power attack in the hopes of landing a blow.
Greatsword: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 (inspire)
Damage S: 2d6 + 5 + 2 ⇒ (1, 5) + 5 + 2 = 13 (inspire)
Fenna Pender |
Fenna doesn't give up! She moves around to give stabbing a troll another try.
Attack (Reach): 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Lingering Performance continues Inspire Courage.
Vexas Flamespark |
Doh! I think I missed a round or two of inspired
With the team swarming the final troll, Vexas likes these odds. He lunges for another confident stab.
[standard] attack RED
+1 rapier attack, piercing damage (inspired): 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 241d4 + 5 + 1 ⇒ (3) + 5 + 1 = 9
GM Aldizog |
Sosche lands a solid blow with his greatsword. Troll at -30.
Fenna follows up with a stab from her longspear. Troll at -40.
Vexas also lands a hit. Troll at -49.
Sho can't get a clear shot at the remaining troll without getting in reach of its claws, so she delays.
Brannart takes a swing, but fails to connect.
Attack, PA, IC: 1d20 + 10 - 2 + 2 ⇒ (3) + 10 - 2 + 2 = 13
The troll has found Brannart a hard target, and decides to pick on the halfling, sinking its jagged teeth into his shoulder.
Bite: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Claw: 1d20 + 8 ⇒ (5) + 8 = 13
Claw: 1d20 + 8 ⇒ (7) + 8 = 15
Round 4
Vexas -13
Brannart -9
Red -49
Fenna
Sosche
Sho
Round 5
Vexas -13
Brannart -9
Sho"yarhine Nebdhel |
Oops, sorry, I was sure I posted!
Shoot, DA, IC: 1d20 + 9 - 2 + 2 ⇒ (7) + 9 - 2 + 2 = 16
dmg: 1d8 + 2 + 4 + 2 ⇒ (6) + 2 + 4 + 2 = 14
In the confusion of the battle, Sho misses her cue, and cusses under her breath as Vexas is bitten. Maybe she should have shoot earlier?
Her aim, this time, is less precise, and the arrow fails to pierce the disgusting troll's skin
Fenna Pender |
Fenna keeps her spear trained and ready to use on the troll, but she takes a bit of time to urge on the rest of the party to finish up the present grim, stabby-stab business.
Standard action to restart Inspire Courage.
Vexas Flamespark |
I'm not sure what it is about your urging, but it gives me great focus and clarity! he exclaims before plunging his little blade into the troll once more.
[standard] attack RED
+1 rapier attack, piercing damage (inspired): 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 291d4 + 5 + 1 ⇒ (2) + 5 + 1 = 8
confirm?, crit piercing damage (inspired): 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 261d4 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Sosche Pinn |
Weapon Equipped = greatsword
Conditions = Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
Sosche shifts a little, though he doubts he’ll make flank before the troll is downed at this point. Still, he plans ahead - just in case. (5’ step)
He stays off the power attack for now as that seems to be working.
Greatsword: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23 (inspire)
Damage S: 2d6 + 5 + 2 ⇒ (2, 5) + 5 + 2 = 14 (inspire)
GM Aldizog |
The troll falls under the blows of Vexas and Sosche.
Neither troll has any treasure of note other than Necklaces of Air Adaptation.
This great foyer is a picture of faded majesty. Walls once decorated with colorful murals are now flecked with mold, the discolored paint peeling off in large flakes. A strong odor of brine and musk clings to the air. However, no amount of disrepair can diminish the awe-inspiring scale of the two thirty-foot-tall statues that loom in this room, flanking a weathered marble altar that bears the seal of a star and spiral. The eastern statue depicts a robed goddess in a dramatic pose, holding a knife in the air with the blade angled down toward herself. A blindfold shrouds this figure’s eyes, and she clutches a stone hourglass under one arm. The western statue depicts a young woman in robes like those of her partner, with hair flowing down to her ankles, a pair of immense butterfly wings, and a five-pointed star held in one hand over her head.
Desna and Pharasma again. You have seen a star-and-spiral (Desna and Pharasma) symbol on the altar elsewhere in this place, such as on a shield you found in the laboratory.
The stairs on the east go down to the basement that you came from.
The stairs on the west go up.
There are two sets of double doors to the south.
It is dark in here (as it was below), the only light being from Vexas's Light spell.
Sosche Pinn |
Weapon Equipped = greatsword
Conditions = Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (6/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
Sosche adds a light spell of his own so the party has two light sources at least. He then sees what he can do for the halfling, so thoroughly chewed.
CLW: 1d8 + 5 ⇒ (5) + 5 = 10
”That should help a little.” he hopes. ”Brannart, do you want some of this?” he asks.
He admires the statues, and indeed to scope of the whole room. He whistles, "Wow, that's some nice carving."
"Shall we try the doors?" He suggests, looking to the others.
Fenna Pender |
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Fenna recites a short phrase, "tanssivat möykyt", and four glowing orbs are conjured. She sends the orbs out in a line to move about the room, tracing the walls, statues, and ceiling so everyone can get a good look at the place they're standing in.
Brannart Teskerwill |
1 person marked this as a favorite. |
”That should help a little.” he hopes. ”Brannart, do you want some of this?” he asks.
"Thank you Sosche, but I feel good enough to continue for now."
Brannart is still decently good on HP, and he has a trick that the rest of the party saw a bit before you joined - Armored Sacrifice to keep him or an adjacent ally from going negative 1/day.
Vexas Flamespark |
Vexas takes a moment to catch his breath before concurring.
Yes, the doors.
He approaches them cautiously and inspects them. He takes his time with it.
Locate traps, Western door (Perception, take 20): 20 + 13 + 1 = 34
Detect magic Western door
Locate traps, Eastern door (Perception, take 20): 20 + 13 + 1 = 34
Detect magic Eastern door
GM Aldizog |
Vexas finds no traps on either set of doors.
The party opens them and explores.
First, on the left, is a broad and curving hallway. Centuries of disrepair and water intrusion have caused considerable damage to this corridor. Mold blotches the walls and floor while the stink of sulfur mixes with a musky odor. A nest of filthy rags, damp cloth, seaweed, and bones occupies the corner by the northern door.
There is nothing of interest in the corridor. One of the trolls must have slept on the pile of rags and seaweed.
The small room adjacent to the hallway might have once been a small kitchen, but it now lies in ruin. Humanoid bones, strips of decaying flesh, and clusters of oyster shells and tangled seaweed cover the counters. The entire room smells of sweat and brine mixed with a tangy, sulfuric musk. A twisted nest of waterlogged cloth, partly dried seaweed, and gnarled animal carcasses fills the middle of the room.
In that nest you find a small pewter cuff bearing the seal of Andoran. It might be worth 20 gold or so, but the real question is how it got there.
The room to the south of the corridor contains the shattered wooden frames of beds and some dilapidated, threadbare cloth mattresses placed in a pile. Atop this pile is a foul nest of animal bones, seaweed, and other watery detritus.
The "bed" of mattresses has a headboard, which is a battered and rusted tower shield emblazoned with the spiral-and-star symbol of this place. Behind the shield is a small assortment of gemstones, worth 350 gp in all.
The large room to the east is a cavernous library in terrible disrepair. The stone shelves set into the walls are cracked, chipped, and split, and heaps of ruined, ancient tomes lie scattered across the floor. A tile mosaic in the room’s center depicting a spiraling comet with a star at its center has been shattered by multiple blunt impacts from fragments of marble slab shelves. What few books remain on the shelves have crumbled into illegible scraps of long-lost lore.
Vexas does find something of interest in the library. While the books have all crumbled and decayed, some information was etched into more durable materials. He finds a handful of sheets of hammered copper and tablets of glossy black stone that have been inscribed with text in some form of Azlanti.
Fenna estimates that it would take her about an hour to decipher the inscriptions.
Sosche Pinn |
"Anyone have any spells going? No? Might as well take a break then and see what we can learn."
Sosche helps keep watch, unless his knowledge of history, and the Aslant language, is of any help.
Vexas Flamespark |
I think we can spare the time to look these over and extract their knowledge Vexas remarks.
Vexas prepared comprehend languages today, but maybe it doesn't help reduce the hour much? Can Vexas help with manual translation?
250 words/minute for 20 minutes (10m/caster level).
GM Aldizog |
The party works at deciphering the text.
This place was an observatory called Nal-Shakar. It was constructed by a sect of Azlanti philosopher-priests who saw a union between Desna (goddess of stars) and Pharasma (primarily seen as a goddess of prophecy in Azlanti times).
The cult developed a sprawling mythology surrounding a bond between these two goddesses, going as far as to say that prophecy and astrology were so deeply interconnected that it was reflected in a deep link between Desna and Pharasma, whom the priests believed were involved in a relationship that spanned the concept of time. These ideas were apparently condemned as heresy in its time, as evidenced by some defiant assertions in the inscriptions, and are not supported by any later evidence that Fenna knows of.
Some inscriptions refer to hazy prophecies regarding the fall of Azlant. A growing thread of paranoia among the prophets concerning the “veiled masters” (apparently a superstition among the uninitiated in Azlant) forced the priests to encode many of their prophecies using incomprehensible ciphers, further muddying their meaning.
Fenna: 1d20 + 9 ⇒ (12) + 9 = 21
Sho: 1d20 + 9 ⇒ (19) + 9 = 28
Sosche: 1d20 + 8 ⇒ (6) + 8 = 14
Vexas: 1d20 + 13 ⇒ (7) + 13 = 20
It is the smell at first, a whiff of fresh blood. Glancing around, she notices a reddish cloud of mist that has seeped under the door to the west.
Knowledge (Dungeoneering): 1d20 + 6 ⇒ (15) + 6 = 21
This is a Vampiric Mist, an aberration. Although basically made of vapor, it is somewhat intelligent and can drain blood from living creatures. It is immune to precision damage and critical hits, but vulnerable to fire.
Fenna: 1d20 + 6 ⇒ (12) + 6 = 18
Sho: 1d20 + 3 ⇒ (7) + 3 = 10
Sosche: 1d20 + 1 ⇒ (10) + 1 = 11
Vexas: 1d20 + 8 ⇒ (10) + 8 = 18
Monster: 1d20 + 8 ⇒ (12) + 8 = 20
Nobody other than Sho is aware of anything unusual happening.
Sosche Pinn |
Weapon Equipped = None
Conditions = None
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (6/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
"An observatory huh? That's pretty interesting. I wonder what we'll see?" comments Sosche. Once the materials are translated, and everyone has had a rest, he checks his gear and readies for departure.
As part of that, he'd re-draw his greatsword, as he'd have sheathed it for the research. However, as we seem to be in initiative, he hasn't quite gotten to that step yet...
Sosche Pinn |
Now Sosche starts to draw his sword, though he's not sure how useful it'll be against a mist. So he sheathes it again, and instead draws an alchemist's fire.
He looks about a bit, trying to identify the enemy. "Yeah, where'd it go?"
Vexas Flamespark |
There was a creature right here, some kind of a red mist.. A vampiric mist, a blood sucking mist, vile but vulnerable to fire.
It's pretty hard to maintain concentration on the tablets after a statement like Sho's
"What? Where?"
For clarity, aside from the spoken text how explicit was Sho's gesturing? Pointing right at it?