(CSRHoD) Creamsteak's Red Hand of Doom [IC]

[sblock=OoC] Okay, I think this is our current information, more or less.
Hand of Doom at the Wyrmsmokes (possibly Pender's party)
An army numbering in the thousands in the North.
Something named "Saarvith" way up in the North with a symbol similar to Vraath Keep's (from the map).

Something named "Ghostlord" way down in the South (from the map).

This "Saarvith" is practically out of question for the group due to distance and the group probably doesn't want to fight an invading enemy force, so the Wyrmsmokes seems like the best option.[/sblock]
Siobhan feels a ting of sorrow pass over her as she watches the monument of strength and endurance crumble down the gorge.
"We should propably head back to Drellin's Ferry to report what we've learned," she says. "And to perhaps restock some before heading out to the Wyrmsmokes to see what we can do about this 'Hand of Doom' and attempt to save Pender's companions."
 

log in or register to remove this ad

Avril - Human Druid - AC 17 - hp 42/42 - Spot +12 - Listen +12

Avril watched the waters flowing around the broken bridge, feelings arising in her mind that she could not fathom. Something so majestic that needed to be destroyed to prevent something cruel from swarming the Vale. She looked up at Siobhan. "Yes, I agree. Let's see how Jorr got on with Drelin's Ferry, and see what we can do to get aid. Against an army so big we cannot stand alone, so it's best to warn the entire Dawn Way as quickly as possible. With the bridge down, it will buy us some time, but I'd not be suprised if the army is as resourceful or even more than we imagine. Let's head back."

Checking to see that she had all her belongings, she glanced once more into the gorge and then started setting off towards Drelin's Ferry.

[SBLOCK=OOC]
OOC:

I'll clear up my OOC section when I next get a chance to update Avril's character sheet. Most of what's below is just reference so I don't forget something before updating her sheet.

Spells and Abilities Active:

Spells Cast and Abilities/Items Used:

Barkskin
Produce Flame (Extended)
Metamagic Rod of Lesser Extend (2 Used)
Summon Nature's Ally III (Call Lightning) (Extended)
Scroll of Faerie Fire (Used)
Cure Moderate Wounds
Flaming Sphere
Wand of Snake's Swiftness (1 Used)
Cure Light Wounds
Cure Minor Wounds (2)
Wild Shape (1 Used)

Spells Prepared:

Spells Prepared (Normal 5/3/3/2, Wis 0/1/1/1):

Level 0 (5): Detect Magic (2), Guidance
Level 1 (4): Enrage Animal, Produce Flame
Level 2 (4): Bull's Strength, Bear's Endurance
Level 3 (3): Sleet Storm

XP: 1800 (Dragon Battle)
XP: 600 (Destroying Bridge)
Items: Potion Cure Moderate Wounds (2)
[/SBLOCK]
 

Larian watches one of the truly ancient structures of the dwarves collapse in front of him, a little saddened by the necessity, but impressed by the might of his companions. As the discussion turns to the next step he adds his voice. The innocents of the Vale are our first responsibility. Heading into the Wyrmsmokes and leaving that army to pillage Drellin's Ferry and beyond would be a travesty. While we can't defeat the army alone, we can certainly do our best to help the good people of the Vale prepare, or at least evacuate. Based on Avril's scouting I can see no way for such a small and poorly defended town to stand against this army.
 

Pender: Male Human Fighter 6

"I think we need to stay on the offensive now, Larian. The surest way to kill a snake is to cut off the head. I don't know who or what this 'Red Hand' may be, but it is tied up with this army. My companions and I were taken prisoner by a group that split up. Some took me to this bridge, but according to the hobgoblin, the others took my friends to the 'Red Hand'. For now, we have delayed the army to the north, but we still must deal with the threat to the west."
 
Last edited:

Traveling south along the Dawn Way, you start the trek back towards Drellin's Ferry. A full day passes (including camping) uneventfully. You gain the benefits of a nights rest (spells and hit points). The next morning, you continue south. At roughly 3 in the afternoon, still a few miles before passing Vraath Keep again, most of the party finds themselves flanked by three creatures.

These creatures have the ape-like posture and rubbery green skin of a troll, but it is merely the size of a large human.

83069.jpg


Everyone but Tyrla gets to act during the surprise round (including the Trolls). One is 40 feet to the east of the party, the other two are 40 feet to the West. Avril also seems to recall something interesting.

[sblock=Avril]You succeeded on the Knowledge check to recognize these creatures as forest trolls. You are aware that they often use lethal poison. They are supposedly craftier but a little less hardy then their cousins. Rumor has it they lack the full regenerative properties of a true troll, but you've never been able to find out if that's definitely the case.[/sblock]

Initiatives - Surprise Round
Warren 23
Larian 18
Tyrla 15 - does not act in surprise round
Pender 13
Avril 13
Siobhan 13
Trolls 11

attachment.php


As per my normal routine, you can declare yourself to start in any square within the red outline.

The brown circles are trees. Each tree is a little bigger than normal, and is on the corners or edges of a square. In either case, any square adjacent to the tree gets the benefit, supposing you are being attacked from I side opposite the tree.

Trees: A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.

Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.
 

Attachments

  • Untitled0.gif
    Untitled0.gif
    16.4 KB · Views: 130
Last edited:

Larian, Transmuter 6, HP 29/29, AC 18, Fort +0/Ref +4/Will +5

Larian, in his usual position in the middle of the party, sees these strange creatures moving in to attack and decides to strike first.
He quickly unleashes a burning ray of arcane energy at the trollish beast that presents the best target. Does anybody know what these things are? Don't spread out too much; I think we are stronger as a group against such as these.
[sblock=ooc] Starting in K10, move to L11 (or M11 if necessary) cast scorching ray at troll in T12. Attack +6, damage 4d6 fire. [/sblock]

[sblock=spells]Spells Prepared
0- Mage Hand, Read Magic, Detect Magic, Detect Magic
1st- Feather Fall, Color Spray, Mage Armor, True Strike, Magic Weapon (Trans.)
2nd- See Invisibility, Hypnotic Pattern, Scorching Ray, Invisibility, Bull's Strength(Trans.)
3rd- Dispell Magic, Fireball, Major Image, Haste (Trans)


Spells in Effect
Mage Armor--10 Hours since we broke camp


Rod of Extend--3 uses left
Pearl of Power--available
[/sblock]
 
Last edited:


"Yesterday we fought a dragon and survived, I think we can handle three undergrown trolls," Siobhan says as she sprints across the forest floor to swing her hammer at one of the trolls.
[sblock=OoC]Starting from L-10, then charging to S-9[/sblock]
 

Creamsteak said:
The party was able to camp for the night once before this battle, so you should have all of your spells available.
Sweet. I missed that in the summary. I guess I was distracted by the troll picture. :D
I will adjust my previous post accordingly.
 

Warren the halfling, HP 39/39, AC 29, Assassin's Stance

Warren judges that it's best to stay together and that it would be tough, slow-going to reach the trolls before they attack, so he just shifts position a bit and raises his blade in a defensive posture, waiting for the ugly green things to make their move. He stands ready to maneuver aside from any trollish claws or the like.

[sblock=action]Starting in space J-9 and taking a 5-foot step to space J-8. Using total defense, for +6 dodge AC thanks to his ranks in Tumble (factored into AC above).[/sblock]
 

Remove ads

Top