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[EPIC] The Introduction of the Trollforge

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Dalamar said:
Veit Ungart received his message while he was sleeping, awakened by the sudden tingle of magic.

"Aye, a shard. Me people could use it."
Veit, one to act once he has decided something, moves to the outskirts of his underground hometown.
He first makes himself disappear (Invisibility 2) and then prepares a fly spell (Infuse Creature with Air 9, 180ft (Perfect) Fly speed) He takes off to the direction of the entrance.

Your speed is enough to get you there quickly, but the frigid cold is something few would be prepared for. This desolate waste, something of only the bleakest nightmares covers everything for hundreds of miles. At times, the mechanical spines of the Trollforge scream out, as your magical energy is sensed. Spikes, roughly five feet in diameter, spring up to one hundred feet into the air in attempts to strike you down. As you accelerate towards your goal, you find yourself accosted. From these tentacles, these spikes as they really are, you find that the attack has drawn the attention of some insect-like flying creatures. Their tooth filled jaws and claws complimented by sleek dragon-like wings. These insectlike creatures you recognize by name and legend alone, Adult Wing-trolls, some of the most annoying creatures in existence. Your speed, however, is unanticipatably faster than they could manage to catch up with, yet the sheer number (37) make maneuvering a bit tough, as they attack from many directions. Eventually, you must outrun them, as their speed is barely better than half yours.

You find yourself near a cavern, near the marker on your map. This cavern seems sealed, a pedastal to the side of it is marked with some runic symbols "Mithral, Sphere, Plate, Key, and Death".

buzzard said:
Have I ever heard of such creatures? Also, does my general background knowledge give me an idea of whether or not these caves would be mostly dominated, or more specifically guarded by evil creatures? If I do not believe them to be evil I will attempt to parley. However, this does not mean that I will not have my weapon ready. If I believe the creatures to be evil, and I am reasonably certain I can beat them, I will simply move in and warn them out of my way, dispatching them if necessary.
You have heard of a race of creatures called the Troll-kings, massive battle-heardened geniuses who train constantly. They need no sustenance, they simply engage in battle for the sport of it. They are an evil creature, who live only to take the lives from foes weaker than themselves.

The little known knowledge of the caves centered in the Troll-fells is that they are infested with thousands of creatures of the Troll-kin and Trollish natures. Also, many mechanical monstrosities exist, of numerous and unknown natures. Hundreds of thousands of deadly creatures everywhere, but at times the place has a reputation for being utterly empty and silent for miles. There is a theorized migrational pattern of all the intelligent life inside, but there has never been any confirmed or provable theories concerning it.

As you approach them, they notice you without fail. the two creatures, both proud as zealots, don't understand a word your speaking, but they understand the meaning -to them anything is a challenge to see whom is stronger. The first of the Monk-Trollcreatures walks forwards, draws a double-bladed pike from an unknown orafice, and steps forwards. It bows, and in some rather tone-less way mutters something unrecognizable. It takes up a fighting stance, thinking that it has accepted your challenge. It's compatriot stands behind it, still and unmoving.

Initiatives: Trollking Monk /w Acid Spitter and Boneblade - 19
Rearden - 11

The creature is rather unkindly fast, it rushes boldly at you, and as part of a normal charge to test your might, it lashes out with it's mouth at the forefront, it's beak-like (but insisor filled) maw being used almost as if to Gore you, it strikes you harshley. (15+24 to hit), and deals a semi-solid strike for 30 points of damage, and runs an additional 15 feet past you. It is now 15 feet 'behind' you, and the other Trollking is standing watch 60 feet in front of you.


GoldenEagle said:
I hate this part "yeah" Mali checks his straps as if it would make a difference, "I'm ready"
Without fail, you are transported to the destination you have sought. You may not enjoy this climate, but it sure as hell is safer above ground than below. As you travel, many halfling-sized lizard-like insect creatures scamper around. They are no threat to you, but they do seem to move in such an organized way that you are able to sense their motive to inform the bigger creatures of your entrance. Nomatter how fast you could fight, it seems that there are thousands of these nearly-threatless creatures moving about. Your hike will likely be fast, but steadily annoying. Losing your way out here is quite a possiblity, the bleakness of the snow is amazing.

However, you, the lucky one, are able to dodge the sudden emergance of a spiked pole (10 feet wide, 100 feet tall) that emerges in front of you. As it emerges, so does a small gap that seems to lead inside of the main complex, however, the gap will only be surfaced for a second. You could leap in now, or forget all about it as the needle submerges itself once again into the gray wastes.
 
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OK I suppose I should have said I was using my shield. Now I am using my shield. AC is up to 43. I will also focus my dodge on the one which already hit me (AC 44).

Since he's just 15' away I'll move and attack him- not charge. Since the hammer has speed, it will be two attacks. +36 1d8+17

buzzard
 

buzzard said:
OK I suppose I should have said I was using my shield. Now I am using my shield. AC is up to 43. I will also focus my dodge on the one which already hit me (AC 44).

Since he's just 15' away I'll move and attack him- not charge. Since the hammer has speed, it will be two attacks. +36 1d8+17

buzzard
(Oh, and you were flat-footed technically when it attacked, as you hadn't gone in combat yet)(creatures AC after the charge is 40 with Dodge) 55 and 52, sufficient to hit, and confirm a critical. The second strike is a 38, not sufficient to hit. That adamantine hammer of yours is sufficient to really topple this monstrous creature for all of 64 points of damage from your rather incredible weapon. You knock it hard enough to make it wince, but it turns out to be able to take that shock, and deal it right back.

The Trollking turns around and takes out his anger on you in a glorious display of violence. It thrashes at you with all of it's arms and teeth, trying to break your heavily protected self. It fails miserably, as you deftly block it's claws with your shield and hammer and it's lunging bite doesn't manage to do anything. It steps back 5 feet during all of this, wincing at the concept of another massive blow from yours truly.

(assuming you take the Full Round Attack, since it has presented itself...)

<creamsteak> 1d20+36
* golem rolls the dice for creamsteak (1d20+36) and rolled 49.
<creamsteak> 1d20+36
* golem rolls the dice for creamsteak (1d20+36) and rolled 50.
<creamsteak> 1d20+31
* golem rolls the dice for creamsteak (1d20+31) and rolled 45.
<creamsteak> 1d20+26
* golem rolls the dice for creamsteak (1d20+26) and rolled 39.
<creamsteak> 1d20+21
* golem rolls the dice for creamsteak (1d20+21) and rolled 40.

Roll to confirm:
<creamsteak> 1d20+21
* golem rolls the dice for creamsteak (1d20+21) and rolled 35
Fails
You manage to strike the beast several times (AC at 42) for a grand total of 85 points of damage, bring the creature down to an incredible halt. During it's next round, it takes a step away to get out of your range, and bows to you.
 
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Deciding that he probably got his point across, Rearden bows back at the creature (but is careful not to drop his guard). If that is accepted, he begins to move towards the entrance keeping a watchful eye on the creature that has not yet attacked him.

buzzard
 

buzzard said:
Deciding that he probably got his point across, Rearden bows back at the creature (but is careful not to drop his guard). If that is accepted, he begins to move towards the entrance keeping a watchful eye on the creature that has not yet attacked him.

buzzard
The second creature, in a strane manner, solutes you by crossing his lower arms around his chest, and his upper arms around his back. It turns to the door, then to a device imbedded in the door, and begins to turn a large wheel. This clockwork mechanism manages to be able to move the door open, gradually.

As the door finally becomes wide enough for you to slide through, the giant creature stops and looks at you as if waiting.

The wounded insect, bleeding quite profusely still, begins to recover from it's wounds, and tries to fix it's own shattered exoskeleton where a human would have a knee. It starts shambling over to stand by it's compatriot, while waiting on you as well.
 

Rearden, demostration that he is perfectly capable of taking a hint moves towards the door cautiosly. He does let his fascination with devices get the better of him momentarily, and studies the workings of the door a bit. However he notices the impatient demeanor of the guards and moves on in. He will advance carefully, watching for traps and whatnot.

buzzard
 

Unable to read the letter himself (can't speak/understand Infernal), William is nonetheless intrigued by the ring and map, and decides to find out what the scroll says. He takes it to his brother to see if he can translate it.
Assuming he comes to understand the meaning of the letter, William will ask his brother to accompany him on the journey.
 
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"Ah, riddles... to bad I don't have the time for a legend lore... Maybe there is a local spirit who wants to help me."

Veit sits cross-legged to the ground and starts meditating. He tries to commission an auidience with any local spirit or fae creature. (Divination skill check, expending 11 MP DC 24 for local spirit. Takes 1 minute, after which I have 20 minutes to converse with the spirit(s), who must answer thruthfully but may mislead. Total bonus for check +32)
 

buzzard said:
Rearden, demostration that he is perfectly capable of taking a hint moves towards the door cautiosly. He does let his fascination with devices get the better of him momentarily, and studies the workings of the door a bit. However he notices the impatient demeanor of the guards and moves on in. He will advance carefully, watching for traps and whatnot.

The clockwork mechanisms seal the door behind you, and now, for the first time, you can find the forge of the trollforge. It smells something like smoke, thin and quite faint, but it also smells unfamiliar. It smells somewhat like distilled oil runoff when ran through the large clockwork mechanisms of the 'fossil fuel' type. The entire area, as it is, seems rather poisonous.

The entire facility is made of a bronze-like material. rectangular tiles with strange and undiscernable golden patterns mark the entire facility. Everything is dark, and rather unadvisably foul smelling. Even in these fumes, you can tell that there is the scent of fresh blood in the air. Two water spilling fountains seem to lay, constantly flowing cool water, at the walls to the 'east' and 'west'. You find that the only noticable point of exit is a door to the north, right along the eastern wall.
 

Dalamar said:
"Ah, riddles... to bad I don't have the time for a legend lore... Maybe there is a local spirit who wants to help me."

Veit sits cross-legged to the ground and starts meditating. He tries to commission an auidience with any local spirit or fae creature. (Divination skill check, expending 11 MP DC 24 for local spirit. Takes 1 minute, after which I have 20 minutes to converse with the spirit(s), who must answer thruthfully but may mislead. Total bonus for check +32)
You succeed at calling up a spirit, if that's what you want to call it. A cumbersome and fat looking creature comes from the ethereal to great you. It looks almost as if a man whom is constantly bulging and decreasing in mass in all locations along his hulky four-legged body is the conjured spirit. It greats you in a greasy accent, in the language of the giants, "Now, now... this is a first. What fool would have pulled me from my eternal suffering to ask questions? I thought I was going to remain in the bowels of this place forever! For how long am I free, and for what did you wish to ask of me? I am only knowledgable of events preceeding the original climax, so you are speaking to one who can only confirm knowledge more than three thousand years old. To give you some understanding, this place was inhabited at that time. Now speak, mage... I wish only to parley to avoid my eternal doom. Yes, I'm a silly fae, but age has done something to me... something aweful."
 

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