Heroic by Proxy

From Tenebrae
Revision as of 06:11, 11 May 2011 by MediaWiki default (talk | contribs) (→‎Combat Ends)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Heroic by Proxy

Player DM: Xenarchy

The Party

Garthos - Human Fighter 3

Wilma - Storm-dwarf Fighter 3

Valadhiel = Dawn-elf 6

Karl - Human Ranger/Rogue 5

Arissa - Human Sorcerer 3

Leisel - Human Druid 3

Encounters

Encounter 1:

4x Troglodyte Warrior 2 - CR 2 ea.

Encounter 2:

Rock Troll (Chained) - CR 5 (normally CR 6; reduced for circumstance)

Troglodytes - Non-combatants.

Purchases

None

The Scene Begins

It's not unusual for the guild of adventurers to receive requests that are poorly described and vague. This is an exemplary item of such. The gathered party is given a letter by a guild representative. It reads:

Adventurers of Alexandria!

These are dark times and the world is full of troublesome troubles. I, Zippo, the Hero of Solmnus, am off on many adventures all the time! This means I can't be around right now to rescue some of my fellows that are under the oppressive rule of terrible enemies. They are so terrible that I cannot bear to describe them! You will see. Do not fear, adventurers. Even without my heroic presence, I am sure you will succees. I have enclosed a map of the location.

-Zippo, saviour of Solmnus, champion of Alexandria, etc.

The map is poorly drawn and indicates some kind of cave and underground complex. Beyond that, few details beyond its location in some marshes Northeast of the Alexandrian hinterlands can be discerned.

"I suppose I can't turn down a request to rescue some poor kobolds," Karl muses as he reads over the letter, the map unfolded and examined, "Although it would've been nice if he'd described what in the Rusted Hell of the Skinless was imperiling his fellows. Also, this map is terrible. And the marshes. We're going to be wading through flies."

"... an underground complex? If there's bein' a manticore..." Wilma starts sort of reading over Karl's shoulder. In that she peers around him at the notice. "Huh. Haven't done much in marshes."

"... the hell kind of name is Zippo?" Garthos whispers to his companions as he reads this request for aid. It's ironic considering his own nickname, really. And then, then Karl reveals the AWFUL TRUTH. "... Kobolds? What?" He's really, really confused. Very!

Arissa's esteem for the job posting was very low, and she made little secret of it; anyone similarly looking into Zippo's request will hear smug remarks from her such as "How uselessly vague," and "As if this does not scream 'suspicious' to no end..."

But derisive did not mean unwilling. She shares some of Karl's sentiments and asks: "Do you know of any better path? While I have very many doubts for this posting, including that it may be an ambush laid out before us, it seems best to deal with it now before it becomes a more significant issue... I do plan to go." Garth's comments net him a slight smile from Arissa, though she turns more quiet and reserved upon noticing Wilma nearby.

"Kobolds aren't so bad," Karl reassures Garthos, "I've dealt with quite a few. It wouldn't surprise me if they're the next race to become truly civilized and accepted -- I mean, it wasn't so many generations ago that all goblins were like the burgrin clans! Now, they're bothering us in the market all the time."

Wilma just grumbles under her breath about the job, the targets, the boss... "Never had to be dealin' with them, either. At least, not as bein' part of the respectable side of things."

"Don't remind me. Ya DON'T wanna know what the last thing I bought from a gob did to me." says Garth to Karl, but it's all in good humor and spoken with a grin. "Name's Garth, by the way." he asides to Valadhiel, the only individual he has not yet met. "Or Numbers. Whichever you prefer, really!" A hand is extended to her for a handshake. Gallant knight, this one is not.

Valadhiel nods slightly, then takes the offered hand from Garthos, shaking it lightly, "Valadhiel, though most hmans call me Val." She smiles a bit, "A wizard by nature, among other things." The bow seems to attest to that.

"Val, then. Nice to meetcha!" says Garth, shaking the hand heartily, although he does so with some care, conscious of his own strength and, well, her being an elven woman. "Wizard, eh? Good stuff." he acknowledges, nodding approvingly. That more or less tells him all he needs to know, really.

The trip is uneventful and pleasantly so. It helps mark a distinct contrast between grassy plains and woodlands full of delightful little animals like squirrels and tweeting birds, and the dreary, sodden muck that stretches out ahead. Somehow, everything is greyer and more dreadful without being any amount more shadowed from the sun. The mud sucks at boots and slurps woefully at each footstep. Along the way, a druid has joined the party, having received a copy of the letter and come to the same location.

"I really," Karl observes bleakly, "Really hate marshes... swamps. It's not the mud. I can deal with the mud. It's the flies, the gnats, the incessent buzzing sounds. It's enough to drive a man mad." Every step is an unpleasant shlurp-thwop of sound as he works through the moist muck, his rifle cradled in his arms with the magicite crystals installed along the barrel glowing a luminous cobalt as if eager to shoot at something.

"... I've changed m'mind. Can we be dealin' with manticores instead?" Wilma asks, with more than a slight grump as she sinks more than is appreciated. Mud, mud, everywhere. "... it's goin' to be takin' forever to get m'armor clean."

GAME: Arissa casts Prestidigitation.

Arissa seemed warm enough when traveling the grasslands, even having no real problems when a gray-robed woman met them along the way and opted to come along. Her mood becomes more of a 'cold calm' as they reach more dismal marsh areas however, somewhat echoing Karl's sentiments. "Really I have no idea why anyone would chose to live in such places. Nonetheless, I will do what I can to make this area more tolerable." A hand-flick and a few words in Celestial bring up idle magical energy around her, which she uses to broadly try to deflect the worst of the marsh's irritations; fewer bugs, less muck in one's attire, and so on. It won't stop any serious problems... but this may take the edge off the lesser ones, at least. "I will be glad to handle that for you, if you wish?" An offer to Wilma.

"Been walking in worse." says Garth. "Just hope we don't all get swallowed by a magical lake. Again." There's a grin there, but it's only half-jesting. He's wearing taller boots and a walking stick for these surroundings, little more than a glorified branch. He's not as cheery as usual, seeing the surroundings and the fact that by now he is so sick of trudging in swamps, but he's enduring.

Valadhiel doesn't seem to have any problem with bugs, less because of secret elf tricks and more because of an owl perched on her shoulder. She does, however, walk fairly lightly on the surface of the swamp as she glances back and forth, "I'm admittedly curious what this is going to be about, exactly."

Leisel moves towards the rest of the group, she seems to be paying attention to something in her hand.. "We'll see.. I hope they let us go. I'm quite excited to see what this person is discussing.." she looks out over the land, the mud-sucking steps don't seem to bother her. She holds out her hand and lets a few insects land on her. "Bailey look... friends.." She turns her attention towards the others. "I am Leisel.. my thanks to letting me accompany you. I have had whisperings of assisting.. to the point I can't sleep.

The marsh gets deeper and thicker and is full of all manner of gangly roots hidden beneath the surface. Strange things seem to tug at legs below the mud, occasionally climbing higher before letting go. There are things alive under that dank liquid muck. It's slow going, and the marsh starts to clear. The destination is within sight: A small island in the middle of a very shallow lake of mud. There's no telling if any parts of that go further down beyond waist-deep. On the island is an outcropping of rock with a cleft and visible cavern entrance.

"Just be careful where you step," Karl advises darkly as he kicks his foot away from some slithering marsh-eel with a disgusted grimace, "The ground could give away at any moment, and we'd sink down into it..."

"That's bein' all right, lass. I usually end up spendin' the time cleanin' checkin' for wear an' tear. Can't be expectin' my armor to do its best if I'm not keepin' it at its best," Wil tells Arissa, before frowning at the taller Karl. "Lovely thoughts, that."

Once the mud deepens, Garth begins to use the walking stick he has with him to jab at him and make sure he's not going to end up waist-deep in the muck on each step. For his part, he welcomes Leisel with a friendly smile, for all her crazyness and bug-talkey habits. He's keeping quiet, though, focusing on not ending up in a bad place in the stupid swamp.

"Unable to sleep?" Arissa looks to Leisel, intrigued. "Whatever drove you here must be of some import if that is so... but take heart, it will be dealt with and you will rest well soon enough." Karl's advice is heeded, as she begins poking a long, thin tree branch into the muck ahead of her; Arissa had found it on the march along the way, and past experience in marshes told her it would be useful.

Wilma's refusal is taken in good humor, too. Arissa looks aside to her, "Very prudent. You have my sympathies all the same for the cleaning that lies ahead." And to Karl, "Quite so. I have brought a few things that may aid us in that, such as rope if only one of us falls."

Valadhiel nods slightly, "Indeed. Not exactly the best environment for mobility." Her owl, meanwhile, cranes its head over at Leisel, hooting softly as the elf then turns to the owl, tsking a bit, "No, don't even think it."

Leisel moves along with the group, her hands reach down to brush along the tops of the plants, almost encouraging their touch. She looks down, "Yes... beautiful, just beautiful..I would take you home if I could, but you wouldn't be very happy there. We don't have this much water.." She seems very content in the environment. Bailey is riding about in Leisel's hair.. suspiciously hiding in and out of the strands.

Troglodyte warriors roll stealth to sneak along underwater.
GAME: Xenarchy rolls 1d20+8: (6)+8: 14
The party rolls perception to spot them.
GAME: Garthos rolls Perception: (1)+4: 5
GAME: Wilma rolls perception: (1)+3: 4
GAME: Leisel rolls perception: (2)+10: 12
GAME: Valadhiel rolls Perception: (2)+11: 13
GAME: Arissa rolls Perception: (1)+1: 2
GAME: Karl rolls Perception: (16)+10: 26

As the party slogs through the shallow mud, something else is moving under there. Several things of much larger size than the numerous eels and mudskippers and whatever else is living here. Karl is the only one to spot their approach soon enough to act. Flanking the party, two pairs of lizardlike humanoids burst out of the mud and hiss an unintelligible warcry, baring their teeth and claws.

Initiative

Arissa gets an attack of opportunity on a troglodyte.
GAME: Arissa rolls 1d20+1: (5)+1: 6

Arissa reacts oddly to the creatures bursting from the muck; her eyes glaze over fully gold, looking dazed yet smiling as her hips begin to sway... a motion made more difficult in this bog. No longer probing the depths, she swings her improvised staff at the creature approaching her... and it turns out that self-styled agents of the heavens tend to be less than impressive in close combat; it's a wild, telegraphed haymaker swing that comes up an inch or two short of even making contact with her attacker.

A troglodyte makes a trip combat maneuver on Arissa.
GAME: Xenarchy rolls 1d20+4: (12)+4: 16
Leisel gets an attack of opportunity on a troglodyte.
GAME: Leisel rolls 1d20+2: (18)+2: 20
GAME: Leisel rolls 1d6: (3): 3
A troglodyte makes a trip combat maneuver on Leisel.
GAME: Xenarchy rolls 1d20+4: (1)+4: 5

Leisel is interrupted in her communion with the plants when the trog comes for her. As it reaches for her with defainate intent to harm, she feels Bailey run for cover.. "I got him.. this is not very nice at all!" as she happened to have her quarterstaff in her hands, its a reaction to defense and she brings the staff down on the trog's head. "Be nice!!"

Karl gets an attack of opportunity on a troglodyte.
GAME: Karl rolls 1d20+7: (3)+7: 10

"Oh, by Dana's milky teats. Swamp liz--" Karl's warning isn't fast enough, and the troglodytes are upon them. As the degenerate lizardfolk lunge for them, he takes a thrust with his bayonet, but the strike goes wide, his eyes widening slightly as he realizes that the hideous thing is within his defensive reach!

A troglodyte makes a trip combat maneuver on Karl.
GAME: Xenarchy rolls 1d20+4: (15)+4: 19
A troglodyte makes a trip combat maneuver on Valadhiel.
GAME: Xenarchy rolls 1d20+4: (5)+4: 9

The troglodytes hiss and charge the party's middle, avoiding the heavily armed front and rear. They are not doing so well in the muck either, wading through and lunging. They try to grab hold of several party members to plunge them below the murky surface. They take some blows going in and one of them does manage to haul Arissa down beneath the mud.

As they rile up into combat, the creatures begin exuding a noxious oil from their skin. The stench fills the air and stings the eyes and nose.

The party makes saves against stench.
GAME: Valadhiel rolls Fortitude: (11)+4: 15
GAME: Wilma rolls Fortitude: (5)+7: 12
GAME: Garthos rolls Fortitude: (13)+6: 19
GAME: Arissa rolls Fortitude: (3)+3: 6
GAME: Karl rolls Fort: (20)+6: 26
GAME: Leisel rolls fortitude: (9)+4: 13
Karl attacks a troglodyte.
GAME: Karl rolls 1d20+7: (8)+7: 15

Karl is not exactly a master of hand to hand combat, as proven when he takes another thrust with that bayonet and has the rifle's barrel batted away by the troglodyte's hand. "Get the one on Arissa," he barks out, lips curling up a bit at one corner as he glares back at the one before him, "This was your last mistake, lizard boy..."

A troglodyte gets an attack of opportunity on Valadhiel.
GAME: Xenarchy rolls 1d20+4: (4)+4: 8
GAME: Valadhiel casts scorching ray.
GAME: Valadhiel rolls 1d20+7: (15)+7: 22
GAME: Valadhiel rolls 4d6: (10): 10

Valadhiel scowls at the creature attacking her, "You have bitten off more than you can chew." She then fires a bolt of fire at the beast on her, scorching it rather badly but not dropping the fiend.

A troglodyte attempts to grapple Arissa.
GAME: Xenarchy rolls 1d20: (7): 7
A troglodyte attempts to trip Leisel.
GAME: Xenarchy rolls 1d20+4: (4)+4: 8
A troglodyte attacks Karl.
GAME: Xenarchy rolls 1d20+4: (10)+4: 14
GAME: Xenarchy rolls 1d20+4: (20)+4: 24
GAME: Xenarchy rolls 1d20+4: (6)+4: 10
GAME: Xenarchy rolls 1d20+4: (3)+4: 7
GAME: Xenarchy rolls 1d4+1: (4)+1: 5
A troglodyte attacks Valadhiel.
GAME: Xenarchy rolls 1d20+4: (12)+4: 16
GAME: Xenarchy rolls 1d20+4: (20)+4: 24
GAME: Xenarchy rolls 1d20+4: (13)+4: 17
GAME: Xenarchy rolls 1d20+4: (9)+4: 13
GAME: Xenarchy rolls 1d4+1: (3)+1: 4
GAME: Xenarchy damaged Valadhiel for 4 points. 29 remaining.

The troglodytes froth in rage and assail their respective targets. One plunges its clawed hands under the muck to try to push Arissa down and force her to take a lungful of mud... but just can't find her under there. Leisel's troglodyte tries to grasp her and shove her down and just flails miserably. Meanwhile, the last two dig into Karl and Valadhiel with their claws, barely missing some very important arteries. That could have hurt a whole lot more.

Garthos attacks a troglodyte.
GAME: Garthos rolls 1d20+3+4+1+1: (9)+3+4+1+1: 18
GAME: Garthos rolls 2d6+9: (6)+9: 15

"Angoron's balls. I imagine this is what troll feet smell like." Garthos mutters, albeit unaffected, sloshing through the muck towards the reptilian creature trying to suffocate poor Arissa. He unsheathes his sword as he strides, bringing it with quite some force into the creature. Blood pours, staining the mud below. "Pick on someone yer own size, ugly!" the man bellows at it.

Wilma attacks a troglodyte.
GAME: Wilma rolls 1d20+6: (9)+6: 15

Wilma lets out a gutteral mix of jotun - just enough to suggest it's a curse, before turning to try to stab at the trog getting up close and personal with Arissa. She misses, of course, by only the smallest of margins.

Leisel attacks a troglodyte.
GAME: Leisel rolls 1d20+2: (16)+2: 18
GAME: Leisel rolls 1d6: (4): 4

Leisel continues to fend off the trog on her side, a look of true surprise is on her featuers. "I know... I know, I'm surprised too.." she makes a grunt to bring her staff down on the trogs head again, and surprisingly to her, she connects...but the damage is minimal. "No... I don't think I like him much either.. and no we aren't asking for poop."

Karl attacks a troglodyte.
GAME: Karl rolls 1d20+7: (11)+7: 18
GAME: Karl rolls 1d6+2: (6)+2: 8

Karl's teeth clench with a hiss of pain as the trog's claws rip through his armour and into his flesh--and with a sharp thrust of his rifle, he plunges the bayonet into the thing's side, eliciting a reptilian shriek from the thing in return. "I told you," he spits out, "Your mistake."

A troglodyte gets an attack of opportunity on Arissa.
GAME: Xenarchy rolls 1d20+4: (13)+4: 17
GAME: Xenarchy rolls 1d4+1: (4)+1: 5
GAME: Xenarchy damaged Arissa for 5 points. 14 remaining.
GAME: Arissa casts Magic Missile.
GAME: Arissa rolls 2d4+2: (4)+2: 6

Arissa's eyes go wide as she's subjected to a lot of sensations at once; being pulled into muck, overwhelmed by foul scents... trying to hold her breath, head shaking wildly as she feels hands grasping her jaw and trying to force her mouth open... this needs to be escaped from, immediately.

Even as Arissa starts to wriggle free and bring herself above the muck, she sees faint wisps of movement... someone's coming to help; she shoves the troglodyte with her tree branch, distracting it enough for Garth's sword to easily connect, followed by Wilma moving in to assault it was well. These attacks give her an opening, letting her squirm free and surface; Arissa is immediately met with a swipe of claws, cutting several gashes in her... but she just keeps smiling despite the pain.

A quick shout and a palm-thrust at the trog's face conjures a pair of gold-white magic spheres, ones that blast and nearly stagger it... but not quite.

Valadhiel rolls to cast defensively.
GAME: Valadhiel rolls 1d20+11: (19)+11: 30
GAME: Valadhiel casts magic missile.
GAME: Valadhiel rolls 3d4+3: (8)+3: 11

Valadhiel winces as the creature slashes into her arm, then braces herself, holding her bow as if she was about to nock an arrow... but there's nothing in her other hand. Instead, she gestures, and a trio of golden arrows fly from her open palm to impale the trog, nearly knocking it down.

A troglodyte attacks Garthos.
GAME: Xenarchy rolls 1d20+4: (15)+4: 19
GAME: Xenarchy rolls 1d20+4: (12)+4: 16
GAME: Xenarchy rolls 1d20+4: (2)+4: 6
GAME: Xenarchy rolls 1d4+1: (3)+1: 4
GAME: Xenarchy damaged Garthos for 4 points. 28 remaining.
Leisel gets an attack of opportunity on a troglodyte.
GAME: Leisel rolls 1d20+2: (13)+2: 15

Leisel sidesteps a trip attempt by the wiley trog, and so she tries to bat at him with her staff.. though her true graceless form shows, and she misses. "Bad lizard.. bad!

A troglodyte attempts to trip Leisel.
GAME: Xenarchy rolls 1d20+4: (1)+4: 5
A troglodyte attacks Karl.
GAME: Xenarchy rolls 1d20+4: (18)+4: 22
GAME: Xenarchy rolls 1d20+4: (8)+4: 12
GAME: Xenarchy rolls 1d20+4: (2)+4: 6
GAME: Xenarchy rolls 1d4+1: (1)+1: 2
GAME: Xenarchy damaged Karl for 2 points. 36 remaining.
A troglodyte attacks Valadhiel.
GAME: Xenarchy rolls 1d20+4: (8)+4: 12
GAME: Xenarchy rolls 1d20+4: (19)+4: 23
GAME: Xenarchy rolls 1d20+4: (8)+4: 12
GAME: Xenarchy rolls 1d4+1: (4)+1: 5
GAME: Xenarchy damaged Valadhiel for 5 points. 24 remaining.

The savage reptillians fight in a flurry of claws and teeth. For them, things are not going so well. One is surrounded and lashes out at the man that dealt it such a powerful blow, sinking teeth into his shoulder. Another battles with Leisel and is starting to look more like a slapfight. It keeps having trouble pushing her under the mud and is interrupted by the swing of her staff. Karl and Valadhiel's troglodytes keep attacking viciously, swiping with claws and biting.

Garthos attacks a troglodyte.
GAME: Garthos rolls 1d20+3+4+1+1+2: (14)+3+4+1+1+2: 25
GAME: Garthos rolls 2d6+9: (6)+9: 15

"That's more LIKE it!" Garth bellows, apparently... quite happy that he got the beast's attention. In retaliation for the claws that rake across him, the troglodyte earns itself a sword through the chest in a single powerful motion, and a swift withdraw of the weapon has the creature collapse, its form disappearing beneath the mud. "That takes care of that." he says, nods to Arissa. He moves on to the next target, dragging his feet through the muck, and positions behind the back of the troglodyte assailing Karl, allowing the man an advantage.

Wilma attacks a troglodyte.
GAME: Wilma rolls 1d20+6: (4)+6: 10

Wilma gets ready to try to do damage again, when she finds Garthos already to the punch. Not one to mind that, it's off to Val's she goes - however, the muck pulls her off her stride, and the slice is misaimed. Less so her cussing.

Leisel attacks a troglodyte.
GAME: Leisel rolls 1d20+2: (9)+2: 11

Leisel with her true grace coming through, she moves to hit the trog once more, but goes to bring it down and misses the whole of him. She purses her lips as if upset, "He did too move... I can hit.. I did before.. well, yeah.. not like I've done this before..." she looks less and less convinced of handling this foe. "Well... I don't like hitting..... things..."

Karl attacks a troglodyte.
GAME: Karl rolls 1d20+7: (9)+7: 16
GAME: Karl rolls 1d6+1d6+3: (4)+(4)+3: 11

As the troglodyte twists to face the enemy at its back, Karl lunges in under its guard--the bayonet cleaving between the stinking lizard-thing's ribs, pulling out slick with reptilian ichor. It's not dead, but it's badly hurt. "Take it out, Gar," he calls, ducking away from an anticipated swing.

GAME: Arissa casts Magic Missile.
GAME: Arissa rolls 2d4+2: (7)+2: 9

"Thank you," Arissa states softly to Garth and Wilma as her attacker is put down, but there's no time to linger on gratitude; there are still other enemies to deal with. A hand held high overhead and a shout conjures up another pair of gold-white spheres, these notably a bit larger than the ones she usually creates. They zip around Valadhiel harmlessly, instead striking the elf's attacker and dropping it beneath the swampy muck! Arissa looks pleased by that, having a short laugh.

Valadhiel attacks a troglodyte.
GAME: Valadhiel rolls 1d20+9: (8)+9: 17
GAME: Valadhiel rolls 1d8+4: (7)+4: 11

Valadhiel smiles slightly at Arissa, "Thank you." She then draws an arrow and lets it fly at the trog menacing the druid, skewering it in the back as she whistles, "Hey, over here!"

A troglodyte attacks Karl.
GAME: Xenarchy rolls 1d20+4: (13)+4: 17
GAME: Xenarchy rolls 1d20+4: (17)+4: 21
GAME: Xenarchy rolls 1d20+4: (14)+4: 18
GAME: Xenarchy rolls 1d4+1: (3)+1: 4
GAME: Xenarchy rolls 1d4+1: (3)+1: 4
GAME: Xenarchy damaged Karl for 8 points. 28 remaining.
Leisel gets an attack of opportunity on a troglodyte.
GAME: Leisel rolls 1d20+2: (3)+2: 5

One troglodyte doesn't appear to realise how poorly things are going and spins back to face Karl, enraged by the stab in the back. It lunges into him, gripping with sharp claws and biting his arm. The one fighting Leisel has had no luck all day and thinks it's time to retreat. Ducking a final swing from the druid, the reptillian flees through the mud and dives under the surface.

Garthos attacks a troglodyte.
GAME: Garthos rolls 1d20+3+4+1+1+2: (18)+3+4+1+1+2: 29
GAME: Garthos rolls 2d6+9: (9)+9: 18

Garth spins his greatsword around, bringing the blade against the side of the remaining trog. The weapon impacts solidly, slicing through scale and flesh and leaving the creature in a messy, messy heap. "Freakin' stinklizards..." he mutters, coughing. "Everyone alright?"

With the troglodytes gone, the horrible stench soon passes.

Combat Ends

Valadhiel shrugs, "A few cuts, but nothing major. Arissa seemed to take the worst of it..." She glances around at the others, whistling back to her owl that flutters back down to rejoin the elven wizard.

Wilma, once the fight is over, sicks up behind a rotten tree. At that point, however, everything is much better - not the least being the smell going away.

Karl grimaces as he flexes his arm, fingers curling and uncurling. "...damn thing bit me. I hope I don't catch anything in all this bedamned filth."

Arissa uses heavenly fire to heal the party.
GAME: Arissa rolls 1d4+1: (4)+1: 5
GAME: Arissa rolls 1d4+1: (1)+1: 2
GAME: Arissa rolls 1d4+1: (4)+1: 5
GAME: Arissa rolls 1d4+1: (4)+1: 5
GAME: Xenarchy damaged Arissa for -5 points. 19 remaining.
GAME: Xenarchy damaged Garthos for -2 points. 30 remaining.
GAME: Xenarchy damaged Karl for -5 points. 33 remaining.
GAME: Xenarchy damaged Valadhiel for -5 points. 29 remaining.

Arissa has another tiny laugh at Val's thanks, holding up a hand glowing with gold-white flame as Karl raises his concerns. "Don't worry... I won't allow that to happen." That could sound threatening, but it may seem less so when she turns her fire upon herself... and it turns into sparkles of energy mending her claw wounds. With this demonstration done, she approaches the others and attempts to do the same to them; Karl, Val, and Garth will all feel something briefly wonderful and uplifting coursing through their body and likewise mending their own injuries... it might explain why she looks so elated herself as she finishes. "I believe we're all well now? We should press on soon."

GAME: Arissa casts Light.

"Mm-hmm. Take point, would ya, Wilma?" Garth asks her. Once again, the man assumes his position as rear guard of the group, despite the fact it did not do a whole lot in the swamp. He looks ready to go into the cave! Hopefully it's dry there.

Garth also takes a moment to nod his thanks to Arissa. He's deffinitely used to the healing fire type trick by now!

Leisel moves with the rest of the group, spending less time communing with the plants, and more looking for lizard guys. She notes Arrisa's light healing trick and smiles. "Yes Bailey.. that was neat. No I don't think you need any on you, you didn't get hurt. No I'm sure tripping on my hair doesn't count."

Karl exhales a shuddering sigh as that fire sweeps over his wounds, healing them... and then he flexes his hand again. "Good enough for now," he grunts, lifting up his glowing rifle and moving to step onwards through the muck, "I wonder if it's just these trogs that were the problem."

The cave is drippy and moist but its floor is not waist-deep in muck. A thin layer of dirt and fungus coats the ground and walls but it does not impede movement like the sucking marsh mud. The light shines across the varied mushrooms growing out of the walls. Some of them are quite colourful. This probably means don't touch them. Deeper the party travels, until they can hear movement in the distance. There is a skittering sound of small feet over rough ground and larger footsteps along with them. A rough, reptillian voice speaks in a crude dialect of draconic, "Stop slacking! Faster or you are the stone one's lunch!" The tunnel looks to expand out into a mushroom-filled cavern beyond.

Arissa goes through several motions as the group approaches the cave. Her improvised staff is put away in favor of a morningstar held in one hand, the other idly alternating between basic 'magic tricks' to clean off and conjuring a ball of light that anchors to the top of one of her gloves even as she smiles at the various thanks and curiosity about her healing flames. She goes silent upon hearing voices ahead... some kind of conversation, even if it's meaning completely eludes her. Seeing others begin to make preparations however, she stays silent, watching and waiting...

GAME: Valadhiel casts see invisibility.
GAME: Valadhiel casts shield.
Valadhiel scouts ahead.
GAME: Valadhiel rolls Stealth: (2)+13: 15
GAME: Valadhiel rolls Perception: (6)+11: 17
Enemy perception check:
GAME: Xenarchy rolls 1d20+6: (1)+6: 7

Garth... settles down for the wait, then. Not much else he can do, truly. He doesn't understand a word of what's being said, and glances with a questioning expression to the other members of the group, as if asking if they're more adept at it.

"Just remember," Karl murmurs as he loads his rifle, bringing it up against his shoulder, "We're here to help the kobolds, ostensibly." He tilts his head a bit, then shakes his head to Garthos. No habla draconis here.

Deeper in the tunnels, the cave opens up into a wide cavern with many large mushrooms and other strange fungi. A number of troglodytes - looking nowhere near as combat-ready as the squad encountered above - march around keeping eye on and giving orders to a collection of sad-looking kobolds. The wee creatures are being forced to cut down mushrooms and carry bags full of the harvested stuff to and fro. At the back of the room sits a monstrous figure that could be mistaken for a humanoid rock. It's sleeping right now and its limbs are bound in rope and chain and held to the stone wall.

Wilma sulks slightly. Of course, she's been doing one version or another of that for most of the trip. Still, the idea of a crossfire is enough to get her smirking a bit, and settled down to wait.

Leisel is also quiet hanging out with the group, but she keeps looking at all the shrooms around on the walls... and she even kneels once to put her hand on the ground, tilting her head to listen.

GAME: Valadhiel rolls knowledge/nature: (14)+11: 25

Valadhiel returns, after several moments, "Alright, there's some trog overseers that don't seem too dangerous. The problem, though, is there is a rock troll. It is vulnerable to acid and sound-based attacks, and its claws... well, don't get too close." She sighs, "The kobolds are interspersed with the trogs, so I couldn't drop a fireball on the thing."

GAME: Arissa casts Bless.

"We are here for that reason, as you say," Arissa is in general agreement with Karl. "And in turn I shall help you..." She begins twirling on one heel, hands held overhead and then thrust forward as she completes the spin while 'sing-chanting' in Celestial. It's an oddly joyful display, but the others gathered may see why after a few seconds; holy light bursts out of her, engulfing them as Val returns and gives a rather dire report; it's bad news that she tries to mitigate with bestowing feelings of righteous courage.

Then a nod to Val, "Then we'll need to strike quickly at all of them individually. If those we're here to help could be told to scatter when we make our move... so much the better."

"Acid? Well, and blast - I've a flask of fire," Wilma shares, before offering a bit of a grin at Arissa, "Thankee for the show, lass."

"A troll?" Karl actually grins broadly, raising the rifle in his hands and taking a step away from the wall, "...well. This will be interesting, then. And overseers--I take it they've enslaved the kobolds, then?"

Valadhiel hrms, "It does seem that way, from my observations. I think if we attack, the kobolds will bolt quickly enough. I can try a few things to incapacitate the overseers, and that troll, but it will be tricky." She nods slightly, "I do have a few tricks, but it will heal fast from most attacks I unleash. We just need to hit it hard enough to knock it down, then apply some acid, which I can conjure easily enough."

Leisel's smile brightens with Arrisa's casting, she looks up "Yes, I'm sure she did it all for you." She raises her brows.. "Do you think they speak common? I don't know... kobold.." as she listens to the discussion, wondering how she is going to be able to help. "If there is much space between the troll and the rest of the group... I can make the mushrooms grow larger... like a barrier. It would have to hack its way through to us.. buy us a bit of time?"

"Don't think I got much to help with any rock trolls, if what ya say is right and we outta keep distance, but I'll do my best to get the rest." says Garthos, drawing his sword and flexing his hand around its grip. He nods at Leisel. "That might help." He doesn't seem to have much to contribute, really - he hits things. With a sword.

GAME: Valadhiel casts Mirror Image.

Valadhiel moves back to the shadows, whispering a spell under her breath as she goes. Suddenly, three other Valadhiels appear, also hustling to the shadows and remaining out of sight.

The party sneaks into the chamber.
GAME: Valadhiel rolls Stealth: (3)+13: 16
GAME: Leisel rolls stealth: (11)+0: 11
GAME: Karl rolls Stealth: (19)+12: 31
GAME: Arissa rolls Stealth: (14)+2: 16
GAME: Wilma rolls Stealth: (13)+-2: 11
GAME: Garthos rolls Stealth: (14)+-1: 13
Enemy perception check:
GAME: Xenarchy rolls 1d20+6: (1)+6: 7

The party moves into the cavern unnoticed. There, at the other end is the rocky figure of the rock troll as described. It murmurs with a voice like gravel in its sleep. The troglodytes are still herding kobolds. It's rather obvious now that these troglodytes are not warriors. They're bigger than the kobolds and using that to intimidate them into behaving, as well as the threat of the troll. But it doesn't look like they would stand and fight.

Initiative

Karl attacks a troglodyte.
GAME: Karl rolls 1d20+9: (18)+9: 27
GAME: Karl rolls 1d10+1d6+7: (4)+(2)+7: 13

The hunter moves with a deadly silence as he moves with the rest of the party, taking up a position near the entrance. Down to one knee, Karl aims carefully... and fires, the shot slamming into the chest of one of the stinky, filth-ridden trogs, knocking it over onto the cold stone floor from the impact. His voice lifts in a loud call in the wake of his gun's shot, "Kobolds! Get out of the cave, get behind us! Zippo sent us!"

GAME: Leisel casts Summon Nature's Ally I.

Leisel begins murmuring quietly, calling and urging for one of nature's friends to come to her aid..

GAME: Arissa casts Summon Monster I.

Arissa sees the same things the others do, and can tell the chained troll is the real concern here... yet there isn't much she can directly do about it. Thus she stays back and begins to sing-chant once more, a white circle forming on the ground in front of her with magical runes swirling within it...

Wilma sneaks as best she can. It's not very good, but good enough. Then Karl shoots one. And shouts. At that point, why not - Wilma races forward sword out even if she doesn't immediately attack anyone.

GAME: Valadhiel casts slow.
GAME: Xenarchy rolls 1d20+3: (13)+3: 16

Valadhiel is slightly ahead, and suddenly the Valadhiel Quartet chants a spell, focusing on the troll as she looks on with satisfaction at the fact that the beast seems quite affected by the spell. Its reactions appear far slower, as the elf then shouts, "Now, it won't be so fearsome in combat!" Then she shouts to the kobolds in Draconic, "Run now! We'll take care of this!"

Garthos charges a troglodyte.
GAME: Garthos rolls 1d20+3+4+1+1+1+2: (20)+3+4+1+1+1+2: 32
GAME: Garthos rolls 1d20+3+4+1+1+1+2: (9)+3+4+1+1+1+2: 21
GAME: Garthos rolls 4d6+18: (11)+18: 29

"Slavers. I HATE SLAVERS." that's Garthos, as he moves with surprising speed - Arissa will be all impressed by it, probably! - in a charge towards one of the slavemaster troglodytes. There's a blur of motion... and then the trog's body falls, blood spraying out of it like a small fountain. It takes a couple of seconds for its cleanly decapitated head to also land with a soft 'splorch' a good distance away.

Karl attacks the troll.
GAME: Karl rolls 1d20+9: (13)+9: 22
GAME: Karl rolls 1d10+7: (9)+7: 16

A swift reload, and then Karl's pushing up from his knee to take a take forward; bringing the rifle upwards and taking aim at the troll chained to the wall, his eyes narrowing a bit as he sights down the barrel. Another sharp crack of black powder in the air, the gun bucking in his hand, and the bullet goes cutting through the troll's stony flesh - and blood trickles from the wound it's made. No golem indeed, but flesh beneath the rocky skin.

Leisel summons a small earth elemental and it attacks the troll.
GAME: Leisel rolls 1d20+6: (15)+7: 22
GAME: Leisel rolls 1d6+4: (3)+5: 8

Leisel slowly kneels down, chanting in terran, placing her hands on the floor of the cavern.. "Friend of earth friend of stone... come for now.. bash thy foe.." She opens her eyes to see the elemental go in and take an initial bash at the rock troll, connecting well.

Arissa summons a celestial eagle and it attacks a troglodyte.
GAME: Arissa rolls 1d20+5: (8)+5: 13

Arissa's circle brings forth an eagle with golden head feathers, one that makes an avian screech before it launches itself talons-first at one of the troglodytes, to little effect.

Wilma charges the troll.
GAME: Wilma rolls 1d20+11: (1)+11: 12

Battle! Blood! Gore! Mud on her boots! This last bit is found out as Wilma turns her back foot just a touch as she launches into a charge at the troll. Because when she turned her foot just a bit, well.. mud. Which caused her to slip, and by the time she realized her aim was off, well.. hello there, troll! How's it going?

The troglodytes run screaming. The kobolds run screaming as well, back the other way past the party. Two of the troglodytes get their wits about themselves, the last two left that haven't been slowed by a spell or cut down, and rush to the sides of the troll. They start unhooking the chains from the beast as it rouses and thrashes. The troll breaks free from all but one long chain, giving it freedom to move. However, it is moving in slow motion and doesn't have the time to do more than free itself.

GAME: Valadhiel casts haste.

The elvish arcane quartet focuses, all chanting and moving in unison as they continue casting their supportive spells. Suddenly, some of the members of the party find themselves moving faster, and striking quicker... including an earth elemental that might be a bit perplexed at the speed change.

Garthos attacks the troll.
GAME: Garthos rolls 1d20+3+4+1+1+1+1: (15)+3+4+1+1+1+1: 26
GAME: Garthos rolls 2d6+9: (6)+9: 15

Holy crap! The world has slowed down! Garthos grins, nods his thanks at the spellcaster, and then zips forward in a slight motion-blur, stepping up to the side of the stony-hided creature in a show of tactics and, following a few feints, plunging his blade into its side with a quick, painful-looking jab. Poor troll.

Karl attacks the troll.
GAME: Karl rolls 1d20+9: (18)+9: 27
GAME: Karl rolls 1d10+7: (8)+7: 15

"That's it, just wait for us outside, li'l guys..." Karl takes another step forward as the kobolds rush past him, his lips curving in a grim smile as he finishes reloading and brings his rifle back up again--another sharp crack echoing through the cave as he puts another bullet in the troll, more hot, unpleasant blood spilling slick down its stone flash.

The small earth elemental attacks the troll.
GAME: Leisel rolls 1d20+8: (6)+8: 14
GAME: Leisel rolls 1d20+8: (8)+8: 16

At Leisel's encouragement in terran, the earth elemental goes after the troll again, trying its best to keep its attention. But with the haste, the earth elemental seems... to have mis-judged its target. Earth elemental going fast, troll going slow... just plain misses.

The celestial eagle attacks the troll.
GAME: Arissa rolls 1d20+5: (7)+5: 12
GAME: Arissa casts Summon Monster I.

The eagle turns about and flies toward the troll, talons extended to pierce... and while it does strike, it fails to make anything even resembling meaningful cuts. Arissa looks undeterred by this lack of success, continuing to chant in Celestial and pouring arcane energy into the circle she created...

Wilma attacks the troll.
GAME: Wilma rolls 1d20+10: (20)+10: 30
GAME: Wilma rolls 1d20+10: (2)+10: 12
GAME: Wilma rolls 1d20+10: (2)+10: 12
GAME: Wilma rolls 2d6+7: (5)+7: 12

Wilma doesn't let her failure get to her. Putting her strength behind it, the greatsword comes back for another go - a couple of times. Only one hits though, leaving a gash behind.

The troll attacks Wilma.
GAME: Xenarchy rolls 1d20+10: (5)+10: 15

By now the troll is alone in the chamber, battling against the onslaught. It roars, voice like grinding stones, and lunges at Wilma with its massive, crystalline teeth. Its jaws snap shut in slowed movement near her. That would have been incredibly painful had it struck. The seeping blood from the cracks in its body is hardening, filling in the breaks in its stony hide.

GAME: Valadhiel casts scorching ray.
GAME: Valadhiel rolls 1d20+9: (17)+9: 26
GAME: Valadhiel rolls 4d6+2: (15)+2: 17

Valadhiel casts yet another spell, flames roaring from her hands as she burns the troll. Sadly, it doesn't seem to stop the regeneration, though all the Vals look rather unsurprised by that fact as she then draws out her bow, preparing to use some old-fashioned attacks.

Garthos attacks the troll.
GAME: Garthos rolls 1d20+3+4+1+1+1+1+2: (4)+3+4+1+1+1+1+2: 17
GAME: Garthos rolls 1d20+3+4+1+1+1+1+2: (8)+3+4+1+1+1+1+2: 21
GAME: Garthos rolls 2d6+9: (6)+9: 15

Garthos brings his sword about, making rapid strikes against the creature. The first swordblow skitters harmlessly off the stony hide, but the second finds a vulnerable spot and plunges into the creature's flesh. The blade comes out bloodied and the troll wobbles and falls with a thunderous crash onto the cavern floor.

Karl attacks the troll.
GAME: Karl rolls 1d20+10: (2)+10: 12

Karl fires! And hits dead right between the eyes... where the troll's eyes were, a moment ago, before the repeated blows of the party drove the thing to the ground in a heap of bloody stoneburger. "Damn," he swears under his breath, moving to stride up after the others, "Get the acid on it--make sure the hellspawned thing doesn't get back up!"

Combat Ends

Leisel turns her head, but states in terran, "Finish it..." She pulls her hands up off the ground, not wanting to even feel the vibrations of the earth elemental's hits..

Valadhiel moves over to the fallen rock troll, and whispers a few words of magic. A greenish sphere drops from her fingers, hitting the rock troll on the chest with a sizzling and popping noise. Slowly, the acid eats through the hide of the rock troll, negating its regeneration as it works to make it quite certainly dead. She then looks at the others, "We should see to the safety of the liberated kobolds." She looks a bit odd, having those triplicate images of her following her around and talking in sync with her.

With the warning from Karl, Garth keeps hacking at the poor, hapless troll all the way till it stops twitching or the spellcasters say it's okay and it's not getting up, he ceases. "Good job, all o' ya." he calls to his party. "Did anyone see where the bastard slavers went off to?" He was busy hacking and slashing here!

Arissa's eagles eventually disappear in flashes of light, and she paces over to join the group, smiling. "Very, very well done. You struck quickly and decisively, really I cannot see this having gone much better. I see no particularly worrying wounds upon you?" To Garth, "They already have several moments on us... would that we could give chase, but I am fairly certain it is futile by now. We will deal with them in time." Then to Val, "You speak rightly enough. Once we have gathered ourselves, let us go speak with them."

The earth elemental stops smashing at the head of the troll, and moves to stand near Leisel. She turns and puts her hand upon its tough skin, her face one of sorrow. "I am sorry to ask it of you.. rest well." She turns and starts to look towards the rest of the group. She glances towards the direction that kabolds ran, still looking a bit uneasy.

"Let's go see our li'l friends out there, eh? Great work, everyone-- good job on that magic," Karl compliments with a nod to the casters, "And fine bladework there, Gar, Wil..." He shoulders his rifle, turning to head for the entrance with a shake of his head, "Trogs."

Just outside, on the small island where the cavern meets the marsh, a group of twelve kobolds stand around waiting for the party. They're dressed in simple rags and carry just the few simple implements they had for working in the mushroom farm. They jump for joy when their saviors arrive. "Hooray! Zippo saved us! Yay!" The kobolds bounce around them and start trying to climb up the tall folk. "Carry us away to freedom! Away!" shouts one. Indeed, the soupy mud of the marsh is deeper than the kobolds are tall.

"Not a fan of this kind of work, are ya?" Garth asks Leisel, striding to her as he cleans the blood of the fallen troll from his blade with a cloth. "Tell you the truth, nobody really ever is. But... necessary sometime." He gives her a reasurring - and gentle, for a man his size - pat on the shoulder. And then, then they're all stepping outside and there's kobolds. Tons of them. "... ya gotta be kidding me." he mutters into his own chin.

"Nooo, -we- saved ya, but I guess ya can say Zippo helped out by tellin' us where ya are." says Garth, idly, as he picks up the kobolds. By the heap. HEAP. Cause he can. Kobolds are light.

Karl can't help but laugh--letting one of them climb on his back, he hefts up another one, "Alright. Freedom it is... you li'l guys have a village somewhere, or are we going to have to relocate you, eh?"

"Drop us at the edge of the marsh. We can get home from there," says the most vocal kobold. "We will make sure everyone knows Zippo has such great allies!" The kobolds all give a cheer for the party.

Leisel grins as she exits the cave and the grusome scene behind. As one crawls up to her shoulders, it comes face to face with a dung beetle. "He won't hurt you... He is a friend.. just, don't try and eat him."

Arissa is hesitant... at first, but it only takes a few seconds of watching the others before she smiles and silently agrees to be a 'kobold taxi' herself, though she can't seem to carry anywhere near as many as the others... two or perhaps even one is her limit. Silent, but not dis-pleased; she seems warm and amused by this outcome in any case.

Once the party gets out of the horrible mucky marsh, the kobolds wave farewell and head off to their home, wherever that might be. Back at the guild of adventurers, there is a posted reward waiting for the successful expedition.