Kyrus Leafstrider |
Heading back to the dwarves again is probably the safe option, but we haven't spent any resources yet, so can probably handle a little exploring. I prefer to play it safe, but I'll go with whatever the party agrees on.
Tyler Crane |
Hold up. This is one reason I took Wizard.
Spellcraft on the Stone: 1d1d20 + 9 ⇒ (5) + 9 = 14
Spellcraft on the Spade: 1d1d20 + 9 ⇒ (19) + 9 = 28
Spellcraft on the Belt: 1d1d20 + 9 ⇒ (14) + 9 = 23
Spellcraft on the Boots: 1d1d20 + 9 ⇒ (9) + 9 = 18
What does that tell us?
GM &rew |
The stone has an aura of moderate conjuration.
The spade is enchanted with expeditious excavation, allowing the wielder to excavate and move earth, dust, and sand up to the size of a 5-foot cube per minute.
The belt, as described in the scroll, is the Belt of Truth. It will impart several benefits to the wearer, such as increased ability to sense motives and be diplomatic, but also inhibits the wearer's ability to bluff others or lie.
The boots are likely the Boots of Readiness, with some evocation and minor transmutation auras.
Tyler Crane |
Tyler tells the others what he has discovered about the items.
"Sorry, I couldn't learn much on the Stone. The belt seems to be this belt of truth. Makes you better at spotting lies and sweet talking people, but makes you bad at lying and bluffing. The spade makes you a super digger, and the boots are boots of readiness. So the belt and boots are part of this holy armor set the scroll spoke of?"
Úlfheðinn Sigmundarson |
Úlf scratches his chin, thinking. "Is not Úlf's area, either, but such a thing seems to make sense...still, even pieces of it are probably valuable. Even a normal piecemeal set of armor is better than no armor at all."
Liren Keel |
"Such a holy artifact would most likely offer a number of benefits to the wearer if it were complete, I should think. Try the parts we have now and see if they function separately, then wear them together and see if there is any difference. That would be my suggestion."
Kyrus Leafstrider |
"Knowing if any of the items actually work or not would be helpful. We might as well see if the boots do anything and I'm curious about the stone since we don't seem to have identified it." He takes the stone and turns it over in his hands a few times to see if there's any clue of what it's supposed to do. "Once we're satisfied, I suggest we head south and clear the tunnels heading that way if we're continuing on. I think there are a number of rooms we can clear before looping around."
GM &rew |
After taking the stairs down from the temple area, the room and corridor leading away from it were decorated with paintings illustrating the legendary feats of Torag and his followers.
Heading south, you show your amulets and open the secret door to the next room. There are three of Korin's followers on duty here, including one cleric. Through concealed viewslots, they keep their eyes on the room to the south to see who's using the entrance and also on the north passage leading to the temple of Torag. They tell you that this level used to be a general living area for the dwarves. There were small domiciles for families and larger ones for groups of bachelors. There were also some rooms used for recreation areas and personal workshops. The dwarves originally came through the outside entrance located to the south of this area - it is still used occasionally to get supplies and news from relatives in Daggerford.
The south passage of this room leads to the secret entrance to the outside used by the dwarves.
Tyler Crane |
"That sounds like a good plan." Tyler agrees, "Perhaps someone who looks harmless draws their attention then runs away, leading them into an ambush?"
He is carefully not looking at Amelleanne when mentioning the looking Harmless part. :)
Amelleanne |
"Sure why not, I assume lost and alone will do, no need for actually helpless, should keep it believable." Ami considers... "Not sure they'll split up without a compelling reason, what's to stop them all chasing me? Even if they don't think they need all of them to chase me - they may well do it for fun anyway."
GM &rew |
Go ahead and move your icons to the place on the map that you want to stage your attack. Ami, you can move your token to the 5' spot just before the room. When you are happy with your placement, let me know. Also, if you want to be sneaky about it, everyone roll a Stealth check.
Initiative
Ulf: 1d20 + 4 ⇒ (9) + 4 = 13
Tyler: 1d20 + 2 ⇒ (7) + 2 = 9
Amelleane: 1d20 + 2 ⇒ (1) + 2 = 3
Kyrus: 1d20 + 5 ⇒ (12) + 5 = 17
Orcs: 1d20 ⇒ 1
Orc shaman: 1d20 ⇒ 5
Goblins: 1d20 + 6 ⇒ (8) + 6 = 14
Ogre: 1d20 - 1 ⇒ (2) - 1 = 1
Liren: 1d20 + 2 ⇒ (14) + 2 = 16
Tyler Crane |
Stealth: 1d20 + 2 ⇒ (19) + 2 = 21
Question team. I now have Grease if Ami draws them towards us do you want me to use it on the squares in front of the entrance? I can do it before they move, or once they have bunched up in front of us.
GM &rew |
Ulf, you're underground. If you don't have a light source then it's pitch black and you can't see anything. So you guys are the only light source down here...The stealth roll is really more to see how quiet you are. The room that the enemy is in is lit by a large fire in the center so they won't see your light...
Úlfheðinn Sigmundarson |
Alright, I gotcha. Thanks for the explanation!
Úlf does the best he can to move to one of the walls of the chamber, feeling his way about, to position himself in what is, he hopes, a good place for an ambush.
Stealth Check: 1d20 - 1 ⇒ (18) - 1 = 17
Liren Keel |
Liren also attempts to make himself hidden.
Stealth: 1d20 + 1 ⇒ (5) + 1 = 6
Sorry for the lack of posting..combination of poor connection here in the NWT and the boards being down! Will be moving in a month so I hope to have much better connections!
Kyrus Leafstrider |
Kyrus falls back behind the blade wielding members of the group and fires at the first goblin to come down the hall.
Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Confirm: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Crit Damage: 2d8 + 2 ⇒ (4, 5) + 2 = 11 Total: 20
Kyrus Leafstrider |
Seriously? Okay!
Kyrus draws back his bow and takes a deep breath as the overly excited goblins rush toward the source of the noise. He releases his breath and the arrow at the same moment, letting the shaft fly as two goblins nearly fall over each other trying to be the first to go after the intruders. The arrow flies straight through the first goblin's oversized mouth as he's about to let out a war cry, silencing him and passing straight through his balloon-like head to bury itself in the next goblins chest. The second goblin looks absolutely baffled as his body tumbles on top of the first and both fall over dead.
Liren Keel |
Liren moves forward to strike at one of the advancing goblins, then sees an arrow streak past his head and skewer two of the small beasts.
"Wow, great shot whoever that was!", the warrior priest calls back as he raises his greatsword to slice at the goblins before him.
Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
GM &rew |
Round 1
Kyrus: Gets himself a two-fer!!
Liren: Steps up and slices another goblin from shoulder to chest, quickly ending another humanoid life!
Goblins: The remainder of the goblins move forward, screaming in their guttural language. Of the 3 goblins that remain alive, they all shoot their short bows at Liren and Ulf...
Ranged attack (Liren): 1d20 + 4 ⇒ (17) + 4 = 21 for 1d4 ⇒ 3 damage!
Ranged attack (Ulf): 1d20 + 4 ⇒ (11) + 4 = 15
Ranged attack (Liren): 1d20 + 4 ⇒ (18) + 4 = 22 for 1d4 ⇒ 3 more damage!
Ulf:
Tyler:
Orc shaman:
Amelleane:
Orcs:
Úlfheðinn Sigmundarson |
Sorry for taking so long to post! I went up to visit the in-laws and forgot to bring my laptop with me.
Úlf moves forward, momentarily releasing one hand from his axe, drawing a throwing axe from a loop on his belt and heaving it at one of the nearest goblins.
Throwing Axe Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Throwing Axe Damage: 1d6 + 3 ⇒ (1) + 3 = 4
GM &rew |
Round 1 (con't)
Ulf: Just a bit outside!
Orc shaman: The orc moves away from the party, speaking arcane words in a harsh tongue. As he completes the spell, a ball of sick green vapor speeds towards the group, rapidly expanding to fill the hallway! DC16 Fort save or be nauseated - all except Ami. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.
Amelleane:
Orcs:
Úlfheðinn Sigmundarson |
Fort Save: 1d20 + 5 ⇒ (9) + 5 = 14
Úlf also takes a breath at the wrong time and begins to wretch; his only recourse is to as quickly as he can back out of the cloud of green gas as fast as he can to avoid emptying the contents of his stomach on the floor.
Amelleanne |
You can't see through stinking clouds either can you?
Ami contemplates rushing through and attacking, but not knowing the state of her compaions in the vile fog she elects to hold back
Drag Tyler back a step out of the fog, if I can do the same for Ulf as my other action (with a 5' step) will do so.
Fort: 1d20 + 9 ⇒ (19) + 9 = 281d20 + 9 ⇒ (2) + 9 = 11 Just in case
Do we fall back, and wait for the spell to expire, or try and rush through as best we can?
Kyrus Leafstrider |
Kyrus nods. "Let's just hope there's not double the number of orcs waiting over there when it clears up. Or that they didn't just run away. And let's watch our backs so they don't come up behind us through a side passage or something."