Racket |
Racket moves forward and tries to flank with Grok if possible, then swings his rapier at one of the badguys.
Acrobatics if needed: 1d20 + 9 ⇒ (4) + 9 = 13
rapier: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d4 + 1 ⇒ (3) + 1 = 4 plus sneak if possible: 1d6 ⇒ 6
crit chance?: 1d20 + 4 ⇒ (1) + 4 = 5 crit damage: 1d4 + 1 ⇒ (2) + 1 = 3 <- LOL
DM Haldhin |
As Racket moves into position and skewers one of the orcs, the warrior also charges, carving into the mob with a feral battle cry. Grok and Zavier, surrounded on all sides, can do little but fight for their lives - but they make their enemies pay with their lives. Several more fall around the pair of heroes as they mercilessly slaughter their foes.
Katrezra retreats slightly to watch over the girl and her mother, intent on protecting the innocents lest any of the orcs break away from the rest of its kin.
Zavier damage: 1d6 ⇒ 2
Grok damage: 1d6 ⇒ 2
Racket damage: 1d6 ⇒ 1
Nameless damage: 1d6 ⇒ 5
-----
The mob of orcs has been reduced to about 25% of its original size - but they are still a potent enemy. Another solid round of combat might just end this threat for good!
Zavier Vitoly |
Flurry1: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 51d6 + 3 ⇒ (2) + 3 = 5
Flurry1: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 81d6 + 3 ⇒ (2) + 3 = 5
Forgot -2 for flurry last post. Don't think it matters though.
Feeling a bit staggered Zaviers swings get a little wilder as the last of the orcs press in close.
Racket |
Racket will move to flank one of the enemies with Grok if possible.
Acrobatics if needed: 1d20 + 9 ⇒ (14) + 9 = 23
rapier: 1d20 + 4 ⇒ (8) + 4 = 12 Additional +2 if flanking
damage: 1d4 + 1 ⇒ (4) + 1 = 5 plus sneak: 1d6 ⇒ 5 if flanking
DM Haldhin |
The warrior barrels into the remaining orcs, slashing right and left as he screams a feral cry of battle! Zavier and Grok continue to attack their foes, but the remaining orcs begin to lose their composure and start drifting away. Unseen, Racket nimbly dives behind them and comes up with his rapier darting too quickly to see.
Looking around, you see the ground covered with orc corpses. Over 20 of them lie at your feet, all bare-chested with white swords painted across their torsos.
Taking a good look at the wooden structure they were guarding, you all notice it is essentially a reinforced ladder that can reach high enough to scale the walls of the upper terrace almost 30' above you. Near the base of the ladder is a crude map of the city with several "X" marks - from what you can see, you're standing on one of those marks.
Congratulations, that was a tough battle. At this point, the only way into the city is to climb the ladder. But the map you've found is also valuable since it shows the location of other such ladders - you can simply "turn it in" once you reach the top. Please let me know if there is anything you want to do before climbing up the ladder and into the upper terrace of the village.
DM Haldhin |
It is early afternoon. After time to rest, and a warm meal, you have gathered your gear and headed back out into Trunau.
As you move through town, the acrid smell of smoke fills the air. Many buildings continue to smolder, though you don’t see any still in flames. Several small groups of people work to recover the dead from ruined buildings.
Looking around, you see the gate is open, with a dozen guards and civilians standing nearby, all heavily armed and armored. Upon inquiring, you are informed that Kurst led a sortie a few hours ago to reclaim the lower city during the lull in fighting. The counter-attack was successful, and many soldiers are in the lower city working on reinforcing the gates and walls, and building additional barricades in the streets. Though the orcs have retreated for now, everyone expects another attack after nightfall.
Raised voices grab your attention and you turn to head toward the shouting. A group of people has gathered around the Commons Beacon. The huge bonfire continues to burn, though it is about half its original size. A man clothed in the gold robes of Abadar stands on a table, yelling and gesturing. Many in the crowd shout their support, raising their hands in a show of approval. Others in the crowd are clearly uneasy, though none appear to be arguing against whatever the man says.
As you get closer, you see several half-orcs kneeling in front of the table facing the crowd. All of them appear to be restrained in some way, and most sport recent bruises and superficial wounds. Brinya, the former fiancé of Rodrik Grath, is one of the kneeling prisoners.
The man’s voice cuts across the rowdy shouts of the crowd, ”And these half-breeds have been living in our town, eating our food, taking our jobs, and how do they repay us? With treason! With betrayal! With murder! And how do we repay murder here in Trunau?”
The crowd shouts back, ”Kill them! Kill them!”
Baseil raises his hands and encourages them to continue shouting.
OOC: The group had some interactions with Brinya earlier in the adventure when investigating Rodrik’s death. None of you believe she has anything to do with the orc attack on Trunau. The other half-orc prisoners also appear to be citizens of the city, nothing like the fanatics who painted white swords on their chests that you fought yesterday.
OOC: What do you want to do? Please include relevant rolls (attack rolls, skill checks, etc) with any actions you take.
Katrezra |
Knowledge Local: 1d20 + 6 ⇒ (1) + 6 = 7
Katrezra hobbles up, pushing through the crowd until he can be seen by all and shouts out, What proof do you have of treason, Abadaran? I have seen these people living in this town for quite some time, and they were not among the fanatics with the swords on their chests. And you! he shouts while spinning to the crowd, looking for the highest concentration of chanters, a man in golden robes goes accusing your neighbors of treason, the highest crime in Trunau, a crime none here would dare dream of committing, and you lose your heads, calling for their blood! These people earned their hopeknives, the same as you or I! The Inheritor would be disappointed, and you bring shame to Abadar, cleric, he says whipping back around to the cleric, probably comically with his lame leg, there is no law in what you do here, only misplaced anger and passion because the accused share the same skin as the attackers, as ME. Katrezra stops to catch his breath, shifting his glare between the cleric and the crowd.
Diplomacy for Reason and SHAME: 1d20 + 10 ⇒ (17) + 10 = 27
Racket |
Kn.local: 1d20 + 6 ⇒ (8) + 6 = 14
"The seer there is assuming the best of people. I don't assume that... in fact I generally assume everyone is an a$$hole. But I would also like to know your proof of their guilt. If you have none, you have no cause to kill them."
Diplomacy aid: 1d20 + 5 ⇒ (13) + 5 = 18
DM Haldhin |
The shouts stop and the cleric glares at your group as you push through the crowd. Many shuffle away, and hushed voices and gestures indicate that many here have heard of you and your exploits.
Somebody has been spreading news of your heroics during the battle.
As the four of you move to the front, several of the formerly quiet crowd walk forward to join you. One of the men to your side points at the priest, ”They’re right, where is your proof? I’ve worked with Tal there for years, and he’s a good man!” he says while pointing at one of the prisoners.
Another voice chimes in, ”And since when is Abadar in charge of justice? I thought all they cared about was money? What’s wrong, did they forget to pay their tithes this month?!” Slightly nervous laughter follows, causing the angry priest’s face to turn red.
He attempts to shrug off Grok’s hand, to little effect. Trapped where he is, he shouts, ”Proof?! Just look at them. They all have filthy orc blood in their veins – are you blind? What more proof do you need? They’re animals – are you just going to let them destroy our town!”
Cham, the halfling proprietress of The Ramblehouse strides forward, ”Our town? What do you mean our town? You’ve only been here a few months! We’ve been living here since before you were born – who do you think you are to come in here and tell us who we should trust? The only person around here I see causing trouble is you!”
At this point, a couple of men move toward the prisoners and begin releasing them. A few in the crowd protest, but they are quickly shouted down and pushed back. It seems your efforts have not only stopped this farce, but also galvanized the crowd in opposition to this racial witch hunt.
In only a few moments, all of the half-orcs are free, and being helped to their feet and cared for by others. Brinya and the others quickly offer their thanks for interceding on their behalf.
The priest struggles against Grok’s grip, ”Let me go, you giant oaf! Unhand me!”
Great job, said all the right things and awesome Diplomacy rolls. Along with a giant rock man putting his bloody huge (or huge bloody) hand on the main aggressor as a warning to anybody else with similar ideas. Well played.
Grok, you basically have Baseil in a one-handed grapple. Let me know what you want to do with him.
Anything else you want to do in town, anybody to speak with, etc before we get back into battle?
Grok. |
"YOU ARE CLEAN AND RESTED. WHY IS THIS? YOU SAY THIS IS YOUR TOWN. WHY DO OUTSIDERS PROTECT IT AND NOT YOU?"
Grok lets go of the man and nods to him with a humble smile.
"I'M SURE YOU WERE JUST PREPARING THE COFFERS OF THE CHURCH FOR THE TASK OF REBUILDING."
"NOW GO HOLY MAN. THINK. PRAY. GIVE HOPE AND JOY, NOT DEATH."
Gotta love the fighter with 13 int AND a 10' sword. As far as Grok is concerned, he is ready to get back into the fray.
Zavier Vitoly |
Drinking and fighting are what Zavier loves best. I will go with Big Racket or with Big Grok! Zavier laughs.
Zavier doesn't really have anything he wants to do
Katrezra |
I would not let the Cailenites hear you say that, Katrezra says with a small chuckle, not that I think there are any Cailenites in the city, though their bravery would be a great help in these times.
Katrezra also begins hobbling to the edge of town, grimly determined to push back the attackers from his adoptive home.
DM Haldhin |
Once released, the priest flees away from the group, heading roughly toward his temple.
As you all turn and head through the gates to the lower city, the loud "KERRRR-CHUNK!" of a catapult echoes and a massive stone sails through the air into the upper city. Cries of alarm sound out, and a nearby guard points toward some massive rocks outside the wall.
"Look there, they moved that catapult to the Barterstones and extinguished the Hopespring Beacon. We need to get it lit again, and destroy that catapult! Who's with me?!"
Another rock sails overhead and destroys a small house. Everyone around, including the guard, scrambles for cover.
To your right, another guard shouts, "Looks like another attack is coming, everybody, grab whatever you can and head down to the barricades. Time to show them what we're made of!"
You can either head to the Barterstones (large rocks where a few shopkeepers have a small market, right outside the city) to deal with the catapult and relight the Beacon, or you can stay inside the city to deal with this surprise attack. Which way do you want to go? Both are important, and there are guards/volunteers who will attempt to tackle whichever task you don't choose.
Racket |
"Fine. May as well get ourselves killed doing that, as opposed to getting ourselves killed in here, right?" Racket muses, sarcastically.
DM Haldhin |
The proximity of the Barterstones means you only have a short job to arrive at your destination. Behind you, the shouts and cries of battle increase in volume as the next wave of attackers throw themselves at the town.
The Barterstones are three tall rocks with relatively flat tops. The townsfolk set up tents and stalls in the shadows of the rocks for a small open-air market. As you approach, several more rocks fly overhead to slam into Trunau.
You are standing on the south side of the stones. The catapult is on the north side of them. You can go around either side, or you can crash through a passage that goes between the giant rocks. It is overgrown with heavy weeds, so it offers some cover from potential enemies, but it will take more effort to move through.
You can hear several orc voices, but at this point, you are unsure about how many there actually are near the catapult.
You are about 60 feet from the catapult as the crow flies. going through the center offers cover, but requires 80 feet of movement. Moving around the sides of the Barterstones is possible, but it will take 120 feet to reach the catapult.
Racket |
"You all go the straight way in. I'll take the overgrown way, and once you've got them distracted I'll do my stabby-stabby thing. Good?"
Grok. |
Grok looks around for anything he can use as a shield and grabs whatever is closest.
"I'M GOING IN. I CAN DISTRACT THEM IF YOU RUN THE SIDE PATH, OR HIDE BEHIND ME IF WE GO IN."
Grok will hold his great sword in one hand, dragging the tip (as a carried object, not a weapon).
The idea is to use a sheild, if possible, to cover him as he walks towards the catapults. If no real shields are available, please add any bonuses for the associated improvised shields.
He grabs the 'shield' and equips it. The next round he takes a total defense and moves 20ft.
Base AC with total defense without shield bonus: 25
DM Haldhin |
Racket and Zavier start slowly moving through the narrow passage in the center of the massive rocks, while Grok leads Katrezra around the eastern side.
Map located here.
Grok is carrying the equivalent of a tower shield, but it probably won't withstand much damage.
You all hear orc voices, but none of you can see them yet.
Continue advancing?
DM Haldhin |
Straight in is rough terrain with lots of cover. Based on prior comments, I got the impression that Racket was going overgrown way, as was Zavier. I assumed Grok, and by extension Katrezra, were going around the open ground since Grok equipped a shield and went total defense. So the map accurately reflects those assumptions - but I apologize if I got them confused.
Assuming this is acceptable...
Your party advances toward the catapult. The orc voices grow steadily louder, and you hear one that seems to be deeper and harsher than the rest. Knowing orcs as you do, that one is likely the leader.
None of the voices seem to be alarmed, so it appears you have advanced without being noticed. At this point, you can make out five distinct voices, including the leader.
You also hear the groaning of wood as the catapult is cranked back for loading. You are not sure how fast it can be loaded, but it won't be long before another attack is launched against Trunau!
New map here
1d20 ⇒ 2
1d20 ⇒ 14
1d20 ⇒ 12
1d20 ⇒ 15
1d20 ⇒ 14
Racket |
Racket continues moving forward, trying to keep from being noticed.
Stealth: 1d20 + 16 ⇒ (2) + 16 = 18
Moving up to J9.
DM Haldhin |
Grok rounds the boulder and begins banging on his shield, attracting the attention of the six huge orcs manning the catapult. One of the orcs points at Grok and screams! This must be the leader.
The other five turn toward Grok, forgetting their previous tasks.
None of them show any signs that they have noticed either Racket or Zavier.
OOC: New map is located here. Please roll initiative and let me know what you want to do (and how you want to do it).
The leader of the orcs has a different picture than the other five.
1d20 ⇒ 8
1d20 ⇒ 17
1d20 ⇒ 1
1d20 ⇒ 19
1d20 ⇒ 1
1d20 ⇒ 4
Racket |
Seeing the orcs focused elsewhere, Racket swigs his mutagen and waits for the perfect moment to jump out and stab someone.
Init: 1d20 + 6 ⇒ (7) + 6 = 13
Zavier Vitoly |
Zavier steps in and smacks the orc closest.
Flurry: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 4 ⇒ (3) + 4 = 7
Flurry: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 4 ⇒ (2) + 4 = 6
Init: 1d20 + 4 ⇒ (20) + 4 = 24
DM Haldhin |
Grok continues foward with the large tabletop he found held in front of him like a massive tower shield. Katrezra huddles close behind, praying that none of their foes decide to circle around the massive oread. Four of the orcs charge at Grok, but all of them flail ineffectually at him with their weapons.
The leader follows the orcs and pulls out a small spherical object.
Racket remains hidden and swiftly drinks a potion of power, while Zavier leaps into action against the remaining orc, connecting two times with solid blows. The creature stumbles but remains upright, retaliating with a solid hit on Zavier with its club 5 points of damage.
Everyone is up again. Orcs have been numbered 1-5 for reference. Revised map is here
Orcs 1-4: undamaged
Orc 5: -13 hp
Orc Leader: undamaged
1d20 ⇒ 19
1d20 ⇒ 10
1d20 ⇒ 3
1d20 ⇒ 3
1d20 ⇒ 9
1d20 ⇒ 6
1d20 ⇒ 15
1d8 ⇒ 1
1d8 ⇒ 7
1d8 ⇒ 1
1d8 ⇒ 8
1d8 ⇒ 6
1d8 ⇒ 4
1d8 ⇒ 3
Zavier Vitoly |
Ahah! A good fight Zavier shouts and continues to wail on the orc.
Flurry: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 4 ⇒ (2) + 4 = 6
Flurry: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 4 ⇒ (6) + 4 = 10