Hippa |
Hippa sidles up to Brannock, "Knocking is always polite. I would suspect politeness is not something normally expected from this side of the door. But just in case you need to be a bit more forceful with your knock, Gorum may provide a little help. He favors those tactics." She gently touches Brannock's sinewy arm and with the other hand gripping an broken armor spike of iron on her spear. You hear a bit of orcish and a quick jolt of something. Vigor, +1 damage next roll. Will save to resist.
If Janivan says nothing or looks hesitant, Hippa looks around for traces of goblin or perhaps recent usage. "Simple lock, dark places, unguarded door. Probably trapped. Who gets to knock?"
Sevros Kalaris |
Sevros shakes his head as the party begins passing through the door as he mutters to himself.
"don't overthink things, kid."
Brannock Galdarg |
Brannock smirks at Janivan. "I guess that is why we are following your lead, Janivan. Let's go through quickly. Perhaps we can brace the door on the other side to slow them down."
Tramtris Arvanxi |
"Time to bar the door again I suppose." Tramtris mused closing the door once everyone was through. He glanced at the door to see if it had some form of lock, if he didnt he moved torwards the table to begin to block the door to perhaps give them a bit longer to escape.
Hippa |
Hippa moves to the other door and listens. "I believe we need to keep moving until we are no longer in a cage and assured of no pursuit. We'll spend more time moving and blocking then they'll do to break through. Stupid goblins could've led us to an escape route." Perception 1d20 + 5 ⇒ (19) + 5 = 24
MiniGM |
Alright, I will say that it was a simple task to move the table in front of the door, and costs you almost no time, though nothing else is blocking the way
1d100 ⇒ 82
Our heroes travel for another 20 minutes, moving quickly and finding the marks, though a few are almost covered over with nasty on the walls. Then another cave in blocks the way forward.
1d100 ⇒ 97
Brannock Galdarg |
"Damn! Another cave-in." Brannock moves several of the rocks to try and determine how thorough the cave-in is.
Perception?: 1d20 + 1 ⇒ (20) + 1 = 21
If it looks like the other side is only a few feet away, Brannock will begin to "shovel" rocks and debris out of the way. If he can't see the other side or believes the other side is more than a couple of feet away, he will turn to the group and explain what he suspects and ask for suggestions
Sevros Kalaris |
loads of meetings today so I'm just now checking in
Sevros lends a hand to clear the rubble.
"Janivan, how much farther? What can we do to reduce the risk of compromising your safe house at the end of this path?"
Tramtris Arvanxi |
Like Brannock he dove into the removal of the rubble. Getting clear of these sewers and away from the hellknights was his only worry at the moment.
Sevros Kalaris |
1d100 ⇒ 97
Brannock Galdarg |
Brannock glances over at the noble helping and grunts in the affirmative, before returning to the task.
Hippa |
Not wanting to join in the labor pool of large sweaty men, Hippa turns to Janivan. "Tell me dear, are these tunnels leftover from another period? I can't see these as being sewers or drainage for the city above. Smuggling from a bygone era perhaps? It would explain the limited and locked entrances." Sense motive 1d20 + 3 ⇒ (11) + 3 = 14 There is just something about this whole event that is suspicious to her.
MiniGM |
They are the sewers, no one even really recalls when they were built, the reason we use them is because they are so effective there is almost never anyone down here since no one can even remember the last time there was a back up. But they are certainly the city sewers Hippa
Tramtris Arvanxi |
strcheck: 1d20 + 2 ⇒ (1) + 2 = 3
Again Tramtris quickly hurried up the ladder and braced himself trying to force open the grate. This time however He just couldnt put any force into it. His arms felt like they were burning with weakness already. He climbed down rubbing on of them. "Bah I could barely put any force behind that im afaid perhaps you would have better luck Brannock." He said stiffly there was a note of disgust in his voice, but it wasnt directed at the half- orc. If anything the noble seemed to be upset at himself.
Too many nights lost in cup and women Tramtris, you've gotten soft and weak, how will that help repay those that took your love from you? he chided himself mentally.
Auði Jaw-Jacker |
As Tramtris comes down, Auði puts a hand in front of Brannock. "Hang on. I've managed to put a few odd things together and take them apart at the theater. Let me try my hand at this lock." Auði scrambles up the ladder and gets his tools out, twisting them around in the lock to see if he can jimmy the mechanism.
Disable Device 1d20 + 6 ⇒ (20) + 6 = 26
Brannock Galdarg |
As Tramtris comes down, Auði puts a hand in front of Brannock. "Hang on. I've managed to put a few odd things together and take them apart at the theater. Let me try my hand at this lock." Auði scrambles up the ladder and gets his tools out, twisting them around in the lock to see if he can jimmy the mechanism.
Disable Device 1d20+6
sweet roll!
Brannock Galdarg |
"Do you want me to try and force the grate?"
Brannock Galdarg |
Brannock moves up the ladder, braces his legs and heaves.
Strength Check: 1d20 + 4 ⇒ (2) + 4 = 6
"It would seem the grate is barred or stuck fast."
Man the dice roller hates us on skill checks when they count!
Tramtris Arvanxi |
since it hates us strong ones send up hippa, I bet she can force it open
He frowned at the half - orcs assesment feeling just a little bit better that he couldnt force it open either. He griped his halberd and turned readying to sell his life as dearly as he could.
Hippa |
I see two choices so far. Stay, fight and retrace our steps or continue to the end of this rat maze." Hippa does not even bother looking at the grate. She moves to spot the next symbol on the wall. "Janivan. You have walked this route before haven't you?
Hippa |
"Huh. Trail blazes go both ways. No one is erasing the symbols carved in stone behind us. Still. I'd rather go forward despite the feeling we are being herded."
1d100 ⇒ 25
MiniGM |
Audi spots it quickly and leads the party the right direction.
1d100 ⇒ 8
Everything goes quiet as the party advances for at least 2 minutes with no change in the tunnels.
1d100 ⇒ 45 1d3 + 1 ⇒ (3) + 1 = 4
The heroes come to a massive junction with a total of 7 tunnels connecting. I need another perception to find the mark.
MiniGM |
ok going to fastfroward us a bit
Audi keeps it up and points to the mark after only a few moments.
sad and they are off again
1d100 ⇒ 21
Another junction and Audi
1d20 ⇒ 15 spots the mark again.
1d100 ⇒ 50
1d100 ⇒ 37
Another junction and Audi
1d20 ⇒ 2 is sure the mark says to go left.
The party follows it a ways, and finds themselves confronted with a wall, and no where to go.
1d100 ⇒ 87 but they are able to get back without the hell knights catching up.
1d100 ⇒ 52
Another junction and Audi
1d20 ⇒ 9 spots the mark again.
4d100 ⇒ (28, 18, 24, 14) = 84 minutes pass again with no change, but the drip of water and skittering of bugs and rats.
1d100 ⇒ 84 then the party finds old, rotten crates blocking the path, obviously they were stacked there.
1d100 ⇒ 14
Brannock Galdarg |
Brannock readies his axes. It is better to spring a trap knowingly than to stumble into it!
Brannock Galdarg |
Brannock will hack through the boxes using his ax.
MiniGM |
4 Hellknights advance out of the darkness
[rolling init]
Baddies win! muahahaha
# crossbow bolts fly, 2 at Tramtris and 1 at Sevros, while another closes on Hippa with his long sword.
Tramtris 2d20 ⇒ (20, 19) = 39 2d8 ⇒ (2, 2) = 4
Sevros 1d20 ⇒ 9 miss
Hippa 1d20 ⇒ 14 hit for 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8
2d20 ⇒ (9, 7) = 16 confirming on Tram neither confirms...nuts :)
Hippa looks incredibly Woozy
Go Heroes
Brannock Galdarg |
"Get back little one!
Brannock will move to intercept and engage one of the hellknights.
Attack Roll: 1d20 + 7 ⇒ (13) + 7 = 20
Damage Roll: 1d6 + 4 ⇒ (6) + 4 = 10
Hippa |
*Gasp* Let the gods provide the judgment not the hellknights." She steps back 5' to let the big halfer take point. Then she casts bless, not caring which holy symbol is clutched on her boar spear. +1 to attack and against fear for our team.
Perception 1d20 + 5 ⇒ (4) + 5 = 9 Are the hellknights all human? Where is their light source? Is there a light source? Hippa will dismiss her light as a free action.