No, you didn't miss that - you even took a closer look at it and after that byou came to the conclusion that this door would most probably lead to the battlements.
Harry opens the next door - the lathes, sawhorses, and other tools in this workroom lie in scattered, shattered ruin on the floor. The walls are smeared with gore, in some places forming messy grafitti. An ogre, only some feet away from you, takes out some earplugs as you enter and throws a human body away, he had been using as a paintbrush.
Oh! Hear my newest poetry: Me Big-a-Big, You Small-a-Small, I eat your head!
All three remaining rooms on the west side of the corridor are empty and besides the broken furniture pretty much look the same. Most probably guest quarters of some kind.
Now the double doors to the east lie before you...Harry pushes them open and...you are greeted by a ramshackle area of smshed tables, broken crockery and rubble. No living stirs here.
Oh, right, then the ogre's last attack hit Harry...sorry man ;)
Silas goes down before Marek is able to drain vitae from him - Harry's and Karlan's attacks were already enough for the "handsome" ogre.
And even though the fight was quite loud and Silas called for help, the fort is in silence again, only your pumping breath is audible.
You will make a nice work of art - will arrange you in the form of a triangle, hah!
Silas catapults into Marek, aiming to maim the Magus to jelly, then spins around to greet Karlan
Silas Kreeg - Marek / Ogre Hook 1d20 + 18 ⇒ (6) + 18 = 24
Silas Kreeg - Karlan/ Ogre Hook 1d20 + 13 ⇒ (17) + 13 = 30
a terrible attack...taking Marek nearly out.
Hopefully I got everything right now, please double check the map and tell me whether everything is correct
When Marek rushes past the ogre, cutting a nice wound over his belly, Silas Kreeg, the artist of the Kreegs, swings and tries to take Marek's head off with one swing
Silas Kreeg / Ogre Hook 1d20 + 18 ⇒ (14) + 18 = 32
Harry's Initiative1d20 + 2 ⇒ (6) + 2 = 8
Swiftly, the ogre readies his weapons and shouts
Brothers! We must have missed some!
The moment Harry disappointedly turns away from the door a massive figure turns up at the end of the corridor. One side of his face is surprisingly handsome while the other is a nightmarish canyon of scars and tumorous flesh.
More rangers to play with!
he says with an even more confusingly melodic voice and strides towards you.
Celestra isn't given the time to check the room properly, Karlan and Harry are already opening the next door
A long table with benches to either side sits in this room opposite a bookshelf with with dozens of books, most of which have been torn from the shelves, mangled and then messily stuffed back in place. There's another door in the northeastern corner of the room.
Harry opens the door and takes a step back: Obviopusly this chamber was once used to house the sick and wounded - now it is a blood-drenched nightmare. Hacked pieces of body litter the sick beds. The floor is slick with gore, strewn with mangled organs and heaps of entrails. A dead fat man sits at one of the operating tables, arranged as if he were merrily spooning chunks of his own disembodied organs out of a brown bowl. His guts spill out of a large gash in his belly. The man wears the remnants of the cleric vestments of a priest of Erastil.
Reaching the top of the stairwell, you find yoursel in a wide corridor with doors to both sides.
The stench of decay and slaughter is nearly as strong in the kitchen here, but for now everything is quiet...which is even more unsettling than the chef's humming.
You push forward through the dark until it widens after about three minutes to the size of a quite large tunnel, about 4m wide and 3m high.
Old traces of work done with pickaxes show that the tunnel is not natural and that the narrow gap was left as it is to hide the actual entrance.
Perception DC 22:
In the distance of the winding tunnel, somewhere out of sight, you can hear a deep bass voice sing a song...it's too far away to make out any details, but the melody is rather tuneless.
The heated debate takes you to the cavern entrance - a yawning black hole, quite large in size that narrows dowon to not much more than a slit within only a few metres.
It's just wide enough that you can pass through without having to move sideways. The stones glistenes wetly and is ice-cold...
Invisible or not - I need a marching order :)
The ascent up to Hook Mountain is even less comfortable than it was last time, cold winds tear at your clothes and you are more than happy that this is the second time you take this route. Being somewhat familiar with the path makes it much safer to get up to the mountain and after more than a day's travel, you finally reach the place of your battles against the ogre elite again.
While you are discussing your next plans, you reach the Turtleback Inn again and Harry is able to persuade bartender and cook to prepare the giant pike for you...about an hour later you are on your rooms again, with a fine meal. good winde and a soft bed waiting for you.
[oooc]Skip to next day and return travel to the fort?[/ooc]
The fisherman whistles when Marek dries his clothes so easily
My wife would love to know that trick, heh.
Ailetha checks the room again and after a short while she is pretty sure that some barrels filled with an explosive substance were set afire in here.
It seems highly unlikely that this was an accident.
After you have swum a circle around the ship, you find an opening on the back...The ship's inside shows massive traces of the burning and here and there you even find the remains of one of the customers...
As you think you have already seen everything, Ailetha suddenly notices a small chamber - here the fire must have started, since the damage hiere is much greater and bears not only signs of a fire but also an explosion...
The fisher is a bit irritaed by the intimacy between the two women...and also by the puking Paladin...
In the lake, Harry and Alana finally reach the wreck of the casino boat. It must have sunk like a stone, since it didn't turn around or to the side.
The ship's superstructures are mostly gone, only here and there black remains bear testimony to the fire.
Ambush a fish underwater?! C'mon :)
Rules for underwater combat:
Successful swim check is required to attack/ only piercing weapons deal full damage, other weapons /2
Swim checks pls, before I retaliate.
Oh yeah...giant pikes roam the deeper regions of the lake...but we rarely get to see them, sometimes dead exemplars are washed upon the shore but that's it...well...should they meet one of those down there I hope they know how to fight, heh...
When Harry decides to find out what is hiding in the shadows he swims over to where he saw the large silhouette and is greeted by a fish with a long and slender body with light spots along its sides and a tooth-filled maw. A giant pike that doesn't waste time and attacks...
and lets Hqarry have the first swing :)
Mareike is still unable to get deeper...5 pts of dmg again.
The fisher shakes his head as he notices Marek's inability to swim
Got some fine lungs, but doesn't know the technique, eh?
Meanwhile Harry and Ailetha manage to dive farther and farther...
Perception DC 22:
Suddenly you notice a large shadow moving just at the edge of Ailetha's light spell...
Marek shares the swimming problems of Alana and Karlan and unable to dive deeper has to return to the surface too (after taking 5 pts of damage).
Now Harry and Ailetha are the only ones remaining in the water...(does that lead to a change of plan or are you going deeper?)
The fisher grins when he hears Celestra but spares her any comments...
Sry, no signs of magic
The water is so cold it nearly makes your hearts stop - and really, you think you miss one or two heartbeats until it pounds again...
Surface of the lake functions like a light-sucking curtain and after you have reached a depth of about two metres nearly every bit of light is gone and total darkness surrounds you - hardly can you make out the silhouettes of the others and momentarily you realize that you will need a light source not to lose contact to each other.
Swim Check DC 12