What may have once been a small cheerful bar shows that this room once acted as an underground tavern. Several shelves for wine bottles fill the western half of the room. Most of the wine bottles are smashed, the furniture likewise ruined, with the exception of a strangely child-sized table and set of chairs that seems to have been built out of scavenged parts from larger furniture that sits on top of the bar itself.
You also find a smaller table, barely a foot tall, with small, crude chairs and small glasses, most pushed over.
You carefully search the room, and you find that some of the bottles of wine are still intact and vintage. You save them to sell later. You also find some of the small bottles actually are potions in disguise.
Looking at eh small table, Damaia says, Ok...that's just creepy.
Another 5 minutes elapsed. Loot sheet updated with potions and loot so far. Map updated.
Possibly...they were slain by the orcs.
The Royale Guard generally does not have the time to patrol lands so far from established cities. We have to fend for ourselves. Usually, the worst thing we face is a goblin or bear...but now, orcs. These are dark times, I say. I don't believe we have much choice. I will tell the others that we need to abandon our homes and leave.
The woman looks a little nervous. Not all who do good works have your best intentions at heard, my elven friend. Be careful about the proverbial wolves in sheep's clothing.
She makes some food and hands each of you a bowl.
Life just gets harder out here. I'm afraid we're going to have to leave these farms. Without our menfolk to help do the heavy lifting, I'm afraid we're not going to last long, out there.
The evening passes without further incident, leading to a new morning.
Just as a reminder, 20 minutes since you started the search of the rooms has passed.
You head down towards the cellar. 1d20 ⇒ 171d20 ⇒ 14
Damaia points out the the stairs have been crudely trapped. Oil has been poured carefully on some of them, which could cause one to fall down the rest of the way. At the bottom, rusted caltrops awaited the potential victim, ready to maim, disease, or both.
You carefully avoid them. Ahead you see two sets of doors, as well as an intersecting hallway healing north and south. Which way? Damaia whispers.
It is a necklace of Fireballs type IV. Gems are values about 1,000ish. Loot worksheet updated. Map updated. You have now explored the first and 2nd floor. Only the cellar/basement awaits.
Damaia seems to watch Edmond more often than not. It seems almost like she cannot take her eyes off of him. After all of the rooms are searched, she asks, Well, looks like the only way is down. Do we rest, or head to those stairs we saw earlier?
One of the women answered, No...We haven't seen orcs before at all. I can't believe they got this far north onto our lands!
Most of the orc's weapons and armor were of poor quality (as to be expected of orcs). However, those who taught you, taught you to search every part of your enemy for possible spoils. Inside of the mouth of the light skinned one, you see a peculiar ring piercing his tongue. It's slight glow catches your eye.
One of the mothers covers her sons eyes as Jark carries on his grissly task. Another stops, drops to her knees and weeps. When asked, she tells how her husband was slaughtered, trying to save them.
Another invites you to stay the night in their homes, after finding out that you are travelling quite a distance.
Sorry...got stuck in meetings all morning
Jark crashes his hammer down. The orc tries to block it with his weapon, but it breaks under the blow. The orc drops the hilt and quickly reaches for another weapon, but not fast enough. Jark brings his weapon down again, crushing the orc's shoulder and breaking his spine. He drops to the ground. The last one drops his weapon and attempts to flee.
1d20 ⇒ 141d20 ⇒ 41d20 ⇒ 1
(Assuming that the party wishes, they kill the fleeing orc before he leaves, otherwise, he gets away.)
The bleeding samurai is stabalized.
She falls. The other orc turns to the dwarf.
Orc Falchion: 1d20 + 5 ⇒ (12) + 5 = 172d4 + 4 ⇒ (3, 3) + 4 = 10
Breathing heavily, the lighter skinned one says, First you dwarf, then your smart mouthed little friend.
EFL' OrcA (KO'd, ), OrcB (KO'd, ), OrcC (KO'd, ), OrcD (Perfect, ), OrcE (Perfect, ),
1d20 ⇒ 81d20 ⇒ 41d20 ⇒ 71d20 ⇒ 9
Well, I must say, I have never seen anything like THAT before, the tiefling says.
As the orcs surround the party...
One of them finds an opening in the dwarf's defense, causing blood to pour out. Grinning he said, You dwarfs fight same as little kittens. You bleed much as pigs.
EFL' OrcA (Perfect, ), OrcB (KO'd, ), OrcC (Hurt, Flanked), OrcD (Perfect, ), OrcE (Perfect, ),
Don't forget to add +2 to hit flanked creatures. Rogues add sneak attack when using melee vs. creatures with 'flanked' condition.
Many of the heroes' blows are blocked, though Jark cuts one of the orcs down right off.
Orc Falchion: 1d20 + 4 ⇒ (1) + 4 = 52d4 + 4 ⇒ (4, 1) + 4 = 9
Will wait a full posting period before resolving next round, but occasianally you all will see me post flavor things like this while waiting.
One of the orcs yell back in broken common, Slice up them! Small one make slave, yes!
One in the back, whose skin is not as quite as green, grunts, Kill them all. We have enough slaves for now.
1d20 ⇒ 101d20 ⇒ 51d20 ⇒ 17
... and manages to hit spots that his friend is not in. Edmond attacks, but misses. Taryin struggles inside of it...
1d20 ⇒ 5
The creature continues to squeeze the sorcerer. 1d4 ⇒ 1
As Edmond lunges forward, the creature attempt to swallow up Edmond with waters from the pool.
1d20 + 14 ⇒ (12) + 14 = 26
And it does! The water creature grows with TWO men now engulfed inside of it!
(Engulfed creatures may attempted a CMB, swim check or Escepe artist to get out after 1 round. This attempt is a full round action.)
1d4 ⇒ 3
The creature lashes out at Beppo, who hurt it earlier.
1d20 ⇒ 11
The party stops when they see some crude huts and tents in a distance. About 200' away, they see some green skinned, somewhat larger humanoids... nearly a half dozen. Tied up, in a circle are a dozen humans and halflings...mostly women and children. Some of the women look roughed up and bruised.
1d20 ⇒ 9
As Taryin thrust forward with the dagger, the watery doppelganger seems to do exactly the same... but in the split second that Taryin's body is committed to the false attack, the duplicate grabs his outstretched arm and pulls him into the water! The party turns from the resounding noise of the ensuing contest as Taryin finds himself engulfed by a watery copy that now seems twice his size! Taryin struggles to free himself before he drowns as the party looks on in horror!
Toriel follows the trail, leaving others to decide whether to follow. Along the way, you find half a torn shirt. The size suggests that it belonged to a child or a halfling.
Survival DC 15:
As you follow the trail, you notice thick tracks, as well as evidence of something being dragged. If you had to guess, these tracks were made by humanoids that are somewhat larger and heavier than humans.
Damaia leads the way, carefully searching for traps.
The room contains a crystalline pool encircled by a border of eldritch symbols.
Suddenly, Damaia's face brightens up. As you get closer, you see that the watery figure looks exactly like her. Aside from the fact that it does not leave the pool, it mimics here from the ankles up.
She waves, and it waves back, just like a mirror image. She giggles. Hey, this isn't a creature...it's some sort of trick! It appears to be the work of magic, yet Taiyan detects none.
DC 12 Local knowledge:
Wracking your brain, you surely cannot think of any celebration being held today.
You walks towards the field to investigate.
You walk through field after field and eventually make your way to the town square of sorts. Everything is abandoned, and quiet. Too quiet. You see enough things knocked over and left undone to give you reasonable cause to suspect that the people here left in a hurry, or against their will.
DC 11 survival, DC 16 perception:
In the fields, you find several crushed crops and trails of blood leading north.
You find no aura. However, this does not completely surprise you. Not all creatures made of water have a magical aura in and of themselves. According to your studies, many are from other planes of existence, but unless recently summoned to the material plane, would not have an aura of magic in and of themselves.
So, umm....guys? What do we do?
You're not sure, but you think Damaia's face has turned an even deeper shade of red than normal. Looks that can kill and with gentleman's touch! Boys, take notes here. Bran...Edmond, the pleasure is all mine.
1d20 ⇒ 61d20 ⇒ 151d20 ⇒ 1
With renewed vigor, she moves to the front. I see what you were talking about. Looks like a creature made out of water is moving around in the fountain, perhaps guarding it. How do you all want to proceed?
Another day of travel brings you a step closer to SilverFall. After another day of walking, you see farms not too far in the distance. Despite the fact that its a beautiful day, you do not see anyone working the fields. This strikes you as curious, though investigating the affair would takes you off the trail and add time to your journey. The party discusses the matter.
Damaia takes a few steps back, and blinks hard. Whoa. Brandon, I.... The look of shock melts away to a smile. I never knew! And here I thought that you were next to Kyle in being a complete saint. But, you must have tainted blood and darkness, like me! I've just never seen it manifest as two different forms!