Songan |
Dundin is the one with darkvision, so I'd think he should go first. Since Songan has low-light, he'd be willing to stay somewhere relatively near the front. As before, I'd say Leira should stay somewhere near the middle.
Also, congratulations on killing the flood troll to those who did something besides close ranks with it!
Dundin Larringfass |
Dundin approached the statue of the pretty lady. He took the sword and bowed. I wonder if I could take her. She seems tough, for a human
Dundin takes the lead. He offered the sword to anyone who wanted it. He would use it as a backup weapon, but only when he was sure no dwarves would see him using it.
Then Dundin takes the lead. Maybe they would confuse his scent for the trolls. They were both ripe, just in different ways.
Leira |
Leira smiles as Dundin takes the fine sword with a gesture of disgust.
She then follows him and the party to the Northeast, observing to side and side of the corridor.
Perception (darkvision): 1d20 + 1 ⇒ (3) + 1 = 4
GM Darkblade |
1 person marked this as a favorite. |
Roll 1: 1d20 + 6 ⇒ (14) + 6 = 20
Roll 2: 1d20 + 7 ⇒ (15) + 7 = 22
Roll 3: 1d20 + 4 ⇒ (5) + 4 = 9
Roll 4: 1d20 + 5 ⇒ (19) + 5 = 24
Stranger: 1d20 + 3 ⇒ (19) + 3 = 22
Adir: 1d20 + 2 ⇒ (9) + 2 = 11
Delia: 1d20 + 4 ⇒ (10) + 4 = 14
Dundin: 1d20 + 2 ⇒ (12) + 2 = 14
Groin: 1d20 + 1 ⇒ (2) + 1 = 3
Jace: 1d20 + 2 ⇒ (17) + 2 = 19
Leira: 1d20 + 3 ⇒ (5) + 3 = 8
Songan: 1d20 + 4 ⇒ (7) + 4 = 11
Tuzak: 1d20 + 2 ⇒ (20) + 2 = 22
Surprise Round
Dundin, Tuzak, and the Stranger may act in the Surprise Round
Dundin: 1d20 + 7 ⇒ (17) + 7 = 24
Tuzak: 1d20 + 5 ⇒ (12) + 5 = 17
Dundin and Tuzak sense the Stranger moments before he notices them, allowing them to act in the surprise round before he does. They see a figure dressed in dark clothing, pacing the sword room as if waiting for someone, seeming nervous and anxious. As the figure turns in their direction, they see the man is a half-orc, perhaps even slightly familiar but they cannot be certain. Humans, half-orcs, they all look too much alike to really pay attention, unless you have to deal with them on a daily basis.
Group Initiatives
First Group: Tuzak, Stranger
Second Group: Adir, Delia, Dundin, Groin, Jace, Leira, Songan
Surprise and First Group are up, 36 hour timer counting
The stranger stands in the sword room, waiting for his troll counterpart. He seems to be pacing, fretting, realizing the troll is late. As he turns he sees figures moving in the hallway, just as they spy him. He grabs at a dagger on his belt as he steps back, watching what the trespassers do next.
Dundin Larringfass |
Dundin takes a running jump after warning the others: "I am jumping this suspicious tile." Dundin moves five feet and leaps over the next tile and continues to approach the orc. His leap is a think of beauty and his leap is over ten feet long and clears more than two tiles.
acrobatics +4 DC5 I think: 1d20 + 4 ⇒ (13) + 4 = 17
I think a leap means no charge--twenty feet of movement to get up front of the action.
Dundin moves up to half orc, and smiles. "Your friend RSVPs with regrets. With great regrets."
Dundin shouts: "Can the others come through that doorway?" Dundin points to the southern doorway to the room.
Tuzak |
Surprise Round
-------------------------------------------------------------------
Tuzak whines at the trap, unsure what to do, then backs up, waiting for someone to take care of it.
-------------------------------------------------------------------
Round 1
-------------------------------------------------------------------
Tuzak continues to wait.
-------------------------------------------------------------------
Hold action.
GM Darkblade |
Per James Jacobs Dundin could indeed jump as part of the charge, having made the Acrobatics check.
Dundin's Charging Axe Delivery Service: 1d20 + 8 ⇒ (6) + 8 = 14 therefore makes good on another assignment, delivering Damage: 1d8 + 3 ⇒ (2) + 3 = 5 to the "half-orc" figure pacing the room.
The half-orc, startled by your groups arrival, takes a 5' step away from Dundin, throwing his Dagger: 1d20 + 5 ⇒ (4) + 5 = 9 at Dundin, missing in his panic. He seems to be trying to back his way to the ladder up, paying no attention to any activity on the other side of the portcullis door heading south.
Group Initiatives
First Group: Stranger
Second Group: Adir, Delia, Dundin, Groin, Jace, Leira, Songan, Tuzak (holding)
Second Group is up, 36 hour timer counting
Leira |
Leira follows Dundin jumping the floor where he states there is a trap.
Acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7 I guess the DC was 5
The jump is hasty and clumsy but she somehow succeeds on getting to the dwarf. She there discovers the half-orc and enrages on the thought he is helping the Twisted Nails "You bastard! There is a patrol on the first floor just over the hatch, weapons ready. I would not try to run away through there"
Bluff: 1d20 + 9 ⇒ (14) + 9 = 23
"Surrender now, explain us what kind of terms do you have with the trolls and you will have an opportunity to life another day." the girl gives the half-orc a stern look, Give me a reason to kill you scum
Not trusting the half-orc will, Leira readies an action instinctively.
Ref DC 15 or fall prone, double movement cost to move through, increased climbing DC because slippery
I will leave throwing the troll's head to the floor to Songan ^_^ Actually that would have been an unforgettable entrance
Adir Bloodmoon |
Round 1
-------------------------------------------------------------------
Adir takes the head off his belt and chucks it at the trap. If that triggers the trap, he gives the go-ahead to Tuzak.
-------------------------------------------------------------------
Throw Head(Improvised): 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11
GM Darkblade |
Round 1 Update
Leira placed herself actually in the square Dundin indicated to jump, so I moved her ahead one square. Not that it helped all that much in the end.
As the half-orc sees Leira standing in the long hallway, he thinks to make the smallest of movements to reach for something on his belt. A startled look comes over his face instead, as before he can trigger it, someone else sets off his deadly trap.
A dead grinning flood troll's head lofts through the air and, almost smugly lands atop the trigger tile with a hollow thunk to be followed by a mechanical series of clicks, setting off not one, not two, but three series of bear traps cleverly hidden along the fifteen foot hallway. Large steel jaws spring up and out of the tiles, smashing through the thin layers of grout which hid them, snapping at anything in the row, finding in this case the surprised lass Leira.
Ker-snap Crunch: 1d20 + 10 ⇒ (8) + 10 = 18 echoes along the hall as the bear traps spring closed upon Leira's legs, for Damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14, causing her to scream in intense pain before collapsing, reaching out weakly, using Dundin's back to slow her fall, down to the floor. The dwarf turns, helping ease her descent, before hastily turning in anger back towards the stupefied but grinning half orc. The dwarf's axe twitches and jumps in his grasp.
Group Initiatives
First Group: Stranger
Second Group: Adir, Delia, Dundin, Groin, Jace, Leira, Songan, Tuzak (holding)
Adir and Leira have acted this round.
Second Group is up, 25 hour timer counting
Tuzak |
Round 1
-------------------------------------------------------------------
Adir yells, "Tuzak, go!," and the big sloth comes rumbling down the hall.
-------------------------------------------------------------------
Move: Double move.
Delia Everheart |
Delia hears Leira scream of pain and rushes forward to find her collapsed form on the ground of the hallway. Jace senses her anxiety and rushes to follow behind, a rumbling growl in his throat. "Leira!" She kneels down next to the unconscious girl and begins to cast a simple spell to stabilize her and prevent further injury from her wounds.
Double Move into current position. She will cast Stabilize next round. She will also order Jace to enter the combat.
GM Darkblade |
Round 1 Update
Tuzak rushes into the room at Adir's orders, avoiding: 1d20 + 7 ⇒ (19) + 7 = 26 stepping on Leira in the process. The big sloth snuffs and issues a high pitched, squeaking bark at the half orc.
Delia rushes around the corner, at first intent upon helping the others, then dropping to a knee as she finds Leira collapsed upon the tiles, bear trap still gripping at her legs. She examines the girl, hoping to aid her, as Jace rushes past, a roar escaping his lips as he then leaps: 1d20 + 7 ⇒ (2) + 7 = 9 over the fallen Leira, bounding into the room and facing off against the foe Tuzak is already treeing.
Group Initiatives
First Group: Stranger
Second Group: Adir, Delia, Dundin, Groin, Jace, Leira, Songan, Tuzak
Dundin, Groin, and Songan left remain to act this round.
Second Group is up, 23 hours remaining
Groin Ironhouse |
Dundin Larringfass |
GM Darkblade |
Round 2
Songan stands guard at the entry point, watching and waiting in case anyone tries to flee back this way.
Dundin skirts around the room as he spies Groin rushing in, throwing ax at the ready. The dwarf moves back wide to circle the half-orc, then rushes in, his ax again drawing blood from the spy.
The half-orc staggers a moment under the hit, then Lashes Out: 1d20 + 4 ⇒ (15) + 4 = 19 at Dundin with a morningstar he had hidden along his back for damage: 1d8 + 1 ⇒ (4) + 1 = 5. He then lunges back at a lever on the wall, causing the portcullis to begin to raise up from the floor, backing himself against it.
Group Initiatives
First Group: Stranger
Second Group: Adir, Delia, Dundin, Groin, Jace, Leira, Songan, Tuzak
Second Group is up, 36 hour timer counting
Dundin Larringfass |
Dundin takes the Morningstar hit with a barely suppressed 'OOF' as it cracks a rib. Dundin slides into the corner to attack from the flank.
"I like that Morningstar. I may use it when you are dead."
Dundin talks calmly, as if the fight with the orc is a foregone conclusion.
flank attack: 1d20 + 8 ⇒ (18) + 8 = 261d10 + 3 ⇒ (8) + 3 = 11
His third hit with the axe bites much deeper.
9/17hp left -- I may be forgetting hatred, as this guy is probably of the orc subtype
GM Darkblade |
Dundin swings mightily at the half-orc, all thoughts of taking a prisoner forgotten. His axe cuts deeply into the stranger's side, spilling blood and viscera upon the floor. The smell washes over the area immediately, a vile mix of bile, blood, and decay. Dagger and morningstar clatter to the floor as the half-orc grabs himself, feebly attempting to hold himself together, falling backwards through the opening portcullis. His eyes stare weakly up at the ceiling, then the dark orbs roll back in his skull.
Anyone else wish to act here?
Leira |
Stabilize: 1d20 + 1 ⇒ (2) + 1 = 3
Leira leg bleeds where it is bitten by the trap.
He was on negatives, you said it staggered, and thus only standing by orc ferocity. Thus, he is most probably dead now :S
Adir Bloodmoon |
Adir rushes to Leira's side, summoning his power to heal as he kneels down and touches her. "I'm so sorry, I didn't know," he offers weakly. Tuzak comes to Leira's side and offers his own apology, a lick from a very long sloth tongue.
Adir sees Dundin standing over the body of the half-orc and, in a panic, scrambles to the half-orc's side. "Dead men give no answers!," he rebukes the dwarf and without checking to see if the man is dead, he summons his healing magic again and releases it into the half-orc.
-------------------------------------------------------------------
CLW:Leira: 1d8 + 2 ⇒ (5) + 2 = 7
CLW:Half-orc: 1d8 + 2 ⇒ (2) + 2 = 4
Both CLWs used.
Dundin Larringfass |
Dundin snaps: "He had a chance to surrender."
Pointing to the cracked ribs and the wound from the throwing dagger he pulls out. "I guess there is no healing for me."
Dundin searches the orc, definitely taking the Morningstar.
if he was on orc ferocity, he would have passed out after attacking, and not been standing
GM Darkblade |
After aiding Leira, leaving her in Delia's capable hands, Adir finds the half-orc to be responsive to his magicks. It would seem the balance has use for this one further, for though grievously wounded the man is pulled back from the brink. Having a closer look at him, Adir realizes this is Daktani , a fellow native of Trunau and a known thorn in the side of her more law abiding citizens. Petty thief, conman, and wag, but spy and saboteur? Adir knows that not all half-orcs are bad, but this news, shared with the wrong people, could enflame tensions further against the half-orc community. Turning to the others, Adir speaks. It is Daktani, and he is alive. Give him a few moments and he will be conscious.
Searching the half-orc, Dundin finds he is dressed in common leather armor and clothing. The dwarf removes and sets aside a pack containing a small blue glass vial with the markings of Cure Light Wounds like those sold by Abadar's Countinghouse, two clear glass vials marked as Pass Without Trace, Silvermane's own blending it would seem, a red clay vial marked with an etched rune, 2 small clay smoke pellets, a hefty tangleburn bag with a beaded pull cord, a small bag nearly empty of black coals coated with a bluish powder, a small leather pad of thieves tools. The half-orcs belt pouch holds a tarnished silver plated key, a small reddish orange garnet, and thirty loose gold coins.
Dundin disarms Daktani of five daggers of various sizes and shapes but all mundane and a short sword and sheath tied to a length of flexible brown cotton cording which is wrapped 8 to 10 times around the half-orcs waist. The morningstar is of superior quality and bears Sara Morninghawk's stamp.
Dundin is correct, the half-orc does possess ferocity and therefore could have still acted and then passed out. However the AP calls for the half-orc to be a coward, so he instead grabbed his entrails and passed out. Adir's CLW has stabilized him and is returning him to consciousness, but only just barely. Sorry folks, I had to play up the suspense a little.
GM Darkblade |
You bind Daktani and set him up against the wall, preventing reopening his wounds or starting them bleeding again. The half-orc slowly wakes up, then starts back, realizing he has been captured. The sight of you all standing around, weapons out, hateful glares, Daktani realizes he is in danger of finishing his slide into death.
In rambling fashion, he begins pleading for his life, spilling what little he knows about things going on in Trunau. It doesn’t take much threatening to get the cowardly rogue to talk, the occasional harsh word or threatening gesture suffices.
Daktani knows that a group of half-orcs have infiltrated Trunau, and that an orcish raid on the town is planned for the near future. He swears he doesn’t know the details, or when the attack is supposed to take place—only that the half-orcs are looking for something in town first. Ghaer, the flood troll, was supposed to have any new orders from the orcish commander, and he was to report he has made possible progress on finding the "Stash". Skreed, the human leader of the infiltrators, never specified who exactly he was working for, always cryptically referring to his other partners as “the tribe.”
Daktani gives you the name of his contact, Skreed Gorewillow , a human who walks freely about Trunau, but stays in an unknown home in town, and has only ever met with Daktani at his own flophouse or at the Killin' Grounds. Daktani has been kept ignorant of the otherr half-orcs’ hideout in Trunau. As such, Daktani has no way of knowing the location of his boss or any of
the other half-orc saboteurs.
The "Tribe's" been growing restless, they're gettin' ready for something. They said last time Skreed had best report good news this time, good news or they'd set the date and pull Skreed out. No idea what that means, I just listen and report. Skreed was going to have me report he'd made some progress, identified a possible entrance, he just needed a few more days, another week at most. Don't know if it's true or dungscrap, but that's what Skreed said.
Adir Bloodmoon |
"My healing is limited, you'll live," Adir says bluntly. He recovers the head of the flood troll while Daktani collects himself.
After hearing the half-orc's story, Adir responds, "Sounds like we need to meet this Skreed fellow. In the meantime, we can take him..." Adir nudges the guy with his foot, not exactly kicking him, but not totally restrained either, "...to the guards or Council. But should we check to make sure there isn't anyone else down here first?"
-------------------------------------------------------------------
I really appreciate assuming we asked the appropriate questions and relaying the information, rather than spending several days on it. Thumbs up, GM!
GM Darkblade |
Daktani seems to panic at the thought of being hauled before the guards, or the council. He looks around at everyone, seeing he will find no friend amongst you. He winces as he tries to stand, blood seeping slightly from his wounds as they tear with the exertion. You can't take me in, Skreed has eyes and ears everywhere he says. He'll know and he'll kill me. He'll kill me or worse, he might start whatever it is they been planning. I can make a deal with you. Let me go, just let me run. I will leave Trunau, I won't ever come back. I can help you, I can tell you where I usually meet Skreed, so you can watch for him. I can tell you where one of his spies works, or worked, I dunno. She's a mean one that Urnsul. I met her lover once, he might know where she is now. The half-orc starts to panic, his eyes wider now than when fighting with Dundin. His voice rises in pitch, his words squealing out like a pig jerked by the tail. Othdan Meriman, Othdan Meriman. Skreed took him, caught him passing by too close, locked him away he did. I know where, I can tell you. You gotta let me go.
Leira |
"The Stash... what the heck that should be..." Leira says after thanking Adir, still recovering from the intense pain caused by the trap "If they are looking for something, then, it means the white signs are probably used to mark where they have already checked and found nothing. We have to look for the still not marked places then!"
She nods to Dundin "We surely have to take him to let the guard know all this"
"Melira, is that the name of Urnsul's lover you just said?" Leira stands up, still with the help of Adir. The girl's rage increasing as the half-orc starts squealing out "What have you done to Othdan miserable!? Her woman is most worried! She thought horrible things about him! Where is him?! Answer dirty orc!" the girl kicks the half-orc's feet.
"I would not free this one until we are sure Othdan is save. I am sure he is also behind the recent burglaries around Trunau" the girl gives him a stern look.
Addressing Adir's requirement Leira finally adds "Yes, let's make sure this place is clean while we decide what to further do. I think we will find all the valuables this orc pork has been stealing to our community" with another kick at the half-orc's feet the girl moves to the northern rooms.
Is there something in the 3 rooms left to explore? I am for a fast exploration then move to update the guard and save Othdan. We can let this one free once he has told us everything else left. Taking him with us will just probably cause trouble and I don't feel like killing him cold
GM Darkblade |
"Melira, is that the name of Urnsul's lover you just said?" Leira stands up, still with the help of Adir. The girl's rage increasing as the half-orc starts squealing out.
Daktani cringes back from Leira's outburst, wincing at the effort. I don't know this Melira, who is that? I've not heard of her. Urnsul's lover is a human laborer, works down at the Barterstones. Gavrick is his name, lives in lower Trunau.
"What have you done to Othdan you miserable pig!? His woman is most worried! She thought horrible things about him! Where is he?! Answer dirty orc!" the girl kicks the half-orc's feet. "I would not free this one until we are sure Othdan is safe.
Daktani falls back against the wall, holding to his side. Othdan is alive, I been seeing to feeding him, tending him. Skreed would have already killed him, but I stopped it. Told him that a live prisoner was better than a dead martyr. You let me go and I will tell you where to find him. Pointing to the key Dundin took, you have the key to his cell already.
I am sure he is also behind the recent burglaries around Trunau" the girl gives him a stern look. Addressing Adir's requirement Leira finally adds "Yes, let's make sure this place is clean while we decide what to further do. I think we will find all the valuables this orc pork has been stealing from our community" with another kick at the half-orc's feet the girl moves to the northern rooms.
Daktani braces himself against the wall, grimacing, ashy in color. He slumps down a little, using the wall for support, resting himself against the cold, blood wet surface. Skreed and his spies have been in Trunau for quite some time. He keeps some of his things in that chest there, other stuff in bags in another room. If there's anything in them stolen from Trunau, he or his men did the taking. Take it all, return it to the people, you will be heroes. Just let me... just let me go. Please The last escapes his lips, little more than a pleaded sigh.
Yes there are things in the 3 rooms left to explore? You have already looted this room previously, so you found items from Trunau in the chest.
Leira |
"I agree. We can perhaps leaving him free, as trapping him here might be dangerous. The orcs will come to check what has happened" says Leira as the group explores the northern rooms.
Let me help advance the exploration as the group discusses what to do with the thief
GM Darkblade |
The group separates into squads to check the remaining chambers, leaving Daktani tied to the raised portcullis in the interim. The wounded half-orc offers little resistance, aside from a few moans, groans, and winces as his arms are pulled away from his side and secured to the wooden gate. He half-heartedly breathes Do you really see holding me here, like this, will aid your cause?
Jace remain in the main room, keeping an eye on Daktani and an ear on the others, in case of danger.
Actions and activities are taking place simultaneously for each group. Delays will affect how these encounters proceed overall.
Leira |
I would normally agree with Dundin, but given current situation I think it will be ok. I will just go with the action
"Well this place is quite packed anyway. We already found some difficulties to fight the half-orc together." says Leira as she observes the dwarf wounds.
Borrowing the party wand she pokes the grumbling warrior trying to heal him "Stay calm there, I am trying to help you", recalling her training at her mother's shop, Leira successfully makes the wand to work healing the dwarf wounds.
UMD DC 20: 1d20 + 13 ⇒ (19) + 13 = 32
CLW 50/50: 1d8 + 1 ⇒ (1) + 1 = 2
UMD DC 20: 1d20 + 13 ⇒ (2) + 13 = 15
UMD DC 20: 1d20 + 13 ⇒ (8) + 13 = 21
CLW 49/50: 1d8 + 1 ⇒ (5) + 1 = 6
With a bit more magical movements, she also heals herself.
UMD DC 20: 1d20 + 13 ⇒ (13) + 13 = 26
CLW 48/50: 1d8 + 1 ⇒ (7) + 1 = 8
Once healed, the girl follows the dwarf into the northeastern room.
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
"Interesting. It seems someone has been digging a tunnel here... You dwarfs know a lot about tunnels and stone, don't you? Where do you think the tunnel takes? Can we reopen it?" Leira approaches to the tunnel and checks how recent it might be.
"Mmm... that farmer we checked back yesterday, he was looking for digging material for his channel. He might be interested into all this stuff. Perhaps we should take it with us." says Leira while changing his attention from the tunnel to the fire.
GM Darkblade |
Leira spots a partially covered, partially eaten body laying beneath the rubble of the collapsed tunnel, as well as two strange rats taking small bites from the figure. While Leira is surprised by the appearance of the rats, Dundin is not, ready to spring into action.
Shadow Rat A: 1d20 + 2 ⇒ (1) + 2 = 3
Shadow Rat B: 1d20 + 2 ⇒ (15) + 2 = 17
Dundin: 1d20 + 2 ⇒ (18) + 2 = 20
Leira: 1d20 + 3 ⇒ (10) + 3 = 13
Team Dundin Round 1
Initiatives
First Group: Dundin, Shadow Rat B
Second Group: Leira, Shadow Rat A
First Group is up, 36 hour timer counting
GM Darkblade |
Adir looks around the chambers, hoping to determine what has transpired here. Tuzak's fur bristles as muffled sounds come from within the furnace. There is a thumping, banging at the furnace door, and Mmmph, mph, mph, mmph as the bumping and pounding increases.
The sounds are definitely a voice, possibly mute or gagged. Off to the left, Adir notices a crack in the wall, not normally significant, but it seems to outline a portal or hidden doorway.
Muffled Sound: 1d20 ⇒ 3
Adir: 1d20 + 2 ⇒ (2) + 2 = 4
Tuzak: 1d20 + 2 ⇒ (18) + 2 = 20
Team Adir Round 1
Initiatives
First Group: Adir, Tuzak, Muffled Sound
First Group is up, 36 hour timer counting
GM Darkblade |
Groin realizes the creature is one often spoken of in drunken tavern tales, or Dwarven bogey stories, a gelatinous cube. The foul things are rumored to dwell in dark places, scavenging blobs which devour flesh, meat, and bone, leaving only riches and hard materials behind.
Cube: 1d20 - 5 ⇒ (5) - 5 = 0
Delia: 1d20 + 4 ⇒ (1) + 4 = 5
Groin: 1d20 + 1 ⇒ (13) + 1 = 14
Team Groin Round 1
Initiatives
First Group: Delia, Groin, Cube
First Group is up, 36 hour timer counting
You have a Surprise Round action and then First Round actions to take before the cube respons. The seals around the door are broken, you will not be able to easily repair them.
GM Darkblade |
Songan and Jace hear sudden sounds of activity around them. It would seem their companions have encountered situations, though nothing yet communicated back. Both Leira and Delia have startled, exclamations of surprise, while Groin and Dundin have expressed curses in dwarvish. Only Adir and Tuzak have not given great alarm, focused as they are in the northern chambers. Daktani shifts and winces, trying to alleviate the pressure having his arms raised is causing his wounds.
Jace: 1d20 + 2 ⇒ (9) + 2 = 11
Songan: 1d20 + 4 ⇒ (20) + 4 = 24
Team Songan Round 1
Initiatives
First Group: Songan then Jace
First Group is up, 36 hour timer counting
Adir Bloodmoon |
Round 1
-------------------------------------------------------------------
Deciding that whatever is in the furnace probably isn't going anywhere for now, Adir and Tuzak approach the hidden doorway/portal to investigate.
Groin Ironhouse |
"Куб в трубе!" Groin shouts in Dwarvish.
Knowledge Dungeoneering: 1d20 + 5 ⇒ (4) + 5 = 9
Barring any knowledge gained that this would be a futile act, Groin is going to fling a throwing axe at the ooze.
Throwing Axe: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (2) + 3 = 5
Dundin Larringfass |
Dundin attacks the rat that reacted the quickest (b) and swings his war axe to high, missing. "Don't come to close Leira, these are nasty rats."
att/damage: 1d20 + 5 ⇒ (4) + 5 = 91d10 + 3 ⇒ (10) + 3 = 13
MAP LINK
GM Darkblade |
Groin's ax strikes the quivering cube, easily passing into as though a knife into pudding, slowing and stopping quickly, appearing to merely float in the air. The path cut into the creature seals shut behind it as the leather bindings on the haft begin to dissolve and pit.
Roll 1: 1d20 ⇒ 15
Roll 2: 1d20 ⇒ 1
Roll 3: 1d20 ⇒ 15
Adir's and Songan's group hear Groin's shout but will understand only if they speak Dwarven.
Team Groin Round 1
Initiatives
First Group: Delia, Groin, Cube
First Group is up, 21 hours remaining
Delia has a Surprise Round action and then First Round actions to take before the cube responds.
GM Darkblade |
Adir finds a small catch along the western wall, and with a small press, the door grinds open with a slow slide into the wall. A dark passage extends due south, perhaps 20 feet, ending in a stone wall. A long, heavy looking bar appears to be mounted to the far wall, perhaps a lever or pull bar.
Team Adir Round 1
Initiatives
First Group: Adir, Tuzak, Muffled Sound
First Group is up, 20 hours remaining
GM Darkblade |
Dundin's ax indeed misses the rat, a strange example of a dire rat. Necrotic growths, tumors and pustules cover it's body, the fur growing in scabrous patches. As the rat turns to strike the dwarf, the oozing fluids glow with an ultraviolet aura, and the rat takes on a ghostly appearance.
The strange rat bites: 1d20 + 4 ⇒ (17) + 4 = 21 at Dundin, it's teeth passing easily through armor, flesh, and bone in his right leg. A cold chill creeps into the dwarf, causing Strength Damage: 1d2 ⇒ 1 and turning the flesh a sickly purple, with the tiny hairs along the leg becoming bristly and twisted.
Team Dundin Round 1
Initiatives
First Group: Dundin, Shadow Rat B
Second Group: Leira, Shadow Rat A
Second Group is up, 36 hour timer counting
Tuzak |
-------------------------------------------------------------------
While Adir is distracted by his own findings, Tuzak moves to the old furnace and sniffs around it, pawing at it in an attempt to open it and find out what's inside.
-------------------------------------------------------------------
Intelligence Check(?): 1d20 - 4 ⇒ (20) - 4 = 16
Leira |
Leira finally gets out of her surprise as she observes Dundin axe passing through the immaterial rat corpse "Incorporeal rats!"
Finally reacting, she nervously looks through her scrolls finally catching the one marked with a blue ribbon and drawing it from it's case, she advances towards Dundin "Your weapon, show me your weapon, I will make it magical so you can affect those creatures with it!"
Can I draw the scroll while moving towards Dundin (I have already +1 BAB)? If so, I will use the remaining action to cast "magic weapon" on whatever weapon Dundin prefers.
I don't know if the map is correct, Dundin told to protect me but he is placed at the other side of the room right now where he cannot protect me and I cannot reach him. If the map is wrong and he is in front of the closer rat, I can take a 5 foot step and cast the spell on his weapon this round without the rats reaching me.
I will try to avoid any AoO but my priority is to cast the scroll in Dundin's weapon.