
Odol Nightshard |

Round 2
Odol watches the bottom of the ladder for gregory to clear and then zips down the ladder to look at the room.
Move to H1
AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 18/18
Waraxe, Dwarven +4 (1d10+3/20/x3)
Status Effects = None
2/5 1st level spells available

Gregory Leichardt |

Round 2:
Gregory locks eyes with the half-orc that he can see in the cage, and raises his earthbreaker in a threatening manner.
He then calls back up the shaft:
"Some more light down here would be good!"
He then hustles in the direction of the half-orc.
Double move to G6.

EngineHouse |

The light thrown forth by Vhailor's staff as it rolls to a halt at the foot of the ladder is enough to give Gregory, Odol and Damrang a decent view of the cage-chamber.
Salvin will get into the chamber next round, Vhailor the turn after
The two orcs stay in position and each send a pair of arrows through the bars in quick succession, still seeking to bring down Damrang:
Half-Orc 1 attack A (-2 from rapid shot): 1d20 + 6 ⇒ (18) + 6 = 24
Half-Orc 1 attack B (-2 from rapid shot): 1d20 + 6 ⇒ (7) + 6 = 13
Half-Orc 2 attack A (-2 from rapid shot): 1d20 + 6 ⇒ (2) + 6 = 8
Half-Orc 2 attack B (-2 from rapid shot): 1d20 + 6 ⇒ (10) + 6 = 16
Only one shaft finds it's mark, finally punching through his sturdy armour
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Damrang Flintforge |

Round 3
HP = 13/21
AC = 15
Weapon Equipped = Dwarven Dorn-dergar
Status Effects = None
Damrang moves forward, spitting blood before attempting to end the half-orc threat.
20' to M9
Dwarven dorn-dergar +6 Power Attack
1d20 + 5 ⇒ (17) + 5 = 221d10 + 9 ⇒ (1) + 9 = 10
Looking at my stat block I realize I made a bad error. I'm updating it now to fix this problem, but my AC should only be listed as 15, since I had my Dorn-dergar out not my waraxe/shield combo. I'll take two more arrows and may not be standing to make this attack.

EngineHouse |

My post rate is getting worse and worse. I've been working long hours IRL to try and get from where I am to where I need to be at work. Whilst I can certainly fit in posting I can't fit in the development and planning that you guys deserve.
I'm going to take a three week break from S&S. No need to keep checking here only to find I haven't posted anything. On March 1st I'll have got things straightened out at work and I'll have made time to get some proper world building and encouter design done. I will then be able to give a proper update every day.
I shall see you all in 17 days. And big thanks for playing so far.

EngineHouse |

Good to see you again Obadiah!
If you're thinking of starting again when we do, only 24 hours of in-game time will have actually passed since you left the group. There are two ways we could play this out: I could post two-part updates so that Obadiah goes back to Iadenveigh whilst the others keep fighting in the ashen forest. That way you'd re-join the group after about a real time month of solo play. Alternatively, I can drop in a narrative twist to get you back to the group as quickly as possible.

Gregory Leichardt |

Hey, the technophiles are just showing some solidarity against the Luddite ;-) Besides which, it is all in good fun - perhaps he will appreciate the perils of magic, and be less likely to simply smash everything afterward ;-)
BTW, Salvin, I think it entirely appropriate that the only PC that is not declared one way or the other is the one with the voice of neutrality :-P

EngineHouse |

Damrang, I will say that you had the shield in one hand and was carrying the dorn-derger in the other, hence the AC bonus applying. In order to attack with the two-handed weapon you have now dropped the shield. It is at your feet in square M9
Salvin's torch clatters down the ladder and burns brightly in the gloom.
To avoid getting bogged down at this early stage, I'm going to say that the whole room is now dimly lit (20% miss chance) which is negated by low-lgiht vision. This is regardless of the distance from the torch.
Throwing caution to the wind, the remaining party members descend the ladder at the same time. Vhailor's light weight allows it to hold together - just.
No sense in making you wait even longer to get playing again.
Damrang strike the half-orc but the dorn-derger doesn't cause the devestaion it did to the frail adepts. The Orc's flesh is crushed by the impact, but he falters only for a second.
The half orc facing Damrang sheaths his bow and draws a large wodden shield, all in one rapid motion. To Damrangs surprise he does not draw a weapon but instead immediately burges into him with the shield.
Improved Overrun vs Damrang whilst moving to M10: 1d20 + 10 ⇒ (4) + 10 = 14
Damrang gets a sholder to the shield and shoves the Helix Order thug back, preventing him from moving past. Meanwhile, the half orc Gregroy is bearing down upon calmly steps back an fires another pair of shots:
Shot 1 (-2 from rapid shot, +1 from point blank): 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 + 5 ⇒ (3) + 5 = 8
Shot 2 (-2 from rapid shot, +1 from point blank): 1d20 + 7 ⇒ (7) + 7 = 14
damage: miss
One of the shots is again halted by armour but one gets through. Raw strength and skill makes it cut deeper than the gravity bows of the adepts ever could.
I had the half orcs act now, again to get things moving again. We will now go back the the initiative order set previously:
Initiative Order
Salvin
Damrang
Gregory
Half Orc 2
Vhailor
Half Orc 1
Odol

Gregory Leichardt |

Round 3:
6/18hp, AC 15/11/14, CMD 16, Bless, Guidance, Magic Weapon.
Wincing in pain from the force of the half-orc's blow, Gregory steps-up (Moving to D9), and takes a powerful swing!
Earthbreaker: 1d20 + 5 + 1 + 1 ⇒ (14) + 5 + 1 + 1 = 21, for 2d6 + 6 + 1 ⇒ (4, 1) + 6 + 1 = 12 Magical Bludgeoning damage.

EngineHouse |

Damrang's blow slams the shield aside and catches the half-orc with a glancing blow to the jaw. Teeth fly free and blood runs from his half-ruined face. He's obviously nearing death as once again he tries to batter Damrang aside.
Improved Overrun vs Damrang whilst moving to M10: 1d20 + 10 ⇒ (15) + 10 = 25
This time the warrior forces his way past, shield battering aside any attempts to further harm him. Damrang is hit with such force that he is knocked to the ground!
Meanwhile, Gregory's oppoent is struck hard in the chest and the crack of bone can be heard. His iron-hard muscles take most of the hit, though, and he recovers quickly. He steps into the corner (5' step to F7) and, knowing there's nowhere left to retreat, takes an extra second to lines up his last shot.
Shot 1 (+1 from point blank, no rapid shot): 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 5 ⇒ (8) + 5 = 13
It flies true and strikes gregory in the chest once more. The blow is too much for even the hardened inquisitor to take and he collapses.
Half Orc HP
Left hand Warrior: 19/31
Right Hand Warrior: 10/31
Odol is up. Also Vhailor, I allowed you and Salvin to enter the room at the start of this turn and take up position as shown on the map. Feel free to declare actions - I wasn't going to make you wait another two days for your turn on the ladder after being away for over a month!

EngineHouse |

Odol Nightshard |

I'll put a post up, but may have to revise it after our ugly friends go.
Round 5
Odol kneels beside Gregory. C9 Come on Gregory, hang in there. He puts his hands on the latest hole punched by the arrow. Oh, this is not good. His hands work and he murmurs words of healing while hoping the half-orc does not take advantage of his distraction.
Casts Cure Light Wounds 1d8 + 2 ⇒ (8) + 2 = 10
He draws the arrow out of Gregory's chest feeling his blood vessels and bone pull back together until the wound is nearly closed.
AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 18/18
Weapon Equipped Waraxe, Dwarven +4 (1d10+3/20/x3)
Status Effects None
1/5 1st level spells available

Gregory Leichardt |

Round 6:
2/18hp, AC 15/11/14, CMD 16, Bless, Guidance, Magic Weapon.
Since I act before the half-orcs...
Gregory coughs weakly, nods his thanks to Odol, and shakily stands up. Flicking his earthbreaker back into his grasp (A swift action due to his weapon cord), he then 5' steps, and, funnelling all of his rage into the swing, sends a powerful blow after the half-orc that dropped him!
Earthbreaker: 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26, for 2d6 + 6 + 1 ⇒ (6, 6) + 6 + 1 = 19 Magical Bludgeoning damage.

EngineHouse |

The strange tactics of the half-orcs may have worked against Delve grenadiers unused to fighting in cramped quarters. Against you, though, their have met their match. Nearly simultaneously, Gregory and Damrang surge to their feet and strike down their opponents, paying no heed to shields or armour.
The broken bodies of the helix goons fall still and silence descends in the gloomy room. A stone staircase - leading down - can be seen through the door the half-orcs entered through, and dim fire light is filtering up it.
Fight over
2 x medium composite longbow (+4 strength rating)
2 x heavy wooden shield
2 x medium chainmail
2 x potion of bull's strength
1 x potion of cure moderate wounds
2 x bunches of keys that fit the locks of the cages in the room
100 gold pieces

Gregory Leichardt |

Gregory breathes a sigh of relief when the half-orcs go down.
"That took a bit out of me."
He then nods to the healing potion.
"Any objections to me drinking that?"
If there are not...
CMW: 2d8 + 3 ⇒ (5, 5) + 3 = 13.
I also would not mind taking a suit of chainmail, and one of the potions of Bull's Strength.
If no-one wants them, I am happy to carry the bows - they represent a resale value of 500gp, after all...
20gp each.