| Kurag Urlot III |
Unless you want to question them I can take them out silently and move on.
stealth 1d20 + 18 ⇒ (2) + 18 = 20
coup d'grace with bow point blank 3d8 + 54 ⇒ (2, 1, 7) + 54 = 64 + 1d6 ⇒ 2
second stealth 1d20 + 18 ⇒ (7) + 18 = 25
coup d'grace with bow point blank 3d8 + 54 ⇒ (1, 2, 4) + 54 = 61 + 1d6 ⇒ 1
| Kurag Urlot III |
Kurag quickly rifles through the dead bodies possessions looking for any loot before making his way to the next door and listening for sounds of approaching foes.
perception 1d20 + 15 ⇒ (4) + 15 = 19
stealth 1d20 + 18 ⇒ (10) + 18 = 28
| DM RichD |
Treasure: A few giants have left behind some of their possessions inside three large leather sacks. The first holds three throwing rocks, an iron spike of safe passage, two torches, a large waterskin filled with oil (equivalent to 16 flasks), and a patchwork blanket the size of a tent. The second bag contains a potion of invisibility, an adamantine battleaxe, two Large axe handles, a surprisingly large number of different-sized pine cones, and a small leather belt with a pouch containing 172 gp and 1,348 sp. The third sack holds a suit of +1 mountain pattern armor, masterwork nunchaku, a small lump of electrum (worth 324 gp), a bag of dirty giant teeth (prizes won in various fistfights), and four dead turkey vultures.
Z15. Trophy Room
An immense L-shaped table, carved of black walnut and polished until it gleams, serves as the centerpiece of this large circular chamber, surrounded by several chairs. Numerous arched windows look out over the surrounding countryside. Between the windows, a variety of maps, drawings, and diagrams have been tacked to the walls. A line of severed heads skewered upon long iron pikes runs around the perimeter of the room. Interspersed among the pikes are five large iron perches. To the west, a flight of stairs descends out of the room. On the opposite side of the chamber to the east, a second set of stairs curves upward along the wall.
Urathash’s cyclops servant Surog toils in this room, carrying for the stone giant’s pets: a small flock of five juvenile rukhs, large two-headed vultures with greasy feathers, which occupy the iron perches in the room.
Brother Hawthorne: 1d20 + 3 ⇒ (5) + 3 = 8
Kurag Urlot III: 1d20 + 5 ⇒ (9) + 5 = 14
Rask Hammersong: 1d20 + 0 ⇒ (17) + 0 = 17
Sven The Mazebreaker: 1d20 + 2 ⇒ (6) + 2 = 8
Surog: 1d20 - 1 ⇒ (16) - 1 = 15
Blue Rukh: 1d20 + 2 ⇒ (11) + 2 = 13
Green Rukh: 1d20 + 2 ⇒ (17) + 2 = 19
Yellow Rukh: 1d20 + 2 ⇒ (7) + 2 = 9
Red Rukh: 1d20 + 2 ⇒ (17) + 2 = 19
Purple Rukh: 1d20 + 2 ⇒ (20) + 2 = 22
Round 1
Purple Rukh 22(147/147)
Green Rukh 19(147/147)
Red Rukh 19(147/147)
Rask Hammersong 17(126/126)
Surog 15(65/65)
Kurag Urlot III 14(86/86)
Blue Rukh 13(147/147)
Yellow Rukh 9(147/147)
Brother Hawthorne 8(90/90)
Sven The Mazebreaker 8(120/120)
Purple and Green fly over to attack Kurag and Rask!
Attack Purple Bite Kurag: 1d20 + 23 ⇒ (10) + 23 = 33
Purple Damage: 2d8 + 12 ⇒ (8, 4) + 12 = 24
Attack Green Bite Rask: 1d20 + 23 ⇒ (20) + 23 = 43
Attack Green Confirm?: 1d20 + 23 ⇒ (12) + 23 = 35
Purple Damage: 4d8 + 24 ⇒ (6, 1, 3, 4) + 24 = 38
Attack Red Bite Rask: 1d20 + 23 + 2 ⇒ (6) + 23 + 2 = 31
Red Damage: 2d8 + 12 ⇒ (6, 8) + 12 = 26
Up Next: Kurag, Rask & Sven
Tactical Map has been updated.
| Kurag Urlot III |
Fall back! We are surrounded!
Delaying to see if Rask clears a space for Kurag to move back to or if Sven has magical tricks up his sleeve.
| Sven the Mazebreaker |
Wall of Stone! First time using this spell
Sven raised his hammer and shouted a prayer to Torag. The stone walls expanded, cutting three of the large creatures off, so that they green/blue/yellow and their giant master could not reach the dwarves. The stone wall extended from the ceiling, but did not reach the floor. There was enough room for a dwarf to easily run under it, but anything large in size would have to squeeze to get under.
”Surrounded? We are not stuck in here with them. They are trapped in here with us.”
| Rask Hammersong |
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 16 ⇒ (7) + 16 = 232d6 + 8 ⇒ (1, 1) + 8 = 10
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 11 ⇒ (10) + 11 = 212d6 + 8 ⇒ (4, 4) + 8 = 16
Rask; Lay on Hands: 2d6 ⇒ (6, 5) = 11 Free Action on Self
Hurting from the rukh bites, and not able to move back, Rask lays hands on himself, then swings Agrimmosh twice, hitting the first time.
| Kurag Urlot III |
With the wall of stone protecting the front Kurag tries to slip past the creature to the north to give him some space to fire from.
acrobatics north all the way past purple as full round movement 1d20 + 23 ⇒ (13) + 23 = 36
| Brother Hawthorne |
Brother Hawthorne will start a song, granting +2/+2 to everyone, as a move action.
He will then swing his greatcclub at whichever one Rask attacked...
Greatclub Melee Hit: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 x2, B
Greatclub Melee Damage: 1d10 + 2 ⇒ (2) + 2 = 4
| DM RichD |
Round 1
Rask wounds Purple with one of his hits and Brother Hawthone misses.
Round 2
Purple Rukh 22(137/147)WOUNDED
Green Rukh 19(147/147)
Red Rukh 19(147/147)
Rask Hammersong 17(73/126)
Surog 15(65/65)
Kurag Urlot III 14(62/86)WOUNDED
Blue Rukh 13(147/147)
Yellow Rukh 9(147/147)
Brother Hawthorne 8(90/90)
Sven The Mazebreaker 8(120/120)
Purple will try to hit Rask again.
Attack 1: 1d20 + 23 ⇒ (5) + 23 = 28
Attack 2: 1d20 + 23 ⇒ (12) + 23 = 35
Damage 1: 2d8 + 12 ⇒ (8, 7) + 12 = 27
Damage 2: 2d8 + 12 ⇒ (7, 8) + 12 = 27
Red will attack Brother Hawthorne
Attack 1: 1d20 + 23 ⇒ (11) + 23 = 34
Attack 2: 1d20 + 23 ⇒ (8) + 23 = 31
Damage 1: 2d8 + 12 ⇒ (5, 6) + 12 = 23
Damage 2: 2d8 + 12 ⇒ (1, 4) + 12 = 17
Up Next: Everyone
Tactical Map has been updated.
| Kurag Urlot III |
Kragg unloads on the Rukh before him with all 3 arrows.
point blank improved precise rapid deadly aim inspired 1d20 + 14 ⇒ (10) + 14 = 24 for 1d8 + 14 ⇒ (7) + 14 = 21
rapid 1d20 + 14 ⇒ (18) + 14 = 32 for 1d8 + 14 ⇒ (4) + 14 = 18
iterative 1d20 + 14 - 5 ⇒ (9) + 14 - 5 = 18 for 1d8 + 14 ⇒ (5) + 14 = 19
| Brother Hawthorne |
Brother Hawthorne will keep singing and attacking...
Greatclub Melee Hit: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10 x2, B
Greatclub Melee Damage: 1d10 + 2 ⇒ (8) + 2 = 10
Greatclub Melee Hit: 1d20 + 2 + 2 - 5 ⇒ (8) + 2 + 2 - 5 = 7 x2, B
Greatclub Melee Damage: 1d10 + 2 ⇒ (8) + 2 = 10
| Sven the Mazebreaker |
Prayer Cast. All allies get +1 hit/damage. All enemies get -1 hit/damage
With enemies swarming in around them, Sven let forth some of the divine energy that he had channeled within him. It was not so much of a question about the strength of his God, rather, it was a matter of how tough he was. The limitation was really about what his soul could handle in channeling divine power. He attempted to keep up with the needs of the grouop as best he could, causing the Forge Father's favor to shine upon them and to darken their enemies.
| Rask Hammersong |
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 16 + 3 ⇒ (10) + 16 + 3 = 292d6 + 8 + 3 ⇒ (2, 5) + 8 + 3 = 18
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 11 + 3 ⇒ (13) + 11 + 3 = 272d6 + 8 + 3 ⇒ (1, 3) + 8 + 3 = 15
Rask; Lay on Hands: 2d6 ⇒ (4, 6) = 10
Rask quickly lays on hands and then continues to attack the Rukh that he attacked last time.
| DM RichD |
Round 2
Sven casts Prayer and Rask hits his tormentor!
Round 3
Purple Rukh 22(65/147)WOUNDED
Green Rukh 19(147/147)
Red Rukh 19(147/147)
Rask Hammersong 17(29/126)WOUNDED
Surog 15(65/65)
Kurag Urlot III 14(62/86)WOUNDED
Blue Rukh 13(147/147)
Yellow Rukh 9(147/147)
Brother Hawthorne 8(50/90)
Sven The Mazebreaker 8(120/120)
Purple will attack Rask and Brother Hawthorne.
Attack Rask: 1d20 + 23 - 1 ⇒ (11) + 23 - 1 = 33
Attack Brother Hawthorne: 1d20 + 23 - 1 ⇒ (18) + 23 - 1 = 40
Damage Rask: 2d8 + 12 - 1 ⇒ (7, 5) + 12 - 1 = 23
Damage Brother Hawthorne: 2d8 + 12 - 1 ⇒ (7, 2) + 12 - 1 = 20
Red will attack Brother Hawthone and Sven.
Attack Brother Hawthone: 1d20 + 23 - 1 ⇒ (19) + 23 - 1 = 41
Attack Sven: 1d20 + 23 - 1 ⇒ (15) + 23 - 1 = 37
Damage Brother Hawthone: 2d8 + 12 - 1 ⇒ (6, 7) + 12 - 1 = 24
Damage Sven: 2d8 + 12 - 1 ⇒ (6, 5) + 12 - 1 = 22
Up Next: Everyone
| Brother Hawthorne |
Brother Hawthorne will keep singing and attacking...
Greatclub Melee Hit: 1d20 + 2 + 3 ⇒ (7) + 2 + 3 = 12 x2, B
Greatclub Melee Damage: 1d10 + 3 ⇒ (7) + 3 = 10
Greatclub Melee Hit: 1d20 + 2 + 3 - 5 ⇒ (5) + 2 + 3 - 5 = 5 x2, B
Greatclub Melee Damage: 1d10 + 3 ⇒ (9) + 3 = 12
And I continue to roll single digits!
| Sven the Mazebreaker |
Hit Red: 1d20 + 17 ⇒ (20) + 17 = 37
Pick Highest: 1d20 + 17 ⇒ (10) + 17 = 27
Good Aligned Damage: 1d8 + 11 ⇒ (6) + 11 = 17
Crit: 2d8 + 22 ⇒ (2, 5) + 22 = 29
Total Damage: 29 + 17 = 46
Sven took a blow to the chest, nearly knocking the wind out of him. The old dwarf refused to go down though. Lifting his hammer, he swung it back, giving as good as he got.
| Rask Hammersong |
Rask falls to the ground, unconscious.
| Kurag Urlot III |
Rask it looks like you should still be up with 6 hp based on RichD's notes. We need you buddy.
Kurag was too far away from Rask to heal him with a wand and the creature was still up in between them anyways. Without else to do Kurag continued to fire his bow praying that an arrow found a weak spot and dropped purple.
point blank precise rapid inspired deadly aim prayer 1d20 + 15 ⇒ (7) + 15 = 22 for 1d8 + 15 ⇒ (4) + 15 = 19
rapid 1d20 + 15 ⇒ (14) + 15 = 29 for 1d8 + 15 ⇒ (1) + 15 = 16
iterative 1d20 + 15 - 5 ⇒ (17) + 15 - 5 = 27 for 1d8 + 15 ⇒ (6) + 15 = 21
| DM RichD |
Yes I agree. You started out with 126. Round 1 Green and Red did 64 points of damage which left you with 62. You LOH for 11 which brought you to 73. In Rounf 2 Purple did 54 which left you with 19. You LOH for 10 which brought you to 29. Round 3 Purple did 23 points of damage so you have 6 left. You are not down but you look like $#!+.
| Rask Hammersong |
Missed the LOH for +11. Corrected.
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 16 + 3 ⇒ (9) + 16 + 3 = 282d6 + 8 + 3 ⇒ (1, 5) + 8 + 3 = 17
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 11 + 3 ⇒ (15) + 11 + 3 = 292d6 + 8 + 3 ⇒ (6, 5) + 8 + 3 = 22
Rask while staggering, manages to take down the Rukh.
| DM RichD |
Round 3
Rask brings down Purple!
Round 4
Purple Rukh 22(-11/147)DEAD
Green Rukh 19(147/147)
Red Rukh 19(147/147)
Rask Hammersong 17(6/126)WOUNDED
Surog 15(65/65)
Kurag Urlot III 14(62/86)WOUNDED
Blue Rukh 13(147/147)
Yellow Rukh 9(147/147)
Brother Hawthorne 8(10/90)WOUNDED
Sven The Mazebreaker 8(74/120)WOUNDED
Attack Sven: 1d20 + 23 - 1 ⇒ (13) + 23 - 1 = 35
Attack Sven: 1d20 + 23 - 1 ⇒ (12) + 23 - 1 = 34
Damage Sven: 2d8 + 12 - 1 ⇒ (8, 4) + 12 - 1 = 23
Damage Sven: 2d8 + 12 - 1 ⇒ (7, 6) + 12 - 1 = 24
Up Next: Everyone!
| Kurag Urlot III |
Sven did 46 damage with his crit. Just want to make sure you see that as they do a lot of damage.
With one finally dropped down an avenue of escape has opened if some needed it. However, the immense creature would just follow them somehow. To that end Kurag just kept firing in hopes that red would die and they would have time to heal up before the other made it past the stone wall.
all the ususals 1d20 + 15 ⇒ (4) + 15 = 19 for 1d8 + 15 ⇒ (7) + 15 = 22
rapid 1d20 + 15 ⇒ (10) + 15 = 25 for 1d8 + 15 ⇒ (5) + 15 = 20
iterative 1d20 + 15 - 5 ⇒ (15) + 15 - 5 = 25 for 1d8 + 15 ⇒ (2) + 15 = 17
| Brother Hawthorne |
Brother Hawthorne will keep singing and attacking...
Greatclub Melee Hit: 1d20 + 2 + 3 ⇒ (9) + 2 + 3 = 14 x2, B
Greatclub Melee Damage: 1d10 + 3 ⇒ (8) + 3 = 11
Greatclub Melee Hit: 1d20 + 2 + 3 - 5 ⇒ (3) + 2 + 3 - 5 = 3 x2, B
Greatclub Melee Damage: 1d10 + 3 ⇒ (10) + 3 = 13
... and then he will 5' step due north to where purple is no longer in his way.
| Rask Hammersong |
Rask; Lay on Hands: 2d6 ⇒ (4, 1) = 5
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 16 + 3 ⇒ (14) + 16 + 3 = 332d6 + 8 + 3 ⇒ (4, 1) + 8 + 3 = 16
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 11 + 3 ⇒ (12) + 11 + 3 = 262d6 + 8 + 3 ⇒ (4, 5) + 8 + 3 = 20
Rask uses his Lay on Hands, healing himself a bit, then swings Agrimmosh at the Rukh that has been wounded.
| Sven the Mazebreaker |
Hit Red: 1d20 + 17 ⇒ (15) + 17 = 32
Pick Highest: 1d20 + 17 ⇒ (11) + 17 = 28
Good Aligned Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Old age weighed down on Sven as heavily as his wounds. He swung his hammer again with skill, but it lacked the strength needed to really make it count. Breathing heavily he did his best to keep the exertion from this face, lest he look weak before his kinsmen.
Thanks for catching the Crit :)
| DM RichD |
Round 4
Sven hurts the creature!
Round 5
Purple Rukh 22(-11/147)DEAD
Green Rukh 19(147/147)WOUNDED
Red Rukh 19(16/147)WOUNDED
Rask Hammersong 17(11/126)WOUNDED
Surog 15(65/65)
Kurag Urlot III 14(62/86)WOUNDED
Blue Rukh 13(147/147)
Yellow Rukh 9(147/147)
Brother Hawthorne 8(10/90)WOUNDED
Sven The Mazebreaker 8(27/120)WOUNDED
Attack Sven: 1d20 + 23 - 1 ⇒ (12) + 23 - 1 = 34
Attack Sven: 1d20 + 23 - 1 ⇒ (8) + 23 - 1 = 30
Damage Sven: 2d8 + 12 - 1 ⇒ (2, 5) + 12 - 1 = 18
Damage Sven: 2d8 + 12 - 1 ⇒ (1, 4) + 12 - 1 = 16
Sven is bleeding out!
Up Next: Everyone! Rukh is 16 HP AC 23
| Sven the Mazebreaker |
Hit: 1d20 + 17 ⇒ (10) + 17 = 27
Pick Highest: 1d20 + 17 ⇒ (20) + 17 = 37
Good Aligned Damage: 1d8 + 11 ⇒ (2) + 11 = 13
Crit: 2d8 + 22 ⇒ (7, 7) + 22 = 36
Total Damage: 13 + 36 = 49
Old. Too old. Sven thought this to himself as he was buffeted by attacks. Out of pure stubbornness he remained on his feet, as defiant as a boulder weathering the ceaseless assaults of the elements. Standing firm until it finally shattered. He refused to go down without a fight, though. Tasting his own blood that filled his mouth, he decided that if he was too slow to dodge then he would have to go forward. Stepping towards the enemy he raised his hammer and moved to attack.
| Sven the Mazebreaker |
Oh…I saw the HP and thought he was up.
| Kurag Urlot III |
Kurag watches Sven go down and clears a path for Brother Hawthorne or Rask to be able to heal him!
all the usual 1d20 + 15 ⇒ (19) + 15 = 34 for 1d8 + 15 ⇒ (1) + 15 = 16
rapid 1d20 + 15 ⇒ (11) + 15 = 26 for 1d8 + 15 ⇒ (3) + 15 = 18
iterative 1d20 + 10 ⇒ (13) + 10 = 23 for 1d8 + 15 ⇒ (8) + 15 = 23 not needed
A path is clear, heal Sven and then we need to recover!
| Rask Hammersong |
"That one dang near killed me" says Rask. Looking at Sven he says to the others, "I am out of Lay On Hands"
DM - How many of these things are left? and can they reach us?
| Sven the Mazebreaker |
Cure Critical Wounds: 4d8 + 9 ⇒ (4, 4, 7, 3) + 9 = 27
Unable to channel anymore positive energy, Sven instead got to his feet, muttering a thank you as he did so. Focusing, he caused the worst of his remaining wounds to heal.
| Kurag Urlot III |
As the giant attempts to make it under the wall Kurag wastes no time in planting 6 arrows into the giant's body as it is squeezing under the wall!
Round 1
All the good things 1d20 + 13 + 4 ⇒ (13) + 13 + 4 = 30 for 1d8 + 13 + 4 ⇒ (5) + 13 + 4 = 22
rapid 1d20 + 13 + 4 ⇒ (17) + 13 + 4 = 34 for 1d8 + 13 + 4 ⇒ (7) + 13 + 4 = 24
iterative 1d20 + 13 + 4 - 5 ⇒ (13) + 13 + 4 - 5 = 25 for 1d8 + 13 + 4 ⇒ (2) + 13 + 4 = 19
Round 2
All the good things 1d20 + 13 + 4 ⇒ (11) + 13 + 4 = 28 for 1d8 + 13 + 4 ⇒ (4) + 13 + 4 = 21
rapid 1d20 + 13 + 4 ⇒ (4) + 13 + 4 = 21 for 1d8 + 13 + 4 ⇒ (1) + 13 + 4 = 18
iterative 1d20 + 13 + 4 - 5 ⇒ (19) + 13 + 4 - 5 = 31 for 1d8 + 13 + 4 ⇒ (5) + 13 + 4 = 22
| Rask Hammersong |
Made a mistake. I was deducting 2 LOH every time instead of 1, so Rask has 3 left and is using one each round now
Round 1
Rask; Lay on Hands: 2d6 ⇒ (3, 6) = 9
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 16 + 3 ⇒ (11) + 16 + 3 = 302d6 + 8 + 3 ⇒ (3, 6) + 8 + 3 = 20
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 11 + 3 ⇒ (12) + 11 + 3 = 262d6 + 8 + 3 ⇒ (1, 5) + 8 + 3 = 17
Round 2
Rask; Lay on Hands: 2d6 ⇒ (6, 2) = 8
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 16 + 3 ⇒ (14) + 16 + 3 = 332d6 + 8 + 3 ⇒ (3, 1) + 8 + 3 = 15
Agrimmosh +16/+11 (2d6+8/x3+special): 1d20 + 11 + 3 ⇒ (4) + 11 + 3 = 182d6 + 8 + 3 ⇒ (3, 4) + 8 + 3 = 18
Seeing Kurag continue to pour arrows into the Rukh, Rask swings Agrimmosh and hopefully finishes it off.
| Kurag Urlot III |
That should at least mean the other creatures lost their handler and may even roam free taking out their aggression on the giants left in this place.
Looking at the wounds on the others and himself he sighs, I think we need to find a place to hole up and recover for tomorrow. It needs to be a location that we have enough space for all of us, including Lucky, and we can barricade the entrance if we need to. I still have a few traps that I can place to make sure no giants take us by surprise. Shall we head back to the forge area? One of the paths there at least seemed less used and dusty.
| DM RichD |
The cyclops is quickly dispatched.
Night passes without incident. If any giants find the bodies, they just assume it is the result of inter-giant squabbling.
COMPLETED
Z3. Main Entrance
Z4. Nave
Z5. The Sacred Forge
Z6. Choir Loft
Z7. Groghall
Z8. Pantry
Z9. Larder
Z10. Privies
Z11. Chapter House
Z12. Spire Sentry
Z13. Barracks
Z14. The Forgeheart
Z15. Trophy Room (3 Rukhs behind a wall)
| Kurag Urlot III |
After a nights rest Kurag shakes the sleep from his eyes as he looks to how the others have faired. Hopefully the rest brought about a revitalization and a readiness to attempt another trek through the castle fortress. How is everyone this morning? Are we ready to delve deeper and see what mischief we can cause to the giant army before we need to retreat back here again. Any recommendations as to where we should head first? Shall we finish with the strange vulture creatures and see if anyone knocked down that wal yet?