Kurag Urlot III |
That we do but we have received other orders since then to clear this area of invading orcs. Once this area is secure then we can worry about the bonfires. Unless you want me to hold this area and clear them out while you go after the bonfires. It splits us up but we could accomplish both goals quicker then.
Glancing around Kurag reorientates himself slightly. I know the drums are coming from the north but let's pass the Killing Grounds on the way to make sure nothing is hiding there and at our rear while we search and clear the homes.
Thanks for the map update
Drosk Ironhame |
Before we leave Agrit and Sara:
"Thank ye for the wands," Drosk says, accepting the wands from Agrit with a grateful nod. "We'll put them to use before the night is done, I'm sure. Now ye two get to safety."
At the well:
DC 20 Perception check: 1d20 + 3 ⇒ (9) + 3 = 12
I can't hear anythin', but I trust yer ears, Bormann an' Kurag," Drosk says, glancing around the area. "Let's check out the Killin' Grounds quickly an' then those houses, an' then get to that lookout to see what those drums are about."
Question for DM RichD: May I use a hero point to recall my Mage Armor spell?
DM RichD |
@Kurag: You find the youth's hopeknife and it is with sadness that you notice it is his own and not of a betrothed.
As you all approach The Killin' Ground you hear the following through the open doorway:
Then a slurry human voice:
Hey! Will ya stop that singin' We don't speak org..er..orb..oh whatever you HIC speak! Can't you let us drink in peace since we've done BURP what ya asked us to do!
Kurag and Greta will tell you that besides this open front door, they believe there is a door in the back room. They will also tell you that The Killin' Ground is known for it's canvas retractable roof.
@Drosk: Yep. That's fine!
Drosk Ironhame |
"Sounds like Sergeant Frum's drunk again an' about to have a run-in with some Twisted Nail orcs!" Drosk warns his companions who don't speak Orc.
The dwarf concentrates for a moment and murmurs the words of a spell. Stone seems to flow upward from the ground and encase the wizard in a suit of rocky armor that becomes transparent after a couple of seconds.
Drosk burns 1 hero point to recall his Mage Armor spell and casts it on himself: +4 armor bonus to AC for 2 hours.
Drosk quickly studies the structure and its retractable canvas roof. Knowledge (engineering) check: 1d20 + 7 ⇒ (6) + 7 = 13
DM RichD: Is there any way to easily bring down the canvas roof from the outside of the tavern?
Kurag Urlot III |
Listening in on the conversation Kurag corrects Drosk. I don't think so. I think that whoever is in there was aiding the orcs. Give me a chance to slip around the back. There is a door pray there. I don't want anyone escaping. There will be a price to pay if someone was helping the orcs.
Kurag then hurries around as fast as he can to the rear of the building.
Drosk Ironhame |
"One of the wands Agrit gave me casts a spell to make ye invisible. Want me to use it on ye?" Drosk asks Kurag before the scout heads to the rear of the building.
Drosk Ironhame |
Drosk uses the wand to cast Invisibility on Kurag.
Invisibility wand charges used: 1/6.
Bormann Grimm |
"Now we will get some answers about the traitors and who they are! A count of 60 enough time to get into position Kurag? We can't afford to wait too long."
Kurag Urlot III |
Once at the back door Kurag will see if there is a Way to brace the door closed to keep everyone inside. If there is not then he will remain silent with his greatclub out ready to strike the first no dwarf that comes through the door.
Drosk Ironhame |
Drosk takes up a position a few steps from the door (square E,10) and withdraws a flask of acid from his spell component pouch. The wizard silently glances toward his companions to see where they take position.
Readying to cast Acid Splash (augmented by flask of acid as a focus item to add +1 to damage) on first visible enemy inside the tavern. Alternatively, if two or more enemies are adjacent to each other, Drosk will open with an Acid Cloud.
Bormann Grimm |
Bormann moves right up to the door, ready to throw it open when everyone is in position on his end and when he finishes the 30 count.
Kurag Urlot III |
Kurag tips on of the barrels quietly to test th weight and contents of the barrel. If it seems heavy enough he will try to move it in front of the door. If they are light then he will move a couple on their side and have them positioned to try and trip whomever may come running out.
Greatclub out Kurag waits for the inevitable sounds of confrontation when his Dwarven brothers and sisters enter the bar.
DM RichD |
30 Second Count
Kurag goes to the back of the tavern and finding a barrel of questionable strength, uses it to brace the door. He then waits until some enemy tries to make a break for it, waving his great club menacingly.
@Kurig: For clarification, you are outside the building or are you inside and you wedged the door closed behind you?
Bormann and Sergei go to the front door. They exchange smiles when they hear the singing continue (if one can call that singing!) Drosk and Greta move in position-Drosk readying a spell and Greta readying her mace.
Bormann shoulders open the door and sees an orc and two humans sitting around the bar drinking. There are bodies and pools of blood on the floor.
The half-orc stops singing and stares at you with a look of surprise. His companions are equally surprised and reach for their weapons on the bar.
Surprise round
Drosk cast his acid cloud at the two humans at the end of the bar.
Human 1 Save DC 14: 1d20 + 2 ⇒ (10) + 2 = 12
Human 2 Save DC 14: 1d20 + 2 ⇒ (9) + 2 = 11
Both humans look sickened as the acid burns their flesh.
@Drosk: Roll your damage
@Everyone except drosk: Now that you see what's what, you can take a surprise action (If you feel like it).
Tactical Map updated.
Kurag Urlot III |
Kursk is outside still holding his position to keep anyone from escaping. He has full faith in the group to angle any threat and they could call for him if they needed.
Still readied to attack first nondwarf through the door.
Bormann Grimm |
Bormann makes a bee-line right for the orc, his dwarven legs running their fastest. Then, making use of his momentum, he chops at the beast with his axe.
Restricted to standard action, so I'm doing a single-move distance charge - thankfully as a barbarian I got just enough movement to make it there.
Greataxe: 1d20 + 5 + 1 + 2 ⇒ (11) + 5 + 1 + 2 = 19
Damage: 1d12 + 4 ⇒ (8) + 4 = 12
Should add: Moving to D4
DM RichD |
Surprise Round
Greta moves inside looking either for targets or allies to heal. Kurag keeps watch on the back door to seal off any escape. Bormann charges into the room right for the orc and sinks his axe deep into its flesh. Sergei enterers the room and with his demeanor, dares the Freedom Town thugs to attack him.
Bormann Grimm: 1d20 + 1 ⇒ (5) + 1 = 6
Drosk Ironhame: 1d20 + 2 ⇒ (6) + 2 = 8
Greta Bolkasdottir: 1d20 + 0 ⇒ (12) + 0 = 12
Kurag Urlot III: 1d20 + 3 ⇒ (11) + 3 = 14
Sergei von Janderhoff: 1d20 + 1 ⇒ (17) + 1 = 18
Rishka: 1d20 ⇒ 6
Freedom Town Thug 1: 1d20 ⇒ 9
Freedom Town Thug 2: 1d20 ⇒ 4
Round 1
Sergei von Janderhoff 18(26/26)
Kurag Urlot III 14(18/18)
Greta Bolkasdottir 12(17/17)
Freedom Town Thug 1 9(?/8)SICKENED (DRUNK),WOUNDED
Drosk Ironhame 8(16/16)
Bormann Grimm 6(30/30)
Rishka 6(7/19)SICKENED (DRUNK),WOUNDED
Freedom Town Thug 2 4(?/8)SICKENED (DRUNK),WOUNDED
Tactical Map updated
Drosk Ironhame |
Surprise Round:
Acid Cloud Damage to two affected humans: 1d6 + 1 ⇒ (6) + 1 = 7 - SWEET!
Acid Clouds used today: 3/6
Kurag Urlot III |
When the sounds of conflict start Kurag quickly moves another barrel of the questionable solution in the way of the door. He then stands in front of it ready to take on any who come his direction.
DM RichD |
Round 1
Greta questions why these three are drinking when there is destruction all around them. As Kurag continues to block the exit, Sergei waits for an answer to Greta's question.
He does not have to wait long as one of the thugs at the bar shouts to the half-orc, Rishka! We'll charge you for these others, but we'll kill these dwarves for free! He then grabs his greatsword and takes a step to Sergei (F,4) and swings.
Attack: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
His sword rends a tear in the Paladin's armor, but does not touch his flesh.
Up Next: Sergei take your delayed action, Drosk & Bormann.
EDIT:Forgot he was sickened (Drunk)
Bormann Grimm |
"We're a lot harder to kill than you think, villain!" Bormann retorts as he chops at the orc again.
Greataxe: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage: 1d12 + 4 ⇒ (2) + 4 = 6
Drosk Ironhame |
Round One:
Drosk moves into the building and steps next to Greta. As the acid cloud enshrouding the drunken thug on the far side of the table dissipates, the wizard mutters a mystical word and points at the man. A small greenish-yellow orb of acid flies from the wizard's fingertip toward the man.
Move action 20 ft. to square E,7. Standard action to cast Acid Splash cantrip on Thug 2. Acid Splash is augmented by using acid flask as an alchemical power component focus item.
Acid Splash (ranged touch attack): 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 (includes Iomedae's boon)
Acid Splash Damage: 1d3 + 1 ⇒ (1) + 1 = 2 (acid flask focus item)
DM RichD |
Round 1 Cont'
Sergei gives the human an incredulous look before striking him down with his axe.
Drosk steps into the tavern and burns the other human again with acid killing him.
Meanwhile Bormann axe again creates a huge gash in Rishka.
Despite his grievous wounds, the half-orc smiles at Bormann. Why Thank you! You saved me the trouble of paying those two after I kill you all!
He will then swing his own greataxe at the dwarf.
Attack: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Because of his inebriation, his axe misses the dwarf-barely.
Stupid -2!
Round 2
Sergei von Janderhoff 18(26/26)
Kurag Urlot III 14(18/18)
Greta Bolkasdottir 12(17/17)
Freedom Town Thug 1 9(-6/8)DEAD
Drosk Ironhame 8(16/16)
Bormann Grimm 6(30/30)
Rishka 6(1/19)SICKENED (DRUNK),WOUNDED
Freedom Town Thug 2 4(-1/8)DEAD
Tactical Map updated
Sergei von Janderhoff |
Sergei narrows his eyes.
"You will shortly follow them."
He then moves forward (3 squares north, one diagonally NW), and attacks.
MW Cold Iron Battle Axe: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.
Bormann Grimm |
Bormann shifts a bit to facilitate catching the half-orc between himself and Sergei (should he survive that long). Then he hacks away with his axe.
Greataxe: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
My guess is that's a miss - but here's damage in case I'm wrong. Damage: 1d12 + 4 ⇒ (2) + 4 = 6
5 ft shift to D3
Kurag Urlot III |
Kurag hears the thumps landing from inside but does not hear any footsteps coming towrads him. Movinghte barrels out of hte way he opens the door and prepares to move in.
DM RichD |
Round 2
Sergei, flush with his success over his human foe, tries his hand at Rishka, but is not so lucky.
Kurag, not wanting to miss any of the fun, moves the barrels out of the way and opens the door.
Greta moves into the fray. She swings her mace but misses.
Drosk's action here.
Bormann also swings at the half-orc and like his companions also misses.
Rishka laughs, Afraid now that you are fighting a real opponent?
He will then bring his axe to bear against Bormann.
Attack: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
He misses again.
Freedom Town Thug 1 Con Check DC16: 1d20 + 1 ⇒ (1) + 1 = 2
Freedom Town Thug 2 Con Check DC11: 1d20 + 1 ⇒ (20) + 1 = 21
Round 3
Sergei von Janderhoff 18(26/26)
Kurag Urlot III 14(18/18)
Greta Bolkasdottir 12(17/17)
Freedom Town Thug 1 9(-6/8)DYING-STABALIZED
Drosk Ironhame 8(16/16)
Bormann Grimm 6(30/30)
Rishka 6(1/19)SICKENED (DRUNK),WOUNDED
Freedom Town Thug 2 4(-2/8)DYING
Tactical Map Updated
Next Up: Drosk Round 2 Action, Everyone's Round 3 Action.
Bormann Grimm |
Psst, Sergei - help me flank him. Take a 5' shift to B3.
The half-orc doesn't seem to be in particularly good shape, but his drunken weaving about is starting to vex Bormann. The dwarf takes a shot at him with his axe.
Greataxe: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 Hoping to get a +2 flanking bonus from Sergei which would take this to a 19 - but hopefully 17 is enough anyway
Damage: 1d12 + 4 ⇒ (11) + 4 = 15
Kurag Urlot III |
Upon seeing 2 humans down on the ground and an orc weaving about with an axe Kurag hurries as fast as he can over to help in the combat. Coming guys. Leave some for me.
Double move to flank with Bormann.
Drosk Ironhame |
Round Two:
Seeing his companions converge on the half-orc, Drosk draws his warhammer and moves in to join the melee.
Move action 20 ft. to square D,3; drawing warhammer as part of move action. Standard action to attack.
Warhammer Attack (with Iomedae's Boon, earth supremacy, hatred): 1d20 + 2 + 1 + 1 + 1 ⇒ (14) + 2 + 1 + 1 + 1 = 19
Warhammer Damage (earth supremacy): 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Round Three:
If the half-orc is still standing:
Drosk attacks the half-orc again with his warhammer.
Standard action to attack.
Warhammer Attack (with Iomedae's Boon, earth supremacy, hatred): 1d20 + 2 + 1 + 1 + 1 ⇒ (15) + 2 + 1 + 1 + 1 = 20
Warhammer Damage (earth supremacy): 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
DM RichD |
Round 2 Cont'
Drosk slams the half-orc with his hammer and it is amazing that the half-orc still stands!
Round 3
Sergei misses again, much to his frustration. Kurag rushes into the room and flanks the half-orc with Bormann. Greta misses with her mace and is just as angry as Sergei! Drosk delivers another devasting hit with his hammer.
Next up: Bormann
Bormann Grimm |
I think my round 3 is up thread a few posts? Or am I all out of sync? I'll gladly attack again if I got a chance...
DM RichD |
Oops! Don't know how I missed it!
Round 3 Cont'
Bormann, with a flanking assist from Kurag, rends a huge gash in the half-orc.
With a last burst of energy, the half-orc again attempts to strike Bormann again with his axe.
Attack: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
Damage w/DR: 1d12 + 4 - 2 - 1 ⇒ (9) + 4 - 2 - 1 = 10
He dies with a smile on his tusky maw knowing he hurt his slayer.
Out of Round Mode
As Rishka falls to the floor with a thump. You hear from one of the 'bodies' laying on the floor Not one of the thugs you slayed whisper, Is it over? Are they dead?
Kurag Urlot III |
As Sergei was looking after the voice Kurag took a quick check on the state of the humans on the floor. Hoping to stablalize at least one of them he tries to help staunch the wounds inflicted upon them. Not knowing exactly what the reason was for the injuries Murat hopes that by keeping them from bleeding out they can be brought to the healers for questioning at a later time.
Greta can you stop the bleeding on this one?
aid Heal check 1d20 + 2 ⇒ (9) + 2 = 11
Second aid heal check for second human down 1d20 + 2 ⇒ (1) + 2 = 3