DM RichD |
Bormann looks at how Umlo seems to be elsewhere. A look of pain comes over his face. Perhaps it is time for me escort this rascal to his kin. I'm not one fer runnin' from a fight, but I think with this one helpin' ye, ye'd be in good shape.
He turns to Umlo, Let's go get ye to yer sister and see how me brudder Sergei fares.
The relief is visable on Umlo's face. Aye! I'm not fer runnin' neither, but me heart is heavy fer me sister. Please find Droja an' show her kindness. I'd like her to be repaid it fer all the kindness she showed me.
The Pair turn to leave and Bormann stops and turns around again and looks at Kiln. Say! That's a fine axe ye got there. I don't think we will find much danger on the road. Would ye like to trade? Me axe is called Torag's Edge and it is a mighty fine blade. Bathe her in orc, ogre and giant blood at least twice a day.
COMPLETED
K1-Barbican
K2A-Bear Pit
K2B-Bear Pit
K3-Guarded Bridge
K6-Sewer Tunnel
K29-Entrance Hall
K30-Latrine
K31-Upper Well
K32-Treasury
K33-Storage Cellar (Haunted)
K34-Armory
K35-Cesspool
Kurag Urlot III |
Back is the stairs and lower down to 21 to stay out of the open?
Well Bormann, good luck and may your beard always grow long.
The rest of you, ready to swing from a rope to ge to the next roommate unseen?
BB Beetle |
"Keep Umlo safe, Bormann. He and his sister should be reunited as soon as possible."
BB giggles. "I'm always ready to swing, woo!"
DM RichD |
Feel free to continue RP'ing Bormann's goodbye.
Well (K21)
This circular chamber contains the fort’s water supply, a well that connects to the nearby river via an underground stream. A rectangular hole in the ceiling opens to area K31 allows access to the well from the keep above.
Kurag Urlot III |
Umlo, say hi to your sister for us and tell her that we wish her and Sergei the best of luck as well. May their children have her looks and temperament...hell, may they turn out exactly like her for her sake and not like Sergei.
With the farewells done Kurag sets his mind to the task at hand. Being careful with the bad floor Kurag helps get everyone down with the rope. Once there he takes a quick peek around for anything of interest.
perception 1d20 + 11 ⇒ (20) + 11 = 31 That will do it lol
With this likely being their water supply we could try and taint it and see if that sickens any...wait...do you see that darker stone over there? Kurag then moves over and runs his hands over the wall. There is a secret door here. I am certain of it. Now if I can just get it to open a bit...after I make sure it is not trapped...there we go.
perception traps 1d20 + 11 ⇒ (6) + 11 = 17
Kurag then opens the door and sees where it leads going quietly.
stealth 1d20 + 13 ⇒ (6) + 13 = 19
BB Beetle |
"Good luck Bormann." BB waves goodbye to his new friends. "And when you find your sister, Umlo. Hug her tight. And don't let go! That's what brothers do." He gives the dwarf a nod before letting them go.
When everyone is ready to proceed, BB takes a look around the chamber.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
BB nods when Kurag notes the door. You can't hide that kind of stuff from Dwarven eyes!
Rask Hammersong |
I assume that I did not detect evil back when we first me Kiln.
Rask; Perception: 1d20 + 11 ⇒ (15) + 11 = 26 In well room
Rask; Perception: 1d20 + 11 ⇒ (9) + 11 = 20 In short corridor
Rask briefly says goodbye to Bormann, as he barely knew the dwarf.
Upon entering the well area, he also notices the door and nods approvingly as Kurag checks it for traps, and opens it.
"Lets us lead the way Kiln" as he takes off down the short corridor, on the look out for any other doors that may be hidden.
BB Beetle |
"Besides clearing the fort of giants?" BB ponders. "Have you ever heard of the city of Trunau? A bunch of orcs attacked it, and we defended it. Now we're gonna find out who ordered the attack!"
DM RichD |
K12-Coward's Gate
The door is not trapped and Kurag opens it easily.
A heavy layer of dust blankets the cold flagstones of this cobweb-filled corridor.
I need 4 Perception Checks from Kurag.
COMPLETED
K1-Barbican
K2A-Bear Pit
K2B-Bear Pit
K3-Guarded Bridge
K6-Sewer Tunnel
K21-Well
K29-Entrance Hall
K30-Latrine
K31-Upper Well
K32-Treasury
K33-Storage Cellar (Haunted)
K34-Armory
K35-Cesspool
Kurag Urlot III |
Perception 1d20 + 11 ⇒ (3) + 11 = 14 +2 stone and +1 traps
Perception 1d20 + 11 ⇒ (7) + 11 = 18 +2 stone and +1 traps
Perception 1d20 + 11 ⇒ (12) + 11 = 23 +2 stone and +1 traps
Perception 1d20 + 11 ⇒ (6) + 11 = 17 +2 stone and +1 traps
Kurag stops when he sees the dust filled room. This place has not been entered in years. Watch where you step as who knows what might be under all this dust. As he moves forward cautiously Kurag stops and points at another wall. There is another hidden door over that way.
With that many fails for perception checks I am certain there is at least 1 trap in there. If so then remember that Kurag has the trap spotter rogue talent and I hope you roll better than I did. Second the hidden door found is halfway through the hallway. Would I be suspicious of there being nothing at the far end? Third if I do stumble into a trap is it possible to take 20 on the room for anything else I may have missed?
DM RichD |
As far as if there is anything past the secret door, you can give me a Knowledge Engineering or Dungeoneering or a straight up Int check DC15 as if to say, 'why have a corridor continue after a secret door unless there was another one.'
Kurag cautiously scouts the tunnel looking for anything suspicious, when he notices the same type of discoloration of the stones in the previous secret door. Sure enough, he finds one!
BB Beetle |
"Yeah, let's check out the secret door." BB takes a look around the room.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Kurag Urlot III |
Oh ok. I wasn't sure how that was going to work as I have actively checked for traps as well in other areas. I was thinking that I would roll the active perception checks and let you roll the passive trap spotter ones. That way if I don't mention actively searching for traps then you can roll them and state what happens all in 1 post. I don't want to slow play by post more than it is for something I trust you on.
know dung 1d20 + 4 ⇒ (7) + 4 = 11
int 1d20 + 1 ⇒ (16) + 1 = 17
Kurag pauses at the secret door looking down the hall. Guys, this seem strange to you that the secret door is here and not at the end of the hallway? Why make the hallway another 10feet long if you don't have to. Once we check this door out then we should investigate farther down as well.
Assuming perception above was for a trap on the door and failed
Kurag opens the secret doo cautiously as he is not sure what may be on the other side.
stealth 1d20 + 13 ⇒ (11) + 13 = 24
DM RichD |
K7-General Karrguk's Tent
As Kurag stealthily opens the door, he sees that the the door is covered in fabric like, perhaps, a tapestry. He hears the following in orc on the opposite side:
What news of the spies?
We have heard nothing, General. I fear the ogres killed them.
By the gods they will pay for that. If Grenseldek wants to stay in her chambers and cry for her 'beloved' while her ogres disrespect us, then we will give them the fight that they are looking for. I will have that Pappy's head and those of his 'wives' as well! Tell the tribe to continue to train fighting ogres! Now leave me!
COMPLETED
K1-Barbican
K2A-Bear Pit
K2B-Bear Pit
K3-Guarded Bridge
K6-Sewer Tunnel
K21-Well
K29-Entrance Hall
K30-Latrine
K31-Upper Well
K32-Treasury
K33-Storage Cellar (Haunted)
K34-Armory
K35-Cesspool
Kurag Urlot III |
Kurag stops back as he hears the commotion in front of him. Pointing to Rask and Kiln he motions to them to move forward.placong a finger across his throat and making the kill sign Kurag prepares to slice the fabric to allow the melee specialists in.
BB Beetle |
BB grabs a javelin. Not much he can do without making a lot of noise.
DM RichD |
Kiln and Rask burst from the tapestry!
BB Beetle: 1d20 + 0 ⇒ (5) + 0 = 5
Greta Bolkasdottir: 1d20 + 0 ⇒ (6) + 0 = 6
Kiln Redaxe: 1d20 + 1 ⇒ (18) + 1 = 19
Kurag Urlot III: 1d20 + 4 ⇒ (18) + 4 = 22
Rask Hammersong: 1d20 + 0 ⇒ (19) + 0 = 19
General Karrguk: 1d20 + 1 ⇒ (19) + 1 = 20
Round 1
Kurag Urlot III 22(56/56)
General Karrguk 20(71/71)
Kiln Redaxe 19(78/78)
Rask Hammersong 19(84/84)
Greta Bolkasdottir 6(51/51)
BB Beetle 5(44/44)
Up First: Kurag
Tactical Map has been updated.
Kurag Urlot III |
Knowing this was some sort of higher threat to the group Kurag chose his arrows carefully as she plucked out 2 specialty arrows from his quiver. Lining them up he calmly stated, Time to die orc. This is for Trunau.
using +1 orc bane arrows
rapid precise point blank favored hatred sneak attack 1d20 + 9 + 1 + 2 + 2 ⇒ (5) + 9 + 1 + 2 + 2 = 19 for 1d8 + 4 + 2 + 1d6 + 2 + 2d6 ⇒ (3) + 4 + 2 + (5) + 2 + (1, 2) = 19
second shot 1d20 + 9 + 1 + 2 + 2 ⇒ (8) + 9 + 1 + 2 + 2 = 22 for 1d8 + 4 + 2 + 1d6 + 2 + 2d6 ⇒ (4) + 4 + 2 + (2) + 2 + (4, 1) = 19
Plesae tell me that a 19 hits flat footed
BB Beetle |
Will Save: 1d20 + 8 ⇒ (6) + 8 = 14
BB almost stumbles as negative energy rips wounds open. "Yowch! I thought all of my training would come in handy, here!"
BB casts Bull's Strength on Rask to enhance his strength. "It's a bit crowded in there. Good luck, guys."
Kiln Redaxe |
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Will: 1d20 + 3 ⇒ (9) + 3 = 12
All I see is an itty bitty map, is that right?
He’s an orc, so +1 more to hit...
Torag's Edge PA Hit: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15 19-20/x3, S
Torag's Edge PA Damage: 1d12 + 16 ⇒ (10) + 16 = 26
Torag's Edge PA Hit #2: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 19-20/x3, S
Torag's Edge PA Damage: 1d12 + 16 ⇒ (1) + 16 = 17
Hmmm, yes, my first two attack rolls in this game are a 1 and a 2. That’s letting my presence be known!
Rask Hammersong |
Rask; Will save: 1d20 + 6 ⇒ (4) + 6 = 10
Agrimmosh +13/+8 (2d6+8/x3): 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 282d6 + 8 ⇒ (6, 6) + 8 = 20
Agrimmosh +13/+8 (2d6+8/x3): 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 202d6 + 8 ⇒ (5, 5) + 8 = 18 Assume this does not hit, so only 20 damage
"You will die for that!" Rask bellows at the orc in front of him, and swings Agrimmosh twice.
DM RichD |
Round 1 Con't
@Rask: Actually a 20 does hit!
Kiln misses while Rask tears into the general!
Greta Will Save: 1d20 + 8 ⇒ (13) + 8 = 21
Round 2
Kurag Urlot III 22(50/56) WOUNDED
General Karrguk 20(0/71)(10/15)WOUNDED, FEROCITY
Kiln Redaxe 19(72/78)WOUNDED
Rask Hammersong 19(78/84)WOUNDED
Greta Bolkasdottir 6(48/51)WOUNDED
BB Beetle 5(38/44)WOUNDED
Up Next: Kurag (If Kurag does not do 10 points of damage on AC20, then everyone.
Kurag Urlot III |
point blank precise rapid shot with hatred and favored enemy 1d20 + 12 ⇒ (8) + 12 = 20 for 1d8 + 6 ⇒ (4) + 6 = 10
second shot 1d20 + 12 ⇒ (11) + 12 = 23 for 1d8 + 6 ⇒ (7) + 6 = 13
Kurag unloads another 2 arrows into the cleric and feels a slight pang that perhaps somehow he should have tried to manipulate the situation to try and turn the orcs against the giants. As the arrows hit home though and the cleric slumped to the ground Kurag shrugged off the impulse. Good riddance. One less orc cleric to worry about and hopefully it was a leader by the sounds of it. Lets loot the body and take his head to throw at the other orcs feet in case it will break their morale!
perception for loot 1d20 + 11 ⇒ (17) + 11 = 28
Kiln Redaxe |
Kiln shakes his arms and rubs his wrists, ”all of that time tied up has really left me a bit off kilter! My arms felt like lead there. Give me a chance to limber up, and I promise to do better.” He proceeds to do some jumping jacks, pushups, and those double arm lift things, holding his weapon out in front of him.
DM RichD |
On the general's body you find the following:
potion of cure serious wounds,
potion of protection from arrows;
+1 half-plate,
+1 greatsword,
mwk javelins (2),
spell component pouch,
platinum holy symbol of Gorum (worth 100 gp),
148 gp
You also see a locked chest.
+2 breastplate,
a +1 warhammer,
two light hammers,
a potion of barkskin,
two flasks of alchemist’s fire,
a set of thieves’ tools
Some of the items are initialed U.N.
COMPLETED
K1-Barbican
K2A-Bear Pit
K2B-Bear Pit
K3-Guarded Bridge
K6-Sewer Tunnel
-General Karrguk's Tent
K21-Well
K29-Entrance Hall
K30-Latrine
K31-Upper Well
K32-Treasury
K33-Storage Cellar (Haunted)
K34-Armory
K35-Cesspool
Kurag Urlot III |
Kurag's eyes widen a bit at the sight of the potion of protection from arrows. If no one minds I would like that one. Might give me a leg up if I get in a long range archery duel with some orcs or giants.
He then moves over to the chest and takes a look at it quickly for traps first.
perception 1d20 + 11 ⇒ (17) + 11 = 28
then he gets out his lock picks and tries to open the chest.
disable device 1d20 + 16 ⇒ (14) + 16 = 30
Soon the chest lid pops open to reveal the contents inside. Some of this stuff looks real nice... spying the initials. However I wonder whose they belong to with the initials U.N.?
Kurag Urlot III |
Kurag pauses a moment as it hits him. I bet this was all Umlo’s stuff when he was captured. If only he waited a few more minutes before taking off to find his sister we could have returned it to him. I guess in the meantime we can use it.
BB Beetle |
"We can drop it off after we clear this fort." BB says. "You guys should make use of it. Armor just gets in the way for me."
Kurag Urlot III |
Kurag heads back into the secret hallway and continues down the hallway to the dead end knowing that something is unusual.
Perception take 20 as noted earlier for secret doors is 32
DM RichD |
You knew the traps you failed were coming!:D
Scythe trap: 1d20 + 20 ⇒ (4) + 20 = 24
Damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12
Kurag is so focused on the secret door that he only too late hears the swoosh of a scythe.
Kurag reflex save: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 6d6 ⇒ (4, 4, 5, 5, 3, 3) = 24
Wounded Kurag continues on. He is not fast enough to move out of the way as a portcullis falls on him.
DC to disable the scythe: DC30; DC to disable the portcullis: DC25
BB Beetle |
"Yikes! How do they go to the bathroom with all of these traps lying around?" BB exclaims.
Kurag Urlot III |
When the scythe hit him Kurag started cursing Blast it all to the nine hells that hurt. He was still cursing and ruminating on his misfortunes when the porticullis dropped on his as well.Greta! I am going to need you to put my spleen back in after this fiasco. I can’t beleive I missed both of those traps. Everyone don’t move till I disable them and get back to you.
Fumbling out his trap set Kragg tries to disable the scythe but with blood smeared fingers it is harder than it needed to be.
Disable device 1d20 + 16 ⇒ (16) + 16 = 32
luckily he was still able to bypass the trap and make it safe for the others. He then turned to the porticullis and tries to make that safe for the others.
Disable porticullis 1d20 + 16 ⇒ (6) + 16 = 22
This time though the bloody fingers slipped and the trap was not disabled. Wiping the blood off on the wall he tried again.
Disable porticullis 1d20 + 16 ⇒ (5) + 16 = 21 and again
Disable porticullis 1d20 + 16 ⇒ (14) + 16 = 30
Finally the third time he managed to rig the trap to get past it. Coming Greta for some much needed healing. Rask or Kiln the door looks safe though if you wan to open it while I get the healing.