
Randal Cupshot |

Randal immediately begins recounting a grand tale about a gang of foolish birds that flew into a fire and were never heard from again.
begin inspire courage
And instinctively steps back 5' from the birdmen.

Vigny Olafursdottir |

Vigny sidesteps the corby and swings back, badly, at him.
Attack: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Damage: 1d8 + 3 + 1 + 1d6 ⇒ (5) + 3 + 1 + (3) = 12
Sigh, going on two months now that I can barely break a 10 on a roll.

DM-Salsa |

You still have a full round of actions, Vigny. On the plus side, these guys aren't hard to hit and they were charging.

Vigny Olafursdottir |

Ha! I went over to my Iron Gods game immediately after and rolled a pair of 2's on rapid shot. But yeah, I guess I am top of the initiative order...
Vigny's follow-up swipe at corby makes contact, but doesn't quite catch the corby solidly.
Attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 1d8 + 1d6 + 3 + 1 ⇒ (3) + (1) + 3 + 1 = 8
Eh, at least I hit something.

DM-Salsa |

With a pair of swift strokes, Vigny sends the dire corby to the ground as it gurgles its last breath.

Jerukh Hörnungr |

Grimacing as Soliana clatters to the ground, Jerukh mood darkens further as the fell bird-men descend on the group.
With a growl the alchemist barrels toward the Corby laughing menacingly, drawing his cudgel as he goes (Charge Corby and draw weapon - Full & Free Actions), before slamming into the feathery fiend!
Melee (Charge) - MW Club: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Damage: MW Club: 1d6 + 3 ⇒ (4) + 3 = 7
@-2 AC for next round

Soliana of the Rose |
Soli's eyes widen as the corbies come leaping down upon them and she has no time to get to her feet or roll out of the way before one of them leaves superficial but still painful slashes down her back. Thankfully Emi's spell renders her attacker helpless just long enough for her to grab her glaive and scramble to her feet.
"Th-Thanks Emi!" she gasps as she falls back a step and swings her weapon at the cackling, wheezing creature.
Attack vs. Corby (Glaive): 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d10 + 3 ⇒ (6) + 3 = 9
_______
Move to stand from prone, 5 foot step back, then attack!

DM-Salsa |

With the crunch of bone and splattering of blood, the second Corby falls into the eternal sleep of death.
Out of combat. What do you do? continue on to the gates? Wait to see if anything else heard the brief fight and the calls of the two sentries? Something completely different?

Soliana of the Rose |
"You know, I think so - we've already made plenty of noise out here as it is," Soli responds, tensing up as though ready to begin sprinting at a moment's notice. "Maybe we can at least cover some ground fast and get to somewhere with some cover even if we can't make the gate right away!"
_______
Executive Decision, ho?

Randal Cupshot |

Randal's voice trails off as the sentry dies, seeming confused about weather to finish the story or not.
At the mention of hurrying he seems to agree, but when Emi suggests they run, his confusion returns...."make a run for it?.....like run, run?"

DM-Salsa |

Seems like at least two are saying to go for it.
Perception (Distracted, Distance) DC 0: 1d20 + 6 - 5 - 10 ⇒ (1) + 6 - 5 - 10 = -8 Welp, that answers that.
The friends, both new and old, rush up the slope and over the drawbridge to the gates. Miraculously, it seems, no one has noticed their approach.

Soliana of the Rose |
"Woo..." Soli huffs, trying to catch her breath. "That went...better...than I thought it would!" she smiles.
Then, after catching her breath, she quickly straightens and takes in the up-close view of what she can see of the castle and the wall surrounding it.
"Um...okay, now that we're here should we try forcing our way in through the main gates or try going over the wall? Or...maybe we'll get lucky and find a weak point in the wall if we try going around the perimeter?"

Jerukh Hörnungr |

Jerukh eyes first the castle gates, then the stone walls nearby searching for potential traps or secret portals;
Perception: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16

DM-Salsa |

Jerukh's inspection of the gates and the wall around show no signs of any traps. They are, however, in surprisingly good repair for a ruin.

Randal Cupshot |

How high are the walls?
"I'd be happy to scout the wall a bit, to see if theres an easy way in, if you like?" Randal asks Jerukh
And just in case there a threat or item of interest on the wall or gate within sight
perception: 1d20 + 7 ⇒ (3) + 7 = 10
nevermind

Emiliana Vasilescu |

Emi looks around uncomfortably while the others discuss what to do next. "Ve better do something kvickly..." she whispers loudly, "efentually somevun is going to notice ve're here..."
Are the gates solid wood or is it like a portcullis that we can see through? Also, we seem to all be operating under the assumption that the gates are closed... that's correct, right?

DM-Salsa |

@Randal: No items of interest or threats.
The gates are more like large wooden doors. As you look at them, it's possible that you could open them, assuming they aren't barred on the other side.

Jerukh Hörnungr |

Jerukh nods once again at his cousin's words, then presses against the large doors - testing them to see if they will open or resist...
STR Check?: 1d20 + 3 ⇒ (20) + 3 = 23

DM-Salsa |
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Well now! I'd say that gets them open.
The doors practically fall apart as Jerukh tries to force them open. They were indeed barred, but his orcish heritage proves to be more than the doors can handle.
Much to the surprise of the two dire corbies who were on the other side trying to figure out what was going on.
Not bothering with Initiative, you guys have the drop on them, so take a surprise round and the first round.

Jerukh Hörnungr |

Surprise Round
As the doors give way revealing two of the fell bird-men, Jerukh instinctively reaches for, and activates one of his explosive bombs (Standard Action)
Round 1 Buffs/Conditions: Inspire Courage (+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls).
Bomb in his paw, the brute alchemist moves to get a better vantage and close the distance (Move Action - up to 30ft - trying to get close to the two dire corbs while remaining at range - bomb has 20ft range)
He then lobs the volatile explosive toward both of the creatures (Attack - Standard Action):
Ranged Touch Attack: Bomb: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Fire Damage: 2d6 + 3 + 1 ⇒ (1, 3) + 3 + 1 = 8 5ft Splash (5+1 damage) DC14 Reflex for half damage

DM-Salsa |

Just a note, there's a map linked at the top. The dire corbies are right there in front of you.

Randal Cupshot |

Round 1
Continuing his story about the ill-fated elf-birds, and remembering Emi's question, Randal levels his bow at the nearest corbi.
longbow: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
damage: 1d8 + 1 ⇒ (4) + 1 = 5

Emiliana Vasilescu |

surprise round
When Randal steps back and resumes his story from earlier, Emi steps into the space he left and slashes at the birdperson with her bladed scarf...
attack, IC (vs FF): 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11, for: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
round 1
The dancer flinches slightly when Randal sends an arrow brushing past her, but seems just a tiny bit impressed when it finds its mark. She quickly follows it up with another swing of her scarf...
attack, IC (vs FF?): 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9, for: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
If the arrow killed it I'll attack the other one instead. well, that's moot... damm you RNG!!!

Soliana of the Rose |
Surprise Round
As Jerukh smashes through the door with the greatest of ease, Soli immediately swings her glaive at one of the dire corbies...
Glaive vs. Corby #2 (IC): 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d10 + 3 ⇒ (10) + 3 = 13
Round 1
...and then attempts to follow it up with another!
Glaive vs. Corby #2: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d10 + 3 ⇒ (6) + 3 = 9
_______
Soli should be able to swing at #2 (far right) from her current position; if #2 dies then she'll step back and swing at #1. They'll definitely have cover versus her attacks, but oh well!

DM-Salsa |

Before the monstrous bird men have time to react, they both fall with quiet gurgles to the floor.
Combat over. You guys just slaughtered them. Jerukh, you still have that bomb you used.
The gatehouse has a floor of packed dirt and numerous wooden support beams for the stone ceiling above. Two rusted iron gates allow access through the gatehouse, while to the north, a pair of wooden ladders climb to the roof above.
Actions

Randal Cupshot |

Satisfied with himself for having been able to expidite the story, Randal moves to the bodies to search for valuables.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
bombing the rolls in my other games, good to see it average out here

Soliana of the Rose |
"Wow, that was...efficient," Soli whispers, a bit amazed at just how quickly they'd managed to slaughter the bird men. Glaive still in hand, she carefully steps over the bodies and into the gatehouse as she has a look around.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
"Seems all clear for the moment," she whispers back, cheerfully.

Jerukh Hörnungr |

@Salsa: No worries - memo to self - check the map lol
Jerukh keeps his bomb gripped and moves forward past the downed corbies.
The alchemist pauses, allowing his keen senses to soak in the area around and before the group;
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

DM-Salsa |

Looking around you begin to see things. An old bloodstain here, a gouge in the stone there, a ruined longbow half-buried in the dirt, fragments of bone, and a few scattered arrows that have rusted into uselessness. All of it points to there having been a great and terrible battle here.

Randal Cupshot |

After a search of the bodies reveals nothing of interest, Randal moves forward 15' to check those doors for traps (and see if they are locked).
perception: 1d20 + 7 ⇒ (8) + 7 = 15

Jerukh Hörnungr |

Jerukh eyes the terrain with a creased brow;
"This place saw a battle... hard fought and bloody... The bones of war and those that waged it scatter this place..."
He points out what caught his eyes as he speaks... Open Spoiler above to everyone?
The alchemist deactivates his bomb and places in back on his person;
"We best ware the risen dead again... Places such as this a oft graves of the restless..."

Soliana of the Rose |
"Ooh...okay Jerukh, I'll keep my eyes open for that kind of trouble too," Soli sighs as Jerukh points out the remnants of an ugly battle. "Before we try going out into the courtyard I want to have a peek up the ladders, okay? I'll be right back!"
Soli carefully advances up one of the northern ladders, trying to take care to first just take a small peek in case there are more foes lying in wait at the top. If it seems relatively safe, she then pokes her head out just a little further to try and survey the lay of the land.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

DM-Salsa |

Perception Fight DC10: 1d20 + 6 - 5 ⇒ (7) + 6 - 5 = 8
Perception Soli DC15: 1d20 + 6 - 5 ⇒ (2) + 6 - 5 = 3
You hear what sounds like three voices quietly griping about something. The language is like that of the elves and fey, but subtly wrong. You don't understand the words, but the tone is clear.

Jerukh Hörnungr |

Jerukh shakes his head, taps an alchemical bomb at his belt, then nods upward toward the voices;
"Soli, would I make the throw above?"
Gauging if they are too far for Jerukh to throw a bomb up at 'em?

Jerukh Hörnungr |

@Salsa: Will likely burn a Hero Point for a +8 luck bonus
As the group debate the voices, Jerukh primes one of his alchemical bombs, then eyes the rest of the group;
"So do I give them a surprise... or do we err on stealth?"
Regardless of the damage wrought upon whoever is up there - it'll alert the rest of the place... :)