
Dungeon Master S |

Grym scores two quick hits, one with each weapon. It's enough though, the orc simply can't keep it together. He's dead on his feet, but wants to get one more swing in. Can Gaius stop him?
Ferox, your turn likely won't affect the third floor, so feel free to post your Round 5.
Round 4
Ferox: Drops Blue
Baddies: Attack!
Odric: Attack!
Morkeleb: Burns
Sandor: Double move
Grym: Orcslaying like a boss.
Gaius: TBD
DM:
Black: 33
Green: 0
Cyan: -6

Dungeon Master S |

Indeed, the orc easily dodges the Calistrian's whip.
Ferox to start Round 5!

Ferox Kerr |

Round 5
Ferox takes a bead on Black and let's loose a volley.
Arrow1: 1d20 + 13 + 2 + 1 - 2 - 2 ⇒ (6) + 13 + 2 + 1 - 2 - 2 = 18
Damage: 1d8 + 3 + 4 + 1 + 4 ⇒ (6) + 3 + 4 + 1 + 4 = 18
Damage, Manyshot: 1d8 + 3 + 4 + 1 + 4 ⇒ (8) + 3 + 4 + 1 + 4 = 20
Arrow, Rapid Shot: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 ⇒ (13) + 13 + 2 + 1 + 1 - 2 - 2 = 26
Damage: 1d8 + 3 + 4 + 1 + 4 ⇒ (2) + 3 + 4 + 1 + 4 = 14
Arrow2: 1d20 + 8 + 2 + 1 + 1 - 2 - 2 ⇒ (10) + 8 + 2 + 1 + 1 - 2 - 2 = 18
Damage: 1d8 + 3 + 4 + 1 + 4 ⇒ (2) + 3 + 4 + 1 + 4 = 14

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Ferox drives home enough arrow to drop the orc dead in his tracks, not even orc ferocity can keep him up.
Will post baddies in early afternoon.
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Dungeon Master S |

Cyan, despite his mortal wounds, continues to fight, taking a swing at Gaius: Axe: 1d20 + 17 ⇒ (14) + 17 = 31 DMG: 1d12 + 11 ⇒ (8) + 11 = 19 Green, finally arriving, wastes no time in attacking Grym: Axe: 1d20 + 17 ⇒ (20) + 17 = 37 DMG: 1d12 + 11 ⇒ (12) + 11 = 23 and again Axe: 1d20 + 12 ⇒ (20) + 12 = 32 Confirm: 1d20 + 12 ⇒ (17) + 12 = 29 DMG: 3d12 + 33 ⇒ (7, 4, 8) + 33 = 52.
With two swings, the orc finishes what his leader started. Grym of Korvosa falls. His lifeblood mixes with Bucho's on the tower floor...
Good guys...
Round 5
Ferox: Drops Blue
Baddies: Kills Grym
Odric: Current
Morkeleb: TBD
Sandor: TBD
Grym: Dead
Gaius: TBD
Green: 0
Cyan: -7

Dungeon Master S |

Oops, you're right. At least Grym went out in style. That's another 2d12 + 22 ⇒ (2, 4) + 22 = 28. That's 103 damage.
[ooc]Because I know Phil will appreciate this (It doesn't affect what you do after. You can still raise the dead, or you can retire Grym):
The orc severs the rangers head in front of Gaius. The ranger's lifeless body falls to the tower floor, his blood mixing with his companion's. The orc grab's the severed head and tosses it off the side of the tower shouting "GAH TRARG VACH NO DIN"
I am the the slayer of men!
All good guys can go.

Odric the Stout |

Odric sprints forward and catches Grym's noggin as it sails over the wall. He sets it down midstride, and continues on like a black tide, rushing in with an inexorable quality. He will take time for stunned reflection later. As his armor jostles and chafes uncomfortably, the warrior charges towards the stairs with a singlemindedness steeped in fury. The Kegerator is out as he rounds the corner and crashes through the open gate.
double move

Dungeon Master S |

Ferox, Mork, Gaius, Sandor are up

Sandor Stouthammer |

Round 5
With a howl that could wake the dead Sandor runs towards the door. Thorgrymmmmmmmmmmmmmmmmmm Noooooooooooo my friend...... Orc your blood will bathe my axe. Come to me fight someone your own size!
Run to doorway

Dungeon Master S |

They are 50 feet up. (That's 5d6 if you're thinking of jumping down.)
Cyan: Has very little energy left, and can only muster a single swing at Gaius: Axe: 1d20 + 17 ⇒ (9) + 17 = 26 for DMG: 1d12 + 11 ⇒ (9) + 11 = 20
Green: Green moves the 10' in to get to him also. He is positively charged from his victory over the ranger. Axe: 1d20 + 17 ⇒ (7) + 17 = 24 for DMG: 1d12 + 11 ⇒ (12) + 11 = 23
Good guys not named Ferox can go.
Green: 0
Cyan: -8

Dungeon Master S |

4d6 If you pass a DC 15 Acrobatics check

Dungeon Master S |

Sorry that was completely my bad, I jumped the gun after reading Ferox's turn. The Green orc's turn still stands Low is miss: 1d100 ⇒ 97 The cyan orc can only approach, not swing. Ignore his attack.
Round 5 left to go: Gaius, Mork, Odric, Sandor.

Dungeon Master S |

They have full cover, but line of effect is there.

Morkeleb the Mighty |

ROUND 5
Morkeleb is shocked to see Grym's severed head flying through the air. He glares pure hatred at the celebrating orc, and once again lets loose his most potent magic--instead of a hissing curse, his voice is an outraged shout of power.
Cast Constricting Coils on Grym's killer. Will DC 25 (roll a 20, I phlucking dare you). On a fail, he's Held and takes damage: 1d6 + 6 ⇒ (2) + 6 = 8. Must save every round or be held and continue to take damage.

Dungeon Master S |

Will: 1d20 + 3 ⇒ (13) + 3 = 16 Not this time, the orc grunts in pain and for lack of air.
I'm guessing Odric and Sandor are double moving. Ferox double moves and the orcs continue to batter Gaius:
Cyan: Miss: 1d100 ⇒ 14 Cyan can't connect in the mist!
Green: Will: 1d20 + 3 ⇒ (2) + 3 = 5 he's still paralyzed!
Recapping to catch my bearings:
Round 5 Update:
Ferox: Drops Blue
Baddies: Kills Grym
Odric: Double Moves
Morkeleb: Constricts Green
Sandor: Double Moves
Grym: Dead
Gaius: Obscuring Mist
Round 6:
Ferox: Double Move
Baddies: Miss and Paralyzed
Odric: Double Moves (?)
Morkeleb: Current
Sandor: Double Moves (?)
Grym: Dead
Gaius: Current
Green: 8 Held
Cyan: -9

Gaius Lirsiiv |

Step to Cyan and Sneak Attack from the mist
Mithril Rapier:1d20 + 12 ⇒ (20) + 12 = 32
Concealment Check... 1d100 ⇒ 1... Figures. I hate this die roller.
2nd Attack, Concealment First... 1d100 ⇒ 95
2nd Attack 1d20 + 7 ⇒ (2) + 7 = 9
I really really really hate this die roller.

Ferox Kerr |

Round 7
Ferox gathers his bearings and calls forth the measured step of Abadar, teleporting next to Gaius (Dimension Hop 60').
Knowing the orcs are there but unable to see them, Ferox unleashes Abadar's fury upon the them. (Casts Blistering Invective
You festering bags of entrails! For your transgressions against us and the death of my friend, you shall suffer the burning itch of a thousand fleas nestled in your crotch! You will wish your worthless, puerile lives had ended at your births from the suffering and pain you will soon suffer. You oozing sores on a wenches arse!
Intimidate: 1d20 + 17 ⇒ (7) + 17 = 24
If they are Demoralized, they take Fire Damage: 1d10 ⇒ 4 and must make a DC 15 Reflex save or catch fire.
Not sure how the fire interacts with Obscuring Mist

Dungeon Master S |

Ferox arrives on the scene and immediately begins a rant that goes far beyond normal kenning. Both orcs burn from the invective:
Cyan: 1d20 + 3 ⇒ (1) + 3 = 4
Green is paralyzed and autofails.
Cyan, on fire and missing far too much blood takes one final swing at Ferox 1d20 + 17 ⇒ (20) + 17 = 37 confirm: 1d20 + 17 ⇒ (19) + 17 = 36DMG: 3d12 + 33 ⇒ (7, 8, 7) + 33 = 55 and he makes it count... and with that his corpse can take no more and he dies. Ferox, the inquisitor also falls to the orc's axe in a mutual exchange.
Meanwhile green, WILL: 1d20 + 3 ⇒ (14) + 3 = 17 DMG: 1d6 + 6 ⇒ (1) + 6 = 7.
The fire burns away the mist in his square, making him unprotected by the spell. Gaius, you may coup de grace the final orc.
Green: 13 Held on fire

Dungeon Master S |

It's not a sure thing. Roll your sneak attack crit.

Dungeon Master S |

Gaius's Crit: 2d6 + 2 + 2d6 ⇒ (2, 5) + 2 + (2, 4) = 15
Fort: 1d20 + 8 ⇒ (11) + 8 = 19.
Gaius kills the remaining orc. He then quickly stabilizes Ferox.
We are out of initiative.
XP: 4,800 each

Gaius Lirsiiv |

Finish off these scumbags and collect Grym's remains. I'll drop some positive channels. This will heal Bucho as well.
Channel:3d6 ⇒ (1, 4, 1) = 6
Channel:3d6 ⇒ (1, 1, 2) = 4
These Dice hate me. Ten points to everyone.

Ferox Kerr |

Dang, those orcs hit hard.
Ferox heals himself.
Cure Serious Wounds: 3d8 + 9 ⇒ (4, 8, 8) + 9 = 29
Cure Serious Wounds: 3d8 + 9 ⇒ (6, 7, 5) + 9 = 27

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go ahead, someone say "I loot the bodies."
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Yes. Bucho is up and about.
There is only 1 item that requires a rolled Spellcraft check, the main orc's sword
There are 6 potions of CMW. 6 +1 waraxes, 7 masterwork composite longbow (mighty to +5), 6 +1 breastplates. There are a total of 20 Opal chips worth 20 go each. The lead orc has a necklace made of 7 hatchling dragon skulls worth about 1,050 gp.
The lead orc has more.
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The leader also wears an amulet of natural armor +1, a belt of giant strength +2 and his sword.
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Morkeleb the Mighty |

spellcraft on sword: 1d20 + 19 ⇒ (16) + 19 = 35
Morkeleb makes his way up the stairs to join his companions in deciding how to deal with the fallen Grymm. He has resumed his typical stoicism, but it's easy to tell he is...affected.
i believe that Grym would wish to be raised if possible, as his job was not done. I propose that as much of the treasure from these beasts as is necessary, serve as the payment for restorative magic.

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Gaius Lirsiiv |

We're in worse shape than we appear at the moment. We need a powerful priest to raise Thorgrym, and I am not sure where to take his remains from here. In addition, Thorgrym is our tracker and survivalist. While I'm confident Master Ferox can track anything, how are his abilities at navigation and wilderness survival?
How about it, Inquisitor? Can you lead us back to a city?
Are there any native peoples to this area aside from Orcs?

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Knowledge (geography) from anyone.
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Ferox Kerr |

I have faith that I can keep us alive on any journey we take and be able to get us to wherever we want to go. I just need someone to tell me where that is.

Sandor Stouthammer |

Know Geo: 1d20 + 6 ⇒ (16) + 6 = 22
Sandor checks over the bodies, a small tear comming to his eyes mourning Grym. He then investigates the orc's body looking for any symbol or sign of what clan they come from.
Know Local/Geo: 1d20 + 6 ⇒ (14) + 6 = 20
He then approaches Bucho, the big brindle is sniffing Grym's corpse his head hanging low. Sandor kneels beside the loyal companion reaches out and scratches him behind his ears and neck.
I know boy I loved him like a brother too. We will take care of his body, and if we can Sandor casts a pleading look up at Gaius, and Ferox bring him back.
Sandor fights back the emotions, takes a few seconds and some deep breaths. Bucho, you can't stay here. You need to come with us come with your other bothers.
Sandor takes Grym's pouch with Bucho's special treats in it and gives him one.
Take 10 Handle Animal = 11
________________
Joining in on the conversation that Ferox and Gaius are having. Yes Ferox and I can track just about anything out here, and keep us alive. Just now where are we going?