| Somer Hiondu |
So Balmir is like a turn or two ahead of us, should we catch our pawns up with him?
| Balmir |
Wasn't intending to be ahead. I thought that we used 3 turns to move up to the well. To be honest, I was a little confused about what we were doing. So I can hold back and let the rest catch up. I hope I didn't make things more confusing. :-)
| GM Fuzzfoot |
No, I think Balmir just was mistaken as to where the well with the guard is. It is at L4. I moved all pawns to that location.
| GM Fuzzfoot |
I also failed to mention, or perhaps you didn't check, but the orc with the dogs had:
2 potions, acid (2), caltrops; leather armor, javelins (3), orc double axe, scabbard, 36 gp
I will assume you grabbed what you thought immediately useful and someone will add up the rest for rewards later. You all might need some of this before you are done.
| Somer Hiondu |
As the group travels back and forth to the well Somer takes a look at the potions to see if he can work out what effect they would have.
"Anyone want to take these acid flasks? I am not much for throwen weapons." If no one takes them Somer will stash them for later.
Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
I can start running a loot sheet for the group if people would like. I do it for a couple of other games as well but did not think of it until now.
| Somer Hiondu |
How did i miss the treasure sheet in the links the AM. Sorry must not have been awake yet.
| GM Fuzzfoot |
I assume you cast detect magic to identify the potions, so you also now notice that the scabbard is also magical.
| Somer Hiondu |
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23 One more spellcraft to see what is up with the scabbard (is there a sword in it?)
As I type this I realize that there is a time component to identifying items properties. Do we want to take the time folks? I think the potions may be worth a few rounds. Thoughts?
Mouser Lowhill
|
Having just thrown one of my own acid flasks, I wouldn't mind taking at least one the new ones. I can take one or both (but if anyone is missing a splash weapon, please take the other.
"I won't be drinking water from the well for a while," Mouser says as he looks at the dead guard. "But we should hurry. We need to get moving before this attack does even more damage."
| GM Fuzzfoot |
OK, let's assume the scabbard waits, but as you rolled sufficient, I will let you know it is a scabbard of honing. So, where to? The bar (L5)? The gate(L11)?
| GM Fuzzfoot |
The Killin’ Ground is a popular bar in Trunau known for its moonshine. The architecture of the tavern is unique—a retractable canvas roof and a 1-foot gap separating the walls from the ground allow rain to clean the establishment’s floors.
Inside, you see the barkeep on the floor, seemingly dead. A half-orc and two humans sit at the bar, drinking moonshine. They do not see you yet.
If anyone attacks, consider it a surprise round for each of you. If anyone opens the door, just describe what your do.
| Derrik Nular |
Derrik will enter the bar, holding his Morning star low but his shield at ready height.
"Good day gentlemen, are you seeking reprieve in here from the attacks out the door? Is the good owner dead when you arrived?"
diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21
In total defense, readying to defend himself since no one can be trusted right now. AC is 21 right now
| Somer Hiondu |
Somer slips in behind him with a smile assuming that, if they are local, he will recognize them since he lives in the town. He cannot bring himself to attempt joviality but does his best to look non-threatning.
Mouser Lowhill
|
Not liking the look of this, Mouser slips in like a shadow as Derrik commands the attention of the four. He makes almost no sound.
stealth: 1d20 + 12 ⇒ (15) + 12 = 27
| GM Fuzzfoot |
"What?!? Now who are you all?"
| Somer Hiondu |
Somer, sword in hand, addresses the men. They do not look familiar to him so he begins to think the worst.
"We are protecting this town. It is not safe here. Move along if you are looking for a safe spot we can help with that. Ether way last call has come and gone."
Perception: 1d20 + 5 ⇒ (1) + 5 = 6 Nailed it.
| GM Fuzzfoot |
"Last call for you (hic), I think."
Balmir: 1d20 + 3 ⇒ (16) + 3 = 19
Derrik: 1d20 + 4 ⇒ (2) + 4 = 6
Mouser: 1d20 + 4 ⇒ (2) + 4 = 6
Somer: 1d20 + 6 ⇒ (12) + 6 = 18
Tamxander: 1d20 + 1 ⇒ (1) + 1 = 2
Half-Orc Skulking Brute: 1d20 + 2 ⇒ (3) + 2 = 5
Human Foot Soldier, Pink: 1d20 + 1 ⇒ (12) + 1 = 13
Human Foot Soldier, Blue: 1d20 + 1 ⇒ (5) + 1 = 6
Round 14: (Bold may act)
Balmir, Somer (2 dmg)
Pink
Derrik (10 dmg), Mouser
Blue, Red
Tamxander
Bless is in effect until round 24.
| Somer Hiondu |
"Gentelmen, this is a mistake you are making. We are in a time of crisis so I am sorry if you are just drunks."
Somer takes a step forward and slashes at the pink thug with a two handed strike.
Longsword: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Crit Confirm: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Round 1: Move and 2-handed attack.
16/18 HP
| Somer Hiondu |
They are in the building and look to be about 25ft from you.
| Balmir |
Balmir's patience is running thin so at the sign of threat he springs into action. He makes directly for the closest enemy, unslinging his waraxe as he goes, and chops at the man.
waraxe: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d10 + 4 ⇒ (6) + 4 = 10
| GM Fuzzfoot |
Two of the foes go down very quickly. (I moved Somer to attack Blue, since Pink was dead by the time Balmir pulled his axe back.)
Round 14: (Bold may act)
Balmir, Somer (2 dmg)
Derrik (1 dmg), Mouser
Red
Tamxander
Bless is in effect until round 24.
| GM Fuzzfoot |
I posted this before, but it seems to have been eaten. You did not find any others lurking in the shadows or rafters.
You did, however, see the "dead" bar owner look up briefly as you entered the bar, and then went back to playing dead.
| Derrik Nular |
Derrik will move into block the Orc from leaving and allow his friends in.
"You are giving your Kin a bad name here, There are plenty of other half orcs who live here peacefully."
Remain in total defense.
Mouser Lowhill
|
Mouser emerges from the shadows to stab at the remaining half-orc, but he slips on some spilled ale, throwing his aim off.
MW Rapier (cold iron)(sneak attack): 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 131d4 ⇒ 11d6 ⇒ 2
| GM Fuzzfoot |
"You're a mean little one, ain't ya!"
Red turns and makes a swing at Mouser, but you can see he is a bit drunk. Perhaps very drunk.
Attack: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4
Party up!
Round 14: (Bold may act)
Tamxander
Round 15: (Bold may act)
Balmir, Somer (2 dmg)
Derrik (1 dmg), Mouser
Red
[ooc]Bless is in effect until round 24.
| GM Fuzzfoot |
Yes, you were a bit too far back, but I assume that was just from lack of map updates. You can move up to the bar and cast over it (maybe jumping on a chair first).
Will Save: 1d20 + 1 ⇒ (9) + 1 = 10
The half-orc is knocked unconscious, (and apparently blinded and stunned).
Mouser Lowhill
|
Mouser tumbles into position to flank with his allies, then jabs his rapier into the half-orc's calf muscle.
acrobatics: 1d20 + 8 ⇒ (8) + 8 = 16
MW Rapier (cold iron, flank)(sneak attack): 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 261d4 ⇒ 11d6 ⇒ 1
| GM Fuzzfoot |
He is unconscious so I don't think you need an acrobatics roll. ;)
| Balmir |
As soon as the half-orc drops to the ground unconscious Balmir steps up and swings his massive waraxe at the prone body. "I hate orcs! Hate orcs!"
waraxe damage, coup de grace: 1d10 + 4 + 1d10 + 4 + 1d10 + 4 ⇒ (1) + 4 + (1) + 4 + (4) + 4 = 18
That's almost the least effective crit damage I could do...
| Derrik Nular |
Derrik will run over to see if the Orc is dead, Heal: 1d20 + 11 ⇒ (14) + 11 = 25
if he is not dead.
"I understand your hatred of Orcs and I can relate but maybe he has information prior to ending his life."
if not alive
"I wish we could have questioned him but I am glad that is one less threat."
Derrik will check on the others in the bar despite what happens to the orc
| Somer Hiondu |
Somer smiles at Derrik.
"Very open minded but they were looting and people are attacking. Maybe we can save you another one to speak with. Shall we head to the front?"
Lets head to L11. I do not see us getting to L9 with out being cooked like hot-dogs unless I am missing something.
| GM Fuzzfoot |
I had to look up rules on a coup de grace!
Fort Save, DC 28: 1d20 + 1 ⇒ (16) + 1 = 17
The half-orc is quite dead. The bartender, however, is not, and pops up when Tamxander outs him.
"Please, don't kill me!"
When he realizes who you are, though, the barkeep thanks you and offers you alchemical remedies for your trouble. In addition to free drinks for life at the Killin’ Ground, he gives you two potions of remove sickness and two vials of soothe syrup.
It is probably not safe for him to remain here.
| Derrik Nular |
Derrik will take 1 of each unless people want him to take both.
"will you be safe here? The Militia has set up a first aid station to the west of here." Derrik will look around the room. "Is there anyone else you have seen that needs help?"
| Somer Hiondu |
While the others talk to the bartender and thank him for the potions Somer quickly searches the bodes of those they have just dispatched.
Who wants to carry the potions?
| Balmir |
With the fight over, Balmir calms down a little bit. He watches the discussion between the bartender and the others. "You guys can carry the potions. They'll just get in my way." He peeks outside at the growing flames and smoke. "We need to get moving, get moving."
L11 seems good to me too.