
Somer Hiondu |

Mumbeling to himself about this not taking long Somer uses the magic properties of his quiver to retrieve one of his orc bane arrows. He sites in on the lead orc. Before the arrows flies he adds a little magic to his bow giving it the shocking property.
+1 Merianna's Thorn w Orc Bane Arrow @ Blue: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Damage: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Electricity: 1d6 ⇒ 1
Bane: 2d6 ⇒ (5, 1) = 6

Balmir |

Balmir's vision turns red as he sees the giant. A surge of righteous revenge flows through his blood. He pulls Agrimmosh from its belt loop and begins to move to the side so he can head directly towards the giant.

![]() |

With the orcs and giant still not having spotted him, Mouser quickly hides in some bushes.
stealth: 1d20 + 18 ⇒ (5) + 18 = 23
I'm assuming that though the map looks open, that there is some terrain I could hide in.

GM Fuzzfoot |

@Mouser - yes, I will allow for that. You remain hidden.
The first arrow thuds in the orc's chest, but does not drop him. Still, he is shocked (literally and figuratively)!
Round 1: (Bold may act)
Mouser
Somer
Tamxander
Derrik
Ingrahild
Balmir
Orcs: Blue (17 dmg), Green, Purple, Pink
Hill Giant/Red
Balmir HP 51/51 AC 23/11/22 +4 vs giant
Derrik HP 41/41 AC 19/12/19
Mouser HP 44/44 AC 20/17/14
Somer HP 31/31 AC 18/14/14
Tamxander HP 32/32 AC 13/12/11
Ingrahild HP 55/55 AC 18/12/16

Somer Hiondu |

"That was a good shot, these are tougher then average orcs my friends."
Somer moves forward a little, just to be sure he gets hit before Tam, and launches another arrow at the blue orc.
+1 Merianna's Thorn PB + Shocking: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 Electric Damge: 1d6 ⇒ 2

Derrik Nular |

HP 51/51
Deflection Aura 6 rds (+2 AC/CMD 20' radius)
Liberation (6 rounds/day) (Su) Act as if you had freedom of movement for 5 rounds/day
channel positive energy 5/5 (DC 14, 3d6)
3rd— beacon of luck , invisibility purge , prayer, remove curseD
2nd—aid, barkskinD, blessing of courage and life APG (DC 16), shield other , weapon of awe APG (DC 16)
1st—bless, liberating command UC, magic weapon , shieldD, shield of faith
0 (at will)— detect magic , guidance, spark APG (DC 14), virtue
Wand of Cure light wounds 44/50
Wand of Cure light Wounds 50/50
Healers Kit 18/20
Soothe Syrup 2/2
Smoke Stick 1/1
Thunder Stone 2/2
Holy Water 2/2
Crossbow Bolts 15/20
Derrik reaches out to touch Balmir, "Milani harden the skin of my companion to defect the blows of the Orc's and Giants." As Derrik calls down a blessing, a silver explodes from his holy symbol burning itself into the Palm of his hand.
Silver holy Symbol always equipped now haha
"By Milani's Grace, that hurt." Derrik says shaking his had but seeing how is own holy symbol transformed.

Balmir |

Derrik, is that barkskin for me?
Balmir looks confused at Derrik. "What do you mean how?" He points at the giant. "We just attack that fetid pile of garbage." Blamir moves closer to the giant, keeping Agrimmosh ready.

![]() |

Still not wanting to reveal his position until his companions have already engaged the foe in melee, Mouser bids his time in a bush.
stealth: 1d20 + 18 ⇒ (7) + 18 = 25
I'll wait until I won't be the only target if I attack.

GM Fuzzfoot |

Balmir is getting harder and harder to hit.
Blue takes another arrow ti the chest. Clearly, it will be fatal, but the orc still stands. (Orc ferocity)
Blue moved toward Somer, but only gets half the distance.
Green charges Ingrahilde.
Attack, charge: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Pink rushes to Derrik (and draws an AoO from the hidden Mouser, if he likes).
Attack, charge: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11
Purple rushes to Balmir (and draws an AoO from the hidden Mouser, if he likes).
Attack, charge: 1d20 + 6 ⇒ (7) + 6 = 13
The hill giant also moves for the dwarf, swinging a great club.
Attack, charge: 1d20 + 14 ⇒ (5) + 14 = 19
Round 2: (Bold may act)
Mouser
Somer
Tamxander
Derrik
Ingrahild
Balmir
Orcs: Blue (24 dmg, staggered), Green, Purple, Pink
Hill Giant/Red
Balmir HP 51/51 AC 23/11/22 +4 vs giant +2 natural (barkskin) displacement 50% miss
Derrik HP 41/41 AC 19/12/19
Mouser HP 44/44 AC 20/17/14
Somer HP 31/31 AC 18/14/14
Tamxander HP 32/32 AC 13/12/11
Ingrahild HP 55/55 AC 18/12/16

Balmir |

Balmir growls and then steps up to the giant. With a roar he swings Agrimmosh at the monstrous creature.
Agrimmosh@giant,power attack,vital strike: 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 25
damage,power attack,vital strike: 4d6 + 6 + 4 ⇒ (1, 5, 2, 6) + 6 + 4 = 24
Agrimmosh@giant, power attack: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
damge,power attack: 2d6 + 6 + 4 ⇒ (5, 5) + 6 + 4 = 20
5 foot step and then full round attack

Tamxander Glenfarrow |

Gloomblind bolts ranged touch attack, into melee: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11
Oooh, close. A typical orc is touch AC 10, but these guys might have a Dex bonus.
Tam launches a shadowy bolt at the orc charging into battle with Ingrahilde (green).
Gloomblind bolt damage: 4d6 ⇒ (3, 2, 4, 3) = 12
If it hits, the orc must also make a DC 16 Ref save or be blinded for 1 round.

Derrik Nular |

Derrik slides forward around the orc keeping his shield at the ready. As he moves to a new angle Derrik swings his Morning star around at the Orc.
Attack: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 1 ⇒ (4) + 1 = 5

Somer Hiondu |

Somer stays where he is hoping to keep Tamxander protected as he fires a pair of arrows coated in ice and flame. This time he shoots for green thinking blue is almost out of the fight.
+1 Merianna's Thorn PB + Shocking: 1d20 + 10 + 2 + 1 - 2 ⇒ (4) + 10 + 2 + 1 - 2 = 15
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Type Electricity: 1d6 ⇒ 2
+1 Merianna's Thorn PB +Type: 1d20 + 10 + 2 + 1 - 2 ⇒ (3) + 10 + 2 + 1 - 2 = 14
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Type Electricity: 1d6 ⇒ 6
Ray of Frost w First Hit: 1d3 ⇒ 3
GD it, a 3 and a 4!

![]() |

I'm only going to roll sneak attack dice once, since I'd imagine after I hit the first one, the second one would see me and at least not be flat-footed against me.
Mouser gleefully stabs the two bypassing orcs from his hidden position.
"Take that! And that!" he exclaims. Then, flanking with Balmir, he stabs the purple-cloaked orc again.
AoO vs Pink, mwk Rapier (cold iron)(sneak attack): 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 181d4 + 6 ⇒ (3) + 6 = 92d6 ⇒ (5, 1) = 6
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).
AoO vs Purple, mwk Rapier (cold iron): 1d20 + 12 ⇒ (18) + 12 = 301d4 + 6 ⇒ (3) + 6 = 9
mwk Rapier (cold iron)(flank, sneak attack): 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 181d4 + 6 ⇒ (4) + 6 = 102d6 ⇒ (2, 1) = 3
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).
If attacked and attack misses, spend 1 panache to activate underfoot assault + limb-climber.
3 Panache remaining
limb-climber (climb check vs. creature's CMD): 1d20 + 10 ⇒ (1) + 10 = 11
exploitative maneuaver (CMB vs. creature's CMD): 1d20 + 9 ⇒ (15) + 9 = 24 If successful, creature takes -2 on its attack against Mouser, and Mouser receives +2 to his AC.

GM Fuzzfoot |

The patrol has no idea what just hit them. Everyone one of your attacks hit (touch AC11, as it turns out!). Mouser clips a few running by, and then as he continues to damage one, Derrik steps in and smacks the other hard. Somer practically kills green with his magi arrows, and Tam finishes him off.
Even the hill giant looks shocked at how hard the dwarf hit him! While still plenty of fight in him, if he was smarter, he would probably run away. But hill giants are blessed with an abundance of brainpower.
Unfortunately, orcs and hill giants are a tough bunch, and most of them continue to stand and retaliate.
Blue staggers up to Somer, but is too slow to take a swing. Pink turns to face Derrik, and swings his falchion. But the small one made a neat slice on the back of the orcs leg, causing him to lose balance in the swing.
Attack, disoriented: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Purple looks to Mouser, thinking that this little run has taken his last swipe. But he over extends and leaves himself wide open to the tricky halfling's moves. Alas, Mouser doesn't manage to capitalize on it this time.
Attack, disoriented: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
The giant tries to crush the dwarf. Full attack Both attacks are easily deflected.
Attack: 1d20 + 14 ⇒ (7) + 14 = 21
Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Round 3: (Bold may act)
Mouser
Somer
Tamxander
Derrik
Ingrahild
Balmir
Orcs: Blue (25 dmg, staggered, bleeding), Green (42 damage, dead),
Purple (21 dmg, disoriented, staggered), Pink (20 dmg, disoriented)
Hill Giant/Red (44 dmg)
Balmir HP 51/51 AC 23/11/22 +4 vs giant +2 natural (barkskin) displacement 50% miss
Derrik HP 41/41 AC 19/12/19
Mouser HP 44/44 AC 20/17/14
Somer HP 31/31 AC 18/14/14
Tamxander HP 32/32 AC 13/12/11
Ingrahild HP 55/55 AC 18/12/16

![]() |

Mouser jabs his rapier in the orc's kidney in an attempt to finish it off so Balmir can focus on the giant.
mwk Rapier (cold iron)(flank, sneak attack): 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 161d4 + 6 ⇒ (2) + 6 = 82d6 ⇒ (2, 2) = 4
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).
If attacked and attack misses, spend 1 panache to activate underfoot assault + limb-climber.
3 Panache remaining
limb-climber (climb check vs. creature's CMD): 1d20 + 10 ⇒ (20) + 10 = 30
exploitative maneuaver (CMB vs. creature's CMD): 1d20 + 9 ⇒ (8) + 9 = 17 If successful, creature takes -2 on its attack against Mouser, and Mouser receives +2 to his AC.

Derrik Nular |

"I will keep this one busy" Derrik Says while swinging his MorningStar again.
Melee: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 1 ⇒ (4) + 1 = 5

Somer Hiondu |

Standing so closer Somer simply moves a few steps away from the orc.
"Pathetic beast, you are already dead and just have not laid down yet."
He whispers a spell as he fires again.
+1 Merianna's Thorn PB +Electricity: 1d20 + 10 + 1 - 2 ⇒ (1) + 10 + 1 - 2 = 10 Natty 1!!!
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Electricity Damge: 1d6 ⇒ 6
+1 Merianna's Thorn PB +Electricity: 1d20 + 10 + 1 - 2 ⇒ (9) + 10 + 1 - 2 = 18
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Electricity Damge: 1d6 ⇒ 3
Ray of Frost: 1d3 ⇒ 1
Maybe it is the slight sympathy Somer feels for the already dead orc, maybe it is just sweat on his hands, whatever it is he fumbles his first shot.

Balmir |

Balmir focuses on the giant and brings Agrimmosh around for another round of swings.
Agrimmosh@giant,power attack, vital strike: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
damage,power attack,vital strike: 2d6 + 6 + 4 + 2d6 ⇒ (5, 3) + 6 + 4 + (4, 6) = 28
Agrimmosh@giant,power attack: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
damage,power attack: 2d6 + 6 + 4 ⇒ (6, 5) + 6 + 4 = 21

GM Fuzzfoot |

Balmir smashes the giant again, as Somer finishes off blue. Mouser and Tam both disable their targets as well.
Purple struggles to swing his blade at Mouser, who then scrambles up the orcs side.
Attack: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
Pink continues to attack Derrik, to no avail.
Attack: 1d20 + 6 ⇒ (7) + 6 = 13
The giant swings again and again at Balmir, never getting a hit in.
Attack: 1d20 + 14 ⇒ (7) + 14 = 21
Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Round 4: (Bold may act)
Mouser
Somer
Tamxander
Derrik
Ingrahild
Balmir
Orcs: Blue (40 dmg, dead), Green (42 dbg, dead),
Purple (34 dmg, disoriented, staggered, bleeding), Pink (22 dmg, disoriented, staggered, bleeding)
Hill Giant/Red (75 dmg)
Balmir HP 51/51 AC 23/11/22 +4 vs giant +2 natural (barkskin) displacement 50% miss
Derrik HP 41/41 AC 19/12/19
Mouser HP 44/44 AC 20/17/14
Somer HP 31/31 AC 18/14/14
Tamxander HP 32/32 AC 13/12/11
Ingrahild HP 55/55 AC 18/12/16

Somer Hiondu |

Somer shifts his position and fires a another pair of frost coated arrows with the intention of finishing Derrik's target.
"Derrik, I will put yours down. I need to move closer to the giant."
+1 Merianna's Thorn PB +Electric: 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Electric Damge: 1d6 ⇒ 1
+1 Merianna's Thorn PB +Electric: 1d20 + 10 + 1 - 2 ⇒ (14) + 10 + 1 - 2 = 23
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Electric Damge: 1d6 ⇒ 5
Ray of Frost: 1d3 ⇒ 2

Balmir |

With a single-minded purpose, Balmir focus on the giant alone. He swings the hammer again.
Agrimmosh@giant,power attack: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12auto miss
Agrimmosh@giant,power attack: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
damage,power attack: 2d6 + 6 + 4 ⇒ (4, 6) + 6 + 4 = 20

Somer Hiondu |

With that much damage it best be dead. :)

Derrik Nular |

If dead
Derrik will move forwards to help Balmir out Mouse to free up Balmir to do his thing.
Morning Star: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 151d8 + 1 ⇒ (8) + 1 = 9

![]() |

Mouser clambers up the side of the orc and jabs his rapier into its back. He tries to use the enemy's poor positioning against it.
mwk Rapier (cold iron)(flank, sneak attack): 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 311d4 + 6 ⇒ (2) + 6 = 82d6 ⇒ (4, 3) = 7 15 dmg total
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).
exploitative maneuaver (CMB vs. creature's CMD): 1d20 + 9 ⇒ (16) + 9 = 25 If successful, creature takes -2 on its attack against Mouser, and Mouser receives +2 to his AC.

GM Fuzzfoot |

And with that, you destroy the patrol! (Technically Pink is still standing, but already fatally wounded and not going to put up much of
a fight.)
The giant had a big sack, which contained little of value, but you do find an agile alpenstock and a rough brown rock.

Somer Hiondu |

As the last of the enemies falls Somer takes a deep breath and smiles at Balmir.
"You were right, running into a patrol was not such a bad thing. Great job with that giant."

Derrik Nular |

Appraise: 1d20 + 6 ⇒ (10) + 6 = 16
Derrik takes the rock and rubs it a bit, "This is an Emerald, pretty valuable. The Giant must have not known what it had. Yes we did well, now we have to get into this fortress and take it over."

![]() |

Mouser's eyes go wide at the gem. "Wow!" he says. "Can I hold it? Maybe I could keep track of it until we get back to town," he suggests.
Once they have rested and had a bite to eat, he nods at Derrick. "Yup...we should keep going. We have a fortress to invade."

Derrik Nular |

"Somer can you lead us to this grate that may be there and we can get this underway? I don't want to allow this possible patrol to be noticed missing and the place go on high alert." Derrik says

Somer Hiondu |

"Agreed, lets keep moving and see if we can find this grate. Sounds better then the front door."

GM Fuzzfoot |

Maps of fort are posted.
Originally part of Harchist’s Blockade, the second line of strongholds defending Lastwall’s retreating northern border with Belkzen, Redlake Fort (named for a variety of crimson algae that grew within its moat) was abandoned in 4482 AR when the Blockade fell and a new border, the Hordeline, was established farther south. The fall of Redlake Fort was more than just a military defeat, however, or in the face of an orc siege, the human garrison resorted to cannibalism under the influence of their desperate castellan.
Built from reddish stone (which also contributed to its name), Redlake Fort was originally surrounded by a water-filled moat fed by a nameless tributary of the River Esk, but after the construction of the dam at area K8, the water eventually evaporated, leaving the fort sitting atop a rocky outcrop 20 feet above a wide, dry trench. The bottom of this dry moat is 15 feet below the level of the surrounding land, encircled by a 10-foot-high wooden palisade constructed of 2-foot-thick logs lashed together (hardness 5, hp 240, break DC 23). Climbing the palisade requires a successful DC 15 Climb check. The only gaps in the palisade are where a stone bridge leads to the fort’s barbican (area K1), and where the wall butts up against the old dam that separates the moat from the Esk’s side channel (area K8). The outer wall of the fort itself is 15 feet high, and anyone attempting to scale it must succeed at a DC 20 Climb check (except for the crumbling section between areas K11b and K11c, which requires no Climb checks). Several arrow slits pierce this wall and can be squeezed through with a successful DC 30 Escape Artist check (Small creatures gain a +8 circumstance bonus on this check). Inside the fort, ceiling heights average 10 feet, and rooms are unlit unless otherwise specified. Doors are of good wooden construction (hardness 5, hp 15, break DC 18) and are unlocked unless otherwise indicated.
The grate is located on the Lower Levels on the western side (at K6 ). The moat has clearly been emptied, and you see a number of tents erected throughout. You also see a large number of orcs among them.
Please describe your approach (move icons, draw arrows, etc) and anything else you are trying to do.

![]() |

Mouser considers their options with a wide grin.
"Look, I'm loving the idea of the invisibility," Mouser says to Tam. "But maybe I should check a few places out as possible entry points before we all go stumbling in. I'm pretty hard to see if I don't want to be seen," he says.
stealth: 1d20 + 18 ⇒ (20) + 18 = 38
climb: 1d20 + 10 ⇒ (13) + 10 = 23
stealth: 1d20 + 18 ⇒ (9) + 18 = 27
climb: 1d20 + 10 ⇒ (11) + 10 = 21
stealth: 1d20 + 18 ⇒ (12) + 18 = 30
climb: 1d20 + 10 ⇒ (5) + 10 = 15
I'll go ahead and climb the wall a few different places and look in. I'd imagine I can drop a rope wherever we decide to go. I'll approach from the south and look at K8 first, then skirt around the bottom of the wall to K6, then hug the wall until I get to K4. I'll then report back.

Balmir |

Balmir scans the fort for a few minutes then starts with a silent laugh. "I can just see it now. We let that dam go and flood the moat. It will be like bobbing for orcs."

Somer Hiondu |

"Yes, scouting is just the thing. Remove variables, make things easier. Flooging sounds good but maybe that is our gift when we leave. Keep anyone off our tails."

GM Fuzzfoot |

Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Perception: 1d20 + 13 ⇒ (18) + 13 = 31
Perception: 1d20 + 13 ⇒ (19) + 13 = 32
Mouser sneaks in, easily dodging any danger and getting a good look around. He also is able to eavesdrop on a number of conversations. Unfortunately, not speaking orc, he only is able to manage to understand bits and pieces.
Linguistics: 1d20 + 4 ⇒ (3) + 4 = 7
"“If ^@#&%# ’ @%#^@&# take &*() #%@$ @#^ @&&# !@^@ &!@#*^ &*@# wall, ^@#% %@#^ kill ’em all &@#&^@. &@#**# fair ^@#&@ they &@#**& #&@*& #&*@ &## fort @#&** @&*@# @^&&^ ^%@#& ^&@ rats.”
K8: A rickety dam turns away the rushing river water from the dried-up moat. Although the dam appears to have been hastily constructed from makeshift materials, it has weathered the years remarkably well.
Linguistics: 1d20 + 4 ⇒ (20) + 4 = 24
"“You hear about Grash? Poor bastard met the wrong end of one of them ogre ’ooks. They caught ’im sneakin’ into their territory. He said he got lost, but the ogres didn’t buy his story. Cooked ’im right up and ate ’im, they did, and they’re drinkin’ grog out of ’is skull now. If I get my hands on the ogre who did that, I’m gonna use ’is head as a chamber pot.”"
Linguistics: 1d20 + 4 ⇒ (10) + 4 = 14
“Ha! ^&@#^& ^&^@#^ Karrguk’s woman &*@# &*&@* #&*& *)@&*#& human blood @#*( (@#** (@#**(@ *(@#* (* #@(* *( *@#( (*@#( *(@*# (* (@#&* @#* stupid ogres *&@# &*@& bear pit @*#&@#*&.”
K4: A deep trench resembling a dried scab runs around the perimeter of the fort. Several brightly dyed animal-skin tents flap vigorously in the harsh breeze blowing across the ditch’s dusty floor. At any one time, 25 Twisted Nail orc warriors live in this encampment, spending their time training, brawling, drinking, or gambling.
Linguistics: 1d20 + 4 ⇒ (9) + 4 = 13
[b]“%^& fearless leader ^@#& ^&@#*& *(@#& ) (*@##. *(&&@# holed up &@#*^ &^ *(@#* (@%^%# %^@^#% @#^&^ . &^@#^&^ @&^^ ^&@^# true love &*@#& &**&@#* & @&#*& *&@#*& &**@#& beast @#*& &@#*& &*@# .”
Mouser also notices that the 8 tents on the western side are all empty - probably a ruse to make the orc numbers seem bigger than they are.
Linguistics: 1d20 + 4 ⇒ (17) + 4 = 21
K6: Barred with an iron grate (hardness 10, hp 30, break DC 24), a narrow sewer tunnel only 4 feet in diameter opens into the fort’s outer wall. This culvert was originally submerged, but with the draining of the moat, the grate is now visible, and the sloped tunnel provides access to the cesspool (area K35) in the basement of the fort’s keep.
"“There’s a reason we been drilling so much lately. The general wasn’t just training us to fight giants for nothing. He’s found a secret way into the fort. We’re gonna hit those ogres hard, and when we’re done, we’re gonna take that blubbering giant’s stash for ourselves.”"

![]() |

Heh...I like the way you did the linguistics. :)
Mouser comes padding back into their make-shift camp after about an hour. He takes a stick and some rocks and diagrams for the others what he found, saw, and overheard.
He tries to go into as much detail as he can recall, and focuses on the fact that the giant and the orcs do not exactly seem 'simpatico.' That's halfling for 'friendly.'
"It sounds like the orcs are planning to attack the giants at some point. I'm sure I could go back in and look around more...or we could come up with a plan with what I've seen so far."

Derrik Nular |

"So do you think we can play one against the other? I don't know if Miliani would grant me spells that could help with that." Derrik says

![]() |

"Negative, my dwarven friend," Mouser says. "I didn't see any...unless they were small ones that look just like orcs."

Tamxander Glenfarrow |

"Changing someone to look like someone else is actually fairly difficult," says Tam.
Disguise other is a 2nd-level spell, and there's no communal version, so it would basically take everything I have to be able to get the party disguised for one hour - using both 2nd and 3rd level spell slots - if I even knew that spell!
"Best I can do is making the team invisible. I also have a spell that can protect us all from mundane arrows, if you think we might fall under archer fire. I could use the hypnotic pattern to distract some orcs as you've seen before, but usually one or two manage to break out of it and you'd have to clean them up quick - the rest would stay hypnotized as long as I kept focusing on the spell."

Somer Hiondu |

Do we have a sense of how many orcs?
Somer listens and scratches his chin absently.
"Sneaking in seems the cleanest though we might have to fight our way out. I would like to break the damn but only if it can look an accident. At the end of the day we need to kill most of the orcs, ogers, giants and what not anyway, if not Truneau will not be safe."

![]() |

"I'd say at least a couple dozen orcs," Mouser says.
"I think I should either go in alone and try to kill the dam, or we try the invisibility route and all do it together. It's just...some of you aren't that quiet," he trails off with a sidelong look at Balmir and Derrik.