| Narnel Falerathon |
Very good, then, we are decided. Tilurn, if you would be so kind to despose of these scum? We need to get moving to our destination, per the Professor's message. Let's either break camp and head on our way now, or finish out the night and get an early start. I suggest the former because of the attack on the town.
| Tilurn |
Since Mog is charmed not helpless I assume I cannot use Coup de grace.
Tilurn moves behind the Orc, takes out his greatsword, and then pauses. His countenance takes on a look of immense anger as he enters a rage. He takes one swing at the orc endeavouring to separate the orc's head from its body.
Power Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 2d6 + 7 + 2 ⇒ (3, 4) + 7 + 2 = 16
Orson Vellus
|
Orson looks away at the half-orc executing the orc, and distracts himself my seeing what the orc he saved has on him. "Cres, keep an eye on this one and attack if he makes a move." The wolf gives a confirming bark.
Perception(looking for orc loot):1d20 + 8 ⇒ (18) + 8 = 26
Hama
|
@Tilurn
As you bring your blade on the unsuspecting orc, images of people fron your village filled with hatred and your mother defending you flash in front of your eyes. An inhuman rage fills you. The sword passes through the neck of the orc effortlessly, just as if you were cutting butter. His head rolls away and black blood spurts several times from his severed neck, as his body slumps to the ground. The deed is done.
@Orson
As you search the orc, you disregard his obvious apparel consisting of a falchion at his belt, three more javelins and a studded leather armor. The orc reeks of musk and dung, but as you rummage through his pockets, you fish out three small bars made out of gold and a small moonstone. You also find some food the look of which almost makes you heave and his mundane goods which seem of a much worse quality then the goods you posses.
Is that gory description ok?
Also, i apologize for the delay. I didn't have access to a computer with internet for the past two days.
Orson Vellus
|
Orson takes the bars and the moonstone to make it look like bandits killed them. He looks down at the Orc he tried to save and says in a sadden tone, ”Your actions and the actions of your tribe have outweighed the mercy we would normally bestow, but let the moon guide your soul to a better place.” With that Orson delivers a quick jab from his spear into the orc’s chest granting him a swift death.
Coup de grace: 3d8 + 9 ⇒ (7, 7, 7) + 9 = 30 Fort DC:40
Hama
|
The spear goes in the orc's chest and he gurgles a dying gasp.
There is no need for a fortitude save, as your blow dropped him to -35 hp, far below his negative con score
If you search the other two orcs, each carries the same small gold bars. The other two do not have gems.
You make good progress that night and the following day, and nothing happens during the day. You can see smoke billowing to the sky on the horizon, but no new messengers arrive.
Rest of the trip passes uneventfully, you are not disturbed by animals or anyone else. You pass the great forest without any problem and soon, enter mountainous region. The mountains are pretty rough, and sometimes there are treacherous rifts in the stone or high cliffs, but with time and effort, you soon find the entrance to the dwarven repository of Kazel Zalam.
The entrance is very well hidden, and if not being watched directly from the front, it is easily mistaken for natural rock formations. But when viewed from the front, it is revealed in all it's magnificence. The carvings are beautiful and artistic, and it leaves you in a sense of awe. The space beyond the entrance is dark.
| Narnel Falerathon |
I prefer to be near the front so that I can adequately serach for traps.
Narnel draws his bow.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Hama:
Hama
|
That will be ok, for traps. You roll and i tell you if there is anything.
@Narnel&Tilurn
As you enter the corridor leading to the interior of the compound, you immediately notice that something is wrong as the wooden door that should lift into a recess in the ceilling is smashed into pieces. A strong smell of blood can be sensed in the area. While narnel searches for possible traps, Tilurn, you notice bodies of several dwarves lying butchered at the steps of the room.
The room is square shaped, sixty by sixty feet, with two thick pillars holding the arched ceilling. Second half of the room is a little raised and a small slope leads up to it. Two corridors, one on the left and the other on the right side of the room lead away into darkness.
Dwarven bodies seem hacked at even after they have died and exposed skin seems gnawed on. There are splashes of black blood on the floor.
Narnel, you do not find any nasty surprises waiting for you.
| Narnel Falerathon |
Narnel waves the others forward.
Coast is clear, but prepare yourself for the slaughterhouse. This must be Kazel Zalam, the Dwarven depository that our Dwarf friend spoke of. We need to recover that Tome, if whoever did this has not done so already.
Narnel begins to examine the bodies to determine if he can tell what may have killed the dwarves.
Can any of yopu determine who or what may have done this by the wounds?
Hama
|
@ Oberon and Narnel
Wounds were made by curved slashing weapons which haven't been sharpened in quite a while. One dwarf was killed by having a blunt object inserted into his skull, through his helm. The tooth marks suggest a jaw slightly larger then a human's.
@Orson
You find tracks made by boots, left in blood, most of them human sized, but one seems to be twice as big, and the distance between steps twice as long as a human's would be.
| Narnel Falerathon |
Looks like some crude weapon weilding humanoids of some sort and one larger beast with a nasty bite may have done this. Could be our Orc friends along with a Troll, or something of the like...just a guess though
Orson Vellus
|
"Most likely a combination of the two, I got normal human sized boots here and large ones here if you wish I can track where they went. Unless you all think we shouldn't see follow there trail?"
Orson studies the tracks a little more to figure if he can get an idea on how old they are and if they have ones that tracked back out, like they came in and left.
Survival:1d20 + 10 ⇒ (15) + 10 = 25
| Narnel Falerathon |
As Narnel examines the room for any tomes, he studies the two exits as well.
Percep[tion: 1d20 + 6 ⇒ (6) + 6 = 12
Orson, which way do the tracks lead?
| Tilurn |
Tilurn assists in searching the room for clues. Perception: 1d20 + 6 ⇒ (10) + 6 = 16. Are there any clues about which corridor may have been used by the intruders? We should choose that one first. I much rather catch them by surprise then the other way around. I can lead the way down the darkened corridor with my dark vision.
Hama
|
@Everyone searching the room
What was found is pretty much what i described, but, clutched in one dwarf's hand was a small vial filled with a clear liquid.
The tracks lead through the east corridor. It slopes upward and curves sharply due west, as if it connects the entry chamber with another chamber which is north of this one and raised up several feet. It seems that the western corridor does the same.
| Tilurn |
Let me go first. I can move ahead in the darkness, that way we will not alert anything that may be there with our light. Stay back about 30 feet. If I see something, I'll come back to report.
Tilurn proceeds down the east corridor, and try's to hide in the shadows of the corridor.
Stealth: 1d20 + 1 ⇒ (20) + 1 = 21 +1 due to being in the mountains
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
| Narnel Falerathon |
Narnel simply shakes his head. When Tilurn returns, he says,
I know you have great vision in the darkness, warrior, but that will not help you if you cannot find or disable the simplest of traps. I do not recommend you heading off alone again. We all have skills, and the Professor would not have pulled us together without trying to make use of all of them.
Orson Vellus
|
Orson shows Tilurn the tracks before he goes on ahead. "If you lose the trail wait for us to catch up and I will find it again. If these creatures are what we think they are then the dark cover might not be that useful since they are more keen in the dark then yourself. I think you should have at least Narnel to go with you just in case."
Hama
|
@Tilurn
You go up the slope of the corridor, being careful not to step on anything that would crack and clatter. Soon, the lights of Tampalasan's spell fade leaving you in total darkness. Perfect for your night vision. You see everything around you as if drawn by charcoal on white paper. You enter a large chamber, and it seems to be directly adjacent to the entry chamber but at least ten feet higher. The chamber is fifty feet long and fifty feet wide, but the last ten feet is an upwards slope leading to a corridor leading norh. Two large pillars half buried in the slope, half in the chamber support the curved ceilling.
You hear breathing of several creatures, and luckily you notice them before they noticed you. Three orcs are sitting on the slope, their feet dangling of it silently talking among themselves. Unfortunately, you cannot make out what it is that they are saying.
| Narnel Falerathon |
I will assume that i am with him and the others are behind a bit.If not, ignore the following.
Narnel will quietly whisper in Tilurn's ear.
Stay put and be ready to attack when the lights go on.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
When he reaches the others, he whispers.
There are enemies ahead. I need someone to douse the room with light after I get in position, then we can all rush in.
| Narnel Falerathon |
Narnel sneaks back to just inside the room and draws an arrow pointed in the general vicinity of the sounds of conversation, awaiting the light.
Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Hama
|
You all gain a surprise round.
As Tampalasan's spell floats inside the chamber, you can clearly see the three orcs sitting on the slope. They are momentarily taken aback by the sudden emergence of light and are completely caught off guard.
Do the surprise round now, in order of initiative
Orson Vellus
|
Orson and Cres move in and flank one of the suprised orcs. Orson jabs his spear while his wolf growls and bites down on the orcs leg.
Spear attack:1d20 + 5 ⇒ (8) + 5 = 13
Damage:1d8 + 4 ⇒ (5) + 4 = 9
Cres bite:1d20 + 4 ⇒ (12) + 4 = 16
Damage:1d6 + 1 ⇒ (4) + 1 = 5
Trip attempt if hit:1d20 + 2 ⇒ (5) + 2 = 7
| Narnel Falerathon |
Surprise Round: AC: 17, HP: 10, Point Blank Range
Narnel lets fly at the nearest Orc.
LB ATT: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
LB DAM w/Sneak ATT: 1d8 + 1 + 1 + 1d6 ⇒ (4) + 1 + 1 + (1) = 7