| Isinghar Thorden of Welkwood |
Oohh crap! Nearly dead in the first combat! So old school...
Isinghar tries to break free, dropping his battleaxe, and attacking the frog using his cold iron dagger that 'magically' appears in his hand (spring-loaded wrist sheath).
Attack, dagger: 1d20 + 1 ⇒ (10) + 1 = 11
Damage, dagger: 1d4 + 1 ⇒ (1) + 1 = 2
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Isinghar again tries to stab the frog before him, but once again his weapon slides along the slick surface of the amphibian's skin. Thaldal has more success, dropping his hammer down upon the goliath frog's skull and the animal squeals in pain! Raddosric adds the strength of his arcane strike against the beast and again the frog cries out! A third strike from Rudrik and the giant beast sinks to the ground, breathing heavily.
The remaining frog, sensing that it will not have a meal today, hops away (Aotor and Isinghar get attacks of opportunity) into the moat and disappears beneath the water (assuming that you don't manage to kill it).
| Isinghar Thorden of Welkwood |
Isinghar will attack the smaller frog as it escapes:
AoO, battleaxe: 1d20 + 1 ⇒ (14) + 1 = 15
Damage, battleaxe: 1d8 + 1 ⇒ (3) + 1 = 4
He will then cast Cure Light Wounds on himself:
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
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You can rescue Terry with no difficulty, now that the frog is disabled (and subsequently, dead).
| Raddosric |
Raddosric wiped the frog's slime off his blade and his curiosity gets the better of him, "I wonder if the beasts have a nest?
He scans the area quickly and after his search, "Enough playing with the wildlife best we continue on our way. The hard resumed his position at the rear of the formation.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
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The group treads carefully across the rotting drawbridge, which creaks alarmingly under their weight but holds. In the ruined courtyard in the center of the keep, all is quiet. You can hear the croaking of frogs in the distance. One door is hanging open on one great hinge, the other is splintered and holed but still in position, wedged and shored closed from the inside. A ruined tower, the upper floors largely collapsed is to the southwest, and a well sits in the courtyard in the southeast corner.
| Rudrik Halvar |
Rudrik retrieves his sword before crossing carefully. He keeps his gladius in his off-hand as he moves to the front and inside of the courtyard, watching carefully and listening to the surroundings. He surveys the well from a safe distance and looks up toward the tower rafters.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
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The well seems safe enough, though it is crumbling in places. Peering into the rafters of the collapsed tower, Rudrik's darkvision detects movement. Something fairly large is scrabbling about up there. He also sees a number of small animals (and a human) bodies on the floor of the tower. Most look to have been drained of blood and vital organs, as though having been prepared for mummification that was never completed.
Terry gingerly approaches the door to the main keep, noting no movement from within.
| Isinghar Thorden of Welkwood |
The Druid warily follows the team.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
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Peering into the dark depths of the ruined tower, Rudrik still can't make out exactly what the creature is, but it scurries about the top of the tower ruin.
| Aotor Shieldsmythe |
”Well let’s see if we can draw it out, or at least get a better look.” Aotor replies, then waves his hands around while mumbling some nonsense. Then suddenly four glowing lights resembling miner’s headlamps appear around him. He then sends the lights chasing the mysterious creature.
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In the light cast by Raddorsric's stone and Aotor's dancing lights, you catch a glimpse of the creature, a spider the size of a large dog!
| Rudrik Halvar |
"Oh ho ho, that thing has to go," says Rudrik, hefting both of his swords. "C'mon, folks, let's lure it down. I'll go first, if you want."
I'm ready to move into the tower to get it to jump down - will even take a Ready action to slash at it if it comes after me - if the team will back me up.
Readied longsword attack: 1d20 + 2 ⇒ (20) + 2 = 22
Readied longsword damage: 1d8 + 3 ⇒ (8) + 3 = 11
Confirm crit: 1d20 + 2 ⇒ (14) + 2 = 16
Crit damage: 1d8 + 3 ⇒ (8) + 3 = 11
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As Rudrik enters the ruins of the tower, the spider drops down from overhead. It is the size of a large dog, with eight spindly legs and a chitinous carapace. It barely hits the floor before Rudrik is upon it, slicing it in two before it can move any closer to him. Good hit, Rudrik!
Amidst the rubbish on the floor, you find a total of 71 cp, 38 sp, and an ivory box (empty) about the size of a large book.
| Rudrik Halvar |
"Crispy!" says Rudrik with a chuckle. He whips some spider goo off his sword. "Stay sharp. May be more critters lookin' for their lunch from little hiding places like that."
After poking around the rubble to his satisfaction, he says, "All right, looks like that staircase is probably no good. The upper area's all wreckage anyway."
He makes his way back into the courtyard and says, "Let's head up the big steps into the keep interior."
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Reminder: One door hangs loosely from its hinges, the other has been battered down at some point in the past.
Rudrik enters first, moving cautiously into the darkened area. His darkvision shows nothing moving in the gloom. This was once a great audience chamber, as shown by the tattered banners and tapestries on the walls, destroyed furniture, and heaps of rotting cloth thrown into corners. Once richly appointed, it has been thoroughly searched, sacked, and despoiled. Leaves and dirt cover the floor, and cobwebs hang from walls and the ceiling above. Looking up, you see that pieces of beams and chunks of stone poke through, indicating that the upper stories of the place are totally destroyed and likely to be impassable to anything larger than a rat. Passages go west and south, and a door on the far wall leads further into the ruin, it would seem.