| Racket |
Racket follows the others upstairs and out the door.
Perception to notice direction of drumming: 1d20 + 6 ⇒ (5) + 6 = 11
"I can't tell where the bastards are coming from. Anyone else?"
| Zavier Vitoly |
Not coming here for certain. It's the army heading to the town. We should get there and warn as fast as uh... Zavier turns to look at the rest of the group. One is tiny, the other is lumbering, and the last is lame. Maybe Zavier run fast to warn them of orc and troll and the rest come as soon as possible to help defend town!
| Katrezra |
Yes Zavier, make haste to the town, the rest of us will catch up to you. The town has to be warned, and you are our best hope. He then turns to the half-orc, glaring at him as he says, you are coming with us. We shall decide what to do with you once the attack is over.
| Zavier Vitoly |
Then if no one has worry Zavier will run to town. His boots will be like thunder!
[ooc]How do you want to handle Zavier hustling back DM? Zavier will try to pace himself and stay safe while doing[/b]
| DM Haldhin |
Your group hustles forward to try and reach the gates before the attackers force them to be sealed. As you run, the sounds of the army become even clearer than before. Where you once heard a single drum, you can now hear dozens. Horrible horns made of human bone accompany the drums, and when they are played, a chorus of orc war cries sound out in reply. But even worse, you hear the roars of some beast that are now carrying over the drums, horns, and screaming orc warriors.
With about a hundred feet to go, you hear a massive crash from the north, then see a huge boulder fly over your heads to smash into Trunau. A guard tower and several buildings explode into deadly wooden projectiles. A huge cry goes up from the horde, and hundreds of orcs stream out of the woods and charge the city.
Only a few seconds after the first rock crashed into the city, another huge crash echoes across the field and a large section of the wall is destroyed by the tumbling boulder.
You can reach the gate, but the orcs will be right on your heels, so the guards may not let you in, leaving you exposed to the charging orcs. Another potential problem is if they let you in, they would have to rush to close the gate, and as a result, it would potentially be easier to break down if not properly secured.
But there is no doubt that is it much safer to be inside the city than outside of it.
So how do you want to proceed? Try to get into the city, or remain outside? There is no chance to drop off your prisoner, so he's staying with you whichever .
| Katrezra |
We would survive better as a group. Whichever of you has the greatest tactical acumen, take the lead, Katrezra shouts over the din of drums and boulders smashing the walls, looking amongst the group and at the approaching hoards.
| Racket |
"This is going to be... uncomfortable. I'll defer to Grok. He seems to think he knows what he's talking about..."
Definitely vote for staying inside the city and helping to stop any who make it through. Perhaps we can harry them from on top the walls, as well?
| DM Haldhin |
As your group moves toward the gate, Daktani sullenly follows you, apparently cowed by Grok's threat. You reach the portcullis and luckily the guards inside recognize you - they quickly open the portal and allow you inside.
Turning back, Grok and Zavier are able to assist the guards in closing the portcullis again. With their combined strength, they are even able to help overturn a wagon, creating a sturdy barricade against the onrushing horde.
One of the sergeants points south, "Glad you could make it, we'll take all the help we can get. We're sending all the civilians up the hill to the longhouse. It's the most defensible position in town. The rest of the guard leaders are up there too. The bloody orcs have already broken through our walls in two places and they're bringing up ladders - the ridge is only about fifteen feet high there, so it's only a matter of time before they get into the city."
Shouts of alarm ring out and several guards point up at another incoming boulder. The massive rock sails east of your position, and you feel the ground tremble when it slams into one of the buildings.
Another guard yells over at the sergeant, "Not good, Sir. That was Clamor!"
A small group of guards is gathering nearby, the sergeant glances over at them, then back to your group, "So we need to reinforce the wall, and we need to check in on Sara to make sure she made it out. Which way do you want to go? My boys will head the other way."
A guard escorts Daktani up into the city for interrogation, so he's no longer with you.
Which way do you want to go? Fighting the invaders at the wall, or over to Clamor to check on Sara Morninghawk?
| Racket |
"Fine with me. Less chance we'll get killed there, right? Sure... sure." Racket speaks mostly to himself, obviously unhappy about the current situation.
| Katrezra |
Yes, we need to check on Sara, Katrezra says, fear and concern in his eyes, and we have no time to lose. Not waiting for the rest of the group, he begins limping towards Clamor House, using his spear as a make-shift staff in an attempt to aid his movement. There is an urgency in his step, similar to the urgency you saw when he came to meet you before heading to the plague house a second time.
| DM Haldhin |
You hurry toward Clamor as fast as you can. As you get closer, you see thick smoke billowing up as nearby buildings begin to catch on fire. Several more boulders sail overhead and crash into the inner walls of Trunau.
You arrive at Clamor to find Sara's shop a flaming carcass. It still stands, but fire covers nearly every surface. A small part of the ceiling crashes into the main part of the building. As you star through the thick smoke, movement inside catches your eye - it's Agrit, and she is attempting to lift something. The dwarven woman screams as she strains, "Somebody help me! Please! Sara is trapped!"
Grok, you can get 5 javelins from the nearby Guard armory
I need to know who is moving inside and who is staying outside.
| Katrezra |
Katrezra rushes into Clamor House, smoke burning in his eyes, bringing back what he thought were long dead memories... But he pushes through, making his way towards the dwarven form trying to lift the rubble.
| DM Haldhin |
Katrezra, Zavier, and Grok move inside the rapidly crumbling structure. Smoldering pieces of wood and ceiling fall to the floor. The smoke in here is thick enough to obscure vision, and it is quickly getting worse. The roaring of the flames makes speech nearly inaudible, and you have to shout to be heard more than a few feet away. And the heat is nearly unbearable - this is what it must feel like to be inside an oven!
About twenty feet inside the building, Agrit kneels over the fallen body of Sara. Her eyes are closed, and she is not moving. A massive beam lies across her chest, and large pieces of debris cover the lower half of her body and the rest of the beam.
Agrit screams as she pleads with you, "Please help her! She was conscious for a moment after the wall collapsed, but she closed her eyes and I can't wake her up again!"
A part of the wall collapsed, the beam that was supported by the wall fell on Sara, and a part of the roof landed on top of her legs and the beam. It is going to take a total of six (full) actions to clear the roof debris, then two people to lift the beam off Sara. Agrit will help in whatever way the PCs choose. Let me know what you want to do in the first round of activity.
Most of them run off toward the wall breaches, but four run in your direction. It doesn't appear that they have seen you yet, but they will be beside Clamor very soon.
| Katrezra |
Katrezra looks to Sara and to the debris, thinking of perhaps calling upon his powers of healing before deciding that he can handle that after the debris is clear, and sets to work doing such as quickly as he can, not wasting time with words.
| Racket |
Racket jumps behind a portcullis before the orcs see him.
Stealth: 1d20 + 15 ⇒ (18) + 15 = 33
He then quickly looks along the burning building for some precarious debris that he might be able to use to take out several of the orcs at once.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Essentially, Racket is looking for anything that he can climb up to and push down on the orcs as they get near, to try to take out one or two of them before they make it to the building and attack his friends.
| DM Haldhin |
Katrezra, Grok, and Zavier work with Agrit to rescue Sara. The smoke continues to get thicker in the building, and even more flaming debris falls around you.
Yes, that was four actions, so two more to clear debris, and two more to move the beam.
-----
| Racket |
"Damn." Racket says under his breath. He will then try to sneak into the area where his friends are and warn them of the incoming orcs.
Stealth: 1d20 + 15 ⇒ (1) + 15 = 16 UGH.
| DM Haldhin |
Between the four of you, the debris is finally removed, and the beam is lifted off of Sara. She lies on the floor with a trickle of blood coming out of her mouth. Her left arm is obviously broken near the wrist, and her breathing is very shallow.
Racket runs in, revealing the fact that several half-orcs are charging down the street. As he's speaking, three half-orcs stride into the house, all of them bare-chested with white swords painted on their torsos. Their eyes are wild, and they lift their battle axes as they scream "DEATHHH!"
Agrit yells at you, "They're blocking our only way out! Hurry, Sara can't last much longer!"
Unfortunately, the smoke has gotten thick enough that the air itself tastes like ashes. It causes your eyes to water, and breathing is becoming difficult.
Please make a Fort save.
Okay, time to roll initiative. Please tell me what action your character would like to take. Half-orcs are identical, and for simplicity, numbered 1,2,3.
We are in close range here, so PCs can either be in melee or within 30 feet. Assume you can get flanking, 5' steps, etc. Moving more than 30 feet away from an enemy starts to provide concealment from the smoke.
| Grok. |
Grok is not willing to play any games with outsiders. He drops any beams (after clearing them) (free action). Moves to the enemies, drawing as he goes, and strikes.
attack: 1d20 + 6 ⇒ (20) + 6 = 26
attack: 3d6 + 6 ⇒ (4, 6, 5) + 6 = 21
confirm: 1d20 + 6 ⇒ (6) + 6 = 12
bonus damage: 3d6 + 6 ⇒ (1, 6, 5) + 6 = 18
| Zavier Vitoly |
Fort: 1d20 + 6 ⇒ (3) + 6 = 9
The strain of lifting the beam causes Zavier to inhale a lungful of black smoke.
Still he steps into a flanking position with Grok and one of the half orcs and grabs on.
Grapple: 1d20 + 8 + 2 - 1 ⇒ (8) + 8 + 2 - 1 = 17
Death to you!
| Racket |
Init: 1d20 + 4 ⇒ (7) + 4 = 11
Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Racket will move into flanking with Grok, using Acrobatics if necessary, and then attack the same half-orc as him.
rapier: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8 BAH!
damage: 1d4 + 1 ⇒ (2) + 1 = 3 plus sneak: 1d6 ⇒ 6
| Katrezra |
Initiative: 1d20 ⇒ 11
Fort Save: 1d20 + 2 ⇒ (15) + 2 = 17
Katrezra, in no mood for games, but recognizing his own weakness, calls upon Iomedae: Lend your warriors your might that they may slay their foes!
Bless, +1 to attack and will saves versus fear.
| DM Haldhin |
Zavier drops his side the beam and leaps forward at the surprised half-orcs, grabbing one in a giant bear hug!
Grok follows a moment later, dropping his side of the beam and striding forward drawing his massive sword. He unleashes a furious blow and cuts one of the half-orcs completely in half, sending the monster's torso flying across the smoke-filled room.
Racket leaps behind the last half-orc and thrusts with his rapier, but the thick smoke obscures his target just enough that the attack goes wide.
Katrezra calls upon his patron to bless his companions in their fight.
Zavier's target attempts to break free of the grapple:
1d20 + 4 ⇒ (7) + 4 = 11
... but the creature fails to escape!
The third half-orc swings his axe at Grok:
1d20 + 4 ⇒ (11) + 4 = 15
... but his blow slides off Grok's armor without wounding the oread!
------
No worries, Grok. That was funny. :)
Please remember to include +1 from bless in your rolls
Also, everyone still inside the house needs to attempt another Fort save.
Your turn, one half-orc grappled, one flanked between Grok and Racket. Agrit and Sara still inside the rapidly disintegrating house.
| Zavier Vitoly |
Fort: 1d20 + 6 - 1 + 1 ⇒ (20) + 6 - 1 + 1 = 26
Maintain Grapple: 1d20 + 8 + 2 - 1 + 1 + 4 ⇒ (12) + 8 + 2 - 1 + 1 + 4 = 26
Damage from maintaining grapple: 1d6 + 4 - 1 ⇒ (2) + 4 - 1 = 5
Healer man! Help Agrit get Sara out of House! Zavier shouts out while squeezing the half orc in his grasp so hard that its ribs start to crack.
| DM Haldhin |
Zavier attempts to hurt his opponent, but the orc surprisingly fights back!
Grok levels a blow at the orc in front of him and drops his foe in a heap.
Katrezra rushes back into the house where he and Agrit pick up Sara.
Racket has an action, has until tomorrow then we'll move on.
Grok, I'm going to attempt your Fort save:
Grok Fort save: 1d20 + 5 ⇒ (20) + 5 = 25