Belir
|
Many thanks me Lady! Belir says as he gives a small nod to the Cleric.
Who could have been digging down here? Belir says as he moves into the room with the painted swords, now that Glorik has successfully disabled the bear traps.
| Glorik Grimriver |
"Aye, thanks to you and your Lady."
Glork shakes his head as he awakens.
"I must be off me game. That woulda never happened on mah best day!"
| GM Tribute |
Now conscious, Glorik needs to escape the trap without leaving his ankle behind. +6 escape artist for a take 20 was needed.
It takes the entire group to pry the trap mainly with the aid of Crom.
Crom moves into the room and spots the digging. It appears they were excavating a tunnel to the north when they found something. What could they have found.
A few rats come out of the tunnel. But these rats seem to suck light and flicker as powerful shadows.
Tam 1d20 + 1 ⇒ (3) + 1 = 4
Glorik 1d20 + 2 ⇒ (5) + 2 = 7
Dolgrym 1d20 + 1 ⇒ (20) + 1 = 21
Crom 1d20 + 1 ⇒ (12) + 1 = 13
Belir 1d20 + 3 ⇒ (14) + 3 = 17
Enemy 1 1d20 + 2 ⇒ (17) + 2 = 19
Dolgrym, with ranger skills, is the only one not caught unawares!!
ORDER
Dolgrym
Rats
Everyone
| Glorik Grimriver |
I'll follow Tamxander's lead and throw up some knowledge rolls in case they are relevant!
Knowledge (Arcana): 1d20 + 6 ⇒ (15) + 6 = 21
Knowledge (Dunegoneering): 1d20 + 6 ⇒ (19) + 6 = 25
Knowledge (Local): 1d20 + 6 ⇒ (11) + 6 = 17
| Dolgrym Giantfoe |
Dolgrym sees the danger coming and yells out, "Rats! as he steps forward and grabs his warhammer with two hands and attacks.
Warhammer 2H: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Belir
|
Diving into the mess Belir swings his waraxe at the slew of swarming rats.
This place is just infested.
[dice=+1 Dwarven Waraxe: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d10 + 2 ⇒ (8) + 2 = 10
| GM Tribute |
Glorik points out that the rats are incorporeal, sort of like undead shades. Without magicked weapons or holy energy of good, they are difficult to harm.
Dolgrym: 1d20 + 4 ⇒ (18) + 4 = 221d2 ⇒ 1
Glorik: 1d20 + 4 ⇒ (9) + 4 = 131d2 ⇒ 1
Belir: 1d20 + 4 ⇒ (17) + 4 = 211d2 ⇒ 1
The three rats attack Dolgrum, Glorik and Belir. The rats miss Glorik, but Dolgrym and Belir feel weaker.
1 pt str damage
Belir swings back and kills the shadow rat fighting him with his enchanted blade from his magic!!
Dolgrym's weapon passes through the rats with no effect!!
All but Belir up
Belir
|
Sorry, the axe post above is not a +1. I facerolled my keyboard on my phone it seems. It is just a normal dwarven waraxe. At level two I can temp turn it into a +1
| Glorik Grimriver |
Glorik moves to assist his allies, and makes an attack with his mace.
"We kin hit 'em, it just takes a bit ah luck!"
Melee Attack: 1d20 + 1 ⇒ (10) + 1 = 11
| GM Tribute |
Belir's axe passes through the shadow rat as the other weapons do.
Dolgrym 1d20 + 4 ⇒ (5) + 4 = 91d2 ⇒ 1
glorik 1d20 + 4 ⇒ (13) + 4 = 171d2 ⇒ 2
Belir 1d20 + 4 ⇒ (19) + 4 = 231d2 ⇒ 1
The shadowy rats bite Glorik and Belir and miss Dolgrym. The bites sap your very physical strength.
Glorik 2 total strength damage, Belir 2 total STR damage, Dolgrym 1 STR damage total
The group seems to lack magic and holy resources that will affect these nasty rats!!!
Party up
| Glorik Grimriver |
"We may want to retreat for now, lads! This things are usually scared off by divine magics that we just don't have!"
Hold for now, to see if party wants to retreat.
Belir
|
Belir's eyes go wide as his axe passes right through the rat.
This rat ain't natural. It some sort of ghost. Get outta here! Belir rushes backwards, bumping into every dwarf in his path. Once everyone is through he will slam the door shut.
| GM Tribute |
AoO vs Crom: 1d20 + 4 ⇒ (18) + 4 = 221d2 ⇒ 1
Crom, the farthest into the room, takes a bite, and gets sapped before retreating out the door. You close the door to the north and have an idea while the ill fated excavation team working in this room stopped digging.
You consider where to go next. As the portcullis and traps are the way into the central room now.
Belir
|
Belir's hands shake. Let's not go back in there.
He quickly searches for a loose stone to toss into the traps and set them off.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
If he is unable to find any he moves over to assist Crom with the heavy portcullis.
Strength Aid Another: 1d20 + 2 ⇒ (11) + 2 = 13
| Glorik Grimriver |
Glorik will move to help Crom with the portcullis.
"Let's get this damned thing open!"
Strength Aid Another: 1d20 + 1 ⇒ (10) + 1 = 11
| GM Tribute |
The group tries to open the portcullis, but it is too much for the group. The beefiest can take 20 and then get some aids--but I don't know if it will be enough.
The few stones found are not large enough to trigger the remaining traps. You consider your options, one of them is letting the rogue try to disable the traps again. Possibly doing an extensive search for more options.
| Crom Iron Cudgel |
Crom sighs, "We have to bypass the traps. We need a pole or something similar to safely set them off. Perhaps those old beds upstairs can be broken apart and used."
Crom will go upstairs and see if the beds can be broken apart into boards.
| GM Tribute |
Will save: 1d20 ⇒ 1
Crom runs back to town screaming after stepping into the room with the beds and seeing the burning bodies and the horrible images in the sleeping room. With some hurt from rats, you decide to retreat back to town and go to the inn.
On the way back to the inn, you notice an unusual wagon parked in an alley. Before you can register this strange wagon, a group of small wolf cubs attacks!!
Only had one poster since yesterday-- let us roll intitiative as part of a roll call.
| Glorik Grimriver |
Glorik draws his maces, and drops into an aggressive stance.
He draws his weapons as a move, and then holds to strike when a wolf gets in range.
| Dolgrym Giantfoe |
Dolgrym waits for the wolves to advance and will attack the first one that get's into range.
"Wait for them to come to us lads and give em a good wump on the head."
Readied Warhammer 2H: 1d20 + 3 ⇒ (8) + 3 = 11 Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Belir
|
Belir steps into the middle of the road. What these mangy beasts be doing inside the town?
He grips his dwarven waraxe in one hand and shield in the other as he waits for the wolves to approach.
Dwarven Waraxe: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d10 + 2 ⇒ (3) + 2 = 5
Belir
|
Surrounded Belir slashes at the northern wolf with his axe. Get these mangy beasts off a me.
Dwarven Waraxe: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d10 + 2 ⇒ (6) + 2 = 8
| Glorik Grimriver |
This first attack is Glorik's held action.
Held Melee Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Held Melee Attack Fumble Confirmaation: 1d20 + 1 ⇒ (7) + 1 = 8
Glorik, now invisible thanks to Tamxander's spell, moves around behind the closest wolf. He raises both maces, and brings them down at the wolf as hard as he can.
Two-Weapon Fighting: 1d20 + 1 + 2 - 4 ⇒ (15) + 1 + 2 - 4 = 14
Melee Damage + Sneak Attack: 2d6 + 1 ⇒ (6, 4) + 1 = 11
Two-Weapon Fighting: 1d20 + 1 + 2 - 8 ⇒ (20) + 1 + 2 - 8 = 15
Melee Damage + Sneak Attack: 2d6 + 1 ⇒ (3, 5) + 1 = 9
Two-Weapon Fighting Critical Confirmation: 1d20 + 1 + 2 - 8 ⇒ (3) + 1 + 2 - 8 = -2
Crit Damage: 1d6 ⇒ 4
5-Foot Step, Two-Weapon Fighting Full-Round Action.
| GM Tribute |
Glorik cuts a wolf brutally as he appears next to it. It begins to bleed out quickly. The wolves seem to sense that they are overmatched, and break away.
The other four wolves quickly withdraw, racing back down an alley through a gap in the wall. One of them is left on the ground, and a nearby covered cart seems to have been their means of getting into town.
Belir
|
Walking overBelir lifts up the tarp from the cart. Lets see what's under here. Shall we?
Perception: 1d20 + 4 ⇒ (6) + 4 = 10