| Oleksandr Blackwind |
Olek speaks in dwarven and repeats in elvish for olias,
"We kept them alive, I'm sure they can appreciate that. They seem to respond well when we mention Ulfe. I think we can still convince them to lead us inside. Things may fall apart quickly if we do meet this Ulfe, though but we may still benefit from the surprise."
| Haven's Cross GM Molly |
Thravum "examines" the door, checking out the workmanship etc. In reality, he doesn't know much about metal doors, but he is listening pretty intently to see if a commotion has been raised.
[dice=listening at keyhole]1d20+2
You don't hear anything on the other side. The doors are actually carved stone of similar rock you see on the mountain, and up close they are magnificently carved.
| Grushnak, Orc Prisoner |
Grushnak says, "Orc guards want to kill wolfie. Grushnak convinced them wolfie was okay and Grushnak's new friends would give tasty meats to guards to munch." He holds out his hand expectantly to Rukkh for meat.
"Grushnak the smart will still lead friends to the Great Ulfe. Keep wolfie away from Grushnak." He walks up to the stone doors next to Thravum. "Grushnak is not strong enough to open alone. Strong dwarf help?"
| Jorlitharr |
Jorlitharr will take up the rear, with the guards after carving a small den for Seymour to curl up and rest in the shade. He'll pour him a fresh pot of water and give him some rodents to munch. If it's too narrow for the Dogmole, Jorlitharr will leave him outside and carry his saddlebags.
"Oleksandr, you think Myra should stay out here? Might be nice to have eyes out here..."
| Haven's Cross GM Molly |
The orc guards brush off the dirt and rocks from their legs, looking a little confused but fine. They do not say anything to your party but just resume their posts by the forest.
Sir Byron Seymour twirls then curls up in the little den. He seems content for now.
You still see swirls of smoke coming from the chimney across the way.
Grushnak pulls at the stone doors. They do not budge.
| Haven's Cross GM Molly |
With the help of everyone, the double doors grind outward and open completely.
Two torches on either side of the room cast a dull glow. You see a carved stone room opening before you; care was obviously taken by the crafters to enhance the natural flow and rhythms of the rock. The ceiling opens up above your head about forty feet, like a hollowed-out spire.
You see a hallway leading off to the right. The dog mole would need to squeeze to get through, as it seems to be about five feet wide.
As Grushnak leads the party through the center of the room, he calls out in orcish very loudly. An echoing reply is heard, seemingly coming through the far wall.
Reply in a 'different' accent than Grushnak's: "Proceed to the Hall for inspection."
Grushnak leads you to the right towards the little hallway.
Checks for more info: History, Investigation, Perception.
I'm going to assume that someone is helping Oleksandr with seeing if you venture in dark places. Olek, if you want to do anything on your own you will need to have a light source if it's not provided. The battlemat is updated ("Inside the Stone Tooth Orc Lair" and light levels are indicated in the key.
| Jorlitharr |
With the help of everyone, the double doors grind outward and open completely.
Two torches on either side of the room cast a dull glow. You see a carved stone room opening before you; care was obviously taken by the crafters to enhance the natural flow and rhythms of the rock. The ceiling opens up above your head about forty feet, like a hollowed-out spire.
You see a hallway leading off to the right. The dog mole would need to squeeze to get through, as it seems to be about five feet wide.
As Grushnak leads the party through the center of the room, he calls out in orcish very loudly. An echoing reply is heard, seemingly coming through the far wall.
** spoiler omitted **
Grushnak leads you to the right towards the little hallway.
Checks for more info: History, Investigation, Perception.
I'm going to assume that someone is helping Oleksandr with seeing if you venture in dark places. Olek, if you want to do anything on your own you will need to have a light source if it's not provided. The battlemat is updated ("Inside the Stone Tooth Orc Lair" and light levels are indicated in the key.
Assuming Passive is cool:
Stoncunning History: 16
Regular History: 12
Investigation: 12
Perception: 13
Jorlithar whispers to the three stones in his fist. In the dark, a faint violet glow can be seen peeking through his fingers.
| Haven's Cross GM Molly |
[dice=knowledge: orc stuff]1d20-1 [dice=advantage roll]1d20-1
[dice=perception]1d20+3
This place is perfect for an orc lair.
You remember Aengus’ words from town before you set out: “Two centuries ago, the great dwarven stronghold of Dwarrowden in the Stonetooth Mountains was a bustling, thriving area. The great dwarven smith Durgeddin the Black and his clan fashioned hundreds of unique, strong weapons, from axes to blades to hammers, and hoarded them in their vast halls. This drew in hordes of fierce orcs and trolls, who plundered the dwarves’ ancestral halls and slew all they could. Luckily, Durgeddin himself had created many secret and hidden caches of weapons. The dwarves made one last stand, lead by Durgeddin himself, while the others sealed off the immense passageways; they defeated most of the orcs and trolls, and those left scurried away. The dwarves remaining created Grimhold, holing up in the mountains and becoming xenophobic and elitist in the past two hundred years of chosen isolation.”
“In the two hundred years after the great battle at Dwarrowden, various creatures have occupied the stronghold and the used the place as a base for their raids. At other times, the caverns have lain empty except for the mindless and bloodthirsty monsters that haunt such places. Today legends of Durgeddin’s War and the extraordinary blades the dwarves forged still surface time to time in the lands near the Stone Tooth Mountains.”
| Haven's Cross GM Molly |
Stoncunning History: 16
Regular History: 12Investigation: 12
Perception: 13
You recall that this is not the main entrance to Dwarrowden, which lies on the northern part of the mountain range and is much larger and grander, but a smaller entrance created for those wanting southern access without crossing over the mountain.
The walls are expertly carved. They are not chiseled straight but slightly curved and flowing, following the natural sediments and layers in the rock. You see decorative square designs carved around the torch sconces, which jut out of the wall.
Closer examination of the walls shows lots of long, thin scratches and chipped holes not a natural part of the carved walls. These could be from arrows and weapons hitting the wall during skirmishes during Durgeddin’s War. Or they could be more recent...
| Haven's Cross GM Molly |
Dem Rolls:
[dice=History] d20+4
[dice=Investigation] d20+4
[dice=Perception] d20+3
The floor has been worn smooth in the middle from thousands of feet trodding from the doors to the hallway on the right. Littered across the floor are pebbles, dirt, and tiny rodent skeletons.
At the far end of the hall, opposite where you came in, you can make out three tiny, square holes five feet apart from each other in a horizontal line. Just the perfect height and size for archers to shoot an arrow through from the opposite side of the wall.
| Thravum Grimrock |
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Thravum is ignoring architecture and focusing on keeping an eye on Grushnak and listening and watching for other Orcs or other threats. He's formulating a plan to shoulder past Rukkh and plant his spear in Grushnak's spine if there is an ambush.
perceiving orcs and ambushes: 1d20 + 2 ⇒ (19) + 2 = 21
| Jorlitharr |
Jorlitharr will hug the left wall, rubbing his hands against it as he examine what he's seeing. When he reaches the center of the room, near the torches, he'll gently trace his finger in a familiar pattern and he'll see anything touching the wall or floor within thirty feet. If he's able to reach the wall with the openings (not knowing they have openings) he'll repeat the floor and wall.
| Grushnak, Orc Prisoner |
"Grushnak, how much longer until we meet with Ulfe? Is it far?"
Grushnak motions to the hallway leading off in the corner of the room. "Must convince Northerners to bring Grushnak and friends to see the Great Ulfe. See him in the next room, let's go let's go. After we go straight to the Great Ulfe!"
He starts to walk towards the hallway, assuming you follow.
| Haven's Cross GM Molly |
Thravum is ignoring architecture and focusing on keeping an eye on Grushnak and listening and watching for other Orcs or other threats. He's formulating a plan to shoulder past Rukkh and plant his spear in Grushnak's spine if there is an ambush.
[dice=perceiving orcs and ambushes]1d20+2
Thravum notices the three little holes in the eastern wall. Closer observation allows him to hear the grunting breathing and mutters of orcs on the other side of the wall. You can't quite count how many you hear, but it's definitely more than one.
Grushnak is noticably tense after interacting with the "Northerner" orc and wants to get moving.
You don't see any other noticable threats in this room.
| Haven's Cross GM Molly |
Jorlitharr will hug the left wall, rubbing his hands against it as he examine what he's seeing. When he reaches the center of the room, near the torches, he'll gently trace his finger in a familiar pattern and he'll see anything touching the wall or floor within thirty feet. If he's able to reach the wall with the openings (not knowing they have openings) he'll repeat the floor and wall.
When he stands in the middle of the room and touches the ground, Jorlitharr sense the presence of three orcs standing and facing south on the other side of the eastern wall. They are all wearing dark brown leather and holding javelins. The southern-most orc has a dirty red cloth wrapped around his torso, with a grey eye-shaped blob marked in the middle like an insignia.Orcs marked with an X on the map.
He does not feel any other living presence anywhere else he touches.
| Haven's Cross GM Molly |
Your party descends down two short flights of stairs in darkness. Oleksandr's lit torch casts a glow on roughly hewn steps and dank mossy walls. Grushnak pushes open a wooden door and leads you into a large room with flickering torches. This room, unlike the entrance hall, has perfectly cut straight walls and a smooth, shiny floor. It feels very spacious, with a tall 50 foot ceiling and the torch light bouncing off all of the shining surfaces. It also feels a little dank. Across the room from you is a dimly lit staircase leading downwards. A large orc in brown leather is waiting for you at the base of the stairs; he has a dirty red sash with a grey eye emblazoned on it wrapped around his torso. He is gripping a long javelin in his right hand, its base resting on the floor.
Grushnak approaches warily. He stutters a little and lowers to a half-bow posture. “Grushnak... Grushnak the smart... Grushnak brings these hrushka to the Great Ulfe.”
The orc leers and growls at Grushnak. “The Great Ulfe is resting in his chambers. What makes you think the Great Ulfe wants to see you and these hrushka?” The orc stomps forward and looks closer at your group. “The Great Ulfe will see only the dwarves. Everyone else must wait here.”
| Jorlitharr |
"Please ask those bodyguard to lower their weapons and we'll do the same. We work together. Like The Great Ulfe commanded. If we work together you must see us all, like you said yes? We can wait while Ulfe rests. We have food, drink and other gifts to share."
Persuasion: 1d20 + 5 ⇒ (20) + 5 = 25
| Haven's Cross GM Molly |
The orc captain seems swayed by Jorlitharr's speech. His eyes lock onto the beer greedily. He grunts then barks several short words out. A hidden door next to the torch on the northern wall slides open and two short orcs step out. They are holding javelins but are not in attack posture.
The orc points to the beer. "Pour me out a mug, dwarf." The two orcs on the northern wall don't move but watch their captain intently. "The Great Ulfe has decreed that he will only accept dwarf visitors. However, you may be able to convince me to speak with him about changing his mind and seeing all of you." He looks around to the rest of the party, sneering particularly at the half-elf before him. He steps in front of Olias. "Show me what gifts you have."
| Olias Anaran |
"Greetings. I have brought these fine boots for the Great Ulfe. They are a rather expensive find.... I do hope we can convince you to let us all see the Great Ulfe, (Olias says the rest in Orcish) especially since our Dwarven friends don't speak your language. Plus, I have a proposition that I discussed with Grushnak that I am sure Ulfe would want to hear."
persuasion: 1d20 + 8 ⇒ (7) + 8 = 15
| Haven's Cross GM Molly |
Olias gets a +1 to his roll due to his speaking in Orcish.
The orc captain looks at the boots. You see his eyes gleam with greed. "Very fine boots indeed." He looks to his guards. "Hrack, come fetch these! You will bring them to my quarters. For inspection."
One of the orcs by the the torches rushes forward to take the boots. He doesn't speak but takes them from Olias and returns to his place by the wall. He gazes at the boots in his claws.
The orc captain continues. "A proposition, you say? With this rat?" He kicks at Grushnak's feet. "The Great Ulfe would like to hear that, I'm sure."
He looks at the rest of the party who have been silent. "What else have you brought for our great, terrible leader? You have not convinced me you are all worthy of an audience. And I'm still waiting on that beer, dwarf."
| Oleksandr Blackwind |
Oleksandr grasps the floating torch and an empty mug hovers and fills itself from Jorlithar's cask. It floats over to the orc guard.
In elvish:
"Olias, tell them I am from a far away land across the sea. I have come to bring great power to Ulfe. If Ulfe were to wield this power, orc lives would be much easier. Plenty of food. Little work."
| Olias Anaran |
In Orcish: "My friend here doesn't speak your language, but he says, 'I am from a far away land across the sea. I have come to bring great power to Ulfe. If Ulfe were to wield this power, orc lives would be much easier. Plenty of food. Little work.'"
persuasion: 1d20 + 8 ⇒ (10) + 8 = 18
| Haven's Cross GM Molly |
The orc captain drains the mug. "Impressive. Do it again, I'm still thirsty." He holds out the empty mug. "The Great Ulfe would like to hear of this power."
He sniffs the packet that Rukkh gives him. He rips it open with his teeth and tastes a little. Investigation: 1d20 ⇒ 13 Is this something an orc would recognize?
| Jorlitharr |
Jorlitharr does not allow anything else to be removed from the saddle bags"These gifts are for Ulfe and so is the rest of this beer. Return the boots to us so we may, give them to him or we'll be leaving and you can explain to Ulfe how you denied him fine gifts and great power. Our tribes" he motions to the party "are working together like yours. We all see Ulfe or Ulfe cannot recieve his gifts properly."
He speaks in hushed dwarven when the opportunity presents itself "Are we really going to try to form an Alliance or are we dropping this ruse for violence when the opportunity presents itself? I have no confidence in the integrity of these tribes to respect a treaty for very long. "
| Oleksandr Blackwind |
"Are we really going to try to form an Alliance or are we dropping this ruse for violence when the opportunity presents itself?
Oleksandr frowns slightly and shakes his head no. He scratches his neck in a subtle horizontal direction with his forefinger.
| Jorlitharr |
Quote:"Are we really going to try to form an Alliance or are we dropping this ruse for violence when the opportunity presents itself?Oleksandr frowns slightly and shakes his head no. He scratches his neck in a subtle horizontal direction with his forefinger.
Jorlitharr nods with a slight grin.
| Oleksandr Blackwind |
Oleksandr moves about the room with everyone frozen in place with a sense of euphoria. He had read about this level of attunement to the arcane but had never quite experienced anything like it in his studies.
He points his staff at the ground in front of the two orcs with spears (marked on map) being careful not to interact with them directly. He then speaks some protective incantations and an ethereal glow appears around his body (mage armor). He moves over to the orc by the door and attempts to pull the horn from his hand in one swift motion. interacting with him ends the spell but I'm hoping maybe I'm quick enough to grab the horn or get an advantage on him