
Ogres |

Surprise and Round One
Garrath rushes forward, attacking the closest Ogre.
Due to Garrath`s closeness to the dam's edge, roll a DC 12 Acrobatics check.
Stone does the right thing and says a Prayer before battle.
With a pinch of mica, Elektra speaks while waving her hands. Golden particles fall from the sky around the three Kreeg Ogres.
Kreeg 1 Will Save: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Kreeg 2 Will Save: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Kreeg 3 Will Save: 1d20 + 5 - 1 ⇒ (10) + 5 - 1 = 14
The second and third Ogres become blinded.
Flynn sinks a pair of arrows into the first Ogre he sees.
(In this case it is Ogre 2.)
Brandark rumbles into the fight like the small boulder he is. He hacks into the third Ogre.
The first Ogre unaffected by the Glitterdust moves up and attacks the Dwarf Cavalier with the big pick it was using on the dam. The big Kreeg cuts into Brandark.
Kreeg 1 Pick Exhausted and Prayer: 1d20 + 15 - 3 - 1 ⇒ (18) + 15 - 3 - 1 = 292d8 + 12 - 3 - 1 ⇒ (3, 5) + 12 - 3 - 1 = 16
Brandark takes 16 points of damage.
The second Ogres rubs its eyes. The third Ogre steps back rubbing its eyes. But neither of their condition improves.
Kreeg 2 Will Save: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
Kreeg 3 Will Save: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
Garrath 24 (AC18 (75/77)
Stone 22 (AC22 68/68)
Elektra 21 (AC13 42/42)
Flynn 19 (AC20 47/47)
Brandark 13 (AC21/20/G24 42FL53/61FL72)
Kreeg Ogres 3 (AC20 104,92,58/104)
Round Two
EDIT: After revisiting the map, the first Ogre would not have attacked Garrath. He was out of reach. But went after Brandark instead.

Brandark Plainswalker |

Letting the armour take the brunt of the blow, Brandark sidles into place along side the Ogre that he just charged, and the one beside him.
In Giant
Just hold your turn, you overgrown ape, we will be getting to you in a minute.
He then turns his attention back on the one that he charged.
attack 3: 1d20 + 8 + 5 + 1 - 3 + 3 ⇒ (13) + 8 + 5 + 1 - 3 + 3 = 27 add 1 if monsterous, abberation, orc, or goblinoid
bab, str, magic, power, focus
attack 3: 1d20 + 3 + 5 + 1 - 3 ⇒ (16) + 3 + 5 + 1 - 3 = 22 add 1 if monsterous, abberation, orc, or goblinoid
bab, str, magic, power
damage 1: 1d10 + 7 + 9 + 1 ⇒ (2) + 7 + 9 + 1 = 19 Adamantine, Magical, 2h str, 2h power, magic
damage 2: 1d10 + 7 + 9 + 1 ⇒ (1) + 7 + 9 + 1 = 18 Adamantine, Magical, 2h str, 2h power, magic
Add 1 if Magical, Abberation, orc, goblinoid

Garrath Tricks the Giants |

Not sure if you're doing critical success and failures for skill checks, but at +13 to acrobatics, Garrath'd be a can't fail if you're not.
acrobatics: 1d20 + 13 ⇒ (20) + 13 = 33
Garrath moves up next to Brandark and slices into it
attack ogre1: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 2d6 + 17 ⇒ (6, 5) + 17 = 28
confirm crit: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 2d6 ⇒ (1, 4) = 5

GM Mazra |

Not sure if you're doing critical success and failures for skill checks, but at +13 to acrobatics, Garrath'd be a can't fail if you're not.
If you can't fail a skill check, just note it in your post. There is no need to make a skill roll if your character can't fail a skill check. As the party gets higher levels this will become more common.

Ogres |

Has anyone heard from Flynn? I will go ahead and play his character.
Round Two
Garrath stealthily moves up on the first Kreeg. The Shoanti Barbarian strikes a nearly critical slice against this pick wielding Ogre.
Stone moves up an attempts to Hold the first Kreeg.
Kreeg 1 Will Save: 1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9
The first Kreeg freezes in place.
Elektra hits the second blinded Ogre with a pair of Scorching Ray's.
Flynn seeing the held first Ogre takes advantage of its incapacitated status swiftly applies Giant Bane on his bow and fires a couple of shots. The first sticks. But Flynn slips on the wet stones and the second shot sailed over the Kreeg' s head.
attack 1: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 1d8 + 3 + 2d6 ⇒ (2) + 3 + (2, 2) = 9
attack 2: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d8 + 3 + 2d6 ⇒ (2) + 3 + (1, 6) = 12
Brandark hacks and hacks into the third blind Kreeg Ogre.
Kreeg 1 Will Save: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
The first Kreeg breaks its hold.
The first Kreeg took no other action.
The second Kreeg continues to try and clear its eyes. It fails to remove the Glitterdust particulates.
Kreeg 2 Will Save: 1d20 + 5 - 1 ⇒ (10) + 5 - 1 = 14
The third Kreeg behind to howl swinging its pick toward what attacked it.
Kreeg 3 51+ may hit: 1d100 ⇒ 91
Kreeg 1 Pick Exhausted and Prayer: 1d20 + 15 - 3 - 1 ⇒ (14) + 15 - 3 - 1 = 252d8 + 12 - 3 - 1 ⇒ (8, 4) + 12 - 3 - 1 = 20
The Kreeg gets a lucky strike against Brandark.
Kreeg 3 Will Save: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
The third Kreeg remains blind.
Garrath 24 (AC18 (75/77)
Stone 22 (AC22 68/68)
Elektra 21 (AC13 42/42)
Flynn 19 (AC20 47/47)
Brandark 13 (AC21/20/G24 22FL33/61FL72)
Kreeg Ogres 3 (AC20 67,61,21/104)
Round Three
Please confirm the stats and rolls. There are a lot of moving parts.

Flynn Elric |

attack: 1d20 + 9 ⇒ (8) + 9 = 17
attack: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d8 + 3 ⇒ (3) + 3 = 6
damage: 1d8 + 3 ⇒ (8) + 3 = 11
Flynn takes aim at the most vulnerable enemy.

Elektra Stardancer |

Electra repeats her spell, this time at the most hurt ogre.
Scorching Ray: 1d20 + 5 ⇒ (4) + 5 = 94d6 ⇒ (4, 1, 1, 6) = 12
Scorching Ray: 1d20 + 5 ⇒ (4) + 5 = 94d6 ⇒ (1, 2, 6, 2) = 11

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Die monster!
Stone move diagonally up and over one while drawing out his sword. Then began to hack.
Hack: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 181d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Hack: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 91d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Brandark Plainswalker |

Round 2
Feeling the pick bounce down the side of the Helmet and off the shoulder guard, Brandark grunts a bit in pain.
Oh Just lie down and die already!!!
attack 3: 1d20 + 8 + 5 + 1 + 1 - 3 + 3 ⇒ (16) + 8 + 5 + 1 + 1 - 3 + 3 = 31 Add 1 if monsterous, abberation, orc, or goblinoid
bab, str, magic, prayer, power, focus
attack 3, or 1: 1d20 + 3 + 5 + 1 + 1 - 3 ⇒ (11) + 3 + 5 + 1 + 1 - 3 = 18add 1 if monsterous, abberation, orc, or goblinoid
bab, str, magic, prayer, power
damage 1: 1d10 + 7 + 9 + 1 + 1 ⇒ (6) + 7 + 9 + 1 + 1 = 24Adamantine, Magical
damage 2: 1d10 + 7 + 9 + 1 + 1 ⇒ (5) + 7 + 9 + 1 + 1 = 23Adamantine, Magical
2h str, 2h power, magic, Prayer, Add 1 if Magical, Abberation, orc, goblinoid
If 3 goes down on my 1st attack, switching my second to number 1
Forgot Prayer last round, HP 33/61, AC 24 vs Ogre

Garrath Tricks the Giants |

Garrath lays into the ogre Listen to the Dwarf!
attack 1: 1d20 + 12 ⇒ (6) + 12 = 18 forgot prayer too
damage: 2d6 + 17 ⇒ (3, 5) + 17 = 25
if it's dead from the first blow he'll switch to the second ogre for the second attack
attack 2: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 2d6 + 17 ⇒ (3, 6) + 17 = 26

GM Mazra |

Round Three
Garrath shifts to the 1st Kreeg. He appears to be the leader. His first strike glances off the Kreegs stout hide armor. But the big barbarian's second strike cuts deep into Ogre flesh.
Stone saddles up next to Garrath with his scimitar. But none of his slices do any damage to the formidable Kreeg.
Elektra fires a pair of Scorching Rays at the third Kreeg. But lucky for the Ogre the rays glanced off its stout hide armor.
Flynn also tries to finish off the third Kreeg ogre. That Kreeg's armor is touch. The Inquisitor's first arrow deflects off, but the second arrow strikes true embedding into the smelly ogres chest.
Brandark hacks into the third Kreeg. Its eyes shut and falls over backwards bleeding.
The Dwarf Cavalier swings at the first Kreeg, but simply missed.
The first Kreeg growls at the Shoanti Barbarian. It then speaks in the common tongue, "Malagus will cut the tattoos off you skin before I dine on your flesh." The Kreeg hits Garrath once with a pair of attacks.
Kreeg 1 Pick Exhausted and Prayer 1st attack: 1d20 + 16 - 3 - 1 ⇒ (11) + 16 - 3 - 1 = 232d8 + 13 - 3 - 1 ⇒ (2, 7) + 13 - 3 - 1 = 18
Kreeg 1 Pick Exhausted and Prayer 2nd attack: 1d20 + 11 - 3 - 1 ⇒ (1) + 11 - 3 - 1 = 82d8 + 13 - 3 - 1 ⇒ (3, 7) + 13 - 3 - 1 = 19
Garrath takes 14 points of damage.
The second Kreeg continues to try and clear the glitter pieces out of its eyes. It howls out in frustration as it continues to struggle with sight.
Kreeg 2 Will Save: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Garrath 24 (AC18 61/77)
Stone 22 (AC22 68/68)
Elektra 21 (AC13 42/42)
Flynn 19 (AC20 47/47)
Brandark 13 (AC21/20/G24 22FL33/61FL72)
Kreeg Ogres 3 (AC20 41,61,U/104)
Round Four
Everyone is up again.

Garrath Tricks the Giants |

Maggots will feast on your carcass before you can touch my ancestry! Garrath lets out a bestial roar, rage filling his features and he slashes his blade at Ogre flesh.
attack1: 1d20 + 21 ⇒ (7) + 21 = 28BAB+STR+Enchantment+Furious Focus+Prayer-Power Attack
damage: 2d6 + 22 ⇒ (1, 4) + 22 = 27
attack2: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 2d6 + 22 ⇒ (4, 2) + 22 = 28

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Flynn Elric |

attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d8 + 3 ⇒ (6) + 3 = 9
attack: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d8 + 3 ⇒ (1) + 3 = 4
Flynn fires once again, calling out Calm thy self, anger helps only one person here.

Ogres |

Round Four
Rule 1: Do not tick off Garrath.
Garrath flies into a rage. He hacks, then hacks again, killing Jaagrath's third son,Malagus Kreeg.
Stone moves over and calls forth healing on Brandark.
Elektra is simply awesome.
Flynn is awesome too. He sticks the blinded remaining Ogre with a pair of arrows.
Wow! Brandark is awesome too.
The last remaining Ogre is not very awesome. It remains blinded.
Kreeg 2 Will Save: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
If Brandark moves up and attacks the second Kreeg.
Kreeg 2 1st Attack Miss Chance: 1d100 ⇒ 92
Kreeg 2 1st Attack: 1d20 + 16 ⇒ (11) + 16 = 272d8 + 13 - 3 - 1 ⇒ (8, 3) + 13 - 3 - 1 = 20
Kreeg 2 2nd Attack Miss Chance: 1d100 ⇒ 30
Kreeg 2 2nd Attack: 1d20 + 16 ⇒ (16) + 16 = 322d8 + 13 - 3 - 1 ⇒ (2, 3) + 13 - 3 - 1 = 14
Swinging wildly, the 2nd Kreeg may hit the Dwarf Cavalier.
Garrath 24 (AC18 61/77)
Stone 22 (AC22 68/68)
Elektra 21 (AC13 42/42)
Flynn 19 (AC20 47/47)
Brandark 13 (AC21/20/G24 43FL54/61FL72)
Kreeg Ogres 3 (AC20 D,48,U/104)
Brandark and Elektra's Round Four and Everyone's Round Five

Brandark Plainswalker |

Stumbling slightly as he crosses the stumbling body, Brandark gets the pick along side the helmet.
Ach, don't ya know, a Dwarfs head is stronger than his arms!!
He then lays into the remaining Ogre with a swing at the legs.
attack: 1d20 + 8 + 5 + 1 - 3 + 3 ⇒ (15) + 8 + 5 + 1 - 3 + 3 = 29 Add 1 if monsterous, abberation, orc, or goblinoid
bab, str, magic, power, focus
damage: 1d10 + 7 + 9 + 1 ⇒ (9) + 7 + 9 + 1 = 26 Adamantine, Magical, 2h str, 2h power, magic
Add 1 if Magical, Abberation, orc, goblinoid

GM Mazra |

Round Four Complete
Elektra sends four tiny motes that slam into the last Kreeg.
Brandark moves up and hacks into the blinded second Oger.
Garrath 24 (AC18 61/77)
Stone 22 (AC22 68/68)
Elektra 21 (AC13 42/42)
Flynn 19 (AC20 47/47)
Brandark 13 (AC21/20/G24 23FL34/61FL72)
Kreeg Ogres 3 (AC20 D,10,D/104)
Round Five
Stone climbs up on the fallen first Kreeg and finishes off the third son of Jaagrath.
The blinded Ogre was all but helpless against Brandark and then Garrath.
The last of the three Kreegs fall. No further damage to the dam can be performed.
Victory!
The last Kreeg only has 10 points remaining, so I moved the game forward.
A tower of skull-shaped domes sits at the center of the dam’s walk in front of the party. To the north surge the choppy waters of the Storval
Deep, while to the south, the slope of the dam’s face drops away nearly three hundred feet to a muddy lake below. The dome looks like a fortified keep with arrow slits and battlements. There are two doors, one to the left, one to the right.
What does the party do?

Brandark Plainswalker |

Wiping the blood off his axe,
Brandark then removes his helm and spits a bloody gob of mucus onto the Ogre.
I really hate those things. Now to figure out how to close these water ways.
He then looks towards Elektra for guidance.

GM Mazra |

The Hide Armor of the Kreegs radiate magic. In addition, and from her current location at the top of the dam, Elektra can sense magic radiating from somewhere within the dam structure. The aura is faint from the top of the dam. She is unable to pinpoint the location precisely.
Water from the Stovall Deep is sloshing over the top of the dam. It will not be long before the volume maybe too much for the dam to hold back. There is a spillway that normally would control the release of water. But nothing is flowing through it at present.
The super structure on the center top of the dam is intact. There are two sets of closed stone double doors leading to the super structure.

Brandark Plainswalker |

As i can figure it, 34 / 61. Have false life going for the extra 6, but that will run out soon giving me 29 of 55.

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Okay I thought I had healed you. Brandark you look a little beat up. Let me see if I can help. Stone takes out his wand and begins healing.
cure light wound: 1d8 + 1 ⇒ (6) + 1 = 7
cure light wound: 1d8 + 1 ⇒ (3) + 1 = 4
cure light wound: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wound: 1d8 + 1 ⇒ (7) + 1 = 8

Brandark Plainswalker |

Brandark grins and laughs.
You should see the other guy
He waves his hand at the Kriegs.
But i will not begrudge the healing
He stows his axe as he stretches to get the kinks out, then looks for further guidance as to where to go.
You did heal, but then i got clouted by a lucky hit as i came in to hit the last one.
Edit, my tag line is now accurate. i forgot i didnt activate the medalion. currently down 5 but that is livable.

Flynn Elric |

So what do we do about this dam? I'm more a breaker rather than builder, so i doubt i can be of much help in that department.

Elektra Stardancer |

"There should be a building to hold the mechanisms, a control room. Maybe after finding it we will find some more answers."
Taking a moment to check the armor she discerns the magical properties of the dweomer. Spellcraft: 1d20 + 20 ⇒ (6) + 20 = 26

Brandark Plainswalker |

Brandark helps Stone and Elektra by stripping down the the Krieg brothers of the items that are indicated by them.
I think we might have hold off on the determining what these things are until we fix the dam.
I wonder if Lady Elektra would be able to make us a bag of holding or two

GM Mazra |
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Kaos will find the following on the bodies of the Kreegs:
Malagus had a moldy pouch with a Chrysoprase marble(50 gp), a Deep blue spinel marble (100 gp), 8 Irregular freshwater pearls (10 gp each), 2 Malachite marbles (25 gp each), and 4 Snowflake Obsidians marbles (25 gp each). Another Ogres had 6 polished Shells (5 gp each). Combined the Ogres also had collectively 131 cp, 210 sp, 127 gp, and 10 pp. Elektra determines that the 3 suits of Giant-sized Hide Armor have a minimal dweomer (+1).
There are two sets of stone doors, left and right.
Which one? Do you do anything else?

Brandark Plainswalker |

Lady Elktra, I was wondering if you were able to make Bags or Backpacks that can hold a lot more than they show?
Brandark inquires while they stuff the items into packs and bags.
He then goes to the right hand set of doors and waits for the checks to open it up.
Will take me a couple of days to update treasure. Wifes kid stole my monitor for his friends consoles for the weekend. so on tablet.

Brandark Plainswalker |

Right door? Okay right door it is.
Taking a deep breath and wincing slightly, Brandark swings open the right door using it for as much cover as he could, he then looks deeper within using his darkvision

Flynn Elric |

Seems like it doesnt matter much, door looks to be blocked. Either we take an axe to it, burn it, or find another way. Flynn comments, watching Brandark push

Brandark Plainswalker |

Axe is it Brandark laughs. I can be axing it
Brandark looks back, and then winds up with his trusty axe and starts swinging.
damage: 1d10 + 6 + 9 + 1 + 1 ⇒ (5) + 6 + 9 + 1 + 1 = 22
Damage: 1d10 + 6 + 9 + 1 + 1 ⇒ (7) + 6 + 9 + 1 + 1 = 24
Ignores hardness of 20

GM Mazra |

@Brandark. Curious. What ability allows you to ignore Hardness 20. I did not notice it in your stats. But it is very possible I overlooked it. I may have been looking in the wrong place.
Brandark begins to break up the door. Once through, the Dwarf and party finds stone blocks, wood beams, and other debris blocking the door. After the party pushes through, they see a standard sized door to the south or right, and another set of stone double-doors to the north or left.
Skull Crossing Map updated.

Garrath Tricks the Giants |

Water's to our left? fix should be there.

Brandark Plainswalker |

Yes, my Adamantine Axe. It is the reason for ignoring hardness 20. Door chopping is why I bought it. :)
Puffing slightly from hacking his way through the debris, Brandark pauses while the larger chunks are removed.
The double doors, it is. I guess any chance of sneaking up on people is gone.
He then walks up and boldly kicks opens the door, and looks inside.