Navior |
After the mysterious Jemini makes room, Melon can move in and do the listening instead. ;)
Melon Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Melon hears grunting on the other side of the door. She gets the impression the source of the sounds is some distance away from the door, but loud enough to carry. As she listens, she hears a light thud followed by a loud, grunting yell. The latter is loud enough for everyone to hear.
Melon Sash |
"Listen... I think there is something going on outside. Not too close to the door, but not so far that the sound can't carry to here. Sounds like something that Corinna will not want to see."
Melon very cautiously edges the door open little by little, to try and see what lies beyond. She immediately stops if she sees any movement beyond the door.
Navior |
Melon Stealth: 1d20 + 6 ⇒ (10) + 6 = 16
Wrestler 1 Perception, 20 ft distance: 1d20 + 1 - 2 ⇒ (15) + 1 - 2 = 14
Wrestler 2 Perception, 20 ft distance: 1d20 + 1 - 2 ⇒ (6) + 1 - 2 = 5
Melon edges the door open a small amount and peers out into a courtyard that may have once been a fine garden, but neglect has seen the death of the flowers that once grew here. Several broken benches complete the sense of loss. An area in the middle of the old cloister has been cleared of debris, and is marred by numerous bloodstains.
In this area, she sees two hulking brutes who are currently wrestling with each other. Although the wrestlers are basically human-looking, they are both riddled with deformities as well as numerous bruises. Both stand about 7 feet tall. They are definitely the source of the grunts. As she watches, one of them manages to knock the other off his feet. He hits his head rather nastily on a rock as he falls. This causes him to yell in pain, but then just get back up and continue with the match as his opponent laughs.
Navior |
I've just realized I've been rather stupid. These creatures should be visible from up top as well. All those up top have to do is look over the edge. Of course, while up top, you've been trying to keep low and out of sight, so maybe that's why you didn't see them. You should have been able to hear them though. Sigh. Sorry about that. I've added equivalent tokens for them onto the upper-level map.
Gilfroy Fezziwig |
"More colours?" Gilfroy whispers back. "I should be able to get both."
Assuming nobody has any objections to the plan, Gilfroy can easily take a five foot step and fire off a colour spray to get both of them in the fifteen-foot cone. The others can ready attacks in case either of these Einsteins resist the magic.
Navior |
Wrestler 1 Perception, 20 ft: 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Wrestler 2 Perception, 20 ft: 1d20 + 1 - 2 ⇒ (7) + 1 - 2 = 6
I'm assuming Melon is taking 10 on Stealth.
Melon edges the door open farther to get a better look outside. The two brutes continue their wrestling match, completely oblivious of the young woman's head sticking out the door. She is able to see more of the courtyard, including a side door to the main building (located in AF 48; it's hard to see on the map) past the wrestlers. To the southwest, the courtyard continues past the bridge that crosses to the main building, but she can't see much of that area.
Navior |
I presume the lack of response means you're okay with moving into the open. In that case, you do gain a surprise round on the two ogrekin, but Gilfroy's action that round will need to be a move to get in range. Once in the open, the ogrekin will be able to see him.
Corinna Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Gilfroy Initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Malan Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Melon Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Tevyn Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Ogrekin Initiative: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Order: Tevyn, Ogrekin, Corinna, Gilfroy, Malan, Melon.
SURPRISE ROUND
Tevyn and Corinna are technically up first, but since Gilfroy is the initiator, they'll presumably delay until after he's acted. I'll allow for confirmation of that first, however, in case they want to try to stop him.
Up First: Tevyn, Corinna.
Tevyn |
Round 1: HP = 22/22 :: AC = 18 :: Touch = 14 :: Flatfooted = 14
Tevyn moves up to where he can get a clear shot of one of the Ogrekin and prepares to fire if one acts against his companions.
It looks like they might be within 30 feet so I'm going to use Point Blank Shot. If not, then just subtract 1 from to hit and damage.
Point Blank Shot (first attacking creature): 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Well that'll amount to nothing, it looks like.
Navior |
As Tevyn prepares himself and Corinna waits, Gilfroy moves carefully out of the doorway and into the courtyard. The gaze of one of the ogrekin falls on him almost immediately, the brute's jaw dropping in a "Huh?" expression. I've moved Gilfroy to AG53, which is the closest square that puts both ogrekin in range. However, it's only 10 ft of movement to get him there, so if you'd like him in a slightly different position, just let me know.
Next Up: Malan, Melon, Tevyn (subject to readied action), Corinna (subject to delayed action), Gilfroy.
Gilfroy Fezziwig |
I could of sworn that he could have started in AG54, where the door is, and get to where you've put him with a five foot step. Guess not.
Somebody better step out there, or Gilfroy is going to be gnome paste!:)
Malan |
AC 16, FF 13, T 13; HP 17/17
Arcane Pool 4/4
Malan takes a position to fire upon the ogrekin if Gilfroy's spell fails.
Shortbow: arcane pool (+1)
to hit 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12 damage 1d6 + 1 ⇒ (6) + 1 = 7
Melon Sash |
AC 15; HP 19/19
Activate snake style
Melon leaps after the gnome, who apparently got a bit too keen - and then was a touch slow on the delivery. No time for a good defense... make it up as I go along now, she thinks before blurting out: "Hi guys! We're with the relief squad. Old Butterface says you should go to the kitchens at once."
Bluff 1d20 - 1 ⇒ (1) - 1 = 0
Sense Motive immediate action AC should Melon almost get hit 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Gilfroy Fezziwig |
Gilfroy stumbles out, only too late realizing that he misjudged how far these brutes were from the door. He smiles gratefully as Melon and Malan come to back him up.
As he pauses his casting to take the extra step and realizes they're looking at him, he does the only thing he can think of.
"What's that behind you?!" he says, pointing behind them.
Bluff: 1d20 + 10 ⇒ (3) + 10 = 13
He takes a five foot step and bluffs on the surprise round, planning another 5-foot step and blast the next round.
Navior |
Hmmm... Gilfroy really shouldn't be retroactively changing his surprise round action in response to actions that come after him. :) That said, there's clearly been a bit of confusion, and I'll take the blame for that as I can see how one could expect to use the door as cover in AG54, therefore allowing a 5-ft step to AG53 in the surprise round, and therefore allowing the colour spray to go off in the surprise round.
As such, I'm going to retroactively allow it, thus possibly changing Malan's and Melon's surprise round actions depending on the results. So, reversing back to Gilfroy's turn...
Gilfroy steps out into the courtyard. As he does so, the gaze of one of the ogrekin falls on him almost immediately, the brute's jaw dropping in a "Huh?" expression. At that moment, a cone of scintillating colours shoots from the gnomes fingertips.
Ogrekin 1 Will: 1d20 + 1 ⇒ (8) + 1 = 9 -- fail
Ogrekin 2 Will: 1d20 + 1 ⇒ (13) + 1 = 14 -- fail
The two brutes are unconscious, blinded, and stunned for 2d4 ⇒ (1, 2) = 3 rounds, then blinded and stunned for 1d4 ⇒ 1 rounds, then stunned for 1 round.
The brute with the dropped jaw doesn't have a chance to make a sound before the colours sweep over him. He topples over, his head banging into the head of the other one, who is also toppling over. The two collapse on top of each other.
The corby sentries on the wall are primarily looking the opposite way; however, there's a chance they might have noticed the colour spray, so I'm going to give them a Perception check, setting the DC arbitrarily at 5 (theoretically easy to see, but the distance and obstructions will make it difficult to notice).
Sentry 1 Perception, 100 ft distance: 1d20 + 1 - 10 ⇒ (7) + 1 - 10 = -2
Sentry 2 Perception, 170 ft distance: 1d20 + 1 - 17 ⇒ (8) + 1 - 17 = -8
Yeah, they notice nothing. :)
There's no real need to maintain rounds at this point (unless somebody wants to call out to the guards or something), so COMBAT OVER. :)
Navior |
They're not corpses yet. Hopefully someone down there isn't too squeamish to coup de grace them before 3 rounds are up or we'll have wasted Gilfroy's spell slot for nothing but a slight delay in combat. :P
Yeah, that thought occurred to me too when I read Melon's post, but I thought I'd play mean and not mention it. ;)
Malan |
It is indeed, Malan's plan to 'finish them off'. So, unless someone stops him:
Coup de gracie 1
Rapier: arcane pool (+1)
damage 2d6 + 2 ⇒ (4, 3) + 2 = 9
Coup de gracie 2
Rapier: arcane pool (+1)
damage 2d6 + 2 ⇒ (5, 6) + 2 = 13
Better safe than sorry. Another set of 'killing blows'
Coup de gracie 1
Rapier: arcane pool (+1)
damage 2d6 + 2 ⇒ (4, 1) + 2 = 7
Coup de gracie 2
Rapier: arcane pool (+1)
damage 2d6 + 2 ⇒ (1, 6) + 2 = 9
Melon Sash |
There's no real need to maintain rounds at this point (unless somebody wants to call out to the guards or something), so COMBAT OVER. :)
I took that to mean that we skipping over the minor detail of killing them. Combat isn't over until the threat is dealt with; enemies that are going to make a fuss in 4 or so rounds are not dealt with. :P
Corinna Valdemar |
"Shouldn't we check to see what's in these crates?" Corinna asks of the dusty boxes and barrels in the storage room. "We know that whatever is here that has to do with the Kaijitsu family predates the corbies' arrival; we could get a clue about what we'll be dealing with."
Navior |
Corinna Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Gilfroy Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Malan Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Melon Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Tevyn Perception: 1d20 + 8 ⇒ (12) + 8 = 20
You move the bodies of the two ogrekin aside to make room for Tevyn and Corinna to enter the room as well, then begin look through the old crates and barrels. It's clear these haven't been opened in quite a long time, the smell of must and mildew greets your noses upon opening them. Inside, you find piles of old arrows, torches, rope, and other similar supplies. Pretty much all the items are now useless from age and rot (although a concerted, lengthy search might turn up one or two still in usable condition).
During your search through the crates and barrels, you also notice several old bloodstains (one on the floor beside a barrel, a couple others actually on the side of a crate as if a bleeding person had been leaning against it long ago). As best you can tell, the stains have been there for many years.
Corinna Valdemar |
"Perhaps one of the corbies was attacked on the wall and retreated down the trap door? Or they kept a prisoner in here?" Corinna speculates. "Anyway, there's nothing here that helps us, either to use or to give us any idea who was here before the corbies came. I agree with Melon," she admits reluctantly, the words sounding strange in her mouth, "that we should try to clear the front gate first. Better to have a way to retreat than to get caught between the guards on the wall and whatever forces are inside the castle."
Tevyn |
Tevyn nods slowly at Malan's thoughts. "It may well be that they were still dealing with their supplies when an attack had begun. I doubt there's any way to know the truth here, but perhaps a journal or log remains intact somewhere about the keep."
He turns away from the barrels. "Clearing the entrance sounds a rational plan. Let's get to it."
Navior |
By staying pressed up against the wall (and taking 10 on Stealth), you make your way towards the main entrance. Once you reach the next tower, you are able to get a better view past the bridge into the other side of the courtyard. It's a much larger and more open area (and consequently could be harder to sneak through). The ground is barren and of hard-packed earth. It contains clumps of tough-looking weeds, furrows in the ground as if made by taloned feet, and chalky white mounds of dung the size of human heads.
Corinna Valdemar |
"Psst, Melon," Corinna hisses to the woman in the lead. "Try that door." She nods to the door in the tower Melon is pressed against. "If it will open, we'll have somewhere to take cover, and there might be something helpful inside. Maybe another trapdoor up to where the guard on the main gate is standing."
Navior |
Light spills slowly into the tower, illuminating a room very similar to the one in the other tower. Crates and barrels are stacked throughout, all covered in dust and cobwebs. Although most of the floor is covered in dust, too, a path from the door straight to a rickety ladder on the south wall remains free of dust. Clearly, the corbies or others have frequently passed through here, but like before, have left the room's contents untouched. The ladder leads to a trap door in the ceiling.