Lym Blackhand |
"Check that the wretch is dead, first," Lym says. "And then ask yourself this; if we withdraw, do we trust the enemy not to set even more vicious traps for us?"
The Wizard turns to Rhianni and holds out her hand. "I am afraid I must ask you for those scrolls I scribed. I'll probably need them in the battles to come. I shall write more for you when opportunity allows."
Kellen Wrensler |
Kellen looks into the double doors that the ogre burst out of to see if there's anything further to threaten them.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
"Biggest problem is our snake-friend is still out there and we don't want her recovering her spells...or we're back to fighting images and teleportation spells," he comments. He pauses for a moment then points towards the corner. "There's an armory just the other side. Not much, but Praxim there's some barbed arrows I'm sure will come in handy in this place."
Rhianni Verdani |
"Thank you Lym, we shall surely need such magic writings in the future.", Rhianni says to Lym as she hands back the scrolls.
She tries to brush the grim out of her hair, "I agree, we should continue, we don't want that snake to rest."
Tomaru |
BTW Tomaru does another Channel Positive Energy: 4d6 ⇒ (4, 4, 2, 4) = 14 and will start with the cure wand after that. Who needs more?
Lym Blackhand |
"We need a chokepoint," Lym says. "I can still raise a Wall of Ice to change the terrain in our favour, but we need a place that stops them from coming at us more than one at a time."
Old Guy GM |
FYI...
A single set of double doors allows entrance to the central keep of Fort Rannick. The doors are made of oak and have been brutally battered and savaged. Crude repairs have been effected, but the doors still hang somewhat askew. The doors lead out into the courtyard where all of the noise is coming from. The hall in which you stand is 10' wide.
Kellen Wrensler |
FYI...
The doors lead out into the courtyard where all of the noise is coming from. The hall in which you stand is 10' wide.
Kellen gives the entrance a closer examination to see if there is a way to collapse the entryway that leads from the courtyard.
Profession(Engineering): 1d20 + 4 ⇒ (16) + 4 = 20Looks like you may have your chokepoint. Can your Wall of Ice block or narrow access to those doors? Either we have a way of limiting their numbers or just seal the whole damn doorway until we can move further into the fortress or back down the way we came.
He pauses again, and also asks: Rhianni, how many of those pit spells can you cast?
Lym Blackhand |
"It can," Lym confirms. "But the ice is not unbreakable, and it will melt over time. We would need to position it wisely, and make sure the enemy has no time to work on it."
Thordak Ironheart |
I'm guessing we've dropped out of combat rounds right now? If so, please let me know how many rounds pass. By last count I'm sitting at 3 rounds of fatigue with 11 rounds to go.
"We can take 'em. Just send 'em my way." He glances over at the elf and then sighs. "Okay, fine, the elf's way also. I've never seen such deadly death from so many flyin' sticks, I gotta tell ya."
Old Guy GM |
66 seconds of fatigue passes while you discuss this problem. The barbed arrows are just arrows - the barbed factor is because they hurt more - no game effect, just Black Arrow nastiness. The hall is 10' wide, ogres are large, do the math... ;)
There is no obvious way to collapse the hall without bringing down the structure itself. The doors are barred from your side, but that isn't much of a barrier in their current state. As you contemplate, the sounds grow louder; screaming and roaring and...something else...
Sense Motive checks, anyone?
Kellen Wrensler |
Sense Motive: 1d20 + 5 ⇒ (6) + 5 = 11
I suggest you use that ice wall to funnel them down this hallway. Their size and this hallway should limit their ability to overwhelm; plus if you can block it that should keep them from going around to these doors on our right.
I am working on the assumption that the noise and movement is coming from the doors at the bottom of the map where the hall is 15' wide. So assuming the ice wall is formed diagonally, it should force them towards he hallway we are in. That work?
Another thought is going through the destroyed barracks room and making sure those doors on the far side are closed and locked.
Tomaru |
We can back up to the door going downstairs. That would mean they could only come at us one at a time and give us a safe way to retreat. The only one we know of who may cut us off is what's-her-snake-face-name and I figure that she doesn't want to get cut off from help again.
Old Guy GM |
The noise is coming from outside the keep, in the courtyard. This is the only door in to the keep, and it is 15' wide. Sorry, I just looked closer at the map. You all are standing at the double doors, in the 15' wide hallway at the very bottom of the map. You would need to be there in order to: A) Hear the commotion outside; B) Be near the armory room which is the lower left 30' x 50' room; and C) Get the description of the doors themselves.
Lym Blackhand |
"Something's happening," Lym says, her voice urgent. "Someone may be attacking the Ogres! If we move quickly, we can catch them in a pincer!"
Kellen Wrensler |
He nods with Lym. "I hear it too," he pauses and looks at the others with a knowing smile. "Shalelu and the Black Arrows...perhaps they are unleashing some damage on them."
Kellen moves closer to the large, damaged doors to see if he can peek through and see what's going. Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Tomaru |
"I don't know what's going on out there, but I do know its not the former black arrows. The ogres killed them all. But it would be wise to take advantage of whatever the distraction is."
Thordak Ironheart |
"Then what are we waitin' for! Let's go get 'em! Right?!" With his axe in hand he looks to the others with excitement. "Right?!" he asks again, just waiting for the go sign.
Old Guy GM |
Unbarring the doors and pulling them open is no small feat with the damage they've sustained. The first sight you see is one straight out of your nightmares. In front of you lies the courtyard of Fort Rannik, still covered in the gore and filth from the initial ogre raid. The rotting corpses of men and horses, partially dismembered and eaten lie about the yard, thick clouds of flies filling the air. In an instant your eyes take in quick scenes of the horror: the fort's water supply, choked with floating bodies; a rack set up near an open air 'kitchen' strung with the intestines of god knows what creatures; the skulls of men, horses, and giant eagles, nailed to a post. The smell assaults your nostrils like a wave of nausea physically incarnate.
But...
What draws your attention is the the fire.
What appears to be a wooden barracks sets along the outer wall, about 100' from the doors where you stand. The structure is a blazing inferno, the heat so intense that you can feel it from the hallway. From inside comes the screams and shouts of rage from what must be two dozen large creatures, all fighting to get through the one, small door. The only exit from the conflagration.
As you watch, two large figures burst through the door, shattering the frame. Heedless of the flames that engulf them, they continue to battle, tearing great chunks of flesh from each other with their wicked hooks. Seconds later, one falls dead with many arrows protruding from its body. The second makes a run for the pool, but a dark shadow steps out to confront it. Wielding two axes with a vengeance, the figure cuts down the ogre, pausing only for a moment to spit its face before going back to the ambush spot from where it came.
High up on the wall, a familiar half-elven figure exposes her position only briefly to give you a thumbs up, before hiding again.
Kellen Wrensler |
Despite the terrible sites they witness, a wicked smile comes over Kellen's face as he watches the ogres aflame and dying.
"I had a feeling we'd be setting something on fire before this was over...looks like Shalelu beat us to it. The Black Arrows aren't done for until the last of them is dead."
Kellen nods at Praxim's suggestion. "Best we go find a way upstairs and finish these bastards."
Lym Blackhand |
"Should I use my wall of ice to further block off the Ogres' line of escape?" Lym offers.
Tomaru |
"So what you're saying is that I might owe them an apology. Good."
I want to cast Bless but only if I think I can get at least two of the Black Arrows in the effect.