brvheart |
Irenicus moves to where he can cast a force missile
damage: 1d4 + 1 ⇒ (1) + 1 = 2
Dolgrin moved next to Virgil pulling his weapon.
brvheart |
3 falchions
studded leather, buckler, composite longbow [+1 Str],
20 arrows, short sword
leather armor, rapier, dagger, shortbow, 40 arrows,
SP: 1d4 ⇒ 2, cp: 2d4 ⇒ (4, 1) = 5
brvheart |
In addition to their weapons, the chainmail worn
by Tall Jack, the bandits have a total of 175 gold pieces stashed away in
one of the barrels that support the table
Elathras Narcinal |
after stripping the prisoners, Elathras takes a careful look around. this might not make a bad place to rest turning back to the group "Hey guys after we figure out what to do with the prisoners are we going to keep this place?'
perception: 1d20 + 11 ⇒ (16) + 11 = 27
Elathras Narcinal |
as the others figure out what to do with the prisoners Elathras returns to the room they came out of, and shutting the secret doors so they will not be followed picks up his polearm and his torch. Upon seeing the composite bow, he tests its strength he removes the bow Mitleid gave him and says. "thanks for the use of your bow, Mitleid, this one has stronger pull so I will use it." He then gathered up its quiver and bow sheath from the dead bandit, and placed them with his pack. Taking torch in one hand and polearm in the other he proceeds to the south where he though he saw them leave and cautiously begins to look for a secret door.
perception: 1d20 + 11 ⇒ (18) + 11 = 29
Elathras Narcinal |
Letting the other adventurers deal with the prisoners, finding the secret door that the thieves fled through, Elathras enters a room about the size of a nobleman's closet. Not finding any thieves or blankets he sets his polearm down and using the torch begins to patiently search all the walls for a secret door.
perception: 1d20 + 11 ⇒ (13) + 11 = 24
perception: 1d20 + 11 ⇒ (7) + 11 = 18
perception: 1d20 + 11 ⇒ (14) + 11 = 25
perception: 1d20 + 11 ⇒ (14) + 11 = 25
perception: 1d20 + 11 ⇒ (14) + 11 = 25
perception: 1d20 + 11 ⇒ (15) + 11 = 26
perception: 1d20 + 11 ⇒ (17) + 11 = 28
perception: 1d20 + 11 ⇒ (19) + 11 = 30
Virgil the Vigilant |
Virgil picks up one of the falchions, swinging the blade around experimentally.
"This is nice. Very choppy. Anyone mind? Oh, I'll grab one for Elathras too."
Virgil looks around at the rest of the party, then at the Orcs. "No?"
Finally, Virgil approaches the unconscious Tall Jack, nudging him gently with his foot. "Not looking too good. We should think about helping: he probably knows about down here."
Dolgrin Brightlaughter |
Ah, friends. We can't just leave him to die, practical as it may be. Note expects more of us.
heal check, first aid: 1d20 - 2 ⇒ (6) - 2 = 4
Dolgrin buries his hand in the wound, causing the bandit to groan in pain as he searches for foreign objects. He seems to be working himself up to some serious field surgery, but he doesn't seem particularly skilled.
Kaztor Strongforge |
Kaz will cast Stabilize on the leader. "He might be more use to us alive than dead. We can negotiate with his followers, if what he tells us is true."
brvheart |
One of the orcs pipes up in broken common, "Jack ded. They not come back. Meybe go near road near sea."
Wdrozgrúk |
"Personally, I think it's better to keep prisoners alive. Good source of information and all that. Waste not, want not! Maybe I can try patching him put a bit, even though I'm not skilled at healing."
Wdrozgrúk will also have a go at trying to heal Jack.
heal (untrained): 1d20 + 0 ⇒ (10) + 0 = 10
"I don't think that helped, but at least I didn't make it worse!"
Then, turning to the Orc prisoners, he'll try to sweet talks some information out of them:
"Why are Orcs like you keeping company with human bandits in an old grave site like this? Strange place for any bandits to be camping out. Were you looking for something special?"
diplomacy (untrained): 1d20 + 3 ⇒ (15) + 3 = 18
brvheart |
Katzor you heal him for of healing: 1d3 ⇒ 2
Kaztor Strongforge |
Do we want to hire these orcs to join our guard retinue? If we can give them a stable place, regular pay and food, it might benefit us in the long term.
brvheart |
Well this is interesting. The two dwarves want to hire the orcs. Well, you do have two half-orcs in the party, might work.
Irenicus |
"Don't tell me. You all want to put them to work in the castle. Worse here than those animal loving elves in the south. Perhaps the ghouls could come dig trenches too? All we need now is a poor kobold to manage finances."
brvheart |
Lol Irenicus! Now I am all in favor of redemption. It rarely works, but I am in favor of it:)
Kaztor Strongforge |
"Dolgrin, could you advise if these folk are evil by nature or just pragmatic? If they can be bought, perhaps we could be their purchaser? If they are unfortunately evil, we might need a different sort of end for them."
Dolgrin Brightlaughter |
Odds are good they're too low a CR to use detect evil on, but sure, just in case.
Elathras Narcinal |
Elathras returns to the bandits hideaway, picking up one of the Falchions and its scabbard he attaches it to his war basket, where he has his flail and javelins tucked. Turning to the team, he says "We have two exits, the one to the east, and a secret door to the south where the others fled, Have these orcs told you what to expect going through either of the doors? Or do we just want to follow them to the exit they are familiar with and make sure they leave 'the mouth'."
Wdrozgrúk |
"They know about as much as Jack paid them. Not much. I'll just see if I can improve their memory some."
"Do you two know what's on the other side of these hidden doors we found? Tell you what; if you tell us everything you know about this place, there's two gold pieces out of my own pocket in it for you. EACH!"
The cost of doing business!
diplomacy (untrained): 1d20 + 3 ⇒ (18) + 3 = 21
brvheart |
Wdrozgrúk |
Wdrozgrúk will qucikly hand 2 GP to each of the two Orc prisoners. "The cost of doing business, apparently!" he explains hurriedly to the the others and then runs off after Elathras.
"Elathras! Wait! Traps and enemies past the door. Prepare first. Thrashing second!" and will motion him to come back into the bandit camping hall.
When everyone is together, he'll explain things a bit clearer:
"Okay, it's like this… After the secret door is a hall to the left and up where the rest of the bandits are supposed to be. But they have either left or died, the Orcs don't know which. There are lots of vermin there and, more importantly, a lot of traps there. They also told me there is some big blob or cube of goo that's killed at least one of the bandits, so we have to be be careful of that. It also seems our friend Jack here liked robbing lightly guarded merchants. My guess is that means there might not be many more bandits. But lots of traps and other dangers in here.
One more question for the Orc prisoners:
"Exactly what route would you and the human bandits take to get in and out of this place?"
diplomacy (untrained): 1d20 + 3 ⇒ (7) + 3 = 10
Elathras Narcinal |
Elathras tries to listen carefully as Wdrozgruk describes what lays beyond the secret door. So Elathras returns to the door with Wdrozgruk in tow, after opening the secret door, lot of traps to the left Elathras goes south down the corridor, torch and polearm in hand, when he comes to the intersection he turns left and sees the doorway, he quietly checks out the door before opening it.
perception: door: 1d20 + 11 ⇒ (8) + 11 = 19
Dolgrin Brightlaughter |
It doesn't work like that kaztor. They're just guards. If one of them was a priest, I'd know.
Dolgrin smiles a moment.
Of course, so would the rest of you. Priests tend to be very obvious.
Kaztor Strongforge |
"Ah, I see. Gruk, you think the orcs would want a steady job helping guard our fort? For a few coins, helping our security couldn't hurt."
Dolgrin Brightlaughter |
Traps and treasure, friend Virgil. A chance to learn about tiny mechanisms and great big devices!
Wdrozgrúk |
"These guards are Orcs, so they do know how to fight. And like everyone else, they know a good pay packet when they see one."
"So, if you follow along, we should be able to use their directions to find our way around a sizeable part of this complex. And make sure it's safe."
"As for our new chums here, do you think we should bring them along, to help guide us?"
Everyone: I've moved the icon for Wdrozgrúk up as a peg point in the map towards the traps and guard rooms when we're ready to proceed. I did not move him up there as a front line meat shield!
And does everyone think we should bring the Orcs along as our new (better paid) guides and leave Jack trussed up and out of trouble back at the camp?
Elathras Narcinal |
if push came to shove I could give up my short sword, no never mind that, Might get swallowed by something, can we give the other one your club? I really like my flail and polearm.