| baldwin the merciful |
You immediately notice everyone is scurrying around the town, dodging from building to building, avoiding open areas when possible. The walls and streets are manned by the militia there is a sense of battle looming. You do manage to pick up tidbits of information in hastened pace to the cartographer's shop.
"Agarnak came hunting for his meal.'
"it's all the drow's fault. N'ver did trust 'em"
"The sorcerer is drawing all the evil to this town. he deals with powers that shouldn't be tampered wit."
"The bless'd silver went to save the orcs!
You eventually get to Featherton's Guides and find there is a line out the door waiting to see the Mayor. When you shove yourselves to the front and inside the doorway you see the Mayor and the Captain of the Guard the minotaur, Korg, in heated discussion.
What are you going to do?
| Desmond Aeros |
"Oh dear mayor and your...bovineness!" Desmond says with an extravagant bow. "We will take care of Agarnak!" Or die trying "But we require your immediate attention!"
| Duncan Redhammer |
Mayor, we've discerned the location of the dragon's lair and wish to depart to slay it in it's home, but we need a damn good map so we can accurately teleport there. An if ye know where the Silver dragon might be we'd like ta speak wit her. Be a handy ally against a Red
Duncan awaits for a response, never one to waste time with pleasantries.
As usual, the Dwarf's typical dour demeanour was at odds with the beautiful gleaming Celestial armour he wore.
| Korg, minotaur |
The Mayor's eyes widen as the Captain of the Guard turns to face the newcomers. "Hmmm...we were just talking about Lightsheenova. She left several hours ago after "Mother" sent word about Orctown." The minotaur runs one hand over a horn. He pauses a few moments before continuing. "Apparently the settlement was attacked by Aragnak last night and we didn't know where you were. You weren't in your rooms. The Silver went there to defend the town and defeat Aragnak, but we haven't heard from Orctown since."
| Walter Featherton, NPC, gnome |
'U...um, I'm sure everyone is f...fi...fine." the gnome's voice breaks. "I mean Meath'd, Mother, they had to get their folks to safety. I mean, they've fought demons and undead. Plus, they have Lightsheenova to lend support. Silver's tend to get the best of Red's...at least that is what the books say."
| Karnog Kegmeister |
"Ugh. I really really really hate this dragon. Why it chose us to attack, I cannot say, but it has made a truly grave mistake. I will see it dead, and its hide made into fireproof armor for our people. This I swear, upon the anvil of my fathers!"
Karnogs eyes glisten with tears as he thinks of the town he helped found be attacked, and he grips the handle of his hammer very tightly.
| Nym Omriwin |
"By now what ever has befallen Orctown has happened. It wont be there still. If we go I will talk to the silver dragon. I seem to have the best rapport with her."
| Duncan Redhammer |
This is a tactic meant to enrage us. If the dragon has taken prisoners it's likely it realises we would have connection to them and charge off after. We'd be walking into a trap. The prisoner's, if any are alive, are likely exactly where the dragon wants us to find them.I have 5 hours of flight. I say we use a couple to find the Silver if need and let some of the dragon's defense's expire. Let's get the map, teleport in 200ft away from the lair mouth, cast our protections then attack.
Duncan looks at the Mayor and describes the location.
We need a Map, Mayor. And we need to talk to the Silver if ye know where she is of have means O contacting her.
| Walter Featherton, NPC, gnome |
"The Silver, Lightsheenova, went to Orctown. We couldn't find you all, you weren't in your normal rooms. Lightsheenova went after Aragnak in Orctown."
With the map description he pulls out a rough map. "This is old and not at all detailed. We know there is a fort somewhere on the island but the cartographer...at the time...only managed to draw a sandbar and a small harbor in detail before he was chased off.'
| Duncan Redhammer |
Kalim, if there's a change we can take the silver with us, we shoud take it. Can ye scry her? If she went after the Red, then we already have an ally, just need ta link up with her. If we can't find her we'll have to port near the place. Exact don't matter as long as we precast before we leave and we're close enough ta get in there before they expire.
| baldwin the merciful |
The Cartagrapher Mayor says, "Go go to orctown and I will look for a map, I know I have something but I needs some time to find it."
The group gathers around and Kalim teleports everyone to Orctown. You step out of the ripped plane and your nostils are filled with sulfur. The town itself has been straffed multiple times by fire. The outer building and wooden fences are charred. You can see the crispy remains of livestock, orcs, goblins, and humanoids.
You may not rememeber this but Orctown was built at the site of a local brigand's lair: Daarog's. So you know there is an underground cave complex that was the main shelter.
The front door was been burned off and destroyed, the entry way itself has been clawed at and the rock has created a rockfall at the opening.
What are you doing?
| Desmond Aeros |
Desmond picks up a charred skull. "I'm no Karnog, but see that?" He pokes a finger through the side of the skull, causing a hole to crumble open. "That is NOT good."
| Karnog Kegmeister |
Karnog grimaces at the devastation and destruction.
"I can only hope our defenses held and they were able to move indoors fast enough."
He approaches the cave-in and stretches out a hand, praying to Torag and gesturing with the head of his hammer. Stones shape themselves and a reinforced archway and stone door form from the fallen rocks, clearing the path and creating a defensible choicepoint all in one go.
Cast fabricate. Use rocks as the raw materials and craft(stoneworking) to create the door/arch. Craft: 1d20 + 9 ⇒ (17) + 9 = 26
| baldwin the merciful |
Karnog's spell works as he crafts a new large arched entry way. The dust settles and it's eerily quiet inside the doorway.
I'll get the map up soon.
Orctown Caverns
*You are near the entry way
ORCtown Yard
*Just imagine most of it is charred and destroyed
| Duncan Redhammer |
Duncan already has Greater magic Weapon and Defending Bone Running- 16hrs. And he activated his Overland flight at prayers thinking they were going to port to the Lair
Duncan stands at the entrance.
Karnong, If the people are taking refuge here and the dragon followed they are likely dead. Let's check for surviors and the silver, then go kill the Red. He could be razing the village we just left while we dally here.
He looks at Desmond. You first, Sneak. Should be fine. I don't think the Orcs would have trapped their own sanctuary.
The Dwarf casts Protection from Evil on Desmond and recharges the spell slot with a Pearl of Power.
Yer, protected fer the next quarter bell (16mins)
| Desmond Aeros |
"Aye aye." Desmond casts flight and invisibility on himself. The flight obviously helps with maneuvering quickly, and while the dragon has blindsense it is a limited range.
| baldwin the merciful |
Desmond you see a crushed goblin who looks vaguely familiar in the entry way. He must have been crushed by the rockfall. There are scorched marks which are obviously from the dragons breath. However, to your surprise you find no other bodies in first four entry areas. You are in the area on the map that is labeled arrow slits and 10 guards. YOu get to a wooden door that is closed and you cannot push open.
| Desmond Aeros |
Desmond checks the door for traps, then tries to see if it is locked.
Perception: 1d20 + 21 ⇒ (3) + 21 = 24 +8 vs traps
Disable Device: 1d20 + 39 ⇒ (3) + 39 = 42
| baldwin the merciful |
Desmond you get the door open and are immediately met by a dozen goblins each with a longspear in a phalanx formation ready to jab at the air. Suddenly a half of dozen short bow arrows come flying at the opening. obviously they don't see you.
short bow arrows: 1d20 + 4 ⇒ (8) + 4 = 12;damage: 1d4 ⇒ 1
short bow arrows: 1d20 + 4 ⇒ (7) + 4 = 11;damage: 1d4 ⇒ 2
short bow arrows: 1d20 + 4 ⇒ (1) + 4 = 5;damage: 1d4 ⇒ 4
short bow arrows: 1d20 + 4 ⇒ (6) + 4 = 10;damage: 1d4 ⇒ 2
short bow arrows: 1d20 + 4 ⇒ (4) + 4 = 8;damage: 1d4 ⇒ 4
short bow arrows: 1d20 + 4 ⇒ (7) + 4 = 11;damage: 1d4 ⇒ 3
In goblinoid a battle order emerges "DOOR BREACHED...Intruder...ATTACK...arrows, march forward and jab."
The phalanx ling begins to more forward slowly and in tight order.
| Desmond Aeros |
Desmond almost laughs at the comically weak attack. They were dragon hunting and here were goblins trying to attack him. "Peace!" Cries Desmond's disembodied voice. "The founders have returned to get vengeance upon the dragon that attacked!" He will quickly float back to the others. "Goblins holding out." He reports.
| Karnog Kegmeister |
"Be well, it is Karnog, Kalim, and the others. Where is Mesthead or Mother?"
Karnog calls out in goblin, then repeats himself in orcish.
| Karnog Kegmeister |
"Very well, take us to them. If they are injured or fallen I am confident I can repair the damage."
Karnog moves forward and sheathes his weapon, expecting the squad to escort them where he needs to go.
| Duncan Redhammer |
Duncan does likewise and follows his fellow dwarf.
He had been with the party some time now but had joined after the founding of Orc town and thus was not well known among it's inhabitants.
It did disturb him just a little that they referred to Karnong as a god, but to simpler people's he could understand why.
The gifts and prayers bestowed upon Karnong and he were among the greatest powers a true god could bestow and were rare indeed.
He inwardly reflected a moment as he realised he was close to achieving the highest state of divinity within his warrior class in Imodae's church.
If skill at arms and blessings were an indicator (which they were not) he should be a high priest or general in the Inheritors armies by now.
He death was approaching and he knew it, for like a shooting star or a spark from a hammers blow on a hot forge, the brightest sparks were often short lived.
If this adventure didn't kill him he resolved to travel to the World wound soon.
But first, he had to help kill a Wrym and find a way to save Grimm's soul or at the very least give it a chance at redemption.
While he has all but given up on his son based on the law demanding recompense for Grimm's crimes, his goddess, apparently, was not.
| baldwin the merciful |
You are lead into the caverns where there are scores and scores of survivors. Some are resting but most are busy working. There are squads assembling and training for defensive tactics, while others work on organizing and prepping supplies.
There are several cave designated for the triaged wounded and another set aside as temporary morgue. It is in the most critically wounded cave that Mother is hard at work. She has a makeshift fire and pot brewing and a young girl is busy stirring the liquid. Mother works frantically trying to help her flock.
| Karnog Kegmeister |
Karnog enters the critically injured ward and channels to help heal everyone inside.
HP Healed: 8d6 ⇒ (2, 6, 3, 6, 1, 1, 2, 3) = 24 7/8 channels remain
"Mother, we came as soon as we heard the town was attacked. How can we be of best use here?"
| Mother |
Karnog's healing magic smooths wounds but you realize that it will take much more than that. I'm assuming your are concentrating on stabilizing and healing up some of the damage, not all. Basically get folks away from deaths door.
Mother points to another area in the cave, "There help those then over there." She points to another area of injured creatures.
| Duncan Redhammer |
Duncan begins moving among the Wounded and looks for any outside of Karnong's channels that might be dying and begins casting STABILIZE on any deteriorating creatures.
Dressing wounds with whatever is available.
HealCheck: 1d20 + 9 ⇒ (2) + 9 = 11
Normally warpriests had a weaker ability to channel energy like a cleric, but Duncan had never been granted this particular gift, he'd instead been given a limited ability to Smite evil creatures down with his goddesses wrath.
An ability he fully meant to use on Orcus and the red for bringing these circumstances about...
| Mother |
The heroes scurry around leniding healing touches and aid wherever possible and wherever Mother directed. Mother chanted various spells and poured various potions and oilments on severly burned flesh. After a 30 minutes of triaging the injured she finally has time to speak to hereos.
I'm going to assume you've used more healing spells/wands/potions to help out the group.
"It's good to see you. Bad bad business here." She pauses and pulls out a flask from her shabby robe. She opens it and takes a long drink. "Aragnak came at night straffing and killing. He killed Meath'ds brudd'r "Chunky" who was on guard. Pile of ash outside along with many other souls. Meath'd went outside to see what the ruckus was and was snatched up by the Red." She throws up her hands, "No see since."
Feel free to continue the conversation.
| Karnog Kegmeister |
Karnog does what he can to stabilize the critically injured and soothe the pain of the walking wounded.
5/8 channels remain
"That is bad news, indeed, Mother. We are here as soon as we could, but that was not fast enough sadly. We must go quickly to slay this dragon, and rescue Meathead along with that."
| Karnog Kegmeister |
"What happened to the other dragon? Was it driven off, or slain? If so, bring me to the corpse and I will see if i can restore it to life."
| Duncan Redhammer |
Karnog's 3 channel's would have cured AOLT of low level HP considering the cramped area and the fact it's a spread. Alot of the wounded, assuming they are low level might even be fully healed or at least up again. Assuming ave rolls that's 28 HP healed per channel to EVERYONE in a 30ft Radius. Duncan will use up to the entire remaining charges on his Wand of CLW if required. I am just trying to get a picture of how many wounded are crammed into this space. Karnog confimed 3 channels so if he moved into 3 different 30ft radai, that's effectively 90ft radius of squares covered. Not trying to Hand waive the number of wounded but Mass Healing big areas is the one thing Channel is really good for and Karnog his a Very High level cleric.
Duncan waits for Karnog's channel blessings to be completed. The powerful cleric's magic's wound have stopped the bleeding for many and outright cured a few of the wounded.
Gather those that can be moved and move em over here with the most wounded. I got me a spell that should help the rest a ye back on yer feet. He waits a moment to get as many wounded as he can packed into the biggest section of the room available.
Duncan will sacrifice his prepared Cleanse Spell to Cast MASS CURE LIGHT WOUNDS- at this level it would cover a 65ft radius
Mass, Cure Light Wounds: 1d8 + 16 ⇒ (8) + 16 = 24
The massive healing wave washes over everyone in the radius, further knitting and for some, completely eliminating the many burns left upon bodies by the Dragons attack.
Anyone hit by both 1 onf Karnong's channel and Duncan's spell should have healed around 40hp. Plenty to heal a whole bunch of low level NPC/Villagers
Duncan's ears prick up at Karnog's mention. Ye Prepared a Resurrection? If we can't enlist or bring back the silver we'll need ta attack this red as soon as we can. We can summon a bunch o Roc's and Dino's an Angels ta help.
| goblin fodder |
there are hundreds injured from the attack. Most charred or burned, others trampled. Three channels will heal up the injured in the cramped rooms. No need for a mass heal.
As the High God of Orcs channels his healing powers most of the goblins kneel and bow to the ground after they are healed. This scene results in the orcs toing the same. The begin to chant in broken common, "'e faithful follow'rs feel th' blessing."