| Trox Ragmend |
Not seeing what happened Trox is moving to get to the front of the group. He double times it to Skarn and only then notices the wet dead creature which causes a shrug.
| GM Fuzzfoot |
Fear not... there are more targets in the barn.
| Druamin |
Druamin approaches the fallen body and clicks his tongue.
"Skarn and Faywen, you certainly made quick work of this guy. I bet the guys in the barn didn't even notice. We might be able to get the drop on them. Or not. Maybe just the full frontal assault. Either way, we need to move quickly. It won't take long for them to miss their companion."
Are we still in round time?
| Faywen Marisal |
Smiling, Faywen gives Druamin a nod before creeping over to one side of the barn door.
Stealth: 1d20 + 14 ⇒ (5) + 14 = 19
| Reynard Freeman |
For completeness sake, my mutagen should still be running. I drank it during the earlier dogs encounter, but it lasts an hour.
Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
Reynard sneaks over with the others.
| GM Fuzzfoot |
As you peek in...
The barn houses several mounds of molding hay, grain stores, and even a large but crude still. Two catwalks rise up along the walls, leading to doors near the ceiling in the east wall. Lower, a pair of massive doors, boarded over with thick timbers, allows ground access to the room beyond. Several dingy kennels are built into the walls under the catwalks.
Hograth (Red) is the eldest of the three, a hulking brute with a vestigial arm growing from his left elbow and a no-necked, dented head. Jeppo Graul (Blue) is a big, handsome boy towering over his brothers. His eyes are huge and milky white, and his skin pale as the full moon. Sugar (Yellow) is the shortest of the Grauls, standing barely more than 5 feet tall, with crooked stumpy legs and constantly twitching skin.
Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Perception: 1d20 + 1 ⇒ (16) + 1 = 17
They have not yet noticed you.
| Skarn Hornfels |
Realizing that at least Cordwin had his back, Skarn charges in and attacks Red with his weapon Bane, and Divine Favor, and Power Attack, oh and he's a giant...
Heavy Pick +1 Hit: 1d20 + 7 + 2 + 2 + 2 - 2 + 2 + 2 ⇒ (7) + 7 + 2 + 2 + 2 - 2 + 2 + 2 = 22 vs FF AC
Heavy Pick +1 Damage: 1d6 + 3 + 2 + 2d6 + 2 + 2 + 6 + 1 ⇒ (5) + 3 + 2 + (6, 6) + 2 + 2 + 6 + 1 = 33 x4, P
| Trox Ragmend |
Trox charges in behind Skarn and locks eyes with the yellow monstrcity and bellows out a challenge to it to focus on him.
Antagonize: 1d20 + 18 ⇒ (5) + 18 = 23
| Cordwin Ironbeard |
Cordwin will shoot a poisoned bolt at Blue.
Attack: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 vs FF
Damage: 1d8 + 1 ⇒ (2) + 1 = 3 plus Drow Poison
| GM Fuzzfoot |
Hograth: 1d20 + 2 ⇒ (14) + 2 = 16
Jeppo: 1d20 + 2 ⇒ (7) + 2 = 9
Sugar: 1d20 + 2 ⇒ (6) + 2 = 8
Cordwin: 1d20 + 2 ⇒ (1) + 2 = 3
Druamin: 1d20 + 1 ⇒ (11) + 1 = 12
Erond: 1d20 + 5 ⇒ (8) + 5 = 13
Faywen: 1d20 + 3 ⇒ (10) + 3 = 13
René: 1d20 + 8 ⇒ (11) + 8 = 19
Reynard: 1d20 + 2 ⇒ (9) + 2 = 11
Skarn: 1d20 + 4 ⇒ (19) + 4 = 23
Trox: 1d20 + 2 ⇒ (19) + 2 = 21
Skarn comes in and plants a pick right in the head of the ogrekin, killing it instantly. Trox angers another.
Round 1: (Bold may act)
Skarn
Trox (Antagonize)
René
Erond
Faywen
Druamin
Reynard (Barkskin, Bull’s Strength, and Shield)
Jeppo/Blue
Sugar/Yellow (Antagonized)
Cordwin
| René Treize |
Glad that he decided to hang back so as not to ruin the surprise, René hustled to move forward. Double move
| GM Fuzzfoot |
For Save: 1d20 + 7 ⇒ (9) + 7 = 16
It appears the poison had no effect on this one.
Round 1: (Bold may act)
Skarn
Trox (Antagonize)
René
Erond
Faywen
Druamin
Reynard (Barkskin, Bull’s Strength, and Shield)
Jeppo/Blue (10 dmg)
Sugar/Yellow (Antagonized)
Cordwin
| Faywen Marisal |
Faywen gathers another whirling vortex of water around her before sending it crashing down upon the closer ogre (yellow).
Empowered Water blast with 3 Burn (Deadly Aim): 1d20 + 9 ⇒ (13) + 9 = 22
Bludgeoning: 3d6 + 17 ⇒ (5, 1, 3) + 17 = 26*1.5 for 39 damage
| Druamin |
Druamin watches in amazement as Skarn takes down one of the ogres then he turns to the other two. He quickly casts a spell and a ball of fire appears next to one of them.
flaming sphere on yellow's square. Reflex DC 16 to avoid damage.
dmg: 3d6 ⇒ (6, 6, 5) = 17
| GM Fuzzfoot |
Reflex Save: 1d20 + 1 ⇒ (20) + 1 = 21
Faywen blasts the life out of yellow, and blue jumps out of the way of the flaming ball, but you can tell you are going to quickly overwhelm him.
Round 1: (Bold may act)
Skarn
Trox (Antagonize)
René
Erond
Faywen
Druamin
Reynard (Barkskin, Bull’s Strength, and Shield)
Jeppo/Blue (10 dmg)
Cordwin
| Reynard Freeman |
Reynard charges forward and slashes at the nearer ogre with one of his claws.
Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Damage, Slashing: 1d6 + 13 ⇒ (4) + 13 = 17
| GM Fuzzfoot |
Reynard quickly finishes off the last of the 3 younger ogrekin.
The barn houses several mounds of molding hay, grain stores, and even a large but crude still. Two catwalks rise up along the walls, leading to doors near the ceiling in the east wall. Lower, a pair of massive doors, boarded over with thick timbers, allows ground access to the room beyond. Several dingy kennels are built into the walls under the catwalks.
Several keys hang on a bent nail by the main entrance.
| Skarn Hornfels |
Skarn grabs the keys, "search the place, quickly! There may be others in the main house that heard this."
He casts detect magic and looks around...
Perception: 1d20 + 17 ⇒ (11) + 17 = 28 +2 vs unusual stonework, +1 vs giants
| Druamin |
"What about behind those doors?" Druamin points to the doors that the catwalks lead to and to the double doors on the main level. "There might be somethings there too."
| GM Fuzzfoot |
Druamin tries the boarded up door, but it is stuck fast. Wrenching it open is nearly impossible. Requiring a DC 36 Strength check You can climb up to the catwalk to go over the wall.
Skarn finds an unlocked chest in the corner. Within lies an agate-studded gold ring worth 50 gp, a necklace of emeralds and silver worth 350 gp, a pair of small leather gloves studded with pearls, a large sack filled with assorted coins (210 gp, 452 sp, and 108 cp), and a ruby-inlaid red dragon- scale cloak clasp worth 600 gp. In addition, there are a few elven made long bows, some armor, a battle axe and a hand axe, a ring, a rapier, masterwork longsword and dagger.
One bow, one leather armor, one battle axe, one hand axe, the ring, and the leather gloves are all radiating magic.
| René Treize |
René called softly down to Skarn. "Any of those there things have a Black Arrow logo or sommat?"
Spellcraft bow: 1d20 + 14 ⇒ (9) + 14 = 23
Spellcraft leather armor: 1d20 + 14 ⇒ (13) + 14 = 27
Spellcraft battle axe: 1d20 + 14 ⇒ (10) + 14 = 24
Spellcraft hand axe: 1d20 + 14 ⇒ (20) + 14 = 34
Spellcraft ring: 1d20 + 14 ⇒ (9) + 14 = 23
Spellcraft leather gloves: 1d20 + 14 ⇒ (18) + 14 = 32
| GM Fuzzfoot |
You see at least one insignia.
longbow is +1 shocking
leather armor, battle axe, hand axe and rapier are all +1
ring of protection +1
gloves of arrow snaring
| Druamin |
"Hmm. I don't need any of that but if you guys find it useful, then by all means, take it. We'll just sell everything else back in town. Now. What do we do about these doors." Druamin turns to Skarn. "I bet some of those keys will open the doors."
| GM Fuzzfoot |
The doors don't seem to have locks, they are just stuck. The keys must be for something else.
| René Treize |
René stared blankly as his companions as they respond to a 'which should we do' question with a 'yes'. Then he suggested, "Let's just check out the house. Bustin' down the door is bound ta be noisy and it seems like it's been that way for a bit, so it can wait some."
| GM Fuzzfoot |
Ok, so you turn and look towards the house. Map updates on slide 1 for the house so you can see doors/windows.
| Druamin |
"The house it is." The side of the house facing the barn has a couple of doors and windows on the lower level. Druamin approaches the closest of the windows and tries to peak inside.
Trying to move stealthily
Stealth,APC: 1d20 + 2 - 2 ⇒ (11) + 2 - 2 = 11
| GM Fuzzfoot |
Druamin sneaks up to a window, then trips and breaks the window!
This musty chamber smells of blood and week-old meat, and is thick with clouds of fat, greasy flies. Thumb-sized cockroaches dance along the walls, floor, and ceiling. A thick butcher's block sits under three cruel-looking cleavers that hang on a rack above. Bloodstained smocks of thick leather, one still dripping fresh gore, hang on bone-spur hooks by the door. A crockery platter of severed fingers and toes sits on a rickety old table next to a dried sinew basket overflowing with hacked-off hands and feet, all sporting stubs of congealed blood where their digits once were. A family of lucky rats gorges itself on the red stumps.
Even for a dwarf, the smell is sickening.
Make a DC 15 Fort save or be sickened for 1d6 minutes.
| Druamin |
fort: 1d20 + 7 ⇒ (15) + 7 = 22
It takes a moment for Druamin's eyes to adjust to the dim light in the room. The almost overwhelming stench rolling through the broken window doesn't help. As the objects in the room come into focus he almost retches then he returns back to the group.
"That is utterly foul in there. We need to find a different way in."
| Reynard Freeman |
Reynard stays back, but looks in the window from a distance.
Heal: 1d20 + 11 ⇒ (4) + 11 = 15 Anything I can discern from the bodyparts? Mostly human, I'm guessing?
| GM Fuzzfoot |
Reynard looks over the remains, and determines that human seems to be the common element.