
Robert "Bo" Hardin |

Bo fires at the Ogre in his face.. Burning a grit..
1d20 + 12 ⇒ (11) + 12 = 23
1d20 + 7 ⇒ (14) + 7 = 21
Damage 1: 1d8 + 14 ⇒ (3) + 14 = 17
Damage 2: 1d8 + 14 ⇒ (2) + 14 = 16

Robert "Bo" Hardin |

Bo opens B18, which he's standing by..
Perc: 1d20 + 13 ⇒ (4) + 13 = 17

drbuzzard |

The lathes, sawhorses, and other tools in this workroom lie in scattered, shattered ruin on the floor. The walls are smeared with gore, in some places forming messy graffiti.
There is a decapitated body of a human in here. Likely a former ranger. It rather looks like the body had been used to paint the graffiti on the walls.

Robert "Bo" Hardin |

"Well isn't that lovely.."
He moves to check out B20, 21, and 22 in order..
Is anyone injured

drbuzzard |

B20 These rooms are where the Black Arrows quartered guests, trainees, and other visitors. The ogres have tossed all of these rooms but haven’t bothered to go out of their way to ruin the furniture—yet.
B21 A long table with benches to either side sits in this room opposite a bookshelf filled with dozens of books, most of which have been torn from the shelves, mangled, and then messily stuffed back in place.
B22 Crates, barrels, and a stack of firewood have been smashed apart and heaped in a tangled pile in the corner of this room. A flight of stairs leads down to the west.

"Bandersnatch" McTwilliger |

I don't suppose anyone can heal me a little?
Bander asks sheepishly as he reloads.
anything worth looting?

Narissa Sandstone |

Narissa reads the wall, then shrugs. "Typical ogre stupidity, nothing important." She turns to leave the gory room, and then stops, looking astounded. "Oh my god, one of those brutes could read and write!"

"Bandersnatch" McTwilliger |

I meant on the ogres

Narissa Sandstone |

Near as I can tell, I fired near 30 rounds, so I think I have 20 steel left. That sound close to you Buzz? I really don't want to go back and count them all.

"Bandersnatch" McTwilliger |

3d20 ⇒ (4, 14, 10) = 28
Bander use the Wand of Infernal Healing twice to heal up
OOOO this kind of makes me feel oily.

Robert "Bo" Hardin |

Bo has a Cure Light wand, so feel free to roll your changes until full.. Just let me know how many charges..

Tirion Took |

Tirion could use a shot of CLW:
Tirion's UMD check: 1d20 + 15 ⇒ (10) + 15 = 25
1d8 + 1 ⇒ (7) + 1 = 8
perfect! mark off one charge from the wand of CLW, for Tirion
"These fellows would have had a difficult time passing the room inspections at the academy I trained at!"
he'll listen carefully at the first set of double doors across from B-10:
Tirion's Perception check: 1d20 + 14 ⇒ (17) + 14 = 31

"Bandersnatch" McTwilliger |

Remember Bettencourt! He would come through and give demerits of your sheets weren't double tucked!

Robert "Bo" Hardin |

You dont have to roll umd, Bo will use the wand on you just let me know how many charges are used and u can roll them yourself..

Urga the Ogre |

Urga grunts, "I'm sure your bed making skills are exquisite. Now, let's clear these rooms before the next wave of ogres hits."
Urga opens up the nearest double doors leading to the interior area.
Urga will use five charges from the CLW wand.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Draingore the Wretched |

Draingore is happy to follow the others along, although he can't remember why they are there, or where there actually is. He pulls a vial of powder from his vest and rubs it on his cheeks and gums. The world seems to become a scale model of itself, and Draingore scales with it.

Narissa Sandstone |

Narissa will take the other side of the hall from Urga. Rooms labeled b20, b21, b22 She'll listen at each door. If any are locked, she'll pick the lock, and call the halflings over if it's overly complicated lock.
Perception: 1d20 + 20 ⇒ (19) + 20 = 39
Perception: 1d20 + 20 ⇒ (17) + 20 = 37
Perception: 1d20 + 20 ⇒ (6) + 20 = 26
Perception: 1d20 + 20 ⇒ (20) + 20 = 40
Perception: 1d20 + 20 ⇒ (11) + 20 = 31
Lockpick, if needed: 1d20 + 11 ⇒ (18) + 11 = 29
Lockpick, if needed: 1d20 + 11 ⇒ (2) + 11 = 13
Lockpick, if needed: 1d20 + 11 ⇒ (3) + 11 = 14
Lockpick, if needed: 1d20 + 11 ⇒ (12) + 11 = 23
Lockpick, if needed: 1d20 + 11 ⇒ (10) + 11 = 21

"Bandersnatch" McTwilliger |

that means work squad for whomevers room this is!.

drbuzzard |

B20: These rooms are where the Black Arrows quartered guests, trainees, and other visitors. The ogres have tossed all of these rooms but haven’t bothered to go out of their way to ruin the furniture—yet.
B21: A long table with benches to either side sits in this room opposite a bookshelf filled with dozens of books, most of which have been torn from the shelves, mangled, and then messily stuffed back in place.
B22: Crates, barrels, and a stack of firewood have been smashed apart and heaped in a tangled pile in the corner of this room. A flight of stairs leads down to the west.
There are also stairs going up as indicated by the '2' on the map.

Urga the Ogre |

"Let's clear the first floor before moving up the stairs."
Urga moves to the next pair of doors and opens them.

drbuzzard |

Next doors reveal a big mess.
B25 This ramshackle area is a mess of smashed tables, broken crockery, and rubble. No living thing stirs here.
Looks like it was probably the mess hall once.
Assuming you check B23
Once used to house the wounded and sick, this chamber is now a slice of blood-drenched nightmare. Hacked pieces of bodies litter the sick beds. The floor is slick with gore, strewn with mangled organs and heaps of entrails. A dead fat man sits at one of the operating tables, arranged as if he were merrily spooning chunks of his own disembodied organs out of a brown bowl. His guts spill out of a large slash in his belly.

Robert "Bo" Hardin |

"What is with Ogres and mutilating everything.. Evil beings, all of them.. Lets go upstairs and end this.."

Narissa Sandstone |

"They have brains the size of chick-peas. They don't get humor if it's not very blatant, very over the top, and has blood involved." Narissa explains as she heads back down the hallway toward the front.
She checks the other hallway carefully. If nothing is there, she'll open the door on the front right hand side (from her perspective as she's facing the door).
Perception: 1d20 + 20 ⇒ (4) + 20 = 24

Narissa Sandstone |

Narissa steps into the armory, and begins to commune with the spirits, making sure there's nothing here magical left behind.
Casting Identify and looking for magical items, one minute

Narissa Sandstone |

Narissa uses her remaining 2 rounds of spiritual communion to check the area for magical auras within 60 ft. She'll start with the new rooms on the short hallway that haven't been opened yet. Once she's done checking she'll start opening doors.

Narissa Sandstone |

Narissa checks the door at the end of the hallway. Looks like a closet "Should we open the front door and let the rangers in? They know this place better than us, and it looks relatively safe on this floor."

Robert "Bo" Hardin |

"By all means.. Can yall lead us to the upper levels?"

Robert "Bo" Hardin |

I thought i healed them.. You may roll some d8s from my wand to get em back gtg..

Narissa Sandstone |

Narissa opens the front gate, and lets the rangers in so they can be healed up. "Ok you 3, just tell us about this place, and see what you can do to put it back in order on this floor. We've cleared out the ogres on this floor, the others are setting up ambushes upstairs or downstairs. What's upstairs and what's downstairs?" She tells them as Bo heals them up.

drbuzzard |

The lead ranger will thank Bo for the healing.
"Well downstairs is the quarters for the jailer and a few cells. Not a real big place down there. Upstairs is larger. It's got the chapel, the tribunal and the commander's quarters. There's also a couple of storage rooms and a way up to the top tower. Of course I have no idea what might be up there now. "

Narissa Sandstone |

Narissa nods. "Ok, a couple of us should check the jail, see if there's any survivors down there. The rest wait at the top of the stairs so we can guard the rangers against counterattack. Then we go upstairs, set off the traps they have waiting, and then kill the ogres. We might want to consider exiting via a tower and coming in from the roof, the jump doesn't look that hard."

Robert "Bo" Hardin |

Bo follows Urga.. "We'll take a look real fast."

"Bandersnatch" McTwilliger |

Bander hop scotches behind Urga

Tirion Took |

Tirion will remain upstairs with the Rangers:
"It is a shame to see your quarters and facilities ravaged so badly -- these ogres are a real scourge. Do you have any guesses as to what unified so many, and brought them to your fort?"
He'll also replace the few rounds he fired, while keeping an ear out for approaching bad guys:

Tirion Took |

Tirion will remain upstairs with the Rangers:
"It is a shame to see your quarters and facilities ravaged so badly -- these ogres are a real scourge. Do you have any guesses as to what unified so many, and brought them to your fort?"
He'll also replace the few rounds he fired, while keeping an ear out for approaching bad guys:
Tirion's Perception check: 1d20 + 14 ⇒ (16) + 14 = 30