SeanDM's Return to Brim

Game Master Mur


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Male Deva Invoker Level 1

I will attack the goblin at F7 with Vanguards's lighting!

Attack roll VS Ref :1d20 + 5 ⇒ (8) + 5 = 13 Pretty sure that is a miss...

Atreos anger flares up!

"Curse you goblin! Why wont you just die already???"


<< RIVE'S TURN >>

"...<insert funny Ray comment>..."
Rive spins his blade to keep the attention of the two enemies on the wall. The orc doesn't seem to pay attention, so Rive forces it to with a mental onslaught (and probably a witty quip!).
Vicious Cobra Strike! vs AC (two targets)
Orc2: 1d20 + 10 ⇒ (1) + 10 = 11, miss
Thug2: 1d20 + 10 ⇒ (8) + 10 = 18, HIT! for 4 damage and he's marked (and Bloodied! now)
Minor action: use Battlemind's Demand to mark the orc.

PS. Rive's not doing so well hp-wise.

He's now at:
HP 11, Healing Surges 11. Action Point spent.


The Jhorash'tar orc growls and swings its greataxe at Rive but it clangs harmlessly off the wall... and that dirty goblin slides across the floor, dodging combat, and tries once again to pick out Rive's kindeys, but just can't find the hole in his armor.
ORC2:
GREATAXE to Rive: 1d20 + 7 ⇒ (3) + 7 = 10 vs AC, swing and a miss...
He then shifts away to get a bett hit on Katsuye :)
--
Goblin1:
move action: Shift three squares (goblin power, no attack of opportunity) to D6.
Attack: Kidney Strike with combat advantage: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 vs AC, BIG miss...
-
- wow! those were bad rolls!

Total Damage to PLAYERS:
none

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Goblin Cutters == AC: 15, Fort: 13, REF: 14, WILL: 13
Orcs == AC: 14, Fort: 16, REF: 12, WILL: 11

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

-If the Goblin Cutters get combat advantage on you, they strike twice as hard!

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc2: Bloodied! Cursed by Cog, Marked by Rive
Gob1: Bloodied! Marked by Rive
Cog: concealed (attackers take a -2 to hit you), +2 to all defenses (from Ethereal Stride, TEoNT), +1 AC (from Aurr)
Aurr
Katsuye

T2: Bloodied! (1 shroud) (used recharge power)
T3: Bloodied! Cursed by Cog
Atreos:
Rive: Bloodied!
===================================================================

Cog, Aurr, and Katsuye, you're up!

<< NEWEST MAP >>


Female Revenant Assassin 2

I smile wickedly at the Orc (which probably looks worse coming from me), looking pointedly at some of the holes I made in its armor. I signal to Cog and Rive before disappearing and popping up behind the Goblin. (E6)

Shadow Storm on the Goblin
1d20 + 8 ⇒ (4) + 8 = 12 Even with the +2 for flanking I miss by 1...can't have that. I roll my AP. 1d6 ⇒ 2 Whew!
1d8 + 8 ⇒ (5) + 8 = 13

I flick my blade at the Thug in front of Rive, little droplets of goblin blood arcing through the air as the shadows darken around him.

Status/Used:
HP: 24/24, Surges: 8/8, AP: 0/1


Male Changeling Artificer

I will use my minor action to use my last healing infusion on Rive! I will have to move to F5 to be in range also. Rive gets his surge value + 2 back! I will also use Thundering armor on him giving him a +1 AC! now for the attack...

Attack roll VS Fort 1d20 + 4 ⇒ (1) + 4 = 5sigh that was horrible...

Aurr fumbles with his devices fearing too much for his friend. He does manage to heal him a little...


Katsuye, I think that finishes off the goblin -- nice hit!
And Aurr gets Rive back up to 22 (above bloodied)


Male Halfling Warlock / 2

Cog shifts back to E6 and eyes Orc 2, letting loose a bolt of crackling dark blue energy.

1d20 + 4 ⇒ (4) + 4 = 8

"You'll only evade me for so long mudborn!" Cog shouts.


Thug2 Recharge Roll: 1d6 ⇒ 4 - no recharge
Cog I had to move you to D6 b/c Katsuye was already in E6

Arcane energy flings across the room - missing its targets, but lighting up the room in a brilliant display.

Katsuye finishes off the dirty little goblin, and shadows creep further up one of the thugs' legs.

"Fight on! They're afraid of us! Kill the battlemind and artificer and we've got this won." Vendis's Thugs seem to be reenergized by your recent misses. (okay, really, my dice were just far luckier for the NPCs this round...). The thug nearest the stairs takes another large piece out of Rive, while the other backs closer to the wall and fires again at Aurr.
Thug2:
Shift back, and attacks Rive:
Longsword vs Rive: 1d20 + 9 ⇒ (18) + 9 = 27 vs AC, HIT! for 1d8 + 4 ⇒ (8) + 4 = 12 and is MARKED
-
Thug3:
Moves closer to the side of the room, loads, and fires at Aurr:
Crossbow vs Aurr (who has cover from the pillars and Katsuye): 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 vs AC, HIT! for 1d8 + 6 ⇒ (1) + 6 = 7 damage

Total Damage to PLAYERS:
Aurr: 7
Rive: 12

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Orcs == AC: 14, Fort: 16, REF: 12, WILL: 11

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc2: Bloodied! Cursed by Cog, Marked by Rive
Cog
Aurr
Katsuye
T2: Bloodied! (2 shroud) (used recharge power)
T3: Bloodied! Cursed by Cog
Atreos
Rive: Bloodied! +1 AC (from Aurr)

===================================================================

Atreos and Rive, you're up!

<< NEWEST MAP >>


Male Deva Invoker Level 1

I will attack the guy at C4 with Vanguard's lightning!

Attack roll: 1d20 + 5 ⇒ (18) + 5 = 23 woohoo that is a hit!

Damage roll:1d6 + 5 ⇒ (5) + 5 = 10 not too shabby!


<< RIVE'S TURN >>

Rive knows he doesn't have much strength left, so he concentrates on the nearby thug, cutting a deep slash through him.
"...<Funny Rayism>..." (translates to: "Take that evil doer!").
Vicious Cobra Strike! vs AC (one target)
Thug2: 1d20 + 10 ⇒ (18) + 10 = 28, HIT! for 1d8 + 4 ⇒ (4) + 4 = 8 damage and he's marked - and almost near dead!
(Battlemind's Demand, the orc is still marked)

I know Aurr is out of healing -- Rive's got maybe one or two good hits left in him - then you're all on your own
He's now at:
HP 10, Healing Surges 10. Action Point spent.


The Jhorash'tar orc grunts a dismissal of Atreos's lightning (it hurts, but he's tough!)
"Gar'mak gol'kosh!" it barks out in its language. Then it slides up next to Rive and follows through with its orcish promise... Rive drops to the ground in a bloody mess and the orc chuckles in a throaty animal sound.

Orc:
Shift to flank Rive. Attacks Rive:
GREATAXE w/ combat adv.: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 vs AC, HIT! 1d12 + 5 ⇒ (10) + 5 = 15 -- Rive's down -- and his marks fade.

Total Damage to PLAYERS:
Rive: 15 (he only had 10)

Enemy Info:

Thugs == AC: 17, Fort: 15, REF: 14, WILL: 13
Orcs == AC: 14, Fort: 16, REF: 12, WILL: 11

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

-The Thugs have a rechargable power, it hits, pushes, and dazes you.
Once they use it, they have to roll each turn to see if they can use it again.

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc2: Bloodied! Cursed by Cog
Cog
Aurr
Katsuye

T2: Bloodied! (2 shrouds) (used recharge power)
T3: Bloodied! Cursed by Cog
Atreos
Rive: DYING! (Failed Death Saves: 0/3)
===================================================================

Cog, Aurr, and Katsuye you're up!

<< NEWEST MAP >>


Male Halfling Warlock / 2

Cog will move to G7 and attacks Orc 2.

Eldritch Blast vs. Reflex

1d20 + 4 ⇒ (8) + 4 = 12

Damage

1d10 + 4 ⇒ (3) + 4 = 7


Female Revenant Assassin 2

I make several gestures at Atreos (pointing down the hall) and then turn my attention back to the enemy. I growl at the sight of Rive crumpled and bleeding. I darken and reappear on the other side of the Orc, trying to use Cog's distraction to my advantage. It works. With swift movements I am able to slice into the Orc's side before he can defend.

Shadow Step to D4 and Shadow Storm on the Orc
1d20 + 10 ⇒ (11) + 10 = 21
DAM 1d8 + 11 ⇒ (3) + 11 = 14

I look directly at the thug near the stairs and tighten my open fist...the shadows grow darker. (Shroud)

Atreos:
By now you've probably picked up some of my signals and can guess that I am asking if T and K are close. I cannot even stabalize Rive.


Cog, when you try to move from the orc, he just barely catches you with side of his axe, even despite your halfling reflexes. Cog's Eldritch Blast nearly drops him, but it's Katsuye's khopesh that finishes the orc... or so you think.
The orc roars, shoves his fist in the gaping hole Katsuye made, and howls the only common these orcs seem to know, "VICTORY OR DEATH!". It then tries to cleave into Katsuye with a Savage Surge! The orc misses, but in the end of the exchange he actually looks more revitalized.

Opportunity Attack vs Cog: 1d20 + 7 ⇒ (12) + 7 = 19 vs AC, hit for 1d12 + 5 ⇒ (7) + 5 = 12

Katsuye dropped Orc2 to 0hp - Orc2 is dead - HOWEVER:
Jorash'tar Orcs get a dying action... whenever they are reduced to 0hp they get one free standard action, and he uses his to activate his encounter power:
(death action) (ENCOUNTER POWER) Savage Surge! The orc regains HP and attacks Katsuye:
GREATAXE vs Katsuye: 1d20 + 7 ⇒ (9) + 7 = 16 vs AC, miss!

The Orc is STILL ALIVE!
Total Damage to PLAYERS:
Cog: 12hp

Aurr, you're up


Male Halfling Warlock / 2

Cog stumbles as he tries to keep himself from falling after the massive hit.

"I need healing!" cries Cog.

HP: 6/31 Temp HP: 0/0 Surges: 8/8 AP:1/1 Buffs: None


The orc lets out another throaty chuckle. He doesn't know the words Cog spoke, but he can tell the hint of fear to them and he sees Cog near death...

I think Aurr is all out -- have you used your second wind? It's a standard action, but it allows you to spend a healing surge (and gives you +2 to your defenses for the turn).


Male Changeling Artificer

Ok I think it is time to take out my daily and use my Life tapping darts! on the dude at B7. I want to give Cog 10 temp HP

Hang in there Cog! I will throw this dart right at you and it will heal you!...No really it will help!

Attack Roll VS Reflex1d20 + 4 ⇒ (18) + 4 = 22 Woohoo that must be a hit!!

Damage roll:2d10 + 4 ⇒ (4, 1) + 4 = 9 Of course I would roll low damage...


LOL! He only had 8hp left. 9 is more than enough! :)

"Vendis promised mee...."
Two darts fly across the room, one burries itself in the thug nearest the stairs, he gurgles something in death, and a bright golden light flashes from that dart to the small one stuck in Cog's arm, energizing the warlock halfling.

Thug2 is dead -- only Thug3 and the Orc remain.


Male Halfling Warlock / 2

Cog is surprised by the surge of healing and nods to Aurr in thanks.

HP: 6/31 Temp HP: 10/10 Surges: 8/8 AP:1/1 Buffs: None


"You just did me a favor! Now I don't have to share my part of the reward with those others." The last thug continues to fight on -- now that Rive's gone, he figures he just needs to take out your group's healer... He sends another crossbow bolt straight for Aurr's chest.
Thug3:
Loads and fires his crossbow at Aurr:
Crossbow vs Aurr: 1d20 + 8 ⇒ (14) + 8 = 22 vs AC, HIT! for 1d8 + 6 ⇒ (5) + 6 = 11 damage

Total Damage to PLAYERS:
Aurr: 11 (I've got to think this puts Aurr in a bad way, he's taken a few big hits -- is he dead too?)

Rolling Rive's Death Save: 1d20 ⇒ 2 --> FAILED!
He is one step closer to death, 3 fails == dead-dead.

Initiative - bold shows who's turn it is
===================================================================
Orc2: Bloodied! (Used surge) Cursed by Cog
Cog
Aurr (dying?!)
Katsuye
T3: Bloodied! Cursed by Cog
Atreos
Rive: DYING! (Failed Death Saves: 1/3)
===================================================================

Atreos, you're up! - Katsuye has asked you to check on Kartus and Theeb. Remember they don't enter combat unless you ask them with a good Diplomacy Check. An average check, could convince them to try and help Rive or potentially Aurr stablize


Male Changeling Artificer

Aurr is currently at 1hp...

Current HP 1/31 AP 1/1


Male Deva Invoker Level 1

Ok I will use my Vanguard's Lightning on Thug3.

Attack roll VS Ref 1d20 + 6 ⇒ (17) + 6 = 23 Should be a hit!

Damage roll: 1d6 + 5 ⇒ (6) + 5 = 11I hope that kills hime

I tire of your insolence!

If that doesn't kill him I will use an [/b]Action point[/b] for another attack on either Thug3 or Orc2.

Attack roll VS Ref 1d20 + 6 ⇒ (14) + 6 = 20 Should be another hit!

Damage roll: 1d6 + 5 ⇒ (6) + 5 = 11 I hope that kills him also


The first shot doesn't kill the thug (it left him in the low single digits) ... the second one definitely finishes him off!

After the first bolt of lightning from Atreos, the remaining Vendis thug begins a standard enemy death speach, "Your group is destined to fail, Vendis has assur- <GAHHH>!!!" The second bolt from Atreos shuts him up for good, leaving him a smoking blackened husk.
Thug3 is DEAD -- only the orc remains.

<< New Round>>

"Hmphf" The last orc standing just grunts at Atreos's display, licks the end of his axe, steps away from Katsuye, and cleaves Aurr nearly in half. The changeling's true face appears as he slumps to the ground unconscious and dying. The orc grins again with two kills to his name... He looks about for his next target.

Orc:
Shift next to Aurr. Attacks Aurr:
GREATAXE: 1d20 + 7 ⇒ (14) + 7 = 21 vs AC, HIT! With a 1d12+5 damage, it drops Aurr no matter what.

Total Damage to PLAYERS:
Aurr: enough -- Aurr's down!

Enemy Info:

Orcs == AC: 14, Fort: 16, REF: 12, WILL: 11

-Jhorash'tar Orc Soldiers get to make a free attack when killed.

Map Info:

Upright Pillars = block line of sight and provide limited cover.
Fallen Pillars = DIFFICULT TERRAIN: Athletics Check to climb up on (DC 10), and they provide limited cover from ranged attacks.
Stairs = the stairs in the north wall go UP and are DIFFICULT TERRAIN.
Rubble = DIFFICULT TERRAIN.

Everything else is normal

RED DOTS on enemies indicates Bloodied (Players do not get marked)
PURPLE DOTS are Cog's Curse
ORANGE DOTS are Rive's Mark

Initiative - bold shows who's turn it is
===================================================================
Orc2: Bloodied! (used surge) Cursed by Cog
Cog: concealed (attackers take a -2 to hit you)
Aurr: DYING!! (Failed Death Saves: 0/3)
Katsuye
Atreos
Rive: DYING!! (Failed Death Saves: 1/3)

===================================================================

All player's are up!

<< NEWEST MAP >>


Male Halfling Warlock / 2

Cog moves to H3 and shouts to Kartus and Theeb. He then eyes the remaining orc.

Diplomacy

1d20 + 5 ⇒ (4) + 5 = 9

"Tend to the dying, quick!" cries Cog.

Eldritch Blast vs. Reflex

1d20 + 4 ⇒ (2) + 4 = 6


Female Revenant Assassin 2

I shift quietly closer to the Orc, knowing that another well-placed slice could be the difference for the team. I say nothing. My lack of expression never changes, but there is a determination in my movements as I ready...and then a lot of things happen all at once. I watch for the previous opening I made in his armor and this time when I gesture it is at my blade. As it sinks into his side, the shadow haze sucks into the wound turning the spilled blood into a black ooze. If he is still standing it will not be for long.

Shroud, Shadow Storm, Dark Reaping and Shroud dissolution
1d20 + 8 ⇒ (13) + 8 = 21
2d8 + 1d6 + 9 ⇒ (1, 3) + (2) + 9 = 15 What crappy damage rolls!


not *that* crappy -- the orc only recovers 13hp when it surges, so 15 is good enough :)

Katsuye delivers a mortal wound to the orc... it grabs the blade of her khopesh and drives it deeper into its chest so it can get closer to Katsuye. It roars, spit and blood mist from its mouth, and lands a brutal blow with its dying strength.

Death Action: Standard Attack vs Katsuye:
GREATAXE: 1d20 + 7 ⇒ (13) + 7 = 20 vs AC, HIT! for 1d12 + 5 ⇒ (7) + 5 = 12

Total Damage to PLAYERS:
Katsuye: 12

COMBAT IS OVER

Everyone gets: 275xp
(This is from the traps in the hallway prior to this and this current fight) The main page is updated -- you should have 1320xp total right now.

At Cog's request, the greying warrior, Theeb, rushes into the room and helps Rive stablize. Rive is no longer in danger, and will heal with rest. Aurr, still needs to be stablized.
Heal Check to Stablize: 1d20 + 8 ⇒ (9) + 8 = 17 vs DC15 - SUCCESS!


Plans on what to do next?

You can search the room, the new bodies (orc, thug, goblin), the two old bodies in the corner.

You can take a short rest (spend surges). (Someone needs to stablize Aurr, or he just keeps rolling death saves -- Heal Check, DC 15)

Your current goal is:
1) Find Vendis, if possible -- he stole an important journal/ritual book from a fallen Cannith Artificer and he's responsible for the ambush that you just lived through.
2) Get back to Ironholm and collect your reward.

There are two noticable exits from the room. The stairs to the north (that lead up) and the closed doors to the east.


Male Halfling Warlock / 2

Cog will try to stabilize Aurr and then use his own surges to fully heal.

heal
1d20 + 1 ⇒ (15) + 1 = 16

Woot! Paying it forward for Aurr saving my ass I suppose.

HP: 31/31 Temp HP: 0/0 Surges: 4/8 AP:0/1 Buffs: None


Female Revenant Assassin 2

With one arm pressed against my side, I push over the slumped corpse of the orc and look closely at Rive and then Aurr, awkwardly patting each one on the arm before moving off behind one of the broken pillars to attend to my wounds.

I would poke around the corpse(s) by the stairs looking for anything useful and then do a careful search of the stairs to determine whether or not I think someone went that way.
1d20 ⇒ 4 I really can't tell...what do stairs look like right after someone has used them? They just look like stairs to me.

That is probably a couple of turns...?

Status/Used:
HP: 24/24, Surges: 6/8, AP: 0/1


Male Halfling Warlock / 2

Cog will search the corpses around the room and divy the loot between the group as we see fit.


@Cog: Scatter among the thugs, goblins, and orcs you find 210gp, 2 malachite gems valued at 100gp each, and one of the thugs was wearing a Lucky Charm +1 about his neck (it grants +1 to your non-AC defenses and gives you kind of a free action point -- see below)

You find that the two bodies in the southeast corner are wearing House Tharashk Finder's Guild crests. Kartus can confirm that one was the guild page sent with Vendis's group and the other must've been his bodyguard. They were clearly executed.

"Lorbask Torrn will not be happy about this. Vendis has made some powerful enemies today."

The Eastern door is locked from this side, and Aurr's natural perceptive nature can tell that the stairs have definitely been used. The stairs go up, and this room appears to have once been an entry foyer, so it makes sense to think that the stairs are the way out. And perhaps the way after Vendis.

Lucky Charm +1:

Monkey's paw or rabbit's foot, this lucky charm helps you snatch victory from the jaws of defeat.
Lvl 4 +1 840 gp

Neck Slot

Enhancement Bonus: Fortitude, Reflex, and Will

Power Daily (No Action) Trigger: You miss with an attack or fail a skill check, ability check, or saving throw.

Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.


Female Revenant Assassin 2

I don't think it be worth sneaking up the stairs. I get the feeling that no one is cleverly waiting for us to ascend. Vendis left everything behind to stop us.

I wait for Cog to gather everything into his pack and the general pause in the group as everyone finishes their tasks. As soon as it seems like everyone is ready, I would head up the stairs...moving quickly.


Male Halfling Warlock / 2

"Let us get a move on, Vendis may not be far. We can split this up back in town" Cog tells the group.

Cog will follow Katsuye up the stairs and encourage the group to follow.


I'm assuming Aurr or someone will be actively "Percepting".
Katsuye will be ready to disable traps.
Rive is close to the front to tank.
Spellcasters will be "Arcana-ing"...
I'm also assuming one of you has a light source?

The stairs lead up to a dusty enterance hall -- although clearly built by dwarves, there is plenty of space for the taller folk in your group. Small alcoves dot the walls where dwarven craftsmenship would've been on display, and you can imagine that at one point this walk must've been inspiring. Nothing of its former glory remains, though -- everything has either been removed by the owners or pillaged long ago.

The hall is clear of danger for the first 40 or 50 feet or so, no trace of magic or traps... there are some tracks in the dusty floor and the hall ends at a single large door - it is locked.

Plan?
PS. Make sure someone puts on that Lucky Charm - it gives you a +1 to Fort/Ref/Will and gives you a daily boost to any d20 roll.


Male Changeling Artificer

Aurr will take it that lucky Charm for sure!

Aurr rolls his perception to see if he hears anything on the other side of the door. Roll:1d20 + 8 ⇒ (11) + 8 = 19


Aurr quickly notes some issues:

1. This is an exterior door or perhaps a door that leads to an exterior gateroom, either way, you should be very close to outside (Cog's halfling senses confirm that he is close to the outside... there's just something in the air that lets him know he is close to the green scrub grass of the Ironroot Mountains).

2. This door has a locking mechanism on *this* side of the door -- the lock is not engaged so the door should open easily, but it doesn't - it feels locked.

3. Both Cog's and Aurr's natural arcane senses tell them the door is locked magically from the outside -- if this is the path that Vendis took, he has sealed the door behind him (Arcana Checks to learn more).


Male Halfling Warlock / 2

Arcana Check on the Door

1d20 + 8 ⇒ (15) + 8 = 23


Cog, the door has been sealed with Arcane Lock.
You remember reading something about it in the lead artificer's ritual book (months/pages ago, you rolled an Arcana Check and got a nat 20, I told you I'd give you a bonus later on...). You're not sure if this is the same ritual from that book, but you think that you can help direct someone (like Katsuye) in openning the Lock (Cog grants a +2 bonus for anyone trying to open/break this lock).

One last thing. There's no way to tell if this lock was placed to keep people in (like you guys), or keep things out (like the Jhorash'tar Orcs). But you do know this, Cog, when the lock is broken or bypassed, the creator of the Lock will know it's been openned.

Arcane Lock: A 4th level Ritual, it takes about 10minutes to cast and requires a Theivery or Str Check to break open (DC in this case is 24) or an Unlock Ritual/Dispel Magic -- I don't think you guys have either of those.)


Female Revenant Assassin 2

I have sunrods but it seems a waste if we're almost outside. Does anyone have anything better? If not, I will use one of mine.

Someone will need to stop me if they don't want the door unlocked. I am not about to let some fancy lock keep us from finding that filthy rat.

I pull the tools from my pack, try to memorize Cog's directions and get to work...

Thievery Check
1d20 + 14 ⇒ (17) + 14 = 31 woot! Do I just feel the arcane lock give or does anything else happen?


Nice Roll!!!
Katsuye's expert theivery is able to piece the Arcane Lock. Cog and Aurr sense a little pop (like your ears popping when you change altitudes... only this time it's something internal that your arcane senses pick up). The Lock is broken. It's creator (probably Vendis) knows...

The door can be openned.


Alright... assuming you open the door cautiously and proceed forward.
The door opens into a 30x30 enterance/guard room of the dwarven hold you have been traveling in. In front of you is the door to the outside - the actual door has long been destroyed and you can see out into the Ironroot Mountain's foothills. You would guess that it is midmorning sometime, and it is still overcast (it was rainy and gloomy when you first arrived... the weather hasn't changed much).

The room is empty and has been fully looted long ago.

Kartus bursts with excitement, "We're finally clear!!" He takes off for the exit out.


Male Halfling Warlock / 2

Cog will walk outside and take a long slow breath of the fresh mountain air.

"Katsuye, do you think you can make out any tracks from Vendis?"

Cog will scan the area both right outside and as far as he can see.

perception check

1d20 + 2 ⇒ (18) + 2 = 20 = 19


Female Revenant Assassin 2

I follow Cog's direction and walk to the exit. I peer out into the gloom, looking closely just outside of the open doorway to see if I can figure out which way Vendis might have gone.

Perception? I don't hold out a lot of hope here.
1d20 ⇒ 1 Well, I am glad that was now and not when I was picking the lock.

I turn and look at Cog, shaking my head and shrugging. He obviously wanted a few moments to cover his tracks and he got them.


Cog is easily able to tell that the immediate space outside is clear of enemies.

He's also able to note that there are several tracks that lead from this area. You think you might be able to make out a few "recent" ones. None of you are true woodsmen, but there seems to be four paths.

Two lead off deeper into the foothills and two lead off back to town (Ironholm).

Vendis may have gone back to Ironholm to try and collect his own reward (no one there would know that he double crossed House Tharashk or that he murdered his guild page). Plus, from the town he could buy/steal a mount and be off to Irontown (a large city with its own Lightning Rail and passage to anywhere in Khorvaire).

The paths into the foothills could be made by Vendis or they could be made by the orcs that teamed up with his men (by the way, that would be very strange).

You don't have to talk to Kartus, you know his vote -- he wants to report back to Ironholm, as soon as possible... and he thinks that either of the paths that leads to Ironholm would be fine.


Female Revenant Assassin 2
SeanDM wrote:
The paths into the foothills could be made by Vendis or they could be made by the orcs that teamed up with his men (by the way, that would be very strange).

Do you mean that it would be strange for the tracks to be orc-made? Do we have any idea how many people may have been with Vendis based on who was missing from the large gathering room and who we've killed since then? I am just thinking about the number of paths leading away and what Kat's approach would be.


Katsuye wrote:
Do you mean that it would be strange for the tracks to be orc-made?

Sorry, I wasn't clear. It is strange for the orcs to be working with humans (Vendis). The Jhorash'tar Orc Tribe is known to kill nearly all non-orcs on sight.

Katsuye wrote:
Do we have any idea how many people may have been with Vendis based on who was missing from the large gathering room and who we've killed since then? I am just thinking about the number of paths leading away and what Kat's approach would be.

Vendis left with four others. You killed 3 of them in the trophy room you just left and so that leaves just Vendis and 1 other.


Female Revenant Assassin 2

Knowing that, I definitely think that following the two going toward town is the best option. Not that I wouldn't put it past Vendis to sneak out into the hills, but I don't think anyone else with them would have gone to town.

With one final look towards the hills, I start off in the other direction, moving quickly but not running.


Is the intent to try and chase someone down the path, or just make your way back to town? Meaning, are you trying to tail someone or are you just making your way back home and if you find someone down there - that's okay too...
It took you about a day and a half to get here from Karholm - but you also had a small cart to make the travel easier.
You could push it and try to make it back to Karholm in the day --- that would be tough, but doable (some of you may be near dead after the run). Or you could take the standard pace and be there tomorrow sometime.
The answer depends on which checks you'll have to make and how beat up you'll be when you get to Karholm.

Just for information: If Vendis did head back to town, he has a head start on you. He probably moves faster than your group (lightly armored half-elf vs heavy armor wearers) and if he can get his hands on a mount he could easily make it back to town tonight.

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