| GM Chyro |
And just like that, Elsa ends the last of the sentries, sending an ice blast into his worn down grey face.
Combat over.
| Orland Basch |
Orland calms down and breathes a sigh of relief as the sweat beads along his body from the battle-tempo.
" Sweet Gran'pahs Saggy skin thos' guys could take ah beaten. "
| Jadwiga Elsa Harcatha |
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They were uncouth and unmannered. They were taught a lesson, and their kin should learn the same. Elsa huffs, how dare those Dwarves cause harm to her Royal personage.
| GM Chyro |
Any inspiration to avoid the patrolling guards on the wall?
| Orland Basch |
Not the Idea guy here.
Orland looks to Burdock and then back to Elsa, " She does realize yah're ah, related tah them right? "
Orland tilts his head thinking for a moment, " So.. what do we do about tah rest in that fort? "
| Father Burdock |
"Like the same between good dwarven stout and the stuff you humans call 'beer'.", Burdock jokes.
No immediate ideas either. Of course we could just charge in, but I'm not sure if gate's still open or not.
| Jadwiga Elsa Harcatha |
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Elsa gives Orland an icy stare The good Father knows what I meant.
Elsa also gives advice on what to do next We should demand their immediate surrender. They will of course be brought before us to bow and beg forgiveness for their transgressions.
| GM Chyro |
Given this bastion was a dwarven fort to ward off the creatures from the darklands, the walls aren't low.
They are 20 feet high, excluding its battlements, and the gate is made of metal reinforced darkwood.
While the reinforced doors at the outpost were hardness 7 and HP 40, these are hardness 10 and HP 60.
| Sivar Soulscar |
Sivar will cast enlarge person on himself and charge and smack the doors.. if they are close enough.. if not he will run at them
Charge door whack+pa-size+str: 1d20 + 8 ⇒ (5) + 8 = 132d8 + 15 ⇒ (8, 3) + 15 = 26
| GM Chyro |
Yup, 110 feet of running. :)
What are the others' actions?
The guards on the wall will likely see a large fauchard wielding person coming on a charge.
I did mention the cavern is not open terrain exclusively.
| Orland Basch |
Orland raises his eyebrows and shrugs.
" Just makin' sure. Ah just don't think tha' is gunna happen. "
As he watches the other individual rush off.
" Was he sup'posed tah do tha'? "
Orland was confused even more.
| Grint Mavric |
Grint shakes his head. "Not even close to that Orland. If I had any arrows and a light, I might have been able to pick off the guards from a distance. Now... apparently this is the only means to destroy that gate?"
| GM Chyro |
Ok, the terrain is no clear open field, meaning there are rocks and natural supports scattered along.
Stealth checks, comes to mind.
2 checks, each represent advancing 50 feet
+2 circumstance bonus from starting and ending near/behind an obstacle along the way.
If you pass 2 checks, you have advanced to approx 10-15 feet from the wall.
| Grint Mavric |
"Elsa, if you really want to demand their surrender, I will go with you. Though I would think this is folly and we'd better retreat and wait out a next patrol to thin their numbers. Unless someone has a shrunken siege weapon in their pocket, we should go."
| Father Burdock |
Sorry for the quiet; was prepping and running Bonekeep 1 and 2.
"I can make some cover out of one of the stalagmites, but that'll only get 1 person so far, not to mention being heavy!"
| Father Burdock |
Thorn! You're back! :P
Agreeing with the GM's idea of going the other way for now. At least it's progress
Burdock pauses for a bit, shaking his head. "As much as I'd like to rid these caverns of duergar, we are probably at the extent of our limits. We at least weakened their number, and hopefully that'll be of use later since they'll be on the defensive coming back again later. We may find more items or even allies to defeat them."
Burdock then drags the duergar bodies back away and cleans them for rites. "May Torag forgive you poor souls past the Boneyard."
| GM Chyro |
Grint, you ready for perception duty?
---
Since the last time half a day was spent getting here, it's just 4 checks before 'evening'.
| Jadwiga Elsa Harcatha |
Perception1: 1d20 + 9 ⇒ (13) + 9 = 22
Perception2: 1d20 + 9 ⇒ (16) + 9 = 25
Perception3: 1d20 + 9 ⇒ (18) + 9 = 27
Perception4: 1d20 + 9 ⇒ (14) + 9 = 23
Elsa harrumphs along...
| Grint Mavric |
Perception 1: 1d20 + 16 ⇒ (8) + 16 = 24
Perception 2: 1d20 + 16 ⇒ (12) + 16 = 28
Perception 3: 1d20 + 16 ⇒ (8) + 16 = 24
Perception 4: 1d20 + 16 ⇒ (20) + 16 = 36
Grint scouts out ahead, or at least alongside someone with Darkvision, trying to listen for any sounds.
| Orland Basch |
Lol Burdock
Orland give a insightful eye with his present Dark Vision. Well as well as he could not knowing the area.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
| Sivar Soulscar |
What gear did the Duergar have on them? Before Burdock gives them last rites.
Sivar will use light if it's needed to help scout ahead
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
| GM Chyro |
The team seems to be alert, avoiding a duergar patrol with ease, as well as circumventing a scene of what looked like a feeding ground of something large.
You find yourselves a cave with clear los of its surroundings, easily bottle necked in defense.
| GM Chyro |
1d100 ⇒ 45
The night proceeds without a hitch.
Finally..since damn beetles last time.
Grint, fort roll DC 15 please.
Any aid to heal checks are vs the DC 15.
====================
This leaves 6 checks the following day.
From the excessive distance you walk, 4 fort rolls please.
DC 12, 14, 16, 18.
| Grint Mavric |
Fort Save: 1d20 + 5 ⇒ (10) + 5 = 15
Perception 1: 1d20 + 16 ⇒ (7) + 16 = 23
Perception 2: 1d20 + 16 ⇒ (3) + 16 = 19
Perception 3: 1d20 + 16 ⇒ (6) + 16 = 22
Perception 4: 1d20 + 16 ⇒ (5) + 16 = 21
Perception 5: 1d20 + 16 ⇒ (14) + 16 = 30
Perception 6: 1d20 + 16 ⇒ (8) + 16 = 24
Fort Save fatigue 1: 1d20 + 5 ⇒ (1) + 5 = 6
Fort Save fatigue 2: 1d20 + 5 ⇒ (18) + 5 = 23
Fort Save fatigue 3: 1d20 + 5 ⇒ (11) + 5 = 16
Fort Save fatigue 4: 1d20 + 5 ⇒ (2) + 5 = 7
| Jadwiga Elsa Harcatha |
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Perception 1: 1d20 + 9 ⇒ (12) + 9 = 21
Perception 2: 1d20 + 9 ⇒ (19) + 9 = 28
Perception 3: 1d20 + 9 ⇒ (18) + 9 = 27
Perception 4: 1d20 + 9 ⇒ (17) + 9 = 26
Perception 5: 1d20 + 9 ⇒ (18) + 9 = 27
Perception 6: 1d20 + 9 ⇒ (13) + 9 = 22
Fort 12: 1d20 + 8 ⇒ (13) + 8 = 21
Fort 14 : 1d20 + 8 ⇒ (11) + 8 = 19
Fort 16: 1d20 + 8 ⇒ (18) + 8 = 26
Fort 18: 1d20 + 8 ⇒ (9) + 8 = 17
Grint! Why are we walking so much.
| Sivar Soulscar |
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Fort: 1d20 + 1 ⇒ (7) + 1 = 8
Fort: 1d20 + 1 ⇒ (18) + 1 = 19
Fort: 1d20 + 1 ⇒ (13) + 1 = 14
Fort: 1d20 + 1 ⇒ (16) + 1 = 17
| Orland Basch |
Sorry busy with Channel
Orland keeps a stiff upper lip about these things but overall seems fine with it.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Fort Save: 1d20 + 10 ⇒ (19) + 10 = 29
Fort Save: 1d20 + 10 ⇒ (13) + 10 = 23
Fort Save: 1d20 + 10 ⇒ (10) + 10 = 20
Fort Save: 1d20 + 10 ⇒ (1) + 10 = 11
This does bring up a question is it considered excessive distance if you have a faster base speed? Or is it considered less strenuous?
| GM Chyro |
It's more to do with the amount of time you're walking.
With everyone seemingly being very alert, the entire hike passes with mere minor inconveniences, like ducking the occasional lower ceiling, or circumventing a small chasm of two.
Just waiting for Father Burdock's fort rolls.
| Father Burdock |
@GM: Presume that everyone is topped off with HP as I'd burn my spells to heal the remaining damage.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Fort Save: 1d20 + 7 ⇒ (2) + 7 = 9
Fort Save: 1d20 + 7 ⇒ (15) + 7 = 22
Fort Save: 1d20 + 7 ⇒ (11) + 7 = 18
Fort Save: 1d20 + 7 ⇒ (10) + 7 = 17
| GM Chyro |
Team nonlethal sustained:
Elsa 1d6 ⇒ 2
Father Burdock 1d6 ⇒ 4
Grint 2d6 ⇒ (4, 5) = 9
Orland 1d6 ⇒ 3
Sivar 3d6 ⇒ (3, 2, 3) = 8
Everyone is fatigued for the time being.
From a ridge, you see a clearing down below, as well what seems to be a small watch tower on its edge, seemingly occupied by 1 sentry only.
Some cages with silhouettes of humanoids in them stand at the center.
You can see several humanoids led towards an opening in a line, accompanied by 4 duergar.
Duergar are also notorious slavers. They capture lost travelers, by either force or under the cover of diversion and deception.
From the rare few that have escaped, the duergar sell their slaves to the Drow as well. They tend to keep their slaves fairly healthy, as healthy slaves mean proper labor.
It's a DC 15 climb to go down.
Map coming tonight, hopefully, if the site will cooperate by then. >_>
| Sivar Soulscar |
"We need to move away and rest, somewhere secure."
Sivar then casts lesser restoration on himself... I have 3 more spells that will take away lethargy due to no sleep, this is just in case we get jumped"
| GM Chyro |
You did sleep.
The post with 4 checks, that was concluding the previous day.
The one with 6 checks and the fort rolls is the new day.
| GM Chyro |
Forced march:
PCs can walk 8 hours a/day without getting tired.
If they walk longer, they risk getting fatigued, and must make a DC 12 fortitude check for every hour they walk longer than 8 hours.
This fortitude check increases by +2 for every hour they walk longer, beyond the initial DC 12 check.
| GM Chyro |
Then you have no nonlethal, but you'd be spending time sitting around, is all. Some things down there would then be different, on the other hand.
| Jadwiga Elsa Harcatha |
Let's just take the fatigued and get this over with. We've got Dwarves to smash!
| GM Chyro |
It was about time yesterday, that the site cooperated, sheesh.
Map's up.
The watchtower is standing on a horizontal tunnel, overlooking both sides. A lone sentry stands in it, and as he's not exactly expecting anything from above, he's not looking up right now.
Down below, near a campfire and the cages, stand two sentries.
Actions?
Ranged will be able to see the guard in the tower to shoot
| Orland Basch |
I can't fight well Fatigued. There is no reason we wouldnt rest because it screws pretty much everyone. And worse that forced march is assuming going based on your base speed which we would going the slowest speed of 20. Either way someone want to cast some lesser Restorations?
| GM Chyro |
Str fix on Grint: 1d4 ⇒ 2
The three no longer feel fatigued, all that remains, is to infiltrate the grand quarry.