| Valgrim Twin-Axe |
Puffing from running with fear, Valgrim moves to U13 and readies an action to strike anything that comes within reach. "Thank you, Friar, don't know how many times ye've saved me bacon!"
Chisora readies a shot with an arrow should she see any grimlock.
| Black Tom |
No less than two grimlocks emerge, the one you were chasing and another one that had been hiding behind a stalagmite. They throw themselves at Valgrim, but their clumsy attacks go wide.
Valgrim and Chisora have readied actions to take, and then you can all go again. Just trying to speed things up a bit.
You are up.
| Valgrim Twin-Axe |
Chisora's arrow: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Valgrim's axe at other grimlock: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d20 + 10 ⇒ (8) + 10 = 18
Following round:
Valgrim takes another swing at whomever is left standing:
Attack: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d20 + 10 ⇒ (14) + 10 = 24
| Valgrim Twin-Axe |
Valgrim grimaces in pain and brings his axe to bear on the grimlock's head, inspired by Bubba's singing!
Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d12 + 9 ⇒ (10) + 9 = 19
Chisora drops her bow, pulls out her whip and attempts to whip the remaining grimlock:
Attack:1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
| Black Tom |
I adjusted the map to hopefully account for what you're trying to do.
Vulcan's magic sends the grimlock staggering backwards, and Valgrim presses the attack, axe clanging against shield. Feres steps up and heals Valgrim (make the roll at leisure) and the creature hits again for 5 more points.
You're up again.
| Valgrim Twin-Axe |
Chisora casts Cure Light Wounds on Valgrim: 1d8 + 1 ⇒ (3) + 1 = 4
Valgrim attacks again and misses and moves to V15.
Attack: 1d20 + 8 ⇒ (6) + 8 = 14
| Valgrim Twin-Axe |
"Aaaah, I've had enough of this, you blind freak! Time to send you to hell!" Valgrim steps to U15 and for the first time in his life, allows the rage in him to flow, powering his swing!
Attack: 1d20 + 7 + 1 + 2 + 2 ⇒ (16) + 7 + 1 + 2 + 2 = 28
Damage: 1d12 + 13 ⇒ (5) + 13 = 18
| Friar Feres |
Vulcan's magic sends the grimlock staggering backwards, and Valgrim presses the attack, axe clanging against shield. Feres steps up and heals Valgrim (make the roll at leisure) and the creature hits again for 5 more points.
Healing of Valgrim with wand after Feres advanced: 1d8 + 1 ⇒ (5) + 1 = 6
| Friar Feres |
Current Round:
OPTION 1 - If Grimlock still standing after Valgrim and Vug's attacks:
Feres grimaces in pain and slashes at the grimlock with his scimitar.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
EDIT - Confirm Critical Hit:
[ooc]Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
OPTION 2 - If Grimlock is slain by Valgrim and Vug's attacks and combat is over:
Feres expends charges from the healing wand to mend the wounds suffered by Valgrim and himself.
Cure Wand - Valgrim: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Wand - Valgrim: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Wand - Feres: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Wand - Feres: 1d8 + 1 ⇒ (2) + 1 = 3
Anyone else need healing?
| Black Tom |
Valgrim's rage is great enough for him to punch straight through the grimlock's shield, killing iot instantly. Combat is indeed over.
You each get 500 xp for the fight.
The last grimlock is carrying 3 potions, a masterwork battle axe, a mighty composite longbow (+3) and 5 gp. The others have only mundane items, but if you like you could help yourselves to some javelins and a battle axe or two.
This is also where Chisora bids you farewell. If you like, you could send some equipment with her to be sold or identified.
| Valgrim Twin-Axe |
Valgrim goes out of rage, trying to catch his breath. "Exhilirating doing that, but tiring as hell! Thanks for the healing Friar!"
He is fatigued for 2 rounds (4/5 rage rounds left).
After the healing and the fatigue passes, Valgrim pats Chisora on the back, "Nice working with ye kid. You'll be ok...let Allustan know what we're up to, if you can."
She takes the battle axe and bow to sell and leaves our shares with Allustan.
| Vug Vang |
Vug holds up the potions to the light and examines them thoughtfully.
identify w/ Craft (alchemy):
1d20 + 10 ⇒ (6) + 10 = 161d20 + 10 ⇒ (17) + 10 = 271d20 + 10 ⇒ (6) + 10 = 16
"Have a safe trip back, Chisora -- remember what happened to Rhiannon. Oh, and you can give me that tanglef-foot bag back while you're at it."
She looks at Valgrim with wariness. "Valgrim...no one has ever accused me of being overly cautious, but it seems like you're becoming more and more reckless. I'm getting concerned. Are you all right?"
| Valgrim Twin-Axe |
Valgrim looks dumbfounded. "Reckless? I am simply meeting force with force. It's easy to be cautious from all the way back with your pretty little bow. Talk to me about reckless when you're on the front line taking painful shot after shot from these blind bastards, like I am, surviving only thanks to Friar. This is a war of attrition and hopefully, we're dwindling their numbers." Valgrim scowls at the elf. "As for my rage, it helped kill that last annoying bugger so it's saving me so far. Like they say: Don't make me angry. You won't like it when I'm angry! Now, if you'd like to take the lead, Vug, by all means..."
| Valgrim Twin-Axe |
The scowl on Valgrim's face disappears as he sees Vug. "Damn it, elf, you make it so hard to be mad at ye. Thank ye for worrying fer me. I've got the rage under control, it helps in battle. You can go first, if ye like, but with I can see in the dark so that gives me the advantage, but since I think we've lost surprise, let's go together. 4 eyes are better than 2!"
With that, Valgrim and Vug carefully walk over to S and T18. Is that a ledge? What is the green on the map? If it is a ledge, can he see to bottom with 60' darkvision?
| Black Tom |
Yes, it is a ledge and Valgrim can see to the bottom, which is 45 feet down.
A great pit drops into darkness. Crude, iron spikes have been driven into the cliff face, offering you a convenient path downward. The shaft’s roof is fifteen feet above the cliff’s edge. Jagged stalactites hang from the ceiling. The spikes go all the way down, offering you a relatively easy climb.
| Valgrim Twin-Axe |
"Something doesn't feel right about this setup. How did the Krenshar get up here then? They were carried? Maybe they were a gift and never went further into the cave? Any ideas, issues, people? Who's going to have trouble climbing down? I think I can manage. Bubba, do you know how far the grimlocks' blindsight reaches?"
Reminder, DM, Bubba previously rolled a 25 on his Dungeoneering Knowledge check.
| Friar Feres |
Feres looks over the side of the cliff and heaves a sigh. "Well, I'm a bit better at climbing than I was in the Whispering Cairn, but I wouldn't exactly say that I'm very good at it. At least my new shield doesn't seem as encumbering as my old one, so that's a bit of help."
"Is the grimlocks' blindsight based on sound, like a bat?" Feres asks Bubba. "If so, I have a spell that I can cast on us to negate the sound of our movement. Everyone would have to stay within twenty feet of me, and we wouldn't be able to speak to each other or cast any spells, though."
| Valgrim Twin-Axe |
"Then, your spell will definitely help, Friar! We should tie each other with rope around our waist in case any one of us falls. I can lead us down. Anything else before Friar casts his spell, since we won't be able to communicate with each other once he does so?"
Once the discussion is over and the spell is cast, with his darkvision, Valgrim will give the floor area a thorough look to try and spot any hidden monsters or adversaries or unusual stonework in front of or behind the stalagmites before starting the climb down.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17..add +2 for stonework
Climb: 1d20 + 4 ⇒ (13) + 4 = 17
| Friar Feres |
Remember, Feres can only cast Guidance on everyone before he casts the Silence spell. The duration for Guidance is one minute or until discharged. The duration of Silence is only 1 round/level (so 3 rounds). How many rounds will it take to climb down the cliff face (and how many Climb checks)? Do you want me to wait to cast the Silence spell until we see if we're attacked by grimlocks?
| Valgrim Twin-Axe |
Well, if you cast Guidance on all of us, including yourself, the first person (say me), then would have 5 rounds of the spell left. If it's 45' down, a normal climb check is 1/4 movement so 7+' per round. At that pace, it will take us 6 rounds. We need to know DC of climb check. We can do 15' per round with -5 penalty, depending on DC. If that's possible, we would be down in 3 rounds. I prefer the spell to be cast when we start, as we are very vulnerable while climbing down. It all depends on the DC of climb check.
| Black Tom |
With a move of 30 and assuming that you can take 10 on Climb checks (which you can as long as you are not attacked) you can descend in 3 rounds. Accelerated climbing will cut the time in half but increase the DC to 15. Using a rope you can get the Climb DC down to 5´(10 accelerated).
| Valgrim Twin-Axe |
I guess I misunderstood; the Silence spell was going to be only to cover up the noise of climbing, then?
That's what I was worried about. When you're climbing and you take damage, you must make very difficult climb check (DC of Wall + 10) or fall. No dex, no shield, pretty much sitting ducks, but we could wait if you'd like to cast the spell in combat. It will help then too. I'm cool with it.
| Valgrim Twin-Axe |
With a move of 30 and assuming that you can take 10 on Climb checks (which you can as long as you are not attacked) you can descend in 3 rounds. Accelerated climbing will cut the time in half but increase the DC to 15. Using a rope you can get the Climb DC down to 5´(10 accelerated).
Thanks for the info DM! So I guess we can save the Silence spell for later. Does anyone have rope? I thought it was listed on my profile but it's not. Lol.. Either way, Valgrim would have done the accelerated climbing in the first round and used Guidance point to make the first Climb check an 18 and climb 1/2 way down.
| Valgrim Twin-Axe |
Vug uses her 50' of silk rope (along with iron spikes) to help make the climbing easier.
"Always prepared, Vug. I knew I liked elves for a reason!"
| Friar Feres |
With a move of 30 and assuming that you can take 10 on Climb checks (which you can as long as you are not attacked) you can descend in 3 rounds. Accelerated climbing will cut the time in half but increase the DC to 15. Using a rope you can get the Climb DC down to 5´(10 accelerated).
So by using the rope we could do an accelerated climb at a DC 10 and complete the descent in less than 2 rounds each. If Feres takes 10 then his total Climb check is a 10. I'm totally willling to cast Guidance on everyone and then Silence just as Feres begins descending (assume he would be in the center of the group) in order to foil any potential grimlock snipers. Plus you wouldn't have to listen to Feres and his -2 penalty to Stealth checks clanking all the way to the bottom!