GM MattMorris |
You travel back to town without incident, and arrive late in the day. Delma is eager to hear anything you choose to tell her about developments.
The soft beds of the inn are a welcome change from roughing it in the wilderness, and breakfast the next morning is tasty and proper--though perhaps a bit more turnip-forward than you are used to.
Based on what Noala told you, it will take about 8 hours to walk to the marked area on the map. It's up to you whether you would like to make the trek in a day and arrive in the evening or plan to camp out on the way.
You can also pick up anything that you would like to buy in town.
Uhtred son of Uhtred |
"It seems that one more day won't do any harm, so I'd vote to get about 6 hours in tomorrow and then camp before going the rest of the way the next morning."
Guldun Deepforge |
"I suppose that's a prudent plan, but I think we should still move as swiftly as possible"
Guldun won't show it, but she has been getting more and more upset with each corrupted animal they encounter
She will pick up another pack of 50 bolts in town
GM MattMorris |
"Oh, Uncle! Like most things in Etran's Folly, that garlic hasn't been any farther than the end of Eallom's farm." Delma blushes at the compliment.
Packing up without much ado after breakfast, you leave the village, heading west.
The directions from the orc laboratory lead to the foothills far west of Etran’s Folly. Here, nestled in the shadow of the Five Kings Mountains, there are countless small valleys and crevasses. You are able to travel into the foothills and find a secure place to camp without any trouble, though during the night you can hear the far-off howl of wolves--who knows if they are natives to the forest or more experiments set loose in the woods.
In the morning, you continue to follow the but the directions, which lead to one particular valley: a place labeled “Spite’s Cradle” on the map.
Up ahead, a wooden palisade spans the valley; a gigantic double door set into its center. Beyond this wall, a guard tower is barely visible, although it’s difficult to tell whether it is occupied.
GM MattMorris |
BGG and Guldun approach the palisade wall without drawing any attention.
The wooden palisade walls are 15 feet high, and the tops are carved to points. The gate is barred from the inside using three heavy wooden beams, each of which can be moved from the outside by an athletic person. The cliffs that make up the sides of the valley are steep and 30 feet high, but not impossible to scale, for athletic and nimble climbers.
I think you'd be able to see inside the courtyard, based on the description it give me of the walls.
Beyond the palisade is a well-trodden yard. A small wooden hut is built against the southern rock wall, facing a squat stone fortress. A guard tower stands at the north end of the edifice while a two-story dome anchors the south. The fortress has a brooding look about it, with narrow windows set between heavy pillars of rock.
There are two orcs lounging in the yard in the early morning sun. They don't look terribly attentive.
Guldun Deepforge |
"I can give it a go, but no promises." Guldun will whisper back
If only aid another weren't so terrible :(. Matt does it seem like we could quietly move the bars
"There's always over the wall instead of through"
GM MattMorris |
Guldan feels the first bar shift, but she can't quite move it.
Let's do this: There are 3 bars. It is DC 15 Athletics to move them. You need to get 3 successes before you get a critical failure to remove them without alerting the guards.
Guldun Deepforge |
Here we go!
Athletics: 1d20 + 5 ⇒ (11) + 5 = 16
One down!
Athletics: 1d20 + 5 ⇒ (15) + 5 = 20
And another
Athletics: 1d20 + 5 ⇒ (1) + 5 = 6
Guldun fumbles the last bar and freezes
nooooo!
GM MattMorris |
You hear a grunting shout from the guard tower in what you assume is Orcish.
The two orcs in the yard stir from their lounging and start to head your way.
You have time to react before they get close.
Bennington Good Good |
UGG swallows hard and flattens himself to the palisade, then readies to bite the first person to step through the door.
Stealth
1d20 + 10 ⇒ (11) + 10 = 21
Attack
1d20 + 8 ⇒ (3) + 8 = 11
GM MattMorris |
There's some miscellaneous grunting as the two orcs get to the door. You hear the final board being moved away and the pair of orcs comes out of the gate.
BGG lunges at them, but barely misses the surprised duo!
BGG (Stealth): 1d20 + 10 ⇒ (1) + 10 = 11
Guldun (Stealth): 1d20 + 9 ⇒ (20) + 9 = 29
Uhtred: 1d20 + 8 ⇒ (3) + 8 = 11
Vetch: 1d20 + 8 ⇒ (11) + 8 = 19
Red: 1d20 + 5 ⇒ (19) + 5 = 24
Blue: 1d20 + 5 ⇒ (2) + 5 = 7
Uhtred and Vetch, let's say that you are 30 ft. away.
~+~Round 1~+~
Guldun
Red
Vetch
BGG
Uhtred
Blue
Guldun Deepforge |
Guldun will step back, pull out her crossbow and direct telly to go for the blue orc
Telly runs up and bites at his ankles
Jaws: 1d20 + 8 ⇒ (19) + 8 = 27 for Slashing: 1d8 + 2 ⇒ (1) + 2 = 3
GM MattMorris |
Telly critically hits the blue orc. The red orc pulls out its weapon and attacks BGG, then calls for help when he fails to connect.
knuckle dagger: 1d20 + 7 ⇒ (2) + 7 = 9 for slashing: 1d6 + 3 ⇒ (1) + 3 = 4
knuckle dagger: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6 for slashing: 1d6 + 3 ⇒ (6) + 3 = 9
You hear people start to stir inside the compound.
~+~Round 1~+~
Guldun
--Telly
Red
Vetch
BGG
Uhtred
Blue (-6)
Vetch |
“Well this isn’t off to a very good start!”
Vetch electric arcs the two foes and then gives Uhtred guidance.
electric arc dmg: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Basic reflex save vs. DC 19
Uhtred, that's a +1 status bonus to an attack or save
Uhtred son of Uhtred |
Uhtred knows what his role is in these situations.
He lets out a bellow starts raging and heads for blue.
Attack w/ guidance: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 for what is likely a miss
but maybe damage?: 1d12 + 10 ⇒ (6) + 10 = 16
GM MattMorris |
Reflex (red): 1d20 + 4 ⇒ (18) + 4 = 22
Reflex (blue): 1d20 + 4 ⇒ (17) + 4 = 21
The lucky orcs avoid some off the damage from Vetch's spell, though blue is looking pretty dodgy.
~+~Round 1~+~
Guldun
--Telly
Red (-4)
Vetch
BGG
Uhtred
Blue (-10)
Bennington Good Good |
BGG recovers from his failed sneak attack and tries again with a feint and two bites.
Feint
1d20 + 11 ⇒ (14) + 11 = 25
If that's a critical success, he's flat-footed against everyone's attacks until my next turn.
Attack 1
1d20 + 8 ⇒ (8) + 8 = 16
2d6 ⇒ (1, 1) = 2
Attack 2
1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
2d6 ⇒ (5, 4) = 9
GM MattMorris |
That is a critical success!
BGG feints and bites the red orc twice. The creature is reeling. If not such a sturdy enemy, surely it would be down.
Ferocity
The blue orc attacks Uhtred, unsuccessfully.
knuckle dagger: 1d20 + 7 ⇒ (10) + 7 = 17 for slashing: 1d6 + 3 ⇒ (2) + 3 = 5
knuckle dagger: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5 for slashing: 1d6 + 3 ⇒ (1) + 3 = 4
knuckle dagger: 1d20 + 7 - 8 ⇒ (15) + 7 - 8 = 14 for slashing: 1d6 + 3 ⇒ (4) + 3 = 7
~+~Round 2~+~
Guldun
--Telly
Red (-15, flat-footed, wounded 1)
Vetch
BGG
Uhtred
Blue (-10)
Guldun Deepforge |
Guldun tells Telly to move and attack red
She then loads her crossbow and fires a bolt at blue
Jaws: 1d20 + 8 ⇒ (7) + 8 = 15 for Slashing: 1d8 + 2 ⇒ (1) + 2 = 3
Crossbow Ace: 1d20 + 9 ⇒ (5) + 9 = 14 for Piercing: 1d10 + 2 ⇒ (6) + 2 = 8
The action economy of this build is killing me :P
GM MattMorris |
Telly takes out the red orc, though Guldun's bolt misses the blue orc.
~+~Round 2~+~
Guldun
--Telly
Red
Vetch
BGG
Uhtred
Blue (-10)
Bennington Good Good |
Oh, how I despise the taste of orc! Please don't tell Delma I've been biting these things. I'd be ever so embarrassed.
BGG will move, feint, bite.
Feint
1d20 + 11 ⇒ (11) + 11 = 22
Bite
1d20 + 8 ⇒ (4) + 8 = 12
Vetch |
Hoping to impede it if it tries to run, Vetch fires a ray of frost, and then he'll give Uhtred guidance again despite his earlier disappointment.
ray of frost attack: 1d20 + 9 ⇒ (9) + 9 = 18
cold dmg?: 2d4 + 4 ⇒ (1, 4) + 4 = 9 and –10-foot status penalty to its Speeds for 1 round if a crit.
GM MattMorris |
The taste of orc flesh puts off BGG, but Vetch hits the orc squarely. How is it still alive?
Uhtred is immune to Guidance for the next hour.
~+~Round 2~+~
Guldun
--Telly
Red
Vetch
BGG
Uhtred
Blue (-19, Wounded 1)
Uhtred son of Uhtred |
Uhtred starts a swingin'
attack1: 1d20 + 9 ⇒ (18) + 9 = 27 for what is likely a crit damage: 1d12 + 10 ⇒ (7) + 10 = 17 x 2 = 34
Uhtred spares not even a glance for the fallen orc and moves into the compound towards their next victim.
GM MattMorris |
That's the spirit!
The orc falls to Uhtred's brutal blow! The barbarian rushes inside the compound, which appears to be stirring to life.
A lone orc scurries down the stairway on the side of the guard tower to confront him, while he sees another figure wielding a bow stride to the edge of the tower's roof.
In the rounded building to the south, Uhtred hears signs of commotion.
~+~Round 3~+~
Guldun
--Telly
Vetch
BGG
Uhtred
Green
Pink
Uhtred son of Uhtred |
sorry if people weren't looking to rush in. somehow there was a red orc on the map right by where i ran to when I took my turn at work, so I was moving towards him, but it must've been a glitch. it also seems kind of barbariany, though.
Guldun Deepforge |
Agreed with Vetch, the stealth plan failed us (sorry guys T.T)
Guldun will run in after Utred, study the green one, and then sick Telly on him
Precise Jaws: 1d20 + 8 ⇒ (4) + 8 = 12 for Slashing: 1d8 + 2 ⇒ (1) + 2 = 3 and Precision: 1d8 ⇒ 2
Vetch |
How high is the tower? Wondering how close I'd have to get to be able to get the archer with a spell that has a 30 ft range."
GM MattMorris |
You'd think they'd list the height of the tower. Based on the description, I'd say it's between two and three stories tall. So 25-30 ft?
Uhtred son of Uhtred |
Uhtred, giddy over his companions rushing in with him, swings at green.
attack1: 1d20 + 9 ⇒ (20) + 9 = 29 and crits him for damage: 1d12 + 10 ⇒ (1) + 10 = 11 x 2 = 22
hate the 1 on a crit
outraged by not doing as much damage as he felt owed to him, Uhtred swings again
attack2: 1d20 + 4 ⇒ (6) + 4 = 10
and again
attack3: 1d20 - 1 ⇒ (11) - 1 = 10
GM MattMorris |
The group continues their relentless assault on the compound. With a hit from BGG and a crit from Uhtred, it's amazing that the orc is up!
The green orc takes two swings at Uhtred, then valiantly tries to run away. He's surprised by the barbarian's relentless pursuit!
Assuming you want to use No Escape.
knuckle dagger: 1d20 + 7 ⇒ (20) + 7 = 27 for slashing: 1d6 + 3 ⇒ (3) + 3 = 6
knuckle dagger: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9 for slashing: 1d6 + 3 ⇒ (4) + 3 = 7
From atop the tower, arrows fly at Uhtred, Vetch, and Guldun.
longwbow vs Uhtred: 1d20 + 9 ⇒ (14) + 9 = 23 for piercing: 1d8 + 3 ⇒ (7) + 3 = 10
longwbow vs Vetch: 1d20 + 9 ⇒ (19) + 9 = 28 for piercing: 1d8 + 3 ⇒ (2) + 3 = 5
longwbow vs Guldun: 1d20 + 11 - 10 ⇒ (4) + 11 - 10 = 5 for piercing: 1d8 + 3 ⇒ (4) + 3 = 7
Sorry if those numbers seem screwy. The tower guard is using special abilities.
Three more orcs emerge from the building to the south, blinking the strong sunlight out of their eyes.
~+~Round 3~+~
Guldun (guidance)
--Telly
Vetch (-10)
BGG
Uhtred (-22)
Green (-15, wounded 2)
Pink
Black
Orange
Yellow
Uhtred son of Uhtred |
Uhtred would use no escape. I'm only seeing 16 points of damage that Uhtred took 6, and 10. Was that part of the screwy numbers?