
Ungor the Dire |

Sensing the action is about to get real, Ungor takes a step back and uses the edge of the wall as a massaging post to get the crick out of his neck from squeezing so long. Then takes a deep breath think thin...think thin... and moves back into position.

chillblame |

The noise of the party is loud, but the corridors are empty of others. The lighting here is dim, with a torch burning over the doors, but little other light.

Vakmu Blackhorse |

Ok, I put a green dot on the map in front of the door that I think he is talking about (it's to our right, but on the left hand side of the hallway and it's the only new door on the map...
"Sounds like more sleepy heads, we wouldn't want to spoil their surprise, so let's keep quiet here. Brother H, if you'll do the honors with the door..."
I am thinking let Brother H handle the lock (and check for traps), sneak in and put the sleeper(s) down with CDGs..

Brother Hawthorne |

With a +26, I can tap that.
Brother Hawthorne opens the door, and proceeds to sneak inside...
Perception: 1d20 + 11 ⇒ (17) + 11 = 28 +3 vs traps, +2 vs surprised
Stealth: 1d20 + 21 ⇒ (13) + 21 = 34
...saps at the ready.

Vakmu Blackhorse |

Halfling Powerhouse!
With a +26, I can tap that.
That's downright impressive on a DC 15 strength check to open a giant door...
Vakmu will do his usual take 10 on stealth,
Stealth: take 10 +0 (ranks)+ 1(dex) -3 (acp) = 8
and come help with the door, (as either primary if he makes the DC or as aid another.) trying to be quiet as they struggle with hundreds of pounds of door.
strength: 1d20 + 1 ⇒ (9) + 1 = 10
EDIT: that's a successful aid another on the door, so the strength check is effectively 13 now

Vakmu Blackhorse |

No mention was made of this being a "strength" check, so I picked my best skill, and went with it!
If I break my nose because that's disguise, we're gonna have words...

Vakmu Blackhorse |

No strength check was required, this was flavor text, just a slightly higher DC. This was a simple lock (dc 10) and I increased the difficulty by 5 to reflect its size. Hill giants don't make good locks, though they are big.
Ok, so the door is open. I assume that I put the green dot beside the right one... Show us what we have Chill?

Brother Hawthorne |

chillblame wrote:No strength check was required, this was flavor text, just a slightly higher DC. This was a simple lock (dc 10) and I increased the difficulty by 5 to reflect its size. Hill giants don't make good locks, though they are big.Ok, so the door is open. I assume that I put the green dot beside the right one... Show us what we have Chill?
Hawthorne looks around the now opened room, and stealths inside if the coast looks clear.
Checks rolled above.

Fenla Welci |

Fenla waits patiently nervous for brother Hawthorne. “Be safe” she whispered.

chillblame |

chillblame wrote:No strength check was required, this was flavor text, just a slightly higher DC. This was a simple lock (dc 10) and I increased the difficulty by 5 to reflect its size. Hill giants don't make good locks, though they are big.Ok, so the door is open. I assume that I put the green dot beside the right one... Show us what we have Chill?
no, wrong door. I have put a mark on the correct door. Near legs the spider. reposition yourselves

chillblame |

The door opens with a click and a creak
perception: 1d20 + 6 - 10 ⇒ (16) + 6 - 10 = 12
What a deep voice says, blurry with sleep
A female hill giant, who had been sleeping, struggles out of her bed.
you have a surprise. I will roll initiative if the giant survives a round. remember that you have either a standard action or a move action.

Vakmu Blackhorse |

no, wrong door. I have put a mark on the correct door. Near legs the spider. reposition yourselves
Oops, I thought there were party noises on the far side of that door. Oh well
Vakmu looks at the giant struggling from sleep and prepares to put forth his will. He delays to the end of the surprise round and then, with quiet but carrying voice: "Sleep, it's just a dream, back to sleep!"Uses Slumber Hex, Will DC 19 on the giant, trying to put the giant back to sleep.

Ungor the Dire |

"Hey. What's going on in there? what was that noise? are you all killing more sleeping ones?" Ungor will wait until the smaller folks in the hallway move before he moves up.

Vakmu Blackhorse |

More stupid Elf magic... Sooner or later the damn giants are going to fail a will save... Aren't they?!? This will hopefully give Rommin the opportunity to come in here and CDG her...
Vakmu clenches his teeth and marshals his will. He tries again to push the giantess back to sleep...
Vakmu uses Slumber again, another DC 19 save. He can do it again because of the Accursed Hex feat, which allows him a second try in case of a successful save

Vakmu Blackhorse |

Vakmu speaks quietly but penetratingly :"Ok everyone, looting & pillaging is before burning, but after killing. Sooner or later we are going to raise an alarm, and I think we want as many dead enemies as we can by that point. Let's go sneak up on some more sleepy heads."
I am proposing that we move on quickly rather than loot. I have put a dot in front of where I suggest we go next (carrying on with Ungor's right hand rule). We're a well oiled team right, everybody knows the drill: Hawthorne scouts, checks for traps, listens. We decide what to do depending on what he hears.
Question for assorted people with familiars - how comfortable are you pushing them forward as stealthy scouts? Assuming we are at the door I marked, we are at a 3 way intersection; Hawthorne can lead in 1 direction at a time, and a little warning if something is up and about in the hallways would be quite nice...

Brother Hawthorne |

Brother Hawthorne will scout, check for traps, and listen.
Scouting:
Stealth: 1d20 + 21 ⇒ (19) + 21 = 40
Perception: 1d20 + 11 ⇒ (5) + 11 = 16 +3 vs traps, +2 vs surprised
Checking for traps:
Perception: 1d20 + 11 ⇒ (6) + 11 = 17 +3 vs traps, +2 vs surprised
Listening
Perception: 1d20 + 11 ⇒ (9) + 11 = 20 +3 vs traps, +2 vs surprised

Vakmu Blackhorse |

Let's move this along
Clackers (Vakmu's spirit animal ) advances steathily to the left hand corner in the corridor (the pink square I put on the map) and peeks around the corner.
Stealth, Clackers: 1d20 + 15 ⇒ (2) + 15 = 17
Perception, Clackers: 1d20 + 14 ⇒ (16) + 14 = 30
Meanwhile, Vakmu proceeds quietly to the next door we plan to investigate ( I have left a square on the map for Brother Hawthorne to move into ). He does his usual take 10 on stealth.
Stealth: take 10 +0 (ranks)+ 1(dex) -3 (acp) = 8

Ungor the Dire |

Ungor moves up to the intersection to take his position about 30' away from Brother Hawthorne that went around the corner.
anyone that doesn't want to be rear guard is free to move past me :)

chillblame |

room description after the fight
This place contains a scattering of furnishings-hides on the floor, a bearskin on the wall, a chair, a stool, a huge chest, and a vast bed mounded with furs.
300gp), a copper mirror (worth 200gp), and a large gold hairpin set with a 500gp pearl (800gp total value).

chillblame |

The green dot door
The door is unlocked.
On opening
hanging from walls and a couple of torches are smouldering in wall cressets.
stealth rolls please
perception: 1d20 + 6 - 10 ⇒ (18) + 6 - 10 = 14
perception: 1d20 + 6 - 10 ⇒ (5) + 6 - 10 = 1
As a further note, Ungor is very uncomfortable due to the lack of space, which is weird considering this places occupants. He is even bigger than them. :D
well I don't think brother Thorne can fail, so he doesn't need to roll

Vakmu Blackhorse |

Before the door opens, Vakmu whispers to Brother Hawthorne "Remember the lesson from last room. Let Rommin come up and do the coup-de-grace work. The rest of us will rush in if the alarm breaks out"
Then he whispers back to Rommin "Brother Hawthorne hears several sleepers in the room. Slip past me quietly and do the coup with your bow so they never wake up."
He squeezes to the north side of the corridor so Rommin can pass unimpeded, and waits with murderous patience.
Not sure Vakmu needs a stealth roll if he's not going to be moving...
stealth: 1d20 - 2 ⇒ (20) - 2 = 18
@Chill, What does Clackers see down the hallway from the pink square? Similarly, what does Brother H see looking north down the hallway where he is? Will you remove the fog of war in those areas?

Rommin Hawkridge |
At the hand signal, Rommin moves up. Taking stock of the situation, he slides up to one of the giants.
Stealth 1d20 + 19 ⇒ (17) + 19 = 36
He pulls up his bow and fires a single well placed arrow into the slumbering behemoth.
CDG, auto hit. Damage 3d8 + 33 ⇒ (8, 5, 8) + 33 = 54
If that goes as hoped, he'll move to the second and repeat the process.
CDG, auto hit. Damge 3d8 + 33 ⇒ (8, 2, 5) + 33 = 48
If both work, he'll recover his arrows and clean them with a quick murmured spell. prestidigitation.

Vakmu Blackhorse |

I notice that Clackers has returned to me... (my pink dot is gone, without revealing that corridor...)
perception: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
+15 skill, +2 alertness from Clackers

Vakmu Blackhorse |

"Psst. Everybody, there are several somethings up and moving in the room just to the north of us; there are yells and thumps. That said, if there's nothing alive in this room, we can come back an search it later, so let's not waste time"
ie. let's move and skip Chill's 2 minute search box. As mentioned before, it's killing time, not looting time.
"Brother H can you give us a quick listen at all 3 doors. If you find more sleepers or empty rooms, we will sneak and clear them, before hitting things that are awake, whatever they are."
I have marked the other doors with a green dot and a orange dot respectively.
The usual routine applies for sleepers or empty rooms; check for traps, open door, let Rommin slip in and CDG.

Rommin Hawkridge |
Rommin stays a half dozen yards behind Hawthorne, watching for signals or obvious trouble.
I completely agree that we should keep moving, though a quick detect magic may help us find trinkets that we wouldn't want used against us when things get hot. A giant is tough enough without having a potion of bears endurance or something like that.

Brother Hawthorne |

As directed, Brother Hawthorne listens at the three doors...
Perception: 1d20 + 11 ⇒ (3) + 11 = 14 +3 vs traps, +2 vs surprised
Perception: 1d20 + 11 ⇒ (4) + 11 = 15 +3 vs traps, +2 vs surprised
Perception: 1d20 + 11 ⇒ (1) + 11 = 12 +3 vs traps, +2 vs surprised

Vakmu Blackhorse |

As directed, Brother Hawthorne listens at the three doors...
Perception: 1d20 + 11 ⇒ (3) + 11 = 14 +3 vs traps, +2 vs surprised
Perception: 1d20 + 11 ⇒ (4) + 11 = 15 +3 vs traps, +2 vs surprised
Perception: 1d20 + 11 ⇒ (1) + 11 = 12 +3 vs traps, +2 vs surprised
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