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Lizzo is infuriated that this thing is still alive. He's hit with arrow after arrow and it still keeps coming. Q will survive at least this round without another potion, so....
"This ends now!"
The large lizards rounds the corner coming face to bloody pustules with the ooze. He fires two arrows and follows up with a claw slash for good measure.
Bow 1: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Damage 1: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Bow 2: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage 1: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Razor Claw 3: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage 1: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
He doesn't like the result of that, and will use his last hero point on the last claw attack.
Razor Claw 3: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
He likes that even less... where'd that rogue go?

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From his safe distance in the alcove opening, Tyrion tries to recall more info on the Ooze, specifically if it has weakness to fire.
Crafting-Recall Knowledge: 1d20 + 4 ⇒ (2) + 4 = 6
Not remembering anything specific, Tyrion shrugs and pulls out the Alchemist Fire he got from dear Kaneda. He takes aim and flings it at the Ooze.
Ooze is 40' away, so -2 for the 2nd range increment, but it doesn't appear to have benefit of any cover. And still +1 for Queck's Inspire Courage.
Lesser Alchemist Fire: 1d20 + 4 - 2 + 1 ⇒ (17) + 4 - 2 + 1 = 20
Fire Damage: 1d8 + 1 ⇒ (3) + 1 = 4 (+1 Persistant damage)
Actions: Recall Knowledge, Interact (get alch fire from bandolier), Attack (throw vial)

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I can almost hear the dice gods giggling in the background as they play with us a little bit more.
Mandoo is pleasantly surprised by the effects of the last potion, but his hopes for an even better recovery from Darr's self-ministrations are dashed when he sees that it only slightly improves the situation.
Patting his bandolier, Mandoo realizes that he's out of potions. He sighs, removes his backpack, and opens it up. He reaches in and pulls out two more minor Elixir of Life potions and holds them loosely in his hands where Darr can easily reach them. "Darr looking better. May not need more potion. Maybe see if bleeding stop before taking more."
Action 1: Interact - remove backpack
Action 2: Interact - pull potion from backpack
Action 3: Interact - pull potion from backpack
With 11 hp, Darr should survive this round and the next without additional healing. Maybe the dice gods will blink and we can end this torture.
Woops, just noticed that Darr apparently decided to stand and go for a walk, leaving Mandoo holding the potions. Darr should survive a round or two, but Mandoo needs to spend his actions getting potions from his backpack, or they won't be available when they're needed.

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Tyrion and Lizzo engulf the blood ooze in fire and with a couple more arrows it flounders back to the ground, no longer moving! This terrible ooze has been defeated but it is not over quite yet.
Combat is over but Darr is still in trouble. @Darr Give me a few rounds of 1d6 bleed damage and flat checks. Let's see if we can keep you up. We will stay in rounds for now to see how healing and bleeding does for you.
Darr Round 4 Bleed Damage: 1d6 ⇒ 5
Quecksworth Final Bleed Check: 1d6 ⇒ 2
Quecksworth's blood finally begins to clot on it's own once more but Darr keeps falling deeper and deeper into the blackness.
Mandoo (23/30; Wounded 2)
Quecksworth (5/26; Wounded 2)
Darr (6/28; Wounded 2; Bleed 1d6; Battle Medicine used)
Tyrion (17/26)
Lizzo

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Mandoo stares at the potions in his hands and at the now empty area in front of him where Darr had once lain. Mandoo sighs again. Hooking one of the straps of his backpack on his arm, he follows after Darr with potions still in hand. He half expects to find the druid unconscious somewhere in the hallway.
Action 1: Interact - pick up backpack
Action 2: Stride
Action 3: Stride
Mandoo catches up with Darr on the stairs. He's happy to see the druid still standing, but notices that several of his partially clotted wounds have opened up again. Mandoo holds out one of the potions and says, "Bleeding not stop. Darr take potion."
Mandoo will continue feeding potions to Darr whenever he would drop below 7 hp going into his end-of-turn bleeding damage rolls. He has 4 more minor Elixir of Life potions left at this point (his personal stash). Once we drop out of encounter mode, Mandoo will return to the main room and search the orc alchemist's body thoroughly. I do hope the alchemist has more of those lesser Elixir of Life left on him.

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Tyrion strides in from the alcove. "Well THAT was easy." Turning to Lizzo with a straight face, "Good thing I was here to take care of that Ooze. But you helped too."
He starts to relax when he sees Quecksworth seems to be feeling better. But then he hears Mandoo worried about Darr, and Tyrion rushes over to help.
Actions: Triple stride to reach Darr.
Next round he'll do Battle Med on Darr. (While Darr is immune to his own Battle Med, Tyrion's application should still be effective.)

Quecksworth the Attendant |

"Many thanks, Master Lizzo, Master Tyrion. Many thanks, indeed." Quecksworth says appreciatively. "Many thanks, Master Lizzo, Master Tyrion. Many thanks, indeed."
"Oh, Master Darr!" cries the gnome upon seeing that the half-orc is still bleeding. The gnome rushes to the scene. "Please, allow me."
It will take Quecksworth one round of movement to get to Darr's present location.
Quecksworth grabs his healer's tools and attempts to staunch the bleeding.
Medicine to Administer First Aid: 1d20 + 5 ⇒ (13) + 5 = 18

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Quecksworth grabs his healer's tools and attempts to staunch the bleeding.
Medicine to Administer First Aid: 1d20 + 5 ⇒ (13) + 5 = 18
Oof. That was close; just a +1 bonus would push it over. Since this is going to happen next round, is there any chance someone with Medicine (Darr himself and/or Tyrion) could spare an action to provide Aid to Queck for his Administer First Aid? It might make all the difference.

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If we're stating actions for the following round, I'll jump in.
Immediately after reaching Darr, Tyrion attempts some Battle Medicine for the half-orc.
Battle Medicine: 1d20 + 8 ⇒ (17) + 8 = 25
Damage Healed: 2d8 ⇒ (4, 1) = 5
Nice! A crit. Here's another 2d8 healing.
Damage Healed: 2d8 ⇒ (1, 2) = 3
Not sure I can attempt to Aid AFTER knowing the initial roll, but if the GM allows it, it's worth a shot!
When Tyrion sees Quecksworth start to Administer First Aid, Tyrion offers to help hold the bandages in place, while the gnome works.
Aid-Administer First Aid: 1d20 + 8 ⇒ (4) + 8 = 12

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"Thank you everyone!" He takes a potion from Mandoo and drinks it while taking a seat on the steps.
Elixir of Life(Minor): 1d6 ⇒ 6
"Are we done here? I'm not very fond of this place. Ha ha."
Bleed Recovery: 1d20 ⇒ 19
Bleed Recovery: 1d20 ⇒ 6
Bleed Recovery: 1d20 ⇒ 12
Bleed Recovery: 1d20 ⇒ 8
Bleed Recovery: 1d20 ⇒ 18
Darr will take a drink of a potion if needed.
Oh I got it first try. Nice!

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With a little aid Darr makes it through as the bleeding clots. The orcish sculptor has a few items of interest:
In addition to the gear and items carried by the Sculptor, there are a few other critical things in this room. A small stash of coins worth 18 gp and a fine set of silver scales worth 30 gp sit atop the desk.
There are numerous pages of text laying about as well. All written in orcish. Any of you speak orc or able to read it?
In addition an old set of delivery instructions is pinned to the north wall of the room, placed there to help the orcs find their way back to to a compound mark'd V's Lair (Spite's Cradle) in the hills to the west. It also includes directions to Spite’s Cradle from “Hallod’s drop-off stump.” Combined with the map to the stump from Hallod’s hideout, you now have enough information to track down V, the villain behind everything!
And with that level up to level 3! That is the end of Part 2.
Mandoo (23/30; Wounded 2)
Quecksworth (5/26; Wounded 2)
Darr (14/28; Wounded 2)
Tyrion (17/26)
Lizzo

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Well, halleluijah. About f%@#ing time. I went back to see when we started this last encounter and it was the on 29th of April. Seems like forever ago.
Unless there are any objections, I will add the new loot to (what's left of) the party loot in Mandoo's backpack. So here is what it looks like now:
Kaneda Wayfinder
Acid Flask (Lesser) (4)
Alchemist's Fire (Lesser) (5)
Bottled Lightning (Lesser) (2)
Elixir of Life (Minor) (1) [Mandoo]
Elixir of Life (Minor) (4) [Darr]
Frost Vial (Lesser) (2)
Tanglefoot Bag (Moderate)
Cold Iron Dagger (Low-Grade)
Wolf Fang Talisman
Crafter's Eyepiece
Bomber's Eye Elixir (Lesser)
Orc Knuckle Dagger
Studded Leather Armor
Silver Scales (30gp)
Cash: 39gp, 1sp
Mandoo glances at the paperwork, but languages are not his forte, so he leaves it to the others to make heads or tails of it.

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After collecting the papers, delivery instructions, and maps, Tyrion studies them. He recognizes the orc-ish lettering from his schooling, but can't read it. He immediately turns to our druid, "Darr, can you tell us what this says?" He keeps the maps and delivery instructions, while handing the papers to the half-orc.
When Mandoo is collecting the loot, Tyrion examines the Crafter's Eyepiece, and says excitedly, "We used these when I was in Pathfinder training!" He looks to the group, "Would you all mind if I hung onto this? It might come in handy."
After everyone has had a chance to look things over, Tyrion suggests, "Shall we report back to Noela? After that, we could all use a good night's sleep back at the Feedmill. We then should sell what we can, and stock up on supplies before investigating this map." Turning to Mandoo, he winks, "I'm sure Delma will be most impressed with your deeds, my friend."

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When Mandoo is collecting the loot, Tyrion examines the Crafter's Eyepiece, and says excitedly, "We used these when I was in Pathfinder training!" He looks to the group, "Would you all mind if I hung onto this? It might come in handy."
Mandoo gives a whatever-you-like shrug in response. The eyepiece was of no use to him.
Eyepiece now officially transferred to Tyrion.
Turning to Mandoo, he winks, "I'm sure Delma will be most impressed with your deeds, my friend."
Mandoo momentarily gets a faraway look in his eye. Ah yes, the beautiful Delma, he thinks back with fondness, an image of her forming in his mind. It had only been a couple of days since he'd last laid eyes on her, but it almost felt as if months had passed. Funny how the mind can play tricks on you sometimes.

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Go ahead and continue leveling up, and make any purchases / sales you wish to make. Going to continue pushing onward. Assuming you take a day or two to fully heal as well. Also everyone gets a Hero Point for surviving that nasty Blood Ooze and doing so well on it.
You head back into town to heal, recuperate and buy new equipment as you set off to find this mysterious V that murdered Bort and bring them to justice once and for all. Noela looks grim but a bit relieved as well. "At least those orcs won't be conducting those experiments in these woods anymore."
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, but the directions lead to one particular valley: a place called “Spite’s Cradle.” 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.
A few items of note for your planning. The wooden palisade walls are 15 feet high, and the tops are carved to points, It’s easy to get a grappling hook onto these walls. The cliffs that make up the sides of the valley are steep and 30 feet high, but not impossible to scale. Climbing the limestone face requires at least two Athletics checks (one to climb up and another to climb down) and an Acrobatics check to move across the crumbling stone without causing a cascade of debris. The gate is barred from the inside using three heavy wooden beams, each of which can be moved with an Athletics check.

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Back at the Feedmill, Tyrion relaxes at the bar drinking some blackberry wine. As Mandoo is giving an accounting of our belongings, Tyrion suggests, "Since we expect some climbing, perhaps we should invest in an Extreme Climbing Kit. After the first volunteer..." He glances at Mandoo and continues, "...uses the kit to scale cliff, it should be easier for the rest of us." He takes another sip of wine and adds, "And any remaining gold could be used on Minor Healing potions."
According to Mandoo's records, we should have 95gp IF Tyrion keeps the Crafter's Eye for any Crafting checks. Extreme Climbing Kit is 40gp. We could purchase 10 Minor Healing potions (2 for each of us) for a total of 40gp. That would leave 15gp left. OR 45gp left if we don't think the Crafter's Eye is necessary. Any other suggestions? For instance, a Levered Crowbar would be 20gp.

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Back at the Feedmill, Tyrion relaxes at the bar drinking some blackberry wine. As Mandoo is giving an accounting of our belongings, Tyrion suggests, "Since we expect some climbing, perhaps we should invest in an Extreme Climbing Kit. After the first volunteer..." He glances at Mandoo and continues, "...uses the kit to scale cliff, it should be easier for the rest of us."
Mandoo nods in agreement, "Mandoo good climber. Learn much in Kodar Mountains. But Mandoo only one man. Others need climb too. Others need climb equipment."
See discussion thread for the rest

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Lizzo looks around at the various options to proceed, and points to the cliff.
”That looks I like an easy climb. The palisade is probably defended, we should sneak in from the back.”.
You see Lizzo start to get excited at the sight of the cliff. He begins stretching out the claws on his hands and feet, speeds up his rate of speech, and adds a little bounce to his step.
He’s a cliffscale lizard after all.

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After breakfast the following day, Tyrion hops off his barstool and says, "I'm going to sell off our stuff and buy the items we'll need for the upcoming trek. Anyone care to join me?"
We buy/sell items as discussed in the Discussion thread.
When he returns, he hands out the new gear. "Ready to track down V, once and for all!"

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After breakfast the following day, Tyrion hops off his barstool and says, "I'm going to sell off our stuff and buy the items we'll need for the upcoming trek. Anyone care to join me?"
Mandoo quickly stands up. "Count me in," he says. He was always up for anything that involved interacting with Delma, especially since it seemed that they'd be heading out of town again soon. Maybe after all this was over he'd have the time to really get to know her. Maybe they'd hit it off and he'd consider sticking around for a while. Maybe he would settle down here with her in Plaguestone. Maybe, maybe, maybe... his mind ponders the future as he follows Tyrion to Delma's store.

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I thought we were all at the wall, with our new gear and leveled up. That way we can formulate a plan while still figuring out in the background how to dole out the loot and new purchases.
I love it, I'm a multitasker!

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At the base of the wall, Tyrion looks to Mandoo and Lizzo, "So do one of you want to use our shiny new extreme climbing gear to scale this thing. Once you're up, maybe you can guide the rest of us ... less-skilled in climbing."
While waiting for them to decide who's going first, Tyrion pulls out has flask of blackberry wine, which he filled back at the Feedmill, and he gulps down some liquid courage for the climb.
Tyranius -- would the rest of us have any bonuses on our climb if a lead climber already has laid out a path, hammered in pitons, and secured the rope from above?

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At the base of the wall, Tyrion looks to Mandoo and Lizzo, "So do one of you want to use our shiny new extreme climbing gear to scale this thing. Once you're up, maybe you can guide the rest of us ... less-skilled in climbing."
While waiting for them to decide who's going first, Tyrion pulls out has flask of blackberry wine, which he filled back at the Feedmill, and he gulps down some liquid courage for the climb.
Mandoo looks up at the wooden palisade. "It would be easy to climb this and drop down onto the other side," he muses to himself, but suspects that this would alert any patrolling guards. "We need to have a better idea of what's on the other side before we decide what to do."
Mandoo says, "Palisade easy climb. If guards, likely see us. Need to look inside first. See situation. Then decide how go in."
Is there some way to climb this palisade without alerting anyone that may be patrolling on the other side to our presence? A grappling hook would be a bit obvious, and hammering in pitons may not be much better. Can either Mandoo or Lizzo free climb the palisade without using any equipment?
Mandoo looks over the palisade with an expert eye to see if anything occurs to him:
Recall Knowledge (Warfare Lore): 1d20 + 4 ⇒ (14) + 4 = 18
If Mandoo and/or Lizzo can easily free climb the palisade quietly to sneak a peek and report back, then Mandoo and/or Lizzo should do that first. If not, then...
Mandoo looks towards the sides of the valley. "Better climb valley side first. Look inside quietly. See what situation is."
Mandoo then looks over at the excited Lizzo with his sticky feet and claws, already stretching in preparation for a climb. He shrugs and pointing down the valley sides a bit from where the meet the palisade, suggests, "Lizzo use new gear; climb north side. Mandoo use old gear; climb south side."
Mandoo starts his own stretching while they think things over.

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At the base of the wall, Tyrion looks to Mandoo and Lizzo, "So do one of you want to use our shiny new extreme climbing gear to scale this thing. Once you're up, maybe you can guide the rest of us ... less-skilled in climbing."
Darr nods his help in aggreement. I'm going to need all the help I can get.

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You have traveled to teh wall, I was just waiting out your plan. :)
@Tyrion, yup I'll just lower it off the DC as long as you guys make the checks on whichever path you decide to try.
@Mandoo- You can try to free climb the palisades. It will be a bit harder. But much less obvious.

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@Mandoo- You can try to free climb the palisades. It will be a bit harder. But much less obvious.
Excellent. I had a quick look and it appears that both Lizzo and Mandoo have the Combat Climber and Cat Fall feats, as well as both being at +9 in Stealth and Acrobatics. Mandoo has a +1 edge in Athletics, but Lizzo has sticky pads to compensate (allowing 2x climb speed). It's almost like Lizzo is Mandoo with velcro, scales and claws glued on :).
Mandoo wasn't sure if he or Lizzo could free climb the palisade with any real chance of success, but upon closer examination, he believes they can. He turns to Lizzo, "This, work for Lizzo. Climb up quietly. Hide behind points. See what situation is."
Lizzo can take the first cut at it if he likes. If he fails for some reason and we haven't lost the element of surprise, then Mandoo will give it a go. Mandoo and Lizzo can fall up to 15 feet without damage (Cat Fall), so dropping down off the palisade won't be a problem. If we both fail at the palisade, we can always try the valley sides instead.
Mandoo looks at the rest of group and tries to figure out how they will get everyone to the other side of the palisade. He thinks Tyrion might be able to make it over on his own (+4 Athletics and Cat Fall), but Darr and Queck seemed a forlorn hope. Perhaps he or Lizzo could open the gate to let them in once they got to the other side. No doubt they would figure something out when the time came.

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Lizzo actually prefers to free climb, and would be embarrassed if his fellow lizard friends heard he resorted to using pitons over his own claws.
It's a little unfortunate, the glands that create the sticky substance are still developing. He'll soon gain his gecko grip and an actual climb speed.
Before starting the climb he asks Quecksworth: "Now seems like the time for a little guidance if you don't mind."
It sounds like an athletics check is order:
Athletics w/guidance: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Whew, no pressure there talking up his climbing abilities!

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Lizzo climbs to the top of the palisades as he makes it look easy. Each step makes a soft plopping sound as the sticky suctions free themselves. Peering quietly over the top he surveys the situation.
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.
In the yard are two orcs relaxing as they make a meal.

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Tyrion calls up to Lizzo in a voice just above a whisper, "Very impressive! Do you see another way in? If not, can you secure a rope so the rest of us can join you?"

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Mando is impressed at seeing Lizzo clamber up the palisade so easily. He's not so sure he could have matched the lizard man's performance, even on a good day. He suspects that he will soon be putting his own climbing skills to the test, and he's looking forward to it.

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When Lizzo tosses the rope down, Tyrion manages to catch it in one hand, while still holding onto his mug in the other. He turns to Mandoo. "Since you're an excellent climber, do you want to go last and make sure the rest of us make it?"
He then packs up his flask and attempts to make the ascent. Before he does, he looks to the bard. "Quecksworth, if it's not too much trouble, might I also have a little guidance for my attempt?"
Athletics: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17

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Mandoo nods at Tyrion's suggestion that he go last. Mandoo then helps the remaining two members of the group up the palisade, both by boosting them up with his considerable strength and allowing his body to be used as a ladder.
Mandoo provides Aid to Darr and Queck in their upcoming climbing Athletics checks. I'm assuming that the GM will allow this and that Mandoo needs to make Athletic checks for the Aid; if not, then ignore or adjust the rolls accordingly.
Aid Queck - Athletics (Climb): 1d20 + 11 ⇒ (11) + 11 = 22
Aid Darr - Athletics (Climb): 1d20 + 11 ⇒ (14) + 11 = 25
Once Mandoo sees that everyone is safely at the top of the palisade (hopefully taking cover behind the very top where they remain unnoticed), he then scrambles up behind them.
Athletics (Climb): 1d20 + 11 ⇒ (20) + 11 = 31
Apparently Mandoo picked up some pointers from Lizzo.
From the top, he looks for a palisade door that could be opened.
According to the earlier description: Up ahead, a wooden palisade spans the valley; a gigantic double door set into its center... The gate is barred from the inside using three heavy wooden beams, each of which can be moved with an Athletics check. So I don't see us using the gate as a quick form of escape if things turn ugly. Probably just faster for us to go over the palisade, and by "us," I mean Mandoo and Lizzo; the rest of you are on your own (ha, ha).

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Mandoo is a little surprised to see Darr pull himself up the wall with such ease. He never thought of the half-orc as such an athletic type. "Good job Darr," he whispers so as to not alert the orcs on the other side.
He then turns to Queck, cups his hands and bends down to offer him a boost up the palisade.

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There doesn't seem to be a way to open the palisade as it is little more than a wall of wooden pointed beams of wood to keep intruders out. The orcs look up as Mandoo, Darr, and Tyrion all fall lightly to the ground on the other side, a rope attacked at the top spiked portion as an anchor on either side.
Lizzo remains at near the top helping Quecksworth get over still. "What!? Sound the alarm!" Teh orcs drop their food as they are caught off guard.
Lizzo: 1d20 + 9 ⇒ (4) + 9 = 13
Quecksworth: 1d20 + 8 ⇒ (11) + 8 = 19
Darr: 1d20 + 11 ⇒ (7) + 11 = 18
Mandoo: 1d20 + 8 ⇒ (20) + 8 = 28
Tyrion: 1d20 + 11 ⇒ (17) + 11 = 28
Orcs: 1d20 + 5 ⇒ (9) + 5 = 14
Round 1
Tyrion
Mandoo
Quecksworth
Darr
-----------------------------
Orcs
-----------------------------
Lizzo

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Mandoo hopes that Queck holds off on his climb attempt long enough to buck up our courage with one of his inspiring ditties.
Delay until Queck casts Inspire Courage
Mandoo lands with bent knees; rolls forward to absorb the force of the fall; comes up at a run; and gets behind the orcs to distract them so that Tyrion can do his business from the other side.
He then starts pounding on the green orc.
Action 1: Stride
Action 2: Strike (Fist) + Flurry of Blows, Stunning Fist, Handwraps of Mighty Blows & Inspire Courage
Action 3: Strike (Fist) + Handwraps of Mighty Blows & Inspire Courage
Fist 1: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Fist 1 Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Fist 2: 1d20 + 9 - 4 + 1 ⇒ (7) + 9 - 4 + 1 = 13
Fist 2 Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Stunning Fist: If either [Flurry of Blows] Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC [19] or be stunned 1 (or stunned 3 on a critical failure).
Fist 3: 1d20 + 9 - 8 + 1 ⇒ (2) + 9 - 8 + 1 = 4
Fist 3 Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Well, that could have gone better.

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Tyranius, when possible, Tyrion's exploration mode is: Avoid Notice. If not possible, he'll try to hide/take cover before knowingly entering an encounter. Basically, he prefers any activity that allows him to use Stealth for his Initiative (listed in his header). My fault for not making that clear. Although, thanks to Mandoo, it doesn't matter in this case.
When he hears the bard's music, Tyrion watches Mandoo race in to clobber one of the orcs. Immediately following, Tyrion moves into flanking position of the other one, draws out Whistler, and strikes twice.
While I'd love to focus damage on the same Green orc, Tyrion wouldn't risk AoO to get to Green, so he'll flank and attack Red.
Rapier 1st Attack: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12 vs. flatfoot
Rapier Damage + Sneak: 1d6 + 1d6 + 4 + 1 ⇒ (6) + (4) + 4 + 1 = 15
Rapier 2nd Attack: 1d20 + 10 - 5 + 1 ⇒ (13) + 10 - 5 + 1 = 19 vs. flatfoot
Rapier Damage + Sneak: 1d6 + 1d6 + 4 + 1 ⇒ (5) + (3) + 4 + 1 = 13
Actions: Stride, Quickdraw/Strike, Strike

Quecksworth the Attendant |

Athletics w/Aid: 1d20 + 0 + 1 ⇒ (10) + 0 + 1 = 11
Athletics w/Aid (Hero Point): 1d20 + 0 + 1 ⇒ (11) + 0 + 1 = 12
Looking doubtful for Quecksworth making the Climb.
Still, he can sing, I suppose.
"So, the cliff was climbed.
To catch foes by surprise.
The enemy was breached,
When top was reached
Yet, still you all shall rise!"
Inspire Courage
Then he draws his sling and strides next to Darr.
Athletics to Climb: 1d20 + 0 ⇒ (20) + 0 = 20

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Sounds good Tyrion. I will keep that in mind.
With Quecksworth song heard from the other side of the palisade Tyrion stabs his rapier into the orc before it has a chance to react.
DC 19 Fort Save: 1d20 + 6 ⇒ (16) + 6 = 22
Mandoo immediately begins to pummel the other with his fists as it lands right in the ribs.
Quecksworth climbs the rope making it to the top of the palisade, landing just on the other side.
Round 1
Tyrion
Mandoo
Quecksworth
Darr
-----------------------------
Orcs (Red -13) (Green -8)
-----------------------------
Lizzo

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Darr, I think you get an extra d4 on that roll. Your cantrips should scale by one die at level 3 when you get access to level 2 spells.
Good point, Lizzo. And, Darr, don't forget the +1 from Inspire Courage.

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Darr additional Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Red Orc Reflex DC 19: 1d20 + 4 ⇒ (15) + 4 = 19
Green Orc Reflex DC 19: 1d20 + 4 ⇒ (14) + 4 = 18
Both orcs collapse to the ground as their bodies smoke and smolder from the blast.

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Mandoo looks at the blackened and smoking remains of the orcs and then up at Darr. He nods at the druid with a new sense of appreciation, adding quietly, "Well done Darr. Lightning stronger than before. Likely we need more soon."
Though they killed the orc guards quickly, Mandoo is pretty certain that enough noise was made to alert anyone nearby. It was only a matter of time before reinforcements arrived.
Mandoo looks around and tries to determine where the next attack will come from.
Recall Knowledge (Warfare Lore): 1d20 + 4 ⇒ (2) + 4 = 6
He is not sure, but suspects that the reinforcements will either come out of the small hut to the west, or through the main double doors into the fortress; maybe both. Either way, they should probably get out of the main yard and away from the view of the guard tower.
Mandoo puts his hand up to his mouth to indicate that they should remain quiet and then beckons towards the hut entrance and the main double doors to indicate the direction in which they should go.
The first thing they should do is make sure the stand-alone hut to the west is cleared of any potential danger to them. It would not do to get trapped between two enemies once they entered the fortress. He then moves silently to the south side of the hut entrance so as not to alert anyone inside to his presence.
Sneak (Stealth): 1d20 + 9 ⇒ (20) + 9 = 29
Hard to tell what is covering the entrance, but it looks like something loose that can be pulled aside rather than a door. Assuming this is the case...
Mandoo puts his back against the hut wall to the south of the entrance and pauses for a couple of seconds before slightly moving aside the loose curtain and glancing inside.