
DM Brainiac |

You return to the first floor and head to the smithy. A large forge and anvil mark this room as the keep’s smithy. Several weapons line the walls and fill a nearby weapon rack. Against the northern wall, a cot and pile of grimy clothes mark makeshift quarters.
A weary-looking man toils at the forge. Upon spotting you, he whirls and brandishes his hammer. "What is this? Have they sent you here to finally kill me? I'll die a warrior's death, then, in the eyes of Gorum!"

Edoveus "Ed" Almar |

"Hold!" Ed raises his arms non-threateningly, "We have no quarrel with you. Are you Trygve? We need your help. Our Elder has been taken prisoner and we seek to free her."

Hess Grimlock |

Hess believes Vanda' words completely. He will stay close to her as they walk, prepared to cut her bonds should the need for combat help arrise.
"Say. I hate to be a whiner... but does anyone have any bandages to put on my wounds"?

Reknar |

Hess believes Vanda' words completely. He will stay close to her as they walk, prepared to cut her bonds should the need for combat help arrise.
"Say. I hate to be a whiner... but does anyone have any bandages to put on my wounds"?
"I can tend to those Hess" - Reknar nodded, getting to work in dressing his companion's wounds.
Medicine with First Aid Kit: 1d20 + 4 ⇒ (18) + 4 = 22
Treats 2d8 HP?: 2d8 ⇒ (1, 7) = 8

Tol Greave |

[Earlier]
”I can find herbs and make a poultice if I can forage for it, but I have nothing with me I’m afraid…sorry Rek.”
[Now]
Tol likewise holds his hands out.
”We *fight* the Rust, Trygve. We’re here from Osprey Cove. Our Elder Ordwi is apparently held by the creature Azomi - will you aid us to rescue her?
Not sure if this requires a check - Tol has Diplomacy +5 - I’m hoping our words will do the trick…

Reknar |

"Thanks Reknar. Somebody should take a look at your wounds as well. Even if we have to wait around for an hour or so. Don't want you wading in all injured and stuff".
"I'm ok, it is but a flesh wound" - he winked at his companion.

DM Brainiac |

"They speak truly, Trygve. They are here to help," Sister Vanda adds.
Trygve gives you another wary look, but he lowers his hammer. "Good. I don't know how much longer I could have gone on like this. I've been biding my time, hoping any other loyal Gorumites could retake Stonehome and free me from my tormentors, but I had nearly reached my breaking point. I suppose all of the others are dead or turned to the cult of rust?" Vanda nods solemnly, and Trygve sighs before turning back to you. "Very well. Then it falls on you to drive out those foul cultists. I am no in condition to aid you in battle, but I can help in other ways."
The smith crosses the room and removes a well-made cold iron greatsword from the wall. "This is my finest creation. Take it. I ask only that you use it to slay the cult's leader Meitremar if you can." He offers you the blade, then retrieves an iron key from his belt pouch. "And this will unlock the secure storage room in the basement. There is more useful equipment there that you can make use of."

Hess Grimlock |

Hess Grimlock wrote:"Thanks Reknar. Somebody should take a look at your wounds as well. Even if we have to wait around for an hour or so. Don't want you wading in all injured and stuff"."I'm ok, it is but a flesh wound" - he winked at his companion.
"You bandaged me up nicely. Can't you tend your own wounds as well"?
Hess looks at the greatsword, and thinks he probably couldn't even lift it much less use it, but eagerly grabs the ring of keys when it is offered.
"Goody! Let's go see what's in there".

Edoveus "Ed" Almar |

Ed looks over to Reknar, "Looks like that blade was made for you to wield, my friend." Looking over to Hess he nods quickly, "Yes let us head to the basement now."

Tol Greave |

Just realised Tol *has* a healer’s kit, he’s just not trained in Medicine - his background just allows him to use Nature instead of Medicine and doesn’t use the kit. Happy for anyone else who *is* trained to use it…
”Thank you Trygve! Is there anything else we can do for you? What will you do now?” he asks the smith, somewhat concerned for the man’s safety and wishing he had some way to aid or assist him.
After the leaving the smithy Tol attempts to bandage up Reknar’s wounds…with humorous results.
Medicine, DC 15: 1d20 ⇒ 2

DM Brainiac |

"The path is clear out of the temple, yes? Then I will go into town and seek shelter with the halfling Elsie," Trygve says. "May Gorum help you strike true and strike hard!" He thumps his fist to his armored chest before departing.
Once you are ready, you take the stairs down to the stony basement. Columns throughout the room support the keep’s structure overhead. Casks and wooden crates line the north and south walls, and a single iron door exits to the east. A large hole has been recently broken in the western wall, leading to a naturally occurring cave. Sticky smears of blood lead into this tunnel.
A pair of calico cats skulk about in the basement. Their eyes gleam green as the light from the torches along the walls reflect off of them.

Tol Greave |

Tol’s eyes likewise gleam in the flickering light as he glances at the door and the blood-stained opening.
”Ah. Civilised portal, or bloody opening?”

Reknar |

"You bandaged me up nicely. Can't you tend your own wounds as well"?
"I will try, once we have a moment to rest" - Reknar nodded in agreement.
Ed looks over to Reknar, "Looks like that blade was made for you to wield, my friend." Looking over to Hess he nods quickly, "Yes let us head to the basement now."
"I would be... Honored" - Reknar accepted the sword with wide eyes.
"Thank you Sir" - he nodded at Trygve - "I will do my best against this Meitremar"If an hour has elapsed since my last 'treatment', REknar will try to heal himself: 1d20 + 4 ⇒ (20) + 4 = 24
Is this Critical Healing?: 4d8 ⇒ (7, 4, 5, 8) = 24
Tol’s eyes likewise gleam in the flickering light as he glances at the door and the blood-stained opening.
”Ah. Civilised portal, or bloody opening?”
"Lets investigate the blood Tol"

Tol Greave |

I think you need to exceed the DC by 10 to get a Critical Success? DM Brainiac?
Tol nods, and heads into the blood spattered passage…
Exploation: Scouting, with Darkvision

Tol Greave |

Natural 20 ups the success level by 1 so success becomes a crit
Avoid notice exploration activity
Oof. Totally missed the actual die-roll. Thanks Hess, and nice one Rek!

DM Brainiac |

Yes, that was a critical success on the Treat Wounds roll.
Ed detects magic in the area, but he is unable to ascertain the source. As you begin to make your way towards the blood-spattered passage, the two calico cats suddenly begin to yowl. As you watch, the animals undergo a horrifying transformation, becoming terrifying creatures that look part dog and part worm with tendrils of viscera emerging from their mouths like writhing tongues! The monsters move to attack!
p[spoiler=Initiative]Ed: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Hess (Stealth): 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Reknar: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Tol: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Turac: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Enemy: 1d20 + 7 ⇒ (17) + 7 = 24
Hess may act first! The enemies are 15 feet away, in the rear of the party.

Hess Grimlock |

◆ Load Hand Crossbow
◆ Strike
1d20 + 7 ⇒ (8) + 7 = 15 CB
1d6 + 1d6 ⇒ (3) + (6) = 9 Piercing bolt (Precision damage due to acting before enemy).
◆ Stride away from disgusting cat/slug/squid thingies.
"CATS! NOPE!!! Heads up... Incoming".

Tol Greave |

@Rek/Turac: just explaining Hess’ attack and Rogues generally: So 3 Piercing damage from light crossbow bolt (d6), and 6 Precision damage from 1d6 Surprise Attack (Rogue class feature) whenever using Stealth (or Deception) for Initiative. Note that Rogue’s Sneak Attack (from when foe is Off-guard/flanked) also does an extra 1d6 Precision damage…So Rogues are good at getting that extra dice damage a) in the fist round with Surprise Attack, and b) after that, with Sneak Attack when they can set up flanks or feints which cause the enemy to have the Off-guard condition and thus -2 to AC

DM Brainiac |

Yes. These creatures have a normal AC of 17, but they are off-guard (flat-footed) against Hess' attack, so the 15 hits.
Hess quickly fires a crossbow bolt into one of the monsters before retreating! Badly wounded, the creature casts a spell, surrounding itself with a trio of mirror images! The other one casts a more powerful spell, instilling fear within your minds!
Everybody must attempt a DC 15 Will save against the 3rd-level version of fear. Everybody may act!

Edoveus "Ed" Almar |

Will save DC 15: 1d20 + 6 ⇒ (11) + 6 = 17
Ed manages to resist the effects of the Fear spell, and quickly casts a defensive spell, while trying to recall what he knew of these strange creatures.
◆ Cast Shield; counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
◆ Recall Knowledge (Arcana or Occultism)

Tol Greave |

Will save, DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
Tol overcomes his fear, and grabbing the dero’s aklys from his belt throws it at the monster that Hess shot. Then reeling it back in, Tol throws it again…
◆Strike ◇Interact (to reel in aklys) ◆Strike
Shee!!!: 1d20 + 6 ⇒ (20) + 6 = 26
Pnkttt!!!: 1d6 + 2 ⇒ (1) + 2 = 3 [Bludgeoning]
Fingg!!: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Funktt!!!: 1d6 + 2 ⇒ (5) + 2 = 7
[Double damage! On 3 damage! So awesome I could cry! Probably immune to bludgeoning!!!]

Reknar |

Will Save: 1d20 + 4 ⇒ (16) + 4 = 20
Reknar thought he remembered something he once heard a veteran adventurer talk about in the tavern, about closing in fast with 'spellcasters', and taking the fight to them. He wondered if these creatures were 'spellcasters', and if they should charge them, but since his companions stayed put, he did the same.
> Raise Shield
>> Ready Action > Attack (think this 'consumes' two actions, right?)
"We let them come to us?" - he snarled.
Sword: 1d20 + 9 ⇒ (14) + 9 = 23
Damage if it hits: 1d6 + 4 ⇒ (1) + 4 = 5

Tol Greave |

Perhaps Turac could cast magic weapon on Reknar’s sword, and then raise his own shield? I haven’t exactly kept up with how many spells Turac has cast/has left…

DM Brainiac |

Turac is out of spells except for cantrips, so he will cast divine lance.
Turac Will: 1d20 + 8 ⇒ (11) + 8 = 19
Divine Lance: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 13
Ed does not recognize these strange fiends. Tol quickly hurls the aklys at the wounded enemy, scoring a critical hit that shatters its skull! As it falls, the monk reels the weapon back in and launches it at the other one, but this time his aim is off.
Turac fires a divine lance that goes wide. Reknar readies himself to attack...
Hess may still take his actions this round.

Hess Grimlock |

◆ Load Crossbow
◆ Strike (At remaining foe)
1d20 + 7 ⇒ (8) + 7 = 15 Crossbow
1d6 ⇒ 2 Bolt
◆ Take cover or Raise shield if no cover available.
Hess still almost &eeing himself at the weird creatures loads his bolt thrower and tries to puncture the remaining puddy cat, then looks for somewhere to conceal himself.
"Kill it... It's just wrong".

Edoveus "Ed" Almar |

Ed maintains his defenses, and sends a mental jolt at the beast!
◆ Maintain Shield; counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
◆◆ Cast Daze at the creature. The jolt deals 3 mental damage; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.

Hess Grimlock |

Hess curses to himself at his poor marksmanship, then loads and tries again.
◆ Load Crossbow
◆ Strike
1d20 + 7 ⇒ (15) + 7 = 22 Crossbow
1d6 ⇒ 3 Hopefully not as crooked Bolt
◆ Take cover or raise shield.

Reknar |

Reknar keeps his shield up defensively, and swings hard.
> Raise Shield
>> Attack
>>> Prepare to aid Tol's next attack (I can do this, right)?
Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Tol Greave |

If it is still alive...
Leaving the dero's club on the ground where it lay, Tol dashes in behind the cat-thing and punches at it with desperate fury...
Hoping that if it was 15 ft away, and I have 10 ft left over from my 25 ft speed I can get behind and flank it...
◆ Stride ◆ Flurry ◆ Strike
Pow!!!: 1d20 + 6 ⇒ (10) + 6 = 16 [vs. Off-guard?]
Ooof!!!: 1d6 + 3 ⇒ (5) + 3 = 8 [Bludgeoning]
Bam!!!: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4 [vs. Off-guard?]
Owie!!!: 1d6 + 3 ⇒ (5) + 3 = 8 [Bludgeoning]
Kapow!!!: 1d20 + 6 - 8 ⇒ (12) + 6 - 8 = 10 [vs. Off-guard?]
Ooof!!!: 1d6 + 3 ⇒ (2) + 3 = 5 [Bludgeoning]

Tol Greave |

@ Reknar - Aid is definitely a thing. The Remaster Player Core says on p.416 you need to make a skill check or attack roll with a DC 15. I'm not sure whether it is a regular attack with all your bonuses however. The Gamemastery Guide says on p.13 "Similarly, a character usually needs to be next to their ally or a foe to Aid the ally in attacking the foe." That's as much as my research shows...
@Ed - are you Sustaining that Shield spell or is it a part of the Shield spell that it can be Maintained? Trying to learn how to be a caster...

DM Brainiac |

Yes, you can Aid with an attack roll using all your bonuses. However, preparing to Aid is a two-action activity, so Reknar wouldn't be able to do that this round. Not that it matters. :)
The shield spell is not one that can be sustained, so Ed is casting it again this turn as a 1-action activity.
Tol pummels the strange fiend from behind, then Hess shoots it again, finishing it off.
"I don't know what those foul monsters were," Sister Vanda says from behind you, her hands still bound. "Likely guardians placed here by the rust-followers. The storage room is through the opposite doors. Perhaps you should check there first for helpful supplies before proceeding down the tunnel?"

Tol Greave |

Tol reels in the rope of the aklys while walking toward the dead foes, then bends down to retrieve the weapon. He examines the strange creatures, and nods to Vanda.
”Thanks Vanda, let’s do that.” He looks again at the bound woman’s hands.
”Rek - I’m with Hess. I say we free her hands. And give her a weapon. We need all the aid we can get.”

Tol Greave |

Tol looks askance at the dead creatures, and then down the hallway toward the doors Vanda indicated.
”None, Rek. No guarantees. Nor can I guarantee we will live long enough to regret it, or rescue Elder Ordwi. But I *believe* her. I have faith that she’s telling us the truth about wanting to atone. And that through those doors [here points toward the doors Vanda indicated, using his aklys as a pointer] are supplies we might use. What do you say?” he finishes, almost pleading.

Reknar |

Reknar shrugged - "Wanting to atone is all fine and well, but I have never heard about no atonement happening in mere hours" - the man grumbled - "Now regret, by being on the wrong end of a sword, that I have seen happen many times, and real fast"
"Also come on man - she is only telling us things we would find out any right after we went though the door" - he added with a scowl - "Why didn't she warn us about the damned rat monster things though? You're gonna tell me they just moved in yesterday?"

Edoveus "Ed" Almar |

Ed considers the argument carefully before he shakes his head reluctantly. "My apologies Vanda, but you have not provided me with enough to trust you fully yet. Your hands stay bound...for now."

Tol Greave |

Tol nods, listening to Rek and Ed. Turac stays silent, perhaps not wanting to be the one to tip the scales either way. The young man shrugs to Hess.
”Fine. Fine. I understand. Best to be safe. Sorry Vanda.”
Tol immediately resumed his searching mien.
”Let’s go shopping!” he says happily and heads to the supposed storage room.
[Encounter Mode: Scouting, using Low light vision]

DM Brainiac |

Vanda quietly accepts your decision to leave her bound. The key Trygve gave you unlocks the door to the storage room. This long storage room runs north to south with smaller firkins and kegs lining the walls, as well as small padded crates with delicate glass bottles. Some of the packing straw has been repurposed as improvised bedding, though most of it has now been soiled. The stench of filth and waste fill this chamber.
Three surviving Gorumite acolytes languish here. All are malnourished, dehydrated, and sport rust-colored bruises all over their bodies. They tell you that the cultists imprisoned them here after the battle for Stonehome. They have bene surviving on what little food or drink they could find in the storage room. They are grateful to be rescued.
Among the empty barrels and debris in the room, you can find an unopened pony keg of akvavit, an herb-seasoned vodka, worth 10 gp. There is also a case containing five minor healing potions.

Reknar |

Akvavit, love it. Not the drink, but the reference :D
Reknar shares his rations and water with the starving acolytes. Then he grabs one of the healing pots - "This might be useful"

Edoveus "Ed" Almar |

"Are you OK to travel with us?" Ed looks over the Gorumites with a concerned look, "We seek to deal with the ones responsible, yet I fear you would not survive the battle. We did find Trygve and he is heading to meet with elsie. Can you find your way out of here on your own?"

Tol Greave |

@Brainiac: Does it seem to us that these Gorumites don’t hold an especial enmity toward Vanda, even though she seems to have been a “collaborator” to the invading force?

DM Brainiac |

They might look at her a bit crossly, but mostly are just focused on their own survival right now.
The acolytes agree to meet up with Trygve and escape from the temple. They quickly depart, leaving you alone to take inventory of the meager supplies in the storeroom.
After several minutes of searching, you are confident there's nothing left of value in here. You prepare to leave, but before you can do so, a horrible creature steps up to block the doorway! The monster is horrifically emaciated and has unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Its flesh is pale and hairless. Its head is elongated, bearing only slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
"That's Azomi!" Sister Vanda declares with a mixture of terror and disgust.
Azomi shrieks in delight. "Aha! There you are! Fresh meat to torment and feed upon!" The creature rushes forward to attack!
Hess (Stealth): 1d20 + 7 ⇒ (17) + 7 = 24
Reknar: 1d20 + 6 ⇒ (12) + 6 = 18
Tol: 1d20 + 3 ⇒ (1) + 3 = 4
Turac: 1d20 + 6 ⇒ (4) + 6 = 10
Enemy: 1d20 + 10 ⇒ (16) + 10 = 26
Azomi is upon you before you can react. He leaps at Turac, his teeth scraping against the cleric's armor. But his claw finds a gap in the armor as he savagely rips open Turac's torso!
Jaws, Claw vs Turac: 1d20 + 10 ⇒ (2) + 10 = 121d20 + 6 ⇒ (20) + 6 = 26
Damage (Crit): 1d6 + 4 ⇒ (3) + 4 = 7
14 damage to Turac! He is at 4/18 HP. Everybody may act.

Edoveus "Ed" Almar |

Ed wastes no time here as he summons his most powerful spell here, pouring all of his energy into it and targeting Azomi
◆◆◆ Cast Magic Missile at Azomi.
damage: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10

Tol Greave |

Goven Azomi is in the doorway, I’m assuming that we can’t a) get amy flanks in and b) all melee attack at once? How many of us can get at her? Three? That would suit Rek and Tol I guess…
Tol stifles a rather large gulp as best he can then gets to work. He growls a low snarl, his hands bending into the familiar claw-like shape, then strikes twice in quick succession then steps out of Azomi’s reach. Both strikes are awful and hit only air…
There’s only one thing on the other side of this, let’s hope it’s the one I want.
◆Enter Wolf Stance ◆ Flurry ◆ Step 5’
Whak!!!: 1d20 + 6 ⇒ (2) + 6 = 8
Kkck!: 1d8 + 3 ⇒ (7) + 3 = 10 [Piercing]
Kakk!!!: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Shkk!: 1d8 + 3 ⇒ (6) + 3 = 9 [Piercing]
[Weirdly, Tol isn’t that good at Athletics, so a Trip isn’t a great option, much as it is a stellar tactic to create Prone in a single enemy…]

Hess Grimlock |

◆ Recall Knowledge: (Arcana, Occultism, Society, Demon Lore all +5)
1d20 + 5 ⇒ (7) + 5 = 12
"What the heck is that thing"?
◆ Bring Hand Crossbow to bear
◆ STRIKE: 1d20 + 7 ⇒ (8) + 7 = 15 Hand Crossbow
1d6 ⇒ 5 Damage