Melor Ironhand
|
Melor nods and draws out a length of rope to assist the other's fown the sinkhole first. The faster we act the less likely they'll be able to set up an effective defense."
| DM Brainiac |
You quickly slip into the sinkhole and clamber down to the catacombs below.
Everybody gains a Hero Point!
The finely made, smooth stone walls here have been carved directly from the living rock. Bold geometric designs decorate the corners along the ceiling and edges of the room. The sinkhole is above an alcove in the north part of the room. To the east is a ruined, stone-clogged doorway, while a stone door to the south is decorated with the same geometric borders. Lying on the ground in front of the southern wall are three detailed statues of orcs, their faces carved into expressions of pain.
Melor Ironhand
|
Society: 1d20 + 11 ⇒ (6) + 11 = 17
Crafting: 1d20 + 11 ⇒ (12) + 11 = 23
Once on the ground Melor takes in the area the designs around the room look familiar but he can't draw any specific beads. As they begin exploring more he looks at the Orc statues near the wall and comes to the horrifying realization that they are people.
"Don't touch anything. These were people, I believe there's magic afoot." He looks to his more magically inclined allies for confirmation.
| Njinga Ironhand |
Religion: 1d20 + 11 ⇒ (3) + 11 = 14
Crafting: 1d20 + 7 ⇒ (11) + 7 = 18
Njinga nods. She hadn't been able to tell by the craftsmanship, but sculptors quite rarely left intricately detailed statues of frightened or pained humanoid lying on the ground.
"So... a basilisk?"
| DM Brainiac |
Keeping a wary eye out for basilisks, you proceed through the door. The walls of this chamber are carved with geometric designs and scenes of dwarves laboring at a forge. Deep, rectangular alcoves line the walls, most filled with ossuaries and sarcophagi. The wall to the south has a large hole broken through it, and a yawning passageway continues beyond.
A search of the area discovers a small stash of gemstones behind one of the ossuaries. The stash consists of six garnets worth 8 gp each, a chipped emerald worth 40 gp, and a gold nodule aeon stone imprinted with Dwarven runes.
The search also reveals that the two unused burial spaces to the southeast are part of a secret door. The door can be opened by pressing a circular part of the designs on the southern wall. The door leads to a short passageway to the east.
| Skaytar Spellbane |
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"Hmm. Treasures left here by the dwarves. Probably worth investigating," Skaytar says. "There might be something here that could help us against the undead, once we get the idiot in charge of this place to let everyone inside."
Vote for exploring beyond the hidden door.
Melor Ironhand
|
"These halls have been long abandoned, the fact that anything remains of interest is surprising in itself. I wonder what the hold keepers know of these ancient passageways."
He nods along with Skaytar's insistence to move forward. "Much as I'm not one for robbing tombs, they aren't using these right now and in fact they may well serve us better in protecting the tomb from the rising scourge from defiling it further."
| DM Brainiac |
The secret door leads to a short passage way to the east. Beyond it, a beautiful stone chamber is carved with detailed geometric designs. A granite stone bier rests in the center of the room, inlaid with gold and silver and dotted with precious gems. The brittle and broken bones of a humanoid lie on the floor.
A withered humanoid in tattered rags stands by the bier. Its face is a mass of stony, scarred flesh, apparently devoid of eyes. Its nostrils flare as it turns towards you, its claws flexing as it hisses. "My gems. You've disturbed my gems!" the thing snarls as it suddenly surges towards you!
Njinga: 1d20 + 14 ⇒ (10) + 14 = 24
Qisk: 1d20 + 9 ⇒ (7) + 9 = 16
Skaytar: 1d20 + 7 ⇒ (4) + 7 = 11
Enemies: 1d20 + 17 ⇒ (12) + 17 = 29
The creature surges towards Njinga and attacks with its claws!
Claws: 1d20 + 17 ⇒ (9) + 17 = 261d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d6 + 10 ⇒ (5, 3) + 10 = 182d6 + 10 ⇒ (4, 1) + 10 = 15
33 slashing damage to Njinga. She must attempt two DC 25 Fortitude saves against Stone Curse.
Stone Curse (curse, primal, transmutation): Wounds dealt by the stygira's claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira's claw Strike, it must succeed at a DC 25 Fortitude save or become permanently slowed 1 (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira's claw Strike and fails the saving throw against stone curse, it is petrified. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified.
| Skaytar Spellbane |
Nature: 1d20 + 7 ⇒ (7) + 7 = 14
Skaytar doen't recognize the creature, but he heals Njinga.
Recall Knowledge, Cast heal II
heal: 2d8 + 16 ⇒ (8, 4) + 16 = 28
Melor Ironhand
|
"Ironhand!" Melor cries as the strange creature swipes at his ally, the rush of blood hits him and pushes him to enact vengeance on her behalf before the rest of his mind can catch up on why using his weapon in such confined spaces would prove debilitating to their efforts to sneak into the keep.
Barricade Buster: 1d20 + 15 ⇒ (19) + 15 = 34
Bludgeoning+Circ+Kick: 2d10 + 1 + 1 ⇒ (9, 8) + 1 + 1 = 19
Barricade Buster: 1d20 + 10 ⇒ (5) + 10 = 15
Bludgeoning+Circ+Kick: 2d10 + 1 + 1 ⇒ (6, 1) + 1 + 1 = 9
Hunt prey, Interact to draw weapon, Hunted shot
| Njinga Ironhand |
Fort: 1d20 + 12 ⇒ (2) + 12 = 14
Hero Point: 1d20 + 12 ⇒ (2) + 12 = 14 Welp
Njinga gets her shield up and in the way, but it's not enough to stop her from turning a chalky white as she nearly turns entirely to stone!
Unable to chant but the simplest of blessings, unable to flee, she slams her shield into her foe, hoping to hold its attention as long as she can!
Shield Bash: 1d20 + 12 ⇒ (16) + 12 = 28
Bludgeoning: 2d8 + 4 ⇒ (4, 2) + 4 = 10
| DM Brainiac |
Qisik Attacks, Flank: 1d20 + 10 ⇒ (9) + 10 = 191d20 + 5 ⇒ (7) + 5 = 12
Qisik moves to flank the creature but is unable to land any good hits. Melor shoots the being while Njinga bashes it with her shield. Skaytar heals the warpriest, but her body is still well on its way towards turning fully to stone!
The creature claws at Njing again, scoring another hit.
Claws: 1d20 + 17 ⇒ (4) + 17 = 211d20 + 13 ⇒ (12) + 13 = 251d20 + 9 ⇒ (7) + 9 = 16
Damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13
13 slashing damage to Njinga.
| Skaytar Spellbane |
"Get back, creature!" Skytar flings a blast of holy fire. He casts a guiding cantrip on Njinga.
Cast holy light, cast guidance
spell attack: 1d20 + 11 ⇒ (4) + 11 = 15 for fire: 5d6 + 3 ⇒ (6, 2, 1, 6, 6) + 3 = 24 spirit?: 5d6 ⇒ (3, 3, 5, 3, 3) = 17
hero point: 1d20 + 11 ⇒ (5) + 11 = 16
| Njinga Ironhand |
Njinga reacts when attacked to raise her shield, so the 25'll miss
Moving with a grinding pace, Njinga is still just practiced enough to keep the petrifying foe from her remaining flesh.
Shield Bash: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Magic Bludgeoning: 2d8 + 4 ⇒ (2, 7) + 4 = 13
Melor Ironhand
|
Hunted shot
Barricade Buster: 1d20 + 15 ⇒ (10) + 15 = 25
Bludgeoning+Circ+Kick: 2d10 + 1 + 1 ⇒ (10, 2) + 1 + 1 = 14
Barricade Buster: 1d20 + 10 ⇒ (18) + 10 = 28
Bludgeoning+Circ+Kick: 2d10 + 1 + 1 ⇒ (9, 6) + 1 + 1 = 17
Defensive armament
Melor let's loose two more rounds into the creature, then positions his weapon defensively.
4/8shots remain, 23ac
| DM Brainiac |
Qisik Attacks, Flank: 1d20 + 10 ⇒ (5) + 10 = 151d20 + 5 ⇒ (2) + 5 = 7
Most of your attacks miss the wily hooded creature, save for Melor, who blats it twice. Shrieking with pain and anger, the being disengages from the sluggish Njinga and lunges at the gunslinger, tearing him with its claws!
Claws: 1d20 + 17 ⇒ (17) + 17 = 341d20 + 13 ⇒ (12) + 13 = 25
Damage: 2d6 + 10 ⇒ (5, 5) + 10 = 202d6 + 10 ⇒ (3, 3) + 10 = 16
Ouch, 56 damage to Melor! He must attempt two DC 25 Fortitude saves against Stone Curse.
Stone Curse (curse, primal, transmutation): Wounds dealt by the stygira's claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira's claw Strike, it must succeed at a DC 25 Fortitude save or become permanently slowed 1 (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira's claw Strike and fails the saving throw against stone curse, it is petrified. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified.
| Skaytar Spellbane |
Yikes!
Skaytar quickly channels the spirit of nature into Melor, throws a gout of flame at the creature.
heal III: 3d8 + 24 ⇒ (2, 4, 6) + 24 = 36
elemental toss: 1d20 + 11 ⇒ (9) + 11 = 20 for fire: 3d8 + 3 ⇒ (2, 5, 4) + 3 = 14
Melor Ironhand
|
fort: 1d20 + 11 ⇒ (7) + 11 = 18
fort: 1d20 + 11 ⇒ (3) + 11 = 14
And petrified
Melor's skin instantly calcifies over, mostly. However woth the last of his rapidly hardening muscles the orc performs a heroic feat and bashes the hooded figure in the face with his weapon.
Barricade Buster Stock strike: 1d20 + 14 ⇒ (20) + 14 = 34
Bludgeoning: 4d8 + 6 ⇒ (6, 6, 8, 6) + 6 = 32
42/62hp
| Njinga Ironhand |
Njinga drags her uncooperative body back over next to the horror attacking the other Ironhand
Melor Ironhand
|
"Take... that.." Melor struggles out, trying to look over to the others without breaking any of his shale skin the effort etching a look of pain onto his face. "How do we.. stop... this?"
| Skaytar Spellbane |
"Go stand in the sunshine; it should sort you out," Skaytar recommends.
"I thought all dwarves died of liver failure, but that monster probably took out its share." The sorcerer waves a hand at the ruin of a room, looking for magical signatures as he searches.
I'll detect magic and look around.
| DM Brainiac |
There doesn't seem to be anything else of value down here. Once Njinga and Melor return from burning away the stone curse with the rays of the yellow sun, you proceed down the other passageway. This one leads to a trapdoor that opens up into Splitskull Keep's war room on its lower level.
Maps are scattered around the large table that sits in the center of the room. The west wall is crumbling, and there’s a fireplace in the north wall. Fortunately, nobody else is in here at the moment. A search of the room uncovers several documents written partly in code, substituting pictograms for many proper nouns and using poetic imagery to obscure other passages’ meaning.
A PC can Decipher the Writing with a DC 22 Society check, DC 20 Belkzen Lore check, or DC 18 Heraldry Lore check.
| Njinga Ironhand |
Njniga kisses the knuckles on her flesh hand in a salute to Sarenrae's healing rays, and then after a shiver she makes her way back into the dark.
Heraldry Lore: 1d20 + 4 ⇒ (17) + 4 = 21
"I think I'm getting this. A knight I squired for was always going on about these poems praising various ancestors in his lineage, and they had the frilliest language..."
Melor Ironhand
|
After returning, I assume we heal via 10 minute stuff since it takes us 8 hours to thaw as it were.
"Do you think we could put many of them into the sun as well?" He motions to the other petrified once people.
He watches the crumbling wall and any doors weapon at the ready, knowing they're not welcome guests here. "There are many hidden messages even in ancient orcish glyphs within the cave systems of Belkzen. Though I doubt anyone uses 'them' to cypher anything these days."
| DM Brainiac |
Njinga is able to decipher the texts. These texts document K’zaard’s turning against the Empty Hand Hold and Ardax, instead allying his Cleft Head Hold with the Wingripper and Unbroken Horn Holds that have historically clashed with Ardax and his worldly initiatives.
The first notable document is a letter from the Wingripper leaders outlining K’zaard’s responsibility to keep the stronghold closed, starting roughly a week before the Deluge began. It further hints at an undead invasion. Another letter from three days ago contains reports on your caravan, gathered by some of the Wingripper Hold’s flying scouts. It notes that Ardax’s allies are headed toward Splitskull and directs K’zaard to deny them shelter.
Finally, there is a drafted proclamation telling the residents of Ossogard who “have not already been given shelter” that they will not be allowed inside. It lists several reasons including a shortage of supplies and fresh water, but it’s apparent that these are manufactured excuses that don’t reflect reality.
| Njinga Ironhand |
Njinga scowls. "Ardax will have a harder time than I thought putting together a real nation out of this rabble than I thought, not even willing to lock shields together with the undead on the march?"
Melor Ironhand
|
Melor's jaw and good grip tighten as the situation is revealed further, until he's quite deep in a simmering rage.
"To deny safety from shortages is one thing. But to lie about them, plot against your high-chief and cower away like a mewling babe."
He hefts his weapon and eyes the door. "I will claim his cowardly head as a trophy myself."
| DM Brainiac |
You emerge from the war room into Splitskull Keep's main ahll. The vaulted ceilings here are supported by sturdy stone arches. The eastern wall has been carved to depict figures emerging from dark tunnels and battling orcs. A closer look reveals the carvings depict the emergence of the dwarves from the Darklands as they drove the orcs before them. Someone has recently modified the carvings, removing or redesigning a few figures, making it appear that the orcs are winning (rather than being chased off).
The outer gates are open, and you can see a trio of guards posted outside. They are keeping an eye on what's happening outside rather than inside, though...
You can either subdue or bypass the guards if everybody succeeds at one of the following checks: DC 20 Athletics, DC 22 Deception, DC 20 Intimidation, DC 20 Stealth, DC 20 Warfare Lore, or a successful Strike against AC 22.
| Njinga Ironhand |
Athletics: 1d20 + 13 ⇒ (1) + 13 = 14
Hero Point: 1d20 + 13 ⇒ (17) + 13 = 30
Njinga advances quickly hauling an orc to the ground and pinning him there with her shield!
Melor Ironhand
|
As a studied man who dives into darkland ruins he makes note of the falsities. Understanding the want to write history to favor their own people he can't help but feel wrong that it's a blatant falshood.
Done being the nice orc Melor moves along with Njinga and uses the hefty stock of his weapon to knock one of the guards out cold.
strike(dc22): 1d20 + 14 ⇒ (8) + 14 = 22
"Quickly now. I'll not have that rat scurrying away before I've had my way."
| Skaytar Spellbane |
"Wisely spoken. Don't think of raising an alarm," Skaytar threatens. "Or your soul will never see the fires of your ancestors."
Skaytar gestures toward the closest set of stairs.
| Njinga Ironhand |
"We aren't here to hurt you. All you orcs should be standing together against the true Tyrant."
| DM Brainiac |
You ascend to the keep's upper level. The southern wall of the main chamber is split almost exactly in the center. A five-foot-wide crack goes from the ceiling and into the floor below. Partially destroyed walls mark what must have once been impressive chambers.
You head straight for K'zaard's chambers. This well-decorated room stands in contrast to the weather-beaten interiors elsewhere in the upper keep. The walls are whitewashed, and colorful tapestries with intricate geometric designs hang in the north and south. Two narrow windows, little more than arrow slits, are cut into the eastern wall, and between them stands an impressive, carved throne. The chair is draped in aurochs hides, and three orc skulls are mounted along the top of the high back.
K'zaard himself sits on the throne, leaning his chin on his hand and looking somewhat annoyed. A female cyclops stands nearby, speaking to him with an urgent tone. A boar with a spiny mane and sharp tusks curls up nearby.
When K'zaard notices your intrusion, he sits up and narrows his eyes. "What is the meaning of this intrusion? Who are you to have infiltrated my keep?" he demands.
| Skaytar Spellbane |
"Agents of Ardax," Skaytar states, boldly. "We've come to invite you to fulfil your oath to the battle lord and provide shelter for our caravan."
Intimidation: 1d20 + 13 ⇒ (11) + 13 = 24
| DM Brainiac |
"The Cleft Head Hold does not answer to Ardax the White-Hair," K'zaard declares. "Not any longer, at least. We have found strength in a new alliance. And I will show the White-Hair my strength by sending him back your heads."
The cyclops frowns and raises her hand. "K'zaard, wait. If these four made it all the way here undetected, then they are no doubt strong warriors. I have been trying to tell you that you are in over your head. Now is time to cut your losses and surrender."
K'zaard scoffs. "I value your counsel, Ouragrim, but I will not roll over like a coward. I have gained too much to lose it now. A fight it shall be!" He stands and raises his skewermaul!
Njinga: 1d20 + 14 ⇒ (10) + 14 = 24
Qisk: 1d20 + 11 ⇒ (2) + 11 = 13
Skaytar: 24 = 24
Enemies: 1d20 + 15 ⇒ (16) + 15 = 31
"I will give you this one last chance to lay down your weapons and spare yourselves the pain and agony that is to come," K'zaard says. "For I am K'zaard the Drover, who usurped Splitskull Keep from Gormstrang, who served as the right hand of Grask Uldeth, and who will one day succeed Ardax Whitehair as the most powerful orc in all of Belkzen!"
Ouragrim and the boar move to K'zaard's side, but they hang back for now.
Everybody must attempt a DC 24 Will save against Weaseling Words. K'zaard uses his third action to Keep Talking: Creatures frightened
by K’zaard’s Weaseling Words can’t reduce the frightened condition caused by that effect at the end of their next turn.
Critical Success: No effect, and the creature is temporarily immune to Weaseling Words for 1 minute.
Success: The creature is unaffected.
Failure: The creature is uncertain and frightened 1.
Critical Failure: The creature is riddled with self-doubt about its own actions. It is frightened 2 and can’t take hostile actions against K’zaard until the frightened condition ends.
| Skaytar Spellbane |
Will: 1d20 + 9 ⇒ (17) + 9 = 26
"Your advisor speaks wisely," Skaytar says, undaunted by K'zaard's words. "Surrender or die."
Skytar lifts a hand and weaves magic around the hold leader, trying to slow his limbs.
Demoralize, Cast slow
Intimidation: 1d20 + 13 ⇒ (14) + 13 = 27
DC 21 Fortitude vs slow
| Njinga Ironhand |
Will: 1d20 + 13 ⇒ (13) + 13 = 26
"Your words are poison," Njinga spits. "As true warriors we will stand as a bulwark against your treacherous cowardice!"
Shieldy stance and Bless
Melor Ironhand
|
will: 1d20 + 10 ⇒ (20) + 10 = 30
Melor is having none of these traitorous lies and hefts his weapon.
"Liar! Betrayer! You have sullied the honor of your hold, of your kin, and of our people. The only head presented to Ardax shall be your own!"
He does not wait for a retort to sound and pulls the charge handle letting a powerful shot full of orcish fury speak for him in this moment.
Barricade Buster: 1d20 + 15 ⇒ (19) + 15 = 34
Bludgeoning+Circ+Kick: 2d10 + 1 + 1 ⇒ (9, 2) + 1 + 1 = 13
strike K'zaard, hunt prey the boar, defensive armament(ac23).
| DM Brainiac |
Fortitude vs Slow: 1d20 + 11 ⇒ (18) + 11 = 29
Qisik Ignition: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
K'zaard howls in pain as Melor fires a round directly into his chest. Skaytar temporarily slows the orc as Njinga protects herself and casts a blessing. Qisik fires a beam of fire at K'zaard, to no avail.
K'zaard slowly moves forward, swinging his skewermaul at Melor and scoring a critical hit! Ouragrim and the boar move in as well to defend the leader. The cyclops stands behind K'zaard and swings her axe in a sweeping arc at both Melor and Njinga, but she hits neither. The boar charges at Melor, goring him!
Skewermaul vs Melor: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 2d10 + 6 ⇒ (3, 4) + 6 = 13
Sweep vs Melor and Njinga: 1d20 + 14 ⇒ (7) + 14 = 21
Boar Charge, Tusks vs Melor: 1d20 + 11 ⇒ (18) + 11 = 291d20 + 6 ⇒ (4) + 6 = 10
Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16
26 bludgeoning and 13 piercing damage to Melor.
| Skaytar Spellbane |
Skytar summons a leopard to pounce on the boar.
Summon Animal III (leopard)
[ooc]I'd like to summon it flanking with Melor
jaws: 1d20 + 11 ⇒ (20) + 11 = 31 for piercing: 1d10 + 3 ⇒ (4) + 3 = 7 and precision: 1d4 ⇒ 1
Leopard
AC 18; Fort +8, Ref +10, Will +5
HP 30
| Njinga Ironhand |
Njinga calls down a blessing from Mazludeh, "Make of my shield a wall, and of my will a weapon to pierce the skies!" then smashes her shield into K'zaard's face!
Warding Aggression: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Magic Bludgeoning: 2d10 + 4 ⇒ (10, 7) + 4 = 21 So... 42 damage. She also gets a +3 status bonus to AC against him for a turn, and a +2 status bonus to ac against him as long as she keeps striking him for the next minute.
Raise Shield
Melor Ironhand
|
62-39=23/62hp
With his weapon battered aside Melor bellows his challenge to the so-called chieftain and lunges with the stock of his weapon. Swinging through he also puts two shots towards the deadly boar, using the kickback to get himself back into a defensive position again.
Barricade Buster Stock strike: 1d20 + 14 ⇒ (3) + 14 = 17
Bludgeoning: 2d8 + 3 ⇒ (8, 2) + 3 = 13
Barricade Buster: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20
Bludgeoning+Circ+Kick: 2d10 + 1 + 1 ⇒ (3, 4) + 1 + 1 = 9
Barricade Buster: 1d20 + 15 - 10 ⇒ (3) + 15 - 10 = 8
Bludgeoning+Circ+Kick: 2d10 + 1 + 1 ⇒ (4, 1) + 1 + 1 = 7
final action defensive armament, AC 23
"You're a poor excuse for a hold-chief, hiding behind lies and deceit! And you cannot even face a challenge properly!"
| DM Brainiac |
Qisik Strikes: 1d20 + 11 ⇒ (12) + 11 = 231d20 + 6 ⇒ (1) + 6 = 7
Greataxe, Nonlethal: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25
Damage: 1d12 + 9 ⇒ (6) + 9 = 15
K'zaard cries out in pain as the summoned leopard and Njinga both score critical hits. The orc leader is gravely wounded, but neither Melor nor Qisik are able to finish him off.
Before K'zaard can attack again, though, Ouragrim turns on him! The cyclops bring the haft of her axe down on the back of his head, knocking K'zaard out. She holds out her hand to forestall the bristle boar's attacks and turns to you. "Hold! I would sue for peace with you. I will lay down my axe if you promise to spare K'zaard's life! Death today is not his destiny."
| Skaytar Spellbane |
"We are not here to seek death, but life," Skaytar assures the cyclops. "Life for our caravan, and all the rest of the people requesting shelter within this hold."