Since the rocs are gone, this isn't as dangerous as it could have been. for each round you're out, there's an ever more likely chance that a patrol spots you.
Vorcan looks around. Currently no one sees her, but she's extremely exposed. she activates her winged rune, and gets back to the action.
Before breeching the door, the party heads back to town. the enhanced transportation makes it an easy trip. Struggling to take stairs, it doesn't take long for everyone to fall asleep as soon as heads hit pillows.
The morning of Sarenith 3 kicks off with some storms before clearing.
Sam and Cael are bright-eyed in the morning. Merrit needs a new FORT save after some of the stuff that affected him yesterday.
Opting for the most generous interpretation of move order
Graloch is in no mood to let someone by.... stopping him on his first start. It gives Helvetilia an opening that she takes, but when he tries again to take off, she runs him through the mouth and check, taking an eye, but not killing him! Finally he staggers a bit and gets a weak shout, but he doesn't get very far. Bleed:1d6 ⇒ 3Flat:1d20 ⇒ 1
ROUND 1:
Helvetilia (162/162): Hit
Vorcan (148/175): CRIT
Graloch (105/205, Bleed d6): Hit
Gorumites: ATK
Coro (125/176): Go
Magnus(159/174) : Go
Helvetilia draws some serious blood as the siege crew fights back!
the Warpriest gives a war cry before casting a quick spell and then moves to shove Vorcan over the edge:
Athletics:1d20 + 22 + 2 - 1 ⇒ (20) + 22 + 2 - 1 = 43 and decidedly pushing her over the edge. So, I think there's nothing Vorcan can do without a second Reaction
She then turns and with a cry that is supernaturally loud, casts a spell of Flight in the blink of an eye.
The warriors split their work, one rushes West to alert the others, the remaining one tries to take Graloch out:
ATK 1:1d20 + 26 ⇒ (10) + 26 = 36 for DMG:4d12 + 22 ⇒ (7, 2, 9, 4) + 22 = 44+d6 Bleed ATK 2:1d20 + 16 ⇒ (16) + 16 = 32 MISS
ROUND 1:
Helvetilia (162/162): Hit
Vorcan (160/175): CRIT
Graloch (105/205, Bleed d6): Hit
Gorumites: ATK
Coro (125/176): Go
Magnus(159/174) : Go
Clearly Vorcan speaks with power, but the deceptions calls upon to do something that would be punishable by death, deserting the springald. These engines are extremely important to the defense of the fort...
I like the ploy. I'm going to do 2 things with it, make it Vorcan's initiative and apply Demoralization to the team. Note, combat WILL draw the attention of the others.
Vorcan steps outside to be immediately faced with the siege team. "HALT! What're you doing out here?" It looks like an officer and two soldiers. At the moment, the team on the western engine hasn't looked over here.... yet.
Graloch can tell that to an expert, these maps would be an incredible resource on teaching tactics, operations, and strategy. They unlock a bonus to anyone Expert level or higher. Regardless, the collection of mapswould be worth 600 gp to a scholar of warfare.
It's not lost on you that these papers form the crux of his plans and ambitions...
This small office features a large oak desk with Ulfen knots and carvings of warriors wearing horned helms. A matching chair sits behind the desk. The walls of the office include several hand-drawn maps of various fortifications, each with additional marks and large red “Xs” on them. A single door exits to the west.
Automatically more for anyone who is an Expert in Warfare Lore
Point spent. The team makes it look like a fight broke out between them all.
The team opens the double doors to find a foyer before the rampart. You'll notice I also revealed a couple of empty side rooms. I think these are really there for hiding bodies when needed.
Vorcan finds nothing on them, valuables likely in their quarters. This fight assuredly will have repercussions. You also gain 1 Awareness Point. You can spend leverage on it if you wish.
DM:
1d20 ⇒ 8 1d20 + 1 ⇒ (17) + 1 = 18
The western door gives no indication of a trap or surprise, so the team opens it. This large hall contains two long wooden tables with long benches. Each table is covered with partially finished meals, dirty utensils, and mostly emptied goblets. Greatswords and other assorted weapons hang on the walls. The western wall has two arrow slits that let cold air and the howl of the wind from the mountains beyond. Double stone doors exit to the south. Three doors in the east wall lead to small chambers, and a small hallway ends in a fourth door leading further into the fortress. A stairway in the northwest corner ascends higher into the fortress and one to the east leads down.
I did indeed skip the elemental. the oni is also taking persistent that I forgot: DMG:3d4 + 3 ⇒ (3, 1, 4) + 3 = 11Flat:1d20 ⇒ 14
It continues to batter the oni:
Fists:1d20 + 27 ⇒ (1) + 27 = 28 for DMG:3d8 + 11 + 3d6 ⇒ (6, 6, 2) + 11 + (4, 6, 1) = 36 of:1d20 + 22 ⇒ (2) + 22 = 24 MISS
Fire:1d20 + 17 ⇒ (19) + 17 = 36 MISS
The elemental drops the oni, leaving only the adlet, a convenient target for the good doctor. FORT v. Elemental:1d20 + 25 ⇒ (13) + 25 = 38
One strike sit, doing MASSIVE damage. Wounded, but not out, the adlet continues to fight, clearly to the death:
FORT v. Elemental:1d20 + 20 ⇒ (3) + 20 = 23 CRIT FAIL
Burning, he tries to stand.... but in the end he burns to death before he can make it to even a knee...
The team's lead, Tiny, inches forward, aware that ancient structures often come with defenses Perception:1d20 + 14 ⇒ (7) + 14 = 21, but he still manages to miss the pressure plate underfoot. Pharasma's Farts! There are definitely MULTIPLE plates....
The darts seem like they're set to continually fire! It'll definitely take either running through and sucking it up or a Master thief or craftsman to overcome.
Graloch ignores the heat REF:1d20 + 22 ⇒ (2) + 22 = 24 but feels the cold. It causes him to miss the trip, but his follow up strikes are right on target!
He feels and hears bone break, but the oni doesn't drop. FORT:1d20 ⇒ 17, and keeps his mind focused.
On the way in, the oni swings at the shrouded woman:
Reactive Strike:1d20 + 27 - 1 ⇒ (9) + 27 - 1 = 35 for DMG:2d8 + 16 + 2d6 ⇒ (6, 6) + 16 + (1, 1) = 30
It doesn't stop her from taking the witch's head clean off though!
Still slowed, the most dangerous combatant only manages a single follow up attack:
Strike:1d20 + 27 - 1 ⇒ (6) + 27 - 1 = 32 MISS
ROUND 3:
Helvetilia (93/162): Crit Kill!
Fire Elemental: ATK!
Coro (15136/176): Go
Graloch (160/205, Enfeebled 1): Go
Snow Oni: TBD
Magnus(159/174) : TBD
Adlet: TBD
Vorcan (160/175): TBD
The steep stair exits into another wide corridor with a 20-foot vaulted ceiling. The ancient masonry is worn and countless holes riddle the mortar. Map updated
With clear air and a specific purpose, Vorcan closes and cuts at the magic-user. She plays with her foe like a cat does with a mouse, and it's not lost on the three surviving foes. When she finishes the attack, blood sprays.
The woman lives, but it's clear the party has her number.
ROUND 3:
Helvetilia (136/162: Go Fire Elemental: TBD
Spider Lady Society to ID: TBD
Coro (15136/176): TBD
Graloch (160/205, Enfeebled 1): TBD
Snow Oni: TBD
Magnus(159/174) : TBD
Adlet: TBD
Vorcan (160/175): TBD
Magnus feels the burn of his "ally" and then hurls some more fire on the oni, burning him good!
The adlet gives a mighty howl as the entire room begins to swirl with the north wind. With a tone that is both warcry and lamentation it turns the air into a supernaturally frigid tempest. EVERYONE takes Cold:6d6 ⇒ (1, 4, 2, 2, 2, 2) = 13 Basic FORT DC 26
The air then clears as the icy wind shatters. It's followed by a pair of spear thrusts upward towards Graloch.
ROUND 2:
Helvetilia (136/162, Immobilized): Hit
Fire Elemental: BOOM!
Spider Lady Society to ID: Move
Coro (15136/176): Freedom!
Graloch (160/205, Enfeebled 1): It's Tripy!
Snow Oni: Change it up
Magnus(159/174) : Boms away
Adlet: Wolfrime
Vorcan (160/175): Go
ROUND 3:
Helvetilia (136/162, Immobilized): Go Fire Elemental: TBD
Spider Lady Society to ID: TBD
Coro (15136/176): TBD
Graloch (160/205, Enfeebled 1): TBD
Snow Oni: TBD
Magnus(159/174) : TBD
Adlet: TBD
Vorcan (160/175): TBD
Coro and Graloch are both too close to the elemental: Coro FORT:1d20 + 22 ⇒ (8) + 22 = 30Graloch FORT:1d20 + 26 ⇒ (4) + 26 = 30.
The flames burn as the team fights on. Coro releases his teammate from the webbing as Graloch moves to cut two foes down. Unless you've got something funky, trips count as attacks so the second one is only a 41, still a success.
FORT Oni:1d20 + 23 ⇒ (9) + 23 = 32 The snow oni turns his attention to Graloch with a single back kick: ATK:1d20 ⇒ 8, but it's feeble.
ROUND 2:
Helvetilia (136/162, Immobilized): Hit
Fire Elemental: BOOM!
Spider Lady Society to ID: Move
Coro (15136/176): Freedom!
Graloch (160/205, Enfeebled 1): It's Tripy!
Snow Oni: Change it up
Magnus: Go
Adlet: TBD
Vorcan (160/175): TBD
A hydra! They're immun eto area effect damage, but weak to slashes. Just be careful, if you sever a head without cauterizing the wound it could grow back! When attacking with a slashing weapon, you need to tell me if it's neck or body.
Carrufikus then opens with a well placed spell!
Still sluggish from a long slumber, the hydras attack from their weakened state, but that state will wear off eventually...
Green bites Peldur:1d20 + 16 ⇒ (7) + 16 = 23 MISS
Red bites Tal:1d20 + 16 ⇒ (4) + 16 = 20 MISS
Round 1
Carrufikus (80/80): Hit
Bibi (50/66): Hit
Hydra: ATK
Peldur (92/92): Go
Elena (56/56): Go
Noroc (68/68): Go
Tal (83/83): Go
Tracker Party Conditions: Noroc: DR 5/Physical Terrain Conditions: light Enemy Conditions:
Spoiler:
Red:3d4 ⇒ (3, 2, 1) = 6 Green:3d4 ⇒ (3, 2, 1) = 6
A hit received reduces rounds of slow by 3
Foe
Red (Slowed 2 through Round 9):
Green (Slowed 2 through Round 5): 36
Concealment on anything within 10' of green. Vorcan fights through the heat and deals a telling blow to the spellcasting woman-spider.
Helvetilia 1d20 ⇒ 17 lands a quick blow, which sends the woman into Vorcan's prep. The two wounds clearly scare her, but not enough for retreat.
The living magma continues to pummel the snow oni:
Magma fist:1d20 + 27 ⇒ (7) + 27 = 34DMG:3d8 + 11 ⇒ (8, 7, 8) + 11 = 34 and 2d4 Persistent Fire
Magma fist:1d20 + 22 ⇒ (8) + 22 = 30 MISS
Magma fist:1d20 + 17 ⇒ (20) + 17 = 37 for CRIT:3d8 + 11 ⇒ (5, 4, 8) + 11 = 28 and 2d4 Persistent Fire
The woman skitters backwards on her spider legs while spitting venom at Helvetilia ATK:1d20 + 23 ⇒ (12) + 23 = 35 sticking her fast! immobilized and stuck to the nearest surface, preventing the creature from moving. The DC to Escape or Force Open the web trap is 32.
ROUND 2:
Helvetilia (136/162, Immobilized): Hit
Fire Elemental: BOOM!
Spider Lady Society to ID: Move
Coro (151/176): Go
Graloch (175/205, Enfeebled 1): Go
Snow Oni: TBD
Magnus: TBD
Adlet: TBD
Vorcan (160/175): TBD
Tracker Party Conditions: Noroc: DR 5/Physical Terrain Conditions: light Enemy Conditions:
Spoiler:
Red:3d4 ⇒ (1, 3, 1) = 5 Green:3d4 ⇒ (3, 3, 3) = 9
A hit received reduces rounds of slow by 3
Foe
Red (Slowed 2 through Round 9):
Green (Slowed 2 through Round 8): 20
He sees the giant, a snow oni. This one is clearly trained as a monk, and they often have the ability to use their ice affinity to deflect spells that aren't fire-based.
The woman is a Jorogumo, the blood enemies of tengu. These shape shifters can use the magic of their human form and the venom of their spider form at the same time. Very deady.
He's not sure about the furry human though. FORT:1d20 ⇒ 15
In fact, moments later the remaining humanois whips up an arctic freeze around her, protecting her from the fire and making the air within 10' hard to see. she then moves away a bit.
ROUND 1:
Helvetilia (143/162): CRIT!
Fire Elemental: ATK!
Spider Lady Society to ID: Magic
Coro (151/176): Big round!
Graloch (175/205, Enfeebled 1): CRIT
Blue Giant Society to ID: Retreat
Magnus: Hmmmm
Wolf People Society to ID: Fight!
Vorcan (175/175): Go
As Tal moves, the water becomes disturbed. First it's just bubbles, but before long a head emerges, then another, then another, then another, then another!
Tracker Party Conditions: Noroc: DR 5/Physical Terrain Conditions: light Enemy Conditions:
Spoiler:
Red:3d4 ⇒ (3, 2, 4) = 9 Green:3d4 ⇒ (2, 2, 4) = 8
A hit received reduces rounds of slow by 3
Foe
Red (Slowed 2 through Round 9):
Green (Slowed 2 through Round 8):
Graloch wasn't expecting literal friendly fire, and he feels his skin tighten from being cooked. It's just enough to keep his opening blow perfectly executed. Thank fully, the adlet was off-guard and not ready Enfeebled dropped the attack down from a crit, but the blind-off-guard brought it back! Unfortunately, the follow up misses despite the foe's condition.
The good news is that the set up is just what Helvetilia prepared for and saws the man's head clean off!
The giant FORT:1d20 ⇒ 1, no fool, knows that a creature of fire is his weakness. Magically slowed, can do little but back off.
ROUND 1:
Helvetilia (143/162): CRIT!
Fire Elemental: ATK!
Spider Lady Society to ID: Magic
Coro (151/176): Big round!
Graloch (175/205, Enfeebled 1): CRIT
Blue Giant Society to ID: Retreat
Magnus: Go
Wolf People Society to ID: TBD
Vorcan (175/175): TBD
Bibi detects nothing, and the way east seems clear. A rocky shorelinedrops steeply into a large pool beneath several stalactites. Five square shafts in the stony ceiling lead upward. To the south, a barrier of transparent stone protects winding raised ledges that run along each side of the cavern. A short bridge, similarly encased in transparent stone, crosses over the pool to connect the two ledges.
Coro tries to bribe the GM... Coro's song is followed by a spell to further impede the foes:
Blue:1d20 ⇒ 1 CRIT FAIL
Black:1d20 ⇒ 15 SUCCESS
White:1d20 ⇒ 18 PASS
Green:1d20 ⇒ 7 FAIL
ROUND 1:
Helvetilia (143/162): CRIT!
Fire Elemental: ATK!
Spider Lady Society to ID: Magic
Coro (151/176): Big round!
Graloch (205/205): FORT + Go
Blue Giant Society to ID: TBD
Magnus: TBD
Wolf People Society to ID: TBD
Vorcan (175/175): TBD
Helvetelia strikes at the adlet. She knows her foe well. Adlets have Immunity to cold and Weaknesses fire 10.
She slashes across her foes face, blinding the target and leaving a gaping wound which bleeds freely.
Right behind her the elemental begins to burn. The air around it turns wavy as the air heats. Just being near it singes hair and skin. Any creature that enters or starts its turn in the aura takes 15 fire damage (DC 33 basic Fortitude save). A creature that fails its save is also enfeebled 1 until it's no longer in the aura. This effects every combatant as the map stands now.
It savages the giant who does its best to parry the fists of magma.
ATK 1:1d20 + 27 ⇒ (2) + 27 = 29 ATK 2:1d20 + 22 ⇒ (1) + 22 = 23 ATK 3:1d20 + 17 ⇒ (15) + 17 = 32
and succeeds against every one!
The strange woman rears up on her spider legs FORT:1d20 + 22 ⇒ (7) + 22 = 29 She hurls a spell at Helvetilia! Will DC 34 versus Confusion
ROUND 1:
Helvetilia (158/162): CRIT!
Fire Elemental: ATK!
Spider Lady Society to ID: Magic[b]
Coro (166/176): FORT + Go
Graloch (205/205): FORT + Go
Blue Giant Society to ID: TBD
Magnus: TBD
Wolf People Society to ID: TBD
Vorcan (175/175): TBD
ROUND 1:
Helvetilia (158/162): Go
Fire Elemental: TBD
Spider Lady Society to ID: TBD
Coro (166/176): TBD
Graloch (205/205): TBD
Blue Giant Society to ID: TBD
Magnus: TBD
Wolf People Society to ID: TBD
Vorcan (175/175): TBD
The elemental bursts through the door, wreaking major havoc in an instant. It's hard to see in the room beyond, but not impossible. This grand chamber has walls lined with a variety of tapestries and banners, each with a different color scheme and insignia. At the center of the room, a grand oak table divides the chamber in two, with comfortable-looking chairs surrounding the table. Two maps, one of Hagreach and one of the Linnorm Kingdoms, covers the table, each with several wooden markers arranged on the map indicating potential wartime maneuvers. Double doors exit to the south, and two doors exit east while another exits west.
Vorcan, in my eaten post, you CRIT the Perception check. So read the spoiler
Perception DC 25:
There are some voices on the other side of the wall, and they sound like they're hotly debating something....
Anyone who crit can read the one below
Spoiler:
It's four voices, though two dominate. They're arguing over who claims what land when General Ordulf conquers the lands and who "gets to control the western Stormspear Mountains." The other two voices really only speak up to whine about being left out.