
Hru Gorumgrag |

1d20+3=9 reflex save, something tells me this doesn't bode well. My spells are as per sheet (and as I said above *somewhere*)
Hru rushes down the stairs to catch up with the scouting party laughing to himself.
"Nice! They leave when a guy is in the toilet! Without so much as a horn blast! Hmmn, I guess anouncing our intentions wouldn't exactly be wise, by Gorum! I'll forgive them this time..."
He nearly smashes into Orlan headed back to see to the defense of the spires, but has no time for conversation as he seems to have inadvertently built up a head of steam.

Tarren the Dungeon Master |

The party follows the path left by the orcs down the old river bed. It is not hard to follow because the orcs have savaged anything that could be savaged. A skilled ranger might be able to detect a twig bent back when brushed against by a stealthy opponent. Pretty much anyone can follow a trail in which every branch has been hacked at, every animal scared off, and every rock kicked. A few other tell-tale signs: someone named Terk has written his name in the sand with piss; an orc's finger has been set upright on a rock in what appears to be an obscene gesture -- the rest of the hand is no where to be seen but a great deal of blood suggests it might be; someone has left a half-gnawed and undercooked leg of goat, fur intact.
The trail gets harder to follow when you leave the riverbed but you know from Orlan's account where they went last time. Heading in that direction you reach the site of Orlan's battle with the orcs and see he was not exaggerating. One dwarf brought down nearly a dozen orcs leaving charred earth in his wake. Although the prints are hard to follow here, you can see that the wreckage left behind has been recently kicked about.
You'll need new survival checks to follow the trail on this rockier soil. A really decent perception check could also help.

Tarren the Dungeon Master |

1d20+3=9 reflex save, something tells me this doesn't bode well. My spells are as per sheet (and as I said above *somewhere*)
Hru rushes down the stairs to catch up with the scouting party laughing to himself.
"Nice! They leave when a guy is in the toilet! Without so much as a horn blast! Hmmn, I guess anouncing our intentions wouldn't exactly be wise, by Gorum! I'll forgive them this time..."
He nearly smashes into Orlan headed back to see to the defense of the spires, but has no time for conversation as he seems to have inadvertently built up a head of steam.
Hru comes flying down the stairs so fast he steamrolls over two Kannonfodders. Although they accept his apologies, he is sure that he overhears the dwarven words "bloodfeud," "clan honor," and "vendetta" being muttered as they continue down the stairs. Watch your back, half-orc.

Hru Gorumgrag |

1d20+9=10 Survival to track orcs, meh
Hru attempts to make up for his trampling of the Kannonfodders but going to the front and taking in the signs.
"oh, I know how to track orcs alright" he comments to no one in particular and then gazes about for some sign.
"Father Gorum give me sign!" he exclaims dejectedly.

Yintarah Fireweaver |

Survival (Untrained) (1d20+2=15)
Perception (1d20+10=21)
Sorry real life is being a stress, I'm currently catching up on goings on

Sir Manfred VonFalkenburg |

Sir Manfred looks around...
Survival check (untrained); Perception check (untrained): (1d20-1=14, 1d20-1=0)
That'll teach me to look with my visor down...

Sir Manfred VonFalkenburg |

Hru Gorumgrag |

And better than someone with +9 to survival
1d20-1=15
Untrained Survival for Kelborn
Perception for Kelborn
1d20+10=27
Perception for Hru-I knew my luck had to turn at some point
Hru tries using his knowledge of the orcs lifestyle to imagine how they moved through here and when that fails he get's on his hands and knees and begins to snuffle the ground whilst praying to Gorum. Right in the middle of a "Return your serbvnat to the fray Iron Lord, Lord of Lords.." He suddenly comes bolt upright with a peculiar look on his face as if perhaps he's just smelled broccoli.
"They went this way" he says pointing. And Trouble stands 15 ft ahead in the direction he is pointing.

Tarren the Dungeon Master |

The adventurers are stumped for a moment on which direction to head until Trouble starts twitching and stomping nervously. In the distant west by northwest a thin stream of dark smoke rises in the air. Kelborn soon finds the traces of a trail. Gorum favours Hru by giving him ears to hear the distant sounds of battle: the pounding of axeshafts against shields, the warchants, the piercing screams of the wounded, the triumphant roars of the victor of a skirmish.

Ovirid Thorvirson |

I haven't said it previously, so I'd better get it out of the way. Ovirid loads his light crossbow. He begins moving toward the din of battle with Kelborn, planning to see who or what is fighting before committing himself (and his allies). No sense in getting hurt if its two orc clans at war. Better to wait and take out the victors instead.
When he judges they are close enough to be spotted, he will slow down and sneak: Stealth 1d20+8=23
Kelborn smirks at the sight of a dwarf sneaking, but has to admit to himself that he moves well for one of the stout folk as he follows suit. Stealth 1d20+11=26
This is assuming we can judge when we are getting close from the noise. Perception checks would be in order, would they not?
Perception rolls for Ovirid 1d20+8=18, Kelborn 1d20+6=12

Tarren the Dungeon Master |

The battle is still quite a distance. It will take you at least 20 minutes to get there if you go all out. Only Hru is able to hear anything and that is because he is a priest of Gorum and Gorum loves war. All of you can see the smoke once it is pointed out to you but it soon disappates. You know what direction to head.
Any other actions before you get there?

Kelborn |

Kelborn smirks at the sight of a dwarf sneaking, but has to admit to himself that he moves well for one of the stout folk as he follows suit. Stealth 1d20+11=26
I have very little to add as the events leading up to this point is pretty much what Kelborn would have done. This post mostly serves to let you know that I have access to a computer again, and should be OK from now on.
Oh, and yeah, Kelborn totally would have smirked at a sneaking dwarf... ;)

Sir Manfred VonFalkenburg |

Sir Manfred shifts his grip on the lance as he anticipates a glorious charge sometime soon. Shrugging his shield into proper place on his left arm, he canters easily on Trouble; nevertheless he carefully maintains a pace even with his compainions.

Hru Gorumgrag |

When we get close, the prayers I'm mumbling are: Shield of Faith and Bull's Strength. They'll both last 4 minutes (40 rounds) Then my intention is to give everyone else Gorum's Blessing in the form of Bless (+1 on aww, you know) for 4 minutes (40 Rounds)and then I'll give all interested parties (PC's) Gorum's (domain)additional blessing and I can give six, PC's (I'm not one of the 6) +2 Strength for 3 rounds (the charge)
As they near charging distance Hru halts the group.
"Friends! accept Gorum's blessing for the coming battle! The Iron Lord is with us!"

Tarren the Dungeon Master |

Kelborn, Ovirid, and Quarrel:
Map is here.
You can position yourself anywhere you want on this map. The darker areas are rocks. Most of them are 3 to 5 feet high and make it easy to sneak around. The noise of the battle also helps.
Twenty orcs are engaged in battle with some unseen foe. The orcs are attacking from the cliff on an enemy below. Three of the orcs are involved in loading a pitch-coated catapult bowl with coals, hot shards of metal, boots of dead comrades, pretty much anything that will burn or hurt. Seven more adjust the catapult, stoke a nearby fire, bark orders, or watch over the cliff.
To the left and the right of the catapult crew are groups of heavy crossbow men. Despite a crossbow being more complex than weapons orcs generally prefer, they have seemed to figure out 'load, point, draw, pull trigger'. One of each crew is yelling out commands in an attempt to organize volleys of bolts. The other four are ignoring him and firing at will somewhat randomly.
If you choose to relay this message to the party, than everyone's characters can read the spoiler ...

Ovirid Thorvirson |

Scouts:
"'at's a lot o' orcs. Anything they be attackin', Ah'm fer 'elpin', but we need t' be fer evenin' th' odds a might first. Ah'm fer thinkin' we're fer needin' some firepower. What say we get th' mages up 'ere 'n give 'em somethin' t' think about?"
If the others are within sight, Ovirid will attempt to signal to the rest that there are 20 and that they need to move forward quietly.
If they are not, he will suggest that the faster Kelborn or Quarrel go back while he stays and studies the catapult. He's looking for the fastest, most effective method of taking the catapult out of commission -- for now, he'd rather the crew waste time trying to load it or even turn it around to attack the party, but eventually, he may need to take it out and take it out fast. To that end, how close can he reasonably position himself?

Tarren the Dungeon Master |

I don't believe we were supposed to be that spread out, were we?"
"I can be throwin' a fireball at 'em," I say with some happiness.
Don't know, but that some of the party members made a stealth check suggests to me that they went ahead just a bit. They are probably within sight of you.

Ovirid Thorvirson |

Tarren:
If that's not sufficient to make a decision, I will try again (if allowed). Obviously, if it's bad enough to made an incorrect decision, I realize I don't get the benefit of the second roll.
How close would they have gotten without requiring a new check?
The three scouts move a bit ahead of the rest of the spires' party to determine what's causing all the noise. They remain hidden behind the ample cover from what lies ahead when Ovirid turns and signals to those waiting:
Translation in case I really don't make sense:
For Kelborn & Quarrel:

Tarren the Dungeon Master |

When the group moves forward, they can all see what is written under the spoilers above and check the map.
The orcs are so preoccupied in attacking something or things below the cliff that they do not see you approach. Quarrel taps Hru with a smirk and points out an arrow-pocked flag of Gorum fluttering over warmachine. It will not be the first time that both sides in a battle called on Gorum for aid and, if Gorum has his way, will hardly be the last.
Ovirid:
You immediately spot a way to disable the catapult but realize that it would allow the bowl to release. A way to wreck the machine without firing the bowl is trickier but you spot that as well. A well placed lance or spear can interfere with the device that releases the catapult. The orcs could still try to release it but that would take a few seconds.
Trouble whinnies quietly, mischief in his eye.

Ovirid Thorvirson |

Klyndak wrote:How far away are we?How far away do you want to be? The orcs really aren't paying attention to you.
I believe the scouts would be best within 30' of the group they are moving up to (on the right).
Edited to clarify direction after checking my notes.

Tarren the Dungeon Master |

Sir Manfred will try to find a relatively smooth line of approach so as to be able to make a proper charge attack when the time comes.
Is that all difficult terrain? I may be out of luck there.
I can see a smooth line coming at the catapult and crew from an angle. You wouldn't be able to get to the archers as they are standing on some raised rock formations.

Tarren the Dungeon Master |

Points to his eyes, then
Holds up his right hand, fingers spread, while he points ahead and right with his left hand he's facing the party, back to the foes, if that sounds backwards
.... SNIPPED ....
Translation in case I really don't make sense:
** spoiler omitted **
You should all spend a rank in linguistics next level up and take 'sign' as your language.

Yintarah Fireweaver |

Points straight ahead with his right hand before putting his hands together and moving them apart quickly with a questioning look
Yin watches the dwarf with a faint smile as he waves his hands around, the last message however brings a bright grin to her features. Now that one she understood perfectly well, if ever there was a time to test out that newly developed and memorised flaming sphere this was it.

Hru Gorumgrag |

Hru watches the Dwarf's hand signals quizzically.
"Um..right, left or straight ahead..he's going to the right, so I should go straight or left?"
As he slowly starts moving into position to attack he notices the ragged standard of Gorum. Fueled by the divine energies of Gorum, time suddenly stands still for Hru, each second, each breath, an eternity. Images of war eternal and his life play before him as if he had gazed into a scrying pool. Intake of breath. Orcs at war, his youth, and always blood, much blood. Then the forging of the sword and more blood. Exhale. He sees from a high vantage point the Foehammer spires, and they're burning, but from each the standard of Gorum flies. Intake of breath. His vision sweeps down to where he leads and army of orcs against an army of dwarves defending HIS spires...Hail King Hru Gorumgrag and Scourge of the North his troops shout in orc and more blood. He sees his friends corpses mashed into the bloody mud of the field and the chants of GORUM! GORUM! GORUM! BLOOD! BLOOD! Exhale. But now the blood in his veins is on fire and each beat of his heart reverbrates in his head like a war drum. BLOOD! BLOOD BLOOD! GORUM! GORUM! GORUM!
Suddenly, the vision dissolves and Klyndak stands before him, he raises his great blade BLOOD! BLOOD! BLOOD!
"GORUMMM!!! he screams with unholy passion and charges past Klyndak toward the catapult and standard.
too dramatic?

Kelborn |

Hearing Hru's screams coming from behind, Kelborn curses under his breath at losing his opportunity at a timely first strike. He will find cover and fire at the nearest orc, hoping to strike before the charging Hru captures their attention.

Hru Gorumgrag |

I'm assuming you're leaving room for Manfred to charge past you?
Yes, my charge is in flavor only, not game mechanic, so I'm headed over any necessary terrain to get to the catapult crew, I didn't take the time to line up a nice straight shot like Manny...er Sir Manfred. @Kelborn: sorry for the blown sneak attack

Klyndak |

I'll position myself on the map within fireball range.
"Lass, ye be burnin' the catapult," I say to the fireweaver. "I'll handle the urk's workin' it."
And then I proceed to cast a fireball, aiming it at the group of seven (but if possible, hitting both them and the group of three loading).
Initiative: (1d20+1=14)
Fireball: (5d6=20)
"Torag take ye!" I yell as the fireball detonates with a whoosh.

Sir Manfred VonFalkenburg |

"For Iomedae and King Klyndak, Charge!"
Mounted charge with Lance against one of the catapult crew:
Charge Attack; Mounted Charge Lance damage= (1d20+9=21, 2d8+12=25)
I think someone got shish=kebobed.

Ovirid Thorvirson |

Nice!
Ovirid will fire his crossbow from 20' at a member of the team on the right.
Attack 1d20+6=9, Normal damage 1d8=6, sneak attack damge 1d6=4
Blech!
EDIT: That should be 2d6 on the sneak attack, but I don't think it matters...

Tarren the Dungeon Master |

Kelborn (25)
Ovirid (21)
Klyndak (14)
Orcs (13)
Hru (7) -- Attack roll needed
Manfred (4)
Yintarah (?) -- (flaming sphere -- round 1)
Kelborn, hoping to even up the odds before the knight and the barbarian attract too much attention, attacks 'the nearest orc,' one of the crossbow armed warbands that are firing over the cliff. The orc in question takes the arrow through his shoulder and whirls around in surprise. Ovirid fires, quite coincidentally, at the exact same orc but misses as the orc wanting to see where the arrow came from spins out of the way of Ovirid's bolt.
Klyndak, seeing that Manfred and Kelborn are charging the catapult crew, may wish to aim his fireball to take fewer members of the crew (maybe on the far side of the catapult) or one of the warbands instead. Let me know.
Manfred and Hru charge into battle against the catapult crew. Manfred's lance tears through one of the catapult crew and sticks for a moment into the catapult behind them. Trouble seems to be enjoying this. Hru, you can make an attack on this charge, even though it is a surprise round.
Yintarah's flaming sphere rolls into the party of orcs around the catapult and immediately sets one aflame. Perhaps the heat from the flaming barrels near the catapult that the orcs are using to load the pitch-coated catapult bowl is contributing to the strength of the sphere, because the orc goes up like a candle. She then may recall Klyndak's caution to disable the catapult first.

Klyndak |

Not knowing where the orcs are exactly on the grid, I'll let the DM position my fireball for maximum casualties without hitting any of my own lads. Though doesn't the fireball hit before they get close, seeing as how I'm a few seconds ahead of them and the affect is pretty instantaneous?