| Dagobert the Luckless |
Nearly as battered by Vandis's approval as he was by the hobgoblins, Dagobert smiles shyly and waggles his staff at the wall of light, which disappears.
"Well, that's very nice of you to say so, but "Magician" is a bit strong to my way of thinking."
Blushing a bit at the unexpected attention, he pokes at the portcullis.
1d20 + 6 ⇒ (9) + 6 = 15 - Dungeoneering. Any mechanisms?
| TGZ101 |
Hawkseer, your last post put you at M15. As long as the goblins hugged the wall on the way out they had a clear shot through the door. None of them were adjacent to you either. Had you meant to say N15 before?
Dagobert inspects the portcullis but cannot find any kind of mechanism in the current room to lift it. It seems more like the portcullis has to be lifted and latched back into place. It is then triggered and unlatched from somewhere else nearby. A simple, but effective trap under the right circumstances.
| TGZ101 |
Ah, I thought the open doors blocked that path, but I may have misread the map. Not too important, I guess.
I've been ignoring opened doors during encounters for simplicity's sake. Just seemed like more trouble than it was worth and doors can usually be moved about as needed. We'll just say the goblin closed the left door and ran around the other side to avoid you. :)
| TGZ101 |
Rolling for Vandis in his absence.
Vandis sheaths his swords and attempts to lift the heavy wooden portcullis. Galad steps forward to help, spiritual energy infusing his muscles with greater strength. Together, they lift the portcullis high until it latches back into place.
Strength Check: 1d20 + 5 ⇒ (13) + 5 = 18
| Dagobert the Luckless |
"Deary me. That was thoughtless of me."
An expression of mild concern crosses Dagobert's face.
Using two surges to get back to full. Taking back the AP I used in the last combat as I forgot that dwarves can use second wind as a minor.
HP - 31/31
AP: 1
Temp hp - 0
Bloodied - 15: Surges - 7/9: Surge value: 7
Init - -1
| Dannad Bumbleroot |
As soon as the portcullis was raised enough for him to get through, the halfling had carefully stepped around Vandis as he and Galad had labored to unbar their way.
"Now, hopefully nothing'll bring that back down ifin we have to leave in a mighty hurry."
Quietly he makes his way to Orliss' corpse and starts to rifle through the Dragonborn's possessions.
"Wonderin' if you have anythin' that might be useful like, ya overgrown Kobold."
| TGZ101 |
Dannad finds two decent sized rubies stashed away on Orliss. Also, all of his gear is in decent repair and may have some resell value for a few gold. He wielded a well oiled and balanced greatsword and wore a suit of sturdy chainmail. The hobgoblins were armed with medium shields and shortswords. The archers had bows and there are still about 80 arrows left among those that fell.
Still waiting on a short rest update from Vandis and Galad.
| Dannad Bumbleroot |
Are these shortbows?
Dannad holds the rubies up to the light to appraise their worth.
Streetwise. 1d20 + 9 ⇒ (14) + 9 = 23. If it's applicable.
"Looks like there was somethin' o' worth here still, elsewise boots here was overpaid for his services."
He puts the two rubies into his purse before walking over to take a shortsword from one corpse and examine the bow and arrows of another.
"Vandis, what do ya think of his blade?"
| TGZ101 |
Sorry, I thought I had posted yesterday but it looks like the board monster ate it without me realizing it. Here's a rehashing.
Dagobert's search of the room reveals the peep hole to all those who hadn't spotted it earlier. The hole shows clearly into the next room.
| TGZ101 |
Looking through the peep-hole, or through the open doors, you see what looks like a common room for the goblinoids and other creatures in charge of the slave trade. Worn cots, bedding, and various personal belongings are strewn about. In the center of the room is a heavy wooden table covered with playing cards and a handful of copper coins. A chair has been set up next to the peep hole with the release lever within arms reach.
They had likely been waiting patiently ever since you left, expecting your return after your 2 day long attack on the demesne.
| TGZ101 |
Here's the updated map. I'm using photobucket temporarily because Windows Live isn't cooperating at the moment.
The room reeks of stale beer, sour wine, and rancid meat.
From the open exit, the sound of rushing water and hurried voices can be clearly heard. The voices have the quality of yapping dogs.
| TGZ101 |
"Hurry up already. They'll be on us in a second once they get a chance to regroup. You saw how fast those gobbo's were runnin'. These guys are serious," says out of the squealy dog voices. "They killed Orliss is a matter of seconds."
"Well then, Wrix, I suggest you finish fastening those boxes so we can get the hell out of here."
"Quiet, both of you," says the elven accented voice.
Hawkseer tries to pick out parts of the conversation while everyone else keeps quiet. They can hear the murmers, but over the rushing water no one else can make out any details.
| TGZ101 |
Live game was tonight and swallowed most of my time so this is a brief update with more tomorrow. :)
Hawkseer moves swiftly to the wooden ledge overlooking the channel of the underground river. Down below he spies a large boat loaded with boxes and chests. Two tall humanoids with canine faces that mark them as gnolls are busy putting the last few crates in. A hooded figure oversees their work, urging them to hurry.
The sound of rushing water echoes through the cavern, making it difficult to hear with near the water. Droplets cling to the stone walls and fall from the ceiling above. The wooden walkway is slick and precarious with no handrail. An equally slick wooden ladder leads down to the tiny shore.
If you're charging in I need initiative from everyone!
| TGZ101 |
Galad Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
A narrow wooden ledge extends out over a churning river of sewage and rainwater. A rusty iron ladder descends from the ledge to a sandy beach below, where a moored skiff bucks and spins in the whirling eddies.
Below, a pair of enormous dog-headed humanoids rushes to load the skiff with heavy chests and coffers. Aboard the skiff, a thin, robed figure directs the work, holding the skiff’s mooring lines and casting nervous glances all about.
The party catches the crew slightly unaware and gains the upper hand in first moments of the confrontation. They look up, boxes in hand, with nervous looks on their faces.
"Quickly, release the boat!" cries the hooded figure.
Hawkseer
Galad
(W)rix
(R)aiko
Dagobert
Dannad
(V)irmoth
Vandis
| Hawkseer |
"Keep them off of me! The elf is mine!" Hawkseer shouts. With his usual recklessness, Hawkseer evades the gnolls as he speeds into the boat and slashes at the woman.
Minor: Oath on Virmoth. Move: T8. Standard: Angelic Alacrity - shift to R4 and attaack V. 1d20 + 8 ⇒ (3) + 8 = 111d20 + 8 ⇒ (9) + 8 = 174d4 + 4 ⇒ (2, 3, 1, 3) + 4 = 13 sigh
| TGZ101 |
It would seem much to Hawkseer's surprise when his blade finds nothing but cloth armor beneath the hooded figure's robes and draws blood. He may also be surprised to hear a clearly masculine cry of pain from what he now sees is an eladrin male with dirty blonde hair.
Galad moves to a better vantage and his shadowy doppelganger appears behind a very surprised gnoll. His partner Raiko steps in for him, however, and pushes the blow away.
"Hehehe, now you're owin' be one. Now quick, cast off that rope!"
Wrix nods in agreement and cuts the line tying the boat to a nearby anchor. The boat, heavy with the chests and other goods, is slow to go adrift however.
Wrix then snaps at the spirit companion with his whip to no avail.
"No you fool! It is only a conjuration!" shouts the hooded figure, Virmoth. "Focus on the deva if you want it dead! Now get this zealous lout off of me!"
In response, Raiko moves to flank Hawkseer and takes a two-handed swing with his heavy wooden mallet but hits only air as Hawkseer ducks at the last second.
1d20 + 8 ⇒ (6) + 8 = 14 vs. Hawkseer's AC for 2d6 + 4 ⇒ (4, 5) + 4 = 13 damage.
Dagobert
Dannad
(V)irmoth
Vandis
Hawkseer
Galad
(W)rix
(R)aiko