Saturday, 7 July 2018

26/6/48 S&W Morgansfort - Lucy rescued (1400 XP Sigurd & John)

Image result for zombie displacer beast
 
Smon: GM: John Little returns from hunting for his supper (with his 4 remaining arrows) to Morgansfort with a couple rabbits, to the news that Sigurd & Philomena have gone off looking for two slave girls kidnapped by orcs.
Smon: Apparently Innkeeper Lorynn was attacked by orcs earlier today while returning from the City State with his new purchases, and is looking badly bruised.
joriandrake: Not sure John ever met Philomena
joriandrake: (No Fergus today?)
Smon: Philomena was rescued by Sigurd & Elfis 5 days ago from the old island fortress. Lorynn accosts John as he enters the Ironhelm Inn, where Sigurd has been paying for John to stay in comfort while his injuries heal up.
chris107: Not this evening)
Smon: Lorynn: "There ye are! Still no Elfis eh? Well Sigurd asked for ye to go north soon as ye got back, go help him get me girls back! There's a fifty gold reward if ye get em back alive!"
Smon: Lorynn - https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheiouNl2jzZh-Gu7sB5KLinRJ-WZOpIlfo8Y0mOVGow77-nJb8MOzcNkjulwrlFChJLZCQf-OjDT_gsc0iUp-b1HFXLo1uPi24OBo_9ugML2ufJrpEOE9nQu0emijsFewjIQZFhznsRKY/s400/Lorynn+the+Innkeep.jpg
Smon: "Better hurry now! Was six orcs that jumped me, dunno if yon Sigurd and his lass can handle them alone!"
joriandrake: "Hm, I should do that" John is not the good samaritan or law abiding citizen, but knows to help those who helped him, and he owes Sigurd now.
Smon: "Was about five miles north - they killed me ox! You'll find the wagon."
Smon: Lorunn gives John an eager look.
Smon: ...
Smon: you there Jorian?
joriandrake: "Then they are stupid, Could've used the ox to take the wagon together with everthing else." John considers what normal bandits should've done. "I'll see what I can do about those girls and Sigurd can handle himself well as far I know. But I'll leave today, have to prepare a bit, and get at least a quiver of new arrrows"
joriandrake: I am, tired and slow to type but here
Smon: You're always tired - worse than me!
Smon: Lorynn: "Arrows? Hm. Wait here."
joriandrake: its because we mostly play on the weekends now, you know i was more energetic during the midweek ones, on the weekends i am always exhausted, especially near the end of day
Smon: Lorynn heads over to the blacksmith and soon returns with a fresh brace of shortbow arrows, a dozen in all.
joriandrake: I wonder if John could make his own arrows, at least weaker ones only by carwing sticks to be points
Smon: "Rugarr says you can pay him the three gold out of your reward money."
joriandrake: "This will do fine, thanks. I can leave right away now, I believe you can provide some provisions for the girls and sigurd for when we meet up, yes?" He puts up a charming smile as he checks what he might still need in mind "oh, and a rope too"
joriandrake: "I learned that you can never have enough rope"
chris107:
Smon: Lorynn: "They don't need food - they need your blade!" He snorts. "Rope? Yeah, ok..." he goes into the inn cellar and returns with a 30' length of rope. "Bring it back when you're done."
joriandrake: "Righto, will do that. Well, I pack my stuff and leave right away."
Smon: "Oh, do ye have a torch? Orcs like caves and such."
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
joriandrake: (As far John remembers he had 3 torches last time and didn't use any of them yet)
Smon: John overhears the barmaids Louise & Irene whispering, it doesn't sound like they give much for his chances.
Louise: "I'm going to miss Sigurd - and that girl with him was nice, she had a posh accent..."
Smon: OOC I don't see any torch on your sheet, but you might have got some off Old Gnarly and kept them.
joriandrake: John doesn't react, as he shares the sentiment and doubts his own chances. If things look bad he can just run away as the longest living thieves usually do
Smon: GM: Lorynn bids John farewell, practically pushing him out the Morgansfort gate and pointing him to the road north.
joriandrake: (ok, I might've remembered wrongly, I recalled as if yo usaid i had 3 the last time we were in the caverns, but as I used a bow/sword I didn't use a torch to keep an arm free)
joriandrake: John picks a grass or straw to put in his mouth and hums a melody, quite badly as he walks.
Smon: Heading north out of Morgansfort in the evening light of midsummer, the trail heads north past the local farms, the great Roglaroon to your east (the mighty Dearthwood just visible on the far bank) and the wooded Morgan's ridge to the west shielding the road from the vast Mermist swamps beyond.
Some 5 miles north of the Morgansfort, you come across what is clearly Lorynn's wagon, stripped bare of loot. His ox lies slaughtered, most of the flesh butchered off. Flies have settled on the bloody corpse, and a clear blood trail leads west towards the ridgeline. There are orc tracks too, at least half a dozen.
Smon: Dusk is falling, and the flies are beginning to settle for the night, while a few mosquitoes from the swamp are buzzing around.
Smon: /roll d6
Smon rolls 1d6 and gets: 4,
joriandrake: He shakes his head, the orcs could've just got the ox pull the wagon and then kill it on arreival at their camp. "Eh, I hopew their security is also having some similar reasoning problems"
Smon: John picks up human tracks following the orcs - two pair, likely Sigurd and Philomena.
joriandrake: John tries to sneak and follow the tracks
joriandrake: he looks around, watching for possible ambushes, and maybe following the tracks entirelly is a bad idea as well, so he will sometimes stop to listen, or go a bit around to the sides
Smon: You follow the tracks, sneaking through the brush, alert for possible ambush. The trail leads west up into the woods, and within a mile of the ambush site you see it heads up the slope of a small round hill atop the ridge, towards a dark cave entrance from which a thin smoke trail wafts.
Smon: There is a faint smell of blood on the air, mixed with the smoke from the fire.
joriandrake: As John hears no combat sounds he is alert, perhaps Sigurd already won against the orcs, but there is also a possibility that both him and the woman are dead, so scouting is the mosti mportant now, to see if it is even worth to attempt to go up against the orcs at this point
Smon: You see no guards outside the cave, and there is very little debris on the ground, as if the inhabitants have not been here long.
joriandrake: Maybe it isn't their permanent, or main camp, John thinks
joriandrake: John sneaks close to inspect the entrance area
Smon: You reach the smoky cave mouth and look in... The cave runs NW about 20' or so then opens out into a wider area, with several side caves to N NW and SW. The roasted remains of spitted ox parts sit over the smoky embers of a central fire pit that illuminates the scene.
Smon: The butchered corpses of six dead orc warriors lie on the ground! They have been arrayed neatly in a row about 15-20' inside the cave entrance.
joriandrake: This looks strange - they left the fire burning and the food going to waste? - He already assumed Sigurd was here when he also finds the orc bodies
Smon: As John watches, he makes out guttural yet feminine voices coming from the western branch - voices talking in Orc-tongue!
joriandrake: - Ah yes, he was certainly here- He looks around for clues if anyone else beside him was here since then
Smon: Has John chosen his languages yet?
joriandrake: (no idea if John knows any languages other than common)
joriandrake: (nope, we made the char so that I let you handle most stuff, how many languages can he know extra?)
Smon: 1 with INT 9
Smon: /roll 3d6
Smon rolls 3d6 and gets: 2, 6, 4, = 12
Smon: Not orc though.
joriandrake rolls 100d6 and gets: 4, 1, 2, 3, 2, 3, 5, 5, 2, 1, 5, 5, 4, 1, 6, 3, 5, 4, 5, 6, 2, 3, 1, 3, 3, 2, 2, 4, 1, 2, 4, 4, 3, 5, 6, 4, 2, 4, 2, 3, 5, 1, 2, 2, 1, 1, 5, 6, 5, 3, 6, 1, 5, 1, 3, 2, 2, 5, 5, 2, 1, 3, 6, 3, 2, 5, 6, 3, 3, 2, 6, 2, 2, 1, 3, 3, 2, 2, 2, 1, 4, 1, 1, 2, 2, 4, 3, 3, 3, 2, 5, 3, 5, 4, 5, 6, 3, 5, 3, 5 = 322
joriandrake: sorry
joriandrake rolls 1d100 and gets: 77,
Smon: John doesn't understand what's being said but they sound agitated. One, louder than the others, seems to be remonstrating with several other females.
chris107: (That looked like the poison damage earlier!  )
Smon: The cave runs NW about 20' or so then opens out into a wider area, with several side caves to N NW and SW. The voices are coming from the SW fork.
joriandrake: Fey or Infernal language, I decided that john started as a mage apprentice once but couldn't resist and stole from the mage, and got kicked out, however the mage was a summoner and John picked up a language while there
Smon: NW leads straight into the hillside
Smon: /roll d2
Smon rolls 1d2 and gets: 2
joriandrake: So the summoner either called fey creatures or devils
Smon: OK I roll Infernal
joriandrake: k
joriandrake: John thinks whatever they argue about this is a chance to sneak past them, and he will just take a glimpse there to see if Sigurd is present (dead assumedly) or not
joriandrake: He will randomly pick one of the non - SW paths, leaving it to luck
joriandrake: n nw
joriandrake rolls 1d2 and gets: 2
joriandrake: nw
Smon: GM: John sneaks into the cave, his eyes adjust to the smoky gloom & he can see ok without need of torch - yet. He reaches the main cave - looking SW he dimly makes out several burly orcish figures in dresses arguing.
joriandrake: In dresses? o.O
joriandrake: John is a bit shocked at the display but decides to continue on the NW path
joriandrake: He will hold with using a torch as long as possible, as its smoke and light easily give hi maway
Smon: John sneaks down the NW cave, he sees faint light ahead. After about 30' it opens out into a larger cave area about 30x30... tbc
joriandrake: to be continued?
joriandrake: is the session already over?
Smon: A rude pile of furs, skins, and various dirty pillows against the south wall makes up his bed. In the northwest corner of the room is a pile of chests, bolts of cloth and bags that appear to be full of coins.
Smon: LOL
Smon: I meant my post obvs
joriandrake: okok
Smon: Sitting on the bed is an enormous, badly wounded ogre, tending to some bloody sword wounds.
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
joriandrake: Alone?
Smon: It hasn't noticed John. In the light of a small fire it mutters to itself as it binds dirty rags round its bloody arm.
Smon: It appears to be alone. John notices that the north side of the cave has a door, someone has tried to conceal it but not done a very good job.
joriandrake: John can only assume this one surviveda combat with Sigurd, and possibly is a leader
joriandrake: Does the door look recently used?
Smon: Yes, you can see a faint trail of fresh-ish blood drops going to the door.
joriandrake: John fights off the urge to just backstab the ogre, and considers the chances of openeing and sneaking through the door without the ogre noticing him
joriandrake: If John believes there is a large chance the ogre would notice it then he will still have to stabbystab the ogre to go through after it
Smon: It's pretty much facing north, you might get to the door unnoticed but getting it open & getting through unseen would be tough.
joriandrake: John considers the damage he could inflict with his broadsword on an unaware, wounded ogre, does he think he has a good chance of killing it silently?
Smon: Yup
joriandrake: John steadies his breathing, heartbeat, takes his sword and sneaks behind the ogre for a killing blow, backstab attack
Smon: OK I'm giving +50% to sneak up unseen giving you a 70% chance, roll d100
joriandrake rolls 1d100 and gets: 18,
chris107: good luck
Smon: John sneaks along the wall - the ogre does not see him...
Smon: Ok you need 9+ to hit the sitting ogre, and get +4 for Thief backstab.
joriandrake: John prays there are no traps along this wall
Smon: +1 normally for STR, so roll d20+5
joriandrake rolls 1d20+5 and gets: 10, (+5) = 15
Smon: Hit!
chris107: yay
Smon: 2d8+2 dmg
joriandrake rolls 2d8+2 and gets: 7, 1, (+2) = 10
Smon: The blade slashes across the back of the wounded ogre's thick neck. Dark blood gushes, and it keels over dead!
chris107: Yay!
Smon: The ogre's face crunches into the small fire, scattering burning embers as it hits the ground.
joriandrake: No time to waste, heJohn takes a quick checkup on the ogrre if it had any keys or smaller loot, then picks up a smaller bag of coin mostly randomly (to not leave fully without some reposessed goods) and then goes to open the door
joriandrake: If there is a possibility to return here later for a proper looting that is great, but now time is ticking and he needs to leave to find Sigurd
Smon: Amidst the loot is a lovely engraved piece of chalcedony worth 100gp(!), John also grabs some gold from the treasure pile
joriandrake: Obviously he can't hide such a huge body so he needs to find Sigurd and the girls quickly
Smon: /roll 6d6
Smon rolls 6d6 and gets: 6, 3, 2, 1, 2, 6, = 20
Smon: 20 gp
Smon: He also notices a mahogany scroll case.
joriandrake: John is satisfied with that, but he knows true satisfaction is after getting back to drink half of it away without any body peaces missing
Smon: Do you want to take the scroll case?
Smon: It's stoppered, presumably holding a scroll of some sort.
joriandrake: hm, the ogre didn't die from being near it, John will pack it away but without looking at the content to avoid possible magic traps
Smon: OK John packs it away (note Morgansfort pg 59 for later reference).
joriandrake: and then he goes to open that door
Smon: JOhn finds the catch and opens the door...
joriandrake: sword in hand, but ready at same time to hid and/or to flee
Smon: Beyond, a 10' entranceway opens into a large chamber.
Smon: OOC Chris will go to you shortly
chris107: no probs
joriandrake: (that's good, it means probably that John finds you)
Smon: You enter a large room, thirty feet square, with a set of double doors centered in the far wall. Both doors are decorated with bull's heads, carved in low relief, with tarnished silver handles shaped like horns. There are two empty torch sconces on each wall, with each pair being spaced about twelve feet apart. Oddly, though, the faint trail - boot scuff marks, occasional blood drops - leads to a point on the blank eastern wall.
Smon: (that was for John)
chris107: yup
joriandrake: John notes the blood trail as that is why he even decided to open the door
Smon: /roll d6
Smon rolls 1d6 and gets: 3,
joriandrake: Considering the ogre lived, he assumes Sigurd is either dead, captured, or already sold into slavers... perhaps eaten. He will follow the trail and check the wall for secret keys/buttons/cracks/etc
joriandrake: slavery*
Smon: GM: John goes over to the east wall - he soon detects the faint outline of a secret door, but no obvious way to open it. He does notice recent scuff marks below the torch sconce just left of the secret door though.
joriandrake: Even if he finds something, he won't open it until he makes a quick cleanup near the wall to get rid of the trail
Smon: ok
joriandrake: John goes and tries to turn or push the torch holder
joriandrake: if that doesn't work he will place one of his torches inside extra
Smon: GM: John has his own torch lit now as no light here, he closed the secret door behind him yes?
joriandrake: Yes
Smon: The torch sconce turns clockwise at his push! With a faint grinding sound, the secret door swings open!
joriandrake: The ogre is already a problem if noticed, i doN't need an open door to lead pursuers on my heel right away
Smon: Beyond it a tunnel runs east 10' then turns north/left out of sight.
joriandrake: John doesn't know if the door will close on its own or not so he quickly goes inside
joriandrake: He will sneak inside the tunnel, listening to any sounds
Smon: John goes through the secret door - closing behind him?
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
joriandrake: Does it close on its own?
Smon: He can push it closed
joriandrake: then John pushes it, hoping the torch holder turns to notmal stance as well to not look out of place
Smon: John stops to listen - no, all is silent here.
joriandrake: normal*
joriandrake: he moves forward
Smon: OK, John sneaks down the tunnel...
joriandrake: John watches for any traps
Smon: His torch lights the way. 40' N down the tunnel it ends at a T junction e-w.
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Smon: /roll d6
Smon rolls 1d6 and gets: 6,
joriandrake: John looks for the continuation of the blood trail, which way does that go?
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Smon: John can't see any blood spatter here.
Smon: OK going to switch to Sigurd now
joriandrake: k
chris107: k
Smon: GM: Somewhere else... Sigurd supports Philomena as they head down the dark tunnel, the slave girl Lucy carrying the guttering torch.
chris107: He listens carfully, eyes pealed for danger.. or a weapon.
Smon: Ahead you see the iron tips of a raised portcullis over the entry to a hexagonal chamber about 30' across, the sandy floor stained with dried blood.
Smon: There is a matching archway with raised portcullis at the west side of this arena like chamber.
chris107: He gestures to Lucy and Philly to wait as he creeps ahead, sticking to the wall and looks in.
joriandrake: (btw, had no time to read the blog, so I went just blindly on gut feeling)
Smon: The floor of the room is littered with bones, and you see a few rusty weapons.
chris107: Any sign of habitation?
Smon: Looking in, Sigurd sees a third, closed portcullis barring an alcove on the n/right side of the arena.
Smon: /roll d6
Smon rolls 1d6 and gets: 3,
Smon: *Something* is standing there behind the bars - something big, not humanlike - a lion?
chris107: He gestures/helps the girls forward after looking for a sword of some sort.
Smon: In the light from the torch behind him Sigurd makes out a huge lion-like form behind the bars, dark tendrils - tentacles - rising from its back.
chris107: He tries to hurry them across to the open weatern portculis without alerting the 'beast'
Smon: Your torch will be highly obvious
chris107: Then we must hurry
Smon: Sigurd spots a rusty but serviceable looking battle axe among the weapons
chris107: that will do
chris107: "Quickly, we must keep on moving."
Smon: GM: You enter swiftly, Sigurd grabbing the axe from the sand. Aroused by the light, the creature moves stiffly forward and slams against the bars! You have a confused impression of some great dead (zombie?) cat beast, decayed tentacles writhing from its back, then you reach the far exit...
chris107: "Lucy, if the lion gets loose I'll try to hold it off. Get Philly clear.
Smon: GM: The three fleeing prisoners reach the west exit and go through.
chris107: (nice)
Smon: GM on a 1 the beast gets through the bars
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
Smon: LOL
chris107: Oh bugger
joriandrake: (surprised you didn't use the standard 6)
chris107: Can Sigurd find a way to drop the western portcullis?
Smon: Bars bend and shatter as the huge zombie Displacer Beast tears through! Sigurd looks around this new chamber, 20x20 with a tunnel exit in the w wall. On the short wall section beside the entry there are four levers.
Smon: All are in raised position. Likely one of them drops the west portcullis, keeping away the great beast currently tearing through the north gate.
chris107: he pulls number 4 desperately, battle axe in one hand, he yells at Lucy to go with Philly!
Smon: GM: Suddenly John hears sounds coming from not far off - banging and crashing, as if a great brute was tearing through iron bars!
joriandrake: (wow, maybe you have a turn or two to xperiemtn with the levers)
joriandrake: John gulps and sneaks towards there. if there is enough light he will stop the flame of his torch
chris107: (I'm working on cardinal directions usualy been expressed NSEW)
joriandrake: (I only heard of NSFW)
Smon: GM: Lucy and Philly head down the west tunnel, taking the light with them, as Sigurd pulls the fourth lever and the portcullis to his right slams down, in between him and the approaching undead monster!
chris107: Phew!
Smon: OOC well done Sigurd!  Things are more interesting when you only have 2 hp eh?
chris107: He stumbles after the girls
joriandrake: (I hope he won't get stuck on the same side as John though)
chris107: just a bit! LD
joriandrake: (I meant he zombie)
Smon: GM: The tunnel is 30' long, at the end Lucy is opening a wooden door. Philly looks relieved to see Sigurd as behind him the beast reaches the second portcullis...
Smon: GM: John thinks the sounds came from the west, though it's hard to be sure. He takes a step in that direction, keeping close to the wall.
Smon: The zombie beast slams into the second portcullis... John hears another crash, much louder now...
Smon: GM: Sigurd sees that beyond the door is a tunnel running N-S.
Smon: On a 1 zombie displacer beast gets through second gate...
Smon: /roll d6
joriandrake: (Problem here is John doesn't know of the zombie kitty, nd going closer to these noices sounds more dangeroudn than going away from them)
Smon rolls 1d6 and gets: 2,
Smon: It holds!
chris107: just!
chris107: He listens for any noise both ways?
joriandrake: John tries to sneak faster... if that is possible
joriandrake: (I think I lag a bit, comments take a while to appear)
Smon: GM: John sees ahead that the tunnel after over 100' west opens out into a large chamber, which seems to have several exits. This large space is a sort of common room, with hallways leading out in every direction. There is a pile of rotten lumber in the southwest corner that may have been a couple of long tables and some chairs a long time ago. The room appears unoccupied.
joriandrake: (oh, not an 1 good, didn't want to face it down)
Smon: GM: Sigurd & co close the door behind them. To the south they make out a torch! At the same moment John at the east entrance to the lumber room sees torchlight away off down a tunnel to the north.
Smon: /roll d6x2
Smon Rolls 1d6x2 and gets:
1 = 1
4 = 4
joriandrake: John thinks if he picked the correct route there should be some sign of recent activity, a blood trail, dust messed up, anything to pick the correct path
Smon: However in front of him is a concealed pit!
joriandrake: John hates pits, traps, actors, ot otherwise
Smon: He nearly stepped right onto a concealed pit in the SE corner of the lumber room.
Smon: The lid is well hidden but you rolled a 1 for once
joriandrake: He is careful and continues to look for a path, now also checking for traps
Smon: Philly whispers to Sigurd "light! down there. They must have seen us..."
Smon: /roll d6
Smon rolls 1d6 and gets: 6,
Smon: eek
joriandrake: John realyl wishes to avoid getting into a pit trap ever time
chris107: "The Orcs would not use a torch, come, let's investigate."
Smon: John can step over the NE corner of the pit cover safely and goes towards the torch - sees Sigurd coming towards him with Philly and a busty slave wench he doesn't recognise.
chris107: He grips the battle axe
Smon: /roll d6
Smon rolls 1d6 and gets: 6,
joriandrake: John looks behind them and behind himself, aware of being in middle of enemy territory
Smon: /roll 2d4
Smon rolls 2d4 and gets: 2, 1, = 3
joriandrake: "Psst, thats a trap there,, doN't step on it"
chris107: "Thanks John." Grins the big Skandik
joriandrake: John is visibly nervous
chris107: "Do you know the way out?"
Smon: You greet each other. Suddenly you hear moans and shuffling sounds as the pale forms of three ZOMBIES approach from behind Sigurd & co!
Smon: /roll d6
Smon rolls 1d6 and gets: 3,
joriandrake: "I know the way I got inside, but probably the orcs are already alerted there"
joriandrake: "We can go back if you want, there was an ogre but I killed it"
Smon: Luckily you spot them before they get in grab range (n surprise)
chris107: "Lets go!"
joriandrake: "Which is why I think the orcs are alerted, probably founbd the body by now"
chris107: "Run, John. Speed is our only friend now!"
Smon: The zombies shuffle forwards, arms raised to grab and rend your tender flesh. Lucy screams!
joriandrake: "Sigurd, you girls, get here"
joriandrake: John signals them all to bove around the shown trap and stand further back
Smon: Non screaming Lucy https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6oDWWfvC9rAmlUjSOLPKu3tcoiQL8tVcFw_5wlQJ6EYwVr-0USwQPVQUnlcW8VeJgmtRfpiYK9aAycSyADiJ9Zyhw1qgb3z1qiIsQRm96Uj7rGxOO5pWfyNua_k6Qi1n47FeqGIgDepM/s400/93_53.jpg
joriandrake: move*
joriandrake: (hope they get dropped inside)
joriandrake: "Zombies aren't known for their intelligence, let us use the orcs trap"
Smon: /roll 3d6
Smon rolls 3d6 and gets: 4, 6, 4, = 14
chris107: "Good thinking!"
Smon: GM: The zombies advance rapidly, 1 in 6 chance someone triggers the pit while trying to get over it
Smon: /roll d6
Smon rolls 1d6 and gets: 3,
Smon: GM: You successfully navigate round the pit, into the south tunnel, as the zombies follow, right onto the pit lid...
Smon: /roll d3
Smon rolls 1d3 and gets: 3
chris107: "Yes!"
joriandrake: John stops to see what happens
Smon: All 3 zombies tumble into the pit! You hear angry clicking and hissing from the carrion crawler at the bottom of the 10' deep pit as zombies land on it!
joriandrake: "Okay, job's done. Let's leave swiftly"
Smon: Looking down the now open pit cover you see the tentacle faced long caterpillar thing trying and failing to paralyse the zombies. They get to their feet and start to tear into the unfortunate monster.
joriandrake: John on their way back describs the situation, where he got into the caves, the sneaked past orc girls in dresses, and the room of the dead ogre wich was not looted
Smon: John leads everyone back east at a good pace, talking about his experiences...
Smon: /roll d6
joriandrake: Totally doesn't care about the critters fighting each other
Smon rolls 1d6 and gets: 4,
Smon: /roll d6
Smon rolls 1d6 and gets: 4,
Smon: /roll d6x3
Smon Rolls 1d6x3 and gets:
6 = 6
5 = 5
4 = 4
joriandrake: "I can loan my sword or my bow to one of you"
chris107: Sigurd explaiins about the 'White Man' a necromancer who seems to be in charge here and has Lucy's friend.
chris107: And a bout the big female Orc.
joriandrake: "You're barely alive, mayxbe yo ushould try athe bow Sigurd"
joriandrake: "I saw her"
Smon: You reach the intersection, Sigurd at the rear. JOhn leads you south. Sigurd is just turning right when the ground creaks beneath him - it takes him a moment to realise he, and the 4 people in front of him, have just walked over another concealed pit without activating it!
chris107: "I've been better but Lucy's friend faces a fate worse than death! She is to be made into a Zombie Bride!"
joriandrake: (I assume John has no healing potions, right?)
Smon: (yup)
chris107: "Phew, that was lucky."
joriandrake: John makes a mental note that he REALLY hates pits
joriandrake: but says no word about that one
chris107: "Lucy can you get Philly back to Morgansfort?"
Smon: The tunnel runs south 40' from the T-junction and turns west to the back of the secret door.
joriandrake: "Can't we all jsut leave?"
joriandrake: just*
chris107: "I hate to leave Lucy's friend to such a grizzly fate..."
joriandrake: "I've seen at least 9 orcs, I doubt we can take on all of them in our current position"
joriandrake: "Unless Lucy can fight, maybe she can use the bow?"
Smon: Philly: "I can walk... Sigurd you're in no state to fight! Even with my healing, you're half dead!"
chris107: "You're right of course. Lets get out of here. Philly has powers now. She can heal me and we can come back."
Smon: Lucy grimaces and shakes her head. "Never used one."
chris107: "Let's get out of here."
Smon: Philly: "Maybe we can get Tomandy to send men - he may not care about Orcs, but surely a Necromancer?"
joriandrake: "as lock you donm't shoot us in the back it is fine, you can keep back, away from battle and hopefully we can avoid battles at all"
joriandrake: as long*
joriandrake: (I need coffee o.o)
Smon: GM: John opens the secret door to the 40x40 chamber with the silver double doors in N wall, the secret door to the ogre's cave in S wall.
Smon: ooc finishing at 9pm
joriandrake: John hands the bow and arrows to the girl
Smon: Lucy takes them gingerly. "I have no idea how to..."
joriandrake: "better than no weapon, even if you can't use it"
Smon: JOhn opens the secret door to the ogre's room?
joriandrake: John takes a quick moment to show how to pull the bow and place arrow on it
joriandrake: only after this preparation will he open it
Smon: ok
Smon: /roll d6
Smon rolls 1d6 and gets: 3,
Smon: The ogre lies dead in a pool of congealing blood.
Smon: No one else.
Smon: Philly's eyes go wide at the sight of the treasure sacks against the west wall.
joriandrake: "Girl, I didn't use a dagger, sword, or bow until I absolutely had to either, no reason to feel ashamed to not know how to use them, just make your best out of it to use them for survival"
Smon: "Gold! Hundreds of coins at least..."
joriandrake: "Sigurd, everyone can I guess pick some smaller sack to bring, but we have no time for more"
joriandrake: "nor the strength" and John looks sad as he says this
Smon: Philly shakes her head. "No use to us dead. Let's go."
chris107: Grab a sack each!
joriandrake: he nods
joriandrake: he nods more eagerly
joriandrake: a smaller sack is handed to the girls, tied on their back or using lying around backpACKS
joriandrake: same for Siguerd (John helps) and himself
chris107: Sigurd carries what he can.
joriandrake: the ones for the girls will be smaller
joriandrake: to not hinder them
Smon: GM: You can each grab sacks, together taking all the coins - much is copper but you're not sorting them.
joriandrake: nope, we don't no time for that
chris107: Sigurd does
Smon: There's about 28lb total weight of coin, around 1400 coins
chris107:
chris107: Even coppers buy ale!
Smon: plus what John took earlier
joriandrake: Softly john says "We will get the law to hunt for the necromancer, but we should leave now"
Smon: GM: You head down the SE tunnel, you see starlight ahead...
chris107: "Now let's get the Hel out of here!"
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
joriandrake: John nods the quietly leads the group to sneak out
Smon: You reach the entry cave, the fire now dead.
joriandrake: he shows basic steps on how to moöve feet, stzep to make least sound
joriandrake: stay in shadows
joriandrake: anything that can be forced into a max 5 minute Basic Thief class
Smon: JOhn tries to show the others how to sneak
Smon: 5 minutes, ok...
Smon: /roll d6
Smon rolls 1d6 and gets: 4,
joriandrake: (I basically learned this stuff in RL as part of Ninjutsu years ago)
Smon: Luckily while he is giving his lecture no monsters interrupt.
Smon: I'll give you 3 in 6 to get past the orcs unnoticed then...
chris107: "Now shall we run?"
Smon: /roll d6
Smon rolls 1d6 and gets: 6,
Smon: Nope
joriandrake: either very good or very bad
joriandrake: k
chris107: Battle axe it is then.
Smon: As you are sneaking through the entry cave you hear angry orcish cries from the SW cave - you've been spotted!
chris107: Thor protectus!
joriandrake: quick calculation: fleeing for our lives better than facing them?
chris107: Probably, lets scarper then!
joriandrake: We skidaddle
Smon: Sigurd turns to see the fat boa clad orc chiefess, now wielding HIS bastard sword, three more orc sows behind her with butcher knives
chris107: If we can run we will, if it looks like we will be caught, Sigurd attacks with battle axe.
joriandrake: "aw, crap"
Smon: They are yelling angrily and coming in your direction, but you could still flee
joriandrake: Then we indeedly do
chris107: flee out of the cave?
joriandrake: "leave your sword for now"
chris107: "Aye, let's go!"
joriandrake: "We get it later back" and John shows a good xample in how to flee
Smon: OK you run for it, orcs chasing after you... gonna roll DEX checks
chris107: Sigurd helps Philly and joins him.
Smon: Sigurd John Philly Lucy
Smon: /roll 3d6x4
Smon Rolls 3d6x4 and gets:
3, 6, 6 = 15
4, 2, 1 = 7
5, 3, 6 = 14
4, 5, 6 = 15
joriandrake: and orcs too?
joriandrake: (I have no diea how to read those rolls)
chris107: are they the dex check DC's?
Smon: GM: Only John is in no danger of being caught, rest of you failed
chris107: ah
joriandrake: John can't leave them behind
Smon: Sigurd & Philly is too wounded, Lucy's bare feet are sore on the stony ground.
chris107: Then Sigurd launches himself directly at fatty!
joriandrake: I mean., we basically got out already
chris107: "That's my sword you fat slag!"
Smon: GM: as the orcs gain on you, Sigurd turns, axe raised!
chris107: He hits her with the axe
Smon: morale check
Smon: /roll 2d6
Smon rolls 2d6 and gets: 3, 1, = 4
joriandrake: John will use his better movement results to go into sneak mode and backstab someone
Smon: The orc females lunge at you!
Smon: roll init d6 +1 for DEX, win 4+
chris107 rolls 1d6+1 and gets: 5, (+1) = 6
chris107: yes!
joriandrake rolls 1d6+1 and gets: 4, (+1) = 5
chris107: He tries to split her ugly skull
Smon: OK John seeing the orcs gaining, melts into the bushes...
Smon: Sigurd lunges at Badushna orc-queen
chris107 rolls 1d20+2 and gets: 15, (+2) = 17
Smon: John roll d%
joriandrake rolls 1d100 and gets: 63,
chris107: Two handed is d8+1?
Smon: The orc queen fails to parry and the axe strikes her sternum
Smon: yup plus STR
joriandrake: (plus str i think)
chris107 rolls 1d8+3 and gets: 2, (+3) = 5
Smon: JOhn had 60% success chance, the orcs spot him but he can attack normally
Smon: The rusty axe sinks deep, the orc falls to her knees, dying.
Smon: Three more with cleavers are with her
chris107: Phew!
joriandrake: John will attempt to hit the same orc woman with heas stabbystab from under the armpit
Smon: (she had 4 hp left)
joriandrake: John doesn't know if they spotted him but maybe that woman was preoccupied with Sigurd enough
joriandrake: aaah
joriandrake: she died
joriandrake: ok, John picks a different target for same
Smon: Attack a second ok
joriandrake: and shouts to Lucy "Shoot them!"
Smon: AC 10
Smon: Lucy init
Smon: /roll d6-1
Smon rolls 1d6-1 and gets: 4, (-1) = 3
Smon: failed - she has DEX 5!
joriandrake: with a fiendish grin then adds "All archers ready your bows, fire on second signal, they are in our aim!"
Smon: Lucy morale
Smon: /roll 2d6
Smon rolls 2d6 and gets: 6, 3, = 9
Smon: Lucy throws the bow down and scarpers!
Smon: The orc females cackle
chris107:
joriandrake: (ugh)
Smon: John roll to hit pls
joriandrake: (was worth a try)
chris107: "No Valkyrie, that one!"
Smon: A female orc comes at John, cleaver raised to strike
joriandrake rolls 1d20 and gets: 2,
joriandrake: eh
Smon: He misses
Smon: The orc stabs
Smon: /roll d20
Smon rolls 1d20 and gets: 20,
joriandrake: eh
chris107: ouch!
Smon: crit - 4 dmg
Smon: John 2/6
joriandrake: I think i have 6 hp total
Smon: last 2, d2 1 Sig 2 JOhn
Smon: /roll d2x2
joriandrake: ok John considers the situation and will dodge to go to pick up the bow and use that next chance given
Smon Rolls 1d2x2 and gets:
1 = 1
2 = 2
Smon: 1 vs Sigurd
Smon: /roll d20
Smon rolls 1d20 and gets: 1,
Smon: miss
chris107: miss!
Smon: 1 vs John
Smon: /roll d20
joriandrake: i will die
Smon rolls 1d20 and gets: 17,
Smon: hit
chris107: eek
Smon: The orc stabs him in the flank
Smon: /roll d4
Smon rolls 1d4 and gets: 4,
chris107: Oh bugger!
Smon: John goes down, bleeding at -3 hp
Smon: The female orcs cheer.
chris107: Sigurd will not leave him.
joriandrake: -1 no? not that it matter
Smon: Philly is at 0 hp and can't fight, she groans helplessly
chris107: "By Thor! You'll all die now!"
Smon: You took 4 then 4 = -2 actually
joriandrake: ok
Smon: 3 orcs close on battle-weary Sigurd...
Smon: Sigurd your go
joriandrake: (well, it was a fun albeit short campaign)
chris107: The berserk rage of the Skandiks descends upon Sigurd!
chris107 rolls 1d20+2 and gets: 1, (+2) = 3
chris107: Crap
Smon: Sigurd swings, misses.
joriandrake: eh
Smon: /roll d20x3
Smon Rolls 1d20x3 and gets:
7 = 7
8 = 8
9 = 9
Smon: all miss!
joriandrake: Lucy was the clever one
Smon: morale check
Smon: /roll 2d6
Smon rolls 2d6 and gets: 6, 3, = 9
chris107: He strikes again!
Smon: The female orcs back away from Sigurd
chris107 rolls 1d20+2 and gets: 1, (+2) = 3
Smon: LOL
joriandrake: (I actualyl thought you would roll a morale check when you rolled one for Lucy)
chris107: for heavens sake!
Smon: "eez no gud! Finish him!"
joriandrake: (for orcs*)
Smon: /roll d20x3
Smon Rolls 1d20x3 and gets:
9 = 9
1 = 1
4 = 4
Smon: LOL
chris107: H4 tries again
Smon: The orc females back away
chris107 rolls 1d20+2 and gets: 3, (+2) = 5
joriandrake: 20
joriandrake: damn
joriandrake: test
joriandrake rolls 1d20 and gets: 8,
chris107: "Look, lets all go home shall we?"
joriandrake: (well, they got a dead leader they need to fight to fill position over)
Smon: ooc if you were to let them go you could have... wait a minute you're forgetting your 2 atts/rnd! Realising Sigurd could easily have killed them :D, the 3 orc females happily flee!
joriandrake: (so I guess the orcs could find that their rivalry matters more than we do?)
chris107: He kneels to staunch John's bleeding, dragging him away whilst supporting Philly
Smon: JOhn roll 3 Saves
Smon: d20
joriandrake rolls 3d20 and gets: 13, 18, 6, = 37
chris107: Taking his bastard sword from the boss if he can?
joriandrake: + whatever
Smon: ok John is stable on 2nd save at -3 hp
Smon: no mods
Smon: Yes, Sigurd can take his sword back
chris107: And that's just about my time up
joriandrake: guess ot even she had healing potions on her
joriandrake: not*
chris107: He limps back to town, supporting John and Philly
Smon: You round up Lucy. That night your weary band returns alive to Morgansfort!
joriandrake: John will be so grateful to Sigurd that he will not keep his extra loot secret and share 50-50 with him
chris107:
joriandrake: he intended to share info on scroll anyway, but now also on the other stuff
Smon: Lorynn: "One slave, eh? Well, that's worth 25 gold I reckon - here ya go. Minus 3 for the arrows." He hands you 22gp.
joriandrake: John tells Lucy she was the clever one to flee that moment and no hard feelings
Smon: Lucy looks down bashfully: "I'm sorry... I was afraid."
chris107: Sigurd down a flagon of cold ale, glad to be alive!
joriandrake: "So, we plan to get authorities to go after the necromancer, we might still be able to get the other girl back"
Smon: /roll 3d6
Smon rolls 3d6 and gets: 5, 2, 1, = 8
Smon: Lucy seems to like John (passed CHA check)
Smon: We can do you meeting Bailiff Tomandy next time
joriandrake: That is good, because John's nect suggestion would've been to get a spoecil way to pay for her return back
joriandrake: next
chris107: Nice session! Thanks Simon and thanks for the rescue, Jorian
joriandrake: thanks
joriandrake: I honestly thought we die now
Smon: OK you can have 1400 XP
joriandrake: it all went so well until the very end
chris107: me too. That was hairy
Smon: So John levels up
Smon: Jorian roll your d4 for hp
chris107: nice! that's 3rd level for Sigurd
joriandrake: I assume thats enough for John to level up to 2?
joriandrake: ok
Smon: yup
Smon: Sigurd roll your d8 then
joriandrake rolls 1d4 and gets: 1,
joriandrake: I expected the 1
chris107: I'll roll hit dice then I must fly!
Smon:
chris107 rolls 1d8+1 and gets: 8, (+1) = 9
Smon: Wow!
chris107: Yay!
joriandrake: ok, you be my living wall
Smon: The gods like Sigurd!
chris107: 28HP
joriandrake: bye all, cya tomorrow Chris
chris107: See you later guys, thanks again
Smon: bye now
joriandrake: Simon I leave leveling to you
Smon: ok

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