HP 58/58, AC 21, T 12, FF 19, CMD 19 Performance 28/23
Thanks MM. My folks left yesterday, but I had forgotten it was the night where Mrs Ith has to work til late in the evening. Started to make a quick post before work this morning, but that map needed a little more study time than I had.
Btw- did anyone else look at it and think inverse 3D Donkey Kong? I guess in this case Hudak is Kong.
If for any reason someone else goes for me during this fight (shouldn't be necessary but just in case), I have one more 3rd level slot free and that is our haste for dragon fighting.
The first goblin we recruited is a wildcard here. I used bardic suggestion and the suggestion did not involve him fighting his own tribe.
Climbing down that ladder; I'll switch around to the other side or whatever to get past Alwin.
moving full speed, double moving; I should get to Q27.
I think it’s a steeply angled rope bridge rather than a ladder; you might need a bit of manouvering to get past Alwyn and the bugbear, but I don’t think you need to climb. With haste active, you can probably get to Q27 or the top of the ladder down at Q26 and still have an action left to perforate a goblin with that roll of 19 (although you might pick up an AoO or two in the process).
Edit: Or better still move into the midst of the goblins on ledge J and great cleave as your standard action ...
Though, as I was saying, it is nasty combining Great Cleave with someone's lungs.
The goblins react with fury to the assault on their lair, firing slings and bows or hurling whatever unpleasant materials that lie immediately to hand.
OK, at present you are advantaged by being at the top of the cave, so line of sight is difficult for the goblins below. Only those standing on the edge of a ledge at the moment or on the bridge - Vethran, Alwyn and Hudak - need to make a DC 17 Reflex save. If you fail, you take 1d4 damage from various random missiles and need to make a DC 15 Fort save. If you fail that, roll a d6 - 1-3 you are sickened, 4-5 you are nauseated, 6 you are blinded, all for one round.
Check for the bugbear: Ref save = 1d20 + 6 ⇒ (8) + 6 = 14, Fort save = 1d20 + 7 ⇒ (7) + 7 = 14, damage 1d4 ⇒ 2, Fort save fail result 1d6 ⇒ 6
The bugbear turns at just the wrong moment and gets a face full of goblin dung. He desperately scrabbles to clear his eyes. The goblin chief's bodyguards continue upwards to face the invaders, one clmbering up a ladder while the others get ready to go. The chief himself casts a spell - and disappears.
Updated initiatives and conditions:
Bugbear 20 (blind)
Rangers 15 (R1 stuck in Web, all stuck in Wall of Thorns)
Bard 11 (stuck in Wall of Thorns)
Ordinary goblins 0
Reflex: 1d20 + 7 ⇒ (8) + 7 = 15. That's a fail, but does my protection from arrows absorb the damage and/or the negative effects of such? Since you said they were "random missiles." 1d4 ⇒ 4 damage, Fort: 1d20 + 6 ⇒ (1) + 6 = 7, result: 1d6 ⇒ 2. Sickened for one round (unless protection negates).
OK, my fault as I didn't put the ledges in, but Camlo likely only pulled off that move by flying. Please note that ledges C and K stand between you and ledge D. Please also note the sudden proliferation of angry goblins on most levels now. Please reconsider your action.
I’d say Camlo probably wouldn’t want to go further than Q26 – I’m going to guess he doesn’t want to stand on the edge of a ledge (K), or hanging off a ladder next to a bunch of angry goblins, with no actions left.
Vethran can be heard muttering something about Shoanti, thorns, fire and ‘real magic’ as he looks across the cavern at the ledge below the one that Hudak and company stand upon. He waves his hand and an opaque curtain of purple flames springs into being on top of several of the goblins on the ledge.
Using elemental wall school power to create a wall of fire along squares S41, S42 and S43, with the hot side facing back into the ledge (towards row T). Wall is ‘up to 20 feet long per level’, I interpret that to mean you can make it shorter. It is 20 feet high, but cannot go through stone to effect the ledge above.
Goblins G3 and G4 take 2d6 + 9 ⇒ (4, 2) + 9 = 15, goblins G5 and G6 take 2d4 ⇒ (1, 1) = 2, goblin G7 takes 1d4 ⇒ 3 damage.
HP 58/58, AC 21, T 12, FF 19, CMD 19 Performance 28/23
Illes makes a break for it across the rickety bridge to the next platform. Seeing the goblins swarming at the foot of the ladder and more ready to pile in from the ledge across the way, he decides to slow the reinforcements down a bit. Illes hums a little song as a thick layer of grease seeps up to coat the rocky ledge.
Move to Q26
Grease Goblins G8,9,10,11
Reflex DC 17
1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26
4 for improvisation; 6 for range is 16
"The reek of this doubtful cure-all proves useful at scaring off Varisian goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any Varisian goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute."
One of the goblins slips in the muck, but the others remain precariously on their feet. Hudak chucks his vial of vile smelly stuff at the one that fell. It cracks open and the goblins gasp in horror as the whiff of eau de harpy arse* begins to drift about.
Strictly, it's the smell from a harpy's musk glands, but since they are next to its anus, the difference is moot.
Same routine as above for the goblins: only those standing on the edge of a ledge at the moment or on the bridge need to make a DC 17 Reflex save. If you fail, you take 1d4 damage from various random missiles and need to make a DC 15 Fort save. If you fail that, roll a d6 - 1-3 you are sickened, 4-5 you are nauseated, 6 you are blinded, all for one round.
Illes, Hudak and Alwyn are near the edge and need to save.
Note that the elemental wall faces inwards not outwards, so anyone coming down the ladder to R43 should be safe from it. Having done its work, Vethran will shut it off on his next turn I think its safe to say.
I'm really sorry about the scarcity of my posts lately. We are currently in the process of moving, so things are a little crazy. I may not have internet access (or electricity, for that matter) after this weekend until possibly May 4th. Thank you for your patience and please continue to NPC my characters as needed.
The goblins on the ledge below, at the behest of the chief's bodyguards send the ladder tumbling to the water below. (Ladder 4, between ledge C and ledge D, is now gone.) A pair of fiery rays lash out at Alwyn, and the chief reappears, hovering in the middle of the cavern. (He's between ledges C and K.)
Ray 1: 1d20 + 7 ⇒ (15) + 7 = 22 v touch AC, damage [/dice]4d6[/dice]
Ray 2: 1d20 + 7 ⇒ (20) + 7 = 27 v touch AC, damage [/dice]4d6[/dice]