GM Aarvid |
The last goblin still has his hands in the air and looks at Andraste with confusion and terror on his face.
Whats next? Searching? Doors? Retreat and head home?
Jory Redcap |
Jory will finish the goblin chief, convinced as the leader, he was responsible for the evil here. Then he will scout up front looking through unexplored parts of the complex.
Take 10 for Perception (23).
stealth: 1d20 + 13 ⇒ (13) + 13 = 26
GM Aarvid |
Andrazi opens the north door and moves into the room to check around.
Several rugs made from dog or horse hide lie strewn
over the dirt floor of this room. Against the north
wall stands an impressive collection of horseshoes,
each nailed to the wall. To the east sits a ragged
padded chair next to a rickety desk that may have
once been an expensive antique. In the northwest
corner sits a canopied bed covered with silk sheets
and sporting an elaborately carved headboard that
features nymphs and satyrs cavorting in a forest.
The bed’s sheets are stained with dirt, while the
headboard is bashed and battered.
Jory, meanwhile moves over to finish off the chief before heading out the (east?) door?
GM Aarvid |
Andrazi takes the next 1-2 minutes searching the north room.
You find in the room...Warchief Ripnugget lives in style—even if his
furniture has been mostly scavenged from shipwrecks
or Junk Beach in Sandpoint, it’s the best junk a
goblin can find. The horseshoe collection is currently
122 shoes strong, although none of them look to be
especially valuable.
Under the bed pillow you find silver holy symbol some strange design with tiny garnets for eyes.
On the chair to the east you find a large iron key wedged under the seat.
That leaves a lot of time for the rest of you to do other things.
GM Aarvid |
Andraste, Oracle of Sarenrae |
GM Aarvid |
Jory finishes off the chief and heads out into the hallway, where he finds another locked door on the north wall of the hall. The hall appears to connect to the guard tower to the south.
Andraste buckles at the knees as she is visibly sickened.
Andrazi continues his thorough search of the north room.
Kyra of Thistletop |
Kyra heals Andrazi and Jory with her wand.
Andrazi CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Jory CLW: 1d8 + 1 ⇒ (3) + 1 = 4
And Andrazi again.
Andrazi CLW: 1d8 + 1 ⇒ (4) + 1 = 5
(41/50) charges left.
Andraste, Oracle of Sarenrae |
As Jory slices through the chief, Andraste suddenly feels the weight of her promise, a promise failed, she had forgotten to leave exception for the chief, but at the same time could only wander what consequences lay before the goblins now that they had lost their chief.
She tries to shake the feeling, but she cannot, but she looks to the others adding, "We need to find the way downstairs."
Raoul Kasabian |
"Thank you for the healing, Kyra."
Raoul surveys the fallen goblins as Andrazi searches the room. He makes his way out of the throne room and into the front foyer/hallway. As he turns east, he tries the first door he comes to.
GM Aarvid |
Raoul you would have walked through a field of caltrops to go that way.
caltrop: 1d20 ⇒ 10 vs AC
Fortunately none pierced your shoes.
The door in the south hall is unlocked. Opening it, he finds a set of stairs going down.
Andraste, Oracle of Sarenrae |
Andraste will follow behind, woosy and a bit out of it.
GM Aarvid |
Raoul calls out and the party moves towards the entry hall to join him at the stairwell he discovered leading down.
Jory makes it to the stairs via the eastern route first. The rest of your group wait for Aelfward to sweep a path clear through the field of caltrops he placed in the wide hall.
Finally Andrazi finishes his meticulous search of the north room and joins Raoul, Jory and team to descend around the stone stairwell.
Map updated
GM Aarvid |
Jory, followed by others, sees a single lantern hangs
from a hook on the wall
next to where the stairs enter this room from the
north. Several rickety doors open into this room,
and a few discarded dog pelt rugs lie forgotten in
the northeast corner.
Jory Redcap |
Searching carefully, Jory makes his way to the doors quietly as he can.
Take 10 perception for 23
Stealth: 1d20 + 13 ⇒ (7) + 13 = 20
GM Aarvid |
p: 4d20 ⇒ (8, 10, 18, 9) = 45
p: 1d20 ⇒ 11
r: 1d100 ⇒ 35
a: 1d100 ⇒ 29
Jory enters the room quietly. No one is present in this large room.
There are six doors to choose from in the room as shown on the map.
GM Aarvid |
The first door opens easily.
The walls of this room are lined with small wooden
cages. Inside each cage is a dirty mound of straw.
Nobody can be seen in this room and no other doors are evident.
Moving to the next door to the south, the next door opens to a hallway heading south and turning to the right.
GM Aarvid |
GM Aarvid |
Jory moves down the hallway out of sight from the rest of the party. Raoul joins Andraste in the south hallway.
Jory Redcap |
Jory moves at half speed to stay quiet, but still is somewhat noisy.
stealth: 1d20 + 12 ⇒ (4) + 12 = 16
He opens all doors, not leaving any closed.
GM Aarvid |
Aelfward moves up behind Raoul. Jory starts to open the closest doors.
The first door on the south opens easily. Inside,
this bedroom has a faint musty odor. The bed
is covered with matted gray and black hair, and
bloodstains mar the stone floor, while a morbid
stack of birds’ feet lies heaped on the floor by the
side of the bed.
GM Aarvid |
Assuming Andrazi follows up at the tail of the party.
Jory has one door opened, but nobody appears in the smelly room. He moves across the hall and opens the next door.
Within the room, he sees an armored human man standing by a table with his sword in his hand as if practicing fencing.
"WHAT? Who goes there goblin-filth...hey, you are not a goblin! Who then? Answer quickly, dwarf."
Aelfward: 1d20 + 6 ⇒ (9) + 6 = 15
Andraste: 1d20 + 3 ⇒ (11) + 3 = 14
Andrazi: 1d20 + 2 ⇒ (9) + 2 = 11
Jory: 1d20 + 1 ⇒ (20) + 1 = 21
Kyra: 1d20 + 0 ⇒ (7) + 0 = 7
Raoul: 1d20 + 6 ⇒ (11) + 6 = 17
Vp: 1d20 ⇒ 1
Vi: 1d20 ⇒ 15
Bp: 1d20 ⇒ 8
Bi: 1d20 ⇒ 5
Jory Redcap |
Jory draws a thistle arrow and readies an attack against any hostile move.
"Who the *(&( am I--I'll tell you I am Jory of the Pathfinders. Stand down now!"
GM Aarvid |
And with Jory's response, the man growls with blade drawn.
And we enter initiative.
=== Round 1===
21-Jory (Readied vs Hostility)
17-Raoul
16-Armored Swordsman
15-Aelfward
14-Andraste
11-Andrazi
7-Kyra
Raoul can take an action and Jory take your readied shot as the man steps towards you with bastard sword swinging.
Raoul Kasabian |
"Oh boy, well - Aelward, I think you could use a little extra oomph with your swings."
Raoul touches Aelfward on the shoulder, casting bull's strength on him.
Bull's Strength grants Aelfward +4 bonus to his Strength. And it will last for 3 minutes.
Jory Redcap |
att/hit/bleed: 1d20 + 11 ⇒ (14) + 11 = 251d8 + 8 ⇒ (6) + 8 = 141d6 ⇒ 5
Jory hits and opens a deep bleeding wound. 14 piercing and bleed 1 for 5 rounds (1hp bleed damage at start of every turn until healed)
GM Aarvid |
The swordsman grunts in pain from the arrow. He yells out loudly...
"INTRUDERS!"
perception: 1d20 + 1 ⇒ (3) + 1 = 4
Andrazi hears a bellow (or was it a growl?) as movement is heard and a door opens from behind him in the main room with the stairs.
Meanwhile, bleeding from the arrow, the swordsman swings with a powerful chop back at the dwarf.
"I am going to kill you for that, dwarf!"
sword,pa: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 for 1d10 + 5 + 4 ⇒ (10) + 5 + 4 = 19
confirm: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22 for 1d10 + 5 + 4 ⇒ (9) + 5 + 4 = 18
Dropping the dwarf in a single slash from his sword.
15-Aelfward (strong)
14-Andraste
11-Andrazi
7-Kyra
Andraste, Oracle of Sarenrae |
"Jory, hang on!" Andraste leans down to Jory's body and casts stabilize on the dwarf.