Gob Smash One

Game Master Tacticslion

They be goblins, you be food... why are they so weird, dude?

That's what the W.D.G.F.F. (Western Duchy Goblin Fighting Force) first Reconnaissance and Strike Crew, aka "Gob Smash One" (that's you) have been sent to find out, in the barren mana wastes beyond the edge of the Duchy near the border of Geb in an ancient abandoned outpost called Hightower...


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Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

"Poor Frosty, always at the center of the argument... If you were my animate spell..." Shaedo trails off as she notices Layla gathering everyone to move out of the room. She is sure to take a mental note of anything she learned while looking at the potions.

Before joining the ranks, Shaedo darts to mists and gathers the broken bolts as quickly as she can, at least three of them, and puts them a flask of green mist each, trying to spend as little extra time as possible in the mists.

While waiting for the others or as she joins them to leave the room, Shaedo sings a humorous little Kitsune song to herself in Sylvan, about the diverse experiences of a shape-shifter.

Title:
It's called "The World is Cold when you Have no Fur."

As she proceeds down the passage, Shaedo gets quieter and quieter, until she slips fully into stealth. She keeps her ears up and alert for any sign of trouble.

If allowed, taking ten on all checks unless rolls are better.
Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
Perception: 1d20 + 7 ⇒ (5) + 7 = 12


Shaedo: my apologies for failing to respond to your check from before. You religion is too low, but the other two work well enough to get some of the information, anyway. :)

One thing that Shaedo can tell for sure is that there is a small non-vital "piece" (usually hair, but, if that doesn't exist, scale or skin-mucus or something similar) of each of the races found below before within potions: one each. While she can't identify all of them, the pattern is purposeful and strong enough that it's pretty clear: there is one potion and one oil "associated" with each race (by having tiny particulates of it within)... except for the last one, which is... um "pure" is a word that could indicate lacking those types of substances... and hence seems associated.

With Eris' previous checks combined with your own, there is no explicit arcane purpose you can come up with for the presence of such elements - it doesn't seem to be necessary to the magic.

The substances seem to be mostly natural semi-typical swamp-and-jungle substances utilized in the creation thereof, as well as a slight mixture of clay, though not anything local: it's not from this stretch of the Mana Waste, of that, at least, you're sure.

Reminder: Perception, Heal, Craft (alchemy), Knowledge (any you can think of akin to local or nature), Knowledge (religion), Sense Motive, or an INT or WIS checks may help in discerning more information.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

As everyone pores over the strange vials, Ceru's curiosity strikes in, and she approaches and leans over the vials. If someone has a vial open to examine it, she dips a finger in and tastes it.

Knowledge Local: 1d20 + 5 ⇒ (1) + 5 = 6
And for kicks and giggles, Profession Cook: 1d20 + 8 ⇒ (20) + 8 = 28

When everyone moves on, Ceru also moves on.


Ceru is actually somewhat impressed with the craftsmanship, given the materials. All of it seems edible, and it's (effectively, anyway) all been thoroughly cooked. Although it looks nothing like anything her father would have wanted her to make, if her father had given her what amounts to swamp stuff and jungle stuff and then ordered her to make something "palatable", this would probably be about as close as she (or anyone, really) could be expected to get. From the scent it probably wouldn't even taste terrible. A bit bitter and heavy, really, and it would feel a bit on the slimy side, but it'd be entirely digestible (or close enough for consumption purposes) and neither poisonous nor diseased, at least from a cooking standpoint.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

"Well, I think it's safe to consume anyway. Tastes like it was made with flora native to the jungle... more like survival food than gourmet, but it hasn't gone bad and it's all natural ingredients."


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Nodding happily with her finishing touches of affixing the cloth tightly to the wooden doweling she adds the finishing touches of dampening the item with some of her 'Soothing' elixir. Then, she slowly and gently offers the item to Schnorzle.

"There... that should see ye through with yer toothin' problems..." She says quietly and soothingly to the safely secured Goblinette.

She looks around and nods that she's as ready as every one to move onwards.

Yay for Goblin pacifiers. (^_^)


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

No worries GM. Thanks for the earlier update! ^_^

Sometime before the group's departure from the misty chamber, or quietly, during the short trek through the halls, Shaedo also shares what she learned of the potions.

"They all have natural ingredients, yea, which includes the body hairs, scales, and ... other stuff... from all the same kinds that were in the other room- with all the burnt dead people. Not something I'd wanna drink, 'less I really had to."

"There's also one for each race we found in the room. It's as if the two places are connected somehow- a potion and a gem for each of the dead. HMMM... could we maybe look for an answer to this riddle in that?"


As the W.D.G.F.F. first Reconnaissance and Strike Crew returns to the large central chamber - dubbed the "Main Hall" by their leader Eris - carefully avoiding the poisoned caltrops by walking in a "Z"-shaped pattern, they notice that... nothing really has changed from how they last left it.

There is sign that a moderately large group of people and mounts of some sort have previously entered (a bit wet), some of whom milled while others headed to the Stone Chest room, before all regathering and heading down the way you just came from!

... oh, that's your own tracks.

And so, the unit known as "Gob Smash One" has returned, having thoroughly perused two out of three ways into this tower.

With them is a maddened brain-broken ex-goblin (now blue and something else), an unconscious general that seems to be Narahari, and a confused bound and bundled blue dire rat gnawing carefully on a stick dipped with elf-honey (or something - it doesn't know, but it's feeling better!*).

Who knows what lies behind the third door?** Does it contain the answers they seek?*** Or only more danger?****

Find out*****, next time, on the same Gob place, on the same Gob channel!

In other words, it's up to you, crew! The power is yours! Only you can prevent forest fires choose where to go next! Have it your way, right away, at Burger King Gob Smash One now^!

* Yes, I'm aware that this is the elf styptic.

** Me. I'm the one. I know what lies behind the third door.

*** Pffffffffffffffffffffffffffffffffffffff~! (^0^)

**** Muwahahahahah!

***** At least one of these sentences may be possibly true under certain circumstances. Also excessive use of asterisks is too fun. I promise that I won't due this all the time. Maybe.

^ Not actually guaranteed, as you kind of tend to do things by group consensus, mostly. Also, I have original thoughts sometimes! Totally! ... well, I can, anyway. >.>

Grand Lodge

Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2
Shaedo Silverpaws wrote:
"There's also one for each race we found in the room. It's as if the two places are connected somehow- a potion and a gem for each of the dead. HMMM... could we maybe look for an answer to this riddle in that?"

Eris listens carefully to Shadeo's musings as the group returns to the main hall. "Your observations are certainly astute, darling." She makes her way across the vaulted hall, heading for the map she'd begun carving into the wall. "But everything is still so terribly mysterious, wouldn't you agree?"

She takes a dagger and begins working on the map, labeling the new room as the 'Hall of the Dead'. "It's clear now, I believe, that we are not the first expedition sent here. And that those prior expeditions had their own arcane preparations--the potions, the pearls, etc--the purposes of which we can only speculate."

"But this is what occurs to me now: we're in a tower that has been viciously fought over for decades between two nations. And who is to say that all of the expeditions came from the same nation, eh? We could be dealing with a history of different groups from different countries, adding another layer of confusion to the mystery."

She finishes her crude map and steps back, looking over it. After a few moments, she nods her head, apparently satisfied.

"One passageway remaining, friends. Who will volunteer to be our scouting party for this one, mmm?"


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4
GM Tacticslion wrote:
With them is a maddened brain-broken ex-goblin (now blue and something else),

I din't realised Schnorzle were also a lil' blue as well...

GM Tacticslion wrote:
And a confused bound and bundled blue dire rat gnawing carefully on a stick dipped with elf-honey (or something - it doesn't know, but it's feeling better!*)

NOOO! Ye gots it arsed ta' front! T'is poor Schnorzle I be givin' tha' pacifier to (Will be makin' tha' next one out'a softer leather, but time is short at tha' moment) an' t'is B-rat who's been given somat ta' fill his (His?) tummy an' some thin' ta' sooth his (Not her?) thirst.

Sorry fer seemin' ta' wail, but t'is kind'a important (Well..t'is ta' Sunny, prolly not ta' any one else... (>_>)....

GM Tacticslion wrote:
* Yes, I'm aware that this is the elf styptic.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

As Eris asks for volunteers, Ceru is already opening the third door (dodging any caltrops or what have you that the party left to keep their passage from being tampered with in the meantime), and peering down the corridor beyond.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

"Wanna all head down the center passage in the same order as the last one?"

Unless there's any objection, Layla leads the donkeys toward the center passage, expecting Beylinda, Pix and Taq to take the lead, Ceru, Shaedo, Vitreous, Lulu, and Dijiron to follow them, herself and Sunny to lead the donkeys, and Eris to follow with Stone and Ooze.

Taking ten or rolls if better...
Disable Devoce: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Profession (Hunter, esp. of Gobs & other local vermin): 1d20 + 6 ⇒ (20) + 6 = 26
Stealth: 1d20 + 12 ⇒ (11) + 12 = 23
Survival: 1d20 + 6 ⇒ (20) + 6 = 26 +1 track, +2 vs. getting lost


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

just a quick catching up post, was lulu needed for anything? if not, then, yeah, she is just off wandering around


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru takes position and get to the quiet sort of walking.

Stealth: 1d20 + 12 ⇒ (7) + 12 = 19


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4
Eris Kaddren wrote:

Eris listens carefully to Shadeo's musings as the group returns to the main hall. "Your observations are certainly astute, darling." She makes her way across the vaulted hall, heading for the map she'd begun carving into the wall. "But everything is still so terribly mysterious, wouldn't you agree?"

...

"But this is what occurs to me now: we're in a tower that has been viciously fought over for decades between two nations. And who is to say that all of the expeditions came from the same nation, eh? We could be dealing with a history of different groups from different countries, adding another layer of confusion to the mystery."

Shaedo's ears perk up as she listens to Eris, then she remarks with a foxy grin, "Aye, you might say that our mystery is riddled with complexities! (Tehehe!)"

She shudders slightly as she watches the name carved into Eris' map, 'Hall of the Dead.'

"I think what you say makes sense, Eris. This place has so much history of conflict. It would actually be kinda more suspicious if only Alkenstar were sending people here. What I really don't get though, is why all the little people? Gnomes, lil' frog people, ratfolk, all of them... small, like me, an', well, most of us." She grins innocently at Eris.

"Are teams of little folk becoming some military standard among the nations of east Garund?"

Shaedo ponders the riddle quietly a little more, as she eagerly joins the others in further pursuing the riddle of the Tower. She pads to her place in the ranks going down the middle door, and keeps eyes and ears alert.

Stealth: 1d20 + 11 ⇒ (13) + 11 = 24

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

There's no caltrops by the center door- but Shaedo has a few sets- plus a brand new set in a little tricksy crossbow compartment ready for the next branching of paths!


Posting to make sure the dot cames back after site maintenance. (^_^)


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

I don't know if us smallfolk are necessarily the standard but we do have many advantages. We're better suited to stealth, we require less rations, our armor is cheaper, and we're probably expendable to the human commanders. No offense to you Eris but some humans are quite callous.


The door opens and an absurdly long hall stretches before you, and you are greeted with a distant, loud crashing sound.

As you progress forward, you notice a number of side-passages and doors. It quickly becomes obvious that this place has seen better days.

Here is a chamber filled with nothing but magically crafted (in some ancient day) spiked stones, with ancient bodies left, having apparently attempted to leave the room without success. There is a chamber so thoroughly collapsed that no real space to live is left. It seems that was still enough for some goblins to try... much to their own regret later, as their dead bodies - apparently crushed by a minor rock slide - can attest. Branching off of the main hall are a set of seven different linked chambers filled with now-empty nests of rags, 'hammocks', and bunks. Careful observation indicates that gobs once resided here, but have moved on, leaving nothing but filth, fleas, and other detritus. At a guess, not just one, but numerous groups were housed here at different times.

Now, all is empty. The intricately carved halls and floor are heavily defaced in this area, at roughly goblin-height.

You hear... something... in the distance. Voices, maybe?

DC 15 Perception Check:
Everyone hears strange and loud talking - yelling, mostly - in an unpleasant but somewhat familiar language. Sounds distant, and seems to be mostly yelling due to the loud sounds of water-slush. There is, at one point, a thwacking sound, followed by a yell, then a sudden quiet.

DC 20, And if you speak Goblin:
"Me tell you, it make me nervous! They not be right! They not be goblin! They not sing songs! An' the sing-songs they do be chantin' are creepy! They be makin' no sense!" A voice sounds nervous, but angry.

"An' me tell you, we got no choice! We gots to stick with it now! 'Sides! Look at this nice fire! And stuff! We gots lots o' nice stuff! An' they wanna feed us all sorts o' good stuff!" She sounds confident.

"That don't matter! If we's get chewed up by longshanks or have thoughts stolen by all the words in 'dis place! Ugly words! Wrong! Bad! 'Sides, they's want us's and they's t' eat all th' time! It be suspicious, if tasty! An' why we be kept so near th' creepy-crawlies! Th' fire be the only thin' that keep 'em back! An' Gutgrinder say he heard 'em talkin' th' oth'r day, though that's silly as everyone knows creepy-crawlies don' talkses!"

"Puttbutte be right, though, Bugtooth!" says a third voice, "We gots no choice! That angry weather-mist kills us! We stuck here! No touches th' mists! 'Member what happened to Facepuncher when she got struck?! Not ev'n th' special waters fr'm the weird us's saved her! An' 'sides! We shouldn't talk 'bout this right 'n front 'a them!" He sounds terrified. "An' Gutgrinder be dead! We ate 'im, 'member?"

"Don' be dumb, Dumbface!" the first voice, "They's be dumb and can't speak proper and can't know what we be's sayin' neither! An' he tol' me 'fore he died!"

"For bein' dumb, they sure gots good stuff![/b]" says the second voice. "An they respec' us's fee-males right good! An' all this' food! An' these be real nice eatin'-thingies!"

"Says you, Puttbutte" cuts in the first voice. "I think they be jus' settin' yous up for eating! You are looking kind of meaty these days..."

A sudden thwacking sound.

"AGH! OW! WHY YOU DO THAT?!?" asked the first voice.

"'Cause you's be thinkin' of eatin' Puttbutte!" says the third voice, with rising panic. "They's poke us with their dog-slicers and we be die! We don' think o' eatin' us's until they say we be eatin' us's!" A near-hysterical edge has crept into his voice.

"Hm... okays, Dumbface, you's a point. They's lookin' unhappy at us anyhow, an' outnumber us's. Hey, Puttbutte! You's hand me the frog's leg! Mmmmm... so fresh and tasty!" The nervousness slightly outpaces the fear, and is quickly replaced by excitement.

Conversation dies down.

The long stone hall ends in a stone chamber furnished only with cracked, moldering tables on which lie rusted implements of iron. Rain water and washed-down hail heavily falls into the middle of the room from a shaft in the ceiling that must run all the way to the top of the tor. A heavy green mist flows forth from the sky with the water and hail.

Lightning flickers nearly constantly, leaving a low, constant rumble of thunder.

From the unseen heights of the shaft dangles a chain in the open center, swinging slightly with the pressure of the rain, hail, and mists. A large central drain in the center of the floor and a few smaller drains allow the water and mists to escape, but old, dark stains suggest that they may have been used to carry away other fluids long ago.

DC 20, for those that dare to look down the grate, muwahahah!:
A powerful evil hum emanates from the depths below, and a faint and distant yellow glow that seems to dispel the green mists as quickly as the two come into contact.

There seem to be a set of elaborate pulley-systems built throughout the tower, carefully crafted in ancient intricate machinery. There are a great deal of intricate carvings in this room that seem different from the others.

In a doorway on the far side of the room lean two burly goblins. Each stands more than 4 feet tall and has feral eyes and flat facial features: these are not the kind your are used to dealing with, but the strange new kind, though green (like those outside) instead of the rumored blue kind. They ignore the green mists, staring down the hallway they're guarding.

You see a short ways down the hall a bright fire with three more normal-looking goblins. They are around a fire devouring pieces of what is - or once was - a humanoid frog-like creature, akin to the one you saw in the Stone Chest room before. There are two more of the burly goblins in the distance, also staring at the three.

It is very likely that, with the green mists, the rain, and the fact that they're all staring towards a fire, none of them can see you in your dark corridor. It's obvious that none of them can really hear you unless you make a really loud noise.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Perception: 1d20 + 8 ⇒ (9) + 8 = 17

Down there... someone's yelling... oh! And now not.


Clarification Update: All of the corridors and doorways you've seen thus far have been 10 ft. wide. Everything that remains from the old days (which isn't much) except for the "Room of the Dead", seems to have been sized for giant-or-medium creatures (the sarcophagi slots and the like having only been sized for medium creatures). I ignored the preponderance of the other rooms because, frankly, I could see everyone taking 20 on their perception checks, individually, taking days and many posts, to find nothing more than I described, so I figured I'd fast-forward just a hair.

The room itself is a 50-by-50 ft. chamber, with a tremendous shaft, as noted, extending upward toward what looks like the upper part of the Tor. There is a spiral staircase carved into the wall - one of the few things that doesn't look like it was designed for the accommodation of giants in this structure - that wraps around the room heading upward.

The primary "fall zone" of the pouring water and mist covers an approximately 10 ft.-radius circle with only a five-foot 'dry space' (well, dry-ish) between the far hallway (where the goblins stand) and the pour-space. (There's a lot more "dry space" on your side of the big room, though much of the floor is taken up by the slowly-draining green mists and puddle of water-and-ice.) The main drain is in the center of the room, but the smaller drains are spread out into eight equidistant points around, with four more at the corners (seemingly "just in case").

The first pair of burly guards are about 55 ft. from you (about 5 ft. into the corridor), the three goblins around a fire are 20 ft. beyond them, and the second pair of goblins are about 20 ft. beyond the feasting goblins. (That puts them about 55 ft. away, 75 ft. away, and 95 ft. away from you, respectively.)

You can tell that the fire sits about "half-way" down shorter (but still long) hallway on the other side of the room; it is set into a much smaller-than-normal (for this place, anyway) side corridor, more or less blocking that passage, but leaving the 'main' hallway all of the goblins are in entirely clear. The firelight is just enough to cover both sets of burly goblins and to show that the corridor may extend beyond the second set.

Link to ugly, ugly map. Dang it, paint and google dirves, why do you do that. Sorry, I can't get it into d20 for some reason...


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Layla mentals the group:

"Alright, guys, keep it quiet. We've got the element of surprise, an' we wanna keep it that way.
Our enemy is in sight!
We can come back to explore up the spiral staircase in this room later, if we want.
Let's move up close enough to the far hallway so those of us with the longest range attacks can target those two farthest big gob guards first, so they don't take off down the hall away from us and alert others.
Maybe one of our tricksy Mage types could put an illusion of somethin' fierce-like down there, so they hesitate before running away from us.
Meanwhile, those of us with medium range attacks can target the three gobs around the fire eatin' the poor frog person. We don't want them runnin' off down the far hallway or that side passage either!
And, our best frontline melee peeps can take on the two big gob guards closest to us.
Eris, you and Stone and Ooze might want to quietly make your way up here with us now. There's space in this big room for all of us, an' if we're quiet, the guards five-feet into that far hallway shouldn't notice us, since they're behind the water downpour from our angle now, and they're facing away from us.
We want to make sure every enemy's covered.
We'll call them Close Big Gob Guard 1, Close Big Gob Guard 2, (which we'll want to melee)
Fire Gob 1, Fire Gob 2, Fire Gob 3, (which will be about 25-ft.-30ft. ranged attacks if we move up to the hallway entrance.)
Far Big Gob Guard 1, and Far Big Gob Guard 2. (which will be about 45-50ft. ranged attacks if we move up to the hallway entrance)
I volunteer to target Fire Gob 1 with my Chakram, if we have two of us with longer range attacks who can target the two farther guards.
Who wants to volunteer for which enemy?
"


Roll 20, baby! Got it to work at last!
EDIT: This is the better of the two maps, to be clear.


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

We got ourselves some really... deadly skills. Our dragon made us into anti-goblin assassins. Shall we see if we can put some of those to use? If they don't see use, let's take a little time to study them.
With a good illusion to distract them, and everyone placed just right.. maybe we could off 'em all at once, with one quick strike like a diving vixen catching a mouse in the snow! Ah... don't take that the wrong way Dijiron!


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Okeys! I is able ta' look it tha'... page. I has no real idea whut t'is I be lookin' at, though. I dun't thin it be whut tha' DM described as a room... (>_>) Am I be doin' tha' map thing wrong? I said hello on'a screen. (^_^)

*I'm ready to go mix it up with them Gobbies.* Sunny 'head-talks' to her friends.


Posting to make sure the dot comes back after site maintenance. (^_^)


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Dijiron momentarily narrows his eyes at Shaedo but quickly moves on.

I don't have any illusions to cast. My remaining spells can sap the strength of a single person or paralyze in a small cone of effect. I do, however, have Frosty. I'll send him in behind them to corral any fleeing goblins. Though it should be supported by an illusion just in case.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

I am not quite sure what we're looking at either (the Google map just shows a room, and I long ago resolved that I was sick and tired of making accounts for every g&~&!@n thing in the universe so I'm not setting up an account to look at Roll20, so I don't know what that shows. But point Ceru in a direction and she'll attack.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Holding her weapon in an attack position Beylinda will nod her readiness to attack

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

"Okay, so, here's the plan. Lemme know if anyone has any objections or suggestions:
We get into position and then distract and attack suddenly, taking advantage of our special surprise attack damage.
Shaedo makes some kind of tricksy illusion as far down the hall as she can to distract everyone, then follows up with hand crossbow attacks afterward at whoever's still standing.
Stone fires his crossbow at Far Big Gob Guard 1 and Ooze fires his longbow at Far Big Gob Guard 2.
I throw a chakram at Fire Gob 1, Ceru shoots her shortbow at Fire Gob 2, and Dijiron sends frosty at Fire Gob 3.
Eris adds a snowball or frost ray at whoever doesn't drop.
Beylinda sword attacks Close Big Gob Guard 1, and Sunny unarmed attacks Close Big Gob Guard 2.
Vitreous provides melee switchscythe support for Beylinda and Sunny against Close Big Gob Guards 1 and/ or 2, since he probably shouldn't use his noisy gun right now.
Lulu hangs back to keep an eye on our donkeys and Amita and Schnorzle and to mentally warn us if anyone approaches from behind or above.
If we can take one of the gobs alive for questioning, that might be helpful, or it might just be a waste of time, so whatever you guys think.
And now we should all pull on our cleats, so we don't slip and fall when crossing the icy puddles in this room.
Ready? Let's get into position and attack! Everyone act as soon as Shaedo makes her illusion!
"

Presuming there are no objections, Layla uses her previously rolled 23 stealth, slips on her cleats, moves herself and others into position, nods at Shaedo to do her thing, and acts as soon as the illusion happens.

Initiative: 1d20 + 6 ⇒ (5) + 6 = 11

Chakram Surprise Attack at Fire Gob 1: 1d20 + 5 ⇒ (5) + 5 = 10

Hmm...maybe they have a very low flat-footed AC or maybe it hits one of the others nearby?

Damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8
(includes a +2 from the opportune strike ability we all gained)


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

Shaedo silently mimes whistling and looking around innocently as Dijiron glares at her, quietly giggling to herself. However, she quickly resumes the deliberation on strategy.

I got's a wand sup-er charged with illusion magic, and I got's an idea for a simple illusion, but a cunning trick! Do any other magic users have ghost sound? Let's make two sounds at once- loud thunder nearby- and then the broken steel a' clattering.
Then with my wand, I'll make the green mist appear appear blue like it was outside! I bet we'll get those two big smooshy-faced gobs to come and check it out, and then our close-up warriors can jump 'em! At the same time, us rangey types can sneak past 'em and go for the gobs 'round the campfire and further down the other hallway!

EDIT: Opps! I guess I missed the strategy / first attack post while editing mine! I'll adapt Shaedo's illusion to the new strategy, unless people like the idea of luring the first wave of guards to us, and if we'll be allowed to back-track!


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Your strategy is sound, Layla. I have no objections. If anyone feels they can sneak around, though, then Shaedo is right to suggest surrounding our foes. Either way Frosty is ready to strike!

initiative: 1d20 + 7 ⇒ (2) + 7 = 9


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Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

Although Shaedo liked her own plan, she follows Layla's lead.
Suddenly, as new inspiration strikes, she likes Layla's plan more!

Using her wand, Shaedo casts an illusion on the fire just up ahead. She makes it whirl and writhe as if living, and snaking forth like a solar flare. Shaedo is sure to not have the illusory flame touch any of the gobs except those struck by attacks from her allies.

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23

Shaedo wears a foxy grin, surprised to find herself immensely excited to fight the gobs. It must be all the crazy training!

If we get a surprise action, this illusion is it. Otherwise, it is Shaedo's 1st rnd action.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru nods and readies her shortbow. When Shaedo is done and the attack is signaled, she moves as needed to get clear line of sight to Fire Gob 2 and shoots.

Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 ⇒ 3


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny hangs back, staying as a guard/guide for the Horseys and those unable at the moment to defend themselves (B-rat, D-lady and Schnorzle.) She is ready to edge forwards or, should the need be, charge forwards and act as 'Reinforcements'..

Initiative:1d20 + 3 ⇒ (7) + 3 = 10


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Beylinda will nod her acceptance of the plan

init: 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

"A strong plan, Layla," Eris adds, mentally. "Your anti-goblin tactics are strongly appreciated. I am ready to attack on your mark, darling."

Eris takes a casting stance, ready to unleash her snowball spell. She mentally readies herself for the battle ahead. "Attack swiftly but cautiously, my squad. I want no undue risks, understood?"

Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative: 1d20 + 2 ⇒ (15) + 2 = 17


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny nods... not trusting herself with making noise now that the group is poised to pounce.


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Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

Vitreous looks wistfully at his gun, and then readies his scythe. Mentally to the group, "I've got Close Big Gob 2! I'll keep him busy til Beylinda finishes off #1."

Vitreous will study the goblin for a round and attempt to assassinate Opportune Strike. Going for the kill option.

Rolls:

Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 3 ⇒ (1) + 3 = 4 This includes Opportune Strike bonus. Fort save DC is 18.


Lacking actual attack rolls in several cases, I'm going to roll for you?

GM:
1d20 ⇒ 5
1d20 ⇒ 17
1d20 ⇒ 20
1d20 ⇒ 8
1d20 ⇒ 1
1d20 ⇒ 16
1d20 ⇒ 15
1d20 ⇒ 6
1d20 ⇒ 14
1d20 ⇒ 16
1d20 ⇒ 19
1d20 ⇒ 16
1d20 ⇒ 13
1d20 ⇒ 1
1d20 ⇒ 3
1d20 ⇒ 4
1d20 ⇒ 13
1d20 ⇒ 16
1d20 ⇒ 2
1d20 ⇒ 2
1d20 ⇒ 15
1d20 ⇒ 11
1d20 ⇒ 9
1d20 ⇒ 18
1d20 ⇒ 4
1d20 ⇒ 6
1d20 ⇒ 15
1d20 ⇒ 7
1d20 ⇒ 17
1d20 ⇒ 9
1d20 ⇒ 3
1d20 ⇒ 17
1d20 ⇒ 20
1d20 ⇒ 10
1d20 ⇒ 7
1d20 ⇒ 16
1d20 ⇒ 13
1d20 ⇒ 1
1d20 ⇒ 18
1d20 ⇒ 10
1d20 ⇒ 16
1d20 ⇒ 20
1d20 ⇒ 13
1d20 ⇒ 14
1d20 ⇒ 3
1d20 ⇒ 17
1d20 ⇒ 19
1d20 ⇒ 3
1d20 ⇒ 13
1d20 ⇒ 17
1d20 ⇒ 18
1d20 ⇒ 1
1d20 ⇒ 1
1d20 ⇒ 7
1d20 ⇒ 11
1d20 ⇒ 14
1d20 ⇒ 12
1d20 ⇒ 8
1d20 ⇒ 5
1d20 ⇒ 18
1d20 ⇒ 13
1d20 ⇒ 6
1d20 ⇒ 19
1d20 ⇒ 9
1d100 ⇒ 7
1d100 ⇒ 91
1d100 ⇒ 33
1d100 ⇒ 36
1d100 ⇒ 47
1d100 ⇒ 55
1d100 ⇒ 38
1d100 ⇒ 79
1d100 ⇒ 35
1d100 ⇒ 61
1d100 ⇒ 8
1d100 ⇒ 58
1d100 ⇒ 64
1d100 ⇒ 20
1d100 ⇒ 47
1d100 ⇒ 68
1d100 ⇒ 21
1d100 ⇒ 59
1d10 ⇒ 5
1d10 ⇒ 1
1d10 ⇒ 1
1d10 ⇒ 5
1d10 ⇒ 9
1d8 ⇒ 3
1d8 ⇒ 7
1d8 ⇒ 2
1d8 ⇒ 4
1d8 ⇒ 8
1d6 ⇒ 1
1d6 ⇒ 1
1d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 5
1d4 ⇒ 2
1d4 ⇒ 3
1d4 ⇒ 2
1d4 ⇒ 2
1d4 ⇒ 3[/dice]

As people carefully begin to move into position, Lulu, having only paid attention to a quarter of the plan, proceeds to make a loud clattering sound with ghost sound, and uses her ring for prestidigitation to turn the mist blue. "We're being helpful, Pix!" she notes. The green mists react, and the color shifts beyond Lulu's initial area all the way up the mists! The spellcasters all basically recognize this as nothing more than the cantrip-effect that it is - changing the color of something - but spread out further along the mists than normally available for that cantrip.

After no apparent notice from the goblins and determining the mists didn't actually become the blue mists outside, but only appear to be, Shaedo stealthily crafts a fire-snake illusion reaching up from the flames to strike at the goblins threateningly! The goblins immediately react in shock and fear!

Note: although the goblins don't react to you, they do react to the sudden appearance of the fire-snake: hence, they are integrated into initiative.

Screeching loudly, you hear them yelling - the ones by the fire in fear, and the ones by the door and nearest to you in complete fury.

[spoiler=Those Who Speak Goblin, DC 12 Perception]"Hero-gobs take it!" wails Fire Goblin 1, "The creepy-crawlies be put their bad-strings inna fire!"

As three of the burly goblins ready their weapons and peer down the hallway, the goblin dubbed "Close Big Gob 1" rushes toward the three "fire gobs" and quickly kicks one (Fire Gob 3) into the fire itself, and fires a crossbow down the hallway, completely ignoring the fire-snake. Beylinda, you would normally have moved into melee range to attack him. He is now beyond the initial parameters of your expected actions.

The two fire goblins not rolling around in the fire fling their hunks of meat into the corridor over the fire (as if they were weapons), then, after a brief look towards the far goblins ends in an aimed crossbow by the two guards there, huddle miserably.

Those who Speak Goblin, DC 12 Perception:
"Why we's stuck here still?! Get outta there, Bugtooth! You's'll spread the fire an' make us have th' bad seeings!" wails Fire Gob 1 to the flailing Fire Gob 3.

"Stupid Bugtooth! Dumbface's puttin' out the fire with hisself!" Fire Gob 2 says to Fire Gob 1, miserably.

Stone fires his crossbow at the one "Far Big Gob Guard 1" while Ooze looses his arrow at "Far Big Gob Guard 2": both shots miss, unfortunately enough, though Ooze's comes quite close.

This causes those down at the far end to look up, sharply. One down near the far-end of the hall - Far Big Gob 2 - notices the blue and begins shrieking, "Gog-ob-li-li-liiiiiiiiiiiiiiiiin!!" pointing, while pounding on something behind them, just beyond fire-light: a door, it seems.

The two huddling goblins nearly flip out, shrieking, one running toward the doorway, only to receive a crossbow bolt to the eye by one of the goblins at the door: "Fire Gob 2", leaving her very, very dead. Ceru, you may alter your action; please see below.

Those Who Speak Goblin, DC 11:
"No, Puttbutte! You so stupid! Stupid, stupid! Now I gots ta eat both yooz an' Dumbface! I don' wanna be die!" cries Fire Gob 1.

The last Big Gob, responding to the pointing notation of the Far Big Gob 2 spins and desperately rushes out of the hallway and into the big room, ignoring all of you and carefully avoiding the mists, leaping across the large area to grab a mechanism to haul on near one of the drains, under the table. He does not provoke attacks of opportunity: he's moving shockingly fast for being so careful. For those without Roll20, he's near the top right corner of the map, literally under the table. He pauses in clear confusion, as the switch doesn't seem to be pulled...

At which point Vitreous steps forward and swings his scythe under the table, slicing into the burly creature and extinguishing the light from its eyes.

Layla flings her Chakram at the Big Gob who just kicked the Fire Gob she was going to target into the fire, going wide, while Beylinda, lacking her expected target, prepares to take her next action. I will finish this part of this turn, and then you can act; please see below.

Those Who Speak Goblin, DC 9:
Shrieking horridly, "AGH! The blue mist be producin' things now, and throwing them at us!" the last goblin screeches as Layla's chakram flies, almost trying to crawl backwards in horror from them, but noticing his former companion's very dead figure, instead, returning to curling. "Creepy-crawlies an' mist kill us all! I tol' you!" he sobs.

Frosty swims through the air with lightning speed, catching all the goblin eyes upon itself as it slams into the pre-designated target (fire-gob 3) in the midst of the fire. Frost appears on that goblin, while some of the fires are suddenly extinguished on the creature, leaving him badly hurt, and a cold-shaped "hole" in the flames.

Instantly, a shimmering something shoots out of the darkness, latching onto the twitching, burned, frozen goblin, and hauling it into the darkness beyond.

Another shoots down from what must be near the ceiling of the hallway onto goblin huddling miserably, and dragging it through the newly-opened "hole" in the flames.

Lulu shines her light at the strange happenings, while a third web clings to and drags the burly goblin near the hallway into it, kicking and screaming in fury instead of fear. As it does so, the faint strand of shimmering something bursts into flames ever-so-briefly, creating a brief burst of iridescent gas that fans out from the area.

A fourth strand attempts to drag the very dead Flame Goblin 2, but bursts into iridescent smoke quickly.

Perception DC 20:
A strange croaking, raspy voice echoes through the corridor in ancient Taldan, "Children! Bring your capture prey-vermin, but you were not to be hunting! Be careful of the last! Come! We retire once again..."

Ceru, Eris, and Beylinda, you need to declare new actions - I was able to get Layla's because I asked her in person. I went ahead and resolved a number of things because, frankly, I thought you'd like to have more information to react to, and it's much easier to do than stopping the round in between each action to clarify what you do now. Ceru, you're range is enough to simply switch targets. Beylinda and Eris, you are out of range for your different abilities. There are two burly goblins about 55 ft. away from the "entrance" to the North Hall (if you were standing in the circle, take two five-foot steps, and they'd be 55 ft. away).

Dead (or seemingly so):
- Fire Gob 2
- Close Big Gob 2

Missing from clear view:
- Close Big Gob 1
- Fire Gob 1
- Fire Gob 3

GM Only, I'd genuinely appreciate it if you guys actually stayed out of this one - it's a little vague, but it may contain some weird ooc-altering stuff:
Fire Gob 1: Bugtooth Caught by ??? 2, and being dragged
Fire Gob 2: Puttbutte Very, very dead by crossbowbolt.
Fire Gob 3: Dumbface Badly damaged by bullrush, fire, and Frosty; caught by ??? and being dragged

Shaedo: 23
Close Big Gob 1: 23
Ooze: 22
Stone: 22
Far Big Gob 1: 21
Far Big Gob 2: 21
Fire Goblin 1: 21
Fire Goblin 3: 21
Vitreous: 21
Ceru: 20
Eris: 17
Layla: 11
Beylinda: 11
Sunny: 10
Dijiron: 9
???: 8
???: 8
Lulu: 7
???: 6
???: 6
Voice: ???


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

(Teheheheeeh!) Looks like they don't like the looks of blue mists! But - the gobs are attacking- each other. Looks like the gobs by the fire might be prisoners of the big 'uns!

Shaedo attempts to discern the shouts in goblin over the sound of combat.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

I hear- someone else. There's another there, and it doesn't sound like a gob!

When the opportunity arises, Shaedo shares what she hears over telepathy, translating from goblin as is appropriate.

And I'll wait for all the others to post, and for round 1 to be resolved before I submit any of Shaedo's subsequent actions. ^_^


Blaaaaaaaaaaaaaaaaaaaaaaaaaaaarg. Spoiler-text snafu. Read the first spoiler-text, please. Ignore the numbers - important information got placed inside the spoiler box by a mis-placed tag.

Also, now that Shaedo has shared what she's heard, you can all click on the "Those Who Speak Goblin, DC <X>" and "Perception DC 20" spoiler tags to receive that information.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny hangs back a little, calming the horseys, Schnozle and B-rat for a few moments more... Some one as big as herself blundering into the chaos that's erupting would probably not be a good thing...


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Perception: 1d20 + 8 ⇒ (3) + 8 = 11


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru chooses one of the big gobs as a target instead.


Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

With Close Big Goblin 2, successfully dispatched. Vitreous yells out, forgetting in the excitement to speak mentally,"Big Gob 2 is down! What's my next target?!"


I have not had input for Eris or Beylinda, so I'll 'bot this action. I apologize if it's the wrong one!

Ceru takes aim and fires at the 1d2 ⇒ 2 screaming goblin. It barely hits, nicking the creature and snapping it out of its screaming terror of the blue mists, at least enough to re-focus it is no longer flat-footed: the only reason you hit it, Ceru. It gibbers something in a screeching tone at its comrade, angry and terrified.

Beylinda calmly blinks once as her target not only removes himself from her range, but also gets partially dragged into a hallway. Re-focusing her steel, she notes that one goblin has fired, and the other has not: and is currently screaming bloody murder, potentially alarming the whole place. She leaps smoothly into action, charging forward.

Beylinda notices down the narrow corridor she passes:
She barely has time to notice that the burly goblin within the hallway seems freed from his entrapment by the fire, and is busy attempting to shoot at several somethings lurking in the darkness, one on the left wall, the ceiling, and the floor. They look like... spiders? Something similar, at least.

The goblin she's charging attempts to swing its crossbow up and fire at the deadly Beylinda, but misses, badly. Attack: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 2d6 + 8 ⇒ (2, 6) + 8 = 16 A smooth slice cuts deeply across its chest, but seems to just enrage the terrible creature all the more.

Eris hesitates, then moves as far forward as she dares, within range of her spell, but trying to stay unseen by whatever is dragging the goblins down the hall at the corner of the side-hall; flinging a snowball at the screeching one, she Attack: 1d20 ⇒ 14 barely scores a hit, Fortitude: 1d20 ⇒ 7 staggering it! Finally, the creature shuts up! Noticing that the strange colorful gas smells... "trippy"... Eris decides that she doesn't want to be here long.

EDIT: Ack! I forgot to confirm a critical for Eris. Confirm: 1d20 + 7 ⇒ (15) + 7 = 22 It definitely confirms! I'll adjust the damage above. EDIT 2: Anyone know how to do criticals on this? I winged it, but I can't multiply it properly? Weird.

EDIT 3: Oh, yeah, in case it wasn't clear: round 2 actions need to be declared.

Also, Eris and Beylinda: normally you would have made fortitude saves against the gas, however your turns were supposed to be resolved before it, I made your turn-choices, and I figured "eh, I'll let it pass" for now due to these factors, but you will have to make fortitude saves next round if you linger within or pass through the cloud again. Currently, only Eris is danger, but passing through the hallway again will provoke more fortitude saves. Technically, Beylinda wouldn't have provoked the save, but she could. Eris would have, but a simple five-foot step will remove you from danger.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Having made doubly sure the horseys, Schnorzle, B-rat and D-lady are safe/secure Sunny begins to creep up the corridor and closer to the conflict.

Stealth:1d20 + 8 ⇒ (5) + 8 = 13

Movin' slow an' steady. Suny be bigger than almost every one else in'a fight an' so dun't be wantin' ta' attract more attention than she has to. She be more a sneaky fighter than a "In'a face!" brawler.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

tks for botting me as i at friends for the weekend...

Via the mental link beylinda will report the following:

there is a goblin crossbowman in the hallway but there is also some time of monteres that resemble big shadow spiders that are attacking everything possibly

DM any kn to ID the creatures?

Fort Save: 1d20 + 1 ⇒ (6) + 1 = 7


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Sorry for not responding sooner. I forgot when you were coming back GM.

Dijiron sends Frosty up to the top of the map to assist in bringing down another goblin.

[b][i]It may be useful to keep one or two of these goblins alive for questioning, if only to decipher how these things communicate.[b][i]


You may always make knowledge checks at any time; you do not (currently) need to make fortitude saves; only if you pass through the mist near the side passage where the fire, goblins, and things you saw were. EDIT: NINJA'D by a rat wizard: no problem, Dijiron.

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