Rodolpho Santiwale |
"Okay, same as before? We night blind folk stay in the back and then we wait for your signal ? I have a torch to strike as soon as we get the go ahead from rest of you."
Wolf-Eyes |
"Of the two remainin' tracks, I'm partial to the one headin' to the west," Wolf-Eyes says. "I'm ready to start whenever y'all are."
GM IronDesk |
Wolf-eyes spends some time exploring the other two tracks. His tense solo travels yield little fruit though as both remaining branches end the same way as the first - heading about 120' straight north then diving down into deeper mine works.
The westernmost track has a side tunnel heading directly west. In the centre line, a mine cart lies abandoned at a junction, the back portion of it having rotted away completely. At first glance, the mine cart appears to have simply rotted, but when wolf-eyes looks closer it seems as if it was dissolved. The young half-elf leaves well enough alone and returns to the group.
Options:
A - A wide tunnel leading east from the main chamber
B - A tunnel leading west from the western track
C - A narrow rubble strewn tunnel leading north-west from the main chamber
D- A tunnel leading west from the main chamber
1 - The mine entrance is at the end of a short trail atop a small bluff. Trees, vines, moss and other flora have taken over the area. Broken and rotted mining gear is scattered about including carts, hammers, spikes, etc. There are clear signs of recent activity. There is no light visible inside the mine. A second entrance, choked with overgrowth, can just barely be spotted a bit to the west.
2 - This largish chamber was clearly a storage area when the mines were in operation. Rotted and broken rail carts along with old crates lie scattered about. This chamber has recently been ransacked.
9 - A mine cart lies abandoned at a junction, the back portion of it having rotted away completely.
10 - An old, deep shaft drops into the lower mines at the end of each track line.
Morgtii |
Nudging Wolf-eyes and indicating the left-hand tunnel, Morgtii indicates that the party should proceed.
"Let us find what these caverns have to hold, together. Watch and listen with care, but let the darkness not dissuade us from our task."
GM IronDesk |
Morgtii and Raidh both have a 20' move so inmost situations Kee-rik will not be slowing things down by climbing
The group pushes forward down the wide eastern tunnel, which quickly opens into a spacious chamber. Broken tables, chairs, beakers, bottles, and other laboratory paraphernalia lie ruined and scattered about. Dim light filters in from the secondary mine entrance to the south, and a passage leads north to another chamber.
Morgtii |
"Perhaps there is something of value yet to be found in this once-laboratory?"
Morgtii sifts through the laboratory materials, looking for anything of value left amidst the decay.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Wolf-Eyes |
While Morgtii searches through the detritus, Wolf-Eyes creeps forward to peer into the next chamber.
Wolf-Eyes moves through the entrance way in the left wall of the room the current room.
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
GM IronDesk |
Morgtii and Raidh look through the chamber and make some very useful finds amongst the wreckage:
2 potions of cure light wounds
1 potion of enlarge person
3 bulbs of garlic
1 bundle of wolfsbane
Meanwhile Wolf-eyes creeps to the mouth of the north passage. Not wanting to give his presence away to whatever may be lurking beyond, he does not bring a torch forward, so he can see very little in the gloom ahead, but the scent of stale excrement assails his nose as he peers forward.
Wolf-Eyes |
Wolf-Eyes wrinkles his nose in disgust at the stink wafting towards him.
"I think we should go back an' search another way," he says when he returns to the group. "I reckon they wouldn't be meetin' in what smells like a latrine."
GM IronDesk |
so...north through the smelly tunnel or back to the main chamber and pick a different route?
Raidh Angharad |
Raidh looks at the the noisome track, and wonders aloud:
"Unless this is exactly the route they take..."
Perception: 1d20 + 7 ⇒ (15) + 7 = 22 [specifically looking for footprints or anything out of place]
Morgtii |
"How shall we divide these treasures we have found?" Morgtii asks.
"Perhaps those who fight face to face should take the healing potions? I have often thought it would be interesting to be bigger, but I do not think I am the best choice to carry the other potion. And what are these?" Morgtii curiously sniffs and runs his antennae over the pungent bulbs and herbs, "Spices?"
Rodolpho Santiwale |
"I agree. You up front types, take the healing potions. The spices are useful if we run across particular types of undead, from what I remember. And, like I said, the garlic is also good for seasoning vegetables," he laughed.
GM IronDesk |
Raidh can make out small humanoid footprints in the dust coating the tunnel floor heading north, and thinks she can hear the faint sound of what might be sobbing.
Raidh Angharad |
Raidh struggle to hide her excitement, or to keep her voice low.
"Wai...wait! I can hear something - sounds like someone...thing...might be crying. And I don't think it's one of those thawn - look here - small footprints!"
Morgtii |
"Small.... Isabella!!!"
Worried that the sobbing and small footprints may belong to its missing, and possibly injured, friend, Morgtii begins to scuttle towards the source of the noise.
GM IronDesk |
Morgtii hurries forward into a large chamber where several iron rods have been driven into the floor. Manacles affixed to these rods suggest the room is used as a prison. A pile of moldy clothes is heaped in a southern alcove. A malnourished man is chained to one of the posts, and pale and sickly child is chained to another.
As your torchlight spills across the chamber, you interrupt two goblins creeping towards the prisoners with murder in their eyes. They turn towards you, swords in hand, and snarl as they lunge forward!
Kee-rik: 1d20 + 3 ⇒ (17) + 3 = 20
Morgtii: 1d20 + 3 ⇒ (7) + 3 = 10
Raidh: 1d20 + 1 ⇒ (9) + 1 = 10
Rudolpho: 1d20 + 2 ⇒ (16) + 2 = 18
Wolf-eyes and Dewall: 1d20 + 3 ⇒ (11) + 3 = 14
Goblins: 1d20 + 5 ⇒ (13) + 5 = 18
Goblin Raders- Rnd 1
Initiative Order, status and effects
Kee-rik (10/10 HP)
Goblins -
Rudolpho (9/9 HP)
Wolf-eyes (15/15 HP)
()Dewall (17/17 HP)
Morgtii (12/12 HP)
Raidh (11/11 HP)
Kee-rik |
"Gobloids!" Kee-rik will move to the closest one, and bite!
He should be able to end up in the square down and to the right of the goblin on the left. He'll charge if he can, but I don't think that's possible.
Bite attack!: 1d20 + 4 ⇒ (12) + 4 = 16
Bite damage!: 1d6 + 1 ⇒ (4) + 1 = 5
Wolf-Eyes |
This is slightly contingent on what Rudolpho does, but...
Wolf-eyes draws his machete as he advances on the second goblin and takes a swing at it.
Move action to the square whose top-left corner touches the bottom-right corner of the goblin's (the one above the "4") square.
Attack roll: 1d20 + 4 ⇒ (7) + 4 = 11
Damage (Machete): 1d6 + 3 ⇒ (1) + 3 = 4
Wolf-Eyes whistles to Dewall. "Git 'em!"
The mutt bounds to his companion's side and snaps at the goblin.
Move action to the square directly below the goblin Wolf-Eyes just attacked.
Attack roll: 1d20 + 2 ⇒ (13) + 2 = 15
Damage (Bite): 1d4 + 1 ⇒ (1) + 1 = 2
GM IronDesk |
Yes the child is Isabella and she looks to be in bad shape
Rodolpho Santiwale |
Dolph moves five feet to the left and five squares north, before casting a destructive blast at the nearest goblin.
RTA 1d20 + 2 ⇒ (4) + 2 = 6
Damage 1d6 + 1 ⇒ (5) + 1 = 6
GM IronDesk |
Kee-rik, you're right, no matter how I tried I couldn't draw a straight line to the goblin that didn't cross Wolf-eyes, so no charge
Kee-rik leaps forward and bites at the first goblin, but the raider's scale mail absorbs the attack. The goblin shakes free and swings his short sword in an arc in front of him. . .
Short sword: 1d20 + 3 ⇒ (17) + 3 = 20 = HIT; Dmg: 1d4 + 1 ⇒ (4) + 1 = 5
... cutting a deep gash along the smaller frogman's shoulder.
The second goblin charges past his companion to attack Morgtii with a wild yell...
Charging short sword: 1d20 + 5 ⇒ (4) + 5 = 9 = Miss
... but the entobian deftly avoids the clumsy swing.
Rodolpho's move altered to account for the goblins actions
Rodolpho angles along the tunnel wall trying to get a clear shot, but the swirling melee's around him make it impossible for him to land a hit.
Wolf-eyes and his faithful hound move to envelop the goblin attacking Morgtii but neither of them can land a hit on the dextrous humanoid attacker.
Moving Wolf-eyes to a flanking position would have provoked an AoO. Waiting on Raidh to finish the round
GM IronDesk |
oh, right. Morgtii and Raidh to finish the turn
Raidh Angharad |
Raidh moves to the square below Morgtii.
Somewhat late to the encounter, Raidh moves up and takes a stab at the goblin threatening Morgtii, her longspear slicing in neatly.
Fwaa!!!: 1d20 + 2 ⇒ (18) + 2 = 20
Schtick!!!: 1d8 + 2 ⇒ (3) + 2 = 5
Morgtii |
Morgtii tears into the adjacent goblin with both midlegs, desperate to resolve the battle quickly.
Midleg 1: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 1 ⇒ (4) + 1 = 5
Midleg 2: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 1 ⇒ (2) + 1 = 3
Morgtii refuses to back down in this fight, so if the goblin goes down, he'll 5 foot step up into the vacated space, otherwise he'll hold his position.
GM IronDesk |
Totally overwhelmed by the press of adventurers, the goblin that charged recklessly at Morgtii goes down under spear and claw.
Goblin Raders- Rnd 2
Initiative Order, status and effects
Kee-rik (5/10 HP)
Goblin -
Rudolpho (9/9 HP)
Wolf-eyes (15/15 HP)
()Dewall (17/17 HP)
Morgtii (12/12 HP)
Raidh (11/11 HP)
Go ahead and post actions for rnd 2 and I will resolve in initiative order.
Kee-rik |
About time I managed to get a full attack action.
Kee-rik steps 5' to his left (in case he misses a lot) and tears into the remaining goblin with his claws as well as his bite.
Bite attack!: 1d20 + 4 ⇒ (19) + 4 = 23 Bite damage!: 1d6 + 1 ⇒ (5) + 1 = 6
Claw attack 1!: 1d20 + 4 ⇒ (14) + 4 = 18 Claw damage 1!: 1d3 + 1 ⇒ (3) + 1 = 4
Claw attack 2!: 1d20 + 4 ⇒ (6) + 4 = 10 Claw damage 2!: 1d3 + 1 ⇒ (2) + 1 = 3
Ooh! Might get 2 hits!