GM Zed |
Pushing aside the rubble that obstructs the entrance to the tunnel, Luther can squeeze through far enough to see that the tunnel ends at a set of rough steps outside of the ruins...leading down from the escarpment, they are well disguised and impossible to see at ground level of the Spire Glen. This is especially true now that snow blankets the Glen...
GM Zed |
There is a sudden noise within the ruins, the sound of something heavy being thrown against a wall or dropped...it seems to have come from above you...through the double doors to the north of the room you are currently exploring...
Luther - which double doors do you mean? Put your character next to the doors on the map so I'm clear...thanks
Luther Lightblade |
Luther acts quite gallant and moves to the doors just by his arcane dance partner.
"Symon, Dez, time for the big leagues. Some priests try different magic. Last trip I tried a force of wills to compel goblins to walk to me, and both times I failed. This time, I hope to make them walk the gauntlet. Of course we need to check it for traps."
Luther spends a couple of minutes giving the doors his full attention.
Take 20 for 32 perception to detect non magic traps or alarms
GM Zed |
There is no evidence of any trap across the double doors so, cautiously, you open the unlocked doors. As you do so, the oppressive dark lifts...whatever effect is in place within the rest of the ruins does not appear to be in place beyond these doors. Growing accustomed to the light, you see stairs winding upwards to your right, circling around a glowing wall of semi-translucent green stone. It seems the Azlanti tower was built around a core of some other material—a spire within a spire.
…from outside the ruins, it seemed that the central tower was two storeys tall – it is these stairs that presumably lead to the areas upstairs.
Not that anything bad is going to happen!!! But, if you are going to head upstairs, what is your ‘Marching Order’? Are you sticking with the same philosophy you had upon re-entering the spire?
Dezco |
Dezco will try to go up first, or at least second.
"Since this area is unknown to everyone equally might I suggest we trade off? I'd be pleased to help bring up the front." He keeps an eye out for traps and creatures as he makes his way towards the stairs slowly and purposely, incase someone suggests an alternative.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
+2 vs Aberrations if applicable.
+2 vs traps and secret doors if applicable.
GM Zed |
As you climb the stairs, you pass a storey filled with rubble, the walls caved in and the snow blowing into the building...moving last the wreckage, you approach the top of the stairs where, the steps end at sturdy door.
Dezco, Perception: 20+2
Symon, Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Luther, Perception: 1d20 + 12 ⇒ (2) + 12 = 14
I have only allowed the first three in the group to make a check as the curvature of the stairs prevents a clear view of the top of the stairs towards the back of the group
An arrow slit in the door is quietly opened and as you react, someone / something roars from behind the door, "Stay away...this is my place!!!" Whoever is behind the door does not sound shrill like a goblin...this is something else....
Initiative for Party / Enemy
Drusellia, Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Dezco, Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Conner, Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Symon, Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Luther, Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Grulk, Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Order
Drusellia, Dezco then
Grulk then
Luther, Symon and Conner
Drusellia and Dezco may act now
GM Zed |
Grulk, Composite Longbow vs Dezco (Point Blank Shot): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19, hitting for 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Whilst Dezco tries to quietly consult with Luther, he gets a strong clue that maybe whoever / whatever is on the other side of the door...definitely means you harm...with a tremendous 'thwack' sound, an arrow screams out of the arrow slit...and embeds itself in Dezco's shoulder...
"Huh, Huh, Huh", the voices laughs to itself in a deep rumbling tone...
Everyone may take their turn now
Symon |
Symon quickly checks the door to see if it is locked or otherwise barred. If not he will throw the door open and roll into the room(and hopefully past whoever fired the arrow)
Disable Device (if locked): 1d20 + 7 ⇒ (7) + 7 = 14
if not locked,
Acrobatics (to move into room without AoO): 1d20 + 7 ⇒ (15) + 7 = 22
GM Zed |
Symon - Next round, if the door is still closed, you may re-use your d20 roll (because being stuck like fish in a barrel is somewhere near zero fun!!!)
If your enemy is affected by Luther's Command, you won't know until it acts (or not) on it's initiative
Conner Kordson |
Seeing that the light is better in the stairway, Conner drops the sunrod in the previous room and starts to follow the others up.
Holding his shortsword high, he uses the light cast from it to light the way...
Thwack!
That sounded like something hitting armor or flesh...
What's happening? I can't see from back here! Everyone ok?"
Drusellia Malacore |
Drusellia moves against the wall where the door and arrow slits are located, so as to be out of the targeting area.
GM Zed |
The stairs are too narrow to allow people to stand off to one side... It's an architecturally appropriate / but strategically boring single file upstairs...so, I have taken the liberty of placing Dezco at the front where he can take his readied attack...then everyone else may take a ranged attack (or something else) if they wish...
With Dezco poised, having moved Symon behind him, everyone waits...and then the door clicks unlocked...with the door then swinging open you see a confused looking and very large goblinoid creature…towering above the height of any normal goblin, it’s blackened skin is covered by short coarse fur…
You may all take your turn now...with the stairs full of PCs, Luther's Command results in no more than the door being opened
GM Zed |
No sooner has the door swung open with the confused goblinoid standing at the top of the stairs…then the heavy weight of an axe head fizzes through the air and thumps into the side of the creature’s head…there is a sickly crunching sound and black blood starts to pour from a grievous head wound…but the goblinoid still stands…
Everyone else may act now
Luther Lightblade |
Luther realizes it will get crowded, so he grabs his holy symbol to confer protection on the group.
+1 AC for everyone for a round
Doesn't Dezco get his turn--the attack was readied for the goblin wasn't it?
Drusellia Malacore |
Drusellia does as asked and attempts to hit the target with a daze (DC 14).
Symon |
Sorry guys..I did post my attack, but it seems to have disappeared....will do so again!
Symon strikes at the creature standing in the now open doorway.
Attack-melee: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 ⇒ 4
GM Zed |
Symon's bolt flies high and wide, clattering off of the door frame above the goblinoid...coming to it's senses, it screams in agony at the grievous wounds inflicted by Dezco and, stepping back, looses an arrow at Dezco...
...when the arrow strikes Dezco, the creature laughs and fires a second shot at Symon...
Grulk, Five Foot Step back into room
Grulk, Composite Longbow vs Dezco (Point Blank Shot, Rapid Shot): 1d20 + 8 + 1 - 2 ⇒ (16) + 8 + 1 - 2 = 23, hitting for 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Grulk, Composite Longbow vs Symon (Point Blank Shot, Rapid Shot, Cover): 1d20 + 8 + 1 - 2 - 4 ⇒ (18) + 8 + 1 - 2 - 4 = 21, hitting for 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Dezco is at Zero HP and is now Disabled
A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying.
Everyone may take their turn now
Luther Lightblade |
Luther grabs his holy symbol and channels.
A powerful healing force excludes all enemies.
positive: 1d6 ⇒ 5
"Follow me--surround him."
Luther moves as far around the creature as possible.
Symon |
Attempting to get past the creature without drawing its ire, Symon attempts to dodges his way into the room, taking up a flanking position beside the beast.
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
Attack-melee: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 ⇒ 4
Or not....ouch!
GM Zed |
Moving behind the Bugbear (not a hobgoblin as suggested by Dezco), Luther lingers too long and draws an attack...holding the longbow in one hand, the creature hits out with a lumpen fist...
Grulk, Slam vs Luther (Attack of Opportunity): 1d20 + 8 ⇒ (18) + 8 = 26, hitting for 1d4 + 4 ⇒ (2) + 4 = 6
Conner and Drusellia may take their turn...there should be plenty of space on the stairs for you to get Line of Sight
Drusellia Malacore |
Drusellia switches tactics and casts a magic missile.
Damage (magic missile): 1d4 + 1 ⇒ (3) + 1 = 4
Conner Kordson |
Gripping his sword tightly, Conner moves 15' up behind Dezco, and also launches a Magic Missile...
" Ahhh! It's a big Hairy goblin... Kill it!"
damage: 1d4 + 1 ⇒ (4) + 1 = 5
Might want to move Luther on the map....
Feeling Luther's magic wash over him, he grins a grim visage, as he prepares to attack.
GM Zed |
As you finally stream into the room, making space on the stairs, everyone is able to move such that they can see your enemy. Moving to surround the goblinoid, Dezco and Symon fail to find their target...with a danger that your enemy was about to reach for it's Morningstar, Drusellia and Conner simultaneously fire bolts of energy from the stairwell...catching the creature across its chest...with a gravelly rasp, it falls to the floor...stone dead.
Looking around, this strange chamber pulses with the green glow of the column of glass-like crystal that forms the core of the tower. The walls of the room are damaged, and the roof is cracked. The spire in the center juts up, just peaking above the crude ceiling. A bed and a side table sit in the northern half of the room, and archery targets line the southern section of wall. There are no further exits out of this room...you have reached the summit of the tower.
Searching the room and the fallen bugbear, you find:
- A Composite Longbow (+2 Str)
- A Morning Star
- A ring inscribed with a feather
- 3 garnets worth 50 gp each
- 124 gp
You may now level up to Level 2, please post in 'discussion' any changes that are of note...also please remember to change the details that display with your posts
Luther Lightblade |
channel2: 1d6 ⇒ 3
"Well done!! Dezco, you get the bow, Symon gets point, Conner with him. Dezco rearguard."
Healing washes over you. Luther picks up the Morningstar and compares it to the one in his hands.
"Ring goes to whoever is in front--Symon for now. We will split treasure later, our lady fair can hold them for now."
Luther looks for hidden things.
Search take 20=33
Luther Lightblade |
Luther asks Dezco:
"I think we take his head. Heads definitely impress the locals!! A Morningstar seems ill suited to the task though."
Luther looks at the dwarf expectantly.
Luther adds: "Would it be better to pose him looking out the window so he appears to still be alive?"
Added level one spell slot for magic weapon expended (so I don't forget) -- 6 hp gained and +1/Will and Fortitude, +1Bab, +1 perception and sense motive 0 level orison added=create water