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D7-D10, he doesn't know anything about
D3 is a goblin nursery-The walls of this room are lined with small wooden cages. Inside each cage is a dirty mound of straw. D4a is Tsuto's Chambers-This room is clean and well organized. A low dresser to the southwest has a stack of papers sitting atop it, weighted down by a large chunk of obsidian, while to the northwest sits a well-made bed. D4b your in D4c-Lyrie's chambers- While this bedroom is clean and brightly lit by an everburning torch lying on the nightstand, its spartan decor makes it unclear whether it’s actually lived in. D4d Bruthazms's chambers -This bedroom has a faint musty odor. The bed
D5 Nualia's Chambers- This large chamber seems to serve a dual purpose.
D6 Storage Room-Crates, barrels, and mounds of miscellaneous
D7 ? D8 ? D9 ? D10 ? D11 Chapel Entrance-Two large stone doors sit in the western wall
D12 Chapel to Lamashtu- been there once don't want to go back D13 Goblin Art Gallery- The lower four feet of the walls in this empty room
D14 War Room- A large table surrounded by chairs fills much of this
D15 Research Room where Lyrie spends her time-A large wooden worktable sits in the middle of
And I am more about the flavor of the story than the rules. The rules only make it fair. As far as Kara's magic goes as long as she meets the requirements of the spell it can come of anyway she wants. Such as wrapping a foot to CLW or dancing seductively for suggestion/fascination. It's all cool.
The conscript grunts as it takes a magic missile from the elderly wizard, taking a moment after all threats have eludes it, it mumbles an archaic language and the wizard suddenly finds himself fighting off the throes of a deep slumber DC16 The others mumbles another incantation and the group immediately in front of the conscripts finds themselves in a pitch black.
The saboteurs lose complete track of you as you wind your way through the lava tunnels. Amara and Tsuneo's tracks are easy enough to follow and there aren't that many deviations from the tunnel. The Tunnel is about 15' wide. You know you are getting close, ahead a couple of conscripts waiting to greet you.
Al with a flourish of steel and electricty, decapitates the last of the saboteurs in front opening the way to get through the burning building and to the secret lava tunnel. Valeros misses with his attack drawing an AoO from the Saboteur 1d20 + 10 ⇒ (15) + 10 = 25 1d4 ⇒ 1 plus FORT save Two bombs are lobbed at the square behind Valeros. Catching Valeros and Kyra with splash damage.
Sorry for the quick and dirty, In the middle of packing for our big move Al drops one in front of him.
Saboteurs 1/4 The Saboteurs lob bombs at the party targeting Fung, Ezren, and Kyra
Splash damage will occur to those adjacent to the attacks for 4 damage each. Reflex for half DC 14. Damage to occur.
Combat Lineup
Either way, you've been warned. And with that the three centaurs ride off. Further along your journey, The sound of running water echoes ahead, and several muted beams of light pierce the thick forest canopy. Soon the dense forest opens, revealing a river that blocks the way forward. A large felled tree trunk offers a way over the swift moving river. With the exception of the rushing sound of the water, an eerie silence pervades the area, as does the fresh smell of death.
AoO vs Fung: 1d20 + 8 ⇒ (6) + 8 = 14 1d8 + 3 ⇒ (6) + 3 = 9 With the last of this wave of attackers going down, Fung catches the distinct odor of burning wood. Checking out the windows you see that many of the barricades have been set on fire and despite the wet conditions have caught and are spreading.
Ezren fires another bolt of energy from his wand sending another man crumbling on the steps. Fung unleashes a double kick quite effectively (16 damage), Al slices again with his scimitar sending yet another sprawling. Kyra and her scimitars flail wildly injuring another enough to open up a strike for Valeros to take advantage of. (23 damage) The conscript lashes out at Kyra
Consripts 6/7 Perception checks with this next post.
Al Suresh swipes with his scimitar once again dropping another target. Fung takes a five foot step and uses his monk persuasion and lands a fist across the jaw of the next conscript (8 damage). Ezren peppers the foe with a magic missile (12 damage). Valeros attacks once again missing with his longsword but drawning blood on the forearm with his Shortsword (18 damage). Kyra flanks with her spiritual scimitar hitting the conscript twice (30 damage). Seeing the two weapons the conscript once again attacks Valeros trying to hurt the skilled combat veteran.
Conscripts 4/7
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