Perception 1d20 + 4 ⇒ (8) + 4 = 12
If you remember the layout of the room upstairs, there were two doors to the north. The shouting seems to come from behind one or both of those doors, and is recognisably goblin voices, but the content is unclear.
There appear to be at least three distinct voice types involved; one booming, one low and hissing, and another higher-pitched and pleading.
A quick description of the rooms, as follows, starting with the room to the left of Orik's, if you wish to spend longer anywhere, just say.
Top left: This room is clean and well-organized. A low dresser to the southwest has writing implements, which look recently used, and a large chunk of obsidian sits on a sheaf of papers. To the northwest sits a well-made bed.
Top right: Orik's room. Already described, in a state of disarray.
Bottom right: 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.
Bottom left: While this bedroom is clean and brightly lit by an everburning torch lying on the nightstand, the room’s spartan decor makes it unclear if it’s actually lived in.
End room: This large chamber seems to serve a dual purpose. To the north is a fine bed with silk sheets, while to the south, a desk and chair under a hanging lantern make a comfortable-looking study.
This room shows little signs of being lived in; the bed is used, and there are impressions of two people, but whoever sleeps here, would seem to spend little other time here.
The bed is a grand piece of furniture, which would have had to be taken apart and rebuilt, to bring it through the door. The frame and bedding are still in good condition, unaffected by the sea air.
You find no other exits, even after being helped by Ensu, who fits under the bed, but finds no clothes.
The desk contains a receipt and assembly instructions for the bed, from a furniture maker in Magnimar, as well as several crumpled receipts from armourers, and menus from several taverns, all in the same city.
A wooden box, about a foot long, opens to reveal itself as a specimen case; several thin layers of hinged shelves contain butterflies and moths, pinned to both sides of each leaf, under thin glass, together with their respective caterpillars and coccoons. The case is engraved inside, with a dedication to 'Ezakien Tobyn', on his ordination.
Papers at the bottom of the box contain sketches of some of these creatures, their features mingled with those of a handsome girl with long, pale hair. Some, where the eyes are large, black and prominent, resemble an elf, some are of a humanoid figure with feathered antennae and/or wings, some are of an insect or caterpillar with a humanoid head.
The work is in two distinct styles, some dating back up to ten years ago in a fine charcoal and pastels, others in a more abstract brushed ink, reminiscent of the artisans of Minkai.
For the earlier sketches, think of the styles of Arthur Rackham, or Tony diTerlizzi (Spiderwick, Planescape).
Valoria, closes the box and places it in her backpack for later examination of the items. She quickly returns to Lyrie's room to search for anything useful or belonging to Lyrie, so they don't have to return when they find Lyrie.
Once back with the group, she mention that she found a wooden box contain sketches.
|Ensu, Student of Nethys|
Galstok's face is blank at his statement until Ensu explains then he nods.
"The rest of these rooms look empty. I think if there were more of the beasts down these other two doors they would have stuck there faces in here." Looking to Orik, "Was there anyone in the cells?"
|Ensu, Student of Nethys|
|Ensu, Student of Nethys|
"Nothing in Lyrie's room, looks like she's travelling light.
But there was this in the other."
Ensu holds a sheaf of papers, from the desk in Tsuto's room, which contain a sketch map of Sandpoint, with diagrams of goblin attack plans.
These are similar to those seen earlier, but the handwriting is more stressed, and the plans more desperate, relying on fewer goblins than before, only 40 in total, if all attacks took place simultaneously.
Efforts have been made to focus more arson attacks on the Rusty Dragon, which in previous plans had been a minor target.
The margins contain notes; "STOP RIPNUGGET KILLING GOBLINS!", "FIND DRUID.", "RUNE WELL. EFFECTS ON GOBLINS YET?". This last is written over the western sea cliffs.
At the back of the map are alleged evidence of Lonjiku Kaijitsu's involvement in smuggling, from the re-opened caves under the Glassworks, and draft blackmail letters, unsigned, but marked with a Tian pictogram. The most recent of these was half written, but has been torn through with a violent scrape of a pen, spattering the page with ink.
Looks like it's initiative time, again.
Sorry to keep scrapping in this same room, but it seems to be a main thoroughfare. It's getting like Piccadilly Circus at rush hour.
If anyone wants to take the fight elsewhere, say so, otherwise it's likely they'll be coming down those same stairs. You'll have a round to get into positions from where you were in the south corridor.
|Ensu, Student of Nethys|
Galstok is still down 6 but it might be worth saving since its an AOE; up to you.
It's a good room to fight in. Lots of options if small.
Initiative:1d20 + 8 ⇒ (20) + 8 = 28
lol Ambushing and am probably going first.
"You want to draw them over there? Then if you want to be the anvil I can act as the hammer." Galstok will move behind the door he used before to attack the goblins in the rear as the come through.
No reply from Sephird, so continue as if he's hidden.
The shouting gets louder, and several goblins spill down the stairs. These are dressed in black clothes and face masks, wielding double-handed weapons of varying design, and carry themselves more aggressively than the others you've encountered.
They see the signs of battle, and are immediately agitated, shouting for answers.
"It's the Birdcrunchers! They tried to start something, but got beaten, and ran off into the caves!"
Bluff 1d20 - 1 ⇒ (6) - 1 = 5
Sense Motive 1d20 + 1 ⇒ (3) + 1 = 4
Sense Motive 1d20 + 1 ⇒ (8) + 1 = 9
Sense Motive 1d20 + 1 ⇒ (18) + 1 = 19
Sense Motive 1d20 + 1 ⇒ (10) + 1 = 11
The first one into the room immediately runs off through the door to the junk room.
Two stop to poke at the bodies, curiously.
The fourth stands up to his full height, and fixes Orik with a steely glare.
"So, how come there's none lying here, then?"
"Don't tell me what to do, you lanky streak of piss. You need to learn your place."
With that, the goblin leader brandishes his horsechopper under Orik's nose.
The two onlookers start to grin, and chant.
"Fight, fight, fight!"
From the stairs comes the sound of a new voice.
"What's all this shouting? I'll have no shouting in here! Not unless it's me!"
Down the stairs comes a blue lizard, straddling the stairwell on sticky padded feet.
Mounted on the lizard's back is a fierce goblin, wearing a finely-tooled breastplate, furs and a dented silver crown. A well-crafted halberd blade, on a shortened haft, sits at his waist.
At this point, everyone in the room begins shouting at each other.
The noise is enough to drown out any sounds of PCs repositioning themselves and drawing weapons.
Though the goblins have their weapons drawn, and are in a state of readiness to start trouble, they are unlikely to be surprised, but could still be caught flat-footed.
All PCs can effectively refocus to Initiative 20+Init, ready for any inevitable ambush.
"Hmmm. That sounds bad."
The lone goblin wanders through the junk cave, looking puzzled.
It chooses not to go into the furthest cave, stopping at the entrance, listens, then turns to go back.
Tregar takes aim, and looses an arrow before it can raise the alarm.
1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
1d8 + 1 ⇒ (4) + 1 = 5
The arrow hits it square on, but this goblin does not fall like the others, grabbbing the shaft, and breaking off the flights.
With bestial roar Galstok will burst out the room into the goblins swinging his hammer. Wisps swirl around him as he moves whirling faster until lashing out at the creature before him as he brings his hammer around.
If he can get to rider he will do so otherwise will close on the nearest one.
Raging rnd 1
Attack(PA):1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
Damage(PA):2d6 + 9 + 3 ⇒ (4, 6) + 9 + 3 = 22
Attack(wisp):1d20 + 1 ⇒ (2) + 1 = 3
Damage(wisp):1d4 - 1 ⇒ (4) - 1 = 3
Woot, this thread had gone to inactive
Standing at one side, Sephird comes out swinging.
without map, I'm assuming I don't have to move (other than 5') and can take full attack.
TWF rapier +2 if flanking 1d20 + 4 ⇒ (8) + 4 = 12
TWF shortsword +2 if flanking 1d20 + 3 ⇒ (19) + 3 = 22
confirm shortsword crit 1d20 + 3 ⇒ (3) + 3 = 6
damage rapier 1d6 ⇒ 6
damage shortsword 1d6 ⇒ 3
sneak attack if flanked 1d6 ⇒ 3 1d6 ⇒ 2
You can throw the door open (and since you were prepared, I'll consider it part of the same action as the 5' step), to reveal a second goblin examining a body in front of you.
He straightens up as you step toward him, but fails to move aside (no Dex bonus).
Your first lunge catches on his armour, but the second hits him in his arm as he flings it up in front of his face.
Total 5 damage, inc sneak attack.
The chief lunges with his dogslicer at Orik, and pulls on the reins, so the lizard also attempts to bite him.
Attack 1d20 + 7 ⇒ (5) + 7 = 12
Attack 1d20 + 2 ⇒ (3) + 2 = 5
Both attacks miss, then he dashes round Orik, to get to the north-west door.
Orik swings at him as he passes;
AoO 1d20 + 8 ⇒ (10) + 8 = 18
which is deflected by the gorget of his armoured collar, to continue over his ducked head.
The lizard arrives by the door, with its feet pressed against the wall, and the chief opens it to slip through.
|DarkOne the Drow|