AP - Shackled City by Shadowwalker (Inactive)

Game Master Balacertar

Current map

Party stats:
Perception: 20 (Beauregard)
Stealth: 6 (Engineer #3)
Sense motives: 20 (Beauregard)


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Iron Gods: Iron maps;

No problem. It can be difficult specially if you cannot get the whole picture in a wide screen :)
There are some elevation curves marked in the map. They are in negative numbers, what means they are below the level of the rest of the dungeon. For example, the goblins shooting at you from the West (bottom of the map), have a mark -20 in the floor in front. That means, they are shooting from 20' height in relation to the floor of the cave in front of them.
As you are placed in between the -10 and the -15, let's average it to -12.5, they are shooting at you from 12.5 feet height.
The green goblin instead is past the -5 line, inside the dungeon, thus, he is 12.5 feet higher over your level.
So green is shooting you 12.5 feet higher than you, and yellow and black, from 12.5 feet higher than you.
To simplify, as they are inside the dungeon, thus 0 feet height, and you are at the cavern in the -12.5 height, they both are 12.5 higher than you.
Is that helping to understand the current situation?

Engineer bolt hits the wall of the cavern far from his foes.

When Zevon passes the northern corridor, he gets a glimpse to the new corridor. There seem to be two open doors at each side, and the corridor meets the original tunnel from where you entered the dungeon.


Daxur, I think your AC might be wrongly calculated, can you give it a look? In particular I cannot see were a +5 is coming from (+5 dex +2 deflection +4 armor +1 size shall make for 22 AC).
Black bear: 0/19 hp (had received 3 damage from prior flames), staggered
Blue: 1 damage (15 nonlethal), unconcious, prone
Red: 9 damage, unconscrious, dying
Purple: dead
Black: 1 damage
Lumen: 48/52 hp
Beauregard: 29/39 hp
Round 6:
Zevon, Daxur (x2), Lumen, Beauregard, #3, Goblins
Party is up!


Female Duskblade 4

Lumen quickly scales the 5ft elevation and dashes through the hallway to attack the goblin in front of her.

1d20 + 9 ⇒ (16) + 9 = 25
3d6 + 2d6 ⇒ (3, 4, 3) + (6, 3) = 19
Lumen takes: 1d6 ⇒ 5


Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3

Sorry guys, a bit busy last couple of days...

First Action

Daxur giggles at the other goblins attempts at insulting him and their inept volley, slapping a bolt into his crossbow and firing back...

Attack: 1d20 + 8 ⇒ (19) + 8 = 27 Crit threat![ooc]
Crit Roll: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 ⇒ 4
If Crit Damage: 1d6 ⇒ 6

[ooc]Second Action

Still muffling his laughter at the other goblins ineptitude, Daxur fires again...

Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d6 ⇒ 2


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

Zevon continues down the corridor. Coming up behind the (green) goblin, he takes a mighty swing at the creature.

mace attack: 1d20 + 13 ⇒ (13) + 13 = 26; if hit damage: 1d8 + 9 ⇒ (4) + 9 = 13


Iron Gods: Iron maps;

Lummen runs the hallway up and kills the fallen goblin with a tremendous strike of her falchion.

Daxur bolt stabs in between the two yellow eyes of the goblin standing in the western cavern. The body falls unconcious hitting the floor, falling from the opening into the big cavern and falling again 20 feet into the sloppy and rocky floor.
Falling damage: 2d6 ⇒ (4, 1) = 5

The green goblin is surprised by Zevon from the back. The hit is clear and brings down unconscious and dying the unprepared goblin.

Beauregard loads again his crossbow and moves to the rear line where the party is being still threatened.

The remaining goblin starts shouting in Goblin "Ñiac! A' will burn yar' bones down for that!"
A new arrow flies from his bow towards Daxur.
Shortbow: 1d20 + 4 ⇒ (11) + 4 = 15
Piercing damage: 1d6 ⇒ 5
The arrow is deflected by an invisible force.


Daxur, I think your AC might be wrongly calculated, can you give it a look? In particular I cannot see were a +5 is coming from (+5 dex +2 deflection +4 armor +1 size shall make for 22 AC).
Black bear: 0/19 hp (had received 3 damage from prior flames), staggered
Blue: dead
Red: 9 damage, unconscious, dying
Green: 13 damage, unconscious, dying
Purple: dead
Black: 1 damage
Yellow: 15 damage, unconscious, dying
Lumen: 48/52 hp
Beauregard: 29/39 hp
Round 7:
Zevon, Daxur (x2), Lumen, Beauregard, #3, Goblins
Party is up!


Female Duskblade 4

Lumen moves forward, seeking to surround the remaining goblins.


Iron Gods: Iron maps;

Lumen, the goblins in the east (top part of the map) are unconscious and dying.
The only real threat at this point is the goblin on the ledge at west (bottom of the map), whom is sit 20 feet over the cavern where the party lies.
That said, feel free to throat cut the unconscious if you wish :P


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

I presume Zevon is able to shoot above his comrades? if for any reason this is not possible - disregard this action

Switching to his bow, Zevon takes aim at the remaining goblin on the ledge and lets his arrow fly.

bow attack: 1d20 + 7 ⇒ (9) + 7 = 16; if hit: arrow damage: 1d8 + 4 ⇒ (4) + 4 = 8


Iron Gods: Iron maps;

You can well shot over their heads without problems or hinder Zevon, the goblin though has cover due to the irregularities of the cavern walls and ceiling. I've tried to draw a straight line from you to the goblin, but there is always some piece of cavern seeming to cover him.

Zevon shot is good, but the arrow finally strikes on one of the walls near the goblin. The creature trembles though due to the surprise.


Daxur, I think your AC might be wrongly calculated, can you give it a look? In particular I cannot see were a +5 is coming from (+5 dex +2 deflection +4 armor +1 size shall make for 22 AC).
Black bear: 0/19 hp (had received 3 damage from prior flames), staggered
Black: 1 damage
Lumen: 48/52 hp
Beauregard: 29/39 hp
Round 7:
Zevon, Lumen, Daxur (x2), Beauregard, #3, Goblins
Daxur and #3 are up!


Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Spoiler:
38/38 Current HP, 14/14 Current PP

"One last chance, Goblin. Surrender. "

Engineer manifests entangling ectoplasm at the last enemy.

1d20 + 3 ⇒ (5) + 3 = 8 touch, DC 16 reflex to avoid being stuck in place, entangled for 3 rds.


Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Spoiler:
38/38 Current HP, 14/14 Current PP

PP 24/32


Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3

Daxur reloads and sights on the remaining goblin, calling out in Goblin "Surrender to your betters! Satisfy our questions and you may yet live!"


Iron Gods: Iron maps;

"Ya' think ya' can pass? Ya' have nothing ta' do!" shouts back the goblin behind the walls to the West.

Daxur, you can attempt a Sense Motives check if you wish so.

Beauregard shots at the remaining goblin.
Crossbow light: 1d20 + 6 ⇒ (10) + 6 = 16
Piercing damage: 1d6 ⇒ 6
The creature tries to avoid it, but the bolt stabs on his front leaving him disabled.

You see how the goblin moves his head dizzy, with the bolt stupidly stabbed on his head front. Ignoring the pain he takes another arrow and places it in the air.
Shortbow: 1d20 + 4 ⇒ (11) + 4 = 15
Piercing damage: 1d6 ⇒ 6
The arrow hits the wall behind Beauregard, and the goblin falls then unconscious from the bleeding, falling also from the room above, and hitting against the cavern floor 20 feet underneath.
Falling damage: 2d6 ⇒ (3, 4) = 7


Daxur, I think your AC might be wrongly calculated, can you give it a look? In particular I cannot see were a +5 is coming from (+5 dex +2 deflection +4 armor +1 size shall make for 22 AC).
Black bear: 0/19 hp (had received 3 damage from prior flames), staggered
Black: 15 damage, unconscious
Lumen: 48/52 hp
Beauregard: 29/39 hp

COMBAT IS OVER!

Zevon's room:

This area has both rough-hewn walls and masonry walls. A natural passage continues west. Against the east wall rest two large straw pallets hopping with lice. Gnawed animal bones litter the floor, and more bones fill two crude alcoves in the northeast corner.

Natural cavern:

This cavern is totally different from the rest of the dungeon. Instead of the ancient dwarf architecture, it has clearly been created by nature. There is a slope that descends towards the West direction.

What do you do next?
Feel free to RP a bit and clearly state where are you going among your currently other intended actions.


Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3

Daxur raises his crossbow to sight on the impertinent last goblin, but sees him wobble and fall.

Lowering his weapon, Daxur looks archly at #3, "You really can't blame them , you know. They come from weaker stock than such as I, can't really help themselves from being a bother."

Shouldering his crossbow, he moves back downwards to loot the bodies there.

You're right about the AC. Not sure where that other +5 came from. I've corrected my stats.


Iron Gods: Iron maps;

Gp: 12d6 ⇒ (6, 1, 3, 4, 5, 6, 1, 5, 1, 6, 1, 3) = 42
Sp: 12d6 ⇒ (1, 6, 4, 1, 6, 3, 3, 3, 3, 5, 6, 6) = 47
Daxur loots the bodies finding 42gp and 47sp. In addition, there are 5 leather armors, 5 short swords, and 5 light crossbows with bolts ammo.

I don't know how do you deal with loot usually. I think the best is one of you guys tracks the party loot and you split it at the end of each chapter perhaps.


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

With the last of the goblins defeated, Zevon turns to his companions:

"everybody still fine? I had a feeling these goblins would not give us a free passage like they first seem to offer. Perhaps we should quickly check the rest of their quarters before heading further down, to avoid getting attacked in the back?"

Zevon also quickly checks the goblins near him to see if one of them might still be in a sufficient state for interrogation.

"Daxur, are your goblins dead, or do you think they might still be able to tell us something about what is further down?"


Iron Gods: Iron maps;

The goblins next to Zevon are just unconscious, thus, they could be interrogated if fully healed first. That would require some magic though as otherwise you will need to wait 8 hours taking healing care of them to naturally recover.

Justm let me know what areas you want to explore. If there's nothing interesting on them, I will drop their descriptions all in the same post.


Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Spoiler:
38/38 Current HP, 14/14 Current PP

"Perhaps we check out the natural cavern to the east before examining the constructed rooms to the west. I doubt the goblins will provide actionable intelligence but it couldn't hurt to bring one with us for the moment."

Engineer could easily carry a goblin around until it awakens. Unarmed and low on hp it would prove no threat to the warforged.


Iron Gods: Iron maps;

The party makes its way to the natural cavern at the South before exploring the other goblin dependencies.

The floor of this tunnel is quite uneven, and stalactites cling to the thirty-foot-high ceiling. Narrow ledges jut from the walls at varying heights, but they are bare. A few small bones are scattered here and there making the floor difficult to navigate. difficult terrain all the cave

Perception DC 15:

Scattered in the floor you find the ramainings of 2 goblin skirmishers. Among the bones and rusted gear, there are 7gp and 7sp.

I took the freedom to move you in the map. Please, check it out!


Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Spoiler:
38/38 Current HP, 14/14 Current PP

1d20 + 1 ⇒ (3) + 1 = 4 Perception

"This would serve as a lair for a sizeable creature. And small bones could easily have come from goblins. I recommend caution."

Engineer places his goblin down, freeing up two hands to train his crossbow around the room.

"Shall we progress? "


Iron Gods: Iron maps;

Ok, I will roll the perception for you all and move you forward inside the cave!

Perception:

Engineer: 1d20 + 1 ⇒ (4) + 1 = 5 I should haven't roll this one, but it ended similar anyway
Beauregard: 1d20 + 10 ⇒ (7) + 10 = 17
Daxur: 1d20 + 2 ⇒ (14) + 2 = 16
Lumen: 1d20 + 3 ⇒ (3) + 3 = 6
Zevon: 1d20 + 8 ⇒ (3) + 8 = 11

Initiative:

Engineer: 1d20 + 1 ⇒ (9) + 1 = 10
Beauregard: 1d20 + 3 ⇒ (3) + 3 = 6
Daxur: 1d20 + 4 ⇒ (13) + 4 = 17
Lumen: 1d20 + 2 ⇒ (3) + 2 = 5
Zevon: 1d20 + 5 ⇒ (19) + 5 = 24
Enemy: 1d20 + 4 ⇒ (2) + 4 = 6

Stealth+distance+circumstance: 1d20 + 10 + 2 + 2 ⇒ (8) + 10 + 2 + 2 = 22
All the party is surprised

Daxur and Beauregard discover in the floor the ramainings of 2 goblin skirmishers. Among the bones and rusted gear, there are 7gp and 7sp.

What they don't realize are the enemy lurking above their heads with the shape of stalactites. While the party is distracted by the finding, the stalactites suddenly open revealing themselves as a group of weird flying dark carpets. They fall above the group trying to hit them.
Slam to Zevon (flat-footed): 1d20 + 5 ⇒ (1) + 5 = 6
Bludgeoing damage: 1d4 + 4 ⇒ (1) + 4 = 5
Slam to Beauregard (flat-footed): 1d20 + 5 ⇒ (10) + 5 = 15
Bludgeoing damage: 1d4 + 4 ⇒ (3) + 4 = 7
Slam to Engineer #3 (flat-footed): 1d20 + 5 ⇒ (12) + 5 = 17
Bludgeoing damage: 1d4 + 4 ⇒ (3) + 4 = 7
The one attacking Zevon fails by far it's target, while Engineer is hit by the creature but the slam is deflected by it's armor.

Free grab to Beauregard (flat-footed): 1d20 + 5 ⇒ (3) + 5 = 8
Not that fortunate Beauregard is hit, but he succeeds to remove the attacker from his head before it can grabs him.
The halfling shouts "Argh! Help!"

K. arcana DC 11:

The creature you are being attacked is a darkmantle, a flying magical beast who likes lurking in caverns for prey. They most remarkably have a constrict attack, and can cast darkness once per day.


Black bear: 0/19 hp, staggered
Lumen: 48/52 hp
Beauregard: 22/39 hp
Engineer #3: 33/40 hp
Daxur: 26/36 hp
Zevon: 45/55 hp
Round 1:
Zevon, Daxur, Engineer #3, Enemy, Beauregard, Lumen
The creatures are flying 5' over the floor, just above the heads of their targets!


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

After an attempt to stabilize the defeated goblins & tying them up, Zevon follows his companions in the investigation of the rest of the complex.

Surprised by the “flying carpets” – Zevon considered the bones being left-overs from the worg’s meals, he somehow managed to avoid the creature’s attack and instinctively takes a wild swing at his attacker, cursing:

mace attack, 2point PA: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17; if hit: damage: 1d8 + 9 ⇒ (2) + 9 = 11


Iron Gods: Iron maps;

Zevon attacks the creature before he can even get a good look of what it was. Empowered by the surprise stamina, the hit is strong and makes the creature fall dead to the floor. Still trying to recover from the surprise Zevon looks around driven by his instincts he sees how other companions are being attacked just the same.


Black bear: 0/19 hp, staggered
Lumen: 48/52 hp
Beauregard: 22/39 hp
Engineer #3: 33/40 hp
Daxur: 26/36 hp
Zevon: 45/55 hp
Round 1:
Zevon, Daxur, Engineer #3, Enemy, Beauregard, Lumen
The creatures are flying 5' over the floor, just above the heads of their targets!


Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Spoiler:
38/38 Current HP, 14/14 Current PP

Note: Engineer has DR 2/- from Adamantine Body.

Engineer swings his battlefist at the creature, charged with humming psionic force.

1d20 + 6 ⇒ (4) + 6 = 10 Psionic fist; 1d8 + 4 ⇒ (4) + 4 = 8 (2d6 ⇒ (1, 5) = 6 force damage if hit)


Iron Gods: Iron maps;

Boting Daxur

#3 psionic fist is dodged by the creature flying to one side.

Daxur rears back one step, charges and fires his crossbow at the creature flying over Engineer.
light Crossbow (Masterwork)-melee: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
Piercing damage: 1d6 ⇒ 5
Confirm critical: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
Piercing damage: 1d6 ⇒ 4
The bolt stabs the mantle that dies in the instant by the great precision of the goblin!

The surviving mantle retreats flying away, then an aura of darkness is born from it engulfing everybody but Daxur in solid darkness.


Black bear: 0/19 hp, staggered
Lumen: 48/52 hp
Beauregard: 22/39 hp
Engineer #3: 33/40 hp DR 2/-
Daxur: 26/36 hp
Zevon: 45/55 hp
Round 1:
Enemy, Beauregard, Lumen, Zevon, Daxur, Engineer #3
The creature is invisible to you, 50% miss chance, and you need a Perception DC 20 in order to pint-point where is it.


Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Spoiler:
38/38 Current HP, 14/14 Current PP

1d20 + 1 ⇒ (18) + 1 = 19 Perception

Engineer takes a defensive stance and readies to bash the critter if it comes close.

Reday melee attack with fighting defensively


Female Duskblade 4

Unable to see the enemy Lomen tries to determine it's location.

Perception: 1d20 + 3 ⇒ (14) + 3 = 17


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

perception: 1d20 + 8 ⇒ (14) + 8 = 22

Zevon caught a quick glance of the fleeing creature before the darkness descended. As fast as he can he tries to stop it from fleeing, trusting his instincts to intercept the creature.

mace attack: 1d20 + 11 ⇒ (7) + 11 = 18
miss chance 50%: 1d100 ⇒ 76 --- (76>50 ==> not missed)
if hit - damage: 1d8 + 7 ⇒ (4) + 7 = 11


Iron Gods: Iron maps;

At the moment the mantle is preparing for another attack, Zevon listens its movement and releases a mace hit that tears down the creature totally destroying it.

COMBAT IS OVER

You search the room, but you don't find anything else than old bones and a bit of loot from the digested goblins (the previous 7gp and 7sp).

Feel free to make a bit of RP and decide what to do next.
If you confirm you want to explore the covered parts in this level, please, tell me where do you start first, if Northern rooms, Eastern or West ones and I will proceed with some descriptions of the rooms.
If there is some kind of menace, I will stop the action there, and if you want to further search or other actions in a room, you will be able to do so by stating the actions in one or more of the presented rooms.
Also assume my posts are complete unless I actively state I will post further info in a later moment.
That means if you find lost or don't understand how to answer to one of my posts, let me know, even if just in the discussion thread telling you expect someone else knows what to do next.
May that work for you?


Female Duskblade 4

"Well boys, what now?" Lumen asks resting her blade on her shoulder. "Sweep the area, move o or head back?"


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

With the adrenaline rush slowly draining away:
"what kind of creatures were they? Luckily, we have beaten them easily"

Zevon turns to Lumen:
"Well, Lumen, I propose to continue our investigation of the goblin's hide-out before heading deeper underground - to avoid any surprises in our back. We may even find a good temporary fall back position in case we should need it when we go further down."

He continues, thinking out loud: "Let's see - when we first met the goblins they retreated to the east - let's start our sweep of the area there and continue in a counter-clockwise direction."


Iron Gods: Iron maps;

You follow the eastern cave until you reach the room where Zevon killed two goblins. Following the corridor further on, you arrive to one door.

12C - Goblin sleeping lair
Not finding any danger, you go in and find what seems a sleep place for the goblins. An eye-watering stink fills the cavern. Four filthy straw pallets lie heaped amid moldy food, dung, and yellowing bones. Zevon find out the beds are still mildly warmth, but no other track of goblins is found.

If you want to take extra actions in some other rooms, please, let me know

15 - Larder
Opening the door on that room takes the party to a larder. This room is festooned with a half-dozen hooked chains that dangle from the ceiling. Skinned animal carcasses and large, smelly fish hang from the hooks.
The six carcases include two baboons, two wild boars, and two 6-foot-long-pikes. There's also some cleaned fish.

Conversation through door DC 7, group stealth through door DC 13
You hear a conversation in the other side of the door in Goblin, but as you enter to the larder the conversation suddenly stops.
Daxur says "They were saying they have heard combat to the South. I could not heard the end of the conversation, they might have heard us approaching." In fact Engineer #3 metallic steps are reverberating all around the cavern as you walk.

Initiative:

Engineer: 1d20 + 1 ⇒ (6) + 1 = 7
Beauregard: 1d20 + 3 ⇒ (2) + 3 = 5
Daxur: 1d20 + 4 ⇒ (1) + 4 = 5
Lumen: 1d20 + 2 ⇒ (7) + 2 = 9
Zevon: 1d20 + 5 ⇒ (2) + 5 = 7
Enemy: 1d20 + 3 ⇒ (18) + 3 = 21

As both parties have heard one each other, there is no surprise round. Goblins act first.

The door suddenly opens, a goblin, shocks at your presence but immediately attacks the first one standing in front, Lumen.
shortsword to Lumen (flat-footed): 1d20 + 2 ⇒ (8) + 2 = 10
Piercing+sneak attack: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7
The blade is deflected by Lumen's chain shirt, the goblin steps to the east then.

The other goblins fire their crossbows.
crossbow to Lumen (flat-footed): 1d20 + 4 ⇒ (1) + 4 = 5
Piercing+sneak attack: 1d6 + 1d6 ⇒ (5) + (5) = 10
crossbow to Lumen (flat-footed): 1d20 + 4 ⇒ (12) + 4 = 16
Piercing+sneak attack: 1d6 + 1d6 ⇒ (1) + (4) = 5
Only one of the bolts hits Lumen in an unprotected area, causing a wound. They then draw their shorswords in their free hands.


I set this march order, but feel free to stablish a different one for now on.
Black bear: 0/19 hp, staggered
Lumen: 43/52 hp
Beauregard: 22/39 hp
Engineer #3: 33/40 hp DR 2/-
Daxur: 26/36 hp
Zevon: 45/55 hp
Round 1:
Goblins, Lumen, Zevon, Engineer, Daxur, Beauregard
You have also a standard action, as for a surprise round, representing the time since you hear the goblins until the door opens. You can use it to hold a weapon, load, or cast a buff, as you wish.


Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Spoiler:
38/38 Current HP, 14/14 Current PP

Engineer stomps into the room, threatening all the goblins inside.

15' west, end up adjacent to Red.


Iron Gods: Iron maps;

#3 please be aware that will provoke an AoO from blue.


Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Spoiler:
38/38 Current HP, 14/14 Current PP

Yup, counting on it. Want them to focus on me so everyone else can wallop them with their superior attack skills.


Female Duskblade 4

With a hiss of pain and a few choice expletives, Lumen brigs her blade down on the goblin in front of her, the dark energy surging along the weapon causing her to grit her teeth in pain.

1d20 + 9 ⇒ (15) + 9 = 24
3d6 + 2d6 + 4 ⇒ (5, 6, 5) + (1, 6) + 4 = 27
Lumen takes: 1d6 ⇒ 6


Iron Gods: Iron maps;

When #3 enters the room, the goblins start yelling things at him.
The blue eyed one tries to stab his shortsword profiting the lowering in the construct defences.
AoO shortsword: 1d20 + 2 ⇒ (13) + 2 = 15
Piercing: 1d4 + 1 ⇒ (3) + 1 = 4
But his armor deflects easily the blow.

Then Lummen attacks the goblin easily splitting his body in two parts. A puddle of very dark blood covers the room, smearing all the goblin beds.

Engineer #3 gets a glimpse of the room to the West, apparently another empty sneaker's lair. He can also see a door to the East behind the green eyed goblin.


I set this march order, but feel free to stablish a different one for now on.
Black bear: 0/19 hp, staggered
Lumen: 37/52 hp
Beauregard: 22/39 hp
Engineer #3: 33/40 hp DR 2/-
Daxur: 26/36 hp
Zevon: 45/55 hp
Round 1:
Goblins, Lumen, Zevon, Engineer, Daxur, Beauregard
You have also a standard action, as for a surprise round, representing the time since you hear the goblins until the door opens. You can use it to hold a weapon, load, or cast a buff, as you wish.


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

In the crowded room it is difficult to position himself in a position to attack the goblins, but Zevon steps behind Lumen and quickly throws a dagger towards the green goblin

dagger attack: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15 - if hit: damage: 1d4 + 6 ⇒ (1) + 6 = 7

"I'll try to get behind them" as he leaves the room, followed by the bear.


Iron Gods: Iron maps;

The dagger hits Engineer #3, his armor deflecting the dagger. Cover fluff

Beauregard shots at the red eyed goblin.
Light crossbow: 1d20 + 6 ⇒ (15) + 6 = 21
Piercing: 1d6 ⇒ 3
The bolt hits the doorstep.

Daxur does same as the halfling.
Light crossbow: 1d20 + 8 ⇒ (1) + 8 = 9
Piercing: 1d6 ⇒ 2
The bolt hits the floor before even leaving the room.

The goblins try to hit #3 with their shortswords, but his adamantine plate deflects the blades with ease.
shortsword to #3: 1d20 + 2 ⇒ (11) + 2 = 13
Piercing: 1d4 + 1 ⇒ (3) + 1 = 4
shortsword to #3: 1d20 + 2 ⇒ (8) + 2 = 10
Piercing: 1d4 + 1 ⇒ (3) + 1 = 4
The goblins start shrieking.

Goblin:

"Alarm! Alarm! Indruders in the rest rooms!"


Black bear: 0/19 hp, staggered
Lumen: 37/52 hp
Beauregard: 22/39 hp
Engineer #3: 33/40 hp DR 2/-
Daxur: 26/36 hp
Zevon: 45/55 hp
Round 2:
Goblins, Lumen, Zevon, Engineer, Daxur, Beauregard


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

Zevon quickly continues down the hallway and orders his bear to guard his back. He backs up #3 and attacks the (red) goblin, who tries to flank #3.

mace attack: 1d20 + 13 ⇒ (2) + 13 = 15 - if hit: damage: 1d8 + 9 ⇒ (5) + 9 = 14


Iron Gods: Iron maps;

Zevon mace hits the corner of the tunnels and do not damage the goblin.


Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Spoiler:
38/38 Current HP, 14/14 Current PP

Engineer steps back and manifests disable. Cone should hit both goblins.

Up to 4 HD of critters must make will save DC 16 or be disabled for 3 minutes.


Iron Gods: Iron maps;

Will Red: 1d20 - 1 ⇒ (6) - 1 = 5
Will Green: 1d20 - 1 ⇒ (5) - 1 = 4
The goblins look at you suddenly feeling weird.

Does using psionics provoke AoO as magic does?

Beauregard shots at the red eyed goblin.
Light crossbow: 1d20 + 6 ⇒ (8) + 6 = 14
Piercing: 1d6 ⇒ 4
The bolt hits the doorstep.

Daxur does same as the halfling.
Light crossbow: 1d20 + 8 ⇒ (19) + 8 = 27
Piercing: 1d6 ⇒ 2
The bolt stabs in the green goblin shoulder.

The goblins, thinking they are almost to fall unconscious, start shouting and sobbing.

Goblin (Daxur will translate so you all can open):

"Nah! Nah! We surrender! Please we surrender, ya' na want ta die!"


Black bear: 0/19 hp, staggered
Lumen: 37/52 hp
Beauregard: 22/39 hp
Engineer #3: 33/40 hp DR 2/-
Daxur: 26/36 hp
Zevon: 45/55 hp
Red: disabled
Green: 2 damage, disabled
Round 3:
Goblins, Lumen (x2), Zevon, Engineer, Daxur, Beauregard


Male Warforged Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3
Spoiler:
38/38 Current HP, 14/14 Current PP

Yes, manifesting is essentially the same as casting a spell, eexcept it does not require somatic or verbal components


Iron Gods: Iron maps;

AoO shortsword to #3: 1d20 + 2 ⇒ (2) + 2 = 4
Piercing: 1d4 + 1 ⇒ (4) + 1 = 5
AoO shortsword to #3: 1d20 + 2 ⇒ (12) + 2 = 14
Piercing: 1d4 + 1 ⇒ (3) + 1 = 4
The blades of the goblins fail to penetrate #3 plating.

When the psionic power works, they pledge for mercifulness.


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

"if you want to surrender, drop down your weapons and lay down on the floor with your hands behind your back"

Zevon takes some rope and binds them in a rough manner if they don't obey swiftly enough.

"Can somebody check the door and listen if there are more enemies behind it?"


Iron Gods: Iron maps;

They do as they are told, dropping their shortswords and letting Zevon to bind them.
"What are you gonna do us?" they say in a fair common.

As you move towards the door they add "It's just the water supply over there. Fresh water." they look at you and say "We are being good goblins ya' see? Ya' can trust us, ya' don't kill us!"

Once you check inside the room you discover the goblins were saying truth. A stone basin fills nearly half of this circular chamber. The lip of the basin is ornately carved, and water pours into it through the mouth of a smiling dwarven face carved bas-relief on the southeast wall.

Although the goblins have taken care not to pollute the water, the basin and the walls are smeared with slime and excrement.

Where do you go next? What do you do with the surrendered goblins?


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

GM: small questions - these are the goblins who have been committing various crimes in Cauldron (or suspected thereof)? Do we know what would happen if we handed them over to the authorities - just in case: knowl. local: 1d20 + 6 ⇒ (8) + 6 = 14


Iron Gods: Iron maps;

Even if you don't have actual proof, it is quite clear for you this pack are the responsible for the attacks.
They haven't really killed anyone, but Terseon Skellrang wanted you to stop the troubles they were causing. Thus, they will probably set some minor punishment and identified for in case they cause more trouble in the future.
What it shall be weird and not clear for you is why this goblins who have lived here apparently for long, suddenly started the vandalism.


male human Fighter 3/Urban Ranger 1 (HP 45/55 -- action points 6/7 - perception +8)

After checking the room with the stone basin, Zevon returns to the captive goblins.

"I've got some questions for you. Answer quickly and truthfully and you'll live, ok?

after a brief moment (but not really waiting for an answer) he continues:

"Are there more of your friends down here? Where are they?
And what do you know about the place further down to the west? Who rules there?"

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