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"A pathfinder kit, other that that just the coin. Saving up to change my race. Is there a money changer? I don't want to carry around that many coins. Platinum is preferred but gems are fine as well."
1d100 ⇒ 74 Magical Property: 1d100 ⇒ 9
Down in Tunnels:
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
"So start at the left most one and work our way through them?"

Artemis Eule |

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Artemis nods, "Works for me," raising his gun as he begins leading the party towards the left drain.

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Perception: 1d20 + 1 ⇒ (1) + 1 = 2
He continues walking pulling out his kukris and looking around for anything out of place. He keeps looking until a drain spills on him and he begins sputting in horror, "Pppp! Eck!" Putting back one of his kukris he starts to clean off the muck.

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Perception: 1d20 + 6 ⇒ (6) + 6 = 12
She quietly points out as the group starts entering the tunnel on the left, "An arrow here and another pointing out on the other side."
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
She waits for the others to move forward likely climbing down and then back up the channel, she backs up a bit and goes for a running jump.

GM Wolf |

Following the chalk arrows you find another one pointing into the next tunnel but not one of the other side.
Walking along the channel that has at least a few inches of liquid in it you begin to smell death. 40 feet from the entrance it opens into a room. There are two crudely cut tunnels and a wooden door on the far wall from the group.

Joe "Joseph" Waskalis |

Joe takes this opportunity to detect evil, focusing it down both tunnels.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

GM Wolf |

Taking your time you don't sense any evil, though the rock walls might be obscuring your detection.
Also I forgot some important details. The floor in the room, that has the two tunnel entrances and the door, is covered in blood. There are a few bits and pieces of guts here and there but most of it is gone.
So Joe does not see any of the spoilers but does notice the blood splattered room.

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Perception: 1d20 + 6 ⇒ (13) + 6 = 19
With lightsaber in hand she looks around at the carnage. She points with her free hand down at the channel and almost loses her breakfast. Anyone looking into the channel gets a +2 to see the chunks.
Once she recovers she whispers, "This used to be a place the goblins slept in, I am sure of it. Two fire pits, one there and the other on the other side of the channel. Likely just piles of debris as beds lining the walls. Also look here, the liquid is not blood but something clear. Any ideas what it might be?" She makes reference to a liquid in front of the door. She touches it and rubs it into her hand, looking at the others she asks, "Oil?"

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Delman retches at the smell of the room into the channel and moves back away from the room.

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Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Assuming we check all tunnels before going down to the right left split in the small straight ahead one.
"So this is probably one of the adventurers. Do we bring the body back? I guess we can leave it for now and get it on the way out, carrying it will only burden ourselves."
At the door
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
You guys hear that. There is whimpering and there is a liquid pooled here at the door.
"Oil? You think its oil. So maybe a trap that will go off if we open the door. Can we dilute or wash it away with enough water?"

Artemis Eule |

Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Alchemy: 1d20 + 9 ⇒ (14) + 9 = 23
Artemis would take a look into the channel, before coughing up and losing his breakfast in the channel, a bit away from the carnage. "It- its a bit different seeing... that in real life. Clearing his throat and wiping his mouth, Artemis gladly heads over towards the oil to help clear his nostrils. Kneeling down and wiping his finger into said oil, he takes a whiff of it before wiping his finger off on the wall, "Its lamp oil if that helps."

GM Wolf |


Joe "Joseph" Waskalis |

Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Joe turns around investigate the noise, only to see the warlock drop, looking like a pin cushion.
"We're under attack!"
The paladin then activates one of his shield cantrips.

Artemis Eule |

Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Artemis backs away from the door and the oil, before turning around towards Delman, raising his gun up.

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Round 1
She turns and double moves to be standing over Delman. Lightsaber out in front of her as if she could deflect arrows like a jedi. If she can get there in one move then she would call upon the Mistress to heal him before taking the defensive stance.

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Round 1
Death check: 1d20 + 1 ⇒ (12) + 1 = 13
govlin attacks: 12d20 ⇒ (20, 18, 10, 2, 6, 12, 11, 13, 9, 20, 5, 20) = 146
govlin crit attacks: 3d20 ⇒ (18, 7, 16) = 41
govlin damage: 8d6 ⇒ (4, 2, 2, 2, 5, 2, 3, 3) = 23 17 damage.... eehh! :’(

Joe "Joseph" Waskalis |

Round 1
Joe looks to where the arrows came from.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
The paladin moves to help defend the prone warlock.
"Jellena, if you need it, take the cure light potion from my backpack. It's in an outer pocket!"

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She quickly responds to Joe, ”I have healing, as you know, keep the potion for last resort or if I need it.”

Joe "Joseph" Waskalis |

She quickly responds to Joe, ”I have healing, as you know, keep the potion for last resort or if I need it.”
"Good", Joe breathed. "I had hoped you didn't waste your daily healings on me."

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Round 3
She gasps, grabbing him with one hand she quicklypulls him back out of the range of the goblins.

GM Wolf |

Round 3
Perception DC 40 ~ You see the dead spirit of Delman raise from his corpse and wave one last time.

Joe "Joseph" Waskalis |

Round 3
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
"We've got incoming!"
Joe wants to charge the goblins, but they aren't on the map.

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On Corpse before combat
Heal: 1d20 + 4 ⇒ (18) + 4 = 22
"This one is alive and stable. It's a good..." Frank hears the thuds of the arrows hit and Joe announce the attack.
Round 1
Frank moves back toward the large opening encouraging everyone.
Swift Action Encouraging Roar 1d4 ⇒ 4 +2 Morale bonus to Attack and Damage for 7 rounds.
Double Move
Round 2
Frank had emerged only to see another volley of arrows launch into Delmen. He responds with an attack of his own.
"To me, they are here!"
With a draw of his weapon he unleashes a wave of energy into 2 of the goblins.
There was no map key so I'm assuming North is toward the Top. :)
Move Action Draw Weapon
Standard: Tidal Blade (Attack 2 enemies in range with same attack)[/ooc]
Attack Tidal Blade: 1d20 + 10 ⇒ (9) + 10 = 19
Damage to both: 1d6 + 8 + 1d6 ⇒ (2) + 8 + (6) = 16
So Wolf there Round 3 may be different as I'm out there with them now. Assuming the 10 remaining attack or shoot at Frank he will use Flowing Creek to try and negate one of the melee or ranged attacks, first one that would be a hit.
Flowing Creek: 1d20 + 12 ⇒ (14) + 12 = 26If this is higher than their attack it misses.
Will post Franks round 3 after wolf redoes Goblin round 3

Artemis Eule |

Round 1
Artemis jumps across the water onto the other side of the tunnel, hugging the northern top side as he heads towards the top.
Round 2
I'm assuming left is West if the top is north.
Artemis, if he can see one of the goblin with the spear would take a shot, hugging the northern wall as best as he can.
Rifle Shot: 1d20 + 0 ⇒ (1) + 0 = 1 Lets pretend that never happened.
Round 3
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Artemis curses a bit under his breath and uses one of his alchemist ordinance to fix the broken rifle, via his Gunsmith Ability.

GM Wolf |

Round 2
Artemis tries to hop the channel but fails and slams hard into the other side before falling prone into the muck. Artemis takes aim and a shot at a goblin from the channel it explodes in his face.
Round 3
AoOs on Frank: 2d20 ⇒ (2, 3) = 5+2
Acro Frank: 1d20 + 4 ⇒ (10) + 4 = 14
Acro Artemis: 1d20 ⇒ 3
goblin firing squad: 12d20 ⇒ (14, 19, 4, 3, 1, 7, 8, 10, 14, 13, 15, 2) = 110
Frank hops over the channel with ease and throws himself into the thick of it with the goblins. Their attacks are wide. Cutting two of them with ease and the third with its spear looks like it is losing its will to fight. Artemis takes his time to fix his weapon. Jellena pulls back Delman. The arrows rain down and with the nimble warlord dancing to avoid attacks does much better than most and takes no hits.
I am ready for Joe's actions for round 3, Frank and Artemis for round 4.

Artemis Eule |

Round 4
Artemis would groan as he fails the hop and roughly hits the other side, before sliding into the muck. Spitting out some of the musk as he gets up, Artemis would head towards the front of the tunnel and take a shot at one of the archer goblins on the far side.
Rifle Shot: 1d20 + 0 ⇒ (8) + 0 = 8
Rifle Damage: 1d10 + 1d6 + 4 ⇒ (3) + (5) + 4 = 12

Joe "Joseph" Waskalis |

Round 3
Acrobatics: 1d20 + 0 ⇒ (13) + 0 = 13
Joe jumps the channel and advances on the goblinoid forces.
Excalibur: 1d20 + 7 ⇒ (9) + 7 = 16
Dmg.: 1d8 + 7 + 2d6 ⇒ (3) + 7 + (6, 6) = 22

Joe "Joseph" Waskalis |

Assuming the previous round attack was successful..
Round 4
The paladin takes a 5 foot step up and swing the magical sword once more.
Excalibur: 1d20 + 7 ⇒ (18) + 7 = 25 Ooo! Just outside crit range!
Dmg.: 1d8 + 7 + 2d6 ⇒ (7) + 7 + (4, 6) = 24

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Guys I'm not going to police your rolls, Encouraging Roar effected all of you. +2 att/dmg for 7 rounds. I guess it's been a bit since combat so this is your reminder. You need Frank's Round 3 and 4, I never posted round 3
Round 3
Frank sets his eyes on one of the Goblins a bit away and darts a toward him.
Swift: Brave Gambit, with Panthera on the Hunt(No AoO for moving/charging) to recover Tidal Blade and Flowing Creek(if I used it)
Brave Gambit Charge: 1d20 + 6 + 2 + 2 + 2 + 4 ⇒ (8) + 6 + 2 + 2 + 2 + 4 = 24
Damage: 1d6 + 5 + 2 + 2 + 1 + 1d6 ⇒ (1) + 5 + 2 + 2 + 1 + (2) = 13
The goblins I think will go in Round 4 before me. I will use Flowing Creek if one of their attacks hit.

GM Wolf |

Round 4
Artemis shot is wide hitting the ground before the goblin archers on the far side. Joe comes in swinging taking heads as he comes forward. Some goblins flee to the North up the tunnel away from the attackers as others scramble along to get a better shot. The two next to Joe and Frank drop their rickety bows and draw their poorly made pig stickers. One misses Frank entirely but the other is lucky and slashes Joe's leg. The arrows whiz by as they all miss Frank.
It took Frank all of round 3, in order to do his round 4 actions. You were even farther back that the rest of the group; two rounds of move actions. So I will taking your post for Round 3 as Round 5, though you would not be able to charge unless you bound into the water and jump up at a goblin across the way... So I will wait for you to repost.
goblin fire squad at Frank: 5d20 ⇒ (3, 15, 5, 16, 3) = 42damage: 2d6 ⇒ (3, 5) = 8
goblin sticks Frank: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d4 ⇒ 2
goblin sticks Joe: 1d20 + 2 ⇒ (17) + 2 = 19damage: 1d4 ⇒ 1
Round 5
Frank you have not used Flowing Creek yet. One of the goblin's arrows finds a weak spot on Frank, through his defenses and even his flowing creek, 1 damage.
goblin fire squad at Frank: 6d20 ⇒ (1, 10, 1, 20, 6, 9) = 47damage: 2d6 ⇒ (1, 4) = 5
goblin sticks Frank: 1d20 + 2 ⇒ (11) + 2 = 13 damage: 1d4 ⇒ 4
goblin sticks Joe: 1d20 + 2 ⇒ (9) + 2 = 11damage: 1d4 ⇒ 3
The goblins shoot and attack with no coordination and fail to make much of a impact on the group in combat.

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Round 4
With anger on her face she moves forward, having checked Delman.
Round 5
With lightsaber out she begins to double move around the other side. She jumps over one of the channels with ease, Taking a ten for 17.
Round 6
She continues to double move around getting ready to jump over another channel to get to the goblins.

Joe "Joseph" Waskalis |

Round 4
Despite the pain in his leg from the pigsticker, Joe continues fighting, stepping up to the next goblinoid attacker.
Excalibur: 1d20 + 7 ⇒ (13) + 7 = 20
Dmg.: 1d8 + 7 + 2d6 ⇒ (5) + 7 + (6, 6) = 24 Man! I keep rolling those Double '6's on my holy damage!

Artemis Eule |

Round 5
Rifle Shot: 1d20 + 2 ⇒ (3) + 2 = 5
Rifle Damage: 1d10 + 1d6 + 4 ⇒ (10) + (1) + 4 = 15 If that hits.
Artemis would aim towards one of the goblins on the back wall, firing at them.
Round 6
Rifle Shot: 1d20 + 2 ⇒ (4) + 2 = 6
Rifle Damage: 1d10 + 1d6 + 4 ⇒ (4) + (6) + 4 = 14 If that hits.
Artemis would fire against towards the goblins on the back wall, trying his best to hit them with his gun.

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Yeah I moved Frank for his original position with his allotted movement. He was the furthest away. Round 1: Frank moved 60' he double moved this got him to the first 2 goblins. Round 2 he used tidal blade to kill 2 of them this is a standard he drew his weapon as a move as I though he was engaged but he could have moved 30ft more and drew his weapon. Round 3 he would use the Panthera on the hunt to charge over to the yellow one as they don't get AoO with the maneuver so yellow takes 13 damage. I would have been more clear but there were no bad guys on the map originally :). So should be no issue. with the engagement unless I'm missing something. So round 4 Frank can move 30' and engage the far right white and red.
Round 4
Frank continues to move around the battlefield moving and engaging 2 more of the creatures letting a wave of energy flow again from his blade.
Tidal Blade: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage to Both: 1d6 + 5 + 2 + 1d6 ⇒ (1) + 5 + 2 + (6) = 14
Round 5
Frank takes a 5' step and engages yet another of the creatures. (Purple one)
Attack: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Attack Confirmation: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage: 2d6 + 10 + 4 + 1d6 ⇒ (5, 2) + 10 + 4 + (1) = 22

GM Wolf |

Round 4
Acrobatics: 1d20 + 4 ⇒ (14) + 4 = 18
Frank easily jumps the channel and slices two more goblins to the ground. Blood pools at his feet from the gaping wounds laid upon the goblins. One goblin still stands before Joe for a moment before the blazing sword cuts it to pieces. Looking to his left a barrage of arrows pepper Joe. Three of the arrows get through his magical defenses.
6d20 ⇒ (13, 19, 3, 6, 11, 17) = 69 damage: 3d6 ⇒ (6, 4, 6) = 16
Round 5
Frank slices another of the goblins in half with its bow as well and blood smears the wall behind it.Shots can be heard but the effect of them is not seen. The group of goblins at the end of the tunnel near Joe continue to shoot if he is still visible.
6d20 ⇒ (7, 17, 7, 17, 10, 13) = 71 damage: 3d6 ⇒ (2, 3, 2) = 7
As the paladin likely charges forward, he gets a perception DC 15 check to see the trap before him. If not he charges blindly into the spikes as they come up to meet his charge. Then Reflex DC 14 to avoid the set spikes otherwise damage: 2d8 + 5 ⇒ (2, 7) + 5 = 14
Round 6
The shots continue... The goblins still alive look at the blood drenched Frank and the agile Jellena coming the other direction and flee. Waiting on player actions.

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Round 4
"They ain't undead, but they sure are evil, smite them all! Charge!!!" The arrows easily push out from the healing of the spell as they cover the wounds easily with fresh raw meat.
cure mod healing Joe: 2d8 + 5 ⇒ (8, 4) + 5 = 17
Round 5
"Charge!!!" The sword bolsters its wielder pushing out the last arrows as it heals him again!
cure mod healing Joe: 2d8 + 5 ⇒ (1, 4) + 5 = 10

Joe "Joseph" Waskalis |

Round 4
"They ain't undead, but they sure are evil, smite them all! Charge!!!" The arrows easily push out from the healing of the spell as they cover the wounds easily with fresh raw meat.
"Hel..I mean, HECK YEAH!" The paladin bellows.
Round 5
"Charge!!!" The sword bolsters its wielder pushing out the last arrows as it heals him again!
Round 5
As arrows sink into Joe's flesh, Excalibur's healing abilities keep the paladin hale.Perception: 1d20 + 5 ⇒ (20) + 5 = 25
As he runs down the tunnel, Joe sidesteps the spike trap and shouts to the others. "Four more down here!"
Joe double moves to get into melee with the goblin archers next round.

Artemis Eule |

Round 7
Rifle Shot: 1d20 + 2 ⇒ (10) + 2 = 12 Finally, I might have hit something!
Rifle Damage: 1d10 + 1d6 + 4 ⇒ (5) + (1) + 4 = 10
Artemis would grimace at the lack of success his shots would be having, walking forward 30 feet before taking his final shot before reload at once of the goblins opposite of Joe.

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Round 7
She keeps her momentum and continues forwards letting the fleeing goblins run. She heads towards Joe.

GM Wolf |

Round 6
The goblins each take a shot at Joe and then retreat back into a larger room. One of the goblins bows breaks and he draws his dagger as he moves. Two of the arrows hit Joe, 2d6 ⇒ (4, 3) = 7.
6d20 ⇒ (8, 15, 6, 8, 17, 1) = 55
Round 7
Artemis takes a shot which to his satisfaction finds meat and you can hear a squeal for a split second as the shot likely found purchase. Jellena and Frank rush to aid Joe.
Map updated. Joe Round 6 & 7 still needs to catch up. Einar is not with us anymore I guess.

Joe "Joseph" Waskalis |

Round 6
The paladin runs into the larger area, cutting off the escape of the purple-bordered goblin.
Excalibur: 1d20 + 7 ⇒ (6) + 7 = 13 Looks like a miss.
Dmg.: 1d8 + 7 + 2d6 ⇒ (7) + 7 + (6, 6) = 26
Round 7
Joe presses his attack against the cornered goblin.
Excalibur: 1d20 + 7 ⇒ (7) + 7 = 14
Dmg.: 1d8 + 7 + 2d6 ⇒ (3) + 7 + (6, 6) = 22

Artemis Eule |

Round 8
Artemis would smile in relief at a shot hitting one of the goblins as he heads up, reloading his rifle and moving closer to the front before taking another shot.
Rifle Shot: 1d20 + 2 ⇒ (6) + 2 = 8
Rifle Damage: 1d10 ⇒ 1

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So we are on round 8 now right?
Round 8
Frank continues moving forward double moving again into the large room. Before he moves he lets out another roar to bolster his allies.
Encouraging Roar Duration: 1d4 + 3 ⇒ (3) + 3 = 6
6 rounds of +2 morale bonus to attack and damage for everyone.

Joe "Joseph" Waskalis |

Round 8
The paladin hears his warlord teammate let out a roar worthy of Glenn Danzig, and gets pumped up for the the battle's next stage. Joe continues his attack against his current goblin foe (in purple).
Excalibur (w/Encouraging Roar): 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Dmg.: 1d8 + 7 + 2 + 2d6 ⇒ (1) + 7 + 2 + (6, 4) = 20

GM Wolf |

Round 7
Joe cuts down one of the green skinned small goblins in the corner after it tried to slice him with a rusty dagger too big for it.
goblin cut at Joe: 1d20 + 2 ⇒ (11) + 2 = 13
goblins: 4d20 ⇒ (5, 3, 8, 16) = 32
The goblins draw their dog slicers as they get into melee as the others continue to shoot with their primitive bows. The warlord is able to avoid all the attacks with ease. Joe comes in swinging and takes out the one with a black mock on its greasy blood smearing on the ground. Another shot goes off missing wildly, the goblins cringe from the sound but seem focused on killing you still. A much burlier and armored goblin comes from the door with reinforcements, only two more goblins. As the door was open you could see a red glow of some kind come from the room beyond.
Ready for Round 9.

Joe "Joseph" Waskalis |

Round 9
As a goblin (in orange) advances on the paladin, Joe swings this mighty sword.
Excalibur (w/Encouraging Roar): 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Confirming: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 Dang! Nearly confirmed!
Dmg.: 1d8 + 7 + 2 + 2d6 ⇒ (6) + 7 + 2 + (1, 2) = 18
Perception: 1d20 + 5 ⇒ (18) + 5 = 23