| Jon, The Evil DM |
"I... I don't know. I'm not sure I can get us out of here, but I'll try." Pushing himself off of the wall, Morosino takes a minute to look around again, settling on the bowl of potions obscured under the bedrolls. "I almost forgot... You all are so hurt. Take a few." After a few minutes of the group downing potions and preparing themselves, he sticks his head out of the passageway and then ducks back in.
"I think we're safe. Let's... let's get moving." He begins to move down the tunnels again, feeling along the walls and searching for marks. After a while, Morosino's hands graze another mark alongside a tunnel, and he looks to the group excitedly. "I think I found one!"
Navigation: 1d100 ⇒ 93
After healing your wounds, you all once again have three potions of Cure Light Wounds. The Navigation roll is a chance roll to see if you discover another mark to find your way out; at the moment, rolling high gets you a mark, low does not. You may deliberate on whether or not you would like to switch this on a "round-by-round" basis every time I make the roll.
| Abraham Maedrhos |
Of course you can, Morosino. You can do anything you set your mind to. Believe me, there is little more powerful than the will to succeed. Now then, which way?
Abraham produces another set of three floating globes and send them ahead of the party to light the way.
Ah, ha! Abraham says. Capital work, young man! We shall follow it then, with haste I suggest.
It seems to me that unless there is some kind of encounter, whether that;s a creature of another room like the one we just found, there's no need to do this in rounds? Or am I wrong?
| Jon, The Evil DM |
No reason to post in rounds, no. You're out of the fight for right now, so you don't need to act in Initiative order.
"T-thanks," Morosino says, taken aback by the surge of enthusiasm. Walking down the corridor marked by the sigil, he says to no one in particular, ""... Is Janiven going to be okay? There were three Hellknights against just her..."
| Viktyr Creed |
"Good job Monosino. Janiven has more bite to her than three hellknights... She let us get away, she will be fine. Will probably make it back before us." He smiles at the kid. "Now lets get us all to safety." He tries to reassure the kid.
| Jon, The Evil DM |
"This way!" Morosino calls, excited. "I've found another marking. I can't tell where it's taking us, since I don't have a map of the sewers, but it's the one Janiven told me to look for." Morosino stoops along the side of the sewer wall, running his hands through the grime.
"Are you sure? She seemed like she was fighting really hard when we left. What if she gets hurt?"
Navigation: 1d100 ⇒ 67
| Viktyr Creed |
"We will see how again don't worry about that, Just focus on getting us all out of here. We're all following you." He nods at the kid, hoping to spur him on and keep his mind focused on getting out of the sewer.
Perception: 1d20 - 1 ⇒ (9) - 1 = 8
Viktyr attempts to keep scanning the sewer behind them hoping to spot anything trying to follow them.
| Chandra Florianus |
Chandra says little as the group makes its way along the sewer lines. She focuses on her map, trying to keep a record of branches encountered and not taken, turns made, and significant other landmarks, like the goblin hideout. During the straight sections, she counts steps and estimates distances
She too is worried about Janiven. She is worried as well about all the horrible things that the smelly shadows might be hiding. She also knows that sunset cannot be far away up above the sewers and with the failing of the light comes the shadow beasts that have terrorized the streets since she was a little girl.
But she knows that fortune favors the brave, so she tries to keep her spirits up, grateful for the others.
| Abraham Maedrhos |
This is intolerable. Abraham thinks as he steps in yet another puddle of god-knows-what filth.
Morosino, worry about us for now, when we get out we will be concerned for Janiven. There’s nothing we can do to aid her situation for the moment save getting out of here.
I hope there is a change of clothes in this safehouse of yours....!
He thinks for a moment then and says;
If we get truly lost then we should follow the flow of this muck. Logically it has to lead to the river and that could well be our best way out.
Take 10 on perception as we move searching for these markers
| Abraham Maedrhos |
Not sure what else we can do to help Morosino here. Abraham and others with a good perception check can take ten to aid another but other than providing light, there’s not much else I can see we can do. If nothing else I don’t think the idea of following the filth to the river is a bad one, at least it gives us some direction instead of wandering aimlessly down here.
| Viktyr Creed |
"If it comes to that Abraham that might be our best bet... But the shadows roam all over the town at night we are safer here till morning and by then Morosino will have found the hideout. Failing that i think it will work." We can't stay down here forever we will liking run into another hellknight patrol or worse.
| Aristaios of the Upper Reach |
"Shadows..." Aristaios says with a shudder.
"That's something I never want to encounter again. I may have escaped from a slaver band thanks to one ambushing us, but it killed my friends before they could get away too..."
| Jon, The Evil DM |
"I've never seen one of the shadows, myself. Janiven always makes sure I'm back at the hideout before dark. I think she and Arael might have run into one once, though." After a few moments, Morosino stops, standing at a three-way tunnel intersection. "There's... I don't see anything. Do any of you?" He continues to search, hopping carefully across the channels of the sewers, looking for an indication of which way to go.
As the party looks to find their way of passage, a few of them notice disturbances in the water. While at first assuming them to be larger pieces of debris, as a wide gray ear pokes above the surface, it becomes clear there are creatures in your midst. Shouting a warning just in time as the sewer goblins leap out from the murky water, the party must prepare for combat yet again!
Perception; Aristaios: 1d20 + 6 ⇒ (18) + 6 = 24
Perception; Blast: 1d20 + 4 ⇒ (9) + 4 = 13
Perception; Chandra: 1d20 ⇒ 17
Perception; Viktyr: 1d20 - 1 ⇒ (12) - 1 = 11
Stealth; Goblins: 1d20 + 10 ⇒ (4) + 10 = 14
Intitiatve; Abraham: 1d20 + 6 ⇒ (5) + 6 = 11
Initiative; Aristaios: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative; Blast: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative; Chandra: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative; Viktyr: 1d20 ⇒ 2
Initiative; Goblins: 1d20 + 6 ⇒ (13) + 6 = 19
Order:
Combat Map will be up later tonight.
| Abraham Maedrhos |
How many goblins are there, Jon
| Jon, The Evil DM |
| Abraham Maedrhos |
This blasted place, they are all around us!
Abraham steps back into the corner beside Viktyr and Chandra and places his hand on the holy warrior's shoulder.
Crescunt et sic repente praecipitas! Grow, Viktyr, you are a giant to these things!
Casting Enlarge Person on Viktyr
HP: 9/9
AC: 13 (12 T / 11 FF)
Fort: +2 // Ref: +2 // Will: +2 (+2 vs enchantment)
Arcane Reservoir [x][][][]
Cantrips Prepared: Dancing Lights. Mage Hand. Prestidigitation. Spark.
Level 1 Prepared: Enlarge Person. Sleep.
Level 1 Spell Slots: [x][x][x][]
Ongoing Effects: none
| Jon, The Evil DM |
| Jon, The Evil DM |
Well, I've been waiting on Aristaios to move before I put up the goblins' actions. I'm not seeing a post from him with anything occurring in combat... I suspect there may have been confusion about what initiative order we were using.
PS: Also, you guys are all back to full HP. You downed some CLW potions in the hideout, and you've all got three again. I posted that, but wanted to reiterate it.
| Aristaios of the Upper Reach |
Aristaios lowers into a defensive stance, swinging his sword at the the goblin right before him, not aware of the goblin right around the corner.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
| Abraham Maedrhos |
Any news on this starting up again Jon?
| Abraham Maedrhos |
One last bump...?
| Jon, The Evil DM |
Leaping forth from behind the corner, one of the goblins tries to sprint around the corner behind Aristaios. While Viktyr swings just above the creature's head, Aristaios' hooked blade catches the creature through the head, with his mouth hanging open slack-jawed on the tip of the blade. As he falls to the ground, the rest of the goblins charge up, screaming at the top of their lungs.
As they crowd the party, they stab their rusty blades towards the party with wild abandon. Two both move in to attack Chandra, one trying to keep his footing as he dashes across the grimy floor. The other cackles as the tip of his blade slices a hole through Chandra's shirt across her ribs, not realizing he hasn't managed to hit her. After a moment it notices the lack of blood pouring from her "wound", and begins to screech again.
The one fighting Aristaios stands its ground, thrusting the small blade into the tiefling's thigh. While not incredibly painful, blood starts to run down his leg, mingling with the dirt and filth of the sewers Aristaios takes 5 damage. Yet another goblin scampers past he and Viktyr, seeking to attack the Paladin. The crude iron slams uselessly against the paladin's armor.
The last two attack Blast, with one finding purchase in the tiefling's stomach. A painful gut wound, Blast doubles over in pain, as the other goblin swings and misses wildly for his shins.
AoO; Aristaios: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
AoO; Viktyr: 1d20 + 5 ⇒ (9) + 5 = 14
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13
Attack Roll; 1: 1d20 + 4 ⇒ (13) + 4 = 17
Damage Roll: 1d4 + 2 ⇒ (3) + 2 = 5
Attack Roll; 3: 1d20 + 4 ⇒ (3) + 4 = 7
Attack Roll; 5: 1d20 + 4 ⇒ (7) + 4 = 11
Attack Roll; 6: 1d20 + 4 ⇒ (13) + 4 = 17
Damage Roll: 1d4 + 2 ⇒ (4) + 2 = 6
Attack Roll; 7: 1d20 + 4 ⇒ (1) + 4 = 5
Aristaios and Blast are now wounded, taking a -2 to all rolls until they regain their hit points.
| Abraham Maedrhos |
Abe already took his action this round, Enlarging Viktyr.
| Chandra Florianus |
Is this a surprise round (action or movement only, not both) or a regular round? It appears the goblins got both a move and an attack, so I'm going to assume the same for us.
Chandra steps NW so her back is to the wall, draws her rapier, and says, "If the crusaders at the Worldwound can defeat demons, surely we can fell these tiny minions of the drains!" Her words boost the group's moral a tiny bit.
Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
| Viktyr Creed |
Viktyr feeling the magic surge through him as he begins to grow larger, now towering over the goblins he moves to strike them down.
Attack: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Damage: 2d6 + 6 + 1 ⇒ (3, 6) + 6 + 1 = 16
| Aristaios of the Upper Reach |
Aristaios grunts in pain and then glowers at the wretch that just injured him after dispatching its friend.
"Good shot. You'll not get another."
Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
| Naberius, "Blast" |
Blast doubles over as the goblin thrusts its weapon deep into his stomach, and he lets out a wet cough that sprays blood into the room and across the little monster's face. Staggering back against the wall, he uses it for leverage as he brings his cestus to bear, flinging the armored, spiked fist forward at the head of the creature that wounded him.
Attack: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Damage: 1d4 + 4 - 2 ⇒ (4) + 4 - 2 = 6
| Jon, The Evil DM |
Aristaios' blade barely misses the goblin's stomach, instead leaving a thin crimson line across the creature's chest. Blood flicks onto the stones as he brings the blade around back into a ready position, but the wound appears to be largely superficial. Viktyr, on the other hand, brings his sword down in a vicious overhead arch, chopping the goblin before him in twain, its disturbing cackle cut short and the longsword thunks into the top of its skull. Sliding off after a moment, the dead goblin collapses into the sewer water, drifting away with the current.
Coughing and sputtering, Blast's fist barely clips the goblin's head, leaving a bloody gash along the creature's ear. Clearly enraged, the goblin stammers angrily, baring its teeth at the tiefling.
No longer attacking with wild abandon, the goblins scuttle about the floors more carefully, bringing their blades to bear against the party. Aristaios and Blast both suffer a few scratches, but nothing compared to their previous injuries. Chandra, meanwhile, feels a sharp pain as a goblin blade finds her thighs, cutting deeply.
Attack Roll: 1d20 + 3 ⇒ (3) + 3 = 6
Attack Roll: 1d20 + 4 ⇒ (8) + 4 = 12
Attack Roll: 1d20 + 4 ⇒ (9) + 4 = 13
Attack Roll: 1d20 + 4 ⇒ (14) + 4 = 18
Damage Roll: 1d4 + 2 ⇒ (4) + 2 = 6
Attack Roll: 1d20 + 4 ⇒ (8) + 4 = 12
Blast and Aristaios take 1 damage. Chandra takes 6 damage, she now takes a -4 wound penalty.
| Abraham Maedrhos |
Just so I'm clear, whose turn is it now?
| Chandra Florianus |
Chandra stiffles a cry of pain, leans against the wall for stability a moment, and looks for a spot from which she can attempt a spell but sees nowhere safe from the little blades. She draws her rapier but decides to focus on blocking any attacks that come her way rather than trying to attack. She does continue her inspiring oratory with a quote of a famous general when asked his advice for dealing with a seemingly hopeless situation, Never surrender! Never surrender! Never surrender! Nev...
Total Defense: AC = 17 + 4 = 21, can make no Attacks of Opportunity. Maintains Inspire Courage.
The initiative order was last listed as Aristaios, then Goblins, then the other 4 PCs in no particular order.
| Naberius, "Blast" |
Blast twists to avoid the worst of the goblin's second attack, and bares his own teeth at the small monster. "Nariin , ta jaakhan baas , ta toglokhyg khüsch kherkhen uu..." He flicks his tail to his left, dragging a bit of his coat with it as a distraction, then drives his cestus forward again, dragging the spikes across to slash and tear at the goblin's skin.
Attack: 1d20 + 4 + 1 - 2 ⇒ (15) + 4 + 1 - 2 = 18
Damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
| Abraham Maedrhos |
With the goblins closing in, Abraham waves his hand in the direction of the nearest and a sudden glittering fog appears around its head for just a moment. He watches it blink hard and its head loll but he is unsure if the spell has truly taken hold.
Cast Daze on the nearest goblin – DC 15 Will save
| Abraham Maedrhos |
It's the goblin's turn, yes?
| Jon, The Evil DM |
| Abraham Maedrhos |
Ah OK, cool
| Viktyr Creed |
Viktyr hold his shield up against the goblins, his move about focusing on the goblins attacking Chandra.
Attack: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Damage: 2d6 + 6 + 1 ⇒ (4, 3) + 6 + 1 = 14
"Stand now! We won't let these evil scum get in our way." He shouts slashing at the goblins.
I'm sorry i thought it was the goblins didn't want to act out of turn!
| Jon, The Evil DM |
That's alright, stuff happens.
As Abraham's spell takes hold of one of the goblins, Blast's spiked fist slams into the other goblin's face, with the crunch of blood and bone echoing down the hallway as the goblin falls to the ground. He spins to face the other for a counterattack, but the goblin's eyes instead roll back into its head as it sways back and forth. It makes an attempt swing its weapon, but it nearly falls flat on its face a few feet from the tiefling. Across the small room, Viktyr's blade clangs against the stones, barely missing the goblin's chest, instead cutting a sharp wound along his leg. The goblin screeches in pain, recoiling from his blade and holding its wound. Aristaios again fails to strike against his foes, who dance about him, still chattering away.
The goblins attacking both Aristaios and Chandra miss wildly, trying to hold their hands against their wounds and attack at the same time. The last goblin, however, turns towards Viktyr and attacks, his blade sneaking in between the paladin's armor as he tries to cleave one of his brethren. The small knife pierces Viktyr's side, but the goblin withdraws it quickly, too stupid to realize it should twist its knife in the man's side.
Attack Roll: 1d20 + 2 ⇒ (9) + 2 = 11
Attack Roll: 1d20 + 2 ⇒ (10) + 2 = 12
Attack Roll: 1d20 + 4 ⇒ (19) + 4 = 23
Attack Roll; Confirmation: 1d20 + 4 ⇒ (4) + 4 = 8
Damage Roll: 1d4 + 2 ⇒ (1) + 2 = 3
Viktyr takes three damage, but is not taking wound penalties.
| Abraham Maedrhos |
That's it, press the advantage! Drive the little gremlins back into their holes and call it all done! Abraham says cheerfully, once again looking to confound one of the goblins.
Casting Daze again, targeting a different goblin
| Viktyr Creed |
Attack: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Damage: 2d6 + 6 + 1 ⇒ (4, 2) + 6 + 1 = 13
Attack: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage: 2d6 + 6 + 1 ⇒ (2, 5) + 6 + 1 = 14
Viktyr grits his teeth as the Goblin digs a knife into his leg, but it only focuses his resolve as he brings down his weapon on the goblin. "May the inheritor take you!"
| Chandra Florianus |
"A true knight is fuller of bravery in the midst, than in the beginning of danger. Fight on, and they will melt like ice before the furnace!" Another round of Inspire Courage.
She takes advantage of the temporary magical daze of the goblin to her south, steps back out of reach of the goblin attacking her and tries the same spell as Abraham daze on the goblin to the east..
I'm not sure which goblin Abraham just attempted to daze, but if he has already affected the one that was fighting her, she will target the one between Aristaios and Blast. The DC for her spell is 14.
| Naberius, "Blast" |
Blast breathes heavily as he spins to face the other goblin, who goes slack-eyed and stands tottering rather than attacking. The tiefling only gives it a moment's thought, and presses the attack, driving his cestus toward the little brute's head.
Attack: 1d20 + 4 + 1 - 2 ⇒ (19) + 4 + 1 - 2 = 22
Damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Crit Confirm: 1d20 + 4 + 1 - 2 ⇒ (1) + 4 + 1 - 2 = 4
Crit Damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
| Abraham Maedrhos |
Who are we waiting on, Viktyr?
| Aristaios of the Upper Reach |
"I'll savage you with the tenacity only Hell can muster!" Aristaios says with a snarl as he continues trying to strike the little wretch who got the lucky shot in.
Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d8 + 1 ⇒ (3) + 1 = 4