Rourke Silvermane |
Rourke reloads and holsters his crossbow back to his backpack, and examines the pit and the surrounding area. Taking a few steps back, Rourke runs at the pit attempting to use his momentium and the nearby wall to get over the pit.
Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12
Davorin Tallon |
Davorin slinks after Joof and peeks around the corner as well.
"Do we wish to clear out the entire complex, or go straight for the snake's head, if possible?"
Kaminari Raijan |
The rest of the Nightsoil Marauders seem to lack courage. If we kill the big one, the rest should disperse.
GM Fuskee |
Go ahead and move however you guys want, Ekkie will follow. She's never been in here before so she doesn't know the layout.
Davorin Tallon |
"The first hallway on the left, perhaps? The leader is bound to be furthest from the entrance."
GM Fuskee |
There's Door 1 at the top on the left, Door 2 on the right near it, Door 3 at the bottom left and then the hallway curves to the left at the bottom.
Cornelius "cork" Dornbirk |
Despite the fact that I myself am a completionist, I think that Cork is a pragmatist so he's going to try to go straight to the leader.
His best guess is to follow the hallway at the end. But I'll go along with others -- especially if they override Cork and open the other doors.
Davorin Tallon |
I believe we're taking door #2, then.
Kaminari Raijan |
Come on, to the right. Even if it's the wrong door we'll keep up momentum!
GM Fuskee |
Go ahead and move yourselves around so you're actually near the door, unless of course you wish to stay back, but at least some of you need to be near it to open it at least. Don't worry I'm not coaxing you into a trap just making sure which one you guys want before I go on. I'll open the area and put a description up before tonight.
GM Fuskee |
You slowly open the door and enter a thin hallway that meets with a room littered with rubbish all about. The room reeks and as you look around you can see bedding and moldy food laying about. You realize that this must be the sleeping quarters of the gang and there are small trails of food and little goblin footprints leading west back out into the sewer tunnels.
The goblins that were in here fled when they heard fighting outside. You look around, you find nothing of use! Pick another door, haha.
Cornelius "cork" Dornbirk |
Is there a door to the west like the map shows?
"See those footprints? Let's follow them. I'm sure they'll lead to the leader." Cork looks around the rest of the room in disgust. "Glad I don't have to live here."
GM Fuskee |
The door to the west leads back into the sewers, away from the hideout. Your only options are Door 1 right across the hall and back a little, Door 3 further down the hall, and of course turning the corner to see what else is waiting.
Kaminari Raijan |
Raijan glides over to Door #1, and after a cursory inspection for traps, gives it a try.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Davorin Tallon |
"The layout of this place seems to foil our plan," Davorin mutters as he follows Kaminari to the next door.
GM Fuskee |
The tengu hears nothing on the other side of the door and upon entry, you see that it is a training room for the gang. The room contains equipment for the guild’s goblins to practice their thieving skills including several human-sized training dummies covered with bells for pickpocketing and an obstacle course studded with sharp nails and jagged junk. Other than that the room is empty of any enemies and/or treasure.
Woo another useless room!
Rourke Silvermane |
Rourke wonders aloud, "Who is funding these goblins? This isn't some desperate goblin tribes coming together. They're organized!"
GM Fuskee |
Ekkie moves up behind the group and follows just a little behind. "Yes, big boss organized this gang and wants to become a new player in Magnimar!"
Once a door is opened I will reveal/describe.
Davorin Tallon |
"The existence of an overly skilled, goblin-based thieves' guild is probably not in Magnimar's best interest... We'd better clear out the entire complex to be safe."
Davorin towards the next door, allowing the more martially inclined agents space to ready themselves.
The Thundering Spirit |
You're taking too long!
Kaminari Raijan |
This is exactly what I didn't mean about keeping up momentum, Raijan grouses while he walks over to the last door in the hallway. Opening it once joined by the party
GM Fuskee |
Party, let me know when you're ready, a lot of you are still scattered out through the hallway. :P
GM Fuskee |
The ceiling of this room has partially collapsed, creating a two story space to the west while exposing the chamber above to the east. Rubble lies haphazardly about the place, with some other larger pieces serving as tabletops for crude alchemical apparatuses. Soot, scorch marks, and other chemical residues cover many of the chamber’s walls and other surfaces. A sizable slab of jagged debris leans against the broken edge of the upper level’s floor in the room’s center. The upper level seems clear of wreckage and contains several wooden worktables. Opposite the entrance, a set of stone steps that once rose to the upper level are broken away halfway up their length. The whole chamber smells of burnt oil and acrid chemicals.
The slightly darker grey portion at the bottom half of the room is 10 feet high up, sort of like a balcony, the stairs leading to them are destroyed but you can use Acrobatics to get up them with an extra Climb depending on how well you do, or you can use Climb to get up to the upper area by the large stone slab leaning against it at the center of the room.
As you guys open the door and look in, you can see that the goblins inside are already preparing for you as one goblin on the balcony dressed in various alchemist clothing with flame symbols all over them chugs down a mutagen and gets a bit bigger and bulkier as he pulls up a knotted rope that hangs near the broken stairs which is what the goblins use to get up to the upper level.
Along with the "main" goblin there are three other goblins in the lower levels taking cover behind the makeshift rubble tables that their alchemical supplies are on and whisper to each other about "burny time" as they see you preparing to invade their laboratory.
The rubble tables in the upper section provide cover for small creatures while providing partial cover to medium sized creatures. I'll throw up icons for your enemies and do initiative in a second after I do some actual work at work. xD
GM Fuskee |
I hate how small I have to make this map, haha. You can't see how beautiful this goblin is, it's not from the scenario itself but I remember seeing it somewhere and it's probably one of my favorite goblin art pieces ever so I'm using it for the goblin alchemist.
GM Fuskee |
Mycroft: 1d20 + 5 ⇒ (15) + 5 = 20
Joof: 1d20 + 4 ⇒ (19) + 4 = 23
Rourke: 1d20 + 2 ⇒ (10) + 2 = 12
Cork: 1d20 + 7 ⇒ (19) + 7 = 26
Kaminari: 1d20 + 4 ⇒ (18) + 4 = 22
Davorin: 1d20 + 3 ⇒ (8) + 3 = 11
Goblin 1: 1d20 + 2 ⇒ (4) + 2 = 6
Goblin 2: 1d20 + 2 ⇒ (8) + 2 = 10
Goblin 3: 1d20 + 2 ⇒ (11) + 2 = 13
Goblin Alchemist: 1d20 + 4 ⇒ (1) + 4 = 5
If you click on the goblins on the map it should show you which of my comments was for each one so you can identify/target them.
GM Fuskee |
No surprise round, the goblins heard you from earlier but did all the preparing they can.
Round 1:
Cork
Joof
Kaminari
Mycroft
Goblin 3
Rourke
Davorin
Goblin 2
Goblin 1
Goblin Alchemist
Cork, Joof, Kaminari and Mycroft are up!
Well at least I just rolled you guys a pretty good opening round. :P
Mycroft Anselm |
I don't know if an archivist bard needs to make a knowledge check if he has previously identified an enemy but I'll make one to be safe.
Knowledge (local): 1d20 + 7 ⇒ (4) + 7 = 11 Ack! Not sure if that's good enough, or if you can take 10 on a knowledge check in this circumstance. Presuming he can, Mycroft starts his performance. +1 to hit and AC to all allies in 30 feet
Mycroft once again begins a quick running assessment of the tactical situation. "Remember they're not to sophisticated but they're cunning!"
GM Fuskee |
Since you identified them earlier and they're the same creature type I'll allow the performance to enhance versus the three regular goblins but you'll fail to identify the stronger one up top.
Mycroft recognizes the goblins as basic goblin warriors except that they each have a flask in their hand. He shares tactics on how to defeat them with his comrades!
Cornelius "cork" Dornbirk |
Cork takes in the room at a glance and immediately identifies the threats. "We are going to have to kill these goblins, or chase them off," he says to the others. "So no point in delaying." He steps into the room, drawing his cutlass, and moves directly to the closest goblin. With a steady, smooth motion he slices at the first goblin.
cutlass,bardic performance: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
confirm,bardic performance: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
damage: 1d6 + 2 ⇒ (3) + 2 = 5
crit damage: 1d6 + 2 ⇒ (6) + 2 = 8
GM Fuskee |
Cork moves like a damn ninja, swiftly moving into the room and drawing his cutlass at the same time before slicing through the goblin, anime style, his weapon going completely through it with a brief pause as the goblin looks at him puzzled before falling into two large dead pieces. The other goblins squeal in fear and cower behind their cover.
Well since Cork took out the only other one with initiative, Rourke and Davorin can go now as well!
Davorin Tallon |
Davorin moves into the room and attempts to manipulate the feelings the alchemist has for one of the regular goblins.
Casting Unnatural Lust on the alchemist, Will DC 15. The intended target of his affection is the goblin furthest from him.
Joof |
"Joof attack gobos before gobos attack Joof!"
The halfling rides in towards the northern goblin, breathing in the stench of various alchemical experiments. He smiles wide at Rourke, revealing his strange sharpened teeth, and swings his dogslicer at the goblin from atop his canine mount.
Dogslicer: 1d20 + 6 ⇒ (15) + 6 = 21. Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Kaminari Raijan |
Raijan rushes in blades bared and careens into one of the goblins, leaving his wakizashi planted in them with deceptive precision.
Wakizashi: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Confirm: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Extra Damage: 1d6 + 3 ⇒ (4) + 3 = 7
GM Fuskee |
Joof goes up and slices the goblin with his goblin weapon and severely wounds it, but the goblin is still up and has a burning passion in his eyes to light Joof on fire.
Meanwhile, Kaminari goes in and digs his weapon into the other goblin but narrowly avoids its critical organs, leaving it alive with just a single hit point keeping it on its feet.
Will Save: 1d20 + 5 ⇒ (9) + 5 = 14
I will do the goblins turn in a little bit. Getting off work now. :P
GM Fuskee |
Goblin 2 takes a step back and laughs at Joof as he throws an alchemist fire right towards his face!
Goblin Fire: 1d20 + 4 ⇒ (15) + 4 = 19
The flask breaks as it makes impact and the chemicals combine to create a wondrous explosion of fire. Ekkie watches from the doorway in awe, a little bit of drool going down her chin as she stares while some people take damage.
Joof Fire: 1d6 + 1d4 ⇒ (6) + (1) = 7
And Joof is now on fire! Rourke takes a point of splash fire damage as some of the flames catch him too. The goblin, through his immense pain, cheers and laughs at his creation.
Goblin 1 does the same thing and takes a step back before launching his own alchemist fire at the creature who almost killed him.
Goblin Fire: 1d20 + 4 ⇒ (1) + 4 = 5
Miss: 1d8 ⇒ 1
He cackles and winds up his pitch but doesn't quite get it far enough as it falls short and blows up between him and Kaminari. Each one of them takes a point of splash damage and the flames catch on the poor goblin's clothes as he's no longer strong enough to fight it off as it engulfs his entire body.
Goblin Alchemist fails his Will save and is overcome with lust for one of his lab helpers that he always seemed to hate and degrade. He runs towards the stairs and makes a daring jump down to the lower area.
Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23
He makes the jump and starts to run over to the other goblin, "Squibble, I never knew you were so HOT! I could just f.... wait, YUCK, you're disgusting! What was I thinking?" as he comes to his senses with the entire party ready to cut him down.
Round 2:
Everyone gets to go!
Kaminari Raijan |
Raijan slides to the alchemist's side and unleashes a flurry of blades and beak.
Wakizashi: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Wakizashi: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Bite: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Damage: 1d3 + 2 ⇒ (3) + 2 = 5