Sue Basilbottom |
Sue tosses an identical looking Mage Armor wand to the Ringmaster and asks for a charge.
GM BPChocobo TK1 |
Not wasting any time with this group :) I'll make the assumption that Ringy'll apply the Mage Armor'ing to both monks :)
Heading into the goblin scrawled entryway, you make your first steps down inside. 50ft of walking leads you to a square room with another set of stairs going down.
You are now inside Thornkeep's ruins. I have placed you all inside surrounding the stairs going down. Map the link Accursed Halls level 1 below my name and clicking on it should allow you to edit the map so you can move yourself as necessary. The ball is now in your court... :)
Guido Sansone |
"So who's goin' first?"
We've got lots of fighter types, but I'd like to propose Sue in front since she has better saves and perception for dealing with traps. Guido can take that role if she's injured so him 2nd. Llathander wants to be forward but he's also our healing so we need to protect him somewhat. Then the squishier Amarthecthel, Ringmaster after and Horgrym in the rear since he can sling from back there and hold up well in a fight.
Double file: Front> Sue/Guido , Llathander/Ringmaster , Amarthecthel/Horgrym <Back.
Thoughts?
Sue Basilbottom |
"Come Guido, take point with me."
Sue will descend the stairs slowly checking for traps.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Amarthecthel |
Amarthecthel would prefer to lead, but not so much that he cares to argue the point. He'll take the back with Horgrym.
Sue Basilbottom |
Amarthecthel: I'll happily trade with you after the first scary thing takes a nice bite out of me :)
GM BPChocobo TK1 |
1 stealth: 1d20 + 10 ⇒ (16) + 10 = 26
2 stealth: 1d20 + 10 ⇒ (20) + 10 = 30
The party begins its trek down into the ruins, Sue cautiously looking around as she makes her way down the stairs with the rest of the party following diligently.
The gnome's careful eyes adjust well to the lighting of torches that illuminate the stairs down about 20 feet.
The stairway ends in a small antechamber that sports a hallway to the south. Iron stakes driven into the flagstones pin the half-eaten carcass of a pig to the floor in the middle of the room. Sue, while assessing the surroundings, fail to notice a pair of large centipedes scuttling from either side of the entryway and pounce upon the bite-sized monk!
Cent 1 init: 1d20 + 2 ⇒ (4) + 2 = 6
Cent 2 init: 1d20 + 2 ⇒ (19) + 2 = 21
Amarthecthel init: 1d20 + 2 ⇒ (5) + 2 = 7
Guido init: 1d20 + 1 ⇒ (7) + 1 = 8
Horgrym init: 1d20 + 1 ⇒ (20) + 1 = 21
Llathander init: 1d20 + 1 ⇒ (16) + 1 = 17
Ringmaster init: 1d20 + 2 ⇒ (15) + 2 = 17
Sue init: 1d20 + 3 ⇒ (7) + 3 = 10
Surprise round:
Centipede 2 bite @ FF Sue: 1d20 + 2 ⇒ (15) + 2 = 17
Damage on hit: 1d6 - 1 ⇒ (4) - 1 = 3
Centipede 1 bite @ FF Sue: 1d20 + 4 ⇒ (12) + 4 = 16
Damage on hit: 1d6 - 1 ⇒ (2) - 1 = 1
The first bite takes Sue by surprise, pincers piercing her leg. She is then aware enough to avoid the second centipede that steps in.
Sue, I need a DC 13 Fort save. You've also taken 3
Dex damage on failed save: 1d3 ⇒ 2
Init Order:
Centipede 2
Horgrym
Ringermaster
Llathander
Sue
Guido
Amarthecthel
Centipede 1
Round 1 Begin!
The centipede on the right continues to bite its weakened prey!
Centipede 2 bite @ FF Sue: 1d20 + 4 ⇒ (12) + 4 = 16
Damage on hit: 1d6 - 1 ⇒ (1) - 1 = 0
Sue barely avoids another bite as she fends off the flanking vermin!
Everyone else, save your scout!
Everyone is now on Accursed Halls 2 map, which is added to my profile. I'm not putting up a battle map for this as I'm a bit short on time for that much formatting right now so outside of a bug on either side of Sue, there's still room to attack the pests for anyone that wishes to try.
Sue Basilbottom |
Fort Save: 1d20 + 6 ⇒ (2) + 6 = 8
Sue will activate Crane style, step forward and past the first centipede giving it a defensive kick as she steps by.
Unarmed Strike: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
AC 22.
Horgrym |
Horgrym steps up and swings with all his might at the one that failed to hit Sue.
Power Attack: 1d20 + 5 ⇒ (11) + 5 = 161d10 + 7 ⇒ (6) + 7 = 13
Amarthecthel |
Amarthecthel: I'll happily trade with you after the first scary thing takes a nice bite out of me :)
You have better AC AND better hit points. Stay up there and let me whine about it! ;-)
Guido Sansone |
Guido will move himself between the two centipedes. If #1 is up he'll hit that one, if not start working on #2.
Unarmed Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Llathander Ausk |
Llathander will have cast guidance when going down the stairs.
As soon as the centipide attacks he moves to protect Sue. Stepping up with the symbol of divinity and lashing out like Ragathiel on the battlefield.
Power Attack
1d20 + 5 + 1 - 1 ⇒ (14) + 5 + 1 - 1 = 19
1d10 + 3 + 3 ⇒ (8) + 3 + 3 = 14
GM BPChocobo TK1 |
After the short sneak attack, both centipedes are immediately cut down, between a pair of powerful kicks from the martial artists and the sweeping blow of Llathander.
Sue Fort save round 2: 1d20 + 6 ⇒ (11) + 6 = 17
Dex poison damage round 2: 1d3 ⇒ 3
After the first bit of poison courses through her small body, Sue is able to concentrate and finally resists its debilitating effects. However, some damage still remains.
Sue, you're at -2 Dex right now until you can get that healed.
GM BPChocobo TK1 |
Sorry for the delay on new stuff, finally took care of some much needed cleaning around the house/outside from the Blizzard Atlas' aftermath!
With the room cleared out, only the cold and mostly cooked pig carcass rests in the center of the room. Farther south from the room, about forty feet, the hallway opens to a large column filled corridor. The entire area is lit with torches about every 20 ft, providing excellent illumination.
GM BPChocobo TK1 |
G1 Percep: 1d20 - 3 ⇒ (7) - 3 = 4
G2 Percep: 1d20 - 3 ⇒ (20) - 3 = 17
G1 Stealth: 1d20 + 10 ⇒ (16) + 10 = 26
G2 Stealth: 1d20 + 10 ⇒ (1) + 10 = 11
As Guido creeps up closer to the room, he sees eight statues of demonic creatures anchored to great square columns that guard an open space in the center of the octagonal ceiling to this large room Various bits of scaffolding and debris are piled up next to the columns which support a large gallery fifteen feet above the room's floor. Open stone archways mark the entrance of this room from the north as well as another passageway to the southeast, and a large stone door stands at the south corner of the chamber.
The hefty brawler steps a bit closer, looking for anything moving, and spots a pair of green pointy ears from behind one of the columns. At the same time, the goblin head the ears belong to looks out and catches the glimpse of the hulking human in the hallway. With a mighty yell, he screeches out in Goblin.
"LONGSHANKS!"
Immediately, another pair of goblins begin to move out behind the columns, and the perceptive monk also spots some readying arrows from the floor above.
Heading to lunch, will put up initiatives and any monster initial actions shortly.
GM BPChocobo TK1 |
Goblin 1 Init: 1d20 + 6 ⇒ (4) + 6 = 10
Goblin 2 Init: 1d20 + 6 ⇒ (11) + 6 = 17
Goblin 3 Init: 1d20 + 6 ⇒ (12) + 6 = 18
Goblin 4 Init: 1d20 + 6 ⇒ (2) + 6 = 8
Goblin 5 Init: 1d20 + 6 ⇒ (19) + 6 = 25
Goblin 6 Init: 1d20 + 6 ⇒ (2) + 6 = 8
Amarthecthel Init: 1d20 + 2 ⇒ (19) + 2 = 21
Guido Init: 1d20 + 1 ⇒ (4) + 1 = 5
Horgrym Init: 1d20 + 1 ⇒ (9) + 1 = 10
Llathander Init: 1d20 + 1 ⇒ (9) + 1 = 10
Ringmaster Init: 1d20 + 2 ⇒ (6) + 2 = 8
Sue Init: 1d20 + 3 ⇒ (2) + 3 = 5
Horgrym rolloff: 1d20 ⇒ 12
Llathander rolloff: 1d20 ⇒ 11
Init Order:
G5
Amarthecthel
G3
G2
G1
Horgrym
Llathander
G4
G6
Ringmaster
Sue
Guido
Round 1:
One of the goblins on the balcony immediately tries to take a shot at Guido.
G5 arrow @ Guido: 1d20 + 4 ⇒ (4) + 4 = 8
Damage on hit: 1d4 ⇒ 3
However, the arrow goes low and bounces off of the flagstone floor.
Amarthecthel, you're up followed by goblins! Others can post their actions ahead of turn; I'll just let you know if it'll be irrelevant and let you change your action if it happens.
Combat map is now up!
Amarthecthel |
GM BPChocobo TK1 |
@Amartechthel: Currently you do not see a way up the balcony. You can surmise that it is simple enough to get a rope and grappling hook up.
The goblins at ground level move up; one prepares his charge while two immediately assault the large Varisian!
G2 dogslicer @ Guido: 1d20 + 2 ⇒ (12) + 2 = 14
Damage on hit: 1d4 ⇒ 1
G1 dogslicer @ Guido: 1d20 + 2 ⇒ (2) + 2 = 4
Damage on hit: 1d4 ⇒ 1
The first goblin is confused as an invisible barrier prevents the crude weapon from entering the tall longshank's spleen. The second goblin swings wildly and hits nothing but air.
Horgrym up, Llathander's action is loaded :)
Horgrym |
Horgrym will move up in front of Llathander, drawing his sling. He will load a stone and hurl it at #5 if possible (#3 if not).
"At least there's no singing. Just slinging! Ha!"
Sling: 1d20 + 3 ⇒ (15) + 3 = 181d3 + 3 ⇒ (2) + 3 = 5
GM BPChocobo TK1 |
@Horgrym: Yes you can, and certainly did!
Horgrym launches sling bullet and pun, nailing one of the goblins on the balcony hard enough that that the sound of bone cracking echo in the chamber.
"I'll get you babyshanks!", it cries out as his allies from the balcony return fire. Before that occurs, Llathander attacks one of the goblins, but misses the agile target.
G4 arrow @ Horgrym: 1d20 + 4 ⇒ (10) + 4 = 14
Damage on hit: 1d4 ⇒ 3
G6 arrow @ Horgrum: 1d20 + 4 ⇒ (16) + 4 = 20
Damage on hit: 1d4 ⇒ 3
One arrow bounces off of the fighter's armor, but the other imbeds itself into the halfling's leg.
Everyone else, finish the round and hopefully a goblin or two :)And combat map has been updated.
Guido Sansone |
Guido smiles as two goblins have nicely delivered themselves to him. His hands move like thunder pounding the two goblins in front of him starting with #2.
Flurry: 1d20 + 5 ⇒ (20) + 5 = 25
Flurry: 1d20 + 5 ⇒ (17) + 5 = 22
Non-Lethal: 1d6 + 4 ⇒ (6) + 4 = 10
Non-Lethal: 1d6 + 4 ⇒ (5) + 4 = 9
Crit?: 1d20 + 5 ⇒ (10) + 5 = 15
Non-Lethal?: 1d6 + 4 ⇒ (1) + 4 = 5
I'm gussing that will do it for #2.
He takes a 5' step to stand oven the fallen form of #2.
To #3,"Come get some."
Sue Basilbottom |
Sue will enter Crane stance and toss a shuriken at goblin #3.
Attack: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3 Damage: 1 (including range, not including cover)
Amarthecthel |
Amarthecthel changes his mind. He drops his bow, pulls out his grappling hook (with rope attached) as he moves and hurls it up onto the balcony as far from any goblins as possible.
Guido Sansone |
Ring, we presumed that happened before we came in.
Also I just realized my attack should have been at +1 from Crowd Control
GM BPChocobo TK1 |
@Guido: That'll definitely. Confirm the critical on that poor goblin! I'll start round 2 tomorrow morning.
@Amarthecthel: I need a range touch attack against AC 5.
GM BPChocobo TK1 |
One of the goblins on the balcony immediately tries to take a shot at Guido. However, the arrow falls short and bounces off the flagstone floor.
Amarthecthel switches weapons, drawing out his composite longbow.
A pair of goblins gang up on Guido but fail to land any real blows while another moves up, ready to strike.
Horgrym move ups in front of Llathander, drawing his sling, hurling it a goblin at the balcony while quipping, "At least there's no singing. Just slinging! Ha!". The bullet audibly cracks a goblin rib or two, but doesn't fell the greenskinned pest.
Llathander immediately runs up to assault one of the goblins, positioning himself next to Guido, but the target barely manages to duck under the felling blow.
The other two goblins at the balcony, seeing the halfling nearly take out one of them in a single hit, launch their arrows at the knight, one penetrating his hide armor and wounding him in the leg.
Sue and Ringmaster move into a defensible position, the former also flicking a shuriken at one of the goblins, but it goes wild in her attempt to avoid her allies in front of her.
Guido smiles as two goblins have nicely delivered themselves to him. His hands move like thunder pounding the two goblins in front of him. Trying to leave them alive, he slaps openhanded; the first goblin is slapped so hard his head bounces off the wall to the side with an audible crack and blood oozing from the nose of the now unconscious target. Immediately, he switches to backhand the other goblin, instantly knocking him out.
As a minor note, Guido you did so much 'nonlethal' damage that you now dealt lethal damage... enough that he's bleeding out :P Thus, I switched your target to the other adjacent goblin for you. Seemed like the thing that'd make sense.
Round 1 Quick Recap
G5 misses Guido.
Amarthecthel switches weapons.
G1-3 move up to assault Guido, two of them outright missing.
Horgrym and Llathander move up, the former deals 5 damage to G5.
G4 and 6 return fire, dealing 3 damage to Horgrym.
Sue and Ringmaster move up.
Guido renders one G1 unconscious and G2 is now dying.
Round 2 are go!
GM BPChocobo TK1 |
Round 2:
The eyes of the goblins on the balcony bug out as they see the large Varisian nearly slap two of their own to death. Immediately he shrieks out. "KILL THE BIGSHANK!", and fires another arrow at him.
G5 arrow @ Guido: 1d20 + 4 ⇒ (18) + 4 = 22
Damage on hit: 1d4 ⇒ 2
This one finally hits the brusque man, but his mighty muscles prevent the arrow from doing more serious harm.
Amarthecthel moves up and catches a grappling hook and rope to the top of the balcony. Amarthecthel: Place the grappling hook anywhere you want on the southern half of the balcony.
G3 Will Save: 1d20 - 1 ⇒ (15) - 1 = 14
The other goblin on the ground, seeing one of his allies nearly have his brains splattered against the wall, amazingly holds his ground and charges the Varisian!
G3 Charge dogslicer @ Guido: 1d20 + 4 ⇒ (9) + 4 = 13
Damage on hit: 1d4 ⇒ 3
Once again, the invisible barrier clangs as it stops another dogslicer from wounding the man. The goblin's ears droop down as it realizes it made a huge mistake.
Horgrym and Llathander, you're up. Everyone else, post your actions, too :)
Sue Basilbottom |
Sue will tumble about to the far side of the remaining up goblin on the bottom floor. Tumble: 1d20 + 7 ⇒ (18) + 7 = 25 Before making a guarded kick against its flank.
Attack: 1d20 + 4 + 2 - 2 ⇒ (16) + 4 + 2 - 2 = 20 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
AC: 21
GM BPChocobo TK1 |
Sue, you fail your Tumble. Pathfinder uses Acrobatics, yo! :P
Just kidding, assuming that goblin's still there, you're gonna dance around him like a ballerina that chugged a 5-Hour Energy drink.
Horgrym |
Horgrym loads and hurls another missile from his sling at the target he previously struck.
"Don't forget babyshanks!"
sling: 1d20 + 3 ⇒ (17) + 3 = 201d3 + 3 ⇒ (2) + 3 = 5
GM BPChocobo TK1 |
Fall direction: 1d8 ⇒ 2
Fall damage: 1d6 ⇒ 1
With another satisfying crack, the goblin spins in a circle, then falls to the floor below with a stomach-churning splut.
Combat map and stats on the page updated!
GM BPChocobo TK1 |
@Llathander: Just to ask, where did the second +3 of damage come from?
Amarthecthel |
Amarthecthel: Place the grappling hook anywhere you want on the southern half of the balcony.
Done.
GM BPChocobo TK1 |
Thanks for the insight Guido!
The other two goblins, seeing their numbers cut in less than half in 6 seconds, immediately run to the southwest.
GM BPChocobo TK1 |
At this point, combat is over for everyone unless you wish to give chase. Amarthecthel did get the grappling rope up, so it's a simple DC 5 Climb check since you can kick off a pillar during the 15' ascent.
Also, if you guys keep up this kinda rolling (3 20's, albeit one of them just for a grappling hook) in the first combat... this may go by quicker than expected :P
@Everyone: If you have a rank in Linguistics, you may attempt a DC 15 Linguistics check.
The goblins are yelling in Goblin, but you can tell one of the things they're yelling isn't a goblin, but a name: Murgmo.
Amarthecthel |
Acrobatics to climb the rope (DC 5): 1d20 + 0 ⇒ (5) + 0 = 5 Barely. Just like in gym class...