
| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            "Interesting specimen... I must admit we do not have anything of this caliber here. I can offer 50 platinum ducats for the set."
@Pelkin: While I'm RP'ing this, the gold earned from the alchemist set sale is part of the overall treasure of the scenario; I will not your alchemist fire purchases, though, on your chronicle sheet :)
Is there anything else anyone wants to purchase in town? Otherwise, it's assumed you can rest at the inn for the night and clear out the rest of the 2nd level bright and cheery.

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            Not a problem. All I wanted was the alchy fire. We can go back when the rest are healed up and ready to go.
When we return, where should be explore next? The room to the northwest? The other lab? Somewhere else?

|  Amarthecthel | 
 
	
 
                
                
              
            
            Amarthecthel has enjoyed his time in town, spending a bit on wine and companionship and otherwise relaxing. He stretches languidly when the team is ready to depart.
Looking at Pelkin's hand-drawn map, he nods. "Clear the northwest first, then work the south from west to east."

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            As you enjoy your wine, Shandar, the owner of the Greenforest Inn, spends perhaps a bit too much of your time asking questions about your adventure down in the ruins as well as other past adventures. "So, ya come across any more of those pesky Bramblethorns?", referring to the name of the local goblin tribe.

|  Amarthecthel | 
 
	
 
                
                
              
            
            "Indeed," says Amarthecthel. "One is up to one's armpits in goblins out there in the forest. They must breed as a full-time endeavor."

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            "Tch, yeah. I wouldn't mind 'em if they kept to themselves, but damn those liddle moochas tryin to sing any song and expect some food or coin. At least their fondness for rats has kept the town fairly clear of 'em."

|  Amarthecthel | 
 
	
 
                
                
              
            
            Amarthecthel makes a disgusted face and puts down his wine. "What do you know about their interest in Thornkeep?" the elf asks. "Are they just pests or are they there for a reason?"

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            "Heh, the mayor's mostly OK with 'em because there's not enough of 'em to cause TOO much trouble and they do a good job picking up trash... and most of 'em are too dumb to ask for normal livin' wages."
Does anyone wish to do more light RP'ing/purchases or just want to get back into the nitty-gritty below?

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            I'm ready whenever Amarthecthel is ready. He might be on to something.

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            I'm going to assume one way or another, everyone's fully healed, either by your efforts, or after engaging one of the many bar fights at the Thirsty Ogre tavern, where Brother Eldrast of Gorum :)
After a good night's rest and good food (beer-braised venison stew and corn fritters by Jana, Shandar's wife and reputably the best cook in town), everyone once again sets their sights on the ruins below.
The air is a bit cooler as clouds overhead prevent the sun's warmth from reaching your skin. Descending down the stairs through the Accursed Halls, it seems colder there than before... must be the weather.
After opening the Door of the Seven Stars and reaching back into the Forgotten Laboratory, the opening pool room is how you remember it: clammy with the scent of mold from the stagnant pool. The flagstone is still just as slick, but not threatening in any meaningful way.
Where do you go? Map updated back to the pool room

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            I believe we wanted to check out the room in the far northwest corner, did we not? Pelkin asks the group as they descend. I'm not sure why we passed that room up before.

|  Amarthecthel | 
 
	
 
                
                
              
            
            "And that's why we should check it now," agrees Amarthecthel. "It is wise never to leave an unknown behind you." He heads in that direction.

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            Amarthecthel Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Dyn: 1d20 + 4 ⇒ (13) + 4 = 17
Guido: 1d20 + 8 ⇒ (15) + 8 = 23
Horgrym: 1d20 + 5 ⇒ (7) + 5 = 12
Pelkin: 1d20 + 10 ⇒ (18) + 10 = 28
Twigg: 1d20 + 1 ⇒ (6) + 1 = 7
Taking the safe route to the northwest chamber, you're glancing around somewhat cautiously still. Moving from the central hall to the workshop with the two gear statues, something catches your eye: the northern door to Krenar's chamber has been destroyed.
At the northwestern room, the junk piles still stand as they are. Further progress outside of the room is blocked by a large iron door with a gear-based, complex lock built into it. There is a single keyhole right above the chilled metallic handle.

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            Was a key among the man's effects? Pelkin will ask the group. Assuming so, Pelkin will cast Detect Magic in the area and will allow one of the others in the group to open the door.
I do believe we found a key. Whether its for this door is the question.

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            @Pelkin: No magical auras, at least that outside of those on your allies :)

|  Guido Sansone | 
 
	
 
                
                
              
            
            Gesturing back towards the busted door.
"I can't remember whether there was a key or not, but i do remember Horgrym bouncing off that door. He musta loosened it for the next guy."

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            I'm sure there was. I'm pretty sure we have it so I'll try to use it and open the door then.
Perception on door: 1d20 + 10 ⇒ (20) + 10 = 30

|  Horgrym | 
 
	
 
                
                
              
            
            "Absolutely loosened it. Probably would have broken with a stiff breeze." Horgrym nods at Guido while looking for any fresh tracks.
Track: 1d20 + 4 ⇒ (20) + 4 = 24
C'mon roller! Save some of those for combat!

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            @Pelkin: You guys DO have a large iron key. As far as anything particularly nasty on the door... nothing comes across your half-elven eyes. It's definitely cool to the touch, but that may be from just being so far down this dank, stone, dungeon floor.
@Horgrym: Even from where you are, you see 3 sets of footprint like indentions within the hallway and door rubble. They're small; your first instinct is goblin-sized.

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            Pelkin will see if the key opens the door and, well, opens it.

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            @Pelkin: You insert the key. It takes a lot of cranking, each turn of the key rotating gears inside the door. After about 20 seconds effort, the sound of 3 deadbolts release and the heavy iron door creaks open. A black wind howls from below...
That's GM code for you found the entrance to the next level. Entering is hazardous for your health and is not POSHA certified.

|  Amarthecthel | 
 
	
 
                
                
              
            
            "Hmmm," observes Amarthecthel sagely, "I think we should complete our exploration of this level before moving deeper into the dungeons, don't you?"
Head back to the alchemist's lab and then make our way east across the southern edge of the this level.

|  Horgrym | 
 
	
 
                
                
              
            
            Horgrym looks through the door into the dark abyss before following Amarthecthel.
"Definitely going to need to do our homework before heading down there..."

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            Indeed. The wind had a smell most foul. Let us continue our efforts on this level.

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            Heading back to Krenar's room, it's easy to see that something ransacked and thrashed the place. His bed was broken into kindling and set ablaze; the black soot staining the ceiling above. The rest of the furniture has either been toppled or smashed as well.
Without much effort, it can be heard from the adjacent room the sound of goblin voices shrieking.
"What else should we do now that Half-face is gone?
"I dunno, I wanna break these thin'!"
"But we swept this place clean!"
"That was for Half-face, this is our place now, except for that stupid flying thing. He can stay where he is."

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            Goblins. Damn pests. We'll need to clear them out of here it seems. Pelkin will move toward the sounds the goblins are making, making sure his party is with him as he does.

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            Goblin Percep: 1d20 + 5 - 5 ⇒ (5) + 5 - 5 = 5
Goblin Percep: 1d20 + 5 - 6 ⇒ (17) + 5 - 6 = 16
Goblin Percep: 1d20 + 5 - 7 ⇒ (13) + 5 - 7 = 11
Pelkin stealth: 1d20 + 2 - 5 ⇒ (4) + 2 - 5 = 1
Horgrym stealth: 1d20 + 1 + 4 - 6 ⇒ (1) + 1 + 4 - 6 = 0
"I'm bored... and there's no more rat to eat!"
"Wonda where Half-face went? Heard some noize yestaday, but "Masta" dun want us to barge in his room."
"Beats me, was fun settin' fire to his stuff.  Maybe look for things to burn with deez kemeecals?"
As the party approaches the door, armed and ready, one of the goblins then says something different.
"Wait, I taut I herd a putty tat!"
The door then creaks open as Pelkin is face to face with a goblin that quickly screams, pointing at the half-elf, "LONGSHAAAAANKS!". The room he's in is dark, but the light reflecting off of your own illumination sources show another lab room with a variety of colorful vials and alchemical contraptions on a couple of tables.
Goblin 1: 1d20 + 8 ⇒ (12) + 8 = 20
Goblin 2: 1d20 + 8 ⇒ (7) + 8 = 15
Goblin 3: 1d20 + 8 ⇒ (4) + 8 = 12
Amarthecthel: 1d20 + 2 ⇒ (15) + 2 = 17
Dyn: 1d20 + 1 ⇒ (14) + 1 = 15
Guido: 1d20 + 1 ⇒ (2) + 1 = 3
Horgrym: 1d20 + 1 ⇒ (17) + 1 = 18
Pelkin: 1d20 + 4 ⇒ (10) + 4 = 14
Twigg: 1d20 + 1 ⇒ (20) + 1 = 21
Init Order:
Twigg
Goblin 1
Horgrym
Amarthecthel
Goblin 2
Dyn
Pelkin
Mexel
Goblin 3
Guido
Round 1, go!
Map updated!

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            And Google Drive borked on me; working on map again.
And now up again!

|  Amarthecthel | 
 
	
 
                
                
              
            
            Seeing that the hallway is going to be a chokepoint, Amarthecthel hurries around to the north, believing the passages he observed earlier will link up to the goblins' room.

|  Horgrym | 
 
	
 
                
                
              
            
            I'm assuming Goblin 1 moves up to attack Pelkin, so I'm attacking through a corner which gives cover.
Horgrym steps up to attack the goblin with his greatsword.
Greatsword: 1d20 + 7 ⇒ (16) + 7 = 231d10 + 4 ⇒ (8) + 4 = 12

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            Sorry guys, yesterday another rough day. But goblin time!
Goblin 1 Will save: 1d20 ⇒ 9
Much to your surprise, instead of running or charging, the goblin sloops his posture, looking around and pointing at something no one can see.
"Pretty birds... I wanna eat you."
@Horgrym:  The goblin just became dazed, so instead of being a choke point, I figured you'd actually step ahead and strike him from the other side.
Your blade cuts the goblin deeply, but he otherwise seems unaware of your strike.
One of the goblins from behind the table has a vial in his hand and chucks it at the halfling, speaking in Goblin
"Bad! Go away!"
G2 ranged touch @ Horgrym: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
The glass vial shatters on the halfling who is then set ablaze!
2 Fire damage, more fire damage next round.
Fire damage on hit: 1d6 ⇒ 2
Pelkin, Mexel, and Guido, you're up; goblin 3 is in the middle there, but go ahead and post your action Guido.

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            I moved Guido with a double move going north to join the others on the map.
Pelkin moves up 5' and tries to take the goblin down!
Falcata: 1d20 + 7 ⇒ (19) + 7 = 26 for Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Confirm?: 1d20 + 7 ⇒ (1) + 7 = 8 for Damage: 2d8 + 6 ⇒ (3, 6) + 6 = 15
That is twice in a row on these boards that I have crit failed a confirm attempt. Well, at least it wasn't on the initial attack.

|  Amarthecthel | 
 
	
 
                
                
              
            
            Amarthecthel rushes into the room from the north, moving right up to the rearmost goblin. "Vermin," he says. "You infest this place like vermin!"

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            @Pelkin: Plus side, the crit would have been such overkill... although I know you're craving that sweet x3 hit at some point :P
Your blade easily slices into the unwary goblin and it lands on the ground with a bloody plop.
Mexel will be staying near Twigg.
@Amarthecthel: You're a touch ahead of yourself, haven't gotten to round 2 yet. Noting your action since Goblin 3 can't get you yet!
The goblin farthest in the back hunches under the table eyeing the situation with anticipation!
Recap:
Twigg dazes the goblin who opened the door, who just stays there.
Horgrym gets behind that goblin and wounds it.
Amarthecthel and Dyn run north to surround the goblins, one of them throwing an alchemist fire at Horgrym in the process, setting the halfling ablaze.
Pelkin finishes off the wounded goblin.
The other goblin waits under a table.
Guido also follows up north.
Round 2: Go!
Init Order:
Twigg 
Horgrym 
Amarthecthel 
Goblin 2 
Dyn 
Pelkin 
Mexel 
Goblin 3 
Guido

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            @Amarthecthel:  When you approach the goblin under the table, he squeaks and yells out in Goblin.
"FLIP!"
and topples the table over in your direction. The variety of chemicals and vials explode in a dazzling and powerful blast!
Chemical damage: 3d6 ⇒ (6, 6, 3) = 15
Chem type 1: 1d4 ⇒ 1
Chem type 2: 1d3 ⇒ 2
Amarthecthel Reflex vs DC 15: 1d20 + 3 ⇒ (7) + 3 = 10
The magus, running in purely to engage the goblins, is caught off-guard from this unusual tactic and is overwhelmed by a chilly frost that seems to try and burn and melt his skin
8 points of acid damage and 7 points of cold damage.

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            Pelkin moves into the room and attacks the furthest goblin (#3). Since Horg goes before I do I am assuming he'll take the square at #2 so I'll eat the AoO from him to get to #3.
Attack: 1d20 + 7 ⇒ (14) + 7 = 21 for Damage: 1d8 + 3 ⇒ (5) + 3 = 8

|  Horgrym | 
 
	
 
                
                
              
            
            Horgrym steps forward and attacks goblin 2 with all his might.
Greatsword: 1d20 + 6 ⇒ (20) + 6 = 261d10 + 7 ⇒ (10) + 7 = 17
Confirm: 1d20 + 6 ⇒ (2) + 6 = 81d10 + 7 ⇒ (6) + 7 = 13

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            Goblin Will save: 1d20 ⇒ 14
"Wuzzat?"
The next goblin has its hand on the table, almost ready to turn it over before staring off in the distances, oblivious to the halfling coming in.
@Horgrym:  With a powerful chop, the goblin slumps to its knees before falling unconscious.
You and Pelkin must have the same crit confirmation dice.
@Pelkin:  Moved you to attack G3 because, well, Horgrym took out your target! 
With Horgrym dropping the other goblin with a single blow, you move in farther and slash at the goblin that knocked the table over, causing an explosion that severely wounded Amarthecthel.  It squeals out in pain from your strike, but is still conscious and active.
Since Dyn cannot do anything to affect G3, posting G3's action.
The remaining goblin was pleased for only a few seconds before seeing one of his allies nearly get cleaved in two and a half-elf slash his chest.  Immediately, the cowardly greenskin drops to its knees, bowing up and down, crying out in Goblin.  
"Pleaz dun keel me!"
The goblin has lost its will to fight; combat is effectively over so initiatives are no longer tracked.

|  Pelkin Norwind | 
 
	
 
                
                
              
            
            Pelkin rears back as if to strike the goblin but holds off. Speak common! No gibberish! Sense Motive on the goblin, is it truly surrendering?: 1d20 + 9 ⇒ (5) + 9 = 14
If the goblin is not believed to be a threat, Pelkin will step back and cast Detect Magic in the room. If anyone wishes to question this pathetic creature, be my guest. Otherwise, kill him. He is useless to us.

| GM BPChocobo TK1 | 
 
	
 
                
                
              
            
            @Pelkin: The goblin looks up as you speak to it, but tilts its head in confusion. Otherwise, it sincerely appears to be backing down from the fight.
Pot roll: 1d3 ⇒ 2
Pot reflex: 1d20 + 3 ⇒ (16) + 3 = 19
A number of vials show up with auras. After 18 seconds, you identify one on each of the still standing tables, one on the floor that happened to survive being tipped over; each goblin, including the groveler, has 2 magical vials on him as well.
 
	
 
     
     
     
 
                
                 
	
 