Pelkin Norwind
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Pelkin will search the goblin and take the vials and anything else it has on him. He will then tie up the goblin so he is no further trouble. He will then try to identify all the vials via spellcraft and search the room for anything of further interest.
Spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23
Spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24
Spellcraft: 1d20 + 4 ⇒ (11) + 4 = 15
Spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13
If more is needed feel free to roll.
Dyn Ramil
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Dyn walks over to Amarthecthel, cautiously eying the room for any more sign of danger.
See what happens when you outrun your healing. He chides the elf before saying a prayer and reaching out.
Cure Light Wounds: 1d8 + 3 ⇒ (8) + 3 = 11
Amarthecthel
|
"So you're saying you'll run faster next time, my stalwart friend?" asks the elf.
"Also, 'ow' and 'thank you'." He rubs ruefully at the burned and now soothed spot on his face.
"Let's see if we can discover what those mad runts were willing to die for."
He and his falcon cast about the room, looking for anything of value.
Amarthecthel's Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Glosrofel's Perception: 1d20 + 11 ⇒ (5) + 11 = 16
| GM BPChocobo TK1 |
Although the majority of the contents on the one table are shattered beyond use, the following items (outside of the magical vials) have survived:
2 vials of bottled lightening
3 alchemist's fire
2 vials of acid
1 tanglefoot bag
1 thunderstone
2 smokesticks.
The magical vials are:
6 potions of cure light wounds (2 each held by the goblins, the sole survivor willingly giving his up).
1 potion of bull's strength
1 potion of cure moderate wounds
1 potion of invisibility
Amarthecthel
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Amarthecthel tells the group what each item is. "May I suggest Master Twigg as the appropriate carrier for anything labeled 'bottled lightning'," he says. "As for me, a single bottle of cure light wounds would seem appropriate. Master Guido, the potion of invisibility would suit you, yes?"
Pelkin Norwind
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I think everyone should grab a bottle of the light wounds. As to the moderate, perhaps our halfling or magus would like to take it? Pelkin then grabs an acid and an alchy fire and stows it inside his backpack (along with the other valuables considered group treasure if no one else has done so).
Pointing north the half-elf states, I'm sure of where that leads, but then pointing to the east and staring at the goblin he says, But what will we find in there, goblin? Do you have more filth with you? Speak up!
Intimidate, though I do not know if he understands me: 1d20 - 1 ⇒ (12) - 1 = 11
Horgrym
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Hogrym turns to the surviving goblin and tries to be charismatic while picking goblin parts off his greatsword.
Bad Diplomacy: 1d20 ⇒ 16
Best point of linguistics I've ever spent!
Pelkin Norwind
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You speak this creature's language? Pelkin says as he looks at Horgrym with a smirk. Then why the hell am I yelling at him? Scoffing to himself, Pelkin moves over to the east corridor and peers down the hallway, hoping to catch a glimpse of what lays in waiting.
Amarthecthel
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Hey, I just had a thought!
"If no one objects," says Amarthecthel, "I'll take the potions of bull's strength and cure moderate wounds for now."
He does that.
Guido Sansone
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| 1 person marked this as a favorite. |
Can I have the Bull's Strength? I would like LUDICROUS STRENGTH (STR 26) please. Please.
"HA! Invisibility 'cause I hid in the last fight. Lets not forget I took on a big ass spider single handed. I think the strength potion would be a bit more my speed. I could use a flask of acid & fire so I've got some variety too."
| GM BPChocobo TK1 |
@Horgrym:
"We were jus here to keep da place clean, didn't wanna end up like da otherz!"
| GM BPChocobo TK1 |
| 1 person marked this as a favorite. |
@Guido: I guess I should also be grateful that if you do hit LUDICROUS STRENGTH that you don't have Dragon Style for 1d6+15 damage on the first Power Attack punch <_<
Horgrym
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Horgrym nods at Pelkin.
"Horgrym, they said, Pathfinders can't just hit things with swords. Learn some more useful skills. It was either Goblin or cooking, and I don't want to know how the sausage is made. Harder to eat it that way!"
He turns to the Goblin and points east.
| GM BPChocobo TK1 |
"Broken walls and some boxes; Half-face already wen' through 'em!"
"Flyin' thin'? You know 'bout dat?"
The goblin looks at Horgrym with his head half-tilted, looking with awe.
Pelkin Norwind
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Ha! Cooking indeed. So, what did you ask him? He seems... awestruck.
Horgrym
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"I asked him about the flying thing. And he says broken walls and boxes are north."
[spoilers=Goblin]"Of course I know about him. I want to make sure he is where he should be. Where is he?"[/goblin]
| GM BPChocobo TK1 |
Horgrym
|
Lol @ /goblin, whoops!
"He says the flying thing is near the entrance, it let the experiments out. Anyone have anything they want me to ask?"
Pelkin Norwind
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Yeah, what experiments is he talking about exactly? And he means out of the room or out of the dungeon?
| GM BPChocobo TK1 |
1: 1d8 ⇒ 7
2: 1d8 ⇒ 2
3: 1d8 ⇒ 1
4: 1d8 ⇒ 4
5: 1d8 ⇒ 7
6: 1d8 ⇒ 7
"Near stinky pool!", the goblin shouts, pointing towards the northwest corner. "Experimentz... other gobbos that not wanna werk for Half-face! They changed now; most of 'em are super fast, think Half-face used evil doggy legz. Ones got skin like a snake, and anotha has big shaaaaarp teeth.", the goblin pulling his face to make his mouth wider. "Las' ones got legz like dis, tho'", taking his fingers upside down squirming them all over the place.
Everyone else:
You see the goblin talking to Horgrym, pointing towards the northwest corner of this floor. It then pulls his face so his mouth is really wide, and then he takes his fingers and wiggles them around upside down.
Horgrym
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"There are some more changed goblins in here. Some are fast, one has snake skin, and another has big teeth. The flying thing is near the stinky pool. Should we let this fellow go and move on?"
Pelkin Norwind
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Let him go? Why, so he can tell his friends where we are and come back? I'm not sure that is wise, Horgrym. If you do not wish to dispatch the evil thing, fine, but I won't have him running around loose either.
Pelkin would rather tie and bind the goblin and leave him here for now but might be persuaded by a good argument for another course of action.
Once that decision is made Pelkin will suggest that they find these mutant goblins.
Amarthecthel
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"Scare him badly enough and he'll not return before we are finished here," says Amarthecthel.
Horgrym
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"Never claimed to be wise. He did try to kill us, but he talked pretty easy.". Horgrym shrugs and will help anyone deal with the goblin.
Pelkin Norwind
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Pelkin will agree to letting the goblin go, assuming we put enough "fear" into it. Very well, lets find these other goblins now.
| GM BPChocobo TK1 |
I'm assuming "fear" is a fancy word for Guido cracking his knuckles and grunting at the goblin while Horgrym translates the grunts. I'm assuming that the party is dragging the goblin towards the upper area of the Accursed Halls and returning back down.
The wooden door entrance to the room of failed experiments stares you down from the fetid pool room. As before, there's a slight magical aura that can be detected, one that moves around.
Map updated, you guys are in position around the door. Please rearrange yourself as desired or until someone says they kick down the door :)
Pelkin Norwind
|
I could swap places with Guido since he will most likely be the one to kick down said door.
| GM BPChocobo TK1 |
Amarthecthel Strength: 1d20 + 2 ⇒ (12) + 2 = 14
Just teasing :P, I'm assuming you'd go blade in hand and open it normally since you aren't Guido-sized :)
Opening the door, the screech of a half-dozen goblins fills the air.
And the captured goblin was right, each one is horribly mutated, with the signs of surgical scars on each one on top of other strange deformities. Surrounding the room are rusted iron bars on one side and a grisly looking table bedecked with manacles and blood with blood-stained tools and other implements hanging on the wall behind it.
The elongated fingers of the goblins open upon seeing the party and the immediately lurch forward to attack!
???: 1d20 + 2 ⇒ (1) + 2 = 3
G1: 1d20 + 10 ⇒ (20) + 10 = 30
G2: 1d20 + 6 ⇒ (6) + 6 = 12
G3: 1d20 + 6 ⇒ (20) + 6 = 26
G4: 1d20 + 6 ⇒ (6) + 6 = 12
G5: 1d20 + 10 ⇒ (8) + 10 = 18
G6: 1d20 + 10 ⇒ (8) + 10 = 18
Amarthecthel: 1d20 + 2 ⇒ (16) + 2 = 18
Dyn: 1d20 + 1 ⇒ (3) + 1 = 4
Guido: 1d20 + 1 ⇒ (2) + 1 = 3
Horgrym: 1d20 + 1 ⇒ (13) + 1 = 14
Pelkin: 1d20 + 4 ⇒ (17) + 4 = 21
Twigg: 1d20 + 1 ⇒ (3) + 1 = 4
Mexel: 1d20 + 2 ⇒ (6) + 2 = 8
Init Order:
G1
G3
Pelkin
G5
G6
Amarthecthel
Horgrym
G2
G4
Dyn
Twigg
Mexel
Guido
| GM BPChocobo TK1 |
Immediately, the goblin closest to Amarthecthel dashes forward with unnatural speed... until you can see that its legs have been replaced with that of a large dog. Springing to the elf, it lashes out with both clawed hands!
G1 claw @ Amarthecthel: 1d20 + 4 ⇒ (19) + 4 = 23
Damage on hit: 1d3 + 2 ⇒ (1) + 2 = 3
G1 claw @ Amarthecthel: 1d20 + 4 ⇒ (5) + 4 = 9
Damage on hit: 1d3 + 2 ⇒ (3) + 2 = 5
The first strike catches the elf unawares and his leg starts bleeding after the quick swipe; Amarthecthel does dodge the second attack, though.
3 Damage to Amarthecthel... and no bleeding damage, but flavor for saying you were wounded.
The other goblin, with a head the size of Guido's manly haunches moves up, almost trying to crawl over the one engaging Amarthecthel.
Pelkin up!
Pelkin Norwind
|
Crap, I really hate these bottle-necked fights.
Pelkin will try to hit the big-headed goblin with an arrow!
Bow: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8 for Arrow: 1d8 ⇒ 6
AC currently 17. What would it take to try and move to the square to the left of the big-headed goblin? An overrun maneuver against both the goblins in the hallway?
| GM BPChocobo TK1 |
Overrun or a good Acrobatics. In both cases, you'll have to overcome the Goblin's CMD.
@Pelkin: 1d2 ⇒ 2
Your arrow bounces harmlessly off of the stone wall; it's still in one piece.
Two more dog-legged goblins run, adding additional pressure on the first one holding back Amarthecthel.
Amar and Horgrym, go get 'em!
Pelkin Norwind
|
Meh, maybe not then. For my move I'll get out of the square so Amar can 5' step back if he wishes, allowing Guido and Horgrym to potentially either attack from the corners or take up the spot in front of the goblin.
Oh, and how deep is the pool behind us again?
Horgrym
|
If Amarthecthel dispatches G1, Horgrym will move forward and attack G3.
If Amarthecthel steps back Hogrgrym will spend a move action studying G1 and ready an attack in case a Goblin comes in range.
Power Attack: 1d20 + 6 ⇒ (16) + 6 = 221d10 + 7 ⇒ (10) + 7 = 17 for either of the above
If Amarthecthel stays where he is, Horgrym will step behind him, dropping his greatsword and drawing his sling as he moves, and fire a stone at the well covered G1.
Sling: 1d20 + 4 ⇒ (16) + 4 = 201d3 + 3 ⇒ (2) + 3 = 5
And after deciding all the above, I will remember I have a reach weapon. D'oh!
| GM BPChocobo TK1 |
@Twigg: No, no notable plants. Lots of dried blood, though.
| GM BPChocobo TK1 |
Posting the actions of G2 and G4, assuming Amarthecthel's action doesn't invalidate them.
Pelkin, you see two goblins look up towards the wall on the other side, nod, then run towards the back passageway and out of view. The two dog-legged goblins in the back of the gobbo-pile seem to react as well and appear to prepare themselves to move, too.
Amarthecthel's up first, followed by Twigg/Mexel, Dyn, and Guido. Go ahead and post your actions as best you can so we can keep things moving.
Amarthecthel
|
Sorry, didn't realize I was up.
Amarthecthel unloads, hoping to create a space for fighting. He lunges forward, rapier held low.
Spell combat and spell strike. Arcane pool to give the rapier a +1 enhancement bonus. A rime-templated frostbite spell for the spell combat.
masterwork cold iron rapier (w/spell): 1d20 + 5 + 1 - 2 ⇒ (20) + 5 + 1 - 2 = 24
masterwork cold iron rapier (w/out spell): 1d20 + 5 + 1 - 2 ⇒ (7) + 5 + 1 - 2 = 11
critical hit confirmation: 1d20 + 5 + 1 - 2 ⇒ (3) + 5 + 1 - 2 = 7
Damage: 1d6 + 2 + 1d6 + 3 ⇒ (5) + 2 + (6) + 3 = 16
7 points of lethal damage, plus 9 points of nonlethal damage, plus target is fatigued, plus target is entangled in ice for 1 round.
Pelkin Norwind
|
Guido! I believe we may have guests coming around thru the doors in a moment! Pelkin points toward the doors to the west. We may wish to prepare for them! Its not like we can do much in this hallway.
| GM BPChocobo TK1 |
G1 AoO @ Amarthecthel: 1d20 + 4 ⇒ (3) + 4 = 7
Damage on hit: 1d3 + 2 ⇒ (2) + 2 = 4
@Amarthecthel: The goblin takes a swipe at you as you cast your spell, but, ready, for such a thing, you easily sidestep the strike and reward the mutated greenskin with your chilly blade. The goblin is on the ground, unconscious and shivering, encased in ice.
It's still alive, but out.
Now just Dyn, Twigg/Mexel, and Guido!
_Twigg
|
"Oh boy! more friends to play with!"
Twigg moves 10' to the other side of Mexel then readies a Color Spray when the goblins appear on the other side.
He is going to attempt to hit as many of them as he can before they close.
Mexel gets in a defensive stance ready to attack when they come as well. readied attack when a goblin comes to melee
| GM BPChocobo TK1 |
@Horgrym: Oh yeah, there is something of an opening in front of Amarthecthel now... so marking your action.
The seeing an opening, the halfling dives forward and ends his movement with an overhand chop at the goblin in front of him, felling the big-headed goblin in one blow.
G3 is now also down! Because of this, slight change in action/
With a new opening, the scaly goblin moves up and engages the halfling crusader!
G2 claw @ Horgrym: 1d20 + 4 ⇒ (19) + 4 = 23
Damage on hit: 1d3 + 2 ⇒ (1) + 2 = 3
G2 claw @ Horgrym: 1d20 + 4 ⇒ (17) + 4 = 21
Damage on hit: 1d3 + 2 ⇒ (1) + 2 = 3
The goblin rakes the halfling twice, once on each side!
6 damage to you Horgrym
G4 still turned the corner and G5 and G6 still appear ready to run.
Dyn and Guido now!!