GM BPChocobo TK1 |
As a minor note: this is the 3rd time I've run TK1, and EVERY group decides to go up :P Just sayin'
@Amarthecthel: Nice roll, although since nothing's actively trying to kill you, I'm going to allow everyone to take 10 and automatically pass through. Good job on nailing it on the dot, though :P
The party ascends Amarthecthel's rope up, revealing possible exits from the top of the balcony. A stone door exits to the northwest and northeast, while the screaming goblins can be heard heading down the stairway to the southwest.
GM BPChocobo TK1 |
Anyone else? 2 more for following goblins and we'll continue! Unless of course you want Guido to run in by himself :P
Sue Basilbottom |
Having already GMed this I'm avoiding making decisions on where to go. Am happy to follow along wherever the party wants to go though.
Amarthecthel |
As a minor note: this is the 3rd time I've run TK1, and EVERY group decides to go up :P Just sayin'
From the map, I saw no other choices.
GM BPChocobo TK1 |
Bah, I slightly overcovered the only exit: to the southeast. I expanded the Level 2 map. I also updated the Level 1 map for the new lines of sight.
GM BPChocobo TK1 |
Onward then!
Guido, easily hearing the goblin shouts down the southwest stairway, immediately makes pursuit, followed by everyone else.
Marching order is Guido, Sue, Llathander, Ringmaster, Amarthecthel, Horgrym.
G4 Occurrence: 1d100 ⇒ 36
rocks @ G4: 1d20 + 10 ⇒ (15) + 10 = 25
Damage on hit: 2d6 ⇒ (6, 3) = 9
G6 Occurrence: 1d100 ⇒ 17
rocks @ G6: 1d20 + 10 ⇒ (3) + 10 = 13
Damage on hit: 2d6 ⇒ (1, 5) = 6
The passage winds downward, turning towards the northeast, then back to the southwest.
As Guido gives chase, he notices a frame of old timber up this hallway's cracked and uneven ceiling. From the west comes the sound of falling water and more goblin screams. In the middle of the hall,a large stone block lies on top of the corpse of a crushed goblin.
GM BPChocobo TK1 |
@Guido: Can you give me a Wisdom check with a -1 penalty?
GM BPChocobo TK1 |
@Guido: It's a dead goblin. The other two that are running continue to make progress away from you.
GM BPChocobo TK1 |
Waiting until 3PM MDT, then will be pushing you guys along in pursuit of the running goblins!
GM BPChocobo TK1 |
Horgrym Perception check: 1d20 + 1 ⇒ (3) + 1 = 4
Horgryn Wisdom check: 1d20 + 1 ⇒ (16) + 1 = 17
@Horgrym: The stone does look dry to you. However, the thing that looks odd is that this goblin has been dead for a bit; at least 1 day. Furthermore, you can tell that the goblin corpse has something metallic underneath its body.
Horgrym |
"Oh, something shiny." Horgrym leans over and looks at the metallic thing underneath the body, pulling it out from underneath the goblin if possible.
GM BPChocobo TK1 |
Bad stuff occurrence: 1d100 ⇒ 65
Horgrym walks over to the goblin corpse, and with a mighty heft, yanks out a set of fine chainmail the size of the goblin.
Note, the chainmail is medium sized... sorry Horgrym!
GM BPChocobo TK1 |
G4 Acro 1: 1d20 + 2 ⇒ (5) + 2 = 7
G4 Acro 2: 1d20 + 2 ⇒ (12) + 2 = 14
G4 Acro 3: 1d20 + 2 ⇒ (4) + 2 = 6
G4 Acro 4: 1d20 + 2 ⇒ (4) + 2 = 6
G4 Acro 5: 1d20 + 2 ⇒ (14) + 2 = 16
G4 Acro 6: 1d20 + 2 ⇒ (2) + 2 = 4
G4 Damage if falling: 3d6 ⇒ (4, 4, 6) = 14
G6 Acro 1: 1d20 + 2 ⇒ (20) + 2 = 22
G6 Acro 2: 1d20 + 2 ⇒ (19) + 2 = 21
G6 Acro 3: 1d20 + 2 ⇒ (20) + 2 = 22
G6 Acro 4: 1d20 + 2 ⇒ (18) + 2 = 20
G6 Acro 5: 1d20 + 2 ⇒ (15) + 2 = 17
G6 Acro 6: 1d20 + 2 ⇒ (20) + 2 = 22
G6 Damage if falling: 3d6 ⇒ (2, 5, 3) = 10
Amarthecthel Percep: 1d20 + 2 ⇒ (14) + 2 = 16
Guido Percep: 1d20 + 7 ⇒ (1) + 7 = 8
Horgrym Percep: 1d20 + 1 ⇒ (15) + 1 = 16
Llathander Percep: 1d20 + 2 ⇒ (15) + 2 = 17
Ringmaster Percep: 1d20 - 1 ⇒ (8) - 1 = 7
Sue Percep: 1d20 + 9 ⇒ (11) + 9 = 20
Amarthecthel, Horgrym, and Sue: You all hear the sounds of one of the goblins screaming even louder than before, in a different tone, followed by a loud crack and splash coming from the west.
Horgrym |
"That's odd, bigger than the goblin. Wonder whose chainmail it is?" Horgrym shrugs and throws the chain over his shoulder. "Still might be useful later!" Horgrym looks up at the ceiling to see if the stone came from there.
Guido Sansone |
"I don't want to get splatted like that gobbo, we'd best be wary of traps in here."
Guido will try to keep an extra sharp eye out for traps in here even slowing down to let the gobbos get farther ahead if necessary.
I'm not trying to catch them so much as give them little time to prepare an ambush.
GM BPChocobo TK1 |
@Guido: Since you're moving slowly, gimme an Acrobatics check.
GM BPChocobo TK1 |
Like a boss! On mobile now, so will update map porbably tomorrow morning.
GM BPChocobo TK1 |
Bad stuff occurrence: 1d100 ⇒ 99
Guido Percep: 1d20 + 7 ⇒ (18) + 7 = 25
As Guido moves forward, he spies a large chamber that appears to be a natural cavern with small yellow crystals glittering in the walls. A level flagstone path clings to the western wall, but most of the room is an open chasm. Uneven columns of rock jut from the chamber's depths, matching the height of the flagstone floor to the north and south. Water streams down from the roof of the cave and pools thirty feet below around the bases of rock columns. A rickety ladder lies on the ledge of the cliff at the room's northern exit, along with torches and a barrel full of pitch.
@Guido: You also notice about 30 feet down below, a mangled goblin corpse is being sucked dry by a trio of stirges. You recognize the goblin as one of them you were chasing.
@Amarthecthel: As you approach to follow Guido who took the lead, the ground beneath you shifts somewhat. The ceiling above you shakes with this and a large rock falls upon you!
Rocks fall @ Amarthecthel: 1d20 + 10 ⇒ (14) + 10 = 24
Rocks falling damage: 2d6 ⇒ (4, 4) = 8
Unfortunately, one of the large flagstones on the ceiling collapses on top of you, nearly fracturing your shoulder. While the passageway is cluttered, it is still passable.
Amarthecthel |
"Aaaaaugh! Son of a... Blessed Yuelral, that hurt," says the elf, dragging himself out of the rubble. Bleeding and badly bruised, he gingerly draws a slender wand from his sleeve and holds it out to Llathander.
"If you would be so kind as to use this on me, master Priest?"
Hand Llathander Amarthecthel's wand of cure light wounds.
GM BPChocobo TK1 |
@Amarthecthel: Can you please give me an Intelligence check?
Sue Basilbottom |
"Are you okay Amarthecthel?"
Says Sue as she looks up for the possibility of more collapse.
GM BPChocobo TK1 |
@Sue: If the limited weight (as compared to some of your bulkier companions) of Amarthecthel could trigger a rockfall, you wouldn't see it impossible that it could happen again. You do note that despite being larger, Guido did move more cautiously when approaching the end of the hallway and suffered no ill effects.
GM BPChocobo TK1 |
Looking at the ceiling Amarthecthel, you surmise that this hallway is pretty unstable. Anything other than slow, cautious movement could potentially cause another ceiling collapse. Game terms, PC's must move 1/2 speed and make a DC 10 Acrobatics check or risk causing bad stuff.
Amarthecthel |
"No offense intended," says Amarthecthel. "What title would you prefer? My thanks for the healing."
The elf alerts his companions to the danger, then moves carefully across the unstable area.
Acrobatics: 1d20 + 0 ⇒ (15) + 0 = 15
GM BPChocobo TK1 |
@Amarthecthel: Like a boss! You see everything Guido saw in the above post.
Amarthecthel |
Is there a path all the way around? I'm not entirely sure.
"We don't want to get stuck on that path fighting stirges," he observes to Guido.
GM BPChocobo TK1 |
@Amarthecthel: Can you give me an Intelligence check?
GM BPChocobo TK1 |
@Amarthecthel: It looks like the goblins that were trying to outrun you simply hopped across. However, you do see a ladder at the other side of the canyon, indicating that at one point, someone did climb down versus taking the riskier jumps.
@Llathander: I'll need you to make an Acrobatics check, since you cannot take 10 and succeed. Outside of that, your Perception will not note anything other than what I have previous mentioned to Guido or Amarthecthel (columns providing a dexterous way to cross, may be able to climb down the jagged yellow crystal rock walls).
Horgrym |
Horgrym is going to try and move carefully to where the others are looking around.
Acrobatics: 1d20 - 3 ⇒ (7) - 3 = 4
As he stumbles he glances upwards with a look of resignation.