GM BPChocobo TK1 |
Rocks fall chance: 1d100 ⇒ 5
Rocks to hit if >75: 1d20 + 10 ⇒ (20) + 10 = 30
Damage on hit: 2d6 ⇒ (2, 4) = 6
As noted in the dice rolls above, if you're being cautious and still bumble, I need over 75 on d100 to cause rocks to fall. Good thing to... Hate to crit with that 'trap'!
Horgrym looks up, ready to see the large flagstone tile that weighs more than him to come crashing down... but amazingly, it holds up tight and the Halfling reaches the other side with no other incident.
NEXT! :)
Sue Basilbottom |
Acrobatics: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13 Sue will carefully move across the trapped area.
GM BPChocobo TK1 |
Technically need Ringmaster's and Llathanders, although I may roll for Ringmaster if he doesn't do so by the end of the day, MDT.
With a couple of light leaps, Sue is across to safety.
GM BPChocobo TK1 |
@All: Stirges are common enough that anyone can make an untrained Kn: Arcana :)
GM BPChocobo TK1 |
@Ringmaster, Llathander: You're both across safely! Everyone's now near the ledge.
@Guido: You remember that stirges usually nap after a full meal. In fact, at this point, the 3 stirges, their bodies plump with goblin blood fly up to the ceiling to digest their meal, leaving a nearly desiccated husk of goblin.
GM BPChocobo TK1 |
@Guido: The wrecked flagstone makes great handholds, and it's fairly easy getting down. In the water, which varies from ankle to knee deep, there isn't much of anything that looks interesting outside of the glittering yellow crystals that sparkle from the torchlight from either end of the chasm. Heading over the goblin, the only thing of note on him is his shortbow and a dozen arrows; the dogslicer tip broken and jabbed in the back of the dead greenskin.
The ladder at the other end is typical of goblin craft; it'll work, but its quality leaves much to be desired.
Sue Basilbottom |
Sue teeters precariously over the edge to look down and cover Guido as necessary.
Guido Sansone |
Guido grabs up the shortbow and arrows. He'll test the ladder before climbing. If it seems sturdy enough he'll move it over so the group can get down easily. And move it again so we can get out the other side.
GM BPChocobo TK1 |
@Guido: Although you have right to worry about the ladder, you put your weight on it and go half-way up. Feeling secure, you bring it over to the other side for the others, who begin their trek across. The stirges above start making the equivalent of buzzing snores, happily sleeping their easy meal.
At this point, everyone is across to the other side. Please post any other actions you wish to make while in this cavernous area, but otherwise, I'll assume everyone is safely across and ready for the next room!
Amarthecthel |
Given his deity's (Yuelral's) interest in crystals, Amarthecthel will examine the glittering yellow ones closely, taking a sample if that seems feasible.
GM BPChocobo TK1 |
It's easy to chip off a few small pieces; you may also make an Appraise check to estimate its value.
GM BPChocobo TK1 |
It's fairly worthless quartz other than its unique yellow coloration.
Sorry for being quiet, ran a Halloween con event this weekend that took up all of my time
Horgrym |
Horgrym glances down at the dogslicer in the goblin's back as he passes by. "Think they killed this one so that the bugs would eat it instead of them?"
GM BPChocobo TK1 |
@Horgrym: Indeed, nothing much to dispute that though :P
Heading into the next room around lunchtime; still assuming Guido is taking lead on this.
GM BPChocobo TK1 |
As Guido leads the group into the next room, the scent of spilled rum catches his nose. Continuing down the hallway, he sees a pool of still, green water. Large rectangular columns support a series of shallow stone steps and landings, climbing up from the southern entrance everyone is arriving from to a rough, recently excavated tunnel to the north.
Over to the western side, a crude, makeshift table out of a barrel and a piece of wood host a number of coins and other objects, along with a few spilt cups.
Accursed Halls lvl 2 map updated!
Guido Sansone |
Are the cups and table goblin sized or larger?
Guido is carefully entering the room keeping an eye out for that goblin who is no longer screaming and the ambush he was thinking about earlier.
Is the one I'm carrying awake yet?
GM BPChocobo TK1 |
@Guido: Heading to the table, indeed the cups would be goblin sized. Also among the coins are a pair of silver earrings a vial of grey liquid. The goblin you're hauling is still out. It'll be another 3-4 hours for him to recover the nonlethal damage... you smacked him pretty hard! You may also give me another Perception check.
GM BPChocobo TK1 |
@Horgrym: You do not note anything of interest in the water. It does certainly look drinkable, but that's about all that catches your eyes.
GM BPChocobo TK1 |
@Guido: You get the feeling that there were indeed more goblins in here, but looking around, you do not spot any yet.
GM BPChocobo TK1 |
Feeling secure in the feeling that little greenskins aren't going to pop out and pepper you with arrows, the party can assume this room is secure. The only exit is the stairway tunnel on the north end.
Guido Sansone |
Guido dumps the all the objects on the table into a small bag and stuffs it all into his backpack.
Making for the northern stair...
Are the stairs up or down?
GM BPChocobo TK1 |
Will get the next room updated around lunchtime! From the front three, may I get Perception checks? If not, I'll roll 'em for you
GM BPChocobo TK1 |
Grumble about copying avatars between maps
The party makes its way along the passageway; the uneven tunnel starts raising up, taking you back to the upper level of the halls. It finally opens to a large open chamber with thick, square columns that support the low ceiling. While natural, some work was made to pave some of the floor, but the walls remain uneven hwen stone. Rough tunnels and unfinished walls extend for some distance. Tattered furs, foul-looking bedrolls, sacks of food, and battered crates and casks are scattered around in an improvised campsite.
[spoiler=GM Dice]
G1-3 Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
G4-6 Stealth: 1d20 + 10 ⇒ (4) + 10 = 14
Murgmo Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
Amarthecthel Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Guido Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Sue Perception: 1d20 + 9 ⇒ (12) + 9 = 21
As the party makes their to the entrance, both monks spot a few goblins hiding behind crates and columns in the back. However, before they can react, four more goblins pop-out with one screeching "NAAAAAAAOO!". 3 of them launch arrows while the screecher with a long spear shoots out a wave of fire from its hand!
G1 arrow @ FF Guido: 1d20 + 4 ⇒ (10) + 4 = 14
Damage on hit: 1d4 ⇒ 3
G2 arrow @ FF Guido: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Damage on hit: 1d4 ⇒ 2
G3 arrow @ FF Guido: 1d20 ⇒ 4
Damage on hit: 1d4 ⇒ 3
FF Guido fire save DC 12: 1d20 + 2 ⇒ (14) + 2 = 16
FF Amarthecthel fire save DC 12: 1d20 + 2 ⇒ (11) + 2 = 13
fire damage: 3d4 ⇒ (4, 4, 3) = 11
Guido instinctively dodges each arrow. He also manages to cover his vitals from the blast of fire. Amarthecthel, seeing Guido's reactions, barely does the same, reducing his own injuries.
All that... and Guido and Amarthecthel only take 5 damage each!
GM BPChocobo TK1 |
Murgmo: 1d20 + 5 ⇒ (18) + 5 = 23
G1: 1d20 + 6 ⇒ (19) + 6 = 25
G2: 1d20 + 6 ⇒ (10) + 6 = 16
G3: 1d20 + 6 ⇒ (1) + 6 = 7
G4: 1d20 + 6 ⇒ (9) + 6 = 15
G5: 1d20 + 6 ⇒ (19) + 6 = 25
G6: 1d20 + 6 ⇒ (20) + 6 = 26
Amarthechthel: 1d20 + 2 ⇒ (4) + 2 = 6
Guido: 1d20 + 1 ⇒ (19) + 1 = 20
Hogrym: 1d20 + 1 ⇒ (1) + 1 = 2
Llathander: 1d20 + 1 ⇒ (12) + 1 = 13
Ringmaster: 1d20 ⇒ 6
Sue: 1d20 + 3 ⇒ (7) + 3 = 10
Init Order:
G6
G1
G5
Murgmo
Guido
G2
G4
Llathander
Sue
G3
Amarthecthel
Ringmaster
"MOAR! Stop dem longshanks from getting Sword of Zooooooooog!", the fiery one bellows out. More arrows, now including shots from the back, are peppered at the oddly agile Varisian monk.
G6 arrow @ FF Guido: 1d20 + 4 ⇒ (1) + 4 = 5
Damage on hit: 1d4 ⇒ 1
G1 arrow @ FF Guido: 1d20 + 4 ⇒ (18) + 4 = 22
Damage on hit: 1d4 ⇒ 2
G5 arrow @ FF Guido: 1d20 + 4 ⇒ (20) + 4 = 24
Damage on hit: 1d4 ⇒ 3
G5 crit confirm: 1d20 + 4 ⇒ (15) + 4 = 19
Damage on crit: 2d4 ⇒ (4, 2) = 6
Finally, the Varisian's luck runs out as he gets hit twice, one of the arrows catching him in the neck. Blood shoots out to the side hitting the wall, but amazingly he's still standing.
Guido, you just took another 11 points of damage!
The fiery goblin jumps at the sight of the bloodshed and calls out, "Run! RUN big dumbshank!", before starting an incantation.
Guido Will Save: 1d20 + 4 ⇒ (16) + 4 = 20
Not intimidate by the aura of fear that just try to subvert him, Guido holds fast. With a high-pitched, "Uh-oh...", the caster hides behind the nearby pillar!
spell failed on Guido... and you're up!
Combat map now updated; please use this for making tactical decisions.
Llathander Ausk |
on his turn Llathander will pat Guido on the shoulder with a wand, he feels the rush of victorous battle rush through him and he breaths a little easier.
clw: 1d8 + 1 ⇒ (8) + 1 = 9
He will also move into a more central location in order to aid in the combat. Ideally flanking with someone.
GM BPChocobo TK1 |
Noted: I assume if Guido moves back to recover, or more likely charge in to punch the closest thing, you'll follow to still deliver the healing touch?
Guido Sansone |
Guido bellows in rage as he drops the now scorched goblin he used to shield himself from the flames. Somehow he seems to grow to even greater stature.
+4 Con from Rage
To make life easier for everyone, I'll delay until after Llathander.
GM BPChocobo TK1 |
The two more goblins, seeing Guido almost seem to grow larger as his shout echoes the room, fire their arrows, hoping to drop the mighty man!
G2 arrow @ Guido: 1d20 + 4 ⇒ (1) + 4 = 5
Damage on hit: 1d4 ⇒ 1
G4 arrow @ Guido: 1d20 + 4 ⇒ (17) + 4 = 21
Damage on hit: 1d4 ⇒ 2
The shout causes one goblin to outright drop his arrow, while the other hits the monk's chest.. but fails to stop him.
Llathander comes up front and heals the raging monk, his neck no longer shooting out blood.
Guido, you lost 2 more HP, but then gain 9, so you're at 16* right now, and it's your turn!
Guido Sansone |
Moving S,S,S,S,S,SW to scrum up with 5&6. Crowd Control (link) gets me +1 AC (not included above) & Attack.
Unarmed Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Non-Lethal: 1d6 + 4 ⇒ (5) + 4 = 9
Crit Confirmation?: 1d20 + 7 ⇒ (4) + 7 = 11
Non-Lethal: 1d6 + 4 ⇒ (4) + 4 = 8
Guido moves forward and snaps a kick to the chest of goblin 6.
GM BPChocobo TK1 |
Raging with furious energy, Guido runs up and delivers a powerful side kick into of the goblins, bouncing the little greenskin off of the column behind it and into unconsciousness.
No crit this time Guido... but you really didn't need it, either :P
Everyone else, mark your actions!
G3, seeing the massive Varisian render one of his allies unconscious in a single blow, moves up and tries to stab him screaming, "Die big meanshank DIE!"
G3 dogslicer @ Guido: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage on hit: 1d4 ⇒ 2
The crude weapon gets past the magical barrier, stabbing Guido in the leg.
2 more points of damage to you Guido.
Sue Basilbottom |
I have returned from con land.
Sue will enter Crane Stance as a swift action and then double move up to Murgmo, tumbling the last 5 feet just in case.
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
GM BPChocobo TK1 |
@Amarthecthel: Yes it does :) Let me know how you're gonna take out some gobbos before they take you out! I'll bot you and Ringmaster at around lunchtime if it comes to it to keep progress forward. Got 2 months and several more rooms to explore :P
Horgrym |
Looks like Horgrym goes last, so I'm trying to make as few assumptions as possible.
If he can reach them, Horgrym will move to the nearest enemy and power attack with his greatsword.
1d20 + 5 ⇒ (8) + 5 = 13
1d10 + 7 ⇒ (2) + 7 = 9