Dolvin the Traveler
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Upon entering new rooms Dolvin will cast detect magic.
"I have been a follower of Desna, have been since she touched me at birth," he says pulling back his hat to reveal a huge birthmark resembling a butterfly. "wasn't hugely popular amongst my kind but once I hit the open road I found your people to be much more appreciative of my abilities."
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GM Batpony
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Dolvin only detects the same overwhelming aura everywhere he goes so far. No sign of other magic.
The hallway seemingly looks free of any deception. As you approach the western rooms, you hear an awful screeching that attempts to follow some sort of a melody. It's so awful you have to shut your ears. You discern it coming fro the more northern room. A7
[b]“Stir the flesh around the pit,
See how many goblins fit.
They might shout and they might cry,
If they’re lucky, they won’t die.
When they plop out,we shall see
What new creatures they now be.
Will they have some wings or claws?
Will they grow big, massive jaws?
Maybe one will breathe some fire,
Then the queen can light a pyre!
Come on, find out, jump inside,
Grib is now your friend and guide!”
Dolvin the Traveler
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"hmm, it is goblin," Dolvin proclaims. "but it sounds like some sort of ritual. " he continues and then adds. "they could be just singing a song but itbsounds more to me like they are trying to summon or create some sort of monster. We best proceed with caution."
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Dolvin the Traveler
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"ah yes, that would be an excellent plan, I am usually not this cautious"
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GM Batpony
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Let me know how you plan to enter the room if you do.
Assuming Dolvin translates the words he hears.
As far as Hironaki knows, the words chanted is not some sort of magical ritual or spell.
Hironaki
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Assuming Dolvin translates the words he hears.
As far as Hironaki knows, the words chanted is not some sort of magical ritual or spell.
Sorry, that Knowledge roll was a fluff roll to see if Hiro would even think of interrupting the potential spell.
Pig the Runt
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"Quickly?" Pig eagerly asks rhetorically as he forces his way through the door, axe ready to interrupt the ritual.
Armik
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Armik readies behind the group as well.
Rishh
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Rishh moves west into corridor and makes a quick perception check to see if he can catch any sneaking goblins...
After this, the quiet Nagaji takes ready actions to throw hunga munga at first enemy to move into the hall he is now occupying.
GM Batpony
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Map is updated.
Pig barges in without hesitation to meet creator of most foul of noises. The stench of this room is a pungent mixture of acrid smoke, foul body odor, and cooked cabbage. Stone tables line the eastern wall, covered in scattered bits of glass, wooden racks holding numerous vials, and various alchemical implements. Along the western side of the chamber are three pits of churning, bubbling liquid that shifts between brown, beige, and green, occasionally releasing a puff of noxious gas that drifts slowly to the floor.
The singing stops as four goblins turn their head immediately to see who walked into the room. One of the goblins seem to be the mastermind in this place, mixing chemical concoctions together, and the three others seem to be running around working errands for him. They pause and look at each other, and then all scream and yell towards your direction seemingly unintelligibly. "SoH 'Iv? nuq Davang? nuq DaneH? bIHegh jIH?"
"Who are you? What you do? What you want? I kill you?"
Anyone who enters these spaces must succeed at a DC 12 Fortitude save or be sickened for 1 round. Creatures who fail the saving throw but remain in the cloud must attempt a new saving throw each round, but characters who succeed are immune to the effect for 24 hours.
There is an slim opportunity to avoid combat here, but if you want to go right into combat, go ahead and follow the combat tracker initiative below!
Initiative,Armik: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative,Rishh: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative,Hironaki: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative,Pig: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative,Dolvin: 1d20 + 0 ⇒ (12) + 0 = 12
Initiative,Tad: 1d20 + 5 ⇒ (9) + 5 = 14
Assistant, Glasses: 1d20 + 6 ⇒ (4) + 6 = 101d20 + 6 ⇒ (5) + 6 = 11
Combat Round 1
Conditions: NA
Armik, Tad, Dolvin
Goblins
Rishh, Pig, Hironaki
Bolded characters may take combat actions.
Dolvin the Traveler
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"No you don't kill us, " Dolvin announces in somewhat broken goblin. "what exactly are you doing here. Perhaps we could be of some assistance. If we knew what it was that is."
Diplomacy : 1d20 + 6 ⇒ (6) + 6 = 12
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Pig the Runt
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Pig braces himself to rush forward and decapitates some goblins, but then Dolvin speaks.
"You understand goblins?"
Thaddeus "Tad" Rownson
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Tad forms up behind the others, loading a bolt into his crossbow, as they prepare to open the door.
As the door swings open he readies himself to join the charge into the room.
Dolvin's voice, from nearby, speaking in a tongue he doesn't understand, draws him up short.
GM Batpony
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All heads turn in shock at Dolvin's attempt of speaking Goblin. The assistant looking critters turn to the glasses face and wait for his response. He coolly puts his tools down and takes off his glasses. He then speaks in the most calmest, soothing, and posh manner in the common language to everyone's surprise. Much akin the highest educated Taldan noble.
"Please don't bastardize our glorious language, you hooligan. You are in no means welcomed here. I suggest you hooligans partake in your tomfoolery else where, we have work to do if you please."
The other goblins jaws drop.
Remember, mechanically intimidate (to improve attitude) requires 1 minute, and they won't let you intimidate them for 1 minute since they are not restraint. So the only real option here is diplomacy if you want to go that route.
Hironaki
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Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19
Hiro steps a little further into the room, clears his throat, and gives a short bow. "Pardon our interuption. You are obviously a scholar and a gentle..goblin. We where sent to find a someone and explore this place. Can you tells us what this place is?"
Pig the Runt
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"You talk good," Pig says, a little startled by the goblin's superior mastery of syntax.
"Yes. Find a someone. What you cooking?" he asks, most likely largely ignored.
Thaddeus "Tad" Rownson
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Tad waits, warily watching the exchange with the goblins for any signs of the interaction souring or trickery.
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Whispering to Dolvin,"Let's hope your Lady's watching over us..."
GM Batpony
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At this moment, I'm moving us into combat. Hironaki needs a couple aids to move him one step towards friendly, and then we need two more successful diplomacies from other people. Seems cleaner to just fight it out!
The goblin sighs, ignoring both Hironaki and Pig. "Why are you still here? I told you to leave, my guards will have to resort to brute force."
He then screams unintelligently towards the assistant goblins, causing them in turn to screams back! They all look towards you with hostility in their eyes.
Combat Round 1
Conditions: NA
Armik, Tad, Dolvin
Goblins
Rishh, Pig, Hironaki
Bolded characters may take combat actions.
Armik
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Sensing a change in the atmosphere, Armik seeks out a foe.
CI nodachi attack: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d10 + 4 ⇒ (7) + 4 = 11
Thaddeus "Tad" Rownson
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As the goblins begin screaming at each other, Tad moves into the room and looses a crossbow bolt at the closest, unobstructed target (Goblin Green).
Light crossbow attack: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d8 ⇒ 4
"I hate goblins," he murmurs.
Dolvin the Traveler
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Dolvin flips his wrist and out pops a wand. "Desna, bring us the strength to destroy these foes" he casts bless and everyone allied with Dolvin suddenly feels invigorated.
for 1 minute everyone receives a +1 to attack rolls and saves vs fear.
"And you" he points to the leader of the group as he stows his wand in an inner pocket of his cloak. "Your language bastardizes itself" the last part is in Goblin.
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GM Batpony
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Armik moves quick to immediately strike down one foe. Blood spews everywhere as the blade cleanly strikes the goblin's chest.
Tad attempts to approach the fight through ranged combat, but he doesn't quite make his mark.
Dolvin brings a blessing of Desna to the pathfinders so that they can perform better against the Goblin scum.
The gentlemen Goblin immediately drinks a vial from his pocket. He seems to be more agile.
The assistant goblins move around, and from the looks of it are avoiding Armik, and head straight towards Tad. Both of them pick up a scoop of lumpy goo from their pockets and throw it right at him.
Range touch: 1d20 + 3 ⇒ (20) + 3 = 23
Range touch: 1d20 + 3 ⇒ (8) + 3 = 11
@Tad, Two fortitude DC 12 saves please
Combat Round 1/2
Conditions: Bless +1
Armik, Tad, Dolvin
Goblins B(unconscious) Glasses (Dex Mutagen)
Rishh, Pig, Hironaki
Everyone is bolded and may post actions!
Pig the Runt
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"Bad goblins!" Pig shouts as he moves to guard Tad. He swings his axe at the green goblin's head in a lethal arc.
Greataxe, Bless: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
S: 1d12 + 6 ⇒ (1) + 6 = 7
Armik
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With a growl and an Abyssal curse-word, Armik charges forward for the outspoken goblin.
Charge! CI Nodachi to hit w/bless: 1d20 + 4 + 2 + 1 ⇒ (18) + 4 + 2 + 1 = 25
damage: 1d10 + 4 ⇒ (2) + 4 = 6
To confirm: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
damage: 1d10 + 4 ⇒ (8) + 4 = 12
AC is 2 less until next round
Dolvin the Traveler
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Dolvin stands behind Hiro and touches him on the shoulder. "Desna bless your arrows" he says in a hushed and reverent voice.
Bit of Luck, roll twice on your next attack take the better roll
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Thaddeus "Tad" Rownson
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Tad tries unsuccessfully to evade the lumps of goop the goblins throw at him, the sludge splatting against his chest and thigh.
Fortitude 1: 1d20 + 3 ⇒ (2) + 3 = 5
Fortitude 2: 1d20 + 3 ⇒ (15) + 3 = 18
Provided he is able to do so following the consequences of the Fort saves he attempts the following
Tad grimaces at the goo and pulls a lever on his crossbow, loading another bolt. He raises the crossbow and carefully sights the goblin,(red) at the far side of the room, beyond where Pig engages his previous target.
Attack: 1d20 + 1 + 1 - 4 ⇒ (7) + 1 + 1 - 4 = 5
Damage: 1d8 ⇒ 4
GM Batpony
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Pig swings hard, and too high it seems. The goblin is able to easily dodge the blow and avoid all matter of harm.
The same cannot be said about Armik's lethal show of skill, his charge straight on an stabs the little green man straight through his chest, causing him to lose enough blood to fall unconscious. He never stood a chance.
Hironaki and Tad attempt to attack from afar, but arrows and bolts are difficult to aim in the small room against the goblins.
Hiro how does bless add 2 to your attack roll? It still missed but curious to know anyway.
Dolvin provides more of Desna's blessings, specifically on Hironaki this time. Rishh joins the combat a little late and is force to manoeuvre his way around the crowd.
Tad is able to quickly wipe off one of the gooey substances on him, but is too late to remove the other. It burns his clothes and seeps into his arm. Soon a tiny length of skin, covered in fur, grows out of it. Much like a little tail with the length of 10 centimetres (or 3 inches?).
Mechanically this bears no effect on you, it is only a eye sore. Will let you know how to remove this after combat.
The remaining two turn their attention toward pig as they believe Tad is now ill for the worst. They throw more gooey like substance from their pockets. But find their throws off the mark as they are afraid of Armik just around the corner.
Melee Touch: 1d20 + 3 ⇒ (1) + 3 = 4
Range Touch: 1d20 + 3 ⇒ (3) + 3 = 6
Combat Round 2/3
Conditions: Bless +1
Armik, Tad, Dolvin
Goblins B(unconscious) Glasses (Unconcious)
Rishh, Pig, Hironaki (bit of luck)
Hironaki
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bless does not add 2, I just can't add.
Hiro steps to the northeast and fires at the red sashed goblin again.
Attack, Bless: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
BOL: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Confirm?: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage: 1d8 ⇒ 3
Hiro thanks Desna as his lucky arrow flies true.
On my way out of town and cannot edit map
Dolvin the Traveler
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my apologies, BOL actually applies to all d20 rolls in the round so you can reroll the confirm as well.
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Thaddeus "Tad" Rownson
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Tad looks down, intending to reload his crossbow, and notices the small furry tail twitching on his arm.
Recoiling in distaste, Tad accidentally drops his crossbow to the floor.
"What have you done to me?" he asks the nearest goblin, distaste clear in his face and voice.
Striding forward, Tad approaches the goblin, weaponless. With each step his expression hardens.
"Gozreh, purge this vile mutation," Tad petitions his god, the skin of his hand and what is visible of his arm darken and harden as they become covered in small thorns.
He attempts the punch the (green)goblin.
Attack: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
Damage: 1d3 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Armik
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We may need to talk to this one... later.
Armik calms his bleeding wound with a snap and a flash.
Stabilize the talkative goblin he just knocked out
GM Batpony
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Hironaki steps over the fallen goblin and fires a shot at the one standing in the middle of the room. His aim seems to be off, but by some divine intervention, the bolt impossibly turns and knocks the goblin in the leg.
Tad continues the good fight against the goblin with some good old fashion fisting. A good hard right onto the other goblin's cheek. The goblins continue screaming unintelligibly.
Armik stabilizes the gentleman goblin.
Combat Round 2/3
Conditions: Bless +1
Armik, Tad, Dolvin
Goblins B(unconscious/Dying) R -4 G -3 Glasses (Unconcious/Stable)
Rishh, Pig, Hironaki
Pig the Runt
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Pig swings his axe at the green goblin once more. "Goblins need more than mud to stop Pig!"
Greataxe, Bless: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
S: 1d12 + 6 ⇒ (12) + 6 = 18
He looks at Tad as the man passes him. "Pig was protecting. You brave."
Dolvin the Traveler
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Dolvin draws his warhammer and runs forward to attack the goblin. I always hatted these things
"you should have given up when you had the chance"he yells in the goblins vile language.
Warhammer: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 - 1 ⇒ (3) - 1 = 2
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GM Batpony
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Bot Rishh.
Pig swings hard again, this time too low as he goblin easily jumps over the axe.
Dolvin and Rishh have similar luck as they move towards the creatures and swing their weapons. The creatures have the upper hand with their agile nimble bodies.
hunga munga: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 2 ⇒ (5) + 2 = 7
Both of the goblins find themselves out of pocket goo, which in turn forces them to take a step back to withdraw their bows. One arrow is fired Tad's way, and another in Rishh's direction.
Shortbow vs Tad: 1d20 + 4 ⇒ (13) + 4 = 171d4 ⇒ 1
Shortbow vs Rishh: 1d20 + 4 ⇒ (3) + 4 = 71d4 ⇒ 3
An arrow gazes past Tad and leaves a gash on his leg. The other arrow flies too high.
Combat Round 3/4
Conditions: Bless +1
Armik, Tad -1, Dolvin
Goblins B(unconscious/Dying) R -4 G -3 Glasses (Unconcious/Stable)
Rishh, Pig, Hironaki
Thaddeus "Tad" Rownson
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Tad, his face still fixed in a hard expression, barely seems to notice the arrow grazing his thigh as he closes on the (green) goblin as it falls back between the pits of gaseous liquid.
He raises a still thorny fist and attempts to strike the creature again.
Attack, Bless, Wooden Fist: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 1d3 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Fortitude: 1d20 + 3 ⇒ (19) + 3 = 22
Armik
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Armik intervenes on the archer (in red), swinging his sword in a wide arc.
Charge! CI Nodachi to hit w/bless: 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18
damage: 1d10 + 4 ⇒ (1) + 4 = 5
AC is 2 less until next round
Pig the Runt
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"Goblin surprisingly hard to hit," Pig complains as he swings his axe again at the green goblin.
Greataxe, Bless: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
S: 1d12 + 6 ⇒ (5) + 6 = 11
Rishh
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Apologies for absence, went out of town this weekend to put house on the market. I expect to be around from this point on though...
Rishh extends his ugly forked tongue at Red goblin (provided he is conscious), and with a hiss he attempts to use his reach weapon to trip the goblin into the goo...!
Combat Maneuver (Trip, adding bless): 1d20 + 4 ⇒ (15) + 4 = 19
GM Batpony
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Combat over!
Tad's bark seem much stronger than his bite. His punches cannot seem to land. Tad walks right into the (poisonous?) gas, and finds himself immune to it for now, likely due to the small exposure from the earlier mutation.
Luckily Hironaki's next arrow does the charm and knocks one more goblin unconscious. Armik moves.
The goo that the goblins missed have discoloured into a dark grey. The earlier grey colour seems to be the same colour as the pits on the side of the room.
The mutations can be removed with remove disease or heal spell.
The goblin assistants all carry the same gear. Leather armor, light wooden shield, short sword, shortbow with 20 arrows. Grib carries a little bit more, he carries similar mundane equipment but also has a clear looking bead and 3 flask of something.
What now?
Thaddeus "Tad" Rownson
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As the final goblin falls, the skin of Tad's hand and arm return to normal. His face still rigidly set, he strides over to search the goblins for a remedy to his affliction.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
He clicks his tongue as his search fails to turn up what he sought. "They've got some fire flasks, here," he informs the others, a peculiar edge to his voice, as holds up one of the flasks for them to see.
Tad walks back toward the doorway and collects his crossbow from the floor, loads a bolt and rejoins the group, the hardness in his face diminishing over the course of his passage.
"Everyone okay?" he asks, his voice sounding more like his own.
Dolvin the Traveler
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Detect Magic.
"Ahh, this bead is magical" Dolvin exclaims, "But what it does I cannot say. There has also been some shift in the aura of this place, but what has happened, again I am not sure of. Forgive me if that information was less that complete."
Armik
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"I made sure their leader still lives. We can tie him up and take his stuff, perhaps he knows something?" Armik says, eyeing the doors and cleaning off his blade. He passes Tad and notices his new appendage. Using his own tail, he taps it lightly to test its fortitude. With a wry smile, he adds, "I suppose that makes us brothers now..."