
Grendl Mistwalker |

Grendl hangs back and casts mage armor on himself before taking offensive action.

GM Charles Dexter Warden |

A Boiler Room
Thral's Falchion bites the creature deeply cutting off a few of its tentacles, it emits an ear piercing shriek in response to the pain.
Grendl brings up his defenses as he steps into a melee from the basement!
All three creatures press the attack against Thral but oly the first Rat strikes this time. Take 2 damage +1 more from Bleed. Also make a Fortitude save.
Initiative Round 2 -
Kaloora & Belrim - GO!
Initiative - Round 3
Thral & Grendl.
Dire Rats (2) & Strange Creature
Kaloora & Belrim.

Kaloora Plimp |

Can I assume the Mage Armor I cast on the previous fight is still one?
I don't see the enemies on the map - neither where we "come from" there. Could you please point out? I want to know where can I move to and angle myself so I can use one of my spells, hopefully without catching Thral on the area of effect.

Belrim Ironbeam |

Belrim climbs up the shaft to see the kobold in melee. The dwarf removes his heavy pick from his back, and shouts at the attackers, in hope to draw some away from Thral. I don't think Belrim can attack and climb out and arm himself in one round without Quick Draw feat.

GM Charles Dexter Warden |

Can I assume the Mage Armor I cast on the previous fight is still one?
I don't see the enemies on the map - neither where we "come from" there. Could you please point out? I want to know where can I move to and angle myself so I can use one of my spells, hopefully without catching Thral on the area of effect.
Yes. I updated the map.

GM Charles Dexter Warden |

Belrim climbs up the shaft to see the kobold in melee. The dwarf removes his heavy pick from his back, and shouts at the attackers, in hope to draw some away from Thral. I don't think Belrim can attack and climb out and arm himself in one round without Quick Draw feat.
I am viewing the climb out as mainly having taken place Round 1 so you can go ahead and attack now in Round 2.

Belrim Ironbeam |

Sadly, Thral is in the way of melee. If I push him back, he might get AoO on him. Hmm. I could draw a dagger, but I already drew my heavy pick.
The dwarf barks at the kobold. "Get behind me!" Belgrim then takes a defensive stance.

GM Charles Dexter Warden |

Initiative - Round 3
Thral & Grendl - GO!
Dire Rats (2) & Strange Creature
Kaloora & Belrim.

Grendl Mistwalker |

Grendl casts grease under the large strange creature and one of the rats (the one on the left is fine), dc 15 reflex save.

Kaloora Plimp |

Kaloora positions himself and casts Color Spray, trying to hit the creatures (as many as he can).
Using the Northeast corner of my square and spraying Southeast, it should get all of the three on the 15-feet cone, and not get my allies. The Will DC is 16. All creatures count as if their HD was 5 less for this effect. I think Eldritch Godlings don't have to concentrate to cast defensively, right? I'm still learning the "Godling" thing :$

GM Charles Dexter Warden |

A Boiler Room
Grendl looks to level the playing field while Thral withdraws from the combat, having taken enough strikes already.
Grease Reflex save Zoog 1d20 + 5 ⇒ (5) + 5 = 10
Reflex save Dire Rat 1 1d20 + 5 ⇒ (2) + 5 = 7
Rat #1 Stand 1d20 + 3 ⇒ (8) + 3 = 11
Rat #2 Bite vs. Kaloora 1d20 + 1 ⇒ (18) + 1 = 19 - Damage 1d4 ⇒ 1.
Zoog Stand 1d20 + 12 ⇒ (10) + 12 = 22
Both the creature and the rat slip and fall on the spell coated floor. Both quickly get back to their feet and hold positions.
The rat nearest to Kaloora snaps out at him with its teeth and manages to break the Goblins skin.
Make a Fortitude save DC 12 Kaloora. Also make Concentration check DC 11 to get your Color Spray spell off - once you do that I will resolve that action.
Initiative - Round 3
Belrim GO!
Initiative - Round 4
Thral & Grendl - GO!
Dire Rats (2) & Strange Creature
Kaloora & Belrim.

Grendl Mistwalker |

was expecting Thral would be there to aoo them if they fell and tried to get up... wasted spell then I guess... oops
Grendl touches Thral with his hex which heals him for clw: 1d8 + 1 ⇒ (1) + 1 = 2
this should end the bleeding too, yes?

GM Charles Dexter Warden |

this should end the bleeding too, yes?
Yes! I think Thral had enough of a beating for that round :-)

Belrim Ironbeam |

Round 3
Stepping forward, Belrim sneers a threat and attacks the strange creature.
"Biggest always gets hit first."
Heavy pick: 1d20 + 4 ⇒ (15) + 4 = 19
Dmg.: 1d6 + 3 ⇒ (1) + 3 = 4

GM Charles Dexter Warden |

A Boiler Room
Belrim's pic strikes the creature in the face, it shrieks again but the thing, whatever it is, is tough and seem to have some fight left.
Once Kaloora makes his check, I'll resolve the color spray.

Kaloora Plimp |

Hi GM! My AC is currently 20 (not 16) because of Mage Armor. Besides that, eldritch goblins (I mean, godlings) don't need to make concentration checks, as far as I understand the ridiculously broken class

GM Charles Dexter Warden |

A Boiler Room
The Goblin's spell erupts from his fingers as a kaleidoscope of light at the foes harassing the "patients".
Dire Rat #1 Will Save1d20 + 1 ⇒ (9) + 1 = 10
Dire Rat #2 Will Save1d20 + 1 ⇒ (13) + 1 = 14
Stunned 2d4 ⇒ (2, 3) = 5
One of the Rats and the odd looking creature falls to the floor limp.
The other Rat hisses as the light shines over it but is not effected.
Initiative - Round 5
Thral & Grendl - GO!
Dire Rat 1 & Strange Creature - Stunned - Dire Rat 2 Battle Ready
Kaloora & Belrim.

Grendl Mistwalker |

Grendl grabs something loose on the ground and throws it at the conscious rat.
telekinetic projectile to hit: 1d20 + 3 ⇒ (16) + 3 = 19
dmg if hits: 1d6 ⇒ 1

Kaloora Plimp |

I'm not sure if I'm correct about those assumptions, by the way! I never played an Eldritch Godling before, but I always get shocked when I read this type of thing about the class :s

GM Charles Dexter Warden |

A Boiler Room
Thral dances back and attacks the last rat standing. The other creatures, stunned by the Goblins' spell, are easy to finish off.
Combat Over!
As your group searches the area beneath the boiler, you find two sunrods.
To the east is the only door that leads out of this room.
Do you want to rest here or keep exploring?

Belrim Ironbeam |

Sunrods!! And we all have darkvision. hehe.
"Everyone alright", questions the dwarf to the room at large.
Belgrim pockets the sunrods. Who knows, thinks the dwarf. Maybe we can get some coin for these things.

Grendl Mistwalker |

"Let's keep going... I'm fine.. I want to find a way out of here."

Belrim Ironbeam |

"Considering the racket we just made", said Belrim, as he looked down at his ruined opponents, "whatever can hear us, already has."
At that, the dwarf opened the door leading out with his shield arm, heavy pick at the ready.

Kaloora Plimp |

Kaloora was running out of spells, but didn't want to wait.
We go! Move! Escape! - said the Goblin, following right behind.

Belrim Ironbeam |

"You remember what he said", admonished Belrim. "He won't feel safe until the way is clear, which is what we are doing."

GM Charles Dexter Warden |

The Hallway
The group decides to exit the room. The room empties into a long hallway. To the south, a 3-foot-high barricade of broken furniture and fallen masonry fills the hall blocking off the southern portion of this broad hall.
Broken lanterns and several battered doors line this cold, rubble-strewn filthy hall. Lanterns flicker upon the walls, casting shadows upon several closed doors. Some lanterns still flicker on the wall casting an eerie light.
Your ears play tricks on you, you sense you can almost can hear echoes of something far away echoing towards you. Or perhaps it is just your imagination...

Grendl Mistwalker |

Grendl examines the barricade... does it look easily climbable? Grendl does have a climb speed

Belrim Ironbeam |

Looking around the hallway, Belrim remarks, "There was definitely a battle, or at least a standoff."
The dwarf gives his pick arm a few practice swings away from the others, knowing it will be needed again soon.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
"You hear that?"

Kaloora Plimp |

Sorry! The site isn't showing updates to me on the past days!
Kaloora cowers for some seconds, then finally speaks in a stuttering tone.
Maybe echoes on the mind? Kaloora going crazy!
The goblin looks around, curious as if analyzing the room and what Belrim said. He thinks he saw battles in his past, besides the ones from this escape. Or has he?
Perception: 1d20 + 1 ⇒ (13) + 1 = 14

GM Charles Dexter Warden |

The Hallway
The barricade appears climbable. Despite concentrating neither Belrim or Kaloora can ascertain from which direction that odd sound came. As the group stands in the hall the sound is still there, almost like an echo but from somewhere else in this place. If it is close by it is behind one of the many doors that line this hallway.
See the map linked above lots of doors to choose from...

Belrim Ironbeam |

Being unsure where to go next, Belrim examines each door handle in the hallway, looking for the ones that appear to have the most wear.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Grendl Mistwalker |

Grendl cautiously and stealthily climbs up the barricade and peeks over the top if he can.
stealth: 1d20 + 6 ⇒ (20) + 6 = 26

Kaloora Plimp |

Kaloora goes a little behind Belrim, and every some steps he stops to detect magic, trying to cover the entire hall (or, at least, all doors). He stops to concentrate if he detects magic, as to identify more about it (school, aura strength, etc.).

GM Charles Dexter Warden |

The Hallway
The handle closest to the barricade is the most well worn of the three that are close by.
Thral nor Kaloora see nor hear anything behind either door nor does the Goblin detect any magic behind or near any of the doors.
As Grendl climbs the barrier quietly and carefully he sees down the hallway a set of double doors of the west wall and a single door that leads directly south. He also sees a group of four humans wielding crossbows near those doors, they have yet to see him...
Map updated.

Grendl Mistwalker |

Grendl climbs back down quietly and blinks his odd bulging eyes as he approaches the others... Very quietly he whispers, "Over the barrier there is a halway with doors to the west and south... and four big folk with crossbows near the doors... I don't think they saw me."

Belrim Ironbeam |

In a hushed whisper, Belrim replies "And you want to creep over and attack? It could work if they didn't see you, or we can try this door", that the dwarf points to, "and see if there's a way around?"

Grendl Mistwalker |

"okay... door first and barricade only if other options don't play out, eh?" Grendl whispers.

GM Charles Dexter Warden |

The Hallway
As Belrim looks more closely at the door it becomes plain that something tried to beat its way through this door already. For some reason though the handle is pristine as if whatever threw itself at the door had no idea how doors worked. The handle does not turn as it is locked. The handle and lock appear fairly sturdy designed to keep any non-professional burglar out.
If you bash in the door it is likely the humans will hear you. You can also try to disable device.

Belrim Ironbeam |

"S#it!" curses the dwarf under his breath. "Unless any of you have the tools and skill to pick this lock, we just MIGHT have to storm the barracade."

Kaloora Plimp |

Kaloora approaches, and the first thing he does is to check for traps at the door.
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Absolutely convinced it was safe - but unskilled to disable devices, despite his considerable agile hands - the Goblin bowed to open way for someone who could at least try. If he and the dwarf can't, maybe the grippli or the kobold could?

Grendl Mistwalker |

"locks are good for keeping you out of things..." he states simply indicating little more knowledge of them than that obvious fact.