Quiella
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Can we take 10 on crossing the ledge?
-Posted with Wayfinder
Quiella
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there doesn't always need to be a risk...
Quiella crosses the pit.
taking 10 for 7 or 8 on the check.
On the other side, she returns her sling to her belt, then draws her sword and shield.
Pretty sure I only have Knowledge (Religion) if anything.
-Posted with Wayfinder
Valik Frost
|
Once, all are over the obstacle, Valik will quietly go to the next intersection, presuming there is one and listen for any signs of more goblins or danger.
stealth, perception: 10 + 6 = 1610 + 9 = 19
| GM Harker |
Using the rope, the group is able to cross the pit without further incident, although it does take some time.
Valik hears nothing at the intersection, and with the help of the shining rope, sees nothing. Moving down the tunnel, two side passages branch off: a closer one in the south, with another further in the north which is only perceived by those with low-light vision. The main tunnel also continues on, into the dank, malodorous darkness.
Valik Frost
|
Good question sir. I wonder where the lone goblin went, probably warn others of our presence here., he whispers as Moadis' thought. Valik, looks down as he walks to see if he notices anything as far as number of goblins or anything useful.
1d20 + 8 ⇒ (12) + 8 = 20
| GM Harker |
We will just fast forward through a couple of rooms that aren't dangerous.
The floor shows signs of recent traffic, suggesting a moderate number of goblins use these tunnels regularly.
Room A on map:
Carefully approaching the side passage to the south, you discover it is currently clear of any danger, but filled with several human sized training dummies covered in bells, as well as an obstacle course studded with sharp nails and jagged junk. When Detect Magic is used, nothing is found to be magical. Tossing the room unearths nothing new or terribly useful.
Room B on map:
The northern side passage turns west again after 15 feet, leading to a longer tunnel the ends in a larger room full of smelly bedding, rotting food, and a large amount of trash. The odor of goblin would suggest there were quite a few here earlier. Again, nothing of value is found in room. Following the tunnel out to the east, it's clear those goblins are long gone into the bowels of the sewer.
*
Returning to the main tunnel and following it's eastern course, the party runs into another side passage to the south. This time, however, faint sounds can be heard inside.
Also, the terrible smell of the sewers seems to just keep getting worse, making it difficult not to retch. Everyone please make a Fortitude save.
Quiella
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Fortitude: 1d20 + 5 ⇒ (4) + 5 = 9
Quiella
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Ich. What a smell. What do you think that noise is?
Valik Frost
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fort: 1d20 + 3 ⇒ (20) + 3 = 23
What smell are you referring to Quiella. I don't smell anything, he whispers.
Valik, will once again approach quietly.
stealth 16, perception 19
| GM Harker |
Slowly and quietly moving up to the opening, Valik doesn't need to listen closely to hear a voice yell something that sounds like orders in the Goblin language. Two or three voices respond to the first in acknowledgement.
Goblin perception: 1d20 - 1 ⇒ (9) - 1 = 8
Yarak perception: 1d20 + 6 ⇒ (15) + 6 = 21
Quiella
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I'll be right behind you, Toady.
Quiella
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Probably whoever the rope belonged to. I'm pretty sure you can strap a rope to the side of a backpack.
Quiella
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I don't know who else has rope. We'll just say it was mine.
Moadis
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Lets change the source to make easier. I used to have darkvision so that was not a problem but things changed in the 2nd lvl rebuild. Need to remember that.
Moadis asks Ophelia to transfer the light spell to his shield. Once its done he charges into the room.
Quiella
|
Quiella will follow his lead.
| GM Harker |
Ophelia Fort Save: 1d20 + 4 ⇒ (13) + 4 = 17
Transferring the Light spell from the rope to Moadis' shield, the group prepares to enter the room. Peering inside, they find the ceiling of this room has partially collapsed, creating a two-story space to the west while exposing the chamber above to the east. Rubble lies haphazardly about the place, with some other larger pieces serving as tabletops for crude alchemical apparatuses. Soot, scorch marks, and other chemical residues cover many of the chamber’s walls and other surfaces. A sizable slab of jagged debris leans against the broken edge of the upper level’s floor in the room’s center. The upper level seems clear of wreckage and contains several wooden worktables. Opposite the entrance, a set of stone steps that once rose to the upper level are broken away halfway up their length. The whole chamber smells of burnt oil and acrid chemicals.
Hiding behind various pieces of rubble, three goblins dressed in leather armor and filthy lab aprons are waiting for the group on the ground level, while on the upper level stands a fourth goblin holding a bomb in his hands. Near his feet rests a knotted rope the goblins probably used to navigate up and down.
Notes on the area: The rubble on the ground floor of the room is about 2' high and acts as cover for small creatures and partial cover for medium creatures.
The upper level is about 12' off the ground. In order to reach it, you'll need to either climb the stone slab with a DC 20 Climb check or a DC 12 Acrobatics to jump up off the broken stairs followed by a DC 15 Climb check to pull yourself up. If you roll above 20 on the Acrobatics check, you will automatically land on the second level without needing the Climb check.
PC Initiative
Halkale's Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Moadis' Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Ophelia's Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Quiella's Initiative: 1d20 ⇒ 6
Valik's Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Helpers Init: 1d20 + 2 ⇒ (5) + 2 = 7
Yarak Init: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative (Round 1)
Valik [1 Dmg] <=Up
Upper Goblin
Halkale
Moadis [1 Dmg]
Ophelia
3 Ground Goblins
Quiella [4 Dmg]
Valik is up!
Valik Frost
|
Valik hears the goblin sneers, he steps into the room. He looks up to the goblin up on the second level and than looks at the three down below he moves up to the first goblin and strikes out with his weapon, while taking a defensive stance.
sansetsukon, defensive, MY AC is 23: 1d20 + 3 ⇒ (13) + 3 = 161d10 + 1 ⇒ (10) + 1 = 11
base 10, dex 1, wis 4, dodge 1, crane, 2, mage armor 4, 1 shield
| GM Harker |
Taking a defensive stance, Valik enters the room first and whips his sansetsukon out at the closest goblin. The weapon hits the goblin several times in the unprotected parts of its body and the creature falls unconscious.
"Your interrupting my important burination work, longshanks. Now you die!" The upper goblin threatens as he tosses a bomb at Valik. The projectile hits the unfortunate monk and explodes in a 10' radius around him, catching Valik on fire!
3 more damage to Valik, and he's on fire. Extinguishing the flames is a full round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. He'll continue to burn unless he puts himself out or someone douses him with water.
One of the nearby goblins is caught in the explosion, but ducks under the rubble and is only slightly singed.
Bomb throwing: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Ref save: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative (Round 1)
Valik [4 Dmg]
Upper Goblin
Halkale <= Up
Moadis [1 Dmg] <= Up
Ophelia <= Up
2 Ground Goblins
Quiella [4 Dmg]
Halkale, Moadis, and Ophelia are up!
Halkale Timarson
|
Halkale moves past his companions and into the room, hearing the goblin talk, he has a decent idea of where he is. He fires at the upper goblin. I am not sure where he is on the map but please put me inside the door the square north of the entrance.
Attack, PBS: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage, if hits, PBS: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Valik Frost
|
Valik, hears the threats by the gonlin, and turns around just in time to see a vial splash on his chest, burning his body.
Okay, my master has trained me to stay calm...but now you're really pissed me off!!
| GM Harker |
Moadis, I'm afraid with 20' movement, you will not be close enough to attack a goblin with your sword. Valik's position also negates the possibility of a charge action. Please select another action.
Halkale's arrow flies true and strikes the bomb throwing goblin, impaling itself into his torso. A look of rage and pain flashes across the goblin's ugly face, but he remains a threat.
Moadis and Ophelia
| GM Harker |
Ophelia will take a delay action.
The goblin adjacent to Moadis pulls out a dogslicer and tries to the cut the paladin with it, but only hits shield.
The other ground goblin lobs an alchemist fire at Valik despite the man being on fire already. The projectile sails between the monks legs and lands behind him, but still splashes him with more fire. 1 additional splash damage to Valik
Dogslicer: 1d20 + 2 ⇒ (3) + 2 = 5
Alchemist fire-range: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
Miss chance: 1d8 ⇒ 3
Initiative (Round 1-2)
Ophelia <= Up
Quiella [4 Dmg] <= Up
Valik [5 Dmg] <= Up
Upper Goblin
Halkale <= Up
Moadis [1 Dmg] <= Up
2 Ground Goblins
Ophelia, Quiella, and Valik may act
Quiella
|
I love that the goblin said Burnination.
Quiella will double-move to go by Halkale to the Goblin at the top of the room (I don't know how the compass is oriented on that map.
Valik Frost
|
Can i use my full waterskin to douse myself and extinguish myself? If so I do that, otherwise I do...
Valik, the flames roaring, considers his options. He is one against flailing about on the ground, but seeing his allies between the goblins and him, he drops to the ground and tries to extinguish the flames.
1d20 + 5 ⇒ (9) + 5 = 14
| GM Harker |
You need two gallons of water to put yourself out, a waterskin only holds 1/2 gallon.
Quiella strides forward to place herself within melee range with the west ground goblin, while Valik stops, drops, and rolls to successfully extinguishing the fire that was consuming him.
Ophelia Endronil
|
Sorry for the delay. Haven't been all there for some time.
Ophelia takes a moment to prepare herself with a spell, before joining her companions.
Cast shield of faith. On my iPad, could someone move me up next to Valik?
| GM Harker |
Ophelia casts a spell and a shimmering magical field forms around her. The cleric then ventures inside the room and into the fray.
His arrow wound still throbbing, the goblin standing above tosses a bomb at Halkale, directly hitting him and splashing Ophelia. The ranger is soaked in the burning liquid and catches on fire as well. Halkale, you take 14 damage from a crit and are on fire, while Ophelia needs to make a DC 13 Reflex save. If she succeeds, she takes 1 damage, if she fails she takes 3 damage.
Bomb: 1d20 + 7 ⇒ (20) + 7 = 27
Confirmation: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
Initiative (Round 2)
Ophelia [Dmg pending]
Quiella [4 Dmg]
Valik [5 Dmg]
Upper Goblin
Halkale [14 Dmg] <= Up
Moadis [1 Dmg] <= Up
2 Ground Goblins
Halkale and Moadis are up!
Halkale Timarson
|
Halkale grunts when the bomb hits him. He fires an arrow at the goblin bomber.
Attack, PBS: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage, if hits, PBS: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
He then drops to the ground.
Ophelia Endronil
|
Reflex: 1d20 ⇒ 18
Ophelia hisses as the bomb splashes on Halkale, but manages to avoid most of the splash, though a few droplets slip through the weak points in her scale coat.
| GM Harker |
Although Moadis misses the goblin with his sword, the same goblin can only manage to hit the half-elf paladin's shield.
The goblin next to Quiella takes a 5' step back and tosses an alchemist fire at the gnome paladin, but lets go in the middle of throw resulting in the projectile landing between them and splashing them both with scalding liquid. Quiella takes 1 splash damage
dogslicer: 1d20 + 2 ⇒ (9) + 2 = 11
Alchemist Fire: 1d20 + 4 ⇒ (5) + 4 = 9
Miss Square: 1d8 ⇒ 7
Initiative (Round 2-3)
Ophelia [1 Dmg] <= Up
Quiella [5 Dmg] <= Up
Valik [5 Dmg] <= Up
Upper Goblin
Halkale [14 Dmg]
Moadis [1 Dmg]
2 Ground Goblins
Ophelia, Quiella, and Valik may now take their actions!