GM Tektite |
Maruf attack a gremlin, but the tiny creature dances away from the alchemist's blows!
Alpha has an even harder time keeping the little fey in view!
Richard swings hard and connects, slicing into a tiny body. Though the blow would have killed most creatures of that size, the gremlin seems to resist the blow!
Kharax holds, looking for a opportunity to aid the battle!
Attack vs Alpha: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage: 1d3 - 4 + 1d6 ⇒ (1) - 4 + (5) = 2
Attack vs Alpha: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage: 1d3 - 4 + 1d6 ⇒ (1) - 4 + (1) = -2
Attack vs Maruf: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage: 1d3 - 4 ⇒ (2) - 4 = -2
Crit Confirm vs Maruf: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Crit Damage: 1d3 - 4 ⇒ (1) - 4 = -3
The gremlins continue to attacks, chittering and screeching wildly as two manage to land blows on Maruf and Alpha, but merely bruise the skin with the strikes.
Party up!
Richard Mithril |
That should have taken it down. Richard is surprised the little creature survived his strike.
Bardic Knowledge to Identify weakness?: 1d20 + 4 ⇒ (14) + 4 = 18 Guessing cold iron, which I don't have anyway...
Richard drops his rapier and aims his crossbow at the little monster instead, firing a bolt point blank. Are these gremlins too small to threaten? If they do, Richard provokes an AoO.
Crossbow with Luck, PBS and DA -4 from melee: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Crit Confirmation: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Crit Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Maruf the Cobbler |
Sweet Desna! I'm going to have nightmares from playing in your games now, Tek! What happened to the friendly drunk treant?!
"Nyyeehhh! You little s*$#s!"
claw: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Kharax Fireshield |
Back!
With positions marginally better, Kharax moves to aid Alpha in slaying the gremlin
Moving into position and then striking.
Aid another for Alpha's to hit @ rightmost gremlin: 1d20 + 1 ⇒ (12) + 1 = 13
Maruf the Cobbler |
Frustrated that he can't hurt it, the Cobbler backs up with a loud SNORT! and throws a nasty concoction of chemical at the blue gremlin.
bomb: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d6 + 3 ⇒ (5) + 3 = 8
DC 14 Ref for half splash damage (sorry Richard and Alpha)
Edit: Really sorry, lol.
Richard Mithril |
Bombs only do minimum damage on splash (4 for yours it seems), and depending on misdirection it might not be too bad.
Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Richard steps back, reloads, and shoots a bolt at one of the gremlins.
Crossbow: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
GM Tektite |
1d8 ⇒ 5
Alpha swings, but misses a gremlin!
Maruf tosses a flask, throwing long and splashing everyone in the tunnel!
2d20 ⇒ (6, 2) = 8
Both gremlins fail to dodge the splashing contents of the flask, taking burns!
Alpha and Kharax need to make Reflex saves.
Richard reloads and fires, but misses!
Kharax
Kharax Fireshield |
Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Not paying attention to his ally's lobbing, the fire burns the half-orc. "Yeowwww! Watch it, will ya?", he barks back, wounded by the blaze.
Deciding to take a more active role, Kharax swings his steel at the gremlin to wound it!
Longsword @ right gremlin: 1d20 + 1 ⇒ (18) + 1 = 19
Damage on hit: 1d8 + 1 ⇒ (6) + 1 = 7
Maruf the Cobbler |
Once everyone backs away, the Cobbler tosses in another batch of chemical compounds.
bomb: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d6 + 3 ⇒ (5) + 3 = 8
DC 14 Ref for half splash damage
1d8 ⇒ 4
Kharax Fireshield |
Kharax keeps his distance upon Richard's words, not wanting to get hit by 'friendly fire' again.
Ready action to strike at the gremlin if it comes within reach.
Longsword @ gremlin: 1d20 + 1 ⇒ (4) + 1 = 5
Damage on hit: 1d8 + 1 ⇒ (5) + 1 = 6
Kharax Fireshield |
"Note to self; forge some cold iron when we are done here. And get another healin' kit. Shoulda restocked that before goin' down here.", the half-orc binding his burns.
Richard Mithril |
"Agreed." Richard nods to Kharax, looking a bit ragged from multiple cuts, bruises, and burns.
"Think I'll use this potion now."
Potion of CLW: 1d8 + 1 ⇒ (1) + 1 = 2 Ugh. Richard's at 4 HP.
After taking the potion...
"Cobbler, do you have more of those bombs? I think they were much more effective then our current weapons, and I think we would fare better with a withdraw and bomb tactic."
Maruf the Cobbler |
Maruf fingers the vials on his belt. "Only two more for the day, it will take some time and energy to mix up more tomorrow. The trick is to channel spite into the ingredients for a little extra burn SNORT!"
Kharax Fireshield |
Kharax moves over to Richard, placing a hand on his ally's injured frame. "Ork'anga, bring forth your offerin' of healin'!" as some of the wounds bind...
Healing Hex @ Richard: 1d8 + 1 ⇒ (7) + 1 = 8
"Hmmm, seems my powers are now clear of the foul water.", Kharax notes behind his adamantine-infused mask.
Kharax Fireshield |
Hmm, I'll hve to keep better track of that; my first time with a witch :P
"Yes, but let's be more vigilant about dem traps. But if we can take these guys out, the skulks could let us lair with them for a night to recover."
Richard Mithril |
"Agreed." Richard says, though he still seems concerned about the caves ahead. "We have one potion left and I think we should save it for an emergency. Cobbler, would you lead for now? I'll be right behind you. And let's take our time. Falling into another trap would be very bad right now."
I propose The Cobbler takes 20 on perception for traps. Richard will aid another to give him a +2 bonus.
Aid Another Perception: 1d20 + 6 ⇒ (8) + 6 = 14
GM Tektite |
Moving deeper into the caverns, the party weaves your way toward the north. Coming to a larger cavern, you see several different passageways converge on a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark gray metal. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble.
Standing on the ledge is a taller, more advanced looking gremlin! It sneers at you as you spot it!
K: 1d20 + 1 ⇒ (14) + 1 = 15
M: 1d20 + 3 ⇒ (5) + 3 = 8
R: 1d20 + 3 ⇒ (10) + 3 = 13
G: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative:
Kharax
Richard
Gremlin
Alpha
Maruf
Kharax and Richard are up!
Richard Mithril |
Richard grabs his flask of alchemist fire, hopes for luck, and hurls it at the gremlin, then steps back, trying to take cover.
Activate Archeologist Luck 5/7.
Throw vs Touch AC with Point Blank Shot: 1d20 + 3 + 1 + 2 ⇒ (11) + 3 + 1 + 2 = 17
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Kharax Fireshield |
Kharax copies Richard, flinging a vial of the explosive fluid at the small menace!
Alchemist Fire: 1d20 + 1 ⇒ (14) + 1 = 15
Fire damage on hit this round: 1d6 ⇒ 6
GM Tektite |
Richard and Kharax tosses flaming flask at the gremlin, both hitting the creature. The creature falls to the ground, a burning corpse!
Out of Combat!
Now that the apparent leader of the gremlins has been dispatched, all signs of the fey have disappeared. Returning to the skulk chieftan, she nods. "Thank you for honoring you end of the deal, now I will honor mine. You are free to pass through this territory, and in addition, take these." She says, handing you a pouch containing 49 silverdisks and five strange cards made of a flexible, smooth material. These five cards each bear a brown stripe. Sef confesses that she does not know what the cards are used for, but the purple haired lady that passed through asked about them. At the time, Sef did not have any, but the lady's interest in them is enough to make her believe the cards hold value.
Kharax Fireshield |
"Thank you, chief.", the half-orc bowing politely. "Do you have a space that we may rest for the evening? We sustained some injuries routin' the lil buggers."
Richard Mithril |
Bardic Knowledge (local): 1d20 + 2 ⇒ (13) + 2 = 15
Richard examines the silverdisks and tells his companions about them. "I think we could trade these in Torch. There is a gaming hall called the Silverdisk that makes use of them."
"About resting here - I think that would lead to a problem later. Joram's water breathing spell only lasts 6 hours, and would run out, leaving us trapped here. If we are to rest I think we should consider returning to town and taking up Val on her offer for a room at Khonnir's Tavern. But first," Richard turns his attention to the skulk chief. "You mentioned a woman with purple hair came through here? Was she with the group that killed your previous chief or by herself?"
Does a woman with purple hair ring any bells for anyone?
Also, how much is a silverdisk worth?
On a man's body in the Blindheim's cave:
42 gp
a silver unholy symbol of Zyphus worth 25 gp
2 potions of cure light wounds (1 used)
In the mold's cave:
agate worth 55gp
In the rubble pile:
7 silverdisks
Reward from the Skulks for defeating gremlins:
49 silverdisks
5 cards made of a flexible, smooth material, bearing a brown stripe
Maruf the Cobbler |
Maruf pokes at the gremlin corpse before giving it a hefty kick. Worthless bag o' bones!
He returns to the skulks with his companions, deigning not to speak in his wisdom.
Later on he says, "Yes! Let's go rest at the Tavern, I could really use some SNORT! food and a nap."
GM Tektite |
Heading back to Torch, the party returns to the Foundry. Val looks up with hope in her eyes as you enter. "Did you find my father? Any signs of him?"
Her head hanging a little when she is told of your progress, she nods and wipes a tear from her eye. "I understand....make yourself at home. I'm afraid I can only offer a few bedrolls you can lay out in the tavern and a little bit of food."
Resting and recuperating, the following morning, nervous-looking courier delivers a message to the party: an invitation to come visit Torch’s “illustrious tavern and card room,” Silverdisk Hall. The invitation is from the hall’s owner, Garmen Ulreth, and includes certificates for each of you worth 100 gp for use in gambling and entertainment at his establishment, redeemable anytime during the next week.
Kharax Fireshield |
Kn: Local: 1d20 + 1 ⇒ (1) + 1 = 2
Kharax, never big into the gambling scene, shrugs. "Interesting development. Can't say I've been to the Silverdisk Hall."