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Belmir finds himself nodding at the wise words of the Oread. I'm starting to like this guy a little! At thought comes to Belmir before the door is opened, Wait! I don't expect to find much...but perhaps those little gobs left something useful in here. Give me a chance to search the room before we proceed...would ya?
If his group acquiesces, Belimr searches the room. When everyone is ready to open the door. Belmir stands in position near the goblin cot, with a loaded sling.
GM I take '20' on searching the room (if my group allows me to), for a total of a '25'

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Dasus nods to the suggestion after returning, though adds, "I'm still injured, Sanite should go first, but it's a good plan."
He looks to Heccuba in confusion as Belmiir begins to search, and says, "Why would you want to put our friend to sleep?"
He moves to stand near the next door, however, until the dwarf has completed his search.

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Sanite tilts his head at Dasus "I believe she meant the Goblin in charge, though I could use a nap later." he said yawning a bit.
Sanite worries a bit about taking too long in a a dungeon when he knows there is more to be dealt with but he holds his tongue for now. This place hadn't shown itself to be THAT dangerous.
Sanite does agree however with the order. "I should go first, perhaps it's my unusual look but they seem to have a hard time getting through my tougher skin."

GM Volandis |

Belmiir thoroughly searches the room but doesn't find any other useful things to take.
Sanite opens the next door and finds himself looking at a strangely shaped hallway that links various doors. A passageway cut out of the wall material leads to a partially hidden door that seems like another goblin engineered escape route. This leads to a sheltered area outside of the green coloured fort.

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Sanite pauses as he looks around him. He notes a Double door to his left, a single in front of him, and another off the right of him, as well as super secret goblin escape route.
He turns to the others and pulls out a small cube.
Door?: 1d3 ⇒ 3
He drops it to the ground and looks at the others before lifting his hammer once more and when the others are ready, provided no one objects, he prepares to open the door off to his right.

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Dasus nods, looking a bit embarrassed, "Oh, right." but, he nods again as Sanite enters the new room, and he follows.
He looks curiously towards the cube, but shrugs and moves over to the door, taking his spot beside Sanite.

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Belmir moves in the room to support his comrades. Let me look over that door before you open it O.K. Sanite? perception traps: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25

GM Volandis |

Belmiir checks the door and it seems safe. A quick check of the handle reveals that it isn't even locked. Sanite opens the door and looks inside.
A plush, human-sized bed stands in this chamber, along with a table holding a bone scroll tube and jars filled with eyeballs, claws, and teeth. Various automaton parts lie scattered around.
After some cautious checking the scroll tube is found to not be or contain any magic. Heccuba has a look at the parchment inside that looks to have a single angular drawn mark drawn out of some kind of iridescent ink.
The sigil is as an identifying mark similar to an arcane mark.
The sigil is a single number "6" written in Azlanti.

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Belmir looks at the mark drawn from the iridescent ink; linguistics (to read mark and inspiration: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (5) = 19 It seems to be an identifying mark of some type...maybe Azlanti...can't make out what it means though..Belmir shrugs his shoulders.

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"Well, it's something interesting at least! A piece of history, maybe." Dasus considers, then points up towards the doors to the east. "There next?" He steps over, leaving room for Sanite again, but doesn't actually open the door.

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Sanite shrugs and lets the academics have their fun and upon Dasus's suggestion, he moves to the door suggested and pauses. "Not sure if we should plug their escape or not. We did say we would deal with Goblin leader and would be terrible if he got past us somehow." he said looking around to see if there was anything they could do about the super secret exit while he waited for everyone to be ready.

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Romulus readies his arrows.
Honestly? Best thing we can do is toss a table in front of it. If the thing has the ability to get through us and move that thing while we're trying to take it down, it's probably to tough for us to kill anyways.

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Sanite scratched his chin. The sound of granite on granite echoes lightly in the tower. He nods and looks at the two stronger guys of the group and shrugs "Want to handle that?" he asks simply.

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Belmir slings his quarter staff across his back and loads his sling once again. Well if we be rushing the chieftain of these Gobs...I'll best serve me friends with a little fire support!

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The witch calls Book over. After looking at each other for a moment a shimmering form comes over the witch as she casts mage armor on herself.

GM Volandis |

Sanite opens the door and looks inside.
This curving room is a good-sized kitchen, complete with decaying tables, cupboards, and bins. One newer table has what seems like a child’s laboratory set up, with broken cups standing in for beakers.
Stood in the middle of the room is an armoured mechanical creature. A green glow seems to come from between the seems in it's armour, though it looks like it's took a lot of damage and has been put back together by someone with no understanding of it's true workings.
Stood behind the strange automaton is a goblin, though this one is dressed like some kind of priest or shaman. He yells out as the door opens.
COMBAT BEGINS
Initiative Sanite: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Hallbjorn: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative Dasus: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative Heccuba: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Belmiir: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Romulus: 1d20 + 3 ⇒ (10) + 3 = 13
[dice=Initiative "Clanky"]d20-1[/dice]
Initiative Goblin Priest: 1d20 + 4 ⇒ (20) + 4 = 24
Round 1
Heccuba <- UP NEXT
Belmiir <- UP NEXT
"Clanky"
Dasus
Romulus
Goblin Priest
Hallbjorn
Sanite

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Not wanting to take the full brunt of the automaton's assault, Belmir opts to instead stay behind his hulking Oread friend and fire his sling from an awkward position. sling minus soft cover bonus: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6dmg: 1d4 + 1 ⇒ (2) + 1 = 3 (targeting FF AC: if that maters)

GM Volandis |

Heccuba you cannot see the goblin from your position. Even if you were at the doorway you would still have to work around the magical darkness as per the rest of the fort.
Round 1 (cont)
Belmiir's sling stone bounces harmlessly off a thick metal plate on the chest of the automaton.
Heccuba <- UP NEXT
Belmiir
"Clanky"
Dasus
Romulus
Goblin Priest
Hallbjorn
Sanite

GM Volandis |

Round 1 (cont)
The shabby looking automaton follows it's instructions and strides forwards to attack Sanite as hard as it can. It only succeeds at smashing a fist into the door frame.
slam attack: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
slam daamge: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Heccuba
Belmiir
"Clanky"
Dasus <- UP NEXT
Romulus <- UP NEXT
Goblin Priest
Hallbjorn
Sanite

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Romulus takes a breath and prepares to interupt the next attack by the creature with one of his trusty arrows.... (Readied action)
Ranged Aid Another Vs AC 10: 1d20 + 3 ⇒ (5) + 3 = 8
[ooc]On success, 1 Teammate + all people who share this feat gain +4 to AC.[ooc]

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Dasus, knowing it's too soon to call for his god's favour again, just goes on the attack, even though the door frame does get in his way somewhat. He ducks, momentarily, to swing his axe at the metal creature through the gap between Sanite and the door.
Attacking around the corner, target gets cover.
Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

GM Volandis |

Round 1 (cont)
Romulus readies his bow. Dasus tries to swing his weapon at the construct but also hits the door frame.
The priest says a prayer while holding up an unholy symbol that looks like a three eyed head of some kind of monster. Casts Bless
Heccuba
Belmiir
"Clanky"
Dasus
Romulus
Goblin Priest
Hallbjorn <- UP NEXT
Sanite <- UP NEXT
Round 2
Heccuba <- UP NEXT
Belmiir <- UP NEXT
"Clanky"
Dasus
Romulus
Goblin Priest
Hallbjorn
Sanite

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Sanite smashes given what little choice he has in the matter.
Earthbreaker to the Construct: 1d20 + 5 ⇒ (9) + 5 = 14
If hit: 2d6 + 9 ⇒ (1, 1) + 9 = 11

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The witch will poke her head in and ser8ng the govvy clergy will give it the evil eye so that it's saves are not as strong

GM Volandis |

Round 2 (cont)
I'm going to assume that Heccuba moves the dancing lights last turn to make this turn easier for people to see.
Hallbjorn hurls the sharp metal bat but the press of bodies means he can't get a good aim on his target. Sanite hits the construct pretty hard, but it's armoured plates seem to absorb some of the damage. Heccuba tries to manipulate the goblin's luck with her evil eye and the goblin can't resist her powers.
will save: 1d20 + 5 ⇒ (6) + 5 = 11
The construct tries again to smash Sanite with a powerful strike from it's metal fist but it's aim still seems a bit off.
slam attack, P. attack: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
slam damage, P. attack: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Heccuba
Belmiir
"Clanky" (9 damage)
Dasus <- UP NEXT
Romulus <- UP NEXT
Goblin Priest
Hallbjorn
Sanite

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Romulus breathes deeps and pulls back his bow, readying for the next shot to protect his comrades.
Covering Fire: 1d20 + 3 ⇒ (16) + 3 = 19The usual +4 to whoever the bot attacks.

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Dasus growls but leans forward again for another swing of his axe.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm: 1d20 + 4 ⇒ (7) + 4 = 11
Damage assuming no confirm: 1d8 + 3 ⇒ (2) + 3 = 5

GM Volandis |

Round 2 (cont)
It's a shame you didn't confirm that crit Dasus. An x3 crit is always a nice amount of damage.
Romulus readies another defensive arrow. Dasus swings his axe with perfect accuracy, but against he construct's armoured plates protect it from some of the damage.
The priest chants a few words of another spell. It's unholy symbol glows briefly then a protective glow spreads to the goblin.
"You longshanks will never stand against Clanky and the awesome power of Skitterz, future master of the green ruins! Give up now or face the mighty powers granted to me by Lamashtu!" yells the goblin from safely behind his construct ally.
Heccuba
Belmiir
"Clanky" (12 damage)
Dasus
Romulus
Goblin Priest
Hallbjorn <- UP NEXT
Sanite <- UP NEXT
Round 3
Heccuba <- UP NEXT
Belmiir <- UP NEXT
"Clanky" (12 damage)
Dasus
Romulus
Goblin Priest
Hallbjorn
Sanite

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Belmir finds the battle conditions not ideal and steps out of the way of the Sanite giving him room to maneuver while readying an action to strike the construct should it follow the Oread in to the room.
Sanite! Back up! let it in the room so we can work together, to take it down! Belmir yells in the commotion of battle while moving aside.

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Crack: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
if hit: 2d6 + 7 + 2 ⇒ (1, 4) + 7 + 2 = 14
Sanite squares up and swings again aiming to blow the construct out of their way. He worried if he backed up that the construct would aim at one of the injured.

GM Volandis |

Round 3 (cont)
Belmiir steps back to give the construct room to move in. Hallbjorn swings his weapon but is still having trouble fighting throught he doorway. Sanite strikes the construct again, but it stays functioning. Heccuba tries to put the goblin to sleep then cackles maniacally. The goblin stays on his feet after yawning a little.
will save: 1d20 + 5 ⇒ (17) + 5 = 22
I'm not sure if witch hexes require line of sight. Rather than spending a long time looking it up i'm just going to let it work for this combat then confirm.
The construct strikes another powerful fist in Sanite's direction but misses yet again.
slam attack: 1d20 + 6 - 1 + 1 ⇒ (11) + 6 - 1 + 1 = 17
slam daamge: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Heccuba
Belmiir
"Clanky" (24 damage)
Dasus <- UP NEXT
Romulus <- UP NEXT
Goblin Priest
Hallbjorn
Sanite

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Romulus pulls back his arrow and sights it at the clanking object, ready to interrupt should it try to hurt one of his comrads.
Covering Fire: 1d20 + 3 ⇒ (11) + 3 = 14[ooc]+4 AC to whoever is attacked next by Clanky.[/dice]

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Again, Dasus leans in and swings through the gap between the door and Sanite.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Wow. Two in a row!
Confirm: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Possible crit damage: 1d8 + 3 ⇒ (6) + 3 = 9