Haron Lightstep
|
"I see no reason not to. It could be a trap but we have to move though here anyway."
| DoubleGold |
Okay then As she gives you all a warm greeting smile.
Ahead watch out for the brown mold, I'll draw it out She gets its attention after letting you ready attacks and prepare and she makes it follow her around the corner.
You are fighting a brown mold
Readied attacks, go
edit: wait a second, brown mold is a hazard, not a creature
Watch out for the brown mold, anyone have cold spells. she says warning you a single point of cold destroys it. if not you will have to travel around it.
Edit: Haron lighstep kills it with his Ray of Frost.
Heroes come to a big open area where she meets up with two of her friends, Brath and Yadriss, also skulks. They speak sounding delighted to see you Have you come to help us?
Haron Lightstep
|
"Brown mold? Hmm."
Know: Dungeoneering: 1d20 + 8 ⇒ (19) + 8 = 27
Know: Arcana: 1d20 + 8 ⇒ (7) + 8 = 15
| DoubleGold |
They sigh, I'm glad you can help, see, we have been fighting with the gremlins, two of us will go with out to help defeat them. We promise you our treasures.
Assuming the heroes agree, they all head north. The cave starts to split into multiple paths, but mainly lead north. Heroes make it to a room that splits in three directions. Three Gremlins are there, one at each path as the heroes make it to the room, thus blocking the heroes exits, two skulks are with you. These things are tiny and require a nature check to know more about them, as these aren't normal gremlins. And there are plenty of shadows for these things to hide amongst while fighting you all. They are carrying tiny sized short swords. Each one is 10 feet from the room, or 15 to 25 feet from any one character.
init: 2 + 1d20 ⇒ 2 + (4) = 6Haron
init: 1 + 1d20 ⇒ 1 + (15) = 16Silverback
init: 0 + 1d20 ⇒ 0 + (10) = 10Steinfaust
init: 3 + 1d20 ⇒ 3 + (11) = 14Thearor
init: 5 + 1d20 ⇒ 5 + (13) = 18Vague
init: 4 + 1d20 ⇒ 4 + (16) = 20Gremlins
init: 6 + 1d20 ⇒ 6 + (5) = 11Skulks
Gremlins go, three of them will go after Steinfaust in melee, since they have sneak attack. hit: 6 + 1d20 ⇒ 6 + (11) = 17 hit: 6 + 1d20 ⇒ 6 + (11) = 17
hit: 6 + 1d20 ⇒ 6 + (6) = 12
Two of them hit take dmg: 1d3 - 4 + 1d6 ⇒ (1) - 4 + (1) = -2 and the second one deals dmg: 1d3 - 4 + 1d6 ⇒ (2) - 4 + (6) = 4 so 0 and 4
Heroes are up perception checks from everyone
Haron Lightstep
|
What do I know of goblins.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
KNow Arcana: 1d20 + 8 ⇒ (9) + 8 = 17
KNow Dungeon: 1d20 + 8 ⇒ (17) + 8 = 25
"Well I guess smaking them with a hammer will work.
Haron will strike at one of the gremlins attacking Steinfaust.
Warhammner 2-Handed: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d8 + 4 ⇒ (7) + 4 = 11
Thearor Leafsplitter
|
Perception: 1d20 + 1 ⇒ (1) + 1 = 2 D'oh!
The elf steps in and goes to work.
Power Attack: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19 Probably
PA Damage: 1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13
PA Cleave: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13 Maybe
PA Damage: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Silverback
|
Silverback raises his scimitar and lets it fall on one of the gremlins with a growl.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
MW Scimitar (cold iron): 1d20 + 7 ⇒ (8) + 7 = 151d6 + 4 ⇒ (4) + 4 = 8
Vague Henri
|
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Henri quickly fires at one of the gremlins, smoothly drawing, aiming, and releasing in a fluid movement.
Ranged Attack w/Point Bland & Precise Shot: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
| DoubleGold |
Heroes kill two of them. ac 18. Some have a little trouble piercing through their defenses, but the damage it self is strong enough to kill them. cold iron works better
skulks go hit: 2 + 1d20 ⇒ 2 + (5) = 7
hit: 2 + 1d20 ⇒ 2 + (15) = 17 Most of you notice the spring loaded spike traps and point them out to the others. Of course you will eventually have to pass through them to move forward.
The last gremlin goes hit: 6 + 1d20 ⇒ 6 + (17) = 23 vs steinfaust not a crit and he no longer has sneak attack 1d3-4 cannot gives a positive number of dmg
Heroes are up again
Haron Lightstep
|
Haron spins, trying to slam his warhammer into the head of another gremlin with full force.
To Hit: 1d20 + 6 ⇒ (1) + 6 = 7 ouch
But clearly misses.
Vague Henri
|
Henri draws another arrow and fires at the last gremlin, but it's small frame and dark coloring make it challenging to pick out in the cave...
Ranged Attack w/Point Bland & Precise Shot: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
| DoubleGold |
skulks try to hit the enemy you all could not. hit: 2 + 1d20 ⇒ 2 + (19) = 21
hit: 2 + 1d20 ⇒ 2 + (19) = 21 and they get sneak attack dmg: 2d6 + 2d6 ⇒ (3, 6) + (1, 3) = 13 so 9 and 4, they have dR 5 to cold iron which means only 4 dmg was dealt total
One appears to have several slash marks across his face...
oh wait crit confirm hit: 2 + 1d20 ⇒ 2 + (7) = 9
hit: 2 + 1d20 ⇒ 2 + (7) = 9
Silverback and Thearor are up Can you do it?
Silverback
|
Silverback shifts behind the last one, raises his cold iron scimitar, and brings it down on its back.
MW Scimitar (cold iron)(flanking): 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 241d6 + 4 ⇒ (6) + 4 = 10
| DoubleGold |
And the creature is dead. The heroes are able to disable the traps in their way easily, spotting them is the hard part. As the last creature goes down the skulks are grateful. Thank you, they have been after our tribe for days. But be careful, we don't know if there are more of them or not. And their traps, we were at a stand still As they smile at you.
Vague Henri
|
Before the skulks leave, Henri asks them, "Can you tell us anything about the others who came before us? Which way did they go? Did they mention any problems, or creatures?"
Henri will disable the traps and look for any new ones in their path once they are ready to move on.
Haron Lightstep
|
"They may be in the way of Khonnir so there is no harm I would think."
| DoubleGold |
Heroes continue on forward and reach Jazvit's Lair. 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. You find the leader gremlin here, but no wizard. The Gremlin is 20 feet away, unless you don't want to be front line, then like 25 to 35 feet away.
initHaron: 2 + 1d20 ⇒ 2 + (4) = 6
initSilverback: 1 + 1d20 ⇒ 1 + (11) = 12
initSteinfaust: 0 + 1d20 ⇒ 0 + (9) = 9
initThearor: 3 + 1d20 ⇒ 3 + (8) = 11
initVague: 5 + 1d20 ⇒ 5 + (12) = 17
init: 5 + 1d20 ⇒ 5 + (5) = 10 gremlin
init: 6 + 1d20 ⇒ 6 + (2) = 8 skulks
Silverback, Vauge, and Thearor are up, only 1 gremlin.
Silverback
|
Silverback snarls and draws his scimitar. He lands a good, clean, blow.
MW Scimitar (cold iron): 1d20 + 7 ⇒ (18) + 7 = 251d6 + 4 ⇒ (4) + 4 = 8
CRIT?: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 4 ⇒ (1) + 4 = 5
Thearor Leafsplitter
|
Glancing around the room, Thearor wonders JUST a chieftain? Something's wrong. Oh, well, better to trigger it knowing it is coming . . ..
Since he's looking for another source of trouble, the elf walks up instead of charging, before swinging for the fences at the apparent gremlin.
Power Attack: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24 Should be enough
Damage: 1d10 + 6 + 3 ⇒ (3) + 6 + 3 = 12
| DoubleGold |
Silverback and Thearor take down the leader and slay him to bits.
Thank you the skulks respond. sorry your wizard isn't here I hope you find him. And they depart on there way into their cave home.
Three places to explore. There is a door to the east at this north chamber. There is a door to the east to the cave where the skulks are south of this chamber, and there is also the water path at the entrance of the cave where you came in, and water is only 1 foot high remember. You are still looking for this wizard dead or alive, he could be anywhere. Which way?
Haron Lightstep
|
Haron follows along with the Rogue if for no other reason then to be a little extra mussel.
| DoubleGold |
Try as the heroes might, the door is locked tightly and the skulks depart on there way You need a disable device check of 20 to open it
If you decided to to instead go south and open that east door, which is unlocked.
you see a repair drone, in a short 10 foot wide, 15 foot long hallway.
Vague Henri
|
Henri is intrigued by the special door, and calls out to the group, "Give me a minute here...maybe I can get this one open."
He then removes some tools of the trade and sets to finding the way to bypass the locking mechanism.
Disable Device: 1d20 + 8 ⇒ (5) + 8 = 13
After a few minutes, he gives up, recognizing that it's sometimes better to walk away than to permanently damage a lock. "It was worth a shot, anyways..."
Once in the next tunnel, Henri wonders if the repair drone is active. He decides to check out the rubble and let the brawny types handle the drone.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
| DoubleGold |
As Vague searches the rubble, the active repair drone believes that to be a threat to the ship. Danger, stop trying to damage the ship as it gets ready to attack.
Oh, and when you stepped through that hallway, ie. exited the cave, your spell slots and health recharged and well as any other resources you used, but it only does this once. Detect magic does pick this up, though you realize it would probably be years before you benefited from it again, it must be something to do with the ships entrance, but not something your in characters can figure out. Actually the out of character version of it is that this is actually where the PFS part of it starts, on part 3, so ignore any damage you took and ignore any spells you used, and ammo up until this point, that was all pre-pfs portion of the game, realized that after the first battle in the cave, but thought I'd just finish the cave exploration anyway, as it is part of the story-line.
init: 2 + 1d20 ⇒ 2 + (14) = 16 Haron
init: 1 + 1d20 ⇒ 1 + (18) = 19 silverback
init: 0 + 1d20 ⇒ 0 + (5) = 5 Steinfaust
init: 3 + 1d20 ⇒ 3 + (8) = 11 Thearor
init: 5 + 1d20 ⇒ 5 + (13) = 18 vague
init: 0 + 1d20 ⇒ 0 + (1) = 1 drone, you can all reach it in melee, stuff like burning hands is impossible without hitting your allies.
Haron Lightstep
|
"Ok metal man, this should be a fun experiment."
Haron channels shocking touch though his ever ready warhammer and steps in to attack.
Warhammer Spell Combat Spell Strike: 1d20 + 6 - 2 + 3 ⇒ (17) + 6 - 2 + 3 = 24
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Warhammer Attack: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13 +3 if first attack missed
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Shocking Grasp: 2d6 ⇒ (4, 5) = 9 Damage applied with the first attack that hits.
No concentration since casted before move. Spell Combat / Spell Strike provides an extra free attack. Spell damage is delivered on the first attack that hits.
| DoubleGold |
had its init modifier wrong, suppose to be +2, but it still doesn't matter
Vague misses, but Haron swings and hits it twice and then electrifies this thing and it is weak against electricity. He nearly kills it on the first strike, but the second strike definitely shatters it to pieces.combat over
As heroes finish searching whatever rubble is here, they find nothing of value.
They move onto the Wildlife staging room
The northern wall of the otherwise empty metal room is a tangle of what look to have once been strange cages of some sort. Tangled amid the metal ribs of these cages are ribs of a more organic nature-the ancient bones of some sort of alien creature. Smaller mounds of rubble lie against the opposite wall. There is a door to the right, and a door going forward from this room.
Thearor Leafsplitter
|
"Another?"
Based on two melee combatants moving before me, I'm going to assume a charge i not an option.
The burly half-elf moves up on the mechanical construct and works to remove the threat.
PA w/ Elven Curved Blade: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24
PA Damage: 1d10 + 6 + 3 ⇒ (7) + 6 + 3 = 16
Edit: Nevermind. Updating:
The helf-elf looks around the room. "Some of the cages look broken. Could be some dangerous critter about besides the construct things. Stay ready."
Silverback
|
Silverback sneers at the room.
"It appears they have attempted to control nature itself in this room," he says as he examines the room.
knowledge nature: 1d20 + 4 ⇒ (17) + 4 = 21
perception: 1d20 + 7 ⇒ (16) + 7 = 23