| Ozmund the Evocator |
Round 7
HP: 7/11
In hand: crossbow
Effects:
Move Action: Move 30' forward
Standard Action: reloading crossbow and keeping an eye out behind the group...just in case!!
Ozmund moves forward, still staying out of the line of the archer. He listens and keeps looking behind, afraid something might try creeping up behind them.
| Mit'l Chi' Malli |
Round 7 Initiative 7
If there is ever an opening
In hand: Long Spear
HP: 6/12
Effects: None
Move action: Move if necessary
Std action: Stab chief
Free action: none
Destructive Smite= 3/5
Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
| Horster Underfoot |
Round 7 Init 5
In hand: Shortbow
Standard action: Hold
Move action: Hold
Horster waits to see if the dwarves manage to kick the door down before he moves. He also has an eye on the opening to the corridor to the north, just in case some other goblins decide to sneak out.
| Theorn Halmind |
Seeing the party close in on the chief, Theorn hustles up to get a piece of the little bugger that poisoned him.
Round 7 Initiative 7
In hand: shield and mace
HP: 9/12 (-6 arrows,-3 short sword, -1 con, +3 channel,+4 CLW)
Effects: CON Damage -1, Shield of Faith (+2AC, AC20 FF19 Tch13) 3/10rd
Move action: double move to DJ107
Std action: none
Free action: none
| Kelgan Farwander |
Round 7 Initiative 5
In hand: Axe and Shield
Status : hp 6/10
Effects: con-1
Move action: DG108-DG107-DF107-DE108
Standard Action: Attack!
Kelgan pushes himself away from the door, slips past Crom, and darts - as much as a metal-clad dwarf can 'dart' - to the side of the goblin archer, bringing his waraxe around as he comes:
attack with hatred: 1d20 + 5 ⇒ (8) + 5 = 13
...but the nimble goblinducks the vicious stroke towards its head.
| Horster Underfoot |
Round 7 Init 5
In hand: Shortbow
Move action: Move to DH 108
Standard action: Shoot the chief
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 ⇒ 4
Having got the poison out of his system, Horster feels invigorated and lets loose at the chief. "Gotcha!", he shouts with a wry smile on his face as he strikes true.
| Crom Iron Cudgel |
Round 6
In hand: shield and war axe
HP: 13/17
Effects:
Move action: Crom takes a 5' step forward
Std action: Attacks the goblin chief
Free action:
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d10 + 4 ⇒ (7) + 4 = 11
| GM Tribute |
Crom notices that the chief was forced back. As the chief steps back, he hears an ominous click. Crom steps forward and reestablishes pressure on what he now knows to be a pressure plate. Not in time to stop the events from behind him.
Those nasty goblins, a pit opens under Mit'l and Horster, and they desperately attempt to jump aside and avoid the twenty foot drop.
Standard CR1 pit trap -- REF DC 20 for Mit'l and Horster. Teetering on the edge, Crom REF DC15 to avoid. If fail, an acrobatics check will avoid the second d6 of falling damage
falling damage first ten feet (ignore with DC 15), second ten feet: 1d6 ⇒ 51d6 ⇒ 2
| Theorn Halmind |
The floor opening up in front of him brings Theorn to a halt. He curses at being separated from the dwarves on the other side of the trap with the goblin chief. He waits anxiously as his companions try to escape falling in and then approaches the edge to assess any damage.
Round 8 Initiative 7
In hand: shield and mace
HP: 9/12 (-6 arrows,-3 short sword, -1 con, +3 channel,+4 CLW)
Effects: CON Damage -1, Shield of Faith (+2AC, AC20 FF19 Tch13) 4/10rd
Move action: move to DI107
Std action: none
Free action: none
| Mit'l Chi' Malli |
Mit'l feels the floor disappear beneath him an attempts to leap to safety.
reflex save: 1d20 + 2 ⇒ (14) + 2 = 16
He exclaims ...
Failing to avoid the dangerous fall attempts to land on something other his head.
acrobatics: 1d20 + 1 ⇒ (17) + 1 = 18
In hand: Long Spear
HP: 1/12
Effects: None
Move action: n/a
Std action: n/a
Free action: scream
Destructive Smite= 3/5
| Ozmund the Evocator |
Round 8
HP: 7/11
In hand: crossbow
Effects: None
Move Action: Move 30' forward
Standard Action: Cast Force Bolt at Goblin Chief
Ozmund again steps out into direct vision with the goblin bowman. He sends another bolt of azure energy at the distant figure, striking the beast unerringly.
Force bolt - 1d4 + 1 ⇒ (1) + 1 = 2
| GM Tribute |
Unable to get Crom to fall, the goblin is hit by a force bolt as he dodges around Kelgan. Kelgan calmly hits him with an axe and leaves the chief shredded on the ground--not at all impressed with his fancy moves to dodge around him. Kelgan helps extract his companions from the pit by extending down the haft of his war axe holding onto the bloody end with grim satisfaction.
acrobatics: 1d20 ⇒ 2
AoO: 1d20 ⇒ 121d10 + 5 ⇒ (9) + 5 = 14
Combat Over--Goblin chief defeated. Had to go for the visual at the end.
| Horster Underfoot |
Horster, too, tries to step back as the floor starts giving way.
Reflex Save: 1d20 + 6 ⇒ (11) + 6 = 17
Unable to jump out in time, he tries twist himself in an attempt to land safely on all fours.
Acrobatic: 1d20 + 9 ⇒ (17) + 9 = 26
Not sure if took any damage from that fall or avoided it with my acrobatics...
| GM Tribute |
The goblin leader has a suit of small chainmail, a small composite longbow (+1 str) and has a purse with 18 gold and 2 platinum pieces the fallen guards have 14 electrum pieces and 9 silver pieces total.
On the walls prominently hung up are three small longswords and three small heavy wooden shields.
Empty poison vials litter the ground.
Nearby is a stand with a pewter bowl which holds 273
silver and 321 copper pieces.
Anyone performing perception rolls to search roll two rolls clearly labeled Perception 1 and Perception 2
The room inside the door is well decorated in small sized furniture. It appeared the goblin chief lived in style.
bed has a secret drawer under the seat, and inside is
stored the treasure of the goblins: a tapestry with silver
and gold threads worth lots of gold!
| Theorn Halmind |
Theorn does what he can to help his companions out of the pit. Once everyone is up (and assuming that M'Til spent some channeling) he looks about the goblin chiefs lair, surprised at the level of 'civilization' of the little bugger.
Noting the trap, he makes a careful if not untrained look about the room
perception 1: 1d20 + 2 ⇒ (9) + 2 = 11
perception 2: 1d20 + 2 ⇒ (13) + 2 = 15
That was quite the challenge. This whole combat thing is much more exhilarating than training with the other brothers in the yard. Where do we go from here? Should we rest here as the pit makes this place pretty defensible or should me search on.
He examines the loot and generally glows in the thrill of surviving a combat.
| Mit'l Chi' Malli |
Making sure those needing healing are close and any possibly living goblins are not ...
HP: 1/12
Channel 1: 1d6 ⇒ 5 HP:6/12
Channel 2: 1d6 ⇒ 1 HP:7/12
That's all he's got ... last spell is a domain spell ...
| Crom Iron Cudgel |
I'm at 16/17 HP - thanks.
Perception1: 1d20 ⇒ 7
Perception2: 1d20 ⇒ 19
"Well fought everyone. I recommend we haul this loot back to town and then come back for the next cave."
| Kelgan Farwander |
Kelgan watches the pesky Goblin fall wtih a satisfied "hmph!". He calmly nudges the humanoid over onto its back, and takes a long overhead swing, burying the axe between its eyes, before wrenching it out to help hsi companions out of the pit.
Always best to be sure. Double-tap, you know. Rules to live by... he thinks, lying on the floor and extending the axe-shaft down.
As Mit'l prepares his healing, Kelgan makes sure to crowd close
Hit points currently 10/10
After a few moments to catch his breath - the poison's work still telling - he joins his companions in looting...
Perception 1: 1d20 + 2 ⇒ (9) + 2 = 11
Perception 2: 1d20 + 2 ⇒ (14) + 2 = 16
...but finds nothing beyond the obvious.
"There were a few females and little goblins running about, were there not? How should we handle those? " the tired dwarf asks.
| Theorn Halmind |
The thought of a warm meal at the inn sounds welcoming to Theorn.
Great idea, I should not like to spend a night in these halls.
Upon Kelgan's mention of the women and children, Theorn can't seem to shake the feeling that the group is being watched. Let's hope the females have fled with their whelps, much like the orcs fled after your last battle.
| Ozmund the Evocator |
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Ozmund carefully edges around the pit so he to can join the others and feels the healing surge closing up the remaining wounds on his body.
He pokes around a little, but sees little of interest.
"I agree! Lets get back to the town where we can relax and restock before taking on another of these caverns!"
| Crom Iron Cudgel |
Crom slaps Horster on the back, "Laddy, the ale is drinkable when it's cold and the women are slightly more attractive than these goblins. What else do you need to know?"
| Mit'l Chi' Malli |
Looks like Mit'l was the only one to make the second perception roll ... anyone make the first one?
Digging around Mit'l discovers a secret drawer under the seat of a bench by the bed ... he pulls out a tapestry with silver
and gold threads, "This looks fancy!"
| GM Tribute |
The group packs up their newly won treasure and prepare to head back to the Keep. The tapestry Morgan and Mit'l found depicts a warrior in fine gold and silver.
1bad: 1d8 ⇒ 7
The party heads back to the Keep and camps two nights before returning at the very middle of the day. You arrive more than three days after you departed, and the guard recognizes you and calls out to you differently than before.
"Stand forward to be recognized." As you step forward, two soldiers run out to meet you. "How did it go? Where did you go? What did you see?"
After listening to your response, you are escorted inside of the fortress where you take your loot. The moneychanger charges 3% to change up or down any coins (303cp becomes 3 gold).
Bringing your loot to the blacksmith and general store creates quite a stir. "What do you have to sell?"
CY576.4.8@1300
| Theorn Halmind |
Theorn never thought the sight of the keep on its crag could look so welcoming. He greets the guards and tells a few about the companies adventure, drawing attention to the exploits of his companions.
Once the initial excitement has died down, he regroups with the party and starts to work out the puzzle of how to split and sell the loot.
I did some calculations over the last couple days. If my math is correct we should have 1026 CP, 600 SP, 105 EP, 557 GP, and 2 PP. In addition we have the following equipment taken from the fallen:
12 crude small shortswords
12 crude shortbows
64 arrows
6 magic arrows +1,
potion of invisibility,
magic scroll with 2 cleric spells - cure light wounds (CL1), hold person (CL3).
small chainmail
small composite longbow (+1 str)
3 small longswords
3 small heavy wooden shields
a tapestry with silver and gold threads worth lots of gold!
Where do we start with this.
| Kelgan Farwander |
If I recall, we gave Horster the potion and Morgan the arrows. Obviously, one of the clerics should take the scroll. Did Horster also take the chief's bow? I'd say sell everything else - 25% value for the crude items, 50% otherwise - and we'll split at the end.
As to magic items, I would not count consumables against a share, as thier use is usually good for the group as a whole. If we find soem durable items later, we can figure it out then.
I'll do the math on the sell value for the list above in a bit.
| GM Tribute |
There is a buzz in the marketplace, and some of the merchants heads to the moneychanger to get some gold to begin to pay the party for the tapestry. The party is paid quite handsomely as the blacksmith buys some weapons and the jeweler nods and pays for the tapestry threaded in precious metals. The blacksmith encourages the group to buy better equipment, and presents suits of chain, breastplate, and splint mail for the party to look at sized for humans and dwarves. He presents two tower shields and two spiked heavy shields.
Loath to change money, the dwarves decide to take the copper pieces that amount to over 10 gold to the tavern to celebrate.
| Morgan Iron Wolf |
Morgan browses the merchants' and armorer's wares. She is looking for something specific; a buckler made of darkwood. (CRB list price: 203 gp)
"Fine craftsmanship," she mutters, as she browses through the weapons and armor.
| Morgan Iron Wolf |
"I can live with that," Morgan replies, counting out 110 gold coins from her share of the loot. "Here is half of your price, and I will pay the other half when you deliver a darkwood buckler to me a week from now." She adds 5 silver coins to the pile. "I need a few more arrows, as well. I trust I won't have to wait a week for those." (purchasing 10 arrows)
She spits into her palm and extends her hand to the merchant.
| Ozmund the Evocator |
Ozmund will spend the time scribing a few new scrolls (assuming he can get the raw materials) 1x sleep, 1x mount and 2x identify (100gp cost) and purchasing another potion of CLW to replace the one he used (50gp)
| Horster Underfoot |
Horster has the Potion of Invisibility. He doesn't need the chief's bow, as he's not strong enough to make full use of it.
He watches on briefly as the others get fitted for new armour and weapons. However, what he's interested in, is if there's anyone who can supply him with some poison to tip his arrows with.
Are there any poisons like what the chief was using, or similar, that can be bought here? Or... stolen?
| Theorn Halmind |
As Theorn browses the blacksmith's shop, a breastplate that has a coppery sheen to it catches his eye. He decides he must have it and makes the trade with the blacksmith, selling his old armor back.
breastplate -200gp, sold scale mail +25gp