
Grommund Geargrip |

"Thas right mummy, come an get some!" Grommund grows at Guthash, raising his axe again prepared for the oversized rodent to emerge.
Readied attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (3) = 15

Alrick the Lesser |

Alrick clings to the wall to the side of the door, glancing around the corner at the huge rat.
He shudders, and raises his mace.
"Sarenrae, shine your light upon us!"
...and he steps into the breach, swinging hard as he can at the giant rat.
Attack roll vs Guthash: 1d20 + 2 ⇒ (7) + 2 = 9
But perhaps his eagerness gets the best of him, and he swings badly, missing the rat completely.

Tae |

Tae struggles to find an accurate and direct line of fire to the creature, but cannot find one, and instead just waits for her companions to drop the creature from weapon damage.

GMMichael |

Zarrick tried to run past the mother rat that was big as a pony and she snapped at him as he passed her Attack of Opportunity on Zarrick: 1d20 + 3 ⇒ (13) + 3 = 16 vs AC 13 bite damage: 1d6 + 3 ⇒ (3) + 3 = 6 and she opened up a huge gash in his ribs from teeth strong enough to bite through bone.
The Priest in training returned the favor by swinging his mace in a backhand blow that rocked the giant rat back on her rear legs. Zarricks Fort Save: 1d20 ⇒ 18 vs DC 14 No Filth Fever for you ;)
Grommund held off attacking waiting for the rat to advance and cursed as the overly zealous Alrick stepped up to block the rats advance, swinging his mace, missing the rat and slamming into the door jamb.
Ekan once more fired off a ray of pure icy white, missing everyone and catching the floor at Alricks feet.
Meepo put his bow away and reached out to grab Klor should the floor give way.
sorry Grommund, Alrick jumped forward, the rat couldnt advance
Guthash, the mother of all Sunless Citadel Rats then snapped at who to attack 1-Zarrick, 2-Alrick: 1d2 ⇒ 2
Alrick, whos macing slamming into the door jamb drew her attention bite: 1d20 + 3 ⇒ (15) + 3 = 18 vs AC 11 damage: 1d6 + 3 ⇒ (5) + 3 = 8 Her mouth latching onto his arm and going completely through sleeve and flesh all the way to the bone.. Blood streams down his arm and pools up on the floor causing him to go faint... Alrick is at 0 and staggered. No strenuous activity and only partial actions or he falls unconscious Fort Save: 1d20 + 2 ⇒ (17) + 2 = 19 vs Dc 14
lucky saves
Combat will go 1. Party. 2 Rats Party is up
AC: 15 Touch: 12 Flat-Footed: 13 HP: 19/13 FO +6, RE +5, WL +1 CMD: 15/19 vs Trip
Please look at the map carefully before combat begins and at the start of each round.

Tae |

Tae moves 5' and reaches out as she casts Cure LIght wounds and touches Alrick, who looks near to fainting.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Grommund Geargrip |

Opponent
You can't move through a square occupied by an opponent unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.
Thus Zarrick could not have done that.
Time to play up my 8 cha :P
Grommund's face goes red as first Zarrick then Alrick get themselves torn open by ignoring the plan. He shouts, "Stick to da plan ye greenhorn tenderfoot shiteferbrains, yer goin' te get yerselves killt!"
The rest of my turn depends on Alrick's action. If he stays put it will be quite different than if he steps back out. If Alrick steps back, Zarrick can try to bullrush her into a 4 way flank. Then all the melee people can attack with flanking.

DM Corvus |

Alrick screams as the rat's teeth dig into his arm, gasping and staggering away, he grips the arm, his mouth hanging open, his face white as a sheet.
With Tae's healing, relief washes over him, and he stumbles back away from the rat.
5' move back to his original, pre-attack square.
"Thank you, Tae," he manages, his face still ashen.

GMMichael |

Tae stepped up and Healed Alricks Damage.
Zarrick redoubles his efforts and slams his mace into the side of the large rats head, causing it to bounce off the tiled floor with a rather loud thud.
Grommund berates his comrades for taking risks and readies his weapon.
Alrick staggers back away from the creature.
Ekan pauses.
Mother Rat moves forward and Grommund launches a viscious attack
"Thas right mummy, come an get some!" Grommund grows at Guthash, raising his axe as the oversized rodent emerged, apparently moving away from Zarricks onslaught.
Readied attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (3) = 15---using your rolls from earier so they didnt go to waste.
Grommunds Axe found a home in Guthash's skull and sunk through bone and brain dropping her where she stood.
AC: 15 Touch: 12 Flat-Footed: 13 HP: Dead FO +6, RE +5, WL +1 CMD: 15/19 vs Trip
Combat is over
15% floor gives way beneath Klor: 1d100 ⇒ 32 Klor felt the floor shift beneath him more and glancing down saw one of the spikes working itself loose.

Tae |

"Do you think it's safe to search their lair? It doesn't look very solid"

Grommund Geargrip |

"You two goin' te be alright?" Grommund asks Zarrick and Alrick as he yanks his axe from the huge rodent's skull. "Sorry fer losin' me temper there lads. Just doon' want te see yeh hert. Tae, I think it's jus' the spiked traps what's unstable. Lets have a look."
Grommund makes his way into the former rat den, and begins a thorough search of their nest, vomiting in his mouth a few times from the stench of it.
Thanks for letting me use my previous rolls. I'll take 20 to search the nest for a 24.

GMMichael |

The party sets to sifting through the mass of bones, fur, decaying bodies, refuse. A dirty job that crowds into memories for a lifetime. The stench alone is enough to stay with you for days, let alone the sight of half chewed decaying animal corpses and kobold bodies. What is strange is the lack of Goblin bodies....
I assumed appraisal checks. I will do so with all mundane treasure, only requiring it for odd things.
Ten minutes pass a pile of coins, gems and Karakas' gear is the reward. Eying it you find 300 Silver, 68 Gold, 3 Gems: A Citrine of fine craftsmanship with 40 Gold, a rough chunk of Jasper worth 10 Gold, and a small chip of a diamond worth 30 Gold.. Karaks had on his person 5 Daggers, 1 is Cold Iron. Studded Leather Armor that has the broken condition (AC is 1 less until mended), A shortbow, a backpack that has a waterskin (Empty), 1 Days Trail Rations, A Bedroll, Flint and Steel, 3 Torches, Also he had a Quiver with 6 Arrows remaining, A Potion Bottle holding the same Creamy White Liquid that the ones you given by the MayorCure Light Wounds Potion, A Purse with 17 Gold, His personal Gold Signet Ring, given to him by Mayor Hucrele, engraved with his name within the band. Finally you find 1 Vial that has you puzzled It holds an almost silvery metallic oil that swirls with varying bands of silver/gray color as you eye it. Craft Alchemy Check DC 20 to Identify
Please divvy up the loot in the next few posts so we don't forget to later.

Tae |

craft alchemy: 1d20 + 7 ⇒ (8) + 7 = 15
Tae examines the potion and shakes her head, disconcerted. "I'm afraid I don't know what this might be... Perhaps when we return to town, we can find out."
just in case, as an alternative, she will try a detect magic/spellcraft combination on the potion
spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27

Ekan Waterfield |

Ekan casts detect magic on the items they find I wish I'd studied alchemy. spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
"Burn 'im so no more vermin eat his remains, and then take his ring back to town and those that cared about him."
"That maybe for the best," Ekan sighs sadly

Tae |

Tae, once the pyre is built, uses multiple spark spells to set it alight. She watches sadly as the pyre begins to burn steadily. Quietly, she whispers, "Rest in peace, hero."

GMMichael |

Meepo eyes the pile of gear the group has obtained and looks at the others and cautiously says All Meepo asks for is That Dagger of Iron and those arrows. Meepo has no right for anything else
so as I understand it- party wants/my suggestion
300 Silver (245)
85 Gold x
Citrine of fine craftsmanship with 40 Gold x
rough chunk of Jasper worth 10 Gold x
small chip of a diamond worth 30 Gold. X
Total GP Value- 195 (divided by 6= 32.5 gp value each)
Klor- Diamond Chip = 30GP, 2 GP, 5 SP
Tae- Citrine = 40GP (owes Alrick 7Gold 5 Silveronce sold or obtains dif treasure)
Ekan- Chunk of Jasper = 10GP, 22 Gold, 5 Silver
Zarrick- 32 Gold, 5 Silver
Grommund- 29 Gold, 35 Silver
Alrick- 250 Silver (owed 7 Gold and 5 Silver by Tae)
4 Daggers- 1 to Alrick, 3 to Grommund/That is fine
Cold Iron Dagger- Meepo/Just so hes rewarded in some fashion
Studded Leather Armor that has the broken condition (AC is 1 less until mended)- Leave behind/ Alrick so hes wearing some form of armor
A shortbow- leave beihnd/Alrick?
backpack- leave behind/Alrick?
waterskin (Empty)- leave behind/Alrick?
1 Days Trail Rations- leave behind/Alrick
A Bedroll- leave behind/Alrick
Flint and Steel- leave behind-Alrick
3 Torches-Leave Behind/Alrick
Potion of Cure Light Wounds- Grommund says disperse among party/Zarrick or Alrick (Tae, Klor, Grommund, Ekan each have one already and Alrick would be taking quite
Also he had a Quiver with 6 Arrows remaining- Meepo
His personal Gold Signet Ring- Return
1 Vial that has you puzzled It holds an almost silvery metallic oil that swirls with varying bands of silver/gray color as you eye it.-Klor?
The party begins to divvy up what they found. and create a funeral pyre.
I need at least 4 party members to confirm/adjust what dispersal of treasure before I advance. I would like to do so tonight after work

Tae |

treasure split as noted is fine with me... won't be able to check in again til late tonight tho

GMMichael |

ok I noted the treasure in the campaign notes. I aded potions/alchemcial items to the consumables. gave Grommund the spare ration found and have Grommund carrying Karakas' Signet Ring. I DID NOT note mundane items, so make sure you adjust your sheet accordingly.
The part quickly goes to work making a pyre out of the nest and setting it ablaze after a quick prayer. The smoke begins to fill the room, but finds an outlet in the small rat holes outside.
Once satisfied that Karakas will no longer be food for vermin, the party turns and heads out of the room with a dry fountain and staked open pit traps and back through the cloisters turned rat nests and to the door that Meepo indicated moved into the Goblin Territory.
The room beyond the door is just as Meepo said, desolate and empty. Its a lightless room, that becomes brightly lit from Zarrick's sunrod. Rat droppings, crackied flagstones, and nameless stains are all to be found in this room.
After moving to the next doorway, and cracking it open and Once More Meepo's scouting and mapping pays off for he is correct in his description.
The Hall beyond is littered with caltrops. Across the hall a door is shut. Meepo says he has not been beyond that point, since the Goblins moved in. He has indicated what the room shapes are, but does not what is where. He does know its guarded, and the Goblins have an alarm bell hooked up that they can ring should they hear noise in the hall.
Each square has Caltrops in it. Moving through the square without moving the Caltrops causes an melee touch Attack of +0 Footgear allows a +2 to AC bonus. If The attacks hits, 1 point of damage, and speed is reduced by 50% and Will Save DC 10 to resist making a noise. Removing Caltrops from a floor space requires a DC 12 Stealth Check to avoid making nose that can be heard and takes 10 rounds per 5' square. Each square provides 1 2lb bag of caltrops.

Tae |

Tae slips 7 gold out of her meager savings and hands them to Alrick. "I owe you 7 sp... I will pay you as soon as there is appropriate treasure to do so.. or when we get back to town."

Grommund Geargrip |

"Lemme clear the caltrops. Stand back quietly with yer bows and such at the ready."
I can take 10 on the stealth check and make it easily. So as long as no goblins come out here in the next eight minutes we should be fine.

Zarrick Deshain |

Just before the pyre is lit, Zarrick says a little prayer for the late karakas. Adventurers come and adventurers go, the story of their lives will forever be told. Serenrae, goddess of sun, redemption, honesty and healing. Please accept the soul of this brave man with open arms and May he rest for an eternity at your side. Amen. he kneels before the man and bows respectfully. Thank you Karakas for your sacrifice in trying to make a difference in a world full of evil and tyranny. May you forever rest in peace.

Grommund Geargrip |

Well I don't want to keep them all, but I have some in my kit already. I will add enough for two more 5' squares to my bag and just move the remaining caltrops out of the way. Any chance I could disable the bell thingy?
Disbale Device (if I can): 1d20 + 9 ⇒ (18) + 9 = 27
Stealth: 1d20 + 6 ⇒ (16) + 6 = 22

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Did anyone take it? (Karakas' old backpack). Can't really effectively move them out of the way. They are too big. Imagine each caltrop being a roughly fist sized jack. With enough in a 5 foot square that there is no place to step. That's a lot. Pushing the to the side, would limit you to a 5 foot path, single file in through the hall. If that's ok, Then lets move forward. The bell is on the inside, on a pull cord. If one of the Goblins reach it they will ring it and alert he whole Goblin Territory....well maybe not the whole thing, but at least 2-3 rooms away. ;)

Alrick the Lesser |

Alrick takes the coins from Tae graciously.
He remains silent, eyes on the ground as Karakas is given his funeral service by Zarick.
...Will this be my end, one day? Is this truly better an end than dying abed of old age? he thinks.
He glances at his new companions, then back to the pyre.
We still have a job to do...

Tae |

Can we just cut the pull cord on the bell so it can't be easily rung?