Menarul |
Menarul moves closer to the rest of the group. He loved it when things worked out correctly... That is until he saw the coffee-loving gnome bleeding out on the floor. In a moment he was trying to staunch the bleeding.
On a phone, so I can't move but I think I have enough movement ro end up next to the Tusk and diagonal from Twitnit and hallelujah heal can be made untrained. Sadly of the group Valik has the best modifier, of people not in combat Moadis does fairly well, of people not in combat and fleeing for their lives the best option would be Tusk or Menarul.
Heal, first aid DC 15: 1d20 + 2 ⇒ (9) + 2 = 11
GM Harker |
Menarul, it looks like you're just 5' short of being adjacent to Twitnit with one move action. Assuming you would just double move instead, I put you adjacent to him.
Menarul moves north to rejoin the rest of group, only to find Twitnit unconscious on the floor and bleeding out.
The remaining hobgoblin tries to cast another spell defensively, but this time cannot maintain her concentration and loses the spell. She croaks something to the skeleton and it directs it's claws against Smarmy! Luckily, the dwarf rogue easily avoids the monster's clumsy attacks. Afterwards, the skeleton pops out of existence!
Coming out of his magic induced fear, Moadis sees the wounded Twitnit on the ground and touches his shoulder, granting enough of Shelyn's healing power to stabilize him. Twitnit receives 1 HP in healing.
Moadis' LoH: 1d6 ⇒ 1
Concentration: 1d20 + 7 ⇒ (2) + 7 = 9
Claw 1: 1d20 + 3 ⇒ (6) + 3 = 9
Claw 2: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative (Round 6-7)
Tusk <= Up
Female Hobgoblin
Twitnit [Stabilized] <= Up if he's healed enough to act
Valik <= Up
Moadis
Smarmy <= Up
Menarul <= Up
Everyone is up. Since Moadis hasn't been active for quite some time, I went ahead and botted him already.
Smarmy |
ok then, lets try this again!
Hmm... if I'm in concealment can I attempt to hide every round?
Smarmy brings his axe around and pretends to swing for the hobgoblin's head, but at the last minute changes the weapons direction to aim for her torso.
Attempt to move action feint, then axe to the kidneys!
Feint: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Melee Attack vs possibly denied dexterity: 1d20 + 3 ⇒ (19) + 3 = 22, for 1d8 + 3 ⇒ (5) + 3 = 8 damage. (miss chance 1d100 ⇒ 49)
Valik Frost |
Valik tries again to hit the pesky hobgoblin, he is frustrated to say the least.
AC 23, miss low: 1d20 + 3 ⇒ (16) + 3 = 191d10 + 1 ⇒ (6) + 1 = 71d100 ⇒ 2
Tusk Aran |
tusk knows it will be useless to try to beat the goblin as he would rather wait until the smoke clears out, where there is no miss chance, so he double moves and opens the door in front him, axe ready.
GM Harker |
Yes, you can make a Stealth action to hide in the magical fog, contested by Perception, of course.
The remaining hobgoblin falls for Smarmy's clever feint, leaving herself easily open to a sneak attack to her torso.
Smarmy Sneak Attack Damage: 1d6 ⇒ 2
Valik comes extremely close to hitting her as well, but loses sight of her just as his weapon was about to strike.
Tusk opens an unexplored door, discovering four bunks and two chests, one of them locked. I'll go into more detail on the feasting hall and bunk room when combat is over and they can be explored in greater detail than 6 second increments.
Menarul is up, Twitnit is unconscious.
Menarul |
Menarul, undecided on what to do, delays.
Menarul tried to help but didn't make the DC or movement either. Moadis did his best though.
GM Harker |
Although it appears that the remaining hobgoblin is not long for this world, she still proves herself a potentially lethal threat as she manages to cast a spell defensively and touches Smarmy. As her fingertips make contact, a destructive wave of negative energy courses through his body and threatens to tear him apart. 27 damage to Smarmy unless he makes a DC 16 Will save and only takes 13 damage. I apologize for confirming yet another crit against a PC.
Concentration: 1d20 + 7 ⇒ (13) + 7 = 20
Touch: 1d20 + 5 ⇒ (20) + 5 = 25
Conceal miss chance (1-20 misses): 1d100 ⇒ 94
Confirmation: 1d20 + 5 ⇒ (11) + 5 = 16
Crit Damage: 4d8 + 8 ⇒ (2, 5, 5, 7) + 8 = 27
Initiative (Round 7-8)
Tusk <= Up
Female Hobgoblin
Twitnit [Stabilized]
Valik <= Up
Moadis <= Up
Smarmy <= [Up or Dying depending on Will Save]
Menarul <= Up
The PC's are up.
Valik Frost |
Vail can only watch as Smarmy falls at his feet. His eye go from shock to anger in a matter of moments. He looks at the enemy, daggers piercing her.
You...YOU!! You will pay for that!!!
AC 23, low miss: 1d20 + 3 ⇒ (15) + 3 = 181d10 + 1 ⇒ (7) + 1 = 81d100 ⇒ 20
Tusk Aran |
put away axe as move action, withdraw gun and move. end of turn. trying to get closer to the fight.
GM Harker |
I failed to take into account Moadis' LoH does 2 extra points of healing, so Twitnit you're awake, but sitting at 0 hp.
Valik's attack misses once more thanks to the obscuring mists.
Moadis moves back into the room and concentrates for the briefest of moments to ask Shelyn for the power to smite evil. He then wields that divine vigor against the hobgoblin, slicing through her bone armor and finally dropping the spellcaster.
Moadis Longsword: 1d20 + 5 + 3 ⇒ (11) + 5 + 3 = 19
Conceal miss: 1d100 ⇒ 38
Smite Damage: 1d8 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Combat Over
Moadis will use LoH on Smarmy next round if no one else heals him before.
Tusk Aran |
search all 3 beds for treasure perception: 6 + 1d20 ⇒ 6 + (1) = 7
search the chests for traps perception: 6 + 1d20 ⇒ 6 + (16) = 22 and open them if I spot not traps.
search all 3 tables for treasure perception: 6 + 1d20 ⇒ 6 + (7) = 13
search the computer or whatever that is for treasure perception: 6 + 1d20 ⇒ 6 + (4) = 10
hey, if there is anything there, that will be more buyable items to add to the list.
GM Harker |
After dispatching the spellcasting hobgoblin, Moadis touches Smarmy's shoulder for a few moments and the dwarf rogue awakens, healed from the most life-threatening of his wounds. 14 healing to Smarmy.
Moadis LoH: 1d6 + 2 ⇒ (5) + 2 = 7
Moadis LoH: 1d6 + 2 ⇒ (5) + 2 = 7
A search of the male hobgoblins only reveals mundane equipment: 3 suits of studded leather armor, 2 longswords, 2 light steel shields, 3 longbows with 60 arrows, and a scythe.
Looking over the personal belongings of the female hobgoblin reveals the following: a scroll of Bane, a scroll of Lesser Restoration, 2 scrolls of Cure Moderate Wounds, 1 wand, a masterwork light wooden shield, a masterwork morningstar, 8 onyx gems (each worth 25 gp), a silver unholy symbol of a fly with a death head on its abdomen (DC 10 Knowledge (religion) to identify), a spell component pouch, 99 gp.
Wand of Inflict Light Wounds (19 charges left)
GM Harker |
I placed letters in each of the three rooms to make it clear which one I'm talking about as the group explores each.
The Shrine (Room A)
The magical fog lifts after about three minutes, revealing an orderly workspace standing directly opposite this chamber’s only door. Neatly arranged books and tools seem to have their own specific places on the workbench and along the shelves. A collection of bones lies atop the workbench, arrayed like an incomplete children’s puzzle. A stone altar stands along the eastern wall. Luxurious fabrics adorn the altar and the area around it, while several dark candles and incense burners glow gently, suffusing the air with a sickly sweet odor.
At the base of the altar, you find several pounds of rare herbs and incense worth approximately 300gp.
The Feasting Hall (Room B)
The southern half of this room appears to be furnished as a dining area, complete with a long wooden table, several chairs, and shelves sporting a collection of crude pieces of crockery. A large altar of stone dominates the northern half of the room. Rusty chains set along the northern wall and the dried bloodstains covering the stone altar hint at this room’s function.
Several incomplete skeletons lay across the table.
The Sleeping Quarters (Room C)
Four rudimentary bunks and two wooden chests take up most of the space in this cramped area. Despite the lack of room, the area has been kept neat and relatively clean.
One chest is locked, and that impediment will have to be removed to see its contents. The second chest is not locked and you discover the following inside: A potion of Cure Light Wounds, 100 feet of silk rope, and jewels and loose coins of various denominations totaling to 83 gp.
Smarmy |
one round from death! Dwarf lives!
Knowledge (religion): 1d20 + 2 ⇒ (2) + 2 = 4
Bah! Was common knowledge DC 10 too.
edit: hmm.. I suppose I coulda just taken a 10... oops. Smarmy's distracted by his near death experience!
Smarmy drags himself to a corner, and sits there, quietly for a minute, seemingly not quite up to continuing just yet. He tries to force a pleasant smile on his face, but keeps failing.
After a while, when mention of the locked chest in the other room is raised, He slowly and a bit unsteadily gets to his feet and wanders over to the other room, pulling out his tools as he goes.
Not trusting Tusk, he gives it a 2nd once over to make sure its safe to open (Perception: 1d20 + 5 ⇒ (19) + 5 = 24) then, assuming it is, gets to work with his tools.
Disable Device: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
GM Harker |
Smarmy discovers no traps on the chest and manages to unlock it quickly. Inside he finds three masterwork daggers, each held within a dark leather scabbard worth 10 gp each. There is also another silver unholy symbol of the same type that was on the spellcaster, a set of masterwork manacles, and a coin pouch containing 240 gp.
Is there anything else the group wants to do in the caverns before departing?
Valik Frost |
Valik, breathes a sigh of relief as Smarmy takes a deep breath.
You had me worried, I was afraid..., as he lets his voice trail off. He was never one for words of encouragement.
Valik, will regroup with the others and make a systematic search of the remaining rooms, taking what is valuable or may help them in their current endeavors. He leaves the hobgoblin to her own devices, killing is something he isn't comfortable with...even if she had caused them much grief.
Shall we get going...this place reeks of unsettling events
GM Harker |
There is a potion of cure light wounds available, I suggest that Twitnit just use that.
Once all the useful items are collected, Smarmy makes sure the spellcaster is dead, and Twitnit downs a healing potion, the group finds it's way back to the caravan without running into any talking wolves. Thanks to the traps set up around the area, the caravan members are safe and sound, but very happy to have you back.
The rest of the journey proceeds smoothly, and the caravan safely arrives at its destination of Druma.
Evidently, those undead loving hobgoblins were the source of the attacks as a few weeks later the route is deemed safe once again, and the Sczarni begin to move goods, people, and secrets through the Chitterwood with renewed fervor.
The End