| GM Nightfeather |
Manzcar darts through the smoke and takes up position behind one of the towering, gurgling pipes. He lets fly with an arrow, and a goblin falls!
Remember that if you within or behind the smoke, the goblins have concealment from you just as you have from them, so there's a 20% miss chance at play–unless you're on the edge of the smoke, in it's first rank, peering out.
Okay, we need to hear from Alys, Jory, and Rutilus, right?
Rutilus Pont
|
Mumbling incomprehensibly bellow his breath about goblins, fires and whatnot, priest moves behind others trying to keep up and be of some help. He moves behind Travis and casts Lady's guiding hand on him.
Move to AF26
Casts Guidance on Travis
Jory Redcap
|
Jory advances (AD25) and holds an arrow ready to fire at the first target, no matter how difficult.
move=move to AD25, std=ready attack vs first target
| GM Nightfeather |
The goblin in the peculiar hat begins chanting a vicious stream of insults in the common tongue, moving into the darkness behind one of the pipes he does so.
This is the bardic performance satire. So long as the goblin is maintaining it, you all take -1 to attack and damage rolls, and to saves against fear and charm effects.
Perception roll: 1d20 - 1 ⇒ (7) - 1 = 6
The goblin by the bridge shifts his horsechopper to one hand, withdraws a flask from a pouch, and hurls it across the room at Khain, whom he dimly perceives through the smoke (Alys is hidden owing to stealth).
This attack is at -5 owing to distance and has a 20% miss chance owing to concealment from the smoke. The goblin is normally +4.
Ranged splash weapon attack: 1d20 - 1 ⇒ (14) - 1 = 13
Miss chance: 1d100 ⇒ 73
Wow, didn't expect that to hit, but it is vs. touch AC.
The flask explodes at Khain's feet and alchemical flames splashes onto his nearby companions!
damage: 1d6 ⇒ 6
Khain takes 6 points of fire damage; Jory, Alys, Travis, and Rutilus each take 1 point of fire damage. I've noted this on the map/spreadsheet. Khain is also ON FIRE (you know the drill about that by now, right? 1d6 points additional damage next round unless you take a full round action to put it out, which gets you a DC 15 Reflex save to extinguish the flames, +2 to that if you drop and roll on the ground.
The goblin bard has concealment and cover, and remember that you are all -1 to hit and to damage owing to his performance.
Ekkie puts her hands over her prominent ears and screams, "Shut up! Shut up! Shut up!"
All heroes may now act in any order.
Jory Redcap
|
Jory advances (AE22) bow ready to fire at the first target.
| GM Nightfeather |
The dwarf's arrow flies true, taking the goblin warrior in the throat and dropping it instantly!
Need to hear from Rutilus, Travis, Alys, and Manzcar. Remember the caltrops on the bridge and the rules for moving through them posted on the discussion thread. Roll attacks against yourselves and adjust speed as necessary if you cross the bridge.
Manzcar Alexander
|
going to try caltrop removal different scenarios your ruling
1. Manzcar drops the long bow and pulls his shield as he moves. once getting ti the caltrop Manzcar lowers the shield on the ground at an angle creating a make shift shovel and quickly moves across the bridge scooping up the caltroos and dumping them to the side.
if that is not acceptable
Manzcar drops the long bow and pulls his shield and moves over the caltrops trying not to step on them
reflex save to get through: 1d20 + 2 ⇒ (19) + 2 = 21
attack if fail reflex: 1d20 ⇒ 6
Either way I'm trying to get over the bridge
| GM Nightfeather |
Let's go with the rules as written for negotiating a caltrop strewn square. The flavor of it (scooping them aside with the shield) doesn't make a difference, the "attack" the caltrops make on you assumes (if they miss) that you got them all or (if they hit) that you missed one.
Remember that you can move through with no trouble if you move at half speed. If you want to move at half speed, adjust your position on them map. If you want to move through at full speed, each square containing caltrops gets to attack your AC less armor, shield, and deflection bonuses plus two because you're wearing shoes (presumably). So with your 14 Dex that's them attacking a 14 AC I believe.
So just choose one. Move slower and adjust your position on the map, or move full speed and roll the two attacks on yourself.
| Manzcar |
Position adjusted moved half speed.
| Manzcar |
it was 5, 5, 10, 10, 5, 5 double move. regular to and after caltrops. starting AD 24
Rutilus Pont
|
Similar to before, priest continues to spread guidance in the name of his goddess. This time, he focuses on the halfling right next to him, before charging off to help Jory.
Casts Guidance on Alys
Move to AE23
Alys Rampston
|
Thanks Rutilus, lets hope your deity is good Alys whispers to the cleric
Then he tenses his muscles and starts running in straight line. The halfling gets out of the smoke at full speed.
Get out of the way!!
He shouts as he sprints, he looks almost comical with his short legs moving so fast thowards the edge. And when he reaches it, he jumps with a loud HYEAAAGH!!!
Acrobatics: 1d20 + 9 ⇒ (5) + 9 = 14
Reflex just in case I fail 1d20 + 6 ⇒ (3) + 6 = 9
| GM Nightfeather |
| GM Nightfeather |
The goblin continues magically cursing and mocking the heroes, but apparently decides that discretion is the better part of valor, withdrawing up the hallway and risking a strike from Alys.
Free action: continue bardic performance.
Full round action: Withdraw. The goblin angles up to AD15 and leaves it without drawing an AoO from Alys per the rules, but continues on towards the hall and draws the attack from the halfling when it leaves AE15.
Alys's AoO with short sword: 1d20 + 2 ⇒ (20) + 2 = 22
Critical threat!
Confirm Alys's crit: 1d20 + 2 ⇒ (3) + 2 = 5
The crit does not confirm, but here's the damage.
damage from AoO: 1d4 ⇒ 2
The goblin winces in pain, but hurries on up the corridor, disappearing into the darkness beyond even the reach of Jory's eyes.
Okay, y'all can all go now. Keep light sources in mind if you decide to pursue the goblin bard. There's the lit crossbow bolt laying on the floor at AI16 and a sunrod laying on the floor back at AE29. That sunrod was activated by Travis, I believe, and I don't remember who's carrying the original one. Rutilus?
Travis Garess
|
1d20 + 0 ⇒ (8) + 0 = 8
1d20 + 0 ⇒ (7) + 0 = 7 vs AC 13 (10 +2 shoes +1 dex)
Travis will move through the caltrops cursing slightly.
Travis Garess
|
Whoops, indeed. In that case, I'll keep it, but add:
"Khain, if you're still alive, could you pick up my sunrod?
And Rutilus, how well is your arm? Maybe you could throw yours to Manzcar? I have this gut feeling we should try to get this one as fast as possible."
Is the little guy still ranting while running? If so, could we get an idea if it's straight ahead, or around a corner (through echoes)?
If necessary: Perception: 1d20 + 0 ⇒ (16) + 0 = 16
| GM Nightfeather |
Alys listens to the retreating goblin's curses punctuated by fast moving footsteps. It's clear from the way the sound diminishes that the creature rounded a corner somewhere up in the darkness.
Rutilus, Manzcar, Khain, and Jory may still act. Depending on their actions, we may drop out of rounds and go to narration.
| GM Nightfeather |
Travis Garess
|
"All right, this worked well. Let's regroup; like Manzcar said.
I'll go with crossbow, Jory and Manzcar with their bows.
Khain, can you light up my bow again? We'll repeat this trick.
"
Can I put a sunrod behind my belt? Or does it have to be "carried"?
Travis Garess
|
Travis will stick the sunrod through his belt, and wait for Khain to cast light upon the bolt.
He will then wait for everybody to regroup, prepare etc.
"Manzcar and Jory, you up front. Shoot if it moves.
Me and the little one second line. As soon as we need it, i'll fire the light forward and we can all engage. What say you?"
Aye when ready to proceed! :)
| GM Nightfeather |
When the heroes gather at the entrance to the north-leading passage, their sunrods reveal that the corridor extends about forty feet before turning east. The sounds of the retreating goblin bard have diminished to nothing, and only the sound of the filthy water flowing through the channel behind you and through the huge pipes breaks the silence of the underground.
Travis Garess
|
"Rutulis, I've seen you use that wand, and it's movements look familiar. Would you, and Jory, mind allowing me to test this? Couldn't hurt to have a back-up who knows how to use it? "
Healing wand: 1d8 + 1 ⇒ (4) + 1 = 5 for Khain's HP.
Travis Garess
|
Thanks, and okay!
I assume it's Alys and Jory first rank, Manzcar and Travis second rank, and Khain and Rutilus third rank.
LINK TO MAP
=> I added my use on the spreadsheet. If Rutilus can add his later on, should be perfect! :)
| GM Nightfeather |
I made one slight adjustment to the marching order since you were rounding a corner so that Jory wouldn't be behind Alys.
As your light spills down the hallway, the sounds of howling echo through the corridors and two vicious looking, monstrous dogs, one smaller than the other, come bounding around an upcoming corner.
Hearing the baying, Ekkie shouts, "Goblin goggies! Don't hurt them! Don't hurt them!"
Initiative rolls!
Dogs: 1d20 + 4 ⇒ (17) + 4 = 21
Rutilus: 1d20 + 1 ⇒ (1) + 1 = 2
Alys: 1d20 + 3 ⇒ (1) + 3 = 4
Travis: 1d20 + 1 ⇒ (18) + 1 = 19
Manzcar: 1d20 + 2 ⇒ (15) + 2 = 17
Khain: 1d20 + 2 ⇒ (4) + 2 = 6
Jory: 1d20 + 1 ⇒ (12) + 1 = 13
Okay, dogs go first, post upcoming.
| GM Nightfeather |
These mangy canines' faces have the same flat noses, beady eyes, and
protruding teeth as rats grown grotesquely large.
They advance down the hallway at terrifying speed, howling and slavering, crossing paths back and forth as they run.
The smaller one tears into Alys!
bite attack: 1d20 + 1 ⇒ (1) + 1 = 2
...but the nimble halfling steps deftly away!
Meanwhile, the larger threatens Jory with its snapping teeth!
bite attack: 1d20 + 4 ⇒ (19) + 4 = 23
The bite is vicious, opening a terrible wound along Jory's left forearm!
damage: 1d6 + 6 ⇒ (3) + 6 = 9
The dander rising off the creature is fetid and choking, and Jory feels an allergic reaction coming on!
Fortitude save: 1d20 + 4 ⇒ (20) + 4 = 24
But the stout dwarf manages to shake off any such effect!
Ekkie continues wailing, moved to tears. "Don't hurt them! Don't hurt the goggies!"
All heroes may go, in any order.
Travis Garess
|
Travis will allow Jory to step back, and fill his place when this happens.
"Jory, step back, I'll cover you!
Ekkie, if you want the goggies to live, you have about 4 counts to make 'em stop attacking us,or they will die.
The rest of you: FIRE AT WILL!!"
He attacks the bigges goggie of them both, but his newly-drawn weapon is not yet firmly enough in his hand.
I'll wait for Jory to 5FS back, and then i'll do my turn.
Free action: Drop crossbow
Move action: draw shield
No action: 5 foot step.
Standard action: attack (free weapon draw because of BAB +1?)
1d20 + 4 ⇒ (8) + 4 = 12
Manzcar Alexander
|
Seeing the close combat and knowing that he doesn’t have the skill to fire into it, Manzcar drops the longbow jumping past the dogs and pulling his shield and longsword as he does.
AC 20 with shield if you rule I can’t pull both shield and longsword it is 18
acrobatics move through hostile square: 1d20 ⇒ 15
aoo: 1d20 + 1 ⇒ (12) + 1 = 13
damage: 1d6 + 6 ⇒ (5) + 6 = 11
aoo: 1d20 + 1 ⇒ (1) + 1 = 2
damage: 1d6 + 6 ⇒ (1) + 6 = 7
using damage possible same not sure if it is just saw the one damage
attack: 1d20 + 5 ⇒ (16) + 5 = 21
possible damage: 1d8 + 4 ⇒ (3) + 4 = 7
if you rule I can’t pull my shield add 2 to damage using with two hands
Eekie we just need to get the goggies to go to sleep than we can tie them up and you can take them with you. How does that sound?
| Christopher Rowe Contributor |
Hold up a sec. What kind of armor is Manzcar wearing? Remember that "you cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor." (And no, you can't equip your shield and draw a weapon both.)
Edit to add: I don't think you made the check anyway. Going through an enemy occupied square, the DC is the enemy's CMD + 5, so 18 for the Goblin Dog.