
GM Derek |

Assuming you'll go for anybody still awake first? Coup de grace if nobody's awake?

GM Derek |

The Lab - ROUND ONE ***INTENTIONS! (4/5)***
State your actions now!
(listed in order of eventual action)
- Joadric - delay until sleep spell, then rush in to attack Atk: 1d20 + 8 ⇒ (7) + 8 = 15 Dmg: 1d6 + 3 ⇒ (5) + 3 = 8
- Peppin - delay until sleep spell. Dagger strike 1d20 + 10 ⇒ (10) + 10 = 20 to hit, for 1d3 + 3 ⇒ (3) + 3 = 6 damage.
- Goblins - unknown
- Dr. Remulac - ?
- Horlith - cast sleep

GM Derek |

The Lab - ROUND ONE *** INTENTIONS! FINAL ***
(listed in order of eventual action)
- Joadric - delay until sleep spell, then rush in to attack [dice=Atk]1d20+8 [dice=Dmg]1d6+3
- Peppin - delay until sleep spell. Dagger strike 1d20 + 10 ⇒ (10) + 10 = 20 to hit, for 1d3 + 3 ⇒ (3) + 3 = 6 damage.
- Goblins - unknown
- Dr. Remulac - DELAY
- Horlith - cast sleep

GM Derek |

The Lab - ROUND ONE
Peppin and Joadric hold still, knowing that Horlith plans to cast his sorcery into the room.
Both goblins, being stupid, jump up from cover and run out in front of Peppin, throwing flasks of alchemist's fire as they do so.
Ranged Touch1: 1d20 + 6 ⇒ (7) + 6 = 13 Dmg: 1d6 + 1d4 ⇒ (6) + (1) = 7
miss/splash: 1d8 ⇒ 2
Ranged Touch1: 1d20 + 6 ⇒ (19) + 6 = 25 Dmg: 1d6 + 1d4 ⇒ (2) + (4) = 6
Peppin takes 1pt of splash/fire dmg due to the first miss and 6pts of fire damage from the second direct hit.
Horlith takes 1pt of splash/fire dmg.
Horlith summons his sorcerous power and casts a sleep spell into the room, catching both goblins in its effect.
Goblin (hooded) Will vs DC17: 1d20 + 2 ⇒ (18) + 2 = 20 SUCCEED
Goblin (earring) Will vs DC17: 1d20 + 2 ⇒ (8) + 2 = 10 FAIL
One of the goblins (wearing an earring) succumbs immediately, collapsing in place (L32. Joadric and Peppin both rush in to attack the still standing goblin. Joadric's rapier goes wide, as the goblin dodges straight into Peppin's dagger!
6pts of dmg to Goblin (hooded)
NOTE: rubble workbenches provide cover for Small creatures and partial cover for Medium creatures.
END OF ROUND STATUS
- Goblin (earring) – asleep
- Goblin (hood) – down 6pts. In K32
- Remulac – not sure
- Horlith – took 1pt splash fire dmg
- Joadric – L33
- Peppin – took 7pts total damage. Ends in M32.

GM Derek |

The Lab - ROUND TWO (The Goblin Ambush is Sprung!)
Because the goblins are all bunched up at the beginning of the round, I’m going to start segmenting posts into THEM and YOU.
Two goblins on the upper level stand up from behind a workbench where they lay concealed. One, clearly an assistant of some sort, dressed in a burnt apron and holding bottle of alchemist’s fire, steps forward and begins throwing them down upon Joadric!
Ranged Touch Atk: 1d20 + 6 ⇒ (17) + 6 = 23 Dmg to Joadric: 1d6 + 1d4 ⇒ (1) + (3) = 4
Peppin takes 1pt of splash/fire dmg.
The second goblin remains behind the workbench. He seems to be ill and gagging horribly. With a gigantic vomitous sound, he belches forth an unending swarm of creeping spiders. Spiders upon spiders upon spiders crawl from his open mouth until they sweep over Peppin and Joadric! The spiders crawl into Peppin’s armor and underneath Joadric’s shirt and armor, inside his mouth and ears. They creep into Peppin’s dagger sheaths and even into his breeches.
Swarm Dmg: 1d6 ⇒ 1 Both Joadric and Peppin
Peppin Fort vs poison DC11: 1d20 + 11 ⇒ (19) + 11 = 30 SUCCESS, of course!
Joadric Fort vs poison DC11: 1d20 + 4 ⇒ (2) + 4 = 6 FAIL Str dmg: 1d2 ⇒ 2
Joadric Fort vs. Distraction DC11: 1d20 + 4 ⇒ (3) + 4 = 7 NAUSEATED!
The surviving goblin, staggering from Peppin’s dagger thrust, steps back and readies his alchemist's fire...
NOTE: the two new goblins who had been hiding in ambush are on the higher floor, out of melee range.
STATUS
- Dr. Remulac - no change
- Horlith - no change
- Joadric - 5pts of dmg, Poisoned, Nauseated
- Peppin - 2pts of dmg

GM Derek |

The Lab - ROUND TWO (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - ?
- Horlith - ?
- Joadric - MOVE!
- Peppin - ?

GM Derek |

Check the map to better understand your situation re: the goblin ambush and swarm location.

GM Derek |

The Lab - ROUND TWO (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - ?
- Horlith - ?
- Joadric - MOVE!
- Peppin -Move straight ahead. Lay on hands 13pts, then attack for 4pts dmg

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Horlith makes a 5' step toward the top of the map to gain some cover (O31) and casts sleep again, targeting the goblins on the upper level. If I am misunderstanding the map and a 5' step to 033 would be better for targeting, Horlith moves there instead.

GM Derek |

Horlith makes a 5' step toward the top of the map to gain some cover (O31) and casts sleep again, targeting the goblins on the upper level. If I am misunderstanding the map and a 5' step to 033 would be better for targeting, Horlith moves there instead.
O31 it is!

GM Derek |

Oh, Horlith: please state the intersection at which you wish the sleep to be centered. Naturally, you must have unbroken line of effect from one of your square's corners to the intersection. If you'd like, please place a small red dot at that location on the map, so we're clear.

GM Derek |

Swarm repositioned as a 10x10 block, per rules. (Thanks, Art!)

GM Derek |

The Lab - ROUND TWO (The Heroes' Turn)
Horlith fires off his sleep spell up into the reaches of the goblin lab. Without a sound, the magic pulses outward...
Goblin (greeneyes) Will vs DC17: 1d20 + 3 ⇒ (7) + 3 = 10
Goblin (redeyes) Will vs DC17: 1d20 + 2 ⇒ (16) + 2 = 18
... to no discernible effect.
The surviving goblin, staggered from Peppin’s earlier dagger thrust, steps back and readies his alchemist's fire. Peppin, disregarding the danger, charges ahead. The very moment Peppin moves forward out of the swarm, the goblin throws his fire!
Ranged Touch Atk: 1d20 + 6 ⇒ (10) + 6 = 16 Dmg to Peppin: 1d6 + 1d4 ⇒ (5) + (3) = 8
Splash damage to Joadric: 1pt
Splash damage to Swarm: 1pt
Peppin shrugs off the fire, calling upon his powers of healing to cure himself of most of the damage. (13pts lay on hands)
He stabs his dagger straight into the goblin before it can dodge. A look of greenskin surprise crosses its face and it grunts as the dagger goes in <urk>. 4pts dmg
Joadric, for his part, immediately rushes from the swarm area, seeking a clear area in which to extinguish the flames and vomit his lunch upon the sewer room floor. <BLUUURGH> His nausea slowly begins to pass.
Chris: what is Dr. Remulac doing?
STATUS
- Horlith - still outside room, in O31.
- Dr. Remulac - dreaming of pesh
- Joadric - hurting. Will continue to burn next round due to alchemical fire hit in Round Two. HP 26/36 But has set Peppin up for the flank attack next round. (check map)
- Peppin - currently at HP 34/39. Will continue to burn next round due to alchemical fire hit in Round Two.

GM Derek |

The Lab - ROUND THREE (The Goblins' Turn)
The greeneyed leader goblin moves closer to the edge of the upper floor of the lab and heaves a bomb down upon Peppin!
Range Touch: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 Explosive dmg to Peppin: 3d6 + 3 ⇒ (6, 5, 4) + 3 = 18 fire dmg: 1d6 ⇒ 5
Splash dmg to goblin (hooded) 3pts
Splash dmg to goblin (redeyes) 3pts
The bomb explodes with massive concussive force! Peppin is rocked backwards and immediately ignites in flames!
The nearby hooded goblin, standing before Peppin, is staggered and reels from the explosion.
The redeyed goblin near his mixmaster is shaken by the explosion, himself caught in the explosive blast. He glances at the greeneyed goblin with wonder and glee. THIS is why he decided to apprentice himself to Master BoomFire Yarak in the first place! HUHHUH FIRE FIRE HUH HUH.
He does notice, however, how hurt his fellow (hooded) lab assistant is and heaves his own alchemical fire over his compatriot's head at the currently vomiting Joadric.
Ranged Touch: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11 MISS
The hooded goblin retreats, barely able to stand (i.e. Staggered 0HP). He moves away from Peppin, oblivious to the danger.
- Peppin - you took a total of 23pts this round. You were down 5 from last round. You are now at 11/39HP
- Peppin - he's moving out of a threatened square. Roll me an Attack Of Opportunity, plus dmg, please.
- Peppin - recall that you and Joadric will burn again 1d6 this round, due to last rounds alchemical fire hits.
- Peppin - You will burn a second 1d6 from the explosive bomb, unless you Full Action Reflex Save and roll on the ground. Reflex DC15

Dr. Remulac |

The Doctor double moves to get within 30' of Joadric and Peppin. Once he does, he will do a ranged CLW on whoever is hurt worse...Joadric? When he has an extra move action, he will send his attack dog into the fray with the goblin, tapping the handle animal check.
CLW: 1d8 + 3 ⇒ (2) + 3 = 5

GM Derek |

The Lab - ROUND THREE(The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - moves up to within 30' of Joadric and Peppin, intending on a ranged CLW next round for 5pts.
- Horlith - ?
- Joadric - up the stairs and kill those goblins!
- Peppin - ?

GM Derek |

- Peppin - he's moving out of a threatened square. Roll me an Attack Of Opportunity, plus dmg, please.
He's AC 16. If you hit, assume he's down and proceed with turn on that basis.

GM Derek |

The Lab - ROUND THREE (The Heroes' Turn!) *** INTENTIONS, PLEASE!*** (3/4)
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - moves up to within 30' of Joadric and Peppin, intending on a ranged CLW next round for 5pts.
- Horlith - pulls out a vial of vermin repellent, takes a 5' step to stand squarely before the door of the room, and casts Daze on greeneyes.
- Joadric - up the stairs and kill those goblins!
- Peppin - ?

GM Derek |

Horlith: your vial of vermin repellent will be efficacious in preventing the swarm from entering your square (unless it succeeds at a Fort save), but it won't repel the swarm if YOU proactively enter its square. That's the 4th level spell, Repel Vermin. Not the 5gp vial of bug spray. ;-) Anyway, that's my reading. If you've got another data source, hit me, OK?
EDIT: yes, I realize you haven't applied the repellent, yet.

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Swift action lay-on-hands for 3d6 + 8 ⇒ (6, 6, 1) + 8 = 21 and attack for 1d20 + 10 ⇒ (13) + 10 = 23 for 1d3 + 3 ⇒ (1) + 3 = 4
Oops . . . just read attack of opportunity, which I assume will be the first (above) roll. If I can get to him I will move and smite the leader 1d20 + 15 ⇒ (13) + 15 = 28 for 1d3 + 8 ⇒ (2) + 8 = 10 and my AC against him . . . even touch . . . rises by 4!
"At last you are mine, foul coward! Receive the judgment of the heavens!"

GM Derek |

Gimme a DC 20 climb check to ascend the slab with the burning goblin on it. 10ft high. 1/4 movement, so you need to double move. Or DC25 for 1/2 movement and get there in time to smite/attack. And you need both hands to climb.
Alternate is up stairs with a AcrbaticsDC12 followed by a ClimbDC15. Acrobatics DC32 (!) skips the need for the Climb, since you jump all the way from bottom of broken stairs to top.
As I write this, I realize how hard this is to close with the green eyed goblin. Whew!

GM Derek |

BTW- on the climb check on the slab, please state which DC you're going for: 1/4 move DC20 or the 1/2 move DC25.

GM Derek |

The Lab - ROUND THREE (The Heroes' Turn!)
Hearing the noise of battle and the explosion, Dr. Remulac rushes forward through the darkness until he sees the room's entrance. What he sees is a vision of the Nine Hells: burning flesh, hair, and debris cascade through the air, floating to the ground in the aftermath of the terrific explosion. Burning, demonic-looking spiders crawl everywhere in front of the door. A short distance away he sees the short figure of Sir Peppin Squek on fire, the hissing green-blue flames of some alchemical substance wisping all about his armor and blades. A creepy cackling can be heard throughout the room, like some evil other planar thing taking utter delight in the holocaust.
Remulac slips in, nevertheless, rushing through the swarm of burning spiders until he stands in the clear and watches Peppin slip a burning dagger into a retreating goblin. The goblin, also aflame, slips the ground with a barely heard groan. Its corpse continues to flicker flames which illuminate Sir Peppin's face as if in some sickly nightmare.
Horlith follows, standing in the doorway to the hellish vista and calls forth his sorcery to daze the greeneyed alchemist.
Will DC16: 1d20 + 3 ⇒ (12) + 3 = 15
The green monster continues his horrific cackling and readies another bomb.
Joadric, too, continues to burn from the green-blue alchemical fire.
burn: 1d6 ⇒ 5
"AHHHH! Damn your green eyes, goblin!" he shouts, rushing up the stairs and leaping across the broken section, reaching for the crumbling stair edge.
Acrobatics DC12: 1d20 + 11 ⇒ (16) + 11 = 27
Climb DC15: 1d20 + 9 ⇒ (7) + 9 = 16
He makes it, scrambling up onto the broken stairs.
Peppin races to follow the nimble Kellid. He sprints up the stairs, leaps and, flying through the air, grasps the stair edge with his outstretched fingers. But his grip is precarious, his finger tips barely gripping the stone. Pieces of it crumble beneath his grasping fingers as he struggles, unsuccessfully, to climb the final bit. His feet dangle and his gear rattles as he sways back and forth, hanging dangerously from the broken staircase.
"HANG ON, PEPPIN!" cries Joadric.
Joadric looks down and sees the burning, sizzling green-blue flames coursing back and forth across the halfling warrior dangling from the staircase. But Joadric reaches for Peppin anyway, putting his hands into the terrible fire, gripping the shoulder pauldrons of the halfling's armor and PUUUUULLLLLLS!
Str check DC15: 1d20 + 2 ⇒ (18) + 2 = 20
Both Joadric and Peppin land in a heap, safe, on the upper floor of the lab.
STATUS END OF ROUND
- Dr. Remulac - I moved you into the room. Assumed you wouldn't want to block Horlith.
- Horlith - Daze didn't work.
- Joadric - 21/33hp, PRONE
- Peppin - Alchemical Fire Burn: 1d6 ⇒ 1 and Bomb Burn: 1d6 ⇒ 6 The bomb burn will continue each round until you extinguish it. 21/33hp. PRONE.

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Horlith applies the verminbane and then drops the bottle as a free action. He then pops the wand of magic missiles 3 into his hand as a swift action. If applying the verminbane was a move action, he uses his standard action to shoot 2 missiles at greeneyes. If he has only a move action left, he moves to Square L31 to interpose himself between the swarm and Dr. Remulac in the hopes of discouraging the swarm from going for him.

GM Derek |

Horlith applies the verminbane and then drops the bottle as a free action. He then pops the wand of magic missiles 3 into his hand as a swift action. If applying the verminbane was a move action, he uses his standard action to shoot 2 missiles at greeneyes. If he has only a move action left, he moves to Square L31 to interpose himself between the swarm and Dr. Remulac in the hopes of discouraging the swarm from going for him.
OK, keep in mind, the goblins go next, so... your action might need changing.

GM Derek |

The Lab - ROUND FOUR (The Goblins' Turn!)
The goblin assistant turns its beady eyes turns Horlith as it hears him chanting some sort of Infernal incantation. He moves closer to the Qlippoth-spawn and quickly throws a bottle of alchemist's fire at the sorcerer!
Ranged Touch AC13: 1d20 + 6 ⇒ (8) + 6 = 14 HIT! Fire Dmg: 1d6 + 1d4 ⇒ (2) + (1) = 3
Splash damage to Swarm 1pt
The goblin jumps up and down in glee, watching Horlith catch fire.
The apprentice's master yells at him, "Grunk ja lopith!"
The greeneyed master alchemist throws his bomb directly at the prone duo of Peppin and Joadric.
Joadric Target1, Peppin Target2: 1d2 ⇒ 1
Ranged Touch: 1d20 + 10 ⇒ (6) + 10 = 16 MISS! (Thanks to being prone)
It flies over their heads, shattering against the wall behind them and simultaneously exploding with a thunderous roar! Flaming bits of shrapnel and molten pieces of shatter stone explode outward! The entire room wobbles for a second with the shaking from the explosion and dust shakes loose from the cracks in the unstable roof, cascading down on Horlith and Dr. Remulac.
RefDC15 Joadric: 1d20 + 9 ⇒ (17) + 9 = 26
1/2 splash dmg to Joadric 3pts
RefDC15 Peppin: 1d20 + 10 ⇒ (2) + 10 = 12
Full splash dmg to Peppin 6pts
(Note: splash radius for the bomb is 10ft)
The goblin steps back behind his workbench, putting it between him and the two warriors. He draws a bottle from his alchemist's apron as he does so.
STATUS - END OF ROUND
- Dr. Remulac - still in M30
- Horlith - 12/16hp, will burn 1d6 next round
- Joadric - 18/33hp
- Peppin - 19/39hp, will continue to burn from previous bomb hit, unless Full Action RefDC15. Correction from last time, rolling on ground adds +2 to save, but not necessary

GM Derek |

The Lab - ROUND FOUR (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - WHO WILL YOU CAST your ranged CLW for 5pts on? Do you want to use your move action to send your dog into the fray?
- Horlith - applies vermin bane, moves to L31
- Joadric - stand and move!
- Peppin - ?

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"Doctor, there are two acid flasks in my bandolier. After you heal...the halfling, I suppose, you might dig one out to prepare to throw at the swarm. Kindly aim away from me if you do throw one later. I am not resistant to acid. I will use the other one."
Chris, grab an acid flask with your move action, because the dogs can't affect the swarm. Next round I'll grab and throw one and you can throw yours. Looking at who's injured, the lay on hands maxes out Joadric, so the only real target for your CLW is Peppin. Although my hp say otherwise, Horlith is actually uninjured, because of his resistance to fire 5. I forgot that until I got hit full on.

GM Derek |

Horlith's thick abyssal hide sloughs off the fire damage.
Horlith has resist fire 5. He will take the action I stated before, which you have already listed in the intentions.
Oh, I should've known that,

GM Derek |

FYI You can't "double burn." You are either "on fire" or not.
Well, this is an interesting rules question. As I read it, the explosive bomb causes a PC to acquire the Catch On Fire ongoing state (i.e "on fire"). THe other fiery effects, such as alchemical fire, simply deal fire damage for two rounds then done. When we speak of double burn, are we are talking about stacking damage of the same type? If fire damage doesn't stack, then being on fire for 1d6 is a great way to be immune to a dragon's breath weapon.
Also, it seems illogical that you can't catch on fire "worse" (I.e. a second time). A PC could be on fire on the front of his body, then he catches fire on the back of his body.
I looked on Paizo at the PRD but couldn't find this rule. Do you have a link that clarifies?

Dr. Remulac |

The Doctor applies his CLW to Peppin. He then digs out the acid flask, intending to throw it at the swarm. After that, he will order his one attack dog (the other is a beast of burden) to attack any remaining goblins.

GM Derek |

The Lab - ROUND FOUR (The Heroes' Turn!)
Dr. Remulac summons forth his power and reaches across the room and casts upon Sir Peppin healing's grace.
5pts healing
Watching him heal Peppin, Horlith speaks to him, "Doctor, after you are done healing the halfling, there are two acid flasks in my bandolier. You might dig one out to prepare to throw at the swarm. Kindly aim away from me if you do throw one later. I am not resistant to acid. I will use the other one."
The good doctor does as request, pulling a flask of acid and prepares to throw it at the swarm.
Horlith, for his part, has slathered upon himself his vermin bane oil and moved closer to Dr. Remulac, shielding him somewhat from the swarm of spiders.
Alchemical fire dmg: 1d6 ⇒ 5 No damage to Horlith, then!
Peppin, lying upon the ground, feels Dr. Remulac's healing and in turn, lays his own hands upon Joadric and sends forth healing energy to rejuvenate the burnt Kellid.
16pts healing for Joadric
Joadric stands up, fully healed, and rushes towards the two goblins, drawing his rapier as he does. He goes nose to nose with the goblin apprentice, "Just try that one again, greenskin!"
Peppin begins rolling about on the ground to snuff the still burning flames.
STATUS - END OF HEROES' TURN
- Dr. Remulac - you used all your actions. Next round you can send attack dog.
- Horlith - damn your fireproof hide!
- Joadric - ends in K34
- Peppin - move action next round. 24/39hp

GM Derek |

The Lab - ROUND FIVE (The Goblins' Turn!)
The goblin apprentice's eyes widen when he sees Joadric charge up right next to him, rapier out. He steps back and throws a flask of alchemist's fire.
Ranged touch: 1d20 + 6 ⇒ (10) + 6 = 16 HIT! Dmg: 1d6 + 1d4 ⇒ (6) + (3) = 9
While his apprentice attacks Joadric, the goblin alchemist's big ears twitch and he turns to look at Horlith and Dr. Remulac. His green shining eyes squint as he listens to Horlith. He fiddles with the bomb in his hand and throws it straight at Dr. Remulac!
Ranged Touch: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17 HIT! Piercing dmg: 3d6 + 3 ⇒ (2, 2, 5) + 3 = 12
Bleed RefDC15: 1d20 ⇒ 19 SAVES! No bleed dmg.
Splash dmg to dog 6pts
Splash dmg to Horlith 6pts (PIERCING!)
STATUS - END OF GOBLINS' TURN
- Dr. Remulac - 13/25hp
- Dog - 7/13hp
- Horlith - 10/16hp
- Joadric - 24/33hp
- Peppin - 24/39hp. Move action only next round.

GM Derek |

The Lab - ROUND FIVE (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - Send your dog into the fray?
- Horlith - ?
- Joadric - Step up and skewer goblin apprentice!
- Peppin - ?

GM Derek |

The Lab - ROUND FIVE (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - Send your dog into the fray?
- Horlith - ?
- Joadric - Step up and skewer goblin apprentice!
- Peppin - Stands

GM Derek |

The Lab - ROUND FIVE (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - ?
- Horlith - draws and throws a flask of acid at the swarm
- Joadric - Step up and skewer goblin apprentice!
- Peppin - Stands up

GM Derek |

The Lab – ROUND FIVE (The Heroes' Turn!)
Dr. Remulac, following Horlith's plan, throws his flask of acid at the swarm!
ranged touch: 1d20 + 1 ⇒ (10) + 1 = 11 acid dmg: 1d6 ⇒ 4
Splash dmg to goblin 1pt
Splash dmg to swarm 1pt
Dr. Remulac’s attack dog, given the signal by the doctor, races to the stairs, runs up them, and leaps for the far platform!
Acrobatics DC12: 1d20 + 14 ⇒ (20) + 14 = 34 Climb DC15: 1d20 + 2 ⇒ (12) + 2 = 14
The amazingly agile canine races through the workshop area, dodging work benchs and other rubble until he comes nearly face to face with the goblin alchemist.
Horlith also draws a flask of acid from his belt and throws it at the swarm.
Hit 20, Dmg 6
Splash dmg to goblin 1pt
Splash dmg to swarm 1pt
The swarm sizzles and begins to melt away under the onslaught of the Doctor and Horlith's acid.
Joadric, burning in pain, closes with the enemy apprentice and slips his rapier into its guts.
Rapier: 1d20 + 8 ⇒ (19) + 8 = 27 Crit: 1d20 + 8 ⇒ (14) + 8 = 22 Dmg: 1d6 + 3 ⇒ (1) + 3 = 4 crit dmg: 1d6 + 3 ⇒ (3) + 3 = 6
The goblin, in mid throw with another vial of acid, slumps to the ground, dead.
Peppin finishes rolling upon the floor, the flames fully snuffed out. He leaps to his feet, ready to attack.
STATUS - END OF HEROES' TURN
- Dr. Remulac – ends in M30
- Horlith – ends in M31
- Joadric – ends in L34. 24/33hp. More burning in Round 6
- Peppin – ends in H32. 24/39hp