
GM Derek |

The Lab - ROUND SIX (The Goblins' Turn!)
The greeneyed alchemist goblin looks at the burning Joadric, worried as he sees him kill his apprentice. He steps back slightly around his workbench and heaves another bomb towards Horlith and Dr. Remulac.
Targets Horlith
Ranged Touch: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10 HIT! Piercing dmg: 3d6 + 3 ⇒ (1, 1, 2) + 3 = 7
Bleed RefDC15: 1d20 - 1 ⇒ (20) - 1 = 19 SAVES!
Splash dmg to Dr. Remulac 6pts (PIERCING!)
STATUS - END OF GOBLINS' TURN
- Dr. Remulac - 7/25hp
- Dog - 7/13hp
- Horlith - 3/16hp
- Joadric - 24/33hp
- Peppin - 24/39hp

GM Derek |

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

GM Derek |

The Lab - ROUND SIX (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac -?
- Horlith - magic missiles for 9pts
- Joadric - Step up and skewer goblin alchemist!
- Peppin - ?

GM Derek |

The Lab - ROUND SIX (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - healing burst all but the goblins. If he needs to move to get everyone, he does so. If not, he uses his move action to order his attack dog to attack, tapping the handle animal check.
- Horlith - magic missiles for 9pts
- Joadric - Step up and skewer goblin alchemist!
- Peppin - ?

GM Derek |

The Lab - ROUND SIX (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - healing burst all but the goblins. If he needs to move to get everyone, he does so. If not, he uses his move action to order his attack dog to attack, tapping the handle animal check.
- Horlith - magic missiles for 9pts
- Joadric - Step up and skewer goblin alchemist!
- Peppin - double move to goblin

GM Derek |

The Lab - ROUND SIX (The Heroes' Turn!)
With a powerful burst of energy, Dr. Remulac sends healing to all of his companions in the room, including his dog. 4pts to everybody
At the same time, the doctor signals to his faithful guard to attack. The dog moves up and lunges at the goblin's legs, snarling and snapping.
Attack: 1d20 + 3 ⇒ (19) + 3 = 22 Dmg: 1d6 + 3 ⇒ (2) + 3 = 5 Trip DC15 TRIPPED!
The guard dog savages one of the goblin's legs, pulling him down to the ground.
At the same time, two streaks of energy fly from Horlith's outstretched wand and hit the goblin in the center of its chest! Dmg 9pts
Joadric does not hesitate. When he sees the goblin prone on the ground, he immediately steps up and lunges at him with his rapier.
Rapier: 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20 MISS!
The goblin rolls to the side and avoids Joadric's rapier. As he rolls over, he sees Sir Peppin rushing towards him! Peppin leaps up on the rubble that has been serving as the alchemist's workbench, scattering vials and apparatus.
STATUS - END OF HEROES' TURN
- Dr. Remulac - 11/25hp
- Dog - 11/13hp
- Horlith - 7/16hp
- Joadric - 28/33hp
- Peppin - 28/39hp

GM Derek |

The Lab - ROUND SEVEN (The Goblin's Turn!)
The greeneyed alchemist goblin has no choice. With a grim look of impending pain on his face, he stands.
AOO (dog): 1d20 + 3 ⇒ (3) + 3 = 6 MISS!
AOO (Peppin): 1d20 + 10 ⇒ (18) + 10 = 28 Dmg: 1d3 + 3 ⇒ (2) + 3 = 5
AOO (Joadric): 1d20 + 8 ⇒ (11) + 8 = 19 Dmg: 1d6 + 3 ⇒ (1) + 3 = 4
The goblin, bleeding profusely, grins evilly and looks at Dr. Remulac's hated dog. He throws a bomb straight at the dog!
The trio of heroes, tired from their previous exertions, are unable to take advantage of the opportunity this provides.
Ranged Touch: 1d20 + 10 ⇒ (10) + 10 = 20 HIT! Explosive dmg: 3d6 + 3 + 1d6 ⇒ (3, 2, 3) + 3 + (4) = 15
Splash dmg to Peppin and Joadric and goblin 6pts
The dog nearly explodes! It whimpers and falls unconscious, bleeding and burning, with bits of hair and flesh blown clean off. Both its ears are gone, vaporized. It's tail has been blown apart, with one particular flaming bit landing upon Peppin's right pauldron. The room smells of singed hair and the coppery tang of blood.
The goblin shouts in triumph, "BREEE-YARK!"
STATUS - END OF GOBLINS' TURN
- Dr. Remulac - 11/25hp
- Dog - -4/13hp. Will continue burning next round
- Horlith - 11/16hp
- Joadric - 22/33hp
- Peppin - 22/39hp

GM Derek |

The Lab - ROUND SEVEN (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - ?
- Dog - burn more
- Horlith - ?
- Joadric - Attack goblin alchemist!
- Peppin - (don't forget your height advantage from atop the workbench)

GM Derek |

The Lab - ROUND SEVEN (The Heroes' Turn!) *** INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - Healing burst for 5pts, then command dog to attack
- Dog - Attack AC22, 6pts dmg, burn more
- Horlith - MM for 4pts dmg
- Joadric - Attack goblin alchemist!
- Peppin - Smite Evil for 10pts of dmg

GM Derek |

The Lab - ROUND SEVEN (The Heroes' Turn!)
With another powerful burst of energy, Dr. Remulac sends healing to all of his companions in the room, including his dog. 5pts to everybody
At the same time, the doctor again signals to his faithful guard to attack. The barely alive dog lunges at the goblin, biting him savagely! 6pts dmg
At the same time, another two streaks of energy fly from Horlith's outstretched wand and hit the goblin in the center of its chest! Dmg 4pts
Joadric lunges at him with his rapier.
Rapier: 1d20 + 8 ⇒ (4) + 8 = 12 MISS!
The goblin dodges Joadric's rapier, but cannot dodge the righteous might of Sir Peppin Squek who slashes the goblin across the chest. Goblin blood spurts from the terrible wound, spraying Dr. Remulac's dog, Peppin and Joadric. 10pts dmg
STATUS - END OF HEROES' TURN
- Dr. Remulac - 16/25hp
- Dog - 1/13hp
- Horlith - 16/16hp
- Joadric - 27/33hp
- Peppin - 27/39hp

GM Derek |

The Lab - ROUND EIGHT (The Goblin's Turn!)
The goblin drinks the vial of liquid in his hand.
AOO (dog): 1d20 + 3 ⇒ (9) + 3 = 12 MISS!
AOO (Peppin): 1d20 + 10 ⇒ (12) + 10 = 22 Dmg: 1d3 + 3 ⇒ (2) + 3 = 5
AOO (Joadric): 1d20 + 8 ⇒ (2) + 8 = 10 MISS!
The goblin begins to bleed from Peppin's nearly lethal strike, but suddenly disappears!
Invisibly, he tumbles around Peppin and begins his escape.
Acrobatics DC14: 1d20 + 9 ⇒ (5) + 9 = 14
Moving thru Peppin's square: CMD+5, but he's invisible, so his Attack bonus, Str and Dex don't apply to this CMD, but his size does (assuming he'd block his space by being physically present). That means 10+size mod (-1)=9. So, 9+5=14.
Dog burns more 1d6 ⇒ 4. Dog goes unconscious.
STATUS - END OF GOBLINS' TURN
- Dr. Remulac - 16/25hp
- Dog - -3/13hp.
- Horlith - 16/16hp
- Joadric - 27/33hp
- Peppin - 27/39hp

GM Derek |

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

GM Derek |

Unless the casters have something they can do...
Smoke, flame and the smell of burning dog suffuse the room. The tang of goblin blood fills the nostrils of each Pathfinder.
Looking about, Peppin notices on the upper level that some sort of crude drawing has been drawn in charcoal on the east wall. It is a rudimentary pictorial map of Magnimar with fire and smoke pouring from the buildings. Numerous dead dogs, horses and tall humanoid figures are drawn near nearly all the landmarks. It is the product of a sick, pathetic mind, but clearly a (barely) strategic plan of some sort.

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Joadric looks about.
"There's gotta be something else around here."
He begins scouting carefully.
Perception Take 10: 20
He finds several vials (5) of alchemist's fire on the dead bodies of the goblin assistants, rusty dogslicers and an enormous amount of alchemical components of various sorts.

GM Derek |

Oh shit! You're correct! The goblin alchemist definitely goes down (he was at 1HP)!
In that case, you also find on the alchemist's body
- two (2) vials of acid,
- two (2) packets of flash powder,
- two (2) packets of sneezing powder, as well as
- excellent studded leather (worthy of a detect magic, perhaps)
- a very nicely tailored cloak (!),
- an alchemist’s kit, and
- a formula book.

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Horlith casts detect magic and attempts to discern the aura on the armor. Afterwards, he also makes a sweep of the room and collects up valuables.
Spellcraft:1d20 + 5 ⇒ (17) + 5 = 22
Perception: (taking 10) 10+10=20, +2 if in low-light = 22

GM Derek |

The cloak has a faint aura about it. It is a cloak of resistance +1.
The armor is +1 leather armor.
Nothing else.

GM Derek |

<snip> I want to examine the crude drawings on the east wall more carefully.
The drawing has two parts to it, one of which shows Magnimar in flames. The other portion of it, away from the flames of Magnimar, shows humanoid figures fighting each other. One group has the Rune of the Long Road, nearby, so obviously these are Pathfinders. Fighting them seem to be other humanoids represented by the symbol of the Aspis Consortium.
Other groups fighting each other are represented by other symbols.
Joadric's Knowledge (local): 1d20 + 7 ⇒ (12) + 7 = 19
"Hey, that's the symbol of the Night Scales guild! Errr, not that I'd know anyting about them. Dunno what that one is," says Joadric, pointing to a second symbol opposing the Night Scales. It appears to be a hung man.
"I leave Mushfens to join Nightsoil Marauders. Even out in Mushfens we heard stories about Nightsoil Marauders—a gang of goblins in the longshanks city. When Murg tried to bite off my ear—again!—I left the swamp and came to Monument city to join up. I met some other goblins outside the city and they sneaked me inside. Took me through the smelly tunnels and made me wait outside lair. An important-looking goblin with a big, dangly hat came out and stared at me. He said his name was Versevosh. I thought he was boss, but he said Big Boss is much scarier than him. Versevosh said rude things about me and Mushfen Tribe and said I’d have to prove myself if I wanted to join the gang. He said I’d have to steal shiny things from a tribe of longshanks in the city. He showed me drawings of what to look for.”
and
"Me stealing things with picture on them. And round things with metal needle inside. Like his!" she says, pointing to Joadric (and his wayfinder). "Dangly Hat say go here, steal this, bring back."

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"Let us continue onward down the passage."
Derek, it's a little hard to read the map. I know we went down the hall with the trap and looked into the first room on our right as we went down the hall. Then we had a battle in the second room on the right. Is there another exit to that room? Wasn't there a room on the left, too? Did we check it?
Assuming there is no other exit to this room and that we checked the room on the left, we should continue down the hall and around the corner. Otherwise, I suggest we backtrack to cover the room on the left and check out any exits from this room before going farther in.

GM Derek |

OK. Dog dies. Strategy drawing examined. Loot gathered.
ONWARD!

GM Derek |

You did examine a room on the righthand side of the map (the north side, according to map's compass rose). It is accessed via a hallway just behind Ekkie at Q25. You are having a hard time seeing due to the Fog of War and torchlight (centered on Peppin) that masks some of the map.
I've unmasked some of the map further along the pathway you'll be traveling. As Peppin moves forward, you'll be able to see more.

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"Lemme go first. I'll sneak up and see what's coming, if I can," says Joadric.
He slinks down the corridor, but finds himself stymied by the lack of light in the dank sewer tunnels. He waves Peppin forward and whispers, "We aren't gonna get the drop on these guys with this torch unless we can send the doctor and the slug in without us. They can, perhaps, drop some hurt on these goblins, then we can rush in with the torch and pound 'em. Whaddya think?"
Casters: can you Stealth forward? If so, gimme a Stealth roll, each, and I'll see if you can get the layout of the room before all hell breaks loose.

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What happened to my 'putting out the dog fire' way up above? He was at -3 . . . How did he die?
Dr. Remulac did say: "Once combat ends, the Doctor will Create Water on anyone on fire, starting with his dog."
Peppin Squek also said: "I try and put out the fire on the dog."
If the dog is unconscious, Horlith will use a charge from his wand of infernal healing on it.
No stealth here.
When the party continues on, Horlith will stay back in the dim light at the edge of the party's bright light, as before.

GM Derek |

Dr. Remulac did say: "Once combat ends, the Doctor will Create Water on anyone on fire, starting with his dog."
Peppin Squek also said: "I try and put out the fire on the dog."
If the dog is unconscious, Horlith will use a charge from his wand of infernal healing on it.
Right! Thanks for pointing out. Dog hale and healthy.

GM Derek |

"Lemme go first. I'll sneak up and see what's coming, if I can," says Joadric.
He slinks down the corridor, but finds himself stymied by the lack of light in the dank sewer tunnels. He waves Peppin forward and whispers, "We aren't gonna get the drop on these guys with this torch unless we can send the doctor and the slug in without us. They can, perhaps, drop some hurt on these goblins, then we can rush in with the torch and pound 'em. Whaddya think?"
"Oh oh oh! I go I go I go," says Ekkie in her weirdly accented Common.

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What's the plan, stalwart heroes?
Horlith reups his mage armor from his wand on everyone who got it before
(I'll go back and look it up and post who got it then).Horlith then attempts to sneak forward and see what's what with his darkvision.
Stealth:1d20 - 1 ⇒ (17) - 1 = 16
Perception:1d20 + 10 ⇒ (9) + 10 = 19, +2 if the target is in dim illumination

GM Derek |

Horlith and Ekkie sneak forward to the hallway and stare into the room.
Ekkie Stealth: 1d20 + 21 ⇒ (9) + 21 = 30
A large stone channel bisects this dank chamber. Thick masonry pipes clutter the room, feeding into the channel or flowing across the ceiling. A stone walkway without a railing crosses the channel, but crude barbed caltrops litter the length of this bridge. The entire chamber is damp and moldy, and the faint sound of dripping water resonates softly through the area.
There are four goblins on the west side of the channel, across the bridge. One, wearing fancy hat replete with dangling tassels, sits atop a goblin dog and holds a whip in one hand and an empty potion bottle in another. He points at the other goblins, who all wield long hafted "horsechoppers."
"Ti ketten, áll a híd közelében, és ne hagyd, hogy a hídon! Te! Dobd tüzet rájuk, ha kap a hídon!" he says to them.
Ekkie, when she and Horlith are back with the others, translates, "That's Versevosh with the hat. He says guard the bridge. Don't let 'them' across. He tells other one to throw fire."

GM Derek |

Horlith brings Ekkie along, if her eagerness to scout overcomes her distaste for him.
Mage armor was just Horlith and the dogs last time, so just Horlith and the dogs this time.
Gotcha. Mage Armor for Horlith and the dogs.

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"It is time for our revenge. If we kill this Versevosh, perhaps we can convince the others to stand down. Like the alchemist, he probably is immune to my best spells. I will use my wands to try to draw them out."
Horlith pops out his wand of magic missiles 3, slithers back quietly to X36 and shoots two missiles at the dog-riding goblin.
Magic Missile 3:2d4 + 2 ⇒ (1, 1) + 2 = 4

GM Derek |

"It is time for our revenge. If we kill this Versevosh, perhaps we can convince the others to stand down. Like the alchemist, he probably is immune to my best spells. I will use my wands to try to draw them out."
Horlith pops out his wand of magic missiles 3, slithers back quietly to X36 and shoots two missiles at the dog-riding goblin.
Magic Missile 3:2d4+2
OK, will post opening round tomorrow morning.

GM Derek |

After that action I move forward and activate my nimbus of light (30 ft radius for +1 attack/+1 weapon damage/+1 AC/and +1 saves vs fear. Lasts 1 minute)
OK, so everybody remember to add +1 atk/dmg to your rolls.
I'll be sure to include it in AC considerations when I'm rolling goblin's Attacks.
Mitch: I'll add a 30ft radius effect circle on the map and Group it to the Peppin icon.