female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left
They are surely more wicked than smart, but if there is a mean to hurt someone, goblins will find it. Underestimating our opponents can't do us good, Elo". Trouble is, even if we find a trap, I can't do a thing about it.Can anyone of us disable a mechanical trap?
"I kinda do, 7 magic missiles beats 3. But i don't know about the others. A couple of fights we could handle, but someone tougher than the she-devil back then needs all the stuff we can throw at them."
Male Half-elf Ranger 3 (hp 27/27 | AC:17 | T:14 | FF:13 | CMD 18 | Fort +4 | Ref +7 | Will +1 (+2 vs enchantments) | Init +6 | Perc: +8 | Speed 30 ft.)
If it's only Natalia 'o's feeling magic'ly depleted, I'll take responsibility for keepin' 'er from danger and gettin' 'er out. If the others are feelin' the same, then we'd better git back across that bridge and 'ead back to Sandpoint. We can come back early tomorrow and try again.
Copperscale finds the door to be absent of traps and unlocked. Inside, the floor is hard-packed soil, as if the builders either ran out of lumber after building the walls and roof, or as if they simply never thought about building a floor. A number of poorly preserved horse and dog heads are mounted along the eastern wall, while along the southern wall hangs a pair of large black-feathered wings, tacked to the wall with daggers.
M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision
just enough movement as I counted 4 squares and I counted diagonal movement as 1.5 each time I did so. unless something on this map is rough terrain I can get there.
as he pull out his earthbreaker and attacks hit:6 + 1d20 ⇒ 6 + (10) = 16 dmg:2d6 + 6 ⇒ (4, 4) + 6 = 14 blunt damage.
Male Half-elf Ranger 3 (hp 27/27 | AC:17 | T:14 | FF:13 | CMD 18 | Fort +4 | Ref +7 | Will +1 (+2 vs enchantments) | Init +6 | Perc: +8 | Speed 30 ft.)
Please don' enter juss yet, Natalia.
Blue walks through the doors, steps out of the way of his comrades and fires at the purple goblin, hoping to catch him flat-footed.
bow:1d20 + 9 ⇒ (6) + 9 = 15dmg:1d8 + 2 ⇒ (5) + 2 = 7
The goblin dog growls and looks around for a place to flee, but lacking options, it decides to attack Max. It bites, but fails to sink it's teeth through Max's armor.
@Natalia Each goblin carries a single potion radiating a faint aura of conjuration.
@Blue Actually, the first large group of goblins you came across on the last map (before the reinforcements arrived) were Birdcruncher goblins. You didn't ask at the time, so I didn't mention it, but now that you've asked, consider yourself having put it together after thinking on it for a bit.
Nic moves in and to the north, checking along the doors and corridor, watching and listening for signs of goblins reacting to their presence. Perception:1d20 + 7 ⇒ (2) + 7 = 9
He seems to be a bit pensive, unsure of how much farther the group can go, worried about his own dwindling arcane resources. Desna flutters and this seems to be wanting to bring us woe.
Male Half-elf Ranger 3 (hp 27/27 | AC:17 | T:14 | FF:13 | CMD 18 | Fort +4 | Ref +7 | Will +1 (+2 vs enchantments) | Init +6 | Perc: +8 | Speed 30 ft.)
That stairwell must lead up to the watch tower. No one rang the alarm as we approach'd, so the guards, if there are any, must be asleep. 'ow about if Eloviel, Nat and I cover these doors while the rest of you secure the tower? If foes show up, we'll try 'n stall 'em.
Blue trains his bow on the northern wall, shifting his gaze often between doors.