
Sparrow Seacutter |

I think he means the wooden one, up the stairs.
Also my attack should be -4 due to cover.

Sparrow Seacutter |

You can still attack through ally squares, just at -4 for cover. It's what I'm doing right now :) Though if you head up the ramp, I'll join ya.

The_Ninja_DM |

Round 1:
Alkaid: hits
Cilyanka: hits
Sparrow: hits
monsters x 4
Brindolfin: hits
Kaddoc
Alkaid=1, Brin=2, Cil=3, Kaddoc=4, Sparrow=5
The creatures move forward to attack with their ranseurs.
AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +4
Immune mind-affecting effects; SR 13
Melee 1: ranseur +3 (2d4+1/×3), bite –2 (1d6 plus sinful bite)
Melee 2: bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1)
sinful bite: will DC 12 or sickened 1d6 rounds
m1: -11
m2: down
m3:
m4: -9

The_Ninja_DM |

Round 2:
Alkaid
Cilyanka
Sparrow
monsters x 3
Brindolfin
Kaddoc
The monsters continue their attacks, concentrating on the individuals in front of them.
m1 vs Alkaid
ranseur: 1d20 + 3 ⇒ (20) + 3 = 23 poss crit ranseur: 1d20 + 3 ⇒ (16) + 3 = 19 no confirm
damage: 2d4 + 1 ⇒ (4, 3) + 1 = 8
bite: 1d20 - 2 ⇒ (6) - 2 = 4
damage: 1d6 ⇒ 5 plus will save DC 12 or be sickened 1d6 ⇒ 5 rounds
m2 vs Brin
ranseur: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 2d4 + 1 ⇒ (2, 3) + 1 = 6
bite: 1d20 - 2 ⇒ (10) - 2 = 8
damage: 1d6 ⇒ 1 plus will save DC 12 or be sickened 1d6 ⇒ 5 rounds
m3 vs Cilyanka
ranseur: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 2d4 + 1 ⇒ (3, 3) + 1 = 7
bite: 1d20 - 2 ⇒ (1) - 2 = -1
damage: 1d6 ⇒ 2 plus will save DC 12 or be sickened 1d6 ⇒ 2 rounds

Brindolfin Cloudcap |

The big man slips a nasty bite and tries to cleave through one of the creatures to another.
hit/cleave?: 1d20 + 7 ⇒ (3) + 7 = 101d20 + 7 ⇒ (5) + 7 = 12
Unfortunately he is distracted from the narrow miss and hits air.
-2 ac cleave +4 shield

Kaddoc the Grey |

Attack: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
Damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10
Kaddoc slashes again at one of the wounded monsters and this time his blade finds its mark

Sparrow Seacutter |

Round 2
HP 20/29
AC 17 T17 FF14 CMD16
F/R/W 4/6/4
Prescience 5/7
Arcane Bond 1/1
Spells Remaining
0th - Detect Magic, Light, Prestidigitation, Ray of Frost, Mending
1st - Grease, Comprehend Languages, Burning Hands
Effects
Mage Armor
Prescienc: 1d20 ⇒ 13
Sparrow moves and attempts to shoot the creature Cilyanka is fighting.
5' shift north, standard to attack. Using prescience roll
Attack + PBS - Cover: 13 + 6 + 1 - 4 = 16
Damage + PBS: 1d8 + 1 ⇒ (4) + 1 = 5

The_Ninja_DM |

And Cil's is down.
Only the one on Alkaid is left and it doesn't look like it wants to retreat.
Round 2 actions:
Alkaid
Cilyanka
Sparrow
monster
Brindolfin
Kaddoc
m1 vs Alkaid
ranseur: 1d20 + 3 ⇒ (6) + 3 = 9
ranseur_damage: 2d4 + 1 ⇒ (1, 4) + 1 = 6
bite: 1d20 - 2 ⇒ (2) - 2 = 0
bite_damage: 1d6 ⇒ 5 plus will save DC 12 or be sickened 1d6 ⇒ 4 rounds

Brindolfin Cloudcap |

The giant retaliates quickly on the one on Alkaid. He flanks with the beautiful cleric and swings.
1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 153d6 + 9 ⇒ (4, 5, 2) + 9 = 20
Probably incur an AoO to pass the reach weapon.

The_Ninja_DM |

And they're all down.
A search of the lower area reveals no exits, just cells. Looks like the only way in or out is the balcony you jumped off of or the wooden platform and walkway.
From there, you locate two exits; a door leading south (back the way you came) and a corridor to the east at the end of the wooden walkway.
Where to next?

Brindolfin Cloudcap |

Brindolfin leads everyone up the walkway and east.
"We made short work out of those abominations. Good job. Let us clear out more evil. I hope they would have more treasure."

Sparrow Seacutter |

Sparrow follows behind, bow at the ready.

The_Ninja_DM |

After traversing a 20' long, darkened corridor, you enter into a 15x20 former torture chamber. The equipment is ancient, its function and style strange and archaic.
One corner holds a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. Finally, a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel sits in the center of the room.
There are two doors leading out of this room, on in the center of the southern wall and one in the center of the eastern wall. Neither door is locked.

Sparrow Seacutter |

Sparrow quietly moves into the room, starting off searching for magical auras. If none are sighted, she examines each door, searching for traps or alarms.
Perception (East door): 1d20 + 8 ⇒ (12) + 8 = 20
Perception (South door): 1d20 + 8 ⇒ (20) + 8 = 28
I vote 1d2 ⇒ 2 South first

The_Ninja_DM |

There doesn't appear to be any threats in this room. In fact, the devices here are so old as to be not only non-functional, but probably not even repairable.
The door to the south is unlocked and untrapped. The odd-shaped room thus revealed is cluttered with the crumbling remains of several chairs and a long table. To the south of the room are three stone doors, each bearing a strange symbol resembling a seven-pointed star.

Sparrow Seacutter |

"I do not. But there are three strange stone doors down here. Not sure what it means though..."
First knowledge check on the symbol, if I know what it means that might change my actions. If I don't know, then Detect Magic followed by move in and perception each of them for traps and whatnot (with magical auras maybe changing again). Sorry if a lot of what-ifs, just not wanting to hold things up.
Knowledge: 1d20 + 8 ⇒ (18) + 8 = 26 Only Arcana, Dungeoneering, Geography, Local, Nature, Planes, Religion.
Cast Detect Magic
Spellcraft, if necessary: 1d20 + 8 ⇒ (3) + 8 = 11
Perception West Door: 1d20 + 8 ⇒ (12) + 8 = 20
Perception South Door: 1d20 + 8 ⇒ (16) + 8 = 24
Perception East Door: 1d20 + 8 ⇒ (13) + 8 = 21

The_Ninja_DM |

@Sparrow:
You have seen that symbol before. It was on the walls in the complex below the Chopper's Cabin. None of the doors are magical, however you find a scroll under a broken chair in the odd-shaped room. None of the doors are locked, either.
The doors would be left, center, right.
Examining the doors:

Sparrow Seacutter |

Sparrow takes a moment attempting to decipher the scroll before continuing on to the other doorway. "There's some strange skeletons down there, one with three brittle arms, a second with a strange misshapen skull, and the third has a rather long rib cage and a strange lower half. Something to look at after we're done here, I think."
Sparrow begins examining the other door out of the previous room before continuing.
Spellcraft (Decipher scroll): 1d20 + 8 ⇒ (1) + 8 = 9 Nope!
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

Sparrow Seacutter |

If I see nothing on this door, I'll creep down to the rooms with the boxes on the map.

The_Ninja_DM |

The ceiling of this strangely cold chamber arches to a vaulted height of 20 feet. The floor contains eleven wooden lids haphazardly strewn over eleven 5 foot wide pits, from whose dark depths strange shuffling sounds and the occasional low moan echo upwards.
However, of more immediate concern is the twisted, three-armed goblin wielding a longsword, a dagger and a handaxe.
he is standing in the square to the south of the entry door and as soon as three of you enter he breathes on you, spewing a 20 foot long line of foul-smelling acidic blood. [surprise round]
Looks like Brin and Sparrow, who else enters behind them?
Brin, Sparrow and the third person; give me a DC 13 Reflex save for half or take 2d4 ⇒ (2, 1) = 3 acid damage. Then give me a second save; DC 13 fort or be nauseated for 1 round.

Brindolfin Cloudcap |

Reflex/Fort1/Fort2: 1d20 + 3 ⇒ (19) + 3 = 221d20 + 4 ⇒ (8) + 4 = 121d20 + 4 ⇒ (18) + 4 = 22
Brin takes a slight amount of acid damage, and manages to avoid being sick by using the lessons of the hobbit hero Chaldira to overcome the worst of the sickness.
Lessons of Chaldira expended

Sparrow Seacutter |

Opening the door, Sparrow is more than a little creeped out at the sight of the three-armed goblin. Enough that she has trouble avoiding the spray of blood it spews forth. "GAWDDAMN little runt!!"
Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
Fort: 1d20 + 4 ⇒ (12) + 4 = 16

The_Ninja_DM |

Init:
Alkaid Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Brindolfin Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Cilyanka Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Kaddoc Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Sparrow Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
monster of the day Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Note: this goblin is also medium-sized.
Koruvus
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (2d10+11); fast healing 1
Fort +6, Ref +2, Will -1
Immune acid, mind-affecting effects, paralysis, poison
Melee +1 longsword +3 (1d8+5/19–20), mwk handaxe +3 (1d6+2/×3), silver dagger +2 (1d4+1/19–20)
Special Attacks breath weapon: Once every 1d4 rounds as a standard action, Koruvus can spew a 20-foot line of foul-smelling and acidic blood from his mouth, dealing 2d4 points of acid damage to all creatures struck (Reflex DC 13 halves). A creature that takes damage from the foul-smelling acid must also make a DC 13 Fortitude save or be nauseated for 1 round. The save DCs are Constitution-based.
Round 1:
goblin rounds: 1d4 ⇒ 3
Kaddoc
Sparrow
Cilyanka
Brin
Alkaid
Alkaid=1, Brin=2, Cil=3, Kaddoc=4, Sparrow=5
goblin vs 1d5 ⇒ 2 Brin; the 'giant' goblin goes after the half-giant!
melee_longsword: 1d20 + 3 ⇒ (15) + 3 = 18
damage_longsword: 1d8 + 5 ⇒ (5) + 5 = 10

Brindolfin Cloudcap |

"They grow goblins big where you come from!!"
Brin salutes the goblin with this sword before retaliating. The experienced goblin jumps out of the way of the hasty blow as the two opponents size each other up.
PA hit/damage: 1d20 + 7 ⇒ (6) + 7 = 133d6 + 9 ⇒ (3, 1, 4) + 9 = 17

Sparrow Seacutter |

Round 1
HP 20/29
AC 17 T17 FF14 CMD16
F/R/W 4/6/4
Prescience 5/7
Arcane Bond 1/1
Spells Remaining
0th - Detect Magic, Light, Prestidigitation, Ray of Frost, Mending
1st - Grease, Comprehend Languages, Burning Hands
Effects
Mage Armor
Sparrow moves to get a clear shot of the creature and fires an arrow
Bow: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Kaddoc the Grey |

Seeing his allies attacked by the horrific monstrousity, Kaddoc let's his battle fury wash over him and hurls himself into the fray.
Rage on: 4/8 remain
Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d4 + 9 ⇒ (4, 2) + 9 = 15

The_Ninja_DM |

Round 1:
goblin [rounds: 1d4 ⇒ 3-1=2]: attack
Kaddoc: attacks; hits
Sparrow: attack, misses
Cilyanka: holds
Brin: attacks, misses
Alkaid: retreat
goblin: -15(K), +1; -14
goblin vs 1d5 ⇒ 2
The strange goblin sticks to attacking Brindolfin.
melee_longsword: 1d20 + 3 ⇒ (14) + 3 = 17
damage_longsword: 1d8 + 5 ⇒ (6) + 5 = 11

Sparrow Seacutter |

"Okay, now we've got giant three armed goblins spitting acid? Whatever in the hells is going on here, we better stop it." Sparrow does take a moment to check for magical auras before continuing to the southern passage.