Tabaaac |
Tabaaac flings out a hand and casts Grease right in front of the charging kobolds aiming the 10 foot sticky pundle to hinder as many of the on rushing enemies as possible. He then takes out his musket.
Stupid lizards!
Terquem |
Day 2, Tuesday, turn 83
Tabaaac – 12
Fluuk – 9 (Klobber – 12)
Kobolds – 8
Wup – 5
Ul Skub - 1
I'd like to know who is mounted and who is not, please
Round 1…
Gemdar sees motion in the foliage of the wall, and readies himself for impending doom…
As four Kobolds and two Mounted Alicrocobolds come crashing through the makeshift wall, Tabaac reacts with swift thinking and gesturing wildly he conjures a pool of magical grease right in front of the charging attackers.
It would be helpful, when you cast a spell that requires a save on my part, to let me know what the DC is, and if there is anything modifying that DC at the time! I think the DC here is 14
Reflex Save, Kobold 1: 1d20 + 1 ⇒ (1) + 1 = 2
Reflex Save, Kobold 2: 1d20 + 1 ⇒ (9) + 1 = 10
Reflex Save, Alicroc 1: 1d20 + 1 ⇒ (15) + 1 = 16
Unable to stop their forward momentum, two Kobolds slide into the grease, kidding and spinning their arms waving in the air, until they fall flat on their noses. Behind them, a mounted Alicrocobold, pulls up oin the reigns of his mount and comes to a stop just within the area of the spell, but he does not fall. The pygmy Edmontonia bellows a cry of frustration and shakes its massive head. The other mounted Alicroc desperately tries to avoid colliding with the dinosaur in front of him
Ride Check, DC 15: 1d20 + 3 ⇒ (19) + 3 = 22
Digging in the claws of his feet, the Alicroc maneuvers his mount to the left, and continues forward
Fluuk and Gemdar can take actions, and then the Kobolds who have not fallen will be in melee with two random Goblins. Right now they are within 30 feet of anyone in the party
Fluuk |
Fluuk will fire his heavy crossbow at a kobold.
attack roll: 1d20 + 5 ⇒ (2) + 5 = 7
he will keep Klobber at his side and reload his crossbow ( rapid reload ).
Terquem |
Day 2, Tuesday, turn 83
Tabaaac – 12
Fluuk – 9 (Klobber – 12)
Kobolds – 8
Wup – 5
Ul Skub - 1
Round 1, continued…
Fluuk fires his crossbow, but the bolt flies over the heads of the oncoming Kobolds. He reloads they come ever closer
Gemdar spins around raising his gun and fires off one barrel. The thunderous retort of the gun causes birds in the trees to take flight.
The bullet strikes the leading Kobold in the leg, and the little creature staggers but keeps moving forward
The Wounded Kobold rushes at the Might Wup stabbing at him with a small spear
Melee Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Damage if >16: 1d6 - 1 ⇒ (2) - 1 = 1
Wup is quick to step to the side and avoids the attack
The other still standing Kobold moves at Ul Skub and stabs at him
melee Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Damage if >18: 1d6 - 1 ⇒ (4) - 1 = 3
The spear nicks Ul Skub's armor, coming dangerously close to his flesh
While nearby, a mounted alicroc charges at Fluuk swinging a stout club with one hand
Mounted Melee Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage if >14: 1d6 + 1 ⇒ (4) + 1 = 5
Fluuk takes a blow to the head!
The other two Kobolds crawl slowly out of the area of the grease, while the other mounted alicroc, backs his protesting mount up, and tries to turn and go around the grease
The party can now take actions, Wup and Ul Skub for round 1, and everyone else for Round 2!
Fluuk - takes 5 damage
The Mighty Wup |
Round 1, Init 5
"HaHA! You missed! And you are stinky like old cheese!" Wuppy crows triumphantly to his opponent. He darts out both hands towards the injured kobold's face, slappy-fighting with his sharp little fingernails.
Claw attack 1: 1d20 + 6 ⇒ (7) + 6 = 13
Claw attack 2: 1d20 + 6 ⇒ (7) + 6 = 13
Probably his clawing attacks do not hit.
Fluuk |
Fluuk will have Klobber at his side to melee attack the enemy that he melees. In turn, Fluuk will 5' positional out of melee range, and fire his crossbow again, then reload.
Crossbow Attack Roll: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6 (added -4 for shooting into melee)
Klobber claw: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Klobber claw: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Klobber bite: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Tabaaac |
Tabaaac yelps and moves away from the melee. He then Has An Idea.
Taking out his bottle of Alchemical Fire he hurls it at the Grease puddle which has trapped some of the lizard foes.
Ranged Throw aimed at the grease puddle so should be DC5 I think: 1d20 + 2 ⇒ (14) + 2 = 16
Now whether this is a Good Idea or a Bad Idea remains to be seen.
I know the kobolds have just gotten out of the grease but I figure they're still right next to it so something should happen
Terquem |
Day 2, Tuesday, turn 83
Tabaaac – 12
Fluuk – 9 (Klobber – 12)
Kobolds – 8
Wup – 5
Ul Skub - 1
Round 1, wrap up
Clawing savagely, the Mighty Wup is annoyed by the way the Kobold dodges, tipping its ugly head this way and that
Ul Skub levelsMatilda, the double barreled musket, not the Dragwombatasaur! And fires both at the charging Alicroc
Musket Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Musket Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Another thunderous retort rings through the air and the Alicrocobold is knocked out of the saddle, falling dead where he lands. The mount bellows in fear, rears up and then scrambles away as fast as it can to the south
Gemdar fills the air with more dark smoke as he fires a shot from his pistol, but the bullet sails over the saddle of the dinosaur that is fleeing, giving Gemdar the impression that it was his shot that felled the Alicroc and not Ul Skub’s
Tabaaac lobs a clay pot through the air and when it smashes to the ground it lands oin the puddle of grease. The pot, breaking against the hard packed dirt, throws sparks into the air, and then ignites into a small fireball
I have, in other games, had many conversations about the flammability of the Grease spell, and ruled that it is not, in fact, flammable. However, I have ruled that creatures subjected to attacks that require reflex Saves while trapped in the area of a grease spell suffer a -4 penalty on the roll, and take one point more, per die of damage, from any effect. In this situation, being prone and crawling away from the explosion, the Kobolds each take 1d6+1 damage if they fail a DC 15 Reflex Save. How does that sound?
Kobold #2 Save: 1d20 + 1 ⇒ (15) + 1 = 16
Kobold #3 Save: 1d20 + 1 ⇒ (12) + 1 = 13
damage: 1d6 + 1 ⇒ (4) + 1 = 5
One of the Kobolds manages to roll away just in the nick of time, while the other one is set ablaze, and in a whoosh, is reduced to a pile of ashes
As the other Alicroc rider attacks Fluuk, the smart and quick Goblin leaps back, and fires again, while Klobber assaults the rider with tooth and claw. The crossbow bolt misses, but When Klobber gets one hand on the rider, he pulls the Alicroc down, tearing flesh and then with a powerful bite to the neck the ape crushes the Alicroc’s windpipe killing him
Alicroc #2 - dead
Kobold #1 – takes 3 damage
Kobold #2 - dead
Tabaaac |
Sounds good to me
Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20
Terquem |
Day 2, Tuesday, turn 83
Gemdar - 25
Tabaaac – 12
Fluuk – 9 (Klobber – 12)
Kobolds – 8
Wup – 5
Ul Skub – 1
Round 2, Monster’s Attacks
One Kobold is prone, but survived the Alchemist's Fire. One Kobold is Dead. A wounded Kobold is attacking Wup, and the last Kobold was attacking Ul Skub, but now turns toward Tabaaac
Continuing his assault on the Might Wup the Kobold comes at him with a spear again
Melee Spear: 1d20 + 1 ⇒ (14) + 1 = 15
Damage if >16: 1d6 - 1 ⇒ (3) - 1 = 2
The other standing Kobold makes an angry face at Tabaaac’s insult and turns away from his attack on Ul Skub and then lunges at Tabaaac with his spear shouting in Draconic
Melee Spear: 1d20 + 1 ⇒ (10) + 1 = 11
Damage if >14: 1d6 - 1 ⇒ (2) - 1 = 1
The Prone Kobold gets up and rushes toward Gemdar, but doesn't reach him in time
Calling that the end of Round 2, split initiative gives me a headache! Round three starts now with Wup and Ul Skub up first followed by the rest
Alicroc #1 – dead
Alicroc #2 - dead
Kobold #1 – takes 3 damage attacking Wup
Kobold #2 – dead
Kobold #3 - prone, unhurt
Kobold #4 - fighting
Kobolds, AC 15, t 12, ff 14 | hp 5 | f +2, r +1, w -1 | Spear +1, d6 -1 | Alicroc AC 16, t 12, ff 15 | hp 8 | f+3, r -1, w +1 | club +2, d6 +1 (Mounted, +1 to hit)
The Mighty Wup |
Dispirited by his first miss, Wup tries again-- hard to be mighty when you can't hit who you're fighting. He is a ball of tiny goblin fury!
Claw 1: 1d20 + 6 ⇒ (4) + 6 = 10
Claw 2: 1d20 + 6 ⇒ (19) + 6 = 25
One miss, but one scratchy-scratchy to the face!
"EAT WUPPY'S CLAWS!" Wup screams shrilly.
Damage: 1d3 + 3 ⇒ (2) + 3 = 5
Fluuk |
Fluuk will fire his crossbow again to assist Wup.
Crossbow Attack: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4
He will reload after the abysmal shot. He will keep Klobber close to him to protect from any other assailants.
Terquem |
Day 2, Tuesday, turn 83
Tabaaac – 12
Fluuk – 9 (Klobber – 12)
Kobolds – 8
Wup – 5
Ul Skub - 1
Round 3…
Wup claws the Kobold, who then clutches at his throat and falls to the ground dead.
Fluuk, by now is beginning to suspect that the crossbow that was sold to him is warped, it always shoots high!
Alicroc #2 - dead
Kobold #1 – dead
Kobold #2 – dead
Kobold #3 – Standing, rushing Gemdar
Kobold #4 – Attacking Tabaaac
I sent a PM to UL Skub, but there has been no reply
Gemdar |
Gemdar pulls out his meat tenderizer and awaits the kobold to get close enough to whack.
"Come let me tenderize you!", he yells at the enemy.
Readied action to attack when he gets in range.
Meat Tenderizer Attack: 1d20 + 2 ⇒ (4) + 2 = 6 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Terquem |
Day 2, Tuesday, turn 83
Tabaaac – 12
Fluuk – 9 (Klobber – 12)
Kobolds – 8
Wup – 5
Ul Skub - 1
Round 3, monster attacks…
Tabaac takes a step back and fires, point blank, at the Kobold attacking him. The bullet pieces the Kobolds shoulder, making him spin in place, but he keeps hold of his spear and lunges at Tabaaac again
melee Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Damage if >14: 1d6 - 1 ⇒ (3) - 1 = 2
Tabaac dodges the spear easily
The other remaining Koblold ducks under Gemdar’s tenderizer and tries to skewer the Goblin
Melee Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Damage if > 15: 1d6 - 1 ⇒ (6) - 1 = 5
But Gemdar is poked hard, in the gut.
Alicroc #1 – dead
Alicroc #2 - dead
Kobold #1 – dead
Kobold #2 – dead
Kobold #3 – Standing, rushing Gemdar
Kobold #4 – Attacking Tabaaac
Gemdar |
"I'll make soup out of your brains and it won't be enough to feed a rat!", Gemdar shouts as he attacks the kobold again.
Meat Tenderizer Attack: 1d20 + 2 ⇒ (9) + 2 = 11 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Fluuk |
Fluuk fires his crossbow again!
Attack Roll: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4
"Something seems to be seriously wrong with this contraption. Time to rely on old reliable GUNPOWDER!"
Fluuk switches to his double barreled musket.
"Klobber go help Tabaac"
Klobber bite: 1d20 + 2 ⇒ (15) + 2 = 17
Bite Damage: 1d4 + 1 ⇒ (2) + 1 = 3
The Mighty Wup |
Shrieking in high-pitched triumph at his first victory, Wuppy turns his fierce claws on the next foe!
Claw 1: 1d20 + 6 ⇒ (8) + 6 = 14
Claw 2: 1d20 + 6 ⇒ (6) + 6 = 12
Damage claw 1: 1d3 + 3 ⇒ (3) + 3 = 6
Damage claw 2: 1d3 + 3 ⇒ (2) + 3 = 5
Terquem |
Day 2, Tuesday, turn 83
Tabaaac – 12
Fluuk – 9 (Klobber – 12)
Kobolds – 8
Wup – 5
Ul Skub - 1
Round 3 wrap up
Gemdar swings high but the Kobold ducks low
Once again sending a crossbow bolt into the sky, Fluuk curses the contraption, and then orders his animal friend to rush to Tabaaac’s side. The large simian closes with the Kobold, and manages to get a bit on its arm as it is attacking the Goblin friend, the bite is enough to drop the wounded Kobold
Wup races to help Gemdar, but his claws scape against the kobold’s armor with no effect
Gemdar is being attacked by a Kobold. Not sure what to do about Ul Skub? The last remaining Kobold attacks Gemdar with a spear
Round 4, Kobold attack
melee Spear attack: 1d20 + 1 ⇒ (17) + 1 = 18
Damage if >15: 1d6 - 1 ⇒ (5) - 1 = 4
Again the Kobold's spear stabs at the Cook mercilessly
You should all be able to gang up on the remaining Kobold. Each character gets a +2 bonus on their next melee attack
Alicroc #1 – dead
Alicroc #2 - dead
Kobold #1 – dead
Kobold #2 – dead
Kobold #3 – Standing, rushing Gemdar
Kobold #4 –dead
Fluuk |
Seeing the situation well under control, Fluuk preserves his gunpowder, although the itch is there to blast, he rather not hit anyone else accidentally. He calls Klobber back to his side, and climbs onto the special saddle, riding the huge ape's broad back.
Terquem |
Day 2, Tuesday, turn 84
The Mighty Wup attacks from behind as Gemdar delivers a crushing blow from the front, and the last Kobold falls.
Just then…
Gobzilla, Penny and Eshmaralduh rush up the path into the ruined Kobold fort.
It is a happy reunion, though there are some minor injuries, at least this time no one was mostly dead, not even for a moment!
With the barricade down, where the Alicroc and Kobold warriors charged out, the Goblin heroes approach the massive doors behind which lay the mysterious dungeon.
But how do the doors open?
First the group examines the doors.
There are two doors, side by side, and each is fifteen feet high and eight feet wide. The doors are made from a mysterious dark wood, and each door is carved over its entire surface with individual panels. Each panel shows a stylized representation of some kind of jungle animal. There appears to be no regular pattern to the panels, and a row of panels might be , monkey, lizard, bird, beetle, dinosaur, monkey beetle, while the row above might be beetle, beetle, frog, turtle, dinosaur, turtle. However, when a particular image does occur, it is identical in pattern to all other similar images (all monkey carvings are the same), but what is different are the different colors the panels are painted. You see each panel, with its representative carving, is painted in one of four primary colors, red, blue, yellow, or green.
To the left of the doors, on the cavern wall, about even with a goblin’s head, is a small plaque. The plaque is made from the same wood as the doors, and it is drawn with a circle that has been quartered. In the upper left hand corner is the image of a left hand, palm facing you, while in the lower right corner is a right hand palm facing you. The upper right corner shows a right foot in profile (the big toe is in the foreground), and in the lower left corner is a left foot. A strange rod is fixed on a pivot in the center of the circle, and one end of the rod is tipped with a blue crystal.
On the right side of the doors there is another similar plaque, but this plaque is sectioned into six images, a monkey, a beetle, a frog, a bird, a turtle, and a dinosaur. This plague has a similar rod fastened in the center as well.
The rods will spin.
Gemdar |
"That hurt. I need to fix myself up some. Anyone else need me to fix em up?"
Gemdar then stares at his wound and traces strange symbols on it as it begins to heal.
Healing Hex: 1d8 + 2 ⇒ (6) + 2 = 8
After approaching the doors and looking at the spinners he says "What no tassels?
Maybe we should spin both and then push the corresponding panel (that is the panel that is the same color and animal as comes up on the spinners for those that don't know big words.)"
Fluuk |
Fluuk inspects the doors and the puzzle rods. "This seems like a puzzle to get inside. We should be careful, if we chose wrong maybe there is a trap and someone might almost die."
Fluuk casts light to get a good view of the doors and also casts detect magic and takes a few rounds to beam it around the doors and the rods and the whole area.
"Bweeweeewwweewwwww" is the noise he makes as he is concentrating and scanning the area. It is unclear why Fluuk does this.
Terquem |
Day 2, Tuesday, turn 84
Gemdar feels much better
Looking closer, it now seems odd that the right hand plaque, showing symbols of animals, is not painted in any colors.
If you spin a spinner – left side spinner roll a d4, right side spinner roll a d6, followed by a d4
Fluuk |
[b]"Definitely magic, all sorts. Hey looks here chaps, the right hand plaque is not painted. What do you make of that?"[b]
Should we start spinning or do we want to find a pattern?
Gobzilla |
"Rawr! Good to see friends. Trip back only took five minutes, but it felt like five weeks! Rawr!" Gobzilla says-growls as he and the ladies reunite with the other Heroes.
Gobzilla looks up at the spinners and scratches his chin.
"Rawr! Gobzilla no good at puzzles. If friends want, he will spin them, though. Any smart Gobs have ideas where to start?"
Correct me if I'm wrong, but I don't think Gobzilla would have the required skills to make an educated guess.
The Mighty Wup |
Wuppy spends several minutes flexing above the bodies of the defeated kobolds before he realizes nobody is watching him and sprints after the others in a huff.
At the sight of the panels and colors, Wuppy's brows knit.
Just clarifying, are the rods currently pointing at any particular hand/foot or animal, on their respective plaques? I am assuming not. If not:
Wuppy has little patience for knowings and goings. He steps up and gives both plaques a ferocious spin!
Left d4: 1d4 ⇒ 3
Right d4: 1d4 ⇒ 2
Extra d4: 1d4 ⇒ 1
Terquem |
Day 2, Tuesday, turn 84
After a few slight touches, prods, and pokes, finally one of the heroes gives the spinners each a good hard fling, and…
The tips on the rods begin to emit a faint blue glow as the rods seem to accelerate under their own power while the colored panels on the doors begin to blink brighter in a chaotic display.
After a moment of tense anticipation the spinners stop , the image of a Right hand is glowing blue on the left side spinner, while the spinner on the right has stopped on the image of a monkey and in a blinding display of rapid color flashes the monkey suddenly turns red.
The blinking panels on the doors begin to blink “off” one by one until only a single red painted panel of a monkey remains illuminated. This panel is seven feet above the floor on the left door.
Terquem |
Ah, a plan is percolating in the brain of a Goblin, so, if you want to try to build a Goblin tower to reach the Monkey, it will take three of you working together. Each Character needs to make a Roll, the bottom Character needs a Successful Strength Check, the DC is 12, the second character in the stack needs a Successful Strength Check DC 10, and the top character needs to make a Successful Dexterity Check, the DC is 16. If you have ranks in Athletics you can apply those ranks to your Strength check, and if you have ranks in acrobatics you can apply those ranks to your Dexterity Check. Good Luck