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NOTE: Once action starts taking place in rounds, a separate map will be put in the FB files area, in order to enlarge the image of the room. Therefore, please do not post movement suggestions for the hallway and illuminated room until the encounter map is available. The map coordinates will change on this particular map.

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A new map has been added to the FB group files. Each of you calculate your starting move from square I-9.
As you enter this room you note the ceiling of this room has partially collapsed, creating a two-story space to the north while exposing the chamber above to the south. The upper chamber of the southern area is accessed by a wood plank, from the floor level (C-9) to the upper floor (C-11). The whole chamber smells of burnt oil and acrid chemicals.
Rubble lies haphazardly about the place, with some other larger pieces serving as tabletops for crude alchemical apparatuses. Soot, scorch marks, and other chemical residues cover many of the chamber’s walls and other surfaces. Three goblins in leather armor are working at the crude tables on the first level.
The upper level seems clear of wreckage and contains several wooden worktables. A goblin, who is wearing a worn robe, is working at one of the tables.
Initiative Order:
- Ekkie
- Henric
- Girdark
- Ilindir
- Cily
- Goblins
- Ophelia
- Absalon
- Boyhi
Ekkie stealthily moves to square F6. Goblin #4 is unaware of her presence, with its back to her. She stabs at it with her sword 1d20 + 4 ⇒ (19) + 4 = 23 and manages a sneak attack! She impales Goblin #4 for1d4 + 1 ⇒ (4) + 1 = 51d6 ⇒ 5 10 points of damage, killing it instantly!
Henric is up, Girdark is on deck...

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Cily takes aim at Goblin #3, which is bleeding profusely from an arrow attack by Henric. The crossbow bolt slams into its chest, providing the mortal damage to cause its death.
Goblin #2 takes a five-foot step to C9, blocking the wood board ramp leading to the upper level. He tosses a flask at Girdark 1d20 + 4 ⇒ (7) + 4 = 11 but Girdark ducks and the flask misses! The flask lands in E7 and a blast of flame erupts!
Ekkie, Ilindir and Girdark each take 1 point of burn damage from the fiery flask explosion. A fierce fire now burns in E7.
Goblin #1, who is on the upper floor, moves to C11. He drinks a potion, and then readies another flask in his hand.
Ophelia is up, with Absalon on deck and Boyhi next...
*** The Lab Encounter Map has been updated in the FB Group ***

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Ophelia enters the room and proceeds to G9. She mutters a prayer to Serenrae, and a divine light radiates out from her and touches each member of the adventuring party as she casts the Bless spell. Everyone receives a +1 to their attack rolls, and +1 to saves against Fear for 10 rounds.
Absalon is up, followed by Boyhi to conclude Round 1.

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Boyhi moves to D9 (C9 is occupied by the goblin) and swings his newly discovered Dwarven warhammer at Goblin #2. He smashes the creature for 11 points of damage, thoroughly crushing it!
END OF ROUND 1
Ekkie must maneuver around the flames in E7. Although the flames are starting to recede, moving through E7 would result in burns. She skirts them on the north side and moves to C8, sword in hand.
There is one goblin left, who is on the upper level on the south side of the room. A wood plank connects the lower level with the upper level, from C9 rising up to C11. In order to walk or run up the plank, you must make an acrobatics check in association with your movement (armor check penalties apply). The upper level is 10 feet above the lower level.
Henric is up, Girdark on deck, then Ilindir...
*** The map has been updated ***

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A reminder:
Add an additional +1 to your attack rolls for this round, as the Bless spell is active until the start of Ophelia's next turn.
The +1 to the attack roll is applicable to:
- Melee weapon attacks
- Ranged weapon attacks
- Any spell that requires an attack roll (such as a spell that does a "ranged touch attack"

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Girdark:Goblin #1 is on the upper level 10 feet above the lower level.
Are you trying to go up the wood plank to reach him? If yes, please do TWO rolls, either an Acrobatics skill check roll, or a Reflex Save roll, whichever is higher for you.
You will be standing on a wood plank about 5 feet off the ground when you take your double swing. The first roll will determine success at getting up the plank. The second roll will determine if you stay on the plank after swinging your weapon.

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Girdark manages to get to the top of the wooden plank, and manages to retain his balance while attacking Goblin #2 with his mighty double axe! His first blow misses, but the second strike hits for 10 points of damage! The goblin screams in pain and frustration, and glares at Girdark with malice.
Ilindir is up, Cily on deck, and then the goblin...

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Cily fires a bolt at the Goblin, but the upward angle complicates the shot and it flies over his head and shatters on the stone ceiling.
Goblin #1 takes a 5 foot step to D12. Although in terrible pain, he grimaces a toothy smile at Girdark and hurls a flask 1d20 + 7 ⇒ (8) + 7 = 15 which hits Girdark and bursts into a fiery explosion1d6 + 2 ⇒ (5) + 2 = 7, burning Girdark for 7 points of damage! Girdark catches on fire, and may suffer additional damage next round unless he can make a Fortitude save of 13 or higher.
The explosion is a huge 10 foot diameter ball of fire, and anyone in that radius from Girdark, including Goblin #1, takes 1 point of incidental damage.
The wood plank also catches on fire and begins to burn! 1d6 + 2 - 5 ⇒ (5) + 2 - 5 = 2
Ophelia is up, Absalon on deck, then Boyhi...

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Ekkie, Boyhi and Cily all take 1 point of incidental burn damage from the fiery explosion.
The flames in D8 die out. Ophelia moves to D8 and channels positive energy a second time, 1d6 ⇒ 2 healing all members of the party for two hit points (thereby negating the incidental damage just inflicted, and helping Girdark a bit).
Absalon is up, Boyhi on deck, followed by Ekkie...
Cover Restriction: Because Goblin #1 has moved farther south on the upper floor area, anyone on the lower level within 10 feet of the upper edge cannot see him; within 15 feet can only see half of him; and, he is only fully visible 20 feet and beyond (from row 7 and northward). This will provide him partial cover, depending on how and from where he is being attacked.
*** The Map has been updated in the FB files area ***

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Absalon's spell invokes the power of Sleep on the Goblin. It's strength is 10 + the spell level (1) + Absalon's Intelligence Modifier (3) = 14. The goblin feels himself coming under the influencer of the spell, and tries to resist it with a Will Save 1d20 + 1 ⇒ (9) + 1 = 10 but he is unsuccessful! The goblin slumps onto the floor and begins snoring.
The spell has a 10 foot radius, and it also affects Girdark.
The Sleep spell will remain in effect for 1 minute (10 rounds).
After Girdark makes his saving throw, we will end rounds and you can decide what you want to do during the next minute of time before the Sleep spell wears off. The wood plank continues to burn. Girdark is aflame, and may or may not fall off the plank depending on his result. The Goblin is asleep for one minute.
Ophelia's immediate action will be to rush to Girdark and cast Cure Light Wounds, 1d8 + 1 ⇒ (6) + 1 = 7 healing 7 points of damage.

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Absalon takes on his best professorial voice and says, " someone put out our Orc.. He appears to be on fire. Notice that it was not it was not I who set him on fire. I am blameless on that count yet. " He mutters something about missing teaching assistants . Then he says, "would one of the quick and nimble folk scamper up and tie up our.slumbering enemy."
Absalon then half says to himself and half to everyone else, "Let's see if anything is lurking about with a magical nature."

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Girdark also falls under the Sleep spell, and slides down the wooden plank onto the first floor, sound asleep. He is still aflame.
You can wake a sleeping character by shaking him. You can put out the flames either by dousing with water or by using a flexible object such as a length of wet cloth to beat the flames out. There is a barrel of water in the room, as well as numerous rags. Girdark could put out the flames burning him by rolling around on the floor, but he is currently magically asleep. There are two fires in the same square - Girdark is aflame, and the wooden plank is burning.

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If we were still in rounds, it would require an Acrobatics roll, or a reflex save roll, to successfully climb up the plank without falling off. However, you now have sufficient time, including making multiple attempts if needed, so a failed attempt would result in another try to make it. Anyone wishing to go up the plank may do so, and we'll assume a number of things based on the group's immediate post-combat efforts:
- You manage to put out the fires on Girdark and the plank.
- Boyhi reaches the upper level and ties up the Goblin (assuming Boyhi has a rope or similar equipment)
- Tying up the Goblin creates enough motion to wake it from the Sleep spell.
If you desire to interrogate the goblin, using skills such as Diplomacy, Bluff or Intimidate might be useful.
If you desire to search the room, Perception skill is the main method.

Cily Tosscobble |

I make sure Girdark is OK, then go up to where Boyhi and the goblin are on the upper level. I thank Boyhi for his actions, then ask the goblin what this place is and what he and the others were doing in here. At the same time I am looking around this level to see what all is here.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20