
Caldir |

This place is trap central!
reflex: 1d20 + 8 ⇒ (10) + 8 = 18

Caldir |

Gonna use mythic surge for 1d6 boost.
surge: 1d6 ⇒ 5

Caldir |

Look about the room for traps and other items of interest (all of Gabe's loot).
perception: 1d20 + 13 ⇒ (1) + 13 = 14

Caldir |

Wow, no traps and no treasure, navigate the broken furniture and walk up to the ornate door, listen.
perception: 1d20 + 13 ⇒ (5) + 13 = 18

Caldir |

reflex: 1d20 + 8 ⇒ (7) + 8 = 15

Caldir |

fort: 1d20 + 5 ⇒ (11) + 5 = 16

Caldir |

I speak goblin, listen at the door.
perception: 1d20 + 13 ⇒ (16) + 13 = 29

Chris Welch DM2 |

~in goblin~ I tells yah, I heard the big boom door go off! The boss would want uz to go check it out. a different voice Well Vezcheck, why donts you take you and your goons down there to see what it was then? Unless...you...are...a...CHICKENSHIT! First voice again, CHICKENSHIT is it? Whyz I should cuts your nuts off and feed em to you, if you had any that is. Why don't YOU go down there and show the rest of uz iz safe?
And so on for a few minutes..

Caldir |

That's some good goblin role playing!
Is there someplace I think I can hide in this room before they come out the door? If so, I will hide. If not, I will just try to find a spot where I can get off a sneak attack.

Caldir |

Hide beside the door, ready to unleash a sneak attack!

Chris Welch DM2 |

~after a few minutes of squabbling~ Fine you lil toad faced b@++%! I'll go look, but "I" get all the credit if I find anything...Yeah, good for you boot licker.
~noise of lock clicking and unlocking~
The door opens and a crooked legged goblin of impressive stature walks out and prepares to pick his way through the trapped debris.

Caldir |

sneak attack
attack1: 1d20 + 5 ⇒ (10) + 5 = 15
dam1: 3d6 + 5 ⇒ (3, 5, 5) + 5 = 18
attack2: 1d20 + 5 ⇒ (14) + 5 = 19
dam2: 3d6 + 5 ⇒ (1, 3, 2) + 5 = 11

Caldir |

init: 1d20 + 7 ⇒ (6) + 7 = 13

Caldir |

since I won initiative, they should still be flat footed enabling me to sneak attack again right? If not subtract the extra damage. I will attack the big one!
attack: 1d20 + 5 ⇒ (4) + 5 = 9
dam: 3d6 + 5 ⇒ (2, 2, 5) + 5 = 14
attack: 1d20 + 5 ⇒ (12) + 5 = 17
dam: 3d6 + 5 ⇒ (6, 6, 5) + 5 = 22

Chris Welch DM2 |

Dashing into the room, you deliver a well placed strike to the largest goblin's neck. Dark bloody ichor sprays everywhere as he falls to the ground, breath slurking out of the slice!
The remaining goblins screach out in fury and attack!
goblin: 1d20 + 2 ⇒ (4) + 2 = 6
goblin: 1d20 + 2 ⇒ (2) + 2 = 4
goblin: 1d20 + 2 ⇒ (11) + 2 = 13
goblin: 1d20 + 2 ⇒ (5) + 2 = 7
They flail about at you innefectively in despair.
...next round

Caldir |

attack: 1d20 + 5 ⇒ (5) + 5 = 10
dam: 1d6 + 5 ⇒ (6) + 5 = 11
attack: 1d20 + 5 ⇒ (12) + 5 = 17
dam: 1d6 + 5 ⇒ (1) + 5 = 6

Caldir |

I slice back!
attack: 1d20 + 5 ⇒ (14) + 5 = 19
dam: 1d6 + 5 ⇒ (5) + 5 = 10
attack: 1d20 + 5 ⇒ (2) + 5 = 7
dam: 1d6 + 5 ⇒ (3) + 5 = 8

Caldir |

How was Jonathan's competition?

Caldir |

Time to slice and dice some goblins!
attack: 1d20 + 5 ⇒ (10) + 5 = 15
dam: 1d6 + 5 ⇒ (4) + 5 = 9
attack: 1d20 + 5 ⇒ (6) + 5 = 11
dam: 1d6 + 5 ⇒ (5) + 5 = 10

Caldir |

No hit on a 15, goblins must be wearing full plate!
attack: 1d20 + 5 ⇒ (14) + 5 = 19
dam: 1d26 + 5 ⇒ (15) + 5 = 20
attack: 1d20 + 5 ⇒ (11) + 5 = 16
dam: 1d6 + 5 ⇒ (5) + 5 = 10

Caldir |

1d26 damage, I like it!
dam: 1d6 + 5 ⇒ (6) + 5 = 11

Caldir |

I have been called Gabe and now Don. Just need a Clint for trifecta!
What is in this room? Any items of interest? Quick search of goblins. How many exits?
perception: 1d20 + 13 ⇒ (2) + 13 = 15

Chris Welch DM2 |

I call 'em like I hear 'em! :)
This room is finely appointed, especially for goblins. Several chase lounges and chairs, tables, ottomans. VERY swanky for goblin infested ruins. There are also various food stuffs, wine, casks of ale, and the like. These goblins were living in luxury!
The goblins have 30 GP of coin amongst them. It takes you 3 minutes to search the bodies. There may be other loot in the room, especially in the 2 small chests that you find.
There are 3 doors exiting this room, one in each wall, not counting the door you came through.

Caldir |

Check out the 2 chests, looking for traps.
perception: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
perception: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
if necessary, disable device prior to opening chests
disable: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
disable: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23

Caldir |

I pocket the loot and get the hell out of there. I retrace my steps, intending to leave the building, and will head to the Gate and report my findings to Denros. Then back to the Inn to recuperate.
Hope to avoid any goblins.
stealth: 1d20 + 11 ⇒ (16) + 11 = 27

Caldir |

Double back to the room with the two crumbling stairways curling up the sides of the room heading up to the second floor and a large stout door that I recognized as one leading to outside the building.
Take the door leading outside, then head to the Gate.

Caldir |

How do the goblins run around here without getting themselves killed? No one could remember all these traps!
save1: 1d20 + 8 ⇒ (16) + 8 = 24
save2: 1d20 + 8 ⇒ (4) + 8 = 12
save3: 1d20 + 8 ⇒ (13) + 8 = 21

Chris Welch DM2 |

Or they don't go the way you go...
I hear iron golems marching... :)
Too bad you didn't play a rouge; they never have these problems!
Simultaneously a rain of small boulders falls on you, but the electric blast from the door ZAP!: 7d4 + 7 ⇒ (1, 1, 2, 4, 1, 3, 2) + 7 = 21 blasts you out of the way, as you avoid a deadly looking needle-dart springing from the door's handle.
You dust yourself off, open the door, and make your way quickly (and cautiously) onto the street.

Caldir |

Ouch! Head to the Gate. Being observant and stealthy.
perception: 1d20 + 13 ⇒ (8) + 13 = 21
stealth: 1d20 + 11 ⇒ (10) + 11 = 21

Chris Welch DM2 |

You eventually make your way back to the gate after avoiding the noise of what sounds like some hastily assembled goblin patrols that are also trying to be stealthy; but you know how goblins are...
The gate from this side is much more foreboding and the sentries catch you at an extreme distance; the small ballistae targeting you as you get closer.
You there! Stop and identify yourself or be fired upon!

Caldir |

"Its Caldir, get Denros, he will recognize me."

Chris Welch DM2 |

Stay where you are or you WILL be fired upon!, the shout comes down from above. You see the trooper speak to one of his fellows who quickly disappears from view. Time passes... You begin to feel a little uncomfortable as the troopers above continue to line you up in the sights of their ballistae. You hear their laughter carried over the wall by the wind and can only guess that they are sharing some joke at your expense. FINALLY, Denros appears on the wall and stares down at you. HO! Ser Caldir is it? Approach the gate friend, but slowly.