Darnail Sunsworn. |
In the tunnel to the right you can just make out a solid iron door that seems to be ajar. In the tunnel to the left you see the tunnel head straight for about 40 feet and then it opens into a room in which you can't see much from here.
Perception checks please.
1d20 + 5 ⇒ (6) + 5 = 11
as a side note, can Darnail see anything in the left 'room' since his shadowy is out to 80'?
Darnail Sunsworn. |
I pause a moment to glance in the mining cart. Anything in there, like little kids sleeping? Or is it just empty... I don't wander too far from the light source, by the way, being more concerned with seeing then getting lost.
nice idea to check there for that lance.
Darnail will stand in the middle of the intersection, medallion held up overhead to cast Brith's Light down all the passages so all can see.
imimrtl |
Lance goes forward and checks the mining cart but it is empty except for a few rocks. To the left the group hears what sounds like snoring. Barrett gets a bit agitated and you think there is something over there.
You can see into the room but because of the angle of the cant see much of whats in there without going in.
Lance Antares |
Lance goes forward and checks the mining cart but it is empty except for a few rocks. To the left the group hears what sounds like snoring. Barrett gets a bit agitated and you think there is something over there.
You can see into the room but because of the angle of the cant see much of whats in there without going in.
Snoring seems unlikely, what with all this confounded commotion and noise, not only from us, but the rain. And if we CAN hear "snoring" over all this, then I don't want to meet the pug-ugly bastard that'd be doing the snoring... However, since it's evident to all, I will wait for the people in front to move that direction and fan out behind them.
But, as I'm toward the back, I'd like to keep my eyes open on the mine's entrence. It seems like a bad placed to get pinched by some errant bandits who may want to sneak up on us...
The Slice |
The Slice whispers to the two in front of him. "Want me to sneak in and see if I can see what's in there"?
If the answer is affirmitive, Slice will ask that a coin be blessed with a light spell, and cloaking it with a sack will sneak forward, letting just enough light out to see his way.
1d20 + 8 ⇒ (11) + 8 = 19 Stealth
1d20 + 4 ⇒ (4) + 4 = 8 Perception
Again whispering, You guys be ready to move in if I start screaming like a little girl
Lance Antares |
It occurs to me now, that the only other thing that could be "snoring" or "Roaring" in mine with a deluge of rainwater filling it, is either a foul beast, or perhaps a deep well or chasm in which the rain water is pouring down like a waterfall.
Or possibly someone who IS snoring... hmmm....
In either case, I will just wait till someone moves forward. However, if someone moves forward and it IS a deep chasm that might be eroded... it may be a good idea to tie off "the Slice" with a rope, and the rope connected to one of us, so that he doesn't go tumbling into something nasty by accident, or the floor give way beneath him...
But then, on second thought, I'm sure the Slice knows this already...
imimrtl |
Logarth pays more attention to the door on the right. He will attempt to stealth up and peak in the agar door.
Stealth: 1d20 +6
Perception: 1d20 +9
Does Logarth see anything special as he has darkvision to 60 ft?
This will happen simultaneously with Slice going towards the other room.
The door that you approach appears to be solid iron with two bars that look to be able to move across and lock in place. It is slightly ajar and when you look in appears to be empty. As you look you catch what appears to be a scrawl in the common tongue across the back wall. It says "Help please hobgoblins took us J+C"
imimrtl |
The Slice whispers to the two in front of him. "Want me to sneak in and see if I can see what's in there"?
If the answer is affirmitive, Slice will ask that a coin be blessed with a light spell, and cloaking it with a sack will sneak forward, letting just enough light out to see his way.
1d20+8 Stealth
1d20+4 Perception
Again whispering, You guys be ready to move in if I start screaming like a little girl
As you approach the room the snoring appears to be getting louder. The room looks like it was equipped to handle the ponies that would pull the mine carts back and forth. There is a disgusting smell of mildew and old leather. There is straw strewn everywhere along the floor. There is a small table and chair in the middle of the room. In the far corner there are a bunch of old sacks. This is where the sound seems to be coming from. There is a strong smell of alcohol as you approach the table and you see a bottle that has been knocked onto its side spilling the contents.
Germon Falleyas |
The Slice wrote:As you approach the room the snoring appears to be getting louder. The room looks like it was equipped to handle the ponies that would pull the mine carts back and forth. There is a disgusting smell of mildew and old leather. There is straw strewn everywhere along the floor. There is a small table and chair in the middle of the room. In the far corner there are a bunch of old sacks. This is where the sound seems to be coming from. There is a strong smell of alcohol as you approach the table and you see a bottle that has been knocked onto its side spilling the contents.The Slice whispers to the two in front of him. "Want me to sneak in and see if I can see what's in there"?
If the answer is affirmitive, Slice will ask that a coin be blessed with a light spell, and cloaking it with a sack will sneak forward, letting just enough light out to see his way.
1d20+8 Stealth
1d20+4 Perception
Again whispering, You guys be ready to move in if I start screaming like a little girl
Would Germon be able to make this out too?
imimrtl |
imimrtl wrote:Would Germon be able to make this out too?
As you approach the room the snoring appears to be getting louder. The room looks like it was equipped to handle the ponies that would pull the mine carts back and forth. There is a disgusting smell of mildew and old leather. There is straw strewn everywhere along the floor. There is a small table and chair in the middle of the room. In the far corner there are a bunch of old sacks. This is where the sound seems to be coming from. There is a strong smell of alcohol as you approach the table and you see a bottle that has been knocked onto its side spilling the contents.
Only if you make your way up the hallway to the room as well. You can see the door but because of the angle of the hallway you cannot see into the room without going up to the door.
Germon Falleyas |
I mentioned I was keeping close to Slice so I will continue to follow him.
Germon follows after Slice but keeps his distance. He moves into the room trying to get a better look at what is causing the snoring. He gose over to the table and risks a little light by pulling his lantern out of his pack and lighting it up.
Lance Antares |
This whole thing strikes me as dodgy...
After all my shouting and the afore-mentioned bally-who, if something is still sleeping through all this sound, I doubt that stealth is needed. It seems like more of a trap...
But I'm less concerned with the possible snores comming from a bundle of rags then I am of finding the missing children. Since I can't really proceed down the tunnel without slipping past my comrades, and since I don't have any desire to do that, I just take another bite out of my apple and continue to wait for something to happen.
imimrtl |
As soon as Germon enters the room, the snoring stops and a man sized goblinoid creature stumbles to his feet. He bellows loudly and charges to attack with a longsword. You can tell he has bloodshot eyes and sways a bit on his feet as he attacks.
Initiative please :)
Darnail Sunsworn. |
Are we able to participate in this thing, being so far back in the tunnel? Well, if so, here's the roll, just in case...
1d20 + 4
standing by lance myself. our first action would prolly be spent getting close enough? (i fully expect it to be dead by round 2, haha)
Initiative
1d20 + 2 ⇒ (3) + 2 = 5
edit: Lance! i'm slower then you!
The Slice |
1d20 + 6 ⇒ (13) + 6 = 19 Initiative
Not knowing the dimensions of the room
Slice will tumble away, and let the eager bloodthirsty warriors take on the beast. I probably could have killed that thing while it slept. We must have a discussion on tactics or we'll all not live through anything tough . He will wait for the chance to strike the beast from an unexpected area, or while it's preoccupied.
1d20 + 8 ⇒ (6) + 8 = 14 Acrobatics
Hey guys. Let's meet on the OOC thread and discuss party roles and tactics. We're so busy running around and reacting before thinking, that the party dynamics are really screwed up.
imimrtl |
Hobgoblin Initiative1d20 + 6 ⇒ (15) + 6 = 21
Ok so the drunken hobgoblin goes first. In his drunken haze he sees the first person in front of him and attacks. At this moment that would be the nimble Slice.
Attack with longsword1d20 + 3 ⇒ (16) + 3 = 191d8 + 2 ⇒ (2) + 2 = 4
The Hobgoblin swings wildly and somehow manages to land a wicked slash across Slice's arm. The Hobgoblin overbalances with the force of the slash and crashes into the wall. He shakes his head to try and clear the fog.
He loses his next action but can defend normally. Yay drunken Hobgoblins!
Logarth |
Seeing the drunk hobgoblin Logarth darts in with a front kick to the stomach and then an uppercut.
Flurry of Blows: 1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (19) + 2 = 21
If hit: 1d6 + 3 ⇒ (3) + 3 = 6
1d6 + 3 ⇒ (1) + 3 = 4
Not to overstep my bounds, but technically Logarth should have gone first with an initiative roll of 22, but that is alright.
imimrtl |
Seeing the drunk hobgoblin Logarth darts in with a front kick to the stomach and then an uppercut.
Flurry of Blows: 1d20 +2
1d20 +2
If hit: 1d6 +3
1d6 +3
Not to overstep my bounds, but technically Logarth should have gone first with an initiative roll of 22, but that is alright.
My bad! Sorry my brain obviously wasn't working then.
The hobgoblin stumbles drunkenly to the side and your kick misses but your follow up shot hits him squarely in the jaw.
Cael Brannyn |
On Cael's turn he will say "duck" to everyone around him as he wildly swings his Earth Breaker with all his might.
Power Earth Breaker 1d20 + 4 ⇒ (15) + 4 = 19
Damage 2d6 + 9 ⇒ (5, 6) + 9 = 20
If he cannot reach and can get next to an ally within reach he will assist them with their defense
Aid Another +2AC
If he can't do that he will intimidate said Hobgoblin with a furious roar
Intimidate 1d20 + 5 ⇒ (7) + 5 = 12
I think that covers all the bases.
Germon Falleyas |
Germon Who was standing next to Slice. will extend his shield in an attempt to block the incoming attack made against Slice +2 AC as an immediate action
Barrett's Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Germon will then attempt to swing at the goblin.
Germon's Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d10 + 3 ⇒ (8) + 3 = 11
Lance Antares |
As there is no way I can move into a room that is twenty x twenty with four people in front of me AND the hobgoblin, there's not really much I can do at this point (well, maybe if I could SEE it). I will leave my companions to deal with this, and move about ten feet down to the other doors, quickly double checking to see if there is something that might jump out and attack us. I would not like to be caught unaware, or between two forces.
imimrtl |
On Cael's turn he will say "duck" to everyone around him as he wildly swings his Earth Breaker with all his might.
Power Earth Breaker 1d20+4
Damage 2d6+9If he cannot reach and can get next to an ally within reach he will assist them with their defense
Aid Another +2ACIf he can't do that he will intimidate said Hobgoblin with a furious roar
Intimidate 1d20+5I think that covers all the bases.
Cael swings his massive hammer over the top of you all, not hard considering how big he is, and explodes the hobgoblins head like a ripe watermelon. You are all showered in gore and brain matter. What do you guys do now?
Erefine |
"Must have been the hobgoblin that someone said they were taken by...found it carved into the other door."
Logarth wipes himself clean from brain matter and blood. "Anyone know that per..what do you call it? The spell to take a bath by magic"
Logarth lets out a laugh, but not a loud one as to not give his position away should there be more monsters. Then Logarth begins to search the room for clues as to who had carved that message in the other door and also search for loot.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
imimrtl |
Nothing much of interest in the room.
Lance: You go down the tunnel approximately 40' before you start to reach the edge of the light. It is dim and hard to see in but not impossible. The rail tracks split here, one heading straight ahead down a steep incline, the other breaking off to the southeast down a gentler slope. An iron lever, thick with cobwebs, looks like it must control the points mechanism.
Cael Brannyn |
" I " am quite glad i was not in the room for that shower.
=)"What was that? "
Party Favors.. Cael says as he wipes the blood from his face but doesn't bother with anything else. Seems to be a cool deattchment from what had to be done. He takes a minute to search the hobgoblins body before settleback in his place either beside or behind Germon whichever the space will permit.
Lance Antares |
As an increase of light seems to be following me, what do I see next? Remember, the only reason we're in this tunnel is to find missing children, not trinkets or for private adventures. THAT is my prime duty here, so if I have the chance to walk further in the light, I will do so and relay what I have seen back to Germon.
As an aside...
"Oye, Germon... your dog... good with a nose? Maybe we can get the pup to sniff around those boards where it looked like the lads carved their names. Then, if he's a sharp one, and I don't doubt that he is, then we get your pup to track the lads by the smell; if we can."
Germon Falleyas |
Germon looks to Lance. "You've mentioned these lads before. I am curious about the whole story, but for now." Germon turned to Barrett. "Boy. Can you track what made those marks?" Barrett sniffs around the area.
Barrett's Survival check to track:1d20 + 1 ⇒ (20) + 1 = 21
Hallelujah what a score. That should find something at least
imimrtl |
Germon looks to Lance. "You've mentioned these lads before. I am curious about the whole story, but for now." Germon turned to Barrett. "Boy. Can you track what made those marks?" Barrett sniffs around the area.
Barrett's Survival check to track:1d20 + 1
Hallelujah what a score. That should find something at least
Barrett definitely picks up a scent from the room with the iron door. As you all progress down to the fork, Barrett points definitively to the one going straight and down at a sharp grade. By the way the water has started flowing a bit faster down the tunnel at the edges where it looks like a very slight irrigation was placed along the walls.
Nice job on the check!