
DM DoctorEvil |

Sentry Point - Round 5 - continued
As the goblins come carefully across the edge of the pit, Rosie sets on the first one with a flurry of unarmed strikes, but in her rush to fight, none of them actually land.
Jastrokan's silent illusion scares the wits out of the simple-minded goblins, who look very afraid and befuddled.
Need actio from Sekell to finish out the round. I will run him tomorrow if no post. Toban, do you have an action or just taking the healing?
Goblin Red DC 14 Will: 1d20 - 1 ⇒ (7) - 1 = 6
Goblin Yellow DC 14 Will: 1d20 - 1 ⇒ (4) - 1 = 3

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Toban's just gone to bed, but I know he's hanging on in the hopes someone pulls him up. As (if) he get's pulled up he'll try to aid in the ascent. What would you like him to roll for that? A strength or climb to aid?

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Yes, what she said. I will ready an action to try to help whoever pulls us up on the rope so we don't get snagged on a rock or anything.
Strength to AID: 1d20 + 1 ⇒ (2) + 1 = 3
But I'm no help at all. Haha.

DM DoctorEvil |

Sentry Point - Round 5 - concluded
26 Yellow Goblin
26 Red Goblin
23 Narissiel (-4hp dmg, unconscious, stable)
-- Slime Mold (8hp dmg)
22 Sekell
18 Rosie
17 Toban (7hp dmg, fast healing 1)
15 Jastrokan (inspired rage, dex +2)
Dropping his bow, Sekell rushes to the pit's edge and hauls on the rope, beginning to pull Narissiel and Toban to safety.
End of Round 5

DM DoctorEvil |

Sentry Point - Round 6
26 Yellow Goblin (fear)
26 Red Goblin (fear)
23 Narissiel (-4hp dmg, unconscious, stable)
-- Slime Mold (8hp dmg)
22 Sekell
18 Rosie
17 Toban (6hp dmg, fast healing 1)
15 Jastrokan (inspired rage, dex +2)
Both the goblins are freaked out by the illusory creatures that seem to burst from the walls and attack. Both hightail it away from the pits edge and back around the corner that leads farther into the Marauder's HQ.
Making a frustrated attempt, the slime mold cannot quite reach the still form of Narissiel or the wriggling form of Toban as they are lifted towards the surface.
All the party is up once again.

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Jastrokan stops his artistic performance, and stops concentrating on his illusion. He helps Sekell get Toban and Narissiel out of the pit.
"I was watching, and I have to say, you should probably look before running into battle. It's safer." He nods helpfully, even though Narissiel can't hear him.
I help get them the rest of the way out of the pit.

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Rosie picks up a rock and throws it at the slime mold. I have throw anything.
Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

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Healing 1 hp.
As Toban is hauled up out of the pit he exclaims, "Yes! Yes! Faster now! Hurry!"
If Toban is out of the pit now:
Toban pulls out a scroll, grabs Narissiel's hand and prays to Shelyn.
"Let not this beauty fade!" The scroll crumbles to dust and a burst of healing energy flows into Narissiel.
Healing Narissiel: 1d8 + 1 ⇒ (1) + 1 = 2

DM DoctorEvil |

Sentry Point - Round 6- continued
Jastrokan heaves on the rope and soon both the Pathfinders are out fo the pit, lying on the edge.
Rosie's rock throwing doesn't seem to affect the slime mold this time around.
Toban tries to heal the grievous injuries suffered by Narissiel, but even though he uses up a scroll, the effect is disappointingly minimal.
Will give Sekell till tomorrow to post before I run him again. Think Narissiel is at -2 now.

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"Hey! Quit moving, slime! I'm trying to squash you!" Rosie yells with a shake of her tiny fist.

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"Oh, thank you!" Toban tells Jastrokan and Sekell now that he's safe.

DM DoctorEvil |

Not sure what has happened to Sekell, but I will just run him until we hear from him or until further notice.
Sentry Point - Round 6 - concluded
With Toban and Narissiel safely back out of the pit, Sekell moves to where he cast aside his bow and picks it back with the intention of raining arrows down on the slime mold.
End of Round 6

DM DoctorEvil |

Sentry Point - Round 7
26 Yellow Goblin
26 Red Goblin
23 Narissiel (-2hp dmg, unconscious, stable)
-- Slime Mold (8hp dmg)
22 Sekell
18 Rosie
17 Toban (5hp dmg, fast healing 1)
15 Jastrokan (inspired rage, dex +2)
The pair of goblins have not returned to the fight, allowing the heroes to focus on the slime mold or to cross the pit, if they are able.
Heroes are up as the slime mold can't reach any active targets.

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Rosie tries to balance across the ledge.
Acrobatics: 1d20 + 6 ⇒ (10) + 6 = 16
When she moves down the hall and looks around the corner!
Did the goblins run away further or are they as marked on the map?

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Jastrokan moves behind Toban and throws a paint brush at the slime mold.
Attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage: 1d2 + 1 ⇒ (1) + 1 = 2

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Toban unfurls another scroll and uses it on Narissiel.
Healing: 1d8 + 1 ⇒ (1) + 1 = 2

DM DoctorEvil |

Sentry Point - Round 7 - concluded
Sekell fires down into the pit, seeking to finish off the slime mold. But despite the ease of the shot, the archer misses...
Jastrokan succeeds in hurting it a bit more, throwing another of his brushes at the ooze.
Rosie tip-toes gracefully along the narrow ledge of the pit, and roudns the corner to find both goblins cowering there afraid of the creatures coming from the walls. Both look at her menacingly as she appears alone, however.
Toban's luck with divine healing continues to frustrate. He does manage to get Narissiel to consciousness, at 0 hp, but burns through another scroll in the process.
End of Round 7
Sekell bow: 1d20 + 5 ⇒ (2) + 5 = 7

DM DoctorEvil |

Sentry Point - Round 8
26 Yellow Goblin
26 Red Goblin
23 Narissiel (at 0hp, disabled)
-- Slime Mold (10hp dmg)
22 Sekell
18 Rosie
17 Toban (4hp dmg, fast healing 1)
15 Jastrokan (inspired rage, dex +2)
The goblins move to attack Rosie. Red scores a slight hit, while Yellow misses, but just barely.
Rosie is hit for 2hp dmg. Narissiel may act, but any standard action will drop her negative again. Rest of the party is up.
Yellow Goblin: 1d20 + 2 ⇒ (12) + 2 = 14
Red Goblin: 1d20 + 2 ⇒ (13) + 2 = 15
Red dmg: 1d4 ⇒ 2

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Narissiel looks around in confusion.
"Go." she groans. "I've got it..."
Narissiel staggers to her feet.
Despite her words, she clearly doesn't have it. She looks like she'll fall over any second. I have no way to heal myself. Haha. Taking a move action to stand up.

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Seeing Rosie get attacked by goblins. What did they attack with? Are they beside her now or are they still where they are on the map? Jastorkan scowls. He pulls out another brush and paints in the air.
"I see trouble over there, but wait, here comes something... OH NO! IT'S MORE SILENT DEATH WORMS!!!!"
Jastrokan casts an illusion again, this time making more vicious worms slither across the ground, sniff at the air, and open their big mouths showing off big sharp teeth. They look at the goblins!
Silent image! Will DC 14
Also, I stopped maintaining my bardic performance two turns ago so it is no longer active (I used it four round total). Thanks!

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Knowing that her brother likes to make illusions, Rosie assumes that's what the worms are. She moves up to the goblins, careful not to get in the way of the worm heads or bodies, and punches the yellow one! Five foot step and flurry of blows.
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

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Healing one damage.
Toban sputters. "You have not! And I will do no such thing!" He pulls out a wand, presses it against Narissiel's wounds and prays once more. "By Her grace, be healed." Using my wand of cure light wounds.
Healing Narissiel: 1d8 + 1 ⇒ (8) + 1 = 9
Toban smiles. "There. That's better." He stands up. "Now, then. Break's over. Let's get cooking."

DM DoctorEvil |

Sentry Point - Round 8 - concluded
Narissiel stands, a bit shakily, but certainly an improvement over her state a few moments ago. As she wobbles, Toban hits her with his healing wand and she is revitalized enough to get back in the fight.
Sekell shoots at the slime mold once again, hitting it this time, but doing limited damage.
As Rosie starts a melee with the goblins, she cannot hit either of them with her series of unarmed strikes.
Jastrokan goes back to a previous trick, and creates an illusion of worms from the walls to see if it has the same effect on the goblins once again.
End of Round 8
Sekell bow: 1d20 + 5 ⇒ (16) + 5 = 21
Dmg: 1d8 + 1 ⇒ (1) + 1 = 2
Yellow Goblin DC 14 will: 1d20 - 1 ⇒ (12) - 1 = 11
Red Goblin DC 14 Will: 1d20 - 1 ⇒ (9) - 1 = 8

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Jastrokan Tangletop wrote:They attacked with their dog-slicers, ugly unwieldy goblin-crafted daggers. They moved adjacent to Rosie on their turn, I forgot to update the map.What did they attack with? Are they beside her now or are they still where they are on the map?
I moved Rosie back where she was and moved the goblins to her, then, instead of the other way around. Jastrokan is still placing his illusion in the same 10 ft. square as before, but the worms are mostly coming out of the wall behind Rosie and the unoccupied square in the corner. Hope that's alright.

DM DoctorEvil |

Sentry Point - Round 9
26 Yellow Goblin
26 Red Goblin
23 Narissiel (2hp dmg)
-- Slime Mold (12hp dmg)
22 Sekell
18 Rosie
17 Toban (3hp dmg, fast healing 1)
15 Jastrokan
Both goblins screech in terror as the carnivorous worms return to frighten them. They both leave off fighting against Rosie, and withdraw farther down the hallway.
Once again, the heroes are up.

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Narissiel draws her bow and fires an arrow down at the slime.
Attack: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Piercing Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Safe to assume my sword is still down in the pit?

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"Eeeek! So scary!" Rosie lies. "Help! I'm DYING!"
Since the goblins are running away again she heads over to the pit and throws a rock down at the slime. (If she can still see the goblins she throws the rock at them instead!)
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Bludgeoning Damage: 1d3 + 2 ⇒ (3) + 2 = 5

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Jastrokan wishes he had better luck! He throws another paintbrush at the ooze!
Attack: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Piercing Damage: 1d2 + 1 ⇒ (1) + 1 = 2

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Fast healing brings him up 1 hp.
Toban puts away his wand and casts a spell at the ooze. Acid splash.
Ranged Touch Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Acid Damage: 1d3 ⇒ 3
He looks at Narissiel and grins. "For a second there I thought we were going to be goners!"

DM DoctorEvil |

Sentry Point - Round 8 - concluded
As the goblins flee farther into the dark tunnel around the corner, Rosie chucks a rock at the slime mold in the pit.
The combined attacks of the gnome, her brothers, and Narissiel are too much for the ooze to deal with and it stills and slow turns white, a sign it has died.
End of Combat
With the remaining goblins run off, the fight is over for now. What next?

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Narissiel carefully climbs down into the pit to retrieve her blade, then climbs back out the other side. Using the rope on the way down.
Climb down rope: 1d20 + 4 ⇒ (2) + 4 = 6
Climb out: 1d20 + 4 ⇒ (14) + 4 = 18
Once she's safely up on the other side she draws her bow. "We'll need to be careful. The goblins will be ready for us."
After everyone is ready, Narissiel leads the way down the hall, careful of further traps and ambushes.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

DM DoctorEvil |

Narissiel retrieves her weapon at the bottom, and without foes to contend with, everyone else can make their way carefully across the small ledges on the edge of the pit, and deeper into the lair of the goblin tribe.
The passage makes a right turn and continues away from the sewer tunnels which are pitch dark. After about 40' a side passage opens on the left, while the main tunnel continues to the south. Shining light down the side passage, you see it opens into a small room, the details of which you can't make out from the main hall.
No light or sounds emanate from the small room.

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Jastrokan points at the small room. "I want to see what's over there." he whispers. He heads down the side passage and looks around for traps or dangers.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16

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Rosie hides in the back and pretends she's scared.

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Toban collects all of his belongings. Then he uses his healing wand on everyone who is still wounded.
Healing Toban: 1d8 + 1 ⇒ (7) + 1 = 8
Healing Rosie: 1d8 + 1 ⇒ (2) + 1 = 3
Healing Narissiel: 1d8 + 1 ⇒ (3) + 1 = 4
Everyone is fully healed.
When they near the side chamber he holds his glaive ready and helps check for danger.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18

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Oh! Jastrokan gets his stuff too! He collects his paint brushes. But he is too busy getting ready for school to come type it himself. He sleep in.

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Yeah, I go get my paint brushes before we moved on!

DM DoctorEvil |

After all the gear is collected from the slime mold pit, and Toban has topped everyone off with some healing from his wand, Narissiel leads the troops into the next room.
What they find is a small room with several human-sized dummies covered with bells. There is also an obstacle course studded with sharp nails and jagged pieces of refuse. It is apparent this is a training room to teach goblins to pick-pocket and escape.
The room is currently empty and holds nothing of value.
Returning to the main hall, the pathfinders continue along but about 15' later there is another side tunnel. This passage is on the left (opposite) wall of the last one. The main tunnel, which is 10' wide, continues to the south. Ahead, there is a branch to right, just at the limits of your vision.
Take the left passage, move ahead to the right passage, or just keep going on the main tunnel? or something else?

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Narissiel looks around for signs of the recent goblin passage, curious which way the goblins who fled went.
Survival: 1d20 + 6 ⇒ (7) + 6 = 13

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Rosie tries to help. She listens at each of the tunnels to see if one is noisy.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

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Jastrokan helps listen.
Perception: 1d20 + 3 ⇒ (4) + 3 = 7

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Toban taps his lip as he thinks about which way to go. POP! POP! POP!
Perception (to aid): 1d20 + 8 ⇒ (9) + 8 = 17
Survival (to aid): 1d20 + 7 ⇒ (12) + 7 = 19
If no one finds any clues of use he chooses forward down the main tunnel.

DM DoctorEvil |

The passage is heavy with the treads of many goblins coming and going. When those steps were made is very hard to tell on a stone floor. As such, it's impossible to say which way the run-away sentries went from here.
No sounds are heard from the passage to the left, which appears to be a hallway that turns back north again after several steps. The passage on your right is shorter and seems to open into a bigger room. You can hear voices from there, but cannot make out what they are saying.

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Jastokan points to the passage ahead to the right that leads to the room. Then he makes a 'shush' motion. Jastrokan creeps down the hall.
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25

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Rosie clutches her rabbit tight and sneaks ahead.
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12