| Gaetius Silanus |
Gaetius shrugs. "That is not a skill I picked up in my soldiering days. I'm afraid we will have to go with the trapped one in that case."
The cleric turns to Derkut and says "You said you could get past the trap; I suppose you should lead the way then."
| Derkut Mar |
Derkut nods and hops the pool channel on his way to the far door. He carefully and very slowly opens the door. As he does everyone can see that a trap is rigged to go off if the door opens. Opening it this slowly fails to trigger the trap though, and everyone walks through quickly.
After only a few feet the tunnel ends. There are rough steps leading down to the north east, and a tunnel leading to the right.
Derkut turns quietly and points questioningly in either direction.
perc: 1d20 + 4 ⇒ (6) + 4 = 10
| Gaetius Silanus |
Gaetius pauses for a minute as well, listening and looking for anything that would indicate which direction to go.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
| ---GM Shadowtail24--- |
The party creeps down the stairs
aramil stealth: 1d20 + 2 ⇒ (6) + 2 = 8
Zach stealth: 1d20 - 2 ⇒ (8) - 2 = 6
Derkut stealth: 1d20 + 3 ⇒ (4) + 3 = 7
Ziggie stealth: 1d20 + 3 ⇒ (19) + 3 = 22
Gaetius stealth: 1d20 - 7 ⇒ (12) - 7 = 5
goblin perc: 1d20 + 1 ⇒ (12) + 1 = 13
This large sunken chamber is more cavern than worked stone, and the tangle of damp flagstones underfoot provides an uneven surface. Water and slime drips from the walls, seeping in through narrow cracks above. A crude fire pit sits in the middle of the room, surrounded by filthy mats of fur and fungus. The stench of warm, wet bodies hangs faintly in the air, underlying the smell of overcooked meat.
5 goblins are in the room, and they spot Aramil as soon as he hits the bottom step.
Init: Ziggie, goblins, Aramil, Derkut, Zach, Gaetius
Ziggie is up! map coming soon.
| Brewmaster Ziggie Ironstout |
Ziggie is prepped and ready for the goblins, hurling a molotov cocktail at the center of the group before they can react.
Alchemist Fire (touch): 1d20 + 3 ⇒ (12) + 3 = 151d8 ⇒ 7
"HEY GOBBIES! LET'S SHARE A DRINK!!"
The bottle smashes the centermost goblin right in the face, igniting his head and burning those around him.
[1 splash damage to any adjacent goblin and 1 persistent fire damage to the original goblin]
| ---GM Shadowtail24--- |
Map is updated. The gray area is greased. You can step (5 foot careful movement for one action) to advance through the grease without needing an acrobatics check.
Ziggie's alchemist fire sends the goblins into a frenzy. It strikes the one sitting next to the fire before he can react, and splashes onto the other two sitting there.
One goblin runs to a rope lever against the wall. Another surges forward into combat against Ziggie and attacks. The third goblins steps forward and casts grease on the area next to the tunnel down. Ziggie maintains his balance, but the goblin attacking him falls prone.
The other two goblins hesitate, not wanting to go into the grease area.
attack 1: 1d20 + 6 ⇒ (12) + 6 = 18 hit
attack 2: 1d20 + 2 ⇒ (18) + 2 = 20 hit
damage: 2d6 ⇒ (2, 1) = 3
goblin acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9 fail
Ziggie acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23 pass
damage tracker:
Ziggie: 3
GC: 7
G1: 1
G2: 1
The party is up!
| Aramil Wellys |
Aramil's lute comes out, playing a song of inspiration for his allies. He adds a flourish as he plays, attempting to add a lingering echo to the song. He then plays another tune, and shield of force appears before him.
Action 1: Inspire Courage for +1 Attack, Damage, and saves vs fear. Action 2: Attempting to use Lingering Composition to extend the performance for more than 1 round. Action 3: Shield cantrip for +1 AC and the ability to use the Shield Block reaction.
Performance for Lingering Composition: 1d20 + 5 ⇒ (11) + 5 = 16
LINGERING COMPOSITION (Enchantment, Power) POWER 1 p. 235
Casting Verbal Casting;
Trigger You finish casting a cantrip composition with a duration of 1 round.
You attempt to add a flourish to your composition to extend its benefits. Attempt a Performance check. The DC is usually a high-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Success The composition lasts 2 rounds.
Critical Success The composition lasts 3 rounds.
Failure The composition lasts 1 round.