Ylosani
|
My vote is to look for the key upstairs then come back down and hack away at it, then. What's that room in the bottom right hand corner? Is that the upstairs room and it's just placed on the same floor of the map for convenience?
| GM XaveTheNerd |
@Ylosani: Yep! It's just the top floor, but on the same map.
For expediency's sake, the break DC for the door is 20.
Ylosani
|
My vote is still to head upstairs and try to find the key. It looks like it's just a room or two. But, Ylosani won't actually voice an opinion and if we want to take 20 with the door now, I'm good with that, too.
| GM XaveTheNerd |
This room appears to be an armory, with dozens of crudely crafted weapons lining the walls in a moderately-straight (especially impressive given Goblin standards) fashion. Though most of the weapons here are garbage, bent, dull, chewed on, or otherwise broken, there are 6 small dogslicers and 6 small horsechoppers that seem to be in working order.
A quick search around the room finds nothing else of even a copper's value.
Anything you'd like to do before heading up to the final room?
Avi Solrem
|
Avi laughs nervously.
Who wants to go first? The beefy half-orc or the beefy bird?
"Willow" Saye
|
Eager to finish this place, Willow follows a few paces behind Ylosani
Avi Solrem
|
Avi follows the front liners up the stairs, bow still drawn.
| GM XaveTheNerd |
As you ascend the stairs, the wreckage of the ground floor clears, leaving normal movement conditions. The darkness effect also seems to end almost immediately upon the floor change. There's nothing but a door at the top of the staircase. Sadly, it's locked.
Map updated. Please make sure your order is as expected.
Ylosani
|
Ylosani shows no signs of being pleased when he is able to see fully, again. And, other than picking up his pace, he seems unaffected by the smoother floors.
He takes a moment to look back at his companions to ensure everyone is accounted for and organized then throws his shoulder against the locked door.
Hopefully, this won't be too embarrassing.
Break Check: 1d20 + 3 ⇒ (5) + 3 = 8
It was...
He bounces right off.
He takes a moment to regain his dignity then rushes the door again and again.
Can I take 20?
| GM XaveTheNerd |
You're free to take 20. Failing the first check triggers a thing.
Ylosani busts open the door (after bouncing off of it a few more times) and is greeted by a strange chamber pulsing with the green glow of the column of glass-like crystal that forms the core of the tower. The walls of the room are damaged, and the roof is cracked. The spire in the center juts up, just peaking above the crude ceiling. a bed and a side table sit in the northern half of the room, and archery targets line the southern section of wall.
From inside the room comes a shout, in common, of "Raiders, eh? Time for some DINNER!" The sound seems to be coming from the room's only inhabitant, a rough looking bugbear.
Willow: 1d20 + 4 ⇒ (18) + 4 = 22
Ji: 1d20 + 6 ⇒ (11) + 6 = 17
Ylosani: 1d20 + 1 ⇒ (7) + 1 = 8
Victor: 1d20 + 5 ⇒ (12) + 5 = 17
Avi: 1d20 + 2 ⇒ (10) + 2 = 12
Grulk: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Order - the BOLD may act.
This area is NOT difficult terrain, and the room is only under the effects of DIM light.
-----------------------------
Willow
Ji
Victor
Avi
Grulk
Ylosani
Avi Solrem
|
Avi steps into the room and layers an incantation over his bow, weaving chaos into it.
Cast gravity bow, standard action. Duration, 10 rounds.
He moves across the way from the door to give his teammates room to come through.
20', move action
"Willow" Saye
|
Willow steps into the room and waves her hand at the bugbear, hoping to delay it so the group can take it down.
Daze: DC13 Will save or target can take no actions for 1 round
| GM XaveTheNerd |
Ji punches an arrow straight through the goblinoid's chest, causing a large trail of blood to begin collecting at its feet. Victor moves into the room and takes cover behind the pillar. Avi's bow glows eerily after he recites a spell. And willow's spell seems entirely ineffective.
The bugbear shouts, "Worthy opponents? Here? That's why I keep the door locked!" He then bolts to a secret door and opens it. The drop is 60 feet, and it falls directly below into the hallway from before. He appears ready to jump.
Initiative Order - the BOLD may act.
This area is NOT difficult terrain, and the room is only under the effects of DIM light.
-----------------------------
Willow
Ji
Victor
Avi
Grulk
Ylosani
Ji Naga
|
Ji comes around the spire for another shot.
Attack: 1d20 + 5 + 2 + 1 ⇒ (11) + 5 + 2 + 1 = 19
Damage: 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10
Victor, don't forget that's a crit threat.
Ylosani
|
For Ylosani, it is almost as though nothing has changed on this floor. He sees his foe then, he does not. Try to hurry as he might, he can do no more than get close to his opponent before his opponent can act. All he can do is ready a slash should the bugbear make a move.
Why can't we charge around corners?! Arg! Although...given the rolls, I suspect Ylosani may have just rushed up to a corpse.
Avi Solrem
|
Avi runs around the the circular room to join the others, and after he lines up behind Ylosani, loads his crossbow.
30', move action
reload crossbow, move action
"Willow" Saye
|
Willow rushes forward to try to get to the bugbear, but is unable to strike in time.
Took more than one move action to get in range, so double move.
| GM XaveTheNerd |
Victor and Ji attack the bugbear as he attempts to run, and manage to slay the creature before it's daring getaway.
With the two leaders (Grulk here and Skizzertz down on the first floor) dead, the goblin presence at the site has officially been removed. Upon your return to Absalom, your report is taken as a huge step for the society. With this, they may be able to explore the ancient Azlanti ruin and discover what secrets it holds.
Congratulations! That's the scenario. I'll be getting the chronicles to you all before the end of the day tomorrow.
Thanks for joining my table and dealing with my few small absences! It's been fun.