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The arrow alerts the goblins to your presence.
I'll roll initiative in a couple hours. Not at my laptop right now.

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Dumpy,Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Sayuki the Duplicitous,Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Nel'setsya Feymantle,Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Rumple Dergskin,Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Sirius Sa'luk,Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Aragar Thodash,Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
goblins,Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Sayuki, you have this number of rounds remaining of Darkvision.: 1d4 ⇒ 4
Dumpy
goblins
Sayuki
Nel
Rumple
Sirius
Aragar
Dumpy, show us what you got.

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Hrmm... not much, to be honest! =)
Dumpy, following along as Sayuki rushes ahead, is a little surprised to see her fire an arrow down the hallway... even more so when the sound of roused goblins comes back in response.
"Need to get in there, before they run off and bring more of their cursed kind down on us." He growls. He quickly turns and shuffles down the hallway towards the goblins, hoping to engage them before they think of running for reinforcements.
Double move

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The goblins move out of the hallway and start to pound on Dumpy with drawn shortswords.
shortsword red: 1d20 + 2 ⇒ (12) + 2 = 14
shortsword yellow: 1d20 + 2 ⇒ (19) + 2 = 21
shortsword yellow confirm: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d4 ⇒ 1
Dumpy
goblins
Sayuki
Nel
Rumple
Sirius
Aragar
Party is up.

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"'I hazard a guess that your strong spot isn’t in avoiding detection?'" Sirius quips from behind Sayuki, as he readies his arm to toss a chakram.
readied chakram attack for if one gets in my line of sight: 1d20 + 5 ⇒ (5) + 5 = 10 minus whatever penalties present themselves by then
damage: 1d8 ⇒ 4
I've taken the liberty of providing a fittingly-colored outline to all portraits without one - hope you like them!

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Rumple hears the goblins ahead and the rest of the party rushing towards them. But just as he is about to join them, he stops. He spins around in circles, looking at the walls. When he stops spinning, he is still for only a moment. Quickly, he pulls out his wand of monster summoning and then dives under one of the nearby beds.
Positioning himself so he can observe the door #2 and hopefully remain hidden. He also stuffs the everburning torch back in his pack so no light gets out.
stealthing under bed: 1d20 + 2 ⇒ (17) + 2 = 19
HitPoints: 20/20
AC/T/F: 16/12/14 (includes +4 mage armor)
Speed: 20
Equipped Weapon: Wand of Summon Monster I.
Active Effects: Mage Armor (1 hour), Message (with all party members)
Light: none
--------------------
TRACKED RESOURCES
--------------------
Sorcerer L1 Spells: 5/5
Wand of Inflict Light Wounds: 48/48 (held by Aragar Thodash)
Wand of Summon Monster I (CL3): 9/9
Wand of Magic Missile : 48/50
Scrolls
Inflict Light Wounds (x2)
Mage Armor (1 hour)
Color Spray
Grasping Corpse
Silent Image
Comprehend Languages
Air Bubble
Burning Hands
Obscuring Mist
Potions
Inflict Light Wounds
Deathwatch
Expeditious Retreat
Hedging Weapons
Longstrider
Alchemical
VerminRepellant 2/2
Flask of Acid 3/3
Flask of Ectoplasmic Residue

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GM, are the weird green patches on the floor significant in any way? (ie: difficult terrain or something?) Or just map atmosphere?
Just art. No mechanical effect.

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Aragar curses under his breath when he finds the goblins reacting faster than he thought. He calls again for Smiad's blessings, this time to ready him for the combat, then moves in quickly to aid the dwarf.
Activate war mind blessing (+10ft speed), then move.

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Sayuki grins at Sirius. "If they live long enough to scribble my face on a wanted poster, I will consider your point!"
She considers the terrain a moment, as well as Dumpy's level of armor. She charges down the hallway before moving to put a bit of distance between herself and the goblin, pulling an arrow from her quiver, nocking it, and pulling it back quickly before loosing it at the goblin.
Shortbow Attack: 1d20 + 3 ⇒ (7) + 3 = 10
That's gonna be a "no." I believe she's also gonna eat an AoO for that.
"Come get the foxie!" she chimes, giving an alluring and/or enraging swish of her tail.

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Dumpy crushes the goblin in the corner as various projectiles sail by the enemies. Rumple hides under a bed.
goblin shortsword AoO: 1d20 + 2 ⇒ (12) + 2 = 14
The remaining goblin takes another swipe at Dumpy.
goblin shortsword: 1d20 + 2 ⇒ (12) + 2 = 14
The AoO and attack miss.
Dumpy
goblins
Sayuki
Nel
Rumple
Sirius
Aragar
Party is up again.

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Aragar continues to close the distance, not leaving his comrades to do the fighting on his behalf. Finding little space, he squeezes past Sirius (which provokes an AoO) then swipes at the goblin while flanking with Dumpy.
vs yellow: mwk kukri, war mind, flank: 1d20 + 5 + 1 + 2 ⇒ (5) + 5 + 1 + 2 = 13 dmg: 1d6 + 4 ⇒ (6) + 4 = 10

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Dumpy crushes the goblin in the corner as various projectiles sail by the enemies.
I might not go that far, given that I never actually threw mine, but anyway:
Sirius practically swoops forward...
Improved Dirty Trick to entangle: 1d20 + 3 ⇒ (17) + 3 = 20
...and gives the remaining poor sot the mother of all wedgies!

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GM Weenerton wrote:Dumpy crushes the goblin in the corner as various projectiles sail by the enemies.I might not go that far, given that I never actually threw mine, but anyway:
One arrow and countless little fox hairs as I moved by. Sayuki’s a shedder!
Sensing an Opportunity, Sayuki reaches out...
Dirty Trick: 1d20 ⇒ 13
...and if successful given the lowered CMD upgrades that to the Grandmother of All Wedgies, bringing it all the way up and over the goblin’s eyes, blinding him as well.

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Dumpy swings his hammer again, at the other goblin as Sirius and Sayuki seem intent on wrapping it up to take home.
melee vs yellow, hatred, flank: 1d20 + 3 + 1 + 2 ⇒ (11) + 3 + 1 + 2 = 17, for 1d8 + 3 ⇒ (1) + 3 = 4 damage.
He then steps between it and the door, just in case.
standard to attack, then 5' step to flank with Sayuki.

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The goblin is pummeled and generally messed with for a whole round. He spends a few seconds un-wedgying himself only to see he is completely surrounded by the heroes.
2 move actions to remove the entangled and blinded dirty trick
Dumpy
goblins -4
Sayuki
Nel
Rumple
Sirius
Aragar

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Aragar maintains his composure with the goblin avoiding his attack. It is a matter of time now. With a whirlwind spin, he slices the goblin with his kukris, one after another one.
vs yellow: mwk kukri, war mind, flank: 1d20 + 5 + 1 + 2 ⇒ (8) + 5 + 1 + 2 = 16 dmg: 1d6 + 4 ⇒ (1) + 4 = 5
vs yellow: OH mwk kukri, war mind, flank: 1d20 + 5 + 1 + 2 ⇒ (5) + 5 + 1 + 2 = 13 dmg: 1d6 + 2 ⇒ (6) + 2 = 8
Mel, just wondering, would the false flanker help the rogues to use their sneak attacks? If so, that would benefit them tremendously.

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If things quiet down and nothing comes through door #2, Rumple will crawl out from under the bed and casually rejoin the group. He explains, unconvincingly, that he was worried about goblins rushing up from behind.

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Aragar chops down the goblin with the stretched underpants.
Out of combat.
From this curving room, doors lead east and west, and a passage leads south. A small table with four rickety chairs sits in the middle of the room. A pair of dice lies on the table amid cups and plates.
Where to?

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Rumple examines the goblins again, somehow both impressed and disappointed by how thoroughly dead they seem. Is it assumed we search the bodies, or do we have to say so each time? He quickly searches the gobs for treasure or info.
"Well, it looks like we know who's been living here recently. Probably good we didn't come in the front door. I'm sure those evil little buggers will have laid traps that way. On the other hand, I wonder who slept in that room with the jar full of eyes."
I vote for door#9 but really don't care. If the next vote is for a different door, then I change my vote to that instead.

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I would say door 6 first, mostly for aesthetics purpose, since that room is within this larger chamber. Then 10 and work ourselves through the areas at the top of the map. Then the areas at the bottom half.
"Goblins filth. I agree. They have either laid traps or ambush by the front. We could attempt to flank them from the side perhaps through that door." (He points at door 10) "But I am curious what lies within this room first." (pointing at door 6)

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If there are you risk it being spotted and squished :) but go ahead if you like.

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If I've not gotten too confused, it is AC 16 with 10 hp. I would think that anyone trying to step on it would not even rate a real attack roll and would only get a few pts of damage from a stomp... But this is just a GUESS! On the other hand, if there is a giant frog over there, I could easily see it getting swallowed whole before it knew what was happening :( Plus, it is a roach... there are probably tons of them running around down here already... one more shouldn't even be noticed... unless the place is magically clean of vermin.
Sure, send him to his doom.

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You feel increasing apprehension as your familiar passes under the door. The apprehension melts away quickly.

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Aragar stands patiently and silently waiting for the cockroach to do its thing. Seeing Rumple calming down shortly after the vermin enters, he swings open the door.
Approximately how many rounds since end of last combat? In case Sayuki and my buffs are still on.

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Sayuki groans as her vision starts to dim again. Still, she understands if she needs to be patient before she can see again. Limited usage, and all.
"Just lead me around until you need me to skewer something," she says, branched spear in hand.
I was at 4 at the start of combat, which took 2 rounds, and then we had a cockroach scout, so I'm thinking I'm out :P

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Darkvision has expired, yes.
Aragar tries the door but it is a sturdy locked door.

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"Hmm, it's locked. Could either you have take a look at it?" He looks at Sayuki and Sirius.

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"Leave it, leave it, just make way for the breeze, professional coming through...."
Disable Device on Door #6: 1d20 + 11 ⇒ (11) + 11 = 22

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Sirius deftly opens the look on the door and it opens wide. Rows of wooden racks on the walls of this room hold a ramshackle collection of rusty blades, scraps of armor, and warped arrows.
Unremarkable. Where to next?

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The door opposite the armory has a much more complex lock and Sirius is unable to unlock it at this time.

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So as in door 6 reveals only an empty armory, and can't unlock door 10? I suggest door 10, then we work ourselves around to the front.

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The doorway opens to a cramped walkway. You hear the chittering of goblins down the hall.
Medium creatures walking upright can navigate the tunnel by squeezing to move and thus taking a –4 penalty on attack rolls and a –4 penalty to AC.

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In his best goblin voice (speaking in common) he shouts toward the tunnel, "Wow, were did you find that diamond? Look how it sparkles in the torch light! We're not going to share it with the others, right? They are too stupid and weak to be this rich!"
He motions for the others to get out of sight before the gobs show up.
Hopefully that will draw the goblins into the room without them sending up an alarm. They don't want to share either, LOL!

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The goblins shrug and approach until they turn the bend and see the scariest looking dwarf in all Golarion.
Dumpy,Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Sayuki the Duplicitous,Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Nel'setsya Feymantle,Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Rumple Dergskin,Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Sirius Sa'luk,Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Aragar Thodash,Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
goblins,Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Sayuki
Nel
Aragar
goblins
Rumple
Sirius
Dumpy
Bold is up.

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Weren't we waiting for the goblins to enter the room before we encounter them? If not, assuming the goblin spotted us...
Aragar grunts in frustration at the sight of the narrow tunnel. He drops his kukri at the corner, pulls out a javelin and flings it at the nearest goblin in case it attempts to escape.
javelin, divine favor: 1d20 + 3 ⇒ (10) + 3 = 13 dmg: 1d6 + 4 ⇒ (6) + 4 = 10
He then steps back into corner, hoping they would come out.