| Zigurad Nikhall |
Zig sees the bugs as the goblin begins to walk forward and he yells out Don’t even dare! as he sees the bugs notice the little goblin he frowns and strides over visibly angry. He then with no nonsense tries to skewer the closest bug.
1d20 + 4 ⇒ (4) + 4 = 8
1d20 - 1 ⇒ (19) - 1 = 181d12 + 3 ⇒ (4) + 3 = 7
| Crunch's Pregen |
Nerze lopes over. "This'll do better!" His free hand lights up and fire is sent every which way. "Burn."
Casting Burning Hands, set to Raid®. Should be able to avoid Zig. A DC 25 Reflex save will negate the damage, 15 will halve it, and 5 doubles.
Fire Damage: 3d6 ⇒ (6, 4, 4) = 14
| Playtest Pregen |
"At last! Lunch!" Fumbus cries.
| Crunch's Pregen |
"Potent, maybe. But these one's're simple, most with the aptitude can work them." Nerze follows suit in sifting through the wreckage, looking pleased with himself. "Really, it's all about how you use what you have. Where it'll be most effective, how to play it up, make it look like more to the marks - no offense, of course."
Perception: 1d20 + 2 ⇒ (8) + 2 = 10
| Playtest Pregen |
"None taken." Fumbus pipes in. "Fumbus not read marks. They take souls "
| AGamer70 Playtest |
"Well done, in more ways than one," Caelryl says with a smile and looking around to see if anyone got his joke. "I hope that's how Fumbus likes his beetles," he says chuckling.
Once they finish searching the room, he moves towards the west end of the cavern to continue exploring.
Exploration mode: searching
| Playtest Pregen |
"I hope that's how Fumbus likes his beetles," he says chuckling.
"Mwhat bweetles?" Fumbus responds between crunches, the remains of a insectoid leg dangling from the side if mouth.
He picks a few pieces that fell from his mouth and plops them back in before quietly follows the others.
Exploration mode: Stealth
| DoubleGold |
Heroes find nothing else in the room. In the far room in the Southwest corner Zig finds a mushroom.
nature: 5 + 1d20 ⇒ 5 + (20) = 25 Zig
Zig knows that he can go up to the mushroom and then run away and it will explode, so he does so, thus destroying the mushroom and he lets the toxic gas pass.
Heroes then head into the Purification fountain.
The sound of dripping water echoes through this chamber. On the north side of the room, a nearly ten-foot-tall visage of a woman’s face is carved into the wall. Trickles of water run down her cheeks like tears into a foul and polluted reservoir below, which itself drains to a large pool of fetid black water on the south side of the room.
Map updated
| Playtest Pregen |
"What do you make of fountain, Longshanks?" Fumbus inquires of Zigurad as he approached the putrid waters.
| AGamer70 Playtest |
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"Need something to wash those bugs down, Fumbus?" Caelryl says jokingly. "Be careful getting too close to the pool. Anything could be hiding in that black water," he says while waiting to see if anyone know what this room is for.
| DoubleGold |
Heroes notice nothing special about the pool. The pool has an idol attached to it, Lasmasthu, the goddess of nightmares and the mother of demons. He dispels the magic to it as he knows how with that religion.
Now the pool is just a healing pool, but the symbols and stuff are still recognizable. It would have produced two quasits if a non-evil creature touched it. The water is starting to clear up from muddy to clear. Zig knows that in 50 minutes when the water is cleared up people will be able to drink from it once a day to cure all conditions and restore 1d8 hit points.
| Playtest Pregen |
"Nice trick, Longshanks." Fumbus says with congratulations to Zigurad.
| AGamer70 Playtest |
"Very nice. That could come in handy. Anyone have a preference on which door to go through? If not, then let's continue North," Caelryl says, checking the door for traps before opening it.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Exploration mode: searching
| DoubleGold |
Heroes go through the north door taking the northern most door.
AGamer70 Playtest finds skeletons laying on the ground before he enters the room, but with his excellent perception check he knows they are undead and realizes they will not leave the room and have no ranged weapons, so Pathfinders take them out with ranged weapons from the top of the stairs then head down to explore the room.
They find the body of Viroun Tamith, a young Pathfinder who ventured into the sewers upon hearing rumors of a marauding gang in the
depths. He was one of Drakus’s first victims. On his body, the PCs can find a scroll of shocking grasp, a wayfinder, 4 sp, and 31 cp.
The skeletons all have scimitars on them. 6 scimitars Monster weapons cannot be sold, though feel free to take them.
| Playtest Pregen |
"Sad to find body of another Pathfinder." laments Fumbus. "Sadder still not finding more gold with it."
| Crunch's Pregen |
"We'll put this to good use, don't worry," Nerze says, snatching the scroll. With it in one hand and his crossbow in the other, he follows.
| Playtest Pregen |
Fumbus follows the others, quietly.
Exploration, Stealth: 1d20 + 4 ⇒ (11) + 4 = 15
| DoubleGold |
You all head left into Goblin Headquarters
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.
perception: 2 + 1d20 ⇒ 2 + (7) = 9 crunch
perception: 6 + 1d20 ⇒ 6 + (16) = 22 zig
perception: 4 + 1d20 ⇒ 4 + (9) = 13 A gamer
perception: 2 + 1d20 ⇒ 2 + (5) = 7 Flint
And Playtest has 15 on Stealth
perception: 1 + 1d20 ⇒ 1 + (18) = 19 goblin warriors
perception: 5 + 1d20 ⇒ 5 + (8) = 13 goblin commando
perception: 2 + 1d20 ⇒ 2 + (18) = 20 Goblin Pyro
Zig does spot the trap however before they round the corner, and heroes sabotage the trap. After heroes round the corner, the goblins pull on the rope to the trap, but it does not trigger. It is a falling rock trap, a bunch of rocks in a net.
The trap can still go off though, just target the net with ranged weapons, dc 5 and do 10 points of damage. Damage reduction of piercing/blunt of 5. slashing and magic works best. You can't reach it with a greatsword, it too high up.
Zig is up
| DoubleGold |
Okay, so Zig delays, warriors and Pyro go.
The warriors move forward and swing at him twice each
hit: 6 + 1d20 ⇒ 6 + (16) = 22
hit: 1 + 1d20 ⇒ 1 + (5) = 6
hit: 6 + 1d20 ⇒ 6 + (2) = 8
hit: 1 + 1d20 ⇒ 1 + (7) = 8
hit: 6 + 1d20 ⇒ 6 + (6) = 12
hit: 1 + 1d20 ⇒ 1 + (18) = 19
And the goblin pyro will ready an action as others are in his way.
Zig is hit twice for a total of dmg: 2d6 ⇒ (6, 4) = 10
Zig, Agamer and Playtest Pregen are up
| Zigurad Nikhall |
my bad was very busy Friday [ooc]
Zig hoists his sword up and points it up and it begins to glow a slightly red hue, like the color of blood [ooc] domain power weapon surge . He turns to the goblins You all are going to pay for that he then swing down on the closest one, then pushes the sword outward trying to skewer another one.
attack1: 1d20 + 5 ⇒ (13) + 5 = 182d12 + 3 ⇒ (9, 7) + 3 = 19
attack2: 1d20 + 4 ⇒ (15) + 4 = 191d12 + 3 ⇒ (2) + 3 = 5
| Playtest Pregen |
Fumbus pulls out a bomb and taps the Pathfinder in front of him. "Pass this forward, please." says the goblin as he holds out a vial for the taking. "In case somebody in front want to use it."
| DoubleGold |
Zig takes out a goblin and injures another. A Gamer, they notice you as soon as you get into the room, so as soon as one of you got there, they noticed you, though you can move through your allies. Hey look, Zig killed a goblin, you can move in that space and take his spot and make an attack. It would be a doublemove cause of difficult terrain moving through allies, but in 2nd Edition getting three actions, that would mean move, move and attack this round if you want.
| AGamer70 Playtest |
Seeing Zig strike down a goblin, Caelryl moves up to try to finish off the injured one. Actions: move, move, attack
Attack 1: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
| Playtest Pregen |
Hearing the sounds of battle ahead and noting that the passage seems to come to a point ahead, Fumbus turns to the dwarf and suggests, "After you."
| DoubleGold |
A Gamer finishes off the injured goblin, slicing him across the face.
The Commander goes. He fires three shortbow shots at Zig
hit: 8 + 1d20 - 4 ⇒ 8 + (14) - 4 = 18 He's got cover do to friendly goblins in his way
hit: 8 - 4 - 5 + 1d20 ⇒ 8 - 4 - 5 + (14) = 13
hit: 8 - 10 - 4 + 1d20 ⇒ 8 - 10 - 4 + (7) = 1 and Zig is shot once for dmg: 1d10 ⇒ 9
Crunch and Flint are up
| Crunch's Pregen |
Nerze hurries into the chamber, flicking sparks at the two front-line goblins.
Casting Electric Arc on the warriors. Reflex DC 25+ for no damage, 15+ for 1, 6+ for 1d6 ⇒ 2, 5- for 4.
| Zigurad Nikhall |
Zig covering his wounds as he bleeds from several deep wounds looks at the goblins and raises his sword up, again it turns dark red. He then runs over to the goblin commander goblin that shot him. He tries ti swing upwards to kill the goblin in one blow.
attack: 1d20 + 5 ⇒ (14) + 5 = 192d12 + 4 ⇒ (3, 10) + 4 = 17
2/21 health, and 2/4 spell points left, hopefully this ends ends soon
| DoubleGold |
Zig provokes from the one goblin alive to get to the boss
hit: 6 + 1d20 ⇒ 6 + (3) = 9
And Zig makes it over there dealing massive damage to the commando.
remember how I said the pyro goblin had a readied action? Well it goes off. He reading a burning hands for when there is a better situation to use it. This will kill the commando unless he crit succeeds. burning hands: 3d6 ⇒ (1, 6, 4) = 11
Commando reflex reflex: 5 + 1d20 ⇒ 5 + (19) = 24 And the commando is dead He would have had to roll a nat 20
Zig, Reflex save, DC 15
The last goblin swings at A gamer hit: 6 + 1d20 ⇒ 6 + (13) = 19 dmg: 1d6 ⇒ 4
hit: 1 + 1d20 ⇒ 1 + (4) = 5
hit: -4 + 1d20 ⇒ -4 + (8) = 4
The pryo goes again on his turn. He will move up and burning hands even though this hits his own ally dmg: 3d6 ⇒ (3, 6, 2) = 11 Crunch and A gamer, reflex saves Zig unless you crit succeed, that is what he does, odds are you went down with that last burning hands.
goblin warrior reflex: 1d20 ⇒ 12 unless he rolls a 20... Goblin warrior dead.
All heroes are up
| AGamer70 Playtest |
Caelryl cringes when he sees Zig engulfed in flames and shakes his head that the spell casting goblin kills one of his own. Distracted, he can't avoid the attack of the nearest goblin but is more worried about another burning hands spell coming in his direction.
Reflex save: 1d20 + 4 ⇒ (19) + 4 = 23
Ducking down behind the warrior goblin just before the spell is cast, he seems to avoid the flames. With only one enemy left, he studies the goblin for a moment, noting that his neck is unprotected, before moving up and attacking. Hunt Target and Hunter's Edge (precision)
Attack 1: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Precision Damage: 1d6 ⇒ 3
| Crunch's Pregen |
Reflex: 1d20 + 4 ⇒ (10) + 4 = 14
Not as badly burned as most, Nerze layers his defenses and fires back at the pyro.
Casting Shield and firing my crossbow. What was the DC for Burning Hands?
Crossbow vs. Pyro: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d10 ⇒ 4
| Playtest Pregen |
Hearing the sounds of goblins continuing up ahead and with the way clear, Fumbus draws his ancestral weapon, a dogslicer, and proceeds down the corridor. He proudly displays the distinctive weapon of his race to his kinsfolk.
That is, before he tries to stab the nearest one of them.
Move, Manipulate Strike
Melee (dogslicer): 1d20 + 4 ⇒ (10) + 4 = 14
Damage (s): 1d6 + 1 ⇒ (1) + 1 = 2
| Playtest Pregen |
"Goblinkin saw good craftsmanship of Fumbus' dogslicer." the Pathfinder says approvingly.
"Why goblins hang out here?" he says as he scans the room, trying to find an answer.
Perception: 1d20 + 1 ⇒ (14) + 1 = 15
| Crunch's Pregen |
"Maybe they worked with or belonged to that Drakus wretch," Nerze says. "Not sure I care which. Does anyone want to wait for the fountain to clear up? That affair got a bit too heated for my liking."