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You all are pretty sure it is a pressure-type trigger for something. However, you are not sure what is triggered.
You are able to tell that the section will shift pulling a well hidden rope. The rope seems to lead up towards one the buildings with three jars on its roof's edge. They have something brown in them. You can cut the rope and you think the trigger will be deactived.

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Theo eye's the pressure plate suspiciously and then glances down to the left over the edge of the platform. "I doubt we'd all clear it in a jump, and I don't want anyone risking falling off. Maybe it's just an alarm? I guess I could just walk over it if everyone backs up a step. Just in case." He looks back at the others for comment.
Would it be a 10 foot jump to clear it? So DC 10 acrobatics with a 10 foot running start?
I'll remove the smokestick from my inventory. Not sure where that came from if not from Izgarp.

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I double checked, there is a smokestick. I must have overlooked it, when I confirmed the inventory of the bag.
It is a good ten feet to clear the section as it includes an elevation change.
Is that the plan, each attempt to jump the section? Or are you just going to trigger it with the others back a ways? Or perhaps you have an idea with the smokestick. I just need to know what you want to do. There still is no sign that the goblins have noticed your accent of the stairs.
The morning is now almost over as the group stands on the stairs. The birds are chirping. The clouds are floating by. It would be a nice day if not for the task pressing on you and occupying your minds. There is a slight familiar smell of sulfur in the air very faint on the wind, the smell of demon bile somewhere up above.

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Whispering to the group, Eurkar laid out a plan. "I can help toss you across if you are willing. Once you all are on the other side, I will jump over." he said
I was thinking of something like an aikido throw to give them a boost over the trap. The other thought is to extent my hands and lay over the trap as a bridge like I was going to do a pushup (5' 11").

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@Eurkar, I would work your first idea of throwing then as an aid another check for you. You would roll an aid and if you get 10 or better you can add +2 to their jump. Th second idea will require a strength check of 10 to hold fast as they walk, crawl or shimmy across if they are in no armor, a DC 12 if they wear light armor, or DC 14 in medium or heavy. Plus they need to make an acrobatics or Dex check DC 5 to manage the bridge of flesh without a slip that triggers the trap. I would not allow taking 10.
As the group discusses the options, a goblin appears on the roof of the building adjacent and above. The goblin hurls a large tock at the pressure plate. thrown rock: 1d20 + 2 + 1 - 4 ⇒ (5) + 2 + 1 - 4 = 4 The rock soars past the plate missing wide of the ramp and crashing on the ground 15 feet below. The goblin then drops prone virtually disappearing.

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Aid Drin Acrobatics: 1d20 + 6 ⇒ (4) + 6 = 10
Aid Theo Acrobatics: 1d20 + 6 ⇒ (15) + 6 = 21
Aid Zuhleilen Acrobatics: 1d20 + 6 ⇒ (19) + 6 = 25
Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23
"Hurry, get across!" Eurkar said as he started to help the others across the trap before stepping back and jumping over himself.

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"I'll let Drin and Theo go first. I will do my best to make it across but would feel better if there were others to help catch a hand if I don't have enough umph to get across. Just asking, why are we jumping and not just throwing a rock at it to see what happens? It could be nothing major and we just walk over or it blows and we have to jump regardless."

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Drin warily attempts to jump the suspicious platform.
Acrobatics: 1d20 + 2 - 1 ⇒ (18) + 2 - 1 = 19

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"If the goblins are throwing rocks at it, it probably isn't good." Theo runs and jumps, boosted by Eurkar.
acrobatics: 1d20 + 2 + 2 - 4 ⇒ (8) + 2 + 2 - 4 = 8
Well shoot.

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Drin makes the jump easily and clears the landing area for Theo. Theo gets a little wobble from the scaffolding which just barely throws off his timing. He clips the section with his foot. The section shifts down about 2 inches pulling a hidden rope taught. The three jars of unknown substances are hurled in air with ropes trailing them. The jars reach the end of their rope leads and and fall through a semicircle smashing into the cliff face just above the shifting trapped section coating it with a brown goo.
I need reflex saves from Theo and Eurkar to avoid the wave of cold that the brown goo gives off.
cold nonlethal damage: 3d6 ⇒ (5, 3, 5) = 13
The brown goo is brown mold. It absorbs heat and spreads with fire. It is destroyed by cold damage. It will cause nonlethal cold damage to all living creatures within 5' of it.
Eurkar init: 1d20 + 4 ⇒ (9) + 4 = 13
Drin init: 1d20 - 1 ⇒ (5) - 1 = 4
Theo init: 1d20 + 2 ⇒ (10) + 2 = 12
Zuheilen init: 1d20 ⇒ 18
???: 1d20 + 4 ⇒ (3) + 4 = 7
As the Jars explode,the group starts to react. We will go into initiative to control things.
Round 1
Zuheilen
Eurkar dc 16 reflex save or 13 hp nonlethal
Theo dc 16 reflex save or 13 hp nonlethal
Drin

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reflex: 1d20 + 2 ⇒ (17) + 2 = 19
Theo botches the landing, stumbles and barely manages to duck under the swinging jars. "Whoa. Okay. Should have listened to you, Zuheilen." He advances up the stairs, shield and morningstar ready.

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As I see it, Drin and Theo are on the upper portion to the stsirs above the trap and Eurkar and Zuheilen are on the lower portion. To jump through now is to risk the cold of the goo. I will make the map reflect later. But the question is how do you all plan for the remaining folks to get accross? The cold is harmful.

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I have rearranged the map per the time that the trap completed and the reflex saves happen. Theo and Drin again are on the upper side and Eurkar and Zuheilen are on the lower. I need to know if Eurkar or Zuheilen want to take any specific actions in the round right after the trap goes off.
Sounds of running feet and goblin-like giggles are drifting down and around from the buildings. Theo, after jumping out of the way of the jars, continues to move up the ramp double move? Eurkar yells out a warning to not use fire on the brown goo and to use cold to kill it. Still has a move and a standard
Round 1
Zuheilen
Eurkar
Theo (acted:double move up ramp)
Something?
Drin
Bold may still act!

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Theo makes it to the top of the ramp. 25' of movement
A piecemeal steel and iron fence runs between two wooden
buildings. A seven-foot-tall wooden gate constructed from
fragments of tower shields blocks a crudely cut hole in the
fence, while wooden stairs lead down the side of the rock face.

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Zuheilen's sharp pointed half-elf ears twitch toward the sounds of goblin giggles and running feet. Seeing that Eurkar and Theo are across she decides to scan the area, with her light crossbow armed and ready to fire at any enemy who may come our way or pop over the top of the building.

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Seeing his path blocked, Eurkar jumped off the ramp and moved around the mold.
Acrobatics to jump down: 1d20 + 6 ⇒ (8) + 6 = 14
Acrobatics to jump up: 1d20 + 6 ⇒ (7) + 6 = 13
Double move to jump down and jump back up. If I can not then try again next round.

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Just double checking, you wish to jump off the ramp at a height of 12 or so feet and then attempt to jump from the ground up onto the ramp at a spot above the brown mold, a height of 15 feet or so.
Jumping off the side the ramp, Eurkar attempts to jump safely to the ground DC15 acrobatics check As he hits however his right ankle lands on a rock and twists. 1p' falling damage: 1d6 ⇒ 3
He falls prone with a cry of pain. He then grits his teeth and stands up.
Almost at the same time a goblin with wrinkled skin appears at the edge of the building above the trap and throws a beaker-like object at the brown goo.
alchemist fire: 1d20 + 5 ⇒ (19) + 5 = 24
The beaker hits and explodes fire over the goo. The goo seems to swallow the fire and doubles in size.
Zuheilen reacts and fires a crossbow bolt at the wrinkled goblin.
Zuheilen shot: 1d20 ⇒ 2
But the shot sails past missing.

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While Zuheilen reloads and moves up the ramp, 5 feet closer to the goo hoping to get a better shot at the goblin, she yells in goblin, "It's going down for real." crossbow shot: 1d20 ⇒ 7

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"There's a closed gate up here," Theo tells his companions. "We can probably knock it down though. Remembering the rope in his pack, he heads back down the ramp. He stops above the cold, sticky mess and pulls the rope from his pack. "I'll lower it to you!" he calls to Eurkar.
Is there anything here to tie it to? Some part of the ramp? Or will I have to hold the top end? Either way, I guess I'll drop the morningstar at my feet to help make this happen.

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Drin fires off a shot at the goblin, as well, and follows Theo up the ramp.
Light X-bow: 1d20 - 1 ⇒ (6) - 1 = 51d8 ⇒ 7

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"Eek!" The goblin squeeks as she heads back to the far side of the building and disapears from view after the two missing bolts fly by.
Theo, you don't see anything easily available for tying off the rope. You could spend a round or two and hammer a torch or dagger into the wood to create a tie off point.
A few moments pass and you don't see any more of the goblin. All is quiet up above.
We will drop out of initiative for now. I assume you help Eurkar and Zuheilen get up the ramp with the rope. I will wave the rolls. The dc is 5 for a knotted rope and a wall to brace. Taking 10 gets it.
You are all on the ramp just past the goo.
You all can read the spoiler for Theo above for a description of the gate area. What do you want to do next?

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As you reach the top of the ramp/stairs, your way is blocked.
A piecemeal steel and iron fence runs between two wooden
buildings. A seven-foot-tall wooden gate constructed from
fragments of tower shields blocks a crudely cut hole in the
fence.
You can attempt to climb it. Looks possible to climb, a medium difficulty. Or you can attempt to bash through with weapons, strength, etc. Weapons will work but take time and make a lot of noise. The strength check looks hard.
You don't see anything that you think is a trap or hazard.

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Zuheilen would like to get the cut out hole quickly. She doesn't see that this one is a trouble maker. "Does anyone have an explosive? If our hand weapons make too much noise, so does an explosive, why not save time and just go with the noise maker? Or we could set fire to the doors and eat a little lunch while they burn."

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"Theo, if you want to try pushing this thing over, I'm happy to lend a hand. Or we can go over, if someone has some rope."

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”How about I climb over and open it from the inside? If I can’t get it open, I’ll toss the rope over the top so you can climb over.” With his weapons stowed and the knotted rope coiled and worn across his chest, Theo stands ready to try the climb if the others approve.

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Nudging the group...perception could be used to examine the gate. Or I would say just go for it. Climbing is a DC15.
"Burn them, Firt! Burn the longshanks!" You hear a female goblin voice yell out in common then yell something in another language. "Maac ac or huurekhec!"

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"The Goblins are expecting us, and they plan to stay in place until we attack," Drin whispers. "Might as well try to break the gate down, so one of us isn't caught out on the other side."
Strength Aid: 1d20 ⇒ 11

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Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23
Eurkar looked for a point that might help give him some concealment as he started to make his way up the gate.
If I can not use acrobatics, then 21 climb. Half speed to help hide in the process.

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Theo drew his morningstar again and nodded to the others. "Alright. Here goes..." In coordination with the others, he slams his shoulder into the gate and tries to break it down.
strength: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

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The gate with the combined weight of Drin and Theo, bends inward and with a loud crack give way just as Earkar scrambles down the back side.
Before the party is a small practice yard surrounded by a crudely made metal fence and several small wooden buildings. Mud and morass
cover the ground, and the sickly sweet stench of decay hangs
heavy in the air. A rusting metal gate blocks the entrance to
a cave to the northwest. In the center of the yard, a stubby rectangular
building sits upon a roughly hewn stone foundation. A crude
depiction of a three-eyed face decorates its door.
There no sign of the goblins you all know must be hidden somewhere ahead.
Earkar perc: 1d20 + 6 ⇒ (8) + 6 = 14
Theo perc: 1d20 + 5 ⇒ (3) + 5 = 8
Zuheilen perc: 1d20 + 6 ⇒ (10) + 6 = 16
Drin perc: 1d20 + 2 ⇒ (13) + 2 = 15
three: 3d20 ⇒ (5, 7, 5) = 17
You are congregated at the broken gate. What would you like to do?Please give me one round of actions each.

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Drin reloads his crossbow and readies an action to cast Daze on any goblin that comes into range.

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Theo advances slowly and carefully into the yard with his shield raised. His eyes dart about to windows, doorways, rooftops. He stops outside the first door on the right. "Does someone want to check that first door on the left? I'll look in this one in a moment."
Total defense and move up as shown. AC is 22 for this round.

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Theo moves forward along the building on the right. Drin prepares his crossbow and his trusty goblin dazing spell should one show itself.
Eurkar and Zuheilen, you both still have a standard and move action to use. I will wait a little longer then I will assume you are delaying taking in the surroundings.

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perc Theo: 1d20 + 5 ⇒ (4) + 5 = 9
perc Eurkar: 1d20 + 6 ⇒ (16) + 6 = 22
perc Zuheilen: 1d20 + 6 ⇒ (7) + 6 = 13
perc drin: 1d20 + 2 ⇒ (8) + 2 = 10
prep ? dc20: 1d20 + 6 ⇒ (19) + 6 = 25
init Theo: 1d20 + 2 ⇒ (17) + 2 = 19
init Zuheilen: 1d20 ⇒ 7
init Eurkar: 1d20 + 4 ⇒ (9) + 4 = 13
init Drin: 1d20 - 1 ⇒ (5) - 1 = 4
init Y,B,G: 3d20 ⇒ (4, 2, 12) = 18 all +6
init ?: 1d20 + 4 ⇒ (14) + 4 = 18

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Surprise Round
Theo (surprised)
Green goblin (shoots bow at Theo) FF bow: 1d20 + 4 ⇒ (1) + 4 = 5 dmg p: 1d4 ⇒ 1
Leeza (Red) (invisible, stabs at Eurkar) stab vs FF: 1d20 + 7 ⇒ (9) + 7 = 16 dmg p: 1d4 + 1 ⇒ (3) + 1 = 4 sneak: 1d6 ⇒ 6
Eurkar (surprised, but surprises green, blue, and yellow)
Yellow goblin (shoots at Theo) bow vs FF: 1d20 + 4 ⇒ (18) + 4 = 22 dmg P: 1d4 ⇒ 1
Zuheilen (surprised)
Blue goblin (5's out and stabs at Theo) stab vs FF: 1d20 + 2 ⇒ (20) + 2 = 22 dmg P: 1d4 ⇒ 1 crit?: 1d20 + 2 ⇒ (13) + 2 = 15 dmg: 1d4 ⇒ 1
Drin (surprised)
Eurkar is stabbed viciously for 10 hp by an invisible female goblin who is now right beside him (red). Theo takes a stab cut and a pin prick from goblins for 2 hp total.
Round 1
Theo -2hp
Green
Leeza
Eurkar -10hp
yellow
Zuheilen
Blue
Drin
***Combat*** Bless in affect +1 to atk and fear saves. Theo is up!

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Theo swings his morningstar at the blue goblin who cut him. "Hey Eurkar, that looks like it hurt. Step back if you need to. I'll try to hold them off." He steps to try to block the space between the buildings.
attack: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
damage: 1d8 + 4 ⇒ (6) + 4 = 10
Having attacked Eurkar, is the red goblin now visible?

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Theo makes short work of the blue goblin before him crushing his skull.
Green goblin drops his bow, pulls out his dog slicer and moves in stabbing at Eurkar. slicer stab: 1d20 + 2 ⇒ (20) + 2 = 22 damage: 1d4 ⇒ 2 He manages to cut Eurkar for 2 hp more.
The female red goblin, giggles and says, "Perfect!". She shifts into a position behind Eurkar and stabs at him again. stab with flank: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 dmg: 1d4 + 1 ⇒ (2) + 1 = 3 sneak dmg: 1d6 ⇒ 5
However, she is unable to catch Eurkar and misses.
crit confirm: 1d20 + 2 ⇒ (20) + 2 = 22 crit dmg: 1d4 ⇒ 2 green crit Eurkar for 2 hp more.
Round 1
Theo -2hp
Green
Leeza (red) totally visible
Eurkar -14hp Orc ferocity in affect
yellow
Zuheilen
Blue -10hp
Drin
Eurkar is up! Bless in affect +1 to atk and fear saves.

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Quarterstaff: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 6 ⇒ (6) + 6 = 12
Reroll+1: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Eurkar tried to smash the goblin that has stabbed him with the fill length of the quarterstaff and missed. Not able to get closer to his friends, he tried to step out between the pair of them.