Rogarch
|
Rogarch tries to lead the party forward.
"Ok. People we are going to be going through both doors so let us not overthink this. How about taking the northern door first?"
It looks like the map is reversed again with north being down. In real life every map is oriented with south being down. :)
| Oxnard Kettlebeak |
Yeah- sorry, I always try to orient them the way that fits onto the slide best- but I figure at a physical table only one person would be facing the map the right way anyways!
Give me a perception as you approach the northern door (that leads down on the map)
Rogarch
|
Rogarch looks around as she moves forward.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
| Helping Hand |
Helping Hands looks out for trouble.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
| Oxnard Kettlebeak |
As Rogarch moves towards the door, he falls into a small pit set with rusted metal and bits of bone that sound noisily.
Falling Damage: 2d6 ⇒ (6, 4) = 10
This is a 20 ft. pit trap-- DC 20 reflex avoids the damage.
Rogarch
|
Rogarch tries to avoid the pit. She narrowly escapes falling into the trap.
Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
Shirt Re-roll:
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
(I am assuming as my familiar is travelling in one of Rogarch's pockets that he is alright as well)
| Oxnard Kettlebeak |
Yes
Rogarch avoids the damage, but makes some serious noise in the pit. DC 15 to climb straight up, or 5 if someone lower a rope
Rogarch
|
Rogarch begins her climb out of the pit.
(Climb of 18 on a Take 10. She has 0 ACP for climbing due to her +1 Agile Breastplate.)
| Oxnard Kettlebeak |
Rogarch climbs out of the pit, and you all carefully skirt it to get to the door.
The southern half of this room appears to be furnished as a dining area, complete with a long wooden table, several chairs, and shelves sporting a collection of crude pieces of crockery. A large altar of stone dominates the northern half of the room. Rusty chains set along the northern wall and the dried bloodstains covering the stone altar hint at this room’s function.
Three hobgoblins are here! Alerted by the pit, the crouch behind the table, bows drawn!
Fentar Init: 1d20 + 1 ⇒ (16) + 1 = 17
Jaakko Init: 1d20 + 5 ⇒ (1) + 5 = 6
Kelleran Init: 1d20 + 10 ⇒ (5) + 10 = 15
Rogarch Init: 1d20 + 8 ⇒ (6) + 8 = 14
Hobs: 1d20 + 2 ⇒ (7) + 2 = 9
Turn order:
1. Fentar
2. Kelleran
3. Rogarch
4. Hobgoblins
5. Jaako
Everyone but Jaako goes before the hobgoblins
Rogarch
|
@Oxnard - I am not seeing the table on the map. Do the Hobgoblins have cover or is that simply flavor text?
Kelleran Storm
|
Kell steps forward. A green flash darts out. Across the chamber, a splash of acid collides into the nearest guard.
Acid Splash vs RED (FF Touch): 1d20 + 3 ⇒ (12) + 3 = 15
Damage+SA: 1d3 + 1d6 ⇒ (2) + (5) = 7
Fentar Palomine
|
Fentar races into the room in a wild and reckless rage, roaring his defiance at the hobgoblins. raging
His greatsword hacks down at the nearest foe red
power attack: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 2d6 + 12 ⇒ (2, 5) + 12 = 19
| Oxnard Kettlebeak |
yeah, the scenario says they hide behind the table- but I think it's that little box which only the one hobgoblin actually fits behind so I'll say only that one furthest to the right has cover
Rogarch
|
Rogarch's wand comes flying out of her spring-loaded wrist sheath and she speaks the word of power shielding herself. She then moves forward drawing her hammer one-handed. When she finds a suitable position near a door she drops her wand to the ground and grips her Lucerne Hammer with both hands threatening any of the surviving hobgoblins.
Helping Hand taps her for luck (Guidance).
Swift action - draw wand, standard action - activate wand of shield, move action - draw weapon while moving, free action - drop wand, free action - change grip to two-handed grip.
@Oxnard - The Hobgoblins should provoke from her if they fire their bows as they are within her reach.
| Oxnard Kettlebeak |
Round 1
Fentar rushes and chops one of the hobgoblins in two with a single blow!
Redirecting to next closest.
Kelleran hits the leader with an acid splash!
Rogarch activates a wand of shield while positioning to negate the hobgoblin's bows!
The hobgoblin leader steps up and attacks Fentar with a scythe he draws:
Scythe: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 2d4 + 3 ⇒ (4, 1) + 3 = 8
The other steps up behind the edge of the toppled table and stabs at Rogarch from behind the cover, drawing a long sword:
Long Sword, soft cover: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Damage: 1d8 + 2 ⇒ (8) + 2 = 10 miss!
Turn order:
1. Fentar
2. Kelleran
3. Rogarch
4. Hobgoblins
5. Jaako
Status:
Blue: -7
That brings up Jaako to end round 1, then the whole party again
Jaakko Varpunen
|
Jaakko steps closer and shoots at the hobgoblin in front of him. Blue
+1 musket: 1d20 + 10 ⇒ (13) + 10 = 23
damage: 1d12 + 2 ⇒ (3) + 2 = 5
Rogarch
|
@Oxnard - Is the leader down? Also how much cover is the table providing Hobgoblin(Green)?
Kelleran Storm
|
Well now they are all clumped up and jumping around. No clear shot. Best not to take any chances. The mage once again snaps his wrist to beckon his prized wand. He then launches a translucent bolt at the nearest foe.
Wand of MM vs BLUE: 1d4 + 1 ⇒ (2) + 1 = 3
| Oxnard Kettlebeak |
Jaako hits!
Round 2
Fentar follows through and finishes off the leader!
Kelleren hits the remaining hobgoblin with a magic missile.
Turn order:
1. Fentar
2. Kelleran
3. Rogarch
4. Hobgoblins
5. Jaako
Status:
Green: -3
Yes, between Jaako/Fentar they finished him off; its 2 for soft cover
Rogarch
|
Rogarch steps back (5' step) and unloads with her large hammer on the last remaining hobgoblin (green).
Attack,Reach,Soft Cover,Guidance: 1d20 + 6 - 2 + 1 ⇒ (18) + 6 - 2 + 1 = 23
Damage: 1d12 + 6 ⇒ (8) + 6 = 14
Helping Hand keeps the good luck flowing for the next turn (Guidance on Rogarch).
| Oxnard Kettlebeak |
And Rogarch cuts down the final hobgoblin in this room!
Perception: 1d20 ⇒ 3
Perception: 1d20 ⇒ 3
The door out of this room leads to a hallway with two doors to the north (down) and south (up).
Please stack yourselves into the march order you plan to use to go into and do any actions you'll want to take before continuing forward.
Rogarch
|
Rogarch stows her hammer and retrieves her wand. She places it back into her wrist sheath. After helping the party gather the loot in the room she looks around the room for any hidden items of interest.
Perception,Guidance: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Assuming that she finds no hidden items she leads the party into the hallway.
"Keep your eyes peeled. I fell into a pit before so be careful."
Looking for traps in the hallway:
Perception,Guidance: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
| Helping Hand |
Helping Hand keeps a lookout as well.
(His Take 10 on Perception is 19. So please apply that to the room and hallway.)
Rogarch
|
Fentar- Sure. Take point. :) Position your character where you like in the hallway and then I will move my character's token.
| Oxnard Kettlebeak |
So I flubbed and ran the encounter that was supposed to be in C2 over in C4 instead- whoops! Pretend you went in that way first instead!
C3
Four rudimentary bunks and two wooden chests take up most of the space in this cramped area. Despite the lack of room, the area has been kept neat and relatively clean.
This is the small room right off the dining hall
Inside the chests you find potion of cure light wounds, 100 feet of silk rope, and jewels and loose coins of various denominations totaling to 83 gp.
There's one more that is locked:
Kelleran Storm
|
Disable Device: 1d20 + 10 ⇒ (9) + 10 = 19
Rounds: 2d4 ⇒ (3, 3) = 6
Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26
Rounds: 2d4 ⇒ (3, 1) = 4
After some choice elven cussing, Kelleran manages to get the final chest open. He is stunned by the contents. "We found a potion already, and now this?!?! Three magic weapons? Three? This must be one of the greatest treasures ever uncovered. And it was just sitting here under a tree!" He gently lifts one of the daggers out. Nimble fingers unsheathe the near-perfect weapon. "Can you believe this? It's virtually flawless."
Ah the joys of low-level characters. +1 dagger anyone?
Rogarch
|
The northern woman simply laughs at the wizard.
"Granted these weapons will surely fetch a pretty penny back in town and you did an admirable job retrieving them from the chest but you don't seriously expect us to use those in combat do you?"
"Despite what people might think size does matter."
To prove her point she pats the side of her rather large hammer. After the Bloodrager's moment of bravado passes she does acknowledge the worth of these weapons.
"Still there are legends of creatures that can only be damaged by magical weapons. It might be prudent to keep a magical blade handy in that rare case. Even if it is so small."
Rogarch would be willing to hold on to one of the daggers for now.
Fentar Palomine
|
Fentar nods, ”Yessss, it iss wise to take even a small advantage.”
He attaches a fancy scabbard to his belt and gives the dagger a good look over before easing it into the scabbard.
”A fine weapon for small spaces.”
Jaakko Varpunen
|
"My own weapons already are magical, so I don't need em. Though if you find magical leather armor, then please tell me." Jaakko is unimpressed
| Oxnard Kettlebeak |
Now, as you move to C5. . .
An orderly workspace stands directly opposite this chamber’s only door. Neatly arranged books and tools seem to have their own specific places on the workbench and along the shelves. A collection of bones lies atop the workbench, arrayed like an incomplete children’s puzzle.
A stone altar stands along the eastern wall. Luxurious fabrics adorn the altar and the area around it, while several dark candles and incense burners glow gently, suffusing the air with a sickly sweet odor.
The Hobgoblin necromancer is here!
Fentar Init: 1d20 + 1 ⇒ (15) + 1 = 16
Jaakko Init: 1d20 + 5 ⇒ (6) + 5 = 11
Kelleran Init: 1d20 + 10 ⇒ (20) + 10 = 30
Rogarch Init: 1d20 + 8 ⇒ (3) + 8 = 11
Telda Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Round 1
Turn Order:
1. Kelleran
2. TELDA!!
3. Fentar
4. Rogarc
5. Jaako
And Kelleran will go before the bad guy girl.
| Oxnard Kettlebeak |
Kelleran hits with an acid splash!
The hobgoblin necromancer twists her fingers and says a few arcane words and a thick mist (obscuring mist) fills the area. You hear her footsteps moving, but cannot see where she moves to in the mist.
everyone can act now; you cannot see beyond 5 ft so for ranged attacks or to learn where she is you will need perception checks trying to pinpoint the square. If you move in the mist (which covers the entire room and out into the hall) put a line to track your path.
Kelleran Storm
|
Unless there is a secret door, we have her trapped, right? Couldn't we just wait in the hall and let the Mist expire. It's not like we are burning a bunch of buffs. Just a thought.
Rogarch
|
It is a good idea in theory however she is probably the source of all the undead we encountered. If we leave her in the room for a few minutes it is likely that we will be fighting her and a lot of her undead friends. :)
Jaakko Varpunen
|
Jaakko moves into the misty room wielding a flail. He is listening carefully if the enemy is making sound.
Thin red line tracks his movement
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
| Oxnard Kettlebeak |
As Jaako moves in, he does not see the hobgoblin.
It looks like no- it doesn't reference non-magical fire, and mentions by name Fireball (3rd level), Flamestrike (4th or 5th level) and Wall of Fire (5th level) but NOT burning hands (1st level), so I'm defaulting to the idea that it needs to be higher level than Obscuring Mist (1st) so 2nd or higher flame effect to dispel it.
Rogarch
|
Rogarch draws her longsword in both hands guarding the entrance.
(Readied attack with Longsword)
Helping Hand taps her for luck (Guidance).
Readied Attack,Guidance: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Miss chance if applicable 1-20% is a miss: 1d100 ⇒ 85
The idea of her leaving the room with the fog in play is a distinct possibility in my mind.
Fentar Palomine
|
Fentar will walk down the middle of the room.
If he sees the necromancer, he will keep going past (circling to avoid AoOs, if possible) and attack her from deeper in the room to shepherd her towards his allies. He will also call out her location).
Rogarch
|
@Fentar - I think that the GM wants you to mark your path on the map as you go to determine if you might see her.
Fentar Palomine
|
Path marked, if she is there then I will see her. Fentar has moved 30ft but has 40ft of movement so he can shimmy to get behind her if he needs to.
power attack if Fentar sees her, he will enter a rage.: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 2d6 + 12 ⇒ (3, 4) + 12 = 19
miss chance, 1 is a fail.: 1d5 ⇒ 5
| Oxnard Kettlebeak |
Fentar- the last square there is a desk, are you trying to push it aside or to step up onto it?