
William the Destroyer |

OCC: Okay William you must not have read my lost clarification which is that the other two Goblins still standing are about 60 feet from where William is standing. That being said you have no standing Goblin that is within range of Ray of Frost
Nope, I had forgotten. Can I cast Magic Weapon on Dain's weapon instead?

EltonJ |

DunwichStoryteller wrote:OCC: Okay William you must not have read my lost clarification which is that the other two Goblins still standing are about 60 feet from where William is standing. That being said you have no standing Goblin that is within range of Ray of FrostNope, I had forgotten. Can I cast Magic Weapon on Dain's weapon instead?
I have a flask of Alchemist's Fire. It's actually Greek Fire. I can produce more, but the lab is back home.

DunwichStoryteller |

OCC: Magic Weapon is a Touch spell if it helps here is a link to the PF1e Wizard Spells
As for Alchemist Fire (aka thrown object) it has a 10 foot range increment meaning William would have a -10 to hit at the current range and it is an indiscriminant splash weapon as well which means if you hit you would most likely also affect Grippli.

William the Destroyer |

OCC: Magic Weapon is a Touch spell if it helps here is a link to the PF1e Wizard Spells
As for Alchemist Fire (aka thrown object) it has a 10 foot range increment meaning William would have a -10 to hit at the current range and it is an indiscriminant splash weapon as well which means if you hit you would most likely also affect Grippli.
So I don't have a lot of tactical options. Theoretically, I can fire off one more magic missile.

DunwichStoryteller |

Salaha Fort Save: 1d20 + 3 ⇒ (13) + 3 = 16
Salaha Shoots Goblin: 1d20 + 2 ⇒ (2) + 2 = 4
29 Salaha
24 Dáin
22 Stone
18 Grün
13 Goblin
... Round 6: Woozy -4 + 25% Spell Failure -- Save 1
Dáin .... AC 19 . HP 37/25
... Round 6: Woozy -4 + 25% Spell Failure
... Round 7: A Okay
Stone ... AC 24 . HP 37/37
..... Armor Damage: 10
Grün .... AC 20 . HP 34/33
..... Armor Damage: 3
William . AC 13(+4) . HP 18/18
.
Goblin-1 . HP -12 ... KO'd
Goblin-2 . HP -6
Goblin-3 . HP -0
Goblin-4 . HP KO'd
Goblin-5 . HP KO'd
William uses the secured rope to carefully descend into the pit.
Salaha shoots at one of the remaining Goblins but it deftly dodges her shot.
Dáin carefully makes his way through the spikes and gets to the far end to find a small tunnel leading up. He notices that it looks very much like that other small tunnel from earlier. Meaning it will be difficult for anyone that is not small to ascend.
Stone clears a 5-foot section of poisoned spikes towards the left.
Grün attacks and lands a solid blow against the Goblin, which says in Goblin, "I'm out." Then disengages and runs deeper into the cave hollering, "Intruders breached the opening."
The other Goblin hesitates for only a moment and then quickly follows his comrade saying, "Okay eat you later."

Salaha Driftmare |

another fort save coming up
fort save: 1d20 + 3 ⇒ (8) + 3 = 11
crossbow firing again: 1d20 + 6 ⇒ (15) + 6 = 21
crossbow damage: 1d8 ⇒ 1
Salaha calls out " Watch out, it may be a trick! We need to finish them! Then we will be save enough to finish the ritual!"
She aims and lets out another bolt, hoping to hit something. Snapper was still guarding her

DunwichStoryteller |

Salaha's bolt flies off into the darkness passing over the heads of the retreating Goblins.
As Grün is noting where his short spear and chakram landed, he notices two wooden poles about 10 feet long with a sort of a fibrous webbing between them that makes it about 3 to 4 feet wide leaning up against a wall.

DunwichStoryteller |

OCC: I need three more saves by Salaha so I can ascertain her final state currently she feels extremely woozy (-8)
As Grün takes a closer look at the object, he notes that the webbing is far to tight to facilitate it being used as a ladder, in fact it looks like it could be tight enough to be walked on if one were not overly heavy.
Picking up one end, Grün begins to slowly drag the somewhat, due to his small size, cumbersome object. His guess is that more than one Goblin probably usually helps move this thing.
Meanwhile, Dáin manages to slowly crawl up through that small tunnel and come out behind a rock on the farside.
Stone meanwhile clears a couple of more sections of spikes making it safe to walk from where the rope descends into the pit to the opening that Dáin just crawled up.

Salaha Driftmare |

Three more saves like in a row now? Okay
fort saves: 1d20 + 3 ⇒ (5) + 3 = 8
fort saves: 1d20 + 3 ⇒ (18) + 3 = 21
fort saves: 1d20 + 3 ⇒ (16) + 3 = 19
attack a gobbo: 1d20 + 6 - 8 ⇒ (7) + 6 - 8 = 5
damage to a gbbo: 1d8 ⇒ 5
Salaha takes her time and tries her best to shoot another goblin, the poison hurting her insides

DunwichStoryteller |

OCC: No Salaha the Goblins have retreated out of sight. Regardless Salaha's current situation precludes her from doing much of anything for at least that round and perhaps longer.
Salaha succumbs to the poison coarsing through her veins and she drops unconscious into a nightmarish psychedelic dreamscape.
When Salaha goes down, Snapper only hesitates for a moment between the command given versus his personal calling, where he then moves forward nudging the unconscious Salaha and checking her before settling in right beside her letting out a loud hissing sound that says woe to any that should choose to approach Salaha at this time.
In this dreamscape a mote of energy appears and she gets the sense that this mote of energy is extremely important. As she strives towards it the dreamscape seems to throw even more unimaginable creatures and obstacles at her. At one point her arms and legs are completely and very painfully dissolved away and yet she manages to forcefully and just as painfully will them back into existence.
The struggle continues and as she gets closer to the mote of energy she can see that it pulses rhythmically as if it were a heartbeat of sorts, a living mote of energy perhaps. She also senses that dark extremely dangerous energies surround this mote of pulsing energy. The intent of these dark energies is not clear to Salaha but it is quite obvious they boad bad things should they pervail. She struggles on.
OCC: Ahh poor Kermit de Frog it isn't easy being green.
Grün with Dáin's help, and eventually with William pitching in as well move the object close to the pit. It takes them a bit of time to figure out how to get this bridge like object to span the pit but after a few failed attempts they figure out how the Goblins must be doing it and manage to lay into place.
Stone from below throws up the rope and they secure it to the bridge allowing Stone to climb up out of the pit as he did not feel he would fit up through that tiny hole.
The only one left on the far side of the pit though is the unconscious Salaha who is being fiercely guarded by her companion crocodile.
Still in all the time that they have just spent they have seen no indication that the Goblins have decided to return.

DunwichStoryteller |

After they finally got the bridge in place, Grün retrieved his weapons, Stone climbed up out of the pit and took a defensive position on the farside not carrying to test his weight on the somewhat flimsy looking bridge, everyone on the nearside gathers near Salaha. Well at least as close as Snapper allows them.
She still feels a bit woozy but can tell it will pass soon. Still she also cannot help but feel that what she just experienced was not just some drug induced ordeal as it felt far more spiritual in nature and she felt a connection of some sort with that pulsating energy.
Almost on cue as if in an answer to Dáin's question, Salaha begins to revive.
OCC: Does the rather stout Dáin wish to try and use the bridge or does he wait on the farside with Stone?

Salaha Driftmare |

After being out for what felt like forever, Salaha was not quite as cavalier about proceeding against the goblins, but seeing her companions and not them gives her some courage. And a bit of wisdom in the moment.
"Thanks be to you friends for not leaving me. I feel that if I had passed this poison and you still stand, we perhaps should continue and set our friends body to rest proper. We can always rest and come back, better prepared as well."
It seems her time out gave her a foresight that wasn't missing, but she was more cautious. That and the energy she felt gave her pause to pursue creatures that didn't harm them when they could have.

DunwichStoryteller |

OCC: Note Snapper can cross the bridge if Salaha wishes to take him along with her but please do not interpret that as me suggesting you should continue your efforts versus the Goblins. Personally I do not care what the players choose to do, however as always there may be consequences to various actions chosen by the PCs which I will not make known prior to the decision being made.

Salaha Driftmare |

" Yes, yes. Sorry about that friend, I am... The poison has affected me more than I care to admit. There is energy here that worries me, and we must not distract to much from our mission. Let us finish these goblins off and then we will respect the body as needed."
Salaha seems to be a bit distracted, and while she does prompt Snapper across, it does seem that she is still worried about the visions she had under the poison. She would explain it further to any who asked her, but it does seem to come back in the druids mind that there was greater evil they were not seeing harming all their homes.

DunwichStoryteller |

The group (Dáin, Grün, Salaha/Snapper, Stone, and Willaim) head deeper into the cave leaving Shekla and a few other Gripplis behind to protect the body of the old Marsh Witch.
OCC: It would be really nice if we established a marching order for a 10ft wide corridor so that I have some idea of where everyone is as be progress further. It would also be nice if the group determined who their current PC party leader is, aka who do I refer to for party type decisions such as marching order and the like.

DunwichStoryteller |

The group heads deeper into the darkness of the cave with Dáin and Grün leading the way followed by Salaha and Snapper, then William with Stone, who is carrying a torch, bringing up the rear.
The passageway, which slopes downward, curves to the left, goes straight for a bit, and then curves back to the right. It finally opens up into a larger cavern with a fire burning in the middle.
As Grün looks out into the opening he spots shadowy movement at its fringes as well as an opening on the farside that has light emitting from within with shadows indicating others occupying that area. As it stands, it appears the Goblins have set another ambush, which as things appear is unavoidable, if the group wishes to move forward.
OCC: The opening enters basically a circular room close to its middle. The other opening is almost directly opposite where the group is and shadow movement can be seen off to both the left and the right. Esitmated shadows at least three in each direction and maybe at least two or more across the way.

Salaha Driftmare |

"We may not die friend. Just because they had us at a disadvantage back there doesn't mean they do now. If we are fighting on an even area I believe our fighters can work better, but let us see into the darkness to make sure."
Salaha then tries to peer into the dark to check for anything additional they may have missed, and cast Detect magic to find out if anything magical was hiding from them as well. Hopefully nothing springs out at them, and the fire is hiding just those they can see.
" Perhaps we can fight behind the shield, draw them to us, and that way we have the advantage of the shield and a narrow passage?"
Salaha will also share any additional information her perception of the area gathers if high enough.
perception check: 1d20 + 11 ⇒ (19) + 11 = 30

William the Destroyer |

"Good strategy, but I don't like the odds," said William. "Maybe we should just sneak out of here and get the body to the top of the peak. The goblins won't bother us."
William felt like the invader here. "Look, I know goblins are pests, but I feel we are in the wrong here," he finally explained.

DeJoker |

OCC: If I understand this correctly Dáin and Grün advance out into the area while Salaha, Snapper, William pause at the opening, with Stone waiting behind these three.
Dáin and Grün advance out into the room drawing closer to the fire, while Salaha and William pause at the opening.
As Dáin and Grün draw near to the fire they are fired upon from the left and the right from Goblins trying to hide out at the fringe of the light. Which for both Dáin and Grün is pretty much useless as their Low Light Vision gives them full visibility of the Goblins shooting arrows at them.
Attack 1 Dáin: 1d20 + 4 ⇒ (3) + 4 = 7
Attack 2 Dáin: 1d20 + 4 ⇒ (14) + 4 = 18
Attack 3 Dáin: 1d20 + 4 ⇒ (5) + 4 = 9
Attack 4 Dáin: 1d20 + 4 ⇒ (5) + 4 = 9
Attack 5 Dáin: 1d20 + 4 ⇒ (18) + 4 = 22
Attack 6 Dáin: 1d20 + 4 ⇒ (15) + 4 = 19
Attack 1 Grün: 1d20 + 4 ⇒ (5) + 4 = 9
Attack 2 Grün: 1d20 + 4 ⇒ (17) + 4 = 21
.
Damage 2 Dáin: 1d4 ⇒ 1
Damage 5 Dáin: 1d4 ⇒ 2
Damage 6 Dáin: 1d4 ⇒ 2
Damage 2 Grün: 1d4 ⇒ 2
The shower of arrows mostly concentrated on Dáin manage to hit both Dáin and Grün. However this reveals all of the hiding Goblins to those with Low Light Vision. An arrow from Dáin's left manages to hit his armor but it does not penetrate fully, while two arrows from his right strike home. Grün only gets hit from the right. Perhaps Dáin's shield is provided just enough extra protection from their left.
I need a Fortitude Save DC 15 from Dáin
If 1st Save Succeeds need another Fortitude Save DC 15
Else 1st Save Fails need another Fortitude Save DC 17
I need a Fortitude Save DC 15 from Grün
PCs turn
The Goblins to the Left and the Right are within a single move of Dáin and Grün and a double move from those that have not entered the area yet (aka everyone else).
PCs
Dáin .... AC 19 . HP 37/22
..... Armor Damage: 1
... Fortitude Save DC 15
... Fortitude Save DC 15 or DC 17
Stone ... AC 24 . HP 37/37
..... Armor Damage: 10
Grün .... AC 20 . HP 34/31
..... Armor Damage: 3
... Fortitude Save DC 15
William . AC 13(+4) . HP 18/18
.
Goblin-1 . HP -0
Goblin-2 . HP -0
Goblin-3 . HP -0
Goblin-4 . HP -0
Goblin-5 . HP -0
Goblin-6 . HP -0
Goblin-7 . HP -0
Goblin-8 . HP -0