
Erridon Drallen |

Worried at how badly Tot is hurt Ari hopes he can end things for his enemy.
attack: 1d20 + 5 ⇒ (7) + 5 = 12
damage if that hits?: 1d6 + 1 ⇒ (1) + 1 = 2
Maybe he should be paying more attention to his own enemy and not Tot!?!

DM DoctorEvil |

Goblins and Glass - Round 4
Inspire Courage - +1 to attacks/damage
21 Ari (1NL)
17 Grod (8/10hp remain)
15 Tot (5/15hp remain)
14 Garen (6/13hp remain)
12 Black Goblin (2hp dmg)
9 Orange Goblin (11hp dmg)
9 Yellow Goblin (9hp dmg)
9 White Goblin (3hp dmg)
4 Isidiana
Ari has one eye on the injured Tot and the other on his foe, which means his melee attack only has partial attention, and that's not enough to hit the shifty goblin arrayed against him.
Garen also has an unfortunate attack after getting scalded by the molten glass, and his counterstroke is parried by the goblin's iron tongs.
Pending actions from Grod and Tot before the goblin horde goes again.

Titania Olivia Thrune |

Tot grimaces in pain. None of her wounds were deep, but that last one was rather serious. Blood runs down her leg as she pushes the pain away and tries to kill another of the surprisingly tough goblins.
Longsword (2-handed, Inspire Courage) vs. Orange: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 I've got a feeling that's not enough.

Grod the Cunning |

Leaving Garen to handle his goblin, Grod steps in behind the one that Isidiana had just distracted and takes a hack at it, hoping to keep it from disrupting the bard's song.
Attack, Greataxe: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Damage, Slashing: 1d12 + 9 ⇒ (5) + 9 = 14

DM DoctorEvil |

Goblins and Glass - Round 4 - continued
Inspire Courage - +1 to attacks/damage
21 Ari (1NL)
17 Grod (8/10hp remain)
15 Tot (5/15hp remain)
14 Garen (6/13hp remain)
12 Black Goblin (2hp dmg)
9 Orange Goblin (11hp dmg)
9 Yellow Goblin (9hp dmg)
9 White Goblin (3hp dmg)
4 Isidiana
Tot comes ever so close to scoring a hit on the goblin she is locked in melee with, but it sidesteps at the very last instant, and her attack comes up empty.
Leaves the adjacent foe to Garen and steps in behind Black Goblin and using his greataxe to excellent effect, cleaves that opponent nearly in two, killing it.
Orange, sensing the tide has turned, withdraws from combat with Tot, moving across the chaotic glass work floor .
Yellow swings it molten glass weapon at Garen once more. it scores a hit again, before tossing the tongs aside and making for the door.
White evacuates also, leaving the room out the double doors.
Garen is hit for 3hp dmg and is not at 3/13. He and Izzy can both make AoO vs Yellow. Ari may take an AoO on White if he chooses. The whole party is up again, Izzy in round 4 and the rest in Round 5
Yellow molten glass vs Garen, Improvised: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21 hit
Fire dmg to Garen: 1d4 ⇒ 3

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Garen winces again from the hot pain. When the goblin flees, Garen takes a half-hearted swing at the thing as he considers his own wounds. Then he gets a grip on himself and pursues the evil little monster. This time he is focused and scores a hit on the beast.
Garen AOO: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
dmg: 1d8 + 3 ⇒ (6) + 3 = 9
falcata atk, inspire: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
dmg: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Isidiana |
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Attack of Opportunity: 1d20 + 4 ⇒ (9) + 4 = 13
Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
"Oh snot!" As she sees Garen bleeding a trail of justice, she moves behind him and sings reverently "Hole-ly hole-y, I am not a cleric... yet all my friends are full of holes and some are slightly burned..."
CLW on Garen 1d8 + 1 ⇒ (5) + 1 = 6

Erridon Drallen |

With the goblin ducking to get past him Ari stabs at it....
attack: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 1 ⇒ (3) + 1 = 4
confirm?: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 1 ⇒ (2) + 1 = 3
Give me more AoOs! That seems to be the only way I can hit!

DM DoctorEvil |

Goblins and Glass - Round 4 - concluded
Isidiana's opportunity attack at the fleeing goblin misses. On her turn, she sings a healing song, restoring some of Garen's wounds.
Opportunity attacks from Garen miss, but from ARi scores a critical hit, hurting White Goblin quite a lot, but not stopping its flight into the hallway.
End of Round 4
Do you keep the Inspire Courage going another round?

DM DoctorEvil |

Goblins and Glass - Round 5
21 Ari (1NL)
17 Grod (8/10hp remain)
15 Tot (5/15hp remain)
14 Garen (9/13hp remain)
9 Orange Goblin (11hp dmg)
9 Yellow Goblin (9hp dmg)
9 White Goblin (10hp dmg)
4 Isidiana
Grod watches Orange Goblin running his way and smiles. He goes to meet the oncoming foe, and his heavy weapon destroys yet another foe, cutting the enemy nearly in two.
Catching up with the fleeing Yellow Goblin, Garen is able to stab it to death this time, keeping it from reaching the doors out of the workroom.
Both Yellow and Orange are dead. Just White left, who has made into the hallway. Tot and Ari are up now before the goblin's turn.

Erridon Drallen |

Finally realizing how badly hurt Tot was Ari almost drops his weapon to reach out and touch her, singing his magic to cure some of the wounds.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3 Unfortunately, that poor roll is his last first level spell....

Titania Olivia Thrune |

Tot lets out a curse as the goblin runs for it. The memory of what one of the escaped gremlins is too fresh in her mind for her to let this one run wild. Grateful for Ari's healing, but without the time to thank him for it, she runs after the goblin and tries to cut it down.
Longsword (2-handed, Inspire Courage) vs. White: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

DM DoctorEvil |

Goblins and Glass - Round 5 - concluded
Ari is able to tap Tot with a divine healing spell as she rushes from the workroom. The spell does offer her slight healing, but less than hoped.
Tot busts out the south door of the workroom, catching the runaway goblin in the central hallway. Her two-handed slice with her longsword guts the final goblin, killing it and ending the fight.
End of Combat
Out of rounds now. You can start to pick up the pieces again as you see fit.

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Garen wipes his sword off on the clothes of his last foe. Turning to his teammate he says, ”Thanks Izzy, those burns in particular were nasty. Let’s check on everyone else.” Garen begins striding to the south through the room. He raises his voice to be heard over the furnace, ”Everyone good?” As he gets closer to everyone he says, ”We need to proceed with caution but speed. With goblins running amok Ameiko is obviously in danger. When everyone is ready, we need to keep checking the building.”

Erridon Drallen |

Ari looks around. "Tot is hurt but I'm out of healing magic." He follows her out and watches her finish off the one that he'd failed to stop. "Wow! I really need to get stronger!"

Titania Olivia Thrune |

With the fight over, Tot finally notices how badly she's been hurt and grimaces from the pain of the wounds Ari couldn't mend. The aftershocks of the adrenaline rush threaten to bring back the memories and emotions she'd shoved aside as she turns to the young investigator.
"Thank you," she says with a small smile that fades as she focuses her attention back on why they are here. "Garen is right, though. Let us hope that the furnace covered the noise of the fight."
She heads back down the hallway towards the last two doors left for them to open. She thinks about praying that they will find Ameiko alive and unharmed, but she does not know if any f the gods will listen to the likes of her. Pushing that thought back with the others she keeps repressing, she checks the doors before opening them as quietly as she can manage to see what is on the other side.
Opening the one Tot is in front of first, then the one to the l-shaped bit of unexplored area. Let me know if I need to roll.

Erridon Drallen |

Ari chases after Tot.... "Tot! Come back. Izzy has one curing song. You can't risk yourself again without at least getting a little more curing!"
"Yes Izzy. Tot needs curing!"

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Garen shakes his head as he follows and says to himself, I said caution and speed not just speed.

DM DoctorEvil |

The small room Tot rushes to, without waiting for any more healing, is a storage area that seems to hold the key ingredients for glass-making. Sand, soda ash, and lime).
Frustrated by her inability to locate her employer, she goes to the last door and throws it open as the others start to gather behind her. Opening this door reveals a set of stairs that descend underground. The space below is pitch dark with no light sources revealed below.

Erridon Drallen |

While Izzy casts the healing spell on Tot, Ari skips around her. "Slow down and be careful. Let me lead here and look for traps."
Looking into the darkness he wonders again about his sight. Did it have anything to do with Sarenrae granting his mother's wish? She hadn't mentioned anything about that....
Knowing that light helped him to find small clues about traps he casts dancing lights and proceeds.
Perception to search for traps?: 1d20 + 6 ⇒ (13) + 6 = 19

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Garen catches up to the others as the room begins to get quite crowded. "Who needs light?"

Erridon Drallen |

Once the group is ready Ari leads the way looking for anything dangerous.
order in discussion

DM DoctorEvil |

Balls of white light precede Ari has he descends into the cellar of the glassworks. The storage room below is used to store sand and other raw materials. Two wheelbarrows sit against a wall.
Just east of the stairs, a brick wall has been dismantled to reveal an older passageway leading south. The main storage area continues to the south, and a hallway seems to lead from there towards the east.
No foes or traps are found in this space.
Note: the basement is on the inset square of the main map

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Garen steps out of the main hall into the eastern corridor and says softly, "I'll watch this route while you guys check down that way."

Erridon Drallen |

Thanks for moving us forward.
Ari continues slowly ahead, keeping the lights refreshed every 30 seconds or so. He studies the walls and the floor looking for indications of people having passed here recently.
Perception looking for footprints or disturbances in the dirt on the floor?: 1d20 + 6 ⇒ (2) + 6 = 8 LOL!

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Garen steps to the corner and peaks around it but he does not go around it. Better to have eyes on any dangerous approaches.

DM DoctorEvil |

Able to see clearly in the dark, Garen steps carefully through the broken masonry of a wall that was knocked down, and peers around the corner. There he sees a hallway, about 30' long, with a pair of doors on the eastern wall. Another pile of broken bricks and masonry lies on the ground just south of the second door, apparently this wall was broken in as well.
Ari can see down the further east-west hall and there are few doors down that way as well. Apparently, the two passages connect now that some walls have been broken down. Even with the dancing lights illuminating the space, Ari cannot make heads or tails of footprints here in the storage area, but it seems to be a lot of coming and going without any clear direction visible.

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Garen turned back to the others and said, "I've got two doors in an empty hall over here."

Erridon Drallen |

Once the group advances toward his position Ari moves to the door and checks for traps, and if it is locked. quietly?
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Stealth: 1d20 + 12 ⇒ (17) + 12 = 29

Erridon Drallen |

It is almost a sigh of relief that escapes Ari's lips when he finds the door locked. Had he been planning to open the door before the 'reinforcements' arrived? Certainly not!
He pulls out the set of 'incidental keys' that he had practiced with for.... too long, and wishes again that he had a better set. But there were always more important things to buy when he had some money. He selects his two favorite picks to start with, but then waits for the others to arrive. He smiles and motions to the lock when Izzy reaches him.
Waiting for the rest before trying. Disable Device to open the lock?: 1d29 + 9 ⇒ (8) + 9 = 17 Adding 1 point of Inspiration?: 17 + 1d6 ⇒ 17 + (5) = 22

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Garen maintains a watch but also pays attention to sounds. He hopes he can hear trouble coming before it arrives.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

DM DoctorEvil |

Erridon takes out his lockpicks as Isidiana sidles up next to him quietly. Garen cannot hear any noise except the soft clicking an clacking as Ari works his tools inside the lock. He isn't perfectly practiced at this, but he does have a keen sense of how locks work and the mechanical nature of things, and with some direct focus, his efforts are rewarded with a softly audible click signaling the lock has been opened.

Erridon Drallen |

Hearing the lock click open Ari tucks the tools away but waits for the other fighter types in the group.
Are Grod and Tot coming this way?

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I'd recommend lead with Grod and have Tot in reserve since she is out of pocket.

Erridon Drallen |

Once Grod reaches the group Ari opens the door, jumping back if he spots anything dangerous.

DM DoctorEvil |

While Garen stands watch down the other hall, and Tot is ready in reserve, Grod pushes open the now unlocked door. Inside is another store room with shelves lining all the walls filled with raw materials and other necessities of operating the glassworks. Perhaps more importantly though, is the inert from of the barkeep, Ameiko, lying unconscious on the floor with her hands and feet bound, and a gag in her mouth. She is unmoving and unresponsive on the floor as you enter.
No foes or other danger seems apparent here.

Grod the Cunning |

Shouldering the door open, Grod moves in, axe in hand, looking this way and that.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Assuming he doesn't see anyone-and with that roll I doubt he does-he'll move to Ameiko and check her status.
Heal: 1d20 + 2 ⇒ (1) + 2 = 3