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![]() Hey guys, sorry for the delay. I've reported event #24100 and have the sheets ALMOST ready to scan and send, but I forgot to ask for day job checks. So please respond here with either a roll for your day job or the info that you don't have one and I'll scan and send it. Because I know some of you might not be checking this thread anymore, I'm going to annoyingly repeat this same information in both PMs and e-mails to each of you! Cheers, Christopher ![]()
![]() As it happens, exploration of the remaining passages show that they all lead into the sewers proper, and away from the lair of the Nightsoil Marauders. The sole exception is the passage leading south off of the "throne room," which leads to what is clearly Inoklar's bedchamber. This chamber contains Inoklar’s bed and other furnishings. A search of the room finds a large chest containing Inoklar’s takings from the Nightsoil Marauders’ operations, including emblems and tokens of rival crime organizations in Magnimar: a set of miniature scales carved from black onyx stolen from an inattentive Night Scale thief, several Varisian scarves and knives taken from Sczarni thugs, an ornamental star of Desna filched from one of the Gallowed, a broken klar that belonged to a Shoanti gang leader, and most importantly, a golden Aspis Consortium badge. At the bottom of the chest, well hidden from her superstitious goblin minions, are Inoklar’s scrawled notes detailing her plans to take over Magnimar, as described in the adventure’s background. The party is prepared to return to Heidmarch with all of this material, when they remember their promise to the goblin Ekkie, who proved so instrumental in their success. So, after several false starts and wrong turns, the heroes find themselves, coated in filth and laden with the unconscious bodies of a pair of goblin dogs, at the mouth of an enormous sewer outflow pipe at the edge of the city. Ekkie, now laden down with the various alchemical supplies, bits of junk, and other things she considers "treasures," is prepared to pour the last of her found healing potion down the dogs' throats as the sun begins to set. Before she does that, though, she takes a stick and scratches in the stinking mud at your feet. With a few surprisingly deft scratches, she limns the Sign of the Open Road, symbol of the Pathfinder Society. "I'll watch for this here, right? So I know who's in my gang?" ![]()
![]() Sense that it she is living out the last moments of her life, the monstrous fighter Inoklar lashes out her only target, Manzcar, snarling in defiance as she does so. attack with morningstar: 1d20 + 7 ⇒ (20) + 7 = 27 crit confirmation: 1d20 + 7 ⇒ (1) + 7 = 8 The blow lands solidly! damage: 1d8 + 6 ⇒ (3) + 6 = 9 But this last act of defiance is a last act indeed, and the heroes descend with blade and fire, acid and magic, and end the creature's life. ------- You are standing in a large room with the last wisps of magical mist melting away behind you. Ekkie the Goblin peers around the corner cautiously. "Which gang won? ![]()
![]() Those of you making ranged attacks against Inoklar: thanks for remembering the -4 to hit for firing into melee. But remember also that if there are creatures, even allies, between you and your target, then the target has soft cover and gets a +4 to their AC. Not that anything would have changed in Jory's or Khain's attacks, just a reminder. I think Inoklar's hit points have been edited incorrectly. The spreadsheet is showing her at seven, but I think it should be higher than that. I'll go back through the thread and figure it out and edit if necessary. I believe we just need to hear from Alys and Rutilus. ![]()
![]() Inoklar roars ferociously, annoyed by the defensive stances taken by the two heroes nearest her, and swings viciously at Alys! morninstar attack: 1d20 + 7 ⇒ (9) + 7 = 16 The halfling's choice to defend himself rather than attack proves wise. Snarling in contempt, she steps back into the protection of the corridor. Five-foot step to BM16. All heroes may now post in any order! ![]()
![]() Capital idea, Alys, but remember your speed, which is four squares. You can only move at half speed when attempting an Acrobatics check to move through threatened or enemy-occupied squares, unless you wish to move at full speed, which increases the DC of the check by 10. So you didn't roll high enough to make it past her, doesn't look like. I think you need to wind up in Square BL14. The Total Defense part of your action stands, and it's now the Bugbear's turn. I've moved Rutilus and Alys and will post Inoklar's turn here in a second. ![]()
![]() Where is Manzcar five-foot stepping to? He can't quite make the corner. Those are five foot wide corridors extending north and south at the back of the room. The color is different because I haven't changed the lighting situation to reflect any light source brought forward yet. Frankly, I've lost track of who might have one to light things up. Anyway, do you mean for Manzcar to go to BL14, perhaps? Just need to hear from Rutilus and Alys! ![]()
![]() Her movements disturbingly nimble for one of such monstrous bulk, Inokar the Bugbear dances out from between the heroes and swings her viciously spiked morningstar at Manzcar! (Five-foot step to BL13.) Attack: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 But Manzcar ably knocks the descending blow awry! All characters may now post in any order. ![]()
![]() The goblin takes a five-foot step back and swings its horsechopper at Alys. Horsechopper attack: 1d20 + 2 ⇒ (3) + 2 = 5 It clearly has little experience with the weapon! Across the room, Inoklar the Bugbear drops her own horsechopper and draws a morningstar, which she swings heavily at Travis! Morningstar attack: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 The spiked ball bites into Travis's shoulder! damage: 1d8 + 6 ⇒ (7) + 6 = 13 Travis collapses! ![]()
![]() Hmmm, no, that's a good point about when it would appear. Oh well, water under the bridge at this point. If he had summoned it into an adjacent square, well, first off in this particular case the goblin wouldn't be able to get his AoO anyway because he's using a reach weapon and isn't a Polearm Master or anything. But I'd be inclined to say no. You provoke an AoO when you leave a threatened square, right? And a creature summoned in the manner you're suggesting wouldn't be doing that? ![]()
![]() I have no idea what happened with those rolls on the shaken condition. It must have screwed something up when I deleted the roll for Jory, 'cause I'd swear that Inoklar rolled a 20 against Travis and had a 32. But we'll go with the rolls as they're posted in the forum now, which means: Alys is shaken for two rounds.
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![]() Travis, the charge rules also say that "you must move to the closest space
Note also that whether you wind up there or the one you went to, you're provoking from Inoklar's polearm. ![]()
![]() The remaining goblin scurries back at an angle to the wall (five-foot step to BI8) and swings its horsechopper at Alys... horsechopper attack: 1d20 + 2 ⇒ (1) + 2 = 3 ...but the creature had been bamfoozled by the halfling's feint and misses badly! Meanwhile, the hulking bugbear stalks forward at last, making a dizzying number of passes, swings, and even spins with its own deadly weapon! Inoklar is making use of her Dazzling Display feat, potentially effecting all the heroes except Khain and Jory. She'll make demoralize checks against each of you first, with DCs based on your number of hit dice and Wisdom modifiers. Demoralize check vs. Alys, DC 12: 1d20 + 12 ⇒ (5) + 12 = 17
Alys is shaken for two rounds. Manzcar is shaken for four rounds. Rutilus is shaken for one round. Travis is shaken for five rounds. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. All heroes may now act, in any order. Edited to remove Jory from the area of effect. She could only take a five-foot step since Dazzling Display is a full round action. ![]()
![]() Unfortunately, Rutilus doesn't make it all the way there before he triggers a trap. Rutilus's Reflex Save: 1d20 + 1 ⇒ (11) + 1 = 12 When he steps onto the flagstones between the pillars (square BG12), they crack open and a sticky morass entangles the cleric's feet! Rutilus is glued to the floor and cannot move. He takes a -4 penalty to his Dexterity and a -2 penalty to attack rolls. A creature that is glued to the floor can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. Number of rounds the goo lasts: 2d4 ⇒ (4, 1) = 5 Rutilus, this means you've only made a move action, and can still take a standard action this round. Then it will be the bad guys' turn. ![]()
![]() The feint succeeds and the goblin will be denied his Dexterity bonus versus Alys's next attack (thus opening him up to Sneak Attack damage, I believe.) However, as with Travis, the creature is armed with a reach weapon and gets an Attack of Opportunity against Alys for entering square BG8. Those are round columns, so it's not a hard corner there, but Alys does have some cover. Attack of Opportunity with horsechopper: 1d20 + 2 ⇒ (14) + 2 = 16 With cover, that's a miss. Just need to hear from Jory and Rutilus, then it will be the enemies' turn. ![]()
![]() Regarding that attempt to search for traps during combat, couple of things to keep in mind. First off, any such checks would be made at -5 because you're distracted by combat. Second, intentionally looking for a "stimulus" (in this case a visual clue of the presence of a trap) is a move action. No harm no foul this time, just keep it in mind in the future. ![]()
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![]() The monstrous bugbear barks orders at her goblin minions, then pulls a vial from her belt pouch and throws back its contents. Potion of Cure Moderate Wounds: 2d8 + 3 ⇒ (7, 3) + 3 = 13 The two goblins move forward, their polearms held high, to new positions behind pillars closer to the heroes. That's all I've got. You may now all act in any order. ![]()
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![]() Despite the distance, the bugbear woman hurls a javelin at Travis. Javelin attack: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 The deadly missile flies across the room with uncanny precision, streaking for the paladin's chest. But Travis knocks it away! She then growls something too low for the heroes to hear at her goblin companions, who react by grimly readying their horsechoppers but holding their positions. Inoklar has clearly learned something about Jory's arrows, though. She moves behind the stone throne (represented by a blue square on the map) seeking cover. All the enemies now have cover, and Jory, note that as things stand two of your allies are also providing cover. Everybody keep ranges in mind, this is a long room. All PCs may now act in first come, first serve order. Let me know if you have any questions. ![]()
![]() Oops, missed that detect evil, sorry. Yes, the goblins detect as evil. There are narrow corridors leading north and south at the far end of the room. No sign of the goblin bard, no. One of Jory's arrows sinks deep into the bugbear's shoulder, but the other flies just wide! Need to hear from Rutilus, then it's the bad guys' turn. ![]()
![]() So much for parley! Alys, you know that this is a bugbear, the largest of the goblinoid races. They can see in the dark and have uncanny senses of scent. Initiative Rutilus: 1d20 + 1 ⇒ (16) + 1 = 17
Goblins: 1d20 + 3 ⇒ (6) + 3 = 9 Inoklar laughs and pulls the arrow from her stomach, tossing it aside. All heroes can act except Manzcar and Khain. The two goblins have cover so their AC is 4 higher than listed. ![]()
![]() Travis's bolt arcs into the center of the room illuminating it almost fully. The rows of columns proceed down the left and right sides, and lurking behind those farthest away you spy a pair of goblin warriors. But what really draws your eye is the crude throne at the far side of the chamber, where sits an enormous bugbear woman, blinking in annoyance. She snarls at the heroes, beckons with her horsechopper, and says, "Why have you come here?"
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