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![]() Perception checks for Orik and Valoria: 1d20 + 1 ⇒ (19) + 1 = 20
Both hear the sound of a chair scraping back, further up the coridor, and possibly a bag being dragged.
Perception for Valoria; 1d20 + 3 ⇒ (8) + 3 = 11 Given the difficulty of hearing through the door, she does not fully hear enough of the spell to identify it, but sees no obvious effects. ![]()
![]() To the immediate left is a small waiting area, ten feet square.
The sound of a dog-like barking can now easily be heard, through the opening. ![]()
![]() Sorry for the delay. Been having to put right some plumbing problems. I've put up the current situation here, assuming we're in the middle of Valoria's turn. She's completed a normal move action, and ended up immediately behind Orik, with the Chief nowhere in sight. A quick Perception check 1d20 ⇒ 4 reveals that she can hear the scrape of a door round the nearest left corner. She still has a standard action left, which could be used to move further, cast, or ready. (I'm allowing free-swinging, unlocked doors to be opened for the price of five feet of movement, to prevent logjams, raher than costing a move action.) ![]()
![]() Sephird Brookside wrote:
There's only one goblin left in the room; the one by the east door. You can't get into a flanking position, but you don't need to, since both attacks land, the first dropping the goblin to his knees, the second, benefitting from his lack of defences, cutting his throat from one ear to the other.(6 damage [no sneak], drops him to -1, followed by 4+6+6=16, for an obvious kill) ![]()
![]() Map revisedHERE. Initiative: Galstok 28
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![]() Map is HERE Initiative is: Galstok 28
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![]() The chief lunges with his dogslicer at Orik, and pulls on the reins, so the lizard also attempts to bite him. Attack 1d20 + 7 ⇒ (5) + 7 = 12 Attack 1d20 + 2 ⇒ (3) + 2 = 5 Both attacks miss, then he dashes round Orik, to get to the north-west door. Orik swings at him as he passes;
which is deflected by the gorget of his armoured collar, to continue over his ducked head. The lizard arrives by the door, with its feet pressed against the wall, and the chief opens it to slip through. ![]()
![]() You can throw the door open (and since you were prepared, I'll consider it part of the same action as the 5' step), to reveal a second goblin examining a body in front of you. He straightens up as you step toward him, but fails to move aside (no Dex bonus). Your first lunge catches on his armour, but the second hits him in his arm as he flings it up in front of his face. Total 5 damage, inc sneak attack. ![]()
![]() Down the stairs comes a blue lizard, straddling the stairwell on sticky padded feet.
At this point, everyone in the room begins shouting at each other. The noise is enough to drown out any sounds of PCs repositioning themselves and drawing weapons. Though the goblins have their weapons drawn, and are in a state of readiness to start trouble, they are unlikely to be surprised, but could still be caught flat-footed. All PCs can effectively refocus to Initiative 20+Init, ready for any inevitable ambush. ![]()
![]() "Don't tell me what to do, you lanky streak of piss. You need to learn your place." With that, the goblin leader brandishes his horsechopper under Orik's nose. The two onlookers start to grin, and chant. "Fight, fight, fight!" From the stairs comes the sound of a new voice. "What's all this shouting? I'll have no shouting in here! Not unless it's me!" ![]()
![]() No reply from Sephird, so continue as if he's hidden. The shouting gets louder, and several goblins spill down the stairs. These are dressed in black clothes and face masks, wielding double-handed weapons of varying design, and carry themselves more aggressively than the others you've encountered. They see the signs of battle, and are immediately agitated, shouting for answers. ![]()
![]() Looks like it's initiative time, again. Sorry to keep scrapping in this same room, but it seems to be a main thoroughfare. It's getting like Piccadilly Circus at rush hour. If anyone wants to take the fight elsewhere, say so, otherwise it's likely they'll be coming down those same stairs. You'll have a round to get into positions from where you were in the south corridor. ![]()
![]() This room shows little signs of being lived in; the bed is used, and there are impressions of two people, but whoever sleeps here, would seem to spend little other time here. The bed is a grand piece of furniture, which would have had to be taken apart and rebuilt, to bring it through the door. The frame and bedding are still in good condition, unaffected by the sea air. You find no other exits, even after being helped by Ensu, who fits under the bed, but finds no clothes. The desk contains a receipt and assembly instructions for the bed, from a furniture maker in Magnimar, as well as several crumpled receipts from armourers, and menus from several taverns, all in the same city. A wooden box, about a foot long, opens to reveal itself as a specimen case; several thin layers of hinged shelves contain butterflies and moths, pinned to both sides of each leaf, under thin glass, together with their respective caterpillars and coccoons. The case is engraved inside, with a dedication to 'Ezakien Tobyn', on his ordination.
For the earlier sketches, think of the styles of Arthur Rackham, or Tony diTerlizzi (Spiderwick, Planescape). ![]()
![]() A quick description of the rooms, as follows, starting with the room to the left of Orik's, if you wish to spend longer anywhere, just say. Top left: This room is clean and well-organized. A low dresser to the southwest has writing implements, which look recently used, and a large chunk of obsidian sits on a sheaf of papers. To the northwest sits a well-made bed. Top right: Orik's room. Already described, in a state of disarray. Bottom right: This bedroom has a faint, musty odor. The bed is covered with matted gray and black hair, and bloodstains mar the stone floor, while a morbid stack of birds’ feet lies heaped on the floor by the side of the bed. Bottom left: While this bedroom is clean and brightly lit by an everburning torch lying on the nightstand, the room’s spartan decor makes it unclear if it’s actually lived in. End room: This large chamber seems to serve a dual purpose. To the north is a fine bed with silk sheets, while to the south, a desk and chair under a hanging lantern make a comfortable-looking study. ![]()
![]() Perception 1d20 + 4 ⇒ (8) + 4 = 12 If you remember the layout of the room upstairs, there were two doors to the north. The shouting seems to come from behind one or both of those doors, and is recognisably goblin voices, but the content is unclear. There appear to be at least three distinct voice types involved; one booming, one low and hissing, and another higher-pitched and pleading. ![]()
![]() All seems quiet. Ahead of you are four doors at the sides and one at the end. A reminder of the map HERE ![]()
![]() Back to Sephird, Valoria, then Orik. Sephird Perception 1d20 + 4 ⇒ (6) + 4 = 10
Sephird hears the shouts upstairs grow suddenly louder, as though an intervening door had been opened. There are obviously goblins involved, but their numbers are unclear. Tregar Monster Lore 1d20 + 5 + 3 ⇒ (17) + 5 + 3 = 25 Tregar suddenly cocks his head, listening intently.
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![]() Goblin dog-handler fighting Galstok, dog in the corridor, and two in the nursery. Take THIS map, scrub the two goblin Gs, the goblin B, the snake. Move Sephird halfway up the stairs, Galstok and goblin R both up one space. ![]()
![]() Sephird Brookside wrote:
That's fine, as long as you chase after her. You can get to the first landing on the stairs, and shoot her in the doorway on the upper level (where the previous goblin fight took place).With the damage from the snake, that's enough to drop her, and she falls out of your sight. ![]()
![]() That puts you out of risk of flanking, and leaves him free, so he has three potential targets; Orik is more heavily armoured, and he knows he's a badass,
So he'll 5' step up to keep pace with you. Attack 1d20 + 5 ⇒ (1) + 5 = 6 but his momentary indecision seems to have affected his aim. ![]()
![]() Apologies for being away a few days, things have been hectic. I've applied for two jobs, been accepted on a work-learning scheme, my mother put her leg in a splint, and my dad is going into hospital after having his brain operation moved forward. All during school holidays, with two kids, one of whom is autistic. Such fun!
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