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![]() Moving carefully down the pre-planned route through the back tunnels through the goblin lair towards the hobgoblin complex, Alavaryar easily spots and disarms the spear-head trap along the way, having figured out the particular style used by the trap layer. The tunnel ends in a large room filled with barrels, crates, bundles, sacks, and piles of various stolen trade goods. Cloth, beer, food, and wine of no great quality fill the space. Dara quickly opens the hidden door she found during her prior scouting, and the group moves on. Thief DC 50 (-10): 1d100 ⇒ 99
Hearing the tripwire that Alavaryar missed, Dara lashes out with a spell, shoving the elf forward onto his face just in time to avoid the crashing rockfall trap. Critical fail = no save ![]()
![]() The goblin glares at Alavaryar, a final act of defiance before he slumps to the floor, dead. The magic fog bank fades after a few more seconds, leaving the room clear. Next to a crude "throne", a wooden table bears a plethora of junk and half eaten food, surrounding a wooden bowl filled with 95gp. A filthy tapestry depicting St. Cuthbert defeating a dragon serves as a carpet near a goblin-sized bed, that with (a lot of) cleaning is worth 500gp due to the gold and silver thread woven into it. ![]()
![]() If you want the attack bonuses you will need the Stealth roll, I will assume you take it.
1d100 ⇒ 341d100 ⇒ 231d100 ⇒ 30 Two of the arrows imbed themselves into the chiefs shield, while the third finds its mark. The goblin staggers a step forwards as Alavaryars last shot **thunks** into his shoulder eliciting a howl of pain and a string of goblin expletives. Surrounded by enemies, his guard dead around him, his children poisoned in the room beyond, the goblin chief falls to his knees, defeated. He casts aside his spear and shield and bows his head, awaiting the final blow. ![]()
![]() 1d10 ⇒ 9
The goblin chief bellows for shields in his foul tongue, and they all duck behind their wooden shields as Dara's bombs go off. In the end, only one goblin and the chief remain standing amidst the carnage. Farris and Calder move in unison, stepping over dead bodies to engage with their swords flashing in the gloom. 1d100 ⇒ 711d100 ⇒ 17
The goblin chief hefts his spear and shield, smirks and kicks a bottle filled with a milky liquid from his feet into a nearby wall. The bottle shatters, releasing a thick, clearly magical white fog. The fog provides a +30% to physical defenses unless targets are adjacent. Shapes can be seen, but no details can be made out from more than 1 space away.
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![]() 1d100 ⇒ 23 For a couple of long seconds, the goblins stare in frozen horror at the bomb spitting sparks on the floor in their midst. When the spark fizzles out, the greenskins breath a audible sigh of relief, and the enormous, bloated goblin king shoots Dara a reproachful look. Alavaryar triggers the trap a split second later, filling the tunnel with dust and the clatter of falling rocks. Initiative! 1d10 ⇒ 9 ![]()
![]() Alavaryar's caution pays off as (we switch to Thief instead of Logic/Perception for traps) he finds a well hidden tripwire leading to some loose rocks on the passage ceiling.
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![]() As Dara scoots into the room to toss her poison bomb, she feels something catch on her foot, and a couple of fist to head-sized rocks drop from the ceiling out of a cleverly camouflaged net.
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![]() Dara Turner wrote:
Bwah ha ha ha!! ![]()
![]() 1d100 ⇒ 381d100 ⇒ 100
Initiative! 1d10 ⇒ 4 ![]()
![]() The barricade is a solid mass of wood and debris shot artfully embellished with spear points. It would take some doing to move it, and even more doing to tear it down. It seems (in Alavaryar's professional opinion) that the hobgoblins know what they are doing. As Alavaryar creeps forward evaluating the barrier before him, sonething alerts his keen senses and he freezes - a well hidden tripwire a few inches above the floor hidden in debris from the barricade. The wire leads to a spring-loaded wooden arm in the shadows of the ceiling bearing a sharp point smeared with poison.
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![]() 1d100 ⇒ 881d100 ⇒ 76
Muffled by cloth, Calder whispers, "I think I might have found something." As he picks through the large pile of discarded bones, he pulls out a small burlap sack. Dropping the sack he presents 2 scrolls (Heal, Charm), a small stoppered bottle, and a bundle of 6 arrows with faintly glowing runes carved into the shafts. Scrolls can be used by anyone, require a LOG check, uses reader's Spellcaster rank or 1 if none. Spellcaster checks can identify the arrows and potion. ![]()
![]() 1d100 ⇒ 671d100 ⇒ 1
The odor is nearly overpowering once inside; Farris gags once, and wraps a cloth around his face. The huge leather sack contains several smaller sacks, which contain 187gp, a large cheese, and a small cask of brandy. ![]()
![]() 1d100 ⇒ 81
The SW part of the cave is taken up by the skin of a huge bear, lying atop heaps of leaves, likely a bed. In the southern portion of the cave, there is a large pile of bones. ![]()
![]() Scout is appropriate for ranger-type skills, you would find tracks (what areas are more heavily traveled), possibly estimate number of inhabitants in an area. A Logic check is what passes for a perception check (though if you tell me you are investigating a specific thing, and you are not in combat I will usually not require a check, unless it would take a Thief check). Dara's reconnoitering of the cave network takes an hour, (assuming "moving" fast between rooms and stopping to look inside, a thorough walking speed tour would take over 3 hours)
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![]() Dara Turner wrote:
To what purpose is the Scout check? ![]()
![]() Actually since you are a rank 2 Thief, it's +5 hit/damage per rank, so you're at +10/+10. So 100/80/60/40/20%. Dodge 10%: 1d100 ⇒ 731d100 ⇒ 31d100 ⇒ 941d100 ⇒ 98 At the very last moment, one of the orcs shouts a warning to his fellow as arrows rain down on their position! The vocal one takes a hobgoblin arrow to the eye and drops out of sight gushing blood. The other ducks Alavaryar's second arrow putting him in line for the third which takes him off his feet and down, sliding and tumbling down the steep slope to the floor of the ravine where he lies still in a cloud of dust. 1d100 ⇒ 12 A trio of orcs emerge from the cave mouth and move under cover to the side of the dead orc that remained up top. Alavaryar can barely make out through the brush his hob' arrow being removed and examined. A brief argument ensues, after which the three go back into the cave, staying low to avoid getting shot themselves. ![]()
![]() To the north, across the mouth of the ravine, in a copse of trees surrounding a dark cave mouth about 30 yards upslope at at elevation of 50ft, Alavaryar spots a pair of orc scouts hunkered down behind a blind. Several hundred yards further into the ravine, about 40 yards upslope, elevation 55ft, a lone bugbear stands watch nearby a well hidden cave entrance. 4 other cave entrances can be seen, with no apparent guards. The fourth dark opening, this one at the back of the ravine nearly 100ft above the rocky floor prickles Alavaryar's senses even from a great distance away with a dark sense of foreboding. The orcs and bugbear do not appear to have spotted the elf stealthily scouting the area. ![]()
![]() As you travel back down the road towards the Caves, the guards tell their story. "Well ma'am, we, that is Farris and I, are from Keoland up north of here. Our families had farms nears the Rushmoors. We farmed cabbages, Farris's family turnips. We figured on making our fortunes on the road. so we hired on as caravan guards heading south. Couple of the guards what had more experience then we showed us the ropes, as it were. Took to us seeing as we weren't shy of hard work. The last job heading back north from the keep, we got jumped by hobs. Say what you will about the orange bastards, but they run a good fight. Farris and I dropped back to cover the wagons' run, and got nicked for our trouble. The rest you know I wager." Bong! Level-up! Farris and Calder now have actual stat blocks rather than just a number and 10 BP. They will need it. ![]()
![]() C: "Well sirrah, you heard about the lizardmen in the marshes, eh?
All the above said between gulps of ale and shovels of egg and ham, and the occasional belch. ![]()
![]() Wanda to Dara:
Soldiers to Alavaryar:
The morning comes, bringing Farris and Calder to you, looking much recovered and re-armed, with snappy salutes. "Ready when you are sirs!" ![]()
![]() Wilvan to Alavaryar - "It seems my Cora kept things together here while we were captives. We shall carry on! Perhaps hire more than a single guard while travelling, hmmm? Thank you again, we owe you our lives." Farris and Calder to Alavaryar - "We are for certain up for getting some of our own back, eh Calder?" To which Calder replies "Aye, Farris. I owe 'em some blood for my comrades, that's for sure. Ready when you are sirrah." Later that evening, when the party starts dying down -
The smith is a red faced Oeridian man with cropped black hair, bushy eyebrows, wearing a heavy, scarred leather apron over simple clothing. Raises an eyebrow at Dara and her bundle, but nods and indicates a small but complete work area in the open back area of his shop. ![]()
![]() With a little stealth the group is able to reach the entrance to the hobboblin's lair. A heavy reinforced oak door barred from the inside is easily opened and fresh air greets the survivors. The sun, despite loath to shine in this befouled vale is still blinding after so long underground. The merchant and his wife cling to each other clearly ecstatic to be free despite their condition. during the journey back to the keep, Calder intimates when out of earshot of the merchant and his wife that the hobgoblins were planning on eating all of them shortly. "Good timing on getting captured there!" with a wry grin. The guards at the keep entrance look at you in blank amazement before ringing an alarm bell. The gatemen come forward to help the obviously weak woman, and several dozen others converge once you get inside the walls. Tyalo, the watch Corporal limps forward dragging Deorsig, the ridiculously tall scribe behind him. Tyalo claps Dara and Alavaryar hard on the shoulders with a wide grin, "We all thought y'were goners for sure! You owe me 10 gold Deorsig you old bat!" Merchants emerge from their storefronts to speak amongst themselves and gawk at you, as the stout, red-faced Wanda comes forward. "Y'found 'em! Saint Cuthbert be praised! What've Yanna, and the dwarf lord?" Wanda asks, her expression indicating she already suspects what the answer may be. As you search for the words, a lanky man-at-arms comes running with young Cora in hand, her blonde hair streaming behind her. With a tearful cry Rowena, the merchant's wife falls to her knees embracing her daughter. Wilvan the merchant moves wearily over and enfolds the both of them, sparing a grateful smile for Dara and Alavaryar. Watch Corporal Tyalo says "The sergeant of the guard will be wanting to hear your account when you're able, regarding the Caves." Wanda interjects "Stuff tha' Corporal, these heroes have been through it, I can tell! The pair o' you won't pay a copper penny at my place whlie I still stand, ya' hear? Now lets get you all warm and fed. That means you too Wilvan! Bring yours, your poor daughter's barely been eating since you been gone!" You are able to fence what you want for 75% value this once due to the goodwill you currently enjoy. The soldiers Farris and Calder offer their services for room and board and a share split between the two going forward. A great deal of partying happens. The next day, Wilvan, Rowena and Cora come to you. Wilvan "with my deepest gratitude" gives you a pouch with 300gp, and Rowena gives you a parcel wrapped in cloth. Inside is a jeweled dagger and a bundle of 10 arrows with heads shaped like ornate leaves. "These belonged to my father, he was an adventurer like the two of you. We have no use for them, but I couldn't bring myself to sell them. I'm sure you can put them to good use." The young girl Cora simply smiles at you, her face showing her thanks. The dagger is enchanted to give you +10% to hit. The arrows will not miss their target, but are destroyed once used. ![]()
![]() Actually your previous coin is not there. Just your gear. The merchant and his wife nod hopefully at Dara's recommendation. The two soldiers quickly trade out some gear, seeming pleased to find familiar items in the mess. The soldiers grab their armor, 2 longswords, 2 shields, 2 shortbows, 2 score arrows, 2 daggers, and the rest of the armor. ![]()
![]() Hobgoblin Perception: 1d100 ⇒ 34
This time, all three of the hobgoblins slump to the floor asleep. The armoury is yours. The large room is filled with racks and barrels of weapons and armour. Faintly the party can hear the sounds of a deep voice shouting in goblin. It seems to be coming from everywhere in the room, though as if from a long distance. 1d100 ⇒ 861d100 ⇒ 201d100 ⇒ 601d100 ⇒ 90 Alavaryar narrows it down to the west wall where a few minutes of searching reveals a secret door. 1 suit of man sized plate mail
in addition to the 3 longswords, shields, chainmail, and daggers the guards carry. Also 66gp and your stuff. ![]()
![]() Alavar's stealthy attack slices two parallel lines into the throat of the first guard before he can call out for help, and the hobgoblin's head falls from his shoulders with the second cut. His third swing goes wide, and the next hobgoblin backpedals wildly to avoid the flashing blade. The soldier with the dagger moves in, weapon held low and attacks behind the elf, but the hobgoblin uses its long arms to fend off the soldier's attacks. 1d100 ⇒ 581d100 ⇒ 681d100 ⇒ 41d100 ⇒ 25
The second soldier moves in, flips a morningstar up with his foot, 1d100 ⇒ 10 catching it and swinging in the same motion. 1d100 ⇒ 781d100 ⇒ 41d100 ⇒ 251d100 ⇒ 87
The morningstar crunches into the second hobgoblin, smashing it to the floor, and his backswing takes the third hobgoblin in the shoulder but not felling it. The last conscious hobgoblin looks at the three warriors crowding him against the cold stone wall, and holds up his empty hands with a glare. ![]()
![]() Resistance tests 50%: 1d100 ⇒ 351d100 ⇒ 231d100 ⇒ 601d100 ⇒ 4
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