
Quinn Quartzcutter |

Quinn shakes his head as if from a daze.
"I'm not sure what came over me there for a second."
He takes a quick look around and sees that his ally, Gran, has fallen.
"Get up lad! Moradin don't abide nappin' in the middle of a fight!"
Move Action: Move to Q16
Move Action: Move over Gran to S16
Minor Action: Healing Word on Gran, spend a healing surge plus (1d6 4=8)
Spend an Action Point
Divine Glow vs. the Ref defense of g1, then g3, and then g4.
1d20 4=18, 1d20 4=6, 1d20 4=12, 1d8 4=6 radiant

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Move Action: Move to Q16
Move Action: Move over Gran to S16
Minor Action: Healing Word on Gran
Note that R16-S16 would draw an opportunity attack from g1, but Quinn can move Q16-R17-S16 and be safe, so I assumed he did the latter.
The goblin warrior next to Quinn, startled by the dwarf's charge, is scorched in the light; the two sharpshooters are able to avoid the blast.
g1 is still pretty healthy. Gran can now take a regular turn, though starting from prone.
Gran (prone)
Frivry (prone)
Dyrnwyn
Rhiannis

covaithe |

Dyrnwyn moves slightly to get a better angle, then throws up a hand dramatically, and with a sharp word summons a column of golden flame that scorches several goblins.
Move: only as much as needed to get line of sight. It looks like L16 would do. Standard: Scorching burst centered at T14. Attacks vs. reflex for g1, g3, and g4 are 22, 9, 20, respectively, and damage is 9.

Quinn Quartzcutter |

Note that R16-S16 would draw an opportunity attack from g1, but Quinn can move Q16-R17-S16 and be safe, so I assumed he did the latter.
OOC
That works fine. In character he would have taken the most direct route to put himself between Gran and the goblin, consequences be damned, but at this point pragmatism is probably better than recklessness. He's wise enough to realize that. :)

Gran Rey |

Didn't notice. With healing word I'm at 15hp
"I guess the Dark Mistress still has plans for me" Gran smiles, giving a nod to Quinn.
"Now, where were we," He looks up at the goblin.
[ooc]God my situation kinda sucks. If I try to vrawl away to stand up I provoke an OA. If I attack or use an abilities I provoke, and take a -2. And if I'm no mistaking standing provokes aswell...ERGH!
*Edit...This may be bad but lets see. Use second wind; HP at 22 and +2 to all my defenses AC is 21!
Spend an Action Point Enfeebling Strike on G1 1d20+4(-2 for prone)=21[/url! HA; Damage [url=http://invisiblecastle.com/roller/view/1743596/ ]1d6+3=9 Max damage to boot!; target takes a –2 penalty to attack rolls until the end of my next turn.

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Gran, invigorated by Quinn's blessing, lashes out at the goblin warrior, bloodying and weakening the creature.
Frivry, inspired by the display, recovers his senses and stands up, hurrying into the storeroom to position himself for an attack.
Dyrnwyn lines up an attack and flames engulf the warrior, killing it, and badly burning one of the sharpshooters (g4), even with the cover provided by the stores. This triggers Rhiannis's arcane powers and he appears in the corner of the storeroom.
Rhiannis lays a curse on the second sharpshooter (g4, g3 was already) and stares at the nearest sharpshooter, but the goblin evades his gaze.
The sharpshooters, clearly panicking, both aim their crossbows at the angry dwarf. One misses badly, but the other lands a shot below Quinn's gorget, staggering him (-12hp). Both then retreat, rushing through the curtain out of sight.
g3 and (especially) g4 both bloodied, both cursed, and out of sight (dashes in row 10 are a heavy curtain, those squares are difficult terrain).
Quinn and Frivry both bloodied, Drynwyn and Gran injured.
Initiative:
Quinn
Gran
Frivry
Dyrnwyn
Rhiannis
Goblins
God my situation kinda sucks. If I try to vrawl away to stand up I provoke an OA. If I attack or use an abilities I provoke, and take a -2. And if I'm no mistaking standing provokes aswell...ERGH!
Standing does not provoke nor do attacks/abilities other than ranged or area attacks. PHB268. You had a move action left, so you can be upright if you choose.
EDIT: Ninja'd

Quinn Quartzcutter |

Quinn snaps the crossbow bolt off at the end and tosses the splinters aside.
"I do be mighty sick o' that curtain," he says, breathing heavily with fatigue.
Move: Shift 1 square forward to S15.
Standard: Quinn raises his hammer and calls upon Sacred Flames to immolate the curtain directly ahead of him, hoping that it will reveal the goblins enough for the others. If it matters --->1d20+4=22, 1d6+4=6 radiant dmg. Also, I'm not sure if the rest of the power would go into effect or not, but if it would, then Frivry can have 1 temporary hit point, just for kicks.

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Standard: Quinn raises his hammer and calls upon Sacred Flames to immolate the curtain directly ahead of him, hoping that it will reveal the goblins enough for the others. If it matters --->1d20+4=22, 1d6+4=6 radiant dmg. Also, I'm not sure if the rest of the power would go into effect or not, but if it would, then Frivry can have 1 temporary hit point, just for kicks.
Sorry, Quinn, after some research I'm going to rule against this one. Sacred Flame is radiant (light), not fire, so I don't think it would do anything to the curtain. Please feel free to revise, as Quinn knows this.

Quinn Quartzcutter |

No problem, it's perfectly understandable.
Move Action: Quinn will move to T11.
Standard Action: Yank down the curtain Lemme' know if you need a check of some kind.
Minor Action: Take a quick swig of Dwarven "Holy Water", just to take the edge off a bit. :)
"Get back her ye' stinkin', milk drinkin' crybabyin' cowards!!"

Quinn Quartzcutter |

Gran Rey |

Moving to Quinn's side Gran looks at goblins. "We can'y let them escape. They could alert more of there friends." Gran raises his hand. As he does a bolt of pale light forms, and launches toward the goblins.
Using my Daily on G3. On Pain of Death 1d20+6=18 vs. Will; Damage 3d8+3=21
"Try to keep on alive to interigate"

covaithe |

Dyrnwyn saunters closer to the action and with a casual flick of his fingers, sends a bolt of force in the general direction of the remaining goblin.
Move 6 east to R16, which should give line of sight. Magic missile hits reflex 11 for 9 damage. That's probably a miss; I guess Dyrnwyn should stop trying to show off.

Frivry |

Frivry moves to S-12 and throws a dagger.
Sly Flourish Attack roll, damage (1d20 7=23, 1d4 7=10)

Quinn Quartzcutter |

Quinn will move back into the room with the crates and debris and rummage through one or two while he stops to rest. Placing his hammer on the floor but well within reach.
"We'd best rest up a bit while we can boys. I imagine we made enough racket to bring the whole durned keep down on our heads," Quinn says while once again sipping his "Holy Water."
"Any suggestions on where to go from here? Gran?"
Quinn looks intently at Gran as he searches the area.
"Find anythin' interestin' lad?"

Gran Rey |

Quinn will move back into the room with the crates and debris and rummage through one or two while he stops to rest. Placing his hammer on the floor but well within reach.
"We'd best rest up a bit while we can boys. I imagine we made enough racket to bring the whole durned keep down on our heads," Quinn says while once again sipping his "Holy Water."
"Any suggestions on where to go from here? Gran?"
Quinn looks intently at Gran as he searches the area.
"Find anythin' interestin' lad?"
"Not a clue my friend. I hope to find some useful inforamtion about this place in the goblins belongings though."
Gran makes his way to the main room to reclaim his glaive.

Quinn Quartzcutter |

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Beyond their weapons and armor, the goblins had among them 43gp and 51sp. The first room you entered, with the rat pit, holds little of interest (aside from charred rat). The pit had been covered with a stone-colored canvas that now hangs from one side. The bunkroom has two beds, each large enough for two goblins, and assorted garbage, some of which presumably served the goblins as food. The storeroom where the last of the fight took place holds various crates, boxes, and barrels.

Quinn Quartzcutter |

Quinn will pace around the room while his friends search the crates. Keeping a weary eye out for any reinforcements.
"Hmmmm...perhaps we should hide the bodies as best we can? Just in case? It wouldn't be much, but it might by us a few extra minutes if somethin' where to follow us."

Frivry |

Quinn Quartzcutter |

Quinn will start dragging the bodies one or two at a time into the store room.
"Well, where to now lads? Seems like we've stumbled onto something pretty big if this underground area do be as large as the outside keep used to be."
When/if we take the time to rest Quinn will spend 3 healing surges to bring himself up to 24 HP.

Quinn Quartzcutter |

Dyrnwyna takes a moment to recover her strength, straightening and dusting off her robes with minor magics. "Next time, you can go first, Quartz," she says.
Quinn chuckles a bit from atop a barrel he is resting upon. "I'd be glad to if ye be willing to wait on me. I be not nearly as fast as the rest o' ye. Count on me to be first in line to crack open a few goblin heads, though!
Here, this may help dull yer aches," says Quinn, offering his wineskin to Drynwyn. "Some o' the finest dwarven Holy Water ye're likely ta' find. Brewed it meself I did."
Quinn then gets a more serious look on his face.
"These goblins would seem ta' have been a bit more than simple bandits or brigands. They'd had some good trainin' with them crossbows. Somethin's afoot or I'm a chubby halfing."

Quinn Quartzcutter |

Quinn nods along.
"Yes, I do be thinkin' that's the best course of action should we run into any more of the gutless sewer rats. I'll stay my hammer against one or two the next time around. We'll truss 'em up and let the Winterhaven guard settle 'em after we're done. The rest....their ugly gods will have ta' sort 'em out."
Quinn grins at that and polishes his hammerhead on his tunic.

Quinn Quartzcutter |

Welcome back Rhiannis, I look forward to playing with you.
"I suppose we could work a few wedges into the door or tie 'em off with some rope, depending on which way they do swing. That might make 'em awfully suspicious though and when we do open the doors we may be facing more o' the slinkers than we can handle."
Quinn smiles.
"Still, it may be fun to throw their little operation into a bit o' chaos."

Dyrnwyna |

"There is an arcane ritual to stop a door, which might be accomplished with less hammering or pounding than wedges," pronounces Dyrnwyna. "If only I had studied it. Alas. We shall have to resort to crude mundane means. But by all means, let as be about it; dark things grow in unexplored places."