Map Updated:
http://spreadsheets.google.com...3bxPD0pRS9hKJpYCweXw
Unless anyone objects to us moving on to the next encounter, just place your characters in the grayish-teal squares next to the orange spiral staircase. Not going to bother with trying to make sense of how the characters all piled up the stairs without the enemy being able to react and block their ascent.
Illumination: The room is open to the bright
sunlight
torchlight above.
When the characters come up the stairs, read:
Sunlight Torchlight fills this room. The south half of
the roof is gone, and the spiral
staircase continues up to nowhere. Much of the southern
wall has fallen away. A large stone throne sits to
the west with a pile of soiled bedding directly across from it.
A circle of runes, interrupted by a gap along one of its sides,
glows faintly on the floor. It's still raining.
Perception Check
DC 17: A shadow on the wall behind the staircase moves
cautiously, giving away the position of a hidden foe.
DM Tip:
Don’t place the blackblade or the wolves
right away, because they’re outside the PCs’ line of
sight from the top of the stairs.
You should see the original map. This makes NO sense. Apparently you're supposed to start the encounter floating mid air with no floor beneath your feet. Aaanyway.
Gray Wolves init 1d20 +5 20 + 5 = 25
Gilant's is 22
Liberty: 15 + 1 + 2 = 18
Bridget: 13 + 1 + 2 = 16
Bugbear Warriors init 1d20 +5 10 + 5 = 15
Goblin Blackblades init 1d20 +7 6 + 7 = 13
Emerald: 6 + 5 + 2 = 13
Shale's 13
Blake's 12
Michael's 10
Goblin Underboss init 1d20 +4 5 + 4 = 9
Eli: 3 + 2 + 2 = 7
Freedom's 5
Reverie: 1 + 1 + 2 = 4
Mittens paladin initiative 1d20 +2 2 + 2 = 4
Goblin Underboss (U) Level 4 Elite Controller (Leader)
Small natural humanoid XP 350
Initiative +4 Senses Perception +8; low-light vision
HP 110; Bloodied 55
AC 18; Fortitude 17, Reflex 15, Will 16; see also survival instinct
Saving Throws +2
Speed 5;
Action Points 1
Survival Instinct
A goblin underboss gains a +3 bonus to defenses while
bloodied.
Gray Wolves (W) Level 2 Skirmisher
Medium natural beast XP 125 each
Initiative +5 Senses Perception +7; low-light vision
HP 38; Bloodied 19
AC 16; Fortitude 14, Reflex 14, Will 13
Speed 8
Goblin Blackblade (G) Level 1 Lurker
Small natural humanoid XP 100
Initiative +7 Senses Perception +1; low-light vision
HP 25; Bloodied 12
AC 16; Fortitude 12, Reflex 14, Will 11
Bugbear Warrior (B) Level 5 Brute
Medium natural humanoid XP 200
Initiative +5 Senses Perception +4; low-light vision
HP 76; Bloodied 38
AC 18; Fortitude 17, Reflex 15, Will 14
False-Floor Pit Level 1 Warder
Trap XP 100
A covered pit is hidden near the center of the room. Timber covered with
flagstones is rigged to fall when a creature walks on it, dropping the
creature into a 10-foot-deep pit.
Trap: A 2×2 section of the floor hides a 10-foot-deep pit.
Perception
✦ DC 20: The character notices the false stonework.
This message was last edited by the GM at 00:21, Tue 31 Aug 2010.