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1.4 Goblins.

Posted by DMFor group archive 0
DM
GM, 313 posts
Tue 5 May 2009
at 16:51
  • msg #1

1.4 Goblins

In the begining, the group came together to defend Sandpoint from a goblin raid, becoming local heroes.  After killing a hiding goblin and rescuing a farming family, the group found the Glassworks infested with goblins committing atrocities on the bodies of the dead workers.  There, they killed Tsuto, Amieko's brother and the mastermind behind the previous raid.  Which was only a cover for the theft of a body.  Finally, delving into long forgotten catacombs from a long ago age, the group encountered horrid Sinspawn, a mutant goblin "hero" and their leader, the Quasit Queen.

  The Quasit Queen was in league with Nualia, a woman of celestial descent (asamir) who is wanting to sacrifice the town to Lamashhtu (an evil "Mother of Monsters" Goddess) to finally rid herself of her celestial "taint" and become fiendish.  She apparently burnt down the temple, killing her adopted father, 5 years ago before becoming the Quasit Queen's apprentice.  Now she has organized the local goblins into a force that threatens Sandpoint, centered at Thistletop.

   It is now a few days later, after Naomi's funeral. The group has had time to do some training, copy spells, shop, recover from being paralyzed, etc...
This message was last edited by the GM at 03:19, Thu 07 May 2009.
Glum
player, 167 posts
The world's least dour
dwarf. Hence the name.
Tue 5 May 2009
at 19:10
  • msg #2

Re: 1.4 Goblins

Glum is surprisingly resilient even to this.  The stranger in his head, while not necessarily having been a dwarf, was at least similar in terms of philosophy.  Glum took quite easily to meditation and the stranger took as easily to going often unarmed.  The idea of channelling magic from the gods themselves, or, as the cleric inside suggested, from the spirit within, almost as if it were Chi, now that was fascinating.  Glum threw himself into religious studies and the stranger, well the stranger too became Glum, an entity stronger than before, a gestalt.
Zer-wedula
player, 137 posts
Wed 6 May 2009
at 10:31
  • msg #3

Re: 1.4 Goblins

Zer-wedula had heard of a man once who said he had the strength of a grown man and a baby for some disgusting medical reason.  That being said, he now had a loud barbaric voice telling him to practice his weapons and stop making scrolls to accompany the chittering of Willi.  It would be trying, but he really did see himself becoming better out of this intrigiung bargain.

[Zer-wedula gets to work making scrolls of Bulls Strength, True Strike, Mage Armor, and Shield, alternatively and in that order.]
DM
GM, 314 posts
Wed 6 May 2009
at 11:58
  • msg #4

Re: 1.4 Goblins

Glum
   is told that a member of his order has arrived in town and is asking about him.

Catessa Fallowfield
   receives an invitation from Madame Mvashti to have a chat.

Zer-wedula
   is approached by a young woman, "Zer-wedula, sir, I have a big problem. The other day I was in my father's stores basement and saw a rat that was huge.  He won't listen to me, he never listens to me.  A powerful wizard such as yourself should easily be able to handle such a thing, and then I can prove to my father that I wasn't lying.  Please help me."  She looks at you with her soft eyes.  She is a pretty young lady, dressed in a plain gray dress.

Talis
   is going to bed in his room at the Rusty Dragon, when he overhears a conversation.  A Varisian man is just leaving her office, "Think about it, it's a generous offer and you really don't want to make a mistake about this."  Ameiko replies "I have, now get out."  If Talis didn't know any better, he would swear the temperature just dropped to freezing.

Garth
Is involved in something in town, but is off screen until his player returns.




Lets continue these in your personal threads, the ones starting with 1.2
Talis Revain
player, 66 posts
Thu 14 May 2009
at 03:13
  • msg #5

Re: 1.4 Goblins

In reply to DM (msg #4):

Talis casually pulls his hat down over his face and tails the miscreant(?) outof the bar and down the street
DM
GM, 338 posts
Tue 19 May 2009
at 14:21
  • msg #6

Re: 1.4 Goblins

Ok, I want start the next section while we are finishing up the other stuff.  We will run both at the same time.

   The group comes together with the Sheriff (who has returned with some troops), Mayor Deverin and the ranger Shalelu Andosana.  Their consensus is that what makes the goblins dangerous is Nualia.  If she wasn't around, they would go back to their usual ways of fighting each other.  However, they don't have enough men to stage an attack and defend the city.  So they would like you to stage a raid, capture or kill Nualia, and end her threat to the town.
   Thistletop itself is a curiously round island about 60 feet off shore, connected to the mainland by a rope bridge.  It has a stockade on top and chambers beneath.  It is on the coast, a few hours away, through the Nettlewood.  "Any questions?"

Feel free to shop and such, you have several days.
This message was last edited by the GM at 14:22, Tue 19 May 2009.
Talis Revain
player, 68 posts
Wed 20 May 2009
at 17:48
  • msg #7

Re: 1.4 Goblins

Talis will go shopping for tanglefoot bags and thunder stones.
Zer-wedula
player, 138 posts
Wed 20 May 2009
at 23:34
  • msg #8

Re: 1.4 Goblins

Zer-wedula returns the defunct wand of electric orb, sets to work making scrolls of Bulls Strength, True Strike, Mage Armor, and Shield, alternatively and in that order, and scouts about for the possibility of a better weapon than the masterwork ranseur, or at least a Screaming Bolt.
DM
GM, 346 posts
Thu 21 May 2009
at 00:41
  • msg #9

Re: 1.4 Goblins

Don't forget, Zer-wedula has Enlarge Person as a spell from Talis.  What sort of weapon are you looking for?
Zer-wedula
player, 140 posts
Thu 21 May 2009
at 22:05
  • msg #10

Re: 1.4 Goblins

Zer-wedula ponders the scroll at great length (takes 10) and copies it into his spellbook.

He is looking for anything of a magical nature, the larger the better.
DM
GM, 353 posts
Fri 22 May 2009
at 01:45
  • msg #11

Re: 1.4 Goblins

From his wizard friends, Zer-wedula finds out there are only a few magic weapons in town and only 1 that might be bought.  Savah's Armory has a +1 repeating heavy crossbow with a darkwood and ivory stock that bears the name “Vansaya” for sale, 2700gp.  Now, Savah's also has a wide variety of masterwork weapons for sale (pick one, and don't forget you get a 20% discount).  Most magic weapons are considered family heirlooms and such, Zer-wedula would have a better chance in a larger city.
Zer-wedula
player, 141 posts
Sun 24 May 2009
at 10:24
  • msg #12

Re: 1.4 Goblins

How about a masterwork falchion, trading the ranseur for it?
DM
GM, 356 posts
Sun 24 May 2009
at 13:09
  • msg #13

Re: 1.4 Goblins

Sure.

So the group prepares to raid the goblin lair at Thistletop.  Following directions, they follow the Lost Coast Road east and reach the Thistle River crossing relatively quickly—it’s a six mile journey.  The tangles of Nettlewood are impressive and dangerous looking, but are easily avoided by a group led by a druid.

Give me spot checks, Cat- give me 1 for Garious, Zer-wedula give me 1 for Willi.
This message was last edited by the GM at 13:20, Sun 24 May 2009.
Talis Revain
player, 69 posts
Sun 24 May 2009
at 19:19
  • msg #14

Re: 1.4 Goblins

spot 22
Catessa Fallowfield
player, 131 posts
Halfling Nature Priestess
...and Friend Garious
Sun 24 May 2009
at 19:33
  • msg #15

Re: 1.4 Goblins

15:31, Today: Catessa Fallowfield rolled 14 using 1d20+5. Spot for Spot (Gar).
 15:30, Today: Catessa Fallowfield rolled 19 using 1d20+6. Spot.

Zer-wedula
player, 142 posts
Sun 24 May 2009
at 21:29
  • msg #16

Re: 1.4 Goblins

[17:28, Today: Zer-wedula rolled 7 using 1d20+4. Willi spot roll.
17:27, Today: Zer-wedula rolled 14 using 1d20+4. Z-w spot roll. ]


They proceeded along, Willi occasionally lifting her head drowsily to look about and take a sniff of the air.  Zer-wedula occasionally lightly swung his new falchion to test its balance.
DM
GM, 378 posts
Thu 28 May 2009
at 16:50
  • msg #17

Re: 1.4 Goblins

Cat finds a game path through the undergrowth.  It allows for single file, what is your marching order.
DM
GM, 382 posts
Fri 29 May 2009
at 12:16
  • msg #18

Re: 1.4 Goblins

Both Talis and Cat detect a group of goblins 50' away.  They too are in single file on 5' wide path around a slight curve.

There is no surprise round and you may not charge the goblins (and they can't charge you.

Talis, Catessa Fallowfield  & Garious and Glum may post actions before the goblins go.

Any square except the path is considered obstructed for everyone except Cat (who can use normal movement for herself, but not Garious).  No charging, cost x2 movement and provides 20% concealment against missle fire.

Glum
player, 202 posts
The world's least dour
dwarf. Hence the name.
Fri 29 May 2009
at 20:42
  • msg #19

Re: 1.4 Goblins

Glum attempts to move as stealthily as he can, not along the curve of the path, but along a route that curves just as gently in the opposite direction to the path.  He is attempting to get within 20 feet of the goblins undetected.
Catessa Fallowfield
player, 147 posts
Halfling Nature Priestess
...and Friend Garious
Sat 30 May 2009
at 11:59
  • msg #20

Re: 1.4 Goblins

Cat edges to the side of the trail, allowing others to pass if they wish. She holds Garious' leash. The goblins are just close enough. She lets loose with her new found power.

07:51, Today: Catessa Fallowfield rolled 13 using 1d20+5. attack. eldritch blast
07:51, Today: Catessa Fallowfield rolled 5 using 2d6. damage ?.

Talis Revain
player, 70 posts
Sat 30 May 2009
at 19:39
  • msg #21

Re: 1.4 Goblins

    Taking advantge of the clear path Talis will move forward to within 20' drawing out a dagger and throwing it at the 2nd goblin letting the point goblin think he missed.  Then will get a 2-handed grip on his guisarme.

12:37, Today: Talis Revain rolled 10 using 1d20+4. to hit.
12:36, Today: Talis Revain rolled 20 using 1d20+8. bluff.

DM
GM, 388 posts
Sun 31 May 2009
at 20:05
  • msg #24

Re: 1.4 Goblins

Round 1
Talis moves forward, but misses with his dagger.

Catessa Fallowfield & Garious drops the lead goblin before it even gets a chance to act.

Glum moves into the underbrush and vanishes from sight.
[Private to Glum: The underbrush makes for very slow going, particularly when trying to be stealthy.  Due to the thickness you don't have o make a hide check, but you do need a move silent and a listen(to keep track of the battle).]

Goblin1 crawls into the undergrowth (at 0hp).

Goblin2-6 throw their javelins. Talis takes 2, Cat takes 1 and Garious takes 3 dam(I did take Mounted combat into account, the goblin just rolled really good), the other 2 miss.  Then they all draw dogslicers and move to engage.  Talis takes 1 out with his polearms reach, but the rest stop just outside his reach saying stuff to each other in goblin.  They seem to hesitate and start arguing.
[Private to Glum: At first the goblins said "Longshanks, get'em"  But after Talis kills 1 they started saying "you go first, no you..."]

Tactical Situation
            dam      status
Goblin1 -   5         at 0 hp
Goblin2 -   8         dying
Goblin3 -
Goblin4 -
Goblin5 -
Goblin6 -
Glum
player, 205 posts
The world's least dour
dwarf. Hence the name.
Sun 31 May 2009
at 20:41
  • msg #25

Re: 1.4 Goblins

[Private to DM: 21:41, Today: Glum rolled 10 using 1d20+5. Listen.
21:40, Today: Glum rolled 16 using 1d20+5. Move Silently.
]
Glum sneaks through the undergrowth.  Glum calls his spiritual Nunchuks into existence and sends them toward the second nearest goblin.  He himself prepares to engage the nearest.
This message was last edited by the GM at 03:44, Mon 01 June 2009.
Talis Revain
player, 71 posts
Mon 1 Jun 2009
at 01:55
  • msg #26

Re: 1.4 Goblins

     Talis moves forward 5' and swings his polearm at the lead goblin and slices in half with 18 hp dam (crit).  "Concentrate on the back, I can handle the front ones."
Zer-wedula
player, 148 posts
Mon 1 Jun 2009
at 11:08
  • msg #27

Re: 1.4 Goblins

Zer-wedula casts sleep on the goblins in the rear.  "I will put those in back to sleep for you, Talis," he calls.
Catessa Fallowfield
player, 148 posts
Halfling Nature Priestess
...and Friend Garious
Mon 1 Jun 2009
at 12:26
  • msg #28

Re: 1.4 Goblins

Cat lets Garious loose as she sends a blast towards a nearby goblin. Gar, hackles raised, also attacks.

rolls

08:20, Today: Catessa Fallowfield rolled 9 using 1d20+5. attack. *looks like a miss*
08:21, Today: Catessa Fallowfield rolled 15 using 1d20+1. attack for Gar.
08:22, Today: Catessa Fallowfield rolled 7 using 1d6+3. damage for Gar?.

DM
GM, 389 posts
Mon 1 Jun 2009
at 16:17
  • msg #29

Re: 1.4 Goblins

Round 1
Zer-wedula summons his arcane energies and 2 of the 4 drop too the ground like a puppet whse string has been cut.

Round 2
Talis moves forward 5' and swings his polearm at the lead goblin3 and slices in half with 18 hp dam (crit).

Catessa Fallowfield & Garious combine for a miss on her blast (though it has close) and a hit by the dog for 7 damage on goblin4.

Glum summons forth a magical Nunchuk that strikes goblin5, reducing him to 0hp.
[Private to Glum: Glum learns the hard way why it's called the "Nettlewood".  He stumbles through a patch of thorny bushes and suffers 1 dam.  But still manages to get into position to use his spell.  It will take Glum a full round of movement to reach the path at full speed(2 if he wants stealth).]

Goblin1 hides, anyone who wants to deal with him must make a dc15 spot check.

Goblin5 moves away up the trail as fast as his wounds will let him, which is only 30', screaming, "ahhhh".

Goblin6 is asleep.

Tactical Situation
goblin1 is hiding somewhere in the underbrush.
goblin5 is on the trail fleeing, 40' from Talis(who can't charge), 35' from Garious, 30' from Glum's magic Nunchuk, 70' from Cat and Zer-wedula(and they need to move to see him)
goblin6 is asleep 10' from Talis
            dam      status
Goblin1 -   5         at 0 hp
Goblin2 -   8         dying +1
Goblin3 -   18        dead
Goblin4 -   7         dying
Goblin5 -   5         at 0 hp
Goblin6 -             asleep
Zer-wedula
player, 149 posts
Mon 1 Jun 2009
at 22:37
  • msg #30

Re: 1.4 Goblins

"I sense a rout," Zer-wedula called out.  "Perhaps the dog can lead us to the one in the bush whilst the sleeper is bound for some questioning.  I don't think the lone survivor will be given much credence by his masters."
Glum
player, 206 posts
The world's least dour
dwarf. Hence the name.
Tue 2 Jun 2009
at 09:42
  • msg #31

Re: 1.4 Goblins

Glum stops trying to be stealthy saying, "Not sure the dog'll enjoy these thickets of thorns."  He prays for a detect goblin spell but to no avail, so he begins searching in the old-fashioned way although not necessarily in the right area.  Meanwhile, he lets his nunchuks pop out of existence.

10:46, Today: Glum rolled 5 using 1d20+1. Search for a goblin in the brush.
This message was last edited by the player at 09:47, Tue 02 June 2009.
Catessa Fallowfield
player, 149 posts
Halfling Nature Priestess
...and Friend Garious
Tue 2 Jun 2009
at 15:23
  • msg #32

Re: 1.4 Goblins

Cat starts motioning, "We need to find the hidden goblins." She directs Gar to do the same.

rolls
11:19, Today: Catessa Fallowfield rolled 24 using 1d20+5. Spot for Spot.
11:19, Today: Catessa Fallowfield rolled 7 using 1d20+6. Spot.
Blind Cat with a seeing eye dog.

Talis Revain
player, 72 posts
Tue 2 Jun 2009
at 15:58
  • msg #33

Re: 1.4 Goblins

Talis will chase after the fleeing goblin.

next attack is 22
DM
GM, 390 posts
Tue 2 Jun 2009
at 16:12
  • msg #34

Re: 1.4 Goblins

Talis chases down the fleeing goblin and cuts him down.  Garious finds and Cat blasts the hiding goblin.  Glum makes it to the trail without further damage.  Zer-wedula ties up the sleeping goblin with Willi peeking his head out to see what is going on.

So what would you like to ask of this goblin?
roll intimidation or diplomacy (but not both for the same character).
And once you are done, what are you going to do with the prisoner.

This message was last edited by the GM at 16:13, Tue 02 June 2009.
Zer-wedula
player, 150 posts
Wed 3 Jun 2009
at 01:44
  • msg #35

Re: 1.4 Goblins

Zer-wedula calmly kneels in front of the bound goblin.  "Be truthful with us and you will be treated as you deserve," he said with a smile. "Your friends are dead and yet you live.  You may live further by telling us how many more of you goblins there are at your fort and all you know of your ever powerful leader."

21:42, Today: Zer-wedula rolled 23 using 1d20+4. Diplomacy.
Talis Revain
player, 73 posts
Wed 3 Jun 2009
at 02:04
  • msg #36

Re: 1.4 Goblins

While the group interrogates the prisoner Talis goes around making sure all the other goblins are dead and the bodies hidden in the underbrush.  [Private to GM: ...and hiding a few goblin weapons at the same time.]
DM
GM, 393 posts
Thu 4 Jun 2009
at 14:51
  • msg #37

Re: 1.4 Goblins

The goblin doesn't know how many other goblins there are.  "Many" is the only answer you get because once you get past 10, that is the only answer he's got.  "We even got whats left of the Birdcrunchers tribe."

His leader is Warchief Riphugget, who will ride his giant lizard into battle and "rip your nuggets as he rides by".  He seems confident that you can't defeat his chief.  Even the bugbear defers to the chief, though he does hesitate for a moment before continuing.  The Chief wears some longshanks metal armor he got off a halfling, "Thems good eating", and bears the clans magical dogslicer.  Ripnugget became Chief when he killed a "Bird woman who had ate the other 2 Chiefs and many other goblins".
Catessa Fallowfield
player, 151 posts
Halfling Nature Priestess
...and Friend Garious
Thu 4 Jun 2009
at 15:42
  • msg #38

Re: 1.4 Goblins

Cat thinks goblins are an affront to nature and doesn't understand them. But she does pick up on a few things. "What bugbear? And what bird woman?"
DM
GM, 394 posts
Thu 4 Jun 2009
at 16:03
  • msg #39

Re: 1.4 Goblins

"Bruthazmus the bugbear trapper who kills elves, he came with the longshanks woman".  He is also the elven ranger Shalelu's nemesis.

"The bird woman who ate a bunch of goblins of course", with exasperation.  He really doesn't know much more than that.  A guess off of a (poor)description might indicate a harpy, but that would just be a guess.
Glum
player, 208 posts
The world's least dour
dwarf. Hence the name.
Thu 4 Jun 2009
at 17:24
  • msg #40

Re: 1.4 Goblins

Glum nodded, "Bruthazmus the bugbear, a human(?) woman of some kind and Ripnugget, the goblin warlord, who killed a woman with the ferocity of a bird... perhaps a celestial heritage.  Was there an elf with her by any chance?"

He shrugged, "Dangerous by any account, and inimical to all that is good and right and holy".
DM
GM, 395 posts
Thu 4 Jun 2009
at 17:59
  • msg #41

Re: 1.4 Goblins

After much thinking and prompting, it's not that he is being cagey or deceptive, he's just stupid, he finally admits that she had an elf and a couple of other longshanks with her.  The elf is the one who led the raid on Sandpoint.  He doesn't know more because he didn't have much interaction with them.
-They(all the longshanks) stay in the underground areas.
-The Chief is lusting after the human, disgusting.
-There is a fort on top of the island including the Chiefs room, his throne room, storage, barracks (with many goblins), goblin dog kennels and a trophy room.
-Underground there are the Chiefs Harem, the Feast Hall (which they haven't used since the human female came), the nursery, Brunkels room(was the 2nd toughest goblin in the tribe, he's dead), the prison, a chapel to "Our Mother", the War Room and stairs down to another level.
-All he knows about the lower level is that She, Nualia, spends most of her time down there.

You can try to have him draw a map, but he is still a goblin, so the result is worse than useless.
Talis Revain
player, 74 posts
Thu 4 Jun 2009
at 18:24
  • msg #42

Re: 1.4 Goblins

"Any other powerful leaders in your tribe that we can't defeat or powerful magics."
DM
GM, 396 posts
Thu 4 Jun 2009
at 21:27
  • msg #43

Re: 1.4 Goblins

"Gogmurt talks to the spirits and has powerful magic.  He best hunter in tribe and he have big cat he keeps around.  Dogs don't like it much."

- there's the howling hole which, depending on which rumor you believe, has a ghost in it, or maybe just a fish or crab.  That is in the thistle tunnels on the mainland.
- Malfeshnekor is our guardian ancestor.
- The lower levels are rumored to be highly magical (and the stories he tells are highly unbelievable).
- The She human is a powerful cleric of "Our Mother".

There are a few areas in a thistle thicket on the mainland that lead to a bridge to the island fort.
Gogmurt, the Birdcruncher refugees, the Holing Hole and some more dogs are all in this hidden thistle thicket.
Zer-wedula
player, 151 posts
Fri 5 Jun 2009
at 01:34
  • msg #44

Re: 1.4 Goblins

"Well, maybe we burn the thicket and kill anything that pops out," Zer-wedula mused out loud.  "If illusion magic had any real power I might know a spell to disguise us as goblins, but alas, I do not."

He paused to scratch at Willi.

"I suppose we don't have to burn the thicket.  But I would like to save my spells for the fort."
Catessa Fallowfield
player, 152 posts
Halfling Nature Priestess
...and Friend Garious
Fri 5 Jun 2009
at 15:28
  • msg #45

Re: 1.4 Goblins

Cat starts and looks at Zer, "There's no need to burn the plants." She turns to the goblin, "You can tell us how to get through the thickets, yes?"
DM
GM, 397 posts
Fri 5 Jun 2009
at 16:50
  • msg #46

Re: 1.4 Goblins

Belatedly realizing he is saying to much, the goblin clams up.

That's as much information as you will get without application of magic or a 25 or greater intimidation or diplomacy roll.

What do you want to do with the goblin if you have no further questions?

Glum
player, 209 posts
The world's least dour
dwarf. Hence the name.
Fri 5 Jun 2009
at 19:06
  • msg #47

Re: 1.4 Goblins

"We can take him back to town or we can kill him", said Glum.  "Who prefers what?  I assume by his lack of co-operation that our little friend here votes for "kill", but I personally vote for "town"."
Zer-wedula
player, 152 posts
Fri 5 Jun 2009
at 22:11
  • msg #48

Re: 1.4 Goblins

"Well, part of my says stake him out and see if his gods keep him safe until we return, and part of me says take him back town," Zer-wedula muttered.  "It seems illogical to go back to town with him."

"Or perhaps I can make him friendlier through the use of arcane means?"

Zer-wedula
player, 155 posts
Sat 6 Jun 2009
at 19:16
  • msg #49

Re: 1.4 Goblins

15:14, Today: Zer-wedula rolled 17 using 1d20. Goblins save vs DC14 Charm .


Zer-wedula cast a spell upon the goblin and baarely avoid being spat upon by the ungrateful creature.

"Very well,"
he sniffed, turning away in as haughty a manner as he could muster.  "You may do as you wish, Talis."
DM
GM, 400 posts
Sat 6 Jun 2009
at 21:38
  • msg #50

Re: 1.4 Goblins

  Talis will place a dogslicer at the goblins feet and then ask you to untie him and step back.  The goblin looks at you and after a moments hesitation grabs for the weapon with a laugh.  He comes up with the dagger in hand, but his triumph is cut short when Talis shows how fast his reactions are and sticks his sword through the goblin.

Do you want to rest before the assault, or try to catch them before they have time to miss the patrol?  What time of day do you want to do the assault?

  Garious can easily follow the goblin's trail and you back track them to the coast.  With the smell of salt water in your nostrils you are confronted by a "wall" of thorns.  The briars and thistles that grow so rampantly in Nettlewood grow even more dense and tangled here, close to the shore. Although not quite dense enough to block the sound of waves crashing on the unseen shores to the west, the undergrowth is certainly thick enough to block sight and access to the coast. Few trees grow this close to the edge of the sea, but the briars themselves often reach heights to rival them; here, the patch is nearly twenty feet high.
  With a simple search check the group finds the "cleverly" constructed rigid mat of thistles and nettles that hides the entrance to the tunnels.  Opening this "Thistle Door" requires a full round action and care (Ref save dc15 or suffer 1 dam), which Talis performs with ease.  Setting the "Thistle Door" aside the group sees a four-foot-high tunnel winding through the dense briars and nettles. The floor is hard-packed earth, with patches of wiry plants growing stubbornly here and there.  You see 3 tunnels heading off and you hear the distant(?) sound of goblin voices.  It's hard to tell where they are and what they are saying since they are muffled by distance and undergrowth.

http://www2.snapfish.com/slide...=161694151_161694151
This message was last edited by the GM at 23:39, Sat 06 June 2009.
Catessa Fallowfield
player, 155 posts
Halfling Nature Priestess
...and Friend Garious
Sat 6 Jun 2009
at 23:27
  • msg #51

Re: 1.4 Goblins

Cat sighs at the killing of the goblin but understands the need. "Well, shall we?"
This message was last edited by the GM at 21:31, Thu 23 July 2009.
Glum
player, 212 posts
The world's least dour
dwarf. Hence the name.
Sun 7 Jun 2009
at 10:17
  • msg #52

Re: 1.4 Goblins

"Shouldn't we consider resting so that spells can be recovered and the like?" asked Glum, almost glumly for once.
DM
GM, 401 posts
Sun 7 Jun 2009
at 14:55
  • msg #53

Re: 1.4 Goblins

Ok, you rested before you arrived without incident (regaining spells, hp) and have arrived in the morning.

Left, ahead or right?  Or do you have another idea?
This message was last edited by the GM at 14:57, Sun 07 June 2009.
Talis Revain
player, 76 posts
Mon 8 Jun 2009
at 17:46
  • msg #54

Re: 1.4 Goblins

Talis quietly says "Cat, you're blessed of the nature spirits, why don't you scout out through the thistle wall with any camouflage spell you might have.  But don't expose yourself unnecessarily."
Catessa Fallowfield
player, 156 posts
Halfling Nature Priestess
...and Friend Garious
Mon 8 Jun 2009
at 19:00
  • msg #55

Re: 1.4 Goblins

Cat nods, "I can do that, sure." She gives Gar a long look, "Stay put unless I call." She readies her weapon and heads off slowly towards the fortress, finding paths.
Catessa Fallowfield
player, 157 posts
Halfling Nature Priestess
...and Friend Garious
Mon 8 Jun 2009
at 19:56
  • msg #57

Re: 1.4 Goblins

Good question. Which way are we headed?
Glum
player, 213 posts
The world's least dour
dwarf. Hence the name.
Mon 8 Jun 2009
at 20:07
  • msg #58

Re: 1.4 Goblins

Eena meena mina mo... that way.  (left)?
DM
GM, 403 posts
Mon 8 Jun 2009
at 20:21
  • msg #59

Re: 1.4 Goblins

Cat please PM a detailed description of what you are doing.  Currently you are in a "dungeon" where the walls and ceiling are made of living bramble.  Druids can, "walk through walls" here.
DM
GM, 406 posts
Thu 11 Jun 2009
at 21:40
  • msg #60

Re: 1.4 Goblins

Bipedal Medium creatures can navigate them by stooping over and hunkering down, effectively squeezing to move, and thus taking a –4 penalty on attack rolls and a –4 penalty to AC; such characters must spend 2 squares of movement for each square traveled. Small and smaller creatures can move about normally, as can most quadrupedal Medium creatures (including goblin dogs). The larger chambers within all have higher ceilings, wherein these penalties do not apply to Medium creatures.

[Private to Glum; Talis Revain; Zer-wedula:    As Cat heads off down the left tunnel, the group waits.  A dozen breaths later there is a frightening bellow from somewhere to the north and off to your right (through the walls).
   The bellow was not made by a natural creature, of that everyone is sure.  It had a strange quality that makes them think it is coming from a cave or hole.  Probably the Howling Hole their captive told them about.  Garious jumps up...

What do you do.
]
Zer-wedula
player, 156 posts
Fri 12 Jun 2009
at 00:02
  • msg #61

Re: 1.4 Goblins

Zer-wedula shrugs at the odd sound and then casts Mage Armor on himself.

"When the time comes I can cast Bull's Strength on one of us and Enlarge also," he casually offers.
Talis Revain
player, 77 posts
Fri 12 Jun 2009
at 22:50
  • msg #62

Re: 1.4 Goblins

Talis will hiss a command at Garious to prevent him from barking, and it does.  "Excellent, I'll let you know when to enlarge me.  Thanks."
This message was last edited by the GM at 22:51, Fri 12 June 2009.
DM
GM, 408 posts
Fri 12 Jun 2009
at 22:52
  • msg #63

Re: 1.4 Goblins

A little while later Cat return.

Waiting for Cats report...

http://www2.snapfish.com/slide...=161694151_161694151
Catessa Fallowfield
player, 160 posts
Halfling Nature Priestess
...and Friend Garious
Fri 12 Jun 2009
at 23:09
  • msg #64

Re: 1.4 Goblins

Cat pants from running. "Back south, there's ... something. Sounded big and underground. So, I shall scout eastwards now."
DM
GM, 410 posts
Sat 13 Jun 2009
at 23:10
  • msg #65

Re: 1.4 Goblins

And cat heads up the right tunnel.

While Cat is gone, what do you guys do and where are you located, what are you doing.  Please refer to the following map;  Please make your replies private to DM, Talis, Zer-wedula and Glum

http://www2.snapfish.com/views...1/otsc=SYE/otsi=SPIC
This message was last edited by the GM at 23:42, Sat 13 June 2009.
DM
GM, 411 posts
Sun 14 Jun 2009
at 19:01
  • msg #66

Re: 1.4 Goblins

     Talis will suggest in hushed tones;  "We should replace the door in case a hunting party comes back, that way we will have warning if some one comes from behind us.  Then we can each keep which on one of the three tunnels leading in." Talis will then put away his polearm and string his bow and give some advice on where to take cover.  (Aid another on hide checks)
Glum
player, 215 posts
The world's least dour
dwarf. Hence the name.
Sun 14 Jun 2009
at 19:18
  • msg #67

Re: 1.4 Goblins

Glum nodded.  He chose the south "tunnel" but even with Talis help, his hiding is not exactly expert.

20:16, Today: Glum rolled 7 using 1d20+3. Hide (w aid from Talis).
DM
GM, 412 posts
Mon 15 Jun 2009
at 18:45
  • msg #68

Re: 1.4 Goblins

Cat comes sneaking down the tunnel and makes her report;
Northwest there is a group of goblins
Northeast there is a group of goblin dogs (at least 4)
the path to the bridge leads right past the goblin dogs
there are goblins and goblin dogs outside on the island

Discussion?  Actions?

http://www2.snapfish.com/slide...=161694151_161694151
Talis Revain
player, 78 posts
Mon 15 Jun 2009
at 20:44
  • msg #69

Re: 1.4 Goblins

"The goblins can think, if you can prescribe that attribute to them, is more dangerous then animals.  Let's go take out the goblins to the Northwest.  Zer do you have a sleep spell handy?"
Glum
player, 216 posts
The world's least dour
dwarf. Hence the name.
Mon 15 Jun 2009
at 21:42
  • msg #70

Re: 1.4 Goblins

Glum grinned, "Goblins it is."  He thought for a moment and then said, "I think maybe I could enthrall them."
Catessa Fallowfield
player, 161 posts
Halfling Nature Priestess
...and Friend Garious
Mon 15 Jun 2009
at 21:52
  • msg #71

Re: 1.4 Goblins

Cat is stunned, "Why waste time with the goblins when we have access to the bridge that leads to the fort? I don't know how many goblins are in the room, other than the sentry outside."
This message was last edited by the player at 21:52, Mon 15 June 2009.
Talis Revain
player, 79 posts
Mon 15 Jun 2009
at 22:39
  • msg #72

Re: 1.4 Goblins

"Never leave an enemy behind you.  Wait, that's never leave an enemy ALIVE behind you."
DM
GM, 414 posts
Mon 15 Jun 2009
at 22:41
  • msg #73

Re: 1.4 Goblins

Cat would guess 6-12 goblins in the room by the sound of them.
Zer-wedula
player, 157 posts
Mon 15 Jun 2009
at 22:42
  • msg #74

Re: 1.4 Goblins

"Yes, I have a sleep spell.  Do we have a way to quickly deal with the goblin dogs after that?"
Catessa Fallowfield
player, 162 posts
Halfling Nature Priestess
...and Friend Garious
Mon 15 Jun 2009
at 23:36
  • msg #75

Re: 1.4 Goblins

Cat nods to Talis, "That is a good thought. Using that logic, we'll need to search out this entire area and kill what all we find. That could take several hours. Do we really to take the time and damage for that?" A look to Zer, "I think they were chained up, so shouldn't be too hard to deal with. As for quickly, I'm not sure."
This message was last edited by the GM at 21:29, Thu 23 July 2009.
DM
GM, 415 posts
Tue 16 Jun 2009
at 18:57
  • msg #76

Re: 1.4 Goblins

So, you have the map, what is your plan?
Glum
player, 217 posts
The world's least dour
dwarf. Hence the name.
Tue 16 Jun 2009
at 19:03
  • msg #77

Re: 1.4 Goblins

"Cat knows the way, let her lead us," said Glum.  "I guess the goblins will be a headless rabble once their leaders are dead."
Catessa Fallowfield
player, 163 posts
Halfling Nature Priestess
...and Friend Garious
Tue 16 Jun 2009
at 19:46
  • msg #78

Re: 1.4 Goblins

Cat peers at Glum, "I don't know if these are the leaders or the followers. But if you really want to take them on, I'll lead the way." She doesn't sound happy about it though.
This message was last edited by the GM at 21:29, Thu 23 July 2009.
DM
GM, 416 posts
Tue 16 Jun 2009
at 22:34
  • msg #79

Re: 1.4 Goblins

Cat leads the group around to the left and cautiously approaches the corner where the goblin was.  As luck would have it, the goblin is looking south when Cat peeks around the corner, their eyes meet.  He is surprised.

http://www2.snapfish.com/slide...=161694151_161694151

(finally got a good spot check)
roll for initiative (goblins go on 4) and post your surprise round actions.

Glum
player, 218 posts
The world's least dour
dwarf. Hence the name.
Tue 16 Jun 2009
at 22:53
  • msg #80

Re: 1.4 Goblins

Glum blessed the party [ooc +1 to all attack rolls and saves versus fear for 3 minutes or 18 rounds?]

23:51, Today: Glum rolled 19 using 1d20+2. Initiative.
Zer-wedula
player, 158 posts
Tue 16 Jun 2009
at 23:40
  • msg #81

Re: 1.4 Goblins

19:39, Today: Zer-wedula rolled 15 using 1d20+1. Initiative.

Seeing but one goblin, perhaps a lookout, Zer-wedula charges, and if possible, attacks.
Zer-wedula
player, 159 posts
Tue 16 Jun 2009
at 23:42
  • msg #82

Re: 1.4 Goblins

[19:41, Today: Zer-wedula rolled 8 using 1d20+3. Bash the goblin.
It looks like 35' to the goblin.  But I only get one action, the move right?  So maybe nop attack]
Catessa Fallowfield
player, 164 posts
Halfling Nature Priestess
...and Friend Garious
Wed 17 Jun 2009
at 11:19
  • msg #83

Re: 1.4 Goblins

If the sentry is still there, Cat and Gar will attack it.
If it's dead, Cat moves to where she can attack into the room. They will not yet enter.

rolls
07:11, Today: Catessa Fallowfield rolled 12 using 2d6.
07:10, Today: Catessa Fallowfield rolled 20 using 1d20+6. attack.
07:09, Today: Catessa Fallowfield rolled 11 using 1d20+3. Init.
07:14, Today: Catessa Fallowfield rolled 6 using 1d6+3. damage for Gar.
07:13, Today: Catessa Fallowfield rolled 22 using 1d20+2. attack for Garious.
07:12, Today: Catessa Fallowfield rolled 18 using 1d20+2. Init for Gar.

DM
GM, 417 posts
Wed 17 Jun 2009
at 19:01
  • msg #84

Re: 1.4 Goblins

Round surprise
Talis moves forward so he can target the goblin with his bow.

Glum calls on his divine powers for a blessing.
Everyone gets a +1 morale bonus on attack rolls and on saving throws against fear effects

Zer-wedula moves up

Catessa Fallowfield & Garious Garious moves up to the goblin while Cat drops it with 1 blast of her energy.


Tactical Situation
This thirty-foot-diameter, low-ceilinged chamber stinks of smoke. A shallow fire pit smolders in the center of the floor, while many tangled reed and leaf nests line the walls.  There are 9 goblins sitting/lying around, all hear/see the attack, but can't quite yet do anything about it.  They are even more dirty and beraggled than other goblins.  One looks at you and licks his lips in hunger.

http://www2.snapfish.com/slide...=161694151_161694151

            dam      status
Goblin1 -
Goblin2 -
Goblin3 -
Goblin4 -
Goblin5 -
Goblin6 -
Goblin7 -
Goblin8 -
Goblin9 -

Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Zer-wedula
player, 160 posts
Wed 17 Jun 2009
at 21:50
  • msg #85

Re: 1.4 Goblins

AC15, 33 hp

"No hand waving needed!" Zer-wedula laughs as he moves to the nearest goblin and swings at it.


17:50, Today: Zer-wedula rolled 5 using 2d4. Falchion damage.
17:49, Today: Zer-wedula rolled 19 using 1d20+3. attack a goblin.
Glum
player, 219 posts
The world's least dour
dwarf. Hence the name.
Wed 17 Jun 2009
at 23:00
  • msg #86

Re: 1.4 Goblins

AC15 HPts 28

Glum moved to a point where he could see into the room full of hungry goblins.  Then he shruged.  "Perhaps", he said to Cat, "You were right.  I suppose we'd better wait for Zer Wedula to finish before moving on to the bridge."
This message was last edited by the player at 23:03, Wed 17 June 2009.
Catessa Fallowfield
player, 165 posts
Halfling Nature Priestess
...and Friend Garious
Thu 18 Jun 2009
at 10:38
  • msg #87

Re: 1.4 Goblins

Cat:               Gar:
AC:    16          18
HP:    20/21       27/30


Cat grins at Glum, "Perhaps. Perhaps not." Holding Gar tightly, she sends another blast of energy into the room, after a 5' advance.

06:36, Today: Catessa Fallowfield rolled 25 using 1d20+6. attack.
06:37, Today: Catessa Fallowfield rolled 3 using 2d6. damage. *sigh*

This message was last edited by the GM at 21:30, Thu 23 July 2009.
DM
GM, 418 posts
Thu 18 Jun 2009
at 19:27
  • msg #88

Re: 1.4 Goblins

Bless:29 Everyone gets a +1 morale bonus on attack rolls and on saving throws against fear effects

Round 1
Talis moves forward and shoots a flat footed goblin through the eye.

Glum moves into the combat.

Zer-wedula attacks and skewers a goblin who collapses, blood seeping from the wound.

Catessa Fallowfield & Garious Garious wants to chomp some goblin, but obeys Cats order to stay back, while Cat hits, but doesn't drop a goblin with her blast of energy.

goblins 1-7 stand up and draw weapons (the 4 by the campfire pull out burning hunks of wood), advancing menacingly.  They jabber in goblin, but do not cry out for help.  [Private to Glum: "Longshanks, if we kill them Ripnugget will favor us and let us join.  Kill them."]  Zer-wedula misses the goblin that moves in on Cat, as does Garious with his readied action.


Tactical Situation
This thirty-foot-diameter, low-ceilinged chamber stinks of smoke. A shallow fire pit smolders in the center of the floor, while many tangled reed and leaf nests line the walls.  There are 7 goblins, weapons drawn attacking the party.

http://www2.snapfish.com/slide...=161694151_161694151

            dam      status
Goblin1 -     3
Goblin2 -
Goblin3 -
Goblin4 -
Goblin5 -
Goblin6 -
Goblin7 -
Goblin8 -     6      dying
Goblin9 -    16      dead

Everyone post,
<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Zer-wedula
player, 161 posts
Thu 18 Jun 2009
at 21:40
  • msg #89

Re: 1.4 Goblins

AC 15, 33 hp

[17:38, Today: Zer-wedula rolled 5 using 2d4.
17:37, Today: Zer-wedula rolled 21 using 1d20+3.  ]



"I am goblin-bane!  They are falchion fodder!" Zer-wedula cried out as he laid out another goblin
Catessa Fallowfield
player, 166 posts
Halfling Nature Priestess
...and Friend Garious
Tue 23 Jun 2009
at 11:00
  • msg #90

Re: 1.4 Goblins

Cat:               Gar:
AC:    16          18
HP:    20/21       27/30

Seeing no one else going to help Zer, Cat mounts Gar and advances up with Zer, allowing room for someone else to fill the breach, while firing off another blast of energy.
06:52, Today: Catessa Fallowfield rolled 3 using 1d20+2. attack for Garious.
06:51, Today: Catessa Fallowfield rolled 11 using 2d6. damage ?.
06:51, Today: Catessa Fallowfield rolled 6 using 1d6. damage ?.
06:51, Today: Catessa Fallowfield rolled 16 using 1d20+6. attack.

Glum
player, 220 posts
The world's least dour
dwarf. Hence the name.
Tue 23 Jun 2009
at 11:57
  • msg #91

Re: 1.4 Goblins

Glum stepped into the breach and hurled a shuriken into the mass of goblins.  It does not matter much which one he was aiming at.  He missed all of them.  Now he stood with fists ready to keep the goblins penned in.

12:55, Today: Glum rolled 6 using 1d20+4. Shuriken.
DM
GM, 420 posts
Tue 23 Jun 2009
at 19:27
  • msg #92

Re: 1.4 Goblins

Bless:29 Everyone gets a +1 morale bonus on attack rolls and on saving throws against fear effects

Round 2
Talis moves forward and takes a goblin down with an arrow.

Glum moves and misses.

Zer-wedula attacks and skewers a goblin who collapses, blood seeping from the wound.

Catessa Fallowfield & Garious hits drops a goblin with her blast of energy which opens the are for Garious to advance.  But Garious is overeager and misses on his attack.

goblins 4-7 are to stupid or desperate to quit, so they attack.  Swinging wildly, 1 hits Zer-wedula with a lucky shot doing 2(+1 fire) damage.  The goblin in the rear throws his burning "torch", missing.  Then, he runs over to a wall and looks back over his shoulder at the combat.


Tactical Situation
This thirty-foot-diameter, low-ceilinged chamber stinks of smoke. A shallow fire pit smolders in the center of the floor, while many tangled reed and leaf nests line the walls.  There are 4 goblins, weapons drawn attacking the party.

http://www2.snapfish.com/slide...=161694151_161694151

            dam      status
Goblin1 -     9      dying
Goblin2 -     6      dying
Goblin3 -     6      dying
Goblin4 -
Goblin5 -
Goblin6 -
Goblin7 -
Goblin8 -     7      dying
Goblin9 -    16      dead

Everyone post,
<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

DM
GM, 421 posts
Fri 26 Jun 2009
at 20:19
  • msg #93

Re: 1.4 Goblins

Bless:29 Everyone gets a +1 morale bonus on attack rolls and on saving throws against fear effects

Tactical Situation
   This thirty-foot-diameter, low-ceilinged chamber stinks of smoke. A shallow fire pit smolders in the center of the floor, while many tangled reed and leaf nests line the walls.
   It takes a couple of rounds to take down the 3 goblins, the 4th tries to hack his way through the wall, but dies from the blood loss of damage from the thorns.  You pause, but hear no cries of alarm.  Of course goblins are sneaky and quite, when it suits their purposes, so silence is no guarantee of anything.

http://www2.snapfish.com/slide...=161694151_161694151

Where to now?
Zer-wedula
player, 163 posts
Sat 27 Jun 2009
at 10:01
  • msg #94

Re: 1.4 Goblins

"Why don't we head for the bridge?  It seems these foes are weak and disorganized.  I fear we waste time here when we could be bringing down the leaders," Zer-wedula suggested.
Glum
player, 222 posts
The world's least dour
dwarf. Hence the name.
Sat 27 Jun 2009
at 10:42
  • msg #95

Re: 1.4 Goblins

Glum nods. "Which way?" he asks.
Catessa Fallowfield
player, 167 posts
Halfling Nature Priestess
...and Friend Garious
Sun 28 Jun 2009
at 15:38
  • msg #96

Re: 1.4 Goblins

Cat shakes her head at her companions, who can't make up their minds. For good measure, she throws an Invocation at the goblins. She wrestles Garious around, "Eastwards!"

11:33, Today: Catessa Fallowfield rolled 13 using 1d20+6. A.ttack, Frightful blast.
This message was last edited by the GM at 21:31, Thu 23 July 2009.
DM
GM, 424 posts
Sun 28 Jun 2009
at 16:43
  • msg #97

Re: 1.4 Goblins

Cat realizes the path goes right by the Goblin Dog den, do you want to attack or sneak?
Zer-wedula
player, 164 posts
Sun 28 Jun 2009
at 19:15
  • msg #98

Re: 1.4 Goblins

"If goblin dogs eat goblins, and I suspect they might," Zer-wedula observes.  "We may just want to throw some of these dead goblins yo the beasts as a distraction."
Glum
player, 223 posts
The world's least dour
dwarf. Hence the name.
Sun 28 Jun 2009
at 20:13
  • msg #99

Re: 1.4 Goblins

"Let us at least TRY to sneak", suggested Glum.
Catessa Fallowfield
player, 168 posts
Halfling Nature Priestess
...and Friend Garious
Sun 28 Jun 2009
at 20:13
  • msg #100

Re: 1.4 Goblins

Again Cat shakes her head, "I doubt these dogs eat goblins, just us. Nasty critters."
This message was last edited by the GM at 21:27, Thu 23 July 2009.
Talis Revain
player, 80 posts
Sun 28 Jun 2009
at 20:17
  • msg #101

Re: 1.4 Goblins

"Glum has a point, I guess we can try sneaking first, then if they raise the alarm we can kill them.  How are we going to sneak across a rope bridge again?"
This message was last edited by the GM at 20:18, Sun 28 June 2009.
Catessa Fallowfield
player, 169 posts
Halfling Nature Priestess
...and Friend Garious
Mon 29 Jun 2009
at 12:56
  • msg #102

Re: 1.4 Goblins

Cat nods, "Sneaking past the dogs is a good idea. As for the bridge, it looks ... well, goblin made. As for sneaking across, it'll be luck, hoping the goblins are all in this pitiful shape."
This message was last edited by the GM at 21:27, Thu 23 July 2009.
Glum
player, 224 posts
The world's least dour
dwarf. Hence the name.
Mon 29 Jun 2009
at 13:02
  • msg #103

Re: 1.4 Goblins

Glum attempted to sneak as sneakily as he could but unfortunately, a big bumblebee flew into his underpants and made a futile but heartfelt attempt to sting him.

14:01, Today: Glum rolled 7 using 1d20+5. Sneaking sneaky silentness.
DM
GM, 425 posts
Mon 29 Jun 2009
at 19:29
  • msg #104

Re: 1.4 Goblins

  The floor and walls of this musty-smelling chamber are covered with matted, wiry fur. Well-gnawed bones lie scattered about the floor, and a dozen wooden stakes have been driven into the ground near the walls.  4 dogs lay curled up and scattered about the room.

  The group attempts to sneak past the Goblin Dogs, but in the middle of the sneak Glum starts slapping his pants and dancing a jig (or something) before freezing again.  For a heartbeat nothing happens.  Then, 4 heads pop up in unison and look directly at Glum who has become the center of attention.  Yes, the necks appear to have ropes around them.  The nearest "dog" is 20' from Glum in a "room".


Surprise round everyone may post a surprise round action, and Glum may also post the next rounds action as he is the only 1 who beat the dogs initiative.

Funny, very funny.

This message was last edited by the GM at 02:34, Mon 28 Dec 2009.
Zer-wedula
player, 165 posts
Mon 29 Jun 2009
at 23:31
  • msg #105

Re: 1.4 Goblins

Cursing softly to himself, Zer-wedula loads his crossbow and adjust back five feet.
Talis Revain
player, 81 posts
Wed 1 Jul 2009
at 17:46
  • msg #106

Re: 1.4 Goblins

Charges forward as best he can in a tunnel, but misses his swing on the nearest dog.
Glum
player, 225 posts
The world's least dour
dwarf. Hence the name.
Wed 1 Jul 2009
at 21:12
  • msg #107

Re: 1.4 Goblins

Glum considers attempting to scare the dogs into submission but on looking at the situation from an outside perspective, he realised that he was about as scary as a limp dishrag.  Instead, availing himself of the wisdom bestowed upon him by the gods, he calls his spiritual nunchaku into existence and sends it to fight the nearest dog.

First Round
23:44, Today: Glum rolled 3 using 1d8+1. Spiritual Damage.
23:44, Today: Glum rolled 16 using 1d20+5. Spiritual Nunchaku.

This message was last edited by the player at 22:45, Wed 01 July 2009.
Catessa Fallowfield
player, 170 posts
Halfling Nature Priestess
...and Friend Garious
Thu 2 Jul 2009
at 01:38
  • msg #108

Re: 1.4 Goblins

Cat rides in with Zer, using the other as cover. She fires off another eldritch blast. If they are close enough, she'll have Gar attack as well.


21:29, Today: Catessa Fallowfield rolled 5 using 1d6+3. damage for Gar.
21:28, Today: Catessa Fallowfield rolled 20 using 1d20+3. attack.
21:27, Today: Catessa Fallowfield rolled 10 using 2d6. damage.
21:27, Today: Catessa Fallowfield rolled 23 using 1d20+6. attack. 

DM
GM, 428 posts
Thu 2 Jul 2009
at 18:04
  • msg #109

Re: 1.4 Goblins

Passage: Bipedal Medium creatures can navigate them by stooping over and hunkering down, effectively squeezing to move, and thus taking a –4 penalty on attack rolls and a –4 penalty to AC; such characters must spend 2 squares of movement for each square traveled. Small and smaller creatures can move about normally, as can most quadrupedal Medium creatures (including goblin dogs). The larger chambers within all have higher ceilings, wherein these penalties do not apply to Medium creatures.


Round Surprise
Glum summons a spiritual nunchaku and smites GoblinDog2 a blow, 3 dam

Talis moves forward, but due to the tight passage just gets in range and doesn't get an attack

Zer-wedula loads his crossbow

Catessa Fallowfield & Garious Garious moves up to the target while Cat gives GoblinDog4 a blast of her energy, it does not look well.
10 hp put it at 0hp, conscious, but disabled.

Round 1
Glum strikes again, this time for 8 damage.  This drops GoblinDog2.  Glum moves his weapon to another target.

GoblinDog1 stands up to attack but never makes it as he is pulled up after 5' by a rope.  He stands there coughing/squeaking wildly (which is what passes for barking among GoblinDogs).

GoblinDog3 stands up to attack but never makes it as Garious and Talis combine to drop it like a bad habit.  Garious manages to do so without getting any dander on himself, thus he doesn't suffer the usual allergic rash.

GoblinDog4 snaps out at Garious from on the ground, but misses.

Tactical Situation
The floor and walls of this musty-smelling chamber are covered with matted, wiry fur. Well-gnawed bones lie scattered about the floor, and a dozen wooden stakes have been driven into the ground near the walls.  There are 2 Goblin dogs, 1 who can't reach you and the other disabled (at 0hp) on the ground at Cat/Garious' feet.

http://www2.snapfish.com/slide...=161694151_161694151

            dam      status
GoblinDog1 -
GoblinDog2 - 11     dying
GoblinDog3 - 17     dying
GoblinDog4 - 10     disabled


Everyone post and
Give me a spot check

Glum
player, 226 posts
The world's least dour
dwarf. Hence the name.
Thu 2 Jul 2009
at 20:05
  • msg #110

Re: 1.4 Goblins

Glum looks around for another target.

21:04, Today: Glum rolled 12 using 1d20+4. Spot.
Zer-wedula
player, 166 posts
Fri 3 Jul 2009
at 20:39
  • msg #111

Re: 1.4 Goblins

AC 15, 33 hp

16:38, Today: Zer-wedula rolled 1 using 1d8. Damage.
16:37, Today: Zer-wedula rolled 18 using 1d20+4. Shooting the gobdog.
16:37, Today: Zer-wedula rolled 23 using 1d20+6. Spot.



Zer-wedula casually shoots at the goblin dog that is out of reach as he looks around, "This is almost too easy," he frowns.  "What else could be about?"
Catessa Fallowfield
player, 171 posts
Halfling Nature Priestess
...and Friend Garious
Sat 4 Jul 2009
at 15:49
  • msg #112

Re: 1.4 Goblins

Cat and Gar go after the last dog.

11:42, Today: Catessa Fallowfield rolled 25 using 1d20+5. attack. Do eldritch blasts have crits?
11:43, Today: Catessa Fallowfield rolled 8 using 1d20. critical check. At least not this one.
11:45, Today: Catessa Fallowfield rolled 8 using 2d6. damage.
11:46, Today: Catessa Fallowfield rolled 18 using 1d20+2. attack for Garious.
11:47, Today: Catessa Fallowfield rolled 9 using 1d6+3. damage for Gar.
11:48, Today: Catessa Fallowfield rolled 12 using 1d20+6. Spot.
11:49, Today: Catessa Fallowfield rolled 12 using 1d20+5. Spot for Spot.

DM
GM, 429 posts
Sat 4 Jul 2009
at 17:41
  • msg #113

Re: 1.4 Goblins

Passage: Bipedal Medium creatures can navigate them by stooping over and hunkering down, effectively squeezing to move, and thus taking a –4 penalty on attack rolls and a –4 penalty to AC; such characters must spend 2 squares of movement for each square traveled. Small and smaller creatures can move about normally, as can most quadrupedal Medium creatures (including goblin dogs). The larger chambers within all have higher ceilings, wherein these penalties do not apply to Medium creatures.


Round 1
Talis moves forward, and drops the wounded animal.

Zer-wedula hits the last dog with his crossbow, but just scratches it.  Then he reloads his crossbow.

Catessa Fallowfield & Garious Garious moves up to the last dog.  Working as a team they drop it fast. however, in doing so Garious has picked up a rash to their highly allergic dander.
Yes, your blast is 20/x2 crits

Garious is at -2 chr and dex for 1 day from itching.


Round 2
Glum moves his weapon looking for another target, maybe a 5th dog hidden in the bushes.

[Private to Zer-wedula: You see a goblin face peek out of the bushes to your right, stare at you and then pull back in.  It is obviously using magic to move through the walls.  Probably a druid.]

Tactical Situation
The floor and walls of this musty-smelling chamber are covered with matted, wiry fur. Well-gnawed bones lie scattered about the floor, and a dozen wooden stakes have been driven into the ground near the walls.

http://www2.snapfish.com/slide...=161694151_161694151

            dam      status
GoblinDogs -         dying or dead



We are staying in combat mode for now, wait for Zer-wedula to post.  When you post, say what you are doing and give me a spot check.
Zer-wedula
player, 167 posts
Sun 5 Jul 2009
at 14:45
  • msg #114

Re: 1.4 Goblins

AC 15, 33 hp

"Over here," Zer-wedula shouts, dropping his crossbow and pulling his falchion.  He moves to where he saw the goblin.  "A goblin is lurking throughout these bushes.  Come out, you stupid thorn hugger!"
Talis Revain
player, 81 posts
Mon 6 Jul 2009
at 19:15
  • msg #115

Re: 1.4 Goblins

Talis quickly takes in the scene and remembers what their goblin prisoner said.  "Cat, go up the middle THROUGH the wall, while I go around.  Glum, with me if you please."
This message was last edited by the GM at 19:15, Mon 06 July 2009.
Glum
player, 227 posts
The world's least dour
dwarf. Hence the name.
Mon 6 Jul 2009
at 18:32
  • msg #116

Re: 1.4 Goblins

Glum nods and follows Talis
Zer-wedula
player, 168 posts
Tue 7 Jul 2009
at 10:41
  • msg #118

Re: 1.4 Goblins

Zer-wedula carefully watches Cat to see if she truly goes through the wall.  If able, he will follow.  If necessary, he chops a better way through.
Catessa Fallowfield
player, 173 posts
Halfling Nature Priestess
...and Friend Garious
Tue 7 Jul 2009
at 11:22
  • msg #119

Re: 1.4 Goblins

That's a dangerous plan, but Cat is willing to try. She hops off of Gar, "Follow Glum." Drawing her mundane weapon, she heads through the thicket.
This message was last edited by the GM at 21:28, Thu 23 July 2009.
DM
GM, 433 posts
Tue 7 Jul 2009
at 19:17
  • msg #120

Re: 1.4 Goblins

Passage: Bipedal Medium creatures can navigate them by stooping over and hunkering down, effectively squeezing to move, and thus taking a –4 penalty on attack rolls and a –4 penalty to AC; such characters must spend 2 squares of movement for each square traveled. Small and smaller creatures can move about normally, as can most quadrupedal Medium creatures (including goblin dogs). The larger chambers within all have higher ceilings, wherein these penalties do not apply to Medium creatures.


Round 2

[Private to Glum; Talis Revain:Talis moves forward as fast as he can in such a hunched over position.]

[Private to Zer-wedula: Zer-wedula starts to hack at the thorny brush, trying to make a hole.  He manages to avoid taking damage, but doesn't like how the thorny branches jump around as he hacks at them.  He figures it could take many rounds to hack through just a few (5) feet of this stuff and who knows how wide it is here.]


Catessa Fallowfield & Garious Garious moves up to the wall and Cat jumps off into the wall (successfully using fast dismount).  Garious moves behnd Glum, with a low growl in his throat.  [Private to Catessa Fallowfield: Cat moves through the brush and ends up at the edge of a room, right next to a goblin who is busy casting a spell (It sounds familiar, but she can't identify the spell off hand).  She lashes out with her spear while a goblin is distracted (Aoo while casting a spell, he did not cast defensively because he did not expect anyone to get here so soon), hitting him with a solid blow for 7 dam.]
Garious is at -2 chr and dex for 1 day from itching.

Round 3
[Private to Glum; Talis Revain:
Glum follows Talis as fast as he can in such a hunched over position.

Puma charges at Talis, just as he gets to the entrance to a room.  It hits a couple of times for 7 dam.
A cloying musky scent lies heavy in the air here. A matted nest of red and
black hair sits to the east.
]


[Private to Catessa Fallowfield: Cat hears growls(big cat) and combat from the other room.

Gogmurt attempts to cast a spell, but is disrupted by Cat.  He holds a flame blade in 1 hand.  In goblin-accented common "I told him you would come, but he wouldn't listen to me.  Stupid longshanks."  He seems tired and distracted.
A tangle of vines hang from the thorny ceiling of this chamber, each suspending a clattering collection of bird skulls, rib bones, teeth, and other bits of gruesome decor. In a few places the vines droop all the way to the floor. A large nest of nettles and thorny vines sits to the south, a halo of half-eaten dead birds and rats indicating that whatever sleeps there eats in its bed.
]
[Private to Zer-wedula: Hears combat from where Glum and Talis went, with animal growls.]
[Private to Glum; Talis Revain: You hear a goblin voice say something from the next room but are to distracted by the cat trying to kill you that you can't make it out.]



Tactical Situation
[Private to Glum; Talis Revain: Fighting a puma at the entrance to a room.]
[Private to Zer-wedula: Hacking at the wall, no opponents in sight.]
[Private to Catessa Fallowfield: In melee with a goblin druid.]
http://www2.snapfish.com/slide...=161694151_161694151

            dam      status
GoblinDogs -         dying or dead
Puma       -
Gogmurt    - 7

Post next round
Zer-wedula
player, 170 posts
Tue 7 Jul 2009
at 22:52
  • msg #121

Re: 1.4 Goblins

While he enjoys the physical nature of hacking at the thorns he had been so tempted to burn, Zer-wedula hears some large animal growling off where Talis and Glum sauntered off to.  He shakes his head at the undefeatable brush wall and makes haste to join his comrades.
Catessa Fallowfield
player, 174 posts
Halfling Nature Priestess
...and Friend Garious
Thu 9 Jul 2009
at 12:59
  • msg #122

Re: 1.4 Goblins

This is right where Cat didn't want to be. Alone with a goblin. She steeps back towards the thorn wall, firing off an eldritch blast towards her foe.

08:54, Today: Catessa Fallowfield rolled 6 using 1d20+5. attack. *a miss I'm sure.*
Talis Revain
player, 82 posts
Thu 9 Jul 2009
at 21:04
  • msg #123

Re: 1.4 Goblins

Dropping his bow, Talis stylishly tumbles around the snarling puma, drawing forth his sword, to a flanking position and scores a near perfect hit.  "Bad kitty."

crit+sneak attack for 31 dam
Glum
player, 228 posts
The world's least dour
dwarf. Hence the name.
Thu 9 Jul 2009
at 21:20
  • msg #124

Re: 1.4 Goblins

Glum strikes at the puma with first one end, then the other end of his quarterstaff.  He misses on both occasions.

22:19, Today: Glum rolled 7 using 1d20+2. second blow.
22:19, Today: Glum rolled 11 using 1d20+2. First Blow.

DM
GM, 436 posts
Sat 11 Jul 2009
at 19:22
  • msg #126

Re: 1.4 Goblins

Passage: Bipedal Medium creatures can navigate them by stooping over and hunkering down, effectively squeezing to move, and thus taking a –4 penalty on attack rolls and a –4 penalty to AC; such characters must spend 2 squares of movement for each square traveled. Small and smaller creatures can move about normally, as can most quadrupedal Medium creatures (including goblin dogs). The larger chambers within all have higher ceilings, wherein these penalties do not apply to Medium creatures.


Round 3
[Private to Glum; Talis Revain; Zer-wedula:Talis dropping his bow, tumbles forward (drawing his sword 2 handed) and delivers a nasty wound to the big cat, crit+sneak attack for 31 damage.

Zer-wedula moves through the passages as best he can, arriving just in time to see Talis seriously wound the cat.

Garious, growling viciously, moves to where Talis had been and attacks, downing the puma with a bite.
]


[Private to Catessa Fallowfield:Catessa Fallowfield After shooting in the direction of the goblin, Cat stumbles back into the bushes.  Losing her way she ends up where Zer-wedula had been chopping]
Garious is at -2 chr and dex for 1 day from itching.

Round 4
A tangle of vines hang from the thorny ceiling of this chamber, each suspending a clattering collection of bird skulls, rib bones, teeth, and other bits of gruesome decor. In a few places the vines droop all the way to the floor. A large nest of nettles and thorny vines sits to the south, a halo of half-eaten dead birds and rats indicating that whatever sleeps there eats in its bed.
[Private to Glum; Talis Revain; Zer-wedula: Glum moves past the dying cat and into the next room where he sees a goblin(Gogmurt), but no sign of Cat (the halfling).  He has enough movement to get next to the druid.

Gogmurt was looking at the wall, but shifts his focus to Glum.  He holds a flame blade in 1 hand.  In common, he continues a rant "Stupid Chief, should listen to Gogmurt, not to ugly longshanks female" with disdain.  He seems tired and distracted.  But this goblin is smarter than average.  Giving Glum an Aoo (which he misses by a large margin), he moves to where he can see the rest of the group and crys "Tangletooth!"  Then he casts a spell.  The plants begin to grab at your feet and any part they can reach.  Everyone needs to make a Ref save, see below for details.
]
[Private to Catessa Fallowfield:Catessa Fallowfield The plants begin to grab at you with an Entangle spell, see below for details.]


Tactical Situation
[Private to Glum; Talis Revain; Zer-wedula: "Fighting" the plants in an entangle spell, have the goblin druid in sight, but not in melee.]
[Private to Catessa Fallowfield: Alone in an entangle spell, can hear sounds of struggling from her right.]
http://www2.snapfish.com/slide...=161694151_161694151


            dam      status
GoblinDogs -         dying or dead
Puma       - 40      dying
Gogmurt    - 7

Post next round

Entangle: (dc 13)
Saving Throw: Reflex partial; see text
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

 Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

This message was last edited by the GM at 20:47, Sat 11 July 2009.
Glum
player, 229 posts
The world's least dour
dwarf. Hence the name.
Sat 11 Jul 2009
at 20:20
  • msg #127

Re: 1.4 Goblins

Glum jumped as the goblin threw his spell.  He moved carefully forward through the snaring bushes but, instead of casting a spell of his own, or making any hostile action, he said in goblin, [Private to GM: "Look at that.  He's ignored you, shafted you yet again, listened to some human bint instead of you.  Are you sure you're on the right side Gogmurt?".]
This message was last edited by the GM at 22:33, Sat 11 July 2009.
Zer-wedula
player, 173 posts
Sat 11 Jul 2009
at 20:24
  • msg #128

Re: 1.4 Goblins

[16:21, Today: Zer-wedula rolled 19 using 1d20+4. Reflex vs DC 13. ]


Almost simultaneously with Glum's action Zer-wedula picks his way forward towards Gogmurt and casts Daze, since Gogmurt, did, indeed, seem dazed.

[DC 13]
Talis Revain
player, 83 posts
Sat 11 Jul 2009
at 22:48
  • msg #129

Re: 1.4 Goblins

Talis makes his save and "charges" at the goblin.  Snarling incredulously at Glum, and then to the goblin "Far be it from me to separate a druid from his animal friend, I will do my utmost to reunite you", but has used all his movement and can't attack.  Then at Glum, "My friend Glum, if you want to talk to him, we can do so...after we beat him unconscious."

[Private to GM: next attack= natural 6
saved vs daze(rolled11)
Cat 1 on save
7 on spellcraft
17+3 and uses escape artist to free herself
]
This message was last edited by the GM at 21:23, Thu 23 July 2009.
DM
GM, 437 posts
Tue 14 Jul 2009
at 19:23
  • msg #130

Re: 1.4 Goblins

Passage: Bipedal Medium creatures can navigate them by stooping over and hunkering down, effectively squeezing to move, and thus taking a –4 penalty on attack rolls and a –4 penalty to AC; such characters must spend 2 squares of movement for each square traveled. Small and smaller creatures can move about normally, as can most quadrupedal Medium creatures (including goblin dogs). The larger chambers within all have higher ceilings, wherein these penalties do not apply to Medium creatures.

Round 4
[Private to Glum; Talis Revain; Zer-wedula:Talis moves as fast as he can through the grasping plants toward the Gogmurt.  Near the end, he finds he is out of the spell and tumbles next to the goblin.

Zer-wedula moves a few feet so he can see the goblin that he heard and casts a spell.  it seems to have no effect.

Garious, is entangled by the plants, but manages to break loose and move 5' toward the goblin.
]


[Private to Catessa Fallowfield:Catessa Fallowfield fails her save and is entangled, but manages to escape the entangle and move 5' toward the sounds of battle.]
Garious is at -2 chr and dex for 1 day from itching.

Round 5
[Private to Glum; Talis Revain; Zer-wedula: Glum moves out of the spell and next to the Gogmurt, speaking to the goblin in goblin.  He is not in attack posture.

Gogmurt refocuses on Glum and replies in common "Damn right he should listen to me.  She doesn't care about us, she only cares about her own plan."  He gets a desperate look in his eye, "Longshanks here to kill all the goblins, must warn the Chief."  He will lash out at Talis "For Tangletooth." (hitting and doing 6 dam, missing a crit confirmation by 1) before moving into the bushes (where only Cat can follow).
Talis misses on his Aoo

Glum attempted to grapple Gogmurt as he came close enough.  He spoke in goblin.  [Private to GM: "I don't wanna kill all goblins", he said, "But I'd quite like to kill the Longshanks female."  Who grabs him.
]

21:01, Today: Glum rolled 18 using 1d20+6. Grapple Gogmurt (as AOO).]


Tactical Situation
[Private to Glum; Talis Revain; Zer-wedula: Zer-wedula and Garious are still in the entangle spell(make another ref dc 13).  Talis and Glum are not in the spell, but must make the save if they enter it.  Gogmurt is grappled by(and in the same square as) Glum]
[Private to Catessa Fallowfield: Alone in an entangle spell, can hear sounds of struggling from her right.(make another ref dc 13)]

http://www2.snapfish.com/slide...=161694151_161694151


            dam      status
GoblinDogs -         dying or dead
Puma       - 40      dying
Gogmurt    - 7       grappled by Glum

Post next round

Entangle: (dc 13)
Saving Throw: Reflex partial; see text
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

 Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

This message was last edited by the GM at 20:30, Tue 14 July 2009.
DM
GM, 438 posts
Tue 14 Jul 2009
at 20:31
  • msg #132

Re: 1.4 Goblins

Glum, I edited your Aoo into the previous post, everyone may post next rounds actions.
Glum
player, 231 posts
The world's least dour
dwarf. Hence the name.
Tue 14 Jul 2009
at 21:46
  • msg #133

Re: 1.4 Goblins

Glum has captured Gogmurt and seeks to render him unconscious with non-lethal blows.

22:44, Today: Glum rolled 6 using 1d6. damage Gogmurt. (non-lethal)
22:44, Today: Glum rolled 18 using 1d20+6. Grapple to damage (non lethal).

Talis Revain
player, 84 posts
Wed 15 Jul 2009
at 20:44
  • msg #134

Re: 1.4 Goblins

Talis will use 1 hand to draw forth a Sap and whack the goblin for subdual damage.  Hitting for 15 dam.

[Private to Talis Revain: maybe we are on the same side, maybe offer him the chiefdom]
This message was last edited by the GM at 20:44, Thu 16 July 2009.
DM
GM, 439 posts
Thu 16 Jul 2009
at 21:46
  • msg #135

Re: 1.4 Goblins

  The goblin struggles in Glum grasp, but can't get free.  Talis comes in and expertly whacks in on the head, knocking him out.  While disarming him and securing him with a rope, the missing party members manage to slog their way through the entangle spell to the room.
  A quick search produces a spear, sling/stones, 5 unmarked vile looking potions(obviously of goblin manufacture), halfling made/shaped mw/(magic?) leather armor, a wand and a really nice elven made-small sized cloak (Magic?).

A tangle of vines hang from the thorny ceiling of this chamber, each suspending a clattering collection of bird skulls, rib bones, teeth, and other bits of gruesome decor. In a few places the vines droop all the way to the floor. A large nest of nettles and thorny vines sits to the south, a halo of half-eaten dead birds and rats indicating that whatever sleeps there eats in its bed.  A search reveals potion making and druid stuff.
Catessa Fallowfield
player, 175 posts
Halfling Nature Priestess
...and Friend Garious
Fri 17 Jul 2009
at 00:19
  • msg #136

Re: 1.4 Goblins

Cat slips free of the bushes and looks at the group, "Ready to move?"
This message was last edited by the GM at 21:24, Thu 23 July 2009.
Glum
player, 232 posts
The world's least dour
dwarf. Hence the name.
Fri 17 Jul 2009
at 09:45
  • msg #137

Re: 1.4 Goblins

Glum nodded and said, "I suggest when we've got rid of herself, rather than try to kill all the goblins (which is a mugs' game anyway) we put this bloke in charge and get him to take them away."
Talis Revain
player, 85 posts
Sat 18 Jul 2009
at 04:32
  • msg #138

Re: 1.4 Goblins

Talis will talk to Glum "If we could get some help across the bridge that could be good, because it will be hard to maintain the element of surprise crossing that. But on the other hand, I trust this blighter about as far as he can throw me.  If you can convince me that this plan will work, fine.  Convince me."  Talis will play with his dagger while looking at the goblin.

ooc:How can we be sure he will uphold his part of the bargain.  We kill the Chief and go downstairs and deal with Nualia an her longshank allies, coming up battered and bloody, what do you expect a NE or CN- goblin druid to do in that situation.  We can get more good information from him by pushing his buttons (Chief and Longshanks woman), but then kill him.
This message was last edited by the GM at 21:24, Thu 23 July 2009.
Zer-wedula
player, 175 posts
Sat 18 Jul 2009
at 10:43
  • msg #139

Re: 1.4 Goblins

"Perhaps he can tell us what guards there are on the bridge.  We may just be able to storm across and be over before they know it."
This message was last edited by the GM at 16:23, Sat 18 July 2009.
Catessa Fallowfield
player, 176 posts
Halfling Nature Priestess
...and Friend Garious
Mon 20 Jul 2009
at 13:31
  • msg #140

Re: 1.4 Goblins

Cat shakes her head, "Trust it? You must be joking. They have been trying to kill us if you hadn't notice. What makes you think this one will be any different?" She glares at the goblin, asking it in odd language, [Private to GM: In druidic, "Am I right?"]
This message was last edited by the GM at 19:25, Thu 23 July 2009.
Glum
player, 235 posts
The world's least dour
dwarf. Hence the name.
Mon 20 Jul 2009
at 14:39
  • msg #141

Re: 1.4 Goblins

"The point is not to trust him", said Glum, "as to engineer a situation where our interests coincide.  He has an idiot for a commander" Glum helpfully translated for Gogmurt's benefit beginning with that last sentence. "And feels that it would be in the goblins' best interests to tell the demon woman to get the heck away from the goblin tribes.  Am I right so far, Gogmurt?"

Glum paused to let Gogmurt answer.  "So, without the idiots that have the ear of Gogmurt's current commander, the goblins could go back to raiding underground and the occasional foray.  I'm sure that Gogmurt knows that the course the longshanks female has led the goblins on can only lead to the annihiliation of the tribe... and even worse, to them being weakened relative to their goblin neighbours."

"Still with me Gogmurt?" he asked.
Zer-wedula
player, 176 posts
Mon 20 Jul 2009
at 18:50
  • msg #142

Re: 1.4 Goblins

"I am going to go and keep an eye out whilst you finish your convincing," Zer-wedula said.  He proceeded to as well a concealed place as he could find from which to watch the bridge and wait for his comrades.
Talis Revain
player, 86 posts
Tue 21 Jul 2009
at 18:20
  • msg #143

Re: 1.4 Goblins

"Yes our interests coincide, up until we kill the priestess.  Then out interests diverge.  How do you (Glum) purpose to protect our interests once they diverge?"
This message was last edited by the GM at 21:24, Thu 23 July 2009.
DM
GM, 444 posts
Tue 21 Jul 2009
at 18:55
  • msg #144

Re: 1.4 Goblins

So after awhile, giving the Entangle spell time to run out, you wake up the tied up goblin and make your offer.  When Cat asks a question, he responds in the same language.  [Private to Catessa Fallowfield:"That was not my doing, that was the Longshanks witch."  ]

Glum:
"The point is not to trust him", said Glum, "as to engineer a situation where our interests coincide.  He has an idiot for a commander" Glum helpfully translated for Gogmurt's benefit beginning with that last sentence. "And feels that it would be in the goblins' best interests to tell the demon woman to get the heck away from the goblin tribes.  Am I right so far, Gogmurt?"

Gogmurt says "Demon woman leading goblins to destruction, yes."

Glum:
Glum paused to let Gogmurt answer.  "So, without the idiots that have the ear of Gogmurt's current commander, the goblins could go back to raiding underground and the occasional foray.  I'm sure that Gogmurt knows that the course the longshanks female has led the goblins on can only lead to the annihiliation of the tribe... and even worse, to them being weakened relative to their goblin neighbours."

"Still with me Gogmurt?" he asked.
Gogmurt looks suspicious, but nods.  When Talis speaks, he looks wary and focuses on Cat and Glum.  "Gogmurt will go with you Longshanks and help kill this demon woman.  He swears on the spirits of mother earth to do so."  He says something in another language, [Private to Catessa Fallowfield: In druidic, "I so swear."]


Meanwhile, Zer-wedula hides himself in the bushes and watches the fort.  There are 2 guard towers with good views of the bridge, 1 on the left and 1 on the right.  He has seen no movement from the tower on the left and only sporadic movement from the 1 on the right (very sporadically, giving plenty of time to get across the bridge).  Of more concern are the goblins outside the fort.  He sees 4 goblins and 4 goblin dogs catch a seagull and tie some twine to it's leg.  Then they let the bird try to fly away.  The 3 not holding the twine try to hit the noisy bird with rocks and fail.  Then the goblin holding the twine, pulls in the bird and messily starts eating it, while it still lives.
Talis Revain
player, 87 posts
Tue 21 Jul 2009
at 18:55
  • msg #145

Re: 1.4 Goblins

 "Wise priestess (Cat), if you think we can trust him, I vote with you.  If you think we should kill him, I vote with you", and Talis picks up his bow and moves off so he can watch/cover Zer-wedula and the negotiations.
This message was last edited by the GM at 21:25, Thu 23 July 2009.
Glum
player, 236 posts
The world's least dour
dwarf. Hence the name.
Wed 22 Jul 2009
at 08:51
  • msg #146

Re: 1.4 Goblins

"Talis", says Glum, "I believe you are mistaken.  Once we kill the Priestess, Gogmurt's interests coincide with ours because he will be linked with us in the eyes of the tribe.  Moreover, he's innately conservative.  Goblins live by raiding, not by forming hordes and trying to conquer.  That's Orc behaviousr and a wise goblin like Gogmurt (and he must be wise, he's able to wield Divine magic) would be shamed by the idea of behaving like orcs."

(OOC He only translates into goblin the bits underlined.)
Catessa Fallowfield
player, 177 posts
Halfling Nature Priestess
...and Friend Garious
Wed 22 Jul 2009
at 11:26
  • msg #147

Re: 1.4 Goblins

Cat is torn. She doesn't trust goblins but this one seems different, a bit. She queries him further, [Private to DM: "What witch? You know if you betray us, these people will kill you. Slowly."]
This message was last edited by the GM at 21:26, Thu 23 July 2009.
DM
GM, 445 posts
Wed 22 Jul 2009
at 21:47
  • msg #148

Re: 1.4 Goblins

[Private to Glum: You do realize the goblin can speak and understand common?  He has spoken in it before.]

Gogmurt looks desperately between Glum and Cat, "Yes, of course the dwarf is right.  You make me Chief and not hurt any more goblins and me promise no more attacking Longshanks.  I swear."  He seems to be telling the truth (I rolled everyones sense motive).  Then he looks at Talis and back to Cat and says "Yes, Gogmurt understands, you probably kill him anyway, just for being born what he is.  How is that different from what we do?"

Zer-wedula sees the 3 who aren't eating grab bits and pieces from the dying bird and start to move around the edge, evidentially hunting for another seagull.  The 4 goblin dogs are watching the eating and licking their lips.
Glum
player, 238 posts
The world's least dour
dwarf. Hence the name.
Thu 23 Jul 2009
at 09:34
  • msg #149

Re: 1.4 Goblins

"I honestly don't think we can hold you to never attacking surface folk, Gogmurt, and even if we could, I don't think goblins work like that.  You wouldn't attack, but there would still be raiding and the like.  Don't worry, I'm not attacking you for it, merely recognising something of goblin nature.  I think what we can establish is an area where no goblin will attack, a limit on the size of such raids outside that area for a certain period, and perhaps some consideration toward how we could establish trade in order to reduce conflict between goblins and surface dwellers."

Glum was silent a moment or two then added, "Cat and Gogmurt, I realise that sounded insane but I have a feeling it might actually work.  What do you think?"
Catessa Fallowfield
player, 178 posts
Halfling Nature Priestess
...and Friend Garious
Thu 23 Jul 2009
at 14:01
  • msg #150

Re: 1.4 Goblins

Cat nods to Glum, "I don't fully like it but am willing to try. I suspect that if this works, we can at least tone down the goblin attacks. Doubt they'll end fully." A pause, "Anyone have a metal necklace or bits of armor that we can drape on our friend?" She figures the metal will annoy him and hopefully cut off his druid powers.
This message was last edited by the GM at 19:24, Thu 23 July 2009.
Talis Revain
player, 88 posts
Thu 23 Jul 2009
at 19:23
  • msg #151

Re: 1.4 Goblins

Talis will speak up, "Before you do that, why don't we test him.  Do you have any healing spells?  Then heal me.  Try anything tricky, and talking won't save you, and I will steal your soul by writing your name."  He will put down his bow, come over and free the goblin with his dagger, making sure the goblin is surrounded.

[Private to GM: once healed, grunt, how can you get us across the bridge with  minimum of violence]
This message was last edited by the GM at 21:26, Thu 23 July 2009.
DM
GM, 446 posts
Thu 23 Jul 2009
at 19:35
  • msg #152

Re: 1.4 Goblins

Cat, it doesn't quite work like that, or else druids can't use most magic rings (and a few other magic items).  You have to use a forbidden weapon or wear forbidden armor/shield.  The easiest way might be to put some metal on a shield and have him carry it.  That would work, good idea Cat.

A hopeful look crosses his face and he will proceed to start casting a spell...[Private to Catessa Fallowfield: clw, please use green for talking, it makes it easier for me to read, thanks.][Private to Talis Revain: clw]any reactions.
This message was last edited by the GM at 21:33, Thu 23 July 2009.
DM
GM, 447 posts
Sun 26 Jul 2009
at 00:07
  • msg #153

Re: 1.4 Goblins

...and Talis has most of his wounds healed.  Gogmurt will then say in an effort to please,"See, Gogmurt be trusted.  Gogmurt lead you over and say you friends of Longshanks woman.  Good plan, you like?"
Glum
player, 241 posts
The world's least dour
dwarf. Hence the name.
Wed 29 Jul 2009
at 09:52
  • msg #154

Re: 1.4 Goblins

Glum shrugged.  "It sounds a mad plan Gogmurt, and none of us trust you but it just might work.  If it doesn't though, you do realise your erstwhile friends will fire arrows at you, n'est-ce pas?"
Catessa Fallowfield
player, 180 posts
Halfling Nature Priestess
...and Friend Garious
Wed 29 Jul 2009
at 15:33
  • msg #155

Re: 1.4 Goblins

Cat looks at Glum as he converses in Dwarven, "Let's get Gogmurt a metal shield and let's be on our way."
DM
GM, 451 posts
Fri 31 Jul 2009
at 18:33
  • msg #156

Re: 1.4 Goblins

Sorry for the delay, lets call it the "Way too hot summer doldrums", but the weather has cooled down some.

   So you strap Talis' buckler(with a metal edge) to Gogmurt's arm and give him his spear back (it would look suspicious, even to a goblin, if he was unarmed).  The potions are 2 clw(1d8+4), 1 speak with animal and 2 tree shape (all at 4th level), the cloak is +1 to saves, the wand is produce flame.  With a little judicious application of the disguise skill, Talis thinks the group can avoid being recognized by ordinary goblins.
   Off you go with Gogmurt in the lead followed by Glum, Talis, Zer-wedula and finally Cat/Garious.  As he reaches the rope bridge, Gogmurt says "only so many at once", indicating that Cat and Zer-wedula should wait for the others to cross before using the bridge.

A rope bridge spans the gulf between the cliff and a roundish, flat-topped
island sixty some feet to the north. Thick patches of nettles and briars grow
here and there atop the island, but its most impressive feature is a wooden
one-story stockade. Two thirty-foot-tall watchtowers guard the stockade’s
southern facade. The rope bridge itself is made of hairy rope and thick
wooden planks; the whole thing creaks and sways in the wind above the
churning surf eighty feet below.


   As you begin to cross, his caution seems justified as the bridge does not appear very sturdy or well made.  But you make it cross safely.  Shortly after starting across, you are noticed by the goblin dogs, who start whining and alert their riders (4 riders and 4 dogs).  Gogmurt says something in goblin, [Private to Glum: "These Longshanks with me"]that Glum signals is ok .  None of the goblins seem inclined to dispute this, but do start jabbering among themselves and take a step back when they catch sight of Garious.  2 goblins appear in the watch tower to the right, but none in the tower to the left.  Gogmurt gives them an order in goblin,[Private to Glum: "I will tell the Chief we are here, go back about your business"], Glum doesn't react and the goblins, muttering among themselves, turn and go about their business.

The stockade is made of thick wood. Closer inspection reveals that most
of the wood seems to have been scavenged from ships—a few nameplates
remain affixed to some of the timbers, while others look like they might
have once been masts.


   Gogmurt leads you to the front door, which is open.  As he approaches Gogmurt just shakes his head and mutters something under his breath in goblin [Private to Glum: "Told them Longshank heroes would come, stupid Chief wouldn't listen.  Just wait till Gogmurt Chief."]

The floor of this room is hard-packed soil, as if the builders either ran out of
lumber after building the walls and roof, or as if they simply never thought
about building a floor. A number of poorly preserved horse and dog heads
are mounted along the eastern wall, while along the southern wall hangs a
pair of large batlike wings tacked to the wall with daggers.


[Private to Catessa Fallowfield; Talis Revain: You notice 1 of the daggers holding the bat wings to the wall has a pearl handle]
[Private to Glum; Zer-wedula; Talis Revain: You hear a horse's neigh and some goblin dogs "barking", very muffled, coming from the north through one of the doors.]  Gogmurt leads you to he double doors to the north, "Chief through here."

http://www2.snapfish.com/slide...=161694151_161694151
This message was last edited by the GM at 20:01, Thu 06 Aug 2009.
Catessa Fallowfield
player, 183 posts
Halfling Nature Priestess
...and Friend Garious
Sun 2 Aug 2009
at 16:03
  • msg #157

Re: 1.4 Goblins

Cat really has bad feelings about this whole endeavor. She doesn't like having to trust a goblin to lead them into a goblin fort. At least there hasn't been fighting yet, so maybe it'll work out. The room with wings and heads gives her the creeps. She quietly points out a dagger with a pearl in the handle, as it's too high for her to reach. She asks Gogmurt, "How do we deal with the chief without bringing every near by goblin in to check on things?"

ooc: If people don't object, Cat will keep the potions, passing out the other stuff as needed or at the next down time.
Glum
player, 244 posts
The world's least dour
dwarf. Hence the name.
Sun 2 Aug 2009
at 16:20
  • msg #158

Re: 1.4 Goblins

Glum sighs.  "Sometimes, much as it galls me, we have to act like heroes.  It's a good day to die, don't you think?"
Talis Revain
player, 91 posts
Mon 3 Aug 2009
at 19:00
  • msg #159

Re: 1.4 Goblins

Talis goes over and pulls the ivory handled dagger from the wall and hands it to Cat with a flourish.  "So Gogmurt, fill us in on the layout of this place and was that a horse I heard?"
DM
GM, 453 posts
Mon 3 Aug 2009
at 19:49
  • msg #160

Re: 1.4 Goblins

   "Yes, you heard horse, goblins...." as he searches for a lie to replace "stole", "....found.  It tougher than Chief thought, and he couldn't kill it.    Stupid Chief got many goblins killed over a horse.  He wanted me to help, but I say "Get your Longshanks woman to help".  She not help him."  He shrugs.
   He points left/west "Guard tower and food".  Northwest door "dogs exercise yard".  To the door to the right/east of the double doors, "stairs down".  To the hallway (with 2 more doors) to the right/east "Barracks and guard tower."

While the knife is fancy, it isn't particularly well balanced.  Probably a decorative dagger used for social occasions rather than a blade made to kill.  It does look like it could be worth a goodly amount.  Gogmurt starts to react, but then thinks better of it and just keeps his mouth shut.
Jeweled Dagger has stats of a dagger, but worth more
This message was last edited by the GM at 19:51, Mon 03 Aug 2009.
Talis Revain
player, 92 posts
Mon 3 Aug 2009
at 22:09
  • msg #161

Re: 1.4 Goblins

Motioning to the north, Talis says "Shall we ask the Chief to dance".

[Private to GM: nat 13 o ht ff warchanter, ]
This message was last edited by the GM at 22:17, Mon 03 Aug 2009.
DM
GM, 454 posts
Mon 3 Aug 2009
at 22:37
  • msg #162

Re: 1.4 Goblins

The double doors open onto a 15'long x 10' wide hallway that ends in 2 more double doors.  As soon as everyone is ready (weapons, spells, etc...), the doors will open.

This large throne room is decorated with hanging furs along its walls, mostly
black and red-striped firepelt skins, various dog pelts, and in some cases,
what look like horse hides. Four square timbers support the ceiling, their
faces studded with dozens of iron spikes, with the lower reaches decorated
with dozens of impaled and severed hands in various stages of decay. To
the northeast, a wooden platform supports a throne heaped with dog pelts
and horse hides. Dog skulls adorn the armrests and a horse skull leers over
the throne’s back.

The room is 30'x30'.  In the middle are 3 goblins with horsechoppers fighting Garth.  Diagonally across the room is a large goblin sitting on the throne wearing  a breatplate.  On 1 side is a medium sized lizard with a saddle and on the other is a female goblin warchanter (bard with whip). She has a wand out and is concentrating on the fight.


You have caught them by surprise, please post what you prepared and what you action is and initiative.
This message was last edited by the GM at 22:37, Mon 03 Aug 2009.
Talis Revain
player, 93 posts
Mon 3 Aug 2009
at 22:41
  • msg #163

Re: 1.4 Goblins

Talis will move in 5' and throws a dagger at the warchanter, hitting (17 to hit) for 17 dam (sneak attack).
Glum
player, 245 posts
The world's least dour
dwarf. Hence the name.
Mon 3 Aug 2009
at 23:27
  • msg #164

Re: 1.4 Goblins

Glum casts Magic Weapon on his fists. [For 3 minutes (18 rounds?), he'll get +1 to hit and damage bonus in unarmed combat]
Zer-wedula
player, 181 posts
Tue 4 Aug 2009
at 00:32
  • msg #165

Re: 1.4 Goblins

Zer-wedula pulls out his wand of shocking grasp he was holding and his scroll of True Strike.
DM
GM, 455 posts
Tue 4 Aug 2009
at 18:39
  • msg #166

Re: 1.4 Goblins

PMs for everyone
[Private to Glum: That is what you did before the door opened, What do you do during the surprise round?  You recognize the Garth as an illusion.]
[Private to Zer-wedula: That is what you did before the door opened, What do you do during the surprise round?]
[Private to Catessa Fallowfield: What do you do before the door opens, What do you do during the surprise round?  You recognize the Garth as an illusion.]
[Private to Talis Revain:  You recognize the Garth as an illusion.]
Catessa Fallowfield
player, 184 posts
Halfling Nature Priestess
...and Friend Garious
Tue 4 Aug 2009
at 22:54
  • msg #167

Re: 1.4 Goblins

Cat mounts Gar and readies her sling. It may be a good day to die, but she doesn't want to waste her life. As the doors open, she nudges Gar in a bit. She sends a energy blast towards the war chanter, "The sparer is an illusion." Odd, very odd.

Sorry, jumped to conclusions. Was a bit confused on who is whom.
18:47, Today: Catessa Fallowfield rolled 10 using 1d20+5. attack. *I assume that's a miss/*

This message was last edited by the player at 00:15, Wed 05 Aug 2009.
DM
GM, 457 posts
Thu 6 Aug 2009
at 21:45
  • msg #168

Re: 1.4 Goblins

Round Surprise
Glum casts a spell (magic weapon) while keeping an eye on Gogmurt.

Talis steps into the room and throws a dagger through the throat of the Warchanter, who dosen't even have time to look surprised before she dies.  As she dies, the image of Garth vanishes.

Zer-wedula casts a spell on himself [Private to Zer-wedula: (true strike is "personal" and can't be cast on anyone else)].

Gogmurt stays behind Talis and says something in goblin, [Private to Glum: "I told you Chief, the Longshanks come.  And they are here to kill you."] and then laughs at the Chief, "hahaha".

Catessa Fallowfield & Garious, move into the room, but her shot goes over the head of the Chief.
Garious is at -2 chr and dex for 1 day from itching.


Tactical Situation
You got initiative on the goblins who are still flat-footed and can't react yet.
On the opposite corner of the room is the Chief in  metal breastplate armor and his pet medium sized lizard (Gecko).  In the middle of the room are 3 goblins with drawn horsechoppers.

Everyone post, Include AC nd current hp
Zer-wedula
player, 182 posts
Fri 7 Aug 2009
at 22:53
  • msg #169

Re: 1.4 Goblins

AC 15, 33 hp

18:49, Today: Zer-wedula rolled 1 using 1d8.
18:49, Today: Zer-wedula rolled 32 using 1d20+24. Crossbow, true strike.



Zer-wedule loads and shoots his crossbow, hitting the chief.  "True Strike does not mean potent strike, it would seem," he mutters.

"I am thinking of using the charm of the electrical grip on the three in front.  Does anyone have a better plan?"
Catessa Fallowfield
player, 185 posts
Halfling Nature Priestess
...and Friend Garious
Sat 8 Aug 2009
at 16:32
  • msg #170

Re: 1.4 Goblins

Cat: AC: 16  HP 20/21
Gar: AC: 17  HP 27/30



Cat keeps Gar behind the larger members of the group as she fires off an energy blast towards the chief.

12:28, Today: Catessa Fallowfield rolled 6 using 1d20+5. attack. *die roller hates me.*
DM
GM, 459 posts
Sat 8 Aug 2009
at 20:18
  • msg #171

Re: 1.4 Goblins

Round 1
Glum says, "You wanted to be Chief, so get out there and fight" and delays until Gogmurt moves.

Talis draws another dagger and throws it at the Chief, who manages to avoid most of the blade and only takes a minor cut.  Hit, sneak attack for 13 damage.

Zer-wedula shoots and scores a scratch on the Chief, 1 dam.

Gogmurt glares at Glum, but hesitantly moves out along the wall Past Talis.

Glum moves forward and engages the goblins, hitting goblin1 for 5 dam

Catessa Fallowfield & Garious, again shots and misses.
Garious is at -2 chr and dex for 1 day from itching.
With so few party members, there really isn't anyone to get behind.


Chief & Giant gecko The chief fast mounts the Gecko and directs the gecko up the pillar.  He seems to be pulling a potion out and drinking it.  "Treachery druid, kill them all, but kill the druid first."  A second later you hear a glass vial hit the ground.
http://www2.snapfish.com/slide...161694151_161694151/

Goblin1 decides to take care of the dwarf in front of him first, but misses his attack.

Goblin2 & 3 Move around the Glum/goblin1 fight and attack Gogmurt, who attacks back with his readied action, doing 5 dam to goblin2.  1 hits for 10 dam.


Tactical Situation
Cat, Zer and Talis are gathered by the door in 1 corner, Gogmurt is fighting 2 goblin commandos in another corner, Glum is fighting a 3rd commando in the middle and the Chief (and his mount) have full cover behind a pillar that his Gecko is climbing.

http://www2.snapfish.com/slide...161694151_161694151/

            dam      status
Chief      - 14
Giant gecko-
Gogmurt    - 17
Goblin1    - 5
Goblin2    - 5
Goblin3    -

Everyone post, Include AC nd current hp
Talis Revain
player, 94 posts
Sun 9 Aug 2009
at 00:45
  • msg #172

Re: 1.4 Goblins

Talis says, "I'm ok, I need to separate a goblin from his pet" with a rakish smile and flashes the hook on his polearm.  Then he moves around to the left and tries to pull the Chief of his mount with a trip attack.

to hit 9(natural)
natural trip roll 20

Zer-wedula
player, 183 posts
Sun 9 Aug 2009
at 11:10
  • msg #173

Re: 1.4 Goblins

AC 15, 33 hp

Zerwedula moves up to Glum's aid and touches his opponent.

07:08, Today: Zer-wedula rolled 16 using 5d6. damage, assuming CL 5 on wand.
07:07, Today: Zer-wedula rolled 13 using 1d20+3. Touch attack, wand of shocking grasp.

Glum
player, 246 posts
The world's least dour
dwarf. Hence the name.
Wed 12 Aug 2009
at 17:47
  • msg #174

Re: 1.4 Goblins

AC 15 HPts 28

Glum aims a blow at goblin 3 who ducks.

18:46, Today: Glum rolled 7 using 1d20+5. Thump goblin 3.
This message was last edited by the player at 00:52, Thu 13 Aug 2009.
Catessa Fallowfield
player, 186 posts
Halfling Nature Priestess
...and Friend Garious
Thu 13 Aug 2009
at 00:31
  • msg #176

Re: 1.4 Goblins

Cat: AC: 16  HP 20/21
Gar: AC: 17  HP 27/30


What a mess! Cat feared things were only going to get worse. She half felt bad for Gogmort and sends an energy blast at his attackers, keeping Gar near Zer.

20:28, Today: Catessa Fallowfield rolled 16 using 1d20+5. attack. *a hit?*
20:30, Today: Catessa Fallowfield rolled 4 using 2d6. damage ?.

DM
GM, 462 posts
Thu 13 Aug 2009
at 19:39
  • msg #177

Re: 1.4 Goblins

Round 2
Talis moves around the room and uses his polearm to pull the Chief from his mount, but the Chief knows how to take a fall and suffers no damage.  However, Talis is quite adept at hitting people while they are down (improved trip) and smacks the goblin Chief for 10 dam.

Zer-wedula moves forward with barbarian speed to a flanking position, casting a spell.  With a touch (which barely hit) he sends the goblin on Glum to the next world, "arghhhh".

Gogmurt attacks 1 of his attackers, hitting for 7 damage, and goblin2 goes down.

Glum attacks, but misses

Catessa Fallowfield & Garious, moves and shots, scoring a hit on goblin3 for 5 dam
+1 dam for point blank
Garious is at -2 chr and dex for 1 day from itching.


Chief & Giant gecko With cover from the pillar, the Chief stands up and with a word in goblin  [Private to Glum: "Here Stickfoot"], fast mounts the Gecko as it goes by and up the wall over toward Gogmurt.  They engage in a heated conversation in goblin.[Private to Glum: Chief "Using Longshanks, stupid druid, they enemy."  Gogmurt "You have your Longshank woman, now my longshanks kill you and her."  Chief "You, go get others."]  The Chief pulls out another vial as he rides.  He stops above Gogmurt and has the Gecko attack, but he misses.

Goblin3 tries to withdraw yelling in Goblin [Private to Glum: "Longshanks attacking"], so Gogmurt doesn't get an Aoo, but Glum is in a better tactical position and does get an Aoo.  If not stopped he will getto the 2nd set of double doors and open them.


Tactical Situation
Cat, Zer and Talis are gathered in the middle of the room, Gogmurt is fighting the Chief/Stickfoot (who are on the wall) in a corner, Glum has a chance to attack the last commando as he moves to alert the rest of the tribe.  The last commando is at the indicated location only if Glum manages to stop him, otherwise he is at the 2nd set of double doors, having just opened them (so odds are the tribe will be alerted).

http://www2.snapfish.com/slide...161694151_161694151/

            dam      status
Chief      - 36
Giant gecko-
Gogmurt    - 17
Goblin1    - 18      dead
Goblin2    - 12      dying
Goblin3    -  5

Everyone
 post, Include AC and current hp

Glum, don't forget your Aoo,

This message was last edited by the GM at 17:46, Fri 14 Aug 2009.
Glum
player, 247 posts
The world's least dour
dwarf. Hence the name.
Thu 13 Aug 2009
at 20:40
  • msg #178

Re: 1.4 Goblins

Glum grabs hold of the commando and drags him into his embrace before the goblin can get to help.  He then squeezes the bejazus out of the grappled goblin.

21:38, Today: Glum rolled 10 using 1d20+5. Thump grappled commando.
21:37, Today: Glum rolled 22 using 1d20+6. AoO grapple Commando.
00:20, Today: Glum rolled 5 using 1d6+1. Damage goblin.

This message was last edited by the player at 23:22, Thu 13 Aug 2009.
DM
GM, 463 posts
Thu 13 Aug 2009
at 21:19
  • msg #179

Re: 1.4 Goblins

Glum manages to hold onto the commando with Glum having size and skill going for him, the Commando has to get an lucky to break it.  And actually, a 10 succeeds because you can make a grapple check to do your damage instead of a to hit roll and you get more +'s on that roll vs goblins.  I'm not sure I would recommend this tactic except vs small humanoids. and on his turn does damage to the goblin.  Go ahead and roll dam Glum.
Zer-wedula
player, 184 posts
Thu 13 Aug 2009
at 22:44
  • msg #180

Re: 1.4 Goblins

AC 15, 33 hp

Zer-wedula surveys the situation and surmises that if the gecko can reach tiny, wizened, shriveled old Gogmurt it must be low enough for a mighty barbarian to reach.  He strides over to it, wand in hand.

"Remove the mount, remove the rider," he chortles as he touches the gecko.

18:42, Today: Zer-wedula rolled 20 using 5d6. Wand of shocking grasp!  Geico!.
18:42, Today: Zer-wedula rolled 19 using 1d20+3. Touch attack on giant gecko.

Talis Revain
player, 95 posts
Fri 14 Aug 2009
at 17:49
  • msg #181

Re: 1.4 Goblins

Talis follows the Chief and reaches out with his Guisarme, catching the Chief with a solid hit (rolled natural 20 (failed confirmation with a 1, 11 dam).
DM
GM, 464 posts
Fri 14 Aug 2009
at 18:04
  • msg #182

Re: 1.4 Goblins

Talis catches the Chief right below the breast plate and sweeps him off his mount, again.  This time, he hits the ground like a sack of potatoes and just lies there, blood quickly begining to pool around him.  Without the Chief to guide it, the Gecko is easy pickings for Zer-wedula, who shocks the thing which falls to the ground on top of the Chief.  Gogmurt quickly stabs the Chief in the throat with his spear and says something in goblin, [Private to Glum: "Where's your Longshanks witch now?"].  Then looks around and sees Glum grappling with the commando.  His eyes grow cold, "That one you can kill.  Hurry before the rest get here.  Quick, hide in there" as he points to the door on the opposite side of where you entered "while I deal with my tribe."
This message was last edited by the GM at 04:35, Sat 15 Aug 2009.
Catessa Fallowfield
player, 187 posts
Halfling Nature Priestess
...and Friend Garious
Fri 14 Aug 2009
at 19:35
  • msg #183

Re: 1.4 Goblins

Well, that was quite a turn of events. Cat nudges Gar towards the rear, figuring Gogmurt won't betray them now. He did kill the chief after all. There is still a bit of doubt.
Talis Revain
player, 96 posts
Sat 15 Aug 2009
at 04:48
  • msg #184

Re: 1.4 Goblins

talis will look around at his companions and shrug (and if Glum doesn't kill the commando, he will), then shrug.  "Well, if he betrays us all the goblins will be in one place."  Then head to the indicated door, "If I can't see you, I will assume you are betraying us and we both know what will happen then" collecting his daggers on the way.
Glum
player, 248 posts
The world's least dour
dwarf. Hence the name.
Sun 16 Aug 2009
at 10:00
  • msg #185

Re: 1.4 Goblins

Glum does indeed kill the commando, strangling the life out of him and then checking his pulse before letting his inert body fall to the floor.  He waits to follow Talis into the place Gogmurt indicated, although at this point he is less trusting than before, simply because he entertains the possibility that Gogmurt may be an idiot and not recognise where his self-interest lies.

10:58, Today: Glum rolled 7 using 1d6+1. Killing the commando (damage).
10:57, Today: Glum rolled 12 using 1d20+7. Strangling the commando.

DM
GM, 465 posts
Mon 17 Aug 2009
at 21:06
  • msg #186

Re: 1.4 Goblins

   Since you seem to be going along, though he does flinch when Talis makes his threat, Gogmurt will quickly search the Chief and throws Talis a set of keys.  Then he draws forth the Chiefs dogslicer.  Even from a distance you can see this dogslicer is different than most.  It is very well made, masterwork quality at least (though how masterwork and dogslicer go together is mind boggling).  So you go to the indicated door, unlock it and enter.  There are no obvious traps or threats.
   Several rugs made from dog or horse hide lie strewn over the dirt floor
of this room. Against the north wall stands an impressive collection of
horseshoes, each nailed to the wall. To the east sits a ragged padded
chair next to a rickety desk that may have once been an expensive antique.
To the west sits a canopied bed covered with silk sheets and sporting a
once-impressive headboard that featured nymphs and satyrs cavorting in
a forest. The bed’s sheets are stained with dirt, while the headboard is
bashed and battered.

   Talis keeps the door slightly open (using hide skill) and keeps an eye on Gogmurt with his bow and everyone holds their breath to see what will happen.
This message was last edited by the GM at 20:53, Tue 18 Aug 2009.
DM
GM, 466 posts
Tue 18 Aug 2009
at 18:22
  • msg #187

Re: 1.4 Goblins

   The room you are in is probably the Chiefs bedroom, 10'x20' with no other exits.  The once nice things having suffered much abuse from the nasty goblin.  Talis and Glum keep watch on Gogmurt, who is nervously standing in front of the Chiefs chair.  He isn't very good at this because he keeps nervously glancing at the partially open door.  The seconds pass and about the time you think nobody heard, you hear a door open and a pair of goblin voice speak.  Glum narrates;
   "The goblins heard yelling, and are now screaming at Gogmurt asking who killed the Chief.  Gogmurt is saying he did and that 1 of them should go gather the tribe to pay homage to their new Chief.  I can't quite make out what the others are saying, but they seem to be arguing.  Gogmurt is saying, he killed the Chief and do they want to fight him.  Apparently they don't.  I think they just don't like Gogmurt.  Ok, 1 has gone off to gather the tribe while the other has been told to pull the bodies to the foot of the dais."  You can tell Gogmurt is doing something, but his back is toward you and you can't see what it is(he isn't casting a spell, at least not one with a verbal component).
This message was last edited by the GM at 19:46, Wed 19 Aug 2009.
Zer-wedula
player, 185 posts
Wed 19 Aug 2009
at 10:28
  • msg #188

Re: 1.4 Goblins

Zer-wedula moves back to where he can easily drop a flaming sphere in the doorway should goblins start boiling out in an unfriendly manner.  The scroll is ready in his hand.
Glum
player, 249 posts
The world's least dour
dwarf. Hence the name.
Wed 19 Aug 2009
at 10:48
  • msg #189

Re: 1.4 Goblins

Glum looks around for somewhere, anywhere, other than the Chief's bedroom to hide. Finding nowhere suitable, he shrugs and stands in the room, facing the door, ready to kick in the heads of any goblin approaching through Zer-wedula's flames.

11:47, Today: Glum rolled 9 using 1d20+2. Hide somewhere else.
Talis Revain
player, 96 posts
Wed 19 Aug 2009
at 19:46
  • msg #190

Re: 1.4 Goblins

Talis doesn't like how he can't see what Gogmurt is doing, but lets it go...for now.
This message was last edited by the GM at 19:46, Wed 19 Aug 2009.
DM
GM, 468 posts
Wed 19 Aug 2009
at 19:46
  • msg #191

Re: 1.4 Goblins

After a while, goblins start coming in and you don't need to speak goblin to understand they are confused and angry.  Glum continues to narrate the discussion.
  "They are angry, wait, goblin dogs.  They could give us away.  Gogmurt is telling them to keep the dogs out in the entrance.  I'm not sure I understand this part, he has sent someone to bring him his new wives?  Few believe he killed the Chief and 1 fellow asked where "those longshanks" are.  He says we have gone below to bring retribution onto the woman for tempting the Chief into ungoblin lusts.  He is going to show them that he is worthy to lead them and he wants them to follow him."  At this point, Gogmurt discards the shield (thats what he was doing) and starts moving out of sight.  By the sound of it there are at least a dozen goblins and many goblin dogs in the other room.  Apparently you have attracted the whole tribe to 1 room.

Next post will be tomorrow.  I thought I would give you a day to respond to this one if you want.
This message was last edited by the GM at 19:47, Wed 19 Aug 2009.
Zer-wedula
player, 186 posts
Wed 19 Aug 2009
at 22:41
  • msg #192

Re: 1.4 Goblins

"I am confused.  Is Gogmurt to lead the goblins into battle against their queen with us?  For my part, I would rather they not be in our way."
Glum
player, 250 posts
The world's least dour
dwarf. Hence the name.
Thu 20 Aug 2009
at 09:20
  • msg #193

Re: 1.4 Goblins

Glum grins and whispers... "Whole tribe in one room... do you know the fireball spell, Zer-wedula?"
Catessa Fallowfield
player, 188 posts
Halfling Nature Priestess
...and Friend Garious
Thu 20 Aug 2009
at 15:03
  • msg #194

Re: 1.4 Goblins

Cat groans quietly, "We need a distraction of some sort, outside. Else Gogmurt may die, then us."
Talis Revain
player, 97 posts
Thu 20 Aug 2009
at 18:07
  • msg #195

Re: 1.4 Goblins

To Zer-wedula "You got a burning hands?"  As Gogmurt throws down the shield, Talis twitches and glances at Glum.  [Private to Glum: In a whisper to Glum, "are we going to dance with the goblins or not?"  ooc: Do you want to attack, or see how this plays out.]
Glum
player, 251 posts
The world's least dour
dwarf. Hence the name.
Thu 20 Aug 2009
at 20:04
  • msg #196

Re: 1.4 Goblins

Glum whispers. "Let's see how this pans out.  If Gogmurt leads 'em all away, we'll sneak out, job done."
DM
GM, 469 posts
Thu 20 Aug 2009
at 21:15
  • msg #197

Re: 1.4 Goblins

You hear the goblin voice fade as Gogmurt leads them out of the room.  A quick glance reveals the room to be empty of goblins, living goblins that is.  The dead Chief is on the ground in front of the chair, along with the 3 commandos and the warchanter.  Talis retrieves his now ruined buckler (it will need to be repaired before he can use it again as Gogmurt cut the straps to free himself.)  The door in the corner where the Chief died is open and leads to a hallway.  Goblin sounds can be heard coming through the double doors, but they have a distant, outdoorsy quality and you can see daylight coming through those doors as well.  Suddenly there is a collective "ahhh" from the goblin tribe.  The goblin voices are joined by a demanding, deeper voice.  The goblins have been joined by someone or some thing that is most definitely not a goblin.  Glum says "Bruthazmus, the bugbear ranger is demanding to know what has happened.  Gogmurt is claiming he killed the Chief and he, Gogmurt now controls this magnificent horse.  Bruthazmus is coming in here to see for himself if the Chief is dead!"  You see a shadow move against the sunlight coming from the doors, what do you do.

[Private to Glum:
Glum, I am narrating for you to save time.  I hope that's ok with you?
]

You have a few rounds between the goblins leaving and the bugbear arriving, what do you do in that time?
Zer-wedula
player, 187 posts
Thu 20 Aug 2009
at 22:02
  • msg #198

Re: 1.4 Goblins

Zer-wedula readies his scroll of Bull's Strength for casting on either Talis, Glum, or himself.

"Do any of you think you can benefit more from enhanced strength than I myself?" he asks.
Glum
player, 252 posts
The world's least dour
dwarf. Hence the name.
Thu 20 Aug 2009
at 23:01
  • msg #199

Re: 1.4 Goblins

Glum whispers, "I don't think it would benefit me, what about you Talis."

[ooc, I've just realised I haven't been using the dwarven +1 v goblinoids and orcs at all in this campaign]

[Private to DM: No worries, that's fine]
Talis Revain
player, 98 posts
Fri 21 Aug 2009
at 18:23
  • msg #200

Re: 1.4 Goblins

Talis whispers "Save it, let's see if we can put him down quietly first" as he moves into an ambush position.
This message was last edited by the GM at 20:34, Fri 21 Aug 2009.
Zer-wedula
player, 188 posts
Fri 21 Aug 2009
at 19:28
  • msg #201

Re: 1.4 Goblins

Zer-wedula nods and loads his crossbow.
DM
GM, 470 posts
Fri 21 Aug 2009
at 20:34
  • msg #202

Re: 1.4 Goblins

   Talis seems to know what he is talking about, so Glum hides behind 1 door, Talis behind the other and Zer-wedula and Cat hide behind pillars.  Breathlessly you arrive at your hiding places just in time as the surprisingly soft footfall herald the bugbears arrival.
   Bruthazmus is a medium sized bugbear wearing studded leather armor and carrying a heavy flail.  Across his back is a truly massive masterwork composite longbow. Around his neck is a necklace made of elf ears.  He has a particularly disturbing stench about him, composed of sweat and perfume.  He doesn't even see the first blows as he stares at the dead goblin bodies.


Everyone gets a surprise round attack and everyone except Glum get initiative on round 1 as well, so they can also post your actions during the 1st round.


[Private to GM: Talis; nat 14 on attack, 2 hand grip +21,
hits with 2nd attack as well
]

http://www2.snapfish.com/slide...161694151_161694151/
This message was last edited by the GM at 21:44, Sat 22 Aug 2009.
Zer-wedula
player, 189 posts
Sat 22 Aug 2009
at 09:52
  • msg #203

Re: 1.4 Goblins

Zer-wedula eagerly fired his crossbow, sending a bolt wide of the bugbear.  Softly cursing his luck, he reloads and fires again.

05:51, Today: Zer-wedula rolled 3 using 1d8+1. Crossbow damage, point blank shot.
05:50, Today: Zer-wedula rolled 18 using 1d20+4. Dang!  Reload and make another attack.
05:49, Today: Zer-wedula rolled 9 using 1d20+4. Surprise crossbow attack.

Catessa Fallowfield
player, 189 posts
Halfling Nature Priestess
...and Friend Garious
Sat 22 Aug 2009
at 18:12
  • msg #204

Re: 1.4 Goblins

If Cat remembered what Gogmurt had said, the bugbear was a major ally to the old chief, thus a major foe to the group. Peeking out, she sends an energy blast towards the beast. She fears the rest of the tribe will descend upon them soon.

14:06, Today: Catessa Fallowfield rolled 4 using 2d6. damage.
14:05, Today: Catessa Fallowfield rolled 16 using 1d20. critical check.
14:05, Today: Catessa Fallowfield rolled 24 using 1d20+5. attack. 

DM
GM, 471 posts
Sun 23 Aug 2009
at 22:34
  • msg #205

Re: 1.4 Goblins

The bugbear has no time to react and barely enough time to realize death is upon him before he goes down in a barrage of energy blasts, crossbow blots and melee attacks from Glum and Talis, all he can get out is a startled "Wha..." before he hits the floor with a thud.  You glance at the doorway, but the ambush happened so fast  and there is, by the sound of it, enough to hold the goblins attention outside that you seem to have gotten away with it.  Quickly you pull the bugbears body into the Chiefs bedroom, and ransack it while a couple of you ransack the other bodies as well.

I will let you know what you find tomorrow.
Talis Revain
player, 99 posts
Sun 23 Aug 2009
at 22:34
  • msg #206

Re: 1.4 Goblins

Quietly, Talis says, "Let's just try to sneak downstairs.  Is that ok with everyone?"

[Private to GM: Will secretly collect goblin weapons.]
This message was last edited by the GM at 20:34, Mon 24 Aug 2009.
Glum
player, 253 posts
The world's least dour
dwarf. Hence the name.
Sun 23 Aug 2009
at 23:12
  • msg #207

Re: 1.4 Goblins

"Seems favourite to me", said Glum.  "If Gogmurt hopes to negotiate a trade deal, he can send ambassadors.  If he wants peace, then we can gived that to him.  That or the other thing."
Catessa Fallowfield
player, 190 posts
Halfling Nature Priestess
...and Friend Garious
Mon 24 Aug 2009
at 13:33
  • msg #208

Re: 1.4 Goblins

Cat looks about, "Down works as long as the goblins don't pin us in. If we could take out a few first, I'd feel more comfortable. We need to find the winged woman or what ever she is to help neutralize this tribe, too."
Talis Revain
player, 100 posts
Mon 24 Aug 2009
at 20:30
  • msg #209

Re: 1.4 Goblins

Talis smiles at Cats wanting to kill goblins, but says "Goblins weren't that big of threat to Sandpoint before Nualia came along and she is planning to release Malfeshnekor.  That sounds like much more of a threat to me.  Let's just coast on down while things are nice and quite.  You can always try to kill after talking, but it's harder to talk after you try to kill."
DM
GM, 474 posts
Mon 24 Aug 2009
at 22:21
  • msg #210

Re: 1.4 Goblins

from bugbear;
potion marked as "cure wounds", heavy flail, mw (+4str)comp longbow, 20 arrows, 4 magic/evil looking arrows, 4pp (looking new and shiny)

from the goblins;
wand, 3+1+1 potions (unmarked 1 from each goblin, though 3 are identical), mw(magical?) breastplate, ring of keys

In the background you can hear the goblins yelling, goblin dogs yelping and a horse neighing.  Glum says, "They are celebrating a new Chief."
This message was last edited by the GM at 22:23, Mon 24 Aug 2009.
Glum
player, 254 posts
The world's least dour
dwarf. Hence the name.
Tue 25 Aug 2009
at 09:27
  • msg #211

Re: 1.4 Goblins

Glum grins, "They're celebrating a new chief, so it's time for us to go down.  Maybe there'll be another way up."
Catessa Fallowfield
player, 192 posts
Halfling Nature Priestess
...and Friend Garious
Tue 25 Aug 2009
at 16:13
  • msg #212

Re: 1.4 Goblins

Cat gives a light frown, then nods, "Lead the way."
DM
GM, 475 posts
Tue 25 Aug 2009
at 19:30
  • msg #213

Re: 1.4 Goblins

   You sneak out to the entrance room with the stench of Bruthazmus, the bugbear, still fresh in your noses.  Through the open door you can sense goblins moving about and doing goblin stuff.  They are busy and don't notice as the group opens the previously indicated door and slips downstairs.
   The construction on this level is decent, from modern times.  Your information is that this level and the fort above were built by a group of Varisian Lamashtu cultist about 200 years ago.  The stairs show signs of use and even have a lite lantern to provide light.

   A single lantern hangs from a hook on the wall
next to where the stairs enterthis room from the north.
Six rickety doors open into this room, and a
few discarded dog pelt rugs lie forgotten in the northeast corner.


   This 25' x 15' room has a single door in 3 wall(N,E,W), while the wall opposite the stairs(S) has 3, 2 of which are partially open. As you move to investigate the open door, you begin to smell that same hideous stench that was on the bugbear.

   Dozens of ratty cushions, lumpy pillows,
and rumpled dogskin furs lie heaped in the south
half of this chamber, which smells of a nauseating
mixture of vinegar and rotten flowers.


   This does not look like a bugbear lair, it looks like perhaps a female goblins den, several in fact.  The comment Glum heard about Gogmurt summoning his (the Chiefs) wives makes sense.  But why did Bruthazmus smell so heavily of this room?   The very thought just makes you want to gag.

   The other partially open door leads to a
room whose walls are lined with small wooden cages.
Inside each cage is a dirty mound of straw.


   Horrifyingly, this is the Thistletop nursery. Most goblin tribes have equally reprehensible methods of raising children—very few tribes actually coddle and protect their young, since the theory is that such activity only results in adult goblins who can’t defend themselves. Goblin wisdom instead supports methods like these cages, where fast-growing goblin babies and children are raised like animals on daily regimens of raw meat and abuse so they grow up properly mean and strong.  Thankfully, there are no young ones at this time.
   The rest of the doors all appear well used, none are locked.  Examinations reveal light coming from the doors to the north and south.  No sounds are heard from any door.


Pick a direction, N, S, E, W?  1st post chooses.

Catessa Fallowfield
player, 193 posts
Halfling Nature Priestess
...and Friend Garious
Tue 25 Aug 2009
at 20:05
  • msg #214

Re: 1.4 Goblins

north
DM
GM, 476 posts
Tue 25 Aug 2009
at 20:43
  • msg #215

Re: 1.4 Goblins

   The rickety door opens onto a 15' long passage that opens into a small(10x10) room with a lit lantern providing faint light.  Two large stone doors sit in the western walls here, their faces carved with images of horrific, deformed monsters clawing their way out of pregnant women of all races.  All the wooden doors have been of poor construction, consistent with goblins.  These doors are well made and obviously of non-goblin make.  The images are easily identified as being associated with the cult of Lamashtu, Mother of Monsters.
   To the north there is a passage leading to a rickety door and to the east a passage leads to a stronger looking door that is secured with a stout beam to prevent it from being opened from the other side.  There is a faint smell of saltwater coming from this door.

choose, evil door, closed door, plain door
Talis Revain
player, 102 posts
Tue 25 Aug 2009
at 20:44
  • msg #216

Re: 1.4 Goblins

Plain door please.
DM
GM, 477 posts
Tue 25 Aug 2009
at 21:24
  • msg #217

Re: 1.4 Goblins

I am assuming you are doing cursory searches of most rooms, which will be good enough to find anything that is not intentionally hidden.  If you wish to do a more complete search of a room, or want to examine something more closely, I will edit stuff in.

The lower four feet of the walls in this empty room are covered with crude
drawings in mud, blood, and paint. Most of the drawings show goblins
engaged in some sort of violence against humans, horses, or dogs. One
picture on the north wall is at least three times the size and complexity of
the other scrawlings. This image shows Thistletop from the side, the goblin
stockade perched atop it like a crown. A cave has been drawn into the
center of the image, and looming inside is what appears to be an immense,
muscular goblin with snake-like eyes and a dogslicer in each taloned hand.
If the scale compared to the rest of the drawing is to be believed, this
goblin must be at least thirty feet tall.  Perhaps this is Malfeshnekor.


   There is 1 other door leading out of this room to the left that leads to a 10' long passage, ending in a door with light coming from under it.  No sound can be heard from the other side, so with your hearts pounding and weapons ready you open it.

A large table surrounded by chairs fills much of this room. A slateboard to
the north is covered with scribblings in chalk, but the map of Sandpoint
that has been carefully inscribed on it leaves no doubt as to the purpose of
this room—this is doubtless where the recent raid was planned.


   There are 2 doors leading out of this room, 1 leads to stairs going up.  As the group is listening at the other door, you hear someone on the other side say in common "What Skivver?  Strangers with a dog, damn that little druid was right" and you hear spellcasting (though with the penalties for not seeing the caster, no one can identify the spell).

We will be using initiative, though whether you actually attack or not is up to you, so combat may or may not happen.  Don't wait to post, but if you want to post some options, I will choose the appropriate one.
Voice (already gone)
Glum
Zer-wedula
Talis
Catessa Fallowfield  & Garious

This message was last edited by the GM at 21:29, Tue 25 Aug 2009.
Glum
player, 255 posts
The world's least dour
dwarf. Hence the name.
Tue 25 Aug 2009
at 21:39
  • msg #218

Re: 1.4 Goblins

Without waiting to see whether or not there would be violence, Glum bowed his head and, drawing on the power of his innate goodness, blessed the party.

[casts bless]
Zer-wedula
player, 190 posts
Tue 25 Aug 2009
at 23:58
  • msg #219

Re: 1.4 Goblins

Zer-wedula casts Bull's Strength on Talis!
Talis Revain
player, 103 posts
Wed 26 Aug 2009
at 21:40
  • msg #220

Re: 1.4 Goblins

Talis puts his shoulder into the door and blows it down, he will then melee/throw a dagger at the closest target as appropriate, figuring anyone down here is most likely an ally of Nualia.

to hit roll 15
DM
GM, 479 posts
Thu 27 Aug 2009
at 18:38
  • msg #222

Re: 1.4 Goblins

A large wooden worktable sits in the middle of this 10x15 room, its surface cluttered with scrolls, books, stone tablets covered with dense, spiky runes, and fragments of carvings that appear to have been chipped off of statues or bas-reliefs. To the north, a floor-to-ceiling set of wooden shelves sag with picks, shovels, brushes, lanterns, and other equipment one might expect to see at an archaeological site.  In the far corner a human female hides behind a chair with a wand out in 1 hand and an everburning torch in the other.  You see no one else in the room.
There is an open secret door across from the door you entered.  The female is young, wears a stylish silk gown and nice cloak.  She looks scared when Talis bursts into the room and throws his dagger at her.  She has not been caught flat-footed and he only has a small opening and his dagger deflects off of her mage armor spell.

http://www2.snapfish.com/slide...161694151_161694151/
Catessa Fallowfield
player, 195 posts
Halfling Nature Priestess
...and Friend Garious
Fri 28 Aug 2009
at 19:55
  • msg #223

Re: 1.4 Goblins

Cat rides Gar into the room, holding hands up, confused and trying to make sense of the situation, "Whoa! Are you working with the goblins?"
Glum
player, 256 posts
The world's least dour
dwarf. Hence the name.
Fri 28 Aug 2009
at 20:11
  • msg #224

Re: 1.4 Goblins

Glum follows Cat but waits at the doorway to see if there was an answer to Cat's question.
DM
GM, 481 posts
Fri 28 Aug 2009
at 23:47
  • msg #225

Re: 1.4 Goblins

The woman reacts with fear at being attacked and her eyes grow bigger when Cat and Garious enter, and bigger when Glum appears in the door.  Outnumbered 4 to 1, she looks at the secret door and screams "Assassins, run Skivver" as she bolts for the secret door.  The table between her and the party provides enough cover to "prevent" (cause to miss) Aoo and she darts out of sight around the corner and down the stairs.  A heretofore unseen cat (cats really have obnoxious hide scores), bolts down the stairs ahead of her.
Zer-wedula
player, 191 posts
Sat 29 Aug 2009
at 01:49
  • msg #226

Re: 1.4 Goblins

"Come with me, Glum!" Zer-wedula shouts as he runs after the woman  He figures that the stubby monk's improved speed will allow him to keep up.  At the top of the stairs he draws his falchion.
Talis Revain
player, 103 posts
Sat 29 Aug 2009
at 07:41
  • msg #227

Re: 1.4 Goblins

Talis looks at Cat with amazement "Uh, yeah she's alone and in the middle of a goblin fortress, still armed and clothed."  With a polite gesture he indicates that she should proceed him down the stairs, "I'll watch the back."  As he follows the group, he wll close the secret door behind him.
This message was last edited by the GM at 07:41, Sat 29 Aug 2009.
Glum
player, 257 posts
The world's least dour
dwarf. Hence the name.
Sat 29 Aug 2009
at 11:49
  • msg #228

Re: 1.4 Goblins

Glum follows Zer-wedula, drawing nothing and looking for an opportunity to tackle the girl and bring her to the ground.
DM
GM, 483 posts
Sat 29 Aug 2009
at 17:59
  • msg #229

Re: 1.4 Goblins

Catessa Fallowfield  & Garious
Talis
Woman and cat
Glum
Zer-wedula

Zer-wedula and Glum manage to keep right on the womans heels with their superior skill, speed and vision, even though she knows these stairs well.
Catessa Fallowfield
player, 196 posts
Halfling Nature Priestess
...and Friend Garious
Sat 29 Aug 2009
at 18:12
  • msg #230

Re: 1.4 Goblins

Cat rides Garius down the stairs in order to not get left behind. This was so strange. She called out, "Mistress? Stop, please. We aren't here to hurt you." Assuming you aren't helping the goblins.
Zer-wedula
player, 192 posts
Sat 29 Aug 2009
at 18:44
  • msg #231

Re: 1.4 Goblins

Zer-wedula giggles at Cat's commentary and plans which vertebrae he will cut between as soon as he catches the woman.
DM
GM, 484 posts
Sat 29 Aug 2009
at 20:16
  • msg #232

Re: 1.4 Goblins

  The stairs are steep and have landings with turns every 10' or so.  But so long as you don't try to go to fast, it's not dangerously steep.  Cat and Garious follow the moving light and her 2 allies down the stairs, but her words don't seem to be having much effect.  Perhaps it is because she if focused on not getting killed by the 2 men chasing her, 1 waving around a BIG sword.  Talis follows and carefully, making sure he can open it, closes the door behind him.
  The woman continues down the stairs, running from the men chasing her.  She arrives at a stone door hanging ajar that open into a room, lit by a lantern.  As she enters the room she yells "Help Nualia, they're here to kill me."  She runs next to a wall and starts casting a spell.  As Cat, Zer-wedula and Glum enter the room, there are suddenly 5 women where 1 had been before.  They are all identical, with identical scared expressions and all move as 1 (mirror image).

She is 30' from Glum, 35' from Zer-wedula and 40' from Cat/Garious, though Talis is a round behind (dealing with the door).
This message was last edited by the GM at 18:34, Sat 09 Jan 2010.
Glum
player, 258 posts
The world's least dour
dwarf. Hence the name.
Sat 29 Aug 2009
at 21:46
  • msg #233

Re: 1.4 Goblins

Glum has no idea which of the mirror images is the real woman, but that doesn't matter.  He throws a mental die and it comes down four, so he charges the second from the right, aiming to run through her if she's an illusion or grapple her if she's not.

22:45, Today: Glum rolled 14 using 1d20+7. Grapple (incl Bless Bonus).
22:45, Today: Glum rolled 21 using 1d20+6. Will Save.

This message was last edited by the player at 21:48, Sat 29 Aug 2009.
Zer-wedula
player, 193 posts
Sun 30 Aug 2009
at 18:03
  • msg #234

Re: 1.4 Goblins

AC15, 33 hp

Zer-wedula splits from Glum and decides to work down the line from the opposite end.  He runs to the nearest woman and swings, keeping his eyes open for a chance to aim a kick at a cat.



14:01, Today: Zer-wedula rolled 3 using 2d4. Dmamge?.
14:01, Today: Zer-wedula rolled 14 using 1d20+4. Whacking the cat lover!.

Catessa Fallowfield
player, 198 posts
Halfling Nature Priestess
...and Friend Garious
Sun 30 Aug 2009
at 19:24
  • msg #235

Re: 1.4 Goblins

Cat sighs at her companions. She rides towards woman 2 while drawing her spear, calling out, "Can't we talk!?"
DM
GM, 485 posts
Mon 31 Aug 2009
at 19:07
  • msg #236

Re: 1.4 Goblins

  The room you are fighting in has statues, alcoves, a door at the far end and is sloped.  The slope doesn't appreciably effect movement, but does give a +1 to hit on the up hill side.  You have entered the downhill side, so are fighting up hill.  That is all you notice while in combat.
  Glum and Zer-wedula hit...air, as you hit the illusions they vanish.  2 down, 3 targets left.  Talis hears sounds of combat as he comes down the stairs.  The woman seems to finally hear what Cat has to say "Sure, but first call off your assassins" as she tries to avoid blows.

What does Cat say and do.  Then the woman will do her action.

Catessa Fallowfield  & Garious(Have used a move action to move forward and draw weapon, Cat still has a standard action left (to get into attack position Garious has to move around Glum and Zer-wedula)
Talis
Woman and cat
Glum
Zer-wedula
This message was last edited by the GM at 19:40, Thu 03 Sept 2009.
Catessa Fallowfield
player, 199 posts
Halfling Nature Priestess
...and Friend Garious
Tue 1 Sep 2009
at 20:07
  • msg #237

Re: 1.4 Goblins

My assassins? If things weren't so dire, Cat would laugh. Then what the woman said earlier clicks in. Cat charges towards the second "woman", yelling, "Nualia is the enemy of us all!!!" She fires an energy bolt along her arm with the spear at the target.

16:00, Today: Catessa Fallowfield rolled 12 using 2d6. damage ?.
16:00, Today: Catessa Fallowfield rolled 18 using 1d20+5. attack.

DM
GM, 486 posts
Tue 1 Sep 2009
at 20:59
  • msg #238

Re: 1.4 Goblins

Glum
Zer-wedula
Catessa Fallowfield  & Garious
Talis
Woman and cat

  Cat also hit an illusion, so now there are only 2.  Garious move around her to block(get an aoo) her movement.  The woman crows triumphantly, "Ha, I knew you were just trying to trick me."  Her smile fades as the odds are still really bad.  A look of resignation crosses her face, "I'll take some of you with me you bastards."  She moves and places her back to the far wall, next to the door, yelling "Help."  Then, she casts a spell (defensively, so no aoo) and a fan of flames shoots from her fingers.  She manages to catch everyone in the flames.
  She is in a corner, so no flanking.  2 people (Cat/Garious and Glum(unless he lets Zer-wedula) can attack freely, the 3rd must deal with some cover provided by a column.  Talis arrives in time to see the woman cast her spell and move.

1- Aoo from movement from everyone (including Garious).
Assuming she survives-
2- ref save dc 14 for half damage, (fire) dam full=12, half=6

Everyone post, Glum- do you take the better position or let Zer have it?

This message was last edited by the GM at 21:53, Tue 01 Sept 2009.
Glum
player, 259 posts
The world's least dour
dwarf. Hence the name.
Tue 1 Sep 2009
at 21:38
  • msg #239

Re: 1.4 Goblins

Glum keeps moving through the now disappeared illusory girl and makes his way through to the door on the opposite side.  The real girl backs into the corner and catches him with her flame.  "Excuse me", he said, "But would you mind doing that elsewhere?"  He tries to open the door, leaving space for Zer-wedula to come through.
This message was last edited by the GM at 21:54, Tue 01 Sept 2009.
Catessa Fallowfield
player, 200 posts
Halfling Nature Priestess
...and Friend Garious
Wed 2 Sep 2009
at 15:47
  • msg #240

Re: 1.4 Goblins

Cat attacks the real target with an eldrich blast, letting Gar attack as well,  "Thought ... you ... were ...  hostage"

11:35, Today: Catessa Fallowfield rolled 10 using 2d6.
11:35, Today: Catessa Fallowfield rolled 12 using 1d20. critical check.
11:35, Today: Catessa Fallowfield rolled 19 using 1d20+5 attack
11:42, Today: Catessa Fallowfield rolled 8 using 1d6+3. damage for Gar.
11:42, Today: Catessa Fallowfield rolled 18 using 1d20+1. gar attack.

This message was last edited by the player at 21:48, Wed 02 Sept 2009.
Talis Revain
player, 104 posts
Wed 2 Sep 2009
at 21:45
  • msg #241

Re: 1.4 Goblins

Talis will try to attack in any place Zer-wedula leaves for him, but misses horribly (rolls a 1). "Whoops" with a rueful grin.
Zer-wedula
player, 194 posts
Wed 2 Sep 2009
at 23:10
  • msg #242

Re: 1.4 Goblins

19:09, Today: Zer-wedula rolled 5 using 2d4. Damage!.
19:08, Today: Zer-wedula rolled 16 using 1d20+4. And the attack.
19:08, Today: Zer-wedula rolled 7 using 1d20+4. Reflex save.


AC 15, 21 hp



Zer-wedula cries out from the pain of the flames and shouts, "Now you're dead!" as he cuts at the girl.
DM
GM, 487 posts
Thu 3 Sep 2009
at 20:56
  • msg #243

Re: 1.4 Goblins

Bless: +1 morale bonus on attack rolls and on saving throws against fear effects

  The woman manages to move away without getting hit as she has quite the talent for zigging when you zag (she has mobility and gets +4 ac vs these Aoos).  So she gets to her corner and casts her spell.  Cat, Zer-wedula(already noted) and Glum takes 12 (fire)damage, but Garious manages to duck under the flame and takes none. (evasion rocks)
  Glum moves next to the door, leaving Zer-wedula enough room to attack, and opens the next door onto another lit room.  This room is much smaller with 3 statues and 2 doors and another lantern in front of 1 of the other doors, but with the distraction of combat, thats all you notice.
  The rest of the group attack the woman, but only Cat hits.  Though she does seriously injury the woman for 10 dam.  The woman is now desperate, gasping for breath from the pain of the injury.  But like a cornered animal, she fights back, "I won't give you bastards the satisfaction".  She casts  (defensively, no aoo, success), shatter on the biggest weapon (sometimes bigger isn't better), Talis polearm.  (dc 15 will save or the polearm is destroyed).
  At this point, the door in the other opens and a woman appears in the door, a scowl on her pretty face.  "Lyrie, this had better be important, I...", then she notices the open door and the fight going on and stops midsentence.  Tsuto was a good artist and you recognize her from her pictures in his notebook.  Nualia has silver hair, violet eyes, and a shapely figure as part of her angelic heritage.  Her left hand has been transformed into a demonic red talon.  With the exception of her demonic hand and her scarred belly, the rest of her body is incongruously beautiful.  She wears a breast plate that leaves her scarred belly exposed, a fancy medallion around her neck and bears a nice looking bastard sword.

Tactical Situation
http://www2.snapfish.com/slide...161694151_161694151/

Glum
Zer-wedula
Catessa Fallowfield  & Garious
(You can only take aoo with melee weapons, you don't threaten with you eldrich blast)
Talis
Lyrie and Skivver
http://www2.snapfish.com/slide...161694151_161694151/
Nualia
http://www2.snapfish.com/slide...161694151_161694151/
Zer-wedula
player, 195 posts
Fri 4 Sep 2009
at 02:11
  • msg #244

Re: 1.4 Goblins

AC15, 21 hit points.

Zer-wedula takes a five foot step from the girl and cat, towards Nualia, and casts flaming sphere off his scroll to envelop Nualia.
Talis Revain
player, 105 posts
Fri 4 Sep 2009
at 17:20
  • msg #245

Re: 1.4 Goblins

15 will save
Glum
player, 260 posts
The world's least dour
dwarf. Hence the name.
Fri 4 Sep 2009
at 19:16
  • msg #246

Re: 1.4 Goblins

AC15 HPts 16/28 (before) 28/28 (after)

20:12, Today: Glum rolled 13 using 2d8+3. Cure own burns [cure moderate wounds].


Glum senses that Zer-Wedula's newfound barbarism will lead him to hurl fire at Nualia, and so for his own part, he stays back and prays diligently, the prayer producing a coruscating light that surrounds him and restores the damage done by Lyrie's fire.
Catessa Fallowfield
player, 201 posts
Halfling Nature Priestess
...and Friend Garious
Sun 6 Sep 2009
at 10:51
  • msg #247

Re: 1.4 Goblins

Cat: AC: 16  HP 8/21
Gar: AC: 17  HP 27/30
Cat is tempted to try and heal her wounds as well but decides to deal with this wounded foe first. She and Gar both attack.

I assume I can use an eldritch attack now.
06:50, Today: Catessa Fallowfield rolled 12 using 1d20+2. attack for Garious.
06:49, Today: Catessa Fallowfield rolled 7 using 2d6. damage.
06:49, Today: Catessa Fallowfield rolled 21 using 1d20+5. attack. *gatta be a miss :(*

Talis Revain
player, 106 posts
Sun 6 Sep 2009
at 21:02
  • msg #248

Re: 1.4 Goblins

Talis steps over the body of Lyrie, "Nothing personal miss, you just choose the wrong side."  Then Talis moves forward, passing Zer-wedula and drawing his magic sword and swings it at Nualia.

to hit 29 (natural 19)
crit to confirm 26
dam if not a crit 11
    if a crit    +15 = 26

DM
GM, 488 posts
Sun 6 Sep 2009
at 22:35
  • msg #249

Re: 1.4 Goblins

Bless: +1 morale bonus on attack rolls and on saving throws against fear effects
Bulls Str on Talis, +4 str (enhancement)


Round 6
Glum Stays where he is and heals his own wounds.

Zer-wedula moves toward Nualia, pulling out his scroll and creates a sphere of flame in her square which she manages to avoid, but in avoiding moves toward him (instead of back into the room).  So now the sphere is between her and the room she just came from.

Catessa Fallowfield & Garious, attack Lyrie.  Garious misses, but Cat scores a hit and she falls to the ground, bleeding.  Then they move behind Zer-wedula.

Talis moves toward Nualia, but as he steps onto the square in front of Zer-wedula, 2 iron portcullises start to drop down from the ceiling, threatening to trap him in.  Quickly realizing their was no room behind, he tumbles forward (makes his ref save).  Nualia was not expecting him to get through the trap and he catches her off her guard for a critical hit, adding a bleeding scar to her already hideously scarred belly.

Nualia snarls "More meat to sacrifice unto my Mother" before she tries to jump over the sphere, but only manages to jump through it for 12 dam.  She hisses in pain, "arghh".  Talis takes advantage of her lapse in focus, but misses, moves out of Talis' (and the groups) vision, where you hear her casting a spell (which no one can identify).  There is blood on Talis' sword.

Flying Hound before anyone can move, you hear a chilling bay, "awrrooooo" which sends chills down everyones spine, but no one runs away (everyone saved).  Then, Talis is confronted by a flying, snarling hound.  It looks something like a large, black greyhound with an almost humanoid face with glowing red eyes.  It doesn't attack, but puts itself into a position to attack if anyone trys to get around the sphere and into the room, licking it's lips with anticipation.

Tactical Situation
Cat, Zer-wedula and Glum are on 1 side of 2 iron portcullises and Talis is on the other, all alone with a nasty flying dog(?) and Nualia.  Only Talis has Line of Sight to the Flying Hound.

http://www2.snapfish.com/slide...161694151_161694151/

            dam      status
Nualia     - 38
Hound      -

Everyone
 post, Include AC and current hp

Talis Revain
player, 108 posts
Sun 6 Sep 2009
at 22:37
  • msg #250

Re: 1.4 Goblins

"Zer, can you move this (flaming Sphere), I'm a little busy up here", with a note of worry and concern in his voice.
Glum
player, 261 posts
The world's least dour
dwarf. Hence the name.
Sun 6 Sep 2009
at 22:55
  • msg #251

Re: 1.4 Goblins

AC15 HP28/28 Spells used L0 0/4 L1 1/3 L2 2/2
Magical Effects- Bless 15 rounds remaining.


Glum moves to the nearest portcullis and attempts to lift it.  Calling out to Talis, "If you were closer, I could protect you from evil."
This message was last edited by the player at 22:58, Sun 06 Sept 2009.
Talis Revain
player, 109 posts
Sun 6 Sep 2009
at 23:35
  • msg #252

Re: 1.4 Goblins

"If I move closer, the evil will eat my face", he says, obviously concentrating on something just inside the doorway.
Zer-wedula
player, 196 posts
Mon 7 Sep 2009
at 00:38
  • msg #253

Re: 1.4 Goblins

AC15, 21/33 hit points.


"I need some specifics, Talis,"
Zer-wedula replied.

He will attempt to move to see what Talis is dealing with, and if possible, move the Falming Sphere to engulf the opponent./
DM
GM, 489 posts
Mon 7 Sep 2009
at 01:34
  • msg #254

Re: 1.4 Goblins


Flaming Sphere
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.


You have to actively direct it for the sphere to move.  Once you have lost line of sight/effect, it stops moving.  So you could move it 5' more into the room, but that is all, or you can move it out into the hall.

Talis may make no more in character statements until next turn.  There is a limit on free actions at DM's discretion.

This message was last edited by the GM at 01:46, Mon 07 Sept 2009.
Zer-wedula
player, 197 posts
Mon 7 Sep 2009
at 10:38
  • msg #255

Re: 1.4 Goblins

"A pox upon my elven teachers and their limitations on my arcane might!" Zer-wedula murmured.

He moves the Flaming Sphere out into the hall.  "It may buy us some time to buff before we deal with Nualia."
Talis Revain
player, 110 posts
Mon 7 Sep 2009
at 18:09
  • msg #256

Re: 1.4 Goblins

"Thanks....down puppy", as Talis moves into the room and slashes another hit at the dog, for 27 damage.

28 to hit (19)
25 to confirm
10+17 damage

Catessa Fallowfield
player, 202 posts
Halfling Nature Priestess
...and Friend Garious
Tue 8 Sep 2009
at 16:13
  • msg #257

Re: 1.4 Goblins

Cat: AC: 16  HP 8/21
Gar: AC: 17  HP 27/30

Cat has the beginnings of a plan. Not a grand one, but a simple one. First, she goes about summoning some allies that can hopefully get past the gate.

ooc: casting Summon Nature’s Ally II - Celestial giant bee
12:12, Today: Catessa Fallowfield rolled 3 using 1d3. summoning # of allies.
I assume the first woman is dead.

This message was last edited by the player at 19:48, Tue 08 Sept 2009.
DM
GM, 490 posts
Tue 8 Sep 2009
at 18:03
  • msg #258

Re: 1.4 Goblins

Post coming, but if you read this before I am through,
Zer still has a standard action left
Cat need to choose what she is summoning (or I will randomly roll)
The wizard woman is down and bleeding, dead?  You haven't stopped to check.
This message was last edited by the GM at 18:51, Wed 09 Sept 2009.
Zer-wedula
player, 198 posts
Tue 8 Sep 2009
at 22:05
  • msg #259

Re: 1.4 Goblins

18:04, Today: Zer-wedula rolled 13 using 1d20+4. spot cat.


Zer-wedula casts his gaze about, looking for the cat, which he is sure is a familiar.
DM
GM, 492 posts
Wed 9 Sep 2009
at 20:00
  • msg #260

Re: 1.4 Goblins

Bless: +1 morale bonus on attack rolls and on saving throws against fear effects
Bulls Str on Talis, +4 str (enhancement)


Round 7
Zer-wedula moves the Flaming Sphere into the hallway, bouncing it over Talis.  Then moves back to look around for the cat and give Glum a chance at the bars.  There aren't that many places it could be hiding, but evidently it is in 1 of them because he spots nothing.  He does notice that Lyrie is still breathing, but is still pooling blood beneath her.  Because he is looking around, he does hear a noise from up the stairs.  Maybe the door opening.
At negative hp and mortally wounded, but not dead yet

Glum waits for Zer-wedula to give him room, then moves in and lifts with all his might, but fails to budge the iron portcullises.  He just doesn't have the strength.
(rolled a str check, but it was not good enough)

Catessa Fallowfield & Garious, begins the process of summoning some allies for Talis while Garious carefully moves around avoiding Glum and Zer.
1 round spell, which will happen at the start of your next turn

Talis moves forward and engages something about 5' off the ground, but just out of sight.  The group can still see Talis, but what he is fighting is still out of sight.  Talis does not do nearly as much damage as he should (DR 10).

Nualia sneers "You dare to strike me, you will pay for that affront." she casts another spell (again, not identified, but it has a visible effect- Shield of Faith).  She appears to have mostly healed the wound Talis gave her.

Flying Hound drops down 5' to better block the rooms entrance and attacks Talis, just hitting for 8 damage.  Like normal guard dogs and wolves, he seems to be adept at going for the legs and gets a trip attempt, which Talis neatly avoids.

Tactical Situation
   Cat, Zer-wedula and Glum are on 1 side of 2 iron portcullises and Talis is on the other, all alone with a nasty flying dog(?) and Nualia.  Only Talis has Line of Sight to the Flying Hound and Nualia.
   The statues on either side of the enclosed 5x5 square start mechanically slashing into the area, over and over again.  It sure is a good thing nothing was in that area.

Was unable to upload the updated tactical map, will try tomorrow.

            dam      status
Nualia     - 38      -healing
Hound      - 17
Lyrie      - 17      dying+2

Everyone
 post, Include AC and current hp

Up to 2 people could try to lift the bars, either separately or with 1 aiding the other.  In any case, you need to roll a str check (1d20+str mod)

Cat, on your turn, roll 3 attack rolls for you summons
]
This message was last edited by the GM at 16:00, Fri 11 Sept 2009.
Talis Revain
player, 111 posts
Wed 9 Sep 2009
at 22:15
  • msg #261

Re: 1.4 Goblins

Talis swing a 2-handed blow at the black hound, "Many thanks little mother".

If this takes it down, he will move over to Nualia to make her think twice about casting any more spells.


hit 23
17 dam +4 if those allys flank


[Private to GM: hound rolled a 1 on aoo]
Glum
player, 262 posts
The world's least dour
dwarf. Hence the name.
Thu 10 Sep 2009
at 08:49
  • msg #262

Re: 1.4 Goblins

AC15 HP28/28 Spells used L0 0/4 L1 1/3 L2 2/2
Magical Effects- Bless 14 rounds remaining.


Glum shifted to get a better grip and tried once more to shift the bars. "Help", he muttered embarrasedly.

09:49, Today: Glum rolled 16 using 1d20. Strength Check.
This message was last edited by the player at 19:30, Thu 10 Sept 2009.
Catessa Fallowfield
player, 206 posts
Halfling Nature Priestess
...and Friend Garious
Thu 10 Sep 2009
at 19:23
  • msg #263

Re: 1.4 Goblins

Cat: AC: 16  HP 8/21
Gar: AC: 17  HP 27/30


The first part of her plan goes well enough as she get 3 rats. She sends them forth to help Talis. The second part of her plan is to start healing herself. In stead of using a potion, she casts a healing spell.

15:11, Today: Catessa Fallowfield rolled 4 using 1d4. damage for rat 3.
15:11, Today: Catessa Fallowfield rolled 18 using 1d20. attack dire rat  3.
15:10, Today: Catessa Fallowfield rolled 12 using 1d20. attack dire rat  2.
15:10, Today: Catessa Fallowfield rolled 11 using 1d20. attack dire rat  1.
Cast Cure Light Wounds

Zer-wedula
player, 199 posts
Fri 11 Sep 2009
at 00:22
  • msg #264

Re: 1.4 Goblins

Zer-wedula loads his crossbow and takes a step to see better what the noise up the stairs is.

"We may have company coming behind us," he warns the others.
DM
GM, 495 posts
Fri 11 Sep 2009
at 16:40
  • msg #265

Re: 1.4 Goblins

Bless: +1 morale bonus on attack rolls and on saving throws against fear effects
Bulls Str on Talis, +4 str (enhancement)


Round 8
Zer-wedula readies his crossbow.
You may attack the dog as a readied action if you want.  Please specify in your next post if you are doing so or not.

Glum trys again and this time he was careful and lifted with his legs, but still fails to budge the iron portcullises.  He just doesn't have the strength.
(the dc is in the 20's, without aid you can't lift it)

Catessa Fallowfield & Garious
rats 1, 2, 3
finishes her summoning and the 3 rats immediately start moving.  They ignore Talis because Cat recognizes him as a friend, so they swarm over the flying hound from positions on the shelves and behind.  The Hound tries to attack 1 as it moves by, but is distracted by the confusion of 3 rats and Talis all attacking it and misses (natural 1).  Rat 3 does hit, but does no damage thanks to the hounds unearthly nature (damage reduction).
You can't summon a rat in the fire or in an occupied square. But I think you could summon 2 in the square with the statue, 1 on top and 1 on the floor.
Garious alerts on the stairs now, letting Cat know you are about to have company.

Talis with the distraction of the rats, Talis is able to land a precisely aimed blow (sneak attack) and the hound vanishes back to it's home plane.  He moves next to Nualia.

Nualia with no where to go.  Her back against a wall and an enemy in front, the evil woman with the angelic heritage readies her bastard sword and attacks "You're not the one.  Where's that gnome, she understands what I am going through, this curse of my old mother.  Well, I have a new mother now.  Welcome to the embrace of my new and true mother Lamashtu".  The last word sounds harsh, gravelly and strangely hollow, as if echoing across more than just this room.  She misses with the sword, but hits with the claw for 4 damage.  Talis begins to feel strange and his eyes begin to glow an evil looking red (-1 chr).

Dog a large dog comes bursting into the room and starts furiously barking.  From up the stairs you hear a mans voice say, "What's wrong Bobbin, what has Lyrie gotten herself into now."

Tactical Situation
   Cat, Zer-wedula and Glum are on 1 side of 2 iron portcullises with a dog and someone coming down the stairs.  Talis and 3 rats are on the other with Nualia.
   The statues on either side of the enclosed 5x5 square continue to mechanically slash into the area, over and over again.  At the end of the round a trap door open into a pit.

http://www2.snapfish.com/slide...161694151_161694151/

            dam          status
Nualia     - 38-healing
Lyrie      - 17          dying+3
Dog        -
Man        -

Everyone
 post, Include AC and current hp

Up to 2 people could try to lift the bars, either separately or with 1 aiding the other.  In any case, you need to roll a str check (1d20+str mod)

Cat, on your turn, roll 3 attack rolls for you summons
]
This message was last edited by the GM at 05:19, Sat 12 Sept 2009.
Zer-wedula
player, 200 posts
Fri 11 Sep 2009
at 22:42
  • msg #266

Re: 1.4 Goblins

AC 15, 21/33 hp

18:40, Today: Zer-wedula rolled 8 using 1d20+5. Shoot dog with point blank shot.



Zer-wedula shoots at the dog, but its' sudden entrance throws off his aim.  "Um, the girl's father may be joining us," he warns his comrades.  "Unfortunately for him," he adds in a soft voice.

He then takes a five foot step towards the stairs and readies his wand of shocking grasp.
Glum
player, 263 posts
The world's least dour
dwarf. Hence the name.
Fri 11 Sep 2009
at 22:49
  • msg #267

Re: 1.4 Goblins

AC15 HP28/28 Spells used L0 0/4 L1 1/3 L2 2/2
Magical Effects- Bless 13 rounds remaining.


Glum abandons all attempts to lift the portcullis and moves over to examine Lyrie instead, making sure she's not dead, and staunching any wounds.  "We may be able to get him onside" he said.
Talis Revain
player, 112 posts
Sat 12 Sep 2009
at 05:23
  • msg #268

Re: 1.4 Goblins

Talis swings, but misses.

13 to hit
Catessa Fallowfield
player, 207 posts
Halfling Nature Priestess
...and Friend Garious
Sat 12 Sep 2009
at 23:28
  • msg #269

Re: 1.4 Goblins

Cat: AC: 16  HP 18/21
Gar: AC: 17  HP 27/30

Cat feels better after the heal spell. But trapped with the dog and foot steps coming down. Both she and Garious attack the dog.

19:16, Today: Catessa Fallowfield rolled 10 using 1d8+3. heal thyself.
19:24, Today: Catessa Fallowfield rolled 1 using 1d4. damage for rat 1. *sigh*
19:23, Today: Catessa Fallowfield rolled 4 using 1d20+1. attack dire rat  3.
19:23, Today: Catessa Fallowfield rolled 9 using 1d20+1. attack dire rat  2.
19:23, Today: Catessa Fallowfield rolled 19 using 1d20+1. attack dire rat  1.
19:26, Today: Catessa Fallowfield rolled 4 using 2d6. damage - eldritch blast. *sigh*
19:25, Today: Catessa Fallowfield rolled 17 using 1d20. critical?.
19:25, Today: Catessa Fallowfield rolled 25 using 1d20+6. attack.
19:28, Today: Catessa Fallowfield rolled 12 using 1d20+2. attack for Gar.

DM
GM, 496 posts
Sun 13 Sep 2009
at 01:11
  • msg #270

Re: 1.4 Goblins

Bless: +1 morale bonus on attack rolls and on saving throws against fear effects
Bulls Str on Talis, +4 str (enhancement)


Round 9
Zer-wedula shoots at the dog, but misses.  Then readies an attack against the man, (since if you wanted to attack the dog you could).

Glum try's, but fails to staunch the bleeding with a heal check.  Lyrie is still bleeding and is almost gone.  You may have 1 more round to save her.
(Since you didn't specify you were casting a spell, I assume you will you are using the heal skill, dc 15.  Any healing spell (including a o level will stabilize her and save her life)

Catessa Fallowfield & Garious
rats 1, 2
the 3 rats move to swarm over Nualia, who dispatches 1 with her sword, though another does manage to give her a bite for 1 dam.  Meanwhile, in the other room, Cat and Garious double team the big dog, for 5 dam from Cats blast as she moves in.

Talis swings at Nualia, but misses.
eyes glow an evil looking red (-1 chr)

Nualia is attacked on all 3 sides, to many attackers for her to try and cast a spell, so she tries to thin them out.  Attacking with both sword and claw, she manages to dispatch a rat.  "Soon you will be all alone hero, just like I was always alone.  Does this body please you?  I know it does.  Have you known the humiliation of being an object?  An object of lust or worse an object of veneration.  I was never allowed to be just a girl...and now I can make them pay.".

Man A ruggedly handsome human male enters the room.  He has a bastard sword in 1 hand and a large steel shield in the other.  He wears fine looking banded armor.  He takes in the room with a professional glance and readies his sword, but doesn't attack. He is about Lyrie's age, so I doubt he is her father.  He speaks in a harsh voice, "What have you done to Lyrie" and apparently as an after thought "and Nualia?"  He stays in the doorway, not exposing his sides to possible flanking action.

Dog tears into Garious, but misses.



Tactical Situation
   Cat, Zer-wedula and Glum are on 1 side of 2 iron portcullises with a dog and a man.  Talis and 1 rats are on the other with Nualia.
   The statues on either side of the enclosed 5x5 square stop slashing and the trap door over the pit begins to close.

http://www2.snapfish.com/slide...161694151_161694151/

            dam          status
Nualia     - 39-healing
Lyrie      - 17          dying+3
Dog        - 5
Man        -

Everyone
 post, Include AC and current hp

Up to 2 people could try to lift the bars, either separately or with 1 aiding the other.  In any case, you need to roll a str check (1d20+str mod)

Cat, on your turn, roll attack rolls for your rat
]
Zer-wedula
player, 201 posts
Sun 13 Sep 2009
at 02:21
  • msg #271

Re: 1.4 Goblins

AC 15
HP 21/33

"Well, perhaps there is ensorcellement afoot," Zer-wedula mutters as he touches the man with his wand.  "But, these things all tend to be best sorted out when the combat is over."




22:19, Today: Zer-wedula rolled 25 using 5d6. Wand of shocking grasp!.
22:17, Today: Zer-wedula rolled 21 using 1d20+3. Touch attack on man with wand.
Glum
player, 264 posts
The world's least dour
dwarf. Hence the name.
Sun 13 Sep 2009
at 10:44
  • msg #272

Re: 1.4 Goblins

AC15 HP28/28 Spells used L0 1/4 L1 1/3 L2 2/2
Magical Effects- Bless 12 rounds remaining.


Glum looked down in horror at the rate at which Lyrie was bleeding.  He channeled the corruscating energy that grew from his innate goodness into his fingertips and adjusted her flesh slightly, just enough to knit the ragged edges of the worst wound and stop the bleeding.

"Lyrie will live", he said, "but the other must not live".

ooc cast cure minor wounds to restore 1 hitpoint to Lyrie
Talis Revain
player, 112 posts
Sun 13 Sep 2009
at 20:44
  • msg #273

Re: 1.4 Goblins

Talis swings at Nualia,

21 to hit
15 dam

if it downs her he will say "May you find the peace you never knew in life".  He shakes the blood off his blade "Nothing  personal", and moves back toward the other room.
This message was last edited by the GM at 20:44, Sun 13 Sept 2009.
Catessa Fallowfield
player, 208 posts
Halfling Nature Priestess
...and Friend Garious
Sun 13 Sep 2009
at 20:51
  • msg #274

Re: 1.4 Goblins

Cat: AC: 16  HP 18/21
Gar: AC: 17  HP 27/30

Cat tries not to panic. Two foes here and Glum is helping the third! They'll be lucky to live. She and Gar press the attack against the dog.

16:47, Today: Catessa Fallowfield rolled 8 using 1d20+1. attack dire rat  1.
16:48, Today: Catessa Fallowfield rolled 7 using 1d20+6. attack  *sigh*
16:49, Today: Catessa Fallowfield rolled 5 using 1d20+2. attack for Gar.  *die roller hates me.*

DM
GM, 499 posts
Sun 13 Sep 2009
at 23:41
  • msg #275

Re: 1.4 Goblins

Bless: +1 morale bonus on attack rolls and on saving throws against fear effects
Bulls Str on Talis, +4 str (enhancement)


Round 10
Zer-wedula easily hits the man with a huge jolt of electricity (25 dam).  Surprisingly, the man does NOT go down, but is seriously hurt.

Glum does stop Lyrie's bleeding.  She is now unconscious, but alive.

Catessa Fallowfield & Garious just have bad luck all around and everybody misses, the rat sniffs around a second before disappearing as the duration on the summons runs out.

Talis swings at Nualia and puts his magic sword through her gut.  With a surprised look she quietly whispers, "Mother, help" before she slides off the sword and falls to the ground.  Talis will say "May you find the peace you never knew in life".  He shakes the blood off his blade "Nothing  personal", and moves back toward the other room.  As he arrives where the trap is he yells, "Everything ok over there?"
eyes glow an evil looking red (-1 chr)

Nualia bleeds.

Man reacts to Glum's words "So you're going to kill me dwarf?  Fine, bring it on.  Just leave her to die in peace."  He steps 5' back, takes out a potion and drinks it.  The mark the wand's jolt left mostly fades away.

Dog hits Garious with a critical hit(hoot,2 20's) for 11 damage, but does not manage to trip him.



Tactical Situation
   Cat, Zer-wedula and Glum are on 1 side of 2 iron portcullises with a dog and a man.  Talis is on the other with a dying Nualia.
   The trap door over the pit of the enclosed 5x5 square closes and the portcullises start to raise.  The area looks normal, just waiting for the next person to activate it.

will update the map later

            dam          status
Nualia     - 54-healing  dying
Lyrie      - 19          stabilized
Dog        - 5
Man        - 25-healing

Everyone
 post, Include AC and current hp

Up to 2 people could try to lift the bars, either separately or with 1 aiding the other.  In any case, you need to roll a str check (1d20+str mod)
]
Glum
player, 265 posts
The world's least dour
dwarf. Hence the name.
Mon 14 Sep 2009
at 09:30
  • msg #276

Re: 1.4 Goblins

Glum sighed theatrically.  "Not you imbecile!", he pointed through the doors at the dying Nualia. "Her!.  I've stopped the bleeding and your daughter will recover".  He moved to the portcullis once more and began again to try to lift them.  "Now would SOMEBODY help me lift this damn' ... oh."  Then he noticed that Nualia was dead and the portcullis was up.  He did not turn to face the man but tensed for the fight he could see in Talis's eyes.  "Nualia is dead, your daughter will be fine.  Put down your weapon."

21:15, Today: Glum rolled 3 using 1d20+2. Diplomacy.
This message was last edited by the player at 20:16, Mon 14 Sept 2009.
Catessa Fallowfield
player, 209 posts
Halfling Nature Priestess
...and Friend Garious
Mon 14 Sep 2009
at 14:10
  • msg #277

Re: 1.4 Goblins

Cat: AC: 16  HP 18/21
Gar: AC: 17  HP 16/30

Cat doesn't get Glum. First, he heals their enemy and now he's working on the gate. Well, it is keeping him out of the fight, so maybe there is a method. Garious howls as he's hurt. Cat lets him attack the dog as she sends an energy blast at it.

10:09, Today: Catessa Fallowfield rolled 9 using 2d6. damage ?.
10:08, Today: Catessa Fallowfield rolled 17 using 1d20+6. attack.
10:10, Today: Catessa Fallowfield rolled 7 using 1d6+3. damage for Gat?.
10:10, Today: Catessa Fallowfield rolled 15 using 1d20+2. attack for Gar.

DM
GM, 500 posts
Mon 14 Sep 2009
at 16:58
  • msg #278

Re: 1.4 Goblins

When Glum looks toward the gates he finds them up and the pit is closed, and Talis coming out of the room.  There is blood on his sword and he has evilly glowing red eyes.

The Flaming Sphere expired a couple of rounds ago, but I forgot to mention it.
Glum, you may do something else.  Edit the previous post or post a new action.
This message was last edited by the GM at 17:22, Mon 14 Sept 2009.
Talis Revain
player, 113 posts
Mon 14 Sep 2009
at 20:22
  • msg #279

Re: 1.4 Goblins

Talis begins to look around for a means to disable the trap, search check 17.
This message was last edited by the GM at 20:22, Mon 14 Sept 2009.
Zer-wedula
player, 204 posts
Tue 15 Sep 2009
at 01:28
  • msg #280

Re: 1.4 Goblins

"My good man," Zer-wedula offers, "You can put down your sword or I can continue to feed you draughts of the storm from my wand.  Surrender, and walk out of here.  Attack, and follow Nualia into Hell."

He readies an action to touch the man should the fool attack.




AC 15, 21/33 hp
DM
GM, 504 posts
Tue 15 Sep 2009
at 18:22
  • msg #281

Re: 1.4 Goblins

The man does not put down his sword, but he doesn't look like he is going to attack.  "So Nualias dead?  Hmmm, she was begining to creep me out with all her religious talk and that arm and belly..." and the man shudders.  In the background Cat/Garious and the big dog are still going at it with snarls.   "...how do I know she's dead?"
This message was last edited by the GM at 18:22, Tue 15 Sept 2009.
Talis Revain
player, 114 posts
Tue 15 Sep 2009
at 19:36
  • msg #282

Re: 1.4 Goblins

"Because I killed her.  Do you think she would be cowering back there while I was out here?"  Talis continues to search, "Where's the damn off switch...ah, here it is" and he reaches back into the room and pulls a lever.  "That should do it."


natural 19 to find off switch (disable or search)
rolled a 15 natural for diplomacy

DM
GM, 505 posts
Tue 15 Sep 2009
at 20:13
  • msg #283

Re: 1.4 Goblins

Bless: +1 morale bonus on attack rolls and on saving throws against fear effects
Bulls Str on Talis, +4 str (enhancement)


Round 11
Zer-wedula readies an attack.

Glum readies to attack Talis and is ignored by the man.
ouch, a 3

Catessa Fallowfield & Garious drops him with her magical blast and  Garious rips his throat out.
The dog is hurt and dying, fast

Talis finds the off lever and turns the trap off.

Nualia bleeds.

Man notices Talis for the first time, but doesn't take his eyes off the elf with the wand.  "You have a point" and he thinks for a moment.  "Look, I was just hired as a bodyguard for Nualia.  Lyrie was hired for her knowledge of ancient magics and relics.  We had nothing to do with the raid.  All I want to do is leave this stinking place and go somewhere civilized.  Maybe we can come to an agreement, since my former employer seems to be unable to pay us."     Talis and the man both have similar Riddleport accents.

Dog bleeds.


Tactical Situation
   Nualia is dying, Lyrie is stabilized, the dog is down and the man is in the hallway.


            dam          status
Nualia     - 54-healing  dying+2
Lyrie      - 19          stabilized
Dog        - 21          dying+1
Man        - 25-healing

Unless someone attacks we will now be out of combat.
This message was last edited by the GM at 18:02, Wed 16 Sept 2009.
Glum
player, 267 posts
The world's least dour
dwarf. Hence the name.
Wed 16 Sep 2009
at 00:05
  • msg #284

Re: 1.4 Goblins

Glum moves toward Nualia and makes sure she's dead.  If there is a pulse, he will end it.
Talis Revain
player, 115 posts
Wed 16 Sep 2009
at 08:03
  • msg #285

Re: 1.4 Goblins

Talis sees the way Glum is looking at him and checks his clothes, "What...what, do I have something in my teeth?"

19 know(local) to recognize the man
This message was last edited by the GM at 15:54, Wed 16 Sept 2009.
Glum
player, 268 posts
The world's least dour
dwarf. Hence the name.
Wed 16 Sep 2009
at 09:08
  • msg #286

Re: 1.4 Goblins

Glum grins at Talis.  "Just naturally suspicious around a bitch like Nualia... she was a tricky little thing for all she was weak-willed and pathetic."
DM
GM, 506 posts
Wed 16 Sep 2009
at 16:14
  • msg #287

Re: 1.4 Goblins

Glum; examines Nualia.[Private to Glum: Finds Nualia should already be dead.  She must have a spell giving her temporary life.  You can get your hands dirty and kill her, or wait for the spell to expire (which could take minutes or hours).]

Talis; carefully steps on the trap...and nothing happens.  He moves in to the room to get a better look at the man.  [Private to Talis Revain: You recognize him, he is Orik Vancaskerkin, a mercenary from Riddleport who has a 500gp price on his head for murdering the brother of Crimelord Clegg Zincher when the man tried to cheat him.]
Zer-wedula
player, 205 posts
Thu 17 Sep 2009
at 01:39
  • msg #288

Re: 1.4 Goblins

"I think our work here is done.....time to loot and then head back to town, yes?"
This message was last edited by the GM at 15:36, Thu 17 Sept 2009.
Glum
player, 270 posts
The world's least dour
dwarf. Hence the name.
Thu 17 Sep 2009
at 09:06
  • msg #289

Re: 1.4 Goblins

Glum looks up from Nualia's body and says, "There's a spell keeping her alive.  Would someone like to do the honours or lend me their axe so I can take her head off?"
Catessa Fallowfield
player, 213 posts
Halfling Nature Priestess
...and Friend Garious
Thu 17 Sep 2009
at 16:57
  • msg #290

Re: 1.4 Goblins

Cat doesn't like to rely on magic too much and it feels as if she's used much of her power already. That makes her wary. She grins at Zer, "And check out missed areas. There may be more areas that need clearing." Low on power as she is, she casts Cure Minor Wounds on Garious.
This message was last edited by the GM at 17:47, Thu 17 Sept 2009.
Talis Revain
player, 116 posts
Thu 17 Sep 2009
at 20:04
  • msg #291

Re: 1.4 Goblins

  Talis will stare at the man, "Oi, aren't you Orik "love potion" Vancaskerkin?"  You can see Orik tighten his grip on his sword.  "Oh, don't worry, I would need more than 500 reasons to return to that cesspit.  Lady and Gentlemen I present Orik Vancaskerkin, a mercenary from Riddleport.  Is he nice?  Not really.  Is he trustworthy?  Not so much.  But he is a professional does tend to stay bought."
  He turns to Orik, "You help us and you live.  You seem attached to her," indicating the currently unconscious Lyrie, "so you are responsible for controlling her, or I will."  Talis pulls out a sap.
  With that taken care of he heads back toward Glum, "I will do it."
DM
GM, 508 posts
Thu 17 Sep 2009
at 20:07
  • msg #292

Re: 1.4 Goblins

Orik, relaxes and as Talis heads back into the other room he says "I should be trying to stop you" as he sheathes his sword and carefully goes over to Lyrie to check on her breathing.
Zer-wedula
player, 207 posts
Thu 17 Sep 2009
at 23:14
  • msg #293

Re: 1.4 Goblins

"You are welcome to try," Zer-wedula stage whispers to Orik, "but then I foresee three heads lying on the ground and our party continuing on our merry way.  Shall I tell Gogmurt to prepare a stew pot?"
Assuming Orik has seen the light of reason he moves to help Talis empty Nualia's pockets and puches.
DM
GM, 510 posts
Fri 18 Sep 2009
at 19:47
  • msg #294

Re: 1.4 Goblins

You examine and explore the areas on this lower level that you where too busy fighting to notice before.  Orik will make Lyrie comfortable while telling you what he knows and drawing a map.  He seems to care for the woman.

Upper level
Research Room
Orik "Is where Lyrie and Nualia would study artifacts and such."

Personal Rooms
Orik "Past the Chiefs Harem(msg 213) is a passage with our personal rooms, not that Nualia or Lyrie used them much.  And that bugbear was with the harem alot.  Goblin women, hideous."

Chapel
Orik "Through the stone double doors is a temple to Lamashtu(msg 215).  She had me sit through 1 service.  I don't really want to talk about it.  Not even a goblin should die that way.  But I do know that 2 more of those flying dogs guard it day and night."

Prison
Orik "between the Chapel and our private quarters are some prison cells and the jailers room.  Though he didn't make it back from the raid."

Secure door with the smell of saltwater
Orik "Past the secure doors(msg 215) there is some sort of wriggly monster.  I never got a look at it."

Lower Level
-Cracks line the walls here and there
-The floor here is slanted toward the west (right on the map)
-Air quality in these chambers is surprisingly good
-Temperature never varies from a comfortable 60ºF
-The whole level radiates a faint transmutation aura
-It is similar construction and age as the catacombs beneath Sandpoint

Stairway/Ancient Door
A stone door just around the corner from the steps hangs slightly ajar, the
detailed carvings that once covered its surface defaced by chisel marks
and hammer blows to the extent that only a few remnants of images
(mostly of gemstones and crowns) remain. The floor here is slanted
toward the west.
Orik "It was broken when she arrived here."

Entry Room
Two pillars support the ceiling in here. In many places the stone walls,
floor, and ceiling are caked with ancient grime and soot. Alcoves in the
north and south wall contain partially damaged statues of a man in robes
clutching a book and a glaive. The entire room is canted toward the west,
and whatever ancient upheaval caused the complex to tilt knocked the
statues from their bases so that now they lean against the southern walls
of their alcoves.

Orik "There were skeletons here.  We have since cleaned up the place."
It looks like the damage was caused by more than an earthquake.  The statues have been damaged beyond recognition by something with really sharp claws.

Trapped Hallway
This short hallway rises in a slope to the east. Five feet from the western
door, the floor is polished and shiny, unlike the dusty floor elsewhere.
A pair of stone statues depicting stern men wielding glaives
stand in alcoves north and south of this section of the hallway. At the
eastern end stand two stone doors, their faces carved with strange
runes. Between the doors is a third alcove in which a partially collapsed
statue sits. The top half of the statue is missing, leaving behind
a ragged stump of a torso.

Orik "Jagen died here.  He was a Shoanti who was helping us explore.  We were much more careful after that."

Nualia's Room
A wide stone ledge of red marble lines the curving walls of this room, which
is well-lit by four burning skulls that sit in each corner. Three chairs rest in
the room, and both stone ledges are covered with books, scrolls, teeth,
bones, scrimshaw artwork, jars of deformed creatures soaking in brine,
taxidermied animals and limbs, and other strange objects. To the north,
a large round fountain filled with frothy blue water fills the room with the
gentle sound of bubbling.  Between 2 of the chairs is a wooden table that is
piled high with notes and journals.

Orik "Those are her notes and journals on the table.  She called this the Observation room for some reason.  She spent most of her time here, when she wasn't butchering goblin prisoners in the Chapel."  He shudders, "I'm a mercenary and I've seen people die, but what she did was just horrible."
The burning skulls bear continual flames and are attached to the wall.
The objects on the shelves are various holy texts, scrolls, relics, and objects sacred to the worship of Lamashtu.
It will take several hours to sort through the papers on the table.

Nualias Loot:
magic breastplate(female, human), magic bastard sword, magic medallion with a Sihedron(7 pointed star), masterwork composite longbow with arrows, gold holy symbol(evil, 100gp, 1/2 if melted down), 7pp, 5gp

Portal Room
The southern wing of this L-shaped hallway ends at a pair of stone doors
carved with the depictions of two skeletons reaching out to clutch a skull
between them, while to the east the hallway narrows down to frame a
circular carving of what seems to be an immense stack of gold coins
that rises from floor to ceiling. The edges of these coins are carved with
tiny, spiky runes.

Orik "The coins, which are only illusions over stone, are actually a portal of some sort which she was trying to get through before she sent Tsuto on the raid.  She still hasn't figured out how to open it."

Crypt
Orik "We went in there once.  There are 6 alcoves containing standing sarcophaguses.  There is a statue at the end of someone named Karzoug.  She said there were undead in it.  So we have left the room alone after a cursory search."
This message was last edited by the GM at 18:38, Mon 28 Sept 2009.
DM
GM, 511 posts
Sat 19 Sep 2009
at 18:56
  • msg #295

Re: 1.4 Goblins

Options
Explore Crypt and deal with undead
Examine Portal and explore the other side
Examine Nualia's notes and journals
Chat with Orik/do something about Lyrie
Ignore this level and go to upper level

Zer-wedula
player, 208 posts
Sat 19 Sep 2009
at 21:17
  • msg #296

Re: 1.4 Goblins

Zer-wedula will try to read the runes on the doors and the coins.

17:15, Today: Zer-wedula rolled 18 using 1d20. Read runes.


[You can apply ancient Thassalonian knowledge, or spellcraft, or knowledge (arcana) or (history) as you deem appropriate]

"I would like to look through her notes.  They may tell us something about the portal or some other danger to be found here."
Glum
player, 271 posts
The world's least dour
dwarf. Hence the name.
Sun 20 Sep 2009
at 09:45
  • msg #297

Re: 1.4 Goblins

"I believe we must destroy the chapel" said Glum.  "Beyond this, we need to dissuade the goblins, and the surface dwellers from coming down here.  Whether we need to explore further will, I imagine, be something Zer-wedula will tell us after perusing the books."
Talis Revain
player, 117 posts
Sun 20 Sep 2009
at 21:28
  • msg #298

Re: 1.4 Goblins

Talis, "I concur" and will assist Zer-wedula.  "Someone ought to keep watch".  Talis proves to be a useful assistant, "I used to help my uncle do this sort of thing."
Catessa Fallowfield
player, 214 posts
Halfling Nature Priestess
...and Friend Garious
Mon 21 Sep 2009
at 11:21
  • msg #299

Re: 1.4 Goblins

So much evil here. Cat follows the group around, trying to gather information, "Glum is mostly right. But there is more here that needs destroying. So it won't be used again. And I'm not clear on Lyrie. Is she a follower of Nuala or not. When she attacked us, it seemed as if she was." The last is directed at Orik.
This message was last edited by the player at 11:22, Mon 21 Sept 2009.
DM
GM, 514 posts
Mon 21 Sep 2009
at 16:25
  • msg #300

Re: 1.4 Goblins

  Orik looks at Cat, "I wasn't there, so I really don't know what you re talking about.  But she is not a Lamashtu worshiper.  She was hired to translate and explore these ancient relics.  In that they both found common ground and developed a working relationship."  He thinks for a moment, but doesn't continue.  He just tenderly stares at her face.  He really likes her, that much is obvious.  It is probable that the feelings were not reciprocated.
  The pair spend a couple of hours searching through the notes and journals.
   Nualia was a bitter aasimar woman. A foundling raised by Sandpoint’s previous religious leader, a man named Ezakien Tobyn, Nualia’s childhood was lonely and sad. Her unearthly beauty made the other children either jealous or shy, and many of them took to playing cruel jokes on her.  The adults in town weren’t much better—many of the superstitious Varisians viewed Nualia as blessed by Desna, a sort of “reverse deformity.” Rumors that her touch or proximity could cure warts and rashes, that locks of her hair brewed into tea could increase fertility, and that her voice could drive out evil spirits led to endless awkward and humiliating requests over the years. Poor Nualia felt more like a freak than a young girl by the time she came of age, so when Delek Viskanta, a local Varisian youth, began to court her, she practically fell into his arms in gratitude.
   Knowing that her father wouldn’t approve of a relationship with a Varisian (he wanted her to remain pure so that she could join one of the prestigious Windsong Abbey convents), they kept the affair secret. They met many times in hidden places, a favorite being an abandoned smuggler’s tunnel under town that Delek had discovered as a child. Before long, Nualia realized she was pregnant. When she told Delek, he revealed his true colors and, after calling her a slut and a harlot, fled Sandpoint rather than face her father’s wrath. Nualia’s shock quickly turned to rage, yet she had nowhere to vent her anger. She bottled it up, and when her father discovered her delicate condition, his reaction to her indiscretions only furthered her shame and anger. He forbade her to leave the church, lectured her nightly, and made her pray to Desna for forgiveness. In so  doing, he unknowingly nurtured her growing hate.
   When the runewell in the Catacombs of Wrath flared to life, Nualia’s own anger was a magnet to its magic. Seven months pregnant, the wrathful energies suffused her mind and she flew into a frenzy. She miscarried her child later that night, a child whose monstrously deformed shape she only glimpsed before blanching midwives stole it away to burn it in secret. As the child had been conceived in the smuggler’s tunnels below town, in close proximity to a hidden shrine to Lamashtu (the goddess of monstrous births), the child itself was deformed and horrific. The double shock of losing a child and the realization she had been carrying a fiend in her belly for seven months was too much. Nualia fell into a coma.
   As Nualia slept, she dreamed unhealthy dreams. Fueled by the wrath from below and the taint of Lamashtu, Nualia became further obsessed with the cruel demon goddess and the conviction that her wretched life was inflicted on her by those around her. She came to see her angelic heritage as a curse, and the demon-sent dreams showed her how to expunge this taint from her body and soul, replacing it with chaos and cruelty. When she finally woke, Nualia was someone new, someone who didn’t flinch at what Lamashtu asked of her. She jammed her father’s door shut as he slept, lit the church on fire, and fled Sandpoint.
   The locals assumed Nualia had burned in the fire, a tragedy made all the worse by the death of Father Tobyn as well. Yet Nualia lived.  She fled to Magnimar,  where she enlisted the aid of a group of killers known as the Skinsaw Men. With their aid, she tracked down Delek and murdered him. Yet his death did not fill her need for revenge.  Sandpoint and its hated citizens still lived.
   Seeing a kindred spirit in the tortured woman, the mysterious leader of the Skinsaw Men gave Nualia a medallion bearing a carving of a seven-pointed star called a “Sihedron medallion.” Nualia learned that she had a larger role to play, and that her dreams were a map to her destiny. Taking the advice to heart, Nualia returned to Sandpoint, and found herself drawn to the brick wall in the smuggler’s tunnels where she and Delek had conceived her deformed child. Nualia bashed down the wall, and in so doing, discovered the Catacombs of Wrath and the quasit Erylium, also a follower of Lamashtu. For many months, Nualia studied under Erylium’s tutelage. During this time, Nualia received another vision from
Lamashtu—a vision of a monstrous goblin wolf imprisoned in a tiny room. In Nualia’s dreams, she learned that this creature, a barghest named Malfeshnekor, was also one of Lamashtu’s chosen. If she could find him and free him, he would not only help her achieve her vengeance against the town of Sandpoint, but he would be the key in cleansing her body of what she had come to see as her “celestial taint.” Nualia wanted to be one of Lamashtu’s children now. She wanted to become a monster herself.
   The notes also outline her plans to send an army of goblins against Sandpoint and to burn the town to the ground, not only to offer it all as a burnt offering to Lamashtu in hopes of being made a half-fiend, but to fuel the runewell in the catacombs below.  The notes go on to detail how to cause sinspawn to manifest from the runewell, and that if one were to overextend the runewell’s stores, it would be deactivated. Nualia isn’t sure how to reactivate it, and several times stresses that the runewell shouldn’t be used much until after Sandpoint is razed and the deaths of hundreds of angry citizens and goblins have refilled the well.
   Her recent journals detail her lover Tsuto and how Lyrie is so in love with him, but he's in love with Nualia.  This seems to amuse her, since she is only using him to satisfy her own lusts, solidify his loyalty and to try to create another demon-child.

-The Runewell is a magical Thassilonian device from ancient times.  It apparently absorbs power when an angry person dies near it and uses it to create Sinspawn.
-A Barghest is a powerful demon, though it is apparently beyond the knowledge of the group and her notes do not detail it's powers.
-She was in contact with it, though the contact was subtle and weak.  You theorize that it was probably in contact with goblin shamans of Lamashtu as well.  Though currently the tribe has none.  Perhaps, with the weakening of it's prison, it can now call out farther for help.


Options
Explore Crypt and deal with undead
Examine Portal and explore the other side/deal with Malfeshnekor
Chat with Orik/do something about Lyrie
Ignore this level and go to upper level

This message was last edited by the GM at 17:37, Tue 22 Sept 2009.
Zer-wedula
player, 209 posts
Mon 21 Sep 2009
at 23:37
  • msg #301

Re: 1.4 Goblins

"I am in no hurry to deal with Malfeshnekor," Zer-wedula begins. "We may do better to rest and arms ourselves better.  That being said, it seems that Nualia did not wish to deal with the undead herself, so we should be wary there."
He sighs and rubs his head.  "Given the two choices, and being in need of healing, I suggest rest and then a well planned entry into the crypt."
Glum
player, 273 posts
The world's least dour
dwarf. Hence the name.
Tue 22 Sep 2009
at 09:22
  • msg #302

Re: 1.4 Goblins

"I agree", said Glum, "with the proviso that we descrate Lamashtu's shrine beyond repair and also make sure the goblins know that Nualia intended them as a sacrifice... that might help Gogmurt consolidate his control."
Talis Revain
player, 118 posts
Tue 22 Sep 2009
at 18:00
  • msg #303

Re: 1.4 Goblins

Talis puts down the last journal, "We probably should try to take care of the goblins before too long.  Even my uncles broken clock is right twice a day."
DM
GM, 516 posts
Wed 23 Sep 2009
at 20:25
  • msg #304

Re: 1.4 Goblins

Soon after you finish going through the notes and are discussing you next step, Lyrie starts to show signs of waking up.

So it looks like you are going to leave the portal and crypt alone for now and head upstairs to deal with the goblins and Chapel (holy water and positive energy could mess it up).  Questions;

What are you going to do with Nualia's body?
What are you going to do about Lyrie and Orik?

Orik is a mercenary and not evil and can be bought, but he is in love with Lyrie.  Lyrie was in love with Tsuto, who you killed (does she know this?)  So far the only things you have done are take her spell component pouch, wand, weapons and stabilized her with a spell.


Talis will talk with Orik a bit and Orik will carefully search her, putting her stuff into his bag (except for some scrolls, which he hands over to the group).  Basically, if they get out he will tell her he managed to steal most of her stuff back from you guys, so that would make her owe him.
This message was last edited by the GM at 18:03, Thu 24 Sept 2009.
Zer-wedula
player, 211 posts
Thu 24 Sep 2009
at 00:45
  • msg #305

Re: 1.4 Goblins

"I recommend we escort Orik and Lyrie out, or at least as far as we are going.  Perhaps if we show them Nualia's body it will either cement Gogmurt as their leader or establish us as their new overlords, or both."
Glum
player, 275 posts
The world's least dour
dwarf. Hence the name.
Thu 24 Sep 2009
at 09:06
  • msg #306

Re: 1.4 Goblins

"I agree with Zer-wedula", said Glum, "Except that I believe we should just take Nualia's head and dispose of the body in a dignified manner.  Heads are more portable and tend to be more impressive."
This message was last edited by the player at 09:07, Thu 24 Sept 2009.
Catessa Fallowfield
player, 216 posts
Halfling Nature Priestess
...and Friend Garious
Thu 24 Sep 2009
at 19:25
  • msg #307

Re: 1.4 Goblins

Cat nods to Glum, "By 'dignified'. I assume you mean cremated. I don't want her coming back in any form." She may be peaceful but Nualia tried to kill them all and worshiped a dark demon.
Glum
player, 276 posts
The world's least dour
dwarf. Hence the name.
Fri 25 Sep 2009
at 09:23
  • msg #308

Re: 1.4 Goblins

Glum nodded.  "Of course I mean cremated, there's no dignity in burying a headless corpse is there?  Besides, a blessing or two at her funeral may also help in the preventing her coming back stakes."
DM
GM, 519 posts
Fri 25 Sep 2009
at 18:55
  • msg #309

Re: 1.4 Goblins

scrolls of sleep, comprehend languages, minor image, see invisibility and Whispering wind;

  When Lyrie wakes up she is weak and confused.  Orik speaks quietly to her, assuring her that you weren't here to kill her, but to kill Nualia, and Nualia is dead.  He has made arrangements that will get the 2 of them out alive.  She seems resigned and scared, though she perks up when the cat shows up.  She grabs the cat and hugs it but doesn't say much, she just watches.

  Nualia's body is wrapped in a bedroll and her head put in a few sacks.  The notes, loot and any potentially valuable relics are collected from this level and the group proceeds back upstairs.  Orik carefully carries Lyrie.  Moving cautiously, they find it as they left it.  Ignoring the Chapel for now, most of the group escorts Orik and Lyrie slowly to their rooms to collect some personal belonging's while Talis will stealth up stairs to see whats going on.

  A quick search of the other 3 rooms (Nualia, Tsuto and Bruthazmus) reveals nothing of particular value or interest.  At least portable value.
Nualia
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.

The bed is worth a pretty penny, if you can get it out.
The Silk sheets are added to the loot.
She kept most of her stuff (notes, treasure) either on her person or stored downstairs.

Tsutos
This room is clean and well-organized. A low dresser to the southwest has a
stack of papers sitting atop it, weighted down by a large chunk of obsidian,
while to the northwest sits a well-made bed.

The notes contain information the group already knows.
The obsidian might be worth a couple of coins.

Bruthazmus
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.
Nothing of value or interest

Lyrie
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.

She only gets a spellbook, her everburning torch and some clothes.

Orik
This one-person bedroom shows many signs of having been lived in. The
bed itself is rumpled and unmade, and a half-eaten meal of bread and
smoked salmon sits on the nightstand. A few articles of dirty clothing sit
at the foot of the bed.

He collects some travel stuff and clothes.

-----------------------------------------------------------------------------

When Talis returns he looks worried, "I listened, but there were no sounds from the fort.  I don't like it."  The party prepares and carefully explores the above ground fort, and it seems deserted.  Several store rooms appear to have been ransacked (of food, supplies and weapons), but there are no goblins.  While exploring the guard towers you can see that the rope bridge is still there, but you also observe that there is movement in the bushes across the way.  It appears Gogmurt has moved the tribe out of the fort to the other side of the bridge.  There is a very angry warhorse outside the fort.  Orik looks at the group, "What now?"
Zer-wedula
player, 212 posts
Sat 26 Sep 2009
at 11:41
  • msg #310

Re: 1.4 Goblins

"One might suspect that Gogmurt has convinved the tribe to ambush us as we leave." He shrugs.  "But why leave soon?  Make them wait.  His new underlings will go impatient if they are waiting for the kill.  We should secure the fort in case they return while we deal with the chapel and the gate."

He turns to Orik and Lyrie, looks them up and down.  "Or you could go across and scout for us."
DM
GM, 520 posts
Sat 26 Sep 2009
at 16:08
  • msg #311

Re: 1.4 Goblins

Lyrie starts to respond but Orik interrupts her, "You would send a woman who is so grievously injured to scout?  She is risking death just standing here.  I had heard elves were cold, but this."

Lyrie is still at less than 0 hp, stable but disabled.

Disabled: A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, she is now in negative hit points and dying.
A disabled character with negative hit points recovers hit points naturally if she is being helped. Otherwise, each day she has a 10% chance to start recovering hit points naturally (starting with that day); otherwise, she loses 1 hit point. Once an unaided character starts recovering hit points naturally, she is no longer in danger of losing hit points (even if her current hit points are negative).

Catessa Fallowfield
player, 217 posts
Halfling Nature Priestess
...and Friend Garious
Sat 26 Sep 2009
at 18:03
  • msg #312

Re: 1.4 Goblins

Cat looks across the way, "Maybe Gogmurt decided to abandon the fort. I wouldn't worry, yet. I'm more curious about the horse. Like who does it belong to? We seem to have free use of the fort. I suggest we use it. She still tries to ignore the former foe.
Talis Revain
player, 121 posts
Sun 27 Sep 2009
at 01:23
  • msg #313

Re: 1.4 Goblins

"Alright, but just a few hours.  I want to go through them before Gogmurt has a chance to relearn entangle."
DM
GM, 521 posts
Mon 28 Sep 2009
at 18:59
  • msg #314

Re: 1.4 Goblins

A more serious (though not take 20, that would require more than a few hours) investigation of the fort follows.  Other than being dirty and smelling, housekeeping is obviously not a goblin trait, it has all the appearance of a hasty evacuation, even the dead bodies were stripped of what you left.  They took all of the food, supplies and weapons.  The dead Chief's bedroom has been stripped of bedding and furs. You find a storage shed being used to raise rabbits.  The front doors have been closed, and you bar it with some wood.  Now they will have to break the door down to get in.

Zer-wedula does find a secret door behind a latrine;
This small, foul-smelling room features little more than a reeking hole in
the ground, its rim stained with refuse and waste.


Talis carefully checks it out and finds and disable a slashing blade trap.  The trap was fairly well made, but Talis got lucky.  Inside you find what must be the tribes treasure hoard (either Gogmurt didn't know about it, forgot or didn't care).
This collection consists of an unorganized pile of 7,432 cp,
2,490 sp, 89 gp, 3 pp, a leather pouch of 34 badly flawed malachites
worth 1 gp each, a Medium chain shirt, a Medium masterwork scimitar,
a pair of masterwork manacles, a gold holy symbol of Sarenrae
worth 100 gp, a jade necklace worth 60 gp, and a fine blue silk gown
with silver trim worth 150 gp
.

You even boost someone up to get a look at the areas outside the fort that you couldn't see from the  watch towers.  That's when you discover the boat on the seaward side.  It looks seaworthy from this distance.  But if you want a closer look you must deal with an angry warhorse.

Heading back downstairs you give the areas you know a more complete search, including the jails and jailers room, but nothing of interest is found.  Talis seems obsessive about leaving before Gogmurt gets his spells back.  (Pat can be that way sometimes)

http://www2.snapfish.com/slide...161694151_161694151/

Options
Explore Crypt and deal with undead
Examine Portal and explore the other side
Deal with the hounds in the Chapel
Deal with the wriggly monster past the secure doors that smell of saltwater
Deal with the goblins
Deal with the Warhorse

Ok, I assume you will try to deal with the Yeth hounds in the Chapel next.  Talis still needs some healing.

All applicable maps can be found in the album.  Any thoughts on tactics.  You know the Yeth hounds howl (that was a fear effect of some sort, fly, have DR 10/?(but not magic- best guess cold iron or silver) and can trip like wolves/guard dogs)

This message was last edited by the GM at 19:01, Mon 28 Sept 2009.
Glum
player, 277 posts
The world's least dour
dwarf. Hence the name.
Tue 29 Sep 2009
at 16:29
  • msg #315

Re: 1.4 Goblins

Glum frowned.  "Perhaps we should deal with the Warhorse.  We don't know where it came from and we can't see Gogmurt, who I understand is a druid, and so may have wild shape ability?"
Zer-wedula
player, 213 posts
Wed 30 Sep 2009
at 10:08
  • msg #316

Re: 1.4 Goblins

"Either the goblins or the warhorse.  The rest of it is too unknown for our current health and depletion of spells," Zer-wedula insists.
Catessa Fallowfield
player, 221 posts
Halfling Nature Priestess
...and Friend Garious
Wed 30 Sep 2009
at 12:07
  • msg #317

Re: 1.4 Goblins

Cat looks around, "The warhorse works for me. I want to know who rode it in and how. I think I remember hearing that goblins do not like horses, so maybe this one scared the goblins away." She heads over, trying to get a feel for the beast.
DM
GM, 525 posts
Wed 30 Sep 2009
at 18:22
  • msg #318

Re: 1.4 Goblins

   Cat has the group boost her up to the top of the wall near the boat, so the goblins can't see what she is doing and tries to use Wild Empathy on the horse.  Slowly the beast begins to settle down, and soon she feels it safe to get off the wall.  She didn't need the spell after all (Cat rolled a 20).  A rope is set up and you explore the outside of the fort for hidden dangers.
   The boat is seaworthy.  Underneath it you find 2 oars and 3 ropes (probably long enough to lower the boat to the water).  You find no hidden dangers outside the fort.  The horse is a magnificent beast (Reference post 156-160 for his story) though has been through tough times recently.  He shows signs of recently healed wounds and is very hungry.  As soon as you calm him down, he goes back to eating.  Orik will comment, "I overheard the little runts talking, apparently the Chief liked to kill captured horses.  But this one fought back and hurt him and killed a few goblins.  So they locked it away."  He looks speculatively toward the front (and the rickety rope bridge), "I wonder how they got him over here?"  The thought crosses everyones minds, how would you get the horse off the island?  The boats too small.

From a previous post I thought Glum wanted to despoil the Chapel before he left.

  I would also like to point out, I run living dungeons.  If you leave, there is no guarantee that if/when you return you will find the same set up.  While the demon MALFESHNEKOR has been trapped for 1000's of years, Nualia has started something.  Perhaps more cultists are on the way (she did have contacts with a group in Magnimar).  Perhaps a goblin will be contacted by the demon, and you don't know how much stands between it and freedom.
  I am not trying to tell you what to do, but I don't run things like a video game, where you can rest and come back and everything will still be waiting for you.  Who knows what you might find.  Fair warning....


Options
Explore Crypt and deal with undead
Examine Portal and explore the other side
Deal with the hounds in the Chapel
Deal with the wriggly monster past the secure doors that smell of saltwater
Deal with the goblins
Deal withGet the Warhorse off the island


In general, I see 2 options,
1-do as much as you can (Chapel/no chapel), then try to get out now, like Talis wants to do OR
2-hole up here and try to get your spells back.

This message was last edited by the GM at 18:26, Wed 30 Sept 2009.
Catessa Fallowfield
player, 222 posts
Halfling Nature Priestess
...and Friend Garious
Wed 30 Sep 2009
at 18:43
  • msg #319

Re: 1.4 Goblins

Cat ends up petting the big beast's leg, if it'll allow her, for a bit before speaking, "I know you can swim horses but it looks a bit far to the main land. Plus, how did they get it up here?"

ooc: Next? Chapel and hounds get my vote.
DM
GM, 526 posts
Wed 30 Sep 2009
at 19:00
  • msg #320

Re: 1.4 Goblins

With proper(sounds like a skill/str roll(s) to me) rigging and padding, the ropes could be used to lower the horse to the water.  It wouldn't like it, but Cat could probably control the horse.  We are also talking about an ocean shore, not a calm lake and it's early fall.  There might be swimming and weather issues.  Right now, it's mid to late afternoon and the weather is fairly nice and with her survival skill Cat can easily determine that tomorrow will be good to.  Sunny skies and warm (for fall) temperatures.
Talis Revain
player, 122 posts
Wed 30 Sep 2009
at 21:22
  • msg #321

Re: 1.4 Goblins

Talis seems less anxious now that he has seen the boat.  "Now we have another way to get off, we can stay and rest if you guys want to.  I just didn't want to deal with a Gogmurt with an entangle spell in that bramble thicket over there.  We had surprise with him alone.  That will be harder to achieve this time.  But with the boat, we can leave tomorrow if you want."

Tactics for hounds
glum and/or zer - use the silver and cold iron dagger (to see if they effect the hounds)
orik- use Nualia's magic bastard sword (He is willing to help you in this and is an expert with the Bastard Sword.)
talis - use magic sword

glum-zer-cat use magic or aid another if they can't effectively damage these things.

Anyone have anything to add, specific spells you use, etc...

Glum
player, 279 posts
The world's least dour
dwarf. Hence the name.
Wed 30 Sep 2009
at 23:32
  • msg #322

Re: 1.4 Goblins

"If we hole up here until tomorrow", said Glum, "I could prepare a Consecration spell to remove the unholiness from the chapel.  If I used a Sanctuary spell as well, perhaps the hounds would leave me alone.  After that, we could go."
Zer-wedula
player, 214 posts
Thu 1 Oct 2009
at 00:52
  • msg #323

Re: 1.4 Goblins

"Rest, then hounds," Zer-wedula says, perhaps huffily, then stalks off to look for a quiet and secure place to rest and study his spells.
DM
GM, 532 posts
Wed 7 Oct 2009
at 22:09
  • msg #324

Re: 1.4 Goblins

The party spends the afternoon setting up a comfortable and defensible location in the fort and goes to sleep, with appropriate watches.  The night passes quietly.  The goblins are apparently waiting.

The next day the attack on the Yeth Hounds goes well with the only hitch being Talis failing a save and needing a remove fear.  The hounds are vulnerable to silver.
Assume everyone is down 1 spell per spell level.
Chapel
Stone fonts containing frothy dark water sit to the north and south of
the eastern entrance to the room, and twin banks of stone pillars run
the length of the long chamber. At the western end, shallow stairs rise
to a platform about two feet off the ground. The walls surrounding this
platform are lit by hanging braziers that emit glowing red smoke, giving
the place an unnerving crimson lighting that throws the bas-relief carvings
of countless monsters feasting on fleeing humans into lurid display.
A black marble altar stone, its surface heaped with ashes and bone
fragments, squats before a ten-foot-tall statue. The sculpture depicts
a very pregnant but otherwise shapely naked woman who wields a kukri
in each taloned hand and has a long reptilian tail, bird-like taloned feet,
and the snarling head of a three-eyed jackal with a forked tongue. Its
left kukri flickers with fiery orange light while the right one glows with
a cold blue radiance.


There is nothing of value here, and Glum uses his positive energy to do a rough cleansing.  A full cleansing require more stuff than you brought.

Options
Explore Crypt and deal with undead
Examine Portal and explore the other side
Deal with the hounds in the Chapel
Deal with the wriggly monster past the secure doors that smell of saltwater
Deal with the goblins
Deal withGet the Warhorse off the island

Zer-wedula
player, 216 posts
Fri 9 Oct 2009
at 21:07
  • msg #325

Re: 1.4 Goblins

"I think the warhorse is our last priority," Zer-wedula suggests.  "After all, where is it going?  For now, perhaps the wriggly creature near the water else the undead if we can keep them at bay with our faith." 
The last sounds like a question, or perhaps soimething he does not truly believe.
DM
GM, 535 posts
Sat 10 Oct 2009
at 21:57
  • msg #326

Re: 1.4 Goblins

Talis chats with Lyrie a bit and concludes that with some basic precautions, it would be a good idea to heal her up.  It would make her friendlier.   She knows more about what is going on around here than Orik does, but as long as she is treated like a prisoner and not healed, she isn't going to share.  So she get's healed up to a minimum level (so she isn't disabled anymore).

The Wriggly monster is something called a Tentamort.  An abberation that has tentacles that grab it's victims and inject a acid that dissolves internal organs, quickly (con dam).  "It killed some goblins I lured to it in just a few breathes, fascinating."  It is nearly mindless and fairly slow, but stealthy.  Talis smiles and says, "Let's leave this alone.  Then, as we leave we can release it as a surprise for the goblins."

She can also identify the undead in the crypt as shadows, which need magic to hit them and drain str. "Nualia was going to do something with them after she freed Malfeshnekor.  She claimed there were 3 of them, but I think she planned on making goblins into shadows or something.  She didn't get specific."

The Yeth hounds are dealt with and the decision to deal with the crypt next is made.  (Remember, I use a turn = damage variant)  In the battle Talis and Garious both suffer 2 str drain and Glum runs out of turn undead's.  Also, I have edited the spell lists for used spells.

Four pillars support the domed ceiling of this room. Several alcoves containing
standing sarcophaguses grace the walls, and a statue of a stern
man wielding a glaive and holding a book stands at the far end of the
chamber.


The man is Runelord Karzoug and these crypts are for the architects who allowed themselves to be buried alive.  While searching the room, a secret door is found which leads to:

The sound of sloshing water fills this room, which has nearly collapsed
entirely into a large tide pool. What few walls do remain intact here
bear detailed and impressive carvings of incredible treasuries filled to
overflowing with coins, gems, jewelry, and other items of value. To
the east, the walls depict a carving of a towering mountain, its peak
carved in the shape of a stern face just above a great palace. Below,
the side of the mountain’s valley cradles an immense city of spires.
In the pool, the remains of what must have once been an incredible
treasury lie in the sloshing waters. Shattered urns, crumbled stone chests,
rusted bits of once beautiful armor and weapons, and other long-ruined
treasures from an ancient past lie below. Most impressive of them all is a
large, coral-encrusted helmet sized for a giant; the helm measures nearly
five feet across, and its full-face guard bears an expression of twisted rage
and fangs. The helm itself appears to be made of gold.


As you examine the room and pool, suddenly Lyrie screams, "The helmet just moved".  Yes, the 5'diameter helmet of gold just rotated and appears to be looking at you.

I am assuming you buffed up heavily to face the shadows;  which is where most of your spells went.  That and healing after the 2 fights.  Other than these changes, your characters are at full hp.  Lyrie has not had access to her spell book and thus has no spells memorized, but is along as an expert on arcana (about equal to Zer) and architecture/engineering.

Zer-wedula has a mage armor spell still up.
Talis is at -2 str
Garious is at -2 str
Glum has no turn undeads left

Glum
player, 284 posts
The world's least dour
dwarf. Hence the name.
Sat 10 Oct 2009
at 22:09
  • msg #327

Re: 1.4 Goblins

Glum looks at the helmet and growls.  "Terrific, I think we've done what Nualia couldn't.  Now let's get out of here."
Talis Revain
player, 123 posts
Mon 12 Oct 2009
at 18:36
  • msg #328

Re: 1.4 Goblins

Tals looks curiously at Glum, "This isn't the demon, the notes specifically say it is through the portal that looks like the pile of gold coins.  I don't think we should mess with that.  Also, that is a lot of treasure there.  If we can take the undead shadows we can deal with whatever this is....I hope."
DM
GM, 536 posts
Mon 12 Oct 2009
at 20:03
  • msg #329

Re: 1.4 Goblins

This is definitely not Malfeshnekor.  But the helmet and whatever it is, or is in it, doesn't immediately attack.  However, all the treasure is in the pool and if you want it (glints of gold, silver can be seen), you will have to deal with the helmet.  Any ideas?

[Private to Glum: You notice it is really a crab, a large size crab (bigger than you are), under the helmet.]
This message was last edited by the GM at 17:54, Tue 13 Oct 2009.
Zer-wedula
player, 218 posts
Mon 12 Oct 2009
at 23:43
  • msg #330

Re: 1.4 Goblins

19:40, Today: Zer-wedula rolled 27 using 1d20+8. Spellcraft on helm.


"Calm yourself, girl," Zer-wedula commanded Lyrie.  "I am trying to ruminate upon what manner of dweomer may be in place here.  I also have a Prestidigitation spell that may help us discern the truth here, what say you?"

[Private to Zer-wedula: After a moment of thought you conclude it is not moving by magic.  Magic just doesn't move like that.  Well it could, but probably not.]
This message was last edited by the GM at 18:08, Tue 13 Oct 2009.
Glum
player, 285 posts
The world's least dour
dwarf. Hence the name.
Sun 18 Oct 2009
at 20:52
  • msg #331

Re: 1.4 Goblins

Glum sighed.  "I don't think you'll find any magic on the helmet", he said.  "It's a crab in there.  It's a crab that's bigger than me."
Talis Revain
player, 124 posts
Sun 18 Oct 2009
at 21:53
  • msg #332

Re: 1.4 Goblins

Oh my, that's big, thinks Talis, but he says "Yum, thems good eat'n."  He quickly outlines a plan;
Zer-wedula (using wand) and Talis(polearm/sword) in front.
Lyrie can pull a rope from the passage to pull a hunk of cheese (or whatever) to lure it to us.
Cat (dropping a summoned aquatic monster behind it) and Glum (using his spirit weapon) in the back rank.
Orik shoots from around the corner at it's back.
This message was last edited by the GM at 21:53, Sun 18 Oct 2009.
DM
GM, 541 posts
Sun 18 Oct 2009
at 21:54
  • msg #333

Re: 1.4 Goblins

The map is updated

http://www2.snapfish.com/slide...161694151_161694151/

What does everyone think of T's plan?
This message was last edited by the GM at 23:16, Sun 18 Oct 2009.
Zer-wedula
player, 220 posts
Sun 18 Oct 2009
at 23:41
  • msg #334

Re: 1.4 Goblins

"Your plan is sound.  Let us execute it with all haste," Zer-wedula agreed.  "Then we shall feast on crab and have more treasure."

He moves to the position Talis indicates and readies his wand.
Glum
player, 286 posts
The world's least dour
dwarf. Hence the name.
Mon 19 Oct 2009
at 00:03
  • msg #335

Re: 1.4 Goblins

Glum gets into position and nods.  "Say when", he says, "And I'll call up my weapon".
DM
GM, 542 posts
Mon 19 Oct 2009
at 05:02
  • msg #336

Re: 1.4 Goblins

I am assuming you buffed up heavily to face the shadows;  which is where most of your spells went.  That and healing after the 2 fights.  Other than these changes, your characters are at full hp.

You are uphill from the monster, so if you attack from this direction you get +1 to hit

Zer-wedula has a mage armor spell still up.
Talis is at -2 str
Garious is at -2 str
Glum has no turn undeads left

With a druid in the party, the plan is assured of success in the "luring the crab to battle" part.


Quickly throwing together a plan, the group readies for battle. Talis and Zer-wedula stand in front of Cat/Garious and Glum.  Orik waits to move in from the other corridor and Lyrie will pull the bait.  Cat warns that it might take a few casts to bait it in, so you can't cast any combat spells until it moves.

Splooush
, into the water goes the bait, and at Cat's direction, it is pulled out without the crab.  But the druid assures the group that that the monster was interested.  So again, Splooush and as the bait moves, so does the crab.  It surges forward, surprisingly fast, but not fast enough.  Everyone gets initiative, so Talis/Zer-wedula/Glum ready a standard action while Cat begins casting a Summon Natures Ally spell.  The crab follows a wave of water into the shallows that gets feet wet, but otherwise have no effect.  The helmet almost seems to fit the crab like a suit of armor, it's claws sticking out as it chases the bait.  It's attention shifts to the humanoids as the attacks/readied actions start.

http://www2.snapfish.com/slide...161694151_161694151/

Round 1 readied actions please
Glum
player, 287 posts
The world's least dour
dwarf. Hence the name.
Mon 19 Oct 2009
at 10:47
  • msg #337

Re: 1.4 Goblins

Glum casts Spiritual Weapon to summon his spiritual Nunchaku.
23:09, Today: Glum rolled 3 using 1d8+1. Damage (double if critical).
23:08, Today: Glum rolled 17 using 1d20+5. critical?.
23:06, Today: Glum rolled 25 using 1d20+5. To hit with spiritual nunchaku.


Glum's spiritual nunchaku strikes hard and true.
This message was last edited by the GM at 17:18, Thu 22 Oct 2009.
Zer-wedula
player, 221 posts
Thu 22 Oct 2009
at 01:44
  • msg #340

Re: 1.4 Goblins

Zer-wedula bravely steps forward and touches the crab with the wand.  Perhaps it is the large helm, but it seems as if it is easier than it was to touch some of the other foes he has faced.


21:42, Today: Zer-wedula rolled 19 using 5d6. Shock the crab.
21:40, Today: Zer-wedula rolled 20 using 1d20+3. Touch attack with wand of shocking grasp

DM
GM, 545 posts
Thu 22 Oct 2009
at 18:04
  • msg #341

Re: 1.4 Goblins

Round 1
Catessa Fallowfield & Garious starts casting a summon spell to drop an aquatic creature on the other side.  Garious will quiver with anticipation and desire to shake the water out of his fur, but doesn't.


Talis stands his ground as the wave gets his legs wet and strikes twice with his Guisamre (1 readied + 1 aoo = 8+11 dam).  While te crab is large, it only has a 5' reach.
[Private to GM: 2nd round w/ sword(sa) (19)]


Orik advances to the end of the dry land, just enough so he can see the back end of the crab, and shoots an arrow which bounce off the gold helmet.

Lyrie observes from the passage where she still holds the rope with the bait.

Glum focuses his will and summons into being his spiritual Nunchaku, doing 7 damage.

Zer-wedula reaches out and easily connects with the wand (19 dam).  It's almost 2 easy (Yes, you get +3 to hit the crab because of the metal).

Crab snaps out at Talis with a claw and catches him in it(12 dam).  The claw grabs him and squeezes for another 9 dam.

Round 2
Catessa Fallowfield & Garious smiles as she completes her spell and a crocodile appears behind the crab.  She uses her sling, but the stone pings harmlessly of the helmet.
crocodile
Bites 1 of the crabs legs for 7 dam.  But the crab is too big to hold, so it lets go.

Talis struggles to free 1 hand to draw a dagger, but fails

Orik shoots again, but is obviously trying to avoid hitting Talis and the rest, and misses.

Lyrie observes from the passage where she still holds the rope with the bait.

Tactical Situation
   In combat with a large crab that has Talis firmly in it's claw.  It can't retreat because there is a crocodile blocking it's way.

            dam          status
Crab      - 52

Everyone
 post, Include AC and current hp
]
Glum
player, 289 posts
The world's least dour
dwarf. Hence the name.
Fri 23 Oct 2009
at 09:20
  • msg #342

Re: 1.4 Goblins

AC15 - HPts 28 second round with spiritual weapon
10:19, Today: Glum rolled 5 using 1d8+1. Damage if any.
10:18, Today: Glum rolled 13 using 1d20+5. Spiritual weapon.


This time, Glum's spiritual nunchaku did not strike quite as true.

Glum moves around behind the creature and tries to give it a swift kick.

12:17, Today: Glum rolled 14 using 1d20+4. Kick the creature.
This message was last edited by the GM at 20:16, Sat 24 Oct 2009.
Zer-wedula
player, 222 posts
Fri 23 Oct 2009
at 21:19
  • msg #344

Re: 1.4 Goblins

Zer-wedula steps backward, brow furrowed.  "This is unanticipated," he mutters.  "I do not want to risk electrocuting you, Talis."
With a great shout Zer-wedula draws his falchion and hacks at the crab.  His eyes are wild and teeth bared as if he has gone feral.  The falchion cracks shell with a satisfying sound.


09:45, Today: Zer-wedula rolled 8 using 2d4+2. dsmsge.
09:45, Today: Zer-wedula rolled 22 using 1d20+5. Attack on crab, raged. 

This message was last edited by the GM at 05:14, Mon 26 Oct 2009.
Talis Revain
player, 124 posts
Sun 25 Oct 2009
at 16:26
  • msg #346

Re: 1.4 Goblins

Talis struggles futility against the strength of the claw and says "Don't play patty cake with it.  Kill it or I am dead, arghhhh" in a croaking voice as the claw squeezes him.
This message was last edited by the GM at 16:26, Sun 25 Oct 2009.
DM
GM, 549 posts
Mon 26 Oct 2009
at 05:59
  • msg #347

Re: 1.4 Goblins

With a powerful blow Zer-wedula cracks the shell and the crab releases Talis as it crashes into the water.  It was a close thing, but victory is achieved.

I will post more tomorrow.


Options
Explore Crypt and deal with undead
Examine Portal and explore the other side
Deal with the hounds in the Chapel
Deal with the wriggly monster past the secure doors that smell of saltwater
Deal with the goblins
Deal withGet the Warhorse off the island

DM
GM, 555 posts
Mon 2 Nov 2009
at 05:33
  • msg #348

Re: 1.4 Goblins

   So after some discussion, the group decides to wait until the next day and investigate the portal and beyond.  So you settle in to watch the goblins across the bridge for another afternoon.  Talis asks Zer-wedula to supervise Lyrie as she memorizes mage armor and sleep(useful vs goblins, but not vs the pc's).

Portal Room
The southern wing of this L-shaped hallway ends at a pair of stone doors
carved with the depictions of two skeletons reaching out to clutch a skull
between them, while to the east the hallway narrows down to frame a
circular carving of what seems to be an immense stack of gold coins
that rises from floor to ceiling. The edges of these coins are carved with
tiny, spiky runes.

   Talis (whoever wants to help) will spend time at the portal.  Apparently he is a better thief/investigator than Tsuto, because he takes a couple of hours to determine what Tsuto couldn't.  He finds a pair of coin sized holes in the pillars to the left and right (over some hollow places) of the central pillar.


Loot
It will be difficult to take this all with you when you leave, particularly if you leave in the boat.  So this is a preliminary list.

[Private to Talis Revain: A few goblin weapons]
From Gogmurt
vile looking potions(obviously of goblin manufacture):
2 clw(1d8+4), 1 speak with animal and 2 tree shape (all at 4th level)
wand of produce flame
really nice elven made-small sized cloak (+1 to saves)


pearl handle dagger 100gp

from the Bugbear

potion marked as "cure wounds"
,
heavy flail,
mw (+4str)comp longbow, 20 arrows,
4 magic/evil looking arrows,
4pp (looking new and shiny)

from the goblins in the throne room;
wand,
3+1+1 potions (unmarked 1 from each goblin, though 3 are identical), mw(magical?) magic breastplate,

ring of keys

from Lyrie
wand of magic missles(cl3, 38chgs)
potion clw
scroll(3rd) sleep, comprehend languages, minor image, see invisibility, whispering wind


A Spellbook Zer-wedula had access too
0- all
1st—comprehend languages, detect secret doors, floating disc, identify, obscuring mist, sleep, burning hands, mage armor, ray of enfeeblement
2nd—locate object, minor image, see invisibility, spider climb, mirror image, shatter

Nualias Loot:

magic breastplate(female, human)
magic bastard sword
magic medallion with a Sihedron(7 pointed star)

masterwork composite longbow with arrows
gold holy symbol(evil, 100gp, 1/2 if melted down),
7pp, 5gp

This collection consists of an unorganized pile of
7,432 cp, 2,490 sp, 89 gp, 3 pp,
a leather pouch of 34 badly flawed malachites worth 1 gp each,
a Medium mw chain shirt(needs repair),
a Medium masterwork scimitar,
a pair of masterwork manacles,
a gold holy symbol of Sarenrae worth 100 gp,
a jade necklace worth 60 gp,
a fine blue silk gown with silver trim worth 150 gp

flooded treasure room

3,500 sp, 630gp, 40 precious stones worth 10 gp each, and
a jade amulet of natural armor +1.
The greatest treasure in the room is the ancient helm. The
helm isn’t solid gold (most of it is bronze) but it’s still worth 200
gp if the PCs can haul its 300 pound weight up out of the hole

Silk Sheet
Nice bed
Chunk of Obsidian
War horse
Some artifacts worth a bit if you can find the right buyer
Nualia's papers and diary (not really worth coin, but possibly worth something to a historian.)


1st post, more to follow...
This message was last edited by the GM at 19:12, Mon 02 Nov 2009.
DM
GM, 556 posts
Mon 2 Nov 2009
at 19:30
  • msg #349

Re: 1.4 Goblins

Late in the afternoon, whoever is on watch sees a lone goblin start to nervously cross the bridge.  It is not Gogmurt.

Talis is busy setting more noisy traps around the perimeter, so Glum, Cat and/or Zer are on watch in 1 of the guard towers, 30'+ from the island end of the bridge.
Glum
player, 294 posts
The world's least dour
dwarf. Hence the name.
Mon 2 Nov 2009
at 21:01
  • msg #350

Re: 1.4 Goblins

Glum calls out.  "Ahoy, goblin approaching!  What can we do for you Ser goblin?"
DM
GM, 557 posts
Mon 2 Nov 2009
at 22:28
  • msg #351

Re: 1.4 Goblins

The goblin stops when Glum addresses him, then speaks in heavily accented common "Chief Gogmurt want talk with 1 of Longshanks before sunset.  Come to bridge by one only".  Then starts retreating back across bridge, obviously fearful of the horse that is on the island.
Glum
player, 295 posts
The world's least dour
dwarf. Hence the name.
Mon 2 Nov 2009
at 22:44
  • msg #352

Re: 1.4 Goblins

Glum shrugs as he explains to the others.  "I'm willing to volunteer of course.  Does anyone think it's not worth trying?"
Talis Revain
player, 125 posts
Mon 2 Nov 2009
at 22:50
  • msg #353

Re: 1.4 Goblins

Talis thinks then says, "we'll cover you from the towers."
DM
GM, 558 posts
Tue 3 Nov 2009
at 20:35
  • msg #354

Re: 1.4 Goblins

So Glum carefully opens the door and steps out to the end of the bridge and hears Gogmurt's voice from the woods near the other end "So longshanks Glum, you kill demon woman?  You leave Gogmurt's home now."
Glum
player, 296 posts
The world's least dour
dwarf. Hence the name.
Wed 4 Nov 2009
at 01:06
  • msg #355

Re: 1.4 Goblins

"That's the plan."  Said Glum.  "Think of us as pest exterminators.  There are two more pests you might wish us to get rid of, besides the horse, of course, which we will take with us."
DM
GM, 559 posts
Wed 4 Nov 2009
at 22:33
  • msg #356

Re: 1.4 Goblins

The voice of Gogmurt continues "Which pests you speak of, the other longshanks?  Yes, good.  Kill them and we can all feast.  Come, bring all 3 bodies and we will let you go."
Zer-wedula
player, 226 posts
Thu 5 Nov 2009
at 00:45
  • msg #357

Re: 1.4 Goblins

"And I say we cut the bridge, go down a rope to that boat, row back to Sandpoint, gather the militia, and burn the thicket until Gogmurt crawls out," Zer-wedula mutters.
"Then we pour glass over him."
Glum
player, 297 posts
The world's least dour
dwarf. Hence the name.
Thu 5 Nov 2009
at 10:26
  • msg #358

Re: 1.4 Goblins

Glum shrugs.  "We should be able to sort them tomorrow I expect.  We'll come out when we've finished the job."
Catessa Fallowfield
player, 231 posts
Halfling Nature Priestess
...and Friend Garious
Thu 5 Nov 2009
at 13:02
  • msg #359

Re: 1.4 Goblins

Cat would have volunteered to go out, but she wasn't sure what to do with Gar. So, she takes a position to watch over Glum. At Zer's comment, she gives him a glare, "There will be no burning of thickets. And we should give Gogmurt a chance."
Glum
player, 298 posts
The world's least dour
dwarf. Hence the name.
Thu 5 Nov 2009
at 13:57
  • msg #360

Re: 1.4 Goblins

Glum, of course, has been careful neither to confirm nor deny that the other pests are Lyra and her father.  He knows perfectly well that he means Malfwhateverhisnameis and the wriggly thing but luckily Gogmurt can't read minds.
Talis Revain
player, 126 posts
Thu 5 Nov 2009
at 19:11
  • msg #361

Re: 1.4 Goblins

Talis nods in agreement at Zer-wedula comment, and looks like a school boy caught doing wrong at Cat's chastisement.
DM
GM, 560 posts
Thu 5 Nov 2009
at 20:06
  • msg #362

Re: 1.4 Goblins

There is some angry goblin talk, but Glum doesn't catch much.  Gogmurt "No, tomorrow not good.  We need meat tonight, we need demon woman or other longshanks.  You no give us meat, perhaps we not let you go.  Bridge only way off island, where you going to get food?  Soon you hungry enough to eat each other."

[Private to Glum: Are you intentionally saying that Orik is Lyries father?  He is much to young and they are not related in anyway.  Otherwise what he wants to do to her would be icky.]
Glum
player, 299 posts
The world's least dour
dwarf. Hence the name.
Thu 5 Nov 2009
at 21:19
  • msg #363

Re: 1.4 Goblins

Glum nods.  "Wait here a moment while I go talk to the others if that's okay with you?"

[Private to GM: Oh... I thought he was her father and didn't realise he wanted to do the dirty deed.]
If Gogmurt's okay with that, he returns to the others and suggests handing over Nualia's body and then leaving the goblins to it.
DM
GM, 561 posts
Thu 5 Nov 2009
at 23:17
  • msg #364

Re: 1.4 Goblins

"Hurry back, we hungry."
Zer-wedula
player, 227 posts
Fri 6 Nov 2009
at 17:51
  • msg #365

Re: 1.4 Goblins

"Let them cross the bridge, we can shoot them as they file across," Zer-wedula suggests.  "We really need to make it clear to them that this is not a negotiation, and even if it were, they do not have the upper hand."
Talis Revain
player, 127 posts
Fri 6 Nov 2009
at 20:52
  • msg #366

Re: 1.4 Goblins

"I doubt if they would just mass attack like that.  It sounds like he would just cut the bridge and let us starve, though he doesn't seem to know or remember the boat.  So the question is, are we willing to give them Nualia's body to eat?"
This message was last edited by the GM at 20:54, Fri 06 Nov 2009.
Glum
player, 300 posts
The world's least dour
dwarf. Hence the name.
Fri 6 Nov 2009
at 21:06
  • msg #367

Re: 1.4 Goblins

Glum shrugged.  "I don't see why not."
Talis Revain
player, 128 posts
Sat 7 Nov 2009
at 20:13
  • msg #368

Re: 1.4 Goblins

"You know, it's a lot harder to raise a pile of goblin poo.  Any objections?"
Catessa Fallowfield
player, 232 posts
Halfling Nature Priestess
...and Friend Garious
Sun 8 Nov 2009
at 00:25
  • msg #369

Re: 1.4 Goblins

Cat gives Talis a puzzled look, not getting his comment. "Think we ought to tell them about the demon?"
Talis Revain
player, 128 posts
Mon 9 Nov 2009
at 05:38
  • msg #370

Re: 1.4 Goblins

"Well, since we are planing on killing it and they look on it as some sort of guardian spirit, I would say that's a bad idea...", then with a second thought, "...or, we COULD tell them, and maybe they would be foolish enough to attack, then we could wipe them all out."
This message was last edited by the GM at 05:38, Mon 09 Nov 2009.
DM
GM, 563 posts
Mon 9 Nov 2009
at 16:47
  • msg #371

Re: 1.4 Goblins

So the group arranges to turn over Nualia's body (sans head) to buy themselves 1 more night.  Orik wants to pass on fighting a demon, he will keep an eye on the goblins.  Lyrie is interested, but with the limited spells she was allowed to memorize, she too will help watch the goblins.  That night passes quietly and the next morning you find yourselves at the portal, what do you do?

Portal Room
The southern wing of this L-shaped hallway ends at a pair of stone doors
carved with the depictions of two skeletons reaching out to clutch a skull
between them, while to the east the hallway narrows down to frame a
circular carving of what seems to be an immense stack of gold coins
that rises from floor to ceiling. The edges of these coins are carved with
tiny, spiky runes.

   Talis finds a pair of coin sized holes in the pillars to the left and right (over some hollow places) of the central pillar.

Please edit your spells in the spells thread and specify what spells you cast before messing with the portal.  Who is using what treasure?
This message was last edited by the GM at 18:08, Mon 09 Nov 2009.
Talis Revain
player, 129 posts
Mon 9 Nov 2009
at 19:01
  • msg #372

Re: 1.4 Goblins

Talis pulls out a gold coin and starts playing with it.  He looks at the rest of the party expectantly, "I found it, what do you want to do with it?"  Then at the coin slot on the left, "So which slot would the other slot tell me to put the coin in?"  But, it does not reply.
DM
GM, 564 posts
Fri 13 Nov 2009
at 19:06
  • msg #373

Re: 1.4 Goblins

Well, I thought I had posted the next section, but apparently the internet ate it...arghhh.

Readers digest version

Open Portal, find 3 doors (2 doors, 1 MAGICALLY SEALED DOOR)
room - cool ghostly image speaking in Thalassion, harmless
room- lab with horrific experiments, 100gp surgical tools and THE KEY

MSD- insert key, open door = FINAL Fight


Please edit your spells in the spells thread and specify what spells you cast before messing with the portal.  Who is using what treasure?
DM
GM, 565 posts
Sat 14 Nov 2009
at 10:18
  • msg #374

Re: 1.4 Goblins

Here is the lost post, I must have sent it as a PM to someone.  Why?  The internet hates me...or Murphy does.

After a bit, Talis drops the coin into the slot and the pillar of "gold coins" grinds noisily into the floor.  You find yourself in a room with 3 exits, 2 obvious doors and a stone wall/door with no handle, but it does have an impression of the Sihedron star (7 points) in it.  A brief examination reveals the powerful magics used to seal this door.  This then is where Malfeshnekor is.  Having no obvious way to open it, the group examines the other rooms.

Locked door
The doors to this room are made of stone but bear no handles. An
indented outline of a seven-pointed star, its shape covered by hollows
and slits, graces the spot where handles should be.


Room with image
This barren room contains an upraised dais on which sits a marble throne.
To either side stand statues of a man clutching a book and a glaive. A
ghostly figure seems to be seated in the throne, an image of the same
man who appears in the statues. He seems to be addressing an audience
as he moves his hands about, fingers decorated with hooked rings, but the
words issuing form his phantom mouth are difficult to make out and in a
strange language.

After an initial alert, you realize it is some remnants of ancient magic, probably communicating in Thassilonian, a language not in use for 1000's of years.  After some time  Zer-wedula thinks it says something like, “…is upon us, but I command you remain. Witness my power, how Alaznist’s petty wrath is but a flash compared to my strength. Take my final work to your graves, and let
its memory be the last thing you…”.  Otherwise the room is bare.

Lab
This room contains three low tables, their tops covered with a strange
and chilling selection of tools, saws, long bladed knives, and objects
whose purpose is not readily apparent. A strange collection of bones
lies near the southern table—too many to be one skeleton, but too
few to be two.

The skeleton on the table is f a 2 headed man with another partial skeleton growing out of him.  The scattered bones appear of a similar sort.  The surgical tools are well made and worth 100gp to the right buyer.  You also find a large 7 pointed star made of silver and gold, with various protrusions and blades.  It is the exact size of the indentation of the locked door.

Obviously this is the key, you return to the locked door, cast what combat spells you wish and insert the key into the lock.


Please edit your spells in the spells thread and specify what spells you cast before messing with the portal.  Who is using what treasure?
Glum
player, 301 posts
The world's least dour
dwarf. Hence the name.
Sat 14 Nov 2009
at 11:26
  • msg #375

Re: 1.4 Goblins

Glum first casts Protection from evil on himself.
Then as someone inserts the key, he casts Bless on the party.
For his action in the first combat round he will cast Shield of Faith on himself.

So for his first round, he will have...

Protection from evil (9 rounds remaining) +2 to AC v evil creatures, +2 to saves v actions of evil creatures or evil effects, immune to possession or mental control v evil creatures.

Bless (10 rounds remaining) for all party - +1 to atack rolls, +1 to saves v fear.

Shield of Faith will not come into effect until his initiative but will add +2 to his AC for the following ten rounds.

Zer-wedula
player, 229 posts
Tue 17 Nov 2009
at 00:03
  • msg #376

Re: 1.4 Goblins

Mage Armor on self
Then Bulls Strength on self
Then Bulls Strength on Talis
then Pf Evil on self
Zer-wedula
player, 230 posts
Tue 17 Nov 2009
at 00:07
  • msg #377

Re: 1.4 Goblins

And then Zer-wedula puts on the magic Sihedron medallion from Nualia.
Catessa Fallowfield
player, 234 posts
Halfling Nature Priestess
...and Friend Garious
Tue 17 Nov 2009
at 20:12
  • msg #378

Re: 1.4 Goblins

Casting Magic Fang on Gar's bite.
DM
GM, 567 posts
Tue 17 Nov 2009
at 21:29
  • msg #379

Re: 1.4 Goblins

This 15'x30'x20'room is lit by a ten-foot-wide pit of flickering fire that fills the room
with a strange humid heat and the smell of burning hair. In the northern corners
of the room, wooden risers each hold several dozen golden candles that burn without melting, while to the south the wall bears an immense
carving of a seven-pointed star.


[Private to Zer-wedula: The Sihedron medallion gives +1 to saves and can cast "False Life" at 5th level as a free action, 1/day.  It will automatically cast it (if it is available) if the wearer drops to 0 or below.]

Garious most definitely does NOT like it here.  He smells something foul and demonic, though there is nothing to see.  Invisible is your 1st thought.  What does everybody do?

http://www2.snapfish.com/slide...161694151_161694151/
(you are just outside of the room at the bottom, E10)
Glum
player, 302 posts
The world's least dour
dwarf. Hence the name.
Wed 18 Nov 2009
at 10:46
  • msg #380

Re: 1.4 Goblins

Glum will stick with his earlier stated intention for the first round... casting Shield of Faith.
Talis Revain
player, 131 posts
Wed 18 Nov 2009
at 18:57
  • msg #382

Re: 1.4 Goblins

"Cat, can Garious sniff him out."  Then he starts forward, holding his sword in a 2 handed grip.  Moving into the room to the right, obviously trying to listen. (rolled 19-1=18)

[Private to GM: Mal rolls 19+18=37move ilent, he is on the rigt side]
DM
GM, 568 posts
Wed 18 Nov 2009
at 21:11
  • msg #383

Re: 1.4 Goblins

Round 1
Talis steps into the room but doesn't hear anything, or rather doesn't have time to hear anything.  Before he can go more then a few steps, he is slammed against the wall by the force of bite (15 dam).  A large dog/wolf-like creature appears and snarls, with drool coming from it's lips (in common)"I do so like it when my meals comes to me".

[Private to GM: Zer-wedula ??

Glum casts a spell (Shield of faith).

Catessa Fallowfield & Garious ??</Orange>

Malfeshnekor ??-1 aoo used
]

Tactical Situation
Fighting a demonic-like outsider, who just took an Aoo on Talis.

http://www2.snapfish.com/slide...161694151_161694151/

            dam      status
Malfeshnekor -




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 21:02, Thu 19 Nov 2009.
Zer-wedula
player, 232 posts
Wed 18 Nov 2009
at 22:31
  • msg #384

Re: 1.4 Goblins

AC 5, 33 hp


"Be strong, Talis, aid is forthcoming!" Zer-wedula calls out as he steps back five feet and casts Touch of Idiocy.  He then readies the wand of Shocking Grasp.
DM
GM, 571 posts
Sun 22 Nov 2009
at 06:58
  • msg #385

Re: 1.4 Goblins

Round 1
Talis grips his sword tighter, but doesn't flee, "I can't take another hit like that."

Zer-wedula casts a spell (Touch of Idiocy), but since he is out of reach he holds the spell until he can touch the monster.

Glum casts a spell (Shield of faith).

Catessa Fallowfield & Garious casts a spell (Magic Fang).

Malfeshnekor smiles a canine grin at Talis before he snaps out and catches him on the throat/shoulder for 14 dam.  Blood flows freely and Talis can barely stand (he is at 0 hp).

Tactical Situation
Fighting a demonic-like outsider, Talis is already at 0 hp.

http://www2.snapfish.com/slide...161694151_161694151/

            dam      status
Malfeshnekor -




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Zer-wedula
player, 234 posts
Sun 22 Nov 2009
at 11:47
  • msg #386

Re: 1.4 Goblins

AC15
33 hp

06:44, Today: Zer-wedula rolled 21 using 1d20+3. Touch attack  .



Wearing a look of concern, Zer-wedula moves forward and touches the beast. "I am unsure whther or not this will work," he says.  "But that may enrage me."
Glum
player, 303 posts
The world's least dour
dwarf. Hence the name.
Sun 22 Nov 2009
at 12:59
  • msg #387

Re: 1.4 Goblins

Protection from evil (8 rounds remaining) +2 to AC v evil creatures, +2 to saves v actions of evil creatures or evil effects, immune to possession or mental control v evil creatures.

Bless (9 rounds remaining) for all party - +1 to atack rolls, +1 to saves v fear.

Shield of Faith 10 rounds remaining +2 to his AC

AC19 v Evil creatures
AC17 v non-evil creatures
HPts 28


Glum casts Spiritual Nunchuks and sends said Nunchuks to bash the demon.

14:02, Today: Glum rolled 8 using 1d8+1. Damage if any.
14:01, Today: Glum rolled 15 using 1d20+5. Spiritual Nunchaku.

Oops, forgot the effect of the bless

This message was last edited by the player at 18:17, Sun 22 Nov 2009.
Catessa Fallowfield
player, 235 posts
Halfling Nature Priestess
...and Friend Garious
Sun 22 Nov 2009
at 17:05
  • msg #388

Re: 1.4 Goblins

Cat 16  21/21
Gar 20  30/30C


Cat lets Gar loose to attack as she sends an energy blast towards the demon.

rolls
11:55, Today: Catessa Fallowfield rolled 15 using 1d20+7. attack.
11:55, Today: Catessa Fallowfield rolled 7 using 2d6. damage - eldritch blast ?.

11:57, Today: Catessa Fallowfield rolled 3 using 1d20+2. attack for Gar.

Talis Revain
player, 132 posts
Mon 23 Nov 2009
at 02:35
  • msg #389

Re: 1.4 Goblins

Talis tumbles back out of the room, holding his bleeding abdomen, "You're right this is such a great idea, now heal me, I like my guts on the inside, please.  And why didn't I get a protection from evil?"

ooc: Thanks for the bulls str, but it would be more useful if I could last more than a round or 2 against him.
This message was last edited by the GM at 02:57, Mon 23 Nov 2009.
DM
GM, 572 posts
Mon 23 Nov 2009
at 05:13
  • msg #390

Re: 1.4 Goblins

Round 1
Talis manages to take a single move action to get out of the room and behind the group.

Zer-wedula finds the monster fairly easy to touch (touch ac 13), so the spell hits.  Malfeshnekor does not appear to have any spell resistance and takes 5 penalty from the spell.  However, the spell does not appear to have much effect.  (Malfeshnekor has a large enough int, wis and chr that -5 is not going to have much effect on tactics, though it will on saves and such.)

Glum's weapons fail to do any damage vs Mal's ac 23.

Catessa Fallowfield & Garious Garious is just to afraid and timid to fight effectively, but Cat hits the thing for 8 damage.

Malfeshnekor bites at Zer-wedula, but as his teeth close, he jerks back from the protection from evil spell.  "Nasty wizard has magic, let's see if the dog has the same."  He turns and slashes with his claws at Garious, hitting once for 7 dam.

Tactical Situation
Fighting a demonic-like outsider, Talis is already at 0 hp.  Zer-wedula, Cat and Garious are in melee.



              dam      status
Malfeshnekor - 8




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Zer-wedula
player, 235 posts
Mon 23 Nov 2009
at 10:01
  • msg #391

Re: 1.4 Goblins

AC 17 vs evil, 33 hp


Zer-wedula carefully considershis spells, then sighs.  Drawing the wand of shocking grasp, he steps forward and touches Malfeshnekor again.

"Just die, or go away, beast!"


18:42, Today: Zer-wedula rolled 20 using 5d6. wand damage.
18:41, Today: Zer-wedula rolled 16 using 1d20+3. Touch with wand. 

This message was last edited by the player at 23:44, Mon 23 Nov 2009.
Catessa Fallowfield
player, 236 posts
Halfling Nature Priestess
...and Friend Garious
Tue 24 Nov 2009
at 16:51
  • msg #392

Re: 1.4 Goblins

Cat 16  21/21
Gar 20  23/30C


Cat starts to really worry. Talis is down. Gar is spooked. Most weapons don't seem to work on the demon. She edges towards Talis, firing off an energy bolt, and trying to come up with a plan.

11:48, Today: Catessa Fallowfield rolled 26 using 1d20+7. attack.
11:49, Today: Catessa Fallowfield rolled 7 using 2d6+1. damage - eldritch blast.

[Private to GM: Would Soften Earth and Stone slow the demon down?]
Glum
player, 304 posts
The world's least dour
dwarf. Hence the name.
Tue 24 Nov 2009
at 17:50
  • msg #393

Re: 1.4 Goblins

Protection from evil (7 rounds remaining) +2 to AC v evil creatures, +2 to saves v actions of evil creatures or evil effects, immune to possession or mental control v evil creatures.

Bless (8 rounds remaining) for all party - +1 to atack rolls, +1 to saves v fear.

Shield of Faith 9 rounds remaining +2 to his AC

AC19 v Evil creatures
AC17 v non-evil creatures
HPts 28


Glum's Spiritual Nunchaku continues to prove ineffective, while his healing ability proves more beneficial, as he kneels beside Talis and through the power of the divine, knits his wounds.

17:45, Today: Glum rolled 5 using 1d8+3. Healing Talis.
17:44, Today: Glum rolled 10 using 1d20+6. Spiritual Nunchaku (incl bless).

This message was last edited by the player at 17:56, Tue 24 Nov 2009.
Talis Revain
player, 133 posts
Tue 24 Nov 2009
at 18:57
  • msg #394

Re: 1.4 Goblins

Talis pulls out his polearm and delays, "Hey Glum, don't you also have the same spell Zer is protected with?  Why don't you help make a wall with Zer."
This message was last edited by the GM at 18:57, Tue 24 Nov 2009.
DM
GM, 574 posts
Wed 25 Nov 2009
at 18:48
  • msg #395

Re: 1.4 Goblins

Round 2
Talis waits for healing, feeling the blood ooze around his fingers.

Zer-wedula reaches out and does 20 dam to the demon, "Arghhh" in a dog-like howl.  Malfeshnekor is not an actual Demon, just a evil outsider and apparently does not have electrical resistance.

Glum's weapons fail to do any damage vs Mal's ac 23, and bestows his healing on Talis.
Ouch, you just aren't lucky today, maybe next round.  Talis is waiting for you to move up so he can aid another from behind your protection from evil spell.

Catessa Fallowfield & Garious Garious retreats while Cat blasts, 7 dam.
Malfeshnekor is long/large, so only has 5' reach.  It might, depending on how you use it and what special abilities he has.  He probably has several.

Malfeshnekor glares at Zer-wedula, "Nasty wizard has a nasty bite."  He snatches the wand away from the wizard, who obviously wasn't expecting such a tactic.  While it is difficult, he manages to hold it in 1 claw.  "Shall we see if you are immune to this", and waving the wand around.


Tactical Situation
Fighting a demonic-like outsider (who has the wand... but can can he use it???), Talis is already at 0 hp.  Zer-wedula, Cat and Garious are in melee.



              dam      status
Malfeshnekor - 35




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Zer-wedula
player, 236 posts
Wed 25 Nov 2009
at 20:41
  • msg #396

Re: 1.4 Goblins

AC 15 w rage
39 hp



With a growling yell, Zer-wedula leaps forward, wildly swinging Nualia's sword.

15:39, Today: Zer-wedula rolled 8 using 1d20+5. +1 bastard, not proficient, bull str, + bless, BAB, rage

From DM:  Your Barbarian levels are prof, if you are using the bastard sword 2 handed.  Exotic Weapon Prof is to wield it 1 handed.  But even then, you will miss rolling a 3.  Ouch.
This message was last edited by the GM at 20:45, Wed 25 Nov 2009.
Glum
player, 305 posts
The world's least dour
dwarf. Hence the name.
Thu 26 Nov 2009
at 12:53
  • msg #397

Re: 1.4 Goblins

Protection from evil (6 rounds remaining) +2 to AC v evil creatures, +2 to saves v actions of evil creatures or evil effects, immune to possession or mental control v evil creatures.

Bless (7 rounds remaining) for all party - +1 to atack rolls, +1 to saves v fear.

Shield of Faith 8 rounds remaining +2 to his AC

AC19 v Evil creatures
AC17 v non-evil creatures
HPts 28


Glum's spiritual weapon was as ineffective as ever, striking pathetically against the demon's armor before dissipating.  Glum's fist came in like a hammer but proved just as useless in the demonslaying stakes.

12:48, Today: Glum rolled 17 using 1d20+5. Fist.
12:48, Today: Glum rolled 11 using 1d20+6. Spiritual Nunchaks.

Catessa Fallowfield
player, 237 posts
Halfling Nature Priestess
...and Friend Garious
Thu 26 Nov 2009
at 19:41
  • msg #398

Re: 1.4 Goblins

Cat 16  21/21
Gar 20  23/30


Things aren't going well at all. Time to try desperate measures. Cat rushes forward, "Everyone, back!" She touches the ground, casting Soften Earth and Stone under the demon.
Talis Revain
player, 135 posts
Fri 27 Nov 2009
at 04:25
  • msg #399

Re: 1.4 Goblins

Talis follows Glum and uses his reach weapon to help Zer-wedula and his magic sword hit, but even with the +2 to hit, Zer misses.
DM
GM, 577 posts
Sat 28 Nov 2009
at 04:27
  • msg #400

Re: 1.4 Goblins

PfE lasts min per level, not rounds.

Round 3
Zer-wedula draws forth the magic bastard sword, but misses

Glum also misses with both his attacks (fists and spiritual weapons).

Talis moves up behind Glum and distracts Malfeshnekor to give Zer-wedula a +2 to hit on his next attack.

Catessa Fallowfield & Garious Garious moves behind Talis while Cat casts a spell.  Though it isn't as effective as she had hoped, the ground must be enchanted.  Malfeshnekor manages to avoid the worst of the mud (makes his ref save), but does sink in some.

Malfeshnekor pulls up a rear paw and shakes it like a dog, "Mud....grrrr."  He drops the wand into the fire pit and then snaps at Glum, and again is stymied by his PfE spell.  "You think that will stop me puny mortals."  He tries to push Zer-wedula down with a claw.  The pressure is enormous and somehow Zer-wedula manages to resist (attempted trip, M hit, but lost the 1st opposed trip roll, won the 2nd).  His 2nd claw attempts to snatch the sword away.
I need from Zer-wedula: an Aoo, a dam roll, a disarm (d20) roll

Tactical Situation
Fighting a demonic-like outsider, Talis is at 5hp.  Zer-wedula and Glum are in melee.



              dam      status
Malfeshnekor - 35




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Zer-wedula
player, 237 posts
Sat 28 Nov 2009
at 20:23
  • msg #401

Re: 1.4 Goblins

AC 15 with rage
39 hp with rage

15:20, Today: Zer-wedula rolled 13 using 1d20. Disarm, not sure of mods.
15:19, Today: Zer-wedula rolled 8 using 1d8+6. Damage,str, rage, bless, sword.
From DM: sword damage is 1d10: raging/bulls str = 18,two handed, +1 magic weapon(bless does not add to dam).  Go ahead and reroll a <b>d10+7
also, go ahead and post your action for this turn, both with/without your sword.</b>

15:19, Today: Zer-wedula rolled 27 using 1d20+9. AoO roll.
 


Zer-wedula took the sword in his two hands and swung mightily at the creature.  He was rewarded, as it bit in deeply.  "Heeyaarghhhhh!" he growled at Malfeshnekor.  He then readied himself to deal more damage.
This message was last edited by the GM at 19:02, Mon 30 Nov 2009.
Catessa Fallowfield
player, 239 posts
Halfling Nature Priestess
...and Friend Garious
Sat 28 Nov 2009
at 20:41
  • msg #402

Re: 1.4 Goblins

Cat 16  21/21
Gar 20  23/30


Cat moves to the side, trying to split the demon's attention. Next move of desperation: Cat waves her hands a bit, casting Flaming Sphere at the demon, hoping this works better.

15:40, Today: Catessa Fallowfield rolled 5 using 2d6. flaming sphere, rd 1.
DM
GM, 580 posts
Wed 2 Dec 2009
at 22:28
  • msg #403

Re: 1.4 Goblins

Round 4
Zer-wedula somehow manages to resist the trip and disarm attacks from the monster, doing 11 damage to it in the process(the +2 from aid was applied to the aoo).  He misses with his regular attack.

Glum takes the advice and attempts to aid Zer-wedula, successfully giving him a +2 to hit.  His spiritual weapon hits for 8 damage.

Talis moves up behind Glum and distracts Malfeshnekor to give Zer-wedula a +2 to hit on his next attack.
Zer-wedula next attack (be it a regular or aoo) gets +4 to hit, go teamwork

Catessa Fallowfield & Garious tries to hit it with a flaming sphere, but Malfeshnekor is to fast and avoids it.  It ends up next to him at the back of the room blocking the path behind the fire pit.

Malfeshnekor howls in frustration, "arhoooo."  The mud, the fire and Zer-wedula's stout defense against both his trip and disarm attacks is too much.  He starts blinking, then leaps over the fire pit and flaming sphere and moves to the the other corner.
Talis, Glum and Zer-wedula get Aoo.  Malfeshnekor is now blinking.

Tactical Situation
Fighting a demonic-like outsider, Talis is at 5hp.  The back way around the fire pit is "blocked" by a area of mud(1/2 speed if you make the ref save) and a flaming sphere.  If both Glum and Zer-wedula want to ttack this round, someone has to take an aoo.
SRD:
Blink
You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.


http://www2.snapfish.com/slide...161694151_161694151/

              dam      status
Malfeshnekor - 54




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 21:30, Sat 05 Dec 2009.
Zer-wedula
player, 238 posts
Wed 2 Dec 2009
at 23:46
  • msg #404

Re: 1.4 Goblins

AC 15, 39 hp

18:43, Today: Zer-wedula rolled 17 using 1d10+7. DAmage, assume no crit.
18:43, Today: Zer-wedula rolled 15 using 1d20+9. Roll to confirm!.
18:42, Today: Zer-wedula rolled 32 using 1d20+13. AoO attack with +4.
18:41, Today: Zer-wedula rolled 10 using 1d10+7. rerolling damage. 


Zer-wedula slashed out at Malfeshnekor as it used magic to leap away.  His sword struck deep, leaving a feral smile on the half-elf.

"I will kill the beast!" he shouted as he sloshed through the mud to strike again.
Zer-wedula
player, 239 posts
Wed 2 Dec 2009
at 23:47
  • msg #405

Re: 1.4 Goblins


18:46, Today: Zer-wedula rolled 14 using 1d20+9. Yet another attack.

"And kill it I shall!  Soon!"
DM
GM, 581 posts
Mon 7 Dec 2009
at 02:30
  • msg #406

Re: 1.4 Goblins

SRD:
Blink
You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.


Round 5
Zer-wedula's sword bites deep as Malfeshnekor leaps away, or would have if the demon hadn't blinked out just before contact.  Moving over to attack, he misses.

Glum swings at the same time and also connects with empty space.  His spiritual weapon follows the demon, but miss.  Glum moves over, tumbling past Zer-wedula to the only position left and again attempts to aid Zer-wedula, again giving him a +2 to hit.

Talis also connect as Mal jumps, but just before he blinks, and manages to scratch Mal(13 dam vs dr 10).  Then Talis moves into the room behind Zer-wedula and easily distracts Malfeshnekor to give Zer-wedula a +2 to hit on his next attack.
Zer-wedula next attack (be it a regular or aoo) gets +4 to hit.

Catessa Fallowfield & Garious tries to hit it with a flaming sphere (move action), but Malfeshnekor is to fast and avoids it.  It ends up next to him at the back of the room blocking the path behind the fire pit.  Then she shoots at it, but is still pointing at the sphere (rolled a 1) and misses.

Malfeshnekor looks toward Zer-wedula, Talis and Cat.  His eyes glow and he speaks some words, unspeakably nasty, vile and foul words.  A crushing sense of despair washes over them.
Zer-wedula(though he is not affected until the PfE goes away), Talis and Cat/Garious need to make a will save; dc 17(which is has been reduced by the Touch of Idiocy spell) or suffer –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
[Private to GM: Talis saves on a 20]

Tactical Situation
Fighting a demonic-like outsider, Talis is at 5hp.  The back way around the fire pit is "blocked" by a flaming sphere.



              dam      status
Malfeshnekor -57




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 18:08, Mon 07 Dec 2009.
Glum
player, 307 posts
The world's least dour
dwarf. Hence the name.
Mon 7 Dec 2009
at 12:08
  • msg #407

Re: 1.4 Goblins

Protection from evil (3 rounds remaining) +2 to AC v evil creatures, +2 to saves v actions of evil creatures or evil effects, immune to possession or mental control v evil creatures.

Bless (4 rounds remaining) for all party - +1 to atack rolls, +1 to saves v fear.

Shield of Faith 5 rounds remaining +2 to his AC

AC19 v Evil creatures
AC17 v non-evil creatures
HPts 28


Glum doubles up his blows against the demon.  With the first, he slams the demon into position for Zer wedula's mighty blow (+2 for Zer to hit), the second misses.

12:10, Today: Glum rolled 9 using 1d20+5. Second blow, fist.
12:10, Today: Glum rolled 6 using 1d20+5. (Ist blow critical?).
12:09, Today: Glum rolled 25 using 1d20+5. First blow fist (aid Zer).

This message was last edited by the player at 12:11, Mon 07 Dec 2009.
Catessa Fallowfield
player, 242 posts
Halfling Nature Priestess
...and Friend Garious
Thu 10 Dec 2009
at 12:50
  • msg #408

Re: 1.4 Goblins

Cat 16  21/21
Gar 20  23/30

Cat sighs as her druidic magic fails her utterly. Under the demon's attack, she quivers and backs up, fire a bit of her unworldly magic. Maybe her weak ball of flame will do something,

07:44, Today: Catessa Fallowfield rolled 12 using 1d20+4. attack.
07:44, Today: Catessa Fallowfield rolled 13 using 1d20+1. Gar = won't save.
07:43, Today: Catessa Fallowfield rolled 13 using 1d20+6. Will save. 

Zer-wedula
player, 240 posts
Sat 12 Dec 2009
at 02:09
  • msg #409

Re: 1.4 Goblins

AC 15, 39 hp
21:06, Today: Zer-wedula rolled 12 using 1d10+7. Damage, if a hit.
21:06, Today: Zer-wedula rolled 17 using 1d20+13. Attack with +4 aided.
21:04, Today: Zer-wedula rolled 6 using 1d20+2. Will save.



For a brief instant a feeling of despair nagged at the corners of Zer-wedula's mind.  Shaking it off, he jumped forward and cut again at Malfeshnekor.

"Die, hell beast!" he shouted.
DM
GM, 584 posts
Sat 12 Dec 2009
at 18:48
  • msg #410

Re: 1.4 Goblins

SRD:
Blink
You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.


Round 6
Zer-wedula misses Mals 23 ac.

Glum spiritual weapon follows the demon, but miss.  Then he aids Zer-wedula, giving him a +2 to hit.
Aid Another as an attack, hmmm, I have always played that AA is a standard action, so lets go with that.  It can not be used with a full attack.

Talis just completely ignores the despair (natural 20) and then uses his attack to distract Malfeshnekor to give Zer-wedula a +2 to hit on his next attack.
Zer-wedula next attack (be it a regular or aoo) gets +4 to hit.

Catessa Fallowfield & Garious almost missed, but due to the blessing of Glum, she surprisingly hits.
The +1 due to bless means a hit, and she makes the blink roll to do 7 dam

Malfeshnekor needs to be able to hit through the Pfe spells, so he again tries to disarm Zer-wedula, snatching at the sword with both claws and his bite (all of which are successful on the blink roll miss chance, so they all hit).
Zer-wedula gets 1 Aoo and then needs to make 3 d20 disarm opposed rolls.  I will deal with the modifiers, but with 3 chances, I am assuming Mal will end up with the sword at the end of the round.

Tactical Situation
Fighting a demonic-like outsider, Talis is at 5hp.  The back way around the fire pit is "blocked" by a flaming sphere.



              dam      status
Malfeshnekor -64




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 17:13, Mon 14 Dec 2009.
Glum
player, 308 posts
The world's least dour
dwarf. Hence the name.
Sat 12 Dec 2009
at 21:43
  • msg #411

Re: 1.4 Goblins

Protection from evil (2 rounds remaining) +2 to AC v evil creatures, +2 to saves v actions of evil creatures or evil effects, immune to possession or mental control v evil creatures.

Bless (3 rounds remaining) for all party - +1 to atack rolls, +1 to saves v fear.

Shield of Faith 4 rounds remaining +2 to his AC

AC19 v Evil creatures
AC17 v non-evil creatures
HPts 28


Glum aids Zer-wedula again.
Talis Revain
player, 137 posts
Mon 14 Dec 2009
at 17:17
  • msg #412

Re: 1.4 Goblins

Assuming Zer-wedula is disarmed...
Talis will say from behind Zer-wedula, "Quick, use my sword" and he pauses to let his ally draw the sword before continuing to assist from behind with his polearm.
Zer-wedula
player, 241 posts
Mon 14 Dec 2009
at 18:25
  • msg #413

Re: 1.4 Goblins

13:22, Today: Zer-wedula rolled 20 using 1d20. disarm 3.
13:22, Today: Zer-wedula rolled 10 using 1d20. disarm 2.
13:22, Today: Zer-wedula rolled 5 using 1d20. disarm 1.
13:22, Today: Zer-wedula rolled 17 using 1d20+13. AoO with aiding.
 AC 15, 39 hp



"My sword!" Zer-wedula cried out as Nualia's sword was taken from him.  "I have no retort," he continued in a downhearted voice.He shuffled backwards and drew Talis's sword.
Catessa Fallowfield
player, 243 posts
Halfling Nature Priestess
...and Friend Garious
Mon 14 Dec 2009
at 19:56
  • msg #414

Re: 1.4 Goblins


Cat 16  21/21
Gar 20  23/30


With a sad sigh, Cat fires off another unworldly blast.

14:54, Today: Catessa Fallowfield rolled 8 using 1d20+5. attack.
And I think my 3 rounds for the flaming sphere are up.

DM
GM, 585 posts
Mon 14 Dec 2009
at 20:28
  • msg #415

Re: 1.4 Goblins

SRD:
Blink
You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.


Round 7
Zer-wedula misses Mal with the Aoo, and after he draws the longsword, he swings at the demon just as the thing blinks.

Glum aids Zer-wedula, giving him a +2 to hit.
Protection from Evil lasts 1 min per level

Talis uses his attack to distract Malfeshnekor to give Zer-wedula a +2 to hit on his next attack.
Zer-wedula next attack (be it a regular or aoo) gets +4 to hit.

Catessa Fallowfield & Garious does miss the fast moving demon this time.
Yeah, the flaming sphere is gone, thanks

Malfeshnekor struggles to wield the bastard sword.  His claws are not designed for it and he doesn't know how to use it properly.  He does manage to connect with Zer-wedula (17 dam) though his 2nd attack misses Glum.
He does have a 20% chance to miss due to the blinking, but so far hasn't

Tactical Situation
Fighting a demonic-like outsider who is wielding a bastard sword, Talis is at 5hp.



              dam      status
Malfeshnekor -64




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

This message was last edited by the GM at 18:44, Wed 16 Dec 2009.
Catessa Fallowfield
player, 245 posts
Halfling Nature Priestess
...and Friend Garious
Thu 17 Dec 2009
at 13:10
  • msg #416

Re: 1.4 Goblins

Cat 16  21/21
Gar 20  23/30


Cat really wants to get out of here. So, she fires off another energy blast, though she wonders if it's worth it.

08:07, Today: Catessa Fallowfield rolled 11 using 1d20+5. attack.
Glum
player, 309 posts
The world's least dour
dwarf. Hence the name.
Thu 17 Dec 2009
at 14:01
  • msg #417

Re: 1.4 Goblins

Protection from evil (13 rounds remaining) +2 to AC v evil creatures, +2 to saves v actions of evil creatures or evil effects, immune to possession or mental control v evil creatures.

Bless (2 rounds remaining) for all party - +1 to atack rolls, +1 to saves v fear.

Shield of Faith 3 rounds remaining +2 to his AC

AC19 v Evil creatures
AC17 v non-evil creatures
HPts 28


Glum continued to aid Zer-wedula but suggested the time to leave may have been approaching.
Zer-wedula
player, 242 posts
Fri 18 Dec 2009
at 11:21
  • msg #418

Re: 1.4 Goblins

06:20, Today: Zer-wedula rolled 8 using 1d8+6. damage  .
06:20, Today: Zer-wedula rolled 27 using 1d20+12. attack with aiding.
AC 15, 22/39 hp


"Leaving is for tree-huggers" Zer-wedula called out as he slashed at Malfeshnekor.
Talis Revain
player, 138 posts
Fri 18 Dec 2009
at 18:20
  • msg #419

Re: 1.4 Goblins

"If we leave, won't he just follow us?"
DM
GM, 586 posts
Fri 18 Dec 2009
at 20:33
  • msg #420

Re: 1.4 Goblins

SRD:
Blink
You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.


Round 8
Zer-wedula gets lucky this time and actually connects for 9 dam (+1 sword), drawing some vile looking demon blood that smokes and sizzles.

Glum aids Zer-wedula, giving him a +2 to hit.
Protection from Evil lasts 1 min per level

Talis uses his attack to distract Malfeshnekor to give Zer-wedula a +2 to hit on his next attack.
Zer-wedula next attack (be it a regular or aoo) gets +4 to hit.

Catessa Fallowfield & Garious again misses, this demon is very fast and wary for his size.

Malfeshnekor is obviously getting desperate as he swings at the person with the magic sword (Zer).  He does manage to connect with Zer-wedula (24 dam).  His 2nd attack follows so quickly on the 1st that Glum has no chance to dodge (rolled a 20, but missed the confirm by 1, for 17 dam).
He does have a 20% chance to miss due to the blinking, but so far hasn't, I am getting pretty lucky on that

Round 9
Zer-wedula is unconscious and bleeding badly from a major wound. (rage drops and you lose the temp hp(6), dropping you to -8
roll a stabilization roll or Zer drops to -9, you need a 19-20 on a d20.
)


Tactical Situation
Fighting a demonic-like outsider who is wielding a bastard sword, Talis is at 5hp, Zer-wedula is at -8/9hp. Mal is bleeding, but still fighting.

http://www2.snapfish.com/slide...161694151_161694151/

              dam      status
Malfeshnekor -73




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Zer-wedula
player, 244 posts
Fri 18 Dec 2009
at 22:30
  • msg #421

Re: 1.4 Goblins


17:29, Today: Zer-wedula rolled 15 using 1d20. stabilize.



Zer-wedula slurred something out as Willi crawled out of a pocket to sniff at him curiously.
Glum
player, 310 posts
The world's least dour
dwarf. Hence the name.
Sat 19 Dec 2009
at 01:20
  • msg #422

Re: 1.4 Goblins

Protection from evil (12 rounds remaining) +2 to AC v evil creatures, +2 to saves v actions of evil creatures or evil effects, immune to possession or mental control v evil creatures.

Bless (1 round remaining) for all party - +1 to atack rolls, +1 to saves v fear.

Shield of Faith 2 rounds remaining +2 to his AC

AC19 v Evil creatures
AC17 v non-evil creatures
HPts 11/28


Seeing Zer-Wedula go down, Glum redoubled his effort.  His fist slammed into the demon with the force of Glum's noble spirit.  Less than the blink of an eye later, Glum's foot slammed into the demon's chin.

02:16, Today: Glum rolled 5 using 1d6. damage foot.
02:16, Today: Glum rolled 2 using 1d6. Damage fist.
02:15, Today: Glum rolled 6 using 1d20+5. Possible critical foot.
02:15, Today: Glum rolled 8 using 1d20+5. Possible critical fist.
02:15, Today: Glum rolled 25 using 1d20+5. foot.
02:14, Today: Glum rolled 25 using 1d20+5. fist
Oops, forgot the blink checks
23:06, Today: Glum rolled 2 using 1d2. second blink check same rules.
23:06, Today: Glum rolled 2 using 1d2. Blink Check 1 = yes, 2 = no.
.

This message was last edited by the player at 22:07, Sat 19 Dec 2009.
Catessa Fallowfield
player, 248 posts
Halfling Nature Priestess
...and Friend Garious
Sat 19 Dec 2009
at 12:27
  • msg #423

Re: 1.4 Goblins

Cat 16  21/21
Gar 20  23/30


Cat moves to Zer's side, casting a healing spell on him.

07:23, Today: Catessa Fallowfield rolled 5 using 1d8+3. cure light wounds.
Talis Revain
player, 138 posts
Sat 19 Dec 2009
at 20:55
  • msg #424

Re: 1.4 Goblins

Talis leaps forward over Zer's form, snatching up te blade.  Snarling his defiance "If I die, I die fighting," and swings a mighty blow.  The blow is perfectly timed with Glums and is aimed directly at the neck.  Luck, however, hates Talis and the demon Blinks just as his sword is about to connect.  Talis brings his sword back to on guard, "This must be a test of humility.  I hope I passed Ye Gods because here I come."

roll natural 20
confirm crit 24
failed the blink check



[Private to GM: On next rnd Mal misses twice from blink]
This message was last edited by the GM at 20:55, Sat 19 Dec 2009.
DM
GM, 589 posts
Sat 19 Dec 2009
at 23:20
  • msg #425

Re: 1.4 Goblins

SRD:
Blink
You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.


Round 9
Zer-wedula bleeds to within a inch of his life (-9).

Glum strikes at the beast with nearly perfect precision, nearly.  At the last moment Mal starts to blink out, disrupting Glum's aim.  He still hits, but not where he wanted to.  Glum knows that experienced monks can focus their Ki through their hands and feet, but he doesn't quite have the hang of it.  Only 1 attack overcomes Mal's DR, doing 5 dam.
Mal has DR/magic, Glum will get the ability of making his unarmed attacks magic  next level, so I am letting you have chance for it to work now.

Talis swings his sword and for a second thinks he has finished it off.  When Mal blinks, his heart sinks.

Catessa Fallowfield & Garious casts her spell, not really expecting it to wake Zer-wedula up.  To her surprise, it does.
Zer is now conscious at 4 hp, 8 of which are temporary from the medallion.


Malfeshnekor swings twice at Glum.  Blows meant to kill.  Blows which would kill.  However, luck has other ideas.  Just as these blows start to land, Mal blinks out...both times.
Luck is so funny.

Tactical Situation
Fighting a demonic-like outsider who is wielding a bastard sword, Talis is at 5hp, Zer-wedula is at 4hp. Glum is 1 hit from going down.  Mal is bleeding, but still fighting.

http://www2.snapfish.com/slide...161694151_161694151/

              dam      status
Malfeshnekor -78




Everyone post,

<AND DON'T FORGET TO INCLUDE AC AND HP(CURRENT/TOTAL)>

Talis Revain
player, 139 posts
Mon 21 Dec 2009
at 02:47
  • msg #426

Re: 1.4 Goblins

Talis attacks again, "I'm still alive, thank you gods."

natural 20 to hit
doesn't confirm
makes the blink check
does 17 dam

This message was last edited by the GM at 22:24, Sat 26 Dec 2009.
Zer-wedula
player, 246 posts
Mon 21 Dec 2009
at 11:25
  • msg #427

Re: 1.4 Goblins

Zer-wedula staggers upright and moves back five feet. "I have a True Strike spell I can still cast," he wheezes.
DM
GM, 590 posts
Tue 22 Dec 2009
at 19:22
  • msg #428

Re: 1.4 Goblins

Round 10
Zer-wedula starts to get to his feet, forgetting the sword wielding demon right next to him.  Malfeshnekor has not forgotten him, but his lack of suitable hands and unfamiliarity with the weapon betray him and he misses, gouging a huge slash in the stone.  If that had hit, Zer-wedula would be dead.
Thus, my luck has turned.  BTW, Pat/Talis witnessed me missing both the blink rolls last turn.  I am not fudging the rolls.  It's just pure luck.
Zer-wedula
player, 247 posts
Tue 22 Dec 2009
at 20:00
  • msg #429

Re: 1.4 Goblins

Willi chitters at Zer-wedula, bringing him to his senses.  "You, sir," he slurs at Malfeshnekor as he executes a complete withdrawal from the battle.  "Are a turd!"
Catessa Fallowfield
player, 250 posts
Halfling Nature Priestess
...and Friend Garious
Wed 23 Dec 2009
at 01:27
  • msg #430

Re: 1.4 Goblins

Cat 16  21/21
Gar 20  23/30


Begining to lose hope, Cat steps back away from the demon to cast Flare on it, doubting it'll work.
Glum
player, 311 posts
The world's least dour
dwarf. Hence the name.
Wed 23 Dec 2009
at 01:41
  • msg #431

Re: 1.4 Goblins

Protection from evil (12 rounds remaining) +2 to AC v evil creatures, +2 to saves v actions of evil creatures or evil effects, immune to possession or mental control v evil creatures.

Shield of Faith 1 round remaining +2 to his AC

AC19 v Evil creatures
AC17 v non-evil creatures
HPts 1/28


Glum kept on trying, futile as that seemed to be.

02:41, Today: Glum rolled 8 using 1d20+5. foot.
02:41, Today: Glum rolled 20 using 1d20+5. fist.

This message was last edited by the player at 01:43, Wed 23 Dec 2009.
DM
GM, 592 posts
Sat 26 Dec 2009
at 22:31
  • msg #432

Re: 1.4 Goblins

With actions borne of desperation the group attacks, giving Talis just the opening he needs.  This time, the blinking is in his favor and Malfeshnekor blinks in just in time to meet his sword swing.  With a gurgle of surprise, the demon-like barghest meets his fate with a sword through his heart.  With barely a whimper, Malfeshnekor dissolves into a vile slime that quickly evaporates in the heat from the fire.  Breathing heavily and leaning on his sword, Talis says "Next time we know we are fighting a demon, can I have a Protection from Evil too, pleeease."

Zer-wedula is healed up and the room is searched.

60 eternal candles, minor magic candles that burn eternally without heat, similar to a continual flame spell but shedding only shadowy
light in a five-foot radius. Each eternal candle is worth 25 gp
Glum
player, 312 posts
The world's least dour
dwarf. Hence the name.
Sat 26 Dec 2009
at 22:35
  • msg #433

Re: 1.4 Goblins

Glum heals Talis and then himself as well.
Zer-wedula
player, 249 posts
Sun 27 Dec 2009
at 17:06
  • msg #434

Re: 1.4 Goblins

"Let's get the warhorse and the loot and get out of here," Zer-wedula suggests.  "I leave it up to you if you want to release the tentacle beast, and the fate of Orik and the cat fancier."
DM
GM, 593 posts
Sun 27 Dec 2009
at 22:39
  • msg #435

Re: 1.4 Goblins

A brief search is made for the wand of Shocking Grasp in the fire pit, it is found, damaged but intact and still useable.  I will assume you can come up with a way to retrieve it.  While the rest of the group moves upstairs and prepares to leave, Talis searches the room looking for secret doors and such.  He finds 2 secret doors.  The alcoves contain little, having been ransacked at some time in the past.  Talis does find behind some garbage a little silver coffer containing some fine white sand and a silver ring.


Orik and Lyrie report no problem with the goblins.  There is 1 problem, there is too much treasure to take out by boat.  So some of it is hidden in the room with the dead giant crab, which is hidden by a secret door.  Hopefully the goblins won't find it and you will be able to sneak in from underwater to retrieve it.  I will post the treasure in a separate post.  Otherwise the operation goes fairly smoothly and you all end up in the boat, with a swimming warhorse (Cat can be with the horse or at the stern in the boat leading the horse.)

Any specific ideas on this plan?
Zer-wedula
player, 250 posts
Mon 28 Dec 2009
at 02:48
  • msg #436

Re: 1.4 Goblins

"Our plan is sound.  Take the magic and smaller or more valuable items with us.  Leave the bulk coins and such for the goblins or our return."

He paused, brow furrowed.  "I am no mariner, nor tinker, but one with such skills could perhaps jury rig a raft to pull behind the skiff.  An alternate plan would be to subcontract our treasure retrieval: We could hire Sandpoint youths to swim in and get the excess treasure for a 50% commission to us for giving them the location."
Catessa Fallowfield
player, 251 posts
Halfling Nature Priestess
...and Friend Garious
Mon 28 Dec 2009
at 13:44
  • msg #437

Re: 1.4 Goblins

Cat states simply, "I can do some minor healing only. As for the horse, if we can get it down to the water, it should be able to swim."
DM
GM, 594 posts
Mon 28 Dec 2009
at 21:16
  • msg #438

Re: 1.4 Goblins

The weather has turned a little bad, foggy and choppy.  On the plus side it hides your boat from the goblins, but it also causes the horse to flounder.  It's all the horse can do to keep afloat, so it is mostly towed behind the boat.  As the fog starts to lift the horse begins to panic at something in the water.

Orik and Talis are rowing, Cat and Glum are at the stern holding on to the horse.  Zer-wedula and Lyrie are the the forward part of the boat.

In a few rounds the horse will be safe, but it is panicking and trying to get away.  If you move too quickly you may fall out of the boat or even tip it over.

-Glum and Cat need to make 3 str and/or handle animal(to calm him to make the str check easier) rolls to hold on and keep the horse moving.
-Everyone needs to make spot checks.
This message was last edited by the GM at 17:44, Tue 29 Dec 2009.
Glum
player, 313 posts
The world's least dour
dwarf. Hence the name.
Mon 28 Dec 2009
at 22:02
  • msg #439

Re: 1.4 Goblins

23:01, Today: Glum rolled 12 using 1d20+4. Spot.
23:01, Today: Glum rolled 2 using 1d20. str 3.
23:01, Today: Glum rolled 6 using 1d20. str 2.
23:01, Today: Glum rolled 20 using 1d20. str 1.



DM edit: Ouch, I hope someone else can do something for the 1st 2 rounds because Glum is obviously to cold and wet to hold onto anything


Last two rounds: the twenty was for the first.  That's the trouble with cut and paste.
This message was last edited by the player at 10:56, Tue 29 Dec 2009.
DM
GM, 595 posts
Tue 29 Dec 2009
at 10:43
  • msg #440

Re: 1.4 Goblins

Talis will look at Orik, and together they attempt to roll faster.
Catessa Fallowfield
player, 252 posts
Halfling Nature Priestess
...and Friend Garious
Tue 29 Dec 2009
at 12:54
  • msg #441

Re: 1.4 Goblins

07:51, Today: Catessa Fallowfield rolled 7 using 1d20+1. str 3.
07:50, Today: Catessa Fallowfield rolled 10 using 1d20+1. str 2.
07:50, Today: Catessa Fallowfield rolled 13 using 1d20+1. str 1.
20:30, Today: Catessa Fallowfield rolled 15 using 1d20+6. spot.
Not much better. Talis roll better, please, not faster.

This message was last edited by the player at 01:31, Wed 30 Dec 2009.
Zer-wedula
player, 251 posts
Tue 29 Dec 2009
at 23:14
  • msg #442

Re: 1.4 Goblins

18:12, Today: Zer-wedula rolled 15 using 1d20+4. spot check.


Zer-wedula looked about for something he could make use of.  "Perhaps an Enlarge spell...?" he ventured.
DM
GM, 596 posts
Thu 31 Dec 2009
at 20:36
  • msg #443

Re: 1.4 Goblins

Talis and Orik try to speed up, but have trouble coordinating their efforts.  They do manage to keep moving forward, but the speed increase turns into an "S" path.  Glum manages to hold on for 1 round, but then the horse breaks free and slips beneath the water as a wave washes over his head. (Failed his swim check, the surf makes the swim check dc 20)  Both Glum and Cat make a last grab, but can't quite hold on as the boat moves away.  Zer-wedula points out a creature breaking the surface 30' away.  At first you see what looks like a seal looking in your direction, but as it dives underwater you see that the back half is shark-like.  Only Cat recognizes what it is.
[Private to Catessa Fallowfield:  Cat recognizes this as a Bunyip, a magical fusion of seal and shark.  It has a seals cleverness(2 int) and a sharks bloodlust.  It has an incredibly sharp sense of smell and tends to focus on 1 target at a time.  It seems to be focused on the horse.]
The horse does not immediately resurface.
This message was last edited by the GM at 20:38, Thu 31 Dec 2009.
DM
GM, 597 posts
Thu 31 Dec 2009
at 20:37
  • msg #444

Re: 1.4 Goblins

Talis stops rowing and gets out his bow, "So are we going to leave the horse as monster chow, or are we going to try to kill this thing?"

[Private to GM: 19 on balance check, hits]
Zer-wedula
player, 252 posts
Fri 1 Jan 2010
at 17:55
  • msg #445

Re: 1.4 Goblins

"While I have no interest in the horse, per se, I would not leave it to a fate of either being eaten or drowning."  Zer-wedula loaded his crossbow.  "Cat, maybe you could comvince the attacker to let us pass?"
Catessa Fallowfield
player, 253 posts
Halfling Nature Priestess
...and Friend Garious
Sat 2 Jan 2010
at 23:02
  • msg #446

Re: 1.4 Goblins

Cat yells out, "It's a bunyip. Not overly smart, but single minded killers. We must kill it." Or be next, or the goblins, or Sandpoint...

[Private to DM: What are my attack options?]
Glum
player, 314 posts
The world's least dour
dwarf. Hence the name.
Mon 4 Jan 2010
at 23:06
  • msg #447

Re: 1.4 Goblins

Glum prepared to cast an AID spell on Talis in the hope of improving Talis' aim and so killing the creature.
Zer-wedula
player, 253 posts
Tue 5 Jan 2010
at 11:07
  • msg #448

Re: 1.4 Goblins

Zer-wedula loads his crossbow and casts True Strike.
DM
GM, 599 posts
Wed 6 Jan 2010
at 22:34
  • msg #449

Re: 1.4 Goblins

While most of the group readies to attack, Orik grabs the 2nd oar and tries to keep the boat near the horse.  Lyrie just holds onto and tries not to be sick.  The horse comes up once, but is to far away to grab, before floundering again.  Soon, the Bunyip surfaces.  It's an animal and isn't expecting to be attacked, so the group gets a surprise round and then everyone also got initiative on it.  But the creature presents a fairly small target with only it's head showing, 40' away.  Talis stands (making his balance check) and shoots, Cat uses her energy blast, Zer-wedula casts True Strike and shoots his crossbow.  Everybody hit once.

With a ROAR, the thing slips beneath the waves, leaving behind some blood.  But the roar is frighteningly powerful and everyone has to make a will save.  Both Orik and Talis fail and jump overboard from panic.  It is all the group can do to rescue them and they lose track of the horse.  You finish the trip to the beach and eventually find the horses body washed up along the shore, uneaten.  You either killed or drove off the Bunyip.

The rest of the trip is uneventful and you return to Sandpoint to a heroes welcome.  Shalelu the ranger had been spying on the goblins from the land and was aware of your general progress (but not the specifics).

Questions;
Unless someone objects, Orik and Lyrie will leave the group after landfall.  They say they are heading to Magnimar.

I will post treasure soon.
Zer-wedula
player, 254 posts
Thu 7 Jan 2010
at 00:33
  • msg #450

Re: 1.4 Goblins

"Best wishes to you," Zer-wedula says to Orik and Lyrie, rather insincerely.

"I propose we rest and report," he suggests to the group.
Glum
player, 315 posts
The world's least dour
dwarf. Hence the name.
Thu 7 Jan 2010
at 10:40
  • msg #451

Re: 1.4 Goblins

Glum rested horizontally on the beach as soon as Zer-wedula suggested it.
Catessa Fallowfield
player, 254 posts
Halfling Nature Priestess
...and Friend Garious
Thu 7 Jan 2010
at 13:40
  • msg #452

Re: 1.4 Goblins

Cat is sadden by the loss of the horse but glad the bunyip is dealt with. She collapses on the beach as well. "Rest is good."
DM
GM, 601 posts
Sat 9 Jan 2010
at 21:20
  • msg #453

Re: 1.4 Goblins

5300 xp

Here is a vaguely organized list of loot...


Loot

[Private to Talis Revain: A few goblin weapons]
From Gogmurt
vile looking potions(obviously of goblin manufacture):
2 clw(1d8+4), 1 speak with animal and 2 tree shape (all at 4th level)
wand of produce flame
really nice elven made-small sized cloak (+1 to saves)


pearl handle dagger 100gp

from the Bugbear

potion marked as "cure wounds"
,
mw (+4str)comp longbow, 20 arrows,
4 magic/evil looking arrows,
4pp (looking new and shiny)

from the goblins in the throne room;
wand,
3+1+1 potions (unmarked 1 from each goblin, though 3 are identical)

ring of keys

from Lyrie
wand of magic missles(cl3, 38chgs)
potion clw
scroll(3rd) sleep, comprehend languages, minor image, see invisibility, whispering wind


A Spellbook Zer-wedula had access too
0- all
1st—comprehend languages, detect secret doors, floating disc, identify, obscuring mist, sleep, burning hands, mage armor, ray of enfeeblement
2nd—locate object, minor image, see invisibility, spider climb, mirror image, shatter

Nualias Loot:

magic bastard sword
magic medallion with a Sihedron(7 pointed star)

masterwork composite longbow with arrows
gold holy symbol(evil, 100gp, 1/2 if melted down),
7pp, 5gp

This collection consists of an unorganized pile of
89 gp, 3 pp,
a leather pouch of 34 badly flawed malachites worth 1 gp each,
a Medium masterwork scimitar,
a pair of masterwork manacles,
a gold holy symbol of Sarenrae worth 100 gp,
a jade necklace worth 60 gp,
a fine blue silk gown with silver trim worth 150 gp

flooded treasure room

630gp, 40 precious stones worth 10 gp each, and
a jade amulet of natural armor +1


Silk Sheet
Chunk of Obsidian
Nualia's papers and diary (not really worth coin, but possibly worth something to a historian.)

100gp surgical tools

60 eternal candles, minor magic candles that burn eternally without heat, similar to a continual flame spell but shedding only shadowy
light in a five-foot radius. Each eternal candle is worth 25 gp

little silver coffer containing some fine white sand and a silver ring


Left behind
Nice bed
Some artifacts worth a bit if you can find the right buyer
ancient helm;it isn’t solid gold (most of it is bronze)200gp (300 pounds)
3,500 sp
7,432 cp
2,490 sp
a Medium mw chain shirt(needs repair)
magic breastplate(female, human)
magic breastplate(small)
heavy flail
Zer-wedula
player, 255 posts
Sun 10 Jan 2010
at 02:08
  • msg #454

Re: 1.4 Goblins

"Might we consider trading Nualia's papers, some of the candles, and perhaps an invitation to copy spells from the spellbook to some of the the local scholars in return for some identification of the unknown items?" Zer-wedula suggests.

"Also, we may wish to ask the town elders what bounty there is on cleaning out the remaining goblins."
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