View Full Version : Adventure 01:06 Goblin Warren
Greebo
27th April 2009, 08:00 PM
You exit the entry chamber to the west, careful to close all doors behind you ([I]DM assumptionn/I]) as you depart. You travel down a hallway that is lit only until it turns to the north. As the passage turns, you see before you a well lit, heavily occupied room.
This L shaped room has doors in the north and west walls. A group of angry hobgoblins is near the middle of the room.
Around the periphery of the room are bedrolls, sacks, and a roasting rack near the brazier, in the southwest corner, which illuminates the room as well as providing a campfire for cooking..
A narrow fissure in the ceiling carries the smoke from the brazier away.
http://www.primeaxiom.com/rpgt/scene.asp?ID=qiskykjwlw1vfhp5zo6lb9g53z3o4zziay3mz vgnywks6k15y2d4kwwbuxee7cdj
Map notes (see attachment):
Tan tiles are difficult terrain due to bedrolls, cooking gear, etc.
Roll Initiative
24 Hobgoblin Grunt 1 (0 dmg; )
24 Hobgoblin Grunt 2 (0 dmg; )
24 Hobgoblin Grunt 3 (0 dmg; )
24 Hobgoblin Grunt 4 (0 dmg; )
20 Raj (0 dmg; 24 hp; 2 AP; Surges used: 1; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges used: 3; )
15 Duma (0 dmg; 25 hp; 2 AP; Surges used: 2; )
12 Hobgoblin Soldier (0 dmg; )
12 Urvi (0 dmg; 35 hp; 1 AP; Surges used: 8; )
07 Shere (0 dmg; 28 hp; 1 AP; Surges used: 4; )
Asharad
27th April 2009, 08:10 PM
initiative!
Quervo
27th April 2009, 08:15 PM
POW
Kiir
27th April 2009, 08:52 PM
Init!
attriel
27th April 2009, 10:21 PM
"You worthless sons of motherless dogs!!!"
Sagar
27th April 2009, 11:58 PM
init
Greebo
28th April 2009, 06:13 AM
Round 1
Grunt 1 sees Urvi and snarls. He moves forward to the Goliath, and swings his longsword (14 vs AC16) which misses.
Grunt 2 moves to stand in formation with Grunt 1. He takes a swing at Shere, but his sword (8 vs. AC15) never even gets close.
Grunts 3 and 4 ready their swords and move to guard the entrance to the room.
24 Hobgoblin Grunt 1 (0 dmg; )
24 Hobgoblin Grunt 2 (0 dmg; )
24 Hobgoblin Grunt 3 (0 dmg; )
24 Hobgoblin Grunt 4 (0 dmg; )
--> 20 Raj (0 dmg; 24 hp; 2 AP; Surges used: 1; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges used: 3; )
15 Duma (0 dmg; 25 hp; 2 AP; Surges used: 2; )
12 Hobgoblin Soldier (0 dmg; )
12 Urvi (0 dmg; 35 hp; 1 AP; Surges used: 8; )
07 Shere (0 dmg; 28 hp; 1 AP; Surges used: 4; )
Raj...
Hmm...kinda nice to see Urvi stay standing for a round or two ;)
Sagar
28th April 2009, 07:33 AM
I SO have to get a ranged AoE attacked... Grrrr
I COULD use dragon breath.. these guys don't look so tough and Tor and Urvi are pretty stout. It wouldn't hurt THAT much..
*sigh*
Given the new marching order, Raj shifts forward and right and waves a burning spray at the grunts. (Burning Spray, close blast 3, centered at F9, +5 vs Ref, 1d8+7 damgae).
First attack vs Grunt 1, second attack vs Grunt 2 (who may have partial cover), 3rd attack vs Grunt 3. Damage stays the same.
Use AP to attack again:
If grunts are still standing, I'll use tempest breath (+5 vs Ref, 2d6+7 acid damage, close blast 3 centered at F9, I gain concealment until EONT). (attacks applied in same order - grunt 1, grunt 2, grunt 3)
If grunts are dead, I'll cast Dragonfrost at the soldier (+5 vs Fort, 1d8+7 cold damage, push 1)
Greebo
28th April 2009, 07:53 AM
Actually, I screwed up...
Dm notes:
Standard (10')
Urvi
Raj ---- Shere
Duma -- Jacoby
Positions adjusted - do you wish to alter your action?
Quervo
28th April 2009, 09:30 AM
Round 1
Misdirected Mark on Hobo Soldier- +4 vs Ref, d8+4 damage, rng 10
Marked by Urvi...
Hey OUCH that had to hurt... Dont look at me, it was Her... points at Urvi
Greebo
28th April 2009, 09:32 AM
Round 1
Misdirected Mark on Hobo Soldier- +4 vs Ref, d8+4 damage, rng 10
You must specify the ally who marks the soldier.
Quervo
28th April 2009, 09:34 AM
You must specify the ally who marks the soldier.
Just give me a sec to finish up the post... Before you yell at me.
Greebo
28th April 2009, 09:39 AM
Just give me a sec to finish up the post... Before you yell at me.
:lowrazz: You hit submit. :mrgreen:
Shiz
28th April 2009, 09:48 AM
You have to hit submit to roll. YOU designed it that way.
Greebo
28th April 2009, 09:55 AM
You have to hit submit to roll. YOU designed it that way.
No, I only installed the modification. :P
Asharad
28th April 2009, 09:59 AM
Duma will do Blades of Astral fire centered on hobo grunt 1.
So to hit:+4 vs reflex
damage:1d6+4 (on each)
and urvi gets +5 to her ac for a round.
Sagar
28th April 2009, 10:34 AM
Whew! All done.
Greebo
28th April 2009, 11:00 AM
Round 1...continues...
Rajkelleran steps up beside Urvi and summons magical fire to sear the area (21; 25; 20 vs. ref; even with cover, all hit). Three grunts go down in flames. Grinning with pleasure at the results, Raj then points a finger at the Soldier, and an icy blast shoots towards him, but the soldier dodges the magical frost. (11 vs fort; miss).
Jacoby fires a blast of musical magic at the Soldier, which (22 vs. ref) hits him (9 dmg) ! The soldier, confused, glares at Urvi and says, "You'll PAY for that!"
Duma : Blasts an avenging light at the remaining Grunt, but the light reflects harmlessly off the goblins oily skin. Your targets are gone. Your encounter power cannot hit multiple targets. Therefore, I'm assuming you wouldn't use it on a single target, so I picked an at-will to miss for you instead (and btw, another 3?? dude!)
The soldier, furious at Urvi but not quite sure why, moves into seek vengeance (F10). He swings a heavy flail (26 vs. AC16) which slams into Urvi (7 dmg), and simultaneously manages to deftly slip back out of immediate reach (G9)!
24 Hobgoblin Grunt 4 (0 dmg; )
20 Raj (0 dmg; 24 hp; 2-1 AP; Surges used: 1; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges used: 3; )
15 Duma (0 dmg; 25 hp; 2 AP; Surges used: 2; )
12 Hobgoblin Soldier (9 dmg; Mark: Urvi - EONT Jacoby 2; )
--> 12 Urvi (7 dmg; 28 hp; 1 AP; Surges used: 8; )
07 Shere (0 dmg; 28 hp; 1 AP; Surges used: 4; )
http://www.primeaxiom.com/rpgt/scene.asp?ID=qiskykjwlw1vfhp5zo6lb9g53z3o4zziay3mz vgnywks6k15y2d4kwwbuxee7cdj
Urvi & Shere...
Asharad
28th April 2009, 11:53 AM
R
Duma : Blasts an avenging light at the remaining Grunt, but the light reflects harmlessly off the goblins oily skin. Your targets are gone. Your encounter power cannot hit multiple targets. Therefore, I'm assuming you wouldn't use it on a single target, so I picked an at-will to miss for you instead (and btw, another 3?? dude!).
gracias!
and, I know! man!
Sagar
28th April 2009, 01:06 PM
3, it's the new 20!
Greebo
28th April 2009, 01:15 PM
3, it's the new 20!
Nice try, but no, it still sucks. :p ;)
Kiir
28th April 2009, 01:24 PM
Urvi moves forward to G10 as she snarls at the two remaining hobgoblins, "You shall both go down under the power of my blade." (marking both). She then swings her sword at the soldier while calling upon the hunger of the earth to aid her (hungry earth str +6 vs fort, 1d12+4, until the end of your next turn each square in the burst (close burst 1) is difficult terrain for your enemies).
attriel
28th April 2009, 02:12 PM
Allowing Raj to stand closer to the hobgoblins this time rather than risk more friendly fire, Shere attempts calls up Vengeance (+4 vs Reflex, 1d8+4 radiant damage, +4THP) on the hobgoblin soldier! But in the middle of his cants he forgets the words ...
Quervo
28th April 2009, 02:24 PM
Round 2 actions
Minor - none
Move - Jacoby will move to f12
Standard - Misdirected Mark on Hobo Soldier - +4 vs Ref, d8+4 damage, rng 10
Using Duma as the marker
Duma what did you do that for... you will only make him mad at you.
Greebo
28th April 2009, 02:27 PM
Kiir:
Hungry Earth is each enemy in burst. Roll attack for each enemy, but just one damage roll.
Greebo
28th April 2009, 03:28 PM
Round 1 Wrap up
Tab I went ahead and rolled your 2nd attack this time...
Urvi steps up to glare down head, shoulders, and head and shoulders again, on the Hobgoblin Soldier. While her attack itself misses the soldier (13 vs Fort), it does catch the last Grunt (25 vs AC), who perishes as the earth itself still rises up in response to her innate power, and the ground around her literally starts to grab at her enemies feet.
Shere experiences a case of turrets syndrome which rather undermines his attempts to invoke Vengeance.
Round 1 Ends. Begin Round 2
The northern doors open! In the door frame appear two new goblin sharpshooters, who apparently have heard the fun and decided to join in!
The sharpshooters both take aim at Urvi, evoking thoughts of "here we go again!" from most of you, but unlike previous encounters, the shots both miss the mark (15, 13 vs AC16)
25 Goblin Sharpshooter 1 (0 dmg; )
25 Goblin Sharpshooter 2 (0 dmg; )
--> 20 Raj (0 dmg; 24 hp; 2-1 AP; Surges used: 1; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges used: 3; )
15 Duma (0 dmg; 25 hp; 2 AP; Surges used: 2; )
12 Hobgoblin Soldier (9 dmg; Mark: Urvi - EONT Jacoby 2; )
12 Urvi (7 dmg; 28 hp; 1 AP; Surges used: 8; Surrounding terrain difficult EONT Urvi 2)
07 Shere (0 dmg; 28 hp; 1 AP; Surges used: 4; )
http://www.primeaxiom.com/rpgt/scene.asp?ID=qiskykjwlw1vfhp5zo6lb9g53z3o4zziay3mz vgnywks6k15y2d4kwwbuxee7cdj
Raj
Asharad
28th April 2009, 03:31 PM
Round Two
Duma will attempt to hit goblin sharpshooter 1 with sunstrike
attack:+4 vs reflex
damage:1d8+4 and I'll slide him one square forward
Asharad
28th April 2009, 03:33 PM
Duma almost reacts in surprise that he was most likely successful in an attack.
Greebo
28th April 2009, 03:43 PM
Round Two
Duma will attempt to hit goblin sharpshooter 1 with sunstrike
attack:+4 vs reflex
damage:1d8+4 and I'll slide him one square forward
Define forward, please.
Shiz
28th April 2009, 04:58 PM
Pull, he means.
Greebo
28th April 2009, 05:00 PM
Thanks, but I"ll let him decide that. He may want to push it closer to the pit behind the shooters.
Asharad
28th April 2009, 05:09 PM
Well, I meant g7, but now that I realize that's a pit...I would prefer g5. :)
DM's choice as to if we go with what I meant or what I now mean, I'm fine either way!
Greebo
28th April 2009, 05:29 PM
Oh yeah - sorry - behind the Goblin Sharpshooters is a pit in the middle of the floor. There are ropes hanging down into it.
Greebo
28th April 2009, 07:40 PM
Detailed map updated.
Sagar
28th April 2009, 08:04 PM
Raj sidesteps left to get a cleaner shot at Gob 1. He lets loose with a Dragonfrost blast of cold to try to push the gobby toward the pit.
(Dragonfrost: +5 vs Fort, 1d8+7 cold damage, push 1)
Greebo
28th April 2009, 08:28 PM
Round 2 continues...
Raj and Duma glance conspiratorially at one another, and then at the newly arrived goblins. Raj laughs. Duma nearly smiles. Raj summons icy magic which blasts (23 vs.fort) the sharpshooter with sub-zero cold (13 dmg) and knocks it backwards away from the fray. (N 1)
Duma in turn summons light as bright as the sun, which achieves solidity and slams (20 vs ref) into the Goblin, burning him (fire and ice! 11 dmg). The Goblin staggers in the light and moves backwards again, right up to the edge of the pit! It desperately reaches for one of the hanging ropes in order to catch itself, but, blinded, it misses (badly) and staggers backwards over the edge. It falls, and as it falls you hear a scream, a thud, a gurgle, and silence. It's fate? Unknown...
The soldier, infuriated by the rapid loss of its troops, swings at Urvi with its flail (24 vs AC16), connecting with the Warden's ribs in a sickening thud (9 dmg; 16 total).
25? Goblin Sharpshooter 1 (24? dmg; )
25 Goblin Sharpshooter 2 (0 dmg; )
20 Raj (0 dmg; 24 hp; 2-1 AP; Surges used: 1; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges used: 3; )
15 Duma (0 dmg; 25 hp; 2 AP; Surges used: 2; )
12 Hobgoblin Soldier (9 dmg; Mark: Urvi; )
12 Urvi (16 dmg; 19 hp; 1 AP; Surges used: 8; Surrounding terrain difficult EONT Urvi 2)
--> 07 Shere (0 dmg; 28 hp; 1 AP; Surges used: 4; )
Urvi takes another swing at the Hobgoblin soldier, but cannot connect.
Shere
Kiir
29th April 2009, 08:28 AM
ooc: Sorry we were out of the house running errands all afternoon yesterday and then I had to deal with the toddler so I never got back to the computer to see I needed a second roll.
Urvi is glad her hit at least took down one of the enemies, she shakes her head as the sharpshooters appear and grins as they both miss her. She then winces in pain as the soldier hits her again. Speaking she says, "You will die foul hobgoblin, either by my hand or that of my companions." as she marks him again and then calls upon the power of stone to aid her attack (Strength of Stone +6 vs AC, 1d12+4, +4 temp hit points).
edit: Not even bothering to roll damage, since there is no point.
Greebo
29th April 2009, 10:00 AM
Combat log updated. Mark properly applied.
attriel
29th April 2009, 11:45 AM
In order to keep Raj's line of fire clear, Shere attempts to call Vengeance again (+4 vs reflex, 1d8+4 radiant, +4thp) on the Soldier
Greebo
29th April 2009, 12:11 PM
Round 2 Wrapup
Shere calls Radiant Vengeance down upon the Hobgoblin Soldier, which (23 vs ref) easily strikes past its defenses, and sears the humanoid with righteous power (7 dmg)
Round 2 Ends. Begin Round 3
Goblin Sharpshooter 1 ...?
Goblin Sharpshooter 2 sees the threat from the finger wagglers and moves to draw a clear bead on the dragonborn. He aims, he shoots and... (15 vs AC13) the crossbow bolt flies across the room and lands squarely in the sorcerer's shoulder. (8 dmg; )
25? Goblin Sharpshooter 1 (24? dmg; )
25 Goblin Sharpshooter 2 (0 dmg; )
--> 20 Raj (8 dmg; 16 hp; 2-1 AP; Surges left: 6; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 5; Heals left 2/2)
15 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )
12 Hobgoblin Soldier (15 dmg; Mark: Urvi; )
12 Urvi (16 dmg; 19 hp; 1 AP; Surges left: 5; )
07 Shere (0 dmg; 28 hp; 1 AP; Surges left: 5; )
http://www.primeaxiom.com/rpgt/scene.asp?ID=qiskykjwlw1vfhp5zo6lb9g53z3o4zziay3mz vgnywks6k15y2d4kwwbuxee7cdj
Rajkelleran...
Sagar
29th April 2009, 01:41 PM
Dragonfrost on the shooter (+5 vs Fort, 1d8+7 cold, push 1).
Then I will casually slide to the right and try not to LOOK like I am hiding behind Urvi.. while I hide behind Urvi.
Quervo
29th April 2009, 01:57 PM
Round 4
Minor Word on Urvi, surge +4
No move
Standard, miss mark on soldier to be warked by Duma
Greebo
29th April 2009, 02:54 PM
Standard, miss mark on soldier
Misdirected mark requires an ally to mark the target.
And don't tell me you were still updating the post this time!
Asharad
29th April 2009, 03:06 PM
Round 3
Duma will attempt to hit the goblin sharpeshooter2 with avenging light
attack:+4 vs fort
damage:1d10+4
Greebo
29th April 2009, 04:00 PM
Round 3 continues
Rajkelleran bravely runs and hides behind the Warden. The rest of you almost believe you heard him say the word, "Mommy" in a whimper as he moved. Minstrels appear in the west door, singing tunes about the dragonborn's bravery. The entire fight comes to a halt as they pass through, untouched, and exit from the south. Raj is distraught over his public belittlement but overcomes it, and manages to hit the remaining shooter with dragonfrost (14 vs. fort; 15 dmg; ).
The Goblin eyes the passageway behind him nervously.
Jacoby, after very quickly copying down the tune, whispers encouragements to Urvi that make her feel ready to go on to victory (1 surge used, recover 12 hps). He then blasts (23 vs. Ref; 9 dmg; bloodied) a bolt of energy at the Soldier, who thinks Duma did it. (Now marked by Duma)
Duma aims a beam of light at the sharpshooter (12 vs Fort) which strikes him, just barely, and causes SERIOUS blistering (13 dmg).
The sharpshooter cries out in fear and looks like he's going to run, if history of these creatures is any indication.
The hobgoblin soldier has little option but to attack Urvi, despite the disadvantage of not being able to attack the Deva who has done him such harm. His badly timed swing (9 vs AC16) missed by miles.
25? Goblin Sharpshooter 1 (24? dmg; ??)
25 Goblin Sharpshooter 2 (28 dmg; bloodied)
20 Raj (8 dmg; 16 hp; 2-1 AP; Surges left: 6; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 5; Heals left 2/2)
15 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )
12 Hobgoblin Soldier (24 dmg; Mark: Duma EONT Jacoby 3; bloodied )
--> 12 Urvi (4 dmg; 31 hp; 1 AP; Surges left: 4; )
07 Shere (0 dmg; 28 hp; 1 AP; Surges left: 5; )
Urvi & Shere
Greebo
29th April 2009, 04:03 PM
One day I'll read your targets correctly. I swear I thought Raj and DUma both missed cause I thought you were attacking the soldier...
Kiir
29th April 2009, 04:09 PM
Urvi glad for the healing marks the soldier and swings her great axe at him once again calling upon the power of stone to aid her. (strength of stone +6 vs ac, 1d12+4 damage, +4 temp hit points)
attriel
29th April 2009, 04:28 PM
If the soldier is still alive:
Shere steps to F15 swearing at the beast (Oath of Enmity) before swinging his flail around looking for retribution against at least one target today.
If the soldier is dead:
Shere shifts to G16, then moves to F9, then performs the same action against a different target.
Greebo
29th April 2009, 04:37 PM
You cannot shift and then move. You can either shift 1, or move. If the soldier is dead, there is no need to shift. If you take a double move, both moves must be of the same sort, and if you double move, then you cannot attack w/o spending an action point. If you double shift, you can shift 2 squares.
There is also no need to "shift" when moving into a threatened area. You need only shift when *leaving* a threatened area.
Greebo
29th April 2009, 05:05 PM
Round 3 Wrapup
Urvi remarks the soldier, who is feeling slightly dizzy now, and swings her axe at the hobgoblin, but misses.
Shere moves into melee range while vowing an oath against the soldier. He then swings his flail and brings it down hard (22 vs AC) past the hobgoblin's defenses. (7 dmg)
Round 3 Ends. Round 4 begins.
The remaining sharp shooter (well, the one you can see) makes a break for it. It runs back to the hall it came from and takes a graceful, flying leap across the pit.
The other sharp shooter...you don't know...
25? Goblin Sharpshooter 1 (24? dmg; ??)
25 Goblin Sharpshooter 2 (28 dmg; bloodied)
--> 20 Raj (8 dmg; 16 hp; 2-1 AP; Surges left: 6; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 5; Heals left 2/2)
15 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )
Raj, Jacoby, Duma
12 Hobgoblin Soldier (31 dmg; Mark: Urvi; bloodied )
12 Urvi (4 dmg; 31 hp; 1 AP; Surges left: 4; )
07 Shere (0 dmg; 28 hp; 1 AP; Surges left: 5; )
Raj...
Sagar
29th April 2009, 08:38 PM
Dragonfrost vs the hob. (+5 vs fort, 1d8+7, push 1)
If it dies, I will move 6 squares towards the pit.
If it lives, I will stay where I am.
Greebo
29th April 2009, 09:01 PM
I feel obliged to ask - are you certain you want to allow another enemy to escape?
Quervo
29th April 2009, 09:01 PM
Mis Mark vs Soldier, marked by duma
Sagar
29th April 2009, 10:47 PM
I feel obliged to ask - are you certain you want to allow another enemy to escape?
He's out of my range and I would need to get past the hobgob
Greebo
30th April 2009, 05:54 AM
He's out of my range and I would need to get past the hobgob
Ok - just checking :)
Greebo
30th April 2009, 06:00 AM
Round 4
Raj level's a blast of icy frost at the Hobgoblin Soldier, which narrowly misses. (17 vs fort).
Jacoby also fails to land a blow. He tries pointing his finger at Duma and saying, "He did it!" anyway, but the hobgoblin just looks at him funny.
25? Goblin Sharpshooter 1 (24? dmg; ??)
25 Goblin Sharpshooter 2 (28 dmg; bloodied)
20 Raj (8 dmg; 16 hp; 2-1 AP; Surges left: 6; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 5; Heals left 2/2)
--> 15 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )
12 Hobgoblin Soldier (31 dmg; Mark: Urvi; bloodied )
12 Urvi (4 dmg; 31 hp; 1 AP; Surges left: 4; )
07 Shere (0 dmg; 28 hp; 1 AP; Surges left: 5; )
Duma...
Asharad
30th April 2009, 09:11 AM
Duma will also attack the hobgobln soldier (since the other is also out of reach). I'll try sunstrike, since he has a high fort it would seem.
attack:+4 vs reflex
damage:1d8+4 (no slide)
Greebo
30th April 2009, 09:12 AM
o.m.g.
Asharad
30th April 2009, 09:13 AM
yeah. I'm awesome.
Greebo
30th April 2009, 09:13 AM
I'm thinking even the patience of a Deva would be being tested by now...
Asharad
30th April 2009, 09:14 AM
the 1 was annoying but the 20 on the memory of a thousand lifetimes made up for it.
Asharad
30th April 2009, 09:15 AM
aw crap I used it wrong! nevermind!
Greebo
30th April 2009, 09:17 AM
I'm going to disregard the use in this case, since MOTL lets you add 1d6, not reroll, and there's no way adding to a nat 1 will allow you to hit. 1 misses, period.
You do, however, still have an action point (2 in fact but just 1 per encounter) you can use. You may not want to let those go to waste.
Greebo
30th April 2009, 09:19 AM
Also - have you forgotten about Preserver's rebuke? I don't recall you using it, and it's a good way to get a free +4, but you do have to declare it's invocation when an ally gets hit.
Asharad
30th April 2009, 09:58 AM
Also - have you forgotten about Preserver's rebuke? I don't recall you using it, and it's a good way to get a free +4, but you do have to declare it's invocation when an ally gets hit.
I wanted to ask you about that. Can I do it after the fact, at the beginning of my turn? In a table game I would do it at the time the enemy hit an ally, but I have no way of doing that here.
Greebo
30th April 2009, 10:04 AM
Since it has no impact on the Hobgoblin's action, just let me know after I post an update where an ally gets hit that you're invoking it against NPC X for attacking Ally Y, and apply the +4.
For immediate interrupts, however, I'll need to be notified that you're "on guard" for such an opportunity. In such cases, I'll resolve those interrupts - such as OAs - m'self.
Greebo
30th April 2009, 10:58 AM
Round 4 - continuing to go wrong...
Duma Oh Duma. What did you do in your last life to deserve this?
The hobgoblin soldier is enraged (not berserker style, mind you, just you know, really really angry) and swings again at Urvi. His blind rage, however, causes him to swing badly, and he misses. (11 vs AC16).
Urvi calls upon the power of stone one more time, and the earth responds! Her axe easily hits the soldier (23 vs AC), but only causes a light wound (5 dmg).
25? Goblin Sharpshooter 1 (24? dmg; ??)
25 Goblin Sharpshooter 2 (28 dmg; bloodied)
20 Raj (8 dmg; 16 hp; 2-1 AP; Surges left: 6; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 5; Heals left 2/2)
15 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )
12 Hobgoblin Soldier (36 dmg; Mark: Urvi; bloodied )
12 Urvi (4 dmg; 31 hp; 1 AP; Surges left: 4; )
--> 07 Shere (0 dmg; 28 hp; 1 AP; Surges left: 5; )
Shere
Kiir
30th April 2009, 02:22 PM
Urvi sighs as she misses the soldier and decides to attempt the attack again, hoping the power of stone will aid her this time. She also marks the soldier, just in case he decides to turn his wrath on someone else in the party. (strength of stone +6 vs ac, 1d12+4 damage, +4 temp hit points)
Greebo
30th April 2009, 04:11 PM
Updated prior post
attriel
30th April 2009, 08:45 PM
Shere curses and takes a few steps forward, trying not to take a hit from the soldier (G12) and calls up madness, spurred by the pain from the soldier knifing him in the back (+4 vs Will, 1d10+4 psychic, second in sight takes same).
Primary on the Soldier, second is the Sharpshooter (b/c I'm hoping the soldier is less willful)
Greebo
30th April 2009, 09:05 PM
The ranged component of Shared Madness only requires line of sight on the second target ("you can see"), so movement is not necessary, but since you provoke an opportunity attack whether you move or use ranged while adjacent, it doesn't matter either way...
...but I'm not going to resolve yet either. I remind the party, again, that there are 4 of you with action points unspent. You can only use one per encounter, you're not going to be able to go on much longer without a sleep, and when you sleep, the AP's will reset.
My advice is to make use of them.
Shere? Do you wish to revise your action or to continue as written?
attriel
1st May 2009, 10:07 AM
The ranged component of Shared Madness only requires line of sight on the second target ("you can see"), so movement is not necessary, but since you provoke an opportunity attack whether you move or use ranged while adjacent, it doesn't matter either way...
...but I'm not going to resolve yet either. I remind the party, again, that there are 4 of you with action points unspent. You can only use one per encounter, you're not going to be able to go on much longer without a sleep, and when you sleep, the AP's will reset.
My advice is to make use of them.
Shere? Do you wish to revise your action or to continue as written?
It's got a range 10, which I assumed included both targets. But OK, yeah, I'll try retribution against the soldier first. Then the move and the shared madness
First roll is the useless one from earlier
edit: Seriously? Still missed on the soldier, took the OA, and if I manage to hit with the madness, I still do barely any damage ... we should retire
Greebo
1st May 2009, 10:25 AM
Round 4 - continuing to go wrong...
Shere considers things carefully, then grits his teeth and resigns himself to the necessity of the moment. He invokes his oath against the soldier, attempting retribution against the Soldier, but even with the power of his oath, fails to invoke the mystical energies needed.
He then moves past the Soldier, who leaps on the opportunity to attack, even though the soldier's main focus is to attack Urvi. The soldier swings (16-2mark=14 vs AC15) but MISSES! Shere passes by unscathed!
Shere then points a finger at the fleeing sharpshooter (14 vs. will), and a moment later, the sharpshooter begins cackling insanely. The Soldier also cackles, his laughter echoing mere milliseconds behind the sharpshooter. Wracked with pain, the Sharpshooter stops laughing, collapses backwards (5 dmg) and falls into the pit, dead before he hits the ground below. The soldier is likewise wracked with pain, but manages to recover himself after a moment. (5 dmg).
25? Goblin Sharpshooter 1 (24? dmg; ??)
20 Raj (8 dmg; 16 hp; 2-1 AP; Surges left: 6; )
15 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 5; Heals left 2/2)
15 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )
12 Hobgoblin Soldier (41 dmg; Mark: Urvi; bloodied )
12 Urvi (4 dmg; 31 hp; 1 AP; Surges left: 4; )
07 Shere (0 dmg; 28 hp; 1-1 AP; Surges left: 5; )
Round 4 ends. Round 5 begins!
Raj, Jacoby, Duma
Quervo
1st May 2009, 10:31 AM
If the Soldier is still active by my turn I will use Eldritch Blast on him
Greebo
1st May 2009, 03:20 PM
Haven't seen sagar all day - ash can you post yours please?
Asharad
1st May 2009, 03:28 PM
Certainly.
I'll hit the only target left with sunstrike
attack+4vs reflex
damage:1d8+4
if he is still alive, I'll use an action point and do the same thing again.
hehe...glad I wasted an attack point...
Greebo
1st May 2009, 03:58 PM
That'll do the job.
Rajkelleran delays his action.
Jacoby blasts a wave of psychic energy at the soldier (23 vs will), which leaves the soldier reeling (5hp).
Duma at long last closes the deal, and how! The blast of sunlight that slams into the soldier (22 vs reflex) is too much, and the soldier crumples and dies (7hp). (No AP used).
Raj then carefully moves forward to look down into the pit, borrowing the sunrod. At the bottom, he sees the bodies of both goblin sharpshooters, lifeless.
My congratulations to the party on the first ever "railing kill" I've ever seen. And seriously, Jacoby's last hit to the soldier left him with 1 freaking hp. LOL
END OF ENCOUNTER
Raj (8 dmg; 16 hp; 1 AP; Surges left: 6; )
Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 5; Heals left 2/2)
Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )
Urvi (4 dmg; 31 hp; 1 AP; Surges left: 4; )
Shere (0 dmg; 28 hp; 0 AP; Surges left: 5; )
Sagar
1st May 2009, 06:07 PM
That'll do the job.
And seriously, Jacoby's last hit to the soldier left him with 1 freaking hp. LOL
I've had that happen a number of time with G3. More than a few of those, I said "screw it", added one point of damage, and killed the sob off.
Only problem with this kind of rolling.. .the DM can't cheat for the players. :lowrazz:
Sagar
1st May 2009, 06:09 PM
Do the ropes go to the bottom of the pit? Is there anything down there besides splatted gob?
attriel
1st May 2009, 06:47 PM
I've had that happen a number of time with G3. More than a few of those, I said "screw it", added one point of damage, and killed the sob off.
Only problem with this kind of rolling.. .the DM can't cheat for the players. :lowrazz:
Sure you can. We don't know how many HP the goblin had.
EricStratton
1st May 2009, 07:12 PM
Sure you can. We don't know how many HP the goblin had.
Which is what I've done. "He hit for 13...it has 1 HP left. Meh, no it doesn't. :lowlol:
Greebo
1st May 2009, 10:00 PM
Yeah, but I did that once already. The goblin who missed his rope and fell? He actually survived with 1hp too...
I'll fill you in on the pits and the room later though - I'm only home long enough to let the dogs out before I run out again.
Greebo
1st May 2009, 11:47 PM
A hallway stretches north into the darkness. A jagged hole in the floor runs the width of the passageway about 10 feet ahead. Two ropes hang from the ceiling and extend down into the pit.
You are on the south side of the pit, so you can't see the other pit too clearly (the hall is not illuminated), but it looks similar.
At the bottom of the southern pit, you see (aside from the splattered goblins), a dank, dirty looking floor. You also smell a musty smell, very faint, from the pit.
Asharad
2nd May 2009, 09:00 AM
Duma will quickly search the goblins we can see. Perception is only +4 so someone with a high wis should do it as well.
Greebo
2nd May 2009, 09:30 AM
The Hobgoblin grunts wear leather armor and light shields - again with the upside down red hand, and wield longswords.
The Hobgoblin soldier wears scale armor and a heavy shield similarly decorated, and wields a flail.
The bedrolls are empty. The sacks contain assorted junk. Whatever meat is cooking in the brazier, you're certain you do not want to taste it.
Quervo
2nd May 2009, 09:32 AM
Jacoby will also search around the room, they must of had something more that what they are wearing...
Greebo
2nd May 2009, 09:41 AM
I'm afraid not. The goblins you've encountered so far certainly seem to be living a very military style life. Essentials only.
Sagar
3rd May 2009, 09:16 AM
How deep is the pit? Are there any apparent openings in the pit walls - entrances or critter lairs?
Anything on the pit floor - like spikes?
Greebo
3rd May 2009, 10:00 AM
The pit is about 20' deep. You also see what appears to be some construction rubble. You can see that the area at the bottom of the pit is bordered on the south and west sides, but the east and north sides of the pit open into a space of indeterminate size.
Sagar
3rd May 2009, 07:24 PM
Do we have someone light that we can lower into the pit and jerk out rapidly at the sign of trouble?
Quervo
3rd May 2009, 09:43 PM
As everyone looks at the Bard... Ummm guys, GUYS, I have a bad feeling about this. You had best hold on tight and pull fast when you hear the screaming.
Greebo
3rd May 2009, 09:55 PM
You can do the "lower the archery target...er...party member" down into the pit thing, or you can climb down the ropes. (Athletics)
Sagar
4th May 2009, 07:46 AM
Let's make a foot loop in the bottom of the rope and lower you down. We have some brawn here.
Greebo
4th May 2009, 11:07 AM
Jacoby you're agreeing to this plan?
Quervo
4th May 2009, 12:00 PM
not really but we do kinda need to see what is down there
Greebo
4th May 2009, 12:08 PM
And does the party intend to use the ropes currently hanging down into the pit, or their own ropes?
If the former, how does the party intend to lower the bard down with the rope, seeing as the other end of the rope is attached to the ceiling? What I mean is - the rope itself is only about 30' long. If you grab the suspended rope, you'll only be able to lower the bard down so far before you lose your own grip on the rope or risk being pulled over.
attriel
4th May 2009, 01:37 PM
Someone must have rope (I can't recall if the adventurer's kit has some in it or not ...)
I say we use our own rope. Is there anything in the room to tie it to conveniently, so we're just playing out the line rather than making Jacoby trust his life to our strength checks?
Greebo
4th May 2009, 01:41 PM
Every adventurer's kit contains 50' of rope, and IIRC everyone in the party has such a kit, so you've got like 250' of rope available.
The ropes are attached to rings in the ceiling. The ceiling is only 10' high, so it's a minor matter for one of you to feed one of your ropes through the ring in the ceiling.
There isn't anything really bolted down in the prior room to tie the rope off against, however. Well, the doors are pretty firmly attached.
Sagar
4th May 2009, 02:12 PM
I can be an anchor. I'm 6'6" and 270 lbs. This guy won't phase me.
And I probably won't drop him on purpose, either.
Greebo
4th May 2009, 02:13 PM
Ok, so... you looping the rope through the ring in the ceiling? Or just letting it go over the edge of the pit?
Greebo
4th May 2009, 02:22 PM
And are you going to simply hold the rope? Or Raj will you be tying yourself to it as anchor?
Who else will be helping to hold onto the rope?
EricStratton
4th May 2009, 02:26 PM
If you're tying it, what sort of knot will you be using? And how far apart are your feet while you're lowering him down?
;)
Greebo
4th May 2009, 02:34 PM
If you're tying it, what sort of knot will you be using? And how far apart are your feet while you're lowering him down?
;)
Shush you.
Greebo
4th May 2009, 05:45 PM
To be very clear- I need for each party member:
Are you helping lower Jacoby?
If yes, are you holding or tied to the rope?
And I still need to know if you're using the loop up top.
Sagar
4th May 2009, 08:28 PM
Does the loop look sturdy and secure?
Sagar
4th May 2009, 08:33 PM
If the loop looks good and sturdy, we'll tie a knot in the rope big enough that it won't go through the loop. The knot will be placed so that, if the rope were accidentally let go off, Jacoby won't crash into the floor. (set knot so the rope stops about 2' above the floor.
I'll stand facing the pit, with the rope looped around my back. I'll not tie it to me, though. Some one else will hold the end taught and we'll work together to raise and lower Jacoby.
There.. that specific enough :p
Greebo
4th May 2009, 10:56 PM
Ok.
Yes the iron loop looks sturdy.
You prepare the rope as described, creating a loop in which Jacoby can set one foot and stand. Jacoby stands in the rope, and, Raj acting as anchor, the rest of the party hoists him up into the air, stabilizing from swinging wildly, and then carefully lowers him down into the pit.
Jacoby - I need you to roll a d20 for me.
Greebo
5th May 2009, 09:52 AM
You know what, scratch that. I was thinking about this last night and I realized, I was messing up free actions in my head again.
Everyone: Roll Initiative. Post via PM inc to Quervo.
Quervo
5th May 2009, 10:09 AM
Jacoby screams like a little girl for the party to start hauling him up....
AHHHHHH... PULL PULLL PULLLLLLLL
attriel
5th May 2009, 10:11 AM
"Well, this is exciting!"
Asharad
5th May 2009, 10:22 AM
Initiative!
Asharad
5th May 2009, 10:35 AM
"One lifetime I spent in a fishing village," Duma says, peering down at the hole and the screaming bard. "Every morning the men of the village would walk down to the ocean, push their boats into the sea and then paddle out to the blue water, where they would fish. It seemed a good life. Until the kracken came, in any event."
Greebo
5th May 2009, 11:53 AM
Rolling for Raj and Urvi - basically to see if you have a chance to pull up the bard before its "too late" (cue dramatic DUN DUN DUNNNNN music)
Greebo
5th May 2009, 12:10 PM
And that's a no...and actually neither Raj nor Urvi w/ +1 could have beaten their 18+3 anyway so...
Round 0 - SURPRISE!!!
21 The thing which you don't know what it is 1
21 The thing which you don't know what it is 2
19 Urvi
13 Shere
11 Jacoby
08 Duma
04 Raj
Jacoby knows what he sees.
What you who are closest to the pit (doesn't matter much who) see is a pair of large, red reptilian heads closing in on Jacoby. (They moved into range of him on their surprise round.) Its not draconic - more like a drake (nature checks if you want more) - but BIG.
Round 1
The things which you don't know what they are collaboratively work to attempt to grab Jacoby. Thing 1 uses "aid another" and is successful in helping position Jacoby so Thing 2 can get a good grip on him (25 vs AC10; success). Thing 2 then clamps its jaws firmly, but not in a damaging fashion, on Jacoby (20 vs REF 13; no damage; Jacoby is Grabbed)
Options
Jacoby has been grabbed by a thing which you don't know what it is. Jacoby is immobilized. Before he can be moved, he must escape. Pretty much the only thing the rest of you can do at this point is attempt to aid him by pulling on the rope (see Aid Another in PHB) and Jacoby can delay until everyone has rolled to see if he breaks free. If successful, you'll be able to pull him clear. If not...well...
You could also choose to let him go. I would assume that if you did that, it would be in preparation for doing a kind of "zip line" rescue down the rope to help him with combat style fun. Of course, this might just be a clever plot to rid the party of its healer. I dunno...you tell me...
Quervo
5th May 2009, 12:14 PM
well I will delay for help...
Sagar
5th May 2009, 01:35 PM
He yelled "Pull up" so I will pull up. I grab the rope securely and back away, using my body weight and leg strength to pull Jacoby up. As I do so, I will watch the ring in the ceiling. If it looks like it's starting to wobble or fail, I will be ready back quickly to take up the slack and not fall on my rumpus. (Str +3, Athletics +3)
Kiir
5th May 2009, 01:44 PM
Urvi attempts to pull the bard up. (+4 strength, +11 athletics), she also attempts to figure out what the creatures are (nature +9).
Greebo
5th May 2009, 01:51 PM
Urvi knows that these are Rage Drakes - Large, natural beasts, trainable if raised from birth. They have some particularly nasty abilities with their claws when charging, and if mounted, work to aid their riders. They become even more ferocious when bloodied. They will be tough to fight, but not as bad as that ogre you met earlier.
Greebo
5th May 2009, 01:54 PM
Jacoby you can go ahead and roll your attempt to escape. You must determine whether this will be athletics or acrobatics that you use.
Asharad
5th May 2009, 02:54 PM
Can we see the drakes? I mean, can we cast down at them?
Greebo
5th May 2009, 03:32 PM
You are basically looking down a 10' wide shaft with solid walls all the way down (20') on the W and S sides, and that end about 10' down on the N and E sides.
As a result, you can only see the floor that's just around the edge of the bottom of the shaft. See uber-geek attached diagram.
I'm gonna have to call that superior cover. But you have LOS and LOE
Greebo
5th May 2009, 03:41 PM
Oops, correction.
One of the drakes is like that.
The pit is 2x2 and you're S. Jacoby is NW in square 1 of the pit. Drake 2 is in squares 2 and 4 of the pit, half in, half out.
Thats the one that's got Jacoby. Cover only for him.
Shiz
5th May 2009, 03:50 PM
An AE at the bottom of the shaft shouldn't suffer from cover though. Does cover apply if the spot you target has no cover and the surrounding squares have no cover in relation to the targeted square?
Greebo
5th May 2009, 03:55 PM
An AE at the bottom of the shaft shouldn't suffer from cover though. Does cover apply if the spot you target has no cover and the surrounding squares have no cover in relation to the targeted square?
Correct. If you target a square you can see with a burst the effect of the burst is based on LOS from the target square.
And Jacoby would be right next to any target square you pick.
Quervo
5th May 2009, 06:55 PM
will take the acobatics roll....
Asharad
6th May 2009, 08:37 AM
I'll help pull as well.
attriel
6th May 2009, 09:23 AM
three, then pull
Greebo
7th May 2009, 04:14 PM
Round 1
Ok, finally back home.
The entire party pulls as hard as they can on the rope, struggling mightily, but in the end do not provide enough help to Jacoby who is unable to break free of the grasp of the Drakes.
Round 2
The drakes attempt to pull Jacoby away from the base of the pit, and while the first drake clearly is helping, the second drake just does not have a good enough grip on Jacoby to drag him away from the rope and his only apparent hope of salvation.
As Jacoby continues to struggle, a crossbow bolt sinks into his chest, landing with expert precision (crit: 10 dmg)!
21 Rage Drake 1
21 Rage Drake 2
20 ??
--> 19 Urvi (4 dmg; 31 hp; 1 AP; Surges left: 4; )
13 Shere Shere (0 dmg; 28 hp; 0 AP; Surges left: 5; )
11 Jacoby (10 dmg; 15 hp; 2 AP; Surges left: 5; Heals left 2/2)
08 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )
04 Raj (8 dmg; 16 hp; 1 AP; Surges left: 6; )
Actions? You can assist Jacoby. Jacoby you could try to escape, or to hit a drake. You could descend the ropes to render aid. You could think of something I haven't.
Shiz
7th May 2009, 04:16 PM
Push or slide powers against the drake maybe?
Asharad
7th May 2009, 04:28 PM
Yeah, what happens if I hit the drake with a power that makes him move? Will he hold on to Jacoby or let him go?
Greebo
7th May 2009, 04:31 PM
The drake has grabbed Jacoby, so if you slide the drake, that will slide Jacoby too.
Quervo
7th May 2009, 05:06 PM
I will try escape again... Acro +2
Asharad
7th May 2009, 05:36 PM
Let's pull him up. :)
Greebo
7th May 2009, 06:24 PM
Jacoby manages to twist his body while holding onto the rope, finally slipping free of the drake. Relieved of the pull of the heavy reptilian beast, the rest of you are able to pull the wounded bard back up to safety.
Greebo
7th May 2009, 06:34 PM
I realize I never pushed this updated map up.
Quervo
7th May 2009, 06:40 PM
Oh my GODS... That was too close for comfort. Thanks for pulling me up... alittle bit longer and I would have been dragon chow.
Dramatic Pause.........
OK what I saw before a great big gaping maw tried to have for a halfelf snack was, a large room filled with mushrooms and a couple sets of doors leading from it. the 2 baby dragons, and that Gods be damned Goblin crossbowman that fell and left this (points at fresh crossbow bolt) sticking in me.
http://www.primeaxiom.com/rpgt/scene.asp?ID=861yebcdoefe4rcmjdgxxbe6etg6sg858cb2c vghxqui9tt6sshuzlx2xikh43m4 (http://www.primeaxiom.com/rpgt/scene.asp?ID=861yebcdoefe4rcmjdgxxbe6etg6sg858cb2c vghxqui9tt6sshuzlx2xikh43m4)
play a tune, use a surge. Not sure how many I have left.
Greebo
7th May 2009, 07:44 PM
11 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 2/2)
Aren't you lucky I track all that for you ;)
Greebo
8th May 2009, 11:46 AM
Adronsius, listening to Jacoby's description, says "Hmm, you kids know I was blindfolded whenever they moved me, but I don't recall any smell of mushrooms in any rooms I was taken through. Can you describe how the mushrooms smelled?"
Sagar
8th May 2009, 12:51 PM
Did they take you up any ropes or across any pits?
Greebo
8th May 2009, 12:51 PM
"No, definitely not. I'd remember that! Always flagstone floors and stairs."
Sagar
8th May 2009, 12:52 PM
Can we tell if the far pit has any ropes into it?
I am going to pull these ropes up and out of the pit for now.
Greebo
8th May 2009, 01:06 PM
How do you propose to cross to get to the north pit? You could attempt a long jump (athletics), a running long jump (athletics), or to swing across the pit via the ropes (acrobatics) as some obvious methods.
You do see ropes hanging down into it, yes.
Sagar
8th May 2009, 02:35 PM
let's pull the ropes up from the pits.. or cut them short.. so we don't have those guys coming up behind us. Then we can continue west.
Greebo
8th May 2009, 02:40 PM
let's pull the ropes up from the pits.. or cut them short.. so we don't have those guys coming up behind us. Then we can continue west.
To pull up or cut the northern ropes means you have to cross the southern pit first in order to get to the northern pit. Then you need to cross the southern pit again, if your intention is to go through the west door in the room with the goblins.
attriel
8th May 2009, 03:18 PM
'Are you sure those things need the ropes to get up and down? The motherless son of a dog might, but i'm not sure the lizards can't just climb walls. Smaller ones can pretty frequently, and I don't think Jacoby took the time to catalog their abilities ... We might need those ropes again later, though.
'Maybe just pull up these ropes and hook them on this side somewhere?'
Greebo
8th May 2009, 03:52 PM
'Are you sure those things need the ropes to get up and down? The motherless son of a dog might, but i'm not sure the lizards can't just climb walls. Smaller ones can pretty frequently, and I don't think Jacoby took the time to catalog their abilities ... We might need those ropes again later, though.
'Maybe just pull up these ropes and hook them on this side somewhere?'
You could lower Jacoby back down again to see if they look capable. ;)
Kiir
8th May 2009, 04:07 PM
"I can cross to the other pit if we decide to pull up the ropes. I would figure if we pull them up and out of the way, in case we need them later, it would be a better idea then cutting. Since either way another of these foul beasts could repair our handiwork, so we are just going for a short term solution right now."
Greebo
8th May 2009, 09:11 PM
So who's going to try to cross to the other side and pull up and/or disable the ropes for the northern pit?
Sagar
8th May 2009, 10:47 PM
As athletic and acrobatic as I am, I volunteer someone else to do it.
Kiir
8th May 2009, 11:36 PM
Urvi will cross, and attempt to disable the ropes. She will do a running long jump to cross (using athletics).
*edit* used Powerful Athletic, roll twice when making a climb or jump check, take the better roll, race feature. I'll take the 11 rather then the 8 *grin*.
Greebo
9th May 2009, 05:41 AM
Fortunately, the ropes make the pits rather easy to cross, and Urvi masterfully swings across the pit, Indiana Jones style. She saunters up to the northern pit, looks down it, and sees a floor similar to that below the southern pit except that the walls block the north and west sides. She pulls the rope up from the pit and loops it around the hooks in the ceiling.
She then comes back to the southern pit and repeats her Tarzan imitation, swinging back across with no difficulty at all. (DM Rolled a 13+11: 24) She then pulls up the southern ropes, and you all are on the southern side of the southern pit again, ready to proceed.
Sagar
9th May 2009, 11:21 AM
Standard marching order.. to the west door.
We'll listen and check the door for locks / traps.
Quervo
9th May 2009, 12:18 PM
Door Actions
(not a good day... )
Greebo
9th May 2009, 12:43 PM
You don't hear anything, you do not find any traps, and I don't know what you attempted to use thievery for, since you didn't specify, so you fail to steal the door. ;)
Greebo
9th May 2009, 12:59 PM
The western door, like every other door you've seen so far, has no locking mechanism, only a simple latch. Like all the others, the door is thicker than usual. The door opens into a hallway which turns north after a short distance, and then opens up into a nearly triangular room.
A picture in the middle of this room shows flickering images of a sinister castle in the middle of a swamp.
http://www.primeaxiom.com/rpgt/scene.asp?ID=77fkhofkl2ds7mh7u7b3awor5w3j3nbyv73it ye5ihmgpl8vpvl9ncxi71vpnkug
Sagar
9th May 2009, 02:23 PM
Does the picture hum or buzz?
Quervo
9th May 2009, 02:37 PM
You don't hear anything, you do not find any traps, and I don't know what you attempted to use thievery for, since you didn't specify, so you fail to steal the door. ;)
Damn it I really wanted that door.... It was just a roll incase "the search for traps succeeded. I dodnt even pay attention to the rolls till after.
Greebo
9th May 2009, 06:24 PM
Does the picture hum or buzz?
Every time the image flickers away, the picture crackles. The picture seems oddly transparent from here, as if it's insubstantial.
Asharad
9th May 2009, 06:38 PM
From where I am do I recognize the castle?
Greebo
9th May 2009, 07:29 PM
From where you are, there is a Goliath in front of you. From this distance, the image is hard to make out.
Do you want to examine the shimmering curtain more closely?
attriel
9th May 2009, 07:51 PM
"What the hell is that?"
Shere glances around the room, just in case there's something lurking in the corner waiting for us to stumble in blindly watching the glowy wall
Greebo
9th May 2009, 09:06 PM
Is that intended as a perception check, Shere? If so, please roll it.
Greebo
9th May 2009, 09:10 PM
And - can I get everyone to tell me where you want to be standing in this room?
Adronsius speaks up, "We always hurried through this room. Dunno why..."
Kiir
10th May 2009, 12:35 PM
I'll be standing at H8.
Urvi looks at the weird screen like thing and wonders what it is. She keeps an eye out for any danger as well (perception).
Asharad
10th May 2009, 12:57 PM
I'll move to G9 and use perception, arcane and then history.
Greebo
10th May 2009, 03:08 PM
Jacoby, Shere, Raj - need locations please.
Sagar
10th May 2009, 05:14 PM
"Guys, they hustled through here and I suggest we do the same. Let's get through the west door and leave this puzzle for later, when we are not trying to save lives."
I move to the west door - to B3.
attriel
10th May 2009, 07:17 PM
Shere is at H9 waiting before entering to see if he sees anything in the corners/etc that might be worth noting in the big glowy room ...
Greebo
10th May 2009, 08:00 PM
Someone needs to act for Jacoby. Raj is saying to move quickly. Duma and Urvi are proposing to examine the curtain.
Duma & Urvi - if the party is leaving immediately, then you will not have time to concentrate on the curtain.
Which will it be?
Shere - the room is empty save for the curtain.
Shiz
10th May 2009, 09:18 PM
Do you want a current member to play Jacoby?
Greebo
11th May 2009, 06:22 AM
If Q says its ok, go ahead, Shiz
Quervo
11th May 2009, 08:38 AM
your on shiz... I am still on baby duty at hospital
Shiz
11th May 2009, 08:57 AM
Jacoby moves warily to J6 and then M2 and takes up a Total Defense posture. He doesn't want to hang around this room at all.
Asharad
11th May 2009, 09:07 AM
Duma is fine with moving on.
Greebo
11th May 2009, 09:25 AM
Leaving the mysterious, flickering curtain behind, the party speeds through the room spending no time to examine it more closely.
Passing through the west door, the party ventures into a map area the DM hasn't prepared yet... (gimme a little bit this morning...)
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