Burnt Offerings Part III - Glass and Wrath

   
Lurr Donsfell
Half-orc, Warpriest (Forgepriest) of Shelyn
Please keep this up to date, especially during Combat
Vital Information
Current AC: 21 Touch: 10
Flat Footed: 21 CMD: 13
Current HP: 15/15
Fort +6 Ref +0 Will +4
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions and Magical Effects
Shield (+4 Shield AC, 10 rounds)
As If Taking Ten
Trained Knowledge Skills
Religion: 14
As if Taking Ten
Passive Skill Checks
Perception : 14
Sense Motive: 16
Survival: 12
Things which are permanent or long lasting which affect your character or others
Permanent Abilities or Magical Effects
- none -
Things you think are important for others to know
Notes
Wielding glaive (+4, 1d10+4, 10ft reach)
"If we do this, we do it together. Assaulting a horde of goblins in their nest is harder than you might think. Keep close together, and don't let anyone get overwhelmed." With that, she stands tall, and gives a
Cast Shield
prayer to her goddess. Holding her shining golden glaive high, "Stay to my sides, and I can try to keep them spread out with this."


Awarthannen

Elf Magus
Please keep this up to date, especially during Combat
Vital Information
Current AC: 15 Touch: 12
Flat Footed: 13 CMD: 16
Current HP: 20/20
Fort +4 Ref +3 Will
Add +2 bonus vs Enchantments (except if power and/or wealth are promised)
+3
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions & Effects
As If Taking Ten
Trained Knowledge Skills
Arcana or Dungeons: 20,
Engineer:
Add +1 if there's 1d4 hours to study at Quink's library
16, History:
Add +2 bonus if there's 1d4 rounds to review his Pathfinder's Chronicle
18,
Planes: 20, all others:
Can use all untrained knowledge skills as if trained
15
As if Taking Ten
Passive Skill Checks
Perception: 14
Sense Motive: 10
Spellcraft:
Add +2 bonus to identify magic items' properties
18
Things which are permanent or long lasting which affect your character or others
Permanent Abilities & Effects
Darkvision 60 ft., Light Sensitivity
Immune to Sleep effects
Except if power and/or wealth are promised
+2 vs Enchantments
Things you think are important for others to know
Notes
Caster Level checks:
Add +2 bonus vs Spell Resistance
+5
Concentration:
May opt to add between +1 and +3 bonus to Cast Defensively, but penalize Attack rolls by same
+9
Arcane Pool: 4/4


Art curtly agrees with the need for speed, but cautions, "Expediency need not be undue haste. Be smart. The furnaces... the goblins must be firing them." As he cautions the others in a paternalistic tone, he listens for which doors might lead to one of the active furnaces.



Ariel's edit
The goblin noise comes from the east. It is loud and clear if you listen to the door on the right, right next to Awarthannen. They sing, cackle, shriek, scream and generally seem to have a splendid time (which is bad news to Ameiko and her family if they are in there).
Moving the glass from one 5ft square to an adjacent one using mage hand will take a full round. It will take half that time if you find a broom (the squares are 2X2 tiles, or each tile in the corridor is 2.5ft)


Jackson “Jack” Ratarion
Human, URogue (Rake)
Please keep this up to date, especially during Combat
Vital Information
Current AC:16 Touch:13
Flat Footed: 14 CMD:15
Current HP: 13/13
Fort 1 Ref 6 Will 0
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions and Magical Effects
None
As If Taking Ten
Trained Knowledge Skills
Knowledge local 14
Knowledge Nobility 14
As if Taking Ten
Passive Skill Checks
Bluff 19
Diplomacy 16
Perception : 15
Sense Motive : 15
Things which are permanent or long lasting which affect your character or others
Permanent Abilities or Magical Effects

Signature Moves
Black Sheep - Bitter Noble (Bluff)
Evasion
ooc
Notes
Relevant combat feats: Weapon finesse, Combat expertise, Improved feint.

Jack seems a bit bewildered by Chatahee's comment about strategy because he does not see any of his companions with a ready bow at hand. He decides to disregard the comment as hopeful banter and frowns at the doorway in front of him. The glass on the floor at first seems problematic but with all the noise he determines the amount of sound he will make crossing it should be negligible.

Regardless he steps forward to the door and throws it open again without preamble. He and his friends are as ready as they can be and he fears they have no time to waste on any attempt at subtlety.

Chatahee the Longspear
Half Elf Fighter
ooc
Vital Information
Current AC:18 Touch:13
Flat Footed: 16 CMD:17
Current HP: 13/13
Fort +4 Ref +2 Will +3/+5 vs enchantments
ooc
Temporary Conditions and Magical Effects

As If Taking Ten
Trained Knowledge Skills
K Engineering: 14
K Geography: 11
As if Taking Ten
Passive Skill Checks
Perception : 18
Sense Motive: 12
Stealth (in armor) : 12
Things which are permanent or long lasting which affect your character or others
Permanent Abilities or Magical Effects
Combat Reflexes allows AOOs even while flat footed.
Immune to Sleep spells and effects.
+5 Will Saves vs Enchantments

Things you think are important for others to know
Notes

Chatahee while entirely agreeing with the need for action was still bemused...

Awar had mixed up the words expeditiously and expediency, perhaps a case of the nerves. While Jack was strutting around apparently of the opinion that he was a melee specialist, which in Chatahee's considered judgement wasn't going to end well for Jack.

The combination of these things was starting to worry him. Nevertheless he remained calm and composed. Chatahee, already in the glassed area, wasn't really worrying about being slow and careful with in his movements since when the door was opened he'd simply step out of the difficult ground and likely charge.

Kaijitsu Glassworks
Sandpoint
Morning, 26th of Rova, 4707AR (Day 5)

The room behind the double doors is a wide long chamber with three glass domed round alcoves on the north wall. A furnace with several openings burns along the south wall. The main furnace burns at the east end, a large brick chamber that burns with a hot blue light. The fires spring through stone pipes and tunnels in the thick wall to the other smaller and progressively cooler furnaces used to keep glassworking projects at the proper needed temperature. Marble tables sit in the center of the chamber, used to work raw glass into usable shapes, with nearby wooden tables in the alcoves cluttered with various tools of the trade.
When Jackson finally swings the door open, the sight revealed inside this room is a gruesome display of goblin boredom and cruelty. Spots of cooled down molten glass dot the ornate marble floor tiling. Smashed colorful glasswork is strewn across the floor. The bodies of eight murdered staff lie in various stages of dismemberment. A few goblins stand next to large open furnaces burning legs and arms with glee. Other goblins stand over the dismembered bodies pouring melted glass on the remains trying to see the effects of molten glass on eye sockets and other body cavities. Other goblins stand on top of the tables dancing and prancing in excitement and orchestrating the fun.
In the central alcove you see another horrific sight: what looks like a large stalactite of green and blue glass is actually the body of Lonjiku Kaijitsu, propped up in a chair and encased in thick, runny sheets of hardened glass covering him from head to toe. Through the lucid glass spills you can see his horrified and agonizingly distorted face as he screamed his last breath in the terrible pain he must have been through when the glass burned into his flesh.
The furnace rumbles loudly, but over the deep rumble you can hear the goblins cackle, lough and sing their horrible song:
Goblins lurk and goblins hide,
Into Sandpoint, we will stride!
Glory to the Goblin Head,
Pretty soon your Sons be Dead!

Goblins crack and goblins smash
Goblins like to break your glass
From below we sneak and hide
Melt the father of our guide.

Kill the workers, cut them up
Burn them parts, it brings good luck
We the Goblins, you the prey
We torch you good the goblin way.


COMBAT OOC
  • Surprise Round: As the goblins are too busy having their fun you catch them by surprise! Every character has a surprise round for either a move action or a standard action. The goblins are flat footed this round (this is already calculated into the combat tracksheet) and can't use AoOs. When you write your post for the surprise round, try to remember to end it with an initiative roll for the next rounds.
  • Glassy Tiles: The tiles marked with red circles on the map are again tiles with broken glass. Entering a glassy tile bears no penalty, but count them as 2 tiles when you exit them. Staying on a glassy tile for an entire round is treated like
    Make an attack roll for the glass (base attack bonus +0) against the your AC, but your shield, armor, and deflection bonuses do not count. If you are wearing boots (that is you actually bought them and they are written in your CS) you get a +2 armor bonus to AC. If the attack succeeds the glass deals 1 point of damage, and your speed is reduced by half. This movement penalty lasts for 24 hours, until you are successfully treated with a DC 15 Heal check, or until you receives at least 1 point of magical healing.
    standing on caltrops. You can't charge or run through a glassy tile.
  • Tables: The tables don't hamper regular movement and you can move "through" them with no penalty. You can't charge through a table. Standing on a table grants you +1 bonus to attack rolls for being on higher grounds.
  • Other Special Effects: The room has all sorts of corners and alcoves, so make sure you have line of sight if you use ranged attacks. The furnace rumbles loudly, penalizing hearing Perception checks with a -4 penalty.

GLASSWORKS COMBAT MAP
Use ctrl+alt+(+) to zoom in and ctrl+alt+(-) to zoom out.
The goblins on the map are marked by numbers that correspond to their number in the combat tracksheet.


GLASSWORKS FRENZY COMBAT TRACKSHEET

Lurr Donsfell
Half-orc, Warpriest (Forgepriest) of Shelyn
Please keep this up to date, especially during Combat
Vital Information
Current AC: 21 Touch: 10
Flat Footed: 21 CMD: 13
Current HP: 15/15
Fort +6 Ref +0 Will +4
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions and Magical Effects
Shield (+4 Shield AC, 9 rounds)
As If Taking Ten
Trained Knowledge Skills
Religion: 14
As if Taking Ten
Passive Skill Checks
Perception : 14
Sense Motive: 16
Survival: 12
Things which are permanent or long lasting which affect your character or others
Permanent Abilities or Magical Effects
- none -
Things you think are important for others to know
Notes
Wielding glaive (+4, 1d10+4, 10ft reach)
Seeing Jack bust open the door around the corner and hearing the shrieks of the goblins coming from the room on other side, Lurr's breathing quickens with anticipation. She powers forth to get a view of the scene. When she sees the beautiful colored glass smashed and thrown about, her fury grows. She stares down the nearest vile beast, ready to charge forth and cease this destruction.

Chatahee the Longspear
Half Elf Fighter
ooc
Vital Information
Current AC:18 Touch:13
Flat Footed: 16 CMD:17
Current HP: 13/13
Fort +4 Ref +2 Will +3/+5 vs enchantments
ooc
Temporary Conditions and Magical Effects

As If Taking Ten
Trained Knowledge Skills
K Engineering: 14
K Geography: 11
As if Taking Ten
Passive Skill Checks
Perception : 18
Sense Motive: 12
Stealth (in armor) : 12
Things which are permanent or long lasting which affect your character or others
Permanent Abilities or Magical Effects
Combat Reflexes allows AOOs even while flat footed.
Immune to Sleep spells and effects.
+5 Will Saves vs Enchantments

Things you think are important for others to know
Notes

Chatahee, pretty much committed to a charge, sees nothing inside to dissuade him from this, but also nothing to actually strike at in the time allowed. He settles for the next best thing, moving at speed into the room to a position where he could control a lot of the movement in the corner.

"Come and get me .. you misshapen little bastards!", he shouts aloud, then laughs, taunting the goblins.

The battle joy was on him. There would be time to reflect on the horror of it all, time to bury the dead, later. Now was the time to take pleasure in cutting the little bastards into small pieces. Chatahee, utilitarian in the extreme, was not much given to pondering things he could not change. The problem now was goblins but if he had anything to do with it then it would be a problem soon solved.


Jackson “Jack” Ratarion
Human, URogue (Rake)
Please keep this up to date, especially during Combat
Vital Information
Current AC:16 Touch:13
Flat Footed: 14 CMD:15
Current HP: 13/13
Fort 1 Ref 6 Will 0
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions and Magical Effects
None
As If Taking Ten
Trained Knowledge Skills
Knowledge local 14
Knowledge Nobility 14
As if Taking Ten
Passive Skill Checks
Bluff 19
Diplomacy 16
Perception : 15
Sense Motive : 15
Things which are permanent or long lasting which affect your character or others
Permanent Abilities or Magical Effects

Signature Moves
Black Sheep - Bitter Noble (Bluff)
Evasion
ooc
Notes
Relevant combat feats: Weapon finesse, Combat expertise, Improved feint.

Without a word Jack moves quickly along the wall behind Chatahee into the room. Taking note of how many Goblins are in attendance here makes him a bit nervous but his anger overrides his fear. The gruesome scene is almost more than his stomach can take as bile wells up in his throat.

The despicable behavior of these humanoids drives Jack and gives him focus. Keeping his weapons at the ready he sizes up the nearest Goblin in the corner and prepares to deal with it swiftly.



Awarthannen

Elf Magus
Please keep this up to date, especially during Combat
Vital Information
Current AC: 15 Touch: 12
Flat Footed: 13 CMD: 16
Current HP: 20/20
Fort +4 Ref +3 Will
Add +2 bonus vs Enchantments (except if power and/or wealth are promised)
+3
Please Include Any Temporary Effects and Note If They Are Already Calculated Into The Stats. Please Provide Links If You Can
Temporary Conditions & Effects
As If Taking Ten
Trained Knowledge Skills
Arcana or Dungeons: 20,
Engineer:
Add +1 if there's 1d4 hours to study at Quink's library
16, History:
Add +2 bonus if there's 1d4 rounds to review his Pathfinder's Chronicle
18,
Planes: 20, all others:
Can use all untrained knowledge skills as if trained
15
As if Taking Ten
Passive Skill Checks
Perception: 14
Sense Motive: 10
Spellcraft:
Add +2 bonus to identify magic items' properties
18
Things which are permanent or long lasting which affect your character or others
Permanent Abilities & Effects
Darkvision 60 ft., Light Sensitivity
Immune to Sleep effects
Except if power and/or wealth are promised
+2 vs Enchantments
Things you think are important for others to know
Notes
Caster Level checks:
Add +2 bonus vs Spell Resistance
+5
Concentration:
May opt to add between +1 and +3 bonus to Cast Defensively, but penalize Attack rolls by same
+9
Arcane Pool: 4/4


In spite of Chatahee's thoughts of him losing his nerve, Awarthannen remains quite his usual stoic self. He enters the room and stands beside the fauchardier, peering about with narrowing eyes at the gory scene. He coldly and cuttingly regurgitates Jackson's words (from dinner two nights past) back at the rake, "'Intelligent creatures' with 'culture' indeed, Jackson. Care to revise your statement?"


Kaijitsu Glassworks
Sandpoint
Morning, 26th of Rova, 4707AR (Day 5)

Zeno makes his way through the door and positions himself behind Awarthannen. His long spear in arm, he looks around the room worriedly.
The Goblins scream in surprise mixed with delight as each one of the Heroes of Sandpoint enters the hall. The torturing and dismembering of dead humans was getting tiresome and boring and they shout in glee seeing live long-shanks come in.

Initiative Rolls
Initiative roll for Zeno:
Dice Roll:
1d20+7z
d20 Results: 13 (Total = 20)

Initiative roll for Goblins:
Dice Roll:
1d20+6z
d20 Results: 11 (Total = 17)

Order of Initiative
Round 1: Lurr and Zeno first, then the goblins, then all of you (including Zeno and Lurr again)
Following Rounds: the goblins are always first.

COMBAT OOC
  • Glassy Tiles: The tiles marked with red circles on the map are again tiles with broken glass. Entering a glassy tile bears no penalty, but count them as 2 tiles when you exit them. Staying on a glassy tile for an entire round is treated like
    Make an attack roll for the glass (base attack bonus +0) against the your AC, but your shield, armor, and deflection bonuses do not count. If you are wearing boots (that is you actually bought them and they are written in your CS) you get a +2 armor bonus to AC. If the attack succeeds the glass deals 1 point of damage, and your speed is reduced by half. This movement penalty lasts for 24 hours, until you are successfully treated with a DC 15 Heal check, or until you receives at least 1 point of magical healing.
    standing on caltrops. You can't charge or run through a glassy tile.
  • Tables: The tables don't hamper regular movement and you can move "through" them with no penalty. You can't charge through a table. Standing on a table grants you +1 bonus to attack rolls for being on higher grounds.
  • Other Special Effects: The room has all sorts of corners and alcoves, so make sure you have line of sight if you use ranged attacks. The furnace rumbles loudly, penalizing hearing Perception checks with a -4 penalty.

GLASSWORKS COMBAT MAP
Use ctrl+alt+(+) to zoom in and ctrl+alt+(-) to zoom out.
The goblins on the map are marked by numbers that correspond to their number in the combat tracksheet.


GLASSWORKS FRENZY COMBAT TRACKSHEET





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