After saying their farewells to the Escoro family, the party
headed out to follow the goblin trail.
The first day was uneventful. Early on the second day, the
goblin back trail leads to an escarpment pocked with cavities. The trail
continues away from this location, heading generally northwest.
A small stream passes along the base of a thirty-foot-tall black
stone scarp. Strange, horse-sized cavities pock the face of the cliff, their
edges smooth and warped as though etched or melted into the stone rather than
carved. The air is thick with the stench of decay and rot, beneath which there is
a faint tinge of an acrid, chemical odor. Despite the smell, things here are
eerily peaceful.
What do you do?
Please submit your turn instructions using the Player Action
Response - Turn Post Template. If you are planning to use a specific skill,
please list the skill and the associated roll(s) along with your 5 d20 rolls.
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Conditions:
N/A
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Map Key:
N/A
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Party Health:
Look around, listen, smell, look for garbage/waste/tracks, any signs at all of goblins or their dogs.
ReplyDeleteCast detect magic also.
D20: 17, 10, 5, 4, 9 (I think I get a bonus vs goblins, racial)
"Oy, Isgarp! Leeza put traps here? You're up front with me to help find them!"
ReplyDeleteRo-Mahn will lead the way, counting on warnings from our captive and/or his Trapspotter talent to evade any traps.
Perception (vs traps): 19
18 5 17 12 9
To clarify: that puts Ro-Mahn and Izgarp at the front of the normal marching order.
DeleteYeah, I'll bet it's peaceful because the heavier-than-air poison gas traps killed all the animals!
ReplyDeleteBacking up, backing up!
Cast Guidance / Detect magic as necessary.
ReplyDeleteWeapons drawn to as this looks like a bad place.
Just in case
Roll(5d20)+0:
15,16,12,4,14,+0
Total:61
The party still needs to divide up the following:
ReplyDelete4 potions of cure light wounds
2 alchemist's fire
1 tanglefoot bag
1 thunderstone
Quartermaster Dave...
Delete