The clothes are old and all the same. There are 20 pairs of peasant's outfits.
Under the folded shirt in the corner is a basketball sized ball of twine. Once the twine is examined a small piece of paper is found at the very center. On the paper are symbols matching those in the book you found, and next to that are letters in common. It looks like a decoder for the text in the book.
No secret doors are found. No evil is detected except for the lingering bit that seems to cling to the cave walls.
Myranni identifies the scrolls as 10 scrolls of pyrotechnics and 10 scrolls of summon swarm.
The book will take a while to decode, for every hour spent 20 pages can be decoded. There are just over 400 pages in the book. You estimate complete decoding of the book to take around 20 hours. However this time must be spent uninterrupted, the decoder has to be able to concentrate on decoding.
Further items: 10 blank parchments, 1 candle, 1 writing desk, 1 ink / pen
Edited: Oliron on 15th Jul, 2010 - 6:44am
The party gathers up what they can and regroups, heading down the south tunnel.
(from the crossroads) The tunnel goes 30 feet south then turns east. The party rounds the corner and enters into a large chamber within the cave. This chamber is roughly 80 feet long and 40 feet wide. The ceiling ranges from 20 - 30 feet high. There are several large stalagmites and stalactites around 5 feet in length within the cave. The stone is worn over somewhat smooth in places that have seen use, the rest of the cave is rough.
Basically you've entered just inside a cavern, within the cave. What does the party wish to do now?
Edited: Oliron on 17th Jul, 2010 - 6:19am
Philo:
Philo also has his bow at the ready and will circle around the wall searching high and low for any dangers that may be hiding behind the stalagtites & -mites
Lwentano:
Lwentano will look about in the cavern with bow drawn and arrow at the ready looking for any foe that may be trying to hide behind a pillar of stone on the floor or up on a ledge that we have not seen because of all the stalactite and stalagmites
Myrrani:
Myrrani steps cautiously into the room, holding the light aloft and keeping a watchful eye out for anything odd.
Rolls: (Unmodified)
d20: 4, 14, 2
d12: 3, 5, 11
Aive:
Aive will just aid the search letting the people with bows clear the way 1st.
26 search
9, 16, 1, 8 unmodified
---------
Extra Rolls:
4, 10, 15, 13, 15
The party enter the cavern as carefully as they can muster. Confused, some fighting disease and wounded.
The party just enter about 5 feet into the cave when they hear a sneeze come from from the darkness. Right around the area of a certain rock formation 5 feet ahead.
They freeze and become reasonably suspicious, already prepared for battle they are not surprized by the handful of goblins that jump out from cover, attacking.
Round 1 is started, everyone must roll initiative rolls and any other rolls they feel they need (along with actions). Also I want to add that only a handful of goblins are obviously visible, though many others may lurk within the cave. I add this information because I am picturing the pc's seeing little shadows and figures moving out of the corner of their eyes, besides the ones that are immediatly visible.
Furthermore I will need Lwentano to roll a charisma check (dc 15).
Edited: Oliron on 20th Jul, 2010 - 9:14am
Myrrani:
Myrrani will stand her ground just within the entrance to the cavern, and will cast light on a rock before tossing it into the midst of the goblins.
(Not at any goblins, I'm not using it as a projectile, I'm just getting the light source out there so we can see. Especially those of us with low-light vision. I'm still holding onto the stick with light cast onto it.)
Init:
1d20-2: 17-2 = 15
Philo:
Using the stalactites/-mites as cover and keeping the cavern wall to his back, Philo will attempt to move to the side for a flank attack while firing arrows at the closest vermin!
If any goblins come too close, he will drop the bow and pull his short sword & dagger.
Before modifiers
Initiative (+7): 7
Attack (+3 range/+2 melee): 13, 11, 12, 16, 16
Damage:
Bow (+3): 3, 1, 4, 5, 6
Sword (+2): 5, 2, 6, 4, 3
Dagger (+2): 3, 1, 4, 2, 2
Aive:
Using a stalagmite for concealment Aive will hide then slip into the shadows,
17hide 31move silently
he will wait/spend a round trying to locate all the goblins, spot 25, listen 15
Initiative(rolled by Rentok): 8+3 = 11
Lwentano:
Lwentano attacks the goblins with his bow and arrows.
Charisma Check with a +1 modifier I rolled a 15. Whew That was close. Smile.gif
Attack rolls with a +3 Dexterity for bow, +2 for Base attack and +1 for the bow = +6: 22, 15, 17, 9, 16, 19, 14, 12
Damage from arrows d8 plus 1 from the bow: 9, 5, 5, 6, 4, 8, 6, 7
I plan to shoot at any goblin I see, if it falls to the ground I go to the next one.
Initiative(again, by Rentok): 6+3 = 9
The group hears a devilish voice speak from inside the darkness. "Throw down your weapons and flee for your souls."
Lwentano is struck by the voice and mentally struggles for a second. He almost does what the voice commands but realizes the suggestion for what it is and that it doesn't have his best interest at heart. The half elf keeps his bow trained at the location he heard the sneeze come from.
Before anyone can act the goblins are upon them. Apparently they knew the group was coming and were at the ready. Even the preparedness of the party could not allow a quick enough reaction to this.
Three goblins are on Val in a flash, they dart out from the shadows. They look disheveled even for goblins and very thin. The first goblins morningstar misses as Val leans to the side. Val retaliates but her reach is not enough as she blocks the other goblins attack with her shield. The last goblin sees her off balance a bit and takes advantage, landing its attack on her left shoulder. (she takes 2 damage) Val thrusts her sword at her attacker but the blade misses, the goblin side stepping it.
Two goblins jump out running up on either side of Lwentano. He reactively lets an arrow fly, it rips threw the goblin dropping it before it can take two steps. The other goblin falters seeing his buddy go down so fast, its blow falls short. Lwentano lets another arrow fly at almost point blank range. It hits the goblin in the chest. The goblin clutches the arrow / wound as it slowly crumples to the cave floor.
Aive is completely unaware as an imp materializes above him. Its stinger jolts forth and breaches his soft skin. Aive feels a sting and poison seeping into his blood stream. poison save, fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
A firefly from off Myranni's arm flies into the air while she holds up a stone. The firefly lands on the stone then lights up. The stone becomes a beacon of light. The tree lady throws the stone tactically into the room giving light to the chamber.
Philo lets an arrow fly from the shadowy wall of the cave. It luckily hits the goblin that attacked Val. The goblin was stepping to the side to miss Val's thrust and happened to step right into the path of the arrow. The goblin screeches but manages to soak the attack with life and death adrenaline.
Aive realizes he is in trouble and flanked so instinctively rolls to the side behind the cover and in the shadow of a stalagmite. Once there he re-evaluates the battleground. He sees that there are a total of 7 goblins left alive. Two lie dead at Lwenatano's feet, three are in melee with Val, and four are skittering about the cave looking for the vantage point to route / overrun Val. The imp that attacked him is clinging to a stalactite he was standing near and is looking around the room (probably for him). He thinks himself hidden as no goblins have paid him any attention and the imp seems to be looking for him.
I have actions and rolls for Aive, Lwentano, and Philo. That is if they feel they don't need to change their actions due to the new information. I will need a save roll from Aive and action / roll from Myranni.
This concludes round 1.
Edited: Oliron on 21st Jul, 2010 - 7:05am
I was thinking about this today and realized I should post the enemies actions now. That will give you all a better idea on how to proceed.
The goblins rush forth in unison grabbing onto Val's arm's and legs, punching, kicking, and biting. One jumps onto her back putting a choke hold on her. Val weakened, is unable to fight off such an attack though she does put up a good show.
She looks as if she will fight them off when one of the goblins does a flying leap and attaches itself to her head. She falls in a heap of goblins and lies motionless.
The goblins release their death grips from Val and stand over her as if victorious on a mountaintop.
The imp cackles as it vanishes into thin air.
These are the actions for the enemies on round 2, now it is the players turn.
Edited: Oliron on 22nd Jul, 2010 - 5:55am
Thing sin double brackets (( like this )) are what I've added in so as to make it more understandable, in case you're the type of DM that likes to know rule-basings for HOW our characters are doing what they do.
Philo:
Seeing Val go down from the corner of his eye, Philo will concentrate firing on the group standing over him.
Lwentano:
Lwentano will continue to fire at the goblins until they are gone to keep the goblins form hitting any of his party members. He will then look for another target to kill.
Aive:
Aive is going to jump out positioning himself near as many enemies as possible and use diplomacy/bluff to provoke them into attacking him in the same way, (can I get a small circumstance bonus due to speaking and dealing with goblins a fair bit?)
(16 unmodified) I imagine I could lure 4 or 5 and with Myrrani positioning herself well get them all
Then fighting on the full defensive he will smash his last oil bottle ((Delayed action to smash it AFTER the goblins get close enough to him.))
Myrrani:
Myrrani sees what Aive is doing, and understands, she prepares herself to move in after the goblins hopefully swarm Aive, and burn the lot of them, trusting Aive to be able to avoid the flames.
If the goblins do not swarm Aive at his taunting, She will remain where she is and cast Magic Missile at one of them.
((delaying my action until the end of the enemy's movements, after Aive breaks the oil.))
-----------
Forseeable needed rolls:
Aive Reflex to avoid Myrrani's Burning Hands (DC 15):
19
Burning hands damage: (d4s, 2 per goblin in the area that doesn't make the save)
4, 2, 3, 3, 1, 4, 2, 4, 1, 4
Fire Damage due to oil: (d6, 1 per goblin)
1, 6, 4, 4, 6, 1