GM Poisonbladed Hollow's Last Hope (Inactive)

Game Master Ross Hearne aka poisonbladed

Right o' a deadly plague, a mysterious forest, goblins? Whats not to love.


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Male Half-orc Cleric 1 | HP 11/11 | AC 15 Tch 11 FF 14 | Fort +5* Ref +2* Will +8* | CMD 12 | Init +1

Sense Motive: 1d20 + 4 ⇒ (17) + 4 = 21

Mrachni responds gruffly (as is traditional) in Orcish, but his eye glints dangerously: "Ohu skorg. Gkor ng'agg buhor. Rrhang k'kora nka fhor nk'oruk nuk."

Orcish:
"My business. Leave them alone. Kill the lizards if you want prey."

He then speaks back over his shoulder to Zatqualmie, keeping his eyes on the hobgoblin: "Go south, gnome. There are humans in danger there."

Speaking's a free action able to be taken out of turn, so no round header.

GM:
Does the Orcish word for lizard refer to kobolds, by any chance?


Mrachni - he has a loaded crossbow and is sitting in the dark. The hairs on the back of your neck rose upon seeing him. The smirk he gives you sets your mind, there is much more here than a friendly chit chat and none of its good for you and your companions.

Sense motive back at you. 1d20 + 2 ⇒ (6) + 2 = 8

In my mind lizard in orcish means everything from normal lizards, to kobolds, and sometimes dragons. Here the inflection of the grunt ment two legged lizards which are kobolds, yes.

edit - I beleive he doesn't pick up on your waryness.


Male Half-orc Cleric 1 | HP 11/11 | AC 15 Tch 11 FF 14 | Fort +5* Ref +2* Will +8* | CMD 12 | Init +1

GM:
So I think he's looking for trouble and isn't going to leave peacefully?


You get the feeling he was watching you with bad intent. Though now that he is exposed he might take off, though you wouldn't want to put your back to him.

Po 'u grhaho nro huun u hahahtg? A ro ku kon or, 'u ro?

Orcish:
Be you share the loot of liards? If we go get em, you me?


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 2 (Makvor): 10/10HP

Move action: Move to J9
Standard action (move): Perception (Makvor): 1d20 + 7 ⇒ (12) + 7 = 19

Makvor walks to the south, to try to determine where the spiders are...
As far as he knows, that's what Spirit woke him for...

Round 2 (Spirit): 17/17HP

Move action: Move to J8
Standard action (move): Perception (Spirit): 1d20 + 5 ⇒ (13) + 5 = 18


Male Gnome Barbarian (Invulnerable Rager) 1 | HP 16/16 (18) | Rage 4/7 | AC 18 (16) T 13 (11) FF 16 (14) | CMD 14 (16) |Fort +5 (+7), Ref +2, Will +0 (+2) | Init +2 | Perception +5

Round 2, HP 15/16

I thought I ended my turn in F12 (once I realized I wasn't standing in a pong), next to Mrachni, since I woke him up.

Perception 1d20 + 5 ⇒ (2) + 5 = 7

Actions if began in H10:
The gnome moves toward the north end of camp, putting himself in a position to defend Mrachni.
Move: H10 to G11, G11 to F12, F12 to E13
Standard (Move): E13 to D13, D13 to C13, C13 to B12, B12 to A12

Actions if began in F12:
The gnome searches the north end of camps for an intruder.
Move: F12 to E13, E13 to D13, D13 to C13, C13 to B13
Standard (Move): B13 to A12, A12 to A11, A11 to A10, A10 to A9

GM:
If I identify something as a particular action and it is less than that please let me know. I stopped at Mrachni thinking I had to take a standard action to wake him up. Seeing that he stood up, drew his weapon, woke up Quaylon and moved makes me realize that was not the case. If I had more movement I would have continued north to investigate.

Not trying to complain but if I'm not doing something the way you run it I'd like to know so that we are all on a level playing field. Thanks.


Male Half-orc Cleric 1 | HP 11/11 | AC 15 Tch 11 FF 14 | Fort +5* Ref +2* Will +8* | CMD 12 | Init +1

Makvor: it's something like a DC 10-15 Perception to hear us talking from where you are, so you can definitely hear me (and someone else) speaking in Orcish at the north end of camp. (Zat, it's about a DC 5 if you're in F12.)

Mrachni remains silent for a moment, considering. "Nkor mok, 'o nakk nkora koln. G'gar skol rhunha, m'ko 'una-nug-g'nur-ra pok nkon ro h'nohun."

Orcish:
"If you kill lizards, the meat will be yours. If you harm the pink-skins, make-right-ness will be quick and you will die."


Waking someone up is a move equivalent action. So Mrachni got up, woke up Quay in round one. Moved, drew a sword, and spotted a Hobgoblin in round two.

So as far as I see it Zat you got all the action that was fair. You heard a noise and woke up Mrachni after moving over to him drawing your ax. Now you just posted your round two. I will make sure to keep you informed.

Zat you cannot see beyond the ring of fire light into the dark brush. And you did end in F12, not sure why your there I moved you correctly, and thought I saved it. I could have gotten confused by not stepping, stepping in the pond stuff. Any way you start in f12 and get to A9

Zat - You cannot see beyond the ring of light, but Mrachni can. So as you will be able to hear the hobgoblin speaking but not be able to see him. To understand this the fire works as a common lamp at this point. Yes there is some fudging on the fog of war. Low light wouldn't be able to see the entire camp. But there is darkvison in the party that can. In the end I just allowed for everyone in your party to see the camp ground, just not beyond the forest.

Brush is acting as soft cover. Cover enough to use stealth, but not if the cleric beat your roll.

The hobgoblin speaking ruins his stealth and Makvor can see him, thanks to darkvison. You have to have cover not concealment from darkness to avoid being spoted by darkvison.

More action right after these messages.


Male Half Elf Bard 1 (Archeolgist) HP 8/8 AC: 14 (12 Touch) (12 Flat) CMD: 12(10) Luck 8/8 Fort: 0 Ref: 4 Will: 3 Init: +2 Perception +10

Round 2 8/8

Move to C12, around the pond


It dawns on me that there was never anything established for when the bad guys get to go for the Main Player encounter. It works to file everyone from that camp into file into order as they awake and behind the New Players, but we do need to establish who goes when for the bad guys too.

So here is the initiative, these will be filed in order. Main players will be grandfathered in, but if the bad guy beats their rolls they will be placed accordingly. This will not change these players initiative order it just files in when the bad guys go.

So the Order for Main Player Camp was

Zat
Makvor
Marchni
Quayon

Zat 1d20 + 1 ⇒ (12) + 1 = 13
Makvor 1d20 + 4 ⇒ (14) + 4 = 18
Spirit (no roll needed)
Marchni 1d20 + 1 ⇒ (4) + 1 = 5
Quayon 1d20 + 2 ⇒ (14) + 2 = 16
Hobgoblin 1d20 + 1 ⇒ (10) + 1 = 11
Hobgoblin Feather friend 1d20 + 7 ⇒ (18) + 7 = 25
8 leg Sneaky 1d20 + 3 ⇒ (5) + 3 = 8
Green Sneaky 1d20 + 1 ⇒ (5) + 1 = 6

So our updated order is

Fox
Oglon
Common Sneaks (in order of their number)
Sneak Boss
Hobgoblin Feather Friend
Zat
Makvor
Spirit
Hobgoblin
8 Legged Sneaks (by their number)
Green Sneak
Marchni
Quayon

Currently it is the start of round 3 - Fox has posted his action already (even though he posted it as Rnd 4). Oglon is bleeding out, and the others are trying to find out what is going on.

Main PC Rnd 3

New PC Rnd 3


There is a Hobgoblin in -A 11 that only the folks with darkvision can see, in the Main PC camp.


Male Human, Monk(Sacred Mountain) | HP 48/48 | AC 19 Tch 12 FF 17 | Fort +5 Ref +7 Will +5 | CMD 15* | Init +5

Round 5 | HP: 8/12

Fox goes into full defense and if i can move this round he goes to J10 and will ultimately try and kneel against the rock back facing the rock but i don't think all that is possible this round. Also as he does this he says:

"Oglon, are you ok!?"


Male Human, Monk(Sacred Mountain) | HP 48/48 | AC 19 Tch 12 FF 17 | Fort +5 Ref +7 Will +5 | CMD 15* | Init +5

What happened of the goblins i scared? also i am not posting a round ahead am i? I feel like i am :P


Round 3 Sneaks 1-5 Demoralized, by the humans blind charge. Boss Sneaky, stops laughing but is not Demoralized.

Sneaky 1 - yells Bogo d'u m'kk'n ku' sut, drud odk vug rum' u' t'ut t'ut t'ut. Kuppo'k NU!

Goblin for:
Pinky two legger gone mad, that its f*ck hole now deady dead die. Gobbies RUN!

Then fires a shot, one handed. 1d20 + 4 - 2 - 2 - 4 ⇒ (4) + 4 - 2 - 2 - 4 = 0-Fox moved lucky and got some cover. Confirmation 1d20 + 4 - 2 - 2 - 4 ⇒ (12) + 4 - 2 - 2 - 4 = 8, Damage 1d6 ⇒ 4

Sneaky 2 - A bit calmer fires again - Attack 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7, Confirmation 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20, Damage 1d6 ⇒ 1

Sneaky 3 - Seeing his only chance for gold moves into the light right for Oglon, drawing a curved blade. He then uses another move to grap something from his person. I will decide what later.

Sneaky 4 - Seeing 3 run for the loot, decides to shot at 3, cause there isn't any way that little runt is going to get the loot. Attack 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15, Confirmation 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10, Damage 1d6 ⇒ 3

Sneaky 5 - yells Pukdunt ouu kuu to', '' dug' kroo'k! - which is

Goblin for:
Bastard you gonna die, we take shinnies!
and fires at Fox Attack 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9, Confirmation 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13, Damage 1d6 ⇒ 6

Boss Sneaky Readys an action.

While up above in the main camp, the Feather Friend readys an action.

I will wait now to see what unfolds do to posting there are still a few more bad guys to go in round 3.

Looks like Goblin 3 takes a bolt to the arm that is reaching for the loot.


Foxheart the Noble wrote:

Round 5 | HP: 8/12

Fox goes into full defense and if i can move this round he goes to J10 and will ultimately try and kneel against the rock back facing the rock but i don't think all that is possible this round. Also as he does this he says:

"Oglon, are you ok!?"

Yes fox you are now you're two rounds head. I will ignore that action simply due to it being to far ahead of where we are actually at.

I am not sure if you are just not reading the entire post or what. Please read my posts carefully.


Male Human, Monk(Sacred Mountain) | HP 48/48 | AC 19 Tch 12 FF 17 | Fort +5 Ref +7 Will +5 | CMD 15* | Init +5

Ok sorry


I forgot to move Makvor and Spirit before saving and loading. Corrected movement.

Main PC Update

then I need to look something up I may have over looked with what Makvor sees.

Edit - he certainly sees the webbing across the path better, but he sees nothing else, given his perception versus there stealth from the round 2 rolls, which are still in effect until new rolls are made via taking turns.

Spirit on the other hand is growling, cause you can't stealth from scent unless you have something to cover your stink. He cannot target them, the wolf just knows they are some where close.


Male Half Elf Bard 1 (Archeolgist) HP 8/8 AC: 14 (12 Touch) (12 Flat) CMD: 12(10) Luck 8/8 Fort: 0 Ref: 4 Will: 3 Init: +2 Perception +10

Whispering to Mrachni:

Mrachni:
what is going on, something is up with the wolf, I am hearing voices in a language beyond me


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 3 (Makvor): HP 10/10

Hearing Spirit begin to growl, Makvor decides he's in the right spot - he tries to determine where the source of Spirit's frustration is.

Move Action: Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Free Action: If he sees whatever is bothering Spirit, he'll order Spirit to attack.
Standard Action:

If Makvor can attack it:

Attack (Greataxe): 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d12 + 3 ⇒ (7) + 3 = 10

If not:

Makvor will attempt to recall any abilities or vulnerabilities of the creature
Knowledge(Nature): 1d20 + 7 ⇒ (17) + 7 = 24

Round 3 (Spirit): HP 17/17

Waiting for confirmation on 8-legged sneaky location and ability of Spirit to attack it


Off to his right (M7) Makvor sees a dog sized spider tethered with some sort of leash, moving ever so slowly about neck high in the tangle of brush. It legs looked like branches at first, but the oval ball of its thorax gave it away. It is too far away to attack.

Spirit...sick em (assuming that you were wanting for spirit to move and attack)

and as the wolf rushes, Makvor remembers as the web shoots out, that these big b*stards shoot webing as well as use it for traps. They generally have poison too, can hide well, and while this is typical behavior the harness around it is quite strange.

As the wolf rushes in while in K6 moving to L 6 or 7 - will give the wolf soft cover cause the spider is in the brush about a square.
Sneaky 1 readied action - shoot web at attacker (guard) Ranged Touch attack 1d20 + 5 ⇒ (20) + 5 = 25 Confirmation 1d20 + 5 ⇒ (3) + 5 = 8

The wolf is entangled in K6, and cannot move further, until free.

I post this with the understanding that you posted your actions in order that you wanted. That being; looks sees spider, orders wolf attack, knowledge check.

The spider is in M7.


whoops

that spider is also out side the ring of light.

the web that Makvor saw is in M8.


Male Gnome Barbarian (Invulnerable Rager) 1 | HP 16/16 (18) | Rage 4/7 | AC 18 (16) T 13 (11) FF 16 (14) | CMD 14 (16) |Fort +5 (+7), Ref +2, Will +0 (+2) | Init +2 | Perception +5

Did my character move through the creature in A11's square without any interaction with it?


Male Half-orc Cleric 1 | HP 11/11 | AC 15 Tch 11 FF 14 | Fort +5* Ref +2* Will +8* | CMD 12 | Init +1

It's in -A11 (negative A11), the square above A11 on the map.


Looks like Spirit does get to make an attack, he is entangled when he does so. The spider is brush, and gets soft cover.

Also he is close enough to trigger 8 legged Sneak's #2 readied actions which is the same as #1 - Ranged Touch 1d20 + 5 ⇒ (20) + 5 = 25, Confrimation1d20 + 5 ⇒ (3) + 5 = 8

If this hits it will glue him to the spot, due to the brush.

Goblin Appraise on Oglon - as a standard, cause it only took a move and two free actions. 1d20 + 0 - 2 ⇒ (20) + 0 - 2 = 18

this dice roller is broken...

The wolf still gets to attack, but now cannot move.

The goblin, fails to recognize the true value of any item and moves to take Oglon's bedroll, though it can't right now, its out of actions.


Male Gnome Barbarian (Invulnerable Rager) 1 | HP 16/16 (18) | Rage 4/7 | AC 18 (16) T 13 (11) FF 16 (14) | CMD 14 (16) |Fort +5 (+7), Ref +2, Will +0 (+2) | Init +2 | Perception +5

Round 3, 15/16 HP

The gnome realizing that Mrachni is speaking to someone stows his axe and walks next to his friend.

It appears that there is no concern. This must be a friend of Mrachni's who has shown up to speak with him.

"Mrachni, why don't you invite your new friend to sit around the fire with us?"

Move: Sheath Greataxe
Standard (Move): Attempt to locate creature by sound. Perception : 1d20 + 5 ⇒ (14) + 5 = 19
5-Foot Step to B10


The Hobgoblin, looking nervously at the people coming up towards him, Takes two moves back down the trail away from them. Shouting he says in common No thanks, I will take of those lizards...I mean Kobolds, coming from the north further up this trail

As he is running he warbles like a raven, then lets out a anxious sounding CAW CAW

While it doesn't sound excatly like a raven, its pretty close. He had to move through brush (undergrowth=difficult terrain) 1 square, but then has the rest of is move, plus another. So 55 feet down the trail.

Zat beyond the fire light you have a -4 to perception, as you are effectively blinded beyond your lowlight vision, which the maximun distance is 30 feet from the fire.

Taking care of Spirits attack. He cannot trip a spider. Bite Attack 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3,Confrimation 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9, Damage 1d6 + 1 ⇒ (1) + 1 = 2

8 legger Sneaky Bite Attack Spirit 1d20 + 2 ⇒ (11) + 2 = 13, Confirmation 1d20 + 2 ⇒ (9) + 2 = 11, Damage 1d6 ⇒ 1, Fortitude Save from Wolf 1d20 + 5 ⇒ (4) + 5 = 9, Poison Effect DC 14 1d2 ⇒ 2 Strength Damage

Looks like the Wolf is now entangled, poisoned. 1 damage, 2 str damage.

Sneaky 2 Readies another action, and hides 1d20 + 5 ⇒ (11) + 5 = 16 - Makvor you did see this one as hit shot a web on Spirit during Spirits attack. Now it shifts postion in the brush, and potentially is lost to you again.

Green sneaker - Shoots at Makvor with his crossbow. 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15, Confirmation 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2, Damage 1d8 ⇒ 8, against Makvor flat footed because he is still hidden from Round 2. He then drops his cross bow and the spider leashes and attempts to hide again in the brush again, 1d20 + 12 + 2 + 1 - 20 ⇒ (2) + 12 + 2 + 1 - 20 = -3


Male Half-orc Cleric 1 | HP 11/11 | AC 15 Tch 11 FF 14 | Fort +5* Ref +2* Will +8* | CMD 12 | Init +1

Perception: 1d20 + 4 ⇒ (3) + 4 = 7

Mrachni watches the hobgoblin until he's out of sight, attempting to discern if he's really gone for good.

Sense Motive: 1d20 + 4 ⇒ (13) + 4 = 17

He then hurriedly addresses Quaylon and Zatqualmie: "We must go south... there are humans in danger. Hurry."

Still holding his sword, he hurries off around the pond southward toward Makvor and Spirit. Double move to J10 (50'), and on to K10 as long as that won't take him through any threatened space or put him within reach of an enemy.


Male Gnome Barbarian (Invulnerable Rager) 1 | HP 16/16 (18) | Rage 4/7 | AC 18 (16) T 13 (11) FF 16 (14) | CMD 14 (16) |Fort +5 (+7), Ref +2, Will +0 (+2) | Init +2 | Perception +5

The gnome with grave concern says, "WHAT!?"

Then after a slight pause he says, "Why do we care about stupid humans?!" Followed sharply by, "Er... Umm.. I mean... Why didn't you tell me sooner?!"

"Instead of rummaging around in this foliage looking for your friend I could have gone to help them! Silly Mrachni!"


ON the edge of your vison Mrachni, the Hobgoblin takes a bow, and smiles a very evil grin, skipping like a dandy clicking his heals together he disappears into the dark.

You get the feeling that you will see him again, but for now he is gone.

One second later the three at the north end of camp hear the ruffle of feathers as a bird takes flight.

Those with darkvison can see a bird about the size of a raven take flight.


Male Half-orc Cleric 1 | HP 11/11 | AC 15 Tch 11 FF 14 | Fort +5* Ref +2* Will +8* | CMD 12 | Init +1

As he heads south, Mrachni adds in a low voice so that only Quaylon and Zatqualmie can hear: "Stay alert... that one will be trouble."


Typically you need a twenty to get a hunch, but I like to give infromation. Cracking a 15 is generally pretty close, though I have been known to give false conclusions. 20 gets it dead right.


Male Half Elf Bard 1 (Archeolgist) HP 8/8 AC: 14 (12 Touch) (12 Flat) CMD: 12(10) Luck 8/8 Fort: 0 Ref: 4 Will: 3 Init: +2 Perception +10

Round 3 Hp 8/8

Double move to J 11

I am ready to assist in any way that I can Quaylon says as he approaches what are we looking at?


Round 4

Coming that close Mrachni does trigger the readied action of shooting attackers with web.

Coming that far you see a kobold with a bramble vine in his hands and two giant spiders.

They are all beyond the fire light so Quaylon and Zat will not be able to see them.

Spider 2 Ranged touch 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 confrimation 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15 - he was hiding from round 3 so this is against your flat footed.

The base of round 4

Sneaky 1 - looking at the human, he be no attacking squinting his eyes in determination he shoots at Fox again after doing a five foot shift. 1d20 + 4 ⇒ (15) + 4 = 19, confrimation 1d20 + 4 ⇒ (2) + 4 = 6, damage 1d6 ⇒ 5

Sneaky 2 - yells Aha! 1d20 + 4 ⇒ (11) + 4 = 15, confrimation 1d20 + 4 ⇒ (20) + 4 = 24, damage 1d6 ⇒ 5

Goblin 3 - dropping his dog slicer, graps the monk's Blanket with his good hand, or might be dead. Anyway he runs off, if he can. They go after Fox and this one isn't attacking anyone.

Goblin 4 - drops his cross bow and moves to Oglon, yelling Ya ki Ya ki which is goblin for mine mine! He then reaches for, Appraise 1d20 + 0 ⇒ (15) + 0 = 15

Sneaky 5 - looking on in frustration shoots at Fox again 1d20 + 4 ⇒ (3) + 4 = 7, confrimation 1d20 + 4 ⇒ (15) + 4 = 19, damage 1d6 ⇒ 6

Sneaky Boss - drinks an extract, something he does or sees strikes him as funny and he starts giggling again.

For the baddies in the main camp. Zat and Quay, going beyond the fire light you are treated as Blinded.

Hobgoblin and Raven are out of it.

Spider 1 biting at the wolf, 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12, confrimation 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18, damage 1d6 ⇒ 3, Fortitude Save DC 16 1d20 + 5 ⇒ (13) + 5 = 18, Strength Damage 1d2 ⇒ 2

Spider 2 shoting web at Mrachni 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6, confrimation 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5

Green Kobold - see all the people coming, uses a move action to pull out a horn, a standard to blow the horn. Perform DC10 1d20 - 1 ⇒ (3) - 1 = 2 Boss Sneaky Perception DC 10 1d20 + 6 ⇒ (14) + 6 = 20- blowing incorrectly only a high pitch fart like sound comes out of the horn.

M9 is covered in webs, between the trees, it halts movement and will require action to get through. Only darkvision peoples can see it right now.

Looking trough it

Looks like Fox will drop as per posted initiative order. And everything else doesn't matter.

Maps
Main PC Rnd 4
New PC Rnd 4
Distance between Camps


Male Human Monk 1st | HP 9 | AC: 16 FF:10 Tch:16 | Fort 3 Ref 4 Will 5 | CMD 14 | Init +3, Per +7

Round 4 hp -5/9
Stablilize 1d20 - 5 + 1 ⇒ (18) - 5 + 1 = 14

Edit: for woot! stabilized!


Male Gnome Barbarian (Invulnerable Rager) 1 | HP 16/16 (18) | Rage 4/7 | AC 18 (16) T 13 (11) FF 16 (14) | CMD 14 (16) |Fort +5 (+7), Ref +2, Will +0 (+2) | Init +2 | Perception +5

Round 4, 15/16 HP

Double move around pond to G11

The gnome runs down toward the others. He stops and scratches his head, the he hollers, "Its kinda darkish near where you are... WHICH I AM NOT SCARED OF! But ... Umm... Should I light a torch while I'm next to the camp fire?"

GM, are there any partially lit sticks I could pick up as a make shift torch or would I need to pull a torch out of my pack and light it next round?


Male Half-orc Cleric 1 | HP 11/11 | AC 15 Tch 11 FF 14 | Fort +5* Ref +2* Will +8* | CMD 12 | Init +1

Round 4: 11/11

Mrachni looks at the spiders for a moment before answering the gnome in a strong, clear voice. "There will be light. Yüngül olacaq."

Suddenly, a flame appears on the web blocking the path.

Cast spark on the web in M9. GM, up to you whether or not this works... there's no RAW for or against it. If it were a magical web (and you allow spark to set it on fire), that square of web would burn away in one round, and any creature in that square at the beginning of its turn would take 2d4 points of fire damage (no save). Relevant posts here, here, and here (in order of relevance).


Male Human, Monk(Sacred Mountain) | HP 48/48 | AC 19 Tch 12 FF 17 | Fort +5 Ref +7 Will +5 | CMD 15* | Init +5

Round 4

I think I can post now :P

I run to 13I, yet again trying to scare them off I bang my sword on my shield yelling

Intimidate1d20 + 4 ⇒ (12) + 4 = 16

Focus decided on this instead of helping oglon or attacking the goblins as if I attack one the other will loot oglon and if I try to help oglon they could get me down as I help. This move is hoping to scare both of them off


Male Half Elf Bard 1 (Archeolgist) HP 8/8 AC: 14 (12 Touch) (12 Flat) CMD: 12(10) Luck 8/8 Fort: 0 Ref: 4 Will: 3 Init: +2 Perception +10

Not posting header as I have not acted yet for this round

Give me the torch or toss me your pack to get one out, I can hold it, get your sword ready!


Male Human, Monk(Sacred Mountain) | HP 48/48 | AC 19 Tch 12 FF 17 | Fort +5 Ref +7 Will +5 | CMD 15* | Init +5

ok since i dont add dex to my AC, i am at -2 hp and my previous post should be ignored because i should be down


Zat yes there are, but they burn half as bright as a torch and half as long.

Fox you demoralize them again but 1 and 2 still hit you solidly enough. Being blinded to their attacks drops your AC by 4, putting yours at 10, with the shield.


Thats not true Zat you actually go before the goblins.

They still hit you, even though you caused a -2 to there rolls.


Male Human, Monk(Sacred Mountain) | HP 48/48 | AC 19 Tch 12 FF 17 | Fort +5 Ref +7 Will +5 | CMD 15* | Init +5
GM Poisonblade wrote:

Zat yes there are, but they burn half as bright as a torch and half as long.

Fox you demoralize them again but 1 and 2 still hit you solidly enough. Being blinded to their attacks drops your AC by 4, putting yours at 10, with the shield.

gm:

Dude... i have scale mail :P. My AC shouldnt be so low.

AC = Dex (+2) + Shield (+2) + Scale mail (+5) = 19

My AC without dex is 17, unless your giving me other negative modifiers? 0_o for like being down or something else.

Its fine. Im sure you have it right, but i just was wondering what modifiers make my AC 10 aside from not being able to see them :P


Fox, you forget you cannot wear scale mail and sleep, otherwise you are fatigued.

Blindness gives you -2 to AC and takes away your DEX from AC.


Male Human, Monk(Sacred Mountain) | HP 48/48 | AC 19 Tch 12 FF 17 | Fort +5 Ref +7 Will +5 | CMD 15* | Init +5

AAHHHH ok


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 4 (Makvor): HP 10/10

Makvor moves to attack the spiders that have attacked Spirit.

Move action: Move from J9->K8->L8

Standard action: Attack spider in M7

Attack (Greataxe): 1d20 + 2 ⇒ (9) + 2 = 11
Damage (Greataxe): 1d12 + 3 ⇒ (1) + 3 = 4

Round 4 (Spirit): HP 13/17, -2 Str

Spirit attempts to free himself from the web.

Escape Artist: 1d20 + 2 ⇒ (7) + 2 = 9


Hey Makvor you forgot your damage the Kobolds crossbow was against your flat footed AC and hit you for 8 because it was hidden in the brush.


Male Half Elf Bard 1 (Archeolgist) HP 8/8 AC: 14 (12 Touch) (12 Flat) CMD: 12(10) Luck 8/8 Fort: 0 Ref: 4 Will: 3 Init: +2 Perception +10

Round 4 8/8

Quaylon delays till the torch issue is resolved


Considering there fresh webs...ah lets give them a fortitude save. They may not be attended, but they are not really fine objects either, if they can cause a man to be entangled. Failer, means they burn up.

1d20 + 4 ⇒ (11) + 4 = 15


Round 5

Fox - droping further into negatives (needs to roll to stabilize)
Oglon (unconsicous)
Goblins (in order of their number - shaken 1 of 2)
Sneak Boss aka Giggleman (Buff in effect for 3 minutes - also shaken 1 of 1)
Zat
Makvor
Spirit (entangled)
Spider 1
Green Kobold
Marchni
Spider 2
Quayon

Maps
Ambush Site
Main PC Rnd 5
New PC Rnd 5

Goblin 1 - runs in to Fox's body, looks for something good, though they are still fearful of him. (appraise) 1d20 - 2 ⇒ (20) - 2 = 18

Goblin 2 - runs in to Fox's body, looks for something good, though they are still fearful of him. (appraise) 1d20 - 2 ⇒ (1) - 2 = -1 all this is crap! picks up 3's left dog slicer.

Goblin 3 - runs away from Oglon's body with its spoils a blanket.

Goblin 4 - spends a full turn getting at that shinny belt buckle.it may be a rope for all the GM knows, but it appears nice to the goblin

Goblin 5 - runs in to Fox's body, looks for something good, though they are still fearful of him. (appraise) 1d20 - 2 ⇒ (9) - 2 = 7

We don't have to post in order, but lets try to keep it close. I will wait for Fox's stablize roll, Makvor and Zat's post before posting the next bad guys.


Whoops forgot Giggleman. Begins laughing again. u, dug' t' kroo'k. Dr' kroo'k ud pmug'd!

Goblin:
No take the shinnnies, de shinnies not blanket!

He then readies an action.

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