Zayla |
-4 to shoot into melee versus +4 AC for the prone goblin works out to pretty much the same thing, so might well try to thin out the two ganging up on Everard.
With a quick word and motion of her arm, Zayla makes a small ball of fire appear in her hand. She then hurls it at one of the goblins.
Attacking the same goblin Everard attacked: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9
Unfortunately, she hurls it with a little too much strength and it flies right over the goblin's head. She scowls.
Nazard |
The laughing goblin attempts to stop laughing, but just can't shake the fox's dry wit.
Will: 1d20 - 1 ⇒ (6) - 1 = 5
The other goblins continue their assault, though all their attacks miss.
Attack on Felix: 1d20 + 2 ⇒ (9) + 2 = 11
Attack on Everard: 1d20 + 2 ⇒ (15) + 2 = 17
Attack on Everard: 1d20 + 2 ⇒ (5) + 2 = 7
Party is up again.
Everard |
Everard catches the Goblin's swing on his shield and shoves it weapon arm aside, opening his enemy up for a punishing counterattack!
Attack 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 for 1d8 + 2 ⇒ (3) + 2 = 5 damage.
CRIT THREAT! Confirming attack roll: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 for 1d8 + 2 ⇒ (2) + 2 = 4 damage.
Nazard |
While Felix misses his target again, Everard's sword makes a deep gash in a goblin's side. The goblin squeals in pain, but keeps fighting.
Will: 1d20 - 1 ⇒ (6) - 1 = 5
The uninjured goblin on Everard stares off into space.
Attack on Felix: 1d20 + 2 ⇒ (12) + 2 = 14
Attack on Everard: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8
Party again.
Everard |
"Just keep bashing! Or stabbing, whatever!" Everard advises while he swings at his opponent once again.
Flanking attack 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 for 1d8 + 2 ⇒ (6) + 2 = 8 damage.
Nazard |
Will: 1d20 - 1 ⇒ (20) - 1 = 19
This time the goblin shakes off the spell.
Everard's sword curves a graceful arc past and inside the goblin's shield, slicing the creature open. The goblin gurgles and falls over. Felix's sword also gets past the goblin's shield and buries itself in its armpit. The goblin keeps fighting.
"Good show, chaos!" the fox calls out, "Way to show 'em!"
Goblin vs Felix: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
Goblin vs Everard: 1d20 + 2 ⇒ (20) + 2 = 22
Goblin confirm vs Everard: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 ⇒ 3
"Watch out for-" the fox warns.
Everard's helm prevents what would have been a skull crushing injury from the goblin's lucky strike.
"Never mind!"
Party is up.
Everard |
Everard shakes his head at the ringing in his ears -- and swings his blade, lips pressed tightly together in determination!
Flanking attack 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 for 1d8 + 2 ⇒ (4) + 2 = 6 damage.
Nazard |
I looked to see if fatigued gives a penalty to saves. Turns out, it gives -2 penalties to Strength and Dex, not attack rolls like I’ve been doing. That must be “shaken”. Doing it right from here on out.
Will: 1d20 - 1 ⇒ (16) - 1 = 15
The goblin resists the spell, then swings at Everard.
Attack: 1d20 + 2 - 1 ⇒ (11) + 2 - 1 = 12
Clank off his armour.
These goblins will always fight to the death, even when vastly over-matched like this guy, and it can’t really do much damage to Everard. In the interest of expediency, I’m going to fast-forward slightly. If you guys would rather I not in the future, let me know.
As the goblin’s mace clanks off Everard’s armour, the fighter runs him through the belly just as Felix pierces his back. The goblin’s body slides off your blades.
As you move on towards the laughing goblin, the spell it was under finally wears off. It slowly stops chuckling and stared up at you, back to its mace lying a few feet away, and back to you, clearly planning to go for it.
”It’s defenceless!” the fox cries out. ”Kill it now!”
Nazard |
The goblin is 30 feet away from her, as is the mace, which is five feet from the goblin, but the goblin is prone, and crawling 5 feet is a move action. Since it’s move actions for both to get there, we can do an initiative roll.
Z: 1d20 + 4 ⇒ (14) + 4 = 18
G: 1d20 + 6 ⇒ (10) + 6 = 16
Zayla darts forward and snatches up the mace. The goblin snarls in anger and fear and attempts to bite Zayla’s ankle!
Bite: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
Zayla nimbly steps aside of the goblin’s maw and the creature gets a mouthful of dead leaves and pine needles.
Felix Mairail. |
"They said to stop!" Felix strikes out to emphasize his point.
Rapier: flank
to hit: 1d20 + 3 ⇒ (18) + 3 = 21 to hurt: 1d6 + 1 ⇒ (6) + 1 = 7 Sneak Attack: 1d6 ⇒ 4
Confirm Crit: flank
to hit: 1d20 + 3 ⇒ (12) + 3 = 15 to hurt: 1d6 + 1 ⇒ (3) + 1 = 4
Everard |
"I'd imagine so," Everard says as he cleans and sheathes his sword, then walks over to the fox. "Are there many talking foxes in this valley?" he asks as he kneels to pry open the trap. "Or are you something other than a fox?"
Strength check 1d20 + 2 ⇒ (6) + 2 = 8
"Sorry. Let me try that again."
Strength check 1d20 + 2 ⇒ (12) + 2 = 14
Nazard |
”From your perspective, something else. My people have many forms, though I can use none of them with this cursed cold iron clamped on my leg. I was foolish and thought I was too far from the iron mines to be in danger from goblins. Goblins are unnatural creatures, and they are not one with the forest, yet still you were willing to show it mercy.”
”My people have been at war with the goblins ever since they arrived in force. If you wish to undo some of the damage done to this valley, you should seek out Queen Nerissal. You’ll find her oak in the Southwest corner of the valley. She will help you if you can prove that you are friends of the forest.”
Everard finally gets the fox free from the trap. The fox sniffs at its wound, then breathes in his leg. Warm light suffuses his breath and the wound is gone. It also breathes on Felix and Everard.
E: 1d8 + 5 ⇒ (4) + 5 = 9
F: 1d8 + 5 ⇒ (1) + 5 = 6
”As thanks for saving me, I’ll tive you two pieces of advise. One, you are being watched now, as you adventure in this valley, by agents on both sides. Two, always be polite, even with those whom you judge not to deserve it.”
Before you can ask the fox any questions, it turns sideways and vanishes!
Nazard |
You push onwards along the road. It’s just past midday when you reach the foot of the pass and the edge of the avalanche Everard and Felix created.
You begin to search for bodies but it doesn’t take you long to realize that this search could take days.
However it doesn’t take much searching before you discover a large furrow in the snow, coming from further up the mountain, like the footsteps of a very large man wading through the snow. Following them up hill, you find the spot where the very large man must have dug himself out from under the snow. You also finds a second trail, normal-sized, and speckled with drops of dried blood.
Everard |
Everard stows one of the cold iron clubs - just in case. Even if they're not useful to the group, there might be a market for the metal, right?
At the avalanche, the warrior frowns thoughtfully when he sees the tracks.
"Unless a giant mole-man decided to come up for a stroll, I'd say you were right, Felix. Trail's pretty muddled, though...."
Survival 1d20 + 5 ⇒ (16) + 5 = 21. Even if I can't follow it, can I identify the tracks of the creatures walking?
"Hrm. So, whereto next? Shall we try to find this 'Queen Nerissal'? It could be to our advantage."
Nazard |
You head back along the road towards town. While elsewhere the afternoon sun might have brought warmth, the forest road is too shady to feel much of it.
You make it back to where you fought the goblins and freed the fox, only to find two of the bodies gone, with bloody drag marks leading towards some bushes which rustle and thrash about.
Everard |
"Looks like Goblins aren't so far outside nature that nothing's willing to eat them," Everard says, quietly. "Let's see if I can identify what took them...."
Survival 1d20 + 5 ⇒ (12) + 5 = 17
Everard |
"Saurus, is my best guess," Everard says.
The warrior bounces his sword on his shoulder a couple of times, then shakes his head. "Let's not press our luck. Scaly can enjoy his dinner; we need to get back to town before they lock the gates and we have to sleep out here."
Nazard |
You press on, the Saurus too concerned with its meal to even notice you pass by. You have to hoof it a bit near the end, but you make it safely back to Spielburg with about twenty minutes to spare. Going into your inn, you are greeted warmly, and delicious hot food and drink is presented.
Does everybody just wish to go to bed and sleep the night away?
Nazard |
Making your way to the counter, Zara appears as before. ”I assume your compatriots are unaware that you are here?”
She doesn’t wait before continuing, ”I have a small task which is beyond my expertise, but I believe you have the necessary skills for, if you are interested.”
Nazard |
”In my shop, I sell healing potions. My price is the norm for similar concoctions throughout the land. But I’m sure an intelligent person such as yourself has also been outside town to visit the Healer, and have noticed that she also sells healing potions, and for considerably less. I need to know her secret: how she can afford to sell her healing potions for so much less? What is her special recipe or ingredient that lets her make them so much more cheaply? I have need of a clever young man to do a bit of snooping to find out, and I will pay you handsomely if you do.” She holds out her hand, chants a word, and a slightly ratty hat appears out of nowhere. ”Once per day, if you pull this hat low over your brow, it will allow you vanish from sight for a very short time, up to thirty seconds if you don’t otherwise make your presence known.”
The hat casts vanish once per day, CL 5.
Felix Mairail. |