|Tobiaal ald Kheled'Askech|
I wander with the group for the most part only leaving it to scavenge for enough food for wisk, seeker, and I. survival 1d20 + 11 ⇒ (19) + 11 = 30 1d20 + 11 ⇒ (10) + 11 = 211d20 + 11 ⇒ (8) + 11 = 191d20 + 11 ⇒ (18) + 11 = 291d20 + 11 ⇒ (2) + 11 = 13
I listen and watch the two new companions perception and sense motive (pe/sm) 1d20 + 11 ⇒ (15) + 11 = 26 / 1d20 + 11 ⇒ (5) + 11 = 16 -- 1d20 + 11 ⇒ (9) + 11 = 20 / 1d20 + 11 ⇒ (3) + 11 = 14 -- 1d20 + 11 ⇒ (19) + 11 = 30 / 1d20 + 11 ⇒ (15) + 11 = 26
The walk begins with little to comment on. The river winds near the road for a bit, before moving away, but always stays within earshot. By the time the sun has reached it's peak, you've gone nearly all the way there. As you walk down the road, some of you begin to notice the signs of nearby creatures. Before you have long to think about it though, a group of 8 goblins jumps onto the roadway in front of you.
Goblins: 1d20 + 2 ⇒ (16) + 2 = 18
Kharn: 1d20 - 1 ⇒ (13) - 1 = 12
Durren: 1d20 ⇒ 1
Tobia: 1d20 + 5 ⇒ (3) + 5 = 8
Bullpup: 1d20 + 5 ⇒ (19) + 5 = 24
Gax: 1d20 + 4 ⇒ (5) + 4 = 9
Averin: 1d20 + 2 ⇒ (13) + 2 = 15
Okay, so I'm going to do initiative a little different. It'll be group A (Bullpup), enemies (goblins), then group B (everyone else). When it comes to your group, first to post gets first action. It is surprise round right now. Everyone gets to act in this round except Durren and Tobia. So, Bullpup, you are up.
AAhhhh, look Goblins come to steal us, run away.
Bullpup yells this as he sees the group and turns toward the side of the road away from the river and starts running.
stealth :1d20 + 13 ⇒ (17) + 13 = 30
Perception :1d20 + 2 ⇒ (15) + 2 = 17
As bullpup gets about 20 feet away he becomes oddly quiet, not yelling or talking at all and seems to disappear.
Kharn steps forward into the mass of Goblins (to AB 58), he then thrusts out his hands towards them with a shout. A blast of energy radiates outward from Kharn in a 30 foot radius kicking up a small amount of dust as the energy pulse beats on everything in its path.
I can exclude a number equal to my charisma mod, none of our group will be affected, bullpup is just out of range though so no matter.
damage:1d6 ⇒ 3
All of the Goblins must make a DC 15 will save or take the amount of damage given above, half damage on save.
Additionally, all of the goblins are now sickened.
Gax's first instinct is to look more closely to make sure that the goblins are hostile Do they have weapons out? Are they speaking or shouting war cries or anything like that?
Perception 1d20 ⇒ 9
Gax will ready his light cross bow and step back and to his left to give him a better line of sight.
I made the previous post in a hurry, and all I saw from Ben's post was "surge forward" and got all excited about a fight. I want to retract my previously posted action and instead do this, using my previously posted action as what I would do if the following conditions for a readied action are met.
Kharn looks at the mass of Goblins slowly approaching and speaks out addressing the mass of newcomers A group of Papa Nurgle's?
He then moves forward to (AB 58) Papa Nurgle loves his green followers, are you his?
Readied action: If they draw weapons I do what I described in the post above. (the sickness lasts 2 rounds.)
I'm inclined to have Averin assume the worst and attack, but I don't want to be the one that started a fight that Averin would have known could have been avoided, so I'll roll perception and wait for clarification.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9