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As the captive is helpless, your touch attack succeeds.

Fortitude Save - 1d20 + 3 ⇒ (14) + 3 = 17

Though he does not succumb to your spell, it nevertheless unnerves him greatly.

Skald:
"What did you do to me? How have you cursed me?"
His eyes are wide, and it seems unlikely they will shut anytime soon.


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The man does not respond, or even move. He seems barely conscious, if at all. You are certain that you can collect his weapons with no trouble.

Scout's Weapons:
Battleaxe
Shortbow
18 Arrows
Dagger

As for the horse, I'm going to go with your Wild Empathy roll, as the animal is hostile and this is an attempt to communicate as opposed to more routine training/control.

Though it is no longer affected by the spell, the horse has hardly calmed. At Lisabett's overture, it takes an aggressive step forward and snorts.

Horse:
"Many, many men. Many more than you have."


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Approaching the pinned goblin, you actually recognize its snarling face. It is Gutwad. While he is not adorned in any distinguishing garb, he still bears many of the wounds you gave him days ago; he has ridden into battle nevertheless.

"Hate!" He cries out again, teeth gnashing.


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Sandru lets out a heavy sigh. "Sorin is right. The caravan is in no position to embark on such a journey at this moment. I agreed to aid Shalelu with her ruse, but archers will not feed us, nor do many of these men wish to accompany us."

"Indeed." says Sheriff Hemlock. "Happy to help with goblin trouble, but my place is in Sandpoint."

"You are not the only one." Sandru says, glancing at Koya. "But we can discuss that later. We will need a night to resupply in Sandpoint, and we must recruit some hands. The roads are more dangerous than ever, from what I understand. Tomorrow afternoon, I will take the caravan north." Sandru speaks with authority, but his voice wavers.

"Hate!" A high-pitched, shrieking voice cries out, interrupting the conversation. "Hate!" There is a goblin nearby, seemingly trapped under the corpse of its dog mount.


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12 HP should top everybody off save Sorin.

The frightened horses calm with Lisabett's attention. Oddly, Almar's horse, wounded by the goblin dog, is the most serene. The bite is a severe one, but Raziel's healing washes it away as if it was a mere stain.

Ameiko looks at the device that Setomi has presented to her.

GM Screen:
Ameiko:
Bardic Knowledge (Engineering) - 1d20 + 2 ⇒ (4) + 2 = 6
"I'm not sure what it is, Setomi, but it looks like something that...Almar." Ameiko turns to the gunslinger. "Do you know what this is?"

She holds up a strange metal device with a wooden handle on one end and a series of rotating cylinders on the other.

Almar:
You recognize it to be a pepperbox, a pistol with rotating chambers. They were coveted items in Alkenstar; how one came to be so far north is a mystery.
Sandru watches the interchange, not immediately answering Almar's question.


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Sorin is able to contain the flames with his efforts, and the water from Lisabett's magic quenches them.

"Thank you!" Sandru coughs, waving his hand in front of his face. "That's at least one wagon I won't have to replace."

"The inconvenience is worth breaking this band of goblins, Sandru." Shalelu appears from around the wagon. "And if it appears he will survive, I will say the same of Sorin's." The elf's eyes flash at you, but her attention goes quickly to those few goblins that have fled. "It is good for a few witnesses to survive. That is why I wanted it to be an attack on a caravan that brought about this result. They will be more hesitant in the future."

Sandru looks up at Shalelu, his face grim.

"Thank you for your cooperation, Sandru." she continues when he does not answer. "Now if you don't mind, I'd like to harry them on their retreat. I said a few witnesses. Well done, friends." Shalelu gives a deep bow, allowing half-smile at Lisabett as the mounts. She gives her horse the command to run, an arrow already nocked on her bow.

Setomi:
The bugbear was wielding a greataxe. It lies on the ground beside his body. On his belt, you find a bag, full of a number of filthy items, including:

44 Silver
15 Copper
A handful of sharpened stones
A dagger with a chipped blade
A whip
A strange metal device with a handle on one end and a series of rotating cylinders on the other


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With Almar bringing it to your attention, you all notice that smoke is rising from the front wagon.

Sandru groans in desperate frustration and rushes towards it.

If you wish to assist, you can make a CMB check to fight the flames. Water will greatly aid with the check, though there is no ready source on the caravan itself.


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Shalelu does not respond to Sorin's question. She watches the boar intently, her bow at the ready.

The boar stamps it's hooves menacingly as it snorts. For a moment, it looks as if it may charge Lisabett.

Lisabett:
"How easy it is to crunch small bones! Break! Kill!" the animal replies. "But I now have freedom. I will waste no more of it here."
The boar turns and runs off into the Varisian wilderness.

"Sorin!" Ameiko runs up to the paladin and gives him a fierce hug.

Sandru puts a hand on Sorin's shoulder a moment later, but his eyes are on Lisabett. "That was a damn foolish gamble, Shalelu!" He calls, not taking his gaze from the young Ulfen woman. "Anybody else hurt?"

"Arm's broke, but I got the worst of it, seems." Belor Hemlock emerges from the broken wagon that the boar charged. "Snapped a good bow too. How many did we kill?"

Perception DC 15:
Smoke has begun to rise from the first wagon.

The dog that was attacking your horse is very dead, Almar. The boar charged it a moment ago, and it body went flying.


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I think that ruling on Wild Empathy is well-reasoned, and I stand by it. With Murdrul dead and virtually every other goblin dead or fleeing, however, I'm willing to end initiative following the boar's turn if you'd like to make the attempt. Know that considering the animal and the circumstances, the DC is rather high.

A forceful blast of wind hits the goblin and it falls from its dog. It bounces on the ground with a soft thud and is still.

Raziel's healing energies flow over the axe wound in Sorin's shoulder, mending flesh and bone as they bring the paladin back from death's door. Sorin regains consciousness, but is very weak (staggered and prone).

Goblin 6 is dead and his dog has fled.

Goblin 7 is unconscious. His dog, frightened by the localized storm, flees, disappearing off the map.

Goblin 8 attempts to stop the two dogs from fighting, but the beasts turn on him, pulling him from his saddle and mauling him. He cries out.

Goblin:
"Filthy beasts! Off! Off!"

Goblin 9 is dead. His dog continues to attack Goblin 8.

Goblin 10 lights his torch and tosses it atop the first wagon. He then rides north before Shalelu's arrow catches him in the neck.

Varisian Road

Almar is up next.


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Crits are always nice, but sometimes they don't end up mattering...

As the boar slams into the caravan, Murdrul flies from his saddle and into the wooden frame of the wagon. The bugbear's lifeless body falls to the ground, revealing a long, bloody slash across the back.

The goblins shriek in terror and rage at the death of their champion.

Varisian Road

Sorin is up next.


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"You may depend upon that." Shalelu calls back to you. "But it is nevertheless pleasing to see some knowledge of tactics in my fellows!"

As you come nearer the caravan, it begins to look very familiar. The driver at the front turns, and you see that it is Sandru Vhiski, shortbow in hand.

"Your plan is solid, Lisabett." Shalelu continues. "I would add only one suggestion."

Sandru pulls his bowstring taut and issues a command. The cloth flaps on his wagons are pulled down, revealing groups of archers.

"Duck!" Shalelu yells.

A barrage of arrows arcs above you; the shafts sail into the enemy ranks. The goblins shriek in dismay, and several of the riders tumble from their mounts. Others find themselves flung from their dogs as the beasts are felled. The archers ready themselves for another volley.

Two more arrows come in from the flank, each downing a goblin and sowing greater confusion amidst the advancing horde. Andres and Espen stand nearly a hundred paces away, their bows raised.

The archers have thinned the assault, but there are many goblins yet. As you come to a stop in front of the caravan, you are very aware that several of the goblins are nearing your position. In the middle of them is the larger humanoid, astride his massive boar. Both the rider and the mount have arrows protruding from them, but neither shows any pause.

A Knowledge (Nature) check might reveal more about the larger humanoid.

For the purposes of this combat, I'm electing not to include any of the NPCs in the initiative order. They are contributing to the fight, but I'd rather not bog things down too much considering how many monsters I'm running (with more on the way). Periodically, the NPCs will kill or incapacitate an enemy. Everybody is affected by Ameiko's inspire courage, which begins immediately (+1 competence bonus to attack and damage rolls). For those of you who get a trait bonus if your NPC is threatened, know that Ameiko, Sandru and Shalelu are all considered threatened by all enemies. Koya, however, is not here (presumably, she is still at the camp).

Initiative:
Almar - 1d20 + 4 ⇒ (4) + 4 = 8
Lisabett - 1d20 + 1 ⇒ (10) + 1 = 11
Raziel - 1d20 + 1 ⇒ (16) + 1 = 17
Setomi - 1d20 + 3 ⇒ (15) + 3 = 18
Sorin - 1d20 + 4 ⇒ (16) + 4 = 20

Murdrul - 1d20 + 1 ⇒ (3) + 1 = 4
Goblins (1-5) - 1d20 + 6 ⇒ (11) + 6 = 17
Goblins (6-10) - 1d20 + 6 ⇒ (2) + 6 = 8

Round 1:
Sorin
Setomi
Goblins (1-5)
Raziel
Lisabett
Goblins (6-10)
Almar
Murdrul

Setomi, this is your first combat with us. We do post in initiative order, but if you suspect you will not have a convenient time to post in the next 24 hours and it is not your turn, you can go ahead and denote your action. I will assume temporary control of any PCs that have not acted within 24 hours of it becoming their turn.

The map is right here:
Varisian Road

The brown rectangles are the wagons. They are solid objects and they provide cover. You cannot currently enter them as they are occupied by archers. All other terrain is normal.

Creatures denoted with a white letter are mounted. The goblins are small creatures on medium mounts, so they only take up one space, but all of them are riding goblin dogs. The larger humanoid, Murdrul, is a medium creature riding a large boar, which takes up four spaces (hence all the "Bs"). Please indicate if you dismount or not; I'll give it to you for free, but you can stay on your horse if you wish. Keep in mind that your steeds are not combat trained).

Sorin is up first.


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"You found Koya?" Shalelu turns, her hair whipping in her face.

Behind you, the goblins emerge from the forest. You count at least twenty riders on goblin dogs spilling out from the treeline, but there is a larger humanoid among them, riding atop a massive boar. The rider is well-muscled and covered in brown fur, but does bear some resemblance to the smaller goblins. It lets loose a furious howl, and the goblins answer it with cries of their own.

You come over the hill. Glancing at your camp, you think it is well-concealed enough provided your pursuers do not cease in their chase. But where are you leading them?

It is then that you notice the caravan on the road. It has just come into view.

"Goblins cannot resist a raid." Shalelu's voice is hard to hear over the thundering hooves of your horses. "Ideas?"


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Gutwad is a ferocious blur, and Alazandaru's blade scrapes chain links rather than flesh. Raziel's scimitar has different luck. It is as if the Dawnflower herself guides its strokes, for it cuts deeply into the goblin once again.

With a practiced hand, Almar places a pinch of black powder into his pistol, along with a bullet. He snaps the device shut, and hustles to the nearby ladder, pulling himself up onto the walkway. He ends his movement in B7.

That concludes Round 9.

Round 10:
Gutwad
Sorin
Lisabett
Alazandaru
Raziel
Almar

Chief Gutwad takes a careful step to C9. He pulls a potion from his bag, and drinks it. This provokes an AoO from Raziel, but not from Alazandaru, as Gutwad has cover from him.

GM Screen:
Potion: Cure Light Wounds - 1d8 + 1 ⇒ (1) + 1 = 2

Battle Map

Raziel has an AoO (w/o flanking) due him, but Sorin is up next. I'm going to rule that because Sorin specifically said he stuck his glaive in the ground in E9 (as opposed to dropping it), it is retrievable from the walkway in E10. It is a long reach weapon, and thus, the haft sticks up 10 feet.


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With a swift blow to the skull, Sorin makes the goblin's death swift.


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Sorin opens the door to find three of the goblins lying on the floor, badly burned. The fourth cowers in the corner, whimpering. Tiny tongues of flame begin to spring from the places where the wood smolders.

GM Screen:
Acrobatics:
Goblin 7 - 1d20 + 2 ⇒ (18) + 2 = 20

Goblin 7 stands up and attempts to tumble through Sorin's legs and off the walkway to K9. Because he is trying to move at full speed, he is not successful, and Sorin gets an Attack of Opportunity.

Goblin 8 is dead.

Goblin 9 is dead.

Goblin 10 is dead.

Goblins 11 runs out of the southeastern hut and moves to N16.

Goblins 12 runs out of the southeastern hut and moves to P16.

You hear a goblin voice, booming deeper and louder than the high pitched yapping of the others. Goblins 11 and 12 chirp and bark in response to it.

Battle Map

Lisabett is up next.


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The moment Sorin closes the door, the goblins shriek in panic.

Goblins 7, 8, 9 and 10 run around the closed hut frantically, tossing the lit rocket back and forth among themselves.

A moment later, you hear a high-pitched whistle, followed by a loud POP.

GM Screen:
Damage: 2d6 ⇒ (5, 1) = 6 points of fire damage.

Reflex Saves:
Goblin 7 - 1d20 + 2 ⇒ (18) + 2 = 20
Goblin 8 - 1d20 + 2 ⇒ (2) + 2 = 4
Goblin 9 - 1d20 + 2 ⇒ (2) + 2 = 4
Goblin 10 - 1d20 + 2 ⇒ (4) + 2 = 6

Goblins 11 and 12 do not appear to move.

Battle Map

Lisabett is up.


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Not a confirm, even against flat-footed. It won't end up making a difference, however.

The dagger flies from Alazandaru's hand and sinks into the neck of the goblin. The creature gurgles helplessly as it falls face down in the mud.

Almar's turn.


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Sorin sees four goblins in the hut, chattering noisily amongst themselves. When he speaks to them, however, they stare at him in abject silence until he finishes. At that point they all begin to cackle. The one in front holds a red cylinder.

Goblin 7 holds a small torch to the back of the cylinder. Sparks begin shooting out and showering the room.

Goblins 8 and 9 shriek with laughter.

Goblin 10 levels the cylinder, seeming to aim it at Sorin. (Full-Round Action)

Goblins 11 and 12 do not appear to move.

Battle Map

Lisabett is up next.


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Sorin:
You step into the hut. There are no goblins within, but the trapdoor in the floor is open. A strange, curved sword is stuck in the floorboards; it has cut deep into the wood at the sharp angle that frames the opening, as if an attack came from below. Though it is licked by rust, the blade is sharp and does not look as if it has been disturbed since it became wedged there.

The chattering begins. You cannot tell what they are saying, but you can tell that there are many. Their reasons for keeping silent before is a mystery, but that quiet has come to an end.

Initiative:
Alazandaru - 1d20 + 4 ⇒ (6) + 4 = 10
Almar - 1d20 + 4 ⇒ (5) + 4 = 9
Lisabett - 1d20 + 1 ⇒ (15) + 1 = 16
Raziel - 1d20 + 1 ⇒ (4) + 1 = 5
Sorin - 1d20 + 4 ⇒ (14) + 4 = 18
Goblins (1-6) - 1d20 + 6 ⇒ (9) + 6 = 15
Goblins (7-12) - 1d20 + 6 ⇒ (10) + 6 = 16

Both sides are aware of each other. There is no surprise round. The goblins from A-J are Goblins (1-6). Those from K-T are Goblins (7-12).

Initiative Order:
Sorin
Goblins (7-12)
Lisabett
Goblins (1-6)
Alazandaru
Almar
Raziel

Battle Map


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Don't worry. I'm not going to let Almar die (not from this, anyway). Raziel has plenty of time to intervene, and I am assuming he will, so it's not a question of if he gets to you in time, but rather, when. Basically, Almar is unconscious until Raziel heals him. If that doesn't happen over the course of the weekend, I'll have him spend some of his healing just to get Almar back in the game. I am loathe to take over a character's actions, but I also don't want to keep another feeling stuck on the sidelines for days.

Nice smiting, Sorin. My monsters ignore you at their peril, it seems! For those that didn't get to act, don't worry...their is no dearth of encounters in Brinestump Marsh.

The creature's corpse is slimy to Lisabett's touch. At first it seems simply to be wet with blood, but as you drag it further, you realize that its skin is decomposing, turning into a thick to a thick liquid and coating your hands. It's not just the skin; the whole body is rapidly deteriorating. A leg detaches and melts into the swamp. By the time you reach the water, you can no longer pull the oozy remains. What was left of the creature breaks down and is absorbed into the swamp.

Sorin steps into the house and the smell of mildew comes to his nostrils. There is a long bench across the far wall, but the broken pots are what catches your attention. There clearly was some struggle here.


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The creature's horrid cackling is barely interrupted by Sorin's first blow, and it surges forward, striking Almar with cruel precision.

"I tell them to go away, but they don't listen! Watch then! Watch them die, one at a time! Watch them-" As the monster spins towards Lisabett, Sorin's glaive comes down upon its shoulder and nearly splits it to the groin. It screams in ear-piercing agony, its voice like a thousand needles coming from all around you. Black blood sprays everywhere as its body falls into a gnarled heap beside the still form of Almar.

You must act quickly if you are to save your comrade.


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Sorin takes a slash at the halfling claiming to be Walthus Proudstump, but the blade of his glaive bounces of his skin with a scrape. The creature transforms suddenly, laughing maniacally as he does so; the halfling form dissolves. "Walthus" becomes a wrinkled, hunch-backed humanoid creature with mottled brown-and-red flesh and a spherical head with no true face. He charges Almar, all the while babbling in a strange tongue , moving to I8 and provoking an attack of opportunity from Sorin.

Attack against Almar (Charge) - 1d20 + 9 ⇒ (12) + 9 = 21
If it hits, it deals 1d4 + 3 ⇒ (4) + 3 = 7 and an additional 2d6 ⇒ (3, 3) = 6 (sneak attack) for a total of 13 points of damage.

I believe that knocks Almar unconscious, so he will bleed out 1 point of damage on his turn and get a chance to stabilize (DC 10 Constitution check w/ a penalty equal to negative hit point value), putting Sorin up again.

Battle Map

AoO for Sorin

Round 1:
Almar (unconsious)
Sorin
Proudstump
Lisabett
Raziel

A Knowledge (Dungeoneering) check might identify the creature.


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Sorin:
It is definitely coming from the halfling.

Proudstump stares strangely at Sorin, his eyes wide.

The halfling turns back to Lisabette. "Ai, why would I come any closer? I was just having brunch. I've no desire to leave my home. No pleasantries? Fine. Leave me be. Ai, get on with you!"

GM Screen:
Perception:
Almar - 1d20 + 6 ⇒ (18) + 6 = 24
Lisabett - 1d20 ⇒ 2
Raziel - 1d20 + 7 ⇒ (3) + 7 = 10
Sorin - 1d20 ⇒ 5

Almar:
For a split second as he stares at Sorin, you see a strange ripple of flesh cross the halfling's face.


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Cavaliers can be decent, but it depends heavily on group composition. They really suffer if LeBron James isn't in the party.