
Nover Romux |

Trusting in his armor, Nover maneuvers around the goblin hoping the blade can't find a good place to hit. With Herri on the other side, Nover takes a swing at the goblin.
Warhammer: 1d20 + 5 ⇒ (9) + 5 = 141d8 + 2 ⇒ (1) + 2 = 3 +2 more to hit if I am flanking and not tripped.
Move 15ft to the other side of the goblin for flanking, provoke 1 AoO. This is round 6 of fatigue, 2 more rounds and I stop taking str and dex penalties.

Bellamy Tharriz |

The world had finally settled in Bellamy's vision, the sky was up, the ground was below and goblins were in front of him. The sorcerer noticed the heavy wounds on Elaina's body and decided to endeavor to insure that no more of her blood would be spilled. With an audible snap of his fingers, miniature, flames of spherical shape sailed through the air, collided with each other in front of the goblin's face covering its upper body with smoke.
Standard Action to cast Daze DC 13 Will saving throw on goblin warchanter.

DM Crispy |

Bellamy snaps out of his funk, deciding to return fire on the enemy spellcaster, but the Warchanter is up to the challenge, dismissing the sparkling flames with a shake of her head.
Warchanter Will: 1d20 + 3 ⇒ (19) + 3 = 22
Nover, meanwhile, decides he has had enough and moves to set up a flank with Herri. The goblin eagerly thrusts his blade at the stubborn dwarf. The steel sings true, stabbing deeply into the dwarf's flesh as he moves past the creature.
Dogslicer: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Dogslicer Crit: 1d20 + 3 ⇒ (19) + 3 = 22
Crit Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Nover returns fire, but his blow is weakened by the terrible hit, landing only a glancing blow on the wily foe.
The goblin excitedly poked at Nover again, pressing it's luck to no avail.
Dogslicer: 1d20 + 3 ⇒ (8) + 3 = 11
Elaina gasps, taking a step back and healing herself as she wails at the Warchanter about her rent clothing.
Elaina heals 2 damage
Goblin takes 3 damage
Nover takes 6 damage
Interim Round 3: Herri, Zella, Warchanter

Herri Olderfin |

Back away Nover I will end this goblins life now.
With ever ounce of his strength Herri pulls his long sword up in honor of Iomedae and swings wholeheartedly to end the goblins life.
Just before the swing Herri yells DIE Goblin DIE!
ls attack: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
damage: 1d8 + 2 ⇒ (7) + 2 = 9

DM Crispy |

Herri shouts with enthusiasm, but his swing is timed poorly, and the goblin sidesteps the attack.
Zella strikes at the Warchanter with her weapon, drawing a diagonal line of red across the goblin's torso. Miraculously, the beast stays up, continuing to sing it's crazy song as it slashes at Zella, returning fire with another blow to the bard.
Dogslicer: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Warchanter takes 7
Zella takes 4
End of Round 3
Apparently this is the goblin dream team or something. How unlucky these rolls have been.
-----------------------------------------
Round 4: Bellamy, Nover, Goblin, Elaina, Herri, Zella, Warchanter

DM Crispy |

Goblin Dogslicer: 1d20 + 3 ⇒ (12) + 3 = 15
Bellamy casts his favorite spell on the Warchanter...who might or might not have been dazed because...Zella snaps her scarf forward, ending the horrific song, at least in this neck of the woods.
Nover takes a swing at his goblin foe, going for another face-smackin'. The goblin, wise to this trick, sidesteps, avoiding the blow. The goblin attempts to retort, but his blade slides off Nover's trusted suit of armor.
Herri and the rest of the party proceed to make mincemeat out of the little guy, effectively ending the combat.
Combat Ended
-------------------------

Bellamy Tharriz |

Once more Bellamy felt silence cover them like a dark cloud. the bodies of the fallen littered the ground, canvased by their own blood. Most of his friends were marred by their own blood as well, but they were far from motionless or breathless. With a hop Bellamy dropped from the podium and made his way to Zella and Elaina"It seems the worst is over, rest, your wounds will be tended to soon" Said Bellamy his usually jovial voice sounding very somber "Nover, Herri are you both well?" He raised his voice as he looked in the direction of the two well armored individuals.

Bellamy Tharriz |

"With a sheriff as...enthusiastic as ours, that is a cause for wonder" Bellamy walked towards the closest of the goblin corpses and began looking through its belongings, once he was done he moved to another, intent to search all of them in the hopes of finding something of value, something they could use or something that could shed light on their questions.

Bellamy Tharriz |

Bellamy turned his face away from the goblins bodies and looked to Zelladanyia instead. An exaggerated and feigned scowl appeared on his face, that was soon joined by his two pointing fingers moving close to his ears. In an instant two tiny flames ignited from the tip of each finger, each tiny fire bringing it with it its own trail of smoke.
The overly serious and feigned expression melted away from Bellamy, leaving its wake his casual and lazy smile "You mean like so?"

Elaina Newberry |

Elaina swings furiously at the stage, leaving her scimitar embedded in the wood to kick the unconscious goblin. "Anyone wanna do something about this thing!? How dare they!?"

DM Crispy |

Herri, I'll let you throw down some channels later and backdate them to this time. We're moving forward.
Bellamy, on the 'regular' goblins you find 7 dogslicers and 7 small suits of leather armor (all in terrible, smelly condition). The Warchanter had a small shortbow, 20 small arrows, a dogslicer, a whip, and 20 gp. There is nothing to indicate why they raided the town.
Things seem to be calming down. Dozens of goblins bodies litter the streets, and there are a few larger, more human-sized shapes sprinkled throughout the square. You hear the sounds of fighting elsewhere, but they are more sporadic and short-lived as it seems the town guard is finally getting things under some semblance of control.
Just as you begin to relax, you hear from the Northeast, "Ahhhh, help! HELP!!!" The sounds of goblins laughing stream your way from this direction.

Herri Olderfin |

Herri seeing the end of the goblins looks to immediately provide aid to his fellow fighters.
By Iomedae let your power heal channel positive energy twice
channel: 1d6 ⇒ 5
channel: 1d6 ⇒ 5

Nover Romux |

Feeling refreshed from the healing Nover seems to spring back from his fatigue. His eyes sharpen and he begins thinking.
We need a plan.
"Where there's one there are certain to be a dozen more. We will need to change up our arrangements of who fights with who. Zella you are with me, we flank a goblin and take it out let me get in the spots with a bit more danger. I'm wearing a bit more armor than you are and my skin is a bit thicker. Same with you two Elaine and Herri. Bellamy, you stay back and try and distract some with some of your usual tricks. Goblins like fire, if you see something flammable that won't be too damaging to the town feel free to light it up. If we play this smart and don't get caught by surprise we might have a better chance of coming out unscathed. Is everybody in agreement?"
Reason for his plan, the dancers shouldn't get scars.

Bellamy Tharriz |

With a smile on his face, Bellamy gave Nover a mock, lazy salute "I'll be sure to dazzle them" Replied the sorcerer, his voice calm and dotted with mischief.
After he was done collecting what was left by their Visitors Bellamy walked to the stage, his eyes focusing on the gleam of the weapon Elaina planted there in her fury. With a tug he pulled out and held out to the young bard "I am sure your frustrations will be better spent on opponents who are more responsive" He then smiled at her "But in truth I'd like to see the calmer but no less deadly dance you've showed at the docks"
LOL, what are we a traveling group of performs? Actually come to think of it...two dancers, one fortune teller, one brewer and a magician, hah I guess we are.

DM Crispy |

The party advances, hearing the man's pitiful pleas for help and the sounds of dogs barking. The PC's round the corner of a building and see the North Gate of Sandpoint up ahead. A nobleman cowers behind a rain barrel as a goblin riding a dog-like beast fights what appears to be a hunting dog. Just as you arrive, the goblin swings down with his weapon and the dog collapses, mortally wounded.
As the PC's watch, 3 more goblins, who were also hiding behind rain barrels, emerge cheering from their hiding spots as they and the mounted goblin advance on the man, who from his dress appears to be nobly born. The beasts seem intent on their fun, and do not notice you.
The nobleman is in B10. This is, in effect, a free round for you guys.

Elaina Newberry |

Elaina feels the healing magic flow through her, doing a better job healing her deeper injuries than her own magic. She shuffles her feet and fiddles with the cut in her outfit. "Thanks Herri..."
Her anger is rekindled at the sight of yet more goblins. "Keep em where they are!"
Sleep at the intersection of D2, E2, D3, E3, 10 ft burst, DC 13 Will Negates

Nover Romux |

Double Move to Q8. I will be so happy when I hit level 5 and have a full 30ft move speed.
Noticing that Zella is trying to create a distraction, Nover moves up. Preparing to be swarmed he readies his shield to take a few hits. With Elaina casting a spell he chooses not to try and yell at the goblins.

DM Crispy |

There do not seem to be any incendiaries near the goblins as they are now, Bellamy. Clear open space to the nobleman.
Goblin 1 Will: 1d20 - 1 ⇒ (1) - 1 = 0
Goblin 2 Will: 1d20 - 1 ⇒ (8) - 1 = 7
Goblin Dog Will: 1d20 + 1 ⇒ (10) + 1 = 11
The two goblins and the goblin dog the 'leader' goblin is riding all fall asleep due to Elaina's spell, dropping to the ground in deep slumber.
Zella sings (inspire courage) and moves, bringing the wakeful goblins' attention away from the nobleman and onto the oncoming party. The rest of the party advances, closing on the wicked creatures.
Elaina Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Nover Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Zella Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Bellamy Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Herri Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Goblin Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Goblin Dog Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Commando Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Round 1: Goblin Dog, Zella, Commando, Nover, Bellamy, Herri, Elaina, Goblins
The goblin dog is sleeping to begin with, so will have no action this round.

Bellamy Tharriz |

The dash of Bellamy was far from over, he noticed a number of the goblins surrendering to slumber and he guessed that one of his companions was responsible for this subtle little trick. Finally the black haired man found himself with an agreeable position at the side of the goblins, he stopped with a skid, brought his right hand to his back in a form not unlike how one would hold a javelin. A flash fire sprang out of his open hands, spreading horizontally, forming a shifting and pulsing lance of flame. With an exaggerated windup Bellamy threw his 'weapon' at the goblin standing at the very back. The lance of fire extended and arced as it flew; morphing into a beam of raging flame.
Ranged Touch Attack: 1d20 + 2 ⇒ (1) + 2 = 3 Okay, this isn't funny anymore virtual dice.
Damage Roll: 1d6 ⇒ 3
Bellamy moved to D9, and used a standard action to use his bloodline power Elemental Ray on the goblin A3(I am assuming he's one of the goblins who's still awake, if he's asleep then please aim the elemental ray at one of the goblins who still awake). I am assuming Mage Armor is still active so his AC is at 16, if I am not mistaken it lasts for one hour per level, I don't think an hour passed since he casted it, but if it did wear off Bellamy will cast it instead of Elemental Ray.

Nover Romux |

Yay, the doggie fell down, did the rider make his ride check? Regardless I double move to N3. Putting myself in front of Zella and getting ready to charge next round. But I will attack the commando if he moves towards Zella and is within my movement area. I will roll in case the commando actually gets to her.
Nover moves to intercept any goblin that might try to get to Zella. Watching Bellamy fail to light a goblin on fire he chuckles a bit.
"Don't worry Bell, the fire did something, it distracted them. Now let's see how they like us when we are organized."
[dice="Inspired" Warhammer]1d20 + 6;1d8 + 4[/dice] +2 more to hit if I can charge the little beastie.

Elaina Newberry |

Finally something worked.
Double move to M3, unless something comes in to charge range before I go, then charge. Unless it's a dragon. No dragon charging.
Potential Charge Arcane strike: 1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8
Non-Lethal Damage: 1d6 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Intimidate if attack hits: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
If Crispy enforced critical failure's we'd all be dead right now.

DM Crispy |

Zella advances towards the goblins warily, staying near the armored dwarf. She gets prepared to attack any goblins that come near.
The goblin leader attempts to land clear of his fallen mount and succeeds, gracefully landing on his feet as the dog falls over.
Ride: 1d20 + 9 ⇒ (14) + 9 = 23
He curls his lips in contempt, trying to decide whether to wake his fallen companions or go make an end of the relatively defenseless Zella.
Choice: 1d2 ⇒ 1 Even is Zella
In a relatively wise tactical decision, he moves to the goblin in F2, shaking him awake. He calls out to his other wakeful companion:
Bellamy closes on the terrified nobleman, letting loose with a fiery spear of power that misses quite badly due to not compensating for his quick movement.
The goblin who avoided the fiery blast runs to his other sleeping companion, shaking him awake. The just wakened goblins get to their feet.
End of Round 1
A relatively quiet round. LOL, good thing, about the critical failures. It only gets better, is the consolation prize.
--------------------------------------------
Round 2 Goblin Dog, Zella, Commando, Nover, Bellamy, Herri, Elaina, Goblins
The goblin dog is still asleep, and therefore will not act this round.

Bellamy Tharriz |

Noticing that the sleep spell was being undone by the goblin commando, Bellamy pulls his right arm above his left shoulder, then swings it in a diagonal motion unleashing yet another beam of fire.
Ranged Touch Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Damage Roll: 1d6 ⇒ 5
Elemental Ray on Goblin Commando.
At least it isn't another 1.

Elaina Newberry |

Move to I9 and begin battle dancing.
"Stop wakin' em up! You're not supposed to do that! Stupid goblin!"

Herri Olderfin |

FOR THE JUSTICE OF IOMEDAE!
Herri charges to attack the goblin (F3) nearing the sleeping dog.
charge attack: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
damage: 1d8 + 2 ⇒ (1) + 2 = 3

Nover Romux |

Charging Warhammer: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 3 ⇒ (5) + 3 = 8
Nover Charges the commander hoping to deal some damage before the other goblins wake up.
"No worries Zella, let's see how they like it when you charge them. GO TO HELL GOBLIN SCUM!"
charge to G3, attack F3, if goblin commander has moved crush goblin in F2

DM Crispy |

Zella continues to advance forward singing a rowdy battle song, slowing her pace so her dwarven battle partner keep up. She readies an attack on any overzealous enemies that approach.
Speaking of overzealous enemies, the goblin leader sees the lovely bard move up and smacks his lips, bounding forward a few steps to try to impale her with his larger blade. Zella whips her scarf forward to meet his advance, causing his a grievous injury.
Zella Scarf: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Scarf damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
The persistent goblin stays on his feet and viciously swipes with his blade
Horsechopper: 1d20 + 4 ⇒ (13) + 4 = 17
Horsechopper damage: 1d8 + 1 ⇒ (3) + 1 = 4
Nover spies the wounded commander and takes the opportunity to charge at him, hammer raised. The beast is so intent on Zella that he only looks up as the hammer descends, bringing his raiding days to an end.
Seeing the leader drop, Bellamy shifts focus and tries to burn one of the other goblins, but again his magic goes wide.
Herri charges forward, but his luck continues to run dry as his blade swipes harmlessly over his goblin opponent's head.
Elaina slows her advance, spinning into a magical, deadly dance, her momentum increasing as she prepares to dice goblins. Keep in mind that your bonuses do not stack with Zella's inspire
The remaining goblins advance, two of them penning in Herri and one charging at Bellamy.
Herri Goblin 1 Attack: 1d20 + 2 ⇒ (15) + 2 = 17+2 = 19
Goblin 1 Damage: 1d4 + 0 ⇒ (2) + 0 = 2
Herri Goblin 2 Attack: 1d20 + 2 ⇒ (15) + 2 = 17+2 = 19
Goblin 2 Damage: 1d4 + 0 ⇒ (3) + 0 = 3
Bellamy Goblin Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Goblin Damage: 1d4 + 0 ⇒ (2) + 0 = 2
Crit Threat: 1d20 + 4 ⇒ (13) + 4 = 17
Crit Damage: 1d4 + 0 ⇒ (3) + 0 = 3
The goblins' luck continues, as both men endure crippling hits. Bellamy and Herri are still up, but are sorely pressed.
Goblin Commando Falls
Zella takes 4
Herri takes 5
Bellamy takes 5
End of Round 2
--------------------------------------------
Round 3Goblin Dog, Zella, Nover, Bellamy, Herri, Elaina, Goblins
The goblin dog is still asleep, so no action.