GM Elberion |
Johnny and Grel are both struck.
3 points of damage to Johnny; 5 points of damage to Grel.
Heroes are up!
Grel Veldgott |
Grel nods now that Johnny has drawn his weapon and they are punching the goblins between them.
take this, wicked creature!
mw Warhammer, flank, hatred: 1d20 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
crud!!!
Harada "The Hammer" |
Having climbed the rope Harada quick draws a pair of hammers and goes to town on the goblin in front of him.
taiaha: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d8 + 4 ⇒ (3) + 4 = 7
little hammer: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d4 + 2 ⇒ (2) + 2 = 4
Johnny Sniper |
Another greatsword attack on the goblins after being slashed across the arm. hit: 4 + 1d20 ⇒ 4 + (4) = 8 dmg: 2d6 + 3 ⇒ (1, 6) + 3 = 10
GM Elberion |
Full of confidence, the goblins turn and high-five one and other.
The move is so unexpected that all of the pathfinders' attack go wild, except for Verathis' precise acid splash.
Meanwhile, Carson climbs atop the fence.
The goblins whoop with delight at the missed blows and swing again at their targets.
attacking Johnny: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d4 + 1 ⇒ (2) + 1 = 3
lunging at Grel: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d4 + 1 ⇒ (3) + 1 = 4
GM Elberion |
The goblins are both smug and inept.
Heroes turn!
Grel Veldgott |
You will not celebrate in front of me! I will not be mocked by the likes of you. Grel rears back with his warhammer and attempts a slam.
mw warhammer, flank, hatred: 1d20 + 3 + 2 + 1 ⇒ (19) + 3 + 2 + 1 = 25
damage: 1d8 + 2 ⇒ (7) + 2 = 9
finally
Verathis L. Adrazek |
acid splash: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
damage: 1d3 ⇒ 3
confirm on crit.: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
Caustic cruelty: 1d3 ⇒ 2
Feeling the spirits in the green drawn to Grels acid and feeling how close they are to the material plan. Verathis adds an elvin flourish to his arcane mutterings and fills his cleansing orb with a taste of there hunger. As the orb hits the Goblin alchemist in the remnants of his last strike a wicked grin appears on Verathis face and the acid bores thru the exposed veins of the goblin seeking his heart.
Harada "The Hammer" |
Harada takes his turn at showing the goblins who's boss as he swings wildly.
taiaha: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 4 ⇒ (5) + 4 = 9
little hammer: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 1d4 + 2 ⇒ (3) + 2 = 5
Johnny Sniper |
Johnny strikes with greatsword, if those goblins are dead, I move to the next one and strike hit: 4 + 1d20 ⇒ 4 + (13) = 17 dmg: 2d6 + 3 ⇒ (1, 3) + 3 = 7
GM Elberion |
The two goblins lie dead.
Still in rounds. Carson is up!
Carson Stevenson |
Is the blue goblin alive?
From the top of the building Carson pulls out his bow and fires at the goblin in the courtyard.
Shortbow: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 ⇒ 4
Crit Confirm: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 2d6 ⇒ (6, 4) = 10
GM Elberion |
The goblin, standing stock still and gasping gently at 0 hit points crumples to the floor as Carson's arrow slides through its ribcage and into the vital organs within.
Suddenly you hear a voice, a young, female, human voice, calling out, "Is somebody there? Help me, please!"
Another voice, gruff and distorted, can also be heard, "Get back here you little s*#&. Leading people here!"
Some goblin voices also call out "So'ymoq! So'ymoq!"
1d20[/dice: 1d1d20 ⇒ 5
[dice=1d20[/dice]
Grel Veldgott |
Grel carefully steps out into the clearing looking for where the human voice was coming from. perception: 1d20 + 10 ⇒ (18) + 10 = 28
GM Elberion |
The sounds seem to be coming from beyond another crude fence in the North-West of the plateau.
Grel Veldgott |
Halt! You fiends will fall to my hammer! Face me and be cleansed. Grel levels his warhammer at the chasing goblinoid. He sets in to summon a creature to aid in the battle.
spontaneously casting Summone Nature's Ally I, dropping Obscuring Mist. Using Place Magic for +1CL and Master of Pentacles for +2 rounds. Probably a Giant Centipede. How far is the goblinoid?
Carson Stevenson |
Int Ck: 1d20 + 2 ⇒ (18) + 2 = 20
Carson shouts,"Nixa is that you?"
Not waiting for a response he tells Grel and Harada, "We need to get in there now. The goblins are about to kill her."
He jumps down and begins running towards the voice.
Johnny Sniper |
Johnny sheathes his weapon and picks back up his bow, he can't leave his weapons behind and was not expecting another fight to happen immediately after this one, but that is his turn, since interacting with all his weapons takes up all his actions.
GM Elberion |
The fence is full of gaps so that good perception check saw what was going on but for more detail you'll have to get through the (open) gate.
More soon.
GM Elberion |
attack: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 2d4 + 6 ⇒ (3, 2) + 6 = 11
attack: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d4 + 2 ⇒ (4) + 2 = 6
You hear the woman scream in pain, "Aargh, no!"
Grel Veldgott |
Grel moves towards the gate and at the sound of the screaming woman, begins the rite to summon a giant centipede.
movex2 before hearing the woman if there was time. then full round to cast Summon Nature's Ally
Harada "The Hammer" |
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Harada charges at the door full speed from across the open space, leaping into the air and slamming into the door with both boots in a flying drop kick.
strength to force door: 1d20 + 4 ⇒ (11) + 4 = 15
I imagine I'm ending prone after this.
Johnny Sniper |
Johnny stands by the door Harada is trying to open and readies a shot in case an enemy is there hit: 6 + 1d20 ⇒ 6 + (11) = 17 dmg: 1d8 + 2 ⇒ (1) + 2 = 3 I wouldn't get point blank this time
GM Elberion |
Need to sort out the map tomorrow, you might want to tweak some actions then.
GM Redelia |
Ok, everyone, let's get this moving.
The gate was already stated above by the GM to be open, so those of you who spent an action on opening the gate may pick something else to do.
After everyone either adjusts their action (or points out they don't want to) I will copy your positions to the new map and we can get moving again.
Grel Veldgott |
I had a pending action waiting for the map to reveal our targets since the door is open and we should be able to see the target: spontaneously casting Summone Nature's Ally I, dropping Obscuring Mist. Using Place Magic for +1CL and Master of Pentacles for +2 rounds. Probably a Giant Centipede.
GM Redelia |
I think we will keep using the existing map, since that is quicker.
On the other side, you see three strange looking goblins and one bugbear.
Fleeing from the monsters is a young human woman. You think she is the one you heard screaming. She seems overjoyed to see you.
Johnny shoots at one of the goblins, injuring it. Carson throws a dagger at another one of the goblins, but the dagger rushes over his shoulder.
Grel, please mark up the map and things to tell us what you are doing.
Grel Veldgott |
Grel concentrates on the power of the earth and summons a giant centipede behind a goblin.
Centipede placed, assume it lands next round?
GM Redelia |
Yep, I'll have it appear at the beginning of the initiative block for you guys.
The goblins, being goblins, tease their leader that he let a little girl get away.
The leader, frustrated, points at you and says something that sound obscene. You all feel a drain of your vitality. He doesn't seem to care at all that he is also hurting his allies.
channel negative energy damage: 1d6 ⇒ 5 DC 11 will save for half
Nixa will save: 1d20 ⇒ 14
goblin will saves, bare rolls: 3d20 ⇒ (15, 20, 2) = 37
The goblin Johnny shot at falls over. Another goblin seems badly hurt.
will saves pending from Grel, Harada, and Carson.
Seeing that you are here, Nixa walks back and swings a sword at the bugbear.
attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d8 + 3 ⇒ (4) + 3 = 7
Party is up!
Grel Veldgott |
will save: 1d20 + 6 ⇒ (9) + 6 = 15
Grel takes 3 points
Grel wades in behind the woman and swings his warhammer opposite the giant centipede.
cw warhammer, hatred, flank: 1d20 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7
A clumsy wing as he rushes an attack.
The centipede rips into the goblin.
centipede bite, flank: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
damage: 1d6 - 1 ⇒ (6) - 1 = 5
centipede bite crit confirm, flank: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Poison (Ex) Bite — injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save.