
GM Goblin King |
Does anyone need healing before you turn in? I'll assume a pretty standard sleeping around the fire scenario, with the mounts not far away.

GM Goblin King |
Tark's still down 9, and Bucko's down 6. He seems a little reluctant to get up off his healy stick, though!

GM Goblin King |
*****Whines*****
Don't we fully heal when we level?
Dunno. Never came up before! Sure, I guess. Klepy loses his cool point.
The adventurers and their mounts are sleeping soundly, 100 yards from the river, hidden in a clump of scrubby trees. You are closer to the river than the mounts, sleeping around the dying campfire.
Bucko is maybe 2 hours into his watch, when he notices movement coming from the direction of the river. When they're within 60', he can see what look like more boggards approaching, 4 at first, then 4 more.
They aren't carrying weapons that you can see, and walk directly towards you. There is something unnerving about them.

GM Goblin King |
Consider it a funeral gift.
The lights illuminate some of the creatures. Unlike "normal" boggards, they seem drawn and dry, with a darkness to their aspect.

Tark Bashflat |

Tark peers closely at the boggards as they approach. He thinks, "they are approaching oddly, maybe they just want to talk... bah they are enemies!" "Charge! Harrruuuu!!!!"
Earthbreaker (power attack, charge, rage): 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d10 + 13 ⇒ (3) + 13 = 16
Fangz bite (charge): 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Trip: 1d20 + 4 ⇒ (20) + 4 = 24
Status: Raged, Charged (No AC pen when charging on mount)
HP: 51/51 (Normal Max HP 43)
AC: 16 (Normal AC 18)
Str +4, Con +4, Will Saves +2

GM Goblin King |
Okay, but it'll take you 2 rounds to get up, get your stuff, mount your wolf bareback, and enter melee.
INITIATIVE: Boggards 1, Boggards 2, Bucko, Tark, Velag, Klepy
A round goes by in which Bucko cast his spell, and woke you all up.
Another in which you all get up and Bucko can do something else.
Once Bucko does something else, the first 4 creatures will be on your 12, attacking, it looks like.
We'll start combat at Bucko getting a round off before the beasts are upon you. He might want to cast a spell or something and get away from them. The guys just getting up will all have company!

GM Goblin King |
DM wanted me to haves this spell! :)
Damage 4d4
Not really. It's not much of a spell, but I kept rolling lots of other 1st level damage spells you couldn't use, for some reason. Would you prefer chill touch? LOL! Oh well. What goblin wouldn't like that spell?
Bucko scorches 2 of the first 4 for full damage, then backs away.
One of the injured ones follows him, its eyes lifeless and hollow. It attacks him with clawed hands and tries to bite him, but all 3 attacks miss him.
Another burnt one attacks Tark, connecting only with a claw for 4 damage. He can feel a chilling surge through his body, and has to roll a DC 13 Fort save!
Klepy and Velag are likewise set upon by the gruesome beasts. The rogue manages to dodge his attacker, but Velag isn't so lucky, and takes 6 damage from a claw and has to make a Fort save, too.
The next 4 are behind their peers, but will be on you next round.

Klepy |

Sorry I've been out of the loop. I was in bed for the past two days! Trying to catch up on all the posting has been a real chore. But I'm...somewhat caught up. Why'd Klepy lose a cool point?"
Klepy tries to move past the boggard in front of him to flank with the other attacking Valeg.
Acrobatics:1d20 + 12 ⇒ (8) + 12 = 20
Attack 1:1d20 + 10 ⇒ (1) + 10 = 11 For: 1d3 + 2d8 ⇒ (1) + (2, 1) = 4
Attack 2:1d20 + 10 ⇒ (11) + 10 = 21 For: 1d3 + 2d8 ⇒ (3) + (3, 2) = 8
2 Points of bleed damage for each hit.
I'm still sick so my posting will still be spotty at best but I will try and keep up.

GM Goblin King |
INITIATIVE: Boggards 1, Boggards 2, Bucko, Tark, Velag, Klepy
OK. Still waiting on Bucko and Velag. Tark will hit, but not kill his in one blow. Klepy slips past the threatening beastie, but can't get a flank this round, and does 3 damage after standing next to Velag.
Bucko and Velag have yet to act in this round. Tark and Velag still have to make DC 13 Fort saves.
The other things will be on you next round, too! Yow!

GM Goblin King |
Why'd Klepy lose a cool point?
You lose it when you level.
I'm still sick so my posting will still be spotty at best but I will try and keep up.
No problem.

Velag Wordeater |

Velag shouts, "You s'posed to wake us 'fore they gets here!"
Plus side of light armour. You can sleep in it.
As required, Fort Save: 1d20 + 6 ⇒ (13) + 6 = 19
Velag tries to figure out what's with the boggards and their claws and weirdness..
Monster Lore: Knowledge (one of Arcana, Dungeoneering, Religion, Nature or Planes) 1d20 + 8 ⇒ (6) + 8 = 14
Velag says, "There lots of them, there should be more of mes.... " (and activates Copycat while drawing his weapons as his move action), and then says, "We both thinkses you nasty" (Swift action: Start Judgement: Fast Healing: 2)
He then speaks the magic word he just learned and his left-hand sword bursts into flames. (Standard action: Cast Flames of the Faithful - verbal only so doesn't provoke)
He smiles at the froggy, "Now, we sees how you likeses it."

GM Goblin King |
Velag:

Klepy |

Wow I totally overlooked us getting to level four. Oops.
On his turn, Klepy will once again try and flank with Valeg.
Acrobatics:1d20 + 12 ⇒ (13) + 12 = 25
Attack 1:1d20 + 10 ⇒ (16) + 10 = 26 For:1d3 + 2d8 ⇒ (2) + (4, 1) = 7
Attack 2:1d20 + 10 ⇒ (5) + 10 = 15 For:1d3 + 2d8 ⇒ (3) + (2, 8) = 13
2 bleed for each.

GM Goblin King |
Bucko was first goblin in the order, so he gets another round before the beasties go again. Maybe he'll melee with his new +2 BAB!

Bucko Rackingclaw |

DM
I recently took a new hex...
Specifically this one!
Swamp Hag (Sp): While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step druid ability. The witch can walk through mud and even quicksand as if it were normal ground. Source: Ultimate Magic
I would like to lead the critters into a sinking situation!
I figured being invisible would let me look around for quicksand, heal people and do a few other things safely

GM Goblin King |
Bucko:

GM Goblin King |
Bucko:

GM Goblin King |
In the midst of the first round, Bucko drinks a potion. The creatures bent on attacking him suddenly pay him no mind, and go after the rest of you.
Also, I made a mistake. The one Tark hit DID go down, as it was already injured, so there are 7 left.
Klepy kills the one he flanked with Velag, leaving 6 still up. Two more of the monsters approach them, and smell so bad that Klepy and Velag must each make two Fort saves, or be sickened.
Another one walks right past Bucko, but he's not immune to the stench, and must also make a Fort save.
Tark finds himself with 3 creatures to fight, and 2 Fort saves to make, or he's sickened, too! Two of them flank him.
Tark is hit by 2 more claws, for a total of 14 damage, and must make 2 more Fort saves or become paralyzed! Yipes!
Klepy and Velag are also attacked by 4 of the undead horrors, but are unscathed.
Now, back to Bucko! Round 3 is in effect!
INITIATIVE: Boggards 1, Boggards 2, Bucko, Tark, Velag, Klepy

GM Goblin King |
Bucko is sickened, and trots off wanting to puke.
For your gaming convenience:
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
BTW, I think your Fort is +3.

Tark Bashflat |

Fort Save - sickened: 1d20 + 10 ⇒ (20) + 10 = 30
Fort Save - sickened: 1d20 + 10 ⇒ (3) + 10 = 13
Fort Save - paralyze: 1d20 + 10 ⇒ (20) + 10 = 30
Fort Save - paralyze: 1d20 + 10 ⇒ (2) + 10 = 12
Status: Raged, Sickened, Paralyzed
HP: 33/51 (Normal Max HP 43)
AC: 16 (Normal AC 18)
Str +4, Con +4, Will Saves +2
-2 attacks, damage, saves, skills
Well, that's one hell of a waste of 2 20's, only to be countered by 2 crap rolls. Apparently +10 Fort save isn't good enough :)

GM Goblin King |
Tark will end up frozen stiff. But don't worry, he's in a real cool action pose!
Velag and Klepy are next. They have to make 2 Fort saves, but can otherwise act.

Velag Wordeater |

Velag's fort saves from the stench: 1d20 + 6 ⇒ (8) + 6 = 14 and 1d20 + 6 ⇒ (13) + 6 = 19
Velag takes a 5' step to gain flanking from Klepy and attacks...
Left hand: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20 {flanking} for 1d4 + 1 + 1d6 + 1d6 ⇒ (3) + 1 + (1) + (5) = 10 {flaming, precise}
Right hand: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11 {flanking} for 1d4 + 1 + 1d6 ⇒ (3) + 1 + (4) = 8 {precise}
I think the dice roller is trying to kill goblins...
Velag tries to think of any weaknesses these things might have: Knowledge: Religion (Monster Lore) 1d20 + 8 ⇒ (14) + 8 = 22

GM Goblin King |
Velag flanks the injured one and kills it. Klepy can now move 5' and flank one of the ghasts with Bucko, but he could get flanked next round if he doesn't kill it.
Velag's first save wasn't good enough, and he's sickened.

Klepy |

Fort Save1:1d20 + 3 ⇒ (15) + 3 = 18
Fort Save2:1d20 + 3 ⇒ (14) + 3 = 17
Flanking with Valeg. Also I had forgotten that Klepy's new dagger is a +1 being ill hasn't been good on my ability to perceive my bonuses. Also I still haven't leveled. Haven't had either time or Consciousness to do so. Being this sick sucks.
Attack 1:1d20 + 11 ⇒ (12) + 11 = 23 For:1d3 + 2d8 + 1 ⇒ (2) + (7, 8) + 1 = 18
Attack 2:1d20 + 10 ⇒ (15) + 10 = 25 For:1d3 + 2d8 ⇒ (2) + (8, 8) = 18
I dont think undead bleed so.......
Oh wow. Luck of fool is with me!

GM Goblin King |
Velag:
More properly, these are lacedons (the aquatic type), if the water dripping from them is any clue. They probably came out of the river or one of the nearby bogs. Bucko wants to lead them away into a nearby (50') bog and use his swamp hag ability to mess them up, but they can't be drowned if they're lacedons.
All the same, getting them away from Tark would be a good idea. They're smart enough to want to kill all of you so they can feed in peace, so you might be able to get them to chase you.

GM Goblin King |
The ghouls decide to save the sure meal for later, and add some more goblins to the menu. They swarm Velag and Klepy, all claws and teeth!
2 attack Klepy, but can't beat his AC.
Velag is hit by 2 claws from the stronger of the 2 attacking him. He takes 9 damage, and has to make 2 more Fort saves or assume an action pose of his own.
G GG
GK V B--->

Bucko Rackingclaw |

Bucko gets into position and fires his crossbow at any one of the creatures.
Crossbow, light
Attack 1d20 + 6 ⇒ (14) + 6 = 20
Damage 1d6 + 1 ⇒ (2) + 1 = 3
"Comes an gets me Is tasy foods!"
Shows a but cheek for good measure to the zombies.....

Bucko Rackingclaw |

Bucko shows another delicious buttock to the zombies and fires another bolt from his crossbow......
Crossbow, light
Attack 1d20 + 6 ⇒ (9) + 6 = 15
Damage 1d6 + 1 ⇒ (3) + 1 = 4
Hey where is everyone?

GM Goblin King |
I'll assume bucko is at the edge of the swampy area. His attack hits, and he becomes visible to the ghoulies. The one he hit sees him, and runs after him, breaking combat with Velag.
Velag gets an AoO on it, and a regular attack on his turn.
Yeah, where is everybody?

Velag Wordeater |

Velag saves: #1: 1d20 + 6 ⇒ (19) + 6 = 25 and #2: 1d20 + 6 ⇒ (19) + 6 = 25
Status: 21/31hp (thanks to fast healing) -- I assume I need a new Copycat image, or do they just keep rolling the right one? I guess it's less useful against things with 3 attacks...
Velag looks at the ghoul he hit with his fire-sword and thinks, It take more killing... Stoopit dead thing... and this new one even tougher...
He shouts out, "Dead smellies want eat us -- claws make us no move and bitses make us sick. Only way stop them is kill them a second time - and they kinda tough and hard to kill..." He adds, disgustedly, "...and them not even good to eat!"
Not liking getting hit so much, he takes a 5-step back and casts shield of faith, while mentally switching over his judgement effect to Protection. Me need stop getting hit a-fore they make me stop like Tark and then get eated... Me not knock them down fast enough to keep attacking without more protections...
Status change: +3AC {+2 deflection {spell}, +1 profane {judgement}) (to 22)

Velag Wordeater |

Attack of Opportunity: 1d20 + 10 ⇒ (5) + 10 = 15
Apparently, I'm good at saves, but can't make attack rolls to save my life... On the chance it hits...
Damage: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5 {flaming}

GM Goblin King |
The copycat image is still up. I just rolled 50/50 and Velag got hit, anyway. He gets a normal attack, which hits, but doesn't drop the ghoul.
I don't think the copycat image has worked so well for Velag, but it should, by straight math! And the ghoul can't move until his turn, anyway, D'oh! I need some coffee..

Klepy |

I was kind of waiting my turn. I'm going to level Klepy up this afternoon. Due to sickness mostly I have been un able to do much gaming focus.
Klepy moves to flank with Valeg again if he isnt already.
Acrobatics:1d20 + 12 ⇒ (20) + 12 = 32
Attack 1:1d20 + 11 ⇒ (16) + 11 = 27 For:1d3 + 2d8 ⇒ (3) + (4, 3) = 10
Attack 2:1d20 + 10 ⇒ (7) + 10 = 17 For:1d3 + 2d8 ⇒ (3) + (8, 4) = 15

GM Goblin King |
No hurry. Just get well, that's what's important. We can wait.
In spite of the 3 ghasts that could have paralyzed him with a single blow, Klepy once again (yawn) dances right past them and singlehandedly kills one of the ghasts threatening Velag.
3 ghasts and 1 wounded ghoul to go...
He also thinks he saw Tark move just a little bit, or was he just dizzy from all the backflips? It's hard to tell.

GM Goblin King |
XXT
XK
GXXG
GXXVXXXXXXXXXXB
NOW, the ghoul goes after Bucko, taking a double move into the swamp.
Velag will get his AO now against the ghoul. There are 2 ghasts and a ghoul left.
One ghast moves, and both ghasts attack Klepy. One hits him for a claw and a bite, doing 12 damage. Klepy must make 2 Fort saves, or become paralyzed.

Velag Wordeater |

Assuming this is a new AoO, here's the rolls..
Attack of Opportunity: Masterwork Shortsword, Left Hand {flaming} 1d20 + 10 ⇒ (17) + 10 = 27 for 1d4 + 1 + 1d6 ⇒ (3) + 1 + (3) = 7 damage.