GM Goblin King |
On round 1, when a stirge attempts its touch attack to clamp onto Fangz, Tark will attempt to use his mounted combat feat to block it.
Ride Check: 1d20 +13
I forgot what I rolled, so I'll give it to ya. Tark deserves a break!
GM Goblin King |
Bucko manages to kill the injured one by Klepy. 3 down, one injured, one can still see, and 4 are just sitting there. Klepy can attack another target.
Klepy |
Klepy draws both lil stickys(Masterwork daggers) and looks for a target to flank, preferably a fresh target. Once he finds one he nimbly makes his way to it and sticks it!
Acrobatics to get pass any attackers:1d20 + 12 ⇒ (1) + 12 = 13
Attack 1:1d20 + 10 ⇒ (4) + 10 = 14 For:1d3 + 2d8 ⇒ (3) + (2, 8) = 13
Attack 2:1d20 + 10 ⇒ (20) + 10 = 30 For:1d3 + 2d8 ⇒ (3) + (5, 7) = 15
I know there has to be a flanker somewhere in reach at the start of round two. Klepy got off his mount last round, just an FYI.
Ouch bad luck mix with good luck is a rather ugly stew.
Confirm Crit:1d20 + 10 ⇒ (14) + 10 = 24 For additional:1d3 ⇒ 2
Oh and the one target takes 2 bleed damage XD
GM Goblin King |
Dead. We're down to one sighted one, and the 4 blind ones that won't do anything until their turn.
Reposting on a new page:
Inititiative: Klepy, Bucko, 1 stirge that can see, Tark, Velag, 4 blind stirges
The remaining flying stirge tries to attach to Tark, but can't manage to.
Velag Wordeater |
Seeing Tark and Klepy deal with the rest of them, Velag pulls out a flask of oil and throws it on the blinded Stirges, and then follows up with a Tindertwig.
GM Goblin King |
Bucko easily skewers one, but doesn't kill it.
Tark kills the last flying one while Fangz kills a blind one.
The remaining ones take damage from Velag's pyromania, and one is able to see and tries to fly away. Too bad it's so close to Tark...
He gets an AO, and the rest of you can easily set upon the remaining 3 stirges on the ground.
GM Goblin King |
Another one bites the dust. Bucko and Velag can each attack, and Tark still has an AO coming to him.
Will Bucko risk melee with a blind stirge? We'll have to see!
Velag Wordeater |
Velag directs Bayleff to close the distance and then attacks with his shortsword (assumption that he moved more than 5').
Left-Hand -- 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 {Higher ground} for 1d4 + 1 ⇒ (2) + 1 = 3
(If it was only a 5' step, then add in: Right-Hand -- 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 for 1d4 + 1 ⇒ (1) + 1 = 2
Ride Check 1d20 + 13 ⇒ (17) + 13 = 30
Bayleff -- 1d20 + 2 ⇒ (15) + 2 = 17 for 1d6 + 1 ⇒ (6) + 1 = 7
Klepy |
On Klepy's turn he will move to flank with Valeg and Sticky the bug
Acrobatics if needed:1d20 + 12 ⇒ (7) + 12 = 19
Attack 1:1d20 + 10 ⇒ (17) + 10 = 27 For:1d3 + 2d8 ⇒ (1) + (6, 3) = 10
Attack 2:1d20 + 10 ⇒ (5) + 10 = 15 For:1d3 + 2d8 ⇒ (2) + (4, 2) = 8
Add an additional 2 bleed damage for each successful hit.
GM Goblin King |
Bucko's fearsome nemesis is still alive, but also still blind. It attempts to flee, provoking an AO from the deadly witch! Can Bucko manage to hit it and do some damage? I'm holding my breath, I tell ya!
GM Goblin King |
One gets away, though it's burnt, blind and bleeding. Klepy can recover his daggers with a little searching.
You all motor on, as the sky darkens and rain begins to fall. It's going to be a wet night.
Once it's dark enough that your mounts begin to have trouble seeing, you find a likely camping spot just off the trail. You can see what looks like the remains of what was once part of a large building of some sort 100 yards further off the trail, white against the surrounding darkness.
Klepy |
Klepy looks for shinys.
Perception1d20 + 4 ⇒ (16) + 4 = 20This could be anything
"Klepy want shinys!" He will do this until he find something or gets tired, whichever happens first. Either way he will go to bed once he is finished.
Oh and Klepy will recover his daggers
GM Goblin King |
Tark indeed kills the last one. Klepy pokes around a bit, but there's nothing to find.
The rain comes down hard. Bucko's shelter keeps you dry for a while, but you get nice and soaked after it goes away. The rain stops by morning, though.
You did get some rest, though, so hps and con should be back to normal.
The trail continues southeast, and by noon, it ends at another east-west trail, which sees a lot more use. There could be humans, and maybe even horses on this road!
GM Goblin King |
Did somebody say "humans?" That is indeed what you see.., out in the middle of the Yondabakari River. They float by now and then on various boats and barges, out of range of your weapons, and pay scant attention to you insignificant squirts and your laughable mounts.
It's not long, however, until you see, coming down the road towards you, 3 horseback riders, and a smaller rider on a riding dog.
2 men ride forward, shields and lances readied. Another armored human hangs back with the small humanoid, longbow in hand. The small one waves his hands around, casting a spell.
Those of you who speak common hear one of the lancers say this: Get out of our way, foul goblins, and plague us not, or your demise will be at our hands! Begone or be smitten!
Those who don't speak common hear: BRPHKHM4P4-GH-AW4JMN43Y-45RH-0TRBH[O4T-94G-UIRH MTY-EJFPREP4R3OI3E02Q=]EDOMDPO-9
They're 100' or more in front of you.
Bucko Rackingclaw |
Spellcraft 1d20 + 6 ⇒ (18) + 6 = 24
To identify spell being cast....
Did Bucko rest enough to recover spells?
In common:
"This trail for goblins not humans, humans not lives here. Why you try always fight, violent humans?
GM Goblin King |
Mage armor. Yes, Bucko's full up, and everyone should be at full hp, etc. You got wet, but nothing else happened.
Bah! This is a recognized trade road, and if you don't make way, the consquences will be dire, wicked fiends!
The other says, What good can come of such vile creatures?
With that, the men brandish their lances. Now, get off this road!
Bucko Rackingclaw |
"Sure we gets off tha road. Make way for mighty humans, good and kind be they."
Dismounts and leads his mount off the road.....
"Stupid mage an magic spell!"
"Youses no has to see us anymore humans."
@ Others
"We leaves stupid humans alone an sneaky into woods, they not bother us there."
Stealth 1d20 + 10 ⇒ (6) + 10 = 16
"This like tha time Tog plays in woods with us's remember Velag?"
GM Goblin King |
What is that nonsense they're saying? Is it a language at all? Sounds like yapping dogs, if you ask me! says the first one.
Such lowly and debased creatures. We should exterminate them just out of principle. Do the world a favor, the other replies.
They laugh as Bucko leaves the trail, waiting for the rest of you to get out of their way.
Velag Wordeater |
Velag smiles at Bucko and says, "Me like.. good plan."
He then whispers to Klepy, "We get shinies... Especially from mage... When them not 'specting it."
He calls out, {in common} "Fine. It your road, big tallins. We knowses our place." and finishes in goblin under his breath, "..and that be standing over your corpses picking out best partses to eat."
He dismounts and leads Bayleff into the woods, and hides. Stealth: 1d20 + 21 ⇒ (5) + 21 = 26
Klepy |
Klepy grins heavily and waves good-bye to the humans. Common"Bye-bye humies! Klepy not want your shinys anyways." At that Klepy tenses up. Goblin"I wants SHINYS!" Klepy runs off, and hides.
Stealth:1d20 + 22 ⇒ (18) + 22 = 40
Oh Klepy would have sent his mount to a further hiding place.
Tark Bashflat |
On sight of the humans, especially one casting a spell Tark digs in an prepares to charge.
Then he hears a bunch of jabbering going on.
"Whut da fark?"
Tark pauses, as he sees the humans are not charging in for battle, and are conversing with some of his crew.
As he hears the occassional goblin translation, it then occurs to him that of course his companions are not equipped for charging them. Tark knows that sadly he is not tough enough to engage all 4.
But of course, Tark knows that humans like to sleep at night and they have problems seeing in the dark. Tark knows what the plan must be. Tark too, turns his mount aside and vanishes into the woods with his cohorts.
"Har Har. We go'n to sneeki up on them when moon come out. Dat good plan!", Tark whispers to his chums.
GM Goblin King |
The second two, a female human wearing chainmail, and a male gnome in a showy robe, snicker snidely as they pass.
Yeah, you better run! the gnome says, making a crude gesture I won't describe here, so as not to offend our more sensitive readers.
They're smart enough to know they wouldn't stand a chance, the woman says, chuckling. Imagine! a gaggle of goblins thinking they could take us? Ha ha! It is to laugh!
What a bunch of weak little fools! the gnome laughs as they ride by, relishing their superiority.
How exactly do you want to go about this? It's about six hours until dark.
Bucko Rackingclaw |
Actually my plan was to hit the mage with glitterdust and whoever else and give tark a potion of enlarge person, so not actually letting them pass, just letting them get close enough (too close to charge through the brambles ;))......
GM Goblin King |
Actually my plan was to hit the mage with glitterdust and whoever else and give tark a potion of enlarge person, so not actually letting them pass, just letting them get close enough (too close to charge through the brambles ;))......
Doable.
They're not far away, just passing you by. Two in front, and the mage and woman about 10' behind the leaders, and 20' or so from the shamed, unworthy goblins.
HH
GH BKTV
They ignore you, since you're just sniveling, hiding losers with no hope of defeating them.
GM Goblin King |
One horse takes up a 10', but a dog only takes a 5', so you can affect one or the other.
Velag Wordeater |
As Bucko cassts his spell, Velag bursts out of the woods upon Bayleff, charging the Gnome and pronouncing judgement on them loudly, "My place is to judge youses! You stoopit-nastiheads and you needses killing."
Activate Judgement: Destruction {+2 profane bonus to damage}
Ride check:1d20 + 13 ⇒ (7) + 13 = 20
Velag's attack: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 {charging} .. threat, rolling to confirm... 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
For: Single 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 or Double 2d4 + 2 + 4 ⇒ (2, 3) + 2 + 4 = 11
Bayleff's attack: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 ... threat, rolling to confirm: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21 for 1d6 + 1 ⇒ (6) + 1 = 7 or 2d6 + 2 ⇒ (1, 5) + 2 = 8 and trip attempt: 1d20 + 2 ⇒ (20) + 2 = 22
Klepy |
"Klepy want shinys" Klepy whispers as he hurls his daggers at the mage from his hiding place.
I am presuming stealthyness
Attack 1:1d20 + 7 ⇒ (14) + 7 = 21 For:1d3 + 2d8 ⇒ (1) + (8, 6) = 15
Attack 2:1d20 + 7 ⇒ (17) + 7 = 24 For:1d3 + 2d8 ⇒ (2) + (1, 1) = 4
Stealth to attempt to rehide. 1d20 + 22 - 20 ⇒ (17) + 22 - 20 = 19
Each hit also deals 2 points of bleed damage for a total of 4 altogether.