
Kelgan Farwander |

Round 3, Init 5
In hand: axe and shield
Move action: move from DU110, through DT110, into DS109.
Standard Action: Power Attack goblin in DT108.
power attack with hatred: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d10 + 4 ⇒ (5) + 4 = 9
"Keep at 'em, friends!" Kelgan shouts as he wades back into the battle, stepping up indirectly to give the cleric's spear an unobstructed angle.

Ozmund the Evocator |

Ozmund once again sends a mystical dart towards one of the waiting goblins.
Round 3
In hand: none
Move action: nil
Standard Action: Force bolt to goblin at DT108
Force bolt: 1d4 + 1 ⇒ (3) + 1 = 4

GM Tribute |

Round 2
The goblins are all dispatched with an arrow by Morgan to the chest and quick stab by the spear-wielding cleric. Ozzy puts another force bolt into the goblin he hit before, and Kelgan misses him.
The last charmed goblin moves to hit Theorn, still moving with two holes from force bolts in him.
hit: 1d20 + 4 ⇒ (19) + 4 = 231d4 ⇒ 3
Kelgan is the target of missile fire this time.
arrow1/arrow2: 1d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (2) + 5 = 7
One arrow hits and Kelgan takes 1d4 + 1 ⇒ (1) + 1 = 2 piercing
FORT DC 11 this round and every round until you succeed or six rounds have elapsed. Each failure costs the following in CON damage. 6d2 ⇒ (2, 2, 2, 2, 2, 2) = 12
Two more shots from the passage at Kelgan.
+4: 2d20 ⇒ (18, 8) = 26
Another arrow hits 1d4 ⇒ 2
PARTY UP
Arrows are definitely coming down the passage.
From the long hall with the door.

Crom Iron Cudgel |

Round 2
In hand: shield and war axe
HP: 13/17
Effects:
Move action: Crom moves to DU 109
Std action: attacks goblin DU110.
Free action:
Attack:: 1d20 + 5 ⇒ (6) + 5 = 11 Damage:: 1d10 + 4 ⇒ (10) + 4 = 14

Crom Iron Cudgel |

Round 3
In hand: shield and war axe
HP: 13/17
Effects:
Move action: none
Std action: attacks goblin DU110.
Free action:
Attack:: 1d20 + 5 ⇒ (2) + 5 = 7 Damage:: 1d10 + 4 ⇒ (5) + 4 = 9

Theorn Halmind |

Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21
Theorn takes a step back in the ranks and uses his selective channel to lay some healing on his companions (and himself)
Round 3 Initiative 7
In hand: shield and mace
HP: 3/12 (-6 arrows,-3 short sword, -1 con, +1 channel)
Effects: CON Damage -1
Move action: none
Std action: select channel
Free action: 5 ft step to DU110
Channel: 1d6 ⇒ 1

Ozmund the Evocator |

"Hold on, I send a light down there!"
With a gesture the bolt in Ozmund's hand flairs up as bright as a torch. He loads it into his crossbow and fires it down the corridor.
Ozmund casts light on his crossbow bolt and fires it down the passageway.

Mit'l Chi' Malli |

Round ? Initiative 7
Mit'l steps next to Theorn and casts cure light wounds
In hand: Long Spear
HP: 12/12
Effects: None
Move action: Move to DT110
Std action: Cure Theorn
Free action: none
Destructive Smite= 4/5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

GM Tribute |

RECAP
Mit'l heals and the wizard casts light on a crossbow bolt and is ready to fire it down the longer passage. Before the lit bolt is fired, he is targeted by goblin fire from the passageway.
goblin stealth;dwarf perception: 1d20 ⇒ 132d20 ⇒ (19, 12) = 31
goblin arrows+5: 2d20 ⇒ (16, 7) = 23
Ozzy gets hit with two barbed arrows, the first coated in a sticky liquid.
damage: 2d4 + 2 ⇒ (2, 2) + 2 = 6
Two more goblins, now observed by Kelgan, target the wizard too.
hit: 2d20 ⇒ (8, 5) = 13 and one hits for 1d4 ⇒ 2
CON 11 save for Ozzy too
stealth horster/gob per: 1d20 ⇒ 41d20 ⇒ 5
Horster unloads his shortbow at the closest goblin archer and drops him.
hit/damage: 1d20 ⇒ 131d4 + 1d8 ⇒ (3) + (3) = 6
gobhp: 1d10 - 6 ⇒ (3) - 6 = -3
The last goblin with a sword rushes the wizard.
hit/damage: 1d20 + 4 ⇒ (11) + 4 = 151d4 ⇒ 1
Horster ambushes an archer and drops him after he breaks his concealing position to fire.
Ozzy at 2 hp (toughness!) and save vs FORT11DC for poison until save or CON loss as follows 6d2 ⇒ (1, 2, 1, 2, 2, 1) = 9
One visible archer goblin and one charmed goblin with a small shortsword. Further down the passage, an accomplished goblin archer is firing at twice the rate of fire of the others and coating his arrows with poison.
PARTY UP
ROUND 4

Theorn Halmind |

Thank you for the healing M'Til
Theorn steps back into the safety of the narrow hallway, casting shield of faith on himself so he can continue the fight under the cloak of Pelor's protection.
Round 4 Initiative 7
In hand: shield and mace
HP: 7/12 (-6 arrows,-3 short sword, -1 con, +1 channel,+4 CLW)
Effects: CON Damage -1
Move action: none
Std action: Cast Shield of Faith (+2AC, AC20 FF19 Tch13)
Free action: 5 ft step to DU111

Kelgan Farwander |

Round 4 Initiative 5
In hand: Axe and shield
Effects: Poison, con -1
Standard Action: Attack goblin in DU108.
1d20 + 5 ⇒ (1) + 5 = 6
dmg: 1d10 + 2 ⇒ (3) + 2 = 5
Move Action: none
Five foot step to DU 107 (to screen Ozzy...)
Fortitude save: 1d20 + 4 ⇒ (9) + 4 = 13
Whew! Sorry, I seem to have had a post eaten, somewhere.

Ozmund the Evocator |

Owww...that was not nice :-)
Fort Save: 1d20 + 1 ⇒ (20) + 1 = 21
The wizard breaks from cover to try and help his team mates and is peppered with arrows for his trouble. One nasty bolt was dipped in something he would rather not think about, but his training and toughness serve him well as he pulls the dart before it can infect him with whatever the little monsters have coated it with!

Morgan Iron Wolf |

Round 3
In Hand: Composite Short Bow
Move Action: to DQ108
Standard Action: shoot goblin at DK108
Now able to see the assailant in the light of the enchanted crossbow bolt, Morgan moves forward and attempts to pick-off the goblin sniper.
Attack: 1d20 + 4 + 1 + 2 ⇒ (16) + 4 + 1 + 2 = 23
Damage: 1d6 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9

Horster Underfoot |

Round 4 Init 5
In hand: Shortbow
Move action: Move to DQ 107
Standard action: Shoot goblin at DU 108
Seeing Morgan making short work of the goblin ahead, Horster tries to put an arrow into the back of the goblin that's attacking Ozmund.
Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 ⇒ 1

Crom Iron Cudgel |

Round 3
In hand: shield and war axe
HP: 13/17
Effects:
Move action: none
Std action: attacks goblin DU108.
Free action:
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d10 + 4 ⇒ (1) + 4 = 5

Mit'l Chi' Malli |

Round 4 Initiative 7
Mit'l exclaims, "Enough already ...", and stabs his spear at the little runt, impacting with bone-crunching force.
In hand: Long Spear
HP: 12/12
Effects: None
Move action: None
Std action: Stab goblin at DU108
Free action: none
Destructive Smite= 4/5
Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

GM Tribute |

Missed Mit'l in the list :-(
Mit'l finishes off the last goblin warrior. Ozzy fires his lit bolt down the hall, and there is a lone archer in the door firing from improved cover sheltered by the door dotted lines
He fires a shot at Horster and Morgan.
Horster: 1d20 + 5 ⇒ (13) + 5 = 181d4 + 1 ⇒ (1) + 1 = 2
Morgan: 1d20 + 5 ⇒ (20) + 5 = 251d4 + 1 ⇒ (1) + 1 = 2
Both arrow hit and inflict minimal wounds, but the arrows are coated in a nasty poison.
Same stuff--DC11 fort or 1d2 CON damage Chief added to the map.
"Leave me alone, or I set of the cave in trap!!"
ENTIRE PARTY TO GO

Morgan Iron Wolf |

Not to be masochistic, but the chief rolled a Nat 20...
Fort Save: 1d20 + 3 ⇒ (4) + 3 = 7
Con Damage: 1d2 ⇒ 1
Morgan's skin begins to burn at the site of the arrow-wound. She begins to feel woozy as the poison seeps into her bloodstream.
"The little bastards are poisoning their arrows! I should've known it wouldn't be this easy..." she grumbles through gritted teeth.

Ozmund the Evocator |

Ozmund, now able to see the goblin who had shot him, returned the favour with a magical bolt. Once cast he limps off to the south, out of line of sight for the bowman.
Magic Missile Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Once cast, Ozmund moves to DV 110

Morgan Iron Wolf |

Round ??
In hand: Composite short bow
Move Action: Move to DK109
Standard Action: Fire at goblin chief from cover
Morgan uses the corner of the corridor for cover, leaning out to fire at the goblin.
Attack: 1d20 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14
Damage: 1d6 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6

Mit'l Chi' Malli |

Round 4 Initiative 7
Mit'l double moves to DL110
In hand: Long Spear
HP: 12/12
Effects: None
Move action: Double Move DL110
Std action: (double moved)
Free action: none
Destructive Smite= 4/5

Horster Underfoot |

Round 5 Init 5
In hand: Shortbow
Effects: CON -2
Move action: Move to DO 109
Standard action: Shoot at Chief (DF 107)
Attack Chief: 1d20 + 4 ⇒ (1) + 4 = 5
Horster somehow makes it to the wall, gaining cover from the chief. He loosens an arrow, but awash with fever, misses completely.

GM Tribute |

The poison continues to burn in some as the group rushes the goblin chief. Two beady eyes and a composite shortbow are all Kelgan sees as the goblin unloads two arrows.
hit1/damage: 1d20 + 5 ⇒ (5) + 5 = 101d4 + 1 ⇒ (3) + 1 = 4
Then a curse as the poison seems to come to an end.
hit2/damage: 1d20 + 5 ⇒ (6) + 5 = 111d4 + 1 ⇒ (3) + 1 = 4
RECAP
The goblin chief fires two arrows at the armored dwarf not even hitting his armor or shield, the others dodge into the side passage, but cannot him. Only the wizards bolts with uncanny accuracy hit him without a problem.
Order Of action Round 6
Party
Chief Goblin--master archer
Note: no defensive fighting with full move--but goblin misses anyway!!
Is the chief all alone behind his thick double doors?

Morgan Iron Wolf |

Round 6
In Hand: Composite Short Bow
Standard Action: Shoot at Chief Goblin
Attack: 1d20 + 4 + 1 + 2 ⇒ (15) + 4 + 1 + 2 = 22
Damage: 1d6 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9
Fort Save: 1d20 + 3 ⇒ (15) + 3 = 18 (Does that stop or slow the poison?)

Mit'l Chi' Malli |

Round 6 Initiative 7
Mit'l charges
In hand: Long Spear
HP: 12/12
Effects: Charging, Destructive Smite
Move action: Charge
Std action: Charge Goblin Chief
Free action: none
Destructive Smite= 3/5
Attack: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
"Bah!"

Theorn Halmind |

Theorn, still being roughed up and seeing Ozmund's condition fires off a channel energy and then moves up towards the others along the left wall, staying out of line of sight of the chief.
Accept some of the Sunlords healing Ozmund. I unfortunately don't have a miracle to stop the effects of the poison.
Round 6 Initiative 7
In hand: shield and mace
HP: 9/12 (-6 arrows,-3 short sword, -1 con, +3 channel,+4 CLW)
Effects: CON Damage -1, Shield of Faith (+2AC, AC20 FF19 Tch13)2/10rd
Move action: move to DR110
Std action: Channel energy
Free action: none
Channel Energy: 1d6 ⇒ 2

Horster Underfoot |

Round 6 Init 6
In hand: Shortbow
Effects: CON -2
Full round action: Move to DL 109
Fortitude save round 2/6 DC11: 1d20 + 2 ⇒ (11) + 2 = 13
Horster uses M'til's distraction to move closer to Morgan. His body somehow fights to get the poison out of his system. He knows it'll still be a while before he's back to full strength.
He thinks, I'm not doing that well from range. I'll wait for the dwarves to catch up and then see if it's worth doing some REAL damage while the chief's busy...

Kelgan Farwander |

Round 6 Initiative 5
In hand: axe and shield
Effects: Con -1
Actions: Double move to DE 108.
Kelgan continues to barrell down the hallway, hobnailed boots thuding on the stone floor. He dashes past Mit'L, weaves left, and rushes past the bow-armed Goblin Chief, hoping to take advantage of the humanoids distraction if it should draw the bow again.

Ozmund the Evocator |

Round 6
HP: 7/11 (after potion)
In hand: crossbow
Effects:
Move Action: Get potion from backpack
Standard Action: Drink Potion
Moving quickly out of the line of fire from the goblin, Ozmund reaches into his backpack to retrieve one of his healing potions. Seeing the others succumb to the poisoned arrows, he quaffs the magical elixir and feels some vitality return to his limbs.
Potion of CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Kelgan Farwander |

Retroactive Acrobatics:
1d20 - 6 ⇒ (1) - 6 = -5
SLIGHT REVISION OF HISTORY
Barelling down the hall, Kelgan puts his shoulder into his shield and aims for the closed door.
And finds out, the hard way, that it is barred.
With a loud "Oof! and an extended groan, Kelgan comes to an abrupt stop in front of the doors.

Crom Iron Cudgel |

Round 5
In hand: shield and war axe
HP: 13/17
Effects:
Move action: Crom moves to the door and kicks it in.
Std action: NA
Free action:
Strength: 1d20 + 3 ⇒ (19) + 3 = 22