
Larry_Andoran |

As the call for quiet and shutting the door is given, Larry takes another look at this handiwork and seems disturbed. He is both uncomfortable and upset.
"I know ther gobbos, but even so, it jest seems wrong. This don't help none." He lifts the butt end of the spear he just fed through a goblin, and then pushes it aside, throwing the goblin back to the floor. Looking at it for a moment, he moves to the spear head and grabs the shaft just behind the head, puts a foot on the body to stabilize it, and then begins pulling the spear through the body. "Almost as bloody as when Bessie had uh calf git stuck. Think I'll use onna t'e others fer uh bit."

Tae |

Tae shrugs at Larry's assessment. "If we hadn't have taken them out, and quickly, they'd have raised the alarm and we'd be facing a full armed force of goblins all at once... That would have been worse than unpleasant."
She turns to the party to assess wounds, but everyone looks alright for the most part and she smiles a little. "You were all quite efficient, I guess more healing isn't really in order yet."

GMMichael |

Meepo sits in the corner petting the little Dragon who sits on his laps cooing and grinning.
Erky stands in the room next to the others and says So whats the plan now? This door goes back to The Kobolds. We wait too long and they will find out their guard posts aren't reporting in. Then they will investigate. If they realize theres trouble and have time they will bring up the Bugbears and the rest of the tribe from downstairs, and if they realize what they are facing and have time they will get Belak to come help.

Larry_Andoran |

Larry looks from one face to another in the group, trying to get some idea how much of this new information they had already accepted. "Bugbears? Rest o' t'e tribe? Belak? I t'ought we were supp'sed ta find ere local heroes an' git 'em home. Wh-what's wit' this takin' on an army thang?"

Grommund Geargrip |

"The plan now is ter keep kickin' arse mate. We set up in this room, then get their attention and fight them from here, where they have to come at us one by one." Grommund replies. "Only thing we've got goin' fer us right noo is the element ah surprise! How're we lookin' fer healin'? Meepo, d' ye think if ye went back with the wee dragon there, through this passage ye could bring more of your tribe ta help us?"

GMMichael |
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The Little Kobold looks up from giving Calcryiax attention and remarks in his squeaky voice No. Queen Yusdrayl was very clear. We can rest there. re-suply their. but we are on our own in this fight. The tribe has lost much strength fighting the Goblins, and cannot risk any further loss.
Listing to the plan to have the bad guys come to them one at a time...Erky says What if they don't? cooperate with your plan that is. The flaw I see there is you are giving them time to figure out what is going on and then marshal their troops...you lose the element of surprise that way.

Grommund Geargrip |

"We kin sneak 'round ta the chief's room, and try ta clear it first. Might get messy tho'. If we kin manage it, then we cood barricade the door ta the main hall. Fight the big group from the throne room and guard the stairs down."

Tae |

"I'm not a tactician, so I will go along with what you all think is best, and heal as best I can to keep you on your feet, but I have used some of my spells for the day, so hopefully Erky can supplement my small skills."

Larry_Andoran |

"I'm still missin' how takin' on this ARMY's gonna he'p us git t'e others back."
Larry looks around the room, expectantly.
Eventually, regardless of the presence or absence of an explanation, he will move to everyone else's current topic. "If we gotta take 'em on, we oughtta split 'em up, jest like we do t'e hogs when we're pickin' one ta slaughter. Keep t'e mean buggers from gangin' up on ya. I expect these buggers are meaner, though."

GMMichael |

someone needs to Tell larry---2 are dead, 1 killed by the Kobolds, 1 by the mother rat. and 2 have been taken below to the Gulthias tree by Belak...and the only way below is through the chiefs room. and is it wise to head downstairs and leave that mass of goblins at your back....or not have some arrangement ;)....

Tae |

Tae turns to Larry and says softly, "We found two dead already, but two have been taken below to something called the Gulthias Tree by someone named Belak... if we have any chance of rescuing them, we've got to get past these goblins one way or another."

Larry_Andoran |

Larry looks far more sheepish than he did a minute ago, looking down at this boots and not making eye contact with anyone in the room. "Oh." He shifts around the room a couple of steps before looking towards Grommund and Klor. "We need ta git their bo-bodies 'n' stuff fer their kin. Ain't n-no reasun ta think t'e others are still breathin'." Larry takes the time to finish cleaning off his recently used spear as best he can under the conditions before swapping it out for one of the others he is carrying. While he hasn't always seemed happy and cheerful in the confusion of the past several minutes, the level of regret and sadness now on his face makes his earlier presence seem downright jovial.

Grommund Geargrip |

"Like this." Grommund replies, taking out his chalk and sketching a map on the floor.
"We follo' the green line. Klor, Zarrick and Larry are the first through tha door. You lot keep them busy while I go and spike the door with the red circle shut. Everyone else gets inside and plays a support roll. We kill the chief, and everyone in that room. If the main hall hears us, which they may well, then they'll be forced to follow the blue lines to get at us."

Grommund Geargrip |

Grommund will check the hall on the way to the throne room for traps unless Erky can assure him it's safe. He'll take 10 on stealth for everything on the way. What are the rules on spiking shut a door? I can't seem to find any.

GMMichael |

The group makes their way to the back entrance to the Goblin Throne room, and positions themselves according to their plan....ready to take the fight to the Goblins.
perception: 1d20 + 5 ⇒ (1) + 5 = 6 Grommund Thats your DC-6. beat that party has a surprise round...
Initiatives to follow
Grommund Initiative: 1d20 + 5 ⇒ (2) + 5 = 7, Klor's Initiative: 1d20 + 1 ⇒ (18) + 1 = 19, Zarricks Initiative: 1d20 + 1 ⇒ (12) + 1 = 13, Tae's Initiative: 1d20 + 2 ⇒ (4) + 2 = 6, Larry's Initiative: 1d20 + 1 ⇒ (9) + 1 = 10, Ekan's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
vs
Goblin Rogues Initiative: 1d20 + 6 ⇒ (15) + 6 = 21, Hobgoblin Rogues Initiative: 1d20 + 2 ⇒ (18) + 2 = 20, Twig Blight Initiative: 1d20 + 2 ⇒ (3) + 2 = 5, Durnn's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12, Grenl's intiative: 1d20 + 2 ⇒ (9) + 2 = 11
bad guys have it. so combat round will be- a)if Grommund can beat DC 6 Perception with his stealth then he can open the door (cost 2 5' squares of movement because of doing it stealthily.) Then the entire party can take 1 Standard action before the bad guys get their turn.
otherwise its A) Bad Guys then B) Good Guys
statistics
AC: 15 Touch: 13 Flat Footed: 13 CMD: 11 Saves: FO- +1/ RE- +4/ WL- +1
AC: 14 Touch: 12 Flat Footed: 12 CMD: 14 Saves: FO- +3/ RE- +4/ WL- +1
Plant Traits- Immune to Mind Affecting Spells, Paralysis, Poison, Polymorph, Sleep, and stunning.
Bravery- +1 to Fear Effects Will Save.

Grommund Geargrip |

Before the group makes their way to the door, Grommund reminds them of their parts, "Zarrick, Larry, Klor you're first through the breach. Remember your job is to hold them off while I spike the door."
Grommund has his hammer and pitons ready to pound the door shut. Calistria, Desna and Shelyn, please give us some luck! He prays silently.
_____________________________________
Larry should open the door. He's got a decent enough stealth and I want to be 4th through the door. He can take 10, make the check be the first one in and then Klor and Zarrick can delay, go in right after him. Then I'll move to D7 or C7 as that's as far as I can go with a standard.

Larry_Andoran |

Gulp!
Double-checking to make sure everyone is ready and in place, Larry does the finger count thing for 1, 2, moves his hand back to the door on 3, and then starts to carefully open it, moving diagonally into the room and looking a little scared. Maybe not having a weapon out because he needed both hands to open the door quietly has something to do with that.
End in E6
If I wanted to make a big deal about him being unarmed, I would have done that instead of posting this.

GMMichael |

Zarrick rushed in behind Ekan and took up a guard position to prevent the bandits from flanking the halfling move to D6
Tae followed Klor in for much the same reason move to B7
Erky followed the others into the doorway move to C8
Meepo with Calcryiax moves in behind Erky to C9
its A) Bad Guys then B) Good Guys
Cheif Durnn looked shocked that his throne room was being invaded by Humans and Dwarves...then when Erky came in he scowled and shouted Get them!
The Goblin Rogues reacted swiftly by jumping forward shortswords drawn.
The first side stepped to get out of the corner and stabbed at Tae move to A7 and attack attack: 1d20 ⇒ 16 vs AC16 The blade stabbed into her thigh damage: 1d4 ⇒ 4
The one next to Grommund stabbed at the Dwarf attack: 1d20 ⇒ 11 vs AC 17 and the dwarf ably avoided the sword strike.
The two Goblins in the corner jumped forward, one moving towards Grommund. The other towards Larry .
vs Grommund move to F7 and attack attack: 1d20 ⇒ 3 vs AC 17 The blade was at least 6 inches away from anything.
vs Larry move to F6 and attack attack: 1d20 ⇒ 5 vs AC 13. Larry dodged the attack easily.
The Hobgoblin Rogues were next to react, the one near the door glanced at Ekan and then at Erky and growled bringing his own shortsword to bear against the Gnome attack: 1d20 + 2 ⇒ (1) + 2 = 3 vs AC 15
and Erky easily dodged it.
The remaining two Hobgoblin Bandits moved to intercept the two closest to the Chief. 1 towards Klor the other to Zarrick
vs Klor move to B5 and attack attack: 1d20 + 2 ⇒ (19) + 2 = 21 vs AC 20 The sword struck true confirm crit: 1d20 + 2 ⇒ (1) + 2 = 3 damage: 1d6 + 2 ⇒ (1) + 2 = 3 and struck the dwarves knuckles on his left hand.
vs Zarrick move to D5 and attack attack: 1d20 + 2 ⇒ (19) + 2 = 21 vs AC 13. confirm crit: 1d20 + 2 ⇒ (20) + 2 = 22 damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7 The Hobgoblin grabbed The Adept by the back of the head and brought the shortsword up slashing across his neck, only the last minute Zarrick pulled back caused it to keep from being fatal....blood dripped down from the priests neck.
Grenl said to the Twig Blight
Then the Priest muttered a spell to The foul God Norgorberand a burst of sickly green energy spread from her Cast Bane The whole party must save Will DC 12 or suffer -1 attacks/-1 saves for fear effects
overcome SR
Grommund SR6: 1d20 + 2 ⇒ (4) + 2 = 6
Klor SR6: 1d20 + 2 ⇒ (2) + 2 = 4
The green burst seemed to hover a few inches away from Klor but did not affect.
Saves vs DC 12
Grommund: 1d20 - 1 ⇒ (4) - 1 = 3
Zarrick: 1d20 + 5 ⇒ (8) + 5 = 13
Tae: 1d20 + 2 ⇒ (13) + 2 = 15
Larry: 1d20 ⇒ 19
Ekan: 1d20 + 3 ⇒ (18) + 3 = 21
Mysabel: 1d20 + 4 ⇒ (9) + 4 = 13
Erky: 1d20 + 5 ⇒ (6) + 5 = 11
Meepo: 1d20 + 1 ⇒ (18) + 1 = 19
Calcryiax: 1d20 + 2 ⇒ (17) + 2 = 19
Only Grommund and Erky will suffer from Bane
Durnn growled and moved to stand between his two Bandits looking at Erky as he stalked forward I gave you a place with our tribe and this is how you repay me? He swings his Longsword at Klor attack Klor: 1d20 + 5 ⇒ (9) + 5 = 14 vs AC 20
statistics
A7-6/6, E8-6/6, F7-6/6, F6-6/6 / E11-6/6, I14-6/6, M6-6/6, N10-6/6 / M5-6/6, M4-6/6, O5-6/6, O2-6-6/ P2-6/6, P5-6/6
AC: 15 Touch: 13 Flat Footed: 13 CMD: 11 Saves: FO- +1/ RE- +4/ WL- +1
B5-11/11, D5-11/11, D8-11/11 / G9-11/11 / G13-11/11, K8-11/11
AC: 14 Touch: 12 Flat Footed: 12 CMD: 14 Saves: FO- +3/ RE- +4/ WL- +1
E1-6/6 AC: 13 Touch: 11 Flat Footed: 12 CMD: 9 FO- +3/ Ref- +/ Wil- +0
Plant Traits- Immune to Mind Affecting Spells, Paralysis, Poison, Polymorph, Sleep, and stunning.
D1-25/25 AC: 18 Touch: 13 Flat Footed: 15 CMD: 16 FO: +6/ RE: +2/ Wil: +0
Bravery- +1 to Fear Effects Will Save.
C1-13/13 AC: 16 Touch: 13 Flat Footed: 13 CMD: 11 FO: +3, RE: +2, Wil: +4
F10- 8/8, J11-8/8, J12-8/8, L7-8/8, M7-8/8, M13-8/8, O8-8/8 AC: 12 Touch: 12 Flat Footed: 10 CMD: 12 FO- +3 RE: +2 Wil: +3
F13-5/5, G11-5/5, H10-5/5, H11-5/5, H12-5/5, H13-5/5, J8-5/5, J9-5/5, J10-5/5, K7-5/5, K9-5/5, K10-5/5, K11-5/5, K12-5/5, L9-5/5, L10-5/5, L11-5/5, L12-5/5, M10-5/5, M11-5/5, N12-5/5, N13-5/5, N14-5/5, O7-5/5, O10-5/5, O12-5/5, O13-5/5, O14-5/5, P13-5/5, P14-5/5 AC: 13 Touch: 13 Flat Footed: 10 CMD: 12 FO- +1 RE- +2 Wil- -1

Larry_Andoran |

"Get the door spiked!" Larry pulls a spear and tries to lay out one of the goblins that could threaten the effort against the door.
Spear Attack vs. Goblin in F7: 1d20 + 4 ⇒ (17) + 4 = 21
Spear Damage: 1d8 + 6 ⇒ (6) + 6 = 12
The thrust catches the goblin at the base of the neck, and the twist and pull (this time to Larry's right, away from the door) rips open the base of the creature's throat, leaving it gurgling, trying to breath it's own blood.
Worrying about providing Grommund with his requested protection, Larry then steps into F7, spinning back to face the more numerous enemies in the room.
Move equivalent to ready a spear, standard to attack, 5' step
Is Larry at the entry to the stairs, or at the lip over the opening?

Grommund Geargrip |

This is gonna hurt... Grommund thinks, as he steps up to the door. He brings the flat back of his axe up and pounds a piton through it into the frame with a few swift strong blows, fully expecting to catch a goblin blade in the back for his trouble.
5' step to F8.
Pound a piton into the door.

Tae |

Tae casts an eldritch bolt at the goblin closest to her (A4).
ranged touch: 1d20 + 2 ⇒ (12) + 2 = 14
dmg if hits: 1d8 + 1 ⇒ (8) + 1 = 9

Grommund Geargrip |

I feel really dumb, but I just realized that I've been failing to add my +1 to attacks from racial Hatred this whole time. I guess Grommund needs to be a little more racist towards goblins in his roleplaying too.

Ekan Waterfield |

"Hang on, Erky!" The halfling waves his hands and a shimmering ray arches forward towards the one that attacked the gnome.
Blinding Ray (Sp)
As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Ranged Touch Attack: 1d20 + 3 ⇒ (14) + 3 = 17