CaveToad |
Presenting a crude map of the region you are in: MAP
You may be more or less aware of specifics of the map, but suffice to say you have a rough idea based on Grobly's scouting. Remember the entire region is ringed by heavy treacherous steep rugged mountains. To the south, a river heavy with snowmelt cuts its way through a small gap in the mountains to the highlands below. It too will be dangerous and rugged, but the safest way for those who wish to find their way from the wooded alpine plateau.
Goivan |
Goivan has a really good climb check and he can glide down from high ground, so he can probably get over the terrain without too much difficulty. He will start searching in outgoing circles, going farther out as time passes but always coming back by nightfall. If it gets to the point where he had explored all the map within 8 hours of travel time, we'll come up with a new plan.
CaveToad |
champawat=1,gunther=2,prar=3 who is on last watch: 1d3 ⇒ 2
Day 2: Sometime slightly after 6 AM. The is rising, but has barely crested the mountains. The first rays cast their glow over the lake. Birds have been chirping merrily for well over an hour. Fish are awake too, occasionally making a splash in the placid lake waters.
The fire still crackles warmly, keeping the chill mostly at bay through the night. Everyone kept the fire going through their watch and Gunther does the same as the group sleeps nearby.
DM Roll: 1d20 + 4 ⇒ (1) + 4 = 5
Gunther Perception: 1d20 + 9 ⇒ (13) + 9 = 22 vs DC 10
Champawat Perception: 1d20 + 9 ⇒ (12) + 9 = 21 vs DC 20
Prar Perception: 1d20 + 11 ⇒ (6) + 11 = 17 vs DC 20
Goivan Perception: 1d20 + 4 ⇒ (13) + 4 = 17 vs DC 20
Qahnaarin Perception: 1d20 + 8 ⇒ (12) + 8 = 20 vs DC 20
Gunther, you hear something, a crashing and noise, in the forest some 30' away, and turn your head out of curiosity, wondering what is making all the racket and you are greeted by a horde of bipedal creatures spilling from the forest edge, and they do not look friendly.
Resembling goatmen, they nimbly traverse the rock and driftwood strewn terrain that is the lake shore encircling the camp. They appear to be equipped with javelins and other melee weapons. You barely get a good look and are more concerned with dodging the javelins they are about to hurl.
Champawat and Qahnaarin, sleeping lightly, woke as well when you heard the noise form the forest not far from the shore.
Everyone roll initiative. No one, aside from Gunther, Champawat and Qahaarin, go until they wake however.
The three of you and the goatmen go in the surprise round. You may raise an alarm as a free action, but not until your turn. Champawat and Qahnaarin you are prone.
Everyone else is sleeping until then as none of the sleepers woke to the unstealthy goatmen.
I will provide a battle map for the fight. 9 hours have passed since the beginning of the first watch. Technically only Gunther has had 8 hours of sleep, for classes in which sleep time matters for recovery or spells/powers used the previous day.
As an aside I have training all day tomorrow at work, so the map may not appear until Wednesday evening.
Gunther the Grim |
Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Gunther grabs his bow and makes an arcane gesture with his left hand, muttering in a strange tongue. Pressing the hand to his chest, his skin is wrapped in an opaque energy that shines softly in the early morning light. He then tries to size up the goatmen, notching an arrow and preparing for the worst.
Gunter casts Mage Armor on himself (1 hour duration, 4/5 sorcerer spells remain today). I can make arcana, nature, planes and religion checks to identify monsters. Which should I roll?
Effects: Mage Armor (1 hour)
Maneuvers and Stances:
. . [maneuvers] Enduring Crane Strike SC [1/1], Horizon Wind Lancet SW [1/1], Silver Strike SC [1/1]
. . [stances] Phantom Sun Stance SW [1]
Champawat |
Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Champawat's ears twitch reflexively at the sound of approaching noise. Her eyes open while her hands instinctively close on the haft of her fauchard. She begins to slowly move the bottom of her fauchard to nudge her companions that are sleeping within reach. She does not wish to tip off the intruders that she is aware of their presence so she remains in her prone position.
Stealth: 1d20 + 11 ⇒ (18) + 11 = 29
Champawat will ready an action to stand up if an enemy approaches within 15 feet of her. She would prefer to remain prone until she has to engage in melee. She will rouse her sleeping kin as a free action.
Prar |
Init:: 1d20 + 11 ⇒ (11) + 11 = 22
Prar is nudged awake by a prod from Champawat. He opens his eyes, blinking in the morning light. His hand goes to his sword. The one downside to being a caster, he needed time to prepare his spells and commune with Saranae and the Cosmos.
As I have no spells prepared, I will use my Mind Blast when most beneficial, pending a map and placement of teammates.
Qahnaarin |
Initiative: 1d20 + 12 ⇒ (6) + 12 = 18
During his turn on the surprise round, Qahnaarin will rise from his prone position and grip his branched spear in a defensive stance. "To arms! To arms! Strangers approach the camp!"
CaveToad |
Surprise Round
Goatling Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Order:
Champawat 21
Qahnaarin 18
Gunther 15
Goatlings 12
Map is HERE and in the campaign tab
All terrain is difficult. The forest, the rocky/debris scattered shore and the water, with slippery rocks, and debris.
The forest is dense forest with light undergrowth. Read about the details here.
Within the small lean-tos you constructed, the sleepers have some cover until they get out from under the lean-tos.
The sleepers are prone currently.
You all go before they go.
Champawat |
Champawat quickly rises to her feet while taking a defensive posture with her fauchard and rousing those nearest here in the process.
Champawat stands as a move action while making sure her fauchard is ready for action and uses Combat Expertise to increase her AC by +1. She wakes Goivan as a free action.
Gunther the Grim |
Gunther moves towards the center of the group and roars in a worried voice as he notches an arrow, "Prar! Get up ya lout! We're under attack!" He then fires a shot at one of the goatmen.
Gunther moves up (move action), wakes Prar (free action) and attacks goatman 5 (standard action).
Protector's Arm attack (Deadly Aim): 1d20 + 6 ⇒ (10) + 6 = 16
Protector's Arm damage (Deadly Aim): 1d8 + 6 ⇒ (2) + 6 = 8
Effects: Mage Armor (1 hour)
Arrows: 20/20 (P), 20/20 (B)
Maneuvers and Stances:
. . [maneuvers] Enduring Crane Strike SC [1/1], Horizon Wind Lancet SW [1/1], Silver Strike SC [1/1]
. . [stances] Phantom Sun Stance SW [1]
CaveToad |
Surprise Round (continued)
The beach is placid, with birds chirping in the forest and the soft gentle lapping of the lake on its rocky shores; tranquil, serene. Gunther you sat tending the fire through your watch, it is quite chilly still. Alone with your thoughts, you pondered the group'splans for the day. Suddenly, you hear the crunch of the underbrush, the clatter of hardened hooves on the rocks. Looking up you see them come boiling from the forest shadows. You see thick shaggy humanoids, their heads very caprine in appearance. While their fur tends to be a tawny mix, a few of them have greyish fur, one or two completely black. They have thick powerful arms and legs. Broad shoulders and thick necks hold a head with a wicked pair of horns. They appear to move swiftly. Whereas the evergreen forest was an impediment to them as well as to your own group, once they breach the forest's edge, they nimbly hop from rock to log, their sure feet seemingly unimpeded by the debris and uneven ground. Realizing that their stealth has been detected, they begin to bleat, a deep braying, perhaps comical were not you the focus of their battle cry. The few who have managed to step from the forest before you detected them appear to be carrying short thrusting spears. All are equipped with a quiver of javelins.
Knowledge Nature, Gunther: 1d20 + 9 ⇒ (14) + 9 = 23
Though versed in many races, you have never heard of these before. Your Knowledge check revealed nothing.
They wear no armor, and you see really little evidence of anything in the manner of equipment or gear.
Both Champawat and Qahnaarin, awakened as well by the noise move quickly, reacting to their intrusion. Champawat swiftly rises from the shelter grabbing her weapon as she springs to her feat, nudging Goivan in the foot sharply with the butt of her polearm. Qahnaarin, also rises, slipping from under the shelter, spear in hand, shouting warning to all. Gunther, bow already in hand, casts a spell and prepares for battle, notching an arrow quickly.
Goatling 1 (shortspear)=Normal
Goatling 2 (shortspear)=Normal
Goatling 3 (shortspear)=Normal
Goatling 4 (shortspear)=Normal
Goatling 5 (shortspear)=Normal
Goatling 6 (shortspear)=Normal
Goatling 7 (shortspear)=Normal
Goatling 8 (shortspear)=Normal
Goatling 9 (shortspear)=Normal
Goatling 10 (shortspear)=Normal
Big Goatling (no weapon)=Normal
Battle Goat=Normal
Anyone who was asleep is now woken by the noise of the goatlings crying their battle bleats, and Qahnaarin raising an alarm. Goivan is rudely awoken by a sharp pain in his foot. Prar and Goivan, your mind races as your heart pounds, waking to the sounds of battle.
Some of the goatlings slip into the camp and circling in and moving to spear through the crude shelters at the sleepers inside. Many at the forest edge, see three foes ready to fight, two with reach weapons, instead decide to take a careful positioning step in ready to fight with spears.
Slightly north of the camp, a huge goatling crashes from the forest, 12' tall and wielding a massive heavy mace, it pushes out through the underbrush and glowers at the campsite inhabitants.
All goatlings completed 5' steps only or circled around outside of threatened range without passing from one threatened square to another.
All terrain is difficult. The forest, the rocky/debris scattered shore and the water, with slippery rocks, and debris.
Within the small lean-tos you constructed, the sleepers have +4 cover until they get out from under the lean-tos.
The forest is dense forest with light undergrowth.
The water has three levels. If you can see the color differentiation. The lightest color is 1' deep. Middle color 3' deep and darkest drops off to 6' or more deep.
Gunther I moved you back to the campfire since round 1 has not gone yet. Although with the surprise round complete, you can take your posted action, or redo it for something else given the circumstances.
CaveToad |
Round 1
Prar 22
Champawat 21
Qahnaarin 18
Gunther 15
Goatlings 12
Goivan 11
Everyone but Goivan will go, then the goatlings, then we will cycle between players and enemies for ease, finishing off 1 round and starting the next with Goivan. Sound good?
Gunther, we can apply your attack vs Goatling 5 as previously indicated if you like, you have precise shot, so no issues with melee. Just let me know.
Gunther the Grim |
Instead of Goatman 5, I'll aim at one of the goatmen near the lean-to. You can decide which.
Qahnaarin |
Surprise Round
"Oh, no you don't." Qahnaarin whirls his branched spear in a tight circle and lashes out at the knees of one of the approaching goatmen.
Qahnaarin tries to trip 7.
trip combat maneuver: 1d20 + 9 ⇒ (16) + 9 = 25 vs CMD
Round 1
He continues his acrobatic attacks, aiming for the delicate thigh muscles and ankle ligaments of nearby targets.
Flurry of maneuvers, attempt trip on 5 and 8.
flurry of trips: 1d20 + 8 ⇒ (6) + 8 = 141d20 + 8 ⇒ (15) + 8 = 23 vs CMD
Followed by 5'step east.
CaveToad |
Round 1
Make sure you put the round number at the top of your posts like Qahnaarin did. Also note any spells or effects or trackables that are running on you like Gunther had in a post above. Not just numerically, but with a line entry with rounds remaining. Sort of like 'Divine favor - 8 rounds remaining'. Decrement each round etc. Not as much a big deal now, but at higher levels with dispels or things that can ignore some effects, its so much easier to reference this without having to scroll up posts to find out what spells are on who, and also not having to click everyone's sheet every round.
Champawat and Qahnaarin you rise with your weapons, and knock apart the shelters you were sleeping in to defend yourselves. Batting away the branches you hold your spots.
Champawat thrusts her fauchard forward and tries to impale a goatling, unfortunately it is just a bit too agile and she misses.
Goatlings are AC 15.
Gunther fires an arrow (goatling 5 is still valid and just as good as any target), the arrow pierces the goatling's side coming out the back and disappearing into the forest. It bellows in pain blood spattering onto the rocks and debris on the ground.
Qahnaarin, you don't get your AoO in the surprise round as none of them did anything to threaten one. Most of them took 5' steps to close, and the terrain is not considered difficult for the goatlings. A few that moved more, were well outside of your reach. Unless I missed some ability or the like.
Qahnaarin wheels about his spear with a full round flurry. You forgot -2 to your flurries for Flurry of Maneuvers. He manages to trip one of the goatlings, who lands unceremoniously with a thump on the rocks. You also cannot take a 5' step as the terrain is difficult terrain for you (not for them).
Goatling 1 (shortspear)=Normal
Goatling 2 (shortspear)=Normal
Goatling 3 (shortspear)=Normal
Goatling 4 (shortspear)=Normal
Goatling 5 (shortspear)=Wounded
Goatling 6 (shortspear)=Normal
Goatling 7 (shortspear)=Normal
Goatling 8 (shortspear)=Prone
Goatling 9 (shortspear)=Normal
Goatling 10 (shortspear)=Normal
Big Goatling (heavy mace)=Normal
Battle Goat=Normal
---
Waiting on Prar, then goatlings, then Goivan, then we can alternate easier.
Prar |
Prar wakes and stands, drawing his scimitar. Not having had time to pray or prepare, he fights defensively and will try to flank with one of his brother.
full round to stand and draw.
CaveToad |
Round 1
The goatlings launch their initial assault. The largest goatling takes a short step out of the forest and invokes some sort of power, roaring a battle chant and its smaller brethren all bleat at once in response
Three of them try to stab through the shelter of branches and evergreen boughs to impale Goivan who is still groggily waking up.
Goatling 1 shortspear attack vs Goivan(Flat Footed,Prone -4, Cover
+4) AC 13): 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 - hit
Goatling 2 shortspear attack vs Goivan(Flat Footed,Prone -4, Cover +4) AC 13): 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 - hit, possible crit
Goatling 3 shortspear attack vs Goivan(Flat Footed,Prone -4, Cover +4) AC 13): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 - miss
Two other goatlings take a 5' move and flank Champawat, while the third, wounded by Gunther's arrow tries to spear her. They also bring to bear their horns.
Goatling 4 shortspear attack vs Flanked Champawat AC 17: 1d20 + 4 + 2 + 1 ⇒ (14) + 4 + 2 + 1 = 21 - hit
Goatling 4 gore attack vs Flanked Champawat AC 17: 1d20 - 1 + 2 + 1 ⇒ (7) - 1 + 2 + 1 = 9 - miss
Goatling 5 shortspear attack vs Champawat AC 17: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 - hit
Goatling 5 gore attack vs Champawat AC 17: 1d20 - 1 + 1 ⇒ (3) - 1 + 1 = 3 - miss
Goatling 10 shortspear attack vs Flanked Champawat AC 17: 1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8 - miss, broke spear
Goatling 10 gore attack vs Flanked Champawat AC 17: 1d20 - 1 + 2 + 1 ⇒ (6) - 1 + 2 + 1 = 8 - miss
Goatlings 6 and 7 take a 5' step and engage Qahnaarin in melee. using spears and horns.
Goatling 6 shortspear attack vs Qahnaarin AC 26: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 - miss
Goatling 6 horns attack vs Qahnaarin AC 26: 1d20 - 1 + 1 ⇒ (4) - 1 + 1 = 4 - miss
Goatling 7 shortspear attack vs Qahnaarin AC 26: 1d20 + 4 ⇒ (10) + 4 = 14 - miss
Goatling 7 horns attack vs Qahnaarin AC 26: 1d20 - 1 + 1 ⇒ (7) - 1 + 1 = 7 - miss
Goatling 8 attempts to stand from prone and Qahnaarin jabs him sharply in the ribs, the goatling bleating in agony. It moves to engage Prar, but does nothing else.
Goatling 9 moves in to attack Prar as well.
Goatling 9 shortspear attack vs Prar AC 13: 1d20 + 4 ⇒ (18) + 4 = 22 - hit
Goatling 2 shortspear confirm crit vs Goivan(Flat Footed,Prone -4, Cover +4) AC 13): 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 - crit confirmed
Goatling 1 shortspear damage vs Goivan: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Goatling 2 critical shortspear damage vs Goivan: 2d6 + 4 + 2 ⇒ (3, 2) + 4 + 2 = 11
Goatling 4 shortspear damage vs Champawat: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Goatling 5 shortspear damage vs Champawat: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Goatling 9 shortspear damage vs Prar: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
In a brutal assault, the group is hit hard. The goatlings mercilessly impale the unprepared Goivan in his shelter. The others move close the ranks and surround the group.
Are things looking dire?
Damage Taken:
Goivan: 19
Champawat: 12
Prar: 4
Goatling 1 (shortspear)=Normal
Goatling 2 (shortspear)=Normal
Goatling 3 (shortspear)=Normal
Goatling 4 (shortspear)=Normal
Goatling 5 (shortspear)=Wounded
Goatling 6 (shortspear)=Normal
Goatling 7 (shortspear)=Normal
Goatling 8 (shortspear)=Heavily Wounded
Goatling 9 (shortspear)=Normal
Goatling 10 (shortspear)=spear broken
Big Goatling (heavy mace)=Normal
Battle Goat=Normal
Goivan take your turn, then we will move into Round 2 with everyone else taking their next actions before the goatlings go again.
Goivan |
I'm prone, unarmed, and next to at least 3 enemies while I have 1 hp. I think the best choice is to play possum because doing anything else would provoke 3 AoO's.
Qahnaarin |
"You cannot overcome our resolve!" He continues his barrage of spear strokes
Attempt trip, Target 5 and 8
flurry of trips: 1d20 + 7 ⇒ (10) + 7 = 171d20 + 7 ⇒ (14) + 7 = 21 vs CMD
Qahnaarin |
AoO in case they stand up.
Target 8 - branched spear PA: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 6 ⇒ (5) + 6 = 11
Target 5 - branched spear PA: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 6 ⇒ (5) + 6 = 11
Goivan |
Goivan roars in pain as he's nearly skewered before even waking up. He takes a knee then goes glass eyes and falls back to the ground.
Bluff: 1d20 + 4 ⇒ (6) + 4 = 10
Playing possum. Holding actions to to stealthily grab my weapon and stand if they move away from me.
CaveToad |
Round 1
Goivan pretends to pass out to fake out the goatlings.
Round 2
MAP
All terrain is difficult. The forest, the rocky/debris scattered shore and the water, with slippery rocks, and debris.
Within the small lean-tos you constructed, the sleepers have +4 cover until they get out from under the lean-tos.
The forest is dense forest with light undergrowth.
The water has three levels. If you can see the color differentiation. The lightest color is 1' deep. Middle color 3' deep and darkest drops off to 6' or more deep.
Prar 22
Champawat 21
Qahnaarin 18
Gunther 15
Goatlings 12
Goivan 11
Prar technically you still have whatever spells you didn't use the day before, which I believe you used none, which means you still have whatever spells you had memorized/selected when you when to sleep 10,000 years ago. Also people at the camp when they first arrived spent an hour or so at least chatting, preparing and selecting spells. There was some darkness created as well so you could have studied your book or at least prayed or communed with your familiar. You are not totally spell-less, you would have some reasonable non combat type spells probably. Feel free to note what you have and cast.
Champawat withdraws carefully. The first space you leave you cannot provoke AoOs from movement, but the second space after you exit, your provoke AoOs from goatlings 5 and 10
Goatling 5 shortspear vs Champawat AC 17: 1d20 + 4 ⇒ (7) + 4 = 11 - miss
Goatling 10 shortspear vs Champawat AC 17: 1d20 + 4 ⇒ (9) + 4 = 13 - miss
Qahnaarin whips his spear about expertly, first dropping goatling 5, sweeping its legs out from under it, and then wheeling about, and doing the same to goatling 8, dumping them both to the rocky ground.
Will wait on Prar and Gunther before the goats go again.
Gunther the Grim |
Gunther shifts backwards and draws back on his bowstring, a pair of arrows forming as he does so. "Get away from me kin, ya damned beasts!" he roars as he lets lose, the projectile flying straight towards the clustered enemies, before notching and firing a second.
Gunther takes a 5ft. step backwards, then makes a full attack vs. Goatman 1 (full-round action).
Protector's Arm attack (Deadly Aim, Rapid Shot): 1d20 + 4 ⇒ (13) + 4 = 17
Protector's Arm damage (Deadly Aim): 1d8 + 6 ⇒ (1) + 6 = 7
Protector's Arm attack (Deadly Aim, Rapid Shot): 1d20 + 4 ⇒ (4) + 4 = 8
Protector's Arm damage (Deadly Aim): 1d8 + 6 ⇒ (4) + 6 = 10
Effects: Mage Armor (1 hour)
Arrows: 20/20 (P), 20/20 (B)
Maneuvers and Stances:
. . [maneuvers] Enduring Crane Strike SC [1/1], Horizon Wind Lancet SW [1/1], Silver Strike SC [1/1]
. . [stances] Phantom Sun Stance SW [1]
Also I am only now realizing that I can't actually use Enduring Crane Strike as a ranged attack. This is going to make things difficult, as it was the entirety of my healing ability.
Champawat |
Round 1
Goivan pretends to pass out to fake out the goatlings.Round 2
MAP** spoiler omitted **
** spoiler omitted **
Prar technically you still have whatever spells you didn't use the day before, which I believe you used none, which means you still have whatever spells you had memorized/selected when you when to sleep 10,000 years ago. Also people at the camp when they first arrived spent an hour or so at least chatting, preparing and selecting spells. There was some darkness created as well so you could have studied your book or at least prayed or communed with your familiar. You are not totally spell-less, you would have some reasonable non combat type spells probably. Feel free to note what you have and cast.
Champawat withdraws carefully. The first space you leave you cannot provoke AoOs from movement, but the second space after you exit, your provoke AoOs from goatlings 5 and 10
[dice=Goatling 5 shortspear vs Champawat AC 17]1d20+4 - miss
[dice=Goatling 10 shortspear vs Champawat AC 17]1d20+4 - missQahnaarin whips his spear about expertly, first dropping goatling 5, sweeping its legs out from under it, and then wheeling about, and doing the same to...
I believe Goatling 10 broke his shortspear, not sure if it matters.
Goatling 10 shortspear attack vs Flanked Champawat AC 17: 1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8 - miss, broke spear
When using withdraw, I believe I can move up to double my speed, so I think I can move 3 more squares. If so, I would like to move to two squares south of Gunther (2 squares east of Prar), by moving 3 squares east towards the water and 3 squares south through Gunther's square from my original location (flanked in-between Goatling 4 & 10).
CaveToad |
CaveToad wrote:Round 1
I believe Goatling 10 broke his shortspear, not sure if it matters.
When using withdraw, I believe I can move up to double my speed, so I think I can move 3 more squares. If so, I would like to move to two squares south of Gunther (2 squares east of Prar), by moving 3 squares east towards the water and 3 squares south through Gunther's square from my original location (flanked in-between Goatling 4 & 10).
Yeah he missed so it doesn't matter, but I do have it noted down for future attacks.
I moved your token to the designated spot.
CaveToad |
Round 2
Autobotting Prar
Prar channels holy healing energy to the group, selectively excluding the three wounded goatlings.
Channel Energy: 1d6 ⇒ 5 healed to the party.
The Goatlings continue their vicious assault.
The Big Goat steps up 5' and takes a swing at Qahnaarin with its huge mace, and wicked set of horns.
Big Goat two handed heavy mace vs Qahnaarin AC 26: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Big Goat gore vs Qahnaarin AC 26: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22 - hit (natural 20), possible crit.
Big Goat crit confirm vs Qahnaarin AC 26: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4 - no crit
Big Goat gore damage vs Qahnaarin: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Goatlings 5, 6, 7 and 10 all focus their efforts on Qahnaarin apparently at the behest of their leader, trying to bring the spearman down.
Goatling 5 attacks from a prone position.
Goatling 5 shortspear attack vs Qahnaarin AC 26: 1d20 + 4 + 1 - 4 ⇒ (2) + 4 + 1 - 4 = 3 - miss
Goatling 5 gore attack vs Qahnaarin AC 26: 1d20 - 1 + 1 - 4 ⇒ (10) - 1 + 1 - 4 = 6 - miss
Goatling 6 shortspear flank attack vs Qahnaarin AC 26: 1d20 + 4 + 1 - 4 + 2 ⇒ (7) + 4 + 1 - 4 + 2 = 10 - miss
Goatling 6 gore flank attack vs Qahnaarin AC 26: 1d20 - 1 + 1 - 4 + 2 ⇒ (8) - 1 + 1 - 4 + 2 = 6 - miss
Goatling 6 shortspear attack vs Qahnaarin AC 26: 1d20 + 4 + 1 - 4 ⇒ (13) + 4 + 1 - 4 = 14 - miss
Goatling 6 gore attack vs Qahnaarin AC 26: 1d20 - 1 + 1 - 4 ⇒ (16) - 1 + 1 - 4 = 12 - miss
Goatling 10 broken shortspear flank attack vs Qahnaarin AC 26: 1d20 + 4 + 1 - 4 + 2 ⇒ (1) + 4 + 1 - 4 + 2 = 4 - miss - weapon ruined
Goatling 10 gore flank attack vs Qahnaarin AC 26: 1d20 - 1 + 1 - 4 + 2 ⇒ (8) - 1 + 1 - 4 + 2 = 6 - miss
Goatlings 8 and 9 attack Prar, goating 8 doing so from a prone position.
prone Goatling 8 shortspear attack vs Prar AC 13: 1d20 + 4 + 1 - 4 ⇒ (2) + 4 + 1 - 4 = 3 - miss
prone Goatling 8 gore attack vs Prar AC 13: 1d20 - 1 + 1 - 4 ⇒ (16) - 1 + 1 - 4 = 12 - miss
Goatling 9 shortspear attack vs Prar AC 13: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 - miss
Goatling 9 gore attack vs Prar AC 13: 1d20 - 1 + 1 ⇒ (9) - 1 + 1 = 9 - miss
Prar lucks out and the goatlings fail to hit him.
Goatlings 1, 2, 3 and 4, assuming Goivan is dead, move past his shelter, and assault Gunther. Goivan you can take an AoO against one of them if you like, you don't have your axe wielded, but you could use a natural weapon if you want to risk it. You did get healed some, but you are still prone and wounded.
Goatlings 1 and 2 take a direct route to Gunther, and still get a spear attack. Goatlings 3 and 4 took a longer route around to surround him, and are slowed by the water they must wade into to reach him and do not attack this round.
Goatling 1 shortspear attack vs Gunther AC 19: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 - miss
Goatling 2 shortspear attack vs Gunther AC 19: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 - hit
Goatling 2 shortspear damage vs Gunther: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Damage taken:
Gunther 4
Qahnaarin 4
(note: the damage came after the healing of 5 to everyone.)
Goatling 1 (shortspear)=Wounded
Goatling 2 (shortspear)=Normal
Goatling 3 (shortspear)=Normal
Goatling 4 (shortspear)=Normal
Goatling 5 (shortspear)=Wounded, Prone
Goatling 6 (shortspear)=Normal
Goatling 7 (shortspear)=Normal
Goatling 8 (shortspear)=Heavily Wounded, Prone
Goatling 9 (shortspear)=Normal
Goatling 10 (javelins)=Normal
Big Goatling (heavy mace)=Normal
Battle Goat=Normal
Round 3 is next, Goivan take your round 2 action, everyone else take your round 3 actions.
Prar 22
Champawat 21
Qahnaarin 18
Gunther 15
Goatlings 12
Goivan 11
Goivan |
Round 2
Goivan quietly grabs his axe and stands, getting ready to attack the goatling.
Stealth: 1d20 + 10 ⇒ (19) + 10 = 29
Move action to grab weapon, move action to stand.
Champawat |
Round 3
Champawat swipes with her claws at the Goatling between her and Prar.
Claw #1 Attack vs. (flanked) Goatling #9: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Damage vs (flanked) Goatling #9: 1d6 + 1d6 + 4 ⇒ (3) + (4) + 4 = 11
Claw #1 Attack vs. (flanked) Goatling #9: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage vs (flanked) Goatling #9: 1d6 + 1d6 + 4 ⇒ (5) + (4) + 4 = 13
Gunther the Grim |
There's literally nothing I can do that won't result in me provoking 4+ AoOs and probably dying, except for the Total Defense option. Wee.
Gunther lowers his stance, facing off against the goatmen.
Gunther uses Total Defense (standard action).
Effects: Mage Armor (1 hour), Total Defense
Arrows: 20/20 (P), 20/20 (B)
Maneuvers and Stances:
. . [maneuvers] Enduring Crane Strike SC [1/1], Horizon Wind Lancet SW [1/1], Silver Strike SC [1/1]
. . [stances] Phantom Sun Stance SW [1]
Champawat |
There's literally nothing I can do that won't result in me provoking 4+ AoOs and probably dying, except for the Total Defense option. Wee.
Gunther lowers his stance, facing off against the goatmen.
Gunther uses Total Defense (standard action).
** spoiler omitted **
Can you use your bow as an improvised melee weapon? And if you could, could you then use your Enduring Crane Strike? And lastly, does it take any action to use your Aegis, or is it an 'always on' type of ability. Basically is it affecting me now?
Qahnaarin |
Round 3
"Rally, my brothers and sisters. Rally!" Qahnaarin continues to whip his spear in a flashy display of dexterity. He lashes out at another two targets.
First roll is Big Goatman, second roll is Goatman 2
flurry of trips: 1d20 + 7 ⇒ (15) + 7 = 221d20 + 7 ⇒ (10) + 7 = 17
AoO on Goatman 5 and Goatman 8 if they try to stand.
unarmed strike: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 2 ⇒ (1) + 2 = 3
branched spear: 1d20 + 8 ⇒ (18) + 8 = 261d8 + 3 ⇒ (6) + 3 = 9
HP: 15/19
Prar |
Cast defensively VS DC 17: 1d20 + 6 ⇒ (16) + 6 = 22
Prar lifts a finger and shoots flame out of his hand.
Burning hands Ref dc 18 to half damage. Trying to hit as many as I can, possibly hitting Champawat and gunthur.
Damage: 3d4 ⇒ (1, 2, 4) = 7
CaveToad |
Round 2
Goivan stealthily stands.
Big Goat Perception: 1d20 + 9 ⇒ (6) + 9 = 15 - failed to notice
Just rolling for Big Goat, no one else can match your stealth roll with their perception.
Round 3
Prar casts defensively and blasts two goatlings with his burning hands.
I could only see getting two with any circumstance. I played with both incarnations of the 15' cone template(added to the map) and did not see any scenarios to get any more than two. There were also some scenarios where you didn't hit any party members so I chose that one.
Hitting Goatling 7 and 8 with his flames, their fur singes and they scream in horror.
Goatling 7 Reflex Save DC 17: 1d20 + 6 ⇒ (6) + 6 = 12 - fail
Goatling 8 Reflex Save DC 17: 1d20 + 6 ⇒ (6) + 6 = 12 - fail
Goatling 8 succumbs to the flames and drops to the ground, its fur and skin blackened and crispy. It smells like burning meat as it lays there, its chest still rising and falling.
Champawat attacks Goatling 9, flanking it, as and slashes hard against it, ripping a swath of gashes with her claws along its flank.
Qahnaarin spins his spear about and clips the legs from the Big Goat and Goatling 8. Both drops to the rubble and stones of the rocky shoreline.
Gunther, surrounded by enemies, takes up a defensive position, attempting to stay alive.
The goats, retaliate, hard to tell who has the upper hand, but they aim to do some damage.
Goatlings 1, 2, 3 and 4 take up their positions around Gunther, flanking him and taking their shots at the bowman.
Goatling 1 shortspear against Flanked Gunther AC 23: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22 - miss
Goatling 1 gore against Flanked Gunther AC 23: 1d20 - 1 + 2 + 1 ⇒ (15) - 1 + 2 + 1 = 17 - miss
Prone Goatling 2 shortspear against Flanked Gunther AC 23: 1d20 + 4 + 2 + 1 - 4 ⇒ (20) + 4 + 2 + 1 - 4 = 23 - hit, possible crit
Prone Goatling 2 gore against Flanked Gunther AC 23: 1d20 - 1 + 2 + 1 - 4 ⇒ (6) - 1 + 2 + 1 - 4 = 4 - miss
Goatling 3 shortspear against Flanked Gunther AC 23: 1d20 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14 - miss
Goatling 3 gore against Flanked Gunther AC 23: 1d20 - 1 + 2 + 1 ⇒ (1) - 1 + 2 + 1 = 3 - miss
Goatling 4 shortspear against Flanked Gunther AC 23: 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18 - miss
Goatling 4 gore against Flanked Gunther AC 23: 1d20 - 1 + 2 + 1 ⇒ (14) - 1 + 2 + 1 = 16 - miss
Against all odds, the prone goatling gets a lucky shot in, stabbing at Gunthers lower legs as he defends high against the standing foes.
Prone Goatling 2 shortspear *crit confirm* against Flanked Gunther AC 23: 1d20 + 4 + 2 + 1 - 4 ⇒ (16) + 4 + 2 + 1 - 4 = 19 - no crit
Goatling 2 shortspear damage against Gunther: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Goatlings 5, 6, 7 and 10 all focus their efforts of Qahnaarin seeing him as the tripping threat.
Prone Goatling 5 shortspear against Qahnaarin AC 26: 1d20 + 4 + 2 + 1 - 4 ⇒ (20) + 4 + 2 + 1 - 4 = 23 - hit(natural 20), possible crit
Prone Goatling 5 gore against Qahnaarin AC 26: 1d20 - 1 + 2 + 1 - 4 ⇒ (6) - 1 + 2 + 1 - 4 = 4 - miss
Goatling 6 shortspear against Flanked Qahnaarin AC 26: 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15 - miss
Goatling 6 gore against Flanked Qahnaarin AC 26: 1d20 - 1 + 2 + 1 ⇒ (8) - 1 + 2 + 1 = 10 - miss
Goatling 7 shortspear against Qahnaarin AC 26: 1d20 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12 - miss
Goatling 7 gore against Qahnaarin AC 26: 1d20 - 1 + 2 + 1 ⇒ (5) - 1 + 2 + 1 = 7 - miss
Goatling 10 broken shortspear against Flanked Qahnaarin AC 26: 1d20 + 4 + 2 + 1 - 2 ⇒ (6) + 4 + 2 + 1 - 2 = 11 - miss
Goatling 10 gore against Flanked Qahnaarin AC 26: 1d20 - 1 + 2 + 1 ⇒ (2) - 1 + 2 + 1 = 4 - miss
Prone Goatling 5 shortspear *confirm crit* against Qahnaarin AC 26: 1d20 + 4 + 2 + 1 - 4 ⇒ (15) + 4 + 2 + 1 - 4 = 18 - no crit
Goatling 5 shortspear damage against Qahnaarin: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Again, against all odds and a flurry of attacks, the prone goatling gets a lucky shot in against Qahnaarin, striking low, and drawing blood with its spear.
Goatling 9 flanks Champawat and attacks her.
Goatling 9 shortspear against Flanked Champawat AC 17: 1d20 + 4 + 2 + 1 ⇒ (16) + 4 + 2 + 1 = 23 - hit
Goatling 9 gore against Flanked Champawat AC 17: 1d20 - 1 + 2 + 1 ⇒ (10) - 1 + 2 + 1 = 12 - miss
Goatling 9 shortspear against Champawat: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
The Big Goat stays prone, but invokes some magic and a hex sign appears, it reaches out and heals Goatling 5.
Cure Wounds against Goatling 5: 1d8 + 2 ⇒ (5) + 2 = 7
Goatling 8 Stabilize DC 10: 1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 4 - fail -1 hp
Damage Received:
Gunther 8
Champawat 6
Qahnaarin 9
Goatling 1 (shortspear)=Wounded
Goatling 2 (shortspear)=Prone
Goatling 3 (shortspear)=Normal
Goatling 4 (shortspear)=Normal
Goatling 5 (shortspear)=Lightly Wounded, prone
Goatling 6 (shortspear)=Normal
Goatling 7 (shortspear)=Wounded
Goatling 8 (shortspear)=Unconscious, bleeding
Goatling 9 (shortspear)=Wounded
Goatling 10 (broken shortspear)=Normal
Big Goatling (heavy mace)=Normal, prone
Battle Goat=Normal
Goivan take your Round 3 action, and then the rest can go.
Prar |
Channel Positive energy.: 1d6 ⇒ 5
Hand on his scimitar Prar channels healing life to his brothers, selecting Gunther, Champawat and Quhnaarin.
"Fight my brothers." he whispers.
Goivan |
Goivan roars as he breaks stealth, stepping over to slam the big goatling. His gargoyle double-axe crackles with electricity as he swings the weapon in anger.
Attack: 1d20 + 9 ⇒ (9) + 9 = 18 vs flat footed
Damage: 1d8 + 9 + 1d6 + 1d6 ⇒ (4) + 9 + (5) + (6) = 24
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 9 + 1d6 ⇒ (3) + 9 + (1) = 13
Gore: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 9 + 1d6 ⇒ (3) + 9 + (4) = 16
Raging, power attacking, two-weapon fighting, and using elemental strike. Sneak attack will apply to the first hit since he's not aware of me, but after that I don't get the bonus damage. Using gore as a secondary attack so it takes a -5 to hit, not that I think it matters when I rolled a 3.
Qahnaarin |
Round 4
"Thank you for the healing, Prar! Keep it coming!" He continues his dance, aiming for fragile ankles and open knees.
First roll is Goatman 7, second roll is Goatman 10.
flurry of trips: 1d20 + 7 ⇒ (12) + 7 = 191d20 + 7 ⇒ (16) + 7 = 23
HP 11/19
Champawat |
Round 4
Claw #1 Attacking Goatling #4 (fighting defensively): 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8 (+2 if Gunther threatens and flank is added.)
Claw #2 Attacking Goatling #4 (fighting defensively): 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7 (+2 if Gunther threatens and flank is added.)
HP: 1/14
AC: 19 (5 dex, 1 dodge, 1 gunther aegis, +2 fighting defensively]