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OK, have a simple setup generated in roll20 (which is surprisingly nice, to be honest).
So far, I've placed the Magus, a Rogue, a Fighter, and a Cleric on the board.
Basic idea: a handful of sailors are out in the marketplace getting chow when 2 goblins and a Goblin Warchanter burst onto the scene, looking for trouble.

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So, first things first:
I will do so just for the sake of time/sanity
Rogue: 1d20 + 7 ⇒ (12) + 7 = 19
Fighter: 1d20 + 2 ⇒ (1) + 2 = 3
Magus: 1d20 + 3 ⇒ (6) + 3 = 9
Cleric: 1d20 + 0 ⇒ (9) + 0 = 9
Goblins: 1d20 + 6 ⇒ (12) + 6 = 18
Warchanter: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative Order:
Sugitani the Ninja
Rogue
Goblins
Warchanter
Magus
Cleric
Fighter
Note: despite the Cleric & Magus rolling the same number, Magus goes first due to a higher Initiative modifier. Were they to tie with the same modifiers, they would roll again to determine who goes first
The Goblins burst out of their hiding spots chanting horrible, guttural songs. The Rogue, slightly saddened, understands their language, and rolls a Knowledge(local) to identify the critters: 1d20 + 5 ⇒ (5) + 5 = 10. Knowing they are goblins, a vile race of scavenging, arsonist little buggers, he can then act first in the combat round.
Note: The goblins are "flat-footed" against the Rogue, who can effectively sneak attack them this round with say, a thrown dagger. Also see: Actions in Combat for just what each PC can do in a given turn.
In this case, the Rogue (I'll play him for this turn or so, just to give you an idea of the mechanics) can move 30' (or less) and pull out a dagger. He can also hide behind some of those wagons/carts in the marketplace, in an attempt to keep out of sight and retain his surprise on the goblins.
He will do so, attempting to use Stealth to keep out of sight/sound of the goblins. As an opposed check, Rogue rolls his Stealth check, while the GM rolls the Goblins Perception check, modifying for distance (in this case, -5 due to the 50' separating the two parties)
Rogue's Stealth: 1d20 + 7 ⇒ (19) + 7 = 26 Goblins' Perception 1d20 - 6 ⇒ (5) - 6 = -1 Warchanter's Perception 1d20 + 1 ⇒ (19) + 1 = 20
Despite a good attempt by the Goblins & their leader, they do not spot the stealthy Rogue as he slips behind the tables, close-by.

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OK, typically you would need to move into cover, but since you already have blocked LoS (line of sight) between yourself and the goblins, you're all set. If you do want to move, you can move up to half your movement (15') without penalty on your Stealth check, or up to your movement (30') with a -5 penalty.
I've moved you up next to Rogue, the better to facilitate your stabbination of the Goblins
Sugitani Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
It will also help if you fill out the rest of your character sheet on your profile (with things like AC/Initiative/feats/skills/etc.)
Check out Tor Sasun the Magus or Stabby the Rogue's character sheets for suggestions.

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The Goblins, being greedy little goblin monsters, both charge for the nearest living food source they see, namely the pigeons hanging out around the cart to the north of our heroes. Upon spotting the heroes, they call out in goblin, "Longshanks!!! With stabbers and slicers! Boss, come 'n get 'im!"
The goblins spent a full round charging the pigeon, for which I will use the thrush stats, swinging their crude, but effective little shortswords (typically called dogslicers).
Goblins attack:
#1 1d20 + 4 ⇒ (9) + 4 = 13 1d4 ⇒ 3damage
#2: 1d20 + 4 ⇒ (20) + 4 = 24 1d4 ⇒ 3damage (critical confirmation) 1d20 + 4 ⇒ (15) + 4 = 19 1d4 ⇒ 3damage
Goblin #1 misses his slash at the poor helpless pigeon, but #2 manages to catch it, just as it began to fly away, slicing the bird nearly in two and splashing thrush blood everywhere.
The Warchanter clambers up onto the fruit sellers table, uncoiling a nasty looking whip as she does. She begins to shriek in Goblin a horrible, rhyming song, imbuing her minions with some magical assistance.
"Eat The pickle,
we're not fickle!
Swing the sickle,
and make them tickle!"
"WE ARE THE GOBLINS OF THISTLETOP!"
Break them, kick them, make them sick them!
"WE ARE THE GOBLINS OF THISTLETOP!"
"Mash them, crash them, grab and smash them!"
"WE ARE THE GOBLINS OF THISTLETOP!"
Using Bardic Performance to Inspire Courage grants her and her allies a +1 to hit, damage, and on saves against fear.[/ooc]

Tor Sasun |

Tor casts Shield and moves closer to the Goblins.
Tor begins to chant softly to himself, spinning his staff around in a display of control and concentration, before a small, nearly-invisible wall of force appears before him.
With this, he moves towards the goblins, brandishing his staff and ready for a fight! "You've chosen the wrong opponents today, little ones!"

Sugitani Zenjubō |

Seeing that the goblins are distract by the pint size raptors,
Sugitani decides to stay in stealth and move quietly around the perimeter, staying behind the cover as much as possible in order to get into a flanking position so he can launch his sneak attack.
as Sugitani stays in a low crouched position he draws his Katana to prepare for battle

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Cleric's Cleric turn: Cleric draws his shortspear and casts bless. All allies within 50' get +1 morale bonus to hit and saves vs fear
Fighter turn: Charges the closest gobin (#2, the pigeon killer) wielding his pirate's cutlass. +2 to hit from charging, +1 to hit from bless, goblins are -2 AC for charging themselves
Attack:1d20 + 7 ⇒ (20) + 7 = 27 Damage:1d6 + 2 ⇒ (4) + 2 = 6
Critical Confirmation roll: 1d20 + 7 ⇒ (20) + 7 = 27 Damage:1d6 + 2 ⇒ (6) + 2 = 8 More than enough damage to drop Goblin #2, leaving him at -8 HP, and 4 rounds from permanent death
"Avast, ye scurvy goblin menace! My blade will split your melon-shaped noggin if you don't flee like the vermin you are!" Fighter's bravado is noticed as a threat, but the taunt falls incomprehensibly on oversized goblin ears (the don't speak common).

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On to Round 2 Current Map Link
On this turn, a nearby dwarf rushes over to the heroes, offering to add his blade to the fight. The Warchanter's song has attracted the attention of a few more goblins as well, who rush over singing along and swinging their crude & rusty blades. A few also seem to have small shortbows, with arrows nocked and ready.
Initiative: Goblin archers 1d20 + 6 ⇒ (6) + 6 = 12
Goblin warriors (#3, #4)1d20 + 6 ⇒ (7) + 6 = 13
New Initiative Order
Sugitani the Ninja
Rogue
Goblin Archers
Goblin #3, #4
Goblin #1
Warchanter
Magus
Cleric
Fighter
Dwarf? - Still Needs Init Score
The Goblin Archers scamper into position and loose arrows at Fighter & Magus, as the two closest visible threats.
Vs Fighter: Attack: 1d20 + 5 ⇒ (6) + 5 = 11 Damage:1d4 + 1 ⇒ (2) + 1 = 3
Vs Magus: Attack: 1d20 + 5 ⇒ (13) + 5 = 18 Damage:1d4 + 1 ⇒ (4) + 1 = 5
Goblin #4 charges Magus, swinging his dogslicer wildly Attack: 1d20 + 3 ⇒ (7) + 3 = 10 Damage:1d4 + 1 ⇒ (2) + 1 = 3
Goblin #1 steps over his fallen comrade and attempts to avenge him by also stabbing Fighter 1d20 + 3 ⇒ (1) + 3 = 4 Damage:1d4 + 1 ⇒ (1) + 1 = 2
Every attack from the creepy little monsters is deflected, the heroes take no damage this turn.
The Warchanter continues her song, screeching in goblin to her minions, "Chop 'em, slice 'em, eat their feets! Burn 'em, stab 'em, make thems meat!". She continues to Inspire Courage, moving to the end of the table she was standing on and hops onto the ground, drawing her dogslicer as she moves.
Sugitani is next, followed by Rogue

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Current Map Link
Round 2, continued: Initiative
Rogue
Goblin Archers
Goblin #3, #4
Goblin #1
Warchanter
Magus
Cleric
Fighter
Bothgrim
Sugitani maintains his stealthy position, trying to sneak around the Warchanter and her archer minions
Warchanter: Perception +6 -3(disance) -5 (distracted by battle) =-21d20 - 2 ⇒ (16) - 2 = 14
Goblin Archers: Perception -1 -4(disance) -5 (distracted by battle) =-21d20 - 10 ⇒ (6) - 10 = -4
Rogue will hop onto the nearby table, bursting from stealth (having been hidden from the Warchanter until now, he can attack with a Sneak Attack using a ranged attack within 30') and throws a dagger.
Remember, bless is still active, and adding +1 to all allies' attacks. Attack: 1d20 + 4 ⇒ (2) + 4 = 6 Damage 1d4 + 3 + 1d6 ⇒ (3) + 3 + (4) = 10 Note, Warchanter is flat-footed against this attack, since Rogue was hidden from her.
Rogue misses with his dagger!
Goblins All took their actions already
Magus is up next.
Cleric will cast command at Archer Goblin #2, telling it to "approach." Unbeknownst to Cleric, the stupid creature speaks only Goblin, causing the spell to fail.
Fighter does as a fighter ought, namely, fight! He 5' steps and swings at the nearest goblin with his cutlass.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Fighter misses the pesky goblin!
Bothgrim moves up & splatters a goblin, dropping it in one solid blow. (dice rolled on roll20.com site)

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A few notes: using formatting is very helpful for PbP, so everyone can track what is being said aloud vs whispered, what is OOC and what is IC. Keeping tabs on all that is tough enough at the table, but on the screen is even more challenging.
Like I did above, I posted the next set of actions for the PCs who are logged in. This way, the combat is not slowed down by a missing poster or if someone is in a different time zone. When they get back to the game, they can read the log, check the map (in this case) and figure out what has changed and who still has to go. Most GM's will "bot" (or run on their own) PCs who have been absent for some time, such as 24hrs. This, too, helps speed up the process.
Results from round 2 so far:
Rogue has left hiding, throwing a dagger to no effect.
Sugitani has been spotted by the Warchanter, but noone else (remember, the PC still believes he is hidden, despite the rolls made).
Cleric has "wasted" a spell trying to talk to goblins.
Several enemies are down, and Magus still has his turn to be resolved.
The Archer Goblins have drawn new arrows, and Warchanter doesn't show any sign of stopping her screeching song.
Will our heroes prevail, or will goblins take over the marketplace?
Only time will tell!

Tor Sasun |

Tor takes a 5-foot step to the right and makes a trip attack against the nearest goblin.
Positioning himself to strike, Tor grips his quarterstaff with both hands, excitement and concentration plain to see in his eyes. "Another for the pile!" he exclaims, attempting to knock the goblin's feet from underneath it!
Trip Attack 1d20 + 6 ⇒ (16) + 6 = 22

Sugitani Zenjubō |

As Sugitani tries to move past the scattered tables, of a once thriving market place, he catches his foot on a rope that is used to secure the tents which drew the attention of the Warchanter. Realizing that his cover is blown he mutters to himself two left feet like my father as he closes the distance between himself and the warchanter ending a giant 360 Katana sword slash at his targets foul, lice infested body.
1d20 + 3 ⇒ (17) + 3 = 20
(not sure of the warchanters AC?)

Sugitani Zenjubō |

i will play ahead with a few different scenarios
1) if the warchanter did not fall unconscious
Sugitani, drops back to a defensive looking stance only to moments later launch another spinning katana slash
1d20 + 3 ⇒ (3) + 3 = 6 damage 1d10 ⇒ 8
2)if the warchanter fell after the first attack
Sugitani has now let all of his years of training take over as his instincts dictate his actions for the rest of this battle. he quickly leaps over the repulsive slain body to quickly close the gap between himself and the nearest goblin archer finishing his movement with his patent spinning 360 Katana slash
1d20 + 3 ⇒ (13) + 3 = 16 damage 1d10 ⇒ 2