| Jerjia Nimburhombus |
Giving the big man in the tin can an appraising look through squinted eyes, Jerjia says, "Wait! If we think he's going to take the bridge down, shouldn't we send him across first and see how it holds up, instead of all being stuck on the other side with an island full of goblins and no way to get back?"
| Casey Jayne |
As you can barely see his eyes, seeing how his hat is pulled down low enough to where it almost covers them, Casey waits to see what is gonna happen between the "tin man" and the "little stick of dynamite".
The silence is deafening as a tumbleweed blows through.
(*Cue the old western standoff music*) ;)
| Sir Herbert Atkins |
As you pass over the bridge, it sways in the wind. A brief glimpse shows the drop to the water to be, significant.
Finally, with some more creaking and straining, of ropes, Adonai makes it across.
You are standing on the island, with the ex-prison in front. There is a huge double door, and a lot of small slitted windows to see. You could also circumnavigate the building from the looks of things.
| Jerjia Nimburhombus |
Jerjia quickly moves up next to the prison's wall, hoping not to be seen by anyone inside looking out. "Do you think that's the only door, Sparky?" she asks her lizard rhetorically. "Easier to sneak in a little back door where they deliver the bread and water than a big front door where they deliver the prisoners." Stealth 1d20 + 11 ⇒ (1) + 11 = 12 as she begins to move around the building, staying close to the wall
| Sir Herbert Atkins |
Outside, you are looking at a tall, imposing building, made of stone, and definitely designed to keep people in.
As Witz opens the door, it becomes obvious that the building was never completed. Goblin there are few internal walls, the ones there seem to be for support, with the rest simply marked out on the floor or half built. Goblin debris is strewn about, and the smell is atrocious.
As you enter, the light, or possibly the smell of clean air wakes the goblins that are asleep here.
The six goblins all wake, and one shouts something in goblin.
Init please, may as well include your first action in the post. You have the surprise round.
| Casey Jayne |
Init. 1d20 + 10 ⇒ (16) + 10 = 26
"I think they heard us." As he moves just outside the double doors, while taking aim with his rifle and allowing enough space for the others to get through.
| Jerjia Nimburhombus |
Initiative 1d20 + 3 ⇒ (6) + 3 = 9
Jerjia rushes into the structure and stops inside the doorway to get her bearings. "Harump-HER!" she commands gleefully.
| Sir Herbert Atkins |
Only a single Standard or move action allowed people! I will assume you had weapons ready though, and may lean to 5ft steps being acceptable ;)
Adoni, you can change that action before I recap it.
When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised.
Determining Awareness
Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.
Determining awareness may call for Perception checks or other checks.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
Unaware Combatants
Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.
Init
Casey: 26
Goblins: 23
Reynard: 18
Wits: 15
Adoni: 9
Jerjia: 9
| Sir Herbert Atkins |
Adonai draws back a chakrum and sends it flying with a sideways throw towards the goblin that spoke.
Attack 21
Damage 9
I just used what I rolled and adjusted the modifiers. I never remember what is allowed in a surprise round.
Me either, I end up with 20 tabs open to various bits of www.d20pfsrd.com whenever I post anything
As Casey moves to take aim, the other Goblins stand up, the one shouting takes a step forward, only to be impaled by reynards piston fired bolt. It collapses backwards. Wits' bomb flies true, and another goblin goes down in a storm of flame. Seeing his target down, Adonai shifts his throw to impale one of the other goblins, taking it out of action too. Jerjia steps inside the doorway.
Round 2!
Adoni and Casey can't see the Eastern most goblin without moving, Wits can't see the Southern most. The pillars are providing cover in some ways too.
| Casey Jayne |
Casey moves to get a better shot at the goblin that's the farthest away.
Move 4 squares to the west; 1 square north; Attacking the northernmost goblin.
"I gothcha now, you little..." he threatens as he takes aim and fires.
Rifle: 1d20 + 7 ⇒ (5) + 7 = 12 range touch
Damage: 1d10 + 4 ⇒ (8) + 4 = 12
| Sir Herbert Atkins |
Tweaked map as I assume some people are waiting on the Goblin's action...
Casey moves, and cracks off a shot, just as the goblins charge forwards. The shot goes wild, and then another goblin slams into Casey, swiping him with it's sword (3HP of damage).
| Jerjia Nimburhombus |
If Wits and/or Reynard kill that middle goblin, please re-direct Jerjia's daze at one still standing (if any, by the time it gets to her init).
| Sir Herbert Atkins |
Sorry for the delay Folks, a couple of days without an internet connection kept me from you. Normal service now resumed!
casey: 1d20 + 2 ⇒ (2) + 2 = 4 1d4 ⇒ 4
Adonai: 1d20 + 2 ⇒ (16) + 2 = 18 1d4 ⇒ 4
Casey cracks off a shot that the goblin just barely manages to avoid, as two goblins charge into Casey and Adonai, futilely waving their swords.
Reynard's shot takes out one Goblin, while Wits injures another. Adoni moves forward and slaughters a second goblin, while Jerjia stuns the last remaining Goblin. It stands open mouthed and unable to act.
Round Three, keeping on rounds for just a little while, despite that last goblin being a pretty easy target.
| Casey Jayne |
Getting cut by the goblin, Casey attempts to smash the goblin's face with the butt of his gun.
1 Grit point; pistol whip
Rifle: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d10 + 3 ⇒ (5) + 3 = 8
| Casey Jayne |
"Well, we took care of those 'uns. I'm bettin' they got more of 'em on there way though. Lock 'n load fellas." Then remembering the small, female, stick of dynamite, "And little lady." he says. "Let's be ready." Casey says as he makes sure his gun is still loaded.
| Jerjia Nimburhombus |
Taking stock of the various doors and stairways, Jerjia takes up a position to the northwest of the southwestern pillar, judging it will give her a good vantage point on goblins entering the room from any orifice, as well as providing a bit of cover. She keeps her wand at the ready.
| Sir Herbert Atkins |
Wits glances around the room, getting an idea of what sort of place this was before the goblins defiled it...
Perception: 1d20+9
It looks like this room was originally intended to be sectioned off into multiple smaller rooms, there are rows of bricks where the internal walls have started to be built. Probably not intended as the cell block from the size of the outlines.
Now though, it is covered in Goblin detritus. Dirty, smelly straw covers the floor, covered in one or two places by threadbare rugs, and small piles of junk are scattered about. A few clay pipes lie about the place, discarded.
After a few seconds, a clatter is heard, and four goblins appear from the stairs to the East.
I'll repost a map in a while. Init may as well stay the same to keep things simple.
| Jerjia Nimburhombus |
Taking stock of the various doors and stairways, Jerjia takes up a position to the northwest of the southwestern pillar, judging it will give her a good vantage point on goblins entering the room from any orifice, as well as providing a bit of cover. She keeps her wand at the ready.
Sorry, Nevynxxx, but Jerjia's supposed to be behind the pillar on the western side of the room, basically 12 squares to the left. Also, those 3 goblins in the middle of the room are the ones we've already killed, right, not new ones?
| Casey Jayne |
I'm guessing the three goblins that are right on me and Adon are the ones we killed already?
Casey moves to get a better shot at the goblins coming from the east.
Move 10' north. Then 10' east, towards goblins. Attacking the closest goblin.
Rifle w/PB: 1d20 + 4 ⇒ (17) + 4 = 21 ranged touch; added in a -4 just in case they are considered in melee with Jerjia.
Damage w/PB: 1d10 + 5 ⇒ (2) + 5 = 7
| Jerjia Nimburhombus |
Not sure if the goblins have had their Init this round yet. As soon as one comes within 30 feet of her, Jerjia will hit it with another daze (Will DC 13). If that doesn't happen before her intiative, she'll ready the action.
"Harump-HER. BOO."
| Sir Herbert Atkins |
Casey moves and snaps off a shot, hitting the goblin square on. In it's fury, it doesn't take much notice though.
The Goblins then charge forward, two staying back, and being more cautious, but one charges Casey, and the other Adoni. Both goblins swing in with their huge makeshift halberds, but fail to find a gap in any armour.
Reynard cracks off a shot at one of the more cautious Goblins but it manages to avoid the bolt.
Jerjia's spell seems to affect the Goblin attacking Adoni, but it shakes off the effect and continues to manoeuvre.
Not sure where Reynard wants to step, so left him where he is.
casey, atk: 1d20 + 6 ⇒ (1) + 6 = 7 dmg: 1d8 + 3 ⇒ (6) + 3 = 9
Adoni, atk: 1d20 + 6 ⇒ (6) + 6 = 12 dmg: 1d8 + 3 ⇒ (8) + 3 = 11
Will: 1d20 + 1 ⇒ (17) + 1 = 18
Wits?
| Wits Fizzlewick |
Wits steps 15 feet into the room, pulling a bomb bottle forth from his waistcoat and shaking it vigorously to stir up the alchemical reaction. He smiles at the three goblins in front of him and throws it at the space directly in front of the middle goblin, ensuring that all three will have splash damage!
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13 and 6 fire splash damage!
Nevynxxx
|
Since there is a goblin right on top of me, I'm obviously not charging so the attack roll will be a 17.
You still hit it :)
I'm too tired to work out what damage Wits did. New post tomorrow ;)
| Casey Jayne |
Round 2
Casey takes a step to his left as he reloads and fires again.
Rifle w/PB: 1d20 + 8 ⇒ (18) + 8 = 26 Range touch
Damage w/PB: 1d10 + 5 ⇒ (3) + 5 = 8
"Eat lead, goblin scum!" Casey hollers at it.
| Sir Herbert Atkins |
Technically, you can only target an intersection, or a creature...Not a square. Stupid and odd in my opinion....Targetting the square, the direct hit damage is not used (like targeting an intersection) and the creatures around take the splash damage...
Wits' bomb explodes in front of the goblins, covering them in burning chemicals.
Casey then steps back, and fires a shot at the goblin before it can react. It falls to the ground, dead.
The goblin attacking Adoni stikes again, this time, getting through his armour, and doing 10HP of damage.
One of the cautious goblins charges Casey, and the other Reynard, but they miss compleatly in their fury.
Atk Adoni: 1d20 + 6 ⇒ (15) + 6 = 21 DMG: 1d8 + 3 ⇒ (7) + 3 = 10
Atk Casey: 1d20 + 6 ⇒ (2) + 6 = 8 DMG: 1d8 + 3 ⇒ (3) + 3 = 6
Atk Reynard: 1d20 + 6 ⇒ (5) + 6 = 11 DMG: 1d8 + 3 ⇒ (3) + 3 = 6
| Adonai Soldatovic |
"Outta my way!" growls the paladin as he lifts his shield and charges through the goblin next to him towards the goblin threatening Wits and Reynard. "Wits! Fry that one." Adonai indicates the goblin he just ran past.
Improved Overrun 1d20 + 8 ⇒ (6) + 8 = 14
.
Moving through the adjacent goblin straight east, then diagonally north of the goblin that is north of Reynard, provoking an AoO and taking the flank position. My goal is to soak the AoO so that Wits can do his thing without provoking himself.