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Jory steps toward the goblin and lets two arrows quickly fly.
Point blank range +1hit/damage Full attack: Flurry of bows
shot1 hit/damage: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 3 ⇒ (7) + 3 = 10
shot2 hit/damage: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 3 ⇒ (6) + 3 = 9
The flatfooted goblin barely reacts as two arrows hit their mark.

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No, meant 5 foot step toward goblin and no more than 30' away to qualify for using the point blank shot feat. Sorry for confusion.
Jory looks at Alys with his finger to his lips. He gives the hobbit 'a look'. 'The look' is hard to decipher, so Jory whispers to the hobbit, "I got your back."
Jory continues to be stealthy on the far side. Rather than take a -5 penalty to stealth for moving full speed, Jory planned on half speed (10'+10'=20'/round)

GM Nightfeather |

You hear more goblin shouting, the sounds of jeers unmistakeable. Again, Ekkie laughs, her big red eyes shining in the light of Khain's sunrod.
Okay, let's start round two. All six of you should post now, first come first serve. Make sure your actions are easily trackable as standards, moves, swift, full-rounds, or what-have-you. If you want to work out some tactics or whatever, feel free to speak among yourselves at will, as free actions outside the "turn" strictures. I'll try to keep the map updated with what each person can see as you all move.

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Jory moves ten feet north stealthily and prepares a shot at the first enemy. He has no desire to see if his two arrows in the goblin are useable. He can always buy more.
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22

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move action standing jump accross 1d20 - 1 ⇒ (13) - 1 = 12
move action move up 15ft prepare for goblin attacks
Manzcar watches as the Goblin Warrior falls from the masterfully shot arrows. Itching to get into the thick of battle himself, Manzcar moves up towards the corridor but stays back a little knowing that they might be coming to him.

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Travis looks back, at Rutilus and Ekkie.
"What are they saying, Ekkie? It sounded funny, I want to laugh too!"
Whether or not he receives an answer, he then turns the corner, and walks in front of the opening, clearly visible.
On the way there, passing Khain, he gestures to hand over the sunrod.
"Everyone ready? I'll draw their attention, it's not like they can miss me with this armor on anyway."
He winks at Alys.
* Standard: total defense (+4 ac)
* Swift: Receive torch(?)
If that is not an option or Khain doesn't want to hand over the sunrod, it's ok.
* Free: I'll say a prayer to Shelyn.
"Shelyn, godess of all that is right and beautiful, may your light shine upon me. Let them see me, and only me... Let them see me, and only me...

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When Travis approaches Ekkie and him, Rutilus taps him on the shoulder: "May Pharasma's wisdom guide your actions", before returning his attention to the laughing goblin - "What's so funny, little one?"
Standard action - cast Guidance on Travis (+1 competence bonus on a single attack roll, saving throw, or skill check)
Move action - follow Ekkie

GM Nightfeather |

Okay, let's stop for a second and clarify a couple of things.
Jory and Manzcar posted pretty much simultaneously and wound up in the same square. Jory didn't update the map, as I believe he's been posting from his phone, but his intention seems to have been to move to N11, "ten feet north." Manzcar didn't see this as he was posting at the same time and moved to that square. I suggest that Jory move FIFTEEN feet north to N10, with Manzcar immediately behind him in N11. Unless I hear differently in the next couple of hours that's how I'm going to place you guys.
I need to know whether or not Khain did indeed hand off the sunrod to Travis so I can draw and light the map appropriately. (That would leave Manzcar with his light enchanted shield and Travis with the sunrod, but no other light sources at present.)
On the recovery of arrows. I know it's not an issue this time since they're at the bottom of a sewage channel and nobody is interested in dredging them out, but since both arrows hit anyway, the ammunition rules at p. 141 of the Core Rulebook come into play: "Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost."
Stealth checks. Jory's stealth check stands as there are no creatures which can see him, and so he has concealment from anyone who might be watching from the side tunnel. However, since Alys was moving through squares that were lit, albeit dimly, he did not have cover or concealment (from creatures with darkvision) and therefore could not use the Stealth skill (unless the observers were momentarily distracted, as from a Bluff check). See the Stealth rules at pp. 106-107 of the Core Rulebook.
All that make sense?

GM Nightfeather |

Noting the Stealth ruling above, there is one thing I can resolve before I get answers to my placement and light questions. When Alys crossed in front of the tunnel to the right, there were creatures there who were holding readied actions.
As Alys slips along the ledge, crossing in front of the tunnel where the goblin stood, two arrows fly out of the darkness!
Arrow #1: 1d20 + 4 ⇒ (13) + 4 = 17
Arrow #2: 1d20 + 4 ⇒ (12) + 4 = 16
Both strike the intrepid halfling, one scoring a hit in his arm and the other grazing the top of his head.
Damage from Arrow #1: 1d4 ⇒ 1
Damage from Arrow #2: 1d4 ⇒ 2
Down the tunnel, Ekkie starts to explain what the goblins had been shouting, but on seeing the arrows strike Alys she once again erupts in laughter. "Blood!" she says, jumping up and down. "Blood!"
Once again we're in a place where all characters can post, first come, first serve. I'll post a link to an updated and expanded map as soon as I'm clear on who's where and who's carrying what light source.

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Khain takes a copper piece out of his pouch, 5' step towards hallway, casts light on the coin and attempts to throw it 60' down the hall.
If throwing the coin will act as an attack I will have to do it next round.
Otherwise, Ranged Touch attack 1d20 + 2 ⇒ (3) + 2 = 5

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For reference: the map!
Acrobatics: 1d20 - 4 + 1 ⇒ (3) - 4 + 1 = 0
Travis tries to leap across and falls in the water.
What he does next depends on the current, so I'm going to wait for our DM to tell me what happens.
> Let's hope it's not too deep.

GM Nightfeather |

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Travis curses to himself for his stupidity (damn armor!) but thanks Shelyn for providing his way too-obvious armour with a layer that will hide him better.
"Two in front!!"
The gods work in mysterious ways

GM Nightfeather |

Khain's lit coin lands in square P8.
Two goblins stand revealed by the light from Travis's sunrod and Khain's coin. They are holding shortbows and making rude gestures as the paladin climbs out of the channel.
The light on Manzcar's shield expires when Khain enchants the coin.
Okay, that's actions from Khain and Travis. Everybody else can still go before the goblins do whatever they're going to do next.

GM Nightfeather |

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Seeing that goblins are "across" the channel, Rutilus understands that he will have to cross it sooner or later. He tries to talk to Ekkie one more time, before preparing to jump the short distance: "So you do not want to tell us what awaits us ahead?"
While waiting from an answer from a goblin, he prays simply for Lady's guidance, and then tries to jump across.
Free action - Speak to Ekkie
Standard action - Cast Guidance on self
Move action - jump to J13 Acrobatics: 1d20 - 5 + 1 ⇒ (11) - 5 + 1 = 7

GM Nightfeather |

Where are you moving to, Manzcar? Can you see and edit the NEW MAP? If you can't, then just describe where you're going (what square you want to end in if you can see the map, "as close to goblins as possible with a double move" if you can't see it) and I'll move for you.

Manzcar |

sorry had ro hit submit

GM Nightfeather |

Manzcar charges past Travis, intent on engaging the goblins.
But when he makes it not far into the corridor...
Reflex Save: 1d20 + 2 ⇒ (17) + 2 = 19
...a great length of floor collapses beneath him! It's a trap! The fighter teeters on the edge for just a moment, but then his momentum carries him forward, and down!
Manzcar falls ten feet onto the rubble and trash-choked floor below...
Damage: 1d6 ⇒ 5
...and as he lays there, he looks up and sees a bizarre creature of some sort slithering toward him.
The creature will act on the same initiative account as the goblins, so we just need to hear from Jory and then it's the bad guys' turn.

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"Manczar!! Climb out, quickly! We'll regroup here, let them come to us..
Jory, can you do something about that hideous goblin laughter, before I lose my temper? Khain, the crossbow? Rutilus my friend, where are you?"
Dc 15 acro.. what if you want to jump down into the pit voluntarily, but without falling damage?

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Jory steps 5' north and fires an arrow at each goblin.
attack vs goblin 1/damage: 1d20 + 3 ⇒ (3) + 3 = 61d8 + 2 ⇒ (8) + 2 = 10
attack vs goblin 2/damage: 1d20 + 3 ⇒ (6) + 3 = 91d8 + 2 ⇒ (8) + 2 = 10
Both shots are wide.

GM Nightfeather |

Travis: Check out the Acrobatics rules on pp. 87-90 and the falling rules on p. 443 of the Core Rulebook. Basically, if you want to jump down 10 feet on purpose without taking any damage it's an Acrobatics check with DC...15. Sorry!
Manzcar: The creature is a young Slime Mold. You remember having heard that they are very resistant to fire.

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Stupid Goblin!!
Alys says as he draws a shortsword and then he shouts
Hey you Little green guys, Why dont you come and stop being more coeard than a Rat!!
To taunt them into comming its bluff or diplomacy? Maybe intimidate? Ill take it as bluff for now.
Bluff: 1d20 + 8 ⇒ (6) + 8 = 14

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Jory speaks to the cleric:
"Rutilus, you may want to keep Manzcar alive with some healing if your good magic juju reaches down into that pit."

GM Nightfeather |

Bluff is generally used in situations where it can be opposed by Sense Motive and Diplomacy takes at least one minute of interaction before it can yield any results, so I think to do what you want would require an Intimidate check. Even there, the rules really only support the Demoralize aspect as something you can do in the heat of combat. In any case, the roll is too low to affect the goblins' attitude towards you.
You also need to move somewhere in Rows 8 or 9 for them to have seen you doing this, please.
Monsters actions coming up in a moment.

GM Nightfeather |

The pair of goblins on the edge of the pit enthusiastically toss their bows behind them and dig into gray fur pouches hanging from their belts. They each bring out clay bottles and, not quite simultaneously, begin shouting "Ateş! Ateş!" over and over.
Then they let fly with the bottles...
These are Range 10 devices, so they're at minus 2 throwing them at Manzcar in the pit since he's 15 feet away. They also have high ground, so that's plus 1, and they have a default bonus of plus 4. That comes to plus 3 and they're attacking Manzcar's touch AC. Manzcar is prone and thus has plus 4 to his AC, so all told, these are two attacks at plus 3 reaching for AC 17.
Attack from G2: 1d20 + 3 ⇒ (2) + 3 = 5
Attack from G3: 1d20 + 3 ⇒ (7) + 3 = 10
Splash Weapon #1 miss location: 1d8 ⇒ 3
Splash Weapon #2 miss location: 1d8 ⇒ 7
The first bottle splashes on the pit wall to Manzcar's left, while the second explodes on the floor to his right. Fiery liquid spills out, and the fighter takes two points of fire damage.
As if sensing the flame, the slime mold slithers toward Manzcar, rearing up to engulf him!
Manzcar, you have a choice. You can either make a DC 12 Reflex save to scurry out of the way (to N8) or you can take an Attack of Opportunity (remembering the penalty for being prone) as it enters your space and covers you in its slimy folds. So declare which action you want to take and make it, please! The monster's AC and so on are available on the map.

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Jory tells Ekkie to get down
Jory moves 5 feet towards the goblins to get into optimum range.
arrow1 hit/dam: 1d20 + 4 ⇒ (3) + 4 = 71d8 + 3 ⇒ (5) + 3 = 8
arrow2 hit/dam: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 3 ⇒ (2) + 3 = 5
One shot is much better than the other.