| Ansruath |
"I concur. I suggest we spend the day tomorrow shoring up the town's defenses, and then move for Thistletop at dusk."
"Would need more than a day to make the defense anyway near good enough should we fail to stop the goblins at Thistletop." Ansruath says after hearing the other speak.
| Gorgoron |
"Not to be rude, but I've heard that. I thought most of your kinds were all half blind or worse when it came to darkness. I also don't think a day here will make much difference in terms of how defensible this village will be. I think we'd be better off using the time to get to Thistletop, and trying to head off this invasion as quickly as possible. Either that, or any time we do take for preparation would likely be better spent preparing ourselves for this encounter."
| Dehrisan |
"Alright then, we'll bring the matter to the watch's attention this evening, and in the morning we'll set out for Thistletop. I'll begin making my preparations," he says as he drains his mug. "Rest well, friends - we'll need our wits tomorrow."
Dherisan retrieves the scroll of Burning Hands before taking his leave, a sullen Ember in tow. He does his best to locate whoever is in charge while Hemlock is away and briefs them on the situation before beginning the ritual to teach Ember the new spell. He carries out the remainder of the evening on the outskirts of town, contemplating the morrow's events beneath the stars.
I'm prepped for the next day. Pretty much all combat spells except for a couple of cantrips.
| Ringtail |
How long does it take to get to Thistletop from Sandpoint on horseback?
Knowledge (Local)d20 + 8
Knowledge (Geography)d20 + 3
Thistletop is just North of the Nettlewood, a small patch of forest about 6 miles East from Sanpoint along the Long Coast Road-about a 2 hour journey by foot, and roughly half that with mounts.
| Lleneth Chembryll |
Awesome. Go out after breakfast, kill some goblins, be back in time for dinner. I can go for that.
Lleneth will be helping Dehrisan find the second in command for the watch, before retiring back to the inn, giving the patrons a couple quick stories and poems, and heading to his room for the night to check his gear out and make sure he's ready for tomorrow.
| Gorgoron |
Gorgoron has little preparation to do, so he will ready as soon as needed. I think it sounds as though we are ready to skip ahead until departure time.
| Ringtail |
Thankfully the rest of the evening goes uneventfully and everyone is able to get a full night's rest to recover from the ordeal in catacombs beneath Sandpoint the day before. Preparations are made for leaving and everything is double checked and ready to go. Father Zantus gives your group a blessing at the pantheistic cathedral and casts a short prayer over Gorgoron to help him purge the quasit's venom from his system. Lesser Restoration ability damage repaired (in addition to the automatic 1 point from a night of rest): 1d4 ⇒ 4 HE can also channel energy to heal any remaining wounds on the party. A quick check of the sheriff's office and jail tells you that Tsuto is still captive and under watch by one of the few remaining guardsmen in town while the Lady Mayor Deverin decides what to do with the wayward half elf. People are still on edge with all of the goblin activity lately, but more prepared to meet a small threat. As you ready yourselves to depart a duo of bedraggled merchants wearing tattered clothing and caked with fresh mud and blood.
| Ringtail |
"Aye, goblins on the Long Coast Road. Stole our cart of goods and made off with Shadowmist, our prized horse not three hours ago. Luckily we made it out with our lives and most our coin, but not much else other than a few scrapes and a couple bumps. We were coming down to take place in the Autumn trade...problems with goblins of late?" One of the men responds, rubbing his aches and bruises as he speaks.
| Dehrisan |
"They've been... exuberant in their activities this last week, yes, and we're expecting more. I'd stay close to Sandpoint, if I were you. The tribes have begun working together, and even though the town is the center of their attention, the wilderness around it is crawling with them. You said you came for the Autumn trade - will other merchants be traveling on this road?"
| Ringtail |
"Most certainly before the Fall cedes to Winter. Small town's like this need supplies to outwit the cold, and they always pay on time. I'm just glad we escaped without serious injury. We can stand the loss of one shipment of goods, Sandpoint probably can too. But I was fond of that horse they led off; though I'm willing to bet those little bastards weren't-it kicked in a few of their skulls as we passed the Nettlewood. I shudder to think the beasts will probably be dining on him tonight. A horse like he deserves better then that."
| Gorgoron |
"These raiders will also likely be tied to Thistletop. Unfortunately, we can't afford to go chasing down this specific group, so unless we come across them, we may have to leave the horse to its fate. But if we can bring an end to the organization they are receiving from Thistletop, we stand a chance of being able to bring these raids to a close."
"Let's be on our way and get this done as soon as possible."
Gorgoron mounts his stout and shaggy pony, and kicks it in to motion.
| Ringtail |
"If you folks are really going chasing after those cretins anyway...we-we'll reward you for sheparding Shadowmist back to us if you do come across him. It's the least we can do for you risking your necks," one of the men offers as you head off along the Long Coast Road to the North and East; toward Thistletop.
Travel goes smoothly as you take your short ride, and the weather is warmy and breezy. Not so much as a wayward wolf crosses your path and signs bode well for your venture. It isn't long before the party finds itself on the edge of the Nettlewood. Sharp branches hang out like jagged claws as the path narrows and constricts your movements. The mounts won't serve well here. Much of the low hanging foliage even scrapes the heads of your shortest member, the taller of you have to bend your backs awkwardly to stand and move, let alone ride a large beast.
I'm assuming from this point on that the mounts have been tied off at the edge of the thickest part of the wood, if you would like to try to take your mounts in, let me know and make the appropriate checks. Taking them further in will require Handle Animal checks, along with Ride checks if you are attempting to take them in while mounted due to their size, large sized mounts brought within the forest will be treated as squeezing, traveling at 1/2 movement with a -4 penalty to both armor class and attack rolls.
Venturing through the Nettlewood to reach Thistletop:
The briars and thistles that grow so rampantly in the Nettlewood grow even more dense and tangled here, close to the shore. Although not dense enough to block the sound of the waves crashing on the unseen shores to the North and West, the undergrowth is certainly thick enough to block sight and access to the coast. Few trees grow this close to the edge of the sea, but the tangled mess of briar patches often reach heights to rival the mightiest of trees, many more than 20' tall.
Before continuing I'd like to note a general marching order, which can be up to 2 abreast at most places. Also, I'd like to note who, if anyone, is chosing to try to squeeze their mount into the thickets, and if any special precautions are being made while traveling within the woods (buff spells, sneaking, scouting, and so on).
| Gorgoron |
Gorgoron will walk beside Lleneth, behind Ansruath, with his long spear at the ready.
| Ringtail |
A four foot high tunnel winds through the dense briars and nettles. The floor is hard packed, trampled earth, with patches of wiry plants growing stubbornly here and there. The thistle tunnel opens into a large cave-like chamber of foliage. Above the thorny canopy grows thin enough that tiny slivers of the sky above can be seen. To the West, the distant sound of sloshing waves echoes up from a strange hole. Invstigating the odd opening the party finds a natural cavern opens up below, dropping some 60' to the churning surf. The walls of the chasm glitter with mineral deposits. There must be and opening to the sea somewhere within, as the wind keens through the area, creating an eerie howling noise.
If any more thorough investigation of the cave below the forest is wanted, feel free to spoiler back, as always.
Continuing on into another series of warrens and tunnels as you try to make your way through the thickets of the Nettlewood toward Thistletop, you find your way to another chamber in the foliage, about 30' in diameter. A shallow fire pit smolders in the center of the floor, while nine tangled reed and leaf nests line the "walls."
10 goblins sit here, turning startled at your approach as they leap to their feet with frenzied shrieks, scrounging about for their for weapons, all lashed together blades of junk and dross as the hordes had wielded against Sandpoint in days past. They wear patchy leather armor curiously bearing crude hand painted insignias of headless birds laying in pools of blood; the markings of the Bird Cruncher Tribe.
Feel free to roll initiative and post an idea of what you would like for your 1st round of actions.I know that I normally roll it so that it is all together, but it took over 2 hours to get this up (swamped at work-don't know how people manage when there isn't someone to guide them through all of life's most basic tasks). I'll try to have a combat map up as soon as possible.
| Lleneth Chembryll |
Initiative 1d20 + 2 ⇒ (9) + 2 = 11
When his turn comes up, Lleneth will start talking.
Inspire Courage as my standard. +1s for everyone!
"Long ago, before man lived in the sun as we do now, he was forced to live underground in a world of caverns with no exit. Light was at a premium in this primordial time, you see, and mankind fought to keep this precious resource from the evil creatures of the dark. Legend told man of something aboveground called the sky, and man yearned for this blue, light filled expanse even as they fought for their life against the horrible denizens of the darkness."
| Ansruath |
Initiative:1d20 + 5 ⇒ (4) + 5 = 9
Ansruath's face goes cold as he sees the goblins readying his blade to strike. He than moves forward to strike at a goblin.
Attack and Damage Roll:1d20 + 7 ⇒ (18) + 7 = 251d10 + 5 ⇒ (6) + 5 = 11
Crit Confirm:1d20 + 7 ⇒ (18) + 7 = 251d10 + 5 ⇒ (9) + 5 = 14
Poor goblin....
| Dehrisan |
Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
"Quite a few of them, aren't there?" Dherisan's hand slips into a leather pouch at his belt and he produces a handful sand. Making a fist, he begins a soft chant as he trains his eyes on the rear of the goblins' forces.
Dherisan will begin casting Sleep, centered near the back of the group so it won't hit any PCs who enter melee with the frontline.
| Ringtail |
Seems like the Flying V setup works well with your positioning. (COMBAT MAP)
Goblins' initiative roll: 1d20 + 6 ⇒ (18) + 6 = 24
EDIT: Try it now, Ansruath. Always forget to fix that.
| Ansruath |
Seems like the Flying V setup works well with your positioning. (COMBAT MAP)
Goblins' initiative roll: 1d20+6
It is saying I need permission to see the map.
| Ringtail |
It's saying the map is blocked by a national firewall.
I can't fix China. We can just keep doing the best we can without you being able to see the map. I'll try to be descriptive about placement as possible without getting confusing and may minutely alter your movements to be the best possible without AoOs and such, if that it okay?
| Gorgoron |
Round 1 - Initiative 1d20 + 1 ⇒ (15) + 1 = 16
I'll move to with 10ft of a goblin (probably I7) and attack.
1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 61d8 + 3 ⇒ (6) + 3 = 9
| Ringtail |
Alyoma's roll:1d20 + 1 ⇒ (4) + 1 = 5
Initiative restated in order:
Goblins (24)
Dehrisan (18)
Gorgoron (16)
Lleneth (11)
Ansruath (9)
Alyoma (5)
Round 1 Resolution (down to Alyoma):
Goblin A's attack on Gorgoron:1d20 + 2 ⇒ (12) + 2 = 14
Goblin B's attack on Gorgoron:1d20 + 2 ⇒ (19) + 2 = 21
Goblin C's attack on Lleneth:1d20 + 2 ⇒ (10) + 2 = 12
Goblin D's attack on Ansruath:1d20 + 2 ⇒ (17) + 2 = 19
Goblin E's attack on Ansruath:1d20 + 2 ⇒ (16) + 2 = 18
Goblin F's attack on Ansruath:1d20 + 2 ⇒ (14) + 2 = 16
Yep, Ansruath, it's going to be another one of those battles...
Goblin B's critical confirmation on Gorgoron:1d20 + 2 ⇒ (17) + 2 = 19
The goblins quickly swarm your party, shoving past one another with gnashing teeth as they each attempt to press toward the front of the pack. They attack tenaciously, chittering taunts and threats in an incomprehensible din. A few of their feeble swipes find purchase, but it becomes clear that these goblins are well aware that they don't win fights with force, but with numbers (impressive given their limited ability to count).
Damage on Gorgoron:2d4 ⇒ (1, 1) = 2
Damage on Ansruath:3d4 ⇒ (2, 2, 2) = 6
Dehrisan pulls a handfull of sand and starts to chant arcane syllables as he starts to weave an enchantment upon the goblins. Gorgoron thrusts his cold-iron longspear (a trusty weapon thus far) at one of the disgusting green-skins within reach, but the little bastard proves too agile and ducks the stab as he struggles to reach the party in the bottle-neck. Everyone's spirits are lifted at Lleneths words, invigorating their bodies and heightening their senses, supernatually augmenting their ability to fight. A spray of blood erupts from the goblin before Ansruath as his blade glints briefly in the light, seconds later a goblin body falls to the earth very much dead, and in two pieces. I'll wait until I hear back from you about which goblin you would like to kill with that attack before removing one from the map. For everyone else, since the goblins went first and moved in, you didn't need your move actions so if anyone would've liked to add a 5' step after seeing the new placement of the goblins, just let me know.
| Ansruath |
Round 2, Init 9, 25/31 HP
Oh yeah it going to be one of those. Kill Goblin B.
Ansruath growls after being hit by the goblins he than moves his blade to strike down another goblin.
Power Attack and Damage:
1d20 + 6 ⇒ (20) + 6 = 261d10 + 8 ⇒ (7) + 8 = 15
Crit Confirm1d20 + 6 ⇒ (12) + 6 = 181d10 + 8 ⇒ (2) + 8 = 10
Though it seems to be one of those fights for me as well.That is another goblin down.
| Lleneth Chembryll |
Everyone, make sure to remember your +1 to hit and damage rolls!
Lleneth aims to trip up the goblin in front of him using his whip, without even forgetting to continue his story. In the meanwhile, he draws his dagger into his other hand, in case the goblin managed to stand back up.
Improved Trip using a whip1d20 + 8 ⇒ (10) + 8 = 18
2nd round of Inspire Courage... also using my move action to draw the dagger into my other hand for any AoO's that may be afoot. Also note that any attacks with the dagger will be at a -1 penalty, and will drop my buckler from my AC. Hopefully shouldn't be an issue.
| Gorgoron |
Protect the squishy casters dictates I can't 5ft step from here.
Gorgoron grunts at the hit, expecting something more forceful based on how squarely the blow hit, but then surprised and pleased when he realizes his armor stopped most of the force. Unable to get his sword and shield out in one round, he opts to keep on attacking with his spear and thrusts at a goblin in the second rank.
Attack: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 71d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Ansruath is hogging all the luck it seems.
| Dehrisan |
Waving his hand, Dherisan allows the sand to fly out towards the goblins, the individual grains looking for a place over their eyes. Sleep goes into effect, DC 14
Crooking one finger sharply, the witch issues a low hiss, assaulting the mind of another one of the creatures. Using a Slumber Hex (DC 14) on a nearby goblin that is not engaged in melee, and not asleep
| Alyoma |
Sorry for my lateness, I'm working an anime convention, and the hotel's network system has been overwhelmed up until now.
Alyoma calls upon Desna's heavens and drops a flurry of minute meteors on a goblin.
Cast Minute Meteor on goblin J in H10.
Damage is 1d4 + 1 ⇒ (2) + 1 = 3, DC 14 Ref save to no damage.
| Ringtail |
Initiative:
Goblins (24)
Dehrisan (18)
Gorgoron (16)
Lleneth (11)
Ansruath (9)
Alyoma (5)
Goblin J's Reflex save against Minute Meteor: 1d20 + 2 ⇒ (8) + 2 = 10
Goblin I's Will save against Sleep: 1d20 - 1 ⇒ (10) - 1 = 9
Goblin J's Will save against Sleep: 1d20 - 1 ⇒ (17) - 1 = 16
Goblin E's Will save against Sleep: 1d20 - 1 ⇒ (15) - 1 = 14
Goblin D's Will save against Sleep: 1d20 - 1 ⇒ (16) - 1 = 15
Goblin G 5' steps and attacks Gorgoron: 1d20 + 2 ⇒ (7) + 2 = 9
Goblin A's attack on Gorgoron: 1d20 + 2 ⇒ (4) + 2 = 6
Goblin D's aid another attempt for Goblin E's attack: 1d20 + 2 ⇒ (11) + 2 = 13
Goblin F's aid another attempt for Goblin E's attack: 1d20 + 2 ⇒ (19) + 2 = 21
Goblin E's attack on Ansruath: 1d20 + 6 ⇒ (16) + 6 = 22
Goblin C's attack on Ansruath with a flanking bonus: 1d20 + 4 ⇒ (18) + 4 = 22
Damage on Ansruath: 2d4 ⇒ (2, 3) = 5
Goblin H's Will save against Dehrisan's Slumber Hex: 1d20 - 1 ⇒ (1) - 1 = 0
Tound 2 Resolution:
Flaming hot shooting stars momentarily envelop one of the goblins in the rear in a sparkling display, causing it to squeal in terror and bat at the motes of energy. The rest of the goblins continue to swarm the front ranks of your party, focusing most of their attention on Ansuath. Two divert the half elven warrior's attention to the left an right while another drags his rusty blade across his abdomen. Another plunges his blade into the fighter's thigh with both of its spindly hands. A couple go after the dwarven priest, but their attempts are feeble at best. As Dehrisan finishes his gestures and chants several of the goblins stagger groggily, but only one fully succumbs to the slumber curse. Quickly the witch moves into weaving a similar hex upon a standing goblin who immediately slumps into a loudly snoring pile, completely unaware of the fate that will likely soon befall it. Gorgoron continues to battle against his aggressors with neither side gaining ground. The party's newest acquaintance continues his tale, bolstering the groups morale and combat prowess, deftly Lleneth wraps his whip about a green-skinned leg and with a quick tug sends the ugly cretin to the dirt. Ansruath easily cuts down the goblin that stepped up to take his fallen comrades place. The others pause momentarily to glance at one another nervously as they get splattered with their ally's blood.
That brings us down to the bottom again.
| Lleneth Chembryll |
Bardic Performance: 3rd round
Tripping worked so well last time, that Lleneth tries it once more, aiming for the goblin just behind.
Trip again, this time on goblin F:1d20 + 8 ⇒ (19) + 8 = 27
| Gorgoron |
Gorgoron thrusts his spear into (one of) the prone goblin(s).
1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 131d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
| Ringtail |
Initative:
Goblins (24)
Dehrisan (18)
Gorgoron (16)
Lleneth (11)
Ansruath (9)
Alyoma (5)
Goblin J's reflex save vs minute meteors: 1d20 + 2 ⇒ (10) + 2 = 12
Oh...but will saves they can make. *Rolls eyes* :)
Goblin A's attack on Gorgoron: 1d20 + 2 ⇒ (1) + 2 = 3
Goblin E's aid another attempt to aid Goblin D's attack: 1d20 + 2 ⇒ (12) + 2 = 14
Goblin F's attack on Ansruath: 1d20 + 2 ⇒ (20) + 2 = 22
Goblin F's critical confirmation roll: 1d20 + 2 ⇒ (2) + 2 = 4Goblin D's attack on Ansruath with flank and aid: 1d20 + 6 ⇒ (3) + 6 = 9
Goblin C's attack on Ansruath with flank: 1d20 + 4 ⇒ (1) + 4 = 5
Damage to Ansruath: 1d4 ⇒ 2
Goblin E's will save vs slumber hex: 1d20 - 1 ⇒ (11) - 1 = 10
Round 3 Resolution:
Alyoma continues to swarm the little goblin with a shower of flaming meteors. This time, when the vortex of sparks ends the goblin looks as though he is having trouble standing, and quickly starts to limp away, chittering toward the wood. The rest of the greenskins continue their assault on Ansruath, though fiar poorly. One of the runts tries regains his footing after biting his lip nervously and staring up at both Ansruath and Lleneth (which provokes an AoO from each, as well as Gorgoron; the poor dead goblin). With a hiss and a gesture from the party's resident witch another goblin succumbs to Dehrisan's hex, falling to the dirt with a thud and snoozing loudly. Gorgoron deftly ends one of the prone, sleeping goblins before it can awaken (with the bonus for attacking a prone target he will easily hit). With another snap of his wrist Lleneth sends another goblin sprawling to the earth. Ansruath follows up with a powerful blow, but this time his foes are ready and duck the slice as it passes.
| Ansruath |
Round 4, Init 9, HP: 18/31
Ansruath curses after missing the goblin before he takes a swing at the one trying to get up once done he takes another swing at a near by goblin.
Attack and Damage Roll
1d20 + 6 ⇒ (1) + 6 = 71d10 + 9 ⇒ (4) + 9 = 13
I forgot about back swing this whole time. And when I do remember I get a 1.
AoO:
1d20 + 6 ⇒ (10) + 6 = 161d10 + 8 ⇒ (7) + 8 = 15
| Lleneth Chembryll |
As the goblin stands up, Lleneth attempts to get in a dig with his dagger as well.
AoO: (Because he's using the dagger in his buckler hand, I lose the bonus to AC.)1d20 + 4 ⇒ (7) + 4 = 11
Damage1d4 ⇒ 4
Bardic Performance: 4th round
As he continues to talk about golems and the men who stumbled into them, he then gives his whip another go, aiming to trip up the only goblin he could see still threatening Anrusath.
Trip on Goblin D:1d20 + 8 ⇒ (19) + 8 = 27