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Round 1, AC: 17, HP: 10/10
Filios will double move 60 feet and position himself on the other side of the road from Konnar so as not to make themselves easier targets.
I am unable to move my token while at the office - damn firewall! I will position Filios when I get home, or someone else, please feel free to do so.

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Round 1, AC: 17, HP: 10/10
Filios will double move 60 feet and position himself on the other side of the road from Konnar so as not to make themselves easier targets.
I am unable to move my token while at the office - damn firewall! I will position Filios when I get home, or someone else, please feel free to do so.
I moved you and Konnar, I hope it is correct.
Gryne seeing that we are on the edge of the archers range assists Strat in attempting to get the goblin's into cover.
Gnat, we know goblins are known for their prowess in battle but we have been charged with protecting you, allow us to do so and you will be able to return the favor someday.
Waiting on my action until Goblin's move.

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Thank you Gryne. I was waiting for Filios to move, so that I did not take his spot.

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Fextor moves forward (move action) trying to get behind the cover of the rock.
He then starts casting a spell (Produce Flame - standard action).

Roshan |

Strat and Gryne stay back to tend the goblins as Fextor, Konnar, Filios, and Belegorn charge at the towers. They run through the snow, bobbing and weaving to make for harder targets as arrows continue to rain down on you. Fextor, your flame seems to be drawing fire as one arrow clinks ineffectually against the rock in front of you and another almost skims your forehead.
Konnar - 1
Belegorn - 2
Filios - 3
Fextor - 4
Fextor 1d20 + 4 ⇒ (5) + 4 = 9
Filios 1d20 + 4 ⇒ (12) + 4 = 16
Konnar 1d20 + 4 ⇒ (9) + 4 = 13
Fextor 1d20 + 4 ⇒ (20) + 4 = 24 Light Cover 1d100 ⇒ 6
Round 2
Since roll 20 went into open beta yesterday I thought I'd test it out. I've set up the combat map under the page "towers" opening the app you'll see at the top right corner of the page a little tab with a piece of paper on it. Click it and it'll bring down the available maps.

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Belegorn, are you going to move first then cast?
Round 2, Konnar runs around to the back of the tower to our left, looking for a way in, or a good place to climb. How tall is the tower?

Roshan |

I was hoping you and Filios would hold action until I got the spell off so that it would get everyone. Cool?
So did they all beat us in Initiative? Crazy.
They didn't all beat you in initiative, I just described what was happening at the same time because it doesn't make much difference right now.
How tall is the tower?
The eighty-foot-wide path narrows to a mere twenty-five feet in width between the two fifty-foot towers.

Roshan |

Belegorn of Erastil wrote:Are those brown things next to the towers stairs or doors or something? If so then the way in is readily apparent and on our side of the tower.Yes, the doors are on your side of the tower facing you.
So actions, Konnar and Filios are moving up to the left tower. Belegorn is casting bless, what are Fextor, Strat and Gryne doing?

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Drawing his Crossbow, Gryne motions for the Goblins to seek shelter behind the boulder to the south.
Strat, lets contain these Goblins and hold defensively in front of them
Gryne begins to force the uncooperative Goblins toward the boulder.

Roshan |

"I understand you want to fight, but in your present state you won't be able to do much. Just take cover for now, I plead with you."
[dice=Diplomacy]1d20+2
A couple tiny puffed up chests deflate as they relent "Okays, we do's that now but frost furs is good fighters." and they shuffle off behind you.

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Round 2
Festric moves forward to the rock and positions himself behind it to give him cover from all 4 opponents if possible.
Next, Festric tosses the Flames (as a ranged touch attack at no range penalty upto 120' away) at one of the threats in the nearest tower.
Attack Roll 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12 {Small(+1) Dex(+2)}
Threat Confirmation (if necessary) 1d20 + 3 ⇒ (17) + 3 = 20
Damage (if necessary) 1d6 + 1 ⇒ (3) + 1 = 4
The flames on Fextor's hands dissipate.

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We are at the end of the round, save for a description of the outcome of Fextor’s attack, our Goblin’s move actions on the map, and what the Mobs are doing. Then we are ready for Round 3.

Roshan |

Was waiting for Fextor to post something, Indeed Round 3 after the goblin initiative.
Konnar 1d20 + 4 ⇒ (17) + 4 = 21
Fextor 1d20 + 4 ⇒ (12) + 4 = 16 Light Cover 1d100 ⇒ 23
Belegorn 1d20 + 4 ⇒ (14) + 4 = 18
Konnar 1d20 + 4 ⇒ (13) + 4 = 17 Light Cover 1d100 ⇒ 91
Konnar 1d4 ⇒ 1
Fextor 1d4 ⇒ 4
Belegorn 1d4 ⇒ 4
Konnar 1d4 ⇒ 1
Konnar, you make it to the back of the northern tower and press yourself to the wall to avoid arrow fire, looking up you see one goblin above you and one on the opposite tower drawing a bead on you. They both loose and their arrows glance off your armor, giving you some nasty scrapes (2 Damage). Fextor, you hold the flame in both hands and throw it at the closest goblin you can see and it looks like he's aiming at you. You both loose at the same time and you can hear the shriek of pain as the fire hits him in the face. Unfortunately the arrow he loosed was right on target (4 damage). Belegorn, you're a little slower than the others and are caught by an arrow as you run at the tower entrance (4 Damage).
Round 3 Initiative
Filios - 24
Konnar - 19
Belegorn - 19
Gryne - 18
Fextor - 16
Strat - 15
Just to clear up any more confusion and hopefully to speed up combat please include the following at the top of your post.
Round 3
Initiative: __
Actions: You may declare multiple actions in case the situation changes between the time of your post and the resolution of the round

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Round 3
Initiative 18
Actions:
Upon completing a double move to remain in front of the Goblins, with Crossbow drawn, Gryne fires a bolt at the Northern most Goblin Guard on the South Tower.
Ranged Atk: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 -BaB+PBS+Hatred
if hitDamage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 -Bolt+PBS

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Round 3
Initiative 19
Action: As I believe I mentioned before, I was looking for a way in, but I did not notice the little brown squares until after it was mentioned. So I guess I will move back to help Belegorn break down the door, entering rage. Belegorn! On three! 1, 2, 3! Raaaaah!
Str check: 1d20 + 5 ⇒ (11) + 5 = 16
If it is possible to use equivalent of 2 handed, it adds 2 to my total.

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Round: 3
Initiative: 16
Action: lie prone, attempt to get full cover
Fextor shrieks in pain as he looks down at the arrow stuck in his arm.
"I've got nothing that can get them from this range (75')"
Fextor lies prone and tries to get full cover behind the rock while he ponders what to do.
"Aha! Tordius! Goblins hate dogs!"

Roshan |

Fextor, you'll easily get full cover, remember that you won't actually be able to shoot anything from behind full cover.
I know it should go without saying but I put rolls in a spoiler for a reason, looking at a spoiler that you're not supposed to is no different than looking over the GM's shoulder at a real table.
1d4 ⇒ 2
You all begin to see a small plume of smoke which at first you had thought was just the smoke from Fextor's little fireball but the plume seems turns from a wispy grey to a smokey black, filling the air with the smell of burning oil or tar.
Gryne, you fire your crossbow aiming for the goblins atop the southern tower but your bolt hits the tower wall and falls to the snow. Strat, you manage to catch a goblin in the back as it seems to leave the edge of the tower.
Strangely, the arrow fire stops as you begin to batter down the door, Belegorn seems to have some trouble, he feels it creaking as he throws his weight behind it but just doesn't have enough force. Konnar adds his strength to Belegorn's and together they knock aside the pitiful wooden barricade to reveal three gobbies.
Two of them stand in frontboth wielding dogslicers and bucklers snarling fiercely, one of their faces is covered in scorch marks. The third goblin standing to their rear is holding a vial with a glowing red liquid and it seems like she's cackling as she raises her hand and a gout of fire engulfs those storming the tower.
Reflex Saves
Belegorn 1d20 + 5 ⇒ (11) + 5 = 16 (Included glory of old and hardy)
Filios 1d20 + 6 ⇒ (15) + 6 = 21
Konnar 1d20 + 2 ⇒ (1) + 2 = 3
Belegorn and Filios save for half and take 1 damage each, Konnar takes 2 damage.
Round 4 Initiative
Filios - 24
Konnar - 19
Belegorn - 19
Gryne - 18
Fextor - 16
Strat - 15

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Round 4
Inish 15
Action5' Shift 1 square NE (can't move myself on map at work), standard to channel (should hit Fextor, Gryne, and all goblins), move to reload crossbow. If you want the healing, delay until I go guys, please.
Strat calls out, "Fextor, Gryne, hold and I'll call upon Sarenrae's blessing to aid your wounds."
Channel: 1d6 ⇒ 6

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Round 4
Initiative 19, Current HP 10
Action: Belegorn moves to attack the Goblins in the Tower, aiming at the one with a burnt face.
Attack: 1d20 + 2 + 1 + 1 ⇒ (12) + 2 + 1 + 1 = 16
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
I've got this one, Huzzah!

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Round 4; AC: 17 (15 Charging); HP: 9/10, Charging
Filios charges into the room and attacks the goblin on his right with his Curveblade.
CB ATT: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
CB DAM: 1d10 + 3 ⇒ (2) + 3 = 5

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Round 4
Initiative 19
Action: Is there anything among the broken pallisades that I can easily pick up as part of the move action? Filios, take the one on the left, Belegorn, take the one on the right. I want little miss fireball. Assuming that I move after them both, I snatch up a big piece or the whole pallisade (if we didn't break it and if I can do it with a move action, if it will take more than that I leave it and put brass knuckles to her face) and move in to strike the spellcaster.
Attack 1d20 + 6 ⇒ (20) + 6 = 26
Damage (Large Improvised) 1d8 + 7 ⇒ (2) + 7 = 9 or (brass knuckles) 1d3 + 5 ⇒ (3) + 5 = 8
Critical confirm 1d20 + 6 ⇒ (3) + 6 = 9
EDIT: I'm too slow... just hit whichever is still standing, preferably the witchy gobby.