| Severus Aldenhyne |
Severus examines the bridge as he comes up to it, testing whatever is bracing the bridge off the ground.
Knowledge (Engineering)
1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
"This is fairly unstable. One at a time, gentlemen."
| Vors Malcroft |
Question to the GM: What's the length of the bridge?
"Anyone have any rope? We can secure it to Avian's waist before he goes across. Avian, once you're on the other side, you can secure that end and we'll do the same here. That way there's a lifeline should this goblin bridge crumble."
| The Voice of Wisdom |
The bridge is 60 feet, and you figure out that it can hold at least one, probably even 2 people without it being in danger of collapsing. You all get across, and find a place on the island side where it can be rigged to be as loose or as taut as the goblins need it to be; right now, it's set to be loose enough that an army would have difficulty getting across, but still taut enough that individuals can still utilize the bridge.
Time for a time out as you all level. Please post changes in the discussion thread.
| Avian Fletcher |
Sounds like a good plan. If the bridge breaks and I fall, I'm not necessarily a goner. Avian stretches his arms out like wings, and you can see that when held in this way, some loose skin tightens in such a way that his arms look quite like bird wings, other than the claws at the end. I can't gain height, but I can glide. It's a matter of skill, though. My race long ago lost the instincts to fly or glide without thought.
| Pavro Deverin |
Can you describe what we see on the other side VOW? I'm afraid I can't find it if you have already done so.
After Pavro makes his way nervously across the bridge he joins Aressa is surveying their surrounding, and looking for possible entry points into the goblin fortress.
| Pavro Deverin |
I'll assume the doors are closed?
Raising his shield above his head Pavro hurries over to the door and examines them trying to see if there is any obvious way of determining if they are locked or not. If he cannot tell he tries opening them taking care to do so gently and as quietly as possible.
Edited in response.
| The Voice of Wisdom |
He doesn't get the chance to even dismiss Aressa before being bothered; the goblins know you are there and the doors are definitely closed and locked. The second you step between the two towers, the fun begins. Like I said, I'll get that post up tomorrow, or if I'm really lucky and able to get my chores done, really late tonight.
| The Voice of Wisdom |
I apologize for the delay; I was trying out a few new-to-me features on maptools and it took a bit longer than anticipated.
As the last of the party finishes crossing the bridge and steps onto the island, you suddenly hear a blast from behind you as the goblin shaman appears on the other end of the bridge, blowing a loud horn. You suddenly see two of the goblin dogs and two of the guards appear from the eastern corner of the building.
Anyone who makes a perception check DC 20 can act in the surprise round. Once the surprise round is over, I'll get the first full combat post up. Just for reference, the bridge is 60 feet long and the red outlines are the towers.
| Pavro Deverin |
Aressa Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Aressa Init: 1d20 + 2 ⇒ (4) + 2 = 6
Aressa charges the goblin dogs pouncing upon them in her now familiar storm of claws and fangs! Meanwhile Pavro peers up at the gates not having noticed the danger.
Bite PA: 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Claw PA: 1d20 + 7 ⇒ (2) + 7 = 9 Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Claw PA: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Where Aressa is charging to depends upon the enemies position after their init, if it stays as is to R22.
Marcoul Antonius Jeggare
|
Perception 1d20 + 4 ⇒ (8) + 4 = 12
Taken completely off guard Marcoul takes a half step back. Vile mongrels! The priest growls raising his shield to protect his from the hail of arrows that he expects to rain down upon them.
| The Voice of Wisdom |
Aressa has uncharacteristically bad luck, and is only able to take down one of the goblin dogs.
Due to time constraints on my end, we're doing initiative a bit different, going with group initiatives. The party won, so the party is up. I'll update the map if major changes occur, but so far aside from the usual Aressa engaging in melee, nothing has changed. There are two goblins and one goblin dog left standing, and the goblin shaman is still visible on the far end of the bridge.
Marcoul Antonius Jeggare
|
Looking over the rim of his shield, Marcoul watches as Aressa drives one of the goblin dogs to the ground. Making a quick assessment the priest nods as if reaching a conclusion. Calling upon the dark blessings of his Lord a shadowy second figure seems to step out from next to Marcoul, mimicking each of his movements perfectly. Then, pointing with his mace towards the goblin shaman Marcoul begins urging his companions onward into the fight. At them my friends! The priest yells. Let them know no succor or safety, drive them before you. Do not allow pity to cloud your judgment for they will allow none to cloud theirs. Feel the blessings of my lord and know that he watches over us. Steel yourselves and strengthen your will. Be strong and drive them down into the pits of hell!
SA: Sermonic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls; Free Action: End Performance: Effects will last two more rounds due to Lingering Performance. (6 rounds remaining)
MA: Copycat: Create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level (3), or until the illusory duplicate is dispelled or destroyed. (6 uses remaining today)
| Pavro Deverin |
Aressa assaults the second goblin dog, tearing it into a pile of bloody shreds, then vanishes as Pavro dismisses her. The young summoner moving back to the edge of the bridge and motioning to the goblin shaman,
"Bring it on small green and ugly! Your mother was a cockroach and your father smells like a week old pilchard marinated in wee!"
Bite PA: 1d20 + 6 ⇒ (8) + 6 = 14 Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Claw PA: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Claw PA: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d6 + 6 ⇒ (4) + 6 = 10
| Thandion |
Thandion moves quickly to attack one of the goblins, which he misses.
Attack: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Damage (non-lethal): 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Intimidate (if I hit): 1d20 + 5 ⇒ (18) + 5 = 23
(Target: The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful target is shaken for rounds equal to damage dealt.)
| Avian Fletcher |
Avian moves to R19 and fires on the goblin straight ahead of him (assuming Aressa and the others killed the dogs--otherwise I'll shoot one of them)
Attack Roll vs. Touch AC: 1d20 + 9 ⇒ (2) + 9 = 11
Damage with UC&D: 1d8 + 1d6 + 2 ⇒ (5) + (3) + 2 = 10
| Vors Malcroft |
Vors draws his bow, moving back from any melee, and fires at the nearest goblin. Attack: 1d20 + 6 ⇒ (5) + 6 = 11 Damage:1d8 + 3 ⇒ (2) + 3 = 5
This alias has angered the electronic dice gods somehow. I must attone.
| The Voice of Wisdom |
Enboldened by the disappearance of Aressa, the two goblins attack Thandion with glee. The one is a bit too excited and forgets about the corner of the building, almost burying his blade in the damp wood that the building was made of. The other goblin lands a shot right at Thandion's gut, making a nice cut right across the ranger's front torso, causing 6 points of damage. The shaman just seems to be standing there watching.
The party is up.
| Pavro Deverin |
Pavro summons a small air elemental just above the bridge making blowing wheezing sounds that sound like a whistling breeze,
"Whoooo wheeeeeeeee woooorrrrr woooeeeioooo!"
the bird-like form of swirling air flies forward and transforms into a twenty feet high whirlwind slamming into the goblin!
The goblin needs to make two DC 14 reflex saves. First one to avoid taking damage, second to avoid being swept up into the whirlwind. As per the Whirlwind ability.[/url]
Damage if 1st save fails: 1d4 + 3 ⇒ (4) + 3 = 7
Small Air Elemental
CR 1
XP 400
N Small outsider (air, elemental, extraplanar
Init +7; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+4)
Special Attacks whirlwind (DC 14, 10-20 ft.)
STATISTICS
Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
A small air elemental is 4 feet long and weighs 1 pound.
| Thandion |
Thandion swings at the goblin that just hit him.
Attack: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage (non-lethal): 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Intimidate (if I hit): 1d20 + 6 ⇒ (18) + 6 = 24
(Target: The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful target is shaken for rounds equal to damage dealt.)
@Vors As does this alias, I think we are lucky that Aressa get three attacks (:
Current HP=24/30
| Avian Fletcher |
Sorry I've been gone. My brother got married on Saturday and I've been gone all weekend. I thought I'd be able to get some time to get a post in but, alas, no such luck.
Avian reloads his pistol and fires at the goblin accosting Thandion, yelling Get away from him!
Attack Roll vs. Touch AC: 1d20 + 8 + 1 + 1 - 4 ⇒ (3) + 8 + 1 + 1 - 4 = 9 (includes bonus for Point-Blank Shot, Sermonic Performance and penalty for firing into melée)
Damage Roll: 1d8 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9 (includes enhancement bonus, Point-Blank Shot bonus, and Sermonic Performance)
What have we done to offend the dice gods?
| Severus Aldenhyne |
All the dice this past week have been totally offended. Except for ones I don't need to be high. In this game and others.
Severus loads and fires a crossbow bolt at the goblin shaman if he is still visible.
Attack
1d20 + 6 ⇒ (3) + 6 = 9
1d4 + 1 ⇒ (4) + 1 = 5
| The Voice of Wisdom |
Round 2
This time around, both of the goblin's attacks bounce harmlessly off of Thandion's armor. The shaman disappears once more into the thickets, with the air elemental pursuing, much to the shaman's annoyance. To make things even more interesting, an arrow flies down at Vors from the tower, but bounces off the armor as well.
Shaman 17 damage
The party is up. Marcoul can post his action from last round as well.
| Pavro Deverin |
The air elemental reforms, but simply shifts back in a whirlwind again and goes for the shaman.
Pavro meanwhile casts a daze spell upon one of the goblins and attempts to get behind cover from the archer.
Two DC 14 reflex saves, 1st for slam second for getting picked up by the whirlwind. If it picks him up it uses the remainder of its 100ft. movement to move him straight upwards.
Slam Damage: 1d4 + 3 ⇒ (3) + 3 = 6
DC 15 Will or goblin archer is dazed for one round. Not sure how high the tower is spells range is only 30ft. so Pavro may need to move closer to use it.
| Avian Fletcher |
Avian reloads and sends another pistol shot at one of the goblins on the ground. (Or at the shaman, if I can get within 20 feet of him with a move action.)
Attack Roll vs. Touch AC: 1d20 + 8 + 1 + 1 ⇒ (16) + 8 + 1 + 1 = 26 (If the goblin is in melée, just subtract 4 from my roll).
Damage Roll: 1d8 + 3 ⇒ (3) + 3 = 6
Avian then reloads again.
| Pavro Deverin |
The air elemental chases the shaman down using its speed and maneuverability to counteract the advantages given him by the foliage and strikes from above.
Slam: 1d20 + 8 ⇒ (9) + 8 = 17 Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Retcon of elementals actions. I included a higher ground bonus of +1 in the roll and in retrospect am not sure I should have. Do you need to be on ground to have higher ground? An air elemental is probably just as stable, but I can't find any explanatory text. Also including sermanic performance.
Marcoul Antonius Jeggare
|
Round 2
By the nine hells! Marcoul curses moving forward to assist the weak hearted elf. Go to Sandpoint they said. Spread the word of the Dark Lord they said. It will only be a few days they said. Bah! There was never any mention of storming a goblin held island and stopping a dark cult. Raising his mace the aristocratic priest takes a swipe at the goblins back, showing no mercy in his blow.
MA: Move to the second goblin.
>SA: Light Mace Attack 1d20 + 4 ⇒ (18) + 4 = 22
>>Damage 1d6 ⇒ 2
Ongoing effects: Sermonic Performance (1 round remaining), Copycat (1 round remaining)
Round 3
Shifiting around and bringing the unfamiliar weight of the shield around Marcoul makes another attack at the verminous little runt
>SA: Light Mace Attack 1d20 + 4 ⇒ (9) + 4 = 13
>>Damage 1d6 ⇒ 5
Ongoing effects: Sermonic Performance (Final round), Copycat (final round)
| The Voice of Wisdom |
The party finds themselves with no obvious reachable foes, standing over two dead goblins and 2 dead goblin dogs pondering their next move. The goblins in the tower seem to be content to watch you while keeping you from getting a clear shot at them; the shaman proceeds to play hide and seek with the air elemental, much to the elemental's disgust; last, but not least, there are still two goblin guards and their dogs unaccounted for.
You've got about 5 rounds worth of time to work with at this point. You are still in the threat of combat from the goblins in the tower, so you can't take 10, pr do anything super time consuming, but otherwise, you are more or less free to act without immediate danger.
| Severus Aldenhyne |
Severus takes the opportunity in the lull of combat to look around, getting a better perspective of what's going on.
Perception
1d20 + 9 ⇒ (6) + 9 = 15
He also tries to move closer to the gate, taking full defense as he examines it.
Knowledge (Engineering)
1d20 + 11 ⇒ (17) + 11 = 28