
Durahl of Highhaven |

Guys am I wrong or have we moved on to round 3 without getting round 2 actions from Strang and Ama?
Strang posted an attack on Monday @ 11:37 pm which would be his second attack in this combat but he indicated that it was a "ready" attack against the priest as he tried to cast a spell. Strang, however, has a lower initiative score than the priest (5 vs 12) so he would not get to make a "readied" attack in Round 2. Ama has NOT posted an action for Round 2 yet but Bizz HAS posted his Round 3 action.

Durahl of Highhaven |

Sorry, I could have jumped the gun.
Not a big deal, I was just pointing out who had posted what actions to Lamriel. I have to say this is my first PbP where I have actually participated in combat and it IS fairly difficult to keeps things straight unless you mandate that people can't post until their initiative turn but that would slow down the game to an absolute crawl.

Lamriel Brightflame |

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Round 3 Initiative 23
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"We haven't forgotten you Bizzlemont!"
Beckon to hypnotized goblins to huddle close in rapt attention (AG9, AG8, AH8).
Maintain bardic performance as a move action.
Activate Arcane Strike as a Swift.
Fire an arrow at one of the goblins menacing Bizzle (AF10)
Attack + PBS + Courage: 1d20 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14
Damage + PBS + Arcane Strike: 1d8 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9
Edit: Damage should be 10, forgot Inspire Courage bonus.

GM Tribute |

I moved the goblins, but had to wait for AoOs to resolve. I asked for AoOs from Durahl, Cole, Gnasher and Fornitado--no goblins have attacked yet.
AoO Fornitado: 1d20 ⇒ 61d8 ⇒ 8
AoO Durahl: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 3 ⇒ (2) + 3 = 5
As the goblins rush by, Durahl injures another severely and Fornitado misses with his longsword.

GM Tribute |

The goblins attack
Will saves @-1 attacks @+2 (+4 w/ flank)
Three vs Bizzle first two w/flank
save bane/att/damage: 2d20 ⇒ (5, 10) = 151d6 ⇒ 3
save bane/att/damage: 2d20 ⇒ (8, 9) = 171d6 ⇒ 4
save bane/att/damage: 2d20 ⇒ (3, 5) = 81d6 ⇒ 6
Five vs Durahl first two w/flank
save bane/att/damage: 2d20 ⇒ (4, 13) = 171d6 ⇒ 6
save bane/att/damage: 2d20 ⇒ (13, 13) = 261d6 ⇒ 5
save bane/att/damage: 2d20 ⇒ (7, 7) = 141d6 ⇒ 4
save bane/att/damage: 2d20 ⇒ (1, 13) = 141d6 ⇒ 4
save bane/att/damage: 2d20 ⇒ (9, 6) = 151d6 ⇒ 3
Four vs Fornitado first two w/ flank
save bane/att/damage: 2d20 ⇒ (7, 11) = 181d6 ⇒ 4
save bane/att/damage: 2d20 ⇒ (5, 13) = 181d6 ⇒ 6
save bane/att/damage: 2d20 ⇒ (2, 2) = 41d6 ⇒ 2
save bane/att/damage: 2d20 ⇒ (17, 2) = 191d6 ⇒ 2
Two Blind vs Fornitado
save bane/att/damage/conceal: 2d20 ⇒ (8, 2) = 101d6 ⇒ 21d100 ⇒ 97
save bane/att/damage/conceal: 2d20 ⇒ (11, 7) = 181d6 ⇒ 41d100 ⇒ 68
One vs Merrie
save bane/att/damage: 2d20 ⇒ (5, 4) = 91d6 ⇒ 6
Five goblins attack Durahl and six Fornitado missing. Merrie and Bizzlemont get attacked by one and three respectively, and the two flanking the gnome land two blows.
4+3=7hp slashing damage to Bizzlemont

Ama Freewater |
Round 2, Initiative 3
Taking stock of their situation, Ama was nearly at a loss for what to do in this situation. Due to the sheer dint of mass that was the enemy opposition, they were most certainly outweighed, even if the tactical choices available to them were not the most ideal. Tavar and Bizzle seemed to be in the most danger, but there was not that much time to think about how to solve it, as she had her own concerns at present.
Turning, she took the staff in a two-handed grip and spun, bringing it down upon the Goblin that could be reached by both Tavar and Bizzle, hoping to temporarily mitigate the severity of the threat upon their persons. Unfortunately, it seemed that she had to be cursed or somewhat fallen out of favor as the result she dreaded came to pass..
She missed.
Attack@9AE: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Maybe she's just going to forswear using weapons. Maybe that will help. /HEADDESK/

GM Tribute |

Lamriel's arrow fails to penetrate goblin leathers. Merrie shifts to flank with the elven cleric.
att/damage: 1d20 ⇒ 12d6 + 1d4 ⇒ (1, 3) + (3) = 7
The unaware goblin evades a poorly aimed dagger thrust. Merrie looked to Ama and said: "These little guys are nimble."
Terion back on the map--goblins AC16

Durahl of Highhaven |

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Round 3, Initiative 27
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Durahl dodges and weaves to avoid the onslaught by the vermin surrounding him.
Enough of this foolishness!
Clashing his sword against his shield and weaving the blade in an intricate dance Durahl screams "Is that the best you can do, you little gutter dogs?!? Durahl the Butcher of Blackbriar swears by all the powers above and below that not one of you will leave this field of battle alive!"
Flavor for Dazzling Display
Intimidate: 1d20 + 9 + 4 ⇒ (20) + 9 + 4 = 33
Man, what is up with these dice rolls? I swear I am not cheating, but I have rolled more 20's in this short PbP than I would usually get in about 10 gaming sessions. Weird.

GM Tribute |

Durahl brandishes his weapon demonstrating an amazing proficiency as he whirls it about his head and around his body with ease.
The goblins stare in awe and wonder, even more than those affected by the entrancing spell of the bard.
The priest yells: "I'll be back!" and gestures. In a crackling of magical energy he disappears.
The remaining goblins, crying at being deserted, fall to the ground on their knees. The impressive display, the loss of the priest, and the incredible casualties they have suffered too much for their spirit to handle. Their heads pressed against the ground, they utter a single word in a strange tongue.
Consider goblins to be helpless.

Cole Honeybottom |
Cole looks in disbelief as the goblin priest simply disappears into thin air, alive to fight another day.
Upon our next meeting, you shall not be so lucky he mutters to himself, even as he gathers his equipment and looks to the rest of the party. As best as he can tell, there are no major casualties, although if healing is needed, he will offer the favour of Iomedae to anyone who needs it.
Anyone here able to talk to these things? I don't know their language at all. They WILL however leave this place alive, this much I swear. He looks meaningfully at Durahl

GM Tribute |

The red-head moves up to the goblin on the edge of the road, intentionally twirling her loose fitting cloak as she approaches him she speaks to him in soothing tones as she bends over him. The view of the goblin is obstructed for only a brief second.
SoH: 1d20 + 11 ⇒ (20) + 11 = 31
As he moves on to the next goblin, the previous goblin is motionless. Cowering, the goblins seem distraught.

Cole Honeybottom |
What the hell are you doing to the Goblins? Cole might not have spotted exactly what was happening, but the change from helpless and cowering, to suddenly deathly still is a pretty obvious one. He goes to the redhead and attempts to get her to stop in front of him.
Detect evil

Bizzlemont Blacktop |

"She's relieving us of our enemies. Surrender or not, goblins are not to be trusted!" Bizzlemont glares at the goblins around him who caused the bloody wound on his arm.
"I grant, you it's not very heroic, but give them a chance and they'll jump us again."

Lamriel Brightflame |

"I find this tactic unsettling. At least allow them an opportunity to disperse. But first, we should speak with the three who enjoyed my music so much."
The corners of the elfs mouth are turned down in distaste.

GM Tribute |

Merrie turns to face Cole as he approaches, staring intently at him as he grabs his holy symbol and detects evil.
Realizing she has the height advantage, Merrie looks down at Cole with a suppressed giggle.
"You think goblins have to be spelled to attack people? You think you can speak for me and bind me with your words?"
Merrie quickly flushes red in the face and then calms down.
"Do what you wish with the goblins."
The remaining goblins continue to grovel and wail. Eventually they are rounded up and herded into a column. Some continue to grasp their crude small razors and knifes, some have left them forgotten on the ground.
Survival x3: 3d20 ⇒ (9, 8, 5) = 22
A camp in the open is made, as darkness is quick to follow. Interrogation in common reveals nothing--these goblins only speak their native tongue.

Cole Honeybottom |
I am not trying to bind anyone with anything. I am not however willing to allow prisoners to be slain when they have surrendered. Call me stupid if you will, call me misguided, but we won that fight, and they have surrendered to us, and I will be damned if I will allow a senseless slaughter. If they attack us again, then fine, do what you will to them. I will help you. But until they have proven themselves unable to be trusted, then they will be treated with dignity. Understood? Cole is deadly calm as he says all of this, convinced in his cause.

Durahl of Highhaven |

Durahl glowers as he listens to the halflings "misguided" speech, "Bah! These miserable wretches would turn on their own mothers for a scrap of moldy bread. I've given them no offer of quarter and they'll get none from me..." He pauses momentarily and continues, "However, I have no wish to quarrel with any in this group who feel as the half-man does and I'll not give these vermin the satisfaction of seeing us turn on one another in argument over their pathetic lives. Perhaps, Fate has another path for me...I think I'll seek my Fortune elsewhere. Any who wish to join me are welcome. Good fortune to you all and may the wind be ever at your back!"
With that, Durahl lopes off back in the direction from which the group just came, pauses to give a short salute at the top of a rise in the road and then vanishes into the cold, misty air.
Good luck everyone, enjoy the adventure and may your blades never dim!

GM Tribute |

Merrie looks on helplessly as Durahl leaves.
"I understand." is all she says.
The goblins have not eaten well in a while and quickly start chewing on pieces of their leather armor. Ama points out they were underfed and the sores on their feet show they were marched hard over the last day or two.
Well done Durahl==Always leave on a high note, George Costanza :-)
As night comes, once again it is time to set guard shifts and determine how the goblins will be restrained.

Lamriel Brightflame |

"Just take their arms and scatter them to the wind. I don't know why we've kept them around this long if there's nothing to be learned from them. Strang, why don't you check their persons for anything of note first."

GM Tribute |

The goblins seem to indicate the priest was inspired by Magdh. Magdh is all they can say and it takes a while to decipher the strange pronunciation in their tongue.
Magdh is one of the Eldest, a divine fey creature of tremendous power said to be able to reshape the very fabric of the First World on a whim.
Magdh is a feminine demigod with three faces and takes the role of prophetess and seer amongst the Eldest; her skills of prophecy and in understanding fate seem to be great. Magdh will accept visitors who wish to partake of her future vision; such searchers find a welcome both strange and mysterious.
"They get to go free?" Merrie says.

GM Tribute |

Merrie describes the town of Ferraburg.
Ferraburg is a sleepy little mining town nestled in the foothills of the Chatar Mountain range. The town was founded 175 years ago as a trading station to get supplies to the miners who worked the gold, iron, and lead mines in the frozen mountains.
About 100 years ago, a huge iron vein was discovered, and Ferraburg, despite its isolated location, became a roaring boomtown. Its prosperity lasted nearly 20 years until the vein dried up as quickly as it had opened.
The town decreased in size substantially, and might have faded away, but a local wizard, Morlean, began to magically locate the few remaining lodes of ore for the miners. Since then, the town has stabilized at 500 inhabitants, mostly human and dwarves.

Terion Stoutheart |

"I don't think we can simply let these bastards run away to band together again later on, and waylay someone else who happens to be passing through - that is all they do" - Terion pipes in at Merrie's question - "We can simply herd them into town, and let the local law be done with them" - he adds.
He then moves to one at a time, searching them for valuables - "You won't be needing any of this where you are going, you little rats" - he growls while moving through the group of critters - "You're lucky I don't speak your language, or you would be answering some questions for me. No doubt about that!" - he bellows.
After they have been stripped of any valuables and weapons they may posses, Terion is ready to move out - "Lets get back on the road then"

Cole Honeybottom |
Leaving them to attack other travellers would be wrong it is true. However, slaying a surrendered enemy is another matter. I have no objection to taking them with us and dropping them off at the local law enforcement, although I suspect they will be put to death at that point. Let us move on however. There is no reason to stay when there are beds in Ferraburg with our names on them
Cole attempts to be useful now, fading back into the background as best as he can.

GM Tribute |

The goblins mew and hold their stomachs. They are obviously malnourished and injured. Making them fend for themselves in this cold would be the height of inhumanity Cole informs you after consulting his amulet.
Merrie, who shared the jerked pig she had prepared the first few days of the journey, now shakes her heads and ends up depleting all her rations to feed the goblins. They ravenously devour about 10gp of premium trail rations before quieting down, and she stares daggers at Cole, Terion and Lamriel. Although you try to settle down and sleep with regular guard shifts, a goblin blood curdling scream awakes you at least twenty times during the night. Unable to converse with them, you nevertheless believe they have not been well treated.
Fornitado has refused to discuss the goblins, as their predicament does not concern him. He does look annoyed, as he seems unable to get a decent sleep.
No hp replenishment or renewal of spells for anyone.
Morning comes, and the entire party is fatigued from the lack of sleep and stumbles into Ferraburg at a few hours past midday. Jalla, a dour, tall, dark-skinned man is tapping his foot impatiently at the gate. Seeing the goblins, his mood darkens further.
Merrie helps you escort the goblins to the Iron Fortress, an impressive solid iron building that houses the watch and the local prison. Merrie informs the guard that the goblins attacked the group in Snake Pass, and the grim dwarven sergeant quickly marches the goblins into the basement.

GM Tribute |

Jalla then escorts you to the largest structure in town save the Iron Fortress. a large mansion full of exotic antiques and curios. Jalla brings you into a large study with rugs and tapestries of exotic scenes from far away.
Jalla, Morlean's apprentice, has barely spoken the whole time, but Morlean makes up for it with a grand speech as he points to a table with 500 gold coins in 50 stacks of ten on it.
Upon seeing Merrie produce the bracer, Morlean's eyes light up. He is large portly man with hair and beard that is very gray. He hands the bracer to Jalla, who quickly departs with it.
Merrie briefly recounts the battle and Morlean says:
"You are great tacticians. Oh, to be young and mobile again."
"My divinations proclaim there is great treasure to be had in Titan's Crown, the large mountain that dominates the landscape. If you wish to investigate it, I will arm you with equipment, legends, and charms. BUT, you must bring to me any silver armor you find and describe in detail your experiences in the mountain."
"You may keep all of the other considerable treasures housed within. What say you all?"
Merrie scoops half of the coins into her pack and briefly considers grabbing another stack of ten, but has second thoughts. She nods to Morlean, "I'm in!"

Terion Stoutheart |

Merrie helps you escort the goblins to the Iron Fortress, an impressive solid iron building that houses the watch and the local prison. Merrie informs the guard that the goblins attacked the group in Snake Pass, and the grim dwarven sergeant quickly marches the goblins into the basement.
"Thank the Gods that is finally done!" - Terion roars - "I was about to regret keeping those wretches alive, and kill them with my bare hands during the night - noisy as HELL they are!" - he grins at Cole.
"My divinations proclaim there is great treasure to be had in Titan's Crown, the large mountain that dominates the landscape. If you wish to investigate it, I will arm you with equipment, legends, and charms. BUT, you must bring to me any silver armor you find and describe in detail your experiences in the mountain."
"You may keep all of the other considerable treasures housed within. What say you all?"
Merrie scoops half of the coins into her pack and briefly considers grabbing another stack of ten, but has second thoughts. She nods to Morlean, "I'm in!"
Terion listens to the man as he looks the coins over at the table.
250/6 = Around 41.5 gold to each.
"Great treasure you say?" - the man ponders for a moment - "And you say you divined it?" - he frowns.
"Let us say we accept - what kind of equipment, legends and charms do you have to equip us?" - he asks matter of fact.

Fornitado |

Fornitado eyes the coins, mentally deducts the church's portion, and decides that he needs to adventure more as well.
"I suppose I am ready and willing for another adventure". "Hopefully this won't involve babysitting annoying creatures of any type".

GM Tribute |

Morlean rings a bell and his apprentice arrives.
"Jaffa, bring me the contracts."
As the tall, dark, but not so handsome apprentice leaves to fetch the contracts, Morlean smiles:
"My secrets are my own. Many in town are jealous of my abilities. Capability breeds jealousy I have learned. If you agree, we discuss things in detail."
Merrie looks up and says:
"I could not have brought the bracer back without help. I could have taken fifteen or twenty goblins, but forty was too many. I fear the Crown will be even tougher."
Morlean nods: "From what I heard, you did will together. With my support, you can do better."

Bizzlemont Blacktop |

"Morlean, this is quite an impressive tower you have here. I imagine you have spent year studying various items and arts. If we do this, would you be willing to share some of your arcane knowledge with me? I find a trade of such things to be good for the spread of our art."

GM Tribute |

Morelean smiles: "Your group seems to be quite quid pro quo my good gnome. Get me some silver armor and we will talk."
Jaffa produces some contracts. You determine that Morlean is the party of the first part and you are the party of the second part. From what you can tell, you are an exclusive agent of Morlean, bound to give him all silver armor and recount your time in the Titan Crown. You may not work for anyone else without Morlean's approval. Morlean allows you to keep all other treasure found and provide you the magical means necessary to access the Crown.
Merrie looks over her contract and her brow crinkles as she reads. She signs in a flourish. It appears her surname or appelation is Flamehair.