GM Thrawn |
Kafra's electric charged blow is unable to land (still holding charge), but Ingrge manages to put an arrow into the creature.
Initiative (bold may post)
ROUND 6
Truddig (goblin dropped before third axe, so I'll let you change accordingly)
ROUND 7
Hazmed
Khafra (6 damage)
Truddig
ROUND 8
Ingrge
Armored Goblin (Purple, 10 dmg)
Khafra Almaktoum |
Good grief I've rolled poorly this fight...
Khafra continues his struggles against the surprisingly strong goblin.
MW fauchard (two-handed, power attack, RAGE!): 1d20 + 6 - 1 + 2 ⇒ (4) + 6 - 1 + 2 = 111d10 + 4 + 3 + 2 ⇒ (4) + 4 + 3 + 2 = 13
Truddig |
Round 6 Redux
Truddig carefully makes his way across the river, keeping the throwing axe in his hand.
Round 7
He then makes his way over to the remaining goblin, charging the small creature with the throwing axe as a melee weapon.
Full Round: Charge attack
Throwing axe (as melee), charging: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Damage, S: 1d6 ⇒ 4
GM Thrawn |
AoO on Truddig: 1d20 + 5 ⇒ (19) + 5 = 24 for 1d4 + 3 ⇒ (2) + 3 = 5
attack on Khafra: 1d20 + 5 ⇒ (5) + 5 = 10
The goblin makes an attack as Truddig comes in, slashing him across the shoulder with it's horsechopper. Then the goblin, Khafra, and Truddig exchange strikes, but nobody is able to penetrate anyone else's armor.
Initiative (bold may post)
ROUND 8
Hazmed
Khafra (6 dmg)
Truddig (5 dmg)
ROUND 9
Ingrge
Armored Goblin (Purple, 10 dmg)
Truddig |
Truddig gets a curious look of concentration on his face, and suddenly he grows, doubling in size! Towering over the little goblin, he swipes across with his throwing axe again.
Swift: Enlarge (6/7 uses remaining), 1 round duration
Standard: attack
Throwing Axe (as melee), enlarged, flanking: 1d20 + 3 - 1 - 1 + 2 ⇒ (16) + 3 - 1 - 1 + 2 = 19
Damage, S, enlarged: 1d8 + 1 ⇒ (5) + 1 = 6
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Ingrge |
Seeing as there have been multiple waves aof goblins, Ingrge will keep his bow drawn until he's sure there are no more...then he'll search the bodies of the goblins, in particular the armored leader, for clues...
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
GM Thrawn |
Their don't seem to be any more goblins around. On the corpses. The five "sheep" goblins and the three foot goblins in the third wave each have a horsechopper, and a sling. Their equipment is shoddily made, and small size. The three riders each have a vial of unidentified liquid, 2 alchemists fires, a tanglefoot bag, a thunderstone, leather armor, a masterwork heavy mace, a shortbow with 20 arrows, and a handful of broken jewelry with all the gems stripped out. Izgarp (the singing armored goblin) has 2 vials of liquid like the ones the riders had, 3 acid flasks, 3 alchemist fire flasks, a smokestick, a tanglefoot bag, scale mail, a horsechopper, 5 javelins (including the ones already thrown), and a loose string of pearls.
Examining tracks of the goblins shows that one rider didn't join the battle. It seems to have skirted the field, heading in the direction the shepherd boy ran.
Ingrge |
Ingrge will take a couple of alchemical fire flasks and a smoke stick, along with 7 arrows...he then takes a look at the tracks...
Survival: 1d20 + 5 ⇒ (12) + 5 = 17
He frowns. "Looks like one rider didn't charge with the others...he circled around the field towards where the shepherd boy was running. We need to go after it quickly..."
Khafra Almaktoum |
Khafra, disappointed in how her performed during the battle, nods at Ingrge's suggestion.
"The boy is in real danger," he says, disregarding his own wounds. "We need to go now!" he says as he races off in that direction.
GM Thrawn |
After collecting whatever loot you want off the goblins, you head off after the 4th rider. assume looting happened as Ingrge was looking around for tracks figuring out that there was a 4th set You track the goblin and it's mount to a farmhouse. You can see the goblin shouting as he and his mount pace back and fourth in front of a door. The gate between you and the goblin is open. All other gates are closed. The goblin does not seem to be paying any attention to you, and can't seem to hear you over the horse in the barn that is neighing like crazy trying to get out.
Truddig |
While the others loot the bodies, Truddig retrieves the axes that he threw. He makes haste with the others to catch up to the goblin and save the shepherd boy.
Seeing the goblin distracted outside the barn, he rushes to the other gate, assisting the effort to cut off any escape route.
Double move: 40'
Hasmed "Fist of Vudra" McGuffin |
Hasmed inspects the vials with a spell.
Detect Magic + 3 rnds concentration + Spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27
But as he is about to inform the others of their nature, Ingrge makes his troubling revelation. And without leaving the Vudrani any time to comment, Khafra launches himself in hot pursuit!
***By the barn***
"Sutrath, Iderje and Muthiapritah, guide my hand an empower my blows."
If there is a surprise round, using my arcane pool to make my weapon +1
GM Thrawn |
The 5 mystery vials all contain potions of cure light wounds.
Initiative
Hasmed: 1d20 + 4 ⇒ (15) + 4 = 19
Ingrge: 1d20 + 7 ⇒ (19) + 7 = 26
Khafra: 1d20 + 4 ⇒ (7) + 4 = 11
Quazel: 1d20 + 1 ⇒ (11) + 1 = 12
Truddig: 1d20 + 3 ⇒ (10) + 3 = 13
Goblin: 1d20 + 2 ⇒ (16) + 2 = 18
?: 1d20 + 1 ⇒ (13) + 1 = 14
The goblin gets hit by an arrow, causing it to turn towards the party. There seems to be movement inside of the windows of the house.
Initiative
ROUND 1
Ingrge
Hasmed
Goblin (5 dmg)
?
Truddig
Quazel
Khafra
Ingrge |
Ingrge nods to the shepherd and bends over to inspect the goblin...
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
He then looks up to the shepherd. "Do you know why the goblins are attacking in this area?"
GM Thrawn |
"Mom and dad are inside too." The boy's parents step out the doorway, still seeming unsure of whether or not the party are a threat, but not wanting their son out here with the armed party alone.
Goblin is armed the same as other riders, including one more cure light wounds potion.
The father speaks up. "Goblins have always been a danger in these parts, going all the way back to the goblinblood wars. I've never seen them this aggressive though, something has changed. Something is leading them."
The boy chimes back in. "I saw a bunch of goblins in the woods beyond the field the other day. Two of them talking seemed to be in charge. One was all scarred and had heavier armor. The other was like a goblin prune. They split up, each taking a group of goblins with them."
Ingrge |
Ingrge nods once more. "We'd appreciate that...if it's alright with your folks. We would let no harm come to him and send we'd send him right back after he shows us the spot..."
Truddig |
6 clw potions; we should probably each carry one?
"You should be proud of your boy, here." Truddig says to the parents. "He's quick, and brave."
"And you should learn to be careful, lad! Spying on goblin leaders is dangerous business. I'm glad you can show us the way, but be sure to stay safe in what you do."
GM Thrawn |
The boy's parents allow it, the young shepherd leads you back through the field you fought the goblins in, and follows near the river through the fence and into the woods. After about 20 minutes along the riverbanks with occasional tracks that you can only assume belonged to the goblins you killed in the field, you reach a small clearing. At the edge of the clearing the boy points. "They were talking right there. I couldn't understand anything they said, when they got done, the armored one went that way with a group on foot and on little dogs." He points back in the direction of the farms and homesteads. "The wrinkled goblin went that way. I assume towards the mountains." He points to a lightly worn path up river.
Hasmed "Fist of Vudra" McGuffin |
"Hmm. We should at least find out how far these tracks go. Thank you young one, and go on. The thousand gods of Vudra have taken note of you and will forever know your name."
Hasmed is great at suggesting things, but great at following up on them apparently. Unless you guys want to see my untrained survival roll. :D
Ingrge |
"Thank you, you are very brave...but you should return home now..."
Ingrge turns to his companions. "We faced the group led by the armored goblin...I think we should track the wrinkled goblin to the mountains..."
Ingrge looks for goblin tracks that lead to the mountain...
Survival: 1d20 + 6 ⇒ (16) + 6 = 22
Khafra Almaktoum |
Khafra does all he can to see how Ingrge is following the tracks, but his skill is beyond anything he can understand.
survival aid: 1d20 + 1 ⇒ (1) + 1 = 2
GM Thrawn |
Sorry, about the delay, especially since I didn't need the map yet afterall
Despite Khafra's help, Ingrge is able to follow the tracks, which roughly flow the direction of the river. In the distance, you estimate the mountains to be about 4 days journey at the source of the river. There is no telling whether the goblin camp will be in the forest or in the mountains beyond.
As dusk begins to fall, you begin to consider options for a protected area for camp. A forest holds it's dangers, but a forest infested with fiendish goblins isn't something you want to get caught out in.
A small stream passes along the base of a thirty-foot-tall black stone scarp. Strange, horse-sized cavities pock the face of the cliff, their edges smooth and warped as though etched or melted into the stone rather than carved. The air is thick with the stench of decay and rot, beneath which there is a faint tinge of an acrid, chemical odor. Despite the smell, things here are eerily peaceful.
Ingrge |
"Let's check this place out...might be a decent place to camp for the night, if we can stand the smell..."
Ingrge looks over the area, checking for traps and hidden foes, while wondering 'bout the smell...
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Truddig |
Truddig will examine the cavities in the scarp. "I don't like the look, nor the smell, of these. They may be our safest option, but I want to be sure." He enters a short, shallow sort of trance as he examines the cavities, his eyes not quite focused on the physical reality in front of the party, but looking for something else, something beyond.
Using Spirit Sense to examine the area.
At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.
GM Thrawn |
I'm going to be liberal on the interpretation of something, especially because you are already familiar with it.
Although Truddig is unable to sense any creatures inside, he immediately senses a familiar extra-planar presence. He immediately is able to identify a quantity of the blackish purple ooze that everyone had encountered in Sarringallow. The ooze is in a circle with another smaller circle missing out of the middle of it. A dagger lies in the middle of the center circle.
Ingrge also notices a glint of metal about 20 feet up from a ledge.
Ingrge |
Ingrge rolls his eyes. "Not more of that purple demon goop...hoped we'd seen he last of that...it appears it's affected the goblins as well...we've got a dagger here and there's a glint of metal up on that ledge...which should we check out first?"
Ingrge |
Ingrge nods in agreement with Hasmed. "You're right...but we should check this out first. Can you detect magic on this dagger or the metal implement on the ledge?"
Ingrge |
"Hasmed, Khafra and I have cold iron daggers...if you or Truddig do not, one of you might want to take this since we're dealing with this cursed demon ooze again...
I'll try to climb up and check out the metallic glint..."
Ingrge will climb up and take a look at the metallic implement, looking out for traps and foes as he does so...
Climb: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Truddig |
Truddig concentrates briefly, doubles in size, and reaches across the ooze to grab the dagger. Just as quickly, he returns to his normal size.
"Cold Iron I have not, though I agree, it will be useful."
Enlarge: 5/7 rounds remaining
GM Thrawn |
Truddig grabs the dagger, and Ingrge finds that above, there seems to be an abandoned nest, likely not used for quite some time. A dented and worn metal box is what gave off the glint from the light. Examining it, there is a symbol on the side of the box near the lock.
Meanwhile, the others notice some other things about the cave.
First, the goblins seem to have made camp here, likely multiple times.
Second, there are drawings in chalk covering the walls. They aren't well done, but seem to be of various goblins.
One of the drawings looks more like a bugbear than a goblin.
Although the drawings are faded and poorly drawn, you believe one of the goblins is drawn to be wearing armor and has a scarred face. Another seems somewhat elderly and wrinkled and uses a pointed weapon shown stabbing things.