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Truddig pauses where he is, looking at the others and raising an eyebrow. "I've no problem with that." He tries to cautiously extricate himself from where he was, ready to follow someone around the birds.

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You are able to make your way around the birds, avoiding them, after many nervous motives when the somewhat aggressive birds seem like they will attack.
After 3 days of tracking, the forest thins, and you begin to get the smell of smoke mixed in with the normal forest smells. You begin to hear goblin chatter and it is obvious that some kind of goblin settlement is several hundred yards ahead through the woods. You can't see it yet through the trees, but you are certain it is there. This is your chance to do any preparations before getting closer, since it's been 3 days, you have all spells and abilities back.

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Ingrge whispers. "I'll take a peek ahead and see what awaits us..."
With eyes alert for danger, Ingrge will draw his bow and quietly move through the trees, concealing himself as best he can...
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Stealth: 1d20 + 10 ⇒ (15) + 10 = 25

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While Ingrge scouts, Truddig pulls a wand out out of his pack and activates it with a quick phrase in Dwarven: "Մոգ զրահ"
Standard: activate wand of Mage Armor
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

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Ingrge moves ahead of the party, noticing that a group of goblins is inside the forest, and seem to be waiting in ambush. They seem to have lost track of Ingrge when he parted from the party. They are waiting about 100' from the party. The underbrush will make shooting difficult, but you believe you can get the drop on the enemy by letting the party know about them.

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Ingrge sneaks back towards the party and tosses a small rock towards them to get their attention. He then points to his eyes and then in the direction of the ambush hand signalling the number 100...he silently mouths goblins and then ambush...
Since Ingrge is the only one who knows where the goblins are, he motions for them to go as he also silently mouths, Wait for my attack...
Ingrge will then sneak back to his previous vantage point, draw his bow, and prepare to start things off...
When he gets in position, he'll fire at the forward most visible goblin (the more visible one that'd be nearest his companions as they approach)...
Longbow: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
In case the goblins have concealment
Concealment (Low is Bad): 1d100 ⇒ 49

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100 goblins?!? And he thinks we should fight them? Truddig shakes his head. Something must be lost in translation there; no way he wants us to take one 100 goblins.... is there?
Truddig cautiously advances, drawing a throwing axe, hoping against hope that he's misread Ingrge's hand-symbols.

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[spoiler=gm screen]
Initiative
Hasmed: 1d20 + 4 ⇒ (7) + 4 = 11
Ingrge: 1d20 + 7 ⇒ (11) + 7 = 18
Khafra: 1d20 + 4 ⇒ (4) + 4 = 8
Quazel: 1d20 + 1 ⇒ (19) + 1 = 20
Truddig: 1d20 + 3 ⇒ (7) + 3 = 10
Goblins: 1d20 + 2 ⇒ (6) + 2 = 8
concealment: 1d100 ⇒ 8
One goblin drops dead before they even knew the heroes were upon them. Khafra had a second goblin's head in his sites, but a low branch knocked the axe off course before it could strike true.
Conditions
20% concealment for all ranged attacks
Initiative
ROUND 1
Quazel
Ingrge
Hasmed
Truddig
Khafra
Goblins

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Ingrge fires at yellow and then retreats back SW (15' if considered rough terrain, 30' otherwise)...
Longbow: 1d20 + 9 ⇒ (7) + 9 = 16 (vs. flat-footed AC)
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Concealment (Low is bad): 1d100 ⇒ 28

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Khafra prepares to cast another javelin at the goblins while he is at range.
javelin: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 3 ⇒ (5) + 3 = 8
concealment (low bad): 1d100 ⇒ 85

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orange: 1d20 + 3 ⇒ (3) + 3 = 6
red: 1d20 + 3 ⇒ (10) + 3 = 13
Two more goblins fall, one to a javelin as it advances, and another to an arrow. The last two goblins get themselves organized and make an attempt at an assault, but are not effective at all.
Conditions
20% concealment for all ranged attacks
Initiative
ROUND 2
Quazel
Ingrge
Hasmed
Truddig
Khafra
Goblins

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Truddig looks at the axe in his hand, and second-guesses himself. I got that nice rapier, I really should use it. He drops the axe and draws the rapier. His face scrunches up in concentration, and then he doubles in size! With the larger rapier, he strikes out at the goblin in front of him.
Free: drop throwing axe
Move: draw rapier
Swift: Enlarge (5/7 uses remaining), 1 round duration
Standard: Attack red
Rapier, enlarged: 1d20 + 2 - 1 ⇒ (9) + 2 - 1 = 10
Damage, P, enlarged: 1d8 + 1 ⇒ (6) + 1 = 7
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.
AC 16 while enlarged (-1 from Dex decrease and -1 from size)
Truddig counts as a flanker for Hasmed

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Khafra holds his fire to see if Ingrge hits, but if not, throws another javelin.
javelin: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 3 ⇒ (3) + 3 = 6
concealment (low bad): 1d100 ⇒ 34

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Been really sick this week so haven't been posting as well. Still sick, but trying to catch up on everything.
The final goblin is slain. To the west through the woods, you can see the goblin fortress lies 30 foot up on a solid cliff face. The wooden walls and buildings make the climb another ten feet if you tried to scale it that way. The goblins have erected at scaffold style stair case that is about 40 foot long that goes up the side, starting at the north, and ending at the main gate to the fort at the south end of the fort.

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Ingrge nods at Khafra. "If someone can lend me a rope, I'll climb up the western portion, as I think we may can get in unseen that way, especially if we wait till nightfall and go under cover of darkness...I can tie off the rope when I get up top and then drop it back down to the rest of you..."
Under cover of darkness, Ingrge will carefully approach the western cliff face upon which the fortress rests, as quietly and concealed as he can...he'll climb up the 30' of the cliff and then continue on up the 10' high fortress/building walls. At the top, he'll secure the rope and toss it back down for his companions to follow, while keeping an eye out for guards.
Perception: 1d20 + 11 ⇒ (4) + 11 = 15
Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Climb: 1d20 + 7 ⇒ (19) + 7 = 26
Climb: 1d20 + 7 ⇒ (10) + 7 = 17

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Ingrge will come up on the wall between H6 and H7, secure the rope and throw it down to his companions...once they're up, Ingrge will cover 'em from the the roof of either H6 or H7 (if either building has a roof)...

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Truddig fishes a coil of rope out of his bag and offers it to Ingrge. "This is silk, so it shouldn't weigh you down as you climb up."

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Ingrge whispers to his companions...
"How do you all want to approach this? I have excellent line-of-sight from this roof and can cover whatever approach you wish to make...
When you all get into position, I can fire and start things off..."

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The area that Hasmed indicates is not an actual building, unlike pretty much everything else, it is actually a large pen. Looks like where the goblins keep their strange dogs. They are currently all locked up and unable the roam the rest of the village.
The other building that is immediately notable stands in the center of town. It's the only building made of stone instead of wood, and looks like it is an old shrine or church.
The northwest corner of town looks like it goes into the side of a cave and has several cages in it. There seems to be more movement back there, but it's hard to tell what is going on beyond the fence blocking that area.

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Khafra looks at the patrolling goblins.
"I wonder if we might dispatch of this patrol without them raising the alarm. Ingrge, you could likely hit one...could anyone else kill the other with a bow?"

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"Probably not with a bow, no. I have a throwing axe, but that's too risky at this distance I think." Truddig looks around at the layout. "But, I can be quiet when I have to. If I can slip down to the ground, I may be able to take one of them as it passes me by. If Ingrge can time his shot with that, we may be able to take them both out that way."

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"Sounds like a good plan to me. Truddig, if you'd like to quietly climb down, probably between these two buildings, we can time our strikes...when one of the sentries comes close by, as you strike, I'll fire..."

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Truddig nods. "Hasmed, do you still have that rope?"
Take 10 on Climb for 10 should get Truddig to ground level between the buildings.
Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
He approaches the corner between the two buildings. Drawing his club, he pulls some holly and mistletoe from his bag, which he uses to annoint the weapon. (Casting shillelah) He looks up to catch Ingrge's eyes, and waits to see that the half-elf is ready. Once they are both in place, Truddig readies himself to take out the next goblin that walks by his position.
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

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Ingrge draws his bow and prepares to fire...he'll calmly eye the sentries, focusing on the one furthest away, as that will be his mark...he'll patiently await till Truddig to makes his move...

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When the goblin comes around the corner he's hiding behind, Truddig steps out and swings his enchanted club with all that he has.
Club, shillelagh: 1d20 + 1 ⇒ (7) + 1 = 8
Damage, B, shillelagh: 2d6 + 1 ⇒ (2, 2) + 1 = 5
That didn't go as planned

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Upon seeing Truddig move to strike the nearby patrolling goblin, Ingrge lets loose at the far patroller...
Longbow: 1d20 + 9 ⇒ (6) + 9 = 15 vs. flat-footed AC
Damage: 1d7 + 2 ⇒ (5) + 2 = 7
Neither attack was optimal...I hope that's good enough to hit the goblin's flat-footed AC...