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Denge turns, smiles at Albern and says:
"Well met Sailor, it looks as though you will be joining our expedition at an opportune time. My name is Denge fevor and this is my ward Penelope Waystrider."
Denge goes on to say in a more somber tone:
"I know very little about gnomes and the bleaching, but from what I do understand, it has to do with the lack of excitement and new experiences. Unless I miss my mark, I am confident you will find an abundance of both while your travels align with ours."

Albern Fee |

The gnome perks up considerably at Rafaelis plan and Denge's encouragement.
"Wait, you're right! I can make my way back home, float back down the Sellen and then try again. Maybe the Taldan navy won't have me, but I could put in with the Qadirans, or Cheliax. Maybe even somewhere in the Shackles! It's brilliant!"
The gnome perks back up considerably and his skin glows purplish-red. "It's like Second Mom used to say - "Nyarlathotep may come to claim your world in many guises, but if you see through them your world may yet be saved!". I think I finally see what she meant: I may think you're the awful Nyarlathotep, but you're really just here to help me become a seagnome." Albern seems very excited, despite the nonsensical stream of words coming out of his mouth.
He comes over to Rafaelis and extends his hand. His tears are gone, and in their place is enthusiasm. "Hi, you can call me Albern. Thanks for taking me on to Wispil. I'll do my best to protect your land-ships."

GM Art Severance |

At Dumpkin's Inn, on the path from Maheto to Belhaim, Taldor - Wealday, 1 Gozaran, 4715 A.R.
As Denge and Rafaelis speak to Albern, Father Dumpkin sees to Mr. Gribb. He lays his hands on Mr. Gribb, and a warm green light envelops them.
Caster Level Check: 1d20 + 5 ⇒ (20) + 5 = 25 remove disease vs. DC 20 addiction
The glow grows and envelops Mr. Gribb.
"There, that should do it. Now to do something about that weakness," he says to no one in particular.
Once again, father Dumpkin lays his hands on Mr. Gribb, and a warm green light envelops him. This time, the light lingers, and Mr. Gribb chants for some time.
1d4 ⇒ 2 Dex healing
1d4 ⇒ 1 Dex healing
1d4 ⇒ 4 Wis healing
Afterward, Mr. Gribb appears to be feeling much better and has more of his wits about him.
"Well, not as good as I'd hoped, but then again, much better than it was," he says to himself.
Father Dumpkin turns to the party. "Erastil has thankfully broken the addiction, but if he gets any more pesh, it will be right back. He should be strong enough to travel now. I'm sorry I can't do more. He's going to need days of rest before his body and mind fully recover. I suggest you keep him in a wagon." He then leans conspirationally toward Rafaelis, whispering "And keep a close eye on him. One dose of pesh and all this is for naught."

Penelope Waystrider |

Penelope looks up and says to Albern:
"..Hello, um, I mean hi...er..greetings."
Thoroughly flustered she lowers her head again, stirring the porridge she has not tasted.

GM Art Severance |

I'd like to get the party back on the towpath and get moving. If you have any more business at Dumpkins, please do it now.
Also, if you have not yet joined the Rolld20 page, linked at the top of this page, please do so. I need to assign you an icon and control of it to get ready for combats, when they occur.
To be in a wagon or on top, place yourself in the back square of the wagon (once you have control of your icon). Turn yourself sideways for inside (upside right will be on top). You can turn your icon by selecting it, then grabbing the little box connected with a line to the top of your icon and moving it to one side or the other.
Two people and/or dogs can sit atop each wagon. And two people and/or dogs can ride inside each wagon. The first person in each position puts his icon on the back squares of the wagon. The second person in the squares just behind the wagon (one on the extra donkey, the other in the empty square.
To be riding on the seat of the wagon with the driver, place yourself on the front square of the wagon. Two additional people or dogs can ride on the seat of each wagon, in addition to the driver. The first person, who is in the middle, puts his icon on the front square of the wagon. The second person, who his on the outside, to the far right of the bench (as in the passenger seat of a car), puts his icon on the donkey in front of the wagon. When three people and/or dogs are on the front seat of the wagon, all are considered to be squezed.
Otherwise, place yourself where you want to be in relation to the caravan while walking along the towpath toward Belhaim.

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Religion (Nyarlathotep): 1d20 + 8 ⇒ (5) + 8 = 13
[dice=Spell Craft (Father Dumpkin"s second set of spells)]1d20+8[/dice]
He takes the offered hand of Albern, and with his free hand indicates himself and the rest of crew of the caravan in succession. My word where are my manners. Introductions are in order. My name is Rafaelis Reeves. You may call me Mr Reeves. This is Mr Denge Fevor, his ward Miss Penelope Waystrider, Professor Taldus Bellerophon lately of the Great University of Oppara, Misters Bray Burrowfoot, and Mr Tark Toughtoe are the owners and drivers of the wagons outside, and lastly we have our caravan master Mr Silas Gribb. He has just narrowly escaped the clutches of death from the evils of pesh due to the good graces of Erastil through Father Dumpkin, here, and tended to throughout the night by his brother Brethon. Good Brethon will be travelling with us to Belhaim on personal business.

Albern Fee |

common knowledge on Pesh: 1d20 - 1 ⇒ (1) - 1 = 0
"I like those names. Good, healthy names." Albern hops off the table and (quite unnecessarily) runs over to Silas and gives him flat palmed salute in the manner of a Taldan navy man. "A pleasure to serve in your caravan Master Gribb. I don't know what manner of creature a pesh is, but I am happy that you were clever enough to have eluded it. I know my fare has been paid for, but it would be my pleasure to volunteer my services in matters of security and cargo handling for your caravan. I don't know much about land travel, but my sea bag is packed and ready to go."
Albern's bag is festooned with hand-sewn symbols from all manner of flags from Golarion navies - or at least crude, uninformed guesses at those flags. Looking at the bag, it seems likely that it has never been anywhere near the sea.

GM Art Severance |

"A pleasure to serve in your caravan Master Gribb. I don't know what manner of creature a pesh is, but I am happy that you were clever enough to have eluded it. I know my fare has been paid for, but it would be my pleasure to volunteer my services in matters of security and cargo handling for your caravan. I don't know much about land travel, but my sea bag is packed and ready to go."
"Uh...er...ah...yes. Ok, then," Mr. Gribb mumbles. He waves his hand vaguely at Albern in way of a return salute. "Help me to Tark's wagon, then. I need to lie down."
Brethon rushes to help Mr. Gribb, and leads him out the door of the inn.
"Thank you, Father," Mr. Gribb says to Father Dumpkin as Mr. Gribb exits.
"I'll be back soon, boys! Dumpy!" Brethon says cheerily with a wave.
If there is any other business anyone wishes to conduct or conversations they wish to have with anyone at the inn who is not part of the caravan, now is the time. I'll advance the time and get the caravan on the road on Monday morning.

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Er... ettin? Oh yes. I heard news of that from a patrol. Working with goblins or something? Also, I have been meaning to talk to you and your brother about anything you might recall about your mother's side of your family? Particularly your maternal grandfather. Perhaps you have heard stories?
he pauses a moment weighing his words
Surely many different types of people pass though here, do any of them ask you to do any favors such as passing along packages?

Albern Fee |

"Goblins! Nasty thieves and troublemakers! I hate them. At least I think I do; that's what most of the others back home tell me to do." Albern ponderously reflects on the nature of his animosity.

GM Art Severance |

Er... ettin? Oh yes. I heard news of that from a patrol. Working with goblins or something? Also, I have been meaning to talk to you and your brother about anything you might recall about your mother's side of your family? Particularly your maternal grandfather. Perhaps you have heard stories?
he pauses a moment weighing his words
Surely many different types of people pass though here, do any of them ask you to do any favors such as passing along packages?
Fors thinks for a moment, "Ma never talked about her family much to us. Maybe Pa knows about them."
When Rafaelis mentions packages, Fors frowns. "Not usually. Most people passing through are on their way from Belhaim to Maheto or from Maheto to Belhaim. They've just come from the one and are about to reach the other."

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to Fors "You mentioned ettins. What other news of the road have you heard?"
He turns his head and speaks to Albern, "I am not too familiar with Goblins. There was some discussion of them as well as other humanoids during the course of my training, which was... um...under unique circumstances. Still I am a fully trained field agent. Due to my upbringing I am none too familiar with the Gnomish people either. For example I was not aware of special fostering practices where one would have a 'second mother.'" His eyes take on a far off look. "Nor have I heard of this 'Nyarlathotep.' Though the name conjures within me a familiar sense of dread. It is like I encountered something prosaic, but by that encounter vague elements of almost forgotten nightmares or ancient tales incompletely told were recollected. These elements allude to ancient malevolence that if named would invoke catastrophe." He snaps out his revere.
@Art. I changed Rafaelis's positioning on the caravan route to take advantage of having a crossbow. Rafaelis will ask Brethon to walk with him during the day and ask about the woods and his life. In the evening he will show Brethon the spells he had memorized and invite him to long chats at night about the Book of Magic. If Brethon chooses not to accompany him, he will trade off having Nex and Geb walk beside him as it seems that there are enough people to protect the drivers and not him.

Albern Fee |

"I call her second mother because she adopted me." He looks very solemn for a second. "First mother and father were boomrafters too, but they were eaten by white dragons." He holds up his fist to his heart in remembrance. Icemourne and Mirrorwing - I hope someone kills them real soon!" He huffs and puffs angrily for a moment.
After he calms. "Second mom saved me and she and her kin raised me up to be right and good. I was fostered by flumphs! It was great; they're very nice folk. The elders in Wispil told me that it was a fine example of "cross-cultural exchange and harmonious inter-species development" - which sounds very important! She was always going on about Nyarlathotep and Azathoth and how I needed to watch out for them. Such a worrier, Second Mother. I've never even met anyone named Azathoth!"

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Religion (Nyarlothetep): 1d20 + 7 ⇒ (17) + 7 = 24
Religion (Azathoth): 1d20 + 7 ⇒ (11) + 7 = 18
The Professor considers what he's heard of Nyarlothetep and the Dark Tapestry. He too blanches.
The gnome seems harmless, as they frequently do, but... his words strike the Professor deeply.
I should report him and his dark words about the Old Ones. The Church would be terrified to hear these things. Perhaps they would be appreciative of my bringing it to their attention. Perhaps enough to champion my reinstatement to the University... Hmmm.

Albern Fee |

"Flumphs are from very far away; that's what Second Mother told me. "From another world". Like the gnomes - were from the First World originally! That makes flumphs and gnomes like cousins!" He pauses. "Well, except flumphs fly, have tendrils, stingers, look like jellyfish, and don't have neat hair like gnomes."
Albern considers Rafaelis' question. "Uh... how do they know things men don't? Well, I guess cause they're not men. I mean dragons and gnomes and centaurs know lots of things humans don't." He looks like it is a rather obvious explanation.

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Looking entirely nonplused by Albern's answer Rafaelis says to the air above him with a note of resignation, "Of course, of course, I shouldn't have expected anything else. As the ancient Tien saying goes, 'One cannot squeeze blood from a turnip.'" Having said that, Rafaelis leaves and joins the caravan saying no more.

GM Art Severance |

On the path from Maheto to Belhaim, Taldor - Wealday, 1 Gozaran, 4715 A.R.
Walking through the Verduran Forest on the Maheto side of the Verduran Fork is quite pleasant. The towpath is paved and in good condition. The banks of the canal are relatively clear. The sides of the towpath are home to all manner of grasses, small shrubs, and flowering plants. The trees, off to your right as the caravan heads toward Belhaim, are bright with spring buds.
The morning passes uneventfully. Denge and Penelope lead the group, followed by Tark's wagon. Nex quietly rides at Tark's side. Mr. Gribb secreted himself in Tark's wagon before you left Dumpy's Inn and has not stirred.
Brethon and Rafaelis walk between the wagons, closer to the forest side of the towpath, quietly discussing what Brethon knows of the Verduran Forest and what Rafaelis knows of magic.
Brethon for his part relates tales of an ettin who is rumored to have been working with the goblins in these woods for the past two years, waylaying travelers. The locals refer to it as "Gorgath." The Phalanx has investigated and has dismissed the rumors. Brethon is not convinced.
Professor Bellerophon rides with Bray on Bray's wagon. Geb is on top. Albern rides inside of Bray's wagon.
Stealth: 10 + 11 = 21
Dogs' Passive Perception: 10 + 8 - 1 = 17 distance
Halflings' Passive Perception: 10 + 9 - 1 = 18 distance
Mr. Gribb's Passive Perception: 10 + 13 - 10 - 5 - 1 = 7 sleeping and inside and distance
Brethon's Passive Perception: 10 + 4 - 1 = 13 distance
Denge's Passive Perception: 10 + 4 - 1 = 13 distance
Penelope's Passive Perception: 10 + 6 - 1 = 15 distance
Rafaelis's Passive Perception: 10 + 0 - 1 = 9 distance
Professor Bellerophon's Passive Perception: 10 + 2 - 1 = 11 distance
Albern's Passive Perception: 10 + 2 - 5 - 1 = 6 inside and distance
In the afternoon, as the caravan works its way west, you hear a sharp whistle, then small arrows start flying at the caravan from ahead and behind the caravan.
Attack 1 at Denge: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d4 ⇒ 4
Attack 2 at Denge: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d4 ⇒ 1
Attack 3 at Denge: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d4 ⇒ 2
Attack 1 at Geb: 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 1d4 ⇒ 3
Attack 2 at Geb: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d4 ⇒ 3
Attack 3 at Geb: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d4 ⇒ 3
Three small arrows pierce Denge. Denge takes 7 points of damage.
Two small arrows pierce Geb. Geb takes 6 points of damage and is staggered.
Sniping Shooter #1: 1d20 + 11 - 20 ⇒ (1) + 11 - 20 = -8
Sniping Shooter #2: 1d20 + 11 - 20 ⇒ (11) + 11 - 20 = 2
Sniping Shooter #3: 1d20 + 11 - 20 ⇒ (4) + 11 - 20 = -5
Sniping Shooter #4: 1d20 + 11 - 20 ⇒ (11) + 11 - 20 = 2
Sniping Shooter #5: 1d20 + 11 - 20 ⇒ (19) + 11 - 20 = 10
Sniping Shooter #6: 1d20 + 11 - 20 ⇒ (17) + 11 - 20 = 8
Mr. Gribb sleeps through the initial attack. Everyone else notices three goblins attempting to hide in the brush on the edge of the woods ahead of the caravan.
Albern notices one more goblin trying to hide on the edge of the woods behind the caravan. The one marked with a purple dot. Everyone else notices that there are actually three goblins back there.
All of the goblins are armed with shortbows and dogslicers. They are all wearing leather armor.
Goblins' Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Dogs' Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Halflings' Initiative: 1d20 + 8 ⇒ (15) + 8 = 23
Brethon's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Denge and Penelope's Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Rafaelis's Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Professor Bellerophon's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Albern's Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
The goblins are first and shoot a second volley at Denge and Geb.
Attack 1 at Denge: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d4 ⇒ 4
Attack 2 at Denge: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d4 ⇒ 3
Attack 3 at Denge: 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d4 ⇒ 2
Attack 1 at Geb: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d4 ⇒ 2
Attack 2 at Geb: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d4 ⇒ 2
Attack 3 at Geb: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d4 ⇒ 1
The first arrow misses Denge. The second arrow strikes him, staggering him. The third arrow strikes him, knocking him down.
Denge is unconscious, at -1, and bleeding.
The goblins in front let out a cheer when Denge falls!
The first arrow shot at Geb strikes him, taking him down. He tumbles from the roof of the wagon.
Falling Damage: 1d6 ⇒ 5
The second and third arrows strike Geb's unconscious body.
Geb is unconscious, at -10, and bleading.
The goblins in the rear chant in goblin when Geb falls!
"Burn qentë, vrasin ata too!
Vlim lëkurët dhe kockat për të zam tyre!
Prerë kokat e tyre jashtë, tërheq bishtin e tyre!
Sillni spikes për impales shpejtë!
Shih një longshanks me një qen?
E presin! Vrasin ata si një derr i tredhur!"
Boil their hides and bones to glue!
Cut their heads off, pull their tails!
Bring the spikes for quick impales!
See a longshanks with a dog?
Chop them! Kill them like a hog!"
After shooting a second time, the goblins do not attempt to hide again. They are now visible to everyone in the party, except Mr. Gribb who is still asleep in Tark's wagon.
Tark and Bray pull on the reins and apply the brake levers on their wagons, attempting to slowly stop them.
Tark: 1d20 + 10 ⇒ (18) + 10 = 28
Bray: 1d20 + 10 ⇒ (8) + 10 = 18
Both wagons come to a halt where they are depicted on the map.

GM Art Severance |

Round One, in combat with 6 goblins, on the path from Maheto to Belhaim, Taldor - Wealday, 1 Gozaran, 4715 A.R.
After a surprise round and the goblins' second attacks at the top of round one, the situation is as follows:
Denge is unconscious and prone, at -1, and bleeding.
Geb is unconscious and prone, at -10, and bleeding.
The goblins have shot two volleys of arrows. They did not bother to try to hide after the second volley and are now all visible to everyone. They are armed with shortbows and dogslicers. They are wearing leather armor.
Mr. Gribb is sleeping inside of Tark's wagon. Both wagons are stopped.
The initiative order is:
Goblins
Halflings
Professor Bellerophon
Rafaelis
Dogs
Denge and Penelope
Albern
Brethon
The goblins and halflings have already acted. Professor Bellereophon is up, followed by the rest of the party, then Brethon.
You can see the tactical situation on the map under the Roll d20 link at the top of the page.

Albern Fee |

"Goblins! Goblins! I THINK I HATE GOBLINS!" Albern practically tumbles out of the wagon after the first salvo. His purplish-red skin immediately grows several shades darker, and his sword sings as it is freed from its sheathe and even seems to crackle with energy.. The gnome with decidedly un-gnome-like speed moves towards the goblin furthest from the back.
(Qualified) Ragey-poo! Swift to arcane strike, attacking pink. I'm not sure what sort of action it is to get out of the wagon, never mind the attack and the rage if its a move..
1d20 + 7 ⇒ (9) + 7 = 16 hated, rage
1d8 + 8 ⇒ (7) + 8 = 15 arcane strike, rage

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Denge is hit with a volley of 3 arrows and then a second volley of two more arrows. First surprise on his face, then concern as he looks toward penelope, then pain.
Weakly, the breath leaving his body, he reaches, an out stretched arm and open hand toward Penelope "Penelope.. stay strong...don't.... "
And then he crumples to the ground unconscious bleeding out.

Penelope Waystrider |

Penelope stops mid-sentence her questions about the wild flower she was asking Denge forgotten, slowly turning her head to why see Denge has interrupted her.
Screaming! "DENGE!"
Penelope rushes to Denge's side, arriving a moment after he hits the ground she puts her head against his chest, as she tries to lift his body, but realizes she is too weak.
Denge's body convulses, blood trickling from his mouth, eyes rolled back, his mouth ever so slightly opening and closing like a fish out of water.

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Denge is bleeding out, roll to see if he stabilizes.
Roll to stabilize: 1d20 + 2 ⇒ (20) + 2 = 22
Denge Stabilizes!
No longer bleeding out.
Art, I can't control the pogs on the D20 board. Please remove Penelope from the field.

GM Art Severance |

Art, I can't control the pogs on the D20
board. Please remove Penelope from the field.
The settings looked to be in order. However, I transferred them so anyone can move your tokens. I also withdrew Penelope to the DM layer so I can retrieve her easily when you summon her back. Would you try moving your token just to confirm you have control?

GM Art Severance |

"Goblins! Professor, we need healing up ahead, both Geb and Denge are down." . Rafaelis will order Nex to attack. Then shoot his crossbow at a goblin. Preferably one without cover.
[dice=Handle Animal]1d20+2
[dice=crossbow]1d20+1
[dice=damage]1d8
None of the goblins have cover from Rafaelis. Can you pick a color dot for me so I know which one takes the hit? The handle animal check will succeed. Would you please indicate which goblin you're telling Nex to attack and roll the attack (+2, +4 if charging, 1d4+1 damage)? Would you please also roll a Con check to stabilize for Geb? It's DC 20, his Con modifier is +2 (Con 15, they're both standard dogs, Bestiary p. 87).

GM Art Severance |

there are two spot checks for the dogs. I only saw one. Nothing personal, just trying to squeeze as much advantage I can out of the dogs before they are dead.
No problem, but since they both have the same modifier for the passive checks I just rolled them together. I did the same thing for the halflings' spot checks and the goblins' take 10 stealth checks.

GM Art Severance |

Guys, Professor Bellerophon is first. So nothing has happened quite yet. If he's able to post today, he'll determine his action, then I'll post the results of the round. If he's not able to post today, late this evening I'll bot his action, then post the results for the rest of the round.
For future rounds, if you want to post your intentions early, it's no problem. However, you may want to say things like, "[Character Name] attacks the most damaged [Foe], if that one is down, he attacks [Color]" so you don't split the damage. Alternately, you can wait for your turn to come up in the initiative order, whichever you prefer. Both work fine for me.

GM Art Severance |

'm not sure what sort of action it is to get out of the wagon, never mind the attack and the rage if its a move..
It's a move action to open the door to the wagon. The door is at the rear of the wagon. You can see a picture in the handouts section of the Roll d20 page. It would be one move action to open the door and another to get over to the rear set of goblins. Does Albern move over there and draw his weapon on the move even though he can't attack?

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"Aaaaaaaaaaaaahhh! screams Professor Bellerophon. Arrows flying everywhere, blood, screaming/dying dogs, the cries of the lovely Penelope... it is all too too much for the very book-learned and polite Professor Bellerophon.
As dog blood spurts from Geb across the professor's face, the chants of the hideous green creatures, screaming their bloodthirsty glee, drive straight into Taldus' brain.
"PharasmaPharasmaPharasmaPharasmaPharasma," screeches the stunned and momentarily insane university-professor-turned-naive-medic-on-a-foolish-dangerous-deadly-outra geous-mission-into-the-hideous-dangerous-damnable-forest.
More arrows fly and clearly kill the poor Geb, who drops in a widening pool of canine blood.
"Mistakemistakemistakemistakemistake," repeats the naive professor as he tumbles through Bray and leaps to the ground, running for cover as fast as he can. He comes to rest, crouched, holding his hands over his head, behind the next wagon.
"S@*+shitshitshitshitshitshit," he mumbles quietly to himself as he keeps his head down.
In the back of his head he hears, Professor, we need healing up ahead, both Geb and Denge are down.
Professor Bellerophon double moves to behind the more safe, centrally located cover of the far side of the next wagon. Pog moved on Roll20.

GM Art Severance |

Following the hail of arrows, Professor Bellerophon leaps off Brays wagon and moves toward Tark's.
Rafaelis orders Nex to attack, then looses a crossbow bolt, dropping one of the forward goblins. The green one, removed from the map. As the goblin falls, Nex leaps off the wagon, racing toward one of the fallen goblins' companions. The blue one.
Nex's Charging Attack: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Nex's Bite Damage: 1d4 + 1 ⇒ (2) + 1 = 3
He bites, the goblin, taking a large chunk out of its side.
Albern nearly tumbles out of Bray's wagon and takes position behind the trailing mule, drawing his sword as he does so.
Brethon, recalling what Rafaelis told him about his power over plants, reaches out toward the rear group of goblins, willing the grasses and trees to lash out at them.
Miraculously, the plants respond!
Orange Goblin's Reflex Save: 1d20 + 2 ⇒ (9) + 2 = 11
Purple Goblin's Reflex Save: 1d20 + 2 ⇒ (5) + 2 = 7
Pink Goblin's Reflex Save: 1d20 + 2 ⇒ (19) + 2 = 21
The trees and grasses grasp two of the goblins, but a third escapes their embrace. The orange and purple goblins are entangled, the pink one is not. The area of the effect is drawn on the map.
Brethon's muscles swell as he calls forth the vines.
A wooden club then appears in Brethon's hand as he closes with an entangled goblin! His skin toughens and darkens, taken on the appearance of bark, as he moves.

GM Art Severance |

Top of Round Two
Mr. Gribb's Perception Check DC-9: 1d20 + 13 - 10 - 5 - 1 ⇒ (10) + 13 - 10 - 5 - 1 = 7 sleeping and inside
Mr. Gribb stirs inside of Tark's wagon. "Why are we stopped?" he yells. "What in the name of Abadar is going on out there?!" he cries.
The rear door of Tark's wagon opens. Mr. Gribb looks about. "All that racket for goblins?" he asks. He looks around the side of the wagon at Professor Bellerophon. "Carry on," he says, "But do try to keep it down."
The two entangled goblins attempt to break free of the writhing brush.
Orange Goblin's Escape Artist Check: 11 = 11 Somehow this number increased in editing the post. I am forcing it back to the original value.
Purple Goblin's Escape Artist Check: 1d20 + 2 ⇒ (18) + 2 = 20
One goblin remains trapped, but the other goblin is free. He steps away from the brush and moves toward Albern. He drops his shortbow in the grass and pulls his wicked dogslicer as he moves.
The third goblin behind the wagons steps out of the entangling brush and shoots an arrow at Rafaelis.
Pink Goblin Shortbow Attack: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d4 ⇒ 1
The arrow hits Rafaelis, but fortunately the wound is minor. Rafaelis takes 1 point of damage.
Stabilizaton check for the Green Goblin DC 11: 1d20 + 1 ⇒ (16) + 1 = 17
The fallen goblin ahead of the caravan stop bleeding.
The two other goblins ahead of the caravan grin gleefully, dropping their shortbows and drawing dogslicers. They move to flank Nex and attack him.
Red Goblin's Dogslicer Attack: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17 flanking Damage: 1d4 ⇒ 1
Blue Goblin's Dogslicer Attack: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 flanking Damage: 1d4 ⇒ 3
The goblin closer to the towpath lands a glancing blow, giving Nex a nasty scratch. Nex howls in pain.
Tark and Bray struggle to keep the mules calm with the smell of blood and the sounds of battle filling the air.
Tark's Animal Handling Check: 1d20 + 10 ⇒ (11) + 10 = 21
Bray's Animal Handling Check: 1d20 + 10 ⇒ (13) + 10 = 23
Both teams remain still despite their fear.
Both haflings set the brakes on their wagons.

GM Art Severance |

Round Two, in combat with 5 goblins, on the path from Maheto to Belhaim, Taldor - Wealday, 1 Gozaran, 4715 A.R.
After the goblins' third attacks at the top of round two, the situation is as follows:
Denge is unconscious, prone, and stable. He is in delay until healed.
Penelope has disappeared.
Geb is unconscious, prone, and bleeding.
Rafaelis has taken a minor wound from a goblin arrow and is down 1 hit point. He is currently armed with an unloaded crossbow.
Nex has also taken a minor wound from a goblin arrow and is down 1 hit point. He is currently under instructions to attack the Blue Goblin.
Albern is behind the trailing mule behind Bray's wagon. Albern has his sword out. The door to the rear wagon is open.
Professor Bellerophon is alongside Tark's wagon. He is currently not holding a weapon.
Brethon is holding a wooden club and standing near the entangled goblin. His skin has toughened like bark, increasing his armor class by 1 for 1d4 ⇒ 1 round. In addition, his Strength is increased by 4 until the end of his next turn.
Mr. Gribb is awake and peering out the back of Tark's wagon. He is in a foul mood and complaining about the racket.
Tark and Bray have settled the mule teams down and have set the brakes on their respective wagons.
Brethon has called upon the brush and trees along the towpath to attack the goblins. Two were entangled, but one broke free. One remains entangled.
Rafaelis took down one of the front goblins with a well-placed crossbow shot to the chest. It is on the ground (under Nex) and stable.
Nex charged one of the other forward goblins, biting a chunk out of its side. (The blue goblin is down 3 hp.)
Two goblins are flanking Nex. One goblin is approaching Albern. One goblin is near Brethon. One goblin is entangled.
The initiative order is:
Mr. Gribb
Goblins
Halflings
Professor Bellerophon
Rafaelis
Dogs
Denge and Penelope
Albern
Brethon
Mr. Gribb, the goblins, and the halflings have already acted.
Professor Bellereophon is up, followed by the rest of the party, then Brethon.
You can see the tactical situation on the map under the Roll d20 link at the top of the page.

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<Whoooo> <whoooo> <whoooo> <whoooo> breathes the professor, nearly hyperventilating.
He raises his head slightly, just enough to peak out beneath the wagon and between the legs of the mules. He can see Denge on the ground, not moving.
Professor, we need healing up ahead, both Geb and Denge are down. We need healing up ahead, healing up ahead, up ahead. Both Geb and Denge are down...down down down.
"Oh f$~+," says the professor, grabbing his kit with one and breathing deeply. "F*%% f##~ f!~! f#%~ F$$~!"
This is what you signed up for, Taldus, he thinks. Fool that you are.
He takes a final breath and then !!sprints!! to Denge, landing next to him and grabbing him with his hands.
"PharasmaPharasmaPharasma fasterfasterfaster!"
In nearly no time at all, a blue glow suffuses his hands upon the prone, unconscious Denge.
Rebuke Death: 1d4 + 1 ⇒ (1) + 1 = 2
Denge gets 2hp back.

GM Art Severance |

In nearly no time at all, a blue glow suffuses his hands upon the prone, unconscious Denge.
[dice=Rebuke Death]1d4+1
Denge gets 2hp back.
Denge slowly regains consciousness.
Denge may act this round. He is at 1 hp. Since he technically has not had an opportunity to delay, his turn will come after Rafaelis and the dogs.

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Rafaelis will load and shoot a goblin that is un-engaged like the Entangled goblin (it looks from the map like it is not engaged) or the pink pog goblin, if all goblins are in combat or have cover he will shoot one of the goblins attacking Nex, probably the blue which is injured
attack: 1d20 + 1 ⇒ (12) + 1 = 13
damage: 1d8 ⇒ 1

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Denge blinks at the sunshine is his eyes, slowly becoming aware of his surroundings.
Looking off to the right he says "Good, I am glad you are all right."
Denges face changes to one of grim determination. He spits the blood from his mouth, draws his loaded crossbow, rolls onto his stomach and fires at red from prone.
Attack: 1d20 + 1 ⇒ (11) + 1 = 12 Damage: 1d8 ⇒ 7

Albern Fee |

Albern strikes out at the approaching goblin with all his fancy gnome tricks and oodles of anger! His sword flashes quickly and unerringly, biting into goblin flesh.
rage,hatred: 1d20 + 7 ⇒ (19) + 7 = 26
rage,arcane strike: 1d8 + 8 ⇒ (3) + 8 = 11
Crit threat!
rage,hatred: 1d20 + 7 ⇒ (9) + 7 = 16
rage,arcane strike: 1d8 + 8 ⇒ (6) + 8 = 14
Iff'n that's a crit (and he happens to still be alive), he can give me a DC 13 fort or be staggered.
If that one falls, he'll move to just west of pinky
1st round of rage

GM Art Severance |

Rafaelis will load and shoot a goblin that is un-engaged like the Entangled goblin (it looks from the map like it is not engaged) or the pink pog goblin, if all goblins are in combat or have cover he will shoot one of the goblins attacking Nex, probably the blue which is injured
Rafaelis' shot at the engangled goblin just barely misses it.
Nex will 5' step out of the flank because even a dog doesn't like getting boxed in like that. You can decide where.
Nex backs toward the forward wagon and bites again at the goblin it bit before. However, the goblin darts out of the way.
I think the stabilization check is simply constitution based not a fort save. If it is there is an additional+2. This is about as good as it is going to get.
Geb slowly continues to bleed. Geb is now at -11.

GM Art Severance |

Albern strikes out at the approaching goblin with all his fancy gnome tricks and oodles of anger! His sword flashes quickly and unerringly, biting into goblin flesh.
If that one falls, he'll move to just west of pinky
1st round of rage
Albern severs the head of the goblin approaching him. It rolls under Bray's wagon, still grinning. Albertn moves to engage the un-entangled goblin close by.