
Pik |

Manx, we're 80 feet from the goblins. If you move to within 30 feet of them you'll have moved 50 feet (a double move) and would not have been able to fire. Did you mean that you move 30 feet *toward* the goblins? (Which would be 10 feet behind Erodel and Pik).

Manx Serimus |

Manx, we're 80 feet from the goblins. If you move to within 30 feet of them you'll have moved 50 feet (a double move) and would not have been able to fire. Did you mean that you move 30 feet *toward* the goblins? (Which would be 10 feet behind Erodel and Pik).
yes, my apologies...

DM WaterSprite |

Manx moves up towards the flaming cart and goblins, stopping 50ft from them and firing off his crossbow, thunking the bolt into the side of the cart.
Radoslav moves off to the side as you notice he is attempting the same tactic of circling around the goblins.
Erodel and Pik both move up 40ft towards the goblins and cart and are now 40ft away.
Gervar double moves right up to the cart and finds himself 5ft from two goblins on either side of the cart and 10 from the 3rd who was on the right side of the cart.
Elransil moves up 30ft and is now standing by Manx, 50ft from the cart and fires off his bow at the goblins and he too hits the cart.
Two of the goblins 5ft step to either side of Gervar and take a swing at him, one missing him completely and the other scratching him on the leg. 1point The third just wants to see more fire, so he moves over to third cart, taunting the horse by waving his torch under its nose as he passes by it.
damage 1d4 ⇒ 1
attack 1d20 + 3 ⇒ (8) + 3 = 11

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Round 1- Init: 21 AC: 18 HP 13/13
Charge one of the goblins flanking Gervar.
Attack: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
If another attacks Gervar (or any adjacent to Erodel)
AoO to use bodyguard +2 AC (target 10)
Aid Another: 1d20 + 4 ⇒ (2) + 4 = 6 (failure)
So there are three carts in total? One is burning with horses still attached, while the other two are still unlit?

Pik |

Round 1 Initiative: 12, AC: 12, hp: 8/8
Pik moves forward and gives an evil stare to any goblin that still stands. If none do, then he'll move all the way to the burning cart.
Move forward 10 feet to be within 30 feet of the goblins. Standard action to use Evil Eye on a goblin. [Will Save DC: 14, failure: -2 AC for 7 rounds, success: -2 AC for 1 round].

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Ok, Torch Bearing goblin just became public enemy #1! Ignore my previous post please!
If able can Erodel make a charge against torch bearing goblin about to light cart #2? (40ft move)
Attack:1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Else.. running into the cart to grab whoever is inside? Or at least run adjacent to the goblin. (80ft move, lose Dex to AC.)
Init 21: AC: 18 Touch 10 HP: 13/13

DM WaterSprite |

Top of round 2
Manx fires off another crossbolt and hits the torch bearing goblin in front of the unlit cart, but does not drop him. Which leave him for Erodel to charge into and add another head to his collection. The goblin's body thumps to the ground and the torch rolls down harmlessly into the firepit area, leaving the cart safe from burning.
That leaves the two goblins flanking Gervar still up.

Radoslav Ochenko |

Round 2
Init: 20, AC: 16, HP:9/9
Radoslav will attempt to move in to the side of one of the remaining goblins, hoping to flank with Gervar. Assuming he can get there within 30 ft, he'll attack, otherwise he'll just double move.
Morningstar: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 1d6 + 4 ⇒ (6) + (2) + 4 = 12

DM WaterSprite |

I started round 1 when you all first started moving towards the carts. What you posted as round 1 actions were actually round 2 actions for my count, but that's ok, I got it figured out. :)
Radoslav, since you swung out trying to go around, you can get to the goblin with a double move, but not a single move.

DM WaterSprite |

Still no post from Gervar, so I'm going to go ahead and finish of this round.
Pik uses Evil Eye on one of the goblins and then Elransil fells it with one arrow.
Gervar attacks the remaining goblin, 1d20 + 4 ⇒ (13) + 4 = 17, 1d10 + 3 ⇒ (6) + 3 = 9 and fells it as well.
All three goblins are now dead, one cart is burning with the horse still attached to it and the other is unlit with something moving under the hay.

Pik |

Pik looks between the burning cart and the other. Let's get this cart, indicating the unlit one, away from that fire, before it goes up. He hops up on the cart and leads it away from the other.

Pik |

Pik looks over his shoulder with surprise as Erodel helps someone in the cart and pulls up the horses. Whoah there, someone's in the cart? He chuckles. Well, it's a good thing we didn't let that goblin throw fire on this thing.

DM WaterSprite |

@Manx - That would be a Knowledge Local roll to determine what clans the goblins belong to.
When Erodel climbs into the cart, he pulls out a boy who had been hiding from the goblins.
Radoslav and Gervar free both horses from the carts, they seem to have a few scratches and one has a few minor burns, but both will be fine.
There don't seem to be any more goblins in the festival area now. All seem to have either moved on further into the town or were killed. Here and there, the sounds of battle, clanging swords, calls of support by the town guard, and shrieking and singing goblins echo through the streets of the town.

Pik |

It sounds like there's plenty more to do. Let's be off and find some goblins. He looks around (and listens) for more goblins or injured townsfolk.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18

Elransil Farseer |

The half-elf starts to gather up his arrows, keeping an eye out for more nearby trouble as he goes. He'll also take the chance to study the goblins to see what tribe they came from and another other useful information.
Perception 1d20 + 11 ⇒ (18) + 11 = 29 Knowledge (local) with Favored Enemy bonus 1d20 + 6 ⇒ (18) + 6 = 24
He'll make sure his family is still safe and that they and the guards can look after the boy Erodel found. Then he'll go back to the others, letting them know what he's found so they can decide which way to go next.

Manx Serimus |

Manx takes a moment to bandage his leg with a scrap of cloth, "where's a cleric when you want one?"
After the makeshift bandage, Manx will look to recover his bolts.
1d100 ⇒ 441d100 ⇒ 91 Muttering under his breath at the remnants of a bolt that was trampled, Manx quickly checks over the bolt he pulled from the wagon and follows Elransil, crossbow held ready. "Let's go kick some goblin gonads."

DM WaterSprite |

Elransil - Your family is still safe and some of the other vendors who either hid or fought off goblins are now clustered around your tent as well, most are holding weapons either real or makeshift. The boy will be fine with them. You recognized the clan markings on the goblins that tried to burn your family, they belonged to the Thistletop clan. You know that they are the most powerful of the local goblin tribes. The three by the carts belonged to the Flaming Brand clan, well known for their love of setting fires.
Perception 15 or better - You hear a loud scream and the frantic barking of a dog coming from the north, towards the town.

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Perception: 1d20 + 1 ⇒ (19) + 1 = 20
His head suddenly turning at the sound. "Do you hear that?? It sounds like there is more trouble to the north. Probably more goblins!"
About how far north would it be? It might be quicker to.. dump out all this hay, and hook the cart back up to let the horse pull us..
Edit: Nevermind then, Running (80ft)

Pik |

Let's go. Pik doesn't bother guiding the cart as it seems obvious he wouldn't be able to control it at a speed greater than a trot. He takes off running (though slows if he gets ahead of the group).

Radoslav Ochenko |

You are not a very tough one, huh? Radoslav says to Manx as he speaks about a cleric.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
There are sounds from the town if you can find strength to walk. He motions towards the town, storing whatever he was able to grab from the bodies so far before moving towards the sound.

Arknight |

"I've never seen this before. These two groups of goblins are from different tribes, but they're working together to attack the town."
Gervar frowned. "Everything I've heard about them from some dwarves, says that it would take a lot for the tribes to work together. They always seemed to be fighting as much among themselves as with anyone else. Or at least that's what I've been told."
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
He turned and listened to the noise in the distance.

DM WaterSprite |

You all head off in the direction of the screaming and soon realize that you are heading towards The White Deer, the largest tavern and inn inside the town. Running down one of the side streets, mindful of the occasional goblin you still see running atop the roofs of buildings, you soon turn a corner onto the main street and see the front of The White Deer.
The first thing you notice in front of the White Deer, is a goblin commando mounted on a goblin dog that has bravely attacked a noble and his hunting dog. The nobleman cowers behind a rain barrel where he calls for help, while his dog fights against the commando. As you all turn the corner and take in the scene, you see the goblin commando kill the dog with his horsechopper. The dog crashes dying to the ground as the commando’s goblin kin (who were themselves cowering nearby as the dog was handled) throw up a cheer and emerge from hiding.
They then turn their attention from the dead dog to the screaming man and so fail to notice your arrival.
Go ahead and roll initiative. You will have a surprise round to act in. The goblin commando is still mounted and 20 feet in front of you in the middle of the street. Four other goblins had been cowering behind a horse trough on the opposite side of the street from the inn and have now moved to the middle of the street behind the commando as they all face the inn now and the man hiding behind the rain barrel. You are approaching them from their side.
Goblins Initiative 1d20 + 3 ⇒ (8) + 3 = 11

Pik |

Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Surprise Round Initiative: 14, AC: 12, hp: 8/8
Pik stares at the goblin commando.
Standard action to use Evil Eye on the goblin commando. [Will Save DC: 14, failure: -2 AC for 7 rounds, success: -2 AC for 1 round]

Manx Serimus |

Initiative 1d20 + 8 ⇒ (14) + 8 = 22
Surprise Round, Initiative 22, AC 12/12/10 HP 4/7
If possible, Manx will cast grease on the square of the other four goblins. If they are not within 10' he will cast in on the area between the noble and the closest of the four goblins.
Grease DC 15 reflex or fall. DC 10 acrobatics to move half speed, fail by 5 and fall, any movement is flat-footed.

Radoslav Ochenko |

Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Surprise Round
Init: 24, AC: 16, HP: 9/9
Radoslav will move to the commando, but on its side. He hopes to be able to position himself to flank it with anyone else approaching next round (via a five foot step) without being the closest person the the other four goblins.

Elransil Farseer |

Initiative 1d20 + 6 ⇒ (7) + 6 = 13
Surprise Round Init: 13, AC 18, HP 12
Elransil will take a bead on the goblin commando and fire an arrow at him. If he's down already the half-elf will target the goblin dog instead.
Longbow attack with Favored Enemy and Point Blank Shot 1d20 + 9 ⇒ (4) + 9 = 13 Damage 1d8 + 5 ⇒ (3) + 5 = 8

Arknight |

1d20 + 4 ⇒ (15) + 4 = 19
Surprise Round: Initiative: 19; AC: 13; HP: 12/13
Charge the four goblins and attack number three: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d10 + 4 ⇒ (4) + 4 = 8
Gervar frowned at the sight in front of him and then smiled as the lust for battle filled him once again. With a cry, he ran forward, charging the crowd of goblins. With a leap at the last moment, he brought his axe down in an overhand motion toward the skull of the one to his left.

DM WaterSprite |

Surprise Round Actions
Radoslav moves around towards the opposite side of the commando, stopping 5 feet away.
Manx casts grease underneath two of the goblins. Somehow they both stay on their feet though both appear afraid to attempt moving.
gob2 1d20 + 3 ⇒ (14) + 3 = 17
Acrobatics to move on their turn:
gob1 1d20 + 3 ⇒ (6) + 3 = 9
gob2 1d20 + 3 ⇒ (6) + 3 = 9
Gervar charges ahead and yet another poor goblin loses his head.
Pik cast upon the Commando. will save 1d20 + 2 ⇒ (17) + 2 = 19 -2 AC 1 round
Elransil's arrow strikes the ground in front of the goblin dog.
Erodel charges the commando and strikes a mighty blow, nearly severing the goblins leg.
End of Surprise Round, you may now post your first round actions.

Pik |

Round 1 Initiative: 14, AC: 12, hp: 8/8
Pik stares at one of the goblins standing in the Grease.
Standard action to use Evil Eye on the goblin. [Will Save DC: 14, failure: -2 skill checks for 7 rounds, success: -2 skill checks for 1 round]

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Round 1
Init: 2 AC:20 HP: 13/13 CMD: 16
Moving much slower after his charge, Erodel will lash out at any nearby standing goblins.
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
AoO if the Commando stands up...
Attack: 1d20 + 4 ⇒ (11) + 4 = 15 +4 from prone +2 if flank
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Elransil Farseer |

Round 1 Init: 13, AC 18, HP 12, Conditions: None
With so many allies standing around the commando, Elransil will turn to take aim at the goblins trapped in the Grease spell. He'll move to within 30 feet of the other goblins (if that requires him to move) and then fire an arrow at the closest one that seems flat-footed.
Longbow with Favored Enemy and Point Blank Shot 1d20 + 9 ⇒ (19) + 9 = 28 Damage 1d8 + 5 ⇒ (6) + 5 = 11