
Donovan Dyne |

I think Donovan should have gotten an AoO on the goblin that swung at him - he's currently using a longspear, giving him reach. I'll roll an AoO and use if necessary.
Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
And his normal action for whenever the initiative order gets around to him:
"Abadar judge you!" Donovan shouts as the gibbering goblin attacks him. Dodging backward to bring his spear back into play, Donovan attempts to skewer the creature.
Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
5 ft step back and attack.

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I see 2 options:
1) I acid splash ze goblins.
2) I acid splash the canoes (might not work because of wood's hardness...)
I would rather do 2, but if it's impossible selena should know. So I leave the choice to the GM. Here's the roll.
acid splash: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d3 ⇒ 3

Milva |

Milva notches and lets an arrow fly at one of the goblins crowding to get aboard.
1d20 + 3 ⇒ (4) + 3 = 7 for 1d8 ⇒ 7 Bleah!

Nanatsusaya |

Yes, sorry, Donovan would have received an AoO, thanks for catching that. Unfortunately, it seems that the little bugger is just too slippery for Donovan to hit with the long, unwieldy spear. Similarly, the chaotic mess of goblins down in the canoes makes it seem impossible to miss, and yet Milva's arrow soars right between a pair of goblins to embed in the side of a canoe, harmlessly.
So far, none of the actions would likely impact on whatever Lissa chooses to do except Serik's, which is a solid hit assuming she doesn't attack and kill the goblin before initiative would return to him. I'll give her a bit before running the actions of the goblins and sailors again. Hopefully the d20s will start rolling high for the party soon...

Nanatsusaya |

Oops, forgot to hit 'post'.
Lissa's arrow flies true, hitting the goblin warchief in the upper arm, causing him to yelp loudly and then begin lacing his chants with particularly foul profanities. Serik then stabs the lone living goblin on deck, but it's not a grievous enough wound to put it down.
Goblins' Climb checks: 1d20 + 2 ⇒ (9) + 2 = 111d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (3) + 2 = 51d20 + 2 ⇒ (16) + 2 = 18
Three more goblins climb aboard this round (Provoking attacks of opportunity from anyone with a melee weapon drawn.) and begin attacking.
Goblins' Attacks: 1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (17) + 3 = 201d20 + 3 ⇒ (20) + 3 = 231d20 + 3 ⇒ (10) + 3 = 131d6 ⇒ 61d6 ⇒ 3
One of the goblins which just climbed over the rail of the ship manages to catch a sailor right in the chest with its nasty-looking club, the bits of glass leaving deep gashes. The goblin that survived the first round attacks and misses Donovan, but directs one of the others to help him, still (erroneously) believing Donovan to the chief. The second is luckier and manages to hit Donovan for three (3) points of damage.
Sailors' Attacks, with Inspire Courage bonus: 1d20 + 3 ⇒ (17) + 3 = 201d20 + 3 ⇒ (17) + 3 = 201d6 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (4) + 2 = 6
The two sailors close enough to attack both get in lucky hits, and one of the goblins is staggered, barely able to remain standing. Behind you, Captain Highbridge emerges from the ship's hold with several other sailors, now armed with swords and spears with which to assist in repelling the goblins. (starting next round)

Donovan Dyne |

Donovan bares his teeth in pain as the goblin's crude weapon tears ragged gashes in his arm. With his blood up for the battle, though, it doesn't hurt nearly as much as it should - but even so, his fingers open reflexively and he drops his spear.
The cleric focuses all his ire on the goblin that wounded him, and calls upon his deity's power of command. "Run," he growls at his attacker, even as he takes hold of his mace and shield.
Free action: drop spear.
Standard Action: Command(Flee) ability on the goblin who landed the blow. (link, DC 14 Will save or it must run straight away from Donovan). Totally hoping he will run into a boarding goblin and knock them both off the ship again. :)
Move Action: Draw shield and morningstar (or just shield if I can only do one in a single move action)

Serik Vanderale |

Serik takes his opening to strike out at the goblin.
AoO: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1 ⇒ (6) + 1 = 7
Continuing with his story he lashes out at the nearest goblin while keeping a position of advantage.
Attack vs Goblin: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 1 ⇒ (6) + 1 = 7
AoO Critical: 1d20 + 3 ⇒ (10) + 3 = 131d6 + 1 ⇒ (6) + 1 = 7
Did not know if I had flank on the AoO but counting it for my regular.

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Sorry for that, I'm unsure where we are. But I shall continue acid splashing. I will be staying far. If the splash did anything to the canoes, I might continue to try to sink more...
attack: 1d20 + 2 ⇒ (4) + 2 = 6
damage: 1d3 ⇒ 3
attack: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d3 ⇒ 2
attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d3 ⇒ 3
attack: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d3 ⇒ 3

Milva |

Milva stows her bow and moves down behind Donovan, drawing her whip as she goes.

Nanatsusaya |

Goblin's Will Save: 1d20 - 1 ⇒ (3) - 1 = 2
The goblin, flanked on all sides by big folk with weapons, turns and flees... right off the side of the ship, plummeting into the water below. Serik manages to dispatch one of the goblins as it boards the ship, and then follows up by skewering another, leaving just one living goblin left on the ship, one which is so badly injured as to just barely be standing.
Lissa's arrow hits the goblin chief squarely, and he's now looking quite bloodied.
Selena's acid is indeed eating away at the canoes, but it might take half a dozen such shots to make the canoes sink. They seem far more durable than one might expect goblins to construct on their own. (It might be better to take aim at the goblins themselves than at their canoes, however, the first of your attacks would not have hit a goblin.)
Donovan: I'll rule that you can draw both at the same time, rather than complicate things and go sort through endless discussions on whether that's 'as intended'.
Goblins' Climb checks: 1d2 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (3) + 2 = 51d20 + 2 ⇒ (18) + 2 = 20
Goblins' Attacks: 1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (14) + 3 = 171d6 ⇒ 3
The goblins don't yet seem daunted by their complete failure to establish a foothold aboard the ship, but neither do they seem able to organize enough to get aboard more swiftly, with only two making it aboard this round. (And once again provoking attacks of opportunity.) Assuming they are not slain by attacks of opportunity, one of the two goblins manages to hit Serik with a terbutje for 3 points of damage. The injured goblin decides to flee, just as its companion did under the influence of Donovan's magic, and jumps overboard with a splash. The goblin warchief, meanwhile, begins casting a spell of his own, attempting to daze Lissa. (DC 11 Will save or become dazed for 1 round.)
Sailors' Attacks, with Inspire Courage bonus and flanking: 1d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (14) + 5 = 191d8 + 2 ⇒ (1) + 2 = 31d8 + 2 ⇒ (7) + 2 = 9
Confirm Crit?: 1d20 + 5 ⇒ (7) + 5 = 12
With Captain Highbridge having arrived with armed sailors, the more lightly armed sailors withdraw to give room for the sailors armed with swords and spears. He seems surprised that there are so few living goblins aboard, "Well done keeping them repelled! Their morale should break soon enough!" His sailors manage to dispatch one goblin and wound another, leaving just one wounded goblin aboard the ship. (Unless killed by AoOs)

Milva |

Milva uses her whip to attack a goblin trying to climb aboard (15' reach).
1d20 + 3 ⇒ (11) + 3 = 14 for 1d4 + 2 ⇒ (3) + 2 = 5. Keep back, ye scurvy horse-lovers! she japes at the goblins.

Donovan Dyne |

Seeing that several of the crew and companions are wounded (Himself, Serik, and at least one crewmember) Donovan opens himself to the positive half of Abadar's power, letting the healing energy surge into the world.
Channel Energy: 1d6 ⇒ 6 All wounded creatures within 30 feet heal this much damage, including Donovan)
His deity answers the call clearly, and Donovan's wound closes swiftly and disappears without even a scar. The cleric moves forward once again to join the fight.
Standard Action: Channel Energy. 6 points of healing to any wounded creature within 30 feet.
Move action: go flank nearest goblin, or take station at edge.