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Eurkar moves like a cat across the stream and swings a club-like blow at the light-blue goblin. The goblin squeals and ducks as the blow only finds air.
lt-blue goblin drops his bow and pulls a wicked looking knife. He jabs at the nimble monk.
Meanwhile, brown goblin drops his bow and pulls a knife as well. He shifts over and stabs at the monk as well.
ltblue at Eurkar: 1d20 + 2 ⇒ (7) + 2 = 9; dmg s: 1d4 ⇒ 1
brown at Eurkar: 1d20 + 2 ⇒ (12) + 2 = 14; dmg s: 1d4 ⇒ 3
Light-blue goblin stabs left and Eurkar moves right, right into the jab from brown goblin. Earkar takes 3 hp of slashing damage and is staggered.
Round 3
Theo -9hp
Jakwin -2hp
Purple goblin
Drin -2hp
Round 4
Yellow goblin
Eurkar -13hp (Staggered)
Light blue goblin
Brown goblin
Theo -9hp
Jakwin -2hp
Purple goblin
Drin -2hp
Theo and Jakwin are up!

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"Gods damn you!" Theo staggers back from the spear-wielding goblin. Taking a 5 foot step to the left. Trying to ignore his serious wound, he swings out again at the yellow goblin.
Attacking two handed with flanking but without power attack.
cold iron morningstar: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
damage: 1d8 + 6 ⇒ (2) + 6 = 8

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Jak joins Theo in trying to smash the goblins harassing them. He looks across at Theo, "If you need to take a breather, get behind me once we drop these two."
Attack Yellow. If Theo drops Yellow, move between Theo and Pink and attack Pink (obviously removing the flanking bonus).
.
cold iron morningstar: 1d20 + 4 + 2 - 1 ⇒ (20) + 4 + 2 - 1 = 25 <— crit?
damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
— crit confirm: 1d20 + 4 + 2 - 1 ⇒ (10) + 4 + 2 - 1 = 15
add'l damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13

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Theo misses as he swings at yellow. Yellow dodges left almost walking into Jakwins crushing morningstar. Almost though, yellow at the last second spins with the blow. Very close to a crit but not quite. I assume you included the flanking bonus. let me know if not.
Yellow seems dazed and strangely slowed by the blow.
Purple, still enraged steps forward and chops down on Jakwin. "Yous no hit Belba! You die!"
chop on jakwin: 1d20 + 5 ⇒ (15) + 5 = 20; slashing damage: 1d8 + 4 ⇒ (8) + 4 = 12
Purple's chop is able to connect with Jakwin strikes the yellow fellow. A deep cut along Jakwin's side quickly stains his tunic red.
Round 3
Drin -2hp
Round 4
Yellow goblin -6 (staggered)
Eurkar -13hp (staggered)
Light blue goblin
Brown goblin
Theo -9hp
Jakwin -14hp
Purple goblin
Drin -2hp
Drin is up!

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Drin wades into the water to help his companions. As he approaches the shore, he once again takes some wool from his pouch and tries to stun the purple goblin before it does any more damage.
Drin casts Daze (DC 16) on purple

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izgarp will: 1d20 + 2 ⇒ (8) + 2 = 10
Drin jumps as far as he can and with his momentum makes it to the far side of the swollen 10 foot deep stream. He grabs on to the other bank and casts a spell on purple. The stream is a little deep to wade across, but with a little jump and a grab you can be in the same spot. But it will require a move action to climb out of the stream. If you want to try a leap or do something else. Let me know and we can retcon.
Purple seems to straighten up and look a little confused.
Yellow goblin swaying on his feet, takes a swing at Jakwin.
yellow on Jakwin: 1d20 + 2 ⇒ (19) + 2 = 21; dmg p: 1d4 ⇒ 1
crit?: 1d20 + 2 ⇒ (19) + 2 = 21; more dmg: 1d4 ⇒ 1
jump: 1d20 ⇒ 4
grab: 1d20 ⇒ 8
yellow stumbles forward and slices into Jakwin's leg and falls to the ground unmoving after the swing. 2 hit points of slashing damage to Jakwin on a critical.
Round 4
Yellow goblin -7hp (down, acted)
Eurkar -13hp (staggered)
Light blue goblin
Brown goblin
Theo -9hp
Jakwin -16hp
Purple goblin (dazed)
Drin -2hp
Round 5
Yellow goblin -7hp
Eurkar -13hp (staggered)
Light blue goblin
Brown goblin
Theo -9hp
Jakwin -16hp
Purple goblin
Drin -2hp
Eurkar is up! but staggered!

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The stream is a little deep to wade across, but with a little jump and a grab you can be in the same spot. But it will require a move action to climb out of the stream. If you want to try a leap or do something else. Let me know and we can retcon.
I just went back to read the details on the river. I'll use some movement to step back and try to jump it where it's only 10 feet across, but cast Daze first, to be safe.
Jump: 1d20 ⇒ 10

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Acrobatics DC 20 long jump/avoid AOO: 1d20 + 6 ⇒ (17) + 6 = 23
Finding himself in a bad place and in pain, Eurkar made a herculean leap over to the rock in the stream to get away from the goblins blades.
Move action to jump to the rock. Still staggered. Yay move action works!

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@Drin, you will need to make the jump prior to casting because range is close on the spell. If I am remembering correctly, I think you can get where you are and make the dc 10 jump in 30 feet of movement.
@Eurkar, you can't jump at half speed. You will be attempting a much higher DC than 20. Are you sure you want to use that course of action? I will let you keep the roll and tumble away at half speed for 2 squares and then normal for 2 squares.

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@Eurkar, I have been thinking about this all morning, you are using acrobatics to jump but also to avoid the AoO's from 2 enemies. I was thinking you could not jump at half speed. Meaning you are using acrobatics to leave a threatened square avoiding 2 enemies at full speed. you must beat the enemies CMD +10 +2 for additional enemy. However you really only move 10'. Which by rules as written would be half your speed and would not take the +10 to difficulty.
So after reconsidering, I think what you did works. AND it is really cool!
Demon bile is visible in patches on all of the goblins including purple.
You notice that the large purplish gray patch of bile that is in the area where Jakwin's morning star hit it has turned black and reseeded. Ie. burned away.
Meanwhile, Brown goblin, surprised and shocked at the monks agility, shrugs his shoulders and shifts over to stab at Drin.
Light Blue goblin moves up to help the boss lady fight the two longshanks.
He will stab at Jakwin as he moves in.
brown stab: 1d20 + 2 ⇒ (1) + 2 = 3; dmg s to Drin: 1d4 ⇒ 4
lt blue stab: 1d20 + 2 ⇒ (9) + 2 = 11; dmg s to Jak: 1d4 ⇒ 3
But neither goblin is able to stick their target.
Round 4
Theo -9hp
Jakwin -16hp
Purple goblin
Drin -2hp
Round 5
Yellow goblin-7hps
Eurkar -13hp (staggered)
Light blue goblin
Brown goblin
Theo -9hp
Jakwin -16hp
Purple goblin
Drin -2hp
Theo and Jakwin are up!

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Theo looks over the fight, taking in the state of his companions. "I don't think hiding is an option." Again, he swings his morningstar at the purple goblin.
Two-handed power attack with the cold iron morningstar. I need a hit!
morningstar: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7
damage: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Darn it. 5 foot step right.

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"I see your point," Jak grunts as two more attacks bang off his shield.
He sidesteps to keep the goblin squarely between himself and Theo then smashes his morningstar down again. "Gotta even these odds, though," he grunts through clenched teeth ... the mounting damage was taking its toll.
5' step into a flank, then power attack Pink.
cold iron morningstar: 1d20 + 4 + 2 - 1 ⇒ (19) + 4 + 2 - 1 = 24
damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

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Works for me. I think if I have failed under their CMD, then they would get an AO and if I was not hit, then I would go into the water. If it was over the CMD but less than 20,then into the drink. I will need to stay there or make a DC 12 (14?) to jump onto the shore next turn (DC 5, doubled for not getting the running start and 2 since the rock is wet. Not sure if you add the +2 for wet to the DC 5 before or after it is doubled?)

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Jakwin lands a powerful blow to the enraged purple goblin. He can hear crunching as the weapon pierces and bruises the back and shoulder. But Theo is not able to make contact.
Whipping around like a rattle snake, purple glares at Jakwin but does not seems to be with it, almost dazed.
Drin and Eurkar are up! end of round 5 and beginning round 6.

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Seeing that he's in danger of being surrounded but that he needs to knock some combatants out of the fight quickly, Drin takes a step back, takes one hand off his crossbow and reaches into his pouch. Pulling out a handful of colored sand, he tosses it in the direction of the two goblins near him and charges it full of magical energy.
Drin takes a five-foot step and casts Color Spray (DC 16) on light blue and brown.

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Light blue and Brown Goblins shriek and cover their heads as Drin's rainbow hits them.
lt blue will: 1d20 - 1 ⇒ (18) - 1 = 17
brown will: 1d20 - 1 ⇒ (2) - 1 = 1
ltblue time: 2d4 ⇒ (4, 4) = 8
brown time: 2d4 ⇒ (4, 4) = 8
Meanwhile Eurkar completes his journey back across the stream.
Light blue goblin ducks down and is able to resist the magic. Brown goblin with a fascinated look on his face topples over on his back and lays unmoving.
Light blue screams at Drin and steps to him and stabs. "Something nasty in goblin"
stab at Drin: 1d20 + 2 ⇒ (5) + 2 = 7
damage slashing: 1d4 ⇒ 1
But can't hit the wizard. There must be a little sand in the goblin's eyes still.
Round 5
Yellow goblin -7hp
Eurkar -13hp (staggered) (acted)
Light blue goblin
Brown goblin (unconscious 8R)
Theo -9hp
Jakwin -16hp
Purple goblin -12hp
Drin -2hp
Theo and Jakwin are up!

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Theo blinks sweat from his eyes and squints as colourful light flashes toward the goblins. "Sweet, Drin! That's what we need, " he calls out. Then he looks down again at the goblin before him. And this is what you need. He winds up and swings again.
Power attacking two handed with flanking again.
morningstar: 1d20 + 5 + 2 - 1 ⇒ (4) + 5 + 2 - 1 = 10
damage: 1d8 + 6 + 3 ⇒ (5) + 6 + 3 = 14
I'll hold position to give Jakwin the flanking bonus.
Edit: I keep forgetting about the perception check on the body of the yellow goblin.
As he follows through, Theo's glances at the fallen yellow goblin.
perception: 1d20 + 5 ⇒ (15) + 5 = 20

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Oh, um ... yeah, I totally saw that Perception check opportunity, too... ahem ...
Perception: 1d20 + 4 ⇒ (1) + 4 = 5; sigh
"Now if only we could drop this little bugger!" Jak complains as he tries to capitalize on Theo's positioning.
cold iron morningstar: 1d20 + 4 + 2 - 1 ⇒ (18) + 4 + 2 - 1 = 23
damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
If that drops Pink, Jak will step to flank Blue

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Theodric misses, but Jakwin manages to land another solid blow and the purple goblin crumples to the ground unmoving.
Jawkin then steps over to help with light blue goblin who now looks very nervous eyes darting this way and that.
Round 5
Drin -2hp
Round 6
Yellow goblin -7hp
Eurkar -13hp (staggered)
Light blue goblin
Brown goblin (unconscious 7rds)
Theo -9hp
Jakwin -16hp
Purple goblin -21hp
Drin -2hp
Drin and Eurkar are up!

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Drin drops his crossbow and takes out his falchion.
"Looks like the end for you, freak!". He swings.
Falchion + flanking: 1d20 + 3 ⇒ (14) + 3 = 172d4 ⇒ (2, 3) = 5

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Light Blue scrambles South, through the fence, and into the woods. He is still visible but fast disappearing.
Round 6
Yellow goblin -7hp
Eurkar -13hp (staggered)
Light blue goblin
Brown goblin (unconscious 7rds)
Theo -9hp
Jakwin -16hp
Purple goblin -21hp
Drin -2hp
If you want to pursue, we can stay in rounds and Jawkin, Theo, and Drin are up! Else combat is over. Just post your action with however you want to continue.

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"Oh no you don't!" Theo drops his morningstar and draws his sling as he strides toward the fleeing goblin. He pauses for a moment to load it.

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Jak stands panting, grimacing at the pain from various cuts. "Maybe we can catch it. Maybe not. But we can't go running through goblin-infested woods in our condition."
Keeping his shield ready, he stows his morningstar before pulling a crooked wand from his pack. "Do any of you also have healing wands or abilities?"
Jak is able to activate any CLW wands we have. If Jak has the only one, he'll make sure everyone is topped off so we can continue.
Starting with himself...
Wand of CLW, 4 charges: 9 + 4d8 + 4 ⇒ 9 + (1, 7, 3, 3) + 4 = 27
As he employs the wand, he surveys the field. "So, what now? Do we press on? I mean, I'm guessing he ran off in the direction we're actually headed, right?"

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"I'll stop him," Drin shouts as he rushes toward the woods. He casts Daze on the fleeing creature.

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Theo moves after the goblin pulling out his sling and then loads it. Drin moves South to get close to cast his spell.
goblin will save: 1d20 - 1 ⇒ (20) - 1 = 19
Jakwin starts to pull out first aid stuff but seeing the group continue and give chase, he moves South as well.
Light blue goblin ducks behind a tree and is lost from sight.
We can continue to pursue, but it is very unlikely he will not escape now. It really does not matter in the grand scheme. You have a battlefield of dead and dying goblins and one unconscious one. What do you do?

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Drin frowns with dejection as the goblin flees into the trees. He looks at the bodies scattered on the ground. "Perhaps we can get some information out of one of these, assuming any are still breathing."

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Jak shakes his head, pulling out his wand and putting it to good use. "Anyone else have wands to use?"
I'l go ahead and use the previous healing rolls for Jak. Anyone else need hits off mine?
As he waits for a response, he begins moves to the only not-dead goblin, pulls out his rope, and binds it.

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Clutching his wounded torso, Theo jogs back over to the downed spear-wielding goblin and looks down at her. "Is it worth trying to save her? She's the only one of the lot of them that I heard speak common. As best I can remember, anyway." He picks up his morningstar and stows his weapons.
Can I tell if she's still alive? Can the heal skill (first aid) be attempted untrained?
Also, I'm at 3/12 hit points and (this being a brand new character) I have nothing to heal with. I would appreciate help.

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With the day fast approaching dusk, and sunset in maybe an hour, you find yourselves in a sheep field South of the road and surrounded by the bodies of your battle. You manage to tie up brown goblin. Plus, Jakwin heals himself and offers to help others. Need specifics on healing if you all are doing it.
In addition the goblins had 8 small short bows with 64 arrows, 5 small dog-slicers, 2 small heavy maces lying near the bodies of their former owners. The leader, purple goblin, whom you heard the others refer to as Izgarp has a backpack, a spear-like weapon called a horse-chopper, 5 small javelins. She has reddish hair, a fairly distinctive color for a goblin.
After looking over the bodies it appears that all locations where a weapon came into contact with the demon bile, the bile seems to be burned and has receded from the impact point.
Izgarp's backpack contains, 2 potions, 3 alchemist fires, 3 flasks of acid, smokestick, and a tanglefoot bag. 23 gold in assorted coins, and a loose string of pearls.
2 potions of cure light wounds
What do you want to do?

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Eurkar slowly made his way to the crossbow and then rejoined the others, handing a wand over to Jakwin. "Mind patching me up?" he asked, very much in pain.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Toughness for the win!

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Drin removes the stoppers from the potions in turn and smells them.
Spellcraft: 1d20 + 11 ⇒ (11) + 11 = 22
"Looks like a couple of healing potions here, as well, so hold off on using any more of your wands."
He walks over to the bound goblin and nudges it with his foot. "This one's still out cold. I doubt they'll welcome us dragging it back to town, and I definitely don't want to see how the welcoming committee will take it. Shall we camp here, or throw a potion down its throat and get it talking?" He pauses in thought for a moment. "I speak some goblin, and if it doesn't want to cooperate . . . well, I am an enchanter, after all."

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Yes, she was the only one you heard speaking common and yes you can make a heal check untrained.
But to keep things moving, yellow goblin and purple are still alive but dying. The other 5 goblins and the dogs are most likely dead or very close. Plus you have an uninjured but waking up, blind and stunned goblin you have tied up.
You start to think about questioning these survivor's, when you hear screams and goblin-song coming from what you assume to be the nearby Escoro homestead.
What do you do?

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Theo had just started to speak when he's cut off by the scream. "Quickly," he says to Drin. "Give me one of those healing potions!" He grabs up Izgarp's backpack from the ground, ready to take off toward the commotion.

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Drin raises his eybrows at the sound of screaming, his face shifting from somber to a concerned frown. "These buggers are everywhere around here!" He turns to his companions. "Our mission priority is the townsfolk, so everyone get healed up and we'll see what new trouble has kicked off." He hands Theo one of the potions.
His head tilting at the waking goblin, he stands up. "We can come back for this one once we've investigated."

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Theo quickly downs the potion.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
He takes a step toward the homestead but stops, clutching his side. Wincing, he turns back to look at Drin. "Do you mind?" He reaches for the other healing potion.

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You finish some last bits of healing and head out!
You decide your best option is to use the road. You race the 150 or so feet and round a bend to find a two building, fenced dwelling nestled just off the road to the right. That is when you notice a goblin rider circling around the furthest building, probably the house. He/it is on another of those dog-things. He...it is yelling something at the house. You hear screams from the house, a woman and a man’s voice, yelling back.
You also notice the sounds of a horse coming from the closest structure, a barn probably. The horse seems to be roaming inside, snorting and whinnying.
The goblin rider seems fully engaged with the house and the yelling. You think it possible to take him by surprise…
The map is up! What do you want to do?

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Drin rubs a strap of leather and mutters to himself, and a shimmering field of protecting energy surrounds him. "Don't want to be caught off-guard again," he whispers.
Drin casts Mage Armor on himself

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Yeah, let's hang onto the potions, in case you guys need to get Jak back on his feet.
Jak quickly applies healing to Theo.
CLW charges, x2: 2d8 + 2 ⇒ (1, 7) + 2 = 10
That should top you off.
He looks around, checking the area quickly for any last minute needs. "Everyone ready to roll?"
So the one remaining goblin is bound? Jak will actually grab that one up and bring it with us. I don't think it's weight would make Jak encumbered or anything.
He sets off towards the screaming at a jog.

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You can carry Brown goblin. He weighs 38.26 lbs. If that weight would encumber you then please account for it in your movement until you drop him preferably on his head. I could see carrying him under one arm, but fighting, you will still be semi grappling him with those penalties.
Eurkar: 1d20 + 4 ⇒ (1) + 4 = 5
Theo: 1d20 + 2 ⇒ (4) + 2 = 6
Jakwin: 1d20 + 2 ⇒ (2) + 2 = 4
Drin: 1d20 - 1 ⇒ (19) - 1 = 18
monsters: 1d20 ⇒ 2
The goblin and his mount are still circling the house and have not noticed you. You can each take an action in the surprise round.
Surprise round
Drin
Monster (not aware)
Theo
Jakwin
Eurkar
Every one is up!