Moths and Flames

Game Master Signore di Fortuna

Part 1: How Not to Deal With Goblinoid Threats

Combat Map


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Female NG Half-elf Druid (Mooncaller) 3 | HP 22/26 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +3, W: +6 | Init: +2 | Perception: +9 | Speed 30ft | Enlarge 6/day (Used: 1) |

Drawing on the growth energy of the natural world around her, Lysithia suddenly doubles in height, using her extended reach to strike down at one of the goblins with the end of her staff.

Staff/Enlarged vs G1 (Entangled AC): 1d20 + 2 ⇒ (9) + 2 = 11
1d8 + 2 ⇒ (1) + 2 = 3

Swift enlarge


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Not feeling good about being in a fight with one of the three gobblin generals, and his cohorts, Kelda favors a more defensive tactic and prays to Torag, "Mighty Torag, protector of the hearth, father of the forge, we ask for your protection and guidance in dealing with those that only seek to destroy this valley, and kill those that have worked so long and hard for peace. Grant us victory in this fight, that we might continue to serve you, and protect those we love from the evil that is upon us." Kelda speaks loudly, and clearly as she prays to her God.

She wanted the gobblin general to know, that they would not go quietly, and that they wouldn't allow them to continue on their destructive path, without at least trying to stop them....even if they got the stuffing beaten out of them again, she wanted him to know what she was willing to sacrifice in order to protect the people of this valley.

Casting Bless


NG Half-Elf Arcanist
Stats:
Init: + 1 | HP: 11/15 | AC: 12 | FF: 11 | Fort: + 1 | Ref: + 1 | Will: + 1* | Perception: +5, Low-Light Vision| AR 5/5

Cast Potent Burning Sands (D8/E9)

With a few arcane words a quick flourish of her hands Astoria covers the area in sizzling grains of sand.


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

I'm kinda hoping that it's the general bad guy, and not the patrol that's been helping in the area. How we supposed to tell the good ones from the bad ones though? It's not like they're wearing a sign or anything that says, 'Not evil bas+ards, please don't attack us.' I just don't want to get our butts stomped again. I'd rather it be a misunderstanding, than the general guy....but we'll see. I did have some questions in mind if it was the general bad guy.....but I don't know how willing he'd be to answer them.


Escape Artist: 1d20 + 5 ⇒ (16) + 5 = 21

The wolf wriggles free from the vines and flees from the spell effects. Its rider pulls a potion from a satchel and gives it to the wolf to drink. Lysithia smacks a patch of brush, thinking it may have been a goblin.

Round 1: Goblins, Lysithia, Kelda, Astoria, Rider, Lup

GM Notes:
Entangle: 10 rounds
Burning Sands: 3 rounds
Potion: 10 rounds


HP 13/13 | AC 18/12/16 | F +4 R +4 W +4
Skills:
Climb +6-5 Dungeoneering +4 Nature +4 Stealth +6(8)-5 Survival +6 Handle Animal +3 Geography +4
Perception +6(8) Darkvision 60ft | Favored Enemy: Human +2

Lup steps up and swings at the nearest goblin.

Rhomphaia: 1d20 + 3 ⇒ (3) + 3 = 6
slashing: 2d4 + 3 ⇒ (3, 4) + 3 = 10


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

And we're back to the dice being jerks again.


Lup, I need to know which square you're moving to because straight ahead is an Entangle/Burning Sands square. And you'll have to make a Reflex save because of Entangle (it covers all squares in front of you).


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HP 13/13 | AC 18/12/16 | F +4 R +4 W +4
Skills:
Climb +6-5 Dungeoneering +4 Nature +4 Stealth +6(8)-5 Survival +6 Handle Animal +3 Geography +4
Perception +6(8) Darkvision 60ft | Favored Enemy: Human +2

Ah! *double checks* Nevermind, don't need to move at all, forgot Rhomphaia has reach.


Lup, like Lysithia, confuses grass for goblins. The goblins attempt to escape from their predicament.

G1: 1d20 ⇒ 1
G2: 1d20 ⇒ 16
Burning Sand: 1d4 ⇒ 1

One goblin flails helplessly for a moment before a flash of flame causes it to scream. The other manages to break free and joins the mounted goblin away from the altered terrain. It levels its bow at Lysithia and fires an arrow.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6

Round 2: Goblins, Lysithia, Kelda, Astoria, Rider, Lup

GM Notes:
Entangle: 10 rounds
Burning Sands: 3 rounds
Potion: 10 rounds
G1 hp: 5


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

So, should we try to get through the heavy rough to get to them? I don't think any of us has a way of attacking them at a distance.


Female NG Half-elf Druid (Mooncaller) 3 | HP 22/26 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +3, W: +6 | Init: +2 | Perception: +9 | Speed 30ft | Enlarge 6/day (Used: 1) |

Swift action, another use to maintain Enlarge. Standard action, attack with sling., free action dismiss entangle

Maintaining her increased size, Lysithia loads a stone into her sling sending it streaking toward the goblin that fires at her. Noting the majority of them now free she mentally dismisses the entanglement spell.

Sling: 1d20 + 2 ⇒ (16) + 2 = 18
Sling/enlarged: 1d6 + 1 ⇒ (4) + 1 = 5


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Ahhhh....I see. That works. I'll probably have to wait until after we get home, and Henry has a chance to change the map, before I'm able to post.


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

I'm gettin' real tired of these dice acting like fools. *sigh*


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Kelda takes a single step forward to avoid the burning ground, and strikes at the goblin near her. "Stop destroying our homes, and killing everyone." She knew it was likely this goblin didn't even understand her, but it made her feel better to be able to give voice to her frustration.

Moving to I9, and attacking G1

Attack?: 1d20 + 5 ⇒ (1) + 5 = 6

She grunts as her hammer finds nothing but air. It appeared that their luck had not improved.


Lysithia wallops the goblin with the stone she slung.

Round 2: Goblins, Lysithia, Kelda, Astoria, Rider, Lup

GM Notes:

Burning Sands: 3 rounds
Potion: 10 rounds
G1 hp: 5
G2 hp: 1


NG Half-Elf Arcanist
Stats:
Init: + 1 | HP: 11/15 | AC: 12 | FF: 11 | Fort: + 1 | Ref: + 1 | Will: + 1* | Perception: +5, Low-Light Vision| AR 5/5

This disappearing post thing really starting to grind my gears.

With only one spell left for the day Astoria adopts a defensive stance and waits to see where the flow of battle will lead.

Total Defense.


The goblin rider digs out another vial and hands it to the injured goblin. The wolf charges into the fray to attack Lysithia.

You get an attack of opportunity, Lysithia.

Bite Vs Lysithia: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22; Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10; Trip: 1d20 + 4 ⇒ (9) + 4 = 13

Round 2: Goblins, Lysithia, Kelda, Astoria, Rider, Lup


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

It's going to go badly because for some reason in this game, the dice hate us. Lol I've been having trouble with my stuff posting too. I have to refresh several times for it to show up.

Kelda lets out an angry scream as the wolf viciously attacks her love.


Female NG Half-elf Druid (Mooncaller) 3 | HP 22/26 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +3, W: +6 | Init: +2 | Perception: +9 | Speed 30ft | Enlarge 6/day (Used: 1) |

AoO
Staff/Enlarged: 1d20 ⇒ 4
1d8 + 1 ⇒ (6) + 1 = 7

Of course


HP 13/13 | AC 18/12/16 | F +4 R +4 W +4
Skills:
Climb +6-5 Dungeoneering +4 Nature +4 Stealth +6(8)-5 Survival +6 Handle Animal +3 Geography +4
Perception +6(8) Darkvision 60ft | Favored Enemy: Human +2

Lup lunges at the goblin furthest from him (B3).

rhompahia: 1d20 + 3 ⇒ (15) + 3 = 18
Piercing: 2d4 + 3 ⇒ (4, 4) + 3 = 11


You mean the goblin riding the wolf?


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Y'all are remembering to add the +1 for my bless right?


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

I don't think he means B3, it's not near anything. I don't think he can get to G2, so you must mean G1 right? You're either attacking G1 or the wolf, cuz I don't think you can get to G2 unless you double move, right?


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

I also have a question about the goblin rider. How did he hand a vial to the injured goblin, if he's so far away from him? I guess I'm just kind of confused?


He was next to the goblin before the wolf moved. A mount can move independently of its rider.


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Sorry, I guess I'm just confused about where he's going and what he's attacking then.


HP 13/13 | AC 18/12/16 | F +4 R +4 W +4
Skills:
Climb +6-5 Dungeoneering +4 Nature +4 Stealth +6(8)-5 Survival +6 Handle Animal +3 Geography +4
Perception +6(8) Darkvision 60ft | Favored Enemy: Human +2

Huh, the map I had clicked was completely different than this one, weird bug. Lup would step up I7 to attack G1. And yeah I forgot Bless.


Female NG Half-elf Druid (Mooncaller) 3 | HP 22/26 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +3, W: +6 | Init: +2 | Perception: +9 | Speed 30ft | Enlarge 6/day (Used: 1) |

Lysithia collapses as the wolf tears out a chunk of her thigh, her blood flowing freely into the ground.

Stabilization: 1d20 + 1 - 3 ⇒ (10) + 1 - 3 = 8


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Wait, I thought you were fully healed?


Lup skewers the goblin, drawing a glance from the wolf rider. The goblin on the other side of the road uncorks the vial and drinks the contents.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

As its wounds close up a little, it stows its weapon and looks at the rider expectantly.

Round 2: Goblins, Lysithia (stabilize), Kelda, Astoria, Rider, Lup


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Well, I guess we should have taken the extra night to rest. After going back and looking, I'm only at 7hp. I'm not sure where everyone else is at. These dice seem determined to kill us though. *sigh*


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Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Kelda immediately regrets not taking the extra night to rest as she watches her love taken down by the wolf.

As she looks up at the wolf and rider from where her love lay, a new kind of fury fills her. Blinding her to everything but the ones who hurt her love, Kelda doesn't even realize that she's screaming as she brings her hammer around to swing at the deadly duo, "Lysi..NOOO! You murdering bas+ards!!"

Attack?: 1d20 + 4 ⇒ (19) + 4 = 23

Smackola: 1d8 + 3 ⇒ (1) + 3 = 4

Oh, I forgot to say I was targeting the wolf. The wolf is what attacked Lysithia and hurt her, so the wolf is what gets smacked. She's not paying attention to what the other goblin is doing, she's going after the thing that's trying to kill her girlfriend.


Female NG Half-elf Druid (Mooncaller) 3 | HP 22/26 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +3, W: +6 | Init: +2 | Perception: +9 | Speed 30ft | Enlarge 6/day (Used: 1) |

I was at 7 and took 10 damage.


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

[Ooc]Well damn. If I had realized we were that much down on our hp, we would have stayed the extra night.[/ooc)


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

I'm wondering if Astoria will notice the goblin putting away his weapon, cuz all Kelda is seeing right now, is red.


NG Half-Elf Arcanist
Stats:
Init: + 1 | HP: 11/15 | AC: 12 | FF: 11 | Fort: + 1 | Ref: + 1 | Will: + 1* | Perception: +5, Low-Light Vision| AR 5/5

Cast Cause Fear at the Rider DC 15

Astoria stairs into the eyes of the wolf Rider while channeling the most frightening images her mind can come up with.


Will: 1d20 + 2 ⇒ (1) + 2 = 3
1d4 ⇒ 4

Overcome by Astoria's spell, the rider urges the wolf to retreat as fast as it can.

You can take an AoO, Kelda.

Round 2: Goblins, Lysithia (stabilize), Kelda, Astoria, Lup

GM Notes:
G2 hp: 3


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Well, that works too. *announcer voice* Good answer! *Stares at imaginary board, and points at it* Stares into eyes while channeling the most frightening images of her mind, and the dice gods say....


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

I'm picturing it with the announcer voice from old Family Feud. Lol Trying to throw in some comedy relief since the dice gods have been so unkind to us lately.


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Damn posting out of order paizo. Oh well, ding ding ding

Still feeling a great deal of anger, Kelda takes a parting swing at the wolf.

That's what you get: 1d20 + 4 ⇒ (2) + 4 = 6

Nope on a rope.

Kelda screams at the retreating wolf and rider, "If I EVER see you again, I'll KILL YOU!"


I think that goblin probably will have the same feeling.


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Okay, we might have killed his little friend, but from our perspective, we're just protecting ourselves. We've already been attacked and nearly killed a few times. We wouldn't have done anything to them, if the wolf hadn't tried sniffing us out.


HP 13/13 | AC 18/12/16 | F +4 R +4 W +4
Skills:
Climb +6-5 Dungeoneering +4 Nature +4 Stealth +6(8)-5 Survival +6 Handle Animal +3 Geography +4
Perception +6(8) Darkvision 60ft | Favored Enemy: Human +2

So the only one left is the one who stowed their weapon?


Yes.


Female NG Half-elf Druid (Mooncaller) 3 | HP 22/26 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +3, W: +6 | Init: +2 | Perception: +9 | Speed 30ft | Enlarge 6/day (Used: 1) |

Stabilize: 1d20 + 1 - 4 ⇒ (13) + 1 - 4 = 10


HP 13/13 | AC 18/12/16 | F +4 R +4 W +4
Skills:
Climb +6-5 Dungeoneering +4 Nature +4 Stealth +6(8)-5 Survival +6 Handle Animal +3 Geography +4
Perception +6(8) Darkvision 60ft | Favored Enemy: Human +2

"Wanna ask them anything?" Lup asks to no one in particular.


Female Dwarf WarPriestess/3 HP 18/27; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +2, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +6 (+8 vs unusual stonework)

Kelda drops to the ground, and holds Lysithia gently.

Looking up at the gobblin with absolute hate in her eyes, "Yeah, why are you doing this? Why are you trying to take over and destroy all these towns and people? I just....I want to know why, and who's behind it."

Looking back down at her love, her face softens as she places her hands over the vicious wound that the wretched wolf gave her. Bringing one of Lysithia's hands to her lips she kisses it softly, as she stabilizes her love.

I'm doing the stabilize thing first, cuz I didn't know if she made that last roll or not. I can do the healing thing later, I mean once I know she's stabilized. I also think someone with more....diplomatic experience should take over this group. Questions are more useful before the slashing, bashing, and such, and that's just not my bag.


Female NG Half-elf Druid (Mooncaller) 3 | HP 22/26 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +3, W: +6 | Init: +2 | Perception: +9 | Speed 30ft | Enlarge 6/day (Used: 1) |
Kelda Highcliff wrote:


I'm doing the stabilize thing first, cuz I didn't know if she made that last roll or not. I can do the healing thing later, I mean once I know she's stabilized. I also think someone with more....diplomatic experience should take over this group. Questions are more useful before the slashing, bashing, and such, and that's just not my bag.

Yeah, my archetype will eventually make me really good at that. "As an extension of their wild empathy, initiates develop a sense of understanding for sentient beings, allowing them to act as superior diplomats, able to perceive many hidden cues and act on them."

"These druids may further facilitate their role as the people’s aid by offering long-range communication, using their magic to carry their voice on the wind, sending messages to specific people or locations"

If I can avoid getting dropped.


The goblin regards Kelda with a glassy-eyed gaze before turning and following the path that the rider took.

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