Emkrah

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316 posts. Alias of DeJoker.


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3d4 ⇒ (3, 1, 4) = 8


OCC: Grün can easily collect up to 12 arrows which will fill a Goblin Quiver or perhaps a few more if he wishes to replace his arrows with Goblin arrows assuming Grün has a masterwork quiver.

If Dáin wants to collect some let me know as I will need to check my notes on exactly how many are available form the current area and the previous area assuming someone wants to go back an gather arrows from there as well.


OCC: Okay well the poison is already applied so technically you do not risk poisoning yourself when applying the poison and unless you shoot yourself with one of those arrows chances are you will not poison yourself. Still there are those who feel using any kind of poison is an evil act so that becomes more of a moral/ethical decision than one of good vs evil.

Especially since even when someone succumbs to this specific poison they seem to recover without apparent harm. The group knows this because I believe Salaha did succumb to the poison during the first encounter and simply was unconscious for about 10 minutes.

Still I am not saying that Dáin should pick up those arrows, I just want to be sure we are on the same page when it comes to expectations of what doing so might mean.


OCC: Note incase it was unobvious, Dáin could replenish his arrows sort-of as the Goblins not only from the 1st encounter but the 2nd one as well do have arrows and not just arrows but poisoned arrows.

I am not saying you should pick some up, but just wanted to make sure you as players know that things like this can be available during an adventure. However, unlike normal arrows these, if taken, would be quantity tracked. Which I was doing for the Goblins to which they never really got close to running out.

With that said I will do my best to get a continuation post up fairly soon using the planned that was put forth already.


Hey Grün balls in your court, do you want to do anything more or let the others know what you saw?


Grün stealthly moves up towards the cave opening, hugging the left wall and cautiously peers into the beyond. What he sees is another chamber similar to the one he is currently in except that towards the far-side center is a fire with a large orb (about 1 foot tall) like object resting in its center. Past this fire appears to be a small pile of clothes. However other than this, he does not spot any Goblins. So either there are none present or they are out of his field of vision which could place them, if they were present, either near the opening but off to the left and/or right or behind the few stalagmites that are near the far outer walls of the area he is peering into. For these would the best points to launch an ambush from.


1d20 ⇒ 12
1d20 ⇒ 15


OCC: Okay Grün I will ask this time but in the future if not stated I will assume normal mid ground movement.

Oh and technically where the enemy was last, was to the far left and the far right. Thus I am sort of assuming you advance forward towards where that one enemy recently fled which was mid ground.

So how is Grün approaching this cave opening, which is smaller than the chamber you are in. On the left ground, mid ground, right ground, low left wall, mid left wall, high left wall, low right wall, mid right wall, high right wall, left ceiling, mid ceiling, or right ceiling.

Also are you taking Snapper with or scouting alone?


Missed Roll: 1d20 ⇒ 19
Missed Roll: 1d4 + 1 ⇒ (4) + 1 = 5
Missed Roll: 1d4 + 1 ⇒ (4) + 1 = 5


Yeah you can do that but I was thinking something that can better communicate what it can see like Grün as their character is supposed to be a scout type although Grün backed up by Snapper might not be bad either.


I am working on it btw -- thought I would get myself all cleaned up and ready to post this weekend but weekend got exciting so not much computer time. Will continue to work on getting all caught up which also means I will be able to stream line future combat posts as I will have a solid methodology in place once I am done.

So just to be clear once I have the information for who needs what healing and that is covered Stone and Dáin will go through the next opening first with everyone else following closely behind.

Or is there any scouting that is going to happen first, and or is the group going to spaced out some. Not saying these things are needed just double checking for current and future concerns. Aka how does the party go about doing things usually.


Check: 1d4 + 1 ⇒ (1) + 1 = 2


That only takes the DC up to a 24 ;-) surely you can make that with ease


Stone nods, "Sounds like solid tactic Dáin, so is everyone else good with that plan."

OCC: Dáin I will let you get a chance to heal folks if you feel they need it before moving forward, once I am confident the current damage values for the PCs is correct.

However, unless I am mistaken all I think Grün and William need are successful Heal checks by someone to Treat Deadly Wounds DC 20 This can restore hit points to a damaged creature with a successful Heal check restoring 1 Hit Point per Level of the creature. If the DC is exceeded by 5 or more, add one's Wisdom modifier (if positive) to this amount. A creature can only benefit from this within 24 hours of being injured and never more than once per day. One must expend 2 uses from a Healer’s Kit to perform this task. The DC of the Heal check is increased by 2 for each use from a Healer’s Kit that one does not have.


Hey just a heads up folks -- I am trying to clean up my notes and get them back in sync with what has occurred so I am 100% where we stand before moving things forward.

I will post for Stone but once the group has their plan for the next area I will hold things off until this weekend so I can make sure I do not make any more foo bars. Sorry for the delay.


Stone replies, "I am okay and I am okay with moving forward as well but how do we want to proceed? I could enter first and charge the nearest enemy to perhaps prevent their ranged tactics they have demonstrated thus far, assuming those tactics will not change. They seem to be trying to wear us down and we have no idea of how many more encounters we must face before getting to the final battle. This is to say I am a rather simple fighter not a strategist nor tactician."


Salaha's administrations seems to have done the trick, and as William sits he can feel the passing of the wooziness that he might have otherwise succumbed to.

OCC: Okay well William will back on his feet so how does the group wish to proceed.


OOC: Okay so that leaves Salaha if she has Heal to give it a try and the decision to either do it individually or collectively. Unless Salaha or Dáin have a magical means to counter the poison.


OCC: Heal Skill -- Treat Poison: To treat a poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, the character can make a Heal check. If their Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on their Save against the poison.

Well the Poison DC is 15 and Dáin tried but failed this round so Grün can make an attempt this round as well. A success would terminate the Poison effect.

Then if Grün fails, in the next round they can make rolls but William already succeeded on that roll so kind of makes the skill rolls pointless but I would still have the two of them working together to help William we just do not need the skill roll that round.

Then the last round maybe Dáin or Grün might want to Aid the other but totally up to you guys. Put your eggs in one basic with a minor bonus or go with multiple baskets. Basically a success on this Skill in this round would prevent William from being rendered unconscious for several minutes. Assuming this round assist by Grün fails.


To Dáin it appears mere healing skills would not be enough, as it appears William needs a boost to his ability to resist poisons. Some kind of magical aid to either stop the poison's progression or William would most likely succumb whatever this poison ultimately does. Which Dáin is not sure at this point what that final outcome might be. Goblin poisons could be lethal but this does not seem like a Goblin poison he had every heard of.

OCC: Any one else want to try something prior to William passing out.


Great to hear, I was concerned ;-)


After slightly stumbling back around the corner out of sight of the area where the enemy was and then feeling worse and sitting down.
Where he will pass out within the next 4 rounds if the poison is not counter acted.

Salaha can easily see that William has collapsed against the nearby wall.


Stone replies to Grün, "Well from the shadows we saw earlier there are obviously more Goblins up ahead and they most likely know we are here and coming. So perhaps we should have a plan, also where is William did we lose him?"

OOC: William had stepped back out of sight with Salaha being the only one that could currently see him.

That being said William if you can make 4 more Fortitude Saves DC 15 we can fast forward to your current state.


OCC: Grün is not Woozy no poison on the blades just the arrows (assuming the -2 was from poison aka woozy). Thus a 24 does hit as Grün has a +3 from Flanking now. Note however I think you are still applying the old standard +2 which I would rather you not do and if so then I will be sure to add in whatever Flanking bonus you do have.

Opponents:
None Remaining Here
Initiative Order:
Goblins
PCs
Round 4:
Salaha .. AC 18 . HP 22/19
Dáin .... AC 19 . HP 37/22
..... Armor Damage: 3
..... Shield Damage: 1
Stone ... AC 24 . HP 37/37
..... Armor Damage: 2
Grün .... AC 20 . HP 34/31
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18 (Dagger in Hand and Wand in Other Hand)
..... Very Woozy (-4 to Most Rolls with Arcane Spell Failure of 1-5 on a d20 -- and DC 10 Use Magic Device)(3rd Save DC 15)
.
-------{ Left
Goblin-1 . HP -3
..... Armor Damage: 2
Goblin-2 . HP -18 Dying
Goblin-3 . HP -14 Dying
-------{ Right
Goblin-4 . HP -11 Dying
Goblin-5 . HP -13 Dying
Goblin-6 . HP -11 Dying

William stumbles back around the corner leaning up against the wall but his head only gets foggier.

Salaha fires a bolt at the fleeing Goblin and while she hits the hit does not penetrate its armor.

Meanwhile Dáin and Stone swing at the remaining Goblin on the right and both miss. However Snapper bites and Grün swings and the both of them hit and that Goblin goes down.

OCC: No more Opponents in this area. What do you all do now.


Stone Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Stone Damage: 1d8 + 8 ⇒ (3) + 8 = 11
Morale: 1d20 ⇒ 9
Target Who (1 Snapper 2 Salaha 3-4 Dáin 5 Stone 6 Grün)
Target: 1d6 ⇒ 3


OCC: Yes William is currently effected by the Poison and is at a -2 to all actions, however he does not have a -2 to make the Save he needs to make this round it is still DC 15


OCC: Dang Dáin are you sure you are using the correct book? I mean you are not using the book of higher learning are you as Goblins are rather short. ;-)


Opponents:
-------{ Left
Goblin-1 Shoots at William: 1d20 + 3 ⇒ (4) + 3 = 7
-------{ Right
Goblin-5 Attacks Stone: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Order:
Goblins
PCs
Round 3:
Salaha .. AC 18 . HP 22/19
Dáin .... AC 19 . HP 37/22
..... Armor Damage: 2
..... Shield Damage: 1
Stone ... AC 24 . HP 37/37
..... Armor Damage: 2
Grün .... AC 20 . HP 34/31
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18 (Dagger in Hand and Wand in Other Hand)
..... Poison -2 Woozy DC 15 Save
.
-------{ Left
Goblin-1 . HP -3 Fleeing
Goblin-2 . HP -18 Dying
Goblin-3 . HP -14
-------{ Right
Goblin-4 . HP -11 Fighting Defensively
Goblin-5 . HP -13 Fighting Defensively
Goblin-6 . HP -0 Fighting Defensively

The Goblin takes a quick shot at William before fleeing further back into the cave making it to the opening into the next area but still within line of sight but 60 feet from either William or Salaha.

The other remaining Goblin viciously strikes at Dáin but misses and strikes the ground instead which obviously breaks its rather fragile weapon.

OCC: PCs turn only two Goblins left in this area.

I still need another DC 15 Save from William this round.


Opponents:
-------{ Left
Goblin-1 Shoots at William: 1d20 + 3 ⇒ (17) + 3 = 20
-------{ Right
Goblin-5 Attacks Stone: 1d20 + 2 ⇒ (16) + 2 = 18


Stone Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Stone Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Morale 1: 1d20 ⇒ 11
Morale 6: 1d20 ⇒ 20


Yes as long as Snapper is attacking along with Grün they are both flanking but with only a +1 To Hit instead of the usual +2 due to the alterred method that I use for flanking. Although one can use their attack to Aid another to give them the Aid Another bonus on top of the flanking bonus but that is not something Snapper would be able to do.

Aka you get a +1 for each additional attacker beyond the 1st, thus 2 attackers get a +1, 3 attackers get a +2, 4 attackers get a +3, etc...

Of course depending on the size of the attackers and the size of the target and the battlefield parameters there is a limited number of attackers one can be attacked by.

Still in Grün's case I think the bonus to hit is not as important as his bonus to damage ;-)

Also to perhaps speed things up in future posts, you can just conduct your attack as if you have flanking and if that changes we can just simply adjust your roll accordingly.


OCC: Awesome well just Grün left and I will move things forward.

Crits:
Oh a thing about Crits -- first if you get a 20 while you still roll to confirm that 20 using the normal results if you succeed. The damage from the attack associated with that 20 is max no roll needed.

Next this is a potentially exploding Crit (20), so if you happen to roll another 20, you roll again to confirm another Crit ad infinitum.

So what does each 20 do well as stated it does max damage for that roll. So if you do a 1d8+2 then the first 20 would mean you do 10 damage (no roll needed) and the second roll (if a 20) does the max damage associated with that roll, etc...

Also each subsequent confirmation Crit does the same potential damage as the first on confirmation Crit.


OCC: Okay so William failed his save. So what is he going to do this round? Note currently his befuddlement does not affect the usage of his wand and his wand is not affected by the -2 penalty.


Opponents:
-------{ Left
Goblin-1 Shoots at William: 1d20 + 3 ⇒ (20) + 3 = 23
Goblin-3 Shoots at William: 1d20 + 3 ⇒ (11) + 3 = 14
-------{ Right
Target Who (1-3 Grün 4-6 Snapper)
Target Who: 1d6 ⇒ 6
Goblin-4 Attacks Grün/Snapper: 1d20 + 2 ⇒ (20) + 2 = 22
Goblin-5 Attacks Stone: 1d20 + 2 ⇒ (9) + 2 = 11
Goblin-6 Attacks Dáin: 1d20 + 2 ⇒ (16) + 2 = 18

Goblin-1 Damage: 1d4 ⇒ 2 +Poison DC 15
Goblin-4 Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Initiative Order:
Goblins
PCs
Round 3:
Salaha .. AC 18 .. HP 22/19
Snapper .. AC 18 .. HP 18/14
Dáin .... AC 19 .. HP 37/22
..... Armor Damage: 3
..... Shield Damage: 1
Stone ... AC 24 .. HP 37/37
..... Armor Damage: 2
Grün .... AC 20 .. HP 34/31
..... Armor Damage: 2
William . AC 13(+4) .. HP 18/16 .. Poison Save DC 15
... (Dagger in Hand and Wand in Other Hand)
.
-------{ Left
Goblin-1 . HP -0
Goblin-2 . HP -18 Dying
Goblin-3 . HP -5
-------{ Right
Goblin-4 . HP -2 Fighting Defensively
Goblin-5 . HP -0 Fighting Defensively
Goblin-6 . HP -0 Fighting Defensively

The two Goblins off to the left both fire upon William and one manages to get past his magic spell armor.

The Goblin fighting Grün and Snapper manages to hit Snapper.

The Goblin fighting Dáin strikes his armor but does not penetrate.

The Goblin fighting Stone strikes air his attack being to short.

OCC: PCs Turn -- William if you fail your Save you are at a -2 this round and will need to make a Save again next round.

Also Salaha keep in mind for Snapper to continue fighting you have to use either your Move Action or Standard Action to command him to continue doing so, otherwise he will retreat from combat.


Stone Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Morale check: 1d20 ⇒ 16


OCC: I think Grün (aka you) is doing just fine. Further I determined a long time ago that this psuedo random number generator is just purely evil by nature ;-) and I thoroughly believe it loves torturing players more than GMs do.

So only need William to post to move things forward.


OCC: Salaha as I posted previously here are the guidelines for using Snapper.

When Salaha spends 1 Action (either a Standard Action or Move Action) she can issue a verbal command to Snapper -- this single Action has the Auditory and Concentrate traits -- she then grants Snapper 2 Actions (aka a Move Action and a Standard Action). If given no commands, Snapper uses no actions except to defend themselves or to escape obvious harm.

So if she uses her Move Action to command Snapper to attack designating a target by pointing she can still use her Standard Action to shoot her bow.

That also means since Salaha did not move this round, she can still issue a command to Snapper to attack. If that is what you want it to do. For instance Grün could use an ally to give him that much needed flanking bonus he desires.


Well since you did not hit last round that made no difference. However you are only going to get a Flank bonus for at most 1 round unless one of the Goblins goes down. As a 2 vs 2 does not provide a Flanking opportunity.

So if you want to ignore your current opponent and move to attack another opponent to get your Flank bonus for 1 round that is fine but your current opponent gets an AoO as you depart.


OCC: Arrgh another minor error Goblin-2 is not Fleeing as having been hit last round with an arrow and then transfixed with an arrow and blasted with a magic missile this round. It is quite dead or will be fairly soon.

For future reference Salaha your target number to hit those archers is a 22 as they are not employing their shields my bad. However, that only negates Goblin-2's actions this round which he missed anyway.


OCC: It came to my attention that last round I mysteriously had 2 ghost Goblins shooting arrows. Further it was these 2 Goblins that damaged Dáin. So only Dáin's armor was damaged by a single arrow last round and thus Dáin was not poisoned.

Opponents:
Stone Attacks: 1d20 + 9 ⇒ (4) + 9 = 13

Target Who (1-6 William 7 Snapper 8 Salaha 9-10 Dáin 11 Stone 12 Grün)
Left: 3d10 ⇒ (6, 7, 10) = 23
Oops forget Goblin-2 shot at William -- adjustment made

-------{ Left
Goblin-1 Shoots at William: 1d20 + 3 ⇒ (7) + 3 = 10
Goblin-2 Shoots at William: 1d20 + 3 ⇒ (5) + 3 = 8
Goblin-3 Shoots at Dáin: 1d20 + 3 ⇒ (8) + 3 = 11
-------{ Right
Goblin-4 Attacks Grün: 1d20 + 1 ⇒ (5) + 1 = 6
Goblin-5 Attacks Stone: 1d20 + 1 ⇒ (11) + 1 = 12
Goblin-6 Attacks Dáin: 1d20 + 1 ⇒ (17) + 1 = 18

Goblin-6 Damage: 1d4 ⇒ 4

Initiative Order:
Goblins
PCs
Round 2:
Salaha .. AC 18 ... HP 22/19
Dáin ..... AC 19 ... HP 37/22
..... Armor Damage: 2
..... Shield Damage: 1
Stone ... AC 24 ... HP 37/37
..... Armor Damage: 2
Grün .... AC 20 ... HP 34/31
..... Armor Damage: 2
William . AC 13 ... HP 18/18 (Dagger in Hand and Wand in Other Hand)
.
-------{ Left
Goblin-1 . HP -0
Goblin-2 . HP -5 Fleeing
Goblin-3 . HP -0
-------{ Right
Goblin-4 . HP -0 Fighting Defensively
Goblin-5 . HP -0 Fighting Defensively
Goblin-6 . HP -0 Fighting Defensively
---------------------------------------------------------------- -

Salaha hits the Goblin-2 again and again it does not fully penetrate its armor {AC 23}. However, it does rip a nasty gash in the armor. Meanwhile William's Magic Missile strikes Goblin-2 solidly.

Grün swings but does not manage to cut through Goblin-4's armor {AC 20}.

Stone swings but Goblin-5 ducks below the blade.

Dáin smacks Goblin-6 but the Goblins armor absorbs the blow {AC 20}.

Goblin-1 shoots at William but misses.
Goblin-2 shoots at William but misses and then flees to the far side cave opening and is now 60 feet away from William and Salaha.
Goblin-3 shoots at William but misses.

Goblin-4 attacks Grün but misses
Goblin-5 attacks Stone but misses
Goblin-6 attacks Dáin but only strikes Dáin's shield.

Party's Turn


In case folks have missed this under Combat Notes under the Campaign Info tab the following information has been detailed.

Flanking: To make this easy I do away with the standard Flanking guidelines in favor of something that better reflects the chaos of battle and that is as follows: One is considered flanking when there are more than one attacker attacking them. Further for each additional attacker beyond 1, all the attackers gain a +1 Circumstance Bonus per attacker on their attacks up to a maximum of a +4 To Hit, as they are considered to be constantly trying to out maneuver their target and this reflects that advantage.

Multiple Attackers: Besides being Flanked a creature with multiple attackers must make a random roll using a die equal to the number of attackers for each attack they make to see which opponent presented the best target for that attack. However, one can also choose to focus on I single target forgoing all others but all the ignored attackers would gain a +4 Circumstance Bonus to hit with their next attack(s) until the beginning of that character's next turn. However, they lose their Flanking Bonus since it no longer applies. Note: This can be combined with Fighting Defensively if one chooses.

Fighting Defensively: Per normal Guidelines one can choose to fight defensively. However to bring this in line with the Combat Expertise Feat, the following change is made. The Attack penalty and AC Bonus is based on the Attacker Base Attack Bonus (not the total) as follows:
... BAB: 3 or less ... -2 Atk .. +1 AC
... BAB: ..4 to 7 ...... -4 Atk .. +2 AC
... BAB: ..8 to 7 ...... -6 Atk .. +3 AC
... BAB: 12 to 15 .... -7 Atk .. +4 AC
... BAB: 16 to 19 .... -9 Atk .. +5 AC
... BAB: .... 20 ....... -11 Atk .. +6 AC

Note as you can see this makes the Combat Expertise (-1/+1 per +4 BAB) better at higher levels than at lower levels which kind of reflects its concept in that a higher level character is more apt to be a combat expert.

*************************************************

Now Grün I know I opened this can of worms by mistake having forgotten my own guidelines that I posted but as soon as I sat down to figure out this round I saw my error. So that is my fault and I apologise for any confusion. As such unless you say otherwise I will leave Grün attacking the Goblin they are currently engaged with.

However if Grün does step away from his opponent giving that opponent an AoO when doing so, it will then it simply follow Grün to engage Grün and Dáin in the next round. So that is up to you but all things considered I am going to guess Grün does not do this.

Still it would give Grün and Dáin a +1 Attack Bonus (not a +2) for this round which gets negated next round when the Goblin re-engages with you two. Then we have random rolls by both sides to see who they end up swinging at each round.

Again my apologies on that foo bar


Dáin 2nd Save DC 17: 1d20 + 9 ⇒ (5) + 9 = 14
Grun Attacks Who: 1d3 ⇒ 1
Dáin Attacks Who: 1d2 ⇒ 2


OCC: There is no apparent Goblin leader in sight, you have 3 archers (1-3) to the left and 3 archers to the right (4-6) being engaged by Stone, Dáin, and Grün. So which the left (1-3) or right (4-6) which do you fire upon (pick a number)?

And that just leaves us Salaha and Snapper for this round


OCC: Okay Grün will be a bit delusionally woozy causing a -2 penalty To Hit, Damage, Ability/Skill checks, Reflex/Will Saves and causing a -2 Concentration check when casting or maintaining a spell.

However Grün can still attack this round if they so choose. The Goblins are spread out such that Grün can join either Dáin or Stone to get a flanking bonus against a single Goblin. However, if he does so that means one of the Goblins will still be able to use its bow.

Note: That is assuming that Dáin is opting to attack one of the non-engaged Goblins as that will be what Stone will be doing.


Rolls:
William 1-3 Salaha 4-6 Snapper 7 Stone 8-9 Dáin 10-11 Grün 12
Left Archers Who: 3d12 ⇒ (10, 3, 2) = 15
Stone 1-3 Dáin 4-6 Grün 7-8
Rite Archers Who: 2d8 ⇒ (5, 8) = 13

Attack William 1: 1d20 + 3 ⇒ (2) + 3 = 5
Attack William 2: 1d20 + 3 ⇒ (7) + 3 = 10
Attack Dáin 1: 1d20 + 3 ⇒ (15) + 3 = 18
Attack Dáin 2: 1d20 + 3 ⇒ (12) + 3 = 15
Attack Grün 1: 1d20 + 3 ⇒ (20) + 3 = 23
Attack Grün 2: 1d20 - 1 ⇒ (10) - 1 = 9

Armor Damage Dáin 1: 1d4 ⇒ 3
Armor Damage Dáin 2: 1d4 ⇒ 4
Damage Grün 1: 1d4 ⇒ 3

Salaha Who: 1d3 ⇒ 2

Round 1:
Salaha .. AC 18 . HP 22/19
Dáin .... AC 19 . HP 37/22
..... Armor Damage: 3
... Fortitude Save DC 15
... Fortitude Save DC 15 or DC 17
Stone ... AC 24 . HP 37/37
..... Armor Damage: 8
Grün .... AC 20 . HP 34/31
..... Armor Damage: 3
... Fortitude Save DC 15
William . AC 13(+4) . HP 18/18
.
Goblin-1 . HP -0
Goblin-2 . HP -0
Goblin-3 . HP -0
-----
Goblin-4 . HP -0
Goblin-5 . HP -0
Goblin-6 . HP -0

Grün engages one of the archers to the right, who immediately draws a dogslicer and tries to use the pillar to protect itself {Fighting Defensively}. Meanwhile one of those other Goblin Archers manages to hit Grün {3 Dmg DC 15 Fort Save}.

A Goblin form off to the left hits Dáin from behind {3 Dmg DC 15 Fort Save}. While the other Goblin archer on the right shoots at the incoming Dáin and just puts an arrow into his armor but does not fully penetrate.

The last two archers shoot at William but completely miss.

Meanwhile Salaha manages to hit one of the Goblins off to the left but does not quite penetrate its armor.

OCC: PCs Turn


OCC: I am hoping Salaha posts soon, otherwise I will move things forward regardless.

So far as a recap -- we have @3 Goblins off to the far left and far right.

Grün engaged a Goblin to the right with Dáin close behind him and Stone close behind Dáin.

Currently William who just unsheathed his dagger, is standing by by the entrance with Salaha and Snapper

On the far side of the open area is another opening where shadows were seen moving about but nothing has appeared from that opening as of yet.


Having been called forward, Stone moves past the others and follows Grün and Dáin towards the Goblins off to the right. Grün being quicker than both Dáin and Stone arrives at the Goblins before either of them.

OCC: Grün can attack this round, if he chooses to engage, but Dáin and Stone will not be able to attack until next round.


Yeah I can have you having been a captured group of exploring adventurers and currently be the sole survivor having watched the Goblins literally eat all your other comrades, one by one.

I will give you a bit of information to outline your current situation, giving you a bit more to go on once you are rescued.


Okay well then two questions for you Jazlyn of Clan Ocēlōme would you either:

A) Care to take over Stone for now until we can fade him from the picture and bring your character in.

B) Swap out Stone for your character and let you be there as if you had been Stone all along.

The choice is yours -- or you can propose an option C if you like.


OCC: Well dang Dáin all I can say here is -- cleric heal thyself ;-)

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