Thanks for that info.
Khazak, can you add Trap Spotter with the Male Dwarf Rogue/2 so that I might remember to use it.
I apologise for my lack of posting too. I am about to start a three day game for 8 junior high school students (so is Kip) and I've buried my head into that whilst trying to finish off things needed for the end of term (I'm a high school teacher).
If you're interested I'll be starting The Curse of the Crimson Throne using Radiance RPG.
I'll be back on board, properly dedicated, by the end of the week. Feel free to continue posting either between yourselves or with the elves. Now that the term has ended I should have time for some posts. I was hoping you would provide some ideas for the direction you want the game to take.
"Ah, this is news. We found the creature you spoke of. He had chewed off his own tongue. We assumed it was combat wound or a fit; perhaps it was a deliberate act of fear. Needless to say, he told us nothing and we gave him a merciful ending."
He pauses thoughtfully.
"If Shadowash is not the 'Master' then this may be well beyond a local skirmish for lands. What more do you know? I think that timing is all; that if we can manage to act decisively we may take the advantage."
Isilialthar looks to the three of you imploringly.
Disappointed to not see Kara or anyone other than servants and guards you head back up to your room. Your 'spidey sense' kicks in, and you choose to creep up the stairs silently. You peek around the corner just in time to notice a young human woman locking her door and turning to head down the stairs. You duck out of sight, almost float down the stairs and disappear into the shadows where the stairs curl around on themselves. The woman passes by with a carefree gait.
Hidden in the dark two things occur to you. 1 - It was your years of discipline and training that brought you to sneak up the stairs. 2 - The key that she used to lock her room is different to yours. It looks more like an antique, and those old locks are easy to pick open.
"Ah, but it is you who have helped us all." continues the leader, "or at the least, we are optimistic of a greater good that can now be achieved. Shadowash was reckless in his movements. I would conjecture that Mr Bilbo Baggin's party lead Shadowash to believe that The Shire was left unprotected. It seems that not only did he bring too few of his retinue, he also did not cover his tracks. Yes, it seems we have found his trail that should lead back to his company of goblins."
The elf maiden with the chalice tells you that Tobold had finished the fight in your favour.
The older elf adds, "Kadaxin Shadowash was no mere goblin to be trifled with. You are lucky that only one of you died by his sword. We believe that he has taken..."
"Let us not worry the wounded with past events or rumours." A tall and beautiful elf flows into the room, swiftly followed by the elf who left to bring him. He wears a small circlet of silver upon his head of long blond hair and flowing white robes shot with gold thread. He stands by Khazak's side, smiling warmly upon the dwarf. "It has been a long time since we have tended to a wounded dwarf, for even through our ancient allegiances and war in ages past, dwarves seem to rarely need our craft. I am Maedol Isilialthar, and we are very pleased to happen upon you in the dark."
Khazak: you awaken to the soft light of early dawn dappling through oak leaves. You are in a sheltered grove lying on a soft, luxurious bedroll of silk. An elf maiden offers you a silver chalice to drink from, and an older elf looks over your wounds, frowning with cautious approval. Your friends Grifo and Tolbold are there by your side to see you recover. A third elf immediately excuses herself to go fetch the group’s leader.
Please feel free to roleplay as much as you like here, and please engage in the Discussion Board as well.
Khazak takes one last swing at the goblin. The effort tears his wound open a little more, and with a gasp he collapses.
Grifo, seeing his comrade overcome like this, takes a 5’ right past Kadaxin to heal the dwarf (for 5 points), bringing him back to consciousness in a rush of lights and momentary dizziness.
Tobold manages squirt some potent acid into the face of the goblin.
The goblin’s left hand again glows golden and he uses this power to heal himself further,
2d6 ⇒ (2, 2) = 4
before calling on the dark gods to aid him in slaying the prone Khazak properly this time.
Kaxadin thrusts his longsword into Khazak's gut:1d20 + 7 + 4 + 4 ⇒ (3) + 7 + 4 + 4 = 18 Damage:1d6 + 1 + 4 ⇒ (5) + 1 + 4 = 10 ”Skewered, my favourite kind of meat.”
Perception DC 12 (sound based):
Is it the elves that are making that wonderful tinkling noise? It is difficult to tell, they sound so far away…
Perception DC 16 (sight based):
There is suddenly two brightly fletched, white shafted arrows sticking out of the wolf, almost unnoticed due to the din of the combat.
If you made the sight based Perception: Knowledge (Local) DC 10, can be untrained:
Khazak moves to flank with Grifo and lands a solid blow into the goblin’s side which draws copious amounts of bright red blood. Tobold manages to knock the wolf out of the fight and Grifo also manages to hit the goblin.
Wolf: Rounds unconscious:2d4 ⇒ (4, 2) = 6 Rounds blinded and stunned:1d4 ⇒ 4 Plus one round stunned.
Kaxadix spits blood at Khazak, ”Be damned then! The undergods will power your death through me.” His longsword’s blade glows blue as he attacks the dwarf with an unholy fury.
The goblin’s hand again glows golden and he uses this power to staunch the flow of blood.
2d6 ⇒ (2, 5) = 7
"You're next, little hobbit."
Perception DC 12 (sound based) Khazak too, it is the last thing you hear as you fall unconscious from the blow.:
There is a noise of twinkling, of water rushing through a brook at spring-thaw, of ice-cracking in the sun, of tiny joyful bells, coming in from the North-East. It gives you hope, though you're not sure why...
Tobold pats his pockets and suddenly colored sand is in his hands and the says a few words and blows it in his enemies' faces.
Color Spray DC 14
Wolf Will Save:1d20 + 1 ⇒ (11) + 1 = 12
Kaxadin Will Save:1d20 + 8 ⇒ (15) + 8 = 23
The wolf's eyes roll back in its head as it slumps to the ground. Kaxadin laughs, "I am blessed of the undergods. My soul lingered in this place before the music of creation began. Your pathetic little tricks will not affect me! Submit before my power and I will allow your soul to flee your body."
Khazak's battle axe bites deep into the goblin's side. Kadaxin doesn't show pain or call out, merely bares his teeth and glares at Khazak a moment before returning to attacking Peony.
Kadaxin's wolf finally manages to bite Peony, pulling her to the ground as well. The goblin stands over her and plunges his blade into her gut. He twists it round, laughing, then flicks her blood from his blade into Khazak's face, "Tastes good, doesn't it master dwarf? I know you want to eat flesh as your ancestors did. Tonight you will eat or be eaten!"
GM Fiat here to remove Peony from the game. The dice roller has not enabled me to do it earlier.
EDIT: Khazak's left hand momentarily glows with a brilliant golden light. He touches this to his side and it seems to stop the flow of blood.
2d6 ⇒ (1, 4) = 5
Khazak
Peony
Tobold
Grifo
Kaxidin
Checking on Color Spray now. Color Spray has a cone-shaped burst of 15'. I think you can 'aim' that to avoid allies here. Don't forget to post the Will Save DC.
Please make two Perception checks for me, two Stealth checks and two Disable Device. I'll narrate your good luck (or otherwise) for a bit based on your rolls.
The wolf snaps at Peony wildly and without success. The mount’s attack is too far reaching for the goblin, and it is all he can do to stay in his saddle. He instead dismounts, using the wolf as cover from Peony, [/ooc]though it provokes an AoO from Grifo and Khazak.
Wolf attack:1d20 + 2 ⇒ (1) + 2 = 3 Ride Check without saddle:1d20 + 5 - 5 ⇒ (4) + 5 - 5 = 4 = fail
Peony attacks the wolf with her bastard sword but the lithe creature escapes her blade.
Attack:1d20 + 3 ⇒ (1) + 3 = 4 Damage:1d8 + 2 ⇒ (6) + 2 = 8
Peony and Griff are in melee with Kaxidin and his wolf mount. Khazak and Tobold are 20’ away, and the Dancing Lights spell now illuminating the area well enough for everyone. Tobold’s acid goes wide of the mark.
Tobold - very nice reflavouring for low-magic there :)
When there are three attackers I will consider Kaxidin and his wolf to be Flanked.
Kaxidin drops his bow, saying, ”I’m sure your flesh is especially sweet, my pretty little hobbit girl. I’ll make sure you live to see me enjoy it.”
The wolf bites at Peony’s leg, trying to tear her feet out from under her as well,
Wolf attack:1d20 + 2 ⇒ (16) + 2 = 18
though her armour prevents a decent bite.
Ride Check without saddle:1d20 + 5 - 5 ⇒ (7) + 5 - 5 = 7 = success
The mounted goblin grins, and in drawing his longsword makes a hefty swing at Peony,
Attack with higher ground:1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 Damage:1d6 + 1 ⇒ (4) + 1 = 5
and again she avoids the attack.
*****************
Peony counterattacks, thrusting her bastard sword at the wolf.
Attack:1d20 + 3 ⇒ (12) + 3 = 15 Damage:1d8 + 2 ⇒ (4) + 2 = 6
The blade bites deep into the wolf’s front shoulder. It retracts its front leg instinctively from pain and yelps. However it continues to snap at Peony, looking for a weakness.
Sorry about the delay - I've been writing tests all week.
You can certainly set some measures to know if someone has been through your things. Setting traps as such requires the skill Profession (trapmaker). Feel free to describe what you do here.
1d100 ⇒ 56
Leaving your room you pass a few other almost identical doors before descending the stairs. You retrace your steps through a very similar corridor with very similar doors downstairs before emerging into the courtyard. You stand a brief moment looking back down the courtyard towards the main gates.
Looming beside the keep’s main gates and dominating the courtyard is a large clock tower. It towers high above the castle’s walls and is capped by a pointed tiled roof.
Also towering above the castle’s walls are the north and southwest wings. Elaborate stained glass windows decorate the upper level of the southwest wing, while those in the north wing are more subdued in design. The ground of the courtyard is laid with coloured bricks, set to portray spiralling, knotted designs. The courtyard also contains a stone well near the gate, and many doors. Two armoured sentries bearing halberds guard the gate.
1d100 ⇒ 68 1d100 ⇒ 91
You cross the courtyard to where Kara pointed out the kitchen. Set in the walls of this chamber are two massive hearths, in the centre of which are proportionately sized cauldrons. Pots, pans and earthenware hang from hooks and rest on shelves, and a large washbasin rests in the corner, filled with a pile of dirty dishes. Barrels and sacks line the walls, no doubt storing food. Two young women tend to cooking dutifully.
Peony drops her bow and draws her bastard sword from her back as she skirmishes towards the goblin rider.
"Filth and scourge of the wastelands. Die! Die!"
The goblin then makes unusual growling, barking and mewing noises. The wolf seems to respond in a similar manner, though it seems more natural coming from a wolf. The wolf then moves slowly and carefully through the undergrowth towards Peony, coming within 10' of the hobbit.
the initiative order is:
Khazak
Peony
Tobold
Grifo
Kaxidin
A large four-poster bed draped with red silk curtains dominates your chamber. Besides the bed, the room boasts a fireplace, an armoire, and a small oaken table, atop which is a tray of fine food and carafe of expensive wine. Beside the fireplace in the south wall is a window that looks out upon the courtyard, decorated with red curtains. A cool draft from the window adds to the chill of the stone room.
There is enough wood stacked beside the fireplace for you to keep a comfortable fire going for much of the tournament.
Additionally, there is a silver poker near the fireplace, which looks to be worth at least 10 gp.
The armoire is empty save for an old blue traveller’s cloak.
Treasure: Characters making a successful DC 20 Perception check find a long forgotten panel in the stone above the fireplace. It conceals an ancient silver and moonstone pendant worth 50 gp, a potion of cure light wounds, and a stack of passionate love letters from days of old addressed to “Aloria of the Emerald Eyes.”
Skulls is a popular game in the region and is frequently played by those of all walks of life. It is a game you are quite familiar with.
Playing Skulls involves rolling 3d6 and tallying the results. Even numbers are desired, particularly when more than one of the same number is rolled. When the same even number is rolled on two or all three of the dice at once, tally the total rolled and then add half of that number to the total. For example, if you rolled a four on all three dice, you would total the amount rolled (twelve in this case), and add half of that total again to your final score (half of twelve is six, twelve plus six is eighteen: your final score for rolling four on all three dice is eighteen). Even numbers are the only ones that count in this manner. The odd numbers three and five add only their face value, while ones (called skulls in the game due to the skull design on the dice) subtract from your final total. Let’s say you rolled two sixes, and a three. You would add the two sixes (twelve points), and then add half of that total again to that amount (half of twelve is six, twelve plus six is eighteen). Finally, you would add the three to your total (for a final score of twenty-one). You can easily simulate a character’s gambling experience by adding in his Bluff or Profession (Gambling) skill points and appropriate ability modifier to the roll’s total. Thus, if a character’s roll was worth eighteen points, he has four ranks in Profession (Gambler), and a 14 Wis (a +2 modifier), his final total would be twenty-four.
INTERVAL BETTING A game of Skulls sometimes entails three rolls. Gaming tables often have three lined pockets on each side, and covers that keep the player’s roll secretive. Each player rolls his dice, sees his own total, and then makes a bet. One player bets first, the second matches and may raise, and the first player either matches or yields (here is where the Bluff skill comes into play). They then roll a second set of dice (in the table’s second pocket), and mentally tally that result to the first. After betting a second time, the player’s roll their third set of dice in the last pocket. They bet one last time and then show their results. The player with the highest total wins the game, and takes the pot.
Lord Kent is a wealthy man who enjoys gambling, and is arrogantly disposed to think himself the most likely to win.
Sense Motive DC 12:
...and he may have plans in place to make sure that he does...
The wealthy and arrogant enjoy hosting such events.
Khazak takes careful aim with his heavy crossbow and shoots at Kaxidin.
Khazak then advances 20 feet.
Just to clarify for everyone, ahead of Tobold, Khazak and Grifo is 30' of undergrowth. Then there is a 30' round, muddy clearing, in the middle of which is a dead goblin. Peony is off to the right hand side in the cover of the undergrowth.
So Khazak has another 10' of undergrowth, then 30' of muddy clearing before being in melee with Kaxidin.
"Not if I kill you first..." Peony mutters as she plunges her blade into the throat of the goblin at her feet.
"Leave no threats behind you! she calls back, "We still have work ahead of us."
Scanning about, Peony sees that this muddy clearing is free of cover, it is all bare and sticky clay. Tolbold's lights make it easy for her to see and she darts off to the left to take cover in the undergrowth.
***********
Kaxidin tracks her movement down the length of his notched and drawn arrow, releasing the thick, black shaft just as she takes cover.
Arrow:1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11 Peony has Soft Cover due to the undergrowth.
The arrow shoots wide of its mark.
Rearragning the order to put Kaxidin at the bottom, the initiative order is:
Khazak
Peony
Tobold
Grifo
Kaxidin
Diplomacy is perfect so far. Bluff is about lying, disguise is about being someone else, both of which may be required before the too long.
"Of course I'm the guard. What's your name, humble adventurer? I only admit those on me list here."
The gleam in his eye suggests that he would like to do some things to your body that won't be pleasant for you, though you have amused him (for want of a better word) enough to keep him civil. Or perhaps someone is watching over him.
Naturally you give him your name, the name that Fellstone passed on for you, and the gates open. To keep the story moving along I will at times act for you a little... Is Katrina Ardon the name you passed on?
The orc stands in chainmail with a halberd in his right hand as he drags the gate open with his left. A human sits on a stool just out of view from the outside. He looks bored as he twirls his rapier again and again.
A woman of slight stature and long black hair moves to greet you. She walks with her shoulders hunched and moves warily, as if she expected you to attack her.
“Welcome to Castle Blackstone, Lord Kent’s home! I am Kara, Lord Kent’s servant, and contest moderator. The tournament begins shortly. Follow me and I will show you to your room.” She turns and walks through the courtyard, beckoning you to follow.
Kara leads you to a large oaken door which groans as she pushes it open. Beyond is a dim hallway lined with ornate tapestries depicting strange creatures and ancient battles.
Kara removes a torch from its sconce and beckons you to follow her into the depths of the keep. The hallway turns eastward and continues past several doors before coming to a spiraling stone stairway.
“You are expected to compete twice a day, once at noon and again at eight in the grand hall, which lies east of the courtyard.” She says, looking back as she leads you up the stairs. “The clocktower in the courtyard chimes on each hour, and can be heard throughout the entire keep, so you should have no trouble keeping track of time. If you are not at the tournament at the scheduled time, I shall fetch you. But please don’t make me…”
The stairwell opens to another tapestry-lined hallway, and Kara leads you past several more doors before stopping at one. She opens the door and hands you the key, “This shall be your chamber during your stay at the castle. You are free to wander the grounds, although there are some areas that are off limits. Such areas are locked, and if you have any questions as to where you are allowed, feel free to ask the guards. I don’t need to tell you that you are expected to be on your best behavior during your stay at the castle. Lord Kent is not generally a patient man, and it is rare and quite generous of him to open his home to strangers.” Kara curtsies and turns to take her leave.
Lord Kent’s keep stands poised atop a jutting island of sheer stone, towering high above the forested road that seems to be the only route to this place. The road winds up to an adjacent cliff, and there a stone bridge crosses the chasm to the keep’s front entrance: a set of large double- doors. Refer to the picture on the FB page.
The doors are closed, and two guards, each wearing chainmail and helmets with lowered visors, cross their halberds before the doors as you approach. “Who goes there?” One of the guards asks in a gruff voice.
Perception DC 13:
Seeing through the guards helmet slits you notice that the unmistakeable features of orcs.
You need to make a Perception roll. If you meet or exceed the DC 13 then click the button above, otherwise ignore it.
The mayor pulls a sheet of parchment out of his desk draw and standing he hands it to you with his left while offering his right hand to shake, "It'd be best that you memorised this rather than being caught with it on your person."
List:
Diana statuette
Gem-studded longsword (masterwork)
Mayor Fellstone’s books, journals, and maps
Rune carved amulet
Silver statuette of an elven maiden
"Very good, Ms Ardon, very good. And best of luck."
You spend the next day waiting for the competition discretely asking questions. Rumours abound about Lord Kent after the raiders were tracked back to his keep; everything from his preference for young men or sheep, that he is bribing his way out of an arranged marriage to his cousin, to his thirst for Dark Magicks and the great lengths he has already gone to to retrieve artifacts.
Is there anything else you want to do before heading up to the keep? Don't forget that you do actually have 500 silver coins of your own.
Simplifying things: Rather than skill challenges I’ll set out distances with difficult terrain to represent the forest and the mud. This difficult terrain can be overcome through Light – so long as you can see clearly you are not hampered by the difficult terrain. Be aware of running ahead of your light source.
Tobold, Khazak and Grifo surround Jadaxeez in a narrow path through the forest.
”G’ah,” the goblin throws himself onto the ground and curls up into a little ball. He has soiled himself and now begins weeping, ”Please kill me, kill me, kill me. Don’t let the Master know I have failed. Kill me, kill me, kill me.”
Ahead of Tobold, Khazak and Grifo is 45’ of difficult terrain through the tangled undergrowth of the forest and a muddied clearing to where Peony faces a prone Roginkle. The goblin has twisted his ankle, fallen into the mud and is having a great deal of difficulty pulling himself free.
A goblin riding a wolf (not a warg) has arrived at the far end of the muddy clearing, 15’ from Peony. He calls to Roginkle in goblin in a harsh voice and the goblin’s eyes widen. Roginkle then slumps his shoulders heavily before rolling over in the mud. He now lies face up and trembling all over, muttering gibberish over and over.
”Now you will die by my hand,” calls the goblin as he knocks a thick, black arrow to his bow, ”I am Kaxidin Shadowash and I will feast upon your flesh tonight. Tomorrow you will begin your servitude to the Master for all eternity.”
Post when you can and I will resolve the actions according to initiative order.
Tobold, Khazak and Grifo are 60' from the archer. Peony is 15' from the archer.
Out of Character: He is sincere. Tired, overworked, stressed, but sincere. He has always be know known for his honesty.
Fellstone lets the stream of questions wash over him.
"We are all weary, Ms Ardon, weary and at least a little scared. We have been attacked and fear another. But you cannot let that colour your view of everything. No one was doubting your honour.
"The entry fee is, as I was saying, covered by me personally. The game is Skulls and overall winner of the competition takes the whole pot. With some luck, that pot will also be yours. The competition is set to run for four days."
He tosses a small bag chock full of coins onto the table for you.
"As for when I have my information, you will be 200 gold pieces richer and free to do as you please. Though I believe that Captain Mabon hopes you will invest the gold in property or a business in some far away town," at this last comment the mayor cracks a smile.
Skulls:
Skulls is a popular game in the region and is frequently played by those of all walks of life. It is a game you are quite familiar with.
Playing Skulls involves rolling 3d6 and tallying the results. Even numbers are desired, particularly when more than one of the same number is rolled. When the same even number is rolled on two or all three of the dice at once, tally the total rolled and then add half of that number to the total. For example, if you rolled a four on all three dice, you would total the amount rolled (twelve in this case), and add half of that total again to your final score (half of twelve is six, twelve plus six is eighteen: your final score for rolling four on all three dice is eighteen). Even numbers are the only ones that count in this manner. The odd numbers three and five add only their face value, while ones (called skulls in the game due to the skull design on the dice) subtract from your final total. Let’s say you rolled two sixes, and a three. You would add the two sixes (twelve points), and then add half of that total again to that amount (half of twelve is six, twelve plus six is eighteen). Finally, you would add the three to your total (for a final score of twenty-one). You can easily simulate a character’s gambling experience by adding in his Bluff or Profession (Gambling) skill points and appropriate ability modifier to the roll’s total. Thus, if a character’s roll was worth eighteen points, he has four ranks in Profession (Gambler), and a 14 Wis (a +2 modifier), his final total would be twenty-four.
INTERVAL BETTING A game of Skulls sometimes entails three rolls. Gaming tables often have three lined pockets on each side, and covers that keep the player’s roll secretive. Each player rolls his dice, sees his own total, and then makes a bet. One player bets first, the second matches and may raise, and the first player either matches or yields (here is where the Bluff skill comes into play). They then roll a second set of dice (in the table’s second pocket), and mentally tally that result to the first. After betting a second time, the player’s roll their third set of dice in the last pocket. They bet one last time and then show their results. The player with the highest total wins the game, and takes the pot.
Upon entering the town hall you are quickly ushered into the mayors office, it's noisy with a almost constant ratatattat of hammers and saws. Fellstone rubs his temples as he offers you a seat and then rubs his hands down his face before plonking them on the desk. He looks stressed.
" Well your probably wondering why I asked for this meeting? " He asks, but continues without waiting for an answer. " My trackers have returned from seeking the lair of the raiders. It may shock you to know that the orcs and gnolls seem to be in the employ of the Duke himself... It certainly took me by surprise. "
" I understand you have some skill at gambling Ms Ardon? Lord Kent is offering a competition at his keep. Which is the perfect cover... I'd like very much to learn why he has employed these Orc and Gnoll raiders to ransack my town. I will front the entry fee for the competition and I have some items that may serve you well. If you discover the Duke's motives behind the attack I will reward you with the sum of 200gp. Also there were some items of significant value that were taken from the town. If you manage to recover these I will reward you for each individually. "
He leans back in his chair awaiting your response.
Our adventure begins in the town of Rhiannon. The slow process of rebuilding is well underway after recent raids by Orcs and Gnolls. Mayor Fellstone, an older man with short cropped dark hair and a beard, has asked you to a meeting at the town hall which is still under construction in some parts.
Peony weaves and ducks through the undergrowth that obscures the narrow path, then, with no one in her way at all, she hacks her way through the very tangled undergrowth, to finally catch up with the runaway goblin
Tobold keeps his distance from the nearby goblin, squirting more acid at the creature. Most of the acid covers foliage as the goblin circles around Tobold.
Roginkle’s eyes go wide as Peony moves so rapidly through the undergrowth. He turns tail towards the mud ahead and tries to make a run for it.
This provokes Attack of Opportunity from Peony
If Roginkle survives the AoO:
Roginkle begins yelling out to someone, his tone suggesting that there is someone there to listen to him, or maybe he is mad with desperation. He flounders into the mud and doggedly tramps his way through. The sticky mud soon coats much of his body.
Strength Check DC 12:1d20 + 0 + 2 ⇒ (15) + 0 + 2 = 17
Peony, Perception DC 20:
There are some goblins obscured by the bushes and trees beyond the mud pit.
Jadaxeez ducks left, weaves right, fakes left and feints a thrust with his rusty blade at Tobold the Sorcerer.
Feint attempt DC 10:1d20 + 0 ⇒ (11) + 0 = 11
Feint:
You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. For more information on feinting in combat, see Combat.
Tobold cannot keep up with the goblin's movements and is left vulnerable to its next attack.
Initiative order (bold is up)
Peony 23 ( A Very Narrow Path)
Tobold 20 (3 A Very Narrow Path)
Goblins 20:
Jadaxeez (3 A Very Narrow Path)
Roginkle (5 A muddy slog)
Kleemiz (3 A Very Narrow Path) killed by Tolbold
Khazak 18 2 Brambles)
Grifo 18 (1 The Small Bluff)
Grifo makes spectacular progress, and Khazak also finds his way though the Brambles.
Initiative order (bold is up)
Peony 23 ( A Very Narrow Path)
Tobold 20 (3 A Very Narrow Path)
Goblins 20:
Jadaxeez (3 A Very Narrow Path)
Roginkle (5 A muddy slog)
Kleemiz (3 A Very Narrow Path) killed by Tolbold
Khazak 18 2 Brambles)
Grifo 18 (1 The Small Bluff)
Actually, I believe there's a battle going on in the brambles
Yes, sort of.
The combat is happening just after the Brambles, that is, once you have overcome the Brambles, which Khazak has just done. This means Khazak is at the melee, and should consider himself engaged in melee. He will be able to make attacks of opportunity, and may be prone to them.
Or he could rethink his move.
Peony races through the brambles and jumps into the fray to protect the sorcerer. Tolbold conjures a ball of acid and melts the face of the goblin Kleemiz, acid which also eats through his air pipe and the goblin dies quietly though thrashing wildly and gasping for breath.
Survival DC 12:1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14
Roginkle continues to make good his escape on all fours having found a boar trail heading in his general direction.
Peony and Tolbold :
You can hear that Roginkle is yelling something in their foul language. It doesn't take much to guess that he is yelling to someone else, rather than in pain or to himself.
Jadaxeez is now faced with two hobbits and so his bloodlust gets the better of him. He attacks Alphabetical:1d2 ⇒ 1 Peony, thrusting his oversized and rusted knife at Peony.
Attack Peony:1d20 + 2 ⇒ (14) + 2 = 16
...but her chain shirt is too tough for the weapon.
Initiative order (bold is up)
Peony 23 ( A Very Narrow Path)
Tobold 20 (3 A Very Narrow Path)
Goblins 20:
Jadaxeez (3 A Very Narrow Path)
Roginkle (5 A muddy slog)
Kleemiz (3 A Very Narrow Path) killed by Tolbold
Khazak 18 2 Brambles)
Grifo 18 (1 The Small Bluff)
Khazak makes a determined dwarven March up the hill. Grifo thinks of returning to Bilbo's party.
Does "see you in a minute" mean you're going to take ten rounds to get up the hill??
Tolbold, you're turn is good, and a hit & kill. I'll just insert Peony's action first.
Initiative order
Peony 23 (2 Brambles)
Tobold 20 (3 A Very Narrow Path)
Goblins 20:
Jadaxeez (3 A Very Narrow Path)
Roginkle (4 A very tangled undergrowth)
Kleemiz (3 A Very Narrow Path) attacking Tolbold
Khazak 18 (1 The Small Bluff)
Grifo 18 (1 The Small Bluff)
Peony manages to find her way up the bluff, and Tolbold finds a way through the Brambles.
Jadaxeez, Acrobatics DC 14 :1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Jadaxeez finds a way under the worst of the undergrowth, pulling himself along like an alligator to rejoin his comrades in arms.
Roginkle and Kleemiz confer quickly in their vile language. Roginkle pushes ahead along the path while Kleemiz turns to attack Tolbold with a short, rusty blade.
Attack:1d20 + 2 ⇒ (8) + 2 = 10
The sorcerer ducks around a tree making it very hard to hit him.
Roginkle provokes an Attack of Opportunity from Tolbold if he has a weapon ready.
Initiative order
Peony 23 (2 Brambles)
Tobold 20 (3 A Very Narrow Path)
Goblins 20:
Jadaxeez (3 A Very Narrow Path)
Roginkle (4 A very tangled undergrowth)
Kleemiz (3 A Very Narrow Path) attacking Tolbold
Khazak 18 (1 The Small Bluff)
Grifo 18 (1 The Small Bluff)
Aid another is a good idea, but Peony has used her turn to get up the bluff. The dice seem to be turning in your favour, perhaps you should all go make another offering to the dice gods.
Grifo slips on the wet, dewy grass, and sliding back down, gets in the way of Khazak.
Initiative order (bold is up)
Peony 23 (Brambles)
Tobold 20 (Brambles)
Goblins 20:
J (Brambles)
R (a Very Narrow Path)
K (a Very Narrow Path)
Khazak 18 (The Small Bluff)
Grifo 18 (The Small Bluff)
Peony, you haven't quite got the rules correct here, but I'll be forgiving since they are not 'standard' rules.
Peony and Tobold push and pull each other up the hill and the two goblins are now tantalisingly close but moving away from them. The goblins curse and spit at the hobbits.
Goblin :
Blaming you for the thorns tearing at them right now, swearing to take vengeance on your mothers and your mother's mothers.
The very narrow path:
Roginkle, Acrobatics DC 13 :1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Kleemiz finds a clearer pathway through the thorns than Jadaxeez. Roginkle comes to a dead end and doubles back hoping to find a better way to go.
Initiative order (bold is up)
Peony 23 (Brambles)
Tobold 20 (Brambles)
Goblins 20:
J (Brambles)
R (a Very Narrow Path)
K (a Very Narrow Path)
Khazak 18 (The Small Bluff)
Grifo 18 (The Small Bluff)