Myriana

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You all slowly make your way back to the lighthouse. Aerys leads back up to the second level at first, but the smell of the carnage is a bit too much.

"Well, these are going to have to go," Sasha says. "We could drop them down the hole out there. Strip 'em of their stuff first?"

Jask shrugs at first, but steps up to help. "If this is the most secure location, then it will likely work best. This is grim work, but they would have done little better to us."

You all work together, though stripping the cannibals of their possessions takes some time. From the dozen cannibals, you find on each a light wooden shield, three javelins, a shoddy scimitar ("I can fix those up," Jask offers), and each wears a red pearl amulet. Klorak, besides his excellent scimitar, carried a heavy wooden shield, five javelins, and a very large red pearl amulet.

It takes a couple hours, but well before daylight you are able to finally clear out a clean space, reinforce the door, and set a watch. Jask expends a final spell to pass some healing on to you (1d8 + 3 ⇒ (5) + 3 = 8), the gives a sigh. "I have not been this drained in some time! I shall sleep well this night... After my watch, of course!"

Each watch passes without event, though Jask reports that during the first watch he is fairly certain he heard the sound of scrabbling, crunching, and running feet. Jask shudders for a moment, "I'll say no more. Suffice to say that it took many prayers to Nethys to block out those sounds and get good rest. Let us be away."

I'll write more tomorrow about the trip back north. It will take about 14 hours of solid hiking (including scaling cliffs at the end) to take the most direct route. Sasha feels confident that she can track you back the right way, and since most of it is trail, you shouldn't have too much trouble. This weekend, I'll be able to go back through things to get details sorted back out. I'm going back several months, and need to get the details straight again. Sorry for the delay.


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Nothing threatens your approach (though the monkey does howl at you for a while). You enter the east room of the shack, only ten feet to a side. It is a workshop of sorts, smelling of all manner of alchemical creations and rudimentary cures mashed together for use by the tribe.

Among the rubble, you search long enough toxins eleven vials of various sorts, two smokestacks, a cobalt blue stone (looks man made), and three small pouches that you think you have seen before - tanglefoot bags, perhaps.

There is a door in the west wall, appearing (from the outside of the building) to lead to a larger room.


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Success! Your sword slams home and the old woman cries out in agony. You hear a nearby shriek as a small - yet viscious looking - monkey darts forward to huddle into and among her robes, hissing at you and your allies.

The others sigh in relief after she falls. Sasha looks warily at the monkey, but is still catching her breath. You see that the path winds around to the west, where you can see the faint light of a fire flickering out of the doorway of a small shack.

Jask calls out, "A tactic I would not recommend again, Aaron! You are nearly dead, and it will be difficult to keep you alive if you are on the other side of our foes!"


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The skeletons each take a swipe at you as your attempt to tumble becomes more of a stumble...

Skeleton 1: 1d20 ⇒ 20, 1d6 ⇒ 6. Hit!
Skeleton 2: 1d20 ⇒ 17, 1d6 ⇒ 3. Hit!

...each slashing into you with a scimitar. I think you are around 7 HP now.

Your sword cuts into the crone, who curses at you again.

Aerys steps up to flank one of the skeletons and deliver a crushing blow with her fist...

Aerys vs Skeleton: 1d20 + 6 ⇒ (1) + 6 = 7, 1d3 + 4 ⇒ (2) + 4 = 6

...but manages only to overcompensate while the skeleton turns to pursue you.

The two skeletons continue to press their assault against you, as you threaten their mistress...

Skeleton 1: 1d20 ⇒ 17, 1d6 ⇒ 1. Hit!
Skeleton 2: 1d20 ⇒ 12, 1d6 ⇒ 4. Miss!

...but only one is able to land a blow.

Sasha steps up with her makeshift club and tries to bash one of the skeletons...

Sasha vs. Skeleton: 1d20 - 1 ⇒ (4) - 1 = 3, 1d6 + 1 ⇒ (3) + 1 = 4.

...however her swing, too, goes wide.

Jask advances and uses one of his last abilities to channel the energy of his god against the skeletons...

Jask Channel Positive Energy: 2d6 ⇒ (1, 3) = 4
Skeleton 1 save: 1d20 + 2 ⇒ (5) + 2 = 7
Skeleton 2 save: 1d20 + 2 ⇒ (12) + 2 = 14

...and the positive blast completely undoes the two remaining skeletons, who collapse in piles of bones and dust.

The crone shrieks at the loss of her allies and flies into a rage, stabbing again at you with her wicked wand...

Crone wand vs. Aaron: 1d20 - 1 ⇒ (20) - 1 = 19 vs Touch, Critical Threat 1d20 - 1 ⇒ (8) - 1 = 7 vs Touch, 2d6 ⇒ (3, 1) = 4 regular, 2d6 ⇒ (3, 3) = 6 additional if critical.

...and when the wand prods you in the chest, sapping your health, and appearing to flow into the old woman.

I think you are now at 2 HP, and it is your turn. The above link for the map should now be updated.


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You deftly sprint past the rusty scimitar held out by the first skeleton and quickly score a pair of hits on the aged crone.

Aerys steps up and tries to plant a fist through the skull of the leering skeleton.
1d20 + 6 ⇒ (10) + 6 = 16, 1d3 + 2 ⇒ (3) + 2 = 5

Aerys puts just enough force into her blow for the skeleton down hard, and Sasha runs up beside her, giving the toppled bones a good kick and wrenching free a club-sized femur from the pile. "Swords aren't going to work on these!"

The skeleton closest to you also strikes out, attempting to cut you down.
1d20 ⇒ 3, 1d6 ⇒ 5 Miss!

The other skeletons are unable to find position, and hold in place for a moment, waiting for the chance to rush forward.

Jask steps up, raises high his holy symbol to Nethys, and a burst of energy washes forth over the gathered skeletons.
2d6 ⇒ (6, 6) = 12
Skeleton Saving Throws: 1 - 1d20 + 2 ⇒ (12) + 2 = 14, 2 - 1d20 + 2 ⇒ (11) + 2 = 13, 3 - 1d20 + 2 ⇒ (15) + 2 = 17, 4 - 1d20 + 2 ⇒ (16) + 2 = 18
Two of the three remaining skeletons seem to only slightly shudder when the wave of Jask's energy washes over them, but the dark energy binding the third together unravels, and it collapses in a heap of bone and sinew.

The old woman grimaces further at the wounds you have inflicted upon her, and prods at you with a wicked-looking wand.
1d20 - 1 ⇒ (14) - 1 = 13 vs. Touch AC; 2d6 ⇒ (3, 3) = 6
The wand just comes short of poking you in the chest, and you see a bit of darkness at the tip fizzle black and purple before dissipating. She curses and lurches backwards, allowing the skeleton to her left to take up her spot and strike at you.
1d20 ⇒ 4, 1d6 ⇒ 4
Miss!

Battle Map Your turn!


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You head east toward the skeleton cage, but as you approach you hear a crackling voice bark out a few words and the rattling ceases. Thick foliage makes it difficult to go around either side of the cage. You see that the front door of the cage is closed, but upon closer inspection see a back door standing ajar. It is quite dark, but with Jask's magical light once again upon your shoulder and your sharp eyes, you are able to make out five silhouettes in the darkness behind the cave. Four are quite slender, and the fifth appears bowed over and decrepit, and carries a staff.

The staff thuds on the ground, and a set of sparkling, swirling red lights appear  over the heads of the five figures. Clearly, the four slender ones are the skeletons, standing at attention a few feet in front of an incredibly old looking woman. A small monkey is racing round her ankles, and eventually leaps up to perch at her shoulder.

"Who be you?" she crackles out in Common, clearly out of practice with the tongue. "Where the Thrunefangs? Where is Klorak?!"


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Though it is a minimal amount of healing, there is enough to stimulate Sasha, and she jolts with a start. "Ow, ow, ow ow, gods that hurt OW!" she complains loudly. "My leg is broken! Damnation by Asmodus contracts! Get me out of this open space!" Aerys and Jask lift her up and carry her to the anteroom of the lighthouse.

"Nethys is merciful this day," Jask intones when you are securely indoors.

"I wouldn't call assault by a dozen cannibals any form of mercy," Aerys curses. "Just set her leg so we can get more secure yet."

Jask gives her a cross look, but quietly examines the leg. "Het foreleg and ankle are partially fractured. A bit more healing, and the bone will be secured in place." He raises his symbol once more...
2d6 ⇒ (6, 4) = 10
...and this pulse of energy is sufficient to make all of you breathe easier.

Sasha is able to stand, and squats up and down a few times to test her leg. "Gah, finally!" she exclaims. "Now, my sword - my good one - is at the bottom of that hole. How are we getting down again?"


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Sasha groans and stirs slightly when the light hits her. You are distracted by another reaction - from the opening to the small tunnel, you hear a "Harooooooo..." called out, and the padding of feet walking your direction.

From up in the hole, you hear a clattering sound, as though sticks were being run across a series of fence posts. Aerys calls down, "The skeletons didn't much like that, Jask! Aaron, you better get her out of there!"


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You have no trouble climbing down the rope, and when you reach the bottom you see that Sasha appears to have reacted during the drop such that she landed on top of the cannibal. When you reach her, she is unconscious, and breathing shallowly. There is a large bruise forming on her head, and one of her legs is at an awkward angle.

The cannibal has clearly perished in the fall, having landed flat on his back in the bottom of this stone room. His head has cracked open, and though his eyes are glazed over, he has a slight smile turning up the corners of his mouth.

The uneven floor of this ten-foot-high cave is stained with blood and scattered with pieces of wood, fallen leaves, broken weapons, and in places, bits of bone. To the east, your light extends just enough to see a tunnel running deeper into the underground.

Cave Layout Map.

Aerys and Jask have taken the stairs down to the ground level. Aerys unravels a vine rope as Jask calls down, "Is she terribly hurt? Hold there a moment, I will render aid!" Stretching forth his holy symbol to Nethys, a pulse of white light emanates from half the symbol and a wave of healing energy washes over the four of you.
Channel Positive Energy: 1d6 ⇒ 6


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Oh crap. Time for Jask to save the day.
Sasha's eyes go wide as the cannibal, in a feat of strength fueled by rage and a cry of "Mother THRUNEFANG!!!!", they begin to leave the balcony.

Jask takes a last moment stab at the cannibal, hoping to catch and slow his maneuver:
Jask AoO vs. Cannibal - Mwk Dagger: 1d20 + 1 ⇒ (8) + 1 = 9, 1d4 ⇒ 4

The solid stab isn't aimed quite right, however, as the cannibal tugs at a frantically squirming and now shrieking Sasha up into the air, over the railing of the balcony, and down toward the ground! You hear, but cannot see, a tremendous crash, as though they have landed on a pile of sticks, and recall the pit trap at the base of the lighthouse on your initial stealthy approach!

Sasha has left the building! I'll track what happens to her separately, rather than play it out here other than the following:
1d20 + 6 ⇒ (12) + 6 = 18, 3d6 ⇒ (2, 3, 6) = 11.

The remaining cannibals are now clearly past their initial rush of rage, and are flagging in their enthusiasm and energy to pursue the attack. Clearly, they are not accustomed to enemies putting up such a fight!

Jask cries out, "He threw Sasha and himself to the ground, and they have fallen through the pit!"

Your turn! As a heads up, I'm near an internet connection for the next 2.5 hours, then will be traveling and might not get to internet access until later on tomorrow as I'll be on vacation. Hate to leave you with this kind of cliffhanger for too long, so I'll try to be back soon!


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Yeah, trying to get you from around the door, on top of a pile of dead bodies, and you being in a position where they can't bull rush you out of the way.

Your slice cuts him down, and Aerys holds her attack for the next cannibal to step up (she won't wait long).

Jask stabs forward once more to try and take out the cannibal on the balcony:
Jask vs. Cannibal w/ Mwk Dagger: 1d20 + 1 ⇒ (9) + 1 = 10, 1d4 ⇒ 1
...but the cannibal just manages to dodge out of the way.

Predictably, another cannibal steps in to try his might against you and Aerys, and Aerys let's go a readied swing:
Aerys vs. Cannibal w/ Klorak's Scimitar: 1d20 + 7 ⇒ (7) + 7 = 14, 1d6 + 3 ⇒ (4) + 3 = 7

...he cries out in pain, and replies in kind:
Cannibal vs. Aerys w/ Shoddy Scimitar: 1d20 + 3 ⇒ (4) + 3 = 7, 1d6 + 2 ⇒ (4) + 2 = 6

Geez, lame rolls!
...but his swing goes perilously wide.

The cannibal behind him attempts to also swing through the door against Aerys:
Cannibal vs. Aerys w/ Shoddy Scimitar through partial cover: 1d20 - 1 ⇒ (7) - 1 = 6, 1d6 + 2 ⇒ (2) + 2 = 4
...predictably missing his mark as well, once the doorpost gets in the way.

The cannibal facing Sasha holds back for a moment, as the other cannibal who has climbed the wall of the lighhouse vaults over the railing. Sasha launches an attacks of opportunity as he completes his risky maneuver:
Sasha vs. Cannibal w/ Mwk Rapier: 1d20 + 8 ⇒ (20) + 8 = 28, 1d6 + 3 ⇒ (4) + 3 = 7
Sasha vs. Cannibal w/ Mwk Rapier - Possible Critical Hit: 1d20 + 8 ⇒ (9) + 8 = 17, 1d6 + 3 ⇒ (5) + 3 = 8
...and manages to stab the cannibal straight through a lung as his feet hit the floorboards of the balcony, and he collapses in a screaming pile.

The other cannibal, recognizing his peril, makes a desperate grab at Sasha while she attempts to withdraw her rapier:
Cannibal vs. Sasha - CMB Grapple: 1d20 + 5 ⇒ (11) + 5 = 16
...and just barely succeeds in grabbing at her, then attempts to launch both himself and his captive prey off the balcony toward the clearing below!
Sasha - Free CMB to break grapple: 1d20 + 7 ⇒ (2) + 7 = 9


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The cannibal goes down with a bellow of pain, and the increasing number of bodies piled in front of the door is causing it to be difficult to move into.

Aerys tries to slash at the next cannibal around the corner of the door.
The Cannibal has partial cover. Aerys around the corner at the Cannibal: 1d20 + 1 ⇒ (1) + 1 = 2, 1d6 + 2 ⇒ (3) + 2 = 5
...unfortunately her attack lands the sword deep in the doorjamb, and it takes her a moment to yank it free.

The cannibal tries to drag the latest felled ally off the top of the pile, drawing attacks from you and Aerys while he does so.

Aaron around the corner at the Cannibal: 1d20 + 3 ⇒ (10) + 3 = 13, 1d8 ⇒ 5

Aerys around the corner at the Cannibal: 1d20 + 1 ⇒ (7) + 1 = 8, 1d6 + 2 ⇒ (6) + 2 = 8

The awkward positioning makes it difficult to hit him, and one of the other cannibals manages to clamber on top of the pile of bodies to attack you.
Cannibal vs. Aaron: 1d20 + 3 ⇒ (7) + 3 = 10, 1d6 + 2 ⇒ (4) + 2 = 6
...but his scramble to stay atop the pile throws off his aim.

The outside cannibals continue to press their ascent.
Cannibal 1 Climb Check: 1d20 + 7 ⇒ (11) + 7 = 18
Cannibal 2 Climb Check: 1d20 + 7 ⇒ (12) + 7 = 19

Sasha bellows back, "One is at the balcony, and I'm throwing my last javelin!"
Sasha javelin vs Cannibal: 1d20 + 7 ⇒ (1) + 7 = 8, 1d6 + 3 ⇒ (6) + 3 = 9


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Good thought. Almost a "How does Oleg's Trading Post survive on its own?" kind of question.

I've been thinking about this in combination with the questions about darkness and whether fatigue will play any kind of roll, as I'd really love to make the "Inn at the crossroads", even though it's a total trope. Mostly, if folks don't need to eat, drink, or sleep (mechanically) will there be a good in game reason for them to do so? I could see inns in certain parts of the game acting as safe spots. I could also see inns primarily as fronts for less savory/less legal endeavors.

Hmm, another thread to discuss just came to mind...

At any rate, I'm also quite note rested in having there be buildings at have a cultural influence on their surroundings, not just a utilitarian one. The inn comes to md again, as the place where an up and coming bard could gain notoriety for his work, even tipped by patrons for a good performance.

Or the manor that is also an art museum, where the paintings were created by in game characters/community artists. This gets a little wild with uploading custom content, but the idea is there.

But mostly, yeah, I'm all for towns being collaborative efforts. They're going to have to be to survive, really.


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I'm for making aging optional. If you want to grow old and die, you may. If you do not, you don't have to.

One thing I'd like to see as a result is a reasonable way to include progeny. With this, one might actually have the situation later on in the game of young heroes coming from farming villages built by their previous player.

Would also make 'retiring' a character carry weight - Could retired characters be removed from a players account and added to the world as an NPC tied to the building they built with their hands, grow old and die?

Mental math written out -
The 2-3 hour day cycle means a week in a ~1 RL day, a month in 4-ish RL days, and a year in just over 1 RL month, leading to ~ 8 IG years per RL year.

Ok, that actually works pretty well in my mind, but mostly for the active player. Not sure I'd want to play the same character for more than 2 years, and if that's over 16 years of game time, that's about the length I figure most PCs would even have in terms of 'active adventuring careers.'
Well, for humans, anyway.


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Caiden roars out the door, full tilt past Kharia and Walthus, and barrels down the walkway toward Gutwad.

With no time to open the doors nearest his position Gutwad attempts to again dive away from Caiden to escape...
1d20 + 4 ⇒ (20) + 4 = 24, 1d20 + 4 ⇒ (5) + 4 = 9
...somehow managing a tremendous feat of acrobatics with his first tuck and roll, but not evading the full extend of Caiden's reach with the second.
AoO: 1d20 + 5 ⇒ (13) + 5 = 18, 1d8 + 3 ⇒ (6) + 3 = 9
...though Caiden's sword only scrapes the chieftan's back, repelled by armor. Gutwad comes up from his roll, continues running down the walkway, apparently heading for the gate.

Walthus comes round the corner into the room, stops short again and launches another arrow...
1d20 + 11 ⇒ (2) + 11 = 13, 1d6 + 2 ⇒ (1) + 2 = 3
...though this, too, flies past Gutwad and plops into the pond at the north end of the village.

Kharia rushes through, going as quickly as she can to set up a position to fire from, and maneuvering out of the way at the last minute as Caiden bellows "MOVE!" before storming down the walkway, coming right up to Gutwad...
1d20 + 5 ⇒ (15) + 5 = 20, 1d8 + 3 ⇒ (1) + 3 = 4
...and by the blessing of Erastil just manages to strike a blow on Gutwad's shoulder, but the chieftan still does not go down!

Instead, Gutwad hops through another doorway, quickly draws a vial from his belt, uncorks and quaffs it, before setting up a defensive stance against Caiden. 1d8 + 1 ⇒ (1) + 1 = 2

((HP tracking:Zelaria -0; Caiden -3; Gutwad -23; Walthus -0; Kharia -0))


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Lighthouse and Surroundings

Sasha leads you quietly through the trees, and it takes much, much longer to approach this way, more than an hour of careful, quiet picking through the trees. It is getting to be nearly dark, and your party grows tired, for you have covered nearly 16 miles today, thanks to the beaten path.

You draw close enough to be able to see the dim outline of the lighthouse through the trees. Sasha holds up a hand, to point to the right. There, lying tethered to the base of a tree, is an enormous lizard - apparently as over-sized as all other animals on the island - acting almost as a guard dog would in a more civilized land.

Sasha steps forward to within ten feet of the treeline, beckoning you closer with her, while motioning the less stealthy Aerys and Jask to remain a bit further back.

You look to the right, and see that Sasha's caution is not unrewarded: a guard hut, on stilts ten feet high, overlooks the path leading up to the camp. If you were not behind your blind of trees and leaves, you are certain the two figures standing there would have no trouble seeing you. However, even in twilight, you can see that their appearance is quite similar to the three men you encountered on the path near the snare. There is what appears to be a signal horn dangling from the roof. This is building #4.

To your left - south - you see what can only be described as a pen, yet containing no livestock. Here stand four human skeletons, on their feet and each grasping a rusted, pitted scimitar. They sway gently, as though rocked by some un-felt breeze, but make no sign that they have detected you. This is building #9. Another building nearby appears to have no windows, but - of course - you cannot see the far side. This is building #5.

Similarly, the building in front of you has no visible windows or doors, but is a bit larger than the hut to your left. This is building #3.

It is, however, the central area that draws most of your attention. In the central clearing in front of the lighthouse a roaring bonfire gives light and heat, primarily heating a great iron cauldron in the center of the fire. One figure tends to this, while three others sit, leaning against various huts, as they put stone to metal, attempting to sharpen long-dulled scimitars, or crafting a new javelin from a stout stick. They, too, appear to have taken no notice of you, and actually appear to be quite tired, as their day draws to a close.

Sasha gives you a grim look, then motions back towards the others. The four of you creep a hundred feet away from the camp, then look at each other quietly. "Well, I don't like it. How do we know your captain isn't food at this point?" Sasha asks.

Jask shakes his head. "What these men and women do is an abomination, but I'll not risk my life like this to stop them. However, that lighthouse may be the only way we can signal a rescue boat out of here. And I'd like to get out of here!" he whispers fiercely.

Aerys thinks a moment, then shrugs. "They have to sleep sometime. We go in quiet at night, only fight those we need, and come out once we find what we've come looking for. You said those four in the 'town square' are looking pretty tired? They might rest soon. Come to think of it," she says with a yawn, "I'm getting pretty tired, too. Could we go in first thing in the morning?


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"Might be, might not be," Sasha states, leading the way through the bush. "If so, they'll probably try to kill us then eat us. If not, they'll probably try to kill us, then dump is in a shallow hole. Survivors who know there's no way off an island might just not have any interest in adding to the number of mouths to feed." with that grim thought, she continues pressing forward.

I'll have a map up soon of the area surrounding the lighthouse, but it might take an hour or so. Need to run an errand.


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...somehow executing a perfect leap, dive, tuck, roll, and quick stand to get past both Caiden and Walthus' waiting weapons. He dashes through the door, shouldering past the unprepared Kharia and out onto the walkway. 

Walthus drops his axe with a growl, and sprints out to the walkway, drawing an arrow as he does so and drawing up to a quick stop right outside, launching his projectile at the fleeing goblin...

1d20 + 11 ⇒ (1) + 11 = 12, 1d6 + 1 ⇒ (3) + 1 = 4

...nearly slicing through his bowstring in his attempt to wreak death.

Kharia, torn between aidin her ally and taking a clear shot at the goblin, growls after moments hesittion, turns, and steps forward with her holy symbol blazing for healing light. 

1d6 ⇒ 5 ((Healing burst))

Caiden bellows out with renewed vigor and prepares to give chase down the walkway.

((I'll have a map of positioning up in about an hour. Need to run an errand. I also wanted to apologize that this combative session is taking so long. With a live group playing, it would probably take about an hour and a half, I think. If you are more interested in story than in battle tactics, we can adapt to find ways of making the combat take less time and focus more on the storytelling aspects. What do you think?))


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Caiden steps forward to get between you and Gutwad, and launches a cut at Gutwad's torso...
1d20 + 5 ⇒ (10) + 5 = 15, 1d8 + 3 ⇒ (5) + 3 = 8 

...but just scrapes against the chief's chain shirt. Gutwad responds with a stab from his spear...
1d20 + 5 ⇒ (18) + 5 = 23, 1d6 + 1 ⇒ (5) + 1 = 6 

...and the diminutive figure finds a gap in Caiden's defenses, stabbing a wicked hole in his side.

Walthus rounds the corner to see Gutwad standing free, and the expression of jubilation on his face quickly turns to rage. As he approaches, he whips out a small axe, and lunges toward Gutwad, flanking with Caiden...

1d20 + 8 ⇒ (14) + 8 = 22, 1d4 + 2 ⇒ (3) + 2 = 5 

...and the axe catches the goblin in the leg, nearly hamstringing it.

Kharia, with a cry of her own, fires into the midst of the combat...

1d20 + 5 ⇒ (6) + 5 = 11, 1d8 + 1 ⇒ (7) + 1 = 8 

...but her arrow passes just over Gutwad's head. " I will assist momentarily, Caiden!" she bellows.

Caiden is grimacing at his wound, "That moment can come any time now, lady!" He continues to press his attack...

1d20 + 7 ⇒ (17) + 7 = 24, 1d8 + 3 ⇒ (2) + 3 = 5 

...cutting into Gutwad's arm. The chieftan is now clearly worried about his grievous wounds, and dives towards the door in an attempt to get some distance between himself and his attackers...

1d20 + 4 ⇒ (20) + 4 = 24

((HP tracking:Zelaria -0; Caiden -8; Gutwad -21; Walthus -0; Kharia -0)) 


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Walthus trots over to the precipice of the walkway that hangs out over the burned hut. He lines up a shot with his longbow, but doesn't take it after hearing your cry. "What!? I've been trying to kill that fat goblin for years!"

Kharia stands ready to heal Caiden, if he should be hit.

Caiden takes a more measured swing at his opponent...
Caiden - Longsword: 1d20 + 6 ⇒ (11) + 6 = 17, 1d8 + 3 ⇒ (1) + 3 = 4
...and lands a solid hit through it's armor, thanks to your aid.

The goblin retaliates, and his companion throws wide the second door to take a swipe at Caiden...
[ooc]Goblin 1 - Dogslicer: 1d20 + 3 ⇒ (11) + 3 = 14, 1d4 ⇒ 1

Goblin 2 - Dogslicer: 1d20 + 3 ⇒ (14) + 3 = 17, 1d4 ⇒ 4
...though neither is able to punch through his armor.

Walthus, seeing his chance to get past Caiden, looses an arrow at the goblin to Caiden's left...
Walthus - Longbow: 1d20 + 7 ⇒ (15) + 7 = 22, 1d6 + 2 ⇒ (1) + 2 = 3
...lodging an arrow in the creature's flank.

Kharia, now spying Walthus' vantage more clearly, runs back to join him and looses her own arrow at the same goblin...
Kharia - Longbow: 1d20 + 5 ⇒ (17) + 5 = 22, 1d8 + 1 ⇒ (1) + 1 = 2
...and just clips its arm. ((Silly 1s.))

Caiden swipes again at the first goblin...
[ooc]Caiden - Longsword: 1d20 + 5 ⇒ (5) + 5 = 10, 1d8 + 3 ⇒ (5) + 3 = 8
...but cannot lock down a hit on the wounded goblin.

Each of the two in the doorway, now terribly wounded and not receiving any aid from their chief, withdraw from the fight, one backing up, throwing open a door and running through it, while the other does the same. ((Full withdrawal))

Chief Gutwad still sits on his throne, observing the fight with a look of confusion and sneering disinterest. His remaining guard stands there stupidly, occasionally jabbering in the Goblin tongue, and calls after his companions when they run out the side door.