Botting David and Taliesin for now. David moves up a little closer again and fires a bolt from his crossbow at one of the goblins, Taliesin on the other hand moves up to assist Nathan and Nathaniel and swings at the last goblin standing. Ranged attack David: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 131d6 ⇒ 2
David misses the last goblin, the bolt bouncing off of Nathaniel's armour who was in melee with him, Taliesin maneuvres so that the goblin is caught almost unawares and gets hit pretty badly. He still stands, but then fear catches ahold of him and he flees from the battlefield and retreats inside the caves. Withdraw action Inside the caves there's a lot of commotion as the last goblin enters the caves and you hear shouting and a sudden squealing sound. This combat is over, but now the caves await. I'm very busy atm, but if I get free time tonight I'll put up a map detailing the insides. Feel free to post roleplay and any loot gathering you wish to do, if you wish to give the goblins that extra time.
The one in front of Nathaniel gets whacked by his mace but keeps standing. Forfax and Scout kill one, and Scout slams his hoof into the goblin attacking Taliesin takes a full hoof to the face and there's a crunch of bone beneath the hoof and he slumps to the ground unconscious. Nice attacks there Forfax.
Spirit Damage +crit damage: 2d8 + 4 ⇒ (4, 4) + 4 = 12 The sudden appearance of a spirit weapon behind me catches the ballista-firing goblin totally by surprise and wounds him badly, but he still stands. Target FNNT: 1d4 ⇒ 2
Ride check: 1d20 + 9 ⇒ (11) + 9 = 20
The goblins now attack with renewed vigor either through fear or morale you can't really say. Attack on Nathan and Nathaniel: 1d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (13) + 4 = 17
Attack on Forfax: 1d20 + 4 ⇒ (13) + 4 = 17 The goblin attacking Forfax also misses, although barely, Forfax manages to dodge the mace by using the other end of his bill. The wounded helper goblin tries to run away but falls down after his initial sprint and doesn't get up. The other helper drags the bolt towards the ballista and starts loading it. The ballista goblin though takes out a short sword and approaches the right side to attack Taliesin as he isn't in a fight yet. Attack: 1d20 + 6 ⇒ (4) + 6 = 10 Yet he also misses his swing and Taliesin easily avoids it. You guys are up, each of you in melee has a goblin opposing him, there'sone goblin left at the ballista. The goblin in shining armour has gone now.
Taliesin charges the right three goblins wielding his longsword two-handedly and slices at the goblin who has already got the bite wound from Scout. Attack, Charge: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 161d8 + 6 ⇒ (4) + 6 = 10
Nathan rides hard after one of the goblins on the left side, aiming to cut down another, at the same time Nathaniel kept on and jumped off just before Nathan attacked. Attack, Charge, FE: 1d20 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 131d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8 The goblin, scraed of the sudden charge of the horse ducks just in time, cowering before the horse and rider, this saved him from receiving a nasty cut across his chest. Suddenly behind the ballista using goblin, appears a ghostly elven curved blade ready to attack. Elenzar, assumed you moved forward 30 feet to accompany David and then cast Spiritual Weapon. Roll the attack and I'll post the goblins' actions.
You still come off the horse Nathaniel, even though you miss, you're not prone ;) Elenzar you're at 120 feet away as you needed to double move earlier to be in range to cast Spiritual Weapon, just like David had to. You're at 120 feet at the start of this round so you can cast and move. David blasts one of the helpers goblins and he drops one end of the new ballista bolt as he feels really uneasy. The other goblin drags the bolt further on. Nathaniel misses the goblin in front of him. I'll get a new post up after dinner with Taliesin's and Nathan's attacks.
Because their armour is thrown together in almost an instant the goblins haven't properly gotten their bodies completely covered and Forfax's bill pierces a goblin exactly in such a spot and it falls down in a wailing pile of dying goblin. Forfax shakes of the goblin as he readies himself for a next attack, while Scout bites another goblin at the right side of the ballista in his shoulder. Again the goblin screams in agony. Nathaniel you may take you actions as though you're close to the goblins, though you still need to keep the saddle as Nathan charges at the goblins as well. Give me a Ride check with the proper AC penalties and see if you stay in saddle, then you have a move action to dismount and can swing away at a goblin.
Sorry for the delay, I got sick over the weekend, my strength is returning slightly. Tagret FHNT: 1d4 ⇒ 3
Ranged Siege Weapon: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 103d8 ⇒ (6, 2, 4) = 12 In his haste though the goblin releases the string too early and the bolt sails over the heads of Nathan and Nathaniel. The other 5 goblins now appear in quickly donned fashion at the sides of the ballista, while the two loading goblins quickly get another bolt for the siege weapon. GM things:
1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18 Perception DC 33 for Taliesin, Forfax, Nathan and Nathaniel:
There is a goblin in shining armour watching the chaos in front of the caves from higher up, an opening in the caves that looks chiseled out, some sort of air vent perhaps. Two loud hornblasts suddenly echo across the cave system, a ruckus of noise can be heard from inside the caves shortly afterwards. As if large groups of goblins race for weapons and other stuff. Perception Nathan: 1d20 + 11 ⇒ (16) + 11 = 27
David you're 10 feet too far away to cast Magic Missile on goblin helping out with the reloading of the ballista. Your maximum range of the spell is 140 feet. Elenzar and David moves up to a safe distance from which they can cast their spells about 140 feet away (or not).
Just want any retcons to be mentioned now before I give the goblins there turn.
Actually there is no tower, just a rotatable platform Forfax at 200 feet distance, David; Taliesin and Elenzar at 180 feet distance and Nathan spurs his horse to great speed though he is heavily loaded now, also ends at 180 feet distance to the ballista. The goblins seem to be hastily reloading the weapon, no bolt comes off from the weapon, but the five goblins relaxing in the sun have finally caught up that they're un der attack and are gathering their weapons and squirming into their amrour. You guys are up again.
Ok so you use Stealth as far as you can. I'll assume take 20 when leaving the forest cover. Also assuming Nathaniel is on Nathan's horse. The group's initial approach goes smoothly but then around 300 feet there's much screaming and wailing from the goblins outside the caves and a sound of cranking is heard with the eventual *Twang* sound from the ballista. Ranged Attack vs Nathan: 1d20 + 7 - 4 - 4 ⇒ (15) + 7 - 4 - 4 = 143d8 ⇒ (8, 7, 6) = 21 The ballista bolt goes wide, but narrowly misses Nathan and Nathaniel, landing several feet away in the ground close to Taliesin and David.
Two goblins hurry toward the ballista with a new bolt.
Yes he indeed came back in one piece. Also owrkin gon a map for the inner cave system as it is necessary. Hopefully I'll get that map done around wednesday or thursday as I'm swamped atm. "So how many goblins did you see there Taliesin? Are we greatly outnumbered or are the groups manageable? Did you find their leader perhaps?" Nathan asks him as he answers the other's questions.
Taliesin: In these caverns you saw about 25-30 goblins total, most of them were in common room. There are no more caverns here, not in this cave, you didn't seem to find another exit though. So where does that other cave entrance lead to?
1d100 ⇒ 761d20 + 5 ⇒ (7) + 5 = 12 Carry on, nothing to see here.
Taliesin: You can see no other exits to this room, the smoke and heat blur your vision a bit and you make your way back to the split in the section. Assuming you take the right path now.
When you go right, you find another door that's locked, though it looks a softer sort of door than the great oaken doors you've seen before. It looks more easily breakable and there's a quite simple lock on it.
Taliesin:
Going left you come to a fiery smithing room, a large furnace stands in the middle of the room, it glows extremely hot and radiates an intense heat. A lot of smithing supplies litter the room and it seems someone has been working here quite recently. In the moulds bubbles a silvery white substance.
The moulds resemble parts of an armour though it's larger than anything you've seen made before.
Roll me a Perception check, also looking around this room drains your Invisibility, however luckily enough no goblins are around here. Meanwhile as Taliesin is scouting around the insides of the caves. The others can see a group of eight goblins coming out of the woodlands some 150 feet away from you. As the group hid themselves quite well to avoid detection, this scouting group doesn't look like they've seen you and they're heading for the caves themselves now.
Taliesin: You come across two sleeping rooms one to your left and one to the right, each with over 50 beds is your first assumption, but that is only at first glance. There is a multitude of small goblins walking around, some carrying bows, some carrying axes or maces, but also some who appear to be spiritual leaders of some sort as one attends a small group and is talking to them and another is performing healing on two sick goblins.
Further on there is a common room and eating room to the left and a foul-smelling room to the right. Then you come across a section in which two paths diverge and a closed off room right in front of you. The door is made out of solid oak and it would be hard to get into the room without the key. Which path to take? Also you've got slightly more than 1 minute left of Invisibility unless you have stopped to check one of the rooms.
Taliesin:
Alright Invisibility is cast, what are you up to now? Approach the structure I presume? Taliesin wastes no time after having cast Invisibility to approach the caves and as he gets closer, he sees that the goblins are prepared for unwelcome visitors. Three goblins look out over the open land from whence Taliesin came and the others are waiting, two of them having some sort of long lens and the third is sitting behind a very large crossbow on a rotatable platform. Furthermore, there are 5 goblins walking around outside the caves, or even chilling in the sun.
Do you go into the caves or do something different entirely?
Well Taliesin is acting as your scout now, because of being able to cast Invisibility. It'll take some time but when he gets back you'll have good info... probably.
There's no real path, but there's a downtrodden trail leading into forest cover for awhile. 1d100 ⇒ 53 The group manages to approach the caves up to 600 feet without any trouble, though now the forest edge appears and cover is little from this side. Int now closer distance, you can see a large structure of sorts standing atop of a rocky hill, just before the two caves and below the spot where black smoke rises from the side of the mountain. There are several smaller dots moving into the left cave. Perception DC 25:
You can hear sounds of a goblin patrol still in the woods, coming from your south-side. Perception DC 30: The structure in the distance doesn't look like a building or look-out tower, but it is certainly big. There's a small dot beside it.
The site with cyclopes was a totally different site, that was a war camp with crag hack leading them. From the vantage point you have no you could see a few dots, probably goblins heading into the left cave opening from the two combined. There's some big structure close to the entrance though, what it is exactly you're not sure.
If you would approach you could see more. Let's just say that you do and leave the confines of this hilly forest and round the few mountains that block your sight. You would see in the distance a cave system with three openings. Two relatively close together, with a plume of smoke rising steadily from above one of them.
Well actually you could get some info of the camp, but from the place where you are now you can't see where it is yet. Nathan could explore a small part of the camp yes, but not everything. There's more to this goblin camp than meets the eye. I only want to make sure that all consent on the plan before I move things forward. Sending out Nathan as a scout to the goblins or everyone staying together to take out patrols until you can scout out more. Both options have their advantage and disadvantage. How you draw out or attract the goblin patrols is up to you though.
"I've got only the one Forfax, I'd think it would scare animals if you'd try to put one on them." Nathan replies. The following morning comes without too much trouble, as the rest of you make preparations to leave, Nathan still sleeps soundly until the end of the morning. Ok two things give me some plans or ideas as to how you will procede, the goblins know of your presence and might be waiting for you. Second you can level up to the fourth level.
"Well I'm glad I found you, if anything like that would happen again I'd make sure you get the hell out." Nathan laughs as he sets down his equipment for the night and makes his bed down close to the others. "I've heard your reasons for exploring and venturing out to here from Lord Midway and Arvinth. Arvinth gave me this little gadget to be able to catch up to you during the night, daytime travel seemed a little dangerous." Nathan pulls out the strange glasses he had on earlier, the glasses in them are dark and look shaded, but still quite clear. "It allows me to see through the darkness which I normally couldn't, it's pretty handy and I can only guess how Arvinth came by it. Arvinth also pressed me to not let you do anything too rash, 'we may find more out there than just enemies' he said."
"I've seen the evidence of your troubles, though one skirmish had me baffled as there were no slain enemies close. You must tell me more about that. I'll need to find a good path to get my horse up there. Forfax can you show me the path you used to get Scout up the hill?" Nathan asks as he grabs the reins of his own horse again. Nathan will follow you back to your campsite and will rest for several hours with you, enjoying his deserved time of peace and sleep. He'll be fatigued the next day unless you let him sleep until around noon.
The man looks up to you and the shine of the moonlight glints in what would be his eyes. Slowly he removes his hood and seems to remove something before his eyes. The look of the man changes somewhat as he squints his eyes and holds up a hand as if he's trying to see you better. Perception: 1d20 + 11 ⇒ (18) + 11 = 29 "I was actually looking for you, you were difficult enough to track through rain, muddy terrain and now these rough hills."
"Elenzar right? You guys left quite a slew of slain goblins behind in your way south." You'll have to get closer to see his face, though Forfax might recognize the features of Nathan.
The three of you make your way closer to the sound of the horse and it takes you several minutes to have a clearer view of it. Forfax is the first to spot the rider as well. The horse steps around slowly, but the rider is cloaked in dark cloth and seems to be looking for something on the ground, sometimes even stepping off and face turned down.
His gear is pretty usual, a longsword on his hip, sturdy boots and a faint glimmer from beneath his cloak as the moon shines on it. The only thing that stands out is the weird glimmer at eyeheight as he turns to and fro as if something else than his armour is reflecting the moonlight. It doesn't look like he's spotted you though.
Perception Taliesin: 1d20 + 5 ⇒ (16) + 5 = 21
The sound draws a little nearer, and a slight tinging can be heard as well as though there's material of some sort banging against each other.
Alright, you are able to manage to stay out of sight of the goblins. The following night is quite restless for you all as the night gets a little chilly when you light no fire and the one of you that watches in the night and the guards after that, sees the groups of goblins heading more to the western side and disappear behind a mountain. The groups of goblins disappear one by one during the night, the torches disappearing during the night. The last group of torches disappears around 4 AM in the morning. Who would be the last guard of the evening, the last one to stand watch?
Perception Elenzar: 1d20 + 9 ⇒ (3) + 9 = 12 Elenzar sees the same thing as Taliesin, the illuminated faces of four goblins, and a few dark shapes between them. This group seems to be at least 6-7 strong as far as you two can tell. The other groups were too far away for you to get close quickly enough, but the other groups seemed to also have four lit torches with them.
You wait for them to show up, given your own intel appeared correct. Which it was. Taliesin sees the group appearing from a south-western road. His eyes need some real adjusting to the dark, but he can clearly see the four goblins carrying the torches as they are illuminated against the darkness. Three of them carry bows, the fourth one carries a spear and a horn. Anybody else wanting to do some scouting?
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