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RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN
Rowan Greenbridge

Some might say that it'd been a long time, and that it scarcely seemed possible for one person to hold their 20 seconds of Combat Precognition for two months. And those people would be wrong, otherwise it's likely Rowan would have ended up severely injured rather than dancing around like a character from a far more acrobatic realm than the Forgotten ones. In the midst of her impromptu jig to avoid arrows and snarling fangs, she manages to whack the wolf on the nose with her sword and send it curling up to a nice, peaceful sleep, and not coincidentally throwing the goblin off it.

Attacking the Wolf.
<RPZip> !r 1d20+7
<Krysmbot> RPZip, 11+7 = 18
<RPZip> !r 2d6+4
<Krysmbot> RPZip, 9+4 = 13
That'll take it out of the fight.

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Arivia
Mar 17, 2011
You cut out the wolves from underneath the goblin bombardiers, but the agile little things land on their feet.

Towards the gate, the guards fight on with some success. One guard whoops as he crushes a goblin’s head in with his flail.

One of the hobgoblins stands up, glistening with grease, muttering unknowable curses.

(A goblin succeeds at a Ride check with a 17.
A goblin succeeds at a Ride check with an 18.
A guard misses a goblin with a 13.
A guard misses a goblin with a 12.
A guard hits a goblin with a 19 for 5 damage, killing it!
A guard hits a goblin with a 20 for 5 damage.
A hobgoblin misses a guard with a 12.)



Features
-Anyone in or on the wagon has partial cover and receives a +2 bonus to AC and a +1 bonus to Reflex saves, even against other occupants of the wagon.
-The wagon may be exited from any square. The crash in the forest tore the canopy away, so you may exit from any square without penalty.
-The dark grey areas at the top of the map are the city walls, and are blocking terrain.
-The light grey areas are the rubble that used to be the gryphon statues. They count as higher ground, and may provide cover against ranged attacks.
-The yellow areas are the rubble of Phlan and wreckage left by the attack. They count as difficult terrain.
-The ice blue area at the bottom of the map is the river. Don’t fall in!
-The neon green square is Bries’ grease spell.

Initiative!

initiative count - name (coordinates) - hp; ac (flat-footed, touch); saves; CMD; special conditions
24 - Goblin (E5) - hp 7/7; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (F5) - hp 1/3; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (D12) - hp 6/11; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (F13) - hp 3/4; AC 16 (ff 14, t 13); F +3, R +2, W -1; asleep
24 - Goblin (F14) - hp 5/5; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (H14) - hp 6/8; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (K12) - hp 9/9; AC 16 (ff 14, t 13); F +3, R +2, W -1; 3 Str damage
20 - Lularie (M14) - hp 11/11; AC 12 (ff 10, t 12); F +0, R +4, W +5; CMB +1, CMD 12;
17 - Bries (O10) - hp 9/9 (13); AC 11 (ff 10, t 11); F +1, R +1, W +6; CMB +1, CMD 11; 4 Con damage
16 - Amadee (M11) - hp 12/16; AC 19 (ff 18, t 12); F +1, R +4, W +5; CMB 0; CMD 14; 1 Con damage, magic weapon
- - Horse (R8) - hp 9/13 (15); AC 11 (ff 9, t 11); F +6, R +5, W +1; 2 Con damage
- - Horse (T8) - hp 6/15; AC 11 (ff 9, t 11); F +6, R +5, W +1; 1 Con damage
14 - Rowan (H15) - hp 17/17; AC 16 (18) (ff 11 (13), t 13 (15)); F +3, R +7, W +8 (+6); CMB +1, CMD 15; combat precognition (3 rounds)
13 - Guard (E6) - hp 16/21; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (E13) - hp 9/16; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (B8) - hp 21/23; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (C11) - hp 16/25; AC 18 (ff 18, t 10); F +4, R +1, W +1
10 - Hobgoblin (G11) - hp 17/17; AC 16 (ff 14, t 12); F +5, R +2, W +1
10 - Hobgoblin (E10) - hp 17/17; AC 16 (ff 14, t 12); F +5, R +2, W +1
9 - Tara (O13) - hp 13/16; AC 15 (11) (ff 14 (10), t 11); F +2, R +1, W +3; CMB +1, CMD 11
8 - Chet (L12) - hp 18/28; AC 15 (17) (ff 14 (16), t 9 (11)); F +7; R 0 (+1); W +1; CMB +6, CMD 17; enlarge person, entangled (3 rounds remaining), on fire (1 round), prone
2 - Morn (T10) - hp 11/15; AC 15 (ff 14, t 11); F +2, R +4, W +3; CMB +1, CMD 11; playing inspire courage

Notes:
-Morn is playing inspire courage. You all receive a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Up next: Tara, Chet (regular initiative + attack of opportunity against the hobgoblin), Morn, Amadee (attack of opportunity against the hobgoblin)!

Kylra
Dec 1, 2006

Not a cute boy, just a boring girl.
Tara Krisk
About time to put some of these things to sleep. Or maybe not.

Move to L14. Attempt to slumber the hobgoblin in G11, but it saves with a 20.

Wahad
May 19, 2011

There is no escape.
Amadee

Amadee stabs the hobgoblin furiously.

Attack of Opportunity Hobgoblin at 1d20+8=25. Damage for 1d6+7=9.

100 degrees Calcium
Jan 23, 2011



Morn

Unsatisfied with the range of targets from his current position, Morn makes his way out of the covered wagon. Keeping his head low, he approaches the battle, standing behind his allies. Taking note of the larger Goblinoids, Morn takes aim at one of the Hobgoblins, hoping to suppress their efforts.

Free: Maintain Inspire Courage
Move: Move to P9
Standard: Shortbow attack Hobgoblin (G11): 1d20+3 5 Miss

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
Chet

Chet pops back up. It was comeback time. He was fuckin Shawn Michaels at Wrestlemania right now. He kips up, eleven feet of lizard flipping to his feet as maybe that goblin tries something on him. His swat was ineffective, but who gave a poo poo? He had claws and jaws. Claws and jaws. Still, he is not feelin it when he stands up. His swat goes wide. That was fine, there was time enough for mauling in the future. And Chet planned on having a lot of future.


My AOO - Swing, Miss - ([18:43] <+Morphball> WinsonPaine: 11 = 1d20(10)+1)
Move: Stand (drawing AOO) - Standard: Swing, miss ([18:44] <+Morphball> WinsonPaine: 14 = 1d20(9)+5)


pre:

HP: 18/28	Fort: +9	Ref: +1		Will: +1(+3)      BAB: +2		
AC: 15          DR 1/-          Touch AC: 11    FF AC: 16         CMB: +6(+8)       CMD: 17(19)
-Barbarian - Rage 10 Rounds/Day (+4 Str/Con, +2 Will, -2 AC)

Arivia
Mar 17, 2011
Chet stands up, outlined in fire, roaring as a goblin stabs away at his shins.

(Chet takes 6 damage as the last of the fire burns away.
A goblin hits Chet for 2 damage, and then 1 damage!
A goblin misses a guard with a 10.
A goblin hits a guard with a 22 for 1 damage.
A goblin misses a guard with a 3.
A goblin misses a guard with a 7.
A goblin misses Rowan with a 4 18.)



Features
-Anyone in or on the wagon has partial cover and receives a +2 bonus to AC and a +1 bonus to Reflex saves, even against other occupants of the wagon.
-The wagon may be exited from any square. The crash in the forest tore the canopy away, so you may exit from any square without penalty.
-The dark grey areas at the top of the map are the city walls, and are blocking terrain.
-The light grey areas are the rubble that used to be the gryphon statues. They count as higher ground, and may provide cover against ranged attacks.
-The yellow areas are the rubble of Phlan and wreckage left by the attack. They count as difficult terrain.
-The ice blue area at the bottom of the map is the river. Don’t fall in!
-The neon green square is Bries’ grease spell.

Initiative!

initiative count - name (coordinates) - hp; ac (flat-footed, touch); saves; CMD; special conditions
24 - Goblin (E5) - hp 7/7; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (F5) - hp 1/3; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (D12) - hp 6/11; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (F13) - hp 3/4; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (F14) - hp 5/5; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (H14) - hp 6/8; AC 16 (ff 14, t 13); F +3, R +2, W -1; asleep
24 - Goblin (K12) - hp 9/9; AC 16 (ff 14, t 13); F +3, R +2, W -1; 3 Str damage
20 - Lularie (M14) - hp 11/11; AC 12 (ff 10, t 12); F +0, R +4, W +5; CMB +1, CMD 12;
17 - Bries (O10) - hp 9/9 (13); AC 11 (ff 10, t 11); F +1, R +1, W +6; CMB +1, CMD 11; 4 Con damage
16 - Amadee (M11) - hp 12/16; AC 19 (ff 18, t 12); F +1, R +4, W +5; CMB 0; CMD 14; 1 Con damage, magic weapon
- - Horse (R8) - hp 9/13 (15); AC 11 (ff 9, t 11); F +6, R +5, W +1; 2 Con damage
- - Horse (T8) - hp 6/15; AC 11 (ff 9, t 11); F +6, R +5, W +1; 1 Con damage
14 - Rowan (H15) - hp 17/17; AC 16 (18) (ff 11 (13), t 13 (15)); F +3, R +7, W +8 (+6); CMB +1, CMD 15; combat precognition (2 rounds)
13 - Guard (E6) - hp 15/21; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (E13) - hp 9/16; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (B8) - hp 21/23; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (C11) - hp 16/25; AC 18 (ff 18, t 10); F +4, R +1, W +1
10 - Hobgoblin (G11) - hp 8/17; AC 16 (ff 14, t 12); F +5, R +2, W +1
10 - Hobgoblin (E10) - hp 17/17; AC 16 (ff 14, t 12); F +5, R +2, W +1
9 - Tara (L14) - hp 13/16; AC 15 (11) (ff 14 (10), t 11); F +2, R +1, W +3; CMB +1, CMD 11
8 - Chet (L12) - hp 9/28; AC 15 (17) (ff 14 (16), t 9 (11)); F +7; R 0 (+1); W +1; CMB +6, CMD 17; enlarge person, entangled (2 rounds remaining)
2 - Morn (P9) - hp 11/15; AC 15 (ff 14, t 11); F +2, R +4, W +3; CMB +1, CMD 11; playing inspire courage

Notes:
-Morn is playing inspire courage. You all receive a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Up next: Lularie, Bries, Amadee, Rowan!

Arivia fucked around with this message at 16:20 on Jan 24, 2015

Wahad
May 19, 2011

There is no escape.
Amadee

Amadee swiftly moves around, slipping underneath the massive lizard's legs, then stabbing the goblin with her spear as she comes up to the other side.

Move to J14, through Chet, avoiding OAs.
Melee attack Goblin K12 at 1d20+8=26. Damage for 1d6+7=9.

RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN
Rowan Greenbridge

Rowan manages to skillfully dodge attacks like she knows they're coming months in advance, before pivoting to her right and skewering another goblin as the one she's dueling with falls tragically asleep on the battlefield.

Skewer the goblin in F14.

<RPZip> !r 1d20+9
<Krysmbot> RPZip, 6+9 = 15

Barely hits. Didn't bother rolling damage, it just dies because it's a minion. E: Nevermind, rolled damage.

<RPZip> !r 2d6+5
<Krysmbot> RPZip, 10+5 = 15

Swift Action to switch to Inner Sphere Stance for +2 AC/Will. Move to G14.


pre:
OFFICIAL ROWAN GREENBRIDGE ACTION FIGURE SOLD HERE
HP -  17/17             AC: 18              Init: +4  
Fort: +3                Ref: +7             Will: +6
CMD:  15                Ki: 2               Hero: 1
Rapier (+6,1d6+4,18+)
Offensive Roll, Wyrmling's Fang, Swift Claws, Disturbing Blow
Outer Sphere Stance (-2 AC, +1d6 damage)
Inner Sphere Stance (+2 AC/Will)

RPZip fucked around with this message at 06:54 on Feb 6, 2015

Tzarnal
Dec 26, 2011

Bries Chersk

Seeing as his friends have the rest of the goblin force under control for the moment Bries decides to relieve one of the guards a bit, striking a a stinging lens flaring magical bolt through the eye of one of the goblins engaging the guards.


Standard: Magic Missile Goblin in F5 for 1d4+1 : 3 damage, it expires.

Tzarnal fucked around with this message at 10:48 on Jan 26, 2015

neongrey
Feb 28, 2007

Plaguing your posts with incidental music.
Lularie

Not having a lot she can do from over here, Lularie moves.

Moving to J16

0: read magic, detect magic, detect magic, acid splash, +resistance
1: grease, ray of enfeeblement, enlarge person, +Prot evil

neongrey fucked around with this message at 20:48 on Feb 21, 2015

Arivia
Mar 17, 2011
“We shall route them all!” one of the guards cries, smashing in a goblin’s head with his flail.

One of the hobgoblins snarls and charges at Rowan, missing the agile thief.

(Amadee can’t reach J14 and stops in K14.
A guard hits a goblin with a 21 for 10 damage, killing it.
A guard misses a goblin with a 12.
A guard moves to C10 and hits a hobgoblin with a 17 for 4 damage.
A guard misses a hobgoblin with a 9.
A hobgoblin misses Rowan with a 6 14.
A hobgoblin misses a guard with a 16.)



Features
-Anyone in or on the wagon has partial cover and receives a +2 bonus to AC and a +1 bonus to Reflex saves, even against other occupants of the wagon.
-The wagon may be exited from any square. The crash in the forest tore the canopy away, so you may exit from any square without penalty.
-The dark grey areas at the top of the map are the city walls, and are blocking terrain.
-The light grey areas are the rubble that used to be the gryphon statues. They count as higher ground, and may provide cover against ranged attacks.
-The yellow areas are the rubble of Phlan and wreckage left by the attack. They count as difficult terrain.
-The ice blue area at the bottom of the map is the river. Don’t fall in!
-The neon green square is Bries’ grease spell.

Initiative!

initiative count - name (coordinates) - hp; ac (flat-footed, touch); saves; CMD; special conditions
24 - Goblin (D12) - hp 6/11; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (F13) - hp 3/4; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (F14) - hp 5/5; AC 16 (ff 14, t 13); F +3, R +2, W -1
20 - Lularie (J16) - hp 11/11; AC 12 (ff 10, t 12); F +0, R +4, W +5; CMB +1, CMD 12;
17 - Bries (O10) - hp 9/9 (13); AC 11 (ff 10, t 11); F +1, R +1, W +6; CMB +1, CMD 11; 4 Con damage
16 - Amadee (K14) - hp 12/16; AC 19 (ff 18, t 12); F +1, R +4, W +5; CMB 0; CMD 14; 1 Con damage, magic weapon
- - Horse (R8) - hp 9/13 (15); AC 11 (ff 9, t 11); F +6, R +5, W +1; 2 Con damage
- - Horse (T8) - hp 6/15; AC 11 (ff 9, t 11); F +6, R +5, W +1; 1 Con damage
14 - Rowan (G14) - hp 17/17; AC 20 (18) (ff 15 (13), t 17 (15)); F +3, R +7, W +8 (+6); CMB +1, CMD 15; combat precognition (1 rounds)
13 - Guard (E6) - hp 15/21; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (E13) - hp 9/16; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (C10) - hp 21/23; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (C11) - hp 16/25; AC 18 (ff 18, t 10); F +4, R +1, W +1
10 - Hobgoblin (G13) - hp 8/17; AC 16 (ff 14, t 12); F +5, R +2, W +1
10 - Hobgoblin (D11) - hp 13/17; AC 16 (ff 14, t 12); F +5, R +2, W +1
9 - Tara (L14) - hp 13/16; AC 15 (11) (ff 14 (10), t 11); F +2, R +1, W +3; CMB +1, CMD 11
8 - Chet (L12) - hp 9/28; AC 15 (17) (ff 14 (16), t 9 (11)); F +7; R 0 (+1); W +1; CMB +6, CMD 17; enlarge person, entangled (2 rounds remaining)
2 - Morn (P9) - hp 11/15; AC 15 (ff 14, t 11); F +2, R +4, W +3; CMB +1, CMD 11; playing inspire courage

Notes:
-Morn is playing inspire courage. You all receive a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Up next: Tara, Chet, Morn!

100 degrees Calcium
Jan 23, 2011



Morn

Morn struggles as he attempts to line up another shot. "Why must everyone crowd together," he whines, "I need a clean... drat!" He misses.

Free: Maintain Inspire Courage
Standard:Shortbow attack Hobgoblin (G13): 1d20-2 1

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
Chet

LUmbering forward, covered in sticky goo and poo poo, grumpy as gently caress all Chet takes a swing at the son of a bitch hobgoblin within reach. Alas, his head is not in it right now and his swing goes wide. Chet needs to get it together!

MOve: Lumber forward three to IJ/12,13
Attack: Swing and miss [07:36] <skybot> WinsonPaine: 12 (1d20+5=7)


pre:

HP: 18/28	Fort: +9	Ref: +1		Will: +1(+3)      BAB: +2		
AC: 15          DR 1/-          Touch AC: 11    FF AC: 16         CMB: +6(+8)       CMD: 17(19)
-Barbarian - Rage 10 Rounds/Day (+4 Str/Con, +2 Will, -2 AC)

Kylra
Dec 1, 2006

Not a cute boy, just a boring girl.
Tara Krisk
Ok, this time I will manage to-WHOA. Tara gets thrown off balance for a bit while trying to gather power as Chet goes by and accidentally nicks her leg with his now enlargened tail.

Hobgoblin in G13 saves with a 19+1 AGAIN.

Kylra fucked around with this message at 15:36 on Feb 6, 2015

Arivia
Mar 17, 2011
The remaining goblins swarm the foremost guard from all sides, slicing at him viciously. The guard is close to falling, his eyes glazed over in pain and his face bloody.

(A goblin crits a guard with a 22, 18 for 6 damage!
A goblin hits a guard with a 19 for 2 damage!
A goblin misses a guard with a 7.)



Features
-Anyone in or on the wagon has partial cover and receives a +2 bonus to AC and a +1 bonus to Reflex saves, even against other occupants of the wagon.
-The wagon may be exited from any square. The crash in the forest tore the canopy away, so you may exit from any square without penalty.
-The dark grey areas at the top of the map are the city walls, and are blocking terrain.
-The light grey areas are the rubble that used to be the gryphon statues. They count as higher ground, and may provide cover against ranged attacks.
-The yellow areas are the rubble of Phlan and wreckage left by the attack. They count as difficult terrain.
-The ice blue area at the bottom of the map is the river. Don’t fall in!
-The neon green square is Bries’ grease spell.

Initiative!

initiative count - name (coordinates) - hp; ac (flat-footed, touch); saves; CMD; special conditions
24 - Goblin (D12) - hp 6/11; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (F13) - hp 3/4; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (F14) - hp 5/5; AC 16 (ff 14, t 13); F +3, R +2, W -1
20 - Lularie (J16) - hp 11/11; AC 12 (ff 10, t 12); F +0, R +4, W +5; CMB +1, CMD 12;
17 - Bries (O10) - hp 9/9 (13); AC 11 (ff 10, t 11); F +1, R +1, W +6; CMB +1, CMD 11; 4 Con damage
16 - Amadee (K14) - hp 12/16; AC 19 (ff 18, t 12); F +1, R +4, W +5; CMB 0; CMD 14; 1 Con damage, magic weapon
- - Horse (R8) - hp 9/13 (15); AC 11 (ff 9, t 11); F +6, R +5, W +1; 2 Con damage
- - Horse (T8) - hp 6/15; AC 11 (ff 9, t 11); F +6, R +5, W +1; 1 Con damage
14 - Rowan (G14) - hp 17/17; AC 20 (18) (ff 15 (13), t 17 (15)); F +3, R +7, W +8 (+6); CMB +1, CMD 15; combat precognition (1 round)
13 - Guard (E6) - hp 15/21; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (E13) - hp 1/16; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (C10) - hp 21/23; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (C11) - hp 16/25; AC 18 (ff 18, t 10); F +4, R +1, W +1
10 - Hobgoblin (G13) - hp 8/17; AC 16 (ff 14, t 12); F +5, R +2, W +1
10 - Hobgoblin (D11) - hp 13/17; AC 16 (ff 14, t 12); F +5, R +2, W +1
9 - Tara (L14) - hp 13/16; AC 15 (11) (ff 14 (10), t 11); F +2, R +1, W +3; CMB +1, CMD 11
8 - Chet (I12) - hp 9/28; AC 15 (17) (ff 14 (16), t 9 (11)); F +7; R 0 (+1); W +1; CMB +6, CMD 17; enlarge person, entangled (1 round remaining)
2 - Morn (P9) - hp 11/15; AC 15 (ff 14, t 11); F +2, R +4, W +3; CMB +1, CMD 11; playing inspire courage

Notes:
-Morn is playing inspire courage. You all receive a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Up next: Lularie, Bries, Amadee, Rowan!

RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN
Rowan Greenbridge

Rowan easily parries the oncoming attack, and then leans in to skewer the evil hobgoblin attempting to feed his family straight through what passes for its heart. (It's a heart)

Swift Action to switch back to Outer Sphere Stance. Attack the Hobgoblin.

<RPZip> !r 1d20+7
<Krysmbot> RPZip, 16+7 = 23
<RPZip> !r 1d6+4+1d6
<Krysmbot> RPZip, 2+4+4 = 10
Do 10 damage to it, which should drop it.


pre:
OFFICIAL ROWAN GREENBRIDGE ACTION FIGURE SOLD HERE
HP -  17/17             AC: 18              Init: +4  
Fort: +3                Ref: +7             Will: +6
CMD:  15                Ki: 2               Hero: 1
Rapier (+6,1d6+4,18+)
Offensive Roll, Wyrmling's Fang, Swift Claws, Disturbing Blow
Outer Sphere Stance (-2 AC, +1d6 damage)
Inner Sphere Stance (+2 AC/Will)

Tzarnal
Dec 26, 2011

Bries Chersk

Bries takes a few moments to survey the remains of the Goblin force while carefully advancing up to the edge of his pool of grease. Looks like his companions have things under control though. Bries stretches, he's experienced enough to know that sometimes the best thing to do is nothing at all.

No spells and no clear and important targets I can drop with the dwindling charges of the MM wand so going to opt to do nothing for the moment.

Move: to L10
Standard: Total Defense

Wahad
May 19, 2011

There is no escape.
Amadee

Amadee keeps moving up, using Rowan's outer flank to bury her spear in one of the unfortunate goblin's backs. The small creature goes down quickly.

Move; to H16.
Standard; Melee attack goblin F14 at 1d20+8=17. Hit for 1d6+7=8, killing him.

neongrey
Feb 28, 2007

Plaguing your posts with incidental music.
Lularie

Lularie thoroughly eyeballs the field and finally, finally sees something she can do. She marches straight up, then waves her hand, thoroughly greasing the ground beneath a pair of them with a spell.

moving to D16, casting grease underneath the two at D11 and D12.

0: read magic, detect magic, detect magic, acid splash, +resistance
1: grease, ray of enfeeblement, enlarge person, +Prot evil

Arivia
Mar 17, 2011
The goblins sway atop the slick of grease, but keep their footing. The guards cluster around the precarious goblins, but most of their blows are wild.

The hobgoblin shouts something in its rough tongue, and makes to escape, running across the grease. One of the guards takes the opportunity to smash it in the head with his flail, putting the hobgoblin down.

(The goblin stays standing with a 14.
The hobgoblin stays standing with a 21.
A guard charges and misses with an 11.
A guard misses a goblin with a 14.
A guard misses a hobgoblin with a 7.
A guard hits a hobgoblin with a 16 for 5 damage.
The hobgoblin moves through the grease with a 16.
A guard hits the hobgoblin with a 23 for 8 damage, knocking it out.)



Features
-Anyone in or on the wagon has partial cover and receives a +2 bonus to AC and a +1 bonus to Reflex saves, even against other occupants of the wagon.
-The wagon may be exited from any square. The crash in the forest tore the canopy away, so you may exit from any square without penalty.
-The dark grey areas at the top of the map are the city walls, and are blocking terrain.
-The light grey areas are the rubble that used to be the gryphon statues. They count as higher ground, and may provide cover against ranged attacks.
-The yellow areas are the rubble of Phlan and wreckage left by the attack. They count as difficult terrain.
-The ice blue area at the bottom of the map is the river. Don’t fall in!
-The neon green squares are patches of grease.

Initiative!

initiative count - name (coordinates) - hp; ac (flat-footed, touch); saves; CMD; special conditions
24 - Goblin (D12) - hp 6/11; AC 16 (ff 14, t 13); F +3, R +2, W -1
24 - Goblin (F13) - hp 3/4; AC 16 (ff 14, t 13); F +3, R +2, W -1
20 - Lularie (D16) - hp 11/11; AC 12 (ff 10, t 12); F +0, R +4, W +5; CMB +1, CMD 12;
17 - Bries (L10) - hp 9/9 (13); AC 15 (11) (ff 14 (10), t 15 (11)); F +1, R +1, W +6; CMB +1, CMD 11; 4 Con damage, total defense
16 - Amadee (H16) - hp 12/16; AC 19 (ff 18, t 12); F +1, R +4, W +5; CMB 0; CMD 14; 1 Con damage, magic weapon
- - Horse (R8) - hp 9/13 (15); AC 11 (ff 9, t 11); F +6, R +5, W +1; 2 Con damage
- - Horse (T8) - hp 6/15; AC 11 (ff 9, t 11); F +6, R +5, W +1; 1 Con damage
14 - Rowan (G14) - hp 17/17; AC 18 (ff 13, t 15); F +3, R +7, W +6; CMB +1, CMD 15
13 - Guard (E10) - hp 15/21; AC 16 (18) (ff 16 (18), t 8 (10)); F +4, R +1, W +1; charged
13 - Guard (E13) - hp 1/16; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (C10) - hp 21/23; AC 18 (ff 18, t 10); F +4, R +1, W +1
13 - Guard (C11) - hp 16/25; AC 18 (ff 18, t 10); F +4, R +1, W +1
9 - Tara (L14) - hp 13/16; AC 15 (11) (ff 14 (10), t 11); F +2, R +1, W +3; CMB +1, CMD 11
8 - Chet (I12) - hp 9/28; AC 15 (17) (ff 14 (16), t 9 (11)); F +7; R 0 (+1); W +1; CMB +6, CMD 17; enlarge person, entangled (1 round remaining)
2 - Morn (P9) - hp 11/15; AC 15 (ff 14, t 11); F +2, R +4, W +3; CMB +1, CMD 11; playing inspire courage

Notes:
-Morn is playing inspire courage. You all receive a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Up next: Tara, Chet, Morn!

Kylra
Dec 1, 2006

Not a cute boy, just a boring girl.
Tara Krisk
Tara rushes forward, eager to end this long drawn out battle."Sleep!" She yells, and down a goblin goes.

Move to i14 and Slumber the D12 goblin. Down it goes with a 9-1=8 vs 19 for 2 rounds.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
Chet

Chet steps up, grabbing the head of the last goblin standing in one hand and his feet in another. Flexing, he rips the loving thing in half and tosses it away, roaring loud as hell.

Free: Five Foot Step Immediately North
Attack: Full Attack
[21:12] <&WinsonPaine> .roll 1d20+5
[21:12] <+Morphball> WinsonPaine: 24 = 1d20(19)+5
[21:12] <&WinsonPaine> .roll 1d20+5
[21:12] <+Morphball> WinsonPaine: 20 = 1d20(15)+5

BOTH CONNECT

[21:15] <&WinsonPaine> .roll 1d3+4+2+1
[21:15] <+Morphball> WinsonPaine: 8 = 1d3(1)+4+2+1
[21:15] <&WinsonPaine> .roll 1d3+4+2+1
[21:15] <+Morphball> WinsonPaine: 9 = 1d3(2)+4+2+1


pre:

HP: 18/28	Fort: +9	Ref: +1		Will: +1(+3)      BAB: +2		
AC: 15          DR 1/-          Touch AC: 11    FF AC: 16         CMB: +6(+8)       CMD: 17(19)
-Barbarian - Rage 10 Rounds/Day (+4 Str/Con, +2 Will, -2 AC)

Arivia
Mar 17, 2011
One of the guards steps forward, the spiked ball of his flail slamming down and crushing the last goblin's head with a wet thunk. "Thank you! Praise be to Lady Luck for showing up when we needed you. That many goblins would have surely killed us all!" The guards are breathing heavy, blood running from their wounds.

"Still, that's not the end of them. Wait - didn't you leave by the Gryphon Gate earlier? I waved you on. Aye, soon after you left a hundred or more of them swarmed from the north, attacking the walls from all sides. Goblins on wolves and worgs, lead by hogoblins. One of the tribes from Thar, I think - the Red Claws, nasty terrors that keep attacking our trade and our caravans. I guess they finally came for us ourselves." The guard spits up a tooth, exhaling loudly. His companions rest on their halberds stuck in the muddy ground, exhausted.

"We're lucky we're on this side. The main attack came from the north -" The guard is interrupted by a scream from inside Phlan, a man crying out in terror, and then the sound of a loud explosion. "-and they pushed into the city proper. If you've any more help to give, there's no doubt more of them pillaging inside. Or, well - it's a stupid, gods-damned idea, but you're adventurers. You're foolhardy and interested in glory, aren't you?"

"You could travel north instead. It's about a day's ride to the Red Claws' stronghold, just on the edge of the gray lands. All the goblins are here, they've come in force. As much as we need your help, Phlan does have allies to take care of its own. But this is an opportunity - leave now, and you'll make it to their stronghold before the goblins return. You could destroy the heart of the tribe, end the threat forever. They've taken enough caravans, there would be plenty of treasure hidden in their ruins. And glory and thanks from the Council when you return. Risky, but no one else is in a place to do so. What do you say?"

You pick over the goblins' bodies. The two that were riding wolves held satchels containing bottles of alchemical substances. One of the hobgoblins was dragging a satchel full of loot: 267 cp, 737 sp, 22 gp, a metal flask marked with a sun, a scroll written in purple ink, yellowed fingerbones sown in leather to make a short rod, a pretty blue seashell, a chunk of rock crystal, and a shard of turquoise, a polished darkwood chalice, a bronze statuette of Fzoul Chembryl, a silver statue of a dragon, the name “Havarlan” engraved on the base, and a gold candlebra with the symbol of Waukeen on it.

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Arivia
Mar 17, 2011
After doing some more thinking, I'm going to put Moonsea out to pasture. The game just isn't grabbing me like it was when we started; and a lot of that is definitely my fault.

I think I've learned that I really don't like running Pathfinder play-by-post - all the little fiddly things I enjoy in a real-time session just bog things down and make the game suck. It just blurs together, instead of being inspiring.

I've also learned that I need to do a better job of being clearer with myself and my intent when I start a game. Bouncing off a random idea Winson gave me and not having a clear idea for the game really hurt things. The game was kind of directionless and rudderless, and that's my fault for not asking things beforehand. I also need to do a good job of making things clearer and setting play spaces out better. Aka, there was actual plot development possible in the pirate town I didn't really promote; stuff like that. Totally my bad.

It's absolutely no one else's fault - it's just been uninspiring, and grinding, and I'm not really enjoying it. Thank you all for playing, and I hope you enjoyed it for at least some time before this ending.

(In case you were wondering, the red-leather assassin was stealing pieces of a magical artifact to use in an alliance with the pirates to control the Moonsea region. There's more to it then that, but that's the short of it.)

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