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[LPF] Rodents of Unusual Size, pt 3

BigB

First Post
cruendithas.jpg
As Hawk runs past Crue is content to let her go. He will move to a position with cover and scan the field for any goblins or signs of a trap.

[sblock]
perception check 1D20+10 = [8]+10 = 18
[/sblock]

[sblock=mini stats]
Cruendithas
Initiative +1
AC: 17 (with shield/ Flat:16, Touch: 12)
HP: 26 current: 26
CMB: +1 / CMD: 12 Fort: +2 / Ref: +4 / Will: +4
Resistence: 0
Current Weapon in Hand: Buckler in off hand

Spell Like Abilities: Dancing Lights1/1, Ghost Sound 0/1, Prestidigitation1/1, Speak with Animals1/1
Arcane Strike +1
0 Lvl Spells:
Acid Splash, Detect Magic, Read Magic, Mage Hand, Message, Light

1st Lvl Spells: 1/4 per day
Cure Light Wounds, Grease, Expeditious Retreat, Identify

Archaeologist's Luck (+1) rounds/day: 3/6

Wand CLW 10/10
Wand MM 25/25

effects: Expeditious Retreat +30 base move 27/30 rounds
Bless

[/sblock]
 

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Deuce Traveler

Adventurer
Dunkel simply accepts the fact that he is falling behind, though he does his utmost to keep running in order to avoid falling back too far. He is not worried, however, as he trusts in his god and his axe. "Get 'em lads! I'll watch our backsides!" A bit of worry begins to creep into his thoughts, however, as he cannot help but wonder why the enemy has yet to attack.
 

Commander_Fallout

First Post
So to did Wahyu reach this conclusion as he slowed down his mount to match speed with the dwarf. There was no sense in hurrying on ahead when there would be no chance of catching up with others, and would leave both he and Dunkel isolated. Besides, he supposed holy men should stick together, should they not?
[sblock=OOC]He matches whatever move Dunkel is taking.[/sblock]
[sblock= Wahyu's Mini Stats]Wahyu
AC: 16 (14 flat-footed, 13 touch)
HP: 23/23
CMB: 1 CMD: 13
Fort: +3 Reflex: +4 Will: +5
Perception: +5, Darkvision 60 ft
Initiative: +6
Current Weapon in Hand: Light Crossbow (+6*, 1d6+0, 19-20 x2)
Current Conditions in Effect: Bless*
Spells Remaining (1st): 2/6

Used Items:
-
Abilities Used:
SLA: Pass Without Trace[/sblock]​
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]

Jonas plugs along gamely, doing his best to keep up with the leaders of the group and get about his business of helping these Goblins in their Transition.​
[/section]

[sblock=Actions/Rolls]Advance 90'.[/sblock]
_______________
[sblock=Mini Stats]
[URL="http://livingpf.wikia.com/wiki/Jonas_Psalter_(Mowgli)[/URL]

Initiative: +04
AC: 17 (12 Touch, 15 Flat-Footed)
HP: 40/40
Senses: DarkVision (60’) Perception: +10
CMB: +06 CMD: 18 (+8/20 vs. Trip)
Fort: +07 Reflex: +02 Will: +05
[/sblock]
 

Satin Knights

First Post
[section]
"Run Bubba Run! She is still ahead of you." Mystie continues to hold on tightly with one hand while Bubba rushes up the hillside. She starts singing of glorious battles.
[sblock=Actions]Mystie: Ride check + military saddle (1d20-1+2=17) guide Bubba to stay 10' ahead of our pack, Perception (1d20+4=9) std: Start Inspire Courage bard song
Bubba: full run, move 160' for effective 120'
[/sblock][sblock=Mystie Thissiledew's Mini-stats]Mystie Thissiledew
HP 45/45, AC 14, 10 Touch, 14 FF; Init -1, Darkvision 60', Move 15'
Fort: +5, Reflex +2, Will +5, CMB -2, CMD 7
Perception +4, Sense Motive +4, Spellcraft +5, Linguistics +2, Stealth +4, Handle Animal +10, Ride -1

Dagger +0, d4-3
Lt Crossbow +2, d6, range 80' increment, 9 bolts
Thrown Dagger +2, d4-3, range 10' increment

.,,,.....,,,,,,..Orisons: Detect Magic, Read Magic, Create Water, Guidance, Stabilize
.,,,.....,,,,,,..Orisons: Mage Hand, Ghost Sound
.,,,.....,,,,,,.Cantrips: Message, Jolt, Breeze, Umbrella
.,,,,,,,,,
Racial Spells:
(1/day) Dancing Lights , Flare, Prestidigitation, Produce Flame
.,,.,,...Oracle 1st Lvl: 6/7 remaining; Cure Light Wounds, Bless, Protection from Evil, Ill Omen, Murderous Command
.,,.,,.,,..Bard 1st Lvl:
1/3 remaining; Share Language, Grease (DC 15)
.Bardic Performance:
3/9 remaining;
......,,.......Consumables: 1 Cure Light Wounds potion, Mystie's Wand of Cure Light Wounds (25/25 ch)
......,,.......Consumables: 3 Alchemists' Fires, 2 Antitoxin, 4 Antiplague, 10 Vermin Repellants
....,,.........
Consumables: 2 Scrolls of Lesser Restoration, 12/12 days trail rations, 12/12 days of dog food
....................... Scrolls: Endure Elements, Comp Languages, Diagnose Disease
....................Channels: 6 of 6 left, 2d6, DC 16, Selective excluding 5 opponents
...............Energy Body: 3 of 3 left, Healing elemental body 1d6+3 if someone moves through my square
.........
Immediate Action:
Misfortune, force immediate reroll, once per creature per day, range 30'
..................................If bad guy rolls 15-20, reroll
..................................If friend rolls 12 or less on a dangerous save, reroll
..................................
If friend rolls 10 or less on an attack for the base die roll, reroll
..................................This consumes the swift action
.................................
Bubba: Mastiff riding dog, Low light vision + scent; Perception +5,
Understands Common
(from Share Language)
AC 13, Touch 12, FF 11
HP 16/16
.... Fort +5, Reflex +5, Will +1; Move: 40'
..................CMB +3, CMD 15 (19 vs. Trip)
Melee: Bite +3, 1d6+3 plus trip
Tricks: Attack, Attack Unnatural Creatures, Defend, Heel, Flank and Hunt

Effects:
In hand: loaded crossbow
[/sblock]
[/section]
 

Aura

Explorer
Hilltop Battle Round 1

Mystie, Hawk and Cruendithas crest the hill, with Crue seeking cover on the opposite side of the large rock while Hawk and Mystie rush forward. In the distance, a messy campsite with a fire going can be made out. However, with a bit more hill before you get there, lies a force of goblins.

In all, 10 goblins are spaced out on the slope and at the bottom of the hill, awaiting your arrival. The goblins armed with melee weapons have formed into element groups with a shield-man covering each of the long reach horse-choppers. Behind are the archers. In the center a long goblin points to Hawk with his dog-slicer sword and shouts a command. All 5 archers, with various types of bows, release their arrows at the same time. Arrows nick the rushing halfling as she closes the distance.

[sblock=Combat Stuff]As directed by Goblin D, all 5 archers (S, A, B) all shoot at Hawk, who is running and doesn't have Dex to AC. 3 hit (1 confirming a crit) and do a total of *4* points of damage. (Yes, mull that over in your head.) All the melee guys wait, weapons ready.

Combat Actors
Cruendithas: 0 dam/26 (bless 17r, inspire courage)
Dunkel: 0 dam/18 (bless 17r, inspire courage)
Hawk: 4 dam/38 (bless 17r, inspire courage)
Jonas: 0 dam/40 (bless 17r, inspire courage)
Mystie: 0 dam/45 (mounted, bless 17r, inspire courage)
Wahyu: 0 dam/23 (mounted, bless 17r, inspire courage)
Goblin L: 0 dam/?, AC 22, dogslicer and shield
Goblin F: 0 dam/?, AC 21, dogslicer and shield
Goblin D: 0 dam/?, AC 18, dogslicer and shield
Goblin H1: 0 dam/?, AC 16, horsechopper
Goblin H2: 0 dam/?, AC 16, horsechopper
Goblin B: 0 dam/?, AC 24, lt crossbow
Goblin S1: 0 dam/?, AC 16, shortbow
Goblin S2: 0 dam/?, AC 16, shortbow
Goblin A1: 0 dam/?, AC 16, longbow
Goblin A2: 0 dam/?, AC 16, longbow

Ditzie Map: Map

New thing: I am using a Ditzie map for this encounter. If it goes well I'll be doing that more often. It was a lot of work to get it going, but I hope it gets easier.

Novice-Fu Tutorial for Using Ditzie Maps:
(1) Click on the MOST RECENT map from either the DM or player (you may have to open sblocks to find it)
(2) Move your token
(3) Without clicking on the URL address, click return
(4) Map will refresh and a new URL presented
(5) Copy new URL and put into your post

Hero Arrival Schedule
I've estimated the players that didn't have enough move to start on the map in round one:
- Jonas places his token next to P17 as his round 1 action, having finished a double move.
- Dunkel and Wahyu place their tokens next to P17 as their round 2 action, having finished a RUN.

Terrain: There is a lot of slopes that cost 2 to enter from the lower square, as previous battle. There are also just generally rough terrain spaces, such as P17 (the large rock used as reference, also usable as cover), K9, O10/O11/P11/P12/Q11/Q12, N10, C4, and H2/H3/I2.

Goblin identifications: Each goblin token has a letter corresponding on the left side identifying what type of goblin it is. There is a VERY rough identification on the combat roster already, detailing weapons and AC. If you want to know more, just ask. Also, there are multiple Goblins with same marker letter (2 A's, 2 S's and 2 H's.) If any of these survive a hit, we'll worry make some sort of notation differentiating them on the combat notes. All the others are uniques.

Reiteration:
Hawk, Crue and Mystie act now
Jonas place your token
Dunkel and Wahyu nothing this round, but placing next round[/sblock]
 
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BigB

First Post
cruendithas.jpg
Crue sneers at the goblins arrayed in front of them. "May luck guide my hand to bring down these foulest of creatures." Drawing on the energy within the wand Crue sends a missle toward goblin D. Hoping that if the one blabbering in their infernal tongue goes down the others may soon follow.


[sblock]
continue using rock for partial cover
activate Archaeologist's Luck
UMD to activate wand of magic missiles 1D20+14 = [20]+14 = 34
magic missile damage 1D4+1 = [3]+1 = 4
[/sblock]

[sblock=mini stats]
Cruendithas
Initiative +1
AC: 17 (with shield/ Flat:16, Touch: 12)
HP: 26 current: 26
CMB: +1 / CMD: 12 Fort: +2 / Ref: +4 / Will: +4
Resistence: 0
Current Weapon in Hand: Buckler in off hand

Spell Like Abilities: Dancing Lights1/1, Ghost Sound 0/1, Prestidigitation1/1, Speak with Animals1/1
Arcane Strike +1
0 Lvl Spells:
Acid Splash, Detect Magic, Read Magic, Mage Hand, Message, Light

1st Lvl Spells: 1/4 per day
Cure Light Wounds, Grease, Expeditious Retreat, Identify

Archaeologist's Luck (+1) rounds/day: 2/6

Wand CLW 10/10
Wand MM 24/25

effects: Expeditious Retreat +30 base move 26/30 rounds
Bless
[/sblock]
 

G

Guest 11456

Guest
Hawk, Little Halfling with a Big Sword

Hawk charges forward while screaming a battle cry. "Aaaaeeeee!" At the end of her charge she swings at one of the goblins.

CURRENT MAP

[sblock=Actions/Rolls]Actions: Charging, raging with reckless abandon. +2 to hit; -2 to AC because of charge.

Rolls: Attack roll against Goblin H: 1D20+14 = [12]+14 = 26
Damage roll: 1D10+7 = [5]+7 = 12
[/sblock][sblock=Hawk Mini Stats]Hawk
AC: 15 (11 flat-footed, 10 touch)
HP: 43/44
CMB: +4 CMD: 18

Fort: +8 Reflex: +6 Will: +4
Perception: +8 Sense Motive: +0
Initiative: +4

Current Weapon in Hand: Greatsword (2-handed)
Current Conditions in Effect: bless, inspire courage, raged, reckless abandon
Rage Rounds remaining Today: 6/10[/sblock]
 
Last edited by a moderator:

Aura

Explorer
Hilltop Battle Mid-Round 1 Update

Cruendithas directs a magical missile to strike the goblin directing the archers, hitting him and taking some of the wind out of his sails. However, he doesn't fall, screaming what are almost surely racial slurs at his assailant.

Almost immediately after, Hawk begins her lone warrior charge on one of the goblin positions. However, she finds they are ready for her. The little monster wielding the 'horse chopper', as the goblins dub their standard pole arm, strikes at Hawk in two quick stabs, one connecting as she steps in. Almost simultaneously, Hawk lowers the boom on the malicious beast as his comrade takes advantage of her open position, cutting into her with his small sword as the first goblin falls. Although Hawk weathers the blow, she knows she has been hit.

[sblock=Combat Stuff]Goblin H2 goblin strikes with readied action when Hawk enters K12. Misses. He then AoO strikes when she leaves K12. Hits, 8 damage. Goblin L strikes Hawk when she enters J12. Hits, 12 damage. Hawk then cuts down Goblin H2 (-6 and dying).

Combat Actors
Cruendithas: 0 dam/26 (bless 17r, inspire courage)
Dunkel: 0 dam/18 (bless 17r, inspire courage)
Hawk: 24 dam/38+rage (bless 17r, inspire courage)
Jonas: 0 dam/40 (bless 17r, inspire courage)
Mystie: 0 dam/45 (mounted, bless 17r, inspire courage)
Wahyu: 0 dam/23 (mounted, bless 17r, inspire courage)
Goblin L: 0 dam/?, AC 22, dogslicer and shield
Goblin F: 0 dam/?, AC 21, dogslicer and shield
Goblin D: 4 dam/?, AC 18, dogslicer and shield
Goblin H1: 0 dam/?, AC 16, horsechopper
Goblin H2: Bleeding out, 12 dam/6, AC 16, horsechopper
Goblin B: 0 dam/?, AC 24, lt crossbow
Goblin S1: 0 dam/?, AC 16, shortbow
Goblin S2: 0 dam/?, AC 16, shortbow
Goblin A1: 0 dam/?, AC 16, longbow
Goblin A2: 0 dam/?, AC 16, longbow[/sblock]
 

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