Goblins in the Cellar (Bront judging)

Need to resolve the Worg's trip attempt

The Worg hit Benedict which results in a free trip attempt:

A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.

Make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). If you win, you trip the defender.

Worg Trip check (1d20+3=19)

Velmont, please post a check for Benedict to resist this, it would be a STR check (1d20+3).
 

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Round #2 still in progress

Benedict neatly aviods being tripped (well done).

Jezira moves to Benedict's aid but does not have actions remaining to heal him, that will have to occur next round.

Leland is up, and Irrinaer can take his delayed action any time.
 

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Conclusion of Round #2

OOC: Still no sign of Neoweasel or DrZombie, let's move on.

Leland moves around to J6 getting the flank from Jezira and attempts to finish the Worg with his greatsword.
Round #2 Leland attack and damage on Worg (1d20+9=13, 2d6+4=11)
Somehow Leland manages to miss!

Irrinaer contines to delay (OOC: I don't want to waste your crossbow bolts, and I certianly don't want to waste your power points).

Round #2 ends with no Goblins in sight and the Worg bleeding from multiple wounds.
 

Round #3 start

INIT:
Braiden 20 (at 21 hit points)
Goblin1 17
Goblin2 17
Goblin3 17 (unconscious)
Goblin4 17
Goblin5 17
Irrinaer 15
Benedict 15 (1 hit point remaining)
Justice 14
Jezira 9 (at 18 hit points)
Worg 5 (badly wounded)
Leland 5 (at 12 hit points)

Braiden is up.
 

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Braiden looks around. The room in the back right is a kitchen with a stove, counters, and such things (but no enemies). Next to that (O-Q 9-10) is a dining room of sorts with a long table and some chairs. Up above Braiden is a stairway to the second story with another 10x10ft open all the way to the roof. There is railing on two sides up there but you don't see anything else in the darkness.

The Goblins are next. Upstairs you hear a Goblin's voice shout down (from the left side of the house) "You win, we go. Watch your backs, we not forget you." The Worg lets out a noticeable whelp but continues to fight for its life. Other than that you can't hear anything else over the snarling of the Worg.

We are back around to Irrinaer.
 
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Justice, Warforged Paladin 2, AC 20/FF 20/TC 10, 21/21 HP

Justice glares at the worg as he swings his longsword once more. Others ensure goblins are leaving. Justice will finish bad doggie.

[sblock=ooc] (1d20+5)=14, damage roll (1d8+2)=5 [/sblock]
 

Benedict, frustrated to see the Worg dodging all his attack, continue to fight it and still without much success.

[SBLOCK=OOC]Att: 12, Dam: 9[/SBLOCK]
 

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