Tellerian Hawke

Defender of Oerth

GM: Goblin #1: 2-4 = -2; Goblin is unconscious and dying.
Goblin #2: 6-4 = 2; Goblin is severely wounded.

Sphynx takes a single step, in order to gain line of sight to the Goblins; he utters a single word of power, and two streams of light spring forth from his hands; two Goblins are struck in the chest, one of which collapses to the ground immediately, the other whom clutches his chest and screams in agony.

Hawke uses Whirling Frenzy: +2 AC and Reflex Saves, +1 Attack [all at -2], +4 Str.
Current AC: 19
Attacks: 3 (16,22,23) = All three attacks hit.
Damage: 15,15,12.

Tellerian steps into the cave entrance, standing in the spot where the first of Sphynx's Goblins collapsed. The Goblins are totally unprepared for the big warrior's onslaught; Tellerian lays waste to three Goblins, including the one who was wounded by Sphynx's second missile, with three, well-placed blows to the head, cracking three Goblin skulls like ripe watermelons.

Tellerian scowls at his opponents! "DEATH TO ALL DENIZENS OF JOTUNHEIMR!!" he curses. He does not scream, rather, it is more like a firm command, loud enough to be heard in close company, but not loud enough to carry down the tunnels. But he is clearly enraged, staring at the Goblins with enmity born of a hatred of their kind.

Goblin #2: 2-15 = -13. Goblin is dead.
Goblin #4: 3-15 = -12. Goblin is dead.
Goblin #5: 9-12 = -3. Goblin is unconscious / bleeding out.

Just after Tellerian steps into the cave, Nimbar follows suit, casting a Sleep spell into their midst, targeting the Goblins in the back ranks.

Goblin #7: 13 (Failed Save)
Goblin #8: 16 (Made Save)
Goblin #10: 9 (Failed Save)
Goblin #11: 4 (Failed Save)

All but one of the Goblins falls asleep. In under 6 seconds, the party has successfully taken 7 of the 12 Goblins out of commission!


IT IS NOW ROUND 1 OF COMBAT. (The surprise round is over.) The Goblins are no longer surprised, but they are still flat-footed, since they haven't had a chance to act yet. It is now once more Sphynx's turn. Hawke is in a good position to take but another single step into another group of 3 Goblins. SPHYNX: What do you do?
Last edited:

log in or register to remove this ad


Creator of The Untamed Wilds
Sphynx grins in a vulpine manner. The look is much more feline in nature but the common tongue lacks suitable vocabulary. He moves a step forward, drawing his dagger in his right hand and reaching to touch the goblin in front of him with his left. Speaking an archaic word, his hand glows an eerie blue as he reaches forward.
OOC: Touch Attack: d20 = 13
Chill Touch: d6 = 4
Last edited:

Tellerian Hawke

Defender of Oerth
Goblin Touch AC: 12; Flat-footed Touch AC: 11
Touch Attack: (13) Hits
Flat-footed: Sneak Attack allowed; any spell delivered as the result of a touch attack qualifies for Sneak Attack.
NOTE: Sneak Attack damage is the same damage type (in this case, Negative Energy) as the spell's damage type.
Sneak Attack damage: 3 pts. (Total Damage = 7 pts.)
Goblin #3: 5-7 = -2 hit pts; Goblin is unconscious and dying.

As Sphynx touches the Goblin, a look of horror crosses its countenance, as its skins shrivels and turns gray. The Goblin screams weakly, before collapsing in a heap, clearly in the throes of impending death.

Hawke takes a 1 square adjustmentment diagonally down to the right.
Attacks: (25) (16) (18) - 1 Confirmed Crit (15), 2 Hits.
Damage: 15, 23, 11;
Goblin #6: 8-15 = -7; Goblin is down and bleeding out.
Goblin #8: 5-23 = -18; Goblin is dead.
Goblin #9: 5-11 = -6; Goblin is down and bleeding out.

Hawke steps lightly into the middle of 3 more Goblins and makes short work of them; he fells 2 with brutal blows to the head, and a third one he kills instantly with a blow that crushes his chest completely, knocking both the wind and the life from him in an instant.

Goblin save: (DC 15): 3 (Fail)
Whelm Damage: 9
Goblin #12: 8-9 = -1; Goblin is knocked out by non-lethal damage.

Lastly, to prevent him from running, Nimbar uses a distance spell that he normally reserves for reconnaissance missions; he points at the remaining Goblin, who wears a look of dismay and appears to be preparing to run. A blue light zaps the Goblin in the forehead, and his eyes roll back in his head, and he collapses to the ground, unconscious, but otherwise unharmed.

Nimbar eyes the 4 helpless Goblins, "Their friends probably heard this. We're gonna have more any minute. Put them down, quickly!"


WE ARE STILL IN COMBAT ROUNDS! Sphynx: It is once more your turn. What do you do?
Last edited:


Creator of The Untamed Wilds
His hand still glowing the eerie blue, Sphynx rolls forward, coming to stand directly in front of the goblin 3 strides forward of him. He reaches out to slap him with the chilling hand while thrusting his dagger at the opponent to his right.
OOC: Touch: d20 = 2, Attack = d20 - 4 = 7
If I remember correctly, -4 is the penalty for off-hand. Obviously, all effort was inept.

Making an off-hand attack can only be done if you move 1 square or less during the round; otherwise, you only get your primary attack.

Since you rolled twice, I am going to split the difference, and take your highest roll as your primary attack die roll. (11)

Your touch attack = d20 (11) + 4 = 13. That hits.

You apply Damage from the spell, and also Sneak Attack Damage (Total = 2d6);
Damage inflicted = 5 pts. (3 + 2)
Goblin is still out, and extremely wounded. (3 real Hit Points left.)
(Goblin Hit Pts: 8; 9 points non-lethal + 5 pts. lethal = 14 pts.)
(Putting Goblin @ -6 hit points.)
Goblin will recover in 6 rounds, and when he does, he will have 3 hit pts.
He is effectively out-of-commission.
Last edited by a moderator:

Tellerian Hawke

Defender of Oerth
Goblin Base AC: 15; w/o Dex (helpless condition) = 14.
Hawke gains +4 to-hit bonus vs. prone opponent.
Hawke takes a single step, and gets all 3 attacks. Hawke's normal attack is +7.
His attack vs. prone = +11. Hawke needs a 3 or better to hit each Goblin.
Hawke's attack rolls: (30,12,31); the 12 is a miss (Natural 1) and the 31 is a possible crit (Natural 20.)
Confirmation roll: (14); Crit is confirmed.
Damage: 15, 28.
Goblin #7: 2-15 = -13. Goblin is dead.
Goblin #10: A clean miss.
Goblin #11: 4-28 = -24. Goblin is dead.

Hawke takes a single step forward, bursting the skulls of his helpless victims like ripe fruit; however, in his frenzy for blood, he misses one, albeit only by a whisker.

Nimbar follows suit, advancing forward, and using his rapier to dispatch the Goblin that Hawke missed.

Attack Roll: (21) Hit; Damage = 5 pts.
Goblin #10: 4-5 = -1; Goblin is unconscious and dying.

The sleeping Goblin is easy prey, and the rapier wounds him grievously, so much so, in fact, that he is unlikely to recover.


Sphynx: It is once again your turn. You hear several squeals and grunts coming from the west, i.e., Sphynx's right (map viewer's left). You estimate that whatever is making this noise will arrive within moments. What do you do?
Last edited:


Creator of The Untamed Wilds
Sphynx quickly motions Hawke to give him a hand. He wants to quickly stack the fallen goblins to make two barricades, creating a choke point through which the incoming threat will have to move in single file unless the barricades can be vaulted.

Tellerian Hawke

Defender of Oerth
Hawke and Sphynx can each move 1 Goblin body per round.
It will therefore take 6 rounds (36 seconds) to move all 12 Goblin bodies.
While the bodies are being moved, both Nimbar and Sphynx notice sounds coming from the other hallway, also.
A decision is made to barricade each side (east and west) with 6 bodies each.
As it turns out, the Goblins and their "friend" arrive on Round 7.
Their friend, indicated on the Battle Map by the big, red, frowny face, is an Ogre!
Hawke takes up a defensive position on the western side, while Nimbar takes up a defensive position on the eastern side.
Sphynx, you are still in the middle, although you can squeeze into the space directly above either Hawke or Nimbar, in order to attack one of the Goblins. Considering the brute strength of Tellerian, you should probably help Nimbar.

A new initiative is now required.

Sphynx: 26
Nimbar: 21
Hawke: 14
Goblins: 2a
Ogre: 2b

The monsters are slow and hesitant, as they round the corner and spy the bloody bodies of their fellows, stacked like bags of sand.


Sphynx: It is your turn! The party faces multiple enemies on either side. What do you do?
Last edited:


Creator of The Untamed Wilds
Holding his position, Sphynx assesses the progressing situation. Though holding the magic of Chill touch still within his hand, he rolls his forearms and, again, sends shards of light, forth. Being able to see over the barricades and past his comrades, he fires his two missiles at the first two goblins in front of Nimbar.

"I only have one action like this remaining before I am fatigued of such magic. My other options are too minor, but I can cover an exit."
OOC: Magic Missile: d4 + 1 x 2 = 3, 5

Tellerian Hawke

Defender of Oerth
The Goblins Strike A Lucky Blow!

Goblin #5: 2-3 = -1. Goblin is unconscious, and for now, stable. (i.e., he might recover.)
Goblin #6: 4-5 = -1. Goblin is unconscious, and for now, stable. (i.e., he might recover.)

Sphynx's spell has more of an effect than he expected; as luck would have it, two of the smaller Goblins were among the first to reach Nimbar's position, therefore, they are also among the first to fall, as Sphynx's spell takes its toll.

Nimbar has cast three spells so far: Mage Armor, Sleep, and Whelm. He has one first level spell remaining.

Nimbar casts Sleep once again. DC 15.
Goblin #07: 0 (Failed)
Goblin #08: 19 (Saved)
Goblin #09: 7 (Failed)
Goblin #10: 8 (Failed)

Nimbar's last spell has its desired effect, albeit one Goblin is lucky enough to resist. Fear is evident in the small creature's eyes, and he looks as if he intends to flee.

Tellerian wears a look of grim determination, albeit he looks more calm than before. His battle rage seems to be gone, replaced by the confident, calculating countenance of a man who intends to follow through with a difficult course of action.

26,22 = 2 Hits.
Goblin #3: 7-6 = 1. Goblin is badly wounded.
Goblin #4: 6-6 = 0. Goblin is disabled. (He is still barely conscious, but he cannot move or take any actions.)

Tellerian slams his hammer into a Goblin's chest, knocking the wind out of him. There is a sickening crunch, indicating that the Goblin has suffered several broken ribs. The creature spits up a blob of blood, as a look of panic crosses his face. He is still just barely standing, but he is gripped with fear from the effects of the devastating blow.

Tellerian's second blow catches another Goblin in the ear, and a cracking sound is heard; it is evident that the Goblin has suffered a severe head injury. He stares blankly at Tellerian, a bit of drool dripping from his mouth, and a trickle of blood dripping from his ear. He does not seem to be fully coherent, although he does not collapse, either.

Gathering his courage, Goblin #3 swings his morningstar at Tellerian, and somehow manages to connect. Tellerian winces as the spikes make it through his armor, finding the skin. For such a small creature, the blow is impressive. However, it is not enough to shake Tellerian's resolve.

Hawke's AC: 17
Goblin #3: (18) Hits.
Damage: 1d6 = 6 pts.
Tellerian: 31-6 = 25. Tellerian has suffered a minor wound.
Ogre attack (Javelin): [6] = Miss.

The Ogre, unable to get past all of the Goblins which are underfoot, takes a javelin from his baldric, and throws it at Tellerian; the attack is poorly aimed, and goes wide, missing completely as it thuds into the south wall and clatters to the ground next to Tellerian.

Yellow slash = javelin.


Tellerian shouts, "Fly! Fly, you two! I'll cover your retreat!"

ROUND 2: SPHYNX: It is once again your turn! What do you do?
Last edited:


Creator of The Untamed Wilds
Tellerian shouts, "Fly! Fly, you two! I'll cover your retreat!"
Sphynx takes a step to his right focusing on Hawke's over-grown foe. "Not in the face of the Nine Hells, you Lummox."

Having his one magical trick left of his proverbial sleeve, Sphynx rolls his right hand and forearm in almost the same manner has when he called forth the small shards of magical energy, but his words are different. A beam of colored light shoots from his hand into the Ogre.


OOC: 5' adjustment straight up toward the cave exit on the map.
cast Ray of Enfeeblement: (d6 + 1/2L) = 1d6+2 = 5
Last edited by a moderator:

Voidrunner's Codex

Remove ads