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Koukonsögur - Saga of the Trollfed Aerie - IC
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<blockquote data-quote="Cor Azer" data-source="post: 5704777" data-attributes="member: 870"><p>Stunned and staggering from the mul's rush and the hellish bolt from across the chamber, the goblin extricates itself from the firepit, but eager for revenge, lunges back at the mul now trapped in a corner.</p><p></p><p>On the ledge above an behind him, the goblins split. The first aims his crossbow, loosing a bolt at the dragonborn blackguard. The other runs up the ramp to the large bronze horn, and after taking a deep breath, blows hard... issuing a long deep note that reverberates in the chamber, and can be heard echoing down the southern tunnel.</p><p></p><p>The movement through their shadowy demesne - and the blaringly loud horn blast - stir the bats hidden away. The keening screeches precede them, as they swoop out of the darkness, tiny claws and teeth slashing, biting, bothering at the intruders, before retreating as fast as they can back into their shadowy recesses.</p><p></p><p>[ooc]Map updated at: <a href="https://docs.google.com/spreadsheet/ccc?key=0AuvLb6wmpG_IdHpmSFdNSi1WLU9pQnp1TmtfYUY2V0E&hl=en_US" target="_blank">https://docs.google.com/spreadsheet/ccc?key=0AuvLb6wmpG_IdHpmSFdNSi1WLU9pQnp1TmtfYUY2V0E&hl=en_US</a></p><p></p><p>Goblin 1: shift 1, then attacks Dossk</p><p>Goblin 3: shoot</p><p>Goblin 2: move, sound horn</p><p>Bat 4: swoop and attack Satoshi, movement does not provoke</p><p>Bat 5: swoop and attack Satoshi, movement does not provoke</p><p>Bat 6: swoop and attack Kjula, movement does not provoke</p><p>Bat 7: swoop and attack Daigon, movement does not provoke</p><p></p><p>Initiative back to Kadlin, still at top of well (and was unable to see any of this activity, but likely heard it)[/ooc]</p><p></p><p>[sblock=Yellowclaw Goblin Tribe Warrior (3)]Yellowclaw Goblin Tribe Warrior (3)</p><p>1. HP 10/29; Bloodied 14</p><p>2. HP 29; Bloodied 14</p><p>3. HP 29; Bloodied 14</p><p>AC 17; Fort 13, Reflex 15, Will 12[/sblock]</p><p></p><p>[sblock=Shadowcutter Bat (4)]Shadowcutter Bat (4)</p><p>1. HP 24; Bloodied 12</p><p>2. HP 24; Bloodied 12</p><p>3. HP 24; Bloodied 12</p><p>4. HP 24; Bloodied 12</p><p>AC 15; Fort 13, Reflex 15, Will 13</p><p>Conditions: all currently hidden in dim illumination[/sblock]</p></blockquote><p></p>
[QUOTE="Cor Azer, post: 5704777, member: 870"] Stunned and staggering from the mul's rush and the hellish bolt from across the chamber, the goblin extricates itself from the firepit, but eager for revenge, lunges back at the mul now trapped in a corner. On the ledge above an behind him, the goblins split. The first aims his crossbow, loosing a bolt at the dragonborn blackguard. The other runs up the ramp to the large bronze horn, and after taking a deep breath, blows hard... issuing a long deep note that reverberates in the chamber, and can be heard echoing down the southern tunnel. The movement through their shadowy demesne - and the blaringly loud horn blast - stir the bats hidden away. The keening screeches precede them, as they swoop out of the darkness, tiny claws and teeth slashing, biting, bothering at the intruders, before retreating as fast as they can back into their shadowy recesses. [ooc]Map updated at: [url]https://docs.google.com/spreadsheet/ccc?key=0AuvLb6wmpG_IdHpmSFdNSi1WLU9pQnp1TmtfYUY2V0E&hl=en_US[/url] Goblin 1: shift 1, then attacks Dossk Goblin 3: shoot Goblin 2: move, sound horn Bat 4: swoop and attack Satoshi, movement does not provoke Bat 5: swoop and attack Satoshi, movement does not provoke Bat 6: swoop and attack Kjula, movement does not provoke Bat 7: swoop and attack Daigon, movement does not provoke Initiative back to Kadlin, still at top of well (and was unable to see any of this activity, but likely heard it)[/ooc] [sblock=Yellowclaw Goblin Tribe Warrior (3)]Yellowclaw Goblin Tribe Warrior (3) 1. HP 10/29; Bloodied 14 2. HP 29; Bloodied 14 3. HP 29; Bloodied 14 AC 17; Fort 13, Reflex 15, Will 12[/sblock] [sblock=Shadowcutter Bat (4)]Shadowcutter Bat (4) 1. HP 24; Bloodied 12 2. HP 24; Bloodied 12 3. HP 24; Bloodied 12 4. HP 24; Bloodied 12 AC 15; Fort 13, Reflex 15, Will 13 Conditions: all currently hidden in dim illumination[/sblock] [/QUOTE]
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