[LPF] Scourge of the Howling Horde

Get me a clear shot! Sylla tells her eidolon.

You got it, boss! Boots replies.

The darkwolf moves up to the goblin archers, snapping at the injured one. Sylla moves across the road, pushing past Iago and Denizel with half-hearted curses. Standing in the brush at the far side of the road, Sylla pulls the arrow back to her cheek and waits for the perfect moment to strike the retreating goblin.


[sblock=ooc]Boots: Move to A17, Bite G1.

Sylla: Move to BD16. If Boots drops G1, I think Sylla has a clear shot at G3, and she'll take the shot. If G1 does not drop, or if I'm wrong about the clear shot, she'll ready an action to shoot G3 as soon as it moves to AR16. (Hopefully the elevation will give a clear shot in that case?)[/sblock]

[sblock=Mini Stats]Sylla the Grim
AC: 17 (13 flat-footed, 14 touch)
HP: 9/9
CMB: +2 CMD: 16
Fort: +0 Reflex: +4 Will: +2
Perception: +2
Initiative: +4

Current Weapon in Hand: Longbow
Current Conditions in Effect: Resistance
Spells Remaining (1st): 2


Boots
AC: 14 (12 flat-footed, 12 touch)
HP: 11/11
CMB: +3 CMD: 15 (17 vs. Trip)
Fort: +3 Reflex: +4 Will: +0
Perception: +4 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 

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As his comrades press the attack, Iago advances.

OOC: Move to AZ16

[sblock=Iago stat block]
Iago
Initiative: +2
AC: 16 (14 flat-footed, 12 Touch)
HP: 10 Current: 10
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +0;
Current Weapon in Hand: Bomb

Extracts prepared:
Level 1: Shield, Cure Light Wounds

Mutagen prepared:
Strength: +2 Natural Armor Bonus, +4 STR, -2 INT

Weapons:
Falchion: Attack: +2 = [BAB (00) + Strength (+2) + Misc (0) + Magic (0)]
Damage: 2d4+3, Crit: 18-20/x2

Bomb*: Attack: +03 = [BAB (00) + Dexterity (02) + Misc (+1) + Magic (0)]
Damage: 1d6+3, Crit: 20/x2 (only 1d6 multiplied),
Special: Make 6 bombs/day

*+1 to-hit, +1 dmg w/in 30’

[/sblock]
 

Boots and Sylla fail to bring down their targets and the battle rages on.

The badly wounded one (3) staggers up the ramp and is lost from view (last seen at AR15).

The two goblins at the entrance drop their bows and draw their two-handed swords. Both try to cut up the half-orc in front of them, one missing wildly, his blade ringing off the stone wall. The other fares little better as Iago's falchion turns the slash aside.

They taunt in broken common, "Ya fooks pick da wrung cave!" "Yur ded iffen ya cum inna har, tusk-face."

OOC: Combat: Round 3
[sblock=Combat Information]Initiative:
You guys
The goblins

Updated Map:
SHHEnc03Map03.jpg

Notes:
1. The brown circle (BD21) is a tree trunk (Provides normal cover). The leaves above are not an obstruction, but there are bushes/undergrowth underneath (defined below).
2. The small bushes(i.e. BA24, BB25, BA23, etc...) are undergrowth causing +5ft movement as difficult terrain. Medium creatures kneeling/prone and small creatures can get concealment (20%) from the bushes from ranged attacks.

Code:
Agno:      08/08 HP remaining;
Denizel:   08/08 HP remaining;
Iago:      10/10 HP remaining;
Sylla:     09/09 HP remaining; 
Boots:     11/11 HP remaining;

Spells Cast: 
Abilities Used: 
Conditions in effect:
Enemy Status:
Code:
Gob1: 4 dmg
Gob2:
Gob3: 4 dmg; Disabled
Gob's dog: 20 dmg; Unconscious & dying
[/sblock]
GM: Everyone is up for Round 3.

If you need a GM update after 1-2 people post, just ask.
 

"By the hells!" Sylla swears. She moves across the road once more, trying to find a shot, while Boots tears at the goblin in front of him.

[sblock=ooc]Boots: Full attack at G2. If G2 drops, 5 ft step to AY17, else 5 ft step to BA 17.

Sylla: Move to BA18. If there is any shot on the fleeing goblin, take it. Otherwise, shoot G2. If G2 is dead, shoot G1. I'm leaving off cover, melee, and point blank shot modifiers as I'm not yet sure what I'm shootng at and where Boots will be.

You know, Plan B last turn was to shoot the injured goblin and send Boots inside to run down G3. The problem there is that Boots would have been very overextended, but I wonder if it would have been a better plan.[/sblock]


[sblock=Mini Stats]Sylla the Grim
AC: 17 (13 flat-footed, 14 touch)
HP: 9/9
CMB: +2 CMD: 16
Fort: +0 Reflex: +4 Will: +2
Perception: +2
Initiative: +4

Current Weapon in Hand: Longbow
Current Conditions in Effect: Resistance
Spells Remaining (1st): 2


Boots
AC: 14 (12 flat-footed, 12 touch)
HP: 11/11
CMB: +3 CMD: 15 (17 vs. Trip)
Fort: +3 Reflex: +4 Will: +0
Perception: +4 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 


Boots savages both of the guard goblins. "Wrong cave? I'll show you wrong cave!" he says, stepping back out of the way, spitting goblin blood to the side.

Sylla moves up, looking for a shot on the fleeing goblin.

[sblock=ooc]Boots: 5 ft step to BA 17.

Sylla: Move to AY17. Standard: Shoot G3 if she can. If it's totally dark, pull a sunrod. If neither of those things, she'll move to AT17 and use a free action to inform the party of where G3 is, if she can see him at that point.[/sblock]


[sblock=Mini Stats]Sylla the Grim
AC: 17 (13 flat-footed, 14 touch)
HP: 9/9
CMB: +2 CMD: 16
Fort: +0 Reflex: +4 Will: +2
Perception: +2
Initiative: +4

Current Weapon in Hand: Longbow
Current Conditions in Effect: Resistance
Spells Remaining (1st): 2


Boots
AC: 14 (12 flat-footed, 12 touch)
HP: 11/11
CMB: +3 CMD: 15 (17 vs. Trip)
Fort: +3 Reflex: +4 Will: +0
Perception: +4 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 


Sylla finds the cave dim the deeper she goes, no other sources of illumination are visible. But she can see well enough with her low-light vision. The cavern chamber has alcove areas tot eh left and right, but the ramp rises up enough that she cannot see farther in due to the height of the ledge.

Of the injured goblin there is no sign, as she is unable to catch up to him yet.

[sblock=Tactical Map]Despite the torches on the map, this area is not lit.
The numbers "+5" & "+8" are elevation changes on the ledge.

SHHEnc03Map03A.jpg

[/sblock]
GM: Gob1: 10dmg; Unconscious & Dying
Gob2: 9dmg; Unconscious & Dying

Everyone else is still up. Denizel is BE17, 3SQ below Agno.
[sblock=BTW]I received an offer letter today and I am scheduled to once again join the ranks of the employed on 26 Sep. Good news for me and my family, bad news for those people without patience in the games I am involved in. There will be days that I cannot always post in every game that I am in at EnWorld.

But, I was going to become a once every two days poster after getting a new job anyway. Since any new job wasn't going to let me do PbP gaming regardless. :p But, I did trim some games away as well, giving up my experiments with 4th edition and Mutants & Masterminds.

While I don't actually start until next week, I am still playing catch up from a three day weekend, and we start a second one on Friday. Assuming the Typhoon here in Tokyo has run out of steam and we have little league on that day, of course. So I am already in this reduced gameplaying state.[/sblock]
 

Denizel quickly moves forward, creating a new torch. Not seeing any immediate enemies, he drops to one knee and quickly search the dead for valuables.

[sblock=Actions]Denizel casts light on his hat.
Move to AZ17.
Search the bodies. Perception 8
[/sblock]

[sblock=Denizel's Stats]Denizel
AC: 16 (14 flat-footed, 12 Touch)
HP: 8 Current: 8
CMB: -1 CMD: 11 Fort: +0 Reflex: +4 Will: +3
Speed: 20'

Current Weapon in Hand: Light Crossbow (18/20)
Current Conditions in Effect:

Bardic Performance: 8/8 rounds per day

Spells Remaining: 1st level 2/2
Spells Known: 1: Charm Person (DC 15), Disguise Self
0: Detect Magic, Light, Message, Prestidigitation

[/sblock]
 

Iago shares Sylla's frustration with the retreat of the goblin, and moves quickly to follow. He charges into the space, the reddish-brown of the stone fading to shadowless gray as his orcish eyes adjust.

[sblock=actions]
Double move to AQ14. You may need to adjust this if the increasing height walking along AR17-AR16-AR15 costs additional move, but is possible Iago will want to get far enough over to see past the corner.

[/sblock]

[sblock=Iago stat block]
Iago
Initiative: +2
AC: 16 (14 flat-footed, 12 Touch)
HP: 10 Current: 10
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +0;
Current Weapon in Hand: Bomb

Extracts prepared:
Level 1: Shield, Cure Light Wounds

Mutagen prepared:
Strength: +2 Natural Armor Bonus, +4 STR, -2 INT

Weapons:
Falchion: Attack: +2 = [BAB (00) + Strength (+2) + Misc (0) + Magic (0)]
Damage: 2d4+3, Crit: 18-20/x2

Bomb*: Attack: +03 = [BAB (00) + Dexterity (02) + Misc (+1) + Magic (0)]
Damage: 1d6+3, Crit: 20/x2 (only 1d6 multiplied),
Special: Make 6 bombs/day

*+1 to-hit, +1 dmg w/in 30’

[/sblock]
 

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