Pathfinder 1E [Pathfinder] airwalkrr's Rise of the Runelords Reborn! IC

Thrindar: Initiative +2 / Perception +3 / Sense Motive +3

Thrindar retrieves the piece of timber and moves closer to the goblins.

OOC: Pickup club (move action) and move (move action).
 

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"I'm not sure if her song is bad enough to count as an attack" Nuko remarks.

Hefting his axe, he meets the nearest goblin and swings away. The axe strikes true ands cuts down the smaller humanoid.

ooc: attack [roll0], damage [roll1]

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[sblock=Nuko ministats]Init +2, perception +2, sense motive +2
Defense 12, DR 4/armor; hp 9/9 (1 nonlethal damage)[/sblock]
 
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It suddenly dawns on Kelvyn that he has seen the burning cart before... before it was on fire that is. He was talking with some locals in the Cathedral Square an hour or so ago when it was wheeled past, and they were discussing a bonfire planned for the evening. That cart probably contains the fuel for the bonfire! However, he is now engaged with the warchanter, who steps back (5') and cracks her whip at the Keleshite (trip atk 6: crit fail). The whip wraps around Kelvyn's leg, but the warrior jerks his leg backwards reflexively, seeing the goblin is not very strong. The whip flies from the warchanter's hand. The warchanter switches her dogslicer to her main hand and continues the chant,

"Big strong man thinks he can win,
but goblin fire will soon come in!"


Meanwhile Duko hews down the nearest goblin with his axe. A grave chest wound bleeds from the goblin as it lies on the ground, dying before the half-orc. Thrindar moves up to him, makeshift club in hand, ready to battle the green-skinned creatures.

The greased goblin stands up with a bit of a wobble and moves toward the main battle line against Duko and Thrindar. The goblin which had never been greased manages to get in a good swing with its torch at Thrindar, crying, "Burn the dwarf beard! Burn it up!" (mel atk nat1: miss) The goblin is overzealous however, and in swinging the torch, the goblin nearly drops it. It takes all the effort the goblin has to manage to hold on to it.

OOC: Begin player turns. I cast summon players [MENTION=29558]Mowgli[/MENTION], [MENTION=88649]perrinmiller[/MENTION], [MENTION=11456]Tailspinner[/MENTION], and [MENTION=24234]kinem[/MENTION].

Goblin 1: Def 14, HP -5/6, DR 2/armor, CDCB +?, Fort ??, Ref +2, Will ??, Melee dogslicer+3 (1d4+1/CDDC +?), Melee torch -1 (1d2+1 fire/CDDC +?) Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin 2: Def 14, HP ?/6, DR 2/armor, CDCB +?, Fort ??, Ref +2, Will ??, Melee dogslicer+3 (1d4+1/CDDC +?), Melee torch -1 (1d2+1 fire/CDDC +?), Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin 3: Def 14, HP ?/6, DR 2/armor, CDCB +?, Fort ??, Ref +2, Will ??, Melee dogslicer+3 (1d4+1/CDDC +?), Melee torch -1 (1d2+1 fire/CDDC +?), Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin Warchanter: Def 15, CDCB +?, HP 5/9, DR 3/armor (studded leather), Fort ??, Ref ??, Will ??, Melee +? (?d?+?/CDDC +?) , Ranged +? (?d?+?/CDDC +?), CMB -2, CMD ??
 
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[section]

"Looks like the bonfire has come early today, my friends!" Kelvyn twists as the goblin leader lashes out with her whip; the wretched creature overextends herself slightly and leaves an opening the Kell is quick to take. A flick of his powerful wrist sends the tip of the blade up . . . if by some miracle the Warchanter survives the fight, she'll have a nasty scar on her face about which to tell stories to her grandchildren.
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[sblock=Actions/Rolls]Power Attack (Short Sword): 1D20+5 = [10]+5 = 15
Damage: 1D6+6 = [5]+6 = 11[/sblock]
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[sblock=MiniStats]
[SIZE=+1]Kelvyn Damonder[/SIZE]
HP: 15/15, Speed: 20' Perception: +0

Defense: 14, Critical Defense: +08, Armor DR: 5/Magic or Large, CMD: 19
Fort: +3, Reflex: +3, Will: +0

Initiative: +3, Perception: +0, Sense Motive: +0

Weapon in Hand: Short Sword, Dagger

Abilities: Str 19, Dex 16, Con 12, Int 10, Wis 10, Cha 10

Condition: None
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Jamir Rolande

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Melanie hung back and offered encouragement.

Jamir was behind the others, all engaged in melee with the little goblins. One was down and he just saw Kelvyn step up and deal with the warchanter as well.

“Let us just kill the rest of them before they can push the cart!”

He shifted to the side a step and took out another javelin, channeling arcane energy into it as he cocked his elbow back. He flung the weapon, but trying not to hit his companion made the shot too difficult and it narrowly missed.

[sblock=Actions]5ft step to ensure Gob 3 doesn’t have cover from ally.
Activate Arcane Strike and Draw Javelin
Missed with a 10[/ul] [/sblock][sblock=MiniStats][URL="http://www.myth-weavers.com/sheetview.php?sheetid=1053565"]Jamir Harkness
Init +6, Speed 30, Senses: Perception +3
Defense: 14, Touch 14, Flat-footed 10, CMD 16
Crit Def Bonus: +7, Crit Attack Bonus: +0
Fort +1, Ref +6, Will +1
HP 9 (DR3/Armor); Current: 7
Conditions in effect: 30ft ranged Aid Another (+1 only) for 24 hours

Bardic Performances Remaining: 6/6
1st Level Spells (CLW, Grease): 1/2
Javelins Remaining: 3/5

Weapon in Hand: Shortbow (LH)[/sblock]
 

Thrindar: Initiative +2 / Perception +3 / Sense Motive +3

Thrindar swings at the goblin that swung at him with the torch. He connects with his club but most of the force is absorbed by the goblin's armor. He thinks that, had he had his scimitar the results would have been different. His thoughts briefly go to his equipment in his room at the inn. If only he had equipped himself before leaving this morning he would be in better shape for battle. But it just didn't seem like the right thing to do. After all no goblins were on the day's schedule. But goblins do seem to not follow a typical schedule. He would have to remember to be better prepared in the future.

OOC: Swing at goblin Attack roll (1d20+2=15); Damage roll (1d6+2=3)
 

Nuko walks up to the next goblin and swings his axe down again, striking that one down as well.

"I'm axing ... I mean asking you to surrender" he tells the remaining goblin.

ooc: attack [roll0], damage [roll1]

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[sblock=Nuko ministats]Init +2, perception +2, sense motive +2
Defense 12, DR 4/armor; hp 9/9 (1 nonlethal damage)[/sblock]
 

You stand over your foes. They are dead, dying, or fleeing before you. Nevertheless, chaos reigns in the southern part of the Cathedral Square. You see a flash from the cart then, a split second later a mighty boom erupts from the explosion as the combustible liquid ignites (Craft: alchemy, Profession: any that works with combustibles, automatic for Dr. Jekyll). A nearby merchant stall catches fire from the flaming debris of the explosion. A few of the locals begin an attempt to pat the flames out, but the fire has so far not responded. You might be able to convince the panicked townsfolk to work together somehow (Diplomacy, Intimidate).

[sblock=Scott DeWar]Dr. Jekyll, if he is still in the area, he notes the contents of the cart are likely an alchemical accelerant, and are thus likely to burn for a very long time. The best way to deal with such a fire is to keep it contained and let it burn rather than trying to put it out. Splashing it with water is likely to only spread the fire.[/sblock]
 

Getting permission to leave his post at the gate, The young Doctor runs at top speed to get to the towns folk. As loud and clear as he ccan he directs the people that the fire is too hot and the burnable liquid wont be put out. and will forcefully deter any water to be used on it. He instead directs the people to put out the surrounding fires caused by the heat instead to water down the wooden structures surrounding to prevent any further spread.

If there are any guards near by he will try and recruit them to aid in his instructed directions.

[roll0]

"I know this substance!

It is too hot to put out!!

Water makes it worse!!" he cries out his warning over and over while physically trying to do the right thing.
 

[section]

Kelvyn looks around wildly at the sound of the explosion, wincing slightly as the heat from the cart burns against his ruddy features. When the other out of towner - the doctor? - calls out his knowledge about the cart and begins trying to round up the villagers to contain the blaze, Kelvyn sings out as well. His booming voice, oft used to call out over a field of battle, cuts across the chaos and is easily heard. "Hear th' man, people! We must contain the blaze lest it burn the village once more!" Unfortunately, his efforts backfire as the villagers forget his amiable nature; his voice frightens rather than serving to direct.
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[sblock=Actions/Rolls]Diplomacy (1d20=1)[/sblock]
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[sblock=MiniStats]
[SIZE=+1]Kelvyn Damonder[/SIZE]
HP: 15/15, Speed: 20' Perception: +0

Defense: 14, Critical Defense: +08, Armor DR: 5/Magic or Large, CMD: 19
Fort: +3, Reflex: +3, Will: +0

Initiative: +3, Perception: +0, Sense Motive: +0

Weapon in Hand: Short Sword, Dagger

Abilities: Str 19, Dex 16, Con 12, Int 10, Wis 10, Cha 10

Condition: None
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