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

Dr. Jekyll

A young, slight man with a high degree of intelligence in his eyes is standing in the doorway instructing two young women to stay with their brother in the safety of the cathedral. He wears an overcoat with a belt and bandolier underneath. His clothing under that is simple and utilitarian shirt and trousers. His armor it is of the boiled leather variety, though it is stained and burned from his various forms of lab work. However it appears the stains have be been rubbed with oil to hide them.

The captain of the guard sees him with recognition on his face, speaks briefly about his actions of throwing bombs at the goblins and orders him to join the guard at the gate. He, the young lad, then heads directly and with haste to the ordered location.
 

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As you move through the Cathedral Square, you spy a flash of green skin low to the ground and the shine of a blade. Then you hear a scream and the sound of a cart being overturned. Commoners push and shove in a panic to get away from the area. The steady singing of goblin voices grows louder as you approach the site of the chaos. Up ahead you spy a group of goblins armed with dogslicers and torches by an overturned cart which appears to be catching fire (Knowledge: local). Most of the goblins appear to spot you almost as quickly as you spot them. Several shriek with glee and now appear to be headed in your direction. But one goblin, equipped with studded leather armor, cracks a whip and continues her song.

OOC: Visual aid notes
  • Your group is coming from the north west direction.
  • If you need to judge distance, use your best estimate.
  • During the first round of combat, commoners occupy approximately 50% of the squares outside the dotted yellow line. This is only for reference. They are all moving away from the goblins and will not interfere with your movement in any way.

Goblin 1: Def 14, HP ?/6, DR 2/armor, CDCB +?, DR 2/armor, Fort ??, Ref ??, Will ??, Melee +3 (1d4+1/CDDC +?) , Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin 2: Def 14, HP ?/6, DR 2/armor, CDCB +?, DR 2/armor, Fort ??, Ref ??, Will ??, Melee +3 (1d4+1/CDDC +?) , Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin 3: Def 14, HP ?/6, DR 2/armor, CDCB +?, DR 2/armor, Fort ??, Ref ??, Will ??, Melee +3 (1d4+1/CDDC +?) , Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin 4 (unique icon): Def ??, CDCB +?, HP ?/?, DR 3/armor (studded leather), Fort ??, Ref ??, Will ??, Melee +? (?d?+?/CDDC +?) , Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??

Initiative
normal combat round (no surprise)
1) Jamir and Thrindar get to act first
2) then goblins
3) then all player characters
4) cycle back to 2) and repeat
 

Jamir Rolande

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Seeing more goblins, Jamir let go of Melanie and said, "Ooh, there are more of them. Stay back, my dear!" The farm girl moved in the opposite direction with the rest of the fleeing commoners, yet was still trying to keep her lover in sight.

The dapper bard dashed forward, getting close enough to unleash a spell. With those torches he was guessing the little bastards were up to no good. He hoped he could at least stop some of them. With a pinch of butter from his pouch and a musical lyric he covered a 10ftx10ft patch of ground under the feet of the nearest two goblins.

One remained on his feet, the other was upended like he slipped on some ice. The torch in his hand touched the grease and...

[sblock=Actions]Move forward
Cast Grease on left two goblins (1 & 2) and the area south of them.
Goblin 1 Reflex Save (DC 13): 1D20+2 = 15, Goblin 2 Reflex Save (DC 13): 1D20+2 = 8
Based on Def they have at least Ref +2 from Dex, but I assume that 8 will mean Goblin 2 falls prone.
We have played grease to be flammable as well, so I am hoping Goblin 2's torch is going to set alight him and Goblin 1 who is still standing in the Grease. :p [/sblock][sblock=MiniStats]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: 5/5

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

OOC: A grease spell used to be flammable in previous editions, but since I am using Pathfinder rules, it is not flammable for future reference.
 


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

Thrindar offers a prayer to Sarenrae to protect him and then looks for something he can use as a makeshift club. Upon finding a piece of timber nearby he is ready to face the creatures attacking the town.

OOC: Casting shield of faith: +2 deflection bonus for 1 minute.
 
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The prone goblin gets on all fours and pushes itself up, sliding off the grease carefully after standing, but its torch lies in grease, more sputtering from the grease than anything else. The goblin makes its way towards your group, dogslicer in hand, and a wicked grin on its face. The other goblin in the greased area tries to move, but then suddenly throws its hands out in a vain effort to balance before plummetting to the ground. The third goblin, ungreased, makes its way past the other first and lunges toward your party, flailing its torch around wildly, crying, "Burn! Hehehe! Burn!"

From behind the flaming cart, a chanting goblin marches forward, boldly proclaiming in its song the futility of fighting:

"Magic dwarf and greasy spell,
Cannot stop our fiery hell!
Light the cart, and watch it burn,
An inferno it shall turn!"




The commoners have now cleared the area, and your path to the goblins is clear. However, you do notice that the cart seems to have caught fire quite quickly (Perception or Knowledge: local).

OOC: Begin player turns.

Note for the prone goblin, I have not adjusted his Defense stat, merely noted he is prone. If you were to make a melee attack against him, his Defense would be -4. If you were to make a ranged attack, his Defense would be +4.

Goblin 1: Def 14, HP ?/6, DR 2/armor, CDCB +?, DR 2/armor, Fort ??, Ref +2, Will ??, Melee +3 (1d4+1/CDDC +?) , Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin 2 (prone): Def 14 (prone), HP ?/6, DR 2/armor, CDCB +?, DR 2/armor, Fort ??, Ref +2, Will ??, Melee +3 (1d4+1/CDDC +?) , Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin 3: Def 14, HP ?/6, DR 2/armor, CDCB +?, DR 2/armor, Fort ??, Ref +2, Will ??, Melee +3 (1d4+1/CDDC +?) , Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin Warchanter: Def ??, CDCB +?, HP ?/?, DR 3/armor (studded leather), Fort ??, Ref ??, Will ??, Melee +? (?d?+?/CDDC +?) , Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
 

Jamir Rolande

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Jamir stepped backwards to his left, making some more space to allow for the others to stand before him when it came to taking on the goblins at close range.

He was content enough that one goblin was kept from trouble for the moment.

“Ha! The bastards brought their own poet. Go get him, Kelvin!”

He drew a javelin from the bunch in the quiver. Jamir channeled some arcane energy into the javelin and chucked it at the goblin that stood between Kelvin and the goblin warchanter farther away. The shaft flew wide with its magically glowing tip to thunk into the ground several feet beyond.

[sblock=Actions]5ft step back to have clear line of fire, yet have his allies between him and the goblins. Should easily be within 30ft range though.
Move Action to draw javelin
Swift Action to activate Arcane Strike
Attack Goblin 3 because I think he is between Kelvin and the Warchanter
Javelin versus Goblin, missed with an 8[/sblock]
[sblock=MiniStats]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: 4/5

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

[section]

"HAH! A nice trick that, Jamir!" Kelvin shouts as the dandy creates the slick and brings a Gobbo to its arse. "Now lets see what I can do to put a stop to that terrible poetry!" The warrior rushes forward, moving around the grease slicked dirt but taking no heed of the mook between himself and the whip-wielding 'leader of the pack.' "You should hear the poetry of the Keleshite court sometime, my friend [grunt] . . ." With grace that's surprising in a man his size, he stops his headlong advance just shy of his target and extends his short blade in a perfect lunge, peeling a long strip from the poet's pretty armor. "Words so lyrical, so artfully delivered, the hearts of those who hear them turn at the whim of the poet."
[/section]

[sblock=Actions/Rolls]Knowledge (Local - Burning Carts): 1D20+5 = [8]+5 = 13

Not sure how to judge AoOs without the map. In this case, PM wrote that there was a goblin between Kelvyn and the WarChanter so I went with that and assume he'll draw an attack as he passes.

Power Attack WarChanter: 1D20+5 = [16]+5 = 21
Damage: 1D6+6 = [2]+6 = 8[/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
[/sblock]
 
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A goblin waves his torch at Kelvyn as the warrior heedlessly passes by (AoO, mel atk 2: miss), but the goblin's torch fails to inflict even a minor burn to the Keleshite. As he thrusts his weapon towards the warchanter, the goblin attempts to use her dogslicer to parry to the side but is a tad late. The Keleshite's sword cuts past the dogslicer and scores a flesh wound upon the goblin's arm. The goblin staggers for a moment, holding her arm, but continues her chant with renewed vitriol at the fighter.
OOC: Both [MENTION=11456]Tailspinner[/MENTION] and [MENTION=24234]kinem[/MENTION] still have turns before the goblins act again.

Goblin 1: Def 14, HP ?/6, DR 2/armor, CDCB +?, DR 2/armor, Fort ??, Ref +2, Will ??, Melee dogslicer+3 (1d4+1/CDDC +?), Melee torch -1 (1d2+1 fire/CDDC +?) Ranged +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin 2 (prone): Def 14 (prone), HP ?/6, DR 2/armor, CDCB +?, DR 2/armor, 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 +?, DR 2/armor, 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 +?, CMD ??
 

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