Goblin Fight east of Treborg

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Continued from An Unpleasant Discovery

Goblin Fight 2a.jpg

The DM: The goblins don't attack at all. Instead, they scatter across their camp, with the shaman walking at stride-1 away from you; all of them give time to themselves to turn and face you.

The players can move again.

Vafrandir: I'll move to 0919 and begin to strap on my shield (which will take the rest of this turn and next).

This is a very strange and dangerous move, but in this case you will probably get away with it. They don't seem that combative.
Vafrandir: Which is why I feel the risk is worth it. Maybe a miscalculation but that's the game.

Pandred: I'll walk at S-3 into 0818 and throw my Handaxe at the Gob in 0712. 17 hits AC 0 for cau-3 damage.

The DM: Yes, that hits; the goblin staggers back and is stunned. Your axe is in 0712.
The DM: I'm adding some red text to make calculating experience easier later on.

The DM: Oh, Marcule; don't forget to move your figure.

Embla Strand I move through stride 1 to stride 2 and back again, ending at 1117.

The DM: as Embla has scrambling skill, she moves down this slope normally, so yes, you're in 1117. You can, if you wish, get to the bottom of the slope (1117) with 2 AP, moving at stride-3, without penalty. Up to you.

The DM: Marcule?

[OOC-DM: I'm stepping away at 1:30-1:40; got to do some shopping today]

Marcule: I move to 1021 holding my spell. My figure moves to 0924.

The DM: Marcule missed that we've moved to a new page. The figure is not affected by any movement, except that it can only move at 5 total hexes per round. It has no stride ability, something the spell page has to be updated for. Remember it has to be within six hexes.

The DM: Let's call it here. Sorry I keep interrupting our game with errands and such; I feel very busy lately. I'll set up the goblin's move before I sleep tonight, and people can make their character's moves before we start at 10am tomorrow. Out.

Vafrandir: Sounds good. Out.

Embla Strand Yup. Out.

The DM: In. Best laid plans of last night come to naught. Working on the goblins' move now.

Goblins Round 2

The DM: List of moves:

0911 moves forward to 0813 and throws a spear at Pandred, hitting AC 7, missing. Same goblin backs to 0712, reaching to pick up Pandred's axe.
1615 throws spear at Embla, also hitting AC 7, which hits in this case for tak-4 damage. Same goblin backs to 1614.
Several of the goblins who backed away now hesitantly come forward. One moving to 1214 seems ready to fight Embla, while the shaman moves forward to fight Pandred.

Vafrandir continues this round to fix his shield into place. Everyone else can move. Image below shows everyone's move in round 2.

Players Round 3

Goblins Begin round 3.jpg

Marcule: In

Vafrandir: In

Marcule: I move to 0917.

For you, Marcule, it's 1½ AP per hex, so stopping you in 1018.

Pandred: I draw my Battle axe and advance at s2 to 0816, then one more to 0815.

Embla Strand In/Out. I advance to 1116 then throw my javelin at the goblin in 1214. 19 on the die hits AC -1 for cau-6 damage.

The DM: Your javelin strikes through the goblin's shoulder; it drops, unmoving.

Marcule: Sorry figure to 1121.

Goblin Round 3

The DM: Moves:

The shaman attacks Pandred; as he does, the staff emits a strong glow in the shaman's hand. The shaman rolls a 19; Pandred feels like she's been hit by a rolling wagon, taking tak-10 total damage. That
The goblin in 0712 moves to 0913, throws Pandred's axe at Embla; -3 to hit, misses. The axe ends in 1218.
1513 throws a spear at Embla, missing with a 6. The spear clatters into 1017, at Marcule's feet.
The remaining goblins move, some of them apparently uncertain as to how to be of best help.

Map below shows all moves from both sides.

Party Round 4

Goblins Begin round 4.jpg

The DM: Pandred's stunned (unless his hit points are not up to date), though it isn't shown on the map. Embla and Marcule can act. Vafrandir, is your shield in place?

Vafrandir: My shield is on. I move to 1019.

Marcule: I throw at the goblin in 1014 I roll a 14.

That hits. I need you to roll a d4 and a d6 for damage. Give me the numbers separately.

Pandred: I want to say for future rounds, because I hit 4th level quite recently and already nearly died. The shaman appears to have no armor. That makes them AC 10, and therefore easier to hit than any of the others. If we assume they are, say, 5th level: that's about 25 to 30 hp. If we hit them, they cannot cast. The other goblins have demonstrated they are inexperienced. That seems like a clean, by the book AC 6 3Hp. Hit the one with the hat, the rest will probably scatter. The shaman is the only one who can hit for more than 6 damage.

For the record, goblins have a much tougher skin than humans. Their natural armour class is 6 (the "6" does not refer to what they normally are in armour). At the moment, the shaman is not interested in casting. I mentioned the "glow" of the staff; it is entirely unnatural.
Pandred That's very valuable to know, thank you. Everyone else, your turn is your turn. I'm just invested in our survival, and it's hard to tank for anyone when half of my pool vanished from a magic stick.

The DM: Just waiting on Embla. I'll give her a half hour. Doing other stuff anyway.

Marcule: A 3 for both dice. cau-3

The DM: That will stun the goblin in 1014, but there's no grenade effect of the spell on 0913. Both fail save and 0914 is also stunned, in this case from the flash. The flash is 10 feet, and the shaman rolls a 1 on his save, so he's stunned for the round also.

Goblin Round 4

The DM: No Embla, so as I'm writing this, it's too late for her to move in Round 4. I'll rule she falls back into 1117. Goblin moves:

With the three in front of Pandred stunned, two others rush towards Pandred, reaching 1013 and 1015. Neither are armed but they have claws. 1315 will throw at Embla if she twitches.
1516 throws at Vafrandir, missing with a 4; the spear clatters to a stop on 0919. The goblin clambers to 1418.
1618 throws at Marcule, dropping, not breaking the spear, which ends in 1617. The goblin falls into 1617 and scoops it up.
That's it, that's all I have. Working on the new map now.

Party Round 5

Goblins Begin round 5.jpg

Everybody is free to move. Pandred, this is your second attack; on your four attack, you'll get two dice.

Vafrandir: Move to 1118.

Pandred: Stride 3 to 0614, 1 AP to reorient in place. Then swing on my shaman friend. 18+2 hits AC -3 for 8+3 cau-11!

Do these goblins count as demi-humans for my +1 to-hit men?
The DM: Nope, sorry, they're "goblinish". But you remind me, Marcule IS +1 to hit goblins.

The DM: The blow will stun.

Marcule: (ooc thank you pandred for all this imput very appreciated) I would like to move to 1016 and attack 1015 adjusted 18 cau-6 damage.

Pandred: No, thank you for stunning the Shaman! I can hit AC 6 often enough that even with bad rolls I can probably keep him locked until he dies if we can peel the leftmost gobs off me. Plus, at 11 damage he's wounded now, and that's another HP he'll lose every round.

My figure moves to 0917.

The DM: You drop the goblin in 1015. He's unconscious, not dead.

The DM: Okay, we'll give Embla another chance. Three rounds today; pretty good. I trust no one thinks this is too slow. I'm going to go back to my poster now and give it my full attention. Be well until tomorrow. Out.

Vafrandir: Not too shabby. Out!

Embla Strand In/Out. [Was running errands, sorry.] Move to 1215, draw battleaxe, swing at goblin in 1214. 10 on the die hits AC 6 for cau-8 damage.

The DM: That kills ... but by edging around 1315 indirectly, you've put your back to 1113. Your ending in 1216 would have been more defensive. I'm never going to understand the party's penchant for deliberately breaking up your combat formations.

The DM: In. Working on the enemy's turn.

Goblin Round 5

The DM: Let's see, not many goblins left all of the sudden. Moves:

1418 will rush on Vafrandir, to 1218, and attack with its claws. I roll a 1, but nothing to drop; the creature does not break its arm.
1617 will rush on Embla, to 1315, attacking with the spear. A 15 hits, causing tak-5 damage.
1113 will jump into 1114 and attack Embla from behind, sigh, rolling a 1. Spear doesn't break and ends up in Embla's hex. That's the third natural 1 I've rolled this combat, and the second one this round. Jeebus. [I've shaded the bench to make the goblin easier to see]

The DM: Embla, I'm not done my turn yet. I'll let you know when it is your turn again. Continuing:

Both goblins behind the shaman are much more worried about protecting the shaman than the little gnome. 1013 rushes into 0713 and attacks, rolling a 15 and hitting AC 5. Happily for Pandred, that misses. 0912 also runs to 0613 and attacks Pandred: rolling an 8. That misses too.

Players Round 6

Goblin Fight starting Round 6.jpg

The DM: Embla, please let me know if the 5 damage stunned you. Everyone can act, no one is stunned. Pandred, this is your third attack this combat.

Vafrandir: In.

Vafrandir: I attack the goblin in 1218. 10 to hit, 12 adj; 6 raw, 7 dmg.

The DM: 12 would hit if you were 3rd level.

Marcule: My figure moves to 0814. I move and attack 1114.

The DM: Don't hesitate. Roll a d20.

Marcule: 17 adjusted cau-6 damage.

The DM: That lays out 1114.

Pandred:In. I'll give the gob in 0713 a swing. 17+2 hits AC -2 for 3+3 cau-6 damage. Then I'll slide into 0513.

The DM: got it. Goblin's crashed.

Marcule: Out back at about 12:15

The DM: Embla is apparently out again. I'll call the player's round wrapped and start on the goblin's response.

Goblin Round 6

The DM: The goblin's move:

the Shaman is duped by the phantasmal figure and attacks it, rolling a 5 and missing. The shaman bleeds 1 point. I'll give Pandred cau-1 x.p. for that.
0613 attacks Pandred, rolling a 3. Misses.
1315 attacks Embla, rolling a 17. Embla takes 3 damage.
1218 will pick up Pandred's axe and attack Vafrandir with it. A 6 misses.

Players Round 7

Goblin Fight starting Round 7.jpg

The DM: No, no. As a player, you're going to wait until I say you can go. You're not going to make the heading for the new round and then swing. That's not how this works. Wait until I throw up the map and make the heading, please. There are protocols.

Neither of those attacks count, though I can't blame Pandred.

Vafrandir: Apologies. Got excited.

The DM: I get that, but I had information to give to Pandred before the round actually started, and you got in the way of that. As it happened, I had to reboot my computer and that's why I was hung.

Pandred: Man, this better not be because Grond is finally showing up and you needed more time to write. I will be one hell of a salty Susan.

The DM: No, not as yet. But when I change over the round, for one thing, I have a lot more edits to make, so when I say "I'm working on the goblin's round," I'd appreciate keeping the posts clear, so I can get my edits in, and I don't have to back off and go looking for what I now didn't post because there was a conflict.

The DM: Now. Pandred, this is your 4th round of attacking. You get 5 attacks every 4 rounds, so THIS round you get two attacks; each attack counts as a -1 AP penalty, NOT -2. So go wild, have a good time. Vafrandir, go ahead. Marcule should be back soon, and Embla, I still need to know your present hit points, please. This is the third time I've asked. Go ahead and move/roll.

Vafrandir: Thank you. I attack 1218 again. 16 raw, 18 to hit; 8 raw, cau-8 dmg. Would you like us to put the cau tag on our rolls?

If you're up for it. "cau" for what you cause and "tak" for what you take. I'm changing the 9 in this case to an 8, because that drops the goblin to -4, all the goblin can lose.

Pandred: Swing on the gob in 0613 for 10+2 hitting AC 5 for 8+3 cau-5 damage. Waiting to hear he drops before I finish the move.

The DM: Oh yeah, he drops. That's 1 AP spent. Once again, damage adjusted for what the goblin can conceivably take.

Vafrandir: With my remaining 2 AP, I move to 1117.

Pandred Stride2 into 0712. Do I need to eat an AoO?

The DM: Quote: "However, if any combatant indicates that they are travelling at a walk, run or sprint during combat, then after the expenditure any 1 AP in travelling, that combatant must pause after having moved that number of hexes while the DM assesses whether or not there are any enemy combatants who are able and willing to attack that combatant by missile or hand-to-hand." The rule specifically exists to limit players performing the action you're attempting to perform.
The DM: So, yes. And you'll essentially lose your two attack benefit for the round. I won't commit you yet, if you want to change that action.

Pandred: I guess I won't, bummer. 3 Ap to 1715.

The DM: I assume there's nothing light you can throw. I sure hope that meant 0715. 1715 is long way away.
Pandred: I did mean 0715. I thought about picking up a rock, but otherwise my axe was in other hands. Decided to reposition for options next round.

The DM: I'll give Marcule and Embla until 1 pm my time.

Marcule: ooc:sorry in. Step 1216 attacking the goblin i rolled a one . D6 for dropping that's a two.

The DM: Doesn't break. Your scimitar falls in your own hex.

Marcule: I pick up my weapon *sigh. Figure stands his ground.

The DM: Okay, Embla steps back 2 hexes from the fight and we continue without her. Working on goblin response.

Goblin Round 7

The DM: There are only two goblins, the shaman and one other. They both seem fanatically willing to go on fighting, even against these odds:

1315 attacks Marcule, rolling an 11; misses, as Marcule's dexterity saves him.
Having seen what Pandred can do, and having seen nothing dangerous from the figure, and having a better than average intelligence, the shaman would like to engage Pandred; but can't get there, as it would take 4 AP to get into 0417; he can't use a stride without setting himself up for Pandred's attack, so he swings at the figure. He rolls a 17 and hits the figure for tak-6 damage. The figure has 6½, or six, half of Marcule, and the figure evaporates. This forces a saving throw from the shaman, which the shaman succeeds at due to his wisdom.
The shaman also bleeds another round. cau-1

Party Round 8

Goblin Fight starting Round 8.jpg

Okay, no one is stunned. Go ahead and move/fight. Oh, Vafrandir, you're moving normally as you step onto 1217 or 1116.

Vafrandir: Ah, very good. The question I was just about to ask! I will Stride-2 to 0915. That'll leave me with 2 AP but I'll need it all to attack when I reach the shaman.

The DM: stride-2? 0915 is three hexes away, according to the map I posted. Why not stride-3?

Pandred: Advance to 0713 and swing for the fences. 16+2 hits AC -1 for 8+3 cau-11 damage! RNG-esus is being unreasonably good to me this fight, damn!

Have you missed? This drops the shaman in his tracks; the -2 per round will bleed him out; he's helpless.

Marcule: Attack with adjusted 15 cau-3 damage

And that stuns. There's no one else, so please roll again.

Pandred: Finish off the last poor gob. I can probably save the Shaman with my bottle if we're taking prisoners. So I gotta ask. Are we?

The DM: Vafrandir, if you want to consider your previous move to 0915 has having happened LAST round, and calling this moment "round 9", you can act again too.

Vafrandir: Not sure why I can't grok the stride rules. Mental block or something. Pandred, I'd think he's too dangerous to leave. Especially with threats of feeding us up to a goblin god, or whatever Grond may be. I'll S-2 to 1215 and attack the last gob. 16 raw, 18 to hit; 6 raw, cau-4 dmg.

The DM: Okay, he had four left.

The DM: Put him out of his misery, Pandred?

Pandred So sayeth the party. Thunk. That's automatic damage, right? I got 10% of his HP above max by rolling 1d6 x 10%. Is that okay or would you rather I wait for you to roll in the future? Either way, I'm Out for an hour. Good work guys. Marcule, that Figure saved my life at least twice, excellent cast.

The DM: Technically, it's a roll to hit, but we can forego that. It will be an additional cau-13 dmg. Stick around, I'm making a quick new post. It's called Aftermath Goblin Camp.