Goblin Kingmaker [Private]

Game Master ChazzAtron5000

Kingmaker with an all Goblin party, because Humans are lame.


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Male Goblin Ranger (Skirmisher) / 1

Now the full attack since I asked last time if it was a full round. At least I thought I did.

attack: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 1d6 + 13 ⇒ (5) + 13 = 18

attack: 1d20 + 13 ⇒ (12) + 13 = 25
damage: 1d6 + 13 ⇒ (5) + 13 = 18

attack: 1d20 + 15 ⇒ (5) + 15 = 20
damage: 1d6 + 13 ⇒ (1) + 13 = 14


The remaining troll in this room is easily dropped. You hear sounds of eating in the room up (or down, not sure) some stairs straight ahead.

Line up, that will be 2 rounds of haste left.

Round 1

Tbenox
Ramses
Smezut
Skaz
Xzin
Trollhound
Troll

Smezut Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Ramses Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Skaz Initiative: 1d20 + 8 ⇒ (13) + 8 = 21
Xzin Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Tbenox Initiative: 1d20 + 10 ⇒ (13) + 10 = 23
Troll Initiative: 1d20 - 3 ⇒ (1) - 3 = -2
Trollhound Initiative: 1d20 ⇒ 13


Tbenox fires a scorching Ray at the troll.


Tbenox runs in, a scorching ray of fire shooting out of his fingers and hitting the troll. Ramses tries to repeat his previous shot with 3 more... successfully.

PEW: 1d20 + 13 ⇒ (16) + 13 = 291d6 + 13 ⇒ (3) + 13 = 16
PEW: 1d20 + 13 ⇒ (7) + 13 = 201d6 + 13 ⇒ (4) + 13 = 17
PEW: 1d20 + 13 ⇒ (19) + 13 = 321d6 + 13 ⇒ (6) + 13 = 19
Last PEW crit confirm: 1d20 + 13 ⇒ (16) + 13 = 292d6 + 26 ⇒ (5, 1) + 26 = 32


Smezut waits for his minions... er, friends, yeah, that's right... to murder the trollhound.

Skaz rides up to get his chance at the action, slicing up a slab of trollhound.

Bite: 1d20 + 11 ⇒ (17) + 11 = 281d6 + 11 ⇒ (1) + 11 = 12
Trip: 1d20 + 11 ⇒ (3) + 11 = 14
Scimitar: 1d20 + 17 ⇒ (10) + 17 = 271d4 + 11 ⇒ (2) + 11 = 13


Xzin Rag-mag Xzin-xzoran

Xzin gives teh elementals a simple command. "Charge."

Attack: 1d20 + 8 + 4 + 1 + 2 ⇒ (10) + 8 + 4 + 1 + 2 = 25; Damage: 1d6 + 9 + 4 ⇒ (5) + 9 + 4 = 18
Attack: 1d20 + 8 + 4 + 1 + 2 ⇒ (9) + 8 + 4 + 1 + 2 = 24; Damage: 1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Attack: 1d20 + 8 + 4 + 2 + 2 ⇒ (19) + 8 + 4 + 2 + 2 = 35; Damage: 1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Attack: 1d20 + 8 + 4 + 2 + 2 ⇒ (9) + 8 + 4 + 2 + 2 = 25; Damage: 1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19


The troll and his dog, brutally murdered in 6 seconds while having dinner (halfling, so not even evil), sizzle on the floor. The room to the north looks like a pen for other trollhounds, but is empty. The other set of stairs lead up to the watchtower. Maybe there would have been a troll here, but there's not (your guards killed it previously, it got hungry and headed northeast).

The room to the south is a store room (loot later) and has a passageway leading to the west - at that point the ordered dwarven construction becomes more like a natural cave.

Your elementals let you know there are two trolls to the corridor on the right, and one bigger one to the left. You can't see either until you move in farther, but it sounds like two trolls talking to the left.

One minute off earth elementals.


Xzin Rag-mag Xzin-xzoran

South Squad

Attack: 1d20 + 8 - 1 + 3 + 1 + 2 ⇒ (13) + 8 - 1 + 3 + 1 + 2 = 26; Damage: 1d6 + 7 + 3 + 3 ⇒ (1) + 7 + 3 + 3 = 14
Attack: 1d20 + 8 - 1 + 3 + 1 + 2 ⇒ (4) + 8 - 1 + 3 + 1 + 2 = 17; Damage: 1d6 + 7 + 3 + 3 ⇒ (4) + 7 + 3 + 3 = 17
Attack: 1d20 + 8 - 1 + 3 + 1 ⇒ (5) + 8 - 1 + 3 + 1 = 16; Damage: 1d6 + 7 + 3 + 3 ⇒ (2) + 7 + 3 + 3 = 15
Attack: 1d20 + 8 - 1 + 3 + 1 ⇒ (7) + 8 - 1 + 3 + 1 = 18; Damage: 1d6 + 7 + 3 + 3 ⇒ (6) + 7 + 3 + 3 = 19
Attack: 1d20 + 8 - 1 + 3 + 1 ⇒ (2) + 8 - 1 + 3 + 1 = 13; Damage: 1d6 + 7 + 3 + 3 ⇒ (4) + 7 + 3 + 3 = 17

North Squad, left troll first

Attack: 1d20 + 8 - 1 + 3 ⇒ (16) + 8 - 1 + 3 = 26; Damage: 1d6 + 7 + 3 + 3 ⇒ (3) + 7 + 3 + 3 = 16
Attack: 1d20 + 8 - 1 + 3 ⇒ (19) + 8 - 1 + 3 = 29; Damage: 1d6 + 7 + 3 + 3 ⇒ (3) + 7 + 3 + 3 = 16

Attack: 1d20 + 8 - 1 + 3 ⇒ (19) + 8 - 1 + 3 = 29; Damage: 1d6 + 7 + 3 + 3 ⇒ (2) + 7 + 3 + 3 = 15
Attack: 1d20 + 8 - 1 + 3 ⇒ (3) + 8 - 1 + 3 = 13; Damage: 1d6 + 7 + 3 + 3 ⇒ (2) + 7 + 3 + 3 = 15


Xzin summons up some fire ponies for mopping up, and more rock ponies to keep the trolls at bay. As they move into position, the group strikes. Smezut moves up and begins singing, Xzin hastes the rock ponies fighting the two headed troll as they pop up and then steps back, the fire ponies move into a support position as does Tbenox, Skaz gets close using the rock ponies as cover, and Ramses the Trollslayer takes a shot, hitting a surprised looking troll in the leg.

As the rock ponies pop up, they call out in Terran, informing you that there is another large sized creature to the northwest.

Round 1

Tbenox
Smezut
Trolls
Xzin
Ramses
Skaz
Two headed troll

PEW: 1d20 + 13 ⇒ (4) + 13 = 171d6 + 13 ⇒ (4) + 13 = 17
Smezut Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Ramses Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Skaz Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Xzin Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Tbenox Initiative: 1d20 + 10 ⇒ (17) + 10 = 27
Trolls Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Two Headed Troll Initiative: 1d20 ⇒ 1


Acid bath the troll

1d20 + 7 ⇒ (6) + 7 = 13
1d3 ⇒ 1


Smezut calls upon his mystical powers to grease the floor under one of the trolls, to great success.

The trolls take their chance to retaliate, relying on their regeneration to see them through the fight. The one to the left manages only one successful claw attack to a rock pony, the one to the right stands up (taking two rock ponies to the chest as a result), lashing out at the injured rock pony and sending it back from whence it came.

Troll Reflex: 1d20 + 4 ⇒ (8) + 4 = 12
Left Troll Bite: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 5 ⇒ (3) + 5 = 8
Left Troll claw: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 5 ⇒ (6) + 5 = 11
Left Troll claw: 1d20 + 8 ⇒ (4) + 8 = 121d6 + 5 ⇒ (6) + 5 = 11
Left Troll claw crit confirm: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 5 ⇒ (4) + 5 = 9
Rock Pony AO: 1d20 + 11 ⇒ (11) + 11 = 221d6 + 14 ⇒ (5) + 14 = 19
Rock Pony AO: 1d20 + 11 ⇒ (4) + 11 = 151d6 + 14 ⇒ (3) + 14 = 17
Right Troll Bite: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 5 ⇒ (1) + 5 = 6


Xzin's minions take out the trolls, moving closer to the one detected to the northwest. As they do so, they call out seeing a rocky troll to the north. Xzin casts haste, getting Skaz, Varg, Ramses, Mr. Flibble, and himself (in case he needs to flee in fear).

By the description, Tbenox believes the troll to the north to be a Rock Troll. The big thing for them is their regeneration is stopped by acid and sonic damage, fire does nothing special.

Ramses moves up, seeing the Rock Troll for himself. Not wanting to get too far ahead of the group, he gets a clear shot and shoots, arrow sinking into the Rock Troll.

Skaz delays, also not wanting to get caught between what is left standing in the dungeon.

The Rock Troll roars and rushes up. It looked like it wanted to charge, but was impeded by having to squeeze into the chamber.

Seeing this, Skaz moves up to block the troll from attacking Ramses and nimbly dodges the attack of opportunity. Varg misses horribly, but Skaz lands a slice.

Round 2

Rock Troll
Skaz
Tbenox
Smezut
Trolls
Xzin
Ramses

Tbenox Knowledge: 1d20 + 11 ⇒ (19) + 11 = 30
Smezut Knowledge: 1d20 + 7 ⇒ (3) + 7 = 10
Pew: 1d20 + 13 ⇒ (11) + 13 = 241d6 + 13 ⇒ (3) + 13 = 16
Rock Troll bite AO: 1d20 + 8 ⇒ (2) + 8 = 101d10 + 10 ⇒ (5) + 10 = 15
Bite: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 10 ⇒ (5) + 10 = 15
Trip: 1d20 + 10 ⇒ (13) + 10 = 23
Scimitar: 1d20 + 16 ⇒ (13) + 16 = 291d4 + 10 ⇒ (2) + 10 = 12


Rock troll gon' get it

1d20 + 7 ⇒ (9) + 7 = 16
1d3 ⇒ 2


Smezut moves forward and greases the floor under the Rock Troll. And a fire pony, because they need a way through to kill the other unseen monster to the northwest.

Rock Troll Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Fire Pony Reflex: 1d20 + 4 ⇒ (11) + 4 = 15


Mighty Xzin lets his rock ponies do work. They do well, but not quite enough. The nearby Fire Ponies join in and finish it off. Not really, but screw it.

The other Rock Pony Squad goes through the wall to attack the last creature, a rather mean looking troll wearing armor and wielding a big morningstar. Being targets but not close enough to attack, they get it's attention and block it from easily coming out of the room.

Ramses moves forward to take advantage of point blank range, letting loose an arrow. Of course, Ramses the Trollslayer hits the beast causing it to roar in pain.

Round 3

Hargulka
Skaz
Tbenox
Smezut
Xzin
Ramses

The troll roars in broken Common, "Hargulka smash!" as he tries to break the Rock Pony wall. Between morningstar smashes, a claw, and a bite, he smashes three to rubble and steps closer towards Ramses.

Skaz rides forward, providing protection for Ramses. With a prayer to Sarenrae, a burst of radiance hits Hargulka, blinding him and inflicting pain upon his evil heart.

Flanking Rock Pony: 1d20 + 14 ⇒ (18) + 14 = 321d6 + 15 ⇒ (1) + 15 = 16
Flanking Rock Pony: 1d20 + 14 ⇒ (16) + 14 = 301d6 + 15 ⇒ (1) + 15 = 16
Rock Pony: 1d20 + 12 ⇒ (11) + 12 = 231d6 + 15 ⇒ (4) + 15 = 19
Fire Pony: 1d20 + 8 ⇒ (2) + 8 = 101d4 + 4 ⇒ (2) + 4 = 6
Fire Pony: 1d20 + 8 ⇒ (2) + 8 = 101d4 + 4 ⇒ (4) + 4 = 8
Pew: 1d20 + 16 ⇒ (7) + 16 = 231d6 + 14 ⇒ (1) + 14 = 15
Morning Star: 1d20 + 14 ⇒ (7) + 14 = 212d6 + 13 ⇒ (5, 6) + 13 = 24
Morning Star: 1d20 + 9 ⇒ (12) + 9 = 212d6 + 13 ⇒ (5, 3) + 13 = 21
Claw: 1d20 + 10 ⇒ (18) + 10 = 281d6 + 8 ⇒ (4) + 8 = 12
Bite: 1d20 + 10 ⇒ (11) + 10 = 211d8 + 8 ⇒ (3) + 8 = 11
Hargulka Reflex: 1d20 + 4 ⇒ (1) + 4 = 51d4 ⇒ 25d4 ⇒ (3, 2, 2, 2, 2) = 11


Tbenox double times it to the front lines, hoping to get a chance to get one last kill in.

Smezut tries to go for the grease hat trick, moving up and being able to see just enough to target the spell. Sadly, the troll has probably what will be his last bit of luck in this world and stays standing.

Hargulka Reflex: 1d20 + 4 ⇒ (17) + 4 = 21


Xzin's rock ponies move in, surrounding it but leaving an opening for Skaz. Only the hasted ones get a chance to attack, and one of them only once. But that's all it takes - that last rock pony hit Hargulka so hard it smashed his head in. Don't ask how a 4 foot tall rock pony hits a 15 foot tall troll in the head, let your imagination run wild.

Rock Pony: 1d20 + 12 ⇒ (10) + 12 = 221d6 + 11 ⇒ (2) + 11 = 13
Rock Pony: 1d20 + 12 ⇒ (13) + 12 = 251d6 + 11 ⇒ (3) + 11 = 14
Rock Pony: 1d20 + 12 ⇒ (20) + 12 = 321d6 + 11 ⇒ (5) + 11 = 16
Rock Pony crit confirm: 1d20 + 12 ⇒ (20) + 12 = 321d6 + 11 ⇒ (6) + 11 = 17
Rock Pony double nat 20 confirm: 1d20 + 12 ⇒ (12) + 12 = 24


As you mop up the mess and consolidate loot from your under 2 minute clearing of the troll lair, you come across a map tacked up on a wall. Several locations, including this lair and Stagsfall, are marked on the map, some with large X's along with several arrows and other marks showing planned raids and routes of attack. Later, with a Comprehend Languages (it's in Giant, not sure if any of you have it), you can tell that the trolls have been carrying out a series of organized, planned attacks in the region against locations where civilization has intruded in the Stolen Lands (so Green Acres and beyond). Certain areas have been marked to avoid, indicated by the word "Fey".

You hurry back to Stagsfall to tell the citizens the good news about vanquishing the trolls. Along the way, you run into another Will-o-Wisp near Candlemere Lake and take it out.

The citizens rejoice at your quick response to the troll threat, and the moniker "Ramses the Trollslayer" begins to spread. Stories of his greatness quickly blow out of proportion, numbers increasing and the ferocity of his bow becoming local legend. People flock to his garrison as it is being built, wishing to gain skills like his.


Kingdom Turn 10

Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event

Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Reduces Unrest to 0)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item appears: 1d100 ⇒ 23 = Item: 1d100 ⇒ 20 = Potion: 1d100 ⇒ 60 = 2st Level Potion, CL 3
1x minor item appears: 1d100 ⇒ 63 = No item
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(No change)
Phase 2 Step 2 - Claim Hexes
(U8: Fangberry Thicket)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(U8: Farm, Mine)
Phase 2 Step 5 - Create and Improve Settlements
(Stagsfall: Ramses's Garrison, Noble Villa, Foundry)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Holidays: 6)

Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto success to get rid of the potion)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 37 ⇒ (17) + 37 = 54 = 18+12 = 30 BP

Phase 4 - Events (30%)
Event: 1d100 ⇒ 57 = No event


After some discussions, Xzin mentions a type of celestial pony of light that he can summon that will easily take care of the Will-o'-Wisps and allow you to clear Candlemere Tower. This month, you make several short forays there, purging it of the evil creatures.

When you have a chance to examine the tower, you realize it is ancient - far older than any others in the area and likely build a very, very long time ago. Faint carvings of strange symbols are barely visible in some of the tower's stones, which with some effort identifies them as Aklo symbols relating blasphemous prayers to the ancient gods of the Old Cults, specifically Yog-Sothoth. The ruins exude a 100ft aura of unease, making you feel as if something unseen is watching or waiting for you and that you are unwelcome. In talks with High Priest Ysmenta, her divinations reveal that it can be suppressed with a Hallow spell, or removed with Dispel Chaos (and a DC 30 CL check).

In the ruins, you find a magical dagger. Details on the loot list.

The area itself is still a promising place to found a city. The tower provides such a city a free monolith, caster's tower, or watchtower. Who knows if Yog-Sothoth will care.


Kingdom Turn 11

Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event

Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Reduces Unrest to 0)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item appears: 1d100 ⇒ 60 = No item
1x minor item appears: 1d100 ⇒ 45 = Item: 1d100 ⇒ 34 = Potion: 1d100 ⇒ 32 = 1st Level Potion, CL 1
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(No change)
Phase 2 Step 2 - Claim Hexes
(U4 and T5: Tatzlford, Boggard Lair)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(U4 and T5: Sawmills; R11: Road)
Phase 2 Step 5 - Create and Improve Settlements
(Stagsfall: Xzin's Stables; Found Tatzlford, build Castle)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Holidays: 6)

Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto success to get rid of the potion)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 37 ⇒ (19) + 37 = 56 = 19+14 = 33 BP

Phase 4 - Events (35%)
Event: 1d100 ⇒ 57 = No event


You look to the west, to explore the lands south of Tatzlford. You know from the map in the troll lair that there are fey in the area; whether they are friend or foe has yet to be determined.

Passing through the place where that poor gnome was taken into custody, you push on. The river makes a sharp bend here, widening into a deep pool dotted with lily pads and fringed with waving reeds. Several freshly felled trees lie beside their stumps on the shore of the pool, their crowns dangling in the water among fading tendrils of mist.

A band of freelance loggers under the leadership of a man named Corax recently decided to harvest a grove of coachwood trees in this glade, unaware that a nixie lives in the pool. The nixie, Melianse, did not take kindly to the loggers despoiling her home and unsuccessfully attempted to scare them off with magic. When that tactic failed, she charmed two of the lumberjacks, who now stand guard in front of her pool. Corax has so far resisted the urge to fight through his former employees, but he is fast losing patience with the nixie and fears the blow to his reputation in his men's eyes if he dithers too much longer.

When you arrive, the two groups are standing 30ft apart, with the nixie in the middle of the pool with just her head above the water. Corax sees you as potential allies, explains the situation (gruffly, heavy with profanities), claiming that the nixie attacked his men unprovoked and complains bitterly about how hard it is for a decent man to make a living with all the damnable fairies in the woods.

Melianse responds calmly to the accusations, claiming that she politely asked the loggers to leave at first but was forced to charm a pair of them after Corax threatened to hang her from the nearest tree to drip dry. She adds that the trees felled by the loggers had been growing next to her pool for over 200 years and deserved a far better fate than serving as some grubby peasant's slop table. She wants them out of the area and the trees replaced.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Looking back and forth between the the loggers and nixie,

"Well, I think I might have a solution that will work for both of you. You may not be aware, but these lands have recently been claimed by the Green Acres kingdom, who's capital is not far from here. And lucky for you, the goblins standing before you are in fact the rulers of that kingdom. So we can offer some fairly decent terms to ending this argument."

Diplomacy: 1d20 + 12 ⇒ (15) + 12 = 27
Bluff: 1d20 + 18 ⇒ (20) + 18 = 38


Corax, obviously previously unaware of who you are, bows and pays his respects. "My Lords... I didn't know who you were. My men and myself have heard rumors of this new kingdom, but we thought they were tall tales. We apologize for cutting timber in your lands without permission, and would kindly ask for your forgiveness. All we want is to work and make our way in the world. If you let us, we will work for you for fair wages. And if you tell us to leave this... fairy... alone, we will of course do so and move along."

Melianse is noticeably less impressed by your station, but has heard of you. "My friends to the north speak highly of you, and have kept me apprised of your deeds. Though it's hard to determine fact from fiction when dealing with fairy dragons, I feel that enough of it is true to trust you. If these loggers leave, and you promise to keep my home free of too much civilization, I will of course let these poor sots go. I do want my trees replaced though - I have a friend nearby to the west, a dryad, that might be able to help you figure out how. If the trees are replaced, and you leave my home unmolested in the future, I will use my powers to keep an eye out along the rivers and lakes in your lands." Which gives you a +2 to stability.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut raises an eyebrow, this is going better than he expected.

"Your apology is accepted, and you read my mind. We are in need of hard working, honest men like your team. We would be more than happy if you would work for us, and do not worry, your pay will be at least fair if not better. We have a number of sawmills for you to pick from."

And to the nixie,

"While we are not accustomed to dealing with dryads, if you can point us in the right direction, we'll try to get these trees replaced. We can always use an experienced set of eyes on our roads.'


The lumberjacks are happy, and head north to Tatzlford to work in the new sawmills there. Melianse gives you direction to her dryad friend, Tiressia. She lives near her tree (obviously) with her satyr consort Falchos. It has been some time since they last spoke, but they are friendly enough.

Continuing west, you have no issue exploring the area and locating Tiressia and Falchos. As you approach, Tiressia is crying and Falchos is trying to console her. They greet you, and once hearing that you are friends of Melianse, sigh in relief. "You brave men must be here to help us," says Tiressia, "We've been plagued by a scythe tree - an evil, intelligent, carnivorous plant with a taste for dryad. We've tried to fight it off, but... this monster has repulsed our attempts to destroy it or drive it out. Our Fey brethren won't help us out of fear of the scythe tree, and it's only a matter of time before it finds my tree." Falchos adds, "The foul thing dwells in the forest to the southeast. Please... help us."

In return for your help, Tiressia offers you some choice items she has gathered, including some that will help replace the trees in Melianse's home. Also, they will promise to aid you in keeping an eye along your western borders. Which gives you a +2 to stability.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

"We would be happy to help, however, we are not men- we are but goblins."


Heading in the indicated direction, you come to a clearing in the forest. Nothing out of the ordinary, but you approach cautiously all the same. As you continue in, Mr. Flibble sniffs at the air and begins to growl. You all look about, but see nothing - until it's too late. A hideous dark brown tree, 20ft tall, with dark twisted roots and a few reddish brown leaves hanging from its gnarled, wickedly curved scythe like branches lunges out at Ramses, powerfully slicing into him.

Here is what you know about scythe trees other than they hurt when they hit.

Round 1

Ramses
Skaz
Tbenox
Smezut
Scythe Tree
Xzin

Dice:

Smezut Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Ramses Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Skaz Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Xzin Perception: 1d20 - 3 ⇒ (7) - 3 = 4
Tbenox Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Varg Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Mr. Flibble Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Scythe Tree: 1d20 + 10 ⇒ (18) + 10 = 282d6 + 10 ⇒ (2, 5) + 10 = 17
Smezut Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Ramses Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Skaz Initiative: 1d20 + 8 ⇒ (8) + 8 = 16
Xzin Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Tbenox Initiative: 1d20 + 10 ⇒ (5) + 10 = 15
Scythe Tree Initiative: 1d20 - 1 ⇒ (12) - 1 = 11
Ramses Knowledge: 1d20 + 8 ⇒ (16) + 8 = 24
Smezut Knowledge: 1d20 + 9 ⇒ (3) + 9 = 12


In typical fashion, you wait for the buffers to wax on, wax off. Smezut sings as he dives for cover behind a rock.


Tbenox slaps Ramses with a bull's strength, saying "It's all yours Trollslayer," as he also dives for cover.


In an attempt to save his reputation from stories of getting jumped by a 20ft tall tree monster, Ramses backs up and lets loose a pair of arrows. Both arrows sink into it's trunk, doing less damage as expected.

Pew: 1d20 + 14 ⇒ (9) + 14 = 231d6 + 13 ⇒ (6) + 13 = 19
Pew: 1d20 + 14 ⇒ (18) + 14 = 321d6 + 13 ⇒ (3) + 13 = 16


Skaz, knowing that if he doesn't act now the tree will likely move up and slaughter Ramses, spurs Varg forward. With a quick prayer to Sarenrae, flames erupt from his sword and he nimbly dodges the incoming tree branch. The lunging attack at Ramses has left the tree more open to attack, and both Skaz and Varg land mighty blows unhindered by the tree's thick bark.

Scythe Tree AO: 1d20 + 10 ⇒ (12) + 10 = 222d6 + 10 ⇒ (2, 5) + 10 = 17
Bite: 1d20 + 10 ⇒ (8) + 10 = 181d6 + 11 ⇒ (4) + 11 = 15
Scimitar: 1d20 + 16 ⇒ (15) + 16 = 311d4 + 11 ⇒ (3) + 11 = 141d6 ⇒ 1


The scythe tree lashes out at Skaz, fearing the flaming sword. 2 of it's 3 flailing limbs cut Skaz up something fierce.

Scythe Tree: 1d20 + 10 ⇒ (16) + 10 = 262d6 + 10 ⇒ (2, 6) + 10 = 18
Scythe Tree: 1d20 + 10 ⇒ (14) + 10 = 242d6 + 10 ⇒ (3, 1) + 10 = 14
Scythe Tree: 1d20 + 10 ⇒ (3) + 10 = 132d6 + 10 ⇒ (1, 6) + 10 = 17


Xzin Rag-mag Xzin-xzoran

Xzin calls forth a were-pony horde (wolf form only) to do his bidding. "Our general is in peril, slash away with fiendish teeth my pets!"

Wolf: 1d20 + 4 + 4 + 2 ⇒ (3) + 4 + 4 + 2 = 13; Damage: 1d6 + 3 + 4 ⇒ (4) + 3 + 4 = 11
Wolf: 1d20 + 4 + 4 + 2 ⇒ (13) + 4 + 4 + 2 = 23; Damage: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Wolf: 1d20 + 4 + 4 + 2 ⇒ (14) + 4 + 4 + 2 = 24; Damage: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9


With the slaying of the foul tree, you return to Tiressia and Falchos, who thank you profusely for saving them. They reward you as promised, including a way to help Melianse - enough magical tree tokens to replace the trees that were cut down and an additional one for fun. Next, you return to Melianse's pool and make new trees for her. She's very happy, and will help you by keeping a look out along your waterways. Loot on the list.

You decide to maintain your momentum and explore the rest of the area. Much of it is empty forest, but you narrow down on the location marked on the trolls' map as having Fey.


A forgotten keep of elven architecture looms in the forest as you explore. As you get closer, it's obviously been abandoned for centuries - though if there are Fey in the area per the trolls' map, they may very well have taken up residence.

The circular keep looms out of the forest, surrounded by towering, ancient trees draped with hanging moss. Four circular towers sprout from the cracked walls like the trunks of great trees, at least one crumbled into rubble. Twisting vines and thick moss cover the walls in a coat of verdant green, blending the ruins almost seamlessly into the surrounding woods. The overgrown remains of a path lead to an open, arched gateway gaping in the keep's eastern wall, its doors long since rotted away.

The keep's exterior walls and those of the flanking towers are built of stone and 20ft high.

You may cast longer buffs now if you choose. Skaz will cast Defending Bone on himself.

Nothing to see here:

Rag-mag: 1d20 + 13 ⇒ (6) + 13 = 19
Smezut: 1d20 + 6 ⇒ (2) + 6 = 8
Ramses: 1d20 + 11 ⇒ (13) + 11 = 24
Skaz: 1d20 + 11 ⇒ (4) + 11 = 15
Xzin: 1d20 - 3 ⇒ (16) - 3 = 13
Tbenox: 1d20 + 5 ⇒ (10) + 5 = 15


Xzin Rag-mag Xzin-xzoran

Earth ELementals: 1d20 + 8 - 1 + 3 + 2 ⇒ (1) + 8 - 1 + 3 + 2 = 13; Damage: 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Earth ELementals: 1d20 + 8 - 1 + 3 + 2 ⇒ (19) + 8 - 1 + 3 + 2 = 31; Damage: 1d6 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Earth ELementals: 1d20 + 8 - 1 + 3 + 2 ⇒ (18) + 8 - 1 + 3 + 2 = 30; Damage: 1d6 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Earth ELementals: 1d20 + 8 - 1 + 3 + 2 ⇒ (3) + 8 - 1 + 3 + 2 = 15; Damage: 1d6 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Earth ELementals: 1d20 + 8 - 1 + 3 ⇒ (13) + 8 - 1 + 3 = 23; Damage: 1d6 + 7 + 3 ⇒ (6) + 7 + 3 = 16


Smezut sings the song of "claiming this place" as the rock ponies surround the really big lizard and begin pounding on it. Ramses steps up and takes a shot around cover, leaving it bleeding and barely standing.

Pew: 1d20 + 15 ⇒ (17) + 15 = 321d6 + 12 ⇒ (2) + 12 = 14


Round 1

Skaz
More Nothing
Xzin
Nothing
Ramses
Tbenox
Hodag
Smezut

Skaz delays for the likely haste.

Smezut Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Ramses Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Skaz Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Xzin Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Tbenox Initiative: 1d20 + 10 ⇒ (8) + 10 = 18
Hodag: 1d20 + 2 ⇒ (10) + 2 = 12
Nothing: 1d20 + 13 ⇒ (8) + 13 = 21
More Nothing: 1d20 + 6 ⇒ (17) + 6 = 23


Xzin Rag-mag Xzin-xzoran

Earth ELementals: 1d20 + 8 - 1 + 3 + 2 ⇒ (15) + 8 - 1 + 3 + 2 = 27; Damage: 1d6 + 7 + 3 ⇒ (1) + 7 + 3 = 11
Earth ELementals: 1d20 + 8 - 1 + 3 + 2 ⇒ (10) + 8 - 1 + 3 + 2 = 22; Damage: 1d6 + 7 + 3 ⇒ (1) + 7 + 3 = 11
Earth ELementals: 1d20 + 8 - 1 + 3 + 2 ⇒ (20) + 8 - 1 + 3 + 2 = 32; Damage: 1d6 + 7 + 3 ⇒ (5) + 7 + 3 = 15
Earth ELementals: 1d20 + 8 - 1 + 3 + 2 ⇒ (6) + 8 - 1 + 3 + 2 = 18; Damage: 1d6 + 7 + 3 ⇒ (5) + 7 + 3 = 15
Earth ELementals: 1d20 + 8 - 1 + 3 ⇒ (20) + 8 - 1 + 3 = 30; Damage: 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12

Crits
Earth ELementals: 1d20 + 8 - 1 + 3 + 2 ⇒ (20) + 8 - 1 + 3 + 2 = 32; Damage: 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Earth ELementals: 1d20 + 8 - 1 + 3 ⇒ (9) + 8 - 1 + 3 = 19; Damage: 1d6 + 7 + 3 ⇒ (3) + 7 + 3 = 13

Auto-Kill
Earth ELementals: 1d20 + 8 - 1 + 3 + 2 ⇒ (15) + 8 - 1 + 3 + 2 = 27; Damage: 1d6 + 7 + 3 ⇒ (6) + 7 + 3 = 16


Xzin Rag-mag Xzin-xzoran

Rag-mag AO

Attack: 1d20 + 3 + 3 ⇒ (17) + 3 + 3 = 23; Damage: 1d6 + 3 ⇒ (6) + 3 = 9; Fate: 1d100 ⇒ 21


From the location Xzin's rock ponies could tell something was standing in but couldn't see, a small form becomes blurrily visible as it darts in to stab Xzin, then darts back out to take a position along the northern part of the central tower. In the middle of this supernaturally fast movement, the creature dodges an attack from Rag-Mag but apparently sucks at life, which will be very short since it rolls dice like poo.

Sneak attack biotch!: 1d20 + 16 ⇒ (1) + 16 = 172d6 + 1d4 + 2 ⇒ (3, 2) + (2) + 2 = 9


Xzin Rag-mag Xzin-xzoran

Nearly getting killed by a 'something', Xzin finds newfound goblin strength of character (or just a really dumb move). Charging in he tells Rag-mag, "Keep me safe or so help me horse gawds....", as he summons forth a pony pit underneath the creature.


The small fey creature laughs at Xzin's puny excuse for an attack (though likely to cover for his inept blunder). It's almost like the pit dodged him.

It's also when the trap portcullis slams down at the gate - a trap no one was able to locate. Yes, I rolled.

Skaz, seeing his friend trapped, moves around to the south side of the keep to try to get in.

Rag-Mag is able to see the crazy looking old man and a puma hiding in some brush and warn Xzin as they attack. Lucky Xzin is not flat footed. The old man tries to trip Xzin, but almost trips himself instead. His puma, however, pounces on Xzin. One claw connects, the bite latches on to Xzin's leg. Xzin is now grappled by the Puma.

Small Fey Reflex: 1d20 + 16 ⇒ (17) + 16 = 33
Xzin Perception: 1d20 - 3 ⇒ (18) - 3 = 15
Rag-mag Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Old man improved trip on Xzin: 1d20 + 7 ⇒ (1) + 7 = 8
Puma claw: 1d20 + 8 ⇒ (1) + 8 = 91d3 + 3 ⇒ (2) + 3 = 5
Puma claw: 1d20 + 8 ⇒ (14) + 8 = 221d3 + 3 ⇒ (2) + 3 = 5
Puma Bite: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 3 ⇒ (1) + 3 = 4
Puma grapple: 1d20 + 11 ⇒ (15) + 11 = 26


Ramses follows Skaz, as shooting his bow will be difficult through the portcullis.


Tbenox moves up to the portcullis, slinging a bunch of glitter at the old man and his puma. Both are blinded, but the puma still has a firm grasp on Xzin.

Old man will: 1d20 + 3 ⇒ (5) + 3 = 8
Puma will: 1d20 + 2 ⇒ (7) + 2 = 9


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut stops his inspire courage and calls for thunder from the heavens.

Fort save 17 for 1 round stun, unavoidable sonic damage

Thundercall: 1d8 ⇒ 3


The Old man is stunned by the thunder; the puma however is not and continues to blindly gnaw on Xzin's leg.

Old man fortitude: 1d20 + 3 ⇒ (1) + 3 = 4
Puma fortitude: 1d20 + 5 ⇒ (20) + 5 = 25


Round 2

Rock Ponies
Quickling
Xzin
Skaz
Old Man and his pet Puma
Ramses
Tbenox
Smezut


The Quickling darts back in to take a stab at Xzin, as a sort of tenderizer for the Puma's meal. He then darts back, easily jumping over the pit and disappearing from view behind the tower. Outside of rock pony tremorsense range.

Xzin, the damage includes 2 points of bleed damage. In addition, you need to make a DC 14 Fortitude save against blue whinnis. Failure means 1 point of con damage, and a need to make a save next round or fall unconscious for 1d3 hours.

Tenderizer: 1d20 + 16 ⇒ (14) + 16 = 301d4 + 2d6 + 2 ⇒ (2) + (1, 3) + 2 = 8

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