Goblins 2: The Wreckin'-ing! (Inactive)

Game Master Dave Young 992

Most adventurers consider goblins to be nothing more than little pests. These goblins are different. They're big pests!


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King of Goblins *MAP*

The witch misses again. LOL!

Second verse, same as the first.

Round 2:

Init:

Velag
Klepy
Tark
Scrags
Bucko

>MAP<


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Trowing alchy fire at the one I doused with oil
Ranged touch attack:1d20 + 10 ⇒ (6) + 10 = 16 For:3d6 ⇒ (6, 3, 4) = 13


King of Goblins *MAP*

Round 2:

Init:

Velag
Klepy
Tark
Scrags
Bucko

>MAP<

Klepy hits, though he gets 2d6, not 3. 9 damage. The troll regenerates some of the damage not taken from fire.

You know you can move, too.


King of Goblins *MAP*

Do this.


King of Goblins *MAP*

Where are the gobbies? The Goblin King is sad.
*sobs uncontrollably*


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

I is waiting my turn


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

I thought fire damage prevented all regeneration for a round? Also, lost track of who's next -- but if noone else is going, I'll go..

Velag tries to kill the injured troll before it eats Tark.

+1 Composite Longbow: 1d20 + 11 + 2 + 1 - 4 ⇒ (13) + 11 + 2 + 1 - 4 = 23 for 1d6 + 2 + 2d6 + 1 + 1d6 ⇒ (2) + 2 + (3, 2) + 1 + (4) = 14 {Bane, PBS, Flaming}


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

I go after the scrags....are they naked or do they wear rags!


King of Goblins *MAP*
Velag Wordeater wrote:
I thought fire damage prevented all regeneration for a round? Also, lost track of who's next -- but if noone else is going, I'll go..

That's right. As long as some of the damage is fire damage, they don't regenerate any of it the next round. You hit. It's Tark's turn, now.


King of Goblins *MAP*

Also, the scrag falls into the water.


HP 92/92

Tark's assault continues...

Attack Modifiers:

BAB: +6
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Rage: +2
Power Attack: -2
Goblin Bravery: +1

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 15 ⇒ (14) + 15 = 29
ATTACK ROLL 2 (Flaming Earthbreaker): 1d20 + 10 ⇒ (18) + 10 = 28

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Rage (two-handed): +3
Power Attack (two-handed): +6
Challenge: +5
Cockatrice Challenge (sole attacker): +2

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 23 ⇒ (1) + 23 = 24 + fire damage 1d6 ⇒ 5
DAMAGE ROLL 2 (Earthbreaker): 1d10 + 23 ⇒ (7) + 23 = 30 + fire damage 1d6 ⇒ 2


King of Goblins *MAP*

I'll assume you 5' to the one on the ground, since waterboy went down.

Boom. Still up, but he looks awful...

He attacks Tark again. 22 dmg.

Bucko!


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Misfortune hex on the big ugly
will save DC 17


King of Goblins *MAP*

Round 3:
Init:

Velag
Klepy
Tark
Scrags
Bucko


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag shouts, "Hey, Trollhead! You should eats your friend! We cooked him for yous!".

+1 Composite Longbow: 1d20 + 11 + 2 + 1 - 4 ⇒ (19) + 11 + 2 + 1 - 4 = 29 for 1d6 + 2 + 2d6 + 1 + 1d6 ⇒ (1) + 2 + (3, 3) + 1 + (2) = 12 {Bane, PBS, Flaming}


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Klepy will actually chill a good ways away sitting atop Chocobo watching. Since he has had BAD experiences fighting around water, he doesn't want to get near it. So he pulls out his crossbow and does his best.

Attack:1d20 + 8 ⇒ (19) + 8 = 27 For:1d8 + 1 ⇒ (6) + 1 = 7
Rolling to confirm Crit:1d20 + 8 ⇒ (15) + 8 = 23 For additional:1d8 + 1 ⇒ (5) + 1 = 6

Klepy is developing something of a hydrophobia.


King of Goblins *MAP*

The second troll also falls, but not in the water. Your ideas about preserving them to introduce into the breeding ponds might actually be a pretty good idea.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

; )


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

"Tark, get ready for other one to pop back out of water -- need to smack it hard enough to land on shore. Me and Bucko work on making very happy frog-eating troll."

Velag rides forward drawing his shortswords in order to make small carry-sized bits... and says to Bucko, "We need waterproof pouches."


King of Goblins *MAP*

It's a freebie to cut them down to the largest piece (Tark will want to smash the heads). As long as they're not immersed in water, they stay at a certain negative total until they're either burnt and destroyed all the way, or put back in water to regenerate.

I'm a genius! Glad I thought of it!


HP 92/92

"Bucko, me needs some of yer mud. And some touches with tha wand."

Current HP:

Normal: 71
Wounds: -67

Current HP: 4


King of Goblins *MAP*

You pack the 2 troll chunks, making sure the mounts can't get to them, and carry on.

The day goes by, the land gets wetter and harder to negotiate, and night falls. Of your mounts, only Fangz can see in the almost complete darkness in the overcast night. I'll assume Bucko takes first watch, then casts web shelter and you stay in there the rest of the night.

You know you're close. Who's got 2nd watch?

EDIT: There's also the small matter of Tark needing 67 hps. XD


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"Shad-up an eat yer mud...."
2d8 + 6 ⇒ (2, 8) + 6 = 16

Wand
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (8) + 1 = 9


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"Still not happy!"

1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (2) + 1 = 3

"That's it I'm tired!"

S~$+ty f#@&in rolls!


King of Goblins *MAP*

12 charges off the wand took care of it.

All is quiet in the dark night. Velag the mighty inquisitor stands in resolute vigil, guarding his fellows.

To the south, he sees what appears to be firelight, as if from a campfire, spring into view through the trees.


HP 92/92
GM Goblin King wrote:
12 charges off the wand took care of it.

At the last GenCon, a GM at a Pathfinder Society game I was playing at was using a house rule which I now use with regards to healing. His rule was that all out-of-combat-round healing did max. He justified this as when you are in combat, you don't have time to concentrate and ensure your spell is cast to the maximum effect / you drink all the contents of your potion / your wand is place on the optimum healing spot. I like this rule :)

Also, on a side note, Tark now sleeps on his banner to ensure faeries can't steal it.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"OOOhhhh! Shiny."


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

"Shiny!!! WHERE!!!!" Klepy sees the light. Pointing he exclaims. "What a SHINY!! Klepy races off towards the light on foot.


King of Goblins *MAP*

Klepy gets out the door and runs toward the light, which goes out.

>MAP<


King of Goblins *MAP*
Tark Bashflat wrote:
GM Goblin King wrote:
12 charges off the wand took care of it.

At the last GenCon, a GM at a Pathfinder Society game I was playing at was using a house rule which I now use with regards to healing. His rule was that all out-of-combat-round healing did max. He justified this as when you are in combat, you don't have time to concentrate and ensure your spell is cast to the maximum effect / you drink all the contents of your potion / your wand is place on the optimum healing spot. I like this rule :)

I like it. OK.

Quote:

Also, on a side note, Tark now sleeps on his banner to ensure faeries can't steal it.

OK.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Shrugs at the others....

"Maybe hims had tah go pee."

"Should we make sure he no troubles?"


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Klepy gets himself all stealthy like looking around.
1d20 + 25 ⇒ (10) + 25 = 35 For Stealth
1d20 + 8 ⇒ (2) + 8 = 10 For Perception


King of Goblins *MAP*

Klepy sees nothing. The light doesn't reappear, and nothing else happens.

Later, on Klepy's watch,

Klepy

Spoiler:
...a surprising thing happens. A giant black scorpion appears out of the darkness and walks straight up to him. He hears a strange voice say Klepy... Klepy the goblin... I've been watching you...


King of Goblins *MAP*

Velag awakens, and hears the same thing.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

GM:

Klepy looks at the....thing. "Who is you! Yous have shinys? Gives em Klepy an Klepy not sticks you." Klepy has daggers out and ready.


King of Goblins *MAP*

Klepy

Spoiler:
I am the herald of Norgorber. Your friend Velag gets his power from one called "the gray man." I have something for you, from him. All he asks is your loyalty. In return, you will have power yet unknown to goblinkind. You can be his agent, and shinies will surely come to you more easily than ever before.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

GM:

Eyes go wide. "Ooooo shinys" holding out his hands in a gesture of acceptance. "Klepy like shinys. Show Klepy hows to gets more shinys."


King of Goblins *MAP*

Klepy and Velag

Spoiler:
The scorpion transforms before your eyes, becoming a darkly armored humanoid with a scorpion-like tail waving behind him. It is masked, and holds its hands before you. Serve Norgorber. He will grant you power to wreak his vengeance on his enemies. The stealth of the Gray Man, the murder of Father Skinsaw, the knowledge of the Reaper, and the poison of Blackfingers will all be yours to command.

The armored herald turns to Velag. Norgorber's strength among the goblins has never been great. He is pleased with your devotion, Velag, and promises you great power in his name. Teach this one true observance, and the Gray Man will raise the Licktoads to wealth and prominence they've never known before. You are chosen of Norgorber, and he will give you a small taste of the glory that is yet to come.

Say yes, Klepy, and feel the power of the Black Scorpion grow within you.


HP 92/92

Tark dreams happy dreams up chasing down faeries, choking them by their scrawny necks and then flattening them into paper dolls.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Klepy is bouncing with overflowing excitement. "Yes yes! Give me shinys! Klepy want shinys! Shinys shinys shinys!!!'

I post this out of spoiler as Klepy is noisy enough to wake the others.


King of Goblins *MAP*

The strange being disappears in a cloud of toxic, black smoke. You all awaken to find that you are 7th level.

Klepy

Spoiler:
You also got a nifty minor feat:

Combat Distraction
Anyone who attacks you while you act like a lunatic exposes
themselves to brutal counterattacks from your allies.
Prerequisite: Goblin, Acrobatics 1 rank, Escape Artist
1 rank.
Benefit: As a full-round action, you can choose to
do something that seems to serve no useful purpose.
Example actions could include laughing at another
creature’s misfortune, rooting in your pockets for a
snack, bending over to pick up what looks like a weird
bug, or trying to fly into the air by flapping your arms
like a sea gull.Although you’re acting like a lunatic, your
unpredictable actions are distracting. Any creature other
than a goblin within 5 feet of you takes a –2 penalty on
Perception checks and concentration checks for as long
as you continue to be a distraction and remain in range.
This penalty stacks with other goblins performing
combat distractions, as long as you’re both adjacent to
the distracted target.

This is a gift from Norgorber. He likes that you're a moron, and thinks it should benefit you sometimes.

Velag

Spoiler:
You get a minor feat, too, as a gift from your god. Extra orisons.

Not awesome, but it can't hurt. Norgorber likes you.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag smiles wickedly at the Scorpiman's praise. Great power... Like that...

He looks at Klepy, then back at the messenger, and says, "A most challenging labour, as I have never known this one to learn... But I will do as you ask..."

Sweet. Bonus Orisons. Will record.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

I have decided to have two levels in the mantis thingy. It looks like too much fun.


King of Goblins *MAP*

Male Goblin Rogue (Knife Master and Scout) 5, Black Scorpion Assassin 2.

That does sound fun. Crazy is its own reward...lol


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

sits up in bed....

feels a disturbance in the force......


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag looks at Bucko, "Go back 'sleep. It just Herald of Grey Master. It not tells us to kills yous."


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Grumbling. "Herald said he had shinys and didn't give too Klepy." Klepy shakes his fist at the sky. "You said yous give Klepy shinys! Darn you Herald!


King of Goblins *MAP*

A brick of solid gold falls on Klepy's head.

1d6 ⇒ 1 damage.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

He rubs his head. "Ow!" looks around for object. Sees it."SHINY!!!!!" Klepy dives on it and hugs it greedily.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"Grey man's not wants Buckos dead."

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