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| GM Goblin King |
| King of Goblins *MAP* |
|
O-97, then.
Stix kills 2 more.
The few remaining boggards all run towards Tark and Velag; downright suicidal, if you ask me, but they're driven by more than just typical boggard avarice.
They all croak, and Tark and Velag must make DC 13 will saves.
Where's Bucko flying at?
| GM Goblin King |
| King of Goblins *MAP* |
|
Tark is shaken (-2 to attack rolls, saves, and other stuff that doesn't matter now) for 1 round. Fangz is fine.
| Stix Gibber |
| Male Goblin Fighter (Archer) Level 8 |
|
"Hmmm daysa thinnin. We's get tru'em soon boyz!"
Turboflex:"YEAH!!"
Mcgibbans:"Ribbit!"
Attack 1 Manyshot:1d20 + 15 ⇒ (7) + 15 = 22 For:2d6 + 26 ⇒ (6, 5) + 26 = 37
Attack 2:1d20 + 15 ⇒ (5) + 15 = 20 For:1d6 + 13 ⇒ (1) + 13 = 14
Attack 3:1d20 + 10 ⇒ (12) + 10 = 22 For:1d6 + 13 ⇒ (3) + 13 = 16
| Velag Wordeater |
|
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 |
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Will Save: 1d20 + 9 ⇒ (9) + 9 = 18 -- Did Tark factor in his banner effect, or does he not gain the bonus?
Velag chuckles, "Stoopit froggies. You less scary than your yummy tadpoles. Also, there trollses behind you."
| GM Goblin King |
| King of Goblins *MAP* |
|
More die, more are hurt. Tark is hit twice again for 11. Velag is hit once for 5.
I'm guessing Bucko's about to come down?
| Tark Bashflat |
| HP 92/92 |
|
Tark will now begin making great charges at single boggards. He moves 50' away from the nearest boggard, but before beginning his lightning fast charges, he consumes a potion.
With Ride-by-attack and Spirited Attack feats, Tark will begin doing 100' charges, keeping the enemies at the halfway mark (50') in the charge.
Potion of Cure Moderate Wounds: 1d8 + 3 ⇒ (2) + 3 = 5
| Velag Wordeater |
|
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 |
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Ok, well, since the only thing Velag did since they croaked was make a will save, I'll assume I should have him chop some up.
Velag sighs when the froggies move away from the Grey Man's blade and wills it to follow them and do its killy-magic on them.
"Here, swordie! Come get 'em!", he cackles.
Spiritual Weapon Attack: 1d20 + 8 ⇒ (6) + 8 = 14 for 1d8 + 2 ⇒ (5) + 2 = 7
He then spins around on the froggie standing behind him and says, "No, frogbog. No flankies! Bad! BAD!", bringing up his swords to enforce that.
Left Hand: +1 Frost Shortsword: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 {Divine Favour} -- Threat. Rolling to confirm: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 Hmm... not sure if that confirms, so:
If Velag kills him with the left hand, he'll then attack the one in the middle in front of him, otherwise, he eats this shot too.
Right Hand: +1 {Flaming} Shortsword: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 {Divine Favour} for 1d4 + 1 + 1d6 + 2 + 3 ⇒ (4) + 1 + (2) + 2 + 3 = 12 {Flames of the Faithful, Divine Favour, Destruction Judgement}
Spells Remaining: 2 x 3rd, 1 x 2nd, 1 x 1st
| GM Goblin King |
| King of Goblins *MAP* |
|
Does SW work like that?
I think it does, since you didn't move.
You wipe out the rest of the boggards. The only ones left are across the water. You'll have to cross it to get to them.
The water is increasingly red, as numerous boggard babies float dead on the swirling surface. It seems the scrags are feeling better.
| GM Goblin King |
| King of Goblins *MAP* |
|
Well, killing them all was easy. Let's move forward to the interesting part! Put yourselves back at the top, and do what you gotta do.
| GM Goblin King |
| King of Goblins *MAP* |
|
For healing purposes are we considered out of combat right now? I think you were allowing max heals when out of combat?
I was for you, anyway. You take 90% of the damage around here. lol
Yeah, the fight's over. You guys are good at wiping out mass quantities of boggards. The ones at the bottom of the map are gathering at the huge mound, and some of them go inside.
| Stix Gibber |
| Male Goblin Fighter (Archer) Level 8 |
|
Stix will approach the party.
Stix:"Y'alls a great pack o warriors dere."
Turboflex:"YEAH!!"
Stix nods "Eyup dat day do. Y'all reminds me o my broder and cousin I yusta travel wit. My bro Stones would smash anyting as soon as look at it he would. Den ma cousin, Valeg ya reminds me of him most. Always yammerin even in a fight but just like ye he dun got results too. His name was Words. Together we was Stix, Stones, an Words. Famous adventurer party. We broke bones an hurt people. Cept Words, he never hurt nobody. Was fun. Den wes got TPKed, well da odder two did, I was in a tree over three hundred feet away. Once day dead I left. Dat was it. Now I found you guys. Fun to be had again. Also you don't die so easy. Now about dem Boggards." Stix will ride Turboflex up about 10 feet from the pond. He looks across the pond for movement on the other side. Does he see anything and how far, in feet, would it be?
| GM Goblin King |
| King of Goblins *MAP* |
|
The boggards have moved back to the big mound. A few are still outside, but you see no details.
The dead boggards would make a nice fire. There are 20 something of them, though. It would take a long time. The scrags are turning the pond red with dead boggard babies.
We haven't said who had the fire pocket. Whoever wants it, I guess.
| GM Goblin King |
| King of Goblins *MAP* |
|
I'll c&p the pocket, again:
Explosion Pocket
Aura faint evocation; CL 1st
Slot none; Price 3,000 gp; Weight 1/2 lb.
Description
An explosion pocket looks like a cloth pouch just large enough to contain a Small or Medium humanoid’s hand. When placed against a shirt, vest, jacket, trousers, or similar piece of clothing, this ragged green patch attaches to the clothing, creating a loose pocket. The pocket functions as a normal pocket, but once per day the pocket’s wearer can, as a standard action by speaking a command word while his hand is in the pocket, cause the pocket to create a single vial of alchemist’s fire.
If a vial of alchemist’s fire is in the explosion pocket when it is commanded to create a vial of alchemist’s fire, the pocket instead supercharges the existing vial within so that it inflicts double the normal fire damage a vial of alchemist’s fire would normally inflict. An explosion pocket can be removed as a full-round action, allowing it to be placed on a different piece of clothing as the owner wishes. A vial of alchemist’s fire created or supercharged by an explosion pocket reverts to a vial of inert bitter-tasting water 1 minute after it is created or supercharged.
I think Klepy had a few vials in his haversack. If not, he had 2d6 ⇒ (2, 4) = 6 in there I forgot to mention.
Mini-Klep would have a hard time throwing them very far, but dropping them on targets would be cake.
| GM Goblin King |
| King of Goblins *MAP* |
|
You can go around to the south. It would take about a half hour.
I don't want to change the map, though. lol
| Stix Gibber |
| Male Goblin Fighter (Archer) Level 8 |
|
"Okies. Imma gonna gets er atteshon an u fellas sneaks up on em."
Stixs aims an lets loose a volley.
Attack 1 manyshot:1d20 + 15 ⇒ (5) + 15 = 20 For:2d6 + 18 ⇒ (2, 5) + 18 = 25
Attack 2:1d20 + 15 ⇒ (2) + 15 = 17 For:1d6 + 9 ⇒ (5) + 9 = 14
Attack 3:1d20 + 11 ⇒ (20) + 11 = 31 For:1d6 + 9 ⇒ (1) + 9 = 10
Attack 3 Crit Confirm roll:1d20 + 11 ⇒ (16) + 11 = 27 If successful then add:2d6 + 18 ⇒ (1, 3) + 18 = 22 to Attack 3 damage.
| Tark Bashflat |
| HP 92/92 |
|
Put yourselves on the MAP.
Done (on western edge in line with the big mound)
| GM Goblin King |
| King of Goblins *MAP* |
|
There are no visible boggards anywhere. The scrags are killing tadpoles at an alarming rate.
| 2,601 to 2,650 of 3,696 |
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