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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HP 92/92

Round 1 Attack

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Rage: +2
Power Attack: -2
Goblin Bravery: +1

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 17 ⇒ (4) + 17 = 21
ATTACK ROLL 2 (Flaming Earthbreaker): 1d20 + 12 ⇒ (11) + 12 = 23

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Rage (two-handed): +3
Power Attack (two-handed): +6
Challenge: +6

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 22 ⇒ (3) + 22 = 25 + fire damage 1d6 ⇒ 3
DAMAGE ROLL 2 (Earthbreaker): 1d10 + 22 ⇒ (8) + 22 = 30 + fire damage 1d6 ⇒ 2

Fangz bite: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Trip: 1d20 + 6 ⇒ (12) + 6 = 18

Current AC:

Normal: 23
Raged: -2
Challenge: -2

Current AC: 19 (21 vs the target of his challenge)

Current HP:

Normal: 82
Raged: +14
Wounds: -0

Current HP: 82


King of Goblins *MAP*

Fangz is staggered, but he could attack. But he missed. We'll wait for B and V to go before resolving it.


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 rushes in, saying, "Oh, so you're the nastyhead. We kill now, 'kay?"

Swift Action Pronounced (Boosted) Judgement: Destruction
Move Action: Get behind monster
Action: Cast Flames of Faithful on Right-Handy Sword

Knowledge (Planes) Creature Lore: {weaknesses} 1d20 + 10 ⇒ (6) + 10 = 16

Buffs:

Shield of Faith: +3 Deflection to AC, 5 minutes, 3 rounds left.
Expy Retreat: 6 minutes, 8 rounds left
Flames of Faithful: 10 rounds left
Boosted Judgement: +4 damage, until end of combat or change judgement


King of Goblins *MAP*

ROUND 1

Bucko 22
Velag 22
Tark 20
Mogo 20
Stix 10

MAP

You don't know anything you didn't already.

It's really big, 18ft. tall. It gets an AoO, and bites you for 19 damage.


King of Goblins *MAP*

It looks like this!


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

"Falls backses stoopid heads. Bucko has rocks tah drops on tings heads an spells fer uses!"

If an opportunity arises cast volcanic storm on the thing.


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

19? At my current range? (I did mark Velag's position on the map, that's a mite more reach than I expected) Still, that wasn't nice at all. Now I won't feel bad when Velag hurts it.


King of Goblins *MAP*

We haven't finished the surprise round. The monster croaked, and I still need will saves for 2 of you and your mounts.

Bucko 1d20 + 5 ⇒ (19) + 5 = 24 1d4 ⇒ 1
Rakingdog 1d20 + 1 ⇒ (3) + 1 = 4 1d4 ⇒ 3

Stix 1d20 + 1 ⇒ (5) + 1 = 6 1d4 ⇒ 4
Pony 1d20 ⇒ 6 1d4 ⇒ 4

Velag: You didn't spot it in the surprise round, so running up to something you didn't really see means an AoO. It has a big reach, and it saw you when you broke cover.

19 hp. BFD! LOL


King of Goblins *MAP*

Bucko made his save, Stix and the mounts didn't. They are staggered for 3 rounds (Bucko's dog), and 4 rounds (Stix and Turboflex), respectively.

Bucko can act normally in round 1, so he can cast a spell and move. The others are limited to either a move or a standard, but not both.

I probably should have rolled all that in the first place, but I usually don't. We've been anticipating this for many levels, so it bears some attention on my part.


Male Goblin Fighter (Archer) Level 8

Stix has Turbo move back 50 feet.

Stix then fires his bow at the eyes.
1 Shot manyshot:1d20 + 19 ⇒ (4) + 19 = 23 For:2d6 + 18 ⇒ (3, 3) + 18 = 24


King of Goblins *MAP*

The Mogo goes before Stix, and after Bucko. Did he cast a spell?

Manyshot is part of a full attack, so Stix can't do that.


Male Goblin Fighter (Archer) Level 8

Easy problem to solve, just cut the damage half to 12


King of Goblins *MAP*
Stix Gibber wrote:
Easy problem to solve, just cut the damage half to 12

Once Bucko goes, we'll see what happens.


Male Goblin Fighter (Archer) Level 8

What could Bucko do to keep me from shooting it? What could anything do to keep me from shooting it?


King of Goblins *MAP*

Nothing I'm aware of. I just want to go more or less in order. I'm easily confused. 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

Bucko casts haste upon the party of gobbies!

So that might impact your shooting!


King of Goblins *MAP*

OK. Bucko casts haste.

Velag gets another attack, Tark gets another attack.

Then the mogo goes, then Stix, then round 2.

See? It matters! lol


Male Goblin Fighter (Archer) Level 8

Fine, I'll wait for the other two then.


HP 92/92

Tark feels magical energy racing through his body, sparking his muscles to move faster. "Harrrruuuuuuu Bucko!"

Round 1 - additional attack

ATTACK ROLL (Flaming Earthbreaker): 1d20 + 18 ⇒ (19) + 18 = 37
DAMAGE ROLL (Earthbreaker): 1d10 + 22 ⇒ (1) + 22 = 23 + fire damage 1d6 ⇒ 3


King of Goblins *MAP*

Velag took his action, so we'll go straight to the mogo.

It flies straight up, then out of the trees, giving T and V AoOs. You all find yourselves surrounded by rapidly-grown plants of all kinds. You have to hack through them to move, and even hasted, that's 10'/round.

MAP

AoOs, then Stix, then round 2.


Male Goblin Fighter (Archer) Level 8

Shot numeba two:1d20 + 19 ⇒ (16) + 19 = 35 For:1d6 + 9 ⇒ (6) + 9 = 15


HP 92/92

Round 1 - additional actions

Fangz Haste Attack:
Fangz bite: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Trip: 1d20 + 6 ⇒ (7) + 6 = 13

Fangz AoO Attack:
Fangz bite: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Trip: 1d20 + 6 ⇒ (11) + 6 = 17

Tark's AoO Attack:
ATTACK ROLL (Flaming Earthbreaker): 1d20 + 18 ⇒ (4) + 18 = 22
DAMAGE ROLL (Earthbreaker): 1d10 + 22 ⇒ (5) + 22 = 27 + fire damage 1d6 ⇒ 5


King of Goblins *MAP*

Tark misses, constrained as he is by the abundant plant matter.


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

"Stoopid critter!"

Bucko casts dispel magic on the entangle.....


King of Goblins *MAP*

Velag 1d20 + 13 ⇒ (4) + 13 = 17

Velag misses, Stix hits once.

Bucko starts round 2. He must first name the spell, then roll a CL check to beat the DC.


Male Goblin Fighter (Archer) Level 8

Did I? I don't even remember shooting.


King of Goblins *MAP*

He got 1 attack, and I counted the last roll. He's staggered and can only move 10', due to haste, so he took a standard action. He didn't get 2 attacks, my bad. Staggered= move or standard.

Oh, and Bucko doesn't have to name the spell, he just has to name the effect he's dispelling, and roll the check.


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

Slight tactical error,
Thought I was not in the entangled area! oops

Bucko will use his hex to levitate and once above the entanglement, will then attempt the dispel


King of Goblins *MAP*

1d20 + 10 ⇒ (16) + 10 = 26

It wasn't entangle, but it's dispelled.

Velag.


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 the flying thing and says, "You still not out of my reach, nastyhead!"

He wills some of his hatred into the bow and fires as quickly as Bucko spell lets him.

+1 Compy Long 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 for 1d6 + 2 + 4 + 2d6 ⇒ (3) + 2 + 4 + (1, 3) = 13 {Judgement, Bane}
+1 Compy Long 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 for 1d6 + 2 + 4 + 2d6 ⇒ (3) + 2 + 4 + (3, 4) = 16 {Judgement, Bane}


King of Goblins *MAP*

ROUND 2

Bucko 22
Velag 22
Tark 20
Mogo 20
Stix 10

MAP

Velag hits once. Stix and the mounts are still staggered.


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

Targets the flying creature with volcanic storm!

standard action to cast

dealing 3d6 ⇒ (2, 5, 4) = 11 points of bludgeoning damage and

2d6 ⇒ (4, 6) = 10 points of fire damage to every creature in the area!

For the remaining duration of the spell, heavy ash rains down in the area. Creatures inside this area take a –4 penalty on Perception skill checks and the entire area is treated as difficult terrain


King of Goblins *MAP*

Round 1: Haste. Round 2: Dispel.

Not your turn. It's Tark's.

Also, a description of the spell and the DC makes it easier for me.


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

But I was listed first! ****whines in gobbie way*****


King of Goblins *MAP*

If we don't hear from Tark today, I'll go for him.


HP 92/92

Tark just looks up at the beast flying above him, and curses loudly.

"Looks like dis one all yers Stix."


Male Goblin Fighter (Archer) Level 8

"It scares me. Can't seem ta shoosht it mer dan once. Bet here goes." I fire a shot at it.

Attack adding deadly aim:1d20 + 17 ⇒ (14) + 17 = 31 For:1d6 + 13 ⇒ (6) + 13 = 19


King of Goblins *MAP*

Tark can move 60' (the plant effect was dispelled), and he had a bow last time I looked. Stix is the only PC who's staggered. Not his turn, but I'll take that as his shot when it is.


King of Goblins *MAP*

I'm going to assume that Tark doesn't want to leave Fangz behind, so he'll stay in his square and fire not 2, but 3 arrows at the beast.

1d20 + 12 ⇒ (20) + 12 = 32
1d20 + 12 ⇒ (8) + 12 = 20
1d20 + 7 ⇒ (16) + 7 = 23

confirm crit 1d20 + 12 ⇒ (9) + 12 = 21

Not confirmed, but he did 1d4 + 3 ⇒ (3) + 3 = 6, which beats nothing.


King of Goblins *MAP*

The boggard-demon hybrid flaps its evil wings, and seeing Bucko hovering above the ground, reasons that this must be the tasty morsel that dispelled his magic.

SNAP!

Its long, purple tongue whips out at the levitating witch, hitting him for 13 damage, and grappling the hapless goblin hopelessly.

It flies east another 30', pulling Bucko 5' closer to its toothy maw!

Stix fires and hits, so we return to Bucko at the start of round 3...

ROUND 3

Bucko 22
Velag 22
Tark 20
Mogo 20
Stix 10


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

Grappled gobbie gives the thing the evil eye hex!

Will save or -2 to saves.....


Male Goblin Fighter (Archer) Level 8

I'm not a hundred percent rule savy but don't flying creatures needs to make fly checks when damaged or fall? Or am I simply confused?


King of Goblins *MAP*
Stix Gibber wrote:
I'm not a hundred percent rule savy but don't flying creatures needs to make fly checks when damaged or fall? Or am I simply confused?

That's right. The monster has done very well so far, even though it's not a good flyer. It's not very sneaky either, but it got right up on you. I'm rolling great! lol


King of Goblins *MAP*
Bucko Rackingclaw wrote:

Grappled gobbie gives the thing the evil eye hex!

Will save or -2 to saves.....

The DC is 16. No effect. Velaaaaag!


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 takes a 5' step forward and fires twice again (this time remembering the +1 to hit from haste..)

First shot: +1 Compy Long 1d20 + 12 + 2 + 1 ⇒ (11) + 12 + 2 + 1 = 26 for 1d6 + 2 + 4 + 2d6 ⇒ (5) + 2 + 4 + (5, 5) = 21 {Judgement, Bane}

Haste shot: +1 Compy Long 1d20 + 12 + 2 + 1 ⇒ (18) + 12 + 2 + 1 = 33 for 1d6 + 2 + 4 + 2d6 ⇒ (4) + 2 + 4 + (6, 4) = 20 {Judgement, Bane}

Spoiler:
Status:[spoiler]
HP: 33/52
AC: 25 / 20 (Touch) / 19 (Flatfoot) {5 Dex, 1 Size, 5 Armour, 3 Deflection, 1 Haste}

  • Shield of Faith: +3 Deflection to AC, 5 minutes, 1 round left.
  • Expy Retreat: 6 minutes, 6 rounds left (trumped by Haste)
  • Haste: Some duration left, ask Bucko (+1 attack in full attack, +30 move, +1 dodge to ac and reflex, +1 to hit)
  • Flames of Faithful: 7 rounds left (on the sword!)
  • Boosted Judgement: +4 damage, until end of combat or change judgement

  • King of Goblins *MAP*

    And the mogo is still flying like a champ!

    Tark takes another full attack.

    1d20 + 12 ⇒ (10) + 12 = 22
    1d20 + 12 ⇒ (2) + 12 = 14
    1d20 + 7 ⇒ (10) + 7 = 17

    Whiff.


    King of Goblins *MAP*

    Tark and Velag find themselves covered by a thick cloud of fog.

    Bucko finds himself 5' from the mogo's mouth, as it flies towards Stix.

    MAP


    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

    Bucko seeing Tark and the others bash the frog...

    The will save reduces the effect to one round!

    But during that round of -2 to saves Bucko attempts to Misfortune hex the creature...


    King of Goblins *MAP*

    The mogo saved vs. the hex. It's Stix's turn.


    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

    Bad DM needs to use this dice roller!

    Bucko whines********

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