“Say Your Right Words!” (Inactive)

Game Master Terquem

“The thunder is the waterfall, can you hear the laughter?

Climb down to canyon side and explore the here and after

Take the girl and keep her safe, she bakes the treats so fine

Find the words to smite her foes, and let her village shine

Then take the, wait, um, no, it was supposed to start with I wish,

Let me start over” – The Great Chant of Heroes as spoken by Good Chief Darien, moments before the pie was served


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Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

After the wooden golem flails at Fluuk, he ducks and begins casting Gravity Bow.

Klobber attacks the one that spun past him.

Claw: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Claw: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Bite: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14

One claw hits:
Claw damage: 1d4 + 1 ⇒ (3) + 1 = 4


male

Day 2, Tuesday (turn 95) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling

Initiative Order:

Gemdar – 29
Gobzilla – 21
Wooden Warriors - 10
Flukk/Klobber - 8
Tabaaac – 7

Round 3…

Gobzilla hits the spinning menace hard enough to make it begin to wobble erratically, but still it spins away, followed closely by the other one, which was not slowed by a blow from one of Klobber’s mighty fists. The two object, one wobbling slightly, circle the group at the bottom of the bowl once again.

Fluuk mutters a few arcane words, and a sudden , *throwmmmm* sound eminates from his crossbow, as if it has become more powerful.
Savy to the situation at hand the group backs against each other, and readies weapons for the things to come at them again.

And the spinning weaponized statues come down again…

Red Golem: 1d12 ⇒ 2
Yellow Golem: 1d12 ⇒ 11

In round 3, the red one comes at square –AE,-6, and may attack Penny or Gobzilla, while Yellow comes down at –AD,-8 and may attack Gobzilla or Fluuk. Gemdar has nothing to attack this round, neither does Klobber, unless they want to risk stepping out onto the ice. Gobzilla must chose to attack Red or Yellow, if he attacks Red, Penny will be safe this round, if he Attacks Yellow, Fluuk will be safe this round. I’ll roll attacks after Gobzilla’s choice is made…

Damage Tracker:
Round 3
Fluuk – takes 6 damage
Klobber – takes 5 damage
Red Golem – slowed by two round/ 1 rounds left
Yellow Golem – slowed by one round/ 2 rounds left

DM Notes:

Golem Warriors made of Wood (small Construct) | AC 18, t 15, ff 14 (+4 dex, +3 natural, +1 size)| hp 34 (4d10+10) | Fort +1, Ref +5, Will +4 | DR 5/adamantine | Vulnerable to fire | Melee Slam +6, d4+2


Male Goblin Archivist (Bard)/4 AC 18, T 16, FF 13, | HP 28/28 | F +2, R +8, W +5| CMD 17| P 8 | Int +6 | Perform 12/12

Round 3
Tabaaac stops performing and focuses on reloading his musket.

Standard Action to reload. Buff active for two more rounds


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

pending those that go before me...

Fluuk will fire his crossbow at the nearest wooden golem when able.

Crossbow Attack: 1d20 + 5 ⇒ (2) + 5 = 7

...CLLAAANG... the bolt flies stray as Fluuk slips at the last moment.

He uses Rapid Reload to swiftly reload the massive crossbow, fingers moving deftly, the crossbow crank whirring and purring, his hands a blur as he spins the handles pulling the string back, knocking another quarrel.

"Haruumph"

He straightens his fancy headdress.

If no golems are near for Klobber to clobber, he will thump his chest in a menacing simian manner.


Male Goblin Witch 4 | AC 18 T 14 FF 14 | HP 30/30 | F +4 R +4 W +6 | CMD 15 | Init +10 | Perc +14, I +2

"I will help you! Gobzilla! May the luck of the Our Lady be with you!"

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.


Male Goblin Druid (Saurian Shaman) 3 | AC 19 T 14 FF 16 | HP 33/33 | F +6 R +4 W +6 | CMD 20 | Init +9 | Perc +9

Wanting to keep Penny safe, Gobzilla attacks the red golem.

Scimitar Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Scimitar Attack Take 2: 1d20 + 6 ⇒ (7) + 6 = 13

Damage: 1d6 + 4 ⇒ (4) + 4 = 8


male

Day 2, Tuesday (turn 95) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling

Initiative Order:

Gemdar – 29
Gobzilla – 21
Wooden Warriors - 10
Flukk/Klobber - 8
Tabaaac – 7

Round 3, wrap up…

Gemdar taps Gobzilla on the back, and speaks a few words of encouragement, summon a blessing from the spirit worlds, but when Gobzilla wits for the red golem to come spinning toward him he gets confused by the erratic wobble of the thing and his attack comes down as the thing pivots away from his weapon.

Attack verses Gobzilla: 1d20 + 6 ⇒ (8) + 6 = 14
Attack versus Fluuk: 1d20 + 6 ⇒ (15) + 6 = 21

Maybe it is the erratic wobbling of the golem, but when Gobzilla misses, so does it as it swings passed him, aiming for his head, and then spins away up the icy floor.

Fluuk is not so lucky as the golem spins at him, he dances to one side, reaches for his hat to make sure it stays in place, and a wooden ball smacks him on the shoulder

Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Frustrated by the blow Fluuk fires his crossbow too soon and the bolt flies past the target, while Tabaaac keeps his feet flat on the sloped floor, and reloads his musket.

Damage Tracker:

Round 3
Fluuk – takes 9 damage
Klobber – takes 5 damage
Red Golem – slowed by two round/ 1 rounds left
Yellow Golem – slowed by one round/ 2 rounds left

DM Notes:

Golem Warriors made of Wood (small Construct) | AC 18, t 15, ff 14 (+4 dex, +3 natural, +1 size)| hp 34 (4d10+10) | Fort +1, Ref +5, Will +4 | DR 5/adamantine | Vulnerable to fire | Melee Slam +6, d4+2


NPC:F Goblin* Cavalier/1 | AC 16, T 13, FF 14 |HP: 11/11 | F +3, R +2, W +0 | Init +2, P +2, I +0 |CMD 14

Ehsmaralduh has made her way slowly down to the opening to the chamber and shouts into the room

I think they are running out of energy!


Male Goblin Witch 4 | AC 18 T 14 FF 14 | HP 30/30 | F +4 R +4 W +6 | CMD 15 | Init +10 | Perc +14, I +2

Gemdar touches Fluuk and soothes him, "Hope this makes you feel better! Now finish them off!"

Healing hex on Fluuk for Healing Hex: 1d8 + 2 ⇒ (3) + 2 = 5HP


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

Round 4

Already feeling woozy, Fluuk feels close to passing out after the golem smacks him again. After Gemdar's hex, he feels better, and redoubles his effort to take out one of them.

Attack Roll: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24

Crossbow Damage: 2d8 ⇒ (8, 2) = 10

Klobber will attack anything that comes near, but will not risk slipping on ice.

attack roll claw: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
damage claw: 1d4 + 1 ⇒ (4) + 1 = 5
attack roll claw: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
attack roll bite: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
damage claw: 1d4 + 1 ⇒ (1) + 1 = 2


Male Goblin Druid (Saurian Shaman) 3 | AC 19 T 14 FF 16 | HP 33/33 | F +6 R +4 W +6 | CMD 20 | Init +9 | Perc +9

The quick and nimble Gobzilla readies another attack just in case any of the golems get within reach.


Male Goblin Archivist (Bard)/4 AC 18, T 16, FF 13, | HP 28/28 | F +2, R +8, W +5| CMD 17| P 8 | Int +6 | Perform 12/12

Tabaaac fires at the red one.

Musket: 1d20 + 5 ⇒ (13) + 5 = 181d12 ⇒ 6


male

Day 2, Tuesday (turn 95) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling

Initiative Order:

Gemdar – 29
Gobzilla – 21
Wooden Warriors - 10
Flukk/Klobber - 8
Tabaaac – 7

Round 4…

Gemdar places a reassuring hand on the back of Fluuk’s hat straightening it for him, and giving him a sudden blessing that rejuvenates the sorcerer (or maybe he just feels better because his hat is straighter?)

One of the wooden golems is spinning so erratically it is a wonder it is remaining upright. Again the strange things go round and round the room until some unseen force compels them to come barreling at the goblins once again

Red Golem: 1d12 ⇒ 11
Yellow Golem: 1d12 ⇒ 1

Gobzilla can chose either red or yellow to attack, if he hits and damages red for 5+, it will not get to attack him this round. Fluuk, is it alright if I apply your crossbow attack to yellow? It will shorten the battle a bit

While both weaponised golems appear determined to crash into Gobzilla, Fluuk waits patiently for them to strike, and then start off away from the harried druid. He lifts the large crossbow and sights in one of the machines as it moves back up the icy floor.

Fluuk’s shot is well placed and strikes the golem on the shoulder joint where one of the spinning weapons is connected. The sudden added weight of the crossbow bolt sends the machine into an unbalanced spin that causes the base of the thing to shimmy and shake from side to side. The inharmonic spinning becomes too much for the thing and it falls on its side, continues to rotate while on the floor like some kind of spastic dancer, until it finally comes to a complete stop.

Damage Tracker:

Fluuk – takes 4 damage
Klobber – takes 5 damage
Red Golem – slowed by two rounds (last round, is round 4)
Yellow Golem – slowed by two rounds (last round is round 4)

DM Notes:

Golem Warriors made of Wood (small Construct) | AC 18, t 15, ff 14 (+4 dex, +3 natural, +1 size)| hp 34 (4d10+10) | Fort +1, Ref +5, Will +4 | DR 5/adamantine | Vulnerable to fire | Melee Slam +6, d4+2

I realize this is dragging on a bit, and originally I planned for this to be a series of four pairs of attacking golems, one after another, but, let’s shorten it so the story gets moving again


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

Was the round 4 recap? are we to do round 5 actions?


Male Goblin Druid (Saurian Shaman) 3 | AC 19 T 14 FF 16 | HP 33/33 | F +6 R +4 W +6 | CMD 20 | Init +9 | Perc +9

As the red golem draws near, Gobzilla makes his swing, taking it out of commission.

Scimitar: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


male

Day 2, Tuesday (turn 95) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling

Round 4, wrap up…

Gobzilla stares at the approaching golem. He let’s his mind clear of all distraction and begins to sway left to right timing his movements to those of the wobbling machine. It draws closer and closer and then just as it and the second machine are about to bear down on him, he leaps straight up into the air and swings his scimitar with all his might. The timing is perfect, and Gobzilla smacks the wobbling machine so hard it careens straight away. Losing energy as it goes, the machine nearly raches the wall before it slows down too much to remain upright and it falls on the slippery floor, slides a few feet and is then motionless

However, the other machine comes in to wallop the Druid

Melee Bash versus Gobzilla: 1d20 + 6 ⇒ (11) + 6 = 17

Gobzilla seems to float in the air for a moment, then when he comes down, he sees the other machine bearing down on him, and he ducks, as soon as his feet touch the floor, and the attacking machine misses him completely

This machine is then brought to a stop by Fluuk. This battle is over, but wait…what is that sound…

Relieved that the two machines have finally stopped circling the group and are still, Penny lets out a sigh when suddenly a panel in the ceiling opens and a pair of articulated arms begin to lower into the chamber. The arms are made of dark stained wood and metal gears, and each ends in a long, three fingered claw. The arms move slowly but with precision and deftly home in on the fallen machines, the tops of the arms slide through groves that can be seen in the ceiling and soon the arms have lifted the machines off the slick floor and race toward the passageway to the east where they disappear.

A tense moment of silence follows, and then there is that unmistakable sound of a ratchet being wound up tight once again…

The Party has 2d4 rounds to prepare for the next battle

Delay: 2d4 ⇒ (1, 4) = 5

The floor shakes, and vibrates, and at the ends of the room where the floor is flat, the floor lifts as if it is programmed to dump anyone taking refuge here onto the slippery slopes of the bolw shaped floor, then the floor lowers slowly as the ratcheting sound grows deeper and deeper, slower and slower.

Damage Tracker:

Fluuk – takes 4 damage
Klobber – takes 5 damage


Male Goblin Witch 4 | AC 18 T 14 FF 14 | HP 30/30 | F +4 R +4 W +6 | CMD 15 | Init +10 | Perc +14, I +2

Gemdar breaks into rhyme and then tries to leave and as his first first step hits the blue area falls flat on his face.

"It's time to go.
Don't want to see the show.
Let's get out.
Don't wanna see you pout."

Reflex Save: 1d20 + 2 ⇒ (1) + 2 = 3
Reflex Save: 1d20 + 2 ⇒ (4) + 2 = 6

Taking the first roll because I'm tenacious.


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

Slipping and sliding, trying to make his way up the icy incline...

"I like your rhyme, I agree its time. More danger I perceive, let's take our leave."

Fluuk Reflex Save DC 16: 1d20 + 5 ⇒ (4) + 5 = 9
Fluuk Reflex Save DC 16: 1d20 + 5 ⇒ (15) + 5 = 20

Klobber Reflex Save DC 16: 1d20 + 5 ⇒ (7) + 5 = 12


Male Goblin Archivist (Bard)/4 AC 18, T 16, FF 13, | HP 28/28 | F +2, R +8, W +5| CMD 17| P 8 | Int +6 | Perform 12/12

Tabaaac follows the others.

Reflex: 1d20 + 5 ⇒ (17) + 5 = 22


male

Day 2, Tuesday (turn 95) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling

Tabaaac takes a wide posture, spreading his feet out and keeping his body low, he manages to make his way back to the tunnel entrance where he clings to the wall

I hope that was your intention, the tunnel is slippery, but not as slippery as the floor in the chamber

Fluuk manages to focus on the difficulty of the sloped and icy floor and makes his way to the second tier of the floor, where it becomes even more dangerous. He pauses, turns and sees his beloved animal companion and mount, slip, and fall.

Gemdar, takes a cautious step away from the safe zone, and immediately slips. His fall would not be painful, if he did not throw his hands up to protect his new hat. His hat stays in place and his pride is saved, though his posterior suffers.


Male Goblin Archivist (Bard)/4 AC 18, T 16, FF 13, | HP 28/28 | F +2, R +8, W +5| CMD 17| P 8 | Int +6 | Perform 12/12

Yeah Tabaaac would try and get to the exit so they can proceed deeper into the dungeon


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

"Does anyone have any rope we can use to pull people out of the slippery pit?"


male

Okay, the exit is much harder to get to, but I'll put you going that direction instead.


Male Goblin Witch 4 | AC 18 T 14 FF 14 | HP 30/30 | F +4 R +4 W +6 | CMD 15 | Init +10 | Perc +14, I +2

"That didn't work well. I'll get it this time!" Gemdar stands and heads toward the exit.

Reflex Save: 1d20 + 2 + 13 ⇒ (19) + 2 + 13 = 34 +Tenacious


Male Goblin Archivist (Bard)/4 AC 18, T 16, FF 13, | HP 28/28 | F +2, R +8, W +5| CMD 17| P 8 | Int +6 | Perform 12/12

[/b]Tabaaac can do that![/b] Tabaaac seems Gemdar's awesome dexterity and mimics it to continue moving to the other exit.

Take 19 for Reflex of 24


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

Fluuk tries to climb the even more slippery slope to get to the top. He asks those at the top if they have any rope they can toss to those below. He doubles up his own roll of twine and tosses an end of it to those below, hoping it is strong enough to pull those up.

"Help me."

Reflex for Fluuk to get to top: 1d20 + 4 ⇒ (19) + 4 = 23

Reflex for Klobber: 1d20 + 6 ⇒ (9) + 6 = 15


Male Goblin Druid (Saurian Shaman) 3 | AC 19 T 14 FF 16 | HP 33/33 | F +6 R +4 W +6 | CMD 20 | Init +9 | Perc +9

"Rawr! Wait up!"

Gobzilla and Gaia quickly follow after the others. Gaia does moderately well scaling the frozen terrain. Meanwhile, Gobzilla ends up tripping on the tail of his dragon suit armor, making him question why he ever added the silly thing.

Gobzilla Reflex: 1d20 + 3 ⇒ (3) + 3 = 6

Gaia Reflex: 1d20 + 6 ⇒ (10) + 6 = 16

I'll put the other attempts here. I got five rounds, right?

Gobzilla Reflex: 1d20 + 3 ⇒ (9) + 3 = 12
Gobzilla Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Gobzilla Reflex: 1d20 + 3 ⇒ (17) + 3 = 20

After falling flat on his face multiple times, Gobzilla finally manages to scurry to the top.


male

Day 2, Tuesday (turn 95) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling

Okay this is where I think we are. In five rounds of effort Gobzilla will advance one five foot square in the blue zone. Klobber slips into the center. Gia slips and slides into the center. Tabaaac, moves two squares in the green zone and is one square short of the ledge where the exit can be reached (he has two rounds left to try and make it, but if he fails the 20+ save he slides down to the center). Gemdar moves one square into the blue zone (he has four rounds of effort left, and needs one 16+ save to move one more square in the blue zone and two 20+ saves to move up and out of the green zone). Fluuk moves one square in the blue zone as well, also has four rounds of effort remaining, and needs the same three saves to make it to the ledge above as Gemdar needs.

I appreciate everyone’s patience with this particularly boring and difficult encounter

Penny steps out on the slippery floor and falls and slides back to where she began, then slides again when she tries to craw. Standing up and making a sour face, she plant's her feet and moves ten feet up the slippery floor, but then when the floor gets even steeper, she slips and slides back to the bottom once again.

Penny’s Reflex Save round 1: 1d20 + 2 ⇒ (11) + 2 = 13
Penny’s Reflex Save round 2: 1d20 + 2 ⇒ (6) + 2 = 8
Penny’s Reflex Save round 3: 1d20 + 2 ⇒ (19) + 2 = 21
Penny’s Reflex Save round 4: 1d20 + 2 ⇒ (19) + 2 = 21
Penny’s Reflex Save round 5: 1d20 + 2 ⇒ (5) + 2 = 7


NPC:F Goblin* Cavalier/1 | AC 16, T 13, FF 14 |HP: 11/11 | F +3, R +2, W +0 | Init +2, P +2, I +0 |CMD 14

If you can make it to the exit, Ehsmaralduh calls out. I’ll wait here for you to return.


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

Fluuk reflex save: 1d20 + 4 ⇒ (6) + 4 = 10
Fluuk reflex save: 1d20 + 4 ⇒ (2) + 4 = 6
Fluuk reflex save: 1d20 + 4 ⇒ (4) + 4 = 8
Fluuk reflex save: 1d20 + 4 ⇒ (20) + 4 = 24

Klobber reflex save: 1d20 + 6 ⇒ (12) + 6 = 18
Klobber reflex save: 1d20 + 6 ⇒ (15) + 6 = 21
Klobber reflex save: 1d20 + 6 ⇒ (11) + 6 = 17
Klobber reflex save: 1d20 + 6 ⇒ (13) + 6 = 19


male

Day 2, Tuesday (turn 95) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling

After several attempts to climb out of the slippery bowl, the goblin heroes find themselves all back in a pile at the bottom, wedged against an angry dinousaur and a confused ape.

Then the rapid clicking stops, and from the eastern corridor a pair of iron machines resembling the first two wooden machines, only larger and fatter, come racing into the bowl. They spin and circle the party as the wooden ones before them, only these golems wield long sharpened blades. Things begin to look grim for the goblins as the two machines whirl around and around.

Then in what can only be attributed to the luck of the gods and a perverse sense of humor among them, the two machines spin at top speed right into each other,

*CH-CHANG*

The sound of the collision reverberates through the chamber as the two machines go rocketing up toward the walls, smash into the walls, and then shatter into pieces.

The claws in the ceiling reappear, but they only move back and forth chaotically, unable to find a piece worth picking up.

The ceiling claws retreat, the floor suddenly changes color, and now appears as common stone. From the eastern corridor, the exit, comes a small robbed figure pushing a barrel on two wheels with long handled tools sticking out of it.

The figure, obviously an old goblin, ignores your group, takes a broom and a long handled collecting pan out of the barrel, and begins sweeping up the remains of the two machines, grumbling incoherently to himself.


Male Goblin Archivist (Bard)/4 AC 18, T 16, FF 13, | HP 28/28 | F +2, R +8, W +5| CMD 17| P 8 | Int +6 | Perform 12/12

Tabaaac rights himself and feels around for his hat that he puts on his head. Feeling a bit better he calls out to the newcomer Hello. Are you here to show us where these keys go?


Male Goblin Witch 4 | AC 18 T 14 FF 14 | HP 30/30 | F +4 R +4 W +6 | CMD 15 | Init +10 | Perc +14, I +2

Sitting on top of the pile of goblins, Gemdar says, "That went that exactly as I planned it. Now shall we go? Oh, Hello there. Who are you?"


NPC: Lich(?) The Less than a Lich of The Mysterious Dungeon

Day 2, Tuesday (turn 95) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling

Um, what, ah, Ack! Who are you? Never mind, I know who you are, absolutely. the robed figure seems startled at first and drops the broom, then he recovers quickly, and approaches you, after picking up the broom.

I am Gloomspath the less than a lich, also Gloomspath the Contemplative, guardian and custodian of the Mysterious Dungeon.

...show you where the keys go...

Well naturally I know where the keys go, wouldn’t I? Did you fetch the wand, well it’s more of a rod actually, but, Ack! Wait a minute. Is that one the Hoobub Brother’s hats? Naturally it is. I am surprised you manage to wrestle one away from them, after getting the rod and all. You do have the rod? Naturally you do, what am I saying.

Look the first key goes in the door at the bottom of the pool. You need the rod to get to the door. Naturally.


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

I really don’t see how you are helping to keep unwanted visitors out of my tomb.


NPC: Lich(?) The Less than a Lich of The Mysterious Dungeon

Naturally, it is absolutely obvious these are great heroes on a quest. Most likely it involves pie, or cake, absolutely. So, do you mind?


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

Sorry, are we still having tea at four today


NPC: Lich(?) The Less than a Lich of The Mysterious Dungeon

Naturally. Anyway, once through the door, you will be in the here, a troubling place of perpetual change and mystery. In the here you must find the door to the after, and exactly where that is, I cannot tell you. Why? Naturally you would ask, because they keep moving it over there and I cannot spend the time keeping track of it. You nemesis, naturally, is already in the here, as I already returned the rod once this week. It is obvious, to the casual observer, that she has the key to the tomb, but not the key to the after, and she needs you as much as you need her. Take the rod, access the door in the pool and find the door in the after. Get the key to the tomb, bada bang bada boom. Quest completed. Now if you’ll excuse me I have a mess to clean up.

The robed goblin walks back to his work, and is muttering

Stupid metal ones always wind up ten more clicks than they are supposed to and what happens, every stinking time, babang and they wipe each other out. Mumble mumble

he actually says the words mumble mumble


Male Goblin Witch 4 | AC 18 T 14 FF 14 | HP 30/30 | F +4 R +4 W +6 | CMD 15 | Init +10 | Perc +14, I +2

"So she has hidden the key in there already. We must go back and get the rod, but before that we must be ready to defeat it's guardians. So before we touch the rod we must prepare."

Gemdar then hops up and heads to the exit.


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

Fluuk nods excitedly the entire time, grinning like a fool, or a goblin.

"Was there mention of pie?" looking back and forth.

Adjusting his hat, and climbing aboard Klobber, they follow Gemdar.


Male Goblin Archivist (Bard)/4 AC 18, T 16, FF 13, | HP 28/28 | F +2, R +8, W +5| CMD 17| P 8 | Int +6 | Perform 12/12

Gloomspath! Tabaaac bounces up and down excitedly. I've read your books, all of them maybe, You're not dead yet! Or are you? I read a small note from you about being better stinky than deady. You went through with it? I can't believe you went through with it!


NPC: Lich(?) The Less than a Lich of The Mysterious Dungeon

Well naturally I went through with it, did you not read the diary of Ack Phlug? How could I not after his dare? Naturally I proved him quite wrong and I am just as stinky and just as deadly as I was in life, though I must say the chores are a pain in the ass, but on the bright side my queen is very kind and the most pleasant of company. NOW SCRAM! Get the rod, get on with the adventure before I rebuild these dodos and you have to face them again, and maybe then they'll work like they are supposed to, oh they'll knock your heads off I'm certain, no GO!


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

Fluuk's eyes widen so much they almost look as though they may pop from his head. Creeping close to Gloomspath to get a good view and ...if he could only just touch him.... just a bit more, the Mighty Gloomspath...
"NOW SCRAM!" jars Fluuk from his reverie, and he squeaks and hustles back to the group.


Male Goblin Archivist (Bard)/4 AC 18, T 16, FF 13, | HP 28/28 | F +2, R +8, W +5| CMD 17| P 8 | Int +6 | Perform 12/12

Tabaaac yelps and starts running back towards the pool.


Male Goblin Druid (Saurian Shaman) 3 | AC 19 T 14 FF 16 | HP 33/33 | F +6 R +4 W +6 | CMD 20 | Init +9 | Perc +9

"Rawr! You heard The Less Than A Lich. Time to go!" quickly urges Gobzilla as he (no so) boldly leads the group back to the rod, a bit more hastily than he would like to admit.


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

Fluuk whispers to Gobzilla "He really is stinky....I think I got too close...", holding his extra sensitive nose.


male

Day 2, Tuesday (turn 96) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling

Hurrying quickly, the party returns to the chamber with the long, narrow, shallow pool, the two mummies, and the altar where the rod is placed.


Male Goblin Archivist (Bard)/4 AC 18, T 16, FF 13, | HP 28/28 | F +2, R +8, W +5| CMD 17| P 8 | Int +6 | Perform 12/12

The Hobub brothers aren't going to like us taking the rod. Maybe they'll hate us taking their hats even more! Can we maybe trap them before we take the rod?


Male Goblin (Monstrous Humanoid) Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

"Maybe tie them up? Or flip the sarcophagai face down with them in them?"


male

As the group stands at the entrance of the chamber and discusses plans, a sinister robed figure lurks back down the passageway, listening to what they are talking about, when suddenly...

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