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| 151 to 200 of 214 |
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| Ekklub |
| Female Goblin Witch 1 |
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"Wait wait wait! Not goblin go first. Turtle go first!"
Ekklub cackles with glee, one of the more disturbing sounds known to goblinkind, and detaches a patch from her robe. It turns into a three-legged turtle: apparently the unfortunate reptile has been in some sort of accident, or maybe the artist understood perspective about as well as the average goblin.
Ekklub places the turtle gently on the ground and shoos it down the corridor...
Hopefully this will set off the trap, leaving it clear for us to (a) have turtle meat for dinner and (b) get past safely.
| Nergul Thumbsplitter |
| Male Goblin Ranger (guide) 1 |
|
Nergul watched on with a muted sense of horror as the three-legged turtle was set along it's path. "That good dinner she wasting..", the guide mused to himself as he waited for the inevitable. Notching another bolt, he glanced back at the worg. "Nergul shall return, shaggy one. Make great ridey-mount. Me will get all the gobbie-ladies!". He grins wickedly as the thoughts of his triumphent return flood his head.
| FuriousPhil |
| Game Master |
|
The three-legged turtle has a speed of 4 feet (rounding up). Yes, there are stats for it (Ultimate Magic p 120,) so I took the base speed of 5 divided by 4 multiplied by three.
The turtle slowly sets about its thankless task as a trap finder, eager to escape the horrible mysterious place it inhabited previously (a pocket dimension in a robe of useful things). The hallway is strewn with debris and refuse, mostly straw, bones, dung, and dirt. The floorboards can only be seen in a few places.
After twenty agonizingly boring minutes of watching a turtle meander around the hallway, including going in a circle, eating something gross off the floor, and stopping and ducking inside his shell from time to time, the turtle waddles all the way to the other end of the hall, and cranes his neck out of his shell at the closed door at the end of it. He quickly ducks his head back into his shell and stays that way.
The turtle didn't set off any traps.
| FuriousPhil |
| Game Master |
|
As Snorg pushes forward fearlessly or foolishly depending on your perspective, he walks over the exposed floorboards and piles of refuse. A sharp cracking sound - and then Snorg, a dusty plume of rotten lumber, refuse and debris suddenly drop deeper into the belly of the ship.
Snorg Reflex save 1d20 + 3 ⇒ (9) + 3 = 12
Snorg desperately reaches out and grabs...nothing but air.
Falling Damage 1d4 ⇒ 3
Sharpened wood spikes 1d4 ⇒ 3
Attack (spike 1) 1d20 + 10 ⇒ (15) + 10 = 25
Attack (spike 2) 1d20 + 10 ⇒ (4) + 10 = 14
Attack (spike 3) 1d20 + 10 ⇒ (17) + 10 = 27
Damage (spike 1)1d3 + 2 ⇒ (1) + 2 = 3
Damage (spike 3)1d3 + 2 ⇒ (2) + 2 = 4
Ouch. The turtle didn't set off the spiked pit trap, it didn't weigh as much as a goblin, so the rusty nails holding the planks in place held. Snorg's weight was enough to break the rusted nails which set off the false floor over the spiked pit trap Vorka set up down here. You're not sure how Vorka could get from one end to the other of the ship with this trap here.
Snorg yells in pain as two sharpened and fire-hardened stakes are driven through his body as he falls into a dank pit. There is 2 feet of water down here, but Snorg was lucky...um, fortunate enough to be impaled on two spikes which are holding him above the water. At least he won't drown.
The rest of you are going to have to find a way to get across the recently created 10-12 foot trap gap and possibly get Snorg out. You wouldn't want to make an enemy of the champion of the Monster Mother, would you?
| Nergul Thumbsplitter |
| Male Goblin Ranger (guide) 1 |
|
Nergul frowns, clearly annoyed. "Why Nergul have to...", then the tall goblin glanced down at his hand that bore the magical ring. Suddenly he scratched it, as if the ring had begun to chalf him. "Me am susposing Nergul could fetch body for trap bait..."
The goblin guide grumbled audibly at his fate.
If a combination of the ladder and some rope can be made to reach Snorg, I'll shimmy down it to fetch him.
| Mukluk Ronkunk |
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Looks to me like you took 13, as well. You should be okay if you can stabilize.
Not knowing that Schadenfreude is cruel (and not knowing what it is, even), Mukluk cannot help but tumble over laughing and guffawing. However, he knows that Snorg is another warm body to draw the ire of anyone he meets, and keep their attention away from Mukluk. So he decides to try to descend with Nergul and help rescue the battered goblin.
I think the two of us should be able to get Snorg out of the pit. Whether we can do anything else to help him, I can't say.
| FuriousPhil |
| Game Master |
|
Snorg, I forgot about the horse doing damage earlier, so I thought you would still be in positive hp territory. Like I said with Mukluk, any of the healing potions you found in the spider's lair can be assumed to be in your possession...although at negative hp and not getting the stabilize roll....read the spoiler below.
As Snorg lies at the bottom of a pit bleeding out from being impaled, he begins to fade into unconsciousness. As the world around him fades to black....
An image begins to appear in your mind. It is you, Snorg Bigknife, champion of the Mother of Monsters, covered in blood, swinging what looks like a weapon made of teeth and bone. Your eyes are wide in ecstasy, and you move in slow motion, hacking and slaughtering your foes. You stand upon a pile of skulls and blood, and you let out a great cry of joy....as you look down, you see two small holes where it looks like someone drove a large spear through you. The wounds are bleeding, but you have no pain. You glance at them without giving them a second thought, and then you are back in the reverie of slaughter.
Suddenly you are awake and lucid. A red mist seems to surround you. As you look up, you see a wicked looking weapon made of teeth and bone with a wrapped leather handle and a looped cord at the end. It is hanging from a nail on one of the deck boards that fell into the pit with you, and is sticking out of the water at a haphazard angle.
You are immediately stabilized and regain 5 hp. You are still impaled, however. Either a strength or an acrobatics check is needed to free yourself.
Snorg is surrounded by a faint red mist, and where he looked deader than a dead dog a second ago, now seems to be struggling to free himself. A strange weapon seems to be hanging from a board in the pit as well. You don't seem to remember it being there before.
| FuriousPhil |
| Game Master |
|
Oh, and for clarification - the d4 determined the number of spikes (3), the damage was 13 total (3 falling, 7 from the spikes) and the ladder can be extended to both descend into the pit to retrieve Snorg AND then bridge the gap - but will require a DC 10 Climb (to climb horizontally) or DC 12 Acrobatics check to walk or hang from the rungs. If you tie a rope as a safety line around each of your waists, you won't take falling damage if you miss the check.
| Nergul Thumbsplitter |
| Male Goblin Ranger (guide) 1 |
|
Nergul takes great care in tieing himself off with a simple hemp rope. Then, handing another length of the rope to Mukluk, he begins to decend after the lunatic goblin.
"Stop arguing with air stoopid. Let real gobins heros come get you from biting pit."
Climb Check 1d20 + 4 ⇒ (11) + 4 = 15
| FuriousPhil |
| Game Master |
|
Mukluk and Nergul push Snorg off the stakes despite him pulling and writhing in ways which make assisting him difficult.
Snorg retrieves the strange weapon he saw hanging on the rusty nail.
The weapon is a wicked looking bone shafted weapon with many various types of sharp monster teeth embedded in the shaft, and the handle is wrapped in leather cord. It has the same profile as a tepoztoplii +1 (Ultimate Combat p 148) (two-handed Dmg (S) 1d8 Critical 19-20/x2 piercing/slashing) but does not have the damage penalties or the fragile condition associated with bone weapons.
In addition, once per day, the weapon grants the ability to summon monster I in the same way as a scroll or magic item.
Given Snorg's dismal dice, I thought I would literally throw him a bone...:D
Oh, and you guys can take ten on the checks to cross the pit with the ladder. I think it's time you face Vorka the Cannibal.
Half an hour later, after much struggling, swearing, and sweating, you extract Snorg from the pit, and manage to all be standing in front of the door to what would seem to be Vorka's living quarters. A crude sign on the door shows the following scrawled in dark red: VOrK-ha HOHM KIIp OWt. A small turtle lies in front of the door, his head and three legs pulled as far into his shell as possible.
| Snorg Bigknife |
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Cure Light Potion: 1d8 + 1 ⇒ (8) + 1 = 9
Snorg happily leads the way swinging his new sword crazily. "Vorka gonna get bit by new stick. Snorg is da greatest of dem all!"
Thank Monster Mother for a finally good die roll. That puts my total at 11hp. I'll update my attack sequence for the new weapon. Thanks for that. It's nice to be rewarded for failure from time to time.
| FuriousPhil |
| Game Master |
|
Snorg and Mukluk make their way through the door to Vorka's chamber with no incident (it seems to be unlocked and thankfully, no traps are triggered). Nergul and Ekklub follow at a reasonable distance As you look around, you see what used to be three floors, now all in a state of rot and disrepair, going all the way up to the top of the cabin on the deck of the ship. Each level is about 25 feet square by ten foot high. Standing on a makeshift balcony on what used to be the second floor, is one of the nastiest looking goblins you've ever seen, and that's saying something. Her mouth is much too wide for a goblin's head, and the grin she displays reveals what looks like filed down teeth resembling tiny knives. She is covered in rags and bits of stained cloth with some glimpses of boiled leather showing she is armored beneath. Topping it off is a pointy leather hat which does not seem to fit at all, but somehow stays on the goblin cannibal's head. As you approach, Vorka screams in a raspy, terrible and shrill voice.
"AHHK! Snotty goblins come from Licktoads to test Vorka! Vorka will suck your bones and eat your eyes! Get out of Vorka-ship-home! AHK! Lord Longtung will knock you out, and then Vorka will cook your skins and meats and feast for weeks! ACk! AcK!
A giant frog hops out of the darkness on the ground level. Vorka cackles from the second level, and then coughs repeatedly. She seems to be fumbling with something that is throwing off sparks...
Vorka Initiative 1d20 + 2 ⇒ (1) + 2 = 3
Lord Longtung Initiative 1d20 + 2 ⇒ (10) + 2 = 12
| FuriousPhil |
| Game Master |
|
The potion you drank before you entered Vorka's chamber restores your hit points as normal, however your wounds from the stakes do not seem to heal...but they don't cause you any pain or otherwise hinder you either. They seem to leak a bit...
Clearly this is a blessing from Lamashtu, at least you think so....
| Nergul Thumbsplitter |
| Male Goblin Ranger (guide) 1 |
|
Quickly fumbling with his pack, Nergul took out a ruby red potion bottle. Liquid flames roll about the insides of the bottle, giving it a truly mesmerizing design. Popping the cork, Nergul quickly guzzled the bottle, bleching slightly as he finishes the drink. Within seconds, his jaws were bulging, a clear light eminating from his nostrils.
Init 1d20 + 4 ⇒ (11) + 4 = 15
Move action to retrieve the elixir of fire breathing, then spend the remainder of my round drinking it!
| Mukluk Ronkunk |
|
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Init: 1d20 + 4 ⇒ (20) + 4 = 24
Before Vorka even has time to finish speaking, Mukluk is in her face, bringing his dogslicer down on her head. Shame there's no called shots in the official rules...
You talk too much! And eat too much! I has sword for you to eat!
Oops, +5, not +6. 2 from BAB, 2 from charge, 1 from dogslicer.
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
| FuriousPhil |
| Game Master |
|
Mukluk, you can charge the giant frog on the ground level, but Vorka is on the second level with no obvious stairs or other means to get up there, and is out of charge range. She can be targeted with ranged attacks, magic, or eventually with melee attacks if someone figures out a way to collapse the rickety flooring or climb up there (something incendiary maybe?)
Also, if you had been able to reach her, you would have missed Vorka, but if you go for the frog you'll hit. Let me know if you want to do it that way, and I'll sort it out once everybody has posted for the round.
| Ekklub |
| Female Goblin Witch 1 |
|
Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Acting only marginally faster than the giant frog, Ekklub stands where she is (as out-of-danger as possible), and gives the creature the evil eye. Hopefully this will hinder its attempts to eat her...
Evil Eye hex; Will save DC 12 to reduce it to 1 round. Otherwise 5 rounds with a -2 penalty to attack.
| FuriousPhil |
| Game Master |
|
Snorg Initiative 1d20 + 3 ⇒ (15) + 3 = 18
Mukluk charges forward and thunks the giant frog on the skull with his slicer. The frog seems to frown, if frogs can even do that.
Once Snorg posts his action, I'll resolve the rest of the combat round.
| FuriousPhil |
| Game Master |
|
Snorg charges forward at the giant frog, but is a little too zealous in his enthusiasm, and barrels right past the frog, his new weapon still feeling a little unfamiliar at this point.
Even though it is a small two-handed weapon, it still has a 1d8 + 1 base for damage. Of course you still have to hit something with it :)
Nergul, his eyes bulging and smoke wafting from his nostrils, spews a massive gout of flame out of his mouth from the potion he drank.
I'm assuming you want to direct this at Vorka.
Damage to Vorka 2d6 ⇒ (4, 5) = 9
Reflex Save (DC 13 half damage) 1d20 + 2 ⇒ (8) + 2 = 10
You have two rounds remaining to breathe fire at Vorka, assuming she is within 25 ft.
"AHHK! You not cook Vorka, Vorka cook you!"
The sudden burst of fire has the added result of immediately igniting the Desnan candle Vorka was attempting to light and fire at your group, however. In addition, many of the dried plants and debris in the chamber are now on fire, in addition to some of the floor and surrounding areas of the second level. It know smells like burning weeds and wood, and Vorka seems to smolder as if her skin were made of bark.
Vorka (immediate) vs. ranged touch AC, Nergul 1d20 - 2 ⇒ (1) - 2 = -1
The Desnan candle explodes as Vorka drops it, showering everyone with harmless pretty colorful sparks.
Ekklub gives the frog the evil eye, and it attempts to resist.
Lord Longtung Will Save vs. evil eye hex 1d20 + 2 ⇒ (5) + 2 = 7 At -2 to attack for five rounds.
The frog still seems to be frowning from the gash in its head and the strange goblin magic. It attempts to grab Ekklub with its tongue.
Lord Longtung vs. touch AC1d20 + 3 ⇒ (9) + 3 = 12
Without the Evil Eye penalty, you'd have been grabbed by a frog tongue!
Vorka climbs straight up the wall like a spider and continues to move to the third level.
Mukluk acts first in Round 2.
| Mukluk Ronkunk |
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|
Ignoring the pretty colors for now, Mukluk instead focuses on the frog in front of him that's trying to make a snack out of Ekklub. If it's not smart enough to put that tongue back in its mouth, Mukluk tries to cut it off; otherwise he continues trying to brain it with his dogslicer.
Mukluk moves into flank with Snorg, not caring if the frog gets a free attack. Then he draws his dogslicer all the way back, until the point is resting on the ground behind him, and brings it down full force, aiming for the gash he made just before.
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
| Nergul Thumbsplitter |
| Male Goblin Ranger (guide) 1 |
|
Desperately trying to grin while containing the magical flames within his mouth, Nergul squealed in the back of his mind. While ever so fleeting, the feeling of being almost dragon-like, was intoxicating to the guide.
Realizing this is probably going to be all-out warfare, Nergul focused real hard on Vorka, prepaing to give it his all.
If Vorka is still within range, Nergul will let loose another gout of flames at her, if not I'll declare ranger's favor on her and fire my crossbow at her.
Ranged attack, if needed: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
| Ekklub |
| Female Goblin Witch 1 |
|
"Stupid frog stay VERY STILL!"
Ekklub continues giving the frog the evil eye, making it doubt its ability to block enemy attacks. The animal falters, and Ekklub cackles madly as she watches it lose confidence.
Will save DC 12 to reduce the AC penalty to 1 round. Ekklub then cackles as a move action, extending both the attack penalty and the AC penalty by a round.
| FuriousPhil |
| Game Master |
|
As the flames begin to spread to anything dry and flammable, most of the smoke begins to rise to the top of the structure, escaping through small holes in the roof. However, where most races might be alarmed, goblins love fire and burning things, so you all feel your evil little hearts race as you attempt to take down Vorka and her animal companion.
Mukluk's swing is a little too ambitious, and goes wide of his intended mark.
Snorg however, scores a solid hit with his bitey-stick, and while opening a horrid looking gash in its backside, the frog seems only to wince and continue to attack.
Nergul fires a bolt at Vorka, but her climbing the walls must have thrown his aim off. His cheeks are puffed out and his nostrils are still smoking from the dragon breath potion.
Ekklub now bulges both eyes at the frog, looking oddly like she is trying to imitate it physically.
Lord Longtung Will vs. Evil Eye (AC penalty) 1d20 + 2 ⇒ (3) + 2 = 5
The giant frog turns to Snorg and tries to bite him, exposing what look like razor sharp teeth.
Lord Longtung Attack (bite) vs. Snorg 1d20 + 3 ⇒ (4) + 3 = 7
Snorg deftly sidesteps the biting maw.
Vorka looks down at the scene below and laughs horribly. "Lord Longtung is hungry! Vorka's pets always hungry for goblin flesh!
She casts a spell, and suddenly a swarm of bats is swirling around just above your heads on the ground level!
Bat Swarm Initiative 1d20 + 2 ⇒ (17) + 2 = 19
The swarm will drop into initiative order after Mukluk. Nergul, you have two more uses of the fire breath potion...and swarms are immune to weapon damage.
Round 3 - Mukluk starts us off.
| Mukluk Ronkunk |
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Once again Mukluk tries to make soup out of the frog with the dogslicer. He mutters some goblin swears at the swarm and tries to put them out of his mind as he makes a horizontal slash.
Stupid frog stay still when dead! Then we eat frog!
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
| Nergul Thumbsplitter |
| Male Goblin Ranger (guide) 1 |
|
Nergul scrambled to get underneath the bat swarm and blech another gout of flame. He didn't want to burn the others if the bats decended on them. He might need them for cover later on...
Try and burn the bat swarm. If I can't avoid hitting companions with the attack, I'll let loose another bolt at Vorka.
Ranged Attack 1d20 + 9 ⇒ (1) + 9 = 10
Crossbow Damage 1d6 + 2 ⇒ (2) + 2 = 4
| FuriousPhil |
| Game Master |
|
Mukluk stabs the frog in the eye, and it belches out a croak of pain. It doesn't look like it has much fight left at this point.
The swarm descends in a swirling mass and is now in the midst of the ground floor combat.
Damage (all, including giant frog) 1d6 ⇒ 3
The swarm provokes an attack of opportunity, which basically only applies to Ekklub, since they are immune to weapon strikes. Concentration check will be required due to the distracting nature of the swarm at DC 17 + caster level.
Snorg still can't seem to quite get the hang of the new weapon, and takes a chunk out of a smoldering floorboard instead of the giant frog.
Nergul spews a gout of flame upwards into the swarm, and a great cloud of fire and sulfurous odor erupts toward the swarm overhead.
Damage, Bat Swarm 2d6 ⇒ (2, 1) = 3
Nergul catches the edge of the swarm, and incinerates a few of the bats, which fall to the floor as crispy, smoking, carcasses.
Ekklub hurls a sling bullet at Vorka, but it sails low.
The giant frog tries feebly to bite back at its tormentor, Mukluk.
Lord Longtung bite vs. Mukluk 1d20 + 3 ⇒ (8) + 3 = 11
Vorka laughs uncontrollably and seems to be jumping up and down in glee as she watches the bat swarm descend. She conjures a flame in her hand, and hurls it at Nergul...but it has the undesired effect on incinerating more of the bat swarm before it reaches him.
Vorka, damage vs. Bat Swarm 1d6 + 3 ⇒ (1) + 3 = 4
Cursing, she stamps her foot...and falls through the floorboards to the second level!
Vorka, falling damage 1d6 ⇒ 5
Mukluk, this fight is getting pretty hairy - and a little hilarious. See if you can finish off Lord Longtung in Round 4.
The damp nature of the ship seems to be keeping the flame spread to a minimum, but smoke will start to be an issue in another round or two.
| Mukluk Ronkunk |
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Cheering as he gets a shot in at the frog's eye, Mukluk tries to finish the job with another stab. It's a rather direct and ungraceful motion.
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 ... at least I hit!
He's too distracted by the insect swarm to do a good job, though. He swings his spare hand around his face to get a clear view but only manages to slightly obstruct his vision.
Doing the best I can, and learning that I probably don't want to roll a melee-oriented halfling any time soon.
| FuriousPhil |
| Game Master |
|
Mukluk again whacks the frog, but it isn't down for the count yet. Still clinging to life, it gets ready to retaliate. Unfortunately, the burning bat swarm is now in a panic, attacking everything on the ground level.
Swarm damage (all) 1d6 ⇒ 4
Multiple bat bites push Lord Longtung over the edge into oblivion, and he expires with a wistful croak.
Snorg really, really tries to hit something, but between the swarm, Ekklub slinging rocks at him, and the smoldering ship, he seems like he's finding it hard to focus on anything except the spectacle of it all. His swing goes wide, and he spins in a neat little circle.
Nergul, his cheeks puffed nearly to the point of bursting, exhales another massive gout of sulfur and fire at the swarm.
Fire Breath 2d6 ⇒ (4, 1) = 5
A burst of flame incinerates the swarm, except for a single remaining bat, which flies up through the ship and out through a hole in the roof.
Vorka emerges from the smoke on the second level, and has evil intentions all over her ugly face, baring her teeth, she screams.
"ACCCCCCKKKKK! Stupid, stupid gobs set Vorka-home on fire, kill Vorka pets, kill poor Lord Longtung...ACK ACK! Vorka put heads on spikes in pit, let you rot, pee on you and laugh forever. You probably taste terrible! KILL YOU! KILL YOU ALL!
She looks to be drinking a potion. This is your chance to put the horrible goblin cannibal down for good, and take her stuff. She's still on the second level, but the floor looks like it is deteriorating fast. A good thunk from a weapon maybe, or maybe taunting the horrible goblin?
Vorka, cure light wounds 1d8 ⇒ 2
Round 5
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