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Pix; I dont have the Companion; would you mind just making my gobby? I think you have a good grip on what I am trying for and this feat and trait you suggested are fine. Pixel Cube wrote:
Is there a maximum number that can be affected; I dont remember the particulars of the area and hit dice affected. These are all one hit die or less Gloisil Murigel wrote:
what does it take for you to have a target of opp with your xbow; unwareness or ...? Llvenoc wrote:
Goblins per character perspective: Elsdyne
Spoiler:
Goblins are Unseelie court typically; though many tribes are known to be mercenaries to other creatures such as demons or devils. Goblins are typically low level riff raff, but do follow the orders of Oberon, The Goblin King and one of those who can lead the "Hunt". Nothing here has shown you any evidence of Oberon's involvement, though you have seen some evidence of Seelie fae around. From a perspective, both courts are in the party though High Elves and Drow Elves left the courts millenia ago, they still have strong ties to the Seelie and Unseelie courts respectively. Glydyr and Sunset: add +1 with long or short swords to hit goblins.
Spoiler:
with the number of goblins you guys have seen; you can assume there is something much stronger here holding them together probably not a troll; maybe a Ogre Magi as they often use goblins, or maybe an evil human wizard or cleric, possibly a demon. Goblins only respect things stronger and more evil than themselves; only the prospect of blood and treasure would keep them together. You have seen/heard evidence of several tribes here. Probably be wise to try to find out about this before you face it and probably share it with others in the party. Gloisil:
Spoiler:
There are a fair number of goblin engineers; they make traps and the like; most of their machines are based around death and destruction and often deadly to those who use them. Anything made for death and destruction is not the same type of shoddy engineering as for other stuff and are typically quite brilliant; so think of them as specialists. Goblins arent wise enough to avoid their own engineers traps; so well travels places are not typically trapped; everything else probably is. Most of the goblins near your home are Forest Goblins; so they typically ride really big spiders rather than the worgs that are used by various gobin tribes. Also, among the short races it is well known that Goblins and Kobold totally hate each other and would rather fight each other than practically anything else. This knowlege has been pretty useful to gnomes who instigate these two races fighing each other and keeping both populations down. Humans have no particular lore about goblins and mostly see them as pests or vermin. Goblins are considered weak and unorganized and not a serious threat without huge numbers. Commerce with Goblins is nearly non existant so goblins are mostly under humans radar. Goblins fear elfs; of any type; so having the two elfs are a real boon for the party. Goblins fear and hate elfs and dwarfs. normally, a goblin won't attack someone unless they outnumber 2-1
What this means to the party is that there needs to be about 30 scrub goblins to even be brave enough too attack a party this size; better leaders of course affect this. ok; bit about goblins.
Goblin Scrappers; have studded leather armor, sheild and usually a cleaver or spiked club and have 6 hit points. A Scrapper usually runs a group of Scrubs or in better areas; a group of Scrappers are run by some type of elite; like a Shaman or Norker. Good morale as long as leader elite survives; low morale if he doesnt. Elite Goblins wear better stuff and have special attacks, be it poison or whatnot. Your not currently facing any. Some would be the Mushroom warriors you guys faced back at that first entrance. Good to Fanatical morale. Norker, a goblin cousin; is an elite troop for instance; with steel hard skin, fangs and heavy claws so something like AC 20; 10 hps; good weapon, plus bite 1d3 and claw 1d2; morale 18. Goblin commandoes you faces back when were another goblin elite force. Goblin elites are usually run by something bigger; usually not a goblin. Things continue like this as you go through norkers; gnolls; hobs, bugbears, trolls; and so on. Melee:
Three goblins miss Elsydyn
Archers and Chuckers:
a whole bunch of 1d3 damage stuff gets thrown at Glydyr and Sunset, but in that whole shower of rocks and lumber; Glydyr gets hit once for 2 points and Sunset twice for 1 point and 1 point. Goblins slingers and archers miss everyone as most bounce off Elsdyn and Kurgs shield, probably cause they are the tallest targets.
Current situation. The hallway is 10 squares wide and the goblins occupy all 10 squares, Kurg, Elsdyne and the Dwarf are spaced two squares apart facing 3 goblins; which leaves a hole either to the right or left side or middle depending on how things shift for a goblin to slip through; this would need to be blocked by either Desidera, Gloisil, Gyldyr or Sunset. On the side; two of you could face this goblin; if if you leave the hole, say between Elsdyne and Kurg, then three of you could face this one goblin; and probably after you kill one or two they wouldnt like those odds and wouldnt advance there as no single goblin will face one or two elfs. This hole is where I am thinking Gloisil is blocking to do his color spray and burning hands as it has maximum number of targets. ok; behind the first rank of 10 goblins; there is a full second rank of 10 goblins. there are 5 goblins with slings; 3 goblins with short bows and 8 goblins throwing junk. In this group of 8; two are hoping around holding thier bloody feet and Mox is screaming at them in Goblin about the Broken Toe Clan, preaching as it were. Most of these goblins dont seem very religious as to them he is just another crazy goblin and they are more or less ignoring him probably waiting for someone In Charge, to show up. Right now goblins are just acting in horde mentality. you can hear drum beats and a horn from the broken citadel. So currently the party faces 36 goblins you can see; party has killed four (depending how the color spray and burning hands turns out). Yes; you can use your color spray in the first round the goblins rushed in as a waiting action; your action would take place on init 15; so that would become your new initiative. please post the necessaries for both your color spray and burning hands. Gloisil Murigel wrote:
thanks for the update Gyldyr ------------------ the goblins rush forward and attack: Elsdyn; hit of 20; not confirmed; 2 points damage; two other misses.
ok; party attacks On thing that is a hmm to me; is why did the author do a personality change of Thomas using the skinwalker. As far as themes go
also makes me wonder what other skeletons are yet to surface from Harry's mother. Also, makes me wonder who sent the skinwalker, seems like more than happenstance. We are yet to have any mention of:
Spoiler:
Harry was offered to be trained by Listens To The Wind this training; and is it a wash now that Harry is with Mab? as for the other thing; Lash, being the artificial construct Harry carried for a long time; I am not convinced we have heard the last of her; I dont think she wants to be destroyed by being absorbed into coin Lasciel and she is very very clever. great set of books; lots of depth. when you do this song in general; will be belting it out loudly and what language are you going to use; just so I have a base line; then tell me whenever you do it different. In this cavern; noise really carries; so unless there is a lot of other noise, you should be able to be heard for a good 150' in here unless someones goes around corner or another room. Power is overated by players; all players seem to always want to live in a vaccum unto themselves and be the biggest baddest things in the universe; this is silly. Some npc will be weaker than you or tuffer than you. As you level; this percentage will change. For me, nothing is more important than the story; why are you doing what your doing. That is true if I am playing or Gming. Mostly I play/run campaigns; not just a single dungeon adventure. If your playing a stand alone adventure; your totally right that all players or npc players should be the same power level. But in a campaign; that is almost never true, and you never know the truth either; maybe some guy is just faking it; a con artist, pretending to be something he isnt. If by a npc joining the party to run and dominate the party; I certainly agree that should not be done. Try to understand also a gm's frustration of a party that just sits there and seems listless and undecisive; then it is very very tempting for any gm to throw in a npc just to point them in a direction; any direction. Hehe; I had a gm once, Neff, who used to chase us with a pack of monsters everywhere to keep us going; we couldnt stop to long cause we had to stay in front of this pack of monsters; hehe, so I guess there is many ways to handle it. I think it is required at some stages to move the plot along; introduce new plots and story threads and give the pc more play options. The type npc's in player group I dont really like; unless they are hirelings, which almost never occurs, is the stop gap npc. I dont like cookie cutter groups, that is where someone has to play the fighter; someone the mage; someone the cleric; and so on. Some people think this is the only way to go so sometimes gm's end up playing the missing link; so to speak. Take my PBP game, Valgrymr's two. There is an npc in the party called Mox. He followed a pc from one continent to another to join the pc in invading a goblin lair. Seems outragous; a goblin joining a dwarf to invade a goblin infested dwarven hold, but learn the whole story and it makes perfect sense. I have been running my "at the table" game for about 30 years; so have had many pc's do many things; Mox is from a goblin tribe that a pc mixed with wererats and they all worship this pc; so this older more powerful pc send this npc to help and to dominate the other goblins; hey; maybe the pc can get more followers. it is even more complex than that really, this is a very simplified version, but basically; mox is not really any tuffer than other party members; speaks goblin and has a good sense of smell and has his own purpose and desires. He is serving his pc "goddess" from another group. So the overall story of each of my groups all fit together in the worlds activities. Each of my pc groups, I have about 4 , get chances to interact with the activities of other groups from time to time. NPC sometimes help facilitate this ,especially guys like Mox; who is a champion of his own tribe; doing another PC's bidding; he adds color and humor to the party. hehe Mat; that sounds like the Princess Bride; lol Spoiler:
depends on the language of his agreement with Kincaid; think it is a done deal; he did his thing; not his problem somebody undoes it. Matthew Morris wrote:
Koridur says "Elsdyne, how about you take the right; I the middle; and Kurg the left of this hall, we aint got enough to lock sheilds fer a proper sheild wall, then you others stop gap and plink as yea can. Mox, what the 'ell?" Kurg moves to the left side "Good shot, Biscut" and starts banging his sword on his sheild and stopping his feet. sunset; please post what effect your Inspiration has on the party members and the range around you it acts for everyones convience and which goblin group you shot at please. Sunset wrote:
sheesh; inits mox has a 22
------------ Mox lets out a scream of challenge in goblin
Spoiler:
"BROKEN TOE CLAN RULES YOU KNOBS!" "BOW TO THE CERA GODDESS OR PERISH for you face MOX her champion" as he invokes Cera he growls and grows more lanky, the last words coming out more gutteral. <he is not about three and a half feet tall; so about a head taller than he was hehe still a little guy>
this takes up mox's move action. Goblin group 2 is a bit intimidated; so their init goes from 20 to 15 as they wait for numbers; so group 1 and 2 will go together on 15. [hmm did we lose the dwarf?] so; now ac 15 right? Desidera Tahn wrote:
Valegrim wrote:
Sure would or any other that opens up you hear about; take a look at my character if you like; think it was Aximeaus by clicking on my avatar and looking at aliases DSXMachina wrote:
Yes the grease is gone; just smoke in the hall giving a few peoples a caugh and burning the eyes; not much air flow down here.
the acid ball splashes the first abominiation, but it hardly has time to scream before Kojan cuts off and arm and smashes its head; it fall smoking to the ground; the smell of acid will slighly burn those in the area for some additional discomfort but no damage. The undead mage casts a spell, his skeletal hand flys from his wrist to the second abomination in line and scratches the target with 4 skeletal claw marks; the area of the scratches is cold, grey and dead, tendlrils of force fly back to the undead mage whose vitality looks stronger; the hand returns to his wrist. The area on the abominations that was struck cracks and flakes off as it moves. Ok; the party enters the area with the smashed fortress and it front of it a very long hall; almost a half mile away you can see a bright dot in the distance, sunlight. some of the shadows and things that go bump in the night! Goblins are upon you; roll initiative! they come from behind trash in the hall; and a few from behind broken boulders and cracks in the fortress; a quick count; perhaps 10 or so; 3 from the right; 3 from the front; and 5 from the left. Will the party engage; move back to the smaller hall and form a line or what. options:
the area before the fortress is 200' wide; the fortress is 200' wide; there are 12 ballistas on the second level; the fortress itself is build like a step pyramid that goes from floor to ceiliing; each level having a 5' brick wall 5' thick; and the level is 40' deep. Main access to the fortress is from a long, smooth, graded entry hall; 10' wide; it looks like all kinds of oil was poored down it and burned; it is black with ash and smoke smell. In front of the fortress is several iron spikes of various lengths coming out of the floor at various angle; a whole lot of them are missing so they dont really slow access to the fortress wall or entry hall.
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