Baldwin the Merciful's: We Be Goblins (Inactive)

Game Master baldwin the merciful

We be Lick toads! We make raid!
Put the longshank s to the blade!♫ ♪♫
Burn them up from feet to head,
Mak e them hurt, then make them dead!♫
Cut the parents into ham,
Smush the babies into jam,
All the rest in pot get stewed,
We be Lick toads - you be food!
♪ ♪ ♪ ♫

A We Be Goblins Adventure Addyv'nture.


201 to 250 of 492 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Goblin Cleric 1, Hp: 8/8, Initiative: +2, Perception +2, CMB: +0, CMD: 12

"Lotsalegs run away very fast. Can't see her anymore. But I can see open area that way." He said, pointing from his tree vantage.

"Something moving around there. Maybe we go see what it is."


Evil GM

Are you all in agreement to follow Lotsalegs?


Human Warpriest (cult leader) of Besmara 7 / HP 52 of 52 / F+6 R+6 W+9 / AC 23.19.15 / Init. +4 / Perc +12

"Lotsalegs afraid and hides instead of fighting, so maybe we just go away get fireworks and leave Lotaslegs hiding?", Freiggar ponders, unable to spot the spider.


Male Goblin Rogue 1 | HP 10/10 | AC 18/15/14 | Init +4 | Perc +3 | CMB +1 CMD 15

Zunk shrugs, picking his nose. "If Lolsalegs scared, let Losalegs runs. We no has time to chase."


Male Goblin Alchemist: 1 | HP: 10/10 | AC:17 T:15 FF:13 | CMB +0 | CMD:12 | Fort: +5 Ref: +6 Will:-1 | Init: +4 | Perc: +3

"We goblin heroes chosen by chief. We kill Lotsalegs we be better. We be...Great heroes. We burn it. We crush it. We eat it for a midday snack." It might have been the fireworks talking but Mogmurch continues on, flaming orbs of light leading the way.


Male Goblin Rogue 1 | HP 10/10 | AC 18/15/14 | Init +4 | Perc +3 | CMB +1 CMD 15

"Dumb dumb Mogmurch, we get fireworks! Who cares we kill Lotsalegs if we no get fireworks!"


Evil GM

Anyone following Mog?


Human Warpriest (cult leader) of Besmara 7 / HP 52 of 52 / F+6 R+6 W+9 / AC 23.19.15 / Init. +4 / Perc +12

Still angry with Mogmurch for getting burned by his bombs, Freigaar grins maliciously. "Yes yes, Mog go kill Lotsatlegs, Mog big hero! We be right behind to help", he chuckles.

Basically, Freigaar will only fight Lotsalegs if attacked.


Male Goblin Cleric 1, Hp: 8/8, Initiative: +2, Perception +2, CMB: +0, CMD: 12

Climbing back down from the tree, Biter shakes his head. "We be too strong for Lotsalegs. We get fireworks and then we come back later, maybe Lotsalegs here, maybe not. We be tasked by chief to get important fireworks, not kill Lotsalegs. Mog can try to find Lotsalegs on your own, if you want. We heroes already. I follow Zunk to clearing I spotted."

Then almost as an afterthought he added, "Freigaar can come too."


Evil GM

Looks like everyone but Mog wants to go get fireworks then kill lotsoflegs later.


Evil GM

The party decides to hoof it back to the trail, you cross a small stream in the marshland and continue on for another hour. while following the dot and dashed lines on the map - getting lost only twice in the process - you eventually come to clearing, and see:

A two-masted ship lies mired in the mud in this clearing, its rigging thick with moss and decorated with lanterns and windchimes made from goblin skulls and bones. Strange writing is faintly visible along the ship’s prow, while the soggy, swampy “yard” that surrounds the wreck is encircled by a rickety wooden fence. A thin curl of smoke wafts up from a chimney that protrudes from an unusual box-like structure near the ship's bow.

I'll get a map up in the morning.


Male Goblin Bard 1; HP 10/10; AC 17 T 13 FF 15; Fort +1; Ref +4; Will +2; Init +6; Per +8; CMB -1; CMD 11; Spd 30 ft.

Having left the monstrous arachnid to her own devices, Sparque follows his fellows to the beach. His eyes boggle at the sight - he is particularly attracted to the goblin skulls and wind chimes…and the strange "writing".

Life away from tribe! Luuks guud!

Careful to avoid the inhabitant,

Stealth: 1d20 + 10 ⇒ (10) + 10 = 20 to hide successfully

Sparque looks for a good place to climb the side of the beached vessel with his ring of make guud climb...

Perception: 1d20 + 8 ⇒ (15) + 8 = 23* to find good climbing point

Any chance Sparque can "rede" the "wurds" on the ship?

*Fully half of Sparque's Perception bonus comes from the long-ears trait. Feel free to halve it for visual attempts like this


Evil GM

Overview

Here is what you see as you crawl out of the swamp.

From your current position you can see what looks like an incredibly sturdy goblin constructed fence surely unpenetrable except through the single gate opening. Who ever built that fence must've been a genius, and smart too!

Ricketedly Fence and opening

*sparque finds a good climbing spot. What is everyone else doing there is a wet soggy yard between your current position and the fence (60 feet of clearing to get to the fence)


Male Goblin Bard 1; HP 10/10; AC 17 T 13 FF 15; Fort +1; Ref +4; Will +2; Init +6; Per +8; CMB -1; CMD 11; Spd 30 ft.

Just to be clear - Where is Sparque currently? Inside the fence by the ship? Or still outside the fence with the others? I'm guessing the former, but with a good idea of where to climb….

Is the guud climbing spot also known as "the ladder"? ;P


Evil GM

Everyone is outside of the fence looking towards the fence and ship.


Male Goblin Cleric 1, Hp: 8/8, Initiative: +2, Perception +2, CMB: +0, CMD: 12

Hefting the mighty dog-slicer in his hands, Biter looks on at the end of their long and terrifying journey. "Hmm, an opening. Just for us?"

Paranoid sense motive: 1d20 + 2 ⇒ (15) + 2 = 17

No! I don't trust it. It's a trap!

"We climb over fence on south side. Everyone be sneaky... extra sneaky."

As he spoke he lowered his voice and put a finger over his mouth. Then he began to creep forward toward the fence...

Stealth: 1d20 + 6 ⇒ (6) + 6 = 12

...Through some bushes...


Male Goblin Rogue 1 | HP 10/10 | AC 18/15/14 | Init +4 | Perc +3 | CMB +1 CMD 15

Zunk shakes his head. "You no stealthy, Zunk go."

Stealth: 1d20 + 18 ⇒ (18) + 18 = 36
Perception: 1d20 + 3 ⇒ (8) + 3 = 11


Human Warpriest (cult leader) of Besmara 7 / HP 52 of 52 / F+6 R+6 W+9 / AC 23.19.15 / Init. +4 / Perc +12

"Fireworks in there? Zunk goes get it and then bring it here to... hey, where be Zunk?" Freigaar holds his axe with the two hands, looking around to see if there's any danger lurking.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11


Evil GM

Burn has an unhealthy suspicion bad bad things happen on the other side of the fence and refuses to go through the gate.

Freigaar is talking but everyone ignores him...as usual.

Meanwhile Zunk moves along into the shadows of the fence out of everyone's sight. although when Zunk peers between the wooden slats he only sees the muddy grounds and the one side fo the strange ship that has the funky words on it.

From Sparque's special tree he sees Zunk begin to walk but eventually he loses him in the shadows of the fence line. He does notice one particularly ominous skull hanging from a line...it's a bit bigger than a goblin skull, it actually appears to be a human. You alsow notice the a the grounds look muddy.

Zunk:

You get to the fence line and can see inside the yard, you don't see any activity though. Although you hear the a musical rattling with the windchimes.

Mog what did you do when Zunk went off?


Male Goblin Rogue 1 | HP 10/10 | AC 18/15/14 | Init +4 | Perc +3 | CMB +1 CMD 15

Zunk sneaks back out, slipping up on the party. "Nobody in yard, place empty! Maybe somebody inside though."


Male Goblin Alchemist: 1 | HP: 10/10 | AC:17 T:15 FF:13 | CMB +0 | CMD:12 | Fort: +5 Ref: +6 Will:-1 | Init: +4 | Perc: +3

Mog...waits. Mwahahahaha.


Evil GM

Zunk comes back and gives his report, what are you going to do next?


Male Goblin Cleric 1, Hp: 8/8, Initiative: +2, Perception +2, CMB: +0, CMD: 12

Burn Teeth Biter was momentarily shocked by the revelation that no one was on the outside. It showed on his face as his jaw hung open.
What? Nothing... outside? But I was so sure...

He looked over at the gate again.
Lesser paranoid Sense motive: 1d20 + 2 ⇒ (8) + 2 = 10

"Hmm, okay then. Maybe we do go through front gate. Zunk lead way." He said, gesturing for the sneaky goblin to lead the way.


Male Goblin Alchemist: 1 | HP: 10/10 | AC:17 T:15 FF:13 | CMB +0 | CMD:12 | Fort: +5 Ref: +6 Will:-1 | Init: +4 | Perc: +3

"Sounds good to Mog," he says with a shooing gesture.


Male Goblin Bard 1; HP 10/10; AC 17 T 13 FF 15; Fort +1; Ref +4; Will +2; Init +6; Per +8; CMB -1; CMD 11; Spd 30 ft.

Sparque follows, keeping the sekrit sekrit knowledge that one of the skulls is human to himself. He wonders how heavy it might be, and whether Freigaar might compete for it.

COming back from his capitative reverie, he comments off-handedly - pointing out the mud.

"Yu all be tru tru careful. Mud-slip there.


Male Goblin Rogue 1 | HP 10/10 | AC 18/15/14 | Init +4 | Perc +3 | CMB +1 CMD 15

Zunk airs out his second chin for good luck, then slips back in.

Stealth: 1d20 + 18 ⇒ (7) + 18 = 25
Perception: 1d20 + 3 ⇒ (5) + 3 = 8


Evil GM

I'll update when I get home this afternoon. I don't have the module on my office computer for some reason.


Evil GM

Zunk moves along to just inside the open gate, real sneaky like, in fact his companions think he can turn himself invisible he is so good. Unfortunately for Zunk he sneaks better than he can see, so once he gets inside the gate his little feet get stuck in the the mucky mud that he he did not see. He struggles a bit and realizes it's going to be slow moving over the trampled muck between the the gate and gangplank leading up tot the ship.

movement for small creatures - you goblins - is reduced to difficult terrain due to the thick mud. (X2 movement)

Map of Grounds

DM:

perception: 1d20 + 8 ⇒ (6) + 8 = 14

What is everyone else other than Zunk doing? I put you on the map hanging back a bit by the fence waiting for Zunk to go first.


M Dog Guard

Zunk and anyone who looks through the open gate:

The shipwreck itself is upright, held in place by the mud and sludge it now sits in and supported by thick growths of marsh gorse and other foliage. The derelict leans toward its stern at a noticeable but not unwieldy angle, and its railings are as decorated with hanging moss as they are with goblin skulls and bits of bone.

EVERYONE:

Suddenly the sound of two, no! three dogs can be heard howling from the ship. The yaps send spine tingling fear over your senses. Your dreaded enemy is nearby, probably ready to eat you and shred your flesh from your bones...or something even worse. The devil beasts seem to be talking to one another (at least that is what your goblin sense fear)


Male Goblin Cleric 1, Hp: 8/8, Initiative: +2, Perception +2, CMB: +0, CMD: 12

Sneaking along after Zunk, Burn Teeth Biter had just begun to glimpse the wreckage of the ship when the unearthly howls of the demon beasts began to call out around the swampy terrain.

"The dreaded beasts are here! Show no fear or they will eat your souls! Fight, Fight!"

Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Casting Bless, +1 to attacks and saves vs. fear for 1 minute.


M Dog Guard

The dreaded foul flesh eaters can be heard but not seen but the noise is coming from the ship.

It's a bit early for initiative, but I'll roll it up when it's time.

"WOOOOOF...GWRRRRRRRRRR...WOOF!"


Evil GM

The clinking sounds of metal, wood, and porcelain rattles as the breeze blows against the wind-chimes and hollowed out skulls. A whistling noise from the three goblin skulls at the base of the gangplank eerily places visitors on notice.


Male Goblin Rogue 1 | HP 10/10 | AC 18/15/14 | Init +4 | Perc +3 | CMB +1 CMD 15

Zunk shivers, then steels himself. Zunk will kill stupid dogs. He sneaks forward further, trying to find where they are at.

Stealth: 1d20 + 18 ⇒ (4) + 18 = 22
Perception: 1d20 + 3 ⇒ (2) + 3 = 5


Evil GM

Zunk I'll do that next, I want the others to tell me what they are doing first. You know me, I take things a bit slower.


1 person marked this as a favorite.
Human Warpriest (cult leader) of Besmara 7 / HP 52 of 52 / F+6 R+6 W+9 / AC 23.19.15 / Init. +4 / Perc +12

The howls send chills down Freigaar spines. He then spots the goblin skulls and starts looking up and down. "Look! Dogs hung dead golbins to scare off live goblins! Howls be dogs planning to kill more goblins, Freigaar sure! But thi time, it is goblins who kill dogs and hang dog's heads!" His initial fear turns to excitement and Freigaar starts drooling with the perspective of killing their hated foes. He starts walking towards the ship with his axe in hand.


Evil GM
Freigaar Stingtooth wrote:
"Look! Dogs hung dead golbins to scare off live goblins! Howls be dogs planning to kill more goblins, Freigaar sure! "

That line is hysterical.


Evil GM

I'm waiting on sparque, Mog, and Burn to post.


Male Goblin Alchemist: 1 | HP: 10/10 | AC:17 T:15 FF:13 | CMB +0 | CMD:12 | Fort: +5 Ref: +6 Will:-1 | Init: +4 | Perc: +3

Mog gets a mischievous look in his eyes. Mog was great at stealth. Good enough sometimes to sneak up on unsuspecting goblins. And what did he do when he was close enough.

"BOOOOM!" he yells as loud as he can and then dives for the nearest cover.

Stealth: 1d20 + 12 ⇒ (18) + 12 = 30


Male Goblin Cleric 1, Hp: 8/8, Initiative: +2, Perception +2, CMB: +0, CMD: 12

Sorry, jumped the gun there.

Readying the dog-slicer in his hands, Burn Teeth Biter had no idea when Mog snuck up behind him. With the shout that sounded like a cannon exploding in his hear, he surged forward in a mix of fear, surprise, and bloodlust, with a blood curdling scream.

"WAAAAaaaaaaaggghhhh!!!"


Male Goblin Bard 1; HP 10/10; AC 17 T 13 FF 15; Fort +1; Ref +4; Will +2; Init +6; Per +8; CMB -1; CMD 11; Spd 30 ft.

Sparque tears his eyes away from the skulls, their blind eyesockets soughing quietly. His companions are less cognizant of the mystic significance of their surroundings, and Freigaar's barking suddenly strips him from his reverie.

He finds himself roaring too, a step behind Burn...

Is it initiative?


As the goblins begin to enter the mucky grounds, their feet sink into the trampled earthy making it difficult to move. The wind chimes blow and the tinkling clatter becomes nerve racking when they hear a another deadly sound, "Brrrhhrrrrr" of fearsome neighing horse as the beast moves out from under a tree.

Initiative:

burn: 1d20 + 2 ⇒ (12) + 2 = 14
Mog: 1d20 + 4 ⇒ (3) + 4 = 7
Freigaar: 1d20 + 1 ⇒ (7) + 1 = 8
zunk: 1d20 + 4 ⇒ (19) + 4 = 23
sparque: 1d20 + 6 ⇒ (7) + 6 = 13

stomp: 1d20 + 4 ⇒ (13) + 4 = 17

initiative Order:

Zunk
Stomp
Burn
Sparque
Freigaar
Mog

I'll get an updated map up soon.

Remember this is difficult terrain for the small goblins.


Evil GM

Stomp Battle Map


Male Goblin Rogue 1 | HP 10/10 | AC 18/15/14 | Init +4 | Perc +3 | CMB +1 CMD 15

I love winning initiative as the rogue.

"Zunk kill horsee guud!" Zunk struggles through the terrain to stab the horsee.

Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage (flatfooted): 1d3 + 2 + 1d8 ⇒ (3) + 2 + (4) = 9
Confirm: 1d20 + 3 ⇒ (10) + 3 = 13
Crit Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Moving to -A-2.


Zunk stabbity it guud, but too guud. no crit confirmation.


Rd 1: Stomp

With blazing eyes the furious beast bites at the deft rogue,

bite: 1d20 + 5 ⇒ (11) + 5 = 16;damage: 1d4 + 5 ⇒ (2) + 5 = 7

The rears up and double hoof stomp attempting to crush the goblin skull,

hoof 1: 1d20 + 0 ⇒ (4) + 0 = 4;damage: 1d6 + 2 ⇒ (4) + 2 = 6

hoof 2: 1d20 + 0 ⇒ (15) + 0 = 15;damage: 1d6 + 2 ⇒ (1) + 2 = 3

It looks like the 15's are going to miss you.


Evil GM

RD1 Stomp Battle Map update


Male Goblin Rogue 1 | HP 10/10 | AC 18/15/14 | Init +4 | Perc +3 | CMB +1 CMD 15

Ya, at this level I'm practically a tank since I have 18 AC.


RD 1 UPDATE

Initiative Order:

Zunk - moved forward hit for 9 HP
Stomp -tired to bite and stomp on Zunk but sadly missed.
Burn
Sparque
Freigaar
Mog


Male Goblin Bard 1; HP 10/10; AC 17 T 13 FF 15; Fort +1; Ref +4; Will +2; Init +6; Per +8; CMB -1; CMD 11; Spd 30 ft.

Just waiting fore Burn to post to work out my awesome-awesome tactics….


Sparque Darktongue wrote:

Just waiting fore Burn to post to work out my awesome-awesome tactics….

If you want you can roll your awesome-awesome tactics and chief big-wig will try to fit in cinematically as practical when the time comes.

201 to 250 of 492 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Baldwin the Merciful's: We Be Goblins! All Messageboards

Want to post a reply? Sign in.