Mogmurch the Fire Starter |
"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.
Freigaar Stingtooth |
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.
Burn Teeth Biter |
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."
baldwin the merciful |
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.
Sparque Darktongue |
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
baldwin the merciful |
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!
*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)
Sparque Darktongue |
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
Burn Teeth Biter |
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...
Freigaar Stingtooth |
"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
baldwin the merciful |
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.
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?
Burn Teeth Biter |
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.
Sparque Darktongue |
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.
baldwin the merciful |
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)
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.
Scaggy |
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)
Burn Teeth Biter |
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.
Freigaar Stingtooth |
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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.
Mogmurch the Fire Starter |
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
Burn Teeth Biter |
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!!!"
Sparque Darktongue |
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?
Stomp'it Dee Horse |
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.
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.
Zunk |
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.
Stomp'it Dee Horse |
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.