Fuskee's Rise of the Goblin Guild (Inactive)

Game Master Maar the Volcano Monk


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Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.
Mycroft Anselm wrote:
"Eh, yes. Quite happy to have you Ekkie!"

"Absolutely", agrees Rourke, hoping to strengthen the charm.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

I assume that we came in from the south and that orange thing down the middle of the hall is a sewer trench. I put myself in order.

"Well Ekkie, it looks like you've brought us to the right place. Now let's go explore."

Cork strains to listen, hoping he can make out anything that they are saying.

Perception: 1d20 + 1 ⇒ (16) + 1 = 17

Cork speaks goblin.


Korvosan Sewers | | Abandoned Vault

Sorry for the lack of posting today, got busy at work for once! Anyone who is up near the corner and is trying to spy/get close, roll me a Stealth and I'll start up the encounter later tonight. If Stealth succeeds, you guys will get info and can go over anything before the fight as well as a surprise round.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Stealth: 1d20 + 9 ⇒ (15) + 9 = 24
Raijan inches forward with great care, his drunken flailings nowhere to be seen.

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

Joof Stealth: 1d20 + 5 ⇒ (14) + 5 = 19
Jerd Stealth: 1d20 + 2 ⇒ (12) + 2 = 14

For once understanding what his teammates are trying to do, Joof tries to remain silent and instructs his wolf to do the same. Jerd's incessant tail-flailing doesn't seem to help.

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

Unskilled in stealth, Rourke stays perfectly still, allowing the more experienced to do their stuff.


Korvosan Sewers | | Abandoned Vault

Stuff: 1d20 + 1 ⇒ (16) + 1 = 17
Stuff: 1d20 - 6 ⇒ (2) - 6 = -4
Stuff: 1d20 - 6 ⇒ (2) - 6 = -4

xD These rolls

The three of you up ahead are able to sneak up and look around the corner to see three goblins huddled together with the faint sounds of a rat in the middle of them. Every once in awhile you hear the three of them chanting together "RAT, RAT, RAT, RAT, RAT" as one of the goblins is swinging around a torch with a nail in it, trying to smash the rat until he finally succeeds and shouts out "TAT!" as the other two goblins groan and toss a few rat bones in front of him as he collects them up and pulls out another rat. They all seem so preoccupied with their game that they don't notice you at all.


Korvosan Sewers | | Abandoned Vault

For those curious, the first roll was Cork's stealth and the other two were the goblins. WHOOPS! Forgot the third, uh oh!

Goblin Perception distracted by their Rat game: 1d20 - 6 ⇒ (11) - 6 = 5

Ok good, they're all still too stupid to realize what's going on. :P You guys are up! Once you start the fight I'll do initiatives.

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

Joof stares at the rat game in fascination before leaning towards the Tengu and whispering, "talk them or kill them?"

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

No need to kill them yet, but I've found that discussions with goblins are best started from a place of strength and fear.

I should have come in my work uniform, but The Thundering Spirit can't really be trusted to sit around the Hedmarch manor...

With a nod, the Tengu prepares to surge forward.


Korvosan Sewers | | Abandoned Vault

Waiting on you guys?

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

I'm good to go, I just try not to do more than prepare to surge forward 'til the surprise round actually starts :p

Dark Archive

Male Damphir Skald (Urban Skald) 3 - HP: 21/21 - AC: 16, T: 11, FF: 15 (+1 dodge bonus when adjacent to 2 or more allies) - Fort/Ref/Will: +5/+3/+4 (+2 vs disease and mind-affecting effects, +4 vs bardic performance and sonic or language-dependent effects) - Perception: +0 - Initiative: +3 - Raging Song: 9/16 - Spell-Like Abilities: Charm Person: 0/1, Command: 0/1 - Spells: 1st: 3/4

I'm hanging back as to not alert the gobbos. I'm otherwise good to go.

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

I'm with Davorin.

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

Yup, I was just waiting to see the group's response and for initiative to roll.

Dark Archive

Mycroft nods nervously. "Ready to proceed." He whispers. "Though it pains me to say it most goblins are less reasonable than our new friend here. We should seize the advantage of surprise and attack."


Korvosan Sewers | | Abandoned Vault

Alrighty then, you all get a surprise round action so either a move or a standard. Go ahead and after everyone has done an action I'll go ahead with initiative.

Mycroft: 1d20 + 5 ⇒ (5) + 5 = 10
Joof: 1d20 + 4 ⇒ (13) + 4 = 17
Rourke: 1d20 + 2 ⇒ (18) + 2 = 20
Cork: 1d20 + 7 ⇒ (20) + 7 = 27
Kaminari: 1d20 + 4 ⇒ (16) + 4 = 20
Davorin: 1d20 + 3 ⇒ (2) + 3 = 5

Goblin 1: 1d20 + 6 ⇒ (7) + 6 = 13
Goblin 2: 1d20 + 6 ⇒ (19) + 6 = 25
Goblin 3: 1d20 + 6 ⇒ (13) + 6 = 19

Surprise Round:

Cork
Goblin 2
Kaminari/Rourke
Goblin 3
Joof
Goblin 1
Mycroft/Davorin

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"A little extra protection never hurts," Cork says with a slight grin on his face. He makes a few motions and utters a few words then a shimmer of light rolls over his body for a split second.

Cast shield on myself.

Dark Archive

Male Damphir Skald (Urban Skald) 3 - HP: 21/21 - AC: 16, T: 11, FF: 15 (+1 dodge bonus when adjacent to 2 or more allies) - Fort/Ref/Will: +5/+3/+4 (+2 vs disease and mind-affecting effects, +4 vs bardic performance and sonic or language-dependent effects) - Perception: +0 - Initiative: +3 - Raging Song: 9/16 - Spell-Like Abilities: Charm Person: 0/1, Command: 0/1 - Spells: 1st: 3/4

Davorin bolsters the party's strength with a song.

+2 Strength for everyone!

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

The swashbuckler quickly gets into a better attack position on the other side of the sewer hallway, raper drawn.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Raijan rushes around the corner, blades drawn. Don't want to kill them unless I have to, but can't let them escape.

Dark Archive

With his shortbow out Mycroft moves forward trying to clear the corner and open a line of fire on the goblins.

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

"Joof swing sword and Jerd bite too,
Killing is more fun in two!"

An exhilarated Joof taps Jerd with his leg and the wolf charges forward, around Kaminari and to one of the goblins at the back.

Dogslicer + Charge: 1d20 + 8 ⇒ (13) + 8 = 21, Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Korvosan Sewers | | Abandoned Vault

Bit busy at work today but we're getting out early so I should be able to post up a response in a little bit.


Korvosan Sewers | | Abandoned Vault

Sorry guys just hopping on to let you know I've been a little sick so I'll try to have something up today hopefully but if not, tomorrow for sure. A little hint of what's to come, the red rectangle is a pit trap, one of the goblins and Joof as well as Jerd all fall in and will have to deal with a slime. Stay tuned!


Korvosan Sewers | | Abandoned Vault

Stuff: 1d20 + 6 ⇒ (5) + 6 = 11
Stuff: 1d20 + 8 ⇒ (5) + 8 = 13

As everyone gets ready for combat and the two initiators charge in, the two of them fail to see the fine edges of a pit trap as Kaminari steps on to the edge of the trap and it opens up from the combined weight of him and the goblin and attempts to drop both of them in.

Goblin Reflex DC 20: 1d20 + 2 ⇒ (19) + 2 = 21

DC 20 Reflex to avoid, Kaminari or take fall damage of: 1d6 ⇒ 4

Unless Joof and Jerd want to jump in with them, I think they'll wait at the edge as the first round starts. The goblin somehow manages to have superhuman reflexes and jumps off of the floor as it pulls away and manages to scramble behind his friends on the other side of the pit. With Kaminari at the bottom of the pit is a moldy slime that eats away at the goblin's trash.

Damn, I placed him there hoping he'd fall in too but the little rascal got away.

Round 1:

Cork
Goblin 2
Kaminari/Rourke
Goblin 3
Joof
Goblin 1
Mycroft/Davorin

Cork, Kaminari and Rourke can all go. I'll do Goblin 2 and 3 at the same time unless there's a real need for the initiative order to happen.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

I'm assuming Kaminari fails his save...

Cork rounds the corner and sees the pit in the floor and Kaminari at the bottom. He quickly grabs one end of his rope and tosses the other end to the tengu.

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

Totally shocked by the spung pit trap, Rourke realizes his fellow Pathfinders will need some kind of cover fire. The swashbuckler sheaths his rapier, and takes out his heavy crossbow, and levels it at the goblins on the other side of the trap.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Reflex: 1d20 + 7 ⇒ (10) + 7 = 17 Awk!
Fly: 1d20 + 2 ⇒ (18) + 2 = 20 Raijan tumbles into the pit, but is able to slow his fall with a ferocious fluttering of his wingish arms. Glide

Landing on the ground next to the slime, Raijan is fairly nonplussed, but thrilled when he sees the rope!

Quickly he grabs hold of the rope and hauls his way out, getting some distance to later take a flying leap across the pit.

Climb: 1d20 ⇒ 3 1st move action

Coughs

Climb: 1d20 ⇒ 13 2nd move action

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

Joof charges forth, stopping just in time to see Kaminari glide down the pit trap. The halfling then bursts out giggling, "flap wings Crow-man-friend, falling hurts!"


Korvosan Sewers | | Abandoned Vault

Kaminari falls into the pit but thanks to his quick reflexes he's able to grab Cork's rope and get himself out of there.

The two goblins on the other side both pull out their shortbows and shoot across the pit at their own targets.

Goblin 2 shoots Joof: 1d20 + 4 ⇒ (7) + 4 = 11

Goblin 3 shoots Cork: 1d20 + 4 ⇒ (17) + 4 = 21
Maybe Damage: 1d4 ⇒ 4

Round 1:

Cork/Kaminari/Rourke
Goblin 2 and 3
Joof
Goblin 1
Mycroft/Davorin

Joof is up! Mycroft and Davorin can go ahead as well, the goblin will just be shooting like his buddies.

Dark Archive

Knowledge (local): 1d20 + 7 ⇒ (15) + 7 = 22 To identify the goblins.

Mycroft runs forward and takes a look at the goblins. "Ah yes! Local sewer goblins! Peasky creatures. They're quick but they telegraph their movements with their eyes! Mycroft launches into a detailed breakdown of how to target the goblins and anticipate their attacks.

Bardic Performance: Naturalist. +1 to Attack Rolls and AC vs the goblins for allies within 30 feet of Mycroft.

Dark Archive

Male Damphir Skald (Urban Skald) 3 - HP: 21/21 - AC: 16, T: 11, FF: 15 (+1 dodge bonus when adjacent to 2 or more allies) - Fort/Ref/Will: +5/+3/+4 (+2 vs disease and mind-affecting effects, +4 vs bardic performance and sonic or language-dependent effects) - Perception: +0 - Initiative: +3 - Raging Song: 9/16 - Spell-Like Abilities: Charm Person: 0/1, Command: 0/1 - Spells: 1st: 3/4

Davorin moves up to the corner and changes the tone and influence of his song.

The bonus is now +2 Dex instead.


Korvosan Sewers | | Abandoned Vault

Mycroft identifies these as Goblin Toughs! They are pretty much just like normal goblin warriors except instead of the regular 6 HP, these guys have.... 6 HP! Yeah they're pretty normal except one minor change, they are wielding the same weapon as Joof!

There's a lot of performances going on and the goblins are just about to clap and applaud your performance before realizing that they're in the heat of battle.

Joof is still up but in the meantime, Goblin 1 will take another shot at....

1 is Joof, 2 is Cork: 1d2 ⇒ 2
Goblin Shortbow!: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 ⇒ 4

Ouch sorry Cork... are all of your ACs updated btw? Can I assume those two will hit? Goblin 1 goes before Davorin so the extra Dex won't help here either.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Raijan steps back a pace, swords raised to deflect any arrows. Full Defense

Joof, can you clear my runway? I'd like to try something stupid. Next turn that is...

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

Rourke takes aim with his crossbow on the goblin on the left side of the passage.
Heavy Crossbow with Bardic Performance (naturalist) and Skald Performance: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Confirming: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Dmg.: 1d8 + 1d8 ⇒ (6) + (7) = 13
The aasimar pulls himself back around the corner and reloads.

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

I'm limited to posting through the phone and can't seem to be able to move myself, but I will clear the way for Kaminari.

Joof dutifully pulls his wolf away and looks at the Tengu excitedly. Before he does this, though, the halfling hurls with a wicked grin a glass vial the shape of a dog's skull at the lower left goblin.

Alchemist's Fire + Bard Song: 1d20 + 7 ⇒ (3) + 7 = 10, Damage: 1d6 ⇒ 5, Miss direction: 1d8 ⇒ 3

"Stupid thing to try is best thing to try!"


Korvosan Sewers | | Abandoned Vault

Joof clumsily throws his alchemist fire at the goblin on the right but it hits him right on the head and doesn't break open, bouncing over to the goblin right next to him and exploding on him instead which still catches all of them on fire. Goblin 2 which took it to the face is now on fire and the other two are happily jumping up and down as Goblin 1 fires off a bolt into Cork. (From earlier.)

Then...

Rourke must be reacting to Kaminari as he turns the corner and fires off a bolt from his crossbow right into the head of the goblin on the other side as the crossbow bolt drags his body across the ground and pins him to the wall.

Round 2:

Cork/Kaminari/Rourke
Goblin 2 (On fire)
Joof
Goblin 1
Mycroft/Davorin

Cork is up. Kaminari/Rourke just went.

Now that you guys are closer some of you notice that the edges of the pit on the wall sides have a small ledge that you think you can walk across if you have good acrobatics.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Even though he is reeling from the goblin attacks, Cork manages to point a finger towards one of the goblins and shoots a ray of frost at it.

ray of frost@goblin 1: 1d20 + 1 ⇒ (19) + 1 = 20
damage: 1d3 ⇒ 3

As soon as the blast is over he runs back around the corner and out of sight.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

About how big's the ledge?


Korvosan Sewers | | Abandoned Vault

Cork's ray of frost smashes into the goblin on fire and puts the fire out as well as the light in his eyes as he falls over dead. The last goblin, all alone, doesn't want to stick around to get killed himself so he starts to turn to run.

If you want you can attack him but he won't go alert anyone or anything, so unless someone wants to jump down into the pit, combat over!

There are ledges on the sides of the trap that are 6 inches long which can allow you to go across with an Acrobatics check and to the north of the pit on the other side of it is a large crank in the wall.

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

Rourke is gonna try to end the remaining goblin.
Heavy Crossbow with Bardic Performance (naturalist) and Skald Performance: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Dmg.: 1d10 ⇒ 4


Korvosan Sewers | | Abandoned Vault

Rourke fires off a bolt as the goblin turns to run and shoots it right into his little butt, making him screech and jump up in pain.

Cork and Kaminari are both welcome to try and kill him before he gets away but as I mentioned before, it's not super important cause he's not running to warn others he's running the hell out of there.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Let him run. Maybe he'll tell other goblins this place isn't safe to raid.


Korvosan Sewers | | Abandoned Vault

Combat over! Figure out what you want to do about the pit and when you get to the end of the hallway it turns and there's an even longer hallway!

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Once there aren't arrows bothering him, Raijan will calmly leap the pit, and pull the lever. Acrobatics Take-10: 10 + 7 = 17

If that doesn't close the pit:
We should probably shoot the ooze with something if anyone doesn't like their odds with the pit.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork stands, half-crouched over in pain, and says, "Let the thing go. They're nasty beasts but that doesn't mean we have to be."

Cork pulls his cure light wounds wand out and tries to use it on himself. Magical healing energy flows over him and closes up his wounds. He stands up straighter. "Ok. Now I feel better."

He moves back to the edge of the pit and looks at the narrow ledge. He thinks for a moment as if planning how to get across it without falling then he slowly starts to walk across.

spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Acrobatics: 1d20 - 2 ⇒ (7) - 2 = 5

Didn't pass the DC. Do I fall?

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

Jerd Acrobatics to Jump: 1d20 + 14 ⇒ (14) + 14 = 28

The half-naked wolf makes it over the pit with a quick pounce, bringing Joof to the other side safely. The halfling peeks around the corner, disappointed to see another long hallway.

"Do something about pit. Joof and Jerd wait here for you. Ekkie can wait with us, if she want," he adds with a smirk.

Dark Archive

"Well, that was invigorating. Shame about the hostilities but some creatures are so difficult to talk sense into. It's very luck for us that we encountered so reasonable a goblin as Ekkie." Presuming the pit does indeed close Mycroft will trot along after his comrades.


Korvosan Sewers | | Abandoned Vault

Kaminari hops over the pit with ease and turns the crank to close the pit before Cork has the opportunity to fall in.

Joof turns the corner and sees the extension of the hallway with a couple of doors to explore as well as the hallway turning at the end to go even further.

Ekkie runs over near the closed pit and picks up the half-lit torch with the nail in it. "Rat-a-tat! My favorite game!" she squeals out before looking around and realizing there are no more rats to play Rat-a-tat with.

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