Goblin Kingmaker [Private]

Game Master ChazzAtron5000

Kingmaker with an all Goblin party, because Humans are lame.


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Xzin Rag-mag Xzin-xzoran

Kingdom Turn 45

Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event

Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
(Bleah, I quit this part)
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(E11, E13, F12, F14, G13, H12, H14)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Roads F6, F8, F10, E11, G11 - 23 BP
Farms E9, E11, E13, F10 – 16 BP)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall – Jail 7
Petticoat Junction – Jail 7, Townhall 11
Labyrinth – Jail 7, Townhall 11
Tatzlford – Jail 7, Watchtower 6
Jarethville – Watchtower 6
Ferry Station – Waterfront 90, 4 Foundries 64, 2 Houses 6, 2 Brothels 8
Fort Ramses – Jail 7, Watchtower 6
Varnhold – Jail 7
Dragonclef Gulch – Jail 7)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Trade Route (Raw Materials) TRL 31 RM 3 LM 53
Ferry Station - > Restov via Purple Path
Corruption +1
Productivitiy +21+1+1+5
+2 Economy Permanent. +7 Economy for 1 year (Expires turn 52)
__________
Trade Route (Food) TRL 31 RM 3 LM 57
Ferry Station -> Restov via Purple Path
Corruption +1
Productivity +28
Permanent +2 Economy and +5 Economy for 1 year (ends Turn 53))

Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 424 ⇒ (12) + 424 = 436 = 145+128+27=300BP

Phase 4 - Events (25%)
Brandon Rolled

Justice Prevails (settlement): Authorities shut down a major criminal operation or thwart a plot against the settlement. Law and Loyalty increase by 1 and Crime and Unrest decreases by 1.


Xzin Rag-mag Xzin-xzoran

Kingdom Turn 46

Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event

Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
(Bleah, I quit this part)
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(All Claimed)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Roads D2, E1, E3, F-8, G-9, G-7 = 22 BP
Farms A1, -A2, E5 = 8 BP)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall – Add District 1, 4 Parks 16, Observatory 12, Paved Streets 24, Monument 6, Monastery 16
Tatzlford – Monument 6
Ferry Station –2 Foundries 32, 2 Smithys 12, Foreign Quarter 30, Town Hall 11
Fort Ramses – Military Academy 36, Arena 40, Garrison 14, Barracks 3)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Trade Route (Raw Materials) TRL 31 RM 3 LM 53
Ferry Station - > Restov via Purple Path
Corruption +1
Productivitiy +21+1+1+5
+2 Economy Permanent. +7 Economy for 1 year (Expires turn 52)
__________
Trade Route (Food) TRL 31 RM 3 LM 57
Ferry Station -> Restov via Purple Path
Corruption +1
Productivity +28
Permanent +2 Economy and +5 Economy for 1 year (ends Turn 53))

Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 437 ⇒ (17) + 437 = 454 = 151+130+12=293BP

Phase 4 - Events (25%)
Brandon Rolled

Monster Attack! Our peasants destroyed the CR10 monster without us having to do anything. Woe be to the army that attempts to invade us as peasants with pitchforks can kill CR 10 creatures, that's how awesome our kingdom is!


Xzin Rag-mag Xzin-xzoran

Kingdom Turn 47

Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event

Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
(Bleah, I quit this part)
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(All Claimed)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Farms I1, I3, I5, I7, H0, H2, G1, F2, E1)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall – Menagerie 16, Magic Shop 34, 4 Houses 12, Herbalist 10, Inn 5
Petticoat Junction – Garrison 28,
Labyrinth – Smithy 6, 3 City Walls 6
Tatzlford – 3 City Walls 6
Jarethville – City Wall 2
Ferry Station – Mint 30, Monument 6, Smithy 6
Fort Ramses – Smithy 6)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Trade Route (Raw Materials) TRL 31 RM 3 LM 53
Ferry Station - > Restov via Purple Path
Corruption +1
Productivitiy +21+1+1+5
+2 Economy Permanent. +7 Economy for 1 year (Expires turn 52)
__________
Trade Route (Food) TRL 31 RM 3 LM 57
Ferry Station -> Restov via Purple Path
Corruption +1
Productivity +28
Permanent +2 Economy and +5 Economy for 1 year (ends Turn 53))

Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 446 ⇒ (19) + 446 = 465 = 155+130+26=311 BP

Phase 4 - Events (25%)
1d100 ⇒ 85


Tbenox hangs himself out of idle boredom.


The past 9 months following the vanquishing of the lich Vordakai have been prosperous. Varnhold's lands were annexed without issue, and trade routes throughout Green Acres has greatly increased its influence with Restov. Because of this, Restov no longer provides direct support - their hands must remain clean lest the rest of Brevoy were to become suspicious of their sponsorship of the new kingdoms in the Stolen Lands. Such a strong alliance may force the hands of Restov's opponents in Brevoy; however, a strong trade relationship arouses less suspicion and benefits both Green Acres and Restov - an annoyance to Restov's opponents, but not a threat.

To the west of Green Acres is the Hooktongue Slough, a marshy wetland inhabited by mostly boggards that enjoy waylaying travelers. This has caused some disruption to trade, and negatively impacted the economy of one of the other kingdoms set out to settle the Stolen Lands - Fort Drelev. While Baron Drelev has done some exploration, he has focused mostly on expanding his city. The result is that while Green Acres may be a sprawling kingdom, Fort Drelev is little more than a city-state. Part of the reasons behind this is due to the boggards cutting off trade to this part of the Stolen Lands, and the initial raids against Fort Drelev were fairly destructive.

Or so the stories you have heard so far go. Expansion to the west has ever been one of your goals; however, circumstances dictated looking to the east first. Additionally, the marshy wetlands to your immediate west would have been more difficult to explore and settle in your early years; now, Green Acres possess the infrastructure, economy, and powerful leaders to make such an expansion a thing of ease.

At one of your privy council meetings, General Skaz's Chief of Intelligence, elven diviner Xantar the Wise, brings an urgent matter to your attention after arriving half an hour late to the meeting.

"My lords, I came as quick as I could. I was informed 3 days ago through our carrier pigeon network that a young woman arrived in Tatzlford, claiming that a small army was on the move and headed to sack our city there. Naturally, I followed up on this lead, but given lack of corroborating evidence at the time, it would have been premature to bring it to your attention. Tatzlford is well defended, and if I brought such matters to your attention every time they came up, you would no doubt be constantly chasing rumors around the countryside."

Xantar continues, "This is one of those times the rumor checked out. I spoke with the woman, one Kisandra Numesti. She is the youngest daughter of Lord Terrion Numesti, a knight and aristocrat of Brevoy, and now former commander of Fort Drelev's garrison. He apparently defied Baron Drelev's orders to ally with the Tiger Clan barbarians to their northwest or allow his eldest daughter to serve as a hostage. With her father thrown in the dungeon and her elder sister now being held by the Tiger Clan, Kisandra fled to Green Acres. Apparently, she hid among the force marching towards Tatzlford until she was able to sneak away."

Xantar waved at one of the guards, "I of course used my considerable divination powers to confirm that her words were truthful, then rushed her here so she could share this information with you directly. I knew you would want to speak to her yourselves... ah, here she is now.'

Guards ushered in a young woman, mildly disheveled but with the regal bearing of one brought up as a minor noble's daughter. She willingly answers any question you ask, to the best of her knowledge.

To facilitate that better, here is what the book says she knows.

Who are you?
My name is Kisandra Numesti. I come from the Drelev Demesne, west of here on the far side of Hooktongue Slough — it was established by Baron Hannis Drelev of Brevoy. My father is Lord Terrion Numesti, a
knight who once served the baron but then went against him and was thrown into the dungeon as punishment.

Who’s attacking Tatzlford?
Baron Drelev’s troops, along with a group of Tiger Lord barbarians and some enormous trolls! I pretended to be one of them until they
drew near, then slipped away to warn you.

Why would Drelev attack us?
To save himself. And so he can claim all you’ve built for his own gain. Drelev surrendered to the barbarians and the Lord of Pitax so they wouldn’t overrun his kingdom. I suspect he sees attacking you as a way to prove his worth to his new master, but he’s always been jealous of your success. He covets just about anything he deems more valuable than what he already has. I’m afraid your nation is no exception.

How do we know you’re not trying to trick us?
Any loyalty I may have once owed to Baron Drelev died as soon as he allowed those savages to take my sister and imprisoned my father for refusing to obey his orders. I hoped that by warning you I might earn your favor and obtain aid in freeing them, but even if you
choose not to help me, I can’t sit idly by and watch as that madman attacks your city.”

You know little of the Lord of Pitax, only that his lands are further west than Fort Drelev. What you have heard includes that Pitax has become a successful kingdom in its own right, one that might rival your own - or exceed it, if Kisandra's tales of Pitax being allied with a tribe of barbarians turns out to be true.

Xantar will also be able to inform you that if you left immediately, you would be able to reach Tatzlford in time to shore up its defenses. He put the city on alert before he left, but the presence of the king would certainly bolster morale. Unfortunately, most of your army is to the east on exercises. They wouldn't be able to make it to Tatlzford in time to intercept the incoming force, but can be sent for in case you need reinforcements. Still, with a castle and its defenders, Tatlzford could hold its own against a sizable force. The issue here is that the force includes trolls, which may be able to turn the tide without the Heroes of Green Acres there to lead the charge.

I still haven't figured out the exact stats and such for the invaders, but Kisandra would know that information and share it with you.


"Pfft. Trolls. tbenox begins. "We've faced worse threats than these simpletons."

"Oddly enough, this is one of those times where burning something as a Goblin is acceptable by the rest of society...not that I've ever cared.

"Shall we? We shall.

Eagar to dust off his rusty magic chops, Tbenox , along with the royal enforcer, Arcos, appear bloodthirsty. Clearly city life is not for them.

Tbenox readies a teleport spell targeting the entire royal council. We'll go one way or another


Time being critical, you teleport to Tatzlford. You meet with founder and mayor Loy "Tanner" Rezbin, a retired ranger, and his wife, Latricia Evanore, priestess of Erastil. Their progress since you allowed them to found a city at the site of your triumphant fight against the tatzlwyrms has been exceptional.

Loy informs you that his scouts have located the invasion force about a 2 day march to the west. They have already violated your borders, and even razed a farm or two along the way (lest they leave any witnesses to their march to inform on them). While Tatzlford could withstand the attack, the outlying citizens would be decimated. A force of 40 men with 6 trolls may not be an army, but would certainly be able to ravage the countryside if left to their own devices. A swift and merciless retort is the only response to such a brazen violation of Green Acres, and as it is the first, this will no doubt set the tone for other people looking to invade your lands.

What is a 2 day march for troops in the field can be covered much faster by a small force, namely yourselves. While word was sent to muster your troops and have them move westward, it will take them at least a week to arrive - and that's by force marching. Your aerial units are still untested in battle, hence part of the reason the bulk of your army was conducting a training exercise. Besides, the trees here would likely dampen their abilities.

This means you, as always, are the first line of defense for Green Acres. You ride forth, intercepting the invasion force in a clearing. With a mighty toot from Smezut's warhorn, the battle commences.

Round 1

Smezut
Skaz
Fighter Troop
Barbarian Troop
Tbenox
Xzin
Acros
Kristine
Ramses
Troll Brutes

Smezut Initiative: 1d20 + 10 ⇒ (14) + 10 = 24
Ramses Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Skaz Initiative: 1d20 + 10 ⇒ (17) + 10 = 27
Xzin Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Tbenox Initiative: 1d20 + 10 ⇒ (8) + 10 = 18
Kristine Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Acros Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Barbarian Troop Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Fighter Troop Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Troll Brutes Initiative: 1d20 + 3 ⇒ (2) + 3 = 5


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

With a mighty sound erupting from his silvered warhorn, and with Green Acres banner flowing in the wind, Smezut announces the presence of true heroes on the field.

Begin inspire courage

Smezut then points towards the middle of the Fighter troop, and with a smile unleashes his universe altering magic.

Cast Confusion into the center of the Fighter troop, hitting as many as possible. Range 200 ft, 15 ft burst, DC 18.


Fighter Troop Will save: 1d20 + 8 ⇒ (6) + 8 = 14

There seems to be some confusion among the ranks. Who knows what will happen...

With a prayer to Sarenrae, Skaz's scimitar bursts into flames and takes on a sharper appearance, while his armor looks to harden. Both he and Varg hold their ground, readying themselves against a potential charge - as charging themselves would leave them alone among the enemy.

confusion: 1d4 ⇒ 2 The Fighter Troop clucks like chickens, but seems incapable of much else at the moment.

The Barbarian Troop, however, is not so confused. They scream and charge straight at you, axes held high. They can't quite make the distance though, so they just get close enough to let you smell their bad breath and lack of bathing.


Barbarian Troop Fort save: 1d20 + 13 ⇒ (8) + 13 = 211d4 ⇒ 2

You hear hacking and wheezing inside the cloudkill.


Male Goblin Ranger (Skirmisher) / 1

Kristine is summoning a medium fire elemental when it's her turn.


Male Goblin Ranger (Skirmisher) / 1

For Xzin

4 Medium Fire Elementals all attacking different trolls

Burn DC 16 Reflex for half

1. Att - 26, damage - 13, burn 7, total 20
2. Att - 29, damage - 9, burn 8, total 17
3. Att - 25, damage - 14, burn 10, total 24
4. Att - 26, damage - 13, burn 9, total 21


Male Goblin Ranger (Skirmisher) / 1

For Ramses

1. Att - 40, Damage 31
2. Att - 41, Damage 20
3. Att - 31, Damage 19

Total damage 70


Troll Reflex vs Burn: 1d20 + 6 ⇒ (16) + 6 = 22
Troll Reflex vs Burn: 1d20 + 6 ⇒ (4) + 6 = 101d4 ⇒ 2
Troll Reflex vs Burn: 1d20 + 6 ⇒ (16) + 6 = 22
Troll Reflex vs Burn: 1d20 + 6 ⇒ (19) + 6 = 25
Troll Burning: 1d6 ⇒ 4

Much to your surprise, only one troll catches fire. Ramses focuses his shots on that one, in hopes of taking it out. He doesn't, but the troll is fairly wounded.

Ramses stays put, his form becoming displaced as he rages and casts shield.

One troll takes damage from the burn as they all scream in fury and surround the foul ponies of fire. Only one pony is left standing, badly injured from the onslaught.

Round 2

Smezut
Skaz
Fighter Troop
Barbarian Troop
Tbenox
Xzin
Acros
Kristine
Ramses
Troll Brutes


Barbarian Troop Will Save: 1d20 + 12 ⇒ (19) + 12 = 31
Troll AoO: 1d20 + 15 ⇒ (7) + 15 = 22
Bite: 1d20 + 23 ⇒ (13) + 23 = 362d6 + 26 ⇒ (1, 4) + 26 = 31
Trip: 1d20 + 23 ⇒ (15) + 23 = 38
Scimitar: 1d20 + 23 ⇒ (9) + 23 = 321d8 + 20 + 1d6 ⇒ (1) + 20 + (6) = 27

Smezut attempts to confuse the Barbarian Troop, but they are too busy choking to death to notice.

Skaz charges forth, praying to Sarenrae to swiftly cast a defending bone. The troll bites at Varg as he barrels in, but misses. Varg chomps into the troll's leg, tripping it. Skaz swipes at it with his flaming scimitar, taking out a massive chunk and cauterizing the wound.


The Fighter Troop continues to cluck like chickens, while the Barbarian troop moves out of the cloudkill in your main group's general direction. They manage to partially surround you, chopping with their axes. Despite being barbarians, their level of tactical unit superiority proves itself as they wound all next to them.

Rolled on roll20, and yes I did take into account displacement, DR, and shield. I decided Tbenox would probably have had a mage armor up, but that's really sort of moot. Just feel lucky I made them roll at all; by the rules troops don't have to roll attacks. Damage applied to the tokens (Acros, Tbenox, Smezut, Kristine, and Cat).


Xzin, seeing the troll threat, manages to bring forth the fire and summons 4 fire mephits.

They land and immediately begin throwing scorching rays at the trolls.

1)
1d20 + 10 ⇒ (4) + 10 = 14
4d6 ⇒ (5, 1, 6, 3) = 15

1d20 + 10 ⇒ (11) + 10 = 21
4d6 ⇒ (3, 4, 6, 3) = 16

2)
1d20 + 10 ⇒ (13) + 10 = 23
4d6 ⇒ (1, 2, 3, 4) = 10

1d20 + 10 ⇒ (12) + 10 = 22
4d6 ⇒ (1, 1, 6, 2) = 10

3)
1d20 + 10 ⇒ (19) + 10 = 29
4d6 ⇒ (2, 4, 5, 6) = 17

1d20 + 10 ⇒ (1) + 10 = 11
4d6 ⇒ (2, 6, 2, 2) = 12

4)
1d20 + 10 ⇒ (18) + 10 = 28
4d6 ⇒ (2, 1, 6, 4) = 13

1d20 + 10 ⇒ (7) + 10 = 17
4d6 ⇒ (3, 3, 1, 4) = 11


Arcos leaps into the fray, tearing the barbarian troop limb from limb as he grins excitedly.

Bite 1d20 + 29 ⇒ (13) + 29 = 42
Claw 1d20 + 29 ⇒ (13) + 29 = 42
Claw 1d20 + 29 ⇒ (13) + 29 = 42
Gore 1d20 + 29 ⇒ (16) + 29 = 45

Damage

1d6 + 22 ⇒ (5) + 22 = 27
1d6 + 22 ⇒ (2) + 22 = 24
1d6 + 22 ⇒ (1) + 22 = 23
1d6 + 22 ⇒ (4) + 22 = 26

Total - 100


Male Goblin Ranger (Skirmisher) / 1

Kristine targets the barbarian troops with a burst of radiance.

DC 19 reflex, blinded (or dazzled if they make the save) for 4 rnds. (rolled on roll20), I'm not sure if they are evil so if they are it's 7 damage. (By the way, I rolled 2,1,1,2,1 on the 5d4 damage.)

Fire elemental will attack a troll. Att = 20, damage = 14 (slam), 2 fire, reflex DC 16 to catch fire. (rolled on roll20)


Male Goblin Ranger (Skirmisher) / 1

Ramses will 5 foot step and full attack a troll. All rolls done on roll20.

1. Att = 35, Damage = 20
2. Att = 29, Damage = 18
3. Att = 22, Damage = 15

Total damage = 43


Male Goblin Ranger (Skirmisher) / 1

For Kristines concentration checks

1d20 + 15 ⇒ (18) + 15 = 33
1d20 + 15 ⇒ (9) + 15 = 24


Male Goblin Ranger (Skirmisher) / 1

Cats attack

1d20 + 18 ⇒ (6) + 18 = 24
2d6 + 14 ⇒ (3, 1) + 14 = 18


Mild Backtracking...

Xzin's Fire Mephits manage to kill one troll and almost a second... sadly one of the targets was prone so a scorching ray actually missed. Maybe more since I forgot about the lack of precise shot... but whatever.

Xzin's last Fire Pony moves in to attack and misses.

The ball of fury that is Arcos seriously damages the Barbarian Troop.

Kristine manages to maintain her summoning spell by some weird fluke of inverse luck, and her not fire pony charges the prone troll to finish it off. The troll burns to death - it isn't pretty. Kristine then has Cat bite at the Barbarian Troop before stepping back to cast a burst of radiance. The bite is successful, but the burst of radiance merely dazzles the rampaging barbarians.

Ramses's arrows sink into another troll, but his Trollslayer moniker is beginning to wane in this fight - or he's just trying not to overdo things this time.

Now caught up, to the trolls!
One troll finishes Xzin's last fire pony and moves towards Skaz. Another moves in and attacks Kristine's elemental, biting it hard. The other 2 trolls bite at Skaz, but miss horribly.

Round 3

Smezut
Skaz
Fighter Troop
Barbarian Troop
Tbenox
Xzin
Acros
Kristine
Ramses
Troll Brutes


Bite: 1d20 + 21 ⇒ (3) + 21 = 242d6 + 26 ⇒ (1, 6) + 26 = 33
Trip: 1d20 + 23 ⇒ (13) + 23 = 36
Bite: 1d20 + 14 ⇒ (2) + 14 = 162d6 + 26 ⇒ (4, 1) + 26 = 31
Trip: 1d20 + 23 ⇒ (8) + 23 = 31
Scimitar: 1d20 + 21 ⇒ (17) + 21 = 381d8 + 20 ⇒ (5) + 20 = 251d6 ⇒ 2
Scimitar: 1d20 + 16 ⇒ (17) + 16 = 331d8 + 20 ⇒ (6) + 20 = 261d6 ⇒ 6
Scimitar crit confirm: 1d20 + 21 ⇒ (10) + 21 = 311d8 + 20 ⇒ (7) + 20 = 27
Scimitar crit confirm: 1d20 + 16 ⇒ (6) + 16 = 221d8 + 20 ⇒ (3) + 20 = 23

Smezut boldly steps back and casts mirror image, 5 images.

Varg and Skaz move forward, showing the trolls who's the boss. Varg missed his bite to try to trip one of them, but both of Skaz's slices cut true and land devastating blows. One troll crumples.

The Fighter Troop regains momentary composure, and moves to attack and flanks Skaz and Varg. Skaz manages to deftly maneuver Varg to avoid the attacks, but suffers one of his own despite all of his protection.

The Barbarian Troop moves in, drawing attacks from Smezut, Kristine, and Cat. Cat manages to capitalize on this, and bites into the fray while the other 2 miss. The barbarians manage to hit Acros through his displacement again, beating the odds. Smezut's mirror images save his life, and the barbarians sort of fumbled the attack against Cat. Ramses and Kristine are both hit as well. The wounds are mounting; Kristine may not survive another attack, though the barbarians aren't looking too well either.


Tbenox moves out of harms way and fireballs the fighter troops

DC 22 Reflex, save boosted.

10d6 ⇒ (3, 6, 6, 5, 3, 1, 3, 5, 5, 3) = 40


Xzin summons more fire mephits to deal with the trolls.

1d3 + 1 ⇒ (3) + 1 = 4

They arrive and start throwing scorching rays at the wretched trolls.

starting with the one in the back, then the next one.

1)
1d20 + 9 ⇒ (20) + 9 = 29 (remembering precise shot this time.)
Crit confirm 1d20 + 9 ⇒ (13) + 9 = 22
8d6 ⇒ (2, 6, 1, 4, 5, 3, 5, 3) = 29

1d20 + 9 ⇒ (16) + 9 = 25
4d6 ⇒ (3, 5, 6, 2) = 16

2)
1d20 + 9 ⇒ (5) + 9 = 14
4d6 ⇒ (6, 3, 6, 4) = 19

1d20 + 9 ⇒ (5) + 9 = 14
4d6 ⇒ (1, 4, 2, 5) = 12
3)
1d20 + 9 ⇒ (19) + 9 = 28
4d6 ⇒ (5, 4, 4, 5) = 18

1d20 + 9 ⇒ (17) + 9 = 26
4d6 ⇒ (1, 3, 1, 1) = 6

4)
1d20 + 9 ⇒ (4) + 9 = 13
4d6 ⇒ (3, 5, 2, 6) = 16

1d20 + 9 ⇒ (19) + 9 = 28
4d6 ⇒ (4, 2, 5, 5) = 16

Total: 122 damage.


Arcos continues his brutal assault on the barbarians, realizing both his combat and magical superiority.

Bite 1d20 + 26 ⇒ (1) + 26 = 27
Claw 1d20 + 26 ⇒ (10) + 26 = 36
Claw 1d20 + 26 ⇒ (7) + 26 = 33
Gore 1d20 + 26 ⇒ (7) + 26 = 33

Damage
1d6 + 22 ⇒ (4) + 22 = 26
1d6 + 22 ⇒ (5) + 22 = 27
1d6 + 22 ⇒ (5) + 22 = 27
1d6 + 22 ⇒ (3) + 22 = 25

Total 79 damage.


The fireball does some damage, but not as much as you would have hoped. They made the reflex save.

The new fire mephits drop a troll with their scorching rays while the first group breathes fire on another, slightly wounding it (but negating its regeneration for the moment.

Arcos decimates the Barbarian Troop in a flurry of fang and claw.

Kristine's elemental moves forth and misses an attack on a troll.


Kristine heals herself, while Ramses turns his aim towards the Fighter Troop, hoping to draw their confused attention.

Round 4

Skaz
Tbenox
Xzin
Acros
Kristine
Ramses
Smezut
Troll Brutes

Smezut waits for Skaz, in case he is unable to take care of the Fighter Troop on his own.

General Skaz, astride his trusty steed Varg, tear into the Fighter troop with abandon, mowing them down. When they turn to the troll... well, let's just say they've put the Trollslayer's reputation in question.

Smezut, seeing his minions have taken care of his light work, delays in case he is needed for something important.

Bite: 1d20 + 21 ⇒ (12) + 21 = 332d6 + 26 ⇒ (4, 1) + 26 = 31
Trip: 1d20 + 23 ⇒ (3) + 23 = 26
Bite: 1d20 + 14 ⇒ (20) + 14 = 342d6 + 26 ⇒ (2, 6) + 26 = 34
Trip: 1d20 + 23 ⇒ (19) + 23 = 42
Scimitar: 1d20 + 21 ⇒ (16) + 21 = 371d8 + 20 ⇒ (4) + 20 = 241d6 ⇒ 4
Scimitar: 1d20 + 16 ⇒ (13) + 16 = 291d8 + 20 ⇒ (4) + 20 = 241d6 ⇒ 1
Bite crit confirm: 1d20 + 14 ⇒ (13) + 14 = 272d6 + 26 ⇒ (6, 5) + 26 = 37
Scimitar crit confirm: 1d20 + 21 ⇒ (16) + 21 = 371d8 + 20 ⇒ (6) + 20 = 261d6 ⇒ 6


The remaining troll is no match for your might and crumples easily.

You collect prisoners, as one or two of the humans are still alive, then ride back to Tatzlford.

Loot/more info incoming after I get out of work.

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