Goblin Kingmaker [Private]

Game Master ChazzAtron5000

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


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With the tatzlwyrms dead, you collect your trophies for the reward, and poke around the area looking for treasure - since dragon types typically have hoards of some kind.

As luck would have it, your guess is right as you come across a partially gnawed upon gnome carcass in a bush wearing shiny armor and clutching a sword. Seems like the tatzlwyrms were having an issue chewing through the armor, probably because it's magical. The gnome's backpack is in another bush, and full of valuable goodies.

Tatzlwyrm meat is a bit noxious, but that's just extra flavor for goblins.


The next day of exploration finds a soggy mire just east of the Skunk River, notable for the fact that a pair of ruined buildings have been claimed by a lone boggard and his monstrous frog-like pet, a tusked slurk. He introduces himself as Garuum, once a member of the greater boggard tribes found to the west in the Hooktongue Slough, but was banished following an ill conceived coup including sacred, but not magical, blue dragonflies and a heroic charge on his slurk. He tells you his story over a dinner of strangely colored but delicious mushrooms with bugs and swamp tubers. He knows little more than you of the immediate area, but does allude to more pertinent knowledge concerning his former home the Hooktongue Slough. Sort of moot for the moment, but maybe useful in the future in conjunction with your new charter.

Your next day marks your last of exploration before heading back to Oleg's. Tuskgutter must live here, because, well, it's the last area to explore and you haven't seen the beast yet. Coming around a bend, you see a clearing ahead. There's a boar in the clearing. A dire boar. Roll for initiative, meatsnacks!

Round 1

Tbenox
Skaz
Tuskgutter
Smezut
Ramses
Xzin

Dice:

Smezut Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Ramses Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Skaz Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Xzin Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Tbenox Initiative: 1d20 + 10 ⇒ (16) + 10 = 26
Tuskgutter Initiative: 1d20 + 4 ⇒ (14) + 4 = 18


Tbenox, being intelligent to know that boars like to charge their nearest victim, hangs back and pews with missiles.

2d4 + 2 ⇒ (4, 2) + 2 = 8


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut begins singing an old goblin drinking song, and breaks into a fine jig.

Begin inspire courage


Skaz and Varg move forward, readying for the boar to come from around the log.

Savage beasts like Tuskgutter are predictable, and as such, Tuskgutter scrambles around the log and comes at Skaz and Varg waiting attack. Tuskgutter squeals in agony as Varg's teeth sink into his snout.

Though this happens before Smezut's singing, sadly not adding in the extra damage.

Handle Animal: 1d20 + 9 ⇒ (11) + 9 = 20
Ride: 1d20 + 14 ⇒ (4) + 14 = 18
Bite: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 4 ⇒ (2) + 4 = 6
Aid Another: 1d20 + 7 ⇒ (5) + 7 = 12
Trip: 1d20 + 3 ⇒ (3) + 3 = 6
Bite crit confirm: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 4 ⇒ (5) + 4 = 9


Male Goblin Ranger (Skirmisher) / 1

Move and shoot.

attack: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 1d6 + 2 ⇒ (3) + 2 = 5


Xzin Rag-mag Xzin-xzoran

Drunk on his own power and his miraculous defeat of the dreaded biebers, Xzin moves up with undue confidence and summons his flying pygmy pony to wreak havoc once again. "I call dibs on the liver rocky mountain tuskgutters!"

summon eagle

Fly to hover: 1d20 + 8 ⇒ (10) + 8 = 18

Attack: 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15; Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Attack: 1d20 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9; Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Attack: 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 26; Damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4


Tuskgutter continues to squeal in pain and rage, but is not out of the fight yet!

Round 2

Tbenox
Skaz
Tuskgutter
Smezut
Ramses
Xzin


Tebenox continues his force magic assault.

2d4 + 2 ⇒ (4, 1) + 2 = 7


Some of Tuskgutter's guts fall out from the magic missiles, but it merely slows him down a bit.

Skaz and Varg press the attack, tripping the boar to the ground. Tuskgutter tries to stand back up, gushing blood everywhere. Varg seizes the opportunity and tears out the boar's throat, leaving it to bleed and twitch on the ground.

Handle Animal: 1d20 + 9 ⇒ (12) + 9 = 21
Ride: 1d20 + 14 ⇒ (13) + 14 = 27
Aid Another: 1d20 + 8 ⇒ (10) + 8 = 18
Bite: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 5 ⇒ (3) + 5 = 8
Trip: 1d20 + 6 ⇒ (19) + 6 = 25
Bite AO: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 5 ⇒ (1) + 5 = 6


Hp roll 1d3 + 3 ⇒ (2) + 3 = 5


Updated Spell list:

Color Spray
Adhesive Spittle
Mage Armor


Returning to Oleg's you begin to prepare for your assault on the Stag Lord's Fort. Your bandit prisoners are still around, as Kesten Garess did not think it wise to execute them for their crimes until they had been thoroughly questioned and the Stag Lord defeated.

The bandits provide a great deal of information (Refer to roll20 for the map with this link) which will help your plans. How you do it is up to you, but the rewards are great.

You receive your rewards for the pig and lizard, and are able to purchase needed equipment for the assault with your latest earnings.


Having made your plan and gathered the necessary equipment, you set forth towards the Stag Lord's Fort. The plan of acting like bandits bringing in a bunch of stolen booze should work, according to what you know. Now it's time to see if those bandits you questioned were as honest as they seemed.

It's a two day ride to the fort along the river. The fort lies upon a hill over looking a lake, surrounded by what looks to be fairly fertile lands. As you approach, a bandit from the watch tower queries you. Giving the appropriate response of “By the Bloody Bones of St. Gilmorg, who wants to know?”, the bandit whistles down and the gate begins to open. As it does, you are greeted by four of the average bandits, along with Akiros Ismort, judging by the description given to you. They are all armed, though their weapons are not drawn.

"And what exactly do you have with you to drop off?" sighs Akiros, seemingly uninterested in your existence or what you have.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

"Got some prime liqueur for us. Freshly robbed off some idiots we found on the road. Won't forget their faces as we rode off laughing with the wagon!"

Diplomancy: 1d20 + 7 ⇒ (9) + 7 = 16


Eyeing the offered booze, Akiros asks in a hushed tone, "You wouldn't happen to have that special case for the boss, would you? He's starting to get mad that it hasn't arrived yet. Might kill you if you don't have it."

Dice:

Akiros Sensing your motive: 1d20 - 1 ⇒ (11) - 1 = 10


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

"Oh don't fear, we have it. All 8 bottles, unopened, and ready for the boss's cultivated taste."

While speaking to Akiros Smezut reaches back in the wagon and pulls out one of the bottles to show the man- to reaffirm the goblins do indeed have them. The bottle Smezut pulls is, of course, the poisoned one.


Akiros lets out a sigh of relief, "Good, good. Let's bring it in, don't want to keep him waiting."

The bandits let you into the fort, and help unload the booze. A couple of them chuckle, seeing the amount you brought probably meant they would get some, since the Stag Lord couldn't possibly drink it all in one night...

As this happens, the bandits close the gate and Akiros goes to rouse the Stag Lord. It almost sounds as if there is a scuffle, but a few minutes pass and Akiros returns with the Stag Lord, bow in hand, sort of swaying as he walks towards you.

"This had better be good, I was having a nice dream about an elf... Akiros says you have something for me?" The Stag Lord waits impatiently, reeking of booze and looking none too happy.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

"Mighty Lord we have heard you might be looking for this!"

With that, Smezut holds up the poisoned bottle high, so show the Stag lord.

"Oh yeah, we also have the other 7 bottles, and a wagon full of booze for the men- that is unless you want it yourself!"


The Stag Lord blinks a few times, as if the hamster on the wheel in his head is working double time. He looks over at Akiros and asks, "Since when did we put goblins on the payroll?"

"Sir, it was your brilliant plan to incorporate non-humans into the fold to throw off those hunting bandits in the area."

"I came up with that?"

"Of course sir, it was one of your more brilliant plans. And successful too, these goblins managed to find that shipment of absinthe you've been waiting for these last few weeks."

"Huh... Well of course that was my plan, you dolt!" screams the Stag Lord as he yanks the bottle of absinthe out of Smezut's outstretched hand. He pulls the cork out with his teeth and begins to chug, despite everyone knowing that the appropriate way to serve absinthe requires lighting sugar on fire. He quickly polished off the bottle, lets out a large belch, and points in the general direction of the goblins, "Give me the rest of those bottles, and you Akiros," he sways and points at Akiros, or at least the general direction, "Pay these fine green gentlemen 20 gold for a job well done."

Assuming you offer it up, the Stag Lord grabs the rest of the absinthe and heads back to his room. Akiros tosses you a small purse containing the aforementioned gold, then heads back to his room. The other 4 bandits drag the rest of the booze into the common area, where you see Dovan leaning against the corner, sharpening a dagger. The bandits begin drinking and joking, as you hear several hoots from the owlbear from it's cage.

The noise is too much to tell if your plan has worked or not, but you are safe... for the moment.

None of your business!:

Akiros: 1d20 + 2 ⇒ (6) + 2 = 8
Stag Lord's hamster wheel powered brain: 1d20 - 1 ⇒ (1) - 1 = 0
Stag Lord: 1d20 + 6 ⇒ (6) + 6 = 12


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut moves and begins singing one of his favorite goblin drinking songs.

begin inspire courage +2


Tbenox moves into position and color sprays the lot, his eyes are crackling with arcane energy.

Arcane pool'd color spray, DC 16

Duration 2d4 ⇒ (2, 2) = 4


The bandits enjoy the song, especially the part with the pretty lights - which put them to the ground.

Topper Red's will save: 1d20 - 1 ⇒ (16) - 1 = 15
Fat Norry's will save: 1d20 - 1 ⇒ (13) - 1 = 12
Cragger Kench's will save: 1d20 - 1 ⇒ (1) - 1 = 0


Male Goblin Ranger (Skirmisher) / 1

Ramses takes a 5 ft step. Ramses lifts his bow quietly and aims it an unexpecting Dovan.

attack: 1d20 + 12 ⇒ (5) + 12 = 17
attack: 1d20 + 12 ⇒ (12) + 12 = 24
damage: 1d6 + 6 ⇒ (3) + 6 = 9
damage: 1d6 + 6 ⇒ (2) + 6 = 8


Xzin Rag-mag Xzin-xzoran

As Xzin calls forth his minions, he begins to orchestrate his horsic army of stallionhood to administer the gallop of death.

Earthy vs Dovan, 3 eagles on Jeb

Earth Elemental: 1d20 + 8 - 1 + 2 ⇒ (18) + 8 - 1 + 2 = 27; Damage: 1d6 + 7 + 3 + 2 ⇒ (1) + 7 + 3 + 2 = 13

Eagle: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10; Damage: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Eagle: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15; Damage: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Eagle: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18; Damage: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8


With the bandits in the common room down, you have a moment to plan the next step. Given the continued singing, and the owlbear hoots, it's unlikely anyone heard what was going on.

That is, until you see Akiros walk out of his room. He pauses in the hallway, looking at the havoc you wreaked. He shrugs, then walks right into the Stag Lord's room, pulling his longsword as he does.

Dice:

Akiros: 1d20 + 6 ⇒ (15) + 6 = 21


Male Goblin Ranger (Skirmisher) / 1

Ramses moves to investigate Akiros with bow drawn.


As Rameses rounds the corner, you see Akiros slumped on the ground, sobbing. His longsword is stabbed into the ground - the exact spot of the ground where the Stag Lord's head is. You can hear Akiros muttering to himself, things like "Why have I strayed so far?" and "Maybe I can start anew."


Male Goblin Ranger (Skirmisher) / 1

Ramses roughly grabs Akrios and begins to bind his wrist as says sternly "He was not yours to punish".


Akiros does not stop you, but replies, "If not me, who then? I have much to atone for in my life, and not killing this monster sooner is one of those things."

As if the word "atone" was some sort of cue, Skaz rides in on Varg, "The path to redemption is long and perilous, but perhaps we can be your guides."

Akiros seems slightly bewildered by this, "I've... I've never met goblins such as you." He looks at Skaz closely, and suddenly realizes something, "The mark upon your face, I recognize it. Someone bearing the mark of Sarenrae, saying those words... I never expected it to be a goblin."

Skaz smiles, seeing as this is a typical response.


HP 1d3 + 3 ⇒ (2) + 3 = 5


Tbenox spends 3 of his 7 days copying scrolls in preparation for craft slaving.

taking 10 on all 3 spellcraft checks to copy Bull's Strength, Fox's Cunning and Cat's Grace into the spellbook, Total spellcraft is 21.

The next 4 days are followed up with some handy cooperative crafting along side Skaz for the benefit of all.

Making a dex or Cha item for basically everyone. I'll make an INT item for myself at some point. CL is only 8, so autopass.


With the death of their leader, the rest of the bandits are easy to subdue - in fact, other than the crazy old man in the basement, all decide that joining you is a far better fate than a hanging.

You travel back to Oleg's to send word of your victory. Knowing that you are entitled to the land, you begin discussions of who will be best suited to aid you. Your friends are ready to help (not to mention reap the fringe benefits). The bandits may take some time to become a bit less bandity, but given their current attitudes, things look promising.

After the week is over, a small group of workers arrive with materials to aid in your initial constructions. A two day trip back to the fort, and your kingdom is born!


Kingdom Turn 1

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

Phase 1 Step 1 - Determine Kingdom Stability
Phase 1 Step 2 - Pay Consumption
Phase 1 Step 3 - Fill Vacant Magic Item Slots
Phase 1 Step 4 - Modify Unrest
(Ignored as it's the first turn)

Phase 2 Step 1 - Assign Leadership
(Already done)
Phase 2 Step 2 - Claim Hexes
(U10: River Crossing)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(U10 and V9: Farm)
Phase 2 Step 5 - Create and Improve Settlements
(Stagsfall: Mill)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)

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 for BP
(None)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 19 ⇒ (12) + 19 = 31 = 10 BP

Phase 4 - Events
Event: 1d100 ⇒ 77 = No event


During this time, you explore your immediate surroundings to the west. The sound of unintelligible cursing echoes through the woods. Just visible through the trees, a small wagon sits mired in the middle of a swiftly flowing river as the waters threaten to overwhelm its sides. Two ponies hitched to the wagon flounder in the swirling waters, close to panicking. Two more wagons sit safely on the far bank.

As you approach, you see a group of gnomes are those in danger of losing the wagon. You see sign of a battle - apparently these gnomes had recently fought a battle, scaring the ponies into running into the river with the wagon. The gnomes are desperately attempting to save the wagon, but are not having much luck. You also notice a dead kobold and several unconscious gnomes off to the side. Some of the gnomes left standing see you and call for help.


Xzin Rag-mag Xzin-xzoran

Smezut's Diplomacy: 1d20 + 12 ⇒ (16) + 12 = 28


As Smezut calls out for the gnomes to kindly disarm themselves to prove it's not a trap, the 9 gnomes working on freeing the wagon do so. The gnome barking out orders to them and standing off to the side continues to ignore your presence, barking conflicting orders to the gnomes, causing further confusion among their ranks. The apparent leader is sporting a black eye under his askew helmet, and does not drop his crossbow (though does not point it in your direction).


Xzin Rag-mag Xzin-xzoran

Xzin raises his hand as he speaks, "Watch as the rightful lords of this land provide aid to those passing through." As he does he begins to summon a creature of elemental earth, though one outisde his norm as it possesses hands to help pull the wagon out of the water.


Xzin Rag-mag Xzin-xzoran

Earth elementa: 1d20 + 5 ⇒ (2) + 5 = 7; Aids (eles first): 4d20 ⇒ (17, 15, 17, 7) = 56 = 15
Earth elementa: 1d20 + 5 ⇒ (17) + 5 = 22; Aids (eles first): 4d20 ⇒ (19, 10, 18, 11) = 58 = 30
Earth elementa: 1d20 + 5 ⇒ (15) + 5 = 20; Aids (eles first): 4d20 ⇒ (12, 7, 13, 13) = 45 = 28
Earth elementa: 1d20 + 5 ⇒ (16) + 5 = 21; Aids (eles first): 4d20 ⇒ (8, 6, 16, 9) = 39 = 27
Earth elementa: 1d20 + 5 ⇒ (14) + 5 = 19; Aids (eles first): 4d20 ⇒ (19, 8, 7, 9) = 43 = 27


Skaz moves forward to unhitch the ponies and lead them away from the water. Xzin's earth elementals push the wagon out of the water easily enough. The gnomes thank you profusely, though their leader seems to be a bit confused, as if their recent battle left him a bit rattled. As you are now closer to the scene of that battle, the dead kobold seems look like a member of the Sootscale Clan (though it's hard to tell, seeing as all kobolds look alike to you). The dead kobold does have a crossbow bolt through the chest, though given by the pile of arms the other gnomes put down at your request, it could have been any of them. The other gnomes provide little information other than their leader, Jubilost Narthropple, has been leading them around the area exploring. The battle happened so fast that they really don't know how it started.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

To the gnomes:

"Did any kobolds escape? Should we be expecting more of them to return here soon?"


"We don't know how many there were... only one didn't escape... not sure who killed it... you should probably ask Jubilost...though it looks like he's not taking things too well..."

The gnomes in general are a bit shook up, but are doing better than their leader at the moment. Jubilost is now sitting, swaying back and forth, petting his crossbow as he mutters something in gnomish.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut whispers to Skaz in goblin,

""I think we should probably get that crossbow away from him, before he hurts himself. And maybe get out of here with the gnomes before whatever comes back to finish the job-but that's your specialty."


Skaz looks at the group and gnomes, and points at them to take cover while he tries to disarm the distraught gnome.

Skaz dismounts Varg, and they begin to circle the gnome like a pair of pack hunters. The gnome, caught up in his own mind, pays them no mind. After a couple of passes, they pounce. Varg holds down the gnome, teeth around its neck but not piercing skin. Skaz yanks the crossbow out of the gnome's hands.

After this, Jubilost begins to become more cogent, screaming, "Get it off of me, get it off of me!"


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Again in goblin to the party,

"Tie him up and lets find a safe place to hide and figure things out. Who knows how to handle a wagon?"


Xzin Rag-mag Xzin-xzoran

Xzin speaks up, eager to learn how well trained these gnomish steeds are. "I can handle them fine."


The gnomes are able to assemble the ponies and wagons, agreeing that leaving the immediate area to avoid the potential of another attack. Jubilost is bound and gagged, you know, for his own safety. You are able to move along and finish your exploration; the gnomes will accompany you back to Stagsfall so you can talk there.


Tbenox looks curiously at his gnome prisoner. He steps behind the bound and gagged body, waves his hands about, chants quietly to himself and casts a spell on the gnome. charm person, arcane pool'd dc 17

"Hi. I'm Tbenox. I apologize for my friend's dog here," he looks at Skaz and Varg, knowing he probably insulted the both of them, "however we were simply defending ourselves as I'm sure you can most graciously understand. I would like to inform you that I have, despite our ancestral past, curbed my desire to destroy you and your companions. But I must say I am most certainly curious as to what transpired here. Would you be able to help out, friend? A favor for a favor. Y'see."


Gnome's will save vs Charm Person: 1d20 + 6 ⇒ (19) + 6 = 25
Gnome's will save vs Charm Person take 2: 1d20 + 6 ⇒ (14) + 6 = 20
Gnome's will save vs Charm Person 3rd time's a charm: 1d20 + 6 ⇒ (12) + 6 = 18


Tbenox's eyes light up with fury, knowing well that his attempts to charm the gnome are failing.

He looks at the others, "Perhaps someone would like to speak for him?" growing used to using magic as a crutch for certain situations, and never one to skip an opportunity for senseless dramatics, he waves his hands around again for a moment, casting ghost sound and having his spell speak to him with the power of sixteen shouting humans, "WHAT. HAPPENED. HERE?!"

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