Goblins 2: The Wreckin'-ing! (Inactive)

Game Master Dave Young 992

Most adventurers consider goblins to be nothing more than little pests. These goblins are different. They're big pests!


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Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Klepy smiles at Bucko. "Klepy not hurt. Me like mud but no wasting. Hey if we kills all hummies, we's get the rest o'da tings we's couldn't carries. We Efesti! Means night attack.....an Five Shiny Tings. Klepy is in the mood to kill more hummies to further prove his "overpowered and broken" talents. ;)


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"Velag wants tah uses wand?"


HP 92/92

"It good wand. Tark be nice to wand. Wand help Tark?"

Tark is down 9 hp.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"Tark needs rest wes maybe eat all o gnome an horseses an rest a whole days."


King of Goblins *MAP*

You can rest there, or follow the humans and try to kill them in the night, or continue east for a few more hours. It's about mid-day.

Decisions, decisions! So much mischief, so little time!


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"We on mission tah goes east an do work, humans goeses wrong way on horses, but after east we comes back an humans comes back an we kills them all dead!"

Mounts his steed and points east......


King of Goblins *MAP*

It shouldn't be hard to convince Tark that that's been his idea all along. Important mission, and all that.

You ride until dark, and find a suitable place to camp; a clump of trees and bushes where you can enjoy a fine meal of roasted gnome and horse parts out of sight of the trade road.

With full tummies and lots of nice treasure, our heroes get sleepy after their long day of murder and mayhem. You can set up a watch, if you like, and start out fresh in the morning.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

As they ride Klepy stares obsessively at the new dagger he took. "Hello new Lil Sticky. You an Klepy be best of friends hehe." Klepy will continue to follow the others.


King of Goblins *MAP*

You can take any shifts you like, but the ring will take a week before it works. Who has it, anyway?


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"Ring what ring?"

******Whistles innocently****


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag looks at Bucko and argues, "We know were Froggies is and can find them. Not want lose hoomins and chance at tastie revenge."


Male Orc!!!! Level 18 Orc King

"Da humies no longer a challunge. Maybe we git dem latur. Back to mishun!"


King of Goblins *MAP*

2 want to kill the humies, 2 want to carry on with the mission. Who's running this show, anyway? We need a truly godlike goblin, a leader, if you will, to assert his dominance in the matter!


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag says to Tark, "But hummins say bad things about gobbies. Make fun of tribe and not think Tark can flatten them."

Bluff: 1d20 + 2 ⇒ (14) + 2 = 16


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Bucko picks up some mud with twigs and leaves mixed in it...

Sticks it on Velag's chest.
"We has this talk before, you wears badge an now youses is leader, so wha we does great leader?"

"Leader must make answers tah chief Gutwads."


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag brushes off the dirt, "That was other time. This new time. Put stick on own self, if want. Me just want punish stoopit hummins. Then eastes them. Me not think Chief mind small delay. Froggies still get splatted."


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"Fine wes catch humans an eatses them."

Bucko pats his super-full stomach....

"Somehow we eats them. Next time we bring recruits an cart tah hauls 'road kill's back home fer feasts!"


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag smiles as an idea strikes him, "We can bring hummins in thems wagons as gift to Chief's friends -- make nice and help, while send message how rich and powerful Licktoads is!"


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"Good Planses!"


King of Goblins *MAP*

So, instead of traveling east, you followed the humans west, and want to attack them tonight?

That's fine. It gets dark, and they appear to have buried the ones you already killed, and circled a dozen wagons around a central campfire.

Just tell me what you want to smurf.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"We sneaks up. I make dancing lights targets for stoopid humans to shoot at, then sets all wagons on fire. Then weses hide till later, then we sneaks in an kills sleepy humans."

"Wait plan says we wants wagons....we wants all wagons o jus one wagonses?"

"Stoopid plan."


King of Goblins *MAP*

You get close enough to see that there's a fire and an indeterminate number of people around. Do you want to get closer?


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Klepy is sneaky Klepy will crawl stealthily to get a good head count of armed hummies and then a total head count of all hummies.
Stealth:1d20 + 22 ⇒ (3) + 22 = 25
perception:1d20 + 4 ⇒ (5) + 4 = 9


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag says to Bucko, "We go take look first, then decide. But think only need one wagon to carry meat if we piles it ups."

Velag whispers to Klepy, "Me come too... Me start from other side make sure no hummins hiddin by wagon from where you goes..."

Stealth: 1d20 + 21 ⇒ (18) + 21 = 39 and Perception: 1d20 + 8 ⇒ (15) + 8 = 23


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Bucko gets close enough to lay into the camp with spells and hexes, but not close like Tark and Klepy, say within 20 of the camp....

Stealth 1d20 + 10 ⇒ (1) + 10 = 11

A twig snaps under Buckos stinky-cheese foot!

Now the DM does not have to delay any longer!


King of Goblins *MAP*

Stoopit twig!

The wagons are arranged in a circle about 80' wide, with 25-35 or so humans circulating around the area, cooking and eating.

When Bucko makes noise, a dog starts barking and making a commotion. Then another dog. Some humans start shouting, and in a few seconds there is a dancing lights spell illuminating the area near the unstealthy goblin, moving around, and then stopping right over him!

Several arrows whoosh past him, but one connects for 7 damage.

You see people with torches and weapons circling the perimeter, looking out into the darkness. Others take cover on or near wagons.

At Velag's end, another DL spell goes up, and while no one shoots at him, they're ready to if they see him, like if he breaks cover! A few more humans begin readying mounts.

Initiative: Velag, Klepy, Some humies, Tark, Bucko, Humies with dogs, More humies

It may be a while before I get back here.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag gets ready to curse, especially as the light happens near him. There lotses of hummins and more of them has magics.

Staying in cover, he looks around for the spellcaster(s) while quietly casting Shield of Faith on himself.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Eegad! What do I do!?
Seeing that he remains undiscovered, Klepy quietly draws two throwing daggers and waits to see what happens next.


King of Goblins *MAP*

You're all at different locations (I think), so none of you can see all the humans, but about eight archers are at the perimeter, screaming for more light. You can hear dogs still barking, and riders with torches are getting ready to ride.

3 of the archers can see Bucko, and fire again. One hits him for 7 more damage.

Keep looking, boys! If there's one goblin, there's a dozen!

He's hit twice! Why won't that thing die?

I'll finish the little bastard!

Get him!

The commotion and call to arms is impressive. It's like they've got a score to settle, but the archers are waiting on something, probably more light, before they come after Bucko.


HP 92/92

Tark greatly fights the urge to rush into the line of archers. Although Tark has difficulty counting beyond 5 (he hasn’t realized that he can also count the fingers on his other hand, or count the same fingers twice), he does know that he would be greatly outnumbered. Knowing that goblins have the advantage when staying hidden in the darkness and the trees, Tark maneuvers Fangz behind a tree or bush, and has him crouch down. While staying mounted on the crouched wolf, Tark uses the tree or bush for cover and fires beside it into the nearest archer.

Composite MW Shortbow (+3 Str): 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d4 + 3 ⇒ (3) + 3 = 6


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Bucko applies the healing hex to himself
1d8 + 3 ⇒ (5) + 3 = 8

and then attempts to move a little way and hide
Stealth check
1d20 + 10 ⇒ (19) + 10 = 29

"Come stoopid humans come and play mighty goblins ready to throwses you out of goblin lands!"

Might be bucko providing distraction this time! :)


King of Goblins *MAP*

The problem is that Bucko can be seen with the dancing lights over him. He can go for cover and get it, but the humies know where he is. They just don't have a clear shot.

Tark's attack hits and takes down a human, but now they know there's something out there firing arrows. the man gets dragged under a wagon.

They begin looking for goblins in 4 groups with the dogs; 4 men and a dog per group, with torches, bows and swords.

The group after Bucko knows about where he is, and the dog will probably lead them straight to him next round. The rest of you will get sniffed out, eventually.

Another dancing lights spell goes up, illuminating the group near Klepy, and it goes around ahead of them, just above the ground.

We kinda jumped in the middle, here. Are you with your mounts, or did you leave them behind somewhere?


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Whenever Klepy sneaks, he always leaves his mount behind.
Klepy will try and get around behind the group rather than stay in their path. He looks for the one that may have cast the lights spell.

Stealth:1d20 + 22 ⇒ (16) + 22 = 38
Perception:1d20 + 4 ⇒ (13) + 4 = 17


King of Goblins *MAP*

We'll assume you left your mounts behind, except Tark.

About 50' from Klepy, a riding dog appears out of thin air, and begins to sniff the air.

Bucko must make a will save.

Near Tark's position, another group of humans move forward, 3 on horses, 2 on foot, with a dog leading the way.

Velag is apparently not spotted, though the lights are still sweeping around him. 4 more torchbearing humans head towards him, with yet another dog, bows at the ready.

I'm scared! :O


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Bucko seeing he is in trouble, not!

Will save
1d20 + 3 ⇒ (9) + 3 = 12

Casts web shelter between himself and the humans....

"Hopes yah likes giant spiderses humins!"

"Maybe humins could helps goblins trades most humins too stoopid tah trades an be peaceful wit goblins, your humins attacked us goblins an had no respect fer goblins, youses can dos better an parlee wit goblins."

"We wants tah tradeses an buy tings."


HP 92/92

Moving as little as possible from his cover, Tark will pop an arrow at the dog snhiffing him out.
Composite MW Shortbow (+3 Str): 1d20 + 8 ⇒ (20) + 8 = 28
Damage:1d4 + 3 ⇒ (1) + 3 = 4

Ohh...

Critical Hit Confirmation: 1d20 + 8 ⇒ (3) + 8 = 11

Awww...


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Klepy will growl and move up and hurl both of his throwing daggers at the nearest dog.

Attack 1:1d20 + 7 ⇒ (11) + 7 = 18 For: 1d3 + 2d8 ⇒ (3) + (4, 3) = 10
Attack 2:1d20 + 7 ⇒ (14) + 7 = 21 For: 1d3 + 2d8 ⇒ (2) + (1, 4) = 7

Going back into stealth:1d20 + 22 ⇒ (14) + 22 = 36

Each hit deals 2 additional bleed damage.

I take it I did not find the mage did I?


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag quietly casts Divine Favour on himself, and then moves slightly away from the lights, carefully, while still looking for the mage...

Stealth roll: 1d20 + 21 ⇒ (8) + 21 = 29 and Perception 1d20 + 8 ⇒ (1) + 8 = 9


King of Goblins *MAP*

Velag moves back into the woods 15', but can't tell who is directing the dancing lights. They're moving slowly, relying on the dog to find you in the dark. No dice yet.

Klepy did spot the spellcaster, but I forgot to say so. Sorry!
He's 3rd in a line, wearing light armor and carrying a torch and weapons. You slaughtered the summoned dog as quick as it appeared, but there's another one with the group of 4 men that's rolling as badly as the one after Velag! I honestly don't think I've confirmed a crit this entire game! LOL My garbage roll= your survival, though!

The humans who get to go first (among the humans) are still trying to spot you all. Of 8 rolls, 4 were 1s. None were good enough to see any of you.

Bucko failed his save and takes a nap. He never got to say all that stuff to the humies and cast his spell. They're sure to find him before he wakes up.

The mounted riders approach Tark's position quickly, no longer relying on the dog that just died. They know where he is, more or less, but they're not charging. They'll be on him next round. A couple arrows wizz by him harmlessly.

They and their horses appear to be wearing some pretty nice armor...

Velag and Klepy can roll perception to notice that Bucko's not moving.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag's perception: 1d20 + 8 ⇒ (13) + 8 = 21

Velag looks at the humans and their magics and curses to himself quietly, Them's not just normal food-type hummins. Them got magic and good gear. Plus, thems was ready for attack instead of eating and sleeping -- we loses our supplies. Me thought we already killeded thems warriors and all that was left was foodses.

Velag casts Expeditious Retreat and runs over to grab Bucko shouting, "Abandon Plan! Thems not foods!"


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Bucko awakens and has to agree with a hasty retreat he follows ofter Velag.....

Looks back to see what they should do to not get attacked from the rear!

Seems they got much tougher from when we saw them pass on the road earlier! ;o

"Stoopid twig!"

Bucko soon re-claims his mount......


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

I can't believe I typed supplies instead of surprise in the earlier post. I know it was before coffee, but Yeeeeeesh...


King of Goblins *MAP*

"Supplies" makes sense, too...

Velag wakes Bucko, but it's a move-equivalent to get up on his turn. They can bolt 30', and reach their mounts (since I didn't really lay this out).

A few humans on foot are pointing them out to some of the mounted humans, and firing arrows. Velag gets hit for 5!

They start a-runnin' towards you, and the mounted humans wheel their neighing mounts about in a dramatic fashion.

Bucko and Velag can jump on their mounts as a free action with a successful ride check next round, and try to run.

Klepy hasn't gone yet, and he's avoided detection so far.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Nah, Velag's faster than Bayleff for the next 3 minutes. With a base move of 60', he can move 30 while stealth-ed without taking a penalty to the roll. So, once Bucko's up and moving, Velag will dive into the bushes and keep moving to make sure all the gobbies get out clean (and prepared to inflict some killing on hummins that might get too close), and catch up on foot.

Velag shouts, "Takeses Bayleff wit you, me catch up. Me got the fastfoots."

Stealth: 1d20 + 21 ⇒ (3) + 21 = 24


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Sorry been sick with the flu the past two days. Bedridden the whole way. I can post now though I feel like crap.

Klepy hears the call "Abandon Plan!" and takes this as a sign to run for it. Klepy moves away as quickly as he can to where his mount is located and will mount up and flee. Hopefully everyone else is doing the same.


King of Goblins *MAP*

Glad you're feeling better. I'm going to be away from the computer starting tomorrow, and should be back sometime Friday. Funeral, family business, etc.

Since I'm positive you were a): overmatched by the sheer number of lucky-hitting humans, and b): can get away fairly unscathed, you can head back that-a-way and get back to your "mishun."

In the interim, please level your wicked goblins up to 4th level, and we'll pick it up on "Fireday." You'll run until you're no longer being chased, and can camp fairly close to where you murdered those innocent humies. Set up a watch of some sort. If you have any questions, I'll check in later tonight to answer them.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Innocent hummuans, they were insolent humans! ;)


King of Goblins *MAP*
Bucko Rackingclaw wrote:
Innocent hummuans, they were insolent humans! ;)

You do make a point, there...LOL Goblin-human relations are not all they could be. I do appreciate Bucko's passionate pleas for detente. How could anyone doubt his sincerity?

Curious to see what you'll all look like with 4 levels. Overpowered, probably...


King of Goblins *MAP*

Moving right along...
You return without incident to the area where you first encountered the humans. The tasty gnome awaits! You've got some injuries and maybe some new spells to prepare tomorrow morning, so let me know how you'll handle the watch, if you want to post one.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"Bucko watches. Bucko got nap from stoopid humans!"

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