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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HP 92/92

The armored boggard that hit fangz now becomes the target of Tark's attack.

"Die you's stupid froggie!"

Earthbreaker (rage, power attack, challenge): 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d10 + 14 ⇒ (8) + 14 = 22


HP 92/92

Tark will guide Fangz to attack the boggard that struck Tark.

Fangz bite: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Trip: 1d20 + 4 ⇒ (14) + 4 = 18


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

If Tark doesn't kill the one armored boggard, Klepy will risk the AoOs to gdt into flanking position and attack. Otherwise Klepy will five foot step to flank the other boggard in front of him with Tark.
Attack 1:1d20 + 11 ⇒ (14) + 11 = 25 For:1d3 + 2d8 + 1 ⇒ (2) + (7, 2) + 1 = 12
Attack 2:1d20 + 11 ⇒ (14) + 11 = 25 For:1d3 + 2d8 ⇒ (2) + (4, 7) = 13


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 targets the flying boggard with glitterdust........


King of Goblins *MAP*

So I can keep track!
INITIATIVE:
Tark
Shield boggards
Velag
Klepy
Bucko
Other boggards
Lizardfolk
Flying boggard

As the 4 freaks strain the Goblin King's memory, he rushes to the royal rulebook for a quick refresher on acrobatics and mounted combat! So many dice, such an old, weak mind...

Tark badly hurts one of the armored boggards. Fangz still takes the 8 damage, in spite of Tark's effort to shield his beloved friend from their vicious attacks.

Velag does indeed manage to flank with one of the lizzies, and slaughters one of the young boggards, much to the relief of one beleaguered lizard dude.

My acrobatics rolls for Klepy, even with a -10 for moving so slowly in the water, indicate that he is almost unhittable in any environment. I hate him sooooo much!

He avoids 2 AOs, flanks Tark's injured nemesis, and delivers two brutal, life-ending stabs. The remaining armored boggard looks on in horror!

Bucko surprises the once-confident flying boggard with a spell that has left him temporarily blind! What stupid little goblin could do such a thing? He can no longer direct his deadly spells, but he's not done, yet...

The mook boggards continue hopping and slaughtering lizardfolk with alarming skill. 2 more lizardfolk fall victim to their blows, and others are badly injured. Some of the mooks move with uncanny speed.

The overmatched lizardfolk fight bravely, nevertheless. The archers drop their bows and draw swords, joining their comrades in melee against the frogpeople that are swarming them. Some boggards are injured, and one dies.

The flying boggard hovers. Unable to see, he casts a spell that's sure to damage something.

A glowing, pea-sized bead shoots forth from his pointing finger.

It hits the pier at the north end. A ball of fire envelopes 2 lizardfolk, 2 immature boggards, 2 adult boggards, the remaining armored boggard, Tark, Fangz and lil' Klepy.

5d6 + 2 ⇒ (6, 2, 1, 6, 3) + 2 = 20

DC 17 Reflex save for half.


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 tries to identify the spell...

Spellcraft 1d20 + 7 ⇒ (1) + 7 = 8

"WTF is tha guy doin?"


King of Goblins *MAP*

Both the lizardfolk fail their saves and perish. The armored boggard isn't too badly burned. He and the 2 adult boggards are still standing. The 2 adults don't look so good. The 2 immature boggards are quick-roasted.


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

I am to please my DM ;)

Klepy Reflex:1d20 + 10 ⇒ (10) + 10 = 20

Klepy gets a bit singed and curse at the flying Boggard. Since he is blind is it possible to sneak attack him by throwing a dagger since he can't see me? Your call.


King of Goblins *MAP*

Klepy takes NO damage, due to evasion. Curse you, you unkillable smurf!

The flying boggard is blinded, so you can sneak him. He's hovering about 30' above the water end of the pier, putting him about 40' away from you, so thrown daggers would take a range penalty of -6.

Remember also that the archers gave up trying to hurt him. Perhaps a magic weapon could do some damage, but who has one? Hmmm...


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

Time ta see what happens. Klepy sneaks into position with his trusty enchanted dagger in one hand and a normal one in the other. He throws both.
Attack 1:1d20 + 5 ⇒ (13) + 5 = 18 For:1d3 + 2d8 + 1 ⇒ (3) + (1, 3) + 1 = 8
Attack 2:1d20 + 4 ⇒ (17) + 4 = 21 For:1d3 + 2d8 ⇒ (1) + (4, 2) = 7

Two bleed for each hit.

bleh! Damage could have been better. Hopefully I either knocked him out of the sky or at least he's bleeding to death.


King of Goblins *MAP*

The magic dagger hits and hurts the mage. The other one bounces off and falls in the water.

Dagger falls out of the mage on a 1: 1d2 ⇒ 1


King of Goblins *MAP*

Does it fall in the water or on the pier? In the water on a 1: 1d2 ⇒ 1

Splash!


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

"Look Klepy tha mage is all shiny and needs poked."


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

Klepy watches closely as his dagger falls into the water. He dives in after it. "Dontchu worrys my precious. Klepy's comin." he looks for it.
Perception:1d20 + 7 ⇒ (19) + 7 = 26


King of Goblins *MAP*

You moved and threw, so next round. You'll also have to make swim checks. Does your swim score include the AC penalty?


HP 92/92

DM: Did Fangz's attack hit the other armored boggard and if so did Fangz trip him?


HP 92/92

Tark Reflex Save: 1d20 + 5 ⇒ (3) + 5 = 8

20 damage to Tark

Fangz Reflex Save: 1d20 + 6 ⇒ (3) + 6 = 9

20 damage to Fangz, slaying the fine mutt. Tark makes a mental note... next wolf must have toughness.


King of Goblins *MAP*
Tark Bashflat wrote:
DM: Did Fangz's attack hit the other armored boggard and if so did Fangz trip him?

Yes. Then Klepy went all Batman and finished him off.


King of Goblins *MAP*
Tark Bashflat wrote:

Tark Reflex Save: 1d20 +5

20 damage to Tark

Fangz Reflex Save: 1d20 +6

20 damage to Fangz, slaying the fine mutt.

Sorry about Fangz. He was a brave wolf. A wolf of action, and few words.

You won't fall far enough to take damage, but you can land on your feet ready to go with a successful fast dismount check (DC 20), and knock the tar out of that other boggard this round. You'll be right next to him.


HP 92/92

A very angered Tark, continues his assault upon the armored boggard.

"HAAARRRUUUUUUU"

Earthbreaker (rage, power attack, challenge): 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d10 + 14 ⇒ (7) + 14 = 21

The grief of loosing his furry friend has overtaken Tark, and greatly affects his ability to deliver a lethal blow.


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

Okay, my armor has no check penalty so no deduction on my swim skill.
Swim1d20 + 4 ⇒ (12) + 4 = 16


HP 92/92

Whoops, forgot about the ride check.

1d20 + 13 ⇒ (17) + 13 = 30


King of Goblins *MAP*

Tark angers the boggard he's facing. It attacks him not once, but twice, hitting Tark for 9 damage with one swing.

Velag has enough move to help Tark with a flank, if he wants, or flank another lesser boggard with one of those poor lizardfolk who have a much harder time fighting them than you guys.

Klepy takes an AO from one of the burnt adult boggards near the end of the pier. It misses. Maybe its eyes are melted shut. The one fighting tark got one, too, and also missed. My Klepy hate continues to fester.

In da water he goes! The current is strong, and the water is deep. His darvision lets him see okay, but like anyone who's underwater without goggles, it's sorta blurry.

Klepy can swim the 15' down while resisting the swift current with a successful swim check next round. I'll take that perception roll as his first attempt to spot the dagger, and reveal the exciting results after his turn next round! I can't wait!


King of Goblins *MAP*

Also, Tark is in serious hit point trouble. He's too proud, or angry, or upset to mention it, but he could use a little love this round. Fangz isn't perma-dead yet, either. A stabilization roll or spell could save him.


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 has little else to do so he approaches fangz and applies a healing hex
1d8 + 4 ⇒ (3) + 4 = 7
then holds the eager mount back out of the fray

"Comes lizards Bucko fixes!"


King of Goblins *MAP*

On the map, Bucko can use 30' of movement to get right next to Fangz, provokes no AOs, and pulls it off without incident. Brilliant. Fangz regains consciousness, though he's not exactly battle-ready.

The few remaining lizardfolk are in the throes of battle, but your announcement did not go unheeded.


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

Klepy desperately tries to find his dagger and get to it. It's shiny glint makes him more obsessed with acquiring it.
Swim:1d20 + 4 ⇒ (16) + 4 = 20


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 sighs and looks at all the Boggards, pronouncing judgement, "You is all nasty-heads, and now you pay."

Activate Judgement: Destruction

Velag thinks, Should help Tark, but should also save Leezard... Guess me have to do both.

He moves toward Tark, drawing a dagger as he does, spinning as he steps in to throw the dagger at the young frog trying to kill the lizard, then completing his spin to attack the armoured foe trying to beat down Tark.

Right hand (throw) 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 for 1d3 + 1 + 2 + 2 ⇒ (1) + 1 + 2 + 2 = 6 {To hit: +2 divine favour; damage: +2 divine, +2 destruction}

Left-hand: 1d20 + 8 + 2 + 2 ⇒ (12) + 8 + 2 + 2 = 24 for 1d4 + 1 + 2 + 2 + 1d6 ⇒ (2) + 1 + 2 + 2 + (4) = 11
{To hit: +2 flank, +2 divine favour; damage: +2 divine, +2 destruction, +d6 precise}


King of Goblins *MAP*

Velag connects with both light weapons. Slick!

The boggards take their turn. The 2 adult boggards already used their croaks before you guys got there, so they decide to flank Velag, instead.

They each move with incredible speed, and attack him, but can't get past his armor.

The other boggards fighting the lizardfolk on the bank do little better. Some of them hit, but no lizzies go down.

Your heroics seem to have encouraged the lizards that are still standing. They kill the one Velag injured, and 2 others.

One of them runs up onto the pier, risking an AO to get next to the armored one, and gets lucky. He hits it with a greatsword for some damage.

He gets help from an alligator that climbs up from the water and flanks the armored boggard with him. The boggard is now flanked by 4 creatures. The other 2 still flank Velag.

XLB
TBV
XAB
Lizard, Boggard, Tark, Velag, Alligator.

The flying boggard seems to be very upset. He casts another spell, which seems to make it look like there are several of him in the same space, and flies out over the river with no signs of stopping.

And, we're back to Tark!


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

Did Klepy get his dagger back?


King of Goblins *MAP*

Klepy manages to swim to the bottom, and searches a 10' area near where he thinks the dagger landed. No luck so far. It's small and there are a lot of weeds and muck in the riverbed.

You hear splashing near the dock, and see an alligator leaving the water. There are also a number of dead boggards and lizardfolk floating around, so it's tough. You can try again next round.


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

Another swim and perception?


King of Goblins *MAP*

Next round.


HP 92/92

Silent, yet snorting out god knows what, Tark swings at the armored boggard.

Earthbreaker (rage, power attack, challenge, flank): 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d10 + 14 ⇒ (3) + 14 = 17


King of Goblins *MAP*

INITIATIVE:
Tark
Shield boggards
Velag
Klepy
Bucko
Other boggards
Lizardfolk
Flying boggard

I swear I've got a 6th sense. "I should go see if the goblins have posted," I sez to myself...

Tark smashes the boggard a good one, but not enough to make it croak. It staggers, a huge dent in its armor indicating some serious internal injuries.

It's had enough! With it's last bit of strength, it swings twice again, and hits Tark for 8 damage.

He's in the negs, folks. Could have used some help.

VeeeeeeLAAAAAAAAGGG!


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 as things begin to go wrong!

If Bucko can move up behind Tark he will try a healing hex and uncork a potion of cure light wounds on the way......

Hex
1d8 + 4 ⇒ (6) + 4 = 10
Next level it becomes CMW!


King of Goblins *MAP*

Bucko can hop over Fangz without provoking any AOs, and get right by Tark, on the opposite side of the boggard. He's got a round or 3 before he's toast. Not to be a jerk, but didn't Bucko hex him already today? Maybe not. I'll go back and see.


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
GM Goblin King wrote:
Bucko can hop over Fangz without provoking any AOs, and get right by Tark, on the opposite side of the boggard. He's got a round or 3 before he's toast. Not to be a jerk, but didn't Bucko hex him already today? Maybe not. I'll go back and see.

I think I technically hexed him the post before the resting for the evening post, where we recovered spells and the like....

We work too hard for lazy goblins!

4 encounters a day seems a bit much ;)


King of Goblins *MAP*

This is correct, and something happened to my edit. Tark gets back 10 on Bucko's turn, though I don't think it will get him up.

Velag lost his flank, but he can still TWF the boggard, and it's flanked on its other side. I doubt it will last the round.

The 2 flanking Velag are on death's door, too. This fight's almost over. Velag goes, then Klepy's underwater adventure.


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

Ah Klepy can be so useless for such an overpowered character. Especially when he gets his mind on something unimportant.


King of Goblins *MAP*

While we're waiting for Velag, let's see what happens to Klepy!

He must make 2 perception checks and a swim check to resist the current. It's a big river.


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

DETERMINATION!!!
Swim:1d20 + 4 ⇒ (19) + 4 = 23
Perception 1:1d20 + 7 ⇒ (2) + 7 = 9
Perception 2:1d20 + 7 ⇒ (8) + 7 = 15

Good swimmer, sucky searcher


King of Goblins *MAP*

Klepy's able to continue his search, but hasn't spotted his precious just yet.

Amid the dead results of the chaos above floating and sinking about him, the plucky rogue notices a new threat coming at him from the deeper water to the south.

A big fish, easily twice his size, swims right up to him from 60' away. With its big jaws and razor-sharp teeth, it tries to take a bite out of him.

The lucky rogue, in spite of his reduced dexterity, dodges the snapping jaws of the hungry fish.

Klepy's turn! Swim check to do anything.

You can swim 5' as a move, or 15' as a full-round action. The DC is 15. See p. 108 for more.

Still waiting for Velag.


HP 92/92

As Tark slips into unconsciousness, his rage seems to subside and it appears the damage he took was a lot worse than it appeared, even after receiving healing.

Current Health:

-5 hp


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

Can Velag take a 5' step to regain the flank?

I'll roll precise seperate, in case the answer is yes.

Velag snarls as Tark falls, "Hey! That my friend. Now me even more mad."

Left-Hand Attack 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 {divine favour, maybe +2 more flanking} for 1d4 + 1 + 2 + 2 ⇒ (1) + 1 + 2 + 2 = 6 {judgement, divine favour}
Right-Hand Attack 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 {divine favour, maybe +2 more flanking} for 1d4 + 1 + 2 + 2 ⇒ (2) + 1 + 2 + 2 = 7 {judgement, divine favour}

Just in case: Left-hand Precise:1d6 ⇒ 4 and Right-Hand Precise: 1d6 ⇒ 2


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

Good news guys! This is my only remaining character. All the other campaigns I was in DIED! So hopefully Klepy doesn't die either. I know the DM hates me but I think your a great DM and I am really enjoying this character and campaign, and all the other players in it also. Just wanted to say.


King of Goblins *MAP*

Sorry, you've got no one to flank with, but you can 5' out of the flank you're in and instead flank with the gator who's also attacking the armored boggard. I'll presume you do that.

That pesky armored boggard is still up! The other ones take dual swipes at both Velag and the lizardfolk, one attack hitting the lizzie for pretty good damage.

Undeterred, the mighty lizardfolk flanks with his gator, and cuts the armored boggard in half with his greatsword. The gator, now flanking with Velag, bites the boggard between them, and takes it out.

The other lizardfolk overwhelm the two remaining immature boggards and slay them.

There's one left. He looks half dead.

(Tark was 1 hp away from perma-death, if my math is right.)

Between you, the 7 remaining lizzies, and the gator, we'll FF to his death, and deal with the bloody aftermath of this frightening battle.

Only Bucko understands what the greatsword-wielding lizzie says next:

Thank you, whoever you are. We'd be dead without you. Allow me to help this brave little warrior.

He uses a wand to heal Tark for 8 damage, getting him conscious, and does it again for 2 more.

Unsatisfied, he uses it again, and gives Tark 9 more before using it on his own injuries. Then he trots off to use it on some of his comrades.

Klepy is still underwater for that 1st round (when Tark got 8), so we'll know more of his whereabouts later on.


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
Klepy wrote:
Good news guys! This is my only remaining character. All the other campaigns I was in DIED! So hopefully Klepy doesn't die either. I know the DM hates me but I think your a great DM and I am really enjoying this character and campaign, and all the other players in it also. Just wanted to say.

I know that feeling. I was in 7 games, and now I have this one and two others that are limping, one of which will end soon..


King of Goblins *MAP*
Velag Wordeater wrote:
Klepy wrote:
Good news guys! This is my only remaining character. All the other campaigns I was in DIED! So hopefully Klepy doesn't die either. I know the DM hates me but I think your a great DM and I am really enjoying this character and campaign, and all the other players in it also. Just wanted to say.
I know that feeling. I was in 7 games, and now I have this one and two others that are limping, one of which will end soon..

I'm enjoying this campaign like no other I'm in here, and I like the ones I'm in! My personal situation has changed so that I'm home a lot, and can post frequently, as you've probably noticed. The Licktoads will ride forevah! Or, at least for a long while... The King is here for all your goblin-y needs.


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 replies in kind...

"Though I would not call him little. I can heal the others, I am limited to one attempt per day, but not limited by the number of wounded."

Misfortune hex upon the remaining enemy
will save DC 17 or roll twice and take the worst result!

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