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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King of Goblins *MAP*
Bucko Rackingclaw wrote:
Bucko offers healing hex as it is unlimited supply to the wounded who come in......

Bucko:

Spoiler:
You are thanked repeatedly by all the lizardfolk. As you're healing them, the King informs them that your group is going to try to find a way to stop the growing menace.

You're again thanked, and they tell you they'll pray to the spirits for your success. "Once it stops growing, it will be easier to beat back," says one.

This was all said in Draconic, of course, hence the spoiler.
Wow, 800 posts!


King of Goblins *MAP*

To sum up, and avoid excessive page turning:

1. The Lizard King's spell made him believe that you're the guys who can get into the ancient ruined temple and find knowledge that can help stop the boggard expansion. Divinations are notoriously weird, though, these days.

2. Nao knows where the temple is, and he offered to send her with you. That's up to you. She is carrying that magic longbow you traded, and a nice-looking greatsword. Dressed to kill. Literate, too.

3. The temple is on the way to the Wind Whisperers' territory. She knows where that is too, apparently. They haven't had any contact with them since Ruckus and Slem passed through over a week ago.

4. He'll use magic to check in on you now and then to see how you fare. The King thinks this is important enough to monitor personally.

You're free to do whatever you want, as always. This mission, should you choose to accept it, may result in treasure and glory. Or, get you killed. Hard to say...


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

Assuming we're having a private conversation away from the others...

Velag says (in Goblin), "Me used to Gods giving me advice. Me not know Lizzy-gods, but thems probably want lizzies to live, just like gobbie-gods wants gobbies to live -- so that mean they wants froggies to die. Since Chief senses us here to kill froggies, me say we takes all help we can get. Vision say that temple has power, and like me said before, either it be the froggy-power, so we steals it and uses it 'gainst 'em, or it have different froggy-killing power. Either way, power helps us and hurts froggies. That good."

He looks at Klepy, "Temples often have shinies. That good too."

He pauses to make sure everyone is on the same page before continuing, "Temple on way to Chief's friend-gobbies, so it make sense go there first -- 'specially since we can probably resupply and get healed by Wind Whisperers... 'specially if we tells them we have power."

He then adds, "Also, me say bring Lizard who want come with us. She make guide, and every froggy hitting her not hitting us. Plus, if we shows Whisperers that lizzies also fight froggies, we might be able make lizzies and gobbies fight together -- and that good, too. Every froggy hitting a lizard not hitting a gobbie, and every froggy hitting a Wind Whisperer not hitting a Licktoad gobbie."

He then pulls out a hunk of lint-covered soft cheese and presses some of the lizard's smoke-herb into it, and then smothering it over one of the pieces of meat the lizard-folk provided. He inspects this food for a moment, saying, "At least, that what Velag think."

He reaches for another piece of meat and presses it into the cheese before nodding his satisfaction, and then pops the whole thing into his mouth. "Mmmmf. Need more Gnome. Have some in sack, should have used it."


HP 92/92

By about Velag's third sentance, it is pretty obvious that Tark's attention has drifted. He appears to be staring at some lizzie children hunting bugs. After a few more sentances, Tark looks at Velag and nods, then looks at his earthbreaker studying a marking on it. Once Tark realizes Velag has stopped talking, he looks back up and tries to recall the last thing he heard. Something about a Gnome? Dammit!

Tark nods, "Yes, we go get stuff and kills stuff and learn stuff to bring back to king. Nao come... but not take Tark's trophies!"


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 big plan....

first he wanted to piss and s*#* in Boggards pond.....

Knowledge nature 1d20 + 7 ⇒ (6) + 7 = 13

Want to know if the breeding pond is fresh or salt water?


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

Klepy smile and bounces with joy. "YaY! Tings! Shinys! Klepy excited. Takes from froggies an makes em pay. Lizzy lady not allowed to take any shinys. Frog killin be enough for her. Shinys is for Klepy. We GO." Klepy begins to leave rather hurriedly and pauses and looks at the group. "Klepy tinks we need magic weapons. Klepy has dagger but no wants lose again. Any ranged Klepy not need to trow?"


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 shakes his head, "All Velag have is sling from Vorka. But, if me ask gods nicely, thems gives me back daggers I throw."


King of Goblins *MAP*
Bucko Rackingclaw wrote:

Bucko has big plan....

first he wanted to piss and s*%+ in Boggards pond.....

Knowledge nature 1d20+7

Want to know if the breeding pond is fresh or salt water?

Dunno. Nao does, though. Near the ocean, some waters are brackish. The ponds are likely fresh water.

Also, goblins are generally good with bows.


King of Goblins *MAP*

Klepy:

Spoiler:
Did you see where you get 6000 gp in gear? You had close to that already. +1 dagger, 2 or 3 MW daggers, a handy haversack, and a crystal necklace that cast message 3/day. I'll say the necklace is worth 400. Add a dog for 150, MW thieves' tools for 100.

4955 (maybe) before mundane items, but you've got enough money for an item or 2. Please update your character when you have time, modeled on the example given with all the spoilers.


King of Goblins *MAP*

Nao won't be riding a mount. Lizardfolk rarely do, and the terrain will be too soupy for riding a horse. Movement will be slower on the other side of the river, she explains, and it looks like rain. You may have to lead your mounts in some areas.

I've got her somewhat statted up. If one of you would like to play her, let me know. I'll handle the RP out of combat, when needed, but if someone would like to play a lizardfolk with a bow, be my guest!


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

DM:

I apologize for my in ablitiy to organize like you want me to. I have been struggling for time these past few days. For some reason.....I have been strangely tired and sleeping a lot more than I normally do. Hopefully I will have more free time soon. I am surprised that me losing so many campaigns hasn't given me more time. I hope to get everything posted the way you want this weekend. Again, sorry it is taking so long.


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 is ready to get back to the marshes, swamps, quicksand, muck, mire, and tar pits....

Did I forget any?


King of Goblins *MAP*

Klepy:

Spoiler:
No problem. I hope you get to feeling better soon.

If there are any more items you'd like to get, just add them to your new, improved, easy-to-use profiles before you leave the King's compound, and deduct accordingly.

You travel without incident back to the river dock, and decide to camp there in the relative safety of the lizardfolk camp that guards the dock and patrols the bank, ever watchful for boggards and other nasties.

You've just settled in to sleep, dreaming sweet goblin dreams of murder and mayhem, when you're all awakened by an alarmed shout.

Chuul! is the resounding refrain, as screaming lizardfolk warn of impending doom. It'll take you a round to get up, grab a weapon, and exit the door of the tent you're in. It's about 60' from the riverbank (the tent, that is).

Intitiative:
Klepy
Tark
Velag
Chuul
Bucko
Nao
Lizzies

You can help the lizardfolk, or get some beauty sleep. Whatevah...


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, (in goblin), "Might want help lizzies, so thems helps us later... or giveses us rewardses. Also, Chuul sound new -- might be good trophy, Tark?"

Knowledge (Arcana, Dungeoneering, Nature, Planes or Religion) {monster lore, whichever fits} 1d20 + 8 ⇒ (10) + 8 = 18 ... what does Velag know about "Chuul"s?


King of Goblins *MAP*

Velag:

Spoiler:
This lobster-like creature has a thick armored shell. A pair of tiny eyes gleams above a mouth full of writhing tentacles.
It's large (8' tall), weighs about 700 lbs., and has a pair of big, nasty claws.
It uses its tentacles to paralyze you, then it tears you up and eats you. Lizardfolk are its favorite prey. Its tough shell makes it hard to hit and damage, and it takes a lot of damage to put one down.
They also taste great boiled.


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 adds, "It big and tough fight -- but it nummier than fish lizzies gives us all week... Watch out for tenti-things, thems give no-movesisis."

He then casts Shield of Faith on himself and draws his swords.

Status change: AC now: 22 / 18 (Touch) / 17 (Flatfoot) {5 Dex, 1 Size, 4 Armour, 2 Deflection}


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 closes to within 30 behind a safe line of lizzies and uses his misfortune hex
will save DC 17 or roll twice and take the worst results.......

"You be food! An tastyes good boiled!"


King of Goblins *MAP*

Your first round was spent getting up and grabbing your stuff. On round 2, Velag and Bucko did their thing.

You emerge to see a chuul, splashing around at the edge of the water, a lizardfolk trapped in its tentacles, stiff as a shield. It drops its prey, surveying the surrounding lizardfolk, who are all keeping their distance.

A single javelin protrudes from its chitinous carapace (my first confirmed crit of the game, and a hard one at that), thrown by a lucky lizzie before you arrived.

Nao cast a spell on herself last round (she was up), and fires two shots at the beast this round, striking it once. With your darkvision, you see that the arrow that struck seemed to grow to giant size as it hit, then shrank back to normal.

The creature pulls the missiles from its shell, and, if your ears aren't deceiving you, laughs.

The lizardfolk are staying back 30' or more, most not able to either hit the thing effectively, or survive its pincers, should it attack.

Tark and Klepy can go, then the lizzies, then round 3.


HP 92/92

If I recall the rules correctly, a character can sleep in light armor without penalty -- which is what I assume we have been doing. If there is a penalty though, then Tark will take a round to slap on the armor.

Tark sees Fangz has stirred awake, but knowing that the wolf is still injured, he decides to run solo on this run.

Charging forward, running like a crazed goblin, frothing at the mouth while shouting, "HAARRRRUUUUUU!!!!!!"

Attack Modifiers:
BAB: +4
Size: +1
Earthbreaker: +2
Rage: +2
Power Attack: -2
Goblin Bravery: +1
Charge: +2
ATTACK ROLL (Earthbreaker):
1d20 + 10 ⇒ (13) + 10 = 23

Damage Modifiers:
STR (two-handed): +6
Earthbreaker: +1
Rage (two-handed): +3
Power Attack (two-handed): +6
Challenge: +3
DAMAGE ROLL (Earthbreaker):
1d10 + 19 ⇒ (3) + 19 = 22


King of Goblins *MAP*

Yes, I always presume you'd be wearing light armor. I would!

Klepy was 1st in initiative. We'll see what he did, then resolve the round.


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

Sorry, been at work since I crawled out of bed this morning.

Once outside Klepy will also charge the beast. (Sneak attack on charge yay!)
Attack 1:1d20 + 11 ⇒ (16) + 11 = 27 For:1d3 + 2d8 + 1 ⇒ (3) + (1, 6) + 1 = 11
Attack 2:1d20 + 10 ⇒ (6) + 10 = 16 For:1d3 + 2d8 ⇒ (2) + (8, 7) = 17


King of Goblins *MAP*

Klepy's 1st attack hits successfully.

I'll assume Tark flanked Klepy. Too bad he doesn't get a bonus to damage!

I already rolled for Nao. The lizardfolk are entirely outclassed, and their javelins miss.

The chuul attacks Klepy and misses. The luck of the fool...

It has better luck with Tark, though. It grabs him with a claw, crushing and constricting him for ridiculously low damage: 20 pts.

It successfully places him in its paralyzing tentacles. Tark must make a DC 19 Fort save each round on the chuul's turn or become paralyzed. The toxic tentacles also deal him another 8 damage, for a total of 28.

Tark is grappled, and can't use his earthbreaker. Klepy now lacks a flanker.


HP 92/92

I'm not sure if this is needed for this round or the next, but here goes...

Fort Save: 1d20 + 10 ⇒ (3) + 10 = 13


King of Goblins *MAP*

Sorry, Tark. I was trying to kill Klepy.

Waiting for Velag.


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 steps in, shouting, "That our Tark. You no have him!"

He pronounces judgement on the Chuul, "You is nasty-head." and drives his blades into it.

Activate judgment: Destruction (+2 to weapon damage)

Left hand: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 ... probably a miss...
Right hand: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 ... possible crit, rolling to confirm: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

Double damage: 2d4 + 2 + 4 + 1d6 ⇒ (3, 3) + 2 + 4 + (5) = 17 (sadly, precise strike's d6 damage doesn't double...)


King of Goblins *MAP*

Straight charge, crit confirmed. Bucko casts his spell, then the lizzies all miss but one.

Klepy is now flanking again, and top o' the order for round 3.

One sword is magic and should do +1 damage. The other, no.


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

Klepy really gets angry. "Stick Stick Sticky!!! AAAAIEEEHEHEHEHEHEEE!!" He starts sticking away at the monster.

Attack 1:1d20 + 11 ⇒ (15) + 11 = 26 For:1d3 + 2d8 + 1 ⇒ (3) + (8, 5) + 1 = 17
Attack 2:1d20 + 11 ⇒ (9) + 11 = 20 For:1d3 + 2d8 ⇒ (1) + (5, 6) = 12

I am really not used to playing this level of character. The bonuses are hard to remember and I keep doing my math wrong. So frustrating. Here is where I'm getting bonuses to my attack from in case your curious. This is as much for me as you. Dex added to attack +6, BAB +3, Size +1, Masterwork weapons +1, Two Weapon fighting -2, Flanking +2, Total = +11 to hit. There the numbers are right at last.


King of Goblins *MAP*

Yes, it gets a little confusing at times, especially when you get various effects modifying things; magic bonuses and penalties, terrain, etc. At tabletop games, I've had to keep a round-by-round notepad, adding and subtracting effects every round (and still got crap from my math-genius friends).

Klepy slays the dreaded beast. There is a great cheer, and the lizardfolk help you to extricate Tark from the toxic tangle. Nao doesn't hesitate to use a wand to bring Tark up to full hp. After 6 rounds, he can move again.

The rest of the evening is calm. You awake to giant chunks of boiled chuul cooked for you overnight, and eat your fill. It's tastees.

This particular chuul had been plaguing the dock for over a year, popping in at odd times to kill a lizardfolk or 2, then disappearing again. Before you leave, you are plied with more boiled chuul and even some pickled veggies for your trip. You've earned some lizard-cred.

Tonight, Bucko's ring will start working. He can eat for pleasure, but he won't ever be hungry.


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:
I am really not used to playing this level of character. The bonuses are hard to remember and I keep doing my math wrong. So frustrating. Here is where I'm getting bonuses to my attack from in case your curious.

That's why I tend to do the bonuses separately (the dice roller lets you do the +2 -1 thing) -- so for instance, Velag's swords are at (base) +10 to hit {+1 magic or masterwork, +3 BAB, +1 Size, +5 Dec) and then when I'm buffed or flanking or both, I just add the bonuses in like so:

1d20 + 8 + 2 + 2 ⇒ (5) + 8 + 2 + 2 = 17 {Two-Weapon Fighting, Flanking, Divine Favour)

I find it helps me remember, means I don't have to do the math myself, and reminds the GM why I have those bonuses. But that's me.


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:
Tonight, Bucko's ring will start working. He can eat for pleasure, but he won't ever be hungry.

My precious.....

too bad I did not get to cackle and extend the hex


King of Goblins *MAP*

The rain that's been threatening to fall follows through, and starts to fall.

The raft is a flat, slightly boat-shaped platform just big enough to hold the lot of you and the 4 lizardfolk who "row" it. The river's too swift to go straight across, so you'll go downstream a mile or two as the rowers just navigate to a decent landing spot on the other side, then tow the boat way upstream for the return trip.

Any particular prep or arrangement for the boat?


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

@Klepy
"I can makes Klepy a magics lil stickie to throws, this sticky is magic an will be cold, it will melt into water, but yous has to throws it as soon as I gives it to you."


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 the boat and shrugs, then turns to Bayleff and makes sure that nothing would prevent the wolf from swimming, if need be, muttering, "Dumb waters. Even tastee monsters from waters not worth all this. Not even room to spin sling without hitting lizzie. Hmph."

He huddles his tattered cloak around him and grumps as they set off.


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

Wow didn't think I'd kill it so easily. Oh well. Klepy needed to show his prowess. The lizards had yet to see what Klepy can do until now.

After striking a vital spot and brining the beast down, Klepy jumps on top amd lets out a victorious cheer. "AAAAIEEEEHAHA!"

The next day Klepy enjoys his kill for breakfast. On the raft, Klepy sits in the center of the boat clutching his pack of tings protectively. "Nasty water not take Klepy's tings again. Not agains. Grrrr.

At Bucko mentioning magic stickys Klepy perks up. "Are day shiny?"


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

"No shiny icey"


HP 92/92

Tark is grumpy and moody that evening (even more than normal). Such a great foe, and he wasn't able to stay awake to hurt it more or cut it's head off.


King of Goblins *MAP*

You're almost halfway across when Nao spots something skimming low just above the water. A giant dragonfly!

It's coming right for us! she shouts, raising her bow.

It charges in at incredible speed. Characters using weapons greater than 80' of range may fire before it is upon you.

Intitiative:

Klepy
Dragonfly
Bucko
Velag
Tark
Nao
Dogs
Wolves

The rowers have their hands full, and can't fight.

Surprise round: Before 80', attacks that can go 80'. Nao will waste 2 arrows on her turn for no effect. Bows and slings can be fired. Thrown weapons can't.


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

"Ins comin!"

Crossbow, light
Attack 1d20 + 6 ⇒ (5) + 6 = 11
Damage 1d6 + 1 ⇒ (2) + 1 = 3


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, "Wacchit!" and start spinning his sling beside him, hurling a bullet at the Dragonfly. He snarls and says, "Me like squishing bugses!"

Attack (Masterwork Sling) 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17 {range penalty included} for 1d3 + 1 ⇒ (1) + 1 = 2


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

Klepy draws stickys and waits. I need to get a bow at some point, especially with the ridiculous dex modifier I have. Hey can I have picked up a bow before I left the lizzy camp or would they not have had any?"


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

Oh Klepy....


King of Goblins *MAP*

I'm gonna break tradition and roll for Tark. He can draw and fire.

Atk: 1d20 + 9 ⇒ (9) + 9 = 18 Dmg: 1d4 + 3 ⇒ (4) + 3 = 7

Now, round 1 starts. The dragonfly is charging!

Good job, Tark!

Klepy, then the dragonfly.


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

I will be out for the rest of the day. Be back later tonight. I am running a RL Game for five hours. I will try and post during the breaks


King of Goblins *MAP*
Klepy wrote:
I will be out for the rest of the day. Be back later tonight. I am running a RL Game for five hours. I will try and post during the breaks

What time is it in Japan?


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1
GM Goblin King wrote:
Klepy wrote:
I will be out for the rest of the day. Be back later tonight. I am running a RL Game for five hours. I will try and post during the breaks
What time is it in Japan?

It's ten thirty here


King of Goblins *MAP*
Klepy wrote:
It's ten thirty here

Okay. You've clearly had too much sake. It's midnight HERE. You Japanese are some funny people!

Klepy starts the round. The bug's zooming in, bent on eating something. You prepared an attack, so your daggers are in hand. Do you throw on your turn, or wait until it's right next to (or on top of) you? Either way, there's no SA here.

I'd throw, personally. Don't toss your best daggers, though. Getting them back would be nigh impossible.


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

Klepy snarls at the creature and draws two daggers. Mundane.
Attack 1:1d20 + 8 ⇒ (7) + 8 = 15 For:1d3 ⇒ 2
Attack 2:1d20 + 8 ⇒ (13) + 8 = 21 For:1d3 ⇒ 1

No, no sake though I could totally go for some right now. Also it is now 11pm my time :p


King of Goblins *MAP*

Klepy hits it for 1. The giant vermin swoops in, a thousand eyes focused on its prey- Velag!

Using its astonishing predatory abilities, the dragonfly clutches the small goblin, biting him with razor-sharp mandibles, doing 18 damage to the inquisitor.

Tark and Bayleff are close enough for AoOs.

It carries him off, swerving towards the shore, ending its turn 80' from the boat. Velag, once an important and interesting goblin, is now little more than lunch-on-the-wing!

EDIT: I rolled a 24. I have Velag's CMD at 18. I take the numbers I see on your character profile.


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

You know, I thought about activating Copycat but figured, naaah, it'll attack someone else... *sigh* GOod thing I have a positive swim modifier once it drops me...


King of Goblins *MAP*

Bayleff gets a swipe. He was right next to you.

Tark gets one, too, but with his shortbow. It's not an effective melee weapon, but may be good for some damage with him swinging it. He takes a -4 to hit for an improvise weapon, and can do 1d3 + modifiers.

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