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 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 hated the 1d4 damage of the recruits arrows and is determined to teach them all how to use a whetstone!

I will be at a conference all day today ;(


King of Goblins *MAP*

Eager to learn the fate of their fellow villagers, the intrepid adventurers ride quickly through Brinestump Marsh, ever vigilant for any clue of their fates. Through slogs and bogs, trees and fleas, brooks and nooks, they seek signs of their absent allies.

Tark, being a natural leader, knows that the most important part of being a leader is looking like one. With his loyal mount Fangz, he charges at the forefront, taking care to look good doing it.

Being first in all things, he and Fangz will also have the first opportunity to make a perception check.

Determine your riding order, and roll perception checks for the mystery solvers and their Scoobys.

Anybody know how scent works? lol


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

I posted the rules for scent in the ooc


King of Goblins *MAP*

I was just kidding! The wolf has scent.


HP 92/92

Tark Perception roll: 1d20 + 6 ⇒ (19) + 6 = 25
Fangz Perception roll: 1d20 + 5 ⇒ (14) + 5 = 19


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

Klepy will take the back of the line.
Perception:1d20 + 4 ⇒ (13) + 4 = 17


King of Goblins *MAP*

While we're waiting for Bucko and Velag, I thought I'd ask you for any ideas about where you'd like the campaign to go, or what you'd like to see your characters doing. I just bought a small fortune in Golarion-related books, and I've got a lot of ideas, but I'd like to hear yours, too. Post them in the ooc thread! :)


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

"Youses sharpen all arrows! Hard works tah kills better."

Bucko is currently teaching recruits to sharpen all arrows.....


King of Goblins *MAP*

Under Bucko's exacting tutelage, the young goblins learn the proper use of a whetstone, and eager to do more damage to their enemies, begin looking for ways to sharpen every thing they can find with a point.

Now, we need 2 more perception checks before we proceed.


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

Perception
1d20 + 2 ⇒ (9) + 2 = 11

Perception
1d20 + 2 ⇒ (19) + 2 = 21

DM

Spoiler:

I assume I can change the damage of arrows to include a +1 for my trainies....trannies, ah you know what I mean.


King of Goblins *MAP*
Bucko Rackingclaw wrote:

Perception

1d20+2

Perception
1d20+2

DM ** spoiler omitted **

Bucko:

Spoiler:
Yep! I'm thinking there won't be much more for you to do with them for a while, but your knowledge will spread throughout the tribe, and come in handy for them. The Licktoads always have something they need to kill, and that could increase dramatically in a short while.

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

Seeing as I failed my Perception roll to find this thread, let's hope I do better here...

Perception (Velag): 1d20 + 7 ⇒ (18) + 7 = 25
Perception (Bayleff): 1d20 + 5 ⇒ (9) + 5 = 14


King of Goblins *MAP*

I have an emergency to take care of, but I should be back in a few hours. Nothing major, just time-consuming. See ya soon.


M Human Fighter 1

OK, back for a minute.

From out of the woods, two massive, chitinous claws spring from the undergrowth, striking Fangz for 14 points of damage!

Tark may try to stay on Fangz, or dismount (both DC 20) in order to attack.

The giant mantis is about 7' tall, 15' feet long, and moves back 30' from the trail to feast on its furry prey. It tries to bite him, but the wiry wolf avoids its huge mandibles (for now).

It successfully grapples poor Fangz, intent on enjoying a canine appetizer prior to eating a little more goblin-y fare.

The rest of you are in riding order, between 30 and 60 feet from the deadly insect.

Intitiative: Bucko, Klepy, Tark, Velag, Giant Mantis


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

On Klepy's turn he will quickly move around behind the monster to Flank with fang and attack. provided this is possible.

He will attack:1d20 + 9 ⇒ (6) + 9 = 15 For;1d3 + 1d8 ⇒ (1) + (1) = 2

least possible damage! Bummer!


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

Crossbow, light
Attack 1d20 + 6 ⇒ (10) + 6 = 16
Damage 1d6 + 1 ⇒ (5) + 1 = 6


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 giant bug and thinks, What am that? Wonder if it tasty.... Knowledge (Nature) [w/Monster Lore]: 1d20 + 7 ⇒ (13) + 7 = 20 (trying to ID and figure out any weaknesses)

Velag directs Bayleff with his knees while drawing his shortsword, wishing that he had a clear line to charge... Instead, he positions himself to get flanking from Klepy, and orders Bayleff to attack as well.

Masterwork Shortsword: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 for 1d4 + 1 ⇒ (3) + 1 = 4

Bayleff's Bite: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10 for 1d6 + 1 ⇒ (3) + 1 = 4

Velag says, "Dumb wolf. Supposed to take big bite out of bug."


King of Goblins *MAP*

Velag:

Spoiler:
You know that a giant mantis is a really big version of a normal one; it can hide, attack, and move quickly after a surprise attack. It can fly poorly, and being mindless, it reacts to stimuli, rather than thinking about anything. It acts on pure instinct.


HP 92/92

Tark will try to deflect the mantis' attack.

Mounted combat Ride check to negate the hit: 1d20 + 10 ⇒ (1) + 10 = 11

Having failed at deflecting the blow, Tark attempts to stay mounted on Fangz.

Ride check: 1d20 + 10 ⇒ (16) + 10 = 26

The Mantis attacked Tark's pet, and now it must pay the price. The full angry fury of tark is unleashed.

Earthbreaker (rage, power attack, challenge, flank): 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d10 + 11 ⇒ (6) + 11 = 17

Tark howls out a "Harrrruuuu!" as he feels his maul hit the beast.


HP 92/92

Fangz will instinctively try to bite his opponent.

Bite while grappled (-2): 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

With his maw wrapped around one the creature's legs Fangz will also try to trip the creature:

Trip attempt while grappled (-2): 1d20 + 0 ⇒ (20) + 0 = 20

DM: With the -4 Dex penalty the mantis gets for being grappled it looks like it may actually have been tripped, however I am unsure if you can trip an opponent when you are grappled?


King of Goblins *MAP*

Fangz can only grapple or attempt to escape a grapple. He does that with a successful bite (which he did), and beating the CMD of the mantis (which he also did, thanks to the penalty).

I think I got that right, and the accumulated damage done to it in a single round twists the top of the body from the abdomen, spinning a goblin, wolf, and half a mantis through the air, and crashing to the ground, a few feet below.

The abdomen collapses, legs kicking wildly, and reflexively starts pumping out foot-long, slime-covered eggs, which pile up behind it.

Those were some good rolls! If anyone wants to check my math, feel free. I say it's dead!


HP 92/92

Tark quickly runs over to the head and at first takes a guarding position, blocking the other goblins from approaching or looking at it, and begins shouting "mine, mine, mine". He will then turn around and pop the head off from the torso and plops it into a sack. "Ooohh, this going to flatten real good!"

As some sensibility comes back to Tark, he will turn his attention to Fangz and will notice him licking a rather grevious wound. He will try to comfort it the best that he can.


King of Goblins *MAP*
Tark Bashflat wrote:

I believe you can also attack in a grapple with a light, one-handed or natural weapon?

Yes. I get confused sometimes, but I'm pretty sure Fangz gets everything, since he attacks and then grapples as a free action. Either way, the mantis is toast. Lots of good eggs to smash, too!


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 cookses eggses?"

I did get max damage on that 1 bolt...


King of Goblins *MAP*

Fangz is badly hurt, but through a combination of quick reaction, teamwork and a bit of luck, the rest of you escape the sure death promised by the claws of the massive insect.

There is no sign of the missing goblin patrol, however, and no treasure or clues to be found here.


HP 92/92

Tark will not ride Fangz while he is so injured. When they return to the village Tark will take Fangz immediately to the shaman. If they return at night, the shaman gets noisely awakened.


King of Goblins *MAP*

B-but... You haven't found the missing patrol! (:O


HP 92/92

Tark's not giving up the search just yet... he's just not riding mounted.


King of Goblins *MAP*

OK. Tark gets a cool point, BTW. That was a cool move, and hard to pull off.


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 tears a leg off of the bug and tests it, "It not bad, but very crunchy... Hurt mouth a little. Egg-slime look tastier."

He then agrees with Tark, "We go back camp, me try find tracks from patrol. Me learned that trick after nasty-head on boat got 'way."


King of Goblins *MAP*

Bucko:

Spoiler:
While the gang is back getting reoriented, you are approached by a female about your age, who you've never seen before. A raven perches on her strange, goblin-felt hat.

Gutwad will want meeting at midmoon. Be there.

With that, she turns and heads right into the moothouse, unchecked by Gutwad's guards.


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 healing hex to fangz.....

"Youses did good work."

1d8 + 2 ⇒ (5) + 2 = 7


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

Sorry about the lack of posting, I was in my best friends wedding all day. Just got home and am tired as all be out. I will post once I have managed to read everything.


King of Goblins *MAP*

Congrats to your friend, Klepy! Catch up when you're ready- no hurry.

Gakk, the old adept, heals Fangz up to full hp, and scratches his ear.

Back in day, Licktoads was big tribe. We had lotsa wolfses, made lotsa raids. Gakk always busy healing Licktoads. Now, not so much.

Riding out, fighting the mantis, and limping back took almost 2 hours (not that you wear watches, or could read them if you did). It's getting late in the day, and still no sign of the missing patrol.

Between Velag and the wolves, you have no trouble following the trail left by the patrol, and take off running to find them.

You come to the shallow creek you followed when you went after Vorka, and at the crossing, you discover a grisly sight: 4 dead goblin dogs and 2 dead goblins. Judging from the corpses, they were all beaten to death. The strange thing is that nothing was taken, other than the heads of the 2 goblins themselves. The other 2 goblins who were with them are nowhere to be seen. Their weapons and armor lie strewn about on the ground.

Velag, the wolves, and whoever else has ranks in survival can make survival checks to find the trail of whoever or whatever did this.


HP 92/92

Tark looks down at the masacre and shakes his head. He will start to gather all the gear that the goblins have to return to the chief.

Once the gear is gathered Tark will try to look around for tracks.

Tark Perception check: 1d20 + 5 ⇒ (7) + 5 = 12
Fangz Perception check: 1d20 + 1 ⇒ (2) + 1 = 3 (+4 if scent can be used)


King of Goblins *MAP*

Tark can't seem to find a trail, but he's looking, and he can add +2 to other attempts.


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

Okay, I'm good.
Klepy kept quiet most of the time plucking generally useless things from his companions from time to time. A button here, a map or too, some rations. Valeg sniffs him out a few times when Klepy tries to take his food.

At the sight of the battle Klepy immediately begins to collect things. "Hehehe, look at all da tings, hehe, tings for Klepy hehehe."
He will gather what ever he can carry unless the others stop 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

"Weses ahould figure out wha happened afore tha only clues left is klepy clues."


King of Goblins *MAP*
Bucko Rackingclaw wrote:
"Weses ahould figure out wha happened afore tha only clues left is klepy clues."

Klepy clues. That sounds scary!

Tark and Klepy gather up all the horsechoppers, dogslicers and armor and shields. Velag and his mount could be of use 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 looks around the area, trying to find tracks that explain where the other two goblins went, and what might have done this...

Survival (Tracking): 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 (from Tark's aid another)

Velag mutters to himself as he examines any prints or markings he finds, nodding sagely and saying, "Uh-huh. Me thought so."


King of Goblins *MAP*

Velag notes that the tracks of the assailants don't go off into the surrounding woods and marshes, but downstream, heading mostly west, in the creek itself. The tracks appear somewhat reptilian, and larger than your own.

It's shallow, 2' at the deepest, and 30 to 40' wide. Your mounts can move down it (particularly near the sides) at their normal move rate. The current isn't overpowering to a medium canine, but falling into the middle could make a goblin have to roll a check or two.

It's starting to get dark. They went that-a-way!


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

"Me tolded you me thoughted so! Clawfoots go that way. We go too!"


HP 92/92

As Tark lets his darkvision slowly start to take over as the daylight dims, he continues on in a determined manner.

"Me like eat'n lizards. Mebee dese is big fat juicy lizards?"


King of Goblins *MAP*

Go ahead and roll perception checks for yourselves and your little dogs, too.


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 are ready."

Buck takes up position 3rd back....in the "order of marsh"

Perception
1d20 + 2 ⇒ (3) + 2 = 5

Bucko suddenly realizes he has mounted a fallen log rather than his trusty steed........once he adjusts himself......


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

As requested:

Perception (Velag): 1d20 + 7 ⇒ (6) + 7 = 13
Perception (Bayleff): 1d20 + 5 ⇒ (11) + 5 = 16


King of Goblins *MAP*

You ride for an hour, it gets dark, then you smell smoke. 50 yards to the north of the stream, you can see that there's a little light illuminating a small area under the trees.

There are some trees, bushes and tall grass between you and the source of the light.


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

Before Klepy remounts, he looks around suspiciously. He then drops his drawers and with a sigh of relief, he leaves behind a nice big Klepy Clue. Once he gets his pants up, cinches his belt, he mounts and follows the group from his usual position in the rear.

At the sight of the light Klepy moves up next to Bucko. "Klepy sneakes, shud Klepy takes a looksees?"


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 goes an sees, no pee, no poo, no shinies!"

"Goeses and seeses an comes back tah tells"


HP 92/92

Tark nods at Bucko's words. "We waits here for Klepy to scout." Tark does his best to keep quiet.

Perception check: 1d20 + 6 ⇒ (20) + 6 = 26
Stealth check: 1d20 + 10 ⇒ (19) + 10 = 29

Fangz Perception check: 1d20 + 5 ⇒ (16) + 5 = 21

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