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*

He's on a mission, so to speak, but if he gets Vorka before you get there, he'll help you.


King of Goblins *MAP*

If you have no further questions, Lirik will be on his way.


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

"Wait youses has big fire magic we needses it in to kill god-frog that makes boggards mushy extra fast."


King of Goblins *MAP*

He makes an awesome knowledge arcana roll. You know, if this thing is as you say, cold or acid would probably work to defeat its regrowth, too. Do you know any such spells?


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

"I knows sleeting storms.....You has spells of such on scroll? Iffen youses gives scroll toads ken learn magicses of good spells."


King of Goblins *MAP*

He has a limited inventory of scrolls, but he'll part with 2 burning hands, a lightning bolt, and vampiric touch.

Not awesome, but that's what he's got. CL 5. 125 or 375 gp. He'll accept pearls.

He's got a twilight knife, if you care. That's more of a Klepy thing.

Spoiler:
You guys are real close to 7th.


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

If we kill the lizzie will we get it? The level I mean.


King of Goblins *MAP*

You'll get something, I'm sure.


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

"From what we learneded, we need cold and fire to kills it. But we was hoping for bigger booms like your spell-thingie. Hmmm... When we see Vorka, her not have her stoopit toadie with her -- you know if hers still gotses it?"


King of Goblins *MAP*

She has a different pet every time I see her, it seems. As soon as I'm close, she escapes. I'm still trying to figure out how to catch her. Once I do, I'll turn your way and help with this "god-frog," if I can.


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

"Ok you hunts vorkas an we sneaky an kills all bog-turds."


King of Goblins *MAP*

If anybody had UMD, he could give you other scrolls that could help. As it is, I just showed you the ones Bucko could use.

Do you buy them? Either way, he takes off in search of the BSC druid.


HP 92/92

I have lost track of my damage / healing received for the last combat (or two). If I subtract 5 charges from my wand do you think that would be about right? I'll keep better track from now on.


King of Goblins *MAP*

That's fine. You got some rest, too.


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 will tend people's wounds during the day to double overnight healing. He's good enough to take 10 on that, I believe.


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 buys lightening bolt an vampires touches scrolls. Klepy brings pearls, pearls not shinies."


King of Goblins *MAP*

Lirik selects a few pearls and calls it good. He mounts the deadly wyvern and flies west, stalwart in his search for the insane druid.

You are all healed up and ready for action. Onward! To death or glory!


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

"Now we goes an kills frog-god ting!"


King of Goblins *MAP*

Place yourselves at the top of this convenient >MAP!<


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 watches Lirik fly off and thinks, That make a much better Bayleff than this Bayleff. Me need one of themses.

Placed.


King of Goblins *MAP*

Don't be shy. You can't hide in the trees all day.


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

B is for Bucko


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

I'm on there.


King of Goblins *MAP*

You're supposed to head east to your certain doom. Wend your way through the harmless and completely uninhabited swamp.


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

"Seemes strange nothin lives here an itis soooo quiet."


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

"Klepy here now. AAAAAAIIIIIIEEEEE! See not so quiets after all" *Grin*


HP 92/92

Being completely paranoid now of things flying overhead, Tark will lead the way forward, but somewhat haphazardly since he spends most of his time scanning the skies.


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

"My name is Klepy, a gobbie of efesti, of the tribe of licktoads, out to beat up froggies, befriending the lizzies, and looking for shinys!" Klepy is singing as we ride along.


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 will try to dart around cover as much as possible, also fearing overhead things (and stay about 20' away from Tark).


King of Goblins *MAP*

Klepy's enthusiastic screaming and cheerful goblin sing-song has reduced the peace and quiet in a big way. Up from the swamp come a pair of rapt listeners, who will entreat your silence with fang and claw.

Init:

Velag
Klepy
Tark
Scrags
Bucko

>MAP<


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

"Troll patrol!"


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 big uglies for a moment, trying to remember what they is and how to kill them...

Monster Lore (Arcana/Nature/Dungeoneering/Planes/Religion): 1d20 + 9 ⇒ (6) + 9 = 15

He quickly draws his bow and (depending on what his knowledge roll tells him)...

Recognizes them:
...casts Flames of the Faithful on it, while shouting, "Thems be watertrolls. Needs to burns them with fire or acid!"

Doesn't Recognize them:
...fires at the closest Scrag with a bit of Giant-bane hatred...

+1 Composite Longbow: 1d20 + 11 + 2 + 1 ⇒ (8) + 11 + 2 + 1 = 22 {Bane, PBS} for 1d6 + 2 + 2d6 + 1 ⇒ (6) + 2 + (2, 2) + 1 = 13


King of Goblins *MAP*

Recognizes.


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

Ok, then, burning bow and a warning it is!


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

"Huh? But Klepy gots no fire....oh Klepy tries this." Klepy pulls out a flask of oil an readies an action to chuck it at one of the trolls when it gets closer.
Throwing 1 pound of oil at bad guy. Moving if I have too.
Attack:1d20 + 10 ⇒ (8) + 10 = 18
If he hits, troll should be covered in oil. Should also be vs the touch AC too.


King of Goblins *MAP*

Spoiler:
An explosion pocket looks like a cloth pouch just large enough to
contain a Small or Medium humanoid’s hand. When placed against
a shirt, vest, jacket, trousers, or similar piece of clothing, this ragged
green patch attaches to the clothing, creating a loose pocket. The
pocket functions as a normal pocket, but once per day the pocket’s
wearer can, as a standard action by speaking a command word while
his hand is in the pocket, cause the pocket to create a single vial of
alchemist’s fire. If a vial of alchemist’s fire is in the explosion pocket
when it is commanded to create a vial of alchemist’s fire, the pocket
instead supercharges the existing vial within so that it inflicts double
the normal fire damage a vial of alchemist’s fire would normally
inflict. An explosion pocket can be removed as a full-round action,
allowing it to be placed on a different piece of clothing as the owner
wishes. A vial of alchemist’s fire created or supercharged by an
explosion pocket reverts to a vial of inert bitter-tasting water 1 minute
after it is created or supercharged.


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

GM:

I know I just remembered that. Hense the "oh" in Klepy's diologue. Thought tossing a little oil might help the process along a little bit. He'll toss a vial once the oil hits.


King of Goblins *MAP*

K:

Spoiler:
Alchemists' fire explodes on impact. I'll take that roll, so you hit, even at that range. Just roll 2d6 next round, when you actually throw it. :)


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

GM:

Will tossing oil on the baddies help? In one campaign I was in it added extra damage and another it enable the burning effect to last for 2 rounds longer. When I encounter it in games I run I usually have it feul bruning duration. But it is your call as GM. I only get one of those a day so I was hoping to make the most of it.


King of Goblins *MAP*

K:

Spoiler:
I can see that. You threw oil this round and hit, then. It wasn't lit. That takes too long.

Next round, you can take a standard to throw the fire, or charge the fire and throw it the 3rd round for 3d6 damage (2d6 + oil). He's standing in water, so he can put it out if it hits, but you still cost him a round, so that's good. If he moves out of the water, he won't have that luxury, and he'll burn more (at least a round).

Oil helps. It's kind of a wash in this situation.


HP 92/92

Well, clearly a charge is in order!

Attack Modifiers:

BAB: +6
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Rage: +2
Power Attack: -2
Goblin Bravery: +1
Mounted Charge: +4

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 19 ⇒ (19) + 19 = 38

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Rage (two-handed): +3
Power Attack (two-handed): +6
Challenge: +5
Cockatrice Challenge (sole attacker): +2

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 23 ⇒ (10) + 23 = 33 + fire damage 1d6 ⇒ 6


King of Goblins *MAP*

The injured troll takes a swipe at Tark, and misses. He then attacks again, hitting the cavalier for 25 damage.

The other flanks, hitting for 18 damage. Tark's in danger! :O


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 curses and raises his bow, directing Bayleff to close the distance slightly while drawing the Grey Master's hatred through him. He raises his bow and fires at the injured troll.

+1 Composite Longbow: 1d20 + 11 + 2 + 1 - 4 ⇒ (8) + 11 + 2 + 1 - 4 = 18 {Bane, PBS, Into Melee} for 1d6 + 2 + 2d6 + 1 + 1d6 ⇒ (2) + 2 + (3, 2) + 1 + (2) = 12 {Bane, PBS, Flaming}

Wow, Velag's good at rolling crappy damage -- I mean 12 from 4d6+3? Yeeesh.

Would Tark's or Velag's flaming attacks set off Klepy's oil?


King of Goblins *MAP*
Velag Wordeater wrote:
Would Tark's or Velag's flaming attacks set off Klepy's oil?

It would.

Spoiler:
Scrags are a little different. As long as they're in water, they regenerate. This one's hurt bad, though.

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

Spoiler:
I always read that the opposite way -- that Scrags need to be in water to regenerate, not that they always do when in water -- especially since the description doesn't say to change the regeneration 5 (fire and acid) -- otherwise you can never kill a scrag in water, since regeneration will prevent it from dying, even if you run it through a meat grinder....


King of Goblins *MAP*

Spoiler:
That's what I get, too. The fire and acid damage doesn't regenerate, the rest does, as long as they're in water. Knock them below 0, and keep them on dry land, and they can't do squat. Acid splash away. Throw them overboard before they're truly permadead, and they come back.


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

"Maybe we dropses dead scrags in Bog-turds pondses!


King of Goblins *MAP*

Still your turn, Bucko.


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 thinks about that, How big a piece of dried water-troll me need have to be able to toss in water to kill a village? Can me keep small piece alive and then it growses a new troll?


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 + 7 ⇒ (5) + 7 = 12
Damage 1d6 + 1 ⇒ (6) + 1 = 7

flaming bolt
1d6 ⇒ 3

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