| Velag Wordeater |
I was going to cast flames on my bow. But then it was on the ground and all melee-able, so I jumped it with my swords. Can you grease yourself, Bucko? Now would be a nice time to be able to elemental body
| Bucko Rackingclaw |
"Klepymunculus tha big fire spell drops tha big fire magic pocket on this tings head!"
Bucko communicates to Klepymunculos and tries again to evil eye hex tha beast!
I bet it makes its will save! ;(
Or -2 to attack rolls.
| GM Goblin King |
I bet it makes its will save! ;(
Or -2 to attack rolls.
I'm afraid it did. Klepymonculus can move, if he hasn't.
| Velag Wordeater |
Well, there's not much I can do to save Bucko. Can't fly to bring swords into play, can't cast Burst Bonds, because I'm not the one grappled, can't cast retribution, 'cause I'm not the one being hit...
Velag pulls out one of the picture-papers from the case on his belt and names the symbols, releasing the magic. A warm glow surrounds his hand and he uses his magical speed to close with the beast (hoping to catch Bucko if the thing drops him), and then opens his palm, releasing the streams of searing divine energy, hoping to hit the tongue holding the witch.
Searing Light: Ranged Touch: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22 {hasted} vs touch ac (though aiming at the tongue) for 3d8 ⇒ (7, 5, 3) = 15
HP: 33/52
AC: 25 / 20 (Touch) / 19 (Flatfoot) {5 Dex, 1 Size, 5 Armour, 3 Deflection, 1 Haste}
Shield of Faith: +3 Deflection to AC, 5 minutes, 0 rounds left.
Expy Retreat: 6 minutes, 5 rounds left (trumped by Haste)
Haste: Some duration left, ask Bucko (+1 attack in full attack, +30 move, +1 dodge to ac and reflex, +1 to hit)
Flames of Faithful: 6 rounds left (on the sword!)
Boosted Judgement: +4 damage, until end of combat or change judgement
Bane remaining: 3 rounds
| GM Goblin King |
Velag hits the tongue, burning it so badly that the beast seems unable to swallow Bucko just yet.
Tark positions himself almost underneath it, and fires up 20' into its massive gut.
1d20 + 13 ⇒ (7) + 13 = 20 dmg 1d4 + 3 ⇒ (2) + 3 = 5 Missed!
| GM Goblin King |
Sorry, had to run off for a while before I could finish.
The mogo causes the plants to grow again, limiting your movement to 10'.
It can't hover, but moves enough to stay airborne.
Stix, then round 4.
| Stix Gibber |
Gonna shoot.
1d20 + 17 ⇒ (20) + 17 = 37 For:1d6 + 13 ⇒ (1) + 13 = 14 This beast is LUCKY I'm staggered :p
Hmm. Not quite so lucky.
Confirming:1d20 + 17 ⇒ (5) + 17 = 22 For additional:2d6 + 26 ⇒ (4, 5) + 26 = 35
If damage is done he needs to make one helluva fly check to stay up there. =)
| GM Goblin King |
I'll assume he started on that last round, so he's had time to get above the monster and bust out the flask. Roll to hit and damage.
| Velag Wordeater |
Doesn't Bucko also get an action?
From directly (more or less) below the creature, Velag fires his hate-filled bow again.
First Shot: 1d20 + 12 + 1 + 1 + 2 ⇒ (18) + 12 + 1 + 1 + 2 = 34 {Haste, PBS, Bane} for 1d6 + 2 + 4 + 1 + 2d6 ⇒ (1) + 2 + 4 + 1 + (1, 2) = 11 {Judgement, PBS, Bane}
Haste Shot: 1d20 + 12 + 1 + 1 + 2 ⇒ (8) + 12 + 1 + 1 + 2 = 24 {Haste, PBS, Bane} for 1d6 + 2 + 4 + 1 + 2d6 ⇒ (4) + 2 + 4 + 1 + (5, 4) = 20 {Judgement, PBS, Bane}
HP: 33/52
AC: 25 / 20 (Touch) / 19 (Flatfoot) {5 Dex, 1 Size, 5 Armour, 3 Deflection, 1 Haste}
Shield of Faith: +3 Deflection to AC, 4 minutes, 9 rounds left.
Expy Retreat: 6 minutes, 4 rounds left (trumped by Haste)
Haste: Some duration left, ask Bucko (+1 attack in full attack, +30 move, +1 dodge to ac and reflex, +1 to hit)
Flames of Faithful: 5 rounds left (on the sword!)
Boosted Judgement: +4 damage, until end of combat or change judgement
Bane remaining: 2 rounds
| GM Goblin King |
Doesn't matter. You killed it.
It falls, and Bucko takes 10 damage from falling (4 if he's bouncy).
Kinda anticlimactic for me, but it was my screw-up. Anyway, you guys did good. The threat of the boggards is no more.
A brief exploration of the area might be in order.
| Velag Wordeater |
Just think how much cooler it would have been if Velag hadn't made the wrong weapon flaming and/or had a round to correct it instead of worrying about it eating Bucko? :)
Velag smiles as the thing falls, Me not ever kill one of themses before... heheheh. He goes over and kicks the body once saying, "Not so tough now, is you bog-god? Grey Master make Velag stronger than you! Now you just a snack for when trolls run out of frogbog babies!"
He then stops for a moment and turns his head, puzzled. He snaps his fingers as he realizes what's troubling him, "Klepy not here to find all goodies. Now we has to look for themses!"
Velag casts detect magic and begins to look about...
Perception: 1d20 + 13 ⇒ (9) + 13 = 22
| GM Goblin King |
Nothing in range, but it came out of the woods (with a perfect stealth roll. Damn! Tark spotted it!).
Klepy is gone, but he lives on in Bucko's familiar.
| GM Goblin King |
The nonlethal damage heals up fast.
The creature's spell lingers on, however, and the going is slow as you head for its lair. The mounts are all okay, and nobody took massive damage. You can heal up (burn the charges) and plot your next move.
| GM Goblin King |
You also see the same 4 gobbies who left earlier have returned. They will introduce themselves as goblins from the Houndgutter tribe. Having nowhere to go back to and seeing your combat skills, they offer their services as your leftenants.
You each get one. You'll pick up a second later on.
Tark easily found a trail that goes to a large, stone opening that goes deep into the ground. It may be another one of those underground buildings that used to be on top of the ground.
We can look at it tomorrow.
| GM Goblin King |
Their gender is up to you, but mushy-mushy should stay off-screen. Maybe I'm just closed-minded, but I find goblin sex unpleasant to imagine...
That said, you guys are big studs in the goblin world, and gobbie gals love a good provider.
There are piles of humanoid and animal pieces strewn about all over the wooded area. The mobogo was a sloppy eater.
Even with the spell still in effect, it's easy enough to find a big hole in the ground. It's squared off and lined with stone, part of some ancient structure that goes deep into the ground. There are bits of broken stone around the opening, suggesting it may have had a roof at one time.
| GM Goblin King |
Leftenant rules reposted:
Think of this as a muted form of the Leadership feat. Rather than taking the feat, you will instead each have two followers who aren't meant to go on adventures with you, but can act as lieutenants/couriers/proxies for you as important leaders of the Licktoad tribe, and defenders of lesser goblins when you're away.
Your leftenants are much stronger than other goblins in the following ways:
Leftenants may take ranks in any of 3 NPC classes: Adept, Expert, or Warrior.
They gain levels automatically, as you do, at 2/3 of your character level (rounded up).
They can multiclass as though any NPC class they take is their favored class. They cannot take levels of PC classes.
Leftenants get a standard 15 pt. Buy, adjusted as normal for race, with normal race traits.
Leftenants start their 1st level at max hps.
Leftenants get standard (heroic) NPC WBL, but can also get extra treasure from you.
Being Licktoads, Leftenants are proficient with dogslicers and get swim as a class skill.
For example, if you're a 7th level character, your leftenants would have 5 levels (7 x .66 = 4.66, or 5 levels, rounded up, in any of 3 classes) each. One could be an Adp 2/ Exp 2/ War 1, or any other combination of the 3. She would get her favored class bonus at each level. Another could take levels of Expert, and be an Exp4/ War1, able to craft items and also be stealthy, a decent healer, and use any martial weapon, for instance. You may want them both to be warriors; not as strong as fighters of their level, but still capable of defending the tribe when needed. They might both take teamwork feats to make their enemies cry.
These characters can help the tribe as warriors, crafters, shamans, or anything else their skills and feats would make them good at. As with any followers, if they are mistreated or abused, you may lose the ability to replace them easily, should they die.
Treated well, they will serve you and the tribe as useful, fairly tough Licktoads.
I started a level 5 leftenant, just for fun.
Kookie: adp 1/ exp1/ war 3
S 12, D 18, C 14, I 13, W 12, Ch 7
HP: 54. BAB: 3. Saves: F 5, R 4, W 3 Feats: toughness, improved initiative, dodge
Class skills: all adept skills, warrior skills, and 10 others of Kookie's choice, 19 total before assigning.
That's Craft, Handle Animal, Heal, Intimidate, Knowledge (All), Profession, Ride, Spellcraft, Survival, Swim, and any 10 others. 29 class skills out of 35. Should have given him more int.
Spells: 0: 3/day, 1: 2/day Prepared: 0: detect magic, mending, stabilize. 1: cure light wounds, sleep.
Stuff: 2400 gp worth. More, if he gets any of your unwanted items.
Not tough enough to hang with you big boys, but he can keep the Licktoads safe from most threats and is quite useful to the tribe.
These guys have no gear at the moment, but once you get somewhere you can get some, they'll get the usual.
| GM Goblin King |
The leftenants waste no time finding plant matter that will support goblins, and with a borrowed dogslicer, get it all in place.
| Velag Wordeater |
Velag did take 19 damage and was too intent on killing the bad thing to switch to his healing judgemetn. Not sure about the rest. Also, Velag has 50' of silk rope..
| Velag Wordeater |
Velag says, "Me go take look down tunnel, find something for Tark to flatten."
Stealth: 1d20 + 25 ⇒ (6) + 25 = 31
Perception: 1d20 + 13 ⇒ (10) + 13 = 23
| GM Goblin King |
lol
Well, once we're all in our places with bright, shiny faces, we can do stuff.