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!


2,801 to 2,850 of 3,696 << first < prev | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | next > last >>

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

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


Male Goblin Fighter (Archer) Level 8

Gonna shoot again, how many rounds of staggered I got left?

Shoosting, doink!:1d20 + 17 ⇒ (1) + 17 = 18 For:1d6 + 13 ⇒ (3) + 13 = 16 +1 to hit and damage if the creature's altitude brings it within 30 feet of me.

*Shrugs* Well had to miss some time.


King of Goblins *MAP*

ROUND 3

Bucko 22
Velag 22
Tark 20
Mogo 20
Stix 10

MAP

Back to Bucko. Those teeth are looking mighty sharp!


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

"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.


King of Goblins *MAP*
Bucko Rackingclaw wrote:


I bet it makes its will save! ;(
Or -2 to attack rolls.

I'm afraid it did. Klepymonculus can move, if he hasn't.


King of Goblins *MAP*

Velag's up.


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

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

Status::

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


King of Goblins *MAP*

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!


King of Goblins *MAP*

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.


Male Goblin Fighter (Archer) Level 8

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. =)


King of Goblins *MAP*

So close...

Still, Stix did solid damage, and this thing is hurt.

Bucko! Save thyself! Summon the Klepmonculus!

ROUND 4

Bucko 22
Velag 22
Tark 20
Mogo 20
Stix 10

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

Klepymunculous drops the alchemy fire on the things head!


King of Goblins *MAP*

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.


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

Klepymunculous drops the bomb on the creature

To hit
1d20 + 2 ⇒ (4) + 2 = 6

splash weapon

Damage
1d6 ⇒ 4


King of Goblins *MAP*

Lessee... +2 size, +2 dex, that's 8.

No, he missed.

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

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}

Status:

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


King of Goblins *MAP*

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.


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

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


King of Goblins *MAP*

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.


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

"Ouch! Lucky Buckos bouncy!"


King of Goblins *MAP*

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.


HP 92/92

"Hrmm, mebee it have lair?"

Tark starts scouting around the area and will also look for tracks that might lead to its lair.

Perception check: 1d20 + 11 ⇒ (20) + 11 = 31
Survival check: 1d20 + 6 ⇒ (5) + 6 = 11


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 keepses happy scrag pond fer bad gobbies we not likeses."

"Findes this tings wheres comes from make sure it hases no spider babies, motherses or wiveses."


King of Goblins *MAP*

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.


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 wantses leftenants/harem o girly gobbies!"


King of Goblins *MAP*

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.

MAP


King of Goblins *MAP*

Leftenant rules reposted:

Spoiler:
Special “Leftenant” follower rules for the Licktoad Riders of the Black Moon:

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.

Link to NPC classes


Male Goblin Fighter (Archer) Level 8

Stix looks at his new....follower. "Hod dese runt." I hand him my arrows. "Ya oso gets ta look afta Mcgibbans. Ya lose em an I stix ya wit an arrow. Gots it?" I put Mcgibbans on the leftenant's head. "Dun't ya drop im."


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 almost has his adept done.


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

Unless we've gained a level, I believe my two are statted out.


King of Goblins *MAP*

Fine. One is with you, devoid of any equipment. The other is not.


King of Goblins *MAP*

So, anybody got a rope?


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

Bucko can fly?


King of Goblins *MAP*

He can feather fall down. Can he carry you?


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 new gobbies goes an find vineses so weses can get down."

Bucko then looks over everyone to see who needs healing....

"Who needs dirt lunch?"


King of Goblins *MAP*

The leftenants waste no time finding plant matter that will support goblins, and with a borrowed dogslicer, get it all in place.


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

"Dirt lunch better tah dirt nap!"


King of Goblins *MAP*

I think Tark and Velag took some minor damage. Or was it just 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 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..


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

"Left-tenants does good works."

Bucko waits for the others to climb down and then, feather falls.


King of Goblins *MAP*

It's easy to get down. DC 0.

Once you're at the bottom, you see what looks like a big hallway, but there are stairs and windows going sideways, not up and down. Most of it is collapsed, but there's about a 20' wide tunnel going south from the hole.

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

"Lookses good. Left-tenants guards mounts."


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, "Me go take look down tunnel, find something for Tark to flatten."

Stealth: 1d20 + 25 ⇒ (6) + 25 = 31
Perception: 1d20 + 13 ⇒ (10) + 13 = 23


King of Goblins *MAP*

Velag:

Spoiler:
There's a lot of crushed stone and statuary. Further down, there are 2 statues, however, that don't appear damaged. They lie on the ground, and have horns and bat wings.

Everybody put yourselves on the map.


King of Goblins *MAP*

It's dark in here! Where'd everybody go?


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's right there! *points to map* Oh, you can't see him 'cause he's hidden!


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

Yes change the text color so it does not match the background color.

we sneak goblins!


King of Goblins *MAP*

lol

Well, once we're all in our places with bright, shiny faces, we can do stuff.


Male Goblin Fighter (Archer) Level 8

Sorry for not posting for some time. I'm kind of at a loss for what to do right now. I haven't been feeling very....gobliny lately. I will hopefully post something when I get home.


King of Goblins *MAP*

No sweat. We're just looking for treasure...

2,801 to 2,850 of 3,696 << first < prev | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Goblins 2: The Wreckin'-ing! All Messageboards

Want to post a reply? Sign in.