Goblins Wreck Kingmaker (Inactive)

Game Master Whack-a-Rogue

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Bard (Flamesinger) | hp 9/9 | Init 2, Per -1 | AC 18, T 14, FF 15 | Fort +0, Ref +4, Will +1 | dogslicer +3 (1d4-1/19-20) | Spells 0/4 | Barding 3/7 - Current Song: N/A

It's raining flaming goblins from the sky! The day of goblins has come!


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

Who among us is able to speak/understand Common?


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Chompy can speak Common, Goblin, and Draconic. (It's weird that Goblin wasn't a high intelligence option. But eh, 1 rank in linguistics was worth.)


Bard (Flamesinger) | hp 9/9 | Init 2, Per -1 | AC 18, T 14, FF 15 | Fort +0, Ref +4, Will +1 | dogslicer +3 (1d4-1/19-20) | Spells 0/4 | Barding 3/7 - Current Song: N/A

Those nasty longshank words. Fill head with bad stuff. Make goblins think like longshanks.


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Like, I'm almost certain that Chompy is the only person who speaks any languages other than Goblin. And I have no RP reason for it...other than maybe he learned it from eating so many longshanks?


I'm doing a lot of running around today and won't be back home until this evening. Apologies for the delay.

On terms of languages, Scrabble speaks Giant, so there's that. XD


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HP 9/9, AC 18*, Fort +3, Dex +8, Will +3, Perc +5, Init +5

I think it's great that our resident dragon is the smart learned one who can read longshank scribbles and is obviously immune to their mind poison because he's a dragon.

Now we can know longshank write-thinks without risking our brains. Chompy is our secret weapon.


Does Scrabble have a way to ignore crits? I'm pretty sure he got punched....


HP 9/9, AC 18*, Fort +3, Dex +8, Will +3, Perc +5, Init +5

Well.... yes, now that you mention it.

Hold on, do over!


Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2

Ahh, gotta love Roll With It. Best feat.


HP 9/9, AC 18*, Fort +3, Dex +8, Will +3, Perc +5, Init +5

It's a good way to make low level Rogues less prone to being one-shotted.


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Wow, I've never seen that feat. It's pretty powerful, a nice get out of jail free card every couple of rounds. Thought you have to hope your team backs it up well.

I didn't add in Power attack modifiers because I wasn't sure how that works. Would you still be able to use power attack without the 13 Str requirement? I know you get it for free in the Feat Tax setup but that doesn't necessarily mean you can use it.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

This combat is only going to take 3 rounds if it's not already done with the 2nd!


@Chompy: Under the current setup, Power Attack can be used by anyone. After all, it just means you're sacrificing accuracy for increased power. Realistically, anyone can do that. XD Same goes for Combat Expertise, Deadly Aim, etc.


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Sounds, good I shall try to remember that in the future.

Also, I may or may not have wanted to just without 100% doubt. Make sure Rageshanks is dead. I'm fairly sure, that the burninate worked and killed Rageshanks...but Between going all at the same time and an overly eager / adrenaline filled dragon equals OVERKILL!


It's actually a really good thing you did that, because Croaker's blast left rageshanks with 1hp. Raging Barbarians are quite tanky.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4
Your Benevolent Dictator wrote:
It's actually a really good thing you did that, because Croaker's blast left rageshanks with 1hp. Raging Barbarians are quite tanky.

That she spent a turn trying to remove the bear trap was a pretty big deal.


Well done on your first encounter. You've successfully killed the Kingmaker Iconics. XD With that, the sandbox begins....

There's a hex map in the campaign header. I'll keep it up to date as you explore and will add landmarks and such as you discover them. Your current position should be obvious. The building is identified in the fancy scroll - assuming it doesn't get incinerated before anyone reads it, of course. Unlike the original AP, there's content in each hex, so there's plenty to see and do. I only ask that you keep within the map boundaries for the time being; it's supposed to last you until Level 7 or so. I can add stuff if you go off the edge, of course, but right now, it'll be ludicrously out of your league from a CR perspective. Plus, if you follow the road back north, you'll end up in your old territory, and Chief will be VERY angry if he sees you again....

Have fun!

EDIT: I've put travel/exploration times in Campaign Info.


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Question...YBD Does the person with Heal have to be the one to identify the creature they are chopping up or is that a group effort. (IE, someone with heal, and someone with the Knowledge relevant to direct them in chopping?)

Apologies, I asked this question earlier but I think it got lost in the see of getting ready for the campaign.


After thinking about it, I suppose it can be a group effort.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4
Your Benevolent Dictator wrote:
After thinking about it, I suppose it can be a group effort.

Jolly good, I'll roll some Heal checks, then.


Regarding loot: I'll leave it up to the PCs to decide how to track it, but other parties have used a shared GoogleDoc. If that's the route you take, I'll be happy to add a link to the campaign header.

Regarding components: as you learn more about how they work, I'll start putting a list together so you can keep track of the various effects.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

I found a lovely template for a loot sheet and we now have our own copy here!


Female Gunslinger (Musket Master) 2 | HP 14/20 | AC 19 Tch 16 Ff 14 | Fort +5, Ref +8, Will +2 | Darkvision 60 ft, Perception + 6 | Init +6 | CMD 14

Shared GoogleDoc is fine by me, it's how many of my other campaigns manage loot and claiming items.


@Mogawg: nice find. XD I've added it to the campaign header.

@Dys: For the time being, I'm fine with you recovering your ammo. It's kind of difficult to craft more without gold or components, after all.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

Any preferences on where we go first? The building noted on the longshanks' stuff seems the obvious first step, but it is a sandbox. I don't have any reasons other than a stream in a forest sounds nice, so I say let's go to hex 18.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

On second thought, we can always go to the forest after ransacking this longshanks place.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

Dys, my two channels gave you 5 of your hit points back.


Which hex are you heading to this time?


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

I do believe we're going to hex 12 now.


While you're deciding what to do, I updated the map in my profile header. You can place yourselves wherever you want on the left side of the map (I've added some bushes for cover). Boss takestuffshanks with the goblin ear necklace is the icon that looks different from the others. Oldshanks and ladyshanks should be obvious.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

I've moved everyone's pictures onto the map.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

I'm not a good shot, but I'm probably going to stick with this crossbow for this fight. The best damage I can do is channeling negative energy in the middle of our enemies, but that requires little Mogawg being close to a bunch of bandits on very big horses. Probably not going to happen.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

You know what, maybe we can be a little more creative here. Now, I always imagined goblins having an effect on horses like snakes do, scaring the bejeezus out of 'em so they throw off riders and dash away, that kind of thing. A confident horse or one under good control might trample the goblin instead...but let's see what happens! I think we can create some chaos to get this started if we get a nice big group "BOOGA BOOGA!" maybe along with a well-placed crossbow bolt (which will require a real lucky roll if it's Mogawg shooting, maybe someone else is better suited to it).


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

I mean Chompy could theoretically use the oversized heavy crossbow?


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

Oh it is a heavy crossbow, isn't it? I don't think the rules allow us to shoot it then, since it's an oversized two-handed weapon. I was thinking it was light.


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

So this may not be true (GM is always the deciding factor) but I think technically....You can shoot a Heavy Crossbow with one hand (It takes a -4 to shoot).

So if going by RAW, you'd have to take that penalty on top of taking the undersized penalty as well. Honestly, it's an absolutely horrid idea. However, it's very Goblin of you.


Chompy is correct: a Small creature can fire a Medium heavy crossbow by taking a -6 penalty to the attack roll.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

Bahaha my attack roll would be 1d20-3.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

Hahaha the way this combat has started, I have a feeling we're going to end up running for our lives like the cowardly goblins we are!


@Scrabble: Yes, it's a surprise round right now. Croaker's song kicked it off, so you have a Move or Standard action available.

We'll see what happens. You and Dys have definitely created quite the distraction. XD


HP 9/9, AC 18*, Fort +3, Dex +8, Will +3, Perc +5, Init +5

I don't have enough movement to get a charge off, so I guess all I do is move.

Hopefully they won't get to act in the surprise round anyway.


Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2

"Ack!" Trinn was unprepared for her friends to attack so soon. She hustles into the other set of bushes, drawing her sickle as she does so.

Move action into the other bush, drawing as part of the action.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4
Trinn wrote:

"Ack!" Trinn was unprepared for her friends to attack so soon. She hustles into the other set of bushes, drawing her sickle as she does so.

Move action into the other bush, drawing as part of the action.

I think you meant to put this in the Gameplay thread. =)


No worries: I still saw it.

I don't typically split Initiative into so many blocks, but I felt the horses needed their own slot. You're Goblins, after all, and the extra chaos is sure to be a good thing. Nothing can possibly go wrong with added chaos ... right? XD


Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2

Gaah, stupid mobile, I gotta start paying more attention to which tab I have open. Sorry about that!


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4
Dys Thunderclaw wrote:
damage: 1d12 + 1d4 ⇒ (12) + (3) = 15

Holy crap!


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

I added a red circle on the map to show the 30ft radius of my channel energy, which I look forward to using after the bandits' next turn.

As a reminder, Selective Channeling allows me to exclude 2 allies (my CHA mod) from the effect of the channel in addition to myself. So I just need to position myself so no more than 2 of you are inside that radius, and we're good.


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Or you blow us up and then worry about the healing later!


You know you're a terrible bandit when your horse has more HP than you.

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