On Stranger Tides: a Goblin Tale (Inactive)

Game Master James Martin

A tale of goblins and piracy and the havoc that the two can wreak...


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Bonekeep Slides

Whosi:
No climb check is needed; the path is steep in places, but reasonably smooth and easy to walk up. It switchbacks several times, eventually emerging at a notch between two toothy mountains that climb into the storm above you, but seem to keep the storm from affecting the island itself, for it is warm, but tolerable. As you climb you note that the skulls on pikes get newer as you go up, as if warning the inhabitants not to attempt to leave, more than warning outsiders against coming inside.

Topping the rise, you see the island stretch out below you. It's not terribly large, maybe a mile and a half across, and egg-shaped. It is surrounded on all sides by the toothy mountains, and the center is a deep bowl that seems to extend below what should be ocean-level. Paths are cut into the stone and continue both up and down. Below you, as the path winds down to your right, you can see what appears to be a small village of huts and a market square; goats can be heard bleating. The village appears to sized for small humanoids. The path seems to continue though the village and down farther into the bowl.

Picture an oval dish, with the sides of the dish made of tall sharp-peaked mountains. On the sides of the bowl, periodic flat platforms protrude, connected by notched stairs cut into the walls. These platforms range in size from quite small to very large, and jungle appears to cover them, with occasional plains. At the bottom of the bowl, a lush tropical jungle can be seen. Indeed, misty clouds lie between your vantage point and the bottom of the bowl, making it difficult to make out details. However, you catch sight of what looks familiarly like a pteranodon flying below you, and a long graceful neck of some sort of huge dinosaur emerges from the trees below.

The platforms also continue above you, though there are far fewer, and the low storm clouds may conceal more than you can see. The path does continue upwards, but it seems to be more covered in rubble, and less traveled.

No one in the village below you seems to have spotted you. You catch a glimpse of people moving about, but you can't make out the race. They do seem to be roughly goblin-sized.

Crang begins to collect skulls. They're of every size from small skulls to one giant skull that appears draconic. One skull bothers you particularly. It's made of lighter bone and appears to be larger than most goblins, with one leering eye hole in the center of the head...


Male Goblin Barbarian (Invulnerable Rager) 7

character stuff

Spoiler:
hit points1d12 + 2 ⇒ (6) + 2 = 8

Just used HeroLab to update Crang, turns out he is more skillful than I had thought.
Taken Furious Focus, seeing as he always power attacks. Realised that he is APG heavy: I hope Our Mysterious Benefactor is okay with that.
If Crang! somehow survives to higher levels I'll go Superstition and Beast Totem paths (probably using feats for extra rage and extra rage powers).
I realise that pbp game rarely survive too long, just warning OMB in case he wants to veto anything.


Bonekeep Slides
Crang wrote:

character stuff

** spoiler omitted **

Crang!:
I am indeed cool with APG materials. Everything looks fine to me!

Goblin Gunslinger 3

Buz will climb up with Whosi and observe the island from higher ground, while at the same time keeping a low profile.
Stealth 1d20 + 15 ⇒ (19) + 15 = 34


male Goblin Rogue

I will move closer to observe the small humanoids about their task; see if I can get and idea of number, activity; what their wearing; if they are armed and if they are cordial or bully each other and if there are any other races present as well as a rough guess of their wealth level.

I covertly smake a small motion to Buz and point out the dinosaur neck and the flying one.

also; I smile at the sight of the trees; but frown at the difficulty of getting them from where they are to the ship...then with a startled look back at the ship; start thinking that anyone with half a brain would have some cliff watchers and see a normal ship from a long way off; relieved a bit as we came underwater, I wonder how exposed out ship might be now doubting that anyone would look down a cliff they have seen a million times without seeing a ship arrival from far off.

I consider the dinosaurs....hmm; eyes in front of face; track by sight and persue pray; eyes on side; wider angle of watch for predators or to watch for food and predators; I shake my head imagining my head is steaming...Frick; wish I knew if they had a keen sense of smell or not. wonder if the village people have any tamed for labor. We dont have much to trade, hmm force may not be an option unless they are wimps; their home ground; guess that leaves me to procure stuff. Except trees; weez gonna need a place to get trees without getting shot full of arrows or stormed by dwarves or worse....gnomes.

I motion Buz over to a good hiding spot for a Pow Wow; and basically outline my thoughts and desire to get closer to observe the village without getting eaten by something and see if he brought a looking glss, mentally stubbing my toe for not thinking to bring it.


Bonekeep Slides

Buz:
Topping the rise, you see the island stretch out below you. It's not terribly large, maybe a mile and a half across, and egg-shaped. It is surrounded on all sides by the toothy mountains, and the center is a deep bowl that seems to extend below what should be ocean-level. Paths are cut into the stone and continue both up and down. Below you, as the path winds down to your right, you can see what appears to be a small village of huts and a market square; goats can be heard bleating. The village appears to sized for small humanoids. The path seems to continue though the village and down farther into the bowl.

Picture an oval dish, with the sides of the dish made of tall sharp-peaked mountains. On the sides of the bowl, periodic flat platforms protrude, connected by notched stairs cut into the walls. These platforms range in size from quite small to very large, and jungle appears to cover them, with occasional plains. At the bottom of the bowl, a lush tropical jungle can be seen. Indeed, misty clouds lie between your vantage point and the bottom of the bowl, making it difficult to make out details. However, you catch sight of what looks familiarly like a pteranodon flying below you, and a long graceful neck of some sort of huge dinosaur emerges from the trees below.

The platforms also continue above you, though there are far fewer, and the low storm clouds may conceal more than you can see. The path does continue upwards, but it seems to be more covered in rubble, and less traveled.

No one in the village below you seems to have spotted you. You catch a glimpse of people moving about, but you can't make out the race. They do seem to be roughly goblin-sized.

Whosi:
Climbing down a little closer, you see that the village is made up of a curious mix of gnomes, halflings, kobolds and goblins, all living together in apparent peace. They each have a weapon somewhere about their person, but no one seems to be attacking or acting threatening in any way. You can see what appears to be a thriving market, with fresh fruits and vegetables, and on the edge of the platform on which the village sits, a butcher. As for wealth, they seem to be unadorned, and are using copper coins for transactions. You see very little worked metals, and indeed a lot of wooden and obsidian blades. The huts are made of mud with thatched roofs and open windows. They don't seem made for defense.

As you observe them, the people in the markets suddenly begin gathering their merchandise quite quickly. They head indoors after their items are gathered, and within moments, a crack of thunder sounds overhead and torrential rain begins to fall, soaking you in moments. This rain lasts for only about ten minutes, then stops. In the village below, people come back outside, replace their merchandise and continue with their days...

As you are observing or stealing skulls, a crack of thunder sounds and torrential rain begins to fall, soaking you to the skin in moments. It lasts for only ten minutes, then stops.


Male Goblin Barbarian (Invulnerable Rager) 7

I start stashing skulls aboard the boat.


Bonekeep Slides

In very little time, Crang has amassed a pile of old skulls on board the Accursed.

Greblak, Splurg, Ank-hore and Blarg: what are you lot up to?


M Goblin Druid 7

staying close to the ship for now, looking around to see what I can see from a local flora/fauna side of things...new island! new animals!

1d20 + 7 ⇒ (19) + 7 = 26perc
1d20 + 6 ⇒ (5) + 6 = 11knowledge nature (anything weird about local nature)

"Come on Spots let's look around the ship here..."

1d20 + 1 ⇒ (13) + 1 = 14perc Spots he has Scent too


Bonekeep Slides

Aside from a few tenacious crustaceans, you don't see much life on this side of the mountains. You note crabs, starfish, some gulls and the occasional lizard. That's pretty it near the ship.


Male Goblin Cleric Level 7

Ank-hore remembers the prophecy and want to examine the island to see if it is the island of the dead.

"Anyones wants to goz lookin round He looks and notes that Buz and Whosi are already gone.


Male Goblin Barbarian (Invulnerable Rager) 7
Ank-hore wrote:

Ank-hore remembers the prophecy and want to examine the island to see if it is the island of the dead.

"Anyones wants to goz lookin round He looks and notes that Buz and Whosi are already gone.

Crang walks over next to Ank-hore, plants his feet firmly, crossed his arms determinedly and looks out toward the island.


M Goblin Druid 7

In effort to get Crang to look at the big stone letters again, Splurg goes over to Ank-hore and Crang and gestures emphatically at the Sign..... snicker


male Goblin Rogue

I go back to the ship to report

"Ifn you wants to know; gather round:

Dis island is wobbly round; like an egg shell; all jaggedy high on the out nz deep slope down ta yea center. Zris some trees, but zris some big lizards too, all dem skull like that is kinda curious, wonder ifn dey are da ancestors, we dont wanna anger de ancestorys; any shammanies got a inside? I dont wanna be caught stealing der ancestors...now; da village gotta be having a Big Man priestie or Wizzy type, cause it is sheer anarchy. Gnomes, Goblins and <spit> Kobolds all living together all happy cordial as you please all by yer leave and thank you very much, the bastages. <spit>

Dey is armed too; and have a bit of trade dis fer dat; mostly coppers; so there might be a mine around here as well. Hole place is not so big; maybe 5 or so sling shots across."


Male Goblin Cleric Level 7

Ank-hore looks at the writing and spits on the ground "who needs ritin's, wez haz more port'nt th'ngs ta do He points towards the interior of the island starting to walk hold his new walking stick(the magic mace) "Yooz two comin'"


Bonekeep Slides

Anyone heading up the path sees things much as Whosi described them:

Recapping the description:
Topping the rise, you see the island stretch out below you. It's not terribly large, maybe a mile and a half across, and egg-shaped. It is surrounded on all sides by the toothy mountains, and the center is a deep bowl that seems to extend below what should be ocean-level. Paths are cut into the stone and continue both up and down. Below you, as the path winds down to your right, you can see what appears to be a small village of huts and a market square; goats can be heard bleating. The village appears to sized for small humanoids. The path seems to continue though the village and down farther into the bowl.

Picture an oval dish, with the sides of the dish made of tall sharp-peaked mountains. On the sides of the bowl, periodic flat platforms protrude, connected by notched stairs cut into the walls. These platforms range in size from quite small to very large, and jungle appears to cover them, with occasional plains. At the bottom of the bowl, a lush tropical jungle can be seen. Indeed, misty clouds lie between your vantage point and the bottom of the bowl, making it difficult to make out details. However, you catch sight of what looks familiarly like a pteranodon flying below you, and a long graceful neck of some sort of huge dinosaur emerges from the trees below.

The platforms also continue above you, though there are far fewer, and the low storm clouds may conceal more than you can see. The path does continue upwards, but it seems to be more covered in rubble, and less traveled.

No one in the village below you seems to have spotted you. You catch a glimpse of people moving about, but you can't make out the race. They do seem to be roughly goblin-sized.

Are you making any effort to hide yourselves? If so, please give me a stealth check. If not, just let me know. :)


Male Goblin Barbarian (Invulnerable Rager) 7

Crang looks at Splurg and rolls his eyes:

Crang not born yestaday... Crang born Crang counts on his fingers, wrinkles his face in concentration and then declaresfree weeks ago.

Crang walks off down the path, shaking his head at Splurg's lack of intelligence.

Holy moley, Crang is ghost-who-walks... ghost-who-walks-wiv-axes1d20 + 15 ⇒ (20) + 15 = 35


M Goblin Druid 7

I am staying with the boat for now making no effort to hide... my only effort at stealth was not to have Spots try and Roar from atop the Stone Writing!

Chuckling Splurg says"You twoze go aheadz I stay and guard boat for now... Watching them walk away, Spots and Splurg look at each other as Crang just fades from view!!


Bonekeep Slides

Crang's sudden blending into the rocky outcroppings is almost supernatural. He manages to find every hidden spot from the ship to the top of the path, and even gets a ways down the path toward the village before he realizes where he is.

What Crang Sees and Hears and Smells:
The village is small and compact, with several (12) small mud huts arranged around a village square. It's perched on a largish outcropping, which means there's space behind the circle of huts where what appears to be a longhouse has been constructed, plus a fenced in pen for goats. A butcher's table with a leafy awning is perched on the edge of the outcropping. Also near the edge is a series of bamboo tubes that end at the outcropping with a handpump and seem to continue down into the interior of the bowl. As you watch a gnome woman works the pump, dispensing clean water into a bucket.

The village smells, well, good. Baking bread, some sort of stew and a pungent leafy smell assail you. Fort save, please

You hear several conversations coming from inside the huts, plus the ocasional person walking around in the village square, but it seems to be past market time for there are no merchants in the square right now. Suddenly the cry of a pteranodon overhead causes you to look up. Circling above is a large pteranodon, but before you can take cover, it lands in the square and a kobold scrambles off its back, then pats it in the head. The kobold is wearing some sort of leather harness, with a matching harness on the pteranodon. The kobold pulls a fish out of a pouch on his side and tosses it to the big lizard, who catches it out of the air and gulps it down. The pteranodon then ambles to the edge of the cliff and launches itself off into the air while the kobold heads for one of the huts. Inside you hear voices raised in welcome as the kobold enters.

However your observation is disrupted when a sudden noise of "Khoo?" breaks you from your concentration. A tiny dinosaur the size of a chicken peers at you, its snakelike head and long graceful neck bobbing as it studies you. The dino is bright blue, with green fur-like feathers covering most of its body. Its hand-like claws seem to wave at you as it sniffs the air, ending its study with another "Khoo?" It looks surprisingly intelligent for a dinosaur.

Splurg stays onboard, but Spots seems to have caught some sort of smell. He leaps off the ship onto the dock and heads for the rocks. However, instead of heading up the path, he begins to sniff at a spot in the cliff-face itself, just adjacent to the path. He makes a low huffing growl and begins to dig at the ground.


M Goblin Druid 7

Splurg is going to go help Spots "What you find is it a gud eatin?"


Male Goblin Barbarian (Invulnerable Rager) 7

fortitude1d20 + 5 ⇒ (5) + 5 = 10

Crang examines the animal, trying to decide if it looks tasty, or might grow up to be an ideal mount. He wants to pet it.
handle animal (if needed) 1d20 + 3 ⇒ (12) + 3 = 15

Koo!


Bonekeep Slides
Crang wrote:

fortitude1d20+5

Crang examines the animal, trying to decide if it looks tasty, or might grow up to be an ideal mount. He wants to pet it.
handle animal (if needed) 1d20+3

Koo!

Crang:
You feel a sudden calm flow over you, a sense that all is right with the world and nothing will harm you. You reach over and the little dinosaur allows you to pet it, then scampers away toward the village. It looks over its shoulder, as if waiting for you to follow. "Khoo?"

Back on the dock, Splurg heads over to the cliff face. Spots is digging at one spot, and after a few moments of poking and staring, Splurg presses against the cliff face and heard a loud CLICK. Part of the cliff swings open, revealing a cleverly concealed door covered a cave in the cliff face. Spots immediately springs inside and tackles a whole smoked boar hanging on a rope inside. The boar is not in great shape, having been nibbled by rats and other vermin, but the cave also holds several small casks and a pile of wood. Cracking open the casks reveals a cask of thick glue, three casks of tar, a good supply of nails, long strips of metal and a collection of old, but serviceable tools. A chest in the corner is lock-less and holds several strips of sailcoth as well as thread and needles. The barrels and chest are all marked with the same burnt sigil: a skull with a snake coiled around an anchor. Splurg and Spots explore the cave but can find no more treasure or secret doors inside.


male Goblin Rogue

Whoosi; goes with the group; but stealthily,
1d20 + 18 ⇒ (6) + 18 = 24

----
character update didnt take; but will do it again and put at least one point in stealth.


Male Goblin Cleric Level 7

Ank-hore moves up the path quietly trying to keep his eyes out a for a 2 headed Goblin.

Stealth: 1d20 + 14 ⇒ (18) + 14 = 32
Perception: 1d20 + 3 ⇒ (11) + 3 = 14


Male Goblin Barbarian (Invulnerable Rager) 7

Not used to relaxing, Crang lets out a large fart.

Then he follows the birdosaur: Koo!


Male Goblin Sorcerer 1

sorry guys, been ill

Greblak eventually realises that there is land, and he immediately and bravely steps ashore.

Right! Whut be da sitchewashun? Anyting need burnings?


Goblin Gunslinger 3

Buz goes down from the cliff as stealthly as possible. 1d20 + 15 ⇒ (13) + 15 = 28Once he's back with the crew and has explored the hidden cave with Splurg, he gathers the other captains. We need to exploor da island. Villagers be all sorts of wierd here, if them attacks, ye attacks twice. Best if ship stay hidden. We need a commander of da ship while we go, Buz suggest Gutbucket.


M Goblin Druid 7

Splurg runs back to the ship while Spots guards the boar greedily... addressing some of the milling around goblins [b]"You lot get up this cave and bring back the ships supplies so that Whoosi can fixin!"[/b}


Male Efreeti, advanced manthing 45HD

Greblak; read my post for Whoosi at 628am yesterday; i gave a quick summary of the island so far to everyone.

Greblak wrote:

sorry guys, been ill

Greblak eventually realises that there is land, and he immediately and bravely steps ashore.

Right! Whut be da sitchewashun? Anyting need burnings?


Bonekeep Slides

Ank-Hore, Greblak, Whosi and Buz meet up at the top of the path, where Buz gives them a lowdown. However, while they speak, they catch sight of Crang following a brightly feathered dinosaur into the nearest of the mud huts. Smoke pours out of a hole in top of the hut, but aside from that, nothing else happens.

Splurg entreats the goblins to begin clearing out the cave while Spots turns the boar to bones in moments. The goblins begin to stow the materials belowdecks, and one of them that has worked with Whosi before begins to nod and point around the ship. He begins to organize the others, while telling you, "We fixa fixa!" he scowls in obvious imitation of Whosi, "We smarty smarty. Make gud floaty home! Grrrr! Backa work! Backa work!"

Crang follows the tiny dinosaur straight into the first of the mud huts. Inside there are bunks around the outside wall, stacked three high, using wooden platforms to create enough space for everyone. In the center of the hut is a firepit chiselled out of the rock, upon which sits a metal cauldron full of a pleasant smelling soup. Two kobolds, a gnome woman and a goblin female lounge the fire, passing around a pipe.

The dinosaur goes over to sit beside one of the kobolds, who motions for Crang to sit, too. The pipe is passed and offered to Crang. If you take it, make another Fort save.

The air in the hut is hazy with sweet smelling smoke as the gnome woman begins to sing. She doesn't sing in Common, but Crang seems to understand the words. They're sad, at first, then seem to get happier, then almost calm and content. Crang finds himself feeling the meaning rather than hearing them.

The Song:
The song speaks of loss, of the death of someone very dear, and of the sudden explosion of emotions that followed that loss. The song details a journey, a long sojourn in dark places that ends in the discovery of a strange place, a place of peace and happiness. It expresses no regret for the past, but hope for the future and the present. It fills you with an odd feeling, a most un-goblinish feeling of acceptance.


Male Goblin Barbarian (Invulnerable Rager) 7

Crang looks around confused, he sits next to the goblin woman and stage whispers: Pretty good bossins yous got. When eat da nome?

Showing off, he puts the pipe up his nose and tries to blow smoke out of his ears like he saw a gobbo do last year.

fortitude 1d20 + 5 ⇒ (2) + 5 = 7


male Goblin Rogue

"weez need trees ta fix da ship ana toothy saw ta cut em ta timber planks; so any plans; ifn not; lezzus lookin down der. Bee keeping a looky look fer some vines ta make rope ye gittty gobs"

Whoosi moves out ta stealth among the shadows and check out hte village looking for a saw or mine or metal to make a saw.

how big are the trees and what kind more or less are they; softwoods; hardwood? dont think palm trees are much good...

stealth
1d20 + 19 ⇒ (8) + 19 = 27


Male Goblin Sorcerer 1

After meeting with the other captains, Greblak decides to head down and investigate the village. He is not exactly stealthy in his approach, but he moves slowly and cautiously.

Need tools ta fix boat, yeh? Mebbe village has em?

He is on the lookout for any threats, as well as anything that looks like a tool. Just scoping the place out right now, any aquisitions can wait.


Goblin Gunslinger 3

Buz nods at Greblak's words. Gud idea. Letz go to village and snatch stuff. But the he stands there for a while, consfused. Pirates snatch, or pillage? Do they have to be sneaky, or raid the village with cutlasses between their teeth? Halp, Buz confused. Was it snatch, or pillage? Maybe Crang know. Wait, where Crang go?


male Goblin Rogue

"pst, Buzzzzz, am gonna sneak around ta know whats der is ta snatch and what dey might dooo s about it, dont wanna be fixing da mast while dey shootin at us"


Bonekeep Slides

Whosi: there are both softwoods and hardwoods, but most of the better hardwoods are down in the bowl of the island, below you.

Crang:
The goblin-girl smiles at your nose smoke and touches your arm in a familiar way. The smoke in the room is making you very drowsy and content, and more than a little sleepy. As you smile at the goblin girl you notice that her teeth are a little too sharp, and you're suddenly in the middle of a crowd as the kobolds, the gnome woman and goblin girl are all above you, making strange clicking noises and drawing lines on you. You think they might be measuring you, but then the gnome girl smiles at you, strokes your head and almost lovingly leans over and bites your shoulder! Damage: 1d3 ⇒ 3 Her sharpened teeth take out a chunk of flesh, though your damage reduction makes it a hard mouthful to get through! Roll initiative!

Greblak:
There's smoke coming from the various huts, and sounds of song and feasting. The smoke is pungent and fills your nostrils (Make a Fort save!) Suddenly the night is broken by a goblin yelp of pain: Crang! It's coming from the first hut, and as you head closer, you see several other faces peering out of the huts. They're a mix of kobolds, gnomes, halflings and goblins, but they all seem to have sharpened their teeth and painted skulls on their faces with chalk. Their eyes have a strange sort of glow about them and they move with a serpentine roll to their steps...

Buz, you start to look around for Crang when you suddenly hear a yelp of goblin pain coming from the first hut. It's Crang!


Goblin Gunslinger 3

Pillage it is! Buz rushes there with both of his guns, telling the other captains to follow him. Come on Whosi! We be sneakity sneak later.
Perception and Initiative if needed: 1d20 + 7 ⇒ (7) + 7 = 141d20 + 6 ⇒ (20) + 6 = 26


Male Goblin Barbarian (Invulnerable Rager) 7

Crang bellows in excitement: could the day get any better!

initiative 1d20 + 2 ⇒ (4) + 2 = 6


M Goblin Druid 7

1d20 + 7 ⇒ (16) + 7 = 23 percep check in case you need as I'm back on the ship


Bonekeep Slides
Splurg wrote:
1d20+7 percep check in case you need as I'm back on the ship

Good roll! From off in the distance, you hear the faint hue of a goblin battle cry!


Male Goblin Sorcerer 1

Wazzat Crang? We burning things now?

Fort save: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Greblak follows Buz, flaming death at the ready!


male Goblin Rogue

Whoosi doesnt respond; but moves stealthily toward the hut with the others; his plan; others from the village are likely to go in since our guys go in and whoosi wants to be in place to gack the last one in line....course; this might be a good time to lighten some huts...he only quibbles for a moment as the others might turn on him if he doesnt appear to help.

darn; wish i had ventriliquism hehe; let me know when to roll initiative.


M Goblin Druid 7

To Spots "Looks like we got some funz we be missing! Letz go!" to the milling goblins "You keepz a fixin we be back!" Going to head for the noise.


Male Goblin Cleric Level 7

Ank-hore notices the other 2 have already headed into the village. Ank-hore becomes all sneaky heading to where he sees Whosi and Buz. He is still keeping an eyes out still for a 2 faced Goblin.

Stealth: 1d20 + 14 ⇒ (19) + 14 = 33

Perception: 1d20 + 3 ⇒ (15) + 3 = 18


Bonekeep Slides

Initiative:
21 - Greblak
6 - Crang
10 - Cannibals

This is a round for Crang and the Cannibals alone. Everyone else make initiative checks if you haven't and we'll add you in shortly!

Crang:
The sleepy happy feeling from the smoke makes it difficult to rage. If you do, every round counts as two as you force yourself to fight through the happy.

The cannibals continue to assault Crang, greedily clutching at him and biting the somewhat bemused barbarian!

Goblin Girl bite attack: 1d20 + 4 ⇒ (15) + 4 = 19 for 1d3 ⇒ 2 damage
Gnome Girl bite attack: 1d20 + 6 ⇒ (5) + 6 = 11 for 1d2 ⇒ 1 damage
Kobold fighter claw attack: 1d20 + 7 ⇒ (12) + 7 = 19 for 1d4 + 1 ⇒ (2) + 1 = 3 damage

The second Kobold, the one with the dino, weaves his hands in a hypnotic pattern, causing a spray of colors to erupt from his hands! Crang, make a Will Save please, DC 14

Crang's turn!


M Goblin Druid 7

1d20 + 5 ⇒ (13) + 5 = 18 I have a run I'm guessing 30 ft movement for me 50 for spots, once we get close enough to see house Spots could go on ahead but until then he will stay with me


Male Goblin Barbarian (Invulnerable Rager) 7

will save 1d20 + 1 ⇒ (5) + 1 = 6


male Goblin Rogue

Initiative
1d20 + 2 ⇒ (15) + 2 = 17


Bonekeep Slides

Crang:
Ouch, you are blinded and stunned for 1d4 ⇒ 3 rounds, then stunned for 1 round beyond. You foresee dinner in the near future: a lovely feast with you as the guest of honor...

Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Initiative:
26 - Buz
21 - Greblak
18 -Splurg and Spots
17 - Whosi
10 - Cannibals
9 - Ank-hore
6 - Crang

Ank-hore Init: 1d20 + 2 ⇒ (7) + 2 = 9

Top of Round 1:
Buz rushes forward, followed by the other gobs, just in time to hear sounds of flesh ripping, see a blast of colors erupt from within the hut and hear several wordless cries of glee from inside. Buz and the rest (save for Spots and Splurg, who will spend this round racing to the scene) assume you're outside the hut. There are other huts nearby, but so far no one is looking out from those huts. Yet.


Goblin Gunslinger 3

Buz kicks the door open screaming YAARRR! because that's what pirates do. He then shoots at the group of cannibals with a scatter shot of his blunderbuss, uncaring that Crang is also in the middle, because that's also what pirates do.
Scatter shot to all five of them, Crang included. Since I'm close they all target touch AC. You decide how to assign the rolls.
1d20 + 4 ⇒ (8) + 4 = 121d8 ⇒ 1
1d20 + 4 ⇒ (2) + 4 = 61d8 ⇒ 6
1d20 + 4 ⇒ (11) + 4 = 151d8 ⇒ 4
1d20 + 4 ⇒ (14) + 4 = 181d8 ⇒ 6
1d20 + 4 ⇒ (5) + 4 = 91d8 ⇒ 4
Using 1 Grit point to cancel the second roll's misfire.

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