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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M Goblin Druid 7

In a surprising flash of inspiration

"More stuffz in closed area, big hole be big baddie"


Male Goblin Barbarian (Invulnerable Rager) 7

Crang picks his nose and flicks it into the water outside the bubble, watching it float slowly away.

Ax?

He peers into the bottle, unsure of the contents, and then asks his axe what he should do.


male Goblin Rogue

Is anyone apparent on the ship?


M Goblin Druid 7

Splurg seeing Crang so engaged sneaks up behind him and squeks out...

"Ax say drinkz it.."


Bonekeep Slides

Crang's booger drifts only a few feet before a quick little fish darts in, eats in and darts off. His axe, ever the silent type, does not respond.

The ship appears deserted. There is no life apparent on it, save a few anemones and fish that drift in and out of the hole in the side. The ship is wholly underwater, so if anyone is in there, they can breathe water.

Taking the potion is rather like drinking air: it goes down lightly and you immediately feel lighter and refreshed. Steeping out of the air bubble, you find yourself falling gently toward the merchantman's deck, able to breathe and move quite freely. Ahead of you is a hatchway, closed and slightly warped from its time underwater.

Strength check, DC 12 to open the hatch. Feel free to aid another if needed.


Male Goblin Barbarian (Invulnerable Rager) 7

Crang gives Splurg a nod of thanks, not realising that he spoke axe, then drinks the potion and dives right in.

Opening hatch 1d20 + 3 ⇒ (15) + 3 = 18


M Goblin Druid 7

"Wow youz tough Crang"


Bonekeep Slides

The hatch opens to reveal a short drop of 6 feet into a belowdecks area. You can see rotting crates that have been partially eaten away to reveal chunks of iron ore. The deck continues to the rear and front of the ship. Other than small darting fish, you see nothing below to fear.


M Goblin Druid 7

With an unhappy look at Spots still on the ship Splurg slips into the hatch.


male Goblin Rogue

we be neezen dat iron; lets gits it


Bonekeep Slides

You can fill your pockets with iron or take the time to arrange for a rope and net to be lowered down from the ship, but it will consume 10 minutes of your hour of water breathing potion...


M Goblin Druid 7

"We come back for da iron letz move and find da booty"


male Goblin Rogue

Aight, but den weez commin back ta gits as much as we can so donna let no buggers chase us back

Whoosi looks at all the iron wistfully.


Bonekeep Slides

Which way? Toward the front or rear of the ship?


M Goblin Druid 7

vote for rear


male Goblin Rogue

no preference


Male Goblin Barbarian (Invulnerable Rager) 7

Crang heads for the back of the ship.


Bonekeep Slides

Heading toward the rear of the ship, you wind your way through soggy wooden halls choked with coral and sea plants. You pass through what once was a sleeping quarters, the hammocks either rotted away or severely encrusted with anemones. The sea chests here are all full of rotten clothes and a few rusted knives, nothing of any import. However, at the rear of the cabin you find a door that is closed, and more importantly, sealed. There could be air on the other side, preserving the items within.

Strength check, DC 17 to force the door. Feel free to aid each other.


M Goblin Druid 7

1d20 ⇒ 18

Splurg trying his best Crang impersonation to open the door.


Bonekeep Slides

Calling upon reserves of strength that he didn't know he possessed, Splurg muscles open the door to the room. The room sits slightly on a tilt, so most of the air doesn't escape when you open the door.

This must have been a Captain's cabin, for it is lavishly appointed. A large wooden desk dominates the room, along with a real bed and bookshelves. A skeleton wearing a Captain's coat and hat from the nation of Cheliax lies slumped over the desk, facing you.


M Goblin Druid 7

"I sees the coat I wantz the coat! I'm big captain too!"


Male Goblin Barbarian (Invulnerable Rager) 7

Crang takes off his hat, admires the pale, toothy skull and the jewel wedged in the eye-socket, and then happily puts it back on his head.

Lotsa books. Need fire.

Crang looks around for fire.


Bonekeep Slides

"I'll be keepin' the coat, now, little thief. You might be a captain wherever you scroungy lot are from, but this is the slave ship Belial and I'm her captain still!" With a lurch the dead thing rises to its feet, a cutlass clutched in one bony hand and a pistol in the other. It raises the pistol and prepares to fire.

Initiative, kids! The room is 15 wide and 20 feet deep. A large desk is set 10 feet in and the skeletal captain currently has light cover.


M Goblin Druid 7

"Ack my coat be alive but dead!"

1d20 + 5 ⇒ (1) + 5 = 6


Male Goblin Barbarian (Invulnerable Rager) 7

initiative: 1d20 + 2 ⇒ (4) + 2 = 6


Bonekeep Slides

Hello kids! Today's magic number is 6!


male Goblin Rogue

init
1d20 + 2 ⇒ (8) + 2 = 10

Capt Soggy Bones; stop this fightin fer a soggy grave; join us an I interduce ya too a figure of girl yea'll not soon fergit; weez pirates after treasure the likes which yea would grow back flesh on yer bones fer; yea know these waters does yea?

..... whoosi tries this as he is not much for direct confrontation....


Bonekeep Slides

Init: 1d20 + 7 ⇒ (19) + 7 = 26

Round 1:
26 Captain Bones
10 Whosi
6 Splurg
6 Crang

The skeletal Captain steps out from behind the desk, his pistol raised and pointed at Crang. "There will be no parlay with stowaways! Get thee off my ship!" He pulls the trigger!

CLICK! The age of the powder and the damp air has obviously fouled his shot. He curses loudly and drops the pistol to the deck, waving his cutlass.

"Well, then layabouts! Let it be with the sword, then! Bring your tired bodies here and let me teach ya manners!"


male Goblin Rogue

I wish we had a net

whosi looks about left and right for something to throw at this captain.


M Goblin Druid 7

Splurg attacks with the evil scimitar

1d20 + 4 ⇒ (6) + 4 = 10
1d4 + 0 ⇒ (1) + 0 = 1


male Goblin Rogue

Whosi throws something laying about that looks viscious intending ta make a dent.

1d20 + 4 ⇒ (11) + 4 = 15


Bonekeep Slides

Round 1:
26 Captain Bones
10 Whosi
6 Splurg
6 Crang

Whosi grabs a small bust of a man and throws it at the Captain. The bust hits but does no significant damage to the skeletal foe!

Splurg moves to attack the Captain, but the hissing scimitar is turned aside by the Captain's cutlass!

Crang throws caution to the wind and charges the skeletal foe!

Attack (greataxe) w/Power Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Crit confirm: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 3d12 + 21 ⇒ (8, 5, 8) + 21 = 42

Crang's axe cuts through the front of the Captain, smashing away most of his ribcage and chipping a few vertebrae. The Captain's extended left arm holding his pistol is swept away and it is only by the merest margin that the Captain is still standing!

Round 2:
26 Captain Bones
10 Whosi
6 Splurg
6 Crang

The Captain wavers for a moment, but swings his cutlass at Crang! Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Goblins, attack1


Male Goblin Barbarian (Invulnerable Rager) 7

Wow! Well done Crang.


M Goblin Druid 7

1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
1d4 ⇒ 1

Splurg again trying to do his best Crang impersonation tries to flank the captain with Crang swimming wildly.


Bonekeep Slides

I know! How is it that when I roll for the PCs I get crits, but when I roll for myself I get single digits?


male Goblin Rogue

Whosi looks for something to throw; a paperweight a cannonball...

throw
1d20 + 4 ⇒ (19) + 4 = 23


Male Goblin Barbarian (Invulnerable Rager) 7

Axe!

power-attack: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d10 + 6 ⇒ (5) + 6 = 11


Bonekeep Slides

ORDER:
26 Captain Bones
10 Whosi
6 Splurg
6 Crang

Whosi frantically searches for something to throw when his hand seizes on a small knob on the desk. Out pops a secret compartment. Within the compartment sits a small red orb with swirling crimson inside of it. It fits Whosi's hand well and he hurls it with gobbish glee. The skeletal Captain's eyes go wide when the goblin's arm goes back and he manages to hiss "NO! You FOOL!" just as the orb strikes him. There is a sudden flash of crimson light and a smell of burning fire, then the light fades to reveal an empty coat, which hangs in the air smoking for a brief moment before falling to the deck.

Splurg and Crang, already moving, strike only each other's weapons as they swing mightily, resulting in a clash of steel and a jarring thump as Crang's strength wins and sends Splurg flying.

On top of the coat sits a shining cutlass, a well-made pistol, a belt lined with pouches and a gleaming red orb, still swirling angrily with crimson energy.

Cheerio, gents! I think Level 4 is called for!


Male Goblin Barbarian (Invulnerable Rager) 7

Pie-rat!

Crang tries on the pirate coat.


M Goblin Druid 7

"Ack! Me Coat!" Splurg exclaims and tries to cover his mouth at the same time as Crang just dealt him a serious blow.


male Goblin Rogue

OOOH WEEE! Whatwaszat? Great Balls o Fire; I wants some more

Whoosi checks the desk some more and talks to his pet rat.

did yas seeze that Garl; whata gem; go sniff over and sees if you kin find me shiney red I threw


Bonekeep Slides

Crang puts on the Captain's Coat as Splurg picks himself off the ground. The Captain's coat is stiff and solid, and Crang can see stars and moons embroidered on the inside.

Captain's Coat:
The coat is a +2 armored coat, which also functions as a cloak of the dark tapestry

You hear a squeak and Garl comes running back, his tail singed. The small crimson orb sits on the deck, still roiling inside with a crimson flame. When you reach out to touch it, it's slightly warm to the touch, but certainly not enough to scorch a rat. From within the orb, you can see shapes form and disappear in the fire.


M Goblin Druid 7

Splurg knowing we don't have alot of time before the water potions stops will scoop up the rest of the itesm to be reviewed later.

Looking around for the urn or anything else of value using find magic

1d20 + 7 ⇒ (19) + 7 = 26percp


Bonekeep Slides

Splurg notes the Coat, the cutlass and pistol all glow. However, when he turns it on the Orb, his eyes go blind and his head erupts in a migraine. The spell fizzles and dies. After a minute, the blindness and headache wear off.

Although it isn't magic, he also finds a trap door behind the desk...


male Goblin Rogue

Garl you wimp, dis is great

Whoosi, being a pyromaniac; is quite drawn to the orb

Our Mysterious Benefactor wrote:

Crang puts on the Captain's Coat as Splurg picks himself off the ground. The Captain's coat is stiff and solid, and Crang can see stars and moons embroidered on the inside.

** spoiler omitted **

You hear a squeak and Garl comes running back, his tail singed. The small crimson orb sits on the deck, still roiling inside with a crimson flame. When you reach out to touch it, it's slightly warm to the touch, but certainly not enough to scorch a rat. From within the orb, you can see shapes form and disappear in the fire.


Bonekeep Slides

The orb swirls with energy inside. Whosi can almost detect a murmur coming from the Orb, as if someone was talking in their sleep.


M Goblin Druid 7

Splurg while realing calls out the door

"There be door back here Whoosi"


Bonekeep Slides

Lifting open the door carefully, after Whosi has checked it for traps, the goblins can see a dark hold at the bottom of a ladder. The hold takes up this entire deck of the ship. Peering in, you can see the hold is made of a long narrow walkway leading the length of the ship to an ornate door inset with gold symbols in the front of the ship, accessible only from this hatch. However, on either side and underneath of the walkway are an open hold.

An open hold filled with slaves. Undead zombie slaves. The walkway isn't very high and the zombie slaves can reach the edges, making the center the only safe place.

If you're very careful, you can make it across the walkway without being grabbed by the undead. However it won't be easy and the wooden walkway looks like it might be disintegrating. If you're pulled into the zombies, you stand a very good chance of being torn apart by the undead slaves. However, you're pretty certain that the Urn you're looking for is behind that ornate door. Plus, you know, gold.

You can each make three Acrobatics checks (1 per round) to move across the walkway safely. However, there is a chance each round that the walkway section you're on will collapse. If you want to move double time, you'll only have to make 2 Acrobatics checks. However, they will be harder and there will be more of a chance the walkway collapses. Or you can flat out run, which will get you across in 1 round, but once again the DC of the Acrobatics check with rise and the chance of collapse will rise as well. What will it be, kids?


Male Goblin Cleric Level 7

Ank-hore struggles out of the rubble he got caught under while trying to fight the sea goblin. He suceed in one thing though he got a hand it is green and scaley he just needs to figure out hhow to attach it and make it work.

Ank-hore follows the path left by his companions hopefully finding them before something bad happens.


male Goblin Rogue

Whosi puts the orb to his ear to listen, then after checking the door; on a hot idea hold the orb out and ... in a mock stage voice

All youse Zombie sit down!

[/ooc] hehe Whoosi figures what good are zombie slaves if you can't control them. [/ooc]

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