| Nomnomking |
[oox] sorry all, on a trip to see family. Ill jump on and check more often. [ooc]
Zoog wanders towards the fire in the distance hoping he is not lost. He is hurrying because he might have been a little... enthusiasitic about praising Zarongell in his normal way. It wouldnt do if the fire he started caught up to him. Yes yes best run faster.
| Boommaster Mogmurch |
I think GM is somewhere between laughing at us and crying for us.
Mog shakes the potions, identifying each in turn. He scoffs at the plebian art of archery but examines the pearl with great interest.
| GM Meonji |
GM fast forward!
After searching the lair you get back to your quest of finding scribbleface and claiming his head and fireworks.
After a very geographically loopy travel through the swampland's you arrive at the point on the map.
You find an old shipwreak in the swamp that is close enough to the coast to hear the faint susurrus of waves crashing on an unseen swampy shoreline but not close enough to see it.
The ship is large and wrecked, lodged in a pool of swamp water. It is a 2 masted Chelish sailing vessel and looks a few decades old. It is completely sodden and water logged.
The ship is surrounded by a hastily erected wall that is decorated with hanging moss, goblin skulls and bits of bone.
As you approach you see a gate in the wall and hear the barking of your hated enemy, dogs!
You think you may have heard of this place... Knowledge local DC: 20
| Rheta Bigbad |
Reta scratches her head, cocking it to the side.
Knowledge Local: 1d20 + 0 ⇒ (18) + 0 = 18
She pauses, before beginning to sniff the air loudly. Dogs! Reta hate dogs! Reta kill! Reta mad! Smash dogs!
As a reminder to the DM, Reta has the scent ability when it comes to dogs, so the likelyhood of their sneaking up on her is low.
| KalamMekhar |
Knowledge local: 1d20 + 5 ⇒ (11) + 5 = 16
Dogs!? Kill Rheta...Kill Dogs Rheta.... or Rheta... just not me!!!![/quotes]
Kalam readies crossbow in shaky hands and disappears into the shadows.
stealth: 1d20 + 16 ⇒ (14) + 16 = 30
| GM Meonji |
You remember that this place is host to an evil dog loving cannibal named Vorka!! Chief commanded all goblins to kill the traitor Vorka on sight or die trying.
Inside the gate you see deep thick mud and then 20 ft in is a gangplank onto the ship. The gangplank is very steep and slippery looking. One handrail is even in cased in a muddy ball.
| Nomnomking |
Ooh, i bet you ale that if we burn ship down he come out!
Zoog nods his head enthusiasticly
Wonder if burning dog smell better than normal dog
| Boommaster Mogmurch |
Muddy ball?
Mog remembers his commands very well and pulls out his lunch.
Fighting dangerous gob-eater dangerous on no-food diet.
Unless otherwise disagreed with, assuming loot was distributed with Bull's Strength to Rheta, Crossbow + Heal to Kalam, Heal + Bear's Endurance to Zoog, Pearl + gold to self.
| Rheta Bigbad |
How we kill? Reta wants fight dogs!
Reta pulls out her bow and assesses whether she is able to shoot the dogs from outside the wall.
Reta is best at range, but I am assuming that she will need to play tank. A heal potion would be appreciated, unless our cleric has heals?
| Nomnomking |
Cleric does have heals!
hmm, zoog think and his head starts steaming
dogs no climb right? we climb tree throw fire into dogs then rheta make dogs into hedgehogs!
| KalamMekhar |
In an entirely uncharacteristic move of boldness or abject stupidity .... or greed Kalam checks that his cow bell is securely stuffed and slips into the shadows to creep along in the mud, and slither up the ramp of the ship.
stealth: 1d20 + 16 ⇒ (4) + 16 = 20
escape artists to avoid mud: 1d20 + 8 ⇒ (12) + 8 = 20
climb the gang plank: 1d20 + 8 ⇒ (6) + 8 = 14
| Rheta Bigbad |
Reta makes to stealthily follow Kalam through the mud towards the ramp. Her nose continually drawing in the dog-tainted air, making her more and more angry.
Stealth: 1d20 + 11 ⇒ (18) + 11 = 29
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
As she travels through the mud, Reta applies some to her face, arms, etc.
| GM Meonji |
I thought rogues had an ability to sense traps without calling it out but they dont, trap finding helps you find them only when searching for them...
Kalam and Reta stealthily cross the muddy ground from gate to gangplank . Kalam starts ascending the gangplank and successfully goes half way up (7.5 ft) when he notices a vine snaps as he steps on it and other vines up the gangplank loosen their hold on the mud ball at the top.
The mud ball drops off and starts bouncing down the gangplank.
Kalam, what do you do? catch it? reflex save, identify it? Knowledge nature.
After the vine snaps under Kalam's foot a bell rings on the ship. The bell startles Kalam and Reta who find themselves without concealment (stealth) as a Horse comes full speed running around the side of the ship charging right into Reta.
Surprise round, Stomp!
Hoof 1 @ Reta: 1d20 ⇒ 11 Miss
Hoof 2 @ Reta: 1d20 ⇒ 16 Hit
Hoof 2 damage @ Reta: 1d4 + 1 ⇒ (4) + 1 = 5
Horse Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Roll initiative
Horse 13 -0 hp
Reeta -5 hp
| KalamMekhar |
knowledge nature: 1d20 + 1 ⇒ (9) + 1 = 10 is this not knowledge local?
reflex: 1d20 + 6 ⇒ (17) + 6 = 23
Kalam grabs at the ball [ooc] pending knowledge check] and trows it at the horse
throw: 1d20 + 5 ⇒ (3) + 5 = 8
initiative: 1d20 + 4 ⇒ (2) + 4 = 6
| Boommaster Mogmurch |
Mog stops when the vine snaps and drops his his gourd of pickled leeches and runs to the base of the would-be plank, pulling out a bomb and aiming for the horse's flank.
Since a horse is a long large creature, I should be able to aim for the rear and avoid Carson and Kevin with the splash. I think.
Bomb: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Init: 1d20 + 4 ⇒ (3) + 4 = 7
| Rheta Bigbad |
Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Reta drops her bow, draws her sword, and slashes at the horses legs.
Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
No four leg is doing such to Reta without payback! Reta stab!
| GM Meonji |
Round 1!
Reta 13
Horse 13
Mogmurch 7
Kalam 6
Zoog, out stokin' fires
As the mud ball bounces down the gangplank Kalam deftly scoops it up and pulls it back behind him ready to launch.
Reta immediately turns into the horses charge taking a hoof across her head but drawing her blade and slashing Stomp (horse's name) across his breast.
Stomp -2 hp
Stomp gives a fearsome foamy whine and dances up again on his hind legs and throwing two hooves at Reta's head.
Stomp Hoof 1: 1d20 - 2 ⇒ (4) - 2 = 2 Miss
Stomp Hoof 2: 1d20 - 2 ⇒ (11) - 2 = 9 Miss
Reta deftly dodges one and the other glances of Reta's big, thick skull doing no damage.
Mog pops his head inside the gate and decides it would be great to add a firebomb to the mix. He pops a catalyst into one of his prepared concoctions and launches a perfect shot right into Stomps hind quarters. Reta caught some flames from the blast that singed some hair but is unharmed.
Stomp -7 hp
Kalam in his limited goblin capacity decides to throw the "ball of mud" at this newly appearing foe but slips on some moss as he throws it and it ends up at the bottom of the gangplank 10 ft away from him.. and right next to Reta and Stomp..
Unfortunately as it is traveling through the air Reta identifies it as a wasp nest but is unable to move out of the way.
The wasp next explodes and an angry swarm of wasps fly out stinging Reta, Kalam and Stomp.
wasp sting damage: 1d3 - 1 ⇒ (3) - 1 = 2
The poison from the wasps is coursing through your veins!
Kalam and Reta, make a fortitude save DC:13. Failed save is 1 point of dexterity damage
Stomp fortitude save: 1d20 + 6 ⇒ (19) + 6 = 25 Saves! cured.
The wasps sting then quickly disperse.
| Rheta Bigbad |
Just as Kalam attempts to throw the mud ball, Reta's eyes bug out and she yells, Don't do it! Stingers! But is comically too late as the hapless Kalam misses his throw and sets loose the swarm of wasps.
The angry insects surround Reta, stinging her furiously.
Fortitude: 1d20 + 4 ⇒ (5) + 4 = 9
Normally, she would shrug off such venom, but for some reason, perhaps the stress of being stomped by a horse, causes her body to react negatively, swelling slightly, causing her to lose some mobility.
Stupid stingers! Stupid four-legs! Die!
Reta again slashes at the horse!
Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
| GM Meonji |
Round 2!
Reta 13 miss hp -7 (dex -1)
Horse 13 miss miss hp -11
Mogmurch 7
Kalam 6 hp -2
Stomp looks furiously at the flame chucker (Mog) and moves to him, 25 ft and attacks!
ie. the ground is muddy, difficult terrain, one cannot charge and movement costs x2
Reta take an attack of opportunity
Hoof 1 @ Mog: 1d20 - 2 ⇒ (4) - 2 = 2 Miss
Hoof 1 @ Mog: 1d20 - 2 ⇒ (1) - 2 = -1 Miss freakin' horribly
Positioning:
Mogmurch melee,
Reta, 20 ft.
Kalam 30 ft.
Reta and Kalam will take 2 actions to get to Stomp due to difficult terrain.
.
Also you have to keep saving against poison every turn until you beat Fort DC: 13
Edit: corrected Stomps hp -2 more points for stings, thanks kalam
| KalamMekhar |
no reflex save to avoid tripping?
fort: 1d20 + 2 ⇒ (13) + 2 = 15
dont forget that stomp is -2hp for the stings too! that is -9hp
Kalam curses, spitting mud and slapping at wasps. Kalam uses his blowgun to shoot Stomp in the rump!
atk blowgun: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
blow gun: 1 + 1d6 ⇒ 1 + (1) = 2 I edited text to reflex stomp moving off, and my damage went from 7 to 2... all other dice rolls stayed the same though....
| GM Meonji |
[dice=blow gun]1+1d6
In order to get sneak attack you need to: "The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC, or when the rogue flanks her target."
Since stomp is aware of you dont get sneak attack, your best option for sneak attack damage is to get flanking at this point.
| Boommaster Mogmurch |
Mog steps back gingerly, pulling an acid and giving it the ol' heave-ho.
Sizzle and pop! Tee-ee-hee-hee!
Acid: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
| Rheta Bigbad |
Just for the halibut
Opportunity Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Reta swings and misses the deadly Stomp.
Reta mad! Kill four-leg!
Fortitude: 1d20 + 4 ⇒ (6) + 4 = 10
Reta then coughs, feeling additional pain from the wasp venom.
Screaming, Reta kill everything! World hurt Reta, Reta kill world!
| Nomnomking |
[i] Horse killing not as good as dog filling... meh maybe stingers taste good when crunchy and no ones hurt yet [i]
Zoog casts a firebolt into the nest and remaining portion of the swarm of wasps from his position at the gate moving forward as necessary to get a good shot. The wasps preferred if they are separated.
Ratk: 1d20 + 3 ⇒ (14) + 3 = 17
Rdam: 1d6 ⇒ 2
| KalamMekhar |
Kalam curses again then returns to sneak back up the ship. Curses again at the gang plank, Kalam instead climbs the side of the ship itself.
stealth: 1d20 + 16 ⇒ (6) + 16 = 22
climb: 1d20 + 8 ⇒ (14) + 8 = 22
perception: 1d20 + 8 ⇒ (3) + 8 = 11
| Rheta Bigbad |
Reta had a more deft hand than she at first realized. As Stomp keels over, Reta blinks her eyes and looks to her blade.
Four-Leg die now!
Fortitude: 1d20 + 4 ⇒ (8) + 4 = 12
Still painfully suffering from the wasp venom, Reta calls out to the cleric still at the gateway, Zoog has magic make Reta feel better? Reta needs better 'fore more killing! Give Reta magic or maybe Zoog find sword in painful place!
Looking around to make sure she does not have enemies sneaking up on her, Reta waits for the demanded clerical attention.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
| GM Meonji |
Retcon
As Stomp turns away from Reta to rush at Mog the fire chucker Reta slices open his abdomen and his guts spill out and splatter to the ground. Stomp falls down and Stops moving quickly.
Mog's face was pure elation expecting Stomp to come and then get a facefull of acid but he had to hold off. (or did he?)
Zoog: As the Venomous wasps disperse a small share of them perish to Zoog's firebolt blasting through their swarm.
Kalam braves the stinging looking no worse or pustular than he already does, which is pretty awful.
Reta however continues to swell and suffer.
Reta you possibly need to make 2 more fortitude saves, unless you save and you dont need any more. You lose 1 dex for every failure.
If Reta cannot get Zoog's attention for healing remember you have useful potions etc.
Kalam barely makes a successful climb check over the side of the ship.
Once he is up on the main deck he sees from the fore deck:
The main deck of the ship is cluttered with objects both natural and artificial and all covered in swathes of leafy vines.
The ship is 70 ft long and you are at the main fore deck.
Options:
1. A stairway just a few feet ahead leading to the upper deck, main mast, rigging and a high cabbin. (you hear barking from this direction)
2. There is a canopied walkway along the ship side that lead around the Galley and to the aft mast. (the galley entrance is probably in the aft)
Climbing the gangplank requires a dc:10 climb check
| Rheta Bigbad |
Fortitude: 1d20 + 4 ⇒ (12) + 4 = 16
After suffering much swelling, Reta summons her inner anger and forces her body to ignore the wasp venom.
Quaffing her healing and spider climb potions, she lets out a shout and attempts to climb up onto the ship after Kalam.
Wait up for Reta! She has much dog murdering to commence!
Climb Check: 1d20 + 9 ⇒ (14) + 9 = 23
I don't think I actually need to roll the climb checks while using the potion?
Healing: 1d8 + 1 ⇒ (3) + 1 = 4
| KalamMekhar |
Kalam turns to help Rheta on board and nearly gets bowled over as she flies up the side of the ship as if it was stairs!
we go deck make sure no come from bellow... dog up, but dog no climb rope... we kill dog later
Kalam sneaks along the side of the boat.
stealth: 1d20 + 16 ⇒ (12) + 16 = 28
perception: 1d20 + 8 ⇒ (5) + 8 = 13
| Boommaster Mogmurch |
Mog, his lunch forgotten for the moment, pulls out his club in two hands and crushes the skull of the dead horse, yelling to the claneater.
Vor-KA!
Ready action to quaff Shield extract if Vorka or any enemy appears. Perception in case she's hiding.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
| GM Meonji |
ominous roll 1: 1d100 ⇒ 80
ominous roll 2: 1d20 + 8 ⇒ (14) + 8 = 22
Vorka does not appear.
Currently only Kalam and Reta are on the boat.
Would Zoog and Mog like to join them?
Kalam sneaks all the way around the side of the galley. All the windows are covered in moss or grit from both sides so you cannot see in.
When Kalam gets to the aft of the galley you see a 5ft. single door into the galley and it looks like dried blood is stained beneath it. There is a horribly putrid stench coming out of the galley that is very clear when you get near the door.
The dogs on the upper decks are still barking.. you worry that could be some sort of alarm mechanism.
| Rheta Bigbad |
Reta uses her temporary spider climbing skills to walk up the wall next to the doorway and readies her sword to strike anything coming out. She also turns and, assuming she can see the other two goblins, beckons to them to come up and assist.
Could you describe the ship a little more and where the dogs are? I am having a little trouble picturing it in my head. Thanks.
| KalamMekhar |
Kalam growls and shoves the door open entering room knife at the ready.
str: 1d20 - 1 ⇒ (2) - 1 = 1
perception: 1d20 + 8 ⇒ (16) + 8 = 24
Kalam literally bounces off the door and falls flat on his arse, staring in stary eyed bewilderment at the door rubbing his head and shoulder as the door hasn't moved an inch... which he can see very clearly.
| Nomnomking |
Zoog rushes after rheta only to get stuck in the mud, after struggling though it he follows Mogmurch up the gangplank in an attempt to get to rheta for a heal.
climb: 1d20 + 0 ⇒ (19) + 0 = 19
when he gets to rheta he casts cure light wounds. His spell chant involves "Burn them into Shape, ya, ya!"
CLW: 1d6 + 2 ⇒ (3) + 2 = 5
| GM Meonji |
Options:
1. A stairway just a few feet ahead leading to the upper deck, main mast, rigging and a high cabbin. (you hear barking from this direction)
2. There is a canopied walkway along the ship side that lead around the Galley and to the aft mast. (the galley entrance is probably in the aft)
GM describing boat:
Image posted in hangouts
you are on the maindeck aft about to go into room 6, you assume to be the galley
| Rheta Bigbad |
As Reta waits for the lagging goblins to catch up, she walks a little higher up on the wall to poke her head just barely above the level of the upper deck to see/smell what is there.
Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Perception: 1d20 + 9 ⇒ (8) + 9 = 17