We Be Goblins! (Inactive)

Game Master Lord Zekk

An elite group of Licktoads set out with a map to discover a mischievous treasure!

SHIP INTERNAL MAP


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M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Did we lose everyone?? Or is it just due to the holidays??

Shadow Lodge

Oracle of Battle HP: 9/9 | AC: 18 (Touch: 13 / FlatFoot: 16) | Fort: 0 Ref: 2 Will: 2 | CMB: 1 CMD: 13 | Perception: +4 | Initiative: +2

Rancor moves cautiously toward the 4-legged abomination and readies an attack incase the beast comes within range.

Attack: 1d20 + 7 ⇒ (2) + 7 = 9

Damage+Bane: 1d4 + 6 + 2d6 ⇒ (3) + 6 + (6, 2) = 17


M Goblin Cleric 1 (HP 12/12 | AC:17 | T:13 | FF:15 | CMD:13 | Fort:+3 | Ref:+2 | Will:+4 | Init:+2 | Perc: +2 | Stealth:+7 |

Still around, I think it's the enemy turn now.

Dark Archive

Cap ignore my PM, I sent it before I saw your post.

Zord moves south getting into position to charge Stomp, getting his lance ready as well.

Stomp approaches the goblins to get a better look at them, ready to attack of the goblin party makes any hostile action towards stomp.

Cap and Zarkus its' your turns but everyone may act since you all have turns before Stomp now.


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Seeing his hated foe in front of him, Zarkus raises his bow and fires on the beast.

Attack-Ranged: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Dark Archive

Zarkus's shot is well aimed and hits the horse squarely in the chest and Stomp shrieks in pain, rage in the horse's eyes.

Dmg: 8

Liberty's Edge

Male Historian/Curator

Here is hoping someone else hits it, or I think I might get stampled!!

Dark Archive

Waiting for everyone else play their turn. You all act before stomp.

Shadow Lodge

Oracle of Battle HP: 9/9 | AC: 18 (Touch: 13 / FlatFoot: 16) | Fort: 0 Ref: 2 Will: 2 | CMB: 1 CMD: 13 | Perception: +4 | Initiative: +2

Determined to land a blow on the smelly Horse before Zord can, Rancor lets out a battlecry and foolishly charges the beast.

Charge Attack: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19

Damage+Bane: 1d4 + 6 + 2d6 ⇒ (1) + 6 + (6, 6) = 19

Current AC: 16 for 1 round

Dark Archive

Rancor charges forward felling the evil looking horse! Stomp collapses at the goblins feet, blood gushing out from the point of the deathblow.

Btw, that would have been a one shot if you landed the first hit.

Shadow Lodge

Oracle of Battle HP: 9/9 | AC: 18 (Touch: 13 / FlatFoot: 16) | Fort: 0 Ref: 2 Will: 2 | CMB: 1 CMD: 13 | Perception: +4 | Initiative: +2

Things are finally starting to go right for Rancor. The last 2 days have been one embarrassment after the other, but this is sure to prove is superiority over the other Goblins.

Rancor uses up his turn dancing and singing off key:

♪♫ Rancor Killed The Horse ♫♪
♪♫ Rancor The Best Goblin ♫♪
♪♫ Rancor Find The Fireworks ♫♪
♪♫ Take That You Stupid Horse! ♫♪

Not only is his singing horrible, Rancor can't even rhyme.


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

"Looks lite others run away from horsie! Do not forget I too helped kill the monster. But you did good chop-chop with chief's sword! Now quiet...there may be more!"

Dark Archive

Please roll knowledge, nature and perception checks before you attempt to climb the gangplank onto the ship.

Shadow Lodge

Oracle of Battle HP: 9/9 | AC: 18 (Touch: 13 / FlatFoot: 16) | Fort: 0 Ref: 2 Will: 2 | CMB: 1 CMD: 13 | Perception: +4 | Initiative: +2

Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Knowledge Nature is not a class skill for me.

Rancor ceases his celebration at Zarkus' command.


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Know-Nature: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Zarkus slowly and carefully continues towards the stranded ship.

Dark Archive

Rancor & Zarkus:
You are able to tell that the vines that litter the gangplank are linked to the ball of mud and if you displace the vines while climbing the gangplank the ball of mud will fall. You realize that it appears to have been intentionally set up in this manor, as a trap.

Zarkus:
You are aware that the ball of mud is not as it seems but you are unable to identify it. Too bad, DC 12 check, you just missed it.

You may attempt to climb the gangplank but must be careful, if you disturb the vines the ball of mud will fall. Climb checks please.


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Climb: 1d20 + 4 ⇒ (16) + 4 = 20

Being very careful as he moves, Zarkus climbs the gangplank to the deck of the ship. He looks back to see how Rancor is doing.

Shadow Lodge

Oracle of Battle HP: 9/9 | AC: 18 (Touch: 13 / FlatFoot: 16) | Fort: 0 Ref: 2 Will: 2 | CMB: 1 CMD: 13 | Perception: +4 | Initiative: +2

Rancor waits for Zarkus to climb the vines. The weight of his battered Scalemail will make the task too difficult. He will not climb it if he doesn't have to and instead looks for another rout.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Dark Archive

Rancor doesn't see any other way up (though if they have rope or a ladder they could always use that.)

Zord and and cap not seeing any other way to make it up with their mounts, decide to hazard the climb.

Zord says, "Puppystomper can can climb this. This is easy. Come Cap, see if you flee bitten mutt can keep up."

Zord(Mount): 1d20 + 1 ⇒ (1) + 1 = 2
Cap(Mount): 1d20 ⇒ 5

Both mounts trip up in the vines sending the ball of mud crashing down.

Reflex saves to try and catch it. Everyone can try (barring the animals) since it falls from a height.


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Reflex save: 1d20 + 5 ⇒ (18) + 5 = 23

Just knowing that the 2 mounted goblins would be loathed to leave their mounts, Zarkus we ready when the 'ball of mud' began to fall, and quickly grabbed it before it had fallen too far.

Dark Archive

Zarkus stands below catching the "ball of mud" almost effortlessly. On closer inspection he realizes it was a wasp nest and they would have been in serious trouble if it had crashed on the ground.

He gently sets the was nest down on the ground and the little insects seem undisturbed.

You are now free to climb up without making checks, we can assume everyone takes 20 and makes it.

The goblins and their animal companions climb up the gangplank onto the main deck of the old ship. The main deck of the shipwreck is cluttered with objects both natural and artificial. Thick swaths of leafy vines grow over the deck, and shiny green patches of algae and moss grow where the vines do not. The central cabin's roof has a wide edge, creating a canopied walkway along the ship's sides. A flight of steps up to the roof of the ship's main cabin, the entrance to which is blocked by a door decorated by a large number of rodent and bird skulls. A smoking stovepipe chimney extends up from the ship's highest point above.

Knowledge Engineering checks please. You make make this check untrained.

SHIP MAP


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Knowledge-Engineering: 1d20 ⇒ 4

Shadow Lodge

Oracle of Battle HP: 9/9 | AC: 18 (Touch: 13 / FlatFoot: 16) | Fort: 0 Ref: 2 Will: 2 | CMB: 1 CMD: 13 | Perception: +4 | Initiative: +2

Lord Zarkus, I think I accidentally broke the map...

Untrained Knowledge Engineering: 1d20 ⇒ 15


M Goblin Cleric 1 (HP 12/12 | AC:17 | T:13 | FF:15 | CMD:13 | Fort:+3 | Ref:+2 | Will:+4 | Init:+2 | Perc: +2 | Stealth:+7 |

Knowledge (engineering): 1d20 ⇒ 9

Dark Archive

Don't worry I fixed it

Rancor:

You realise that apart from the level you stand on, there is one level above and one level below you. The one above you is visible to everyone, but there is a way down to the level below somewhere.

Shadow Lodge

Oracle of Battle HP: 9/9 | AC: 18 (Touch: 13 / FlatFoot: 16) | Fort: 0 Ref: 2 Will: 2 | CMB: 1 CMD: 13 | Perception: +4 | Initiative: +2

Lord Zekk:
I do, I think it was a simple matter of grabbing the wrong layer when I went to move my token. Is there any way to lock the background in place?

Rancor creeps ahead 10 feet and makes sure there is nothing around the corner.


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Zarkus is going to try and climb into the rigging and get a 'bird's eye view' of the area before going into the ship.
Is there a crow's nest or something similar on the masts? If so, Zarkus will make for it and then scan the area around.

Climb: 1d20 + 4 ⇒ (9) + 4 = 13

Dark Archive

Okay I'm back to daily posting now. Getting close to some good fights now.

Zarkus sees that both masts can be climbed up to the crows nest that inhabit each one. There is also a thick rope connecting the two. (DC 10 Climb check for all) He makes the climb successfully scaling up the mast skillfully.

Once atop the crows nest he sees that there are two feral dogs on the upper deck that appear to be sleeping.


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Zarkus tries to get the others attention to warn them about the two dogs. He tries to be quiet, but if no one seems to notice him, he gets frustrated and yell:
"Hey! I trying to warn you about the 2 sleeping..oh wait a moment..nope..never mind..they awake now!!"


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

He will also try and shoot one of the dogs while it is still asleep, once he has warned the others (or hasn't...whichever the case LOL)

Attack-Ranged: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 ⇒ 6

Dark Archive

Zarkus shoot one of the dogs as he starts to awaken at the sound of a yelling goblin. He creature yelps in pain as he is struck in the rear with an arrow, both dogs now alert.

Initiative roll everyone. Zarkus acted during the surprise round.


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Init: 1d20 + 5 ⇒ (17) + 5 = 22


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Opps...add 2 more damage to the dog, as it is my favorite enemy (animals)


M Goblin Cleric 1 (HP 12/12 | AC:17 | T:13 | FF:15 | CMD:13 | Fort:+3 | Ref:+2 | Will:+4 | Init:+2 | Perc: +2 | Stealth:+7 |

Init: 1d20 + 2 ⇒ (16) + 2 = 18

Shadow Lodge

Oracle of Battle HP: 9/9 | AC: 18 (Touch: 13 / FlatFoot: 16) | Fort: 0 Ref: 2 Will: 2 | CMB: 1 CMD: 13 | Perception: +4 | Initiative: +2

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12

"Rancor get to kill a Horse and a Dog in the same day! Hadregash must be happy with Rancor."

Dark Archive

Initiative
Dog 1: 1d20 ⇒ 6
Dog 2: 1d20 ⇒ 5

The dogs growl and howl making a racket as they ready to attack the goblin intruders.

-Posted with Wayfinder

Dark Archive

All of you can act.

-Posted with Wayfinder


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Zarkus fires at the same dog he already hit.

Attack-Ranged: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Shadow Lodge

Oracle of Battle HP: 9/9 | AC: 18 (Touch: 13 / FlatFoot: 16) | Fort: 0 Ref: 2 Will: 2 | CMB: 1 CMD: 13 | Perception: +4 | Initiative: +2

Rancor moves onto the stairs and blocks them off. He is giving the dogs higher ground but here he can bottleneck them so that only one will be able to attack at a time. He raises the Gorge of Gluttons high above his head and readies an attack for the first filthy dog to come his way.

Readied Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 3 ⇒ (2) + 3 = 5


M Goblin Cleric 1 (HP 12/12 | AC:17 | T:13 | FF:15 | CMD:13 | Fort:+3 | Ref:+2 | Will:+4 | Init:+2 | Perc: +2 | Stealth:+7 |

"Nasty dogs! BLEURGH!"

The barking of the dogs from the upper deck reaches Garglechunk's ears, and the self-styled captain recognizes the cry of his race's hated foe. He draws and hefts his spear as he spurs his mount forward. Stopping at the foot the stairs, he prepares to stab wildly at any dogs that draw close.

The rightmost section of the ship is the same area on all there levels views, if I'm reading this correctly? Cap'n draws his spear and moves and guides Toadgobble E, SE x2, E x6, NE x2, N x2 and readies an attack against any enemies who make it past Rancor onto the stairs.

Dark Archive

I'm looking at the map and I explained it incorrectly earlier. You are on the main deck. 6 is the cabin on the same level as the main deck, which you all are on (except Zarkus).

The middle map shows 5 and the area on top of the cabin (centre square) as the upper deck.

The topmost map shows the crows nest, the masts and the ropes connecting them.

Zarkus fires away at the closest wild dog putting the creature down with two arrows. The other creature charges forward being severely injured by Rancor. Cap, roll for attack and damage


M Goblin Cleric 1 (HP 12/12 | AC:17 | T:13 | FF:15 | CMD:13 | Fort:+3 | Ref:+2 | Will:+4 | Init:+2 | Perc: +2 | Stealth:+7 |

Alright, that jibes with my understanding of how it was organized.

Spear: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Dark Archive

Cap'n Gargelchunk finishes of the last mongrel and the goblins survive another attack from another hated foe.

While Zarukus is up in the crows nest he discovers some valuables the Vorka has left behind.

Treasure:

2 vial - Alchemist's fire
2 Desnan Candles
1 Masterwork sling
12 sling stones


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

He slips the items into his bag...and really means to tell the others about it later...if he remembers...

Zarkus is going to shinny across the rope to the next mast, if possible
Is it possible to 'take 10' to scoot over?? This would give him a 19 climb, if possible

Dark Archive

Yes that's fine and it's a DC10 check

He reaches the other crows nest but finds nothing inside of use. It appears Vorka has been using these crows nests to perform some sort of rituals.

-Posted with Wayfinder


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Seeing nothing of interest, Zarkus scoots over to the last mast, searching it before climbing back down to the deck.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Climb: Take-10=19

Dark Archive

Zarkus sees the tree tops and some birds in the distance. He can even see the clearing where they fought Lotsolegs, but he doesn't find anything else.

-Posted with Wayfinder


M Goblin Slayer 3 (HP 21/21 | AC:17 | T:14 | FF:11 | CMD:17 | Fort:+5 | Ref:+6 | Will:+3 | Init:+5 | Perc: +8 | Stealth:+19

Zarkus climbs down and heads for the door to the main cabin.
"We should look in here next, I think!"

He opens the door, and jumps back, his bow raised and ready!

Shadow Lodge

Oracle of Battle HP: 9/9 | AC: 18 (Touch: 13 / FlatFoot: 16) | Fort: 0 Ref: 2 Will: 2 | CMB: 1 CMD: 13 | Perception: +4 | Initiative: +2

Rancor peeps in over Zarkus' shoulder to see whats inside.

Dark Archive

The air in this cabin is thick and close, stinking of swamp and sweat, with a thick, glistening layer of mud on the floor and swaths of oily fungus clinging to the walls. Even more dangling decorations of goblin bone and animal-part fetishes hang from the ceiling on lengths of sinew here, and what appears to be a nest made of rags, sticks, mud, and cast- off bits of clothing lies against the westernmost wall. But scattered amid the filth and clutter are several exotic-looking man-made objects—including a tantalizing red chest.

Blocking their way is a massive dog, larger than anything they have seen before. Rippling muscles and frothing at the mouth. This is Vorka's guard dog Cuddles. Her fiercest defender and he hates all except Vorka and will loyally defend her till death.

Roll Initiative Please

Cuddles Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

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