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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

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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.

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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

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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.

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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.

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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

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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.

Zarkus Farslayer |

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.

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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.

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

Zarkus Farslayer |

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

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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.

Zarkus Farslayer |

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!!"

Zarkus Farslayer |

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

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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

Cap'n Garglechunk |

"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.

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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

Zarkus Farslayer |

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

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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