Wolfspirit's PBP Gameday VI We Be Goblins (Inactive)

Game Master Wolfspirit


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Reta fires again at the stinky horse.

attack: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20-4 for into melee
damage: 1d4 ⇒ 3


Absalom Initiation

The save from the bomb is for the splash damage. You hit him, so he takes full damage


Chuffy Lickwound, HP:11, AC:17, T:15, FF:13 F:+2, R:+6, W:+1, Init:+1, Perc:+5

Stuupid horse. Youse is posed to die.

xbow att: 1d20 + 5 ⇒ (12) + 5 = 17, if hits, xbow dam: 1d6 ⇒ 1

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Bogmurch shrieks at the bomb landing in front of him. Watch it bonehead, you almost got me!

Bogmurch staggers back and drops some acid on the horse.

acid: 1d20 + 6 ⇒ (12) + 6 = 181d6 ⇒ 2

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

”Bah! It good for your complexions. People tell us apart better, Smogmurch!”

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

Also, for my reference, do we generally forego the full round action required to prepare splash weapons (except alchemist bombs, which specify their own rules for this).

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Full-round is only required for a splash weapon that is not activated on contact like acid or alchemist fire: http://paizo.com/threads/rzs2qqjo?FYI-FAQ-about-prepare-splash-weapon-actio n

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

excellent. Thanks!


Absalom Initiation

Acid, bombs, quarrels and arrows all strike the horrible, fearsome horse, that collapses with a hideous cry of agony, dying. The swamp around you goes quiet for a second, then the sounds of marsh life resume.

There isn't anything interesting where the horse was, if you search it.

The ship remains nearby, with your ultimate goal. You've had the stair trap pointed out, so you could bypass it easily and still get up to the ship. What do you do now?

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

Mogmurch hops up onto the ramp just past the wasp nest and walks up until his head is just above the deck of the ship. He stops and scans it.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19


Chuffy Lickwound, HP:11, AC:17, T:15, FF:13 F:+2, R:+6, W:+1, Init:+1, Perc:+5

Whispering to the others, Chuffy not stuupid nuff go obvious trap ladar. Chuffy climb tree and look on big swamp boat.
stealth: 1d20 + 16 ⇒ (20) + 16 = 36
climb: 1d20 + 8 ⇒ (20) + 8 = 28
perception: 1d20 + 5 ⇒ (8) + 5 = 13


Reta moves up the ramp, careful to avoid the trap the 'murches point out to her.


Absalom Initiation

Ship Floors

As you board the ship (by various means and avoiding the trap), you reach the bottom floor, which is mainly just a walkway around a large central structure holding up the main deck. There are stairs leading up at the far end of the walkway, and creeping around quietly you discover a closed door in front of you, near the stairs up.

With a peak up the stairs, you can see the main deck. 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.

The main options are approaching the First Floor room or the Main Deck room. Rule of 2 for how you proceed.

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

"I saw smoke. Somebody here. Let's be sneaky and take a peek."

Stealth: 1d20 + 12 ⇒ (3) + 12 = 15

He glides past Chuffy and slowly edges his way down the left passageway, rounds the corner and creeps up to the door of the inner room. He pushes his skullcap back a bit and plants his big ear on the door.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14


Reta stays far enough back from Mogmurch to not ruin his stealth, but close enough to help if he gets into trouble.


Absalom Initiation

Mogmurch can hear the softest bit of movement through the wood of the doorway of someone or something at least as big as he is, but isn't able to identify what it is


Absalom Initiation

Not exactly -pushing-, but realistically the two options you have are behind the two doors. You can plan or use potions if you would like to, though. I would like to get things rolling tomorrow, either option

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

Mogmurch maintains his stealth and sneaks back down the passageway to his friends.

"Guys! There's someone in this room! Mogmurch will throw door open and chuck a boom boom in there at the same time! Who's with me?"


Absalom Initiation

Waiting for confirmation from someone else to go that route, then will update. Also, I tend to not allow combat reactions like readied actions before combat has started ;)

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

smarty mogmurch. I can toss too. Bogmurch nods and gets in next to his cousin or whatever he is


Absalom Initiation

Initiative rolls:

Chuffy Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Mogmurch Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Bogmurch Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Reta Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Cuddles Initiative: 1d20 + 3 ⇒ (2) + 3 = 5

As the rest of the goblin party gathers around, Mogmurch throws open the door, releasing a bevy of sights and smells. This room is a blood-splattered chamber of horror. Dead
rodents, snakes, and birds have been variously nailed, tied, and hung around the walls. At the far end of the room, a large cauldron bubbles over an iron stove set against the aft wall, its stovepipe chimney extending up through the ceiling. A bloody burlap sack sits on the floor next to the stove. The center of the room contains a long, rickety table surrounded by chairs that contain several grisly decorations—a whole family of skeletal goblins, their bones bleached white and bound together by reeds and twine.

More pressing, however, sniffing at some of the bones you see a dog, but not just any dog. This is the most vicious, ugliest curr you have ever seen! As it notices your presence it turns with a low growl that echoes in the small room.

Next up: Everyone!

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

Mogmurch rushes into the room before anybody of the others can react. He sprints diagonal to a spot with a clear line of site to the dog-beast, past the mast-pole in the middle of the room.

Throw bomb: 1d20 + 6 ⇒ (10) + 6 = 16

Bomb fire damage: 1d6 + 2 ⇒ (4) + 2 = 6

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Bogmurch sprints in after Mogmurch and backs into a corner producing a Tanglefoot bag to throw at the dog.

tanglefoot: 1d20 + 5 ⇒ (6) + 5 = 11

boo. if it happens to hit. An entangled Creature takes a –2 Penalty on attack rolls and a –4 Penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.


Chuffy Lickwound, HP:11, AC:17, T:15, FF:13 F:+2, R:+6, W:+1, Init:+1, Perc:+5

After the Murches throw, Chuffy rushes in to slay the hated dog. Stick and Stab! Stinky dog is dead as tree... no moss... no uhm... Well whatever as dog is dead.

dogslicer att: 1d20 + 5 ⇒ (20) + 5 = 25, if hits, dam: 1d4 - 1 + 1d6 ⇒ (1) - 1 + (3) = 3 I believe minimum weapon damage is 1 so that would make 1 + the 3 from sneak attack = 4 total.
crit confirm: 1d20 + 5 ⇒ (9) + 5 = 14, if hits, crit dam: 1d4 - 1 ⇒ (4) - 1 = 3

YES! Chuffy is master dog sticker!


Reta rushes over to the dog to go slicey-slice.

attack: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 assuming I can smell this dog
damage: 1d4 + 2 ⇒ (1) + 2 = 3


Absalom Initiation

The fight against the horrible, nasty dog begins! The mongrel is assaulted by a variety of attacks: stick goo that adheres to it, a bomb that explodes on it, a sneaky-sneak attack, and a slicey slice. The flatfooted, entangled, stuck dog would probably think that life was quite unfair if it wasn't desperately trying to eat your faces off. But first, getting the nasty sticky stuff off!

Reflex Save: 1d20 + 7 ⇒ (5) + 7 = 12
Dog Gnawing At Goo: 1d20 + 4 ⇒ (16) + 4 = 20

With some intense wiggling and biting, the horribly ugly canine breaks free!

Next up: Everyone!

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

I suspect we’ve done a decent amount of damage, so saving the fireworks...

Mogmurch steps up between Reta and Chufffy and whacks the beast with his club.

club: 1d20 ⇒ 19

club damage: 1d4 - 1 ⇒ (2) - 1 = 1


Chuffy Lickwound, HP:11, AC:17, T:15, FF:13 F:+2, R:+6, W:+1, Init:+1, Perc:+5

I stepped forward a square to give you room and moved up your icon.

Chuffy says you dead! Now be dead. Chuffy begins to work his way to surrounding the dog while giving it another stab.

dogslicer att: 1d20 + 5 ⇒ (2) + 5 = 7, if hits, dogslicer dam: 1d4 - 1 ⇒ (4) - 1 = 3

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

[b]arggggghhh. YOU'RE ALL IN THE WAY![b]

Bogmurch tosses some acid at the dog.

acid: 1d20 + 5 ⇒ (14) + 5 = 191d6 ⇒ 2

adjacent take 1 damage


Tried to post earlier today, but forum problems ate my post.

Reta adjusts her position slightly and then slices again at the dog.

attack: 1d20 + 4 + 2 + 2 ⇒ (13) + 4 + 2 + 2 = 21
damage: 1d4 + 2 ⇒ (1) + 2 = 3


Absalom Initiation

Yeah, there's been nostores galore. I think there are some web issues, mixed with a Humble Bundle sapping resources.

The ragtag group bestest raiding party proves yet again that the best offense is a good offense as the vile dog falls to the rain of blows and bombs. The dog falls bleeding with a whimper, adding yet another corpse to the bizzare kitchen.

A brief search reveals that there are goblin remains mixed into the stewpot, with an arm outstretched out of the boiling liquid. Further examination from a bloody burlap sack nearby reveals an instantly recognizable brand scarring a goblin head: Scribbleface! Scribbleface's hideous fate should serve as yet further proof to all goblins that writing words can, in the end, only bring you bad luck—or worse!

There isn't anything else notable in the room that wasn't mentioned previously. You have a chance to regroup, then there is one remaining door. Probably moving ahead tomorrow.

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

"Okay, let's go quietly see if there are more nasty things upstairs. If so, Mogmurch say we light paper candles in front of door, knock twice, and RUN! What you guys think?"

Mogmurch starts to tiptoe around, getting into sneaky mode.

Stealth: 1d20 + 12 ⇒ (11) + 12 = 23


Chuffy Lickwound, HP:11, AC:17, T:15, FF:13 F:+2, R:+6, W:+1, Init:+1, Perc:+5

GM, I can't tell from the map and can't remember from previous runs. Does the chimney run to this room or the room above us?


Absalom Initiation

The chimney originates from the room on the second floor and opens out into the "rigging" level. There is no way to access it from below or the level that you're on.


Chuffy Lickwound, HP:11, AC:17, T:15, FF:13 F:+2, R:+6, W:+1, Init:+1, Perc:+5

Perfect!

Chuffy take sack of stuupid Scribbleface head and block chimbly. Then fireplace room fill with smokes. Everyone inside comes out to be stabby stabbed! Youse uglies get ready with fire works.

If no one stops him...

Chuffy grabs up the sack of goblin head and stuffs in anything else that looks like it might fit into the chimney and isn't very heavy. He then runs up the ladder to the second level, drops his 6 caltrops in front of the door, and begins scrambling up the central mast.

Take 10 on acrobatics and climb gives him an 18 for both with the Ring of Climbing. He will also use the Ladder form the Robe of Useful Items to help him climb the mast. I'm guessing it should take at least 3 rounds to get there plus however long to fill the room with smoke.

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

Mogmurch like this plan! Boggy, Reta, let’s go get ready!

He heads up to the next floor and stand waiting outside the door to this room.


Reta puts away her dogslicer and prepares her bow. She wants to let the 'murches get in a bomb or two before she gets close to slicey-slice.


Absalom Initiation

GM Rolls:
Pereption: 1d20 + 3 ⇒ (4) + 3 = 7
Pereption: 1d20 + 3 ⇒ (3) + 3 = 6

Setting up the encounter, and giving Bogmurch a chance to set up. Will post before bed.

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Bogmurch moves into the ambush room opposite Mogmurch.


Absalom Initiation

The air that rolls out of the cabin is thick and close, filled with smoke, 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 castoff 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.

More notably, however, as the smoke pours out, a wart-covered, goblin-sized toad leaps out, his enormous tongue flicking about. From the side of the door, unrealistically high for any goblin to be naturally, a hideous female goblin face emerges under a floppy battered hat, her wicked grin split by numerous sharpened teeth. ”Get them, Lord Longtongue! Their precious little eyes are just what I need for my stew!” Several things click into place: this must be Vorka, the Cannibal!

Initiative rolls:

Chuffy Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Mogmurch Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Bogmurch Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Reta Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Vorka Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
LL Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

Ducking back around the corner a bit, you can hear the sounds of magic being chanted from the notorious goblin boogey-woman. The frog, presumably "Lord Longtongue" and seeming to understand Vorka, flicks out his tongue at Mogmurch.

LL attack @ Mogmurch: 1d20 + 5 ⇒ (6) + 5 = 11

Luckily for the alchemist, his tongue flicks out and even though it seems particularly sticky, doesn't adhere.

Next up: Everyone!


Chuffy Lickwound, HP:11, AC:17, T:15, FF:13 F:+2, R:+6, W:+1, Init:+1, Perc:+5

How high is the chimney top from the level where the others are located? Would the Potion of Jump (acrobatics to jump of 28 if taking 10) allow him to leap down onto the deck with them without taking damage?

If yes, can leap down safely:

Chuffy quietly draws and drinks the potion.

If no, not safe:

Chuffy quietly walks back to the central mast and uses a tindertwig to light the skyrocket.

Chuffy is being quiet since he assumes he has not yet been seen.
stealth: 1d20 + 15 ⇒ (12) + 15 = 27

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

Again I have a chance to bomb before my allies close in, so...

Mogmurch draws his last bomb for the day, lights it and chucks it at the giant frog in the doorway.

Throw domb: 1d20 + 6 ⇒ (13) + 6 = 19
Bomb fire damage: 1d6 + 2 ⇒ (3) + 2 = 5

DC12 reflex save for half splash damage to Vorka


Absalom Initiation

It is 10' down from the rigging to the deck with the others.
You could safely jump with an Acrobatics, but you should autosucceed with that.

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Wide open for the boom boom!!

Bogmurch follows up Mogmurch with another bomb.

bomb: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 2 ⇒ (3) + 2 = 5
confirm: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 2 ⇒ (6) + 2 = 8


Reta shoots at the ugly toad.

attack: 1d20 + 5 ⇒ (8) + 5 = 13 Not sure if this counts as into melee, so did not apply penalty
damage: 1d4 ⇒ 1


Absalom Initiation

Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Concentration: 1d20 ⇒ 11

Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Concentration: 1d20 ⇒ 12

There's a muttered curse from Vorka as the barrage of bombs shatters her concentration! The bulbous frog does not look well as fire and fired shots take its toll; a stiff wind could probably knock him over. Nevertheless, at the bidding of Vorka he slings out his tongue again.

LL attack @ Bogmurch: 1d20 + 5 ⇒ (13) + 5 = 18
LL Grab @ Bogmurch: 1d20 + 5 ⇒ (16) + 5 = 21

Bogmurch isn't so lucky as his doppleganger, as the tongue sticks to your skin and grabs tight Grappled condition

To make matters worse, Vorka cackles out, "Those ears might taste fine stuffed with toes!" and magic fills the air once more... replaced by a swarm of spiders crawling over Reta and Bogmurch. (Pink square)

Swarm Damage: 1d6 ⇒ 1

Reta Fort: 1d20 + 4 ⇒ (13) + 4 = 17 Poison
Reta Fort: 1d20 + 4 ⇒ (4) + 4 = 8 Distraction

Bogmurch Fort: 1d20 + 4 ⇒ (18) + 4 = 22 Poison
Bogmurch Fort: 1d20 + 4 ⇒ (3) + 4 = 7 Distraction

Both goblins take a point of damage from the Spiders and are Nauseated (distracted). Luckily you pass the fort save for the poison!

Next up: Everyone!

Dark Archive

Male Goblin Alchemist 1 | AC 17/15/13 | HP 9/10 | Fort+5, Ref+6, Will-1 | CMB-2, CMD 12 | Init+4 | Perc+3, darkvision | Speed 30' | Conditions: none

Mogmurch takes a 5-foot step closer to the wall next to the doorway to get a better angle at Vorka. He heaves an Alchemist's Fire at her.

Throw Alchemist's Fire: 1d20 + 6 ⇒ (16) + 6 = 22

Fire damage: 1d6 + 2 ⇒ (4) + 2 = 6

"Burn witchy-witch! Stop, drop, and roll!"

Mogmurch cheers with delight as he attempts to set Vorka on fire.

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Bogmurch vomits in place and wriggles around in the grapple.


Chuffy Lickwound, HP:11, AC:17, T:15, FF:13 F:+2, R:+6, W:+1, Init:+1, Perc:+5

Chuffy light's the Skyrocket, then leaps down to the deck pointing the firework at the open door. Everyone watch, this is going to be good!


Reta starts madly slapping at the spiders all over her.

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