Poog

GM Bill Licktoad's page

26 posts. Alias of Bill Dunn.


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Oh, yes, the sneak attack damage is applicable. And Masamune's critical hit is a success.

Swarmed by the party (well, as swarmed as you can get by two people), Gutwad's hampered defenses leave him vulnerable. Both Masamune and Alara take the ultimate advantage of it and strike him down before he is even able to lift his spear.

William, following behind, steps in to smash the goblin with the active firework. The wily goblin, however, manages to duck swiftly enough to survive for now.
Heavy Flail: 1d20 + 5 ⇒ (2) + 5 = 7

Sharrd, Piper, and Ash are up. Then the goblin. Then back to Masamune, Alara, and William.


Sharrd skewers the goblin and his delight at having avoided being KOed by the spell dies with him.

Chief Gutwad rubs his eyes, shakes his head, and then blinks kind of dumbly at Sharrd. He is clearly at least somewhat still stricken by the effects of the color spray.

At this point, I assume that Ash will be trying to lift the bar on the front door. It will require a standard action to do so since it is a bit more involved than simply opening a door. That will leave you with a move action to do with as you please.

The goblin by the door initially disregards the opening portal and responds to Gutwad's shouts. He touches an ember to something he's holding in his hand. It almost immediately spits forth a bright spark in Sharrd's direction with a pop and a fizz.
Desnan Candle, Touch: 1d20 - 6 ⇒ (13) - 6 = 7

The spark hits the side of the hut with a sizzle and sputters out.

Next up:
The rest of Ash's action (which we will assume happens actually before the goblin's attack but seems unlikely to significantly affect it.
And also William, Masamune, and Alara.
Then back to Sharrd and Piper.


Had to finish last post a little hastily (had to get ready for a meeting) and haven't described the rooms Piper and Alara are in. So, time to add that now.

The first room Alara and Piper entered is nearly empty, devoid of most debris that litters the other goblin living spaces. What is in it is a single, red-colored chest. It may have once been quite handsome though it bears a fair amount of dirt and grime now. Its facade is carved with scenes that, at a quick glance, appear to involve cranes and frogs.

The second room that Alara is now in is a bit more cluttered. There's a single, large and nasty smelling pile of blankets, moss, and furs that appears to be a bed of sorts. A variety of debris of goblin life is scattered about, bits of junk and food refuse. On the walls are a number of poorly preserved hunting trophies - mainly dogs and even a mounted horse head.

Sharrd, Piper are up for the first full rounds of the conflict. Then we've got:
Gutwad
Ash
Goblins
Masamune, William, and Alara


Alara catches a glimpse of the throne room as she pushes the concealed door open. It is dominated by a bunch of shadowy projections on the walls, possibly heads of animals killed in a hunt, and a tall chair near the back of the room with a corpulent goblin sitting atop it. A trio of other goblins are scattered about.

None of the goblins react to Alara's actions, but as Piper tries to sneak to the side room and Sharrd gets into position, Gutwad hears and turns his head. "Co je to? Vetřelci?!?"

Goblin translation:
"What's this? Intruders?!?"

And that triggers an initiative roll. Since the 3 other goblins weren't aware, their initiative check and the PCs outside the front door will be held for the next round. We'll consider this short bit a surprise round - Gutwad, Piper, Alara, and Sharrd all get one standard action each - before we put everyone gets to run on full initiative order.

Alara: 1d20 + 3 ⇒ (1) + 3 = 4
Sharrd: 1d20 + 1 ⇒ (19) + 1 = 20
Ash: 1d20 + 1 ⇒ (9) + 1 = 10
William: 1d20 + 1 ⇒ (5) + 1 = 6
Piper: 1d20 + 2 ⇒ (17) + 2 = 19
Masamune: 1d20 + 1 ⇒ (6) + 1 = 7

Goblins: 1d20 + 6 ⇒ (2) + 6 = 8
Gutwad: 1d20 + 4 ⇒ (10) + 4 = 14

That gives us Sharrd and Piper acting before Gutwad and then Alara in the surprise round.
And we'll have Sharrd and Piper as one group, then Gutwad, then Ash, the 3 other goblins, and then Masamune, William, and Alara as the final group. Let's see if we can get this flowing smoothly. And since Sharrd was getting into position to fire off his color spray, we'll start with that as his action.

Sharrd fills most of the room with brilliant color. Only the goblin right next to the front door is out of the spell's fan.
Gutwad's will save: 1d20 + 2 ⇒ (1) + 2 = 3
Goblin 1 will save: 1d20 - 1 ⇒ (18) - 1 = 17
Goblin 2 will save: 1d20 - 1 ⇒ (8) - 1 = 7

Goblinoid screams erupt as goblin 2 (in the middle of the room) is rendered unconscious. Goblin 1 (straight north of Sharrd) apparently buries his face in time to avoid the flash of color and is unaffected. And Gutwad is blinded and stunned (costing him his partial action). All he can manage to do is yell, "Zabte je! Zabte je!"

Goblin translation:
"Kill them! Kill them!"

Piper and Alara - one action each from you and then we start the next full round with Sharrd and Piper.


Zupog gets up and leads you along the walkways and through a couple of huts to the edge of the walk. It ends at a burned out hut (the burning old enough to no longer be smoldering) and points to the largest hut of the community.

"Chief Gutwad. Throne there." he says in heavily accented common.

I'll let you all place yourselves.


Zupog's expression turns skeptical.
"Ukážu vám, kde šéf Gutwad je, ale já nevím, kde jsou lodě nebo jeskyně. Jestliže je kostní muži jsou tam nebudu."

Goblin:
"I will show you where Chief Gutwad is, but I don't know where the ships are or the cave. If the bone men are there, I am not going."

He then shrugs. "Šéf Gutwad nás chová jako šéf zachází nás. Je to těžké. Dělá nám tvrdší. To je způsob, jak věci."

Goblin:
"Chief Gutwad treats us like a chief treats us. He's tough. Makes us tougher. That is the way of things."


Zupog continues to spill his guts.
"Šéf Gutwad může mít mapu. Nevím."
His face really lights up when discussing Squeally Nord.
"Každý, kdo miluje Squeally Nord! On je mocný kanec. Tančila jsem s ním jednou. Musel mě Buck dvakrát na mě hodit."

Alara:
"Chief Gutwad might have the map. I don't know."

"Everyone loves Squeally Nord! He is a mighty boar. I danced with him once. He had to buck me twice to throw me."


Zupog launches into his tale, with a bit of gusto.
"To je Scribbleface chyba! On psal slova, tak jsme ho vyhnali. Ale v chatrči, kterou létání ofinu tak generální Gutwad odeslané armádu zjistit, kde Scribbleface je dostal. Oni se vrátili s další ze staré lodi. Přišli s mapou bažiny taky. Mapa pokladu! Takže šéf Gutwad poslat armádu najít poklad na mapě. Zjistí, že je další staré lodi a jeskyně a vrátit se s více létající ofinou a hrudník a nám Licktoads šťastný.

Pak kostí muži přicházejí a nám Licktoads ne tak šťastný. Chodí přes rybník a rybník je hluboký. Warband dělá bojovat. Zabíjejí armádu. Oni odtrhnout Chuffy hlavu. To byla sranda. Chuffy hlava. Heh, heh. Zabíjejí Slorb taky. Licktoads běží všude. Squeally Nord utíkat taky. Ale šéf Gutwad, že na to přišel. Chtěli kořist. Takže šéf Gutwad hodil ji zpátky k nim. Vzali ji a nechte Licktoads sám."

Alara:
"This is Scribbleface’s fault! He wrote words so we chased him out. But in hut, he had flying bangs so Chief Gutwad sent warband to find where Scribbleface got them. They came back with more from old ship. They came with map of swamp too. Treasure map! So Chief Gutwad send warband to find treasure on map. They find another old ship and cave and come back with more flying bangs and a chest and us Licktoads happy."

"Then bone men come and us Licktoads not so happy. They walk through pond and that pond be deep. Warband does to fight. They kill warband. They tear off Chuffy’s head. That was funny. Chuffy’s head. Heh, heh. They kill Slorb too. Licktoads running everywhere. Squeally Nord run away too. But Chief Gutwad, he figured it out. They wanted loot. So Chief Gutwad threw it back to them. They took it and leave Licktoads alone."

He reacts to the magical sound of pigs in the village.
"Hej, to je Squeally Nord? Je to zpátky?

Alara:
"Hey, is that Squeally Nord? Is he back?"


Zupog seems a bit taken aback by Alara's suggestion. "Ne! Ne! Jeho Mighty Girthness je silný. A on je chytrý. Dal poklad zpět do bonemen a oni nás nechají na pokoji. Zachránil se Licktoads i když Squeally Nord běžel."

Alara:
No! No! His Mighty Girthness is strong. And he's smart. He gave the treasure back to the bonemen and they leave us alone. He saved the Licktoads even though Squeally Nord ran."

Sharrd is able to retrieve his weapons and collect ears without incident.
Piper notices that under the huts and walkways, there is a fair amount of debris. Arrows, a few bones, plenty of garbage, but no real sign of any other live and active goblins can be detected from his current location.

Alara, you don't have to roll a diplomacy for every step in the conversation. The first one you made moved his attitude up from hostile and that's about the best you're going to be able to do. He doesn't seem to be too tight with the lips.


The goblin settles down a little more though he still seems to hold Alara in some contempt. "Nezáleží na tom, jak se jmenujete. Budete stejně mrtvý. Šéf Gutwad je lstivý. Více lstivý než Zupog."

Alara:
"It does not matter what your name is. You will be dead anyway. Chief Gutwad is wily. More wily than Zupog."

Then once Sharrd plays his trick, the goblin sputters out, "Jsem Zupog! Zupog!"

Alara:
"I am Zupog! Zupog!"

How far do you want to wander, Piper?
And I'm going to say that spellcraft won't be that much help with intimidate. Sharrd, you need to sell intimidation with your own intimidation check and that will require charisma more than spell knowledge. Fortunately, you rolled a pretty good check and your intimidation modifier is only a few points behind your spellcraft modifier.


Wow. That was something like 3 straight 1s on the channeling rolls. Ouch.

A little bandaging keeps one of the goblins alive and a bit of restraining keeps him relatively harmless as well. Upon regaining some consciousness, he struggles a bit until it's pretty clear to him the effort is futile. At that point, he spits out a stream of goblin...
"Vy obří parchanti nejsou tak těžké. Šéf Gutwad bude hodovat na maso a nosit skiny pro to."

Alara:
"You giant bastards aren't so tough. Chief Gutwad will feast on your meat and wear your skins for this."


The goblin turns his attention back toward Sharrd as Piper retreats. He doesn't even really notice the spell the bard casts at him, as he shrugs it off.
Will save: 1d20 - 1 ⇒ (20) - 1 = 19

William, however, freed to move with the dead goblin no longer blocking his path says, "I'm coming to help you," and drops off the walkway onto the ground to cross the gap to the ladder. His armor slows him enough that he is unable to take an attack at the end of that movement, but he is now within reach of the goblin.

The goblin, now facing two opponents, might be well advised to retreat. He does not and instead tries to get at Sharrd again. Again, provoking an AoO from Sharrd for trying to climb the hut.
I'm going to say that William, being down low, isn't in position to deliver an AoO for the goblin climbing out of his reach.

FYI, Piper, moving 10' and then casting actually does provoke an AoO for the movement. Taking just a 5' step does not because the 5' step pretty much never does. The goblin didn't take it because he's more interested in Sharrd overall and would rather take save his AoO chances for him.


The goblin is partway up the side of the hut, successfully fending off attacks from the sorcerer above him, when Piper's blade nearly catches him in the throat. As it is, it puts a nasty gash on his jaw. Angered by this, the goblin changes the target of his ire to Piper. He drops off the hut and stabs at the musician. The weapon strikes home for 3 points of damage.
Dogslicer at Piper: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 ⇒ 3

William, a bit annoyed at the goblin's attack but not too badly hurt, switches up his tactics and uses the heavy flail to trip up his goblin foe. The small creature falls unceremoniously at William's feet.
Trip: 1d20 + 7 ⇒ (10) + 7 = 17

The goblin tries to regain his feet, provoking an AoO from William that flattens him.
AoO: 1d20 + 5 ⇒ (20) + 5 = 25 crit threat
Confirm: 1d20 + 5 ⇒ (7) + 5 = 12 not confirmed
Damage: 1d10 + 4 ⇒ (9) + 4 = 13

The other goblin on the walkway, too stupid to see the writing on the wall (and to illiterate to read it anyway), continues to try to kill Masamune. Failing again to make any progress toward that goal.
Having weird issue with dice roller. It came up with a miss in the Preview, then changed to something that would hit and now seems to be cached as that value. Weird.

Back to the party's turn. Down to a pair of goblins, one significantly wounded over by Piper and Sharrd.


I guess I'll post a move for William again. I'll NPC him as long as I need to…

William swings his heavy flail head at the burned goblin but the small creature ducks under the trajectory of the weapon.
Heavy Flail: 1d20 + 5 ⇒ (2) + 5 = 7

The goblin below Sharrd tries one more time to get to the young sorcerer. In doing so, he provokes an attack of opportunity from Shardd as he clambers up onto the roof of the hut.
Climbing goblin: 1d20 ⇒ 15
AoO given up to Sharrd, should he wish to take it.

The goblins on the walk way put up a spirited defense of their village. Masamune is missed.
Dogslicer at Masamune: 1d20 + 2 ⇒ (6) + 2 = 8

But the goblin faced off against William gets in a lucky blow for 3 points of damage.
Dogslicer at Wiliam: 1d20 + 2 ⇒ (20) + 2 = 22 crit threat!
Confirm: 1d20 + 2 ⇒ (4) + 2 = 6 failure
Dogslicer damage: 1d4 ⇒ 3

And on to the next round - now Masamune's attack can go off . Actions from anyone else?"


The goblin reels under blows from both Piper and Alara, finally staggering up to the door of the hut, pushing the door open, and collapsing in a heap at their feet.

Brought to 0 hit points and staggered, then passing out. So it's back to the rest of the party's actions.


Masamune Mitsuhide wrote:

Masamune attempts to finish the goblin that he started on.

Yeah, that finishes her, alright. You still have movement you can use and she is now out of your way.

The goblin falls to pieces, literally, in a splatter of gore.

EDIT: And I've moved Masamune forward per his request in the next post.


Masamune's target successfully evades his blade and launches her own counter attack. She is no more effective than she was against William.
Dogslicer at Masamune: 1d20 + 2 ⇒ (10) + 2 = 12

The goblin with bad burns squints through the pain and takes a stab at William. The blow strikes home causing 2 points of damage.
Dogslicer at William: 1d20 + 2 ⇒ (16) + 2 = 18
Dogslicer damage: 1d4 ⇒ 2

The other goblin on the central walkway, tries to stab around the corner at William but is unable to find a vulnerability to exploit.
Dogslicer at William: 1d20 + 2 ⇒ (6) + 2 = 8

The goblin running along the ground level, clambers up the ladder to get to the walkway, heedless of the danger. That gives both Alara and Piper an opening to strike as she shifts from the ladder to the walk way.
You may both take an attack of opportunity, if you wish. Alternatively, let me know if you want me to take general AoO attacks (as opposed to disarms, sunders, other special abilities, etc) in general as AoO and I can use the dice roller and work it into the flow of the action.

The final goblin tries to clamber up on top of the hut to chase down Sharrd. He starts to gain a purchase on the hut walls, but then his hands slip through the shoddy workmanship and he slips back to the walkway level.
Climb check: 1d20 ⇒ 6

Party's Turn
I still have an action for the goblin who just came up the ladder. If Alara and Piper are unable to stop her with their AoO, her action will come before their regular actions. But we can still proceed with other aspects of the battle that don't intersect with that corner.


Haven't seen William since Friday and it's Tuesday now. To keep the pace moving, I'll take the turn for him.

William steps forward past Masamune to engage the dazed goblin with his heavy flail.
Heavy Flail: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d10 + 5 ⇒ (7) + 5 = 12
And that goblin goes from dazed to unconscious and bleeding to death with a solid blow.
And each of those values should be one higher due to Piper's song - even I forgot to add that initially.

Goblins swarm forward with more pouring out of a couple of huts than had been evident before. Most rush forward toward the two fighters, but a couple range wider. In their headlong rush, only one started close enough to get an attack on William.
Dogslicer at William: 1d20 + 2 ⇒ (8) + 2 = 10
But his armor is more than up to the task of blocking the weapon.

From his vantage point, Sharrd sees no other signs of activity in the village other than disturbed and complaining crows.

I've drawn in some arrows to give you a sense of where the goblins are moving.

And now, back to the PCs again.
William
Sharrd
Piper
Ash
Masamune
Alara

Goblins


The lead goblin crumples under Masamune's assault. The one behind him, dazed by Piper's music, blinks in confused incomprehension.

I'm also going to say that the goblin huts are patchy and permeable enough with windows and holes that Ash has been able to keep pretty much everyone in his line of effect. So everyone who is injured can regain that hit point from the channeling (Alara and Sharrd)."


Alara manages to wound the goblin at the back of the line, though it doesn't seem to deter him. The magic Piper weaves into his music, however, is quite sufficient to daze the pint-sized sociopath.
Will save: 1d20 - 1 ⇒ (4) - 1 = 3 Fail!

Sharrd, meanwhile, takes the high road and maneuvers to a place near the goblins but from a higher vantage point on the roof of the hut. That position enables him to see activity in a couple of other places in the village. It appears there are other goblins grabbing up weapons to defend their town.

William, Ash, Masamune and then the goblins next moves…


Looks to me like you can make that in just one move, Ash. Any standard actions you want to take? We'll apply them before the goblin's effects below occur.

Also, for future reference, the life link should start to siphon damage off Masamune (or from whomever you are linked with) after they've taken at least 5 points of damage. Masamune had only taken 4. I'll consider that close enough at this point, but we should watch that in the future when encountering relatively weak opposition.

One goblin may have fallen with a javelin in him, but the other two remain undaunted and press into battle. The lead goblin slashes at Masamune with his dogslicer but fails to land a blow through Masamune's defenses.
Dogslicer at Masamune: 1d20 + 2 ⇒ (12) + 2 = 14

The trailing goblin gabbles something at his comrade in his native tongue.
"Tenhle má maso. Co zabijeme můžeme jíst!"

Alara:
As the only one, I think, who can speak goblin of the group, you can tell he said, "This one has flesh. If we kill it we can eat it!"

And now, back to the PCs.
William
Sharrd
Piper
Ash
Masamune
Alara

Goblins


Alara: Everyone but you can see them directly, the hut between you and them blocks your line of sight. But Masamune, Piper, and Sharrd can see them through the watch post's wide windows and both Ash and William can see them from the walkway.

Ash: One is stone dead. The other two are dying. You can easily reach them both in one move action. Alara's current position can reach dying goblins.


As it turns out, Piper, daze is unnecessary at this point because Masamune's slash takes the last goblin's head clean off.

With a perfectly executed slash, Masamune's blade severs the last goblin's neck (which, incidentally, also stops him from screaming). Even the crows have now fallen silent…

But that only gives you a short moment or so of reprieve because the screaming of the three goblins has had an additional effect and the shouts of more goblins can be heard coming across the village.

Let's stay in initiative since you're all conveniently grouped up anyway. You have effectively one round's worth of time before I start the goblins moving.


One school drop-off later…

The middle goblin, still screaming, is undaunted by the difficulties of his peers and unsympathetic to their plights. He steps over his fallen comrade to take goblinoid vengeance on Masamune. He gets lucky as well leaving a substantial injury (4 hit points, substantial for a goblin, anyway).
Dogslicer at Masamune: 1d20 + 0 ⇒ (20) + 0 = 20 crit threat
Confirmation: 1d20 + 0 ⇒ (20) + 0 = 20 confirmed!
Damage: 2d4 ⇒ (3, 1) = 4

Back to the party
William
Sharrd
Piper
Ash
Masamune
Alara

Goblin


While Sharrd's spear thrust misses, Masamune's sword slash tears into the goblin, silencing him. The only further sound he makes is his body hitting the boards of the walkway.

Alara silences her goblin target as well. The blow to his head leaves him reeling and his eyes unfocused (staggered). With his last burst of energy, he tries one more spiteful stab at the ninja and gets lucky.
Dogslicer at Alara: 1d20 + 0 ⇒ (20) + 0 = 20 crit threat
Confirmation: 1d20 + 0 ⇒ (14) + 0 = 14 but not confirmed
Damage: 1d4 ⇒ 2

He then takes 1 more hit point of damage and passes out.

The other goblin, after I drop my daughter off at school…


As the high notes die, the door of the hut flies open to the sounds of shrieks. A trio of wide-eyed goblins bursts forth, armed with dog slicers.

Alara, undetected by the goblins, may get a standard action in as a surprise round. After that:
Initiatives:
Alara: 1d20 + 3 ⇒ (1) + 3 = 4
Ash: 1d20 + 1 ⇒ (15) + 1 = 16
Masamune: 1d20 + 1 ⇒ (10) + 1 = 11
Piper: 1d20 + 2 ⇒ (16) + 2 = 18
Sharrd: 1d20 + 1 ⇒ (18) + 1 = 19
William: 1d20 + 1 ⇒ (19) + 1 = 20
Goblins: 1d20 + 6 ⇒ (18) + 6 = 24

Alara (surprise action)
-----
Goblins
William
Sharrd
Piper
Ash
Masamune
Alara