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
IAmMogmurch wrote: Thank you! This is my first PbP completion. Is there a good summary somewhere of how boons and session XP work? Let me be more specific: I see things in the society guide such as how many XP it takes to gain levels. Is XP, prestige, etc. always granted after every session (unlike boons)? When pregen characters are used does it not matter?
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 is too excited about fireworks to concern himself with less explody things. Besides, he’ll just tell the chief that he had to use up that elixir of fire breath ;) He takes as many fireworks as he can fit in his little arms.
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 steps over to where she jumped and throws an acid flask down after her. Throw acid flask: 1d20 + 6 ⇒ (19) + 6 = 25
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
OG3-PreGen wrote:
If you ended up on the other side of her you should have had a flank bonus.
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
IAmMogmurch wrote:
Oh, there was another ladder.... geez, I mistook that for steps up to that room... :| If I can take back that wasted movement I'll go club Vorka Club attack: 1d20 ⇒ 3 Or I won't... Club damage: 1d4 - 1 ⇒ (2) - 1 = 1
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
Kydeem's Pregen wrote:
Well, I presume it wouldn't be most effective for all of us to follow climbing. We can be at her from both sides now.
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
"Look! Witch climb like flaming spider! We go up quick!" Mogmurch sprints back to the ladder and climbs up to the top floor, carefully approaching the area where Vorka would have come off from her climb. Movement, twice
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.
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
DC12 reflex save for half splash damage to Vorka
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
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
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
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?"
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
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
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).
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
GM Wolfspirit wrote:
Definitely! This and one other current session are my first two PbPs. I feel like I'm getting a pretty good intro to it, while I feel out how it works.
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
In case it wasn't clear, since the horse takes up 4 squares I'm bombing the far corner so that it doesn't effect Bogmurch who is nearer to the horse than Mogmurch.
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 runs back to his original spot just inside the gate. He pulls out a bomb catalyst, quickly infuses it, and heaves it at the beast. ”FINALLY! Mogmurch make horse pieces!” Boom boom!: 1d20 + 6 ⇒ (17) + 6 = 23 Bomb fire damage: 1d6 + 2 ⇒ (1) + 2 = 3 DC 12 reflex to horse for half damage
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 cannot get close enough for a bomb just yet, but he picks up speed and slides along the fence while his friends launch their attack. Movement, and hoping others keep using their ranged weapons :)
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 notices what Chuffy and Reta are up to and peacefully stands by, hoping the horse (non-violently) pays attention to him for now. He tries to remain quiet as he does this and scans the scene from within the fence. Knowledge (nature): 1d20 + 6 ⇒ (19) + 6 = 25 Perception: 1d20 + 3 ⇒ (11) + 3 = 14 Stealth: 1d20 + 12 ⇒ (13) + 12 = 25
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
Kydeem's Pregen wrote:
Seems reasonable. Doesn’t account for the gold and pearl but I don’t suppose we’ll have a chance to spend gp in this module anyway. I assume the licorice might count as rations? I’m RP’ing Mogmurch to avoid burning his allies with bombs when he can help it. Of course if his chances come slow he may get frustrated and throw :)
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
Hey Bogmurch, in addition to splitting this loot why don't we split the fireworks as additional ranged weapons for alchemists? There are two desnan candles. One each. There are four paper candles, two each. There is one skyrocket which we could decide on based on how this current loot shakes out (e.g., maybe whoever doesn't get the mwk light crossbow). Just figured we could distribute these to keep our ranged goblins armed and useful after the daily bombs run out. :)
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 gets to work identifying potions. Craft alchemy to identify potion #1: 1d20 + 6 ⇒ (9) + 6 = 15 DOH
"Third potion gives great endurance of bear. Not sure about first two." He shows particular interest in the masterwork light crossbow.
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
OG3-PreGen wrote: haha, damn near the best possible attack from "Mogmurch" in melee. lol, yeah, too bad the club's critical range isn't a bit wider. I'm feeling "useful" so far :P
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 can’t change the map yet but I’m headed down next to chuffy for a flank attack... Mogmurch slides past Bogmurch and sidles up to Chuffy... ”Too tight for boom boom, time to klonk its bonker!” Flank with club: 1d20 + 2 ⇒ (19) + 2 = 21 club damage: 1d4 - 1 ⇒ (4) - 1 = 3
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
Assuming that's allowable... Mogmurch remembers something he brought with him. Spiders aren't the only ones with sticky goo! As he heaves it, the bag splits open over Bogmurch's head and sticky goo flies towards the spider... Ranged touch: 1d20 + 4 ⇒ (18) + 4 = 22 That looks successful :D
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
Actually I take that back, I could lob a tanglefoot bag in there and impede it. It's not a splash weapon, so no prep required. Should be ranged touch after my movement.
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
Seems like a waste if it’s not a direct hit though. Updating the map when I get home in 20. Seems I can’t on mobile browser. Mogmurch slinks closer to the fray to get a better look.
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
GM Wolfspirit wrote:
lol, perfect. Thanks!
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 carefully treads along at the back of the line, trying to be as quiet as Chuffy. Stealth: 1d20 + 12 ⇒ (3) + 12 = 15
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 excitedly takes the dogslicer and hefts it in his hands. Then he suddenly remembers... "Mogmurch likes to stay further away from baddies and throw boom boom. This looks like for close encounter..." He wanders around the festival for a short time until he finds Reta. "Reta, Mogmurch think you be better slicer and can use this on longshanks!" He pushes the dogslicer into her hands. Reta, you now have the horsebane dogslicer +1 (+3 att./+2d6 dmg vs. horses).
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