OK, Shorga, I was looking forward to having you in but I totally understand. If you ever want in, just let me know and we'll work you in. I don't know if you read through what happened but your character was cursed by the warloghe (witch) we fought and has been in a stupor ever sense. We left him with a kindly wizard/sage to recuperate.
I'll make it range of touch. +4 is nice but the skills are both kind of narrow (if you're not poking around dungeons).
That sounds great. As for the benefit...how about one of:
We can figure out the 12/16/20 level rewards if it ever goes that far (which would surprise me).
So that's pretty much the adventure. We can RP the return to the village if you want. But I wasn't sure if you were going to return or not.
It's been a ton of fun, with your crazy antics and goblin songs. Thanks for playing.
As for continuing, I feel like I need a break from running this. Partly so I can get my other promised game going. It's possible that I might be up for running a further adventure after a little while. Or if one of you wants to GM for a while, that would be fine with me.
The frog is flambe'd, as Medge breathes flaming death on it. (Frog barbecue tonight.)
Searching Vorka's body, you find 3 potions of cure light wounds, 2 potions of barskin, and a Desnan candle firework. The rest of the ship has no more dangers, you find lots of bones including goblin ones, and some creepy witchy trinkets. There are also many delicately crafted items made of fine pottery depicting long wiggly dragons, humans of an unfamiliar culture (Dragon Empires), and other animals like big stripy cats. You probably can't recognize the writing, but it looks even stranger than the letters Scribbleface wrote, with detailed characters like little pictures.
The gems and carvings are obviously worth something. You need a DC 20 Appraise to recognize the value of the bamboo and paper paintings (600 gp).
You also find a big heavy chest of fireworks (14 Desnan candles, 20 paper candles, 7 skyrockets) and the following items.
What next, return to the chief, or go off on your own?
Gurp, you rolled a 1d6d6 for Squishy and still got a 1!
Hmmm, does that work on neutral or hostile animals? I suppose it has some incentive to run away anyway.
tongue: 1d20 + 5 ⇒ (11) + 5 = 16
Gurp's rock bounces off without much effect, causing the frog to poke at him with its tongue, but it misses. Through some combination of accumulated injury and Twitchy's frog whispering, it seems to decide that it would be better off elsewhere, and it hops to the stern of the ship and then leaps off into a shallow pool. It seems you have cleared the ship of hostile creatures.
Apologies for all the confusion, I lost track of some stuff. I guess that should have been a hit last turn so we'll apply this one to the frog or the swarm (your choice). Gurp should be out of the swarm and at 11/14. Ronk should be in the swarm and 4/13 I think.
Twitchy's bomb catches Vorka in the face and she tumbles from the mast in a ball of flame and smoke.
If the rats bite you, you need a DC 12 fort save or you are nauseated (can only move).
Forgot to do Flamefinger's ray last turn. Attack swarm.
Sorry, finally ready.
twitchy bomb: 1d20 + 5 ⇒ (7) + 5 = 12
Ronk swings and misses as Vorka climbs away. Twitchy fires a bomb but Vorka nimbly ducks it, and it she is too high up for the splash to hit her. Gurp hits her in the knee with a rock from his sling, causing her to sway and almost pass out it seems, but she recovers and keeps climbing. "Get them, my pretties!", she cackles to the rats.
Medge tries to sing, but the rats crawling tickle her and make her laugh.
The giant frog hops toward Ronk, grabbing at him with its long tongue, but it misses.
I just saw your question about the reroll, you can use it on Vorka if you want (she is almost out), or save it.
Goblins' turn again.
Twitchy Boom Boom wrote:
OK, trying to catch up. Bear with me.
Sorry, the -7 was meant to be 7 below max, which I couldn't remember. Squishy is at 6/11 I think.
Swarm is around Gurp and Squishy, Medge, and Flamefinger.
Vorka is climbing the mast.
Sorry guys, no updates this week. Here is what my family has going on in a one-week period.
Ronk Bonk wrote:
Sorry, both my mistakes. I'll reroll the attack but with a guaranteed hit and with rage/bull's strength.
bonk: 1d20 + 8 ⇒ (19) + 8 = 27
Vorka is bleeding and quite obviously injured, but she is still screaming threats at you as she climbs. "No gobs come in my house. You all die!" she screeches, then throws her head back and hisses.
Vorka leaps off the cabin and starts climbing the mast in an insectlike manner. At the same time, rats start pouring forth from holes in the deck. They crawl over Gurp and Squishy, Medge, and Flamefinger.
Medge: 1d4 ⇒ 1
The frog, meanwhile, tries to zap Twitchy with its tongue as she flies in low, but the bird flies out of reach.
Ronk gets AoO on Vorka
If I made a mistake, let me know. If it's in your favor, don't worry about it.
Assume you know instinctively the characteristics for swarms...automatic hits, half damage from slashing/piercing weapons (since they are tiny), 1.5x damage from splash weapons, etc. It takes up 4 squares of area.
concentration: 1d20 + 5 ⇒ (14) + 5 = 19
As Squishy charges in slow motion up the ramp, Twitchy hits Vorka dead center with a bomb, sending up another acrid cloud. The witch maintains her concentration even though she is obviously hurt. From holes in the deck, a swarm of rats comes forth and rushes toward the goblins.
As Medge rips off the patch, it becomes a pineapple-sized turtle in her hand.
Medge, I will just count that as a move action.
Ronk climbs up the cabin and prepares to take a swipe at Vorka with his big bonking stick. As he climbs up she pokes at him with a scimitar.
AoO: 1d20 + 3 ⇒ (5) + 3 = 8
The stab misses and he whacks at her. The club misses, and he follows up with a bite, which also misses.
greatclub: 1d8 + 4 ⇒ (7) + 4 = 11
waiting on Flamefinger and Medge.
Double move up the gangplank, don't need to roll climb. (Not sure if I said different previously.)
Flamefinger follows behind the others. The witch chants from the top of the cabin. From within the cabin, a giant frog hops out and tries to grab Flamefinger with its tongue.
grab: 1d20 + 5 ⇒ (10) + 5 = 15
The sticky tongue hits, but does not maintain a hold.
Though she is known as a witch, Gurp identifies her as a druid from the language of her chanting.
Hey guys, haven't forgotten you.
If you want a game with a much faster pace, there is an opening in a Mummy's Mask that I am part of. We are still at level one so its pretty early. Exploring our second tomb. It is very RP-heavy and our GM expects a couple of paragraphs of RP 2-3 times a week. I sometimes struggle to keep up but it is a great group. (We are reluctant grave robbers.)
Sorry, wrong goblin!
Twitchy soothes Fluffer and gets him flying straight again. Her bomb hits Vorka in her floppy hat, causing a fireball and cloud of black smoke, but the witch shakes her fist and starts chanting another spell.
Spell was Charm Animal
Twitchy: 1d20 + 4 ⇒ (5) + 4 = 9
Bold may act. Ronk charges up the gangplank but Vorka is now atop the small cabin. He will need to climb to reach her, although there are enough loose boards it is not too difficult. [dc 10]
Flamefinger, guided by Twitchy, drops the hornets right in the midst of the barking dogs. The mutts bark all the louder, rolling and writhing to try to get the insects off. As Medge circles, after a few moments, she sees that they lie in a corner whimpering as the breeze blows the wasps away.
Just then, a door in the cabin opens, and a frightening, shaggy goblin appears wearing rags and patchwork leather armor, with a floppy wide-brimmed hat. Even at a distance, you sense her stare upon you. It can only be the witch Vorka! She comes out the door and scrabbles up the wall of the cabin in a spider-like fashion, before perching on top and casting a spell in the direction of Twitchy.
fluffer Will save: 1d20 + 2 ⇒ (6) + 2 = 8
The vulture suddenly starts hissing and squawking and flying erratically, trying to shake Medge off and gaining altitude.
Depending on what you do here, make an acrobatics, ride, or handle animal check at DC 13. You are some 20 feet up at this point, or 10 feet off the deck if you want to jump there.
Twitchy Boom Boom wrote:
I think I mentioned the potions in the comment thread, but you have:
The nest is small enough to grab. Twitchy could try and grab it and drop it on the dogs. It would take a DC 25 Handle Animal ("push") and you would both be subject to one round of swarm damage, then you could drop it.
Gurp figures you could smoke them into sleepiness.
Twitchy pulls herself up on the horse and through a combination of kicking, pinching, and biting, manages to make the horse whirl around a circle, giving the other goblins a chance to strike at it. Medge raises the Gorge of Gluttons and expertly spears it right through the ribcage, causing it to collapse in a heap with a spurt of blood. The horse shudders and breathes no more.
The gangplank provides access to the ship, but has a large hornet's nest. There are plenty of creeping vines that would also provide a way to climb up. From the deck, you can hear the barking of two dogs.
The mad steed kicks out at the Ronk and Gurp, then he twists to bite at Twitchy. He gives Ronk a nasty kick in the head.
hoof Ronk: 1d20 + 0 ⇒ (19) + 0 = 19 Ronk 5/13
hoof Gurp: 1d20 + 0 ⇒ (11) + 0 = 11 miss
bite: 1d20 + 5 ⇒ (3) + 5 = 8 miss
Medge's weapon is a Bane Weapon (!!!) against horses, doing an extra 2d6 (!!!) damage.
dmg: 2d6 ⇒ (5, 3) = 8
Mege cleaves a mighty overhand blow, slicing a large gash in the horse's neck. The enraged creature rears up and lets out a horrible whinny as Twitchy hangs on, causing Ronk to miss.
Gurp, Flamefinger, are you with us?