---[ Party ]------------------------------------------------------
HP:
16/17 |
Front | Shade
(Clonkinator) | Poison [9%]
HP:
29/31 |
Front | Sir Oinkley
(Ditto) | Poison [6%]
HP:
16/16 |
Cover | Stul'p
(Octagon) | Poison [6%]
HP:
28/45 |
Front | Gaunt
(Injected Companion) | Melting [4%]
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Spoiler: Info
Location: Dog Lounge - Deucce Baaj's Dungeon - BF24
Time: Pfft, like you need that here.
Gold: 487
Points of Interest:
+ Stairs up to BF23
+ The barrier wall.
___+ Metal Doors flanking the mysterious sinks.
___+ Aforementioned mysterious sinks. Now dry, and liberated of their shiny metal bands.
___+ Square holes in the wall where barriers used to stand.
+ Dog Lounge, lot's of dog books.
"Sure, let's use my valuable exoskeleton as the damage sponge, it's not like we have what is essentially a canned slab of meat walking around here."
Shade -
Attacks Boozetafarian Goblin - Miss.
Shade -
CON save vs. Stench [lv10] -
9 + 4 = 13. Success.
Shade -
Hurt by Poison - 1 Damage.
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Shade lunges forward to strike at the goblin, but his balance is compromised due to nausea and he misses.
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Sir Oinkley -
Bashes Boozetafarian Goblin (Maneuver) - Hit! 3 Damage, prepped for follow-up.
Sir Oinkley -
Attacks Boozetafarian Goblin (Maneuver) - Hit! Success!
DEF ignored! 10! Damage.
Sir Oinkley -
CON save vs. Stench [lv10] - Irrelevant.
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Sir Oinkley smacks the goblin's jaw sideways, knocking out several gray bloodsoaked teeth and leaving his jaw ajar, at which point he feeds the goblin his steak knife.
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Stul'p -
Twiddles his thumbs - Success.
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Gaunt -
Shanks Boozetafarian Goblin - Hit! 6 damage.
Gaunt -
CON save vs. Stench [lv10] - Immune.
Gaunt -
"I'm meltiiiiiiiing!" - 1 Damage.
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Gaunt seems pissed by the recent turn of events, and so he stops what he is doing, takes out his blade and buries it into the goblin. It seems to have done the job as the goblin is losing his balance.
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Boozetafarian Goblin falls on his knees.
Gaunt takes out a napkin and wipes his knife clean.
...
"BUUUUUuuuuuuurrrrrppppp!!!!"
Boozetafarian Goblin -
Triggers Last Breath Belch
Shade -
CON save vs. Stench [lv18] -
5 + 4 = 9. Dazed for 4 turns, Poison Worsened to 9%. Healing Stream Drained by 1.
Sir Oinkley -
CON save vs. Stench [lv18] -
2 + 10 = 12. Dazed for 3 turns, Poisoned by 6%.
Stul'p -
CON save vs. Stench [lv18] -
8 + 4 = 12. Dazed for 3 turns, Poisoned by 6%. Sudden Thrust drained by 1.
Gaunt -
CON save vs. Stench [lv18] - Immune...
Gaunt - Takes 10 corrosive damage. Melting worsened to 4%
"sdsdfadf!"
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-2/42 |
Front | Fat Boozetafarian Goblin | Dazed [0] | Intoxicated | Stench | Asploded
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The goblin lets out one last belch of doom and despair, pure life draining, hair-burning, gut-twisting malice in gas form. It engulfs everything in sight for a few brief moments, and that is all it takes to throw all four of you down on your knees, vomiting, twisting, wheezing, and, in the case of Gaunt, displaying fireworks from your chest.
When the "fog of war" clears, you see the goblin's remains blasted open and smeared on the floor. Ewwwww.
Shade: +35 exp
Sir Oinkley: +35 exp; Showmanship, +5 exp
Stul'p: +35 exp
Sir Oinkley Leveled up!:
+ 7 Hit Points
+ 3 Stat Points
+ 100 Ability Points
Loot:
Smellytar (3 - 9 Atk, 70 Hit, 15 Crt, 8 Wt, Stench Aura [8])
Cheap Goblin Moonshine (3 Wt | Alcohol [-2])
4 Goblin Teeth (0 Wt | Grim Trophy)
A small coin pouch (1 Wt | ?)
A few notes:
1. Gaunt does not have the Aura of Despair as a passive ability since the rule change, as it's kind of annoying to keep track of it.
2. Stench Aura on the Smellytar will affect both the wielder and the target. You'll have to make a save every turn you wield it. To prevent abuse, Rolling 1 is still a failure regardless of your CON. The roll is 1d10.
3. Alcohol will daze you but also give you a bonus to damage for the duration of the battle. (Additional bonuses and penalties depend on quality and type. Hur hur.)
4. Manuevaring (what Sir Oinkley did) gives a penalty to hit and can give various extra effects. The penalty is usually small (10 or so) to encourage using it more often. Highly situational, as usual.
5. You'll start detoxing from poison next turn. You'll take one hit of poison and your % will be reduced by 1. This will continue until it's gone again. Gaunt's Melting behaves the same, in case you even care. Resting, eating and drinking helps detox with less damage.