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Goblins 2: The Wreckin'-ing! (Inactive)

Game Master Dave Young 992

Most adventurers consider goblins to be nothing more than little pests. These goblins are different. They're big pests!


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This is the OOC thread for 4 goblins, whose unlikely heroism has brought them to 2nd level. Bucko, Klepy, Tark and Velag have become big heroes, and will now make the world suitable for rule by the mightiest race in all Golarion. None dare stand in their way!

Links:

Our previous We Be Goblins PbP

Original recruitment thread

Humans:

Spoiler:
You take 40d6 + 40 ⇒ (6, 2, 3, 5, 4, 6, 3, 5, 6, 6, 4, 1, 6, 3, 1, 6, 5, 2, 5, 1, 3, 5, 4, 1, 2, 1, 3, 4, 1, 3, 3, 5, 4, 2, 6, 3, 4, 4, 3, 3) + 40 = 184 damage, no save. You were a fool to come here. Didn't you read the sign?


King of Goblins *MAP*

A few things about this campaign:

Pretty much RAW. If it's in any shiny hardcover book with "Pathfinder Roleplaying Game" at the top, and the words "Ultimate," "Guide," or "Rulebook" at the bottom, it's okay to use here.

The "Inner Sea World Guide" and "Goblins of Golarion" may also be used for items, feats, PrCs, etc.

Other sources may be permitted on a test-case basis. I reserve the right to change things I don't like, but I'll discuss it with you first, and try to reach a solution that works for everyone.

I'm not using a published adventure. This is completely pulled out of my @$$, so comments, criticisms and suggestions are welcomed.

Cool Points:

These are like hero points, sorta. If you do something I think is cool, be it heroic, theatrical, clever, or just funny, you get a cool point. Stupid or unfortunate actions don't get cool points. This is to encourage your inner goblin to work and play hard.

A cool point means that once you have it, you may, at any time, reroll one failed or otherwise unsatisfactory dice roll of your choosing.

You can't have more than one cool point at a time, so you can't save them up. If you level without using a cool point, you lose it.

GM Goblin King's style of play:

As you know, I roll real dice right here by the computer. I just like it that way. It lets me have more conversational, flowing posts if they're not punctuated with a lot of dice brackets and such. I do make critically important rolls ("This could kill Klepy!") with the dice roller, just so you know I really am being impartial.

XP:
You can expect to level up very quickly, probably faster than the fast xp track, until we're around 6th or 7th level. Then, it'll be normal fast progression. I'm eager to see what higher-level goblin play will be like, and we've all played low levels more than any others...


King of Goblins *MAP*

PCs: (just so it's here in one spot)

2nd level, 27 pt. buy, 2 traits, treasure gained in previous adventure, plus 750 gp. each. You're over-looted for now, but not for long.

As Licktoads, Swim is a class skill for you.

You are all proficient with the dogslicer.

As goblins, you'll eat just about anything, and can survive briefly even by drinking salt water. In normal, non-barren environments, you don't have to carry rations or count it towards encumbrance. It is assumed that you can eat what you kill, and carry around pieces of it for snacks on the road. Without that, you can eat bugs, toadstools, or even (yuck!) vegetable matter and get by just fine. Water is plentiful in your area, but may be a problem in some environments.
Goblins prefer to cook their food (with lots of salt), but can eat it raw with no ill effects.


King of Goblins *MAP*

We'll take a little time to discuss any questions or suggestions you may have, and start our adventures in a new thread very soon.

Got a name for your group? How big is the village? All this and more will be known when we begin!


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Just makin my shopping list.

We get 50% on sale of stuff when we upgrade, right?


King of Goblins *MAP*
Velag Wordeater wrote:

Just makin my shopping list.

We get 50% on sale of stuff when we upgrade, right?

Correct! I imagine everyone has some math to do and toys to buy, so no rush.


male Goblin Witch / 8 // Init +5/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +7/W +6 /CMB +0 - CMD 13/ Speed 30

dotting


HP 92/92

Tark's Group Name Suggestions:

The Mighty Tark and Chums

Ultimate Non Stupid Tark and Best Licktoads Ever (which can be abbreviated as "UNSTABLE")

Raiders of the Lust Tark (Tark is not certain if he likes indicating how lustful he is in the group name, but he just likes the sound of the whole name).

So Tough Licktoad Heros (Tark pauses for moment as he considers how to add his name into this one).


male Goblin Witch / 8 // Init +5/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +7/W +6 /CMB +0 - CMD 13/ Speed 30

Beware all!

Our new name!
Bucko magic, Tark flatten, Velag stabs, Klepy takes

I still want to buy some kind of critters.....
Stirge was my first one....


male Goblin Witch / 8 // Init +5/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +7/W +6 /CMB +0 - CMD 13/ Speed 30

I bought potions instead....


King of Goblins *MAP*

Just for flavah:

Your village has about 40 adults, and a like number of children. There are about a dozen goblin dogs around, on average.

Chief Gutwad is the undisputed boss, with a few other characters forming his inner circle.

Gakk is an old adept, and well-liked, for a goblin. Slorb is Gutwad's rep and right hand. Taki is a sorceress, and Gupy Wartbits even has a level of rogue. Klod of Zarongel is the ruling priest/spiritual leader of the local tribe.

There are 10 warriors, 5 barbarians and 2 rangers who form hunting and patrolling parties, and are out and about much of the time. There are 13 experts who spend their time making goblin arms and armor from captured and scavenged metal (no mining going on around here, which is good, since reforged human metal is usually better than what goblins can make from scratch). There are also 2 clerics, a witch, 2 oracles, and a sprinkling of commoners in the group.

The Licktoads are known for making dogslicers that don't break on a 1. They sell for 3-5 times as much as average dogslicers, but aren't considered masterwork, though they can make those, too, for any who can pay. A typical Licktoad weapon has a small image of a toad at the base of the blade, or sometimes on the pommel. Taki (and past Licktoad sorcerers) uses her personal toad rune to arcane mark the weapons.

Gutwad is all about trade, and he's good at it. Trinkets and magic items from the Thistletops near the city, various foods and dry goods from the Mosswood and Birdcruncher tribes, and even salt and pickled veggies from the Windwhisper and Breakbag tribes far to the south in the mushfens get traded for Licktoad steel.

Rumor has it that he's made a nice fortune, but he's smart enough to share a little wealth now and then to keep potential challengers to the teeter chair at bay. He has, in the past, fought to defend the tribe from the bigger dangers that turn up, along with his goblin dog, Toothy. Everybody knows he's tougher than he looks, and an order from Gutwad gets carried out, or else.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Klepy is shiny hehehehehehe! Klepy is still admiring himself.


King of Goblins *MAP*
Klepy wrote:
Klepy is shiny hehehehehehe! Klepy is still admiring himself.

With a stealth mod and armor class of 21, I guess he has reason to be proud!

Goblins are clearly overpowered.


King of Goblins *MAP*

There's absolutely no rush. I know Shanosuke's busy with school and while it pains me to admit it, doing well in school is marginally more important than playing PbP games. You all have lives to live, so once you have the time and are sure your characters are all 2nd-levelized, join me in the new, thrilling, all-goblins-all-the-time game of the century here.

So much killing to do, so little time.


male Goblin Witch / 8 // Init +5/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +7/W +6 /CMB +0 - CMD 13/ Speed 30
Klepy wrote:
Klepy is shiny hehehehehehe! Klepy is still admiring himself.

Bucko buys klepy "insurance", a small metal mirror to wear around his neck and to use if klepy ever get taken control by magic.......


King of Goblins *MAP*

Oh, and Velag had to give back the ring. For an item that gives you a bonus to a circumstantial check, it's overly expensive, but there it is.

Bucko can keep the robe. Not all that useful, and the good stuff is already out if it.

*Also, a quick link to the game thread*


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

I'm going with the Team Name of Efesti Skwad for sure. That is my idea. I just love how one thing leads to another to create something neat.


HP 92/92
Klepy wrote:
I'm going with the Team Name of Efesti Skwad for sure. That is my idea. I just love how one thing leads to another to create something neat.

"Bah!" Tark would say.

He would also comment along the likes of: "What sound more scarier? "Look out, da Efesti Skwad comin" to git you' or "Look out, da So Tough Licktoads of Doom'" comin' to git you'? Da choice ez obvi... obvus... easy to make. Even me mo'mo would make fun uv me if me use dat name. Efesti sound more like elvzie word. Iz you an Elvzie luver?"


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

I not gives back. My precious...

:) Ok, I'll adjust the sheet to reflect that.

Trying to find a way to boost AC and failing -- any better armour kills me based on max dex. I'll sit down and shop properly today, though.

Bucko wrote:
"What sound more scarier? "Look out, da Efesti Skwad comin" to git you' or "Look out, da So Tough Licktoads of Doom'" comin' to git you'? Da choice ez obvi... obvus... easy to make. Even me mo'mo would make fun uv me if me use dat name. Efesti sound more like elvzie word. Iz you an Elvzie luver?"

"Elvzies good! Especially roast wit spotted toadstools! But thems both dumb names. We need make things afraid. Call usselves something scary, like Claws or Talons or Fangses. Mebbe all three! We can be Claws an' Talons an' Fangses of the Licked Toad!"


male Goblin Witch / 8 // Init +5/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +7/W +6 /CMB +0 - CMD 13/ Speed 30

I got nothing.....

Where sees ring?


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

"Me should carry number two healy-stick. Me can use it too, and that way me can use it make Bucko better if him get splatted."


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Right, so...

Took a rank in ride, as requested, so I can make with the wolf-rider (as a class skill with racial bonus that comes off dex, I'm pretty darned good at it.. I must say, I really wish I had a second domain, I would totally do Fur and bond the mount.

Spent 300gp on the wolf (with kit), as requested. If they're fully combat trained does that mean they all have light armour proficiency (or just Tark's because of his cavvy nature)? If they do, I'll cough up a bit of coin to buy the thing some barding.

Beyond that, masterworked the studded to lose the armour check, and bought some picture-scrolls. (Will trade one of them for barding, if needed).

Other than that, I think I'm ready...


male Goblin Witch / 8 // Init +5/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +7/W +6 /CMB +0 - CMD 13/ Speed 30

I am thinking about naming my recruits......


King of Goblins *MAP*

@ Velag: Sure. Other than Tark, you seem the most likely to ride into combat, and I did say it was trained, so barding would be suitable. You'd be the natural choice for the healy-stick. I don't think anyone would object.

@ Bucko: Go ahead!


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30
GM Goblin King wrote:
@ Velag: Sure. Other than Tark, you seem the most likely to ride into combat, and I did say it was trained, so barding would be suitable. You'd be the natural choice for the healy-stick. I don't think anyone would object.

Ok, two less scrolls = studded leather barding. Yay Wolfie.


Awesome pbp ....... if you need some additional raw meat... er I mean recruits let me know.

I am thinking of starting a short campaign for goblin PC's irl, and this is providing lots of inspiration.


King of Goblins *MAP*
Berhagen wrote:

Awesome pbp ....... if you need some additional raw meat... er I mean recruits let me know.

I am thinking of starting a short campaign for goblin PC's irl, and this is providing lots of inspiration.

Thanks! Klepy could die at any time, so there may be an opening soon...


Dyingz is nuturalh for goblinz.....other goblins anywayzzz

Me kill Klepy, me can playz as well?


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Why are we talking about killing Klepy? He has valuable information for you all

Rules for Scent:
Scent(Ex) This special quality allows a creature to detect
approaching enemies, sniff out hidden foes, and track by
sense of smell. Creatures with the scent ability can identify
familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by
sense of smell. If the opponent is upwind, the range
increases to 60 feet; if downwind, it drops to 15 feet.
Strong scents, such as smoke or rotting garbage, can be
detected at twice the ranges noted above. Overpowering
scents, such as skunk musk or troglodyte stench, can be
detected at triple normal range.
When a creature detects a scent, the exact location of
the source is not revealed—only its presence somewhere
within range. The creature can take a move action to note
the direction of the scent. When the creature is within 5
feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by
smell, making a Wisdom (or Survival) check to find or
follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC
increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age
of the trail. For each hour that the trail is cold, the DC
increases by 2. The ability otherwise follows the rules for
the Survival skill. Creatures tracking by scent ignore the
effects of surface conditions and poor visibility.
Format: scent; Location: Senses.
Spell-Like Abilities (Sp) Spell-like abilities are magical


King of Goblins *MAP*

Just kidding, Klepy. You're doing good!


Me no kill Klepy?


King of Goblins *MAP*

Sorry, Murch. If a character dies, I'll let the player make a new one. If someone leaves the game for any reason, you'll be first in line, okay? Please! Don't kill my goblins! That's my job...XD


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

No you no kill Klepy :p

Okay, in answer to your question about what we should do, I want some interaction with standard people. Not necessarily the friendly kind either. I wanna exercise my abilities as a theif. Also, I think it would be neat to go on some grand misadventure to recover a powerful artifact that we over heard a bunch of humies talkin about finding to save something or another. We go to beat them to it and we accidentally save the world instead. Just an idea is all.


King of Goblins *MAP*

I'm thinking along those lines, too. There's a lot that can happen, and now that you guys are fairly mobile, the goblins' little world can rapidly expand.


HP 92/92

Hrmm... what are Tark's ambitions. That is a good question. I generally believe that goblins probably don't plan anything much more that 1 week in advance.

Tark wants to find adversaries that are worthy of being flattened by him. Although Tark is beginning to think that his stories of everything he flattens are often falling on deaf ears. Tark has decided that he will not longer flatten skulls of the creatures he kills. He will remove the heads and bring them back to the village where he can flatten them for all to see.

Tark's ambition, is simply to bring back as many worthy skulls as he can.

His goblin chums have also become more capable, so now he will have to try harder to show is physical and combat superiority over them. They also ride mounts... so as well, Tark must prove that he is the mightiest wolf rider that the village has ever seen.

Tark also believes that having mushy with Gupy will also greatly help his hero status, so he will bring her back presents (skulls that he will flatten in her name) in a hope of getting her into his pile of straw.


GM Goblin King wrote:
Sorry, Murch. If a character dies, I'll let the player make a new one. If someone leaves the game for any reason, you'll be first in line, okay? Please! Don't kill my goblins! That's my job...XD

Murch will be a patiunt Goblin

oooooh shiny butterfly............ must pull of wingsies


King of Goblins *MAP*

Actually, Murch, it may be time to replace our inquisitor. He hasn't posted in several days here, though he has been posting in other threads. Perhaps me splitting the party made him unhappy.

I thought it would be fun to do that, given the status of the tribe, and let each character show off a bit, but I see my mistake now.

The party could use another divine character, so another inquisitor, or cleric, etc., would be ideal. I thought "Poog of Zarongel" from the WBG adventure was a really fun and thematic character, but it doesn't have to be that. If you want to make Murch someone with some healing ability of some sort, give us a sample or two. 1000 gp, level 2, above stats ^, and we'll go from there.

Next time the party splits, it will be their choice, not mine. My apologies to Velag if I made him angry or bored.

The gobbies will soon be expanding their world and their reach, and I hope to make it as fun and challenging as I can.


King of Goblins *MAP*

@ Tark: Love it! Tark will have lots of chances to prove that he's awesome. There will be skulls a-plenty. He already knows the most important thing about leading: It's all about looking the part! LOL!


HP 92/92

With regards to the trainees that are assigned to Tark, their training consists of:
- Tark talking about all the things he has flattened.
- Tark talking about the things that made him angry and ended up getting flattened.
- Tark talking about how awesome Fangz is, being the best wolf in the village.
- Tark talking about how some day he will get to mushy with Gupy.
- When they do encounter anything, they will watch as Tark charges off wrecklessly and attacks it by himself.

Although the trainees learn nothing practical from Tark, they do learn how mighty he is.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Me miss something! Was me supposed to go to another thread? Me not see! Stupid eye-coveries! Me been looking here for days! Where me supposed to go? Show me link! No replace! Need me to eat writtens!

*Totally* missed the link. Wow. Sorry guys. Catching up now


HP 92/92

Game thread is here Velag.


King of Goblins *MAP*

Goblins iz stoopit. LOL! Glad you found us, Velag! Perception check, stat!


male Goblin Witch / 8 // Init +5/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +7/W +6 /CMB +0 - CMD 13/ Speed 30
Velag Wordeater wrote:

Me miss something! Was me supposed to go to another thread? Me not see! Stupid eye-coveries! Me been looking here for days! Where me supposed to go? Show me link! No replace! Need me to eat writtens!

*Totally* missed the link. Wow. Sorry guys. Catching up now

Oh crap now Velag sees shinies an disappears!


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag's plans are to use sneaksie-powers to infiltrate a stoopid, nasty human town (like Sandpoint, since it's so close and all), find the nasty-writtin-using people, judge them, eat their words to get smart, and then eat them 'cause they tastee-good. As a book eater, he knows words have power, and so eating more will make him way more powerfuller. (Him know big words like that because him eatses them)

His long-term plans, however, is to get away from the Licktoads and start the Bookeater tribe -- where he would be both chief and high priest -- which would be a tribe dedicated to the glory of Norgober -- and of Velag (the order on that isn't fixed yet).

Also, he's constantly getting feelings from the gods as to what they want him to do... but that might be indigestion -- dwarves are stubborn, even when they're in your stomach.

However, to this end, he'll be trying to convert his newbie (who he has renamed "Badbait" for obvious reasons and is telling everyone else to call him that too) to the path of the gods and tricksiness -- and will sprinkle small bits of shredded paper into his food to get him ready.


murch goes hide thread again, stuupid inquizitor cannot find it


King of Goblins *MAP*

I don't see any problem with the characters' goals. It won't happen fast, but you'll get a chance at this stuff w/ a few levels under your belts.

I'm not aware of any PbPs that have gone from 1-20, but it's not impossible. It'll just take a long time, particularly at high levels, where you've got lots of items/spells/options. The good part is you've got plenty of time to go over things before you decide what to do. The hard part is doing it without a grid.

I use a little grid for this game, so it's just a matter of "I'll move here and do X." Unless it's a big distance, you can usually do it.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

I was going to go "Holy Crap, Klepy's got +21 to stealth! That's more than the bonus for being invisible while moving!", but then I noticed that Velag has +19 - and that's at -1 for the buckler, which I can unequip. :)

Goblins are *crazy* stealthy.

That is all. We now return to your regularly scheduled programming.


King of Goblins *MAP*

Velag:

Spoiler:
Can you give me some background on Velag's interest in Norgober? Not a typical goblin god, but doable. I don't need an essay, just some idea of how he got into that particular god.

Yes, you're all crazy stealthy, even the ones who don't have it as a class skill. It's a nice advantage to exploit!


male Goblin Witch / 8 // Init +5/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +7/W +6 /CMB +0 - CMD 13/ Speed 30

Ahhhh

Bucko is in the same boat!


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

GM Goblin King:

GM Goblin King wrote:
Can you give me some background on Velag's interest in Norgober? Not a typical goblin god, but doable. I don't need an essay, just some idea of how he got into that particular god.

Well, he's got the birthmark trait, which would imply that Norgorber chose him, rather than the opposite.

Which, of course, based on the usual Goblin proclivities would have him more or less wandering aimlessly in terms of trying to figure out exactly who or what was calling him -- especially with the number of lesser deities (barghests) that seem to be the usual for non-Lamashtu-worshipping goblins sort of taking up space when he would try to explore his calling.

He'd probably have been doomed to never quite figure it out (the divine pushes toward sneakery and murder do tend to mesh quite well with a standard goblin personality) -- however, as he would say, "Me eat book once, then me knowed what me had to do."

This gets to the whole and completely-made-up lore of his position as a "word eater" -- someone with a semi-divine role to protect his fellow goblins by "preserving the knowledge" they might have lost by eating the books. Of course, as he learned his trade, he would have learned the preparation ritual for this (which is, in fact, reading the book, though he doesn't realize it - he thinks preparing and eating the book releases the knowledge).

I also figure that this was not a very popular position with the tribe - writing is risky and nobody wants to be near the strange guy who eats them. As such, I imagined that Velag was a 'marginal' member of the tribe at the time, and probably spent a fair amount of time on his own, wandering (especially since he was trying to figure out the call).

So, considering the proximity to Sandpoint, I figured that Velag happened upon (or was led to) a secondary site set up by the Skinsaw cultists (as per Runelords), and there he would have found (for the first time) a site made sacred to Norgorber and a religious text -- which he ate.

When he returned to the Licktoads after that, he was filled with confidence, and so he demanded that the Bookeater be treated with respect, because the gods demanded it (and used his new powers to prove it) -- and so took a stronger position in the tribe.

But yes, since that day, he's known who called him, and has been trying to answer the call -- Velag's personality is such that his worship lies somewhere between Norgorber's aspects as "Father Skinsaw" and the "Grey Master" (which is why I swapped his second trait for Colour Thief) -- he wants to kill in Norgorber's honour, but he's still, at heart, a cowardly goblin, and so he wants to do it from the shadows... and then eat them, since, you know, goblin.

That's what I had rolling around in my head, anyway.

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