Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
Recruitment   Play-by-Post   Play-by-Post Discussion  
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

PaizoCon 2013!

Search

Links
Shop
Messageboards

Ship Modifications, by Franko a

Consequences of making a change to the Rogue Talents, by The Sweater Golem

Stealth and trying to scout out encounters; is it worth it?, by Nicholas Milasich

3e and Pathfinder, faulty assumptions by developers., by Ashiel

Why no Day Job rolls for modules?, by Fromper

Cash Shops & Rollbacks, by Being

Its Official, We Are Dumber Than We Used To Be., by Kirth Gersen

Finished Everything?!?, by nosig

Dispelling Rules, by TimrehIX

Why such un-love of "enlarge" spell ?, by Kirth Gersen

The Catastrophic Problems with Server-Wide Auction Houses, by Being

about fighters, by Thalin

Why Pathfinder 2.0 should never happen, by bugleyman

Hardcover spell compendium?, by Juda de Kerioth

Major Hexes, by Mathwei ap Niall

Online Campaigns

03.17 Red Harvest Gameplay, by EndlessForms

Dark Gestalt, by Kronic the Sly

DM Stephens Serpents Skull Campaign - Chapter 2: Racing to Ruin, by Niɱ

Jörmungandr's Carrion Crown, by TheReplacementGM

GM Tektite's PFS #04-19 The Night March of Kalkamedes, by Hayato Ken

Age of Worms - Recruitment (Filling 4 Slots) "Whispering Cairn", by Xaivan Slingblade

GM Burglar's 00-24: Decline of Glory, by Ander Jotum

Whisper in the Mists - Epic 6 Gameplay, by Malthu the Redeemed

Aardvark's "What a Royal Pain" CotCT Campaign, by Neva Vallastoi

Ith's PFS pbp Discussion, by ithuriel

A sparce tavern, a dusty inn, and the looming mountains, by Lareg

PFS First Steps: I, II, & III (Group 2) Gameplay, by Malik Jiri

Kingmaker: The Stolen Lands, by BloodWolven

Last First Steps Trilogy Discussion, by Halkale Timarson

Behold the Galaxy [Unique Sci-Fi Campaign], by Allen Hayes

Paizo / Messageboards / Online Campaigns
RSS RSS RSS Facebook Twitter Email


On Stranger Tides: a Goblin Tale (Inactive)
Game Master James Martin

A tale of goblins and piracy and the havoc that the two can wreak...



Search Thread
Search this Thread:
1,101 to 1,150 of 1,276 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

male Goblin Rogue

Acrobatics
1d20 + 9 ⇒ (12) + 9 = 21
1d20 + 9 ⇒ (14) + 9 = 23
1d20 + 9 ⇒ (14) + 9 = 23

can we get a bonus to take extra time?


No, the three checks assume you're going as slowly as possible to avoid failure. I'll put up another post later today.


M Goblin Druid 7

Splurg looks with great concern on the zombie masses realizing he isn't the most stable at the best of times

The moment of duress brings upon a change as Splurg begins to grow smaller and sprout feathers finally turning into an eagle he once saw fishing in the ocean. He inspects himself for a moment before taking flight to the other side of the walkway.


Male Goblin Barbarian (Invulnerable Rager) 7

Crang waits for everyone else to cross, so that he can do what he does best and charge over the beam.


Guys, I will update tomorrow. I just moved a friend down three flights of stairs and I am bushed. See you tomorrow!


Male Goblin Cleric Level 7

See you tomorrow

Crang, Whosi, Splurg I gotz mez a hand where iz Ya.


Male Goblin Barbarian (Invulnerable Rager) 7

In da boat, wearing da coat!


M Goblin Druid 7

The raggidy eagle that was previously Splurg Sqwaks at Ank-Hore


male Goblin Rogue

Dancing over Zombies


Whosi moves first across the gang plank, nimbly avoiding the grasping hands of the zombies. The plank strains under his weight, but does not break.

Splurg disappears, changing into a raggedly eagle, which looks somewhat out of place in the sunken ship, but who easily flies over the gap and arrives next to Whosi by the ornate door.

Crang and Ank-hore, you're up!


Male Goblin Barbarian (Invulnerable Rager) 7

Crang grins excitedly and charges over the plank, yelling as he goes, WoooHaaa!

acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10


Ank-hore, would you like to have gone before Crang's mad dash to doom?


male Goblin Rogue

ooh; what a roll Crang; i will need to update my character sheet before considering a rescue; how many zombies are there?


Male Goblin Cleric Level 7

doesn't matter to me, I have no problem chasing behind them. Need to update Ank-hore as well.

"heyz waits up cantz be left behind"


Ank-hore, I need Acrobatics checks from you based on this:

Our Mysterious Benefactor wrote:


You can each make three Acrobatics checks (1 per round) to move across the walkway safely. However, there is a chance each round that the walkway section you're on will collapse. If you want to move double time, you'll only have to make 2 Acrobatics checks. However, they will be harder and there will be more of a chance the walkway collapses. Or you can flat out run, which will get you across in 1 round, but once again the DC of the Acrobatics check with rise and the chance of collapse will rise as well. What will it be, kids?

Crang, using his characteristic style, barrels down the gangplank. However, he gets only halfway before the sheer weight of the zombies holding onto him pull him off the gangplank and into the mass of murderous slave zombies below. There is a sound of crunching, tearing and ripping as the zombies, unfed for years, descend upon the goblin.

Crang:
So, any thoughts on how you might survive the onslaught of zombies?


Male Goblin Cleric Level 7

i'll make roll when i get home have the leveled version there.


Male Goblin Barbarian (Invulnerable Rager) 7

Our Mysterious Benefactor:

The choices are:
1. Rage and Kill Everything.
2. Rage and run away, praying to survive the many hits.
3. Rage and smash a hole in the hull, filling the place with a cascade of water which should create chaos and opportunities for escape.

Is 3 an option?


Crang:
3 is always an option! Let me ponder the next post. I need more adjectives.


Male Goblin Cleric Level 7

Acrobatics 1d20 + 2 ⇒ (6) + 2 = 8

Acrobatics 1d20 + 2 ⇒ (5) + 2 = 7

Acrobatics 1d20 + 2 ⇒ (16) + 2 = 18


M Goblin Druid 7

Our Mysterious Benefactor

Spoiler:
If you want to add to the chaos, I can cast entangle... should work fantastic with seaweed....


With a graceful nod and a confident smile, Ank-hore steps out onto the plank, only to tumble off into the mass of zombies as the plank gives a heave. Crang follows a moment later, and the two gobs disappear into the sea of ravenous undead!

Splurg: OF COURSE YOU SHOULD ADD TO THE CHAOS! ALWAYS! ;)


M Goblin Druid 7

The Splurg Eagle slowly unfolds, as Splurg comes back to his magnificent self he begins a wild serious of gestures and gibberish.

Splurg casts entangle on the Zombie/Ank-Hore/Crang mob


Male Goblin Barbarian (Invulnerable Rager) 7

Our Mysterious Benefactor:
As I've never used my Good For What Ails You rage power, could I swap it now for Smasher? It might just save Crang's life and I like it when abilities are reflected in-game.
Or is that too cheeky?


Crang:
Works for me!


Ank-hore:
Any thoughts on how Ank-hore might attempt to survive the zombie apocalypse?


Male Goblin Barbarian (Invulnerable Rager) 7
1 person marked this as a favorite.

Freaked-out by the undead horde, Crang flies into a rage and tries to smash through the hull of the boat in order to escape.
auto-hit and auto-crit for an unattended object (the boat) and smasher ability means ignores hardness of the wood.
smash!: 2d10 + 26 ⇒ (7, 3) + 26 = 36

That will go through 3.6inches of typical wood, Yarr!


With a great cry of rage, Crang smashes a hole in the ancient wood of the slave ship. A rush of air is replaced with water as the sea rushes into the hold. A zombie near the hole is sucked through, and as all the corpses are shackled together by old chains, they all begin to float out toward the hole. Crang and Ank-hore are clawed and clutched by the corpses and begin to feel the hands dragging them into the open dark water...

Strength checks from Crang and Ank-hore to fight free of the horde!


Male Goblin Cleric Level 7

Ank-hore will have to make a Concentration check to cast correct.

Strength Check: 1d20 - 1 ⇒ (1) - 1 = 0

or CMB 1d20 + 1 ⇒ (10) + 1 = 11

Nevermind


Male Goblin Barbarian (Invulnerable Rager) 7

strength check: 1d20 + 6 ⇒ (12) + 6 = 18+8 if it were a swim check...


Male Goblin Barbarian (Invulnerable Rager) 7
Ank-hore wrote:

Ank-hore will have to make a Concentration check to cast correct.

Strength Check: 1d20-1

or CMB 1d20+1

Nevermind

Ank-hore:
I bet being invisible would help, and don't forget that you have a hero point to spend. Zombies have a weak CMB too, so you might well get off a concentration check (DC16 if they are grappling you, dc12 if it just counts as vigorous motion).

Male Goblin Cleric Level 7

i forgot about the hero point and when I leveled I just happened to get invisibility as a spell, I was also thinking sound burst


Ank-hore, feel free to go for a hero point solution.

Crang fights free of the grasping hands as the zombies are pulled out of the hold, into terrible terrible freedom. However, something huge and dark moves outside in the black water, and suddenly the line of zombie slaves, still shackled together, begins to speed up. The zombie chain whips out of the hold at break-neck (sometimes literally!) speed. One of the last zombies has a death grip on Ank-hore and he is quickly dragged toward the gaping hole into blackness, leaving him only a few moments before he hits the open sea. Even the grasping tendrils of Splurg's entangling sea-weed are unable to hold onto the clerical gob. Certain doom approaches! How will the goblin be saved?


Male Goblin Cleric Level 7
1 person marked this as a favorite.

Spending the Hero point

Ank-hore feels himself being pulled under not knowing what to do he begins to pray to the Lady Last Breath, if she wants him alive she will help him if not he will perish and become one of her undead servants. trolling the oceans bottom for flotsam.

Ank-hore feels his new arm being pulled from his body. Then he feels a pressure building in his stomach. He continues praying to the Lady. he gets pulled down and the pressure in his stomach increases. He opens his eyes to face his final moments and he see her, his goddess and he murmurs her name "Zogmngot" she grins at him with a mouth of shark like teeth. "It is not your Time to scavenge the bottom of the sea yet, Go forth and drown many in my name. still smiling at him.

Ank-hore sees a tentacle moving towards his bloated stomach. As it touches it, he feels a rumble in his backside.

His vision blurs he knows death is near, something white is floating towards him. The rumble get worse. the white gets closer pain and the rumble worsens the white object is within his reach he grabs for it. BOOOOOOOM it feels like his stomach and body explode as something shoots from his backside propelling him up. he is going up fast, he thinks "the lady has forsaken me" he blacks out clutching something in his arms.

From the ship you see a geyser come from where Ank-hore had been. As the geyser levels with the ship it curves dumping a passed out Ank-hore clutching a bone goblin hand.


As an unconscious, but alive Ank-hore arrives on deck, he scatters the goblins who are currently staring intently at the giant squid which seems to be trailing a line of shackled zombies off into the dark of the oceans.

On board the slaver, Crang is able to crawl back onto the gangplank and join Whosi and Splurg standing in front of the ornate golden door. Whosi checks and rechecks for traps and finding none, tackles the lock. It takes a few moments, but finally he trips the last tumbler and an intricate series of clicks and sliding noises erupts from the door. A second later, it pops open.

Inside the room is treasure. Mounds and mounds of treasure. Chests of gold and gems. Swords and shields made of gold and silver. Chunks of gold and silver and iron ore, as well as a small brick of adamantine. Paintings of landscapes and sailing ships. A cask of what seems to be perfume. Three wooden barrels of strong Dwarven ale. A chest of silken robes. Gold coins stamped with a strange sigil of a dragon rampant over a castle.

And an urn. Exactly as the strange sea goblin described.

In the corner of the room is a ladder leading to a well concealed trap door with a very well made lock. While easily unlocked from this side, it would be nearly impossible to unlock from the other side.

All of it makes you gobs very, very rich.

Splurg's detection of magic reveals one last thing: a large plain leather sack lying in the corner. A bag of holding, large enough to fit all of the treasure save the paintings.

Very, very rich.

What would you like to do? I have an idea that I want to run past you. I want to advance the story by two years. In these two years, I want you to tell me what your ship and crew would have done. We'll take the tale up at the end of the two years, in which time you will start as newly minted 7th level goblins... Thoughts?


Male Goblin Barbarian (Invulnerable Rager) 7

intriguing, shall we take this discussion to... the discussion thread?


Male Goblin Cleric Level 7

newly minted so level the exsisting goblins to 7th and continuing there or all new goblins. I think the idea sounds fine. Either way.


male Goblin Rogue

minty breath hehe


Male Goblin Cleric Level 7

Mmmmm, Minty Magus, Al Toid. ;D


Male Goblin Barbarian (Invulnerable Rager) 7

These characters are cool, I'd much rather keep Crang than swap him out.


Male Goblin Cleric Level 7

i am happy to keep Ank-hore, just got a great spell(skeleton crew) when leveling up. so keeping him would be ideal. though now i can't figure out what i want for any items, to many choices.


Two years.

It's hard to believe, really, that it was only two years. It all began after the plunder. Having hauled the treasure from the wrecked slaver onto the ship and after returning the urn to the sea goblin, the band of the Accursed sailed the seas in search of more. And more they found. They attacked three fat merchant ships in a row, easy pickings and full of gold, spices and rum. It wasn't until they were aboard the fourth ship that things went bad. The fourth ship turned out to be a Chelish Naval cruiser in disguise and many brave gobs were lost that day before the ship could escape. Thus began a long chase lasting three months, with Chelish Naval forces seeking to end this Goblin Scourge once and for all.

It did end, during a hurricane. The storm raged as three Chelish destroyers attacked the Accursed, their catapults and ballista wreaking terrible damage, as well as the spells of the devil-worshipping wizards on the Chelish ships. Fire and flame, wind and wave, smoke and thunder. It was almost over for our intrepid gobs, when a sudden gust of wind drove the gob ship over a reef and into the harbor of an island. The reef tore at the bottom of the ship, but it did much worse to the Chelish destroyers and all three were smashed upon that reef, their heavier weights driving them to death. When the storm passed, the Accursed was beached upon the tiny island and the Chelish ships were sunk, their sailors given to Zogmugot's hungry maw.

At first the island was a godsend. It was full of wild pigs, fresh fruit and wood aplenty. The center of the island was dominated by a giant volcano, which smoked and rumbled in the night. It was paradise and the goblins populated it thusly. The tribe grew and the Captains were hailed as Big Chiefs, earning many wives and great admiration.

But no good thing lasts forever.

It all began with the map in the bottle. It washed up not long after the sinking of the Chelish ships. It showed was appeared to be their island and the hidden treasures drawn on the map did look lovely. But then someone used the map to wipe themselves with and it was rightly forgotten.

At least until the Great Remembering of Nearly Two Years Later. A great torrential rain came down and one of the things that washed out of The Place Where Goblins Go Poo was a newly cleaned map. Also three wooden legs, a small and frightened raccoon and a goblin named Pug, who claimed complete confusion as to what he was doing in There.

Since the ship was mostly repaired and the goblin wives were undoubtedly satisfied, the Captains decided to undertake the Great Quest of Wealthiness and seek the riches hidden in the volcano.

In retrospect, maybe that was a bad idea.

It was certainly a bad idea to toss the flaming barrel of hog poo at the sleeping Magma Dragon. It was definitely a bad idea to try to pole vault over it using spears (wrong end up..). It may have been brilliant to summon the water elemental in the magma dragon's mouth, but the resulting explosion caused the surprised dragon to smash a hole in the side of the mountain and trigger an eruption.

It was definitely a bad idea not to read the words written on the map in bold frightened strokes of Common: BEWARE THE LAVA DRAGON! But what can you do? Writing steals your soul, you know.

What did happen was a sudden flight down the side of the volcano as it exploded, screaming all the way. They weren't nearly fast enough, of course. It's quite hard to outrun lava when it's propelled by a mountain, but through some twist of luck or divine providence they were able to jump on the still stunned magma dragon and ride him like a surf board down the lava flow. They managed to leap off as he began to regain his senses and flee to the ship, which was rapidly re-populated with goblins and rolled into the sea, mere moments before the wave of lava twisted its way to cover the goblin camp (and most of the ill-gotten fortune) in a hard crusty shell of rock 22 feet thick.

As the goblins looked back in dismay at their burning home, they were comforted by the fact that some things never change.

Unfortunately one thing did: their figurehead of Lamashtu was gone, having taken with it Whosi's small red globe and Splurg's evil sword. With it and Her went the magic that made the ship dive and sail on its own, leaving its crew the only means of propulsion again.

It also left behind a terrible dream, burned into each of their heads the first night they slept on the ship:

In the dream four golden figures of myth and legend stand in front of an adoring multitude. A shiny man in armor, an elven woman in white robes, a slightly lewd beardless dwarf and a sneaky halfling bow and hold aloft their prizes, the heads of several goblins, including your own. In the dream they tell a tale of how they defeated a wooden statue of the Goddess Lamashtu and foiled Her evil plans, thus allowing them to finally capture and execute the scourge of the seas, these evil goblins.

Behind the adoring heroes, you see a familiar if not friendly face, the ghostly devil you remember from your first encounter with a Chelish ship. It seems that the Heroes have received some assistance in their heroing efforts...

As the dream pulls back, you see the Heroes being soundly defeated by an army of Devils, who sweep the land, imposing their lawful evil upon the land, turning goblins into mindless soldiers, pickle-less and reputable, a reliable fighting force. It's madness!

And all of this because of a missing figurehead, sword and marble? From the sun in the sky and the clothing of the cheering people you guess that you have about a year to find that figurehead and get it back before it can lose its battle and usher in the age of Devil and the loss of Pickles.

You wake from the dream with an unfamiliar feeling: a sense of destiny and your place in it, as well as a Quest.

Let the forces of Good and Evil beware: these goblins are aimin' to behave.

Avast ye scallywags! Ye be onboard the ship and much need be done. Splurg, ye have Spots and yer Baby, now grown but constantly hungry, so it may not be around all the time as it takes off to hunt. On the good side, you needn't worry about pteranodons nesting in your crow's nest anymore... What be your actions, mates?

Chapter Four: To Save the World (and Pickles)


M Goblin Druid 7

"AVAST! Me Schimitar, it's gone... I be wanting it back"


Male Goblin Cleric Level 7

"Eye, Eye captain we shall findz your Schimitar" he then pulls out a few eyes from a belt pouch and eats one and offers the other to Splurg.


Male Goblin Barbarian (Invulnerable Rager) 7

Crang spends a few moments pawing through his axes. Finally, he cannot bear to lend any to Splurg: Ay, we getz bendy knife.


M Goblin Druid 7

Splurg takes the eye abscent mindidly and swallows it. "But wich wayz to go..." Splrug ponders it for a minute... "Me sword be gone me figurehead be gone... which wayz figurehead go.."

With sudden inspiration Unfortunatley the reasoning powers of the Goblin only goes so far Splurg points towards the front of the ship "Figurehead always go dataway!! To the sails!"


The ship heaves as the goblin crew, slightly rusty from its island sojourn, springs to obey. The wind is caught and the ship begins to move forward.

As the ship travels, your Captains' peace is interrupted by a shout of anger/annoyance. Gutbucket, the erstwhile cook, comes to the deck. "Capns! All the gobbin babies is gone! Cages is broke and babies is free!" He looks close to a panic. Apparently in the fleeing of the island, the goblin young were simply thrown, cages and all, into the hold. And now they're free aboard the ship. May the Gods have mercy on your souls...


M Goblin Druid 7

"Crew to ARMS! Man the pickles and batton down the hatches" Confused Splurg adds as an afterthought "Me Hardies"

Spots gets an evil gleam in his eye as he thinks of rounding up the babies.


From the decks below you hear a scream, followed shortly by a cry of alarm, then a crash from above. In the span of a moment, the babies have gotten into the pickle stores, set a fire in the bilge and chewed through a rope holding up the sails. Hell hath no fury like a goblin child loose.


M Goblin Druid 7

Splug casts Entangle on the ship to stop the madness or continue it as the case likely will be 40' radius


Splurg, no plants on the ship, unfortunately.

1,101 to 1,150 of 1,276 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Play-by-Post / On Stranger Tides: a Goblin Tale All Messageboards

Want to post a reply? Sign in.



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.