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Navior's page
Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber. 3,310 posts (4,995 including aliases). 12 reviews. No lists. 1 wishlist. 28 aliases.
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Sandpoint is a quiet little town... No, scratch that. Sandpoint wants to be a quiet little town. Goblins have always been a problem and the Sandpoint Devil used to terrorize the countryside, but the real trouble has come in the last decade. First, there was the Late Unpleasantness, in which a killer known as Chopper claimed 25 victims and a terrible fire ravaged the town, claiming the life of the town’s beloved priest Ezakien Tobyn.
Then, in 4707 at the Swallowtail Festival and dedication of the new church which had been built to replace the one that had burnt down in the fire, goblins attacked Sandpoint, attempting to burn it. It was primarily only through the efforts of a band of heroes that Sandpoint was not overrun by the goblins and burnt to the ground. These heroes ended the goblin threat for the time being, but also discovered other strange goings-on. There are many rumours as to what exactly went down, but during it all, Lonjiku Kaijitsu, one of Sandpoint’s founders died, apparently at the hands of his son Tsuto, who was then killed by the Sandpoint Heroes.
The heroes went on to do work for Magnimar and other places away from Sandpoint, but they were there again the following year, at the next Swallowtail Festival. They had been invited for a feast in their honour. They ended up defending the town from attack yet again. But this time, it wasn’t goblins attacking. It was a dragon! And giants! The Heroes lived up to their reputation and beat back the invasion. They went on to find the source of the invasion, a journey that took them north away from Sandpoint, and Sandpoint once again returned to a semblance of normality.
For the last couple of years, the town has managed to hold on to the “quiet” descriptor it so desperately wants. Sheriff Belor Hemlock has built up the town’s defences considerably and the people live in relative security. However, goblin activity is on the rise again. The Licktoad goblins of the Brinestump marsh have become unusually aggressive. The reason for this uncharacteristic bravery is quite clear: Somehow they have armed themselves with a considerable supply of fireworks. Several merchant caravans and travellers have been attacked so far. According to the victims, the damage caused by the horses panicking at the sight and sound of the fireworks has been almost as bad as the goblin attacks themselves. With the last few attacks resulting in severe injuries to three travellers, the problem has escalated from an annoyance to a threat. The attacks have not yet inconvenienced Magnimar, and so the City of Monuments has not done anything to help.
Sheriff Hemlock has restored Sandpoint’s old “goblin bounty” after years of inactivity to try to encourage adventurer types to seek out and kill goblins. The town of Sandpoint will pay 10 gp for every relatively fresh pair of goblin ears delivered to the town hall. An additional reward of 300 gp will be given to the group who can bring in the head of the Licktoads’ leader, Chief Gutwad.
Unfortunately, there aren’t a lot of adventuring types around these days. Once upon a time, the countryside was full of them, helping to keep goblins at bay. But the removal of the goblin bounty years ago and recent rumours that an ancient Thassilonian city has been discovered have caused adventurers to head to the northern mountains and beyond. Many Sandpoint residents have begun to worry that another Late Unpleasantness may be on its way and that the Sandpoint Heroes won’t be here to defend them this time.
It an old cliché that every story starts in a tavern, but in Sandpoint, the Rusty Dragon is one of the most popular places, so it’s unsurprising that some stories might start there. It is the oldest inn in town, notable for the impressive (and quite rusty) iron dragon that sits on its roof, gazing out over the town. Its proprietor, Ameiko Kaijitsu, last surviving member of the founding Kaijitsu family, is one of the most popular and beloved personalities in Sandpoint. Many seek out the Rusy Dragon just to hear her music or to eat the spicy and exotic food she serves.
And so, cliché or not, on this morning, the 4th of Rova, 4711, six people whose destinies are about to entwine, find themselves, each for reasons of his or her own, in the Rusy Dragon at the same time...

You are goblins of the Licktoad tribe, who live deep in Brinestump Marsh, south of the hated man-town called Sandpoint. Once, other goblins tried to burn Sandpoint down, and they would have been legends if they had succeeded. But they didn’t bring enough fire, and got themselves killed as a result.
Yesterday, your tribe discovered that one of your own had been using forbidden arts and was engaged in one of the greatest of taboos--writing things down. In fact, rumor holds that what he was writing was a history of your tribe! There’s no swifter way to bring about bad luck than stealing words out of your mind by writing them down, and so your tribe had no choice. You branded the goblin’s face with letters to punish him, which is why everyone calls him Scribbleface now, and then you ran him out of town, took all of his stuff, and burned down his hut.
That’s where things got interesting, because before you all burned down his hut, Chief Gutwad found a weird box within the building. Inside was a map and a lot of fireworks--fireworks that immediately came to use in burning the hut down. Then, this morning, Gutwad announced that tonight there would be a feast in order to drive out any lingering bad luck from Scribbleface’s poor decisions. But perhaps even more exciting, all of you have been secretly invited to meet at Chief Gutwad’s Moot House. Why would the chief want to speak to you? It can only mean that he’s got an important mission for you all... one that the other goblins of the tribe couldn’t pull off. This could be your chance to go down in Licktoad history!
The chief ’s Moot House lies at the centre of the village. It is a veritable museum of Licktoad heroics--crammed with trophies such as stolen weapons, shiny bits of treasure, and the brine-pickled bodies of dozens of brutally slaughtered small furry animals (mostly dogs). His Mighty Girthness Chief Rendwattle Gutwad rules Licktoad Village from atop the great Teeter Chair, which is 6 feet high. By tradition, Chief Gutwad does not speak directly to his subjects. Instead, he employs an advisor through whom he whispers instructions, for Chief Gutwad claims that the words that come out of his mouth are so mighty that they might frighten away all the words in the heads of lesser goblins. Only his duly appointed advisor, an overdressed, pompous goblin named Slorb, can handle the might of the chief’s words without fainting from fear.
Currently, the six of you are standing outside the Moot House, waiting to be summoned inside. Numerous other goblins of the tribe peer at you from discreet distances or around the corners of other huts. They always look away if you look at them and try to pretend they weren't looking. No doubt they are jealous of you.

This is the thread for ooc discussion regarding Jade Regent and its prequel, We Be Goblins. The players are Dax Thura, Javell DeLeon, Joana, Lorekeeper, Nazard, and Wander Weir.
We'll start with character creation for We Be Goblins.
There are 4 premade characters in the adventure. A couple of you have already expressed interest in some of them. Since there are six players total, however, at least 2 of you will need to design your own characters. The pregens are all made with the standard ability array of 15, 14, 13, 12, 10, 8 (before racial adjustments), so new characters should use the same array (it's the equivalent of a 15-pt buy).
Goblin racial traits can be pound in the Bestiary or the prd, but for ease of reference, here they are:
–2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
The pregenerated characters are:
Reta Bigbad -- female goblin fighter 1
Chuffy Lickwound -- male goblin rogue 1
Poog of Zarongel -- male goblin cleric 1
Mogmurch -- male goblin alchemist 1
Lorekeeper has expressed interest in playing Poog (although he rolled randomly for that one, so I'm not sure how serious he is), and Javell has expressed interest in playing Reta. I'll let the rest of you fight...er...discuss what characters you'd like to play. :)
We Be Goblins has a very comical tone to it, particularly the opening, so feel free to play up the silliness. All characters start knowing each other already as you are all part of the same tribe: the Licktoads. Those designing their own characters should take this into account when developing backgrounds. Otherwise, go wild! :)

You have all, for various reasons, found yourselves on board the Jenivere, a large Wyvern-class merchant vessel bound for Eleder in Sargavo. It left Magnimar on the 15th day of Pharast, 4710, and has made many stops along the way. It is now the 28th of Sarenith, the 104th day of the journey, and the end is finally drawing near. Another day or two at most, the captain says, and you will arrive at your destination.
The journey has seen a mixture of excitement and long, dull expanses of nothing happening. Some of the more noteworthy events include the relatively recent arrival of passenger Aerys Mavato in Port Peril. She immediately got into a fight with one of the ship’s crewmen who made an ill-advised pass at her. She soundly humiliated him in the resulting scrap and has since remained secluded most of the time.
Another event was the discovery of a stowaway. Surprisingly, Captain Kovack did not throw this individual off. Instead, the smiling Vudrani has ended up being something of an entertainer, and is particularly popular with the crew.
You should remind yourselves of the descriptions of the key NPCs on board the Jenivere found in the Player’s Guide. I’ve also placed these descriptions on the website in the “Supporting Cast” section along with pictures of some of them.
In addition to that basic information, here’s a bit more for some of you, as indicated by the spoiler tags:
It’s a bright, sunny day today. A brisk wind plays off the waters of Desperation Bay. This evening there is to be a feast commemorating the upcoming end of the long voyage. Until then, this is a good time to enjoy the weather.

Okay, first up will be character generation. I won't be able to start the actual adventure for a few days yet, but once the characters are ready, we can start with a bit of roleplay getting-to-know-one-another stuff.
Character creation rules:
Level 1
20-point buy.
Roll starting wealth as per the core rules using the board's dice roller.
Max hp at first level. Roll future levels. If you are unhappy with roll, you can reroll, but if you do so, you must take the results of the second roll.
For maps and handouts and such things, for my other game, I've been using a website set up through Google sites, and that has been working out really well. So I'll set up a similar site for this game. I'll need to give each of you access to the site through e-mail. Rather than have everyone post the e-mail addresses on here and risk everyone getting spammed, please send me an e-mail to the address in the spoiler below. Let me know which character you are in the e-mail.
I probably won't have the site up until Monday or so, but I'll send out the invites as soon as it's ready.
For examples of how I handle combat and pretty much everything else, please check out my Age of Worms game.
Just trying this a second time as my first try seems to have created an empty post. If I've ended up double-posting, please disregard this second post.
I received a shipment notification for the first part of this order several days ago (containing the Advanced Player's Guide, Adventure Path 37, and Orcs of Golarion) and received my downloads without any problem. Yesterday, I received notice of the shipment of the second part containing just Adventure Path 36. Everything fine there too.
However, I've just received a second notice of the shipment of the first part (containing the same three). I just wanted to make sure that I'm not being accidentally shipped two copies of each or charged twice. Thanks.
Michael.
Hi,
I received a shipment notification for the first part of this order several days ago (containing the Advanced Player's Guide, Adventure Path 37, and Orcs of Golarion) and received my downloads without any problem. Yesterday, I received notice of the shipment of the second part containing just Adventure Path 36. Everything fine there too.
However, I've just received a second notice of the shipment of the first part (containing the same three). I just wanted to make sure that I'm not being accidentally shipped two copies of each or charged twice. Thanks.
Michael.

The town of Baslwief has many nicknames, very few of them complimentary. South of “the Vein”, the destitute huddle along muddy streets and fight for space in Jalek’s Flophouse. North of the Vein, the mine managers hoard their wealth and squabble amongst themselves, with little care for the less fortunate people they employ. As a rule, people distrust one another, and fights are common. Sheriff Cubbin is charged with keeping the peace, but he and his men are little more than thugs themselves. They are just as likely to be the ones causing the trouble as stopping it.
It is in this hellhole that all of you, through your own individual ways, have found yourselves. And it’s a place you’d all love to get out of. But Baslwief has a way of grabbing hold of people and keeping them there despite their best efforts. However, salvation may be at hand.
A little over a week ago, a trio of richly dressed adventurers from Kaer Maga (often called the “Free City” by people in Baslwief because it is not under the yoke of Korvosa) arrived in town. These three—Auric, Khellek, and Tirra—have made their presence very noticeable, hanging out in establishments like Lazare’s and the Emporium, and bragging about their exploits against goblins and kobolds on the road from Kaer Maga. They have also openly bragged about their intent to explore the Stirgenest Cairn, one of the many tombs to the north of town. They believe there are unfound riches there waiting for worthy people to come and take them—and the believe they are the ones to do that taking. The only reason the people of Baslwief haven’t laughed them out of town is because they have gold to spend. Everyone in Baslwief has heard of the Stirgenest Cairn, and everyone knows it’s been empty for at least a century. Even the stirges it’s named after are long gone. Children regularly play in the Stirgenest Cairn. There’s nothing there.
However, it’s possible this trio from Kaer Maga may be on to something. They’ve just chosen the wrong tomb. Recently, during his time at the Emporium, Fredrik noticed a discrepancy between several maps of the local cairns. Maps made in the last 60 years have omitted a particular tomb known as the “Whispering Cairn”, but the tomb is prominent on older maps. This could have just been a simple error of omission. It got forgotten on one map and that map happened to be the one copied from then on. But then Fredrik overheard some of the younger employees at the Emporium actually talking about the Whispering Cairn. It took a bit of convincing to get them to talk to him about it, but it seems that many people in Baslwief know of the Whispering Cairn. It is named that way because of the strange, whisper-like sounds that can be heard coming from its entrance. The youth of Baslwief used to dare one another to spend a night just inside the entrance. It was almost a rite of passage for them. But that changed 6 years ago when one young girl went in and never came back out. No one knows for sure why the Whispering Cairn was omitted from maps 60 years ago, but most believe it has something to do with unknown evils still inside it. Perhaps it still has secrets and treasure to unveil.
It could be dangerous to go in there, but the trio from Kaer Maga, despite their pomposity, have shown that a dangerous lifestyle can potentially lead to reward. And even if there’s nothing in the Whispering Cairn, at least it would get you out of Baslwief for a short while. But Fredrik could hardly go into the Whispering Cairn alone.
And so Fredrik has encountered the rest of you along the Vein, just east of the Central Square. It’s a cool early spring day (the 7th of Pharast). The morning frost is just starting to evaporate. This is the quietest time in Baslwief, as the miners head off to the mines and the shopkeepers prepare for their return in the evening.
This is the OOC Thread. I'll post a link to the pbp thread once we're ready to start.
I'm still waiting for my subscriptions to ship. I suspect it's the Queen Ileosa mini hold things up again (it happened last time, too). Can I get that put aside again for now and get the subscription items sent as soon as possible?
Thanks!
Hi,
I just thought I'd let you know that my subscriptions for this month are still pending. Lisa said in this thread that anyone still waiting should contact customer service, as she believes that all subscriptions should have already been sent.
Thanks!
Michael.
Somehow, I overlooked the "VHS" in the title of this, and so was completely surprised when my copy arrived today and it was a VHS copy. I think the confusion partly came from the description listing all the DVD extras and stating that the DVD is region free.
At any rate, it's not that big a deal. I still have a VHS player, but it might be a good idea to amend the description so that it's clear that this isn't a DVD.
Thanks!
Hi,
I'm moving next week, and I've changed my address for my subscriptions. However, I noticed that the pre-orders I've made (for the Pathfinder RPG Beta and the final hardcover) are still listed as sending to the old address. Can this be changed? It's just a small address change (I'm just moving to a different apartment in the same building), but if I can get it switched, it will make things a lot easier for me. Thanks!
Michael.
Does this ability have a duration? It's a standard action to activate, which suggests it's not always active, but there's no duration mentioned.
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