A Sandbox full of Goblins (Inactive)

Game Master Whack-a-Rogue

Glassworks


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TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry
lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

Sticky is going to go convert/recruit that thorny gobbo and his kitty. Then I think he'd like to return to Sandy points to recruit some more. After all, what goblin in his right mind would dare go into a demon infested pit without sending a few of his kin first!


Spells:
Level One: 4/4 Level 2: 2/2
Vitals:
HP: 27/27 | AC: 17; T: 14; FF: 14; CMD: 14 | Fort: +2; Ref: +7; Will: +2 | Init: +3; Perc: +9(+11 with Obedience) ; Stealth +5; Diplomacy: +10; Bluff: +12
Abilities:
Bardic Performance(Battle Dance)17/17

Yeah, maybe going back to Sandypoints for now is better: I definitely want to explore Thistletop's basement, though, and find out what's going on.


Just waiting to see if anyone else wants to chime in. If not, I'll update tomorrow sometime.

Exploring the Thistletop basement will continue the RotRL AP as-written, by the way. The metaplot will, of course, continue to progress in the background, and you'll have opportunities to screw things up/help things along as our campaign progresses. The AP is a potential campaign seed, but shifting the focus away from that particular epic tale in favor of Gobliny shenanigans (much more important) should keep the game enjoyable. After all, fostering human-goblinoid relations, building a glassyworks weezard school, and starting a new religion are a lot more fun than saving the world from an evil longshank wizard. ;-)


I've added a picture of the kittygobbo and his feline companion to Campaign Info. I'll be doing that for all notable NPCs you encounter.


Spells:
Level One: 4/4 Level 2: 2/2
Vitals:
HP: 27/27 | AC: 17; T: 14; FF: 14; CMD: 14 | Fort: +2; Ref: +7; Will: +2 | Init: +3; Perc: +9(+11 with Obedience) ; Stealth +5; Diplomacy: +10; Bluff: +12
Abilities:
Bardic Performance(Battle Dance)17/17

Really needed that 19.
Fire Hair 1, fantasy racism 0! :P


Scout 4 HP: 33/33 | AC: 18; T: 15; FF: 14; CMD: 16 Arrows:20 | Fort: +4; Ref: +8; Will: +3 | Init: +4; Perc: +9, Stealth +21

Pus is more to the basement cleaning, just in case. :)


So... basement exploring or Sandy-Points returning?


TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry
lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

Basement clearing so that the sandy points Tienshanks and company has a safe place to come to.


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

To the basement and more followe... err victims?


One last question, then...

If you check out the updated map, you'll see there are two staircases leading down to the basement. Let me know which one (or both) you're taking. You can also place your minis on the map if you want, but it's not required. If you play your cards right, there will be minimal combat now that Ripnugget's dead.


TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry
lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

Since when have I succeeded at cards. I usually get kicked out for trying to make off with the pot. :P


TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry
lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

Wait... We're going need a new Chief, aren't we


Unless the Thistletoppers get eradicated, they'll get a new Chief eventually. The Licktoads already have a Chief, but I don't think the party's particularly happy with him at the moment. You're not sure about the other surrounding tribes, although the Birdcrunchers have mostly been wiped out.

EDIT: On a different note, did the loot list get updated to include the Thistletop haul from upstairs?


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

Not yet, running on 33 hours now no sleep. Will update it if I actually nap. No luck so far only been in bed for an hour now :p


Spells:
Level One: 4/4 Level 2: 2/2
Vitals:
HP: 27/27 | AC: 17; T: 14; FF: 14; CMD: 14 | Fort: +2; Ref: +7; Will: +2 | Init: +3; Perc: +9(+11 with Obedience) ; Stealth +5; Diplomacy: +10; Bluff: +12
Abilities:
Bardic Performance(Battle Dance)17/17

I say we go from the stairs at the top, the one closer to the ex-chief's throne room: it makes sense he has less traps/demon doggies/whatever on that side.


@Plays: Oh, it's on now! ;-)


TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry
lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

That might be the first time I've seen someone use his languages for something proactive. Well played!


Spells:
Level One: 4/4 Level 2: 2/2
Vitals:
HP: 27/27 | AC: 17; T: 14; FF: 14; CMD: 14 | Fort: +2; Ref: +7; Will: +2 | Init: +3; Perc: +9(+11 with Obedience) ; Stealth +5; Diplomacy: +10; Bluff: +12
Abilities:
Bardic Performance(Battle Dance)17/17
Your Benevolent Dictator wrote:
@Plays: Oh, it's on now! ;-)

*Calculates on his goblin hands rough distance, steps to the side to avoid impending cone of fire on Plays*


@Sticky: I've only seen one other PC do something like that. Very impressive.

In all honesty, with the exception of a single crazy feline moment, TheNine tends to make good character decisions. If people would listen, he'd make a pretty good party leader. ;-)


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

I still stand by that was a good decision just really bad timing :P.


It's seriously the only dumb thing Silence has done throughout the entire campaign. Greta was iffy, but understandable. As for all the statues - that's just being a cat. ;-)


Spells:
Level One: 4/4 Level 2: 2/2
Vitals:
HP: 27/27 | AC: 17; T: 14; FF: 14; CMD: 14 | Fort: +2; Ref: +7; Will: +2 | Init: +3; Perc: +9(+11 with Obedience) ; Stealth +5; Diplomacy: +10; Bluff: +12
Abilities:
Bardic Performance(Battle Dance)17/17

Greta wasn't iffy at all: it was just poor luck of the dice. :(
And we demonstrated that we've been too lenient on statues, as they've attacked us as soon as we let our guard down. *nods*


TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry
lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

It's true.


Scout 4 HP: 33/33 | AC: 18; T: 15; FF: 14; CMD: 16 Arrows:20 | Fort: +4; Ref: +8; Will: +3 | Init: +4; Perc: +9, Stealth +21

Nice one, Plays :)


I have a feeling we're very close to going completely off-the-rails and abandoning RotRL. ;-)


Spells:
Level One: 4/4 Level 2: 2/2
Vitals:
HP: 27/27 | AC: 17; T: 14; FF: 14; CMD: 14 | Fort: +2; Ref: +7; Will: +2 | Init: +3; Perc: +9(+11 with Obedience) ; Stealth +5; Diplomacy: +10; Bluff: +12
Abilities:
Bardic Performance(Battle Dance)17/17

Enemies of the Tianshanks shall be given a shot at redemption before their summary murderstab! Fire Hair says so!


@Sticky: I got a new GM Resource with loads of Goblin Pocket Contents random tables! :-) Each time you go looting/pickpocketing/indulging your kleptomaniac tendencies, roll 1d10 and 3d100. If you get 95-100, roll three more times.


TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry
lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

Stuffz!: 1d10 + 3d100 ⇒ (7) + (16, 29, 5) = 57


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

on a random note, Plays masterful plan concludes stopping the invasion before it starts. He kinda like civilization versus living out in the wilds. So his plan is to stop the invasion before it happens. If that means taking out the leader of the plot before the plot happens so be it. If that means seducing aasimars wanting to become monsters thats okie dokes too. :P (that honestly concludes all i know about the rise of the runelords ap. light knows ive been in 4 of them that have died, the furthest ive ever gotten is too thistletop.


*nudege*


Spells:
Level One: 4/4 Level 2: 2/2
Vitals:
HP: 27/27 | AC: 17; T: 14; FF: 14; CMD: 14 | Fort: +2; Ref: +7; Will: +2 | Init: +3; Perc: +9(+11 with Obedience) ; Stealth +5; Diplomacy: +10; Bluff: +12
Abilities:
Bardic Performance(Battle Dance)17/17

So, what's the plan? While I'd like to stop the invasion before it starts, that would require to find the Angryshanks, kill her, and find how she put together the golbin tribes.
Either way, I think we should go to Sandypoints to warn both the longshanks and the gobbos.


Alternately, you can figure out ways to whittle down Angryshanks' support. Rudeshanks is pacified for now, Ripnugget is dead, and there are at least two ways to make Bruthazmus an overt ally. :-)

Warning people is good as well, and you can probably convince Kittygobbo to provide a place of refuge.

I also have ideas in place if you decide to go to the other Goblin tribes.


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

this is where my overt not an evil gobbo takes over, I do plan on offering the bait of a certain elf being at least somewhat on decent terms with us as bait.... just havent decided if I want the bug bear to win or not. He doesnt strike me as a listen to the smart gobbos orders sort of bugbear.

ANywho I have been working on whittling away the support the angry shanks might have before we confront her mostly because Sandypoints is a gobbo town now, and I frankly dont think she cares who she murders over it.

Dont worry brother Tochack, in respect for your lack of murdering being the preferred option Plays will indeed try and talk to angry shanks out of genocide.... i just dont think it will work so Im prepping for it... maybe she would prefer being the wife of the future goblin king *eyebrow waggles* though prolly not that either *lawls*


Lol. :-)

For the record, my approach to sandboxes is simple:
1) Figure out the party's overall goal for the campaign
2) Introduce a complication
3) Wait for the party to figure out a way to overcome it
4) Provide assistance if they get stuck


TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry
lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

Sticky also plans to use the elf as bait, then stab the hobgob in the back once he's good and busy.


Scout 4 HP: 33/33 | AC: 18; T: 15; FF: 14; CMD: 16 Arrows:20 | Fort: +4; Ref: +8; Will: +3 | Init: +4; Perc: +9, Stealth +21

I was more inclined to let them fight and take whoever wins as our ally, but if you two like more the elf, there is not problem in some backstabing.

For Pus, both have pros and cons, as Plays say, the hobgob is perhaps somehow unreliable, but the elf will not be at our side in some "gobbo activities".

As he is undecided, will give support to the most.


TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry
lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

Sticky is only for saving the elfshanks because she is one of the Tienshanks people.


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

shes future gobbo queen # 3 or something like that... all joking aside (maybe :P) I just dont trust big strong gobbos, Maybe its cause im a weak little mage. ionno, most importantly though, eliminating any help to the big bad of this part of the isle seems important *nods* I should have been an enchanter not a evoker :P


Spells:
Level One: 4/4 Level 2: 2/2
Vitals:
HP: 27/27 | AC: 17; T: 14; FF: 14; CMD: 14 | Fort: +2; Ref: +7; Will: +2 | Init: +3; Perc: +9(+11 with Obedience) ; Stealth +5; Diplomacy: +10; Bluff: +12
Abilities:
Bardic Performance(Battle Dance)17/17

Yeh, definitely not killing the elfshanks: Fire Hair frowns on things like that, and that would sour relationships between gobbos and humans.

Taking out Angryshank's support and make the gobbo tribe alliance collapse on itself looks promising: we could definitely feign to consign the elf to the Bugbear, just to leap at him as he turns around. That would also be a way to get Shalelu/Ameiko to where the Meanshanks is, just to prove that there's some foul stuff going on and asking them to help convince the meanshanks to switch to our side.

I'll try to trick the bugbear into telling us something...


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

So i like to look at all the recruitments, even ones im not really interested in. Dear Brother Tochack I have found your twin... sort of.

Link


Spells:
Level One: 4/4 Level 2: 2/2
Vitals:
HP: 27/27 | AC: 17; T: 14; FF: 14; CMD: 14 | Fort: +2; Ref: +7; Will: +2 | Init: +3; Perc: +9(+11 with Obedience) ; Stealth +5; Diplomacy: +10; Bluff: +12
Abilities:
Bardic Performance(Battle Dance)17/17

@Plays: Mon semblable, mon frère!

So, maybe a basic plan could be:

1) Get back to Sandy Points.
2) Get Chief Guttwald, Tienshanks, and elfshanks up to what's happening.
3) Work on cutting down Angryshanks support.
3a)Learn what she promised the other tribes, try to discredit her somehow.
3b)Kill buggabear and get meanshanks to our side/kill her.
4) Get allies ourselves. We know the pool is a dangerous magical artifact that's somehow connected to Lamashtu: aren't there any murderhobos for hire good natured adventures that could help?
Then, two options:
I) If we learn of where angryshanks is, just go kill her so her allies don't have a leader anymore. Bring eventual allies for the assault, in case.
II) If we don't learn her location, bunker up Sandypoints for the attack, maybe provoking the Angryshanks out of hiding if she isn't coming.

Changes? Ideas?


TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry
lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

This is Sticky and I would totally steal this idea and pass it off as my own if I could steal such things. One day... One day...


Scout 4 HP: 33/33 | AC: 18; T: 15; FF: 14; CMD: 16 Arrows:20 | Fort: +4; Ref: +8; Will: +3 | Init: +4; Perc: +9, Stealth +21

Sounds good, just some ideas and "if".

2) WHAT IF Chief Guttwald is already bribed/recruited by the angryshanks?
Idea: We can try to get that info from the Hobgoblin?

3b)Idea: We can propose the bugbear a chance to ambush the elfshank by himself. Of course the ambushed will be him, with the optional help of the elfshank.


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

*slaps forehead in a comical manner*

Pus... your a genius! It all makes perfect sense now, of course the chief is in league with the evil angry shanks. That dirty book hating so and so.


Scout 4 HP: 33/33 | AC: 18; T: 15; FF: 14; CMD: 16 Arrows:20 | Fort: +4; Ref: +8; Will: +3 | Init: +4; Perc: +9, Stealth +21

XD


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

On a random note, I will be posting much later today on the unfortunate account of a birthday of mine. :P


Whatever you decide to do is fine with me. :-)


Spells:
Level One: 4/4 Level 2: 2/2
Vitals:
HP: 27/27 | AC: 17; T: 14; FF: 14; CMD: 14 | Fort: +2; Ref: +7; Will: +2 | Init: +3; Perc: +9(+11 with Obedience) ; Stealth +5; Diplomacy: +10; Bluff: +12
Abilities:
Bardic Performance(Battle Dance)17/17

I think we agree that getting the Tienshanks and chief up to what's going on is the first thing we have to do: let's do that first, and then move it from there.

I doubt Chief Guttwald is working with the Angryshanks: Lyrie already told us that they were working on an attack on Sandpoints, and the Licktoads getting in the way set them back. If Guttwald was working for the Angryshanks, there'd be already an horde of sinspawn running around.


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

well minus we killed them all when we found the tunnels :P


Male Goblins
vitals:
Wizard 3 (HP21/21)|Fort+2|Ref+3|Will+3 AC13 touch 13, FF 11 CMD: 10 Perception: +0
spells:
0-level- 4/4 1-level - 3/3 2-level-1/1Ability: force missle 6/6

that poor tochack gob didnt make it in, poor little guy....

Anywho I dont think he is either, but... plays might think so, He is the sort to see scheming where there is none. As for leaving to warn the others I am torn. Cause here is how i see it. We could easily leave to warn them, but when we come back it will most certainly be different.

AS much as miss foulmouthshanks loves plays *snortles* there isnt a doubt in my mind if we leave she tattles, certainly same same for the bugbear. I think its a matter of getting them out of the way and then trying for the angry shanks. But i certainly could be talked out of it.

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