Draco Voodoo's To KoBoldly GO! (Inactive)

Game Master voodoo chili

A Very Special Iron Gods
The Blightscale Kobolds seek revenge against the humans. Ray guns get it faster.

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and so it begins...


Cautiously, a timid kobold pokes his snout around the corner. Sniffing at the air, he slowly creeps forward, his eyes darting to every corner.


Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

Brazenly he strides out of the cave, his cloak curled up around him and he flails it open. It is time at last to slip free the bonds of this humble cave and conquer the area for the kobold nation and he the child of their brilliant dragon lord shall lead the charge. He lets out a loud hiss and scrambles onward and outward.


verify your color and give a 2-3 word role synopsis so I can clarify your role in the ever important kobold hierarchy:

Sahrahthenal- black
Reep- purple
Ipmerk- ?
Zraxir- green
Olp- purple


Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

Dragon Lord's zealot


Draco Voodoo wrote:

verify your color and give a 2-3 word role synopsis so I can clarify your role in the ever important kobold hierarchy:

Sahrahthenal- black
Reep- purple
Ipmerk- ?
Zraxir- green
Olp- purple

Umm, light purple. Bless-ed Savior Foretold


HP 14/14; AC 15 T 15 FF11; CMB -1, CMD 13; F+1, R+4, W+4; Init +1, Perc +1;

Reep is deeply purple, near to black. Sneaky clever ambusher.


Male Kobold Rogue/1

Ipmerk is a bright red. Also, trap master extraordinaire.


Nice. A red shirt and plenty of higher ups at the UV end of the spectrum. Anyone play Paranoia back in the day?


Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

Do you refer to the game where you have clones and die a LOT


HP 14/14; AC 15 T 15 FF11; CMB -1, CMD 13; F+1, R+4, W+4; Init +1, Perc +1;

Reep obeys the Computer in all things.


Male Kobold Rogue/1

Ipmerk is a red scaled kobold. Also, trap master extraordinaire.


Male Kobold Rogue/1

*facepalm* Welp, that's good. Ignore that second post. For some reason, it didn't show the first one on my end, so I thought I hadn't made the post... even though I already did. Ugh.


On one occasion, we never even made it out of the first room.


Sa'rah'then'al wrote:
Do you refer to the game where you have clones and die a LOT

Indeed. Send in the clones.

and we may have lost Zraxir before we left the room.


Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

Damn him...foiled by one of our cleverly hidden traps...


Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

If we don't see Zraxir before you are ready to start, perhaps Zipnot or Korinth? (Though if you prefer to pick them then by all means ignore le post. And if Zraxir does show back up, no offense meant by offering up a suggestion for another player ^^)


Male Kobold Rogue/1

Or Gringe. Both him and Korinth seemed eager to get in.

Also, I had nothing to do with that trap... maybe... probably...


OK, I think I have my starting sequence set and just reviewing stats again.

Sarahthenal- can you copy your info over to your avatar please? Also, I just went with scorpion whip for Gakzara's favored weapon.

Olp- you're looking like a full on mini-dragon with all those natural attacks. are you thinking bite, claw, claw, tail? er no. nix claws. bite and terrible tail are enough.

On to gear- you're no adventurers yet. start as typical kobold grunts at this point- leather armor, dagger and sling or spear.

You will also have a backpack full of kobold snacks and something special-

Reek- gun & kit
Ipmerk- thieve's tools, alch bits
Olp- tail attachments
Sarahthenal- special


Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

Woops sorry bout that, I thought I had already done that. O.o...kobold snacks are amazing...but I have something special?


mmmm, kobold snacks- YUM!

yes, S. very special.


Draco Voodoo wrote:

Olp- you're looking like a full on mini-dragon with all those natural attacks. are you thinking bite, claw, claw, tail? er no. nix claws. bite and terrible tail are enough.

On to gear- you're no adventurers yet. start as typical kobold grunts at this point- leather armor, dagger and sling or spear.

You will also have a backpack full of kobold snacks and something special-

Reek- gun & kit
Ipmerk- thieve's tools, alch bits
Olp- tail attachments
Sarahthenal- special

You told us to take a trait and a mutation and posted that claws were an acceptable mutation. Mini-dragon was the whole point; it wasn't the Red Bull which gave him wings. His strategy is to stick close, preferably in their same square, to the other party members until something threatens them and then become a Tasmanian devil (mostly out of fear and goblin-like impulse control).

I did fix some glaring mistakes on the character sheet:

  • Changed AC to reflect new armour

  • Removed acid resistance (that was from dragon scaled which lost out to dragonmaw)

  • Adjusted the attack bonuses to reflect size bonus including, CMB and CMD (which also included the penalties)

  • Changed the starting gear to your above post

  • Broke down the skills

  • Adjusted weight and currency

  • voodoo chili wrote:
    Azten wrote:
    What mutation traits are there?
    I was thinking of offering some of the mutations from the mutant template, but they're too powerful. If there's an existing trait you'd like and can tie it to a mutation even if you don't normally qualify, I'll consider it though.

    yeah, I was thinking about it... and then walked back. I was too busy to come up with a list of acceptable mutations. True, I later did say OK to claws for Slipnot, but he was a ranged ftr using claws as a back up. Still, claws seems more a feat than trait so prob should have nipped it then.

    I'll just be honest and say 4 attacks/round for a L1 PC is something else entirely. It's part of a GMs job (though sometimes unpopular) to try and balance everything out. I also honestly think L1 PCs should be very low powered so that they have somewhere to go. I hope my players understand that.

    I'm also hoping that the dearth of equipment will lead to some interesting times once you get to a human settlement what with potential burglaries and such : )


    Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

    I do like shinies....and yes there shall be raiding and shenanigans galore. I can't wait ^^


    Wow, I was expecting you to clarify by saying the claws were secondary attacks like the tail, but okay, I removed the claws. I will pick a second trait. It is now bite, dagger, tail for attacks.


    cool. yeah, secondary claws is a better compromise, but maybe later. I like to err on the side of caution and need some idea of how the party is going to function first. Thank you for your patience.

    OK, ready to go.


    Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

    Bwahahaha..Being honored with the title of Second Horn...Should he live, he may very well have that position of power he so eagerly wishes for.


    Olp up and then we'll move into the game.

    As far as posting, I usually get one or two posts in each day. I'd appreciate a daily post on weekdays. every other day works, but I've found that if it lags much more than that, the game loses momentum.


    Olp has posted. I didn't realize that we had a gameplay thread until I saw Sa'rah'then'al's above post.


    Yip-yip! And we're off! Another wall of text coming soon.


    Male Kobold Ranger 1 (Trapper) | AC: 20, FF: 16, T: 14 | HP 12 | F: +3, R: +6, W: +1 | CMB: -1, CMD: 12 | Initiative +4, Darkvision 60 ft., Perception: +7 | Move: 30'

    Hey guys, sorry to keep you waiting for so long. My PC broke last Thursday and thanks to the holidays I haven't been able to get new parts until now (don't have a fancy smartphone or tablet). If possible, I'd still like to get into the game, but if it's too late I understand and apologize for the inconvenience.


    right on time Zraxir.


    since Sarahthenal doesn't have darkvision, I'm assuming he has some light source? it is dark in the forest. please specify.


    Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

    Ah yes, he would be using a torch.


    Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

    Probably the best part of bringing a torch up to bear on most other kobolds...I will blind them while I see fine.


    Sa'rah'then'al wrote:
    Probably the best part of bringing a torch up to bear on most other kobolds...I will blind them while I see fine.

    Yeah, it's definitely a smart/cool move to ruin everyone else's darkvision in an evil party. That's going to keep you popular/alive.


    Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

    Unfortunately you are probably the only one badly effected by me having to spike a torch from time to time. Everyone else can still see fine outside of 20ft and therefore can attack and not be dazzled.

    All in all its good to have some diversity to the group. I will be able to scout for you during daylight hours and other such things.

    And most likely anything blinded by my light is gonna get out of it as you did and you will be able to attack no problem. It will just give me the benefit of being able to attack them without too much worry about then trying to kill me.

    Forgive me for being so terrible a person to upset you


    To be clear, kobold light sensitivity is only affected by bright lights like daylight, not torches. That said, not having dark vision is prob going to be more of a liability than not. Most adventures are going to be underground or can take place at night And being dazzled is really a very minor penalty. Nobody is blinded, it's just a -1 to hit and percep.

    Also, I should say that I am fine with tweaks to your PC for the first level.

    I'll give Zraxir another day to get back to us and then move on.


    Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

    With the GM's suggestion I will go ahead and revert to having darkvision and light sensitivity.


    S- That's prob a good call given the party composition. No lights to give away the little sneakers.

    I will request that all abstain from snarkiness, please. keep it kind and have fun. This def isn't an evil party- looks more like nearly every flavor of neutral would be a better description.


    Draco Voodoo wrote:
    I will request that all abstain from snarkiness, please. keep it kind and have fun. This def isn't an evil party- looks more like nearly every flavor of neutral would be a better description.

    You are correct, sir. My apologies for the snark.


    Male Kobold Ranger 1 (Trapper) | AC: 20, FF: 16, T: 14 | HP 12 | F: +3, R: +6, W: +1 | CMB: -1, CMD: 12 | Initiative +4, Darkvision 60 ft., Perception: +7 | Move: 30'

    Sorry guys, I need to bow out. Still having massive computer issues at home, I am posting from the public library here. I haven't identified the real cause of my problems (machine shuts down spontanouesly with bluescreens and whatnot) and therefore I can't be online on a reliable schedule for this. I am so very sorry, especially since you patiently waited for me quite a while. Good luck and keep the kobold goodness coming!


    Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

    Forgive me I thought I had updated all my campaigns that I was working a con this last weekend so I was incredibly busy. I normally post once a day even during the weekend if need be and I think I failed that this weekend keeping all the tech and panels up and running over the weekend.


    so this is how i've found combats to run most efficiently. i'll dicebot initiatives to get things started and group it to end on the enemy for the recap. I use my dice for GM rolls just because typing a bunch of [dice] commands is tedious and I love my RL dice.

    I usually post maps, but haven't got a good system at the moment. I was a big fan of Maptools, but last Java update screwed it up. Not really a fan of Roll20. If you all have any recommendations, let me know.

    As far as positioning, I just have you lined up on the water's edge. I should prob ask for marching order and battle formation.


    I like your system for combat. I do not currently have any recommendations for maps.

    Olp will always be sticking to the other party members. At worst, he will not stray more than 20 ft. from the farthest one (archetype feature depends on 20').

    If we need another player will you be starting with the other applicants who were not selected?


    looks like Cap Ford has posted recently. Not sure if he's busy, in attentive or out. I sent him a PM.

    In the meanwhile, you all needn't post in order. Just go and I'll sort it out at the recap. You can designate wolves by A (alpha- very wounded), B, C, or D (bedazzled).


    Ay. not a good round for the kobolds.

    Sooo seems Capt Ford starts this stuff and disappears??

    I'm not sure what to do. I'm still not a fan of ACG, so nay on bringing in the forgotten kobolds.


    Olp- re: lash, reach weapons can't make adjacent attacks, yes?


    Male Inquisitor 2 CN small humanoid, AC 16, touch 14, flat-footed 13, 7/15 Init +6, Perception +8

    Well, we surely can't survive with just three kobolds doing the work.


    Draco Voodoo wrote:
    Olp- re: lash, reach weapons can't make adjacent attacks, yes?

    Whips are reach weapons that can make adjacent attacks. It's a lash, which is more similar to a whip than any other printed reach weapon, but I leave it to your discretion on whether or not it can hit adjacent enemies.

    As for other players, I'm in a thread gauging interest for an AP and Iron Gods is one of the top votes, so we may find interest there from players. It would also serve to diminish the number of votes for Iron Gods which only helps my pick of Legacy of Fire (they are currently tied), so I'm not altogether altruistic in this suggestion.

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