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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Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

Missing ref save w/rage, prayer: 1d20 + 7 + 2 + 1 ⇒ (8) + 7 + 2 + 1 = 18

I'm fine, think Kricker pretty much soaked most of the damage up.


The warband works to heal Kricker's wounds. "Perhaps we won't camp in that canyon," Asumi observes. She leads the group northward until they find an eroded ditch with an overhanging tree that provides cover from the rapidly lightening sky.


The travelers rest undisturbed that day and after a quick meal head north once again under heavy clouds and gusty winds. A steady rain falls and their progress is slowed as water pools into muddy puddles. Wet and cold, they find a small cave in the rough hills and hole up to awake shivering the next night which arrives clear and near freezing.

Asumi advises stoking the fire and staying put until it gets warmer.


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

I don’t think we are in a hurry. I see no reason to push through the cold if we don’t have to. It will give me time to do maintenance on my equipment.


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

"I'll keep watch while you do," Drahlneep says firmly as he moves to find a spot to watch anyone approaching from the shadows of the cave mouth.


Exploration Activity: Search Halfling Cleric (cloistered)/3 AC 16 | HP 36/36 | F +8E R +7T W +11E | Perc +9T

"Yes. We can wait."


Indeed the night is very cold and the strange variability of the environment of the surface world a strange thing compared to the stability conditions in the warren. The stoked embers of fire pit keep all in the cave warm with the minimum of light. There is plenty of time to work on equipment.

The next night is nearly as cold and the rain has returned promising to make travel uncomfortable and slow. Asumi asserts that the rains will pass the soon and the war party can continue then.


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

Asumi, Since it looks like we are going to have some time here, I have never even heard of your kind. Could you tell us more of yourself and your people? Where did you get such a fabulous weapon?


oops. apparently, I've changed her name from Isuma to Asumi...

The tall four-armed alien makes no move and all is still besides the sound of he rain outside the cave. Kricker wonders if his question was heard and is about to repeat it when Isuma quietly responds. "My people are... were? I do not know if they even still survive. It has centuries, maybe millennia. I came from a desert planet under a dying star. The Kasathans are perhaps not so different from the kobolds- proud, respectful of tradition and fierce warriors. We were not technologically advanced however, and were in awe of the Androffans when they arrived at Kasatha."

"I volunteered to go with the strangers as an ambassador and learn their ways. I did not know that they took others against their will and kept them in cages as animals. I do not know why. Why was I treated differently. Was I just another experiment to see if I could learn abut their technology? I don't think that I will ever get an answer now. The Dark Ones infiltrated the ship and now it is destroyed with the Androffan's aboard."

She raises her weapon to ponder it. "This is a Zero-rifle. I took it long with an escape shuttle when I realized the Androffan's deception. They were too busy with the Dark One's incursion to pursue me."


Kobold Inactive

"How long has it been since you took this...escape shuttle? Do you know if any of these Androffans survived their encounters with the Dark Ones? Do you know what the Dark Ones are, or what they want? Could any of them have followed you here? Were there more escape shuttles?"

Jeji's questions came rolling out one after another, almost without pause. After a moment, she continued. "I am sorry. I mean no disrespect. Sometimes my curiosity gets me excited. You carry a great pain. You have lost more than most. Maybe others escaped as well."


Isuma smiles faintly. "So many questions. I will tell you what I can. I don't know what they Dark Ones are. They are very different from the life forms that we know. Their technology is.. more organic. It seems to work on sentient minds. They harness and manipulate or just steal brains leaving their victims insane or dead. Even the Divinity's AI was corrupted by the invaders and the great ship ended up disintegrating in the atmosphere of this planet."

"I found the escape shuttle just in time and locked myself in a stasis chamber within- a machine that freezes you in time so that you don't age. There may have been others, but the Dark Ones have most likely found them all. I do not know how long I was frozen in stasis, but judging by the remains of the great ship, it has been thousands of years. The Dark Ones found me eventually and awoke me for their foul experiments, but I escaped. Now I hunt them."

She stops talking lost in her thoughts and the only sound is the hiss of the rain and occasional pop from the smoldering fire.


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

Drahlneep stares out at the rain, the strange alien tale only partly heard. "We can't be sitting here waiting for whoever has been spying on us to find us," he says after a pause in the story.


"I don't know who we left behind, but I do know what is ahead, Drahlneep. Do not be too impatient. Anyway, we have a far greater chance of encountering Technic League spies once we get on the road."

The rain ends with the coming of the morning and Drahlneep continues to chafe until the next night when the war band continues it's march to the north. The moon rises smaller and later each night and though still chilly, the weather is clear.

A short way from the road to Kuratown, Isuma leads the kobolds to a cave that she has used before and they make preparations to pass by the mutant orc settlement the next night. The day is stormy again and the wind whistles and shrieks against the low cave entrance.


The storm intensifies into the night and the wind howls at the cave entrance so forcefully that Isuma has to warn patience again as the winds outside seem strong enough to knock a kobold to the ground. The cave dwellers find the constantly changing weather of the overground unsettling to say the least and even Isuma says that she has never seen a storm like this.


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

"Could it be the result of magic? Didn't you say the pinkskins here worship the nature god?" Drahlneep asks Isuma, weary of being pinned down. "Perhaps they know about the dwarf and are closing in on us."


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

If the weather isn't too awful, we might take advantage of it and sneak past the orcs on a night when they are likely not to be out and about.


"I don't know if this is the Hunting God's wrath, but there won't be any humans or orcs out tonight," Isuma says. "Anyone risking these winds will be taking their life in their hands." She illustrates by clenching her four hands. As if to emphasize the point, there is a nearby crash, likely a tree being blown down.


Exploration Activity: Search Halfling Cleric (cloistered)/3 AC 16 | HP 36/36 | F +8E R +7T W +11E | Perc +9T

"Going out in this weather is not conducive to bodily integrity."


Kobold Inactive

"Neither is being caught by the orcs."


anyone want to risk the winds?


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

Drahlneep may not be happy about having to sit still, but he's going to listen to their local guide, lol.


The kobolds are impatient, but decide to trust Isuma's experience with the surface world. The windstorm dies down the next day and by nightfall all is calm again. The warband emerges from the cave and follow a rough trace through the badlands in the direction of the orc settlement. The vanishing moon has started before them and soon sinks below the horizon ahead of them leaving only the pinpricks of light called stars. They aren't so bad, they seem much like glowworms of the caverns underground, but much farther away.

At the top of a crest, Isuma peers off to the north where only darkness is seen. "I think that we have passed Kuratown, but I cannot tell. There should be a light there where the orcs have allowed a small inn for travelers. Mostly Technic League members heading to scavenge in the hills that are too powerful to risk attacking and pay a decent toll anyway. I cannot find the light though. Perhaps that windstorm caused heavy damage to the town. If so, we may have an easy trip ahead if teh orcs are busy with repairs."

Indeed, she angles your route so that you reach to road and the group travels much more quickly, resting off the road hidden in stone clefts of behind rocky hummocks and moving at night in the darkness. You see no orcs or other travelers and soon enough reach the Technic League site that Isuma has mentioned near the Scar of the Spider.


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

Other than the nasty weather that went better than expected. What do you know about this Technic League site? Should we assume anyone we meet there is hostile to us?


"I would not classify the Technic League as hostile so much as ruthless in their pursuit of wealth and technology. Members can be cooperative unless they see you as competition. Many of those in the camp are likely to be slaves. It might be best to survey the camp first to determine what we're facing."


Exploration Activity: Search Halfling Cleric (cloistered)/3 AC 16 | HP 36/36 | F +8E R +7T W +11E | Perc +9T

"What slaves do they keep? We might be able to gain some allies."


"Yes, quite possible. I believe that I mentioned before that I saw kobolds among the slaves last time I passed through here."


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

"Then we have a good, righteous task before us," Drahlneep says before checking his weapons and gear. "We rescue our people and get them to safety. We liberate the other slaves to disrupt the league and possibly make other allies. Then we can take what they are hoarding while they're distracted."


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

Sounds glorious! Hopefully we will get in a fight with some of the League slavers as well. Shall we send our most stealthy member to take a look? I can enhance her armor for several hours to help in case she gets spotted.


Jeji? I think that you are being volunteered.


Kobold Inactive

"That is a most excellent..." Jeji began. She turned and started to look at each kobold and as she moved from one to the next, her frown got a little more pronounced. "...idea"

She sighed. "Perhaps if we had some rags, I could slip in disguised as a slave...although that might just get me locked up with others. Hmm, what is it exactly that I should be trying to accomplish?" she asked.


Exploration Activity: Search Halfling Cleric (cloistered)/3 AC 16 | HP 36/36 | F +8E R +7T W +11E | Perc +9T

"Learning how the slaves are held, so that we can best plan how to free them."


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

I dont think you have to play as a slave, just remain unseen. You are a very tricky kobold and I have faith in your abiliies. I agree, figuring out the slave situation is good. Also getting an idea of how many technic league masters there are and their capabilities would also be useful.


Isuma goes over her gear and makes sure her long gun is fully charged. "I think that I know a place where the rest of us can stay hidden and watch. If Jeji has any difficulty, she can signal us and we can help her."

Jeji- give me a stealth or disguise or something for the spy biz


Isuma leads the warband through the moonless night to a sloped boulder field. Even the group's darksight does not reveal much more than the outline of a mountainside ahead and the impression of shacks and tents huddled at the base. Jeji moves stealthily away and the others remain attentive peering hard at the darkness and listening for any sounds of trouble.


Kobold Inactive

Stripping away most of her possessions, Jeji passed them to Drahlneep. Everything except a few flasks, one grenade, and her arc pistol. She did her best to conceal the few items about per body.

Sleight of Hand: 1d20 + 8 ⇒ (18) + 8 = 26

She took one last look at each of her companions before nodding and setting off.

Stealth: 1d20 + 15 ⇒ (18) + 15 = 33

Preparing extracts of cure light wounds, monkey fish, and shield


Jeji minimizes the gear she carries that might give her away settling for only a few small items weapons and potions that are easily hidden. As Jeji nears the settlement, she can make out more details. The makeshift worker housing huddles near the mouth of a mine that pierces the side of a steep cliff. A far more substantial and comfortable structure lies at the edge of the camp and is the only place with light spilling from the windows.

There is a terrible grinding and clanking noise from a trio of heavy metal plated machine men that patrol the place. They don't look to be in the best condition with mismatched metal patches and exposed wires, but they still seem formidable to the cautious kobold. None of them appear to notice the stealthy spy however, and she is free to roam around the camp.


Jeji sneaks over to the lit window and carefully peers inside. There are three male humans and a female elf. Two of the humans look like barbarian thugs. The other human is much better dressed and the scrolls and tools readied on his belt suggest he's spellcaster and member of the Technic League. The gear-shaped clasp on the elf's cloak identifies her as a member of that ruthless organization as well.

Jeji silently returns to her companions to report what she's seen...


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

"Those metal guardians and the wizard are our obvious problems, but what of this elf? Did you see any obvious weapons? And no other guards beyond the metal men?"


Jeji reports that she saw no other guards than the metal men and the thugs. The elf bore a spear and the human a whip.


hellooo?


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

I am here, seen a few games really slow, might be spring break related, folks watching kids and stuff.

"The whip is probably just his symbol of authority as a slaver. We need to find a place for an ambush, draw the TEK golems away first, give the slaves a chance to rise up."


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

Yeah even though those TEK golems look beat up, I still think we have no chance if all three engage us at the same time as a mage. I can probably disable one of the humans for a bit, but we need to avoid engaging them all at once. Maybe wait until early in the morning when the pink-skins are likely to be asleep, or maybe try in the middle of the day when most of the beef is likely guarding what ever slaves they have in the mines.


F Kasathan Gunslinger

Isuma ponders. "The machine men will not sleep, but maybe we could surprise the slavers before dawn as you say. I think it will be more dangerous for you attacking during the day, though I like the idea of their forces being spread out then. Another option is to sneak inside the mine to set up an ambush there."


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

I am partial to sneaking inside the mine myself, Kobolds should be at an advantage in the dark underground. Maybe we can figure out what they are trying to dig up as well.


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

"Yeah." Drahlneep says in agreement with Kricker with a grin and mischievous look in his eye.


Kobold Inactive

Jeji nodded excitedly at mention of the mine.

"I too think that would be our best option" Jeji said as she began replacing all of her equipment.


Exploration Activity: Search Halfling Cleric (cloistered)/3 AC 16 | HP 36/36 | F +8E R +7T W +11E | Perc +9T

"Mining operations are something I have studied in passing. If this is an open pit mine, there will be no tunnels to conceal ourselves in. Some deeper underground mines, though, require ventilation so that the miners have enough air to breath. Let us try to find them, or some other form of secondary access."

Knowledge (Engineering) to know something about how best to enter the mine as Jeji described it, taking 10: 10 + 16 = 26


From Jeji's description, the mine entrance or adit is at the far edge of the town where the cliff rises above the hovels. The ventilation shaft is spotted in the center of town. Likely the easiest entrance would be the main entrance. The group just has to avoid the circulating machine men. The light from the slavers' house goes off soon enough and the kobolds prepare to creep over to the mine.


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

"Jeji, you go first. Isuma, follow her. Get your extracts ready and any other preparations you can. Perrik and Kricker, you two go next. If you're spotted I can move in to buy you time to get inside. Those TEK golems will need to be alerted, but let's try and get everyone inside and set. If it goes well, I get the golem's attention and duck back inside."

We still have a grenade launcher of some sort, right? :D


Drahlneep wrote:
We still have a grenade launcher of some sort, right? :D

Drahlneep should have the grenade launcher. you've just been relying on Jeji since she's the professional bomb thrower. I believe that you're down to 4 grenades though.

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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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    So, just started and 2 players flaked. That's where you come in. This will be a very unique take on the AP. Think "Mars Attacks!" with touches of "Paranoia". You won't be saving the world for the humans, you'll be taking it from them with BFGs. If you live long enough to recover the tech, that is.

    Current Line up:
    Team Blightscale
    Sahrahthenal- High Inquisitor of Gakzara(=radiation spewing demi-god)
    Olp- Violet-scaled draco-scamp (feral ftr)
    Reep- Wiz-bang (gun wizard)

    we lost a ranger and rogue. both trappers so those would be good starting points. I'm not really interested in trying out ACG classes yet, but Core, APG and Unchained should be OK.

    About the Blightscale Kobolds (crunch)
    Slightly stronger and even more cunning than most kobolds, they use the following racial ability modifiers (-2 Str, +2 Dex, +2 Int)

    L1, 20 pt buy, standard bestiary kobold gear + special item upon approval.

    Kobold Rules (fluff)
    1. Survive!
    2. The Tribe over everything else (but see #1)
    3. Know your place in the hierarchy
    4. Survival is easier with superior numbers and tactics. Ambushes and Traps are the best defense.
    5. Remember where you came from- We're DRAGONS, who the F* are you?


    Doomed Hero here. I had this character ready to go for a game that never got off the ground. I'd love to reprise him.

    I deleted his original background because it didn't fit this story, but the mechanics are all there. I gave him Disable Device, so he can fill the scout/trapspringer role if need be.

    Please tell me what you think, and what kind of background might work for him to fit him in with your story. I'll adapt him tonight sometime to finalize the submission.


    Are Traits and/or Drawbacks allowed?


    Nickadeamous wrote:
    Are Traits and/or Drawbacks allowed?

    2 traits, no drawbacks


    Could you please do a full listing of character creation rules please?


    Arcanic Drake wrote:
    Could you please do a full listing of character creation rules please?

    Sure, my bad. I'm going to go with the race modifiers from JBs Umbral kobolds. 20 pt buy, max 18 starting stat. There will be various twists to come.

    Kobold PCs
    –2 Strength, +2 Dexterity, +2 Intelligence: kobolds are fast and a quick study but physically weak.
    Small: kobolds 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.
    Normal Speed: kobolds have a base speed of 30 feet.
    Darkvision: kobolds can see in the dark up to 60 feet.
    Natural Armor: kobolds gain a +1 natural armor bonus to AC.
    Crafty: kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
    Light Sensitivity: kobolds are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Kobolds are also dazzled for as long as they remain in areas of bright light.
    Languages: kobolds begin play speaking Draconic.

    20 point buy, 2 traits, start out with leather armor, spear/ dagger/ sling and a special item I'll likely come up with though I take suggestions.


    hmmm, I know it's a pretty small niche, but really, that's it?


    Another one I'd be game to try, but would really need a couple days. I think many aspects of playing a kobold could be fun, but not super keen on the "kill all humans". They'd make good servants for their dragon overlords, anyway!

    I like playing rangers and rogues, let me think some more.


    I'm Finishing up a trapbreaker alchemist and will submit details shortly.


    how do you feel about playtest material? I was thinking of playing a geokineticist. I think it will be flavorfull given the setting.


    I present Jeji the Unstable, female neutral kobold, inspired chemist/trap breaker alchemist. Crunch is complete, working on fluff.

    Crunch:

    Name
    Female Kobold (inspired alchemist, trapbreaker) Alchemist 1
    N Small humanoid (reptilian)
    Init +3; Senses Darkvision 60 ft.; Perception +7
    --------------------
    Defense
    --------------------
    AC 17, touch 14, flat-footed 14
    (+3 Dex, +2 Armor, +1 Size, +1 Natural)
    Hp 9 (1d8+1)
    Fort +3, Ref +5, Will +1
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee spear +0 (1d6-1/x3) [brace] or
    Ranged spear +4 (1d6-1/x3) [20 ft.] or
    Ranged bomb +5 (1d6+4 fire/x2) [20 ft.] {splash damage 5 fire, DC 15 Reflex for ½}[5/day]
    --------------------
    Statistics
    --------------------
    Str 8, Dex 17, Con 12, Int 19, Wis 12 Cha 7
    Base Atk +0; CMB -2; CMD 11
    Feats Simple Weapon Proficiency, Light Armor Proficiency, Brew Potion, Throw Anything, Point Blank Shot
    Skills
    [+3] Acrobatics (3 dex)
    [+4] Appraise (4 int)
    [-2] Bluff (-2 cha)
    [-1] Climb (-1 str)
    [+10] Craft (trapmaking) (1 rank, 3 class, 4 int, 2 race)
    [-2] Diplomacy (-2 cha)
    [+7] Disable Device (1 rank, 3 class, 3 dex)
    [-2] Disguise (-2 cha)
    [+3] Escape Artist (3 dex)
    [+3] Fly (3 dex)
    [+1] Heal (1 wis)
    [-2] Intimidate (-2 cha)
    [+8] Knowledge (arcana) (1 rank, 3 class, 4 int)
    [+8] Knowledge (nature) (1 rank, 3 class, 4 int)
    [+7] Perception (1 rank, 3 class, 1 wis, 2 race)
    [-2] Perform (-2 cha)
    [+3] Ride (3 dex)
    [+1] Sense Motive (1 wis)
    [+11] Stealth (1 rank, 3 class, 3 dex, 4 size)
    [+5] Survival (1 rank, 3 class, 1 wis)
    [-1] Swim (-1 str)
    [+8] Use Magic Device (1 rank, 3 class, 4 int)
    Languages Common, Draconic, Dwarven, Gnome, Undercommon
    Traits Firebug (Combat), Pragmatic Activator (Magic)
    Favored Class Alchemist (+1/2 bombs per day)
    Combat Gear 5 bombs per day
    Other Gear small leather armor, small spear
    Encumbrance 0 – 19.5 lbs; 19.6 – 39.75; 39.76 – 40; [Current: Load]
    --------------------
    Special Abilities
    --------------------
    Alchemy add half alchemist level to craft (alchemy) to create alchemical items.
    Armor naturally scaly skin grants a +1 natural armor bonus.
    Bombs (Su) use a number of bombs per day equal to class level + Intelligence modifier.
    Crafty racial +2 bonus to Craft (trapmaking), Perception, and Profession (miner); Craft (trapmaking) and Stealth are always class skills.
    Dark Vision see in the dark up to 60 ft.
    Light Sensitivity -1 to hit and -1 Perception when in bright sunlight or within the radius of a daylight spell.
    Inspiring Cognatogen increase mental stat while decreasing physical one (+4 Int/-2 Str; +4 Wis/-2 Dex; +4 Cha/-2 Con) and grants a +2 natural armor bonus, lasts 10 minutes per level, requires 1 hour to mix. When the effect ends, he takes a 2 points of ability damage to the same physical stat.

    Notes
    Never carry more than 15 pounds of gear.
    **small leather armor – 7.5 lbs.
    **small spear – 3 lbs.


    GM Derek W wrote:
    Another one I'd be game to try, but would really need a couple days. I think many aspects of playing a kobold could be fun, but not super keen on the "kill all humans". They'd make good servants for their dragon overlords, anyway!

    yes, I overstated it. Some may have their uses, but they are treacherous, so treacherous.


    zomblisham wrote:
    how do you feel about playtest material? I was thinking of playing a geokineticist. I think it will be flavorfull given the setting.

    geo-what now? sorry, I am among the groggiest of grognards.


    Voodoo - he's referring to the kineticist, specifically the earth focused one that will be included in the upcoming Occult Adventures (coming out next month).

    For the moment, the only street para-legal version is from the open playtest document - found here.

    Or in grognardian terms - he wants to play a dude that can shoot rock around with his mind ;)


    Aye- I think we've got enough weirdness with tech and kobolds.
    Throwing semi-psionics in the mix will just make my head a-splode.


    Fixed a few things and added background.

    Crunch:

    Jeji the Unstable
    Female Kobold (inspired alchemist, trapbreaker) Alchemist 1
    N Small humanoid (reptilian)
    Init +3; Senses Darkvision 60 ft.; Perception +7
    --------------------
    Defense
    --------------------
    AC 17, touch 14, flat-footed 14
    (+3 Dex, +2 Armor, +1 Size, +1 Natural)
    Hp 9 (1d8+1)
    Fort +3, Ref +5, Will +1
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee spear +0 (1d6-1/x3) [brace] or
    Ranged spear +4 (1d6-1/x3) [20 ft.] or
    Ranged bomb +5 (1d6+4 fire/x2) [20 ft.] {splash damage 5 fire, DC 15 Reflex for ½} [5/day]
    --------------------
    Extracts
    --------------------
    1st (2/day)
    --------------------
    Formula Book
    1st - bomber's eye, crafter's fortune, cure light wounds, detect secret doors, monkey fish, shield
    --------------------
    Statistics
    --------------------
    Str 8, Dex 17, Con 12, Int 19, Wis 12 Cha 7
    Base Atk +0; CMB -2; CMD 11
    Feats Simple Weapon Proficiency, Light Armor Proficiency, Brew Potion, Throw Anything, Technologist
    Skills
    [+3] Acrobatics (3 dex)
    [+4] Appraise (4 int)
    [-2] Bluff (-2 cha)
    [-1] Climb (-1 str)
    [+10] Craft (trapmaking) (1 rank, 3 class, 4 int, 2 race)
    [-2] Diplomacy (-2 cha)
    [+7] Disable Device (1 rank, 3 class, 3 dex)
    [-2] Disguise (-2 cha)
    [+3] Escape Artist (3 dex)
    [+3] Fly (3 dex)
    [+1] Heal (1 wis)
    [-2] Intimidate (-2 cha)
    [+8] Knowledge (arcana) (1 rank, 3 class, 4 int)
    [+5] Knowledge (engineering) (1 rank, 4 int)
    [+8] Knowledge (nature) (1 rank, 3 class, 4 int)
    [+7] Perception (1 rank, 3 class, 1 wis, 2 race)
    [-2] Perform (-2 cha)
    [+3] Ride (3 dex)
    [+1] Sense Motive (1 wis)
    [+7] Stealth (3 dex, 4 size)
    [+5] Survival (1 rank, 3 class, 1 wis)
    [-1] Swim (-1 str)
    [+8] Use Magic Device (1 rank, 3 class, 4 int)
    Languages Common, Draconic, Dwarven, Gnome, Undercommon
    Traits Firebug (Combat), Pragmatic Activator (Magic)
    Favored Class Alchemist (+1/2 bombs per day)
    Combat Gear 5 bombs per day
    Other Gear small leather armor, small spear
    Encumbrance 0 – 19.5 lbs; 19.6 – 39.75; 39.76 – 40; [Current: 11.5 Light Load]
    --------------------
    Special Abilities
    --------------------
    Alchemy add half alchemist level to craft (alchemy) to create alchemical items.
    Armor naturally scaly skin grants a +1 natural armor bonus.
    Bombs (Su) use a number of bombs per day equal to class level + Intelligence modifier.
    Crafty racial +2 bonus to Craft (trapmaking), Perception, and Profession (miner); Craft (trapmaking) and Stealth are always class skills.
    Dark Vision see in the dark up to 60 ft.
    Light Sensitivity -1 to hit and -1 Perception when in bright sunlight or within the radius of a daylight spell.
    Inspiring Cognatogen increase mental stat while decreasing physical one (+4 Int/-2 Str; +4 Wis/-2 Dex; +4 Cha/-2 Con) and grants a +2 natural armor bonus, lasts 10 minutes per level, requires 1 hour to mix. When the effect ends, she takes a 2 points of ability damage to the same physical stat.

    Notes
    Never carry more than 15 pounds of gear.
    **small leather armor – 7.5 lbs.
    **small spear – 3 lbs.
    **small dagger - 1 lbs.

    Background:

    Jeji was never very strong or very well liked, but she was smart. She had a keen mind that absorbed information like a sponge. She learned to read and write very quickly and became enamored with books. She would spend most of her time reading and learning, almost too much time. Most of her tribe did not appreciate her quest for knowledge and often saw her as a burden. Often picked on, she learned to be quick, both in mind and body.

    When an expedition returned with new fangled contraptions, they had no idea what they were, but they knew who to ask. When the tribal leader asked Jeji to figure out what the items were and discover how they could benefit the tribe, she finally realized that she could be helpful to the tribe. Now with some confidence, Jeji has begun to come into her own. She doesn't retreat from would-be bullies, but instead attacks with barbed words meant to deflate and discourage. Where she used to hide from interaction, she now thrives on supporting her tribe. While most kobolds are adept at creating traps and devices, Jeji excels at taking them apart and figuring out how they operate.


    Jeji- trap breaker is a good fit. I should have mentioned that I'm only allowing a max 18 starting ability score though.

    Also not sure what the inspired stuff is about ??


    Draco Voodoo wrote:
    Also not sure what the inspired stuff is about ??

    Advanced Class Guide - basically acts as a skill booster.


    Mark Sweetman wrote:
    Draco Voodoo wrote:
    Also not sure what the inspired stuff is about ??
    Advanced Class Guide - basically acts as a skill booster.

    Ah, OK. Thanks, Mark. But the description under Jeji's SA doesn't match the final version listed there. Just sounds like a reg mutagen in Jeji's crunch.


    I have fixed the stats to be within the limitations and updated the crunch to reflect the impact. I also switched Point Blank Shot for the Technologist feat as well as swapped a rank in Stealth for a rank in Knowledge (engineering). I took the Inspired Alchemist archetype because the Inspiring Cognatogen seemed to fit the character more since she is more mental than physical, but it's a quick change to alter it back. Just let me know if I need to change anything. Everything in the profile should now be accurate.


    With strong scout/trapper submissios, what about a cavalier?

    Could go standard bearer into a buffer role with some bard levels, or take the mount right off and maybe fly a medium sized draconic mount later on?

    Thoughts on appropriate mount for a kobold?


    I don't know if you have any slots open or not still.

    If you do would a Kobold Gunslinger be something that could work? Maybe with a dip into Alchemist eventually.


    Jeji- that's fine. I wasn't against Inspiring, just not familiar. the description on your sheet didn't match the official desc. could just be an error if you're using an automated character generator thing.

    GM Derek- not sure. there's the usual dungeon probs with mounts. standard bearer might not be a bad idea. maybe a weird robot mount or alien thingy later on might be fun.

    Johnnycat- we've got a spellslinger already, but maybe?

    I believe that I've only got two completed entries so far.


    This is GM Derek's entry, still a WIP, but I wanted to get the basics out there. Will pick traits and assign skill points later tonight.

    Dranjek the Bold:
    Dranjek never quite caught onto trapmaking as much as the typical kobold. He always appreciates a good one, mind, but he seemed to prefer a more direct approach in dealing with the enemies of his tribe.

    He has heard stories of human codes of honor, and has adopted some bits of these as he understands and likes them. He is fully confident in his abilities as a son of dragons, and seeks to honor is sires by great feats in batte.

    Fiercely loyal, he has sworn himself to the defense of the Blightscale clan, and carries their banner (his own design) on his spear. He is a crafty warrior, always ready to compensate for his small size by using terrain and tactics to his advantage. He rarely charges head-on, but has been practicing war chants and battle cries to inspire greater heroics in his fellow clan members.


    Would a straight Alchemist be better than a gunslinger? Basically it's between a Gun Scavenger and a Homunculist/Alchemical Trapper.


    OK, I do appreciate the entry Doomed Hero, but Scar-Scale seems too close to our existing feral fighter.

    I think Jeji the Unstable will work well enough for a skill monkey and

    Dranjek the Bold could be rather odd and interesting.

    If you two wouldn't mind checking in on the discussion page, we'll discuss how to bring you into the game.

    Thanks.


    No problem.

    Happy gaming everyone.

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