Redelia's Ironfang Invasion (Inactive)

Game Master Redelia


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HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

I'm talking to a friend on discord about the game... waiting to hear back... well, actually, I may not hear back from him as I referred him to contact Red directly if he's interested.. but he's a very good gamer, and if he'll do pbp, he'll talk to one of us at least.


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Venture Lieutenant, Play by Post (online)

OK, new possible players will hopefully be stopping by here soon to talk about their character ideas. Thanks for the help finding people, team.


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Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

Hello All

This is Dorian Grey. I am from Alaka's Ruins of Adventure PbP game. I am interested in joining you on this most important of mission...quest...thing against the Ironfang Invasion!

I have read the Player's Guide. With your game being at 11tb and having just saved the town (Longshadow?); I think you are at Book 4?

I drew up a 1st level character for you to look over. If he is acceptable, I shall level him up.

@GM Redelia what wbl should he have to "spend"?

Thank you!

Edit: There are some things leveled for 11th already.


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Male Human Teacher (Adults) 1

Hi there! I'm coming here since Zanbabe told us, in the game we play together, that you were in need of reinforcements.

I still don't know what you guys have/need. Is there anything you would like as an addition?

Also, the races allowed are Goblin/Kobold only, yes?

Let's start by rolling the dice, shall we? :)

Set 1
4d6 ⇒ (6, 3, 5, 3) = 17 → 14
4d6 ⇒ (2, 6, 5, 6) = 19 → 17
4d6 ⇒ (4, 5, 4, 3) = 16 → 13
4d6 ⇒ (2, 1, 6, 5) = 14 → 13
4d6 ⇒ (4, 4, 2, 4) = 14 → 12
4d6 ⇒ (6, 5, 2, 5) = 18 → 16

Set 2
4d6 ⇒ (6, 4, 3, 6) = 19 → 16
4d6 ⇒ (5, 5, 5, 6) = 21 → 16
4d6 ⇒ (4, 4, 3, 3) = 14 → 11
4d6 ⇒ (4, 4, 2, 2) = 12 → 10
4d6 ⇒ (4, 2, 5, 3) = 14 → 12
4d6 ⇒ (6, 4, 4, 4) = 18 → 14

Set 3
4d6 ⇒ (5, 4, 5, 5) = 19 → 15
4d6 ⇒ (2, 1, 1, 3) = 7 → 6
4d6 ⇒ (2, 2, 6, 2) = 12 → 10
4d6 ⇒ (3, 4, 2, 3) = 12 → 10
4d6 ⇒ (6, 6, 6, 3) = 21 → 18
4d6 ⇒ (6, 4, 6, 5) = 21 → 17

Sovereign Court

Female DRAGON! Kobold. Humor her.
Stats:
Sor6/DD10|HP 178/178|AC:39/T: 21/FF:33|F:+19/R:+15/W:+16|CMB:+14|CMD: 34/28FF|BAB:+10|Init:+9|Blf:+12|Apr:+18|Dip/Fly/K:Arc/Per:+20|Spcft:+21|UMD :+22

We've most recently lost a swashbuckler HERO and a water (Ice) kineticist.

Also, due to how we navigated the last book, a possible background hook for your characters could be 'hunted by hobgoblins because they're pissed that a bunch of 'runts' destroyed their army'.

I'm playing a somewhat tsundere sorceress/dragon disciple Dragon! who's developed a conscience despite her own best interests. Or maybe because of her own best interests.

I'll let the other folks give a rough overview of themselves to give you an idea.


Male Human Teacher (Adults) 1

Thank you, much appreciated!

So you have a cleric, a DD and a ranger, right?


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HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

You didn't lose your swashbuckler... Kwiazy is still here... we lost our bard and our kineticist.

Welcome to our new players!


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Dripple was a kineticist I think and Trinket was a bard. Jynnjun was a sorceress

We still have

Petrahk (dragon [sorceress])
Alaka (fire-girl [cleric])
Kwiazy (Swashbuckler)
Xakroo (arrow-shooter [ranger])

(correct me if I am wrong)


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

Howdy!

Ahmose is coming along, as far as Crunch. His Fluff is in my head; and, I shall endeavor to get both done this week (or sooner).

He is all Unchain Rogue. He considers himself a Blue Dragon Wizard...lol!

I am listing some gear; but, not certain how much to spend?


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Should be 82,000 gold I think... Redelia typically lets people redo equipment at level up according to wealth by level rather than keeping track of loot.

However, that may not apply here, because some people were doing it for PFS credit I think... so I'll let her correct me if that is inaccurate.


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

Ok All!

He is Crunch ready. I spent 80, 312gp. I really like how he turned out. He perceives himself as a Wizard. He does believe his own lies...lol.

Mechanically, he is definitely your Trapper, Debuffer, and even damage dealer. He will be Disarming folks using Sleight of Hand (+22 disarm); while also using Spring Attack to take the weapons away.
Bad, bad; You may hurt yourself!
That is only 1 of his tricks. I went with Jolt and Shocking Grasp because of his being Blue dragon. Blues have always been my favorite!

Thematically, he is a Wizard that uses Wands as a focus for his spellcasting.

I shall work up his Backstory soon....


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HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
Ahmose wrote:

Ok All!

He is Crunch ready. I spent 80, 312gp. I really like how he turned out. He perceives himself as a Wizard. He does believe his own lies...lol.

Mechanically, he is definitely your Trapper, Debuffer, and even damage dealer. He will be Disarming folks using Sleight of Hand (+22 disarm); while also using Spring Attack to take the weapons away.
Bad, bad; You may hurt yourself!

Thematically, he is a Wizard that uses Wands as a focus for his spellcasting.

Hehe, I've been doing too much FB lately - was looking for the 'Like' button to click after reading this! lol, anyway - sounds awesome, can't wait to see him in action.

Sovereign Court

Female DRAGON! Kobold. Humor her.
Stats:
Sor6/DD10|HP 178/178|AC:39/T: 21/FF:33|F:+19/R:+15/W:+16|CMB:+14|CMD: 34/28FF|BAB:+10|Init:+9|Blf:+12|Apr:+18|Dip/Fly/K:Arc/Per:+20|Spcft:+21|UMD :+22
Kwiazy wrote:

You didn't lose your swashbuckler... Kwiazy is still here... we lost our bard and our kineticist.

Welcome to our new players!

Trinket felt *more* swashbucklerly to me, Kwiazy -- that's why I made that mistake. I'm glad we didn't lose our swashbuckler Hero then.

Losing the bard hero might hurt a little, though.

Also, always good to have more dragons on-board!


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Male Human Teacher (Adults) 1
Alaka Zam wrote:

We still have

Petrahk (dragon [sorceress])
Alaka (fire-girl [cleric])
Kwiazy (Swashbuckler)
Xakroo (arrow-shooter [ranger])

With this and the addition of the Unrogue, it seems a pretty well-rounded group. Apparently, then, it's not too important what do I come up with.

Since no racial options are open other than Kobolds and Goblins, I think I'll go with Goblins to equalize the match (3-3).


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

His background is done. I just wrote up a story of how he is joining the group--eventually? I based it off of your last few pages of game thread posts. I hope he fits with the groups needs.

Thank you for consideration!


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Venture Lieutenant, Play by Post (online)

sorry, no post today. I had a medical appointment for one of my kids, and am wiped out.


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HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

no problem, Red... take your time... hope the kids are okay ... get some rest.


Male Human Teacher (Adults) 1

Are you guys okay with a Monkey Goblin?


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

fine with me, up to Red ultimately.


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Cool with me as well, but yeah, Redelia is the one to decide.


Male Human Teacher (Adults) 1

Basically, I have two choices: regular Gobo Blackblade Magus or Monkey Gobo Bloodrager ("Ladies ama gentlemen, the strongest goblin in the World!"). I'm working on the latter, but if you prefer I can switch to the former.


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Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

I'm sorry for my silence. something came up with my mental health and I had to be hospitalized for a bit. but I'm back, yet I'm still stuck on the updating. I'll be able to try and update it fully this weekend.


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Venture Lieutenant, Play by Post (online)

I'm sorry to hear things have been rough, Xakroo, and hope you're doing better now.

For our newcomers, right now it's OK to have your ideas for characters, not all the details. Once I can look over your ideas, I'll let you know the details for character building, like how we rolled for starting stats in a rather generous way, and how we used 'elite kobolds' who have a bit nicer stat bonuses and penalties.


1 person marked this as a favorite.
HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Oh Xakroo - so sorry to hear you've had a rough time... and glad you are back...


Male Human Teacher (Adults) 1
GM Redelia wrote:
For our newcomers, right now it's OK to have your ideas for characters, not all the details.

Alright, sorry. So, ideas:

First idea was a Goblin Blackblade Magus. He would be, probably, a survivor of an Ironfang Legion assault somewhere, who found an intelligent sword/whatever weapon. The personality of the sword together with the shock from the extermination of his people would make him realise life's more than munchin'n'gnawing.

Second idea would be a Monkey Goblin Bloodrager, who probably "woke up" to his powers and a superior conscience of the world during some tragic event. It doesn't have to be the Legion, just any near-death experience would be enough. For Monkey Goblins, someone who wields magic is a very respectable and touched-by-fate Goblin, so he would realise something big is waiting for him.

Third idea, though I'm less keen about it, was a lightning sorcerer Kobold. You know, very flashy and that, but I can't find a proper background to develop and the idea still doesn't spark in my mind. If that's preferred to a melee guy, though, I'll take some time to give it a go.


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Definitely do something that you are going to be invested in. We don't need your character to be any certain role for us. We can take on anything just as we are. :)


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

I think with Alaka for divine and Petrahk for arcane, we're okay on major magic... so a bloodrager or magus would be great... however, if the idea for a lightning kobold suddenly sparks for you, run what you prefer. We'll be fine either way.


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

Especially if you save a certain Blue Kobold Wizard from himself! Ahmose; the Blue Whisper would love to trade spells from a Magus' spellbook...lol.


Male Human Teacher (Adults) 1

Well, the GM asked for ideas... I've never played a goblin/kobold before, honestly, so bear with me...


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:
Jereru wrote:
Well, the GM asked for ideas... I've never played a goblin/kobold before, honestly, so bear with me...

No worries. Take your time.


Male Human Teacher (Adults) 1

Did you guys receive something extra, or are you playing the races just as they are? I'm building both the magus and the bloodrager (to save some time) with the basic mods (+4 Dex, -2 Cha, etc) and did the basic 4d6 rolls as told in the Recruitment tab.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

I know that our DM swapped the Kobold stats a bit. instead of +2 Dex, -4 Strength, -2 Con, we had it at +4 Dex, -2 Strength, -2 Con (that made kobolds on the same strength as goblins). I'm not sure what else we've gotten as extra or different


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

I don't remember to be honest. Best ask Redelia...


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

I joined the game later and I think just used the regular goblin numbers, but honestly don't remember. I'm sure Redelia will clarify.


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

I used 20 point buy and normal Kobold array. I also purchased Belt/Headband +4; but, I could lower those to +2 if Stats are too high?


Venture Lieutenant, Play by Post (online)

Yes, monkey goblin would be fine. It's the same power level, and completely fits with the flavor.

Ahmose looks interesting, but you'll need to rebuild him after rolling for stats. The recruitment thread has the details. You'll also need to roll for HP at each level up, but there's a minumum at each level so you're OK if you roll poorly.

Xakroo is correct about the 'elite' kobold stats we used, and that you are welcome to use.


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

No whammies, no whammies; Stop!

Set 1: 4d6 ⇒ (3, 1, 4, 3) = 11
Set 1: 4d6 ⇒ (1, 6, 2, 2) = 11
Set 1: 4d6 ⇒ (3, 1, 5, 5) = 14
Set 1: 4d6 ⇒ (5, 4, 5, 3) = 17
Set 1: 4d6 ⇒ (4, 6, 2, 6) = 18
Set 1: 4d6 ⇒ (1, 2, 5, 3) = 11

Set 2: 4d6 ⇒ (4, 6, 5, 1) = 16
Set 2: 4d6 ⇒ (5, 4, 1, 4) = 14
Set 2: 4d6 ⇒ (4, 3, 3, 6) = 16
Set 2: 4d6 ⇒ (1, 2, 1, 6) = 10
Set 2: 4d6 ⇒ (2, 6, 6, 5) = 19
Set 2: 4d6 ⇒ (4, 1, 2, 4) = 11

Set 3: 4d6 ⇒ (3, 3, 4, 1) = 11
Set 3: 4d6 ⇒ (2, 1, 2, 5) = 10
Set 3: 4d6 ⇒ (1, 6, 1, 5) = 13
Set 3: 4d6 ⇒ (3, 4, 5, 4) = 16
Set 3: 4d6 ⇒ (2, 3, 3, 4) = 12
Set 3: 4d6 ⇒ (2, 6, 6, 3) = 17

hp: 11d8 ⇒ (5, 8, 5, 1, 6, 6, 2, 2, 6, 3, 7) = 51
Apologies about that. I went with Set 2; and the "elite' Kobold array. Also (assuming max hp at 1st), looks like he only lost 1 hp...lol.


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

Oops; I meant Set 1.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

I was gonna ask about that... lol ... don't forget you have to drop one die from each roll, too.


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

Good thing I doubled checked...lol.
Yes; each was dropped the lowest. He actually came out the same, excepting Str 8 (was 6) and Cha 10 (was 8).

Ahmose; the Blue Whisper strongest and most charming wizard!

....at least more anyways!


Venture Lieutenant, Play by Post (online)

Ahmose, don't forget the minimum when rolling HP. If you rolled less than a 5, treat it as if you had rolled 5. It's a way of making sure you never get less than the little bit more than half of PFS style, but can get more by rolling well.


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

Sweet! Looks like +12 hp!


Male Human Teacher (Adults) 1

Let's roll HP door an 11th level Bloodrager!

1st level max = 10 +
Levels 2-11: 10d10 ⇒ (8, 5, 6, 8, 4, 5, 9, 8, 10, 9) = 72

The two 5's and the 4 boost up to 6 for a total of 86 plus Con mod. Not bad!


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Male Human Teacher (Adults) 1

Alright, it's late and probably the text needs corrections, but I've managed to come up with something:

Floggi Shortpants, Background:

Floggi and the Floggers was the best name for the mercenary charter, and every goblin worth his teeth should know that. Sadly, his fellow mercenaries weren’t worth their teeth. They were his friends, though.

For a long time after leaving his home in Mediogalti, Floggi was looking for glory and gold. He wanted to be known all across the land as the Terror of Horses and Dogs, the Paragon of Goblinkind, The Death in Green. His strange powers made him a combat machine, and he knew. He traveled through most of Golarion and joined all kinds of groups - mercenaries, adventurers with a low level of ethics, pillagers and what not. However, none of them could compare to the Floggers (they didn’t want that name, but they’re not here right now to object). Together, they would have taken on the world.

But of course, Destiny had different plans. Something went wrong, someone f+~&ed it up, Floggi is not sure, but what he’s sure of is that a dragon ate all of them but him. Slowly, mercilessly and cruelly. And he couldn’t help it because he was paralyzed. He was to be the dessert, but the dragon decided to leave him for later and have a nap. The magical restraints wore off and he made it alive, but completely changed inside. For once in his life, he felt sad, helpless, empty. He wasn’t even angry at the dragon, for he understood there was nothing he could do about it other than finding the same fate as his friends - yes, friends, that’s what they were, and a goblin doesn’t say the word “friend” lightly. His only comfort was to have stolen the dragon of his dessert.

The near-death experience gave Floggi a second chance and a different take on life. He understood that the ones you like should be cared for, that there’s more in life than looting and killing. He learned to appreciate a good joke by the campfire, a smile when you most needed, a shared jug of beer. He retired himself from adventuring, not having the heart to go on. Settling somewhere in Nirmathas, he spent some years in a quiet, contemplative life, trying to appease the haunts of the tragedy.

Then destiny kicked in again, bringing war to him. Molthune’s feared units of Ironfang Legion devastated the land, conquered and killed. This time, he wasn’t going to stay paralized. This time, he was going to defend what he loved.

He had to spend some time and burn some old contacts to get some of his old equipment back, and still he felt somewhat rusty, but his mind was set. When he was ready to march, much damage had been done, and he needed a plan. He heard word of a group of weird adventurers causing havoc in the enemy lines, and thought it would be a good idea to try to find them and join them. For many years, after all, Havoc had been his second name. After Shorpants, that is, so his third name. Because Floggi was his first name, and he was going to rejoin the Floggers...

More tomorrow.


Male Human Teacher (Adults) 1

Also, is retraining allowed?


CG Goblin Bloodrager 13 | Status:
Stats:
AC 28/26 (T 16/14, FF 25/22) | CMB +22/25, CMD 34/35 | Init +3 | Speed 30ft | F +19/23, R +13, W +14/17 | Perc +15, SM +9 (Low-light Vision)
Damage 0 | HP 164/216 | Bloodrage 33/33 | Spells 1st 4/4 | Spells 2nd 3/3 | Spells 3rd 1/1 | Spells 4th 1/1 | Ioun 2/2

Hello! :)


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Ha ha. Hi Floggy. :)


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Hi Floggy!


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 1 Intit +3 Hp 10/10 AC 14 Fort +3 Ref +5 Will +2 Percept +8 Darkvision

Well howdy Floggy!


Venture Lieutenant, Play by Post (online)

Is everyone about ready to return to our adventure?

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