
Terquem |
Note!: These are not Golarion Goblins.
Although they may look an awful lot like them!
Introduction
In the canyon beyond the Green, below the Tumble of the White are the caves of the Great Goblin Lords;
Marion,
Darien,
and,
Vodde
Each of the Goblin Lords leads a collection of Goblin tribes
On the Flat Where the Rivers Bend, beyond the Tumble of the White, are the villages of the Elves, the Dwarves, the Men, and the Half Men, who call their land, the Township of Gail
In the center of the Great Fields, beyond the Township of Gail, on the top of the Tall Hill are the ruins of the once mighty Goblin Castle of Queen Axellexa the Excellent.
The ruins have become the base of operations for a vile Gnoll Warband and their Kobold underlings.
The folk of the Township of Gail sent their greatest heroes to vanquish the Gnolls and Kobolds, but their heroes never returned.
For several weeks the folk of the Township of Gail have been living in fear of nightly raids and are now on the verge of abandoning their villages.
Penny the Wise, an ugly but remarkably brave human girl, went on her own to the Goblins for help.
She used her Right Words, and a great basket of baked treats to convince Marion and Darien to agree to help the Township of Gail, but she could not sway the mind of Vodde (some have said that Marion and Darien took too many treats and left not enough for Vodde, but this cannot be proven).
Six Goblin Heroes from the tribes of Marion and Darien came forward
The Six Goblin Heroes were given two of keys to the Tomb of Axellexa the Excellent (Which is located deep in the Mysterious Dungeon), but not the third key. This key was in the hands of Vodde, and she would not give it up willingly. Because she was outvoted by the other two Goblin lords, Vodde promised that she would not interfere with the help the Goblins were providing to the Township of Gail. She sent her own champion, Ivvinne, to hide the third key somewhere in the Mysterious Dungeon, and then proclaimed that if the Goblin Heroes were meant to discover the Right Words, then they would find the key, access the Tomb, and speak to the Guardian of the Pool.
Ivvinne has not returned.
Deep in the Mysterious Dungeon, in the Tomb of the Goblin Queen is said to be the Sacred Pool of all the Right Words. It is here, so it is said, that one can learn what the Right Words are that can solve any problem that plagues the Goblin people.
Will you, one of the Six Goblin Heroes, enter the Mysterious Dungeon and brave the dangers of the Queen’s Tomb to discover the Right Words that will save the people of the Township of Gail from the Gnolls and Kobolds?
The Player Characters
This will be a campaign adventure for up to six Player Characters who will be playing Goblins. These Goblins will be a race of humanoids of my own creation, loosely based upon the Goblins of Brian Froud, as seen in the movie, “Labyrinth” by Jim Henson.
This game will use a variation on the Basic Box Rules, with some significant House Rules.
The Player Characters will be limited in choices of Character Class to the following list
Bard, Cavalier, Druid, Ranger, Sorcerer, and Witch
Early Firearms are available, and all Goblins are proficient with them as a Racial Bonus Feat.
All Class options must be drawn from the PRD documents listed on the Paizo website (no d20PSFRD modifications will be accepted).
All Player Characters must be of “Good” alignment, though they may be Neutral, Chaotic, or Lawful. Even though Goblins in this setting have a peculiar notion of Death, they do not enjoy, nor find it agreeable, to go around killing things for no apparent reason.
Characters will begin the adventure with 1350 experience points (as second level characters). The fast progression table will be used.
Players will be responsible for tracking their own experience points.
Experience points will not be handed out equally to all Characters.
Some game elements (challenges, encounters, situations) will be resolved with modifications to the basic rules based upon a character’s experience points.
Characters will have maximum Hit Points at each level.
Resurrection will be readily available from any of the three Goblin Lords, for a price.
Character death is expected often, and will carry unique rewards.
Starting wealth will be 500 gold pieces worth of adventuring gear that must be drawn from the lists of the PRD documents at the Paizo website only.
Posting Expectations
A light to infrequent, less than one post per day but not less than one post every three days unless advanced notice is given, posting schedule will be my goal. You may post as often as you like.
House Rules
I use a standard House Rule in almost all of my games that replaces Sense Motive with a Wisdom Based Skill called “Intuition” and changes “Perception” to an Intelligence based Skill.
Intuition is a Class Skill for all Divine Magic using classes, Fighters, Monks, Cavaliers, Samurai, and Barbarians
Perception is a Class Skill for all Arcane Magic using classes, Rogues, Inquisitors, Alchemists, Gunslingers, and Ninjas
This change in these two Skills will be House Rule #1
Goblins
Each Goblin Player Character will be created following these Guidelines
Ability Scores
Roll 2d6+6. Eight times, discard the highest and lowest rolls, arrange the remaining six rolls as you desire
---Racial Qualities---
Type: Monstrous Humanoid (3 RP)
Goblins are peculiar Monstrous Humanoids that may have a variety of special racial abilities, Roll a d6. 1 – Darkvison to 30 feet (normal), 2 – Darkvision to 60 feet (light sensitive) , 3 – Low Light Vision, 4 – Low Light Vision, 5 – Normal Vision (Big Ears), Normal Vision (Big Nose)
A Goblin who is Light Sensitive, suffers a -1 to Perception Skill Checks in Normal Light, and a -2 to all Ranged Attack rolls in Normal Light Conditions
A Goblin who has Big Ears, will have a +2 Racial Bonus to Perception Skill Checks to determine if any unusual noises are indications of trouble
A Goblin who has a Big Nose, will have a +2 Racial Bonus to Intuition Skill Checks to determine if an unusual odor is something to be troubled by
Size: Small (0 RP)
All Goblins are Small (and all game modifiers associated with being Small apply). However, Goblins may use Medium Sized Weapons with no penalty if they have a Strength Ability Score of 10+
Base Speed: Random (-1 RP)
Goblins, regardless of the length of their legs or other physiological factors, tend to have unpredictable movement characteristics. Roll a d6
1-3, base speed of 20
4-5, base speed of 30
6, base speed of 40
Ability Score Modifiers: Random (0 RP)
All Goblins tend to have one redeeming quality and one significant flaw
You may chose to have a +2 in any one Ability Score, but also must take a -2 in an ability score of the other kind (if you take a bonus in Str, Dex, or Con, your penalty must be in Int, WIs, or Chr, and vice versa)
Language: Standard Language Quality (0 RP)
Goblins speak Common, there is no separate Goblin Language.
---Racial Traits---
Perplexing Tenacity: (1 RP), prerequisite: None
Goblins tend to react to misfortune or failure with increased determination and resilience. Once per day (per Hit Die) any Goblin that fails a Skill Check, Ability Check, Saving Throw, or To Hit roll, can apply a positive modifier to the next similar roll equal to the difference between what was rolled that produced the failure and what was needed to succeed. The decision to apply this modifier may be made after the roll is made.
Mostly Dead: (1 RP), prerequisite: Monstrous Humanoid Race Trait
Goblins tend to die with alarming regularity, but at the same time, “death” is a state that for Goblins is very different from other races. First, Goblins never stabilize on their own and do not make Constitution Checks to stabilize when reduced to a negative hit point total. Only First Aid, or Healing (Magical or otherwise) of some kind administered to a Goblin with a negative hit point total will stabilize the character. Second, a Goblin that “dies” (reaches a negative hit point total equal to their Constitution Score) is only “Mostly Dead” and can be returned to life by any Magical healing that can return their hit point total to a positive number (if reduced to this “Mostly Dead” condition, there is no possibility of natural healing or recovery and only magical healing will do the job). Finally, a Goblin Dies (really, really dies, dead, like a doornail) if they are reduced to being “Mostly Dead” and stay that way for a number of days equal to one half their Constitution Score (rounded up).
Feat Trait: Early Firearms (2 RP)
All Goblins are proficient with all Early Firearms. It is well known that Goblins discovered the secrets of gunpowder and invented the “gun”
Advanced Trait:(2 RP) “I was going to do that”
Once per day (per Hit Die) any Goblin that witnesses a fellow Goblin (enemy or friend) succeed at a Skill Check, Ability Check, Saving Throw, or To Hit roll, may substitute that roll (exactly the roll, not necessarily the success) for their own roll for a similar attempt if done within one round of witnessing the success.
Advanced Trait:(2 RP) “Say your Right Words”
Goblins have a peculiar gift for rhyme. Once per day (per Hit Die) a Goblin that attempts any Skill Check, Ability Check, Saving Throw, or To Hit roll, and prefaces the attempt with a spoken rhyme, may roll two dice and select from the better roll to determine the results.

The Dragon |

This looks really, really cool. I thikn I'm down for playing the cavalier.
Stats:
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 2) + 6 = 11
Edit: Ok those rolls are pretty meh. 15, 14, 12, 12, 12, 11,

trawets71 |

Count me as interested.
Stats: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stats: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stats: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stats: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stats: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stats: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stats: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stats: 2d6 + 6 ⇒ (5, 3) + 6 = 14
16,15,15,15,14,14,11,9. So, drop the 16 and 9.
Senses: 1d6 ⇒ 2 Darkvision to 60 feet (light sensitive)
Speed: 1d6 ⇒ 4 Base Speed of 30.
I think I'll try witch, though warlock in my case.

Cosmic Dream Lord |

2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 5) + 6 = 13
16, 16, 16, 16, 13, 13...
Senses: 1d6 ⇒ 5
Speed: 1d6 ⇒ 6
Big Ears and 40 feet base speed.
Wow. Truly the stats of a Goblin Hero.

Terquem |
If the Archetype is something I can research at this website (and not a third party site) then it is accepted
Looks like I missed a criticial number in the Goblin build rules above
this entry
Type: Monstrous Humanoid (3 RP)
Goblins are peculiar Monstrous Humanoids that may have a variety of special racial abilities, Roll a d6. 1 – Darkvison to 30 feet (normal), 2 – Darkvision to 60 feet (light sensitive) , 3 – Low Light Vision, 4 – Low Light Vision, 5 – Normal Vision (Big Ears), Normal Vision (Big Nose)
should look like this
Type: Monstrous Humanoid (3 RP)
Goblins are peculiar Monstrous Humanoids that may have a variety of special racial abilities, Roll a d6.
1 – Darkvison to 30 feet (normal)
2 – Darkvision to 60 feet (light sensitive)
3 – Low Light Vision
4 – Low Light Vision
5 – Normal Vision (Big Ears)
6 - Normal Vision (Big Nose)
Those of you not familiar with me, will learn that when a player introduces something to me that I was not expecting, it can change the whole game, for everyone, so, yeah, expect Dinosaurs in this adventure...

Azih |

Question regarding firearms. I enjoy playing gunslingers and they have quite a few class features that make guns much easier to use, namely they get a starting gun (instead of having to spend 1K on it), they can buy ammo for much cheaper, and they have ways of repairing jammed weapons. Are any of these available to these goblins as racial features?

The Dragon |

11, 11, 12, 12, 12, 14. That's just bad.
So he's not a hero because he was born special.
Hmm. I guess I'll pretty much have to play a caster. Maybe a witch, who made a pact with something that offered power because he was dead tired of being ordinary.
Here's senses:1d6 ⇒ 2 - 2, 60ft DV & light sensitive
Here's speed:1d4 ⇒ 4
Edit: I rolled speed wrong, oops. Here's the real one:
1d6 ⇒ 1

Azih |

2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 5) + 6 = 16
15,13,17,12,14,16
Senses: 1d6 ⇒ 1
Speed: 1d6 ⇒ 5
I will take these rolls with a smile. Daaamn.

Gronder |
Hey, max hit-points! I love not having to roll ;)
Anyway, I made Gonder, the goblin cavalier. The most notable thing about him is that he's been mostly dead no less than twenty-three times. He really, really wants to help people, and whenever he comes across someone with a problem, he rushes headlong into helping them. Which usually means getting killed. Again.

GypsyMischief |

This is a great concept, the intro story actually pulled me in, and the rewrite to make Goblins more akin to.Henson's made me fanboy. I'll give your house rules a good look tonight.
Stat: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stat: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stat: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Stat: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stat: 2d6 + 6 ⇒ (5, 6) + 6 = 17
movement: 1d6 ⇒ 5
senses: 1d6 ⇒ 4
Cutting out the highest and lowest I'm rocking 14, 14, 15, 15, 15, 16, which is most excellent.

Gronder |
Would you mind terribly much if I kept his statistics on an off-site character sheet like this? It's a lot easier for me to old track of. Also editing the profiles always get messed up.
I'll keep a link to it in the statline that appears on every in-game post.

Terquem |
I prefer all the information I need to manage the game be included on the Alias "as a character sheet". I know that's a bit of a hassle, but it is what I prefer. The site you linked to is not accessible to me at all of the computers I use, so that generates frustration on my end.
I will be listing lower prices for some firearms, to put them in range of the starting wealth

Tabaaac |

Alright here's Tabaaac. He's an Archivist Bard that stepped forward because he wants to find The Right Words. Actually the wrong words too. He just wants to know ALL THE WORDS. Thanks to some awesome rolls he's got a stunning gift for gab that's almost matched by his wits.
Let me know if you can't see character sheet or if I got anything wrong.
http://1drv.ms/1nS2T1w
What's missing is traits and Favoured Class Bonus as I don't know what FCB's these Goblins would get or the trait rules. Spent 290 gp on gear.
(Applied 17 roll to Int, 16 roll to Cha and +2 to get 18, Used 15 roll on Dex, Applied 14 roll to Con and took -2 to get 12, Applied 13 roll to Str, and finally 12 roll to Wis)

Terquem |
I'll post a synopsis of the current Character submissions today. Sorry there wasn't more interest. I'll also do a short list of some of the things I think you should remember about this being a basic box game and not full Pathfinder rules
It would be a great help to me if everyone who has created an alias would use the alias form for their character sheets.
MythWeavers? did this site come from the people who helped create DnDonlineGames?
Good looking sheet, so far, but again, I use a few different computers during my week, and some of those computers cannot see these third party sites, so the alias is my preferred resource for keeping up with your characters

Terquem |
The following characters have been approved for this game
Gronder (player The Dragon), male Goblin Cavalier
Gobzilla (player Cosmic Dream Loard), male Goblin Druid
Tabaac (player Azih), male, Goblin Bard
Still waiting to see character ideas from
Trawets71
and
GypsyMischief
Here is the table of early firearms cost for Goblin Characters (you would be buying these from Xshnap Bangzelhat the Goblin Gun Maker
(he only has these firearms available at the time, but can make new ones upon request)
Firearm cost
pistol 75 gp
Pistol, dagger 60 gp
Pistol, double barreled 140 gp
Pistol Triple Barreled 200 gp
Pistol, Dragon 80 gp
Blunderbuss 190 gp
Musket 125 gp
Musket, Pickaxe 150 gp
Musket, double barreled 300 gp
Musket, Mace-Butt 140 gp
Ammunition
Type cost
Black Powder (1 charge) 5 sp
Bullet (10) 2 gp
Pellets (one charge) 1 sp
If you by a firearm it can be either small or medium sized (medium sized if your Strength is 10+)
Gunsmith is a feat that anyone can take

Gemdar |

The following characters have been approved for this game
Gronder (player The Dragon), male Goblin Cavalier
Gobzilla (player Cosmic Dream Loard), male Goblin Druid
Tabaac (player Azih), male, Goblin BardStill waiting to see character ideas from
Trawets71
and
GypsyMischief
This will be my (Trawets71) submission once I get time to finish it. Should be done by sunday night. I work saturday and have a strange schedule. Hope that's not too long.

Terquem |
Thanks, everyone. I'll try to have a god, fun, somewhat silly game ready for you all by the end of the week.
I hope that isn't too long to wait, but I've had an emergency trip come up and I'll be out of town until Wednesday. I'll have a few electronic devices with me so I'll be able to post here, but my game building will have to wait until I'm back.

CaveToad |

If its not too late, I would love to get in on this. I see that sorceror is still open, so I will whip one together.
stat roll: 2d6 + 6 ⇒ (1, 3) + 6 = 10
stat roll: 2d6 + 6 ⇒ (3, 4) + 6 = 13
stat roll: 2d6 + 6 ⇒ (5, 4) + 6 = 15
stat roll: 2d6 + 6 ⇒ (5, 5) + 6 = 16
stat roll: 2d6 + 6 ⇒ (1, 6) + 6 = 13
stat roll: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stat roll: 2d6 + 6 ⇒ (1, 1) + 6 = 8
stat roll: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Senses: 1d6 ⇒ 6 - big nose
Speed: 1d6 ⇒ 4 - 30'

Terquem |
Cantrip – “Match”
The caster summons a flame, very small, attached to the end of their thumb. The flame is hot, will ignite highly combustible objects, light candles, or lanterns, and gives off a very small amount of light.
However it is painful, and usually lasts for less than five seconds (the thumb is burned and must be bandaged for 24 hours, resulting in a -2 penalty to any Skill Checks, or Attack rolls that require the use of that hand, if the Match is kept on for more than one round).
The spell has Somatic components only (but this produces a sound, as the caster must snap their fingers). Casting this spell more than twice in one minute will cause 1 point of non lethal damage.
Game thread is Open. I am writing introductions now

Petty Alchemy RPG Superstar Season 9 Top 16 |

I may as well roll stats while I wait and see:
Stats: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stats: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Stats: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stats: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stats: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stats: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stats: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stats: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Senses: 1d6 ⇒ 6
Speed: 1d6 ⇒ 5
Thusly, 30ft speed, big nose, and 13, 12, 12, 15, 13, 11. An every-man goblin, hm.

Petty Alchemy RPG Superstar Season 9 Top 16 |

I'm gonna finish him tomorrow.
Krat is a ranger (haven't decided on a favored enemy, perhaps gnoll?) who was one of the goblin warriors crazy enough to charge the enemies of the tribe while most of the goblins just opened fire with guns. Honestly, the loud noises just frighten Krat into running.
After dying a few times he was allowed to retire, and he built a nice hut for himself on the outskirts. He occupied himself by hunting moles (and gophers and groundhogs) with his giant hammer, bringing in his prey to the communal stew pot.
When Penny came to town with pie, he knew it was time to don his war-armor once more.