We Be Goblins with The Gamemaster

Game Master Billybrainpan

Map

Loot Doc


1 to 50 of 178 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Check in here. I'll post an intro in gameplay soon.


Male Goblin Cavalier 3 | hp 25/25 | Init 4, Per 4 | AC 20, T 15, FF 16 | Fort 4, Ref 5, Will 2 | torch +7 (1d4+1f) dogslicer +7 (1d4+1/19-20) | Mount: hp 31/31, AC 22, T 13, FF 19, Fort 5, Ref 6, Will 2, Bite +4 (1d6+3, trip)

"Dis-Cuss-In"

"So this be where we do the cussin'?"


HP 33/33, AC 18, FORT +6, REF +3, WILL +3; CMD 16; INIT +2; PER +7,

Bark!


HP 30/30, AC 18, Fort +5, Ref +6, Will +2, Per +5

He means we are both looking forward to this. Thanks for picking us.

Dog still has the stats from a previous version. I'll sort that out on monday.

Also, hey Torch, since we have somewhat overlapping concepts, how do you feel about having a whole pack of wolves one of which is actually a goblin at your disposal?

Not-Dog, Dogdog and Dog definitely seem like they should be a pack.


Male Goblin Cavalier 3 | hp 25/25 | Init 4, Per 4 | AC 20, T 15, FF 16 | Fort 4, Ref 5, Will 2 | torch +7 (1d4+1f) dogslicer +7 (1d4+1/19-20) | Mount: hp 31/31, AC 22, T 13, FF 19, Fort 5, Ref 6, Will 2, Bite +4 (1d6+3, trip)

"Torch be rider of pack and be great big goblin. Torch have bigger pack than all now. Torch lead pack into fighting with the longshanks. Torch make pack all Fire-Not-Dog, Fire-Dog-Dog, and Fire-Dog. Torch tired of all this talking. Torch call you all Pack of Torch. We find more Not-Dog to join pack make new tribe called Not-Dog Tribe." And thus the fate of Varisia and Golarion in general was sealed.

Sure. Sounds good.


Goblin Pyrokineticist 3 | HP 30/30 3 NL | AC: 19, T: 16, FF: 13 | Fort: +8, Ref: +8, Will: +0 | BAB: +2, CMB: +1, CMD: 16, M.Attack +7(1d4-1), R.Attack +7(2d6+1) | Init: +5 | Perception: +1 | Burn: 1

"Grubble is worried many Dog and Dogdog, not many fire! Grubble can help with that!"


Welcome to We Be Goblins. The first gameplay post is up! I'll wait for everyone to post with a physical description and basic personality before we enter the moot house.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

i'm here.. sorry. dumb website


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

The site is being weird. I will try to get my intro post up today. Might have to wait for tomorrow afternoon though.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

Do you guys and gals realize that except for Torch we are all FAR below even normal goblin intelligence? uh-oh.


Goblin Pyrokineticist 3 | HP 30/30 3 NL | AC: 19, T: 16, FF: 13 | Fort: +8, Ref: +8, Will: +0 | BAB: +2, CMB: +1, CMD: 16, M.Attack +7(1d4-1), R.Attack +7(2d6+1) | Init: +5 | Perception: +1 | Burn: 1

That's the best part of it. Grubble can't even count.


HP 33/33, AC 18, FORT +6, REF +3, WILL +3; CMD 16; INIT +2; PER +7,

I'm fine with that.


HP 30/30, AC 18, Fort +5, Ref +6, Will +2, Per +5

Got Dog's crunch sorted out. I took Toughness and an archetype that specifically calls him out as being bigger than others of his kind, so he's a big mean pooch.

I had some extra starting cash because my primary weapon is made of bone (which is cheap and fragile) so I bought barbed vests for Dog and Dogdog. Just wanted to mention it before it came up in combat. I also bought a Whetbone for the two of them to share.

The only thing that sticks out as a little odd is the Military Saddle Dog is wearing. I figure that at some point Dogdog killed a halfling with a riding dog and stole their gear. I'm thinking Dogdog's lance was taken off the halfling as well.

Made a couple small mechanical tweaks to Dogdog as part of finishing up dog. I ended up dropping Oversized Ears for Big Teeth because Dogdog just needed a bite attack. I'm keeping the big ears aesthetic though even though there's not a mechanical benefit.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

what a riding roll, Torch!


Male Goblin Cavalier 3 | hp 25/25 | Init 4, Per 4 | AC 20, T 15, FF 16 | Fort 4, Ref 5, Will 2 | torch +7 (1d4+1f) dogslicer +7 (1d4+1/19-20) | Mount: hp 31/31, AC 22, T 13, FF 19, Fort 5, Ref 6, Will 2, Bite +4 (1d6+3, trip)

@Zord: Yeah. We can just keep a loot tab unless someone claims something.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

oh man, I thought Zord was going to be strange but Dogdog really has him beat. The whole ventriloquism thing! HA!


Zord, Vorka is on the ceiling so the dog can't reach her.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

Sorry that I missed that. Ok, in that case Barkey will just bark. :(


Goblin Pyrokineticist 3 | HP 30/30 3 NL | AC: 19, T: 16, FF: 13 | Fort: +8, Ref: +8, Will: +0 | BAB: +2, CMB: +1, CMD: 16, M.Attack +7(1d4-1), R.Attack +7(2d6+1) | Init: +5 | Perception: +1 | Burn: 1

But it will be an eldritch, uncanny bark from the unknowable void between the stars, a bark oozing with poisonous madness.


HP 33/33, AC 18, FORT +6, REF +3, WILL +3; CMD 16; INIT +2; PER +7,

"̶̴̩̮̤͉̥̙̪̱̺̖̯̣̟̤̪̦̘B̛̩͙̖̜̘̣͖̝̲̺͜A̛̠̜̺̹̳͙͈̼̘͈̟̗͢͟͠͠ͅͅR̢̦͙̫͇̭͈̼̬̺̬͙͓̼̭̟͔̝͢K̕ ̷͍̰̰̭͔̦͠͠ͅ!̧̧̖͍̱̦̟͞"̬̤̙͓̫̖͉̜̘͔͢͡


Male Goblin Cavalier 3 | hp 25/25 | Init 4, Per 4 | AC 20, T 15, FF 16 | Fort 4, Ref 5, Will 2 | torch +7 (1d4+1f) dogslicer +7 (1d4+1/19-20) | Mount: hp 31/31, AC 22, T 13, FF 19, Fort 5, Ref 6, Will 2, Bite +4 (1d6+3, trip)

Woah. How'd you do that? New site feature?


HP 33/33, AC 18, FORT +6, REF +3, WILL +3; CMD 16; INIT +2; PER +7,

Dogdog is good boy ;)

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

:D :D


Goblin Pyrokineticist 3 | HP 30/30 3 NL | AC: 19, T: 16, FF: 13 | Fort: +8, Ref: +8, Will: +0 | BAB: +2, CMB: +1, CMD: 16, M.Attack +7(1d4-1), R.Attack +7(2d6+1) | Init: +5 | Perception: +1 | Burn: 1
The Gamemaster wrote:
Yup, waiting on Torch and Grubble

I think I acted already, I assumed that roll ofa 10 wasn't going to hit.


Ah, missed that.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

I realize we zero intelligence, but if none of us can even reach this monster, maybe we should retreat and see if she follows us out into the open. I think the reason the thread slowed down so much is because only Grubble has any chance of really doing anything.


Goblin Pyrokineticist 3 | HP 30/30 3 NL | AC: 19, T: 16, FF: 13 | Fort: +8, Ref: +8, Will: +0 | BAB: +2, CMB: +1, CMD: 16, M.Attack +7(1d4-1), R.Attack +7(2d6+1) | Init: +5 | Perception: +1 | Burn: 1

You can throw your weapons maybe?
Or I can set fire to the whole ship. That'll drive her out.


just waiting on an action from Dogdog and Dog. Dogdog can reach her with his lance and he has a charge lane open.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

I do like the idea of just burning it all...


Male Goblin Cavalier 3 | hp 25/25 | Init 4, Per 4 | AC 20, T 15, FF 16 | Fort 4, Ref 5, Will 2 | torch +7 (1d4+1f) dogslicer +7 (1d4+1/19-20) | Mount: hp 31/31, AC 22, T 13, FF 19, Fort 5, Ref 6, Will 2, Bite +4 (1d6+3, trip)

And now Torch knows his next course of action. Let's hope the loot surv- ...SET THE BOAT ON FIRE! THE FIREWORKS ARE PROBABLY HERE! BWA HA HA HA! We'll all go out with a bang!


Male Goblin Cavalier 3 | hp 25/25 | Init 4, Per 4 | AC 20, T 15, FF 16 | Fort 4, Ref 5, Will 2 | torch +7 (1d4+1f) dogslicer +7 (1d4+1/19-20) | Mount: hp 31/31, AC 22, T 13, FF 19, Fort 5, Ref 6, Will 2, Bite +4 (1d6+3, trip)

@Zord: Dogdog rolled early, so his turn has already gone, which is seen in the gm's description. He's not down yet.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

whose turn?


Male Goblin Cavalier 3 | hp 25/25 | Init 4, Per 4 | AC 20, T 15, FF 16 | Fort 4, Ref 5, Will 2 | torch +7 (1d4+1f) dogslicer +7 (1d4+1/19-20) | Mount: hp 31/31, AC 22, T 13, FF 19, Fort 5, Ref 6, Will 2, Bite +4 (1d6+3, trip)

Torch, Zord, Grubble Gruuu, and Dogdog have all gone, so I believe that that leaves the GM.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

Gamemaster, so now that you have gone, it means everyone can go, right? Some threads I am in, the GM bolds names in the init tracker if they should move. That would help me, if you could.


yes, everyone can go. I will bold the names in the future.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

Would it be too metagamey to stay here in the boat for a couple of days? I feel bad about only getting two CLW spells a day. Wanna heal Torch up!


I think that's fine. Just keep in mind that the chief is expecting you back. Shouldn't be a problem if you're planning on starting your own clan!


Male Goblin Cavalier 3 | hp 25/25 | Init 4, Per 4 | AC 20, T 15, FF 16 | Fort 4, Ref 5, Will 2 | torch +7 (1d4+1f) dogslicer +7 (1d4+1/19-20) | Mount: hp 31/31, AC 22, T 13, FF 19, Fort 5, Ref 6, Will 2, Bite +4 (1d6+3, trip)

"Torch is strongest. Torch no need healing from strange glowing hands to be strong. Torch beat all as is."


I am thoroughly enjoying running this game. This is essentially the end of the module. I would love to continue on to We Be Goblins Too! if you are all interested. Obviously there is some transition that is left mostly up to the GM so I'll homebrew that. It seems you are all enjoying yourselves but would love to just get a yay or nay on continuing on to the next module. Also everyone can advance to level 2!


Male Goblin Cavalier 3 | hp 25/25 | Init 4, Per 4 | AC 20, T 15, FF 16 | Fort 4, Ref 5, Will 2 | torch +7 (1d4+1f) dogslicer +7 (1d4+1/19-20) | Mount: hp 31/31, AC 22, T 13, FF 19, Fort 5, Ref 6, Will 2, Bite +4 (1d6+3, trip)

"Torch be goblin, too!"

A yay over here!

Also, how are we doing hit dice?


HP 33/33, AC 18, FORT +6, REF +3, WILL +3; CMD 16; INIT +2; PER +7,

I'm in. I'll have time to level up Dogdog on Monday.


Male Goblin Cavalier 3 | hp 25/25 | Init 4, Per 4 | AC 20, T 15, FF 16 | Fort 4, Ref 5, Will 2 | torch +7 (1d4+1f) dogslicer +7 (1d4+1/19-20) | Mount: hp 31/31, AC 22, T 13, FF 19, Fort 5, Ref 6, Will 2, Bite +4 (1d6+3, trip)

Level Up:
Cavalier 2

HD: d10
BAB: +1
Fort: +1
Class Ability: Order - Braggart (Ex) - At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Skills: 4 Class + 1 Int + 2 Background Skills*
1 - Bluff
1 - Intimidate
2 - Perception
1 - Perform (Sing)*
1 - Profession (Chief)*
1 - Sense Motive

Favored Class Bonus: +2 hp to mount

Not-Dog
HD:d10
BAB: +1
Will: +1

Skills: +1
1 - Survival

Feat: Improved Natural Armor


Goblin Pyrokineticist 3 | HP 30/30 3 NL | AC: 19, T: 16, FF: 13 | Fort: +8, Ref: +8, Will: +0 | BAB: +2, CMB: +1, CMD: 16, M.Attack +7(1d4-1), R.Attack +7(2d6+1) | Init: +5 | Perception: +1 | Burn: 1

Yayy for the second module!


Hit dice will be average+1

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

Well Torch, now we have to rest! To get our abilities. So like it or not, you are getting healed!

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

Oh, and an obvious YEA! from me.

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

At level 2, a cleric gets... ba dum dum! An extra level 0 and level 1 spell.

waa-waa-waaaaaaa (sad trombone)

Grand Lodge

Goblin Cleric 3 (Elder Mythos Cultist) | hp 18/18 | Init 0, Per -2 | AC 17, T 11, FF 17 | Fort 3, Ref 1, Will 6 | Channels (6/6 uses/day, 2d6, DC16 Fort for half, 30 ft spread)
Szord slice slice:
[dice=szord]d20+5; d4+d6+3[/dice]

Hi Gamemaster, don't miss that I wanted to catch detect magic on all the stuff we got.


the map on the fan ties into Jade Reagant so it doesn't tell me much about it. What happens next in terms of transition from this module to the next highly depends on what you choose to next so you all need to decide where to go from here.


HP 33/33, AC 18, FORT +6, REF +3, WILL +3; CMD 16; INIT +2; PER +7,

Considering the nature of these modules, a montage would be fine with me. This is the close of one story, so a little GM wrap-up and set up for the next thing makes sense to me.

1 to 50 of 178 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / We Be Goblins Discussion with The Gamemaster All Messageboards

Want to post a reply? Sign in.