We Be Goblins with The Gamemaster

Game Master Billybrainpan

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For sure. I wanted to get an idea as to what your plans are for the immediate future. There is a little bit more wrap up in the module but it doesn't neccisarily make sense to use. If you all are going to return to the village and either confront or report to the chief that will be a different transition than if you decide to stay at the ship and set up your own little base.


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

Personally, i'd rather be a goblin hero for a while longer rather than deal with the responsibility and politics of leadership (not that Dogdog will ever be a leader of anything).

Torch can do what he wants though. If he decides to take out the chief I'll back him up.

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]
The Gamemaster wrote:
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.

Zord can't articulate it, but I see us resting for a couple of days, getting full health and spells, and then heading back to set our trap. Which might be the end of us. If we can keep playing after that, I'm sure we would like to go on another crazy adventure!


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)

I could see Torch being distracted by the funeral and delaying returning for a day, but he'll want to return, get the rewards for the boom-booms (only half of our stock, of course) and stab the chief a few good times. Then try to recruit some members and return.

I could see us returning to carnage already done by longshanks, of course, and we then instead travel to find more members for Fire Tribe to lead into the next adventure as well. Your call.


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)

"It's a nasty dogsies. How dares that dogsies ruin room of Torch with being there. All fire! Kill dogsies! Torch use pelt of doggie as cabin rug."


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

I've updated Grubble, who can now become dangerously hot and has an imaginary friend of his own (a rat familiar made of fire, how cool is 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]

You guys are just reminding me how boring a cleric is. :D


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)

I've always wanted to try a goblin bard in a normal longshank party that used a live rat as his instrument and squeezing it in different ways to get different noises. And despite how much the druid would hate it, they would still be encouraged to fight better at the squeaks of the animal.


That is both adorable and horrible.

Also I don't think that there is an offical ruling on tripping someone who is mounted but I think I'm going with just doesn't work.


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

Clerics aren't boring. They just have simple class abilities (that build up over time rather than getting new ones every level).

Their "new class abilities" are spells, which they get to rearrange every single day. Admittedly, first level cleric spells aren't super interesting. Starting at 3rd level Clercs get some awesome options.

What are your plans for your character?

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]
Dogdog wrote:

Clerics aren't boring. They just have simple class abilities (that build up over time rather than getting new ones every level).

Their "new class abilities" are spells, which they get to rearrange every single day. Admittedly, first level cleric spells aren't super interesting. Starting at 3rd level Clercs get some awesome options.

What are your plans for your character?

Boy, I dunno. Didn't think he would live to level 2. If we survive to 3, I'll put some real thought into it.


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

Just hide behind Dogdog. At this level he's nearly indestructible. :)


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)

Alright. Grubble Gruuu is all that's left to go.


Anything else you want to do at the ship? Also can I get a vague idea of your plan for the future so that I can write up a montage.

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]

Zord was trying to act it out-- probably failed. He wants to lay the fireworks at Old Ugly Fat Chief's feet, and then Grubble or Torch blow him sky high.


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)

Same here. Rest for one more day to restore a bit of health/spells, then return with the 'presents' before blowing up the old and bringing in the new.


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

I third that plan!


SOrry been a bit busy, I will be posting our transition in the nextr day or two and then we'll get rolling again.


Alright, lets get moving again! If something feels off about the events that happened during the transition scene let me know and we can ret-con something that fits. The next module expects you to be level three apparently so everybody gains a level between fighting off longshanks in the village and dealing with threats on the trip to the Birdcruncher's territory. And everyone can have 2,000 gp worth of new equipment taken from adventurers and the chief's treasury.

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]

Yay! Two level jump!!


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

Woohoo!

I'll ahve Dogdog leveled up by tomorrow night.


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)

Will have a post up tomorrow along with level up. Great montage, by the way.

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]

Yup, I love it that the goblin tribe was wiped out by adventurers. Very true to pathfinder reality.

It took me a bit, but I got Zord leveled up to 3. He took improved channeling with ups his DC to channeling. Got several more spells, including Levitate as a domain spell, so that is awesome.

I have yet to put in his 2000 gold piece loot. Would it be okay if he found a cure light wounds wand? Or is that too good... Maybe a cure moderate wounds wand with fewer charges on it?

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've been looking at the random treasure in my inventory... Everyone can take 30 gold from loose coins we found.


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

Awesome transition and awesome level-up! I'll look for appropriate, easy-to-use loot straightaway!

And I get more damage on my blasts, another infusion and a lovely new way to set myself on fire, yay!


HP 33/33, AC 18, FORT +6, REF +3, WILL +3; CMD 16; INIT +2; PER +7,
Grubble Gruuu wrote:
and a lovely new way to set myself on fire, yay!

And the award for most goblin-y statement of the day goes to Grubble.


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

Dogdog is leveled up. He's basically the same, but with slightly higher bonuses. I took Iron Will as my 3rd level feat.


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

Dog is ready to go also. He picked up Power Attack and a fancy new Dire Collar.

I'm still working out the rest of my new gear. Dogdog is hard to shop for.


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 3
HD: +7 (d10+1)
BAB: +1
Ref: +1
Will: +1
Class Ability: Cavalier's Charge
Favored Class Bonus: +2 hp to mount
Feat: Torch Fighter
Skills: +7 (4 class, 1 Int, 2 Background Skills)
Appraise +1
Bluff +1
Diplomacy +1
Intimidate +1
Perception +1
Perform (Sing) +1
Survival +1

Not-Dog
Nat Armor: +2
Str/Dex: +1
Ability: Evasion

Equipment: chain barding on Not-Dog
masterwork longbow with 3 quivers
+1 chain shirt
4 cure light wounds potions

Finally found some down time. Took longer than expected.


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

Where are Not-Dog's str and dex increases coming from? Is that a cavelier thing?


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)

Druid Animal companions gain +1 Str/Dex at class level 3. Here's a link.

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]

If it is okay with the GM, Zords 2000 gold will go to an old wand of cure moderate wounds with 22 charges.

I know getting 4 brand new cure light wound wands would be 2000, but I think that is really cheesy and we are more likely to come across a single half-used one. (Except we did beat some adventurers, if they play like normal humans they probably would be carrying 4 brand new happy sticks).


the wand is fine


HP 30/30, AC 18, Fort +5, Ref +6, Will +2, Per +5
Torch the Goblin wrote:
Druid Animal companions gain +1 Str/Dex at class level 3. Here's a link.

Thank you. I missed that. Looks like Dog gets a bit of a boost!


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

I don't play classes with Animal Companions often so I was comparing Dog's stats with Not Dog's just to make sure I was doing everything right.

I think Not-dog's Reflex save should be one higher, and his Natural Armor bonus should be one lower (unless you're getting an extra point from somewhere).


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)

Thanks. The Ref did need to be one higher. The higher Nat Armor is from the Improved Natural Armor feat.


is the plan to charge on in?

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]

That seems a little... insane. Can't we walk in and threaten violence instead?


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

I'm having busy days at school, I hope I'll manage to level up and act by tomorrow. Sorry if I'm holding up.


No worries Grubble.


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

Torch's obsession with becoming chief is going to get us all killed.

I mean... BARK!


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)

"Bad Dogdog. Torch not be obsessed. Torch be slim and fit and tough. Torch not be Torchgut or Gutorch. Torch be Fittorch."

The plan seems to be just march right on in and declare Torch's immutable and undeniable dictatorship over all goblins and not-dogs. No fighting just yet, since Torch knows that all the goblins will follow him without question, except maybe gutting the old chief just to prove his point.


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

Is this supposed to be a kind of "Goblin Wakanda Right of Rulership" or are the rest of us supposed to jump in too?

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]

Zord good with that. No fighty fighty til they make us.

I was worried that Torch was going to head in and try to kill the entire tribe.

Torch, maybe you should take the reins here and go in and make your speech.


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

I've updated the crunch, I'll pick up some gear tomorrow. And I'm good with the plan, I want to try my new blasts.


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)

I have bad news. RL is calling, so I won't be able to be on for quite a while, so I am going to have to withdraw for now. I apologize for the sudden departure and hope you all have fun. This had to be one of my most enjoyable games I've been in, so I really wish I could continue. Stay gobliny, all.


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

:(

Hope you can come back eventually. Grubble's going to be the one calling the shots now, so we might just be doomed.


Hate to see you go Torch but I totally understand, its been a pleasure. Your spot is open if and when you wish to return.

How would the rest of you like to proceed? We can try to recruit another goblin, but Mid-game recruitment never really seem to work out in my experience. We can continue with three party members but it may make the adventure difficult. I could toss in an NPC goblin to tag along with you. Any of those sound right to y'all? Or any other ideas?


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

Here's my pitch for what to do-

We give Zord Followers as though he had Vile Leadership.

Right now here's what his score looks like to me-

3rd level
+3 cha
+2 ruthless
+1 special power (channel energy)
+2 stronghold (once Torch takes over here)

That's a total of 11 with some potential for higher or lower once he develops a reputation for how he treats his followers.

Leadership 11 grants 6 first level followers.

For our sanity, since this isn't the real Leadership feat anyway, let's just use the Goblins out of the Bestiary rather than giving them actual class levels. 6 goblins is a CR3, which is exactly what we're losing with Torch leaving.

So, we get 6 crazed Cthulhu-cultist goblins that are practically guaranteed to die hilariously, and will slowly replenish their numbers as they fall.

What do you think?

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]

That is hilarious. I am down with that. But controlling six NPCs might be a bit of work for the GM. (could each of the PCs take two each?). What would be the stat block for them?

How about in game we decide to refuse to go along with Torch's plan for domination as it occurs to someone that we can't beat an entire goblin tribe, and he gets mad and leaves? And then we enter peacefully and perhaps something happens where Zord gets a lot of attention. Maybe a flash of Cthulu insight can take him.

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