Neemer-On each of the regular goblins, you find studded leather armor, a spiked heavy wooden shield, a vial of alchemist's fire, a climbing kit, a grappling hook, a bag of a tar-like substance, and a whole lot of useless junk. On the warchanter, you find two bottles of azure liquid, an alchemist's fire vial, a sun rod, a tar-bag, a yellow gem, a rapier, studded leather armor, a shortbow, a quiver of arrows, and a beautifully crafted but filthy flute. Klyx-You saw that the shapes were reptilian, but nothing much beyond that. Garrlak-On the warchanter's palm, you can see some sort of brand in the shape of a serpent eating its tail You are all able to put out the fires in time, with the help of several guards who came too late to be of assistance. Although the occupants of the blazing hut were badly burned, Tarka and Urzan manage to help them to safety. The chief slowly comes out of his hut, trembling slightly. He simply stares at the burn marks and gapes, at a loss for words.
Garrlak's claw strikes the goblin in the chest, tearing a ragged hole in its torso. The goblin falls to the ground, gurgling curses before dying. Combat over! Good work, kobolds. You have made your chief proud this day. You will level up after the next encounter, as I go by the "level up when you're supposed to" option rather than XP.
Round 5
The surviving goblin ogles the carnage with a mixture of horror and fascination. It calls down into the bushes, "Where you at?! You supposed to help!" Not receiving any response, the goblin runs across the platform and down a ladder to the forest floor. Perception DC 15:
You notice two tall, reptilian figures dash out from the bushes and away from the scene. Moving supernaturally fast, they quickly flee into the woods. GM Dice: Warchanter Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
Round 4 Urzan's Blade bites deep into the goblin, but doesn't quite kill it. Klyx's bolt whizzes right past his target's head. Tarka's spell makes the goblin blink and stagger for a second, but otherwise seems ineffective. Neemer's bolt also misses its mark completely. The goblin in front of Urzan snaps at him with its teeth, but can't seem to actually hit him. The goblin quickly steps backwards after his miss. 5-foot step The further goblin that was previously starting fires runs along the platform and tosses a vial of alchemist's fire at the nearby hut. The vial shatters on impact with the wall and leaves flames everywhere. Meanwhile, the places the goblin ran his torch across are still smoking, but not properly on fire. The warchanter moves a bit further away from the intimidating Garrlak, and shouts at Neemer in song. Goblins gnaw and goblins eat! Goblins like the talksy meat! It mutters some words under its breath as it gently touches the wound that the bolt made earlier. Magic sputters from its hand, and makes the wound look less serious. GM Dice: Goblin Will Save: 1d20 + 3 ⇒ (12) + 3 = 15
Bite Attack: 1d20 + 4 ⇒ (8) + 4 = 12 Alchemist's fire attack: 1d20 + 2 ⇒ (14) + 2 = 16 Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Garrlak wrote:
The ladder is 20 feet, so you should be able to move 10 feet from the base of the ladder. Also, I'm marking all ladders with a small line on the map to make it clearer.
Just assume that there is a ladder in the middle square(s) of each platform. You are about 20ft off the ground. Yes to line of sight. The singer is the one on the ground and not on a platform. Urzan's attack decapitates the goblin, and sends its head flying away into the trees. The corpse falls to the ground. The goblin that was previously tossing fire runs up to Urzan in a rage and tries to bite a chunk out of his face. It misses completely, but leaves some mouth-foam on Urzan's shoulder. The goblin with the torch runs along the platforms, jabbing its torch into any and all foliage it can. The branches are smoking slightly, but haven't caught fire yet. The warchanter continues its song, and fires an arrow at Garrlak for good measure. The arrow falls short, however, and embeds itself in a nearby tree. GM Dice: Bite attack: 1d20 + 3 ⇒ (8) + 3 = 11
Shortbow attack: 1d20 + 3 ⇒ (5) + 3 = 8 WHY CAN'T I HIT ANYTHING AAAAH D:
Klyx:
You see movement in the undergrowth, but it is gone before you can get a closer look. From the undergrowth below, a single goblin steps out. It glares daggers at you from its position, and draws a bow. Instead of attacking, however, it begins to sing. We be goblins! We bite face!
Praise the Mother, in her name,
The goblins in front of you immediately react. Their eyes bulge, and their faces contort into pure malice. The goblin closest to Urzan tries to take a bite out of him, but narrowly misses. The middle goblin runs backwards, and shoves his torch into some nearby tree branches. The last goblin, apparently not letting his previous failure bother him, lobs another flask at Garrlak. It connects, sending flames everywhere.
GM Dice: Stealth: 1d20 + 4 ⇒ (19) + 4 = 23
Stealth: 1d20 + 6 ⇒ (18) + 6 = 24 Bite attack: 1d20 + 3 ⇒ (17) + 3 = 20 Alchemist's fire attack: 1d20 + 2 ⇒ (20) + 2 = 22 Alchemist's fire damage: 1d6 ⇒ 2
What is it? What is going on? The chief stands from his throne, his face hard and serious. Outside, there is a hideous, grinning creature standing on the narrow rope bridge leading away from the chief's hut. Its mouth is caked in blood, and it is cackling over the corpse of the doorguard, which lies broken among the tree limbs. On the platforms behind it, you can see a few more of them flailing lit torches around, attempting to light the platforms ablaze. All three of them turn their heads to face you as you leave the hut, and they let loose a half-cackle, half-shriek. Oddly, none of them have any weapons. Initiative Order
The closest goblin takes a few steps back and growls, Come get me, stinky lizards! He takes a defensive stance. Total defense The next closest goblin tosses a flask of red, glowing liquid at Urzan, but misses. The flask instead goes through the open door of the hut and bursts into flame on the floor, the heat grazing everyone but badly hurting no one. The carpet is smoldering. Everyone takes 1 point of fire damage The third goblin is on a different platform, and tries to leap over to the rope bridge. It nearly falls to the forest floor below. It manages to save itself, unfortunately, and makes its jump. GM Dice: Garrlak: 1d20 + 1 ⇒ (1) + 1 = 2
Klyx: 1d20 + 3 ⇒ (1) + 3 = 4 Neemer: 1d20 + 7 ⇒ (3) + 7 = 10 Tarka: 1d20 + 5 ⇒ (15) + 5 = 20 Urzan: 1d20 + 4 ⇒ (16) + 4 = 20 Goblins: 1d20 + 3 ⇒ (18) + 3 = 21 Alchemist's fire attack roll: 1d20 + 3 ⇒ (8) + 3 = 11
Goblin Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10
The chief goes on. Be warned. Splitscale's daughter as not exactly been accommodating to the investigation, and she's pretty unstable. Watch yourselves. Urzan and Garrlak: You hear something like a shriek come from outside, and a slightly insane chuckle following it.
Chief's Perception: 1d20 + 7 ⇒ (1) + 7 = 8 The chief, despite his reputation of hearing everything that happens in the village, is completely unaware.
Sorry for the delay! No Comp. Languages just yet, I'm afraid.
Now, I want you all to know something. I have selected you for this task based on your own skills, and I'm happy with my decision. The elders, unfortunately, had their own champions in mind. I think you are more than qualified, but don't be surprised if the elders look down on you, or even try to shame you. Just remember that you were chosen by Chief Drakemaw himself. May I have some perception checks from everyone?
The chief's face is completely serious as he looks at Garrlak and Neemer. I wouldn't put that past Splitscale, but the reality is less pleasant. Our scribe looked over it, and even though he couldn't read it himself, he recognized a few characters. The last few pages are written in an old tongue he called "Aklo." Apparently, it is some kind of ancient language used by monsters and madmen. I have no idea where Splitscale learned it, and frankly I'm not sure I want to know.
Yes, we have. We found something that might be of some use to your search. The chief searches through his pockets for a bit, and pulls out a small book. This book was turned in by one of the searchers. It appears to be Splitscale's diary. He tosses it to Klyx. Diary: The diary contains a record of the day-to-day life of Splitscale, and seems like nothing special at first. However, the last 10 pages suddenly transition to some runic language you cannot read.
Knowledge rolls! Get you knowledge rolls here! Get them while they're hot! The Tribe:
Knowledge (Local) DC 10:
The Drake Fangs have lived in the trees since before anyone can remember. They have grown used to the sun over the years, but still keep their Darkvision. The tribe is ruled by Chief Drakemaw and a council of advisers. The chief's focus on magic and draconic might have kept the tribe safe for 43 years so far. Knowledge (Nobility) DC 15:
The council of elders and advisers is a relatively new development, and was put in place partly to make the chief's job easier, and partly to ease the bitterness of the older kobolds who dislike Drakemaw's rule. Knowledge (History) DC 15:
Even before the current chief took hold, there has always been a pseudo-rebellion called the Earthborn. The Earthborn are a radical group that want to usurp the chief and lead the tribe back to their original homes below the surface. Anyone known to be a member is permanently silenced. Splitscale
Knowledge (Local) DC 10:
Splitscale is an eccentric yet powerful sorcerer with the left half of his body covered in green scales, and the right black scales. His skill at magic and trapmaking have made the area around the village a deathtrap for non-kobolds, and he is well respected because of that. Knowledge (Local) DC 15:
Although generally affable, Splitscale is prone to bouts of scizophrenia and self-hatred. Some think it has something to do with his unique scales, and that his powers come from two completely different sources. The Facemunchers
Knowledge (Local) DC 10:
The Facemuncher goblin tribe has been a thorn in the Drake Fang's side for as long as anyone can remember. Unusually savage, even for goblins, they have been known to try and eat their foes in the middle of combat. Knowledge (Religion) DC 15: The Facemunchers are very, very religious. They take their worship to terrifying extremes, and never pass up a chance to invoke the name of their godess. They worship something they call the Mother of All Beasts, which is mostly assumed to be an aspect of Lamashtu.
The chief looks down at Garrlak, and speaks. That's a good question. We don't know what direction he went in, but we do know that he had been taking trips to the Central Swamp before he went missing. I'm not sure why he would go there, though. The swamp has nothing that can't be found more easily in a less dangerous place.
The inside of the hut is slightly smaller than most would expect from the outside, but is nonetheless opulent. The walls are smoothed wood decorated with trophies from skirmishes with the goblins, with dogslicers, horsechoppers, and the preserved heads of goblin dogs all carefully nailed in place. The chief's mount, a tatzlwyrm of famous speed and strength, looks at you sleepily from its coil at the chief's feet. On his throne, wearing a complex crown of gold and tatzlwyrm teeth, sits Chief Drakemaw himself. He puts on a slightly forced smile as you enter. Welcome, heroes. He says in his strangely deep voice. Sorry about the delay. I suppose you're wondering why you are here today? Yes, of course you are. He looks all of you in the eye as he talks, and clears his throat noisily. I have chosen you to be the champions of our people. I have chosen you specifically for your talents, and I am happy with my choices, no matter what some...dissenters may say. He shoots a pointed look out the door as he says this. As you know, our sorcerer Splitscale is missing. Despite our 'revered elders' saying he's a lost cause, I think it is vital that we fin him and bring him home. He looks around the room at all of you. Do any of you know Splitscale personally? Do you have any idea how big a loss a sorcerer of his power is to the tribe? Without him making those magic traps of his, our defenses are weak. Without his fire, the Facemunchers could swarm us. We need him back, and that is why you stand before me today. Come forward, and ask me anything you need to know. I will tell you what I can. You can ask any questions relating to the tribe, Splitscale, and the Facemunchers that you want to know.
The angry noises inside the hut grow more heated, until the deep voice of the chief rings out from the hut. SILENCE! MY DECISION STANDS! After a few seconds of silence, three hunched, robed kobolds shuffle out of the hut. They give the doorman a curt nod, and shoot an unmistakably bitter look at each of you in turn as they walk past. The doorman looks slightly intimidated, but motions for you to enter. ...The chief will see you now, I guess. Good luck.
Klyx Emberheart wrote:
Most of the village is in the trees, but there are a few huts on the ground.
It has been 8 days since the disappearance of Splitscale, the head sorcerer of the Drake Fang tribe of forest kobolds. At first, no one was worried, as the green-and-black kobold was prone to bouts of wanderlust. But, as the days went on with no signs of him and the goblins of the hated Facemuncher tribe growing even more savage in their suicidal raids, the chief and his circle of advisers grew more and more worried. What had become of Splitscale? What had happened to provoke the goblins? How long would it be until the goblins broke through the wall of traps surrounding the tree-village? ... You are allr standing outside of Chief Drakemaw's opulent hut, having received scolls marking you as the new champions of the tribe. The sounds of heated debate ring out from the hut. The doorguard looks at you with thinly veiled exasperation. Sorry. Chief Drakemaw wishes to see you, but you need to wait until after the meeting. Shouldn't be long." With that, he pulls out a flint and starts filing his claws. State what your character looks like, and what they are doing. Feel free to roleplay a bit.
Zwordsman wrote:
1. I'm not sure on the official ruling, but I'm cool with the Chakram being compatible with Slashing Grace. 2. Yes, the weapons are small.3. I'm not one to care about stuff like bedrolls and provisions. Sorry for the late-ish answers, school happened.
Zwordsman wrote:
1. This isn't PFS or anything like it. It's just a game. 2. This isn't on any website but this one. Maps will be linked in the thread.3. No specific format, just make it clear and readable. 4. To roll dice, type [ dice=BLANK ] XdY+Z [ /dice] without the spaces. Fill in BLANK with whatever kind of roll you are doing (such as Attack Roll or Perception Check). Make X the number of dice you want to roll, Y the type (such as d4 or d20), and make Z the number added to the roll. 5. The recruitment is still ongoing. Thank you for your time! And welcome to the PBP forum.
DM Jelani wrote:
At least a small paragraph of backstory is enough. Splitscale could be her lover if you want to go that route, just be aware that he was never a very stable kobold and was prone to arguing with himself despite his cheerful demeanor. There are several spell casters in the tribe, most of them sorcerers studying under Splitscale, with a few oracles and shamans that deal with spiritual matters. The chief himself has a huge book that he reads constantly; no one is sure if it is a spellbook or something else, though. Klyx Emberheart wrote:
Yes, the alchemy kit is half-weight. If you can craft an item, you can start with it at half cost.
DM Jelani wrote:
Certainly. The chief has many children, but often ends up ignoring them when sh*t gets real.
DM Jelani wrote:
Emerging guns are fine. There's a crazy old gunsmith that lives on the fringes of the village, so you can be in cahoots with him or something. ... Spoiler: God, I love the word "cahoots." It's just a damn good word.
DM Jelani wrote: Is this set somewhere in Golarion? What's the general arc/plotline of the campaign going to be? Have you run any other PBP besides your Psychic We Be Goblins game? Sorry for all the questions, just trying to figure what I'd be getting into before spending the time on a character. I recently got into a game only to have it die right away, so I've been trying to vet my potential PBP GMs a little more. Thanks! :) 1. It isn't set on Golarion. Technically, it's set on my homebrew world. 2. The PC's are going to be sent to discover the whereabouts of the eccentric-yet-skilled sorcerer Splitscale while fighting off particularly savage goblins. Things quickly escalate as it turns out the goblins have unusual backup... 3. No, I'm afraid I have not. This is going to be a learning experience for me. I have every intention of keeping this alive, if life doesn't get in anyone's way.
You are kobolds of the Drake Fang tribe, a tribe located in the center of the Grinning Forest. Under the leadership of Chief Drakemaw, your tribe has flourished for decades in the unforgiving wood. However, not all is well. The tribe's former sorcerer, Splitscale, has gone missing, and the hated goblins of the Facemuncher tribe have been getting more daring in their raids. One day, Drakemaw summons you, some of the more powerful kobolds in the tribe, to his throne room. The tribe is in need of champions, and you have been selected to kill goblins and find Splitscale! The tribe needs you! A fairly quick little adventure I came up with to kill time. Character creation rules are as follows: -20 point buy
Spoiler:
Arasheal
LN kobold godess of protection, motherhood, and the tribe Domains: Community, Law, Luck, Protection, Scaleykind Jarikil
Parak
Please post once per day, at least. Recruiting ends next Friday. Thank you for your time.
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