Goblin Plush

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83 posts. Alias of tom_thiessen.


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Grammel looks Jugdaz up and down, then pulls out a mean-looking dagger. "You steal Grammel's job, I stab you in eye. The blade disappears into her dress. "For now though, use big magic to make patches. They help whelps on great adventure tomorrow.

There really aren't any rules for creating the magic patches. They're mostly created by accident. She'll get you cutting out squares of cloth, and muttering 'magic' words. Eventually, you'll have 12 extra patches (1 of each kind for each party member.)

-----

Ribnutz looks at Guel's scythe, and shakes his head. "We find you real goblin weapon." He starts off into the swamp, expecting you to follow. Eventually you come to a small pile of animal bones. Ribnutz pushes the bones aside, revealing a small cache of weapons. "No tell Licktoads," he says, inviting you to choose a weapon.

You can stick with the scythe if you want, finding one which isn't broken.

-----

Beaknose finds himself in a standoff with a pig. The pig has been rooting around in the muck, and has revealed a small metal box, and is now guarding it. If only there was something g to distract it with.

You can either use something in your gear to lure it away, or can find something--within reason--in the muck.


Jugdaz gets a female goblin free from the clothes avalanche, and sees that she's quite attractive.

"Why you stare at Grammel?" she asks. "Put tongue in mouth and help make magic."

She goes about picking pieces of clothing from the pile, then turns back to Jugdaz. "You not Tak. Where magic helper?"


Loptop directs Guel across the fetid water of the pond. On the other side of the pond, you see a goblin standing on a tree stump, swinging a meat cleaver around with practised efficiency.

DC 5 Swim check to float across--with the dice roller, that MAY be an accomplishment. :)

----

Beaknose is sent to the pigpen (#3 on the map), where he finds Tumm, a gangly goblin wearing coveralls. "You no get poo shield," Tumm cryptically says.

"Get clean grass dirty," he tells Beaknose, handing over a pitchfork.

----

Jugdaz finds himself standing in the doorway of a hut filled to the roof with scraps of cloth, glass jars, potted plants, and an assortment of smooth, shiny rocks.

From the bottom of one of the piles of cloth, you see two legs kicking, and hear muffled screams for help.


Loptop stays clear of Guel's scythe, and tells him, "You go away across water, meet Ribnutz and protect village."

She flicks Beaknose's oversized schnoz, and tells him he'll be helping Tumm over at the pig pen.

"Loptop have special job for Jughead. You make magic clothes with Grammel. Make big-toad magic."


Loptop swings her staff wildly at Beaknose, and misses spectacularly. She twirls herself around, and winds up getting tossed to the ground, trampled under dozens of goblin feet.

The drumming stops as Chief Gutwad comes waddling over like a diseased penguin.

His assistant, Slorb, stops to pluck Loptop out of the mud. The whelp wrangler swoons on her feet for a momwnt, then joins the chief.

"Whelps greatest seen for many moons," Gutwad says, a malicious grin on his face. Drool drips from his filed fangs, a piece of a dead squirrel lodged between his teeth.

"Whelps rest in big-big shack tonight." He indicates the largest structure, which is his den.

"But first do chores," he finishes. "Loptop give job."

The chief turns away, with Slorb in tow.

The crowd quickly disperses, and you're left with your whelp wrangler.


A small group of goblins encircles Jugdaz, poking him with sharp sticks, not allowing him to move. Loptop runs over squealing with joy.

"This whelp not ready for Licktoads. Get him back in cage."

They start herding Jugdaz towards the water's edge, and the whelp cages.

GM stuff:
1d3 ⇒ 1 - 1=Jug, 2=Guel, 3=Beak


"Kettlehead get big headstart. Maybe no toads."

Loptop looks over at Guel and his sickle, then steps back to her assistant.

"Next you whelps do happy beat."

Suddenly a scrawny goblin steps out of the crowd, carrying a drum. He starts thumping out a tribal dance beat, and the rest of the tribe goes crazy.

Hooting and hollering, Loptop indicates that you should start.

Happy Beat:
The whelps must injure themselves in creative ways for
the tribe’s delight. Each whelp’s attempt deals 1d3 points
of nonlethal damage to himself. The whelp can make the injury entertaining with a successful DC 15 Bluff or
Charisma check, gaining a circumstance bonus to this check equal to the amount of nonlethal damage sustained. Whelps can retry this challenge so long as they remain conscious.

Damage roll, then bluff/cha check


The older goblin sneers at Guel. "Boneyard where dead whelp live."

She eyeballs the sickle, and moves on to inspect Jugdaz's knot. "Maybe you bring back biggest toad."


The spider blinks its eyes, maneuvering itself towards Guel's urine-soaked loincloth.

Guel Atk: 1d20 + 7 ⇒ (2) + 7 = 9 vs AC 17
Beaknose Atk: 1d20 + 7 ⇒ (14) + 7 = 21 vs AC 16
Jugdaz Atk: 1d20 + 7 ⇒ (7) + 7 = 14 vs AC 14

-----

This spider's venom has been expended, so only the 1 HP damage for Beaknose and Jugdaz.

-----

Loptop comes over to inspect the spider, and thumps Guel over the head with her club. "Why you break Fang-fang's mouth?"


Loptop starts laughing, holding her belly as she nearly topples over.

The gathered crowd starts throwing fish heads and rotten vegetables at the whelps.

Guel Atk: 1d20 + 7 ⇒ (1) + 7 = 8 vs AC 17
Beaknose Atk: 1d20 + 7 ⇒ (20) + 7 = 27 vs AC 16
Jugdaz Atk: 1d20 + 7 ⇒ (1) + 7 = 8 vs AC 14

-----

Beaknose confirm crit: 1d20 + 7 ⇒ (19) + 7 = 26

-----

The spider's fangs sink deep into Beaknose's hand, forcing him to drop the arachnid.

2 points of damage. Roll a Fort save DC 10 to avoid 2 points of STR damage.


Loptop watches, snickering under her breath.

The spider turns on each of the whelps, attempting to dig its fangs into the soft, squishy whelp flesh.

Guel Atk: 1d20 + 7 ⇒ (3) + 7 = 10 vs AC 17
Beaknose: 1d20 + 7 ⇒ (1) + 7 = 8 vs AC 16
Jugdaz: 1d20 + 7 ⇒ (15) + 7 = 22 vs AC 14

"Stupid whelps not last long in swamp."

Her assistant wrangles up the spider and you get another try.

You each get 3 tries. Fort save DC 10 from Jugdaz. You take 1 point of damage, and 1 point of Str damage if you fail your save.


Loptop goes over to Guel, and smashes him on the head with her club.

"You not smart goblin. Put you on bones job, if you survive tribe challenge."

Looking over the remainder of the whelps, she stops in front of the larger Kettlehead.

"Brave Kettlehead warrior no baby. You take friends and start toad adventure.

Kettlehead cuffs two nearby whelps, and drags them along by the leashes he's made for them. "Largest toad belong to Kettlehead! Leaving the pond area, Kettlehead is showered with gifts as he makes his way out of the village.

Chief Rendwattle Gutwad takes a seat at the edge of the muddy clearing, formally announcing that the whelp challenge will commence.

Loptop steps forward, motioning to one of her assistants, who carries over a cage with a large spider in it.

"First challenge for whelps, tie rope around spider, and keep tight. Each get one try."

Everyone can roll their attempt, no particular order. Read the spoiler below.

Challenge 1 Mechanics:
Wrangling the head-sized scarlet spider requires a successful DC 9 combat maneuver check, followed by a successful DC 12 Dexterity check to tie a secure knot.


You are the newest members of the Licktoad Tribe. Or at least hope to be. For now, though, you're whelps-ravenous, amoral, grumpy goblin children who learned to stop eating rocks and mud only a few months ago. But with every day that passes, your whelping cage seems smaller and smaller. The outside world increasingly beckons to your goblin curiosity (and appetite), but the hateful cage bars hold you at bay.

There are whelps who flourish in the cage, even as the smaller and weaker ones are thinned out. Kettlehead stands literally head and shoulders above the competition, being a goblin of impeccable flatulence and having already fashioned himself an impressive hat from a teapot lying too close to the cages. Even adult goblins—legendary Chief Rendwattle Gutwad among them—have taken note of Kettlehead and his advanced skills of poking the rest of you with sticks and delivering bruise-inducing noogies.

But today is special. Today, instead of a bucket of fish heads, whelp-wrangler Loptop brought a key and unlocked the door to your cage, spilling you sorry lot into the world for the first time. Other Licktoads gather around, eyeballing you and chewing on the fish heads that should have been yours.

“You all are too big for cages,” Loptop snorts. “But you’re not Licktoads yet. Licktoads
gotta be useful. Licktoads gotta be tough! Licktoads gotta earn
their places in the tribe. And that’s what you’re gonna do now!
Show us where you belong, even if that ends being the boneyard!”

----

Image of Loptop -- Loptop is a female.


Kettlehead Will Save (DC 14): 1d20 - 1 ⇒ (18) - 1 = 17

Kettlehead feels the magical slumber coming over him and rages. "No! You no bad magic Kettlehead. Magic pot stop you."

Tapping the kettle on his head, he steps forward to slash at Tak.

K Atk: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm Crit: 1d20 + 2 ⇒ (18) + 2 = 20

Dmg: 1d4 ⇒ 1 --> 2 hp

----------

Rempty Randomness (75%): 1d100 ⇒ 19

Rempty drops the bow, and runs forward to Kettlehead. "Great job your Kettleness! I love the way you yelled and then slashed at him. It was also great when you tapped your magical helmet. I think I see it glowing..." The whelp reaches up like he's going to take it...

Kettlehead turns on the whelp and runs him through with the dogslicer. "No touch magic helmet."


Kind of a crappy time...going to lose my Internet for awhile. Hopefully only a few days.


Kettlehead continues slashing at Chuffy. "No tie to log. You skull hang from tree."

Dogslicer Atk: 1d20 + 2 ⇒ (12) + 2 = 14

Chuffy shrieks, ducking below the dogslicer heading for his neck.

---------

Rempty Randomness (25%): 1d100 ⇒ 52

Rempty lobs an arrow towards Chuffy, hoping to take the whelp out.

Ranged Atk (AC 15): 1d20 + 4 ⇒ (16) + 4 = 20
Dmg: 1d4 ⇒ 1

The arrow protrudes from Chuffy's chest, and he slumps over.


You can take a 5-foot step to get out of his reach, and then cast. I really should have dropped one of these goblins, with only 3 of you...


Culgick Randomness (75%): 1d100 ⇒ 93

Culgick moves to finish off Chuffy, but instead bends down to pick up and hand Kettlehead the end of his leash. "You need so I don't run away."

1d20 + 2 ⇒ (4) + 2 = 6


Round 3

Bring the dogslicer down on Chuffy’s head, cracking open the whelp's skull.

Dogslicer Atk: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm: 1d20 + 2 ⇒ (7) + 2 = 9

Dmg: 1d4 ⇒ 3

So last round I never declared who Kettlehead attacked. I'll use Chuffy as the hp sponge for now.

Chuffy:
hp: 1/6

----------

Rempty Randomness (75%): 1d100 ⇒ 42

"Kettlehead great toad warrior! You bash whelp good Kettlehead!"

----------

Chuffy swings his rock around viciously in a futile attempt to keep Kettlehead at bay. "Mean Kettlehead no hurt Chuffy!"

Rock Atk: 1d20 ⇒ 7


Culgick Randomness (75%): 1d100 ⇒ 90

Culgick swings at Tak with a rusted shortsword, and swings wide, still laughing about the whelp being turned into horse meat.

Culgick Atk (AC 15): 1d20 + 2 ⇒ (9) + 2 = 11

That would appear to be the end of the round. Are you guys able to see the map? Looks like Tak's sleep could take out Kettlehead and Culgick.


Tak the Goblin wrote:


I don't see AC anywhere so I rolled for damage on both in case

AC for Kettlehead and his minions are all 16


Round 2

Kettlehead rushes forward, swinging his dogslicer in a clumsy flourish. "Kettlehead take toads. You head stuck on pole in mud."

Dogslicer Atk: 1d20 + 2 ⇒ (19) + 2 = 21
Confirm: 1d20 + 2 ⇒ (4) + 2 = 6

Damage: 1d4 ⇒ 2

----------

Rempty nocks another arrow, this time shooting at...

1d3 ⇒ 2 :: 1-Tak, 2-Grimble, 3-Chuffy

Ranged Atk: 1d20 + 4 ⇒ (15) + 4 = 19
Dmg: 1d4 ⇒ 4

Rempty cackles as the arrow embeds itself in Grimble's body. "Kettlehead! Look at the baby pin cushion!"

----------

Chuffy clonks Kettlehead with his sharpened rock...

Rock Atk: 1d20 ⇒ 9

Kettlehead looks down at the whelp. "Baby go back home before me tie you to log again."


Tak brings his mace down hard on the whelp who just charged him. Culgick's shoulder is smashed, leaving him howling in pain.

----------

End of Round 1

GM Stuff:
Kettlehead: 6/6
Culgick: 2/6
Rempty: 6/6


Culgick Randomness: 1d100 ⇒ 20

Culgick rushes forward towards Tak, pointing and laughing.

"Kettlehead chop you up into big horse meat. You make tasty snack for big swamp horse."


Kettlehead releases his grip on the two ropes holding his cohorts in place, and orders them to attack.

----------

The one who seems to be Rempty nocks an arrow in his makeshift bow and sends it hurtling through the air towards...

1d3 ⇒ 1 :: 1-Tak, 2-Grimble, 3-Chuffy

Rempty Randomness: 1d100 ⇒ 62

Ranged Atk: 1d20 + 4 ⇒ (2) + 4 = 6

The arrow goes high, sailing far above Tak's head.

----------

Chuffy hangs back. "Need big chomping teeth for this," he says, as he bares his yellowed teeth. "Chuffy make big bites in Pottlehead."


"Kettlehead see toads. Now Kettlehead take."

He jumps down off the log, pulling his two minions with him, who you see now are leashed, with collars around their necks.

Inits

Kettlehead: 1d20 + 6 ⇒ (18) + 6 = 24
Culgick: 1d20 + 6 ⇒ (3) + 6 = 9
Rempty: 1d20 + 6 ⇒ (17) + 6 = 23
Tak: 1d20 + 4 ⇒ (4) + 4 = 8
Grimble: 1d20 + 4 ⇒ (14) + 4 = 18
Chuffy: 1d20 + 4 ⇒ (19) + 4 = 23

Init Order
Kettlehead
Rempty
Chuffy
Grimble
Culgick
Tak

Ugh...this fight set up takes place in a "valley", so there are cliffs to either side of the path. I missed that when I wrote up my description of it.

Encounter Map


You easily find the trail leading north to the Cave of Darkfear. As you leave the bog behind, the nasty sun is obscured by giant black clouds, which start to pelt you with refreshing, dank drizzle.

After a few minutes of slogging through the mud, you come across a rudely-shaped fallen log blocking the trail.

A weasly green-gray figure drops from the treetops onto the log--Kettlehead the goblin, his polished pot still perched upon his bulbous head. He cries out, "Stupid baby wannabe goblins!" As a pair of whelps from the cage--Culgick and Rempty--clamor up beside him.

Kettlehead waves a mean-looking dogslicer over his head. "You took toads from Kettlehead's special pond, and now you have to pay my price. Give me all your toads! And say you be stupid!"


Thanks for the heads up. Nothing too serious I hope.

It's the weekend and I wasn't expecting too much in the way of posting.


Taking 20 she is....

Grimble:
Taking your time with the toads, you also find some treasures worthy of any goblin: two pickled corpses in the waters below, along with a second dogslicer, a javelin, a grappling hook, a symbol of Zarongel, two wooden spoons, two dead moles, and a jar of pickled fish heads

After a half hour, both Tak and Grimble are in possession of their own toads. Chuffy splashes over, a toad with a missing leg trapped in a rusty cage tucked under his arm. "Go to Cave of Darkfear now?"


The dogslicer is a little rusted from laying under the water, but is otherwise a weapon that would stand up in battle.

I was mulling over how best to get your toads...other than RL days of potentially failed dice rolls. There's nothing stopping you from making endless dice rolls until you get one each. If you want to build a trap of some sort, a DC 10 Perception check will allow you to find enough junk to build something.


Grimble swings her club around, going for one of the toads in the reeds. Make an attack roll, AC 15 to stun one of the toads. After that, a DC 15 CMB check. If you make your attack roll, you get a +2 on your CMB check.

When Tak Ventures back into the water, he comes across the glint of metal once again.

Glint of Metal:
You see a dogslicer buried in the muck. Truly a weapon worthy of a full-fledged Licktoad.

Tak, the 'stream' is more a stagnant pool of water with a big flat rock in the middle.

---------

Sorry about the late post today. One heck of a day...


There are dozens of toads around the bog. The biggest, most prized ones are croaking away on the large rock at the center.

Chuffy runs around, trying to grab the bouncy toads, yelling and cursing them each time they jump out of his arms.

Tak:
As you scope out the bog, the murky waters clear and you see a glint of metal underwater.


Grimble swings her club around, knocking Gromer down into the muddy shoreline.

The whelp whimpers in his unconscious state, blowing small bubbles into a pool of water his head landed in.

Chuffy dances around the fallen foe. "Not so tough without big Kettlehead." He pulls on the piece of rope still tied around his waist. "See how you like being tied to log."


So are you guys going to just beat that poor whelp into a bloody pulp? I was hoping Grimble could get at least 1 hit in (sorry the dice aren't working out).

If that's the case, you guys can just do max damage and end his suffering.


--- Round 3 ---

Chuffy raises his rock for another attack, and hits the spy in the forehead. Blood starts dribbling down the whelps face, his cries of pain louder than Chuffy's shriek of surprise.

Chuffy Atk: 1d20 ⇒ 14
Chuffy Dmg: 1d3 - 1 ⇒ (1) - 1 = 0 = 1 hp

GM Stuff:
Gromer hp 5/8

---------

Gromer keeps up his attack against Chuffy. The blood in his eyes obscures his vision, making his swing go wide.

Gromer Atk: 1d20 + 2 ⇒ (5) + 2 = 7


Round 2 Summary

Tak charges forward through the bog, and bites at the whelp spy, tearing off a piece of its ear.

Chuffy and Grimble both flail around like a couple of untrained goblin whelps.

The spy trapped in the reeds swings his club around, trying to keep all the opponents at bay.


--- Round 2 ---

Chuffy moves closer into striking distance, holding the rock above his head, bringing it crashing down on the goblin spy.

Chuffy Atk: 1d20 ⇒ 11

Chuffy has too much forward momentum, and the rock glances off Gromer's shoulder.

-------

Turning around to see who hit him, Gromer swings at the new opponent.

Gromer Atk: 1d20 + 2 ⇒ (5) + 2 = 7

Gromer is far too distracted by all the targets and swings wildly.


Gromer deftly ducks under Grimble's attack, only to stand up to a whistling coming towards him.

He isn't quite deft enough to move out of the way, and takes a small stone to the back of the head.

I know those were in the reverse order of your inits.

--------

End of round 1.

GM Stuff:
Gromer Stats
AC 14, t 13, ff 12
hp 6/8
Fort +3, Ref +2, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d4)
Ranged thrown rock +4 (1d2)


Map at beginning of Round 1

Chuffy holds his rock high above his head, and runs towards Gromer, shrieking the whole way, sending toads scurrying before him.

-----

Gromer sneers at Grimble as he ducks away, revealing his own club, swinging at Grimble's kneecaps. "You bad manners sneak up on Gromer."

Gromer Atk: 1d20 + 2 ⇒ (13) + 2 = 15
Club Dmg: 1d4 ⇒ 2

Gromer bursts into the laughter at the sound of his club connecting with Grimble's leg.


Chuffy whirls around after hearing Grimble shout. "There be Gromer. Big Kettlehead friend."

He pulls a rock out of a random pocket. "We bash him up and steal toad?"

Tak turns in time to see Grimble swing her club, and Gromer duck underneath of it, rolling away into the soggy reeds.

----

Round 1
- Chuffy
- Gromer
- Tak
- Grimble

GM Stuff:
Grimble Init: 1d20 + 4 ⇒ (6) + 4 = 10
Tak Init: 1d20 + 4 ⇒ (8) + 4 = 12
Gromer: 1d20 + 6 ⇒ (9) + 6 = 15
Chuffy: 1d20 + 3 ⇒ (15) + 3 = 18


Grimble, where'd the +12 for Stealth come from?

I see +4 from your skills, and +2 from Color Thief, which would be +6.


Talking with Chuffy, Tak fails to notice Grimble slinking around the edges of the water.

Chuffy wiggles his eyebrows, and starts chewing on his tongue.

"Gromer steal Chuffy toad and give to Kettlehead. Kettlehead and Gromer go into trees," he says, while pointing into the marshes.

"You help Chuffy get new toad?"

-----------

Grimble slinks around the edge of the water, using the reeds for cover.

She comes up behind a whelp who's watching Tak and Chuffy, scraping a sharp rock across his open palms, muttering to himself. "Gromer no want sit here and watch whelps. Me big warrior to fight monster in Cave of Dark Fear."


"Not Chuffy toads." The little whelp starts heading back to shore. "Big Kettlehead send Chuffy to get toads, then tied Chuffy to log."

The goblin stops, not realizing he's started to sink once again. "You no tie Chuffy to log?"

Back at shore, Grimble sees and hears the exchange. The new whelps words are hard to make out over the constant drone of insects around the foul-smelling bog.

Grimble:
On the far side of the bog you see anot her goblin whelps hiding in the reeds.

GM stuff:

G1 Hide: 1d20 + 2 ⇒ (7) + 2 = 9
Grimble Perception: 1d20 - 1 ⇒ (16) - 1 = 15


Gnawing through the rope, Tak manages to free the whelp. The freed whelp jumps away from the log, standing on more stable peat, catching his breath.

"T..thank you save Chuffy. You want biggest toad?"


He's trying to stay afloat. There's a rope tied around him...which is also tied to a log underwater.


Just so I'm clear...Tak IS in the water...right? ...I hope...


Tak sees a rope tied around the goblin, and a log submerged in the water.

The goblin thrashes about, trying to get a grip on Tak...

Going to break into combat rounds to keep track of everything.
Order:
- Whelp
- Tak
- Grimble (if Grimble shows up again I'll do a proper roll)

The whelp attempts to latch onto Tak's arm. Grapple check:

Grapple DC 13: 1d20 ⇒ 10

Init rolls:
Grimble Init: 1d1 ⇒ 1
Tak Init: 1d20 + 4 ⇒ (16) + 4 = 20
Goblin Whelp: 1d20 + 2 ⇒ (1) + 2 = 3


Sweet sassy...we made it to page 2


When Tak splashes into the water, he finds that the water only comes to his waist. The ground underneath is spongy, and would seem like it should hold his weight.

Assuming you're still swimming...

About half way to the drowning goblin, your foot gets poked by something sharp sticking up through the peat.

Still continuing....

When you get to the drowning goblin, you see a rope tied around his waist.

At the water's edge, Grimble watches as Tak slogs through the water, and the goblin whelp get dragged down.


Moving off the rough trail, you find yourselves staring down into a small pool of water. It is roughly the same size of Licktoad Village.

A ring of trees sags in the mud, all leaning away from the water, as if they were trying to get away from it.

Dozens of toads ring the water, baking on the rocks in the hot sun. The smell of the putrid water wafts over you, almost intoxicating.

At the centre of the pool sits a large rock, where the biggest, fattest toads laze in the sun. They watch with disinterest as a goblin whelp flounders in the water, struggling to stay afloat, his shrieks piercing the constant drone of insects.

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