A lighthearted game about being on the other side of the heroes swords.
Just west of Halruaa lies the mountain chain known to humans as the west wall, on the far side of these mountains near the Mhair Jungles lies a area were human never have set foot so it have no human name but to the little gobblin tribe who have been living here for as long as they remember, it is called Muhagir and the tribe calls itself the wraith of Muhagir, why? Well they don’t remember.
Every spring the tribe calls all the young goblins who are nearing adulthood for the Rite of Passage were they must travel over the mountains into the big ones land and bring back loot, not all the young ones return but those that do are now counted as adult warriors.
You have been called this year.
Things to know about the Wraith of Muhagir the are goblins in all the traditional stealing, stabbing and worshiping evil powers, the biggest differs from other goblin tribes are their spiritual leaders.
A few generations back the tribe was attacked by a raid of lizardmenn who killed most of the clergy, a few other goblins with magic power used this opportunity to siege the respected position of spiritual leadership by claiming it was the gods punishment because the clergy had become fat and selfish, goblins always need to blame someone for bad things, so the tribe killed the rest of the clergy and since then it have been a council of Shamans (Read druids, sorcerers and other casters who are non-clerics)
[sblock=Character creation]
All play goblins
[sblock=Goblin Stats]
Goblin characters possess the following racial traits.
–2 Strength, +2 Dexterity, –2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Automatic Languages: Goblin. Bonus Languages: Draconic, Gnome, Giant, Gnoll, Orc.
Favored Class: Rogue. [/sblock]
1st lvl
20 point buy (you are the best of the best (of goblins off course))
you can buy stats below 8 at
5 being –3 points
6 being –2 points
7 being –1 points
Forbident classes:
Classes that requires long study time like
Wizard, Cleric, Psion, Monk, Paladin and other learned classes.
Starting money are a little special:
1) Total skill modifier in sleight of hand X2 GP (only small items that are easily hidden.)
2a) Strength X4 GP (you keep what you can hold unto)
2b) Casters instead of strength uses prime caster stat X6 (only shamans dares to take from other shamans)
Materiel that’s allowed to use
Core
XPH
All complete
All forgotten 3.5
Book of Vile Darkness
Sources other than the these and homebrew can alwayes be brought my attention and ill look at it and say yes or no, in case to case basis
Although I always keep my DM privileged to say no to cheese.
For easiness please state from which source you have taken your feat (and other non PHB things) from
[/sblock]
Interesting and fun characters will take precedence to maximized and power characters.
What I would recommend
One strong (war leader type)
One sneaky (Ranger, rogue or scout type)
One Shaman (read caster type)
1-3 more of any mix from above.
We are going to use http://invisiblecastle.com/ for the dice rolling put RoP GS in the campaign box.
Group- http://www.enworld.org/forum/plots-places/272887-wraith-muhagir.html#post5108119
Lut - duel shield wielding fighter - played by Pathologik
Yog - Hunter - played by Strahd von Zarovich
Gragk - A womiting Warlock - played by Voda Vosa
Azreh - a musroom alkymist - played by Holy man
The adventure begins -
Just west of Halruaa lies the mountain chain known to humans as the west wall, on the far side of these mountains near the Mhair Jungles lies a area were human never have set foot so it have no human name but to the little gobblin tribe who have been living here for as long as they remember, it is called Muhagir and the tribe calls itself the wraith of Muhagir, why? Well they don’t remember.
Every spring the tribe calls all the young goblins who are nearing adulthood for the Rite of Passage were they must travel over the mountains into the big ones land and bring back loot, not all the young ones return but those that do are now counted as adult warriors.
You have been called this year.
Things to know about the Wraith of Muhagir the are goblins in all the traditional stealing, stabbing and worshiping evil powers, the biggest differs from other goblin tribes are their spiritual leaders.
A few generations back the tribe was attacked by a raid of lizardmenn who killed most of the clergy, a few other goblins with magic power used this opportunity to siege the respected position of spiritual leadership by claiming it was the gods punishment because the clergy had become fat and selfish, goblins always need to blame someone for bad things, so the tribe killed the rest of the clergy and since then it have been a council of Shamans (Read druids, sorcerers and other casters who are non-clerics)
[sblock=Character creation]
All play goblins
[sblock=Goblin Stats]
Goblin characters possess the following racial traits.
–2 Strength, +2 Dexterity, –2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Automatic Languages: Goblin. Bonus Languages: Draconic, Gnome, Giant, Gnoll, Orc.
Favored Class: Rogue. [/sblock]
1st lvl
20 point buy (you are the best of the best (of goblins off course))
you can buy stats below 8 at
5 being –3 points
6 being –2 points
7 being –1 points
Forbident classes:
Classes that requires long study time like
Wizard, Cleric, Psion, Monk, Paladin and other learned classes.
Starting money are a little special:
1) Total skill modifier in sleight of hand X2 GP (only small items that are easily hidden.)
2a) Strength X4 GP (you keep what you can hold unto)
2b) Casters instead of strength uses prime caster stat X6 (only shamans dares to take from other shamans)
Materiel that’s allowed to use
Core
XPH
All complete
All forgotten 3.5
Book of Vile Darkness
Sources other than the these and homebrew can alwayes be brought my attention and ill look at it and say yes or no, in case to case basis
Although I always keep my DM privileged to say no to cheese.
For easiness please state from which source you have taken your feat (and other non PHB things) from
[/sblock]
Interesting and fun characters will take precedence to maximized and power characters.
What I would recommend
One strong (war leader type)
One sneaky (Ranger, rogue or scout type)
One Shaman (read caster type)
1-3 more of any mix from above.
We are going to use http://invisiblecastle.com/ for the dice rolling put RoP GS in the campaign box.
Group- http://www.enworld.org/forum/plots-places/272887-wraith-muhagir.html#post5108119
Lut - duel shield wielding fighter - played by Pathologik
Yog - Hunter - played by Strahd von Zarovich
Gragk - A womiting Warlock - played by Voda Vosa
Azreh - a musroom alkymist - played by Holy man
The adventure begins -
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