Goblin-a-day


log in or register to remove this ad

Hey, Lord Zardoz

Dig the goblins! Drop me an email at silverthornegames@yahoo.com. I have a proposal for you :) MavrickWeirdo and Wippit Guud already know...

Cheers!
Ian

PS Ordinarily, I wouldn't do this in a forum, but you have your email turned off... Can't say that I blame you, though. Keeps nutbars like me from getting ahold of you unannounced ;)
 

Dead Angel's Tribe

History: The Dead Angel's Tribe was pretty much like any other tribe of goblins, it had a stereotypical fat goblin king, some agile scouts, some fierce warriors, and a lot of females and youngsters. But for a weird twist of fate, we wouldn't even know anything else about them; they stumbled across a large fight. The fight appeared to be between some evil organization and a motley crew of adventurers, but this was no ordinary fight. Both sides had summoned or gated in angels and demons and their fighting went on for hours.

Curiously, a very whimsical avatar of a god happened along, and was enraged by this mighty battle, feeling it was recreating an ancient battle of angel vs devil. In response he decided to destroy everyone involved, such was his fury that he permanently translocated the celestial and fiendish combatants to the Prime Material plane, where they perished. Afterwards the god went about his business, content with his work.

Grizbal of the goblin tribes had seen it all. He came running back to his tribe, telling of troves of items to be had. The whole tribe surged towards the battlefield and began fighting over the spoils. Goblins arent very tall, and there was quite a bit of falling down involved. The fell into some of the former bodies of heavenly and hellish beings. The entire tribe and any babies in the womb were changed thereafter. A frenzy came upon them, and they danced in the corpses of those fallen, mixing the blood and reveling in it.

Present: Today the Dead Angel's Tribe is no joke, indeed they have come farther than most savage creatures could dream, some even having artifacts. They have not admitted any new members in the 10 years since the Day of Ascendance, as they call it, though they have no qualms about ruling over lesser beings. They are an organization veiled in secrecy, most humans believing that they are a relatively new assasin's guild. The truth is far darker.

Lord Grizbal - Rog 16

Rog16; small humanoid; AL NE
HD 16d6+48; hp 100; Init +5; Spd 30 ft; AC 25; Atk +24/+19/+14 melee (1d8+13, 15-20/x2 +6 unholy keen longsword)
SQ: Darkvision 60 ft;
SV Fort +10, Ref +17, Will +7;
Str 20, Dex 20, Con 16, Int 14, Wis 10, Cha 8.

Skills: (190 points) Hide +28, Move Silently +28, Listen +21, Spot +21, Sense Motive +19, Bluff +18, Intimidate +18, Tumble +24, Search +12, Disable Device +11, Open Locks +24, Diplomacy +14.

Feats: (6) Alertness, Martial Weapon Proficiency (Longsword), Weapon Focus (Longsword), Dodge, Mobility, Spring Attack, Improved Cirtical (Longsword). Uncanny Dodge, Uncanny Dodge (+2 vs Traps), Evasion, Opportunist, Slippery Mind, Sneak Attack +8d6.

Languages: Common, Goblin, Orc, Giant
Armor: +5 Mithral Chain Shirt
Weapons: Sword of Kas
Possessions: Sword of Kas, Amulet of Health +4, Winged Boots, Ring of Protection +2, Cloak of Protection +2, 1,000 gold in misc items.

Goblin Virtues: Hate. Goblins hate their position in life as much as anyone would expect, but often they die before their hate has a chance to manifest. When their hatred has time to fester and mature it is shown to be the true power it is.

Flavor: Grizbal was the first to see the battle take place, and upon bringing his tribe to the site, he tried to usurp as much power as possible. He dethroned Omar, the former King, and announced himself Lord. Today he rules from the shadows, everyone afraid to trust him, yet also afraid to lose his trust.

Tactics: Grizbal is a deadly opponent. His artifact sword gives him a huge advantage in combat, especially with his sneak attack. He is almost always with lackeys of some kind, and if he is threatened almost always has an escape route.



Omar, the endless - Ftr 2/Sor10
Eliza, the mother - Expert 2/Cleric 8

Dead Angel Tribe Template
ECL: +1 or +2, depending
Bonuses: Each surviving member of the tribe should be considered a large threat, as each one carries at least a minor artifact retrieved from a large battle. This artifact does not count against their gold limit.

They have also advanced far past what any normal goblin (or even normal races) can achieve in 10 years. Sometimes these goblins are in charge of an entire horde of other species, in other cases they run their own cabal. In any case, noone has realized that a "measly" goblin is in charge, and their efforts have the capacity to be combined.

Technik
 
Last edited:



Kraaguats Ambush

Acerak the Eternal has nothing on this thread.

Its been a while since I made any additions to this thread. And this addition is not a new goblin. What it is though, is a trap suitable for use in goblin dungeons.

I recall suggesting this trap to someone intrested in pitting Kraaguat against his players. While not a perfect re-creation thereof, the intent is there. Think of it as a way for a 2 HD Goblin to take out several more powerful opponents.

Kraaguats Ambush:
Setting: Any heavy forest area

The players will hear something thrashing around nearby. As they approach, they will see a yearling deer caught by a snare of some sort, panicked, injured, and scared. The deer is at the low end of a stream bed, at the bottom of a short ravine.

First, approaching the deer will cause the player to trigger a spiked log dead fall. A foot trigger will cause the rope that secures it to be cut, and it will swing down and slam the everyone in a 15 foot stetch along the bottom of the ravine.

Kraaguat will then fire on the victim with his bow from a nearby tunnel, hiding behind a large log (75% cover and concealment). He is near the top of one edge of the ravine, about 30 feet up. Going around to get behind him should take about 8 rounds. Climbing up to Kraaguat is a DC 15 climb check.

If one of the players starts to approach him, they will trigger another dead fall, similar to the first. If they continue to approach, Kraaguat will push the log he is hiding behind down the slope. This should force a DC 18 Str check to stay on the incline, failure will result in 1d6 falling damage. The log its self, of course, will also hurt. After pushing the log, Kraaguat will retreat into a narrow Tunnel. If the players follow him, they will meet the Wolverine that Kraaguat has befriended. The wolverine is by no means tame, but it does not see Kraaguat as a threat. It does see a following player that way.

If the players are still following him, Kraaguat will collapse the tunnel on top of his pursuer. Kraaguat will then exit at the far end of his tunnel about 50 feet away, and run like hell.

Deer Dead Fall: : +6 Melee, Damage 2d6 x3 Crit. Save: Reflex 15 avoids. Search DC: 13, Disable DC: 10.

Tunnel Dead Fall: +6 Melee, Damage 2d6 x3 Crit. Save: Reflex 15 avoids. Search DC: 18, Disable DC: 10.

Falling Log: +8 Melee, Damage 2d8 x2 Crit. Manually triggered by Kraaguat. Be sure to apply attack bonus for high ground, and no Dex bonus to AC for players due to climbing.

Collapsing Tunnel: Damage 3d8 intial, 1d4 subsequent . Save: Reflex 20 avoids. Spot DC: 18, to notice that the tunnel is rigged to collapse. Spot DC is 8 to those with Infravision or Dark Vision. Manually triggered. Tunnel will cause Dex penalty of -4 small, -8 medium. Str check DC 19 to escape if trapped in collapse.

END COMMUNICATION
 

Remove ads

Top