A Goblin’s Big Break Podcast Info
A sort of announcement for those who don’t follow me on twitter, I’m starting up an actual play DnD 3rd edition podcast with my family (keep checking for a proper set date). Not just any campaign though, the pcs are going to be goblinoids (hence the name), and not those wussy “goody-two-shoes, peace n’ love’ goblinoids! No my family wants to be full on evil! I’m setting this evil goblin campaign within the Forgotten Realms, and the edge of Deepingdale, towards which their goblin tribe is currently raiding! So I’ve decided to start posting some of my notes up here (since my family doesn’t read my blog anyway).
-20 Standard (Scouts/Gric)
-10 Standard Calvary Goblins, +6 Ride (Worg) checks and Mounted Combat feat (Worg Riders/Threads)
-10 lvl four Warriors (Innec Guard)
Falchion, lvl four Warrior (same as Guard)
-6 Standard (The Iron Ring)
Chief Irongut lvl two Fighter
-3 HD 6 Worgs (Sons of Gristlefur)
Gristlefur HD 8 Worg (Alpha Male)
-1 Medium Sized Monstrous Scorpion
-Hobgoblin (to-be Ranger)
A loose alliance of goblinoids, and even a worg pack, all under the rule of Irongut, a bugbear warrior of great prowess and even greater cruelty. This ‘tribe’ is currently based out of long abandoned farmlands situated on the edge of Deepingdale.
Goals: Under the direction of Irongut the tribe raids Deepingdale, so far it has only be gentle probing strikes at the very most edge, but the fearsome Chief wishes the entirety of the dales in flames, the greatest cities rendered into ash!
Goblins: The lowliest part of the tribe, but also the bulk of it. Two individual groups exist among the goblins of the tribe, Those under Gric (the Adepts and Scouts) and those under Threads (the Worgriders). A seldom appreciated fact among the tribe is the alliance with Gristlefur’s pack relies entirely on Threads and his crew. If they are pushed too far the deadly Worgs won’t help the Marauders any longer.
Hobgoblins: The backbone of direct combat for the tribe, and with them a great deal of magical power. Innec, a hobgoblin wizard of some skill, was once the leader of the hobgoblins, having turned over control at Irongut’s display of strength. Really he wanted to dedicate more time to magical studies. Falchion watches over Innec, and trains any goblinoid warrior that has the will.
Bugbears: A small, but malicious bunch. Irongut and her kin bully the tribe at their leisure. Taking what they want when they want (trending lighter around the more elite Hobgoblin of course).
Captured Monsters: Irongut has been assembling a small zoo of sorts, letting Threads’ crew watch them for now.
Worgs: Gristlefur rules this pack of Worgs, they want only a few things from their arrangement, good meat, soft bedding. Adds quite a bit of power to the tribe. Very rarely Gristlefur or one of his sons will join in a battle, even rarer letting a goblin ride on them. Irongut has been attempting to get Gristlefur to let her ride him, but so far the loner worg have let none but those of Threads group fight with him!
Gric, Shaman lvl 4 Adept; CR 2; Small Humanoid (Goblinoid); HD 4d6; hp 16; Init +1 (Dex); Speed 20 ft.; AC 12 (Dex +1, Size +1); Melee Atk +1 Club (1d6-2 Bludgeoning crit/20 x2 ); Ranged Atk +4 Sling (1d4 bludgeoning crit/20 x2, 50 ft range increment) ; AL LN; SV Fort +2 , Ref +2 , Will +6 ; Str 6, Dex 12, Con 12, Int 13, Wis 14, Cha 14
Skills and Feats: Concentration +8, Hide +5*, Knowledge (Religion) +8, Move Silently +5*, Wilderness Lore +9; Brew Potion, Scribe Scroll
Class Abilities: Summon Familiar (Raven, speaks Goblin)
Possessions: Club, Tattered Robes, Human Skull Mask Adorned with Raven Feathers, Necklace of Bird Skulls (Holy Symbol), Potion of Cure Light Wounds (3 Doses), Scroll of Sleep
Spells Prepared (3/3/1): 0- Create Water, Guidance (2); 1st- Bless, Cure Light Wounds (2); 2nd- Web
Threads, Worg Friend lvl 2 Rogue; CR 2; Small Humanoid (Goblinoid); HD 2d6; hp 8; Init +6; Speed 20 ft.; AC 16 (Dex +2, Leather +2, Shield +1, Size +1); Melee Atk +3 Dagger (1d4+1 piercing crit/19-20 x2); Ranged Atk +4 Shortbow (1d6 piercing crit/20 x3, Range Increment 60 ft.); AL NE; SV Fort +1, Ref +5, Will +1; Str 12, Dex 15, Con 13, Int 10, Wis 12, Cha 6
Skills and Feats: Diplomacy +3, Disable Device +5, Escape Artist +7, Hide +11*, Listen +6, Move Silently +11*, Ride (Worg) +8*, Spot +6, Use Magic Device +3; Combat Reflexes, Mounted Combat
Class Abilities: Evasion, Sneak Attack +1d6
Possessions: Dagger, Shortbow/w 30 Arrows, Leather Armor, Small Shield, Wand of Charm Person (33 Charges)
Innec, Annoyed Mage lvl 4 Wizard; CR 5; Medium Humanoid (Goblinoid); HD 4d4; hp 16; Init +3 (Dex); Speed 30 ft.; AC 13 (Dex); Melee Atk +3 Touch; Melee Atk +3 Quarterstaff (1d6+1 Bludgeoning crit/20 x2), Ranged Atk +5 Ray, Ranged Atk +5 Light Crossbow (1d8 Piercing crit/19-20 x2); AL LN; SV Fort +3, Ref +4, Will +4; Str 13, Dex 16, Con 14, Int 15, Wis 10, Cha 9
Skills and Feats: Alchemy +9, Concentration +9, Knowledge (History) +9, Move Silently +7*, Spellcraft +9; Point Blank Shot, Scribe Scroll, Spell Focus (Enchantment)
Spells Prepared (4/4/3); 0- Resistance (2), Read Magic (2); 1st- Hypnotism, Magic Missile (2), Negative Energy Ray***; 2nd- Ghoul Touch, Mirror Image,Tasha’s Hideous Laughter
Possessions: Quarterstaff, Large Scroll (Detect Secret Doors, Erase), Potion of Delay Poison (4 Doses), Wand of Enlarge (25 Charges)
Irongut, Chief lvl 2 Fighter; CR 4; Medium Humanoid (Goblinoid); HD 3d8 +2d10; hp 32; Init +7 (Dex +3, Improved Initiative +4); Speed 30 ft.; AC 20 (Bracers +4, Dex +3, Nat AC +3) ; Melee Atk +7 Winter’s Bite Bastard Sword (1d10+4 Slashing crit/17-20 x2 + 1d6 Cold)* +6 instead of +4 when wielded two handed; AL CE; SV Fort +6, Ref +6, Will +1; Str 18, Dex 17, Con 15, Int 8, Wis 10, Cha 10
Skills and Feats: Climb +9, Hide +8, Move Silently +11; Cleave, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Power Attack
Possessions: Bracers of Armor +4, Immovable Rod (with crude note, “Lil Un Hanger”), Winter’s Bite (+1 Keen Bastard Sword of Frost, Glows White in Storms, Grants Blindfighting Feat, Int 4, Wis 8, Cha 8, Empathy, CE)
Winter’s Bite: A strange, otherwise plain looking bastard sword Irongut found many years ago. The iron appears scarred, and dented, but holds an edge sharper than any mundane weaponry. The slightest touch drawing blood, then freezing it. The wielder of it is able to better fight while blinded, a useful trait in obscuring storms. Seeks death, doesn’t care from where.
*Untrained Skill, just Racial Bonus and Ability modifiers