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  1. - Top - End - #1
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    Default The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    In the year of Grebble's Pox (literally the year that Grebble got the pox), Skuzza the shaman made a proclamation. Raising himself from his customary mushroom-induced stupor, he staggered to the Circle of Speaking, and spoke thusly:

    The mountain shall explode in fire and smoke and molten rock - the tribe must leave the sanctuary of these caves and travel south to the Promised Land. Any who remain here shall suffer very, very briefly, then join Maglubiyet in His hallowed Underhalls.

    This caused quite a stir, obvious, in part because the tribe had - many generations past - fled the south from larger and stronger enemies, and found shelter here under the fiery mountain. In part also because Skuzza forgot his own prediction, and fiercely denied it when asked about it later.

    And so a small host set off. 100 goblins, along with 10 trusty wolves, a healthy amount of food and some camping and survival gear. Each goblin was issued a spear, a shield and a ratty suit of studded leather armor (rat leather being the most readily available), and thus they set forth. For the Promised Land.

    It was many weeks of travel through the frozen north, but finally the pilgrims crested the last pass, and below them spread the lush - if snow covered - valley of the Promised Land. Farms and villages dot the landscape, easily visible in the fading light of dusk. The valley is bordered north, east and west by foothills, the eastern slopes crowned by some crumbling old ruins that might be a gutted fortress of some type. The lowlands of the valley are a mixture of farms and forest, and to the far south, small rivers converge into a large lake that forms the southern border.

    Leaving the pass, you make camp among ancient firs. Hunters return succesful, reporting plentiful game, and that first night, you dine on rabbit and pheasant.

    Spoiler: OOC
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    Goblin count: 100
    Rations: 20 days
    Extras: 10 wolves (these aren't something you can buy - rather, they can be expended as a type of ressource)

    There is no player map, but it's not terribly complicated: You enter from the northern edge. East and west, there are low mountains, the eastern one holds an old ruin. There are three villages - two small and one larger - as well as a number of outlying farms. There are many things on the map not apparent as of yet.

    It's open world, so you can essentially go anywhere and do anything.

  2. - Top - End - #2
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Soz, mounted on Soz Jr., talks to the other de-facto leaders of their little group. So... I vote we try to make friends! she says. Maybe the big folk here will be friendlier than the others in the past. Although we should probably check on a smaller village first, and not go for the big one.
    I have a LOT of Homebrew!

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Hekx replies, a small brown toad hopping between his outstretched fingers as he speaks.

    The big ones, they take all they can and we have nothing to offer them. Go now and they will laugh at our weak will. Claim strength first, stolen from them or others, then we can approach the big ones.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    "Hide."Says a voice from a nearby bush. "Biggers not know we are here. We find good, strong home then hide there. Then we deal with biggers and we no let them know where we hide. We go, look-find safe home, not let biggers see us till we are ready."
    GNU Terry Pratchett

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Yeah, maybe... Soz says. I could send Soz Jr. to investigate, and talk to her tomorrow about what she saw. They generally don't freak out over dogs.
    I have a LOT of Homebrew!

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Angrily bouncing up and down on the spot, Skog speaks about 50% louder than he needs to.

    "No friends! Take! TAAAKE! Kill before they kill us!"

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Gibs

    Gibs is a beefy and gross looking goblin that is about 20 feet from Soz.

    The goblin known as Gibs suddenly barks to the heavens, “Eeegghlug! Soz wants make friends with biggers! Bwhahahaha. Heeeehahahahaha. When do they let Gibs loose? Gibs not kill for long time Mighty One…”

    Gibs trails off suddenly looking at a nearby goblin and clenching his guisarme, then speaking much quieter to himself “…too long… urges not satisfied. Maglubiyet whispers in my ears and I obey.”
    Last edited by Jopustopin; 2019-09-16 at 08:00 PM.
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    All here show wisdom. Hekx says through crooked teeth.
    We may not trust the big ones, but we must not rush in with to great a speed either. Before we go to any village we must ensure our actions make Maglubiyet proud. Not embarrassed at our failure. Information, bows and arrows, allies if they are to be found. All we must secure for victory.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Soz dismounts Soz Jr. So what's the plan? I guess... Set up camp? Find shelter, in case rain comes?
    I have a LOT of Homebrew!

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  10. - Top - End - #10
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Quote Originally Posted by JNAProductions View Post
    Soz dismounts Soz Jr. So what's the plan? I guess... Set up camp? Find shelter, in case rain comes?
    "Yes!"The bush moves closer to Soz. "In case rain. Or arrows. Or birds. Or fish. Or trees. Or other goblins. Or bees. Or swords. Or Pally-dinns. Or Gibs."
    Last edited by Evil DM Mark3; 2019-07-08 at 09:50 AM.
    GNU Terry Pratchett

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Spoiler: Rolls
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    Survival (1d20+9)[10]
    Knowledge (Nature) (1d20+7)[22]

    Just to see what I can ascertain for the moment.


    Soz looks around, idly scratching Jr. behind the ears.
    I have a LOT of Homebrew!

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Hekx finds some high ground and looks down over the terrain, using his knowledge of terrain and the needs of a tribe to accertain the best spot for a hideout within a day or two’s march.

    Knowledge (Geography): (1d20+5)[8]
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  13. - Top - End - #13
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Survival (d20+3)[20]
    GNU Terry Pratchett

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    "Not find! MAKE! Cut trees, make hut. Is faster!"

    Skog then turns and begins wailing on the nearest tree with his spear. This carries on for an uncomfortably long moment before Skog stops and looks at his weapon.

    "Axe! Spear not work, need axe!"

  15. - Top - End - #15
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    The remaining group of goblins bicker and argue either way - or all manner of different ways - and this goes on for an indeterminate while. It's possible things would have been smoother if a clear leader of the expedition could have been found, but everyone tried to send someone else, hoping to seize control of the main part of the tribe back at Fiery Mountain. Also, no one, not even the shaman, had any real faith if the shamans powers of prediction.

    Skimbibble and Soz team up to get a general lay of the land, or at least the part of the land that doesn't require 2-3 days of hard riding to get the lay of.

    The northern pass rises behind you to well above the tree line, offering a nice unobstructed view of the surrounding area, even if the slopes are sparsely forested, getting denser the closer you come to the valley floor. It is a fertile land, at least fertile enough to easily support the human population, which you estimate to be at maybe a thousand souls, spread out across the farms and villages.

    Hekx adds some general pointers about drinking running, not still water, and how a pass like this channels many small streams from the snow above - these carve all manner of sheltered nooks and crannies, caves and gullies hidden from easy sight, and being carved by water, generally well supplied with it too.

    It doesn't take overly long to locate a set of caves - three major ones - partially open to the sky, with a number of streams running through them in a series of small water falls. They even have some fungi and moss you recognize as yummy.

    Somewhere to shelter short term .. or possibly somewhere to build.

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Guys, we have caves! Soz announces on her return. We should be careful-who knows what might lurk within-but they could make a nice home for now.
    I have a LOT of Homebrew!

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  17. - Top - End - #17
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Hekx, sends another group of Goblins ahead of himself into the cave then follows once it’s clearly safe.

    So, by my guessing, we leave most of these useless ones here and check what’s in the ruins. They can scrape out bedding and turn stalagmites into fences and walls while we see if the ruins would make a better home. Take a few of the lackeys of course, but best not to move as a horde if the big ones are around.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  18. - Top - End - #18
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Skog speaks through a mouthful of mushrooms.

    "Why go ruins? Caves have walls, and water, and MUSHROOMS. Mmm. Mushrooms."

  19. - Top - End - #19
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    DruidGuy

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Quote Originally Posted by Stevesciguy View Post
    Skog speaks through a mouthful of mushrooms.

    "Why go ruins? Caves have walls, and water, and MUSHROOMS. Mmm. Mushrooms."
    Ah, but we don’t know what could be in the ruins. Could be nothing, could be gold or tools worth taking, could be food abundant. Mushrooms aren’t meat, not even close, so we could find better stuff in the ruins still.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Gibs

    When Hekx sends out the group of goblins ahead to scout the caves, Gibs gears up and leads the pack. When one of them gets scared Gibs growls at him as if he's going to attack him!

    Gibs explores the caves with a group of goblins!

    Spoiler
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    Listen: (1d20+3)[22]
    Survival: (1d20+3)[20]
    Spot: (1d20-1)[11]

    Spoiler: Character Sheet
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    Gibbs, The Insane One
    male goblin barbarian 1
    CE small humanoid (goblinoid)
    Init +2; Senses Darkvision 60 ft.; Spot -1, Listen +3
    Languages Goblin, Common


    AC 16 (+3 armor, +1 size, +2 Dex), touch 13, flat-footed 14
    HP 13/13 (1d12+1)
    Fort +3, Ref +2, Will -1


    Speed 40 ft
    Melee glaive +4 (1d8+3/x3) [Reach 10 ft.]
    Melee armor spikes +4 (1d4+2/x2)
    Ranged club +4 (1d4+2/x2)
    Combat Options: Combat Reflexes
    Special Actions: Rage (1/day)
    Base Atk +1; Grp -1


    Abilities Str 15, Dex 15, Con 12, Int 10, Wis 9, Cha 6
    Skills Jump +9, Listen +3, Survival +3, Tumble +3
    Feats Combat Reflexes
    Possessions longspear, glaive, armor spikes, studded leather, heavy wooden shield, 22 gp


    Last edited by Jopustopin; 2019-07-08 at 04:12 PM.
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Having remained silent up until this point, Krog peers into the mouth of the cave, and raps its edge with his shortspear.

    "Good. Dark cave. Kill inside, and take."

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    "Haha! Found axe! Now cut tree!"

    Skog has indeed found a rather large axe, and is running towards the cave entrance. It isn't particularly clear just where he got it from.

    Once outside, he begins swinging at the nearest tree.

    "Die! Chop, chop!"

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    Well, if nothing else, we have some firewood now
    Last edited by Stevesciguy; 2019-07-08 at 05:14 PM.

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Caves!?! With water? Does they have fishes? Until now, Plink had been wandering among the common tribesmen, telling jokes and ensuring that sentries were posted while the tribe was resting. Biggers like ruins, he reminded his peers solemnly. Biggers MAKE ruins. They builds it, and then other biggers come and takes it from them. Besides.. Caves make pretty echoes for music, and if they has water and fishes, even better. AND, he adds with a finger in the air for emphasis, In caves, we only has to guard one side. Lots of dark places to hide. Lets start there, he suggests.

  24. - Top - End - #24
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Exploring the caves offer little in the form of true excitement. You find a species of small, annoying spiders with venom that an alchemist could distill into a useful poison for coating weapons. You find tunnels that lead deeper into the rock, but decide exploring those are a task for another day - they seem to go rather deep indeed. You also find potentially worrying details: On a ledge high in the uppermost cave, you find numerous large bones, as if a large predator has laired here. They are old, though, so maybe it died off long ago. And outside, you find a seasonal campsite of some sort. It's hard to say what manner of creature uses it, but they seem to return at intervals.

    The topmost cavern is the driest, and will be most useful for living in. The lowest of the caves is wet, and perfect for the growing of mushrooms. The middle one could be used for anything you can think of.

    Spoiler: OOC
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    In case anyone cares: The caves were formed when a long, deep crack in the rock following an earthquake long, long ago, was slowly hollowed out, widened and deepened by rushing water from the snow melt above. That means that each chamber is open to the sky via a narrow hole in the ceiling. The caves are relatively cold - they are, after all, constantly cooled by the flow of glacial streams.

    For hiding, they are optimal. For defense, they leave something to be desired, as invaders could potentially post archers at the crack in the ceiling, and take pot-shots all day long.

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    "OK hiding, but need better. Big bones, bad bones. Not good, bad place." A voice comes from somewhere in the caves mutters. "Tribe hide in top cave, leave some at tunnels and some as lookout at cave enterence? Come run if see scary thing, stay where they is if they get eaten?"
    GNU Terry Pratchett

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Gibs

    Gibs returns back to Hekx shortly barking loudly on his return, screaming to the heavens, "Yes Mighty One I will tell them!"

    "Maglubiyet no want us stay here long. Conquest time." Gibs says pointing towards the ruins. "Nothing to conquest time here."

    Gibs growls suddenly at his weapon and grips his glaive tighter, shaking his armor spikes somewhat violently for a second. His crazy eyes suddenly spots the goblin he had yelled at earlier and he seems to move as if he's going to attack him. Instead he barks once and then starts laughing maniacally at him. Then to the heavens. He stops suddenly with a confused look on his face as if he forgot what he was doing.

    "Who come with Gibs on conquest time?" Gibs says loudly then ends it with a large grin.
    Last edited by Jopustopin; 2019-07-09 at 05:16 AM.
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Quote Originally Posted by Jopustopin View Post
    Gibs

    Gibs returns back to Hekx shortly barking loudly on his return, screaming to the heavens, "Yes Mighty One I will tell them!"

    "Maglubiyet no want us stay here long. Conquest time." Gibs says pointing towards the ruins. "Nothing to conquest time here."

    Gibs growls suddenly at his weapon and grips his glaive tighter, shaking his armor spikes somewhat violently for a second. His crazy eyes suddenly spots the goblin he had yelled at earlier and he seems to move as if he's going to attack him. Instead he barks once and then starts laughing maniacally at him. Then to the heavens. He stops suddenly with a confused look on his face as if he forgot what he was doing.

    "Who come with Gibs on conquest time?" Gibs says loudly then ends it with a large grin.
    Very well Gibs. Hex says. Gather the others, then we march to conquer loot these ruins, victory for you and spoils for us.

    While other forces are being rallied, Hekx will go to harvest poison. He finds a nest of spider, the casts sleep to enable him to harvest a small pile of spiders. Then takes them to a quieter space where he grinds them up and attempts to brew a poison from the mix. He’s warded off a well ventilated part of the cave and impressed into other goblins the need to not go there. In case he must leave it to brew for a time while he is absent.

    Craft (Alchemy): (1d20+5)[20]
    Last edited by JbeJ275; 2019-07-09 at 06:49 AM.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  28. - Top - End - #28
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    Spoiler: Hekx
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    The Araneae Irrito (or Annoying Spider) is quite small, and get's it's name from it's disproportionately painful bite. It's venom is quite strong, but injected in very small doses. Gathering enough spiders, and destilling the poison into an thick solution mixed with tar and alcohol, is not easy, and requires a bit of time and effort. Specifically, a spider farm is advisable.

    Hekx's roll is fine, he just needs more time. So if you like, the groundwork of your future wonderful spiderfarm is already laid.


    After some initial eagerness to get going, you finally decide that it's propably more prudent to wait until the next morning to set off. From your vantage near the pass, you can see the journey will take a week or more on foot - maybe 3 days if you send only wolf riders. Most of the terrain is forest, but if you travel in a straight line, you will pass through a large tract of farmland. Another option is to follow one of the streams that pour out of the mountains. It appears the largest of them winds it's way fairly close to the base of the eastern mountains. Maybe you could even build a raft.

    Spoiler: Erryone
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    I need to know how many set off, and how you travel. As for the route you pick, just let me know in general terms how close you stray to civilization, and I'll plot something.

    Maybe eventually I'll make some sort of map for you. I just hate maps because I'm so bad at drawing them =)

  29. - Top - End - #29
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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    This definitely not our forever home, Plink concedes sadly, when news of the cave's shortcomings are exposed. I hates to sez it, but maybe Gibs is right.
    Last edited by pife; 2019-07-09 at 09:43 AM.

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    Default Re: The Tribe! 3.5 goblin only with GGM (General Goblin Management)

    We'll lair here for now, Soz says. It's not perfect, but it's better than out there.
    I have a LOT of Homebrew!

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