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File: OP.png (49 KB, 700x700)
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Following the death match the goblins quickly converted the arena and the surrounding area into a massive festival to celebrate the grand gathering of the goblin tribes and the Bonetooth tribe’s victory. What a celebration it was - endless amounts of food and drink of questionable origin, dancing, and music – you heard everything from incoherent screeching to ska. The Sickeaters in particular made it into a party by passing out exotic drugs and turning the Tribeburner’s bonfires into plumes of hallucinogenic smoke. During the celebration the shamans asked what you wanted to have for to honor your great victory.

> Loot
> Skill training
> Magical training
> Tribal choice mystery box


You were also asked to return the Madblade and Sickeater special weapons, did you?
> Y
> N

The Bonetooth caravan has traveled long and far since the celebration at the gathering of tribes. The surrounding landscape of garbage has slowly changed into mounds of trash interspaced with thick pools of sludge. The wild crabs skittering about are much larger in size – this area’s high level of liquid probably encourages crabs to breed, it is practically a swamp there are even thick vines growing all over the trash. The shaman has told you about some interesting places nearby -


> Crab lake
> Forgotten tomb
> Old tribal ruins
> Other


Also give me 1d10000 for SCIENCE! And choose
> High
> Low
>>
Welcome back to Afterlife Quest!

Twitter: https://twitter.com/ApophisquestsTG
Askfm: http://ask.fm/ApophisTG
Pastebins: http://pastebin.com/u/ApophisTG


Current scavenged loot
http://pastebin.com/zbTUX04U


Tell me if you want to examine anything closer or things you would prefer to just give to the goblins - keep in mind you have some stuff in your backpack still.


You currently have:
4 exp to spend
5 stat points to spend
>>
Rolled 650 (1d10000)

>>41686548
>> Tribal choice mystery box

and
return the Madblade and Sickeater special weapons If they agree to teach you something only their tribe knows.
Some kind of training.

> Old tribal ruins

> High
>>
Rolled 2234 (1d10000)

>>41686764
Seconding all choices
>>
>>41686764
fuck...And I was going to pick low.
>>
>>41686764
>>41686838

Ok we can go with this. Unless someone rolls higher I'll use 2234.
>>
Rolled 1378 (1d10000)

>>41686948
>>
By the way, is there anything magical in our list of "Three spare pairs of dark gold pants, one very small hourglass, one tiny bronze-capped cedar cane, one huge bright blue bottle, one large sealed letter, twelve silver amulets, one deck of cards, one very large ruby, your large leather pouch, eight wooden dolls, one small gold locket, one dark red choker, one turquoise earring, one golden-brown blanket, one small hand mirror, the flask, the cube, the heart pendant and three bone knives." In our backpack?
>>
>>41686995
The flask contains and unknown magical liquid, the pendant is also bears an enchantment, and the letter's seal magically detects tampering. The cube while non-magical is some kind of hypercube with six storage areas inside each of it’s faces.
>>
(1/3?)

The Foulraider tribe refuses to part with their secrets of taming monsters as it is their only advantage over the other tribes. Their shaman identifies your heart pendant though.
> The small heart shaped pendant with engravings of animals on it, there is a crack down the middle. The foulraider Shaman says any who wear it will become hated by any animal or monstrous creature.

The Madblade tribe is happy that you return their prized sword so they begin drilling you on how to fight better.
> Hand to hand combat increases by one rank.
> New ability unlocked Ki strike Rank zero.


While your shaman said they were weak the Greatfang tribe must have just had a bad day in the arena because after training with them you feel much stronger.
>Strength increased by 5.

The Foulcurse scoffs at your pathetic magical ability, they have you drink a glowing purple liquid but give you nothing else.
> Ki increases by 2
> Intelligence increases by 2


The Darkfury tribe inscribes your body with wild tribal patterns in black ink when they finish the ink begins to glimmer with an unearthly glow before fading away and you feel slightly more alive.
>Stat points increase by 5.

The Tribeburner’s love fire a lot, it is all they really think about because you used fire to help you win the arena deathmatch they like you too. They teach you all about how to burn things, how to mix things that burn, how burn things that don’t normally burn, and how to not burn yourself.
> Chemistry increases one rank.
>Ability gained Fire Resistance Rank 1.
>>
(2/3)

The Stonegut tribe prides itself on their physical resistance, they are impressed by your durability but manage to teach you a few new tricks.
>Damage resistance increases one rank.


The Sickeater tribe is honored by you returning their special weaponry and give you one dagger back they then poison you with all sorts of horrible things. They cure you afterwards but they were still huge dicks about it.
>??? Progress advanced by 2.


The Shadowkillers are unhappy that you not only uncovered their tricks but killed two of their warriors so they begrudgingly teach you a few tricks about stealth.
>Stealth increases one rank.


You shaman already gave you the Bonetooth’s special things so he teaches you the other magics you didn’t learn before.
>Check your character sheet for them later when I remember what he offered you before.
>>
File: TribalRuins.jpg (132 KB, 1024x573)
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Heading deeper into the now swampy terrain the shaman tells you of old ruins.

“After goblins fall from ring three Bonetooth tribe leaders build home,” the old goblin explains, “old magics hidden inside maybe”

The caravan comes to a old collapsing stone building choked with overgrowth you wanted answers to the goblin tribes lost history and magic, perhaps you will find it inside.

> Head in alone
> Grab a couple goblins for help
> Send goblins to scout the ruins
> Other
>>
On the loot pastebin, give away:
All on lines 7, 13 (cauldron&scrolls to shaman), 17(salve&incense to shaman), 23 (keep one glaive tho), 25, 27, 29 (incense to sham), 33, 35, 45 (vase to sham), 47
Replace gray glove with pair of black ones, give away everything else in 43
Pocket dragon scale, give away everything else in 41
All of 39 but keep phone
All of 37 ask shaman to plant seeds
All of 31 but keep one cube water and
Lamp
All 21 keep feather
All 11 give one mirror to shaman keep one mirror
Fuck thats a lot to punch through
>>
>>41687329

Only four ranks anon, we can collect more. Unlimited trash works when?
>>
>>41687321
Ask the shaman if he can foresee any dangers of going in. If not, suggest the whole tribe enters.
If he does sense danger, Go in with a few armed and armored backups.
>>
>>41687321
>> Grab a couple goblins for help
scavenge the shit out of this building.
>>
>>41687329
Ok now for backpack.
Give away three pants, Hourglass, Cane, Amulets, Bottle, Cards, dolls, locket, Choker, earring, blanket.
>>
>>41687329
>>41687447

We can use this if no one opposes it, but just to induce paranoia - including magical items there were eleven ‘rare’ items rolled up.
>>
>>41687378
>>41687441

Writing for questions and small squad.

Roll me 2d10+11 to determine how many goblins want to join up with you.
>>
Rolled 7, 7 + 11 = 25 (2d10 + 11)

>>41687565
>>
Rolled 9, 7 + 11 = 27 (2d10 + 11)

>>41687565


>>41687447
I say keep the amulets/locket. and one spare pair of pants just in case. If that wasn't already calculated. everything else, I'd rather not go through so i'll just agree.
>>
Rolled 1, 9 + 11 = 21 (2d10 + 11)

>>41687565
Last
>>
>>41687594

I'll keep the loot there for a while to let more people take a look at it.

>27 lots of helpers.
>>
You ask the shaman about any possible danger in the ruins, and if you can just take the whole tribe.
“Much danger smart goblins make clever traps,” the shaman croaks, “Tribe must stay outside watch crabs take big goblins if yous need help.”


The shaman draws your attention to the group of larger goblins who have taken over the ‘chief’ tent. They are nearly twice the size of the rest of the goblins. From their equipment and organization they seem to be a fair bit more intelligent than the rest of the chaotic tribe.


You call out to them and ask who will join you to gain honor and loot in the ancestor’s ruins. Four of the large goblins decide to join you alongside twenty of the normal goblins, so you give them some of the equipment you found that you don’t have a need for.

> Lost items - platinum tridents, one bone glaive, twenty plate mail


You take your small band of goblins into the ruins - the building is small and cramped having been clearly created for use by smaller beings. There are three ways to explore but only the left branch is large enough for you to enter, you can seed off some of the goblins to explore for you though.


> Go straight ahead (who)
> Go left (who)
> Go down (who)
> Other
>>
>>41687759
Divide into five squads, large goblins being squad leaders and you being one. Each squad has four regular goblins under them. Direct two squads Down, two squads Straight ahead, and we take the left path ourself.
>>
>Become ruler of the goblins
>organize them into a truly threatening military force
>find magical armor with max scavenging ability
Overlord?
>>
>>41687939

You are basically the defacto chief of the Bonetooth tribe, if you want to do that then only nine more to go I guess.

>>41687803
And it looks looks like this is the plan. writing
>>
and forgot my dice
>>
Rolled 19, 12, 5, 8 = 44 (4d20)

captcha ate the dice
>street signs
>>
>>41688007
Twice
>>
>>41687939
Sounds good, these 24 will be our first warriors.
We can see about training them, and arming them.
Once we get the bonetooth magic. they will be turned into trolls.
And we will leave the pits, we could turn into a gang. Keep gaining power in the underworld of the city.
>>
Rolled 19, 15, 4 = 38 (3d20)

>Your exploration party is currently made up of five squads.


You wrangle four goblins and begin to explore the larger passage to the left, the Bonetooth tribal blade glows with enough light to see comfortably in the dark interior of the ruins. Decaying scraps of wood, paper, and cardboard litter the long hallway and small holes cover each wall.

2d10+5 for perception/leadership


Goblin squads one and two head down into the bowls of the ruins.
>19, 12
The two big goblins assigned to enter the ruin’s underbelly force the smaller goblins to march in front, they come to a large open room. Through either leadership or dumb luck they manage to navigate the pitfall traps and continue on deeper.


Goblin squads three and four march straight ahead.
>5, 8
The other two squads don’t fare as well, full of confidence they march full steam ahead right into a den of giant spiders. After a rather nasty close quarters fight the squads are left devastated, but the path forward is open.
>Lost bone glaive goblin, 6 small goblins.


You decide to
> Fall back you heard goblins screaming
> Continue deeper
> Other

Eaten by spiders squad
> Keep going
> Fall back
>>
Rolled 6, 4 + 5 = 15 (2d10 + 5)

>>41688190
Would our awareness ability affect the mod for perception here?

Continue deeper
Keep going
>>
>>41688190
>> Continue deeper
> Keep going
>>
Rolled 1, 7 + 5 = 13 (2d10 + 5)

>>41688273
>>
>>41688190
Last roll
>>
>>41688247
I forgot all about that is sure does, so it should actually be +19
>>
Rolled 9, 7 + 19 = 35 (2d10 + 19)

>>41688301
Fuuuckin caps
>>
>>41688319
>35
Looks like we are going to keep going deeper.
>>
You decide to let the goblins handle whatever it is themselves and continue on. Having been warned to look for traps you are easily able to locate the pressure plates in this room when -
“Looks shiny!”
“I finds it!”

>35
Two goblins suddenly dash into the hallway, you are fast enough to pull them out of the way when they trigger the traps and bolts clatter harmlessly against the ruin walls.

“haha yous dumb make chief save yous.”
“ack! Ruin cheats.”

The goblins continue their incessant chattering as you enter the next room - it is a large circular space with no other entrances or exits. The stone walls here are slightly less crumbling and they are carved with pictures of something only slightly obscured by climbing vines.

2d10+6 to try to decipher the meaning of the pictures.


Goblin squads one and two:
The goblins continue to descend through the black stone passage until they enter a partially collapsed room with no other exits. Fish beasts roam the shores formed by the pool of sludge that leaks from the collapsed roof. Thankfully the big goblins prevent the fish beasts from seeing the squads.

> Fall back
> Engage
> Other


Goblin squad three:
Undeterred by the loss of life the goblins continue deeper into the ruins, slowly cutting their way through webbing. Thankfully it seems as though there no more spiders around, a few bodies here and there remain from unlucky spiders that have triggered traps. The three goblins eventually come before a vast door.

> Open door
> Fall back
> Other
>>
Rolled 10, 1 + 6 = 17 (2d10 + 6)

>>41688580
>> Engage
> Fall back
Our badass rank is 6 right?
and shouldn't Intelligence represents how smart a character is, every 10 points in intelligence give +1 to mental rolls
come into play here?
>>
>>41688630

Still just rank 4 in badass it looks like.
>>
Rolled 8, 7 + 6 = 21 (2d10 + 6)

>>41688580
Engage in glorious battle for the sake of eating fish later tonight

Fall back because three is too little. Have them collect the bodies of their fallen at the entrance.
>>
>>41688681
No wait i have a better tactic i just thought of for one and two. Have them draw the fish beasts towards the pitfalls and such encountered earlier, with a defensive formation in case any of the fish navigate it successfully.
>>
Rolled 7, 18, 11 = 36 (3d20)

>>41688630
>>41688681
>>41688704

Writing for tacticly engage fish and falling back.
>>
>21
You begin to examine the pictures on the wall and have the goblins clear out the obscuring vines. The story the reveal is similar to what the shaman told you of the goblin’s history.


Twisted vision of human faces as seen from inside glass tubes give way to a small goblin breaking free and gazing upon its trapped fellows. The goblin grows to at least five times its original size and sets the others free. Humans arrive again and begin attacking the goblins, the big one can only hold off so many. Then a few other goblins grow in size and they heroically fight their way out. The last picture shows the big goblins having a last stand against the humans while the others fall into darkness past two white rings.
>You have learned the goblin’s history.

> Return
> Look for loot
> Other


Goblin squads one and two
The goblins try to get the attention of the fish beasts to draw them back up to the pitfalls traps. What was once a few fish beasts turns into a swarm as dozens of them exit the sludge pool. During their hasty retreat two goblins are pulled into the frenzy and die. The Big goblins thankfully are able to rally the remaining six small goblins to stand and fight in position at the pitfall traps.

> Get offensive
> Hold the line
> Fall back
> Other


Goblin squad three
The goblins decide the unknown is too scary and turn away from the door. They set back to the entrance of the ruins in the process they recover five goblin corpses and two giant spider corpses, the other remains of the battle have vanished.

> Go someplace (where)
> Wait for regroup
> Other
>>
>>41689057
Look for loot
Hold the line, the pitfalls are bound to make things easier, and most casualties in battles are made when formations break.

Squad three goes to reinforce one and two!
>>
I scrawled something down, after finding out our scavenging is a divine skill. Feel free to tell me it's wildly inaccurate, I just thought it was fun.

>Be a practicedgoblin-style scavenger, I duck into a storage area with my party members, trying to escape the rampaging beast down the hall. I see a mechanical box, no idea what it is or what it does, ask party members if they think it useful. They say is useless to them, I declare it junk. While thinking about stuff I could use to kill the beast down the hall, I start scavenging it for parts. Woah, I see something, I reach for it and pull out a flaming sword. Wtf? awesome, it must have been a magical power source or something.
>One of my party members, a self declared "scavenger" he shit at it kek says that its impossible that I could pull the sword out, the sword is bigger than the box. I shove the sword back in to prove it, then pull it back out. As I start to leave with my new sword, I notice my shirt is stained, fuck. This always happens, I could be in the cleanest place ever and I'd still get dirty scavenging.
>>
>>41689057
>> Look for loot
> Hold the line
> Go someplace reinforce group 1 & 2
>>
>>41689214
Ayy, a third player!
>>
>>41689237
I've been lurking, im at work, so I can't always join. But I enjoy your quest.
>>
>>41689128
>>41689217

Alright hold the line, loot and reinforce.
Writing.

>>41689214
kek


>>41689266
Still good to see support so thanks m8
>>
Rolled 9, 3 = 12 (2d20)

I guess give me a 1d100 to determine how good you loot an empty vine covered room. First one takes it.
>>
Rolled 3 (1d100)

>>41689448
Come oooon luck
>>
>>41689448
By the way, does goblin scavenging make looting easier? Or are looting and scavenging two different skills?
>>
>>41689536

It’s a bit of a spoiler but

Rank two scavenge prevents failure, as an upgrade to that goblin scavenging make looting easier and increases the quality of what you find. Remember down hear you are trying to loot and scavenge through garbage.
>>
>>41689615
Ah ok, that makes sense, thank you.
>>
Rolled 91 (1d100)

>>41689448
>>
>>41689615
So the lower the rank the better?
I thought we upgraded scavenger.
>>
File: FishBeast.jpg (147 KB, 1080x798)
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Goblin squad three
The goblins hear the sound of battle from below and hurry down to help their tribemates.


Goblin squads one, two, three (3 big 8 normal goblins)
The battle is absolute chaos when the reinforcements arrive, fish beasts are swarming into the room and the goblins line is falling apart. One big goblin is knocked into a trap and dies from the fall, seeing this two goblins try to run away from the battle.

Preying on the deteriorating goblin line a dozen fish beasts chase down the fleeing goblins only for the whole group to trigger a trap. The fish beasts have stopped swarming into the room now their total number is now 23.

> Get offensive
> Hold the line
> Fall back
> Other


Meanwhile you and you found goblin pals begin to loot the picture room and you find:

>One small shortbow, seven huge beaver pelts, one gold coin, seventeen goblin skulls and one large topaz gem-encrusted key.

You then head back to the entrance of the ruins and can hear the sounds of battle.

> Try to go below
> Send the goblins down
> Other
>>
>>41689747

Ah my mistake there, I mean Tier two, not rank.
>>
>>41689761
Hold the line, the traps are working.

Send goblins down and try to go down yourself.
>>
Have we told the goblins about how we jousted a fucking giant white lion?
>>
>>41689761
> Hold the line
> Try to go below
Pretty sure we learned magic arrow.
As soon as we see an enemy unleash one.
>>
>>41689894
Id prefer to know the description of all we can do first
>>
>>41689903

Yes I had those descriptions prepared this whole time, which spell was it that you prepared before coming in here?

*Ignite weapon: Cost 1 mana
The user’s equipped weapon, or body becomes wreathed with fire. The flame is magical in nature so the user will deal fire typed magical damage. Damage is increased by 1/10 of the users ki. This effect lasts for three rounds of combat.

Magic Arrow: Cost 1 energy
Sends out a burst of un-typed homing energy bolts equal in number to 1/10 of a user’s ki.

Light: cost 1 mana
Provides divine light as per a torch, if cast in the presence of an unholy or evil creature the creature must pass a will check or it becomes frightened.

Bless: Cost 1 mana
All allies gain a +2 divine bonus to all rolls. This effect does not stack with other spells or effects of the same type.


As usual if something seems unbalanced for its level I'll adjust it.
>>
Rolled 16, 10 = 26 (2d20)

>>41689823
>>41689894

In any event we are going to try to go down ourselves.

2d10+5 to contort your way down in time for the battle.
>>
Rolled 3, 10 + 5 = 18 (2d10 + 5)

>>41690055
Energy?
How many spells can we maintain at once currently? If two, i vote for ignite weapon plus bless.
If just one, only bless.
>>
>>41690055
Then I think bless for now.
Especially since we're fighting as a group.
>>
Rolled 3, 8 + 5 = 16 (2d10 + 5)

>>41690104
>>
Rolled 3, 1 + 5 = 9 (2d10 + 5)

>>41690104
>>
>>41690124

You can maintain and/or cast one spell at a time with your current willpower. You have 2/2 energy right now. And you can only have one spell prepared right now.
>>
>>41690124
>>41690181
>>41690210

So it looks like bless and an 18.

>energy, mana, ki, etc
oh fuck me i don't have anything standardized do i
>>
>>41690287
Does bless affect us too, or exclusively allies?
>>
>>41690313
You get the effect as well. I should add in that the spell is meant for a small squad of fighters in the area around you, not a massive army.


>18 vs upper DC 18

You send your goblins down below and prepare to join them preparing to cast aside your shield. The passage is very narrow for someone of your size but you manage to squirm your way through, with your shield in tow. Inside your goblin squads are fighting a desperate battle against some mighty fish beasts.

Your goblins are managing to hold them back in an attempt to get the fish beasts to trigger this room’s traps. A few goblins have gone missing but overall they are doing fantastically against the larger creatures.

>16, 10

The fish beasts once again try to swarm over the goblin’s line but with your support they fight them off and several more fish are slaughtered. The fish beasts begin to fall back and one more of them slips and falls to its death, 16 of the beasts remain.


> Attack
> Hold the line
> Fall back
> Other
>>
>>41690468
They're falling back, and if we frighten them sufficiently, theyll fall in more traps while retreating or being pushed. So now...
WE LET OUT A BATTLECRY AND MOVE TO THE OFFENSIVE!
"FOR THE GLORY OF BONETOOTH!"
>>
>>41690533
Ok ive gotta be gone for about an hour now. Might be able to get on with phone but no promises.
>>
>>41690468
Have we cast bless yet? If not and we can, do so.
>>
>>41690468

> Attack
We get revenge
>>
Rolled 2, 13 + 2 = 17 (2d20 + 2)

>>41690590
Sure you can cast bless if you want

Cast Bless
> Y
> N

>>41690533
>>41690595

And it looks like we are going to attack so I need a 2d10+6 (8 with bless).


>>41690581
I need to run to the store myself, writing the results when I return.
>>
Rolled 8, 4 + 8 = 20 (2d10 + 8)

>>41690681
Yep, let's cast bless how bout?
>>
Rolled 2, 6 + 8 = 16 (2d10 + 8)

>>41690681
Y
>>
Rolled 10, 7 + 8 = 25 (2d10 + 8)

>>41690681
Blessings are nice
Y
>>
>>41690689
>>41690696
>>41690733

Alright back and writing for that 25
>>
>4, 12
>25 vs upper DC 20

You focus your mana and will onto a single point of divine inspiration leading your goblins into the glory of battle while simultaneously causing the fish beasts to cower in fear. Despite your leadership the goblins overextend themselves one of them becoming trapped in the writhing mass of fish.

With a mighty cleave you fell six of the creatures, the big goblins manage to slay a fish beast each. With your help the goblins manage to force nearly all the creatures into the traps. The gurgling of dead or dying monsters fills the air alongside their foul stench.

The single remaining fish beast retreats pulling the lone goblin along with it.


>Goblins remaining - 3 big, 7 normal goblins
>Bless 2/3 turns remain.


> Give chase
> Loot the fallen and leave
> Other
>>
>>41691907
>> Give chase
>>
>>41691907
> Give chase
>>
>>41691907
Give chase with you and two bigs. Havethe rest loot.
>>
>>41691958
we may need all of the goblins.
encase we run into a couple again. also what if we find loot where we kill it.
its not going to carry it's self.
>>
>>41691983
We killed tons, the norm gobs wont do much so just get two bigguns for support.
>>
>>41691944
>>41691956
>>41691958

Looks like giving chase wins.

Bring all the goblins?
> All
> Just two big
>>
>>41692063
> Just two big
>>
>>41692063
> Just two big
>>
>>41692063
>all

>>41692025
yeah and if we find a dozen or two dozen. we could use them to escape or carry shit.
It makes no sense to be under prepared.
>>
Man, I can't tell if MC is superswole or if these fishdudes really are level 2 scrubs.

Either way, good eating tonight! Delicious uh, hellbass.
>>
>>41692068
>>41692075


You decide to press the attack bringing with you only two of the big goblins.


Down a rather narrow and twisted passage you find the bottom of the ruins with the far end having been collapsed long ago, there is a constant dripping of liquid from above forming a vast pool. The surviving fish beast holds its kidnapped goblin over head preparing to cast it into the pool of sludge.

>Bless 1/3 turns remain.


> Rush to stop it
> Throw something (knife/dagger/other)
> Wait and watch
> Other
>>
>>41692210
Big gobs rush it. Throw poison dagger.
>>
Rolled 11, 15 = 26 (2d20)

>>41692249

Looks like this wins with a single vote so I need 2d10+8 to attack.
>>
Rolled 4, 4 + 8 = 16 (2d10 + 8)

>>41692483
>>
Rolled 2, 10 + 8 = 20 (2d10 + 8)

>>41692483
The big gobs are at plus two too, is good
>>
Rolled 6, 5 + 8 = 19 (2d10 + 8)

>>41692483
Last roll
>>
>>41692210
>> Rush to stop it
>>
Current goal: reclaim old bonetooth territory
Additional goal: explore the bonetooth ruins in their entirety.
>>
Who knows what lurks in this stagnant pool of sludge so you send the pair of goblins after the fish beast and throw your poisoned dagger.

>20 vs upper dc 18


The dagger strikes true killing the fish beast and causing it to fall backwards away from the pool. The big goblins recover the smaller kidnapped goblin without incident. The pool ripples for a moment something vast and unseen moving below the surface but an instant later there is nothing but the rhythmic dripping of sludge from above.

> Go fishing for the big thing
> Collect loot and return to the entrance
> Leave the ruins all together
> Other
>>
>>41692673
> Collect loot and return to the entrance
We can send an emmisarry to the sickeaters for a poison good enough to kill the bad stuff in the lake, but can be boiled out of water.
>>
>>41692673
>> Collect loot and return to the entrance
gotta love our awareness and scavenging bonus.
>>
>>41692623

By winning the deathmatch at the arena the Bonetooth tribe already has secured the 'best' territory, it doesn't look like much to you but these swampy lands are important to the goblin tribes since it is where the giant crabs prefer to spawn.


Other goal added.
>>
>>41692713
>>41692733

>wuss out

First 1d100 for loot then
>>
Rolled 49 (1d100)

>>41692812
>>
Rolled 81 (1d100)

>>41692812
>>
>>41692826

It may just be better to get all the treasure at the end but oh well here is what you found this time:


Eightteen brass tridents, one very small cedar lyre, eight goblin skeletons, ten steel throwing hammers, one large belt, one fox skeleton, nine very small opals, one dark gold box, one hawk feather, one tiny brass handaxe, one huge piece of parchment, eighteen tiny maple compound shortbows, one otter fang one iron shield, one white vest, two large burnt orange turbans, nine sturdy black pine crossbows, nineteen sky blue feathers, twenty brass flails, one human skull, one hourglass, one blue-green skirt, eight deep green-painted animal sculptures, one cobra fang, eight large fish statuettes, twenty fish beast bodies, and ten goblin bodies.

I assume you want to also try to get to that door, yes?

If so then 2d20+19.
>>
>>41693064
First, drag out all the loot and the fish bodies. The tribe can cook while we get to the door. We might be able to restock on forces, too.
>>
>>41693064
D20s or d10s

Also, great to see you, man. How's life?
>>
Rolled 12, 15 + 19 = 46 (2d20 + 19)

>>41693064
>>
>>41693101

oh shit 10s, not like it matters with that awareness bonus its damn near impossible to fail the dc.

Going pretty good, nice to see enjoying this as always.
>>
>>41693064
The door past the spiders? Yes.
We really need to find a way to filter all the stuff we find. I have no clue if half this stuff is junk or not.
Really do we want to include the fresh goblin bodies as loot. It's cool, but are we going to take them back to be identified or something?
>>
>>41693097
I like this plan.
>>
>>41693179

You have the means to detect magical items, other than that you just have to decide what it is you want to keep. Combined with the lootbin you have rolled 14 'rare' drops, not too shabby.
>>
>>41693217
Could you list the detect magic spell and its descrip on the pastebin?
>>
Rolled 6, 3 + 19 = 28 (2d10 + 19)

>>41693064
Rolling for door.
>>
>>41693217
Ok, everyone we need to agree to detect magic on all our stuff once we're done in the ruins.
>>
>>41693237

My bad, I didn't notice that I missed that one.
I'll update it.


Detect magic: Cost 1 mana
This spell can either detect all the magical items out of a group or attempt to identify the magic of an individual item. Identifying items takes an intelligence check with a -5 penalty, you may negate the penalty for an additional 1 mana.
>>
Rolled 7 + 5 (1d20 + 5)

You return to the entrance of the ruins after looking around for look, it takes a few trips but with the remaining goblins you haul all the loot up to the surface.

>28 vs dc 20


You notice that the bodies that were carried to the entrance before are missing, the path directly in front of the ruin’s entrance has wisps of spider silk now flowing out of it and a faint chittering echoes from within. You decide to stop and haul the loot you have found so far out of the ruins and make a call for more goblins to join in on your raid. Seeing the piles of loot and bodies (food) you are bringing back more goblins happily come to help you.

> Goblins - 5 big, 33 normal goblins

Knowing that spiders lay in wait how do you approach the passageway?

> You go in first, kill spiders
> Goblin distraction
> Just rush in with numerical superiority
> Other
>>
Rolled 10 - 5 (1d20 - 5)

>>41693444

typo
>You return to the entrance of the ruins after looking around for loot
>>
>>41693444
Have goblins light up torches of some kind.
If the ruins look to be made of stone or similarly nonflammable material, light up the spiderwebs.
If the ruins are wooden or otherwise flammable, do not do this, and instead use a distraction.
>>
>>41693444
>> Goblin distraction
>>
>>41693538

The ruins are made of a black stone, there are vines growing all over the place as well. Keep in mind that your fire resistance won’t help the goblins life if the whole place goes up in smoke.
>>
>>41693570
Then just a distraction
>>
>>41693444
> You go in first, kill spiders
>followed by 2 big and like 10 normal gobs.
>with orders that only the food can be touched. "I'll skin anyone that steals my loot."
>>
>>41693538
>>41693566
>>41693586

ok writing for distraction

give me a 2d10+6 to kill spiders, or else it will be a goblin sacrifice.
>>
Rolled 10, 10 + 6 = 26 (2d10 + 6)

>>41693673
I believe in the chief.
>>
Rolled 10, 2 + 6 = 18 (2d10 + 6)

>>41693673
Spider slayer in the house!
>>
>>41693691
fucking nice.
we fucking murdered the shit out of all the spiders in this bitch.
>>
>>41693691
Wow, you are the chief!
>>
>>41693725
The chief believes in us, too.
>>
>>41693691
Chief.
Don't believe in yourself.
Believe in the you that believes in the chief.
But also believe in yourself.

...yeah.
>>
>>41693691
>>41693710


>12, 5

You send a pair of goblins into the webbed passage way to hopefully distract the spiders long enough for a surprise attack.

>perfect 26

You tense your muscles and wait, sharpening your senses watching individual stands of silk for the faintest signs of movement. The two spiders barely shift their weight as they prepare to ambush the goblins you sent in when you see movement leaping into the passage you impale one giant spider on your sword and manage to force the other out into the entrance, where it is helpless before the horde of goblins. Their weapons, claws and gnashing teeth tear the spider into shreds in an instant. You then set the goblins to begin clearing away the spiders’ webs so you can fit easier down the hall way to the door they found earlier. Rather predictably it is locked or barred shut either way you’ll need a way in.

> Break it down yourself
> Have goblins tear it down
> Other
>>
>>41693862
> Other
Try that gem encrusted key we found earlier.
If that doesn't work, then break it or whatever.
>>
>>41693862
>Other
Try the keys we currently have.
If that doesn't work break down the door.
>>
Rolled 13, 16 = 29 (2d20)

>>41693906
>>41693916

>loot key

1d10+5 to resist fear.
>>
>>41693981
>>
Rolled 7 + 6 (1d10 + 6)

>>41693981
Fear?
>>
Rolled 6, 8 + 5 = 19 (2d10 + 5)

>>41694001
Messed it up whoops
>>
>>41694028
so did I should be 2d10 not 1d10
>>
Rolled 5 + 5 (1d10 + 5)

>>41693981
>>
Rolled 1, 10 + 5 = 16 (2d10 + 5)

>>41694003
Ok, rerollin.
>>
Rolled 6, 10 + 5 = 21 (2d10 + 5)

>>41693981
>>
File: MamaSpider.jpg (124 KB, 1000x595)
124 KB
124 KB JPG
>>41694028
>>41694069
>>41694073


You remember that you found a fancy key back in the history room, should be just about the right size so you send a goblin to fetch it. Thankfully the key fits and unlocks the door - it takes a bit of pushing to force the door open against the thick layer of spider webs that line the room’s interior. The room appears to have been a gathering hall of sorts but now serves as the throne room of the biggest damn spider you’ve ever seen, it is easily the size of the massive crabs some of the goblin tribes had back at the gathering. This thing will be hard to fight but it can’t escape this room and with its spawn killed you can always close the door and leave.


The goblins chatter amongst themselves clearly terrified of the massive beast, the most cowardly among them have already fled in terror.

> Goblins - 5 big, 25 normal goblins, suffering from fear

>21 vs upper dc 20

You on the other hand remain clearheaded, just another giant monster to kill how hard could it be?


> Attack
> Throw (what)
> Focus on directing the goblins
> Other

Goblins
> Attack
> Try to flank the spider
> Fall back

Use bless?
> Y
> N
>>
>>41694212
> Other
Shadow of the colossus
If we can get on its back it should have no means of attacking us.
Meanwhile we can hack away at its legs.

Goblins
>Distract the spider while we move into position to climb.

Bless?
>Y
>>
>>41694212
Throw poison dagger. It should be easy to wait it out after that, if we hit.
Have the goblins throw rocks from a safe distance, aiming at the eyes.

Use bless.
>>
>>41694212
>> Focus on directing the goblins
> Try to flank the spider
> Y
>>
Rolled 20, 14 = 34 (2d20)

>>41694280
>>41694296
>>41694339

Ok it looks like goblins will do a distraction and you are going to use bless.

But what are you doing?
> Throw dagger and Climb on it
> Focus on ranged attacks
> Direct goblins
> Other
>>
>>41694460
> Throw dagger and Climb on it
Our goblins got a twenty, fuckin noice
>>
>>41694460
>> Throw dagger and Climb on it
>>
>>41694460
> Throw dagger and Climb on it
>>
>>41694489
>>41694501

Alright we'll go with this.

2d10+8 to get this done.
>>
Rolled 10, 10 + 8 = 28 (2d10 + 8)

>>41694588
>>
>>41694602
Chief Spiderbane
>>
>>41694602
Does getting perfect scores help rank up?
>>
Rolled 1, 1 + 8 = 10 (2d10 + 8)

>>41694588
https://m.youtube.com/watch?v=s9MQNSAXzQQ
>>
>>41694635
Does getting perfect fails help rank down?
>>
>>41694602
>>41694622
>>41694635
>>41694651

No. No crits either, they tend to make things go a bit wacky.
>>
>>41694748
I just love the odds of a double one and a double 10 together.

It's kind of ridiculous.
>>
With a small burst of mana your blessing works to counteract the goblin’s fear of the massive spider and they start darting about just out of the spider’s reach while pelting it with rocks, knives, throwing hammers, statuettes and anything else they manage to turn up. Surprisingly they manage to not get tangled up in the spider’s web - unsurprisingly the angry spider still manages to skewer two goblins on its vicious spiked legs.

>Perfect 28

You throw your dagger at the spider’s eyes, it cuts through one and embeds itself into another. The spider writhes in pain and chitters wildly as it flails about trying to murder more goblins. With the spider distracted you climb up a cocoon of some unfortunate creature that hangs from the ceiling. The goblins seem to understand what you are doing and drive the spider closer to you, its thrashing about managing to claim the life of another goblin. With a mighty leap you land on the creature’s back – you are now in position to deal massive damage to the foul beast if you can manage to stay on.

2d10+7 to not fall.


>Bless 2/3 turns remain.
> Spider health – poisoned? Partially blind
> Goblins - 5 big, 22 normal goblins, suffering from fear

You
> Go for the head
> Slice its legs
> Stab the body
> Other

Goblins
> Keep up the distraction
> Try to attack
> Fall back
> Other
>>
Rolled 4, 10 + 7 = 21 (2d10 + 7)

>>41694878
>Go for the head
Go big or go away.

>Try to attack.

Other anons, do we want to light our sword up?
>>
Rolled 9, 2 + 7 = 18 (2d10 + 7)

>>41694878
>> Go for the head
> Try to attack
>>
Rolled 8, 3 + 7 = 18 (2d10 + 7)

>>41694878
Go for the head
Fall back, spiderkiller can handle this now! Keep pelting the eyes with things, though.
>>
>>41694938

You have used up all your mana by using bless twice.
>>
Rolled 12, 8 = 20 (2d20)

>>41694938
>>41694961
>>41694967

Goblins attack ok

2d10+8 to stab spider brain
>>
Rolled 8, 8 + 8 = 24 (2d10 + 8)

>>41695058
>>
Rolled 4, 9 + 8 = 21 (2d10 + 8)

>>41695058
>>
Rolled 1, 2 + 8 = 11 (2d10 + 8)

>>41695058
>>
>>41695104
>>41695112
>>41695157

The goblins move in closer to the spider and begin hacking and tearing its legs to no avail. The spider is busy trying to shake you off while moving about to not get pinned down by goblins. The goblins keep the beast busy enough for you to go for a critical strike against the monstrous spider’s head.

>24

You hack at the spider’s head - ichor to sprays everywhere and the spider queen lets loose a screech of pain. In response several of the giant spider eggs hatch - newborn warriors to defend their mother.
2d10+7 to not fall.


>Bless 1/3 turns remain.
> Mama Spider health – poisoned? Partially blind
> Other spiders remaining - 5
> Goblins - 5 big, 22 normal goblins, suffering from fear

You
> Go for the head again
> Slice its legs
> Stab the body
> Other

Goblins
> Distraction again
> Keep attacking
> Attack spiderlings
> Defend against spiderlings
> Fall back
> Other
>>
>>41695322
Forgot to update one line should be:

> Mama Spider health – poisoned? Partially blind head ruptured
>>
Rolled 8, 6 + 7 = 21 (2d10 + 7)

>>41695322
>> Go for the head again
> Attack spiderlings
>>
>>41695322
Go for the head again, we've already made an opening wound, we just have to scramble that arachnibrain.

Goblins attack the spiderlings.
>>
Rolled 7, 8 + 7 = 22 (2d10 + 7)

>>41695322
> Go for the head again
>Attack spiderlings
>>
Rolled 6, 9 + 7 = 22 (2d10 + 7)

>>41695322
>>
Rolled 10, 15 = 25 (2d20)

>>41695349
>>41695368
>>41695369
>>41695383

Attacking heads and spiderlings.

Need 2d10+8
>>
Rolled 6, 1 + 8 = 15 (2d10 + 8)

>>41695435
Our minions did good.
>>
Rolled 2, 5 + 8 = 15 (2d10 + 8)

>>41695435
>>
Rolled 5, 4 + 5 = 14 (2d10 + 5)

>>41695435
DICE!
>>
>>41695458
>>41695477
Dubs is fine too!
>>
>>41695458
>>41695477
>>41695518

> rolled for spiderlings off-screen since I forgot about them
>10,15,8

The goblins break off from the massive spider and try to fight off the reinforcements it called in. While they are able to keep the spiderlings back they are unable to kill any of them at first. Frustrated that their mother is being wounded and goblins blocking their path one of the spiderlings breaks off and tries to crawl up to the ceiling and move above to ambush you. It is unable to support its weight on the ceiling and falls behind the goblins – separated from its family it is quickly killed by the goblins.


>double 15

You stab your blade deep into the spider’s head wound trying to hit its brain or something – the spider responds by trying to slam into a wall to shake you off. The ruins shake with the force of the blow – the spider snaps two of its legs in the attempt. The spider’s head must be nearly half severed at this point, another good strike or two could finish this.


2d10+7 to not fall.


>Bless is no longer in effect.
> Mama Spider health – poisoned? Partially blind, head critically wounded, two crippled legs
> Other spiders remaining - 5
> Goblins - 5 big, 22 normal goblins, suffering from fear

You
> Go for the head again
> Slice its legs
> Stab the body
> Other

Goblins
> Distraction again
> Keep attacking
> Attack spiderlings
> Defend against spiderlings
> Fall back
> Other
>>
>>41695635
>> Go for the head again
> Attack spiderlings
>>
Rolled 5, 8 + 7 = 20 (2d10 + 7)

>>41695665
Pretty much this yeah
>>
>>41695635
> Go for the head again

> Defend against spiderlings
>>
Rolled 7, 6 + 7 = 20 (2d10 + 7)

>>41695635
Our grip meter is holding strong!
>>
Rolled 2, 7 + 7 = 16 (2d10 + 7)

Roll
>>
>>41695665
>>41695674
>>41695694
>>41695711


Alright looks like same plan as last time.

2d10+6 to try and finish it.
>>
Rolled 2, 9 + 6 = 17 (2d10 + 6)

>>41695839
>>
Rolled 2, 16, 2 = 20 (3d20)

forgot my dice
>>
Rolled 9, 7 + 6 = 22 (2d10 + 6)

>>41695839
>>
Rolled 3, 8 + 6 = 17 (2d10 + 6)

>>41695839
Last roll
>>
>2,16,2

The goblins break press their attack against the spiderlings - but they become hopeless tangled in the spider webs. Seizing on the goblin’s failure the spiderlings leap to attack only to embarrassingly also get tangled up in the webs.


>22

One last time you try to stab your sword into the spiders head, and this time you finally stab deep into the spider’s brain. The mighty beast falls to the ground violently thrashing about as its body refuses to die. You feel as though an oppressive aura has been lifted with the spider slain.


> Mama Spider’s corpse – death spasms, two crippled legs
> Other spiders remaining – 5, mostly trapped in webs.
> Goblins - 5 big, 22 normal goblins, mostly trapped in webs.

You
> Butcher the corpse
> Go help the goblins
> Attack spiderlings
> Other

Goblins
> Break free of webs
> Keep attacking
> Defend against spiderlings
> Fall back
> Other
>>
>>41696095

>break press wtf am i even writing

Should be

>The goblins press their attack against the spiderlings
>>
>>41696095
Help the goblins
Break free of webs
>>
I played this game, now we tame the spiders so our minions can ride them into battle, right?
>>
>>41696095
> Attack spiderlings
> Break free of webs
>>
>>41696155
No, there's a chick that has control over the spiderlings, and then they can ride them.
>>
>>41696095
>> Attack spiderlings
> Break free of webs
>>
>>41696155

Well I suppose that you can, if you wanted to make the Sickereaters and Foulraiders mad jelly of your giant poisons spider mounts.
>>
>>41696229
You bet your ass i wanna make them jelly.
But then we'll breed more and let them have the spider mounts for a price.
>>
There are unmatched eggs in here, right?
Ones that we can imprint on?
>>
>>41696307
>unmatched
Unhatched.
>>
Rolled 18, 3 = 21 (2d20)

>>41696143
>>41696159
>>41696197

ok so let the goblins free themselves while you butcher helpless baby spiders.

Going to need 2d10+6 for that.
>>
Rolled 5, 1 + 6 = 12 (2d10 + 6)

>>41696326
>>
Rolled 8, 7 + 6 = 21 (2d10 + 6)

>>41696326
They're not helpless!
They have... Itty bitty baby fangs!
>>
Rolled 3, 9 + 6 = 18 (2d10 + 6)

>>41696326
>>
>18,3

The goblins make quick work of the webs tearing free with their claws and quickly helping the others free themselves. Meanwhile the spiderlings somehow manage to tangle themselves more.


>21

It just takes five quick stabs to murder the helpless tangled spiders and as soon as the last spider dies the goblins begin shouting,

“Chief strong kills all spider!”
“haha spider webs eachother!”
“yous gets stuck too!”
“no yous dumb in web!”

The goblins begin to taunt each other and they descend into chaos - ripping and tearing. By the time you and the big goblins can restore order one goblin has already been killed.

> Goblins remaining - 5 big, 21 normal goblins


With that resolved you are now able to dig around in the spider’s nest so it is time to –

> Loot the place
> Leave behind all the loot

And

> Smash spider eggs
> Take spider eggs
> Leave them be
>>
Rolled 16 (1d100)

>>41696578
Loot
Take eggs
>>
>>41696578
>> Loot the place
> Take spider eggs
This will be bonetooths new thing, while we work on getting troll magic!
>Spider riders
>>
>>41696578
> Loot the place
> Take spider eggs
>>
>>41696602
>>41696615
>>41696639

Loot all the things.

ok ignoring the early 16, first 1d100 for loot
>>
Rolled 44 (1d100)

>>41696685
>>
>>41696696
It's always so incredibly... Average.
>>
>>41696757
Good thing Gobbo-scav doubles our lootan.
>>
>>41696696

Alright a 44

with 26 goblin helpers
>>
>>41696808
So, quick question. How many gobs died cause they followed us into the ruins? Goblins are fast breeders in this setting, so it will be cool, right? I don't want us to be the cause of the Bonetooth tribe going extinct.
>>
>>41696996

I think it was about 30 or so died.

You don't really need to worry about their numbers lowering at all, I've got a tribal information pastebin that I'll put up when its finished though.
>>
>>41696996
My guess?
A lot less than would've died if we weren't around.
>>
>>41697031
Eh, they can just scavenge for new goblin recruits.
>>
>>41697063
>goblin dives into a pile of goblin corpses

>three goblins come out

Oh please.
>>
>>41697127
that's some 4rd teir shit right there.
>>
You get the goblins digging through the webbing and cocoons to find loot, with your expert guidance you manage to find:


One cedar compound longbow, three gilt bracelets, one claw, one large platinum war hammer, one large bronze mace, one very small sea green necklace, one large iron amulet, one large bronze bracelet, one black pine lute, one large cold iron-fitted hand crossbow, seven oil-lamps, eleven very small jasper gems, one mahogany harp, one very small gold war axe, *one jade ring*, one brass-fitted hand crossbow, forty iron dire flails, one large iron battleaxe, one birch flute, twelve large steel pins, two bones and nine turquoise earrings, fifteen tiny brass claws, one hawk feather, one very small dark red scale, forty small pieces of silver jewelry, one piece of charcoal, one beige cloak, eighty-seven goblin skeletons, one bird skull, one huge iron cup, one small pouch, *one huge platinum dire flail*, seven dark bronze hats, seven pairs of grey breeches, one tiny human skull, seven swatches of mouse fur, one lock pick, one lead throwing axe, one deep red flag, one large chisel, fifteen large brass nose rings, eight tiny suits of brass scale mail, five small fiery red bedrolls, eleven gold ornamental scythes, thirty silver throwing hammers, and sixty intact giant spider eggs.


>[ End ]


That seems like a good place to stop for today.
I’ll stick around for questions/comments/criticism/spending exp or stat points.
Lootbin update soon
Next thread tomorrow, 9am west coast time.


>You finished a thread, thanks for playing +10exp
>Almost flawless victory (1/2 ruins bosses murdered) +10exp
>Completed one goal +2 exp
>Current exp total: 26
>Current stat point total : 10
>>
>>41697178
So should we start a bestiary?

Write down in a journal or something all the shit we've killed and seen?

Or am I just obsessed with lists?
>>
Ok here is the current lootbin there are 15 'rare' items, try and find them all!

http://pastebin.com/zbTUX04U
>>
>>41697178
Str +3, Int +8 (4 exp converted)
What rank in polyglot is necessary to learn goblin?
>>
>>41697318
0

The goblins speak english, they just are not very good at it. Having been magically created in a laboratory they learned the language the researchers used.
>>
>>41697394
How tall are goblins, normally?

are the "big goblins" as tall as Reg?

Are the "troll" goblins as big, or bigger?
>>
>>41697394
Ah, okay.
Badass to rank five
Ki strike To rank two
Fire resistance to rank two.

That leaves us at zero exp zero ability points i believe. Neat and tidy!
>>
>>41697431

Normal goblins are about knee high in height.
Big ones are about waist high.
‘troll’ goblins use some kind of magic ability to increase in size by 5 times if the ruins carvings are anything to go by.
>>
>>41697513
How long would it take to contact other tribes?
>>
>>41697551

The shaman can contact the other shamans at any time by magic, but the tribes rarely meet outside the gatherings. Since you have the ‘good’ territory though it is possible to entice another tribe to come to you though.
>>
>>41697459
This doesn't sound bad.
>>41697513
Any trade happen between tribes?
>>
>>41697648

Sickeaters and Tribeburners are the major traders, their poisons and burny stuff is hard for the other tribes to make. The Bonetooth shaman has tried to isolate the tribe because it is a fair bit smaller and weaker than the others, that is changing pretty fast with you around though.
>>
>>41697736
Are goblins genderless?
>>
>>41697753

Tring to magical realm the goblins anon? Goblins are not for lewds.

But yes they are, why this is or how it works though is a lame secret to discover elsewhere.
>>
>>41697178
>And a partridge in a pear tree.
>>
>>41697819
Well, they were grown in a tube.
I'm guessing asexual reproduction. Or >>41697063
>>
Still need to apply the unopposed changes to the loot suggested >>41687329
And
>>41687447
The new anons are free to oppose it of course
>>
>>41697887
In fact looking at this i had forgotten we had a sword so give away all glaives we dont need to keep any
>>
>>41697854

pretty close

It is actually the other way around, scavenging works like it does as a side effect of their method of reproduction.
>>
>>41697935
Ah. They have cancer.
Read: they produce matter.

So asexual reproduction is correct.
>>
We need to get an honor guard with ornamental scythes.
>>
>>41697887
I think we should wait just a little, till we can cast detect magic/ask the shaman to identify magic stuff for us, them we can follow these suggestions if none of that stuff is magic.
>>
>>41697887
Since that is still unopposed, I'll make the change then.

RIP ultra rares
>>
>>41698065
magic items were marked with*

I think the only one that is being given away is the cursed thing.
>>
>>41698111
Oh, cool thanks.
>>
>>41698131
if you want though you can pick an item and roll 2d10+1 for each item to try and ID them. dcs vary. Once chance per item during down time at full penalty seems fair.
>>
>>41697459

Applied this change, three exp remains.
>>
Rolled 1, 1 + 1 = 3 (2d10 + 1)

>>41698194
*one jade ring*
Let's try and see what this is.
>>
>>41698331

An exquisite jade ring - the ring is decorated with carvings of feathers and it appears to be magical.
>>
>>41698331
HAHA...fuck..
The most cursed item in the land.
>>41698363
Your finger rots off when you think about putting it on.
>>
>>41698363
Yay, I learned what it looked like!
I'm going to bed now.
Thanks for the thread, Apophis! I really enjoyed it.
>>
Rolled 6, 3 + 1 = 10 (2d10 + 1)

>>41698250
Oh, three exp left? Pump it into polyglot i guess.

The id roll should be plus two thanks to pumping up int.

Im rolling for the...Green potion we have.
>>
So are we going to use that Platinum Dire Flail?

Because that sounds like a hilariously oversized weapon for what it is.

Are the sizes relative to a goblin or MC? Is it a "large" item for a goblin when you say large item or is it large for Reg?
>>
Rolled 2, 9, 5, 5, 1, 8, 6, 2, 6, 6 = 50 (10d10)

im going to simplify for the sake of not having to make a huge amount of rolls. This covers five items. Add the appropriate bonus to the sum of each pair.
Iron rimmed mirrors, gryphon feather, Small lamp, cube of liquid water, seed packet.
>>
>>41698470

Large means in terms of a normal human. With Weapon mastery MC can use it without any problems. Goblins would prefer to use tiny or small things. 'Big' goblins can go up to normal size before things start being too big for them.
>>
>>41698447
Alright finishing off the loot changes now, then I'll do the IDs on the stuff.
>>
Rolled 1, 6, 7, 8, 5, 9, 1, 3, 2, 2 = 44 (10d10)

>>41698579
Mobile phone, Grey dragonscale, Vase of silver flowers, Iron shield, Platinum dire flail.
I believe that was all the magical items, yes?
>>
Couldn't we essentially take 20 on this?
Just time skip a few days until they're all identified?
>>
>>41698693

Some of the items are quite a bit rare and you are not even close to having the skill to Identify them.
>>
I wonder if our surviving goblins will be more skilled than the rest from their endeavors
>>
>>41698447

A silver flask containing a chunky green liquid, the flask will refill itself with whatever liquid is inside after 24 hours. The green liquid is a magical potion that makes the drinker feel increased hunger.

Updated loot with changes, think I got it all correct.
>>
Oh, what do we roll to open the locked iron boxes?
>>
>>41698968

>Mystery boxes

do you still have lockpicks in your loot? Or did they all get given away?

I'll do those after Item id.

>>41698579

A silver flask containing a chunky green liquid, the flask will refill itself with whatever liquid is inside after 24 hours. The green liquid is a magical potion that makes the drinker feel increased hunger.

Iron rimmed mirrors – These plainly decorated mirrors are magical in nature, they appear to be linked together as a pair in some manner.

Gryphon feather – This feather has been enchanted to detect enchantments and will stand on end when placed on a magic item.

Small lamp – A small golden lamp it pulses with powerful and unknown magic.

cube of liquid water – This water has been enchanted to form a cube. It will attempt to remain pure, clear, drinkable and in cubic form unless quaffed. It appears to be quite valuable.

seed packet – Five blood red seeds, a vein pulses under the surface. They grow into ambulatory plants. They possibly have additional functions.
>>
>>41698833
If I'm reading this right, we could have a refilling water flask if we wash this out. Or maybe fill it with a useful potion later. Or is the green liquid the only one that refills?
>>
>>41699081

It will refill anything that is inside it. Its current contents make it useful for pranks though.
>>
>>41699115
Does it only make you feel hungry, or are you actually losing calories when imbibing?
>>
>>41699156

Just hunger, it is not a magic weight loss potion.
>>
>>41698658

Mobile phone – It flips open to reveal a display with five lights. It has arrows indicating to point it away from the user. There is a single button.

Grey dragonscale – Smells of ozone and snow, it is fairly large - about six square feet.

Vase of silver flowers – A bundle of two dozen flowers, they are made of living silver. If planted new flowers grow approximately every 300 hours.

Iron shield – This shield has an inscription of a shield on it. It appears to be magical.

Platinum dire flail – This large flail is cold to the touch. It appears to be magical.
>>
>>41699205
>>41699115
1. Lock solitary goblin in a room, with only green hunger drink and several goblin corpes.
2. ???
3. PROFIT
>>
>>41699115
So if we poured out the green stuff and filled it with the uberpure cubewater, would the clearcube aqua be the stuff that forever refills?

If so, if one were to pour some 3dimensional fresh H2O, would the poured stuff revert to cubed form?
>>
>>41699257
Take flowers out of vase. Set magic detectIng feather onto vase.
>>
>>41699292

You could do this, but the resulting cubes would be smaller than the original, and they don’t fuse together to make larger cubes again. So the cubes created in this manner would be much less valuable. The cube is currently approximately 32 ounces or water, the flask holds only 8.

>>41699385
The vase is not magic.
>>
>>41699411
>You could do this, but the resulting cubes would be smaller than the original, and they don’t fuse together to make larger cubes again. So the cubes created in this manner would be much less valuable. The cube is currently approximately 32 ounces or water, the flask holds only 8.

Ah but the value comes in having limitless pure drinking water.

And being able to sell small cubes of water would be valuable where there is none.

I mean, sure, you could sell your magical 32 oz cube for a full grand, but you could sell 100 8 oz cubes for more, I'd wager. Even if that isn't the case, unlimited water!
>>
>>41699471
Yes but it takes 24 hours for it to refill. Not exactly a get rich quick scheme.
>>
>>41699411
Put feather on Shaman
Put feather on ground of ruins

PUT FEATHER ON DICK
>>
>>41699536
Think, we could stockpile this water in a box, for when we don't need to drink the water, we just pour some into the box, fill some space.

We don't need to get rich quick, we're GOBLIN ADVENTURING!
>>
>>41699554
>PUT FEATHER ON DICK
>feather explodes

>DMV bitch swoons
>>
Alright time for more loot, 6d100 for the five mystery boxes that you found.

also from my notes a rare item you rolled but gave and is lost away forever RIP

> small metal rhombus - Legendary Cybernetic Encoder-Module, uses one implant slot - raises computer skill to maximum and allows for bypassing of any electronic security, after -time- its usage of an implant slot fades but its effect remains.
>>
Rolled 14, 83, 86, 34, 39, 66 = 322 (6d100)

>>41699651
Well, a goblin has it at least. Maybe even playing with it. Cyber gobbo when?
>>
Rolled 91, 20, 18, 94, 30, 46 = 299 (6d100)

>>41699651
RIP in pieces, superior item waifu

I will avenge you, with this roll!
>>
Rolled 43, 35, 85, 93, 45, 100 = 401 (6d100)

>>41699651
>>
>>41699651
So, it wasn't listed as magic right?
So we're in a setting that has superscience and magic? Nice. We just IC aren't aware of the superscience yet because we've been goblin adventuring. I'm cool with losing it, cause no goblins would have recognized it.
>>
>>41699682
I don't even

results

One small bolt of midnight black fabric, *one book of witchcraft,* fifty small skeletons, one huge pouch, two amulets, *one book of spells*, twenty human skulls, one goat statue, *thirteen gold feathers*, fifteen pieces of golden-brown string, *one grimoire*, eleven lapis lazuli stones, one white gold anklet, one silver hat, one huge multicolored feather and fifty gold coins.

The magic books contain spells, but you are currently unable to decipher the text.
>>
>>41699801

No it was not magic, there are several science items you've rolled as well. The microcomputers, a hypospray and so on.
>>
Rolled 2, 6, 6, 8, 1, 2, 9, 4 = 38 (8d10)

>>41699827
Rolling identify on new magic items
>>
>>41699682
>>41699651
I'm not sure if we or any of the goblins have implant slots yet. Maybe one of the older goblins, like the shaman? Maybe?
>>
How much fire damage does a natural fire deal?

Like, say we were to stand in a campfire, how much damage would that deal per round?
>>
>>41699903

Book of spells – This book contains four unknown spells of low levels.

Book of witchcraft - This book contains seven unknown spells of varied levels.

Gold feathers – Thirteen golden feathers, they are cursed to be desired. You must pass a dc 15 will save to give them away. They are very valuable.

Grimoire - This book contains four unknown spells of high levels.

>>41700013

It's a mystery, find another implant I guess and you'll find out.
>>
>>41700046
Ask the shaman for help deciphering the books
>>
How did the shaman like the stuff we gave him? Salves, incense and incense burners, A fancy cauldron and empty scrolls, all that stuff
>>
>>41700028

Uh let’s say you resist 100 degrees Fahrenheit per rank of resistance for mundane fire. Adjusted from average human body temperature. So I guess you can stand in fire if you really wanted to.
>>
>>41700166
>number one way to display badassery

>tell fire to go fuck itself
>>
>>41700151

He is thankful that you thought of him, most of it he doesn’t really have much use for since he is blind, old, and set in his ways. He gave your magic things back because you may want them later.
>>
>>41700166
Im guessing the one i. The gathering didnt have any resistance, lmao
>>
How important was that white tiger we jousted to death?
How bad would the fish fight have gone if we didnt utilize traps and/or backup.
How did the spell guy lose his fight in the gathering?
If the shaman is blind, how did he hit the flier with a fireball so easily?
>>
>>41700211
He tried to harness a dying star.
He failed.
>>
>>41700100

For the books, the grimoire and witchcraft books are too complex for the shaman as well. The shaman can tell that the witchcraft book has the spells elemental burst, cure, and searing ray. The book of spells contains magic arrow, bless, a magic ability, a magical enhancement.

>>41700319
>How important was that white tiger we jousted to death?
It was magical so it isn’t the first time its presence has caused monsters to appear near it. I guess if you kept it alive the pair of you could have gone on wacky adventures slaying monsters in the living world together.

>How bad would the fish fight have gone if we didnt utilize traps and/or backup.
The fish beasts would have called in their boss guy, it had some magic but less health than the spider boss.

>How did the spell guy lose his fight in the gathering?
Shadowkillers anon, shadowkillers

>If the shaman is blind, how did he hit the flier with a fireball so easily?
He has ‘the sight’ enabling him to be a cheeky cunt and do plot things on demand.
>>
>>41700399
A magic ability and magic enhancement? He can't tell beyond that, i suppose?
>>
>>41700433

They are magic words - the kind that vanish after being read, so he could if you want him to.
>>
>>41700464
Oh, pff.
We'll read it in time.
>>
Looking at the sheet, the stats suggested earlier havent been applied. Exp has been used tho
>>
>>41700464
If 10 is the human maximum, and MC has 17 strength, does that make him 70% stronger than that guy who set a world record by lifting over 1000 KGs?

So does that mean MC could conceivably lift nearly 4000 pounds if braced properly -without an adrenaline rush-?

Because that is hilariously absurd and I love it.
>>
>>41700571
There was also a minor calculation error of one on qms part i believe.
26-15=11(badass four to five)
11-4=7(ki strike zero to two)
7-3=4(fire resistance one to two)
Four left.
Zero if we convert four to one ability so we can have twenty int alongside twenty str.
It could also be used to pump ki instead of int to twenty.
>>
>>41700571
>>41700571

I completely missed that, updated.



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