Previous Message: Goblin Gear: Goblin Porcupine Part II
Next Message: Goblin Gear: Ogre Mammoth Part II
Month Index: September, 2004
From: Night_Druid <Night_Druid@??????????.net> Date: Mon, 13 Sep 2004 16:02:09 -0500 Subject: Re: Goblin Gear: Goblin Porcupine Part III
Part III of the goblin porcupine
Adam
Rune Caster (kit)
Description: Witch doctors of spelljamming goblin cultures most often
adopt this kit. Normal goblins treat rune casters with respect and awe,
while shamans are jealous of the obvious dependence upon them by the
goblin tribes of space. The witch doctors make use of a runic alphabet,
both for casting spells and for record keeping, a feature in goblin
society unique to them alone. According to legend, the goblin rune
casters were taught both their runic alphabet and the secrets of
spelljamming by a great and wise one-eyed goblin. Some elvish sages
believe that the legendary teach of the goblin rune casters may have
been an aspect of Odin, but no one knows for sure why the Norse deity
would choose to impart such secrets to lowly goblins.
Rune casters make use of normal wizard spells in addition to the
special runes they can create. A rune caster may create one of their
special runes per week per level the rune caster has achieved. This is
in addition to their wizard spells, but their selection of spells is
limited. The particular runes that a rune caster has can vary greatly
from tribe to tribe. Runes are closely guarded secrets of each rune
caster, given only to their apprentices.
Preferred Schools (choose 2): Abjuration, Alteration,
Invocation/Evocation, Necromancy, Shadow.
Barred Schools: None
Role: Rune casters are reclusive members of spelljamming goblin tribes.
They use their runes to create the pump furnaces so desperately needed
by the goblins to travel wildspace. Additionally, they provide minor
magical aide for goblin heroes and chiefs, increasing their personal
power and prestige. Due to the dependence of the tribes on them, the
rune casters are almost never encountered on spelljammers. Instead,
they keep to the goblin lairs, heavily protected by guards and magic.
They dislike personal combat, instead manipulating the chief into
protecting them so that they can concentrate on crafting new furnaces
and other runes to increase the power of the tribe as a whole.
Weapon Proficiency: Rarely in combat, rune casters do arm themselves for
that eventuality. They always carry a staff usually covered in runes,
which they use to threaten their fellow goblins. The runes usually
glow, and goblins fear them greatly. In truth, the runes are gibberish,
treated with glowmoss, but the goblins are too ignorant to figure the
truth out.
Nonweapon Proficiencies: Bonus: herb lore, runes; Required: None.
Equipment: Rune casters carry the usual assortment of herbs, spell
components, and other various bits that a typical wizard carries. In
addition, they keep their staffs on hand along with a rune or two to
protect themselves. They always have a pouch with the equipment needed
to carve runes into wood, leather, or even iron. They must frequently
replace said equipment, and constantly send their servants out to find
replacement pieces. They often keep far more equipment than they need
in the event of accident or to confuse would-be thieves. Their spell
books are always hidden well and coded to deter theives. A rune
caster's lab is rarely portable.
Special Benefits: Rune casters can cast both magical spells along the
ability to craft runes. A rune caster can learn one rune per level they
have achieved. In addition to their mage spells, a rune caster can
craft one rune per level per week.
Special Hindrances: Rune casters are more limited in their spells than
other spell casters. They can only learn spells from two schools, and
cannot specialize in any school. They may advance to 9th level, but
encountering a rune caster over 6th level is rare. Optionally, a rune
caster with exceptional intelligence may gain additional levels per the
DMG.
Wealth Options: Goblin tribes provide support for their rune casters,
so they have little need for money. Rune casters start with d6 x10 gp
and higher level rune casters tend to be very wealthy, well bribed by
the chiefs.
Bloody Maw (sample fleet)
Porcupine Ships (all)
Tonnage: 30 Tons
Hull Points: 30*
Crew: 55
Maneuverability Class: D
Landing: Land & 50% chance of water
Armor Rating: 7
Saves As: Thin wood
Power Type: Pump Furnace
Ship's Rating: 2
Standard Armament:
4 light ballista, crew 1 each
Ram-mines
Cargo Capacity: 18 tons
Keel Length: 85'
Beam Width: 60'
*The Wings of the Night has 20 hull points.
The goblin tribe Bloody Maw is a fair sized nation, with a total of
eight porcupine ships. The ships are almost always encountered
together, as the goblins do not want to risk losing a ship to accident
or a more powerful ship. They prey on local tradesmen and other light
vessels they encounter. Unless a ship is known to have a green crew or
badly damaged, the Bloody Maw never attacks any ship larger than a
squidship. Tradesman and wasps are their preferred targets.
All eight porcupines have twenty four sailors, six weaponeers,
twenty
archers, and five officers. The crewmen vary only in the training and
duties they have. Officers have more variety, depending on the ship.
The goblin chief sometimes rotates crew and officers to keep the
ambitious off balance. The crew have the following statistics.
Goblin, Sailor: AC 6; MV 6; HD 1-1; THAC0 20; #AT 1; Dmg by weapon; SZ
S; ML 10; XP 15; mace, spear, studded leather armor, shield.
Goblin, Archer: AC 6; MV 6; HD 1; THAC0 19; #ATT 1; Dmg by weapon; SZ S;
ML 11; XP 15; short sword, light crossbow, studded leather armor,
shield.
Goblin, Weaponeer: AC 5; MV 6; HD 1+1; THAC0 19; #AT 1; Dmg by weapon;
SZ S; ML 12; XP 35; battle axe, scale armor, shield.
Goblin, Officer, Typical: AC 4; MV 6; HD 2; THAC0 19; #AT 1; Dmg by
weapon; SZ S; ML 14; XP 35; chain armor, shield, short sword, battle
axe.
Glepk: (Captain of the Groundling Slayer): AC 3; MV 6; F2; hp 13; THAC0
19; #AT 1; Dmg by weapon; SZ S; ML 14; XP 65; chain armor +1, shield,
short sword, battle axe.
By far the largest and most vicious goblin aboard the Groundling
Slayer, Glepk earned the rank of captain the old fashioned way: he
killed the former captain. Since then, he has ran a tight ship, putting
down any sign of resistance to his rule swiftly and brutally. He is
quick with the lash and his crew hates him for it. When in combat, they
suffer a -2 to their morale unless Glepk is slain. If their captain is
killed, the crew must make an immediate morale check or surrender.
Holpic: (Captain of the Wings of the Night): AC 6; MV 6; F3; THAC0 18;
#AT 1; Dmg by weapon; SZ S; ML 14; XP 35; leather armor, shield, short
sword, spear+1, Str 15.
Holpic considers himself a goblin knight, with a great mobat as his
steed. Probably the strongest goblin of the entire fleet, Holpic
carries a great spear he uses as a lance when riding his mobat. His
ship carries a flying cavalry of ten mobats, who he personally leads in
combat. The Wings of the Night has been partially hollowed to make room
for these creatures to fly in and cling to the ceiling to hide from the
light of nearby fire bodies. The mobats provide mobile archery mounts
for the goblins but are only released when the target ship has been
immobilized.
Chief Kaeak: AC 4; MV 6; F6; THAC0 15; #AT 1; Dmg by weapon; SZ S; ML
14; XP 35; chain armor, shield, short sword, battle axe.
Previous Message: Goblin Gear: Goblin Porcupine Part II
Next Message: Goblin Gear: Ogre Mammoth Part II
Month Index: September, 2004
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Goblin Gear: Goblin Porcupine Part III | Night_Druid | |||
| Re: Goblin Gear: Goblin Porcupine Part III | Steven (Silverblade) | |||
| Re: Goblin Gear: Goblin Porcupine Part III | Night_Druid | |||
| Re: Goblin Gear: Goblin Porcupine Part III | David Shepheard | |||
| Re: Goblin Gear: Goblin Porcupine Part III | Night_Druid | |||
| Re: Goblin Gear: Goblin Porcupine Part III | David Shepheard | |||
| Re: Goblin Gear: Goblin Porcupine Part III | Night_Druid |