Goblin Uprising


Bus & Sandy

After waking from death into the form of a hobgoblin, Barnabus feels a need for structure in his life. The Great Wandering, as he now calls it, had its toils and spoils, but he desires something more. He receives a great hug from Sandy, now a small Kobold, and decides that the world needed a philosophy of hugging. However, he lacks the intelligence and literacy to articulate potential axioms. She offers to be his lifelong friend and scribe. Emboldened by this show of support, he transitions from being a barbarian into the role of a monk. With Sandy to help him think through his few thoughts, he believes that he can achieve hugging enlightenment. (Subsequently, he begins a shift towards Neutral Good)

Sandy returned to life, feeling weaker, but somewhat more intelligent regarding crafting things. Despite feeling diminutive, she liked having scales. Sandy gathered that the group might be dispersing after their adventures. Not wanting to face the world alone as a weakling, she chooses to live out her life with Barnabus. Partly due to fear of the world, but also she has come to like the big, stupid oaf. Knowing that he will also be just as lost in the world, she offers to join his quest and also become a monk and his scribe. (She remains Neutral in order to anchor Bus in reality)

They intend to finish Bus’ Hugging Mantra of Embrace and create copies. First, they plan to return to the Harpy Cave to finish a draft of the first manuscript. Then they plan to travel to other Goblin villages and provide hugs only when needed. They travel the island for one more year before settling to create a Hugging Dojo, which would be open to all inhabitants devoted to the art of hugging.

The Rakshasa dispatches some goblin minions from the glassworks to the dojo to keep an eye on things, but decides the Order of the Hug is harmless, and his goblins go partially native.


Pyre retires still a goblin, just outside the little Elven village at Hex 042062, where her status as a druid leads her to be accepted. She spends most of her time as a tree or as a bird. She trades alchemical poisons and spell casting services for what little she needs.

Baughb and Toerag

Baughb and Toerag collect taxes as devils for a while. Their victims assume they are stragglers left behind when Kraxiz left, but since they pick only on the weak, they still meet little resistance.

Baughb pays Pyre to Reincarnate him several more times over the course of the next couple years, until he finally becomes an Elf (and therefor has a long natural lifespan). He collects goblin minions from future rafts and elsewhere, and slowly becomes a major but subtle force for evil on the island, working his way toward lichdom. He keeps in touch with Agatha and Toerag, and the three of them form a strange mutually-useful-but-suspicious relationship, sharing information and keeping tabs on each other.

Toerag sells his soul to Ahazaub with Agatha and Lotha’s help to broker the deal. He gets the services of a Nightmare, becomes a vampire, and sets out to learn demonic magical secrets. As a vampiric kobold, he gets involved with the kobold dragon cult under the mountain, and creates a number of vampire-spawn kobold minions. Over time, he gets more and more withdrawn and sickly-looking.


Snaga settles in Winecrest as a craftsgnome. She trades both with the residents and with her former companions in the wilderness, especially Pyre and Baughb, keeping black market connections open between them.


Hugmug retires as a human shepherd, accompanied by Roo and his growing pack, outside of Winecrest on the West end of the island. She develops a minor reputation in town as the crazy ranger woman who somehow manages to keep a herd alive in the hostile wilderness. Minor adventuring and prospecting parties from Winecrest sometimes stop to ask her for information about the threats nearby, and learn to bring her liquor to curry favor.


Madkix hires Pyre to cycle his body until he too becomes an Elf, regaining his stealthiness and buying a longer lifespan. He sells his services as scout and assassin to the Rakshasa Ahnap, in exchange for wizardly training. He aspires to eventually create a golem factory, and to somehow reach the moon (this might actually be possible via the Illithids on the island).

Running - Twenty - Flying, hopping, climbing, fleeing!
Dashing, sneaking, bounding, leaping, scurrying.....

And the day was off to such a lovely start, too.

Making magical items, of course we were down both Pyre and the giant undead bear…..and then the humans turned it to utter shite. Of course they came in invisible and all buffed up, and of course they summoned a massive rhinoceros on our heads.

The troglodyte showed a startling amount of good sense, and fled.

Once we stopped trying to kill them, and instead bubbled them out of the combat, things improved considerably. Unfortunately, by then we were all nearly dead. Well over half the party hit negative hit points….sigh I wonder what my new body will be?

What we know:
- Druid, summoned Rhinoceros, at least 7th level.
- Wizard (?), throwing five-missile magic missile barrages.
- Woman with dreadlocks – two attacks per round and channel negative, which suggests 8th level Cleric, but also cast arcane spells. Confusing.
- Andrea – ? – Invisible, didn’t reliably hit Sandy.
- Elf ranger-dude – blonde, shoots at least as hard as Hugmug, no obvious animal in sight. DR?
- Fighter – Couldn’t hit him on a 29, at least two attacks per round.

Eighteen-Nineteen : Wherein we run out of obvious things to do.
A giant, a couple mooks, and the loss of the Dire Bear!

Work the forge, write the runes. Work the forge, write the runes. At least I’m getting some practice crafting for real now, and we’re all back together. That, and the treasure. Shiiiiny, shiiiny treasure.

Ah well; at least the attackers have been reasonably easy to repel, but we seriously need to fix up that tower. And kill all the humans. And possibly some of the goblin tribe.

So, hammer and forge, all day long.

Quick recap this time:

  • Making the items. Finished about 3/4ths, including MadKix’s bow.
  • Need to go check in on Prayer Beads.
  • Witch Ogre and ogre brethren attacked, and overran the ruined tower. Need to fix that.
  • Collected taxes successfully! Fiend Form I is the best. :)
  • Dire bear bought it. Sad. Need to fix that, too.
  • Pyre can successfully pose as a very grumpy dwarf, and deal with the town.
  • We should bank with the dwarf – 2k gold or so, just as an emergency reserve.
  • Wolf pack! Roo has a gang, now.
  • Trogolydyte manservant.
Seventeen - In which deals are made and some goblins get a new home.
The Office of Goblin Revenue

One might expensive extra-planar phone call (Borgletuly the imp is a scam artist, I tell ya), and we were face to, er, flames, with Alhazab himself – who the witch seems to know. A little too well, if you know what I mean.

He seems rather pointedly uninterested in this whole plane – but he was willing to make his lads go ‘poof’ in return for the gem, so hey, even if we didn’t cut a Devil’s deal, we got out ahead! No more Kraksis.

Agatha and her mother mauled the ogres who’d tried to take over the office of material revenue – and we scored! One loose paving stone later, and we have our own golem-defended-bank. Never mind that Furion appeared worried about a Dragon-worshipping kobold cult, or that there’s illithids on the island, more elves, a fire giant forge out there somewhere (new trading partners?), archer gnolls in the wild, kobolds all over the isle we should kill off, or that the adventurers are still looking for us…

…nope, no reason to worry about any of that. We’ve got a lovely new tower and castle set!

Furion knew a thing or two about fortresses, let me tell you. I just need to move my forge up here, and we can crank out some real toys with the massive pile of gold we’re sitting on.

….now why would a wizard have a fortress for no obvious reason, with no spire or lab, out in the wilds?

Sixteen (Never mind that last one)
GIANT RUBY - That is all.

In the face of almost certain maimery by the humans, the noble goblins turned tail and fled, leaving a note pointing the ‘Rapid Response Squad’ (more on that later) toward the wizard-cat, and the sheep alone in the field. (And I was so looking forward to a nice mutton lettuce and tomato, where the mutton is sliced ever so thin…mmm…ahem)

Fleeing a bit, we passed a giant Grey guy playing music in the woods to a bunch of Gnolls – left them unmolested in the hopes they might slow the humans a bit. Pyre went to spy on the humans, and found a couple tidbits:

  • They have an insultingly low bounty on us, and the adventurers are still out there trying to claim it.
  • ….said bounty has no description or identifying marks, other than that some of us are of us are spellcasters and we’re mid-level. We could absolutely find some patsy goblins, dress them up a bit, and split the bounty with the dwarf…
  • Hansel – Bishop of his sunshininess – church figure of some import, and means the local cleric garrison is non-trivial.
  • This is a royal colony (King Edwin) they’re looking to grow – they’ve recently cleared the area of all dangerous humanoids.
  • Rapid Response Squad – A elite squad of military and local adventurers, at least 10, Many in chain and cloth – seems to be a solid mix of classes of pain.
  • This town is a military colony – 1000+ civilians, but 100s of military. Must be heavily supply-line dependent.

The witches’ mother gives me the willies – Night Hags steal souls, and they don’t even pay you for them!

But.None.Of.That.Is.Important, because Ruuuuuuby! The witch tricked the Formorian into thinking he hadn’t buried the ruby deep enough – after he checked on it, we dug it up and high-tailed it back to the witch’s, giant glowing soul gem in tow.

Bullet points:

  • Dodged the humans. Nyah-nyah! Pointed them to the Rakshasa (Wizard-Cat – Far more badass than we should ever mess with).
  • Ran into grey guy +gnolls in the woods. Avoided.
  • Pyre spied on the humans, but may have tipped them off that someone was there.
  • We came up with a nifty trick to use light pebbles as a means of 1-bit emergency signalling. Theoretically could use this to bypass restrictions on sending information at trans-light speed.
  • Witch is going to warn Wizard-cat about impending humans.
  • We should ransom some other goblins as the ‘deadly tiny elves’ – via the dwarf?
  • Witch helped us trick the Formorian into going to the ruby.
  • We now have the ruby, and are on our way to the witch’s, with the witch (who’s mother is actually a Night Hag).

Five foot feet, left normal, right club. Wandered around down in the sinkhole a lot. No obvious exit.

Scrabbled up the out.

Giant? Blue guy?

Witch thinks that this might have been Furion’s.

Toersg studies ring.

Two parts old part and recent elaborations.
Old part was prevent possession and domination.
New part (years to couple months) prevent detection

Hole is weeks/months old.

Four-fifteen - Unda Da Sea!
Aquatic acrobatics and you!

(Quick summary of last time.)
- Killed undead things
- Stole from wyverns, got some good alchemy and scrolls.
- Bus got to second base. An undead beastie macked on him.

I swear, those people can’t decide whether to kill it, eat it, or make friends with it. Why go to all the trouble to feed the wyverns only to kill them?

Come here, hold this. If we’re fleeing, we’re doing it properly.

Look, the wyverns, all right, fine. But Baughb is a negative channeling cleric. What business did that idiot have getting into a slap-fight with wraiths? Lucky the whole party didn’t die; and they didn’t even get any loot!

The chimera in the woods was just adding insult to injury. At least Hugmug put a few good arrows into it.

Quick bullets:

  • Killed 4/6th of the wyverns and looted not much from them.
  • We tied a rope to a wyvern and the cave baddie (9+HD) pulled it over the edge.
  • Dark shapes in shark cave – Shadows?
  • Serious CON damage.
  • Grabbed rope and ran.
  • Got advice from divine entity to make sunlight.
  • Hugmug pissed off a Chimera in the woods.
  • The witch still owes us the potions.
Thirteen - In which Snauga is entirely too close to the action for her taste.
On taunting Demons...

Someone finally found a use for an aquatic combat shape, as a druid? Well, that’s something you don’t see every day. Seems the druid cut large holes in their boat as a porpoise, and lit it on fire to boot – shame they didn’t all die, but the loot was really quite nice.

And look at this anchor! Good metal. I can’t believe they drug it all the way back here.

I’m glad they stopped by really I am, but I’d rather not be this close to ground zero for their demon plot – so what if the witch thinks attacking the demons disguised as humans and elves is a great idea, I don’t.

Drubbing some human peasants and convincing them that the demons did it? Sure. Easy, even. Idiots will believe a demon caused their cow to go lame. But we clearly also have to thump the tax collectors themselves, right on my doorstep.

Sigh At least they won. Hopefully the demons were fooled. Now, help me carry this…

- Pyre sank the boat with great awesome, and we scored some loot. Sadly, the adventurers clearly survived, and made it back to town.
- We cached out with the dwarf, and found out that the magic hammer is pretty good at crafting.
- We learned that the humans may have a full on army elsewhere (Also, we were wrong, that was Waincrest, per the witch).
- The witch helped us disguise as humans to attack the tax collector demons, who we killed one of, drove off the rest, then fled.
- The plan is to repeat this with the humans, and then go underground (into the Wizard-hole) with the witch while the humans and demons fight.
- We really, really need to make Bus something to make his Will suck less. He got charmed out of the battle in one round.

Elev-welve - Ettins and Dead 'umans!
How to serve man - usually with potatoes!

They what? Ok, the Ettins, I can understand – killing random monsters in the woods is just good policy, but how many times were they going to try to sneak down that lava tube and catch the humans by surprise?

At least (after that failed, repeatedly and spectacularly), they tried luring them out, too. When that didn’t work, Pyre got the bright idea to sneak in through the arrow slits as a tiny owl – she slit their alarm rope, then popped the door, and ran like hell!

Bus, Baughb, and the other head-smashers pounced, and beat the daylights out of the person who happened to be on guard – by a stroke of luck, the one carrying the bauble for the witch. A daring escape later, and the party was out in the woods, a lot of their stuff back.

Frankly, I can’t believe it worked.

The demons came by for tax…disturbing. They claim the grimlocks have less than two weeks to pay or vacate. Perhaps we should try killing them?

What with one thing and another, the humans did manage to get to the boat, though. Pyre slowed them down with a cleverly placed wood shape – did you know she can turn into a porpoise? On purpose, even!


  • Eleventh chronicle went mostly missing. Lots of unsatisfying psuedo-raids on the humans in their cave with no good plan,
  • Killed some ettins in the woods.
  • Pyre snuck into the human camp and popped the door.
  • We killed the Barbarian and got the Witch’s bauble back.
  • Demons are trying to tax the grimlocks – grimlocks plan to flee.
  • Pyre shaped a hole into the boat, but it wasn’t enough to sink them.
  • We probably need to figure out how to sink the boat.
Ten - Imp, Begone!
Squishy, squishy; you into goo!

Of course the imp works for Kraksis! This should be obvious! I mean, the Wizard- (no, get the blue runes. The red ones tend to explode…) -the Wizard made an infernal pact with Kraksis and an imp just happens to be there after? Yeah, should have seen that one coming.

They broke into Furion’s lab and made off with a bunch of his stuff, through a Druid-made hole in the wall. The lab revealed Furion’s spell book, and his plans (as well as some valuable notes) – he cut an infernal deal with Kraksis, and is trying to get out of it by hiding his soul….in a giant ruby. The same giant ruby we’ve been looking for.

They left the dungeon – casually mauling a pair of Ettins and looting them. The witch was hospitable, as usual, but seemed instantly incensed when we mentioned the imp – pointing out what should have been obvious – the imp works for the baddie -….so we killed him, messily, and nearly instantly.

Now we have a plan – use the gem to show Kraksis’ boss that Kraksis can’t be trusted to deliver what he’s owed. Even better, the witch knows where there’s a tomb that sounds like the one Furion went after.

However, she requires we fetch back her signal eye first – we’re crouching down near where the harpy was, waiting for her to help us challenge them.


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