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The Beginning
What is now the first update of the Goblins web comic was originally
created as one of my many comic submissions to be sent out to various
publishing companies. With the exception of Chief and The Fortune Teller,
none of those characters were ever meant to appear again. They were all
one time gags to give a feel of what the comic might be like. Oh, I had
intended for the story to eventually involve a goblin adventuring party, but
the plan was to introduce those “important” characters later on. Dies
Horribly, Complains of Names and the rest were all just punch line misfits at
that time.
After I’d sent copies of the entire Goblins series (all six pages of it)
to a number of publishers with no luck, I shelved the comic and moved on.
A couple of years went by until one of the players from my D&D game
showed me a fairly new web comic calling itself The Order of the Stick.
“There are comics online?” I responded.
“Hey, there are D&D comics online! I make those!” I continued.
Roughly a month later, I had the first six pages online and was
thinking about how to approach the next bit of the comic. Even though I had
yet to draw them, I knew there would be a fighter named Minmax, a dwarven
cleric named Forgarth (not Forgath), and a single drow named Seth
Bainwraith, after a character in my game. But I had no real idea as to what
the main goblins would be like. I spent a lot of time trying to come up with
ideas, but was having trouble creating characters that could carry the
storyline.
I mentioned my new comic in a D&D forum and was amazed and
delighted to find that people were responding positively! Not only that, but
they wanted to see more of those “misfit” goblins. This was an idea that had
never occurred to me. More of those temporary goblins? Hmmm… Suddenly
the story began to run through my mind as though I were watching someone
else’s movie. I liked this movie a lot and wrote it down.
Klik
Klik (that floating, metallic orb) is something directly out of my own
D&D game. Some people have emailed me and asked what book they can find
this creature in, but he’s an original creation. When he was in my game, he
actually didn’t have any arms. I decided to add the arms because a comic is
such a visual medium. With only a mouth and no ability to speak, it’d be
really difficult to get his personality across to the readers. The arms give
him a chance to portray emotion and seem less robotic.
A critical success or failure in D&D can turn the tide of a battle. I’ve seen
it make players so mad that they hurl their dice across the room and I’ve
seen it make players so happy that they’ve actually burst into tears of
happiness. Just the knowledge that they can happen at any time can make
even high-level adventurers a little nervous.
To use this fumble chart, simply roll a d8 after a fumble has occurred and
then roll the appropriate die for the selected sub chart. At times, the
results may not perfectly correspond with what’s going on in the game. It is
then up to the DM to alter the results to make them fit the situation while
trying to change as little as possible.
Some of the results in this chart really have nothing to do with the
fumbler’s skill. For instance, how can one’s ability or inability to swing a
sword have anything to do with lightning striking the battlefield? It doesn’t.
The point of these charts is to create a sense of chaos in the game and leave
players knowing that weird stuff can happen. It all depends on how you want
to balance realistic with fun, but slightly wacky.
When a chart refers to a minimum fumble, this means that the fumbler’s
turn comes to an end at the point of the fumble, regardless of how many
actions he had left. Sometimes, fumbling isn’t dropping your weapon or
falling down, but is simply timing an attack poorly, which results in the
opponent being slightly faster for just a moment. Or perhaps over
extending one’s self and spending the next couple of seconds in the round
regaining one’s balance. Untrained eyes watching the battle may not even
notice a minimum fumble. It is simply the automatic end to the fumbler’s
turn. All results of every chart here end with a minimum fumble. That is to
say that no fumbler can ever perform any kind of action after the results of
the fumble chart have been determined. Of course when the next round
occurs, they are free to do anything they wish and possibly fumble again.
To add a bit more realism (but more dice rolling) to this chart, the DM may
choose to allow the fumbler’s weapon a saving throw when applicable.
If there are no solid surfaces or objects for the fumbler’s weapon to strike,
then execute a minimum fumble.
To add a bit more realism (but more dice rolling) to this chart, the DM
may choose to allow the fumbler’s weapon a saving throw when applicable.
1. Bowstring breaks.
2. Bowstring breaks and whips back toward the fumbler. Roll for the
string at +1 to hit. If the string whips the fumbler, it does 1 point of
damage.
If the fumbler is wearing gauntlets or metal boots, etc. then roll from chart
#1.1 instead.
1. The fumbler’s hand or foot hits the wrong target (a wall or floor,
etc.) or is blocked effectively. Take 1 point of damage.
2. The fumbler’s hand or foot hits the wrong target (a wall or floor,
etc.) or is blocked effectively. Take d4 damage.
3. The fumbler’s hand or foot hits the wrong target (a wall or floor,
etc.) or is blocked effectively. Take d4+1 damage. Although the
fumbler can still use the body part normally in non-combat situations,
she can no longer attack with it until the damage is healed, as it’s
painfully damaged.
4. The fumbler’s hand or foot hits the wrong target (a wall or floor,
etc.) or is blocked effectively. Take d4+1 damage. The body part
cannot be used for any purpose, in or out of combat, until the damage
is healed as it’s very painfully damaged.
1. The fumbler slips a little but does not actually fall over.
Aside from looking slightly silly, nothing more than a minimum
fumble occurs.
2. The fumbler slips. Roll a balance check (DC 8) to avoid falling
over and becoming prone (attackers get +4 to hit the fumbler)
until he can act again.
3. The fumbler slips. Roll a balance check (DC 12) to avoid falling
over, taking d2 damage from the fall and becoming prone
(attackers get +4 to hit the fumbler) until he can act again.
4. The fumbler trips. Roll a balance check (DC 16) to avoid falling
over, taking d4 damage from the fall and becoming prone
(attackers get +4 to hit the fumbler) until he can act again.
5. The fumbler trips. Roll a balance check (DC 18) to avoid falling
over, taking d4+1 damage from the fall and becoming prone
(attackers get +4 to hit the fumbler) until he can act again.
6. The fumbler trips. Roll a balance check (DC 20) to avoid falling
over, taking d4+1 damage from the fall, becoming prone
(attackers get +4 to hit the fumbler) until he can act again and
losing his weapon. Roll from the Weapon Thrown Chart (#2).
To add a bit more realism (but more dice rolling) to this chart, the DM
may choose to allow the fumbler’s piece of clothing or armor a saving
throw when applicable.
1. The weapon slips out of the fumbler’s hand and flies through
the air, striking his opponent with deadly force. The accidental
blow does x2 damage and causes the opponent to fall to the
ground (Will Save DC 16 to stay standing). If the fumbler’s
weapon was blunt, it bounces off of the opponent and
coincidently lands back in the fumbler’s hand making it appear
to all onlookers as though he is some sort of god-like warrior
with flawless skill. If the weapon was bladed, it sticks into the
opponent, but when he falls over, it bounces out of him and
lands back in the fumbler’s grasp with the same, complimentary
effect. If the opponent does not fall to the ground, the bladed
weapon does not automatically return to the fumbler.
2. The fumbler misses his opponent and strikes the ground or
similarly solid object/surface. A tiny shard flies off of the
weapon and manages to hit the opponent directly in an eye. The
opponent is blinded in that eye and suffers a –1 to hit from that
point on.
3. The weapon slips out of the fumbler’s hand and flies directly
upward. If there is anything other than sky above the fumbler,
his weapon strikes it, causing debris to fall directly onto the
opponent (see chart below for damage). If the weapon is
bladed, it sticks into the above surface or object (unless the
surface is unpiercable) and stays there. If the weapon is blunt,
it falls gracefully back into the fumbler’s hand.
• If the debris is wooden (a tree branch, etc) the opponent
takes d6 damage.
Also, this is a list of minor spoilers. Which means that you won’t find a list
of characters who will die or a description of what Kore looks like under his
helmet. What you will find is…
Forgath’s Fortune
“When the serpent becomes your prey, friends will become enemies
and love will fuel hate” and “You will die in a great battle with another
dwarf”.
I’m still getting emails about this. Firstly, let me say that neither of
these prophecies has come to pass yet. When they happen, you’ll know it. If
you’re raising an eyebrow at the comic you’ve just read and thinking “Was
Kore
By far, the most mysterious and controversial character in the comic.
I have gotten waves and waves of emails about this guy. People complaining
that I’m portraying paladins incorrectly, people who think I’m doing a
fantastic job of portraying the perfect paladin, people who think that he’s
not really a paladin, people who hate that he keeps killing off great
characters and of course, people who want to know what the deal with him is.
Well let me say that if I were reading about this character for this
long only to find out that he’s simply not a paladin, I’d feel a little bummed
out. So let’s just assume for now that he’s a paladin.
Ever since I introduced him, Kore has been the center of many
alignment debates in the Goblins forum. I won’t give out much in the way of
specific information about him right now but I’ll tell you the things that we
will be learning about him in the future.
We will learn his alignment.
We will see him without his helmet and yes, there’s a surprise under
there.
We will see him battle the GAP and yes, this battle gets gruesome.
Have tissues nearby.
We will learn how the hell a paladin can do something like kill an
innocent, little kid as well as others who are just trying to run away and still
be a paladin. And before you join the ranks of people who send me emails on
this… yes, I understand that this shouldn’t be possible.