Goblin Defence (Forum Game)

Intro:
This is the forum game I made. It was inspired by the incredible LoneStarNorth, who's artwork I largely imitated, and in the case of the goblins themselves, bluntly ripped off. Thank you LSN, you're incredible, and I am enjoying participating in your game.
If you want to join, be prepared to post once per day (Not strict, but that's how often I intend to update). I will try to respond once per day. I will close for update at around 6pm pacific time (schedule permitting) and update in about an hour if possible. Yes, that's a long time, but give me a break, who do you think I am? LSN?
I'll try to give warning on days I'll be late on, or days I can't make it on. And now, here's the game:
Story:
A band of nine goblins from the famous Finders clan were sent out as explorers. Thier objective: map out as much of the world as they could, giving their clan a strategic edge. They are the explorers of clan Finder.
Three weeks into their journey, they came across a valley, where they were beset on all sides by adventuring parties. Unknown to them, there were rumors that the area held dungeons, where legendary treasures were kept, stored there by a powerful wizard.
Fleeing into the night, the goblin explorers ran until the sun rose. When the sun finally rose, they took stock of their surroundings.
The top down view:

The close up view:

Their keen explorer senses warned them, the adventurers were coming. Not all at once, just one party at a time, but they needed to prepare, either to fight, or escape. (There may be other options, but those are the ones you know right now).
Signup:
There are nine slots in this game. To signup, give your goblin's name and colour. And background info and desires and training and goals if you want, but those last four aren't necessary. They'll just cause me to add a bit of flavour on behalf of your character.
1. Play with Fire (ThinkingofNames)
2. To Be Decided (Kelvara)
3. Hides in Shadows (dungeonmasterchris)
4.Nightgaunt (martinthegoblin)
4. Stares Into The Middle Distance (Bloogonis)
5. Hits to Hard (Kelten)
6. Eats a Weird Bug (LoneStarNorth)
7.Defiant (RandomMerc)
7. 5 Minutes Late (Michael7050)
8. Rides the Wind (Falahris)
9. Talks to Foxes (kitsune106)
Vote for Captain:
Your next step is to vote for a captain. Your captain has two special abilities. First, the captain of the explorers can determine where you set up your camp. More on what this does for the goblins in the section on the camp. Second, at any time the captain may call all the group's goblins to him, no matter where they are. Explorers are very good at getting back to their captain. Note that if the captain does this, ALL goblins will be called, and goblins currently engaged in a fight who are called away may well be hit one last time.
Vote for Lieutenant:
The Lieutenant becomes the captain if the captain dies. Otherwise, the Lieutenant has only one special ability. They may define one location that they are currently at. This location will be seen by them, no matter where they go. They may define new locations, but will then lose the watch at the previous location.
Rules:
Actions takeable:
Explorer goblins are very fast. For that purpose, they may do any of the following in terms of moving or taking an action:
1. Take an action at the current location, then move once.
2. Move into an unexplored area.
3. Move into an explored area, then into an unexplored area. (provided no obstacles)
4. Move into an explored area, then take an action.
5. Move into an explored area, then into an explored area, then into a final explored area. (provided no obstacles)
Note that for the purpose of this, an obstacle is defined as something that hinders movement. If something prohibits movement, then you can't move past it until it has been eliminated, neutralized, or bypassed.
The Camp:
The Captain will get an opportunity to set a location for the camp (It cannot be inside a dungeon). The camp will be where all goblins rest during the night. At the end of each day (25 turns) every goblin may choose to immediately return to camp, no matter where they are (it is not required, but there are advantages).
At night, each goblin will regain 1 hp. If they rest in the camp, each goblin will regain 2 hp (usually). If there has been enough food gathered to feed every goblin in the camp, they will regain 3 hp each.
Yes, there are things you can gather as food.
Inventory:
You can pick up as much as you want, and store it in inventory. Does this make sense? No. Is it easier to keep track of? Yes. Objects will not be difficult to store in inventory no matter how large. I MAY deem an item too heavy. Things like giant boulders, tree trunks, buildings, mountains, other players, etc... will not be something you can store in inventory.
Also note that while a goblins explorer can carry as much as he wants, he may want to reconsider crossing that rickety rope bridge or taking a swim in that deep pond while carrying two suits of plate mail, a barrel of large rocks, and a random two tonne weight. Just saying...
Transferring items takes up its own set of item actions, and does not count as a full action. Instead, the giver or taker takes an 'item action', able to pass around one object at a time. Players have one item action per turn. If they wish to transfer items faster, they may do so, but this will require all parties involved to expend a full action, rather than an item action, taking their ability to do anything else that turn.
General:
All goblins start with 5 hp, 1 att, and 1 def. You may change these attributes as the game goes on. Equipment works wonders, but there are other ways too.
The adventurers will come in waves. You will usually (but not always) have at least 10 turns worth of warning. Once they arrive, there will be a variety of behaviours from them, but your main goal is to defeat them. You can make your stand outside, or in a dungeon, but be warned, once adventurers enter a dungeon, they'll start to become more powerful. Facing them immediately may be the best course of action.
The current Lieutenant's Power:
Flame's Vigil:
Take one full turn to light a fire. May do nothing else that turn. Must use something that would normally burn (a torch, a candle, a lantern, etc...). This object will burn for 10 turns, or until the end of the day. At any time, the lieutenant may see what is happening at that flame. If the flame is extinguished, it may no longer be used for this purpose. Multiple flames may be lit, but only one may be viewed per turn. Though lighting the fire takes a full turn, viewing it may be done without wasting any time.
This is the forum game I made. It was inspired by the incredible LoneStarNorth, who's artwork I largely imitated, and in the case of the goblins themselves, bluntly ripped off. Thank you LSN, you're incredible, and I am enjoying participating in your game.
If you want to join, be prepared to post once per day (Not strict, but that's how often I intend to update). I will try to respond once per day. I will close for update at around 6pm pacific time (schedule permitting) and update in about an hour if possible. Yes, that's a long time, but give me a break, who do you think I am? LSN?
I'll try to give warning on days I'll be late on, or days I can't make it on. And now, here's the game:
Story:
A band of nine goblins from the famous Finders clan were sent out as explorers. Thier objective: map out as much of the world as they could, giving their clan a strategic edge. They are the explorers of clan Finder.
Three weeks into their journey, they came across a valley, where they were beset on all sides by adventuring parties. Unknown to them, there were rumors that the area held dungeons, where legendary treasures were kept, stored there by a powerful wizard.
Fleeing into the night, the goblin explorers ran until the sun rose. When the sun finally rose, they took stock of their surroundings.
The top down view:

The close up view:

Their keen explorer senses warned them, the adventurers were coming. Not all at once, just one party at a time, but they needed to prepare, either to fight, or escape. (There may be other options, but those are the ones you know right now).
Signup:
There are nine slots in this game. To signup, give your goblin's name and colour. And background info and desires and training and goals if you want, but those last four aren't necessary. They'll just cause me to add a bit of flavour on behalf of your character.
1. Play with Fire (ThinkingofNames)
2. To Be Decided (Kelvara)
3. Hides in Shadows (dungeonmasterchris)
4.
4. Stares Into The Middle Distance (Bloogonis)
5. Hits to Hard (Kelten)
6. Eats a Weird Bug (LoneStarNorth)
7.
7. 5 Minutes Late (Michael7050)
8. Rides the Wind (Falahris)
9. Talks to Foxes (kitsune106)
Vote for Captain:
Your next step is to vote for a captain. Your captain has two special abilities. First, the captain of the explorers can determine where you set up your camp. More on what this does for the goblins in the section on the camp. Second, at any time the captain may call all the group's goblins to him, no matter where they are. Explorers are very good at getting back to their captain. Note that if the captain does this, ALL goblins will be called, and goblins currently engaged in a fight who are called away may well be hit one last time.
Vote for Lieutenant:
The Lieutenant becomes the captain if the captain dies. Otherwise, the Lieutenant has only one special ability. They may define one location that they are currently at. This location will be seen by them, no matter where they go. They may define new locations, but will then lose the watch at the previous location.
Rules:
Actions takeable:
Explorer goblins are very fast. For that purpose, they may do any of the following in terms of moving or taking an action:
1. Take an action at the current location, then move once.
2. Move into an unexplored area.
3. Move into an explored area, then into an unexplored area. (provided no obstacles)
4. Move into an explored area, then take an action.
5. Move into an explored area, then into an explored area, then into a final explored area. (provided no obstacles)
Note that for the purpose of this, an obstacle is defined as something that hinders movement. If something prohibits movement, then you can't move past it until it has been eliminated, neutralized, or bypassed.
The Camp:
The Captain will get an opportunity to set a location for the camp (It cannot be inside a dungeon). The camp will be where all goblins rest during the night. At the end of each day (25 turns) every goblin may choose to immediately return to camp, no matter where they are (it is not required, but there are advantages).
At night, each goblin will regain 1 hp. If they rest in the camp, each goblin will regain 2 hp (usually). If there has been enough food gathered to feed every goblin in the camp, they will regain 3 hp each.
Yes, there are things you can gather as food.
Inventory:
You can pick up as much as you want, and store it in inventory. Does this make sense? No. Is it easier to keep track of? Yes. Objects will not be difficult to store in inventory no matter how large. I MAY deem an item too heavy. Things like giant boulders, tree trunks, buildings, mountains, other players, etc... will not be something you can store in inventory.
Also note that while a goblins explorer can carry as much as he wants, he may want to reconsider crossing that rickety rope bridge or taking a swim in that deep pond while carrying two suits of plate mail, a barrel of large rocks, and a random two tonne weight. Just saying...
Transferring items takes up its own set of item actions, and does not count as a full action. Instead, the giver or taker takes an 'item action', able to pass around one object at a time. Players have one item action per turn. If they wish to transfer items faster, they may do so, but this will require all parties involved to expend a full action, rather than an item action, taking their ability to do anything else that turn.
General:
All goblins start with 5 hp, 1 att, and 1 def. You may change these attributes as the game goes on. Equipment works wonders, but there are other ways too.
The adventurers will come in waves. You will usually (but not always) have at least 10 turns worth of warning. Once they arrive, there will be a variety of behaviours from them, but your main goal is to defeat them. You can make your stand outside, or in a dungeon, but be warned, once adventurers enter a dungeon, they'll start to become more powerful. Facing them immediately may be the best course of action.
The current Lieutenant's Power:
Flame's Vigil:
Take one full turn to light a fire. May do nothing else that turn. Must use something that would normally burn (a torch, a candle, a lantern, etc...). This object will burn for 10 turns, or until the end of the day. At any time, the lieutenant may see what is happening at that flame. If the flame is extinguished, it may no longer be used for this purpose. Multiple flames may be lit, but only one may be viewed per turn. Though lighting the fire takes a full turn, viewing it may be done without wasting any time.