Showing posts with label Pathfinder RPG Adventures. Show all posts
Showing posts with label Pathfinder RPG Adventures. Show all posts

Saturday, August 23, 2014

The Goblin Horde

(Kalashtar Bodyguard facing a goblin warrior)
 
In just about any fantasy role-playing game (RPG), a single adventurer, even a low-level one, can dispatch a solitary goblin. 
 
The problem, however, is...


...goblins "hunt in packs." 
 
Several months ago, I bought a slew of Pathfinder Battles goblin packs made for the We Be Goblins Module to add to my greenskin horde. 
 
On the Pathfinder RPG planet of Golarion, goblins are hyper little psychos, living in tribes scattered across the world.
 
It's not that the goblins of other worlds are any less vicious, but the ones found on Golarion push the envelope of zaniness to the point of insanity
 
Once I finished painting and flocking the black bases of my new goblins, I thought I'd muster the new and old figures for a "gathering of the goblin clan."
 
Rulers of the Pack 
 
Every tribe needs a leader, and goblins, whether zany or sane, are no exception.  Here are three unique characters that stand out among the gibbering masses:
 
(Special Characters:  Mogmurch, Reta Bigbad and a goblin adept)
"Pets"
 
Humans aren't the only being capable of domesticating animals.  Goblin dogs are often found guarding goblin lairs.

(Image:  A pack of goblin dogs)
The Rank & File 
 
The favored weapon of Golarion goblins is the Dogslicer.  These cheaply made weapons can be found in the hands of a tribe's heroes...

(Image: goblin heroes # 02)
 
...warchanters...
 
(Image:  Goblin warchanters)
 
...and warriors. 

(Image:  Goblin warriors)

For those goblins who prefer weapons with a tad longer reach, there's these spear-wielding commandos: 

(Image:  Goblin commandos)

Pyromania is just one part of a goblin's psychological make up.  However, for some goblins it's their calling.
 
(Image:  Goblin Pyros 01s and Pyro 02s)

Getting back to "pets," goblin dogs aren't just guard animals either.  Some of the critters have an ever-so-slightly milder temperament, that allows goblins to ride them as cavalry. 

(Image:  Goblin commandos on goblin dogs)
 
Wizards of the Coast Figures
 
Goblins tend to be sneaky overall , but some truly excel at it.
 
(Image:  A goblin sneak flanked by goblin Blackblades)
 
Looking at some "tamer" goblins, archers prefer keep their distance during any confrontation.

(Image:  Graypeak Goblin Archers)

But then there's these armored hatchet wielders...
 
(Image:  Acheron goblins)

Among warriors, heroes and sneaks; some goblins are the closest thing to ninjas a tribe can muster.  
(Image:  Silent Wolf Goblins)

The poorest, (and most expendable) members of the tribe, are usually pressed into service as javelin chuckers. 

(Image: Goblin skirmishers)

But when a tribe wants to capture something--or someone--then the picadors are summoned. 
(Image:  Goblin picadors)
 
According to various myths and legends, goblins come in all sorts of shapes and sizes.  In today's high-tech world, goblin figures are manufactured in a variety of shapes, sizes and weaponry.  
 
Hero Quest Figures
 
Here's a comparison of Paizo, Wizards of the Coast, and some old HeroQuest miniatures I embellished:


Apparently, the HeroQuest goblins have managed to manufacture, or steal, better swords than their Golarion cousins: 


But when swords are in short supply, hatches will do.
 

Some swords though are better than others. This band of goblins carry larger scimitars.  

 
Since all the HeroQuest bad guys are rather generic, I selected a few figures to act as leaders. 
 
The rank & file goblins, seen in the above three pictures, wear brown tunics, tied with darker brown belts, with white skull buckles. 
 
Troop leaders, on the other hand, wear read tunics, with silver, or gold belt buckles, and carry shields.  The shields weren't part of the original HeroQuest game.  I got these from an old Games Workshop fantasy accessory kit.



Each shield is unique.  Here's a look at the shield facings: 
 

 
Maybe someday I'll add some additional color to shields. 

Final Thoughts About Mustering Goblins

One of the main reasons why I like collecting goblins, along with orcs, is because they're very versatile.  In addition to populating the usual fantasy setting, they make great mutants in most science fiction, or post apocalyptic settings.

Tuesday, August 14, 2012

Vaults of Zukat: Now on Obsidian Portal


The Vaults of Zukat Pathfinder campaign is now available on Obsidian Portal, an RPG campaign-managing website. 

I'll post future adventures as links to Obsidian Portal

I've only spent a couple hours on the website, primarily uploading the information on my Pathfinder character.  But from what I've seen so far, I'm really impressed.  I'll probably make use of this site to enhance my Star Wars Redshift Chronicles campaign.

Saturday, August 4, 2012

Pathfinder RPG: Sherwood Forster and Beowoof


Sherwood Forster is represented by the Freeleague Ranger figure, from Wizards of the Coast, Dungeons and Dragons miniatures, Blood War set.  (Collector # 14/60).  His companion, a mastiff he named Beowoof, is represented by a wolf figure, (Collector # 27/60 ).

Sherwood is my ranger character in Seth's Pathfinder RPG campaign.  A member of the Freeleague Rangers of Absalom, he found himself, along with the rest of his companions on board a merchant ship with no memory of how they go there.  The vessel was wrecked in a freak (magical?) storm and dumping our heroes, unharmed, but unarmed, on the beach near Ander's Point, a village not found on any map. 

The party soon set out for the ruins of Glorfindel.  As the only ranger in the group, Sherwood assumed the duties of scout.  However, his "baptism of fire," was not quite an auspicious occasion.  While confronting a ghoul, he was rendered unconscious for about half a minute (4 rounds in game terms). 


Then during the final battle with the Ettercap and his giant pet spiders, Sherwood took aim and--pulled a tendon (was inflicted with a dexterity hit, causing a -1 modifier to his shooting skills). 



Seth was using his Critical Fumble Cards to create such colorful results to "1" die rolls.  Seth also uses the Critical Hit Deck, but Sherwood has yet to draw one of these cards.

Despite these fighting faux pas, Sherwood obtained a Heavy Crossbow of Seeking and over 1,200 gold coins.  More importantly, he managed to survive the adventure and obtained 2nd level.

Sherwood Forster's Stats
Campaign: Pathfinder Class: Ranger
Race: Human Alignment: LG Level: 2
Height: 5'10" Weight: 170 lbs Eyes: Green Hair: Red
Initiative: +2 Base Attack: +2 Speed: 30
Saving Throws: Fort-5 (3 w/o the Amulet of Fortitude), Ref-4, Will-5
Attack Bonuses: Ranged +2, Melee +2
Abilities: Str-13, Dex-15, Con-12, Int-13, Wis-16, Cha-10
HP: 20 AC: 17

Touch:  2  Flat-Footed:CMB:  3  CMD:  15
Special Abilities/Feats: Stealthy (+2 to stealth checks), Nimble Moves (treat the first 5' of an obstacle as clear terrain).
Skills (Trained/inherint class):  Craft (bowmaking), Handle Animal, Heal, Intimidate, Arcana, Dungeoneering, Geography, Nature, Profession (Soldier), Ride, Spellcraft, Stealth, and Swim.
Languages: Common, Elven, Gnome, Goblin, Halfling,

Weapons: Heavy Crossbow of Seeking (ignore cover), Heavy Flail, Masterwork Dwarven Warax, Masterwork Dagger.
Armor: Masterwork Studded Leather Armor and heavy wooden shield
Ammunition: 30 masterwork crossbow bolts.
Magic Items:  Amulet of Fortitude (+2 to Fortitude Checks), Potions of Cure Light Wounds

Equipment: Backpack, Tinderbox, Steel Mirror, Oil Flasks (x2), Sack, Bedroll, Whetstone, Flint & Steel, Paper & Ink, Sewing Needles, Thread, Signal Whistle, Chalk, Candles (x2), Waterskin, Belt Pouch, Spy Glass, Map Case, Tinder Twigs (x10), Soap, Silk Rope, Thieves Tools,
Money/Treasure: 1,262 gold coins


Companion Animal: Beowoof, (Large dog).
Beowoof's Attributes: Str-15, Dex-15, Con-17, Int-2, Wis-12, Cha-6
Beowoof's Saving Throws: Fort-4, Ref-3, Will-2

Initiative: +1 Base Attack: 0  Melee:  Bite +3 (1D6+3), Trip Speed: 40
Touch: 1 2 Flat-Footed: 12 CMB: 3 CMD: 15

HP: 13 AC: 13
Special Abilities/Feats: Skill focus (Perception)
Skills:  Acrobatics +6, (+14 Jump), Perception +8, Survival +1, (+5 Scent Tracking)

Racial Modifiers:  +4 Acrobatics, when jumping; +4 Survival when tracking by scent

Senses:  Low-light vision, scent, perception (+8)

Friday, August 3, 2012

The Vaults of Zukat, Part 3

(Map by Seth)

After making several relay trips between Ander's Point and the Glorfinel ruins, we sat down to divvy-up the spoils.  This process consumed the rest of the day as we haggled amongst each other on the best way distribute the magic items among the party members; and we haggled with the village elders on the fair market value on all the masterwork arms and armor we acquired from Good King Griffdelogh.


In case anyone's wondering, our merry band consists of the following individuals:

Raven (female halfling wizard and party leader due to her high charisma)
Brony Hornblower (halfling cleric)
Frito Bugger (halfling wizard/fighter)
Valkar (dwarf fighter)
Tos (gnomish rogue)
Arya Aerivar (female, half-elven fighter), and,
Sherwood Forster (yours truly, human ranger) and his dog, Beowoof.

There are two additional members who were also absent during the attack:

Chep and Kylation.

 

As we were settling our accounts, Sherwood Forster noticed goblin tracks on the outskirts of the village and set out to investigate.  (In reality, I had to leave the game and get ready for work the next day). 

Meanwhile, Tos was making the rounds relieving tavern customers of any "excess" items.  He then started a card game with a couple of the village guards--while they were on duty.

In the wee-hours of the morning, the goblins struck.


Since I wasn't there for the big finale, here's Seth's recap to fill in some of the details: 
  • Dwarven king Griffdelogh sits on his throne still after so many hundreds of years, ruling over a crumbling, ruined Glorinfel. He expressed remorse and accountability for the evil brought to his kingdom by a necromancer who promised the greatest defense the dwarves could ever imagine. Italoniupus, the gimp armed necromancer, caused such horror, even Griffdelogh would not mention it. Would it be worth it to the party, and the king, to bring him peace?
  • Found a Gnome named Finelkalinpentar who was searching for the golden fish pendant that you'd found. He told of his connection to Moltazinfalarpentar, his great-great-great-great-great-great... great-grandfather who was also searching for it and left information that he would search north for the pendant. Since no word was heard from Molta again, Finel decided to come find Molta's trail. You did not divulge your finding the pendant, but did explain your finding Moltazinfalarpentar's corpse and journal. When the party returned to Ander's Point, Finel rested for the night and was gone in the morning. He left a note saying "Find me in Absalom and you shall be rewarded for your kindness".
  • There was a hasty ceremony to dispatch the Earth Elemental. Just before the pendant holding the sands of both Ander's Point and the Earth Elemental Plane was broken, the Earth Elemental lunged forward and grappled Lars. The generated portal sucked both Lars and the Earth Elemental back to the Elemental plane of existence. Is Lars Dead? Is he now a slave to the inhabitants of that realm?
  • After the hasty ceremony, you spoke with Ghaleen and Analisse about how the ritual to bind the Earth Elemental to the village was procured and they gave the same story - a nondescript man of dark complexion sold the scroll and elemental soil that facilitated the ritual. Their recollection of the ritual was crisp and clear, but they could not describe the peddler.
  • With the Earth Elemental dispatched, the town officials from Kettermark weren't prepared to leave Ander's Point unprotected. A guard Tower is being constructed near the tower ruins on the hill behind the Thorp, a picket wall is being built around the buildings and fields, and guard posts and housing will soon be completed.
  • Unfortunately, the protection was not completed in time as several raiding parties struck Ander's Point. Though you were able to save some villagers, some buildings were burnt to cinders.
  • There are plans in the works to make Ander's Point a viable Port for trade. The first ship will be mooring in a few days and will be heading South.
Once Sherwood saw the flames in the distance, he made his way back, but was too late to participate in the battle.  He met Brony tending to some of the refugees.  (In reality, this was an on-line exchange):

Sherwood:  So has the village been overrrun?

Brony:  No we saved half the town.... I got the folk to the boats, The other half burned... But the rest of the group defeated 4 waves of goblin raiders!

Later, we were joined by Valkar.

Brony:  I suggest we take some time here to discuss what we should do next.

Valkar:  I think there is something fishy going on about the town - other than the fish wine. (Blech!)Other than that, there is either the boat or heading overland.

A refugee eavesdropping on our conversation:  I shall brew up a batch of fish wine ... don't knock it till you try it.
 
Brony:  I figured we could either venture inland to Kettersmark and the mines, then maybe north to the larger Linnorm Kingdom settlements, or we could stick around the town, though that is not my interest... or finally, we could take the ship south and see where it takes us?

Either way, I'm still very much interested in finding out more about how and why we got here... is it a coincidence we are in this kingdom? If so, then there is certainly no reason to stay. If there could be a connection, maybe we should explore inland more, though we aren't going to find out if there is a connection here without staying here.
 
To be continued...

Thursday, August 2, 2012

The Vaults of Zukat, Part 2

(Map by Seth)

I finally managed to attend the third session of Seth's Pathfinder campaign.  But before I regale cyberspace of our tale, here's a recap of the previous session:

  • A journal was found, owned apparently by a gnomish thief named Moltazinfalarpentar who died several hundred years ago while looking for the gold fish object you guys found previously. He called it "Sol" and had a picture of it with a companion fish he called "Lune".
  • In the journal, details about the Aboleth were described. He'd found Aboleth's journal and found the recipe for the anesthetic used, and found out that it doesn't sedate the creature, more that it drives the creature away.
  • The journal mentioned the Vaults of Zukat and how Sol and Lune are related to the Vaults.
  • The journal (4130) was dated 28 years after the date marked on Aboleth's journal page (4102) and he'd mentioned that whatever cataclysm that killed the dwarves happened several years earlier. - it is currently the year 4711.
  • The party found a proving ground of sorts inside the dwarven ruin. Through the proving ground, each member of the party received a medallion that adds +2 Fortitude bonus when worn around the neck, as well as allow the wearer to pass through the magical barriers around the dwarven ruin.
  • The older man from the ship wreck died. Before he died, he cried out "Pentar! No!". Before that, his fitful sleep was only full of mumblings an incoherent speech. This was probably for the better. His missing legs were not healing.
  • The ruins are full of dwarf skeletons and zombies, with a few spiders.

  • Notice Seth didn't say anything about the SIZE of the spiders we'd encounter, did he? 

    As our party trekked through the dwarven ruins, we encountered dire rats...


    ...ghouls and zombies...


    ...along with the spirit of the Dwarven King, Griffdelogh.  We discovered, Glorinfel, the dwarven halls we were now exploring, came to ruin thanks to a wandering necromancer, who promised the dwarves he could provide them with the ultimate defense against their enemies.  We swore we'd find the necromancer (who is probably a powerful lich by now) and bring the incorporeal king peace.



    After taking our leave of King Griffdelogh, we discovered the armory chock-full of masterwork weapons and armor.  Just in time to fend off the spider swarms...


    After wading through a pool of healing water, Frito Bugger (halfling, wizard/fighter), discovered Finelkalinpentar, great-great-etc-so-on-and-so-forth descendant of Moltazinfalarpentar.  He was looking for the same fish medallions his ancestor was.  Despite having seven members in our party, none of us got around to mentioning we found the gold fish medallion his ancestor was looking for.

    Tos (our roguish gnome), was the first to cross the chasm on a spider-web bridge. 

    He was also the first to take-on the Ettercap and his giant spider pets. 


    We defeated the Ettercap and his pets, thus making the ruins of Glorfinel safe--for now.  We spent the next several hours hauling out gold coins, weapons and armor, to bring back to Ander's Point. 

    A well deserved rest and reward were in sight. 

    Or so we thought...

    Wednesday, August 1, 2012

    The Vaults of Zukat, Part 1

    (Map by Seth)

    A few weeks ago, our gaming group started a Pathfinder RPG campaign hosted by Seth.  I missed the first couple of adventures, so the following is Seth's recap of how the players found themselves in a village no one has heard of before:
    • You shipwrecked near the small fishing village of Ander's Point, named after the founder Lars Ander who co-settled it with his friend Kandar Timkin. Kandar was the fisherman who didn't follow the rules of survival and saved the 10 sheep, only to lose his life to what lies beneath...
    • Your ship was ripped apart by unknown forces - forces that were not natural
    • One other known survivor suffered the same as the ship where his legs were ripped from his body.
    • The village has been lulled into a sense of security afforded by the resident Earth Elemental (that appears sad) that was conjured from a scroll Lars used for protection 20 years ago.
    • There are goblins under the village! Though you cleared out some, what they had stored in the caves beneath the village were enough supplies for an army. How many more goblins are there?
    • Sheep (more specifically poisoned sheep) are used to somehow pacify some unknown watery beast allowing the villagers to reap their bounty from the sea.
    • One of the poisoned sheep went missing! Goblins would know better than to take a poisoned sheep (they learned the hard way in the past). Tombo the hunter was sent investigate, but who could it be?
    • There are ruins of a tower on the top of the hill overlooking Ander's Point as well as ruins breaching the ocean surface.
    • Most important of all, why can't you remember anything about the ship you were on?

    People of Note:
    Lars Ander - Village Elder and co-founder. He has fished for most of his life and knew Kandar Timkin since childhood. Is married to Ghaleen and has 3 children. He worked hard to make the village thrive since he and Kandar spent all of their savings to purchase the "secret" that a peddler promised would bring them untold riches. After the first year of meager returns, the sea finally opened up and flooded the two families with success and bounty. The only catch was that to ensure success, they had to slaughter 10 sheep each Spring and sink them to at a specific spot in the sea.

    Analisse Timkin - Wife of Kandar Timkin and the person who dressed your wounds after being rescued from the ship wreck. She is old and wizened. Years have taken her sight, but she seems to know everything that's going on around her. She is the village's master healer.

    Alber - Son of Analisse. Found the party on the shore. Is a fisherman like his father.

    Silfa - Married to Alber. Tailor and part time sheep herder. 

    Tombo - A hunter that has settled in these parts. Provides the village with meats and skins in exchange for some of the village's robust fish wine and delicious barley bread cakes.

    Avilthar - Traveling merchant who doubles as a broker to organize services needed within the village from tradesmen in the neighboring town. Has an overladen porter that follows him for some reason.

    Lopin - Avilthar's unfortunate porter.

    Petra - Daughter of Silfa and Alber, granddaughter of Analisse Timkin. She assisted Analisse in your mending.

    We'll be running the Medium Experience point track which means level 2 is at 2000xp. For this session, everyone is awarded 500xp for staying alive and vanquishing the immediate goblin threat, as well as uncovering the above bits of info...we'll pick up at the secret door you found after killing the Violet Fungus.


    Due to my rotating work schedule, I'm not always available for Seth's game.  When I do get a chance to attend--and take pictures--I'll include Seth's recaps into my blog posts.