Showing posts with label goblin. Show all posts
Showing posts with label goblin. Show all posts

Monday, June 21, 2021

Hobgoblin

Hobgoblins love conflict, their entire culture revolves around it. Out of all goblinoids, they are easily the most cunning and threatening in battle. This is exactly why they can be used to great effect, reminding your party that there are no "low-level" enemies, only those who don't use their full potential. Sure, a single goblin doesn't pose a threat, nor do ten goblins alone. If they work in tandem, though, coordinating between themselves while thinking strategically, suddenly they become far more threatening.

This is where hobgoblins come into play; they are better organized than their kin and live, in many cases, solely for the purpose of waging war. Again, a single hobgoblin may not be a serious threat, but when fighting in a bigger group (as they should), they very well might be.

This is mirrored by the ability that all hobgoblins present in the bestiary share, Formation, which can increase the survivability of any gobbo. This is perhaps the most important thing to keep in mind when using hobgoblins—they work best as a unit. The General can play a significant role at the start of a battle, with General's Cry, a good way to set a primary target for their soldiers, but The General can also dish out a reasonable amount of damage as needed. Soldiers serve as the frontline, dealing less damage at level one, though they can soak up damage and create space for their back-line allies. Consider applying the elite adjustment to soldiers if you need to beef them up a touch against a tougher party. Archers can really ruin the day for any party who does not consider their positioning wisely. Their kit makes them the perfect hit-and-run enemy, given their movement and reload capabilities in addition to above-average precision against effects like cover and concealment. When you combine all three of them, you get yourself one nasty encounter. If they get the jump on the party and set themselves in a favorable position, life and death can easily be on the line.

- Max

Hook 1 (Max) - Rotbag's Horde

Rotbag Iron Mandible has earned the respect he commands from countless battles and duels, the most famous of which cost him the lower part of his face and earned him the moniker. Now, he only communicates via sign language, not that it impedes any of his plans.

And these plans are grand in scale indeed. He has already succeeded in uniting most goblinoid communities in the area, now boasting a considerable force under him. Before setting out further, he has set his sights on the cities that lay nearby.

He is not stupid; he knows that his army wouldn't stand a chance in a fair fight, as goblins are prone to routing and are not particularly disciplined, while hobgoblins tend to lose themselves in battle. Hence, he won't risk an open battle if he's not sure of the outcome. He can allow himself the comfort of patience as provisions are seldom a problem with the army.

Innumerable warbands scour the plains, attacking caravans and transports, leaving no trace behind. His stealthiest and best soldiers infiltrate the settlements at night, poisoning wells and food supplies, setting fire to buildings, killing people in charge, getting rid of mages and miracle workers in addition to any other important people. Sew chaos. Disorient the enemy.

Eventually, people grow tired and weary, leaving the town that is in complete disrepair, hoping for a better future. Sometimes in big groups, more often than not in small ones. Those are the easiest to pick.

When towns are decimated by disease, fire, and anarchy, Rotbag strikes with his full might. Typically the fight is quick and his horde takes very few casualties, which they don't really mind given the incredible spoils; many slaves, valuables, and another new stronghold for the army that grows ever bigger by the day, as more and more troops join it, arriving from far off lands.

Hook 2 (TJ) - The Story of Scars

The Timbermen of Rowefront are a proud bunch. They are willing to make a game or a show of anything. Feats of strength, tests of speed, challenges of wit, these and many others feature prominently in any and all of their social gatherings. The thing the Timbermen are most proud of, however, are their scars. Adventurers are generally treated with contempt in Rowefront. Not only do they generally bring trouble, but their reliance on supernatural, magical healing sources reduces the marks and marring of their skin. 

This contempt first started when Salmaracakanzz (colloquially known as "Sawbones Sal") moved into Rowefront. An expert surgeon, Sal's ideas of the beauty of scars and the stories they tell alongside a general mistrust of "elf magic" spread quickly to the Timbermen. Now, the comparing of scars and the stories that go with them feature just as prominently any time the Timbermen get together.

Hook 3 (Nemanja) - Bear Witness, Bring Wrath

While most hobgoblins use their ruthless minds to dominate militaristic structures of power, Globrech of Ganthia became a master merchant instead.

Ten years ago, he owned but a single alchemical shop. Now, his wealth runs deep enough that most of Tarabath is in his pocket. That's become an issue since there's an obscure Tarabathi law that states "Should anyone come to own more than half of the land in the city, the title of Doge is to pass to him".

As the day of the ceremony comes ever closer, the old doge's librarian digs up another law written when the city was founded: "Should at least thirteen men or women of age produce credible evidence against a citizen's honour, said citizen shall forever be banned from holding public office in Tarabath".

Of course, finding those willing to testify against the most powerful man in the city is going to involve a lot of stealth, subterfuge, and encouragement.

Sunday, May 30, 2021

Goblin (Commando, Pyro, War chanter & Warrior)

At this point, Goblins are essentially the tell-tale sign you're playing in Golarion. Paizo's rebranding of the creatures from "ork, but small" into the lovable sociopaths we've grown to love and appreciate was a historic move. It's no surprise that with the advent of Pathfinder 2nd Edition, they now come as a playable ancestry as well.

The bestiary gives us four variants to play with: the commando, pyro, war chanter and warrior. Each of the four showcase the goblins signature mix of bravado and oddly-misplaced self preservation instincts, mixed with their peculiar relationship with violence.

In combat, goblins are the master of swarming and hit and run tactics; with a plethora of distraction and mobility focused abilities, they make for extremely dynamic low-level combat. This makes them, among other things, a great way to teach new players about positioning, reactions, and creative use of scenery and terrain.


Hook 1 (Max) - The Gourmet Garbage Gang

The old sergeant looks tired and a touch bored, as if he's had this conversation a hundred times before.

"It's more of a nuisance than a real problem, honestly. Or rather, it was 'til the little buggers kidnapped someone's kid. The thing is, they apparently find people's garbage a premier delicacy and wreak a whole lotta havoc stealing it. Tried sending some of my boys after them, but lemme tell you, they ain't made for diving in trash. I reckon you lot might fare a little better. Still, I advise you get something to cover the smell, lest you have guts o' steel."

Hook 2 (TJ) - The Smokebelchers

The goblins of Uthen have made a name for themselves. Whether the name is positive or negative depends on who you ask, but it's a name nonetheless. Given the opportunity, the goblins have proven very skilled with machinery. While the dwarven clockwork and the gnomish magitech have both elegance and usefulness, the goblin smokebelchers have thrown out elegance in exchange for efficiency and speed.

Because of the rapid industrialization of the Midquarter of Dren, there have been fantastic leaps and bounds in availability of transportation, quality of life, and accessibility to gadgets and gizmos. The air quality and the blackened streaks along taller buildings as the smokebelchers live up to their name, however, has drawn the ire of those in the Lowquarter. Tharrum Platefury is looking for solutions, especially considering the reports of monsters in the smoke, stalking the streets in the darkness.

Hook 3 (Nemanja) - Plot of The Hidden King

Among sappers, there's a saying "Never trust a goblin, but always believe him". This is just a summary of how the little greenskins are seen amongst the Eveventh Kingdom's best engineers; pioneers of their craft that are too fickle and unreliable to work unsupervised, as for every genius idea one of them gets, another one gets blown up.

Indeed, at least seven wars and five covert campaigns have been fought between the Kingdoms of Mankind over the goblins' service. The goblins, for their part, don't seem to mind, working for whoever picks them up as long as they are given food to pickle and gunpowder to experiment with.

They didn't seem to mind, at least until a figure calling himself the Hidden King (in truth, a very cunning and powerful Barghest) comes forth with a list of demands. He claims there are hidden mines beneath every palace in the land, all ready to blow up as soon as he utters a magic word...

Sunday, March 1, 2020

Bugbear

The Bugbear is an interesting case. While it's fluff suggests boogeyman-like roots, and an almost horror-esque vibe, what the stats and artwork give us is a fairly standard goblinoid with some decent stealth options.
While I urge you to go for the former, I will try to present options for both paths you can take in the following encounters.

While they are shunned in most of the civilized world, in the northern county of Vladimirsk, bugbears are revered as great bounty hunters. Of those, the most infamous is Plotsk Paleblood, an old and respected, if a bit sadistic hunter.
A rumor says that Plotsk is impossible to find, and that he will only appear to those who use a ritual to summon him, and even then only if he deems the quarry worth it.
While they are passing through the region, on their way to the Crown Of The World, the members of the Royal Northern Expedition make an encampment at the foothills of mount Exoda. As night falls, a pale, bestial bugbear appears in the command tent, demanding to know who summoned him. When everyone pleads ignorance, he threatens to kill every last person in the room one by one until someone speaks.

Grand Inquisitor Thalmir is on the hunt for an escaped goblin, but soon enough, he realizes he is also being hunted. When Bruhk, the goblin merchant, sold The Church Of Commerce's secrets, he threatened the clergy not to go after him. Taking it as empty threats, the church sent Thalmir, who now finds himself on the verge of success, but trailed by two bugbears, who he only occasionally spots in the distance, laughing maniacally as they close in.

Ever since her childhood, princess Iulia has talked about her imaginary friend, a being she met while it lived under her bed. The old king quickly dismissed such tales as childish foolery. At the eve of her sixteenth birthday, when the king told Iulia he will be bringing her suitors to ask for her hand, the princess pleaded him not to do so, because "crackface will get angry".
True enough, the morning after the princes and dukes arrived, they were each found in their room, with their throats neatly slit and no clue as to who could have done it.