April 16th, 2012

Legolas Aaah

Monster Monday: Goblin Wolfrider

Not as dangerous as a full-blown worg rider, goblin wolfriders are still very effective scouts, infiltrators (thanks to their pass without trace spell) or light cavalry. Wolves are also less likely to get annoyed at their goblin riders, turn on them, and eat them in the middle of combat.

Not that it doesn’t happen. Just not as often.

NOTE: Golarion goblins may (and usually do) take Goblin Dogs in place of wolves as animal companions. The statblock here is for my own game, in which the gobbies stick with wolves.

Somebody save that poor pooch!

Goblin Wolfrider (CR 1/2)

Male Goblin Druid 1/Warrior 1 NE Small Humanoid (Goblinoid)
Init +1; Senses Darkvision (60 feet); Perception +6

AC 17, touch 12, flat-footed 16 (+4 armor, +1 shield, +1 Dex, +1 size)
hp 16 (1d10+1d8+2)
Fort +5, Ref +1, Will +4

Spd 20 ft. (on foot); 50 ft. (mounted)
Melee Lance +3 (1d6+1/20/x3)
Ranged Shortspear +3 (1d4+1/20/x2)
Druid Spells Known (CL 1, 3 melee touch, 3 ranged touch):
1 (2/day) Pass without Trace (DC 13), Jump (DC 13)
0 (at will) Resistance (DC 12), Know Direction (DC 12), Spark (DC 12)

Str 13/+1, Dex 13/+1, Con 12/+1, Int 10, Wis 14/+2, Cha 8/-1
Base Atk +1; CMB +1; CMD 12
Feats Druid Weapon Proficiencies, Mounted Combat
Skills Handle Animal +3, Intimidate +3, Perception +6, Ride +5, Stealth +9, Survival +8
Languages Common, Druidic, Goblin
SQ Animal Companion Link (Ex), Nature Sense (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Wild Empathy +0 (Ex)

Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it’s within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.

Wolf Goblin Mount (Animal Companion) (CR –)

Male Wolf N Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (+4)
Fort +5, Ref +5, Will +1

Spd 50 ft.
Melee Bite +3 (1d6+1/20/x2) plus Trip

Str 13/+1, Dex 15/+2, Con 15/+2, Int 2/-4, Wis 12/+1, Cha 6/-2
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Weapon Focus: Bite
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Track
Skills Perception +5, Stealth +6
SQ Combat Riding, Track

Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track The animal will track a scent. +4 to Survival when tracking by Scent.
Trip (Ex) You can make a trip attempt on a successful attack.

-The Gneech

The text is open content using the OGL. “Goblin Wolfrider” was created by John “The Gneech” Robey. The illustration is from Paizo Publishing’s Rise of the Runelords and belongs to them. Stat blocks created by Hero Lab®.


Originally published at gneech.com. You can comment here or there.


Anybody Seen the Ghost of a RPG Campaign?

Since my plan of giving up GMing failed so spectacularly (which reminds me, I need to post about Saturday's game but I don't have time just now-- short summary, "It went well!"), I've been thinking about just what I actually want to do with gaming.

First and foremost, I'm only going to be able to continue if I'm not the sole GM. Plus, I'm quite fond of my FABULOUS drow bard and want her adventures to continue. So I'm thinking, I will probably hold scenarios of my game hostage. Once I've run one, I won't run another until jamesbarrett (or one of the other group members) runs something.

However, I also want an off-nights and or pickup game, so I'm thinking I'll pick my Ghostbusters game back up. But that means I have to see if any of us remember where it last stood. I'm pretty sure there was at least one more session after the last one I wrote up, in which Ivan returned from Saturn and the GB went to court, where they were more-or-less cleared of all charges, plus dealt with the thing from the Cabinet of Dr. Calimari, thus finishing that particular story arc.

Problem is, I don't actually remember it. ¬.¬ I have the vaguest hint of a memory that they found a giant plug in the bottom of the Chesapeake Bay and made a point of not opening it ... but that could just as easily be from a dream I once had. So I'll have to trust the players to remind me where things stood.

Ghostbusters is an odd duck of a game. It is so very rules-light and freewheeling that you'd expect prep to be super-fast and easy, but ironically I've found that in some ways it takes a lot more work. In d20-variant games, or something really crunchy like the HERO System, two encounters can take all night to resolve, but in Ghostbusters even a really hairy fight is over in a matter of minutes. That means I need to think up a lot more stuff to put into a session, whether it's NPC interaction, mystery-solving, or spooks to bust, because the players will go through it that much faster!

One idea I had was to pull out some of these Call of Cthulhu modules that I splurged on but have no immediate plans to use, put a wacky spin on them, and run those, because let's face it, the core storytelling arc of Ghostbusters and Call of Cthulhu is pretty much the same:

  1. Discover that strange thing is happening

  2. Research strange thing to find out what it's about

  3. Defeat strange thing or die trying

The main difference is that while Call of Cthulhu investigators usually have little more than a copy of the Necronomicon and maybe a shotgun, Ghostbusters have proton packs, PKE meters, slime blowers, ghost traps, and the Ectomobile's awesome siren. Crafting a GB adventure has to take into account that when the PCs encounter a betentacled thing from beyond, they're likely to blast first and ask questions later. (In the case of the electrophagic byakhoid, blasting it with the proton pack just made it stronger! But that's not a trick I can pull every time.)

Anyhow, my thinking is that the Fortress of Tears game (my new Pathfinder campaign) and Ghostbusters are pretty radically different from each other, and as such will stimulate different parts of the hypothalamus or something along those lines. Point is, they exercise different creative muscles, and so will help me stave off burnout. And with those two as "my games," I will probably be content for a while.

-The Gneech