Mount Everfall was one of my favorite spots to run a game. Events in this city took place way back during second edition, with a couple encounters in 3/3.5, and it was commonly used as a home brew Ravenloft replacement.
The city itself was a sprawl surrounding a very large, walled off graveyard upon a very large hill. Of course, people were terrified of going into the graveyard, especially at night, because, surprise surprise, it's full of ghouls and zombies, and crazy necromancers.
What, you say? Why would a city put up with a crazy band of necromancers raising their beloved dead into flesh eating monsters of the night? Well, because the city is ruled by one of said crazy necromancers, the Dread King Izar.
Once upon a time Izar was a good and kindly king, but during one of his adventures, during a bout of giant slaying, he crossed the Storm King, who then cursed his city. The curse caused the sky to block the sun, and an eternal gloom of rain began to pour. The gloomy atmosphere began to take its toll. Crops failed, and the once prosperous port became a muddy hell hole. Izar became depressed, and, in search of a method of removing the curse of the Storm King, he began to dabble in necromancy. His captains all did likewise, as bidden by their master, and Mt. Everfall began to sink into evil.
In the city, there were a couple of beacons of light. The primary one being the Cult of the Sun. A small cult dedicated to ridding Everfall of the undead menace that plagued it. While loyal to the crown, they worked against the crown's goals, as Izar wasn't out of the closet with his necromancy, he still feared outright rebellion should his true nature be discovered, so he tolerated the cult's recruitment of undead slayers and their forays into the oversized graveyard in the middle of town. This was seen as an experimental arena for him to dabble in his nefarious powers, creating stronger and stronger undead as he searched for the secret to becoming a lich. They also provided services to the people, which helped keep them docile.
The Temple of the Sun was a holy place in Mt. Everfall. It was the only place that many of the citizens would ever see the sun, or a blue sky, thanks to an enchantment on the ceiling and floor that brought direct sunlight at all hours into the temple. This protected it from the undead that might seek to destroy it. The cultists were a crazy lot. Many of them sporting sun tans as marks of their piety, this made them stand out from the pale citizenry, and, when outside of the temple grounds, marked them as targets from the undead that lurked in the shadows. This caused the development of the holy warriors of the sun, the undead slayers.
The Undead Slayers, were a group of dedicated warriors who sought to purge the world of the undead. In order to be accepted into the order, one had to commit ritual suicide in the temple so that the high priest of the order could determine if one's soul was pure. If it was, then the sun god would bring the potential back from the dead, with a nifty scar, and an adjusted constitution score. If one was worthy, then they would be given spear anointed with holy oils, and would take on a new name, having been reborn in the guise of a holy warrior of the sun. The final portion of the ritual, was to clip the nails and hair of the freshly minted holy warrior, so that should they be worthy, the sun god might bring them back should they fall while on a quest. Though this has never happened, the holy order has dozens of phylacteries of great warriors within the temple walls, perhaps to be used as reserves should some great menace threaten the city, but as of yet, no warrior has been demonstrated to be worthy of such an event.
It was eventually found out that King Izar had become successful in his ambitions to become a lich, and had become known as the Corpse King, the Black King, or even just Everfall. This new power was enough to ensure that Mt. Everfall would continue to exist when the Ogrish Empire arrived. Being struck by Blackrazor only seemed to make the Corpse King more powerful, and Qesnef offered a truce: Izar would allow trade through Everfall's ports, and pay a tax, and Qesnef would cease the siege and otherwise leave Izar to his own affairs. Knowing the Empire could easily blockade his port, Izar agreed, and the Ogrish Empire was able to establish a sea trade route to the Alquinians.
Saturday, 25 July 2015
Friday, 24 July 2015
The Ogrish Empire
The Ogrish Empire started out as something in the distance, four kingdoms over, but my players seemed intrigued by it and kept drifting closer and closer to it. Most of the inspiration for it came from the old module White Plume Mountain, where Qesnef the ogre mage wielded Blackrazor- a soul sucking sword. Many grognards will recognize the sword's name and abilities, and know how hard it is to resist adding it to a game realm as background cheese.
Anyways, the Empire was always a vague idea more than anything concrete, I've nailed down a few of the vassal kingdoms within it, and mentioned that there were armies of Ogres, which was enough for the players.However, after sending a level appropriate Ogre Monk after the party, they realized that Ogres with levels other than barbarian are a cinch, so they started heading that way, and I needed to flesh things out.
Here's what I had laid out:
The Emperor Qesnef established himself several hundred years ago, having arrived through a portal upon escaping the destruction of White Plume Mountain. He established a small area of control, easily taming a 'society' of Ogres in the area on the East coast of the landmass. Ogres weren't great for much other than shock troops, so he expanded his area of influence to cover some of the nearby human realms, vivisecting their leadership and rebel elements with Blackrazor and dominating the area until things were ripe for expansion.
Relying upon humans more than his ogre brethren, Qesnef was able to conquer quite a large portion of the continent, subduing several powerful kingdoms, dominating dozens of weaker ones, and disrupting many more. It became one of the major powers in the realm, and in time would rival the mighty Alinor, were it not for Qesnef's personal fascination with acquiring named weapons after defeating their owners, the Ogrish Empire stood a chance of dominating the world.
The capital city was a sprawling metropolis with buildings built to fit giants. There was a dedicated order of wizard-architects who would construct the amazing buildings that defied reason, with the Imperial Palace covering a dozen hectares. Although comfortable for ogres, there were very few allowed in the city, as they were often ill tempered and disliked large crowds, mostly, the population of the Imperial City were humans, hobgoblins with dwarven and goblin slaves. The only ogres really allowed into the city were those who had proven themselves a cut above their brethren, many of which were either chieftains, in the Imperial Guard, or accomplished adventurers in their own right.
Vassal Kingdoms of Note:
Sabrah. North of the Iron Mountains.
Andos. Northwest of the Iron Mountains.
Mt. Everfall, home of the dreaded King Izar. South coast of the Inner Sea, on the western edge of the Ogrish Empire.
Anyways, the Empire was always a vague idea more than anything concrete, I've nailed down a few of the vassal kingdoms within it, and mentioned that there were armies of Ogres, which was enough for the players.However, after sending a level appropriate Ogre Monk after the party, they realized that Ogres with levels other than barbarian are a cinch, so they started heading that way, and I needed to flesh things out.
Here's what I had laid out:
The Emperor Qesnef established himself several hundred years ago, having arrived through a portal upon escaping the destruction of White Plume Mountain. He established a small area of control, easily taming a 'society' of Ogres in the area on the East coast of the landmass. Ogres weren't great for much other than shock troops, so he expanded his area of influence to cover some of the nearby human realms, vivisecting their leadership and rebel elements with Blackrazor and dominating the area until things were ripe for expansion.
Relying upon humans more than his ogre brethren, Qesnef was able to conquer quite a large portion of the continent, subduing several powerful kingdoms, dominating dozens of weaker ones, and disrupting many more. It became one of the major powers in the realm, and in time would rival the mighty Alinor, were it not for Qesnef's personal fascination with acquiring named weapons after defeating their owners, the Ogrish Empire stood a chance of dominating the world.
The capital city was a sprawling metropolis with buildings built to fit giants. There was a dedicated order of wizard-architects who would construct the amazing buildings that defied reason, with the Imperial Palace covering a dozen hectares. Although comfortable for ogres, there were very few allowed in the city, as they were often ill tempered and disliked large crowds, mostly, the population of the Imperial City were humans, hobgoblins with dwarven and goblin slaves. The only ogres really allowed into the city were those who had proven themselves a cut above their brethren, many of which were either chieftains, in the Imperial Guard, or accomplished adventurers in their own right.
Vassal Kingdoms of Note:
Sabrah. North of the Iron Mountains.
Andos. Northwest of the Iron Mountains.
Mt. Everfall, home of the dreaded King Izar. South coast of the Inner Sea, on the western edge of the Ogrish Empire.
Tuesday, 21 July 2015
Kingdoms in the Ogrish Empire
While the hobgoblins are frequently hired mercenaries, they kept some degree of independence from the Ogrish Empire due to distance and harsh terrain between the two states. The fact that the Feyblight forest was between the two kept regular tax collectors away.
With the Iron Mountains forming the Northern edge of the Feyblight, that was commonly considered the southwestern border of the Ogrish Empire, and two Kingdoms were in that area.
Andos
The first Kingdom, Andos, was a cursed area that many feared to visit. It was the Andosi and the Hobgoblins who flushed the Dwarves out of their kingdom of Iron Haven within the Iron Mountains during a long and bloody siege. The nobility of the kingdom all suffered from lycanthropy. Over the centuries, they learned to harness their powers and now hold hereditary lines devoted to certain animals.
Major houses of the Anodsi:
House Verin are bound to rats, and have taken on the sigil of a red rat's claw over a black moon.
House Fenris are bound to the wolf, and have a sigil of a silver moon over a black field.
House Auresh are bound to the elephant, and have a sigil of a golden moon supported by tusks.
House Auresh is currently ruling, and uses the other houses for spying on neighbouring kingdoms and as soldiers. House Auresh also infects ogres who settle in their lands with lycanthrope, creating the terrifying ogre-were-elephants.
Fighting a guerilla war within the Andosi kingdom, and hunting down the nobles are a small band of rangers known as the Silver Fangs. They specialize in killing were-creatures and as a right of passage have their eye teeth pulled and replaced with razor sharp silver fangs--last ditch weapons should it come down to it.
Sabrah
The second kingdom, just North of the Iron Mountains, and guarding one of the major passes is Sabrah. The natives of Sabrah are known fore their exotic marial arts, and the fusing of martial arts with magic learned from the Ogrish Empire. There are several monastaries located on the Northern edge of the Iron Mountains, where their mystics have perfected their arts for centuries. Now, each has a mage tower overseeing their exersizes, selecting potentials for special missions and duties.
The mage monks of the Sabrahn kingdom are divided into four ranks. The most commonly encountered are the monks of the rod. These are low level magic users who are also initiates in one of the monastaries. They carry a rod of status(a decorated metamagic rod) whereever they go. The next rank carries a pair of nunchucks, with each rod being a metamagic rod, bound together with arcane tethers that allow them to work in unison. The most feared are those monks of the three section staff. Just the sight of one of these monks has been enough to route entire armies. It is fortunate that they are rare, perhaps one in a generation achieves this rank, and rumour has it that there are only ever three of them at a time. The last rank is only speculated, and has never been seen in public. It is said that the highest ranking monk will stay at the Imperial court and offer their wisdom to the Emperor.
One of the specialties of the Sabrahn monks is that of kidnapping political adversaries at the beck and call of the Emperor. Using both magic and martial arts, they are said to be able to snatch just about anyone from their bedchambers and disappear before the guards outside the door even realize anything is amiss. By the time anyone realizes something has happened, the kidnapped person is held in the dreaded Sabrahn Dungeon, deep in the lowest pits beneath the highest mountain.
Inside the Dungeons, newly captured targets are secured to the floor via rock to mud/mud to rock spells, and watched over by a golem. Should anyone dare attempt to teleport into the chamber, the golem activates and steps on pressure plates that emit nauseating clouds and waves of fatigue to subdue the would-be rescuers. The presence of beings without specific glyph-tokens also triggers a dimensional anchor to prevent escape. There are many woeful tales of heroes attempting to rescue their friends from the Sabrahn Dungeon, but precious few that are successful.
With the Iron Mountains forming the Northern edge of the Feyblight, that was commonly considered the southwestern border of the Ogrish Empire, and two Kingdoms were in that area.
Andos
The first Kingdom, Andos, was a cursed area that many feared to visit. It was the Andosi and the Hobgoblins who flushed the Dwarves out of their kingdom of Iron Haven within the Iron Mountains during a long and bloody siege. The nobility of the kingdom all suffered from lycanthropy. Over the centuries, they learned to harness their powers and now hold hereditary lines devoted to certain animals.
Major houses of the Anodsi:
House Verin are bound to rats, and have taken on the sigil of a red rat's claw over a black moon.
House Fenris are bound to the wolf, and have a sigil of a silver moon over a black field.
House Auresh are bound to the elephant, and have a sigil of a golden moon supported by tusks.
House Auresh is currently ruling, and uses the other houses for spying on neighbouring kingdoms and as soldiers. House Auresh also infects ogres who settle in their lands with lycanthrope, creating the terrifying ogre-were-elephants.
Fighting a guerilla war within the Andosi kingdom, and hunting down the nobles are a small band of rangers known as the Silver Fangs. They specialize in killing were-creatures and as a right of passage have their eye teeth pulled and replaced with razor sharp silver fangs--last ditch weapons should it come down to it.
Sabrah
The second kingdom, just North of the Iron Mountains, and guarding one of the major passes is Sabrah. The natives of Sabrah are known fore their exotic marial arts, and the fusing of martial arts with magic learned from the Ogrish Empire. There are several monastaries located on the Northern edge of the Iron Mountains, where their mystics have perfected their arts for centuries. Now, each has a mage tower overseeing their exersizes, selecting potentials for special missions and duties.
The mage monks of the Sabrahn kingdom are divided into four ranks. The most commonly encountered are the monks of the rod. These are low level magic users who are also initiates in one of the monastaries. They carry a rod of status(a decorated metamagic rod) whereever they go. The next rank carries a pair of nunchucks, with each rod being a metamagic rod, bound together with arcane tethers that allow them to work in unison. The most feared are those monks of the three section staff. Just the sight of one of these monks has been enough to route entire armies. It is fortunate that they are rare, perhaps one in a generation achieves this rank, and rumour has it that there are only ever three of them at a time. The last rank is only speculated, and has never been seen in public. It is said that the highest ranking monk will stay at the Imperial court and offer their wisdom to the Emperor.
One of the specialties of the Sabrahn monks is that of kidnapping political adversaries at the beck and call of the Emperor. Using both magic and martial arts, they are said to be able to snatch just about anyone from their bedchambers and disappear before the guards outside the door even realize anything is amiss. By the time anyone realizes something has happened, the kidnapped person is held in the dreaded Sabrahn Dungeon, deep in the lowest pits beneath the highest mountain.
Inside the Dungeons, newly captured targets are secured to the floor via rock to mud/mud to rock spells, and watched over by a golem. Should anyone dare attempt to teleport into the chamber, the golem activates and steps on pressure plates that emit nauseating clouds and waves of fatigue to subdue the would-be rescuers. The presence of beings without specific glyph-tokens also triggers a dimensional anchor to prevent escape. There are many woeful tales of heroes attempting to rescue their friends from the Sabrahn Dungeon, but precious few that are successful.
Sunday, 19 July 2015
Hobgoblin Science!
Some more hobgoblin stuff.
The bestiary mentioned that the hobgoblins hated magic, and that makes sense, they're a very martial society and magic breaks many of the rules of reality that martial societies rely upon. During the Second age, in their quest to clear the Feyblight forest of elves, they've learned a thing or two about magic.
Well, some of them have, but they call it science. They try to follow the scientific method, but there are still some gaps in their theories, so the hobgoblin alchemists came about. They were able to prove to their chieftains and generals that they weren't using magic, but rather science. Like metallurgy, brewing beer, or baking a cake. They would add specific ingredients according to specific protocol and achieve a predictable result. SCIENCE!
It worked most of the time, so hobgoblin society seems to leave them be, though they do take their share of abuse, it's on the level of Jocks vs Nerds, rather than Hobgoblins vs Goblins. Though ostracized and seen as being week, the wise leaders of the Hobgoblins see value in the endeavors of their well read underlings and allow their experiments, as they create terrifying weapons of war.
In the opposite direction, it would be a foolish hobgoblin to ignore the realm of spirits. They may not like the gods, but they must placate them, as they are a force of nature as much as the rain or the sun. In this, some hobgoblins turn to worshiping the gods and furthering their goals when they align with hobgoblin needs. In the second age, many of their priests worship Asmodeus, a devil who uses the hobgoblins for his own needs in a sort of mutually beneficial pact.
Stat blocks:
Hobgoblin Alchemist. Alchemist 5 XP value 1600
Init +3 AC 18, 22 (mutation) Darkvision 60
HP 40 (5d8+10) Fort +6 Will +1 Ref: +7 (+9 mutation)
Str: 11 Int: 16 Wis: 10 Dex: 16 Con: 14 Chr: 8
Bab: 3 CMB +6 CMD 19
FEATS: Point blank shot. Precise Shot. Weapon Focus: Bomb.
SPECIAL: 8xbombs: 3d6+3-10' radius-ignore 3 squares-6 splash damage. Poison Use. Resist poison +4. Brew Potion. Mutagen-Dex. Throw Anything. Alchemy. Swift Alchemy. Explosive Bomb. Precise Bomb.
SKILLS: Craft/Alchemy 16. Heal 8. Knowledge/Arcana 11. Spellcraft 11. Use Magic Devise 7. Disable Devise 11. Sleight of Hand 11.
GEAR: Light cross bow, 20 bolts. Mastwork chain shirt. Masterwork Buckler. Masterwork Mace. Potion: 4x cure light wounds. 4x See invisibility. Masterwork alchemy kit. Spare vials and ingredient pouch.
Hobgoblin Cleric of Asmodeus. Cleric 5. XP value 1600
Init +4 AC: 20 Darkvision 60
HP 50 (5d8+20) Fort +8 Will +7 Ref +5
Str: 10 Int: 13 Wis: 18 Dex: 19 Con: 18 Chr: 13
Bab: 3 CMB +3 CMD 17
FEATS: Skill focus spellcraft. Magic Aptitude. Selective Channel
SKILLS: Knowledge Religion 9. Spellcraft 14. Heal 8. Profession Soldier 5. Knowledge Arcane 5. Stealth 6.
SPECIAL: 7x Fire Bolt. 30' range. 1d6+2 Touch attack. 7x Copycat. Mirror Image. Channel Negative energy 3d6. Fire/Trickery Domains
GEAR: Wand of cure light wounds. Healer Kit. Masterwork Chain shirt. Masterwork Steel shield. Wand of burning hands. +1 mace. Wand of Silence.
SPELLS. These spells are often the ones chosen for battle. Level 1: burning hands. obscuring mist. sanctuary. bless. shield of faith. Level 2: Invisibility. Spritual weapon. Hold person. Level 3: Fireball. Blindness. Dispel Magic.
The bestiary mentioned that the hobgoblins hated magic, and that makes sense, they're a very martial society and magic breaks many of the rules of reality that martial societies rely upon. During the Second age, in their quest to clear the Feyblight forest of elves, they've learned a thing or two about magic.
Well, some of them have, but they call it science. They try to follow the scientific method, but there are still some gaps in their theories, so the hobgoblin alchemists came about. They were able to prove to their chieftains and generals that they weren't using magic, but rather science. Like metallurgy, brewing beer, or baking a cake. They would add specific ingredients according to specific protocol and achieve a predictable result. SCIENCE!
It worked most of the time, so hobgoblin society seems to leave them be, though they do take their share of abuse, it's on the level of Jocks vs Nerds, rather than Hobgoblins vs Goblins. Though ostracized and seen as being week, the wise leaders of the Hobgoblins see value in the endeavors of their well read underlings and allow their experiments, as they create terrifying weapons of war.
In the opposite direction, it would be a foolish hobgoblin to ignore the realm of spirits. They may not like the gods, but they must placate them, as they are a force of nature as much as the rain or the sun. In this, some hobgoblins turn to worshiping the gods and furthering their goals when they align with hobgoblin needs. In the second age, many of their priests worship Asmodeus, a devil who uses the hobgoblins for his own needs in a sort of mutually beneficial pact.
Stat blocks:
Hobgoblin Alchemist. Alchemist 5 XP value 1600
Init +3 AC 18, 22 (mutation) Darkvision 60
HP 40 (5d8+10) Fort +6 Will +1 Ref: +7 (+9 mutation)
Str: 11 Int: 16 Wis: 10 Dex: 16 Con: 14 Chr: 8
Bab: 3 CMB +6 CMD 19
FEATS: Point blank shot. Precise Shot. Weapon Focus: Bomb.
SPECIAL: 8xbombs: 3d6+3-10' radius-ignore 3 squares-6 splash damage. Poison Use. Resist poison +4. Brew Potion. Mutagen-Dex. Throw Anything. Alchemy. Swift Alchemy. Explosive Bomb. Precise Bomb.
SKILLS: Craft/Alchemy 16. Heal 8. Knowledge/Arcana 11. Spellcraft 11. Use Magic Devise 7. Disable Devise 11. Sleight of Hand 11.
GEAR: Light cross bow, 20 bolts. Mastwork chain shirt. Masterwork Buckler. Masterwork Mace. Potion: 4x cure light wounds. 4x See invisibility. Masterwork alchemy kit. Spare vials and ingredient pouch.
Hobgoblin Cleric of Asmodeus. Cleric 5. XP value 1600
Init +4 AC: 20 Darkvision 60
HP 50 (5d8+20) Fort +8 Will +7 Ref +5
Str: 10 Int: 13 Wis: 18 Dex: 19 Con: 18 Chr: 13
Bab: 3 CMB +3 CMD 17
FEATS: Skill focus spellcraft. Magic Aptitude. Selective Channel
SKILLS: Knowledge Religion 9. Spellcraft 14. Heal 8. Profession Soldier 5. Knowledge Arcane 5. Stealth 6.
SPECIAL: 7x Fire Bolt. 30' range. 1d6+2 Touch attack. 7x Copycat. Mirror Image. Channel Negative energy 3d6. Fire/Trickery Domains
GEAR: Wand of cure light wounds. Healer Kit. Masterwork Chain shirt. Masterwork Steel shield. Wand of burning hands. +1 mace. Wand of Silence.
SPELLS. These spells are often the ones chosen for battle. Level 1: burning hands. obscuring mist. sanctuary. bless. shield of faith. Level 2: Invisibility. Spritual weapon. Hold person. Level 3: Fireball. Blindness. Dispel Magic.
Hobgoblins
Background:
Hobgoblins have always been one of my favourite NPC races to throw at adventuring parties. Normal goblins, while they have their own charm, are pretty pathetic when it comes down to it, but hobgoblins should strike fear into those who hear they're on the way.
In my pathfinder game, which took place in the Second Age, the hobgoblins came from a kingdom that was a client state of the Ogrish Empire. A bit far removed from the heart of the Empire, they had to traverse either the Feyblight forest or the Iron Mountains to get there, but they would lend troops whenever requested, as long as they were able to fight elves.
Much to the Emperor's displeasure, the hobgoblins would deploy their mercenary armies to anyone with the coin to do so, it wasn't uncommon for two mercenary hobgoblin armies to face each other on the fields of battle, though such battles required extra compensation.
A hobgoblin's life:
Born into a strict militaristic society, a young hobgoblin would be raised with a spirit of competition and cooperation. Team sports and tribalism were prime concepts for the young, their most common one being a game resembling Aussie Rules Football, except they're corralling goblins into the endzones. It was a violent life, but it prepared them for their place in the world.
Once a hobgoblin reached adolescence, they would be inducted into one of the martial schools of their settlement. Depending on their personal tendencies, they'd be selected for different schools. The most prestigious being that of the Hobgoblin Rangers. The bulk, though were inducted into the infantry schools where they'd be taught the skills needed to become mercenaries for other nations and bring glory to the homelands.
Upon finishing their lessons, they'd be drafted into mercenary companies, and then deployed to foreign lands for five year contracts. Often being used as fodder against the Gnoll barbarians, hobgoblins that made it through a tour could either lead their own mercenary company, usually becoming wealthy and powerful, or join the hobgoblin homeland army for another five years and earn the right to property and a family in the homeland.
Most of the younger mercenary hobgoblins are the typical mooks straight out of the monster manuals or bestiaries. They'll have 1HD and not be much of a threat. The hobgoblin leadership however are hardened veterans who have fought terrifying foes for years and survived to talk about it. Below are some stat blocks:
Hobgoblin Skirmisher. Level 6 Ranger. Xp value: 2400
Init +4 AC 20 Darkvision 60 Move 30
HP 46 (6d10+6) Fort +6 Ref +9 Will +4
Str: 12 Int: 10 Wis: 14 Dex: 18 Con: 13 Chr: 8
Bab: 6/1 CMB: +7 CMD: 21
FEATS: Point Blank Shot. Precise Shot. Deadly Aim. Rapid Shot. Improved Precise Shot.
Special Abilities: Hunter's Trick: Hateful Attack (Double threat range on fav. enemy) 5/day. Favourite Enemy: Pick 2 (Humans +2, Elves +4). Track. Wild Empathy. Favourite Terrain: Mountains/Hills. Hunter's Bond.
Skills: Survival 11. Knowledge Nature 9. Heal 9. Knowledge Geography 7. Perception 11. Stealth 22. Profession: Soldier/Scout 6. Climb 5. Swim 5. Ride 8.
GEAR: Mwk Chain shirt. Cloak of Elvenkind, amulet of natural armour +1, ring of protection +1, mwk longsword. +1 composite longbow. 3 potions cure light wounds, 1 potion of displacement, 1 potion of invisibility.
Hobgoblin Sergeant. Level 4 Fighter. Xp value: 1200
Init +2 AC: 16 Darkvision 60.
HP 39 (4d10+9) Fort +7 Will +2 Ref + 3
Str: 16 Int: 10 Wis: 12 Dex: 15 Con: 16 Chr: 8
Bab: 4 CMB +7 CMD 19
FEATS: Coordinated Maneuver (+2 to all combat maneuvers). Combat Expertise. Improved Trip. Outflank. Tandem Trip. Weapon Training +1
Skills: Profession Soldier: 9. Climb: 6. Ride: 4. Intimidate: 3. Survival: 5. Stealth: 4
Modifiers: Weapon Guard +1 CMD vs sunder, disarm.
GEAR: Mwk Halbard. Chain Shirt. 1 Net. 1 Bag of flour. 2 thunderstones. 2 darts.
Pretty tough customers. A squad of these fellows nearly laid low a cocky party of 9th level adventurers and earn their respect. What was once a milk run to clear out an old dwarven fortress became a daunting adventure that was worth their full attention.
Hobgoblins have always been one of my favourite NPC races to throw at adventuring parties. Normal goblins, while they have their own charm, are pretty pathetic when it comes down to it, but hobgoblins should strike fear into those who hear they're on the way.
In my pathfinder game, which took place in the Second Age, the hobgoblins came from a kingdom that was a client state of the Ogrish Empire. A bit far removed from the heart of the Empire, they had to traverse either the Feyblight forest or the Iron Mountains to get there, but they would lend troops whenever requested, as long as they were able to fight elves.
Much to the Emperor's displeasure, the hobgoblins would deploy their mercenary armies to anyone with the coin to do so, it wasn't uncommon for two mercenary hobgoblin armies to face each other on the fields of battle, though such battles required extra compensation.
A hobgoblin's life:
Born into a strict militaristic society, a young hobgoblin would be raised with a spirit of competition and cooperation. Team sports and tribalism were prime concepts for the young, their most common one being a game resembling Aussie Rules Football, except they're corralling goblins into the endzones. It was a violent life, but it prepared them for their place in the world.
Once a hobgoblin reached adolescence, they would be inducted into one of the martial schools of their settlement. Depending on their personal tendencies, they'd be selected for different schools. The most prestigious being that of the Hobgoblin Rangers. The bulk, though were inducted into the infantry schools where they'd be taught the skills needed to become mercenaries for other nations and bring glory to the homelands.
Upon finishing their lessons, they'd be drafted into mercenary companies, and then deployed to foreign lands for five year contracts. Often being used as fodder against the Gnoll barbarians, hobgoblins that made it through a tour could either lead their own mercenary company, usually becoming wealthy and powerful, or join the hobgoblin homeland army for another five years and earn the right to property and a family in the homeland.
Most of the younger mercenary hobgoblins are the typical mooks straight out of the monster manuals or bestiaries. They'll have 1HD and not be much of a threat. The hobgoblin leadership however are hardened veterans who have fought terrifying foes for years and survived to talk about it. Below are some stat blocks:
Hobgoblin Skirmisher. Level 6 Ranger. Xp value: 2400
Init +4 AC 20 Darkvision 60 Move 30
HP 46 (6d10+6) Fort +6 Ref +9 Will +4
Str: 12 Int: 10 Wis: 14 Dex: 18 Con: 13 Chr: 8
Bab: 6/1 CMB: +7 CMD: 21
FEATS: Point Blank Shot. Precise Shot. Deadly Aim. Rapid Shot. Improved Precise Shot.
Special Abilities: Hunter's Trick: Hateful Attack (Double threat range on fav. enemy) 5/day. Favourite Enemy: Pick 2 (Humans +2, Elves +4). Track. Wild Empathy. Favourite Terrain: Mountains/Hills. Hunter's Bond.
Skills: Survival 11. Knowledge Nature 9. Heal 9. Knowledge Geography 7. Perception 11. Stealth 22. Profession: Soldier/Scout 6. Climb 5. Swim 5. Ride 8.
GEAR: Mwk Chain shirt. Cloak of Elvenkind, amulet of natural armour +1, ring of protection +1, mwk longsword. +1 composite longbow. 3 potions cure light wounds, 1 potion of displacement, 1 potion of invisibility.
Hobgoblin Sergeant. Level 4 Fighter. Xp value: 1200
Init +2 AC: 16 Darkvision 60.
HP 39 (4d10+9) Fort +7 Will +2 Ref + 3
Str: 16 Int: 10 Wis: 12 Dex: 15 Con: 16 Chr: 8
Bab: 4 CMB +7 CMD 19
FEATS: Coordinated Maneuver (+2 to all combat maneuvers). Combat Expertise. Improved Trip. Outflank. Tandem Trip. Weapon Training +1
Skills: Profession Soldier: 9. Climb: 6. Ride: 4. Intimidate: 3. Survival: 5. Stealth: 4
Modifiers: Weapon Guard +1 CMD vs sunder, disarm.
GEAR: Mwk Halbard. Chain Shirt. 1 Net. 1 Bag of flour. 2 thunderstones. 2 darts.
Pretty tough customers. A squad of these fellows nearly laid low a cocky party of 9th level adventurers and earn their respect. What was once a milk run to clear out an old dwarven fortress became a daunting adventure that was worth their full attention.
Welcome!
OMGRPGBLG is intended to be an online spot for notes for various campaigns. I keep losing my physical notes, so having a spot online will be helpful. Plus, I'm not gming so much these days, so sharing NPCs, maps, short adventures and doing some world building that might be helpful to others.
Cheers!
OMGRPGBLG is intended to be an online spot for notes for various campaigns. I keep losing my physical notes, so having a spot online will be helpful. Plus, I'm not gming so much these days, so sharing NPCs, maps, short adventures and doing some world building that might be helpful to others.
Cheers!
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