Friday, April 27, 2012

Give in to your poor impulse control / Pathfinder Goblin game

This week at Geek Club both the regular GMs were AWOL, so I ran a one shot Goblin only Pathfinder game.
After getting the Goblins of Golarion book for Christmas I statted up a Goblin version of every applicable class from the Core Rules (so no Paladins, Wizards or Monks [yes, I know you can technically have a Lawful Goblin. It's just highly unlikely]), and sketched out a rough 'plot'.
I realised last night that I put more time into the prep for it than we actually spent playing it.
Not that I'm bothered. I enjoyed the intellectual exercise of statting the characters.
I went with a set score range of 9, 11, 11, 13, 15, 17, reasoning that this split is slightly more interesting than even numbers.
This produced two types of Goblin; all-rounders and specialists.
Any class that likes a high Dex score came out well, specifically the Ranger (bow user) and Rogue.
The classes with a reliance on Str and Cha - Barbarian, Fighter, Bard, Sorcerer - came out as ... Ok. Their highest stat scores went into their racially deficient attributes, building a Goblin that was generally good at couple of things, but not brilliant at their main shtick.
The Cleric and Druid, two classes that rely on Wisdom, were able to enjoy a high Wis score, but were hit hard by the -2 to Str and Cha.
In retrospect, I can see why Goblins of Golarion states that Goblin Rogues are the most common, and that Barbarians don't last long at all.
But that's still to come.

On the night I had four players: Adam, Chris, Jon and Ni. They chose the Fighter, Barbarian, Bard and Sorcerer respectively.

The set up was pretty simple. It's been a hard winter, and the food store is running low. If fresh meat isn't found soon, the tribe will have to eat the turnips. Or the children. Whichever.

I gave them two choices for food:
On the other side of the hills is a big human town, and sometimes they use hated horses to pull carts along the track through the hills.
At the base of the hills is a human place where they build fences around tall grass and keep moocows.

They chose the farm.
Events proceeded along these lines.
The Fighter braced the front farmhouse door shut with wood from the log pile.
The Sorcerer used Burning Hands to set light to the door and fire wood.
The Barbarian and Bard tried barricading the back door with hay, but were startled by a dog barking.
The Bard began using Mage Hand to catch chickens so he could eat them.
The Sorcerer decided to check out the barn.
The Fighter tried to throw a burning log onto the roof, fumbled, and took for points of damage.
The farmers forced their way out the partially barricaded back door, and were instantly sent to Sleep by the Bard, who correctly surmised that they wanted to take the chickens off him.
The Bard, Fighter and Barbarian then spent about three rounds failing to Coup de Grace the helpless farmers.
Some more chickens were killed as well.
Meanwhile, the Sorcerer had discovered that the barn was full of moocows, and jumped into the middle of them with manifested Aberrant Bloodline claws, doing a massive 1d3-2 damage.
Once the two farmers were dead, the Fighter went off to find the dog, the Barbarian went to investigate the sudden, terrified mooing coming from the barn, and the Bard raided the hen house.
By this time the cows in the barn were terrified, stirred up by the smoke and the smelly Goblin ineffectually clawing them and Acid Splashing them. Which is an excellent time for the Barbarian to throw open the doors.
The cows stampede.
The Barbarian survives through sheer luck, rolling a crit on the first cow, knocking its legs out and creating a bovine wall to shelter behind as the rest of the herd trample past/over.
Meanwhile the Fighter has survived a drawn out battle with the ferocious Jack Russell chained up behind a farm building and the Bard continues to loot eggs.
I decide that the night is wearing on, and throw in a CR4 Bison and tell them the Bull is loose. I realise too late that it's got a +10 to hit and does 2d6+12 damage. Damage and attack rolls are fudged to ensure things are not a complete forgone conclusion.
The Barbarian survives the first attack, and is joined by the Sorcerer and Fighter.
Meanwhile, back in the hen house, the Bard faces up against that rarest of fowl, a Dire Rooster. It has baleful eyes and a comb of blood red.
The Fighter is dropped to minus hit points in his first turn of combat with the Bull. The Sorcerer makes it to two rounds and the Barbarian is killed the round after.
The Bard rolls well against the Dire Rooster, which rolls horrendously, and emerges from the hen house to find a farmyard strewn with dead and dying cows, chickens and Goblins.
He eats well, and sings a song about chickens.

The attached picture was drawn by Ni during the session. It's pretty ace.