We be Goblin(?) Kings, Kingmaker

Game Master Freddy Honeycutt

What happens when the heroes chartered to explore the Stolen lands make treaties with locals and end up dead with the charter passing into the hands of goblins???

The Old map of the greenbelt

Hex map for exploration


1 to 50 of 380 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

M somewhat akin to a kender Y / MA

Interest check in locating persons interested in a savage version of Kingmaker. The format will be play by post.

I am looking for 4-5 players who are one each of the following or similar races, all of whom are interested in becoming chief of their respective tribes.

I am interested in the following races for certain kobold, mite, and goblin. The fourth race needs to be similar to the other three...ratfolk for example...
Kingmaker covers the kobold and mite tribes.
We be goblins covers a goblin tribe (other than location)
The fourth race will also need to detail a tribe.
The four tribes are in adjacent and centrally located hexes!

The game starts at level 2 and has the following assumptions:
1. The diverse tribes (of the PCs races only) are at peace with one another and
2. have a treaty with the NPC heroes chartered to explore the greebelt. The treaties are such that the authority of the charter passes into the (tiny and grubby little) hands of the PCs....
3. I am assuming that some small portion of the greebelt has been explored.
4. That the original charter holders died attempting to take the Staglords fort.
5. The new PCs are taking the fallen heroes bodies to Olegs or to the temple for proper burial.

I am looking for persons interested in playing their respective race and working cooperativly towards goals. You can be evil if you so choose.

I am also expecting players to help in resolving stuck points and/or assisting the DM in the challenge of moving monsterous races through an AP.

Since this is an interest check only please just tell me the following information.

1. Race
2. Classes
3. Concept...ie what makes this character "work" in an AP
4. What you can do to help make the game successful
5. Role you eventually see this PC filling in the kingdom
6. Why you liked the humans who originally held the charter.
7. I may entertain the notion of a Halfling or Gnomish survivor coming from the original charter holders...

Preference for inclusion will be given to individuals I have play-by-posted with currently or before, and those who DM games on the paizoboards.

Which means that it is possible that no recruitment thread will ever be posted.

Update 1. The goblin slot has been taken by a rogue.
Update 2. The kobold slot has been taken evoker or witch.
Still needed are a mite and an other tbd (ratfolk?)..


M somewhat akin to a kender Y / MA

On #6 please refer to the campaign info tab for the deceased heroes....


King of Goblins *MAP*

Dot.

Goblin Arcane Trickster.

Unchained rogue 3, evoker wizard 3, AT. A late bloomer. A committed cleric or druid would rock.


Male Kobold Ranger 1

Poking in to say Hi.

...hi!

I am Charyx the Brilliant, kobold wizard and probably the Professor X to our group's X-Men. I still have some work to do with my profile, but I am getting on it!


M somewhat akin to a kender Y / MA

The brinestump goblins live in the hex below the mites, and to the left of the kobolds.

This marshy ground is produced where the two rivers flow into one.

The ratfolk live in the hex containing the rickety bridge.

So the four tribes live in a block of four hexes......


King of Goblins *MAP*

So, are we a party of allies, or are we competing? I'm a bit unclear.


M somewhat akin to a kender Y / MA

Party of allies.


King of Goblins *MAP*

I'm flexible. I don't have to play my first idea.


Male Kobold Ranger 1

My understanding is that the heroes started out the AP, and then died, but not before making buddies with our tribes. After they died, our tribes came together and said "They actually had a pretty good idea going there, why don't we pick up where they left off?" So the best and brightest from each tribe have volunteered to take over the task of making a kingdom for us to call home.

For my part, Charyx would be interested for 2 reasons: 1) he sees a great opportunity to put himself and his kind in a much deserved position of power, and 2) he would see the other races joining this alliance and go "...oh hell no. We need somebody with some brains to keep things from falling apart." (And who better than the orderly and organized kobold?) Even if he's not technically king, he sees himself as the brains behind the crown, no matter who ends up on the throne. He'd love to be king himself, but he also wants to continue his studies behind the scenes, where he works the best.

Hence why I say the Professor X of our group of X-Men. :P


M somewhat akin to a kender Y / MA

I suspect it will take a minute to recruit the rest of the players and to get things set.

Your understanding is correct the four tribes were and are at peace. The treaty the charter holders made passed the charter down to your tribes....that is why each tribe picks the Iconic they originally liked best....


Shadow's Status

Checking in, on second thought Kender Kin, I will look into the Ratfolk for my character. If I am not thrilled would you rather I play a Gnome?


M somewhat akin to a kender Y / MA

Ratfolk would be great! The challenge is creating the lair, chief and tribe or borrowing it from another source. I am placing the ratfolk at the rickety bridge landmark. My thought is the bridge is built solid but creates high pitched noise that alerts the ratfolk to others in the area......

The goblins are going to be from the We be goblins pdf, and placed in the adjacent hex where the two rivers converge, which will be a marsh.


King of Goblins *MAP*

An arcane trickster is a caster, but they play the rogue's role, more or less. Again, if we don't have a divine caster yet, I'll consider that. A ratfolk would make a good trickster, too.

Or maybe a slayer??? Hmm...


M somewhat akin to a kender Y / MA

I wanted to try and still give you guys the full experience of exploring the greebelt, as it stands though as locals you will not be exploring the mite lair or the kobold mine.

The other thing is what task was the previous party trying to do when they got themselves killed? What tasks did they do, so you now don't have to do them?

My thinking is a small edit of the game such that the initial group had no pressure and rode down to meet up with one of the four tribes, setting the treaty in place. That lets you guys start at the same place defending Olegs from bandits.....


King of Goblins *MAP*

Cool.

Point buy? House rules? Restrictions?


M somewhat akin to a kender Y / MA

Character creation up in campaign info tab.

Play style listed under my alias.

I like most classes, try not to build optimized....

I am probably going to throw in a bonus teamwork feat for your time growing up together and working together. Either that or giving everyone swarm fighter.....


M somewhat akin to a kender Y / MA

I am still adding to the campaign info tab, I expect to have more content in January before we get going.


I cannot believe I am posting this, but I think I could come up with a mite cleric or oracle or other divine-type. I will need some time to cogitate on it, so if some one pops in ready to take that role, feel free to ignore this offer.

Are there any allowed third-party sources?


M somewhat akin to a kender Y / MA
AinvarG wrote:

I cannot believe I am posting this, but I think I could come up with a mite cleric or oracle or other divine-type. I will need some time to cogitate on it, so if some one pops in ready to take that role, feel free to ignore this offer.

Are there any allowed third-party sources?

I love the mite divine caster idea. Just think of those domains...little fey Trickery domain is one....plus they get doom!

Third party wise let me see it...case by case basis.


King of Goblins *MAP*

Mite cleric would be cheating. Too good. Somebody do it!


Lol. You obviously have something in mind, Goblin King. Please share.


King of Goblins *MAP*

Mite cleric.

It could even be stealthy. +2 wis. Crazy good.


Yeah, I saw the stats - I thought you had deeper insights to share on the build.


King of Goblins *MAP*

+2 to casting stat. Small. 120' darkvision. Low light vision, too. As good as a dragon.

A small caster with full casting and healing. Focused on
divine magic, not fighting.

I'd take a trait to be stealthy. Take a domain that gives you invisibility or enchantment spells. Something a small, dexterous, spell-focused cleric would want.

They have to see you to hurt you.

I'm kinda tired of playing clerics, lately, but they do so much, especially in small parties. Still, if no one wants to play a mite cleric, I will. That's a powerful thing.

Mites have racial Hit Dice and may possess class levels. Mites have the following racial traits.

-2 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma. Mites are dim and weak but are quick on their feet with an innate cleverness.
Small size: Mites are Small creatures with a +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, -1 penalty on CMB/CMD checks, and lifting and carrying limits 3/4 those of Medium characters.
Base speed: A mite's base land speed is 20 feet, and it has a climb speed of 20 feet.
Darkvision: Mites can see in the dark out to 120 feet.
Low-light vision: Mites can see twice as far as humans in conditions of dim light.
Racial Hit Dice: A mite begins play with one level of fey, which provides 1d6 Hit Die, a base attack bonus of +0, and base saves of Fort +0, Ref +2, Will +2.
Racial Skills: A mite's fey level gives it skill points equal to 1 x (6 + Int modifier). A mite receives the following adjustments: +4 racial bonus on Craft (traps) checks.
Racial Feats: A mite's fey level gives it one feat.
Natural Weapons: Mites have a bite attack (1d3).
Special Attacks: Hatred, spell-like abilities (see left).
Special Qualities: Scent, DR 2/cold iron, light sensitivity, vermin empathy (see left).
Languages: Mites begin play speaking Aklo. Mites with a high intelligence can choose from the following languages: Dwarf, Gnome, Goblin, Orc, Undercommon.


Yeah, I saw the write-up on the campaign page. It's why I suggested that would be the combo I would use. Thanks for the suggestions; I'm thinking the little fellow will probably be ugly as sin and a craven coward, so your ideas are in line with that. He does not want to be seen, let alone get hit.

No yippy dog syndrome here, thankyouverymuch. More of a rabbit's personality.


M somewhat akin to a kender Y / MA

Added info on the current tribal council

Still looking for a map for the ratfolk lair and a suitable chief...and a player....


Shadow's Status

I cn do the Ratfolk, it is not an optimized build but that is ok, I think it will be cool with the Eidolon and the Swarm attack feat mixed with the Warpriest. Will have that build sometime this weekend. Too many updates here on the Boards to get to it last night.

Have you looked at the map for Age of Worms second module? One of those lairs might fit the bill, I forget the names of the creatures in those warrens as I swapped them out for something else with an entirely different lair based on my needs.


M somewhat akin to a kender Y / MA

Anyone annoyed if I name the ratfolk chief Splinter and make him a monk???...

Continuing to update the campaign info tab...

The grimlock lair looks promising....


KenderKin wrote:
Anyone annoyed if I name the ratfolk chief Splinter and make him a monk???...

Heh, not at all.

I am considering a cleric/druid build for the mite to take advantage of his vermin abilities, but I hate to nerf his cleric progression that way...


King of Goblins *MAP*

What we're lacking is a frontliner. Being small, we would.

None of us can handle melee, or being attacked in other ways.


M somewhat akin to a kender Y / MA

Depends on the Eidolon build and whether or not someone makes a frontliner.

Check out chief Grabbles the mite under the campaign info tab.
Cavalier....


This seems appropriate for a mite cleric...

Trickery is a stronger domain, I think, though, and I'm not finding any deities listed with Vermin as their domain. Wanting to remain relatively core and channel to heal, I think Calistria is the best bet, but she's an odd choice for a mite - unless his vermin of choice are wasps and he's really not concerned about the rest of her portfolio...

If I go with Calistria, I like Luck for a second domain, but I'm always open to suggestions from fellow players.


King of Goblins *MAP*
AinvarG wrote:

This seems appropriate for a mite cleric...

Trickery is a stronger domain, I think, though, and I'm not finding any deities listed with Vermin as their domain. Wanting to remain relatively core and channel to heal, I think Calistria is the best bet, but she's an odd choice for a mite - unless his vermin of choice are wasps and he's really not concerned about the rest of her portfolio...

If I go with Calistria, I like Luck for a second domain, but I'm always open to suggestions from fellow players.

Doesn't sound all that "canon," but it could work.

Mites probably have their own stuff.


M somewhat akin to a kender Y / MA

It might be easier for you to choose a couple domains that fit the mite mythos....

Example the venom subdomain of Skalykind is a good fit.
or the trap subdomain of artifice....
....the curse subdomain of luck

So pick two and I will ok it.


Ah, I overlooked trap and curse subdomains in my reading. Venom excited me less than scalykind itself, to be honest. More reading to do.

I like the idea of having a beetle (or other giant vermin) mount.


M somewhat akin to a kender Y / MA

Scalykind is a good fit, as I am changing chief Sootscale to a Cleric of Apsu 4th level.

Anyone have any suggestions on ideas or things to flesh out the campaign info tab?

My vision is that the original charter holders didn't get any exploring done, and just managed to get a treaty in place, that gives you guys the full Kingmaker experience. (also in the campaign info tab)..


King of Goblins *MAP*

What's the point buy?


M somewhat akin to a kender Y / MA

I had it hidden in the campaign info tab....

For whatever reason I have decided that I need to try savage Kingmaker through play-by-post.

I have book 1 and 2; Stolen Land and Rivers Run Red. I have the other pdfs listed in my wishlist. I am not promising to run the AP beyond the pdfs I have.

I have a lot of information listed in my profile, including DM style and other relevant information. I strongly suggest you give it a read through before applying.

Let’s say 20 point buy, two traits, one must be a campaign trait. (no rich parents trait). No adjusted ability score under 10.

Max gold max hit points to start...

I expect active solution focused assistance from players as this is not a typical game and we will get stuck.....


King of Goblins *MAP*

If we need 10s before adjusting, that's gonna cramp my boy's style.

Can I talk you into 25 points, with that stipulation? There are just 4 players.


M somewhat akin to a kender Y / MA

Sure. The campaign information is still in a state of flux.


It says "No adjusted ability score under 10." That's not the same as needing 10s before adjusting.

I read it to mean that if I have an 8 from racial adjustments as a starting point, I can leave that 8 because I have not adjusted it. But once I touch it, I have to make it a 10 or better.

I could potentially have three of those scores, so if that's not the correct interpretation, it will have definite impact on my character.


Another question for starting out:

Does the mite have a racial level? Hero Lab seems to think so. Does that count against my two levels to start from? That is, do I have a racial level of mite and two cleric levels? OR a racial level of mite and a class level of cleric?

Do I have maximum hit points for the racial level, also, or just the class level(s)?


King of Goblins *MAP*

I say give it a mite level, and 2 levels of cleric.

Or don't. Mites are awesome right out of the box.


M somewhat akin to a kender Y / MA

Hero lab is usually right....but you don't have to use racial hit dice..


King of Goblins *MAP*

Better, really.


Ratfolk Human Warpriest 1 - Summoner 1

My build begins.

Ratfolk Warpriest 1/Summoner 1

(25 Point Buy)

Strength 10
Dexterity 12
Constitution 13
Intelligence 12
Wisdom 16
Charisma 16

Ratfolk +2 Dexterity & Intelligence, -2 Strength.

Will continue working on it over the weekend. Will also peruse the Campaign Info Tab to create the Background.


So it's 25-point buy instead of 20-point? I don't care, just want to use the right one. (With 20-point, I ended up with an array of 8-16-13-8-16-13; first time I've seen that happen where the numbers repeat.)


M somewhat akin to a kender Y / MA

Yes 25 point buy.


Ratfolk Human Warpriest 1 - Summoner 1

Does Kingmaker have an element of Mass Combat? If so I may consider the Divine Commander Archtype for my Warpriest, would seem to fit fairly well in that type of campaign. Though Cult Leader seems to fit the idea I have for the character a bit better...

Reading up on Eidolon's now and may have some questions later.


I have not played or read that far, but I believe that later books in the AP include some mass combat; seems like someone told me this is where the initial attempt at mass combat rules were presented.

Question: I assume that the campaign trait we select does not have to be a Kingmaker campaign trait. I'm not seeing any that makes sense for a monstrous PC originating within the Stolen Lands.

Question: Am I correct in thinking that anything that enhances a mite's Handle Animal skill is going to benefit them in their working with vermin?

1 to 50 of 380 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / We be Goblin(?) Kings, KingMaker All Messageboards

Want to post a reply? Sign in.