We be goblins kingmaker edition


Kingmaker


So I'm getting Ready To Run A King Maker Game, Only Problem Is That My Pl Layers Wasn't To Have An All Goblin Game. I Won't Veto The Idea, Because It Seems Like Fun, But I Would Need To Change Some Things Around With The Adventure. Any Ideas Where To Start?


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1) Have their goblins bushwhack an adventuring party, as they search through their gear they come across a charter, as presented.in the book. Perhaps have an NPC gobo along with them to push the idea on the group to use the charter as a free pass amongst the "civilized" races if they do not come up with the antics on their own.

2) Instead of from Restov, have a goblin chief give them a similar mission, perhaps to work against the mites or kobolds of the region.

3) Talk it over with your players. If its something they aren't interested in, don't force it on them. This is probably the most important part. If they understand what you are trying to do and want to do it, they will work with you on it for sure. Heck, most of the backgrounds they prepare may help push them in this direction of they know what they are getting themselves into.


Well The Problem I'm Having Doesn't Really Involve Motivation(But I Live TheSecond Idea You Came Up With) It Had More To Do With How I Handle The Bandits In The First Book (I.e. The StaG Lord). How Would You Handel Those Interactions? Would They Be Opposed To The Bandits, Or With Them? Obviously, Taking The Fight To Olegs Over The Stag Lord Would Present a Far Lesser Challenge, So I Would Love Tips On How To Enhance That Aspect


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Ok. Have them cross blades with the Stag Lord's men first. Develop that animosity before they meet Oleg. Heck don't even introduce Oleg early. Let them, interact with other aspects of the area first.

Or, let them work WITH the Stag Lord for a while, and have his men constantly insult or disrespect them, and eventually they will rebel against him on their own.


You Are One Magnificent Bastard, Thron. Your Ideas Are The Best. Was Considering Having Then Interact With The Kobolds First, Then Moving On To The Other Areas. That Way They Come Onto The Map From A Different Direction, And I Could Use Kobolds To Introduce The Various Quests Instead Of At The Trading Post


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I keep reading your posts and looking for some sort of code in the capital letters

Scarab Sages

I'm assuming auto-correct on a phone.


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Is every word really that important? Is there a prize for understanding it, and is the end-all-be-all answer "Drink more Ovaltine" ?


Funny thing is, I was thinking of running running a king maker campaign in the licktoad's swamp. Capturing other goblins from other tribes and using the two shipwrecks, the undead cave, and the licktoads village as major starting points. Capturing other tribes goblins to convert via the "saving a monsters soul" rules in 3.5 I.E. Requiring that the players treat the captive better than they would ever treat a captive and then requiring 7 diplomacy successes to get them to a "change of heart" then 7 diplomacy successes per an alignment change. And using raids on the Sandpoint dump and other locations to add bp to the "goblin" treasury. I say that because goblins build everything out of garbage and its half sized for goblins.


I think you could turn the tables rather easily and run Kingmaker Goblinstyle - it would just require some extra work and finesse on the part of the GM. You could move the staglord's fort to the location of Olegs (let Oleg exist in a well kept frontier fort, and have a party of PCs stationed there, substitute Oleg or the leader of the PCs with the staglord's statblock), and have the ruins that the staglord is written in be run either by a goblin tribe, or a band of monster mercenaries.

Only glaring problem I see is the contract/charter to get the goblins to try and take over the region. If you are sticking with Golarion Lore, Goblins are terrified of written language. A Verbal contract however should work out fine, form some great goblin king perhaps?

Its an interesting proposition turning the tables like this. It could make Drelev and Mivon into allies! Hell I could see Vordrekai using the goblins to try to lure the Varnlings into a trap! And maybe then the party of goblins wind up being the harbringers of Narissa, working for her to unleash her plan of capturing the Stolen Lands?! I think you've got a lot of potential fun wrapped up in this concept, I'll be curious to see what you do with it!

Grand Lodge

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I'm currently running a sandbox game with goblin PCs, set in the town of Thornkeep. It's got a small goblin population in it that the PCs will lead after they depose the chief, eventually running the longshanks out of town and starting a goblin kingdom with the kingmaker rules. Not quite what you had in mind but so far its been pretty fun.


Bounce the idea of Kobolds off your players. Kobold's are pretty good in the Advanced Race guide. And if you want to keep to the original(ish) script, they can be the minions of a surviving adventurer. i.e. the Kobolds rescue a Dwarf from the Mites? The Dwarf is friendless, but grateful, and he does have a charter...


Anyone else looked at taking this idea forward?

I would like to get people involved in fleshing this out?

Combining goblins and kobolds might work. The main thing would be the players playing goblins willing to work towards a goal....

What if we use the we mite have a problem scenario combined with the monster kingdom idea, except the monster kingdom excludes the mites, Sootscale kobolds and the nearby goblin tribe.

play the PCs as one of these three races maybe run through (We be goblins 1&2 to get proper level) who are befriended by Human NPCs (the charter holders) out of Oleg's. The charter and the Kingmakers treaties sets the stage for the kobold, goblin and/or mite PCs to step-up as Kingmakers once the original charter holders are all dead....


Adventure Path Charter Subscriber; Starfinder Charter Superscriber

LOL!
ALL HAIL THE GOBLIN-KING!!

I would have the PCs take out Oleg's and either burn it to the ground or make it a goblin fort. Then put some goblin-merchant in charge.

Change the bandits to orcs or hobgoblins, important npcs become goblin flunkies.

Goblins hate writing, so I would let them use a Pictionary-like system.

They're small, have them build everything small at half price, then reduce all their modifiers by half too. (They are just so wasteful).

Change the Event Phase to a Kingdom Check to NOT have an Event that month.

Remove any buildings you think they wouldn't be able or willing to build, such as Libraries, Academies, Magic Shops. I would make them build Tenements in place of Houses.

Let them have as much Unrest as they want, but every time Unrest goes over 20 (or whatever number), have a Goblin Revolt in a random hex. Have them go crazy and wreck a lot of stuff - make a Stability Check for every improvement in the hex or it becomes damaged/destroyed (50%/50%). Then reduce Unrest by 1 for each improvement damaged/destroyed.

I would also carefully go through the Events and eliminate some and likely change most of them. Pre-roll their Events a few years in advance and determine what exactly would happen. If an Event would later be invalid, just skip to the next.


Maybe change the charter and the treaties to magical mouths that repeat the text of each such that no one is exposed to the corruption of written documents!

Make the outlying areas self governing, thus the kingdom grows regardless of the "rulers" penache for trouble. Right in the heart of the kingdom is the tribes of goblin, mite, and kobold who rule the entire land through force of thier established treaties and powers.

8th level goblins are serious business!!!

Each player could be chief of his respective tribe ; )

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