8-player, all half-orc party


Kingmaker


A bunch of old college buddies and I get together once a year for a long weekend of rolling dice. Last year, we finished a 5-year run through D&D 3.5 Red Hand of Doom, so this year we're switching to Pathfinder and starting a new campaign we're calling "Kingmaker: Half-Orcs Rule!" Only 5 of us have played Pathfinder with any regularity, so it's definitely not a group of optimizers.

I'm the DM and there are 8 either guys, though it's rare that all 8 can make it - so I'll likely have 6-8 players in any given year. I'll be leveraging the 6-player conversion (which is AWESOME) put together by the community here (which is ALSO awesome). If any folks out there have experience running or playing in a party that big, I'm thankful for any extra input on how to help it run smoothly and fun.

The other complication is that we collectively decided to make it an all half-orc party. Again, any experienced feedback on how to make that work would be great.

And, of course, there's the overarching question: is this a fun idea or a disaster waiting to happen - or both?


Just so you know I am entering my fifth year running this particular AP for four players once a week for about five hours per session. Being that the entire campaign is very player driven, it really is up to the PCs how long the story will take. That's not necessarily a bad thing. There is PLENTY of potential down time that can be narrated during the months that you aren't playing. This would require you as the GM to take a bit more control of the Kingdom building aspect by making rolls and such. Then when it comes time for you and your group to meet, you can run a marathon session of exploration and adventure to set up the next prolonged break.

As far as a group of solid half orcs, it sounds great. There are plenty of ways to incorporate that into your story. It does require a bit more info to really help drop some advice. What kind of half-orc group are they thinking of playing? Are they brutish and chaotic or atypical and fighting to break convention? Are they good or evil?


If they are all related that should hold them together

Make them cursed so they will fall in love with fey and you should have loads fun

Good luck. By far my favourite AP.


Oh, it sounds like a disaster in the making, depending on what your half-orcs are doing. But oh, that is why it would be so fun. There are a lot of potential frameworks for this. Do your half-orc PCs identify more with orcs or humans? If orcs ... imagine if they build an orc kingdom in the Stolen Lands as the Brevic civil war (see Redcelt's Game of Thrones) goes down.


BornofHate, that's one of the reasons we wanted to do Kingmaker: the time between annual sessions can be used for kingdom-building and, assuming I can manage to not end the long weekend mid-adventure, the characters will have a long break just as the players did.

Party detail as we know it so far:
- all good or neutral (I don't like running evil campaigns)
- 15 point buy
- some of them might be related; I presented that to the players as a good option, but am not requiring it. At least one of the players will be the member of a noble house with a bad reputation, and is being given this mission in part because the other nobles hope he'll fail - but the player is accepting it (and recruiting the others) to redeem the house and establish a more half-orc-friendly land.
- as I predicted when we decided on half-orcs, not a one of them wants to play a barbarian. Party composition is looking like a witch (possibly hedge witch), a fire-focused tattooed sorcerer, a bard, a rogue, a polearm fighter, a druid, and 2 with no clue yet.
- I'm going to send along a non-combat NPC: probably an Adept who runs the chuck wagon and stays with the horses.

Another random thing: since we only play once a year, we don't want player death to take someone out of the action for very long. None of the players like having backup characters who suddenly show up, and in Red Hand of Doom things occasionally got a little silly ("you happen to find two more raise dead scrolls in that monster's trove - exactly as many as you need!"), so we're thinking of implementing a "wounds & scars" mechanic similar to the one in the Skulls & Shackles Players Guide. I fully expect the party to be filled with eye patches, axe-hands, and peg legs within a couple of levels.


Rekit Bokken the Crazy Hermit as an Alchemist. Give him a bizarro lab in his little hut where he can make prosthetics and junk for your crazy orcs.


Orthos, great idea!


At some point you need to give him an excuse to scream "It's Alive! ALIVE!!!"


With an annual session schedule, it might be fun to leap (sort of) straight from Stolen Lands to WotRK. You can build the kingdom by email over the course of a real-world year, to the point where you can do a full-scale ORC WAR!!! against Irovetti at your second session.


Even with the 6-player conversion (and 6 players), book 1 at least is pretty easy, outside of a few hard-hitters like the whiptail centipede in the mite lair. One of the issues with the AP as a whole is that, lairs aside, players will usually only have one encounter per day, which will probably be a cakewalk (because they can dump all their daily resources on it). I'm not really sure what to do to remedy that, though.


The other thing you can do with Kingdom building is to actually do the
building (dice rolling, new lands acquired, new buildings built etc) but
instead of running it as a separate thing to the adventuring, you can have
it actually happening whilst the group is out adventuring.

I've done this once or twice when sessions (the stars) haven't aligned.


If you're only playing once a year, be ready to gloss over the exploration part of book 1 if your players get bored. Do the trading post stuff, the mites/kobolds war, the tatzlwyrms, Nettles' Crossing, and Jhod Kavken & the Temple of the Elk. Maybe the Fairy Nest if you think your players will have fun with it. Those are the essentials, and then hit the Stag Lord.

All the other exploration encounters are grinding. I run the six player conversion with five players, and they breeze through the encounters. They've gotten kind of bored, so I started fast-tracking past it and getting to the event that will make them rulers, which is why players want to play the game.


But as for a party of all half-orcs, that sounds awesome. The KM player's guide actually touches on how this AP is great for misfit characters.


Spatula wrote:
Even with the 6-player conversion (and 6 players), book 1 at least is pretty easy, outside of a few hard-hitters like the whiptail centipede in the mite lair. One of the issues with the AP as a whole is that, lairs aside, players will usually only have one encounter per day, which will probably be a cakewalk (because they can dump all their daily resources on it). I'm not really sure what to do to remedy that, though.

Good post. This is an issue with Book 1.

I think the answer is fewer encounters overall, but make the ones you do have even bigger.


Great comments, thanks! I was considering trimming Book 1: it looked fairly repetitive, plus I didn't want the players stuck at very low levels for so long (a few years real time). I haven't read the later books in detail yet - are any of the seemingly random side quests actually important?


Dingleberry wrote:
Great comments, thanks! I was considering trimming Book 1: it looked fairly repetitive, plus I didn't want the players stuck at very low levels for so long (a few years real time). I haven't read the later books in detail yet - are any of the seemingly random side quests actually important?

Important sources of XP, if you track that. :) They're also an excuse to get the PCs to certain locations, providing an incentive to explore.


Personally I think a once per year game might necessitate glossing over experience rewards. Simply level the characters up when you want or when the plot necessitates it.

I love Orthos's Bokken idea.

Have you considered having other large groups of half-orcs flock to the area? Some clan fighting could be an awesome twist to give the campaign a more orcish feel. You could reskin both the troll presence and the tiger lords as rival tribes looking to overtake the PCs holdings.


I'm definitely skipping XP and just leveling them up when it makes sense. I usually do it mid-session - after the year break, it takes some time for the players to get back into their characters, so I don't like piling on a level-up at the same time.

It's also likely that there will be some smaller sessions sprinkled through the year with only a few of the players (a few of us live in the same area), plus I fully expect that some of them will really enjoy the downtime "kingdom building by email" elements while others won't participate at all. That all said, I'll still keep everyone at the same level for the big sessions, so tracking XP doesn't work.

BornofHate, I really like the idea of incorporating more half-orcs. Maybe full orc tribes, too - especially if only a half-orc party could negotiate any kind of peaceful co-existence.


Dingleberry wrote:
BornofHate, I really like the idea of incorporating more half-orcs. Maybe full orc tribes, too - especially if only a half-orc party could negotiate any kind of peaceful co-existence.

In that case I'd definitely look at changing the Nomen centaurs in Book 3 to an orc tribe. Varnhold hasn't been willing to negotiate with them but the PCs are expected to, so it fits perfectly.


Thanks - great ideas all around! I was also planning to introduce some heightened anti-orc sentiment among the Greenbelt locals. The presence of several nasty orc or half-orc tribes would help sell that.


Great call Thrund. They totally slipped my mind, but add a third opposing orc group. Now that brings us to four total. In design you build your composition using odds so to follow suit lets make the Stag Lord and his crew half orcs as well!

Once the clans are united under one banner, I am sure an outside force will want to put the clans down. :)

Community / Forums / Pathfinder / Pathfinder Adventure Path / Kingmaker / 8-player, all half-orc party All Messageboards

Want to post a reply? Sign in.
Recent threads in Kingmaker