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Lantern Lodge

Minor spoilers related to Grigori below.

So I have mostly finished the Grigori plot line. My players argued for about 2 hours how to "take out" Grigori after they figured out he was essentially a hired anarchist. The debate was mostly centered around stealth kidnapping vs public jailing and trial. Everyone but the druid eventually opted for the kidnapping which admittedly started as just a shake down for information.

The paladin, who is the ruler (in title only, they claim all council members are equal, but he is definitely the face), decided to stay out of the kidnapping so that he could have plausible deniability. Eventually after some torture, the party got what they thought they could out of Grigori, and were debating killing vs paying him off and sending him away, then the idea came up, "hey, we can just put in him in dungeon of the castle, no one will know."

Well, for most of my party, this seems like the end of the story, but should I let the Paladin get away with this. He knows, they have tortured a man and imprisoned him without trial for essentially life. Oh, they also specifically said they will be waking him up every few hours so that he cannot get a full 8 hours of rest, and therefor not have his spells to influence the guards with. That seems like more torture. And really, his only crime was speaking out against the ruling council, and they think (wrongly) he has used "offensive magic" on unwilling townsfolk. Which apparently is a law the council now decided exists. (they make up laws a lot, but hey they are the council)

Should a Paladin allow this to continue? should his god take away some of his powers until he atones? I haven't had a Paladin PC in my group before, and this seems awfully sketchy.

Any help appreciated.

Lantern Lodge

So my players killed the stag lord tonight. It was a great fight all around, had a lot of fun.

My "problem" if you will, is that the players were rather "good" about avoiding a lot of exploration. They managed to hit the major events (Mites, kobolds, temple)and were high enough level to take him out, but they avoided a lot of quests. They didn't even go talk to the hermit potion guy, even though I told him about him multiple times, they just were not interested in meeting too many people with the Stag Lord threat looming over the land, I guess I can't blame them too much.

They skipped going to Nettles crossing(I even moved it's location so they would see him at a different river area, but they still avoided him, grr). So they never got the quest to hand over the stag lords body. The body is now buried in an unmarked grave, minus one head for identification to the swordlords.
My question then, is what to do with Nettle now? I don't want to turn it into just a quick stop of "oh, you want his body, ok we go dig it up for ya, thanks for your stuff..."

Couple options I could go with.
1. He just is gone, effectively turning the hex into an unexplained burned up toll bridge.
2. Turn Nettle into a bit more aggressive enemy. Perhaps nettles is mad that his revenge is no longer possible and he haunts the PCs for taking the chance away. Make the party actually discover the back story another way, while being haunted. Not sure how to release Nettle yet though through this.

Any thoughts?

Lantern Lodge

I have had an interesting idea for a kingmaker modification I am hoping to get help vetting it out. I want to integrate the ancient Cyclops nation into my game a bit more, and then have that lead into more back story for Vordekai. If anyone else has done something like this I am interested in hearing about it. If anyone has any ideas about where I can take this that would be awesome too.

Added/changed History::

-Nyrissa is interested in trying to see the future.
-She is aware of a major Cyclops city in the Stolen Lands. She is also aware the cyclops have a natural ability to see glimpses of the future.
-She pulls said city into her first world. This will be forshadowing her attempts at her ultimate goal of the entire stolen lands.
-She is able to utilize the Cyclops natural abilities of divination to see into the future. This is how she gets her visions of her own death.
-Because she wants no one else capable of using this power and finding out her weakness, she sends the Cyclops city into its own isolated area.
-No one ever interacts with the Cyclops people again.
-Vordekai still back on Golarion fades into obscurity as per the books events.

Current day::

I hope to have a few areas “cyclopsed up” a bit.
-The warriors burial site will be of Cyclops era.

-Under Candlemere(likely) I will have a set of ruins that are from the ancient Cyclops. Within, it will have some sort of magic device that was set up long ago by agents of Nyrissa. This is the device that is responsible for the disappearance of the city. If interacted with, the PC’s will end the effect and bring the city back into the present day.
This opens up some interesting possibilities. Either I can have the Cyclops citizens dead or still alive. They can either be hostile or potential allies (my current preference is alive and allies) This may also add in some interesting politics when they try to interact with the centaurs. How will they react when the PCs are now allies of an ancient enemy.
-Could use some other areas...

-The link to Vordekai will be the city was subjugated by him long ago. There will be some references to the 'Power in the East', or some such. Being that ancient Cyclops people worshiped the Sun, I think there is a chance to have the PC’s be unaware of just what power in the east means. Many may think it refers to the sunrise in the east, when actually it refers to Vordekai. I will need to add some clues to point to something other than sunrise. IF the PC’s investigate, they may be able to find out what the Power actually is.

These ideas are not fully flushed out obviously. Again, curious if anyone has thoughts or ideas of where to take this.

Lantern Lodge

Hi, like many others, I have been a long time stalker of this Messageboard as I plan my KM campaign to hopefully start early next year.

I am going to be running kingmaker with a slight change to the start. I feel the whole random group of unknowns gets a charter to explore was a bit too forced. My PC’s will be hired on as members of the exploration group with a NPC leader that is in charge of the expedition (shamelessly stolen from another post).

However, I want him to be working secretly against the best interests of the Brevoy Swordlords, perhaps even working for the Surtova House. I am thinking his motivations will actually be centered on making an alliance of some sort with the bandits in the green belt. I plan to play him as an administrator type sending the PC’s out to do tasks (i.e. explore hexs) while he makes secret meetings with the stag lord’s officers.

Eventually I hope to have the PC’s discover this and take action upon themselves to rise up and lead this exploration, thereby making a name for themselves and earning the right to settle the land.

Some concerns I have.
1.) One PC has a backstory that will play into this a bit. He will be suspicious of the leader from the start. So I need to keep it played down a bit early.
2.) If the party fails to recognize the NPC’s plan, should I just have him killed in a meeting gone bad and let the plot develop from there?
3.) While this will involve some degree of Brevoy politics, I don’t want it to divert the plot back to Brevoy too much.

Any suggestions on how to play this up without being too obvious?
To what end is he making these plans?
Any obvious pitfalls to avoid?