Shambling Mound

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KenderKin wrote:
The long and short of kender were in 1 E they had a racial write-up that first stated one thing and then had the word but, or something else....

Haven't seen it. Is anyone able to give me a link or something to help me find it? In the meantime, all I have is the most recent information, which as someone pointed out, had to get the approval from somewhere. Judging from the information provided by the original creators, the newest racial write-up doesn't have any different information, though it apparently does have the horrible mary-sue-ness others have discussed.

Quote:
For example kender will steal from other PC's, what if that hurts the friends feelings, and the kender might lose a friend, but kender treasure their friends...

Then there's the part about them probing insecurities. Friend gets offended, the kender could be all "what's got your tidy-whities in a bunch?" And that's just the polite way of speaking. He could have lost the friend right there.

Quote:

Which contradiction wins out? That is the RP challenge of playing a kender.

Kender learns from friends, but can not comprehend personal property, or do they learn it from friends over the course of time....

Well, we'll leave the anthropological debate of the effects of cultural contact aside.

Quote:
Not to be (hyperbolic or snarky) but if kender must have their hands in others pouchs all the time would they not forgo eating sleeping etc, and soon die of starvation?

People can work themselves into exhaustion. People obey their bodies and their brains will override certain impulses. It could be better stated as "When they're not eating, sleeping, micturating or defecating, they will be 'exploring' whatever catches their interest."

What about the line that says "Handling is a natural extension of a kender's day-to-day life."? (emphasis mine)


Oliver McShade wrote:
Kevin Andrew Murphy wrote:


I mean, look at this rationally: this is the signet ring that has been passed down from father to son for nine generations and the paladin now keeps in his pack;
The ring would not be stolen if it was worn. While that ring might have sentimental value to the paladin. If it is never used, and just stored in a backpack... it is a luxury item.

Sorry to jump in here, but I've been following this thread. My friends and I, in our campaign last night, got into this kind of conversation. One of our players is a veteran of the Dragonlance campaign setting, so, he had a lot to say.

But with the Kender racial description, nowhere does it say that if it's worn, it's not going to be handled. In fact, the racial description says:

"The unquenchable curiosity of the kender drives them to investigate everything--including other peoples' personal possessions. Kender appropriate absolutely anything that catches their eye. Physical boundaries or notions of personal privacy are both alien concepts to them..."

This seems like they wouldn't care if it's worn or not.

Can you use this racial description to prove your point? As a person new to the Krynn campaign world, this is all I have to go on (besides links to the earlier Dragon magazine articles which seem to say the same thing).

Quote:
Yes it is far game for a kender. The difference between a kender and a thief, is that the thief will never show the ring to the party, and sale it off at first chance. Then kender on the other hand will not sale the ring off, but would wear it on his finger after about a week. The paladin, once he see the kender with the ring, could then get it back.

Does this make it any less annoying or heartbreaking to the paladin, just because it's "fair" game? Does it excuse the kender's actions? "Well, silly me. I should have known not to carry that with a kender around! It's all my fault. Oh well. Perhaps I'll have another ring made, and will be more careful with it when kender are around!"

Quote:
As long as the ear ring is being used, the kender would not bother with it.

Seriously. I'm not being snarky. Can you cite evidence that they won't take something that's worn? I mean, clothes are one thing. I don't expect a kender to filch someone's worn underwear, except maybe if there was gold thread in it, or a glimpse of a heart shape on the white fabric would make one curious as to what other patterns are on it. They could easily wait until the person is distracted enough to not really notice the kender "handling" it. A moment of lost vigilance and POOF!

Quote:
If it is being stored and not used, in a box, then again fair game for a kender. And if you want it back, then just ask for it, when the kender says i do not know, them rummage throw the kender stuff. After all, that is what all kender do to each other.

Fair game for kender, but it may be "lost" in the handling. And why should the people let him off simply because he's a kender? Seems more like blaming the victim.

Quote:
Ok, first of all, why is the wand not worn, if the wizard is planing on using it. If worn, why would a kender even touch it.

Again, please show me where it says that something worn wouldn't be investigated?

Quote:

The differnce between a kender and a thief, is that a thief will hid the item and sale it off first chance he gets.

The kender will hide the item, and keep it, until the item is needed. They will not sale the stuff off, unless the party that is present, at which time the party can say NO, and give it back.

Things are more likely to be lost and/or forgotten. Asking it back from the kender is not a guarantee that it will be available. This is, of course, according to the write up from official Dragonlance sources.

Quote:

If you are not using an item, or if it is a luxury item, and if you are not going to notice that the item is gone, because you do not use it ever day...... Then expect it to be on the kender, if it is missing.

There was a...

You can expect it to be on the kender. But that doesn't mean it's actually on the kender's being.

How does any of this excuse the kender's actions?


Sobering
Type: Hot Springs Tourist Trap
Population: ~750 (Mostly River Kobolds; haha! Get it? Trap! 'Cause they're kobolds!)

Up and coming town built around the sulfur springs in the Greenbelt. Chock full of brothels, inns, taverns, marketplaces, and exotic craftsmen, all competing for business in the new town known for its "healing" waters.

Or at least, if it survives, in 400 years it will be a tourist trap...


17 ... A Treasure Map! With a Kids' Menu on the back!


No true Kender would...?


Well, our little Kobold experiment is still working out amazingly well, though we have built up the old Stag Lord's place to be a trading outpost where there's a greater human presence, so as not to sour any trading deals.

I went out and got "Classic Monsters Revisited" the other day, and read through the kobold section. Apparently, it's quite possible to do exactly what we're doing. Granted, it's my gaming group's interpretation of the information in that book, but still, it does give us greater hope of accomplishing our task. According to that book:

Spoiler:
1. Kobolds are industrious creatures. If given "work", they will commit to that work like no one else. So long as they have a competent boss, they'll keep doing that work for the rest of their lives, whistling jaunty tunes the whole time. As such, our kobold city is chock full of smithies, exotic craftsmen, and tradesmen buildings. That's just to keep them busy. All the stuff they produce is usually exported to Peskapnuma (the Stag Lord's place in our game) where they are sold. Nothing they produce so far can be considered masterwork, but now that they have gainly employment, they may take the time to hone their skills.

2. While not farmers in their own right, kobolds do practice animal husbandry. They breed dire weasels and dire boars, and are quite familiar in maintaining herds. Putting them to work as, say, goat and swine herders will take care of their carnivorous ways, though kobolds are omnivores, liking berries quite a bit, also. Again, since agronomy is currently beyond their means, they'll stick with nocturnal herding. Tradesmen (Butchers) would be the ideal structures to keep the tiny lizards happy in that respect. Oh yeah, and they prove excellent makers of clockwork apparatuses, as their tiny fingers are good at manipulating the various pieces required in construction.

3. The Sootscales are but one tiny fraction of the kobolds of the River Kingdoms. All places in the River Kingdoms have burrows on the riverbeds. These scaly folk are called, surprise, River Kobolds, and are quite numerous. The tricky part is extending the invitation for them to relocate to Triessenel. We've been extending diplomatic ties to the various River Kingdoms, and have sent representation to the Outlaw Council. We've been using the River Freedoms to roam about, extending invitations to the kobolds we meet, or convincing friendlier governments to "deport" kobolds to the new kingdom. It's certainly a double-edged sword. On the one hand, we're now "out of the closet" so there will be those viewing us as a threat. On the other hand, because of our industry and rather liberal trading policies, few have seen fit to complain so long as the goods are flowing. Also, it's nice to know where they are, rather than worrying about them resorting to banditry in your own land. Plus, they've become the responsibility of the damned fool who thought he could make a nation out of them.

However, having a few "Visiting Celebrity" and "New Vassals" events are helping tremendously in that regard.

4. Yes, we've definitely had to flex our muscle with the runts, because they NEED authority figures. My character doesn't make public announcements unless he's used Alter Self. Most of the time he has his face concealed under his robes, but he has had scaly tattoos made on his face. Not the best disguise, but when you're over twice the size of the people you're ruling, they don't really get a good look. On top of that, we've built a Cathedral dedicated to a "cause" (The Revelation of the Cold-Blooded Unity). This cause is dedicated to uniting kobold and lizard-kind into a new form of civilization dedicated to protection and family, as, it turns out, the defense of the young is of the utmost important among the reptilian humanoids. Our new High Priest and clergy perform divine healings and the like. Someone... actually cares for their well-being? Gasp! On top of that, we've been taking the time to make "heroes" for the population. Taking kobolds and lizardfolk, training them up, having them join our adventures and propagandizing their exploits will give people a sense of connection, too.

5. What probably is the most fun about this campaign is how most every event that happens could be a catalyst for a war between the warm-bloods and cold-bloods. The amusing challenge is how our characters will have to defuse said problems.

Our nation is at a point where we happily eat consumption each turn in the form of Edicts (propaganda, defense) and Festivals, to keep things calm and stable. It's a balancing act, to be sure, but it's proving to be quite fun for everyone at our table. And, judging from our interpretations, kobolds are absolutely a viable option for nation-building. However, our stats would be more like Human 45%, Kobold 45%, Lizardfolk 2%, Other 8% (Elves, Half-Elves, Half-Orcs, Halflings, Dwarves) Gnomes 0% (Geeeeeee....).


Cartigan wrote:


I think your GM is being a dick.

He might be if it wasn't for the fact that we had a funny conversation beforehand, he posed the challenge to me, and I, most importantly, accepted.

He just never stipulated on how I go about making the character work. Never said I couldn't ask on a forum!

Ender_rpm wrote:


Then count me in the "Dick" camp as well. I've done this in games in the past, where players roll to determine starting levels, generally 1d4+ something. They stay in a "band" of levels and, after a few sessions, start to even out, to where the lower level guys are usually only 1 level behind most of the time. It gives more of a "Aragorn/hobbits" feel, and my players seemed to like it.

The issue here, me thinks, is that the DM has a story in mind, and it may go badly for the group as a whole if the story goes off the rails.

Yes, it appears there's a story in the works. My job would be to help this character survive. All I want to do is give my 1st level street rat a little oomph to help him survive until the gap closes.

The problem is, is that I have no idea which route to take as far as purchasing magic items. A friend just called to tell me his wizard's going to dump off the extra cloak of Elvenkind on the lad, so there's that. So, just standard +1 Armor or something? Masterwork weapons? I really suck at shopping lists. :D

Thanks a lot for the advice!


So, I've been given a sort of "challenge" by my GM for another game. In it, I have to play essentially a low-level character with so-so abilities, though the rest of the party is much higher level with an elite array. Heck, it's probably above elite for them.

So, here's the concept: Young orphan, born into poverty to begin with, and raised by a cruel adoptive parent. Discovers early on he has some sorcerer powers that manifest in him being able to disguise himself and heal his own wounds inflicted on him by thugs. Earns coin from performing buffoonery and acrobatics in the more affluent neighborhoods. Perhaps a bit of pickpocketing, if the Artistic Evader is around. Often has to take the back ways home lest he be robbed by the earlier-mentioned thugs, and has learned to hide himself well. In true Disney-esque fashion, he gets discovered by a more benevolent wizard who, along with his cavalier companion, take him off the streets and into the life of a squire, where the pair is intentionally raising this person to be a hero. So maybe the pair's motives aren't all that pure. It could be they're grooming him because he's a local, and would be a long-term investment for some power.

With that:

Class: Street Performer (Bard variant, APG)
Stats (post racial-adjustment): STR 10, DEX 17, CON 10, INT 10, WIS 9, CHA 15)
Skills (expected of a Street Performer): Acrobatics, Climb, Escape Artist, Perform (Comedy), Sleight of Hand, Stealth

I'm being given starting gold for a 3rd level PC, given by the character's benefactors, to hopefully give a little better chance of survival.

Now... Can I make this guy have some survivability in a party with a 5th level Wizard, Cavalier, and Cleric? What should I buy to help him not die at the first encounter? Should I assume that, for the most part, the character is going to stay back and shoot from hiding, rather than join his companions in melee (at first)? Oh yeah, and any suggestions on level progression? I'd like to stick with the Bard variant as much as possible, but again, he's being groomed to be a hero, after all.


Thanks everyone for your responses. It's very much appreciated.

I took the Leadership feat for a couple reasons. For one, this is Kingmaker, and it's nice to have a cabinet you can trust. Not to mention said "friend" in every town to at least hook us up with lodgings while we deal with roaming threats to the burgeoning kingdom. The "king" shouldn't be expecting everything for free just because he's, well, king. Having some decent allies to spare a gold piece or two is great. Although even then, my character tends to "tip" those that give him a place to stay for the night.

The other reason that I've taken the feat is to shake up the party a bit. Not the GM, but the other PCs. We've been handled with kit gloves for years that actually doing a published Adventure Path is the most brutal thing we've ever done. Seriously, I just learned about hirelings, something available since level 1! Plus, we're only a party of 3, and just about every encounter stomps us into the ground. And that's even WITH the GM adjusting things a bit.

All this, I'm sure, is easily done without the feat.

It's just that, well, we ARE the idiot party people come to these forums and crack jokes/complain about. We have done things so stupidly and illogically, it's a wonder how we all got masters degrees. I'm trying to change that, but I am meeting with some resistance from fellow players. One guy gets agitated that I want to take two minutes to flip through the equipment section and buy stuff that would help us on our NEXT outing... it's all strange.


Greetings again:

So, I recently took the Leadership feat in our Kingmaker game to mitigate some of the horrible shortcomings of our party, not to mention the terrible build that I put in for my character. Oh, I love playing this character, but he sure doesn't do well out in the field. He's far more a brilliant politician and city planner than an awesome Eldritch Knight. Regardless, he's the boss of the kingdom, and wants to make sure things are going his way.

So, I have a cohort and some followers. My GM helped me roll up an Inquisitor bodyguard-in-training (who is more awesome than my main character), and a couple of warrior "squires" who will not be advancing anytime soon. With that, though, it's like they're utterly invisible to the two other players at the table.

How do you guys play cohorts/followers and the like? I don't mind the invisible part, really, but it is kind of awkward when I say, "Oh, and what about Baya? It's her turn in initiative order..." "Huh? Oh, riiiight."

Should a GM take a more active role in playing the character(s) out? Do you let your PCs play their cohorts? So maybe I'm feeling a little awkward... Well, at least I know my ruling council is faithful. :)


Leonal wrote:
FallofCamelot wrote:

Quick question.

Castles, Cathedrals and Arenas half the cost of certain other buildings however the way it is written for them states that you get a discount on "building x or building y".

Does this mean that you get the half cost on both of them or just one?

I'd say it's either one or the other. Buildings like the temple lists the buildings it halves as "graveyard, monument, and shrine."

This is a question I've been struggling with. Haven't argued it with the DM. If anything, I self-ruled that it's "either x OR y", myself, though I would love to know if it can apply to both. More bang for your BP, after all. However, the word "or" only appears in the "big" buildings (Arena, Castle, Cathedral).

Would that be if you were taking a certain "track" with your city? For instance, my character, the leader, has finally managed to build the "Church of Cold-Blooded Unity" (Cathedral), but as he's an Enchanter, he's far more interested in arcane research, so he has an Academy built. Would that show he's not very interested in the religious affairs of his people, and thus not care about the zoning of future temples in that city? What if you have a windfall and decide to build a second Cathedral in a city (just sayin'...)? Would you then get the "half-off" ability for the temples?

Finally: In our campaign, over the two years we've been building the nation, our attitudes and edicts have shown that we are now more of a lawful civilization united behind a cause of "civilized unity". Can you change your nation's alignment to reflect this?


Thanks for the input Necromancer.

martinaj wrote:

PF also seems to have done away with the old "level adjustment" system, which I'm rather pleased with, since in most cases the extra powers granted by a potent race grew less significant as the PCs go up in level.

Now, monstrous races that are more powerful than the norm use the same experience track, but are supposed to start one or two levels lower than the rest of the party, depending on how powerful the race is. This includes having less xp overall, and they progress as a normal PC of their level is.

This way they begin play being more balanced, but they also need xp to gain a level than the higher level NPCs in the party, so they'll eventually catch up to them as their racial powers become less significant.

So, the PC bonuses are to make a slightly more "organic" monster character, right? But does the "Young" template for humanoids with multiple hit-dice drag them down to a level on par with the PC classes?

I'm now really interested in having a "hatchling" for a squire. Interesting exercise.


Are there any rules for building PC monsters beyond what's in the back of the Bestiary? I know there's rules for that in the old 3.5 DMs guide. Buuuuuuuut...

RAW, am I doing this right?

Let's take a standard Lizardfolk with the core stats:

Quote:

CR 1

Medium
2d8hd (humanoid)
Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Natural Armor +5

Now, we figure he's barely past hatchling-hood, thus we place the Young template (CR -1) on him:

Quote:

CR 0 (well, 1/2, probably)

Small
2d8hd (humanoid)
Str 9, Dex 14, Con 9, Int 9, Wis 10, Cha 10
Natural Armor +3

Now, we can slap on an NPC template, OR, for grins, let's make him a PC. Thus, we now add +4, +4, +2, +2, 0, -2 to any stats. Say we're making a squeaky-voiced squire. Does a reptile go through that awkward phase humanoids do? Nevermind. So, a would be knight one day, if I'm interpreting the rules correct, would be something like:

Quote:

CR 1 (2?)

Small (Speed still 30?)
2d8hd (humanoid) +1d10 Fighter
Str 13, Dex 18, Con 15, Int 9, Wis 12, Cha 8
Natural Armor +3

Now, this is likely a character that would never see the light of day. This is more an experiment to see if I'm doing the rules correctly.

Thanks for your help.


udalrich wrote:

RAW, the character does not qualify.

Talk with your GM about it. If the replaced ability is similar, it is a reasonable house rule to allow the character to qualify, possibly with minor variations.

For example, I would have no problem allowing a Archivist bard (loses Inspire Courage for Naturalist granting bonuses to AC, to hit and saves after a knowledge check) to qualify for Battle Herald. The Battle Herald boosts to Inspire Courage would instead improve Naturalist).

OTOH, I wouldn't let a Sandman bard qualify, since the replacement ability (steal a spell) is not at all similar to Inspire Courage.

RAW: Darnit. There goes my idea of a Street Performer-turned-Hero of the people (with a martyr complex; distracting performance to lure enemies away from fellow soldiers).

Thank you for your response!


this is more of a semantics question for a character I'm thinking of playing.

If a variant class replaces an ability required for a prestige class, is that class still able to qualify for said prestige class?

Example: Inspire courage is listed as a requirement for the Battle Herald prestige class. However, if one plays a variant Bard where inspire courage is replaced... You get the picture.

I'm supposing said character wouldn't qualify, but it doesn't hurt to ask.


First off, let me begin by saying we’ve got a permanent Loyalty penalty, and we totally deserve it. I will not be arguing for any kind of way to reduce this Loyalty. I will be doing the normal thing of building structures that benefit the three kingdom statistics.
I plan to run a Kingmaker game for a different group of players after I finish this game, as I do not want any spoilers for the current game. I wanted to introduce a mechanic that, if the players initiate it, would help lessen the permanent penalties they acquire through poor choices. Now, I would imagine such things would be a double-edged sword that could completely hurt the players if they so utterly fail at their attempt.
Let’s take the even that inspired me to figure a way to incorporate the mechanic I’m pondering into a future game:

Why you should never let the Chaotic Neutral (stupid) guys off their leashes.

Spoiler:
Our government is a trade federation of independent city-states that all sign the Kinship Accord. Well, they’re not totally independent, as all building proposals and agreements must go through the Guildslord (aka ‘Ruler’). It helps, too, when you install the other PCs as Lord Mayors with additional duties (aka other leadership positions). No game mechanics were harmed in the changing of names. Anyway, the appointing of other PCs as Lord-Mayors was a way to let the different characters have individual RP based on events and the like.
Ardish, Lord-Mayor of Pescapneuma and High Admiral of the Merchant Fleets (General; now Marshal of the Highway Patrol) finds he has a rabble-rouser in his city. As it is his city he is the one to deal with the problems. My character offers to advise him on how to deal, politically, with the situation, but he refused, which is all cool. As Ardish marched into the center part of the town, the first thing he does is throw a spear through Grigori, said rabble-rouser. Unfortunately, Ardish is brutally strong, and ended up felling the poor soul in that one throw.
Needless to say, the nobles of the city and heads of the merchant families didn’t care for this utter travesty of justice, not to mention a likely violation of a River Freedom. Thus, we were given the permanent -2 Loyalty penalty.
To add to the fun, the event rolled for the governing session for the month was “Feud”. It was explained as the heads of such families demanding justice for the Admiral’s huge mistake.

Now, with this example of horribly-applied justice, I would think something this would work:
Spoiler:
As we had Ardish take some “alone time”, the rest of us went to deal with the cultists of Gyronna, who also showed up in Ardish’s city. We managed to sequester the individual worshippers, and we captured the cleric. Now, to soothe some ruffled feathers, and to show that we are in fact a just society, a huge public trial would commence in the Guildhall. The PCs could be the prosecutors, and the GM (or even another PC) could be the defense attorney. If the players make this a nice, long gaming session with no combat and few dice rolls, would something like that help to reduce any permanent penalties provided that the RP session is somehow related to what caused the penalty to begin with?

Question: Would you, as a GM, do something like this for your players? Something like that could encourage RP, and rather than give an RP experience bonus, have it apply to the penalties instead.
This is just an idea I’m toying around with, as I said. I would love to hear arguments for and against this. Thank you in advance for your responses!


Thanks or this info. It'll help in our side game where we're playing a reptilian inquisition that is seeking lost, well, reptilian artifacts. Just a few silly questions. This will be my first "optimized" character ever, because my main character is good for nothing other than running the country in Kingmaker. Even with his high INT, everyone seems to make their WIL and REF saves. So funny to see normal zombies dodge his spells.

1. What you posted here is effective for maximizing output on all weapons? So, if you're not using the most damaging weapons, you're still getting good mileage out of this?

2. What about for combat maneuvers? The "dedicated" weapon for the inquisition is the Bill-hook ("dragon's talon"), which has a few uses in that regard.

3. I have a 9 I need to put somewhere. Is INT okay for that? The character isn't the brightest of the hatchlings, but is fully dedicated to the "cause".

4. Should I encourage the party rogue to take teamwork feats, too? So to help him maximize his damage output as well?


Mr.Alarm wrote:
Kortz wrote:
I'd suggest staying away from crossbows. You have to burn two feats, Rapid Reload and Crossbow Mastery, to get off more than one shot a round with a Heavy Crossbow, and you will never be able to add STR damage to them. Also the upgrade to 1d10 for a Heavy Crossbow only represents a 1 point difference in average damage compared to a Light Crossbow.

I have to disagree, if you want to make a sniper crossbows have the advantage over bows in that they can be fired from prone.

I made a sniper-type rogue myself back when I was playing 3.5, depending on how open your DM is look into "Crossbow sniper" from the 3.5's PH2. It lets you add half your dex to a crossbow shot, making your damage roughly on par with a composite bow's. And if he really doesn't mind there are some feats that let you reduce your stealth penalty after making an attack.

Also depending on how nice your DM is, you can spend a bit of gold and try to start with an "ever-loading crossbow", which generates bolts and self loads them as a free action, which lets you skip over those 2 feats. If they deny that consider a quick dip into fighter for the extra feats.

PS: Ring of invisibility, try to get one.

Thanks for the suggestions, folks! To be honest, I rarely ever make an "optimized" character. I'm just no good at it. Though such unoptimized characters have proven fun in both life and in their epic deaths.

Question: What about the chu-ko-nu (repeating crossbow; yeah, I had to nerd out there)? It's one of the weapons an Inquisitor is proficient with. It allows for five shots before reloading. Until the character can commission an ever-loading crossbow, would that suffice?

I'm starting to think that the Inquisitor, on paper, really isn't that good for the "assassin of axiomatic justice!" concept, but if there's really a good way to work it out, I'd love to know! :D

I'm sure I'll get that ring soon enough, too!


We're starting a "side" campaign from our current Kingmaker campaign. I'm looking at the Inquisitor class, and thought it would be interesting. With its [seeming] focus on ranged weapons, I was thinking of, as the title says, a kind of crossbow fighter, something I've never done before.

Any suggestions on feat progression and spell selection? As we're first level, I figure Point-blank Shot, and True Strike as a spell. Beyond that? I'm thinking some healing abilities on the side.


Hu5tru wrote:

Your posts make me wish we had real RP in our game. There's so much stuff that could be so worthy of drawing out, like Akiros's conversion from Barbarian to Paladin of Sarenrae, First Knight of the Cathedral at Selenelion, and taking on the mantle of Grand Diplomat of our kingdom, only... we don't RP at our table, and the only RP I have with my cohort I had to beg in solo sessions with my GM so they have very little bearing on the game itself.

*le sigh*

really enjoying your stuff, though. I check back a few times a day to see what comes of a nicely played game.

You and me both, Hu5tru. I keep notes of all the happenings in game. I then try to write stories for RP for all the random events and the like. It's unfortunate that we have one guy who says "My character will just get bored!" all the time, and then tries to force us to just go out on one of these missions. Amazing how many of his characters possess that same "He's only going to get bored!" trait. Dammit, I really should do a write-up of all my notes... Curse you, Hulrun.


I want to drop in and give two thumbs up for this story. I am enjoying it very much.

I would attempt to do the same for our campaign, but people didn't seem to like the idea of an evil wizard who, in order to save the party from embarrassment of mismanaging the original city (thanks to a misunderstanding by the GM about the rules, not helped in the least by three very anxious players wanting to build a city), orchestrated a plan to loot the treasury and flee to the kobold mines, whereupon the city established there seemed to incur miracle after miracle. The players then decided to run with trying to establish a Kobold-dominated empire.

Anyway, that likely won't happen. But even if I did, it would pale in comparison to your write-ups here. Very good and entertaining work.


I haven't felt the need to actually explain what all has transpired with my character. My original write-up was terrible, and didn't convey everything that went on. Every encounter has had him try to be diplomatic. Why were the kobolds our allies to begin with? Why was the Boggard even showing a friendly disposition? It was all part of the character's mindset that if one avenue doesn't work out, there's always others. As for burning the city down? Mercenaries who were then double-crossed by the character to "prove" his claim that Brevoy was meddling in the affairs of the people of the Stolen Lands. There's far more to it, but at this point, judgement's been passed on my character by outsiders, so hey, cool. Let's leave it at that. After all, the original post was asking if people have done the non-human empire before. It also asked how one would do it, and if it would totally ruin Kingmaker, making it completely impossible for the GM to run it. Every player in our group wants to do this, even saying they'll play kobold characters from "Triessenel" if their current characters die. The GM even vowed to start going through all the remaining modules and change plot points where necessary.

Now, we had a marathon session this past Sunday. As mentioned, the players are loving it, so we're running with it...

Here's the events that have happened before this Sunday's game that made us want to build this up:

1. We honestly had plans to not run with the kobolds on the whole, but we did the RP scene of bargaining with Chief Sootscale and showing the plans for the city to be built around the mines. We offered leadership integration and protection. That planted the seed.

2. First month (well, technically second month, as it takes a month to finish prepping a hill hex) Food Shortage. Relocating a population to a new area, especially one where "farming" isn't a skill among the residents. We had to deal with Oleg to import some food for everyone. Not an auspicious start to a unified community. However, to show our dedication to the unified city cause, a Monument was built, depicting a kneeling human (uh... aasimar) grasping hands with a kobold chieftain. (Food Shortage - double BP consumption next turn, Monument Built).

3. As we decided to focus on a more defensive nature starting out, we opted to build a garrison to help start training a rag-tag bunch of warriors, turning kobolds and humanoids alike into a decent city watch. Nothing really to note. However, there must have been someone around that didn't like having to share life with kobolds (or maybe a kobold who didn't like sharing with humans), and dead bodies started appearing. The new city guard, however, went right to work, found the person responsible, and hung him in front of the Tribunal. Racial tensions were momentarily calmed. Nearby hex with a cave system was claimed and the surrounding area was set up for farming, not to mention roads built to help transport goods. (Sensational Crime - Averted; Garrison built)

4. Learning our lesson, we felt it necessary to build a jail. Sure, not the best thing to build right off the bat, but we figured it might make an example if anyone wants to stir up more trouble with the kobolds, or the kobolds with the "normals". Seems people took the hint, and things were just fine. (No event; Jail built)

5. Things have settled down. Or so we thought. Someone decided, we guess, to be a copy-cat killer, but unlike the last one, managed to get away with it for well over a month. The people were furious! The leadership had decided to hold off adventuring for a bit to help calm things down. Nothing was built until we could catch the person responsible. Finally, after the next month, we did. Jailed him. Executed him. Chief Sootscale demanded some sign of faith that we were working on keeping the kobolds protected. For once, my character decided to be stubborn and start working where he could salvage this community. He had an herbalist's shop set up to act as a makeshift clinic. But apparently he didn't have to work very hard, as suddenly...

VISITING CELEBRITY #1! We have no idea who this mysterious stranger was, but he brought quite a bit of loot with him. Also seemed to have a small cadre of kobolds with him (or her?), and the little guys decided to stick around. Things suddenly got... better. Chief Sootscale suddenly seemed more keen on our community working, and... well... things got much, much better from there.

6. As we now were running with a huge surplus, we spent a bit expanding the farmlands, focusing more on livestock for our carnivorous, cold-blooded comrades. Some managed to take to the task, though others ate their livestock before they realized what "husbandry" was. But soon, a few kobold pilgrims managed to learn the art, and...

VISITING CELEBRITY #2! This one brought even MORE money into the treasury. Like, almost as much as what Brevoy had originally given us. Another short influx of kobolds must have followed behind this stranger. Okay... we should totally suspicious of what's going on, but... well... we had more than enough to build a castle with what we got, and so we did.

And even from there, things only got better (all thanks to some crazy-lucky dice rolls). THAT is why we decided to run with the kobolds. Shortly thereafter, our characters are now seeking an "apotheosis" to become more in tune with the new reptilian populace.

A brief moment of very bitter racial tensions came when...

Spoiler:
That young brat was kidnapped. Humans blamed the kobolds ate the child, but the kobolds rightly denied it. My character, who had taken a level of ranger because he spends so much time outdoors away from his library, managed to put his self-teaching to work and tracked the boy down after a couple days. Found him among the lizardmen. Sent back for a small entourage of kobold warriors, just to show his attitude towards the scaleykind. After defeating the "ancestral spirit", Hayrii then negotiated to integrate Vesket and the lizardfolk among Triessenel. More adventures would ensue...

We've since reclaimed the old city and now have it as an "economic" capital where our merchant guilds can do buisiness with others without having others panic from seeing so many civilized lizards.

My character is using Alter Self a lot, and is seeking a more "permanent" solution to his scaleyness. After all, if his community has been so blessed by strange kobold-y happenings, it might be best to actually become one of them. Promotional edicts have been passed, and new festivals have been granted because we can totally afford it, AND it totally fits in with the IC happenings of marriages among the PCs (Hayrii remains a bachelor).

Again, there's much, much more to all this, but that's a summary of what's been going on.

Oh yeah, and there was an "Outstanding Success", too.

So, because of the sheer insane luck the dice have been granting us with this little experiment, well...


Nawwwwwww. I'm doing just fine, it appears. Everyone, GM included, is having a blast. Very positive responses from them, and they've since called about how eager they are to start playing the next session. That's what matters! They've joined in on the propaganda campaign, and have helped usher in the Golden Age, obviously blessed by some powerful kobold entity (who deigned visit our humble village three times, as per a GM rolling a 99 three different times during a confirmed event roll that was made in front of all us players). The influx of people could have been kobolds, and have since decided to stay. All good things must come to an end, to be sure. It only takes a die roll to kill a PC, then it's on to the next!

In the meantime, Viva the Cold-Blood Kinships (a mercantile pact loosely based on The Hanseatic League)!!!


Caineach wrote:
There is lots of awesome in this. It will ruin much of the premise of book 3, but I can see ways of working arround it without disrupting much. The adventure parts can still be used, but the initial hook is already destroyed. The other books are not hard to rework to fit with this, and if your GM is willing to put in some legwork I can see this being awesome.

Well, thankfully nothing was outright spoiled by the comments. But knowing this, I can easily take things back in a direction that would give our GM far less of a headache. As mentioned in the other reply, our GM apparently is very inexperienced. He's got his proverbial hands full with our group already. He's a savant when it comes to Battletech, but apparently he hasn't figured PFRPG out.

We've yet to do anything beyond just building up the Sootscale city. I was merely asking how feasible it would be to pursue such in this adventure path, or if I should be a better person and curtail the bad behavior, despite my character being Lawful Evil from the beginning.

Spoiler:
Also part of the inspiration was the fact that we now have the nixie and dryads helping out with the nation's stability. Humans are seeming less important nowadays...

I'm just sorry people read that I was too much of a "kick the door" in player. I honestly made this character to be a tyrant, but a smart one who uses words as much as magic to help keep things balanced. Part of his adventuring is to make himself look like a benevolent hero in the eyes of his people, and the prosperity only confirms that. Sure, a little lapse in judgement for the mass executions, but true redemptions can make for good character development.


Has anyone had players do this? I'm wanting to, now...

So, our party has finally made it to "Rivers Run Red", and we have been building up our cities.

We started out at the "suggested" starting area. Since our GM never read the entire rule set and encouraged us to expand mightily in all directions that, we bit off more than we could chew. When I got a hold of the kingdom building rules, I crunched the numbers, and found that we would be in complete anarchy after a couple turns. (Stability 8, DC 27...)

So, rather than rely on our GM who loves to use Deus Ex Machina to save us, which seems to happen a heck of a lot in our GM's games, I decided to be a little "preemptive". Since my arrogant Aasimar enchanter (who was appointed the ruler) refuses to be blamed for anything because his DIVINE blood means he can't be wrong, he claimed all the NPC rulers as Brevoyan spies trying to undermine the new colony and force it to be a puppet state of Brevoy. Yes, it was a clever way to annex the Stolen Lands! But not on Baron Hayriihsan Deadhater's watch! So, all the NPCs that graciously volunteered to be leaders after three seconds of meeting us PCs were executed (except Oleg and Svetlana). Hayrii then looted the treasury, razed the city, and fled with the other PCs to the Sootscale mines. There, he started a new city (as a form of a soft reboot so that we don't have to redo the whole adventure)...

With more careful planning and bookkeeping, and adopting our kobold allies into the power structure, the city grew quickly and weirdly sustainable. It helps when you keep having huge celebrities visit your crappy mining town (seriously, we had some amazing rolls this time around). I guess our kobold friends were so glad to have a city that they even built a castle in Hayrii's honor. The economy is huge, and the little guys are ready to tackle any horrible event that may happen. Their loyalty, too, is almost unquestionable...

So, with this bit of luck and clever building, we're about to take Oleg's old place, and make our way westward. So, I'm thinking, what about bringing in rogue Boggards? Build a big lizard-frog empire! Could I achieve this all IC and not totally mess up the Kingmaker adventure path too much? Should I up the promotional edicts that kind of "recruit" these guys?

How would you go about it?