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I love the skill challenges! They remind me of the Chase system from the GMG, but more narrative-driven and I like that the party has successes and failures as a group rather than individually. Great suggestion and video, thanks!

As for portals, I was definitely thinking along the lines of Planescape, with weird keys and hidden portals everywhere. Having the party meet a really confused extraplanar stranger who just stumbled through an invisible portal does sound like a good introduction! Maybe the players have to help them get back to their original plane by trying to find out what they were doing at the moment they stumbled through. Then they can try to recreate the situation to open the portal again.

Thanks for the inspiration :)


Additional campaign info:
I recently started a new campaign with my players, after they finished the last one at character levels 13-14. The previous campaign had been quite heavily combat-focused and my players said they'd like to see more roleplay elements. Story and intrigue and dilemma's and character development. They're experienced players but they don't power-play a lot or min-max characters.

So we've started a new story. Their characters recently hit level 2. They're confined to a tiny mountain village where they know all the NPCs, so there could be some social interactions/drama playing out. I made them pick professions so that they actually live in and are a part of the village. They pay taxes and everything. I try to make their environment feel "alive".

Now I'm trying to throw more non-combat stuff at them. They love the "Chases" as described in the GMG (and I love making them!), and I'm going to incorporate Haunts and Hazards into my dungeon crawls, and I'm using a lot more environmental challenges in general.

Inspired by the Pathfinder: Kingmaker videogame I've mapped out the valley and drawn paths from the starting village and indicated which paths have skill checks. I.e. one path they often take requires them to climb a 20ft. cliff, and they're now considering hammering pitons into that cliff so they can climb it easier in the future. Later on, they might use Craft skills, hire masons or use magic like Stone Shape to make a stairway to avoid having to do skill checks altogether.

Without giving too much away, the main storyline is going to involve a lot of planar stuff. Outsiders and extraplanar influences are getting into the valley, players are going to do some plane traveling. For reasons they still have to discover, their idyllic green valley is becoming the epicenter of some major multiplanar activity, and if they want to avoid their village getting torn apart in the process, they're going to have to influence the process.

I'm looking for some inspiration on a few things:

* Does anyone have cool ideas on how to incorporate skill checks into Boss Battles, or even replace Boss Battles with skill challenges altogether? I was thinking something like having a Super-Chase with multiple paths and players have to unlock certain points on one path to allow other to progress on another path etc. Or multi-level complex Haunts. Does anyone have experience with this? How do I add suspense to skill checks?
* I really enjoy the Dynamic Magic Item Creation rules in Pathfinder Unchained, as a sort of collaborative skill checks with multiple possible outcomes. Does anyone have ideas on how this could be extended into other aspects of playing the game?
* Incorporating portals: I want to do weird extraplanar stuff, and take weird all the way to the next level. Has anyone used portals in a way that totally flabbergasted their players and really pushed them to find creative solutions?

I try to keep things close to the core rules, but I'm very much okay with house ruling stuff if it makes play more simple/quick or more interesting.


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Thread hasn't been active for 7 years, but since I was also researching orcs vs goblinoids to try and make them feel distinctive, I'll add my two cents.

In my campaign world, there used to be a large empire that conquered and enslaved almost the entire continent. It collapsed three centuries or so ago and things have been a mess since, but are now steadily stabilizing.

Hobgoblins adapted to the empire by becoming mercenaries for the empire's legions. They still fill that role now, marketing themselves as "ruthless, efficient, no questions asked". They are a common sight in larger towns and they're semi-accepted within civilized lands, because they usually respect the rules. Hobgoblins that aren't inclined to work for others live in fortress-settlements that dominate the surrounding countryside, demanding tributes and taxes. The hobgoblins there live as ancient Spartans and are heavily focused on soldiering. They use serfs to grow their food, goblins to do their dirty work, and sometimes bugbears for heavy lifting or targeted assassinations. The only thing hobgoblins make themselves are their weapons and armor. They prefer tactics where a few of them use flails and guisarmes to trip, after which the rest of the group attacks the downed opponent. With the Pathfinder-artwork in mind, I present them as a sort of goblin/dwarf hybrid: short legs, strong muscled arms, well-equipped, but hairless, big ears, green or grey skin. Other races sometimes refer to hobgoblins as dwarf-goblins, which actual dwarves find super-insulting.

Goblins are pretty much as they are presented in the Bestiary. The reason they survived the empire is simply because they breed faster than they can be eradicated. Seeing their alignment is NE, I try not to present them as overly chaotic, even though it is tempting to do so. I try to emphasize that, once you bully them into submission, they actually make pretty good evil minions that won't try to backstab you first chance they see and individual goblins will actually try to come up with good ideas and evil schemes for their master, to get in their good books. Remember they don't get a penalty on their intelligence scores (none of the goblinoids do!), so they're actually quite smart.

Bugbears are still around because they're naturally solitary and stealthy. They just laid low for a few centuries, and also offered their services to the empire occasionally as assassins or trackers. In appearance I usually present them as orc-sized goblins with furry arms, legs and backs. The main giveaways that they are not orcs are the huge ears, and the furry body. I actually find the difference between orcs and bugbears (other than the sneaky tactics) the hardest to really differentiate between. I think bugbears are probably most interesting in group dynamics with other goblinoids (working for hobgoblins, bullying goblins).

Orcs are like hobgoblins, except chaotic. They band together, they like combat, but there's no chain of command, they don't take orders, etc. In short: they are s+@#ty mercenaries and much more trouble than they're worth. So the empire drove them off the continent. They now fill a role as pirates/vikings in my campaign. They inhabit a chain of barren, mountainous, volcanic islands to the north (think Iceland) where they worship demons, hunt mammoths and whales, herd aurochs and polar swine, and live off the land. Every winter (when nights grow long and they can use their darkvision to their advantage) they get into their longboats and start raiding and plundering all along the northern coasts and rivers. Some raiding parties make disorderly camps, fortified with wooden pikes, to spend the summer on the mainland (players think "orc summer camp" sounds nice until they actually encounter one). Camps are populated with orcs, boars (which they keep as pets, guards and garbage disposal) and sometimes local ogres that they enlisted. Really badass orc chiefs have dire boars as animal companions and mounts. Orcs are feared for their warriors that wield double axes and for their hunters that take down large prey with composite longbows. Their appearance is also like vikings: savage humans, big and burly, with strange haircuts, beards, facial tattoos, in addition to the usual orcish jutting tusks, pig noses, etc.