What are good APs for Goblins or other monster PCs?


Pathfinder Adventure Path General Discussion


I am looking to set up a game to GM and one of my players absolutely wants to play a goblin. Before he picked goblin I looked into maybe running Rise of the Runelords but the early campaign is so completely anti-goblin, and after getting advice on another thread, I definitely decided there isn't really any good way to shoehorn a goblin into that AP.

I'm still a bit a of a newer GM, so I'm looking if there is something that would be a complete campaign with a lot of lore for me to build on and also allow for a odd or unusual set of PCs or at least take place away from intrigue of large cities or towns that would harbor a large number of monster haters.

I've played the "We Be Goblins" scenario and I'm familiar with that but the other players don't also want to be goblins, just the one player, and those scenarios just seem to be intros.

Also not really looking to run an evil campaign - the goblin character would be neutral or even unusual in being chaotic good. A neutral campaign would work fine.

Any idea?

Silver Crusade

Pathfinder Adventure Path Subscriber

Skull & Shackles or Kingmaker immediately spring to mind, but Reign of Winter could also work due to the abundance of unusual settings the PCs would visit.


I'm just kind of wondering about both Skull and Shackles and Kingmaker. Both looking into them seem a good possibility. I should have mentioned some other items. Two of the players are both new and young. Skull and Shackles actually seems a great reason to throw a goblin, orc, elf and aasimar into room (my player's first choices or races), but it seems like a quite a dark first adventure especially for a younger player.

As far as Kingmaker goes - is it complex or does it require a bunch of other rules for running a kingdom. Just wondering how complex it is to run.

Also just looking around so far Legacy of Fire seems like the main city would be both goblin tolerant and AP is young player friendly.


How about starting with shorter modules instead for the new players? There "we be goblins!" and "we be goblins, too" spring to mind. The first one is great and the second one still good.


Reign of Winter! Just modify the start of the AP slightly and you'll have no problems at all.


Second Darkness would be a good one. First you start off in a city of pirates and criminals, so monstrous races would be right at home. Then later, when you start doing heroic stuff, your allies view you with suspicion and mistrust (which really makes a lot more sense if you look monstrous rather than human).
It is a save-the-world AP, so monstrous races would be motivated to act to protect their own hides - an apocalypse doesn't benefit anyone.

Another one would be Serpent's Skull. You start off as castaways on a tropical island, so being monstrous doesn't make much difference. And later you do the Indiana Jones routine in search of a lost city in the jungle. Since its set in the remote wilds, being monstrous doesn't matter much, and there are also many opportunities to ally with monstrous tribes.


Thank you all for the suggestions.


Given your familiar w we be goblins I would consider Jade Regent as the AP really gets started by the party teaming up with a goblin. It's a fun ap and the boards here are a god source of advice. Depends on whether your group is interested in a trip to the orient though.


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I actually had a blast playing a goblin in Rise of the Runelords, to be honest. You just have to be content playing a "satellite PC" who depends on the heroes' good names to keep from getting lynched. ;D

Anyways, Kingmaker seems like a good fit. A goblin has no place he can call home? Fine. He can make his own.


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Kobold Cleaver wrote:


Anyways, Kingmaker seems like a good fit. A goblin has no place he can call home? Fine. He can make his own.

That's what I did. And while goblins are an ugly bunch so could one of them.


Pathfinder Adventure Path Subscriber

What are the others interested in playing as or in?

Maybe with this in hand an easier decision can be reached.


Look through the threads in the section for Rise of the Runelords, and a campaign run by a poster "tbug". His group ran goblins through this AP, and I believe he posted extensive notes on how they altered the campaign to fit.


Dreaming Psion wrote:
What are the others interested in playing as or in?

For the Party we have a half-orc (or maybe full orc), an aasimar and an elf. The players are all mostly new, one of the reason i first looked RotRL was because it a classic adventurer.

Some of the party members are younger players (middle school) as well. So overtly brutal or adult themed adventurers are either going to be out or heavily redacted. I was going to redact some of the more adult sections of RotRL although the vast majority of this is ok as very little of it is something you wouldn't see on network TV. Skull and Shackles which seems ideal for the group also seems a bit to brutal thematically in the first parts to have younger players involved.

Gray wrote:
Look through the threads in the section for Rise of the Runelords, and a campaign run by a poster "tbug". His group ran goblins through this AP, and I believe he posted extensive notes on how they altered the campaign to fit.

I looked this up and thanks for the suggestion. Tbug's campaign seems hugely edited and they seemed to have a whole group who thematically wanted to challenge the story with a whole goblinnoid group. I just have one player that really wants to be a goblin. The half-orc could be considered monstrous as well but with a half-orc being a core race I would figure they would be at least grudging accepted wherever they go, save maybe Lastwall.

Liberty's Edge

You can easily soften up Skull and Shackles to have it be more of a Pirates of the Caribbean adventure type feel. Every AP is going to have some brutal elements; Rise of the Runelords has an adventure modeled off the Texas Chainsaw Massacre.


Skull and Shackles fits well, mostly because pirates usually care more about achievement than looks. As others have mentioned, Kingmaker is another good option for unusual race options. This is especially true due to Brevoy being mostly a nation where your worst enemy is not a monster, but your fellow human being. I don't think there are any goblins or hobgoblins even living in the general area. I am currently running Kingmaker for the second time, and the Brevic folk mistook a Hobgoblin PC for an "exceptionally ugly half-orc", of all things.


Kingmaker, although i personally don't like this AP.


i am running kingmaker and the PC's / NPC ruling party is made of Bugbear (general), Human (spy, councillor, high priest, marshall), Drow (assassin, queen), goblin as the money grubber, kobald as the arcane college leader, and a Dwarf as the sherrif.

you can make this campaign work however you want!


Gray wrote:
Look through the threads in the section for Rise of the Runelords, and a campaign run by a poster "tbug". His group ran goblins through this AP, and I believe he posted extensive notes on how they altered the campaign to fit.

I also played a goblin in RotRL. Was a lot of fun, though it required a bit of extra effort from the GM.

President, Jon Brazer Enterprises

Kingmaker doesn't "require" you to do the kingdom rules. Or if you do, you don't need the full group to do it. When I ran kingmaker, only one person was interested in doing that, so the rest of the group took a 15 minute break every so often while the one player and I ran the kingdom.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

i think a party of Goblins for Mummy's Mask would be awesome!


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Add another vote for Kingmaker. The kingdom-building rules are really heavy on crunch (to the point of requiring a spreadsheet), so I'd consider doing a lite version of it for your young players. Maybe each person takes a position in the kingdom (ruler, court jester, court wizard, general, whatever). Then you can give them each problems to solve over the course of your session. This lets them feel like they're building a kingdom, but it doesn't get you bogged down in minutiae.

As far as goblin/monster PCs, the path can be customized pretty easily; instead of coming from Brevoy, your colonists could come from some other nearby place. And adversaries along the way need minimal customization.

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