
Mathius |
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So my players would like to play a goblin game. They want a sandbox to play in. I could use some help in building the sandbox.
We would keep to low level so it will not likely go past level 6. We add in P6 rules.
My ideas so far.
The main setting is ruined city at a river intersection that divides the city into 3 parts.
Tropical setting so that monkey goblins can also be around.
River is dangerous due to hippos, gators, and other predators that enjoy a good goblin snack.
The goblins found out about soccer really like the idea of Hooligans. The different tribes use colors and shirts to identify themselves.
Every ten days every goblin gathers at the stadium to watch their tribes soccer teams compete for cup. Riots are common and expected. The underking does provides refs instead of players and prevents the riots from turning into all out war. Wooden buildings are erected in the surrounding area between cups. The buildings that burn best achieve great honor for those who built it and for those who burned it.
A wizard and his apprentices have tower on small island in the middle of the river. The goblins do not mess with him due to his might balls of fire that have on occasion destroyed entire tribes.
A temple that devours most offers to change those who can plunge its depths. Many kings and chiefs have undergone the change.
Several cults are operate in the ruins and mostly left alone by goblins.
Barb 6 monkey goblin claims the title of overking. He leads a band of elite goblins and grants the right to host him and his men to his lessor kings. He defends that kingdom until he gets bored, runs out of food, or burns the building down. This is an honor most kings would like to refuse.
Wererat Druid 6 is rabid conservationist of rats. Only those he deems worthy may hunt rats. While he does encourage the sacred hunting of rats they may not be over hunted. Every tribe and kingdom aspires to have as many ratters as possible since rat hunting is both glorious and provides much needed food for the tribe. Those who do not follow his edicts face the wrath of those have given up tribe to receive the blessing of the rat (Lycanthropy).
Shaman 6 is religious leader of the city and controls the sewers. Leads the largest tribe and claims the color black. While others may venture into sewers at his sufferance only those of his tribe may sleep underground. He demands tribute from all surface dwellers. Claims the title of underking.
Each section of the city has king that leads the larges tribe in that section of the city and claims to rule over the chieftains of other tribes in the area. This title changes hands every few months since a dead king's tribe will often follow those who kill the king. This often combines two tribes together but the old kings cronies will frequently break off to form their own tribes.
The northern tribes breed pigs and goblin dogs and often hunt in the jungle to the north.
The SW tribes are the most warlike and raid humans farther down the river. As such the often host a party that comes looking for vengeance.
The SE tribes are more peaceful and control a mine. These tribes are more likely to build things and the stadium is in their territory.
While all tribes are fractious fight with each other with in their own section they will band together to if tribes from outside their section attempt to invade them. This difficult anyway since river crossings are dangerous and bridges fortified on both ends.
I would love to use system that grants followers to an goblin with a PC class. They gain the followers as long they can provide food, water, and a roof.

Mathius |
I am looking to flesh out they ideas I already have and for new ideas.
I could use builds and write ups for the primary NPCs, tribal descriptions. chieftains, kings, interesting places, what is outside the city, and map.
Further refinement of my ideas would also be great. I have no idea who the wizard on the island is or witch cults are active in the city.
Lastly I need a systems for gaining followers at low levels, wandering monsters, and a way to reward goblin behavior. I am thinking of using hero points that can earned by acting like a goblin. This is done to encourage the players to write and sing songs, engage in arson, and make poor but gobliny decisions.
Also witch books develop goblins the most?

Ciaran Barnes |

I briefly played in a goblin campaign whilst playinf 4e D&D. The general theme was that the PCs were working towards being the leaders of the tribe, and then one day conquering other tribes. Like you, he had parts where each player would rally NPC goblins to his character's side. He did this partly through skill checks, partly through accomplishment, and partly though combat prowess. I played a highly charismatic goblin paladin, and thought I could use that to my advantage by selving as the religious leader to the tribe. Every other PC in the group was a bugbear. Unfortunately, the DM not-so-secretly had something against me (every character he ever player did too). No matter how eloquent my goblin spoke, no matter how clever, no matter how high the skill checks, I could attract no followers. The bugbears seemed to get them every time they killed something or rolled even a moderate result on a skill check. If you take away anything from that, it should be that you should provide a variety of ways for your PCs to attract followers. If you have one way to do it, not every character will be successful. Maybe for the first couple of sessions you and your players collectively improvise how followers are gained. Let the players come up with the ideas during role-play, and you determine the difficulty and results.

Ciaran Barnes |

Good idea on the PCs not playing in the soccer game. Or, you could introduce a Sport (Dex) skill. Each sport requires its own ranks. PCs might actually put points in that. You could have a river crossing game too.
If you have rivers separating the town into three parts, then two of them are probably smaller ones coming together to form a third, larger one. Where do the tributaries come from? Where does the river go? This will have an impact on trade and travel. If instead a large river splits and goes two directions, that will cause other effects.
How does the goblibn culture feel about outsiders in general? About hobgoblins and bugbears? Humans, elves, dwarves, etc? Giants, orcs, kobolds, etc? Undead?
Harm and dying seems to be a part of goblin culture, but how do they feel about murder? Theft? These values would change depending on whether or not larger goblinoids are part of the town.
How do they feel about religion and magic? Many gods, few gods, one god? If they are fearful of magic, they could still be enthralled by fire from alchemy.

Goth Guru |

When a goblin becomes old, sick, and weak, they teach selected apprentices all their secrets. The one who best masters what they learned must murder their teacher. Belongings pass to whoever most likely killed the deceased. If nobody can claim guilt believably, a goblin can steal stuff from their grave.