Kingmaker for Goblins or Orcs

Tonguez

A suffusion of yellow
So how do you think Kingmaker would work if the PCs were a advance guard of the goblins (or maybe Orcs).
Could it work as is?
What changes might be required?
 

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A more organized race, like Hobgoblins or Kobolds, might fit better with the whole 'kingdom-building' thing.

Pathfinder Goblins seem far too disorganized and 'silly' for any sort of long-term goals like this, and Orcs might work, but would be pretty far from their stomping grounds, and less likely to be able to coordinate with their unfriendly neighbors (and keep control of their own undisciplined settlers). In the setting, Orcs seem better at coming in after the fact and usurping someone elses pre-established nation-state (such as the Hold of Belkzen) than establishing their own laws, building their own communities, etc.
 

I think orcs - perhaps emerging from the Darklands through a tertiary tunnel into the area - would completely rock.

Go for it! And if you do this -- post on it -- often and frequently. If you do -- I promise we'll plug your campaign on the podcast :)
 

I pitched the idea of an all kobold party for Kingmaker; having them be survivors from a distant tribe
that fell victim to Tartuk the "kobold" shaman's machinations
who have entered the Stolen Lands while following news of a recent purple kobold sighting. Unfortunately they didn't go for it. :(

My plan was to have the group be waylaid by a "standard" adventuring group of humans/elves/gnomes who bear the charter from the Swordlords of Restov. Acting like contemptuous PCs, the standard party would attack the kobold party as their first step to "cleaning out" the Greenbelt. Once the PCs defeat and loot the aggressors they'd find the charter and a ready supply of adventuring gear. Hopefully they'd take advantage of the charter's vagueness to legally stake their own claim in the area; which I think would be hilarious. Once they'd meet the local tribe of kobolds they might ally with (or conquer) them and use their lair much like Oleg's; as a base of operations / local monster trading post from which to launch further explorations of the region. They could seek to ally conquer other monsters in the area and, as word spreads, form a kingdom of local and immigrant reptilian monsters (lizardfolk, tatzlewyrms, ect.)
 

Very cool ideas for KM variants!

So how do you think Kingmaker would work if the PCs were a advance guard of the goblins (or maybe Orcs)
I think this would be a strong possible option for King Maker!
Perhaps if you run a couple of sessions prior to cracking open 'Stolen Lands', having your monster PC group establish an outpost like base of operations deeper in the Narlmarches forest.
If I were doing this, I'd place it somewhere on the Murque River.
This keeps it relatively off the beaten path and provides an similar distance away from exploration as Oleg's does for a normal group.

My plan was to have the group be waylaid by a "standard" adventuring group of humans/elves/gnomes who bear the charter from the Swordlords of Restov. Acting like contemptuous PCs, the standard party would attack the kobold party as their first step to "cleaning out" the Greenbelt. Once the PCs defeat and loot the aggressors they'd find the charter and a ready supply of adventuring gear. Hopefully they'd take advantage of the charter's vagueness to legally stake their own claim in the area; which I think would be hilarious.
This idea also holds many hidden gems! Again I propose another option for this 'what-if' scenario. Instead of the Kobold group deciding to follow the vagueness of the Restov Charter, they instead report this to their venerable (soon to be old age dead) Chieftain. He decides that whoever can repel the efforts of this Charter and prevent the colonization of the region, will be the new tribe leader. You could also take it a further step and have your party attempt to unite all of the feudal tribes in a move to become Chief-King!
 

This idea also holds many hidden gems! Again I propose another option for this 'what-if' scenario. Instead of the Kobold group deciding to follow the vagueness of the Restov Charter, they instead report this to their venerable (soon to be old age dead) Chieftain.
This is somewhat along the same line as I was kicking around. But what's the purpose of involving some other authority figure? Simply leave it to the PCs to set their own goals. The PCs can choose to settle the area, defend it against internal threats (bandits, mites and trolls) and external threats (would-be conquerors from Brevoy, Pitax and Mivon) while rallying local and foreign kobolds to form a new nation all on their own.

Simply have word of the PC's exploits spread like wildfire through kobold/monster communities far and wide. Instead of receiving colonists and resources (in the form of Build Points) from the Swordlords in Restov, simply have various immigrant monster groups show up and beg to join them and offering whatever resources they have as tithes/gifts/bribes. It's those resources they use to build their settlements.
 

But what's the purpose of involving some other authority figure?
To realign your KM with the original intent of the author. In essence, you are creating a Kobold Charter. Later in the story, it may become relevant for party resources or their access to them.
Simply have word of the PC's exploits spread like wildfire through kobold/monster communities far and wide. Instead of receiving colonists and resources (in the form of Build Points) from the Swordlords in Restov, simply have various immigrant monster groups show up and beg to join them and offering whatever resources they have as tithes/gifts/bribes. It's those resources they use to build their settlements.
I love this idea, but it might reduce how motivated your players are to explore. You might have to reinforce the importance of this. I think this 'monster magnet' effect should occur at some stage of the story arch regardless of how close you choose to stay to the original write up.
 

I love this idea, but it might reduce how motivated your players are to explore. You might have to reinforce the importance of this.
My original notion was to have the kobold party exploring the Greenbelt in search of the elusive purple kobold shaman. Further quests would then lead them to continue exploring; to hunt down the mites and bandits that are threatening the local kobold tribe for instance. Adventurers being what they are, I wouldn't expect it to take much to keep them moving. What would they do instead if not explore?
 


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