Showing posts with label Goblins of Parra. Show all posts
Showing posts with label Goblins of Parra. Show all posts

Tuesday, July 02, 2013

Campaign Seed: The Goblins of Parra part 14

I have done a fair amount of small story point ideas and I think if anyone is using them they have enough for a few weeks of play.  I wanted to talk about this goofy idea of Threat rating mentioned in the story points.  While it is a means of controlling events to occur when the story if ready to support them it is a bit more.  My original vision was to allow for extra things to be granted via a chart based on the threat rating, these would be both good and bad.

Now I am thinking it may be easier to scale back that idea and instead use the threat rating as a one for one measure of the goblin hordes size.  So each point of threat yields more goblins to the horde, be it in the form of attracted allies, conquered tribes or birth.  Of your goblins 1/3 are going to be warriors with the rest representing non combatant goblins, the chief and his guard.

There is going to a need to house these goblins too.  I am going to work on the locations I have mentioned in the story points and come up with a maximum occupancy number for each.  The warren at the tree will only old 75 goblins but the old Dwarven hold may allow 150, for example.   There may be a need to split the tribe at times perhaps deploying goblins to hold locations or having specially trained goblins make a colony at various locations.  There is going to be a mechanism for creating specialized troops of goblins.

My plan is to use the stealth, archery and combat ratings granted in story points to allow the players to unlock different types of goblin units.  So if the Horde has a high magic rating they will have access to casters or shamans.   Stealth could allow for the training of sneaks and assassins.  These units will come into play when larger conflicts come to the horde and a more Battle System like combat is used. 

Still I have not completely disregarded the chart idea.  I am thinking there should be some events that are triggered by the horde size reaching a certain point.  I know at 300 I want to have a group of stone giants offer to build or expand some of the goblins structures.  Later on they will try to kick out the goblins and take the structure for themselves using hidden passages, but that is another story point.


Tuesday, June 18, 2013

Pathfinder battle - Builder Series: We be Goblins

This is a great little product line from pathfinder especially if you have been working on a series of goblin focused adventures, like me.  They are giving you goblins at three bucks a pop and dramatically expanding the line at once.  This seems pretty close to the big pack of goblins or skeletons I was asking for when the pathfinder miniatures first came out. 

You can check out and order them from the pathfinder web site at  http://paizo.com/products/btpy8ww8

The minis are in the style of goblin paizo is now known for.  I think they are good, thought I am not sure why the archer in the picture above is in a wedding dress and veil.  I got this one and a wizard type goblin along with a couple of goblin dogs.  I wish the goblin warchanter had an instrument but that is a quibble.

If you are doing anything with my goblins of parra plot seeds these seem like a slam dunk for you.  A bit of a san jose warning, I bought up the last they had at the airport game kastle.

Wednesday, June 05, 2013

Campaign seed: The goblins of parra part 13

Another set of story points for you.  I hope someone takes a few of them and adds them to a campaign or even runs this as its own campaign



Title: Glum Dark Ogres seek an alliance
Minimum Threat: 175
Story:
The Glum Dark Ogres have come seeking an alliance with the tribe.  They are recent immigrants to the Parra mountains having recently won their freedom from an alliance of trolls and evil humans.  They are looking to shore up their position by creating an alliance. 

The actual winning of their freedom was with the help of a group of human adventures and a small naval force.  They remain loyal to the humans who have provided resources for their clan.  To this end they have been directed by their allies to assassinate Guirrzek who is a rising star.  The human direction should not become known until the next story point

This mission will need to happen when the party is in good favor with Guirrzek and are allowed to sit around the fire during the peace talks.  The Ogres will try to kill Guirrzek there, the party will need to fight them off and save Guirrzek
Battle Success: Magical heavy maul and great axe are added to the treasury, goblin bane items.  These are held for now but will be given out to the party should they need to go against another goblin horde.
Failure: Guirrzek's death complicates things.  The party will have some influence by the game master should decide what course of action is taken.  If one of the party takes on the role of Chief this will change the nature of the game and may be best to more the character to an NPC and have the player make a new character.  Should Ruusjali serve as regent for her children this may be a better option.  You will need to have some change in the tactics of the clans actions to make this feel correct.  Where Guirrzek waited and judged situations, Ruusjali may be more vengeful and bloodthirsty.



Title: Glum Dark Wars
Minimum Threat: 175
Story:
The Glum Dark Ogres made and attempt on Guirrzek's life.  If this is coming from Guirrzek or Ruusjali the party are directed to hunt down the Glum Dark clan and give the clan some sign where they can be found, Goblins usually use fire as a sign.

Party must track down the clan to their mountainous home and give some sign where they can be found.  Or just kill them all.  This may be too much even for a well prepared party so they will be met by more warriors
Tracking Success: The party are joined by the two other goblin raid parties and twenty warriors.
Battle Success: Glum Darks are destroyed adding 10,000 gp to the horde treasury.  Party gains 4000gp in goods from treasury. Party are able to determine humans were involved in ordering this assassination attempt.  Threat increased by 25
Failure: Party are recalled by another groups smoke signal.  The party are able to determine the humans involvement and the treasury will gain the 6,000 but there is no pay out to the party.


Title: Their Human Allies
Minimum Threat: 175
Story:
The Glum Darks slain the party better find some information on these humans whom have directed the attack.  They begin back tracking toward the civilized lands and are able to find a camp some days away from the ogre.  This party has representatives from the human kingdom Verin present.  
Stealth Success: Should the party get the information using stealth, increase the clans stealth.  Party are directed to Retribution story point.
Battle Success: Party kill off the humans and gain 5,000 worth of high quality goods and single use magic items.  this is added to the treasury but the party is resupplied. Move on to Retribution story point. Threat increased by 5.
Failure:Party are held in contempt by goblin leadership.  Next treasure award decreased by 1,000 gp.



Title: Their Human Allies
Minimum Threat: 180
Story:
The party are directed to raid a human city that hangs on the boarder of the Verin's lands.  This is meant to be a lesson but will start larger conflicts.  This is meant to let the party do their worst to the city as sort of reveling in goblin evil.
Battle Success: 2,000 worth of goods are added to the treasury.  Threat increased by 35.  Clan Battle rating increased
Failure:Should the raiding party be pushed back fire arrows will rain down on the town and burn it to bits.

Tuesday, June 04, 2013

Campaign Seed : The goblins of Parra part 12


These are meant to be a non consecutive story arc that is interspersed in the campaign.  The idea is to have a mysterious foe threat that avoids direct conflict or fights and runs.   This should not be a constant pressing worry for the party at this point.  More a side plot to surface later.





Title: The Grand Swine (pirates arc)
Minimum Threat: 55
Story:
Guirrzek has decided the party are to hunt a giant boar that makes his home near buy.  The horde are to hold a feast for their recent founding and finding a home.  This is going to be the center point of the celebration.

The Party are to hunt down the creature which will require some skill.  Then attack and kill the beast bringing the remains to the feast.  The party will track the boar down at night for the conflict, but the boar will be found with some arrows in it.  During the battle the boar will be killed via arrows from the sky.  The party are then confronted by descending roped and air pirates coming from an unseen air ship.  This begins a conflict with the pirate who claim the kill as their own.  
Diplomacy Success: Pirates leave in disgust.
Failure: Guirrzek's next treasure award to party reduced by 500gp.  Another group is sent out to steal babies and party are made to eat from small table.



Title: Investigating the raid (pirates arc)
Minimum Threat: 105
Story:
The pirates have returned and are preying on goblins and humans alike. Guirrzek wants them found and stopped.  This is not going to happen as they have already fled the area.  Investigation into the pirates is the only thing that can be done.

There should be a required 3 of 5 clues that will need to be found the more the party find the better the results.
  1.  A hermit that lives on one of the tall peaks saw their captain at the helm as they entered. It was a being of air and light wrapped in pirates clothes.
  2. A village was able to kill one of the pirates and have the corpse in a grave.  It is a dwarf pirate with little specific information thought his boots are full of sand.
  3. Many villages report of the raids being lead by a strange minotaur with heavy fur and small horns.  This is Bull the minotaur first mate who is born of a bison-minotaur tribe.
  4. An orc ranger who hunts in the mountains will trade information for quality food and drink.  He saw the ship and made not of its markings this will be passed on, along with a dinner invite.  If they party are pleasant he will offer them further work making runs to the human lands to a butcher he knows.
  5. The ship left to the south almost all can agree on.
Investigation Success: Guirrzek is accepting of the information if displeased the party did not deal with them.  The party are called bunglers and are ignored for a session
Failure: The party are called bunglers and are ignored for a session, give party enough free time to know they are being ignored. Deduct 500gp from the next treasure award the party receive.


Title: The Grand Swine (pirates arc)
Minimum Threat: 55
Story:
Guirrzek has decided the party are to hunt a giant boar that makes his home near buy.  The horde are to hold a feast for their recent founding and finding a home.  This is going to be the center point of the celebration.

The Party are to hunt down the creature which will require some skill.  Then attack and kill the beast bringing the remains to the feast.  The party will track the boar down at night for the conflict, but the boar will be found with some arrows in it.  During the battle the boar will be killed via arrows from the sky.  The party are then confronted by descending roped and air pirates coming from an unseen air ship.  This begins a conflict with the pirate who claim the kill as their own.  
Diplomacy Success: Pirates leave in disgust.
Failure: Guirrzek's next treasure award to party reduced by 500gp.  Another group is sent out to steal babies and party are made to eat from small table.



Title: The necromancers tower (pirates arc)
Minimum Threat: 155
Story:
Pirates return and are known to be sacking the old necromancers tower.  Party are sent to deal with them as Guirrzek sees them as an affront to his power.  Upon arriving the party are confronted by Bull.  The pirate leader makes his escape with a scroll or map.  Party see this but are detained by Bull and company
Battle Success: Treasury increased by 7500gp.  Party are given a reward of 2000gp in magic weapons and items.  The surviving goblins in the area will report they were made to look for a map digging up the tower.
Failure: Guirrzek's next treasure award to party reduced by 2000gp. 


Title: Sausages (orc ranger story point)
Minimum Threat: 155
Story:
The orc ranger Siledge offers the party some some equipment for a raid on the human village.  The party must rob the butcher of his famous Fire Sausage.  The orc has a code of honor and requires payment so he directs the party to leave a large boar kill he made that morning as payment.  He instructs them not in kill anyone especially Dittmer the butcher.
Stealth Success: Party are given a couple of high quality bows Siledge has crafted.
Battle Success: Killing the guards will annoy Siledge so that only one of the above bows is awarded. Killing the butcher will earn the orcs wrath, but he will not attack directly.  he will create a situation where he has an advantage.
Failure: Siledge makes the party hunt down another boar for him.

Monday, June 03, 2013

Campaign Seed: The Goblins of Parra part 11

Another story arc of the goblin campaign



Title: The goblin Queen (Test of Hunting)
Minimum Threat: 85
Story:
The horde growing established Guirrzek is courting a queen for his new clan.  This is political in nature forming an alliance with the Sand Snake tribe who control land on the other side of the mountains, past the Parra valley.  The clan chief of the desert tribe has offered up his niece Ruusjali to would be suitors.

The party with Guirrzek and he personal guard will arrive to find there are three other potential suitors.  This number has required the establishment of challenges to separate the suitors.  The first challenge is a hunting challenge looking for "Meine" a giant scorpion that has plagued the desert for many years, often killing unsuspecting sand snakes.  The other suitors are given other challenges

This should involve some tracking and one battle.  Tracking can be done without skill rolls and should be able to be completed without actual skill, just players brains.  The party are given a general direction the animal is encountered and then can follow its trail of carnage to its den.  The party is accompanied by two watchers who make sure the battle is lead by Guirrzek.
Battle Success: The battle should function with Guirrzek fighting with a spear and his hobgoblin guard functioning as his shield man. The party can cast spells to help the pair as they feel fit.  The party must give Guirrzek first and last blows to win this.  Party should defend Guirrzek above all else.  Clan battle rating is increased.  Threat increased by 20. Two other parties have returned the last was devoured by hyenas.
Failure: If Guirrzek dies without an error there is going to be a power struggle in the clan and much of it will break.  If Guirrzek is hurt and fails to kill Meine the chances with the Sand Snakes is lost.  They will eventually be used by another clan against the Horde.




Title: The goblin Queen (Test of Hunting)
Minimum Threat: 85
Story:
The horde growing established Guirrzek is courting a queen for his new clan.  This is political in nature forming an alliance with the Sand Snake tribe who control land on the other side of the mountains, past the Parra valley.  The clan chief of the desert tribe has offered up his niece Ruusjali to would be suitors.

The party with Guirrzek and he personal guard will arrive to find there are three other potential suitors.  This number has required the establishment of challenges to separate the suitors.  The first challenge is a hunting challenge looking for "Meine" a giant scorpion that has plagued the desert for many years, often killing unsuspecting sand snakes.  The other suitors are given other challenges

This should involve some tracking and one battle.  Tracking can be done without skill rolls and should be able to be completed without actual skill, just players brains.  The party are given a general direction the animal is encountered and then can follow its trail of carnage to its den.  The party is accompanied by two watchers who make sure the battle is lead by Guirrzek.
Battle Success: The battle should function with Guirrzek fighting with a spear and his hobgoblin guard functioning as his shield man. The party can cast spells to help the pair as they feel fit.  The party must give Guirrzek first and last blows to win this.  Party should defend Guirrzek above all else.  Clan battle rating is increased.  Threat increased by 20. Two other parties have returned the last was devoured by hyenas.
Failure: If Guirrzek dies without an heir there is going to be a power struggle in the clan and much of it will break.  If Guirrzek is hurt and fails to kill Meine the chance with the Sand Snakes is lost.  They will eventually be used by another clan against the Horde.



Title: The goblin Queen (Test of Finding)
Minimum Threat: 85
Story:
The Party have survived the first test and are now on to the second.  They are lead blindfolded ito the desert and must find their way back to the Sand Snake clan.  The remaining two other clans are also let away with similar tests.

This is a race to see if they return.  They should have some skill checks but if good roleplaying takes care of it, great.  I would have a few opportunity predators attack the group when they are down, just to keep it interesting.
Skill Success: The party will return at the same time as the Gore Tusk clan leader and his party.  Move onto There can be only one!
Failure:The chance with the Sand Snakes is lost.  They will eventually be used by another clan against the Horde. 



Title: The goblin Queen (There can be only one)
Minimum Threat: 85
Story:
Just as the two parties return the Sand Snake Leader says there can be only one and the party is attacked by the Gore Tusks.  This should be a party on party battle.
Skill Success: The Guirrzek wins the had of fair Ruusjali.  Before the pair are escorted home ,scouts return telling of the Gore Tusk clan advancing and seeming to be prepared for war.  Move onto The Gore Tusk Revenge.
Failure:If Guirrzek dies without an heir there is going to be a power struggle in the clan and much of it will break.  If Guirrzek is hurt and fails to kill the Gore tusks the Sand Snakes view him as a coward.  They will eventually be used by another clan against the Horde.



Title: The goblin Queen (The Gore Tusk Revenge)
Minimum Threat: 85
Story:
Just as the binding ceremony has completed the scouts warn of the approaching Gore Tusks.  The Clan leader says if the two clans are joined then fight with them.

This should be conducted as a war versus the gore tusks and the sand snakes with help from the party.  They should be used on several stabbing attacks with specific targets.
Battle Success: Gore Tusks are broken and Sand Snakes take their land.  5000 gp is added to the clan treasury.  Two increases to battle rating for the clan.  The party are awarded unique magical treasure awards specific to each of their characters.
Failure:If Guirrzek dies without an heir there is going to be a power struggle in the clan and much of it will break.  If the battle goes poorly the Sand Snakes will be broken, but return back with the Horde.  Increase 20 warriors and 50 non combat goblins.  There will be issues of resentment and conflict in the clan with these goblins.  Some insurrection event will follow in 3 seasons.  If Guirrzek is convinced to not help the Sand Snakes they will be broken but enough will live to plot an assassination on Guirrzek.


Friday, May 31, 2013

Campaign seed: The goblins of Parra part 10

A few more story points for this campaign seed.  let me know if you use any of em.


Title: The goblin market
Minimum Threat: 75
Story:
The horde is pressed into holding the next goblin market in their territory.  Guirrzek has placed the team as security of sorts for the many markets.  Things are going as well as could be expected when a goblin steels an artifact of unimaginable evil.  The party mus track him down inside the sprawling area of the market.
Skill Success: The party tracks the goblin theif back to a dark area of the market where he meets a dark elf and passes the item over.  The party watches helpless as the dark elf murders the goblin and uses magic to escape.  Move directly on to "The Portal" story point
Failure: Party are unable to track the item or unwilling, though its location quickly becomes known.  A blast is heard from a pass above that is the location of an ancient dwarven dam.  The Elf seems to be using the artifact to take down the damn.  Move on to "The Dam"



Title: The Portal
Minimum Threat: 75
Story:
With the assistance of the Druid met in previous session the party are able to determine the location the portal connected to.   This should be done with the druid stepping the party through their senses and asking question of smell, sight and sound, along with his magic.  Use the party to get half way there then confirm with his magic.

The party are sent to an old dwarven holdfast.  This could have been cleared in the warriors arc, making it easy.  The party must do that story point if they have not already.  The party then moves through the caverns to the underground.
Skill Success: The party finds tracks but determines they double back.  The party is able to work their way but to see a secret meeting with Guirrzek and the elf.  Move on to The Coverup
Failure: Party will probably continue in the underground areas of the mountain.  I will be working on more story points for this later on, for now work some out yourself.



Title: The cover up
Minimum Threat: 75
Story:
The party finds they have been duped by their clan lord.  They are instructed to continue the cover up so the clan can steal the artifact without anyone knowing.   Party are told to take charges back to the underground and blow after planting further evidence  
Skill Success: The party are a awarded 1000gp of magical items from the treasury from Guirrzek. Stealth of clan is increased.
Failure: Scheme is discovered and clan is attacked by minotaur clan that owned the artifact.  Full scale battle ensues.  If battle is won clan worth is restored with additional 30 threat, if not Guirrzek is seriously wounded many goblins are killed at least 20.  Clan potentially displayed.


Title: The Damn
Minimum Threat: 75
Story:
The party investigates the blasts at the dam and find the dark elf is using the artifact to bring it down.  The elf seems determined to cover his get away with the artifact.
Battle Success: 2000gp of gold and equipment added to the treasury, leather magical light weapons.  Threat increased by 5.
Failure: The dam is not fully brought down but a torrent of water rushes through the valley causing problems.  Redraw valley map, goblins are potentially displaced.  Full clan boundaries redrawn.

Thursday, May 30, 2013

Campaign Seed: The goblins of Parra part 9

A few more story points for The Warriors story arc.  Yes this is 100% referring to the 1979 movie of the same name.  I just through it would be a fun challenge to be battling their way home through enemy lines.



Title: The Warriors (The forest oracle)
Minimum Threat: 80
Story:
The party still on the run stumbles upon a meeting of two clan leaders and a mysterious woman.  This takes place under a tree that is filled with the bodies of hung men, elves and monstrous humanoids.  The two clan champions immediately attack the party.  The woman does not.
Battle Success: 100 gold is added to the treasury.  Threat increased by 5. Thigpen the dryad offers the party advice on how to escape and who may be behind the attack.  She sees members of the Cloven Helm goblin horde being involved
Stealth Success: Thigpen the dryad offers the party advice on how to escape and who may be behind the attack.  She sees members of the Cloven Helm goblin horde being involved
Failure: One of the captains blows his horn and calls for more to come to the area.  The Dryad urges the party to run and vaguely points to a high range of hills to the east.


Title: The Warriors (The Dwarven Holdfast)
Minimum Threat: 80
Story:
Directed to run by Thigpen the party has taken an eastward turn to an area of the mountains the goblins usually avoid.  The area is the site of an old dwarven hold that is perhaps haunted.  Those who venture to close do not return.

The party will not be followed in this area but if they venture into the hold they will be attacked.  The Dwarves there are highly defensive of their hold.  Perhaps there is more here to deal with and a means of strengthening the goblins.  A path to the drow lands?  An artifact?
Battle Success: 450 worth of goods are here, crossbows, axes and armor all of high quality. Resupply consumables.
Failure: Party remains on the run and continue without resupply.  Fight off the party but don't have them too hurt on this fight. 



Title: The Warriors (King of the unbroken oath)
Minimum Threat: 80
Story:
The party still on the run are met by the Unbroken Oath clan of hobgoblins at the foot of the mountain.  This will be one of the two final battles in this arc.  This fight is meant to have a break point in it.  The fight will either end with a withdrawal on the Hobgoblins part or delayed combat until after dealing with the assassins.
Battle Success: 1000 gold is added to the treasury in jewelery and significant magic weapon .  Threat increased by 20.  Clan Battle rating increased
Diplomacy Success: Party delays combat with Unbroken Oath clan until Cloven Helms are confronted.  Clan diplomacy increase.
Failure: This arc should be played to party wipe, players are expected to leave comrades that have fallen.  This is on the the dramatic high points of the campaign so killing off players is fine.


Title: The Warriors (Clove helms come out to play_ay)
Minimum Threat: 80
Story:
The Party have delayed combat with the Unbroken Oath clan or killed them.  They are now marching on the Cloven Helms.  They have a known location and the Party joined by other horde warriors come to battle.  This should be a full clan on clan fight.  Party are able to directly confront clan leaders while others deal with the warriors of the clan.  If party wishes to participate in full scale clan war let them. 

When Cloven Helm leaders are confronted they should be a party of mixed goblinoids.  These must be wiped out for the arc to be complete.
Battle Success: Clan leaders are magically disguised humans and demi humans.  It seems to be the humans are working to sew conflict between the tribes.  5000 gold is added to the treasury.  Threat increased by 25.  Clan Battle rating increase.  Cloven helms collapse and land is lost you gain 20 further warriors and 50 noncombatant goblinoids.  The Unbroken Oath become allies and work to call of the hunt.
Failure: This arc should be played to party wipe, players are expected to leave comrades that have fallen.  This is on the the dramatic high points of the campaign so killing off players is fine.

Wednesday, May 29, 2013

Campaign Seed: The Goblins of Parra part 8

These series is meant to introduce a story arc involving another goblin tribe called the Night Fangs.  They live deeper in the Parra region of the mountains and have less outside contact.  They are less combat focused and have increased their magical abilities beyond that of Guirrzek's tribe.


Title: The Gypsies
Minimum Threat: 80
Story:
A group of traveling humans have set up their camp near the goblin territory.  Guirrzek sends the part out of raid them.  The camp is made up of wagons with a few defenders and is generally meant to be easy meat for the goblins.
Battle Success: 100 gold is added to the treasury.  Threat increased by 5.  Treasure is non combative in nature mainly items of comfort. Move Directly onto The Curse story point.
Failure: Gypsies maintain camp and goblin tribe is ridiculed by other monstrous humaniods.  Threat decreases 10 per season the gypsies remain.  If they remain a year unlock " The Assassin" and run that story point where Guirrzek has an attempt on his life.


Title: The Curse
Minimum Threat: 80
Story: 
Someone the goblins have raided has revenge on their mind.  They are approached by a woman in rags who commands powerful magic.  She is able to walk into the camp unmolested and place a Curse on the tribe.  60 goblins must die, four per man, for the curse to be lifted. 

Guirrzek sends the party to deal with the Night Fangs to search for a way to break the curse. 
Diplomacy Success: Goblins shaman will accompany the party back to their home.  Tribe Diplomacy increased.   After success the Night fang cheif is killed and the party fingered for it.  Move on to "the Warriors" story point
Murder and Kidnap Success: Goblins fight off a few of the night fangs and make off with a shaman tied up.  Threat increased by 10.  Move onto "The Warriors" story point.
Failure: The Night Fang chief is killed and the party is fingered move onto "the Warriors"


Title: The Warriors (night fangs)
Minimum Threat: 85
Story:
After the problems dealing with the night fangs the party is on the run in foreign territory.  runners have been sent across the valley fingering the party for the murder and a price is on their heads.  Various war clans are formed to hunt down the party.  The first of the encounters is a group of night fangs tracking down the party.
Battle Success: 25gp of treasure added to the treasury.  Healing potions and invisibility potions are available for party use, consider them restocked on arrows and other goods.  Threat increased by 5.  Move onto The Warriors (The Orphans).
Failure:This arc should be played to party wipe, players are expected to leave comrades that have fallen.  This is on the the dramatic high points of the campaign so killing off players is fine.


Title: The Warriors (orphans)
Minimum Threat: 85
Story:
Still on the run the party encounter a tribe called orphans, the exiles of other tribes.  These goblins are not willing to fight at first.  The party can talk their way through but its up to the game master to decide if exiles from the parties own clan complicate the issue forcing a battle.
Diplomacy Success: Clan diplomacy increased.  Move onto The Warriors (The Bulls).
Battle Success: 75gp of treasure added to the treasury.  Healing potions are available for party use, consider them restocked on arrows and other goods.  Threat increased by 5.  Move onto The Warriors (The Bulls).
Failure:This arc should be played to party wipe, players are expected to leave comrades that have fallen.  This is on the the dramatic high points of the campaign so killing off players is fine.


Title: The Warriors (The Bulls)
Minimum Threat: 85
Story:
Still on the run the party a group of minotaurs are now looking to collect the price on the parties heads.  They are able to track and attack the party at a clearing.  Good stealth on the parties part could reverse this so the party can attack first.
Battle Success: 275gp of treasure added to the treasury.  Party acquire a great axe of considerable power from the party leader.  Healing potions are available for party use, consider them restocked on arrows and other goods.  Threat increased by 15.  Move onto The Warriors (?).
Failure:This arc should be played to party wipe, players are expected to leave comrades that have fallen.  This is on the the dramatic high points of the campaign so killing off players is fine.

Tuesday, May 28, 2013

Campaign Seed: The goblins of Parra part 7

A few more story points for the goblins of parra


Title: The lost Sheep
Minimum Threat: 70
Story:
Sheep are turning up all over the hill side. At first they were a tasty treat but then their were more.  So many they have begun to worry Guirrzek.  A few sheep are lost all the time are farmers planning on making this their pasture land?  Is this the precursor to greater conflicts with the humans?  Guirrzek tells the party to find a few shepherds in the area and bring them back for torture and questioning.
Battle Success: 10 gold is added to the treasury.  Sheep continue to mill around the area, trolls are drawn to the area unlocking "into the fire. Threat increased by 1
Failure: Guirzzeks fears are realized with a party of adventures operating in the area unlocking "out of the frying pan."


Title: Into the fire
Minimum Threat: 70
Story:
Sheep are attacking trolls to the area,  a band of perhaps four of the brutes is now operating in the area.  They are challenging the goblins directly trying to gain control of their assets, even their home.  The trolls must be hunted down and murdered.  When found the trolls are fighting a trio of bugbears. 
Battle Success: 350 gold is added to the treasury. Threat is increased by 30.  Map is found that points the players back to their lair. remaining bugbears join the Horde.
Failure: Trolls begin eating goblins!  Every week a goblin is lost until the threat is dealt with Guirrzek exiles the party if they don't deal with it in a month


Title: Out of the frying pan
Minimum Threat: 70
Story:
An adventuring party of leave near the groups is operating in the area.  They are killing demi humans as they encounter them.  Not always directly goblins but enough to worry Guirrzek and send the party to kill them in their sleep.
Stealth Success: 550 gold is added to the treasury in the form of minor magic weapons and armor. stealth rating for clan increases. Threat increases 5
Battle Success: 550 gold is added to the treasury in the form of minor magic weapons and armor. Battle rating for clan increases. Threat increases 10
Failure: 1-4 Goblins are killed per season as are other monstrous humanoids.  A gathering is called to deal with the external threat.  Unlock "A price on their heads"

Title: A Price on their heads
Minimum Threat: 70
Story:
Goblin party must race to kill and bring back the heads of the adventuring party.  Other monsters have their own parties hunting.  Depending how this goes the meat of the plot point is fighting over the heads.  The party can kill the adventures or someone else.  Who ever had the heads should be attacked constantly to get the bag of heads. 
Battle Success with party: 550 gold is added to the treasury in the form of minor magic weapons and armor. Battle rating for clan increases. Threat increases 10
Success returning with the heads: Clan gains a position of mouth piece for the area. Unlock the Parra valley story points.
Failure: The clan is often in a position where they are dictated to and taxed.  

Friday, May 24, 2013

Campaign Seed: The Goblins of Parra part 6

Here is another round of story points for the Goblins of Parra


Title: Only You Can Prevent Forest Fires
Minimum Threat: 65
Story:
The hordes strength continues to grow having faced outside threats but now a less concrete threat is approaching the goblins home.  A forest fire seems to have sprung up out of nowhere and is threatening the entire valley and hillside. Guirrzek has plans to hold out in the creek to the south but it is a days march to a point that can contain the horde safely.

The party are to serve as a vanguard and deal with any threats ahead of the main column of goblins.  There will be at least on encounter with orcs trying to escape the fire.  This can be dealt with in combat or diplomacy.  Animals are less likely to attack but large spiders remain aggressive and will attack the party
Non Combat Success with Orcs:  No threat or treasure, orc are aware of goblin horde now but will remain away for at least four seasons. They have a 25% chance of attacking thereafter, this is increased by 5% per season.
Battle Success with Orcs: 65 gold is added to the treasury and armor and equipment. 
Battle Success with Spiders: no result
Failure with dealing with Orcs: Horde and orcs hold up in fire.  Goblins become better regarded by orc's on dealing with fire.  5 Goblins are lost through.
Failure with dealing with Spiders: Horde end up with 1 death and one incapacitated after pushing through spiders.



Title: Burnt Offerings
Minimum Threat: 65
Story:
Follows the forest fire story point.  As the clan clean up after the fire they are attacked by burnt undead in the form of woodland animals and monstrous humanoids lost in the fire.  Party is sent do deal with these and investigate the source.  Many other groups report the same attacks as those the goblins faced.  They seem to be directed.  Finally it is determined there is a necromancer working in the area as signs in the forest indicated dark magic.
Noncombat Success: Party gain 5% to the next loot award.
Battle Success with Orcs: 65 gold is added to the treasury and armor and equipment. 
Failure: Attacks continue, after a season of attacks a gathering of the tribes in held to deal with this threat.



Title: The Necromancer
Minimum Threat: 65
Story:
Either through the Burnt Offerings story point or other means party determines location of  the necromancer.  They are tasked with bringing his head back.
Battle Success with Orcs: 1,200 gold is added to the treasury and armor and equipment. Much of this magical.  Clan's magic rating is increased.  Threat increased by 15.
Failure: Attacks continue, If the necromancer flees he will find another base of operation and continue attacks from afar.  


Title: The Exiles
Minimum Threat: 75
Story:
A group of goblins have petitioned Guirrzek to allow them to set up a far watch point on the grounds of a tower that was once held by a necromancer.  Word had come that they group has taken to the dark arts.  Guirrzek does not allow this and demands them cast out, the party is sent.
Success: Goblins are driven out without significant killing.  Party gains 200gp from treasury
Failure: Guirrzek sends another party to deal with the problem in disgust demanding 50gp of treasure returned by each member of the party.

Thursday, May 23, 2013

Campaign Seed: The Goblins of Parra part 5

Another post for the Goblin's of Parra campaign seed idea for you. Some of these occur after a home has been established


Title: Elven Hunting party
Minimum Threat: 30
Story:
The Clan has established a homeland and are growing.  A major outside threat has encroached on their lands with a hunting party of elves killing goblinoids in the area.  Guirrzek send the party to track and murder the party at night.

This should be a small group of perhaps two green warriors and one tracker leader.  They should be equipped with elven armor, short swords, dagger and bows.  They will have 120 arrows between them.
Stealth and Murder success: 65 gold is added to the treasury as are the armor and weapons above.  Clan is upgraded in stealth.  Threat increased but 15
Battle Success: 65 gold is added to the treasury and armor and equipment.  Threat increased by 15 and the clan is upgraded in battle.
Failure without attacking: Elves go on attacking goblinoids.  There is a 25% this will trigger the Gathering of the Tribes plot point with the elves being the major point of conversation.  There is a 10% Elves will attack the goblin home with expanded force.
Failure to murder: 20 gold  per victim is added to treasury as is a portion of armor and weapons.  The Elves flee and the area is quiet until next, non winter, season.  Elves then return with stronger force 20% chance elves attack goblin home.



Title: Goblin Hood
Minimum Threat: 1
Story: A goblin in the clan is noted for his skill with rocks and slings.  If party pass along a bow
Skill Success:  Clan archery skill is upgraded, twice if elven bow.
Failure: No change






Title: A Gathering of the tribes
Minimum Threat: 35
Story: Guirrzek and clan representatives are summoned to a gathering of local monstrous leaders.  The is a roleplaying session with heavy use of intimidation, bluffing and wits.  There is no battle option as players are meant to be part of mixed guard retinue.
Skill Success:  Clan is left alone by other humaniod groups for a year as their respect is earned.  Goblin Market opened to clan.
Failure: Clan is required to deal with an external threat without further resources.  Goblin market is opened to clan after they successfully deal with threat.






Title: The logging camp
Minimum Threat:50
Story: Bumbling loggers Marty and Sherman are captured when they try to cut down trees in the Goblin's Territory.  Guirzzek is concerned that more with come either looking for the pair or intruding on the goblins area.  The party is to take the pair back to the logging camp and barter for their return.
Skill Success:  Clan is left alone, threat is decreased by 10, and clan increases diplomatic value.
Battle Success: The mill and logging camp i s going to be a real challenge.  There will be at least ten men armed with axes to defend the camp and mill.  The camp has a cache of axes and digging equipment along with a sum of 400 gold that is added to the goblin treasury if captured.  Threat increased but 10.  Clans battle rating is increased.
Failure without attacking: A search party is sent out who will attack the goblin home.  If this is defeated increase threat by 5 and another more battle hardened party attacks the goblin home.  This continues until the logging camp is dealt with
Failure to murder: Some of the loggers flea and word gets back to the logging companies investors.  They send out a full party of adventures to deal with the area.  They will have a 25% per season of attacking goblin home.  If killed threat is increased by 20 and a second party is sent, they are of seasoned adventures.  If they are dealt with add 10 threat, but the attacks stop.

Wednesday, May 22, 2013

Campaign Seed: The Goblins of Parra part 4

A few more dealing with the early stages of the Hordes growth.


Title: Horseflesh
Story:
After the establishment of a home,Guirrzek has tasked the group with gathering food for the tribe.  The party know of some wild horses in the area and head their way to gather some horse meat.  Upon arrival they encounter a group of Kobolds with similar ideas.  This is not meant as a seriously scene of conflict but more a comedic one where both group prove rather inept.  The skill checks should be difficult for the party and some wild planning required.
Skill Success:  The team gain 10 gold of treasure from the Hordes current treasure.  The Clan eats well and are Guirrzek remains in high regard.
Battle Success with acquire of Horse meat: As above but the company also gain a map of the area and location of the Kobold Lair.  Kobold attack becomes possible.
Failure:
The clan goes hungry and 1 warrior is removed from the total horde strength.


Title: Goblins stole my baby
Story: After the success with the horses Guirzzek requests his favorite meat human baby!  The farm house you visited early on in the quest was heard to have a crying child and the party are directed there
Stealth Success:  The team gain 20 gold of treasure from the Hordes current treasure.  Tribe stealth increase again
Battle Success with acquire of baby: Party is awarded a 5 gold item but warned of their actions.  Threat increased by 10 , but tribe battle skill is increased
Failure: Next treasure pay out reduced by 5 gp.


Title: Cross Town Rivals
Story: Kobold lair is located and Guirrzek decides to deal with competition.   The party are tasked with rooting out the clan.  Two light combatant goblins aid the party in this goal.
Battle Success: The party deal with enough of the Kobolds to send the rest fleeing.  They are able to claim 75 gold of treasure from the Kobold's treasure that is now the goblin hordes.  This warren can be used by the clan as a well defended structure.  Threat increases by 10 in a season when word reaches other factions.
Failure: The kobold's have a 10% chance per season of being overtaken.  Since most monsters do not value the warren there are few who care to deal with them.. Dwarves would kill them outright and leave the warren for subterranean creatures to over take.  Similarly a dragon may take the kobold's on as minions and the warren would be left.  Finally exiles from the Goblin Horde could also be found here.


Title: Watchtower
Story: This can play anywhere into the story. Dwarves have taken over an old watch tower on a hillside.  They seems to be sending out parties to explore and map the area.  Guirrzek worries this is a forerunner of expansion and wants them taken out.
Battle Success: The dwarves are defeated and 500 gp of items are added to the horde.  Many are adventuring items but there are several high quality axes and a high quality crossbow.  Threat increase by 15.  This structure can be used as a home that is highly defensible.
Failure: The dwarves are probably not going anywhere, but there is a 5% chance they will be overtaken and turned into undead by a necromancer.  Defeating them undead or alive has similar rewards to the battle success

Tuesday, May 21, 2013

Campaign Seed: The Goblin's of Parra part 3

A few more plot points for the Goblins of Parra campaign seed I am working on.

Title: Obsidian Needles
Story: This plot point is not dependent on any level of threat or story development. The party  or traveling horde stumble upon an area of rocks rich with obsidian.  They are able to upgrade their equipment but control of the obsidian is the real treasure of this plot point.

Currently the field is controlled by a band of Kobolds who will attack the horde if they linger in the area.  They will be armed with upgraded weapons tipped with obsidian themselves.  
Stealth Success:  Group makes off with several pieces of obsidian and is able to upgrade their equipment for six months before the glass begins to wear our
Battle Success: The party gain the glass as above and also gain a information about a Kobold den in the nearby area.  See The Kobold Mire
Control Success: Keeping control of the field increases the parties threat by 1 per season held.  Rivals whom use stone weapons are unable to upgrade.
Failure: The field is going nowhere and control is assumed to be fluid so no effect of failure.



Title: The Spider's Tree
Story: The Goblin horde come upon a hug tree that is infested with giant spiders.  Battle with the spiders is conducted in waves of three until the party has been challenged, then let off.  This is more of a starting point than it is an actual challenge.  The tree can be used as a warren after it has been rid of spiders
Battle Success: The Clan gain a site for their first warren.  they are able to dig out a small series of tunnels in a week.  This beings the parties control of the area.  The warren offers light defense when dug out, with greater defense value if the party has stolen digging equipment from somewhere.
Failure: This tree can become the home of another demi human group if it is not found or used for a warren.  If the story line has proceeded so that there has been a clan split or other exiles they will be found here with the warren well established.


Title: A Throne
Story: This plot point can only happen after a warren or home has been established but should occur soon afterwards.  Guirrzek requires a throne for his kingdom.  This can be retrieved at the road house inn, if they haven't burned it down or something worse.
Stealth Success: The party is able to sneak in and make off with a chair.  Entire clan are upgraded to improve their stealth.
Battle Success: Threat increased by 7.  A company of soldiers is dispatched to retake the inn and find what happened.  The could lead to an assault on the clan home if the party was not careful to cover their tracks.
Already took the Inn through battle (Mudwallow phase): The group walks right in and takes a chair or would if they did not encounter wolves dinning on corpses.  If the party has met The Dark Druid stranger the wolves can be befriended.  Battle is swift and wolves are scared off.
Failure: Guirrzek is displease with group, ignore Guirrzek's next reward.


Monday, May 20, 2013

Goblins of Parra part 2

A couple more seed ideas for the Goblins of Parra idea I suggested on friday.

Title: Mudwallow
Story: The goblin clan has moved past the human farming lands and found there way into the wilds.  They have found there way to a stream they hope to cross.  They have wound their way to an old bridge but it was under the control of an Ogre who calls himself Mudwallow.  The ogre is a hopeless drunk and tasks the clan with getting him some beer from an inn located on the main road.
Stealth Success at Inn: The ogre lets them on their way and even shares a drink with Guirrzek.  Mudwallow can now be hired on as muscle for the clan with the prices of a few casks.
Battle Success at Inn: The party gain a fair share of loot and enough booze to outright buy the bridge from Mudwallow.  The clan will gain 20 sp a month in tribute for control of this resource.  Threat is increased by 5
Murder Success (Mudwallow): Clan gains control of the bridge and four local goblins are attracted to the clan.  These are scout they goblins who are nominally armed but combat trained.
Failure: Clan must fine another route of passage into the wilds.  There is a 20% chance per season that Mudwallow is defeated by others.  This will complicate the hordes progress as anyone able to take out Mudwallow will be a challenge.  This opens up the story challenge "The Rivals" when threat is reached.


Title: The Stranger
Story: The growing horde have stumbled on a human traveler while traveling the wilds.  This can take place with the part encountering the stranger on their own or the horde while looking for their new home.  The identity of the stranger is variable. On a percentile roll 1-33 is "The Ranger", 34-66 is "The Noble", 67-100 is "The Dark Druid".  Each function differently

The Ranger
Diplomacy Success: Ranger goes on his way and alerts others of the Hordes location.  Increase threat by 5 and the horde is attacked by a party of rangers at 21+ threat.
Murder Success: Clan gains rangers equipment which includes a high quality bow and a magic dagger.  No threat is increased.

The Noble
Diplomacy Success: The noble goes on his way and speaks of gentile goblins in the woods, threat decreased by 1.
Murder Success: Search parties are dispatched.  Open up the story "The Search Party" and move directly to it.

The Dark Druid
Diplomacy Success: Clan finds Druid is sympathetic to Guirrzek's view of wild.  Druid is sometimes adviser to clan and aids them in taming of wolves and wargs.
Murder Success: Clan gains druids equipment which includes a high quality staff and potions of health.

Friday, May 17, 2013

Campaign Seed: The Goblins of Parra

I was thinking of doing a little fantasy setting combat for the second play test and I came up with something very simple.  Players fighting off some goblins seems like something every fantasy game needs to cover so it fit.  A bit of thinking further and it become the players as goblins attacking some farmers, which seems a fair amount more interesting to me, though many games have done monster characters to death.  Pushing the idea a little further I though hmm why not do a dark version of the Kingmaker campaign that sucked so much but with goblins?

That has merit for me, a small clan of goblins moving across the land hunting for a place of their own, like a chaotic evil Water Ship Down.  This gives a good chance to fix that campaign and implement an interesting systems around the sandbox environment.

What is suggest is a simple story of a goblin horde carving out a spot in the wilds after they have been displaced.  The players form one of perhaps three goblin raiding parties that are providing for the clan.  Missions should work to benefit the horde, hurt the horde if not completed or have a neutral effect that remains internal to the raiding party.  All quests should have a shelf life so if not completed they either spring their negative effect change the story or somehow they change.  Change would either become unavailable or perhaps changing in nature.

The mechanism for the horde should not be the building one found in Kingmaker, but rather something like threat range.  I would not use this to change the clans power but rather trigger events, Allowing the group to deal with larger challenges as their clan power raises.  Rewards could often be and increase to followers, a special character or resource or even specialized troops becoming accessible.

Story: The displaced clan feel from attackers across human farm land.  Moving buy night their progress is slow but they have been able to avoid conflict.  Days on the run have left the group of fourteen goblins hungry and week.  Horde leader Guirrzek tasks the raiding party to steal food form a near buy farm.
Stealth Success: The clan move on faster than before and make it our of human lands without challenge
Murder Success: The raiders gain 2 daggers of human quality and present Guirrzek with 10sp gaining favor.  Clan is attacked by human hunting party before making their way to the freedom of the wilds
Failure or no result in 12 hours: Clan lose a non combat member moves on slowly.  Players are again tasked  with a raid.

Story: The clan come upon a wounded hobgoblin and raiders are sent out for supplies.
Success: Clan gains Abul ben Korr as loyal guard for Guirrzek and headsman.
Failure: ben  Korr dies and Guirrzek is vulnerable to future attacks.