i will soon start a campaign where the characters are all goblins and look for ideas for it to stand out from more traditional campaign.
So far their homebase will be a goblin lair where they launch raids on nearby roads and settlements, explore nearby notable features of the land such as caverns and ruins and often get raided by NPC adventuring parties.
What else would you look for in a goblinoid campaign?
Fight against the 'heroes'. Given the CR of goblins they become fodder for later levels, so having some would-be adventurers come by and try to kill all the goblins just to get killed by your party making them stronger, that would be fricken sick.
i will soon start a campaign where the characters are all goblins and look for ideas for it to stand out from more traditional campaign.
So far their homebase will be a goblin lair where they launch raids on nearby roads and settlements, explore nearby notable features of the land such as caverns and ruins and often get raided by NPC adventuring parties.
What else would you look for in a goblinoid campaign?
Overthrowing the jerk bugbear who keeps bossing us around
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Here you go, this should make for the fun bones of an adventure.
Not sure what is that but the campaign will be somewhat serious evil goblin campaigng. I will try look for some ideas tx
It actually gets petty serious. The Goblins are just living their lives when a bunch of adventurers (made up mostly of dark elves who are tortured by their darkness but want to be good, and a guy whose name is minmax.) come and start killing them, because, hey goblins are only there to be killed, right? Then a group of the goblins forms an adventuring party of their own and sets off.
There's this great scene in the early strips where one of them is saying things like, Hey, you know all that stuff in the poorly locked chest in the middle of the village? Why don't we actually use that stuff? The whole thing started as a send-up of classic D&D conventions, but over the years has really become something very, very different.
there's a pathfinder series called "we be goblins" that's basically an evil-ish goblin campaing. you can find at least the first game in a series of .... 5(?) free online. i'd recommend using those as a reference if you're interested. just as a general idea for what you could do with the concept.
there's a pathfinder series called "we be goblins" that's basically an evil-ish goblin campaing. you can find at least the first game in a series of .... 5(?) free online. i'd recommend using those as a reference if you're interested. just as a general idea for what you could do with the concept.
Thanks will look at it. Funily its one of the name i had envison for the Roll20 campaign loll
Here you go, this should make for the fun bones of an adventure.
Not sure what is that but the campaign will be somewhat serious evil goblin campaigng. I will try look for some ideas tx
It actually gets petty serious. The Goblins are just living their lives when a bunch of adventurers (made up mostly of dark elves who are tortured by their darkness but want to be good, and a guy whose name is minmax.) come and start killing them, because, hey goblins are only there to be killed, right? Then a group of the goblins forms an adventuring party of their own and sets off.
There's this great scene in the early strips where one of them is saying things like, Hey, you know all that stuff in the poorly locked chest in the middle of the village? Why don't we actually use that stuff? The whole thing started as a send-up of classic D&D conventions, but over the years has really become something very, very different.
Thank you. I think the cartoonish layout threw me off at first but hey the campaign will definitly have similarities as the party will quickly become a power with unique capabilities among the tribe, charged of taking care of business and of course, there will often be attacks from adventurers!
i will soon start a campaign where the characters are all goblins and look for ideas for it to stand out from more traditional campaign.
So far their homebase will be a goblin lair where they launch raids on nearby roads and settlements, explore nearby notable features of the land such as caverns and ruins and often get raided by NPC adventuring parties.
What else would you look for in a goblinoid campaign?
Overthrowing the jerk bugbear who keeps bossing us around
Yes the campaign will feature larger goblinoid like bugbear and hogboblins dominating and various other allies or villains, such as clans of kobolds, a hag druid nearby, a pack of wolf or worg, barghest hiding in clan etc.. So far what i have is;
The clan will be lawful in nature, and evil at its core, having a certain honor code where they're loyal to one another in the clan, but not as much to non-goblins. The clan will be in constant conflict with dwarves gnomes and halflings from the nearby hills and mountain, as well as elves from the forest and humans from nearby communities.
Since goblins don't have easy access to human town's marketplaces like in a typical campaign, trade will be conducted via barter, trading various previous metal, objects, weapons and armors for other needed materials.
During larger raid, i may have volunteer players also run 1-2 goblin monsters each on their initiative in addition to their own character, and as the tribe loose goblins to attack launched or suffered, i will emphase goblin clan member being refilled due to faster birth rate and growth of goblins compare to humans that take much longer to mature.
Slavery will be featured in the campaign. Goblins will collect slaves, mainly humanoids, demi-humans and kobolds, for food or mining work.
Goblins will regularly watch or patrol inside and around the lair, hunt or gather food for the tribe, explore their surrounding, and pillage nearby farms and settlements for ressources, livestock, slaves, prisoners or food.
I think this will just end up running like any other campaign, except that the principal race are goblins. They'll still be doing quests, helping out other goblins and so on won't they? What difference does it make that they're goblins otherwise? Will there be goblin cities to go to later on?
It's hard to run an "evil" campaign successfully because the whole point of evil is that it's self-serving. The only reason for the goblins to work together is mutual gain, and they need to be ruled by a leader's iron fist. So either your goblins are ruled by a bigger goblin, or they're just all in it for themselves... which is difficult to manage as there's no reason for them to do anything.
I'd talk to the players about what they want their characters to be, personality/background wise and base it off that. If the characters all have a common goal then theme the campaign around that.
I think this will just end up running like any other campaign, except that the principal race are goblins. They'll still be doing quests, helping out other goblins and so on won't they? What difference does it make that they're goblins otherwise? Will there be goblin cities to go to later on?
It's hard to run an "evil" campaign successfully because the whole point of evil is that it's self-serving. The only reason for the goblins to work together is mutual gain, and they need to be ruled by a leader's iron fist. So either your goblins are ruled by a bigger goblin, or they're just all in it for themselves... which is difficult to manage as there's no reason for them to do anything.
I'd talk to the players about what they want their characters to be, personality/background wise and base it off that. If the characters all have a common goal then theme the campaign around that.
There wont be goblin cities It will be in a humanocentric campaign settings like FR or GH. Yes evil campaign brings its own particularites but yeah tribe will be led by a bugbear chieftain. I may also have the characters be siblins to strenghten bonds further.
What is different in an evil monsters campaign such as goblinoid is that they're viewed as monsters that humans tend to distrust and often even attack at first sight! Interactions are not the same with evil races. Even traveling in the wild or on roads makes banal encounters with humans and demuhimans a risk. Goblins will either hide, fight, or flee from them when they can.
I once run an orc campaign in the 90's with AD&D 2nd edition and it definitly did not play as a standard campaign. Such monster campaign is not for everyone, but for those that don't mind or even embrace it, its fun and different that's for sure.
I wonder if you could take something like Lost Mines of Phandelver, and use the basic setup but reverse the focus so the players are controlling the goblins that are involved in that story and dealing with the premade heroes that are included in that game.
I'd make the encounters difficult and tell your players they have to be crafty and use tactics to succeed-- they are after all deep in the lands of civilisation. I'd centre the campaign around goblin cunning.
I wonder if you could take something like Lost Mines of Phandelver, and use the basic setup but reverse the focus so the players are controlling the goblins that are involved in that story and dealing with the premade heroes that are included in that game.
Now that you say it i may do thanks for the idea! Afterall it has many of the elements i was originally pitching for the campaign, humanocentric setting with human towns, surrounded by demihumans living in forest hills and mountains, chieftain is led by bugbear. Its a good framework that i will seriously study to use as base for the campaign. The story and focus will be different than the original but it could be fun to start the campaign in reverse where the PCs are goblins attacking humans on the road and capturing NPC Gundren Rockseeker and Sildar Hallwinter!
I'd make the encounters difficult and tell your players they have to be crafty and use tactics to succeed-- they are after all deep in the lands of civilisation. I'd centre the campaign around goblin cunning.
Yes it's my view as well, it will be ''Me against the World'' mentality as they will be in conflict with humans and demihumans all around them, and they won't be able to move in the open and slay everythign on sight. I intend to vary encounters difficulty and while families of farmers will be easier target, group of human travelers annd mercenaries will prove more difficult. They will make prizier targets because they're betetr equipped and will have ressources that the goblin would like to get a hold on, but trained armed parties will also be more threatening so they will have to often hide or flee to avoid being caught.
They will have short missions and longer adventures taking them close or far out of their lair and when the goal is more important that slaying humans they encounter, they will have to use connung and make best choices for their survival.
i will soon start a campaign where the characters are all goblins and look for ideas for it to stand out from more traditional campaign.
So far their homebase will be a goblin lair where they launch raids on nearby roads and settlements, explore nearby notable features of the land such as caverns and ruins and often get raided by NPC adventuring parties.
What else would you look for in a goblinoid campaign?
Fight against the 'heroes'. Given the CR of goblins they become fodder for later levels, so having some would-be adventurers come by and try to kill all the goblins just to get killed by your party making them stronger, that would be fricken sick.
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"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
Goblin characters will have class i shall say
https://www.goblinscomic.com/comic/06252005
Here you go, this should make for the fun bones of an adventure.
I was going to say that.
Overthrowing the jerk bugbear who keeps bossing us around
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Not sure what is that but the campaign will be somewhat serious evil goblin campaigng. I will try look for some ideas tx
It actually gets petty serious. The Goblins are just living their lives when a bunch of adventurers (made up mostly of dark elves who are tortured by their darkness but want to be good, and a guy whose name is minmax.) come and start killing them, because, hey goblins are only there to be killed, right? Then a group of the goblins forms an adventuring party of their own and sets off.
There's this great scene in the early strips where one of them is saying things like, Hey, you know all that stuff in the poorly locked chest in the middle of the village? Why don't we actually use that stuff? The whole thing started as a send-up of classic D&D conventions, but over the years has really become something very, very different.
Honestly, I would need a better description of the OPs vision (an elevator pitch, say) before thinking I could constructively respond.
there's a pathfinder series called "we be goblins" that's basically an evil-ish goblin campaing. you can find at least the first game in a series of .... 5(?) free online. i'd recommend using those as a reference if you're interested. just as a general idea for what you could do with the concept.
Thanks will look at it. Funily its one of the name i had envison for the Roll20 campaign loll
Thank you. I think the cartoonish layout threw me off at first but hey the campaign will definitly have similarities as the party will quickly become a power with unique capabilities among the tribe, charged of taking care of business and of course, there will often be attacks from adventurers!
Yes the campaign will feature larger goblinoid like bugbear and hogboblins dominating and various other allies or villains, such as clans of kobolds, a hag druid nearby, a pack of wolf or worg, barghest hiding in clan etc.. So far what i have is;
The clan will be lawful in nature, and evil at its core, having a certain honor code where they're loyal to one another in the clan, but not as much to non-goblins. The clan will be in constant conflict with dwarves gnomes and halflings from the nearby hills and mountain, as well as elves from the forest and humans from nearby communities.
Since goblins don't have easy access to human town's marketplaces like in a typical campaign, trade will be conducted via barter, trading various previous metal, objects, weapons and armors for other needed materials.
During larger raid, i may have volunteer players also run 1-2 goblin monsters each on their initiative in addition to their own character, and as the tribe loose goblins to attack launched or suffered, i will emphase goblin clan member being refilled due to faster birth rate and growth of goblins compare to humans that take much longer to mature.
Slavery will be featured in the campaign. Goblins will collect slaves, mainly humanoids, demi-humans and kobolds, for food or mining work.
Goblins will regularly watch or patrol inside and around the lair, hunt or gather food for the tribe, explore their surrounding, and pillage nearby farms and settlements for ressources, livestock, slaves, prisoners or food.
I will also use Tasha's any ASI +2/+1 to give more freedom to build PCs. Perhaps even Custom Lineage.
I think this will just end up running like any other campaign, except that the principal race are goblins. They'll still be doing quests, helping out other goblins and so on won't they? What difference does it make that they're goblins otherwise? Will there be goblin cities to go to later on?
It's hard to run an "evil" campaign successfully because the whole point of evil is that it's self-serving. The only reason for the goblins to work together is mutual gain, and they need to be ruled by a leader's iron fist. So either your goblins are ruled by a bigger goblin, or they're just all in it for themselves... which is difficult to manage as there's no reason for them to do anything.
I'd talk to the players about what they want their characters to be, personality/background wise and base it off that. If the characters all have a common goal then theme the campaign around that.
There wont be goblin cities It will be in a humanocentric campaign settings like FR or GH. Yes evil campaign brings its own particularites but yeah tribe will be led by a bugbear chieftain. I may also have the characters be siblins to strenghten bonds further.
What is different in an evil monsters campaign such as goblinoid is that they're viewed as monsters that humans tend to distrust and often even attack at first sight! Interactions are not the same with evil races. Even traveling in the wild or on roads makes banal encounters with humans and demuhimans a risk. Goblins will either hide, fight, or flee from them when they can.
I once run an orc campaign in the 90's with AD&D 2nd edition and it definitly did not play as a standard campaign. Such monster campaign is not for everyone, but for those that don't mind or even embrace it, its fun and different that's for sure.
I wonder if you could take something like Lost Mines of Phandelver, and use the basic setup but reverse the focus so the players are controlling the goblins that are involved in that story and dealing with the premade heroes that are included in that game.
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I'd make the encounters difficult and tell your players they have to be crafty and use tactics to succeed-- they are after all deep in the lands of civilisation. I'd centre the campaign around goblin cunning.
Now that you say it i may do thanks for the idea! Afterall it has many of the elements i was originally pitching for the campaign, humanocentric setting with human towns, surrounded by demihumans living in forest hills and mountains, chieftain is led by bugbear. Its a good framework that i will seriously study to use as base for the campaign. The story and focus will be different than the original but it could be fun to start the campaign in reverse where the PCs are goblins attacking humans on the road and capturing NPC Gundren Rockseeker and Sildar Hallwinter!
Yes it's my view as well, it will be ''Me against the World'' mentality as they will be in conflict with humans and demihumans all around them, and they won't be able to move in the open and slay everythign on sight. I intend to vary encounters difficulty and while families of farmers will be easier target, group of human travelers annd mercenaries will prove more difficult. They will make prizier targets because they're betetr equipped and will have ressources that the goblin would like to get a hold on, but trained armed parties will also be more threatening so they will have to often hide or flee to avoid being caught.
They will have short missions and longer adventures taking them close or far out of their lair and when the goal is more important that slaying humans they encounter, they will have to use connung and make best choices for their survival.