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Fortune's Favor (Inactive)

Game Master drawesome1111



Welcome to my Campaign! Here is what you know:

It has now been 200 years since the Final War. Peace has finally begun to reign in the Airdwyn. The cities have finally righted themselves, and as a declaration to the world The King of Kel Fair has called a Summit commemorating this historic occasion. Each of you have received a letter by King’s messenger:

By Proclamation of His Majesty King D’olm of the Diamond Throne,
Your Prescence is requested in Kel Fair
On Dutal 13th 2145

A DIAMOND CELEBRATION
Is to be held for the rememberance of all peoples’
The celebration shall span a weeks’ time and will be a wonderful time for all.

You have one week to arrive at the city from your various locations across Airdwyn. Prepare for the ceremony, because who knows how long peace will last…

Character Creation:

25pt buy
Starting Lvl 3
500 Gold to start. No Magic weapons or armor.
All Paizo stuff allowed, 3rd Party available upon request.

Also use the following items of history and locations to fill out a character's story.


Major Cities:

Kel Fair:

Population: 17,306 Adults
Size: 132.97 Acres
Population Density (Adults/Acre): 130.15 Adults/Acre
Races: Human (15,922); Halfling (346); Elf (173); Dwarf (173); Gnome (173); Half Elf (173); Half Orc (173); Other (173)
Gold Piece Limit: 40,000.00
Wealth: 34,612,000.00

Known as the Diamond City, Kel Fair is the major city of the human domain. Located on the Eastern coast of Airdwyn and one of the only two port cities still in existence in the realm, Kel Fair is a shining example of what can happen at the peak of human goodness. Crime rates are strangely low for a city of its size and the citizens live happy lives under the rule of the King. The city is fortified by a significant wall, several protection spells by the king’s mages, and a powerful city guard.

Temples/ Religions: All Good/Neutral

Notable NPC’s: King Ironhold, Robert the Merciful.

Enclave:

Population: 300 Adults
Size: 20.13 Acres
Population Density (Adults/Acre): 22.20 Adults/Acre
Races: Human (150); Halfling (10); Elf (50); Dwarf (0); Gnome (50); Half Elf (40); Half Orc (0); Other (0)
Gold Piece Limit: 200.00
Wealth: 4,470.00

Monastic community begun by the Elves of Old. They only allow new members to join every 100 years, which keeps their ranks low. Located in the Denwood of the North. Center of Religious knowledge in the realm.

Temples/Relgions: None.
Notable NPC’s: Abbot Zelt.

Kel Mar:

Population: 1,553 Adults
Size: 48.67 Acres
Population Density (Adults/Acre): 31.91 Adults/Acre
Races: Dwarf (1,432); Human (31); Halfling (15); Elf (15); Gnome (15); Half Elf (15); Half Orc (15); Other (15)
Gold Piece Limit: 800.00
Wealth: 62,120.00

Carved into the Marzol Mountains and forged as a last strong hold for the dwarves as they were pushed back by the Expanse. Connected to minor settlements and the outside world by their famed Obsidian road. Not only is it home to the last of the Dwarves but to their Dryztium mines. Home to deep magical crystals which they export to the known world.

Temples/Religion:
Notable NPC’s: King Arken.

Kel Hayl:

Population: 1,085 Adults
Size: 29.46 Acres
Population Density (Adults/Acre): 36.83 Adults/Acre
Races: Human (394); Halfling (217); Elf (195); Dwarf (108); Gnome (75); Half Elf (54); Half Orc (32); Other (10)
Gold Piece Limit: 800.00
Wealth: 43,400.00

The city on the Lake. Forged into a mass of stone in the middle of Lake Hayl in the center of the continent. Kel Hayl is the likewise the center of knowledge. The major colleges are located on this island, and people travel from all over to learn at the feet of the greatest teachers.

Temples/Religions: All Neutral*
Notable NPC’s: The Council of Neln, Headmaster Leister, The Draconics

Kel Dwyn:

Population: 3,718 Adults
Size: 47.66 Acres
Population Density (Adults/Acre): 78.02 Adults/Acre
Races: Human (2,903); Halfling (334); Elf (185); Dwarf (111); Gnome (74); Half Elf (37); Half Orc (37); Other (37)
Gold Piece Limit: 7,000.00
Wealth: 1,301,300.00

The second major port City on the eastern side, A marauder’s paradise, Kel Dwyn serves as a refuge for all the disreputable clientele not welcome in Kel Fair. The city is divided into 5 sections or wards, each with its own gate. Each is patrolled by a separate division of guards dispatched by one of the 5 guilds that oversee the city. Each guild acts independently yet somehow unified.

Temples/Religions: Mostly Neutral/Evil.
Notable NPC’s: The Rogue’s, The Locksmith’s, The Dreamweaver’s, The Savants, and the Master’s( The 5 Guilds.)

Kel Sohn:

Population: 1,128 Adults
Size: 34.13 Acres
Population Density (Adults/Acre): 33.05 Adults/Acre
Races: Human (883); Halfling (101); Elf (56); Dwarf (33); Gnome (22); Half Elf (11); Half Orc (11); Other (11)
Gold Piece Limit: 800.00
Wealth: 45,120.00

On the far side of the wall Kel Sohn stands as the outpost between modern civilization and the wastes of the Sohndero Desert. It’s people are a mixture of all races. Many of the travelers who come from the far west stop here to trade goods. Many people from the eastern half do not trust anything beyond the Wall, especially those who make the former warzone their home.

Temples/Religion: unknown
Notable NPC’s: Unknown


Religions/Deities:

Airdwyn recognizes the Greater Gods of the Golarion Pantheon:

Abadar, Asmodeus, Calistria, Cayden Cailean, Desna, Erastil, Gorum, Gozreh, Iomedae, Irori, Lamashtu, Nethys, Norgorger, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, and Zon-Kuthon.

Along with 1 added sect.

The Old Gods: A few select cultists believe that the Gods of the world aren’t the true gods. They believe that there are a select race of Gods that came before and will come again. Most think them fools, but they do draw power as any other cleric would.
Alignment- True Neutral.
Domains: You may choose one domain from Paizo’s work and You also get the Time Domain as well.

Time:

Granted Powers: The god of time has given you the power to stop time briefly, and to shift backwards in time briefly as well.

Moment of Pause (Sp): As a melee touch attack, you can stop time for one creature briefly, freezing them in place. For one round, the creature can take no action and experiences time as if that round never took place.

Time Shift (Sp): Beginning at 8th level, once per week you can briefly shift time backwards. You can shift back no further than 4 combat rounds, or 1 minute outside of combat. Any actions that took place during the time you shift back before are considered to have not taken place, and all actions pick up from the point you shift back to.

Domain Spells: 1st—deathwatch, 2nd—one track mind, 3rd—delayed reaction, 4th—haste, 5th—hold monster, 6th—contingency, 7th—lesser time stop, 8th—temporal stasis, 9th—time stop.


Other Notable Locations:

The Wall- Divides the Eastern lands from the Western wastes. Created at the end of the Final War by the civilized races as a way to keep the evil out of their lives. Guarded now by a select guard it stands as the last line of defense. Bordered to the north by the Marzol Mountains and to the south by the Sektoya peaks. Nothing can get around it without serious issues.

Marzol Mountains/Sektoya Peaks- The mountains that divide the continent. The northern half (Marzol) was settled by the dwarves after the Final War and the creation of the Expanse. There is little known of the southern mountains, other than various nomadic tribes have made them their homes, very few who go into the caves there ever come out.

Sohndero Plains/Western Wastes- In the time before the Final War, the West was a thriving area full of culture and life. However when The Mad King sent his armies in they used up much of the magic of the land and left the place a desert full of high plateaus and little to live on. Only one major settlement remains, Kel Sohn, somehow untouched by the wars.

Denwood- Former home of the Elven tribes. After they were driven out in the Wars, it remains a solitary ground, the only notable city there is the Enclave, a religious hiding place. There are rumors that there is a fortress buried somewhere in the forest, but no one knows for certain.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Does foe receive a save vs moment of pause? Do they count as helpless, can they be injured?

I'll have a mull and try to get a character done tomorrow.


Sounds interesting. Couple of questions:

Psionics?
Guns?
Any racial restrictions?


Carpe- NO save, but I believe they can only use that a number of times per day equal to 1/2 their level(min 1) +Wis mod.

Fanguar- No Psionics, Guns will be available, but they aren't widespread. Most of the traditional races are alright, but run it by me if you have something terribly off the wall.

Also note to everyone, I'm not a fan of Evil Parties, So I'd prefer if you stuck to neutral or Good alignments. If that's gonna break your character PM me and we'll discuss it.

Grand Lodge

Hmmmm, choices choices choices. I've got a cleric and an alchemist already. I've always wanted to play around with the concept of a Gnomish Golem crafter, I'll have to think about what class might be best used. Perhaps a wizard of some description.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'm going to go with an elven magus from Kel Hawl I believe. Just jiggering about with my numbers, probably going for the Kensai archetype.

How many traits can we take? Standard 2? Are there any non racial languages? By which I mean human dialects other than common, etc. Should we expect this to be a low wealth campaign given the considerably lower than average starting wealth? Are there any builds that you would advise against, like mounted characters, etc.,?

A wizard would be great, we can exchange spells :)


Ooh nice golem crafter would be fun.

Yep standard 2 traits. No other languages, It'll probably be a lower wealth campaign, but don't worry you won't hurt for money/items. I would say you can't take traits related to specific regions, other than that I can't think of any traits off limits.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Can you explain that? I would generally say that if we are below standard wealth per level we will be hurting for items, we simply won't be as ready for challenges as we are expected to be. I don't mind low wealth campaigns particularly, but they favor some classes and hurt others.


Basically there will be opportunity for you to earn weapons other than with money. And you'll only start with less than normal. Once you've gone a few missions you'll be back on track.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

But only weapons, or a selection of stuff? Many classes are going to be disadvantaged by such a system, I'd say at least 50% of the builds I enjoy playing have no interest in magic weapons, for example. Lets say I play a Summoner and want to concetrate more on stuff for my eidolon than on myself, for example, or a druid, etc., who wants to commission custome stuff rather than the stuff that crops up which is unlikely to suit.

I'll point out to that weapons we could win would count towards wealth per level, unless we cannot sell them for some reason.


Leaning towards a half-orc inquisitor myself.

Grand Lodge

Alright, going with a Gnomish Wizard, taking the Spellslinger archetype and delving into clockwork golems after lvl. 5.

Grand Lodge

So, gunsmithing and the rather expensive cost of ammunition. If I smith my own black-powder and ammunition It will cost 1/10 that of what it would if I were to purchase it. Would you be willing to say that by lvl. 3 I would have had the time to make my own ammo and powder, or do I need to buy it with my starting GP. As a point of reference, one dose of black powder costs 10gp, and a bullet is 5gp. What are your thoughts on it?


Human cleric of Gorum or Half-elven Battle Oracle, can't decide.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Screw it, I'm spending too long umming and ahhing over Magus - I'm going Druid!

How are we handling HP after 1st level, roll?

2nd and 3rd HD HP: 2d8 ⇒ (5, 7) = 12


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Okay so I'm double dipping on archetypes, going Saurian Shaman, World Walker. Going with an Allosaurus companion. Backstory wise I'm thinking of having him have been raised in an elven tribe that integrated with one of the Southern Mountains human tribes after being forced out of Denwood.

Showing talent with animals and nature magic Nando was apprenticed to the elven shaman, but quickly got tired of being treated like a child, and now spends most of his time roving. He occasionally returns to the tribe, and has basically been given up on by the shaman and sent to represent the tribe at the Diamond Celebration because he is considered no big loss.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Animal Companion HD HP: 3d8 ⇒ (8, 6, 5) = 19


Male Human Druid (Saurian Shaman, World Walker) 3

Nando Fadrell, melee druid with an allosaurus animal companion is pretty much complete. Still need to write up background, and add a bit more gear - might plump for a horse. Is plains a sensible favored terrain to take for this game btw?

Grand Lodge

DM_Awesome, can I get an idea about where you stand re the gunsmithing?


Caffeine i'll allow that system it looks ok to me. And yes we're rolling for HP after 1st.


Seeing what other people are going with, I'll put together a rogue instead. We're a little short on the skills.
HP after 1st: 2d8 ⇒ (2, 8) = 10


So can I get a final head count?

Carpe= Nando(Druid Extraordinaire?)
Caffeine= Gnomish Wizard-unnamed
Fanguar=Rogue- unnamed?
Almafagor= Cleric of something or other?


I'm in, toying with Inquisitor since Fanguar decided to go rogue, other is battle oracle, trying to get it done by the end of the work day before I go out of town, otherwise its priority 1 when I get back.


Male Halfling Rogue (knife master/scout) 3

Ok, here's a mostly done rogue. I still have a fair amount of money to spend, I'll finish that up before we start.


Also in case you didn't see it, the AoW gameplay thread is up LINKY


HP rolls 2d8 ⇒ (4, 2) = 6


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Reporting in. I'll have a character concept up soon.

I'm thinking of a Cleric/Wizard dedicated to the old gods, eventually going for Mystic Theurge.


Just need to do gear.


Male Human Druid (Saurian Shaman, World Walker) 3

Okay great so nearly ready to go here, great.


Done


Posting to dot. not finished yet, but the framework is there.


Ok I mentioned this to Carpe, but life has been really kicking me the past couple of weeks and I'm afraid I'm gonna have to bow out.

I was really psyched to play, but I'm not gonn be able to for now. I hope we can find games in the future.


I can understand, send a PM if something turns around.

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