Ire of the Storm ala Fabian (Inactive)

Game Master Fabian Benavente

Telling the interactive story of a group of colonists and their adventure south of Sargava


Pridon's Hearth is Sargava’s newest colony, pushing the country’s borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm!

PRIDON'S HEARTH HISTORY
Originally named “Pridon’s Grave” by the local Song’o halfling tribes, and often called “Pridon’s Folly” in Sargava proper, the upstart colonial town of Pridon’s Hearth represents the wayward Chelish colony’s latest attempt to expand its borders and establish itself as an international power. A Sargavan entrepreneur named Rema Pridon made what she hoped would be a historic journey in 4622 ar. She chartered a ship, brought almost four dozen followers, and made the journey south to explore the Jungle of Hungry Trees and uncover gold mines that existed only in her imagination. A disastrous tale followed when Pridon’s ship washed ashore, stranding the entrepreneur and her surviving followers along the Lower Korir River delta’s marshy but fertile coast. Pridon and the other refugees managed to survive for just over 5 years—battling the jungle’s dinosaurs and other monsters—before eventually succumbing to malaria.

A tribe of Song’o halflings eventually discovered the site of Pridon’s landing and camp, passing the information on to Sargavan officials during their brief contact with colonials decades later. Servius Narsus—a merchant with dreams of nobility—caught wind of the fertile territory around the camp, and bartered for a stake in the land.

General Septimia Arodatus—known for handing out territorial claims she has no right to grant—eagerly accepted Narsus’s request, installing the merchant as the region’s count. As a condition of his appointment, Narsus’s title and claims would be recognized in Sargava proper only if he could tame and then annex the wilderness territory into the larger colony.

The first ships set sail 4 years ago, and the freshly appointed Count Narsus dubbed the settlement “Pridon’s Hearth” after mistranslating the local name for the collection of islands at the river’s mouth. Newly widowed, Count Narsus brought along his only heir—his son Lethar—as well as their entire familial contingent of slaves. Narsus declared his slaves free men and women as his first act upon establishing the settlement; to Narsus, this decree reinforced his command that Pridon’s Hearth should be a new start for any who seeks one—it also cleverly absolved him of any responsibility for the former slaves’ survival in the harsh terrain. Many of the count’s soldiers feared mass dereliction or rebellion, but Narsus’s generosity won through, and most of the freed slaves stayed to help establish the settlement.

Narsus lived just long enough to see his settlement take root. Only a year after first landing, Narsus fell victim to malaria, just as the town’s namesake had decades ago.

Lethar Narsus took his father’s mantle, becoming the region’s count and devoting himself to his father’s principles. Just months after the elder Narsus’s death, explorers discovered the native fever tree, whose bark can be prepared into a tonic to ward off tropical diseases; the cultivation of the bark quickly became the center of the settlement’s economy. With this prospective cash crop in hand, Lethar dispatched messengers to Eleder, and even further north to the nations of the Inner Sea region, announcing his plans to expand the settlement. This message promised land and legacies for those willing to work on behalf of Sargava’s interests in the region.

Locals have dubbed their branch of the Lower Korir River the Little Tiger River, after the aggressive and delicious tigerfish that lurk in the waters, but they agree on few other names for local features. Though 4 years old, Pridon’s Hearth remains very much a struggling colony town, with no paved roads and many buildings still constructed with canvas roofs or walls. Its residents number just over 300 and are a mixed lot; most are stark individualists looking for a home removed from Sargava’s crowded cities or opportunists hoping to uncover hidden treasures or valuable minerals in the largely unexplored river delta.

For now, the town population contains few families, and even fewer people looking to start one.

Aside from the bark of the fever tree, most of the local economy depends on fishing and harvesting rare wood from the surrounding jungle. Several wealthy settlers quickly snapped up large holdings adjacent to the town itself, clearing plantations to grow various cash crops, but the harsh summer weather has complicated attempts to farm the region. Dika and oil palm orchards are the only reliable producers, though settlers have discovered wild taro and Mwangi rice stands all along the river, and use both heavily in their meals. Many entrepreneurs journey to the far-flung outpost with get-rich-quick schemes.

Just as many return home penniless, or else become permanent and struggling residents of the community.

Sargava

Eleder

Korir River Delta
Each hex on the map requires 8 hours to cross thanks to the rugged terrain (or 5 hours on horseback), and 2 full days to completely explore (1 day on horseback).

Pridon's Hearth

Party Loot Split (3rd level)

LOCATIONS:

1. Countinghouse of Abadar: While most frontier towns dedicate their first major church to Erastil, this settlement’s church of Abadar helped fund the initial colonial petition. It earned a valuable place in the outpost, both as the initial major temple and as its exclusive financier and bank. The temple’s worshipers constructed a grand edifice of stone and wood to honor their deity, hoping to become a civilizing example to their fellow settlers. Baldra Siferth remains the only full-time priest in the community, overseeing a dozen part-time acolytes and two clerics-in-training. The aged cleric uses the temple to offer healing and financial services, but she relies heavily on the town guard for protection from the rougher denizens of Pridon’s Hearth.

2. Heri’s Conservatorium: Local remedies and minor potions are available from Heri Lightstep (female halfling), the lucky halfling who guaranteed her fortune when she discovered the fever tree.

4. Little Tiger Docks: Pridon’s Hearth currently lacks a proper dock for larger ships, instead requiring smaller skiffs to come ashore on Island Town to deliver goods.
Plans to dredge the river and construct a larger dock exist, but remain unsettled as residents of Island Town constantly bicker over whose fishing will be ruined by the construction and sudden influx of larger vessels.

7. Northwind Smithy: The blacksmith shop in Pridon’s Hearth has changed ownership almost a dozen times since the town’s founding. Vethorn Valgardson (male half-elf)—a strapping, no-nonsense half-elf from the distant north—currently runs the shop.
He crafts and repairs equipment of all types, but supplying the guard and paranoid citizens with weapons and armor occupies the majority of his time.

11. Oyin Emporium: This well-kept wooden building houses items of varied description. The cantankerous proprietor, Mirya Oyin (female old human), oversees the emporium. Her relative charm and well-concealed charitable nature keep her shop popular. She remains the best option for importing hard-to-find goods or shipping anything back to Sargava.

12. The Stone Hall: The first stone building in Pridon’s Hearth—beating out the Temple of Abadar by several weeks—the Stone Hall operates as the town’s favorite tavern and only inn. People from all over the colony come to the Stone Hall to talk and drink, or to hold semiformal gatherings. Servius Narsus’s newly freed halfling slaves constructed the building, scaling the main hall to accommodate an average human’s stature while crafting several offshoot rooms more appropriate for their size.
The Whithermoot and Longroad families jointly control the hall.

Character Guidelines:

I am looking for five characters to star in a PBP (Play By Post) version of Pathfinder’s Ire of the Storm Adventure Module. The PBP will be run a little bit differently than most. Please see this page (game in progress) for game format; the turn recaps there show what my intention is with regards to gameplay, use of maps, how combat is handled, etc. If you have any questions, please do not hesitate to ask.

Character selection will NOT be first come first serve, and we will take time to develop characters. The game will have action as well as problem solving so a good mix of characters is recommended.

I am looking for "roleplayers" whose posts are NOT a one sentence reply. All players are expected to post AT LEAST ONCE PER DAY so if you can't meet that schedule please do not bother applying to the game.

If this sounds like a game for you, then post a character with the following sections: a) appearance, b) background, and c) personality. Please make the characters interesting, the strong and silent types just don't cut it in this type of game. See the page above if you would like to see a sample character as a reference on the type of submission I'm looking for.

I've provided some information in the Campaign Tab regarding the forthcoming campaign. Once players are selected, we will work on a common background to determine if/how the PCs know each other or if they are just meeting for the first time in the Kavaa Cutter.

Just so you can start thinking about the crunch part (some people work this way), here are some guidelines: core races, anything Paizo, 1st level characters, 20 point buy system for abilities, no abilities below 8 or above 18 after adjustments, no evil characters, average gold, maximum hit points at 1st level and then half+1 (d8 is 5, d12 is 7, etc.) for other levels, two regular traits. However, please be reminded that PC selection will be based on the ‘fluff’ and not the ‘crunch’.

I’m sure I missed something here so please ask me questions.

Game on!

Fabian


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Optional Rules
Background Skills
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PATHFINDER PBP GENERAL:

Game format
Players and GM post on the Discussion tab leaving the Gameplay tab for the turn recaps where all the information is put in a chapter-like post with additional information such as OOC information, maps, pictures, health status, etc.

Game and turns
The game will be run this way: I will post a turn on the Gameplay thread and you will all respond to it on the Discussion thread. I expect you all to write at least one to two paragraphs per turn. I will then post a turn recap on the Gameplay thread with all your responses incorporated and will describe the results, add something to it setting up a new situation where your input is needed, and then wait for your responses again on the Discussion thread. These are for turn recaps; however I check the boards several times per day and questions or small comments will be issued daily.

This turn recap will also have OOC information such as health status, ongoing effects, maps, and general information to help you in your responses.

I expect a post from everyone EVERY day.

Turn replies
I expect the vast part of your responses in character; if it is not then please add OOC in front of any comment, question, etc. (or you may use the ‘ooc comment’ format .)

There are two types of turns: regular and combat. It is strongly encouraged to involve other PCs and NPCs in your responses to regular turns (sometimes even combat turns) by ‘tagging’ them (asking them questions, requesting them to do something, etc.); this gets the ‘roleplaying juices’ flowing and makes for a much better game.

General play
I expect you all to be mature and play in character as much as possible. For example, if I describe an NPC that is part of an organization and your character has no way of knowing that, then I do not want you, the player, to fill in for the character and use that knowledge. We, as players, know a lot of things that our characters do not, so please keep that in mind. For example, when I describe an action that a character does alone without being seen by the other characters, we will all know about it and enjoy it (hopefully) but I don't want your characters to take any actions based on that knowledge.

I’ve hosted and played in lots of PBPs but I want to adapt to what you all like, so things may change. I strongly encourage you to ask questions, send comments, and suggestions. I need to know what you like and what you don't like so we may adjust accordingly.