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I've been cooking up many things. Once I have this campaign a little bit more fleshed out I'll put a Video on Youtube. All your ideas are being considered, but I won't place in the campaign something I cannot manage. Personally I've considered a way to deal with an early uprising. If in the first few encounters the PC's revel and cause an uprising, they will take control of the dungeons, but not necesarilly be able to escape(the outer traps are still around CR 10, so I don't think they will be able to escape). If they do escape, the Campaign is named "World of Orc" not "World of the Arena", which means they can still experience the gruesome world through out the city... more on this later.
So Tim. Let me begin by saying you are awesome! You nailed it, those are exactly the issues I'm worrying about.
To be a bit more specific about the campaign scenario.
1.- This is a "slave revolt & overthrow" scenario with an open war at the end that might cause a massive orc extintion. The guards are lvl 8 orc fighters, the traps are almost CR 10, so escaping will be posible at one point, just not in the begining.
2.- I want this campaign to FEEL like a "you're lucky if you survive long enough to hit 4th" scenario, without necesarilly being that way. PC's might die and reroll characters, but what I really want is the experience to feel like a "I walked through the valley of the dead, and survived" kinda thing.
3.- I love me some bookworm casters. I won't take away the thrill the casters have from investigating the world. I won't give them cookies for free, but I might leave one or two crums down the way of spells they might learn or ways they could hide that they are studying magic.
4.- PvP... it's awesome, and I would love to see 2 PC's fight to the death. But by the time they hit that mark I want them to know that they can choose not to fight and play their cards right so that they might survive. Martyrs might result from this, but that might be the start of the revellion.
5.- I would rather keep dead people dead bellow level 9, but I would rather not kill players till level 4. I don't want the game to be punishing. I want the deaths to be ACTUALLY REWARDING, not in the sense that you go "I'm gonna kill my character so I can reroll a new one" but in the sense that the final moments of the character where meaningful, even if after death they find only darkness. I want their deaths to shake the world, and I want rerolled character to be acknoledge about the great heroism of X character.
6.- This one was asked by Democratus. There might be one or two times where the PC's enter the arena alone, among other solo events.
Campaign actually starts "In Media Res" a battle. Waking up on a rising platform, chained by the ancles and hands (PC's have to figure this out) with loud shatters in Orc (which nobody knows unless there is a half-orc) surrounded by 8 friendly NPC's which are to scare to fight and assualted by 12 kobolds. After winning (if they do win) they are recieved by an ovation by the NPC's in the dungeons, and then they are subdue by the guards and humiliated, then thrown back to their cells.
I think I need more description to aid you with your question. What do you mean by "more magic oriented". Are you making a campaign where everyone is a wizard or something? Let me make it clear that playing only spellcasters is not easier, infact, it's pretty hard. If everyone is a spellcaster, who takes the hits? With no barbarians, paladins, and fighters, who will face the Siege Owlbear and survive? Without rogues, who will disarm the traps, or do the stealthy bits?
Here is the thing... you don't need to fight an Owlbear or disarm a trap for your campaign to be exciting. You can do away with most forward challenges and place more intelligence or social based challenges in the way.
I playtested TWO mini campaigns where every one was a wizard, and another where everyone was a rogue. They where AWESOME! But I knew ahead of time that the challenges and appeal of this campaign should be different. Not everyone wants to be an infiltrator killing guards and disarming traps while moving like shadows in the night. Not everyone wants to feel like a powerful spellcaster who can shoot rays and summon powerful creatures to the field or conjure powerful magics at will. Some people just want to cleave through kobold heads and take a hit from an ettin to the chest and survive.
Also, if I would've make my rogue clan fight a pack of ogres, I bet they would've died. Or if I made my wizards try to face a hulking monster... well, their flimsy HP would've drained in a second. If a guy wants to swing an axe, don't force him to shoot a ray. Variety is one of the reasons Pathfinder is so great, cause in the heat of the moment, that barbarian cant deal with that charm spell from that evil nymph, and suddenly he is hitting the party with his axe. Who will be there to save us from his low will save?... that is where casters come in!
So I'm making this campaign where Orcs rule the world and the PC's are forced to fight in an arena for entertainment of the orcs. So to survive they have to fight, and afterwards they are thrown back into the dungeons into their cells where most of the social interactions occur.
Thing is, I want my players to feel like they are being challenged with every encounter, but I don't want to set an unbeatable campaign. I just want to make them feel like badasses even though they are trapped in this cruel world. I've never before killed my PC's, so if it happens I want to know how to approach it.
Any help would be much appreciated!
Would you guys help me make a powerful elven race with the lore of the Eladrin from the Wizards of the Coast D&D? Also making a kind of high humans (Kardian) and high dwarfs (Durien or Durian, I'm not sure yet).
It is for a campaing about the begging of time on a long forgotten kingdom that dates before the prehistoric Era. A high racial point build is permited, and might be desired. Coment pls!
Tapir folk sounds awesome =D
If you're not convinced bout mole folk I will eventually do them myself. I mean, think about it, improved claw attack, improved burrow, blind fight, and the lore of the people of the underground, eating gargantuan worms and insects as much as cultivating carrots an potatoes with which they make the best cidre of the land bellow. They may also be slow at movement, but not vulnerable to bright sunlight (moles have skin over there tiny eyes, they literally don't need em).
I'm eventually doing that, and bug folk. Four armed fighter? Yes please =D
I like that dromaeon are unwise and rogue like =DI play mostly rogue, so I appreciate it.
I enjoy the armaka cause I was going to make a similar race myself; Topon or Talpidean(mole-folk).
I suggest the following though. Make the mole-folk and make them share the same language of the armaka. Maybe, terran, I dunno. XD
Also, I would love a full info of the races, sounds like fun =D
I think the title is pretty self explicatory, but just to clarify; I mean to do a campaing where the PCs are dragons. From little whyrmlings to great wyrms and maybe beyond. The monster manual presents many statistics that allready help with this motive, but there is a problem. The CR rating between different dragons varies widely (for example, the red dragon is 3 CR above the black dragon). Needless to say, this presents a problem. I've been trying to solve this via hit die fixes and abillity nerfs, but the balnce is so delicate.
I would really love some light on this matter. Thanx on advance =D
Thanks for your views on this =D
This actually sounds interesnting and complex. I see that good characters have usually 2 or 3 layers of deepness. The outside is the mask, like in this case, being ruthless, the other side is the interior, and I'm not sure which one is the third... but it is out there. Would you have any idea what that third layer may be?
Chief Splinterbone maybe? I'm bad at names really. I usually just steal a name from a pre-existing NPC. I don't care if the NPC I got the name "Silvester Hurren" from was an elven sword dueling instructor, I'm going to name my super-butler Silvester Hurren because I think the name fits well.
Haha XD don't worry, that's a pretty good name =)I might use it =D
I like this ideas a lot =)
Would you have a funny interesting name for the leader of a prehistorical tribe of humans?
So I'm making a campaign that is set on the prehistoric time of the magical land of Kanin. In that Era the troglodytes have a widely expanded set of nations that rule over the world and tame dinosaurs and such, while humans and the other races are isolated in caves and remote islands being tribes man and worshiping the elements. The only humans, elfs, dwarfs, neanderthals and hobbits on the main lands are either slaves, "herd animals" to feed ogres, dragons, and other beasts, or small groups of timid races that dwell in there hideouts.
Thing is, I want to make many interesting NPC's that can help the players feel connected and interested in this world. For example, I want to make a tribesman leader that sends the heroes on a journey to the main land, but I want him to be more that a quest giver.
So I open the discussion; what makes for a good NPC and what for a bad one?
I have an idea, something I've done once in a game and it worked PERFECTLY!! Don't kill the party, ARREST THEM! Bring them to lower than 0 non lethal damage and take them to jail, hand cuff them, and have them try to solve things with cunning or diplomacy.
Well the situation was very different, but the players did steal things from a local business and they where arrested for it. The party waited for the guards to leave the prison a little unguarded, then the sorcerer used charm person on the only guard left, the rogue freed himself and the guard was convinced to let them go. Before leaving the rogue flanked the guard with his own short sword (nice having ranks in sleight of hand I guess), and the rest of the party gave him the finishing touch. After that, they escaped out of the prison. It was pretty funny and it taught the players not to mess with authorities.
Robert Cameron wrote:
What a horrible situation, I feel for you!
Chaotic good you say...
A lawful character procedes with the rules of the society or his faith and believes in mind. A chaotic character makes his own rules.
Dudemeister my friend! you are now regarded as a trusted ally =D
Petty Alchemy wrote:
Stealthy infiltration/sabotage is something that's actually easier to run when there's only one person (since there won't be that fighter/cleric/whoever in heavy armor announcing your presence). There are a lot of adventures where heroes fight as a last resort, and have missions to retrieve information/mess up the production of weapons or whatnot.
I'm listening, would you care give me an example?
So, I'm making a campaing for my girlfriend who has agreed to game with me. She really likes high fantasy, and the world of the magic and fairies, unicorns, potions, nymphs, gnomes, glyphs, and so on. Still, a story to be compelling must have a conflict and a hero. But what will this hero defend if not a beautiful world.
I want to create a world where the pixie faires are born from flowers and halflings tap their feet to bardic music along with forest nymphs that dance to the tone. I know my girlfriend doesn't enjoy bloodshed, but she herself enjoys being the hero (she herself has wrote a fantasy story, where the main characters fend of evil gnomes and kill their leader.)
Might sound cheese to most of you, but still I need your help.
Help me create the story of this world and the "why" it needs defending.
I'll much appreciate it =D
If I may... I study comunications on a foreign country, so context tells me my definition of heroism and yours may differ.
I'm pretty sure if you have two sons law enforcement our views of heroism are drasticly different. So I would appreciate if you elaborate.
I found your ideas creative but somehow distant for the general conception of the pathfinder lore. Everyone is free to use whatever they feel comfortable with on its campaing or gameplay, but may I argue that Hobgoblins and Bugbears are very different from goblins?
I mean, hobgoblins have entire cities and form empires. They have laws and codes of behavior, while those chaotic goblins enjoy hurting for fun and think that writing is the crime of stealing words.
Also, bug bears are cruel... just plain cruel. They are sneaky furry masses of muscle that will kill you the most painful way they can imagine. They seem pretty incompatible to me.