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We played a city guard campaign once, it was fun but the best bits always seemed to be when the PCs were more of a scoundrel than the villians!!
I dont have enough Golarion-Fu to be that specific but for me, a Lawful campaign, and quite different to the norm, would ideally be like:
So the thing they camapaign against would be
Matis Masters wrote:
If between you and very local friends you can
Then I'd suggest KS.
This is what I have done recently. I was sitting in a game session, head full of ideas when it dawned on me I played with
Very good luck, I hope you 'find your path'!
I have released Parts 1 and 2, and the Campaign Primer for my Adventure Path for Chaotic Evil PCs called Kingslayer. It is a hexploration /sandbox with kingdom building/burning!
It is currently (nearly) art free and $2 for the adventures and free for the primer.
Thanks for looking
Never played it. Sounds grim. Ship to ship should be no slower than any other combat
We played kingmaker with a mostly LE party and it was the best AP we have played
It the CN players that are always the worst
It's an rpg , a social event, a game for all to enjoy. Anyone who says "but that's what my character would do", should think again
Other areas where the money goes
The bard is obviosuly networking as much as possible, throwing parties and get togethers, buying property, and lots more. Lots of dresses. She also funds some upcoming writers and artists
The monk carouses. a lot. this has so far got him an upcoming wedding, which he is pouring money into, and got him into lots of trouble and other romantic liasons.
The soldier has started a fencing academy and spends his money and building a small fort. he will soon acquire soem followers
The sorceror is from avery noble house. He gives a lot of lower denomination money away and is buidlng an elaborate tower, coated in gold leaf! He will sonna cquire and apprentice or two
The gnome folk hero is also just starting to acquire some property. he may or may not start a 'theives' guild. He just likes acquiring shiny things
The sage doesnt take a full treasure share. He has a bit of a library. he carouses a bit and pays of people to keep his reputation. he has gained rivals through to much partying
PCs can spend time working toward their metaplot. These are based on discussion, and what things their background rolls threw up! Each one is sort of abstract in that, I havent written 80 bits of plot, item, places etc they need to find. The players just decide if soemting fits their metaplot and writes a line of two about it.
-Wood elf (noble)Monk is trying to find the ‘quantum of ki’. A moment of perfection. Law and Chaos, Good and Evil, Light and Dark;…..all together in a never ending circle. Legend says there is a state of being, a point of absolute perfection, where all are both in balance, but still, with no motion or deviation. The ‘Quantum of Ki’, when inner and outer are as one. Past, Present, Future. He who can control this perfect moment of Ki, can control his own destiny, and even halt death. With this you can contact your ancestors and bring peace to your tortured family, and ensure death no longer walks waiting in the shadows with your elven blood. To fulfil this task you must find, witness, and discover etc some moments of absolute perfection/extremism or such related to each alignment.
-High Elf (sage) ranger. Is trying to finally get to the bottom of what makes underdark creatures more powerful and weird, than their surface ‘cousins’. The Underdark is a weird and terrifying place. The dwellers there seem very powerful compared to surface folk, and this something that plagued your human associate Doctor Mellors until his death at the ripe of old age of 79. He has bequeathed you his research and put into safe keeping some mighty tomes which you can claim if you complete his life’s work. What is the ‘strange’ that gives the underdwellers such power? You must collect 12 bits of information, observation, evidence, magic, treasures, relics, anatomies etc deemed worthy of his name. Luckily a new group seems headed that way. Your previous doctorates on the ‘Ways of Giants’ seem most interesting to one of the group.
-Half elf (charlatan) Bard/Warlock. You intend to be the great impresario and put the ultimate show, the Fall of Aelinthaldaar; the ancient elven city where Waterdeep now sits. Uncovering its history will add to the appeal of investors. Improving your own glory, renown and prestige will have people flocking in
-Gnome (Folk Hero) Rogue. He has had a dream that he is to be a Lord of Waterdeep. You are a great folk hero and destined for many things. Your dreams are plagued by visions of a dark room, a circular table and mysterious folk of great power discussing the city. It is clear you are meant to join them and become a Lord of Waterdeep. To do you must find 13 pieces of lore and artefact tied to the flavour/theme of the dream. So such things as scrying, eyes, cyclops, orbs, mirrors, mind flayers, crystal balls, beholders, etc. You hope with all this power you find your lost love
-Human (noble) sorcerer. Seeking the secrests of Dracomanchy. “You need to find the great link between Dragonkind and the Innate arts of Sorcery. How does dragon blood flow through the veins of some; is their inheritance or random luck; can one be taught sorcery; can you gain the long life of a dragon; who was the first sorcerer? What role did dragons play in the fall of Aelinthaldaar the great elf city that once stood where Waterdeep now is built. To complete you need to find 11 dragon related clues, mysteries, items, etc that will pull all the lore together. You must uphold the name of your house and not alienate others in the process.”
Human (Soldier) Fighter. "You need to solve the mystery of your disgrace & dishonour; the defeat against the fire giant Zucchuss the bloodied; the loss of the great banner of your house ‘ The Iron Pennant’; you must ultimately slay your nemesis, and be redeemed in the eyes of military and nobility who hold you in low esteem. To do this you must do 8 deeds that will lead to your redemption"
Quests These are small 1 scene things based on the quests in Lords of Waterdeep. Completing these raises a PCs renown in one of 4 areas (piety, commerce, warfare, arcane).
Downtime Activities p.187 and expanded in DMG
CRAFT AN ITEM ……whether mundane or magical
TRY TO SELL EXPENSIVE ITEMS …..magical is more tricky
PRACTICE ….basically fund a moderate lifestyle for free
RECUPERATE …..spend your days trying to actively get better from a debilitating effect
CAROUSE…have a good time for weal or woe
RESEARCH…plot, adventure, gain quests, etc
ATTEND A HOUSE OF LEARNING…pay 250gp over a week to gain a skill (can only be done once per 4 levels)
BASIC TRAINING…..pay 125gp over a week to learn a language or proficiency in a tool kit (can only be done once per 4 levels)
BUILDING….create a stronghold suitable to your class. Adds renown as well. Generates followers at 9th level
GAIN RENOWN…..acts a benefit to finding adventure, increasing reward, getting into tricky places and a ‘get of jail free card’
RUN A BUSINESS……cos PCs love this
SACRED RITES…..allows a pc to have 2 points inspiration instead of only 1 at a time
SOW A RUMOUR….to benefit or befoul an individual, organisation, etc
Lifestyle Price/Day (d20 roll)
Squalid 1 sp You gain 1 hp back per level, you recharge no hit dice On a 1-3 you gain little rest and ‘no effect’
Poor 2 sp You get up to 2 hp/level only. You do not count as recovering from illness etc. You regain one hit dice only .On a 1 you have a disrupted night and only gain back 1 hp/level. A survival check or similar gives you the effect of ‘modest’
Modest 1 gp You recover from illness etc at a normal rate. You recover all but d6 hps. You regain half hit dice. A survival check or similar gives you the effect of ‘comfortable’
Comfortable 2 gp You recover from illness etc at a normal rate. You regain all hp and half hit dice On a 20, you gain a rumour OR quest or other favourable plot-point. A survival check or similar gives you the effect of ‘wealthy’
Wealthy 4 gp You double your rate of recovering from illness etc. You regain all hp and half hit dice. On a 18-20, you gain a rumour OR quest or other favourable plot-point
Aristocratic 10 gp minimum You triple your rate of recovering from illness etc. You regain all hp and half hit dice. On a 15-20, you gain a rumour OR quest or other favourable plot-point
Hi, after enjoying playing the new D&D edition for about 6 months, my group have expressed dissatisfaction with the way WotC will be developing the game going forward. While we are happy with the rules, it seems like D&D will mostly be represented by minis, boardgames and the MMO rather than the tabletop game. ....
Not sure PF is an alternate as they have even bigger range of non table topMain difference will be lots power upgrades, lots new mini games that classes use, so lots new things for gm to cope with over last 3 years.
Lots choice c.f. to 5th BUT horrible lack mobility in combats is the one thing I struggled with most having played PF again after a run with 5e
Im in shock, cos the bard is rather cool in 5th...and isn't the auto-sing monkey he has to be in PF or everyone gets grumpy cos they aren't receiving some bonuses each round
The Warlock and the Bard should both be charismatic.....one in an alluring charming way, the other a more sinister more manipulative way
if you are rolling dice till you succeed how ism this any different to PF? Doing it this way is clearly not the spirit of the game? You have quoted two campaigns you have recently played and neither sounded great TBH!
Still each to their own. It would be a rubbish world if we all thought the same....people are dying in the RL to prevent this from happening so despite our differences of opinion we are only playing silly games afterall!. Its a good thing we can discuss what we do and don't like!
This happened in this afternoon’s game with my newish group in Nottingham….
Bronan* the Barbarian 5th level human barbarian with the urchin background…he is raging and in a frenzy
The party are scattered amongst the rooftops, towers and battlements of an ancient castle
On his turn: He swings his greataxe at the now battered gargoyle he is fighting, and fells it with his attack action. He then begins to move, sliding 10ft down a slight inclined roof and uses his extra attack to strike at a guardian drake that is bothering the sorcerer in the party. He rolls a 20, an automatic crit now, and sends the dead drake tumbling over the battlements. Continuing his move along the battlements he then jumps the gap where the walkways have all crumbled. Using his bonus action he swings and hits another gargoyle that the ranger and bard have been engaged with. He rolls poor damage and just fails to kill it shame.
His turns end.
David Bowles wrote:
I utterly disagree with you. In all my vast hours of play I utterly disagree with you. If you don't have to move more than 5ft in PF you can unleash your full superhero powers......move 10ft, not so much
Plus the above sounds like a shocking GM; 30 years behind the curve
Having played PF for years have switched to 5th about 2 months ago
It plays fantastically well. Can easily do 12 fights in a session if it's that sort of session
The good news is PF is still very popular so I got more than 20 quid each on eBay for the PF books I have now sold
I do find it odd that people who do not care for 5e keep posting about it
Vive la internet
If you try to play 5e try to forget previous editions, don't compare too much during play, and play it in the lighter, more narrative vein it is created for
Also keep playing whatever edition you adore if it floats your boat!!