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Time hop to Galorion


Suggestions/House Rules/Homebrew


Pathfinder Adventure Path, Campaign Setting, Card Game, Cards, Companion, Roleplaying Game Subscriber

I'm currently sitting in a tent in Afghanistan and have about six months until I get back home.

I've ordered my teenagers the Pathfinder Beginner Box and am going to encourage them to play through it between now and the time I get home. They are no stranger to RPGs, but we usually play DC Heroes (M&M3).

I want them to have a grasp of the rules because I've been tinkering with an idea for a campaign to run them through.

It is a time-travel campaign and I'm fishing for ideas to round it out.

It's going to start in Galorion's distant future, about 7,000 years from the time in the current setting.

It has a bit of steampunk to it for this very first 'module'. Very Victorian with low-level magic being prevalent, but anything mid to high level being mythic and legendary. Most households have a 1st or 2nd level arcane caster of some type in the family tree.

There are Airships that utilize trapped elementals for flight and maneuverability

Steam Trains use fire elementals to heat the water.

There are mundane gas lamps in major cities

There are firearms, revolvers, long rifles, etc.

The Pathfinder Society still exists and there are still plenty of items and knowledge that need to be rediscovered.

All core races are still in the population, though half-orcs and half-elves are very, very rare. Gnomes and Halflings are prevalent along with Elves and Humans.

My starting plan is for the PCs to be hired by the Pathfinder Society to find the Staff of XX (Wand YY, Orb of ZZ, or whatever). I haven't picked a module to repurpose, but I have some ideas and it will eventually be found in the recently rediscovered lost city of Tumen.

When they find the Staff of XX, it lets off a brilliant white light and they are instantly transported to present-day Galorion. Then I'll lead them into one of the APs - probably RofR or CotCT - with the real goal of finding a way home.

Thoughts?


On another topic, I put together a spell list for the temporal school.
Here's an exert.

Goth Guru wrote:
Ishpumalibu wrote:
I'm not sure if you've done any of these, I read alot of the pages but not all...
temporal mage
I'm working on a spell list for the time school.
Negate deathblow would be a new spell.
Level: Sorcerer/Wizard1, Bard 1.
Casting Time,: One standard action
Componants: S,M(Cloth Bandage)
Range: Touch
Target: One creature, slain less than one round ago.
Duration: Instantanious
Saving Throw: None. Spell resistance, no.
The fatal wound vanishes as if it never happened. Regardless of actual damage, the victium becomes stable at -1 hits. It can be used to stop poison or bleeding that threaten to kill someone.
Very cool 1st level spell!
Yes, and instead of Shadow Walk they get Time walk. They step outside the timeline. The movement takes them the full time but to everyone else, they seem to move instantly. I'm also thinking of bringing back Nap. Nap let the party get 8 hours rest while the rest of the world experienced 10 minutes.
The balance issues are debatable. Instead of killing it like last time, you could limit it. Possibly using it once a day(24 hours) to avoid brain damage to the caster. You might make it 5th level. You could make the material component an expensive satin pillow.
A temporal mage could indeed make a wand of knock.


Temporal School :Anything that stops, slows, or even reverses events can fit in this variant school. Also any spell that gathers information from the past or future.
0 level: Mending.
1st level: Hold Portal, Identify, True Strike, Erase, Expeditious Retreat, Feather Fall, Negate Deathblow- New Spell
2nd level: Make Whole, Knock
3nd level: Dispel Magic, Hold Person, Gentle Repose, Halt Undead, Haste, Slow
4th level: Dimensional Anchor, Remove Curse, Break Enchantment, Dismissal
5th level: Hold Monster, Permanancy, Dispel Magic Greater, Contingency, Nap-Sort of new spell
6th level: Dispel Magic Greater, Legend Lore, Time Walk-New Spell, Mage’s Lucubration
7th Level: Phase Door, Vision, Hold Person, Mass, Limited Wish, Discern Location, Moment of Prescience, Clone, Horid Wilting, Temporal Stasis, Mage’s Disjunction, Foresight, Hold Monster, Mass, Time Stop, Wish
A temporal mage could give up any school except abduration or alteration.
3 times a day they can give anyone a new roll, second result cannot be redone.
I'm thinking the wizard/Tinkerers design the machines. A first level wizard would have gone to a special tech/grade school.

Grand Lodge

Laruuk wrote:

It's going to start in Galorion's distant future, about 7,000 years from the time in the current setting.

There are Airships that utilize trapped elementals for flight and maneuverability

My starting plan is for the PCs to be hired by the Pathfinder Society to find the Staff of XX (Wand YY, Orb of ZZ, or whatever). I haven't picked a module to repurpose, but I have some ideas and it will eventually be found in the recently rediscovered lost city of Tumen.

When they find the Staff of XX, it lets off a brilliant white light and they are instantly transported to present-day Galorion. Then I'll lead them into one of the APs - probably RofR or CotCT - with the real goal of finding a way home.

Thoughts?

Spaceships.

You subscribe to everything, so I assume you got a copy of Distant Worlds somewhere. So:

* Have the PCs fetch parts for a MacGuffin needed for the steampunk spaceship to actually launch
* Get ship loadout, schematics, allow them to craft whatever they think they'll need
* Set (solar) sail to whatever planet you want them to
* Random encounters... IN SPACE!
* One of them "random" encounters is a group of outsiders materializing into the Material plane. Battle them while the ship's engineer is shouting "Oh noes! There's this big wibbly-wobbly swirly thing that's headed straight towards us! It may be a planar rift!"
* So the ship is falling into present day Golarion's atmosphere and, hey, how did the air elementals get out of the engine?
* We just crash-landed in Varisia and, oh look, the MacGuffin is now totally broken. I'm sure we'll find the broken bits and a plane navigator when we reach level 16 and end this AP.

Steampunk spaceships. Nothing can go wrong with them.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Laruuk - Thank you for your service.

You might want to consider:

1) What happened in the 7,000 years between the invention of gunpowder and the invention of steam power? Seems a long time for a straight technological progression. Was there a hyper-powerful civilization in between, followed by a dark age? Several?

2) Time travel is at its most fun if you can see the differences in your own time. You should present a problem in their "modern" world and then later, when they're coincidentally back in the past let them discover that the -source- of that problem is occurring in their present (i.e., the past) timeline. They can fix said problem and at the end, go forward and see the differences they made.

3) How will you deal with your PC's wanting to introduce technology from the future?

4) Will there be villains from the future, too?

5) Will time travel be a part of the stories themselves?

6) The Time Thief (a cool class by Super Genius games) would be perfect for your story.


Pathfinder Adventure Path, Campaign Setting, Card Game, Cards, Companion, Roleplaying Game Subscriber

Goth Guru - I like you temporal school. It's a great basis for a time-playing class.

IvanSanchez wrote:
Steampunk spaceships. Nothing can go wrong with them.

You are correct, I do have Distant Worlds. Space travel is not something I'd considered up to now. I'll see if I can wedge that into the outline I am working on. Great suggestion.

Tarondor wrote:
Laruuk - Thank you for your service.

Thank you for your support. :-)

Tarondor wrote:
What happened in the 7,000 years between the invention of gunpowder and the invention of steam power? Seems a long time for a straight technological progression. Was there a hyper-powerful civilization in between, followed by a dark age? Several?

1) My first order of business is to outline the highpoints of the 7,000 years of history. I haven't nailed down specifics, but my first inclination is that there has not been a lot of technological progress because magic is/was so prevalent that science took a backseat. Who cares about an internal combustion engine when you can magically transport yourself from one place to another? Technology has only progressed now because magic seems to be fading (more on that in #2).

The landmass hasn't changed significantly, but the geo-political structure has. Have not decided what part of Galorion the future takes place in, but I'm going to mix up a lot of the boundaries and get rid of a few cultures and merge others.

Tarondor wrote:
You should present a problem in their "modern" world and then later, ... They can fix said problem and at the end, go forward and see the differences they made.

2) Love this idea and was toying with something similar. Don't want to rip Forgotten Realms too much, but I like the idea that the PCs are the cause of some kind of plague against magic that started when they were born because of actions they took in the past. Perhaps something they did gave their Big, Bad Evil Guy (more on him in #4) the ability to start leaching all the magic in the world in an effort to ascend to godhood - no more startone in the future I believe.

Tarondor wrote:
How will you deal with your PC's wanting to introduce technology from the future?

3) Had not thought about this at all. Introducing future tech into the past can have dire consequences, or incredible benefits. I'll have to play that one by ear. I do know that whatever they want to introduce/craft/create will have to be ABLE to be made. Or they'll have to make the tools before they can make the device.

Tarondor wrote:
Will there be villains from the future, too?

4) I'm a huge fan of liches and vampires, I was going to tie both timelines together with a 7,000+ year old undead creature with a grudge. Pretty easy to have the 'villain' hunting for the PCs without them knowing or understanding why in the future, since the PCs haven't met him yet. However, Mr. Villian-guy has been waiting a looooong time to get back at them - or start his magic leaching process.

Tarondor wrote:
Will time travel be a part of the stories themselves?

5) Time travel is not a part of the stories, it is a plot device to get them to 'regular' Galorion and eventually home again. Main reason I started putting this campaign together was because I wanted to introduce my teens to Pathfinder. Doing the time-travel to the past will provide the 'fish-out-of-water' element that will provide a little levity and explain why their PCs don't know a damn thing about Galorion.

Tarondor wrote:
The Time Thief (a cool class by Super Genius games) would be perfect for your story.

6) Thanks for this - the description sounds like it will fit in very nicely. (Bought!)

Thanks to all of you for the input so far. Hundreds of ideas are coming at me, I'm getting them down on paper as fast as I can so I can make them all fit together.

Anyone else?


Pathfinder Adventure Path, Campaign Setting, Card Game, Cards, Companion, Roleplaying Game Subscriber

I've read through "The Time Thief" class and agree, it is a great fit for my campaign.

I'll definitely offer it as a choice to my kids (after they get dropped into Galorion's past).

I've also been thinking about the big bad. I'm going start him out as a random red-shirt NPC that is with the party - maybe a guide they hire. Little bit of DM fiat here, but I'm going to have them get attacked by Vampires (can't wait for Blood of the Night, btw) and random red shirt NPC will be turned - PCs didn't save him and he will show up later to remind the party they failed.

His motivations will be complex (once I figure them out), but his goal will be to turn the PCs into Vampires themselves and use their knowledge of the future to ascend and become the god of vampires). Assuming PCs thwart him/her, he will be waiting for them when they are able to return to their own time.


In WOD the monsters kind of horde magic to use in their wars. In your Steampunk world, there might be some vampire Illuminatti fighting some far realm, magic eating horrors. The seeming big bad, may actually be the mission. :)

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