Baronmaker: A Pathfinder Settlement Adventure (Inactive)

Game Master leinathan

Ships from a variety of nations sail across the Arcadian Ocean in order to establish new settlements and colonies in unknown lands. What threats and dangers await them, far from civilized eyes?

Combat Map

Ambushing the Ogres! round 3

1. Victor (prone) <--- You are up!
2. Arven
3. Murob <--- You are up!
4. Jim
5. Scraghound Red (17 damage)
6. Scraghound Green
7. Ogre Huntmaster
8. Scraghound Blue (grappled)
9. Ehiz
10. Fa'Zakar
11. Gwen
12. Sulan (bull's strength)


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Hey PbP fam,

I'm looking to GM another game on these here forums, and the one I've chosen is, in a nutshell, Kingmaker. I actually (despite the many problems with it) really like the Kingmaker Adventure Path, and have been trying for a long time to revise it into something a little bit smoother, something which makes a little bit more sense, something which is more fun to play.

What I've come up with will, in many ways, resemble the Kingmaker Adventure Path as-written. Many of the same NPCs will be present. Some of the same quests will need to be undertaken. However, many things will be different... most notably, the campaign will take place on the far-off continent of Arcadia, on the other side of the Arcadian Ocean and the Lost Continent of Atlantis Azlant. Many years ago, Cheliax sent some ships over yonder to establish a colony, and establish a colony they did! Despite some setbacks, some contact with the local natives and the monsters extant on the new continent, the colony is reasonably successful. The rest of the Inner Sea Region's nations, thus, want in on that hot colony-on-undiscovered-continent action. Sponsored by Absalom, a consortium of Inner Sea Region nations (take your pick, your character could be from anywhere) all throw money into the pot and raise a fleet of a few ships, and send them with the best of well-wishes across the sea.

Your player characters will be among the hopeful colonists sailing across the Arcadian Ocean in search of a new life, though not all will go according to plan on the journey, nor is all hunky-dory when you reach your destination. Though they will start off as inexperienced novices with little ethos and few allies, in order to survive your PCs must take charge, leap into the breach of situations far above your pay grade, and establish the new colony as something with clout. There will hopefully be a small village waiting for you when you arrive, if you arrive in the correct spot. One with some resource-gathering tools already, and some housing to take in the new colonists.

What I'm looking for are three to six players for whom roleplaying is the goal. Without intercharacter dialogue, no game this sandboxy will survive for long, and without consistent momentum any game would fail. I'm sure you have all experienced this.

I'm also looking for skilled writers. Not only in the technical sense but also in the creative sense. I want to be able to imagine that your character is a whole and complete human. I want to be able to imagine that your character has their own life, their own friends, goals, desires, and more. They won't start off exceptional, but they will get there, so feel free to write in some extraordinary circumstances if the urge takes you. Be aware, however, that I prize believability over many things when it comes to TTRPG. Please be reasonable.

Another thing: Feel free to make characters of any stripe. Please consort with one another when making your characters. I will want to be choosing characters as a whole party, to ensure that they all will work together and that everyone has the same goals in mind.

I'm gonna hold off a bit on posting the character-creation guidelines, just wanna see the level of interest first. However, if anyone has any questions about the situation, the world, the character parameters, and more, please feel free to ask. Much will be allowed, so long as it isn't ridiculous.


I've hugely enjoyed playing in your games in the past and think this is an incredibly interesting approach. I've largely steered clear of Kingmaker in the past but I think this is very much in line with how I'd want to play it, so, count me in as interested!


I'm currently running Kingmaker, would that be a problem?

Assuming no, I'm very interested. Kingmaker is perhaps my favorite AP and I'm very happy to be running it. However, I admittedly also really want to play it. My big question is... how different will it be? Just in grand sweeping gestures, are you running the metaplot as written just in a different location or would I expect to see significant differences that follow the larger overall plot ideas? I'm just curious. All of this might affect the character I would hypothetically build. You can be as vague as you like about answering this question (I'd even prefer that, I think), but I just want to know how much it might change.

Also, we're obviously sailing there... but will there be a lot of sailing later? I had a character idea that was once for Skulls & Shackles but could easily be re-purposed if we were doing even any small amount of sailing around.

PS: DM_aka_Dudemeister has a series of threads where he talks about some of the extensive changes he made to Kingmaker for his own game. Don't know if you've seen them, but I figured I'd link it.


This sounds like a fantastic idea. I've got an idea for a minor Taldan nobleman sent to colonize in the name of his country and, more importantly in his eyes, to ensure he'll be something more than the second son of a second son.


I've definitely got some interest in this. Got a few ideas bubbling around, both with Paizo content and some third party supplements as well. A Hellgunner of sorts, using a Fiend-Pact Avowed, channeling unholy energies through a dragon pistol or two, is the first that came to mind.

Edit: Assuming post-Aroden Cheliax, of course. The House of Thrune shall extend their reach beyond the seas!


Interested. Never gotten to play Kingmaker and this seems like an interesting take on it.

Dark Archive

Interested, I have a half-orc cavalier that participated in a heavy RP and very well run Kingmaker campaign, but unfortunately the GM wasn't able to finish even the first book.

Would love to re-visit that character and campaign possibly, lots of really good story set up.


Interested


I'd be interested. I was thinking of a scarni harrower, escaping the law to start anew in a new land.


@JDPhipps - In broad strokes, the fey-themed metaplot, what with Nyrissa and all, is completely removed. I am planning to use plot points from books 2-4. As for sailing... Its a great way to traverse the coasts and rivers, if you have the boats and the crew.

I have seen and absorbed inspiration from Dudemeister. Expect monster kingdoms.

@Joseph Soltz - there is already a pre-existing Chelaxian colony in Arcadia. In fact, this new settlement is in competition with that one. That doesn't preclude Chelish origins and loyalty, but I thought I would let you know.


Cool stuff. My idea was to perhaps pitch a Chelish pirate hunter who, tired of being discriminated again for his tiefling heritage, has left the Navy and instead decided to set sail for Arcadia. He's not really... made (?) for Skulls & Shackles but the build has a lot of thematic elements for a sea-faring character. He's an axe-and-pistol build and his axe is a boarding axe, for instance. Would such a character be a potential good fit for this game, or would I be better suited going with something else? I'm fine with either, but if he's not a good fit I'll come up with a new idea and save that one for later.

Excellent stuff on the monster kingdoms. That's my favorite part.


If your character is brave, curious, or stupid, they'll fit in great. If they're unafraid to step up, great. If they have sailing, farming, construction or wilderness survival skills, they're invited!

If they're willing to throw themselves into unknown danger just to start over, they'll fit in great.


Crazy character idea I am throwing out here:

Boundball is a popular sport played in Arcadia (true). There is a small league founded by immigrants and returned colonials in the Inner Sea, but it has never really taken off (made up by me as far as I know). My character would be a 'professional' boundball player who wants to journey to the country of his favourite game's origin and make his name at it. Arcadia isn't exactly an easy place to get to though, so he jumped at the chance to be one of these new colonials.


leinathan wrote:

If your character is brave, curious, or stupid, they'll fit in great. If they're unafraid to step up, great. If they have sailing, farming, construction or wilderness survival skills, they're invited!

If they're willing to throw themselves into unknown danger just to start over, they'll fit in great.

Cool stuff. I will probably end up submitting that character, then.


I think it's interesting! I'd like to join. Could I, perhaps, play a ship captain hired to get the group to the far side (and decides to stay and help)?


leinathan wrote:

@Joseph Soltz - there is already a pre-existing Chelaxian colony in Arcadia. In fact, this new settlement is in competition with that one. That doesn't preclude Chelish origins and loyalty, but I thought I would let you know.

If anything, that almost might make it better, honestly. I suppose I'd have to find out in-world if the pre-existing colony is in line with current Chelish goals and such, and they can be an invaluable ally, or a potential pawn, to be used until I've no need for them, perhaps an outright enemy depending on their attitude towards others.

The more I think about it, a Tiefling bastard of the House of Thrune, out to prove his salt in the new colony, could be a heck of a lot of fun,though I'm not sure, quite, how willing you are to deal with an Evil, or Very Nearly Evil, PC.

1d100 ⇒ 25


Evil is fine, as is merchant captain.


I'm already in some Kingmaker elsewhere, but it's an AP I like, and this one might be different enough not to get boring. Just need to make sure my character is something different. Shouldn't be hard to do. I'll look at options.

Scarab Sages

I have an Ulfen Half-Elven Bloodrager who left the Linnorm Kingdoms to put distance between herself and her quite unpleasant witch mother. She's quite up to the tasks, looking for somewhere to go, and would have heard stories about Arcadia.

Just her kind of destination for a new start. An ocean's worth of distance sounds like about the right amount.


Very interested. I'm thinking an idealistic, intellectual wizard who wants to make the colony a progressive democratic utopia (and will of course be forced towards pragmatism as he finds accomplishing this goal much more difficult than he was prepared for).


My character would be a Kitsune Swashbuckler who would be captaining one of the ships heading to the new colony lands. A long since climatized to the inner sea region, he has traveled by sea most his life.

He conceals his kitsune nature, instead portraying himself as a human ship captain. He would have chosen to take part in transporting colonists because it was either that or get caught committing privateering against Chelliax. A quick coat of paint and new crew helped divert suspicion, but put him on a course he was not expecting.


Interested.

My initial idea in my head:

1) Half-Orc Ranger, who wants to both hunt/explore the new land. Thinking of a Trophy Hunter, who wants to hunt the possible exotic/rare/never before seen beasts of Arcadia.


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I forgot to respond to Boundball Guy! Yeah, I'd totally accept a professional athlete character, even if it's a little silly, as long as it's plausible that they have adventuring skills too and you're okay with the sports not coming up for a little while.

Ok, I'm back in front of a keyboard. I was going to wait till tomorrow to post these, but all y'all are posting class concepts anyway, so I figured I'd do it now. Let's see if I can get everything without forgetting anything. If I forget anything, please let me know.

Character Generation Guidelines

So, I'll start off with a quick description of what I'm looking for. I'm looking for characters whose crunch and fluff weave together to tell one story. I'm looking for mechanical decisions which tell me something about the character. I'm looking for optimized (as in, useful and powerful) but not min-maxed (as in, well-rounded at least a little bit) characters. I'll be auditing people to make sure their crunches are correct, and going over clarifying questions with people once they're done. If you want, we can also have back-and-forth about your character, if I have time, so that we can make it together.

I'll spoiler the next bits so this post isn't too meaty at first glance:

Narrative Questions:
Whether in list format or as part of your narrative backstory, I'd like a few things about your character. Remember that I'd like to be able to envision them as an actual person. Ideally, no caricatures.

Kay, here goes with some questions:

1. First, I'd like some kind of narrative backstory. Doesn't have to be very long or involved, or really special or dramatic (although it completely can be if you like). I would, however, like it to touch on a few key points: What was your character's upbringing like? What was their social status? Do they have any sort of profession, and how did they get into it? How old are they?

2. Second, everyone (well, most people) have people in their lives. It's okay if your answers to this are "no people", but that has to be a conscious choice. I'd like you to include in your submission two characters: One NPC that your character is leaving behind in their previous life, and one NPC or PC that your character meets on their months at sea. What do these people mean to you? What do you think of them?

3. I want to know why your PCs are leaving behind everything they've ever known. Could be lots of reasons, but nobody does that sort of thing for s+*&s and giggles. Unless they do! Feel free to write a character like that, but it should be explicit.

4. They have a class. Presumably, those abilities didn't manifest out of nowhere. Why are they whatever class they are? Did they get training? Did their grandmother f$&* a demon?

5. What does your character look and act like? How do they come off?
How do they dress? What equipment do they use?

6. If your character has any self-awareness of their own alignment, what do they think of themselves? Why are they whatever alignment they are?

Hopefully answering those questions gets you a fairly in-depth character. We'll see!

Mechanical Requirements:
Alright, so your characters are gonna be relative novices. They're definitely a little more special than your average commoner, being PCs and all, but I want them to have to earn whatever it is that makes them special rather than having been born with it.

This bit is gonna be fairly intensive. Confusion should be directed right at me.

Most Paizo material is available. There are a few things that I am banning, mostly because they replace something else, but in a better way. Alternately, because they're powerful enough that they overshadow their other options. The following things are banned: the sanctified slayer archetype for the inquisitor. The primalist archetype for the bloodrager. The inspired blade archetype for the swashbuckler. The archaeologist archetype for the bard. The exploiter wizard archetype for the wizard, and the school savant archetype for the arcanist. The vigilante class won't be allowed. You are obligated to use the Unchained variants for the monk, the barbarian, the rogue and the summoner.

I also allow Dreamscarred Press' psionics classes and other accompanying material, but I do not allow Path of War. I allow third-party classes published by Rogue Genius Games.

We'll be starting at level 3. However, one of your starting levels must be in an NPC class. You will get the opportunity to re-train this level into a different level later on (I am considering making special 3-level classes for the different leadership positions...)

Generate ability scores using low-fantasy 15-point buy. Nothing special to see here.

Starting wealth will be set at 750gp. However, we are also using Automatic Bonus Progression sans the weapon-attunement rules, so you will all begin with a +1 resistance bonus to saves. If you have a Craft skill and can make the item in question by rolling a 10, you may pay 1/3rd price for crafted goods. If you have a Craft feat and can make the Spellcraft check to make an item on a 10, you may pay 1/2 price for crafted magic items of the appropriate type.

Starting allowed races will be Core races plus the dhampir, goblin, hobgoblin, kobold, tengu, changeling, gillman, kitsune, android, aquatic elf and ratfolk. A large list, but not everything. I do have some bias for the Core races, but I wanted to allow just about everything I would find acceptable.

Take two traits. Any traits, as long as they aren't in the same category as normal.

No alignment restriction, but you have to pass the basic test: do you make everyone around you uncomfortable? If you do, probably being in a team-based adventure isn't for you.

HP is generated with the PFS rule: Maximize your NPC class HD, and then do 1/2max +1 for each other HD.

Optional Rules

From Unchained, we'll be using fractional advancement,
automatic bonus progression, background skills.

I plan to track encumbrance and food/water in as basic and non-obtrusive way as I can for as long as it's relevant. Basic survival will be a worry for awhile, but I'll just keep it as "You have X days of food/water". Try not to carry a ridiculous amount of equipment.


This is a link to Avowed, the class I mentioned earlier. While it's certainly not necessary, it is the first concept that came to mind for me,like I said.


Joseph Soltz wrote:
This is a link to Avowed, the class I mentioned earlier. While it's certainly not necessary, it is the first concept that came to mind for me,like I said.

Leads me to an error 404. Who is the publisher? Is there a public space that I can find it?

What is the idea of the class? Perhaps I can think of a set of allowed material which does the same thing.


As a student of history IRL with a major love for all things Age of Discovery (or Exploration, depending on who you ask) I can't help but love the idea of this. I've DM'd a campaign that took the players to Arcadia for a chapter, so I've read up on it a bit, but I got no troubles making my mind a tabula rasa.

If anything, you can always poke me in a PM on anything about the Age of Discovery. I don't know everything, but I do know a lot AND can refer you to sources.

Consider me to be very interested ;)


What is your take on firearms? Early or commonplace? The feat "gunsmithing" allows cost of 1/2 materials. You are allowing crafting at 1/3. Would it cost me 1/3 or 1/2 to craft it myself? Since I only have 750gp, and the cheapest firearm is 750, I would consume half of my gp to even have one.

I'm trying to work out all my gear is all :)


Gilthanis - I think the rules for 'emerging firearms' fits best what I'm going for. You're unlikely to find any advanced firearm users in Arcadia, and will most likely have to craft your own firearms and upgrades anytime you want any.

Specific rules trump general rules though - since the text in the Gunsmithing feat says that you craft at 1/2 cost, that is what the crafting cost is.

As for the cost... one of the great things about the gunslinger class is that there's a whole class feature that you get where you get a gun that's free!

I wasn't planning on mitigating the high cost of firearms at the start, if that is what you were asking.


leinathan wrote:
Joseph Soltz wrote:
This is a link to Avowed, the class I mentioned earlier. While it's certainly not necessary, it is the first concept that came to mind for me,like I said.

Leads me to an error 404. Who is the publisher? Is there a public space that I can find it?

What is the idea of the class? Perhaps I can think of a set of allowed material which does the same thing.

Whoops! Cut off a bit of the url. This should work a little bit better. It's made by Forrestfire, who does a lot of work with Dreamscarred Press, and is basically a revamped, updated warlock from 3.5e.


what are background skills also damn it well what npc class gos well with gunslinger musket master


Also could with more then 1 role and a couple of sessions can my character make the 1st advanced firearm btw hes gool would be ether adventure or making firearms or both


Kingmaker is an AP I've wanted to play for a long time now, so I am very interested.

I have two initial concepts, I can develop either or both depending on GM preferences and other potential party members.

1) Semuta al'Seyefa is a Keleshite bard (archivist) from Osirion. Her family was powerful during the Keleshite sultanate, but they have been struggling for the past century since Osirion regained its independence. As the youngest of five sisters, Semuta elected to stay away from political intrigues and pursue an academic career instead. She is currently an assistant professor in Absalom, where in her spare time she is attempting to put together an Azlanti lexicon. Her family has selected her for this expedition as the most expendable of the family's women, in a desperate bid to claw back some power and prestige. This meshes nicely with her own interest in Azlanti history, so she is not too brokenhearted to leave behind her family and work.

2) Murob Dura Gash is a half-orc herb witch who was born in Lastwall, but has been living most of her life travelling from nation to nation. Her parentage is rare in that it was a willing union, and she learned much of her craft from her orc mother, a shaman of the Cleft Head tribe. She has a twin brother, Durzum, who is studying to become a scholar and an alchemist. Their family has been struggling to survive among conflict, suspicion and intolerance, which has prompted Murob to seek new shores and new beginnings. The plan is to establish herself in the new colony before bringing the rest of the family over.


Throwing in my character idea:

An Andoran cleric of Erastil who, by going against the ruling orthodoxy, has found himself branded a heretic by his peers. Women, so he believes, should be equal to men. The right to bear arms and defend the community ought not to be a male priviledge and duty. The same goes for nurturing family: a father plays just as an important role as the mother.

The more firebrand amongst his peers have not only called for him to step down as a priest of Erastil, but have wished for him to be excommunicated - something that's neigh impossible under Andoran law.

Not wanting to let his presence fragment the community so, he has signed up to move across the vast ocean, hoping to find a more welcoming and open-minded community in Arcadia.

tl;dr a neutral good human cleric of Erastil, most likely going down the bow route, with profession farmer, knowledge nature and the heal skill.


I've got a character that didn't see the light of day so im gonna make some changes and try to apply him here


Never mind


Presenting Marda, a Kellid shaman with ties to the spirits of her ancestors, which may or may not include some evil fey. She will focus mostly on buffs and debuffs. Will update her stats and provide a more thorough background a little later.


Dotting for interest. I've an idea for an elven diviner wizard searching for lost ruins/colonies/portals offworld.


Ooohohoho this sounds like so much fun. I have several ideas and don't know which one to pick. Straight-up Ranger in the spirit of the Forgotten Realms, protecting these colonists from wild animals and the things that go bump in the night. A Paladin, here to establish the rule of law and protect the colonists. Even a Barbarian, albeit one who acts more like a more social and more wild ranger. Mostly I just want to be a good guy, Lawful or Neutral Good all the way.


@Joseph Soltz - I wanna say no to the Avowed, considering it's the side project of a 3rd-party publisher that's not on the PFSRD. The kineticist, as I'm sure you know, does many of the same things albeit with an elemental theme.

@Ameraaaaaa - background skills is pretty simple, it's just gaining 2 extra skill ranks/level, except you can only put them in certain skills.

NPC classes are simpler, less powerful classes than those available to PCs. I'm not gonna tell you which to pick, so go ahead and look through them.

As for advanced firearms. That's not something I'm going to decide right now, because that's something that would occur in-game, a pretty good amount into the game's progression.

If characters can believably do things, though, I usually let them.

@Kittenmancer - Ooh, both of those concepts are pretty sweet. If you're asking me to pick one, the half-orc witch seems pretty interesting, if only because she has family who are coming over, and that kind of storyline is my jam.

@solicitor - I like it! Literally a farmer, pretty good.

@everyone else - thanks for your interest! I'm liking the concepts so far!


Darn, what a shame. I don't really like the kinetics, class, so it looks like I'm moving on to another concept. I'll figure something out,and hopefully, it shall be neat.

Edit: When you say "and associated materials" in regards to Dreamscarred Psionics, does that include the Psionics Augmented supplements?


@ Joseph Soltz - I mean feats and things. If it's not on the d20PFSRD, I don't really want you to be using it.

Material related to psionics is allowed as long as I can find it and as long as its published by DSP.


Not a problem.

Grand Lodge

dotting


So since you allow Rogue Genius classes... A professional athelete who is a Time Thief, which is what gives him his edge at the sport and also lets him keep up a lifestyle above that which a pro at a nearly unknown sport should have (by stealing from the rich and giving to himself and his teammates). I am leaning towards giving him a secondary reason for leaving for Arcadia in that he stole from someone he shouldn't have and will likely be killed if he stays in the Inner Sea. So outwardly he will tell people it is all about the sport, but keep secret that he is on the run.


Not just a farmer, but a man blessed by Erastil for his devotion to family and community! Expert 1 / Cleric 2 it is. I'll try and get the crunch done by tomorrow. Hopefully I can squeeze the fluff in as well :)

Scarab Sages

Ouch! A 15 point buy Bloodrager isn't particularly viable. I guess I'll sit this one out.


rdknight wrote:
Ouch! A 15 point buy Bloodrager isn't particularly viable. I guess I'll sit this one out.

Bloodrager isn't really that MAD, you don't need a high casting stat because you aren't ever going to be building for save or suck and you don't start with spells either:

STR 16 (14+2 from floating bonus) DEX 12 CON 14 INT 10 WIS 10 CHA 13

Nice balanced statline at 15 points.


Murob Dura Gash is almost ready, crunch and fluff.

I have not included the NPC met on the way, as I would like to make that connection with another PC if at all possible. Marda or Solicitor's character would be top choices, if their players agree.

Murob is built around healing and buffing at the moment, but I can easily rebuild her for a different role if needed.


Looks great, Kittenmancer! Thanks for the RP sample!

I think that you still need a list of spells that are stored in her familiar in order to be done.

What are you planning to do in combat?

@ pale king - I hadn't thought about time thief! I've never even seen that class try to operate, so i guess we'll all see what it can do

@ rdknight - the pale king is right, it's basically just a martial. Plus, you could just have lower ability scores than you're used to. That's okay.


I'd love to submit for this - I have a question, though.

Would you allow one person to play a native? Like an Arcadian skinwalker or human, sent by a local tribe to investigate these newcomers, and guide them through the wilderness/keep them away from the tribe?

I'd definitely not want to have a huge amount of foreknowledge of geography or anything, just a lay of the very close local area, near the landing point. I think it'd be a fun character, if you're willing to entertain the idea.

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