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DMG |
2 people marked this as a favorite. |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
Courts of the Shadow Fey is a location based sandbox mini campaign dealing with a curious fey society and their collision with the mortal realm. The adventure begins in the Free City of Zobeck in Midgard, the very rich and flavorful setting published by Kobold Press.
Some 80 years ago, the Revolt made the Free City one of the few places in Midgard not subject to a feudal lord. Across eight decades the busy merchants, arcanists, and followers of Rava the Gear Goddess built their sleepy, backwater river town into a nation with clout far beyond its borders. Zobeck is now a mercantile powerhouse known across Midgard for its gearforged constructs and its clockwork technology. Its industrious people trade, bargain, gather, and scheme to make themselves rich, powerful, or wise.
As one of the few Free Cities in Midgard, Zobeck answers to no king or noble lord. Instead, its Free City Council rules from secret chambers, its Watch is both human and gearforged, and its people know what makes a life worthwhile: freedom, trade, and the blessings of the Goddess of Fate and Industry. The city ticks and tocks; its people trade up and down the River Argent, out the Dwarven Gate to the Ironcrags, north through the eldritch Margreve forest, and south to Harkesh and Siwal and the distant cities of spice and silk.
Behind the hard work lies a darker city, a place built on kobolds enslaved in silver mines — a city still scarred by an autocrat’s diabolical rule, and corrupted by pacts of blood, temptations of the flesh, and untrammeled greed. The people of Zobeck lust for power, wealth, success, and pleasure. To get them, they bargain with Kariv gypsy fortunetellers, strange cults, harsh gods, and other unscrupulous schemers. The people’s hungers draw devils like crows to a corpse.
Yet the city prospers. Its heroes avert disaster again and again. Somehow, Zobeck’s heart keeps ticking.
This is an adventure of intrigue, social interaction and investigation. It is written in act’s and scenes, with some acts containing very little in the way of combat encounters. Within each act, the scenes can often occur in any order. There will be sections of the adventure with nothing to spur the players on but their own curiosity. This adventure does not always lead you around by the nose to the next encounter. Therefore this adventure would be best for players who like to push the story forward on their own by following their own motivations and taking pleasure in the interaction with each other and the NPC’s.
This adventure uses a unique status system, with PC’s vying for social standing in order to overcome many of it’s challenges and unlock it’s mysteries. Knowledge skills, social skills, and player driven problem solving are of primary importance, but other feats of heroics are not neglected. The adventure is not without traditional pathfinder challenges and a well rounded party is still advisable, but well rounded PC’s are more important here than ever in my opinion. "One trick ponies” would seriously risk getting left out of important aspects of play in this unusually structured adventure.
Many plot central challenges in this adventure are solved with a system of complex skill-checks inherited from 4th Edition D&D. Without flavorful role-play, these skill challenges would be a dry series of dice rolls, so I think it is important that this PbP campaign is joined by posters who enjoy creative writing to some extent, and immersive role-play. That said, I do not believe in forcing the success or failure of social encounters to hinge on role-play at the expense of the dice. You will not find me requiring you to compose an actual sonnet in order to use a relevant skill, but you will need to think of creative uses of your skills to achieve successes in these skill challenges.
There are factions to join, courtesans and consorts to woo, and rituals to unlock. In some cases, the narrative sweeps across time in broad strokes, with players describing what they do for the day or the week rather than for the next round. As written the adventure makes allowances for romantic and sexual encounters to occur, which I am fine with although I would prefer that the consummation be implied rather than explicitly described. That’s just where my comfort level is in my RPG’s.
Some scenarios could potentially lead to party members being separated, aligned with factions at odds with one another, or even in rivalries themselves. There are even individual XP awards in this module that could lead in extreme cases to level discrepancies within the party. If you can’t tell by now, this isn’t like most published modules I’ve run or played in, and I’m trying to introduce it in a way that highlights every potential red-flag that might send you running for the hills! If you’re still here, maybe this game is for you. It has certainly been a pleasure to read and I think with the right cast of characters it could be something really special.
So let’s get on to the nitty gritty of recruitment.
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First of all, please read these two guides.
PbP is a big investment in time and energy for everyone, and so often games don’t succeed! I really believe that these guides are right on the money, and I would really appreciate it if you read them and bring them up during recruitment, something you agreed with, something you disagreed with, maybe just let me know you checked them out and we’re on the same page.
Submissions
This adventure is designed to take PC’s from levels 6-10. I am recruiting for 6 PC’s to play through a short introductory 2nd level module as a prologue to the main adventure. This prologue will serve to establish the city of Zobeck. At the conclusion of the prologue adventure, the scene will cut forward to a reunion at the same tavern where the first adventure began. It is 3 years later, the hero’s have advanced in stature to 6th level, and the inciting incident of Courts of the Shadow Fey calls them to action once more.
Therefore, you should submit a 2nd level character with a description of your plan for advancing that character to 6th level.
Character Creation:
Stats: 20 point buy
Races: All core races plus aasimar, catfolk, fetchlings, ratfolk, tengu, tieflings, changelings, kitsune, samsarans, kobolds, minitaurs and gearforged.
Sourcebooks: All classes, class features, spells, feats etc from CRB, APG, UM, UC, ARG and ACG are permitted. I have not had a chance to get acquainted with Occult Adventures or Ultimate Intrigue so material from those books will not be permitted for this campaign.
Unchained: Rogues and Summoners should be Unchained, Monks and Barbarians may be either.
Wealth: 250 GP at 2nd level, increasing to standard 16,000 GP at 6th level
HP’s: PFS style max at first, average after that.
Traits: You can have two traits or a bonus feat. These can be taken from Kobold Press material or standard Paizo material.
Background Skills: Everyone gets 2 background skill ranks per level.
This recruitment is weighted heavily on writing and posting style, so I would like to see some effort here. If you need setting details to riff off of, I’m adding info about Midgard races, regions and deities to the campaign info tab.
Please provide at least a couple paragraphs each detailing the characters Background and History, Personality and Motivations, Appearance and Mannerism's. Or however you want to do it. It’s your story just let me know who your character is ;)
What do you guys think? I find that a PbP needs to keep up a certain pace or it stalls. I would like to see 1-2 solid posts a day, at least until we find our established groove. By solid posts, I mean posts that contain push’s or hooks as defined in the guide I linked above. Posts that leave something for someone else to riff off of. Posts that let us know what your character is thinking or feeling. Posts that refresh the image of the current scene in everyone’s mind.
In combat I would like everyone to be especially diligent. I don’t like single combat rounds lasting more than 48 hours and I will delay you or give you the total defense action if you don’t post in that timeframe. If you’re going to be away more than a day or two please let us know so we can bot you.
I myself can commit to 3-4 posts a day at the present time, and that will be slightly reduced when my work schedule increases. I reserve the right to take a couple of breaks if needed, to prevent burnout, but I will only do so at appropriate times in the adventure (i.e. between acts) and only after our game feels firmly established and able to survive such a break.
It is formatted like this:
HP xx/xx | AC xx Tch xx FF xx | CMD xx | Fort xx Ref xx Will xx | Init +x | Perc +x |
I'm going to let this recruitment run for as long as it takes before I feel like I have the right mix. I don't know how long it will be but I'm not going to rush this one. I'm actually still doing prep in fact, but I wanted to get the ball rolling so here it is.
Please no role-play in this thread, I want to keep it uncluttered for submissions, questions and answers. Once things begin to take shape I have a “Tavern” thread where applicants can role-play with each other.
Thanks for reading guys, I can't wait to check out some cool characters. I hope this takes off :)
Edit: Oh and I love pictures. If you have any art that matches your character let's see it!
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Philo Pharynx |
![Argus Wall](http://cdn.paizo.com/image/avatar/PZO90109-Wall_500.jpeg)
DMG wrote:Many plot central challenges in this adventure are solved with a system of complex skill-checks inherited from 4th Edition D&D.Uhm, I'm concerned That there would be only one way to accomplish some goals "roll this and then roll that".
A well-designed skill challenge allows a number of options. Hopefully enough that everybody in the party feels that they have something to do.
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Leoven. |
![Human](http://cdn.paizo.com/image/avatar/LakeMons1.jpg)
Maybe, but the module can't predict all the things a player can try to do, and to be told "you can't try that, these are the only options" rubs me in the wrong way. As DM I do love skill challenge, but only after the players have spoken their intended action.
EDIT: Though I don't think DM Grimmy would do that, it's against his style as fas as I know.
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DMG |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
Leoven. wrote:A well-designed skill challenge allows a number of options. Hopefully enough that everybody in the party feels that they have something to do.DMG wrote:Many plot central challenges in this adventure are solved with a system of complex skill-checks inherited from 4th Edition D&D.Uhm, I'm concerned That there would be only one way to accomplish some goals "roll this and then roll that".
It's a good concern, and one I shared with you, but I can't imagine skill challenges better designed then these ones. They have tables and tables of how various skills might be used to achieve successes and how multiple party members can participate. Most of these skill challenges are ongoing. They don't have to get "solved" in one go. They are tracked over time, multiple of them running at once, and lead to various achievements and story developments.
It's an old system with a bad rep being repurposed in a flavorful new way. I'm sold on it.
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DMG |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
Dotting.
Good to see you getting another game going, Grimmy. I was sad when we had to put the Lost Lands mega campaign you were running aside. I thoroughly enjoyed your game.
TimFrie!! I remember your character Jeb very well, and I remember how well you participated and kept everyone motivated. Nice to see you.
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PsychoBear |
![Dire Bear](http://cdn.paizo.com/image/avatar/DireBear.jpg)
Alright, great. Another couple questions.
HP’s: PFS style max at first, average after that.
Also, does average HP mean, if i have a d8 hit die, I take (before CON) 4 every level? Or does it alternate between 4 and 5 to truly be average, since the average would be 4.5?
Traits: You can have two traits or a bonus feat. These can be taken from Kobold Press material or standard Paizo material.
Are drawbacks for additional traits permitted?
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DMG |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
There is something I forgot to mention about wealth although I think it's pretty standard. You should not have any one item valued at higher than 50% of your total starting wealth.
And to be clear, you may decline to take two traits and receive a free bonus feat instead, but you must meet all pre-requisites for that bonus feat before taking it at 2nd level. Like the traits, this bonus feat can be from Midgard stuff or Paizo.
Please just get my approval if you need something from the softcover splats to make your concept work, for example I made a character recently that needed boon companion so I know what that's like.
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PsychoBear |
![Dire Bear](http://cdn.paizo.com/image/avatar/DireBear.jpg)
For my character, I had chosen the traits Precise Treatment (Use INT instead of WIS for Heal, +1 Trait bonus to Heal) from ULC and Trained Medic (+2 Trait bonus to Heal when treating poison or disease, Heal is a class skill) from QGE. I had gotten these traits from the pfsrd traits(filter) page and don't exactly what those source abbreviations stand for. So, I have two questions:
1) Are these two traits fine, or do I need to pick something else?
2) I only didn't pick Midgard traits because I don't know where I can access these. Do you have a link to them?
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DMG |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
So, I have two questions.
1. ULC is Ultimate Campaign, that's a hardcover. QGE is Quadira, a regional trait from Golarion which is not the same setting we are using for this game.
2. The Midgard campaign setting feats and traits unfortunately are not on the SRD. They are in the Campaign Setting available for purchase here (with a free preview), and affordable players guides here . You don't have to use these you just can if you have them.
If you have more questions about your character build, let's take it to PM for now so we don't clutter this thread :)
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PsychoBear |
![Dire Bear](http://cdn.paizo.com/image/avatar/DireBear.jpg)
1. ULC is Ultimate Campaign, that's a hardcover. QGE is Quadira, a regional trait from Golarion which is not the same setting we are using for this game.
Alright, so the second one is a no go. Is the first one (Precise Treatment from ULC) good or nah? I'll get to replacing that second one now.
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BC4Realz |
![Lem](http://cdn.paizo.com/image/avatar/PZO9059-Lem_90.jpeg)
Dotting.
Based on your feelings about occult having not read it this is probably a stretch, but it feels like it fits the flavor so well that I have to ask...
How would you feel about a Taskshaper?
Gnome fae experiment gone wrong.
EDIT: should mention it is 3pp, so that might be a strike against.
If the answer is no that is fine. Like I said, felt I had to ask. Do have a few more traditional thoughts in mind as well.
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DMG |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
There are so many things I forgot to put up top in the first post. I wish I could edit. For example I left out a major playable race...
Dragonkin! Definitely allowed.
Be sure to check out the campaign info tab, because I can still edit that at least. I have added info about the important races, the six regions, and the commonly worshipped deities of each region.
I would like to encourage some conversation about the setting. I hope no one feels excluded from this game based on it not being set in Golarion. If you have any questions about Midgard I'll be happy to answer them. I've been engrossed in the setting book lately. It's awesome.
Knowledge of the setting is not required, but for those who like to tie in backstories the lore is there. For divine characters the deities are there.
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BC4Realz |
![Lem](http://cdn.paizo.com/image/avatar/PZO9059-Lem_90.jpeg)
Basically, characters that require a lot of bookkeeping are a perfect fit for PBP games, and characters that practically require minis and a battlemat are going to be a pain in the neck.
I was so happy to read this. I interpret it as taskshaper maybe having a chance.
I totally agree with most of the pbp stuff, with the exception of the entry on dialects. I generally find they make it harder to read what was said and can cause a break in the narrative.
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DMG |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
I decided not to list them but if I saw a compelling Darakhul character and I knew the player was mature I might allow it. Even then it would depend a little on the composition of the rest of the group. It's not a hard "no" right now but I did leave them off the list on purpose. I've also had some problems with Dhampir that seem like they would apply. Tricky to heal for example.
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DMG |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
Yes I would allow either, but there are things you should consider about both.
As an Order of the Firedrake cavalier, there would definitely be sections of the adventure that force you to be separated from your mount. Only you can say for sure if that would bother you.
As an Edjet Warrior, you would lack in skills, which really is a big deal in this campaign. Assuming the Cav build has a higher charisma score, he comes out way ahead in very relevant social skills.
Neither is a deal breaker I just want you to be informed.
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Teiidae |
![Kassmak](http://cdn.paizo.com/image/avatar/PPM_Kassmak.png)
Thanks for the heads up. I'm going to go with the cavalier and eventually go into the Dragon Emir prc. Sipahi for the Dragon Empire, as an agent for the Dragon Empire his goal would be to gain fame, prestige and valour. All in the name of his empire. Also being separated is just the cost for the class, I would manage.
I've always wanted to play in this setting, never used Status. Could be very interesting.
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Black Dow |
1 person marked this as a favorite. |
![Cauldron](http://cdn.paizo.com/image/avatar/PZO9072-Cauldron_500.jpeg)
Black Dow wrote:
Working monkier: Brunn GrimbellowNot sure why, but this is one of my favorite auto-correct mishaps of 2017. I keep asking myself "what does a working monkeyer do exactly?"
Haha touché Grimmy. Its a small smiling simian whose great with similes...
As a side note (and one that could make for some very interesting roleplay the minotaurs and dragon-kin/kobolds have ancient emnity) - something if I'm lucky enough to get selected would definitely play up :)
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Crea-Asp |
2 people marked this as a favorite. |
![Lictor Octavio Sabinus](http://cdn.paizo.com/image/avatar/PZO9098-Lictor_500.jpeg)
Crea-Asp has been slightly modified, and leveled up to 2 for starting. Decided to just go with minor armor, and shield at this time as that is what I will update with the level 6 character. If chosen I'll pick a few items to spend with the remaining funds.
Oh and BD it would be fun to roleplay the conflict between Minotaur and Dragonkin
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DMG |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
Yeah that would be a source of great RP. Love the new avatar image Crea-Asp.
Is it unusual for a Edjet to have black scales? I am brushing up on the Dragon Empires. Edjet seem to be a warrior caste, I gather.
Looking forward to seeing how this minitaur evolves BD. BTW, I hope I didn't turn you off making him a Cav.
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DMG |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
Dotting. Ventiine | Nidhi Aashirya
Catfolk are allowed. I love the way you organized and laid out your sheet. The formatting is very clear. As you start to develop your backsory, think about what would have brought you to Zobeck, as that is where our adventure will begin.
If you don't mind some feedback, I see some issues with your ability score allocation that could cause difficulties for this character. Are you open to some build advice?
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DM Grimmy |
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Overview of the 7 Regions
taken from the free campaign primer
Here lies the heart of Midgard: The Free City of Zobeck, whose Revolt 80 years ago forged a thriving city ruled by freemen and gave birth to a trading hub famous throughout Midgard for its alchemy, new clockwork magics, steamworks and egalitarianism. Known for its magical clockwork masterpieces, its unique star and shadow magic users, its magnificent Arcane Collegium, and its status as a protectorate of Rava, the Clockwork Goddess, it is a bustling city of glorious achievements and dark, deadly alleyways.
Just outside the city grows the vast, living Margreve forest, where unusual creatures roam, Baby Yaga sometimes treads, and the plotting shadow fey still hold sway. Black Prince Lucas, the vampire lord
of the neighboring Principalities of Morgau and Doresh, claims the forest for himself, ever sending his undead soldiers into the forest’s heart and threatening Zobeck’s many trade caravans.
The 14 dwarven Ironcrag Cantons in the Ironcrag Mountains border the vampire realms, and the dwarves are stout enemies of the undead in both the Principalities and the underground Ghoul Imperium residing below.
Also in the Crossroads region are the Magdar Kingdoms, a land of rolling grasslands, noble knights, fickle mercenaries, and massive war wagons, many of which are built in Zobeck. To the east of Zobeck is the Duchy of Perun’s Daughter, a realm renowned for the demigoddess who rules there: Vasilka Soulay, daughter of the god Perun. Just as important are its Amazonian archers, and its schools for the learned and the wise. This small but powerful duchy is a buffer between Zobeck and the slavers of Reth-Saal.
The Crossroads is rife for urban adventure and intrigue, old-school dungeon delving, and the discovery of ancient secrets long buried...
Bold Centaurs, opportunistic Kariv gypsy bands, fierce Kazzakh nomads, and even Baba Yaga’s dancing hut wander the Rothenian Plains, a land of endless grasslands, river barons and cities on horseback. The
inhabitants of the Plains are brave and bold, but there is much abyssal evil to be fought here.
From the nine cities of Niemheim, where infernal gnomes practice sacrificial rites to please the lords of the Eleven Hells, to the Wizardly Master of Demon Mountain, who’s motives are unknown, but who has a hand in most plots and tragedies in the plains, to the kingdom of the Ruby Despotate, ruled by the erratic but iron-fisted Veltrin the Glittering King, a follower of the cruel White Goddess. Veltrin’s servants scour the grasslands, capturing slaves to work the kingdom’s fields, mines, or galleys’ oars; and his strong navy controls much of the Ruby Sea with its infamous demon-prowed black ships.
To the north, however, rests Domovogrod, the Silver Mountain Kingdom, a benevolent realm ruled by Prince Araka and Princess Caisa, virtuous siblings who rule with wisdom, fairness, and loyalty. They are said to be direct descendants from a great silver dragon, who himself was a grandchild of the Great World Serpent herself. Domovogrod’s peaceful, hardworking halflings are known as the Winter Folk. They are known to be fierce and cunning warriors despite their size, and fight alongside humans and dwarves to repulse invasions of southern slavers and northern trolls, giants and wolves.
Gypsy magic, centaur steel, demonic servants, and the gratitude of dragons await adventurers braving the Rothenian Plains.
The clash of endless war rings eternal in the lands of the Seven Cities, which both revel in, and depend upon, the economies of war, even setting aside a season for it and creating intricate rules and codes of siegecraft.
Among the many warring fiefdoms we find the August Republic of Valera, which commands feared legions of humans and centaurs; the Grand Duchy of Illyria, Land of a Thousand Heroes, which boasts sky militias of hippogriff riders; the Green Duchy of Verrayne, where the druidical order of the Oaken Ring and the mighty heroes of the Black Band protect the East from invasions of goblins and the twisted monstrosities from the Wasted West.
Here too, is the mighty Theocracy of Kammae Straboli, led by a powerful Oracle, who has chained and imprisoned Nethus, the former god of the sea, and now uses his deific power’s for her own purposes.
To the south, you will find the Maritime Republic of Triolo with its magnificent navy and fierce privateers and its ally, the minotaur-ruled Serene Isle of Kyprion, eternally besieged by the navies of the burgeoning Dragon Empire of the Mharoti.
Adventures in this region include discovering ancient, elven secrets, restoring the glories of the imperial past, questing for fame, fortune and power, descending into the darkness under ancient imperial ruins, settling ancient rivalries, protecting trade routes, and pursuing hidden knowledge.
The Northlands of Midgard are a study in opposites. A land of deadly beauty, they have sights that can be seen nowhere else on Midgard; but if you find yourself outside for one midwinter’s night without fire, you are a frozen, icy meal for wolves by morning. Like the lands they inhabit, the people here are a mosaic of contrasts: fierce and fearful, honorable but cruel, hospitable but vengeful, fateful and furious.
The Northmen consider themselves fair and honorable, but indulge in interminable blood feuds and dark, hateful “grudge magic”. Their grim and bloody Vaettir warriors wage war and blood feud even beyond death, with the help of beautiful, immortal Valkyries. The Northmen were bold enough to steal the secrets of rune magic from the Gods and the Fates, but fear both to their bones, to the point of silly, paralyzing superstition.
The Northlands are home to many exotic and strange kingdoms: Bjeornheim, the kingdom of Talking Bears, and Wolfheim, the grey kingdom of the Wolves Who Walk like Men. Also here are ancient dwarven halls, some inhabited by doughty dwarves, and some by the ghosts of their fallen ancestors. Here too, you will find the thunderstorm fortresses of the cloud giants and the icy lair of the God of the North Wind, Boreas, who wishes to spread his frozen halls and living glaciers across the face of Midgard. Will you take up the axe and shield, and dare the fateful dangers and golden treasures of the Northlands?
The Domains of the Princes, the common name for the Principalities of the Grand Duchy of Dornig, have a deep and troubled history. Here petty elf marked lords squabble over the scattered northern lands of the once great elven empire, abandoned hurriedly during the Elven Retreat. The elderly, elven Imperatrix of the Grand Duchy sits on a tenuous throne, while her great-great-great-grandchildren squabble over every castle, honor and knighthood in the Grand Duchy, and jockey for position at the foot of the Golden Sphinx throne, hoping to be
next in line to replace the ancient Elf Queen (will she never die?).
It is a place of elfmarked intrigue, played over decades, if not centuries, and a land of hidden elven secrets and treasures; some better left unfound. It is a kingdom of deep, primeval forests, and forests tainted by ancient magics and hidden diabolism. Here in the Grand Duchy you can also find the bustling but suborned Free City of Salzbach, with its many guilds and hidden aberrations.
It is a place where an adventurer with a strong sword arm, a headful of spells, and a glib tongue can win him or herself a fine, petty barony, rife with trouble. Enter both the dark forests and the glittering elvish courts of Dornig at your own precarious discretion, however, for both are deadly dangerous.
In the empire forged by the legendary dragon Mharot, Sultana Casmara seeks to expand the borders of her desert realm into the lush farmlands of the Seven Cities to the west and the ancient riverlands of Nuria Natal and the wealthy Cities of Gold and Salt to the south. A land ruled with a scaly fist by powerful dragon lords and their half-human descendants, they are a young and growing empire, who all on their borders fear and pay tribute to, lest they fall to claw and fire.
Conquest, trade and tribute have led to a Golden Age of prosperity in the young empire, and the markets of the empire’s cities are unrivalled. Masterwork jewelry, armor and weapons are commonplace; golden treasures are found in abundance here. Even mighty war oliphants and battle lizards are available for purchase, if you dare to ride them!
The wealth of the Empire has led to an explosion of draconic art and architecture. The largest building in Midgard, the Temple of Veles, is found in Harkesh, the magnificent capital of the Empire. Harkesh surpasses any other capitol, with its mighty elemental temples, its schools of philosophy, magic and theosophy, as well as fractious schools of brawling elementalists, where dragonkin Wind Palm devotees vie with scaly Fiery Fist monks for bragging rights.
Adventurers can find draconic intrigues, unique treasures, and dragon hoards, and fabulous glory and fame fighting against (or for) the dragonkin conquerors.
Once home to prosperous human kingdoms ruled by powerful mages, dotted with ivory towers and flying cities and fortresses, the western heartlands of Midgard fell to warring amongst themselves. Raining acid on their enemies, summoning mind-warping monstrosities, sacrificing whole populations to bend ley lines and reality to their will, the great mage-kings reduced green forests and lush farmland to dry, blasted deserts, populated by twisted dust goblins and reduced to scrounging for ancient magics and lost science.
The Wasted West is a howling wilderness with nothing but goblin raiders and a few vastly powerful (and power mad) mage kingdoms. One of these is the White Kingdom of Bourgund, known for its sweet perfumes and foul corruptions; and another the Mage Kingdom of Allain, home to the powerful and victorious survivors of the Mage Wars. Also to be found here is the Seat of Mavros, where the god of war first trod the soil of Midgard and showed men how to use fire and steel. Now it is a sprawling fortress shrine, where pilgrims from the Seven Cities and beyond come to buy the favors of the war god.
Ancient treasures, magic and technology can be found here by brave adventurers, if they can survive the goblin raiders, mutated monsters, and worse, that dwell here.
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DMG |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
PBP Basics wrote:Basically, characters that require a lot of bookkeeping are a perfect fit for PBP games, and characters that practically require minis and a battlemat are going to be a pain in the neck.I was so happy to read this. I interpret it as taskshaper maybe having a chance.
I totally agree with most of the pbp stuff, with the exception of the entry on dialects. I generally find they make it harder to read what was said and can cause a break in the narrative.
Hey BC4Realz,
I was impressed that you took time to look at the guides I linked and refer to them, so I took the time to look deeper at the class you asked about. I see what you mean about this class being thematically perfect and tailored to this campaign, but unfortunately it is so much so that I think it might easily break the campaign. I don't necessarily agree with the comments on d20pfsrd which overwhelming agree this class is comically broken, but I do feel it is broken for this campaign and would just overshadow the other PC's too much.
Sorry the answer is still no, but I did want to let you know I gave it an earnest look before deciding.
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Crea-Asp |
![Lictor Octavio Sabinus](http://cdn.paizo.com/image/avatar/PZO9098-Lictor_500.jpeg)
Here is Crea-Asp's planned progression to Level 6:
Level 3 – Bloodrager
• +6 HP
• Skills: Climb, Diplomacy, Perception, Spellcraft / Craft: Alchemy, Handle Animal
• Saves: +1 R, +1 W
• Blood Sanctuary: Due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Level 4 – Bloodrager
• +6 HP
• +1 INT
• Skills: Climb, Diplomacy, Perception, Spellcraft, Ride (x2) / Handle Animal, Linguistics
• Elvish (Sylvan)
• Saves: Fort +1
• Bloodline Power: Fated Bloodrager / You gain a +1 luck bonus to AC and on saving throws while raging. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
• Bloodcasting: The bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state. (2) Spells known, and (2) Spells per day
• The bloodrager gains Eschew Materials as a bonus feat.
• Spells: Enlarge Person, Expeditious Retreat
Level 5 – Bloodrager
• +6 HP
• Improved Uncanny Dodge
• Spell: Magic Missile
• Skills: Diplomacy, Perception, Spellcraft, Swim, Climb / Craft: Alchemy, Craft: Armor
• Feat: Shielded Mage
Level 6 – Bloodrager
• +6 HP
• BAB: +6/+1
• Saves: All +1
• Bloodline Feat: Lightning Reflexes
• Spell: Ray of Enfeeblement (Spell Slots 3-1st)
• Skills: Diplomacy, Perception, Spellcraft, Climb, Swim / Craft Armor (x2)
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DMG |
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![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
While we’re still on page one I’m going to mention some things that should have been in the first post.
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Recruitment threads are a thing I both dread and enjoy. I love meeting new gamers, seeing cool builds and reading great backstories. But, I hate having to say no. Banning certain material could mean losing a potentially great player. But pathfinder is such a big game even before 3pp, and I have to set some limits or I’ll end up burning out trying to adjudicate aspects of the game I don’t yet understand. In the end I want great players who really love what they're playing though, so if I've missed something your character really needs, you can ask me about it.
I’ve come to really love this medium of PbP. I’ve seen characters and story explored more deeply here than I have in table top so far. It’s also a medium fraught with pitfalls. No one likes to see a campaign fail, and so many of them do. Recruitment sets the foundation, it’s a chance to find those players who will enjoy the material at hand and gel with each other. So I’m both excited and nervous to be running this recruitment thread and I want to share some ideas about how to make the most of it.
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Introduce Yourself!
When you have a character underway, feel free to create an alias and post under it, or link an external sheet from a site like myth-weavers. If you haven’t gotten that far, you are still welcome to introduce yourself. My most successful PbP campaign feels more like a home gaming group than a group of strangers at this point, and it got that way in part because of a healthy off-topic discussion thread. That happens in it’s own time, but saying hello is a good start.
What caught your eye about this campaign? What was it about this particular game ad that made you want to apply? Also, is there anything about it from the description that concerns you?
What are you thinking of playing? You don’t have to wait to have a finished character before you let us hear about your concept. It’s fun to talk about ideas and it might spark something for someone else.
What is your posting availability like? What pace do you prefer, what can you commit to, and what’s the max you can do if things take off?
Anything else you can think of is fine too. The idea is that, although I’m shy by nature and enjoy playing from behind a screen, I do want to get to know you just a little, as a gamer, since we’ll be spending a lot of time together.
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Playstyle stuff:
Are you ok with encounters that challenge the player as well as the character? That is to say, do you mind if you need to suggest a course of action in order to use a relevant skill check to get a result?
I ask because this issue divides some gamers. My position is somewhere in the middle, and I adjust somewhat based on who I’m playing with. I believe a reticent player should not be precluded from playing a dashing character, so no one should be required to actually make a stirring speech in order to succeed on a diplomacy check. On the other hand I don’t like dry dice rolls, particularly in PbP. This is a written medium and you must make some effort to describe what you are attempting to do.
Where does your preference lie on the spectrum between railroad and sandbox gaming?
To be clear I don’t mean railroad as a pejorative. This campaign will begin a little rail-roady (although if you take it off the rails I will do my best to go with you), and it develops into a very free-form location based sandbox. It’s important that you enjoy that kind of gaming, because the action will stagnate if the party is not engaged in self-directed exploration and investigation. There will not always be an inciting incident making it clear where to go next.
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I also look at post history, like a lot of GM’s do. I don’t just look for big numbers of posts, I try to find a character that really jumps off the page and comes to life. That’s what really sells me. I also like it if I see posts that are well formatted, thoughtful, evocative and easy for others to riff off of.
I do love giving newbies a chance, but a very low post count is scary. I’m looking for a core of 3-4 experience posters with room to give 1-2 newbies a chance if something about their writing catches my eye.