Tides of the Accord: Underwater Version of AEG Warlords of the Accordlands Campaign (Inactive)

Game Master Sebecloki

Loose underwater rendition of AEG's Warlords of the Accordlands Campaign Adventure Book using Alluria Publishing's Cerulean Seas.

Campaign Documents:

Setting Overview

House Rules

Alternative Feat Progression Rules for Single Class Characters

Overview of Ghostlight Keep

Unchained Action Economy Cheat-Sheet

Supplemental Mythic Rules

Maps and Images:

Setting Maps

The Sunken Continents of the Sundered Seas

The Sundered Seas

The Surviving Drylander Territories of Kissura

Kissura (Lands of the Ruby Throne
Ishtauria/Isharia (Land of Might)
Cashael/Caeshaeylliya (Regional Map)
Cashael/Caeshaeylliya (Detail)

Images and map of Ghostlight Keep

Map of Ghostlight Keep Dungeons
Map of Ghostlight Keep Levels 2-5

Detail Map of Last Redoubt: 3D
Overview Map of Last Redoubt: 3D
Overview Map of Last Redoubt: 2D

Plaza of Assembly
'Upper Zone'
'Middle Zone'
'Lower Zone'

Image of the Plaza of Assembly

Map of the Elven City

Images of the Elven City

Map of Merceria
Cendara's Bounty Map



Greetings fellow Pathfinders,

I just got a private message of additional potential interest in this campaign, and we're at a good spot to add in some more players if there's anyone who would like to join, so I thought I'd attach the recruitment thread (this campaign platform got a bit muddled because I had an initial set of threads that got messed up by the system so I couldn't post in gameplay, so then I had to recreate the whole thing to start the gameplay thread, thus the initial "recruitment" thread is in a different campaign than the gameplay thread currently, and thus this is the recruitment thread for the second instantiation of the campaign I had to create).

Simple overview--it's a high powered underwater gestalt campaign using rules from Allura Publishing's Cerulean Seas with lots of 3rd party and home brew rules, and mostly focused on world building and political intrigue--most of the 'action' will be talking and exploring, so I'm in the market for players who want to role play, since there's going to be a lot less combat than in other games.

If there's any interest, have a look at the initial recruitment thread here , as well as the second version for the maps and gameplay, and rules documents here .

If you're interested, it might be helpful to read through the existing posts to catch up on the story. I'm telling it with flashbacks and a main timeline, something like the effect in Brandon Sanderson's Stormlight Archive.

Thanks in advance for any interest, looking forward to hearing from other potential players.


I'm very interested in the campaign. I do have a few questions. When would you like proof of concept done? Would playing a air breathing race be entirely out of the question?

I have a concept in mind (Turtle knight type of seaman) and am curious if it would work alongside.

Here's my die roll, though I am a bit confused as to how the interplay between this and the point buy works.
Stat: 5d6 ⇒ (1, 4, 4, 5, 6) = 20
Stat: 5d6 ⇒ (3, 1, 5, 6, 2) = 17
Stat: 5d6 ⇒ (6, 4, 6, 4, 3) = 23
Stat: 5d6 ⇒ (3, 1, 5, 4, 2) = 15
Stat: 5d6 ⇒ (6, 3, 2, 4, 2) = 17
Stat: 5d6 ⇒ (5, 6, 3, 6, 4) = 24
Thanks, and sorry for the barrage of questions!


Hawksw0rd wrote:

I'm very interested in the campaign. I do have a few questions. When would you like proof of concept done? Would playing a air breathing race be entirely out of the question?

I have a concept in mind (Turtle knight type of seaman) and am curious if it would work alongside.

Here's my die roll, though I am a bit confused as to how the interplay between this and the point buy works.
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
Thanks, and sorry for the barrage of questions!

Is there a turtle race? I love the idea and can help you make up the concept. We could also design it together and develop the culture.

You either use 5d6,take the 3 best OR you use the 35 point buy, which ever you would prefer. You can roll and see how it comes out and decide which.

This is a pretty leisurely campaign, but I'd like to work you into the first adventure that's ongoing now because it's a good starting place.

Let's start with the race issue and tell me what you have in mind and go from there. I'm having this image of like a flying turtle chevalier and I love it.


DM Tides of the Accord wrote:
Hawksw0rd wrote:

I'm very interested in the campaign. I do have a few questions. When would you like proof of concept done? Would playing a air breathing race be entirely out of the question?

I have a concept in mind (Turtle knight type of seaman) and am curious if it would work alongside.

Here's my die roll, though I am a bit confused as to how the interplay between this and the point buy works.
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
Thanks, and sorry for the barrage of questions!

Is there a turtle race? I love the idea and can help you make up the concept. We could also design it together and develop the culture.

You either use 5d6,take the 3 best OR you use the 35 point buy, which ever you would prefer. You can roll and see how it comes out and decide which.

This is a pretty leisurely campaign, but I'd like to work you into the first adventure that's ongoing now because it's a good starting place.

Let's start with the race issue and tell me what you have in mind and go from there. I'm having this image of like a flying turtle chevalier and I love it.

Also there are work arounds for air breathing races in Ceruleans Seas, or we'll give you a unique piece of tech/snorkel mask equivalent. That won't be an issue at all


One of the players. The GM puts a crazy amount of detail into...Well, everything. It’s a great setting, and he is a good writer.


Thanks for the endorsement Hrungnir!


As another player that hasn't posted as much as I should of( some RL issues), he's very patient.


The idea floating about in my head is a halfing sea master, a small jolly psuedo pirate who's living is made escorting ships about with the aid of his much larger turtle mount. I'm preferential to having a tower shield, but I'm willing to work with whatever. Current class would be probably a bloodrider with an aquatic bloodline as well as a order of the sea cavalier/beastrider. Here's a link to the Giant Snapping Turtle.

Sounds great to me! I'm more than happy for the chance to play with everyone! Also, I decided I'll take the die, with 15, 14, 16, 12,13 and 17 for my stats (can't be a pirate without a good tavern voice!)


That all sounds great -- we haven't had much opportunity to explore the surface of the seas yet, and I'm already positively churning with fun ideas for the kind of island or ocean-hopping civilization your character could derive from.

Do you want me to send you some ideas, or do you want to make it up yourself mostly?

Looking forward to seeing a character write up, let me know if you have any further questions.


I have a bit of a character concept, but I'd like to run it past you first. As a Copper Canoneer, Zelrim and his trusty bond Praesidium have earned a living working as a defender for hire atop the great oceans of the world.

Backstory:
Properly equipped for a life at sea, Zelrim has found all he needs in life is his shelled brother and the salty air. The bastard child of a well known artisan, Zelrim was quickly sent off where he was adopted by a seafairing couple. They taught him the ways of the sea, of rigging and of the fickle nature every sea hid beneath tranquil waves, as well as introduced him to Praesidium. It was however Captain Je'zzare that truly guided the young wanderer. There, he learned the meaning of being a crewman, and just what he was capable of. It wasn't long before the sight of the halfling dipping beneath the waves with tower shield in hand and cannon between his legs was a welcomed sight.

I'm having trouble picking a second class, though Dragon Skald seems to fit the theme quite well. I'd like something that would give a nice aquatic benefit, allowing me to function relatively normally underwater. Any help would be appreciated, and this is more your world than mine. I'm used to vanilla pathfinder. I like the idea of a very symbiotic relationship between rider and mount, with a focus on defensive/artillery type actions. Though I am curious as to how armor works. Is armor and shields DR, or do they directly affect wounds/vigor?


Might as well throw some dice, this sounds like a fantasticly interesting campaign and I have a few underwater ideas.

Was wondering how you feel about Spheres of Might, particularly the Technician class?

Stat: 5d6 ⇒ (2, 1, 3, 3, 4) = 13
Stat: 5d6 ⇒ (2, 1, 2, 6, 4) = 15
Stat: 5d6 ⇒ (6, 1, 4, 6, 3) = 20
Stat: 5d6 ⇒ (3, 3, 2, 2, 2) = 12
Stat: 5d6 ⇒ (5, 1, 4, 1, 5) = 16
Stat: 5d6 ⇒ (5, 1, 5, 6, 3) = 20


Zelrim the Salted wrote:

I have a bit of a character concept, but I'd like to run it past you first. As a Copper Canoneer, Zelrim and his trusty bond Praesidium have earned a living working as a defender for hire atop the great oceans of the world. ** spoiler omitted **

I'm having trouble picking a second class, though Dragon Skald seems to fit the theme quite well. I'd like something that would give a nice aquatic benefit, allowing me to function relatively normally underwater. Any help would be appreciated, and this is more your world than mine. I'm used to vanilla pathfinder. I like the idea of a very symbiotic relationship between rider and mount, with a focus on defensive/artillery type actions. Though I am curious as to how armor works. Is armor and shields DR, or do they directly affect wounds/vigor?

I love all this. I'll write up some more material to go around the details you've provided if you like. I can also show you my current notes on the areas if you'd like to have a better sense of the world.

We ended up not doing armor as DR.

You don't have to choose 2 classes. If you look at the rule document, there's a one class progression with more feats. I have an alternative version I'm going to post at some point as well. A lot of the single class NPCs are going to be built that way, with either 3 feats per level or the other system I'm going to post.


Aipaca wrote:

Might as well throw some dice, this sounds like a fantasticly interesting campaign and I have a few underwater ideas.

Was wondering how you feel about Spheres of Might, particularly the Technician class?

[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6

I'm using spheres of might already -- there's a Battle Tinker archetype Armiger and two Troubadour/Vigilante villains, so that's more than fine. I love the system and the wiki that makes it easy to use.

Let me know what you're thinking, I can help you figure out where your character can fit in.


For both of you, I'd encourage you to read as much of the game play as possible, so you have some idea what's going on. This is an incredibly complicated story and also one that is essentially a mystery -- it would be helpful if you had some sense of what was going on before you try to start posting.


That would be wonderful. I'd much prefer to have something concrete to build off. Though I am a bit curious as how the spreading nature of a curverin would function underwater. But finally the pirate halfling lives!

I think I will add Dragon Skald, both for flavor and for mechanical benefits. Sea Shanties and Shellings anyone?

I've been working on that, but it's a big chunk to bite. I'll make time to at least familiarize myself with it.


There's an alternative type of gun tech that works underwater detailed in Indigo Ice for Cerulean Seas. I have a gunslinger DMpc that uses them. I can get you the details.

I'll start working on some fluff for you.


Many thanks DM. Rough build is up here. Let me know if anything needs to be changed or seems off.


I'm not sure looking at this but some things to double check -

1). We are using the background skills system from unchained.

2). You get a feat every level.

3). You don't seem to have calculated Vigor points, only wounds.

4) We're not bothering with calculating money for equipment, just choose items that make sense for your character.

5). There are basically no magic items because I hate the X-mas tree effect and magic item shops. Consequently, we are using the advanced automatic bonus progression from Unchained, where you start two levels higher on the chart (let me know if that sounds familiar).


Wow, I forgot about feat at every level and abp.


Just dropping this here...but the GM has written alot of background on the Austorians (sea dwarves). The bloodragers really are quite cool. Any dwarf fans out there should hit the GM up to give it a read.

Also...forgot about feat each lvl too. That's going to be a big help for getting mythic guided hand up and running.


Sounds fair. I know the first one is handled, and I have my one feat listed.

Whoops, I'll get that handled. I'm working on finishing up equipment and adding in ABP.


Yes, the whole idea behind the feat issue was it's hard to make gestalt characters work without more feats to establish all the trees for different abilities.

I'm going to update some of the rules materials over the next few days. There are some other home brew and alternative things I'm going to add as options for either PCs or NPCs


Zelrim should be all built, all that's left is the mount. I am considering changing from skald to help out with the mount. Giant snapping turtle is still a go?


Yeah those extra feats will help, I wanted to take some eldritch heritages.


Yeah, I love that idea. I'm pretty sure there are rules for that in Cerulean Seas, let me check and get back to you. Give me a day or so to come up with some fluff and then I'll post you in.

As a drylander, you're definitely going to be staying in the the Creste of the Spectre, the inn that is situated near the Shade Height -- the northeast tower of the Keep where the Fourfold Alliance forces are currently headquartered.

Why don't you try to start reading through some of the game play and make sure you cam open and understand the map. Hit me up with any questions you might have about lore.


Just rolling up another character.

5d6 ⇒ (6, 4, 5, 4, 5) = 24=16
5d6 ⇒ (3, 5, 1, 1, 6) = 16=14
5d6 ⇒ (4, 4, 5, 2, 1) = 16=13
5d6 ⇒ (3, 3, 6, 2, 6) = 20=15
5d6 ⇒ (6, 5, 4, 6, 5) = 26=17
5d6 ⇒ (1, 1, 1, 6, 3) = 12=10

Not bad, I can work with this.


I know with a little fudging bloodrider would wotk for the mount aspect. Would you like me to try and craft somrle extra fluff?


I think Hrungnir thinks your character is a Dwarf based on the pic, not a Halfling. The Bloodrager thing is dwarf fluff. I can come up with something for you if you want to do that, but it will be slightly different than what he's talking about.


No...was just saying in general that anyone interested in dwarves should inquire about it.

But I do have to say...that is the manliest halfing I've ever seen.


I don't need bloodrager, I'm just trying to make your life a bit easier with class choices.

As to that, "'Yer right. 'Ardly anybody willing to straddle a cannon less 'ey fancy themselves men. Or crazy, but yah didn't 'ear it from me." The wild haired halfling gives a wink, then holds a finger to his lips.


Man there is a lot going on in this setting, I'm feeling slightly lost, but am working on getting a character up and running.


If you have specific lore questions, just PM me and I can help.


Zelrim's already been introduced to the game now, let me know Aipaca, I can slot you right in if you can get a character together.


Thanks DM Tides of the Accord, I think I'll need to pull out of this one, some IRL stuff has come up and I won't have time to devote to learning and coming up with a character worthy of his setting.


Friends,

I think we could have space for one more player, bringing the total to 8 for a setting-specific reason, if there's any interest... let us know.

Silver Crusade

possibly


Thanks for the interest, just let me know


bumpity, bump, bump :).

Silver Crusade

I'm interested, but the amount of variant/house rules in use worries/scares me XD


Honestly, the rules seem much worse than they actually are. Not to mention this is one of the most thought out and unique settings I have ever played.

Silver Crusade

well, id certainly be willing to at least learn and try it out. Do i Need to make a character atm?


As soon as you think you can get one together -- this is by no means fast paced, but I'm trying to introduce everyone as quickly as I can. I can answer fluff questions if you have any.

Honestly, the rules aren't going to be a big deal -- I'm explicitly avoiding combat and doing advancement by DM fiat via story award to avoid having to calculate specific combats. There will also be a lot of opportunity to put those non-combat powers to use, so classes like Vigilante will actually have a meaningful story role.

I'd start by trying to at least skim the existing game posts to get a sense of what's going on and see what kind of character you might like to make.

Silver Crusade

okay, so we won't be rolling out combats and the like?


We do. The rules aren’t that bad in combat. I’ve been in one thus far. The campaign is far more RP and story focused, though.

Silver Crusade

cool. It may take a few days as it seems there is a lot for me to read


Thanks for the interest, let me know if you have questions I can help with.

To clarify the note about combat -- we are going to use all the rules -- we've used stuff from Ultimate Combat like siege weapons, and I reserve the right to use Stamina and other optional rules from Unchained and other sources, but I'm going to explicitly try to limit the combats to 'boss fights', and not have lots of mook encounters that slow stuff down. I'm more intending people to use their magic etc. to manipulate the world in other ways -- when you read through the existing materials, you'll see the villains use psionic powers to good effect in non-combat scenarios, and other characters use illusion magic and skills, for example. Most of it is going to be a lot of talking and exploring. Even the dungeons are primarily going to consist of strategically moving around traps and using wits to avoid combat where possible.

Also, all the main villains are 40th level characters (20th level in a gestalt, 10 mythic tiers, and 10 levels of a prestige class is the standard ultimate boss build), and I'm not planning for you to get beyond 20th gestalt and 10 mythic tiers for the final adventure, so you're not really supposed to be going toe-to-toe with your major adversaries.


Still can add another player in if anyone's interested -- an Ice Elf character just begged off further adventures, so that'd especially be a welcome addition if anyone has any desire.


We could also use any kind of arcane caster -- we currently have several divine casters, but nothing beside a bard for arcane spells.


This one is half magus. Though admittedly my spells are pretty much just combat spells.


Oops! Forgot that. But, I still think we could use a really powerful Arcane full caster. I'm retooling Kawsag in part because I realized we didn't really have a disarm traps/sneak attack person, and the spell slinger is another now.

Also a lot of the main villains are powerful full casters that have builds so they can cast most psionic/divine/arcane powers/spells, so it would be helpful...

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