Sixguns over Thassilon (Inactive)

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It’s Return of the Runlords volume 1, Secrets of Roderic’s Cove, but with a few big twists. Still set in Varisia, but Varisia becomes an analogue for the American West. Thassilon was still 10,000 years ago and largely unchanged, but current technology is at the level of our world in a fantasy version of the latter 19th century (with high fantasy magic, steampunk tech). I’m only committing to run volume 1, so the Runelords part isn’t much more than background, and the adventure stays in the local region. Mysterious goings on bring together a posse of sorts to figure out what is going on.
Overall, going for a Cattle Punk high fantasy feel. This is not a low magic setting. Just swapping out imagery and style for a Mythic Western.

Pathfinder 1st edition (with several optional rules)

Starting Level: 3rd

20 point buy

Alignment: Any? Don’t be a jerk.

Races: I’m open to most of them.

Classes: All Paizo classes are good. Legendary Gunslinger is approved. Other 3rd party Classes we can discuss. Lots of good options out there.

Background skills

Elephant in the Room is turned on.

Traits: 2 Traits. 1 from the Player’s Guide. Fluff can be altered to make more sense for the altered setting.

Wealth by Level: 3000 gp

Guns Everywhere

Class Defense bonus
Defense Bonus

Wounds and Vigor
Wounds and Vigor

Posting expectations: I am a slow GM. Can’t post from work most of the time, and so I’m limited to evenings. This makes for slow games. I would like a post a day from players, even if that is just “I have nothing to add.” Or “Works for me.” So that I know you are around. This first adventure has a lot of mysteries and is sort of a sandbox on rails, in that you can decide what leads to follow but there is some direction.
Playstyle: I tend to give players more narrative agency than is perhaps typical. I come from a improv background where we say “yes, and.” I’ve been running games here on the boards for a while, check them out.

I’m sure I’ve forgotten many things and that this will raise questions. I’ll do my best to answer them.
Plan to take only 4 players, and run recruitment for two weeks.


Dotting, this looks super neat. Would you consider allowing the Malefex third-party class? It's kind of like a debuff-focused roguelike class. With Guns Everywhere being a thing, I think I could go for an interesting debuffer/sniper.


Dotting for interest - can't resist pitching for an ST game :)

Mulling a Shoanti Shaman (Speaker For The Past archetype) and member of the Skoan-Quah (The Skull Clan).

@ST: My obligatory question regards Additional Traits feat - ye or nae?


This sounds like a great mashup. I love the weird west!

Legendary has a hybrid class Deadeye Hexer (gunslinger and witch). Would that be allowed?


alexgndl wrote:
Dotting, this looks super neat. Would you consider allowing the Malefex third-party class? It's kind of like a debuff-focused roguelike class. With Guns Everywhere being a thing, I think I could go for an interesting debuffer/sniper.

This looks fun. Approved.


Black Dow wrote:

Dotting for interest - can't resist pitching for an ST game :)

Mulling a Shoanti Shaman (Speaker For The Past archetype) and member of the Skoan-Quah (The Skull Clan).

@ST: My obligatory question regards Additional Traits feat - ye or nae?

Additional traits is fine.


Ruin Explorer wrote:

This sounds like a great mashup. I love the weird west!

Legendary has a hybrid class Deadeye Hexer (gunslinger and witch). Would that be allowed?

Deadeye Hexer is fine. I've actually played one before and it was pretty fun.

I usually house rule that Slumber hex gets a save every round to wake up.


Hey ST, love the idea of the weird west set in Varisia.

GM SuperTumbler wrote:
I’m only committing to run volume 1

So is this a hard 'no' to running the rest of the AP, or is it a possibility that if things are going well you'd consider continuing?


Not a hard no. Just an acknowledgement that APs are long and PbP is slow. If things go well I'd be happy to roll on to the next book.


I've thought about how to modify the setting for volume 2 to make it fit the Western, but not as much as I have about volume 1.


Very cool idea. Bravo.
Dotting for interest.


This definitely sounds interesting. I’ll probably stay away from Gunslinger itself, but will probably play something that can take advantage of the firearms availability. Holy Gun Paladin, Inquisitor with the Black Powder Inquisition, something like that. Could potentially dip Gunslinger for Dex to damage, though.


Yep. There are many reasons I'm starting at level 3, but one of them is to let people take a level in gunslinger if they want. With guns everywhere, gunslinger gets dex to damage with one type of firearm at 1st level.

We may need to houserule some of the strange interactions that happen with guns everywhere and other rules. Black Powder Inquisition becomes lackluster when the proficiency means nothing and gunsmithing is worth less (but not totally worthless).

I'm also seriously considering changing the misfire to only happening on a confirmed miss or something like that. I don't think the genre supports the idea of guns misfiring every 20 rounds. I know you can still use a broken advanced firearm, but it still seems odd in a western.


Aiming toward making a rogue of some type, (Need to look through the archetypes), with the stated profession of "Gambler".

Every good western needs one, right? ;)

Liberty's Edge

This sounds awesome...thinking maybe Shoanti tribesman (ranger)...could work well with Black Dow's Shaman..lol


Phlynn wrote:

Aiming toward making a rogue of some type, (Need to look through the archetypes), with the stated profession of "Gambler".

Every good western needs one, right? ;)

Depending on how weird and wild you want to get with that concept, a Legendary Ninja or Everyman Games Unchained Ninja with shuriken reflavored as cards could be pretty crazy.


Daniel Stewart wrote:
This sounds awesome...thinking maybe Shoanti tribesman (ranger)...could work well with Black Dow's Shaman..lol

Definitely.


GM SuperTumbler wrote:
Phlynn wrote:

Aiming toward making a rogue of some type, (Need to look through the archetypes), with the stated profession of "Gambler".

Every good western needs one, right? ;)

Depending on how weird and wild you want to get with that concept, a Legendary Ninja or Everyman Games Unchained Ninja with shuriken reflavored as cards could be pretty crazy.

That magus archetype with the harrow deck would be awesome on the "gambler" concept, reflavored.


GM SuperTumbler wrote:

Yep. There are many reasons I'm starting at level 3, but one of them is to let people take a level in gunslinger if they want. With guns everywhere, gunslinger gets dex to damage with one type of firearm at 1st level.

We may need to houserule some of the strange interactions that happen with guns everywhere and other rules. Black Powder Inquisition becomes lackluster when the proficiency means nothing and gunsmithing is worth less (but not totally worthless).

I'm also seriously considering changing the misfire to only happening on a confirmed miss or something like that. I don't think the genre supports the idea of guns misfiring every 20 rounds. I know you can still use a broken advanced firearm, but it still seems odd in a western.

Some archetypes (wizard, alchemist,...) get the Gunslinger's Gunsmith. What could we do about those? Give them Guntraining 1 :)


Robert Henry wrote:
Hey ST, love the idea of the weird west set in Varisia.
GM SuperTumbler wrote:
I’m only committing to run volume 1
So is this a hard 'no' to running the rest of the AP, or is it a possibility that if things are going well you'd consider continuing?

Nice. With that in mind, I will start looking as something fairly basic, probably a fighter with the 'trench fighter' archetype. I may combine it with another archetype that adds to skills per level if I can find one that fits.


@GM: You mentioned advanced firearms, but considering the western theme, should it maybe be early firearms?


Lapyd wrote:
@GM: You mentioned advanced firearms, but considering the western theme, should it maybe be early firearms?

Bite your tongue Lapyd, it's hard to 'reimagine' Winchesters' and 'peacemakers' or 'Schofield's' with 'early firearms' where you can with 'Advanced.'


It's even more awkward to imagine western with machine guns, Robert.


Ellioti wrote:
Some archetypes (wizard, alchemist,...) get the Gunslinger's Gunsmith. What could we do about those? Give them Guntraining 1 :)

That is where I'm leaning.


There is a difference between Advanced Firearms and Modern Firearms.

Advanced are just revolver, rifle, pepperbox rifle, shotgun, and double barrel shotgun.

I am thinking of actually treating the pepperbox rifle as a Winchester, so it would have the same stats except a capacity of 15 instead of 4.


Ninja'd by GM SuperTumbler...

Lapyd wrote:
It's even more awkward to imagine western with machine guns, Robert.

Sorry , that's not what I see listed here, I was speaking of (Advanced) One-Handed Firearms: Revolver and (Advanced) Two-Handed Firearm: Rifle, Pepperbox Rifle, Shotgun, double-barreled Shotgun. Maybe you were thinking Modern firearms?

edit:

GM SuperTumbler wrote:
Yep. There are many reasons I'm starting at level 3, but one of them is to let people take a level in gunslinger if they want. With guns everywhere, gunslinger gets dex to damage with one type of firearm at 1st level.

Hmm, didn't think about that, where does Gunslinger (and some of the other base/hybrid classes) fit on the Defense Bonus chart? Never mind, there is a chart that identifies what armor types equal what armor bonus. But it looks like the D&D classes are a little different than the Pathfinder one.


Lapyd wrote:
It's even more awkward to imagine western with machine guns, Robert.

The Outlaw Josey Wales had a couple …


GM SuperTumbler wrote:

There is a difference between Advanced Firearms and Modern Firearms.

Advanced are just revolver, rifle, pepperbox rifle, shotgun, and double barrel shotgun.

I am thinking of actually treating the pepperbox rifle as a Winchester, so it would have the same stats except a capacity of 15 instead of 4.

I stand corrected!

In a side note - can I treat the pepperbox rifle as a Winchester with a capacity of 15? I have a build in mind, but wanted to confirm. Thanks!


Yes. I'll dig around and see if I can find some better resources for more gun options. I'm not interested in a lot of gun detail, but would like at least a few more options than what is in the firearms rules.

It seems to me like we need a derringer, maybe a carbine, and maybe some others.


Lapyd wrote:
GM SuperTumbler wrote:
Phlynn wrote:

Aiming toward making a rogue of some type, (Need to look through the archetypes), with the stated profession of "Gambler".

Every good western needs one, right? ;)

Depending on how weird and wild you want to get with that concept, a Legendary Ninja or Everyman Games Unchained Ninja with shuriken reflavored as cards could be pretty crazy.
That magus archetype with the harrow deck would be awesome on the "gambler" concept, reflavored.

As awesome as those Ninja options would be, I'm seriously interested in the Card Caster-Magus archetype for this gambler. I mean, when else is this archetype going to make more sense??


Phlynn wrote:
Lapyd wrote:
I mean, when else is this archetype going to make more sense??

Or that drifter Cavalier archetype; really there's a bunch of good options.


infomatic wrote:
Phlynn wrote:
Lapyd wrote:
I mean, when else is this archetype going to make more sense??
Or that drifter Cavalier archetype; really there's a bunch of good options.

I dunno if it'd work with a gambler concept, per se, but DANG, that Dune Drifter is a cool archetype.

Now you've got me all wishy washy as to what to roll up. LOL


Working more on rules alterations. I'm not loving Wounds and Vigor as written. This system as written means a horse could have 42 Wound points, and a Bison 38 wound points. That seems like way too many. No way a rifle could take down a bison in even two hits. So I'm thinking Wound points are just straight Constitution.


Would the Gunpowder Mage for the Legendary Wizard be allowed?


SmooshieBanana wrote:
Would the Gunpowder Mage for the Legendary Wizard be allowed?

Yes, but I would not give it gun training and I'd keep the misfire stuff. Legendary Wizard doesn't need any power ups.


Been looking at other stuff, but still thinking trench fighter is the route to go. Curious to see what 'accidental Clone' would look like. You go to a gunfight like this, and return home like that. But I'm leaning more toward a forlorn elf and taking Audrahni’s Ally.

There are a lot of 'race stereotypes' in westerns. Do you have any idea how they would fit in? Do you see any particular races or humans falling into any of those? ie, any particular group from western movies being reflected by particular groups in Varisia?


Cracked Deep Red Sphere Wayfinder Resonance: 2d4 ⇒ (3, 4) = 7
Since a cracked Ioun stone has a 25% chance to have a Resonance effect, I thought I just buy some until one clicks. That would be two. Still, 500 + 2x200 = 900 gp for Improved Unarmed Strike is quite a bargain.

I'm going for a gambler and tavern brawler type with Maverick 1 / Inquisitor 2


Well some of the coolest wild west stories involve First Nations/Native Americans, so I thought I'd play a very vaguely Comanche styled theme build. She wouldn't be using firearms at all, trying to stay traditional, very much at odds with the changing ways. Seems fun :)

Name: Fehni Del
Race: Decataur
I wanted to play a Centaur, but as they stand they're super busted. Like +6 Str, +2 Dex, +2 Con, +2 Wis. So instead I went digging on the d20pfsrd and found these guys. They're medium, but still have the same vibe I was going for in the first place.
Alignment: Chaotic Good
Class: Cavalier (Charger)
Cavalier Order: Order of the Warrior
Campaign Trait: Close Allies
I was hoping that maybe someone had befriended our wild Tauric warrior here, or perhaps even started a budding relationship. I'm imagining a 'Dances with Wolves' situation, where you are slowly accepted perhaps into the Mierani Elves' lives or a REVERSE 'Dances with Wolves' where Fehni was taken further into civilization, like Riddleport or Magnimar/Korvosa and things went that way.

Appearance: Fehni is strong young woman with olive skin with deep caramel undertones. Her almond shaped eyes are a deep brown and they glint with the years of a tactician experience she has earned. The tauric warrior's hair is a deep black and it is clear that it has never been cut, reaching absurd lengths. Mostly Fehni keeps her hair braided into several plaits, utilitarian in nature, or she lets it blow wild in the wind as she charges into battle. This is where the typical features end, as past her belly-button down she has the full grown body of a mare. Her bottom half is a tawny brown, and her tail is the same deep black as the hair on her head. Her hooves are worn and battle hardened, undoubtedly breaking a few ribs with a kick or two.

Personality: The cavalier has a dry wit, and often sees things as "my way" and "the wrong way". Having grown up in a very secluded, traditionalist, warrior culture Fehni has had to learn to take everything rather seriously as if she didn't, there would have been dire consequences. Naturally however, those who are able to pierce this proverbial armor of dourness will find a surprisingly loyal, caring friend.

Background: The Decataur woman grew up the daughter of Centaur father and a Elven mother. The two cultures would meld her into the woman she is today, but it was not without adversity. Naturally, she was never entirely accepted by either side of the extended family, not really. It wasn't that she was shunned or excluded, but there was a quiet unspoken resentment bubbling beneath the surface. Even so, Fehni developed her skills in combat mostly with her father's tutelage, and she learned her sense of honor and tactical knowledge from her mother. She spent many years patrolling the Mierani forest and outlying lands, battling Drow, hostile animal monsters, and even the encroaching Varisians from Riddleport a time or two.

It was when <INSERT FELLOW PLAYER> met them things changed <AS TO BE DETERMINED IF ANYONE WANTS TO TAKE "CLOSE ALLIES" WITH ME>


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Robert Henry wrote:
There are a lot of 'race stereotypes' in westerns. Do you have any idea how they would fit in? Do you see any particular races or humans falling into any of those? ie, any particular group from western movies being reflected by particular groups in Varisia?

Trying to let the geography inform those thoughts. I'm thinking of the lowlands of Varisia as the Pacific Northwest, the mountains there as the Cascades. Mindspin Mountains are the Rockies.

Riddleport is Seatle-ish.

Magnimar is Portland-ish

Korvosa is San Francisco-ish.

The transcontinental railroad recently finished (or maybe not quite finished) runs from Andoran (or maybe Taldor) up through Molthune and Nirmathas, through the Bloodsworn Vale to Korvosa.

Civil War was between Taldor/Andoran/5 Kings and the states around Lake Encarthan on one side and Cheliax/Nidal/Isger.

Varisians and Shoanti work as indigenous people, along with the elves of Mierani. Dwarves are more recent settlers/miners.

Not sure what to do with halflings or gnomes.

Those are just thoughts. I'm open to other cool ideas. Hope that at least provides some inspiration.


Alright, I would love to join this with an indigenous sharpshooter! Last known member of his tribe. Capable with a gun but also in tune with nature magics. I'm thinking Hunter as the chassis for the build, with a horse animal companion if we're all riding horses. Will see if I can sketch this out.


Currently split … Got the mechanics idea for Grizzled Prospector (hermit oracle with stone or metal mystery), but leaning toward the Saloon Madam (build unknown) b/c I may have more of a backstory for her, plus I don't want to spend the entire adventure mumbling and spitting.


GM SuperTumbler wrote:

Civil War was between Taldor/Andoran/5 Kings and the states around Lake Encarthan on one side and Cheliax/Nidal/Isger.

Not sure what to do with halflings or gnomes.

Those are just thoughts. I'm open to other cool ideas. Hope that at least provides some inspiration.

Well, halflings are the slaves in Cheliax/Nidal/Isger?

Obviously, there are also Tien sidekicks?!


Currently working on a Arcane Duelist-Bard 1 / Dune Drifter-Cavalier 2.

Raised in room over a saloon owned by his uncle, learning to play cards, drink, and the ways of the world, then eventually moved on to join with some Longriders (Think Texas Ranger types, maybe?) much as his father had, years before. Currently leaning toward Order of the Road.

Also, any chance you might snag 5 of us rather than 4? I'm seeing a lot of cool ideas in this thread...


Consider me super interested! That Planegea game you ran was fun while it lasted.


Simeon wrote:
Consider me super interested! That Planegea game you ran was fun while it lasted.

I miss that game. I may try to get another one going at some point.


Ellioti wrote:
GM SuperTumbler wrote:

Civil War was between Taldor/Andoran/5 Kings and the states around Lake Encarthan on one side and Cheliax/Nidal/Isger.

Not sure what to do with halflings or gnomes.

Those are just thoughts. I'm open to other cool ideas. Hope that at least provides some inspiration.

Well, halflings are the slaves in Cheliax/Nidal/Isger?

Obviously, there are also Tien sidekicks?!

Tien folk are around, for sure.

Tengu landries?

War between the States brought an end to halflings enslavement.

Have to be careful to avoid stereotypes or misuse the stories of real people.


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Phlynn wrote:

Raised in room over a saloon owned by his uncle, learning to play cards, drink, and the ways of the world, then eventually moved on to join with some Longriders (Think Texas Ranger types, maybe?) much as his father had, years before. Currently leaning toward Order of the Road.

Also, any chance you might snag 5 of us rather than 4? I'm seeing a lot of cool ideas in this thread...

I was thinking of an order called the tin stars? silver stars? siccatite stars? Anyway a sort of national group like US Marshals, or Varisia only group like Texas rangers, or maybe independent like Pinkertons, but more noble. A way for someone to play the Lone Ranger type as a paladin or cavalier.


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I think 4 is more likely to be successful, but I've done the two table thing before.

Also, ran across this image in the Varisia book.


infomatic wrote:
hermit oracle with stone or metal mystery …

OK, going with this, based on the family that's spent the past century trying to carve an image of Crazy Horse out of a South Dakota mountain. PC would be the child of the original sculptor, who died under mysterious circumstances — I'd imagine a Golarion version of the monument would generate some controversy similar to the real-life one — and is trying to decide if they can continue the work (or, more accurately, if they can truly walk away from it.)

Either Oracle/Mysterious Stranger or straight Oracle (Stone Oracles may have enough ranged options w/o guns, have to think more.


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Guns are simple weapons, so Oracles are proficient.

Maybe instead of carving a mountain from scratch they altered something Thasilonian? Could piss someone off if we end up going past this adventure.

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