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"Smiles" Favian Brood is a third-rate professional middle man, with delusions of class, who often works as a liaison between several of the merchant houses and the "adventurer" community. Unusually, Favian sought your group out today rather than you having to come to him looking for work. Smiles wears an aggressively phony smile like a mask, and is clad in filthy, bug-eaten clothes that would have been quite extravagant a decade ago when they were new. He maintains an office in the lowest level of one of the more disreputable office spires, which is where you all are now. "Here's the situation: representatives of the Red Fire of Wealth* came through Hyskos two days ago with several large chests of gold with which to purchase land in the city core. They went missing somewhere near Eventide**. I don't need to tell you how important it is that the gold, in it's entirety, is recovered. Someone out there was suicidally stupid enough to steal gold from not one, but THREE dragons at once. If the Red Fire of Wealth get wind of what happened they will burn this city to the ground to recover even a single shaving of that gold. It's as close to a principal as the monsters have." "Unfortunately, the gold was in the form of pristine 10,000-year-old dragon minted coins, so it would be impossible to replace without being noticed. Fortunately, that should make it easier to track down." "If you can't get all the gold the next best thing would be to bring in the people who stole it, alive. If we can turn them over to the dragons we may be able to redirect their wrath away from the city." He sighs. "You've done good work for me in the past, so this should go without saying, but in case it doesn't: if you try to make off with a single piece of that gold it will be you the dragons come after, and I'll personally make sure they know where to look. Now is not the time for petty adventurer b@++!+*!. If the city is destroyed we all lose. If, however, you recover the gold you'll win all of us some powerful friends. That's worth more than anything else I could offer you, but I'll also pay 10% of the recovered gold, that's 10,000 gp." 10,000 gp. That's ten times more than any job the cheap bastard has ever offered you. "Time is of the essence. The merchant princes can only stall the cartel for so long. We need this gold recovered yesterday, so ask any questions you have quick and get going." Please include a physical description of your character in your first post. *An economic alliance of three powerful red dragons, one of the richest and least pleasant of the dragon cartels.
The port city of Hyskos, a chaotic barnacle on the western edge of the dwarven empire. For all its filth and lawlessness it is the richest and grandest of the human city-states, one of the few niches humanity has been able to carve out for itself. It is ruled, if indeed it can be called that, by a haphazard jumble of merchant houses who treat the city like their personal plaything. These merchant houses are, however, the lesser of a great many evils. Their domination of sea trade is what gave humanity power for the first time, and they're the only power group among the young race capable of protecting Hyskos from the dwarven banks and the dragon cartels, who would love to come in and take what the humans have built, to say nothing of the elves in the wild places still waging war against all civilization and order. You are the unseen heroes of Hyskos, the any-dirty-job low lives the merchant houses call upon when they need highly skilled deniable assets. You and the people like you help the merchant houses maintain power, and make sure that the evil that rules Hyskos is, at the very least, largely incompetent. Note:
The setting is one I'm still developing, indeed part of the purpose of this game is to flesh it out via contact with PCs. I'm more than happy to answer any questions and/or to incorporate anything you want for you character. Feel free to assume anything within reason and I'll just stop you if you contradict something I have.
On that same note, there will be unplaytested game mechanics used from time to time. This game will serve as their playtest. Fair warning. Character Creation:
Any Core or Base Class. I might consider other classes on a case-by-case basis but do not hold your breath.
Any Core or Featured Race. Level 2 Standard starting gold. 2 traits 20 point buy ability scores Guns are everywhere (take note Gunslingers of the alternate class feature). There are bits of early industrial era technology around, and clockwork weirdness from the dwarves, but most of the impressive techno stuff is just magic with moving parts and the major different from standard pathfinder is in tone, not tech-level. As far as PCs are concerned the major difference is the abundance of guns. You can play any alignment, but evil characters need to value what they get from being part of the team enough not to betray them in any significant way, and good characters have to buy into the "lesser of two evils" line and be willing to work for the merchant houses. Basically I assume we're all mature enough not to disrupt the game and then try to justify it with something as flimsy as alignment. Players should be able to post at least once a day, preferably more than once if things are going quickly. If you're interested pitch a concept. You can post stats if you want but that's not what I'm interested in at the moment, I want a character premise first. If I approve the pitch I'll need stats next though. I'm going to do this sort-of first come first served, in that I'll take the first people who come up with an acceptable character pitch. Sorry in advance to the people who will stumble upon this late but I find this is the best way to get people who post a lot.
I wondering what scenarios people would recommend getting to start off your collection. I guess I'm looking for scenarios that are fun to GM, that people want to play, and that I'll be able to get a lot of use out of. There's 5 seasons of these things, and then a bunch of still-legal ones from 3.5. I'm not sure whether I should start near the beginning, buy the most recent ones, or try to find a gem somewhere in the middle.
The situation right now: There is a prologue up in the gameplay thread. Feel free to read it but please do not post in gameplay yet. I will make a second post there when the game has officially begun. Unless someone objects I'm thinking I'll start the game once everyone is settled with their backstories, since the first scene is just going to be an IC-discussion about some logistical things, and let people still working on crunch finish that up while we do that scene. That lets us start sooner and, I don't know about you guys, but I'm excited to get this game off the ground. I put up a bunch of maps of varying levels of zoomed-in on the campaign tab to give you guys an idea where all this takes place, if anyone is interested. I also have a half-built Kingdom sheet but without the nobles taken into account it basically means nothing. Please still post character creation stuff in the recruitment thread so we can reserve this for actual OOC discussion. Feel free to post anything else you want here though.
Prologue: New Moon You're fatigued from the raw heat and still lightly wounded from battles with serpentfolk scouts. They seemed to be everywhere earlier, the threat of ambush constant, but for the past few days things have been eerily quiet. Once you disembarked the river boats you have primarily traveled at night. The oppressive jungle heat is just too much of an obstacle to travel much during the day. Of course, traveling at night played right into the serpentfolk's hands and you've been harangued by them for most of your journey. Unfortunately this morning you all found yourselves unable to sleep the midday heat away, haunted by the nightmares of an angry goddess, and so you were forced to finish the last leg of your journey during the day. So now you arrive at the ziggurat just as the sun has set, exhausted. You have been traveling all day in the sun, after traveling all night without rest in-between. The last light of the sun dies and the sky is full of clouds. Even if it wasn't, it's a new moon tonight. The only light now is that which you brought with you. The Last Temple of Acavna is a massive ziggurat made of some crystalline stone you've never encountered before and is carved with such perfect geometrical precision that it could only have been made by magic. You have seen imitation Azlanti architecture before, but the real thing leaves you in awe. Some of the stone buildings in the general area have survived well enough to be cleaned up and used, but this structure looks as pristine and magnificent as the day it was created, likely raised fully-formed from the earth. A great stairway cut of the same stone leads all the way up the ziggurat, climbing each successive layer, until it reaches a massive open-air ritual chamber at the very zenith. You climb this Stairway to the Moon, the namesake of the ancient temple, until you reach the ritual chamber at the top. A badly weathered statue of an ancient Azlanti, the least well preserved part of the ziggurat, greets you. And suddenly you know what happens next. This is exactly like your dream, it hits you all at once. These people, your new allies, came together because you all foresaw this exact moment in your dreams. You know what to do next, or more accurately your remember. Your body remembers. The ritual is primal and dance-like. You do not merely imitate what you saw in your dream, the ritual seizes you. You are overtaken by the religious experience. A feeling of awe wells up inside you like nothing you can describe or contextualize. You will die never being able to put even a fraction of it to words. This is the uncivilized, the almost bestial worship of the first humans. The archaic ancestor of religion, theater and dance. It is to faith what a wordless scream is to communication. The ritual reaches a fevered pitch, a barbarian crescendo, and the sky cracks open. The clouds part and there is the full moon in all it's majesty. It is fuller and brighter than even seemed possible, and larger too. You have seen harvest moons before, but this is a beauty that borders on the supernatural. The light of the moon illuminates the ruins and suddenly they appear as they once were, or perhaps as they will someday be. You can see a dazzling Azlanti metropolis made of light laid out before you. The more you see the more you realize this can't be a vision of how things once were. This is nothing less than prophecy. You see the potential of these old ruins, lit up in the night by the moon. The same light touches the beaten-up statue, and burns away the stone, leaving flesh behind. Like magic the statue becomes a man. The statue-man loses his footing, and falls to the floor. That is not dead which can eternal lie, yet with strange aeons, even death may die.
I like the idea of adventure paths, and all the cool ideas therein, but hate canned adventures. The result: this thing. Dreams of the Promised Age "That is not dead which can eternal lie, yet with strange eons, even death may die." The PCs are the champions of a long dead goddess, tasked with single-handedly restoring the greatest human empire Golarion has ever known. All you have are your own skills, those of your comrades, the vague sense of the location of your patron's last temple, and literal dreams of glory. I'm looking for 4-6 players who can commit to posting once per day, preferably more (yes, that does include weekends as a matter of fact). Please read every section before posting. I hereby reserve the right to be snarky to people who ask questions that I answered in this first post. Premise:
The Moon Goddess Acavna sacrificed her life to save the world but, lacking mortality, gods can never truly die. Something remains of Acavna, deeply dreaming and touching mortal minds in their sleep. Together, they dream of lost Azlant.
All Acavna needs to be reborn is a consecrated temple, and mortal worshipers. Ever since the first time she touched your dreams you knew where it was, the last temple of Acavna, the only one to survive the Earthfall to the modern age. You can hear it out there in the jungles, calling to you. All you must do is reconsecrate the temple and perform a ritual of worship there, and the goddess will be reborn. The resurrection of a divinity, however, will be the simplest leg of your journey. The goddess has been dreaming, and now plans to make her dreams manifest. She intends for you to found a city based around the new temple, a city that will grow into an empire and in so doing sew the seeds of a new Azlanti Empire. I'm going to use the rules in Kingmaker for running the "New Azlanti Empire" (or whatever the PCs decide to call it) once it is founded. The game is going to be very similar to Kingmaker only more tailored to the strengths and weaknesses of PBP (hopefully). Character Creation:
-4th level
-25 attribute point buy -Any core or feature race, any core or base class. Summoners or Gunslingers, however, will have to blow my mind with their backstory. By this I refer to quality of prose, not quantity. -Alternate racial traits, class archetypes, etc. are fine. -6,000 gp + Free outfit -2 traits, one has to be one of the special campaign traits below. As per usual, they are more powerful than normal traits. -An interesting backstory; this is primarily what your character will be selected based on. Strive to be succinct; every word you choose should add information relevant to me, the DM. It's great the know more about your character, but when I'm making selections I don't need a description of what your character's sister wore to breakfast the evening of his falling out with father. Some stuff you can keep to yourself and use to enrich your roleplaying. No playtest material or unreleased books. Don't even ask because it will inspire deep and abiding prejudices in the core of my soul against you, as it will let me know you don't even read before asking questions. Acavna is still going to be the Godddess of the moon, but being reborn will have changed her so PC clerics can take whatever domains they like and this will influence her new portfolio. Campaign Traits:
Azlanti Royalty (human only): Although there are no "pure" Azlanti left, the lines of succession know not race, only family. Although it holds little relevance to the world today, you would be a legitimate member of the Azlanti Royalty today if the royal family lines were still being traced. Your Charisma is treated as though it was two higher for the purposes of Leadership roles. Additionally, Knowledge (History) is always a class skill for you. (Please note that several non-human races count as humans for the purposes of qualifying for this kind of stuff).
Dreams of Lost Azlant: While all of your comrades have had dreams beckoning you to a lost Azlanti temple deep in the jungles of Mwangi, the goddess has been touching your dreams since childhood. You have spent almost your entire sleeping life exploring the pristine cities of old Azlant, and it feels as much a home to you as your true homeland. You gain a +1 trait bonus to any Knowledge skill checks made to acquire knowledge about Azlant, and you may make such checks untrained. Additionally, you gain Ancient Azlanti as a bonus language. Finally, you may occasionally gain useful but cryptic information about the task at hand in your dreams. Priest of the Dead God (Divine casters only): You are a worshiper of Acavna and still recieve spells in spite of the goddess being dead. Prominent theologians claim that the power actually comes from your dedication to the ideals that Acavna represents, but you know that the even death cannot separate you from the power of your goddess. You may choose to either gain the ability to channel energy 1 additional time per day, or to use 1 Domain power (or similar class ability) one additional time per day. Additionally, whenever you channel positive energy to heal worshipers of Acavna, they heal an additional +1 hit points. Without a Home: Whether an exile from your people or someone who never had a place where they belonged, your character lacks a home. Here is an opportunity to help found a new home, one where you would finally belong. Whether your character is openly invested in the idea, or merely operating on a more subconscious level, the quest to restore Azlant is, to them, a quest for a home. Choose either Survival or Stealth; the chosen skill is always a class skill for you. Additionally, your character gains an additional hit point every time they gain a level in the class they chose at first level (this is in addition to any favored class bonuses). Enemy of My Enemy: You have made enemies of the worshipers of the demon Nergal, and now take particular pleasure in opposing them where ever you can. The opportunity to restore to life the demon's greatest rival is too perfect to pass up. You receive a +1 trait bonus to attack and damage rolls against any worshiper of Nergal (except those who successfully hide their allegiance from you). You are also known to the cult and, while this can cause trouble, it also gives you a +1 trait bonus to intimidate checks made against worshipers of Nergal (whether you're aware of this or not, as long as they know who you are). Posting a lot in here will endear you to me because it will show that you post a lot. I'm happy to answer questions, brainstorm, give suggestions, anything like that. Anyone who is interested should post a backstory here, and I'll select characters based on these by Friday. You can build your character now if you like, but the backstory is what I'm primarily interested in at this juncture (although I'll want to know what campaign trait you're taking). Also remember that the most interesting stuff to happen to your character is yet to come; your backstory doesn't need to be an adventure tale.
Quote:
You are dead. Perhaps I should back up a bit. You were killed, horribly, the precise details aren't pressing at the moment. The important thing you need to process is that you are dead. Your spirit has left your body and now it is bumming around in the longest line you've ever seen. Millions of people. It could not be less than that, but you would certainly believe it was more. Millions of people queuing up in an incredibly slow moving line (it seems to move up one person every hour or so, the movement working it's way up the line like a wave). Other than the lineup there seems to be nothing around you but thick mist and demonic ogre guards who patrol up and down the line, making sure nobody tries anything. They're rough looking, but you estimate you could take one or two. You still have all your equipment, or at least what looks like it. This might be your only chance. The ogres seem badly overworked, and there aren't nearly enough of them to handle the whole line. If you made a break for it, they couldn't send that many after you. If you could get far enough away and kill the pursuing ogres (if that even works here) you might have a chance of escaping. You've heard legends of great heroes escaping from Hell in the past... Of course, alternatively, you could stand and wait in this line for what you estimate will be a minimum of a million hours.
Drow in the sewers of Beetlesberg have always been a problem, the small town sits directly atop and more than five miles above a major drow metropolis. Usually it's enough to send a bunch of expendable idiots into the sewers to mop up every once in a while. However, things have recently taken a turn for the worse. A trio of sewer drow have stolen away into Fat Jack's Alehouse, a popular watering hole for the merchant class, and "annexed" it in the name of the drow empire. That was three days ago. They have since seceded and declared the tavern a city state, and have been using it as a base to launch midnight raids on other businesses. The local merchants, as well as Fat Jack himself, have pooled their money to offer a 1,000 GP reward for the heads of each of the drow conquerors. Additionally, Fat Jack is offering an additional 1,000 GP, less an damage done to the bar in the fight, as an incentive not to just burn his place to the ground. Obviously you'll also be able to keep whatever spoils you can cut off the fingers of the corpses, you delightful people you. You come to Fat Jack's Alehouse during the day. The drow have boarded up all the windows so they can keep it as dark as they like inside but this is the only time when you'll have even a chance of neutralizing that advantage. You all stand in front of the door to the Alehouse. You know the drow are all inside (or at least you hope they are) but you don't know their exact position yet. You can do whatever you like prior to opening the door, and decide the manner in which you want to open it, and once you do so (or find some other means of seeing inside) I'll show you where everyone is on the map. It's not combat yet so don't worry about action economy. There's two A's so N is for Nox.
"Welcome to Honest Dan's World O' Legitimacy. We offer only the finest in legally acquired property and war spoils. Our selection is quite eclectic so I'm sure you'll find something you like." The following items are for sale, first come first served: Potion of Shield of Faith 50 GP
Welcome to the new Pathfinder Encounters Master Thread, no longer overrun by the forces of chaos. We are always recruiting. New players please check out the Campaign Info tab. There is a spoiler there both explaining the game for new players and another with character creation information. There's lots of other information there for returning players as well, so it should be your first stop if this is your first visit here. Navigation:
Campaign Info: New player orientation, character creation, waiting list, special rules, adventure links.
Recruitment: Posting of completed aliases to be added to the waiting list, character creation questions. Gameplay: Crafting, shopping, duels, Tavern RP, and other in-character scenes not part of an encounter. Discussion: Discussing the games, or any other dumb thing in your head. This thread is only for posting completed aliases to be added to the waiting list for a game and character creation questions. Please do not clutter it up with other things. If you don't know where else to post something, please post it in discussion. Reading is power! Read the above instructions before posting.
The ambitious Mayor of a local halfling hill has hired you to retrieve some giant celestial maggots so that he can breed celestial battleflies to ride into battle and rain fiery death on his enemies. He wants four maggots (enough to start a breeding program), and will pay 500 GP for each with a bonus of 1000 GP if you get all four. It's all in halfling village scrip but they sell booze so you should have no trouble liquidating it. Your patron has benevolently supplied your group with two wagons, each of which contain two cages suitable for a Medium sized creature. You need to cage four celestial maggots and bring them back to Bluebelly Hill to receive payment. As any idiot could tell you, the only place that giant celestial flies lay their eggs is the rotting corpse of the Almighty Fish God, so that's where you'll have to go looking for them. The corpse of the Almighty Fish God has been rotting in slow motion for the past thousand years or so. It is a gargantuan fish some 120 feet long and rotting from the inside out. It lays on a beach, just beyond the reach of high tide, being a smelly and awkward drain on tourism. Corpse of the Almighty Fish God The golden-colored celestial giant maggots are writhing around in the most putrefied sections of the fish. These sections are sunk almost 5 feet down into the fish. The body of the fish itself is a gentle incline, and as easy to walk up as a hill. There are also three man-sized golden flies, with bejeweled compound eyes and butterfly-patterned wings, buzzing around about 60 feet above the corpse. The buzzing, while still annoying and quite loud, has a somewhat musical quality to it. You arrive at the side of the fish, and you can already smell it. Now all you need to do is grab a few maggots and before you know it you'll be drinking yourself stupid on honey beer in a hobbit hole somewhere. M's are maggots, F's are flies (the blue outline means they're in the air). The W's are the wagons. You can do whatever you want to prepare, with no time limit, but at the end of your first post I need an initiative check and a first "combat" action.
You have been hired by the local elf government to acquire 12 apples for the coronation pie of their newest king. The apples must be picked on the day of coronation so, after you subtract travel time there and back, you will have four hours to pick the 12 apples. You will be paid 200 gp for every apple you acquire, and a 600 GP bonus if you get all 12 for a total of 3000 GP. The apples are normal apples, exploding if they take even one damage, but the elves can tell the difference if you bring some from a different tree. The reason they're sending a squad of magic-wielding mercenaries after these apples, and not a pair of grandmothers, is the fact that the only apples majestic enough for the king's pie are the apples of the Red Tree, a giant apple tree located deep in the forest and guarded by a tribe of fiendish "Devil Chimps". Gathering apples from the Red Tree wastes many lives needlessly, and so making a pie from them is a mark of great status. You all arrive at the clearing containing the Red Tree, right on schedule. The Red Tree is massive, stretching more than 250 feet into the air. There are no signs of any devil chimps, but the ground around the tree is littered with dead bodies. Most of them are decomposed to the point of being unrecognizable, but at least five of them are freshly killed humanoids with bashed-in skulls. Red Tree Map - 1 Square = 5 Feet The trunk and lower branches stretch up 30 feet into the air, and the apples are all above this point in the upper branches. It is a DC 15 climb check to climb up from the ground to the upper branches. Once in the upper branches, one must make a DC 10 climb check every time you take a move action (and it's considered difficult terrain) to avoid falling. Additionally, any time you take damage, you must make a DC 5 + the damage Climb check to avoid falling. Finally, the upper branches count as cover for the purposes of ranged attacks from people on the ground. As a full round action you can pick 1d4 apples from any given square in the upper branches. A square can only be harvested once in this way, so you'll have to move from square to square to get enough apples. You'll need to transport them safely to the ground as well, as dropping them 30 ft. will destroy them. The smaller trees surrounding the Red Tree use the same rules, although they're not as tall and they have no apples. You can leap from tree to tree if you're really brave. Don't worry about movement rates or anything, we'll deal with that once we start tracking time in combat rounds. Anyone with prepared spells who wants to swap them out for this specific scenario needs to do so before making their first post.
"Encounters" in this case refers to elaborate, single-encounter micro-adventures. As outlined in the interest thread, I'm going to try running a series of these single encounter adventures (along with whatever other GMs decide they want to participate) for a pool of players and characters rather than for a set group. Please read every section before posting. How This Works:
How I'm going to handle things is I will maintain a waiting list of people interested in playing. You cannot join the waiting list until you have an alias for a completed first level character using the character creation rules outlined below. As new "slots" open (one at first, but we'll see how it goes) I will form an adventuring party of the first characters on the waiting list (unless I get something like 5 wizards, in which case I may sub out for people near the top with more appropriate classes) and then run them through a one-encounter adventure. Completing an encounter causes all participant characters to level up.
This will be a dice fall as they may game. If the dice say you die, you die. No punches will be pulled, no outcomes massaged for the sake of drama. I'm going to place treasure with an eye towards the expected wealth tables but you get what you get. To use a phrase that has lost all meaning: this is going to be a bit more oldschool a game than the typical PBP pathfinder campaign. Character Creation:
Characters are level 1.
Any core or base class by paizo. Any core or featured race by paizo. 25 point buy. Any alignment. Up to two traits from two different categories (like PFS). 200 GP starting gear. You can have as much or as little backstory as you want, and you are under no obligation for it to make sense, but I am going to ask for a minimum of a single-sentence in-character quotation. If you would like to join the waiting list please post with a completed alias for a first level character. If you do not, indicating that you did not read enough of the first post to see either of my two notes about this, it will disfavorably incline me towards you. Posts without an alias will not reserve a spot on the list. It's first come, first served except as outlined above. You can still post questions or comments or what-have-you without an alias, I will only become irked if you attempt to join the list without one, since it will indicate to me you don't read the first post of games you try to join. If any GMs want in let me know.
Since so many intended-to-be-long campaigns die off on these forums I thought it would be neat to get a pool of people together to play single-encounter set-piece adventures that we can actually finish. I figure characters start at level one and gain one level for each encounter they complete, because everyone likes leveling up, but permanent character death is a possibility with a few bad rolls so it would likely stay relatively low level. What do I mean by "set-piece adventure"? Something like "we have to kill this one spider monster that is at the center of it's own web" or "we have to protect this person from vampires until sunrise", a single elaborate encounter probably centered around an interesting fight. I'd GM this if people would play, I could start a list, but it would be even cooler if some other people wanted to also GM using the same pool of characters so more people could play (namely me). How does that sound to people? I'm explicitly not recruiting right now, just soliciting interest. I'll start a new thread when and if I decide to actually set up a game of this. Right now I'm just gauging interest.
I get the impression that there might be enough interest around here for me to run another game of Pathfinder based on Wuxia fiction, that is to say the genre of fiction that informs most kung fu movies. I'm looking for 3-5 players who can post fairly regularly throughout the week. I will accept submissions for one week (it is currently the 19th) after which I will select players based on the most suitable candidates. Please read every section before indicating interest. Premise:
The PCs are the human reincarnations of a cabal of demons, who will have to thwart an evil plot put into motion by their past selves centuries ago (in addition to their regular duties as wandering martial artists). Keep in mind that in this setting a demon is not necessarily just an evil spirit. You could be that, or you could be an animal who gathered enough enlightenment to change forms or a minor deity cast down to earth as punishment for some transgression. Whatever you choose, the demon must have been hostile towards humans (in general).
In their human incarnations the PCs have independently become renowned heroes, blissfully ignorant of their past incarnations. They will start play knowing nothing of their dark pasts. Aside from that it will be a "typical" wuxia game, with kung fu heroes getting into all sorts of complex conflicts based on honor and loyalty that devolve into fisticuffs. Setting:
The setting is based on the version of ancient China presented in the typical wuxia novel, but unlike most wuxia fiction it's not going to be set in an actual historical period. The setting is be based on China to the extent that Middle Earth is based on Europe.
It is the same setting as the Romance of the Borderlands game I also run here. You can find a lot of relevant information on the campaign tab, which I have linked. Think higher fantasy than a typical wuxia novel, but lower fantasy than the typical Pathfinder game. Basically a Jin Young novel but with monsters, wizards and strange tribes of humans added in. Magic is rare in general, but not uncommon within the underworld community the PCs will be involved in. Character Creation:
I have created two new base classes specifically for wuxia games. They're called Shaolin and Wudang only because External Martial Artist and Internal Martial Artist are incredibly boring names. You can take either class without any affiliation with either sect (although you can still be Shaolin or Wudang if you want to be).
You have to take at least three levels of one or the other of these classes, because the game is about Kung Fu heroes, but the other seven levels are yours to do with as you wish (remember in this context kung fu can and does involve swords). Aside from that, characters will be 10th level and can use any core or base race (although all characters will be humans storywise races can be used to represent strange tribes or upbringings) and any core or base class besides Monk, Gunslinger and Summoner in addition to the two new classes. 25 points point buy for ability scores. 65,000 gp starting equipment but you can't have more than three magic items total (although a collection of potions or some other cache of expendables is fine). Magic items are rare in general in the setting so you tend to have a few nice ones rather than a collection of mediocre ones. Unless your character comes from a wealthy background you must spend all the starting cash before play begins or lose all but a few silver pieces. All you need to indicate to me for now is your intended race/class combination. This Sounds Fun But What's Wuxia?:
I'm perfectly willing to explain things as we go to anyone not genre-savvy to wuxia, but please do tell me so I know to do so. It can seem intimidating at first, but it's a pretty easy genre to immerse yourself in.
Do keep in mind the type of hero typical to the genre: Quote: The traditional xia of fiction is a non-conformist who fights for justice. He is honorable to a fault, his word is inviolable, and his reputation is more important than life itself. Moreover, he is a master of the martial arts who does not hesitate to use his skills in the defense of his beliefs. Some good introductory movies: Iron Monkey, Crouching Tiger, Hidden Dragon, Kung Fu Hustle. Books: Anything by Jin Young, especially the Condor Heroes trilogy, Journey to the West. I'm more than happy to answer any questions anyone has; I don't get to prattle on about wuxia nearly as much as I'd like. If you're interested please indicate as much and give me a character description for both your actual human PC, and your previous demon incarnation. I'm not looking for novels, but try to give me some plot hooks. Other than that all I want is intended class/race combination right now. You can make actual stats once I've selected the PCs. Please feel free to ask any questions.
There's obviously a lot of interest in adventure paths, and that's great because they're probably the easiest thing to get going, but I'm kind of interested in what people are interested in along the more unusual lines. In addition to being a neat discussion, I figure if a lot of people show interest in some obscure genres of campaign ideas it might inspire a DM to start a game. I'll go first: I love Wuxia although I'm already running a wuxia campaign. I get a lot of interest for it so if someone else wanted to start a similar game I imagine you'd get a lot of sign-ups. I get pretty deep into some of the stranger concepts of the genre and so far everyone has been completely on board. I've was very pleasantly surprised. Another thing I think Pathfinder could handle well would be a Star Warsy space fantasy. You already have guns, androids, basically everything you need to reskin Pathfinder into Starfinder. I think it would also be cool to see some absurdist fantasy along the vein of Adventure Time (which is already bursting with D&D references). Not something in that setting, which is too character-driven to translate into a game, but doing the same "make it up as we go along" style of world-building. I've considered pitching something like this before but I don't really have the time and I'd be afraid people wouldn't "get" it. So how about everyone else? What games would demand your immediate attention? Get as absurdly specific as you like.
A player in my wuxia game Romance of the Borderlands seems to have dropped off the site lately. He's a good player and I'm hoping he'll be back soon but I figure I can handle another player so I'm going to start looking to re-recruit now and if he comes back so much the better. What I had in mind was having someone join the game by taking over his character, then if he comes back that person would make a new character of their own after having gotten a sense of the game and the world. The setting is sort of like Legend of the Condor Heroes crossed with Journey to the West. Lots of kung fu sects, secret societies and a wilderness full of spirits and demons. It's a relatively low-magic setting but the PCs see a large percentage of what little there is. The character in question is Flying Sword. He's a 10th level Wudang (it's one of two monk-replacement classes I built for the game; it's basically a more mobile and less-armored fighter with a few magic tricks). He's one of the two strongest martial artists in the party since he doesn't multiclass. He fights with a powerful magic weapon called Black Metal Sword that was once used by a legendary swordsman (and which the PCs are learning just now may be part of a set). 'Flying Sword', his real name unknown, is a calligrapher and a swordsman with a violent and arrogant past. His calligraphy has helped ease his spirit, and his swordplay has benefited from it. In finding peace, he has gained some measure of enlightenment, and changed sword styles from an external style to an internal style. He has an intense sense of honor, and pride in his homeland, and he will sacrifice his life for what is right. Unlike his past self, he is relatively jovial and easygoing - rarely taking insult and rarely giving it. Though he was not always this way, and his past has earned him many enemies. If you join I expect you to read the campaign info and the gameplay thread (it's not that long). The discussion I don't care but you should check the last few posts so you recognize when there's a new one. If you like kung fu movies/books (especially books) mention it because it's a huge plus. If you want to check out the game to see if it interests you, here's what's going on now: http://paizo.com/campaigns/RomanceOfTheBorderlands/gameplay&page=last Please post here if this sounds like something you're up for. If I get a lot of interest I may ask for a short writing sample (more like a sample post) but I will want something specific so please do not post your novel here.
"Listen cutter, don't you go calling us heroes now. Heroes are the kind of addle-coved berks who go off getting their names writ in the dead book over some other beings problem. We're adventurers, see?" I want to run a game of Planescape centered on a small group of adventurers operating out of Sigil. The tone would involve a lot of the ironic black humor characteristic of the setting and I'm looking for PCs who are less heroic and more opportunistic. Good alignments are fine, but you need to be able to work well with others who do not share your morals and ethics. This is going to be a very character-driven game so you'll need a character that is interesting on their own, independent of any plotline. You'll want a character who will be fun to roleplay and especially write dialogue for because that's most of what you'll be doing. You'll want to be capable of fighting when it comes to that, but combat will be rare (for a Pathfinder game, at least). I'm looking for complex characters. If you can give a pretty decent description of your character by listing your race and class then I'm not interested. That doesn't mean just be different for it's own sake; be interesting. The kinds of people who become freelance adventurers usually do so because they don't fit into normal society (or what passes for normal society for their species) and I want to know why. You can play a member of a species that is "always" a certain alignment with a different (even opposite) alignment if you want (making your character an extreme outcast among their kind). A lot of DMs get upset and start ranting about Drizzt and special snowflakes when players make outside-the-species-box PCs; I am not one of those DMs. Don't bother generating game statistics at first; I won't read them until I have assembled a group anyway. I'm only interesting in your character, not your sheet. I want everyone to have their characters firmly in mind as characters before pencil touches paper. Part of the "setting" will be AD&D 2nd edition (since I don't like altering settings to fit rules), so I'm going to be restatting certain Pathfinder things (mostly monsters) so they fit better with their 2nd edition portrayal. So, for example, be prepared for things that legitimately cannot be hurt without magic weapons. None of this will be anything players have to keep track of (except in the sense of cataloging the weaknesses of your enemies). Character Creation:
Level 8, Any core class except monks, Any core races, any of the half-outsider featured races (Teiflings and Ifrit et al) and you can even use CR as level for the purposes of making monstrous PCs (Outsiders only). Also stick to outsider types that were present in 2nd edition AD&D (feel free to ask me which ones). I'm also willing to look for or even create conversions of D&D specific outsiders without existent official Pathfinder versions. If you really want to play a Modron I'm sure we can make that work.
Humans and demi-humans can't take levels in any spontaneous arcane spellcasting class (since it's still 2nd edition so the way humans learn the Art is through memorization). If you're playing an outsider with spell-like abilities then you can take sorcerer levels as normal. If you're playing a prime (a character from the prime material plane, aka a non-native) then you can be from any TSR-era D&D setting (Greyhawk, Forgotten Realms (and greater Toril), Mystara, etc etc etc.) If you're an outsider you can be from any plane which has native outsiders of your type. Finally, any character can be a native of Sigil. I will point out again not to stat your character until recruitment is closed because I will flatly not read any stat blocks until that time. I'm only providing this information in my opening post so people know what power level of outsiders are allowed. I will consider allowing non-core classes on a case-by-case basis after the characters have been selected, but assume you'll have to be able to make your character using only core classes. For Those Familiar with Planescape:
This is 2nd edition Planescape. The Faction War never happened. Die Vecna, Die never happened. No metaplot, no update, just baseline boxed-set Planescape. For Those Unfamiliar with Planescape:
The setting is highly detailed and there is a bit of a learning curve, but it's worth it. I'm happy to provide any relevant information on-the-fly to allow those unfamiliar with the setting to fully participate. Just let me know so I know. It is currently Thursday at 1:40 p.m.. I will have open recruitment until 2:00 p.m. on Saturday at which point I will select a party of three PCs. If you're interested in playing post a character idea and at least an overview of a backstory. You don't need to give me a complete narrative; just the sizzle is fine.
Please include a physical description of your character in your first post. I picture the restaurant as looking like a smaller version of the one in Crouching Tiger, Hidden Dragon. Like I said, we're going to wait on Gobo so don't mention his character until we at least hear back from him. His character is in a state of quantum flux, and we can have any of you observing him just yet. If we do hear back then he just wasn't interested in cultivating qi (having none) so he spent the intervening time wrestling bears or something, and you're all going to meet up at Duolunduo. Speaking of which, Duolunduo is the Imperial capital of the region and the largest city in the borderlands. It's still not huge. You're really popular in Duolunduo and so the prefect is kind of scared of you.
The House of Drunken Immortals is not the most prosperous restaurant in Duolunduo, but in your collective biased opinion it is the best. Located just outside of town it is perfectly positioned for travelers. The owners, the Hu family, have always been friendly with you all and very good about letting you run up a tab (since you're all so scrupulous about paying it back... eventually). Mr. Hu, in particular, has always liked you all. You happen to know he brags around town that the Demon-Slaying Tigers all favor his restaurant. So it was naturally your first stop when you came wandering into town after an extended time cultivating qi together in the steppes. You've been away from the Jianghu for a little more than a year now, and you've returned more skilled than ever. The sun is just starting to go down, and you can see light through the paper windows of the restaurant. Mr. Hu is outside fetching water when you approach. He looks at first elated and then worried to see you.
I'd like to run a game of Pathfinder based on Wuxia fiction, that is to say the genre of fiction that informs most kung fu movies. I'm looking for 3-5 players. I will accept submissions for two days (it is currently the 13th at 6:30 p.m.) after which I will select players based on the most suitable candidates. Please read every section before indicating interest. Premise:
You are known as the (Insert Number of PCs) Tigers of the Borderlands, the strongest youxia active in the borderland region. During your early careers, while you were all learning your skills, you became aware of one another by reputation, and a few of you probably fought duels or had brief team ups (or likely both). The group nickname was due to your roughly equivalent power level not because of any true affiliation.
Eventually a powerful demon became active in the region. The demon defeated each of you individually, and so you banded together to destroy it. This cemented all of your reputations as jianghu heroes and caused your group to become known as the "Demon Slaying Tigers". You became sworn siblings from that point forward. Since killing demons is one of the most unambiguously good things someone can do you are one of the only groups in the region respected by both the barbarian tribes and the imperials. This means you sometimes act as mediators as you are a powerful neutral party. From this starting point we can start to work up the complex web of master/teacher relationships, death feuds, and political conspiracies that characterize the typical wuxia story, with a few monsters sprinkled in to taste. Setting:
The setting is based on the version of ancient China presented in the typical wuxia novel, but unlike most wuxia fiction it's not going to be set in an actual historical period. The setting will be based on China to the extent that Middle Earth is based on Europe and will be developed as necessary as the game goes on. You can assume anything about the setting (within these parameters) when coming up with your character history. I still reserve the right to veto anything, however.
The specific region that the game will take place in is the borderlands between the Empire (which considers itself the center of the civilized world) and the desert steppes inhabited by nomadic tribes, roughly equivalent to the border between China and Mongolia. Think higher fantasy than a typical wuxia novel, but lower fantasy than the typical Pathfinder game. Basically a Jin Young novel but with monsters, wizards and strange tribes of humans added in. Magic is rare in general, but not uncommon within the underworld community the PCs will be involved in Character Creation:
I have created two new base classes specifically for wuxia games. They're called Shaolin and Wudang only because External Martial Artist and Internal Martial Artist are incredibly boring names. You can take either class without any affiliation with either sect (although you can still be Shaolin or Wudang if you want to be).
Nobody is required to take levels in them, but please do use them to represent martial arts training in place of the monk. Taking at least a few levels in one of the two classes will make me more likely to pick a character as this is a wuxia game and so martial arts is a major focus. Aside from that, characters will be 10th level and can use any core or base race (although all characters will be humans storywise races can be used to represent strange tribes or upbringings) and any core or base class in addition to the two new classes. 25 points point buy for ability scores. 65,000 gp starting equipment but you can't have more than three magic items total (although a collection of potions or some other cache of expendables is fine). Magic items are rare in general in the setting so you tend to have a few nice ones rather than a collection of mediocre ones. Unless your character comes from a wealthy background you must spend all the starting cash before play begins or lose all but a few silver pieces. All you need to indicate to me for now is your intended race/class combination. This sounds fun but what's wuxia:
I'm perfectly willing to explain things as we go to anyone not genre-savvy to wuxia, but please do tell me so I know to do so. It can seem intimidating at first, but it's a pretty easy genre to immerse yourself in.
Do keep in mind the type of hero typical to the genre: Quote: The traditional xia of fiction is a non-conformist who fights for justice. He is honorable to a fault, his word is inviolable, and his reputation is more important than life itself. Moreover, he is a master of the martial arts who does not hesitate to use his skills in the defense of his beliefs. Some good introductory movies: Iron Monkey, Crouching Tiger, Hidden Dragon, Kung Fu Hustle. Books: Anything by Jin Young, especially the Condor Heroes trilogy. I'm more than happy to answer any questions anyone has; I don't get to prattle on about wuxia nearly as much as I'd like. Glossary: Jianghu (lit. Rivers and Lakes)- The underworld. This includes criminals, cultists, beggars, rebels, wandering martial arts heroes, and anyone else who doesn't fit into the normal social order.
Wulin (lit. The Martial Forest)- The community of martial artists. Most martial artists highly prize their reputation within the Wulin and would rather risk death than risk disgrace in front of their peers. A subset of the Jianghu. Lulin - The community of Outlaws. A subset of the Jianghu. Wuxia - Fantasy fiction about martial arts and chivalry (actually xia, a code with no English equivalent). Xia - Either a warrior's code that emphasizes personal honor, or an individual warrior who follows this code. Qi - Inner energy, equivalent to the Japanese Ki. Qinggong - Lightness skill, the ability to make oneself lighter and faster. The abilities that necessitate wire-fu when used in a movie. Neijing - High level martial arts involving qi manipulation. Neigong - The ability to build up, cultivate, and use qi. |