The main story arc of this Ancient Greece-inspired campaign will be:
So that's that, but I'd like another couple of linked story arcs to keep things interesting. One idea I really want to implement is a large sea voyage, à la the Argonauts, to find the Golden Fleece to really get the Greek mythology theme going. Plus I have some good ideas for what will happen at sea.
P.S. No points to whoever spots the Percy Jackson inspiration ;D
I'll start by saying this campaign is heavily, heavily based off Judeo-Christian "mythology", but is in no way intended to offend or mock anyone's beliefs. I'm a rather devout Christian myself, but tend to take things regarding my religion with a pinch of salt and so I'm generally unsure what may offend other believers. If I cause any offence with a topic so close to home, you have my absolute sincerest apologies. :) The basic set-up is angels living and training in Heaven, working on Earth to guide mortals to a greater destiny and protecting them against demons. There are numerous plot points in the history of my campaign's world, secrets and links that will need to be discovered by the PCs. I know they can be linked together in a nice tapestry of divine deceit, I'm not just sure how. So: -The Lex Infernus: A contract that Satan signed with the angels allowing him possession of evil souls, evil being defined by consistently committing the Seven Deadly Sins without any remorse. Turned out to be a trick, and Satan had rebuilt his realm into one of relentless suffering, "Hell", and was corrupting mortals on Earth to bring them to Hell. (Straight-up Pact Primeval steal from Golarion.)
-Heaven's Dark Secret- Inspired by the Seventh Accord in Golarion's setting. A really, really evil thing very high-up angels did. My thought was along the lines of this: After Satan offered to take evil souls away from the angels, God refused to let him possess neutral souls. God then created, far from sight, just beyond the horizon as seen from the peak of the Mountain of Heaven, a new land for reborn mortal souls. Here they would toil, sustain themselves and explore, living in as much peace as they themselves chose. There was one condition, however: they must not interact with Heaven, nor go further than their northern borders. For a while both sides were content, until the largest Hellmouth ever known cracked open, destroyed their civilisations and turned the land into what is essentially the Worldwound. The angels reacted quickly and placed wardstones to prevent the demons and daemons from encroaching further on the rest of the Empyrean. Since then they have been fighting a great war, attempting to reach the Hellmouth and close it. All expeditions have thus far failed. Mendevian Crusades yeah! ;D
-The Order of the Primeval- In Heaven, there are seven churches, or orders, all basically allied, representing a different aspect of God. So, the Ordo Regis (Order of the King) leads Heaven's battles and helps mortals on Earth who wish to fight for righteous ideals. Or the Ordo Viridis (Order of the Green), helping mortals who protect nature.
Thank you for reading all that; I know it's a lot. Looking forward to hearing any ideas or pointers to other sources of inspiration. Just say if you need me to provide any more information regarding the setting. :)
Dragon (10 RP)
Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Normal Speed (0 RP): The race has a base speed of 30 feet. Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score.
Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
RACIAL TRAITS Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
Skill Bonus (2 RP): Prerequisites: None; Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a +1 racial bonus on these skills during character creation. Special: This trait can be taken up to three times. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of character's choice).
Breath Weapon (1 RP): Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane; Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. If the creature is an outsider (native), it must have ties to an elemental plane, and it must pick an energy that corresponds to the plane it has ties to (acid [earth], cold [water], electricity [air], or fire [fire]). Then pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take no damage from the attack. Special: You can take this trait more than once. Each time you do so, the cost of this trait increases by 1 RP. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk -Extra Breath*: The member of this race can use its breath weapon an additional time per day. -Increased Damage*: Increase the damage by an additional d6. TOTAL: 3RP, 2d6 Energy Resistance (1 RP): Prerequisite: Outsider (native) with ties to an elemental plane; Benefit: Pick one of the following energy types that corresponds to the breath type of the Draconic heritage: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race have resistance 5 to the corresponding energy type. Special: This trait can be taken more than once. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to. I haven't thought of flavour yet, but I'd like people's opinions on whether this is an attractive option for players and whether it serves well as a "Draconic" race. I've waived the Outsider prerequisite to the Energy Resistance trait as I think it's definitely appropriate. I would have liked to give the race claws or extra skills, alternate racial traits, maybe? All ideas and thoughts welcome!
Thanks everyone, I didn't expect to get so many replies!
Deusvult and Tacticslion, great stories. :D
In the Odyssey, Odysseus and his men are taken prisoner by a cyclops, so they wait until he's asleep before blinding him with a sharpened stake, as there's no way they could best him in a straight fight.
Glad to hear you guys like it! Actually I only meant the ship section to be like the Odyssey, it never occurred to me that the witch was like Circe haha, perhaps it was a subconscious thing. :)
Guys, thank you for all the suggestions and advice, it's invaluable to me. TacticsLion... that's fantastic. Engliosh doesn't have a word to express this much gratitude, no way did I expect you to write all that for me and give me so much practical help too. :) You're awesome.
And I really need some advice. Here's the plot, I'll try to keep it short as I can: Based on Ancient Greece, there are numerous cities and settlements but none stronger than the twelve "theopoleis", or "god-cities", one for each Olympian god, which have aspects of their patron. So Ares' is very war-like (think Sparta), Zeus' is built in and around a mountain that goes up into the clouds, Dionysus' is a big party town filled with drunk and reveling satyrs etc.
En route they are approached by Hera, queen of the gods. She says undead are rising in small isolated areas and it must have something to do with Hades, god of the dead. Zeus, unwilling to accuse his brother Hades and start a war, has closed Olympus and refuses to allow any god contact with mortals for fear of escalating the situation.
So they quest all over Hellathia and do various tasks and trials to get these items. There's also a big sea voyage bit where they kill a cyclops then Poseidon punishes them by sending storms that force them onto various islands filled with stranger beasts and peoples. Yes, that's a shameless rip-off of the Odyssey. They are followed and fought by a witch who tries to stop the PCs at every turn, who has a vendetta against the Olympians after Zeus smote her family when they failed to produce a good offering at a festival. Plus, there's a large sub-plot about arcane magic, which is punishable by death, becoming more commonly practiced. This is eventually revealed as Hecate, goddess of magic, who is on the side of "Hades", to distract the gods from the undead problem. One of the players is an inquisitor, you see. PCs descend into the Underworld, get to Hades palace, bust down the door... wow! Plot twist! Hades is in chains and it's now Thanatos, personification of death, running the show. He threw in his lot with the primordial deity Chaos, in an attempt to speed death up and make his job easier. Remember the witch? Yeah, she's angry her master, revealed as Thanatos, not Hades, manipulated her to turn her evil, and fights Thanatos, leaving the PCs to fight and drive back Chaos/a reskinned Cthuhlu. Oh there's also a dragon in there somewhere. An oread PC wants vengeance.
Phew, sorry for the long read, if anyone has advice on pruning the story and making it shorter, my appreciation would be endless. I imagine the first thing to go will be the big sea voyage. I also really want ot keep the witch recurring villain, she's one of my favourite aspects of the story. :)
Aye, twelve cities for the Olympians and Hades' is pretty much a huge graveyard shrouded in black fog. The few citizens live underground to be closer to they patron, but I love the idea of a prison too; it's basically a mortal Tartarus. Thanks to Tacticslion and Healer, they're invaluable! :D Great idea for Dionysos and Hermēs. I'll have Hermēs' (Tradanos) on the Isthmus of Corinth, called the Hermian Isthmus in Hellathia, where all traders have to pass through to get to and from the Peloponnese and the mainland. Hera's polis (can't think of a name, any help?) Dionysos' polis, Symphōsi, is a satyr place to cement the wild party aspect. Sorry I can't respond to everyone before launching into a new question asking for advice. :) I'm taking quite a few liberties to make things more defined for the players, so Ares will be the patron of Sparta, or Lakeros in my campaign. I think can get away with taking these liberties because (secretly) it's the far future just regressed back. So I can have iron weapons as the norm. Just if anyone wants to throw other ideas around, here are the very basic foundations for each polis. (Darahnkesh is what Persia has become). Aphrodite- Limnos- Famed for its liberties and brothels
BIG QUESTION: I want the final destination to be a fight against Khaos. Yeah, chaos itself. The gods start warring on each other because of rivalries and confusions. Hades amasses an army of the undead for protection and the other gods think this is to invade and refuse to parley. Heroes will quest for the Three Words of the Bottle of the Bound and the army reveals Hellathia is in fact Greece in Earth's future. But this huge war is orchestrated by Khaos who hopes the gods sill destroy creation in the process, allowing himself to hsve sole dominion. So how do I get the players (Level 20 Tier 10) to fight the undefeatable force? I guess only having to send it back to sleep or whatever, but how on Earth do I go about building a stat block for this?
In my GM's game, Draconic is pretty much dead though it was once used as a powerful tongue for spellcasting.
Help. :( I have a story planned out but I don't know what to do if say, the players refuse to go to the village with the ninjas.
Apsu, of course. I only say Sarenrae because she is the most important character in the background. The heroes are basically her champions, and she gives them gifts and pointers along the way. But Apsu fought in the battle against Rovagug (the true villain of the story) with her, so she could enlist his help. That power ranger's idea is bloody awesome!!! If there's no way to balance, I'm using that in a heartbeat, thanks a lot man! :D
Tacticslion wrote:
They're bomber-style... LEATHER jackets. Awh yeah, authentic American leather. Only the best for the United Christian Believers Paizo Pathfinder Forum Crew! Official club ones just for official ceremonies. You can use the old ones for normal meetings, they sound awesome. :3
Tacticslion wrote:
Hahaha! Of course you can! It's the fabulous United Christian Believers Paizo Pathfinder Forum Crew! We have jackets and sell cookies.
My Wisdom score of 20 means I get two extra 1st level spells per day, as well as one extra second, third, fourth and fifth level spell each day. Can I use these for extra domain spells, or is it just for ordinary cleric spells?
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