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Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


So, after traveling to the town with the merchant and joining the town in an annual celebration dinner, the party was awoken in the middle of the night (they were sleeping outside by the fire pit where dinner was served) by strange sounds in the distance. Turns out the town is on a delapadated castle site and some skeleton minions were trying to dig up some graves.

The party destroyed the minions but instead of trying to find the kobold shaman who was controlling them they decided to dig up a few graves themselves to see what they skeletons might have been after.

Discovering nothing of importance in the first few graves the rangers soon found the kobolds tracks and started after him.

It wasnt long before they discovered a gnoll hideout and fortunately for them the main contingent was out on a caravan raid. After killing all but one of the remaining gnolls they have decided to set an ambush for the gnoll raiding party when it returns.

Some back ground development:

A cyclops has taken over and is uniting the gnoll tribes of the north and at the same time taking kobolds for slaves. The cyclops has been in written contact with the merchant guilds private security force and they have agreed to provide quality weapons and armor in exchange for the attacks on caravans traversing the northern parts of the human kingdoms (this takes the private security force out of harms way and there is less evidence to point back to the merchant guild).

The kobolds have approached a necromancer living in their territory for help and he has told them of a powerful artifact that will give them victory over the gnolls. In truth this artifact will help raise a long dead evil king who the necromancer will set up as a general over his forming undead armies.

This is where I am so far. Any plot line or story help is greatly appreciated.

I have to agree.

What a fun night, although it looked like the evening would be a bust for a while.
At our designated start time I had only the cleric and human ranger at my house ready to play. 30 minutes later the human rogue texted me that he wasnt coming and we never could get in touch with the elven ranger to see where he was.
About an hour after start time the human paladin showed up and fortunately he brought his girlfriend and we were able to hand her a character to 'play'.

Everyone had fun and the ranger and paladin did some awesome roleplaying.

I can honestly say I have a new appreciation for all my past DM's and GM's.

I realized throughout our game how much more preparation I needed to do. I never had moments of um or uhh but i could have used more notes for getting ALL of the story across.

And I did hear a comment from a player that got me rethinking the direction of the game.

So last night started with the players stumbling upon an ambush. A small merchant and his two wagons were under attack by a small group. The players were easily able to turn the tide and as it turns out the merchant was traveling to the same little thorp the players were headed to.

I was going to have the merchant settle in the town as there is no "general store" and have the town grow as the characters make it their base of operations.

but one of the players last night mentioned that he wanted to get a job as a guard for the merchant and another player said that sounded like a good idea.

I do have a large merchant guild as a controlling organization that the players will run into every now and then but now I am wondering if it should take over as the more prominent story line.

Any one have any ideas?

Wish me luck.

Tonight is our first game in my "Rise of the 12 Kingdoms" campaign and my first time as GM.

We have a Human Ranger, an Elf Ranger, a Human Rogue, a Half-Elf Cleric, and a Human Paladin.

I am super excited. I just hope everything goes well.

So I have talked to the player for this character and here is what he is 'requesting' for his background:

His family lineage is riddled with heroic warriors and paladins. His parents are of some considerable 'power' (not yet defined ie: magic, wealth, demi-gods, whatever).
He was on a dangerous mission that went wrong and now finds himself with no memory of who his is or where he comes from.

any one care to help flesh this out?

Wow. We started our campaign this weekend with a character creation session. It was so much fun.

I made some tweaks to what I originally posted ( though not nearly as many as I had intended to make, but the players were excited and thats what I wanted.

I know I can fill in the rest as we move along.

I dont know how typical character generation sessions go, back in my AD&D days we made characters on our own and then met to play at a friends house.

As I have a lot of inexperienced players I didnt want to overwhelm them and as I have no experience as GM I didnt want to overwhelm me, so we kept it to the core races and base classes.

For about 15 minutes or so it looked like I was going to have an entire party of half-elf rogues.

I tried not to influence their decisions too much. I told them that if the entire party wanted to be the same race that was fine with me. And I also told them that I wasnt worried about having one of every class in the party.

if there was a class missing we would work thru it and that would be part of the fun of the game.

As it turns out, i have a party of humans and half-elves. 2 rogues, one cleric, one paladin and one ranger.

We still have one more guy to get a character for as he couldnt make the session. And I will let him play whatever he wants without influencing his decision.

Being as I am new to GMing, I hope to be able to pick the brains of all you creative types on here.

I have some plot points and story ideas but I am going to need help fleshing them out and making them make sense.

I also have several character background stories I need to work with and connect.

One of the most challenging is a pre-written background that I offered my players and one took the hook. the back ground is:
"The last thing you remember is waking up this morning. You have no idea who you are or where you came from and a strange tattoo covers your left arm. All you have are the clothes on your back and and torn piece of parchment stuffed in your pocket written on in a language you dont understand."

The guy that took this is playing a paladin. He came up with some suggestions about what might be in his background but I will also be looking to see what I can do with it.

Any thoughts?

Thank you. Thank you. Thank you.

LazarX wrote:

I think you need to start smaller and narrowing your focus a bit. Pick a kingdom or a smaller group of kingdoms. (What is it with the obsession on 12?!) Concentrate on it's history and character and work out the other aspects of the world based on their relationship with it.

I dont really know why I chose 12 kingdoms, I think it just had a nice ring to it. However, I am still early enough that I can trim that down if I need to. As far as starting smaller, these kingdoms are actually more like strongholds or keeps. That is part of the campaign that there are all the small pockets and eventually the PC's will unite the strongholds into one kingdom, under their own banner or perhaps that of a favored NPC.

Thank you to everyone for commenting so far. It is really helping me get an idea of my next steps to fleshing this out.

Thank you so much for your input and for keeping the 'gloves' on.

It's surprising how much I just took for granted. I had it in my brain but didn't put it on paper.

I am trying to walk the fine line between creating and entire world and just creating the area that my players will be exploring.

As for the world just dropping off, this was purposeful to create since of 'this isn't earth' and I based it off the fact that we once believed the same. Should the characters venture out to sea they will in fact run into another land mass and not the end of the world. But I thought it might help them get curious about whats out there.

I have never been a fan of gnomes and was attempting to limit the available character races but you are right. I should not make the disappearance of the gnomes so finite.

The dragons are not all dead and part of the story will be finding one stuck in stasis and then eventually finding out where the rest of the dragons went off too. I have not yet decided what happened but am leaving that story line open for development.

I assumed the relationship between the Dwarves and the humans but I should state it in the campaign summary.

I didn't even give thought to undead areas.

I am working on a map. being that me and my players are all from the southeast I was actually going to use the west coast as my template. The dwarves live in the Rockies and the elves live in the redwood forests.

You said you could offer some more suggestions - I am all ears.

Thanks again.

Ok so I am relatively new to Pathfinder having only played a handful of PFS games at my local gaming store over the past year. However, I did play AD&D in high school, though I never took a turn "behind the screen".

Now I have my daughter and a few of her friends interested and I am itching to take the reigns and tell a story. They all have less RPG experience than I do, having just started when I got my daughter going, and none of them have any of the books. So it should be relatively easy to run a campaign for them because the bar is set low with the lack of experience.

However, I have some great experiences on the player side of the table and want to be sure that when our campaign ends they have some of those same experiences and fond memories.

So, here is the setting for the campaign I am looking to start. Now I have to be honest, I am a little nervous putting my idea out here for all to see, so please be gentle with your comments.

The Rise of the 12 Kingdoms:

Its been over fifteen hundred years since the last dragon was seen in the world of Aruelan. The Dragon Wars are just fairy tales now but the results are still evidenced. Once great castles and strongholds and temples are today layers of rubble and dust. Great mountains have risen and deep caverns were formed at the scenes of mighty dragon battles.

In the Dragon Wars, dragon fought against dragon, races fought amongst themselves, and brother fought against brother. It was a bloody, civil war that scarred the land and all who dwelt in it.

No one remembers the cause of the Dragon War and fewer still have an idea of who won.

The only thing people are sure of is that the dragons are gone and the world is still trying to repair itself.

Immediately after the Dragon Wars was a time of chaos and strife. During the chaos the race of Gnomes was eliminated.

But in the fifteen hundred years since the end of the war a peace has finally settled over the lands. Dwarves, Elves, Humans and Haflings all get along and trade easily together. There is even an elven settlement outside one of the dwarf kingdoms. Because of this, there is rarely a settlement that doesnt have a mix of races living and working peacefully together.

The Elves and Dwarves have both re-organized their societies. The Dwarves divided into 3 mountain kingdoms and the Elves settled into their own forest kingdom. The halflings of the world have created small pockets of societies but no central ruler, preferring instead to stay within reach of one of the human strongholds or even the elf and dwarf kingdoms.

Only the humans seem to be having trouble unifying under a central ruler. Instead, over the years, 12 human strongholds have sprung up, and while not all of the rulers of these areas strive to be the King, each one has an opinion about the matter. Still, these strongholds trade easily and work together to keep the peace, often coming to each others aid should the need arise. However, some might say its the Merchant Guilds that truly hold the power, keeping trade between the strongholds open and pushing for military support when one area is in danger.

And danger still comes in many different ways.

From the north are the Kobold and Gnoll tribes, to the south the Goblin kingdoms. Over the Mountains of Kaldarol to the east are the Orc and Ogre hordes as well as the frost and hill giants that call the mountains their home. And finally in the oceans of the west are the pirates and the end of the world. Although somewhere to the west also lies the island home of the Minotaurs; fearsome sailors and renown warriors.

Flat as it is, everyone knows that if you sail to far west you will fall off the edge of the world into the deadly Astral Sea, and if you could cross over the Mountains of Kaldarol, you would eventually walk off the edge into that same Astral Abyss.

In the night sky over Aruelan are abundant stars and constellations and the ever present NightMoon. And during the day, the Sun is guided by the DayMoon.

And such is the world as you know it.

So that is my starting point. I have many plot lines that I am hoping to explore with the players and I was thinking I might 'crowdsource' some of those by posting here for additional comments and creative help.

Any way, what do you think? If you read this as is would you be interested in playing?

Thanks Grick and Darth.

Thats exactly what I was looking for.

I haven't played an RPG since college, back in the early 90's, and am trying to get a handle on Pathfinder.

I was looking thru the CRB at the Cleric and their Domain Granted Powers.

My question is, do these 'granted powers' work as spells or are the separate from spells?

If I have the Fire Domain, do I get to cast Fire Bolt as well as my other spells or do I have to choose Fire Bolt as one of my first level spells?

Sorry if this seems a bit to obvious to everyone else. I just want to make sure I am reading the description correctly.

thanks for the help

I picked up the BB about two weeks ago and finally ran my daughter (11) and her cousin (also 11) thru the adventure this past Saturday. Both my wife and my sister in law accused me of trying to turn the girls into geeks but we played on.

The girls had a great time.

My sister in law said her daughter talked non stop all the way home and considering they had to put their cat down that day it was a great relief for her in dealing with that situation.

My daughter has spent every free moment since the game making up characters (I think it helped that before we played we ran out and I purchased her her very own set of dice).

Diplomacy with the goblin king failed but I had the last goblin surrender. My niece said he should be their guide and when they got to the lake she made the quote of the game: "lets pick up the goblin and throw him into the lake to see if there are any monsters!" there was much laughter.

They both wanted to run another adventure the next day but I convinced them we should wait until I have one ready. I cant wait for next weekend!