Background Clarification on The Heresy of Man—Part I


GM Discussion

3/5

Description of The Heresy of Man—Part I wrote:
For more than 2 millennia, the nation of Rahadoum has lived under the Laws of Man that decreed "let no man be beholden to a god." While this has led to relative peace without religious strife, it has left the nation devoid of divine healing and magical methods to provide succor to those ravaged by disease or injury. When a new and mysterious plague begins ravaging the coastal villages of Rahadoum, you are sent by the Pathfinder Society to escort a cleric of Sarenrae into the heart of the plague in order to protect a secret Pathfinder research project. Getting there means smuggling the cleric in as contraband and when the Pure Legion, Rahadoum's defense against religion, get wind of your arrival, you must fight not only to protect the cleric, but to keep yourselves from being executed for violating the First Heresy.

I'm planning on playing my ranger though this adventure arc next month. I'm interested on some background information that should generally be available and should specifically be available to Pathfinders. Q: Are only clerics with their divine magic banned in the nation of Rahadoum or does the divine magic ban extend to rangers, paladins, inquisitors, and oracles?

Second questions, but not so general knowledge: Is there some kind of profile score game mechanic like other adventures have used so that the lower profile we keep the better off we are? A.K.A. do we have a chance at sneaking in at all or are we boxed texted into "you must fight not only ...."?

-Swiftbrook

The Exchange 5/5

Swiftbrook wrote:
Description of The Heresy of Man—Part I wrote:
For more than 2 millennia, the nation of Rahadoum has lived under the Laws of Man that decreed "let no man be beholden to a god." While this has led to relative peace without religious strife, it has left the nation devoid of divine healing and magical methods to provide succor to those ravaged by disease or injury. When a new and mysterious plague begins ravaging the coastal villages of Rahadoum, you are sent by the Pathfinder Society to escort a cleric of Sarenrae into the heart of the plague in order to protect a secret Pathfinder research project. Getting there means smuggling the cleric in as contraband and when the Pure Legion, Rahadoum's defense against religion, get wind of your arrival, you must fight not only to protect the cleric, but to keep yourselves from being executed for violating the First Heresy.

I'm planning on playing my ranger though this adventure arc next month. I'm interested on some background information that should generally be available and should specifically be available to Pathfinders. Q: Are only clerics with their divine magic banned in the nation of Rahadoum or does the divine magic ban extend to rangers, paladins, inquisitors, and oracles?

Second questions, but not so general knowledge: Is there some kind of profile score game mechanic like other adventures have used so that the lower profile we keep the better off we are? A.K.A. do we have a chance at sneaking in at all or are we boxed texted into "you must fight not only ...."?

-Swiftbrook

Don't worry about it Jeff. Essentially the worship of gods is banned in the country, but you are entering it illegally anyway. Damned if you do, damned if you don't. There's no Awareness Point system in the first scenario. We just zeroed it Friday.

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