Help needed composing a campaign


Lost Omens Campaign Setting General Discussion

Silver Crusade

I'm working on a long-term campaign I'll be running for a group of roughly six players. Everybody will be starting as first level human commoners from rural Taldor who get swept up into the plot of a supernatural creature from Irrisen who's stalking and killing his way through the divine casters of the world in order to prepare himself to go through the Test of the Starstone and hunting his true prey: Golarion's gods.

Thus far, as I have the campaign laid out, the PCs have an ally on the Burning Mother who can occasionally guide them, and they will eventually have to meet with. Otherwise, the PCs will likely be hunted as potential werewolves.

I have the plot worked out that gets them as far as Oppara (unless the PCs go a different way), but I fear I don't have a good idea where to go after that; I'm also not quite sure how to incorporate having the PCs learn class levels (which will replace their commoner level[s]).

Any advice from people more familiar with the Golarion setting? I'm trying to read up as much as I can before I start (fortunately I haven't set a start date with players yet), but I have so many options I'm not quite sure how to narrow the options.

Thanks!


and here i thought we were going to write some music..... dang.


For the 'starting as commoners' thing, you may want to take a look at the old Treasure Hunt D&D module. Not so much the adventure itself, but it had the rather unique idea of starting the players as 'regular folk' (zero-level characters back then) who get shipwrecked together and have to survive. The idea was that this would be a 'campaign starter', and that the PCs would eventually go on to be heroes (and gain normal levels).

As for the rest of the campaign, I am going through something similar. I have them in Darkmoon Vale, but I had originally set this in The Moonlands (The North) in the Forgotten Realms (its a pretty good fit). Unfortunately all the adventures strung-together still aren't enough for what I want - a 'sandbox'. So now I am grabbing a bunch of 'lowbie' adventures and settings and making a map of a 'frontier region' where they go do any of those things (Nentir Vale, Temple of elemental Evil, New Empyrea, etc). I figure I'll just throw in lots of interesting stuff to keep them busy (locally) and let the setting grow from there.

It helps that I make maps. ;)

Sovereign Court

Early on I would have them get access to a cache of treasure from which they can only select one piece of gear.

That piece will symbolically represent the class they have chosen.

You'll know what classes they want to play so don't need to overstock it.

So, if they want to be fighter, rogue, wizard, cleric you could have.

mithral holy symbol of [insert deity here]
masterwork [weapon your fighter wants]
boots of elvenkind
spellbook (containing spells you wizard wants)
+ some other choices which they ignore.

The cleric can have an epiphany, the wizard studies the book, the fighter leads the way into battle, the thief starts trying out his gear and being sneaky...

Silver Crusade

Both of those are really good ideas. I'll have to parse them out to see how they can integrate into my plans.

I'm also working on a lot of maps, so hopefully that'll help out also. Thanks a ton!


I like GeraintElberion's suggestion...

I might need to borrow that.

Also I could also use some information on Golarion...

A suggestion I have used is give the PCs their individual Paths to follow on a Short Solo Quest/Adventure and have them awaken their full 1st level Potential in increments.


    Examples:
  • Fighter: Commoner=>Warrior=>Fighter
  • Rogue: Commoner=>Expert=>Rogue
  • Cleric: Commoner=>Adept=>Cleric
  • Wizard: Commoner=>Adept=>Wizard

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