World Start.


Homebrew and House Rules


This being my 1,000th post, I've decided to try to do something a little... more for it. I've created the skeleton of a campaign that I intend to use some day, but if you wish, you may use and tweak till twilights end as you so desire.

Note: I'm not all that great at creating actual encounters, their CR and such so I left all of that out. Feel free to populate it with them as you wish. Not to mention this campaign was started with only 2 players.

The Coin of Dissension:

What the players need to know before the game begins:

General World Overview: one queen rules all of the continents of the world, with specially appointed viscounts leading each continent for him. The majority of these viscounts were hand chosen by the queen herself. There is however a few areas that the wise dare not reach and thus the queen have allowed these particular continents to choose their own viscounts. These few viscounts often tend to have visions of some day overtaking the queen’s throne, however those that have tried have had zero success thus far and others haven’t had the courage to try.

There are six continents total as follows.

Jarmania: At the center of the map lie the largest continent and the only continent under direct rule of the Queen, Enali Stry. Enali is human, beautiful, fair and kind, but quite forceful when it suits her needs and is not to be taken lightly. Jarmania is the jewl of the world, huge cities scattered throughout its land with forests, swamps and open plains filling the gaps between them. Jermania is a very lawful continent compared to the others and crime is often punished quickly and efficiently. Inquisitors rule the hunt of criminals and are not against hiring bounty hunters and in extreme cases, assassins to ensure punishment is given.

Sashara: Second largest continent and under heavy influence of Jarmania, Sashara sits to the far west. Known as the hotlands by others, Sashara I largely covered in sand and dry rock lands. It’s ruler, Lialther Anir is an dark elf queen brought in by vote of the people. The heat being sweltering and outright dangerous to be out in for too long forces it’s inhabitants to live underground during the day time, only able to come out during the night. Sashara is made up largely by civilians who wish for a more secure (read = not so harshly punished) freedom than that which Jarmania offers. While Sashara offers such freedom, it also offers a life of constant strife and need for survival. One is punished by imprisonment; while more despicable crimes are treated with exile to the wastelands, to be rejected by those in Sashara forever. This is often a death sentence. Despite having a voting system when choosing a new ruler, Sashara has kept an old time system of trial, which essentially amounts to a gladiatorial event.

Halfridor: To the east of Jarmania lies the third largest continent, Halfridor. Halfridor is covered in ice and snow except at the very center where there is a perfect circle of lush warm weather. At this center is a metropolis, perfect in temperature and extremely particular in whom they allow entrance. Morl Posavon is the viscount of Halfridor and is known to be as cold and ruthless as the environment that surrounds his capital city. He is loyal to Jarmania and its queen, but there are feint rumors that it is begrudgingly so. While Morl is viscount over all of Halfridor, he more so tends to run only the metropolis where it is vastly more inhabitable. He runs the city like a military, knowing that there are those stuck on the outside that wish to shatter the walls and force the city into ice cold truth. This is no paranoia however, as in the winter wastes reside a band of thieves and berserkers who wish to free the metropolis of it’s secluding barrier and bring them to the “real world”.

Ferrigan: To the north of Jarmania lies Ferrigan, relatively small in comparitive size to the other continents, Ferrigan is completely covered in mountain land. It is said in fact that there is not a single even surface on the outside environment. Those who live in Ferrigan live inside the mountain with the occasional few living on and along the mountains itself. Ferrigan’s viscount is known as, Aleem Soit a female Halfling with the disposition of a young girl, but the wit, cunning and intelligence of an experienced fully grown woman. The civilians of Ferrigan are comprised largely of the “smaller folk” such as Dwarves, Halflings and even goblins. The corridors of Ferrigan were never meant for the bigger folk, and often humans, elves, orcs and the like must bend to stand inside it’s halls, with only a few rooms built for average sized people (rooms such as Inns for foreigners, courtrooms, occasional ballrooms, etc…). While Ferrigan is loyal to Jermania, they do not like outsiders very much and one must earn their respect in various ways. Small crimes are punished by imprisonment or banishment, while those who commit hard crimes are sent to the lower depths of the largest mountain. Those sent to the lower depths that are able to procure a specified item, often the head of a particular creature, they may leave Ferrigan immediately never to return again.

Relshar: To the south west of Jarmania lies Relshar, a swamp-ridden land partially flooded over the years. Most of the vegetation reeks, brown and putrid green in color, favored by poisonous and fungal wildlife. Relshar’s viscount, Crais Taray, is a half-crazed elderly male witch with a cruel sense of humor and even crueler temper when crossed. He doesn’t necessarily lead more so as give random rulings when he’s around, otherwise Relshar is rather lawless. Being such, most criminals prefer to hide away in Relshar and half of them are caught by bounty hunters and assassins under the hire of particularly strict Jarmanian inquisitors. Crais allows these intrusions without care, preferring to focus his mind on mysterious things. Relshar is a dangerous place and one must always watch their back while there.

Loshar: East of Relshar and South East of Jarmania, Loshar is the opposite it’s sister continent with lush colorful vegetation, clear pools of water and ruled entirely by the fey. The king of the summer fey, Oado Oachu rules one half of Loshar, while the king of winter fey, Loanis Oachu, brother to Oado, rules the other half. A powerful, mysterious enchantment surrounds Loshar, so as to provide Oado’s dominion constant day and sunlight and Loanis’s dominion constant night and moonlight.While outsiders aren’t unwelcome perse, they are considered constantly lower than a fey. Should there be a choice of any fey’s life or a non-fey’s life, the fey will always live. While neither brother have any qualms with Queen Enali, they do not see her as ruler over them. They are content with staying out of the affairs of the other continents as long as they are left alone.

Players will be in prison at the beginning of the game. They will need to describe in back story why they were imprisoned in the first place. Be it framed, murder, theft, etc…

Overarching Plot – GM ONLY! The players are broken out of prison by Sir Reginald McDandy and Beatrix Belladonna, in hopes the players will help them in return. McDandy is looking for a particular item, the Coin of Dissension, to overthrow the kingdoms and rule the continents himself. McDandy isn’t the only one seeking the coin however; clerics of Jarmania know of its power and seek to destroy it, yet still there is one other more deadly group that seeks the coin. Aberrations from a different dimension come for the item, not only to anchor their entrance into this dimension, but also to destroy the denizens of hell, replace them and do what they have yet been able to accomplish, bring hell on earth. Only the demons know of this however, the coin is actually a very powerful intelligent item, created by the demon lord of greed. It had managed to escape the demons vault to cause chaos and take over all whom dare to wield it.

The Prison – GM ONLY!

The players are brought to the prison while unconscious, waking in the prison. The prison is actually at the bottom of a large lake just at the edge of Jarmania. A stocky, powerfully built yet crude warden runs the prison, named Marcus Tallist. The warden has a deal with some entrepreneur mages of Jarmania. The warden teams the prisoners up in a gauntlet and it is broadcasted to those who pay by way of magic imagery (think major image) for a pretty penny. The warden gets a hefty cut of profits and gets to watch the prisoners squirm and occasionally die in the process of the gauntlet. No one has yet to leave the prison alive.

The prison is fitted with anti-magic throughout, making it a good place to keep magic users. The gauntlet consists of 4 rooms. 2 puzzle rooms with two battle rooms after each puzzle room. At the end of the gauntlet, is someone is miraculously still alive, they are offered their gear back and released. (The gear is said to be in a trunk, which is actually a mimic and they are released directly at the bottom of the lake.) [McDandy helps in final battle, clues them not to “take their gear”, grabs actual gear for them and meets them on land.]

First puzzle: 16 statues of torment

Riddle / Clue: “Surrender your arm unto ME and then you shall be set free.”

Riddle / Clue Answer: Each player must place their hand / arm unto the statues whose creature name starts with M and E. Example: A for angel, B for Butcher, etc. The players must surrender their arms unto the statues whose general names start with M and E in order for the door to be unlocked. Surrendering their arms unto other incorrect statues has dire consequences. That being said, a DM could of course switch out any of the statues as long as they have the proper starting letter as well as tweak the current or new creatures' effects as desired.

Hidden items: Gold colored twine (for the Norn) is hidden under a large loose stone in a dark southeast corner of the room. Once returned to the Norn, the players get a potential bonus shown under the Norn.

Room description: The room is completely built of large stone slabs, water leaking into parts of the room, four rows of statues lie waiting inside of this 50ft x 50ft wide and 30ft high ceilinged room. At the north end of the room is a sturdy looking wooden door with steel reinforcements, a sentence engraved above it, the door is securely locked with no door handle or keyhole. The sentence reads, “Surrender your arm unto me and then you shall be set free.”

There are four rows of four statues, each with a 5ft space between the other. Each appears to be a different creature or being of some kind.

Side Note: All statues are indestructible until activated. Once they return to their positions, they are once again indestructible.

List of creatures / things for statues: (1-4 are at the north most side of the room and each next row of 4 is further south of that.)

1) Angel: A statue of an extremely attractive female angel stands towering in front of you. She is holding a large sword with both hands slightly above her head in mid swing, a furious look in her eyes, her legs spaced apart one resting atop a rock of sorts, the other standing firmly upon the floor the rock is resting on, her tunic knee length parting at the side of the thigh, lifting up with the leg resting on the rock.

{If the player attempts to place their hand anywhere inappropriate the angel will swing its sword downward upon the potential molester. 15 reflex, +7 to hit, 1d8 + 2}

2) Butcher: A large rotund and menacing looking butcher stands before you, his right hand held out as if were holding something or ready to hold something, his other arm held back holding a large butcher’s knife back as if ready to chop, the butcher’s face showing anger.

{If the player places his or her hand in the butcher’s open palm, they must first make an escape artist check or strength check (DC 10) to attempt to escape his now rock hard grip. Then they must make a reflex check to avoid the butcher’s blade heading towards their arm. If the attack connects the player takes 1d6 damage and -2 to attacks made with that arm until the damage is healed.}

3) Crocodile: Rearing up from the floor in front of you is a crocodile, its jaw gaped open as if about to strike down upon its next meal.

{If the player places their arm into the crocodile’s mouth, they must make a reflex save of 15 or be attacked by the crocodile (+5 bite to hit) and possibly be grabbed for a death roll. Normal grapple rules to escape if grabbed.}

4) Demon: A fat, disgusting looking demon is on all fours making a crazed face towards you, it’s tattered wings are large, it’s pointed tail curling upwards towards its back.

{If the player puts their arm (wherever the DM decides)they must make a reflex save 15 or they are automatically stuck. The demon then begins to fly up to the ceiling (30 ft., 3d6) and 1d4 rounds later lets the player go causing fall damage, then returns to its position.}

5) Earth Elemental: A large rock, tree and mud earth elemental stands before you, its pose signifying defiance and rage, claws clenched closed.

{If the player places their arms inside the crevice of the earth elemental’s chest, they immediately get absorbed into the earth elemental’s body. They are completely safe, unharmed and able to breath, however they cannot speak to the other player(s) nor move until the earth elemental releases them (Either when the other player places their hands in the mermaids grip or passes out / dies.) If another player places their arm into the mermaid’s arms the room will fill with water and then the earth elemental will trudge over to the door beating it down. The room will then drain of water and each player will be released.}

6) Flytrap: A giant flytrap plant statue stands before you, its “mouth” open complete with pointy teeth all alongside it’s edges.

{If the player places their arm into the flytrap’s trap they are immediately attacked, a reflex of 15 can save them from the attack initially, if they fail the save the attack continues on. +6 to hit, 1d8 + engulf. If engulfed, they do not take damage, instead they are held there indefinitely for 1d6 minutes. Alternatively, they may take acid damage until able to get set free. Likely 1d4 per round.}

7) Genie: A complex statue of a genie floating upon a roiling mist sits before you, one arm crossing its body the other arm extended as if for a handshake of sorts. The genie is smiling.

{If the player attempts to shake hands with the genie the genie grasps their hand, nodding a few times, it's grin growing wider. Then the player must make will save or else be changed into the opposite gender. This is a curse and can only be broken through use of remove curse. Otherwise it is permanent.}

8) Hydra: A 5-headed snake like hydra looks in numerous directions, one head peering down at you who stand before it, its maw open jagged teeth and all.

{If the player attempts to offer their arm to the mouth of the hydra they are attacked once and only once unless the player returns their arm to the hydra’s mouth. 1d8 + 3 damage, +6 to hit. If they attack the hydra in attempt to escape a head will fall off, immediately spawning two new heads. If another player is adjacent to the hydra, it will attack them at the same time as the one whom offered their arm.}

9) Inevitable Marut: A menacing looking knight in heavy armor, only black underneath it, stands before you a great sword resting on his shoulder, the other hand out as if expecting payment.

{If the player places their hand into the hand of the Inevitable Marut it will immediately get angered, as it was not paid. The player must then make a will save vs. 21 or else be under the effects of fear.}

10) Jorogumo: A beautiful long haired woman with legs of a spider coming out of her back stands in front of you, her delicate hands reaching out as if meant for a loved one.

{If the player places their hand into the hands of the Jorogumo’s hands, they must make a will save of 19 or be under the suggestion that the demon statue will get them out of the room.}

11) Kangaroo: A content looking kangaroo sits back on its haunches and tail directly in front of you, it’s arms back, it’s pouch slightly open.

{If the player places their hand into the kangaroos pouch, they must make a reflex save or get kicked by the kangaroo. 1d6 damage and knocked backward (as far as DM pleases) and tripped prone. No reflex.}

12) Lich: A disturbing, decrepit looking lich stands, leaning on a staff that’s being held in its left hand, it’s right hand open and palm is turned partly downward.

{If a player offers their hand to the lich’s hand, they must make a will save or be cursed with blindness until they leave the room. Crossing the threshold of the room to the next room relieves the player of the blindness.}

13) Mermaid: A cute mermaid sits perched upon a giant sea shell, both arms reaching for something, yet nothing lies in her palms, as she looks upwards towards the far edge of the ceiling.

{If the player places their arm into the mermaid’s hands, the mermaid immediately grabs the player’s arm her face changing to one of worry. Water begins to pour into the room at a high rate 6 rounds until the room is filled. As long as the player is within the mermaids grasp they are able to breath water and do not drown nor need to make checks for drowning.}

14) Norn: This statue of a towering stern looking woman with braids stands before you looking as if it lost something, one hand holding shears up, the other empty as if in confusion.

{If the player places their hand into the Norn’s hand, the Norn looks to them irritated tossing the hand to the side, then snips her shears twice at the player not as an attack but as if the player was being annoying. If the players return the Norn's thread to her, the DM may allow a re-roll for 1 save while the players are in the room.}

15) Ooze: A large bean shaped ooze sits in front of you motionless as anything else in the room, however it seems to be more of a liquid stone unlike anything the others are made of.

{If a player places their hand into the ooze, they take 1d6 acid damage.}

16) Pixie: An extremely small statue lies at the center of a pedestal, looking upwards, arms raised and palms open, this pixie statue has incredible detail.

{If the player places their finger onto the pixies hands they must make a will save of 14 or be confused for 1d4 minutes (I amped it up a bit)}

The other puzzle room is basically a square enclosed stone room, mist covering the floor ankle deep. There are dozens of pit traps each filled with whatever the DM desires that the players must traverse to reach the other door that has a note on it. The note reading "The key to the door is in one of the pits". After they find the key they can move on.

Other prison gauntlet information.

After each room, the players are given 1 potion of cure light wounds each. This can be changed by DM if they desire. In the battle rooms, make a list of CR appropriate creatures that measure on a dice (i.e. 1d6 = 6 creatures. 1d10 = 10 creatures, etc...)

Have the players roll one dice that corresponds with the list to choose their fate. Final battle room has creatures of higher CR, they are helped by Reginald breaking into the system (somehow, DM story fiat) placing a wand or powerful weapon in the room to help.

Reginald warns against picking up their items. If they ignore warning and go for chest, they must fight a mimic that looks like a chest. If they decide to leave it behind, they are forced into the entrance of the prison with a door sealing behind them. The second set of doors are opened and lake water immediately rushes in. Before this happens Reginald speaks to them from another room saying he has their gear for them and will meet them on land. If they survive, they can follow him to his safe house where other DM made "odd" characters have joined Reginald's group. Note that the group meets Reginald in the jail cells beside them and breaks free when they get into the gauntlet. Also note that a sort of "tv" announcer pokes fun at the players when they screw up during the gauntlet, speaking for those watching. Last note, if a player swaps gender through way of the genie statue, the warden may offer a ring that switches gender back as long as they wear it. The ring also switches genders if anyone within the vicinity says the word "Change" aloud, the wearer's gender will switch once again. Changing back if someone says the word once more.

Sir Reginald McDandy & Beatrix Belladonna
The self-entitled “Sir” Reginald McDandy is an extremely intelligent, extremely proper goblin. He always speaks in a well-mannered way, wears a top hat, monicle, a mustache which he glued to his upper lip and a mish mash he made into a fairly respectable suit. McDandy leads a group known as the league of extraordinarily odd gentlemen and women. He has a distaste for normal races such as humans, elves, half-elves and such unless he has something he needs from them. Lastly, McDandy is actually a quite powerful magic user (Arcane Trickster or possibly the new Arcanist).

Beatrix Belladonna is an exceptionally beautiful and extremely skilled swordswoman (dervish dance build) as well as a changeling. She has a major crush on Sir Reginald McDandy and is quite open both with him and others about it. Often cuddling up to him when possible. She is quite protective of him and would do her best to do as he asks.
Suggested twists:

- Aleem of Ferrigan is a being that is helping the aberrations cross into the world. She does so through the depths of the largest mountain and is slowly amassing an army there.

- There is a specialized room that Jermania uses to get rid of those they deem too powerful to live, but ensures that they are unable to be resurrect back into existence. This room, once commanded, sends its prisoners to a time outside of normal time (think constant time stop, unable to affect the normal world in any way.) Inside this alternate time plane, lie other powerful creatures that have gone mad over time. To exit the time stop, players must attempt to join powers with powerful creatures willing to do so and exit at the same time.

This “twist” can be used when the players enter Jarmania in attempt to overthrow the queen (if the DM wishes).

- Crais is said to be focusing on mysterious things instead of normal rule over his continent. What he is focusing on is communing with various demons and demon lords in order gain power and prestige once they defeat the aberrations and overcome the world.

Things McDandy could have the players do as quests:

- A tribe of brutish orcs had been marauding a small town, unlucky for them, a powerful sorcerer had been staying the night. One thing led to another and now the orcs are stuck 60 ft above the ground, unable to move from their positions. The players must make a deal with them to work for McDandy, in exchange for getting them down somehow. (Note: They cannot just be pulled down by rope, as they go back to their positions once released.)

- Retrieve the coin from Hell’s Mouth. Hell’s Mouth is located in the far west of Sashara and is frequented by all manner of creatures that love extreme heat (fire elementals, dragons, etc…) Hell’s Mouth itself is an enchanted cave, once (maybe still) owned by a vampire necromancer Zhis Eronas, who was actually a good man, until he was attacked by a group of superstitious Sashara citizens. Finding he’d never be allowed to live in peace, he resurrected those citizens as undead and charged them with protecting his lair. It is said the coin has been placed amongst thousands others that fill his treasure room. It is also said, that Zhis doesn’t take kindly to intruders.

- Infiltrate the Jermania Military and sabotage it as much as possible. Getting rid of as many high officials as discretely as able. (This could be however the players want, but they can’t be caught. Forgery, assassination, bluff, etc… are all possibilities).

- Retrieve 10 Masks of Disguise from the 2 theaters of Loshar, 5 masks from each theater of Loshar.

- Kidnap the master alchemist of Relshar. The master alchemist of Relshar is the most sought after merchant in Relshar and will him missing will be noticed and most likely cause a riotous search for him. However, Reginald has plans for him that will help him take over Jarmania (and later the other continents).

- Help shatter the magical barrier surrounding the metropolis of Halfridor from the inside while bandits and marauders cause a commotion outside of the walls, causing Halfridor to soon be covered in ice and snow. This will gain the support of the bandits of Halfridor in the take over of the continents.

Other Possible Quests:
- Find your way out of the infinite time stop exile, if trapped.
- Stop the Aberrations from taking over. (At the end of the campaign)
- Destroy the Coin of Dissension, fighting any that try to stop you. (Including Demons).

Anyways, I know this is quite random and I'm not sure it will help, but either way I at least hope it gives some ideas to use in other games or even a world to game in. Hope you enjoy. Have a good one everyone! If you wish to add your own campaign world start, have ideas on new quests or battles that could enhance one here, please feel free to throw them up here.

Thanks again!

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