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Homebrew Pathfinder adventure with rather clear cuts between dungeon-crawling and non-combat play. Roughly equal parts of combat and non-combat. This game is divided in 5 parts, called 'acts' and after the first one you will get transferred to the less explored regions just south of Sargava (Garund, south-west of the Mwangi Expanse). The adventure will play in the PF 1e timeline roughly around the year ~4716. I am playing this adventure with 2 other groups (1 is inactive atm) and am incooperating their feedback to make it even better !
Story, short version: You guys are imprisoned in Gladstone (homebrew castle located in Varisia) ruled by the evil and eccentric Lord Richard (offscreen evil lord of the region) as part of his 'collection' of 'cursed or otherwise afflicted beeings'. You guys will hopefully escape , find yourself in Garund to lift your afflictions, all while getting embroiled in a bigger quest about Golarions savety.
It will contain : modified enemys, a few traps here and there, not a whole lot of Diplo-checks, homebrewed quest items. If you want to play something weird or over the top i might houserule-nerv it to bring it in line with the other players (example would be not allowing construct immunitys to a wyrwood, but rather giving him a flatboni to those situations).
More on curses / affliction on the next page.
I have created a lot of maps for this campaign, chances are, if there is no map for what you are about to do i have either not planned for it or it's something minor, sry for the inconvenience :)
The Story is not entirely self made but a heavily modified version of an older story, should you know the base material pls don't spoil the fun and enjoy this modified pathfinder interpretation.
Heho folks !
My name is Mario Lemme, you can just call me Lemmi, have been playing RPGs all my life but am fairly new to pen-and-paper with focusing on Pathfinder 1e as well as 2e.
I am 27 years and am slowly turning into a forever DM/GM.
English is not my mother-tongue so please be patient and bear with me sometimes having to look words up. Also weird long sentences, strange pronunciations and grandma :).
One of my sub-goals of this campaign is becoming more proficient in speaking English and getting over voice-acting-anxiety (it's real people !).
You are cursed, for whatever reason you find yourself the sufferer of an incurable disease, horrific affliction, mysterious curse or another strange twist of fate.
The curse should be a the main part of what drives your character to go on this adventure, please make sure your character does not lose drive by lessening the curse a bit.
You will be able to, in the end, turn your curse into a powerful tool.
More about the mechanical aspect can be found in the last part of this prezi.
Rumors (sowed by agents of Lord Richard, sovereign of Gladstone, a castle in Varisia) about the curse-lifting capabilities of Lord Richard have led you to his door, and right into his trap. For him you are merely a new addition to his collection of occult artifacts and twisted beings.
One way or the other you got captured and imprisoned by the captain of the guards Sir Kendrick. You now rot in the dungeon till Lord Richard deems you worthy of some attention.
Ps. No, 'miracle' and 'wish' will not help you.
Lord Richard
Cpt Kendrick
Gladstone is a castle in eastern Varisia, ruled by the corrupt cheliax-affiliated Lord Richard.
Lord Richard secures chelaxian interests in the region and is loyal to the thrice damned house of Thrune.
His closest aide is Captain Kendrick, leader of the guards and loyal warrior. The mysterious Sorceress Dawn is acting as left hand to the Lord and not much is known about her.
Most of you have heard rumors about the Sorceress, maybe from local folks or infatuated youngsters.
On the other hand you are rather familiar with Sir Kendrick and his guards, after all it was them who captured you and most of your fellow inmates.
Marry Dawn
Level 3 start, 3k starting money, your equipment will be stored by Sir Kendrick (how kind of him)
Simple version of "Elephant in the Room: Feat Taxes" ( https://michaeliantorno.com/feat-taxes-in-pathfinder/ tl:dr buffs to non-casters by fusing required feats)
Life: 1. Level maxHD, after that add half HD+0,5
Optional: whisper me your HP roll on roll20
Race: the usual, ask me if you are not sure or want to try something fency (Trox Bard, Orc-hestra)
might pair well with some curses.
Klasse: no chained Summoner, simple fireweapons (Bolt Ace is allowed); some Occult might be
veto'ed by me.
Feats/Traits/Spells: no Placebo, no Crafting outside Alchemy, i might veto some ( Sacred
Geometry, some Monster Feats, Leadership ... )
Trait: 1 trait (you alrdy have a curse that counts for the 2nd trait)
Optional: +1 Drawback/Trait possible
Ability Score: High Fantasy: 25Points
http://jody-white.com/pathfinder-ability-score-calculator.php
Hero Points: Start: 1 HP; max: 3; you gain 1 every other level and sometimes for special deeds,
acomplishments or great RP.
While you rot in Varisia right now your background is yours to create, be creative !
If you want you can cooperate with another player for your backstorys.
Terrains: Woods, Caves, Dungeons, Villages and to a lesser degree Swamps, Mountains, Castles.
Enemy Types: basically no aberrations, everything else is inside.
You are cursed or suffer some kind of similar affliction.
Best way to manage this has proven to be that you choose a theme, topic or trope (best have a backstory in mind for that) and i build a first draft, then we can tinker around till it fits your character.
Curse counts as campaign trait.
My job is to keep you PCs curses in line with each other.
I can not stress this enough, your char should want to lift his curse !
Basic idea: you get a slight buff from it as well as a big malus. Said mali reduce in quantity or quality as your characters take steps and measures to lift their curses. At the end you will be in control and turn your curse into a potent weapon.
Example: Death and Decay
You are afflicted by a horrible disease of death and decay, yet it also fills you with unholy energy.
You have fast healing 2 and are healed by negative energy, in turn you are damaged by positive energy.
Your aura identifies as something close to necromancy and the undead, yet you eat, sleep, breath and feel like a normal being of your race.
You might look pale, haggard or ghoulish which tends to repulse people.
Your staple diet consists of flesh and blood, the fresher the better, therefore you are a butchers best customer :) .
Because of the strange nature of your body you are immune to further diseases but weak (+50%) to positiv/holy as well as fire damage.
Just for me to review.
Lord Richard
Gladstone ist eine Festung im östlichen Teil Varisias, geführt von dem korrupten de facto chelaxischen Lord Richard.
Lord Richard und seine Festung sind Teil eines politischen Vorstoßens seitens Cheliax ( and, of course, the thrice damned house of Thrune! )
An der Seite Lord Richards stehen zum einen der Hauptmann der Wache Arthur Kendrick sowie die sich im Hintergrund haltende Zauberin Marry Dawn.
Ihr wisst nicht viel über die Rechte und Linke Hand von Lord Richard, doch habt ihr im Kerker mehr Kontakt mit Hauptmann Kendrick als euch Lieb is.
Was die Magierin angeht ? Niemand weiß was die fähige Zauberin in die Dienste Richards getrieben hat.
Hptm Kendrick
Die Spielercharaktere sind auf der Suche nach einer Lösung für ihre Flüche.
Gerüchten über einen weisen Lord, der mit dem Aufheben von Flüchen bewandert sein soll folgend kamt ihr nach Gladstone, direkt in die Arme von Lord Richard.
Gerüchte, gestreut durch die niederen Handlanger von Lord Richard.
Doch nun darbt ihr im Kerker und bangt um den Zeitpunkt, an dem Lord Richard sich Zeit nimmt um seinem Hobby zu fröhnen, nichtsahnend, dass es in Gladstone tatsächlich eine Person gibt die euch in die richtige Richtung zur Aufhebung eurer ungewöhnlichen Flüche schicken kann.
Ps. Nein, Zauber wie etwa >Miracle< werden euch nicht erlösen.
Marry Dawn
Zwar haust ihr momentan alle im Varisischen Kerker, doch euer Herkunft und Klasse sind kaum Grenzen gesetzt.
Hier einige Generelle nicht mechanische Hinweise und Tipps:
geben
Not etwas um Heilstäbe out of combat
nutzen zu können.
https://michaeliantorno.com/wp-content/uploads/2018/06/The-Elephant-in-the-Room-Feat-Taxes-in-Pathfinder.pdf
Ihr startet auf Level 3 mit Equip im Wert von 3.000 Gold.
Euer Equip wird netter Weise vom Hauptmann Kendrick verwahrt.
ELEPHANT IN THE ROOM: FEAT TAXES IN PATHFINDER gilt bis auf weiteres
Life: 0,5*(HD+LVL(HD+1))+[CON*LVL]+[Feat/Etc.]
-> 1. Level maxHD, jedes lvl danach halben HD+0,5, aufgerundet
Optional: Stattdessen würfle ich mit euch offen in Roll20.
Rassen: Core, Gerne andere mit Absprache möglich
Klasse: kein Chained Summoner, Feuerwaffen, High-Tech; Occult und 3P nur nach Absprache
Feats/Traits/Spells: Paizo, kein Placebo, kein Crafting, 3P nur nach Absprache, Veto möglich ( Sacred Geometry, Monstertalente, Leadership ... )
Trait: euer Fluch zählt als ein gewähltes Campaign Trait. -> noch 1 über
Optional: +1 Drawback/Trait möglich
Ability Score: High Fantasy: 25Points
http://jody-white.com/pathfinder-ability-score-calculator.php
Heldenpunkte: Start: 0 HP; Maximal: 3; 1/LVLUP sowie epische Taten.
Euer Fluch hat seinem Ursprung in der sogenannten "Magie der Ahnen", eine alte mit den heutigen Magie inkompatible Macht.
So ein Fluch ist eine ziemlich persönliche Angelegenheit und spielt wahrscheinlich für euren Hintergrund eine immense Rolle, daher werden alle Flüche im Dialog zwischen Spieler und Spielleiter festgelegt.
Euer Fluch belegt ein (Campaign-)Trait.
Eure Flüche sollten auf einem Leidensniveau sein.
Euer Fluch hat bis zu 5 Stufen, diese sind additiv und 2 davon Positiv.
Es wird früh eine (möglicherweise unangenehme) Möglichkeit geben euren Fluch um eine Stufe zu lindern, später sogar 2.
Beispielfluch: Body of Undeath
Fluch Schema:
->Fluch wird zu einem großen Vorteil, wird später festgelegt.