Recruitment: The Quest of the Missing Quill (Pathfinder)
Posted: Sun May 31, 2015 10:17 pm
Big Questions:
1. System is Pathfinder
2. Setting is Medieval Fantasy, variant on the Exile series by Jeff Vogel (more explained below)
3. Up to 6 players.
4. Post every 3 days. I’ll be away for part of June so I won’t start the game before I get back, likely sometime around the 25th (+/- 3 days).
5. Players start at 2nd level. Campaign is expected to end around 7th level.
6. Regular starting items for 1st level pc’s (no masterwork).
7. Players are free to pick their classes (no guns), if they must submit the class (or feat) to me including everything that it gets in the first 7 levels, then I must OK it and post the class where everyone can see it.
8. Core PC races (except half-orc) are encouraged.
Drow, Orcs*, Half-orcs and Goblins are allowed but will have a relationship penalty.
Nephilim and Slithzerkai chracters are allowed, and considered core races, I'll make up stats for them if a player shows interest in them.
9. Stats use 15 point buy.
10. You can use alignment if you want, it probably won’t come up much but it can be a good tool to help you RP. (not required)
11. Multiclassing is allowed.
12. I will be making all dice rolls during the game. To make things faster, initiative will be simplified (all monsters on 1 initiative).
13. Orcs have homebrew stats (more explained below). Masterwork weapons replace +1 magic items. Players do not automatically learn new spells above spell level 1, rather they have to find/learn them from vendors. Spell level 2 will be rather easy to find, while spell levels 3 and 4 will be much harder to find.
14. Players start out as adventurers. It is encouraged to know each other at the start but not required. Players start in the same inn, but can be in different rooms if desired. Character background is encouraged to help roleplaying, but nothing in depth is required.
15. The game will likely involve a combination of hack & slash and puzzle solving. Role playing encouraged and will be rewarded.
16. Generally everything is allowed (if it fits in the setting), anything homebrew must be OK’d by me then shown to everyone. I obtain the right to veto anything. Don’t punpun.
Orc Race
+2 Str, +2 to (Dex or Con), -2 Cha, -2 (Wis or Int)
Orc subtype, Medium, Normal Speed
Orc Feriocity: Once/encounter add 1[w] or 1d8 damage to a single target of an attack.
Weapon Familiarity: proficient greataxes/falchions, any weapon with "orc" = martial weapon
Medium Armour Affinity: 25ft move speed in medium armour.
Poor Marksmanship: -2 to hit with ranged weapons
Setting
There are 3 major factions that players can potentially ally with, each faction will have a “main quest”, completing this quest will cause the player/party to “win” the campaign or bring the campaign to a close. Other than the main quests, it will be rather sandbox. Allying with any faction has lots of benefits, but causes the other 2 factions to go hostile with the player/party.
The Empire:
Primarily composed of humans, the empire owns most of the known world and has brought its law and order to lands near and far. This Provence (Trevis) is on the edge of the empire so its influence is weak here, but never the less it is a force to be reckoned with.
Empire troops to watch out for: Imperial Archer (surprise! It’s a high damage archer!), Dervish (Heavy armored yet very fast fighter)
Orcs:
While nowhere near as large or powerful as The Empire, the Orcs are a warlike race and are very good at what they do. They are good smiths, good fighters and good drinkers. They are also rather lousy politicians and have lost a lot of land to The Empire by means of treaties and political maneuvering. This has given the orcs and excuse to be aggravated with the empire, though they rarely need an excuse to fight.
Orc troops to watch out for: War Orc (Fighter/Rogue with very high damage), Mage Killer (essentially immune to magic, some have anti-magic auras)
Drow:
In terms of power or military might the Drow hold onto their territory by having good spies and covert operations to destroy any plans that threatens them. They’re cunning enough to have no problems with Empire treaties and their homeland is hard to invade due to being underground and full of traps.
Drow troops to watch out for: Sorceress (It’s a powerful mage), Assassin (Expect poisons)
There are also a couple of “neutral hostile” factions that the players cannot ally with, they are generally weaker than the main factions, but can pose a threat to say, a party of low level adventurers.
Here are some neutral hostile monsters to watch out for:
Deathless Ones: (Undead, Almost immune to damage)
Goblins: (They can form large raiding parties, including ogres)
Kraz Kob: (Berserker kobolds that can output crazy damage, but die fast)
Spiders: (They shoot webs which can slow players, if players get hit by enough webs it can stun players)
Players:
JadedDM -> Human Rogue
Just_Ice -> Drow White-Haired Witch/Bard
HorizonsDream -> Human Fighter
VrindleVine -> Human Terraria (based off alchemist).
mgbevan -> Dwarf Paladin
Keymeister16 -> Half-orc Barbarian/Blackblade Magus
1. System is Pathfinder
2. Setting is Medieval Fantasy, variant on the Exile series by Jeff Vogel (more explained below)
3. Up to 6 players.
4. Post every 3 days. I’ll be away for part of June so I won’t start the game before I get back, likely sometime around the 25th (+/- 3 days).
5. Players start at 2nd level. Campaign is expected to end around 7th level.
6. Regular starting items for 1st level pc’s (no masterwork).
7. Players are free to pick their classes (no guns), if they must submit the class (or feat) to me including everything that it gets in the first 7 levels, then I must OK it and post the class where everyone can see it.
8. Core PC races (except half-orc) are encouraged.
Drow, Orcs*, Half-orcs and Goblins are allowed but will have a relationship penalty.
Nephilim and Slithzerkai chracters are allowed, and considered core races, I'll make up stats for them if a player shows interest in them.
9. Stats use 15 point buy.
10. You can use alignment if you want, it probably won’t come up much but it can be a good tool to help you RP. (not required)
11. Multiclassing is allowed.
12. I will be making all dice rolls during the game. To make things faster, initiative will be simplified (all monsters on 1 initiative).
13. Orcs have homebrew stats (more explained below). Masterwork weapons replace +1 magic items. Players do not automatically learn new spells above spell level 1, rather they have to find/learn them from vendors. Spell level 2 will be rather easy to find, while spell levels 3 and 4 will be much harder to find.
14. Players start out as adventurers. It is encouraged to know each other at the start but not required. Players start in the same inn, but can be in different rooms if desired. Character background is encouraged to help roleplaying, but nothing in depth is required.
15. The game will likely involve a combination of hack & slash and puzzle solving. Role playing encouraged and will be rewarded.
16. Generally everything is allowed (if it fits in the setting), anything homebrew must be OK’d by me then shown to everyone. I obtain the right to veto anything. Don’t punpun.
Orc Race
+2 Str, +2 to (Dex or Con), -2 Cha, -2 (Wis or Int)
Orc subtype, Medium, Normal Speed
Orc Feriocity: Once/encounter add 1[w] or 1d8 damage to a single target of an attack.
Weapon Familiarity: proficient greataxes/falchions, any weapon with "orc" = martial weapon
Medium Armour Affinity: 25ft move speed in medium armour.
Poor Marksmanship: -2 to hit with ranged weapons
Setting
There are 3 major factions that players can potentially ally with, each faction will have a “main quest”, completing this quest will cause the player/party to “win” the campaign or bring the campaign to a close. Other than the main quests, it will be rather sandbox. Allying with any faction has lots of benefits, but causes the other 2 factions to go hostile with the player/party.
The Empire:
Primarily composed of humans, the empire owns most of the known world and has brought its law and order to lands near and far. This Provence (Trevis) is on the edge of the empire so its influence is weak here, but never the less it is a force to be reckoned with.
Empire troops to watch out for: Imperial Archer (surprise! It’s a high damage archer!), Dervish (Heavy armored yet very fast fighter)
Orcs:
While nowhere near as large or powerful as The Empire, the Orcs are a warlike race and are very good at what they do. They are good smiths, good fighters and good drinkers. They are also rather lousy politicians and have lost a lot of land to The Empire by means of treaties and political maneuvering. This has given the orcs and excuse to be aggravated with the empire, though they rarely need an excuse to fight.
Orc troops to watch out for: War Orc (Fighter/Rogue with very high damage), Mage Killer (essentially immune to magic, some have anti-magic auras)
Drow:
In terms of power or military might the Drow hold onto their territory by having good spies and covert operations to destroy any plans that threatens them. They’re cunning enough to have no problems with Empire treaties and their homeland is hard to invade due to being underground and full of traps.
Drow troops to watch out for: Sorceress (It’s a powerful mage), Assassin (Expect poisons)
There are also a couple of “neutral hostile” factions that the players cannot ally with, they are generally weaker than the main factions, but can pose a threat to say, a party of low level adventurers.
Here are some neutral hostile monsters to watch out for:
Deathless Ones: (Undead, Almost immune to damage)
Goblins: (They can form large raiding parties, including ogres)
Kraz Kob: (Berserker kobolds that can output crazy damage, but die fast)
Spiders: (They shoot webs which can slow players, if players get hit by enough webs it can stun players)
Players:
JadedDM -> Human Rogue
Just_Ice -> Drow White-Haired Witch/Bard
HorizonsDream -> Human Fighter
VrindleVine -> Human Terraria (based off alchemist).
mgbevan -> Dwarf Paladin
Keymeister16 -> Half-orc Barbarian/Blackblade Magus