Quest of the Missing Quill Basic Info
Posted: Thu Jun 04, 2015 7:00 pm
The Quest of the Missing quill is a pathfinder adventure based off of a (mostly finished) scenario I created for Blades of Exile, a 2D party based role playing game made by Jeff Vogel a long time ago.
Players will be allowed to work as a party or split up as they desire to explore the map (never off the map!) that I'll post in a different thread. The campaign will include 3 possible major quests, upon completing which the party can win or bring the scenario to a close.
There are also 3 factions dealt with in this campaign. Each faction will have a relationship with the party or player (any players split from the party track their allegiance separately). And will fall under one of the levels mentioned below:
Ally -> Get the best prices at stores and venders, goods and services are allowed that cannot otherwise be obtained, soldiers will help if in trouble
Friendly -> Good prices at stores and venders, soldiers will help if in trouble and it's convenient.
Neutral
Suspicious -> Bad prices at stores and venders, soldiers will hinder if it's convenient
Hostile -> Stores and venders won't sell, soldiers attack on sight
Players start at neutral with all factions unless they're Drow (neutral with Drow, suspicious with empire and Orcs), Orcs (neutral with Orcs, suspicious with empire and Drow), goblins or half-orcs (suspicious with all factions)
Allying with any faction has lots of benefits, but causes the other 2 factions to go hostile with the player/party.
If the players should somehow manage to improve their relationship with a faction from hostile to anything else, they lose their alliance with any faction they are allied with.
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)
Players will be allowed to work as a party or split up as they desire to explore the map (never off the map!) that I'll post in a different thread. The campaign will include 3 possible major quests, upon completing which the party can win or bring the scenario to a close.
There are also 3 factions dealt with in this campaign. Each faction will have a relationship with the party or player (any players split from the party track their allegiance separately). And will fall under one of the levels mentioned below:
Ally -> Get the best prices at stores and venders, goods and services are allowed that cannot otherwise be obtained, soldiers will help if in trouble
Friendly -> Good prices at stores and venders, soldiers will help if in trouble and it's convenient.
Neutral
Suspicious -> Bad prices at stores and venders, soldiers will hinder if it's convenient
Hostile -> Stores and venders won't sell, soldiers attack on sight
Players start at neutral with all factions unless they're Drow (neutral with Drow, suspicious with empire and Orcs), Orcs (neutral with Orcs, suspicious with empire and Drow), goblins or half-orcs (suspicious with all factions)
Allying with any faction has lots of benefits, but causes the other 2 factions to go hostile with the player/party.
If the players should somehow manage to improve their relationship with a faction from hostile to anything else, they lose their alliance with any faction they are allied with.
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)