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Monday, July 14, 2014

Update on my epic Pathfinder campaign

A lot of what I've been doing to prepare for my Pathfinder campaign is to pick-up a few specific D&D books to add a little flavor to the game. Here's what I've got so far:


  • Dragonlance Campaign Setting

  • Dragons of Autumn

  • Dragons of Winder

  • Dragons of Spring

  • Expedition to the Demonweb Pits

  • Expedition to Castle Ravenloft

  • Expedition to the Ruins of Greyhawk

  • Expedition to Undermountain


I actually have all the books I need in PDF format, but I prefer having the physical copies so I can easily add notes in the book (sticky notes, that is) to clarify specific Pathfinder items. (i.e. Where I can find which monsters stated. Specific treasures dropped at specific locations.)



Right now, I'm looking for a few different key modules to fill-in whatever gaps I may have in my campaign. The whole reason I picked-up the "Dragons of" books is because I loved the original modules they are based from. It's been quite a long time since I used modules, so I can't remember which others I enjoyed playing when I was a kid. I'm open for suggestions.



As I believe I mentioned before, I plan on having this campaign cross campaign settings; that's why I have books for Dragonlance and the expedition books that are keyed to Ravenloft, Greyhawk and Forgotten Realms.



Character Creation Idea's:



Here are a few things I'm going to use for character creation-


  • Group character creation. 

  • Starting campaign setting- Forgotten Realms.

  • 4d6, re-roll 1's once per roll. (I want to try and have a better than average stat pool for characters.)

  • Max HP @ 1st level. (Yes, I've decided to start the characters at 1st.)

  • Max gold @ 1st level.

  • 4-5% chance for every player to play a non-standard/special race.

  • Random magic items-


    • Each player will roll-up a totally random magical item.

    • After all items have been generated, the group will decide who should get what.

    • Any items not claimed will be "sold back" at their value and the total divided amongst players who did not receive a magic item.

    • Players with GP from selling the items will be able to purchase magic item(s).

    • All items gained like this at character creation will be considered heirloom items from the character's family, or something similar.



Faith Between Realms:



As my loyal readers know, I intend to have the party travel between several of the campaign settings and I was a bit concerned about the logistics of clerics & paladin's being able to receive their divine power when they are essentially cut-off from their chosen deity.



I didn't feel comfortable with allowing deities from setting specific pantheons travel into other settings, and I didn't feel like having a single cosmology for all the various pantheons. It took me a bit of thinking, but I came-up with a compromise that I am comfortable with and I think any players who decide to play a cleric or paladin will like.



Before the character attains their 1st level as a cleric or paladin, they go through a series of trials for confirmation in their chosen faith. The last of these trials will be a high priest telling the character a tale of how their chosen deity chose their very first cleric or paladin. At the end of the tale, the character will have a vision of the deity who imbues their holy symbol or weapon with a small piece of them.



My thoughts behind this is that the piece of the deity will be enough to maintain the divine abilities for the cleric or paladin and the symbol or weapon is keyed specifically for that character. I want to also provide a minor benefit, but I haven't yet settled on what that will be.



More to come later.



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