Pathfinder: Kingmaker - Myth-Weavers Lethe


Pathfinder: Kingmaker


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Game Description

Will start with the first module - Stolen Lands- in the Pathfinder, Paizo Kingmaker Adventure Path.

And hopefully go for quite some time. I would certainly be open to running the same group into the 2nd module if it makes it that long. Etc. (Which would be supercool.)

I've run a game on MythWeavers, with another Paizo module before for a while. Learned some lessons. And have been in several Play by Post games here.

The Stolen Lands. While these lands are technically a part of the River Kingdoms, several of which have advanced claims in the past, Rostland has long viewed them as “stolen” from it by bandits and monsters. Many attempts have been made to settle the Stolen Lands, but to date, none have succeeded, making these 33,000 square miles of unclaimed wilderness the largest swath of unclaimed land in the entire River Kingdoms. As tensions mount in Brevoy, some of Rostland’s swordlords hope to change that fact; they have issued charters to several groups of adventurers, sending them south into the Stolen Lands. These initial charters are simple enough: re-open the old trade routes along the rivers and scatter or defeat the bandits who have made them too dangerous to use.

Your group of characters begins the Kingmaker Adventure Path as one of four groups sent south into the Stolen Lands to defeat bandits and, hopefully, to establish one of four new nations in the River Kingdoms. It certainly won’t be an easy task. Before any such settlement can even begin, the bandits and monsters must be dealt with—and once that initial task is done, the danger will only increase. As you struggle to foster a fledgling kingdom, build up its cities, and expand its farmlands, your group is destined to face rival warlords, ferocious beasts, strange cults, invading barbarian hordes, and even the mysterious fey denizens of the near-mythical First World. Can you tame the Stolen Lands and forge a lasting settlement amid such opposition? Who will survive to rule your kingdom? Who among you possesses the makings of a king?

You have all separately been chosen after answering a call from some of Rostland's swordlords seeking adventurers willing to help scatter or defeat the bandits who have made trade routes along the rivers dangerous and help settle the "Stolen Lands."

While the Adventure Path is designed to start at 1st level. I want the PCs to start at 2nd level. (And be a little less prone to a few rolls, or one roll, away from getting killed.) But with 0 XP. And still Medium Advancement Rate. So in other words, start 'ahead' of the Path by a level. But after the group gets enough XP to be at 2nd level, they will be right at where the Path intends them to be. Or near about. And not 'breeze' their way through it all.

Character Creation
2nd level. But start at 0 XP.
25 Point Buy
Max HP at 1st level. Half of max +1 after (and also + Con mod, Favored Class bonus - if appropriate, etc)

500 GP at start for gear. Regardless of Class.
Due to an advance to the accepted applicants from some of Rostland’s swordlords.
No 'half' wands, but if you want to save 188g or more each to go toward a group Wand of Cure Light Wounds (750g) - that likely would be good. If that can be negotiated somehow with the group. It can be worked into the story before departing for the Stolen Lands.

Core Rulebook only. "Back to the basics."
Exception being 3 Traits (Still no 2 of the same type.) (Only) One of which a Kingmaker Campaign Trait.

Alignments: No Evil or Lawful. (Most applicants were of the less 'civilized', more 'woodsman' type variety.)

Erastil is likely a deity revered by at least one of the chosen adventures. Based on the known (or at least depicted) forest heavy environment of the region.

Will need a complete (with gear) Sheet to be Added to the game by all Players. Before we can truly get started with things.


For the most part this is a wilderness-type adventure. Not a 'dungeon-crawl' for huge swaths of it. At least for the first module. "Core only" is a big restriction. As is no Evil or Lawful. I hope that can be seen as a chance to make more with less. I don't intend to put more on. Just want to put out there that Darkvision may not be as much of a help in this Path / Module as in others. I still reserve the possibility of night-time attacks, etc. But wanted to put that out there ahead of time. (Also - probably or may not end up with Dynamic Lighting in Roll20 where I intend to run the maps. All Sheets and Posts here on Myth-Weavers.)

I will likely make many Rolls as Sheetrolls for the group. Especially things like Initiative. But also other things. Perception at times, etc. Not that Players can't or should not Roll whenever they want their PC to do something that would correspond to a Roll. I plan to run Block initiative in Combat. (All PCs act in one block. So whoever is able when PCs turn can post then rather than wait. If so desired.)

I hope we can all enjoy some good collaborative storytelling and work together - rather than in extended opposition to each other in any way - to that end. And enjoy things. Just to say again. :)

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