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About This Game

A wild continent to be explored. Players take on the role of people whose land has been relocated from their own world to a new one. What and who will they find?

Game System

Pathfinder 2e

Detailed Description

The Green is the plane of growing things. Like a great twisting growing tree, it stretches out through the cosmos connecting to anywhere that life flourishes, sinking its tendrils into all life giving lands. The Green sustains life, and is in return sustained by life. But what could cause the Green, or at least portions of it, to recoil in fear? To recoil so jarringly that it tears lands away from their worlds, depositing them on new ones?

Welcome to Orona - a large, wild continent on a new world. Players will play characters from one group or another that have recently been uprooted and transplanted to a new world. Some of these groups are large provinces, once part of massive empires, and some mere villages, but they all find themselves in a new world recovering from the upheaval that took them here; rebuilding, healing, and exploring.

Join a crew of chartered explorers. Explore the wilderness. Find resources, fearsome beasts, treasure, and fame! Defend and support fledgling settlements, and build relationships with the people there.

  1. What's new in this game
  2. Khaine - Human Monk 3 HP: 47/47 | AC: 21 | Speed: 35ft | Hero: 3/3 | Focus: 1/1 Perception: +6 | Fort: +9 | Ref: +11 | Will: +8 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +10/+6/+2 1d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +10/+6/+2 1d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +10/+6/+2 Damage: 1d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +10/+5/+0 1d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 19 Ki Spells: Ki Strike | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Antidote Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -Rations (2 weeks) -5x Torch -Climbing Kit -Grappling Hook Cart Wooden shield Bedroll Coins : 49gp 15sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap Other: -Toughness -Rogue Dedication -Surprise Attack -Attack Potency +1 -Skill Potency +1 | SkillsAcrobatics: +9 (T) Arcana: +0 Athletics: +9 (E) Crafting: +5 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +10 (T, Potency) Survival: +6 (T) Thievery: +9 (T) Conditions : Khaine slipped from his horse and followed after the man. "When did the attack happen? Did you see it? Any idea how many of them there were?" He was concerned, he couldn't just walk past this. He would do his best to save the farmers, and teach the bandits the error of their ways.
  3. "Not on the farm, no." he answers Flick. "They're all gone. Taken from their home. I don't know where."
  4. Elven Fighter 3 HP: 42/42 | AC: 20 (21 with shield) | speed: 25 (30) | hero: 3/3 Perception: +8 | Fort: +8 | Ref: +8 (+10) | Will: +8 conditions: none "Then chances are high it's those Highwolves again," Chalia said as she kept looking around, "Maybe it's time to do something permanent to those idiots before they become an even bigger problem." OOC exploration activity: scouting (gives a +2 to initiative)
  5. Flick HP: 30/30 AC: 17 Perception +7 Fort +7 Ref +7 Will +7 "The bandits took them?" Flick tilts his head. "Are they being held hostage on their own farm, or were they taken somewhere else?" As he speaks, he also briefly studies the young man, trying to see if he's trustworthy.
  6. "It's b-bandits!" he says, voice shaken. "They've attacked my neighbors on the Paddens' farm just down the next dirt road here. Good folk who've worked the land for years. I think they were targeted because they're elfs! Been happening more and more lately. They took them and set their barn on fire." He points ahead, and to the right, east away from the main road, and there is indeed a plume of smoke coming from that direction. "Hippana Herself sent you, surely! I was heading to town to call for help when I saw you! You can save the Paddens from them bandits if you're quick. I'll show you the way to their farm. Come on!" He's turning, looking back, trying to lead the adventurers toward the smoke and the farm that way.
  7. Elven Fighter 3 HP: 42/42 | AC: 20 (21 with shield) | speed: 25 (30) | hero: 3/3 Perception: +8 | Fort: +8 | Ref: +8 (+10) | Will: +8 conditions: none Chalia let the others do the talking, but looked around just in case this turned out to be an ambush. It wouldn't be the first time that someone stopped some people on the road and while talking they were attacked and she didn't want this to happen to her company. OOC exploration activity: scouting (gives a +2 to initiative)
  8. Khaine - Human Monk 3 HP: 47/47 | AC: 21 | Speed: 35ft | Hero: 3/3 | Focus: 1/1 Perception: +6 | Fort: +9 | Ref: +11 | Will: +8 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +10/+6/+2 1d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +10/+6/+2 1d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +10/+6/+2 Damage: 1d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +10/+5/+0 1d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 19 Ki Spells: Ki Strike | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Antidote Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -Rations (2 weeks) -5x Torch -Climbing Kit -Grappling Hook Cart Wooden shield Bedroll Coins : 49gp 15sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap Other: -Toughness -Rogue Dedication -Surprise Attack -Attack Potency +1 -Skill Potency +1 | SkillsAcrobatics: +9 (T) Arcana: +0 Athletics: +9 (E) Crafting: +5 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +10 (T, Potency) Survival: +6 (T) Thievery: +9 (T) Conditions : Khaine looked at the young man who seemed in some ways to mirror himself. But after the run it with the racist bandits a few days back, he had a new sense of distrust for strangers. He wanted to help this man, but he would suss the situation before rushing in like he would have only a week ago. "Well met stranger! I am Khaine, how may I help you?"
  9. [fieldset=Maybell Springfield][table=2,1] [r=1,1][img2=150]https://i.imgur.com/F9acM1T.png[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2839749][font=palatino linotype][size=4][color=Sienna]Maybell Springfield[/color][/size][/font][/url][/b] [I]Gutsy Halfling Bard 3[/I] [b]HP:[/b] 33/33 [b]AC:[/b] 19 [b]Spell Slots:[/b] 3/3 L1 2/2 L2 [b]Focus Points:[/b] 2/2 [b]Halfling Luck:[/b] 1/1 [b]Class DC:[/b] 19 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2839749"][size="4"][b]Maybell Springfield[/b][/size][/URL] [r=2,1] [B]Female Halfling Bard 2[/B] [r=3,1] [B]Neutral Good Entertainer[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 8/-1 [B]DEX:[/B] 14/+2 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 12/+1 [B]CHA:[/B] 18/+4 [r=2,1][B]Saves:[/B] For 6 Rex 9 Wil 8 Per 8 [B]Speed:[/B] 25 [B]AC:[/B] 19 [B]Languages:[/B] Common, Elven, Dwarven, Halfling [/table][/spoiler] [/fieldset] Maybell Springfield Gutsy Halfling Bard 3 HP: 33/33 AC: 19 Spell Slots: 3/3 L1 2/2 L2 Focus Points: 2/2 Halfling Luck: 1/1 Class DC: 19 Status: Normal and Healthy Statblock Female Halfling Bard 2 Neutral Good Entertainer STR: 8/-1 DEX: 14/+2 CON: 12/+1 INT: 14/+2 WIS: 12/+1 CHA: 18/+4 Saves: For 6 Rex 9 Wil 8 Per 8 Speed: 25 AC: 19 Languages: Common, Elven, Dwarven, Halfling "Hi there, young man! Seems like you've seen better days... what is happening?" greets Maybell from the cart.
  10. 14th of Renewal, year 20 Morning, Carisport The mornings are still a bit chilly this time of year around Prosper Bay, but not chilly enough to slow down business. The shouts of sailors coordinating the loading and unloading of vessels can be heard from below, echoing of the cliffs. Saws and hammers in the shipyard compete with their cries for volume. Pulleys and cranks creak and groan as loads are carried up the cliff face to warehouse landing platforms that sit under large colorful banners bearing crests of various merchant companies. Tradesmen are at work on sites all around town, renovating existing buildings or building new ones. Carisport is a growing town. The newly finished Temple of the Divine - a building where people can find disciples of any path to guide them to the divine - has a large crowd out front as usual. It is common for people to have debates about politics or morality in this square, although Carisport isn't exactly known for philosophers of towering reputation. But it is still a place that often attracts curious crowds, activists, and upstarts. A weathered sea captain with a grizzled beard and a gleam in his eye strides confidently through the town's main street headed to the harbor, his crew bustling about in his wake. A mysterious fortune teller with piercing blue eyes and a voice like velvet, Madame Isolde sits in her tent at the edge of the marketplace, beckoning passersby to have their fortunes told. A scrappy young boy with a mop of unruly hair and a mischievous grin darts through the streets of the town square, his pockets bulging and jingling with concealed trinkets. A noblewoman of grace and beauty strides through the town square with elegance and poise, her finely tailored gown trailing behind her as she attends to matters of importance in the town council. Outside Quimby Quill's bookstore, in a chair against the wall next to the entrance to the shop, a middle aged chubby man with thinning russet colored hair and ink stained finger tips - presumably the owner - slumbers away peacefully. Soon the adventurers are back on the road, travelling once again. They are taking the northeast road in the direction of Newvale. Might as well stick to civilization while it lasts. They make good time on the northeast road, expecting to reach Newvale by evening (~30ish miles), and as expected pass by the occasional group of traveling merchants, farmers, and patrols. Early Afternoon, on the northeast road A man standing by the side of the road waves to the adventurers from a distance, hoping to get their attention. As they approach, he smiles a kind of weak and pathetic looking smile. "Hail, travelers!" the man, dressed like a farmer, calls out, his voice tinged with a note of desperation. "Thank the gods you've come along when you have. I'm in dire need of assistance, and you seem like the kind-hearted sort who might be willing to lend a hand."
  11. Ya. Aside from common recipes though, give me a wishlist for uncommon, and especially for rares. With an alchemist's lab (5 gp, no need for the expanded lab) you'll be able to craft in the wagon on the road. If Kek and Maybell ride the wagon, no need for horses just for those two. In such a setup, either maybell or Kek would have to steer the horses pulling it (the two you guys bought back in Merrow) while the other rides (and crafts?) or a third person would have to steer for them.
  12. Okay. Sounds like I'm grabbing some basic toolkits, putting money toward horse and cart, and then looking at alchemy recipes. What's the rule on recipe availability? Commons yes, rares no, uncommons maybe?
  13. To Maybell's question: "There are two groups of locals. Our own agents initially made contact with one of them when following up on rumors of stone ruins in the area, and only spotted hints of the other group." "The first is a tribe of bipedal sentient lizard people. They seem a fairly isolationist, but peaceful enough group. In their notes that we have, the Belltown's said they call themselves the Suuheshbi. They have a few scattered settlements in the hills in the area, in cave systems there." Marissa picks a small leatherbound notebook off a shelf and quickly flips through its pages. "The other group, we're not so sure about. Our own agents, when scouting the area a year ago, said they found occasional signs of another people, freshly discarded food, pottery, tools, and weapons unlike the Suuheshbi's, wood carvings and other markings that seemed to mark territory, but that's all. When asked about it, the Suuheshbi call them 'Leafwalkers', and usually just shrug and say the Leafwalkers keep to themselves." Lastly she points at a map on the wall in her office, "Our agents weren't the first into that area. People have wandered and explored ever outward from our little colonized region on this huge landmass, curious about what's out there. Our first maps from that region come from Newvale's own little community of alchemists. Most people think of farms and food and cozy country living when they think of Newvale, but they have quite the little community of alchemists ever looking for new and interesting reagents." Flick's knowledge Flick still has little experience outside of the Whiteclaw tribe and their territory, despite their grand aspirations for him. In his own travels, and based off of knowledge from the past 20 years of Whiteclaw scouts, they don't know a lot about the "locals" Marissa speaks of. In fact for most of the past 20 years, that area was empty. A group of lizardfolk has recently moved in from the swamps to the west of Glass Creek, although Flick hasn't met them personally. His own road to the colonies (and then up to the Deep Blood Goblins' tower) avoided their territory. And Flick hasn't heard of these "Leafwalkers" Marissa mentioned.
  14. [fieldset=Maybell Springfield][table=2,1] [r=1,1][img2=150]https://i.imgur.com/F9acM1T.png[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2839749][font=palatino linotype][size=4][color=Sienna]Maybell Springfield[/color][/size][/font][/url][/b] [I]Gutsy Halfling Bard 3[/I] [b]HP:[/b] 33/33 [b]AC:[/b] 19 [b]Spell Slots:[/b] 3/3 L1 2/2 L2 [b]Focus Points:[/b] 2/2 [b]Halfling Luck:[/b] 1/1 [b]Class DC:[/b] 19 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2839749"][size="4"][b]Maybell Springfield[/b][/size][/URL] [r=2,1] [B]Female Halfling Bard 2[/B] [r=3,1] [B]Neutral Good Entertainer[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 8/-1 [B]DEX:[/B] 14/+2 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 12/+1 [B]CHA:[/B] 18/+4 [r=2,1][B]Saves:[/B] For 6 Rex 9 Wil 8 Per 8 [B]Speed:[/B] 25 [B]AC:[/B] 19 [B]Languages:[/B] Common, Elven, Dwarven, Halfling [/table][/spoiler] [/fieldset] Maybell Springfield Gutsy Halfling Bard 3 HP: 33/33 AC: 19 Spell Slots: 3/3 L1 2/2 L2 Focus Points: 2/2 Halfling Luck: 1/1 Class DC: 19 Status: Normal and Healthy Statblock Female Halfling Bard 2 Neutral Good Entertainer STR: 8/-1 DEX: 14/+2 CON: 12/+1 INT: 14/+2 WIS: 12/+1 CHA: 18/+4 Saves: For 6 Rex 9 Wil 8 Per 8 Speed: 25 AC: 19 Languages: Common, Elven, Dwarven, Halfling "Pretty generous insurance, they truly were wise to look after themselves, specially given what you have mentioned, Miss. Indeed, I don't have personal experience, but you can read about such cases... now that you mention it, with this expansion and colonization rush, it does seem a bit hasty from the movers and shakers... and in those instances with so many enterprises and expeditions set out at once, it's easy for people to fall in the cracks... all the moreso if they don't have the proper support behind them and are just 'hirelings' for others. In which case... us adventurers gotta stick together for one another. Then again, that may be hypocritical of me to say given the good payout here. Nonetheless, we'll do our best to get them safely back here" says Maybell with a little smile. She does repeat her inquiry with Flick and Marissa to see if they know what kind of locals are at the destination.
  15. I don't know, but it is an item bonus. The rule I cited above says the ABP system "removes the item bonus to rolls and DCs usually provided by magic items" so it doesn't only remove the item bonuses provided by magic items, but non-magical as well.
  16. Is the bonus from an advanced kit a magic bonus?
  17. Campaign Map as of 14th of Renewal, year 20
  18. Glass Creek (Campaign Map: 14th of Renewal, year 20)
  19. Marissa seems pleased enough with those responses. She removes a folder from a cabinet and places it on the corner of her desk. "That will work just fine. The reason I ask is, well, it will help with the paperwork with the insurance. Randall and Mona Belltown, as is custom with our agents, took out an insurance policy. The policy can cover a variety of circumstances, but in this case you'll be interested in the fact that the policy can be used as them effectively putting a reward on their own heads." Opening the folder and briefly glancing inside to confirm something, she looks back up and says, "Well, it looks like they weren't being awfully stingy with their policy. In the event that you are able to bring them back alive, the payout would be a fine little sum of 1200 crowns (gold pieces), payable directly to your account here in the colonies. If the worst should come to pass and they are found and returned...not alive, then the payout would be 800 crowns. Still a reasonable reward. The payout would void their insurance policy from future payouts, but that would be the Belltowns' problem, not yours." She hands the folder to Maybell, who seems so far to be the most talkative of the group, as well as being the one offering to go over the adventurers' registration. With the weight of the situation hanging in the air, Marissa looks on at the adventures, with a somber expression. "Thank you for taking this on. I put that offer up as a really last hope effort. You'd think with all the folks that showed up on New Year's ready for adventure and exploration that we'd get more fish biting, so to speak, but I think perhaps some people like myself underestimated how much this sudden push for 'adventure' has all really been more about serving the interests of powerful families." She looks around at the interior with its fine furniture, finished wood interior, display cases, and maps and scrolls decorating the walls and cringes for a moment. "It's not that the wealthy and powerful don't see any benefit in our organization, as you can see looking around here, we serve them plenty of benefit as well. But, to put it plainly, we're expendable. If one of our organization goes missing, the lords and ladies who share an interest in our work are happy to stand back and wait for the next group of eager young scholars and explorers to step up into their place." If the adventurers have no further questions to discuss with Blue Lantern Captain Marissa Fairweather, do they need anything else before departing town?
  20. Elven Fighter 3 HP: 42/42 | AC: 20 (21 with shield) | speed: 25 (30) | hero: 3/3 Perception: +8 | Fort: +8 | Ref: +8 (+10) | Will: +8 conditions: none "I'm registered locally, but as an independent," Chalia said, "you can use my registration untill such time as we've done the paperwork for the group thing." OOC exploration activity: scouting (gives a +2 to initiative)
  21. "with the exception of armor’s item bonus" refers to the non-magical bonus to AC on armor. See example:
  22. "This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor’s item bonus) and replaces it with a new kind of bonus—potency—to reflect a character’s innate ability. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases" -GM Core pg 83 If you're using potency bonuses, it replaces item bonuses for that situation. So they don't stack because the advanced healer's kit's bonus doesn't exist under the ABP system.
  23. the bonus on skill is a potency bonus and your healing tools give an equipment bonus, so they stack. The bonus we get on our weapon is also a potency bonus, as is a fundamental rune, so they don't stack.
  24. Magic items still have other perks, though - for example, would still get their once-per-day ability
  25. Item bonuses won't stack with the automatic progression bonus, no. So if you take your ABP bonus at level 3 to medicine, then there's no point in buying the more advanced healer's kits because you're getting that bonus already for free. If you're using pathbuilder to make your character, it calls the bonus type a potency bonus, which is technically an item bonus. Three types of bonuses you can add: circumstance, item, and status. They stack with each other but not with themselves.
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