Nickademus
March 6th, 2015, 21:27
This game is no longer looking for more players.
This thread is for the Wednesday game only.
Heroes Path Custom AP
System: Pathfinder (knowledge of system not required)
Character Creation: Custom (no character needed beforehand)
Slot: 7 pm-11 pm EST on Wednesday
Campaign Emphasis: role-playing and character development
Tools: FG and Team Speak
The Frontier is a place of adventure, outside the safety and structure of the Nation. Join a group of youths as they strive to rise above their simple upbringing to become the things of legend: heroes. In this wild area full of ancient ruins, dark secrets, and backwater farmers who all seem to have something they need heroes to do, learn that the road to greatness is a difficult one full of strive and hard decisions; nothing like the storybooks make it out to be.
The Heroes Path is largely a sandbox game with periods of concentrated questing intermittent with downtime. There are several overarching plotlines that could be considered the 'main plot' of the campaign, as well as a plethora of optional content for the characters to adequately get in trouble.
This campaign also features some unusual changes and new optional content (for those bored with the standard fantasy fare). For instance, some of the changes are that there are no gods in this world (not to say there are no religions) and a new AC value has been added.
Some things I like to mention upfront. I have found that the style of this adventure path doesn’t suit everyone. There are some elements that veer away from a standard Pathfinder game. Below are some of the aspects of this game that you could find enjoyable or unenjoyable.
• Slower XP progression, similar to older versions of D&D
• Story-based group XP that focuses on accomplishments instead of just combat
• Lack of divine entities and thus a minimal presence of NPC divine magic
• Small, mostly wilderness campaign area with only towns and villages
• Deeper interaction with local NPCs and the ability for the PCs to make the Frontier their home rather than just a place to visit
• Over arching plotlines with large periods of sandbox exploration
• Low magic and technology level
• Low wealth per level and low wealth limit for NPC vendors (crafting is advised)
• Non-human races are much more reclusive with humans dominating the land
• Utilizes premade material from D&D 2nd and 3.x Ed., mostly from the Kingdoms of Kalamar setting (if you are a veteran of D&D you may encounter material you are familiar with)
There are a few new options in this adventure path that may appeal to a veteran player or someone wishing to try something new. Below are hints at these additions.
• a new standard race: half-hobgoblin
• a pair of new classes utilizing a new magic system
• an herbalism crafting system to produce tonics and poultices
• itinerant crafting and spell research system for mobile parties
• new fields of Knowledge to support mass combat
Joining the Adventure
If you feel this style of AP is something that you would enjoy, send me a private message letting me know of your interest.
This thread is for the Wednesday game only.
Heroes Path Custom AP
System: Pathfinder (knowledge of system not required)
Character Creation: Custom (no character needed beforehand)
Slot: 7 pm-11 pm EST on Wednesday
Campaign Emphasis: role-playing and character development
Tools: FG and Team Speak
The Frontier is a place of adventure, outside the safety and structure of the Nation. Join a group of youths as they strive to rise above their simple upbringing to become the things of legend: heroes. In this wild area full of ancient ruins, dark secrets, and backwater farmers who all seem to have something they need heroes to do, learn that the road to greatness is a difficult one full of strive and hard decisions; nothing like the storybooks make it out to be.
The Heroes Path is largely a sandbox game with periods of concentrated questing intermittent with downtime. There are several overarching plotlines that could be considered the 'main plot' of the campaign, as well as a plethora of optional content for the characters to adequately get in trouble.
This campaign also features some unusual changes and new optional content (for those bored with the standard fantasy fare). For instance, some of the changes are that there are no gods in this world (not to say there are no religions) and a new AC value has been added.
Some things I like to mention upfront. I have found that the style of this adventure path doesn’t suit everyone. There are some elements that veer away from a standard Pathfinder game. Below are some of the aspects of this game that you could find enjoyable or unenjoyable.
• Slower XP progression, similar to older versions of D&D
• Story-based group XP that focuses on accomplishments instead of just combat
• Lack of divine entities and thus a minimal presence of NPC divine magic
• Small, mostly wilderness campaign area with only towns and villages
• Deeper interaction with local NPCs and the ability for the PCs to make the Frontier their home rather than just a place to visit
• Over arching plotlines with large periods of sandbox exploration
• Low magic and technology level
• Low wealth per level and low wealth limit for NPC vendors (crafting is advised)
• Non-human races are much more reclusive with humans dominating the land
• Utilizes premade material from D&D 2nd and 3.x Ed., mostly from the Kingdoms of Kalamar setting (if you are a veteran of D&D you may encounter material you are familiar with)
There are a few new options in this adventure path that may appeal to a veteran player or someone wishing to try something new. Below are hints at these additions.
• a new standard race: half-hobgoblin
• a pair of new classes utilizing a new magic system
• an herbalism crafting system to produce tonics and poultices
• itinerant crafting and spell research system for mobile parties
• new fields of Knowledge to support mass combat
Joining the Adventure
If you feel this style of AP is something that you would enjoy, send me a private message letting me know of your interest.