Adventure World - Sword Coast

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Revision as of 16:53, 31 January 2024 by Elanya (talk | contribs) (Into the Past)

Details

  • GM: Josh
  • System: Modified Pathfinder
  • First session: 2022-02-23

Setting

The city in which this will be set is called Riguethe (pronounced ree-yeth), and you guys work for the Jabatan Perahan Syurga (Department of Heavenly Extraction). Essentially, there was an empire that was ruled by...kind of proto-kalashtar that was overthrown by their own advisors exactly 150 years ago. They became the heads of the merchant houses, and the houses themselves arose out of the old state monopolies. The one you work for happens to be the earthmote mining one.

Characters

NPCs

  • Burung Penyanyi - head of the Jabatan Perahan Syurga; your boss's boss's boss.
  • Ikan Singa - the member of Jabatan Perahan Syurga responsible for security; your boss's boss.
  • Babi Jani - employee of the Jabatan Perahan Syurga who manages house security contractors; your boss.

Character creation notes

  • Species and Backgrounds Reference
  • Pathfinder with some D&D races
  • 80 point buy, 1 for 1
  • At every even-numbered character level, you may take one feat that is not generally useful, otherwise referred to as a "silly feat."
  • Wounds and Vitality instead of hit points. Wounds are equal to Constitution score, Vitality is equal to class hp. It's easiest to record on the character sheet as hp and temp hp respectively. Vitality works like hp in all respects. Taking wound damage requires you to make a DC 15 Fortitude save, with a penalty equal to the damage taken, or gain the staggered condition.
  • Instead of an AC bonus, armor grants Damage Reduction equal to it's AC bonus, i.e. a chain shirt (+4 AC) grants DR 4/Armor.
  • You have a class defense bonus according to the chart below. If you wear armor, the armor check penalty applies to your defense. For example, a 1st-level rogue (class defense bonus +4) wearing a chain shirt (armor check penalty -2) only gains +2 to their defense from their class defense bonus.
Level A B C D E
1 +2 +3 +4 +5 +6
2 +2 +3 +4 +5 +6
3 +3 +4 +5 +6 +7
4 +3 +4 +5 +6 +7
5 +3 +4 +5 +6 +7
6 +4 +5 +6 +7 +8
7 +4 +5 +6 +7 +8
8 +4 +5 +6 +7 +8
9 +5 +6 +7 +8 +9
10 +5 +6 +7 +8 +9
11 +5 +6 +7 +8 +9
12 +6 +7 +8 +9 +10
Use column A for witch. Use column B for alchemist, mesmerist, and vitalist. Use column C for inquisitor, oracle and rogue. Use column D for brawler, ranger, and shifter. None of the current PCs use column E
  • You have 15 background points to spend, distributed as you wish between the following features:

Allies: (2, 4, or 6 pts) This background represents skilled or knowledgeable friends that your character can call on to help them out in a pinch. Players should outline each Ally and the nature of the characters' relationship. Of course you can have friends and associates without taking this background, but the advantage of spending points on Allies is that they will always help you, if they are able, with no Charisma roll required. It is important to note, however, that the more you call upon your Allies for help, the more likely they are to return the favour, so to speak. If you betray an Ally, you lose the advantage of this background.

  • 2 pts – a single Ally
  • 4 pts – two Allies
  • 6 pts – three Allies

Bonus Attribute Points: (2 or 4 pts) You have bonus attribute points to spend on your attributes. You cannot use these points to raise any attribute higher than 18.

  • 2 pts - 1 attribute point
  • 4 pts - 2 attribute points

Bonus Feat: (5 pts.) You have one more feat than normal at 1st level. You must otherwise meet all the usual prerequisites for the feat.

Bonus Traits: (2 or 4 pts) You have bonus traits beyond the two standard at 1st level.

  • 2 pts - 1 trait
  • 4 pts - 2 traits

Destiny: (3 or 6 pts) You are clearly destined for some great event. Once per session per three points you spent on this background, you may use this background to re-roll any roll you have just made, or to ask the GM to re-roll a roll an NPC has just made that affects you (e.g. an attack or damage roll, a Heal check, etc.)

Special Gift: (1-5 pts) You have a special gift, an item passed down to you, or perhaps discovered by accident. This item may have magical properties or may just be of particularly fine quality. The level of Special Gift determines the approximate worth of the item.

  • 1 pt – approx. 500 gp
  • 2 pts - approx. 1000 gp
  • 3 pts – approx. 2000 gp
  • 4 pts - approx. 3000 gp
  • 5 pts – approx. 4000 gp

Status: (1, 3, or 5 pts) You have some level of social status that is outside the ordinary. This is either related to your family (noble birth, child of a renowned person) or your own personal achievements (fame as a healer or musician, for instance). Your status may grant you special privileges and modifies any interaction rolls where social status is relevant; however, it also has the potential to hinder you in some situations (for instance, aristocrats are not universally beloved!) Note that Status does not automatically bring Wealth.

  • 1 pt – Lesser Status (Of noble blood, but family holds no titles, younger child of a titled family, closely related to a local celebrity; minor fame), +2 bonus to interaction rolls
  • 3 pts – Moderate Status (Heir to a major title, or holder of a minor title; moderate fame), +4 bonus to interaction rolls
  • 5 pts – Greater Status (Holder of a major title; major fame), +6 bonus to interaction rolls.

Wealth: (1-5 pts) You are wealthy, not only receiving additional starting money but receive a regular monthly income without having to work for it (e.g. as income from property or investments, or an allowance from your family). You cannot have 5 pts in wealth without at least 1 pt in Status (minor fame).

  • 1 pt – 250 gp starting money, receive 25 gp each game month
  • 2 pts - 400 gp starting money, receive 40 gp each game month
  • 3 pts – 600 gp starting money, receive 60 gp each game month
  • 4 pts - 900 gp starting money, receive 90 gp each game month
  • 5 pts – 1200 gp starting money, receive 120 gp each game month

Resources

Sessions Summaries

(I will sort these into some kind of pages but they are really only starting a ways through the campaign so I'll sort them by date for now- lan)

Stealing the Living Gate Shard

2023-10-11

Babi Jani meets the party before they portal too Pulje. There they meet Samitharidun (Sammy), who will help them infiltrate Hjet. They mostly find the city very pleasant, though it is a first time visit for most. From there, they head to Karothe, again by portal. They manage not to get distracted by the Cave of Tits, and instead make it to the ship that will take them the rest of he way to Hjet, a nautiloid vessel called The Soaring Prophets captained by a Duregar woman named Captain Akseli Ranta. The voyage itself is fairly calm.

2023-10-25

The party arrives in Hjet and decides to try and stay in the Obelisk district -closer to their objective but more likely to draw attention. Gary talks to locals and implies that he is a Collector Creed. After some discussion it is decided that they can probably try and talk their way into the vaults with that as premise. If we can get a chance to grab the gate piece, Irrez can smuggle everyone out to the shadowfell (either giving them air in the big bag of holding, or if there is a thin piece)and we can escape that way.

2023-11-08

They party spends a little time gathering intel in the city. Aymene and Dhuxul find a fan. They learn that there's not much information about what's been happening around the coast, but the locals are concerned about the 'svax'gr'osk' which is planar, and of concern to the illithids. Gida confirms that there are lots of thin places here where they could get back out of the shadow plane. Tey opt to try and bluff their way in, claimig Gary is a collector, with Xenos in falcon form as a treasure being brought to the repository. They get the collector G'rahk, to allow them to bring him to the gate to see if her will 'react' to it. They put on a bit of a show of him being drawn towards it, so G'rahk brings them too it to see what will happen.

2023-12-6

Once in the chamber, the party gets the jump on their guide, and although the humans (Obrin and Rihsab) explode into horrible tentacled nightmare, they subdue them without too much difficulty and get the shard into the bag. Knowing that the alarm has been raised, they decide to stick with the original plan and smuggle everyone out through the bag into the shadowfell. However, as Irrez plane shifts, something goes awry (something about planeshifting with an interdimensional gate in an interdimensional pocket). They come out (under water) in the distant past and halfway around the world, about ten years and not far from where Wahalla originally left, near Morro.

Into the Past

2023-12-20

The group gets back to the village of their rescuers and learns a bit more about the current situation: Wahala's uncle has taken over and her brothers are living as exiled pirate princes. The party agrees to help her reunite with them, and they head to Ebúté Okọ̀ to try and find them. Their ship is in port there, and Wahala manages to meet up with them as well as some other old friends.

2024-01-17

The party meet Wahala's brothers, Oninurere Okan and Lewa Erin, and return to the inn, the Ebony feather, to discuss their plans. They take out the gate crystal to examine it to see if they might be able to use it to navigate their way home through space and time, and Alymene comes up with an idea for ritual that wold help them do so. However they still need to assemble the components, and make plans to go head towards Nesu Abasmatu to do so. However, Dhuxul also spends t=some time talking with Meghan and Eyllia, and volunteers the party to help explore a mysterious temple. He also takes a chance to heck in on Irrez, who explains the basics of the Shadow Curse that he's been dealing with since he was knocked out in the fight with the aboleth minions.