Jun 30, 2020 11:17 pm
So I've finally managed to drag myself out of a bit of a GMing/prepping slump. I;ve just finally managed to start up a homebrew game, but am also looking to run an AP (A preset campaign) to help with practice. First attempt was Skull before I realised the first part didn't necessarily mesh well with PBP.
For those not used to pathfinder, its based off 3.5. Basically take dnd 5e, dip it in some nuclear waste, then put it in a cloning machine to make hundred of rules. It's very crunchy, and normally more combat focused, but I am planning to streamline the aps and take out encounters I feel aren't necessary. (I've been doing this in my IRL games as well and no-one wants the same goblin encounter 8 times in a row).
Below are four options. Each I feel has the opportunity for a lot of social instead of just raw combat. I have played all of them, the one exception being Ruins of Azlant, which I'm only half way through, so am waiting on my bf/gm to double check there's no spoilers in the first few books I may stumble upon.
Curse of the Crimson throne (Anniversary Edition):
The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only the PCs can hope to save the city from its own darkest tendencies. As the rule of the young queen grows more and more draconian, it's up to a band of bold adventurers to stop the spread of tyranny before all of Korvosa is crushed beneath her iron fist.
In the Curse of the Crimson Throne Adventure Path, the heroes delve into the depth of urban adventure in order to stop riots, combat a plague, root out organized crime, and rescue political prisoners before escaping to the harsh badlands of the Storval Plateau, where only the friendship of the barbaric Shoanti and a weapon drawn from the heart of a gothic castle can give them the strength to return and depose the evil queen once and for all.
Curse of the Crimson throne also plays with the harrow deck, the in universe version of a tarot deck. It's a lot more urban than the other options. Great chance for vigilante's as well.
Strange Aeons:
In a distant land polluted by an alien menace from beyond the stars, a great cancer grows within the earth. As its tendrils reach out through the dreams of those who learn and study its existence, a sinister cult grows more active in preparing the way for a devastation that will destroy more than the minds of would-be heroes. Can the adventurers reclaim lost memories in time to stop the advance of a cataclysmic contagion that could threaten all of Golarion? Can they resist the mind-shattering truths revealed by the Yellow Sign, and the monstrous force it symbolizes? The Strange Aeons Adventure Path pits the heroes against the cosmic horrors of the Cthulhu Mythos, with new monsters, mind-shattering terrors, and explorations far beyond the known lands of Golarion.
Eldritch game, and important thing to note is all the PCs start by waking up in a fugue state, with no memories. So this one has less need for backstories.
Wrath of The Righteous:
The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes stemmed the demon army and contained it within lost Sarkoris, and for the next century, crusade after crusade tried to defeat the demons only to fail time and time again. Their greatest success, the line of magical artifacts known as Wardstones that stand sentinel along the Worldwound's border, barely manages to contain the demons. So when one of the wardstones is sabotaged, a city falls and the demons within surge out in a massive assault like none before. Even before the Fifth Crusade has begun a city has fallen and some of the crusaders' greatest defenders and heroes are slain. Can anyone rise up against the demon host to prevent the armies of Deskari, the demon lord of the Locust Host, from swallowing the world?
This is a mythic game. What is mythic? If you refer back to my previous explanation of pathfinder, imagine of the original rules also had alien parents and were struck by lightning. It's overpowered, unbalanced, good fun.
Ruins of Azlant:
Thousands of years ago, a barrage of meteors called forth from the vastness of space by humanity's greatest enemies rained down on Golarion, cutting short the remarkable human empire of Azlant while plunging the world into an era of darkness. Since then, the shattered continent of Azlant has lured intrepid explorers to its broken shores, but few have the mettle to survive in the remains of this dangerous and mysterious land. Now, a hopeful expedition has established a colony on one of the nearest islands across the sea, but danger has struck the fledgling settlement. An ancient enemy was accidentally released from its prison and has resumed its millennium-old machinations to punish the hubris of humanity once again. Can the adventurers survive in a faraway land and track down this enigmatic being before its sinister plans can come to fruition?
This game has a lot of water, Azlant being based on Atlantis. It also starts of with the pcs just trying to help their fledgling colony survive well away from help. (Why don't they just leave? My game have been asking that for 3 books)
For those not used to pathfinder, its based off 3.5. Basically take dnd 5e, dip it in some nuclear waste, then put it in a cloning machine to make hundred of rules. It's very crunchy, and normally more combat focused, but I am planning to streamline the aps and take out encounters I feel aren't necessary. (I've been doing this in my IRL games as well and no-one wants the same goblin encounter 8 times in a row).
Below are four options. Each I feel has the opportunity for a lot of social instead of just raw combat. I have played all of them, the one exception being Ruins of Azlant, which I'm only half way through, so am waiting on my bf/gm to double check there's no spoilers in the first few books I may stumble upon.
Curse of the Crimson throne (Anniversary Edition):
The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only the PCs can hope to save the city from its own darkest tendencies. As the rule of the young queen grows more and more draconian, it's up to a band of bold adventurers to stop the spread of tyranny before all of Korvosa is crushed beneath her iron fist.
In the Curse of the Crimson Throne Adventure Path, the heroes delve into the depth of urban adventure in order to stop riots, combat a plague, root out organized crime, and rescue political prisoners before escaping to the harsh badlands of the Storval Plateau, where only the friendship of the barbaric Shoanti and a weapon drawn from the heart of a gothic castle can give them the strength to return and depose the evil queen once and for all.
Curse of the Crimson throne also plays with the harrow deck, the in universe version of a tarot deck. It's a lot more urban than the other options. Great chance for vigilante's as well.
Strange Aeons:
In a distant land polluted by an alien menace from beyond the stars, a great cancer grows within the earth. As its tendrils reach out through the dreams of those who learn and study its existence, a sinister cult grows more active in preparing the way for a devastation that will destroy more than the minds of would-be heroes. Can the adventurers reclaim lost memories in time to stop the advance of a cataclysmic contagion that could threaten all of Golarion? Can they resist the mind-shattering truths revealed by the Yellow Sign, and the monstrous force it symbolizes? The Strange Aeons Adventure Path pits the heroes against the cosmic horrors of the Cthulhu Mythos, with new monsters, mind-shattering terrors, and explorations far beyond the known lands of Golarion.
Eldritch game, and important thing to note is all the PCs start by waking up in a fugue state, with no memories. So this one has less need for backstories.
Wrath of The Righteous:
The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes stemmed the demon army and contained it within lost Sarkoris, and for the next century, crusade after crusade tried to defeat the demons only to fail time and time again. Their greatest success, the line of magical artifacts known as Wardstones that stand sentinel along the Worldwound's border, barely manages to contain the demons. So when one of the wardstones is sabotaged, a city falls and the demons within surge out in a massive assault like none before. Even before the Fifth Crusade has begun a city has fallen and some of the crusaders' greatest defenders and heroes are slain. Can anyone rise up against the demon host to prevent the armies of Deskari, the demon lord of the Locust Host, from swallowing the world?
This is a mythic game. What is mythic? If you refer back to my previous explanation of pathfinder, imagine of the original rules also had alien parents and were struck by lightning. It's overpowered, unbalanced, good fun.
Ruins of Azlant:
Thousands of years ago, a barrage of meteors called forth from the vastness of space by humanity's greatest enemies rained down on Golarion, cutting short the remarkable human empire of Azlant while plunging the world into an era of darkness. Since then, the shattered continent of Azlant has lured intrepid explorers to its broken shores, but few have the mettle to survive in the remains of this dangerous and mysterious land. Now, a hopeful expedition has established a colony on one of the nearest islands across the sea, but danger has struck the fledgling settlement. An ancient enemy was accidentally released from its prison and has resumed its millennium-old machinations to punish the hubris of humanity once again. Can the adventurers survive in a faraway land and track down this enigmatic being before its sinister plans can come to fruition?
This game has a lot of water, Azlant being based on Atlantis. It also starts of with the pcs just trying to help their fledgling colony survive well away from help. (Why don't they just leave? My game have been asking that for 3 books)