UltraMechaStalin
Star
- Joined
- Jan 19, 2009
Destroyer's Rise
OOC Chatter Post
Character Profiles
Destroyer's Rise rules
Greetings! If you're reading this you're considering diving into the Destroyer's Rise Pathfinder campaign.
What you need to know: The pathfinder srd is the primary resource source for this campaign. Characters start at level 4. Party alignment greatly decides the course of the campaign and the world will change with the choices of the players. While there is a "main quest" so to speak, the rate at which that story is discovered is in the hands of the players. This is meant to be more open ended campaign that encourages PCs to think and engage the world, not a module campaign with explicit directions on where to go and what to do. Player actions will reveal or hide quest options and opportunities in the world. There's lots more to do besides helping the Vaersk museum retrieve it's stolen artifacts. The game begins with the PCs responding to a personal letter from the museum's curator requesting they meet in an inn's conference room to discuss "Sensitive, pressing matters." The core story involves gathering artifacts of Gruumsh to bring his avatar into the world and dealing with the consequences/taking advantage of the opportunities after the fact if the curator of the museum's machinations go as planned. With proper digging and exploration the party will find that Everend isn't the prosperous nation it's king thinks it is.
Tech level: early middle ages, early black powder. The campaign is medium-low magic. Magic items are still somewhat rare and respected, common merchants and shops won't just have them on display. Magic weapons are revered master-pieces and family heirlooms and as such are naturally prized.
OOC Chatter Post
Character Profiles
Destroyer's Rise rules
Greetings! If you're reading this you're considering diving into the Destroyer's Rise Pathfinder campaign.
What you need to know: The pathfinder srd is the primary resource source for this campaign. Characters start at level 4. Party alignment greatly decides the course of the campaign and the world will change with the choices of the players. While there is a "main quest" so to speak, the rate at which that story is discovered is in the hands of the players. This is meant to be more open ended campaign that encourages PCs to think and engage the world, not a module campaign with explicit directions on where to go and what to do. Player actions will reveal or hide quest options and opportunities in the world. There's lots more to do besides helping the Vaersk museum retrieve it's stolen artifacts. The game begins with the PCs responding to a personal letter from the museum's curator requesting they meet in an inn's conference room to discuss "Sensitive, pressing matters." The core story involves gathering artifacts of Gruumsh to bring his avatar into the world and dealing with the consequences/taking advantage of the opportunities after the fact if the curator of the museum's machinations go as planned. With proper digging and exploration the party will find that Everend isn't the prosperous nation it's king thinks it is.
Tech level: early middle ages, early black powder. The campaign is medium-low magic. Magic items are still somewhat rare and respected, common merchants and shops won't just have them on display. Magic weapons are revered master-pieces and family heirlooms and as such are naturally prized.