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== Characters ==
 
== Characters ==
'''PCs (Active)'''<br/>
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[["Heidi" Mooskind]], Wilder Guild wanderer <br/>
[["Heidi" Mooskind]], Wilder Guild wanderer [player Silent Wayfarer] <br/>
+
[[Alabaster Of Bak-Tsing]], dwarf member of the Order of Fists <br/>
[["Leafscale"]] female Lizardfolk Druid [player JeStor]<br/>
+
[[Drith Kaxarix]], hobgoblin guilder from the outsider Greenskin Guild<br/>
[[Yona Piper]], young human woman with bow and pipes, Knife-Juggler's Guild [player Mindstalk]<br/>
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[["Leafscale"]] female Lizardfolk Druid
[[Volker Spiegelman]], human man with a magnificent mustache, Tomb-raiders guild [player Coelocanth]<br/>
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[[White Mage]] <br/>
<br/>
 
'''party NPCs (Active)'''<br/>
 
--none--
 
 
 
'''party NPCs (Inactive)'''<br/>
 
[[Axer]], hobgoblin berserker (subjected in combat, served, has left in good cheer)<br>
 
[[Drith Kaxarix]], hobgoblin guilder from the outsider Greenskin Guild -ha ha! really TombRaiders' Club[not player OMG] (PC, then NPC, now dead)<br/>
 
[[Vandari_Torvalsdottir]] arcanist, apprentice theurge [original player Escalation Lad] (AWOL) <br>
 
[[Alabaster Of Bak-Tsing]], dwarf member of the Order of Fists [Player Knighthawk] (AWOL)<br/>
 
[[Kloth IronTongue]], Hobgoblin guilder Shaman [player Navaren] (paused due to life) <br/>
 
 
 
'''other NPCs of note''' <br>
 
sundry Gallifreyan theurges, who've commissioned us to do our job harder <br>
 
Gunther, guy who tried to get us killed by a wyvern, at large <br>
 
Conrad, Steward of the Griffon riders, rebel against the theurges, evil<br>
 
3 novices Heidi has adopted, Hilda + two boys <br>
 
Jurgen, retired UG <br>
 
Mundoo the goblin wizard, outside Sunderhutten<br>
 
 
 
'''Party Kitty'''
 
40 goldhearts from captured weapons.<br/>
 
200 goldhearts bounty (2*hobgoblins)<br/>
 
400 loot and bounty from raider camp <br/>
 
500 bounty for upper chamber trogs <br/>
 
1000 ghs from river crypts (1,000 share to NPCs)<br/>
 
1000 ghs from bounty on slain zombies, including those killed in drith's expedition<br/>
 
500 in grave goods<br/>
 
100 from Drith's stuff <br/>
 
800 double bounty from dire wolf (pelt sent as rug to the GSs Guildhouse) <br/>
 
800 double bounty from bristle boar<br/>
 
400 from 4 wolves [low bounty on wolves, sadly]<br/>
 
(4940)
 
 
 
-75ghs, accommodation and fun in SS<br/>
 
-150ghs for 4 CLWs, an antiplague, and an antitoxin [for the party]<br/>
 
-500ghs for bow, on scratch [Heidi] <br/>
 
-30ghs for horse and supplies [party] <br/>
 
-150ghs for 1 endure elements, 1 hide from undead, 4 cure light potions. [for Yona, out of her share]<br/>
 
-320ghs for masterwork rapier as a gift to Hilda<br>
 
-150ghs for 6x CLW potions<br>
 
-100ghs for 4x CLW potions (for volker)<br>
 
-160ghs for masterwork leather armour for volker<br>
 
-175ghs for masterwork studded leather for Yona<br>
 
-25ghs for a replacement CLW for Yona (used one) <br>
 
-12 ghs for 3x fishing net<br>
 
-30 hearts for 12 silver arrows <br>
 
(-1877)
 
 
 
(net 3063)
 
 
 
Silver flasks. Each Slayer has a flask that maximises the healing potion placed into it.<br/>
 
Drith's '''Dial''' <br/>
 
a potion of flying , +1 bracers of defence and a +1 dart.<br/>
 
a +2 arrow from the Schwinthorpe guild room, taken by Yona, gifted to Heidi <br>
 
a magical sword taken from the pirate mayor skeletoid... (+2 greatsword, claimed by Heidi) <br>
 
Storm Quiver, gift/loan from Jurgen, taken by Yona <br>
 
2 potions of delay poison, a gift from Jurgen <br>
 
  
 
== Setting: East March ==
 
== Setting: East March ==
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'''Months''' <br/>
 
'''Months''' <br/>
 
(March=) First spring, middle spring,  late spring , first summer, etc..
 
(March=) First spring, middle spring,  late spring , first summer, etc..
<br/>
 
'''Post/ Communications:''' the guilds and theurges have sophisticated measures for communications.<br/>
 
Guilds, esp the UG: All guilders can be required to carry notes from town to town, usually when they are planning to head that way anyhoos. Refusing this task, or opening or losing a message, would be considered a serious misdemeanour.<br/>
 
Theurges: have 'owl riders', novice boys and girls who carry urgent messages between towns. The griffon riders can also be employed where there is a threat of interception.
 
  
 
== Player Class Types ==
 
== Player Class Types ==
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'''Universal Guild'''. Use ranger class but:  
 
'''Universal Guild'''. Use ranger class but:  
* gains Universal Guild membership (free board and travel rations; free or cheap limited debt for mounting expeditions
+
gains Universal Guild membership (free board and travel rations; free or cheap limited debt for mounting expeditions
* gains class skills: Appraise (Int), Bluff(Cha), Gather Information (Cha) and Sense Motive (Wis).
+
gains class skills: Appraise (Int), Bluff(Cha), Gather Information (Cha) and Sense Motive (Wis).
* loses wild empathy and animal companion  
+
loses wild empathy and animal companion  
* Common chosen enemy categories: Undead, Dragonsish (drakes, dragons, etc), Giant, Goblin, Lycanthropes, Animals,Vermin  
+
Common chosen enemy categories: Undead, Dragonsish (drakes, dragons, etc), Giant, Goblin, Lycanthropes, Animals,Vermin  
 +
<br/>
 
Note that Universal Guild members are not rangers , really, but tough, capable wandering slayers. A character has to be a wandering slayer to belong to the UG, rather than a fancy pants fighter specialist type.  UG guilders learn their trade on the road, sneering at the weapons guilders in their cloistered training halls.  
 
Note that Universal Guild members are not rangers , really, but tough, capable wandering slayers. A character has to be a wandering slayer to belong to the UG, rather than a fancy pants fighter specialist type.  UG guilders learn their trade on the road, sneering at the weapons guilders in their cloistered training halls.  
  
'''Wilders’ Lodge''': use Ranger class as per core rules.
 
  
'''[Various Weapons] Guilds''' :use Fighter class. Players start with a free +1 magic weapon. Examples:
+
'''“Wilders’ Lodge”''': use Ranger class as per core rules.  
* Fellowship of the Quarterstaff
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<br/>
* Archers’ Company
 
* Axeman’s Union, etc...
 
 
 
'''Breakers Guild''': use rogue class
 
  
 +
“[Various Weapons] Guild” :use Fighter class. Players start with a free +1 magic weapon. Examples:
 +
o Fellowship of the Quarterstaff
 +
o Archers’ Company
 +
o Axeman’s Union, etc…
 +
<br/>
 +
'''“Breakers Guild”''': use rogue class
 +
<br/>
 
'''Ghostslayer’s Guild''': Use cleric class but:
 
'''Ghostslayer’s Guild''': Use cleric class but:
* healing spells cannot be selected from the character’s highest spell level  
+
healing spells cannot be selected from the character’s highest spell level  
* lose aura. Not always the holiest of men, they use the theurges' own charms and religio-magical paraphernalia to instrumental effect.
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lose aura. Not always the holiest of men, they use the theurges' own charms and religio-magical paraphernalia to instrumental effect.
* Are proficient in all martial weapons
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Are proficient in all martial weapons
 
+
<br/>
 
'''Tomb robbers Guild''': use rogue but :
 
'''Tomb robbers Guild''': use rogue but :
* Loses Sneak Attack
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Loses Sneak Attack
* Gains and learns to use the Golden Dial of Zox, each point of which can be used once/ day:  
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Gains and learns to use the Golden Dial of Zox, each point of which can be used once/ day:  
** Turn Undead. As level I cleric with no cha bonus.  
+
o Turn Undead. As level I cleric with no cha bonus. o Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. o Detect Undead: Reveals undead within 60 ft. o Hide from Undead: Undead can’t perceive one subject/level. o Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
** Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.  
+
<br/>
** Detect Undead: Reveals undead within 60 ft.  
 
** Hide from Undead: Undead can’t perceive one subject/level.  
 
** Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 
 
 
 
'''Order of Fists''': use Monk class, naginata-like glaive is counted as a monk’s weapon.  
 
'''Order of Fists''': use Monk class, naginata-like glaive is counted as a monk’s weapon.  
 
*Guild HQ is in the capital city of the known world, The City of Gold, far from East March
 
*Guild HQ is in the capital city of the known world, The City of Gold, far from East March
 
*martial arts of the 'Fists' variety were learned from the [Klingon-like] hobgoblins ; few humans seem to be resilient enough to learn them
 
*martial arts of the 'Fists' variety were learned from the [Klingon-like] hobgoblins ; few humans seem to be resilient enough to learn them
*The Fists style, learned from the hobgoblins , includes the use of the (naginata, really) glaive. Glaives can thus be included as a martial arts weapon.
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*The Fists style, learned from the hobgoblins , includes the use of the (naginata, really) glaive. Glaives can thus be included as a martial arts  
 +
weapon.
 
*You have no Universal Guild membership, and may be regarded as an "exotic" by the UG folk
 
*You have no Universal Guild membership, and may be regarded as an "exotic" by the UG folk
 
*Unlike most humans , Fists guilds folk tend to have a higher opinion of hobgoblins due to the origin of their art
 
*Unlike most humans , Fists guilds folk tend to have a higher opinion of hobgoblins due to the origin of their art
 
*Start with max hps and gold
 
*Start with max hps and gold
 
+
<br/>
'''Knife-juggler’s Guild''' : use bard class, plus extra feat. Morale boosters, tricksters, and collectors of lore who support elite slayer teams and spread word of their fame. (Maybe:) The Knife Jugglers' guild is the most secretive and the least trusted by the theurges. The theurges fear that they collect lore and news to establish an alternative account of the world and its workings, free of theurge control.  
+
'''Knife-juggler’s Guild''' : use bard class. Morale boosters, tricksters, and collectors of lore who support elite slayer teams and spread word of their fame.The Knife Jugglers' guild is the most secretive and the least trusted by the theurges. The theurges fear that they collect lore and news to establish an alternative account of the world and its workings, free of theurge control.  
 +
<br/>
  
 
'''Outsider' Guilds''' : 'Outsider' guilds, based in the capital city, were founded as a safe way to recruit dangerous but useful non-human slayers. They include a  Lizardfolk guild (the Bogland Band?) , for LF , and a Greenskin Guild for hobgoblins. They are treated with a measure of disdain (perhaps like 'native' companies in a colonial force) but also have some cachet and mystique.
 
'''Outsider' Guilds''' : 'Outsider' guilds, based in the capital city, were founded as a safe way to recruit dangerous but useful non-human slayers. They include a  Lizardfolk guild (the Bogland Band?) , for LF , and a Greenskin Guild for hobgoblins. They are treated with a measure of disdain (perhaps like 'native' companies in a colonial force) but also have some cachet and mystique.
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<br/>
 
<br/>
 
'''Origins:'''  The world was once disunified and ruled by a ruthless military feudal order, like medieval europe's , with a totalitarian church. The theurges saw that this led to continuous warfare, crusade, etc., so managed somehow to wrest control from both the battle-obsessed barons and the hobgoblin warlords they struggled with. The tipping point was a huge inter racial war which threatened to cause chaos and death. Until then lesser players in the society, they intervened [we don't really know how, yet, nudge, nudge] and won control for themselves. They are  anti-military, which is the reason the guilds exist- they do the job of fighting but have no political power.  
 
'''Origins:'''  The world was once disunified and ruled by a ruthless military feudal order, like medieval europe's , with a totalitarian church. The theurges saw that this led to continuous warfare, crusade, etc., so managed somehow to wrest control from both the battle-obsessed barons and the hobgoblin warlords they struggled with. The tipping point was a huge inter racial war which threatened to cause chaos and death. Until then lesser players in the society, they intervened [we don't really know how, yet, nudge, nudge] and won control for themselves. They are  anti-military, which is the reason the guilds exist- they do the job of fighting but have no political power.  
 
[http://forum.rpg.net/showthread.php?752713-Pathfinder-E6-The-Monster-Slayers-of-East-March&p=18956082#post18956082 history post]
 
 
<br/>
 
<br/>
  
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*Human outsiders and outlaws.
 
*Human outsiders and outlaws.
 
*Tieflings are treated like humans .
 
*Tieflings are treated like humans .
 +
 +
== Player Characters ==
 +
[[Vivian, Guild Slayer (Wilder Lodge)]]
  
 
== Map of East March ==
 
== Map of East March ==
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triangle symbol: guild facilities<br/>
 
triangle symbol: guild facilities<br/>
 
Colours: High Bounty Threats. Goblinoid (green), Undead (grey), Giants (yellow), Dragonish (red).  
 
Colours: High Bounty Threats. Goblinoid (green), Undead (grey), Giants (yellow), Dragonish (red).  
[[File:Eastmarch2a.png |900x1000px]]
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[[File:table1.jpg]]
[[File:Mapb.png |900x1000px]]
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[[File:table2.jpg]]
 
 
'''The group's slayings in the following Year of the Fox, a brief account''': <br/>
 
 
 
In Bankwood, the small wooded area near lake verge, the FOREST DRAKE which earlier threatened them is killed. Having worked out a tactic to destroy the powerful creatures, the Slayers move on to the High Pine Woods where another FOREST DRAKE is killed. <br/>
 
A MANTICORE is killed in Willow Wood. <br/>
 
The Castle Ruin near Seehauser is raided. As Guildmaster Trollkiller suggested, the DRAGONNE and GARGOYLES turn out to be illusions. GOBLIN CROW RAIDERS  are behind the manifestations. They are purged from the castle. But a sinister set of crypts is discovered, guarded by a powerful ghost. The slayers abandon the place soon after killing the goblins. <br/>
 
At Flussthorpe the Riverside Crypts are finally emptied. <br/>
 
In the mines near Grubendorf  the SHADOWS are destroyed. <br/>
 
 
 
 
 
Apart from these efforts each character also undertakes solo business of various kinds, some of it outside of East March in their home guild territory.  <br/>
 
 
 
Some  menaces remain. The creatures survive the group's predations because they are either i) too powerful ii) too remote iii) hard to find or iv) cunning and able to hide/disguise their identity : <br/>
 
{|
 
|-
 
| '''Area'''
 
| '''Remaining menace'''
 
|-
 
| Bankwood
 
| Jack o’lantern
 
|-
 
| Castle Ruin
 
| Ghost , a sinister crypt
 
|-
 
| Flussthorpe
 
| Troll,actually a scrag
 
|-
 
| Hexenspitzen
 
| Hill Giant
 
|-
 
| High Pine Woods
 
| Wereboar
 
|-
 
| Lake Ruin
 
| Green hag
 
|-
 
| Silberspitzen
 
| Harpy flock
 
|-
 
| Silver spires
 
| Necropolis
 
|-
 
 
 
|}
 
 
 
<br/>
 
Perhaps the most obvious remaining threat remains the dissident Order of Griffon Riders, with their Commander, the Hertzog Conrad. Their small territory remains unthreatened by the peace-loving Theurges. The Riders in turn, are careful not to provoke the Theurges beyond the occasional challenge or taunt. <br/>
 
 
 
There is fear, too , that giants might be gathering their strength once again on the Troll Moor, driven westward by the predations of Crimsonos. Speaking of whom, the Sky Devil has been sighted in the night sky by more than one goatherd.
 
 
 
[[File:Steeple.png]]
 
Hobgoblins' den in a 'Steeple' further up north valley
 
 
 
== Game Summary/Timeline ==
 
 
 
[[East March Timeline]]
 
 
 
[[File:Raider Coast.PNG]]
 

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