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Post by Zero Prime on Jul 4, 2020 7:15:38 GMT -8
In an effort to give back to the site I am interested in running something for the members here. The Ironfang Invasion is a Pathfinder Adventure Path, and it is really enjoyable, however, in an effort to keep the system something I am more familiar with, I am going to convert it to 5E D&D, something we are all familiar with. I will, however, keep the setting as Golarion, as I really enjoy that setting ... I will provide the basics below, but there are several sites where you can google specific dieties, regions, countries and what not to determine background flavor for your characters and familiarity with the setting itself.
I am glad to provide more info so you can integrate your characters, more wholly, into the setting. In fact, I would prefer the majority of characters are actually native to, or have family in, the town of Phaendar. The adventure itself is largely inspired by Keep on the Borderlands, and so you will find themes of wilderness survival, exploration, and expansion going throughout the story line. So I am curious, given not all folks will be familiar with the Pathfinder setting, would folks e interested in playing through a setting like the above? Of course I will be helping folks with the larger setting, but if you choose to come from a small village of maybe 400 people, it is quite plausible that characters themselves, may be ignorant of the larger world of Golarion.
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Post by Daos on Jul 4, 2020 13:40:47 GMT -8
I'd be game. My knowledge of Golarion is fairly minimal. I have a single trilogy of novels that take place there, and I've played the Kingmaker video game. So I know a little. If there's a wiki or something, I can use that to fill in the gaps. I do that all the time with Greyhawk and Forgotten Realms.
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Post by Zero Prime on Jul 4, 2020 15:20:22 GMT -8
Cool Daos, what kind of character would you be interested in playing?
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Post by HorizonsDream on Jul 4, 2020 15:33:09 GMT -8
It kind of sounds like what Daos did with Gontoria in the beginning, where everyone had to be from Buho and know each other. I MIGHT be interested. I know absolutely nothing about the setting though.
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Post by Zero Prime on Jul 4, 2020 15:43:39 GMT -8
The setting isn't much of an issue really, you'll learn some in game, and I'll be able to help folks out with specific questions. And again, if you play sons and daughters of locals, you may be young enough to have not travelled far from the region.
I'd give folks a run down on Pantheons and basic Golarion history and we could discover stuff from there.
I really enjoy the idea of players being from the village, because at that points it's less, Let's save them because it's the right thing to do, and more, Hey! That's my &%$@!^$ family!
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Post by Daos on Jul 4, 2020 16:09:07 GMT -8
I'm not sure yet. As Horizons said, the basic premise, at least, is somewhat similar to one of my own games (at least, originally). The game started in a simple village and I insisted that everyone either were born there or had lived there at least 20 years, so it would create a better sense of belonging and community, and there were actual stakes if the place was threatened.
So that being said, it might be fun to pluck one of the NPCs I used from that game and turn them into a PC. I'm not sure which one, though. Might need to do a little more research first. Among them were:
A female half-orc fighter. She ran a tavern and her husband (also half-orc) handled finances, and they had a 2 year old kid they were raising. She secretly had ties to a freedom fighter/terrorist group that was dedicated to bringing racial equality to all (humans pretty much had all the power in that setting, and half-orcs in particular were near the bottom of that hierarchy).
A female dwarf bard. She was raised in a human village, with human values and beliefs, so completely eschewed the standard dwarf behavior. She preferred music and art over metalcrafts or combat, could barely speak Dwarven, etc. So she was constantly butting heads with her parents, who wanted her to have a more traditional upbringing.
A male human fighter. The son of a hero that sacrificed himself in the last war to save the town. Despite being a 'mere' peasant, he saw himself as more important than the other villagers, and was basically the town bully. The idea was for him to go through a character arc where he learned to be less of a jerk.
A male halfling druid. After having learned about his people's heritage and realizing that most of it was lost thanks to humans, elves and other 'too talls' he became radicalized and often openly fought against what he saw as a human-centric society that tried to erase the contributions of other peoples.
A female gnome cleric. She loved to read and hated fighting or adventuring. She would have rather just been a librarian or something. But the goddess of fate claimed it was her destiny to become a cleric, and being rather fatalistic (and extremely passive), she just went along with it, hating every minute of it.
A male genasi (earth) fighter. In my setting, sometimes randomly humans would give birth to genasi. This was seen as a blessing from the gods. So he was raised by a human family, and grew up in a town where people either saw him as 'special' or 'strange.' So he grew up with a lot of complexes, to say the least. He insists he is human, he just looks different. He acts very stoic, because he suppresses his emotions out of fear of the stuff he keeps buried might rise up one day and overwhelm him. (But because he's an earth genasi, everyone assumes this is just how they act.)
A female elf transmuter. Raised in a human village, she wound up internalizing the prejudice against her, and came to believe that becoming human would make her a better person. So she learned magic in an attempt to hopefully, one day transmute herself into being "normal" (human) and living a "normal" (again, human) life.
A male half-elf thief. A bastard; he has no idea who his father is. His elven mother arrived in town years ago, pregnant, and never spoke of him. Because he is both half-elven and a bastard, he's basically on the bottom rung of society. So he spends most of his days exploring the local woods, mostly to get away from all the bullying he faces. A retired thief has taught him a few tricks of the trade, and he often gets in trouble with the law for sneaking around places he shouldn't (more out of boredom than anything else).
Depending on how different the setting is to mine, some of these might need changes and some might not be viable at all. Also, obviously, I'd need to translate whichever one I pick into 5E. But that probably won't be too hard. I assume we're starting at 1st level?
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Post by Zero Prime on Jul 4, 2020 16:15:24 GMT -8
Some neat concepts there you could definately incorporate. I would be starting folks at level 1, but I imagine it would go up quickly from there.
I could post a little more info about the town, though I would hope to have a minimum of four players, and no more than six in the group.
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Post by Igordragonian on Jul 5, 2020 0:06:54 GMT -8
Looks intresting. But can we have more intel about the starting town? Also... are some of the crazier races of Golarion allowed?
Usually, I have lots of ideas, and I narrow them down by looking what the others are doing
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Post by Daos on Jul 5, 2020 0:12:50 GMT -8
Does Golarion have lots of different races? I was only familiar with the ones in the video game, which I'm already familiar with from 2E and 5E. Also, I assume no Dragonborn, since those are a Forgotten Realms race, right?
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Post by Igordragonian on Jul 5, 2020 0:18:21 GMT -8
Look up the SRD
It's crazy. I am fan of the kobolds there.
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Post by Zero Prime on Jul 5, 2020 6:10:41 GMT -8
However, given the setting itself and the fact we're playing this with the 5E rule set, I am going to ask us to limit ourselves to the core races, less, Dragonborn. Humans, Elves, Dwarves, Gnomes, Halflings, Half Elf or Half Orc, Variant Humans are allowed should you so desire.
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Post by Daos on Jul 5, 2020 10:32:33 GMT -8
That works for me. And it eliminates the earth genasi from my list, so now I just have to narrow it down from those seven remaining.
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Post by Igordragonian on Jul 8, 2020 15:19:28 GMT -8
Maybe more lore about the starting town will help?
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Post by Zero Prime on Jul 9, 2020 3:55:23 GMT -8
At the office, so don't have access to the books. It is a village of 400, so it's got an apothecary, herbalist type shop, a trading post, an alehouse and a shrine dedicated to the Green Faith. Think druidism, mixed with Golarion deities devoted to harvest, hearth and home.
If there is anything specific, let me know and we can come up with answers.
There are a number of Campaign traits you can select for your characters, ignore the mechanical portions, but the setting info for each trait could help you come up with a Background, or way to integrate yourself into the setting.
Animal Whisperer: You’ve spent more of your life around animals than people, and find them easier to understand. You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is always a class skill for you. Your trait bonus increases to +5 whenever you attempt to “push” a wild animal to perform a trick for you, so long as its attitude is indifferent or friendlier. You may target creatures of the animal type with charm or compulsion spells as if they were humanoids, but unless you have another ability to make yourself understood to animals, you must still succeed at a Handle Animal check to “push” your target in order to communicate specific requests.
Blight-Burned: You were raised deep in the Fangwood Forest, but in your childhood the Darkblight overtook your community, and blighted fey attacked your friends and family. Even after escaping, you barely survived infection by the otherworldly fungal disease and still bear a terrible scar from your ordeal. You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures, and you aren’t considered flat-footed against such creatures in the first round of combat.
Chernasardo Hopeful: You’ve pledged your skills and your life to the Chernasardo rangers, studying to protect your homeland from foreign invaders. You currently remain a neophyte in this secretive guerrilla army. You have yet to be entrusted with many of their secrets, and spend a great deal of time training with the old ranger Aubrin in Phaendar to hone your skills of hunting and tracking. In forest or plains terrain, you may reduce a single target’s effective level of concealment against you (from total concealment to concealment to not concealed) by studying your natural surroundings as a move action. This reduced concealment ends immediately once the target moves from its current location. At 10th level, you may study your terrain as a swift action instead.
Foxclaw Scout: You are part of Nirmathas’s informal network of hunters and scouts known as the Foxclaws, and study the secret vulnerabilities of those dangerous beasts that prey upon your fellow settlers. You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.
Frontier Healer: You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Kraggodan Castaway (Dwarf Only): You hail from the dwarven Sky Citadel of Kraggodan in southern Nirmathas and have spent the past several years among the surface people serving as a mercenary in the war, trading with Nirmathi towns, or simply seeing the surface world. Molthune’s recent siege of Kraggodan has squelched any hopes you had of returning home, and now you struggle to find a home on the surface. Thanks to your travels, you gain one of the following as a bonus language: Common, Hallit, Varisian, or Undercommon. In addition, your homesickness means time spent underground revitalizes your spirits; whenever you are underground—either in natural caverns or an artificial complex—you automatically stabilize if brought below 0 hit points, and if reduced to 0 hit points (or you are stable and conscious when below 0 hit points) you do not take the usual 1 point of damage disabled characters take from performing a standard action. This revitalizing effect fades after 4 consecutive days spent underground, but returns after you spend more than a week above ground again.
Unbreakable Survivor: Over a decade ago, bandits took everything you valued in life and left you barely alive. You managed to rebuild your life in the years since, and your tenacity has made you a local legend. Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.
World-Weary: You’ve seen the horrors of war, and had hoped you’d seen the end of it. You’ve retreated from the fighting—likely from the front line with Molthune, but maybe from the crusade of Lastwall or the political infighting of Ustalav—and now just want to protect and provide for those you care about. You gain one of the following as a permanent class skill: Appraise, Heal, Knowledge (history), Sense Motive, or Survival. When you perform an aid another action to improve a creature’s Armor Class, you increase its AC by +4 rather than +2.
Again, ignore mechanics but that gives you a clicquot of ideas for backgrounds, traits, and such that would be appropriate for the setting.
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Post by Daos on Jul 9, 2020 13:57:45 GMT -8
I take it from these descriptions, that this is going to be a game where nature-oriented classes (druid, ranger, barbarian) will shine? Also, who or what is Molthune?
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