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A QUICK NOTE

This campaign is underway, with a couple of sessions in the rearview mirror already.  While PCs are 4th level, we are all still getting to know them and their own special quirks.  We have settled into my homebrew Pathfinder campaign revolving around the great city of Weathertop.  There is still plenty of room for things to zig or zag in unexpected directions, and I'm still open to any suggestions or requests for what the players want in their game.

 

If you are thinking about gaming with us, please be thinking about what kind of game would get you excited about showing up on a regular basis.  If you want to discuss any thoughts or questions, use the contact link at the top to email me.

THE CONCEPT

What we're running is a home-brew fantasy setting using the Pathfinder rules (mostly).  I also have a handful of house rules I enjoy, and a number of ideas to try out in-game.  So this won't be a generic, by-the-book game.  I will do my best to let you know what rules will be bent, which ones will be ignored, and which ones will be strung up and desecrated.  That said, I am very open to Player input.  If a player wants something added or changed, as long as the group doesn't hate the idea, I am happy to oblige.

 

This input will play a big role in the world of the campaign.  Not only will you get to create and roleplay a character, but you will get to describe your homeland, have a hand designing some of the movers and shakers in the world, and even describe a deity of the setting if you want.

 

The starting location is a fantastic city that draws adventurers from all over because if it's great adventuring potential.  It is frequently in danger from monsters and foreign plots, so they treat adventurers as valuable handymen (and women) come to fix a problem.  The ruler of Weathertop (an ancient crimson dragon with one foot on the path to demi-godhood) has decreed that adventurers should have easy access to equipment, loans, boons from nobles and churches, and other perks.  So the adventurers flock to Weathertop and slay invading beasts, outmaneuver scheming spies, amass fabulous treasures, and discover amazing magics.

 

If you have questions about the Pathfinder rules system, the System Resource Document can be found at http://www.d20pfsrd.com/.

HOW I PLAY

I like a game that has a bit more roleplaying than dice-chukking.  Not that the dice won't be used regularly, but adventures will frequently involve social interaction, puzzle solving, and research.  The relative amounts of each will vary depending on what the players decide they prefer.

 

It seems more fun to me when the adventurers act like great heroes (or anti-heros), taking risks and attempting amazing feats.  In a fantasy magical campaign, I see failure and death as opportunities to add new layers of complexity to an adventurer rather than a reason to make players start rolling up new PCs.  As long as the character didn't die from stupid, you can expect to overcome setbacks like death or imprisonment from time to time.

 

My games feature lots of magic in 101 different flavors.  Fantastic beasts, bizarre spells, and ancient enchantments abound.  Some of it is easy for players to get and use.  Some is terrible and destructive for a character to wield.  You can expect most commoners to have a cantrip or two to help with their jobs.  Other new or unknown magic will crop up regularly.

 

The players suggested we start at level 3-5, so I went with the median of 4.  After some kicking about, players have reached level 5.  Any new players should build a 5th level PC.

 

While I will do my best to tailor most encounters to be a good fit for the party, don't go thinking it's safe or wise to charge headlong into every encounter with both swords swinging.  My world is a big place, and some of the beings encountered will be a little out of the party's league until it packs on a few hundred thousand more XP.  Proceed with caution!

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HOUSE/OPTIONAL RULES IN USE

TRAITS:  Feel free to pick 2 character traits at creation.  You may select a single drawback for one extra trait.  You can also select the Feat: Extra Traits to gain 2 additional traits.  Only one trait per category is allowed.  See www.d20pfsrd.com/traits for a listing.

 

HERO POINTS:  These will be used.  Each character gets two to start, and I will provide opportunities every session or two to get another.  Providing me with a good, detailed written character history will net you another hero point.  You will be limited to a maximum of three at any time.  See the rules here.

 

FREE RE-ROLL:  Once per game session, each player will be allowed to re-roll a single toss of the dice.  This will operate much like the Hero Point option to re-roll.  You're stuck with the second roll, be it better, the same,  or much, much worse.

 

NATURAL 1's:  There have been some disagreements over how to handle 1's.  Since everybody has been excited about criticals and natural 20's, I'm gonna exercise DM fiat on 1's.  If you roll it, something bad happens.  If you don't provide a narration for your set-back, I will.  You will either have to spend an action fixing the mishap (picking up your weapon, pulling up your visor, standing back up, etc) or your foe will get a +4 against you on his next action.  In non-combat situations, things will get complicated and interesting on a "1".

WEATHERTOP

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