Flintlock
Pro Adventurer
Introduction
Though countless worlds dot the heavens, spinning around distant suns, the heart of the Pathfinder campaign setting is a vibrant planet called Golarion, a place where civilizations rise, empires flourish, miracles grace the skies, and unspeakable evils rise from the shadows to cast a cloak of darkness across the shining cities of the ancients.
The Inner Sea, which gives its name to the surrounding region, lies between two major continents, Avistan to the north and Garund to the south. In the nations that flourish along their coasts, the triumphs of the present are overshadowed only by the ruined wonders of the past, and a daring mortal may challenge the gods or join their number. The lands and waters of the Inner Sea brim with danger and untold opportunity for those souls who dare to brave them.
Welcome to Golarion, the Inner Sea region, and Pathfinder.
Note: I've made a new thread because the Pathfinder tutorial has now finished. Read it first if you're unfamiliar with the game.
Current schedule
Each session will get its own post in this thread, linked below. Click the starting times to get them converted into your local time.
The sessions will probably last three or four hours each. Unless otherwise stated, they are limited to five players - registration will be on a simple first come, first served basis.
Party Roster
The following people have created character sheets on Roll20:
House Rules
This section lists the informal rules we'll be using in addition to the core Pathfinder rules. If any new house rules come up, they'll be added here.
Though countless worlds dot the heavens, spinning around distant suns, the heart of the Pathfinder campaign setting is a vibrant planet called Golarion, a place where civilizations rise, empires flourish, miracles grace the skies, and unspeakable evils rise from the shadows to cast a cloak of darkness across the shining cities of the ancients.
The Inner Sea, which gives its name to the surrounding region, lies between two major continents, Avistan to the north and Garund to the south. In the nations that flourish along their coasts, the triumphs of the present are overshadowed only by the ruined wonders of the past, and a daring mortal may challenge the gods or join their number. The lands and waters of the Inner Sea brim with danger and untold opportunity for those souls who dare to brave them.
Welcome to Golarion, the Inner Sea region, and Pathfinder.
Note: I've made a new thread because the Pathfinder tutorial has now finished. Read it first if you're unfamiliar with the game.
Current schedule
Each session will get its own post in this thread, linked below. Click the starting times to get them converted into your local time.
The sessions will probably last three or four hours each. Unless otherwise stated, they are limited to five players - registration will be on a simple first come, first served basis.
- Session 0: Black Fang's Dungeon (17th of August)
- Session 1: Festival and Fire (23rd of August)
- Session 2: Local Heroes (29th of August)
- Session 3: Glass and Wrath (6th of September)
Party Roster
The following people have created character sheets on Roll20:
- Keveh Kins: Loffrey Gaffgarion Belmont (human bard 1)
- Kuroto: Silver (elf shaman 1)
- Joe: Calideon Jeggare (human sorcerer 1)
- Monterosa: Romsa (human fighter 1)
- Warrior of Light: Sydney Dragonsoul (human paladin 1)
- Adam (Warrior of Light's husband): Milton Pennybags (half-elf sorcerer 1)
- ForceStealer: Fenrion (elf rogue 1)
- AvecAloes: Drea (human sorcerer 1)
House Rules
This section lists the informal rules we'll be using in addition to the core Pathfinder rules. If any new house rules come up, they'll be added here.
- If your character is supposed to be well off, but you get a poor starting wealth roll, you can use the average wealth for your chosen class instead.
- If you have a positive Int modifier, you don't have to select your bonus languages when creating your character; you can choose them later in the adventure.
- Carrying capacities aren't strictly enforced. Just be reasonable with your equipment. At the very least, everyone can carry a weapon, one or two pieces or armour (unless your class prohibits it), some basic adventuring gear, and whatever is important for their class (e.g. a wizard's spellbook)
- There's no need to be exact when positioning your character outside of combat. Rather than picking a square on the map to stand on, it's enough to say "I'm standing near the eastern wall". We should trust each other enough to assume nobody is going to metagame an advantage out of it.
- The Pathfinder rulebook doesn't do a great job of explaining how traps are detected. Everyone can search for traps (and succeed), but it gets very boring if the PCs say "I search for traps" every time they enter a room. I kinda hate traps as a game concept, so don't expect too many of them in my adventures. If you ever do come across one, here how I'll play it: if it's a visible trap (like a trip-wire), everyone gets a free perception check, which I'll roll for them in secret. If anyone passes the check, I'll tell them about the trap. If it's an invisible (or at least very well hidden) trap, only a rogue with the Trap Spotter feat will get to make a check. If it's a magical trap, only a rogue with the Trap Spotter feat or a Detect Magic spell (or similar) will detect it.
- Names are hard. Expect all my NPCs to have first names only, and please don't push me for surnames.
- This is kind of an anti-house rule: many GMs assume that enemies die (and vanish) when they reach 0 HP. I think that's a bit unfair, since characters can survive until their negative Con score, so in my games, an enemy with 0 HP is disabled, while an enemy with negative HP is unconscious and dying. The battle ends when all enemies have negative HP.
- Custom equipment:
Knife
Type: simple ranged weapon
Cost: 1 GP
Damage (small): 1d2
Damage (medium): 1d3
Critical hit multiplier: x2
Range: 10 ft.
Weight: 1 lbs.
Type: P (piercing)
Special: knives are treated like shurikens when thrown in combat; drawing them is a free action, they are lost if they hit their target, and there's a 50% chance they're lost if they miss their target.
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