Return to White Plume Mountain
A week of Adventure
[this game info last updated: 05/25/2016]
Schedule
During the week, we will be having ten sessions, each of
three hours. In between sessions there
will be wargaming tables, boardgames and other diversions available.
Setting
The adventure takes place in the Pathfinder campaign setting
of Golarion in the River Kingdoms. It is
a plug-in adventure of my own devising based on the acclaimed DnD classic
White Plume Mountain.
In the White Plume Mountain adventure three artifact level
weapons are stolen by the wizard Keraptis who challenges their wealthy and
influential owners to recover them.
I am creating an adventure where every single encounter has lavish terrain and miniatures. This is something that has never been done
before to this scale. Some encounters
will be set on whole wargamer quality tables that are thickly populated (six
feet by four feet).
Expectations
1) play maturely.
2) be committed. Show up to every session.
3) send me an updated character sheet after every session.
4)
Smell good.
System and Books
We will be using Pathfinder.
Players are discouraged from perusing DM-specific books
such as the Bestiary series. In-game use
of knowledge from DM-specific books is
not allowed except where a skill might allow your character to know something
(like Knowledge). However, this is not
always a problem since I end up modifying things in appearance of substance
enough to preserve the mystery and excitement!
Feel free to use stuff from the Inner Sea World Guide as
in-game knowledge with the following qualifications: 1) your character could realistically know
that information and 2) bearing in mind that what is printed there represents
common knowledge-- rumor, speculation, and misinformation!
Be warned: I take a
lot of creative license with published materials.
The DM
I am a veteran referee, having run about twenty full
campaigns, innumerable one-shot adventures, and designed three systems myself.
I have played since I was thirteen (I am now forty-seven).
I do not like to slow down the game for rules disputes. If
you would like to discuss a rule, or you feel I have made an erroneous ruling,
please let it sit until after the session if at all possible. However, I want
my players to feel comfortable with how the adventure is being run. Use your own good judgement.
Let the dice fall where they may!
Character Generation
You should love your character and play the character that
you want within the following guide:
1)
All characters should be of roughly the same
power.
2)
No character should have an unusual or
unbalancing power.
3)
Characters should be cooperative by
nature. (No loner berserker vampire
dwarves)
4)
Not too strange, please.
You will start at 8th level and for the sake of
simplicity you will go up one level after the finish of session two, four,
seven, and ten. Your character will be 12th
level at the end. Of course, you will
need to return for further adventures in the 2017 season.
You will make two characters.
You will order and send up to two character models, as
well as any alternate parts for modifications, to BTP ahead of time and we will
paint them up to Hero level for you. You may also commission further models if
you want.
If you die during the adventure, we will insert your next
character (starting at 8th level).
You won’t be sitting on the sidelines!
Attributes
You will have 78 points to allot among your six basic
statistics. Each time you attain a new level, one of your attributes may be
increased by one point. This is instead of the increase given every four
levels as per the Core Rulebook. Minimum
score is 8 and maximum is 15.
These are modified by race. Thus a gnome could assign 8 points to
Strength and end up with a modified Strength of 6 and then assign 15 points to
Dexterity and end up with a Dexterity of 17.
Alignment
Your alignment must be compatible with neutral good. That
means no evil alignments allowed. Chaotic Neutral is likewise not permitted.
Classes
and special rules
You may create your character from the Core Rulebook and
the following supplements:
·
Advanced Race Guide
·
Advanced Class Guide
·
Advanced Player Guide
·
Ultimate Combat
·
Ultimate Magic
· Inner Sea Races
· Inner Sea Races
I am open to consider customization and other rules
sources as long as it doesn’t get strange.
Hit Points
Hit points calculated on an average as follows (pre-CON adjustment):
1d4 = +3hp
1d6 = +4hp
1d8 = +5hp
1d10 = +6hp
1d12 = +7hp
Money
and Equipment
It is assumed that through adventuring you have both acquired
and lost money. For this adventure, you are answering a summons in classic hero
form. For customization you have the
following:
·
3,000gp of mundane equipment (the
remainder is converted to coins/gems as you wish)
·
8,000gp of magic items with no one item
in excess of 1,000gp (this is for like scrolls, potions and such) (the
remainder is converted to mundane equipment as you wish)
·
12,000 for minor magic items, with no one
item in excess of 3,000gp
·
24,000gp for a single quest item. This is a magic item given to you by a
benefactor before the outset of the adventure.
You may split into two items if you wish. (the remainder is converted to scrolls/potions).
·
36,000 for a single heirloom magic
item. This is a magic item that is of
personal significance to your character.
The larger magic items must be DM approved.
Additionally, there will be a stash of magic items to part
out at the beginning of the adventure as well.
Death is generally permanent in my campaign. Powers of resurrection are not used lightly
by clerics in this adventure. If you
wish to have a character raised, you will need to send me an explanation as to
why the spirit of your character would want to leave their ultimate paradise in
the next life to return to Golarion.
If you have other questions, contact me at bluetablepainting@gmail.com
Shawn Gately
0 Comments:
Post a Comment