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Quest of the Missing Quill Basic Info

A sandbox Pathfinder adventure set in the far reaches of The Empire, where the province of Trevis clashes with Orcs and Drow.

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Quest of the Missing Quill Basic Info

Post by Haahque »

The Quest of the Missing quill is a pathfinder adventure based off of a (mostly finished) scenario I created for Blades of Exile, a 2D party based role playing game made by Jeff Vogel a long time ago.

Players will be allowed to work as a party or split up as they desire to explore the map (never off the map!) that I'll post in a different thread. The campaign will include 3 possible major quests, upon completing which the party can win or bring the scenario to a close.

There are also 3 factions dealt with in this campaign. Each faction will have a relationship with the party or player (any players split from the party track their allegiance separately). And will fall under one of the levels mentioned below:

Ally -> Get the best prices at stores and venders, goods and services are allowed that cannot otherwise be obtained, soldiers will help if in trouble
Friendly -> Good prices at stores and venders, soldiers will help if in trouble and it's convenient.
Neutral
Suspicious -> Bad prices at stores and venders, soldiers will hinder if it's convenient
Hostile -> Stores and venders won't sell, soldiers attack on sight

Players start at neutral with all factions unless they're Drow (neutral with Drow, suspicious with empire and Orcs), Orcs (neutral with Orcs, suspicious with empire and Drow), goblins or half-orcs (suspicious with all factions)

Allying with any faction has lots of benefits, but causes the other 2 factions to go hostile with the player/party.
If the players should somehow manage to improve their relationship with a faction from hostile to anything else, they lose their alliance with any faction they are allied with.

The Empire:
Primarily composed of humans, the empire owns most of the known world and has brought its law and order to lands near and far. This Provence (Trevis) is on the edge of the empire so its influence is weak here, but never the less it is a force to be reckoned with.
Empire troops to watch out for: Imperial Archer (surprise! It’s a high damage archer!), Dervish (Heavy armored yet very fast fighter)

Orcs:
While nowhere near as large or powerful as The Empire, the Orcs are a warlike race and are very good at what they do. They are good smiths, good fighters and good drinkers. They are also rather lousy politicians and have lost a lot of land to The Empire by means of treaties and political maneuvering. This has given the orcs and excuse to be aggravated with the empire, though they rarely need an excuse to fight.
Orc troops to watch out for: War Orc (Fighter/Rogue with very high damage), Mage Killer (essentially immune to magic, some have anti-magic auras)

Drow:
In terms of power or military might the Drow hold onto their territory by having good spies and covert operations to destroy any plans that threatens them. They’re cunning enough to have no problems with Empire treaties and their homeland is hard to invade due to being underground and full of traps.
Drow troops to watch out for: Sorceress (It’s a powerful mage), Assassin (Expect poisons)
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Re: Quest of the Missing Quill Basic Info

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Character Generation: Start at level 2; 15 point buy.
Races Allowed: Core Races, Drow, Orc*, Goblin, Nephilim, Slithzerkai.
Equipment: Standard level 1 equipment. Take average gold for your class.
HP: Max HP at level 1, you can either take boosted average (4 on a d6, 5 on a d8, 6 on a d10 etc) or ask me to roll for HP at later levels.
Favored Class Bonuses: These bonuses apply, can take racial or class benefits instead of +1 HP or +1 Skill point if desired.
Traits + Flaws: For each trait you take, you must take a flaw, maximum of 2 traits/flaws.
Height/Weight/Age: Players can choose their height, weight and age.
Starter Spells: Players have access to all level 1 spells and spell like abilities.
Class Race/Alignment Restrictions: Are ignored. Any race/alignment can be any class. Consider the requirements as recommendations.
Multiclass characters: If a player wants to multiclass, fractions will be rounded at the end of character creation and good saves only get bonuses once. This usually means a player will have higher BAB and higher bad saves, but slightly lower good saves.

Additional Spells: Additional spells do not get added automatically on level up or via any other class means. Instead players will be able to find/buy all higher level spells at vendors or in dungeons. Level 2 spells will be easy to find/buy. Level 3 and higher spells will be significantly harder to find/buy. This also applies to alchemist's extracts, divine spells and other spell like abilities of classes.

When XP is given: I'll divide XP to all players evenly, if players get an XP bonus somehow they keep track of this separately. I'll keep track of XP privately, and tell players how much they earned at various points during the game, and when they level.
Initiative: All monsters in an encounter will use 1 initiative. When combat starts I will roll initiative for all players, those that beet the monsters act in any order, then the monsters act, then all players act in any order, then the monsters, etc.
Firing into Melee: Is usually ignored, but shooting at a target your ally is fighting is more oft prone to disaster then shooting at an enemy not in melee. On a fairly bad roll (1-3 area) I might just decide you hit your ally sometimes if they're within 5ft or in the line of fire to the target.

Forum/Posting Rules
Present Tense - Keep your posts in present tense, please.
Third person vs first person - Try to keep in the 3rd person if possible. Not a hard rule, but its easier for me to keep track of characters if their name pops up more often :P
Three Day Rule - The DM will wait for any given player at least three days before moving on.
Name Your Targets! - When in combat, make sure to specify who you are hitting or where you are centering any spells.
Roll - I'll do all rolls. I usually apply modifiers without explaining them all. I might forget some modifiers, don't hesitate to PM me questions if you have them.
AWOL - If a player vanishes (stops posting, doesn't even log in) for at least a month without giving any prior explanation or warning, they are dropped from the game and their character becomes a permanent NPC.

PvP rules (or fighting enemies built like PCs):
Damage is halved (rounded up), but damage caused by pvp is twice as hard to heal (except by resting). Damage to temporary HP is not halved.
When attacking a Nemesis that is not your own, damage is halved (again, stacking), and CC is reduced as if they were a boss.

Example:
Hikor Skull Warrior casts vigor on himself, gaining 15 THP.
Findar swings his greataxe at Hikor, dealing 20 damage. The first 15 of this damage destroys Hikor's THP, leaving 5 damage remaining. This is halved (rounded up) to 3 damage to Hikor's actual health pool.
If Hikor pulled out a potion of cure light wounds to heal for 4HP, it would only heal him for 2 of the damage that Findar dealt to him.
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Re: Quest of the Missing Quill Basic Info

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Custom races:

Orc:
+2 Str, +2 to (Dex or Con), -2 Cha, -2 (Wis or Int)
Orc subtype, Medium, Normal Speed
Orc Feriocity: Once/encounter add 1[w] or 1d8 damage to a single target of an attack.
Weapon Familiarity: proficient greataxes/falchions, any weapon with "orc" = martial weapon
Medium Armour Affinity: 25ft move speed in medium armour.
Poor Marksmanship: -2 to hit with ranged weapons
Average Height (same as normal orc): M 6'2" F 5'10" Average Weight (Same as normal orc): M 251lb F 211lb

Slithzerikai
+2 Str, +2 Int, -2 Dex
Lizardman subtype, Medium, Normal Speed
Languages: Common, Lizardman.
Slithzerikai resistances: Gain Fire resistance equal to half their character level and +2 on fort saves vs poison.
Weapon Farmiliarity: proficient in trident, any weapon with "lizardman" = martial weapon (are there any?)
Polearm Masters: +1 to hit with any polearm weapon.
Edit: Oh wow, didn't realize Slith were so tall, so I'll make up some average heights to keep them medium.
Average Height (massive): M 7'6" F 7'0" Weight (Probably really heavy): ?
More info: http://encyclopedia.ermarian.net/wiki/Slithzerikai

Nephilim
While there are differences... this race is fairly similar to http://www.d20pfsrd.com/races/other-rac ... rg-catfolk, so I'll just them for Nephilim until I feel like enhancing/changing the race.
Average Height (slightly shorter then human): M 5'6" F 5'2" Weight (much lighter then human): M 150lb F 125lb
More Info: http://encyclopedia.ermarian.net/wiki/Nephilim

Custom Classes:

State Alchemist (Custom class based off of Alchemist)
BAB: Full
Hit Die: d8
Skills: 4 + Int
Fort: Good, Ref: Good, Will: Bad
Level 1: Alchemy, bomb 1d6, Brew Potion, 1 (lvl 1 Extract)
Level 2: Bonus feat, Poison resist +2, Poison Use, Bomb Arrow, 1 (lvl 1 Extract)
Level 3: Bomb 2d6, swift Alchemy, +1 to alchemy skill, 1 (lvl 1 Extract)
Level 4: Discovery, 1 (lvl 2 Extract)
Level 5: Bomb 3d6, Poison resist +4, 1 (lvl 1 Extract), 1 (lvl 2 Extract)
Level 6: Bonus feat, swift poisoning, +1 more to alchemy skill, 1 (lvl 2 Extract)
Level 7: Bomb 4d6, 1 (lvl 3 Extract)
Alchemy: As Alchemist
Bomb: Can use 3 bombs at level 1, gaining 1 extra use per 3 levels.
Bomb Arrow; Full round action to prepare, your next ranged attack with a bow also deals damage as per bomb.

Extract lvl 1:
Swallow: Fast healing 1, cannot use out of combat.
Rook: 25% melee damage, -3 all saves.
Cat: Can see blood (can see through walls) and gain +1 threat range, but lose strength to damage and take -1 awareness.
Pemmin’s Potion: Increase caster level by 3, but reduce sight radius to 30ft.
Lapwing: Gain +2 all saves, reduce incoming healing by 10%.

Extract lvl 2:
Firebreath: gain a number of fire shots = 1 + 1 per 3 levels. As a standard action: 10ft cone, 4d6 fire damage (reflex for half). Can ignite the target.
Normal level 2 extracts.

Extract lvl 3:
Strampilfine’s Elixir: Double’s caster level but blinds caster.
Normal level 3 extracts.

White Hared Witch Adjustments:
Instead of gaining a familiar, the witch gains a familiar bonus of their choice and the Alertness feat.
White haired witches are allowed to take the "Cunning Hair" feat, which allows them to use Int instead of Str to hit chance with their hair.
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Re: Quest of the Missing Quill Basic Info

Post by Haahque »

So one system that Exile had was alchemy, and since at least one player has expressed interest in this system, I will be converting Exile's alchemy system into Pathfinder, so it can be used in this campaign.

To perform alchemy a character needs 3 things (as is so often the case in exile) - they need to know the recipe, have the ingredients, and have the alchemy skill required to make the potion. Everyone begins the game with knowledge of all recipes that require 1 skill to make.

Here's a list of Alchemy recipes that can be made, given the correct materials. This list is not complete, players might find one or two more recipes during the adventure, and there are also higher level recipes I can add on the off chance that someone gains more then 20 alchemy during this campaign.

Weak Curing Potion: (Known)
Alchemy Skill: 1, Ingredients: Holly
Effect: Reduces the damage of Exile-based poisons by 2 dice, or the DC of regular poisons by 3 (cures poisons if it reduces the DC below 10).

Weak Healing Potion: (Known)
Alchemy Skill: 1, Ingredients: Comfrey root
Effect: Heals the drinker for 10% of their maximum health + 1d6.

Weak Poison: (Known)
Alchemy Skill: 1, Ingredients: Holly OR Spider Glands
Effect: Apply to arrows or a melee weapon as a move action. Next 3 attacks inflict 1d4 poison DC 13. The Poison stacks and deteriorates like an exile poison.

Weak Speed:
Alchemy Skill: 4, Ingredients: Comfrey root AND Wormgrass
Effect: Hastes for 2 rounds.

Medium Poison:
Alchemy Skill: 4, Ingredients: Wormgrass AND Spider glands
Effect: Apply to arrows or a melee weapon as a move action. Next 3 attacks inflict 1d6 poison DC 16. The Poison stacks and deteriorates like an exile poison.

Medium Healing Potion:
Alchemy Skill: 6, Ingredients: Glowing Nettle
Effect: Heals the drinker for 15% of their maximum health + 2d8.

Strong Curing Potion:
Alchemy Skill: 8, Ingredients: Glowing Nettle
Effect: Reduce exile poisons by 4 dice or non-exile poisons by 6 DC (cure if DC below 10)

Medium Speed Potion:
Alchemy Skill: 8, Ingredients: Glowing Nettle AND Wormgrass
Effect: Hastes for 4 rounds.

Greymold Salve:
Alchemy Skill: 11, Ingredients: Greymold
Effect: Cures all diseases, including curses such as mummy rot.

Weak Energy Potion:
Alchemy Skill: 14, Ingredients: Wormgrass AND Asptongue mold
Effect: Refreshes uses of spells/day to some extent.

Potion of Clairity:
Alchemy Skill: 14, Ingredients: Greymold and Holly
Effect: Cures temporary stat damage

Strong Poison:
Alchemy Skill: 15, Ingredients: Asptongue mold
Effect: Apply to arrows or a melee weapon as a move action. Next 3 attacks inflict 2d4 poison DC 19. The Poison stacks and deteriorates like an exile poison.

Strength Potion:
Alchemy Skill: 15, Ingredients: Ember Flowers AND Glowing Nettle
Effect: Gain +3 to hit, damage, AC and Saves. This bonus drops by +1 every 2 turns.

Strong Healing Potion:
Alchemy Skill: 18, Ingredients: Greymold AND Comfrey Root
Effect: Heals the drinker for 20% of their maximum health + 6d6

Killer Poison:
Alchemy Skill: 18, Ingedients: Mandrake Root
Effect: Apply to arrows or a melee weapon as a move action. Next 3 attacks inflict 2d6 poison DC 22. The Poison stacks and deteriorates like an exile poison.
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Re: Quest of the Missing Quill Basic Info

Post by Haahque »

Rules:
Players take turn moving pieces. Each turn they can move 3 pieces.
Opponent's pieces are taken if a player's piece moves into a position that sandwitches an opponent's piece
Pieces are only taken as a result of an opponent's move or special ability, never as a result of their own move.


Theodora Set:
Commander:
Move: 1 in any direction
Ability: Immune to auto kill abilities
Ability: Move alternative: Kill a target range 1

Knight:
Move: 3 horizontally or vertically
Ability: If moved at least 2 squares this turn, auto kill enemy 1 square past end of movement
Ability: May move 2ce in a turn. If it does lose an action next turn and cannot move this unit.

Dervish:
Move: 2 any direction
Ability: Immune to auto kill abilities

Archer:
Move: 2 diagonal
Ability: Move alternative: Kill a unit at exactly range 3 (see diagram below)

Slith:
Move: 2 forward or 1 horizontally/vertically.
Ability: Enemies cannot enter or leave the square infront of them.
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