Mosswater Campaign - GM Overview (Session 0.0)
So for the Mosswater Chronicles, I am again going to try to create a sandbox campaign. There is no plot, no grand story (except what the characters bring to the table). Here are some ways the campaign could develop.
The Mosswater Region, and more specifically the Echo Woods, hold many secrets under their eaves. Lost Azlanti and Numerian ruins and dungeons dot the area. A few have been located, but most remain undiscovered.
Characters could be drawn to the region by the stories of the Emerald Spire, or the Accursed Halls under Thornkeep. They could have a map or information about a previously unknown Azlanti or Numerian ruin.
Ultimately, if characters become jaded with the known ruins, they could begin exploring Echo Wood. Exploring and successfully scouting an area (hex) reveals the most important site in that area. Exploring the area again wields the second most important site in that area, and so on.
The two towns in Mosswater are as different as night and day. Thornkeep is run by rival organizations and gangs. The baron is just one of the players with mercenary guilds, thieves' guilds, and bandit gangs roaming the streets. The only reason it doesn't devolve into anarchy is that no group is strong enough to take on the others, and any group that gains too much influence is pulled down by a union of its rivals. So the baron and the Blades continue their charade of command, but which faction of Thornkeep is the strongest can vary day-by-day.
Fort Inevitable is run by the Hellknights, bastions of the unforgiving law of Hell. It is far safer and more sedate than Thornkeep. Curfew falls each night and the streets go silent except for the sounds of the Hellknight patrols. Most Hellknights believe mercy is for the weak. Still, the area near the town is clear of bandits, and provides a safe haven for travelers along the Crusader Road. As long as one obeys the laws, it’s a safe sanctuary in a bandit-filled land.
Neither town is looking to expand their influence, so the Mosswater domain remains unclaimed. A party of adventurers could try to set themselves up as lords of the domain. This would require founding a settlement, taking over Thornkeep or Fort Inevitable, or clearing out the ruins of Mosswater, and expanding their influence by exploring and settling the domain. Even if the party founds their own settlement they will eventually have to deal with Thornkeep and Fort Inevitable either diplomatically or through conflict.
Rule Systems and Subsystems
The campaign will use the following subsystems. Victory Points. The idea behind Victory Points is that for a complex story (let's say taking over Thornkeep), characters gain Victory Points for achieving certain objectives (convincing the Blades to back the party, driving the Ironjaws out of town, etc.). How many Victory Points the party earns determines their degree of success at meeting their goal. From the Pathfinder 2E Gamemastery Guide. Reputation. Characters build reputation with organizations by performing favors and lose reputation by committing disservices. From the Pathfinder 2E Gamemastery Guide. Affiliation (House Rule). If a character belongs to an organization, they use Affiliation, which is their Reputation plus their level. Hexploration. A subsystem for exploring the domain to uncover ruins and sites of interest and map the land. Before an area (hex) can be added to a domain, it must be explored and mapped. From the Pathfinder 2E Gamemastery Guide. Kingdoms and Warfare. Rules for founding and expanding a domain. Either through diplomacy, subterfuge, or conquest. Right now, the plan is to use the rules from Ultimate Campaign (Pathfinder 1E), but if these systems get updated, will switch to any official 2E rules that come out. Also See Overview of House Rules and Creature Clarifications and NotesWealth and Treasure
Weapons and armor worn by humanoids and bandits are so poorly cared for that they are essentially valueless unless they are special in some way. Weapons and armor in better condition may be worth 1/10th of their value when resold. Few warriors or adventurers want to risk their lives on equipment of an uncertain origin. Art objects, jewelry, gems and trade goods always retain their full value when resold. While this is a change from previous games and campaigns, in Pathfinder 2E equipment and gear could be considered to be on a silver piece scale of value. Chainmail costs 6 gp (60 sp) to purchase new, instead of 75 sp, a longsword costs 1 gp, and even plate mail can be purchased for 30 gp (300 sp). This is going to be a change in mindset. A chest filled with 500 sp and 30 gp in PF2 would be equivalent to 500 gp and 30 pp from PF1 or D&D. Players may think that the rewards are skimpy until they realize that it’s a different wealth scale.Hero Points
Core Rulebook Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session. The GM is in charge of awarding Hero Points (guidelines for doing so can be found on page 507). Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session. You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren’t able to act. You can spend a Hero Point on behalf of your familiar or animal companion.- Spend 1 Hero Point to reroll a check. You must use the second result. This is a fortune effect (which means you can’t use more than 1 Hero Point on a check).
- Spend all your Hero Points (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.
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