The New World
News of the discovery spreads like wildfire. Ambitious lords, zealous high priests and enterprising merchants draw their plans fervently. The docks of the cities blaze with activity, as ships are outfitted for long journeys and word goes out at every village square and tavern throughout the kingdom. The New World has been found and the rush to claim and colonize it has begun!
A brave group of adventurers joins the first expedition to make landfall in the New World. They will have to overcome unique challenges and threats unheard of in the known world. Their greatest enemy is not an evil adversary or corrupt king. It is the unknown. The unknown land that stretches endlessly past the horizon: the unknown inhabitants of the New World and most importantly the unknown decisions that will ensure the safety and prosperity of the fledgling colony. There are many possible futures for the adventurers and the colony but most paths end in failure and death. The adventurers must choose wisely or they will not survive the first winter.
Hey guys, here’s a link to what I plan to have some of the campaign revolve around. It looks like a whole lot of stuff, but mostly just a list of things you can ‘buy’, so don’t stress too hard.
I think what we’ll do is have the session, and work on/cover some of this afterwards and look into getting started on some personal works you guys want to do. Please be aware that these rules are for PATHFINDER, so a lot of the skills and # values won’t transfer very well, but we’ll either work em over, or wing it as we go along.
Any questions, just ask.
(Yes you can get your Thieves Guild, yes you can get your own house, yes you can develop deadly poisons, etc etc)