AnonymousPepper
2014-06-13, 09:26 PM
Ayo, GitP. First time as a full-time DM here.
Running a 3.PF campaign wherein via the wonders of Sigil free travel is possible between several of the - potentially all of the - major 3.5 settings as well as Golarion, though the specifically relevant ones for the campaign are Forgotten Realms, Eberron, and Golarion as of now. The idea is that everybody's favorite evil wizards of the Forgotten Realms, the Red Wizards, took one good look at some of the bewildering applications of magic on the other planes and decided to sneakily start building up using pilfered technology and techniques from the other settings to make a move on their neighbors (and potentially elsewhere), and the PCs are being tasked with stymieing their plans.
After my last session and beating the first boss fight of the campaign (a Red Wizard-affiliated enchanter on a bit of an influence mission to spread chaos a la Grima Wormtongue), in Almas, Andoran, Golarion, the PCs expressed interest in being able to explore the world around them for a little bit.
And I'd love to allow them to.
I'm just not sure how to get it done in a nice, relatively orderly fashion (don't read that as "railroady" because I'm definitely trying to avoid that) that allows me to maybe get some of my plot development done and justify throwing them some XP and goaldz while they're at it while still giving them their fill of their environment.
How do?
This'll help me in the future, too, when I sent them to new places and new worlds.
In this case, if it helps with ideas, the party comp is a Wizard (Elven Generalist), Paladin (LG Pally of Asmodeus [he has 7INT, 7WIS, and Heretic of the Faith, he's so dumb he actually thinks Asmodeus is LG; it doesn't fit RAW but I loved it and let him go with it and it has not disappointed]), Alchemist (standard fare, really), and joining next week an Archaeologist and a Cleric (no idea what deity as yet, although Mystra would make me really happy).
Running a 3.PF campaign wherein via the wonders of Sigil free travel is possible between several of the - potentially all of the - major 3.5 settings as well as Golarion, though the specifically relevant ones for the campaign are Forgotten Realms, Eberron, and Golarion as of now. The idea is that everybody's favorite evil wizards of the Forgotten Realms, the Red Wizards, took one good look at some of the bewildering applications of magic on the other planes and decided to sneakily start building up using pilfered technology and techniques from the other settings to make a move on their neighbors (and potentially elsewhere), and the PCs are being tasked with stymieing their plans.
After my last session and beating the first boss fight of the campaign (a Red Wizard-affiliated enchanter on a bit of an influence mission to spread chaos a la Grima Wormtongue), in Almas, Andoran, Golarion, the PCs expressed interest in being able to explore the world around them for a little bit.
And I'd love to allow them to.
I'm just not sure how to get it done in a nice, relatively orderly fashion (don't read that as "railroady" because I'm definitely trying to avoid that) that allows me to maybe get some of my plot development done and justify throwing them some XP and goaldz while they're at it while still giving them their fill of their environment.
How do?
This'll help me in the future, too, when I sent them to new places and new worlds.
In this case, if it helps with ideas, the party comp is a Wizard (Elven Generalist), Paladin (LG Pally of Asmodeus [he has 7INT, 7WIS, and Heretic of the Faith, he's so dumb he actually thinks Asmodeus is LG; it doesn't fit RAW but I loved it and let him go with it and it has not disappointed]), Alchemist (standard fare, really), and joining next week an Archaeologist and a Cleric (no idea what deity as yet, although Mystra would make me really happy).