Gaming - In General
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ID: 7689


February 20, 2014, 5:37 pm

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The Guild Game


An Introduction and look at Pc's, plots, and plans

Campaign Information:

System: Pathfinder + some DnD3.5

GM: Myself with outside assistance from Agent Chips, A.K.A. " Mow"

GM Background: I am a believer of the "living game" and "evolving game" Ideas. Meaning that the PC's actions will effect the out come of the story overall. If I have it planned that the the last known heir is to come into power, and the PC's accidentally kill said heir, the game will change dramatically. If a period of time goes by where the game isn't played, than when it starts things will have changed. Simple stuff, I guess, in the end

Setting: Medieval with mix-ins of Steam and Technology.

Plot: In the lands of Firen, the Council of Seven make up the main body of government, with each member being chosen from one of the countries regions. For many years a royal family was in charge but they disappeared seemingly overnight. Shortly their after, the council was put into power and the family erased from history.

All business in the land is handled by or partnered with various guilds. The top seven guilds are adventuring guilds and to be a member of any one means power, respect, and wealth.

During a festival, a Panda, accompanied by a thin, quiet, blue hair, pale women, delivered invitations to a privet party being held in a local tavern that night. Once everyone was in attendance, the Panda explained that they were all being offered the opportunity to form a new guild. The purpose of the guild would be to put the royal families living heir back in power and over through the council.

After many left laughing, throwing mead, and cursing bear kind, those who remained asked, " Where are we going to set up and what do we need?"

Players: Each player was given the opportunity to create 3 Pc's for the game. That means that I have 24 PC's to deal with and plan for.

I think I'm going to post the PC's in groups of 3, associated with the person actually playing them, but i'll use a code name for them so as to not reveal their real identity.

(Placeholder location for PC bio(s) and/or a link to a sub describing all of them)

Disclaimer: The bio's that are being given are those that are being given to me FROM my PC's. If they dont seem that interesting or well thought out its a lack of creativity on them.

*Group 1*

Grug the Exile

Tristin Vindetrat


*Group 2*



Ofru the Wild Fire

*Group 3*




*Group 4*




*Group 5*

Wyatt deMark

Durg Shoemaker

Gulgrim Mountainside

*Group 6*

*Group 7*

*Group 8*

Material: This section I will post links to the things that influenced me for the section of the game or material I'm using from the site and how its being used. Material I know I'm going to be using is as follows: Gems of the Underworld, Painted Minotaur Room, 7 things about Lovecraftian Fiction.

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Comments ( 5 )
Commenters gain extra XP from Author votes.

January 24, 2014, 10:10
24 PCs? Wow! This campaign sounds pretty unique.
January 24, 2014, 17:17
Two dozens PCs, disappearing royals, and a talking postal panda? This sounds awesome.
January 24, 2014, 20:24
Update: I think I'm going to post the PC's in groups of 3, associated with the person actually playing them, but i'll use a code name for them so as to not reveal their real identity.
January 26, 2014, 2:32

Protect the identities of the guilty!

"Hey young, we can't play this week." "OK."

--Missing a week of gaming allows a power play by Evil Duke X and an ally is assassinated--

"Welcome back all, here is what you missed last week."

I have never played in a game where events would continue without gaming. Of course there was a time shift when needed to move things along, but you comment brought out the thought. Is that how you would work it?

January 27, 2014, 10:31
Close to that yes actually. Essentually, I would make a list of events, possable or planned by some organisation, and make rolls to see how they play out.

I did this once and ended up killing the campaign boss because he tried to make a Red Dragon his pet. Needless to say the pc's felt the irony was just and that leaving the big red beast to sleep the next 100yrs was a better option than suicidal assult.
February 11, 2014, 18:38
Update: Added Group 1 and 2 Pc's to the List.
Voted valadaar
March 5, 2015, 10:27
That is an interesting idea about the campain progressing between sessions, though I assume your game has to have landed at stable points for that to work. I.e. you stop in the middle of a long battle.

Random Idea Seed View All Idea Seeds

       By: manfred

As the PCs travel the road, right after a bend they hear a sharp whistle and call: "Heeey, not so lazy, move your asses!" It is a large man that calls, and there are unwilling workers that listen. A small company, 10-15 men work on the road, push boulders aside, dig up roots from under the road, etc. The large man that shouted turns to you, smiles fast and mutters something under his breath, sounds like cursing some lazy worker. "Where does the road bring you from, travellers?" And does a little small-talk.

And what is really happening? A group of bandits is 'adapting' the road for shady purposes. The road will not be wider, but tighter, with enough cover around (and a few traps perhaps), and will become an ideal spot for ambushing travellers or entire caravans. The bandit leader wants them all to appear harmless. The 'lazy worker' he cursed was actually a guard that should give warning before any travellers come around (fallen asleep). Not surprisingly, the boss may decide for an ambush even now.

Encounter  ( Locations ) | April 28, 2004 | View | UpVote 1xp

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