This is version 0.1 (beta) of rules for The Isle of Guildmoor!
Tell me if you (with perhaps a friend or two) want to adventure on the ISLE OF GUILDMOOR!
GUILDMOOR is an island dotted with friends, foes, lairs, treasures, and mysteries. Using Pathfinder RPG, you can use any race and monster as a base for your character(s)!
Your “Team” is all the creatures that you can control on the Isle of GUILDMOOR. Your Team will find and discover things that other Teams need NOT know.
Some things you encounter in GUILDMOOR will too be challenging for your group to face alone. You might want to return to them after you grow more powerful.
Every day of the Guild will be 1 turn. Depending on what you do on your turn, you can encounter monsters and earn XP, find powerful magic items, gain new allies, and/or find clues about quests. When your team gains enough XP, you level up and your Team can gain levels!
If you encounter another Team, you have the option of fighting them for more XP and loot. (You cannot combine Teams.)
You can also tell me ideas of something people can encounter, and I might put it in GUILDMOOR. You can earn XP for createing locations and encounters that other groups will find!
Creating your “Group”:
We are using the Pathfinder RPG because of the huge amount of options and flexibility it gives. The Grandmaster can help you in learning how to play Pathfinder: it really isn’t that different from other systems, especially once you have created your character(s).
The “XP Budget” of your Team when you start is 3,200 XP or (Challenge Rating (CR) 7). This means you can have one CR 7 creature, two CR 5 creatures, three CR 4 creatures, one CR 5 and two CR 3 creatures, eight CR 1 creatures, etc.
An individual creature’s CR is a combination of its race and its class levels. Most standard Pathfinder races (humans, goblins, ifrits, etc.) get no base CR from their race. Each PC class level (fighter, wizard, etc.) adds +1 to the CR. NPC class levels (warrior, commoner, expert, etc.) add one less than PC levels do (minimum ½ a CR). A creature must have an Intelligence of 3 or higher to have class levels.
- A Level 3 human wizard is a CR 3 creature, and uses up 800 XP of your XP Budget.
- A Level 3 wizard ogre is a CR 6 creature (CR 3 from being an ogre, and +3 to the CR for 3 PC class levels), and uses up 2400 XP of your XP Budget.
- A giant centipede cannot be a Level 3 wizard (RIP)
Ability scores: Creatures with PC levels who are your avatar can use unrestricted 15 point buy to determine ability scores. If a creature is NOT your avatar and has class levels, then if it has PC levels (e.g. fighter, wizard, etc.) then it starts with the HEROIC ARRAY of 15, 14, 13, 12, 10, and 8 before racial and other modifiers. If it has NPC levels (e.g. warrior, adept, expert, commoner, etc.) then it starts with the BASIC ARRAY of 13, 12, 11, 10, 9, and 8.
Money: Your combination of class levels and base creature CR also confer a gold budget to outfit your group with gear that corresponds to Pathfinder RPG guidelines.
Tell me the following (in writing, or at my email email@example.com):
- Who is on your Team (up to 3 people)
- The “idea” of your group of characters (a short written description of them) Some ideas for inspiration:
Insane hermits in the woods (a druid and a ninja) who absolutely despise each other
A bugbear who bullies and leads a group of goblins (each with different NPC class levels, such as Warriors, Experts, or Adepts) who are actually good-aligned but are misunderstood
- Which character(s) are your “avatars” (your representative in the game world – what you know and find out will be limited to what they know)
How Guildmoor will run (this is a work in progress):
- Your Team all starts together, in a single hex on the map.
- Each day in the Guild is 1 day (and 1 turn) on Guildmoor. Each day, you can travel to a new neighboring hex, or explore your current hex. (You can always “fast travel” to a hex neighboring your known map of GUILDMOOR.)
- Other students and I will GM your turn.
- Some hexes will have a fixed encounter when you enter it. If not, there is a chance of a random wilderness encounter. (This will be based off of a table that other students and I will constantly be building.)
- Encounters will be short – think 10 minutes or less. It can be a fight. It can be a couple living in a hut in the woods. It can be a cave entrance with a single encounter, like some monsters, a trap, or a combination of both.
- You may be rewarded with XP, gold, magic items, “quest items,” or information!
- NOTE: one possible way to approach GUILDMOOR is to find ways to attract others to follow your leadership! This can be through your extraordinary charisma, or more nefarious means…