Lords of Frost the Rules of Nature Dictate That the Strong Eat the Weak
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Lords of Frost The rules of nature dictate that the strong eat the weak. To overcome the great adversity you will soon face, you must free yourself from the skin of prey and become the predator. That is the only way you will survive the harsh and unforgiving realities of the Frostwilds. The snows of the north are a cruel and uncaring master, and in exile from the civilized world, you shall learn this lesson well... This Adventure Path is designed to be played using the martial classes from Path of War and Path of War: Expanded by Dreamscarred Press, Spheres of Power by Drop Dead Studios, and the archetypes found within these books for Paizo’s classes. These books are excellent resources that help to patch many of the balance issues that exist within the core game, especially the divide between casters and martials, as well as the “utility belt” feel that comes with Vancian Casting. Should you not possess these books or would rather work with only canon Paizo material, a rebuilding guide that contains rough mechanical equivalents for each class listed may be found in the back of the first book. Introduction Character Creation Welcome to the Player’s Guide for the Lords of Frost This Adventure Path is designed for a higher level of Adventure Path! This Adventure Path will take you to power than most adventure paths, beyond the the untamed wilderness of the Frostwilds, home to a advantages given by the classes made available dozen disparate tribes of man who take their living through Path of War and its expansions. In the spirit of from the frozen soil of the north and the spoils of raids the epic heroes you are meant to be emulating, the upon the fat of the south. This Adventure Path takes its typical 20 point buy assumed for Paizo’s adventure inspiration from the tales of Conan the Barbarian, the paths has been deemed insufficient. By the end of stories and comic books of Red Sonja, the Wildlings game you may well be kings, but even from the from A Song of Ice and Fire, the Poetica Edda and other beginning there was a spark in you, something that Norse Mythology, the Nibelungenlied, and to a lesser saw you stand out from the crowd. extent, the Epic of Gilgamesh and the Twelve Labors of The game begins with the party taking on the role Heracles. Strength and cunning, wit and fortitude, of exiles with nothing, less than nothing, stranded in stamina and charisma, and unmatched conviction are the unforgiving wilderness with little but the rags on the running themes of this adventure path. their backs. Meant to die, for one reason or another. This Adventure Path will stay within the area of Many of the campaign traits available for this the Frostwilds throughout all of its chapters, an area adventure path give an explanation as to why your roughly the size of Scandinavia. Tribal politics, most character has been exiled. If you take one of the ones notably the politics of strength and the notion that that do not give an explanation, or refrain from taking “the strong eat the weak”, will churn in the background a campaign trait, have a reason for your exile. It can be of each adventure. The tribe that you will come to be a as simple as sleeping with the wrong person to the part of will not suffer a weak leader, for it is known that assassination of an important political figure. Make without a strong chieftain at their head, the tribe will sure your GM knows it. not survive the frosts of winter. This strength might The following are the Adventure Path’s advised not only be physical, of course – the cunning who lead guidelines for character creation: their warriors to victory in the face of insurmountable • Characters should be built on a 25 point buy. odds are every bit as strong as the one who could crush • Characters may select two (2) traits, with one a bear’s skull with his bare hands. trait being a campaign trait. Ultimately, “victory” is the greatest measure of • Characters may gain an additional trait if they strength a leader can bring, while “defeat” is the choose to select drawback. greatest sign of weakness. The barbarians of the north • Characters begin play with no equipment save are ultimately a meritocratic people, and those who for a bronze dagger and a set of prisoner’s rags. bring them victory will find themselves fast acceptance • Background skills are assumed to be in play. among the tribes. Those who bring them defeat, or who • It will be assumed that all “Martial” PCs are cannot bring them victory, will not. using the Path of War subsystem. • It will be assumed that all “caster” PCs are Patrician’s Congress, but most people are satisfied with using the Spheres of Power Subsystem. their rule. These are the rules that the adventure path You are not one of these people. At the moment, assumes that the players will be following when they you have been taken prisoner on charges that may be create their characters, and the challenges within the trumped up by your political enemies, or may very well adventure path reflect this. If your group does not be legitimate grievances of the state and people. typically play with either of these systems and would Perhaps you are an anarchist, who sees the gap in rather not take the time to learn them, the back of the fundamental rights between the nobility and the first book will contain a brief conversion guide to help citizenry, between the citizenry and the resident transition the NPCs found within each book to first barbarians, between the resident barbarians and the party classes. The assumption that Background Skills non-citizens, and took justice into your own hands. Or are in play is a matter of personal preference; the maybe you slept with the wrong person; or worse, are Adventure Path does not require the use of Background the bastard child of two people who really should not Skills in any task, though rolls of Lore (Frostwilds), have lain together without some measure of Lore (Cortova), and Lore (The Black Sun) might reveal protection. Perhaps it’s heresy, a crime against the more detailed information than a general Knowledge gods and angels that must be punished. (History) check. Your sentencing was simple. Your choice, even: For Spheres of Power, the presence of Advanced Death, or Exile. Talents will be up to the GM. The AP will not require You chose exile. If you hadn’t, your character Advanced Talents to be in play, though having certain would already be dead, and you’d have to reroll a new Advanced Talents can help expedite the storyline if one who would have chosen exile instead. That is the they are used properly. starting block on which this adventure path is built – civilized men and women being thrown into an Exiled From Civilized Lands... uncivilized realm, and surviving as best they can, until they can stop surviving and begin to thrive. The reasons a citizen might be sentenced to Exile from Having chosen exile, you have been dragged in the Republic of Cortova, ranging from adultery with an chains to Norskarthing, less a village and more a aristocrat’s spouse to heresy against the gods and citadel built into the center of a wall some six centuries angels, or even high treason against the Congress. The old, built to keep out the monstrous beasts of the far charges may well be truthful, but it’s just as likely that north and the barbarous men who choose to consort they are a fabrication of their enemies – a rival in the with them. Your sentence is to be carried out on the Collegiate, a business competitor, a spurned lover, a morrow, where the military governor will read out your political opponent, or anyone else who might want to crimes and have your marched to the north side of the see your character gone. wall, never to return to Cortova upon pain of death. The Frostwilds is a cold and unforgiving place, where Where It Begins and Where It Ends winter spirits keep the land blanketed in white, or so Your story begins in the land of Cortova, a civilized they say, but men can live there. Can’t they? realm of law and order, where men and women strive to be good folk. Cortova is a green land, that stretches Races in Cortova & the Frostwilds over two thousand miles between its furthest borders, Aasimar are the race of the great patrician classes of and has a culture that is mostly unified, with some the Republic of Cortova, the grace of the angels local quirks from town to town. Official Buildings are running through their veins being seen by the religious hewn from granite when they are not elegant works of caste as being their divine right to rule. Should a marble pillars and mathematic principle, while most Human family give birth to an Aasimar child, they are commoners homes are made from brick and lumber of considered to have been blessed by the gods, and are to varying quality. It is a time of plenty – the truly be elevated to the status of a minor noble as is worthy impoverished are few in number, and most everyone of their child’s blood. Like most of their kind, these has a full stomach to do their work. The nobility is Aasimar are raised from birth to navigate the vipers revered as the children of angels, and for the most part den of politics and intrigue that is the Republic’s they are fair in their rule; perhaps a bit decadent, and Capital of Cortova, which will eat those not initiated to certainly conniving in their games of politics at the the subtle arts of diplomacy alive.