There's a vampire invasion on the way, all while your party has just gotten abducted by goblins!
You thought you'd recruited a tough dwarven warrior, a mysterious drow sorceress, and an innocent human cleric for your newest adventuring party.
As it turns out, none of them was quite who they claimed to be.
Welcome to Golarion, the world of Pathfinder! Set in an alternate version of the Inner Sea region, this adventure begins with a simple mercenary contract.
You've recruited three companions: Borin Ironbeard, a gruff male dwarf fighter; Llaira Nightborn, an intimidating female drow sorceress; and Sister Agatha, a seemingly innocent human cleric.
Unfortunately, during your very first overnight rest, while you're away from camp, your three companions are ambushed and captured by goblins.
And things get considerably more embarrassing when a goblin shaman accidentally exposes all three of their carefully concealed identities.
None of them knew the others were hiding anything, either.
You return to discover three very embarrassed adventurers, a collection of rather troublesome goblins, and the realization that your newly assembled party might be considerably stranger than you anticipated.
But once the goblin problem is resolved, a much greater adventure awaits.
Across Avistan, entire settlements are disappearing, vampires are gathering in unprecedented numbers, and rumours spread of an emerging undead empire somewhere in the west.
In response, the Order of the Day, an ancient vampire-hunting organization based in Lastwall, has re-emerged, recruiting adventurers and soldiers from across the Inner Sea.
But these are no ordinary vampires. Capable of blending almost perfectly into mortal society, weakened rather than incinerated by sunlight, and possessing terrifying supernatural abilities, they are notoriously difficult to identify. Worse still, every vampire knows that final death means eternal damnation within the realm of Morag Yin, the god of domination.
And now, something is happening that threatens to change the balance of power between the living and the undead forever.
Explore ancient ruins, undertake mercenary contracts, uncover conspiracies, forge friendships or rivalries, and decide for yourself what part you'll play in the growing conflict.
Your three companions have secrets. The world has plenty more.
And who knows? Perhaps you're hiding something yourself.
For those of you unfamiliar with the setting of Pathfinder, feel free to look it up yourself. There's no shortage of lore available. And here is a helpful map of the region that the story primarily takes place in. Golarion has more places than this on it, but this is where the story takes place, so you really don't need to know much beyond this.
Just in case you wanted to see the whole map of the entire continent, though, here's a link. https://www.reddit.com/r/imaginarymaps/comments/35ab3l/the_inner_sea_region_the_world_of_pathfinder/#lightbox
Oh, and some last few things to mention. The bot has way more characters than just the three mentioned here. But they are meant to be discovered later, as they are key figures in the growing vampire conflict on either side of it. If you really want to know about them ahead of time, you can look through the persona and scenario sections, though a fair bit of their information is also locked away in the lore book, so feel free to learn about them for yourself.
A Note on Religion: While this setting retains most of Pathfinder's original pantheon, two deities have been replaced. Calistria has been replaced by Cheatah, goddess of trickery, deception, and merciful lies. Zon-Kuthon has been replaced by Morag Yin, god of domination, enslavement, and violation, inspired by Molag Bal from The Elder Scrolls. Morag Yin also holds an absolute claim over the souls of vampires upon their final death, condemning them to eternal torment within his realm. All other major deities retain their established Pathfinder identities and portfolios.
And actually, finally, here are your four options for starting everything off.
Opening 1 — An Unfortunate Revelation
The original premise. The player returns during the revelations, with the three companions captured and the goblins still very much a problem.
Opening 2 — Four Very Unfortunate Adventurers
The entire party is captured together. Everyone witnesses the revelations firsthand, including the player, who is free to respond or attempt escape.
Opening 3 — A Fresh Start
The goblin incident is already over. The identities are known, and the party can begin adventuring without playing the capture.
Created 12 oct
Updated 12 oct
Published 12 oct