Looking up ideas for new campaigns on Paizo’s official adventure paths
Read over this document and players, tell me EVERY one you’d be interested in.

The one with the most interest will be the one we play


“Just over a century ago, the god of humanity died.
His name was Aroden, and he not only lifted humanity out of the ashes of terror of the Age of Darkness, but founded the greatest city in the world— Absalom. He defeated the foul wizard-king Tar-Baphon. He drove back the Demon Lord of the Locust Host from the nation of Sarkoris. He eventually left the world to join the divine host after setting humanity on the course for a great destiny. Prophecies said that when humanity was ready to ascend back to the pinnacle it once held in the ancient times of Old Azlant, Aroden would return to the world to usher in a new Age of Glory.
But instead of returning at the appointed time, Aroden, the god of humanity, died.
The death of the god of humanity marked the beginning of a new age. The previous ages had names to inspire and bolster the spirit—the Age of Destiny, the Age of Enthronement. But this new age is not of plenty. It is the Age of Lost Omens, for if a god cannot fulfill his own prophecy, what chance have any others of coming true? Aroden’s death scarred the world with storms and madness. To the north, the world split open and the festering armies of the Abyss spilled out through a tear in reality known today as the Worldwound. To the south, the idyllic gulf of Abendego was consumed by a perpetual hurricane whose winds and waves drowned nations. And in the heartland of the Inner Sea region, where Aroden had been prophesied to return, civil war erupted and thousands died before the diabolic House of Thrune seized power.
The Age of Lost Omenes has now entered its second century, and in the 11 decades since Aroden’s death, the world has become a darker place. A place where ancient, sinful wizards known as runelords threaten to waken form 10,000 years of slumber. A place where nations are ruled by criminals or devil worshipers or worse. A place where nothing is foretold, and anything can happen.
A place in need of heroes like never before—the Inner Sea of

Welcome to “The Good, the Bad, and the Metropolitan,” my first Pathfinder Campaign. If all goes well, we will be running two sessions GMed by two different people. Group A will be a group of heroes, and Group B will be a Group of Villains. How will the future of Absalom be decided?

1.) Level One characters of either Neutral Alignment or the Alignment of the Group you are in
2.) You can play any of the following races (subject to change after obtaining and understanding the “Advanced Race Guide”)

  • Catfolk
  • Dwarf
  • Elf
  • Gnome
  • Goblin
  • Halfling
  • Half-Elf
  • Half-Orc
  • Hobgoblin
  • Human (any except pureblood Azlanti)
  • Kobold
  • Orc
  • Ratfolk
  • Tengu
  • Vanara
  • Vishkanya
    3.) Pathfinder books only. If you want to use something from a Dungeons and Dragons book or something similar, let me know and we may try to work things out. For simplicity’s sake, just look at the pathfinder material, there’s plenty of stuff there. I will be looking at 3.5 books to update to Pathfinder in the future. If there are any you want me to look into, let me know
    4.) Eventually I want to invest in the Critical Hit and Critical Fumble cards. Once I have those, I will use them for my critical hits and critical fumbles.

NPC Codex Donation Pool: $0.59/$29.11 (total subject to change)
Feel free to suggest future purchases

The Good, the Bad, and the Metropolitan

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