Updated 11:25 Dec. 3, 2012

Introduction

The Crownless Queen is a campaign designed in mind for a group of rotating players to take the same 11 heroes through different adventures – each adventure handled by a different Gamemaster each week. It is focused on building DM experience through a series of adventures in a fairly normal, well-balanced party, with one of each standard starting class available for play.

Though the focus is on a fun adventure, there is a prevailing theme of improving roleplaying skills and coming up with ingenious methods to improve the Pathfinder play experience. Each GM will communicate what party he wants each session, and what players need to bring to the table to play. Sessions will not be reliant on all players being present, as party members will be rotated in and out per encounter, and no player has a particular character assigned to them.

Game Background

Four centuries ago there was a great King and Queen who ruled over the land with benevolence and love. The marriage was arranged, and the King and Queen had known one another since childhood, but they themselves didn’t have any great love for one another. One day the King met a fair maiden, and instantly he fell in love. At first he resisted, but eventually he gave into temptation. When the Queen found out, she grew incredibly angry. Hurt and dishonored, she marshaled her influential and powerful family to engage in a great and terrible war that split the world. The war raged past their generation, into a battle that their children fought, and then their children’s children fought. Faction after faction formed in the wake, and when the dust settled on the century long war, there were more than 30 nations, of all races, moralities and values strew across the continent.

Three hundred years after the war, the world is still reeling from the setback that it was dealt.

GM Tools and Helps
  • 100 Questions to ask when making a character
  • The Red Dragon Inn. Useful tools for generating towns, items, names, etc. Generally most useful to have handy when the adventurers go way off the beaten path.
  • Make a mistake and casually mention a catacomb or cavern, that the adventurers are now fixated on and you don’t have prepared? Random1 Dungeon2 Generator3. I always keep one of these handy, depending on the type of dungeon I need, and switch out the monsters (if any listed) for ones that are more appropriate to the encounter.
  • Brain unstucker: Random Adventure. I just hit this up to get a few ideas rolling in my mind – I never use these adventures as they rarely make sense, but a few elements can always be helpful. Never do this for your main adventure, as that should be planned out, but if you need a few sidequests, this sort of thing is always pleasant.

The Crownless Queen

TactualNick Erestor Jamesof magdor