CRB is a repository of all the creative things that float through my mind about the RPG Pathfinder. Two major features are random character generation and building characters based on the god they worship. Anything that seems like it adds to the creative aspects of the game will pop up from time to time, including location descriptions, adventure ideas and even short stories. CRB won't just be my own creativity, it will open the floor to anyone who has an idea sparked by what I present to you.

Wednesday, May 2, 2018

Following Your Own Path


Ways of Making a Pre-Written Adventure Your Own

I am not now, nor have I ever really been a fan of sandbox games. Just because that’s true does not mean, however, that I believe a story must be a straight shot with immutable conclusions. There are many ways for GMs to roll with the punches of their players and make minor adjustments or additions to a game with a defined plot. Many veteran GMs have learned this fine art but I think it’s time to share some ideas with new GMs trying to find their way in the hobby for the first time.

The first way a world can be made to feel more dynamic is its people, so your NPCs are going to help make the game more interesting. Your PCs are going to latch onto all the NPCs you didn’t expect them to like and ignore all the ones you thought would tickle their fancy. This is a fact of gaming. So even when you are throwing in a character that’s only supposed to be met once, you have to be prepared to bring them back if need be.

In one of my games, the players met with a woman who runs the dockside area, kind of like a mob boss. They found a locket that belonged to her father in an underwater part of a dungeon and returned it to her. This was a literally supposed to be a throwaway part of the adventure. There was the possibility they may not even have found the locket or met the NPC. Upon meeting her they took an interest in her and as a side quest for the adventure they’ve run errands for her and we even roleplayed a whole shopping excursion where they wanted some items that only a black-marketeer could find.

I’ve also discussed my dislike for random encounters . But I do add encounters – especially during travel – that are placed to give the players a way to see what’s going on in the region they’re in. Many modules and adventure paths also add these one-off encounters that have nothing to do with the plot. You can expand on these and add other aspects to it to connect the characters past, making their previous actions matter.

As an example one of the Pathfinder adventure paths has an encounter with some boggards. The players are meant to defeat them but my players have a tendency to try and redeem anything that isn’t undead or an evil outsider, so they tried to make the boggards change their way and let them go. Later they encountered a few dead hunters that another group of boggards had killed earlier and this put the characters on a path to hunt down the boggards who wouldn’t change their ways.

A book earlier in the campaign they faced off against another group of boggards and a boggard “witch” escaped. I decided to add this character to the encounter as a recurring villain. Later, when the player went to save the hunter’s younger son who was going to be sacrificed to their dark god, they found this witch leading their efforts. She escaped again and has popped up two books later.

This list of NPCs that have become allies, acquaintances, and recurring enemies – there is a wererat my players hate – is a mile long. The one big rule is don’t force an NPC on the players. Let them pick the ones they like and make those ones a part of your story. A robust cast of characters from the unnamed shopkeeper, to the escaped minor villain, to the town guard whose barbershop quartet you are going to go see can become important characters. And, if need be, events can be made more personal if one of these friendly characters meet their demise by your villains.

Some GMs are afraid of character death, but really a dying character can be a great way to have a little fun and play with the script of the game. One of the characters in my game died and the player really wanted to play something else, so we came up with an idea. The character was resurrected but turned on his partners. He stole a few pieces of the McGuffin they were hunting down and might have kidnapped their paladin – the player was leaving the game. Now the players have a new challenge to overcome to complete their quest. It wasn’t originally a part of the game layout, but it makes the game something created by the character and their actions and not wholly what was written.

So there are plenty of opportunities to put your stamp on a game as a GM. Even if you’re running a module, there are points where you can veer off while still keeping the overall plot intact. Don’t be afraid to try new things, and most of all, don’t be afraid to make mistakes.

In what ways have you made a module your own? What characters did you not expect to become reoccurring that have? How have you adjusted your own stories to take into account the decisions of the players?

Everyone likes to put their stamp on things. If the CRB has helped you get that stamp ready, consider becoming a supporter. Monthly donations of as little as one dollar can be made to my Patreon. A one-time donation can easily be made to my Paypal. Every bit helps me keep the lights on so I can concentrate on bringing you the content you deserve.

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Monday, April 16, 2018

Random Roll 103 - The Randomness


This week’s character presents an interesting conundrum from a background perspective, two actually. The first is he’s raised in an elven homeland, but on the elven home land chart he rolled a non-elven town or village. How can you be from an elven homeland but not from an elven town? The second is his drawback being race. How can one be uncomfortable around others not his race when he is basically a bastard half breed? Does he not trust anyone who isn’t an elf or a human? Or does he truly not trust any of his parent races and only feel comfortable around other half-elves? We’ve gotta lot of work cut out for us so let’s see what we can come up with.

Gender:Male
Race:Half-Elf
Human Ethnicity:Shoanti (Skoan-Quah)
Nationality:Varisian
Age:26
Height:6’ 4”
Weight:180
Alignment:Chaotic Good

Str: 11
Dex: 18
Con: 12
Int: 15
Wis: 10
Cha: 10

Homeland: Raised in an Elven Homeland - Non-Elven Town or Village
Parents: Both of your parents are alive.
Siblings: You have no siblings.
Circumstance of Birth: [Prophesied] Your birth was foretold, as recently as during the last generation to as far back as thousands of years ago.
Parent's Profession: Thieves
Major Childhood Event: [Competition Champion] You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high stakes gambling, or something mundane like an eating championship.

Influential Associate:[The Fool] One of your close associates was a clown who mocked propriety and custom, instead engaging in wild and somewhat random actions from time to time. After a while, you learned that there was simple wisdom to this foolery—a careless worldview that taught you how to cast off concern.

Conflict: [Major Theft] You stole expensive items.
Conflict Subject: Leader.
Conflict Motivation: Family.
Conflict Resolution: [You Enjoyed It] Those who cling to petty morals have no understanding of what true freedom and power is. The fact is, you enjoyed your part in the conflict and would do it all over again if the opportunity presented itself. Many people know of your misdeed, and they also realize your complete lack of remorse.
Deity/Religious Philosophy: Count Ranalc

Romantic Relationship(s):[Several Inconsequential Relationships] You have had many lovers but no long-lasting, meaningful relationships.
Drawback:[Race] You are truly comfortable only around others of your race, and you have a hard time putting faith or trust in those of races different from your own.

(Trait) Child of the Streets
(Trait) Failed Apprentice
(Trait) Influence
(Trait) Prophesied
(Trait) Shaper of Reality
(Trait) Unpredictable
(Story Feat) Champion
(Drawback) Xenophobic

In the comments give us your ideas for how to make this into a fully realized character? What class would this character take up? What was the prophecy of his birth? What Competition did he win? Who was his foolish friend? And don’t forget to stay tuned Friday when my background hits the CRB.

The CRB not only brings you the creative content you desire but makes you look inside for your own creativity. If you feel both inspired and pushed to created please consider supporting your favorite content provider – that’s me right – by pledging as little as $1 on my Patreon or making a direct donation to my Paypal.

If you don’t want to miss a beat make sure you sign up to get the CRB pushed directly to your e-reading device with Kindle Subscriptions through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on Facebook, Google+Tumblr, and Twitter.

Saturday, April 14, 2018

Flood of Lies


Heretics of Geryon

Each layer of Hell has its own ruler that represents the purpose of that particular area. We’ve looked at a number of these archdevils, including Barbatos, Dispater, Mammon, and Belial. This week we take to the fifth layer of Hell known as Stygia and try to come up with followers of Geryon, the archdevil of forbidden lore, heresies, and snakes. Presented are three sects you might use in your game.

As always, let us imagine we are sitting at our theoretical gaming table. Our imaginary GM sets out the rules for the game that we will play. In this game, we are to make a follower of Geryon. The character does not need to be a divine caster, just a devotee of The Serpent. What character do you make?

For more information on Geryon

The Oath Bearers



This sect of followers of Geyron seeks to emulate his diabolic followers that man the Library of Oaths in Stygia. Masters of the deal, they seek out the desperate and the lost with honey words of vows to help better their situation; if only they make a promise. These oaths are kept secure in special books that each acolyte binds themselves and are stored in a central library, presumed to be in Abasalom, for safekeeping when full.

Becoming an Oath Bearer is a promise in and of itself. The first oath recorded by each supplicant is their own before becoming a full member. Because each pledge is also recorded in the infernal library in Stygia, divine power is unnecessary when coercing one, but many of this sect’s followers are still clerics. Bards also make up a number of the small group’s membership, but really anyone who can talk a good game has a chance at becoming and Oath Bearer.

The Fetid Water


Every lie told on the material plane becomes a drop of poison that fills the swamps of Stygia. The Fetid Water is a group of assassins who have dedicated themselves to Lord of Filth. Unlike most assassins guilds that have an image to uphold, the members of the Fetid Water more closely resemble homeless urchins living in a sewer than a proper guild. They specifically take jobs where one person betrayed another by breaking a promise and have an odd habit of showing up just when someone wishes a liar dead.

The leader of the cult is a Chelish oracle named AverniusKreuger. Although he has lost his ability to see, he says he has visions of where his assassins need to be. They operate out of the sewers in Egorian but their influence spreads as far as Riddleport in Varisia to the North and Augustana in Andoran to the East. Those few who know about The Fetid Water call them the liar’s death.

The Lost Prophets


Geryon was one of the Asura Rana before becoming an archdevil. Mixing his former life’s love for taking over ruined holy sites and abandoned deific domains with his no positions as the master of all lies, he has become known as the source of all great heresies. The Lost Prophets look to spread heresy on Golarion in the name of their master. They do so by creating completely new deities that fit the needs of those they wish to convert, or by claiming to be a small sect of an existing deity; twisting the chosen god’s dogma until the unwitting congregation is too far gone to do anything about it.

These false clerics are consummate liars with the ability to contort the emotions of their small groups of worshipers. Although a few true clerics of Geryon join the sect’s ranks, sorcerers, bards, and mesmerists make up a large portion of their numbers. Many of the downtrodden folk they claim as a “flock” don’t know the difference between divine intervention and arcane magic.

Like their master, these serpents revel in what is unknown and what is untrue. Who is your disciple of Geryon? What lie has brought them to worship the Source of Lies? Where does their devotion to this Archdevil come from? Let me know in the comments.

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Friday, April 13, 2018

Character 102 - Vasuman Walia


I write the intro to these things after I actually write the character. It gives me a chance to comment on difficulties I may have had and my process. I say that specifically because I am going to point out that even I cannot tie everything together. As I was writing the background I thought I had hit on all the little tidbits, but upon rereading the random rolls post I realized I missed something. I liked what I had and I couldn’t see shoehorning another piece into it, so you will find that the influential person – the academic – has been left out. It just goes to show that this is not always easy and it’s ok if you miss a piece when creating your character.

As for character choices I went looking through the Advanced Races Guide for some information on Suli but there wasn’t a lot. I wanted to play on their natural ability as negotiators, his worship of the Empyreal Lord of communication and music, and his need for pleasure. Although charisma was not his best stat it was still good so I choose the celebrity bard archetype from Ultimate Magic.

Vasuman Walia


The nation of Katapesh has become a common home for Vudrani who seek a life outside of the caste system of their homeland. The people of The Impossible Kingdoms have spread through the region, finding homes not just in the cities, but in the towns and villages as well. The city of El-Fatar, where adventures come to plumb the depths of ancient ruins, is where the Walia family have made their home now on three generations.

VasumanWalia is one of nine children born to Bhupati, a farmer who inherited his land from his father before him. The boy was in many ways the most unremarkable of his brothers and sisters; not the strongest, fastest, or most attractive. And he most certainly was not the smartest, a fact that infuriated his father often.

The boy did have a good heart and a decent voice, and could often be heard in the kitchen singing as his mother prepared meals. His lack of critical thinking occasionally caused him to act out of bad judgment, even if he meant well. He once overheard his father complain about how a merchant “robbed him blind” and so he snuck into the trader’s caravan and stole a few mostly worthless trinkets to recoup his father’s losses. He would never understand why his dad was so mad, but he made him return the baubles.

Vasuman also had a tendency to literally get lost in his own thoughts. He desperately wanted to be famous. Seeing all the powerful warriors, wizards, and occasional scoundrels flock to his city made him dream of that kind of life. Often while practicing swordsmanship or pretending to learn spells he would find himself lost in the desert. Sometimes he could find his way home, other times his eldest siblings would have to search for him.

On one adventure among the dunes the boy ran into a man sitting under a palm tree. He was like no person Vasuman had ever seen before with bronzed skin and eyes that almost sparkled like stars in the night sky. The man at first seemed insulted by the interruption of his nap but he soon realized it was just a boy.

The two talked well into the night with both Vasuman and the man losing all sense of time. The being explained that he was a janni, a type of genie that lived on Golarion itself. The boy asked about wishes, which from a grown less innocent man would have been a grave breach of etiquette, but the janni let it slide with a few tactful words. Before the night was through he told the boy that he too would feel the pull of the elements and left him with that thought at the gates of his parent’s farmhouse.

Eventually, as he aged Vasuman began to see that his chance meeting may not have been by chance. His own blood seems to have been laced with that of the janni, and like the mortal genie he was blessed with the natural ability to understand the desires of people and play to their wants. With a honeyed word and a pleasant tune, the young Vudrani began to make a name for himself in his hometown.

Vasuman hopes to one day be known throughout Golarion for, well, anything really. But that day is not today. Today he starts his adventure in the deserts of Katapesh.

Did you come up with something similar to Vasuman? Which class did your suli gravitate to? What creature did he meet as a child? Why did he steal from a merchant? Who was her academic influence? If you haven’t written your background yet you still have a chance.

The CRB not only brings you the creative content you desire but helps you look inside for your own creativity. If you feel both inspired and pushed to create, please consider supporting your favorite content provider – that’s me, right? – by pledging as little as $1 on my Patreon or making a direct donation to my Paypal.

If you don’t want to miss a beat make sure you sign up to get the CRB pushed directly to your e-reading device with Kindle Subscriptions through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on Facebook, Google+Tumblr, and Twitter.

Monday, April 9, 2018

Random Roll 102 - The Randomness


This week’s character should prove interesting. A lot to work with in the stats especially an intelligence of five. An unlucky roll got me a seven and the Suli’s racial negative took it down even further. I personally tend to play skill monkeys and high intelligence characters so this kind of roll would definitely have force me to play outside of my comfort zone. So I’ll look over the background bits and see if I can’t make it all add up.

Gender:Male
Race:Suli
Human Ethnicity:Vadruni
Nationality:Katapesh
Age: 16
Height:5’ 7”
Weight:186
Alignment:Neutral Good

Str: 13
Dex: 16
Con: 11
Int: 5
Wis: 16
Cha: 14

Homeland: Town or Village
Parents: Both of your parents are alive.
Siblings: You have 8 biological siblings.
- biological younger sister
- biological older sister
- biological older brother
- biological younger brother
- biological older brother
- biological younger sister
- biological younger sister
- biological younger brother
Circumstance of Birth: [Middle-Class Birth] You were born to the middle class, which includes merchants, artisans, and tradespeople. You likely grew up in a good-sized settlement, and one of your parents is likely associated with a guild or other trade organization. As a free person, you don't experience the bondage of serfdom or peasantry, but you also lack the privilege of the nobility.
Parent's Profession: Yeomen
Major Childhood Event: [Met a Fantastic Creature] When you were only a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. You learned a powerful lesson or a magic trick from that creature. This meeting changed your life and made you different from the other children.

Influential Associate:[The Academic] One of your associates had such a lust for knowledge that she could never be satisfied with simple answers or obvious solutions. This desire for knowledge frequently exceeded her need for companionship, but you were the single exception. Through this association you developed a keen appreciation for numbers, geometry, logic, hard study, and problem solving.

Conflict: [Minor Theft] You stole several small or inexpensive items that belonged to someone else.
Conflict Subject: Merchant.
Conflict Motivation: Money.
Conflict Resolution: [Denial] You feel little if any regret, and deny the event mostly so others won’t judge you. Few if any know of your part in the conflict, and your constant denials are meant to keep it that way.
Deity/Religious Philosophy:Seramaydiel

Romantic Relationship(s):[One Significant Relationship] You had a true love once, but that time has passed.
Drawback:[Pleasure] You crave luxury, entertainment, and pleasure. You might indulge in every passing fancy or hold strong against a temptation that constantly eats at you.

(Trait) Artisan
(Trait) Empyreal Focus
(Trait) Gifted Adept
(Trait) Kin Guardian
(Trait) Mathematical Prodigy
(Trait) Merchant
(Trait) Militia Veteran
(Trait) Savanna Child
(Drawback) Hedonistic

In the comments give us your ideas for how to make this into a fully realized character? What class would this character gravitate towards? What fantastic creature did he meet as a child? Why would an academic take interest in a child who wasn’t at all bright? Who are all of his eight siblings? And don’t forget to stay tuned Friday when my background hits the CRB.

The CRB not only brings you the creative content you desire but makes you look inside for your own creativity. If you feel both inspired and pushed to created please consider supporting your favorite content provider – that’s me right – by pledging as little as $1 on my Patreon or making a direct donation to my Paypal.

If you don’t want to miss a beat make sure you sign up to get the CRB pushed directly to your e-reading device with Kindle Subscriptions through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on Facebook, Google+Tumblr, and Twitter.