Difference between revisions of "Hökaland Escape"
(One intermediate revision by the same user not shown) | |||
Line 1: | Line 1: | ||
'''Hökaland Escape''' is a [[Roleplaying#Campaigns|roleplaying campaign]] set in Hökaland, rund by Gunnar Petzäll as GM and the '''Delta''' group as players. | '''Hökaland Escape''' is a [[Roleplaying#Campaigns|roleplaying campaign]] set in Hökaland, rund by Gunnar Petzäll as GM and the '''Delta''' group as players and using the [[Pathfinder 2e]] system. | ||
The general theme is a group of commoners who are deserting from an organised army - a crime usually punished by death even in a world where work camps are very popular by the Powers that Be. The campaign uses [[Hexploration]] mode mechanics and a behind-the-scenes hex map of the [[Realm]]s. The group will be hunted by a very motivated individual and every human interaction is a risk that needs to be considered (but spending time in the wilderness is also dangerous because of the, well, dangers...). | |||
The general theme is a group of | |||
In an attempt to introduce "attrition" of being on the run, Gunnar has designed a number of house rules relating to [[healing]]. | In an attempt to introduce "attrition" of being on the run, Gunnar has designed a number of house rules relating to [[healing]]. | ||
Line 11: | Line 9: | ||
* [[Healing]] | * [[Healing]] | ||
* [[Starvation]] | |||
* [[Fatigue]] | * [[Fatigue]] | ||
* [[Exploration]] | * [[Exploration]] | ||
* [[Travel]] | |||
== Session prep == | |||
* [[Pathfinder 2e#Session prep]] | |||
== Notes etc == | == Notes etc == |
Latest revision as of 14:05, 21 July 2022
Hökaland Escape is a roleplaying campaign set in Hökaland, rund by Gunnar Petzäll as GM and the Delta group as players and using the Pathfinder 2e system.
The general theme is a group of commoners who are deserting from an organised army - a crime usually punished by death even in a world where work camps are very popular by the Powers that Be. The campaign uses Hexploration mode mechanics and a behind-the-scenes hex map of the Realms. The group will be hunted by a very motivated individual and every human interaction is a risk that needs to be considered (but spending time in the wilderness is also dangerous because of the, well, dangers...).
In an attempt to introduce "attrition" of being on the run, Gunnar has designed a number of house rules relating to healing.
House rules
Session prep
Notes etc
- Pathbuilder
- Lvl 0 chars
- Exploration
- Hexploration
- More subsystems
- Hexcrawl
- Vehicles
- Healing
- Resting
- Links
- One Page Dungeon
- Worth reading?
- DC conversion PF1 -> PF2