Pathfinder - Arcadia (Campaign 1)


Arcadia.  The very name screams adventure.  Far across the Arcadian ocean, lies the vast unclaimed continent of Arcadia.

You are one of the many children of a great noble house of the Inner Sea.  While the Game of Thrones always occupies the attention of your parents, they are currently looking for other, creative methods of outmaneuvering their political rivals and their eye has turned to the far West.

Being the 6th or 8th child of a noble isn’t as wondrous as it sounds, life primarily revolves around finding something to occupy one’s time, not getting in too much trouble, and trying to stay out of the way as those closer to the inheritance battle it out – often in life or death struggles.  Yearning for a life based around freedom and glory, two things recently revealed to be beyond your grasp here, your thoughts turn to the individual opportunities available to you, should you participate in such an adventure.

Therefore, when your parents started discussing the possibility of joining the partnership behind the latest attempt to tame Arcadia and claim its riches, you used what little political skill and guile you had in order to convince them, not only to commit to the effort, but to send you along as their representative. 


Pillaging, looting and thievery should all be acceptable by the characters; however individual justification can, and should, vary.  Loyalty to the group should also be high (“Honor among thieves”) -- there will be plenty of outside groups competing with the party.  The campaign will incorporate a modified set of Kingmaker rules that will allow for the creation, management, growth and defense of territory at regional scale.  Those rules will be provided shortly.

Hirelings, organizations and politics/interaction will be important in this campaign, so all characters should have some basic competency in those areas.  I will also be incorporating aspects of whatever individual character backstory are provided into the campaign.

Broad Strokes

All characters come to a port city with the intention of joining an expedition to colonize Arcadia.  The characters are all junior partners in their parents’ efforts on this behalf and, therefore, will have limited power to act independently – at least initially.  This will lead (hopefully) to the acquisition of land, loot, construction of their own city, construction of a military, raiding, warfare and complete and total domination of the region’s trading lanes (oh, don’t forget, step 3 is profit!).

There are, however, a number of organized groups that might put up fights at any of these steps.  Some of this will be provided in the general background information that will be coming with the Kingdom-type rules, and some will need to be discovered in game (Appropriate Knowledge rolls can also provide some ‘secret’ background information as well).

Some aspects of these rules are predicated upon knowledge of Kingdom-type rules.  If you have any questions, please feel free to ask.

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