Pilgrims Codex campaign frame
PILGRIMS CODEX
Ancient cities and dungeons await Adventurers on their pilgrimage to the Outer ring of the world.
Designed By Austin Keilman
Complexity rating ***
The Pitch
5 years after the first pilgrimage, adventures of all ancestries have come together to explore the Outer Ring. The city of Pilgrims Crest is home to the Pilgrims Guild who provide naval shipwrights and crew to adventurers willing to risk their lives in the treachery of the Outer Ring to bring home power, glory, and fame. All they ask in return is to add knowledge of the artifacts and creatures you find to the Pilgrims codex.
Tone & Feel
Adventure, Dungeon delver, Grim, Light-hearted
Themes
Replace fear of the unknown with curiosity, Life is either a daring adventure or nothing at all, The paths of glory lead but to the grave
Touchstones
Beast Feast, Soulsborne, Shaolin Showdown, The Cosmere, RimWorld
OVERVIEW
if your group is playing this frame , give your players the following information
The First Pilgrimage to the Outer Ring was launched out of the small coastal village of Pilgrims Crest, 10 pilgrims left, only 2 returned. But with their return came several artifacts from an ancient cliffside city along the shore which changed the course of the little village of Pilgrims Crest, and all residents of the Lyra continent forever.
The sprawling city of Pilgrims Crest is known throughout all Of Lyra and has become a cultural melting pot where distant wars and prejudices are pushed aside in the pursuit of riches and freedom. At the center of the conglomeration is the Pilgrims Guild where the skills of all nations are not only accepted, but needed to ensure a successful Pilgrimage.
The tasks of a Pilgrim begin far before leaving the Crest. They must seek crewmates among their fellow Pilgrims, purchase or build a ship along with a Shipwright, and be endorsed by a Codographer to take with them on their journey. Pilgrims often set up encampments along the coast, some of which have evolved into settlements and even one small coastal city under the protections of a group of particularly powerful retired pilgrims.
PLAYER PRINCIPLES
When you make a character for this campaign they should meet the following criteria
- BUILD FOR ADVENTURE
Have a strong drive for one of 3 goals
- Glory and fame
- To discover the unknown
- bring home an artifact to save a family member or themselves
Becoming a pilgrim means risking your life every day in foreign lands with only your small team to keep you alive. Build a character you feel you and your party can rely on for some means of survival be it combat prowess, tactical knowledge, or a deep understanding of nature.
- ARTIFACTS ARE YOUR FRIENDS
HAHA MAYBE!^
As a pilgrim you will be finding artifacts of various powers that may not always seem clear at first. Collecting artifacts that feel safe enough and bringing them to your Codographer is a great way to attain small buffs to your character that may or may not be permanent. Feel free to keep your own codex along with the one your Codographer has as you may not want to share just everything with them (this is against the rules of the guild).
DISTINCTIONS
- New Crest
New crest is the primary Settlement on the outer ring. New Crest is a retrofitted cliffside castle Formed by retired pilgrims who successfully amassed a large amount of artifacts. New Crest is somewhat of a technological powerhouse, fueled by the artifacts and the incredible minds collected by the pilgrims whom formed it. Many pilgrims who lose their parties come here to recuperate and are given safe haven. Beyond that, some of these displaced pilgrims join the ever growing city to form businesses and lives on the outer ring within the safety of the castle walls.
- Guardians
Guardians are the enforcers of the Pilgrims Guild. They protect large settlements on The Outer Ring and punish contract breaking Pilgrims. Guardians are rare due to the incredible difficulty of becoming one. Each guardian is outfitted with Unique or Enigmatic gear acquired through their own conquests.
CAMPAIGN MECHANICS
The following mechanics are unique to this campaign
Currency
This game uses a more uniform currency system to manage income as the finances of the late game may be more complex.
currency exchange rates
Handful of gold --> 5 Gold
Bag of gold --> 50 Gold
chest of gold --> 500 gold
Gem exchange rates
all gems exchange rates are per carat weight with an implied pristine cut, clarity, and vivid coloring
Topaz 5G
Opal 10G
ruby 50G
sapphire 100G
Emerald 200G
Phoenix 1000G
-THE CODEX
The party will create their own codex to be added to "The codex" with the help of their appointed Codographer. During downtime if any Artifacts are found, they should be added to the codex if able to be deciphered by the party.
- THE CREW
During session 0 the party will be given the option to form their crew or have it be chosen for them
ESSENTIAL CREWMATES
each crew has essential crewmates required by the pilgrims guild to ensure the relative consistency of a successful pilgrimage.
Codographer
Codographers are responsible for maintaining their own codex which will be added to Pilgrims Codex upon the end of a pilgrimage. All Codographers go through rigorous study of the Pilgrims Codex and have strong knowledge of the current artifacts within it. Codographer do however have varying degrees of understanding of the mechanics of artifacts. Some lean more toward the magical interactions while others the more mechanical/tangible aspects. Choosing The right Codographer can drastically change how the party interacts with discovered artifacts on the Outer Ring
Codographer Sponsorship
If players choose to start their journey pre-crew, they must attain their selected Codographers sponsorship. Codographers are very picky as Pilgrimages are extremely dangerous. A Codographer may give the players a fairly difficult trail depending on the quality of knowledge the Codographer has.
Shipwright
The Shipwrights of The Pilgrims Guild Utilize various means of shipbuilding. Some use artifacts to enhance their ship in various ways. While others use tried and true methods of ship building to reinforce their ships for the voyage to The Outer Ring. The shipwright is responsible for building and maintaining the ship designed for the party's Pilgrimage to The Outer Ring. The Guild will pay for a ship to accommodate the final crew size recorded before the beginning of the pilgrimage.
Shipwright Selection
The Shipwright can be chosen by the players after attaining a Codographer sponsorship. The Codographer may have recommendations for a Shipwright that compliment their knowledge base.
Scouts
Scouts train alongside The Guardians in the jungles directly east of New Crest. They familiarize themselves with the Safer portions of The Outer Ring and develop their skills as Scouts.
Scouts will search The Outer Ring for points of interest their attached pilgrimage can utilize in uncovering more and rarer artifacts, hidden away within ancient dungeons or guarded behind various factions walls.
Scout Selection
The party can select a scout after being sponsored by a Codographer. Some scouts may have a preference for a type of Codographer and can outright decline if they dislike the party or Codographer
Non Essential Crewmates
Depending on the depth of the campaign, the players may want to interact more or less with the settlement system. Non essential crewmates (up to 6 for a total of 9 non party Pilgrims) can make the beginning stages of the settlement system easier. For Players or DMs not as interested in the Settlement system it is recommended to build your starting camp close to New Crest for easier access to trade and early survival essentials.
Hiring Non essential crew
When hiring non essential crew the party must adhere to rule 3 (For every four NPCs acquired the fifth must be a type of forager/farmer to aid in feeding the settlement ) of the acquiring NPC rules.
ARTIFACTS
The Outer Ring is teaming with magical items. From various Mana Stones to fully formed mana-tech devices beyond an average Codographers comprehension, Artifacts are the lifeblood of The Pilgrimage.
Artifact appraisal
Any and all artifacts you find must be reported to and appraised by your Codographer. Once appraised you have the option of selling, storing, or using the artifact for future quests. Many artifacts have limited uses and saving them to be combined with other artifacts to make something more powerful is a staple use of your Codographer.
Appraisal values
Common
common Artifacts consist of regularly found Outer Ring items that still cannot be attained on lyra. These types of items the party will be comfortable selling.
e.g.
Ring metal basic weaponry 1-3 gold
empty Mana Stones(tier 1 magical item crafting component) 2-4 gold
single use spell tools (tier 1 spells) 3-5 gold
Chunk of Ring metal 5-10
Spell Scrolls 6-10 gold
Unusual
Unusual artifacts are less commonly found and require a bit of dungeon delving or monster slaying to acquire. These types of items the party would be comfortable equipping or selling depending on the goals of the party.
e.g.
Infused Mana Stones(tier 1 magical item crafting component) 10-20 gold
once per session use magic items(tier 2-4 spells) 15-30 gold
once per session use scrolls(tier 2-4 spells) 20-40 gold
infused Ring metal weapons(tier 2-4 spells) 25-50 gold
Rare
Rare Artifacts are powerful items that characters may come across after a significant boss fight or completing a particularly perilous quest. These types of items the party will want to equip and will have a harder time being comfortable with selling.
e.g.
once per scene magical item(tier 2-4 spells) 60-100 gold
Chunk of Mana Metal (tier 2-4 magical item crafting component) 65-90 gold
permanent buff items (+1) 75-125 gold
Infused Mana Crystals (tier 2-4 magical item crafting component) 80-140 gold
Unique
Unique Artifacts consist of named gear(weapons, armor, or other items) or otherwise significantly powerful items the party may use to gain a significant power spike if used correctly. These types of items the party should be equipping and would have little to no desire to ever sell.
e.g.
permanent spellcasting items (tier 2-4) 200-400 gold
permanent buff items (+2) 250-450 gold
Named gear(+2/+3 bonuses with unique feature) 500-1000 gold
Enigmatic
Enigmatic Artifacts are things that do not seem to follow the laws of physics or nature as the world understands it. These Artifacts hold vast power and players may entirely shift their playstyles after acquiring such items. These items are dangerous in the wrong hands and players should be weary about selling them. Hopefully the Players trust their Codographers loyalty if they seek to appraise such items for sale.
e.g.
A ring that allows the user to infinitely cast their spells at seemingly no cost ???? gold
Ink that once dried, remains flexible but harder than diamond ???? gold
an elixir that ceases aging ???? gold
Selling Artifacts
Once appraised, an artifact can be sent to Lyra to be put up for auction or sold to various NPCs within New Crest. Shipping artifacts back to Lyra can be expensive depending on the ship crews numbers and their food supplies.
Lyra sale rules
- A trip to Lyra and back costs 10 gold if the round trip is fully stocked with food from The Pilgrims settlement
- The cost increases to 15 gold if food is required to be purchased on Lyra
- 10% of the earnings go directly to the Pilgrims guild according to the Pilgrimage contract
New Crest sale rules
- Haggling may be done to either increase or decrease the price of Artifacts
- You do not necessarily need to report these gold earning discrepancies to the guild
- 10% of appraised cost of an Artifact must be given to the Pilgrims guild according to the Pilgrimage contract post recorded sale
Settling
The life of a Pilgrim doesn't have to end nomadically. Success stories like New Crest do exist given the right Pilgrims, a plethora of gold, and powerful Artifacts. As Pilgrims, the party has the option to grow their homestead into something great. Each Pilgrimage starts out at the first tier of homesteading "camp" and grows from their--- given they survive long enough to do so.
The Pilgrims Guild encourages this growth and allows Pilgrims full freedoms to create their own governments within The Outer Ring. The guild only asks that at each tier of settlement you allow them certain Liberties to function under your rule. Each tier is gated by population and as it grows so do the privileges of the guild within your territory.
Growing the Settlement
During Downtime at the settlement, Players collaborate with the DM on how they would like to grow their settlement. This means the players and DM will work together to build out the settlement and choose which NPCs to bring into the team to fit the needs of the Party and the Pilgrims they support.
Acquiring NPCs
Most NPCs can be acquired by paying for them to make the journey to the Party's settlement.
NPC Rules
- Each NPC costs 20 Gold to transport to the settlement
- Each adult NPC must be given: a name, a job, personality traits for the DM, a favorite thing
- For every four NPCs acquired the fifth must be a type of forager/farmer to aid in feeding the settlement
- Each NPC must have a place to sleep within the settlement, to be handled within the "Building out the settlement" section
- Craftsman NPCs take 4 sessions of time to complete a requested craft (building a home, crafting a weapon etc). This is reduced by 1 session per assistant NPC acquired to aid the craftsman
Building out the Settlement
Once the players decide where to dock on the shores of The Outer Ring, the beginnings of their settlement begin. Start a collaborative map between the Players and DM to track the growth of the settlement as it progresses.
Building rules
- Building require the respective craftsman to complete, e.g. masons for stone buildings, carpenters for wood buildings, etc.
- All players and NPCs come to The Ring with a tent to sleep in. The Settlement management phase cannot be ended until each Player or NPC has a place to sleep.
- Building materials may be purchased or harvested from The Outer Ring.
- Homes scale 20 gold per room for wood and 40 for stone
Tier 1: Camp
1-9 non party Pilgrims
a camp consists of the essential crewmates required to Begin a Pilgrimage into the outer ring.
Special Guild Privileges:
10% of the Settlements Gold earnings go to the Pilgrims Guild
Tier 2: Outpost
10-29 non party Pilgrims
An Outpost may form once the party acquires a few useful NPCs through various means. NPCs like blacksmiths, cooks, botanists, etc.
Special Guild Privileges:
- 10% of the Settlements Gold earnings go to the Pilgrims Guild
- A Codographers assistant (or second depending on party choice) will be sent in and act as an emissary for the Pilgrims Guild
Tier 3: Hamlet
30-59 non party Pilgrims
Hamlets rarely form due to the dangers of The Outer Ring. Forming a hamlet is a true staple of Settlementary success. This can occur through natural progression of the Outposts slow growth over time or by a significant injection of gold and infrastructural development from the players. Good luck remembering all the NPCs names they will get sad if you forget...
Special Guild Privileges:
- 10% of the Settlements Gold earnings go to the Pilgrims Guild
- A Codographers assistant (or second depending on party choice) will be sent in and act as an emissary for the Pilgrims Guild
- One Guardian and Scout Master will be given housing and a Barracks in which to house scouts in training
Tier 4: Village
60-119 non party Pilgrims
Villages can happen faster than you think. Once a settlement in The Outer Ring is given hamlet status, folks on the mainland will be begging and pleading for the party to let them live on The Ring and experience its wonders. Within the relative safety of your villages borders of course. At this point the party will have most likely decided on some form of governmental structure to manage the ever growing population and the responsibilities they've tactfully shoved on to NPCs(the feeble DM's free time) so they can continue spelunking dungeons and hoarding precious Artifacts.
Special Guild Privileges:
- 10% of the Settlements Gold earnings go to the Pilgrims Guild
- A Codographers assistant (or second depending on party choice) will be sent in and act as an emissary for the Pilgrims Guild
- One Guardian and Scout Master will be given housing and a Barracks in which to house scouts in training
- The Pilgrims Guild builds a private coastal dock and outpost free of charge to allow for easier trading of exotic goods
Tier 5: Town
120-249 non party Pilgrims
A Party of Pilgrims dedicated enough to form a town truly has a love for the game. Though not every NPC maybe be as critical to the plot and progression as Barry the Blacksmith, they exist thanks to the tireless efforts of the party to make something for themselves in this crazy little game.
Special Guild Privileges:
- 10% of the Settlements Gold earnings go to the Pilgrims Guild
- A Codographers assistant (or second depending on party choice) will be sent in and act as an emissary for the Pilgrims Guild
- One Guardian and Scout Master will be given housing and a Barracks in which to house scouts in training
- The Pilgrims Guild builds a private coastal dock and outpost free of charge to allow for easier trading of exotic goods
- A Guardian team (3 Guardians, a Senior Codographer, 15 Guardsman) is sent to comb for missed Artifacts and to build a small embassy and treasury within the village
Tier 6: City
250-499 non party Pilgrims
Hundreds of hours of collaborations have gone into making something like this happen. You beat the game at this point. The community the DM and the party have built together is a testament to the power of the human mind our abilities to slowly but surely make something great. Even if it is just a game, hopefully the memories you've made along the way while playing it last a lifetime.
Special Guild Privileges:
- 10% of the Settlements Gold earnings go to the Pilgrims Guild
- A Codographers assistant (or second depending on party choice) will be sent in and act as an emissary for the Pilgrims Guild
- One Guardian and Scout Master will be given housing and a Barracks in which to house scouts in training
- The Pilgrims Guild builds a private coastal dock and outpost free of charge to allow for easier trading of exotic goods
- A Guardian team (3 Guardians, a Senior Codographer, 15 Guardsman) is sent to comb for missed Artifacts and to build a small embassy and treasury within the village
- The Pilgrims Guild is allowed a Guild location within the city to launch their own Pilgrimages