Hilary Moon Murphy wrote: Doug Hahn did a nice listing of Scenario Arcs in PF2 on his Unofficial Guides Website. It's worth a look. Sweet! Thanks :)
Hey friends, I'm preparing a home game campaign and I'm thinking the best approach will be to string together a series of PFS scenarios since they play smoothly in a single session with a contained story (mostly). I ran events for a local lodge back in PFS1e and kinda fell in love with the scenarios If you were building a campaign of scenarios, what would you include? I'm looking mostly at 1e PFS scenarios because I already have a bunch but also because they're cheaper. I'd love to have a somewhat cohesive narrative if possible. I would also love to have a handful of scenarios for the party to choose from at any given time. Free RPG Day adventures are good to go too. Back when I was running the lodge I ran Master of the Fallen Fortress about a billion times. My big draw here over the slew of adventures and APs I have is the benefit of essentially being a series of one-shots I'm considering starting with First Steps since I'm familiar with them and they seem a good introduction but maybe not, I don't know...
Hey friends, I'm preparing a home game campaign and I'm thinking the best approach will be to string together a series of PFS scenarios since they play smoothly in a single session with a contained story (mostly). I ran events for a local lodge back in PFS1e and kinda fell in love with the scenarios If you were building a campaign of scenarios, what would you include? Edition is irrelevant. I'd love to have a somewhat cohesive narrative if possible. I would also love to have a handful of scenarios for the party to choose from at any given time. Free RPG Day adventures are good to go too. Back when I was running the lodge I ran Master of the Fallen Fortress about a billion times I'm considering starting with First Steps since I'm familiar with them and they seem a good introduction but maybe not, I don't know...
This is a list of all of the published modules with level and as far as I know all but the few newest are PFS legal. The early adventures are worth 3XP and the new, longer ones are worth considerably more. Crypt of the Everflame - 1
The Dragon’s Demand - 1-6
I can't speak to ALL of these but I have purchased and at least read most of them. If I were putting together a 1-12 campaign I would probably go with this: This is a great campaign starter but I didn't care for it's sequels that much:
These I purchased during the last golem sale and put together in this order as a campaign:
After this your options become kind of limited. I'm not terribly familiar with them but they are the only modules that fall in your level range.
Alternatively you could kick off a campaign with The Dragon's Demand, which is great and will bring a normal party to 6th level. In PFS however, it is only worth 12XP so the levels don't really match up.
I'll have to see if I can get a look at those articles. I've got a complete back issue library of Dungeon but almost no Dragon mags. A friend has a ton so I'll see if he has them. The conversions look okay to me but then I'm not the best at monster creation either. I'm more a story and encounter kind of guy.
I feel that Charisma has very little to do with one's ability to dance as is described in the 'Weird Al' Yankovic song That Boy Could Dance. For further evidence, check out this video.
Mojorat wrote: ...design critique... My approach to Numerian technology was the magic as technology described in the Inner Sea World Guide. Thus the Plasma Lance just shoots 5d6 fireballs exactly like the spell. The fact that anyone can use it, unlike the spell, is countered by the very dangerous consequences of a misfire. That being said, I agree that it is under priced. According to the CRB a Wand of Fireballs dealing 5d6 costs 11,250gp. With these points in mind I think a good approach will be to keep the price that exists now and make a plasma coil (for reloading the weapon) cost 3,000gp for 30 shots (instead of the listed 70). I agree that the Technic Armor is under priced as well. I went with the same price as Celestial Armor but upon closer examination they are not comparable in power. If the +2 Str and +2 Dex are removed the power level is roughly the same. So let's make the stat boosts an upgrade to the armor. According to the CRB a Belt of Giant Strength +2 and a Belt of Incredible Dexterity +2 both cost 4,000gp each. So the Body Augmentation upgrade costs an additional 10,000gp. This upgrade does not occupy the belt slot but also does not stack with other Str and Dex boosting items. As far as the Servitor Zombie goes my idea was that they are relatively easy to take down but hard to keep down. I have reconsidered the design and I think building from the fast zombie might not be the best. So if they are based on just the default zombie their AC drops, making them easier to hit, and they only receive partial actions each round bringing them more in line with a CR 1 monster. Redesigned Servitor Zombie
Spoiler:
Human Servitor Zombie – CR 1 XP 400 NE Medium undead Init +0; Senses darkvision 60’; Perception +0 ------ AC 12, touch 10, flat-footed 12 (+2 natural) hp 12 (2d8+3); fast healing 5 Fort +0, Ref +0, Will +3 Immune undead traits ------ Speed 30’ Melee slam +4 (1d6+4) ------ Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10 BAB +1; CMB +4; CMD 14 Feats Toughness Special Abilities Staggered, Unearthly Mortis ------ Environment any Organization any Treasure none ------ Fast Healing (Ex) Servitor zombies repair damage done to their bodies at a tremendous rate, often fully repairing in only a few minutes. A servitor zombie is able to reattach lost limbs and will repair damage even when reduced to negative hit points. Damage dealt by fire, acid, or electricity cannot be repaired. If a servitor zombie’s head is removed from its body the body ceases to function and will begin to decay normally unless the head is reattached, at which point it begins repairing again. Destroying the brain will destroy the zombie and prevent any further repairing. Staggered (Ex) Servitor zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action. Unearthly Mortis (Ex) Servitor zombies cease decomposing the moment they are animated. Once a servitor zombie is destroyed it begins to decay normally. Servitor zombies are created using a strange grey paste that explorers of the Technic League found deep within Silver Mount. When a small dollop is placed onto the head or face of a corpse it quickly absorbs into the skin and in a matter of minutes the corpse begins to move and can accept spoken commands. The Technic League for all manner of menial and dangerous tasks. The zombies understand the use and operation of numerous tools and devices without instruction. An additional benefit of servitor zombies is that if damage to a limb or other body part is too severe to repair tools are able to be grafted on and become fully functional like any natural body part. Gray Paste
One dollop of Gray Paste,enough to animate a single corpse, costs 400gp and is usually found in vials containing enough paste for three or four dollops. Servitor Zombie Template
Servitor zombies do not have DR 5/slashing, instead replacing it with Fast Healing and Unearthly Mortis as described above.
Freedom16 wrote: ...cool stuff... I love the idea of introducing radiation to the game. maybe we could do radiation as a new energy type. Perhaps it deals less damage than other energy types but makes the target sickened. The spell looks great. The archetype looks really cool, especially the alternate channeling. The only thing is shouldn't the Irradiated Whelp ability replace something else? A cleric doesn't get much for abilities to drop however, so perhaps the player has the choice to receive one less 1st level spell per day or form a bond with the whelp. Thanks a lot for the suggestions, critique, and ideas guys. I appreciate any and all feedback, which will make this whole project awesome.
I originally posted asking if interest for a Numeria AP existed here. It seems there is so I am well under way. This thread is for discussion, input, requests, suggestions, contributions, complaints, etc. Campaign Summary
Spoiler:
The Rogues of Caliphas – Levels 1-4 Hired seemingly at random the party is sent to restore order at the Havenguard Lunatic Asylum in Caliphas. Once inside, however, they discover that all is not as they were told. The madmen have taken complete control and an enigmatic conspirator sought out the party to imprison them. Breaking out of the madhouse reveals the identity of their captor as one Doctor Hedgerow. The party sets off on his trail delving deep into the underworld of Caliphas confronting Sczarni at every turn. A final assault on the Sczarni brings the party face to face with Hedgerow. It is then they learn that they have been set up to eliminate the Sczarni and that grater forces are at work than a criminal syndicate. Horror on the Hill – Levels 5-8
Tales of Blood and Steel – Levels 9-12
To Catch a Fallen Star – Levels 13-16
The Mendev Alliance – Levels 17-18
Usher of the Apocalypse – Levels 19-20
Some Numerian Goodies Here are some Numerian goodies to whet the appetite until I have some substantial adventure material; one weapon, one suit of armor, and one new monster. The following items and processes are created using technological and arcane means known only to the Technic League. These items are not available on the open market. Plasma Lance
Spoiler:
Type: 2-handed exotic Damage: 5d6 Critical: 20 Range: 400' Misfire: 1-5 Capacity: 20 Weight: 15lbs Cost: 10,000gp A plasma lance is a five foot long weapon that resembles an oversized shortspear with a weight near the haft. The barrel of the weapon is flanged at the end creating a look like a rounded spearhead. The back foot and a half of the weapon is larger than the long barrel so it rests comfortably against the hip for firing. The trigger and handgrip is at only a slight angle from the barrel and widened to comfortable accept a humanoid hand. Behind the handgrip is a six inch long cylinder that locks in place around shaft of the weapon and houses the plasma coil. This can be removed once the plasma coil is spent by unclipping and sliding it up, off from the firing mechanism. A fresh plasma coil can then be slid into place where it clips automatically, making the weapon ready for use again. A plasma lance is designed to be aimed and fired from the hip, making the weapon difficult to aim for those not proficient in its use. When fired the weapon releases a small of super heated plasma at a high velocity. When the ball reaches 400’ it detonates in a ball of searing heat and fire 20’ in diameter dealing 5d6 points of damage. Unless struck directly, those within the blast area are allowed a Reflex save, DC 15 to take half damage. Striking a moving target requires a ranged touch attack while striking a fixed point requires a ranged attack against AC 10. The resulting fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other explosive effect does. If the plasma shot strikes a solid object before reaching 400’ it detonates prematurely. A small dial near the trigger allows the weapon’s range to be dialed back to any range between 100 and 400 feet. Dialing in a range requires a standard action unless the shooter is proficient in the weapon’s use, which reduces the time to a move action. Unless proficient with the weapon, aiming and firing a plasma lance requires a full round action. A plasma lance can only be fired once in a round. Proficiency with a plasma lance reduces the misfire chance to 1. A misfire gives the weapon the broken quality. If a misfire is rolled while broken the plasma coil immediately overheats and explodes dealing 10d6 points of damage in a 20' radius centered on the weapon. If an attempt to use the weapon is made by someone non-proficient than it is always considered to have the broken condition.
Technic Armor
Spoiler:
Type: Light Armor Bonus: +6 Max Dex Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure: 5% Speed: 30'/20' Weight: 25lbs Cost: 22,500gp Technic Armor plates are constructed out of a lightweight and extremely durable skymetal alloy layered atop mithral and shaped to deflect blows. The plates are layered and arranged over a Kevlar weave wired throughout with circuitry powered by arcane energies. The armor provides maximum protection while remaining light and mobile to prevent interference with spellcasting. The armor is often worn piecemeal covering only vital areas to allow even more freedom of movement without a reduction in mobility. Wearing the armor piece meal has no impact on the armor’s statistics. The significant durability and maximum protection of the skymetal used in the construction of Technic armor grants the wearer DR 2/adamantine. Internal circuitry and magical infusions combine to create an electrical dampening and grounding effect that grants the wearer Energy Resistance 10 against electricity. Servos and body enhancing modifications also grant the wearer increased physical abilities for +2 Str and Dex while worn. Due to the light weight and maximized efficiency of Technic Armor a wearer proficient in its use can don and remove the armor in five rounds. If attempting to don hastily the wearer is able to do so in only three rounds. Users not proficient in the use of the armor have difficulty with the odd straps and buckles making donning the armor the same as scale mail. This armor is designed for solo use so these times are not made faster with assistance.
Servitor Zombie
Spoiler:
Human Servitor Zombie – CR 1 XP 400 NE Medium undead Init +2; Senses darkvision 60’; Perception +0 ------ AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 12 (2d8+3); fast healing 5 Fort +0, Ref +2, Will +3 Immune undead traits ------ Speed 30’ Melee slam +4 (1d6+4) ------ Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10 BAB +1; CMB +4; CMD 16 Feats Toughness Special Abilities Unearthly Mortis ------ Environment any Organization any Treasure none ------ Fast Healing (Ex) Servitor zombies repair damage done to their bodies at a tremendous rate, often fully repairing in only a few minutes. A servitor zombie is able to reattach lost limbs and will repair damage even when reduced to negative hit points. Damage dealt by fire, acid, or electricity cannot be repaired. If a servitor zombie’s head is removed from its body the body ceases to function and will begin to decay normally unless the head is reattached, at which point it begins repairing again. Destroying the brain will destroy the zombie and prevent any further repairing. Unearthly Mortis (Ex) Servitor zombies cease decomposing the moment they are animated. Once a servitor zombie is destroyed it begins to decay normally. Servitor zombies are created using a strange grey paste that explorers of the Technic League found deep within Silver Mount. When a small dollop is placed onto the head or face of a corpse it quickly absorbs into the skin and in a matter of minutes the corpse begins to move and can accept spoken commands. The Technic League use servitor zombies for all manner of menial and dangerous tasks. The zombies understand the use and operation of numerous tools and devices without instruction. An additional benefit of servitor zombies is that if damage to a limb or other body part is too severe to repair tools are able to be grafted on and become fully functional like any natural body part. Gray Paste
Servitor Zombie Template
Servitor zombies do not have the Quick Strikes special ability instead replacing it with Fast Healing and Unearthly Mortis as described above.
Right now I am nearly finished with the first part of The Rogues of Caliphas called Keys to the Madhouse where...
Spoiler:
...the party finds themselves locked inside the Havenguard Lunatic Asylum and must escape and find out who set them up. As always, feedback is appreciated.
gunslingeraz wrote: Love the write up so far. Thanks, pal! Freedom16 wrote: ...how would classes fall into place in this campaign? I've made a cleric archetype a Technic League player of mine loved. My approach is to make it like the official APs and have it so any class and any alignment can play without alteration or adaptation. The immersion in the technology will be a slow reveal. As far as the archetype, I say throw it on up here. The more minds the merrier. :D
Okay guys, thanks. Epic Words looks pretty similar to Obsidian Portal with a bit more of a PBP slant. I'll figure something out, probably just Blogger since I can have everything right in one place that way. OP surprised me because I assumed they were supported by advertisements until they wanted me to pay $4.99 a month and then I looked around and saw that there weren't actually any adds. lol
I was wondering if anyone knew of a site like Obsidian Portal that doesn't charge to upload more than one map? I'm writing a fan-made Numeria AP and I am looking for a good place to upload all the adventures and maps and other goodies. Obsidian Portal seemed like a good option until I tried to upload my second map and it told me I needed a pay account. Needless to say this isn't going to cut it. I considered using Blogger but the layout isn't the best for what I want. The forums here won't let me post maps. I'm not sure how useful RPGArchive will be for a work in progress plus it doesn't seem like anything new has gone up there in almost a year. Any suggestions? --EDIT-- Another option I thought of is to post all the text based material here and other forums and link to maps uploaded elsewhere like Google Docs or something but it seems like there has to be an easier way to do it.
Mrs Camelot wrote:
This is epic. Thew will learn.......
I guess I should have been a tad clearer, sorry. When I said minis I meant the maps and grids and the whole shebang. I used minis for a while but I greatly prefer a more organic combat instead of counting squares and all of that, which I feel slows the game way down. What I do with my home, non PFS games now is draw a small map on some graph paper so the players have a good idea of what is happening and where everything is taking place but that's it. They enjoy it better than the use of maps and minis and we all feel that the game runs way faster. This is also how I have been running games for the last 20 years. The reason I asked the community at large, and thank you all for your answers, is a friend and I will be opening a game store here in Maine very soon and we will be offering weekly or bi-weekly PFS events. I had been planning on using flip maps and minis and all sorts of other flashy things I can purchase for the store at cost. However, I really don't care for their use personally and I thought I'd raise the question of their use in PFS play at large. In case it's not obvious, my PFS experience is limited, being only a single running of Master of the Fallen Fortress with my regular group so that I could get a feel for what is different with organized play over just regular play. Given the responses I will probably just suck it up and use maps and minis when I start running public games.
On a personal level I don't care for the use of minis in a game and I have resigned myself to the fact that once I am up and running I will need to use them to run public PFS sessions and events. However, I just realized that I didn't see anything in the FAQs or guide so now I'm curious if they are required, strongly encouraged, just the baseline assumption, or left entirely to DM fiat.
We will be opening our doors either next month or the following October since that is the ideal time of year to launch. We will be in Auburn, Maine which is the sister city to Lewiston. Bridgton is only about a 15 minute drive from us. I've never done organized play before so it should be fun to get a handle on. My only disappointment is I will have to start using minis for PFS. lol Thank you for the words of encouragement one and all. It will be an adventure and we will look for you in the store. :D
Pulling adventures across systems and settings is something I do quite a lot so I can make use of some of the old stuff I have in the games I currently play. I love to mine odd sources for inspiration and adventure. As far as nWoD I have only pulled Call of Cthulhu material over but I was beginning work once on a Call of Cthulhu adaptation of Age of Worms so by my logic that puts it only one step away from nWoD. I ran the Dungeon adventures Shards of Eberron in Shadowrun and it was lots of fun. I also a while back used the old 1E adventure Drums on Fire Mountain as a Road Warrior style feel run in Shadowrun Second Edition. This sort of thing can be lots of fun but it takes a lot of work for converting. I don't mean statblocks and whatnot because that's easy. When you are moving from one genre to another it gets more difficult because you need to adapt a lot more elements. Horror to horror is easy and fantasy to fantasy is also easy though in the case of D&D to Shadowrun plenty of changes need to be made to accommodate the different style of fantasy. I look at plot lines, characters, and themes and then use that structure as a means of creating a story along the same lines. If there is a delve into an orc held cave then in WoD that may become a warehouse where gangers are holding up. Mostly, I just let the adventure and encounters tell me what they should become. Think like if the author for the adventure you are pulling were telling the same story with the same characters and events in the alternate game and setting. Ultimately, you will probably find that it's lots of fun and flows really smooth or is way more of a pain than you want to deal with. I don't see there being much of an in-between. lol
If you want a totally subjective and in now way very accurate ballpark figure, the average seems to be around 150-250 hours of play time. As has already been said, it all depends on your GM style, party play style, AP length, session length, number of players, preparation, PC classes, PC level, etc. I like to figure about 10-15 hours per level usually but again, that all depends on a huge number of factors.
I actually have the opposite opinion Mr. James in regards to XP. A few years ago I switched away from handing out XP and I noticed that the gameplay sped up and the players got more involved in the story. They knew that they could play their characters how they liked and approach the story how they liked and not worry about slogging through combats to earn rewards. This was in 3.5 but the logic still holds true now. I ran Shackled City like that and it worked great the whole way through. To each their own but since I am a more story focused GM I was very glad I eschewed XP.
I kind of answered my own question by way of finding this forum post, but now that I have an event created the link to download the PFS numbers isn't showing up. I think I'm doing something wrong.
I signed up for PFS because I will be opening a game store soon and wanted to be ready to run events when the doors opened. A few weeks ago I ran Master of the Fallen Fortress for my regular group using the PFS pregens so I could get a feel for PFS play. (It was a lot of fun BTW.) None of them have PFS accounts so can I claim that session as a PFS GM?
I am assuming that the methodology for determining CR (CR4/MR2 equals CR6) holds true for determining APL. As in a party of level 3/MR2 characters would have an APL 5 for the purposes of determining level appropriate CR and treasure. Am I correct in this assumption? Of course we all know what happens when you make an assumption, it makes an ass out of you and umption.
A little off topic, I know, but I started running the Price of Immortality trilogy for my players and I like the idea of Razmir and the whole mage as false deity thing. I'd love to see more about him. Perhaps not an entire AP but perhaps a higher level adventure or a few adventures in the same vein as Price of Immortality or a sourcebook about Razmiran.
Here are some Numerian goodies to whet the appetite until I have some substantial adventure material; one weapon, one suit of armor, and one new monster. The following items and processes are created using technological and arcane means known only to the Technic League. These items are not available on the open market. Plasma Lance
Spoiler:
Type: 2-handed exotic Damage: 5d6 Critical: 20 Range: 400' Misfire: 1-5 Capacity: 20 Weight: 15lbs Cost: 10,000gp A plasma lance is a five foot long weapon that resembles an oversized shortspear with a weight near the haft. The barrel of the weapon is flanged at the end creating a look like a rounded spearhead. The back foot and a half of the weapon is larger than the long barrel so it rests comfortably against the hip for firing. The trigger and handgrip is at only a slight angle from the barrel and widened to comfortable accept a humanoid hand. Behind the handgrip is a six inch long cylinder that locks in place around shaft of the weapon and houses the plasma coil. This can be removed once the plasma coil is spent by unclipping and sliding it up, off from the firing mechanism. A fresh plasma coil can then be slid into place where it clips automatically, making the weapon ready for use again. A plasma lance is designed to be aimed and fired from the hip, making the weapon difficult to aim for those not proficient in its use. When fired the weapon releases a small of super heated plasma at a high velocity. When the ball reaches 400’ it detonates in a ball of searing heat and fire 20’ in diameter dealing 5d6 points of damage. Unless struck directly, those within the blast area are allowed a Reflex save, DC 15 to take half damage. Striking a moving target requires a ranged touch attack while striking a fixed point requires a ranged attack against AC 10. The resulting fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other explosive effect does. If the plasma shot strikes a solid object before reaching 400’ it detonates prematurely. A small dial near the trigger allows the weapon’s range to be dialed back to any range between 100 and 400 feet. Dialing in a range requires a standard action unless the shooter is proficient in the weapon’s use, which reduces the time to a move action. Unless proficient with the weapon, aiming and firing a plasma lance requires a full round action. A plasma lance can only be fired once in a round. Proficiency with a plasma lance reduces the misfire chance to 1. A misfire gives the weapon the broken quality. If a misfire is rolled while broken the plasma coil immediately overheats and explodes dealing 10d6 points of damage in a 20' radius centered on the weapon. If an attempt to use the weapon is made by someone non-proficient than it is always considered to have the broken condition.
Technic Armor
Spoiler:
Type: Light Armor Bonus: +6 Max Dex Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure: 5% Speed: 30'/20' Weight: 25lbs Cost: 22,500gp Technic Armor plates are constructed out of a lightweight and extremely durable skymetal alloy layered atop mithral and shaped to deflect blows. The plates are layered and arranged over a Kevlar weave wired throughout with circuitry powered by arcane energies. The armor provides maximum protection while remaining light and mobile to prevent interference with spellcasting. The armor is often worn piecemeal covering only vital areas to allow even more freedom of movement without a reduction in mobility. Wearing the armor piece meal has no impact on the armor’s statistics. The significant durability and maximum protection of the skymetal used in the construction of Technic armor grants the wearer DR 2/adamantine. Internal circuitry and magical infusions combine to create an electrical dampening and grounding effect that grants the wearer Energy Resistance 10 against electricity. Servos and body enhancing modifications also grant the wearer increased physical abilities for +2 Str and Dex while worn. Due to the light weight and maximized efficiency of Technic Armor a wearer proficient in its use can don and remove the armor in five rounds. If attempting to don hastily the wearer is able to do so in only three rounds. Users not proficient in the use of the armor have difficulty with the odd straps and buckles making donning the armor the same as scale mail. This armor is designed for solo use so these times are not made faster with assistance.
Servitor Zombie
Spoiler:
Human Servitor Zombie – CR 1 XP 400 NE Medium undead Init +2; Senses darkvision 60’; Perception +0 ------ AC 12, touch 10, flat-footed 12 (+2 natural) hp 12 (2d8+3); fast healing 5 Fort +0, Ref +2, Will +3 Immune undead traits ------ Speed 30’ Melee slam +4 (1d6+4) ------ Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10 BAB +1; CMB +4; CMD 16 Feats Toughness Special Abilities Unearthly Mortis ------ Environment any Organization any Treasure none ------ Fast Healing (Ex) Servitor zombies repair damage done to their bodies at a tremendous rate, often fully repairing in only a few minutes. A servitor zombie is able to reattach lost limbs and will repair damage even when reduced to negative hit points. Damage dealt by fire, acid, or electricity cannot be repaired. If a servitor zombie’s head is removed from its body the body ceases to function and will begin to decay normally unless the head is reattached, at which point it begins repairing again. Destroying the brain will destroy the zombie and prevent any further repairing. Unearthly Mortis (Ex) Servitor zombies cease decomposing the moment they are animated. Once a servitor zombie is destroyed it begins to decay normally. Servitor zombies are created using a strange grey paste that explorers of the Technic League found deep within Silver Mount. When a small dollop is placed onto the head or face of a corpse it quickly absorbs into the skin and in a matter of minutes the corpse begins to move and can accept spoken commands. The Technic League for all manner of menial and dangerous tasks. The zombies understand the use and operation of numerous tools and devices without instruction. An additional benefit of servitor zombies is that if damage to a limb or other body part is too severe to repair tools are able to be grafted on and become fully functional like any natural body part. Gray Paste
Servitor Zombie Template
Servitor zombies do not have the Quick Strikes special ability instead replacing it with Fast Healing and Unearthly Mortis as described above.
As always, feedback is appreciated.
I chose a completely different approach to the beginning of this module. To make things easier I had them purchase the gear they wanted as normal. In the town square the mayor simply handed them a carved, wooden box. Inside the box was a map fragment, a potion of cure light wounds, and a bottle of brandy.
Ravenmantle wrote: I know a lot of my fellow Pathfinder fans have been pleading for Paizo to do more with the region This is what got me thinking about making this originally. I know it is unlikely going to happen officially so I thought, what the hell, I'll see what I can put together. Interestingly it also began as a Numeria/Worldwound AP but then I saw the announcement of Demon Blight Crusade so I had to rework the outline to scale back the demon elements and scale up the sci-fi, which I am okay with. The smitter wrote: I am going to be starting a Numeria game pretty soon and would love to see more I hope you enjoy and get lots of inspiration. Cthulhudrew wrote: Sounds like a great idea! I love your name. lol Arazyr wrote: You may already be on this, but make sure to read through the Community Use Policy. Yeah, I read it in detail yesterday because I didn't want to step on any toes. The path is called Legacy of Sarkoris, which I forgot to mention when I posted the summary.
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