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Recent posts by
Stewart Perkins:
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Viletta Vadim wrote:
It's not metagaming. If my job were to kill monsters with swords and I lived in a world with werewolves, you can bet I'd invest in at least some cheap silver dagger. That's as sensible and grounded in the game world as the swordsman who carries a crossbow as a side arm.
And just because things happen one way in your game does not mean that it's tactically sound.
Maybe you misunderstood my point on that, to clarify I only count it as metagaming when a pc gets all off the various weapon types asap, with no regards to his pcs knowledge and breaks out the appropriate weapon when he sees the monster needed "ooh a skeleton, need bludgeoning, naw thats an XYZ get the adamantite". I don't find it strange or unusual or metagamey when a pc finds he has a problem with werewolves or where werewolves are well known in the setting, to have a silver weapon just in case. But I think here were just interested in two different aspects of the game.
As for it being tactically sound, I never disagreed with that because, well frankly it is. If the players are playing a heavy DR filled game and the DM gave them a heads up or they know about the various DR in game (an Archivist in the group or a wizard/bard with lots of knowledges, etc) then by all means feel free to get one of anything needed. All I meant was I never see these situations in games I've ran or played, even with players who know what DR a monster has, they "forget" until such a time the characters learn what needs to be done. Then they start the collection. Frankly I don't see many monks to be honest and again I haven't seen those use anything more than unarmed usually. But as I said the monk, good or bad, is best left to another thread.
In the end VoP is like all of Exalted Deeds and Vile Darkness, feats and flavor that alter the game world assumptions, and for no other reason than this I find it best to examined and thought about before inclusion in a game. But that's just me.
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Viletta Vadim wrote:
And if Book of Exalted Deeds is in, then Savage Species is in, meaning the most basic item Monks need to even function at all comes in; the Amulet of Natural Attacks, which can hold weapon properties like flaming or corrosive. And the Monk standard for getting enhancement bonuses is Greater Magic Fang, rather than Greater Magic Weapon, meaning the +9-equivalent stand.
Further, a standard Monk is going to carry a cold iron and adamantine weapon of some sort (since Ki Strike: Adamantine comes too late), even though the weapon's not going to be any good; a 1d6 kama trumps a 3d6-10 unarmed strike, after all. Quicksilver or silversheen can be applied to any weapon to grant it the properties of alchemical silver, and unarmed strikes qualify as weapons.
The Monk may not use conventional weapons or armor, but she still relies heavily on magic items. Like Bracers of Armor. The Scorpion Kama lets you use your unarmed damage, and even dual wield for your unarmed damage. Ye olde ring of invisibility is a godsend for Monks. Everyone absolutely...
I must say that just because Book of ED is in, does NOT automatically say that Savage Species to be in. Most groups use what they have. While I may have access to a Savage Species doesn't mean every game group does. If a member of my group picked it up then it is available, with specific approval. My point is, just because there is a "counterbalance" in some other book doesn't make a feat not broken or not a problem or what have you.
Secondly I honestly have never seen a monk played using the fighter golf bag of weapons trick. I know that alot of us plan for these things and resort to that, but most people just don't. Sure metagamers will carry laundry list of special gear, but I rarely see that and if I do it's because the DM overuses enemies with a specific DR or the player is one of those people who memorize the MM and can quote the weaknesses of said monster.
My last point is yes, those magic items are good for a monk. But VoP really shines in games that don't meet wealth by level requirements. WHat I mean is this, You look at any standard 3.5 game and the wealth characters actually find through the levels versus whats supposed to had and you'll find they differ quite a bit. Especially any modules or Adventure paths such as those in Dungeon Magazine. I have found that the players need to have their gear basically redone every few adventures in an AP or set of modules as they fall way behind par. In these situations VoP suddenly becomes outrageously good for the one guy who has it, and then comes in the rp ramifications for the poor people who may or may not want to deal with it. (in fairness the Rp consequences fall in line with the Paladin ones which is a thread all to itself.)
But those are my 2 coppers.
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I disallow the Vows and such for a few reasons, #1) because it seems like a crutch more than anything as far as roleplaying goes, being the mechanical reason to donate and be good rather than just being a character trait, #2) because my players who would use it, only do so for munchkanistic reasons... case in point, the first time one of my players was making a character he said the following " Can I use a feat from a book other than the ph?" "Probably I said, what book?" "Book of Exalted Deeds." "Vow of Poverty?" I asked. "Yes" he replied, and quickly I said "You were thinking a monk right?" "Yes, how did you know?" "I have heard of this feat." "Oh" he replied "I didn't know you would know of the feat, so I thought I would see if I could slip it past you."
This second exchange is why I am critical of things players want, because he wanted it purely for the comboness with monk, and not really any desire to add to roleplaying. Now granted that alone isn't enough for me to say no to a feat, because if so the fighter who builds up to weapon mastery or some other cool feat who does it to be really effective with his weapons is doing so for no rp reason, but purely a game advantage one. I said no because the player had heard it to be broken or thought it was and then tried to slip it by me.
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Mistwalker wrote:
Thraxus wrote:
Dragging cannons around is a moot point. If you don't have the materials on hand to build a catapult, then you have to drag the materials around with the engineers and laborers need to build it. Even if you have the materials on hand, you typically have to build in sight of the enemy.
Not exactly. Cannons are heavy, well ones to lay siege are. To build catapults you only need to drag along a very small amount of metal. Lumber can be had from trees or demolished houses/barns/estates/etc..
Part of the tactics were to build them in sight of the enemy, to allow them to stew a bit, knowing that they were going to be bombarded.
Thraxus wrote:
Honestly, cannons are better used as a stationary defense or a naval weapon in a typical fantasy setting. Of course, a lot of the basics of military tactics go outthe window in a typical fantasy setting too.
They would be hard to protect and the gun powder would be even harder to protect. A fire creature (elemental, mephit, etc) could cause havoc. That doesn't even take into consideration sabotage by casters or even more mundane means.
Thraxus wrote:
Castles really should not exist, at least not as they a typically depicted. A large underground defense installation (aka a dungeon) provides better protection than a castle when you start factoring in magic and flying monsters.
I disagree. Most threats are not airborne, but can easily sit on an entrance to a dungeon. They can pour things into the dungeon (even water can cause problems to the owners).
Castles are visible deterrents as well as providing protection from ground troops. People take more pride in a castle than a hole in the ground.
See here is where I see a different matter entirely. In a fantasy setting of Golarion's vein you have powerful spellcasters. What makes them important is the fact that they can altar your reality as they see fit. What I mean is, dragging a cannon or the materials around much? Why not use Magic to fabricate them or their approximation? The enemies canon hard to hit because of an enclosure? Meteor swarm, fireball, chain lightning can take care of that, maybe even melf's acid arrow. Summon fiends or angels to fly in and smash catapults, rain fire on your enemy, send in invisible assassins to kill their commanders. I mean magic makes the scenerios possible endless, and changes the assumptions. More importantly it has to be considered with firearms in a fantasy game. Firearms replaced bows in the real world because of 2 reasons, they were harder to defend against, and in the end easier to use and be accurate. To be deadly with a bow you need precision and strength, while a gun does the work for you and can be decently accurate with a little bit of work. Watch most renessaince era movies and take those scenes where a young girl gets the flintlock pistol in her hands and the villian looks worried.... give her a bow and not so much barring her being heavily practiced and have decent range. thats what changes in a fantasy setting except now you have to take into consideration guns + magic enhancements. I guess the point of my sad rambling is you cannot make the assumption that cannons aren't as good as catapults because of construction. In the end though cannons are good for some but in my opinion fantasy wars should be all about the wizards and clerics who do massively bad things. An invisible bomber flying around dropping delayed blasts on your men is much scarier than a cannon on wheels. The cleric who mass heals the same burnt platoon and undoes all the damage the wizard inflicted quickly changes the momentum, not to mention having sorcerers and wizards and the like scrying on your battle plans and into the future via divination and using that information against you. The threat of powerful enough spellcasters should be enough to deter some. A 10th level or higher wizard could quickly be considered a veritable WMD, albeit with a mind and possible a price to get his loyalty. On the local level so to speak it is the same thing. Sure your 8th level fighter fears that rogue/assassin who might come calling, but how about the wizard who scryed you teleported in your room and cast power word kill? Thats pretty scary, especially if hes improved invisibled and has the spell prepared silently or somesuch. Thats game over you have no idea what hit you, what then does d10 or d12 from a gun compare to that?
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Jal Dorak wrote:
Next Marvel Animation DVD
I'm sure this has been mentioned elsewhere, but it bears repeating.
If you like Hulk, Planet Hulk, Conan, sci-fi, or just Marvel in general then this looks to be a strong outing. Budget looks bigger and seems to capture scenes right out of the books.
Hopefully it is long enough to tell all the stories from the series.
I dug planet hulk till the end... when they screwed him over... but then every cool major thing they have done has been that way to me. Civil war, World War Hulk, Secret Invasion.... just one awesome idea turned junk after another.... just me though :P
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13garth13 wrote:
Stewart Perkins wrote:
Aside from that there was this wierd movie I saw when I was like 9 that all I can remember is it was in a church and all these demons were running around and there was this scene were an elderly couple ascended to the belltower and then the old woman tears off the guys head and rings the bell with it. That movie freaked me out.... wish I knew its name.
The Church aka Demons 3 (directed by Michele Soavi if I'm not mistaken...I quite enjoyed it; some marvelously grotesque imagery!)
At least I think that's the one you're referring to....I could be wrong ;-)
Cheers,
Colin
I do believe you have found it sir, Kudos. The only other defining scene I remember was a naked chick with a winged demon guy... and the imdb talks about said scene so I figure it probably is it. It has been added to netflix and soon I'll know for sure :P
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Freehold DM wrote:
Bill Lumberg wrote:
Big Thuga wrote:
Yellowbeard - A absolutely hilarious pirate comedy/farce. I dont know who's in it or directed it, but everytime I see it I hurt for days from laughing so much!
Nail that man's foot to the deck!
It also has the best murder scene ever filmed.
** spoiler omitted **
Is that the movie with the Hands Off!!! Scene in it?
Yes that it does. It's one of my favorite movies ever. I mean come on it has a cast consisting of Graham Chapman, Eric Idle, and John Cleese of Monty Python Fame, Cheech & Chong, Madeline Kahn, Peter Boyle (The dad from Everyone loves Raymond), the guy who played Igor in Young Frankenstein, and James Mason.... I mean come on, thats a crazy good cast for a fun comedy. And for what its worth I place Yellowbeard over Jack Sparrow for coolest pirate ever anyday....
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Fat Jozka wrote:
Mistwalker wrote:
Any possibility of having the play filmed and posted somewhere?
We will probably film it. The problem is that stage NEVER translates well onto film. So it will look 10% of what it is live.
I thought about taking a day and trying to make some amateur video out of the play. But it is time consuming and, let's face it, the kids have other things to do at school. As much as I would love for them to do theater 24/7, there is music, math, writing, dance, visual arts, reading, science and social studies to do.....
I will make whatever is available to Paizo. BTW, my set is inspired by Wayne Reynold's (with permission, he is so cool) iconic goblin town painting.
As an amatuer actor with a few plays under my belt (including this halloween) I have seen dvd copies of my plays and I have to say they really are 10% of the awesome they are live. But still I would love to see this.
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Eremite wrote:
Does anyone else have this?
I've avoided WotC adventures for a quite a while now unless they have Rich Baker's name on them (and I would also make an exception for Chris Perkins if he ever writes an adventure again).
I'm really wondering if this is the usual WotC style (grab random monsters of the right role and level and plonk them down together in an encounter without considering why the different types are co-operating) or most Paizo-ish (you know, where it actually has a plot).
Edit: I'm lost as a customer. There is time travel. I don't do time travel.
Wait Time Travel? Unless it's Time Travelling Ninjas I'm not interested :P
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Kirth Gersen wrote:
To my wife, chores are an excuse to putter around and put her brain on hold. She does not do them with a goal in mind; she does them just to be doing them. I've seen her sweep the bathroom floor, then pick up a dirty rug, dumping kitty litter all over said floor, and then sweep the floor again -- without any sign of frustration, or that there might conceivably be a more efficient order of operations. Because the end (a swept floor) means very little to her compared to the means. Indeed, sweeping twice instead of once ironically makes her feel like she was more productive that day, because she did more housework! At the end of the day, does she do a lot more housework than me? Almost certainly. But does it really need to take up anywhere near as much time as she spends at it? Not hardly.
My wife is similar in this respect. She cleans when angry or upset, to busy herself. She gets into the "zone" and I know to either help or disapear (usually to my credit I help, until i get in her way in which case I retreat...). We play mmos together and D&D, and I can certainly attest to the fact that she has just as much "game time" available as me, but 65-75% of the time I plug away grinding levels or discovering stuff on an MMO, she chooses to knit, read, or watch tv/reality junk. She then tends to complain that she wants to play, but just flat doesn't... It is kind of mindboggling. In the end, I think she plays enough for her own tastes, but playes the part of not getting enough game time for my sake. "I wish I had time to game with you, you go ahead I'll play when this show ends." Which I know better, but overall I just want her to be doing something she enjoys, while I get time to play something Tabletop or console... or the Star Wars MMO coming out, I've been drooling over since it was annouced :P
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Erik Mona wrote:
I'm curious.
Please choose one of the following. I'd appreciate it if you could elaborate a little bit on your thoughts on the following question, if you would.
1) I am interested in a "Modern" Pathfinder RPG because:
A) I specifically prefer the rules conceits of d20 Modern (Fast Hero, Smart Hero, etc., talent trees, other mechanics stuff).
B) I am excited by the idea of a "Pathfinder" Modern RPG, regardless of mechanics.
If the game becomes as successful as it appears it may, something like this is definitely within the realm of possibility in the medium to long term.
Please pick one of the choices above and expound a bit on the way you voted the way you did.
Thanks!
Simply B. I say this as I just want to see a well thought out and lovingly done d20 modern game. I have all of the d20 modern books and feel it just doesn't hit right. I love the concept of talent trees, as has been mentioned. Base, advanced, and prestige classes and starting proffesions are good, however Wealth was crap, I dislike the stat based classes, and I felt the FX system just didn't reward casters at all. So if you did Pmodern I would want better base classes, better wealth system, and a better way to handle supernatural/FX. Oh and has been noted vehicle rules of course, and adventure support (The true bane of all modern gaming!)
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Well as the tite states, its a project I'm working on. It isn't a literal translation by any means, but is heavily drawn from the AP. The idea is based on someone mentioning doing it in Shadowrun, but my searchfu is teh suck and I came up empty handed, so I thought I'd post. To get this started let me give some insight into my ideas for the project to clear some things up.
- I really enjoy CiniUni, and D&D but want to get away from D&D a little since that is all I've been getting to play (hardly a problem :P)
- I REALLY enjoy Post Apocalyptic gaming and yet cannot for the life of me get it together, Fallout 3 has drove me to try and make it work
- I have d20 modern and all relevant books, but somehow everytime I think modern games I don't want anything d20 (Barring Mutanst and Masterminds of course)
- I Dig CotCT as a whole, and think the epic story inside all the stats is timeless and translatable throughout genres, for more examples of other peoples better ideas than mine Immora has a d20 modern conversion going running this baby as a pulp historical game (Cause she's awesome like that)
- and Lastly because I want so badly to run a Post Apocalyptic game, yet have trouble putting together anything that doesn't feel like a dungeon crawl (which I don't want)
Having done all of that on to my ideas for conversion. The most important of my thoughts here (IMO) are how to make the setting mine, yet still capture the rich flavor and machinations of what the awesome authors did. So a brief look at my version versus theres.
- In my version of the post apoc world, Korvosa is New Avalon which was a city state founded by the now defunct Government of New Texas. Following pretty much the same path as the AP in that they are now an independant "country" with President Eodred and his wife the Vice-President (you know how she got that appointment)
- Iloesa is from the Reconstituted States of America to the East, and was the promising daughter of officials there and otherwise is exactly as per the AP
- The shaonti are/were a survivor tribe that lived in the ruins of the former city that New Avalon is now on top of (The City was Dallas)
- The Fangs of Kadzovan (Sp?) are a nanotech virus left over from pre-fall. They are an AI war machine that makes the host into a superhuman assassin, and enhances the host traits. It also somewhat has its own pre-fall agenda that is outdated and is confused. It works basically as does the magic but is scientific in nature.
- The Red Mantis are a Yakuza like organization
- The necromancer is more Dr. Frankenstein than anything
- Zerella is actually going to be an Artificial Intelligence Hologram, programmed by the woman before her death.... no cool harrowdeck or any harrow stuff here at all... pretty much all of that is gone.
- Black Jack is BATMAN!
Those are the thoughts I have right now... will post more and hopefully coherent thoughts as they occur.
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SmiloDan wrote:
Rezdave wrote:
Stewart Perkins wrote:
I may have misled you with the statement "off the map". I meant it more along the terms it isn't on any maps ... [as] it's location is intentionally kept secret from those outside the islands to keep it "safe" from the empires it plunders.
Unless the pirates have a large slave population working the fields back in their isles, they're going to need food and such that they can't supply themselves. They may fish a bit at sea, but they're pirates and not fisherman by trade. Hardtack requires flour to make and cheese requires cows or goats and pastures or plenty of feed. Bacon-backs or jerky as well all require agricultural support, and that is work the pirates won't do themselves. So they need slaves and...
In my campaign, I have a nation of gnolls that import slaves and export sausage.
hmmm so is the import the same as the export? :P
I like the idea of a gnoll nation.
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Rezdave wrote:
Stewart Perkins wrote:
I may have misled you with the statement "off the map". I meant it more along the terms it isn't on any maps ... [as] it's location is intentionally kept secret from those outside the islands to keep it "safe" from the empires it plunders.
Of course. Just like old sea-maps say things like "Here There be Monsters", I imagine that if you looked at various maps from the regions the pirates border and raid you would find that many of them say "Here there be Pirates", sometimes including "artist's renderings" of the islands presumed or even known to be out there ... somewhere. Of course, there is no accuracy to the actual shapes or number or locations.
However, they can't be entirely "unknown", not at the size and organization you're talking about. People would know pirates are there, presume that they are operating from islands or some undiscovered land, and it would be noted on several maps, if inaccurately.
Note that as engaging as the concept of "pirate isles" as a nation is, such a culture is not self sufficient. They still need contacts and fences and so forth in "regular" lands. There would be pirates who retire with their plunder to "live the good life" in a more stable nation of their choosing, there would be those who break the "pirate code" and are on the run from the "isles" back into regular lands, and of course there would be the corrupt port towns in which the pirates are welcome to trade their loot for needed supplies and no one asks questions about the origin of such "trade goods".
Unless the pirates have a large slave population working the fields back in their isles, they're going to need food and such that they can't supply themselves. They may fish a bit at sea, but they're pirates and not fisherman by trade. Hardtack requires flour to make and cheese requires cows or goats and pastures or plenty of feed. Bacon-backs or jerky as well all require agricultural support, and that is work the pirates won't do themselves. So they need slaves and...
You make many good points and for the most part all of this works with my setup as while they are originally pirates they have devoloped into full on cities and nations. In essence they are somewhat self sufficient. They have moved on from being "pure" pirate islands to being pirate heavy nations seperated from the rest of the world basically mostly removed from the rest of the populace. In some ways they are america to the mainlands england... an "undescovered" huge chunk of land (as huge as 10 or so mini country sized islands are) yet unknown to the rest of the world save what stories and homemade maps there are. The pirates have over the few hundred years of colonization grown from being just pirates to being proper city-states, with piracy being a long standing tradition and common occurance. Pirates are in no way "legal" here just common career choices given the lineages. As such they have plenty of each other to prey upon and so much ancient civilization lost treasure to steal from each other that going outside of the isles isn't needed necesserily. However it is possible for time to time for a ship to go to the mainlands for whatever reason, or a mainlands ship to stumble relatively safely unto the isles by mistake. Trade happens (as does some piracy more often than not) and more people get it into their head to search for the fabled pirate lands or for the mainland. The sea is rather wicked and harsh however so it is rare that these occurances happen.
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amethal wrote:
If you have W2 River into Darkness, I think Bloodcove would be a cool pirate town to add to your list and there's a fair bit of information about the town in the module. (You can also check out the Bloodcove entry on the Pathfinder wiki.)
Thank you, I'll check that out.
I have decided that each isle will be named after the Pirate captain who's fleet settled it. But in all reality it will be little homages to the sources of the isle and some inside joke. For instance the Isle that holds "The Free city", Cauldron, Sasserine, etc. will be called The Isle of the Hawk. It was settled by the Pirate Captain Guy Grax, and later ran by Lord Cook leading to a revitalizing of the population. The isle of Freeport will use basic Freeport history except that the original Lord will have been an exiled Samurai. They reffered to him as the Ronin of the Emerald Kingdom. :P
And of course Riddleport, et all is located on the Isle of the Golem, settled by Captain "Golem" Buhlman. With lots of other references thrown in for my own amusement (Lieutenants Jacobs and Mona, the secret backer of the captain the aristocratic Ms. Stevens... etc.). I think these kinds of things help set the tone for what I want, semi serious yet semi silly pirate adventures. I especially like the ability to turn up the serious or silly at a moments notice and tone it back aswell. I haven't been in a good position for that in a while.
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SmiloDan wrote:
Neat, but a center of trade shouldn't be off the map, it should be on the borders of lots of different maps, providing "exotic" goods to lots of different continents and empires (European, Asian, Meso-American, Arabian, African, Iroquois, Hindu-Indian, Land of Giants, Draconic Empire, Land of the Dead, Embassy of Hell, etc.).
I may have misled you with the statement "off the map". I meant it more along the terms it isn't on any maps. The only people who get there are pirates and the like, or unlucky people who wreck there and become citizens. It's location is intentionally kept secret from those outside the islands to keep it "safe" from the empires it plunders. It really would border multiple places but yet still be unknown (how else could I get to work in desert settings and the like for legacy of fire one shots and pyramid delves? :P)
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SmiloDan wrote:
I've been running a swashbuckling sea-based campaign for a couple years now. It's pretty fun. They fought halfling ninja-swashbuckler-invisible blades, 36 HD T-Rexes, gnoll pirates galore, vampire merchant princes, yuan-ti cultists, and are now on a mission to stop the moon from being crashed into the sea!
And they also were forced to hear me sing a re-working of "The Hero of Canton, the Man They Call Jayne"--re-worked to incorporate a PC's name as the hero.
Definitely want black powder pistols and muskets.
Have those, and nice Firefly reference... which gives me awesome ideas to add more plots to it all... Namely Imperial caused diseased ghoul pirates and the conspiracy to keep it all hidden, as well as a young girl who knows the secret and the ninja assassin who is trailing her.
Well amongst other ideas. I definately will be using serpentfolk AND Yuan-ti in a terrotorial battle, aswell as ypur gnoll pirates and vampire merchant princes :P
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So I had this brainstorm while stocking bananas at work (I work in a Kroger produce department) and was thinking about what I want to run in D&D, or rather the types of stories I enjoy running. I realized I love pirates, ninjas, theives guilds, city settings, and some jungle exploration stuff... cults and natives etc. I have long drifted from the old dungeon crawl, having found they tend to go too long. I'm fond of shorter set pieces framing a story. So my idea was to create this mix-mash of settings. The Pirate Isles will have Riddleport (Paizo), Freeport(Green Ronin), Sasserine(Savage Tide), Scuttlecove(ST), Overlook(Siege of Boradins watch 4e... system stripped), and of course the Isle of dread and Farshore(ST). These were my first idea places to base setting around. I also want an island nation that is eastern in nature to add Samurai and Ninja... and Yes at one point I want a big naval battle with Ninjas and Pirates... but that isnt the point. The idea is to build a giant sandbox that is more of a bath tub to play in, using all these sources together in harmony. So what all sources are available for these places, and what are some good adventures and addons?
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