Tungsten Dragon

The King in Tie-dye's page

57 posts (101 including aliases). 1 review. No lists. No wishlists. 3 aliases.




Hey, this is a bit of a weird thread as the system is a bit obscure. Some of my friends and me were watching Samurai Jack last night and were remarking on its slight planetary romance feel. I, on little sleep, promised to run a planetary romance campaign. Low and behold, I discovered Polyhedrons 160 & 161 is my room and fell head over heels for Iron Lords of Jupiter. Has anyone run a campaign in this setting? I was thinking of fleshing out some new races and monsters; what have other people done in this regard? I've never used d20 modern though I know D&D well enough. Also, as magic doesn't exist in ILoJ, I was hoping to have some sort of psionic advanced class. My players and I all don't use the ones from D&D. I'd also love to hear how campaigns felt or played out. Finally, I'm looking for music to use as well. Preemptive thank you Paizonians!


So I'm cobbling together a monster book and I was wondering about some of the basics of this sort of thing.
-how many monsters?
-how many of each CR?
-how many of each type?
-what goes in to making a classic monster? a memorable one?
-how many races/templates?


So I'm homebrewing races for my Pathfinder campaign, and I was trying to figure out what my "wow" race would be (i.e. Eberron and warforged, Forgotten Realms and drow). So far the races I have are drakith (people with dragon blood), weirds (a race of albino portal users mutated by the Astral), and a yet-to-be-named race of collections of items given sentience (junk mummies if you will). Though I'm happy with these races, if would like some creative input for more of some developments on these races.


So I'm running a campaign with an odd looking final monster. He is an amalgam (from Advanced Bestiary)trumpet archon/ glabrezu, who is wrapped head to toe in sheet music. I was wondering if anyone had any suggestions for minis for this guy. Also, what minis have you used for other big bad monsters. I've always wanted to end Age of Worms with this guy.
http://www.amazon.com/s/field-keywords=B00006BSRX/?tag=perblosit-20


So I had the idea to convert Hamlet into a 1 player campaign. Gertrude would be a devil or something and Hamlet Sr. would be controlled by an ice devil(?) Rosencrantz and Guildenstern are Dvati. Yorick is a spectral bard who guides Hamlet, an eldritch knight, through the campaign. Hamlet struggles against Young Fortinbrass , a paladin, who is intent on ridding Demark of its devilish aristocracy, much to Hamlet's chargin. I'd change all the names around to make it more fantastic, and it think it would be fun to play a fighter/necromancer Hamlet. Thoughts? Suggestions?


So I'm going to run a 2 part Halloween game at my school and I'd like some input. And before anyone says anything, yes, I've read Tammeraut's Fate and this missions plot is largely looted from it. I'm looking for specific feedback on the parts, and all feedback is welcome.

Part 1: The PCs are all on a luxury/trading vessel headed towards the port city of Ska'Ven. This will give them a chance to introduce their characters and interact. As they continue to sail, in the wee hours of the morning a large storm hits their ship, but it is nothing the crew can't deal with. However, the 17 HD zombie shark that rams the boat is a bit of a problem. The boat runs aground on a mysterious island at around 4 in the morning and the PCs sort through the wreckage. The rain does not let up as morning rolls around and the PCs are forced to take shelter.

Part 2: The PCs explore the island during the first day of the adventure. They come upon a ghost town full of the ghosts of the island's original settlers. A zany haunted house scene ensues. The PCs talk to the ghosts who tell them that their village was destroyed by a great red dragon who is long dead. They petitioned a wizard to destroy the dragon, but after it was dead, they became slaves to the wizard who lives in a castle on top of the island's cliffs. The wizard still has power however, and controls the shark that patrols the island as well as the bodies of the now dead villagers. The PCs should rest up with the ghosts, but as night falls, a mob of zombies enters the village to search for the characters.

Part 3: The PCs must escape from the zombies (as there are far too many)by most likely hiding in the crazy house/village complex. They pass a very disturbing and cinematic first night on the island, before the zombies return to the sands. By now the PCs should realize that they have to destroy the evil wizard in the tower. There are 2 ways of reaching his castle: you can take the underground caves, which is where the dragon died or the mountains and forests up to the castle, where the wizard's minions patrol.

Part 4A: The PCs decide to take the caves and have to get through the caverns while being hounded by the dragon's ghost. I'm probably going to lift many of these encounters from the Dungeon mission "Ill Made Graves" but those few encounters probably aren't enough, so this is where I'd like suggestions.

Part 4B: The PCs go along the mountains and forests. They'll probably fight some weird undead (I was thinking ghouls with crow wings). Any suggestions?

Part 5: As the night falls the PCs reach the wizards tower, they are forced to race against time to destroy the wizard before the zombies reach the summit and destroy them. The wizard will probably be a brain in a jar on top of a shield guardian. I need help stocking the wizard's tower with traps and monsters, but the need isn't as pressing as Parts 1-4. After the beat the wizard just in time, day will break, zombies will be destroyed and a ship of Ska'Ven mercenaries will show up to rescue them. And that's it.


So I'm about to start running a campaign on Fridays at my high school with some pretty experienced gamers and I'm looking to use this thread as a place to get ideas for missions rather than the campaign structure. However, all suggestions are appreciated.

The campaign takes place on an older plane that recently became inhabited. On the original plane lack of resources drove several factions through portals created by Moroden Slate, an archmage in the employ of the Lords of the Spires (the rulers of the newly created kingdom). The portals lead to a new prime material plane and no one wasted time setting up kingdoms. As it stands, there are three major factions in the world. The humans who have conquered large tracts of hills and marsh, the dwarves who control the mountains (duh), and the elves who have taken over several large island chains (think Pacific islands with cities like Mercadia in Magic). Now, after about a hundred years of squabbling and land grabbing, the humans have begun to organize expeditions into the seas.

One scout ship has reported seeing shore about 2 months away by ship, perhaps less by elven dirigible. An expedition has already set out to scout the coast and many more are already lined up to leave. The PCs will eventually end up on a ship headed to the new continent but not until they're about 5th level.

The PCs will start out in Diamond Lake and will run through a possibly abridged version of Whispering Cairn. From there they will likely travel to the large human city, Rayven. I'll keep updating this thread with additional information about the campaign. Thanks for your anticipated input everyone!


to turn a magic item into a creature. I want to have a bag of holding that can run around and eat things but I'm not sure how to make it. The only example I can find was a animated eryinies's rope in a Dungeon mission. Should I just use an animated object?


I'm about to start a campaign of plane hopping centered on a combination of the World Serpent Inn and the Four Winds (The Book of Taverns) and I need to stock the Inn with all kinds of crazy and bizarre patrons for the PCs to interact with. I also would like brief descriptions of interesting planes for the PCs to visit. The premise of the campaign is this: Mitchifer has hired the PCs to track down a plane for planar immigrants who are crowding(?!) up the world serpent to use. All NPCs should be around CR 15 if the PCs are to fight them. Otherwise, just go nuts. Thanks!


So I already DM for some of my friends at my high school, but there are also many I don't DM for. So it turns out I'm going to run a campaign after school next year and i figured I'd start writing it this summer. I'm thinking the PCs will start around 4th or 5th level and will meet under strange conditions. I really like the free adventure on the old wizard's site, A Dark and Stormy Night and will probably run a buffed up version of it. For those who haven't read it, The PCs start, not knowing each other, and take refuge from a severe lightning storm in a tor. Lighting smashes open the doors and a dungeon crawl ensues.
However, I don't really know where to take it from there. I definitely want these things in it:
1) Negotiating with barbarian tribes and humanoids like gnolls.
2) Either elemental or undead themes showing up every once in a while.
3) An overall mystery (possibly a missing or dead god)
Start storming those brains please!


I just bought the Dragon PDF with all the commoner flaws. I loved it so much that I decided to make a character based on them:

Ashley Burnstien
Male human commoner 1
NG/CE when asleep Medium Humanoid
Init: +3; Senses: Listen +4, Spot +4
Languages: Common, Ignan
AC 12, touch 12, flat-footed 10
Hp: 9 (1 HD)
Fort +2, Ref +2, Will +0
Spd 30'
Melee: Torch +2 (1d3+1 fire)* or Unarmed Strike +2 (1d3 nonlethal +1 fire)
Ranged: Molotov Cocktail +2 (1d4 +1)* Range 30'
*DC 20 Ref save to avoid catching on fire
BAB +0; Grapple +2
Abilities: Str 14, Dex 15, Con 14, Int 12, Wis 10, Cha 8
SQ: Resistance to fire 5
Feats: Toughness, Pyro, Fire Heritage, Improved Elemental Heritage (Fire)
Flaws: Chicken Infested, XP Farm
Skills: Craft (Molotov Cocktail) +3, Listen +4, Profession (Arsonist) +3, Profession (Glassblower) +4, Spot +4
Possessions: Torch, 5 Molotov Cocktails, 7 Tindertwigs, Flask of Whiskey, Glassblower's Tools, Leather Apron, 9 sp, 12 cp

Ashley Burnstien has been mocked his whole life. He is grimy, ugly, and has a fairly hysterical name. During childhood, he would be humiliated when his father, a farmer asked him for a hammer and all he could find was a chicken or when local bullies inexplicably gained a level of fighter every time they knocked him out. Ashley hid away and took to glassblowing which helped to calm his nerves.However, his troubles are far from over. Ashley is actually a very, very, VERY distant relative of Inferias Deathcry, a evil sorcerer and one of the most powerful minions of the balor Shebang!. Ashley retained a bit of his fiery heritage and at times his hands sear with white hot intensity. While using these new found powers to good use (he owns a fried chicken stand which takes care of all the chickens that turn up around him) Shebang! has a more nefarious use for him. At night the balor possesses him and has him commit arson all over the city. At least that was the plan. The balor has had serious trouble getting the glassblower to do anything. When he goes into his cabinet for oil to light torches, he has pulled out bantams and once he tripped over his cat while going out the door. While he lay in unconsciousness, his cat enjoyed its new level in hexblade. The balor is at the end of his rope and is considering abandoning his whole (which, in retrospect, was kind of stupid).

This was perhaps the most fun character I've ever made and I'd strongly encourage people to make their own 1st level commoners and post them on this thread.


I recently ran an adventure about bugbears and got to thinking about just how many different humanoids there are and what an important role they play in D&D. Lots of times they're put in missions based on environment and challenge rating. If you have a mission about gnolls but want a swamp mission, switch them out for lizardfolk, etc. I'd like to know other people's takes on humanoids and humanoid giants (ogres and trolls) and which is your favorite.
I throw my support behind the hobgoblin. They're more than just smarter and oranger (yes those are related) orcs. They have a whole crazy caste based society. They could easily wipe out an entire kingdom if there were enough of them...
I think my favorite thing about humanoids is the crazy class combinations their leader's receive. Long live fighter/rouge/adepts!


So my group got bored with the mission I wrote for them (ungrateful snots) and on a whim, we rolled up some 9th level characters and i pulled out a copy of The Styes, one of my favorite missions. Now that were about a third of they way through, the group is really having fun with it. But there are two problems...
1) One of my players was studying for finals and missed the first mission.
2) Another player made an... interesting character choice that never got explained.
3) I read the sequel to The Styes and didn't think it was right for my group. Now I need to figure out what to do next.
The characters are as follows:
-Walter NG human cleric of Pelor
-Rat Goblinsplitter LG dwarf fighter
-Brogli CG changeling rogue/sorcerer
and of course...
-Tozan LE human fighter/blackguard
Why is he with these people?! To make matters worse the missing player is playing Woody, a LN warforged monk with technomagical implants.

I was thinking that since we are about to enter a combat heavy part of the mission, Woody could be sent from Mechanis to try and stop Thrazidun from gaining a powerful foot hold on the material plane. Though the PCs will foil Thrazidun, Primus or some other great being of law will decide that the continued existence of The Styes is to risky and will send some officers with war machines to destroy the city. Woody will now find himself a splinter agent and the PCs will work with the councilmen and their former enemies to take out the war machines.

All feedback is good, especially from those DMs who have run The Styes before. I'd also like ideas for war machines. I was thinking of some sort of sentient Astral ship with a modron crew and some sort of devil or inevitable as the captain.