Billows Of Smoke

Game Master Battlecreek

This is a Homebrew campaign set in the world of ? and using the Pathfinder rules.



Well this is my first post on the boards so I hope it's a good one!

I'm wanting to run a slow paced, 2 posts a week, Homebrew campaign using the Pathfinder rules here. The thing is though that I haven't fully fleshed out my campaign idea, I've got bits and pieces but nothing that you would brag about.

What I've got so far is that the setting is reminiscent of the Napoleonic era but with lots of Spelljammer ships making an appearance, now that I think about it there is some Mars 1889 in this idea as I see the PCs being able to fly to different planets in the solar system where they will get into trouble.

I'm thinking this will be sandboxy, like Skyrim there will be a main threat that the PCs can get involved with or else just ignore it and get involved with other stuff. As you can see this idea is a work in progress but if there is interest I'm happy to start incorporating some ideas from potential players into the game.

It'll be starting at 1st level and then going from there. So yeah if you are interested let me know!


This is also one of my first posts, I'm interested.
What will the character build be? And what rulebooks are we allowed to use?


I would love to play this a planet hopping adventure! Love it! See my self a Cleric of Shelyn, infact this profile would do.


Planet hopping! I've wanted to play a character in the vien of the protagonists of Arthur Conan Doyle or Jules Vernes in a Golarion space adventure for a while now. Could set up a Lore Warden, going into Student of War (Something I've tried to do a couple of times now but has never gotten off the ground). Might toss in amateur gunslinger and firearm proficiency for flavor as well.


So far any character builds are acceptable, if something doesn't seem right then we'll discuss it. For rulebooks I'm thinking that I'll let anything be used, including 3rd Party stuff. I kind of like the idea of Psionic Orcs so Psionics will play a part.

How does the idea of having your own spelljammer ship sound? So what I'm thinking is that the players will have one but be in debt to a patron or bank? So they'll have to make enough money to make payments or have their ship taken back. Feeds into adventuring and trading.

Any other suggestions?


That would be a good plot hook. A patron offers us our own ship in return for completing certain tasks. The patron could be anything from an Outsider to an eccentric wizard.

If we are in debt to a bank then it could be a little more Firefly-esque, where we are constantly looking for the next job to take the edge off the interest payments on our loan.


Sounds interesting. I'm not familiar with Spelljammer or Psionics rules and such, but this seems like a great open game.

Our own ship sounds fun. Getting the crew together sounds like a challenge—perhaps they stumbled on (either individually or by group) on a person with an old spelljammer who's stuck without a crew until our party joins him? Makes me think of an alien joyriding until he finds himself stuck and promises the barely-working ship in exchange for getting him home.

The debt sounds more fun though, so perhaps the ship broke down after another ride and they eventually had to take a loan to purchase a new one or be stuck.


Ooh I like those ideas! How about we vote on them? I could make the decision but where's the fun in that?

So far we've got the patron who offers you a ship, patron to be decided by myself with input from you folks, being in debt to a bank, and having Firefly-esque adventures to keep ahead of your debt(great show by the way!), finding a down on it's luck spelljammer ship in need of crew, with alien Captain desperate to get home. Any other suggestions?

As for planets in the solar system I'm thinking there will be nine planets each with at least 1 moon. The planet you start on is in the midst of magical and technological renaissance, but several nations are on the brink of war and there are attempts at colonising other planets but these have run up against major problems.

I'm not sure how the different planes will work though. Probably go the usual way I guess. Have the Material plane and negative and positive planes, with the abyss and godly realms occupying different places.

The rest of the planets I think we'll create as we go. I've got some ideas but I'm open to suggestions?


I've never done a PBP before and have been interested for some time. I've read the forum and think I have it down. However, how would you be doing dice rolls/confirming them? Also when you say all builds, are you going to do point buy or something else (that way we are all on the same page).

I have some interest and will make a profile for the character as soon as I get the information :)


The dice rolls we'll do here using the dice roller built into the forum, or at least I think that's what the dice tags are for. It may not be, let me check them out now.

1d20 ⇒ 17


Ok so that works!

For character generation we'll use point buy and everybody has 25 points to spend starting out, with all abilities starting at 10 and using the standard point buy table found here. As for equipment we'll have to do something different because that'll depend on what kind of campaign you guys choose to play.

I'll also be capping the number of players at 8, if we even get that many interested players.

RPG Superstar 2008 Top 16

Ok so I am interested in this too. Is the Alien captain going to be an NPC or do you want all the crew to PC's? Is the PC crew new to each other or do we need to build them as if they have been a crew for awhile?

Since this is a spacefaring game how will you rule the level of fire arms tech? They could still be rare, or the could be everywhere which allows lots of classes to be tooting them with out feats.


I would definitely be interested in a Firefly-type space adventure.

Would it be goal-oriented or a persistent universe type thing? Do we just free-roam or is there an end to be reached?


Well it hasn't actually been decided yet which campaign start we are going with, whether it be Patron, Alien Captain or Bank Debt, but if the vote is for Alien Captain then I'm leaning towards playing him NPC because then it puts the rest of the players on a level playing field of course I'm open to the idea of the Alien Captain being a PC. Could actually combine some of the other two ideas and have the rest of the PCs having to get a Bank Loan to fix the ship from somebody powerful who becomes their Patron. I'm easy though.

For Firearms I'm going with "Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft."

I'm leaning towards free-roaming Mikka but with a lot of goal-oriented quests that you guys can get involved in. Also got ideas for several possible threats to the universe you guys can oppose...or join! MUAHAHAHAHA!


Battlecreek wrote:
I'm leaning towards free-roaming Mikka but with a lot of goal-oriented quests that you guys can get involved in. Also got ideas for several possible threats to the universe you guys can oppose...or join! MUAHAHAHAHA!

That sounds awesome.

Would a rogue character be discouraged as it seems a perfect fit for a planet-hopping space adventure? Should we choose other characters that might be more of a challenge in space?

Actually, I just saw that you said that any chars are acceptable. I might go with a bard (don't know specifics yet) as that might turn out to be fun.

Battlecreek wrote:

So what I'm thinking is that the players will have one but be in debt to a patron or bank? So they'll have to make enough money to make payments or have their ship taken back. Feeds into adventuring and trading.

Any other suggestions?

How about instead of renting a ship outright, we are left with the option of joining someone's crew/ship. I'm sure there are ways of making money and saving up for a better position when renting/buying a ship.

Maybe have an option of "hitching" rides on different cargo and transport ships going to places we want. Or buying tickets on transport.

Rather than have the disadvantage of debt forced on us.

Just some thoughts. I'm a newbie so tell me if I'm talking nonsense.


Battlecreek wrote:


I'm leaning towards free-roaming Mikka but with a lot of goal-oriented quests that you guys can get involved in. Also got ideas for several possible threats to the universe you guys can oppose...or join! MUAHAHAHAHA!

I want to play an anarchic anti-paladin now.

I like the suggestion of the above poster: hitching rides, or buying tickets for transport before somehow gaining a ship of our own (STEAL ONE! WOOH!).

Ooh, we're forced to join a crew and then we MUTINY!

Haha, to be honest, that might be hard to play but the fun potential is there.

RPG Superstar 2008 Top 16

How soon are you wanting to get started. I am in the last two weeks of an intense semester and don't have a lot of time to work on a character but I am interested in playing a gun totting something, maybe a wizard or a sorcerer. I think once you nail down the group dynamic this will be easier to do. I like the pay off the debt idea, a group like fire-fly owing a merchant or a crime boss money could be fun.


This is me, dotting for interest.

There's a lot of questions raised by flying ships, I'm curious how you'll handle them.


Character class/race choice is entirely up to the player. I haven't got a proper setting, lots of ideas, so any character concept can be made to fit into it. I'm hoping the setting will evolve over the course of the game rather than me just brainstorming it. Been thinking that randomly generating planets and nations could work but would have to find a good generator or actually do the work myself.

Well you wouldn't be renting the ship you would own it but I can see your point. I'll add your choice to the list of options for how this game starts. So there is Bank Debt, Patron, Alien Captain, Hitching, Press Ganged (Leading to Possible Mutiny/Pirating) as how the game starts so far.

Starting the game is still a while away yet, we are still hammering out the details at the moment, so I doubt we'll be starting soon so you should have time to get your character sorted after you finish up school MythrilDragon.

As for flying ships I have no idea how I'll handle them. Suggestions?


Battlecreek wrote:


As for flying ships I have no idea how I'll handle them. Suggestions?

More than it's fair to make. Figure out the role you want the ships to play in the game. Are they shorthand for 'we get there', like the Star Trek transporters were intended to be? Are they mostly like the 'travel by map' line in movies? Or are they settings, characters, plotlines in themselves? Figure out the role you want the ships to play. Then think about the travel space, what kind of attention do you give it, and what kind of cool can you harvest from that attention?

Is the party's ship the only such, rare as a space shuttle / aircraft carrier / winnebago / minivan / skateboard? Will you want ship-to-ship battles? encounters?


dot


Those all really good idea Thornborn! I didn't really think about how I wanted the ship to interact with the story. I guess my preference would be to try and make the ship an interactive character that all the PCs share, something they call 'home'.

I don't think the ships will be rare probably more like sailing ships of the day, so people have got them but not everybody can afford one or wants one. I'd like to run ship to ship battles and encounters, with boardings and broadsides and people flying in between asteroids and the like.

What I need to do now is to start on fleshing out the starting setting a bit. My current idea is to start in the port city of New Hammingstead part of Greater Gonlion, a monarchy nation state.

RPG Superstar 2008 Top 16

Will the ships operate like spell jammer, you need magic to pilot them if I rememver correctly...its been years since I played in a spelljammer game and I never was the DM of that setting so I don't remember? If so I might like to play a pilot, an Oracle with the Heavens mystery.


Do you want to worry about things like air and heat? Is a crew used to tack the sails and such as usual? Are sails even needed? What sort of travel times do you want? I have a fully fleshed out methodology in a can, but I don't want to inflict it on you.

Dark Archive

Extremely interested in this, but since I'm stuck with posting only from my phone, I doubt I'll be able to join with the gunslinger character I have in mind.

Will be following with great interest.


Well I am interested in playing a Monk or Ranger.

How will non fire arms work like crossbows or bows?

I noticed someone said Anti-paladin, will this be an "evil" campaign, or something different with regards to alignments?


I think it's very much open/free so there're no restrictions, which is why I wanted to play an anti-paladin.


rashly5 wrote:
I think it's very much open/free so there're no restrictions, which is why I wanted to play an anti-paladin.

Oh I have no problem with that at all :) just wanted to know if I should decide on playing an evil type character (something I have wanted to do for a while)


This campaign sounds like loads of fun.
I love the old swords and planets stories.
FWIW, I don't mind owing money for the ship. It is a ready made hook/carrot/stick when it's needed, and gives us something to do.

As far as a character goes, I haven't really checked out the psionics stuff yet, but I can see re-skinning a wizard as some sort of mystic-powered type thing. Particularly if you're good with item creation stuff. Yes, my "blaster" is actually a wand of scorching ray.


What kind of stats should we start thinking with? That will help me nail my character down immensely.


I think he said 25 pt character buy.


Yeah, 25 PB and 1st level.


This sounds pretty damn cool, and if we're voting I say the patron campaign.


My original plan was to go with spelljammer helms to power the ships but it might be cool to have other types of flying engines as well, could be a bit more work but it would offer more variety and the engines could be powered by something other than magic or life, maybe a special type of gas or some type of rock? What do you folks think would be most fun?

Is your methodology relatively simple to use Thornborn? I haven't got anything planned for how the ships would work in game so suggestions would be much appreciated at this point. I want something that isn't going to bog the game down or kill everybody if they roll super badly because that would suck for everybody involved. Although having said that I'm completely ok with characters dying if the dice roll that way, I believe in telling a collabrative story but there has to be that risk factor as well.

Non fire arms will work the same as usual except IN SPAAAACCCEEE! I think I'll be running the basic Space combat stuff using the Spelljammer rules, but it's been a while since I've read them so I'll have to check them out again and adjust it for Pathfinder. Unless there are rules already for this somewhere?

Alignment will be very much like real life. There are a lot of people I think are 'Evil' but that doesn't stop me from working with them or being friends with them. So people can pretty much choose whatever alignment they like but they have to be able to at least work with others. So you can be a Chaotic Evil Cleric of Lamashtu if you want but you still have to get along with the rest of the party. Your character doesn't have to like the rest of your party your character just has to work with them.

Of course it goes without saying that there is to be no PC vs PC killing and all evilness should be directed outwards from the party otherwise we'll get a whole lot of drama, handbags at ten paces and tears before bedtime. As for evil limits I think we should give this game a TEEN rating -

Content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language.

Sounds like a night at my mothers house.;)

Also we are getting a lot more people expressing interest than my limit of 8 so I'm thinking about randomly rolling to see who gets to play. Are there any other suggestions for how I should pick players?


For other means of powering ships, you could look at "harvesting" elementals (maybe they like doing it, maybe they lost a war a long time ago and this is their terms of surrender)

As for choosing? hmm rolling is random, or you could say the first 8. Another interesting concept would be to have 8 people, and say if you had many more 12 or more, you could make them alternate crew members or have them be a sort of PC/NPC hybrid who work on the ship or with the main pcs on a daily basis, but only go out on "adventures" when either a main PC is down (say injured, or the person cannot post for some reason) or maybe they need "help" getting out of a situation that needs more than 8.


technomagical treknobabble:

Ley Lines. Dragon Roads. The lines of power that seem to connect important things. Assume they are real, for all that we can't sense them.

Then that begs the question: If Ley flows between Stonehenge and Winchester Cathedral... what about between Earth and the Moon? And Mars?

It seems obvious, of course there is Ley stretched between all worlds.

What if we could use it?

In the setting we were calling Vault of the Heavens, Brian Hollenbeck and Leo LaLande and Morrione Deems and I had answered some of those 'what ifs'.

So... I've got a LOT of ideas. Like I said, so many it's probably unfair to dump them on you. So close the spoiler, or read on... :)

Does this completely transform the setting, Ley Railroads and such? No, it doesn't have to, and we preferred it didn't, and so VotH has the concept of 'Manataxis', the bubble of wild and chaotic Ley in which planets sit. Pure Ley streams in from other planets, and the Sun, but it bounces and scatters and changes and does it all again, and so it's not useful as a Ley source for the types of magics we use in space. Magicians might find ways to use it, but by calling it chaotically scattered, we handwave away the potential for Ley Trains, except as the work of archmages, who could have done it anyway. Let me say it clearly: adding Ley between your worlds does not have to change your settings default assumptions. Manataxis, got your back, Jack.

OK, so it's not useful on the worlds. How does it get to be useful in space? Well, it IS useful on the worlds. It's not GATHERABLE on the worlds, except very slowly. Like solar-charging a battery, once you are out in the pure Ley, outside the chaos and shadow of the Manataxis, it goes much better. You can have a properly-built machine tune to it like an antenna, and convert it to Mana, and use that Mana to push sails, and you're off!

That machine, we called a Crucible, or Crux. It's a dwarven invention, from a place where they had an unusually pure Ley tone to work with. It's called a Crucible because they used the waste heat for forging. It makes a lot of heat. Which turns out to be a good thing for us, because space is COLD. Not 'DR 5 Cold'. C.O.L.D. Oh, you're Undead, immune to cold? Not THIS cold, you ain't, Lich-boy. So yeah, anyway, waste heat? Good. :) We need it, to melt the Ice.

Ice is gasses, frozen solid. Blue, White, Silver, Green... Blue is what you need, one-fifth of your gas needs to be Blue. White is what you don't. Silver is what you use to mix the Blue, so you don't die from THAT being too rich. And Green is just poison, flat out. So, we put some Blue and a lot of Silver near the Crux, to turn back into gas we can breathe.

Of course, we start with some gas. Some follows us into space. Well, the gas doesn't follow, the Ariels do, and they bring the gas with them. Because they like the Mana, see? So they all gather around us, while we're flying out, and when we leave the Highest Winds behind, they are still there, with us...

This has got huge. More if you want it. Every solution has a wrinkle, every wrinkle a solution, because that's VotH. Because it's way more dramatic when you do the math yourself, and SEE you don't have enough Ice to get home, than when you GM just tells you so.

You know I said all that way better, years ago...

Legacy of the First Age

RPG Superstar 2008 Top 16

Since you are getting a lot of interest and I have other irons in the fire, so to speak, I will back out and make room of others. Sounds like it will be cool, so I may lurk along once you get going. Have fun.

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