My roommate and I are looking to join a game in Portland, OR/Vancouver, Wa. Our current group is flailing and we would like to get in on something good where someone else is the DM, since it usually ends up being him or I, not both being able to play at the same time. So give me a shout, I would love to play in an actual Pathfinder game on a regular basis. We normally played once a week.
I would add another subscription to my growing list, if Pathfinder did to d20 Modern what they've done with the 3.5 line. I think it's mostly based on the dedication that the Paizo team gives to their creations that really makes me think that their d20 Modern would be sound and solid and incredible.
I think I would truly love to see a book dedicated to Spelljammer-esque adventuring. I know that there is the website that has the 3.x conversions on it and all that, but with Pathfinder having planets in its system, I'd like to see the Pathfinder Spelljammer. Of course, I'm sure they can't do it, because Spelljammer isn't open, but something could be figured out.
So, just to let you in on what my group did with your beautiful map and locations... The Lands of Mystery map was used to represent a vast section of a world that was destroyed many years ago.
The Lands of Mystery now move through the darkness of space with Eilistraee keeping the land magically alive and preserved until they can find a new home. It leaves everything pretty much as you've represented it, with a touch of Spelljammer thrown in and of course threats from other entities, including using the Savage Tide AP. Which only managed to go for the first installment before the group fell apart, but I do hope to resurrect that Campaign again. Anyways, I pull the binder out that holds all the maps and the main map and look at it fondly, waiting for the day that we get more.
Both posts help a lot. Paul's helped with giving me a much needed resource I didn't know was out there. Ubermench, yours helped with expanding upon ideas already waiting around in my head. I have planned it to be a high fantasy setting. Psionics will be very prevalent, taking over the place usually secured for high magic settings such as Forgotten Realms. Magic has only been around for about 1000 years now. There is some natural distaste for it from the psionic empires. The arrival of Miranavu and the goddess Eilyrria disrupted the very nature of the world at first, throwing many things into chaos. The inhabitants of Miranavu were at first very unwelcome as they attempted to go into the world and integrate themselves.
So, as with most gamers out there, I have a world brewing in my head. I would enjoy some input from other players/homebrew campaign designers. The campaign is tentatively called "Empires of Aeridea". The idea behind it is that when the world was primitive, it had no gods and the humanoids that lived there already were very barbaric and tribal. Throughout history, humanoids and such have arrived, slowly populating the world, making their mark.
For an Age, the psionic races flourished. Their kingdoms and people were dominate. Then came the elves on their space-faring island, Miranavu.
So there's a little introduction to Aeridea. I have lots of ideas in my head, but one of the most undeveloped and difficult for me is what this world would be like advancement wise. I know that the psionic races make the greatest impact on the world, but what would this world be like if magic isn't introduced until only short (relatively) while ago?
So, if you have ideas, let me know.
I personally would love to see some kind of stand alone product along the lines of E-Tools. I think CodeMonkey were doing a great job with the product. I appreciated that for the most part, E-tools was easy to handle and was dedicated to pretty much D&D/d20 Modern. I realize that E-Tools didn't make it too far, but I feel this was in line with the fact that Wizards seems to like to hand their stuff to other companies and then basically abandon it like a red-headed step child. Anyways... something like that would be wonderful. And of course a Pathfinder video game would rock as well. Can Pathfinder get away with their own MMO?
Hey folks, my gaming group has recently suffered the loss of two players. We need a couple of people to fill some empty spots. Here's the rundown... When: Every Sunday. Well Mostly (90%).
Other Notes: This group has pretty much kept steady for some years now. It has evolved from it's original gaming group when 3.0 first came out, as people have come and gone from it. Right now, we have 3 players every week. Would be interested in adding some new player(s) to the group and bring in some fresh blood, so to speak. We don't need DM's to be honest, as we already take turns with games, all having our chance. Though, if it turns out that you may have some experience at DMing a good game, I know that the three of us would like to eventually all play together as PCs.
I won't lie, our group is a little bizarre, stubborn and picky.
... if Lisa Smedman had not written a certain trilogy which just happened to kill off one of my favorite all time goddesses of Faerun. ... if I could actually play in one of the Adventure Paths WITH a DM who knew what they were doing. ... if Paizo could get the rights to Spelljammer. ... if Pathfinder was available under some kind of program that allowed easy tracking and creating of PCs, NPCs and the like. Think what Code Monkey did for E-Tools. ... if I could catch up on half the forum stuff that slips by me, so I would know what people are talking about at least most of time.
Aberzombie wrote: My suggestion is to look in the Savage Species book WotC put out not to long ago. It had stuff about incarnate constructs - i.e. constructs that were made into living beings through spells. I'm pretty sure the spells could be applied to any type of golem (stone, iron, etc) so that might be just what you are looking for. If I was actually at home with the book, I could tell you more. Hope this helps Thanks! I have the book, so I can take a look into that. I had thought about looking in Savage Species, but didn't think that it would have what I need. Thanks for reminding me.
First, a little background. My players were wanting to play a cheese game where they got to play around with characters that didn't have to worry about morality or serious storylines. I of course agreed, feeling that if my players wanted some cheese I would provide. So, basically I pulled together some ideas from differents favorites of my own. Imagine a group of treasure hunters (Final Fantasy X-2), handed missions from a patron who used to be an Admiral (Sahara) that fly around on a magnificent ship called Theriat, who in fact is a living Spelljammer ship (Elven Arrowing). Now, while the ship is not a main character, I was in fact reminded of Moya from Farscape and incorporated this into the fact that a ship in the Spelljammer games needs a Helmsman or Pilot to operate the ship. I wanted to make the ship part of the story more than just "You fly around in an amazing ship!" I then remembered that Dragon #333 had the stats for the Guardian Ship based off of the ships from the Farseer Trilogy. Now, the Guardian Ship is shown in it's stats as being an intelligent Construct. Though if I were to make the ship more like Moya, I would need to make it a Living Construct. This would mean that I need to add a constitution score and take a look at skills and feats that would be appropriate to such a ship. So here are my questions... How do you go about building such a thing? How do you decided how high of a constitution score should the ship have? How do you assign the skills that a living ship would have? How do you decide how many hit die equals what size ship you have? I've taken a look at the warforged charger in MM3(as it has 4d10 racial hit die) and also various golems and giants. It seems that there really is no common thread to hit die = size, ability adjustments vs. hit die, etc. So while I am sure that the answer is somewhere right in front of me and it's just that it's late and I'm tired, I would still like suggestions if you have them.
Aberzombie wrote:
I personally think you hit on a great idea right there. I know that in Dungeons #123, #124 and #125 there is an Eberron arc that deals with finding large dragonshards and stopping a baddie from destroying Sharn. Those three right there could actually be used to form the basis of leading the characters off into adeventures in the Ring of Siberys. Of course, it would take a little tweaking and wouldn't be a full AP, but all in all, very inspiring.
My 0.02 Tad Williams - The War of the Flowers
That's a good start anyways!
Ligerlilly wrote:
Hey there! Currently, the party consists of...17th lvl Human Bard 17th lvl Human Favored Soul 17th lvl Human Ranger 16th lvl Gnome Warlock 16th lvl Human Sorcerer and possibly a 17th lvl Warforged Juggernaut
You can email me at Lucifi@gmail.com
Hey there, my players and I are currently looking for a semi-mature gamer for Sundays (every Sunday for the most part @ 12:00 to 8:30). I have four currently dedicated players and would enjoy adding a fifth player to the ranks to add some new flavor and for a interesting mix of classes and races. So yeah, if you're around and can get around either by bus or car, give me shout.
I simply use every available bit of Eberron content that I can get a hold of. In fact, I plan to stay with Eberron and have Greyhawk and Faerun as back ups for other ideas. Since the onset of Eberron, I have been doing more converting of generic adventures and world specific adventures into Eberron adventures. In fact, my players are just now heading to the final two parts of the Shackled City adventure path, which I had converted over to Eberron. So I guess that was a big fat yes, I use the Eberron content.
Solomani wrote:
In the game previous to my running the Cauldron campaign, I did in fact start to incorporate the Invasion scenario into a standard Greyhawk campaign. I have a couple of questions for you though... 1. Do you just plan to replace Adimarchus with Vlaakith, the Lich-Queen? 2. Are you planning on making it so that Caulron will become the main gate to the Prime Material realm you are using, for the Githyanki to invade the world? Maybe the ritual that would have opened a permenant gate to Carceri now opens a permenant gate onto Tu'narath? 3. Are you considering using the adventure from Dungeon #92, Interloopers of Ruun-Khazai? Maybe possibly even making this the location of AP #5 Test of the Smoking Eye? 4. Are you going to continue with the Devil/Demon theme of the AP or will you be changing it to Undead/Red Dragon? These last three are suggestions... 5. If you keep the CRs for the encounters in the AP, then I would suggest that your players have higher powered stats. I noticed that when I used the standard Greyhawk point buy system, my players had a rough time, they really had to burn their resources to stay alive. 6. Hook-face is a great addition to the AP, especially if you're going to use the Incursion theme. You already have a red dragon that can be tied to the invasion! Also, there is a black dragon lurking around in the 3rd installment. I would suggest changing this to a red dragon, seeing as how this particular dragon loves to breed with new creatures to see what he can create. Possibly even turn this into a hatchery for the Duthka'gith. 7. Make sure that if you have a cleric in the game and you stick with the Devil/Demon aspect, that your cleric has access to some of the new feats presented in the Complete splat books, because as the AP goes on, the cleric does little turning, but with some of those feats, the cleric can re-channel his/her turning into protection and powers for the rest of the party. That's all I have for now.
Actually, if you want to keep with the flavor of Eberron, I would suggest remembering that while it may not look it, the adventure path is gear toward middle-high powered characters. Consider the fact that Eberron's churches don't really have the supplies, like potions and scrolls, that Greyhawk's and Faerun's churches do. Most of the chruches in Eberron have adepts and experts running the churches, not that many actual clerics, but there are the Dragonmarked houses that do run apothocaries.
My suggestion after running half of the adventure path modules so far is to delve into the later ones while referring back to the first one. Even if you don't have them all, it's still good refernce.
1st death of NPC rogue in Flood Season.
So far though, my players have just reached the Starry Mirror. I imagine there might be some deaths when it comes to fighting the glabrezu in the end of this adventure. Though I don't know about the player characters sometimes... one of them died while fighting the Forest Sloth. For some reason he decided to just walk up and try talking it down with his long sword. Instead it took him down.
The perfect DM should also be one who knows that his players should shine, but also make sure that he tries to play the villains well enough that they also shine and they are basically characters who are trying to survive as well.
Thankfully, my main fighter player is actually a monk who does some massive damage because the boy who plays him is a number cruncher and is always trying to get the max numbers.
So, personally, I'm a huge fan of all three settings.
I am currently running the Cauldron campaign in Eberron and I placed Cauldron in Zilargo by just adjusting the Cauldron maps to fit into the Howling Peaks. I also adjusted the jungle to be more of a warm forest with swamp type features since Zilargo is in the southern part of Khorvaire I figured it looked kinda like Georgia and Florida areas. I adjusted the gods to what I thought was a good likeness of the Greyhawk deities, but as the game goes on, I would suggest that people take a look at Domains and such to place worship where it goes. I choose Zilargo because it has the highest population of Gnomes, and Jzaridune was built by gnomes as well as Cauldron itself... what better way to fit?
Well, at this point my players have just reached Nimrada's False Sister's lair in the Demonscar Legacy and they already had a pretty good idea that something much bigger than themselves had been going on, so when they went to speak with the memebers of the Chisel, I gave them the Cagewrights name and hints as to the final goal, but I'm actually leaving out what the Cagewrights are doing exactly. This has given them time to come to their own conclusions and guesses and I will probably reveal the final secrets after the assassination attempt in Secrets of the Soul Pillars. You know, kinda give them that sense of the full horror of what is going on with only a small amount of time left to deal with it. |
