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This would be awesome. I would prefer 2E or 5E if I were going to get in on it!


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Well, given the additional interest and the fact that I have other interest start bounding around this weekend. I am going to withdrawal to give one of these other fine players the chance at your game.

Thank you, Voice.


Considering the Trollkin Fennblade/Chieftain but I have to get home to look over Unleashed. Might look at one of the Full Metal side of things depending on how the group is shaping up since I believe there was only two characters from that side.


Expressing interest... as I just started playing Trollbloods in the Wargame. If there is room still... I have the pdfs for all the current books (and several copies of the Hardbound IKRPG and Urban Adventures book).

Trollkin or Circle will likely be my choice. Need to get into the Unleashed book with more than a one-time glance over.


Professor Mayhem's belief is that the Aliens are standing in the way of progress and there is a world that needs to be conquered. His instincts are "I wouldn't even trust myself, why would I trust anyone else?"


You can't stop the signal.

I do see Professor Mayhem being a "mover & shaker" type of guy. I tweaking the crunch a bit still, but should try to get something up tonight.


Background:

The villain called Professor Mayhem, his real name lost to history, once delved into the unknown and mastered the primordial forces of the universe. The first recorded whereabouts of the mighty sorcerer now known as Professor Mayhem is from ca. 2500 BC, at which time he appeared at the height of his power in the legendary Sumerian empire ruled by the mystical King Gilgamesh. He had already achieved immortality and had nearly conquered the Uruk because no matter how many times Gilgamesh defeated him the Sorcerer would return. It took the combined power of the Seven Sages to banish the Sorcerer to another dimension after Gilgamesh defeated him for the last time.

In the mid-1930s, a madman and aspiring magician named Karl Freder stumbled upon the dimension while researching the occult for Nazi Germany. He managed to open a portal to it but upon his release, the sorcerer destroyed Freder's soul and entered his body. However, though alive on Earth once more, the sorcerer found his powers drastically reduced. He became obsessed with restoring his mystical might and sought out an alliance with the Axis powers in exchange for access to their occult research. Once again he gained a frightening amount of power in a short period time and become one of the Axis most powerful assets. It seemed that victory belonged to the Axis and he began to plot to overthrow his 'Masters' to take the power for himself.

Then the American heroes joined the Allied forces and the fight began to turn against them. Once again the Sorcerer found himself in battle with the descendants of the Seven Sages. The Sorcerer out-classed several of them in mystical might, but together the group was able to bind his spirit to an object. While he could manifest his physical appearance the Sorcerer was rendered useless, but his magical knowledge was invaluable to the organization. The Sorcerer worked tirelessly to turn the sages against each other until he found a kindred spirit in one of them. She was not unlike him when he took the first steps on his path to power, and she came under his tutelage.

He manipulated her into a war against the other Sages until none of them or their descendants remained, except for his only apprentice. She had become the key to his imprisonment, and she had been truly corrupted. She had become the Master in the moment that she killed the last Sage. He could do nothing but silently rage for the next half of a century for he had not taught her his final secret: immortality. The power he had taught her devastated her body over the years and early in the 21st century the last Sage passed on.

In a explosion of magical energy the Sorcerer was released upon the world once again. Once again he found himself weakened beyond comprehension, and he suspected the Sages were to blame. He once again went about restoring his mystical might, and observing the world. He became Professor Mayhem during his rise to power once again, but it was cut short by the arrival of the V'Sori. He finds himself a captive once again!

I will finish the crunch tomorrow.


I have decided the Professor Mayhem is going to be a Sorcerer type. I looked at him as a Power Suit and just a regular crazy guy, but a crazy sorcerer, now that has class.


I am going to start work on Professor Mayhem when I return. He has a Doctorate in Evil, and prefers long walks through the ruins of his victories.

This character will be inspired by crossing the Joker with General Zod. All Hail Professor Mayhem!


I think I am going to have to change my concept and go with a real villain. There seems to be a lack of that going on...


I am interested and familiar with both the NE setting as well as the Super Powers Companion. I have a question to pose before putting forth a character...

I have two concepts and would like to know which would be generally more welcomed...

Concept #1 is a remake of a character I made for a tabletop version of NE. He is one of the last few members of an militaristic alien race that was wiped out in a war against the V'Sori. Several of them that remain now are kept in stasis aboard V'Sori research vassals because of their combat prowess and enhanced physical abilities. (The character is conceptually an 'Elite' from the Halo Universe. They are militaristic, but they have high values similar to Bushido, but they were also conquerors of lesser races.) Background would include him escaping as well as destroying a bunch of dirty V'Sori scientist. He would crash a escape pod onto earth and generally go on a One-Man War against the V'Sori before he was re-captured as per the Campaign Primer above.

Concept #2 would just be a villainous Japanese Samurai (similar to Silver Samurai from Marvel Universe) in a Battle Suit (ala Iron-Man). This concept is not as developed as I just came up with it when I was reading the game (and is mostly influenced by the fact that I just posted a Jade Regent campaign). I will probably bastardize a former M&M character that I made for this concept.


I am interested in doing a Sable Company Marine (Ranger). CotCT is one of my favorite APs, while I have ran the modules before (and currently took some things out of them for my Kingmaker game) I do not remember things well unless I have them in front of me, and I do not meta-game.

If that will not be a problem I will put a character forth.


My current concept is a fantasy pirate confidence man since I have been watching to much White Collar and Burn Notice. I was looking at a Rogue, but I don't want to gimp myself in combat...

I was looking at Besmara's Blessing and Charming for traits with a focusing on Bluff/Diplomacy. Can't figure out feats, though I was looking at Swashbuckler with a Cutlass, thinking of going Fighter at 2nd level.

I also considered Weapon Master (Fighter) with Cutlass, but fighters get so few skill points.


God, I am having such bad option anxiety. I can't figure out what I want to play. We will see if I can get a character together tonight or not if not then I am out.


I am interested in applying with a Musketeer (Cavalier Archetype), will look up the Skull & Shackles stuff to get the rules on firearms. I wanted to get some play in on a S&S game before I ran one. Will get something more solid up here soon.


1. Neat idea, but not my thing. I don't really have a comment on it other then it may seem a bit powerful. If the player had to role-play their piety strictly for the bonus then I would reconsider it (like the old role-play limits on powerful abilities aka Paladin).

2. Considering I use a elite array, I like this rule. It means that the low level spell-casters get some more oomph. Honestly I would use this house rule, and may steal it.

3. I do something similar already, so I approve though mine burns the page up like a scroll is burned up. I also use the odd Dragonlance approach and you can memorize spells off scrolls and other spell books discovered in the dungeons.

4. I am a huge fan of the Paladin for different gods angle. Back in my old 2E days I played a Paladin of Mystra that the GM gave me the ability to cast arcane spells instead of divine spells.

5. I have no comment on this. True Neutral.


golem101 wrote:

I'm thinking of running Kingmaker with the rules from A Song of Ice and Fire - A Game of Thrones edition (Green Ronin), but it's something still very much on the planning table.

Another weird project of mine would be running Curse of the Crimson Throne... in space! The main BBEG would be a virus-like AI, undead creatures would be humans infected with nanites (taboo technology from the past golden age), assorted monstruous creatures would be translated as genetic engineering, mutants or droids. Psi-powers instead of magic.

Korvosa would a be a space colony, Scarwall an abandoned fortified research station, the Shoanti nomadic asteroid belt dwellers.
I was thinking of using Thousand Suns as a system of choice, if only I could find some spare time to properly read the manual...

I considered doing something similar with Kingmaker too. I also thought about using Deathwatch for Curse of the Crimson Throne or Rise of the Runelords. Rogue Trader may work well for a Savage Tides or Skull & Shackles game.


I have run the Savage Tides AP in a gritty sci-fi game (using M&M and later Savage Worlds in a different attempt). I have considered Age of Worms in several different ways for other games (mostly WoD), but never followed up on them. I think the stories are universal and can be adapted atleast in spirit to whatever game/system/setting that you want it to do, but you will have to work.


Turin the Mad wrote:

Name: General Hirish Varn; Grand Diplomat Molly Missy; Royaal Assassin Fluff Gugg; King Garen Starmight of Cordelon; nixie cohort of King Starmight

Race: human; soulbound doll; soulbound doll; constructed man (LN Lich variant); nixie
Classes/levels: Fighter 15; cohort Bard 13; cohort Cleric of Lamashtu 13; Mystic Theurge 9 of Abadar; Druid 13
Adventure: Blood for Blood
Location: Tomb of Armag
Catalyst: The Black Sisters (retooled)
The Gory Details: (optional) Short version, in order: coup de gras via Quicken SLA 1st level Repose domain ability + heavy pick coup-de-grace to the brain; 2 incense of meditation-maximized stormbolts did the cohorts in; testing his Reflex save bonus in combination with a ring of evasion one time too many resulted in the King of Cordelon sucking 120 damage he couldn't afford to take.

Was this a TPK?


Fellwalker wrote:
I was thinking of slipping in the Ghost Tower of Inverness but I like the ideas previously offered.

I am looking for a full-fledged module to replace Candlemere Island with, and I think I will look into the Ghost Tower.


Lee Hanna wrote:
Arcmagik wrote:


Yes, which is why its perfect for Pathfinder Birthright KM... I have the old 2e one too. I have them coming out of Anuire though.
North from Cariele or east from Dhoesone?

Dhoesone. It is an attempt at gathering allies and pacifying the bandits and giants of the downs. If you read about Dhoesone it talks about the rjuriks gathering in the north and the goblins have been really active. And you are so close to the Gorgon it's not even funny.


Drejk wrote:
Arcmagik wrote:

I was just wondering if anyone has ran Kingmaker in other campaign settings?

Which ones? What did you change / where did you focus the adventure?

I was considering Birthright for the campaign at one time and was placing it in the Giantdowns.

Weren't they already Birthright campaign in Ginatdowns that was essentialy bringing civilization (sort of, as Rjurkis were the folks civilizing it) to that desolated land?

Yes, which is why its perfect for Pathfinder Birthright KM... I have the old 2e one too. I have them coming out of Anuire though.


I was just wondering if anyone has ran Kingmaker in other campaign settings?

Which ones? What did you change / where did you focus the adventure?

I was considering Birthright for the campaign at one time and was placing it in the Giantdowns.

I was wondering where someone would put it in Greyhawk, maybe the Shield Lands / Bandit Kingdoms?


I would also like a copy to save myself some work!

Spoiler:
dundjinnmasta at yahoo dot com


Combining the Campaigns makes it almost impossible to leave Golarion intact as is. I have struggled for weeks with how I wanted to do the AP mash-up whether in Golarion or another world (established or one of my own making) but I have a few ideas to leave the APs in a "mostly" intact Golarion or atleast one that only focuses on the Brevoy area.

The following are my "hacks" of Golarion and Brevoy... I am not going to spoiler this since all of this information is available in the player guides and such...

Korvosa replaces Restov. (If you are wondering the Aldori Swordlord School becomes the Orisini Academy)

Korvosa predates the invasion of Choral the Conqueror and was allowed to retain its "sovereignty" by recognizing the Brevic Emperor. Therefore the Arabasti line becomes another "noble" house of Brevoy, but bares the title "King" instead of Lord. Choral and his descendants become Emperors instead of Kings, and so Surtova becomes Emperor of the Brevic Empire after the fall of House Rogarvia.

ACT I

Spoiler:

I am actually using Edge of Anarchy. Some of the things said seem to suggest that the timeline in CotCT is somewhat slower then the modules makes it seem. So the opening act is going to be the group going after Lamm who had fled into the Stolen Lands from the law... and Falcon's Hollow (maybe replacing Oleg's Trading Post) is their first stop in tracking him down. When the PCs leave Korvosa for the Stolen Lands, the King is still alive.

The base idea is using Hollow's Last Hope and Into the Haunted Forest while the characters are in Falcon's Hollow (or an Oleg's Trading Post that is more a frontier town). Before / After / During those modules the PCs will get their fight with Lamm and kill / capture him in the name of the Korvosan Justice! They will return to Korvosa to find the King is dead and the city in full riot mode at which point I will finish Edge of Anarchy.

As an aside I wanted to expand on the "rival adventurers" in the module "Into the Haunted Forest" and make them one of the groups that eventually get sent off to explore the Stolen Lands... I am going with the Nomen Heights group as my personal favorite so they already have a connection to them.

King Eodred Arabasti II had already prepared several charters into the Stolen Lands before his death. (Including the charter to reopen the trade route through the Bloodsworn Vale which will lie between the Greenbelt and Nomen Heights area). With the group having proved themselves in the Greenbelt already, and having become "Heroes" in Edge of Anarchy, and a certain Queen wanting to get all these adventurers in the city out of her hair, she honors the charters and sends the adventurers away to the Stolen Lands.

We now get to make use of the actual Stolen Lands module, though I am altering it to fit in with my module line-up as well as what has come before and what will come later. I am adding in a rival Kobold tribe (the Truescales) to replace the "Mites" in the adventure, so the Sootscales and Truescales are going to be warring. I will run Crown of the Kobold King if / when the PCs are interested in the Truescales. I am also connecting (allying) the Truescales to Hargulka in his attempt to establish his "Monster Kingdom" from the suggestions on the forums.

Once the Crown of the Kobold King has been dealt with and the PCs go after the Stag Lord to wrap up The Stolen Lands that will be the end of ACT I of the my campaign.

I have not yet put quite as much thought into ACT II as I see I did in ACT I.

ACT II

Spoiler:

The beginning of ACT II will open with a modified beginning of Rivers Run Red, which means instead of just getting a "charter" from Korvosa for them to create a new nation on the southern border of the Brevic Empire, the PCs will be invited / asked / commanded to return to Korvosa to get the new charter (though the PCs will not yet know they will be getting the reigns to a kingdom!) but they arrive in the city as the plague gets in full swing and the city is locked down (trapping them inside of the city for Seven Days to the Grave).

As an aside I am connecting this plague to the plague in Falcon's Hollow. I had an initial thought to make the PCs the "plaguebearers" when they returned from Falcon's Hollow for Edge of Anarchy in ACT I but I doubt that is going to fly.

Once the PCs complete Seven Days to the Grave and have become even more famous in Korvosa, the Queen is going to issue the new charter to them. I am also slowing down the Queen's descent into "madness" so she sees the PCs as a useful tool and ally if the Brevic Empire attempts to remove her as Queen of Korvosa while she is solidifying her powers. The PCs now had their kingdom charter and I suspect will be returning to the Greenbelt with giddy excitement... I will attempt to blend together Rivers Run Red, Carnival of Tears, and Conquest of the Bloodsworn Vale at this stage.

As an aside knowing my group which will be 8 to 10 players strong, the group was schism into multiple "kingdoms" at this stage. I have started planning for that idea, and been thinking up ways to do Vassalage and such.

The Lord from Bloodsworn Vale will request aid from the budding PC Kingdom, and will present his charter to them. It will connect Nomen Heights with the Greenbelt (and therefore open the trade route to Korvosa once more!). However after the PCs aid him, and with the King dead, and the PCs given rule of the Greenbelt, the entire trade route will get rolled into the PC Kingdom. There maybe a little diplomacy at this time with Varnhold since the trade route is now opened. I am hoping to get the players interested in their counterpart in the Nomen Heights (so they have a personal reason to investigate during Varnhold Vanishing).

The Carnival of Tears will come to town at some point to hammer the idea home that the Stolen Lands are a savage place and there is a reason that no attempt to bring civilization to them has succeeded.

I am considering modifying my initial idea of running the Realm of the Fellnight Queen at the close of ACT II. I am thinking of changing in Revenge of the Kobold King in the adventure somewhere to leaving Realm of the Fellnight Queen to open ACT III. Which will put more time between the Varnhold trade route, and the Varnhold Vanishing module. I have considered not using the Hargulka kingdom, but I want to bring in elements of war into the game before War of the River Kings so Hargulka Kingdom will be introduced and dealt with during ACT II. I am going to run it through a few turns, but it will be gimped because Hargulka will not have a full "council" and therefore not be getting the full benefit of rulership.

Realm of the Fellnight Queen seems to be the main trend for introducing the heavy-fey elements of the later modules (for KM), and it is suggested that it can be used to foreshadow the events of Sound of a Thousand Screams. After reading through Fellnight it would seem that I would agree especially if you know you are going to drop some foreshadow in there.

And lastly, some other musings.

Spoiler:

As an aside, I am considering removing the "Devil" element from the later Korvosa adventures and make it be more of Nyrissa handiwork. I am a huge fan of Dresden Files fey and the entire contract between the Queen and that Devil could be removed over too Nyrissa. I also considered having Nyrissa, much like the Fellnight Queen being outcast from the First World, and Thousandbreaths landing in Hell/Abyss blending the elements of the Fey and Devils into a single source which means the devils in the last CotCT act work for Nyrissa.

There are a few other odds and ins I've been considering about ACT II and Rivers Run Red. I am dropping the Cult of Gyronna entirely and The Dancing Lady (most because of the Fey elements in Conquest and Fellnight Queen) but I am thinking of expanding on the Candlemere (maybe replacing Revenge of the Kobold King with an adventure at this site), The Lonely Barrow (into a very 'Return of the King' type scene where The Lonely Warrior could be recruited by the PCs), and the Isle of the Lizard King (I have a special place in my heart for Lizardfolk and would like to see this expanded, maybe even turned into a full fledged adventure if I could find a Lizardfolk-centric one, also would like the Lizardfolk to become recruitable).

I can't wait to get this campaign underway and it should see the light of day in the next few weeks.

One thing to note is that I am going into this game with a heavy influence from Lord of the Rings, Song of Ice and Fire, and the Suikoden series of video games. This game is suppose to be political-charged, and full of opportunities that we wouldn't see in a normal game (recruiting kobolds and lizardfolk to the kingdoms, and considering the possibility of having multiple "kingdoms" ran by my group, I want alot of recruitable NPCs in the 108 stars of destiny style).


I hate fudging but I have been guilty of it especially if the odds are looking grim for the pcs but then I always get this back by fudging a roll when the pcs are having to easy a time in an encounter. This next campaign that I am preparing is going to be a no-holds bar and the dice will decide the fates of man and monster!


Matthew Trent wrote:
muftiman wrote:

there is one that was left out from the post and is way cool I think:

** spoiler omitted **
** spoiler omitted **

Spoiler:

According to the module it can as that is one of the reasons she is there for the King's pleasure. She makes herself look like the fey queen when the King beds her.

I say go with it and let it be.


There are examples of characters in literature and movies that are cowards who still accompany their "groups" into the most dangerous places imaginable and once inside almost never contribute to fights in a meaningful way and usually hiding during the exchange. One character that immediately comes to mind is the brother in the mummy trilogy of movies.

I have a player who sole purpose in games is to play a counter-productive to the GM attempting to resist becoming involved in the story at every turn and then complaining when he doesn't get sufficent game time afterwards. His excuse is "Sorry that my characters have personal goals". NOW this is a player being disruptive.


I've had to deal with to many rules lawyers in my time to give them anymore slack. That being said there is a time and place for it and usually in the middle of the game is not it. I usually prefer to table rule question until the end of the game, beginning of the game, or between sessions. I try to learn from the mistakes and correct them with proper rules knowledge that being said there is no way mentally possible for me to know every rule throughout every book. I once memorized all the core 2e rules but that was many editions ago.

Next anyone that tries to quote monster/npc rules to me are going to get a blank stare and the question from my mouth is going to be going to be along the lines of if his character knows anything about the monster/npc in question and if not how does he as a player know what options I applied to said monster/npc."

And lastly the first player that tells me to learn the rules better just volunteered to be the new GM for the group.

You have to put you foot down against people that are going disrupt your game in such a fashion. Fighting over rules in mid-session does not make things fun for anyone at the table including the offending parties in involved in the arguement.

And as an aside I disagree with the player vs DM sentament. The role of the game master is to make an engaging story the challenges the player characters in many ways and on a combat level that is often shown in a healthy level of.competition between the players and DM. A dm can kill players without breaking a sweat but that is not fun and a proper attitude should include some player vs DM competition.


The best Pathfinder AP that I have read to date is Curse of the Crimson Throne, but Kingmaker is a close second and I am not completely through it. This is why I am combining them into one epic story of politics, corruption of power, and kingdom building!

That being said my favorite alltime Paizo AP is Age of Worms. I have read and reread the adventures for it so many times that I could probably run the ap without the magazines.


The level 11 general put advenutring behind him when he room his post. Unless his country is in a constant warlike state it is unlikely that he is putting his skills to the test and improving himself. He is now in a stagnant state of being where he is hardly gaining experience anymore while all these young adventurers are running around risking their lives and getting stronger, faster, and smarter. Learning to harass their powers and do more with them then they ever imagined.


I may retain some older 3.5E rules I had which was max HP for the first three levels, then adding 25-point buy and hero points should put them at par with characters that are decked out in their magical items. They maybe a little on the high side by level 3, but I think it would balance out in the long run.


I am wondering if the following would be significant power boost for characters in an Adventure Path to replace the availability of magical items. I am prepping a game and want the world to be low-magic (arcane classes can not go over level 5 / 3rd level spells), and magical items are not abundant.

Therefore the players will not have access to buying magical items and I will be toning down a lot of magical items in the books, giving the ones that I leave in place more special (they will have names and back stories).

So in the place of that I am wondering if I allow the characters a much higher point-buy total (like 25 as I have seen many examples of 25-pt buy characters steamrolling encounters in the APs) and giving them Hero Points if that would make up the difference in the lack of abundant magical items?


As a huge fan of kingdom building and coming from an extensive Birthright background. That being said after looking at the Kingdom Building rules I came up with several adjustments that I am considering and would like to see implemented. My campaign is planned to take along time and span several modules (see my CoCT / Kingmaker mash-up thread in General Discussion) so I don't think my adjustments will hurt my players in the long run but I want to see what the community thinks about how the adjustments will impact the game.

1. Feudalism (Or Multiple Kingdoms)
I don't know if this will become an issue but knowing my players it ma come down to them wanting to maintain multiple kingdoms amongst the party. I doubt they could even settle or agree on which one of them would "rule" so I am excited to see how that shapes up. This will also effect the charter as the 'Nation' will be "required" to offer taxes to Restov as their "Sovereign" nation. That being said, the following idea is what I am considering:

Any attempts at splitting a nation into smaller ones will result in completely separate kingdoms per the rules. Any additional agreements reached by the rulers will be "binding" as far as laws go, but are not actually required to follow through on the agreement. There will probably need to be a check as the nation is aware of their "Sovereignty" and not upholding bargains can lead to war which causes the commoner a number of problems.

2. Cutting the Bonuses
I have seen several threads talking about how bonuses get out of control and most checks become auto-successes unless a 1 is rolled. I do not want to see that happening and therefore propose the following:

I am leaving all bonuses granted by ability scores because of leadership roles alone. Bonuses applied by Buildings and Alignment are going to be cut in half. In the case of +1 bonuses it will require 2 buildings of that type to apply the bonus.

I think this rule will keep the bonuses from getting out of hand but still leave the Kingdom sustainable.

3. Removing the Magic Item Economy
I am not sure what to do about this. I don't like the amount of "items" that a kingdom can rack up as I tend to run my games fairly "magic lite" as much as I can. I also don't like the idea of the characters being able to claim items that are well beyond their level. It is to much temptation and I want to cut it out. Due to the amount of modules I am running there will be plenty of "surplus" items to give them bonuses by selling them.

My idea is to use the "city value" as a bonus to BP. So each city built to max value gives a +4 BP (16,000 gp). This is personally my favorite idea, the Economy bonus is still lower but more sustainable. Obviously the PCs can sell their own magical item excess.

4. Slowed Building Rate
This adds a bit more realism without actively penalizing the kingdom because the bonuses are coming just not immediately. A building taking up multiple city blocks takes longer to build (# of City Blocks = # of months to build). This rule is effected by my next rule.

5. Seasonal Turns
This is one that I take from the Birthright rules. A turn in Birthright is actually 3 months long, and you get 3 actions during that turn but a single event happens during these turns. I am considering having the Kingdom "shut down" for winter, so there is really only 9 actions a year instead of 12. Everything will probably be tripled in the varies phases as if there had been multiple months of turns. Basically every "Turn" will be doing 3 months at once.


ACT II as seen above...

Spoiler:

Rivers Run Red begins with the characters returning to Korvosa for their work on the Stolen Lands expedition. Upon arrival in Korvosa they find themselves trapped within the city when it goes on lockdown because of the plague (as I am considering tying this plague with one in Act 1 having the PCs having brought it into the city on their return from the Stolen Lands, going as far as to having a couple of them come down with the plague) no one is allowed into the city and no one is allowed to leave the city to stop the risk of spreading the plague even more. They proceed to complete Seven Days to the Grave and win the respect of the city and given a commission to establish a new nation in the Stolen Lands. They return to establish their capital and after several months of "Kingdom Building" the largest city draws the PCs into Carnival of Tears (in order to illustrate how dangerous the Stolen Lands are and to highlight the reason that many settlements don't last long). The PCs will then proceed with a bit more "Kingdom Building" and Rivers Red Run before being appoarched by one of the other "fledging nations" or Korvosa to establish a overland trade route with said "fledging nation" and those begins Conquest of the Bloodsworn Vale. After the clean up with the Bloodsworn Vale and Rivers Red Run, then a very angry Fey will retalitiate on the PCs in Realm of the Fellknight Queen.

I haven't fully read all the adventures so that is subject to tweaking but I believe that it fits exceptionally well. It highlights everything that I want in ACT II which is making the stolen lands dangerous and foreshadowing the Fey. The problems in Korvosa are just icing on the cake since they have to return anyways, and the plague ties in with the Hollows Last Hope plague.


I settled on the following modules for my Act II.

Carnival of Tears - because it will show up in the PCs "capital" and I hope will help to hammer home the sense that the Stolen Lands are dangerous even for the "civilized" folks and there is a reason that settlements are dangerous.

Then in order to drop the Fey links into the game, Conquest of the Bloodsworn Vale and Realm of the Fellknight Queen.

Act II
Seven Days to the Grave)
Rivers Run Red)
Carnival of Tears
Conquest of the Bloodsworn Vale
Realm of the Fellknight Queen

Now I just have to read up on them and work out how they meld together.

As an aside I've been thinking about how to run all these modules and keep the PCs from becoming overpowered extremely quickly. So far I decided on a "Low Fantasy" Point-Buy option (10-pts), and the slow experience path (may have to develop a "very slow" path because my players love to count XP, and the excitement of getting close to that level and getting the XP that puts you over is part of the game that I enjoy). I am going to have to completely rework most of the modules for a higher number of players (6-10 at any given time). All in all, I am looking forward to this project though and will be starting in the next several weeks!


BornofHate wrote:

I'm surprised no one has mentioned "From Shore to Sea" for Candlemere Island.

It's level appropriate and Lovecraftian. It also includes a small fishing village for the PCs to incorporate into their kingdom as well as a map of the island.

As an added bonus: you don't have to change any rumors of will 'o wisps. They are there too.

I thought the same thing about Candlemere Island when I read the back-cover of it. I also considered City of Golden Death as well, Candlemere Island is really the Isle of Terror.


I am actually going to run a large intro into Kingmaker / Curse of the Crimson Throne using the following modules...

Part 1
Edge of Anarchy
Hollows Last Hope
(Into the Haunted Forest) - this one is a maybe... I saw ways on combining it in with the other two...
Stolen Lands
Crown of the Kobold King

Spoiler:

Edge of Anarchy begins with the characters sent to (Oleg's Trading Post), a small trading settlement in the Stolen Lands to track down and bring to justice a criminal (Gaedren Lamm) who fleed the city. They will arrive in the small town to discover that it is suffering from a plague and (if included) they will end up in a fight with another group of adventurers (I am thinking of tying in one of the other mercenary bands from Kingmaker here, giving the characters a rivalry with them from the beginning of the campaign). Once they have dealt with the issues of the settlement and bought Lamm to justice they will return home to the rest of Edge of Anarchy. Their actions with Lamm, and in the Greenbelt already will earn them the commission into the Stolen Lands. They will return to (Oleg's Trading Post) to find deal with the warring Kobolds (the idea right now is that I will be replacing the mites with more Kobolds and run Crown of the Kobold King here as well). And thus will conclude the end of the first act of the game.

I haven't worked out all the details of part two, but I am fairly certain it will deal with them returning to get their "Kingdom" commission, and get stuck in the city during the events of Seven Days to the Grave. There are a few other modules I want to run, and they will eventually return to the Stolen Lands for Rivers Run Red.

Just some random thoughts I had here for adventures in Act II... They are sorted by level as I was looking at how I wanted the party progression to work and other then the required two for Curse and Kingmaker none of them are settled modules and since Escape from Old Korvosa is suppose to start at level 8 I made level 7 adventures the cut off...

4th (Seven Days to the Grave) - CONFIRMED
5th (Rivers Run Red) - CONFIRMED
5th (Carnival of Tears)
5th (Revenge of the Kobold King)
6th (Hungry Are the Dead)
6th (Conquest of the Bloodsworn Vale)
7th (Realm of the Fellknight Queen)
7th (Seven Swords of Sin)


Killer_GM wrote:
RANT

You, ser... are a god amongst men. I proudly wear the mantle of Killer GM so that I may feast in your hallowed halls. I lament the days of old, when the Red Folder was the way of life. While I can not bring back the days of old, I can demand that all my players have atleast 3 fully prepared character in the likely event of their untimely deaths.

I also firmly believe that GMs do not kill characters. If we wanted to TPK we could just be done with it. We who wear the mantle of Killer GM allow the dice to fall where they may and watch the resulting slaughter with a touch of pride, and some with glee. I very much enjoy having players that think it is amusing to "Split the party" or who refuse to retreat in the face of overwhelming odds.

I gleefully await my running of Kingmaker and the random encounter generator for hex exploration... because as my wife said to me while I was laughing at the Kingmaker death forum... "You don't run away. That is what you do in real life. In game you fight, because flight is not an option."


Reading the description it looks like Conquest of Bloodsworn Vale could be used during Rivers Run Red...

DM_aka_Dudemeister wrote:
When I get home I'll explain how I inserted Realm of the Felnight Queen and Conquest of Bloodsworn Veil into Rivers Run Red in order to foreshadow book 6 rather than overlap it.

And you ninja'd me while I was sitting here reading the preview of adventures! I would like to see that as it was the same thing I was thinking when I read the Fellnight Queen that it could be used to introduce the Fey aspect.

I was also eyeing Master of the Fallen Fortress...


What are some other adventures that are recommended to help round the Adventure Path out?


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What are some other adventures that are recommended for the Kingmaker AP? I've seen several people mention the Carnival one.


My initial thoughts was turning Brevoy into Korvosa... but altering the government structure closer to England... a Parliment (the noble houses) under a Monarch...

Spoiler:
The story would be as much about the political maneuvering of the Parliment as about the Queen's rise to power and her taking control of the government as a dictator. The corrupting and unrest in Korvosa would be spread out to a longer length then in the Curse campaign.


Been awhile since I've been over on the Paizo boards but I have been lurking the last week and reading posts all over about Kingmaker and Curse of the Crimson Throne and mash-up campaigns.

It has gotten me hooked on an idea that just doesn't want to go away which is a Curse of the Crimson Throne / Kingmaker campaign and if that wasn't enough I wanted to pepper some of the extremely good modules around into it. I haven't worked out the details as I originally considered something like Curse 1-3 into Kingmaker 1, as a start, but realized there is better ways to do it. As the Kingmaker Path proceeds the "characters former home" is increasingly hit with unrest and tyranny.

I originally thought about running it in the Fate 3.0 system, but I've been recently talking about taking the best things I like about Fate 3.0 and layering them into Pathfinder in a sort of "Action Points" type of way, and that is Aspects / Fate Points.

Since this campaign is neither Curse of the Crimson Throne nor Kingmaker and both at the same time I didn't think if it really fit in one of their sections, if anything I guess it would probably fall under the Kingmaker section tho. As an aside I was also heavily considering a Age of Worms / Carrion Crown mesh.


Ship-to-Ship has major potential as a Skill Challenge. I once tried to work on a 4E sci-fi setting but ran into problems generating a sci-fi equipment list. And there still isn't much out for 4E that is futuristic but there are a few good-looking products on the horizon.


These parents are loser, but the person that wrote this article is just trying to abuse D&D again. "The fantasy role-playing Dungeons & Dragons series" yet it repeatively said the parents were addicted to video games... I can only "assume" that in reality it must have been DDO and they just want to hit "D&D" again. All of them are losers.


Broken is a term that is regular used in the MMO-threads and it is mostly people screaming about how class A is to powerful and class B is to weak. That being said...

Ixancoatl wrote:
Frogboy wrote:
Ixancoatl wrote:
... now that the term has been so misused, can't we find other/better ways to address the fair amount of concerns about things that are broken? I mean we are all just looking for ways to improve our games, aren't we?
We could but good luck getting anyone to use it. "Broken" has entered the realm of gamer geek slang and is probably here to stay...for a while at least.
Yeeeeahhhhh ... I was afraid of that.

It will eventually become brpken. You see I misspelled Broken with a p! I am 1337! pwned.

-You may return to your regularly scheduled posting.


I am auctioning more cards off (plus a Death at Koten graphic novel) and there is 4 days left on them. You can find them on ebay by using Arcmagik's Link. Though before you go looking I am going to list them here. Also all my items are cards I have in-hand.

Celestial
Secluded Outpost
Tower of the Ningyo
Kitsune Den
Akodo Shinichi x2
Bayushi Eisaku
Bayushi Kurumi
Omoni
Kitsuki Taiko
Togashi Miyoko
Kuni Daigo
Flanked by Nightmares
Versatile Army
Echoes of Disgrace
Private Whispers
Unexpected Intimidation

POTD
Togashi Satsu XP5
Doji Bukita x2
Isawa Mizuhiko
Tsuruchi Mochisa
Soshi Yoshihara
Deflection
Impossible Force
Channeling Jigoku's Essence
Hand of the Obsidian Dragon
Talisman of Gaki-do
Dutiful Apprentice
Suitengu's Gateway
Hand of the Jade Dragon
Doji Tsubota
The Lost Path

Next Week
Celestial
Akuma no Oni
Mirumoto Satobe
Shiba Rae
Holy Site
Inferno

POTD
Kakita Kensho-in
Master the Body
The Lost Path
Talisman of Meido x2
Whispers of the Dying Sun
Matsu Benika
Legion of Toshigoku
Expendable Resources
Uzaki no Oni
Armor of Legacy

Also added to next week is the Scorpion Clan Path of the Destroyer Fixed Set.

Stronghold: Palace of Crimson Shadows
Holding: Border Keep
Holding: Bamboo Harvesters
Holding: Geisha House x3
Action: Unfortunate Incident
Personality: Bayushi Hisoka
Personality: Bayushi Arashii


Cool.

For awhile when I first started play 4E we just used the Paizo Critical Hit and Critical Fumble decks with little or no changes. They were alot of fun!


Gnomes & 3.5/4 Kender-wannabe Halflings... if I had my choice they would be wiped from existance and never seen again. I can stomach hobbits and kenders, but I won't miss them if I have to take them along to get rid of the gnomes and kender-wannabe halflings.

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