Black Dragon

Captin Kuro's page

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I am currently running both Kingmaker and Reign of Winter for two different groups and realized that both mesh rather well. As such I decided to incorporate some elements of Irrisen into Kingmaker by having agents of Irrisen start scouting out the Greenbelt as a possible place Queen Elvanna may touch with her ritual. Due to the powerful Fey influence there I belive that the Greenbelt would probably lie upon one of the leylines the Queen is using, and with this remote backwater under development into new kingdoms it may be easier to conquer these regions if there were already agents in place to do so. Indeed they may even steer some of these kingdoms into being predisposed to ally with the Winter Witches (of course the witches will only keep this going until they are not needed, then conquer them easily and may even make such a coup seem legit). Since Kingmaker takes places several years before Reign of Winter the Players are unlikely to have to deal with any supernatural winter appearing in their lands until after Kingmaker has run its course. Just an idea, hope it helps.


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Rough Concepts here, nothing balanced or priced.
Hourglass of Broken Dreams
The sands of this hourglass are actually the ground remnants of dreamer's bones harvested by the Leng. 1/day the wielder may let the sands run and draw upon the bliss of a dream re-roll a single check, attack, or save made within the last round. The user may attempt to use this item more than once per day, but the item has a cumulative 10% chance per use to instead to use Insanity, Nightmare, or Plane Shift: Leng.

Scrollcase of Shifting Sigils
This scrollcase may store up to 100 scrolls in an extra dimensional space. 1/day the user may instead switch out any scroll for a scroll of Legend Lore. However there is a cumulative 10% chance the scroll may instead reveal some incomprehensible truth or concept that causes the user to suffer from an Insanity Effect.

Potion of Protection from Cats
An unusual potion, this potion grants the drinker the duel effects of sanctuary and protection from alignment, but only from cats or other felines (as determined by the DM).


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You find yourself standing at the feet of great grotesque gargoyles before a great mountain that ascends beyond sight into the star studded heavens. AS you gaze into the dark eyes of the great statues you can almost feel an greater presence gazing at you from beyond, a sightless gaze matched only in intensity by the intimidating unknowable spaces between the stars above... You wake up and immediately cast your gaze away from the stars above, unable to look the unfathomable viewer from above in the "eyes".
Also, I once ran a campaign (and am now running the sequel) where a player was taken into Leng after touching a specific artifact. Now in his sleep he occasionally drifts back to Leng and must survive the long Leng night if he wishes to awake in the morning. However the servants of his house soon started dying mysteriously in the night, and rumors of strange figures wandering his estate made him realize he was becoming more than just a visitor: he was becoming a conduit, and now quests across, under, and beyond Golarion to find a solution. If you are a fan of Leng, Lovecraft, or Dreamstyle campaigns this may be something you may want to consider for your players after the Nightmare Rift visit.
Hope this helped.


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I have to admit, while I love this setting, I have a difficult time with the sheer number of monsters seemingly overlapping their territories. Foe example I'd read something about Hydras living in swampy regions, then Black Dragons, then Water Orms, then Hag Cults, ect. I am almost spoiled for choice when it comes to putting monsters in specific regions and then I have to justify placing them there and how they would fit without breaking the ecology ect. I think that may have been mentioned.
Other point: hesitancy for detailing the "risky" or "difficult" parts of the world. Places like Nidal, Numeria, the Mana Wastes, and other realms that are made to represent a specific niche of fantasy/fiction seem to get slotted for DMs and GMs to work on themselves but require them creating entirely new rules for their homebrew games, which is a task that, as a GM, I know I don't particularly relish.
This being said, I still like how they had the guts to put these risky elements into their setting, bravo.


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Lets not forget when he also accidentally freezes Valeros in Ultimate Equipment. Honestly I feel that Alchemists are just so easy to make fun of because they have the greatest combination of risky factors: they intake chemicals and play with bombs and knives. Simply walking next to one would probably set most people on edge, especially when they hear the inevitable sound of "oops!"


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As a DM going on 5 or six or so years xp, I would like to point out that there is a truckload you can do to make these simple 2int monsters interesting. That being said, it is more dependent upon how the 8-18 int races see them. For example: describe how they are used as war mounts by the lizard folk, or worshiped by the kobolds of the Red Mantis island. Include interesting bits of data about how more advanced civilizations have included them in their gladiator games, or include them as a mummified creature in an Osirion Pharaoh's tomb. As a DM I have on and off again used Dinosaurs to great effect and my players usually got a kick each time they appeared in game (often more than they did Dragons). Paizo, I would gladly throw my vote (and cash) behind this book! Let my Players Walk With Dinosaurs!


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I do like the idea of a book that expands on Lycanthropes (honestly I feel they are too underpowered) but I am a bit nervous about skinwalkers. The concept it cool and I love it when Pathfinder goes back to origination concepts of things found in real world lore and legend and not holywood and popular media, but I have a feeling that this will be a bit too much like the Shifter from Ebberon, which while fun should stay in its own place. That being said, if it is not like the Shifter then I really look forward to the concept and also hope like a few others that this reveals something from Arcadia!


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The goal, as far as I understand it, will be to create an MMO unlike any MMO before (or at least break the sterotype). As such I hope they pick a combat system that relies on more skill but still balances you the different classes. Therefore combat isn't only gear and upgrades but also strategy and cunning. Point and click animations are fine but nothing quite beats the thrill of knowing that it was YOU and not gear, dps, and xp farming that was the decisive aspect in a difficult battle. You don't see much of that online (the only one I can think of is DDO) but we'll see.