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EltonJ's page
11,745 posts (12,035 including aliases). 2 reviews. No lists. No wishlists. 5 aliases.
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The year is 1368 Dale Reckoning. The world is Toril (the world of the Forgotten Realms). It's been one thousand sixty eight years since the Dalesmen settled Cormanthyr. One of the troubles troubling the Dales is a secret society called the Zhentarim. Based in the Moonsea, the black network has been causing occasioned trouble for the Dales, especially during the Time of Troubles when the fallen god Bane (1.0) led the Zhents in an invasion of Shadowdale in order to gain access to the Celestial Stairway.
The Zhentarim has been trouble for the Dales ever since. Although both the kingdom of Cormyr, the merchant nation of Sembia, and the Moonsea want the Dales for their own, the Dales have been staunchly independent. However, adventurers are called upon to deal with the Moonsea. Will you heed the call to adventure?
Game Details
This is a game that will also play off of my Tuesday nights' game of FR (for D&D 3.5). While that one will end with the defeat of Manshoon (Prime), this one is more of an open sandbox. Adventures in my Roll20 Tuesday Night game will affect this campaign, and Vice Versa. We will use PFRPG (1e) for this one. Your tale begins in Archendale, while the other game's tale begins in Shadowdale. Archendale has the largest army of all the Dales, so it's possible that you are a former veteran or soldier.
What you'll need
* One copy of the Pathfinder Roleplaying Game Core Rulebook. This forms the basis of our game.
* One copy of the Forgotten Realms Campaign Setting (3e). However, the game is set in 1368 DR, before the "rebirth" of Bane. this FRCS for 3.0 is still needed.
* One digital copy of FRS1 the Dalelands (2e). Especially read up on the Archendale entry to help inspire you to flesh out your background.
* If you want to play a cleric, you might need one digital copy of Faiths and Pantheons. This book gives you an overview of the Faerûnian pantheon as well as other gods of Faerûn.
Helpful Books
The lands of the Forgotten Realms, especially the Continent of Faerûn, is a varied place. You might find the following books helpful in crafting your character.
* The Advanced Player's Guide (PFRPG)
* Ultimate Magic (PFRPG)
* Magic of Faerûn (3.xe).
* Complete Arcane (3.5e). Just in case you want to play a Warmage instead of a Magus.
* Pathfinder Campaign Setting: Inner Sea Magic.
* Pathfinder Player Companion: Familiar Folio
* Pathfinder Player Companion: Blood of Fiends.
* Pathfinder Player Companion: Blood of Angels.
Creating your Character
Abilities. To keep you on equal footing with the players in my Tuesday night campaign, I'll let you do 20 point buy (the other campaign uses 3.x, and they aren't using Point buy, but they are rolling for their stats).
Race. Try to choose Core (as in FR races) or Core-like races for your character. Tieflings and Aasimars are allowed. Vanara, Kitsune, and other Oriental Races aren't. We aren't playing in Kara-Tur or Zhakara. Use the FRCS as a guide. Remember, the elemental Genasi of the FRCS has PFRPG equivalents (recounted in the ARG).
Class. Since the campaign begins in the Dales, these are the Approved Classes for the game: PFRPG Core Rulebook: all available; APG: All available; UC: None; UM: all Available; ACG: all available. OA: None -- here's why: I don't want to use Occult Adventures for this campaign; UI: None; UW: None; Pathfinder Unchained: all available.
Archetypes. You may choose 1 Archetype for your character to diversify your class. You may choose any Archetype from any PFRPG rulebook.
Traits: You get two traits.
Skills: We will be using background skills.
Feats: Core Rules only for feats.
Rounding out your characters. If you want, you can create a background for your character. If you are feeling uninspired, I suggest getting Central Casting: Heroes of Legend by Jennelle Jaquays. It's old, and dated, but it will give you a well rounding for your character. Since everyone is from Archendale, I suggest you grew up together and know each other. So, try to tie your backgrounds together.
Equipment. I suggest using the Core Rulebook as well as Adventurer's Armory to get your equipment sorted.
The Faerûnian Religion. Try to choose a god to worship that is from the Faerûnian pantheon. The Inner Sea pantheon has some equivalents to the Faerûnian Pantheon. For example: Iomedae corresponds to Tyr. This is one of the reasons why I listed the FRCS (3.0) as a needed book.
Alignment. Try to keep to Good and Neutral alignments. Although it might be cool to play a CE Wizard with the goal of carving out an Empire in the Moonsea, I'd like to play all the bad guys.
Character Level. We all use Heroic Classes and start at level 1. Remember to use your Profession skill to reflect your backgrounds.
Wealth. Since we are starting at level one, I'd like everyone to start with a full accounting of your wealth. This is money you saved up to begin your adventuring career.
I think that's it, don't hesitate to ask me any questions.
Quick question and some advice. Where is the Primordial language discussed in Pathfinder Products? I have a lot of Pathfinder Companions and I need to find out if Primordial is a thing in Pathfinder or only a thing in D&D 4e.

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Calling all Dark Sun fans,
I'm checking to see who is interested in a longer lived Dark Sun campaign. The campaign will be simple, guarding a trade caravan from Tyr to Kurn. Along the way are several dangers including triffids (ambulatory plants), monsters, exotic places (or what can be exotic for a place the size of Utah or Arizona), cannibalistic halflings, dragonborn, and the Dragon. Meanwhile, my knowledge of Desert Ecology should help bring the place to life.
What You Will Need
1. The PATHFINDER 1e Core Rulebook.
2. The Dark Sun Campaign Setting, Expanded and Revised.
3. The Advanced Race Guide for Pathfinder 1e. In case you want to play a pterran, or an arrocrokra, or a mul. I will help you convert them on the spot.
4. Ultimate Psionics. Yes, this is a psionics included campaign. I do have the OFFICIAL PF book on mental spells. No, we won't be using it.
Character Creation Aspects
1. Abilities: Dark Sun campaigns are brutal. The technology is barely bronze age. 25 point buy, I don't want you to argue with me on rolling.
2. Race: Use the races from the Expanded and Revised Dark Sun campaign setting.
3. Classes: PF1e Core Rulebook and APG. The Inquisitor class replaces the Templar class from 2e. You know me, I don't like Inquisitors, but they fit in Dark Sun. As for Wizards and Sorcerers, they may choose to defile or to preserve the ecology around them. Defiling requires using your metamagic feats. Preserving is precluding your metamagic feats.
A note on Clerics. Almost all clerics represent one of the four elements in Dark Sun. Clerics may choose one of the four elemental domains (Earth, Fire, Air, or Water) for their first domain. These represent the four elemental spheres from DS 2e. The second domain must either be: Healing, Knowledge, Good, Evil, Chaos, Law, or Magic to represent the Sphere of the Cosmos. These are called Elemental Clerics.
Another note: the 2e book Earth, Air, Fire, and Water expands on clerics in a Dark Sun game. One of these topics in that book describe para-elemental clerics. If you want to play a para-elemental cleric instead, we can talk about which subdomains you can take to represent your para-elemental status. Note, it's not suggested though. The para-elemental clerics are splinter faiths from the dominate faiths of the Elements.
A note on Druids. Druids are often tied to a part of the ecology. Of course, Earth, Air, Fire, and Water talks about druids and their role in Dark Sun.
4. Skills. We will be using background skills.
5. Feats. we will not be using Elephant in the Room/Feat tax rules. Sorry, if you love them, but they don't represent Reality.
6. Traits. You get two traits. Please choose them wisely, and try not to metagame your traits, or I'll take away the privilege.
7. Backgrounds. You can come from any background in DS. You can be a noble, slave, freeman, or something else entirely. Like a hermit or mountain man (a good background for druids or rangers). Since the campaign starts in Tyr, I strongly suggest having a city-based background if you want to come from Tyr.
8. Finishing Touches. We can discuss goals you want your character to have for the game. I'd like a motivation as to why you choose to adventure out into the hot, hot, scorching desert.
9. Alignment. Please choose either Good or Neutral alignments. I want to play all the bad guys.
I think that's everything. Note, I know someone put out a Dark Sun conversion book for PF. I like the information in it, but the layout is not spectacular. If more than a few request that we use it, I may be persuaded.
Male Human Psion 10/Atlanteologist 10
The cavern is tear shaped, and a whole city was built. There were tunnels strewn along the sides. Some of them led to the surface, others to other parts of the Underdark. Time was kept by heating a particular spire, and as it cools it was measured.
It was "day" time, and you are rousing out of your beds.
GM: It's time to describe your morning routine. Take as long as you want. I'll give you a chance to roleplay your breakfast after everyone is done.
Male Human Psion 10/Atlanteologist 10
Here's the discussion page.
Hi everyone,
I'm looking for two or three players to replace two people that dropped in my Savage Rifts game. The original recruitment is here. That page will tell you all about the game and where its located. In the New West. (I don't like the Coalition States as a setting).
The game requires you to have a copy of Savage Worlds Adventure Edition (SWADE), and a copy of the Rifts Tomorrow Legion Guide. Both are available on Drivethru. If you liked RIFTS in the past, and want to game with a better system, then check us out. I have copies of all the Rifts material for Savage Rifts, so if you want to try something way out there, brush by me.
I'm looking for a magic user and a cyberknight. A third character isn't out of the question, either.
Male Human Psion 10/Atlanteologist 10
Here is the Discussion thread.
Male Human Psion 10/Atlanteologist 10
Here is the gameplay thread.
Okay, another FR game, yeah. But I'd like to see who would be interested in a Drow centered campaign set in Menzoberranzan?
Ideally, you are all drow. Dark elves. Worshipping one of the drow gods? I want to run a drow campaign, and this is a good place as any.
Male Human Psion 10/Atlanteologist 10
This is the discussion thread for the game.
Male Human Psion 10/Atlanteologist 10
Here's the gameplay thread, you may dot your characters here.

Checking to see who is interested in playing in Nyrond, circa 591 CY. Although the player's guide to Nyrond has events going to 598 CY, actual published canon starts Nyrond in 591 CY (see Greyhawk: the Adventure Begins by Roger E. Moore, page 30).
This campaign will take place concurrently with my home game, set in Nyrond about 591 CY. A friend of mine says the two campaigns can play off one another. Like Monte Cook's Ptolus games.
What You'll Need:
1. The Pathfinder Roleplaying Game, 1st Edition. The PDF is still sold here. Don't know if Paizo will let me link it.
2. Greyhawk: the Adventure Begins, and/or the Living Greyhawk Gazetteer available on Drivethru. Both of these books can give you an overview of the Flanaess. I would also recommend the World of Greyhawk Fantasy Setting by E. Gary Gygax for that old school feel, but we are playing in 591 CY. Also of use is the Greyhawk Player's Guide for 2e, but is not recommended.
3. I also recommend the "players guide to nyrond 598 cy", to get an overview on how Nyrond works, it's history, and how it treats adventurers. It also comes with a nice map of Nyrond during the 590s CY.
4. PATHFINDER PLAYER COMPANION books and PATHFINDER CAMPAIGN SETTING books. I have a lot of these in PDF, having recently got them during one of Paizo's sales for Charity (yes, I was lucky). Of course the Player Companions would be of more use than the Pathfinder Campaign Settings, but some of the Pathfinder Campaign Setting books are generic enough to apply to this game (like Pathfinder Campaign Setting: Inner Sea Magic). Just remember, Golarion is different from Oerth. A lot of things that apply to Golarion doesn't apply to Oerth. So, if you want to apply a option from the Pathfinder Player Companions, first ask me if I have the book, please.
5. The Dungeons and Dragons Player's Handbook (3.5e) and/or Deities and Demigods (3e). We are using the Pantheon from the D&D 3rd Edition for clerics, oracles, and other followers of the gods. Correllon Larethian, Garl Glittergold, Heironeous, Hextor, et. al. The D&D Player's Handbook gives you an overview of the gods of the D&D pantheon, while Deities and Demigods gives you a more in depth look at the D&D pantheon.
Creating a Character:
Abilities: To put you, the players, on equal footing we will be using Point Buy as recounted in the PFRPG. 25 points, please.
Character Race: This is the Flanaess, and not other parts of Oerik. Thus we will be using the core races. Please note that humans come in different "races" instead of just the one. But it's not reflected in game stats (although if we were using PF2, the evil word race is replaced by the nicer word ancestry. Which means I'll have you draw up a whole genealogy going back 10 generations for your character to prove your ancestry.)
Character Class: The core classes should be used. If you want to use a different class from the other books, please ask first. This is to keep you on equal footing with the Home Game.
Character Skill: Yes, we will be using background skills.
Character Feats: No, we won't be using Elephant in the Room/Feat Tax rules. They may look good on paper, but they don't reflect reality.
Character Archetypes: Yes we will be using Archetypes. ONE ARCHETYPE per character please. Also, include the reference of the Archetype you like to take so I can look it up. Include both book and page reference as well as the URL reference. Although I know AoN is a good site, but I do have all the PDFs of 1e's rulebooks.
Character Traits: Two traits. No drawbacks.
Level: You will be starting out at 1st level.
Hit Points: Full first level. Average subsequent levels.
Wealth: since you are starting at first level, roll your starting wealth.
Alignment: Try not to choose evil alignments. I want to play all the bad guys.
Well, I think that's it. You will either start out as visitors to Nyrond, or as Nyrondal natives. You come to a nation that's teetering on collapse. The Greyhawk Wars made Nyrond expend so much manpower that it hasn't fully recovered. To adventure in Nyrond, you'll need a license -- and the King of Nyrond is taxing about twenty percent of treasure gained.

Okay, I know BethSoft's the Elder Scrolls: Skyrim is a masterpiece of a game. Trying to copy that masterpiece, or trying to expect something like it from D&D 3.5 (and PFRPG1e) and you run into problems. So here's a Disclaimer.
NO ONE SHOULD EXPECT SOMETHING LIKE SKYRIM FROM THIS GAME, PERIOD!
While PFRPG 1 and 2 can't copy the Skyrim experience perfectly, it lets you do something that SKYRIM can't. That's actual roleplay, and while Daggerfall aims to be a roleplaying experience, it's still bound by the constraints of a computer game. D&D and PFRPG are NOT bound by the constraints of a computer game.
PFRPG relies on classes. And while Skyrim allows you to create the kind of character you want (you can do anything in Skyrim), a classed based game like PFRPG still pigeonholes you into a role. So there, that should allay any expectations.
The game is set in the 4th Era. We will be playing in Cyrodill, the Imperial Province. We will be using PFRPG 1e. So, who is interested in playing in the Elder Scrolls universe? Note, I have not played Elder Scrolls Online yet -- years of playing World of Warcraft and how that ate up my free time has prevented me from playing ESO.
Yes, I'm wondering if anyone remembers Spelljammer here. Not necessarily the novels, but the setting itself.

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Here is the recruitment thread for the Dragonlance adventure path, starting with Dragons of Despair. You may select a premade character for the campaign (like Raistlin or Caramon), or you can create your own.
What will you need
* One copy of the Pathfinder Roleplaying Game (1e, please). You can get your electronic copy here on the Paizo Website. It's pretty cheap as a PDF.
* One copy of the Dragonlance Campaign Setting for 3.5. I linked it to Drivethru.
* Possibly one copy of the War of the Lance DL Campaign setting book. I don't have this book yet, but I may get it at the end of the month. Hopefully. It's linked to drivethru.
* Possibly also Races of Ansalon.
Creating Your Character
Abilities: We'll use Point Buy. 25 points.
Races: You may choose to play: Elves (created by the Gods of Good), Humans (created by the Gods of Neutrality), and possibly Ogres which includes Minotaurs and Irda (created by the Gods of Evil). You may also select: Baaz draconians and Kapak draconians, Dwarves (except gully dwarves), Kender, goblins, and tinker gnomes (tinker class only). Goblins and Draconians are discouraged, since they serve the Dragon Armies. However, I ran this adventure path in the past, and one of my players insisted on playing a Sivak draconian.
Classes: Since this is the tale of the War of the Lance, the following classes are available. Prestige classes are listed in Italics. PFRPG: Barbarian, Bard, Cleric -- Holy Orders of the Stars, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard -- Wizards of High Sorcery; APG: Alchemist, Cavalier -- Knights of Solamnia, Inquisitor* -- Holy Orders of the Stars, Oracle -- Holy Orders of the Stars, Summoner -- Wizards of High Sorcery, Witch (Renegade Wizards only); ACG: Arcanist -- Wizards of High Sorcery, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Warpriest -- Holy Orders of the Stars or Knights of Solamnia (Knight of the Sword). No, you may not select classes from Ultimate Combat, Ultimate Magic, Ultimate Intrigue, Ultimate Wilderness, or Ultimate Magic.
* Archetypes: You may choose any Archetype from any Pathfinder book, try to choose only one.
Special Note: Inquisitors are a rare class in Ansalon. During the Age of Might, a lot of Inquisitors worked for the Gods of Good. During the Age of Despair, Inquisitors work for the Seekers. Remember, all divine spells fail to work until the Disks of Mishakel are recovered.
* Skills: We will use Background Skills.
* Traits: You may select two traits. Try to choose traits that are conducive to your background. You may not select traits from PF Adventure Paths.
* Feats: We will not use Elephant in the Room/Feat Tax/The Room is Square rules. They do not reflect reality.
* Gold: or rather STEEL pieces. Everyone starts with the wealth for 5th level.
* Hit Points: Full hit points at first level, average from then on.
Well, that should be everything. Tell me if I missed anything.
Male Human Psion 10/Atlanteologist 10
Here is the gameplay thread for the Saga of Chondath. I'd like everyone to dot here and we can get going once everyone does!
Male Human Psion 10/Atlanteologist 10
Here is the Saga of Chondath discussion board!
How about a change of pace?
The Blue Planet RPG from Biohazard Games is a hard science fiction roleplaying game where you play adventurers on the colony Planet of Poseidon. Poseidon is a frontier world, and is an ocean world. You can play a regular human, a genetically or cybernetically modified human, a dolphin, or an orca.
A note of Caution:
Blue Planet is a game where people start at wildly different power levels. But the adventure possibilities are limitless. There was a GURPS port for Blue Planet, but I'd rather play with the original 2nd edition game.
The system is easy to learn, and the PDFs are pretty cheap. You only need the Blue Planet v2 Player's Guide to get started.
Hey everyone!
I know my last Dragonlance game didn't do so well. But . . . I want to check to see who would like to play in another Dragonlance game, set during the War of the Lance. Yes, the game uses Pathfinder 1e.
I just want to see who will be interested in eventually taking down the Dark Queen.
Male Human Psion 10/Atlanteologist 10
This is the discussion thread.
Male Human Psion 10/Atlanteologist 10
Here is the gameplay thread, so all of you can dot here.

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Sorry, everyone, I wasn't feeling the Border Kingdoms. However . . . I am feeling Chondath. In it's heyday, Chondath had a magnificent empire. It spanned most of the northern temperate realms, which is why most people speak Chondathian. However, the land broke up into different city states as its empire declined and collapsed. (see the Vilhon Reach accessory for more information). Now their empire is in ruins and the Chondalwood had reclaimed most of their southern lands.
The Saga of Chondath
This campaign tells the story of the reunion of Chondath from a collection of city states back into a nation state. As player characters, you get to help tell the story of Chondath's reunification. Starting in Arrabar, you pave the way to Chondath's reunion. But there are dangers in Chondath. Various monsters -- like kobolds, goblins, orcs, and others, lurk in the Chondathian wilderness. Monsters that keep Chondath disconnected. Not to mention that wood and wild elves lurk in the Chondalwood.
Campaign Scope
This Campaign works like an adventure path for PF, well in theory. I'll be telling the story as we go along. I won't be using any published Adventure Paths to tell this story. But I will be using the Vilhon Reach as a reference.
What you'll need:
1. The Pathfinder Roleplaying Game, first edition by Paizo. Yep, I made sure this was needed.
2. The Forgotten Realms Campaign Setting for 3e by Wizards of the Coast.
3. Possibly Faiths and Pantheons for 3e depending if you want to play a cleric.
4. The Vilhon Reach for your character's backgrounds. Make sure you read the section on Arrabar carefully as you consider your backgrounds. That's the starting city.
Character Creation Guidelines:
* Ability Scores: We will use point buy. For a Forgotten Realms campaign, we will use 25 points.
* Race: the Forgotten Realms Campaign Setting has details on the race you can choose for your character. Some races correspond to certain other races in Golarion (like the Genasi). Although those races are described as having level adjustments, their corresponding PF races don't have these level adjustments. Use the PF aspect until further notice. Note those races with LAs in FR are meant to be rare.
* Character Class: You may choose any character class from the PF Core Rulebook. The FRCS has details on how they work. Naturally, you may choose a class or archetype from the following books: APG, UC, UM, ACG, UI, or UW. Just note that the FRCS does not have any details on how the new classes work.
* Character Feats: We are not using the Elephant in the Room feat tax rules. These rules, while look good on paper, do not reflect reality.
* Character Traits: You may select two traits. Certain feats in the FRCS actually work as traits (the regional feats, I believe).
* Character level: We will start at first level.
* Character Wealth: as said before, first level starting wealth. Roll for it.
* Character Hit Points: Full at first level. Average as you level.
Note: You may not play a Bhaal-spawn. That campaign is done and over with.
Alignment: There are many gods (or powers) in Faerȗn that are "cool" to follow. Some of these are evil gods (such as Bane or Loviatar). However, I'd like to ask you to restrict yourself to good and neutral alignments.

Hi everyone!
I'm recruiting again for my Shadowrun game. We are using Shadowrun Twentieth Anniversary edition. The game happens on Wednesday nights at 5:00 pm Mountain Standard Time (that's 7:00 pm Eastern). The virtual tabletop we use is Roll20. And I'm looking for a rigger and/or a mage. The group is composed of thus:
* Magpie, dwarf technomancer and leader of the group.
* Darby/Anise/Abyss. DJ's characters, he plays support characters. They are a leprechaun face, a sprite conjuror, and a elf weapons specialist.
* Icarus. A minotaur (troll) that's been cybered up to the nines. He's also a doctor and acts as the group's frontline specialist.
* Sinker. Another weapons specialist. He comes to join the group from time to time.
What the group needs:
Since we lost our rigger due to real life concerns until the end of May, I'd like to recruit a mage and/or another rigger. We play in real time using roll20.
You can use the following books to create your shadowrunner:
Shadowrun Twentieth Anniversary Edition.
Shadowrun: Unwired
Shadowrun: Street Magic
Shadowrun: Arsenal
Shadowrun: Augmentation
Shadowrun: Runner's Companion
Shadowrun: Attitude
The fifth edition book the Complete Trog can be used for background information for your character. Finally, you have 450 BP to make your character. Please note that Magpie might check your background before letting you in the group.
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Male Human Psion 10/Atlanteologist 10
Here's the gameplay thread!
Male Human Psion 10/Atlanteologist 10
Here is the Discussion thread. Remember, try to weave your backstories together in some way. :)

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Just wondering if anyone is interested in playing a Supers game. I recently bought Champions 4e from Bundle of Holding, and I have SWADE Supers and GURPS Supers. I can't access my M&M 3rd edition collection yet.
So . . . Here is what I suppose.
CHAMPIONS 4e has a setting in an alternate San Francisco called Bay City. It's made with FUZION which I didn't fully read. However, I can set a game there. Took me a while to know that they were talking about San Francisco. I've been to San Francisco once. However, Anyhow, I can use SWADE and Champions 4e to run the game. So which do you want to use?
Savage Supers? This requires you to get Savage Worlds Adventure Edition and the Super Powers Companion for SWADE.
Champions 4e? The system is incredible, I was reading it last night. Yes, I recently bought it. Got a ton of books for Champions (Hero) 4e. Bundle of Holding has it for a good price, and you will be contributing to Charity.
Sorry, M&M lovers, but I can't access my copy of the game yet. The flash drive I have it on is corrupted. But that shouldn't stop you from having a good game with a different system.

Just checking to see who will be interested in footing step into the Realms, again. This time, the game will not involve time travel. However, the game will be set around the Shaar and the Lake of Steam, I think (Border Kingdoms). This might be a good game to get into if you are not chosen for the Curse of the Crimson Throne.
The adventuring party will consist of 4 to 6 players. Note, the Forgotten Realms is different than Golarion, so if you come in expecting the world to be like Golarion, you are mistaken. Remember, Golarion was created in response to the perceived problems of the Forgotten Realms.
Now that's out of the way, lets talk about what you'll need to apply.
What you'll need:
1. The Pathfinder Roleplaying Game, first edition by Paizo. Yep, I made sure this was needed.
2. The Forgotten Realms Campaign Setting for 3e by Wizards of the Coast.
3. Possibly Faiths and Pantheons for 3e depending if you want to play a cleric. The last two are available on Drivethru.
Character Creation Guidelines:
* Ability Scores: We will use point buy. For a Forgotten Realms campaign, we will use 25 points.
* Race: the Forgotten Realms Campaign Setting has details on the race you can choose for your character.
* Character Class: You may choose any character class from the PFRPG. The FRCS has details on how they work. Naturally, you may choose a class or archetype from the following books: APG, UC, UM, ACG, UI, or UW. Just note that the FRCS does not have any details on how the new classes work.
* Character Feats: We are not using the Elephant in the Room feat tax rules.
* Character Traits: You may select two traits. Certain feats in the FRCS actually work as traits (the regional feats, I believe).
* Character level: We will start at first level.
* Character Wealth: as said before, first level starting wealth. Roll for it.
* Character Hit Points: Full at first level. Average as you level.
Note: You may not play a Bhaal-spawn. That campaign is done and over with.

On the Idaho-Utah border lies some new towns that sprang up after the world ended. These towns look like towns coming out of the Old West. People go around in dusters, long pants, full bodied underwear, stetson hats, long dresses, and other styles from the Old West.
This is the New West, a place out of time. Most of Utah and Idaho are reclaimed by nature in the wilderness. The Tomorrow Legion is hardly known out here. And most people live by the Code of the West. However, there are places of Note:
-- Cill Onchon (Tremonton) This place is settled by elves from the Palladium world. They've been reclaiming the land and planting trees. The elves have turned the small town from a small town into a small kingdom. The place has trees growing everywhere. And on the junction of old I-84 and old I-15 is a small town populated by humans. They are there to trade with outsiders. Most people who visit Cill Onchon hardly see an elf.
-- New Salt Lake (Salt Lake City) Most of Salt Lake City is in ruins. However, there are a few people who make the valley their home. Since they had forced most of their population into the Great Salt Lake Desert after the Radiation Rift opened, about a thousand people have rebuilt the city in the west of the valley. What was once West Valley City and Magna, is now New Salt Lake. Because of the great magical potential there, some refugees from Tolkeen have made their way here and settled. There is a fortress here belonging to the Tomorrow Legion.
-- Curragh (Orem) Curragh is an orc city state. Built on the ruins of Orem, Curragh trades with New Salt Lake and Sanpete County. Built by orcs from another world, the place represents orc architecture. Although some buildings are built out of the Old West. The orcs ride huge wolves called wargs.
-- Caledonia (Boise) the once proud city of Boise is in ruins. The town of Caledonia had been established. It looks like a town of the Old West, except there are many different D-Bees here along side the human population. The Shoshone tribe maintains a presence here as well.
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That should be enough world building. Adventurers start in New Salt Lake. I have the following books for Savage Worlds Rifts:
* The Tommorow Legion Player's Guide
* Savage Rifts Atlantis and the Demon Seas
* Savage Rifts Arcana and Mysticism
* Savage Rifts Blood and Banes
* Savage Rifts Empires of Humanity -- this one is the one I'm using the most, including Rifts World Book 14: New West.
* Savage Worlds Adventure Edition (SWADE)
* Savage Worlds Super Powers Companion
* Savage Pathfinder Bestiary
Those are the books (except Savage PF Bestiary) you may use to create a character. Please note that I haven't read the Supers book all the way through. But if you want to play a superhero in my Rifts game, that would make it possible.
What You'll Need
* Savage Worlds Adventure Edition.
* The Tomorrow Legion Player's Guide
* Savage Rifts Empires of Humanity
Optional: The rest are purely optional. Also, I have a lot of Original Rifts books, so if you want to create a character from the original books (say, like use a race that is remunerated in D-Bees of North America but not in the above books) we can try to convert it.
I usually run Pathfinder games here. I know which way the wind is blowing. But I have never ran a campaign in Savage Worlds before. I want to try something different, and I'd like to try Rifts. I know the Rifts world like the back of my hand, though. And I have run original Rifts games before. If you are interested in playing, please dot. I'll be looking for 6 ready made characters.
I am Elton Robb. I'm a storyteller. Lets begin . . .

Just checking if anyone is interested in playing a Campaign where you voyage to Colchis. You will set sail from Iolchos to Colchis and beyond!
This is Orpheus' account of the first voyage to Colchis. Play Jason, Hercules, or any other Argonaut. Or make up your own Argonaut!
Set in the Bronze Age (Mycenaean period), before the Trojan War. Colchis, a Mycenaean colony on the forbidden shores of the Black Sea is your destination, but someone (probably Orpheus) had the bright idea to circumnavigate Europe!
* Voyage to lands beyond Greece!
* Fight terrible monsters in the lands of Ukraine, Switzerland, and Germany!
* Visit the British Isles and trade with the Bronze Age Britons!
* Sail through the English Channel and down and around the Bay of Biscay!
* Enter the Atlantic Ocean by sailing around the coast of Spain to the Canary Islands!
* Sail through the Pillars of Hercules and navigate the Mediterranean Sea!
* Finally, return to Iolchos!
Don't know what system to use yet, but you might find GURPS Greece and Age of Heroes helpful in crafting your Argonaut. So, are you ready for adventure in Bronze Age Europe?

Hi everyone,
I recently acquired the Curse of the Crimson Throne adventure path and I was wondering if I can run it for you. If you are familiar with the adventure path, the adventure is one of restoring order to your Kingdom, before a mad queen makes a bid for immortality.
This is my CotCT adventure path, so you can go off script. I'm not a Railroad DM, where I railroad you. I'm not a killer DM, it's not me versus you, the players. I aim to be a storyteller. I'm looking for 4 to 6 players. So, without further adieu, lets get to the crunch.
What you will need:
1. At least a copy of the Pathfinder Roleplaying Game 1st edition. I have access to other splats and other parts of the game in PDF. But if you want to play in this game, you need at least the PFRPG 1st edition.
2. Curse of the Crimson Throne player's guide: I think this one is available for free. I purchased the CotCT Hardcover in PDF today, and I'm looking at that part right now. It contains some beautiful guidelines for creating your character, including some campaign traits.
3. The Inner Sea World Guide: This is one of those books that is helpful in crafting your character.
Optional Books:
Really, all other PF books are strictly optional. But here are a list of books that will prove helpful and I recommend for this campaign.
a. Pathfinder Campaign Setting -- Varisia Birthplace of Legends -- if you want to produce a solid background for your character I can suggest this book, since the adventure path is set in Varisia. I suggest you (re)read it to get a good in depth view of Varisia and what it is about.
b. Advanced Race Guide: All other races are optional. You can choose a core race/core class character. However, if you want to play a different race for this game, I suggest to add something to your backstory to tell how and why you became involved.
c. Pathfinder Campaign Setting -- Inner Sea Magic: This book will give your spellcasters different options. Although I discourage you to play a Thassilonian character.
Creating Your Character:
a. Classes: PFRPG: all available. APG: All available, but I still dislike the Inquisitor class. All archetypes for core classes available. PF Unchained: All available. UC: gunslinger only. Don't want Samurai or Ninja, Especially since the Samurai class in OA 3e and Rokugan is a thousand times better and more customizable than the PF Samurai. and I discourage the gunslinger. All archetypes listed are available. UM Magus. All archetypes are available. ACG: all available. UI: Vigilante is available. Plus all Archetypes are available. Yes, you can play BATMAN if you really want to. Note: I didn't list PF OA simply because I don't like it. BUT I HAVE IT. But if you want to play a Psychic character, you'll have to beg. Because, naturally, I have something better -- ULTIMATE PSIONICS!
b. Feats: No elephant in the room/Feat tax, sorry.
c. Abilities: Roll 4d6, drop lowest, arrange to taste. My campaign isn't official, and I want a brake from asking you to do point buy. If your Ability bonuses total to zero or less, then reroll.
d. Skills: yes, we are doing Background skills.
e. Level: The adventure path starts you out at level 1, I presume. Full hit points at 1st level, then average at subsequent levels.
f. Wealth: Wealth starts at level one. Roll for your wealth.
g. Traits: You get two. Try to choose at least one campaign trait from the Curse of the Crimson Throne: Player's Guide so you will be tied to the campaign. That's all I ask.
h. Alignment: I encourage you to play good or neutral alignments for this campaign.
I think that's it. Any questions?
Just gauging interest to see if who would like to play in Azeroth. Not a game recruitment thread, just wanting to see who would like to play. I can run it using either PF1 or the WoW RPG by Arthaus (White Wolf).
Yes, World of Warcraft. I know a lot of you actually play the MMO. This might not turn into a recruitment thread though. I know the WoW computer game and the WoW RPG can be two different experiences.
I'm planning on getting the Serpent's Skull adventure path. But I'm wondering, what is your favorite adventure path for PF1? I got the Rise of the Runelords adventure path, certainly. But I'd like to get another one.
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I just had this weird idea pop into my head today.
A fantasy world with Mecha in it. Sort of like "Visions of Escaflowne," but different. The game world will require d20 Mecha for it to work. I've asked the question on the Canonfire! forums, and I do believe I asked before on the Rolemaster forums. But I'd like to try something different.
Yeah, I'm bringing my vision of Atlantis to life -- with Mecha. However, I was imagining Greyhawk with Mecha, and suddenly something combining the themes in Greyhawk with Mecha themes, and I got an idea for a new fantasy world.
So, what do you all think?

ATLANTIS
A legend began when Plato first wrote and told the story. The legend is in Enduring, it endured through the Dark Ages, the Middle Ages, until it reached today. However, the actual empire of Atlantis is only hinted at today. The Atlantis I'm proposing is not Fantasy -- if you wanted fantasy Atlantis, that's someone else's game, not mine. It's science fiction.
PROPOSAL
After forty years of research into the legend of Atlantis, I propose the following scenario:
it's 700 AM (Al Mundis), seven hundred years from the time that Adam and Eve left the Garden of Eden. The place, an island in the Atlantic. (it's on Google Earth). The island is thriving civilization that surpasses ours on many levels. They generated power from the æther. They had computers, automobiles, and other mechanized machines. They had available all sorts of food stuffs. According to Plato, they had horse races and used elephants as beasts of burden. They have lights that don't burn out.
It's a science fiction Universe, Mankind has tinkered with genetics. His own as well as that of foodstuffs. Besides that, they mine Orichalcum (zinc) from the mountains.
I'm an Atlanteologist. And this is my Atlantis.
What you need:
* BESM d20 (Guardians of Order). BESM d20 is the only game that can do this type of science fiction well. Pathfinder is for fantasy. Starfinder could do it, but it's limited as to what it can do.
* d20 Mecha (Guardians of Order). This game features Mecha, of all things. While Starfinder has rules for Mecha, d20 Mecha does it better.
* GURPS Classic Atlantis (Steve Jackson Games). Although we aren't using any of the campaign models exactly, this book gets you started with the legend.
Oh, in case you want to train a cute monster (as a Pet Monster Trainer), you might need a copy of the BESM d20 Monster Manual, so you can have a cute pet monster to train. But it's not needed.

Who's up for a straight Science Fiction game? It will not be Space Opera. It will not be colonizing other planets. But set during the prehistoric past.
In the time before Noah's Flood, there existed a civilization that surpassed ours. They could tap into the Aether to generate energy. They had computers, jets, and automobiles. They had accurate maps of the globe (as evident of the Piri Reis map). They had pyramids and crystals to tap into the Aetheric Resonance.
It's a time when Saturn, Venus, and Mars could be seen in close congregation to each other on our Celestial North Pole. It's a setting I've been researching for forty years now. Ignatius Donnally wrote about it, Madam Blatsky had weird ideas about it.
I'm an Atlanteologist. The Setting is: ATLANTIS.
This will be a science fiction game, using Big Eyes Small Mouth (BESM) d20 for the base -- since Pathfinder can't do science fiction, and Starfinder is more Space Opera than anything.
So, Atlantis is calling for a few brave souls to visit. Do you heed the call?

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Okay, since most people rather play with PF1 (only one person asked if we could do Shadowdark). And, since most people rather adventure in Karameikos, we are starting the adventure there.
What you'll need
* A copy of the Pathfinder Core Rulebook (PF1).
* A copy of the Advanced Race Guide. Try to stay away from the beast races. That has to do with Karameikos' pre-history.
* Blood of the Moon is optional, but I may allow the occasional skinwalker, since we may visit the Autrughan Clans during the campaign. Only one in the party, please.
* The Advanced Player's Guide is also allowed. See classes allowed for more info.
Character Creation details
Races allowed: Human, Dwarf, Elf, Gnome, and Halfling. The so called "Beast Races": Kitsune, Tengu, Catfolk, Grippli, and so forth are frowned upon. The races from Blood of the Moon are allowed because of the Autrughan clans. However, I'm only allowing one to join the party.
Classes allowed: PF Core -- Barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. APG -- Alchemist, Cavalier, Oracle, and Summoner. All Archetypes allowed. PF Unchained: all classes are available. UM -- Magus. Archetypes allowed here. UC -- None. All Archetypes allowed. ACG -- Arcanist, Swashbuckler, and Warpriest. All archetypes are allowed for the above classes.
Level: you may start at level 3.
Abilities: roll 3d6 six times, arrange to taste. If you're total bonuses add up to less than zero, you may reroll.
Traits: 2 traits, but please select traits according to your background.
Skills: Yes, we are using background skills.
Feats: No, we aren't using Elephant in the Room/Feat tax rules. Sorry.
Starting Funds: Third level starting funds please.
Spirituality: People in Mystara revere immortals. These are like the immortals from Chinese Mythology. However, Clerics, Oracles, druids, and others gain their powers not from the Immortals, but from their religious beliefs. Clerics may revere an Immortal, however they can choose domains and subdomains according to their faith background.
Alignment: Try to be non-evil. I want to play all the bad guys.
Just wondering if anyone is interested in playing in Mystara. Yes, this projected campaign will use Pathfinder 1st Edition.
You have a choice between 3 settings in Mystara:
* A game set in the Grand Duchy of Karameikos.
* A game set in the Principalities of Glantri.
* Or a game set in the Minrothad Guilds.
I still have to buy a copy of the last. All three are areas of adventure.
Mystara is the setting of Dungeons and Dragons Basic (BECMI). It's one of the first settings for D&D, with Blackmoor and Greyhawk being older. The Grand Duchy is based off of Medieval England and France. While the Principalities are a Magocracy based off of Imperial Spain, with some inspiration taken from Venice. The third, the Minrothad Guilds, could be based off of Germany.

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Welcome to the Shadows
You are one of the Dark Lanterns, a special secret operative working for the Citadel. Your mission, should you accept it, is to defend the state of Breland from the enemies of the State. Both foreign and domestic.
You have been highly trained in the arts of Espionage and are a veteran of the Last War. You will be a part of a team of such operatives. You will perform various secret missions to preserve the State of Breland. Each of you will be granted a license to kill in the name of King and Country.
The Campaign
Hi everyone, and welcome to the Shadows of Sharn campaign. In this campaign you will be playing one of Breland's Dark Lanterns, a secret agency like Impossible Mission Force, James Bond, and Jason Bourne. The campaign will assume that you are going to do feats and amazing stunts. We will be using Pathfinder First Edition. This campaign requires you to have a working knowledge of Eberron. This is what you will need:
* One Eberron Campaign Setting (3.5). If you aren't familiar with Eberron, you need at least this book. There are some pronounced differences from Eberron and Golarion. So, if you are coming to this campaign expecting it to be like Golarion, I suggest you buy the Eberron Campaign Setting and give it a read. Like Evindyl said, Eberron is pronouncely different from Golarion. It's nothing like Golarion. Don't worry, the book can be downloaded for 10 U.S. dollars. If you want it in hard copy, you will only pay 21 dollars.
* One copy of the Pathfinder Core Rulebook (PF1).
* One copy of Advanced d20 Magic. With the serious action scenes comes a serious variant magic System. The Advanced d20 Magic system, also called Dynamic Spellcasting, allows you to cast any spell you know as if you had the Silent Spell, Eschew Materials, and Still Spell feats already applied, coming at a cost. ANY SPELL! The system has some work arounds to make it easier to cast spells. Unfortunately, the book Advanced d20 Magic is very rare and can command $100 dollars or more for a hard copy. The pdf is not available on Drivethru. The system for Dynamic Spellcasting was originally designed for the Slayers d20 book, and was adapted for use for D&D 3.5 and the BESM d20 system.
* One copy of Ultimate Psionics from Dreamscarred Press. We will be using this book for psionics rather than Occult Adventures. So if you want to play a psionic character, you'll need this book.
* Extras: You may find the following books to be helpful in creating your character: Sharn City of Towers and Races of Eberron. The first for formulating your background and the second in case if you want use an Eberron specific race for your character. They aren't needed for this game, though. But they will be helpful.
Character Creation
Abilities: roll 4d6, drop lowest, and arrange to taste. If all of your ability bonuses total to 0, your scores are too low and you may reroll. We won't be using points in this campaign.
Race: You may choose any of the Core Races for this game, or any of the Eberron specific races. Each of the Core Races is linked to a Dragonmarked House, and the ECS can explain this in more detail.
Class: You may select a class from the Core Rulebook, or if you want to play a psionic character, from the Ultimate Psionics book. If you want to play a non-Core class, please note that the Dynamic Spellcasting system may alter the way you cast spells. Because Eberron does not have gunpowder, please note that the gunslinger class is banned. The Artificer is also banned. Please no Ninjas or Samurai, we aren't playing in Rokugan. If playing a psionic, your class restrictions are Psion, Psychic Warrior, Soulknife, and Wilder.
Skills: We will be using Background Skills for this game. Choose wisely.
Feats: We won't be using Elephant in the Room/Feat Tax.
Starting Level: Everyone is thoroughly trained and has some experience from the Last War. So you may create 3rd level characters.
Starting Resources: You may start with 3rd level wealth.
Hit Points: Full first level, then Average each subsequent level.
Archetypes: You may select an Archetype for your character from the PF1e rulebooks.
I will be looking for a team of 5. Create your agents with care.
Eberron
I'm wondering if anyone is interested in starting an Eberron campaign beginning in Sharn? We will use Ultimate Psionics instead of the Occult Adventures for PF1, if you are interested in playing a psionic character.
But I'm mostly looking to run a game based off a swashbuckling movie. Like the Adventures of Robin Hood. I want to do something fun and exciting. Where the PCs do daring deeds in their adventures. I'd like the PCs to take risks when they are facing an opponent. Use their hero points, and create something bards will sing of in later years.
Male Human Psion 10/Atlanteologist 10
Here is the gameplay thread.
Male Human Psion 10/Atlanteologist 10
Once you have your characters ironed out, we can talk about domains here.

Here we go again, time to find out who wants to play the BIRTHRIGHT Campaign. In this game, you play regents -- kings, princes, dukes, queens, etc. We will use PF1e for this campaign, as it is close to D&D 3.x . So, you will take a domain, and rule it to your best capacity.
Don't worry, the Birthright campaign makes it easier on you. We will play in Anuire, but in Anuire are different races from all over Cerilia ruling domains.
-- You will be a party of 4 regents. If you want to pick one domain and rule it together: one person being the Law regent (Barbarian, Cavalier, Fighter, Paladin, Inquisitor, War Priest, or Ranger), one person being the Temple regent (Cleric, Oracle, Paladin, Inquisitor, Monk, Shaman, War Priest, or Druid), one person being the Guild regent (Rogue or Bard), and finally one person being the Source regent (Sorcerer, Arcanist, or Wizard), that would work fine as well.
-- Races: There are a total of 5 races available: Elf, Dwarf, Halfling, Human (5 different cultures), Half-Elf, and Half-orc. Sorry, no gnomes or other races. Humans come in five different cultures: Anuirean (English), Brecht (German), Khinasi (Spanish Moor), Rujurik (Norse who speak English with a Scottish Accent), and Vos (Russian). Anuireans are imperious, Brechts are traders, Khinasi are scholars, Rujuriks and Vos are warriors. Those are the five stereotypes of these human races. Of course, there are exceptions to the rule.
What You Will Need
a. One Birthright campaign setting.
b. Pathfinder Core Rulebook (1e).
c. Ultimate Campaign and Ultimate Intrigue. Both of these will be helpful at certain times. However, the Birthright Campaign Setting will handle both of these situations with its own rules for AD&D if you don't have those two books.
Creating a Regent Character
* Level 1, don't worry, you'll get perks as a regent!
* 25 points.
* No elephant in the room, sorry elephant in the room lovers.
* Yes background skills
* First person paizo only
* HP is max at level 1. Then roll.
* Two traits, no drawbacks.
* The classes listed above are the only ones allowed for regents. If we were playing a non-regent campaign, I'd let you pick more classes. Except gunslingers.
Regents start off with a number of Gold Bars (GB) in their treasury, depending on which realm you start with. We are playing in the Southern Coast of Anuire. You may decide which realm you'd like.

Doing the same thing that Rizzenmagus did, only this time with a selection of adventures for you to try:
Savage Chult: An adventure set in the Forgotten Realms, in the Peninsula of Chult. Chult is a place that time forgot. It has dinosaurs, stone age tribes, and other prehistoric creatures. Like the movies set in the stone age, this adventure takes place in the stone age. I have Lost Prehistorica, so I can support such adventures. Levels 5-7. System: Pathfinder 1e.
Arcanix Politics: An adventure set in Eberron. This time in Arcanix (of Aundair fame). Here you play an Adventure of intrigue and politics after the Last War. System: Pathfinder 1e, using Ultimate Intrigue. Levels: 8-10.
Dwellers of the Forbidden City: Journey in Greyhawk using this dungeon crawl for 1e. Like Chult, Hepmonaland is a place that time forgot. But it's based on Legendary Africa rather than Stone Age movies. This is also the module that introduces the Yuan-ti and Aboleths. System: Either AD&D 2e, or Pathfinder 1e. I don't know which, yet. Levels 4-7.
Adventure in the Draconic Imperium of Lynn: Set in the far west of Oerik (Greyhawk), is a land ruled by dragons. The Draconic Imperium of Lynn is a land of enslaved humans and demi-humans, free dragonborn and saurials, and a land ruled by Dragons. There are more dragonborn here than there are humans. System: Pathfinder 1e. Levels 1-3 to start.
Shadowrun: A rogue AI is in ensuring it's own survival. Can you defeat it? System: Shadowrun 4A.
Legend of the Five Rings, Winds of Change: An adventure set in the Four Winds saga. Here you would play noble Samurai and Shugenja. System: D&D 3e or Pathfinder 1e, using Oriental Adventures, Rokugan, Magic of Rokugan and Creatures of Rokugan. Levels 1-3.

Welcome everyone, to the all orc campaign set in Greyhawk. Looking for serious applicants, you will be playing an Orc in the Pomarj. Your group has been called by an unknown deity to leave the Pomarj and journey across the sea to settle in a new land. You will be leaving Oerik and going east. The campaign is based on the Book of Mormon. If you are not LDS, I suggest you get the Penguin Classics edition if you want to read it.
PREPARATIONS
System: Pathfinder 1e with some changes from the WoW RPG (3.x)
Campaign Setting: Greyhawk, year is 591 CY. I suggest buying the gold box PDF from drivethru.
Pathfinder Splats: You may use Orcs of Golarion, Blood of Fiends, and Blood of Angels for inspiration.
Races: Orc, Tiefling, or Aasimar only. No, you won't be taking other humanoids (or slaves) with you. See below for stats. Tieflings and Aasimars must be descended from orcs.
Classes: Orcs going on this journey may come from the following classes: Alchemist, Arcanist, Barbarian, Bard, Fighter, Monk, Paladin, Ranger, Shaman, and Sorcerer.
Stats: As players, you get 20 ability points to start with. Be sure to balance your layout with strengths and weaknesses.
Traits: You get two standard traits without a drawback.
Wealth and Gear: You will start out with the average wealth for your class.
Health: You start at max health for your class, and will roll against the Game Master for each level up afterwards.
Additional Rules: We will be using Background Skills. No Elephant in the Room, though.
Orc Racial Traits:
+2 Strength, +2 Constitution, –2 Intelligence: Orcs are stronger and tougher than humans, but not as refined, having made poor decisions in the past.
Orc: Orcs are humanoids with the orc subtype.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Hardiness: Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Command: Intimidate and Handle Animal are always considered class skills for a Orc.
Hatred: Orcs gain a +1 racial bonus on attack rolls against humanoid creatures of the elf and human subtypes because of their special training against these hated foes.
Blood Fury: Once per day, whenever an Orc takes damage, they can fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to Armor Class.
Weapon Familiarity: Orcs are always proficient with battleaxes and greataxes, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Draconic, Elven, Goblin, Sylvan, Celestial, and Infernal.
Other Considerations: it would be helpful if your characters were part of the same extended family.
Just wondering if anyone is interested in an all orc campaign. Based in Greyhawk and starting at the Pomarj. The idea is that the orc heroes leave the Pomarj on ships and travel to one of the Continents across the sea to found a new orc nation.
The new land is a promised land and will be based off of Mexico and Africa. Kind of like how the Barrens in WoW is based. What do you think?

Mulhorand, ancient kingdom in the Bronze Age. It has stood the test of time for over three thousand years. Since the Mulan came over from their homeworld (Cough Earth Cough) by way of the Imaskari three thousand years ago. They brought with them their gods, overthrew the Imaskari, and set up a government with the Pharaoh as the head. The empire declined twice and was set up again. Now the old empire resembles the eighteenth Dynasty of New Kingdom Egypt.
The Year is 1369 DR.
You are visitors to an ancient kingdom. You may have come from the Dalelands, Cormyr, or Agralond. You may have come from any other part of the Realms. You are visiting an ancient kingdom, with a lot of ancient history and ancient magic. You are seen as barbarians by the Mulans, whether or not you actually are one. They have a different language, different customs, different fashion, and different attitudes. They are also building an army, in hopes of conquering Thay and Unther. The current Pharaoh is Amenohotep.
You will need:
* The Pathfinder Core Rulebook.
* Ed Greenwood Presents: Elminster's Forgotten Realms and/or The Forgotten Realms Campaign Setting for 3e. The Grand History of the Realms is informative, but not necessary.
* Old Empires (2e) at least. Since this describes the culture of Mulhorand. Also helpful are the following 3e sources: Lost Empires and the Unapproachable East. All three of these books are available from Drivethru.
* GURPS Egypt for GURPS 3rd Edition can also be helpful. This book is available from Drivethru, Warehouse 23, and Amazon.
* The Advanced Player's Guide for Pathfinder.
* The Advanced Race Guide for Pathfinder.
What I'd like to Run
I'm inspired by the Conan the Barbarian short stories by Robert E. Howard. Although the Realms were inspired by Lord of the Rings (just ask Ed Greenwood), Conan fits there as well. R.A. Salvatore wrote his first novels based on Heroic Fantasy. I primarily run Heroic Fantasy campaigns. Some of my campaigns are Epic Fantasy (see my other Forgotten Realms campaign). I'm not looking to run a Power Game. If I did, I would be advertising a game where you fight the gods.
Character Creation Details:
Race
You may choose from the following races:
Conventional Races
* Human (there are different regions from which a human can come from. This is discussed in the 3e FRCS with regional feats)
* Dwarf (There are different sub-races of dwarves, see the FRCS)
* Elf (There are different sub-races of Elves, including drow, see the FRCS)
* Gnome (There are different sub-races of gnomes)
* Half-Elf
* Half-Orc
* Halfling (there are different sub-races of halflings, see the FRCS)
Exotics
* Tiefling (Yes, there are different Tieflings. See Blood of Fiends to make yours).
* Aasimar (There are different Aasimars too, see Blood of Angels).
* Dragonborn (Dragonborn are rare in the realms, I'm allowing only one dragonborn).
* Genasi (These are descendants of Mortal + Genie pairings.)
Classes
The Realms have different aspects of technology. But the median technology is Crusades Era technology. Some places are lower, and some places are higher. Depends on where you start.
The following classes are allowed: CRB -- Bard, Barbarian, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. APG -- Alchemist, Cavalier, Oracle, and Summoner.
Religion
Religion in the Realms is polytheistic. This means that all of the gods are worshiped at different times by all people. The powers (gods) of the realms are varied in disposition and alignment. However, clerics tend to represent a religion, cult, or movement. The campaign will take place in the Era of Shade (That is why I suggested the 3e FRCS). Clerics or Oracles may choose to represent any god denoted in the FRCS or Faiths and Pantheons (3e). Check with me to convert your patron god's domains to PF1e's subdomains, I'll be willing to work with you.
Character Creation
* BACKGROUND SKILLS -- yes you can use them.
* Roll 4d6 six times, drop the lowest die, arrange to taste. This is Heroic Fantasy and not epic fantasy.
* Level 1.
* Hit points are full first level, then averages are taken each subsequent level.
* Three traits, one drawback.
* Starting money is at level 1.
* You may choose a Region other than the Old Empires to begin with.
* Come up with a good backstory. I don't want a novel, just something cool for me to work with.
Little Cultural Quirks
The Mulan buy and sell slaves in 1369 DR. This is mostly because Mulhorand depends on slaves in order to keep their economy going. The Mulhorandi campaigns both in Unther and in Thay to capture slaves. Slave culture is based on the Gor series of books by John Norman.
Skuld is built on a certain river that is not as long as the Nile, but is surrounded by desert. Most Mulan cities are built around the same river, and they depend on it's flooding for their Agriculture.

Just checking to see if anyone wants to adventure in the Vilhon Reach (FR), Old Empires (FR), or Shadowdale (FR).
The Vilhon Reach, denoted in the Vilhon Reach and to some extent Serpent Kingdoms, is a region of the Realms that is controlled by the Yuan-ti. Adventures abound in the region. If you don't mind having a Yuan-ti as a patron.
The Old Empires (denoted in Old Empires and Lost Empires of Faerun) allows for some terrific gaming as well. Containing analogs of Mesopotamia and Egypt (during the New Kingdom), you will be adventuring in empires that have grown stale and are somewhat in decline. The region also contains a region that is also an analog of the Classical Greek City States. Adventure abounds here too.
The last place, Shadowdale, is somewhat explored in Shadowdale for the FRCS (2e). The place can be a campaign setting as well, but the place has it's up and downs as well. While the last two denoted are interesting, Shadowdale could have a campaign in its own right.
The Forgotten Realms is a place of adventure. Campaigns can be set anywhere within it and the Campaign Setting had it's glory days during the run for AD&D 2e. It was (and now is) the official setting of AD&D 2e. Although fun can be had in any place in the realms. I suggest these three places because I have adventure ideas for them. Also, I'd like to run heroic fantasy campaigns.
What You Need
* The Pathfinder Core Rulebook.
* Ed Greenwood Presents: Elminster's Forgotten Realms and/or The Forgotten Realms Campaign Setting for 3e. The Grand History of the Realms is informative, but not necessary.
* The Advanced Player's Guide for Pathfinder.
* The Advanced Race Guide for Pathfinder.
What I'd like to Run
I'm inspired by the Conan the Barbarian short stories by Robert E. Howard. Although the Realms were inspired by Lord of the Rings (just ask Ed Greenwood), Conan fits there as well. R.A. Salvatore wrote his first novels based on Heroic Fantasy. I primarily run Heroic Fantasy campaigns. Some of my campaigns are Epic Fantasy (see my other Forgotten Realms campaign). I'm not looking to run a Power Game. If I did, I would be advertising a game where you fight the gods.
Ahem . . . anyhow. Here are what I'm looking for.
Race
You may choose from the following races:
Conventional Races
* Human (there are different regions from which a human can come from. This is discussed in the 3e FRCS with regional feats)
* Dwarf (There are different sub-races of dwarves, see the FRCS)
* Elf (There are different sub-races of Elves, including drow, see the FRCS)
* Gnome (There are different sub-races of gnomes)
* Half-Elf
* Half-Orc
* Halfling (there are different sub-races of halflings, see the FRCS)
Exotics
* Tiefling (Yes, there are different Tieflings. See Blood of Fiends to make yours).
* Aasimar (There are different Aasimars too, see Blood of Angels).
* Dragonborn (Dragonborn are rare in the realms, I'm allowing only one dragonborn).
* Genasi (These are descendants of Mortal + Genie pairings.)
Classes
The Realms have different aspects of technology. But the median technology is Crusades Era technology. Some places are lower, and some places are higher. Depends on where you start.
The following classes are allowed: CRB -- Bard, Barbarian, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. APG -- Alchemist, Cavalier, Oracle, and Summoner.
Religion
Religion in the Realms is polytheistic. This means that all of the gods are worshiped at different times by all people. The powers (gods) of the realms are varied in disposition and alignment. However, clerics tend to represent a religion, cult, or movement. The campaign will take place in the Era of Shade (That is why I suggested the 3e FRCS). Clerics or Oracles may choose to represent any god denoted in the FRCS or Faiths and Pantheons (3e). Check with me to convert the god's domains to PF1e's subdomains, I'll be willing to work with you.
Character Creation
* BACKGROUND SKILLS -- yes you can use them.
* Roll 4d6 six times, drop the lowest die, arrange to taste. This is Heroic Fantasy and not epic fantasy.
* Level 1.
* Hit points are full first level, then averages are taken each subsequent level.
* Three traits, one drawback.
* Starting money is at level 1.
* Come up with a good backstory. I don't want a novel, just something cool for me to work with.
This is just an interest check, mind you. If you like Heroic Fantasy, like the Realms, then this game is for you.
Male Human Psion 10/Atlanteologist 10
Here's the gameplay thread, fellas. Post here to record your characters!
Male Human Psion 10/Atlanteologist 10
Here's the discussion thread, fellas. Report here.

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Ready for Adventure? I'm recruiting for the Adventures of Robin Hood, Greyhawk edition.
In the Duchy of Ulek, there is the Silverwood. The Silverwood, besides being a haunt of wood elves and grugach, is also a haunt of Robin and his merry band!
Adventure in the Duchy of Ulek, around the Silverwood. Link to a map here.
Create a character based on the famous outlaw and his band. Friar Tuck, Little John, Alan-a-Dale, Will Scarlet, and others are up for grabs. Or create an entirely new character. You have the freedom to choose any class (or race) you like for your character.
* Abilities: Point buy, 20 points.
* Level: 1.
* Traits: 2.
* Drawbacks: none.
* Wealth: 1st level, roll for it.
* Alignment: try to choose good or neutral.
Play with the RAW. No Elephant-in-the-Room.
Pathfinder Resources: Pathfinder Core Rulebook, Advanced Player's Guide, Advanced Race Guide, Ultimate Magic, Ultimate Combat, and Advanced Class Guide. I also have a number of Pathfinder Player Companions and Pathfinder Campaign Setting books on my hard drive. Ask about a Companion or Pathfinder Campaign Setting book you want to use to clear it with me first. Also, you may choose any Archetype you desire from these books.
Classes Available: PFCRB: Bard, Barbarian, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. APG: Alchemist, Cavalier (I suggest only one of these in the party, if you want to play Ivanhoe), Inquisitor, Summoner, and Witch (not recommended, though). UC: None. Ninja and Samurai would be found only on the Isle of Nippon, which hasn't been discovered yet. UM: Magus. ACG: Swashbuckler.
Greyhawk Resources: I suggest going to Drivethru and picking up both Greyhawk: the Adventure Begins and the Greyhawk Player's Guide. Both 2e. These two are the only ones you're going to need. If you want more information on the Uleks (Duchy of Ulek, County of Ulek, and the Principality of Ulek); you can pick up a copy of the Greyhawk Campaign Setting (circa 1983) or the Living Greyhawk Guide (circa 2001). Both from drivethru.
Sorry for so much information, and have fun.
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