Othlo

Erasmus Ames's page

36 posts. Alias of The Dread Pirate Hurley.




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                                               Welcome to Kingmaker: Crowns of Flame and Sorrow!
 
"Two kingdoms, both alike in sovereignty,
 In stolen wilds where tangled magics dream,
                        From sunder’d love and dragon’s tyranny,
                        Rise fated woes to mar the mortal scheme.
                        From forth the grief of Nyrissa, fair and fey,
                        And Ranalc’s banish’d hand, comes ruin born;
                        While Choral’s fire and plague’s decaying sway
                        Do crown the fields with ash and kingdoms torn.
                        The tale of crowns by sorrow mark’d and flame,
                        Of hearts that reach beyond the world of men—
                        Which naught but loss and pride could e’er reclaim—
                        We now unfold upon this stage again.
                        Attend, ye lords, with patient hearts and daring,
                        What here unfolds — your deeds shall make a king!"

 

                                                                                                                                         *  *  *  *  *
 
In a forest glade, no less verdant for its twilit splendor, a beautiful nymph weeps with an outstretched hand. Her lover, reaching back to her in vain, fades and disappears as he is pulled into shadowy depths.

                                                                                                                                         *  *  *  *  *
  
On the shores of a misty lake, a mighty warlord from across the eastern mountains clad in crimson and gold clasps hands with a gaunt man garbed in expensive furs. Two red dragons circle overhead, gouts of triumphant flame shooting from their jaws.

                                                                                                                                         *  *  *  *  *
 
In caverns deep beneath the earth, chained dwarves work at forges and anvils while their cruel masters look over them from ledges above. One dwarf returns their hateful gaze, dreaming of vengeance and freedom by turns.
                                                                                                                                         *  *  *  *  *

Atop a fortress overlooking a river, a tall figure crowned with antlers and an animal skull drinks a long pull from a dark bottle. Wiping his mouth with the back of his hand, he stares off above treetops, beyond the horizon where an enemy kingdom seeks to encroach upon his demesne.
 
                                                                                                                                         *  *  *  *  *

Welcome, one and all! It has been a long time since I have played or run Pathfinder. I've been off exploring the world of narrative story games, and I return to you with a bold experiment! I want to see what happens when the best parts of Pathfinder’s structure meet the collaborative energy of a storygame.

Preamble on the PbP format:
We’ve all been there. A PbP game that starts strong but fizzles out as the pace drags. Pathfinder isn’t built for asynchronous storytelling, but PbP gives us something live tables can’t: the space to write, to linger, to make moments sing. This experiment is about keeping that prose-driven energy alive without losing the pulse of play.

I have been brainstorming various changes to make Pathfinder (and other tactical combat RPGs) more fluid in the PbP format. While a totally custom system might be best poised to take full advantage of the format, a lot of us just like to play Pathfinder. People have been playing games like D&D and Pathfinder this format almost as long as those games have existed, and there's no sign of stopping. So instead of creating a totally different system, I'm hoping to instead adapt various tools from the narrative storygame side of the hobby to hopefully reduce the friction that high latency creates and increase the longevity of a Pathfinder campaign in the PbP.

This will involve a number of somewhat common rules tweaks and a substantial change to the norms and expectations that govern the traditional boundaries between the GM, the players, and the characters. If that intrigues you, read on!

What I'm looking for and what you can expect from me:
I am looking for players who love the creative writing side of the game, are interested in experimenting with the PbP format, and are willing to challenge their expectations about how roleplaying games work. I want to foster a writers' room atmosphere for all the players (including the GM) to give up some of their sovereignty over their character in exchange for everybody having some soft control over all of the player characters, the NPCs, and the world. It will be a bit like everybody having some co-GM power. I'll talk more in-depth about how I intend for that to work in the House Rules section (Narrative Control Tokens).

I am looking for players who are familiar (or willing to become familiar) with the main plot of Kingmaker. I want characters that are directly tied into the themes and major story beats of the campaign. If you prefer to experience the story with fresh eyes and total surprise, that’s a wonderful way to play! However, this particular game will be more rewarding for players who enjoy engaging with the plot’s deeper structure.

I am looking for players who are willing to share control over their character with other players in limited ways to help the game flow more smoothly, and who are in turn willing to take control of other characters (including NPCs) in a scene when the opportunity arises.

Pathfinder is a tactical combat game, and we will play out tactical combats. I hope that the altered structure can improve the speed of combat significantly. Adventure Paths tend to be bloated with combats, so I'm going to reduce the number that the written adventure expects, but I'm not cutting out any major story fights.

I am looking for players who enjoy the tactical combat part of the game but who recognize that combat is just another avenue for roleplaying, not an adversarial tactical boardgame with winners and losers.

Tonally, this game of Kingmaker takes inspiration from Celtic myth, Greek myth and dramatic tradition, Shakespearean romance and tragedy, Machiavellian court politics, faerie tales, dragon tales, Arthurian legend, and Game of Thrones. I have a strong vision for Kingmaker's themes, and I want to share the game with people who are drawn to those same themes and want to dig into them. Pathfinder has a huge array of character options, and some of them don't fit my vision for this game. Golarion is a bit gonzo, and I love that about it, I just want to have characters that more closely represent the fantasy themes already mentioned and that fit easily into the Stolen Lands. The allowed races can all be found in and around the Stolen Lands without much issue, but I'm less interested in Vanara from deepest Vudra and Kitsune ninja from Tian Xia. If you want to play a Summoner, I am much more interested in a Kellid who hails from Old Sarkoris and practices their ancestral magic than I am a creepy child from Absalom with a violent imaginary friend, you get me? Think Dracula with Mina Harker, Van Helsing, and a cowboy — not Abraham Lincoln: Vampire Hunter with a samurai and a pirate. Even if Lincoln, cowboys, samurai, and pirates are all technically contemporary and period-accurate.

Stylistically and with regards to format, my version of Kingmaker has a lot of big epic historical events and plots that inform and intersect with the present-day plot. I want to explore those stories with flashback RP scenes with the players controlling the relevant NPCs. In the present-day plot, there will be certain objectives that various scenes need to meet, but once they are met, I will move the game to the next scene. Players are welcome and encouraged to continue playing out any scene even after the next scene begins, so be prepared to have multiple scenes that are taking place at different times concurrently happening in the same posts. We will use some standard formatting in posts to help keep it manageable. I intend for the whole table to have a clear shared understanding of the overarching plot of the game. I will provide clear direction and intent for scenes, as well as NPC motivations, and I want players to feel free to further the scene by controlling NPC action and writing appropriate dialogue. For example, let's say the players are at a ball and intend to strike a deal with a noble. Once the deal is struck, the primary narrative objective of the scene has ben accomplished, so in the next post I would cut to the start of the next scene. However, two of the other characters are still in conversation and another has decided to sneak around the grounds. We will continue to play out that scene concurrently while the next scene is beginning.

Character Creation:

Point Buy: 25 points

Starting level: 1

Classes: All official Paizo PF1 classes, plus Path of War. Other 3pp content may be allowed, ask in the thread.

Races: Core Races plus Aasimar, Tiefling, Android, Dhampir, Drow, Fetchling, Changeling

Alignment: Any alignment, but this is more to inform your character's personality and not an alignment aura. see House Rules

HP: Full at first, subsequent levels roll OR take the average (your choice, choose each level)

Starting Gold: 900 gp equipment budget; buy what you reasonably need for your character. No masterwork equipment unless it is justified by backstory. No Wondrous Items. Remaining gold does not carry over, but each character can start with up to 20 gold "spending money" if they so choose, taken as either hard cash or mundane trade goods. Some of us want to start out rich, some want to start out destitute. Both are fine, this is fantasy. Any additional gold from traits (including Rich Parents or the Brigand campaign trait) must be taken as cash or mundane trade goods and should not be included in the starting gold equipment budget. The sum of additional gold from traits will be your starting cash, you do not get the additional 20gp "spending money" on top of it.

Traits: 3 traits; the regular 2 starting traits and an additional "Campaign Trait" slot that does not strictly have to be a campaign trait (from this campaign or any other) but will ideally be a trait picked because it fits the character and not for powergaming.

Backstory: You don't need to write a novel; sometimes less is more. But I'm looking for effortful quality. I'll take two amazing paragraphs over two pages of slop every time. Dig into the lore of Golarion to ground your character. Give us the highlights, but don't feel like you have to have every inch of them crystallized. You're allowed to be a someone, and you're allowed to be at least kind of a badass. But you need to sell me that, as cool as their roots are, the main thrust of their arc still lies ahead of them in the Stolen Lands.

Additionally, you do not need to be part of the original expedition chartered by the Swordlords. If you have a solid reason for being in the Stolen Lands and are willing to join up with the expeition at Oleg's, that is totally acceptable. Some of the best characters might not have any serious interest in becoming a baron; I have provided many additional plot hooks below. I'm telling you my secrets so that you will use them.

House Rules:

Leveling up: We will level up by milestone.

Alignment: Good, Evil, Law, and Chaos are planar energies in much the same way as Fire, Earth, Water, and Air. Unless specified, mortal beings are not strongly aligned to the planes and so all mortal creatures are True Neutral by default. Arcane and Divine magics and any other abilities that provide an alignment aura override this. Paladins/Antipaladins, clerics, necromancers, etc. may show as the relevant alignment for the purposes of the detect alignment spell.

Character death: Player charcters will only die when their principal player agrees that they do. If you're a player who likes the risk of dice rolls killing off your character, you are free to play that way in this game. If that's not fun for you, then it won't happen.

Kingdom Building Rules: Honestly, I don't even know yet. We're definitely not going to be using the base rules. There are a number of improvements that have been made over the years, many of them on these forums. I love the ideas in the Kingmaker Venture Capital thread. We can discuss these further as a group if and when we approach the kingdom building phase of the game.

Feats: We're doing Elephant In The Room Feat Taxes. Also, if anybody has designs on doing an Aldori Swordlord fighter, I'm happy to use the pre-eratta Crane Wing.

Initiative: We're doing block initiative, blocks will be decided based on the highest roll for the players and the enemies. During combat, post when you can or want, we're not worried about strict turn order, that just slows things down. If the enemy needs to roll for any reason during your turn, you will be allowed to roll and act for them as much as necessary to resolve your turn. Relevant stats will be available for your reference at the beginning of combat.

Attacks of Opportunity: Sorry, we're not doing them. They're very slow for PbP, even with everything else we're doing to speed things up. Don't build around them. If your build requires feats or abilities that interact with AoOs then we'll adjust it.

The Biggest House Rule: Narrative Control Tokens:
: This is an experimental system, and one of the main reasons I want to run this game. It’s designed to introduce a collaborative narrative layer while slightly reducing (but not removing) a player’s total control over their own character in order to speed up gameplay in the PbP format.

Core Concept
Each player begins with a small number of Narrative Tokens (exact number TBD; assume 3 to start). These tokens can be spent or traded to shape the story, influence scenes, or take limited control of other characters.

The player who submitted a PC is that character’s principal player, maintaining authorial control over:
• Their character’s backstory, goals, and motivations
• Major decisions and dialogue
• Combat
• Any long-term consequences of actions

Spending Tokens
Tokens can be spent in several ways:

Invoke Story Elements: Introduce or establish something new that wasn’t previously true (like a convenient distraction, a lucky break, or an unexpected ally). Larger effects may cost multiple tokens.

Take Temporary Control of a PC (Non-Combat): Trade a token to another player to briefly control their character in a scene to move the story forward smoothly.
 – Must be voluntary; assume consent but allow the other player to veto and rewrite if needed (no token is exchanged in that case).
 – Keep it minor and respectful, staying true to that character’s personality and tone.
 – Not allowed in combat scenes.
 – Do not spend another PC’s money, write major dialogue, or reveal personal secrets without permission.

Take Major Control of an NPC (Non-Combat): Spend a token to take narrative control of an NPC for a full scene, essentially “borrowing” them from the GM. The GM can refuse the token if they feel it’s being misused. If the NPC was introduced by and is being controlled by another player, you trade them the token instead. In this case, you have as much control as if you had introduced them, until control is taken by someone else or assumed by the GM.

Earning Tokens
The GM may grant tokens:
• At the start of major chapters
• As rewards for great posts, collaborative storytelling, or strong roleplay

You can also gain tokens by adding complications or setbacks for your own character. These moments should create drama or tension—not benefits—for your PC, even if others gain from it.

Quick Reference
• Spend → Introduce story elements, coincidences, or NPCs
• Spend → Take control of an NPC (non-combat)
• Spend/Trade → Take minor control of a PC (non-combat, with consent)
• Gain → Excellent writing or teamwork
• Gain → Create personal complications or setbacks
• Gain/Trade → Someone else takes major control of an NPC you introduced

Note: This system is still a work-in-progress and open to adjustment once play begins. Feedback and collaboration are encouraged. I have further ideas for additional systems that are even more underbaked than this one, and I am open to hearing ideas from my players as well.

I know this system and mode of play will not be to everybody's taste. That's valid, but if you're not interested, then this game simply isn't for you, and I wish you best of luck in your future games. If you’re still intrigued after all that, I can’t wait to see what kind of legends we can build together! For anybody who is still with me, the following section contains major spoilers for Kingmaker as written as well as an overview of the relevant additions and changes I am making to the plot. This is provided to help you dig into the plot and themes for writing your character submissions.

Kingmaker Plot Spoilers: YOU HAVE BEEN WARNED:
The Main Plot: Building Your Kingdom: The Kingmaker campaign takes place in the Stolen Lands — a vast and contested wilderness claimed in parts by many neighbors: Brevoy to the north, the River Kingdoms of Pitax and Mivon to the west, Taldor far to the south, Numeria to the northwest, and the centaur tribes who roam the eastern plains. The region has seen countless petty warlords, monster kingdoms, and failed colonies rise and fall. Now, a new bandit lord calling himself the Stag Lord is on the rise.

The Aldori Swordlords of Restov find themselves in a precarious political position within Brevoy. To strengthen their hand, they have chartered groups of adventurers (perhaps including the PCs) to explore the Stolen Lands, eliminate the bandit threat, and establish a new River Kingdom. Naturally, the Swordlords expect to hold influence over this new state — a vassal ally they can call upon when Brevoy’s inevitable civil war begins.

The PCs will chart the Stolen Lands, end the Stag Lord’s tyranny, and build a new kingdom of their own. But taming the wilderness will only be the beginning of their troubles.

The Overplot: Nyrissa's Penance: Long ago, Nyrissa, a radiant nymph, became the lover of Count Ranalc, one of the Eldest of the First World. In her pride, she declared herself an Eldest as well. The Lantern King punished her audacity by banishing Ranalc to the Plane of Shadow and stripping Nyrissa of her capacity to love or feel compassion.

To earn forgiveness, she must topple and collect one thousand “worthy” kingdoms. The lost sword Briar — forged from Nyrissa’s own torn-out emotions — lies hidden somewhere in the Stolen Lands. Nyrissa has raised and destroyed kingdoms across millennia in pursuit of it, and now stands on the brink of completing her thousandth conquest.

She is the campaign’s unseen hand — tragic, wrathful, and bound by divine cruelty. Only fragments of her story survive in the whispers of fey, half-remembered songs, and old tales told by campfire. For most, her name is a myth. But to the founders of a new kingdom in the Stolen Lands… she may soon be a reality.

The Distant Plot: Brevoy's Civil War: Two centuries ago, Choral the Conqueror crossed the mountains from Iobaria with two red dragons at his command. In alliance with House Surtova, he united the long-warring lands of Issia and Rostland into a single kingdom — Brevoy — under his new dynasty, House Rogarvia.

After ruling for a decade, Choral vanished into the depths of the Gronzi Forest with his dragons, leaving his vassals and heir behind. The Rogarvias continued to rule for two hundred years — until one night, they vanished completely. Every noble of their line disappeared without a trace.

House Surtova swiftly claimed the vacant Dragonscale Throne. Over a decade later, they appear ready to seize full control and abandon any pretense of waiting for the Rogarvias’ return. As tensions mount between Issia and Rostland, Brevoy teeters on the brink of open civil war — and any new kingdom to the south will find itself entangled in its shadow.

* * * * * * * * * * * * * * * * *
Everything above the divider is canonical or mostly so. Everything below is either heavily altered from other Paizo content or homebrew for this campaign — still canon in-game, but not part of the published Kingmaker adventure. I include this note for players unfamiliar with the source material so you know what’s original to this version.
* * * * * * * * * * * * * * * * *

The Secret Plot: The True History of Choral the Conqueror: The rumors were true: Choral the Conqueror was no mortal man. He was Chorazulanthus, a red dragon in human guise. Along with his sister Caelyndraxis, he sought to destroy their draconic rivals in Iobaria. To that end, Choral took on human form, conquered Issia and Rostland, and plundered their wealth to fuel his ambition.

When he vanished into the Gronzi Forest, he and his sister discovered an ancient ruin pulsing with draconic magic. There, they were stricken by the Drakeplague — a wasting curse. Rather than perish, they weaponized it, unleashing it upon Iobaria and slaying six of every ten dragons there.

Desperate to rid themselves of the plague’s lingering corruption, they turned to a forbidden ritual known as Flame’s Purity, a blood magic designed to burn away all weakness — at the cost of one’s own bloodline. On the 200th anniversary of Brevoy’s founding, every member of House Rogarvia gathered in New Stetven… and vanished. The ritual succeeded only partially. Somewhere in Brevoy, a few scattered heirs survived — bastards, forgotten branches, and hidden children.

Until these last embers are extinguished, Chorazulanthus and Caelyndraxis remain incomplete. In the years since, they have hunted their descendants in secret. And still, one lost soul yet carries the legacy of fire and royalty, pursued by unseen forces while the dragons wait in silence.

The Underground Plot: Droskar's Rebellion: In the Golushkin Mountains, the dwarves of Clan Golka suffered their own “vanishing” shortly after the fall of House Rogarvia. Many on the surface assumed the two events were linked. In truth, the Golka dwarves were overrun by a cult devoted to Droskar, the Master of the Dark Furnace. The cult sacked their halls and enslaved the survivors, forcing them to labor endlessly in the black forges of the deep.

To the surface world, the Golka are long gone — but far below, the forges still burn, their light never dimming.

The Shadow Plot: Incursion of the Fellnight: The Stolen Lands stand at a crossroads between worlds. The veil between the Material Plane and the First World is thin here, and the land is steeped in fey magic. But a new corruption seeps through the cracks — strange creatures called Hollowborn. They wear the shapes of beasts, trees, and even people, but inside they are voids — drained of color, warmth, and song. Ordinary steel and common spells falter against them, and the world around them fades into lifeless gray.

Unbeknownst to mortals, the Hollowborn come from a demiplane caught betwixt the Plane of Shadow and the First World — the Fellnight Realm. Its ruler, the dark fey queen who calls herself the Fellnight Queen, is the only child of the banished Count Ranalc and Nyrissa. She wanders the planes in search of her lost father, sending her Hollowborn as heralds of despair.

And in the end, perhaps only a mother’s love — the lost sword Briar — can unmake what her daughter has wrought.

                                                                                                                                         *  *  *  *  *

                                                                                       “In ash and briar dreams remain, for what is lost will burn again.”


Shackles of Fate
Part 1: The Final Piece

Somewhere in the Shackles

A bright full moon shines down on a placid jungle island. A two-masted ship sits anchored in the bay, sails furled, and rowboats dot the shore. Tracks in the white sand lead from the boats into the dense trees, palm fronds swaying in the gentle breeze.

There is a disturbance at the jungle's edge. A man charges through the brush, long dark hair whipping behind him as he makes a break for the rowboats. Captain Tremain, pirate caprain and treasure hunter extraordinaire! The men of his crew follow behind, blackguards and blackhearts the lot of them, and the calm of the night is broken by the sounds of struggle.

Back in the jungle, a squad of men brings up the rear, charging desperately through the underbrush. Terrified, they stumble through the dark tangle of trees and ferns and vines. One falls into a pit trap, impaled on spikes. Another runs neck-first into the coils of a hanging snake. Behind the unfortunate stragglers, a surging horde of viny green humanoids chases them, carrying torches and bone-white spears, eerily quiet as they move through the jungle to overtake the men.

"There's too many!" whimpers one of the men. "We'll never make it! Sovukh, what do we do?" All eyes turn to one among them with skin as green as their pursuers - Sovukh Serpent-Eye!


This is the discussion thread for Shackles of Fate, part of what I hope will be the first part of my Golarion FATE project. While Pathfinder used to be my go-to system, I have moved on to game systems with narrative-forward mechanics. However, I still love the Golarion campaign setting, so I'm hoping to have my cake and eat it to by running a FATE game set in Golarion.

The player and I have a Discord that will likely be our main OOC channel. This thread is to serve as an explanation for anybody else who happens to read along so they understand what's going on, and for whatever use I come up with for it down the line.


Gameplay thread open for dotting. First gameplay post to be up by Tuesday.


Discussion thread open!

This will be open for OOC discussion not directly related to the game, as well as for anybody reading along with us to play peanut gallery.

I hope to have a gameplay thread open this weekend, but we'll have to see how things pan out. Before we get too far into the game, I also hope to have a timeline up in the Campaign Info tab that includes the dates of some important events that modify the setting just a little bit. I'll also have a link to the map of Caliphas up, and eventually a roster of supporting cast NPCs as they appear.

For now, I bid you welcome to...

Caliphas Noir!


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Male Human Warlord 1 | Init: +3 (+1*) | HP 12/12 | AC 15 (17*); T 13 (15*); FF 14 | CMB +1; CMD 16 | Saves Fort: +3; Ref +3; Wil +0 (+2*) | Perc: +4 | Hero Points: 1

Link to Last Light of a Dark Future recruitment thread

So far it looks like the consensus is all-or-nothing; I think we're just waiting to hear from Daen. I'm going to apologize in advance for the wall of text; I'm just trying to jump start the discussion so we can figure it our quickly. We stand a better shot if we don't hold up the recruitment longer than the DM was intending.

*I'm all for Rataji jumping in.

*I imagine it's been a year or two since we finished training at the Bonewatch, so maybe two to four years since The Last Vigil? This is a new DM, so it seems best if we ignore DMRaven's plans for what would have happened. I'm thinking we finished training and were sent out as Knights and any interesting adventures we might have had are mostly directly after the Bonewatch.

*As for Allie, I'd prefer it if her fate was left vague in case the DM wants to use her as an NPC or if something happens and she might perhaps join the party later. MIA, presumed dead maybe?

*Assuming this is some time after training, there are different ways we can play this:

Scenario One: we all finished training, we're all Knights. Other details to be filled in.

Scenario Two: Zohruk got caught sneaking around but Grimold got away. Zohrok is cut and does his own thing, the rest of us are Knights. We can figure out how Zohruk gets back in later, if we decide we like this scenario best.

Scenario Three: Both Zohruk and Grimold were caught and cut, Daen and Kassie finish and become Knights. Zohruk and Grimold do their own thing in the interim but return to aid in the Bright Crusade and end up joining a unit being headed by Daen and Kassie.

Scenario Four: ??? If anybody has a different suggestion than those above, I'm all ears.


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The Wormwood Mutiny micromanages the timeline throughout the adventure, but as soon as Book 2 starts, the nature of the game changes completely. All of a sudden, the players are thrust into a potential sandbox. Even with a train conductor of a GM, the transition from day-to-day play is problematic.

My biggest concern is what to do concerning the pacing of the game? Do you play out some of the shipboard scenes between destinations? Do you skip right to the destination? I'm worried that the game will quickly become Adam Sandler's Click: The Musical RPG, with months passing by in seconds. But the other end of the spectrum is to continue to play out every single day, which was bad enough for the first twenty-one. In your game, what, exactly, happens after the captain says "Set sail for Port Peril/Quent/Tortuga!"?


Does anybody have any suggestions for reading material? European high fantasy is common enough, but aside from the 1001 Arabian Nights, I'm at a bit of a loss for middle eastern fantasy literature. I'm looking for stuff that digs into the everyday feel of the setting, at least as much for familiarity with the vocabulary as for inspiration.


I don't know if others are aware of this; upon discovering it, I did a search and found nothing on the blogs or forums about it, so I'm assuming it hasn't been well-publicized.

In any case, there appears to be some kind of 10th anniversary sale and some products. From my browsing, I saw that both Legacy of Fire and Second Darkness were available at $5.00 apiece for the print versions. The first half of CotCT were at the usual $20 but parts 4-6 were on sale for $8. I ordered all six parts of LoF, and in my order summary, it said that a special 10th anniversary sale promotion was applied. I clicked the link, but it led me here.

So yeah, $30 bucks for an AP, plus a bit over $10 for shipping. Just sayin'.

EDIT: Some more browsing shows that all of the 3.5 Gamemastery modules aside from Crown of the Kobold King are to be had for $3.00 apiece.


I've been itching for a tabletop RPG experience that incorporates elements from the Diablo franchise for years, and lately I've been wanting to run a campaign set in Mendev. Last night, I realized that the two ideas mesh pretty well.

For those not in the know, Diablo is a hack-and-slash computer RPG franchise by Blizzard based in a typical fantasy world being invaded by the forces of the Burning Hells. For more, see here.

At the end of the second game, the archangel Tyrael destroys the Worldstone, which had been corrupted by the demon Baal. Twenty years later, during the third game, a meteor falls from the sky, heralding the end-times; meanwhile another demon lord spews from the rent in reality that Mount Arreat has become.

So here's what I'm thinking (so far):
Mount Arreat : Sarkoris, now the Worldwound
They were both home to proud barbarians, both now lay in ruins with demons spewing forth invading the rest of the world.

Meteor : Possibly the aftermath of the Second Darkness AP, or otherwise a plot to damage the wardstones that keep the demons contained (more-or-less) to the Worldwound

Azmodan : BBEG (possibly a nascent demon lord, lieutenant to Deskari)

Tyrael: Some powerful sngelic ally that can't get (even more) directly involved (possibly a planetar or star archon)

This is still a really rough idea, just thought I'd see what everybody thinks.


Disclaimer: I'm aware that the AP hasn't actually even come out yet, so I'm not expecting any extremely in-depth replies.

I'm interested in integrating a Red Mantis-related aspect to the game. I'll be a player, but working closely with the GM to flesh out the under-plot. I call it an under-plot because it's a plot that spans the entire AP, but exists under the surface, kind of like a reinterpretation.

I need to go back and re-read their article in Escape From Old Korvosa, but to my understanding, the Red Mantis Assassins are a religious order whose religion focuses on assassination. As such, they don't seem to be an extremely political entity. However, as I understand it, they played a very important role in the intrigue of CotCT.

Assuming they engage in their fair share of political maneuvering and intrigue, what sorts of interests might the RMA have in the Shackles region? Obviously, their island headquarters is located in the Shackles, and Ilizmagorti is a fairly important port for the pirates. At this point, I'm thinking of using them in relation to the climactic battle at the end of the AP, but I have no idea how, at least not yet for obvious reasons.

Traditionally, the RMA don't assassinate legitimate monarchs (but yet they work around that loophole by providing others with the means to dispose of said monarchs, a la CotCT). How do you think that code functions in the Shackles, being a largely republic meritocracy? Is the Hurricane King a "legitimate monarch", immune to formal contracts? Do you think the RMA have any interest in controlling the region politically? Or do you think the RMA don't really have a place in this AP?