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Howdy folks I was curious because this brought up in my discussion about the IG game I plan on trying to run and finish come hell or high waters. One player wishes to play one of the psychic magic classes, unsure which yet. While this is a 'oh cool your unique' I want to sprinkle some occult stuff through the adventure since they will be high and dry if they want to anything tied to their class. The Occultist I just plan on littering wreckages with trinkets, etc. to give hints to the Androffans culture that hold latent energy, etc. Suggestions? I'd love to hear them.
I recently got a pdf of Thunderscape core rulebook and love everything there. Though since the bestiary is small, I'm wondering what monsters would be suggested and where they would fit? Also curious if Mythic would be a cool addition to make greater servants of Darkfall. Does anyone have suggestion of what I can use to help flesh out my Thunderscape game?
Hello people, I'm going to be running Kingmaker for a group of buddies of mine and one of them is going to be playing a engineer of some sort and with my own taste for madness I'm going to be placing subtle incursions from Numeria since it is so close and the engineer would get a kick out of harvesting supplies from downed machines he wouldn't exactly be able to get in Absalom or the Mana Waste. I'm also brewing some options for if they recover machines from Numeria to benefit the kingdoms, the engineer would love to build something along the lines of a force field generator or Tesla coil, the guy is called Tesla so I wasn't expecting any less from him. Has anyone done work for similar matters? I'd love some ideas for throwing Technic League adepts or Numerian automatons at them, I know one of the major baddies in game have a few relics of Numeria so Technic Adepts coming to retrieve them sounds like a good plan and I still need ideas for the other ideas involving expanding the kingdom build processes to be science oriented since they like the idea of equal opportunity and magic doesnt hold the throne all alone. What I'm asking is ideas and resources if they exist for numerian encounters in Kingmaker and scientific stuff for the kingdom building processes.
With more information on the sky metal released I've got curious, is many of these sky metals found in Numeria? I know Karamoss unlocked how to make Djezet alloy and used much of it to build Red Redoubt. I know Adamantine is referred to by many as 'Numerian Steel' through out the River Kingdoms and beyond.I can see other sky metals being good resources but would they fit well? Abysium seems to radioactive and has its uses as a poison and for bindings as it weakens those who hold or are exposed to it. Is there any more ideas how to place the other sky metals into Numeria?
How could I build the Scarecrow inn pathfinder? I'd love to introduce a villain who uses fear as a weapon, possibly using bombs or alchemical concoction that provokes the players to be shaken in fear? Would he be a alchemist whose focus is distilling concoctions that appear to be gas to instill fear and demoralize his enemies? If he was a alchemist what discoveries would be good to use?
Well I just finished City of the Fallen Sky and loved the two whole chapters about Numeria's Technic League and the insides of Starmount as well as the bits and examples about the technology in starmount. I got curious about the corpse that held the few relics Alaeron was able smuggle out of Numeria. the book describes the insides of Starmount being a mixture of natural rock formations, bio-organic, and sheer star metal. They mention some areas being made out of glass that cant be cut through and obvious relics behind the glass. Other hazards within Starmount are fungus, slime and ooze, unstable rooms, and poisonous gas filled chambers. Though unnatural hazards seem to be actual traps inside Starmount, Zernebeth triggered a trap that resulted in her death at the hands of a bright flashing light that seared her flesh. The Relics of Starmount, the relics recovered by Alaeron were individual items when combined formed a 'engine' out of multiple items. There was one relic that allowed him to control the other relics in his possession forming the control of the engine but there was a problem. The rig wasn't built for humans and had god like powers when united with the user and caused damage to him. Kormak has internal augments and has a coat with what I'm guessing bags of holding on the inside holding enough relics to arm a army, mot his relics seemed like easily wands and such and one robotic drone/insect like construct. The Gearmen look like they took the shape of man when they encountered it and they have a alien feel to them. Starmount itself is a anomaly that natural life will not go near, if they do the Technic Adepts will find their mounts either in the 'mood' or prone to eat their riders. The Technic League is very decadent and secretive in search for powerful weapons and do attempt to rebuild or alter relics often resulting in death and his fellow members fighting over the remains of his works including patched up tech and knowledge. The Technic League itself is a odd thing though, they have exotic taste and this is in taste and their choice of mounts and slaves.The Black Sovereign likes seeing power in his hold, seems the League never seen a alchemist bomb until Alaeron appeared. Over all Numeria and its decadent ruler and his group of debased arcanist are interesting, the wreckage of Starmount and what litters Numeria's badlands are strange places, the local flora and fauna are strange.It fell before the time of the Shory as well, the Shory Noble claimed his people flew over Starmount but avoided it saying it was 'poisonous'. Has anything add to it? Any other examples of relics, technic league members, wreckage, or other fluff for Numeria? Any other automatons in Numeria mentioned?
I've begun converting the Mage VS. Machine articles from ADnD to and would love if someone could see if I've done my math right or not, if not could you point me the right way? I'll start with the Sheens to see if I've got them right. I've converted a total of 3 of them so far, still debating on how to deal with the more sentient ones. SHEEN, Flitter
SHEEN, Drifter
Construct Traits:Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage,ability damage,ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage. Sheens have darkvision with a range of 60 feet. SHEEN, Dasher
Meltdown (Ex): If a dasher is ever halted from moving, it will begin glowing cherry-red. If not allowed to move again within 3 rounds, it melts into a pool of molten slag (1d6 points of damage per round of contact if a creature touches it).
I've been looking for stuff to flesh out my games, I'm looking for all manners of stuff. I love playing in Numeria and Aballon but never have good mini's to represent robots and aliens or tiles and map to represent sci-fi terrain such as inside wreckage in Numeria or the dungeon of Red Redoubt of Karamoss. Anyone got suggestions?
I'm looking for peoples expansions of Red Redoubt besides whats in the book, did you introduce new tech besides the sword and goggles? Introduce large machine soldiers or other hybrids? If you did do you mind sharing those stats? What did you start the adventure as, a technic league or pathfinder delve? Do you mind sharing your new tech you introduced. I'd like to ask if you'd mind sharing your experiences as well, parties versus machines or parties attempting to unlock certain tech you may have introduced, or even unique encounters! Also how would you deal with a oracle dedicated to the gods Karamoss 'created' to be perfect? : If this is in the wrong forum please move, thanks and sorry!
I'm wondering if anyone made any custom Numerian tech or spells, hell any brew will do for numeria? I've ran Red Redoubt, my players collected the items. I've made custom items based off older stuff from Blackmoor and AD&D. I've recently got a copy of City of the Fallen Sky, havent read it yet but excited too. Any custom work for Numeria? I'm interested in Tech, Magic, Classes, and Creatures. I've always wondered what could inhabit the wastelands of the Numerian frontier. A few of my own things are:
Aberrant Blood:
Aberrant Blood[Aberrant}
We have devoured that intoxicating fluid and it has gifted us with the power from beyond the stars. Benefit:By taking Aberrant Blood you gain the [Aberrant] sub-type that gives the benefits of such. They are no longer affected by spells or powers that affect humanoids. They now qualify for other aberrant feats. Toxic Touch:
Toxic Touch[Aberrant]
A new mutation has appeared with the test apprentice, his touch is corrosive when he cast the most basic of spells. I believe this is the begining of a new evolution.~ Technic Biologist observing a apprentice upon exposure to a mutagen. Prerequisite: Aberrant Blood feat. Benefit: When making a unarmed touch attack you also deal 1d6 of acid damage; Also if a touch spell is cast that deals elemental damage it is automatically changed to acid damage. They can no longer wear gloves or gauntlets due to the corrosive nature of Toxic Touch. more to come later.
While going through some old modules and material looking for something to run for a new group I've ran across the whole kellids connection to the old cults. Am I the only one who notices this? How deep does this influence goes, I remember mention of backwood kellids worshiping strange gods and of ruins of kellid origins that hold dark secrets. Being a fan of the kellid ethnicity this made me wonder about how close did the kellids in the past get to the old ones, I know the other groups who lived on Golarion at the early years of mankind had connections to the Dark Tapestries, the Thassilonians had a group of conjurers who called up creatures to impress their masters, the osirians had the whole dominion of black and crawling chaos connection, Azlant was 'uplifted' by the Aboleth, the Shory had power over strange magics that 'might' have been powered by Azathoths primal energies. what are other examples? Not to mention what other examples are in Golarion solar system! I love Aucturn and how its the planet of the old cult worship that may even be alive.
I'm curious since I've been in a nostalgic mood, do kaiju exist in Golarion or its solar system? Besides the Spawns and Behemoths, I'm just curious of course because I could see all kinds of critters existing in kaiju size that act as a opposite of the Spawns.I could see kaiju on Aucturn or Verces, or from the Black Tapestries as the 'alien' variety.
With my group slowly having to break for a temporary moment I have three players who've done their share of adventuring. A Engineer whose explored the ruins of red redoubt of Karamoss and explored the ruins to the Shory flying cities as well as a necromancer whose obsessed with Eox. A dread whose powers come from a Old One though has fluffed his character to be a unnatural psionic and became a conduit through technic tinkering. They're all interested in apprenticeship under the Technic League thinking they might gain benefits from being part of their strange arcane teachings. The player playing the Engineer is a 'worshiper' of Azathoth in a sense believing he powers his creations with the primordial energies like the Shory had done with their flying cities, while the necromancer is a follower of the whispering way. I've already talked to them about possible benefits of their membership including strange spells and access to materials to construct machine/robots like he encountered in red redoubt and spells and materials to create augmented undead. Question is how do I test them? Makes the engineer construct a creature and combat another? Make the necromancer go upon the bonding process of fusing metal to his own skeleton? I want to work with them and need ideas of how to do so without going overboard
I've had my group ask me a few times to run a numeria game ever since we ran through Red Redoubt and I've finally decided to bite but I need help with the restrictions and a few encounter ideas besides haywire constructs.
*If this is the wrong section, sorry* |