Hey James, i was wondering if you could explain to me how they figured out the PE values in the Occult Bestiary for monsters who use Psychic magic? I have gotten one answer and i will probably use that one if i cant find a better one. I ask primarily because I'm a stickler for that sort of thing and in case i ever get the chance to make a monster for the RPG superstar tournament that uses those rules. Any help would be appreciated. Cheers! :)
Wow, i need to post in this sub-forum more often. heh. Well, i want to create better background images to use for documents i create. I would also like to have more freedom for layouts and be able to create and use images fluidly within my documents. I have both word and publisher but they both feel a little restricting. I heard that Photoshop, Illustrator and InDesign were a tad bit more open. I was also under the impression that Photoshop is excellent for editing maps. To be blunt, i am a perfectionist when it comes to writing and Art. Which makes things take a wee bit longer, but I'm working on compromise. So i would like to better understand the process. I have also heard people have made templates to make things easier.
Salutations. I am currently trying to get better at creating and utilizing Photoshop, illustrator and InDesign for creating documents. Im still really new at it however. Basically im wondering if anyone knows of any templates or anything like that for gaming documents or help videos, etc. I would like to be able to make my own backgrounds and everything, but im not sure were to start.
Well, knowing what its like to work and build a world from scratch, i can say the Al-Qadim setting might be helpful. There is a plethora of information on persian history and myth accessible from google. Shaminism was relatively big during ancient persia/africa/egypt. I would say dead gods, cults dedicated to demons or evil genies, divs, etc. The persian culture has a great devotion to the telling of king soloman and the multitude of different divs and devas. African cultures worshiped, if i am not mistaken, Orishas? which were like deities or divinities. As i said earlier, shamanism and spiritualism would be big. Hopefully some of this helps.
I am trying to work on a wetlands based culture. A society of people who live deep within a large country-sized wetlands area. I am looking for information about any cultures who have evolved or grown inside swamps, marshes, etc. Or general advice. Books (fantasy driven or normal anthropology books), articles, websites, etc. Thank you for any help.
Cthulhu campaigns tend to be dark and gritty full of unknowns. Mystery is probably the most important aspect to any dark horror campaign. It might help to have the players be part of an organization much like the Pathfinders Organization. A world spanning organization which investigates old ruins and strange mysteries. If you need ideas there's always the classic H.P Lovecraft books. If i think of anything more useful i will post it here.
If i might. If he is going to use the Mythic Rules in order to become a "Dragon" you could make him a 20th level character. That is the pinnacle of "Normal" character advancement. now, i would give him Dragon HD, with all the subsequent abilities gained from it. The Mythic Tier could add Hit Dice equal to the Mythic Rating. or double, whatever you feel is appropriate. So... Mythic Tier 10 = 10 Dragon Hit Dice (D12, Darkvision, Scent, whatever else). Give additional Caster slots for each hit die. The Avengelion (totally think i misspelled that) could get outsider Hit Dice. Possible even gain the Archon sub-type (reading through the source material it kinda sounds like an archon). I would like to add that i kind of like the psionics system in the upcoming Occult book. Yes, its like mind magic, but it prevents the DM from having to work with two completely different systems. My two copper pieces.
So im trying my hand at map drawing (Regional/world/etc) and i'm extremely new at this. Are there any good tutorials on how to draw maps with paper and pencil? i see a ton of them explaining how to do things with photoshop or gimp, but i really want to use the paper and pencil route. Any help would be appreciated.
When trying to name anything, keep in mind that the name does not necessarily have to relate the originating item or species. Looking through biology or naming trends throughout history, things have been named for a variety of things (sometimes silly things). You could potentially call them the Rinthkari, or the Forgal, or the Drankil. Naming things gets easier when you try to let go of preconceived notions about names. As odd as that might sound (though assumptions as to your naming conventions is not to be implied, just trying to make a general statement.) The name can also help set up how the race itself speaks. By providing a unique name to the race you can use that as a basis for the nomenclature of the entire race. Hope that helps for trying to think of a more unique name then Dragonborn.
Feel free to use any of the given names. Happy Gaming!
I might use the Lifespark template for the Homunculus. Heres the link Lifespark Construct
I came upon some old notes i had buried deep within my computer for an adventure idea. I thought i would post it on here and see if anyone wants to help me flesh it out a little. I'm trying to keep the campaign behind it rather generic so anyone can use it, but the idea seemed to have merit. Alright here we are: A homunculus originally belonging to a local necromancer has managed to survive the death of its master. Slowly driven insane by the death of its master, the homunculas now seeks to destroy those who it feels are responsible for the death of its master.
That is the basic idea, and I'm currently working on ways to flesh it out. This is also a little brain relaxer for me, as i just finished some of my finals for one of my classes for school. (ethics is a pain sometimes)
As a curiosity, when looking to run a science fiction game with the pathfinder rule set, do you think there are some skills that should be changed out (I.e Fly,) or added in (I.e Pilot, Computer Use)? Should some skills names be changed for posterity? Examples would be Knowledge (Dungeoneering), Knowledge (Arcana) [if your not running a Dragonstar type campaign], etc.
@Doctor Majuba: Nothing against it, its a neat archetype. Its just not what im looking for at the moment. It does have certain aspects of what i want, but it is still missing several key components. So, nothing against it, just not what i needed. I was trying to say "I know about the Scarred Witch doctor, its just not quiet right". Think i might have failed in that regard.
I want something like the witch doctor from Diablo 3. Voodoo, Effigies (think i misspelled that), Communing with spirits, Commanding undead (Spirits), a more jungle/swamp tribal feel. something along those lines. Sorry for the name placement. Just wanted to nip that in the butt before hand. I have a general idea of what i want, and i probably could make it if i had the time. I unfortunately don't, ya know? Hopefully that helps.
Recently i have finalized what i want to run for my players in a homebrew world/campaign. Which is probably good as we are set to play shortly (next week or so). To start though, here is the Adventure Background:
Shores End is a major port hub for the northern realms, and many races come to Shores End to make their fortune or lose themselves to the wilds of Ascara.
Ammon Yurgal was one such hopeful, having come to Shores End after his mining company was lost deep within the mountains of his homeland. He traveled to Shores End with a small group of fellow workers seeking new challenges and a fresh start in the hills surrounding Shores End, said to be fresh with new lodes of precious minerals. He found more than he bargained for in the hills and mountains surrounding Shores End. His team managed to open a new crystal mine deep within Sappers Run, and it proved profitable for some time, his mines name becoming the chatter of the town, until one fateful day. While digging a new shaft for the mine, his team broke into an ancient temple deep within the earth and discovered a trove of ancient relics. As the miners explored the temple, many of them died from traps and guardians. Ammon’s greed drove him further, a strange whisper in his ears as he delved deeper into the temples sub-levels. He drove into the heart of the temple, and what he found drove him mad. In the temple he found one of the remnants of the Nagual, an ancient priest, long held in suspended animation. The lizard priest corrupted and tortured his mind, learning all it could about the surface world. Once it discovered what it could, it sent him back out, as a spy, and began its quest to subvert the town of Shored End. The lizard priest, Sirath, called to the local kobold tribes and invited them into its lair, and slowly began converting the remaining dwarves and humans into undead. Siraths kobolds chased Ammon back into Shores End where he was found by the town guard. In town he began babbling nearly incoherently, going on about strange gardens and primordial entities. The local guard thought he simple went mad, until no one from the mining teams could be found. Days after Ammons return people began to go missing from Shores End, kidnapped by Siraths kobold and undead minions. Strange sights in the night have become regular to the people of Shores End. The town guard and the guild council have begun trying to hire adventurers to investigate “Ammons Delve”, as the locals have begun calling it, hoping someone can discover what evil has befallen the mine and their town. I am currently working on the adventure summary as well as getting the rest of the adventure set up. Let me know what you think, comments, suggestions, ideas, or anything else really. It all helps to create a wonderful adventure for my friends and family.
Just wanted to say thank you to everyone who posted here. You all were incredibly helpful in overcoming my problem. Thanks again and happy gaming! P.S. I will be posting the initial adventure background for the adventure I'm working on. i find it helps (for me) to write the adventures in some sort of format. I tend to use Paizo's when I'm writing (don't know why, just seems to help).
So i've been feeling kinda blah the past week or so, specifically when it comes to finishing up my adventure so my friends and i can start gaming. I've decided to see if the message boards can help me out of my slump. The following is what i have so far. Any ideas, suggestions, critiques are greatly appreciated. Adventure:
The Adventure begins... (Intro)
While traveling down the dusty Steelheart road, great tree's and shallow hills make up the countryside on the way to the small village of Falstaff, to meet with the Wayfarers guild representative: Torgrim Hargarrim. The small village comes into veiw, its building simple and rustic, though they appear sturdy enough to survive the torrential storms that visit apon ascara's coast every year. As the town grows closer, the smell fine food and wet wood mix to create an interesting odor. The posters for the wayfarers guild said to meet Torgrim in the Wayfarer Guildhall in Falstaff, a tall stony structure, which stands towards the middle of the village. Inside is a plush greeting room, refreshments laid out, pictures surrounding the walls, a fireplace crackling warming the room. Upon entering a small tinkling chime rings, and a portly, well dressed dwarf enters the room. His face dominated by antiqueted looking glasses, a slight smile seems to play on his face as the party enters. He quickly says "Come in, come in please, dreadful cold out there. Torgrim Hargarrim at your service." fixing his glasses he continues, "I would imagine your here about the flyers we have posted? Adventure, treasure, a chance to be a hero perhaps? all well and good, but at the moment what i really need is a chest delivered to a fellow seeker in Shores End." Torgrim explains to the party that he needs a chest of important goods and documents delivered to a fellow seeker in Shores End by the name of Dram Stonegarl. Torgrim informs the party he will pay 150 gp's per person for delivering the chest. He does warn that due to the sensative nature of the documents contained within, the chest is trapped and can prove very deadly to anyone who disturbs the it. Torgrim can be bartered up from 150 gp's a head to 200 gp's with a successful DC 15 Diplomacy check. He informs the PC's that should they need anything else, the town does offer some small commodities by the way of the Silverfish Tradingpost. Note: Any Item from the Players handbook can be found at the Silverfish trading post. Other items may be available based on the gamemasters discretion. 1.) Ambush on the Open Road - A short time after leaving Falstaff, read the following: "The steelheart road continues as you leave Falstaff behind you. The journey moves onward, the countryside peacful and calm as the sounds of the forests around you grow still, the whistling of a slight breeze your only companion." PC's can make Perception checks to spot the Bandits before they attack, DC equal to the bandits stealth rolls. The bandits begin with ranged attacks. Melee characters move in afterwards to try and prevent the players from closing in with the archers. If the players made succesful Perception checks they can act normally, if they failed the bandits gain a suprise round. After the initial attack one of the bandits, a rough and tumble ranger by the name of Radcliff the rogue, demands that the players hand over the chest or he and his bandits will kill them to the last man standing. If the players agree to surrender, Radcliff makes mention of "leaving no witnesses" to one of his fellow bandits. Players can either try and run or stay and fight the bandits. Should the players manage to defeat over half the bandits, or if Radcliff himself falls, the rest of the bandits flee into the woods losing their taste for battle. If Radcliff is captured alive, players can find out little information from him, as he and his crew were hired recently by an unknown party to wait for travellars bearing a chest very similiar to the one the players are carrying. The players can take Radcliff with them, as he is wanted by the local authorities for banditry and murder, and the militia at Shores End will gladly take him off the players hands. 2.) Arrival at Shores End - The rest of the journey to Shores End is uneventful (unless G.M. feels otherwise) , when the players arrive close to Shores End, read the following. "Shores End comes quickly into view, the tips of the harbor poking over the towns wall's, the distinct odor of the sea carried on the wind along with the sounds of this bustling port."
Inside the city the players can find all kinds of merchants and sights. Note: The city will be fully described later.
Old Fishing Village - A.) "Recently counciler Gavin Halls son and a young barmaid from the Gutted Pike ran off together after his father disproved of their union. Normally this would be a triffling matter, however, the couple was last seen near Fishermans Sorrow, an old fishing village several miles south of here. The village is reported to be haunted and fell place after it became infested with green sorrow, and the counciler is worried about his son. He has been missing for several days now and gavin is breathing down my neck to send someone out to find him." The counciler is willing to pay 500 gp's for the safe return of his son James and Kilia. B.) Xanovar explains this one himself, showing a particular interest, "The lighthouse, Sirsiers light, has gone out and we need to send someone to investigate. If you feel your up to the task, the lighthouse is several miles southwest of here. Its important we get that light shining again, without it we're going to have a lot more wrecked ships and a lot of dead men and women. Venthana is the keeper of the lighthouse, she's old even by elf standards, so it would mean a lot if you could find out what happened." C.) "Tinette, the owner and proprietor of The White Star Apothecary, dissapeared a short time ago. She was last heard heading to the Skinktail Swamp to gather some local herbs. Her husband Conall is worried sick about her and will pay what he can if someone will find out her whereabouts." After the players are done asking any questions, Dram continues, "If you can help me with any of these i would be eternally grateful, creator preserve me. Normally i would have a one of the seekers, or the town guard handle these problems. We have had several disapearences over the past few months, and our man power is stretched thin trying to investigate them." He looks nervous as he continues, "When you get back i might having something more to offer. Good luck and fair travels." If the party wishes to ask for money up front for supplies, Dram is willing to provide the party with an additional 150 gp's on top of the money they were just paid. He recommends heading over to the Traders Gate or the Red Archers Forge if they need anything. He also provides the party a map of the surrounding countryside, courtesy of the Hogbrook Catographers Guild. 3.) Three ways to adventure. Fishermans Sorrow - A once prosperous fishing village, it lived up to its name several decades ago when the village became overrun with the Green Sorrow. A mistlike substance that causes all caught within it to break out into boils and lesions before dying. There are those who are granted a fate worse then death, rising again as one of the undead. The village was quickly put down once it became infected, and has been avoided by locals ever since. When the mayors son and his Fiancee ran away, kilia suggested they hide in the old village, in order to throw off any pursuit. Unknown to the mayors son james, Kilia is really a cultist of Zahhak, and she plans to feed james to the undead that stalks the village in hopes of appeasing her undead master. Kilia is also working with the Emerald Cultists in Krackarells mine, and she hopes to use james in order to raise a skeleton warrior. The Village - The Village is a shamble of its former self. Buildings have become dilapitated, roofs caved in and wood rotted. Time and weather having taken there toll. In the Village three buildings still stand: the Church to Morrikal, the harbor Warehouse, and the harbormasters estate, though all show signs of wear. 1.) New Faces in Town As the players enter the town read the following: "The town of Fishermans Sorrow is a dilapitated wreck. Buildings appear rotted, roofs caved in with sicky looking moss and weeds growing everywhere. Three buildings appear to be still standing: A church of in the distance, a stately manor to the west of the town square, and a warehouse near the towns dock. No sound comes from the town, except for the occasional creaking of wood and whistle of wind through broken glass." As the players enter town, roll Perception DC 12 or the characters stealth check, to see if the ghouls notice the players entering the town. If the ghouls notice the initial entry of the players several ghouls attack the players. (2) Ghoul CR 1 (3) Ghoul children CR 1/2 This family of ghouls was originally a group of settlers heading towards Shores End seeking a better life. They were ambushed by the Ghouls living inside the church of Morrikal, and quickly became not only a meal for the ghouls but also new allies. They do not go inside the church and stick to the outskirts of the former village. 2.) Church of Morrikal The Church is rundown much like the rest of Fishermans Sorrow, though the central ampitheater is still intact. Here rest three ghouls who managed to avoid the purge of the village 30 years ago. More Adventure Stuff:
Krackeralls Mine -
Old mining station several miles from Shores End. Taken over by a large clan of mites, it is now being used as a staging ground for the Orcs of the Tuskspire to kidnape and enslave the people of Shores End. Dungeon Setting - Mining Caverns connected to the Darklands and a series of underground sea caverns. Monsters - Mites
Monster Politics - Kobolds originaly captured the mine from the dwarves several decades ago. They lived in relative peace until they were attacked by a large tribe of mites from below. The mights used their vermin empathy ability to control the various vermin living within the mine and interconnecting sea caves to attack and enslave the kobolds. Shortly there after a group of orc warriors and a shaman came to the ancient mine in hopes of using it as a forward base from which to attack and enslave the town of Shores End. Led by an agent from the Sidiros Trade Company, the orcs made quick work of enlisting the mites help, whether the mites wanted to or not. Currently the mine and subsequent caverns are filled with mites and their vermin allies. Kobold prisoners work the mines and forges, toil to create weapons and armor for the mites and their new found Orc and human "Allies". The Orcs have also made a discovery, an ancient fortress buried deep within the earth, though they have been unsuccesful in plunging its secrets as its defenders are very much "alive" if not a bit rusty. As the orcs try to figure out the sentries and how to gain access to the ancient fortress; they send the mites out to capture more of the townsfolk from Shores End to use as slave labor in digging deeper into the fotress. Dreams of riches and conquest filling their minds, while the town of shores end has a traitor in its midst. Power Tier:
Note: Orcs possess an outpost several miles from shores end which they are using as a staging point and a resupply base. The orcs leader is stationed here, an Orog by the name of Trolg (Orog Brb 2 NE). Note: Old Fishing Village several miles from Shores End. Rumors of it being a ghost town. Mayors son has gone missing in the village along with a local girl. Traps - Note: Secret Port beneath the mine which has a series of sea caves which connect to the open ocean several miles from Shores End. Natural Terrain - Rocky terrain - requires 2 moves to move through Stalagmites - Provide partial cover Fungus stalk, medium - Provides partial cover Fungus stalk, large - provides full cover Terrain features - Worked Cavern's - reinforced ceiling, lanterns. Natural Caverns - Uneven footing (+2 DC to any Tumble or acrobatics check), poor lighting Dwarven Living/Working area - Tiled flooring, Sconces, smooth walls Temple areas - tiled flooring, sconces, smooth walls Common doorways - Thick reinforced wooden doors. Sea Caves - Slick footing, Slick walls Underground Port - Stone buildings There is a fair amount of text to both. Any help is appreciated. Frustrated DM
It was originally intended to be for a homebrew race of elves, Sylvan Elves. I was trying to create a type of tribal defender for the elves, considering their background and history. Something unique for them.
@Ross Byers: You made good points and i have been working on fixing them. Thank you again for the feedback. @Cairan Barnes: Any suggestions on a name change? I have thought about Tribal Avenger, and a couple others. I am open to suggestions though. Note: Man it has taken me a while to get back to this post.
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