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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.
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.
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.
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.
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.
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
Tribal Warden (Fighter Archetype) Noble protectors of their tribal homeland and its allies, Tribal Wardens are hardy and steadfast warriors. Roaming their people's homelands and abroad, the tribal warden seeks to protect not only his people but their allies as well. Trained to endure and to inspire the Tribal warden is a welcome sight to any party that has not drawn their ire. Weapon and Armor Proficiency: Tribal Wardens are not proficient in Medium or Heavy armor, or Tower shields. Ancient Will (Ex): Tribal Wardens are trained to endure untold hardships through ancient rituals and mystic rites. They gain Endurance and Iron Will as bonus feats. This ability replaces the fighter’s 1st level bonus feat. Deft Maneuvers (Ex): Tribal Wardens train to outmaneuver their opponents. Tribal avengers gain a +2 dodge bonus to AC when wearing light or no armor. This bonus increases by +1 for every 4 levels after 2nd level. This ability replaces the Bravery Combat Honed (Ex): The Tribal Warden has learned to react with lightning reflexes. The Tribal Warden gains a +2 bonus to Initiative and gains a +5 ft. bonus to movement speed. This ability replaces the fighter 4th level bonus feat. Savage Dictate (Ex): The Tribal Wardens zeal is unsettling to even the most stoic of heart. 3 + ¼ level/day the tribal avenger can declare a blood oath against one target creature. The targeted creature must make a Will save, DC equal to 10 + ½ level + Str modifier or become Shaken. The Tribal Warden also receives a +1 morale bonus to attack and damage rolls against that creature. This bonus increases by +1 every 4 levels. This ability lasts for a number of rounds equal to 1 + Cha modifier. This ability replaces weapon training 1 and 2. Primal Surge (Ex): Tribal Wardens are condition to be the hardiest of their race, and can draw on hidden reserves of endurance. 1/day when brought to 0 hp or less, the tribal avenger gains temporary hitpoints equal to 2d8+1/2 level. The Tribal Warden also gains a +2 morale bonus to Strength, and a +2 morale bonus to AC. This ability lasts a number of rounds equal to 3 + Con Modifier. This ability increases to 4d8 +1/2 level at 12th level. This ability replaces Armor Training 1, 2.
Alright, so i am currently working on a couple archetypes for a homebrew campaign. I was wondering if there was anything i should be aware of when working on archetypes. Also any suggestions or recommendations when it comes to creating archetypes. Second part. Would you consider a Tribal Avenger type archetype a Fighter or Ranger? I have an idea of what i want, but I'm still working out the specifics. I am also trying to work on an Animist Shaman archetype for the druid, though I'm still fuzzy on that one. Just some questions from a very tired mind. :) Happy Gaming!
Hi all, Just popping on for a minute, as i have a bit of a problem. I am working on my own Homebrew Campaign Setting and i seem to be short on time. School, work, getting married; my free time is in limited amounts these days it seems. I was wondering if anyone might like to collaborate on this. I have a wiki set up at the moment, and I am trying to add more every day if i can. My fiancee and my friends want to play, i just don't think the world is ready... So i was hoping to find some paizo board people who might be willing to work with me on this. Here is the Link: Tharenika Let me know, if not i can muddle through. Just would make it easier. Happy Gaming!
Alright, so i am getting ready to run my campaign here soon. My own custom world is coming along nicely. Adventure ideas have been found (writers block is killer), and everything seems to be in working order. Now comes the fun part. I have made some custom/homebrew monsters and i need to make sure they are balanced and wont TPK my friends when they come to play. While i don't THINK they will... I'm human and make mistakes. So I'm asking all the kind people here at paizo to take a look, critique, examine, scrutinize, and let me know what your thoughts are. If you think they are overpowered, underpowered, could be made better, what have you. Thank you and happy gaming. On to the monsters! Orog This powerfully built, grey-green skinned humanoid, has large tusks jutting from its porcine face. Its eyes full of rage and bloodlust Orog CR 2
Defense
Offense
Statistics
Ecology
The bestial and terrible orog is the result of a union between an orc and an ogre. Born of fury and bloodlust, the orog is a creature of immense strength and cunning, born into a world of fighting and war. Though smarter then their ogre heritage, and stronger then their orcish heritage, the Orog does not technically fit in with either. Often times orogs are used as shock troops by orcish tribes fortunate enough to have them. The orog make excellent warriors and berserkers, possessing a natural bloodlust and a sadistic streak even their orcish companions find unsettling. This often times puts them at odds with the tribe and many orogs can be found wandering the countryside searching for battle and the ability to sate their more carnal desires. An adult orog is roughly 6 1/2 feet tall and 260 pounds. Their bodies are powerfully muscled, this includes their jaw muscles which allows for a terrible bite with its tusked jaws. Orogs themselves can interbreed with regular orcs, though often times this results in normal orc offspring. That is my version of the Orog, i know there are others, but they never really made sense to me the way they were written. So i decided to make my own. Let me know what you think, and i will be posting more later on.
Alright so i have gotten a good foundation for my campaign world, and as im trying to work out ideas for the first game i want to run, i hit a little snag. I can't think of anything! mind just goes blank. I've hit a writers block a mile wide, and its killing me. So while i often ask these boards for advice or suggestions, i need some real help here. Little Background - I'm going to be starting up the campaign in a relatively small (3,800 or so people) fishing/whaling village called Shores End. Information on the village: Shores End: A small harbor town located within the center of Frostpeak Bay, it has quickly become a hub for shipping lane traffic traveling through the coastal northern Scarrwind Ocean. Shores End is home to a variety of people: Adventurers seeking to plunder the ruins dotting the land to tradesman, trappers, sailors and other more honest folk. Shores End was originally founded 70 years ago as a way point for ships passing through, as time has gone on it has become a major shipping point for traffic traveling north. Though Shores End has had its trials; from marauding bands of giants, orcs and ogres, to terrible blizzards, to threats from the sea the town of Shores End has stayed stable and thrived. Now the country that it is in is a northern (think Washington or the southern parts of Canada) landscape. Originally it was the home to a great dwarven empire and that empire, along other more ancient ruins, dot the landscape. The area is fairly uncivilized, with all manner of creatures and monsters about. Giants, Ogres, Orcs, Goblins, Fey, Lizardfolk, other nasty stuff. Not to mention the clockwork machines of the old Dwarven Empire. The village itself, much like many cities, are built upon these ruins (whether knowingly or not). I am currently trying to figure out what do for the beginning adventure, and for whatever reason its just not coming to me. I've hit a wall and could use some aid for one somewhat frustrated DM.
Afternoon people at paizo, so i've been working on my own campaign setting for a while now and im currently trying to work out a couple things having to do with races. At the moment i want to make an elven race a little more savage, less "Magic Missle" more druid. I was thinking something along the lines of the elves from "Elf Quest", a deeper bond with nature, with animals, etc. Anyway, i was wondering if anyone would have any suggestions. I was also contemplating doing desert elves as well. Elves who became stuck in this vast desert after the gates to the homeland were destroyed in a giant arcane cataclysm. They have been stuck in this desert for thousands of years. I have a couple ideas, but suggestions are welcome.
Alright, so, I'm currently working on a monster to use against my players on a later date. I'm thinking of some sort of crocodile/alligator type creature that has a breathe weapon (Toxic gas), some possible spell like abilities, a primordial look to it, is fast and has a bite/claw/tail swipe attack. Primarily swamp based, etc. I have ideas for it, i just cant think of a name that I'm happy with. This picture sparked my idea: http://archosaurmusings.files.wordpress.com/2010/11/kaprosuchus_final6_web. jpg If anyone has any ideas on a name i would appreciate it. Or just suggestions on a process for coming up with a name. Writers block on a name *sigh* its ridiculous! Thank you in advance, and happy gaming! :)
Alright, so i currently have four players in my campaign, however, my brother is wanting to join which will be upping the APL of the party... im just wondering if i should increase the challenges involved or if the campaign will be able to handle a five man party?? For the record: Human Two-Handed Fighter Elven Magus Elven Wizard Half-Elven Cleric Half-Elven Ninja Any suggestions or advice would be appreciated. Granted i have my own feelings but i like a little feedback ;) Happy Gaming!
Alright, so i have a player in my current ROTRL campaign who want's to create a "Detect Ore" spell. I can imagine how that would work, but im not sure if it should be (lesser, regular, greater or just one) though im leaning to it. Just wondered if anyone had any suggestions, and i have informed them of problems that COULD be related to the spell. Basically he wants open up a mine and use it as a source of income (yeah this could be abused, but, im pretty sure i can limit it... ok i know i can :P) Anyway suggestions would be appreciated. Happy Gaming!
Sooo, im currently running ROTRL for the first time (Having a blast!) while also planning for the future of the game i hit a snag. I have a pretty good idea nualia will probably survive the PC's (beaten and bruised). I was thinking i like the idea of her being a divine scion, however, i also noticed she is ten, ten! skill ranks away from that prestige class, and she only gets a maximum of 3 skill ranks a level. I would like her to make an appearance in the second part of the campaign, and i would like to add the half-fiend template (and eventually make her into a succubus, it just sounds fun! 3:) ) anyway... I guess all im asking is for some ideas... or clarification on how high i can actually make her for the second one without getting too crazy.
So some friends of mine asked me to run a Zombie Apocolypse game (This is interesting as im trying to get my ROTRL game set up). I've decided im going to use D20 Modern, but with the advances and design principles of Pathfinder. I have most of the skills converted (Pretty easy) Currently working on the classes. A lot of it seems pretty simple, but im sure there are hidden dangers. Any suggestions or ideas?
Alrighty, soooo... having read through the new book and getting a feel for everything (enjoyed the hell out of it by the way) I was kind of pondering what to do after the confrontation with the Runelord Korzoug. I like the idea about the Oliphaunt, though im trying to figure out what exactly the Oliphaunt of Jandelay would be like. I definitaley feel it will be an outsider, colossal, Probably have spell resistance, DR 5(10)/-, an Aura, Probably an Earthquake like ability when charging, Gore Attack (rend), Moderate AC, High will and Fort, low Reflex, probably between 32 and 40 HD... etc. However the actual Description and i guess over all Physical Descriptor for it eludes me, along with any spell like abilities it might possess. I am also trying to figure out its actual ability scores, granted their are base numbers in the Monster manual for creatures up to CR 20 (maybe higher i dont remember of the top of my head) I would imagine Godlike Strength, Average Dex, Godlike Stamina, Average Intelligence, Moderate wisdom, and moderate Charisma. So thoughts, comments, ideas? i would love to throw this at my players at level 20. For the record, my players have a tendency to continue once they reach demigod power... I would like to give them a proper send off, One way or the other.
So i have a player who wants to play a ranger but he doesn't want the spellcasting ability of the ranger. He was asking if there was a way to exchange them for something else. So im curious as to what would be appropriate? He wants to play an assassin type character, and i dont feel to badly about allowing him to have some of the assassin abilities in exchange for the spellcasting. Soooo, to the community i ask, what do you think?
So im currently wanting to write up an adventure involving undead miners and a variety of underground goodness. Still working on all the nitty gritty but my main thing is i have no idea, what so ever, what all is included in an actual mine... i mean i know the basics buuuut thats about it. So in light of that i was hoping the good people of the boards could be of some use (and i was wondering what the Thassilonian Necromancers were... or if people had some ideas for an adventure involving a mine and undead miners. Keeping in mind this is a prequal to the ROTRL campaign). As always, Happy DMing! :)
So i've finally decided to run rise of the rune lords,and i've poked around on here for a while and i finally got a chance to do some reading. I have decided i would like to do some running around before burnt offerings... though i was wondering if anyone had some suggestionsd as to where i should go or what modules i might think of running. (I'll admit i like the crown of the kobold king)
Hey all Jaded here, i'm currently in the process of writing up the night below for my group into pathfinder. Now i have a fair list of questions that i am currently trying to work out, but i figure ill start at the beginning and work my way through. Now to be fair i am definitely going to take some liberties with this module, just want to get that out there, i do however want to stay strictly within the mod of pathfinder (monsters, etc.). Now in this adventure their are A LOT of factions * Aboleth
So those are the factions (plus sub factions on the side) i need to think about what to use for subs for the Illithids, Ixzan, and Rock seers. Also i need to figure out where i can set the campaign im thinking the river kingdoms or maybe in Varisia... but input would be helpful. Anyway, thats what im starting with, hopefully i can get some ideas from the wonderful and amazing people here on the Paizo boards.
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