Sign in to create or edit a product review. I ran this scenario as a GM on the Paizo boards, and had lots of fun hamming up the NPCs. The scenario is set on an interesting location, and the title should give away that piloting skill way be needed every now and then. I'm really hoping to see more of Amek Na. The scenario picks up some of the loose ends of the Historia storyline, and does so with a nice balance of combat, social encounters and whimsy, all set in a very original and interesting adventuring location. I had great fun playing through this my character-that-takes-himself-too-seriously, and found myself enjoying the versatile encounters as well as the 'ah-ha!' moment of discovering the underlying mystery. The adventure does great job of tying up some old storylines while kicking off new ones, and best of all:
There's some great swag to be had Having both played and GM'ed this scenario, this one is definitely made my short for 'to be run again'. What I liked:
On Lady Darchana:
Lady Darchana is a high-ranking and powerful noble, and quite enigmatic. Her interrogation style immediately put the players on edge, a trick I appreciated very much. One thing that did strike me as a design oddity was the callback to Hellknight's feast. That scenario is a 5-9, and this is a 1-5 scenario, so chances are very low of anyone having the Hellknight's feast chronicle when running this scenario. I ran this module twice on the Paizo PbP boards, for two different sets of faction. The module really does feel like a follow-up on first steps, and there are definite upsides to that. - There's a significant social backdrop to everything that is going on. I had quite a bit of fun making with a 'pathfinder party', making oblique references to player's other PC's, referring to past events, and generally playing out the encounters. There's plenty of 'time' for this in a PbP, though I'm not so sure how it would pan out in RL.
Looking at the structure of the scenario, it actually bears close resemblance to the silver hex chronicles: these were all 1 hour - or so - quests that have been put together as a scenario. They could have been put in a format similar to the silverhex quests, and this would have allowed some more flexibility in running the 'paths'. I'm secretly hoping for something along those lines in the future. I certainly applaud the effort to put more depth into the various factions. I ran this scenario as a GM on the Paizo boards with a group of players that was very much into roleplaying. The scenario creates a paranoid atmosphere really well, and if the GM does his job, this makes for an excellent horror game. It was almost a pity that a combat shattered the suspense to some extent. As mentioned in other reviews: memorable NPC, creepy interactions and the threat of something lurking out there make this scenario a very memorable experience.
Recruiting for an original Eberron Campaign using PF1e, Spell Points from Unearthed Arcana, and Advanced d20 Magic. Looking for 5 recruits! SECRETS OF MAGIC
In this campaign, you are playing recent graduates from the Arcane Congress. You have yet to be invited to the floating castles of Arcanix. But you have aspirations to be. You are on your Journeys to become great, to learn magic for yourselves -- and to be invited into the halls of Arcanix's legendary libraries and learn the secrets there. Campaign Dynamics
* PATHFINDER Roleplaying Game, Core Rulebook: The bulwark of the campaign.
Classes Allowed: Wizard, Sorcerer, Arcanist, Summoner, and Magus. Multi-classing into other classes is possible. Just not the Gunslinger. Gunpowder doesn't exist on Eberron. Just remember that the Arcanist, Summoner, and Magi has to be converted to Advanced d20 Magic. Should be easy, after looking at how the other spell using classes work. I'll be willing to work with you. NO CUSTOM CLASSES! Races: Any race in the Eberron Campaign Setting book and Races of Eberron book works out fine. Kalashtar also work as a choice, just remember this game is centered on spellcasters. Just remember, some Warforged feats work best as Alternate traits. Character Creation Dynamics
Okay, that should cover everything. You start on your journeys as Journeymen. You won't be acknowledged as a Master until you reach 10th or 15th level. If you have any questions, don't hesitate to contact me.
I'd better playtest Advanced d20 Magic, lol! I'd like to run a game playtesting Advanced d20 Magic or the Dynamic Spellcasting system. It's simple enough, all you do is addition. Also, you can't get Advanced d20 magic on drivethru, don't know why White Wolf won't release it. So you have to download it second hand (sorry, Paizo for breaking the rules, but Advanced d20 Magic isn't available any other way). Oh, you can purchase a hard copy of Advanced d20 Magic for the grand total of over $100.00! Fun for your wallet, right? The system is revolutionary. It works like the Shadowrun spell system, although you are making fortitude saves to cast magic. Metamagic increases the DC of the spell you cast, though there are ways you can increase your bonus to the roll. :) Like incantation or invocation (both grants a +5 to the fortitude roll, and they stack!). By ritual (adds a variable bonus based on how long you perform the ritual). By using a focus (like a Divine Focus or material reagents [bat guano, anyone?]), through an investment of body (burning hit points to cast spells), or an investment of mind (burning XP to cast spells). Yes, there is some math involved. But you can roleplay your invocation ("Abra-kadabra!"). This system will allow you to cast magic by pure will alone, of course. But that will eventually take a toll on you (psionics anyone?). The system is balanced by the DCs to the spellcasting check each spell has. For instance, a 0-level spell only has a DC of 15, while a 3rd level spell like Fireball has a DC of 30. Wish (yes, your favorite spell) has a DC of 91. But you can learn any spell you want, regardless of level. (First level wizard dusting off fireballs, woohoo!) So, who is interested?
Just checking if anyone would like to play in Greyhawk on Mondays (5:30 pm MST (7:30 pm EST) to 8:30 pm MST (10:30 pm EST) using Roll20. I don't have a full story planned. But you may find Greyhawk: the Adventure Begins or the Living Greyhawk Gazetteer useful. I'd like to review the Living Greyhawk Gazetteer on my blog. So, I want to playtest it. The game is not play-by-post. It's a weekly live game played over roll20. I know some races in the Living Greyhawk Gazetteer will need some adjustment. Allowable Races
Allowable Classes
Gods and Clerics
Psionics
Character Creation details
So, who would like to play in Greyhawk?
Cevendyl wrote:
That might work. Spellfire can be powerful, though.
Rabscuttle wrote:
Wood Elves (except for the Grugach) are the most primitive of elves. Just a sec . . . From the FRCS (yep, I got a pdf copy today):
Silas Hawkwinter wrote:
A friend of mine gave me the pdf of the Fall of Myth Drannor, so I was reading it last night.
Male Human Psion 10/Atlanteologist 10
"What's this?" the Warforged says. "For the lord of blades, exterminate them all!" Initiative:: Warforged: 1d20 + 3 ⇒ (16) + 3 = 19 Kobolds: 1d20 + 1 ⇒ (15) + 1 = 16 Ini(Usgar): 1d20 + 1 ⇒ (15) + 1 = 16 Ini(Kaine): 1d20 + 4 ⇒ (13) + 4 = 17 Init(Lia): 1d20 + 3 ⇒ (10) + 3 = 13] Init(Karsh’e): 1d20 + 2 ⇒ (8) + 2 = 10 Init(Beren): 1d20 + 3 ⇒ (16) + 3 = 19 Init(Escher): 1d20 + 1 ⇒ (4) + 1 = 5 Init(Lambda): 1d20 + 2 ⇒ (9) + 2 = 11 Init(Jacen): 1d20 + 1 ⇒ (4) + 1 = 5
Male Human Psion 10/Atlanteologist 10
A week has passed.
Thunder rumbles in the distance as you cross the rain-slick skybridge that leads to Barmin Tower. The rain falls at a steady pace, causing waterfalls to spill over the sides of the slanted rooftops and balcony railings. Ahead, the door to the House Sivis message station hangs open at a strange angle, one of its hinges separated from the doorframe. Lightning flashes, and you think you hear a groan from somewhere inside the otherwise quiet shop. ============================================================== Okay Evendyl and Ouachitonian, your characters are found at the door. You also hear the groan from somewhere inside the House Sivis message station.
Well, if someone can have a vampires campaign set in the Wild West, I can do Werewolves in the Wild West. Since I have a few games already running, I wanted to gauge interest in playing a horror game set in the Wild West (1840 A.D. - 1900 A.D.). You will be playing loupe-garou, beings of savagery and violence. I'm the storyteller, and this is a game of horror fantasy. You will be playing one of twelve tribes of Werewolves, taking a certain auspice of the moon. A Werewolf is a reflection of the Wyld. And each tribe has it's own goals and expectations. The setting is called the Savage West for a reason. The Setting: Southern Utah, around 1849-1850, somewhere near Capital Reef, National Park. You are at a ranch where cattle are being raised for food and other things. Most of the apes (humans) are Mormon (LDS), but you don't have to be. Werewolf tribes can be any of them, although to stay true to the setting (Utah) -- most Utah pioneer Werewolves are Children of Gaia, Fianna, and Get of Fenris. Although it's not impossible to expect an Iron Rider or two (Glasswalker). The Game System: Werewolf: the Wild West. It's based on Werewolf: The Apocalypse Revised (I have both). One of the original game designers was Mark Rein*Hagen, so you know you're in for a treat. This is a campaign of horror, but also set in the Wild West. Try and watch a few classic movies on the Wild West and read some books to get an idea of your character. The book has a few suggestions on what you can watch and read. Incidentally, I also have Classic Deadlands and the three dime novels that put Werewolf: the Wild West rpg along side the Deadlands RPG. Worth mentioning, and while the Werewolf game is serious, I don't think the original Deadlands took itself seriously enough. If there is enough interest, I can go for full time recruitment.
Male Human Psion 10/Atlanteologist 10
Nbazi Samba wrote:
I might write a 14 episode season, then. 14 episodes will be enough for this group. If we are successful in the first season, I might add more. :) I've been heavily invested in the ORC license.
friendly sauce wrote:
I don't see anything wrong with Chained Summoner, and you can use background skills.
In memory of Wallace William Thornhill (1942-2023). Recently, the Electric Universe has lost it's greatest supporter in Wallace William Thornhill. He was the one that championed the Electric Universe theory, also called Plasma Cosmology theory. He was the chief Science Advisor to the Thunderbolts Project. He recently died in peace in his home in Canberra, Australia among friends and family. Strangely enough, he also asked me to continue his work. Plasma Cosmology was first formulated by Hannes Alfvén devised the first Plasma Cosmology theory in the Twentieth Century. But it was Immanuel Velikovsky that drove the point home to many with his book Worlds in Collision and that was what started both Wal Thornhill and David Talbott in exploring the Electric Universe, although in different ways. So, how am I going to continue the work of Wal Thornhill? Well, I'm a creative as much as I am a scientist. I worked on 3D art in the past, and have somewhat many pieces of 3D artwork on Deviant Art. So I propose a book entitled The Starfinder's Guide to the Electric Universe which will bring the Starfinder RPG into the Electric Universe.
Driftbourne wrote:
WotC is a pragmatic company. If they do, they can sell a lot of product. If they don't, then they will not sell a lot of product. I'm sure Ryan Dancey's prediction holds a lot of truth to it.
Just seeing if anyone would like to play a game set in the Mwangi Expanse. I've been reading about Jungle races in Unearthed Arcana, and an idea struck. A game based on sub-saharan Africa. I couldn't get Nyambi, but I do have Pathfinder Chronicles: Heart of the Jungle. Not exactly the Songhai Empire but a place to start. I almost picked up Mwangi Expanse for Lost Omens today, but decided to wait on that. So this is what I propose: * A hypothetical T.V. Show type campaign based on Sub-Saharan Africa. * Jungle elves, jungle orcs, jungle dwarves, jungle trolls (from WoW RPG), it's limitless. * Serpent folk would figure in the campaign. * Places to come from: a city based on Timbuktu, Gao (of the Songhai Empire), etc. * Have your characters wear colorful clothes based on the cultures of Western Africa (Niger, Gana, etc.) PRODUCTION DESIGN
Character Creation
Recruitment to end on March 31st.
Doktor Weasel wrote:
Hopefully the ORC will be better managed. So far, I think Paizo is doing the right thing.
Onesiphoros wrote:
Benjamin Franklin said that it's impossible to please all of the people all of the time. You can't make a roleplaying game that appeals to everyone (I didn't get PF2 because I didn't like some of the design decisions to make it). I figure my world (Phaeselis, Middle Kingdom, and Orcs of Kara'kar) was made with inspiration from World of Warcraft and Warcraft 3. I don't expect it to appeal to everyone, because everyone has different ideas about orcs, or psionics, or fantasy China. WotC's hubris is making the changes to the OGL, and Paizo responded with the ORC. I may not like PF2, but I love what Paizo is doing.
This is a sequel to my Phaeselis campaign setting. It focuses on the orcs. Instead of doing orcs from Orcs of Golarion, it converts the orcs from the World of Warcraft RPG. It's found here, so I thought I might put it up here for consideration. I'm running a campaign using it, and so far the group likes it. I am also currently writing an adventure for it.
"A long time ago, on the World of Faerun . . ." Welcome to the Casting of the T.V. Show: "A Realms Odyssey." Set in the Dale lands, specifically Shadowdale; this show chronicles the adventures of five characters through the Realms. The PCs! Formula: five friends leave the Dalelands to go in search of adventure in other parts of the Realms.
PRODUCTION DESIGN
Character Creation
Character Portraits: You may scour the web for a good portrait. Sometimes the best portraits weren't made by paizo. Be creative and selective. Gods: The Powers of the Realms are varied. You may select a patron from the Campaign Set. Remember, the people are polytheistic. They may pray to different gods under different circumstances. Clerics who choose a patron can check Faiths and Pantheons and the FRCS (3rd edition) for domains. Or we can work out a set of domains (and subdomains) for the power you want to represent. Alignment: Try not to play evil (unless you can show that you can cooperate with the party!) I want to play all the evil guys. Just have fun crafting your characters. Oh, and character creation will end on the 20th of January, 11:15 pm MST.
Looking for anyone interested in playing through the official Eberron campaign (Adventure Path?), starting with the Forgotten Forge in the Eberron book. Just testing the waters, to see who will be interested. You Will Need
Additionals, but not needed
Try not to create evil characters, I'm playing all the bad guys. We'll start in Sharn, City of Towers.
Phaeselis: City of Psionics Welcome to the era of Alexander the Great! Inspired by Monte Cook's Ptolus, Phaeselis is a city campaign set during the empire of Alexander the Great. Set in the world of Alexander the Great, you the PCs adventure in a town that has been reserved for the psionically gifted. You may or may not have the gift. As a city with a multicultural heritage, you will find that they put people from the East in with people from the West. Besides that, the dominate method of teaching psionics is the Will and the Way. As an adventurer, you will find adventure in the most likely of places. Not only in the city itself, but possibly without! =================================================== You Will Need:
Please read the wiki. It took many days to craft the world you are about to play in. Character Creation Standard 25 point characters, two traits, drawback optional, and first level. You are either natives of Phaeselis, or new comers to the city. Backgrounds
Investigator Not all rogues work against the law. Investigators use their skills to serve the law, often in the employ of nobles or in the pursuit of noble causes. In some cities cabals of investigators work for rulers or bureaucracies, but often an investigator is a free agent who pursues whatever mysteries come across her path. of course, not all investigators serve the law. Crime lords and guildmasters often have squads of investigators serving their own nefarious purposes.
An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false. This ability replaces trapfinding. Rogue Talents: The following rogue talents complement the investigator archetype: coax information, fast picks, follow clues, hard to fool, and minor magic*. Advanced Talents: The following advanced rogue talents complement the investigator archetype: hunter’s surprise, slippery mind*, and thought reexamining.
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. --------------------------------------------------- Okay, Kendryl, I don't see the Investigator archetype as "regent friendly." They are more like peasants or nobles playing detective. The regent, however, has more responsibilities. As for the snoop:
Snoop Snoops are the underworld’s version of detectives. They often act as information peddlers, specializing in gathering secrets through investigation, subterfuge, and coercion, and selling or trading those secrets for personal gain.
At 1st level, a snoop gains an ability similar to the investigator’s inspiration class ability. The snoop begins with an inspiration pool equal to half her rogue level plus her Intelligence modifier (minimum of 1). Unlike an investigator, a snoop can only use inspiration on skill checks, not on attack rolls or saving throws. This ability is otherwise identical to the investigator class ability of the same name. This ability replaces trapfinding and evasion.
Beginning at 2nd level, and each time she selects a new rogue talent, a snoop can instead select one of the following investigator talents: eidetic recollection, empathy, hidden agendas, inspired alertness, inspired intimidator, item lore, or underworld inspiration. Her effective investigator level for the purpose of these talents is equal to her rogue level. She still can’t use inspiration on attack rolls or saving throws (so, for instance, she can’t use the second part of hidden agendas).
At 4th level, a snoop gains a +2 bonus on Intimidate checks when trying to force an opponent to give her information (or Bluff and Diplomacy checks for the same purpose if she has the coax information rogue talent). She also gains a +2 bonus on Sense Motive checks to tell if someone’s information is false. At 8th level, these bonuses increase to +4. This ability replaces uncanny dodge and improved uncanny dodge.
At 8th level, a snoop receives the rumormonger advanced rogue talent. This ability replaces the rogue talent gained at 8th level. Rogue Talents: The following rogue talents complement the snoop archetype: black market connections, coax information, fast stealth, follow clues, and strong impression (as well as certainty for an unchained rogue). Advanced Talents: The following advanced rogue talents complement the snoop archetype: hard minded, hidden mind, skill mastery, and thoughtful re-examining (as well as cutting edge for an unchained rogue).
Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
Sariana Nightsong wrote:
Bloodtheft is one way of getting a more powerful bloodline. That's for sure. That part is definitely inspired by Highlander. But you have to stab your blooded guy in the heart or use Tighmaevril. Quote: Are we going to use background skills? I didn't see it in the starting post, so thought I'd check! Yes, you can use background skills.
Evindyl wrote:
I want you to use the system out of the Rulebook. :) The system on BR.net is .. . flawed.
SodiumTelluride wrote: Color me intrigued! I’ve never played (or even heard of) Birthright so I’ve got some reading to do, but at first glance I’m thinking maybe a fighter or a melee bard. It's a rewarding campaign, if you play it right. It's somewhat inspired by Highlander. Lapyd wrote: I'm reading through the site forums and wiki to see if I can put up something. I never played birthright so I don't know exactly what to expect! It's ultimately very fun. :)
Dark storm clouds gather over war-torn lands. Armies march wearily into battle once again, answering the ancient call to arms. The banners of noble houses flutter raggedly before the onslaught; some will fall, never to rise again, while others will weather the storm. Across the ruined empires of Cerilia, the dogs of war are let loose one more time. Somewhere on a muddy battlefield, a common man becomes a hero—and a hero becomes a king. The BIRTHRIGHT™ campaign world is like no other AD&D® game world ever developed. In this setting, player characters are kings and nobles, prelates and guildmasters, great wizards, and royal heralds. They're the leaders of their own kingdoms and domains, wielding the power to wage war or preserve peace. At their commands, armies march and kingdoms fall. Welcome to BIRTHRIGHT!
Character Creation
Era
Character Generation
Classes
Required Reading
Region of the Campaign
Alignment
Bloodlines: Both the rulebook and Birthright.net goes over the acquisition of Bloodlines. Your bloodline may be Great, Major, Minor, or Tainted. You get a number of blood abilities from them (special abilities that mark your nobility). Becareful of Azrai bloodlines, as you might become a monster as you use them. Religion
Realm Spells
Introductions
Character Creation Guidelines. 1). Dark Sun is a High Psionics campaign. So figure on psionics playing a part. So we are going to create Gestalt characters. This makes ascension simple. One of your Gestalt classes may be "psionic." What I mean is you can choose your 1st Gestalt class from Ultimate Psionics or Occult Adventures (yes, I have the book, and no I don't have to like it). Your second class may be chosen from the Core Rulebook (1st Edition please), Advanced Class book, the APG, and Ultimate Magic. Just remember: Those of the Inquisitor class are called Templars, and Magi fight in the Arenas. Just remember to disguise your magic as psionics. 2). Races. The following races from the Core Rulebook are allowed: Humans, halflings, dwarves, elves, and half-elves. New races include: Dragonborn (2nd Generation dray), arrakocra, muls (human/dwarf half-breeds), half-giants (human/giant half-breeds), Pterrans, and Thri-Kreen (Kasatha can replace Thri-Kreen). 3). Ability scores. Normally, the players would choose 15, 20, or 25 points to distribute among their Abilities. However, Dark Sun is too dangerous for a character created with 15, 20, or 25 points to survive. Stats are rolled. Roll 5d4+4 dice six times and arrange to taste. 4). Archetypes. You may choose one archetype for your gestalt character. They may be chosen from the APG, Ultimate Combat, Ultimate Magic, and the Advanced Class guide. 5). Traits. You may choose two traits. 6). Starting level. 6th level. Wealth is accorded to ceramic pieces, because gold is hard to come by. Remember, Athas is not a metal rich world, so steel is very hard to come by. |