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MKtheDM's page
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One of my favorite franchises in the world is Castlevania. I remember playing it a long time ago...my first entry in the series was Super Castlevania for the SNES. It was really cool...but I didn't have much of an idea what was going on.
As I got older, I tried new entries into the series...Symphony of the night, the original, Castlevania II, I even gave Simon's quest a try. The games are really fun...
What really got me back into the mood with it was the animated series released last summer. It was kick ass...the best hour of my life...I binged it too fast. I was very sad to find it was only 4 episodes.
Still...it was good.
Awhile back, I wrote up a Castlevania D20 campaign...it was probably my first homebrew thing I ever made. I however was a scrub...so everything was very wonky and...broken...yeah broken...
So what I am providing to all on my google drive an updated version of the Castlevania D20 module; and anyone can use it.
Basic synopsis: A long time ago, there was a fabled alchemist known as Mathias who cursed at the Gods for taking his wife away. He began a plan to curse them avoid death by becoming a vampire to live forever. When his wife was taken away from him in undeath, he cursed at humanity and declared them to all be slain by his hordes. Dracula was defeated by the fallen paladin Trevor Belmont, but alas his defeat is temporary. Dracula rises from the grave once every 100 years...and he has once again rose from the dead.
The module has 2 different stories to it...and it depends entirely on what the players want to do.
RICHTER BELMONT STORY: The descendant of the Belmonts...Richter Belmont has been tasked by Lastwall to go to Castlevania; the location of which Dracula is said to reside at and stop the Count before his armies spread to the land. However, Richter fails and is slain by Dracula. You adventurers have been sent in as a backup to save Richter and help him destroy the Count...not realizing his fate has been sealed.
PLAYER AS A BELMONT: You are the current descendant of the Belmont clan; and have been told the day Dracula has come back from the dead has occurred. Armed with your Vampire Killer whip; along with your traveling companions, you have gone to Castlevania to fulfill your family destiny.
The PDF features
449 FREAKING PAGES OF SHIT I WROTE DOWN
A complete 8th level to 14-16th level adventure from the outskirts of the Castle to the inside of the dreaded halls of Castlevania.
A faithful customized Castlevania like story with many cameos from characters around the Symphony of the Night era in the timeline.
A very difficult and frustrating dungeon crawl experience, one that faithful reconstructs the constriction that Castlevania brings with exploring.
Freedom to choose many different routes to find where the Count is hiding at and having many secrets stored around the Castle.
Various endings based on Rondo of Blood and Symphony of the Night.
Fully custom allies, NPCs, and enemies tailored from the many games of the series with their own stat blocks and stories to them.
Custom items brought it from various games that can be collected by the party to aid in their quest.
New spells and traits
A listing of all Knowledge checks that could be made, and what each check yields.
A complete timeline which completely integrates Golarion and Castlevania as if Castlevania occurred in the Golarion setting.
Other stuff...
This module I give to all to use. You may do whatever with it. If you don't like anything I wrote up or have a problem with some things, change it. This is completely free that I made with my own time, and it should be something fun to do...especially with the anticipation of season 2 coming up.
Castlevania D20 link: https://drive.google.com/open?id=1FhhzEMUr9mfadgrGpimoJIV9y1UmzVg5

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So awhile back...I posted this thread...
http://paizo.com/threads/rzs2uab6?StarCraft-Protoss-Race#5
I didn't get responses till about 2 days later, so I stopped paying attention cause I thought...well...it's been a couple days...I doubt anyone is going to look at now...other posts will knock it down.
I was wrong. People actually did comment; I just didn't pay any attention.
Now I have actually started a campaign that actually involved the use of some of this; and I saw the problems...some of which people commented on. And I went back to fix them. And now I am doing a repost that hopefully people will comment on and; I actually pay attention this time...
Anyway...I'm a big fan of the StarCraft series. It's probably my favorite RTS game...it had a great map maker, compelling story, alot of action, kick ass soundtrack and visuals for 1997, and memorable characters. I decided to make my own version (a year ago) of two very important creatures in the universe.
The two PDFs I have here are two things: A Protoss racial sheet, and a Zerg Monster stat sheet.
The Protoss racial sheet features (as mentioned from my last thread...a year ago...:\ ) the following:
The Protoss's description of the race
The Protoss racial stats
Protoss Alternate racial traits
Protoss Favored Class Options
Racial Classes: Dark Templar and High Templar
Alternate Racial Archetypes: Zealot (Cavalier), Phase Smith (Wizard), Ascendant (High Templar).
Racial Feats
Racial Equipment and Technology
Racial Magic Items
Racial Spells
Racial Artifacts
Stats for Archon and Dark Archon
I paid alot of attention to the in game lore to create all of this; and I believe what I am posting here should have fixed any problems from the last PDF I set up for download..if anyone from a year ago is even watching...
The new PDF I am posting included in this is a monster stat sheet for all of the Zerg strains. It includes some templates, some environmental challenges, rules for creating one's own Zerg hive (which can be tweaked around...not really something I focused on creating when I wrote this out), and other fun things. I used the Monster Creation page in the Bestiary, and I think I got them as close to balanced as I could get.
Anyway, these are all free to download and use. Let me know in the posts what you think...and this time I'll pay attention.
The Protoss Race: https://drive.google.com/open?id=1IwLq0rOnsof17XUH0IGBv2oG10-4Dnp8
The Zerg Monster sheet: https://drive.google.com/open?id=1uBd6STcfsBVUy-xs1JXgoET0Zgh0l9uY

So I am in this custom campaign that is hosted by my brother. Something happened to our characters some weeks back with a revelation we learned about ourselves in the campaign.
To paint some background on the kind of GM my brother is, my brother makes his campaign more focused on the narrative than player actions. So while the story is really good and is full of twists and turns (albeit somewhat predictable at times; but hey hard to be original these days), player focus is removed for the most part from the equation. So if this part below feels like my brother kind of hijacked our characters...it's cause he did. It's his quest so I'm not going to criticize him that much since im still having fun, albeit recently it has been kind of going downhill for me personally. In addition, while the campaign is his own custom continent, he still based it on Golarion the planet so all the lore and stuff is still there with some additions (the changes don't make much of a difference)...which is why I am posting this here.
Story Background: The land of the Inner Sea was destroyed by the deities thousands of years ago due to the unspoken alliance of the deities being broken and a downward spiral happened. The landmass we are centered in is called Sapience. The landmass we were on was being sieged by these large armies of clockwork constructs assaulting the lands and killing the people. Aside from that, we are in the same world/planet. So we went to journey to find where they were coming from, and hopefully destroy it. We did find the location. It is there we learned there was some kind of science experiment going on dedicated to replacing the humanoids of Golarion with these altered science experiments called "Gestalts." Some Plemora Aeon (or at least we think it is...it is the closest to what my brother was going with) was instructed by the deities to stop a coming Armageddon 500 years from now. The plemora thought on it a bit and concluded that the only way to stop the calamity was to build an army of humanoids that were capable of surviving it. It created this Gestalt program in which it basically attempts to augment individuals to the point of where they can face anything. He described it as getting individuals ability scores at 60+, giving them 4th or 5th level casting at level 1, basically absolutely insane buffs. However, most people (who am I kidding, for 50 years out of 10,000,000+ million people, only 1 has made it through...which...by the way...probably last boss of the campaign) never survive the process. They were also attempting to create something called a replicant, which is a artificial humanoid/native outsider construct, which they then use to try and put them through the program again...or send them out into the world to gather more children, and or other things to advance it's goals. They're very similar to synths in Fallout 4. The clockwork golems were made because they couldn't kidnap children fast enough, or in enough quantity..and because the plemora's plan is to virtually genocide all the other races because it believes they won't survive anyway. Anyway, we arrived at the tower and learned that our characters themselves were also replicants of some kids used in the program that predictably died. Our characters were made as replicants as some of the people working there grew disheartened with the program and wanted to leave because the program has largely failed; being with only one actual "Gestalt" made...others unable to finish the program due to death, too much of a risk, or just they were needed for field work and only needed the partial treatment. They decided to make replicants of us because they wanted to give us a chance to actually enjoy life after our original selves died. Here's the problem...we are soulless being. We don't have souls. All of our abilities come from these powerful ioun stones in our bodies; including divine casters. We can't speak or reach to deities with anything (though they can still contact us through their own interventions or proxies such as non replicant clerics). They ioun stones created an energy that mimics all aspects of divine, arcane, supernatural, etc...without it actually being it. Some cringe stuff happens (typical anime villain like speeches that question our moral compass and try to make us think we should go evil for this work despite it clearly not; even though he says it COULD work with time now that they have a gestalt...himself. Very good for story, kinda meh for a campaign), and the deities directly intervene and destroy Clockwork Tower...as all the good deities disapproved of the procedure after it was clear it was not working and there were no successful gestalts aside from one. Background ends.
NOTE: It's important to note that replicants are not Androids. Androids have souls...we do not.
Now here is my question as I was planning an Aasimar life Oracle...and here not actually having divine power AND a soul heavily disheartens her. She actually went to do a bunch of blow and other drugs because she fell into depression when hearing this...a very good RP decision I think for her who dedicated herself to Sarenrae her whole life. I want to after this major quest line for a way for my character to acquire a soul so that when she dies she can see her husband and kid instead of having nonexistence. Since the world we are on is still Golarion and everything in there is still there, what would through the vast lore given by Great Old One James Jacobs be the way for my character to be given a soul so that she has an afterlife? More or less, how would a being that does not possess a soul be given one in a regular campaign setting?

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I am a huge StarCraft fan...I've been one since I was probably 14 after accidentally discovering the game at a youth club in my town. Since then, it's been one of my favorite PC games to play. My favorite race is the Toss, and I've always been a fan of them and them as a race.
Recently, I decided to convert the Protoss as a race that would be playable in Pathfinder. I decided the first thing I should do is make a lore friendly version of the race, and then skim it down into something that could be usable in let's say a module or something ( I wouldn't use this in any APs I run since there is always sometimes a problem with homebrew). It ended up being a larger project than intended as I ended up giving the race a complete loadout (Alternate racial traits, favored class options, etc etc). Anyway, because of how much time I invested into this, I figured I could share them with you guys so you all could see how I did, and what revisions could be done to fit more in line with StarCraft's lore, game balance, or more fitting things for lore/balance of what would happen if a tribe of Protoss crash landed on Golarion and were stuck there.
I've seen conversions for the Protoss before, but each conversion always uses D&D psionics. I've never read or invested any time in psionics; so my version of the Protoss just uses the core books of pathfinder to build and how each of their stuff is set up (along with the tech guide because...you know...Toss mech OP...well until you get to siege tanks that is). You'll notice that as you read into it.
Anyway...what's in the document:
The Protoss's description of the race
The Protoss racial stats
Protoss Alternate racial traits
Protoss Favored Class Options
Racial Classes: Dark Templar and High Templar
Alternate Racial Archetypes: Zealot (Fighter), Phase Smith (Wizard), Ascendant (High Templar).
Racial Feats
Racial Equipment and Technology
Racial Magic Items
Racial Spells
Stats for Archon and Dark Archon
Enjoy and tell me what you think:
https://drive.google.com/open?id=0B8M5DvYSLer0N1lpVkxjWGdYQ2M

This is a very wordy post; and I'll do my best to sum it up as best as I can.
Now my brother runs this campaign that we all have dubbed "weeb quest." As you all can guess, it's a campaign that uses many anime tropes and themes to it...which is fine by us since we're all weebs (except Leonel...he's that guy of the group). The campaign is great and all; but the lore in it really bugs me. My brother tries to explain everything that the Inner Sea Word Guide doesn't explain about the timeline in Golarion's creation. We're not in any known land of Golarion...we're on a country that formed after a post apocalyptic war of the Gods; giving us the illusion that we're in his own original quest...but still part of the world.
The following information around here are the parts that bug me:
In this world with his lore, the world was supposedly created by these three deities. These aren't your regular deities either; these are greater deities. One of these beings are able to solo all of the normal deities on Golarion in his lore. These deities supposedly created the world, and even created a majority of the deities; before moving to the sidelines. The three Deities are Law, Order, and Chaos. After this, the world continues to play out like it does in the Inner Sea Timeline.
Now...these deities wouldn't irk me as much...obviously Pathfinder doesn't explain everything about their lore as there is a few secrets they want to keep hidden for the right time, so everything he made is just trying to fill in lore for his world. It's the things that they do that makes me not like it.
These deities embody the very ideals they are named after. Law is the pure embodiment of law, Chaos is the pure embodiment of Chaos and freedom, and Order is the balance between the two. These beings will do whatever it takes to ensure their ideology is enforced. This includes grabbing the (what are basically dubbed as lesser deities now) deities of Golarion in the world and forcing them into wars. Law wants everyone to be shackled to the Law, because she feels that through the law, people will be able to survive and thrive. No one breaks the rules, and no one steps out of line. However, she holds this to the strictest mandate. Those who fall outside of the mandate are to be culled immediately without pity or remorse. Chaos is the opposite spectrum; being that all beings are to live freely without conforming to rules or society. Those who try to establish any form of law are to be culled. Order believes that the two should have a balance between the two. Those who would seek to disrupt the balance (regardless of reason) are to culled; along with anyone close or associated with them.
There was supposedly two great wars in Golarion. One before the kingdoms were forged that we know in the Inner Sea Region. In this war, Chaos started a war with Law to show the superiority of his race known as the Kerricians. Because they were the creation of a greater deity, the gods had to plead with Law to intervene; knowing that intervening themselves would result in their deaths by a greater deity. Law then intervened with Chaos forces and a six day battle began. The battle ended when Order arrived and attempted to balance the forces of Law and Chaos...by genociding both armies and forcing the two into submission and back on the sidelines. Law and Chaos left along with Order, but left the world in ruin on both sides.
Eventually a second war broke out, and this time both greater deities forcibly summoned warriors from all over the planets of the universe, extraplanar beings, demigods and gods like and fought in a second war. Now in this war, no one knows who started it, but it happened. The war ended again with Order appearing and genociding both armies; and this time the entire planet along with it. Law's body was killed in the battle by Chaos, forcing her spirit into a plane until a proper vessel could be bred for her to inhabit. Chaos was sealed away by order, and Order fell into obscurity. And then to punish all the deities for their forced involvement severs their connection to the world of Golarion, requiring them to use a specific artifact to maintain control of their power on the world; in a very limited fashion (all they seem to do now is be able to grant clerics and divine casters their power...nothing else). Order then leaves this now completely destroyed world in ruins, leaving only a floating island for the humans to survive on.
So...do you think you can guys can offer input on a few questions I have below.
What do you think of the Greater Deities?
My opinion of the Greater deities is very low. Do you agree that the Greater Deities are of the evil alignments?
My brother in his lore believes that the Greater Deities are needed in the world. They supposedly maintain aspects of the world that the regular deities do not. Since this world still uses Golarion's lore, would the Greater Deities actually be needed; or can the normal deities do this themselves?
One of the other aspects on why the Greater Deities are needed are the fact they keep the other deities in check. According to him, this is because that the deities themselves have their own preferences and beliefs. They tolerate one another; and some are friends with each of them. However, they also have enemies. Although it seems foolish for the gods to fight one another's followers (since this would flood souls into that plane of existence's afterlife as they fall into the River of Souls, and fuel the ranks of the other deities when they arrive at Pharasma's boneyard), his logic is eventually tensions will rise and someone will do something to cause all hell to break loose. One God will attack, then that God or Goddess will rise to defend their followers; then another one might join the fray. Now without the Greater Deities, there is nothing to keep them in check. But something about that statement doesn't seem right. Rovagug seemed to be the only one who outright attacked the world; which then caused every other deity to rise up and try and try to stop him. Anyone have any thoughts on this?
Order's purpose according to my brother is there to balance what Chaos and Law does. He according to my brother keeps the two deities under control. He's the only benevolent one of the three. I completely disagree. Do you disagree as well?
Now eventually, we are supposed to come to a point where we'll find this artifact that enables us to gain the power temporarily of a Greater Deity. It basically lets us do anything we want, unless we want to dispose of the Greater Deities, in which case we fight them. My opinion for this quest is in the end game we should destroy all three Greater Deities, or strip them of their powers. I believe that the Greater Deities are the root cause of alot of problems; and should be eliminated. Do you agree with this?

My group is about to finish Legacy of Fire; having only roughly two sessions left until the campaign is over. So I'm getting my next campaign ready...and I thought I'd base it on one of my favorite Super Nintendo games: Actraiser. If you don't know what it is, I'll give you a brief summary: You're a god in the world who gets his butt kicked, and then you wake up hundreds of years later to find your world gone and ruled by your enemy; the Devil (or Tanzra).
Now the quest I want to start will be based on this game. It features a group of players trying to survive in the apocalypse of this world far away from Golarion as deamons, devils, and demons have their way with the destitute ruins of the world. The campaign begins with the players in a thorpe that is hidden deep within the forests of Fillmore, trying to stay hidden from the evil that is now running rampant on the world. I'm going to give the players a couple quests to start them off, and then I will trigger the main plot by having the outsiders destroy their home. They will eventually be defeated and then rescued by the angels of the God (who is named the same title of the game: Actraiser). The players will awaken as this deity awakens, only to find that most of his power is gone. Feeling regret for losing years ago, the deity and the players are supposed to ally in this regard to retake the world from this Archdevil.
Most of the campaign involves traveling to clear holy sites, destroying monster encampments for Tanzra's forces, rebuilding the ruined world through Kingmaker, and trying to restore Actraiser's power to bring him back to being a true deity again. Actraiser will mostly remain in his domain, as he doesn't want an evil deity; or chaotic one that he knows would jump on the chance to slay a deity to increase their power...choosing to take on a human form to keep his power suppressed, or merely helping the party indirectly.
Now I have quite a bit for this campaign, as I have played the game and know how I can incorporate elements from the story from there; as well as expand on everything. I even included a few new mechanics to allow players their own freedom (such as in the beginning, giving the option to them to let them express who they believe Actraiser is from stuff they "supposedly" heard about them through various resources when they are doing one of the side quests for an old man who possesses the canon information, and then incorporating some of what they say into his lore. I kind of styled it like a Create a Character option from other games like Soul Calibur and Star Wars: KOTOR) If anyone has any good ideas for this campaign, I'd like other suggestions for interesting things to make this campaign much more fun.I also would like a way to tie the lore from this campaign with Golarion lore (though the world is completely different from Golarion, a place called Gaia). Actraiser is this neutral good deity who is supposedly the youngest of the deities, and is supposedly good friends with the other good deities. Interactions between other gods here is supposed to be a common thing for the players here. If you all have any good ideas, I'd like to hear some.

So I'm running Legacy of Fire with a dedicated group of my nearby companions. They have so far made it to the beginning of Part 3: The Jackals Price.
Now...at the end of the Final Wish, I plan to add a Part 7...sort of to finish off Jhahvul if he escapes; and to bring closure to an unfinished story arc in a campaign I GMed but abandoned due to problems that involved a Sulis princess.
The NPC goes by the name of Sabrina (who I use Shantae to describe her appearance and personality), and she is the daughter of a long dead Efreeti and a Elven woman who went to aid the Templars of the 5 Winds against Jhahvul; because his brother overthrew his kingdom with Jhavhul's aid. The Efreeti was killed in the war along with his lover; leaving Kardswann to foster their child; as the Efreeti (whose named Ama'thar btw) and the Templar became good friends.
The situation right now is this. There's already hints that someone wants Sabrina dead, as some denizens of the Elemental Plane of Fire already attacked the group with her once. Kardswan was there in the first battle that they appeared with (because they managed to save him; after he regained his powers, he returned to Kelmarane to help the party with their Kingmaker session by becoming the Royal Enforcer...22 STR to Stability baby); and there will be alot more frequent attacks by these denizens in Book 3. After Book 6, I want to send them to the Plane of Fire to finish off Ama'thar's brother (And Jhahvul if he escapes) after about a year or 2.
Any ideas for a quest line about as long as Book 1; that can involve the party, Sabrina, and Kardswan?
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