![]() ![]()
![]()
![]()
![]()
![]()
Fellow Gamers, I'm preparing to start a new Pathfinder campaign, and I've settled on using the Wrath of the Kobolds series of four adventures to start it. This leaves me with a couple of questions. 1. For those who've run the scenarios, does anyone have any feedback from or tips for doing so? 2. I'm wondering what to run after that, with the PCs being about 4th or 5th level. Does anyone have recommendations? Thanks for the help with this. -Nate ![]()
Fellow gamers, I'm currently running a Pathfinder Freeport campaign; we're about to start Dark Deeds in Freeport. That should bring the PCs up to level 13, at which point I'll need to decide on the direction of the campaign. Two options I'm considering are the modules Fane of the Fallen and the Fractured Phylactery. The prior could introduce a sweeping conflict involving the Continent, while the latter could make good use of a planar galleon that is included in Dark Deeds. Does anyone have arguments for or against either of these scenarios? Thanks for the input. -Nate ![]()
![]()
I've been playing with some ideas on my blog because I loved Spelljammer and was sad to see Sailing the Starlit Sea fall by the wayside. The production value is low, but I've assembled some of those ideas into a couple of PDFs. -Nate https://www.dropbox.com/s/ikigo1gti2tixmz/Aetherial%20Adventures.pdf?dl=0 https://www.dropbox.com/s/ay5njd9ok9ww0mx/Aetherial%20Adventures%202.pdf?dl =0 ![]()
Greetings, all. I've been working on a supplement for running space fantasy games using the Pathfinder rules; here's the link to the Dropbox file. I'm looking for feedback. What's missing? Does anything seem out of whack? https://www.dropbox.com/s/ikigo1gti2tixmz/Aetherial%20Adventures.pdf?dl=0 -Nate ![]()
Greetings, all. For a while now I've been maintaining a pirate-themed blog using the d20 System. After a few years of writing historically-oriented material, however, I'm shifting in the direction of high fantasy. As such, Inspired by the new Freeport book for Pathfinder, the most recent post presents an orc whaling ship, complete with deck plans and stats for crew members. http://d20pirates.blogspot.com/2014/07/orc-whaling-ship.html -Nate ![]()
For a while now I've been maintaining a blog dedicated to a historical piracy setting using the Skull & Bones ruleset for D&D 3e. To launch the fifth year of this blog, I have a post that expands its focus; this article presents a short story and seven new spells that are appropriate to a nautically-themes campaign which includes firearms. http://d20pirates.blogspot.com/2014/01/out-of-blue.html -Nate ![]()
After missing a session in August, we played again yesterday. The PC's prepared themselves for an assault on the slaver castle. When they teleported back to their ship, they found that the captive denizens of Leng had escaped (via quick healing and plane shifting). Even so, the PC's steered the capture slave ship toward the castle, fought off a red dragon, and then ran the ship aground to start their assault. They battle some cannon golems and then Leng spiders. In the underground level of the castle they found that the denizens of Leng had trapped a number of oneirobound in a giant web and poisoned them with spider venom, forcing them to use their ability to shape reality to create living creatures. (I know this contradicts the notion that oneirobound don't do so, but it seemed cool.) The resulting effect was similar to a mirror of opposition, forcing the PC's to fight versions of themselves. They succeeded in defeating these evil clones, although the wizard was killed by the evil clone cleric's implosion spell. -Nate ![]()
Cap'n Voodoo, I'm interested to see what kinds of official events have taken place during the intervening year. The supplements to the Pirate's Guide had one adventure, "Fury in Freeport," and then there was the True20 scenario "The Lost Island" and the third-party Pathfinder module "Peril in Freeport." None of these have the city-influencing events of the Freeport Trilogy or "Black Sails Over Freeport," which makes me wonder what kind of history will be written into the new overview. -Nate ![]()
WARNING: SPOILERS FOR COLISEUM MORPHEUON AND THE RABBIT HOLE FOLLOW. Last night we had our third session. This time, since the PC's have been pretty well established in the area, we started with another round of the competition--"Capture the Mast." I mixed it up a little bit and used the Gray Feathers as the opponents. The PC's defeated them, in part by destroying their mast, and through an epic battle of strength between the minotaur and my party's fighter. When they learned that the Feathers were not evil, however, the PC's helped restore their mast so that they scored as many points as they could. After this came an aside inspired by the "Setting the Captives Free" storyline and material from my d20-pirates-themed blog. The PC's had been given an oneirobound slave, whom they freed; she asked them to help her find a slaver castle from which the slavers, denizens of Leng, were based. This entailed a voyage by sea, on the party's gnome-crewed cog The Traveling Dream, and a battle with a kraken. During that fight the slavers' ship came about and tried to board the dream, but the PC's counter-boarded it and took control. They left the cog to patrol in search of the island where the slavers' castle can be found, not realizing that the captive denizens can plane shift away to warn their friends. Their intent was to use word of recall to return to the ship and then attack the slavers' castle between their next arena battles, so they're in for a surprise when they return. Back in the arena, the PC's faced the "Into the Fire" test. They handled the less powerful minions, but grew suspicious through their interactions with the fake dragon. I played up the fact that the Khan seemed to delight in their confusion, and the paladin is already suggesting that the PC's should try to challenge him directly. They defeated the dragon, even though they were shocked to see that it was a gold one. At this point the players are bumping the characters up to 17th level, with the intention of returning to the Traveling Dream to start our next session. One question: Does anybody know where I can find information about pit-fiend-bound creatures? The PC's are talking about trying to free/redeem the gold dragon if it's possible to do so. -Nate ![]()
WARNING: SPOILERS FOR COLISEUM MORPHEUON AND THE RABBIT HOLE FOLLOW. Last night we played through the scenario "The Rabbit Hole;" it went well. The PC's were shopping in the Tarnished Souk when Tarrec approached them with his offer, and they accepted. Figuring out how to open the portal proved a little difficult for the, but not to bad. The encounter with the chaos beastling swarm made for a good fight. Perhaps the high point was the riddling and joking with Hatta, which provided plenty of laughs,although I won't repeat the jokes here. This also gave me a chance to introduce a party of characters from a Grimm campaign--kinds then, but young adults now--stranded at the tea party. One of them had a copy of Lovecraft in his pocket, and all were much relieved when the PC's helped them go back home. The fight with the Hounds of Ill Omen wasn't too bad, but the shoggoth was really tough. The party's fighter was killed, and things could have ended really badly if not for a combination of force cage and blade barrier from the wizard and cleric. In the end the PC's decided to destroy the Khan's lost dream, and so next month we'll see the repercussions of that while they continue participating in the Damnation Epoch. -Nate ![]()
Wicht wrote: edit: Also, very glad to hear that you are planning on running it. The second best thing about writing material is hearing that people want to use it. The best thing is hearing the after-action reports. :) Thanks for the advice, everybody. We played the first session last weekend, and it went well. I think I'll need to beef up the enemies a little bit, or at least better plan my strategies for them, since it's a party of five characters with rather a lot of magic items. Even so, the ambush by Gallows and its associates became pretty tense. The riddles were fun, and I think some of the nature of the setting has come through. (I had the players list their characters' goals at the previous month's session, and they were pleasantly surprised to see images of these things floating around the PC's. I'm going with the Salvation Epoch storyline, since that provides a more solid hook and the party's paladin latched on to the idea of redeeming a fallen being. For next month's session, we'll start with some shopping in the Tarnished Souk, and then I'm looking to run "The Rabbit Hole." -Nate ![]()
brvheart wrote: My concern is the last statement,"Pathfinder quit[typo corrected] being 3.5 compatible several books ago." For us the closer it is to 3.5 the better even if we are in the minority opinion. I share this opinion. My previous three and a half Freeport campaigns have been run using the D&D 3.0, 3.5, Pathfinder Beta and Pathfinder rules. I for one am not eager to see major revisions using books from classes I haven't bought, because that will change the feel from previous games. -Nate ![]()
I'm going to second the comments from Blackbyrne. One of the advantages of having 3pp is that they can explore areas that are perhaps too much of a niche for the bigger companies. That's what lets Green Ronin develop a fantasy/pirates/horror setting for 3E or Rite Publishing to focus on a Japanese-fantasy analog, just for a couple of examples. -Nate |