Red Reaver

Renshaw's page

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I just found this and I'm really enjoying it so far!


Renshaw wrote:

I wanted to make sure that my issue 149 was sent out to me, as I haven't received it yet.

Thanks!

Well, this is embarrassing. It arrived today!

How could I ever have doubted.

Oh, happy time!!


I wanted to make sure that my issue 149 was sent out to me, as I haven't received it yet.

Thanks!


Linky for those of us too lazy to bother with copying the address.

Thanks for taking the time to write it all up and post it!


Here is a pretty good site on a D20 Shadowrun conversion.

And I also agree that True20 has potential for the basis of a conversion.

(P.S. Nice avatar Shiny!)


Krisztian Nagy wrote:

on the top of that, I think there IS a fantasy/slash-and-hack supplement for AFMBE....

what do you think guys, is it worth to give it a shot?

Yep, the AFMBE supplement is called Dungeons & Zombies.

Here is the post about the same sort of idea on this board, in case anybody was curious.

Sounds like it could be a blast!


BluePigeon wrote:
Anyone on the forum do anything with Super Hero RPGs like Hero System, D6 or yes, even Mutants and Masterminds 2nd Ed.?

Only Mutants & Masterminds recently: I'm currently playing in a Victorian Age supers game and I will be running a modern game for my group soon.

10 years ago I was into the Hero System (including Fantasy Hero).

Any reason you ask?


Pholtus wrote:

Hey gang,

Was wondering if anyone else played this and if anyone had thoughts on a different magic system for it

I've played True20 and I ran Age of Worms using it. Or rather for most of it - it seems to break down at higher levels, so my group was forced to switch back to D&D around A Gathering of Winds (after the fight with Ilthane).

As for magic - depends on what you are wanting the spell system to do?

Here is a sample of the game using True20 - and how deadly it can be.


Fatespinner wrote:
No, but I've given it some consideration. What's the style like? It is dark heroism (like Aberrant) or more high action/fantasy (like Exalted)?I'm also curious to know if they're using the new Storytelling system from the nWoD as the dice mechanic for it or if they're using the old Exalted (or even old school WoD ruleset).

It is a slightly modified and pretty simplified Exalted2e system (most notably no Charms). With some Aberrant thrown in - like Mega Attributes.

It does focus on heroic action, but I would not say that it is high action. More of a strange mix of dark heroism and action. But then again, every GM is going to put their own spin on things.

I will also say that the main book Scion: Hero focuses on the rules more than the setting. I think people are hoping that Scion: Demigod will have more on the flavor side.

Here is a Review.


Link for us lazy people.

:)


Scott wrote:
Scott: More than a year ago, after much discussion, WotC and Paizo mutually agreed to let the contract expire...

I love how WotC is trying to place blame on Paizo - like Paizo mutually agreed to let their magazines go. Sure they are trying to be polite and cover their own @$$. Come on WotC.

And I love this:

Enworld wrote:
Margaret Weis specifically announced that "Wizards chose not to renew our license; WotC says that "nothing has been decided and that negotiations are ongoing". So what does that mean?

Hmmm.


Sebastian wrote:
http://www.enworld.org/showthread.php?t=194729&page=6&pp=40

I'll do it for him!

Here it is!


Keith Richmond wrote:

I assume you've looked at

http://paizo.com/download/shackledCity/preview-intro.pdf

The link for us lazy people. :)

Nice find!


Pete Whalley wrote:
Basically, I'd like to see a quick synopsis of each adventure in the path, and of the campaign plot itself- as in, while AoW is about the return of Kyuss and the coming doom brought about by Dragotha and his minions, what's SCAP actually about?

This probably isn't what you are looking for... but you could look here.

And just click on each issue and that gives a recap of what it is about per issue.

This is the only review I could find.

Sorry I couldn't be more helpful.


Koldoon wrote:

What puzzles me is that, in having decided to take the license back, wizards was so poorly prepared on the PR end to handle the upheaval.... which they have, in my mind, completely failed to do.

- Ashavan

That is strange. And it does suggest that the decision was made spur of the moment. I just hope that this terrible PR that WotC is having will give them more troubles than they are suspecting.

And I hope that Paizo will come out of this mess all the stronger.


I beleive that WotC was the one who chose to not renew Paizo's contract to produce "official D&D material". I'm sure there were some sort back and forth negotiations between Paizo and WotC, that ultimately led Paizo to give it up because WotC was asking for too much money to continue to produce the magazines (and WotC knowing full well what they were doing).

But ultimately I think WotC saw the great job Paizo was doing. Paizo has made the magazines into a great couple of magazines with great production values and awesome writing. Not to mention the "green eyes" effect: that is to say that WotC saw the money making potential that the magazines have.

In the end, it is my opinion, that it is about the Big Bad Company taking away the toys of the small company because they were jealous.

So to answer your question in a completely non-official manner: I do not believe that this was Paizo's choice. And you are certainly correct in your assumptions that both companies have known about this for at least a couple of months if not this entire year.

This is just the final straw for me with WotC. They have become what I hate. Ever heard of a company called "Games Workshop"? This is the road that WotC has decided to follow. And I am not following that road. Anyways there is a reason that Games Workshop (GW) is nicknamed "Greedy Weasels".

When this whole thing was announced I honestly felt as though Wizards of the Coast had just kicked me in the head and then stole all of my favorite toys.


And here I thought that the post was going to be something about giving Zyrxog some sort of servants in black and white outfits... or maybe I just need some sleep.


I was one of the people who was mulling over the possibilities of running Savage Tides as a Sci-Fi game. It just seems like a natural conversion. Kraken's Cove was going to be a space station in my ideas (flickering lights and thin atmosphere forcing the PCs to wear suits. Creepy static and far away noises - nice space horror scenes). And a neat space trip adventure in "Here there be Mosters" on their way to Farshore. I was worried that later adventures might be a bit harder to convert - but I guess I'll see.

Age of Worms I was thinking of running as a Mutants and Masterminds game. A villain (Kyuss) who is using green worms to infect the populace. I thought it might be fun. Of coarse the tone would change a little and a healthy mix of Cthulhu style monsters would be added in.
>WC/GoW could be an old native burial mound.
>3FoE a cultist group outside the city in the woods.
>SobK a military compound.
>HoHR stays a creepy warehouse.
>CB goes supers "fight club" style.
>SoLS an ancient South American temple (very pulpy).
>PoR is just a political gala.
>LoLR on a "Genosha"-style island.
>KotR/ItWF most likely in a remote mountain range.

Shackled City I have been thinking of running as a post-apocalyptic game. Put in a volcano caldera for warmth.

I really like the idea of AoW being post-apocalyptic! Hmmm...


Indeed this is taking my group a while also. We are nearing completion but I started the campaign in the summer of '05 (I believe). But then we have had some interruptions along the way as well. It takes us around 3-4 sessions to get through each issue, and I have been cutting out all uninteresting combat encounters since Blackwall Keep.

I'm enjoying the Adventure Path and so are most of my players, but I believe my group (and I) will all be pleased to see the completion of a good campaign.


No problem, glad to help.

I just wish I had also copied who the original poster was so I could give credit were it is due.


I can't seem to find the original post, but I saved it as a word file, so here it is:

"Thousands of years ago, in or about the year -2995 YK, an elven mystic named Kyuss, gifted with an unusually strong Mark of Death, rises to prominence in Aerenal. But, he is exhiled from Aerenal for practicing obscene acts of necromancy and using his puissant dragonmark to pervert the dead in ways deemed blasphemous by the Undying Court. His assembly of like-minded social outcasts follow him and they make a pilgrimage to the eastern jungles of Xen’drik. In the tropical jungles of the former giant empire, the Kyussians found a humble city among the monoliths and vine-snared tombs of the continent’s former masters. They call their new home Long Shadows. Kyuss preaches his mysterious visions of metal plates foretelling the collapse of civilization. Eager to exact revenge on their brethren in Aeranal, his beguiled followers scour the dark jungles in search of the plates. They also continue their grim experiments under Kyuss’ direction, giving rise to many new species of undead and other abominations. Eventually, in the bowels of an ancient demon lord’s tomb, Kyussians discover a set of brass plates engraved with a long-forgotten script that confirm Kyuss’ apocalyptic premonitions.

The metal plates contain a fragment of the apocalypse myth of the long-vanquished culture of the Age of Demons – a dark time when Khyber’s fiendish children ruled the world; a time when dramojh and other winged horrors swarmed in the skies, before their civilization crumbled under the might of the dragons. The plates speak of an era of doom and decay, a return of the former time of chaos and melancholy, a new time of terror known as the Age of Worms. It was but a sliver of a much broader extinct liturgy, but to Kyuss, it still held promise. In his sweltering jungle enclave, the charismatic madman vowed to bring about this frightening new epoch. As hundreds of his followers sacrifice themselves for the glory of his vision, the twisted prophet declares himself the Harbinger of the Age of Worms.

To amass greater and greater power, Kyuss binds himself to a dragonshard monolith dragged many miles from just outside The Ring of Storms. The monolith is housed in a looming edifice known as the Spire of Long Shadows. The massive Khyber dragonshard thrums with energy, and poisoned whispers from its inner void beckon Kyuss to join them in oblivion, revealing hidden pathways and temptations within the placid surface of the monolith. With many of his followers consumed with madness, slain by drow, or otherwise dead at his feet, Kyuss enters the immense shard of otherworldly stone. In so doing, he becomes more than mortal, but his essence is trapped in a horrific demiplane slaved to the shard. In the centuries that follow, the jungle swallows Kyuss’ abominable home, leaving only the forlorn Spire of Long Shadows to peek above the lush tropical canopy.

Hundreds of years later, in or around the year –2700 YK, a powerful red dragon named Dragotha roosts on the Spire’s lofty pinnacle, surveying the crumbling ruins of Kyuss’ realm. Dragotha learned of the potent necromantic monolith from his studies in the annals of The Chamber. Dragotha had left Argonnessen a couple of centuries earlier, frustrated at the others talk of prophecy, moderation and restraint. The red dragon sought a means to rise to power, to bring the dragons and all other races to their knees before him. To this end, Dragotha pries the dragonshard monolith from its moorings and carries it far to the north, across the Thunder Sea, to his lair in the Demon Wastes. Kyuss, trapped within some planar nether-realm connected to the monolith, whispers words of confidence to Dragotha. “Release me,” he asks, “and you shall live forever and have power over your detractors.” Dragotha conducts the required rituals, and Kyuss returns to Eberron.

Shortly thereafter, in the twenty-seventh century before the Year of the Kingdom, Kyuss’ native House of Vol is exterminated in Aerenal, as are any bearers of the Mark of Death. Only Erandis d’Vol and Kyuss survive. The former goes into hiding and Kyuss has been long forgotten, but Dragotha is not. A flight of dragons from The Chamber finds the lone red and destroys him in the canyons of The Labyrinth. Yet, true to his word, Kyuss restores Dragotha to life as a powerful dracolich, fusing a part of his own essence into the bones of his rescuer. Kyuss follows the letter of their agreement, if not the spirit, and the process virtually enslaves Dragotha to the elf’s will. Together the two build an army of undead monstrosities using the practices from Kyuss’ mortal life and the twisted powers he gained while trapped in the monolith.

Several hundred years later the great undead dragon stands at the vanguard of an army of Kyuss’ spawn, which savage the native cliffdwelling folk of The Labyrinth and takes the first steps toward a new empire of evil. But, at the same time the dragonmarked houses begin their crusade against aberrant and mixed dragonmarks. Whispering about the ancient myth regarding an “Age of Worms,” is drowned out by calls to eradicate the aberrants. The few that know of Kyuss’ history in the southern jungles do not recognize that this menace has resurfaced. The dragonmarked houses marshal their forces and, misunderstanding their enemy, consider Kyuss and his thralls another aberrant threat in the War of the Mark, not even contemplating the true nature of this power from the northeast.

While the armies of the dragonmarked houses fall upon Kyuss’ spawn, a party of heroes seeks the source of the undead threat. The group, consisting of druidic Gatekeepers, rangers from Eldeen Reaches, and the Maruk Gaash'kala, inheritors of their own ancient legacies, conceive a daring plan to weaken the undead army. They manage to steal Dragotha’s phylactery, spiriting it far from the Wormcrawl Fissure and hiding it in an unknown location. Dragotha’s sense of self-preservation at last overwhelms his compulsion to serve Kyuss, and the dracolich quits the field of battle. Bolstered by their victory, the party pushes Kyuss back to the Wormcrawl Fissure and bind him once more into the monolith – this time, they hope, forever.

Within a few hundred years, Kyuss and Dragotha fade again from history. New threats and challenges push memories of elven-master and dragon-slave to the peripheries of history. Dragotha never finds his phylactery and retreats to a life of seclusion in the frozen north. But the dragon does not remain idle. With his life essence forever bound to that of the trapped Kyuss, Dragotha cannot abide his master’s imprisonment. Over the course of centuries the dracolich stitches together a secret network of agents poised to release Kyuss once again into the world. As a group of unlikely heroes gathers in the mining town of Diamond Lake, Dragotha’s plan is reaching its final stages.

"The Age of Worms is nigh."


Heathansson wrote:
Anybody ever do a Dungeon Magazine adventure in another game system?

I ran "Shut In" for Ars Magica. Peck was a demonic child that the group never met in person, they only heard of him. And Lady Dromdal was a tainted Jerbiton.

Several adventures for True20.

I have used the Cthonic adventures for WitchCraft.

And I'm currently working on a conversion for Savage Tide to do in a sci-fi setting. (Once I finish AoW that is).