The Unraveling Daggers in Diobel - A string of crimes have the local authorities confused, and to add to the confusion an strange statue has appeared in the center of town. When a group known as the Harbingers of Fate begin to sing old hymns about Aroden, the locals no doubt become confused. But when a string of murders start, the populace panics and tries to drive the worshipers out. They retreat to a small citadel under their control, vowing to bring about the Age of Glory. Level 1. The Gilded City - After besting the Harbingers in Diobel, a letter on their leader reveals that they received their orders as part of a vision from a man named Aeroth Phylosoi in Oppara. Heading to the Gilded City the PCs must navigate the city and it's populace, from low ranking bureaucrats to a deranged former Lion Blade. It culminates in a duel from the famed city district Aroden's View against the man who ordered the murders in Diobel. Level 4. Against the Blades - Racing back to Diobel, the party must bring news to the town's leaders to prepare against an attack from a band of mercenaries known as the Band of Blades. Calling on assistance from Absalom, the PCs are tasked to find the abandoned temple to Aroden that the Blade's leader is holed up in. But fears that corruption and turn coats in Diobel soon prove true. Level 7. The City of Ascensions - After defending Diobel once more against the machinations of Lady Arodeth's mercenaries, the PCs head to the City at the Center of the World, Absalom, to seek assistance from the Pathfinders. There, they meet several Pathfinders with previous dealing with the Harbingers, but must assist them in retrieving a rare artifact connected with the Harbingers. Level 11. The Westcrown Conspiracy - The PCs are now leading the chase after Lady Arodeth as she flees into the underground of Westcrown in Cheliax. The PCs must decide whether to side with Hellknights, a faction of rebels in Westcrown, or several noble houses as they scour the city in search of their foes and the devious schemes. Level 14. The Fallen Empire - As the PCs narrowly save Westcrown, they now lead an expedition to the fallen continent of Azlant. There, they must end a vile ritual that if completed could undo reality, or at the least cause chaos not seen since the death of Aroden just a scant century earlier. Level 16.
I'm running JR right now. Haven't leveled yet (just started), but the idea I have knocking around is that every other level, they also auto add one to their camaraderie scores with the rest. Basically yeah, you are adventuring with them, so they do warm up more and more. Also, Duntin Ashe, srop caravan rules. They are wonked like mad.
RotR- Great story, great adventure. Classic by most accounts.
A good one is in Book 1 of the AP Jade Regent. Spoiler: The treasure at the end has one named item, and then 9000 GP worth of items. It explicitly tells the GM to use that wealth to award the players items as he sees fit. Since I'm running a game with 5 players, I plan to up the limit to 9500 GP, but still, awesome!
Timothy Ferdinand wrote: But Seth, its FREE! It is, but you see, that's how they hook you. They throw you a few freebies, then they ask you buy some dice, next thing you know you're scrounging the net trying to find Kingmaker 1 and ready to drop $300 for it! Also, I was referencing me buying the Mummy's Mask AP, FYI XD
W E Ray wrote:
My idea would be to start in Diobel for the first book, then have the PC's head to Taldor (Oppara, to be previse). Book 3 would see them return to Diobel and at the end of that, they go to Absalom. Book 4 is all Absalom, but 'concludes' with the party heading to Cheliax. Book 5 is the party siding with a number of factions (or none, for nightmare mode) as they tromp through Southern and Central Cheliax. Book 6 sees them taking down the BBEG and their closest lieutenants on one of the island remnants in Azlant, preventing a corrupted wish or something that would see the world undone. Would be pretty awesome, and allow for some pretty cool writing, experimentation, and other stuff. Heavy hints on Aroden's death/disappearance, but still nothing finite or tangible to tease us players and GMs.
Caldax Godelyl, Drow Rogue. It was a 4E game, and because of some things the DM pulled (like making all races look human with just a little but of differences and banning Elves and such) I made jim just to be crazy. Evil alignment bordering on Chaotic Fabulous. Gave no shits. By the time he was killed by some Gricks (or Grells, can't remember, he was probably public enemy number one in several cities in the 'archepeligo empire' of the tieflings. Murdered folks for minor slights, robbed folks for lesser. Killed a bunch of youthful acolytes (in his defense, the act may have saved his party and the kids were worshipping Asmodeus...). Stole ancient relics, bought a pirate ship, forced a transformation potion down a sailor's throat just to see what would happen. Tried to murder a pawn shop owner, their pregnant daughter and her fiance (captain of the city guard). Twice! Not including the many other crimes he's wanted for in just his background! And I only played him from level 4 to 6. Game tapered off after that when two of the players had to move. But one day, oh, one day he shall rise again!
"By the shapely rear of Shelyn..." ("So lovely..." Usually with a sexual bend)
The Kellids are... Well, I wouldn't say Celtic nor Germanic. So, let's break it down a tad. Realm of the Mammoth Lords: Here, the Kellids are nomadic hunter-gatherers with strong shamanistic ties. There just isn't a strong analogue with any proper culture from earth, because so many ancient peoples were like this. Sarkoris/Mendev: Here, things start to shape up. While still very close to the same belief structures as their cousins in the RotML, the Kellids here had a 'unified' state. They built structures, both secular and religious. And this is where they begin to defferentiate themselves because the buildings seen so far are fairly advanced, yet the standing stones and such heavily imply an ancient culture. Remember, most archaeologists now recognize that most henges in Europe were built by another ancient peoples that were not Celts. The Kellids appear to take after this ancient and largely lost culture. Numeria: And this is where things get freaky. Because of just how dichotomous this realm is, one can't really make a comparison. The Kellid people are both sedentary and nomadic, with some in one camp, and others in another. Their culture though is still very Kellid: Strength is Best. Yet where the people of the RotML and S/M were shamanistic, the Kellids here are definitely not. They may have faith like either their ancestors or like their neighbors, but this relegated to a backburner in favor of dealing with the alien tech that litters the region. Basically what one would get from a proto-state that suddenly acquired 21st century medicine, robots and ray-guns. Basically, the 'savage' or 'cavemen' Kellids are, well, nomadic hunter-gatherers. No major parallel as such. The Kellids of Sarkoris/Numeria were dichotomous in that they had the ability to build permanent homes, forts and businesses like their neighbors but still were largely shamanistic like their neighbors to the west. The 'southern' Kellids of Numeria though are throwing off their ancient past to get rich/powerful off of the tech from their countries best (and most dangerous) resource. They cannot be classified as Celtic nor Germanic. We'd have to look at them as a transitional people of ancient Eurasia.
Android Paladin played like Robo-Cop. Have a Bard cohort who follows me around saying things like "I'd by that for a Gold!" Nagaji Fighter who multiclasses into Sorcerer (Serpentine Bloodline). Be Thulsa Doom. A Drow Bard who sings like Michael Jackson. Human Monk (Wanderer) played like Kwai Chang Caine from Kung Fu. Dwarf Barbarian (female) who quickly develops a crush on a party member but can't accept it. "It's not l-like I crushed that Orc's skull for you or anything... You just happened to be there..." Would have red hair. Tengu Wizard played like a Skeksis from The Dark Crystal. Always looking for crystals... Halfling Rogue with Profession (Barbecue). Hey, them monsters aren't gonna eat themselves!
Lets say you have a character with no CHA who focuses on Ameiko (for the most difficult one). You start off with a +4 thanks to your trait. At levels 2-17, you can auto increase this by 1, so by level 17, barring all else, you number is 20. You also have a 1 in 4 chance of boosting this further, for a rough total of 23. If you give them every major item for boost, your final total should be (roughly) 40. Your GM should work with you if you really want to get there though.
1. We must give them the chance to explore that themselves. (Data4lyfe!)
Absalom: The city of Constantinople mixed with Jerusalem Andoran: Post-revolution America as idealized by Northerners. Belkzen: Various wildlands. Brevoy: Game of Thrones mixed with Muscovy. Cheliax: Italy, Spain, hints of Roman Empire. Druma: Ayn Rand land Five Kings Mountains: No equivalent comes to mind... Galt: France during the Reign of Terror. Geb: Ruled by undead with Egyptian undertones. Irrisen: Magical Russia Isger: Any number of vassal states, but none in particular. Jalmeray: Little India with (heavy) hints of Arabian Nights Katapesh: Middle East under pro-business rulers. Kyonin: No equivalent in real life, but a monarchy! Lastwall: Outremer (AKA Crusader states). Land of the Linnorm Kings: Viking land! Realm of the Mammoth Lords: Caveman land. Mana Wastes: Old-West steampunky land. Mendev: Crusader state. Mothune: Prussia, easily. Mwangi Expanse: Sub-Saharan Africa. It even has a large swath known as Sargava that's a colony! Nex: Egypt undertones like Geb, but no real equivalent. Nidal: Nightmare land. Nirmathas: Robin Hood Land. Numeria: Conan the Barbarian meets magic-tech. Osirion: Egypt. If you don't realize this, go back to school. Qadira: Ottoman Empire, particularly thanks to it's constant wars with Taldor mimicking the Ottomans attacks on Byzantium. Rahadoum: Atheist desert nation. No clue what it represents... Razmiran: Anti-pope magic-land. No equivalent state comes to mind. Maybe Waco? The River Kingdoms: Balkan states+Holy Roman Empire. Sargava: Any number of African colonies. The Shackles: Idealized pirate-controlled Caribbean. Sodden Lands: Central America if under constant rain. Steaming Sea: No clue. Taldor: Byzantine Empire meets Britain. Thuvia: Libya? Basically no clue... Ustalav: Romania (Transylvania). Varisia: No equivalent to be found, but various ideas mashed together in a large area. Korvosa could be seen as an Italian city state, Magnimar as pseudo-Dutch. Riddleport is pirates/smugglers with some magic tossed in. The other areas? No clue except that the Varisians appear heavily drawn on real life Roma peoples. And in Tian Xia we have: Amanadar: No exact parallel, but Hong Kong is sort of close. Not really though... Bachuan: Communist China Chu Ye: North Korea Dtang Ma: Magical Thailand. Sort of... Not really, but close enough... Forest of Spirits: Studio Ghibli land Goka: Hong Kong mixed with Shanghai. Hongal: A smaller Mongolia Hwanggot: Peaceful China/Korea? Jinin: If Japan had more forest and the people were Elves Kaoling: 'Republican' China during the civil war Kwanlai: No direct parallel, but heavy mix of Japan, Korea and especially China. Like most Tian Xia states. Lingshen: Ancient China under the First Emperor Minata: Indonesia. Sorta... Minkai: Japan. Easiest equivalent actually! Nagajor: Cambodia/Malaysia/Burma before colonization. Po Li: Imperial China sans emperor. Quain: Wuxia China. Shaguang: Northwestern China Shenmen: Any Chinese state that becomes cruel during any number of their 'warring periods'. Shokuro: A daimyo in China. Not much more than that? Tianjing: China with heavy influence from various folk religion from China! Valashmai Jungle: SE Asia/Indonesia Wall of Heaven: Kinda Tibet/Afghanistan area with Lovecraftian overtones. Wanshou: No equivalent I know of. Maybe a folk story from China has influence on it? Xa Hoi: Thailand/Vietnam. I'm no expert on this region, but I'm leaning more Thailand... Xidao: No clue... Zi Ha: Tibet/Nepal/Bhutan.
Alright, with my schedule beginning to free up from some stuff, I'm wanting to pick up running another AP. And what AP is that? JADE REGENT! Alright, so, I'm currently running a Kingmaker game (and loving it), but want to laden my GMing plate with even more adventure, so I'm going with an AP I've been dying to try. Character generation guidelines: ~Recruitment ends Saturday, February 22, and will start Sunday the 23.
I will pick 5 characters, no more (may even only be 4 characters). I will also only assign levels. Far easier than XP track. And... GO!
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne. This is the Kingmaker AP, as done by me, Lugos! In this Path, a select number of adventurers from Brevoy head into that storied area known as the Stolen Lands. Will they found a kingdom that stands through the ages, or will they be crushed by enemies from within and without?
I think I'm going to play a Kellid human barbarian, who home was burnt and father killed by the leaders of Numeria. After being sold into slavery in Numeria, he eventually gains his freedom and travels abroad, with wacky adventures ranging the whole of the north and down all the way to Taldor/Qadira/North Garund. He eventually goes back to Numeria to confront the fools who believed him crushed, with a mighty sword blessed by Gorum himself. He is Nanoc the Barbarian/Conquerer! And yes, even after all the crazy shit in his life, he still is only level 1... |