Valeros

Simon Tileri's page

No posts. Alias of Mr.Sandman.




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~80 years before the start of the ROTRL adventure path Vorel Foxglove built Foxglove Manor between 6 and 3 miles outside of Sandpoint, ( Pg 71 of the Anniversary Edition AP says 6 miles, page 88 says 3) but... Sandpoint is only around 40 at the start of the campaign, heck Magnimar, the city he is apparently a noble of was only ~20 at the time he left to go build this manor 50ish miles away (distance between Magnimar and Sandpoint has also been variable from different sources). But why? At that time this was literally the middle of nowhere, way further out than he needed to go, even with how questionable his research was. And his whole family just went with it? To go that far out he must have gone there for a reason right?


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So, I just purchased the Haunted Heroes Handbook in anticipation of using it to enhance my Carrion Crown game. Inside I ran across the Sceptic archetype, and how very clearly Velma from Scooby Doo it is, and the hoaxing rules. I also, coincidentally, am currently reading Meddling Kids, a wonderful horror novel very much Scooby Doo based, so I have mystery solving on the brain. That thus led to this idea, The Haunting of Harrowstone was a hoax perpetrated by Gibbs, Father Grimburrow and, before his untimely death, Professor Lorrimor in an effort to bring rich adventurers into town to boost the economy. Unfortunately, the Whispering Way thought the professor had stumbled upon them when he was setting some traps one day, and killed him. This brought his student, the Sceptic, and her mystery solving friends to his funeral, and a greatly weakened Splatter Man joins Gibbs and Father Grimburrow in their efforts to scare the town.

I would not plan to run anybody through this, but it might make a cool story. Does anybody have any ideas on how to hoax some of the Haunts of Harrowstone? I am not against using Magic at all, and even a few greatly weakened actually Haunted things.


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Would human looking outsiders, like the Succubus for example, look like the native races on non-human inhabited planets? This also raises the question of do the outer planes have worlds of their own? Or world aligned areas? Like, say a Paladin on ancient Castrovel summoned her mount, it would be a Castrovel native celestial animal right? Or Planimal I guess given Castrovels common animals? Just something I thought of after work.


Always forget about these. Discuss!


The walls of the longshanks city tower above you as you creep through the darkness towards them. Things are looking good. You have encountered no longshanks from the foodmake places that stretch out from the city, and there aren't even any pretty candles in the windows that they could use to find you. The plan had been to sneak into the city, either through the smellyplace in the back, or hidden in one of the foodmakers carts, but now you can see that one of the gates is wide open, with only a handful of longshanks wandering around it.


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The city's greatest heroes set forth to stop the evil necromancer from raising a hoard of infectious undead. You are not them, they already failed. Their friends and neighbors back home took arms against the rising tide of death. You are not them, they too failed. A small, bloodthirsty, tribe of goblins who have no clue what has befallen the area as of late has just returned from their winter camp, with plans of attacking the strangely quiet city just over the hill. You are them.
Or-
How would a tribe of classic PF goblins survive a zombie apocalypse.

I haven't been able to game recently, at home or online, but after this month that should clear up for a bit. With this in mind I put this to Interest. This is just a rough idea so far, but who would be up for it?


Greetings! I have seen a few threads on here about linking this AP with Doctor Who and, while I do enjoy the Doctors adventures myself, it got me thinking how, with some tweaking, it could fit my favorite sci fi show as well. Stargate. And so, I come to you for advice and ideas. I have run a fantasy Stargate game set in Eberron before, but I am also beset with ideas of how this could work with the standard stargate setting. I will say that I am currently only in possession of the first book of this AP, and most of my knowledge comes from these threads and the look ahead, and thus this may become more 'based on' than a true conversion.

A fantasy Stargate conversion would be rather easy, and is more just a matter of scale. Irrisan is its own planet, rather than part of Golarion, Heldren is a small town on an ally planet. The Irrisan's are attempting to control the galaxy instead of the planet, which makes a lot of sense with all the planet hopping they seem to become capable of.

The modern version intrigues me more though, probably because my wife and I just finished rewatching SG1. I would most likely use the Modern Path srd, taking from base Modern for spaceships and such, or perhaps Star Wars Saga without Jedi. While going through the Asgard database the SGC comes upon references to an Asgard space station, Ygdrassil, in their home galaxy of Ida, which contained a backup, now the only after the destruction of Othala, intergalactic gate for that galaxy. The database also mentions an Ancient that made the galaxy her home, while she searched for a means of destroying an old enemy of her people. Assuming this enemy to be the Ori, the SGC sends an expedition team similar to the one on Atlantis in hopes of making contact.

The Ancient is Baba Yaga, a bitter enemy of the Ori, who would not sit around like the rest of the Ascended, and left the Milky Way to be out of their sphere of influence. Baba Yaga's 'daughters' are children from the various planets that are part of her experiment, genetically risen to Hok'tar levels, and close in power to pre-ascension Adria. With the exodus of the Asgard and Replicators from this galaxy, the Irrisani have become bold, and have begun conquring various planets. To make matters worse, the current queen Elvanna tricked her 'mother' into a stasis crystal long enough to use the stargate and a solar flare to trap her on earth in 1918, where the other Ascended keep her from causing any trouble.

The frost touched fey will probably be robotic drones, while the trolls will be refluffed as a power suit of some kind. The rest of the AP will be heavily modified, as I don't think I want to trap them in the dancing hut, though the Irrisani ship will be useful for stealth purposes. Anybody have any other ideas I could use?


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Many in this land feel their lives touched by forces whoes nature is shrouded in darkness. It is to research these forces that the Children of Darkness was founded fifteen years ago. In that time the society has investigated places touched by the arcane and occult across the nation. You are all members of this organization, devoting yourselfs to the uncovering of the unknown. Your present mission sees you traveling to the small town of Relford, where visions of a town flooded by danger plague the clairvoyant among the society.

Greetings all. It is my intent to run the Danger at Dagger Rock module for 6 players. Alynthar42, Saving Cap'n Crunch, and Riuk have been reserved spots, so I am looking to recruit 3 more.

Crunch
Starting level: 1st 
HP: full at 1st level, half+1 after that 
Alignment: any, but Evil must be willing to work with others.
Stats: 25 point buy 
Class: any Paizo 
Race: any Paizo 
Traits: 2 plus 1 from those listed below
Wealth: Average
Posting schedule: Once every 48 hours would be preferable, but I know life happens. When in combat I will act for you after 48 hours.

Campaign Traits

Esoteric Study: Your studies with the Children have taught you many things about your societies most common foes. Use Knowledge Arcane to identify Undead and Abberitions.
Visions of the Drowned City: recently you have had disturbing dreams of a town engulfed in a flood of danger brought from within. These visions give you a +1 to initiative against the members of the Cult of Dagon.
Devoted to Knowledge: your quest for the truth is unswayed, even by magic. Gain a +2 bonus to Will saves against Charm effects.
Kin of Darkness: the touch of darkness on your life has made you more in tune with those who feel that connection. You gain +2 to Diplomacy against Undead.

I am also interested in running this in Eberron, but would like everybody's opinion on that first, as Golarion appears to be the default setting here.


Greetings. I plan on running Carrion Crown in Eberron relatively soon and I wanted to put some of my ideas together here for feedback, so I don't write myself into a corner with things I don't know. I don't have any of the books yet, but plan on getting them when I have the cash. What I know of the path is mostly just from reading around.

Overall ideas.
Set in Karnnath
Focuses heavily on Vol, who doesn't really want to be a Lich, and has spent much of her unlife trying to find her phylectory.
Tar Barphon was one of her generals long ago, but he eventually tried to seize power, sick of taking orders from a 'little girl'. Needless to say, he lost.
Whispering Way is a secret organization within the Blood of Vol who wish to subtly control Vol, and have been hindering her search for millennium.
The afterlife isn't really as crummy as it seems, what is currently thought of as the plane of death is just a transitional plane, but the other exit was blocked off with the end of the Mark of Death.

Book 1
The prison riot happened when prisons accross Karrnath were given an ultimatum. Prisoners would serve in the war, one way or another. The prisoners at Harrowstone didn't really like that idea.

Book 2
From what I've read, this one might be a problem. Sentient constructs are much more common in Eberron, so this would be much more of a basic criminal trial, maybe with some warforged trying to figure out how a different type of construct was made sentient.