Dhampir

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Prologue - The Passage Opens

The first day of summer had finally arrived. You and your cohorts had managed to discover that the Whispering Hollow's passage only was accessible on this particular day and you'd decided to spend the week at the Hanging Bough Tavern. There, you noticed a few other groups and it didn't take long for you all to realize you were here for the same reason.

As the day arrives, you get together with your cohorts to plan your mission... bur first...

It's time to design your cohorts. Each of you has three unique allies. They are not full characters and instead function using bonuses to complete objectives.

For each cohort I need the following:

Name, Race, Class, Ability Score distribution using the 15 point buy method and finally skill point distribution.

Lastly, you each have 20 1st level experts (no stats needed). These fellows are your workmen and stay at your garrison and can be assigned to different work stations. More explanations will be given later.


The Hanging Bough Tavern lies on the southern outskirts of the Whispering Hollow and is run by Rhodan Vorl. Technically it sits beyond the Whispering Hollow and the road into the valley lies just beyond the door. All are welcome here, and none are refused. It is neutral ground and travelers often visit here.


Whispering Hollow is a remote and secluded region of this world. Within its mistshrouded interior lies the treasures of Laevatyn, the Dragonsire. Now, brave adventurers have finally dared delve into the remote and unexplored wilderness and strike at the heart of this forbidden land.

Will it be you who claims the dragon's hoard? Or will you fall to your enemies and the beasts who roam the land?

---

The Wars of Whispering Hollow is an adventure where each character plays the role of not a king, but of simply a leader of a single forward base.

Instead of building a full blown kingdom, each player maintains a garrison within Whispering Hollow.

The PCs each maintain their own garrison, complete with commoners and craftsmen as well as elite troops that can be dispatched to complete objectives and quests.

---

Each PC seeks the dragon's hoard for their own reason. This will be left up to each PC to determine in their character background.

This campaign is homebrew so no need to provide Golarion themed backgrounds. Simply a character description and background as to your reason.

This campaign begins at 1st level but uses the fast track experience.

Combat will NOT be done using battle maps.

Each player should have a hex map and be ready to copy down information/fill in the map as they explore.

Players will engage in combat quite often and diplomacy will take shape with locals first and later on with opposing players.

---

PCs will begin at 1st level, 25 point buy, 2 traits, 1 drawback maximum, average starting gold.

You may choose any core race and class. If you want a unique race, ask first.

The campaign prologue will introduce the garrison rules as well as the reason you all are aware of each other before heading into the Whispering Hollow.


Here's the long awaited discussion thread.

I'm sorry for the slow update friends. I'm having an exam week at college and I thought I'd be fine. Seems to not be the case. I'll have a ton of free time starting Friday.

Apologies to all.

An update on the gameplay, I'll have the Map of Spinster's Well up very soon for everyone including a timeline for everyone to see where we're at.


Welcome, gentlemen (and ladies? Any ladies?)... to the Last Stand.

But before we dive into an endless bloodbath of zombies I need to know a very specific thing:

What did you do in the last three hours, and how/why did you make it your area?

Area 1: The Fat Pony is a wonderful tavern on the east of town. Cheap beer and rooms all accounted for.

Area 3: The Lighthouse stands on the south end of town past the harbor. It's tall and made of stone... so good for you.

Area 4: The Wolfcap Estate stands on the Briar Hill to the north of town. It's owner is strangely missing.

Once I know what you did in the last 3 hours, I'll grant additional items and supplies.

From there, we'll fall to the 6 Block/Day routine and continue until no players are left.

Experience is earned throughout the game and is split between all players who participate in a fight.


Feel free to answer none, one or more of these questions.

Question #1
Does Wizards of the Coast have any OGL material? There is plenty of great 3.5 material that would be splendid to use, but as I understand, none of it is usable. Is that right?

Question #1b
Golarion is off limits as it is Product Identity. Proper names of places, people, etc. included. I'm pretty sure this is correct as well.

Question #2
If I've read and understood the Open Gaming License correctly and Paizo's terms of use, in my 3PP I am allowed to reference the books that appear in the list below:

Spoiler:

Pathfinder® Roleplaying Game Core Rulebook™ (PZO1110)
Pathfinder® Roleplaying Game Bestiary™ (PZO1112)
Pathfinder® Roleplaying Game: Bonus Bestiary™ (PZO9500-3)
Pathfinder® Roleplaying Game: GameMastery Guide™ (PZO1114)
Pathfinder® Roleplaying Game: Advanced Player’s Guide™ (PZO1115)
Pathfinder® Roleplaying Game: Bestiary 2™ (PZO1116)
Pathfinder® Roleplaying Game: Ultimate Magic™ (PZO1117)
Pathfinder® Roleplaying Game: Ultimate Combat™ (PZO1118)
Pathfinder® Roleplaying Game: Bestiary 3™ (PZO1119)
Pathfinder® Roleplaying Game: Advanced Race Guide™ (PZO1121)
Pathfinder® Roleplaying Game: Ultimate Equipment™ (PZO1123)
Pathfinder® Roleplaying Game: NPC Codex™ (PZO1124)
Pathfinder® Roleplaying Game: Ultimate Campaign™ (PZO1125)
Pathfinder® Roleplaying Game: Mythic Adventures™ (PZO1126)

I may not reference other products but if I understand correctly, as long as the material itself is OGL, I can use it, reproduce the rules for said material and credit it in my OGL at the back of the 3PP.

Question #3
What would be the average pricing for a 3PP adventure, PDF Format only.

So far, my initial concept of the product brings it to the equivalent number of pages of a Pathfinder Module, maybe even a little more. I'd say anywhere from 35-50 pages, give or take.

This would include:


  • The adventure itself (level 1-3)
  • Backdrop information on the region.
  • New material (monsters, equipment, etc.)

There will definitely be maps, though most likely black and white. Artwork remains to be determined.

Question #4
Let's imagine my product is finished. Editing, artwork, maps, etc.

What's the next step to getting my product sold? Is there a chance to have it hosted on sites such as Paizo.com/DriveThruRPG?

What's the general terms of sale?

I've not been able to find this information before and I was interested in how 3PP are sold.

Question #5
This is in fact a special question to one Eric Morton. Your material is downright inspiring, archetypes and monsters included. Having used them frequently in my gaming, are they open to use in 3PP products. If so, what would be the correct credits to such material.

I thank everyone who has the kindness to answer any of my questions.


Last Stand on Hallow's Eve

This short adventure is a deathmatch survival game. The PCs play as survivors in the town of Spinster's Well.

The adventure begins just as a horde of zombies shamble into town. The PCs will have three hours of actions to gather resources, reinforce their position and plan for the onslaught.

After that, the PCs need to survive for as long as possible. Salvation may not be an option. Essentially, we're seeing just how long you can all hold off the horde?

PCs can be of any class but must be human.

20 point buy, average wealth, max hit points at 1st level.

Further questions can be asked below.


As college begins I find myself with the itch to write some Pathfinder material. With two gently paced PbPs at the moment I find myself with some spare time on my hands.

While I have a bunch of ideas bumping around, I'm actually interested in knowing what kind of adventure you'd be interested in seeing?

Is there a particular setting, idea or concept that you'd like to see?

There's plenty of material that hasn't been touched much in the books and if you have any propositions or quick ideas, feel free to write them out below.


Adventure #1: The Shadowstone Catacombs

You stand at the entrance to the Shrine of Saint Salina. You'd heard that a very rare and priceless treasure had been buried beneath the shrine and you, and your fellow team of robbers deemed it right to free the poor artifact and let it breathe fresh air once again.

You are currently crouched in the shadows. The moon shines bright enough to give sufficient lighting however.

The door to the shrine is made of solid lumber.

A pair of stained glass windows borders the door.

There are no signs of guards this far from the town so you shouldn't need to worry about the noise.


Discussion Thread for all active and standby players.


Come on in fellow travelers, wipe off your boots and sit yourself down. Tales of adventure begin and end here at the Colossal Orm Tavern. Though short, you should find yourself having exciting moments nonetheless.

-The Mythic Visitor

= = = = =

I had this idea quite a while ago for ordinary adventures but with the new Mythic tiers available and the length of adventures necessary to play with them. The Colossal Orm Tavern will feature one-shot mythic adventures. Once one is completed, another will begin.

To join, simply dot in and follow. Each adventure will have a set number of players and will have a level/mythic tier requirement.

As soon as all slots are filled, the adventure begins. Adventures will be very short and should serve mainly to pass the time and play interesting character concepts you wouldn't get to use in long term campaigns.

After that, I will prioritize players who haven't had a go yet in the subsequent adventure and fill the slots when necessary.

CHARACTER CONSTRUCTION RULES

- 20 point buy
- 2 character traits
- average starting gold
- max hit points at 1st, average at other levels

= = = = =

ADVENTURE #1: The Shadowstone Catacombs
You stand at the entrance to the Shrine of Saint Salina. You'd heard that a very rare and priceless treasure had been buried beneath the shrine and you, and your fellow team of robbers deemed it right to free the poor artifact and let it breathe fresh air once again.

- 1st level characters
- # of Characters: 3-4
- Character Concept: Novice tomb robbers and treasure hunters.
- Mythic Tiers to be gained: One
- Length: 5 Encounters


The talking skeleton head in the aquarium finishes his speech, and begins simply floating around muttering nonsensical gibberish.

You all sit back down at the bar and order some drinks.

As you ponder the matter, the skull pipes up once again.

"You know... if you be seriously considerin' finding these islands, you'll be needin' a ship... I just so happen to know of one that may suit your needs... you might need to liberate her so to speak but she'll be free for the takin'. After that we can speak of crew and equipment... what say you?"


Discussion thread.


There's a rhythm to these lands.
A definite drumbeat, echoing from soaring peak to sodden shore.
These ain't no ordinary islands lad... These islands are the stuff of legends.
Gods once trod the screaming jungles, climbed the bitter peaks and dove the ever-downward caves.
I never once set foot there me'self... but I came close. Fool of a captain had run off course. Rather than risk making shore he sailed on into a hurricane the fool.
But if you listen to my tale... and if you be brave enough and willin'...
Old Grimbones here will tell you where to find it.
Making it back alive however... that's up to you.

- Old Grimbones, Animated Skeleton Head at the Black Gull Tavern

= = = = = = = = = =

Ancient Heartbeat

The adventure begins in the Black Gull Tavern in the seedy harbor town of Anchorfall. Down on your luck, and willing to risk it all, you've gathered here to speak with Old Grimbones, a talking skeleton head kept in the aquarium tank along with algae, an octopus and a couple of sea snails.

Known to spout random bits of information, the skull ends up giving you the above speech and the adventure begins seconds after as you are all gathered around the aquarium.

Character requirements are as follows:

- 2nd level characters. Each of you has already been on one disastrous adventure before (see below.)
- 20 point buy
- 1,000 gp starting gold.
- 1 starting trait.
- Clerics (or any other Domain user) select any domain they wish. There are no deities. Instead, you follow your domains per say.
- As mentioned, each player must write a short description of his horrendous first adventure and select a single skill (Climb, Swim, etc.) and save (Reflex, Will, etc.). He gets +1 to the selected skill and it is always considered a class skill and +1 to the selected save. The skill and save must be related to this horrible adventure.

Material may be taken from any official Pathfinder sourcebook.

We will be using a variety of systems from the Ultimate Campaign, most notably the exploration and downtime rules as well as the Mythic Adventures. The moment of becoming Mythic is already planned out so no need to think of this for the moment.

= = = = = = = = = =

Any further questions should be submitted below.

I aim to being as soon as 4 candidates have a written up character. I do not plan on taking more than 4, 5 at the most.

Flavorwise: Treasure Island, Indiana Jones, Tomb Raider, Isle of Dread, Savage Tide/Serpent's Skull (in some small ways), etc.


My players dropped off the map after only a few sessions so my current PvP /Ultimate Campaign adventure had to be put on hold indefinitely.

So in the meantime, and before I think in putting in a request over on the recruitment page, I was wondering if anyone would be interested in populating a world with me.

Simply put, I need only the basics... but feel free to give as much as you want.

For example:

Wynterbark Hills
Region Type: Hills
Climate: Cold
Important Features: None
Description: A region of hills dotted with small copses of towering pine trees. Due to its northern climate, snow lasts almost all year long here.
Quest Possibility: Cold infused treants populate these hills and become aggressive if this region is either heavily crossed by armies or is settled without their blessings.

Feel free to come up with anything from pure medieval and high fantasy to extraplanar regions and etc.

Anything helps!


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Riftwar

The following Campaign Journal is as much a presentation of the campaign my players are going through as a means of keeping a record of their ongoing quest. I figured some people might like reading it. Feel free to ask questions and comment.

This campaign started off as an excuse to playtest the revamped Kingdom and Mass Combat rules in the Ultimate Campaign and my players brought up the idea of PvP. As there were no rules for PvP in the book itself, we homebrewed a few things and set to work.

RIFTWAR BACKGROUND
(Rough idea of what we came up with)

50 years ago, a planar portal opened up on the material plane, bringing with it legions of monsters and horrors. They were eventually driven back through the gate but it had come at a great cost. An expedition, consisting of both military and civilian personnel were sent through the gate as it closed naturally. This expedition was tasked with founding a beachhead beyond the gate. There, they would seek to discover why the portal had opened, and prevent any more monsters from pouring into the world.

As the gate closed, communications were lost however.

And now, after 50 years of silence, the portal has reopened once again. No monsters have poured forth however... and no members of the expedition either.

Now, each PC is a leader of a new expedition, each one entering this new realm for their own reasons. Some seek to make contact with the Lost Expedition, some seek to claim the land as their own, and others have even more mysterious motives.

HOMEBREW PVP RULES

- Each player submits their Realm actions to the GM at the start of each turn.

- Any actions that require a clear decision on who did what first, have opposed rolls to see who goes first. Certain bonuses can be applied to this roll.

- Characters level up at specific moments instead of by gaining experience points. While the focus as a whole is on the kingdoms and armies, the players still roleplay themselves and go on adventures.

STARTING RESOURCES

Each PC began with the following:

- 50 BP
- One randomly selected Hex in Valtheria.
- A 1st level character, 25 point buy.

THE PLAYERS AND THEIR REALMS

Valdar of Silverholde (LN male human fighter 1): Valdar's quest involves finding the members of the lost expedition as well as defeating the source of the monstrous attacks 50 years ago.

Szarde Ruinhorn (CE male tiefling rogue 1): Szarde is on a simple mission. Destroy everything. By flame and shadow, he seeks only to devastate this world and all who oppose him.

Filwick Northwind (NG male halfling alchemist 1): To Filwick, Valtheria is a world fresh for exploring and experimenting. His only desire is to study and revel in what only a fresh world can bring.

Serrina Helvinter (N female human ranger 1): Serrina is the only other expedition member who truly seeks to find out what happened to the expedition 50 years ago. As well, she has always felt a strong pull to the land of the region and hopes to preserve it eternally.