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Very cool suggestions. I'll have to try them out. The Question of CR though - what is the CR value of any given minion? How many of them can/should be placed in an encounter? How many minion versions of a creature equal a normal version of it?

Once again, great stuff.

Warmage 101


Using 3.5 monsters, such as a goblin, how many 'minions' would you equate single point of CR/ECL?

for example, using goblins I was going on the principle of five minions (normal goblin stats but with one hp) being equal to one 'normal' goblin - one single hp minion for each hp on an average hp goblin. Do you think that's too many or too few?

Warmage 101


At the risk of being beaten with digital sticks, might there be a possibility of mixing something like the 4th ed. minion rules into the mix. They are incredibly useful for the DM, allowing the battlefield to be populated with monsters without increasing the EL to epic proportions. Is it possible to do something similar without breaching copyright?

Warmage 101


...created the Eurovision Song Contest =O


Rasthorn wrote:
There is a book that just came out that was based on at least part of a D&D campaign someone ran. The book is called The Hammer And The Sword. It can only be ordered online right now, but it should be in stores pretty soon. The address for the book if anyone is interested is www.xlibris.com/TheHammerAndTheSword.html and there is a link to see an excerpt from the book.

Is it just the cynic in me or is the outline of the book given on the website incredibly similar to to the Story in Raymond E. Feist's 'Shadow of a Dark Queen'? (Blacksmiths apprentice, framed for the murder of an important noble, imprisoned, freed, becomes a warrior, goes far away etc. etc.)


Hi everyone,

Just wondering if such a conversion existed or if anybody had any advice to give on how to make one. I want to try and use my old books again because both games were really cool but I much prefer the d20 mechanics. The dice pool system seemed unnecessarily complicated. I was sort of thinking it would be more on the lines of Mutants and Masterminds.

Cheers.

Warmage 101


Riding the Rail is a good adventure for 5th Level though quite similar in some ways to some parts of Whispers of the Vampire's blade.

I also had an idea for a "Night at the Museum" type thing. It would be homebrew but would consist of A museum, lots of revived fossils (Libris Mortis I think) and agents of the Emerald Claw!

Warmage 101


Wik wrote:

Great minds think alike.

I was thinking of doing something sort of similar.

My basic idea was to take d20 Apocalypse, and 3E, and sort of mesh them together. My basic ideas:

1) Set the world up as a generic fantasy world, and then subject it to a "magical apocalypse", with irradiatted zones - "Magical Fallout".
2) Have many non-magical classes (Fighter, Barbarian, Rogue, Spell-less Ranger, Samurai, Scout, etc...), and then a few magical classes. But make sure the class list is considerably different than classic D&D, so that the players subconsciously get the idea that they're in something "new".
3) Get rid of money, using the barter system detailed in d20 Apocalypse (you'd have to set up some rules for converting GP values into barter points, but it'd be worth it)
4) Take a template, and apply it to ALL monsters - these are the critters that have been warped by the magical forces, and are now evil. Fill the world with zombies, purple worms, owlbears, etc.

***

The other idea is going the "Rifts" route, and kind of just using D&D rules, a few choice things from d20 Apocalypse, and setting it up that PCs can take occupations or something so they can mesh with the setting (pretty much apocalyptic earth).

Do you know the basics of a barter system. I've looked at write ups of d20 apocalypse online and the general impression I got was that it was a pretty bad book, not someting I want to invest in just to get one piece of information.

Of course, I understand the copyright issues, but I was just wondering if someone could give me a vague outline of GP conversion/item value mechanics when bartering so I can work it up by myself from there.

Again, many thanks for the contributions so far.

Warmage 101


Kyr wrote:

I think the first question you want to ask yourself is what kind of world had an apocalypse?

Magical World - of a sort of standard D&D Medieval variety
Magical World - of a more advanced "High Magic"
Magical World - with a more Renaissance level technology

Modern World - Nukes, Tanks, Aircraft Carriers, Stock Exchanges
Future World - at the level of sci-fi you like
Science Fantasy World - along the lines of Star Wars

Then what caused it?

Plague, wrath of the gods, wars, some horrific genetic experiment, a new source of power, hit by an asteroid, aliens (magical or extraterrestrial)

Are their lingering effects?

Are the aliens still around, does plague still resurface, are there new races, is magic stronger/weaker, are estill artifacts from the prior age, are there new monsters, etc.

All of these things will completely change the flavor of your world. As its your game and you know your players you need to judge what works best for you - you want an idea...

A wholly human world with well developed magic - including industrial magic around the Victorian age with regard to magic

Nations have colleges of magic and science and military units that specialize in magic and magically enhanced weapon systems

One of these colleges discovers a new font of power a way to tap directly into Raw magic (elditrich fire, spirita, mana, reawa, whatever you want to call it), initially it is a huge boon to society and magic is raised to a whole new level, the secret leaks out, and other countries and institutions get it - this weakens the barriers between the plane of mystic energy and the world - resulting in horrific cataclysm. Great wizards good and evil pool their resources to save the world - most die in the process - and the world is saved but changed.

Some species mutate (mage-tate) some are eliminated new ones emerge shaken loose from folds in alternae realities.

In all of the chaos cities, mountains, seas from other worlds crash into ours...

Awesome! Many thanks Kyr.

I'm sort of split between the original world being high magic and renaissance (much like Arcanum if you know the PC game)

Warmage 101


Spell points instead of Set numbers of spells per day - I've always preferred the Psionic power points system


Crimson Jester wrote:
Warmage 101 wrote:

BTW: What sort of adventures would you run in such a setting?

Warmage 101

Well as I mentioned we Ran Ariel for some time and the begining of the game always kinda seems silly. You go to Walmart and clear it out for supplies while fighting off people who went nuts due to the change. Or you could always do the 10 or 20 years later game where you find out about the "change" and try to find out what you can do to restore it alla Fred Saberhagen's Empire of the East.

I like some of the concepts here, but what many people have been saying sort of relates to post apocalyptic earth. I was more thinking along the lines of Greyhawk after a planar collision/time war/demonic invasion/massive plague type thing

Warmage 101


Awesome ideas so far guys, many thanks.

I quite like the theme from the Magic: The Gathering block Time Spiral (temporal rifts/chaos) though I'm not sure how that'd pan out.

A resistance war against demons/devils/other nasties that control much of the surface world would also be quite cool.

BTW: What sort of adventures would you run in such a setting?

Warmage 101


Hi everybody,

I'm trying to come up with a home brew post apocalyptic fantasy world and I was wandering if anyone had any cool ideas, mechanics, adventures or flavourwise. I'm trying to stop it lurching into sci-fi as much as possible (I don't want PCs running around with massive electricity guns blasting everything left right and centre).

Any ideas will be greatly appreciated as I'm going to try and start a game January/February Time with a new group.

Cheers.

Warmage 101


It is the year 2121. Humanity for years has been toiling under the tyrannical rule of the Wizards of the Coast corporation who force every single person on the planet to play DnD. Why is this bad you say? Because every day a new edition of DnD is released! Currently it is on 58694940856849085848508.38338488848322002e. where there are no classes, no rules, one perfectly streamlined product. Characters can choose only to be a small human called bob who constantly wonders what the heck is going on as each sub edition is released

But don't worry, the swiss secret service are currently plotting the end of the evil government! Hope is near!

:)

Warmage 101


CourtFool wrote:
John Robey wrote:
5th Edition is totally BROKEN!
5.1313 will fix it.

But you cant forget 5.pie edition!


Just out of interest, what is the paizo staff's view on this monstrosity? Have we heard anything from James Jacobs or Erik Mona yet?

Players of the world unite! Tpgether we must stand against he darkness!!

We should start a petition...

Warmage 101


Sebastian wrote:
Zynete wrote:

Sebastian! You caused this!

They saw your post and saw it as the last straw. You made them start the countdown!

You have doomed us all to fourth edition!

*Runs away*

Doomed us all!

Doomed us all!

Doomed us all!

I also admitted to being a brain in a jar in another thread. I'm surprised no one ever figured out my true identity. Mha ha ha.

It's HIM! GLEEMAX IS HERE! BURN HIM!!!!!!!

If Wizards are bringing out 4e then they deserve shooting! All of them up against the wall!

Warmage 101


j.l.atreides wrote:

We put a permanent Mordenkainen's Magnificent Mansion inside the captain's quarters (the blue doorway has a sign about it that says 'City Watch Call Box'), and are presently affixing some sort of prow-piece that allows planar travel.

Now all we need are those sails that let us fly and something to allow time travel, and the Sea Wyvern's transformation into the TARDIS will be complete.

We have two Warmages and a Warlock in our party, so it's not like we're exactly hurting for Artillery.

-JLA

A cloud keel for flying, planar sails for interplanar travel then your sorted.

Time travel just becomes a real headache for the DM.

Warmage 101


I don't know what the politics of Magnimar are going to be like but here goes:

The Palatinate

This gigantic round structure reaches hundreds of feet into the sky. Glinting golden in the sunlight this titanic structure is home to the palatine council. This ruling body of Magnimar is formed of memebers of each of the noble/merchant/etc. families of magnimar who convene once every 7 days and in emergencys to discuss matters of state. The High Palatine of Magnimar is elected from their number and holds the position until death.

As well as the palatine council, the ordinary people of the city have representation through the council of representors, elected by the people, for the people. This body by ancient magical decree has the power to overthrow and instate and new high palatine if the current one becomes tyrannical and ignores the statutes of the city.

Lastly, ambassadors from other vasarian city states and other places have permenant boxes in the auditorium as do the high priests of the various churches, the high wizard of magnimar, the leaders of the merchant guilds and the Field Marshal of Magnimar's army.

Dispute is kept from getting out of hand by the ancient statutes of Magnimar which separates power between the judicial, legislative and executive bodies as well as providing methods of extra powers to various groups in time of crisis. In addition, the palatine guard hold constant vigil over the palatinate. These elite troops are the only body allowed to carry weapons in the palatinate by means of magic. Many of their number are magi and almost all of the ordinary soldiers are chosen for both their fighting prowess and their psionic potential which is nurtured and developed through training. Thier numbers is always one thousand, one hundred men for each of the eight noble families, one hundred for the high palatine, and one hundred to guard over Magnimar's imfamous prison. However, the palatine guard swear an oath of loyalty directly to the statutes of magnimar and so are magically bound to uphold the ideals upon which the city was founded. The Warden of the Palatinate, leader of the palatine guard, is elected from among the guard when the previous warden reaches age of retirement and is no longer fit to fight.

As well as the legislative assemblies, Magnimar's council of Juror's meet within the palatinate to preside over legal cases. Magical wards within the court chamber prevent perjury and the palatine guard ensure swift justice by immidiate transportation upon sentencing to the nighthold, the extradimensional prison where Magnimar's convicts are kept. Capital punishment is rarely used, only used as a sentence for those who have committed treason against the city. As well as the execution of the convicted traitor, the name of him and his family are struck from the city roll, an enourmous set of documents detailing each of the members of the city since its inception. Hundreds of scribes toil over these documents, changing entries for individuals as their position in the city changes. However, once struck from the list, whoever holds the name of the traitor is considered outcast and a foreigner in the city, without rights to assembly or private property.

Atop the Palatinate's enourmous gold plated dome is a massive magical fire kept constantly alight. By means of magic, it burns different colours to signify current events. A normal flame colour indicates nothing is happening, blue shows the council is in session, black indicates the death of the high palatine, white the election of a new high palatine and red indicates the city is at war and is sealed.

Obviously, due to the size of this structure, magical means are necessary for transportation around the structure. Teleportation circles allow access to different levels of the building and special magical stones in each noble families' and representor's box allows their voices to be heard in the awe inspiring auditorium.

Hope that's ok.

Warmage 101


Or you could do this:

On a dark and foggy night as the characters prepare to deliver their friends body to the sea, a ghostly ship appears out of the night. From the side of the deck, a voice calls out the dead characters name and asks him how much he wants to live. He is exchanged life for a future payment of some sort to the mysterious figure on the ship.

Sorry, I've just watched Pirates of the Carribean 3 (so cool!!!)

Just thought it would be quite cool - you could build in an epic story arc later on as well involving his debt to the captain of the dutchman (or equivilant)

Warmage 101


One class that is better than both the wizard or sorcerer is the truenamer!

Truename magic rules K.O.!!!!

Warmage 101


Delfedd wrote:
Has anyone tried to remove the aztec feeling from the Olmans? Specifically the gods, but other things as well.

They seem analogous to Pacific Islanders to me from all the artwork given.

Warmage 101


Vivriel wrote:

Another vote for Raymond E. Feist.

I mostly borrow novels from the library these days, but I buy Feist's books. His style would be a very good match for Pathfinder too.

Raymond! Raymond! Raymond! Raymond!!!!!!!

Go Raymond E. Feist!!!!

His Midkemia books are FANTASTIC!!!!!!!!!

Many many votes for him!

Dan Abnett would be another good person if he'd be interested in writing about dnd rather than Warhammer stuff.

Warmage 101


Aberzombie wrote:
Warmage 101 wrote:
Aberzombie wrote:
Havin uh basement sucks! Rain sucks! Ah don't care none if'n its Baby Jesus' pee, lahk muh momma dun told meh, ah still hate tha s#!%!

That dang zombies a'risin' again! Get 'im boahs!

Ah been round this heer thread a lot longer'n you have sonny! Ya shore does sound lahk one o'them hippies, tryin ta trick evybody inta attackin meh! Hey CH, ya might wanna bring yer shotgun!

Sorry suh, didn't mean no offense. Just tryin' to stop those walking dead gettin' those apples. Sorry to have disturbed.

One thing for sure though, I aint no %^$%&ed hippie!


Zombies... and vampires... and aliens! Oh my!

Oh and one big wild boar as well.


Aberzombie wrote:
Havin uh basement sucks! Rain sucks! Ah don't care none if'n its Baby Jesus' pee, lahk muh momma dun told meh, ah still hate tha s#!%!

That dang zombies a'risin' again! Get 'im boahs!


Still, would make a fine hog roast. Just don't let it near new york city.


Heathansson wrote:
Thar's a critter in Georgia call HOGzilla. I think the plasma cannon mite do the trick.

The army have been experimenting again!


I wanna hunt me a tarrasque with that thing! Tarrasque steak straight from the writhing green fires of superheated plasma, sounds mighty fine!


Try a Kraken. Fried by plasma doesn't leave a lot to go around.


They're on the run!

It is a great victory for mankind!

Run them down! Tractor brigades, mouunt up! Get those shiny tinfoil hats on, they're not finished yet!

Onwards!


Heathansson wrote:

Let me introduce you to my little frengd! Thoop! Thoop! Thoop!

ksh! ksh! ksh!

Brap brap brap brap chk chk brap!

There are people on the beach. Pass me my big gun. They think it is all over. It is now! Bam bam bam bam bam bam

That will sort out those aliens!

Just as long as they don't get those apples. We still want some of your apple pie


Heathansson wrote:
I luv th' smell o' napalm in th' mornin'--smells lahk victory.

Broken arrow! Broken Arrow!


Look out heath, those boys in your back yard have turned into aliens! Air support on the way, try and hold out till we get there.


AWED wrote:
de liens ship r down, *hitching head* wait its a tick on mi head , not egs sorry, I ned a clerrriicc over here to git it off.

MEDIC!!!!!!!!!


AWED wrote:
Warmage 101 wrote:
Warmage 101 wrote:

I tank dat dose boys are tryin' t'git at dose apple trees again.

I don't know why I'm talking like somebody from the mid-west, I'm english for goodness sake! Just thought I'd join the fun!

Well, toodle pip! Got to be back to blighty for tea you know *puts on biggles style flying helmet and gets into small bi-plane*

Tally ho!

Lets see what these aliens have to say for two vickers machine guns!

de de de duh de, de de de duh de, de de de dee duh, de de de duh! (doesn't sound quite like wagner, but oh well)
Shot de liens ship shot de liens ship, *Spacecraft takes cows* No, not dem COW!!!!! De damn b~~*%in liens stole me cow, and i hav a hitch!!!!! dem liens planned egs in mi heirs

They stole your cow!

No sir, that will not do! That is just not cricket! You'll get your cow back or my name isn't Captain James Bigglesworth.

Neaow! Neeaow!

Hmm, theres no stopping these crafty blighters. Their using missiles. Taking evasive action.


By the way, no wait *ratatatatatatatatatat*, got him.

Anyway, great thread guys


Neaow! Neeaow! Ratatatatattatatatatatat! One down, 56,343,543,121,000 to go

Oooh! Theres the mother ship! Everyone load up their shotguns, we're in trouble now boys! Here we go!


Warmage 101 wrote:

I tank dat dose boys are tryin' t'git at dose apple trees again.

I don't know why I'm talking like somebody from the mid-west, I'm english for goodness sake! Just thought I'd join the fun!

Well, toodle pip! Got to be back to blighty for tea you know *puts on biggles style flying helmet and gets into small bi-plane*

Tally ho!

Lets see what these aliens have to say for two vickers machine guns!

de de de duh de, de de de duh de, de de de dee duh, de de de duh! (doesn't sound quite like wagner, but oh well)


Rhyan Garrow wrote:
AWED wrote:
Rhyan Garrow wrote:
AWED wrote:
ift ya yse thit it may vork,bit liens gomein brins simetimes 2. Vatch ut
Say what?!!!
dem aliens goin in me minds, i fielded me wil sav
They wouldna probed ya if yad had yer tinfoil hat!!!

Be prepared! Never go out without your tinfoil hat.


I tank dat dose boys are tryin' t'git at dose apple trees again.

I don't know why I'm talking like somebody from the mid-west, I'm english for goodness sake! Just thought I'd join the fun!

Well, toodle pip! Got to be back to blighty for tea you know *puts on biggles style flying helmet and gets into small bi-plane*

Tally ho!


AWED wrote:
ift ya yse thit it may vork,bit liens gomein brins simetimes 2. Vatch ut

Que?

Dutch? Afrikaans?


Rhyan Garrow wrote:
Dirk Gently wrote:
Celestial Healer wrote:
Ah'm a-huntin aliuns. If'n meh shotgun won't kill em, Ah'll jes run over 'em with meh tractor.

An' wat eef yur tractor don' kill 'em?

Or dey take o'er yer mind wif der aliun tekno-thingies?
They won' take over yer mind if ya got your special tinfoil mind ray bolckin hat. Theyre shiney!!!

It'sa cawnspiracy goldarnit! The gov'ment got me back in '53!

Wheres my gun? Anyone seen my shotgun? I'ma gonna hunt me some alien!


Rothandalantearic wrote:
Hippies..... it's what's for dinner.

You get soma dem craizy hippie folks inna cawnfield and put a big 'ol fireball innath'mix an' y' got yourselves some Barbie Q'd hippie with popcorn.

They shouldn'a been in the dang field in the first place. They gets whats comin' to 'em

I like myself a bitta popcorn.


You could also use the world serpent inn to land them in a completely different campaign setting.

Warmage 101


chopswil wrote:

I always liked the Voyager Star Trek, being thrown into a totally unknown place, nothing familiar and having to spend years trying to get back.

I know it wouldn't work well trying to port into other Campaing Settings, but I think that an Adventure Path that teleports/sends 1st-level characters to the other side of their planet would be a cool idea.
New cultures, lands, magic. monsters , etc.

I know this isn't really a plot but an iteresting situation to place characters in.

Thoughts?

Have you read any of Raymond E. Feist's books, specifically the riftwar saga (if you haven't, you should, they're fantastic)? Basically, it chronicles a war between two worlds joined by a rift in space-time, one a traditional medieval europe type fantasy world called Midkemia and the other a wierd yet very cool world with culture that is Japanese-esque with a splash of roman and aztec thrown in called Kelewan. It sounds like just what your after.

Also, use stuff from oriental adventures if you have it. That has all sorts of cool new monsters and stuff. Try introducing a new type of magic such as pact or truename or incarnum. Have all the fighter types by samurai, or warblades or something else less familiar

I came up with a concept for a time travelling campaign set in Eberron. Basically the Characters are for some reason in the mornland (substite a former great country that has been utterly destroyed), sifting through the ruins of fallen cyre escorting some wizard when they suddenly come across a strange circle of glowing stones and arcane symbols. Before they know it, they've been transported backwards in time to cyre, a month before the day of mourning. The adventure then revolves around them entering whitehearth, and preventing the events of that day. The premise is that House cannith (substitute guild of crazy scientist/artificer/wizards) came up with a magical equivilant to the atom bomb which they would sell to the highest bidder during the last war. However, the the current time line their tinkerings set off an unforseen uncontrolled chain reaction which set off other prototypes, obliterated much of the facility and destroyed cyre (Yep, this is one powerful bomb, especially when not controlled). However, when the adventurers stop this happening, the room swirls and they black out (like in making history by stephen fry if you've read it. Really good! v. funny/interesting) and awaken in a strange half ruined city with the sound of intense battle going on nearby. It turns out that by preventing the day of mourning, they allowed another secret project of house cannith to survive, one of creating constructs that acted with a collective intelligence. This later on, escaped, overran the facility, and took the now many refined versions of the superweapon. Months later, massive magical explosions shook the major cities of Khorvaire, killing thousands (though they weren't as devastating as the day of mourning as they were more refined and controlled) and creating an apocalyptic, magically polluted wasteland. There is now a war of resistance against the constructs in which the remaining humans and the monsters of droaam have put aside their differences and have united for the greater good, mostly forming areas of resistance in the former cities as the surrounding countryside bore the brunt of the magical fall out, the cities being just physically devastated. Rebel groups of both humans, monsters and warforged roam the lands, looting ruined settlements etc. Sarlona has gone quite, with no word from them since the disaster as has stormreach in Xen'drik. The adventurers now have to try and help save humanity while simultaneously working out a way to return to the past and prevent what they did.

Hope that helps.

Warmage 101


Fiendish Dire Weasel wrote:

Our party begins Sea Wyvern's Wake tonight, although I don't expect us to get terribly far tonight because we're starting with some much-needed downtime. Then, after that, I can pretty much guarantee that my PC's (one or two particularly) will take a very keen interest in the exact nature and specs of the ship's cargo. So, while we might set sail tonight, I don't expect them to get too far.

Anyway, the reason I am writing this is that I have a couple of semi-unique problems that I forsee with the adventure as written, and I'd like some input and advice on them.

I should state before hand that, as I have mentioned in other threads, I have a relatively unusual party in a number of relevant ways. One is that it is a large party, consisting of no less than 8 PC's. Also, I have converted the campaign to run in the Forgotten Realms, in case that matters to anyone's advice. The other is that they're all good sailors, with all of them having at least 3 or 4 ranks in Prof(Sailor), many much more than that.

The reason that's a problem is that I feel like it's going to be rather obvious when I railroad them into a shipwreck at the end of SWW. I understand that it's a near-hurricane storm they're facing, and that the ship is rolling and turning, but these old salts have been through some rough storms at sea and know how to manage themselves.

Even if I made the modified Prof(Sailor) DC about 40 for them to stay off the reef, they'd have a pretty solid shot of making it, especially a few levels from now. Any more than that and you're talking Epic difficulties, which is also not especially believable. I know that the adventure doesn't even CALL for a Prof(Sailor) check, as I said, I feel I need something to prevent the feeling that they're being railroaded, which I know most gamers hate when they know that the storyline dictates a given outcome no matter what the PC's do to stop it.

The good news is that this particular issue won't be a problem until the end of the journey, which is several...

You could have Malcanthet, the queen of the succubi, imbue the storm with immense demonic power (fierce lightening, supernaturally strong winds, wierd coloured sky) which would mean that they become wrecked. She wants them on the Isle of Dread to discover that Golden Bat Idol, plus she probably would quite like them to take out Olangru and his buddies as they are lackeys of demogorgon.

Just a thought

Warmage 101

EDIT: Sorry, a bit late. didn't look at the date of the first post properly. My bad.


Heathansson wrote:
Hmmmm.....I wonder if there's any significance to that number....

There are 7 monsters and 7 Olman villages. However, there is one lost olman village (which would make 8) and this 8th monster.....

Just a thought

Warmage 101


DMaple wrote:
I probably wouldn't as they face an aspect of the Demogorgon later in the AP according to the preview, so fighting two and then the Demogorgon would seem a bit too repetitive if you ask me.

Cool, point taken.

Thanks


Hmm, I've also found the low CR aspect of demogorgon (CR 9) on the WOTC website. Should I throw that at them for a bit of forshadowing or is that too powerful for 4th level characters even with (albeit indirect) help from animated objects et al. Can it be toned down a bit? Any pointers?

Thanks

Warmage 101

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