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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


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


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


Hi,

I've been thinking about chaning BWG somewhat. My players are due to start it when we next play but they are already at level 4 and so If I ran it as is, they'd be out when we start SWW. So, I was thinking of getting rid of the second half (The action back in Sasserine and Vanderboren manor) and replacing the exploration of the cove with a mission from the dawn council/church of whirling fury.

Outline: A certain Colonel who commanded the garrison of a fortification/prison overlooking the river going into sasserine has defected and led his men and prisoners upriver to an old Amedio Temple in the Jungle. Divinations have revealed that there is a certain amount of demonic activity in that area and so the PCs are sent up river to "terminate his command, with extreme predjudice" (Yes, I know that it is a blatant take from Apocalyspe now, but hey, whats wrong with a homage to such a fantastic movie). However, when they arrive, they find that there is chaos as all the soldiers have been transformed into savage creatures. Colonel Marlon is a crazed half-fiend cultist of Demogorgon who had aquired a shadow pearl from a strange glass urn filled with strange green liquid in the temple and who planned to unleash it in Sasserine. However, in the process of extracting it, it cracked and a savage tide was unleased upon the cult, all of whom are now savage creatures. The exception is one Harliss Jarvell, a pirate who was imprisoned in Marlon's prison and who was brought to the temple, probably for sacrifice. When the character arrive, she has escaped and is fighting savage monsters.
Marlon is in the sacrifical room at the top of the temple surrounded by his bodyguard of fiendish soldiers (not sure if templates will stack or not, if not then they aren't affected), trying fervently to break into the second urn (shaped as baboon heads), however, when the PCs arrive after fighting through savage soldiers and some demons the strange liquid from the first urn can be seen running through grooves into the statues in the alcoves around the room as well as a big statue of Demogorgon. This causes them to animate. a three way battle then ensues with everybody fighting everybody else. (Yes I know, theres another movie reference)

In the end, should they succeed, the PCs return to sasserine as saviours of the city providing big affiliation bumps and a ship, the Sea Wyvern.

Any thoughts?

Warmage 101


From another thread:

James Jacobs wrote:

It will indeed follow Age of Worms' pattern, that is:

"City of Broken Idols": 13th–14th
"Serpents of Scuttlecove": 15th–16th
"Into the Maw": 17th
"Wells of Darkness": 18th
"Enemies of my Enemy": 19th
"Prince of Demons": 20th.

SERPENTS of Scuttlecove? (Sorry for Caps, I don't know how to do bold)

Dragons? Yuan-Ti pirates? What do you think is going on here?

Lets get this speculation snowball rolling! (Don't just restrict yourselves to serpents of scuttlecove)

Warmage 101


Hi,

Do drow in Eberron have their light sensitivity weakness? Its seems kind of strange if they do since the majority don't live underground in an underdark style environment but aboveground in Xen'drik, a tropical environment with lots of sunshine.

If anybody could clarify that would be great.

Warmage 101


Hi everybody,

In the Sea Wyvern's Wake scaling the adventure sidebar it only gives details for reducing the difficulty of the encounter. I know that the opposite wasn't included as it would have taken the adventure from a low level adventure to a mid level adventure. However, I'm running STAP with a 3 person group (Basically the 3 musketeers) and at the rate their going their going to be 6th level or higher by the time they start the adventure and I was wandering whether anybody had any ideas for upping the adventure?

Many thanks

Warmage 101


Started Savage tide yesterday with the following group (and have actually finished the first adventure after a marathon session):

Terak Kellani - Male CG Human Paladin of Freedom 1, who worships the court of stars. Educated in the academy, he has grown to despise his family and strives for liberty and egality.

Joseph - Male CG human Warlock 1. A fisherman/dockworker of the azure district whose ancestry is mysterious. Knows something of his power but doesn't want to show it and is scared of it.

Conrad - Male CG Human Rogue 1, minor Nymph bloodline. A resident of shadowshore for as long a he can remember, Conrad was brought to sasserine by his parents when he was a child from the forests, where previously his family had owned a small logging company. Hard times came about however when it was bought out by one of the big companies in sasserine. However, instead of finding fortune, his parents found the sharp end of a knife. Condrad strives to make his life better and to rise up the social ladder. He will act against injustice when it is before him.

There is a very strong 3 musketeers theme here, with rapiers and floppy hats with feathers owned by all three.

Part 1 coming soon.

Warmage 101


I've always thought a time travel campaign would be cool to do. So, I thought to myself, why not combine two really cool things (Eberron and Time travel) into one lot of awesomness.
Here's the outline of the idea I came up with.

Characters are for some reason in the mornland, 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. I thought that House cannith 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.
All i'm wondering about is whether to use clockwork horrors for the constructs or to create a new creature like the borg from startrek to fill the role (House cannith was trying to improve the warforged design by making it a full synthesis of organic material and construct technology, but as with all things when humans try to play like gods, it went wrong.)

Thoughts anyone?

And before anyone starts complaining that this doesn't fit into standard theories of time travel, just have a reality check, its fantasy!!!! Normal world physics don't apply.
Also, I know people can get quite jumpy once anyone starts mentioning explainations for the day of mourning. Just remember this is just a thought, not solid golden truth.

Warmage 101