Points of Light PDF

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Four Realms, Four Evils.

War horns wail and perilous realms cry out for heroes! Four settings, each detailed and mapped, ideal for novices launching their first campaign, or veteran GMs looking to challenge their players with terrible foes and foreign lands...

  • Wildland:The fall of the Bright Empire left warring factions in its wake. As savage barbarians and wicked humanoids roam the land, the last bastions of civilization cower behind their crumbling city walls. A dark age has come, and none may live to tell the tale.
  • Southland: On the frontiers of the Great Kingdom, the nations of men, elves and dwarves join together against the wicked elves of Nighportal Keep and the Orcs of the Bloody Fist. A realm is yours for the taking, if you can carve it from the wilderness.
  • Borderland: Two factions clash over war-torn fields, battling for dominance in a civil war that that has torn a once-mighty empire in two. When brother strives against brother, and blood runs in the streets, who will emerge to unify the broken land—and at what cost, peace?
  • The Swamps of Acheron: In the Outer Planes, amid fetid swamplands and ice-choked mountains, the fell god Sarrath holds court. In a realm where gods stalk the earth, will you dare to take a stand, or will you succumb to evil's siren song and take up the Serpent Banner?

The tide of evil must be turned back, and heroes are few. Do your characters have the courage to rise against the coming darkness?

Rules System: Systems-neutral
48 pages

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4.00/5 (based on 1 rating)

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Points of Light, not necessarily 4E

4/5

I picked this up a while back from the Paizo store at the recommendation of a friend.

Keep on the Borderlands, Thunder Rift, Night Below, The Vaut of Larin Karr, Shattered Gates of Slaughterstone. Each of these had something in common. Apart from the themed adventures set there, the product itself gave no small attention to the setting where they were located, creating a mini-campaign area to explore and develop.

Well, Point of Light takes that idea and runs with it. It’s inspired by the Point of Light campaign ideal of D&D 4E (no large nations, just small outposts between monster-haunted wilderness). To that end, it maps out four lands, and gives basic, creative description of the geography, civilization, and political skullduggery between the inhabitants and denizens. There are no actual full "adventures" included.

Each section has a one-page overland map, text describing the different hexes where lairs, towns, keeps or ruins might appear with a description of each written to jump-start the imaginative juices. Each area also has a mini encounter table and a rumor table. Some towns and settlements are given mini-maps in the text.

It reads very old-school and has the appearance of the same. Maps are black and white, simply clear and functional line art with a number hex grid imposed over top. Writing obviously shows a D&D 3rd Edition mindset, with mention of specific spells, magic items, and the like that all appear in that edition of the game. Apart from these vague references, there is literally no crunch. A NPC might be described as (Ftr 5) and a great wolf as (2HD) and that’s it. Really it could be used in any fantasy game world with ease.

The first land is a wild land: Different groups of civilized races and humanoids are surviving in their little area following the destruction of a grand empire.

The second area borrows from the idea that characters of sufficiently high level will want to own land: clearing it of monsters, building the keep and holding the land. The place is littered with little details for characters of this mindset to take advantage (and be wary) of.

The third area is a rough, frontier borderland between two warring nations where the soldiers loyal to their sides, and not monsters, are the real threat.

The fourth location is set in the outer planes, the home of an evil god where his faithful go and take tests to rise in rank in his church.

The first three were super to read. The last section, the outer planar entry wasn’t as fulfilling as the first three and didn’t evoke a cool sense of exploration like the others. The writing isn’t heavy, and not so detailed that you feel constrained. Just the opposite, the entries get you thinking about how you’d like to drop the adventures in here, shake it up and watch how they explore and handle themselves.

It’s also a good aid for a GM who hasn’t completely mapped out his homebrew world yet, or has lots of undeveloped space.




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