Is there interest in a fan-made Numeria AP?


Pathfinder Adventure Path General Discussion


I am posting this question to see if the interest exists. Is there interest in a fan-made Numeria AP?

I have a campaign outline, campaign guide, and am about a quarter of the way through the first chapter of a Numeria focused AP that will go from level 1-20. I will gladly answer any questions and give details to interested parties. I'll even take suggestions. :D

I'd love to hear what the community thinks of the idea.

Dark Archive

Even though Numeria is one of my least favorite regions of Golarion, I think the idea of fan-generated content in general is a fantastic one and I know a lot of my fellow Pathfinder fans have been pleading for Paizo to do more with the region ever since it was first introduced. Your adventure path might not be official content but that doesn't necessarily make it any less cool. So thumbs up from me and I'll definitely keep an eye on your material.


I am going to be starting a Numeria game pretty soon and would love to see more


I'd be interested, for sure. I'm more than happy to provide any assistance- be it contributions, ideas, proofreading.

Sounds like a great idea!


Awesomeness. Any and all assistance will always be appreciated. I'll crack down and get working on it more.

What is the best way to post it? With maps and all I don't know if the forums here are the best option. I could always do a Blogger page. Any ideas?

Campaign Summary below the spoiler space.

Spoiler:

Campaign Summary

The Rogues of Caliphas – Levels 1-4
Hired seemingly at random the party is sent to restore order at the Havenguard Lunatic Asylum in Caliphas. Once inside, however, they discover that all is not as they were told. The madmen have taken complete control and an enigmatic conspirator sought out the party to imprison them. Breaking out of the madhouse reveals the identity of their captor as one Doctor Hedgerow. The party sets off on his trail delving deep into the underworld of Caliphas confronting Sczarni at every turn. A final assault on the Sczarni brings the party face to face with Hedgerow. It is then they learn that they have been set up to eliminate the Sczarni and that grater forces are at work than a criminal syndicate.

Horror on the Hill – Levels 5-8
The party ventures to Carrion Hill on the trail of the tiefling responsible for their ungracious capture and imprisonment. Digging deep in a land as twisted as Carrion Hill is bound to turn over some vile things. The trail of the tiefling conspirator uncovers a demon cult operating in the town. The party unravels the mystery and delves into the twisted ruins of the Old Cults beneath the Hill and finally confronts the one responsible for the conspiracy in Ustalav, a succubus named Deidre Gravetounge. The conspiracy, however goes much deeper than machinations in Ustalav. Gravetounge wielded strange technology and was one of many demons sent forth from a greater group in Numeria to bring war to Golarion.

Tales of Blood and Steel – Levels 9-12
With a demonic invasion imminent and a major demon cult operating in Numeria, the party crosses the border from Ustalav. The Numeran countryside however, is hostile and unforgiving. The party’s path brings them into the Scar of the Spider where they are forced to contend with all manner of strange metal beasts. Finally they flee into the labyrinth of valleys known as the Felldales and evade their mechanical pursuers only to find that the scarred land is no less hostile. When they finally make it through the Felldales they are set upon by a flying monstrosity that captures them and brings them to Starfall where they discover they are slaves set to compete in the arena for the pleasure of the Black Baron. The characters must battle for their freedom against all manner of monsters and machines to win their freedom and the ear of the Black Baron.

To Catch a Fallen Star – Levels 13-16
All is not well in the court of the Black Baron. The Lords are fractured along numerous ideological lines and none will listen to the threats of demonic invasion, believing their technology will keep them safe. The party must unite the squabbling lords and they make some progress all while rooting out the demons responsible for the political fracturing. To gather more support the party must venture to the city of Chessed where the remaining lords have traveled to form a new capital. Convincing the lords to return to Starfall is not easy but only the characters can reunite the nation. At the same time the party must strike at the heart of the demon cult operating in Scrapwall before returning to Starfall. Back in the capital Uvulaunt, the merilith responsible for the cult in Numeria, makes a provoking attack against the alliance of lords before retreating into Silver Mount. It is up to the party to delve into the strange dungeon and end the internal threat to Numeria.

The Mendev Alliance – Levels 17-18
While Numeria begins conscripting soldiers the party must ensure that a capable fighting force will be assembled in time. To protect Numeria the party is supplied with gold before traveling to Lackthroat where they must contend with cutthroat mercenaries and assemble a large army. Once the mercenary contracts are negotiated and paid the mercenaries move out to rendezvous with the conscripts in Starfall. Meanwhile, the party travels to Nerosyan to enlist the help of the Mendev crusaders only to find that Crusader Queen Galfrey has fallen under the sway of demons. In the process of seeking out the fiend responsible for claiming the Queen the party discovers that the demons seem to have been conspiring to draw Mendev into attacking the Worldwound. The party finally uproots and destroys the vrolikai demon Thornwing and his haunt of shadow demons, freeing the Queen. Once back in control of herself the Queen calls the Fourth Crusade and pledges her formidable armies to the cause. At the front of a great host of soldiers, the party travels to rendezvous with the Numeran forces in Aaramor.

Usher of the Apocalypse – Levels 19-20
The armies of Numeria and Mendev assemble in Aaramor under the leadership of the party but are assaulted by a demonic invasion before preparations can be completed. The horde retreats and the crusaders follow leaving a bloody swath as they fight hard, not stopping until they control the town of Storasta in the epic Battle of Sellen Valley. The crusade regroups and the party leads them north to the Worldwound where the main body of the demonic host is waiting for them. It becomes clear all too late that the bloodshed is just what the demonic mastermind Jal’kiri wants and the rupture in the fabric of reality grows and the Usher of the Apocalypse begins to push through. With the epic battle raging below the party charges into Jal’kiri’s Citadel of Chaos and clashes with the insane balor and the avatar of Deskari on the very edge of the Worldwound. Once Jal’kiri and the avatar are defeated the rupture snaps shut and the crusaders must flee or be sucked into the vortex. The demonic hordes are scattered and a relative calm settles northeastern Avistan.

Scarab Sages

I would love to see it, though I doubt I'd ever get to actually run it. (At least one of my players is not fond of sci-fi in fantasy.)

You may already be on this, but make sure to read through the Community Use Policy. (There's a link in the left-hand sidebar.) This should be allowable through that, but you should at least be aware of the terms.


Ravenmantle wrote:
I know a lot of my fellow Pathfinder fans have been pleading for Paizo to do more with the region

This is what got me thinking about making this originally. I know it is unlikely going to happen officially so I thought, what the hell, I'll see what I can put together. Interestingly it also began as a Numeria/Worldwound AP but then I saw the announcement of Demon Blight Crusade so I had to rework the outline to scale back the demon elements and scale up the sci-fi, which I am okay with.

The smitter wrote:
I am going to be starting a Numeria game pretty soon and would love to see more

I hope you enjoy and get lots of inspiration.

Cthulhudrew wrote:
Sounds like a great idea!

I love your name. lol

Arazyr wrote:
You may already be on this, but make sure to read through the Community Use Policy.

Yeah, I read it in detail yesterday because I didn't want to step on any toes.

The path is called Legacy of Sarkoris, which I forgot to mention when I posted the summary.


Interested in new monsters, artifacts, and so on


Numerian wrote:
Interested in new monsters, artifacts, and so on

^I'm with Numerian here, have any goodies to share besides your outline?


At this point I don't have any writeups for new gear and whatnot but I have some ideas I will be including. There will be LOTS of new weapons, gear, machines, etc. I can put together stats for some stuff and post it to give an idea of what to expect.


Here are some Numerian goodies to whet the appetite until I have some substantial adventure material; one weapon, one suit of armor, and one new monster.

The following items and processes are created using technological and arcane means known only to the Technic League. These items are not available on the open market.

Plasma Lance

Spoiler:

Type: 2-handed exotic Damage: 5d6 Critical: 20 Range: 400' Misfire: 1-5 Capacity: 20 Weight: 15lbs Cost: 10,000gp

A plasma lance is a five foot long weapon that resembles an oversized shortspear with a weight near the haft. The barrel of the weapon is flanged at the end creating a look like a rounded spearhead. The back foot and a half of the weapon is larger than the long barrel so it rests comfortably against the hip for firing. The trigger and handgrip is at only a slight angle from the barrel and widened to comfortable accept a humanoid hand. Behind the handgrip is a six inch long cylinder that locks in place around shaft of the weapon and houses the plasma coil. This can be removed once the plasma coil is spent by unclipping and sliding it up, off from the firing mechanism. A fresh plasma coil can then be slid into place where it clips automatically, making the weapon ready for use again.

A plasma lance is designed to be aimed and fired from the hip, making the weapon difficult to aim for those not proficient in its use. When fired the weapon releases a small of super heated plasma at a high velocity. When the ball reaches 400’ it detonates in a ball of searing heat and fire 20’ in diameter dealing 5d6 points of damage. Unless struck directly, those within the blast area are allowed a Reflex save, DC 15 to take half damage. Striking a moving target requires a ranged touch attack while striking a fixed point requires a ranged attack against AC 10.

The resulting fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other explosive effect does.

If the plasma shot strikes a solid object before reaching 400’ it detonates prematurely. A small dial near the trigger allows the weapon’s range to be dialed back to any range between 100 and 400 feet. Dialing in a range requires a standard action unless the shooter is proficient in the weapon’s use, which reduces the time to a move action.

Unless proficient with the weapon, aiming and firing a plasma lance requires a full round action. A plasma lance can only be fired once in a round.

Proficiency with a plasma lance reduces the misfire chance to 1. A misfire gives the weapon the broken quality. If a misfire is rolled while broken the plasma coil immediately overheats and explodes dealing 10d6 points of damage in a 20' radius centered on the weapon. If an attempt to use the weapon is made by someone non-proficient than it is always considered to have the broken condition.

Technic Armor

Spoiler:

Type: Light Armor Bonus: +6 Max Dex Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure: 5% Speed: 30'/20' Weight: 25lbs Cost: 22,500gp

Technic Armor plates are constructed out of a lightweight and extremely durable skymetal alloy layered atop mithral and shaped to deflect blows. The plates are layered and arranged over a Kevlar weave wired throughout with circuitry powered by arcane energies. The armor provides maximum protection while remaining light and mobile to prevent interference with spellcasting. The armor is often worn piecemeal covering only vital areas to allow even more freedom of movement without a reduction in mobility. Wearing the armor piece meal has no impact on the armor’s statistics.

The significant durability and maximum protection of the skymetal used in the construction of Technic armor grants the wearer DR 2/adamantine. Internal circuitry and magical infusions combine to create an electrical dampening and grounding effect that grants the wearer Energy Resistance 10 against electricity. Servos and body enhancing modifications also grant the wearer increased physical abilities for +2 Str and Dex while worn.

Due to the light weight and maximized efficiency of Technic Armor a wearer proficient in its use can don and remove the armor in five rounds. If attempting to don hastily the wearer is able to do so in only three rounds. Users not proficient in the use of the armor have difficulty with the odd straps and buckles making donning the armor the same as scale mail. This armor is designed for solo use so these times are not made faster with assistance.

Servitor Zombie

Spoiler:

Human Servitor Zombie – CR 1
XP 400

NE Medium undead
Init +2; Senses darkvision 60’; Perception +0
------
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3); fast healing 5
Fort +0, Ref +2, Will +3
Immune undead traits
------
Speed 30’
Melee slam +4 (1d6+4)
------
Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
BAB +1; CMB +4; CMD 16
Feats Toughness
Special Abilities Unearthly Mortis
------
Environment any
Organization any
Treasure none
------
Fast Healing (Ex) Servitor zombies repair damage done to their bodies at a tremendous rate, often fully repairing in only a few minutes. A servitor zombie is able to reattach lost limbs and will repair damage even when reduced to negative hit points. Damage dealt by fire, acid, or electricity cannot be repaired. If a servitor zombie’s head is removed from its body the body ceases to function and will begin to decay normally unless the head is reattached, at which point it begins repairing again. Destroying the brain will destroy the zombie and prevent any further repairing.
Unearthly Mortis (Ex) Servitor zombies cease decomposing the moment they are animated. Once a servitor zombie is destroyed it begins to decay normally.

Servitor zombies are created using a strange grey paste that explorers of the Technic League found deep within Silver Mount. When a small dollop is placed onto the head or face of a corpse it quickly absorbs into the skin and in a matter of minutes the corpse begins to move and can accept spoken commands.

The Technic League for all manner of menial and dangerous tasks. The zombies understand the use and operation of numerous tools and devices without instruction. An additional benefit of servitor zombies is that if damage to a limb or other body part is too severe to repair tools are able to be grafted on and become fully functional like any natural body part.

Gray Paste
Gray Paste is a dense paste that is composed of inert nanomachines. When the pate is applied to deceased flesh it becomes active and will begin to bore into the body, following the nervous system to the brain. Once in the brain the nanites will take control of the brainstem and animate the corpse. The nanites will then multiply and move throughout the body, repairing damage and preventing decay.

Servitor Zombie Template
Servitor Zombie is an acquired template that can be applied to any corporeal creature as long as it still contains a moderately fresh brain. The challenge rating is the same as a normal zombie +1. A servitor zombie template is the same as a fast zombie with the following changes:

Servitor zombies do not have the Quick Strikes special ability instead replacing it with Fast Healing and Unearthly Mortis as described above.

As always, feedback is appreciated.


great, impressive items, I've heard somewhere that kevlar fibers do not have great durability, but maybe the arcane circuitry fixes that


Interesting items and critter, I like how the servitor zombie flavor of being animated through nano machines and love the idea of using nano machines to animate dead, makes a technic league necromancer more plausible. I look forward to more stuff from you!


The servitor zombie's armor class is messed up. It should read: AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

Numerian wrote:
maybe the arcane circuitry fixes that

Arcane circuitry fixes everything.

Freedom16 wrote:
a technic league necromancer

There is nothing not awesome about that idea.


I'd love to see more from you! Also how would classes fall into place in this campaign? I've made a cleric archetype a Technic League player of mine loved.

Liberty's Edge

Love the write up so far. I don't generally care for SciFi/Fantasy but love what you have wrote so far.


gunslingeraz wrote:
Love the write up so far.

Thanks, pal!

Freedom16 wrote:
...how would classes fall into place in this campaign? I've made a cleric archetype a Technic League player of mine loved.

My approach is to make it like the official APs and have it so any class and any alignment can play without alteration or adaptation. The immersion in the technology will be a slow reveal.

As far as the archetype, I say throw it on up here. The more minds the merrier. :D


I made a thread for the AP >>here<< so let's mosey on over that way.

Community / Forums / Pathfinder / Pathfinder Adventure Path / General Discussion / Is there interest in a fan-made Numeria AP? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion
No more 6-parts APs?