
Alshoodone |
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So, I've recently produced a large, level 4-17 Adventure path complete with working maps, NPC roster, and a player's guide which I'll post shortly. The game is for 4 players, and no more. The only race is the customized Human Race with lots of different potential qualities. In addition to this, the game brings in a new Mechanic called "Essence" which directly relates to the also new "Dark Feats" and those characters dying.
Everything is explained in full in the Player's guide, which, thankfully, is still up for being edited. Please, have a read, and if you seem interested please say so. I'd love to run a forum version of this, or even a roll20 thing on the weekends, or whenever I'm available. I've been courting around lately looking at the forums, and I've never really given online DMing a try, but I believe I've sat on the bench long enough.
Without further ado, here is the player's guide on Google Documents, free for anyone who wants to to read it and give as much criticism as they see fit. The campaign is designed to be difficult, with no-so-frequent, but still very possible deaths. When I designed it I had the mind to make it something similar to Shackled City, or Age of Worms in difficulty. With any hope, I actually succeeded.
The game is, of course, Pathfinder based, 20 point buy.

Alshoodone |

In hindsight, posting this at 1 AM, and expecting a lot of people to read 16 pages of 3rd party stuff wasn't the best idea, so, to fix this, I'll just write out the too long, didn't read version.
El'Da'Vaughn is a gloomy, rainy mess of a place where everyone is undergoing consistent memory loss. With the discovery of Essence, and the methods of harnessing the darkness to gain power being discovered, everyone who's left sane is in serious trouble.
The heroes of the campaign begin play at level 4 in the Temple of Light on the hill overlooking the destroyed nameless city. They quickly realize that their only means of figuring out who they used to be lies within their chosen Memento, and their will to go out into the world and regain what memories they lost.
In the meantime, they'll have to deal with massive Eldritch Horrors, impossible realizations, the 3rd Advent of Darkness, and more insane remnants of an old world that they're trying to remember. 20 point buy, 4 players maximum.
How does this sound? The levels span from 4 to 17.

Alshoodone |

Essence is considered a trait that you take that follows you throughout the game. Method is also chosen. Acquired feats are found in game, and covenants are able to be joined after play has begun.
Essence dictates how you handle dying, or how you deal with threshold loss. Methods deal with how you handle Eldritch Knowledge. Beyond those 2 you get no traits. You also can't take dark feats until level 5.

Alshoodone |

The characters begin play with all of the equipment a level 4 character has. They remember what those items do, but they don't remember why they had them or got them in the first place. They also begin play with their mementos equipped, on their person, or beside them.
Also yes, this was very influenced by Bloodborne. I even had to resist making switch weapons a thing, but I feared that'd be going too far. Mind you, it's only influenced, and guns aren't even as common as that game would have you believe.

Alshoodone |

You know, this has gotten more than ample interest, and I believe the only thing really holding it down is the fact no one wants to read a 20~ ish page long player's guide for a possibility rather than a certainty. As a result, I believe I'll be running it for online play.
The only question is do I run it for Roll20 weekly, or casually on the forums? The maps are entirely roll20 compatible, so that wouldn't be hard at all. It all comes down to scheduling.

TuxedoShmacked |

The player's guide isn't terribly long - I've read through it, but I just can't decide what kind of character I want to play.
One question: would you allow an alchemist's tumor familiar to take a familiar archetype?

Alshoodone |
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I'm allowing all first party stuff, including the Vigilante, except for Spiritualist and Summoner (Non-unchained) as well as all summoner archtypes.
My ban list isn't that large, honestly. Then again, I do frown upon obvious, obvious munchkin things, like having 3 different sized falcatas, or Pistolero gunslingers with advanced firearms.

Loup Blanc |
1 person marked this as a favorite. |

Well, some other things came up so it took a bit, but I've finished reading through the guide. It does look quite neat and I'm still intrigued, but I want to just make sure I understand the basics of character creation for this...
Level: 4
Race: Human, albeit with some bonuses as described in the guide.
Classes: Anything from Paizo, except Spiritualist and Summoner. All Paizo materials and archetypes are available for use as well (subject to GM when presented, of course)
Traits: None; instead, each character chooses a Method (of Eldritch Knowledge) and a Form of Essence (which determines how they gain and lose it)
Starting Equipment/Wealth: As standard for a 4th-level character, so 6000 gp
I think that's everything, although if there are any other changes, let us know. I'm unsure of exactly what I want to play as of yet, although I'm considering going with a fighter, a mundane man trying to make his way in this dark reality.

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Kronos
Male Human Oracle 4 (Lunar - Haunted Curse)
NG Humanoid
Init +4; Perception +7
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Defense
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AC 18, touch 14, flat-footed 14
hp 34
Fort +3, Ref +5, Will +4;
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Offense
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Speed 30 ft.
Melee Cold Iron Longspear +2 (1d4+1)
Ranged Javelins +3
Spells (CL 2nd; concentration +6)
. . At will—Stabilize, Create Water, Light, Guidance, Detect Magic, Detect Poison
Lv 1 spells known (6/day): Remove Fear, CLW, Magic Weapon, Protection from Evil, Liberating Command, Fumbletongue
Lv 2 spells known (4/day): Burst of Radiance, Dust of Twilight, CMW
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Statistics
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Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 19
Base Atk +3; CMB +6; CMD 15
Feats Noble Scion (War), Extra Revelation, Phalanx Formation
Additional Class Skills Knowledge Dungeoneering, Knowledge Arcana
Essense White Essense
Methods Shunner
Memento Still Writhing Tentacle
Skills Perception +7, Survival +7, Spellcraft +9, Knowledge Nature +7, Knowledge Religion +7, Diplomacy +10, Sense motive +6, Knowledge Local +3, Knowledge Dungeoneering +7, Knowledge Arcana +7, Knowledge Engineering +3
Languages Common, Aklo, Draconic
Revelations Eye of the Moon, Prophetic Armor, Moonlight Bridge
Other Gear
MW Chain Shirt, MW Longspear, Cold Iron Morningstar, Silver Mace, Dagger, Waterskin, Backpack, Silk Rope, 4 days trail rations, Light Crossbow, Grappling Bolt, 5 Javelins, Headband of Alluring Charisma +2, Light Shield, Wand of CLW, other gear TBD.

Here4daFreeSwag |

Since I neglected to mention it beforehand, I'm only really familiar with pbp, having never gone onto Roll20 myself.
Level: 4
Race: Human, albeit with some bonuses as described in the guide.
Classes: Anything from Paizo, except Spiritualist and Summoner. All Paizo materials and archetypes are available for use as well (subject to GM when presented, of course)
Traits: None; instead, each character chooses a Method (of Eldritch Knowledge) and a Form of Essence (which determines how they gain and lose it)
Starting Equipment/Wealth: As standard for a 4th-level character, so 6000 gp
Rechecking the Player's Guide, there is also the one Memento that we'd each have to choose; they're supposed to be our character's true origin or something to that effect. ;)

Here4daFreeSwag |

Haven't made any permanent decision on the type of Kineticist element to be used yet; wanted to see how our party pans out before committing to any concrete plans and to reduce any possible "overlap".
That being said, I'm considering at stat spread of:
Str:11
Dex:17 (15 base, +2)
Con:17 (15 base, +2)
Int:12
Wis:14 (13 base, +1 from 4th level)
Cha:10
Obviously, both +2 have gone to Dex and Con, although I'm willing to alter the spread (via dump-statting) if needed/requested.
Additional Quality, Human: Still up in the air at the moment.
Feats: Point Blank Shot, Precise Shot, Weapon Finesse (Not set in stone, still changable).
Memento: Wrought Iron Lantern (A greenish glowing lantern, heh. ;))
Essence: Still Deciding between Thick, Strider, or Careful.
Method: First Hand Experience (Con, Wis)
Human Favored Class Bonus: 4/6 of a Wild Talent.
Equipment: 6k worth, tba.
Hit Points: Go with full each level or something else?