| hazard5259 |
So I've been looking/trying to do a wide variety of themed adventures originally based on power rangers, but also taking inspiration from other 90's themed shows, and stories.
So here's a list of things I've been working on, I'm hoping to get help with fleshing them out and developing them into something awesome.
The World:
The lands of Dragons, each continents either currently ruled by, the domain or was once ruled by one of the "great dragons"
-The Lands of the Black Dragon: Once ruled by the vicious and evil Black Dragon. The "Ascended Gods" have cut this continent off from eh rest of the world, and even from parts of it self.
-The Lands of the Green Dragon:
Organizations:
-The Platinum Dragons Guild: An Adventures Guild with Guild Homes all of the World. This guild recruits members regularly in an effort to have candidates to inherit "the great powers" of their region should a great evil ever be revealed/unleashed. The Original Platinum Dragons(The ancient ranges) defeated the Black dragon and became the first of the ascended(mortals turned to gods). Its here the platinum dragons expanded and became a global organization. The original guild home and only it highest members hold the truths of it purpose and original creation.
Different Adventure Themes/Ideas/Concepts
MMPR(Mighty Morphin Power Rangers) Inspired Adventure:
This would be an adventure for 5-6 Players
The evil Witch Rita(Placeholder) intends to revive the Lich Lord Zedd(Place holder)(Staff Master Magus/Lich) and his mighty beast the resurrected(skeletal/maybe lich dragon) black dragon Screpenterra(place holder)
-Inspiration: MMPR(Season 1-3), Mystic Knights, Zyuranger, MMPR the Movies (90's)
-Villains will include:
Putties
Rita
Lord Zedd
Rito
Master Vile(Maybe)
Scerpenterra
King Sphinx
Goldar
Scorpina
Tengas
-Dragons breath bracers: bracers that accept the powers poins that allow the rangers to speak via message of long distances and have a breath weapon attack based of the "color dragon" the embody.
-insert plot line about reforming their coins and learning the secret history of the rebellion that killed the black dragon.
-Legendary Weapons
Power Sword/Dragon Dagger
Power Daggers
Power Axe
Power Bow
Dragon Dagger/Saba or Saba/Dragon Shield or Dragon Dagger/Dragon Shield
MMPR Season 3/Alien/Ninjastorm/Ninja Sttel/Samurai/Ronin Warriors: Oriental inspired adventure
MMPR Season 1/Dino Thunder/Dino Charge: Island of Dinosaurs Adventure
Zeo/Operation Overdrive: Takes place in the ancient lands of the Greed Dragon where civilization is reemerging for the second time. An ancient Automaton army is suddenly reemerging, are heroes was dive into the ruins and find the powers created by 5-6 ancient civilizations. They must reassemble the crystals, and then shut down the automaton factory, and defeat the machine king and his armies.
In Space:
Lost Galaxy/Voltron/King Author : (4-6 Person adventure)
-Castle of lions
The hero's are colonists reaching an island that hasn't been explored. they find the hidden castle of lions with the Quaser sabers. They need to find the lights of orion, the trans daggers and their guardian beasts in order to protect the newly found kingdom from the evil drow king, and the insectoid armies.
Light Speed rescue/Supernatural:
The hero's are daemon hunters using "New and modern tech" to fight old and ancient evils
Time Force
Wild Force: Something involving animals and Gems
SPD: police force for a major city/country
Mystic Force: Full Magus/Vigilantly Party Pretty much everyone can cast magic of some kind. All the deities are embodiments of a particular kind of magic.
Jungle Fury: the Monk/unarmed fighter/matial arts/brawler party adventure
RPM
Megaforce/Turbo/Kyuranger Angel/Asimiar Adventure with a constellation theme
Super mega Force/Gokaiger: Pirates fighting a shadow rebellion against ancient or new evil.
Over all recurring themes would include the platinum dragons guild being where the hero's come from, or learn about the powers, the "Ascended" which the first 5-6 where Guild members and maybe each region has there own set of ascended that where once rangers.
Honestly building the weapons seems like a lot of fun.
Id want to build nods, and references to the shows they pay homage too. id want to do each as an adventure path that ends with them defeating the big baddy of each season/show the embody
| Derek Dalton |
Most adventure paths go with characters using a 25 point buy something. To make them Power Ranger special increase the point by to say 30 or 35. I'm not sure how you would do it but make the increase in stats limited in duration. This will make a bit more bookwork for you and the players. I wouldn't recommend it but you could make them mythic. Mythic gives PCs a step up in power over normal characters.
While the Power Ranger series was more reactive, waiting for the bad guy to do something evil have your group more proactive. Have them searching the globe to stop Rita and others from opening portals, retrieving artifacts of power or whatever. Another thing to consider most players refuse to let bad guys get away. Throughout the series a second or third in command always fought the rangers then walked away. Most players won't allow that to happen. Even a Lawful Good Paladin won't let a Chaotic Evil villain to keep breathing if he knows he is going to continue to be a threat. He might jail him once maybe twice the third encounter with him the Paladin will be trying to kill him. I don't have any advice on how to stop that.
| hazard5259 |
Ooo I forgot about mythic, giving them mythic levels as they find pieces of the "legacy gear" that would be kind of awesome.
I'm not to worried about making the "Change/Morph" effect in game, I'm planning on making armor and weapons that can melt or compress down, and don't hinder the wearer when sleeping etc. I don't plan sneak attacks when they sleep etc. with this kind of campaign.
as for retreating recurring enemies, there is this sweet device called a plot hammer, and even then I can do a resurrection or something.
I like the idea of Enlarge person being used a lot, especially in the middle of a battle. Granted it wont be as awesome as the show but it could be quite fun.
I'm thinking I might make special helmets that grant bonuses, armors or robes too.
for Lost Galaxy I'm thinking the lights of Orion would be an armband that grants an energy attack, leaded blades to the Quasar sabers, and maybe something more.
im thinking the Trans daggers mind provide a "Spirit mount" or a free animal companion. I even think I might ban classes with animal companions for that one
oo Wild force, you have to have an animal companion or a familiar that's an animal.
| Derek Dalton |
Rules for Mythic weapons are pretty easy to understand so creating the power weapons should be easy. There is Folding Plate a magical I think +1 full plate that compresses down to a small brooch. Rules for modifying armor can be applied here as well.
Enlarge is a first level size. You could always use the rules for creating spells to make it more effective. Instead of just going Large go two or more steps larger making the spell higher level. Make Whole is a good example. It's first level. Greater Make Whole is an improved version a fourth level spell. Does essentially the same as the first level spell just better. Greater Make Whole is out of Technology Guide. The book might be useful for other ideas as well.
Are you planning on restricting class and race choices? I ask because I know a few players myself included less inclined to play knowing there are restrictions.
| Derek Dalton |
Had a few questions, ideas and suggestions but life happens. So here's my first suggestion. All the ranger series were essentially one campaign. So I'd pick one and focus on that specific one first. It may not work so then switch to one that does. Some I'd avoid due to lack of game mechanics available to work with.
I'd allow players a variety of classes even all to play as a ranger. Even one that grants say a companion. I wouldn't recommend it to a player who is new to the game or class since companions do add to the complexity of the class. Speaking of companions check out Advanced Class Guide. It introduces the Shaman who gets a Spirit animal. It may be closer to what you are looking for. I know in Wild Force that all the rangers by series end had something like four or five different animal spirit companions. Later series followed the same general idea. One primary spirit or focus and then later acquired more and different ones that enhanced them.
| hazard5259 |
I like the folding plate idea.
I actually planned to do the communicator/coins/Morph as a bracer, and have the coin set in it. One idea I had was that the original coins where cracked in their last battle so by the time they are recovered they wouldn't last through the "final battle" they crack and break and their "legacy weapons" lose their powers and abilities, and they have to find the original forge that created the coins to make new ones. So the first coins are going to be based off chromatic dragons, and the second ones metallic. The problem is how do I deal with the sixth coin?
make a new dragon?
My story so far has the powers coming from the equivalent of Bahamut("The platinum Dragon"), he will be the progenitor of all dragons(considering making only one dragon of reach kind in the universe).
I agree, like power rangers in space I will be waiting for Star finder, I probably wont do anything specific for car based ranger teams, etc.
Yea I had the same idea, make each season its own adventure path esque thing.
Yea make like the wildforce rangers all have to have some form of a animal companion/familiar/etc.
I honestly am thinking about giving mystic force a "enlarged wildshape" thing so they can become the mystic titans.
I will. My first sorta goal is to establish weapons and equipment they would get along the way, as well as the list of bad guys, and enemies, and build the bad guys. once I have that, I'll establish the timeline and start building the specific locations the adventure takes place in.
OMG I LOVE THOUSE LINKS. I will defiantly look into that.
| Derek Dalton |
Couple of ideas for you. The first is the Putties and or whatever they were later called. NPC Codex has premade Warriors and Fighters. At low levels use Warriors. One by itself not much of a threat add four or five more they do. Later on switch them to actual fighters.
As far as a dragon sponsor the later bestiaries have rather weird and odd dragons which fits often with how weird and odd the sixth ranger is.
| hazard5259 |
ooo good idea on the putties. I planned on making them some form of earth elementals or golems, maybe even magma elementals latter on.
ooo that's a good idea to for the 6th ranger.
Yea so to break it don sense the "first generation" of rangers I was going to be building a story around was also going to be the found of the "platinum dragons guild" that effectively "recruit" the rangers of each region/generation, I wanted them to have a very obvious reason for naming the guild the way it was.
So I plan on doing a Jurassic/Dinosaur themed one. Maybe like a dinosaur island theme. So like
Jurassic park/MMPR/Dino thunder/ Dino Charge/ all the Japanese equivalents, maybe some Mayan/Aztec/Inca influence on it as well.
I wanted to start with the "progenitor" of the guild as the first adventure, but maybe I should start with something that has less of a "background of the world" involvement.
| Derek Dalton |
The island setting works for a couple of reasons. The first is it keep the setting as big as you need. This helps in having the PCs in one place to start instead of figuring out how to get PCs to that location. The second is it limits the player to where you want when you want.
If you can read Mythic Adventures. It's a good book and might give you further ideas. The one thing it suggests is wait a couple of levels before making a starting character mythic. Mythic adds a level of power and complexity to a character. I've ran one mythic campaign and played a mythic character. Both times I saw a spike in power and complexity. The complexity was there even though I knew what I wanted to do with the character.
| hazard5259 |
Yea I was thinking like 3rd or 5th level before mythic.
Also I thought I answered this, yes I would restrict races(because Id wan players to use "heroic races" and pick races native to the area. I plan to build "Races of the ascended" too which are going to be races based on/children of/demigods of the once mortal beings that became gods.
Variations of genekin, etc.
As for classes I had thought about a no written magic rule for story flavor on one campaign, and restrictions based off world history/ or flavor for the campaign. So really it be a case by case scenario that would probably end with flavor changes being made so certain classes fi better.
| Derek Dalton |
No written magic, not a bad concept. That still allows a lot of classes for arcane, divine, and psychic.
What do you consider heroic? A way to consider race is the AP number. In Race Guide most of the standard races have an AP number of ten to twelve. Regarding descended children take a look at Assimers and Tieflings. Both offer variations of the same race. Both stats and abilities change when you take the variants.
| hazard5259 |
Yea that's what I thought too. Still plenty of room to work with. though many archetypes do become out right banded. Kinda the idea I had was that all written forms where purged during the war where the first platinum dragons fought the "black dragon". basically the idea was they wanted no ability to resurrect the black dragon by his followers. but not all spells where purged ad the first Adventure path is about the his followers or something (zed, rita, etc) resurrecting him by finding a lost tome of necromancy. The lands of the black dragon will be the only place where "written magic" would be banded and until the adventure is completed (timeline wise) the lands of the black dragon are cut off from the rest of the world.
"Heroic" is more like races that their majority don't fall under the evil alignment (eg, drow, drugear, etc. are out)
as for the "Demi gods" I plan to do variatyions of genekin, asasmir, and fetchlings for the first set that have an equal AP,and have a universal set of rules too. it will look something like
Each one will have a city I an area that resembles or homages the element/force, there race embodies. (Ex. the fire race will have a city in a active volcano)
-Light
-Dark
-Fire
-Ice
-Water
-Earth
-Air/Wind
Basically I want their stats to improve and decrease based off the element they embody and have racial abilities appropriate to the element/force, but I don't want one race to be "Superior" of the others.
| Derek Dalton |
I'd lose ice or make it a subset of water. Geniekin in Inner Sea Races has info you can find it online, I couldn't. Not a great book but useful.
Maybe to start the adventure isn't Rita or whoever getting a spell but a fragment of the Black Dragons Heart or Soul. So each town actually has a vault where they keep one fragment. Six or seven pieces. To start a single PC or a couple are there to witness the attack maybe tried to prevent it. The minions keep them off for Rita to get the fragment. Then after the attack word comes in another town was hit by Rita's second in command. This should prompt town elders to send who they can to other towns to warn and defend against a next attack.
From the attacked town maybe more PCs were so they have a clue what has happened. They don't need to be told much except this things stolen have to be kept from being stolen. So you pick X town where all the PCs are to defend the town. Then make a major boss and have him and minions show up. PCs win. You can have Rita already snagging the other shards or they still remain safe for now. You could keep them in one town defending the remaining shards or send them off. One idea is the elders discover a way to permanently destroy the shards. The catch is the journey is long dangerous and exposes PCs to a much wider world of evil.