General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
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This product is 56 pages long and free. Cover, credits, intro and ToC take up 4 pages. I counted 17 pages of adds many of them for other Rite... [Read More]
Evocative City Sites Lorn's Entrepot (Abandoned Warehouse) by Rite Publishing. I was given this product for the purposes of this review. This product is 47 pages long. Cover, Credits, two pages of... [Read More]
Feats 101 by Rite Publishing. I was given this product for the purposes of this review. I have not yet played using these feats my review is based on reading the feats and checking a few against... [Read More]
The Plane Below: Secrets of the Elemental Chaos is a 4e D&D product describing some of the different planes in the 4e Cosmology. The book is a typical hard bound book that Wizards of the Coast... [Read More]
A Distant Mirror: Wars, plagues, and intrigues. Orcs are swarming out of the north, the Huns are preparing to sail from America to invade Europe, and a plague ship sails towards Italy with a doomed crew. Alternate history with dweomercrĉfting.
The Road Untaken: The characters come together by seeming coincidence, but discover that they all have some unexplained connection to each other. It is revealed through traumatic flashbacks that they have all been cursed with a magical amnesia by an unknown villain, and they must find out who they were, and in doing so return to oppose and defeat a powerful madman. The catch is that the villain gave them their heart's desires as their new lives: the fighter that always envied the spellcasters is now a wizard, the secretly devout rogue is now a respected priest. Will the party want to go back to their own lives, knowing that they may lose the good lives they have now?
__________________ Luthien Greyspear
"All life is a journey towards inevitable perfection. Prepare to be perfect."
Hey Mythus...are you using Northern Crown from Atlas Games? It might help you out on that one.
(Also, if you like Alt History and need some more campaign fodder, consider reading Marvel Comics' 1602, or The Years of Rice and Salt by Kim Stanley Robinson, CJ Cherryh's Sword of Knowledge trilogy as well as innumberable AH books by Harry Turtledove and S.M. Stirling.)
Dead Wreckening (min adventure or weird campaign):
We all have them. That one character you really liked that either go squished, eaten, stabbed, blown up , shot or stabbed. But for some reason you didn't throw the character sheet away.
The characters are dead. They are all raised as revenant spirits to deal with the enemies of the kingdom. How long will they be under the control of he that raised them and where would they go if they rebeled?
Fahgitahboutit (adventure): The Pc's are enforceers in the Orcish Mob and are hired for what starts out to be a simple job and turns into something more...
War of Nine Rings (campaign):
There are nine moons orbiting a gas giant style planet. All have life and different cultures ( fantasy with each moon acting as the home world of certain races and beasts). There are mystical gates {world bridges} thatlink the moons to each other and each one has a particular feel to it. The campaign centers around the adventures on the different moons and the politics of such a situation.
Death of Divinity(Epic D&D Campaign)
The player characters accidentally stumle upon an artifact that they accidentally use to fundamentally alter one of their patron dieties. This creates an imbalance in the heavens, and sets in motion Tiamat's plan to devour all the other gods and destroy the universe. The players are chosen by their patron dieties to serve as their agents in the war against Tiamat. God's die and the world slowly falls apart until the characters must ally with Bahamut in a final desperate gamble to invade Tiamat's realm and undo the damage she has caused. Campaign ends with either Tiamt's victory and the end of all things, or the PC's victory, and their becoming the new gods.
New Raul
Magic is failing because of a disjunction caused by the late sorceress Crystal Rose, the dethroned self styled White Queen. The wizards of the world are searching for items of power from which to free enough magic to stablize the plane's waning finite supply. A large source of magic is detected in the southern desert, and the Wizard's School of Grensha is sending new prospective professors to find the source and release it's magic. The source, however, turns out to be a subterranian civilization of humans, living in caverns and underground cities so infused with magic that it's seeped into their very beings. These people, wielding wild magical talents and following a strange religion know nothing of the hardships above, and live in peace with eachother on the bounty provided for them by their god, Janeth. But not all is as it seems, for some recall a Wizard by that name who had been searcing for the secret of immortality who was killed by demons some eighty years ago, when their god left them saying he would return. To this day they await him, and some believe these newcomers to be gods from Janeth's world. But are they good gods, or bad gods?
Pick Up the Phone Booth and Die (d20 Modern Campaign):
The players start in a room with no exits. In the middle of the room is a large phone booth. If the players pick it up, they die.
Hey Mythus...are you using Northern Crown from Atlas Games? It might help you out on that one.
(Also, if you like Alt History and need some more campaign fodder, consider reading Marvel Comics' 1602, or The Years of Rice and Salt by Kim Stanley Robinson, CJ Cherryh's Sword of Knowledge trilogy as well as innumberable AH books by Harry Turtledove and S.M. Stirling.)
No money for either I'm afraid. I can recommend The Years of Rice and Salt as well as Turtledove and Stirling.
In any case, A Distant Mirror is set some time before 1602 and starts from a far different PoD. And I'm in a position where I really don't want the work of others sneaking into mine, even inadvertly, since it could lead to accusations of plagiarism. I don't want that.
Truth of Half-Men: The PC's whom have been making a name for themselves in the Matriarchal Jungle Kingdom of Dridi find themselves caught up with disappearing villages and strange creatures from another plane. Everything seems to point towards the Legendary Half-Men who visited well before the Great Darkness. No one seems to know who they are or even if they are really good or utter evil, but whispers coming in from the Clan Lands say that the Half-Men are returning.
Mistledale. Heroes defend their homeland from enemies within and without, as the machinations of evils new and old presage the return of a dead god.
Some campaign ideas I'd consider for the future:
CSI: Waterdeep. As special investigators for the Waterdeep Watch, a group of eclectic heroes investigates crimes from the mundane to the supernatural.
We Were Soldiers. A group of former mercenaries heads to the frontier to make peace, new lifes, and new homes for themselves. But it seems they cannot leave behind their warlike ways ... or perhaps their past is hunting them down.
An adventure idea that still haunts me:
A Soldier of the Last War. Locals and travellers have begun disappearing near a wood haunted by a battle-scarred veteran of the Last War who shuns all contact.
__________________ "The Soul of D&D?It's rolling a natural 20 when you're down to 3 hit points and the cleric's on the floor and you're staring that sunnavabitch bugbear right in his bloodshot eye and holding the line just long enough to let the wizard unleash a fireball at the guards who are on their way, because they're all that stands between you, the Foozle and Glory." - WizarDru
Bouncing Here and There and Everywhere: A race of small humanoids (goblins, kobolds, halflings, what have you) discover a non-magical recipe for a potion of jumping. Elated, they begin to mass produce the elixir for use in raiding human settlements. However, it is accidentally discovered that, when consumed by larger races (such as humans), the potion acts as a potion of strength. Now the wee race must protect the recipe from the conniving humans, who want to steal the recipe for themselves, while simultaneously using it in excess to performs all sorts of larceny. Hilarity ensues.
Yeah, I stole it.
So what?
No one under the age of, oh, 20 should have any idea what I'm talking about. Happy anniversary, that cartoon I copied!
CSI: Waterdeep. As special investigators for the Waterdeep Watch, a group of eclectic heroes investigates crimes from the mundane to the supernatural.
Funny you should say that. One of my higher level characters has created a new city-state that was recently flooded with refugees from a massive war. Thing is, they're refugees from one of the more populous countries, and they believe they have the rights to the land and the rule of the city. The city itself was designed for a couple of thousand people -- its population has swelled to 39,000!
My next character is going to be the child of said character. I have plans to make him a Monk/something gestalt and prestige into the Watch Detective class from the Masters of the Wild splatbook. I will get my "Gil" on and maintain the peace while investigating muders et al.