Attention those near by (Windsor / Essex, Ontario Canada) we are looking for new players to add to our on going games. I am looking for 4 players to add to our 5th edition game and or our Pathfinder game. As the games are now split and some have dropped off, we need more to fill our ranks.
https://www.facebook.com/upmgaming/
Time: 5:30 - 10:00 pm, Sunday nights
Place: Windsor/Tecumseh/Essex (Must have car or ride to game)
Games: Pathfinder / 3.5 hybrid and 5th Edition game (alternating weekends.) Play one or both
Campaign: Home-brew over 14 years old this fall (2016). (Watch some: https://www.youtube.com/user/dean8880)
Looking for: Another four or so players for our weekly game
Expecations: Slight knowledge of the game (we can teach), own dice and players guide, ability to contribute snacks, non-competitive, friendly attitude, no rules lawyers )lax and house rules), able to deal with different personalities and respect each other, show up every week, ok with appearing on youtube.
Other info: Pathfinder is older crowd 30 yrs - 40 yrs, 5th Edition has players 20 yrs + all welcome.
Friday, 10 June 2016
Sunday, 29 May 2016
The dark god syndrome
The dark
god syndrome
So every book, movie, etc has the same
plot or ending, the dark god is going to destroy the world unless the
heroes stop him.
Harry Potter = Dark god; Lord of the
rings = Dark god; All Feist books = Dark god, Star Wars = Dark god,
Every comic book ever = Dark god, I had a list but I am writing from
memory atm.
So basically ya, all the heroes go kill
the dark god and the world is safe again. How not original, how not
fun, how boring, how arrogant that one person thinks they can destroy
the world. Not a country, not a state, not a town, but somehow the
world. So every single rural town too right?
Now it's great to have a villain or an
antagonist for the PC's to battle right? Sure, but to make him black
and white? We have to start to think outside the box, to make a
villain truly evil he has to have started somewhere, you need to see
where that is, you need to come across events and become involved in
a story and feel a need to strike back, to fight. Simply hearing a
tale in a tavern is not cause for YOU to be the one to kill this
'dark god'.
It's not everyday you walk down the
cobblestone road of the great city and hear “We need to stop the
villain from destroying the world!” Oh no is the Lich King back
again? Funny side story on that here too btw.
Let's take that warcraft example a bit
further for a sec. I might get some wrong but stay with me here. So
Lich King comes out right? Do the heroes get the mission “kill the
lich king?” No they don't. They first get to explore all of
Northrend with no goal or end game to speak of, just quest and story
that “Ties in” with what will happen. Next it's off to Naxxramus
to battle an evil lich lord as our Dark god who needs to die. Then
after much story later, we go into the depths of “Ulduar” where
the “Dark god” Yogg Saron needs to die, from here we do more
story of a crusade who are holding a tournament to prepare to enter
the lich kings castle where we learn more story and deeper immerse
ourselves into why were after this guy, what he's done and why he
needs to die. Finally we enter his lair and battle his minions to
stop him from 'Dark godding' all over the lands even joining forces
with our enemies to do so. Hmmm seems it wasn't a grand plan to just
kill the villain after all, but there were stories, hundreds of them
that needed to be told to prepare us for this end game (which isn't
end game cause its a living breathing world, and there is lots more
to come)
Let's take a look back if we can at
some long running campaigns for this is about long running. We are
not looking to wrap up level 1-20 in a few months, remember it took
years before. To me it's about the journey, about fun and about the
stories, the people we meet along the way, to race to “the end”
makes no sense because the it is over. So back to our campaign, let's
start back in the year 2002 at our friend Todd's house.
It was Me, Bill, Andy, Todd, Sylvia,
Dean and maybe another (was long ago) and I came up with a plan for a
campaign. It was a series of adventures set of time hoping to bring
us from 1-20 and it all started with a simple ½ episode of Xena
Warrior Princess.
In this episode Xena had stumbled
across a dead man who held a clue to a vault of treasure and when she
got the clue other started showing up with clues of their own. These
men were evil and deserved death but she could not kill them for they
had clues committed to memory and destroyed the physical clues to the
vault which she needed to get into. So working with her enemies she
suffered until they all got to the vault the betrayal happened and
she saved the day.
Hmm interesting, but that was a half
hour, how would this take us over three years real life time to
accomplish in D&D. Well it wasn't telling the players “Hey the
end game is a vault you need to get into to stop the dark god”. No
it was far from it. The first part was easy, I killed them. Yep 100%
dead, but here’s what didn't go to plan. One player decided he
would out smart me and avoid the death via the game rules. Ok fine,
but sorry I need you dead and I can't tell you why so we will play
the rules. I did so and gave him a personal adventure while everyone
sat and waited for him to finish showing off and die. It took about
an hour when I finally got him. Once he was dead, the bitching
started, if he was to die, why did we waste an hour and kill him if
he was to be dead anyways?
It was because he didn't want to die
and wanted to outsmart everyone else. Think of it as he wasn't told
the end of the story so he didn't want to participate in the
adventure written for everyone. Once he did die and quit the game we
moved on and I am glad we did without him, for it was one of the best
games we have ever played.
So with Andy dead and gone the players
found themselves in the waiting area between planes waiting for their
deities to come bring them to the after world, but someone else
showed up. The goddess of FATE and gave them a decision, “I can
return you to life if you bind yourself to a mission I have for you,
or you can remain dead.” The PC's chose to take the mission and and
return to life. They had no villain at this point, no “End game”
just a quest.
- Seeking the Second Clue
- (The twelth adv/ played Dec 2003)
- Lauren Returns..
- (The Thirteenth adv/ played Jan 2004)
- Bill DM'S
- (The Fourteenth adv/ played Jan 14th/31st 2004 R.L.)
- The Underdark Unlocking The White Crow's Vault
- (The Fifteenth adv/ played Feb 7th- March 3rd 2004 R.L.)
- Drake DM's Into the east...
- (The Sixteenth adv/ played Apr 10th- May24th 2004 R.L.)
- A Detour in the Desert
- (The Seventeenth adv/ played May 24th- July 9th 2004 R.L.)
- The Black Sun
- (The Eighteenth adv/ played July 12th- July 31st 2004 R.L.)
- Who Invited Jenna?
- (The nineteenth adv/ played Aug 7th 2004 R.L.)
- A Favor For Morgan
- (The Twentith adv/ played Aug 14th - Aug 22nd 2004 R.L.)
- The Curse of the Pale Moon
- (The Twenty First adv/ played Aug 27th - Sept 6th 2004 R.L.)
- The Curse of the Pale Moon [Part II]
- (The Twenty Second adv/ played Sept 24th 2004 R.L.)
- Govac's Castle
- (The Twenty Third adv/ played Oct 1st- 23rd 2004 R.L.)
- ...and just then, everything went to darkness
- (The Twenty Fourth adv/ played Nov 4th 2004 R.L.)
- A Dwarf in Need [Drake DM's]
- (The Twenty Fifth adv/ played Nov 18th 2004 R.L.)
- The Princesses Spies
- (The Twenty Sixth adv/ played Dec 4th- Jan 2nd 2005 R.L.)
- The Valut of Eternal Knowledge
- (The Twenty Seventh adv/ Played Feb 2005)
Keep in mind these "adventures" were long games spanning months of play
Without finding notes from 2002 I can't tell you all the steps, but there were quests all over the land and they led eventually to clues. The clues hinted at a vault of the gods and the PC's figured out they needed to get there, but the clues were very vague and each hinted at how to open the vault one at a time. As the PC's gained clues, NPC's gained clues, including an assassin and a warlord who were evil and against the PC's but had to work together to help each other get to this vault, but for why they didn't know. They just knew it had to have something good in there.
Without finding notes from 2002 I can't tell you all the steps, but there were quests all over the land and they led eventually to clues. The clues hinted at a vault of the gods and the PC's figured out they needed to get there, but the clues were very vague and each hinted at how to open the vault one at a time. As the PC's gained clues, NPC's gained clues, including an assassin and a warlord who were evil and against the PC's but had to work together to help each other get to this vault, but for why they didn't know. They just knew it had to have something good in there.
As story lines came and went the PC's
went on searching for clues, items, levels, and the like learning
little bits of the over all story. Then they learned of the evil
leader of Silver Lake named Gabrielle who was claiming to be a
goddess and had sent her champion the red knight to claim the
treasure in this vault as well who ended up with a clue.
As the PC's near epic level and the
vault they see more and more pieces fall into place. Why is a so
called goddess (Gabrielle) trying to get into this vault, couldn't
she just use her power?
In the end the PC's enter the vault
after trying everything possible to obtain the other clues from the
villains and the villains trying to obtain the clues from the PC's.
They work together and the betrayal happens as they find a treasure
on the first floor. “The Kryton Key” A well known legendary
artifact that was said to lock up the food of the gods “AMBROSIA”.
Finally! After three years real time we learn we were sent into the
vault that gods could not penetrate to destroy this dangerous
artifact (Or use it). Anyone eating the food of the gods would become
a god! That is why Lady Gabrielle was so worked up over entering the
vault, if she could have her champion get the ambrosia she would
attain real godhood and conquer the other kingdoms (Dark god
reference), if one of the villains got it he would be a evil god, if
the PC's destroy it for the goddess of fate they are the heroes, of
if they betray each other one can be a god!
THIS ALL LEAD UP TO THIS! Godhood! Or
stop the bad guys from being gods. And none of it, none of it was
explained up front. I did not tell the PC's they had to enter the
vault to stop others from becoming gods and that was their mission, I
did not break all side adventures and quests and weaving of assassins
they could not kill, warlords who hurt families and ruined lives, and
a mad woman waging war from her city against other kingdoms who
wanted ultimate power. They lived and breathed them all, they
learned, they watched them unfold, they drove the story as they made
decisions that protected the clue bearers and drove their goal
closer. They did it for adventure to see what was the climax, what
was in Roland's Dark Tower so to speak, they were on an adventure
that lead to the ultimate prize the fantastic end goal, and not one
of them knew a hint of it until they saw that “Key” in the
treasure room, one floor away from the vault.
It was the greatest campaign I ever
ran, a trill from start to finish over three years all based off a ½
show. It was not linear, it was not spelled out, it had no one clear
villain to stop, it wasn't do this or the world will end. It was just
an every day D&D quest that lead to further and further intrigue
and adventure.
When you take notes, pay attention,
stay off your phone, invest time into characters, story and gain
personal enjoyment from the “moments” in D&D you see this. To
this day Jeff can't stop talking about fooling Drake into thinking
the airship was going to crash and accepting a “Teleport” spell
which was actually a “mind rape” spell to allow him to steal
Drakes clue. These are the moments that come from playing and
exploring and investigating in D&D, you don't get these by being
told who the end boss is or by ignoring the games subtitles and going
straight to “The end”. Grinding levels to get to the finale isn't
what the game is about, it's about Alice exploring Wonderland and
finding weird situation after weird situation until she finally see's
her goal and comes home having had a grand adventure.
While this adventure could have had a
dark god, it wasn't about setting out to kill one or stop one in
anyway. It was open, the ending could have had an NPC succeed or a PC
succeed like Jeff tried to do when he turned on the party and tried
to take the ambrosia for himself.
When I ask questions in a fun game at
the start of a new game of Pathfinder and you say “No one is as
invested in your world as you are, we don't know your characters,
your lands, your world.” Then Drake proves everyone wrong and gets
every answer right because he dose take notes, he is invested, he did
pay attention for the last 14 years of gaming in the same world, they
why can't you? It's a matter of putting phones away, taking notes,
investigating, exploring, learning and playing in the world your
given to play in.
I made a mistake a few times and
listened to one player over others. We restarted over and over, new
rule set after new rule set for this player because “I can't just
drop into the middle of your adventure” or “There is no clear
villain”, “I don't do mercenary quests” or even “I don't like
the rules in this game, let's go to less rules”. This was a huge
mistake to listen to one player over the others who were having fun
and led to a splitting of the groups. After realizing I knew the
rules better than this player about his character and watching him
over and over try to abuse and use the rules wrong in his favor we
even switched to a game with less rules where the first things were
to find rules for abilities that aren't in the game instead of just
role playing.
About mercenary quests, I have written
an entire article about mercenary quests in D&D and why they are
a huge part of it. Get hired, do a job, get paid, its in the damn
DM's guide to do this! Each player is different, why yes some like
gold as a motivator, others don't. D&D at core (All the greats
say the same thing) is about slaying monsters and using their money
to go shopping.
While everyone is different, I have to
consider that article after article in dragon magazine, online, and
in forums are correct. If one player can't get along with everyone it
is time to stop playing with them. Now I don't like to do this unless
it's a huge deal, but after finding no way to please this player I
have to give up DM-ing and let someone else try to appease him and
continue DM-ing in a separate group.
It's very sad to me to see this, that
someone can't find the joy in the adventure. Can imagine the color of
the leaves on the trees in a druids grove or the way an enemy would
leap at them with a clumsy swing and have his dented blade hit a rock
and gain another dent. Sometimes people one wait for their turn and
roll dice for numbers on an attack. It's part of the game sure, even
optimization is part, but if the wizard Alatar in this deep blue
robes with white stars glued on and his funny upturned mustache don't
make an impression as he's hiring you to rid his cellar of rats, then
your not winning anything. It's about picturing his problem, taking
his gold to get good stuff, and helping him with his problem, no dark
god, no end game, no A to B, make up a fun way to do it and do it.
I can go on endlessly, I really can
because I have something no one else does no matter how much they
think they know more. 14 years experience with running D&D, I
have encounter every situation and made every attempt to correct how
things work. Why walled cities? Because when I had towns with
problems, the PC's actually went to the city and had the guards take
care of the problems (ya it happened) so the adventure to the goblin
caves for the night was off the table. Why should the PC's risk their
necks to kill goblins when the town guards can do it for them? Hmm
good point guys, guess if the cities were walled and holding back
hordes of demons then the guards would be occupied with that and
unable to help every citizen with problems, now the PC's can shine.
But why don't you give us a quest with
a main goal or end game and we just do that? Again I did, so say you
have to go into the woods to recover a magical bucket and bring it to
a wizard. Clear goal right? Not so much as you think. This is called
a “Hook” and it's in every published adventure out there. The
PC's are sent to do something they think and end up doing the real
adventure. So in this case the PC's are sent to get the bucket but
when they get there they find werewolves are attacking near by. (Here
is why I don't do this now) the PC's grab the bucket and went back to
town . . . yes they really did. Because that was their quest, they
only did what they were told, it was their justification. Many times
I went through this because this is how you use a hook in D&D.
They are NOT there to get the bucket and there is no reward for the
damn bucket, you are there on an adventure and when something comes
up you explore it are involved and off on a quest or new theme.
Some new players are our table (good people, but new) aren't
seeing this because I solved it. I don't use get the bucket for me,
now I use check rumors in the woods of odd happenings and other vague
references to peak interest that something is going on there they
might want to find out about. So now they are confused, why can't we
have clear goals, well this is why we solved it, you did and turned a
blind eye to the entire game to do a clearly silly hook to get you
into the story. Now we get you into the story you don't see coming by
having you explore it.
Black and white or good and bad do not
work in such lame terms. The adventure we had where the wolfwere's
and the werewolves were battling and the PC's accidentally sided with
the 'evil' party was memorable to see the looks on their faces when
they realized they had helped the wrong side and that the wolfwere's
were actually the good guys. I could never have given my players the
memories of this that they talk about to this day if I said “Uh
guys the werewolves are the villains.”
This is also another side note on why
“Detect evil” doesn't work in a Ravenloft game. The game is
mystery and suspense mixed with gothic horror, if you can use detect
evil off the bad and find the villain at the start, the game is over.
You haven't won, you've lost as you've ruined the adventure for
yourself.
Constantly saying “I don't get it”
or “I am lost” or “I don't know what to do or what my goal is”
Isn't the DM's fault, it's your poor note taking, investigating or
exploring skills. If your lost, it's because I need you lost and to
find your way, if you don't understand, it's because your not meant
to understand an alien mind of madness who is trying to drive you
insane. Not knowing who the villain or 'dark god' is, is the fun of
unraveling the plot to see! And no you can't 'get it' if you don't
pay attention or keep notes on the game your playing. You can't put
your phone down on your turn and roll dice and expect to catch the
relationship between two people from different planes who have an
intertwined destiny. You don't just shoot the goblins and realize the
noble families have been poly morphed into goblins and you just slew
them if your not exploring the plot and looking for some end game
villain who did this to them.
The game is story telling for a reason
and your the players who drive the story and change it. How could I
possible write the ending or 'end game' to a tale you've wove by your
actions? I always have and always will write the story around the
players and their decisions, their interpretation of whats happening
and not put in a “Dark god” for them to slay.
Saturday, 2 April 2016
5th Edition / 4th Era
For YouTube and simplicity of rules we have switched to Dungeon's and Dragons 5th Edition in which the story, role playing and the DM's work load are easier managed, the PC's however are hindered to small abilities, and spells and not as many choices and builds as Pathfinder.
Pathfinder is a terrific game, but on film produces too many rules arguments and blank spaces of looking up rules and facts even after 13 years of gaming.
PC's for this game if you are following along on our YouTube channel:
We begin as the players have known each other for a few years in the city of Ashura. They get bad news from a guild that has discovered a dungeon below a mansion and learn it has something to do with Thanero's past.
They head off to find madness and hardship and eventually Thaneros falls in the darkness below the mansion. Later his sister Cryella takes up his cause as the party heads north to investigate what is happening with gnomish bards.
Winter is coming to an end, but still is trying to hold on, as some snow mixed with rain and muddy conditions are in our forecast.
Date is 571cy in the beginning of Spring as this adventure run's parallel with the Pathfinder game.

A idea for Rose (Elven Druid)
Pathfinder is a terrific game, but on film produces too many rules arguments and blank spaces of looking up rules and facts even after 13 years of gaming.
PC's for this game if you are following along on our YouTube channel:
- Alneiros - Wizard of chaos magic
- Francis - Paladin
- Geth -Barbarian
Thyneris - Ranger- Criella - Ranger
- Glim - Wizard of Necromancy
- Rose - Druid
We begin as the players have known each other for a few years in the city of Ashura. They get bad news from a guild that has discovered a dungeon below a mansion and learn it has something to do with Thanero's past.
They head off to find madness and hardship and eventually Thaneros falls in the darkness below the mansion. Later his sister Cryella takes up his cause as the party heads north to investigate what is happening with gnomish bards.
Winter is coming to an end, but still is trying to hold on, as some snow mixed with rain and muddy conditions are in our forecast.
Date is 571cy in the beginning of Spring as this adventure run's parallel with the Pathfinder game.

A idea for Rose (Elven Druid)
Wednesday, 16 December 2015
Learn on your own
Learn on your own, need a rule, want to see how things work?
Check out the video channels below:
Critical Role - Game play
https://www.youtube.com/playlist?list=PL7atuZxmT954bCkC062rKwXTvJtcqFB8i
Saving Throw - Game play / rules
https://www.youtube.com/user/SavingThrowShow
DawnForgedCast - Rules
https://www.youtube.com/channel/UCFN3lenUT-LVL3SMvn-z7Vg
Check out the video channels below:
Critical Role - Game play
https://www.youtube.com/playlist?list=PL7atuZxmT954bCkC062rKwXTvJtcqFB8i
Saving Throw - Game play / rules
https://www.youtube.com/user/SavingThrowShow
DawnForgedCast - Rules
https://www.youtube.com/channel/UCFN3lenUT-LVL3SMvn-z7Vg
Sunday, 29 November 2015
Campaign catchup
Fresh off their mission of having explored another planet the PC's answer an ad from a local tavern owner who needs adventurers to travel to Brinewall to recover a family heirloom for her.
The eastern woman is named Ameiko the owner of The Rusty Dragon, a tavern of smaller stature which seems to be on the verge of going out of business. The PC's are promised a large reward which they figure Ameiko cannot pay, however hearing that a letter has turned up telling Ameiko of this long lost family heirloom, the promise of treasure in the castle and the PC's good nature, they agree to help.
In the confusion they hire a bard (Con-artist) who becomes disgruntled with the party and ends up gathering a party of her own to do the mission and collect the large reward. However realizing that Ameiko cannot possibly pay, the bard and her barbarian goons kidnap her and hide her some old mining caves to the east of the city.
It is here that the PC's discover Ameiko's disappearance and go seeking her. They end up foiling a con put on by the bard to a group of investors and have her arrested. During this adventure they find Ameiko dead at the hands of the bard and bring her back to the city to try to save her life. They ultimately end up saving Ameiko and putting the bard behind bars.
Later . . .
It's winter in Ashura and the city is going through a harsh one. Snow is piled up, it's bitter cold outside and our Pathfinder Chronicler has left for meetings with her lodge's upper ranks.
The PC's find themselves ushered out of the Pathfinder lodge as Gen locks it up and heads out on her journey accompanied by a young alchemist girl from another world and an android guardian. The PC's quickly find limited lodging at an Inn named "The Inn of the Blue Dragons Tooth" which allows them one month's lodgings at 5sp / day.
During this time they are teleported north by a mage named Anna who brings them to a much traveled road just east of Brinewall. The PC's navigate through Brinewall finding Ameiko's family heirloom inside of a warding box.
ANNA
In a series of visions the PC's have while opening the warding box they also find a seal. This seal represents Ameiko's family's divine right to rule the Jade Empire. Realizing this Ameiko begins planning a journey north to the lands of the Ulfen barbarian warriors, to a city known as Karasguard where she seeks a sword shown in her vision being sold by her ancestors to an Ulfen merchant for gold. This sword is known as Suishen and acts as a adviser and spiritual guide to the royal family.
Back in the city of Ashura Ameiko is showing a girl the day to day operations of running her tavern while planning her journey north with her friend Shalelu Andosanna an elven ranger of great ability.
The PC's while hanging out at Ameiko's tavern were visited by an excrescent scholar who told them of an odd temple to the east of the city at the feet of the Cloud-Tower Mountains which only seemed to appear during storms. The PC's traveled there to find an elven man who's caravan had been attacked by raiders from the temple. These raiders had kidnapped children belonging to families of the caravan and killed his other companions.
The PC's sent this elven man back to Ashura with Anna the mage to heal up and take rest at Ameiko's tavern while they investigate the temple.
The eastern woman is named Ameiko the owner of The Rusty Dragon, a tavern of smaller stature which seems to be on the verge of going out of business. The PC's are promised a large reward which they figure Ameiko cannot pay, however hearing that a letter has turned up telling Ameiko of this long lost family heirloom, the promise of treasure in the castle and the PC's good nature, they agree to help.
In the confusion they hire a bard (Con-artist) who becomes disgruntled with the party and ends up gathering a party of her own to do the mission and collect the large reward. However realizing that Ameiko cannot possibly pay, the bard and her barbarian goons kidnap her and hide her some old mining caves to the east of the city.
It is here that the PC's discover Ameiko's disappearance and go seeking her. They end up foiling a con put on by the bard to a group of investors and have her arrested. During this adventure they find Ameiko dead at the hands of the bard and bring her back to the city to try to save her life. They ultimately end up saving Ameiko and putting the bard behind bars.
Later . . .
It's winter in Ashura and the city is going through a harsh one. Snow is piled up, it's bitter cold outside and our Pathfinder Chronicler has left for meetings with her lodge's upper ranks.
The PC's find themselves ushered out of the Pathfinder lodge as Gen locks it up and heads out on her journey accompanied by a young alchemist girl from another world and an android guardian. The PC's quickly find limited lodging at an Inn named "The Inn of the Blue Dragons Tooth" which allows them one month's lodgings at 5sp / day.
During this time they are teleported north by a mage named Anna who brings them to a much traveled road just east of Brinewall. The PC's navigate through Brinewall finding Ameiko's family heirloom inside of a warding box.
ANNA
In a series of visions the PC's have while opening the warding box they also find a seal. This seal represents Ameiko's family's divine right to rule the Jade Empire. Realizing this Ameiko begins planning a journey north to the lands of the Ulfen barbarian warriors, to a city known as Karasguard where she seeks a sword shown in her vision being sold by her ancestors to an Ulfen merchant for gold. This sword is known as Suishen and acts as a adviser and spiritual guide to the royal family.
Back in the city of Ashura Ameiko is showing a girl the day to day operations of running her tavern while planning her journey north with her friend Shalelu Andosanna an elven ranger of great ability.
The PC's while hanging out at Ameiko's tavern were visited by an excrescent scholar who told them of an odd temple to the east of the city at the feet of the Cloud-Tower Mountains which only seemed to appear during storms. The PC's traveled there to find an elven man who's caravan had been attacked by raiders from the temple. These raiders had kidnapped children belonging to families of the caravan and killed his other companions.
The PC's sent this elven man back to Ashura with Anna the mage to heal up and take rest at Ameiko's tavern while they investigate the temple.
Friday, 30 October 2015
Beating Brinewall
Players begin in the winter 570cy as a poor tavern owner name Ameiko asks them to recover a family heirloom for her from a long abandoned castle north of the city. The PC's accept the quest knowing she hasn't much money, but that they can loot the castle as they go.
After a long adventure of raiding the castle the PC's find the box containing the family heirloom and are granted visions. Here they learn that Ameiko is the rightful heir to a throne in a land far to the east, weather to help her on the long road to reclaiming that title or to venture to new quests or even to return to Gen for work with the Pathfinders is up to them.
Defeated "Brinewall Castle"
Up next: A temple that only appears during intense storms has been spotted near the Cloud Tower Mountains and a small merchant's caravan has a terrible story of loss to tell . . .
After a long adventure of raiding the castle the PC's find the box containing the family heirloom and are granted visions. Here they learn that Ameiko is the rightful heir to a throne in a land far to the east, weather to help her on the long road to reclaiming that title or to venture to new quests or even to return to Gen for work with the Pathfinders is up to them.
Defeated "Brinewall Castle"
Up next: A temple that only appears during intense storms has been spotted near the Cloud Tower Mountains and a small merchant's caravan has a terrible story of loss to tell . . .
Monday, 31 August 2015
Updated Spells for House Rules
TELEPORT
School conjuration (teleportation);
Level sorcerer/wizard 5
Casting Time 1 standard action
Components V
Range personal and touch
Target you and touched objects or other
touched willing creatures
Duration instantaneous
Saving Throw none and Will negates
(object); Spell Resistance no and yes (object)
This spell instantly transports you to
a designated destination, which may be as distant as 100 miles per
caster level. Interplanar travel is not possible. You can bring along
objects as long as their weight doesn't exceed your maximum load. You
may also bring one additional willing Medium or smaller creature
(carrying gear or objects up to its maximum load) or its equivalent
per three caster levels. A Large creature counts as two Medium
creatures, a Huge creature counts as four Medium creatures, and so
forth. All creatures to be transported must be in contact with one
another, and at least one of those creatures must be in contact with
you. As with all spells where the range is personal and the target is
you, you need not make a saving throw, nor is spell resistance
applicable to you. Only objects held or in use (attended) by another
person receive saving throws and spell resistance. Areas of strong
physical or magical energy may make teleportation more hazardous or
even impossible.
*Removed
the chances of arriving on or off
target and familiarity and replaced them with the
following rules: Teleportation only works when you have attuned to a
place for 24 hours. Places you have never been to, you may not
teleport to. Once you have arrived at a place and spend at least 24
hours uninterrupted there, you may then teleport to and from that
location with out error.
TELEPORT,
GREATER
School
conjuration (teleportation); Level sorcerer/wizard 7
This
spell functions like teleport, except that there is no range limit
and there is no chance you arrive off target. In addition,
you need not have seen the destination, but in that case you must
have at least a reliable description of the place to which you are
teleporting. If you attempt to teleport with insufficient information
(or with misleading information), you disappear and simply reappear
in your original location. Interplanar travel is not possible.
In edition you need only spend 8 hours to attune to a specific
location in order to teleport there.
*This
now makes you journey to find unique and far off places to which you
want to frequent. The journey is still in tact and the adventure will
not suffer. Once a place is reached you now have a quick escape back
to town to resurrect friends, gather supplies and then can return
immediately and continue your adventure. Furthermore you can end your
adventure quickly by going back to your city or home place when you
are done.
**The
attuning aspect allows you to now not just teleport to a location but
to a specific place. You may wish to arrive inside a particular cave
near by a place of danger or inside a specific house in a specific
district. Warding against teleporting is a magic users main line of
defense. A warded house or dungeon will not allow attuning to take
and can negate the ability to move in and out of a place quickly.
_______________________________________________________________________________
ENDURE
ELEMENTS
School
abjuration; Level cleric 1, druid 1, paladin 1, ranger 1,
sorcerer/wizard 1
Casting
Time 1 standard action
Components
V, S
Range
touch
Target
creature touched
Duration
24 hours
Saving
Throw Will negates (harmless); Spell Resistance yes (harmless)
A
creature protected by endure elements suffers no harm from
being in a hot or cold environment. It can exist comfortably in
conditions between –50 and 140 degrees Fahrenheit without having to
make Fortitude saves. The creature's equipment is likewise protected.
Gains a +2 to fortitude saves against being in a hot or cold
enviroment.
Endure
elements doesn't provide any protection from fire or cold damage, nor
does it protect against other environmental hazards such as smoke,
lack of air, and so forth.
________________________________________________________________________________
Death Recovery
*Restoration
is back (1000gp diamond to remove negative levels from death)
*Raise
Dead is back (5000gp diamond to bring back to life with missing parts
and only so many days allowed dead)
*Regenerate
is still banned
*Resurrection
is back (10,000gp diamond to bring back to life with missing parts)
*True
Resurrection is back (25,000gp diamond to bring back to life, fully
restored to the point they were when the died.)
*Spell Casting Services: (Caster Level x Spell Level x 10gp) *Anything putting this cost above 3000gp is not available. Exception is to pay this price and provide the NPC with the material diamond or cost needed to cast the spell.
Q: What if I do not have any of this money and my party member is dead?
A: If this happens and no NPC's or church groups are friendly towards you and would offer this service for free on them, then you must commonly complete a quest or task for the NPC or church to re-pay for the PC they bring back to life.
_______________________________________________________________________
Rules you may have forgotten
Withdraw pg#188 - allowed a double move on this action, however if you pass through a 2nd threatened square you are subject to attacks of opportunity.
Flat Footed pg#178 - Before you've taken a turn in combat you are considered flat footed and denied your AC bonus even if aware of combat and ready to battle.
Attack of Opportunity pg#180 - Each square you threaten is a separate AOO. One enemy can be hit multiple times by the same PC with Combat Reflexes. The exception is Withdrawing.
Casting on the Defensive pg#185 - Concentration check is a wording there is no Concentration skill, rather the DC is set at (15 + double the spells level)
Climbing and Swimming pg#186 - 1/4 speed for anyone attempting these moves or take a -5 to your check to move at 1/2 speed.
5ft Step pg#189 - You can't take a move action with a 5ft step. Your 5ft step is your move.
Dying pg#189 - When your hp total is negative but not greater than your con score you are unconscious and dying. When your negative hp total is equal to or greater than your con score you are dead.
Massive Damage pg#189 - If you take 1/2 your total hp score in one hit, roll a DC15 fort save or die. *This one is altered from 1/2 or 50 to just 1/2 to compensate for high level*
Disabled pg#189 - At zero hp no standard action can be taken or fall unconscious. To be clear, this means you cannot attack and fall unconscious.
Stabilize pg#190 - DC 10 + total negative hps = DC. EG) 10+(-12) = 22 DC or lose -1 hp until stable. DC 15 heal check can stabilize along with many core spells.
Healing pg#191 - 8 hours rest = 1 hp / character level.
Non-Lethal Damage pg#191 - Begin a running total from hp cap, do not minus from current totals. When non-lethal = total, become staggered (one move or one standard). Any more damage = unconscious, further damage = lethal.
Movement pg#193 - Friendly PC's can move through each others squares. Fine, diminutive or tiny can move through enemies squares but are subject to AOO. Three sizes larger or smaller can move through enemies square but subject to AOO.
Cover pg#195 - +4 to AC
Grapple pg#200 - AOO unless improved disarm feat, but does not negate grapple. Need two hands free or suffer a -4 to your combat maneuver check if attempting a grapple, or taking over a grapple, etc. Cannot have a light weapon in your hand.
Grapple Cast a Spell pg#567 Concentration check DC 10 + grappler's CMB + spell level or lose the spell.
Thrown Splash Weapon Miss pg#202 - Roll 1d8 for random direction. "1" is back towards the caster. Count squares = to range increment of the throw. EG.) If only throwing 10ft = 2 squares towards the random direction and splash damage.
Saving Throw DC pg#216 - Saving throw vs. your spell 10 + spell level + ability modifier for your class.
Spells while falling pg#443 Can't cast while falling, unless past 500ft or immediate spell like Feather Fall. DC 20 + spell level to cast a spell while falling.
Die Hard Feat pg # 122 - Auto stabilize when you are dropped to negative hp's.
Epic Level pg#407 - 20th level limit per class. Multi class or prestige class (10 levels) to continue. EG.) 20th level Cleric + 10th level Fighter = 30th level PC.
Favored Class pg#31 - Eveyone must pick a favored class, usually the one you are playing now! Each level gain +1 hp or +1 skill point when picking that class as your next level.
Leadership - XP does not count against party XP. Follower remains at 2 levels below your current level.
Two Weapon Fighting - *Testing removing minus to hit, to instead damage minus one dice category. When taking improved two weapon fighting instead of still a minus to hit, you would go up one dice damage level to the weapons normal damage. EG.) An average turn would have a fighter swing x2 longswords to hit for 1d6 or 1d8 after improved two weapon fight. To get more enjoyment from the skill instead of punishing you with no hits on something that was meant to be fun.
_______________________________________________________________________
Rules you may have forgotten
Withdraw pg#188 - allowed a double move on this action, however if you pass through a 2nd threatened square you are subject to attacks of opportunity.
Flat Footed pg#178 - Before you've taken a turn in combat you are considered flat footed and denied your AC bonus even if aware of combat and ready to battle.
Attack of Opportunity pg#180 - Each square you threaten is a separate AOO. One enemy can be hit multiple times by the same PC with Combat Reflexes. The exception is Withdrawing.
Casting on the Defensive pg#185 - Concentration check is a wording there is no Concentration skill, rather the DC is set at (15 + double the spells level)
Climbing and Swimming pg#186 - 1/4 speed for anyone attempting these moves or take a -5 to your check to move at 1/2 speed.
5ft Step pg#189 - You can't take a move action with a 5ft step. Your 5ft step is your move.
Dying pg#189 - When your hp total is negative but not greater than your con score you are unconscious and dying. When your negative hp total is equal to or greater than your con score you are dead.
Massive Damage pg#189 - If you take 1/2 your total hp score in one hit, roll a DC15 fort save or die. *This one is altered from 1/2 or 50 to just 1/2 to compensate for high level*
Disabled pg#189 - At zero hp no standard action can be taken or fall unconscious. To be clear, this means you cannot attack and fall unconscious.
Stabilize pg#190 - DC 10 + total negative hps = DC. EG) 10+(-12) = 22 DC or lose -1 hp until stable. DC 15 heal check can stabilize along with many core spells.
Healing pg#191 - 8 hours rest = 1 hp / character level.
Non-Lethal Damage pg#191 - Begin a running total from hp cap, do not minus from current totals. When non-lethal = total, become staggered (one move or one standard). Any more damage = unconscious, further damage = lethal.
Movement pg#193 - Friendly PC's can move through each others squares. Fine, diminutive or tiny can move through enemies squares but are subject to AOO. Three sizes larger or smaller can move through enemies square but subject to AOO.
Cover pg#195 - +4 to AC
Grapple pg#200 - AOO unless improved disarm feat, but does not negate grapple. Need two hands free or suffer a -4 to your combat maneuver check if attempting a grapple, or taking over a grapple, etc. Cannot have a light weapon in your hand.
Grapple Cast a Spell pg#567 Concentration check DC 10 + grappler's CMB + spell level or lose the spell.
Thrown Splash Weapon Miss pg#202 - Roll 1d8 for random direction. "1" is back towards the caster. Count squares = to range increment of the throw. EG.) If only throwing 10ft = 2 squares towards the random direction and splash damage.
Saving Throw DC pg#216 - Saving throw vs. your spell 10 + spell level + ability modifier for your class.
Spells while falling pg#443 Can't cast while falling, unless past 500ft or immediate spell like Feather Fall. DC 20 + spell level to cast a spell while falling.
Die Hard Feat pg # 122 - Auto stabilize when you are dropped to negative hp's.
Epic Level pg#407 - 20th level limit per class. Multi class or prestige class (10 levels) to continue. EG.) 20th level Cleric + 10th level Fighter = 30th level PC.
Favored Class pg#31 - Eveyone must pick a favored class, usually the one you are playing now! Each level gain +1 hp or +1 skill point when picking that class as your next level.
Leadership - XP does not count against party XP. Follower remains at 2 levels below your current level.
Two Weapon Fighting - *Testing removing minus to hit, to instead damage minus one dice category. When taking improved two weapon fighting instead of still a minus to hit, you would go up one dice damage level to the weapons normal damage. EG.) An average turn would have a fighter swing x2 longswords to hit for 1d6 or 1d8 after improved two weapon fight. To get more enjoyment from the skill instead of punishing you with no hits on something that was meant to be fun.
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