| Post/Author/DateTime | Post |
|---|---|
| #1jacemachineMar 15, 2006 14:25:51 | Hi there-- This a Campaign Development Diary of sorts. It gives me a place to post and develop my ideas as they fit into my current campaign, and it does so in the critical eye of the Forum. I encourage feedback, if you have it. Compliments so far have been greatly appreciated. My current campaign is inspired by just about every cool thing I could imagine, and tied together in a "Dark Tower" style where my PC's will be making dimensional leaps into different custom settings, ala Sliders. Throughout this thread you will find maps, NPCs, character write-ups, and eventually character illustrations drawn by yours truly. There's alot of material here, so if you are interested, I suggest just skimming through it at first. As of the begining, my PC's think that they're involved in a "Dirk Pitt/Clive Cussler style" of game where they travel around the "real" world and find cool stuff while fighting baddies... they are wrong as I am a conniving and misleading sort of GM. I could use some help developing their first "world" though, so if anyone is up for a discussion, feel free to add your two cents. First, let me lay out the basics:
|
| #2zombiegleemaxMar 15, 2006 21:50:39 | I like it, but then again, I love dark tower. |
| #3jacemachineMar 16, 2006 10:40:02 | Yeah, Dark Tower is great-- I'm stealing the doorway idea... except that instead of magical new floating doorways that appear, the artifact that my PCs have gives them mental nudges on the direction they need to travel for the Door to the Next World... all they have to do is find it! It could be some guys' bathroom door-- PIcture the dude sitting around in his underwear eating cheese-curls, when suddenly strangely dressed characters (and they WILL be dressed strange after all the places they will be traveling through) kick in his front door-- walk up to his bathroom,. Shut the door... reopen it, and step into another world. Once the door is shut behind them again, it returns to a bathroom. Oh, and the players will be hunted down through the different dimensions but Alien-crafted Battle Android Troopers. So if you're that dude sitting in his underwear scratching his head and nuts at the strange people who just disappeared into your bathroom... there's a good chance that the robots would show up shortly after to kill you. Just because. :P |
| #4zombiegleemaxMar 16, 2006 10:42:36 | This looks wierd but also quite excellent, a good campaign imo. |
| #5jacemachineMar 16, 2006 10:59:23 | Here is a picture I took of the game props I created for the Prologue portion of my campaign-- it was set in 1941, and the Artifact that my players found then (as different prologue characters) can be clearly seen. Also depicted are various maps, a journal, and lots of green pebbles (for jade, you see)--![]() I made the Artifact out of Super Sculpey and spray painted it grey-- The writing is supposed to be similar to ancient sumarian... but as my 1941 linguist PC discovered... it isn't. In fact, he has no freakin idea WHAT it is... and that makes him wonder... |
| #6zombiegleemaxMar 16, 2006 13:19:56 | Wow, those are outstanding props! Kudos to you, I bet your players love you. |
| #7zombiegleemaxMar 16, 2006 17:16:00 | wow, I hope my players don't see that pic otherwise they will want the same kinda stuff off me. great props. |
| #8zombiegleemaxMar 16, 2006 19:48:11 | Dude, those props are amazing, how do you make your maps? |
| #9jacemachineMar 17, 2006 11:01:45 | It's a bit of a process, as you can no doubt imagine: Basically, I started by drawing the map in pencil. It is going to get wet, so I used India Ink (which is a waterproof artists ink) and a quill pen and inked over my pencilled map sketches-- Once it's ready... it's ready for... Used coffee grinds. I took the sheet of paper, layed it face down in a cookie sheet, and covered it over in coffee grinds. I added a thin layer of water on top of this. Wait 10-15 minutes, then CAREFULLY rinse your map off. Don't worry if there are minor tears as it will only help the finished look. Another variation for this is to soak the page in coffee or a dark tea. I used the grinds for an uneven sort of feel. I recommend practicing this technique a little bit first. Make yourself some blank "parchment" or something. The next step is the drying process. Use a clean and dry cookie sheet, and throw down a thin layer of baking soda or powder... THIS is important for two reasons: 1. It keeps the map from sticking on a permanent basis to your cookie sheet. 2. the baking soda give the page an uneven tone and really looks cool. Place the map face up on the pan. Cook it in the oven in the middle rack at about 300 degrees or so. DO NOT WALK FAR AWAY. you will need to check on the map every few minutes to make certain that it's not a ball of flame. When it's dry enough, remove it. You'll now notice that the Baking Powder has stuck to the back of the map. You'll also notice how brittle the map is starting to get. Remove the excess baking powder by using an old toothbrush or something. You map should be smoothish or close enough to it when you are finished. But are you finished at this point? Maybe, but there's more you can do. Simulate a "life" for your map. I figured that someone, sometime would have used a candle to look at the map. So I dropped wax on it near a corner. Remember, you do not want to obscure importanat images, so use these techniques with care. A little goes a long way, so they say. I folded the map up ans tuck it in my back pocket. I sat on it and walked around with it there for about a half hour. Afterall, depending on how old your map is supposed to be... it would possibly have been folded up a bazillion times over by previous owners. While it is folded up, I used a lighter to burn along a fold or two. I did this over the sink so I'd have water at my disposal in case of uncontrolled fire. Don't let the flame eat it too much. You don't need HUGE flames to make this affective. As soon as the fire starts, put it out. I used my fingertips to pinch it out, though other might use a moist paper towel or something. When you've burned it to the degree you wish, (I drew half of a map, and burned the unfinished edge. This made it look as if a large section of the map was forever lost to fire.) it's basically done. However, I dropped just a little bit of Merlot wine on it, and I added some Worsechire sauce. This looked ALOT like dried blood, but it STUNK TO HIGH HEAVEN. I'd have been better off using real blood, either from a finger tip of from a nice bloody steak (if I had one to cook for dinner)-- regardless, you should be done at this point. If you have any other questions about technique or whatever, lemme know! I'm always happy to share knowledge! Also Thanks to everyone who had nice comments for my props-- they take alot of time, but my players were BLOWN AWAY. It REALLY aided them in getting into character, and all of the props contained actual useful information which aided the players in figuring things out! |
| #10zombiegleemaxMar 17, 2006 18:04:43 | Dude, these look like they're right out of a book. They're seriously amazing. I should start doing this... |
| #11jacemachineMar 18, 2006 13:41:35 | Thanks! I'm pretty proud of 'em myself! One of my players was encouraging me to make and sell RPG props on eBay or something. :D So... Here are some of the towns I'm working on for this world: ECHO - A small spit stain of a town. This should be the first human settlement that my players will come across, (Hopefully in thanks to the map they get from the Bandit cave.) There's no representation of Law in this town. It's located in an area that is surrounded by high rock walls, very loud noises such as an agry mob or gun fire create an echo.. thus the town's name. I need to decide on important NPC roles, then build the characters to fill them. Any ideas for NPC's or NPC roles is greatly appreciated-- Each town, starting with little Echo, will have missions and whatnot for the players to get involved with. Echo is small enough where they won't be overwhelmed by this new place, and can start getting a feel for the area, the people, and the way of life. I'm trying to come up with introductory missions for the players when they get to Echo... as well as enticement for them to be inspired to do these jobs. Work = Info, Money, Aid, Whatever... |
| #12jacemachineMar 18, 2006 16:15:10 | This thread is basically becoming a repository for my material. I hope no one minds-- It is after all open for discussion though... :D Gallows - Gallows is a town that has been a ghost town now for at least a few years. Dusty. Empty. Full of tumble weeds and very likely home to a few unpleasent critters. My thinking is that this town was a Judicial sort of place-- Criminals brought here for final justice. Bodies left to hang as a warning to outlaws. It was a Bad Place when it was inhabited-- if only because of the large numbers of deaths in close proximity-- I haven't figured out the 'What Happened...' yet, but whatever did, it lead to the downfall of this place. I'd like for it to be along my players journey between a Point A and a Point B. When they get there there will be a sandstorm sweeping in on the horizon, and the players will likely be forced to stay for the duration... and that means crashing out in the buildings for the night. I really want this place to be haunted (in addition to any wild critters that live there too)-- players are stuck there, and have to deal with the supernatural elements... surviving through the night. Mhu-wahahaha! Evil.I haven't figured out the WHY they need to head through thay area yet... but I'm sure it will be important when I do. :D |
| #13jacemachineMar 18, 2006 16:48:51 | I like to use Hex Paper for my world maps. I find that the odd pattern is more appropriate for this sort of thing, rather than use grid graphs. I use those for character scale/town maps. This is a rough guesstimation of where places are in relation to each other. I have ALOT of work to do, and by the time I'm done, the world may look completely changed from what I present here. I'm trying to decide where the players will begin, where they will be wandering about while slowing dying of dehydration... and then where the Bandit Cave (which will be their salvation) is located in relation to everything else. :lightbulb Hmmm.... [EDIT:] Also, if anyone would like, I can send out a great B&W scan I have of some 8.5x11 Hex paper I have-- or maybe I can just upload it for download or something... |
| #14jacemachineMar 18, 2006 17:56:42 | So the first location that I need to develop is the Bandits' Cave-- Features: Hot Water Spring Pool. This tepid pool is the centerpeice of the cave. It's hot, but not enough to hurt. It's basically a natural hot tub and the main reason that the bandits have chosen this place. It's a wonderful source of relaxation and bathing, as well as a natural way to heat the cave during chilly nights. There is a natural skylight above the pool that vents the steam. Players skulking around on top of the cave can look down and see what's inside... or at least a small section of it. Sloping cave entrance leading down. It's not particularly steep. There are large natural boulders that can give cover to both Bandits and Invaders. If I was a bandit who lived in this cave, I sure as hell would set up a trap or two in this entrance. Something that would likely maim my enemies, and would definitely alert me to inbound intruders. What this trap will consist of is still to be determined. Clean water source for drinking... Bandits using this cave use it as a hideout, living quarters, and a booty storage area. There will be stacks of crates and barrels placed in alcoves. Again these will give cover to characters, and acts as nice set dressing. Barrels can contain anything from whiskey to gunpowder or whatever it is the bandits stole. Crates contain stolen goods. I'm thinking the number of bandits holed up here will be three. [One is missing, the PCs found him dead on his horse.] So they are expecting him to return. Players wearing his stuff will automatically be assumed to have been the ones who killed him. The remaining bandits will be family. Two brothers and their sister. Their primary MO is to rob stagecoaches and supply carts. This is really all they need to do to survive comfortably I think. Maybe the dead guy was the sister's lover or something-- after all , hell hath no fury such as a woman's scorn! :D And... a winding tunnel that leads to a back door. This path would be camoflaged by the bandits to reduce discovery, and again, likely booby-trapped. The cave setting presents the possibilty of deep pits they may have covered up to catch the unwary. Players will have to decide the best way to deal with these people. They will also need to know right up front that they are indeed bandits so they don't decide to go mosey on up to them with friendly greetings, only to get gut shot a second later. So I think that I will give the bandits a kidnapped victim who's been tied up down there. Players who roll successful Listen checks will learn that these people are not good... Also, at this point the players should be in desparate need of water. Food they can hunt for, but water is relatively scarce in this world. This will be a good motivation for them to take over the cave, rescue the victim, and generally get to the point that I need them to be. |
| #15zombiegleemaxMar 19, 2006 0:19:16 | This is really cool. I'm jealous of your players. I can tell you put a lot of time into this stuff. One day I plan on sharing my next campaign on here. |
| #16jacemachineMar 19, 2006 4:30:38 | Man, thanks alot! It's funny, this is my first time GM'ing to my regular group. I've been playing weekly with these guys for over a year now, and I was involved in a year long Hackmaster campaign as a typical hack & slash Fighter who talked like R.J. MacReady from the Thing. They had no idea what they were in for when I sprung this campaign on them. Especially when I had them watch the movie Sahara in preparation for the game (They are modern day Treasure Salvagers. Diving on wrecks, etc) :D They assumed that I'd run a modern Hack & Slash sort of game. ;) It's great-- right now their still in their very mundane modern world, trying to figure out who killed their employer (grandfather in the case of one character)-- Their employer was actually an elderly version of a character one of them played in 1941; Henry Loder, discoverer of the Artifact deep beneath a Mayan tomb. ![]() And since it's been on my mind this morning... The Great Ship - Isn't so great. Its going to be a WWII era Destroyer or something... maybe it was purchased by the Russians. It's an experiment ship, a floating lab of sorts. Very unethical experimentation involved human and animal DNA, creating the original Moreaus in this land. However, that was a good many generations in the past. Now it is home to a colony of D20 Apocalypse Rad-Roaches, who find the dark interior of its hull and the twisting warren of halls to be quite comfortable. |
| #17taradusisMar 19, 2006 21:00:17 | I have been trying to come up with an LOGANS RUN style arcology for a fantasy world I'm designing.this might be interesting for a site in your world?The bad guys I have running the place are BRAINS IN A JAR from libris mortis,I think they could be converted to a scientic basis and provide a discordant note in a campaign. |
| #18jacemachineMar 20, 2006 0:44:58 | Yes! Definitely-- Discordant is good! Ever see The City of Lost Children? There is a slightly oversized brain in a tank that was genetically grown in there-- It spoke via wires and speakers-- It would be very disturbing to stumble upon it or something like it-- In other news... I was thinking about d20 Past adventures, and I was reading up on Marco Polo. I stumbled across this, written from the time he spent crossing the Gobi desert. I though that doing something similar would be very suitable for the PCs journey through the Great Desert Wastes: "When a man is riding through this desert by night and for some reason -falling asleep or anything else -he gets separated from his companions and wants to rejoin them, he hears spirit voices talking to him as if they were his companions, sometimes even calling him by name. Often these voices lure him away from the path and he never finds it again, and many travelers have got lost and died because of this. Sometimes in the night travelers hear a noise like the clatter of a great company of riders away from the road; if they believe that these are some of their own company and head for the noise, they find themselves in deep trouble when daylight comes and they realize their mistake. There were some who, in crossing the desert, have been a host of men coming towards them and, suspecting that they were robbers, returning, they have gone hopelessly astray....Even by daylight men hear these spirit voices, and often you fancy you are listening to the strains of many instruments, especially drums, and the clash of arms. For this reason bands of travelers make a point of keeping very close together. Before they go to sleep they set up a sign pointing in the direction in which they have to travel, and round the necks of all their beasts they fasten little bells, so that by listening to the sound they may prevent them from straying off the path." Spirit voices... Looks like I may be writing a handfull of ominous GM Post-It's and handing them out to my players every now and then... |
| #19jacemachineMar 20, 2006 12:32:56 | Referencing the indispensable BIG LIST of RPG Plots, here are some of the adventure concepts I'm playing with: For when the PCs first arrive in the Badlands: Not In Kansas Until... Any Old Port in a Storm Upon traveling to Echo with assistance from a hand drawn map of the local area and the rescued person's knowledge of the topography, they will reach the town of Echo. For the journey: Escort Service Once in Echo: Manhunt Once they get through in this town they will head off to Brimstone. Once there: I Beg Your Pardon? For these first few "missions" I want the PC's to be left in the dark at how bad and messed up this world is. So no bugs yet. Maybe though, a nomadic Moreau gives them aid at one point. Since it's face will be covered... PC's will still be left in the dark as to the true nature of this NPC... He could be like a prince or something in the City of Masaad... and once they work their way there he can stop the others from outright slaughtering the PCs... Dunno yet... just brainstorming... :D |
| #20taradusisMar 20, 2006 17:57:15 | I beleive marco was describing a lamia attack,that or leucrotta.both are similar though the leucrotta are the better mimics. |
| #21taradusisMar 20, 2006 19:44:48 | Have you read the moreaus series by S.ANDREW SWANN it seems to predate the D20 moreaus by about 8 years.FORESTS OF THE NIGHT-EMPERORS OF THE TWILIGHT-SPECTERS OF THE DAWN-FEARFUL SYMMETRIES these are practically a must read for anyone interested in the moreaus,Im hoping they get put into an omnibus cause mine got rained on and I couldnt find one of this series that may be quite long now.HAPPY READING PILGRIM. |
| #22zombiegleemaxMar 20, 2006 20:14:35 | This is going to be quite challenging for your players. I bet they'll enjoy it. EDIT: Don't hold be to this, but wasn't The Island of Dr. Moreau the beginning of Moreaus? |
| #23jacemachineMar 24, 2006 10:37:35 | I'll look into those books-- I'm always looking for interesting reading-- Thankd for the recommendery! When I first read about Moreau's in modern I was immediately returned to the fun of my gaming roots-- I was a big TMNT rpg game player-- I ran some mutant cats, an Aussie Cuscus, and a ninja Raccoon. Good times! And of course... The Island of Doctor Moreau-- I think I really should read that as well-- I've only seen the movie versions... I'm currently working out a map for the Bandits' cave-- I should have something new posted pretty soon--! |
| #24jacemachineMar 25, 2006 12:25:12 | And Thusly: The Bandit Gang's Lair ![]() Occupied by four, er... make that three of the meanest sum*****es you'd ever come across. I gotta draw up stats and personality/relationships that these bandits have-- But for now, It's the Marisole the leader and older sibling to her two brothers; Estaban and Enrique. Her boyfriend, Ramone is the dead guy the players find upon arrival to this world. They're a type of bandit called a "Duster" or a "Dust Pirate". There aren't many of them in the land. Only about four or five groups spread throughout the territories. Their stock and trade is to ambush travelling merchantry and wagons, robbing them of their supplies and killing or kidknapping the men and women who rode in on them. This group of bandits thinks it's the absolute doo-doo. They've successfully set up shop in a lair that most other bandits would kill for. It has a spring of cool water bubbling up from the earth down one pass, and in the center room below a natural rock skylight; a hot mineral pool, heated by the earth and the perfect temperature for soaking those muscles after a hard day of riding, stealing, and killing. They keep their horses near the spring in an area of the cave they refer to as The Stable. They throw straw in there and muck it out as much as they feel like (If this was DnD, they'd be of the Chaotic family of values.)-- Horses tied to rock formations jutting from the cave walls. Another tunnel serves as a storage room. It's in here they keep extra kegs and boxes of their plunder for later use. They are a resourceful lot as they've broken down the used boxes and used the wood and nails to construct for themselves simple furnishings. Take a look at this map for me, and tell me of any impressions that you get concerning the bandits' lives as it pertains to their home. As I was typing this I realized that these bandits were indeed chaotic, and so I would have probably added more debris around in the caves. Any feedback, good or ill, most appreciated! |
| #25taradusisMar 25, 2006 12:44:05 | Yes ,the island of dr moreau inspired the creators of moreau like creatures(cordwainer smith ,s.andrew swann)But swann used almost the same animals and an overt/covert way of classifying them.The Moreau series he wrote is chock full of how they go from property to distinct cultures ,good cultural morphology and action -based storylines can be hard to find!I havent even mentioned the FRANKENSTEINS or ALIENS,also well thought out and defined,this would make a good game-setting for d20 modern.I'm not angry just enthused. ![]() |
| #26jacemachineMar 25, 2006 13:45:16 | Marisole Delgado (Charismatic Ordinary 1/Fast Ordinary 1): CR 1; Medium-size humanoid; HD 1d6+-1 plus 1d8+-1; HP 7; Mas 8; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+0 size, +2 Dex, +3 class); BAB +0; Grap +1; Atk +1 melee (1d4+1/19-20, knife), or +2 ranged (2d6+0, Rangeland Peacemaker); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self, Brothers, Ramone; SV Fort +0, Ref +4, Will +0; AP 1; Rep +2; Str 12, Dex 14, Con 8, Int 13, Wis 10, Cha 15. Occupation: Rural (Handle Animal, Swim) Skills: Bluff +5, Craft (writing) +2, Diplomacy +5, Disguise +4, Gather Information +5, Handle Animal +6, Hide +5, Intimidate +4, Knowledge (Arcane Lore) +3, Knowledge (Current Events) +4, Knowledge (Streetwise) +4, Knowledge (Theology and Philosophy) +4, Move Silently +5, Profession +3, Read/Write Language +1 (Esperanto, English), Speak Language +1 (Esperanto, English), Swim +4 Feats: Brawl, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency Talents (Charismatic Ordinary): Talents (Fast Ordinary): Possessions: knife, Rangeland Peacemaker; Wealth +6 Here's a question. I'd like for this encounter to be a challenge for my players. There are four of them all at level 3 (Possibly a low level four by the time they get here.). What levels should my three bandits be? I'd like for Marisole to be bathing in the pool when the players enter. If she hears or spots the PC's she will submerge, then come back up under a camoflague of foam near a stalagmite. She has a pistol on the far side of the cave where she will manuever near as soon as she has reason to be alert. Her brothers will be playing poker or something at the wooden table in the residential nook. They have western style pistols as well (Though I'm changing the manufacturers names in all cases to make this place that much more "off". Anyway, if someone could lend me a hand with that I'd be very grateful! -Jace! |
| #27jacemachineMar 25, 2006 21:17:19 | ![]() Here's the exterior top-- |
| #28taradusisMar 26, 2006 2:13:12 | Have the party disturb a single bat or tarantula as they move thru the darkened cave.This will alert marisole and add a wild west feel? |
| #29taradusisMar 26, 2006 13:04:32 | I beleive marisole should be L5 and her brothers L3.This cave could have pits with rattlers living in them,how many westerns feature someone coming face to face with a rattler for dramatic effect?sorry about double post,called away. |
| #30jacemachineMar 27, 2006 16:43:18 | I believe Marisole should be L5 and her brothers L3.This cave could have pits with rattlers living in them,how many westerns feature someone coming face to face with a rattler for dramatic effect?sorry about double post, called away. No worries on the double post-- You had something different to add each time. I bust up a L5 version of Marisole and her two brothers then post them here. I like the idea of having rattlers, however if they get poisoned... that might be a little hard to get over that-- but I need to read up on the venom rulage and make the decision. Thoughts? I think that these bandit's would have put into place some sort of mechanical trap that would warn them as well as hurt trespassers-- I was thinking something along the lines of a basic arrow trap near the entrance... If I was a bandit, I definitely would create something to alert me to intruders... maybe some twine stretched across various areas that has rattle snake rattles hanging from it-- PC's trip something, and the twine shakes... Thus the bandits get their warning. I'm going to go with there being bats down the Exit passageway-- this back door is for Quick Escape's Only-- and it's opening will be covered over in brush-- Hard, but not impossible to find. Players who've discovered this pathway may be dismayed to learn that it wasn't as quiet as they once hoped... Players, succesful in taking out the bandits will have access to their horses... 3 more for a total now of 4. And of course, more supplies-- Pistols, etc... And a recently owned hideout too, if they so please. Thanks for your input Taradusis-- I appreciate it! |
| #31jacemachineMar 27, 2006 18:41:32 | Marisole Delgado (Charismatic Ordinary 2/Fast Ordinary 3/Smart Ordinary 1): CR 5; Medium-size humanoid; HD 2d6+-2 plus 3d8+-3 plus 1d6+-1; HP 19; Mas 8; Init +2; Spd 30 ft; Defense 17, touch 17, flatfooted 15 (+0 size, +2 Dex, +5 class); BAB +3; Grap +4; Atk +4 melee (1d4+1/19-20, Bone-hafted knife), or +5 ranged (2d6+0, Rangeland Peacemaker); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Loyal to herself first, Her brothers next, and her boyfriend Ramone last. Everyone else can screw themselves.; SV Fort +2, Ref +6, Will +2; AP 3; Rep +4; Str 12, Dex 14, Con 8, Int 13, Wis 10, Cha 15. Occupation: Rural (Ride, Survival) Skills: Balance +6, Bluff +5, Craft (mechanical) +5, Diplomacy +5, Disable Device +4, Disguise +5, Escape Artist +6, Gather Information +5, Handle Animal +5, Hide +6, Intimidate +5, Jump +3, Knowledge (Arcane Lore) +4, Knowledge (Streetwise) +4, Knowledge (Theology and Philosophy) +3, Listen +3, Move Silently +6, Read/Write Language +1 (Spanish/English), Ride +6, Search +4, Speak Language +1 (Spanish/English), Spot +3, Survival +6, Tumble +4 Feats: Alertness, Brawl, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency Talents (Charismatic Ordinary): Talents (Fast Ordinary): Talents (Smart Ordinary): Possessions: Bone-hafted knife, Rangeland Peacemaker; Wealth +6 [Marisole Delgado. 26. Leader of of the Delgado Clan, a family based group of Dust Pirates. Beauty rivaled by her brains, Marisole is the one who came up with her gang's MO. Their targets are merchant wagons, and travellers who's belongings and supplies keep the gang alive and well in their wasteland-based hideout. Marisole and her brothers lost an older brother, named Jorge, to a wasting sickness when they were young. Her parents, intending to bestow the familiy ranch and holdings to Jorge's care when he was grown, realized that Marisole's keen intellect would make her the next likely candidate as the future family head. Her two younger brothers accepted this with no problem as the two were not the brightest stars in the sky... and knew it. The Delgado ranch was located on the outskirts of old Brimstone, but within years the waste had claimed their livestock, and the VERY meager crops the family had. The Delgado parents vanished. Rumors circulate that they had been killed by a rival ranch family. Other's insist that it was Marisole and her brothers who murdered their own parents. Regardless of the truth, the result was Marisole and her brothers' turning to merchant-piracy to support themselves. When she was a little girl, she was allowed to accompany her father and her older brother Jorge into the wilderness to search for small group of missing cattle. It was during this trip that they discovered the hot spring cave in which she and her gang now reside. She met with a young man named Ramone Malechez. Ramone and she immediately hit it off, and soon he joined the gang, sharing Marisole's bed on a regular basis. Recently though, Ramone has been moonlighting-- He bit off more than he could chew, and choked on it... leading to his descicated corpse riding around on his thirsty horse in the wastes a few days from the Delgado hideout. Marisole is concerned, but mostly furious. His careless nature, she is sure, will get them all hung. |
| #32jacemachineMar 27, 2006 18:57:10 | FYI: I will be writing NPC backgrounds for these folk and posting them here in an edit. Estaban Delgado (Strong Ordinary 1/Tough Ordinary 2): CR 2; Medium-size humanoid; HD 1d8+-1 plus 2d10+-2; HP 13; Mas 8; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+0 size, +2 Dex, +3 class); BAB +2; Grap +4; Atk +4 melee (1d4+2/19-20, Knife), or +4 ranged (2d6+0, Rangemaster Peacemaker); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Marisole, Enrique, and himself; SV Fort +2, Ref +2, Will +1; AP 1; Rep +0; Str 15, Dex 14, Con 8, Int 10, Wis 12, Cha 13. Occupation: Rural (Handle Animal, Ride) Skills: Climb +5, Handle Animal +7, Listen +3, Repair +3, Ride +7, Speak Language +1 (English/Spanish), Spot +6, Survival +2, Swim +4 Feats: Alertness, Animal Affinity, Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency Talents (Strong Ordinary): Talents (Tough Ordinary): Possessions: Knife, Rangemaster Peacemaker; Wealth +6 Enrique Delgado (Strong Ordinary 3): CR 2; Medium-size humanoid; HD 3d8+6; HP 20; Mas 14; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12 (+0 size, +1 Dex, +2 class); BAB +3; Grap +5; Atk +5 melee (1d4+2/19-20, Blue metal knife), or +4 ranged (2d6+0, Rangemaster Peacemaker); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self, Marisole, and Estaban; SV Fort +4, Ref +2, Will +2; AP 1; Rep +0; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Occupation: Rural (Balance, Survival) Skills: Balance +4, Climb +5, Craft (structural) +3, Jump +5, Repair +3, Survival +4 Feats: Brawl, Improved Brawl, Knockout Punch, Personal Firearms Proficiency, Simple Weapons Proficiency Talents (Strong Ordinary): Possessions: Blue metal knife, Rangemaster Peacemaker; Wealth +6 The Delgado brothers are fraternal twins, both gifted with average intelligence. These two happily follow their older, and smarter sister's lead. "After all, she's the one with all the great ideas." The boys grew up working hard on the ranch. They currently enjoy the relative "easy life" that being brigands brings. |
| #33taradusisMar 27, 2006 19:47:17 | 1 Could be rats on a bandit victim instead of a Rattler or you could have the characters find a snake bite kit and do the old cut,suck and spit routine,I've seen that a million times!2 in the old west a blanket with dust thrown on top of it and crunchy twigs underneath was sometimes used.It not only made a noise but if you came back and saw the dust disturbed you knew you had visitors.3 You could use a sun -crazed prophet to reveal details about the Doors,does the Last Door have the laws of the universe written on it?Etc.4 have the knight in shining armor set up ,some body like clint eastwoods HIGH PLAINS DRIFTER could "ghost walk "in and rescue or nudge the party in the right direction,maybe a sherrif based on john wayne.Consider a villain who wont die easy?Like a werewolf who comes back as a revenent.5the stats look good,final changes can be done right up untill the last minute.Sorry about the large post,I always more ideas than stat blocks.6 A town could be attacked by an odd threat, needlemen who look like saguaro cactus could be lurking around a town and ambushing lone travellers untill enough needlemen are there to launch an attack.7 insert proper flora and fauna -tarantula,rat,roach,bat,rattler,long-horn,pony,puma---sagebrush,tumbleweed,saguaro cactus,scrub pine,etc.8decide what the hub of the universe looks like.THE LAST DOOR YOU'LL EVER USE/NEED and THE PERFECT ROSE OR ROSE OF MANY COLORS and THE WORLD AS A DROP OF WATER.When the party has a vision they see a black door with writing on it,a perfect rose with 8 petals grows by the door and slowly changes thru every color of the rainbow,one of the petals has a dew drop that draws your eye.In order to presage the end-point of their quest the party can see constant clues,many doors are painted black as is every DOOR they find,many people have a rose tattoo,many songs have rose themes,the moreaus have a geometric medative rose like DALI's,many towns have a dew drop inn,people say"do drop in honey"etc.9can players die?Perhaps the players cant die because they are UNREAL when a player dies he goes to the "other-side"(of the door)where he is changed but will some how rejoin the party?10Hope my ideas arent corrupting your creative procees I just get bored some times. |
| #34jacemachineMar 27, 2006 23:59:11 | No worries-- Any and all ideas will be considered. I've been developing this campaign for over a year now, so I've thought through a Good Bit of this thing. I haven't even dusted off the Back Story... which I will when I get a chance to type it up. It has alot to due with genetically culled humanoids, ancient astronauts, common gods, Niburu, aliens, Ancient Sumeria, and robots.-- It will actually make sense when I get a chance to make it make sense-- Now my bed is calling me. Work is in the morning. Then when I get home I run my weekly Wheel of Time campaign for a different group of players... that is unless my latest addition to the Players Party is still sick tomorrow. Then it becomes a day of dvd & videogame entertainment... Somehow I don't think I'll mind... My MAIN group hasn't been able to meet in over a month due to the player (whose home we game at) not having a single day off from work in that period of time. Poor, poor bastard... The Key to this campaign is The Artifact. I've had most of the crunchy bits figured out for, well... months now. UNLIKE the Dark Tower series... the doorways do not float erect in space waiting for the Gunslinger to come hobbling along. These doors are specific gateways to each dimension/world. The Artifact will point you in the direction you need to go to get there-- And it will allow it's bearer to "unlock" the door... basically turning an average old door into a temporary dimensional portal. Your bathroom literally could be one and you'd never be the wiser. One door per world. That is to say, one exit. Once you pass through the door, you are in this new world. Wherever this Artifact seems to have deposited them. There are godlike alien beings who WANT this artifact, and are actively pursuing it through the dimensional space. They send squads of Alien Battle Android Troopers into these worlds (AKA Plot Device to hurry game progression) to hunt the artifact and kill it's current bearers. Being dimensional beings these aliens have been doing business in the World of Darkness, which allows me to convert my evil Demon and my anti-heroic Mage into d20 terms. The Mage is a force for good, while the demon character is there to kill the Mage and to hound the players through time and space. Players do not know where they are going until they get there. Each world/dimension contains a temple. This temple was created by the same being(s) that created The Artifact in the first place. A Very Important Task awaits the players in each world's temple. Once the task is completed, the Artifact cues the next door, and nudges the players in the direction they need to travel to reach it. Again this is a plot device. Each world is a short or as long as I require it to be. I want my players to spend a little bit of time in these worlds, so the Artifact will remain largely dormant until the GM decides to wake it up. The progression of the worlds and times is as follows. This is not written in stone: Our Earth - 1941 The Prologue. Campaign begins with the finding of the Artifact. It begins to awaken. Our Earth - Summer 2006. Begin current campaign story line with current ongoing cast. Character's become enbroiled with the mysterious Artifact and come under attack by Alien Hunter Bots. The Artifact saves their bacon by zapping them into the Badlands. Badlands - Wild West meets Hell. Just a bit nicer. Zero-G - Players find themselves on a derelict spaceship... with genetically engineered dinos. THEN the ghosts start to mess with them. Likely exit. On the nearby planetary body. It's Event Horizon meets Ghost Ship meets Dino Crisis 3 meets Jurassic Park... Ice - Players find themselves in arctic-like land inhabited by eskimo celts, and hounded by a wonderful creature creation of mine that my players are sure to love. Apocalypse Rome - Mad Max meets Waterworld meets Blue Submarine #6 meets Junkyard Wars meets Ancient Rome meets Six-String Samurai. The Alliance - Red Dawn meets Freedom Fighters meets Invader Zim and the collected Works of Jhonnen Vasquez meets Transformers meets Returner. Gibson - Feudal Japan meets the collected work of William Gibson and Masamune Shirow meets Blade Runner meets Perfect Dark meets Dark City. Romero - Zombie World. This isn't intended for a long duration. PC's appear in a fortified house... possibly while it's living defendants are inside. They are nudged to leave the house and treck across the city to find the location of this hidden temple. Then back again. Labyrinth - Fantasy: Labyrinth meets the Dark Crystal meets M.C. Escher meets DnD meets the Tower of Babel. And others... not currently thought of... Eventually the players will have visited everywhere the Artifact sends them, then they will have to confront The Ultimate Badguys who are trying to do Ultimate Badness. |
| #35taradusisApr 02, 2006 21:18:20 | Serpent kingdom has a lot of lizard-reptile-dinosaur type races,the saurials in that book could be adapted as genetically endowed dinosaurs,as could the pteromen.How is the badlands doing-thought of a name for the fort?FORT CHARLES-a pun on charles forte the occult expert on strange disappearances,or perhaps FORT ON THE EDGE OF NOWHERE? ![]() |
| #36jacemachineApr 04, 2006 11:25:20 | I was thinking of sticking with normal dinosaurs for the spaceship encounters-- The blending of Ancient History with Futuristic Fiction really appealed to me. And I'd imagine dinosaurs would be the furthest thing from my players minds while exploring a large derelict spaceship. Though I might have some set-dressing of bottled hybrid babies or something. With the Fort's name, I'm looking for something that when heard, it immediately conjures up the mental image of a remote dusty frontier fort in the American West... |
| #37jacemachineApr 04, 2006 11:42:17 | A town could be attacked by an odd threat, needlemen who look like saguaro cactus could be lurking around a town and ambushing lone travellers untill enough needlemen are there to launch an attack. This guy's from the Sandstorm environment book. I had been thinking about using them, too! :D |
| #38taradusisApr 04, 2006 20:10:30 | I dont own sandstorm or frostburn,this doesnt look like the old needlefolk though? |
| #39jacemachineApr 05, 2006 17:05:16 | 9 can players die? Perhaps the players can't die because they are UNREAL, when a player dies he goes to the "other-side"(of the door)where he is changed but will some how rejoin the party? My thoughts on Player Character deaths are thus: The Artifact is a mysterious and powerful thing... its mystery is exceeded only by its power. The player whose character is the current bearer of the Artifact will be able to cast Cure Lights Wounds or something a set number of times a day. The Artifact would give it's bearer and crew the blanket of Raise Dead for first times deaths, after that it's only Reincarnate-- the players will wake up in the bodies of locals from their current setting, keeping INT, WIS, and CHA of base player character. However, as the GM I will assign their new bodies stats of STR, DEX, CON. Sort of a twisted "Quantum Leap" deal. Thoughts? I dont own sandstorm or frostburn,this doesnt look like the old needlefolk though? I don't think I'm familiar with the old needlefolk. Is it from DnD? |
| #40taradusisApr 05, 2006 19:52:33 | Needlefolk are from mm II pg 158.....a relatively weak monster at cr2,the art gallery for mm2 has picture,they were in a dragon mag adventure under the control of a druid? Fort names fort dusty rhodes fort hellenbeck pronounced" Hell and back" just some thoughts. |
| #41jacemachineApr 05, 2006 20:49:35 | ![]() |
| #42jacemachineApr 05, 2006 20:50:16 | Ah, the MM-- I need to pick those up one of these days-- Ha-ha-- Hellenback's is the name of well-known locals bar down here-- I almost worked as a bouncer for them at one time. Fort Dusk Fort Bravo Fort Colonel Rhoads |
| #43taradusisApr 05, 2006 21:03:10 | Dusty rhodes was a famous cowboy and I thought you could cross-connect the origin of your "dusties or Dusters"bandits to an army deserter from this fort? I buy every monster book that comes out and will be pre-ordering MM IV sometime soon.the needlefolk are just a bunch of plantmen with 3hd and the ability to shoot their needles and hide well in forests,the saguaro monster looks more impressive anyhow. |
| #44sayitApr 06, 2006 19:42:23 | the pictures by the threadstarter are just.... scary. Did you draw them, or you copy and pasted them? |
| #45jacemachineApr 07, 2006 17:25:24 | the pictures by the threadstarter are just.... scary. Did you draw them, or you copy and pasted them? Pictures posted in #1 and #37 are mostly linked images taken from the Wizards' Site. Lot's of Art Archives to dig through-- The rest; pictured props and maps, I have done from scratch. :D |
| #46taradusisApr 20, 2006 20:51:20 | Had some weird thoughts while slaving at the shoe factory.Suppose there's an alternate earth where gnomes arose instead of humans.After draining their world of resources they open a gate to an alternate earth that hasn't done much mining.As they spread out "discovering"mine after mine they go into banking and become the gnomes of zurich.Most humans think that the gnomes are just a bunch of midgets with a genetic disorder.The goverment begins to get worried when they hear the gnomes are planning the BIG ONE and gathering components for a gigantic laser!!!Unbeknowst to anyone the Gnomes are not planning a take-over.The gnomes are going to play a large practical joke,they're going to carve the moon into a giant set of buttocks and moon everyone on earth!!!On the left buttock will be what looks like a mole,when looked at thru telescope it will be a message GNOMES RULE,OK? How do the players get Involved and do things end badly or silly?This was inspired in part by THE BIG W by jimmy durante.-hope you enjoy weirdness ![]() |
| #47jacemachineApr 20, 2006 23:17:39 | Gnomes frighten me. :P -- I'm considering a few ways to incorporate the typical DnD races into this campaign. I was figuring on waiting until the Labyrynth world. But you never know! I've been taking a breather from the Badlands setting to jump backwards a bit to the immediate portion of my campaign. Captain Jack Timber is the captain of the modified fishing trawler turned treasure salvage ship called the “Loder’s Folly”. Its home port is in the Florida Keys. Longtime employee of Henry Loder and considered to be “one of his family”. Jesus Alvarez is Dr. Henry Loder’s Grandson. A wunderkind in his own right, he follows in his grandfather’s footprints. Though he has not seriously focus into any one area of expertise yet, he’s still sowing his wild oats and enjoying life while he can. Brady Lennox is a former U.S. Coast Guard who recent loss of his family has made him take some time to reflect on his life. He signed onto the crew of the Loder’s Folly “as a favor to Henry Loder”—In reality, Loder hoped that the time on the Folly would give Brady time to heal. Brady’s real purpose on the Folly is to protect the Folly from any dangerous elements—He’s much like a Brock Samson in Training. Lars Stevenson is a former U.S. Army mechanic and the great-grandson of Carl Lacks. Blonde haired & blue-eyed, Lars is also pale of skin due to the amount of time he spends in the engine room of the Folly. Even when things are running smoothly, he is loathe to spend his time top deck. Though he’s a grease-monkey, Lars also packs a formidable arsenal and the skill to wield it for the protection of the Folly. As it stands, it's Tuesday August 15, 2006 at around 6PM. My players have just discovered the body of their mentor and employer (and grandfather in one case), Dr. Henry Loder. Handcuffed to the wheel of his sunken fishing boat in the lake. Before reporting this to the town's sheriff, they took a set of keys that Loder had around his ankle. The police have just informed them that they may head back home, and so they are taking a boat back from the town's dock to Henry Loder's private island on the lake. It's here that another mystery still lays... how to get into Loder's basement bunker to find out what Loder died for. The hatch is of THICK steel and the bunker is reinforced concrete. It's a panic room vault for special relics and artifacts. The locking mechanism requires the use of four engraved metal discs that are hidden around Loder's island, and a security key. They already have the key, though they don't quite realize it yet (it's on Loder's keychain). Another key on this keychain is that of Loder's P.O. Box, where the players will find an encoded letter written from Loder to his grandson, Jesus. Anyone want to decode it? Wnbdb, Loder, being a great collector of "ancient cool stuff" rebuilt a mayan shrine platform on his island. Inscribed in mayan glyphs, Loder has left clues as to the locations of the four inscribed discs for the security hatch. Each is located in a different spot on the island. One is found on the carved angel headstone on his late-wife's grave. Another is found in Loder's island greenhouse. Another at his boathouse. The fourth will probably be located at the shrine at the bottom of a carved pond. In addition to all of that, they have vengeance on their minds; they will most certainly be looking for the person/s responsible for Loder's death. These guys are members of the Thule Society, and neo-nazis. They are trying to get their grimey mitts on Loder's Artifact as well... The Nazis are still sore over it's loss in 1941... |
| #48jacemachineApr 20, 2006 23:37:15 | * note to self: Fort Matheson, after the writer of "I Am Legend". It could be sort of forshadowing to an intuitive player. ![]() |
| #49taradusisApr 21, 2006 18:05:13 | Vincent price starred in the B+W "LAST MAN ALIVE" an early film adaption of "I AM LEGEND".Charleton heston starred in "THE OMEGA MAN",have you scanned both movies?Matheson had an omnibus of his stories published a few years back,I got it as part of an amazon.com 2 fer 1 deal,can't find it now. ![]() |
| #50jacemachineApr 21, 2006 23:08:39 | I own the Vincent Price movie and I wasn't too fond of the Charlton Heston remake. One of these days I'm going to buy the Matheson book. |
| #51jacemachineJun 01, 2006 17:40:55 | *dust* *dust* *dust* My players, as of this week's game session have finally made it to this Badlands World. So it's time to get back to work. I left my players' characters standing on a ridge surveying their present location, and wondering how they managed to get there... - I'm going to take the town of Fallen Birch (from d20 Past) and retrofit it into my campaign as the small town of Echo, the first actual town the PC's will run across. The importance of this town is also to really try to sell this "world" as the Wild West of our Past. So no strange elements are allowed in this town. Everything very mundane and period. - The Moreau Felines in this world really like the company of domestic felines. This affinity of theirs could be compared to the human's love of monkeys! This could bring some interesting social dynamics into play as one of my player dislikes cats... thusly so does his character. There is a good chance of nogoodery being done, and his character ending up in kitty jail! - Currently working on world map, and dividing up the various terrain features. Next up, creating custom random encounter tables. |
| #52taradusisJun 02, 2006 17:13:28 | Have the moreau's bury him up to his neck in a giant sandbox and kick sand over him while taunting him with jokes about how some one as "crappy "as he is deserves to be in the sandbox. |
| #53jacemachineJun 02, 2006 17:15:06 | :D lol |
| #54jacemachineJun 16, 2006 14:48:59 | My players are hooked. The last session before last, they woke up in this Badlands World. I left them hanging ten minutes into their new surroundings until this week. Last night they began to go about trying to figure out how the hell they got there, and where "there" was. They'd had some good ideas. Their GPS unit and Sat phone gave them nothing but a "No Signal" response. One of the Smart characters was trying to determine where they could be in the world based upon the flora surrounding them. Typical low thorny brush typical throughout the American West and Through parts of Mexico. They found the Dead Man on his Horse and went through his belongings-- surprised that everything was either handmade/handstitched or "old" as in the case of the dead man's firearms. They waited till night to use their navigation skill, to determine where they were at based upon the stars... and they were really disconcerted to discover that they did not recognize the constellations or any othe the stars for that matter. They pretty much know that they aren't in Kansas anymore. :D We got together around 11:30 last night-- didn't start gaming until around 12. They set the limit until about 3:30, but when the time came, no one really wanted to call the session at that point-- despite how tired we all were. That makes me happy. I'm glad that my campaign is a great success so far! |
| #55taradusisJun 17, 2006 10:23:22 | remember the vanilla animals....rattlesnakes,jackrabbits,tarantula,and especially vultures if theres a dead guy ![]() |
| #56jacemachineJun 22, 2006 9:45:46 | Yeah, no worries on the vanilla animals. After all, I'm selling this world as "very like our own Western Past"... at least until about halfway through. I'm using the Encounter tables found in either the DM's Guide I or II. Wastelandish environment gives low encounter %, which is just fine with me. I want my players to go hungry and thirsty for a couple of days, so that "fixing" that situation will become a high priority for them, thus baiting them into a possibly volatile situation with the Duster gang in their HQ (where there is both water and food). They've shot and killed a Rattlesnake and a small wild Fox of some kind for dinner. They are travelling with a 2 gallon Water Bladder that they took from the dead man's saddlebags. Though this still won't be enough water as the rules state something to the effect that a human needs to consume at least 1 gallon of water a day or suffer from dehydration rolls. So my current plan is to have them travelling for about two days before the see the hint of smoke. The smoke will cease after about two hours... but it is likely that my players will continue forth. This, as well as the horse's increasingly excited state should get them to the Duster gang's hideout sometime during the next day. THINGS TO DO: - Create a rough hand-drawn map that the banditos used for the immediate area. On it includes the First Town... Echo. - Outline Echo in more depth. Steal liberally from d20 Past's 'Fallen Birch'. Make it fit this world concept. - Create a Gather Information chart for Echo and this World. taradusis, I'm definitely going to use the idea you offered on the giant cat litter box punishment. I think the moreaus would have public bathroom areas cut into the stone and these areas filled with sand. The feline moreaus use this area throughout the day, and in the evening the "sanitation" guys come out with rakes and shovels to clean the day's mess. A common punishment would be to bury someone up to their necks in the morning, and be stuck there during the day. It would be similar to our Stocks, I guess. If the moreaus were particularly angry with you, you'd get crapped and urinated upon all day long. Wonderful. This will be fun. |
| #57jacemachineJun 22, 2006 10:11:06 | ![]() If you have Past, you will see that it is basically the town of Fallen Birch, but it is set within this psuedo-circle of high peaked rock walls... thus the name Echo. |
| #58jacemachineJun 22, 2006 10:22:52 | Game Prop The players, if they Search the living areas of the Dust Bandits' Cave, should find this rough hand-drawn map, complete with NPC spelling error. ![]() This should be enough to get the players from the bandit's cave which is an "X" with a dotted line denoting their trail to Echo. The other lines coming out of Echo to the north and east are roadways. |
| #59jacemachineJun 23, 2006 9:41:32 | My players arrived at the mouth of the Bandits Cave last night. They decided to call the night right there, as two of them needed to be up this morning for work. I've been using low percentages for random encounters. The world they're in is fairly dead and dying, so the animal life is on a decline. They've been appropriately focused on the survival aspect of the game. Trying to conserve their water, trying to find game. Keep the horse alive and happy. They've been eating small foxes, rattle snakes, and an armadillo. They haven't done any recon into the cave yet, so they don't have a week of time to think about their actions. That's fine, anyway. It buys me a week to decide what sort of booty has been collected inside and in what quantities. taradusis, after having played around wiuth rattlers In-Game I'm confident enough to incorporate them into some early-warning systems for the Dust Pirates. I'm also going to use the dust covered blanket covering twigs idea in the main entrance of the cave. This makes the most sense here since the bandits would not need to set and re-set it as an official trap. I am still considering the tripwire triggered arrow attack though. Just because. Thanks for your contributions thus far, BTW-- I never expected this thread to be a "popular" discussion or anything, and it's already served my purpose as a brainstorming and repository for this campaign. I was able to print up some vital stuff at a friends house while my printer is out of ink. Good times. |
| #60taradusisJun 23, 2006 17:45:18 | I must admit that most of these ideas are recycles from various sources,my grandparents had a collection of old wwII era westerns,some written by actual westerners.The human in kitty litter I got from an old Larson cartoon titled "DOG HELL" showing what dog hell is like.There have been a lot of vanilla animal style threads and articles.I quess my granny oreilly who taught me to read at age three using the whole word method made me an omnivourous reader with good long term retention,thanks nanny oreilly! |
| #61jacemachineJun 27, 2006 10:13:33 | The players could stay at the Dusters' Den for the entire upcoming game session depending on their next set of actions... but I need to have Echo up and ready bey next session regardless. My current up-to-date notes on Echo (Mostly stream of conciousness scribblings).ECHO - A small spit stain of a town. This should be the first human settlement that my players will come across, (Hopefully in thanks to the map they get from the Bandit cave.) There's no representation of Law in this town. It's located in an area that is surrounded by high rock walls; very loud noises such as an angry mob or gun fire create an echo... thus the town's name. |
| #62taradusisJun 29, 2006 20:32:59 | Gallows thoughts-the town of gallows is interesting,suppose a patron hires the party to chart the "encroaching fog" and/or collect the bones of a relative for burial this would allow you to send a troublesome npc with the party to gallows.For inspiration you could listen to strange fruit by billie holliday.Some thoughts on battle androids,the android gunslinger from west world (played by yul brynner reprising his magnificent seven role)might make an interesting role model ,no matter how often the players shoot him he keeps coming back? |
| #63jacemachineJun 30, 2006 9:34:27 | I like the idea of the PC's trying to recover the remains from Gallows. The players woudn't think it would be too difficult, but once they get to Gallows they realize that there are ALOT of gallows and bodies. I've always pictured Gallows to be surrounded by fields of hangmen's gallows. BUilt and aligned in acres, similar to the tombstone set-up of Arlington National Cemetery. The Gallows fields at Gallows the town are one of the most remarkable sites to behold in this world. I haven't seen Westworld in a really long time, but the thought of a Android Gunman has been in my plans... ![]() The figure above is a character of mine (I dabble in the comics field)-- and I thought that a robot version that looks just like this would be cool. It could have come off of the same ship that the Moreaus came from. Here's an interesting twist: In Echo, The dynamic there is being borrowed from Seven Samurai and Magnificient Seven-- The townsfolk hired them to help out against the bandits... however, these seven men have taken over the town as theirs now. The Bad Seven Samurai. |
| #64jacemachineJun 30, 2006 10:07:17 | John Gamble – Leader of the Gamble Boys. A small mercenary company. Think of them as a gang of killers. The not-so Magnificent Seven. Gamble, as he is commonly called is a former Soldier in the Regulars. Gamble has a moustache and a scruffy beard. He’s dark haired, and looks to be in his early to mid thirties. Those are just thumbnail notes on those guys, so I haven't put that much thought into them. The type of behavior they participate in, in Echo, is chaotic. The townsfolk try to give them a wide berth, almost trying to pretend that they aren't even there... that is when they aren't dodging a thrown object or being shot at. |
| #65taradusisJul 01, 2006 21:38:25 | Every villain needs a hook,how about a knife thrower,lasso artist and a bullwhip expert?The party could see them roping someone and drag him down the street? |
| #66jacemachineJul 02, 2006 7:04:41 | I've been thinking about the Bullwhip ever since one of my players was asking about what kind of feat it would take for them to use a bullwhip Indy Jones Style-- Besides, The bullwhip murder scene from High Plains Drifter. Gamble, as the Mercenary leader definitely needs a weapns gimmick. Maybe he likes the bullwhip? Thanks! |
| #67taradusisJul 02, 2006 14:51:20 | Suppose gamble was whipped and dismissed from the army,he now goes around shirtless to show his scars and whips others? |
| #68jacemachineJul 03, 2006 8:38:14 | I like that-- I think that actually would be cooler if instead of Gamble, those features go to his number Two. I picture Two as looking like a blonde-haired Viggo Mortenson (sp?). Scruffy. Shirtless (Or pehaps just a leather vest some days), exposing a scarred upper-torso woven of criss-crossing whip scars. He's a wanted man due to the murders his commited while escaping from the army brigg at Fort Matherson. Killed the men with their own whips... Gamble can rely on his own hog's leg. And his military cutlass. I was thinking that Jerome Briggs could be a firebug. Maybe the trouble he'd been in back in brimstone was setting fire to a general store belonging to one of his father's competitors. |
| #69taradusisJul 03, 2006 10:14:23 | When I was Dm-ing on an active basis I used to occasionally give the players a break and have the cavalry ride to their rescue.Perhaps you should draw up a JOHN WAYNE style marshal or introduce the ANDROID GUNSLINGER as someone who shoots up gambles gang if things go bad for the party?I beleive the complete warrior has a LASHER prc? |
| #70zombiegleemaxJul 03, 2006 16:34:58 | I have an idea from a book I read once. It may be too “out of touch” for the world you are setting up but I think it is cool (and it fits well in a desert). Big wooden sailing ships (they are more like moving cities) with wheels sail across the open sands and do battle with fleets of unmanned carts powered by the wind and possessing huge spinning blades. Basically, two (or more) big ships line up and try to get into the best position (upwind of the opponent). Once they get close enough, they release the fleets of blade-carts. And try to destroy the other ship with them, very bad for the PCs if they “just happen” to get caught in the middle of all of this. What do you think? Anyway, I’m stopping before this post gets any more rambling. P.S. nice work |
| #71jacemachineJul 04, 2006 15:48:15 | Thanks for the comment! I like the idea of wind-powered cart ships-- YOu're right about it not really fitting with THIS world, BUT I think it would be perfect for my Mad Max/Waterworld/Roman Empire world. Very cool-- And very bad for forlorn PC's! :D |
| #72jacemachineJul 05, 2006 2:04:12 | When I was Dm-ing on an active basis I used to occasionally give the players a break and have the cavalry ride to their rescue? I forgot that I had two such characters already statted up that will fit the bill nicely-- A pair of Bounty Hunting Bros. I've got to dig for them as I rolled them up over two months ago, but now that we're in their world... I better find them and dust them off-- Ah!-- Jeb & Cliff Burrows. Jeb, the older and wiser is like Eastwood's Man With No Name. Cliff is based off of Red from Red Dead Revolver. Two bountyhunters, in Echo on a claim... Even if their help isn't needed they are a good pair to meet for the PC's. |
| #73deekinJul 11, 2006 0:38:02 | Do you have any of the old Alternity products? I have one called Tangents that's all about dimensional travel. Might be a good referance. |
| #74jacemachineJul 11, 2006 16:01:02 | Tangents, huh? Maybe I can pick up a used copy out there on the intarweb. Sounds like something I'd like to have anyway! I might have more of an update if tonights Late-Night session happens. More planning coming up soon anyway-- |
| #75taradusisJul 22, 2006 20:05:14 | I had some random thoughts...Imagine a bat moreau who sneaks around helping the player characters under cover of darkness.An overt bat moreau who was a dedicated hero might have skills/feats of healing to help a badly damaged character,could eavesdrop on villains?ANDREW SWANN has a moreau omnibus that contains 3 of his moreau stories on sale at amazon.just quick thoughts,catch you later jace. |
| #76jacemachineJul 22, 2006 22:06:20 | I come bearing tidings. The PC's who were standing outside of the cave "when last we left them" sent in their sneakiest and stealthiest. Lars. He made his move silently check, but rolled poorly for his spot... He missed the dust covered carpets with sticks underneath, and he snapped one nice and loud. Marisole and her brothers hid and awaited to spring upon the intruding PC's. Marisole, in the middle of a bath, was in her birthday suit. The resulting next few moments went by in a flash. Capt Jack tried to negotiate in spanish. Lars, who's second language is german, "had no idea" and opened fire towards her two brothers, blowing his last two action points with each shot. The first fell, failing an MDS. Marisole opened fire on Jack catching him in the leg. Jesus, who is still suffering a -4 on his firearm attacks due to his lack of choosing Personal Firearms Proficiency. His shot hit. She failed her MDS. Fell into the water face first. She drowned before she bled out. Jesus' first kill: a hot naked chick. They rescued the hostage girl and are staying the night in the cave. Hooray for Jesus! He's currently role-playing out his characters mixed emotions about the whole situation. |
| #77taradusisJul 23, 2006 6:43:23 | It's very hard to get an npc to survive contact with the trigger happy pc's.Dragon Magazine ran a comic strip that showed a party approaching a town with one pc saying to another "were approaching a collection of things to kill!,hope I get enough xp to go up a level".good luck ![]() |
| #78jacemachineJul 23, 2006 7:21:25 | That's fine, anyway though. These NPCs were evil. They would have killed the PC's anyway. |
| #79jacemachineAug 03, 2006 7:12:04 | I've been using this time to work on Echo-- Matching the Saltmarsh format found in the DMG II, and using the rules presented in th DMG. Got some of the NPC's worked out. Digging through Sidewider: Recoiled and 2nd Ed. Boot Hill for flavor. Echo is still physical based on Fallen Birch from d20 Past. The names have been changed to protect the innocent. ![]() The players may try take out the Gamble Boys if they wish, but after this last gunfight, they may be thinking of not trying to get killed either. They're not "heroes" after all. Not in their own perception, at least. So they may just try to lay low. However, since the players may all die in a straight out confrontation with the Gamble Boys... I can offer a different path. The Gamble Boys see themselves as the government of this town, so they might try to hire the PC's to run some errands for them. This presents the PC's with the decision to ally themselves with the oppressive dictatorship. What to do... What to do... |
| #80taradusisAug 03, 2006 17:09:52 | If this were a video game they could wander around outside of town untill they leveled-up.Maybe a side trek to gallows or some "varmint" hunting of predators like coyotes,cougar,etc.They could try some prospecting.If one of them has healing they could practice medicine. |
| #81zombiegleemaxAug 03, 2006 22:33:51 | Thanks for the comment! I like the idea of wind-powered cart ships-- YOu're right about it not really fitting with THIS world, BUT I think it would be perfect for my Mad Max/Waterworld/Roman Empire world. Haven't posted in a while. I'm glad you like my idea. Tell me how it turns out if you use them. |
| #82jacemachineAug 04, 2006 20:03:26 | Echo (Thorp): Monstrous (formerly Conventional); AL NG; 40 gp limit; Population 78 (23 children); Mixed (White 25%, Hispanic 50%, Mixed 25%) Here's more or less what I've got on my desktop Word right now. If you were to follow some of this information back, through it's development, you'd certainly see alot of changes. There are alot of things that are placeholder bits of info. Such as Alignment abbreviations. And yes, I use alignments. At least for my NPC's. I chose Monstrous as the type of government over it's previous status of conventional. Reason being that though Gamble and his men are not the same thing as having a town ruled by an evil dragon... you still have an nasty and deadly group of people who've taken over the town and made it theirs. |
| #83jacemachineAug 18, 2006 18:58:39 | Any of you GM's utilize a calendar in any of your games? I've found that they are the MOST useful method of record keeping I have. I jot down brief notes (Often just enough, so only I know their depth). Here is the calendar for this current campaign: We game when all five of us can meet. Each has a full-time job, and half of them work nights, so this particular campaign has been progressing slowly. It BEGAN in this past winter! This calendar represents the game play of the past 4 months. It's sort of fun that Life caught up with the campaign. :D This calendar has saved my butt-- With what I have here I can recall everything I need from the past 8 or 9 months of playing. IN CAMPAIGN NEWS: We were able to meet last night. Played from 12 midnight until about 4:30AM today. The players are STILL IN THE BANDITS CAVE. Though now it's theirs, in a fairness. Jesus Alvarez angered his companions by refusing to study the codex one night. Then he deliberately wasted more time to hold off his big reveal even another day. They hoped that the Bermuda Codex, once translated by Jesus, using his grandfather's journal and notes, would tell them how to use it, so they can get home... It didn't. It only hinted at a greater purpose. "So basically, your telling us that this thing is the Key to Hell itself? I say we shoot the damn thing and destroy it." - Lars Stevenson (SMT1/FST2) |
| #84jacemachineAug 21, 2006 8:56:40 | Here's an incomplete listing of the Beasts of the Badlands. I combed through my various resources to choose them, though I haven't complete THIS list. I HAVE handwritten in the last two categories on my own copies. so there. Type of Area -- d% Chance Desolate/wasteland -- 5% chance per hour Frontier/wilderness -- 8% chance per hour Verdant/civilized area -- 10% chance per hour Heavily traveled -- 12% chance per hour Source: D&D Sandstorm |
| #85jacemachineAug 24, 2006 8:16:29 | This is the latest version, including pictures, of my GM's write-up for the town of Echo. For those of you with the DMG, it gives a max gold limit for towns based on their size. This is to reflect a more realistic economy. You'll see that I've made a conversion to PDC Limt. This is done using the 1 gp = $20 formula to convert GP to $. Then I converted $ to PDC. And using the rules I have in Sidewinder: Recoiled, I found that the PDC of 17 was an appropriate approximate. So there. By the time the news boards are up Echo will be done. Descriptions given where needed. Plot hooks. Etc...
|
| #86jacemachineAug 28, 2006 9:51:06 | I just added the resulting information for Gather Information checks. I decided to range the information a bit across the scale instead of just assigning a 5 to a bunch of things.Coming up with this information wasn't that easy for me, for some reason. But then I approached it as if a person was asking information of people of various ages and standings. A DC 5 represented common information that even children would know or have heard of. DC 10 is common to the Man on the Street. DC 15 is what you may hear from an insider. DC 20 Very few people are chosen to know this information. We couldn't get together this week again. The guy who plays Jesus Alvarez keeps screwing with our ability to meet up. And he never returns calls until the day of a hopeful gaming day... then he doesn't even call me back. He calls another player... *sigh* I'm about to put his character into an unexplained and unatural coma, brought about by the Artifact. The other players will be able to play, but will literally have to make up for the slack of a sleeping Jesus. But at least I a have a reason for the coma: I will hand the player a page that has a dream sequence he experienced that will give more clues... so there. I just may have to do this. So... How's everyone doing these days? |
| #87taradusisAug 28, 2006 17:44:37 | Imagine an overt bear moreau who has gone feral(feral template from savage species ?)and is following the party,sometimes he walks on all fours and attacks the parties horses or eats garbage.More random B movie thoughts;) Develope a plotline that revolves around someone besides heeyzeus,perhaps draw up an npc or moreau sage,think YODA? |
| #88jacemachineAug 29, 2006 0:35:11 | Hey man! Savage Species? Is this a book I should check out? I like the idea of an angry ****** off feral grizzly. However, all PC's are now on horseback... so I may have to attempt an ambush by the bear, or work the bear into one of the Echo plots. I'm working on a real bad***** world map. I'll post it when I'm ready with it. |
| #89taradusisAug 29, 2006 19:20:51 | savage species presented a lot of odd templates and came up with a way of playing powerful races as a level progression.I think it would be interesting to play an earth elemental from 1st to 20th level.Savage species was mainly aimed at D+D players but could easily be modified .The anamorphic species could be adapted as moreaus. |
| #90jacemachineAug 31, 2006 19:57:11 | Hey! My players are thinking about trapping the Gamble Boys in the Saloon, and then blowing it up. As a GM, what do I need to consider pro and con to run this scenario they've cooked up. I believe that they are going to try getting their hands on some black powder. Any thoughts? Technology Level is up to 1870's. Also, I think the gravedigger is going to make the discovery of a subterranean passage, uncovering an ancient culture, now long gone. The inhabitants of Echo will want to cover it back up, being fearful of things deep below the crust of the dust (like enormous bugs). I'm gonna need to draw up a dungeon, and figure out what it's purpose is. I'm open for options on the latter! Think Sumerian. |
| #91taradusisAug 31, 2006 20:29:15 | An underground waterway with albino fish,a raft carries the players to a dock and an underground funery complex?Mosaics on walls give clues to future worlds linked to artifact?Bones of an ancient creature(couatl?) ,a ghost appears over the bones and addresses the Artifact,perhaps activating a new power?RANDOM THOUGHTS. |
| #92jacemachineSep 12, 2006 18:34:12 | I've put my developing on hold for a bit here as I need to study up for my promotion at work. New position requires new knowledge, and certifications... So... I've been mulling over your ideas for a bit since you posted them. I like the waterway... but as this world is in it's fading breath of life (it just doesn't know it yet), I think the waterway should be mostly dried up. Maybe if the characters follow it one way it will slope upwards and emerge. A stream going down into a cave's maw. I'm still trying to come up with the purpose of the dungeon as it fit with this long-dead culture (The Before-People). A race of beings subserviant to a living breathing diety that used this land as it's playground... then abandonded it. IN FACT, maybe the jerk diety was the one that set up the "curse" that is eating the land like a cancer. The Purpose of my players for being in this world is to learn about this evil diety through what remains of his people's tombs temples and lost cities. ... So an underground prison and sacrificial temple to the evil diety. These acts were committed on this same spot that Echo nows stands... once an unholy grounds for all sorts of cultish woe for the Fallen God. [ SIDENOTE: This alien/god got nabbed by some holy faction of alien/gods, and was banished/trapped somewhere for his evil doings. Locked away outside of time and space. ] So long story short-- when designing this thing, It can be ghoulish as hell. Which of course means I can have some fun. Educate the players while freaking them out. Would anyone know what the shadow creatures from ICO would stat up as? Hmm... I should Google this up... |
| #93zombiegleemaxSep 13, 2006 19:00:24 | A living breathing deity ... used [the Badlands] as its playground... then abandonded it. IN FACT, maybe the jerk deity was the one that set up the "curse" that is eating the land like a cancer. ... This alien/god got nabbed by some holy faction of alien/gods, and was banished/trapped somewhere for his evil doings. Locked away outside of time and space. Really good high-level stuff here. Hints of an entire pantheon of gods/aliens/transdimensional entities. The Fallen God is a tried-and-true plot device (Lucifer, Tolkien's Melkor/Morgoth, etc). o Did Jerk Blockhead Deity create any other worlds? What has happened to them? What generally happens to a world when its creator-god abandons it or disappears? o What other gods are there? Is there an uber-God / All-Father? o Would a particular god habitually create similarly styled worlds? o Do the gods enforce certain rules for world creation and maintenance? o Have worlds been created that are totally unfeasible (laws of physics do not apply, 2 dimensional, consist entirely of dog poop, whatever), "test worlds" (big white room like the Matrix loading area), or incomplete worlds? o What kinds of agents would different gods employ to interact with their creations? (Messiah, burning bush, Kwisatz Haderach, Dragon Reborn, etc) ![]() |
| #94zombiegleemaxSep 13, 2006 20:35:16 | Don't make him a real deity, do something a bit less used. But he should be spoken of as if he's a god. |
| #95jacemachineSep 13, 2006 22:07:15 | The deities in this campaign are all spoken as gods, but are in reality some sort of other-dimensional entity. But the deities in this game have created these side worlds as a "development world" of sorts-- the PC's get to travel through em on their quest. I just picked up d20 Dark*Matter today, and I'm thinking using alot of the alien/god stuff from there-- in addition to my other research on the intarweb (http://www.crystalinks.com/directory2.html comes to mind...)-- |
| #96jacemachineSep 14, 2006 13:45:33 | An underground waterway with albino fish,a raft carries the players to a dock and an underground funery complex?Mosaics on walls give clues to future worlds linked to artifact?Bones of an ancient creature(couatl?) ,a ghost appears over the bones and addresses the Artifact,perhaps activating a new power?RANDOM THOUGHTS. I also like the activation of a new power/ability. The Artifact will grow in power throughout the duration of the campaign, gaining power and will go from resembling a Minor Artifact to a Major Artifact that will give the PC's enough Power added to their eventual high levels, enough strength to beat the Ultimate Badguy at the end of their Journey. I'm reading up on Artifacts from the DMG so I can stat up exactly how it works and what it does... or at least use it as a guide for it's creation. It will grant it's Bearer the ability to cast Cure Lights Wounds up to so-many times a day. Probably enough to cover all player characters once around. I've also got to write up a "Fever Dream Sequence" for Jesus to hand to him at the start of the next session (whenever I decide I have enough Time again to run it). This dream, and whatever occurs in the Temple of Dhoom below Echo will clue the PC's in to their quest, assure them of a Way Home (eventually), and The Powers That Be. This process will grow as the PC's travel deeper into this world. In the Temple of Dhoom... the Artifact will zap all of the players, and tie itself to each of their souls. This way it can resurrect and reincarnate them. And if Jesus get's waxed along the way... then the party can continue without his character knowledge. The Artifact will select the next Bearer. |
| #97zombiegleemaxSep 16, 2006 4:07:02 | Don't make him a real deity, do something a bit less used. But he should be spoken of as if he's a god. The deities in this campaign are all spoken [of] as gods, but are in reality some sort of other-dimensional entity. Right, I just used "god" because writing "god/alien/transdimensional entity" that many times would be a pain in the arse ... so I'll call them 'ghods' instead ![]() Ghods are horribly easy to mis-use in a game context. They should never interact directly with the characters (even if the ghods aren't in-game manifestations of the GM's, it will be very difficult for the players NOT to see them as such), instead they should be used as Tolkien did, as touchstones for maintaining a unity and coherence, and possibly a purpose, to the universe(s). So there |
| #98taradusisSep 16, 2006 7:11:56 | GHOD'S DHOG?-instead of meeting the deity the players meet a fiendish creature like cerebus the three headed guardian of hades?It is possible for underground rivers to exist under a desert,they can be charted by noticing that some deep-rooted plants are surviving without an apparent source of water.![]() |
| #99jacemachineSep 16, 2006 20:16:35 | It is possible for underground rivers to exist under a desert,they can be charted by noticing that some deep-rooted plants are surviving without an apparent source of water. The plot of Sahara (book and movie) held the underground river as an important link in the discovery of all sorts of plot goodness. |
| #100jacemachineSep 16, 2006 20:17:18 | The "gods" are all extradimensional hackers. |
| #101jacemachineSep 19, 2006 11:46:22 | MODERN MAGIC from Green Ronin and the Game Mechanics has 16 fun filled pages on Voudon Magic. With all the Feats, Spells, and Loa a person could need. I'm thinking that it would be a great thing to TWEAK HEAVILY (RE: Change all Terminology to fit my badlands setting... and use it as the basis of the Moreau's religeon.) I really need to create a few needed write-ups and post here. My problem is I've got SO MUCH DAMN STUFF IN MY HEAD that I have a hard time organizing my thoughts into some sort of coherent manner. So there. |
| #102psiseveredheadSep 19, 2006 12:01:49 | John Gamble – Leader of the Gamble Boys. A small mercenary company. Think of them as a gang of killers. The not-so Magnificent Seven. Gamble, as he is commonly called is a former Soldier in the Regulars. Gamble has a moustache and a scruffy beard. He’s dark haired, and looks to be in his early to mid thirties. Ever getting around to statting these guys up? I know you're busy. |
| #103jacemachineSep 19, 2006 12:15:12 | Look back at post 85. I apologize for my poor organization skills, regarding this thread-- I statted up those characters using the NPC generator found at http://www.rpgobjects.com/index.php?page=generator My biggest problem was and is determining my NPC CR's-- I never know if my badguys are too tough, or not enough... you know? My INTENTION for the Gamble Boys was to create a group of people who would likely crush the players in a straight up fight-- I've had NPCs tell the players that these guys are TOUGH... and thankfully my players (Four lvl 3's)picked up on that. Their current plans are to trap them all inside the Stone Toad Saloon and blow the place up with barrels and barrels of black powder-- If they have trouble with this, then they might try the time-honored "Divide and conquer" option. Even though I'm supposed to be studying... I CAN'T HELP but think about this campaign... Heh heh... Psi, you posted a comment back when we were trying first forum change-over... about the Stable area being located in the same part of the cave as the Fresh Water Spring... Yeah, I dunno what I was thinking. Dumb place to put it considering the "clean" issues. I have a tendency to miss some REALLY OBVIOUS things sometimes... It's my bane as a GM! lol |
| #104jacemachineSep 24, 2006 20:00:58 | I've completed some early room layouts for the temple of the evil god. Not too impressed with these early efforts though... I'm reaaaally digging on the idea for the temple to somehow self-destruct-- perhaps the proximity of the Technically Good Artifact in this Chaotic Evil place... the Idol itself maybe... Boss fight could ensue against the Statue. The Idol is awakened by the Artifact to either snare it for it's creator-- The Evil god. Or to just Destroy the Artifact because of it's strong polar opposite reaction to the Artifacts alignment. Revulsion of Goodness or something. The end result would be the utter and complete destruction of the angry idol boss thing... as well as the temple structure-- The destruction of the idol creates some sort of crazy implosion of the evil energy... imagine a bubble of evil popping-- The town of Echo is built, essentially, on the temples roof. Say goodbye to Echo. Town in need of saving from selfish mercenaries? Not anymore. *Ka-blammo* |
| #105taradusisSep 24, 2006 21:03:31 | The idol sits on a platform that begins to rise as the idol steps off.The town may be destroyed as the platform rises,the platform is like a hat for a really big statue? |
| #106toptomcatOct 08, 2006 17:44:53 | Bits and peices of this feel a lot like Trigun. |
| #107jacemachineOct 11, 2006 10:16:54 | Bits and peices of this feel a lot like Trigun. Yeah.... Trigun is pretty Awesome. unrealdave had tried for the longest time to get me to check it out, and when I finally did; I didn't regret it. Amazing series. And on that note, in the development of this world Trigun has come up alot in discussion. I love to take elements of various things and cram them all together-- I borrow alot. :D Was there anything in particular about Trigun that you would like to see explored and spun into this campaign? |
| #108jacemachineOct 11, 2006 10:39:16 | I have been trying to come up with an LOGANS RUN style arcology for a fantasy world I'm designing... How's that working out for you, BTW? |
| #109jacemachineOct 11, 2006 18:08:54 | The Temple Beneath the Teeth. This long forgotten location is thick with dust. Perhaps dustform creatures pop-up here, like the shadowy enemies in the videogame Ico. The dust-shadows should follow the players into a space they could get an advantage… unfortunately for the dust-shadows, they are meant to suck. I rule that bludgeoning is sufficient to disperse the creatures, as in Ico. This way, I can throw a bunch at my players to initially freak them out, but give them a clear edge that it wouldn’t deter them from further… deeper exploration. Walls are carved with intricate patterns, designs, frescos, and statues. Depicting the bloodlust of the evil god. Depicting scenes of the badlands ancient civilization. Very Shadow of the Colossus-esque in style. Players ideally will glean a lot of legendary info that will serve them well as the campaign continues to unfold. The temple structure is entirely underground, directly below Echo, as it turns out. At one time the temple had one or more doorways leading into its structure, now all long sealed and forgotten. The well of Echo is the only opening to the temple below, though no one even realizes this. The well leads down to a ceremonial sacrificial chamber in which the pool of water was prominent. During the time of its operation, the Temple Beneath the Teeth housed members, priests, and prisoners or the Cult of the Evil God. The priest sect lived in a private area adjoining the temple areas. The servants and soldiers lived away from the priests, but close to the prisoners of the evil god cells. There are still A LOT of things I’m trying to work out. Roughing out various sections and taking ideas from ancient temple structures. Prisoners by the scores were executed in sacrifice to the Evil God at this spot. Spirits of all who died here are still tied to the stone, doomed to roam the halls like a supernatural breeze. The players may need a Nudge by the Artifact that Jesus Alvarez carries. It wants them to see this place. To learn its secrets. To face off against Evil? Dunno. That’s what’s on my plate these days… |
| #110taradusisOct 12, 2006 21:35:27 | sorry I haven't written much,been quite busy helping my brother move and my blood pressure just keeps rising.My thoughts on the logans run style arcology were that it would look like a paradise at first,no old or sick people,the "elders",which would be [b]brains in a jar [b] from libris mortis,would be careful about revealing their destruction of anybody over 30.My thoughts on the artifact in your game is that it is a guide to transmogrify the holder into a higher being?If knowledge is power and the artifact is guiding the players to self-knowledge,is it acting like the philosopher's stone of alchemy,and transforming the players from lead(ordinary beings)to gold(outsider template?).Every quest transforms the pilgrim,the grail may be metaphysical?RANDOM THOUGHTS. |
| #111jacemachineOct 14, 2006 16:52:52 | Maybe I can apply a Logan's run sort of thing to the society of the before people? That could explain where the large amount of sacrificial victims required comes into play. Once you reach a certain age, or have commited some sort of crime, you are "collected" by the priests of the Fallen God. These would then be brought to the unholy temple beneath the teeth to spend their remaining days in darkness, torture, and finally death by beheading. The blood would collect in carved channels that would take it to a trough that would run down into a very deep pool of water containing a large carved statue of the Fallen One. The severed heads would roll down the sloped funnel like edge and into the pool-- --which is of course Echo's current water supply. Even though it was a century or two earlier... that's still gross. :P ...My thoughts on the artifact in your game is that it is a guide to transmogrify the holder into a higher being? If knowledge is power and the artifact is guiding the players to self-knowledge,is it acting like the philosopher's stone of alchemy, and transforming the players from lead(ordinary beings) to gold (outsider template?). Every quest transforms the pilgrim, the grail may be metaphysical? That's actually not too far from the truth of what I might try to acheive in this game. Have you ever seen the flick "Thirteenth Floor"? If you haven't, check it out-- Part of this oncoming ramble was partly inspired by that movie. If you've seen it, you'll understand for sure. I'll try to sum up the overall scheme of things of what I'm trying to achieve. Rambling commence: World 1. This is the world the PC's were born, raised, and began their adventuring in. This is the world that you and I live in, theoretically. This is where the Artifact was placed by the gods. this world exists, because the gods created it... it is the most complex video game ever invented. It was created to run simulations in. Eventually, the gods entered this space through the use of an avatar (A Video Game Character). They used this world to do experiments and to play god by tampering in the genetic material of some of the indigenous species. Humans were created, and the different gods created them after their own image. Each god had his or her group of people, and the races were created in this fashion. Each god was responsible to teach his followers how to survive and to communicate with each other. Periodically, these cultivated and bred like dogs to acheive the positive traits the gods required. Now because this world is a video game, and the gods master hackers or whatever, they were able to apear in any form... explaining many fantastic descriptions of the gods appearing as beasts or dragons. This was done primarily for control sake. A god with a strange appearance was more intimidating, and therefore gained greater control over its flock. Eventually the gods took off, and the humans were left to develop on their own for the most part. World A, B, C, D... These other worlds exist mainly as test worlds. Gods set these side projects up to run their own simulations. The Badlands aka World A, belonged to a criminal god. His people worshiped him. But died out when he didn't bother to log on for too long. He stole some people from the American Southwest, and dropped them into the world, and has enjoyed watching them suffer in the crappy ecology... Then he got imprisoned by righteous other gods. The Moreaus came through on a Philadelphia Experiment style accident. The humans whose science ship broke into this dimension contained the moreaus. All were stranded. The humans who survived died out with their last survivor. The moreaus are able to procreate and have lived here for a few generations now. Longer than the current human TexMex residents. This world now exists to introduce the PC's to the personality of this Fallen God. He's a Big Evil Twisted Meanie, and even now... he has forces moving to try to locate the Artifact so they can use it to free their boss. The Real World. This is the world the gods come from. It might be alot like ours, except more real? The scientists who developed thje Galaxy Simulation Program access the "game" by wearing some sort of headset that transfers their concience into the avatar body on the simulation world "Earth". I was thinking that the players can get to the point where they leave the simulation worlds, and enter the Real World by jumping into the body of someone who is hooked up to the sim. The PC would wake up in the drivers seat in this new body, thus putting them in the final world they need to do stuff in in order to save the day. Crazy crazy stuff. But possibly pretty cool if I can pull it off-- |
| #112jacemachineOct 20, 2006 8:18:03 | An underground waterway with albino fish, a raft carries the players to a dock and an underground funery complex? Mosaics on walls give clues to future worlds linked to artifact? Bones of an ancient creature(couatl?), a ghost appears over the bones and addresses the Artifact, perhaps activating a new power? RANDOM THOUGHTS. The "well" sacrificial pool, I think, will be fed by an underground waterway with albino fish, and maybe crabs. The more I ponder the temple, the more I think I'd like to incorporate it. Medieval Players Manual published by Green Ronin, has some interesting stuff inside. Rules for writing books (intended for writing Medieval Texts, really... but easily convertable.), amongst other things. But one of these things covered are Relics. Relics just aren't "really old things"-- but are the remains of a saint. Like a finger or a femur. Secondary relics are the personal tools or property of a saint. Anyway... while reading through this, this morning I got the idea to incorporate a Relic Laden world-- Maybe I can pull this off in this world, since the TexMex folk are pretty pious. I had the image of a market bazaar filled with colorful booths manned by colorful merchants. Each booth is FULL of crazy and strange relics. A PC could easily buy these. And in some cases the Relic could give the PC's a modifier in certain situations. Rows of dried toes, each wearing a slim gold ban engraved with the saint's name. Hanging from a leather strap. |
| #113taradusisNov 03, 2006 12:18:44 | You could try a Fungle,a jungle made of fungi and strange plants like shriekers and violet fungi.Suppose the players destroy their escape route out of the labyrinth under echo,they come to a vast underground fungle where mushrooms tower 60 feet or more.The players realize that the only way out is to climb a mushroom and reach a hole in the ceiling,the hole is dripping with the sewage the fungi grow in.The hole leads to echo's sewer system and the players must break thru somebodies toilet to get back to the surface world?Things to think about include:does the mushroom break if overloaded?,does the hole have iron rungs that are slimey or rusted thru?Who's toilet do they break thru?Does this give the PC's a crappy reputation?Just some random thoughts.![]() |
| #114jacemachineNov 04, 2006 1:08:45 | Ha-ha! I haven't run a session in a while due to work, so my players have had time to talk about the game, and one of them joked about killing everyone in town "just to screw with" me. That's funny. In a way, we share the same plans. BUT, now it's back to the GM grind for me-- I figure I'll run next session in aprrox. two weeks. Into the Temple Beneath Echo... ...unless of course they kill everyone. You could try a Fungle,a jungle made of fungi and strange plants like shriekers and violet fungi.Suppose the players destroy their escape route out of the labyrinth under echo,they come to a vast underground fungle where mushrooms tower 60 feet or more.The players realize that the only way out is to climb a mushroom and reach a hole in the ceiling,the hole is dripping with the sewage the fungi grow in.The hole leads to echo's sewer system and the players must break thru somebodies toilet to get back to the surface world?Things to think about include:does the mushroom break if overloaded?,does the hole have iron rungs that are slimey or rusted thru?Who's toilet do they break thru?Does this give the PC's a crappy reputation?Just some random thoughts. I think I might save this idea for someplace else-- I actually had thoughts of incorporating concepts from the old arcade game CENTIPEDE... Thoughts of giant bugs in this world, led to running through a handful of similar scenarios in my noggin, and Centipede came to mind. Once the PC's get into the Dry Mist, they will encounter Large or Huge shrooms that will try to eat them. OR... I can save the fungle for the enourmungous space ship they get on after this current Badlands dimension. Either way, I can certainly utilize something. Thanks! Residents of Echo utilize outhouses, in keeping with the Old West feel I'm striving for. No sewer system to speak of. |
| #115jacemachineNov 05, 2006 18:05:34 | Some New Ideas: In the event of the destruction of the Temple below Echo-- The PC's will have been teleported to safety, a few miles away. All they will see is a plume of dust and smoke. Once was echo is now a smoldering crater of rumble and destruction. Players looking to find survivors will find only one. James Gamble, leader of the Gamble Boys, legs crushed under a boulder. My players will likely kill him. Well, at least Lars would. Unless he wants him to suffer. If they don't , then maybe Gamble will beg them to kill them. Either way, he tells them that any survivors were taken away by the "savages" into the desert. PC's may decide to treck off after them, in hopes of a rescue. I'm figuring that the moreaus will figure out they have a tail (Pun non-intentional), and set up a trap. Hopefully taking the PC's prisoner, and taking them back to their mesa-top city. If the PC's are wily, then they will likely follow-- then fromulate a plan to get into the city. At this point, the moreaus are completely covered in desert garments, so the PC's should not be wise to their true nature-- Hopefully I can spring that on them a little later. The Moreau city is like Old Jerusalem & the Jewish Stronghold Masada blended together. Seen Planet of the Apes? It's like that... but with cat-people instead of primates. So I had this image in my head of the PC's walking through an alley, and a cat comes up to Lars, and begins to rub up against his leg. Lars' player isn't too fond of cats-- I'm almost counting on him to kick at it or something. It would be during this act that he is caught by cat people, and punished for his crime. Buried up to his head in the community litter square. From Dawn till Dusk. Water supplied sparingly. |
| #116jacemachineNov 06, 2006 11:20:48 | So-- All this is contingent on the players going into the dungeon setting... But what if they don't-- or at least, not right away. Will they continue to pursue a plan of action that might not be accomplished properly for a couple of days (i.e. getting their hands on extremely limited kegs of gunpowder so they can proceed with blowing up the Stone Toad Saloon.)-- So I got to sink the hook a bit deeper: The last session left off with the PC's bunking down with Mary's family-- the Artifact Bearer, Jesus, is laid up recovering from gunshot wounds. Night. Now I had originally considered having some sort of earthquake take place in the early morning hours (caused by the Artifact's close proximity to the Temple dungeon below). The town's grave digger is swallowed by a pit that opened below him, in the grave he was digging. He lies trapped, with a broken leg. If he was a friend of Mary's family, the players would feel obligated to a degree to assist. Another thought I had somehow involved getting Mary to go down there, and the PC's having to go after her. A quick explanation could be that she followed after a child that wandered away, and the two become lost. Another option; a couple of the Gamble Boys go down into the hole to investigate. The PC's decide to play "Divide and Conquer" and kill them down in the darkness in order to even up the odds. A more direct, and less-free-willed variant would be that the Artifact gives them a nudge to go investigate-- After all it has business to attend to. |
| #117zombiegleemaxNov 09, 2006 15:12:04 | I would like to say your ideas are wonderful. I just started a campaign roughly based on the Dime novels of James Axler's Deathlands, Old westerns and Dark tower. My world has all the DnD races and I am still working out the magic angle a bit but I think I almost got it. I love the artifact idea. I have my PC's using a fixed teleporter which it's nice for them and bad for me. They seem to be dependent on it. I even developed a vice town where the PC's went in. One came out with a drug addiction and the other contracted Lycanthropy (rat) from a local prostitute it was all laughs. I might just use that idea about the artifact. Thank you again!!!!! |
| #118jacemachineNov 10, 2006 17:05:16 | I would like to say your ideas are wonderful. Thank you very much! I wonder sometimes if this thread is of interest to many people, and I'm glad that you checked it out! I even developed a vice town where the PC's went in. One came out with a drug addiction and the other contracted Lycanthropy (rat) from a local prostitute it was all laughs. I really like the idea of a vice town. Maybe the somewhat nearby trade town will fit that bill! I might just use that idea about the artifact. Thank you again!!!!! Take it! The Artifact works nicely for me as a plot device and as a way to keep my players in check. It's real handy-- Your welcome, and thanks back at ya! Also, if you have any thoughts or ideas-- This thread is open for discussion! |
| #119jacemachineNov 10, 2006 19:28:18 | I'm still trying to come up with the purpose of the dungeon as it fit with this long-dead culture (The Before-People). A race of beings subserviant to a living breathing diety that used this land as it's playground... then abandonded it... OKay, here's what I've got so far. I've made up a Room List for the Before People's Dark Temple below the town. Keep in mind this is essentially a rough list of rooms for me to consider while drawing up the dungeon map. I may change stuff while the drawing is going on... LEVEL -1 |
| #120taradusisNov 11, 2006 13:03:30 | In the jewish faith there's a temple that every male is supposed to visit at least once in his life and deposit a silver coin as a symbol of his faith.As these silver coins became more scarce as time went by money- lenders would charge a hefty price for them,a person from the sticks would be charged a years pay and this so angered jesus that he went nuts and trashed some stalls at the temple.If you have offering coins that look like the ARTIFACT and activate an oracular device what happens if the players feed the ARTIFACT into this talking statue or whatever?:lightbulb |
| #121jacemachineNov 12, 2006 7:00:15 | In the jewish faith there's a temple that every male is supposed to visit at least once in his life and deposit a silver coin as a symbol of his faith.As these silver coins became more scarce as time went by money- lenders would charge a hefty price for them,a person from the sticks would be charged a years pay and this so angered jesus that he went nuts and trashed some stalls at the temple. If you have offering coins that look like the ARTIFACT and activate an oracular device what happens if the players feed the ARTIFACT into this talking statue or whatever?:lightbulb I am very familiar with this tale (A lifetime of christian schooling...:twitch .During the Prologue of my campaign, the PC's had to do something like this to trigger a door. They had to take pots of gems and pour them into the open mouth of a fat bellied death god while they explored the Mayan tomb of King Chaca'Poya. I'm afraid that if I add another "eating" sort of thing, it may unintentially be concieved as some sort of theme. Though down the road this may come up. Like putting a large stone quarter into huge stone jukebox. lol! I sat down and busted out this draft of the history of this setting world. I also came up with a REAL name to use instead of the development codename: badlands. The name of this place is the Futile Crescent. It's inspired from the old biblical lands "Fertile Crescent" as well as the rouch shape of the occupied regions. The Before People were human. There were two major factions. The Evil Cult of Dhoom and the Cliff People. For reference, I am using the Mythic Vistas book; Testament, and treating the Cult as the Babylonians and the Cliff Peeps based on the Canaanites for culture sake. |
| #122jacemachineNov 15, 2006 15:08:54 | Busy Busy-- We're scheduled to play this evening when everyone gets off of work. Good thing today is my day off! I've been busy. I woke up around 10:30AM CST today, and have been busting out the dungeon map for tonight's session-- Here's what I've gotten done so far... It's a quickie-- but I'm pretty happy with it-- Harsh deadlines always get things done with me. I've got two more levels to go. I will post those, when I post a completed dungeon. I plan on numbering, lettering, and coloring the finished map so it will look nice and pretty-like for this thread. ![]() EDIT: I just spotted an error on the third sub-level map. The stair notations "DN" are incorrect, and should be read as "UP"... At least the two that lead upwards to their counter-parts on the Second sub-level. |
| #123jacemachineNov 16, 2006 0:20:27 | Tonights session came through-- PC's climbed into the hole to save the gravedigger's life, and then went about exploring the first level of the temple dungeon. They correctly made the "Jim Jones Connection"-- They've been interpreting the skeletal remains in the beds, and examining the mosiac murals on the walls, and images on the tapestries. The Artifact has made it's feelings known to Jesus, and he's responding similarly. |
| #124jacemachineNov 17, 2006 6:58:21 | So I'm still looking for Ico baddie stats-- I've decided that once PC's get down to sublevel 2, they will start having run-in's with the Dormin-styled shadows-- The shadowy spirits will attampt to grapple PC's and drag them to the ground-- at which point other will try to assult the helpless PC. They aren't meant to be deadly, per se-- but they need to make the players particularly uneasy-- At the end of Ico-- you face off against the Queen, who is also shadow based, but has significant control over her form-- If I can get stats for her-- I might tweak them to fill the role of the High Priest's Shadow-- the BBEG so to speak for The Temple of Dhoom. After the boss battle in the Final Rest chamber... the place starts to crumble... EDIT: Good news! I was looking through UA and found the Ash Wraith (on page 201)-- This is easily tweakable into exactly want I want, gameplay-wise. A little switch-up on the description... end bingo. |
| #125jacemachineNov 25, 2006 7:30:52 | OK--> So I have at least 3 different types of monsters that will be encountered in this dungeon temple. I've listed baddies by dungeon level and placed the levels in order of descent, with Echo placed above: Town of Echo ================ LV1 - Temple Domestics Free of Indigenous Baddies --------------------- LV2 - UnHoly Grande Temple A handful of Ash Wraith variants stalk the ancient halls here --------------------- LV3 - Prison, Torture, & Blood Sacrifice Ash Wraith variants galore, as well as a handful of ancient zombies* --------------------- LV4 - UnHoly Crypt, Incinerary, and Diamond and Coal mine A stripped-down Cadaver Collector, with a smattering of Ash Wraith variants -- miniboss of sorts. --------------------- LV5 - The Final Rest Chamber This is the BOSS chamber-- the empowered undead spirits of the high priests that sacrificed themselves in this chamber gather up in form to stomp on the intruders as some sort of Big Mean Ash Wraith variant... OR-- the 8 skeletons laying on their altar slabs get up and attack? Dunno. Hopefully I still got time. ![]() Cadaver Collector * I was thinking about placing a magic dagger in the temple for the players to find that is a stripped down version of another magic dagger... Basically, if a foes is killed with this dagger, they will come back as a zombie in 1d6 rounds. The dagger wielder has no special control over them, nor immunity from their attention. The zombies are standard MM fair; non-curse spreading. It would basically be more of an annoyance, but it could be useful. I was also thinking about limiting the number of dead raised per day (1 per wielder's character level?). The zombies found are remnants of the dagger being used LOOONG ago, all that's left on these badboys is leathered sinew and tattered and cracked skin. |
| #126j0ltNov 25, 2006 8:22:02 | You're putting the scaled down CC with other stuff?!? Cripes! Why not put it with a couple of zombies instead, which of course would be impaled on the CC. Every round after the PCs are detected, they can make an escape attempt or something like that. (also making it worse when they start attacking a character who gets impaled alongside the zombies) |
| #127jacemachineNov 25, 2006 14:03:52 | You're putting the scaled down CC with other stuff?!? Cripes! Yeah, I guess that IS a bit much... but I'm thinking that I can pit it against the PC's without any friends WITH IT at the time-- But I really like the zombies Idea... so I may just go with THAT-- hah! EDIT: Another thing I'm already planning on doing is completely redrawing the level he'd be on-- I may be able to come up with an interesting sort of terrain feature that could assist the players... i.e.- spaced rows of crypts or something-- make the battle somewhat like the Metal Gear Solid deal when you face Vulcan Raven in that icy container room... I'm also going to strip out some of that impale damage too-- I want to challenge my PC's, but not slaughter them. EDIT2: Here's a concept sketch I'm using for my race of feline moreaus that the PC's may be meeting in the next few sessions. |
| #128j0ltNov 25, 2006 17:28:07 | That's cool! (reminds me of Splinter!) |
| #129zombiegleemaxNov 28, 2006 14:13:48 | *Sees big scary monster with spikes and runs like a girly-man* |
| #130jacemachineNov 29, 2006 14:40:30 | During the PC's exploration into the depths of the evil temple, the Artifact will begin serious contact with them. The PC's "see" the murals and mosiac move to tell as story. This is a direct rip-off of the Star Wars Clone wars cartoon, where Anakin sees the cave paintings moving. I liked it. So sue me. My objective Plot-Wise is for the players to realize their role in this epic quest they've been "given". I think this is a cool way to do it. Here's basically what they will hear/see: As the Bearers of the Artifact, you have inherited an ancient quest. To stop the evil god from rising to power, the Artifact will illuminate your Path. It is along this Path that you will encounter Keys, that will unlock your destiny. The Artifact will assist you in any way it can, but it is not to be a crutch. You work with it, it does not work for you. Something to that affect. They will also see/hear about the War Between the Gods, and about the Fallen God and his role. They will learn that there are a series of these "pocket dimensions" that they must visit in order to aquire additional keys. |
| #131taradusisDec 01, 2006 8:24:35 | Maybe vary the undead a little?Have a "wet"zombie hide at the bottom of a pool or burst out of a barrel the players disturb?Include a ghoul from UA,they talk more than D+D ghouls and don't have a paralysis attack?How about a ghoul carrying a "chainsaw of the maniac"?,technically it's a magic item but a ghoul who says"I'm going to carve you like a turkey" and then starts up a chainsaw would be memorable?If the ghoul is far enough away from the players and takes a round to start up the chainsaw the players should be able to defeat him before he really does carve them?Random thoughts![]() |
| #132jacemachineDec 02, 2006 7:48:08 | I was thinking about placing a magic dagger in the temple for the players to find that is a stripped down version of another magic dagger... Basically, if a foes is killed with this dagger, they will come back as a zombie in 1d6 rounds. The dagger wielder has no special control over them, nor immunity from their attention. The zombies are standard MM fair; non-curse spreading. It would basically be more of an annoyance, but it could be useful. I was also thinking about limiting the number of dead raised per day (1 per wielder's character level?). The zombies found are remnants of the dagger being used LOOONG ago, all that's left on these badboys is leathered sinew and tattered and cracked skin. I'm basing the dagger off of the Dagger of Eternal Unrest in UA (pg. 135) Sickle of the Dread Reaping* I might just drop the "unholy" aspect of it though-- I think that creating zombies that rise and attack the players sucks enough as is, you know? That, and even though I've required my PC's to take alignments in their allegiance, it is just a rough idea of what their character's moral stance is. |
| #133jacemachineDec 02, 2006 19:14:02 | Maybe vary the undead a little?Have a "wet"zombie hide at the bottom of a pool or burst out of a barrel the players disturb?Include a ghoul from UA,they talk more than D+D ghouls and don't have a paralysis attack?How about a ghoul carrying a "chainsaw of the maniac"?,technically it's a magic item but a ghoul who says"I'm going to carve you like a turkey" and then starts up a chainsaw would be memorable?If the ghoul is far enough away from the players and takes a round to start up the chainsaw the players should be able to defeat him before he really does carve them?Random thoughts Taradusis, I'm glad you post all of these off the wall random Ideas-- they cause me to think in different directions. Keep it up big guy! I have some BIG plans for Zombies, ghouls and such. My players will be travelling through a zombie-ridden world, I've codenamed: ROMERO. The players will either appear outside of a barricaded house, surrounded by zombies, and ghouls... OR the more likely ENTER into this world will be some room INSIDE the barricaded house, so that when the survivors inside, who have been there for weeks, will have random unexpected guests appear IN THEIR BATHROOM. Those PC's are gonna have a real tough time trying to explained to a bunch of already frazzled Zombie Apoc Survivors how they just "appeared" in their pantry, or whatever. Good times. Now that you've mentioned it, I will certainly incorporate the Chainsaw of the Maniac in this world. Too damn good to pass up, you know? The zombies that will appear in this Temple will be only a handful of dried husks. There because of their doom due to the Sickle of the Dread Reaping-- and because I only really want them there as a warning to the destructive nature of the Temple (Cadaver) Collector. |
| #134deekinDec 02, 2006 19:53:48 | If you Still haven't decided on a BBEG, I have some suggestions Doom Hag- From Menace Manual CR 6 Big Nasty Smart and Undead. |
| #135taradusisDec 02, 2006 21:10:12 | Was musing on whether or not entropy was a constant in D+D or if magic could create an infinite supply of something.In the GAUNTLET video game players would encounter skeletons and new ones would keep appearing from a mystical pile of bones until you went over and bashed the bonepile which was at the other side of the dungeon.You could replace the bonepile with a pile of corpses that generates and controls zombies in the same fashion?In other words the corpsepile is like a security system that eliminates intruders?In the old penny dreadfuls cowboys never ran out of bullets and only stopped to reload for dialog purposes,suppose you created the INFINITE HAWG-LEG,a pistol that never runs out of silver bullets or lead bullets?Imagine a gun that appears in your hands when you snap your fingers,a good way to win quick-draw contests?How about a hat with a sharp,silver brim.the hat can be thrown like a chackram like the villain ODDJOB did and if you throw the hat on the ground,stomp on it while shouting the magic word the hat brim expands to form a 15 foot wide magic circle vs.evilthis would give the players a space to move into and have a "timeout".Have the hat show up on the head of some old Gunslinger who bestows it on a player he feels is a worty succesor?Random thoughts![]() |
| #136jacemachineDec 07, 2006 7:58:48 | ...In the old penny dreadfuls cowboys never ran out of bullets and only stopped to reload for dialog purposes, suppose you created the INFINITE HAWG-LEG, a pistol that never runs out of silver bullets or lead bullets? Imagine a gun that appears in your hands when you snap your fingers, a good way to win quick-draw contests? Before the PC's leave this world, I was thinking about hooking them up with a magic western-style pistol. Maybe one of the guns they're currently wearing get's imbued. Nothing too boonish though-- Maybe like a +2 or something like that. ...How about a hat with a sharp,silver brim. the hat can be thrown like a chackram like the villain ODDJOB... This is completely doable in the vision I see for this world. Maybe not to the extent of what you proposed, but who knows. I like to let thoughts pickle for a while in my brain. And in other news... Yesterday I sat down, scanned in the top three FINISHED floors of this dungeon, and colored them up with my Wacom. The players have completely explored the first floor, and will most likely be heading into the depths of the temple at the start of the next session. As of yet... they haven't encountered anything... hostile or otherwise, in this place. That's about to change.
I wasn't happy with the remaining parts of the dungeon, so I have to draw them from scratch. The only room that will make the transition is the Crypt Room the PC's will face and fight the Temple Collector in. Also on that same floor-- ancient incinerator pits. And a diamond/coal mine dug by prisoners. The only room on the final floor, the one below the crypts, will be where the BBEG will be found. I'm thinking of something that shares properties with the Soot Wraiths... but much more sentient and in control. Bigger, Meaner. Able to monologue in akkadian. You know. HERE'S the thing. I must have been stoned or something when I was making these maps, I'm not exactly sure which scale I was going for. SO take a look at these three, and tell me if you think I should call it at 5' squares ot 10' squares. Thanks! |
| #137azisienDec 07, 2006 9:43:08 | Depending on what the small rooms are supposed to be, I'd go with 5ft. The big rooms are still pretty big (60+ ft) and the other rooms would be realistic. But, 10ft would make the dungeon seem all the more unreal (Mines of Moria effect?) and give a bit of a boost to the ranged-types at least at the beginning of combat. P.S. DRAW MY MAPS AND/OR PUBLISH MAP BOOKS :P |
| #138taradusisDec 07, 2006 19:57:11 | If you use 5Ft the marching order is single file,if 10 Ft then the party can move side by side.Consider a magic lasso similar to wonder woman's,useful for interragations and could aid in climbing.Perhaps a pair of magic boots,cursed to make you do otto's irrestible dance whenever a fiddle plays.Some cowboys used to use divining forks to find water or buried treasure?random thoughts![]() |
| #139j0ltDec 07, 2006 21:55:22 | I'm thinking 10 foot squares would be better. The F room on floor 3 is pretty big with 5 foot squares, but doubling it up would make it a huge cavernous area with walls too far to be seen. It'll help with the ambience if you let the players know that the walls are somewhere past the impenetrable darkness that surrounds them, or something like that. |
| #140deekinDec 08, 2006 2:48:17 | As for size suggestion, make some 5ft by 5 ft squares, and some 10ft-10ft squares to get a sense of scale. I would suggest 5ft if you are going for the creepy catacombs feel, or 10ft if you want giant ruins feel. |
| #141jacemachineDec 08, 2006 7:17:24 | I think that I am going to go with a blend of the two. For the first two floors, the place is going to be scaled at 5-foot squares. This works best with what is already drawn, and these rooms need not be larger than they would be in the 5' scale. Now the floors below are where the Temple (Cadaver) Collectors were employed. Those things are 10'x10' area creatures. See what I'm getting at? Also, the Third sub-level is the Happy Death, Torture, & Sacrifice Summer Camp of Doom level. Rooms A, B, C, D1-20, H1-21, J1-21 are all where captured Mesa People are kept as blood sacrifices to the evil cult's evil god. LARGER cells would be nice, and when the PC's get to this level... full of the signs of pain, humiliation, torture, and death... and associated with the 10' scale size-- The Horror that went on here is just that much greater... literally. Plus the Temple Collectors have room to pick up the pieces. E. is a tried and true ancient torture chamber, with rack, and very uncomfortable chairs. G1-6, and I1-6 are Akkadian versions of 'Hostel' murder rooms. Blood/Pain rituals take place here. As a result the walls and floors are splattered black with ancient blood. Heading down steps 4. will take you to the mines, the crypts (where the Temple Collector Encounter will take place, and an ancient incinerator. Below this floor, beyond the crypts, is the chamber of The Final Rest. The 8 high priests came down here after everyone else in the temple had been killed. Each sat upon his own sacrificial alter, drew a sacrificial knife to his own chests. They each in turn gave a littel chant of some sort and plundged it into their heart. The last, the highest of the high preists, sealed the place with his final death. When the PC's enter this chamber, they will have a few moments to check out the scene, to get an idea of what happened before the Spirit of the High Priest, empowered by the souls of his equally dead compadres comes a knocking. I like the idea of him communicating to the PC's, but it is chaotic evil, and cannot be trusted. I'm still not sure of the form it will take (i.e. - what creature stats the PC's will be facing). The Doom Hag is cool, but isn't particularly suited for this style of encounter. I would want to have it creeping around and screwing with PC's for awhile, using all it's sneakiness to its advantage. The chamber is large and circular. There are evenly spaced pillars circling around the outer portion of the room. Sacrificial altars are places around the room like the positions of a clock face. The creature will manifest in the center. Beyond that, I'm not too sure. BUT whatever happens down here the temple needs to "self-desruct" allowing the Artifact to warp the PC's to a safe distance outside and away... and so they can watch the implosion of the temple from a safe distance outside of Echo... because when the temple goes... so does the town. ![]() |
| #142j0ltDec 08, 2006 20:01:23 | For the High Priest's spirit, we could stat-up a new type of incorporeal undead that has to use a host (non-animated corpse) to interact with the material plane. This way, it's got all the Priests in the room to hop between. Think about the movie Fallen, but the spirit needs dead bodies instead of live ones. Once the PCs dispose of the bodies in whatever method you deem appropriate, the spirit must either make it's way to a nearby corpse (such as one of the PCs who may have died during this encounter), or die if it can't reach a suitable host in ?d? rounds. ![]() |
| #143jacemachineDec 09, 2006 7:05:07 | For the High Priest's spirit, we could stat-up a new type of incorporeal undead that has to use a host (non-animated corpse) to interact with the material plane. This way, it's got all the Priests in the room to hop between. I think those two cents are worth at least 50 cents.:P I like that idea. It gives a "puzzle-like" aspect to this BBEG encounter. I think this is completely doable... So... where do we start? :D EDITNESS: Right, so here's a random thought. There are a total of 8 skeletal corpses, including the corpse belonging to "High Priest Bob".-- - We could have it so that each priest corpse that gets inhabited give the spirit a different sort of attack or power/ability. Maybe tied into the dagger sticking out of each priest's chest cavity? - Could the daggers be the solution to defeating this boss somehow? And remember... when the BBEG dies... this temple starts to collapse, as well as everything above it. Hurray! |
| #144j0ltDec 09, 2006 20:03:17 | This will require some thought. Stay tuned... |
| #145azisienDec 09, 2006 21:02:11 | Well I don't have any place giving out ideas here but... The priest corpses could be their own monster with no extraordinary abilities (besides being, you know, animatable corpses). The daggers stuck in the chest cavities of the priests could each imbue the given priest with a special FX/psionic ability. Defeating the High Priest of Bob's Spirit as it takes over the corpses involves either killing the priest body and removing the dagger, then breaking the dagger on that specific priest's sacrificial altar. (note: This puzzle might be a little diabolical unless you give a hint. Perhaps some shards of an already destroyed dagger that can be found with a high DC Search or Investigate check?) Anyway, turns out the thing that's really diabolical is the High Priest Spirit, who from the very beginning planned out this entire ritual. No doubt the PCs will be happy to figure out the trick to beating the spirit, only to discover when they smash the final dagger, that a true physical avatar of the High Priest Spirit is summoned in the center of the chamber. ![]() |
| #146jacemachineDec 09, 2006 21:31:53 | ...The priest corpses could be their own monster with no extraordinary abilities (besides being, you know, animatable corpses). All very valid ideas-- Well I don't have any place giving out ideas here but... Sure you do-- And those were good ones-- A multi-staged BBEG fight-- Good times. Keep up suggestions-- any and all-- Someone once said, "There is no such thing as a bad idea. It depends on how you handle it." The cult basically went Jim Jones, and killed themselves after killing off the last of their sacrifices and slaves. This was done to Seal the Evil Magic of the Temple or something. |
| #147j0ltDec 09, 2006 21:59:27 | OR, the self-sacrifice thing could have been a ritual to summon some kind of dark god, but it (obviously) failed, perhaps because one (or more) of the priests was not killed the right way. This is where you could incorporate the Sickle of Dread Reaping as a story element (in addition to whatever else you wanted to use it for). The spirit needs a NON-animated corpse, right? Perhaps the daggers stuck in each priest was only the FIRST step of the ritual. To complete the ritual, maybe the corpse containing the spirit needs to be animated by the sickle? - PC being attacked by the High Priest kills it with the sickle (should be a one-hit kill), thus bringing the Dark God into corporeal form. Now you've basically got a Divine-magic based Lich. ![]() |
| #148jacemachineDec 09, 2006 23:24:37 | ...thus bringing the Dark God into corporeal form... A cool idea, but it breaks my metaplot. The Dark God is going to be faced MUCH later-- The problem with the Dark God, is that he is trapped in the Phantom Zone or whatever-- The Artifact has the power to free him or defeat him once and for all... though this is something the PC's will be learning in the in-game weeks to come. His minions are searching for the world the Artifact took them to. It hid them in the Dark God's own world. All the priests knew is that their diety didn't seem to be listening to them anymore, and the world was beginning to die around them. All this because their god got busted by the feds and locked away. |
| #149j0ltDec 10, 2006 0:51:38 | Ah, groovy. Perhaps provide an NPC with an allegiance to the dark god who will lie to the PCs in an effort to trick them into using the Artifact to free the dark god instead of destroying him. (kinda like in Metal Gear Solid) This way, there are two ways the plot could go, depending on which action the PCs take. |
| #150jacemachineDec 10, 2006 7:11:54 | Ah, groovy. I follow-- The Using of the Three Keys scenario-- I am definitely aiming to use this scenario actually. Here's a quick recap of the larger picture: No worries-- Any and all ideas will be considered. I've been developing this campaign for over a year now, so I've thought through a Good Bit of this thing. I haven't even dusted off the Back Story... which I will when I get a chance to type it up. It has alot to due with genetically culled humanoids, ancient astronauts, common gods, Niburu, aliens, Ancient Sumeria, and robots.-- It will actually make sense when I get a chance to make it make sense-- The players will be zapped through a series of worlds-- some will be longer than others. Each world will present new challenges, and more of the overall plot to the PC's-- The PC's don't realize it yet, but the entire fate of the universe lies with their ability to keep the Artifact out of the hands of those who have an allegiance to the Fallen God. I have a demon possessed hitman who is the active hand of these bad interdimensional beings. Part plot device/Part real threat-- Kyle the Demon is trying to get his hands on the Artifact, and he and his crew of alien B.A.T.s will show up to hound the PC's shortly before the PC's "jump" to the next world. Another Dark Tower style element I've decided to use is... various villians who the PC's have run across, but allow to live, MAY be recruited by the Demon "Kyle" for his search through the worlds. Example: The PC's may be in the Cyberpunk Gibson World, and 'Dos' of the Futile Crescent shows up with his bullwhips, and sniper rifle... Along with a contingent of B.A.T.s. I'm playing fairly loose, tightening up the plot lines as players move along. This is a pretty epic campaign-- It will literally take a couple of years in real life to complete. We've been playing already for nearly a year now, and I put one years worth of brainstorming and background creation before that. |
| #151j0ltDec 10, 2006 9:14:58 | ...I am in awe... |
| #152taradusisDec 10, 2006 20:00:37 | I usually pick my corrider width on whether I want the party to have an easy time of it.Kobold tunnels that are 3'X3' impose melee penalties,and only slashing weapons can be used.A really big space allows a more 3D combat to occur,imagine a dragon or demon using it's wings to bowl over opponents.A giant could roll a boulder over an escape route and try to stomp the party?Have you considered buying LIBRIS MORTIS for romero world?I never tried this but some groups put money into a fund to buy minis and books,if your players contributed 1$ a week you could add a book to your research library each month.I liked the half-vampire template,similar to blade from marvel comics and the brain in the jar as well.RANDOM THOUGHTS. |
| #153jacemachineDec 10, 2006 22:36:17 | An idea JUST hit me-- I was typing up preliminary chamber descriptions for the numbered "A rooms" on the second floor. These are the rooms seven of the high priests who off'ed themselves with the High Priest Guy in the Chamber of the Final Rest. I could totally stick clues as to the "power" or weakness of each animated-husk-with-dagger-in-chest. in the BBEG fight. My players are Old-School DnD'ers mostly, and they tend to leave not a stone untouched. They will find the clues, but whether they know what to do with the clues is another thing all together. Like in Room A1. The PC's could find a tablet inscribed by the priest describing something he was was into or whatever-- this could clue the PC into doing a certain tactic? I dunno-- just some random thoughts of my own-- |
| #154j0ltDec 10, 2006 23:16:01 | Not a bad idea. You could always keep it really simple by giving each dagger a different magical damage type (fire, cold, sonic, smelly, etc...) and using just basic logic, the PCs will be able to figure out which one has which weakness based on the dagger in their chest. (fire against cold, cold against fire, etc...) |
| #155jacemachineDec 11, 2006 7:23:42 | Here's the OTHER side of that coin though-- Magical Damage Type weaknesses work great, but non of my PC's have a lick of magic yet. So, with that being said... Perhaps there is a specific order that the corpses must be destroyed in... or... uh... hmmmm... Mega Man? Man... I'm just stalling out here this morning... (Of course, I need to go hop in the shower and go to work.) So... possible solutions to this problem, or alternative options for this fight altogether? After all, pretty much nothing is completely set in stone until it's run. And with the PACE my PC's are going, I probably have about two sessions to go through before they actually get to the Final Rest Chamber, at least. Our group's scheduling sukcs these days, so it could still be a few weeks before we drop this encounter on them. IN OTHER NEWS: OKay, so we have this group of Magificient Seven-like mercenary gunmen who've taken over the town of Echo. CERTAINLY they would be curious as to what these new-comers want, and after word gets to them that they've gone down into a new shaft that leads into some kind of crazy temple thing... they'll certainly want to react. My thoughts on this is that their leader Gamble sends a small group, maybe 5 in total (One of these men is written to die down there, a planned victim of the Soot Wraiths.)-- So the PC's will have to decide how to contend with an agressive group of dirty gunmen looking for them, as well as the Soot Wraiths. By the time they get to the Temple Collector or even The Final Rest chamber... the Gamble Boys will have been dispatched. (Both Gamble & Dos are left out of this on purpose, so they make appearances later.) I've got to get in that shower now. |
| #156jacemachineDec 11, 2006 19:53:04 | George Brewster Looking at the stats of the Gamble Boys that will be heading down into the Darkness Below Echo after the PC's, I'm thinking that I should probably kill off Briggs as an example of Soot Wraith nastiness. Especially since he's the toughest. I'll be nice to my players this once. ;) The others will split up foolishly, and look for the PC's (and TREASURE!!!!)-- where the PC's will be able to manage their executions fairly easily. Besides, why bother setting up the Gamble Boys In-Story if the PC's won't even get a chance to tussle with them? I mean, once Echo's been imploded, and there is nothing left of it or the Evil Temple below but a crater... They won't get that chance. And I KNOW they would love to. Especially the PC named Lars. He's bloodthirsty. |
| #157taradusisDec 11, 2006 20:35:36 | Have the daggers be numbered,and a riddle"AND THE FIRST SHALL BE LAST"so the players know to put them in reverse order?Always demonstrate how a dangerous monster works on a "red shirt",it worked for STAR TREK it will work for you.![]() |
| #158j0ltDec 11, 2006 22:36:44 | One nitpick... Jesse Bull is statted out with a Hatchet for a melee weapon, but in his description you mention a big honkin' knife. :p The magic weaknesses were intended to be used with the magic powers of the daggers. Take the daggers, and now the PCs have some minor magic with which to dispatch the priests. |
| #159jacemachineDec 11, 2006 22:43:45 | One nitpick... Jesse Bull is statted out with a Hatchet for a melee weapon, but in his description you mention a big honkin' knife. :p Good point on the Hatchet-- I think I'll keep the hatchet, and drop the knife-aspect-- Now the idea about the daggers-- THAT is great. Ideas about how best to impliment that? |
| #160j0ltDec 12, 2006 4:52:16 | Now, you said 8 priests. Does that include the High-Priest, or are there 9 in total? It might be easier done with fewer priests (4-6, IMO) plus the High-Priest You give each Priest an Elemental Focus (if necessary, work it into the backstory as a requirement for sealing away the evil magic by invoking the power of each element), and each dagger will have a different elemental magic enchantment. The high-priest should have Positive Energy as his focus (killable with the Sickle of Dread Reaping). The dagger in his chest should be something akin to a Holy dagger. Each priest killed themselves with their own dagger. (the fire priest killed himself with the fire dagger, etc...) When the High-Priest's spirit enters one of the corpses, the priest's power is activated as well. (example, the fire priest bursts into flames, but of course, is immune to fire damage - all unarmed attacks/grapples against the fire priest result in fire-damage for the attacker). To defeat them, you must use the appropriate dagger/magic/weapon. Perhaps the daggers prevent the High-Priest's spirit from entering the body, so nothing happens until a dagger is removed, next round, the daggerless corpse is possessed by the High-Priest's spirit. (when the PCs come into the room, you could tell them about the multitude of voices whispering in an unknown tongue) The big trick is making sure that the High-Priest is the final one. Perhaps by requiring each other dagger as a key to unlock his coffin? (this is also a good method of making sure the PCs don't walk away with the daggers) That could be the fun part too. They come into the room, and see the priests all around with their daggers in their chests and symbols above their heads (or marked on the daggers/on their heads/wherever). Then they see the coffin of the high-priest with a series of holes and symbols. They figure they gotta play a typical Resident Evil puzzle, but once they start pulling daggers, it's CHAOS!!! :D |
| #161jacemachineDec 12, 2006 7:45:33 | Some references:![]() This first image, shown above, was an original concept drawing for the Final Rest Chamber. This room is at the BOTTOM of the temple levels. ![]() Directly above is some Abbey related image found via Google Images at some point in the past. What I specifically like about this, is the addition of the extra rooms. Rather than a coffin, we could seal the High Priest up in a room, and put the puzzles on the stone door? I'm cool with dropping the ammount of priest corpses down to, say four. Fire/Earth/Air/Water... right? Perhaps we use a "time delay" on the awakening-- allowing PC's to pull ALL of the daggers, but before they are able to use them to unlock the adjoining chamber? We can add EXTRA magic-less daggers-- placing them in the rooms of the Priests up on the Second Level-- these daggers would be additional keys needed for the door... so when the players get down there, and they see the ancient dead arranged around them on stone altars... they will realize what they may need to do at this point. Use the plain (i.e non-magical) daggers on the door, but there are four remaining slots... one for each corpse/dagger in the room. As usual, I'm running a bit behind getting ready for work, so I'll have to bounce-- It occured to me j0lt, that you and I are likely on opposite schedules. My morning is your night, and vice-versa. ![]() I'll catch ya later! |
| #162j0ltDec 12, 2006 11:13:03 | High-Priest in a separate room would be even better, especially with the puzzle on the door. I've been thinking about the elements/energy types, but they just aren't clicking right... But SOMETHING along those lines... If you go with just the 4 basics, it'd be Fire vs Water, Earth vs Air, but you could also go with a more planar motif: Law/Chaos, Good/Evil, or even the energy types for damage: Fire, Cold, Acid, Sonic, Barry Manilow Music, etc... Where's this temple situated? Maybe find something from the real mythology of that country? (if it's Peru/Inca I've been doing a bit of research) I like the idea of a time delay... One example could be that it takes the spirit a full round, or even 1 minute to possess the corpse. What happens if one of the daggers is placed in the door? Can they remove it, or does it become locked-in? Wait. There's only one spirit, so it can only inhabit one body at a time, right? Or does each body get it's own spirit? Re: extra dagger/keys. Dunno, could work... |
| #163jacemachineDec 12, 2006 17:08:10 | High-Priest in a separate room would be even better, especially with the puzzle on the door. *Shivers* Barry Manilow... The Temple and the Cult are stylistically inspired by Ancient Sumerian/Babylon culture-- But this temple is not even in OUR world. It's outside, in it's own pocket of time and space. An alternate dimension, quite literally. It's Tuesday: I need to prep for my Wheel of Time session. People will start showing up soon. I'll think about stuff, and see if I have anything of interest to add later on tonight. |
| #164j0ltDec 13, 2006 2:46:56 | One idea I just had, if you go with the 4 basic elements: Each priest, when possessed, essentially becomes a half-elemental (I'm sure there's a D&D template SOMEWHERE)! Gaining the appropriate subtype & immunities/weaknesses. It's an easy way to do things without having to build your own class/template/race/whatever. |
| #165jacemachineDec 14, 2006 7:14:08 | That half-elemental template idea is a good one, let me know if you happen across one before me-- I decided to draw up the map for the next floor in pieces. I redrew the concept map for the Temple Collector Battle. Pretty happy about with how it came out. In addition to the crypt battle room & puzzle, this floor will also contain the coal/diamond slave mine, and the ancient furnace rooms which were used for heating as well as incinerating the bodies of the dead captives. One of my friends suggested that I save one of the Gamble boys to be impaled upon the back of the Temple Collector. ...Speaking of Temple (Cadaver) Collectors, I'm changing the visual up on this badboy for flavor sake-- It will be made of carved black stone, it's body is bipedal and bulllike. Human arms. It's head, made of gold and human: ![]() Metal plates, with the huge spikes will still be jutting angrily out of this things back, and it's still 12' tall... |
| #166j0ltDec 14, 2006 9:15:13 | Well, in Unearthed Arcana, there's the Elemental Racial Variants, but they're not quite what I had in mind. (almost useless, really) If all else fails, you could always just use medium-sized Elementals from the Monster Manual, just describe them as being more humanoid. |
| #167deekinDec 14, 2006 10:56:18 | The Half-Elemental Templates are in the Manual of the Planes. |
| #168j0ltDec 14, 2006 19:46:20 | Aha! I knew there was one somewhere! Of course, it has to be in a book that I don't have. :/ |
| #169jacemachineDec 15, 2006 17:14:11 | Aha! I knew there was one somewhere! Good news-- I got my hands on those pages via a buddy of mine-- so we have that template to apply. The priests have been dead for around 200 years, so I'm thinking we use a skeleton as a base creature? And we would be using the INT of the High Priest (HP)anyway, right? Another thought-- double up on elements. 8 skeletons in all, NOT counting the High Priest who is behind Door Number One. This way, there are two of each element represented and it mixes things up a bit. Especially since the PC's will be facing each half-elemental/skeleton/whatever one baddie at a time, to represent the HP moving from one to another... I guess the HP himself would be some kind of psuedo-lich? Looking forward storywise... PC's defeat the HP, and the psychic-backlash of it's death and the stored power of the temple... makes the temple implode... causing most of the town of Echo to collapse into the depths of the ground. The PC's get teleported to a relatively safe distance away thanks to the Artifact. However... they awaken, some time after the implosion. They see what's left of the Spires of Echo about a mile away, and a huge plume of dust and smoke rising up from it's center. PC's likely actions would be to investigate, and see if anyone in town needs help. Character Lars has a recent romance with Mary Black, the echo townsgirl the party rescued back when... They will find the crushed form of John Gamble, dying but not dead yet. Spitting blood, he will answer whatever questions the PC's throw at him. He informs the party that Mary, along with some of her family as well as some other towns folk were captured by a band of moreaus who came to investigate the incident. Hopefully, the PC's give a crap, and will try to go after them to perhaps enact a rescue. This can either take place at a moreau camp along the journey back to their hidden city upon the mesa, or there-- at the city, and adventure within. If they decide NOT to save the girl and her people... then they will likely head north, towards the trade town Mary's Paw talked about. If they go that route, I'll have to come up with something that furthers the point and theme of this world for them to encounter. Things that I want to have happen before I give my players the Exit from this world. Here in no particular order: - The journey to the Hidden Temple in the north... built by the good gods... and the creator of the Artifact. In this place, the PC's will get to interact with a hologram or something and learn the larger scope of their quest. The "rules" so to speak. - Escort mission with a pastor to deliver goods to an old frontier fort-- turns into a nightmare thanks to roach thralls. - Saladfingers ... Gotta bounce--! |
| #170j0ltDec 15, 2006 19:35:16 | Good news-- I got my hands on those pages via a buddy of mine-- so we have that template to apply. The priests have been dead for around 200 years, so I'm thinking we use a skeleton as a base creature? And we would be using the INT of the High Priest (HP)anyway, right? Yeah, a divine magic-based lich of some sort would fit just right. Perhaps some Acolyte levels before the Lich template? Looking forward storywise... PC's defeat the HP, and the psychic-backlash of it's death and the stored power of the temple... makes the temple implode... causing most of the town of Echo to collapse into the depths of the ground. ...Saladfingers... *shudder* |
| #171deekinDec 16, 2006 1:57:37 | Psudo-lich= Huecuva in MMII. They are CR+2 Undead creature created from failed priests. They are pretty awsome for undead. The only problem is that they lose 6 points of INT and and the DR 15 Sliver. |
| #172jacemachineDec 16, 2006 7:08:52 | Psudo-lich= Huecuva in MMII... I don't see them in MM2.. or the other MM's either for that matter ![]() Would you drop a page number on me? |
| #173j0ltDec 16, 2006 7:21:14 | I remember that monster, but it's not in MM2. Are you sure it wasn't in the BoVD or Fiendish Codex? If you use a Lich, the destruction of the Lich's Phylactery could be the catalyst for the collapse of the temple and town above. |
| #174jacemachineDec 16, 2006 7:43:39 | I remember that monster, but it's not in MM2. Fiendish Codex, was the correct answer-- and a template to boot! I'm going to read through both creature descriptions and see what I think-- In the meantime, feel free to debate-- As you can see from the development of this BBEG battle-- it's changed quite alot from the "Fight the More Powerful Soot Wraith" it started out as-- |
| #175j0ltDec 16, 2006 8:14:21 | Unfortunately, I don't have the Fiendish Codex, so I can't compare 'em. Deekin, what do you think would work better for this? |
| #176taradusisDec 16, 2006 10:05:19 | Vsually,I like the idea of kill the BBEG,he vanishes into thin air and it turns out that the altar he was standing on was the tip of a helmet worn by a gargantuan being that begins to rise from the earth and do a "godzilla" on the town of echo before marching off into the sunset.The players have to deal with the fact they freed this weapon of mass destruction?![]() |
| #177trappedsliderDec 16, 2006 15:29:25 | I'll be adding this thread to the usefull links list under settings..unless it needs to be put else where |
| #178jacemachineDec 16, 2006 20:12:40 | I've never actually used a creature with a template on it before-- So, I'm figuring I just do what it says-- IGNORING of course, the disparity of qualifications between the Skeleton and Half-Elemental templates. (Skeleton has an INT of 0 while the Half-Elemental requires a minimum of 4, for example)-- Also, this is how I'm figuring the BBEG battle sequence: FIRST players pull the daggers from the half-elemental, priests' skeletons. They use them on the door, the door opens. The spirit of the High Priest comes out... like a wind, or maybe like one of those spirits at the end of Raiders. Floon-- INTO a skeletal body, and it rises up doing battle with some elemental based powers. The PC's pull the daggers out of the doorway-- What are your opinions on this sequence? I'll be adding this thread to the usefull links list under settings..unless it needs to be put else where Cool with me-- Thanks! Vsually,I like the idea of kill the BBEG,he vanishes into thin air and it turns out that the altar he was standing on was the tip of a helmet worn by a gargantuan being that begins to rise from the earth and do a "godzilla" on the town of echo before marching off into the sunset.The players have to deal with the fact they freed this weapon of mass destruction? I was thinking I might use this for a later on world-- I have this idea that the PC's are going to need to find the component robots to build "Voltron" and to fight mano-a-mano with a Colossus from the game Shadow of the Colossus. But this not for this world... ![]() |
| #179trappedsliderDec 16, 2006 20:27:06 | Cool with me-- Thanks! sorry it took so long |
| #180jacemachineDec 16, 2006 22:39:19 | How would one go about creating a somewhat sentient animated stone domestic housecat?![]() I'd imagine that SOMETHING like that is in one of the books... any ideas where? My idea is that the PC's could come across it in the Moreau adventure-- probably as a statue on a pedestal in a shrine or something. It comes alive, and attaches itself to the PC's-- being a self-appointed mascot of sorts. An R2D2 or Golden Owl of the Gods* style of creature. * ![]() sorry it took so long No worries! |
| #181deekinDec 17, 2006 2:12:11 | You could use an animated object for the cat, a robot out of D20 Future, a Effigy (magic robot cat) from Compleate Arcane, would be my suggestions. The Huctiva was in the Fiend Folio. My mistake. I have too many books. |
| #182j0ltDec 17, 2006 3:14:47 | Also, this is how I'm figuring the BBEG battle sequence: Hrm, sounds good, but I don't see why it would zoom out to a lesser body first before using it's own body. The way I envisioned the scene playing out was as follows: 1 - PCs pull the dagger(s) from the skelepriest(s). 2 - When they approach the door with any daggers, the priest(s) whose daggers are near the door awaken and attack. 3 - PCs fight and kill skelepriests 4 - Once the skelepriests are dealt with, PCs open the door and face the high priest. If it's a Huecuva, they destroy it and the temple collapses. If it's a Lich, they destroy the Lich's Phylactery and the temple collapses. ![]() For the stone cat, mix and match the properties of a Cat with those of an Animated Object. |
| #183jacemachineDec 17, 2006 7:12:29 | Hrm, sounds good, but I don't see why it would zoom out to a lesser body first before using it's own body. I had considered that, even as I was typing it, but I figured I'd keep going anyway--:D My "fix" for this was that the HP spirit either wanted access to the elemental powers, first-- in hopes of wearing the PC's down... I never said mine was a good fix, though :P And those Animated Objects come in REAL handy it seems... I'll have to remember them more often. That's exactly what the "living" cat statue would be. Sweet. |
| #184j0ltDec 17, 2006 8:15:31 | I got it! I had this glimpse of brilliance on the way home! The door to the High Priest's tomb is a ward preventing his spirit from returning to his body! (I have a template in the works for a spirit that's been separated from it's body that can explain the mechanic) The High Priest's spirit has been floating around the room with the skelepriests for who knows how long waiting for a corpse to inhabit. It's goal is to open the door using ANY corpse it can. When the PCs start pulling daggers, it waits because the skelepriests are undead and it can't enter their bodies (or bones as it were). The skelepriests attack because they've been charged with guarding the door. Once they've been destroyed, the PCs open the door, the High Priest's spirit returns to it's body and then tries to kill the PCs to use their blood as a sacrifice to the dark god. Now here's the catch. The High Priest is devoted to a dark/evil god. The priests of this temple are of a neutral order who's name roughly means Keepers of the Balance (you can use a symbol like scales to represent them). The group of skelepriests were sacrificed in the manner that they are to prevent the dark god's High Priest from reviving said dark god. Whaddya think? |
| #185jacemachineDec 17, 2006 19:49:43 | I got it! I had this glimpse of brilliance on the way home! I like the ward idea—I was thinking of something similar, but the reverse maybe. Keeping the spirit inside. Of course this negates the “possessing” spirit idea we’ve been working with, but I like to keep options open when I can. When brainstorming I try to come up with three versions of any way of doing something, just to forced me to have variety-- :pile: The High Priest's spirit has been floating around the room with the skelepriests for who knows how long waiting for a corpse to inhabit. It's goal is to open the door using ANY corpse it can. This works well—the guardian aspect. I was really starting to lean in this direction recently myself. This also alloys for more zaniness to ensue while the PC’s try to figure out which Skelepriest to take out and with which knife. Now here's the catch. The High Priest is devoted to a dark/evil god. The priests of this temple are of a neutral order who's name roughly means Keepers of the Balance (you can use a symbol like scales to represent them). The group of skelepriests were sacrificed in the manner that they are to prevent the dark god's High Priest from reviving said dark god. You lose me on the catch, NOT because it isn’t a good idea, but because of what the priests were after by sealing the temple, and going Jim Jones from there. ;) The priests followed a ritual, that by killing off everyone inside the temple, would trap their energy inside the place, and store it there—like a Unholy Spiritual Energizer battery. With the intent that when their Dark God returned, he could regain the strength he no doubt would need by taking it from his temple. They don’t believe that they, being small and helpless mortals as they are, are capable of “freeing” or raising their god. They can only offer their spiritual essences as a fuel when he frees himself. ![]() ![]() ![]() With that being said… they aren’t even sure what HAPPENED to their god. They only know that things started going downhill fast—and their god wasn’t stepping in like he used to do.The Half-Elemental priests may have sacrificed the HP before sealing him inside the room, which is the focus of the energy thing. Perhaps his stone slab is Evil Quartz or something. The Priests then said their own rites, and killed themselves on their own altars. When the last had died… there was a silence in the halls for over two hundred years… Maybe the HP was sealed in alive… the Evil of the place keeping him aware all these years.![]() |
| #186joekapDec 17, 2006 20:12:27 | dude i dont wanna sound queer or nuthin but i think i love you, (that was a joke i stole from the movie orgasmo ) no but seriously just from reading what little of this thread i had time for, you are the most awesomist GM ever, i want to play in your game very very badly. i play with kinda hack and slash power gaming people, the one super creative GM we have isnt very flexible when it comes to what the PCs wanna do, its his world and you WILL follow the plot line or he takes his ball and goes home. i try and be creative when i run but people lose interest with indepth plot, and im sick of running cool games. i want to play in one. i am going to try and read most of this thread but i dont think i will, ill just try and keep up with future instalments. and maybe i can help with some input in the future. keep up the great work. p.s. that pic of the andriod gun fighter in the cowboy hat is awesome |
| #187jacemachineDec 17, 2006 21:31:40 | Orgazmo is an AWESOME movie-- :D Matt Stone and Trey Parker are hilarious! Big thanks on the big compliments! When I first posted my first Badlands thread, I was afraid that it would be looked upon as a reaccuring board annoyance. I suppose that still may be the case to some, but I've been glad to have the interaction for the development of things here. I have a tendancy to bite off more than I can chew, with some pretty ambitious ideas and scope. It's BOMBED on me in the past when I first was learning the d20 Modern System. Here's an moderately interesting example: I present, my overlyambitious, cool, but doomed to fail PbP campaign from 2004 HOW TO FOLLOW THE ACTION... Jacemachine's Overly-Ambitious RPG By Message Board Attempt from 2004--!!! Mind you, anyone who reads the game threads-- I had never even tried to run a PbP style of game, nor have I yet to play in one. Sadly the game died due to varying player dedication. Some players rushed along too fast for their friends. Thanks again! And big thanks to the rest of you as well-- I would have a REALLY hard time trying to make this as good as it can be by myself. |
| #188jacemachineDec 18, 2006 7:22:22 | The door to the High Priest's tomb is a ward preventing his spirit from returning to his body! (I have a template in the works for a spirit that's been separated from it's body that can explain the mechanic) I had a thought... if we go with the roaming spirit angle, we can say that the spirit has been floating throughout the ruins, and not just the Final Rest chamber-- We could use the spirit of the HP to screw with players, doing ghostly things-- Not too, much... subtle perhaps... with it's ability to do more and more the closer the PC's get to his chamber...? |
| #189j0ltDec 18, 2006 20:44:31 | I had a thought... if we go with the roaming spirit angle, we can say that the spirit has been floating throughout the ruins, and not just the Final Rest chamber-- We could use the spirit of the HP to screw with players, doing ghostly things-- Not too, much... subtle perhaps... with it's ability to do more and more the closer the PC's get to his chamber...? Not a bad idea, I like it! |
| #190jacemachineDec 18, 2006 22:13:47 | Here's some thoughts I have been tooling on. I was jumping in between them for awhile when a new idea sprung up. ==> The Spirit is invisible to the human eye. It is detectable as a particularly cold area in the air. Its passing can sometimes feel like a cold breeze has blown through an otherwise still hall. It is incorporeal. It spends its endless days and nights wandering aimlessly throughout the halls and chambers of the long dead temple/tomb. It is bitter and rife with madness. The ritual that securely chained it to this place, and with it a great deal of energy due to the souls of those sacrificed here on that final day. All for their Fallen God. ==> Keyhole/daggerslits in doorframe around door are inscribed with Elemental symbols. These will correspond with the colors of the gemstones that are set into each daggers hilt. Either we go with the daggers used to self-sacrifice each priest actually IMBUING their undead selves with those Elemental abilities.... ==> Pulling the daggers from the dead will not invoke their wrath. Nor will tickling them. Attempting to smash and/or scatter the bones will result in their immediate awakening and attack. Thoughts on any of these? |
| #191j0ltDec 18, 2006 22:30:18 | I like the first two parts, however, I think the last idea might be a little anti-climactic. My idea about them attacking the PCs outright was based on my assumption that the skelepriests would be mindless undead. However, since they are aligned with the High Priest, I'm guessing they wouldn't stop the PCs from opening the door. That being said, maybe they could be empty bones, which the priest could raise as undead, or they could just wait for the fight to start, then rise and join. ![]() |
| #192jacemachineDec 20, 2006 18:39:57 | Yeah... those were really stream of conciousness style brainstorm blocks-- ==> Pulling the daggers from the dead will not invoke their wrath. Nor will tickling them. Attempting to smash and/or scatter the bones will result in their immediate awakening and attack. In the above I was thinking about a possible fix to the possible problem of my PC's just coming in and smashing them as soon as they see them. My Modern set are old DnD'ers, and one of them a fairly paranoid hack'n'slasher. The pulling the daggers part, I was thinking only because I'd want some sort of delay... but then again, wouldn't it be fun to have the dry corpse spring the heck up in a players face, as soon as he did so? It might be fun to do, but I typically like the building of suspense and dread. If I did it it would because I was deliberatly playing against my GM'ing style, I guess. That being said, maybe they could be empty bones, which the priest could raise as undead, or they could just wait for the fight to start, then rise and join This plays into what I was thinking-- I figured the spirit of the High Priest would do everything in it's power to prevent the PC's from aqcuiring access to the door where his body is kept... and maybe a huge evil quartz crystal of doom. If the PCs get to this room, Game Over... man. At least for the Dark God's Coppertop. It could be the HiPrst's spirit that "stirs" the Soot Wraiths in his attempts to thwart the PCs-- Maybe he somehow wakes up the Mad Temple Collector from a construct hiatus so it goes after the PC's. Once the PC's enter the Final Rest we could either use the Skelepriests in the original way, with the HP's spirit using them in turn to fight the PCs-- only then to return to his body as a last resort, because now the PC's are at his side, and could ruin EVERYTHING. He could slip back into his body even before the PCs actually open the door, so he could be WAITING for them with a surprise attack. At the moment I'm thinking that this is the best tactic, and it explains the reason he uses his body last. Is this version any better in your opinion(s)? |
| #193j0ltDec 20, 2006 21:40:25 | I figured the spirit of the High Priest would do everything in it's power to prevent the PC's from aqcuiring access to the door where is body is kept... and maybe a huge evil quartz crystal of doom. If the PCs get to this room, Game Over... man. At least for the Dark God's Coppertop. Actually, that works a lot better (and easier) than my idea, which was kind of the opposite. In my brainstorm, the HighPriest wanted to be freed, and the skelepriests didn't want that. That would've made EVERYTHING more complicated tho. The HighPriest controlling everything to try and stop from being freed would not only make more sense, but it would also make it easier on the GM. |
| #194jacemachineDec 21, 2006 6:57:28 | One of the things I like about it is that only the most observant of players will realize that it was the HPs spirit all along, instigating trouble for them... I guess I should include more about what went down with the temple and the Spirit that Roams. That way PCs can decipher the writing on the walls, and then have a moment of realization. Or something. ;P I found a Bone Creature template in the Book of Vile Darkness-- I thought that perhaps it may be more appropriate instead of the Skeleton template for the Half-Elemental guardians in the Final Rest. I think that the Huecuva template is pretty appropriate for what I'm after. The Huecuva creature stats are a bit too powerful for the PC's after all they will have gone through to get to this point. I'll dumb it down for them so it can be killed fairly easily-- likely with the Stabby-thing of the Dread Reaping. I'll build up stats for these things and post 'em-- that way they can be correct. ![]() |
| #195j0ltDec 21, 2006 8:19:34 | Sweet deal. I'm still jealous of your players. edit: DUDE! Your players could TOTALLY sabotage the skelepriests with the Sickle of Dread Reaping!!! It turns a corpse into an ORDINARY ZOMBIE, right?? ![]() |
| #196joekapDec 21, 2006 18:53:46 | jace..where are you from?? super cool no way land?? about what level are your players now?? |
| #197jacemachineDec 21, 2006 19:17:33 | The Sickle of Dread Reaping only creates zombies from freshly killed living folk-- joekap-- I'm originally from Philly (just outside of Philly, actually)-- These days I live on the Gulf Coast of Florida. I manage a Quiznos. :P I'm pretty damn beat from this week. My store brought in almost $3000 in business yesterday... today thankfully was tame in comparison, but I'm beat. Tomorrow is my day off-- I'll work on the game then... Oh! And my players are at third level. They should be leveling up sometime soon, if they live. They should though-- The Artifact will bring them back from the dead ONCE. If they die a second time, they will wake up in a new body of a recently killed person somewhere else, and they will only keep their INT, WIS, & CHA-- As this new person they'd need to find and convince their still living friends. if they die a THIRD time, they are DEAD, and will need to roll up a new character who is a native of their current dimension location. Concievably, by the time they get towards the end of this campaign, their original characters may all be dead, and in their place a Cowboy, a Cyber-Punk, a caveman, and knight. Who knows-- what a long strange trip... it will be. |
| #198j0ltDec 21, 2006 21:29:55 | The Sickle of Dread Reaping only creates zombies from freshly killed living folk What does it do to old piles of bones, or undead? (the answer to this will determine how easy/hard it will be to off the HiPriest) |
| #199jacemachineDec 22, 2006 2:06:04 | What does it do to old piles of bones, or undead? (the answer to this will determine how easy/hard it will be to off the HiPriest) Regular damage, I guess-- but regardless, for our purposes, we can say that this weapon has a powerful enchantment upon it that ALSO just happens top be real good at killing the HiPrst's Corpse. Sickle of the Dread Reaping Again, thinking of terrain... maybe the bust open the chamber to where the Coppertop and Guardian Priest Huecuva are at-- I was thinking about lots of pillars, to play a little Cat & Mouse around... My PC's have little-to-no magic protection-- Any recommendations for dealing with this? Maybe hook them up with some protection-based booty, before they get too deep. Maybe stone amulets of protection against the elements-- gotten from the rooms of the half-elemental priests. That's a quick fix. Any other ideas in regards to this issue? |
| #200j0ltDec 22, 2006 9:25:03 | Pillars = Instead of giving them more little bits of protective loot, how about an NPC guide-type character who can cast some kind of protection spells and what not? |
| #201jacemachineDec 22, 2006 11:50:13 | Pillars = I can always use the Mary girl-- she's expressed a sincere interest in her religeon to the PC's -perhaps she's a low-level cleric-like character... |
| #202deekinDec 22, 2006 11:59:28 | Nope, Give them some potions. Magic potions don't spoil, and that fact that they are single use lets you give the PC's a quick boost of power without long term balance issues. A few potions of Cat's grace, Bull's Str, ect, plus some potions of Bless, Divine favor, Sheild of faith. |
| #203joekapDec 22, 2006 19:51:25 | not sure how your group got here or whats happend up until now(thread is to long :headexplo ) but i was always a fan of the retreat healing pool. like a spot the players can open up via a puzzle of some sort, that offers a healing or protective buffs if they go back to it and make some kind of sacrafice there. eg: a locked chamber that they have to solve a puzzle or riddle to open , inside is an elemental altar that if they sacrafice ...something, money, ammo, blood(HP) they get a protection aura or something. or maybe the effects of a magic potion of some kind. that way the players have to solve something to get the buffs. they cant take it with them when they leave, and it cost them something. not sure if it fits in with your temple but just a thought. |
| #204taradusisDec 22, 2006 20:00:03 | The pup tent of healing,only one person can sleep in it at a time but they heal at a higher rate than the norm?Also comes in the form of a sleeping bag(or fart sack as the kids call them).![]() |
| #205saurstalkDec 23, 2006 10:51:16 | Jacemachine, I've scanned through your pages of threads. There's a treasure trove of information in here. I was wondering if you are considering a .pdf of all this into a campaign setting/adventure arc. Excellent work. |
| #206taradusisDec 24, 2006 9:22:33 | Had some thoughts on the space habitat.Suppose the habitat was a toroid(doughnut-shaped) and was being rotated so that centrifigal force could provide gravity.If you made the inside of the toroid 2 miles wide and 1,000 miles long that would give you 2,000 sq. miles of map to play with.If the floor of the toroid is a botanical garden for the aliens you could include a wide selection of freaky plants (giant sundew,man-eating venus flytraps,pitcher plants,assassin plants).BEE SWARMS-bee swarms are needed for pollination and peovide honey and beeswax for the crew.RABBITS-rabbits help to control vegetation and provide meat,furs for crew.SQUIRRELS-squirrels help to reduce vegetation and spread seeds/nuts and provide the crew with fur,meat.RAPTORS-raptors are chicken -sized predators that hunt in packs of 20--50 and follow the party relentlessly.(think of the scene in jurassic park where they kill the straggler.).raptors provide meat,leather and eggs to the crew.ROBOTS-robots are controlled by the main computer(HAL?) and gather material from the gardens and carry it up ladders attached to the walls.MAIN COMPUTER-the main computer is running the ship whether the crew is alive and awake or not.The party has to trek around the ship till they figure out they should climb the robot ladders and get to the hub.RANDOM THOUGHTS. |
| #207joekapDec 24, 2006 14:31:49 | Had some thoughts on the space habitat.Suppose the habitat was a toroid(doughnut-shaped) and was being rotated so that centrifigal force could provide gravity.If you made the inside of the toroid 2 miles wide and 1,000 miles long that would give you 2,000 sq. miles of map to play with. someones been playing HALO ![]() but i always did like that idea. the space doughnut thingy. and like in HALO you could have different climates/ environments throughout the doughnut with walls between them. |
| #208taradusisDec 24, 2006 20:38:05 | Don't play halo,basing the idea on 2001:a space oddessy and rendevous with rama, books that predate halo by 2 or 3 decades.The scale I proposed fits fairly well on graph paper.and can be up or down-sized well.Seperate sections might be difficult to maintain?The players may have a hard time finding enviromental suits on a ship maintained by robots,lets see what jacemachine thinks,he may still be working on the romero /zombie world and didn't mention whether he had picked up LIBRIS MORTIS yet,watching 2001 or reading rendevous with rama might not gibe with his creative schedule. |
| #209jacemachineDec 25, 2006 8:12:15 | Nope, Give them some potions. Magic potions don't spoil, and that fact that they are single use lets you give the PC's a quick boost of power without long term balance issues. A few potions of Cat's grace, Bull's Str, ect, plus some potions of Bless, Divine favor, Sheild of faith. I like the single-use aspect. Long term balance issues can suck. not sure how your group got here or whats happend up until now(thread is to long :headexplo ) I like this idea, but I’ve been trying to consider how to mix it into the… uh… mix. Maybe a blending of Deekin’s potions idea… a side room shrine with potions… The pup tent of healing,only one person can sleep in it at a time but they heal at a higher rate than the norm?Also comes in the form of a sleeping bag(or fart sack as the kids call them). I think I’m going to hold off on giving out any more magic items for a little bit. I may hook the PCs up with that later on in another world. Had some thoughts on the space habitat. Suppose the habitat was a toroid (doughnut-shaped) and was being rotated so that centrifigal force could provide gravity. If you made the inside of the toroid 2 miles wide and 1,000 miles long that would give you 2,000 sq. miles of map to play with. If the floor of the toroid is a botanical garden for the aliens you could include a wide selection of freaky plants (giant sundew, man-eating venus flytraps, pitcher plants, assassin plants).BEE SWARMS-bee swarms are needed for pollination and provide honey and beeswax for the crew.RABBITS-rabbits help to control vegetation and provide meat, furs for crew.SQUIRRELS-squirrels help to reduce vegetation and spread seeds/nuts and provide the crew with fur, meat.RAPTORS-raptors are chicken -sized predators that hunt in packs of 20--50 and follow the party relentlessly.(think of the scene in Jurassic park where they kill the straggler.).raptors provide meat, leather and eggs to the crew.ROBOTS-robots are controlled by the main computer(HAL?) and gather material from the gardens and carry it up ladders attached to the walls.MAIN COMPUTER-the main computer is running the ship whether the crew is alive and awake or not. The party has to trek around the ship till they figure out they should climb the robot ladders and get to the hub… For my Space section, I’m really leaning towards Event Horizon… but if you were to say, replace the nearby planet with a Halo-shaped space station such as you propose… that’s a possibility. I’ll chew on that a bit, see how it tastes. I haven’t picked up LIBRIS MORTIS yet—I had it in my hands, and I decided to put it back. In fact I haven’t bought anything recently… not even X-Mas giftage. Yes. I know it’s too late now. I’m also looking to buy the Fiend Folio too, and my regular store has been out. Jacemachine, Thanks for checking it out—It’s an excellent example of how I develop any story really—Things change drastically between pages, ever-evolving—It’s nice having extra brains around to pick at. I had actually considered maybe repackaging my campaign and releasing it as a pdf. It’s HUGE, and it will use bits and pieces from every Modern book released so far. I have plans to type up a synopsis of How We Got Here for you guys to read. What I might end up doing is posting campaign chapters—starting with the playable prologue that takes place in 1941, and sets up the entire campaign. If I do that I will certainly need to help retrofitting that part in order to take advantage of the lessons I learned while running it. |
| #210taradusisDec 25, 2006 9:48:24 | JACEMACHINE....this is not like the good old days when all of D+D fit into one maroon box.Now-a-days a DM needs a lot more help keeping the hobby going,you definitely should consider starting up that book fund I suggested.You can't have good things coming out of your head if good things are'nt going in and it helps to support the industry to buy product on a regular basis.Amazon.com has two-fer deals all the time.I let my players get away with not buying their own minis and only 2 of them ever bought their own player's handbook and if you're not careful these people will act like blackholes and never contribute anything beyond a few snacks(if that)and it will be as much your fault as it is theirs because you were reluctant to put them in a headlock for contributions!!!!Sorry to sound so pushy but the sheer lack of gratitude some people have for their GM's is amazing and you will come to understand my position better as time goes by(though maybe you'll get lucky).Just my opinion. |
| #211joekapDec 25, 2006 15:09:26 | on the shrine room with potions: i dont like giving out potions they can take with them if they dont use them, say they get lucky and dont need to heal or dont need the buffs. then they take the potions with them....you forget about them then the secret stock pileing begins. i think the mystic fountan idea is better if ya dont want to give out MIs that way its a use it while your hear cuz ya cant take it with ya when you go thing. and i agree with the idea that players should buy therre own damn books. in our D&D group you must have your own players handbook or make a character you dont need to reference the book for. as a DM i like to have a book handy with book marks in needed places to reference during the session and i dont want people asking me to look stuff up for them or sayinfg hey let me see the main book for a secound. we have one player in particular who for the most part is as dumb as a box of rocks and he insists onplaying wizards and the like but refuses to right any of his spell info down, so every time its his turn its :let me see the book for a sec" so he can see what his spell does. and if he dosent have access to the book he just guesses (poorly i might add) at the effects. and it pisses me off to no end as a player and a DM when it happens (to the point of threatining physical violence) but i dont like players having all the cool source material (like Monster manual, liber mortis) because this lends to meta gaming " oh thats just a [u]insert monster here [u] we can handle that easy" and takes away from the suprise factor of creepy monsters with my own discriptors. im ranting now sorry ![]() |
| #212leadfeatherDec 28, 2006 10:46:14 | Great ideas and I am stealing many of them. The changes I am making to your overplot. The pocket universes are seed universes, captured and kept from developing into independent universes by the Big Evil Guys so they could use them for their amusement. Because they can not grow, the seed universes are decaying and dying. The Artifact is a reality virus created by the Big Good Guys before they died out. It was intended to cut all the doors between these seed universes so that they can develop as the Creator intended. The doors are mobile, they open and close in what appears to be a random fashion, as the seed universes rub together. However they always use a doorway as you described as that is just plain cool. Hello apartment bathroom. The doors open when seed universes come to close together. This often happens close to anacronisms, like your WWII Destroyer in the desert. The Artifact gathers power from the friction of the seed universes rubbing together, and becomes temporarily more powerful/self aware the closer the party is to a door. Other than that the Artifact is going to function much as you described it has several CLW a day, one rez per character, one reincarnation, the character who posses it is aware of universal doorways when they appear. As The Artifact becomes more powerful it is more easily tracked by the Big Evil Guys. They do not physically travel to the seed universe, rather they take over creatures that exist in that universe, overwriting them with certain characteristics. Like Butterball and Nickleplate if you have read Tad Williams book Otherland. So Butterball is always huge and hulking no matter who he inhabits and Nickleplate always has shiny lenslike eyes. The Artifact must be brought to the original universe of the Big Bad Guys and it uses the players to do so. Thanks for the great ideas, and for sparking what I believe will be a wonderful campaign my players will remember for a long time. |
| #213jacemachineDec 28, 2006 17:55:24 | on the shrine room with potions: i dont like giving out potions they can take with them if they dont use them, say they get lucky and dont need to heal or dont need the buffs. then they take the potions with them....you forget about them then the secret stock pileing begins. i think the mystic fountan idea is better if ya dont want to give out MIs that way its a use it while your hear cuz ya cant take it with ya when you go thing. I don't mind actually-- I'm stingy enough that PCs don't have too much that would shift the balance of power. The majority of stuff I plan for them to have will be mundane gear from the different dimensions. A few powerful thingamabobs... but I've learned the lesson that an old GM learned when he gave my bastard sword specializing fighter a sentient evil vorpal bastard sword And i agree with the idea that players should buy therre own damn books. Personally, I like to own things. If my players chipped in money, the books, would also be theirs. I have a good enough job, and I like buying stuff. If I didn't spend my cash on gaming books, I'd spend it on videogames, or any number of other inconsequentials. :D Now if I move, the books move with me... and presumably on to my next gaming group. I own two copys of the Core Rules, and I bought another for a friend's late Christmas Gift. I'd rather people own their own copies of some things.:D but i dont like players having all the cool source material (like Monster manual, liber mortis) because this lends to meta gaming " oh thats just a [u]insert monster here [u] we can handle that easy" and takes away from the suprise factor of creepy monsters with my own discriptors. The creatures in my campaign, with the exception of the expected mundanes, are pretty tailored-- At least visually. Great ideas and I am stealing many of them. I would comment item to item here, but frankly I like just about everything you've come up with-- Very cool alternatives and takes-- PLEASE let me know how the campaign goes-- I may decide to borrow a few ideas for myself. One of my ideas with this campaign was "Here I am with this binder FULL of previous Jacemachine handled RPG characters from varying systems... I could totally give them new life as NPC's and because I've played them before, they are sure to be fairly unique and more thought-through than some other NPCs." Only problem was conversion-- White Wolf, ADnD, RIFTS, so on andf so forth... but that hurdle was crossed over a year ago. Kyle the DEMON character I played in a White Wolf game is an Agent of the Big Black Evil. He's fallen angel of death, in the body of a hitman. He is given a contigent of interdimensional Battle Android Troopers with cool electricity-spewing arc guns and laser sabres. Joining him for the ride, will be foes he's plucked from the different world's. In the Players corner, taking the role of introductory guide through the Basics ala Gandolf (Or Moiraine and Lan for tWoT fans!) is a Mage of mine from the World of Darkness. Ex-con, car thief. He's travelling with the former female companion of that guy with the vorpal bastard sword from Hackmaster... converted to UA. ![]() Now, what I've been up to for the past few days... Other than working at work; I've been trying to write up interesting descriptors for the rooms in the temple. The next session can be called for any day now (possibly Saturday), and I need the next two floors typed up and ready to go-- this includes adding interesting features, and stuff for the PC's to find. Also, the story of the temple and the people that built it will be explored further through ancient texts and murals and such. Any interest in adding to what I've done? Help me diversify, and place mundane items if you want. If any of you are, lemme know-- I'll post the numbered room descriptions and map again. |
| #214joekapDec 28, 2006 20:03:26 | yeah ill see what i can contribute......in anger and jelousnessssss ofcourse because i want to find a good GM and group god im such a cry baby ![]() |
| #215leadfeatherDec 28, 2006 21:58:31 | Very cool alternatives and takes-- PLEASE let me know how the campaign goes-- I may decide to borrow a few ideas for myself. Thanks. I am playing with the idea of giving the temple under Echo an Aztec theme. A Macuahuitl of the Dread Reaping sounds fun. To plaguerize your text. A heavy wooden club 25 inches long fringed with cutting blades made from obsidian. The obsidian shards of this weapon shimmer with dark colors, any person reflected in the stone appears as a dead and rotting corpse. The wood is carved in ancient Aztec glyphs. If successfully translated it reads: Those slain by thine hand shalt never have rest. My player are never going to know what hit them as I have told them we are playing a shadow chasers game. |
| #216leadfeatherDec 28, 2006 22:40:52 | As I do not have time to sculpt the artifact out of clay. ;) and I had an old "alien" font I made a few years back laying about on my hard drive, I whipped this out today to hand out to my players. I thought I would post it if anyone else wanted to use it.![]() I think as the PCs move from world to world I will have the symbols in the middle of the disk change. |
| #217joekapDec 28, 2006 23:46:40 | where did you get the symbols and what not for that thing??? was that made on paint or something??i like it and would like to steal it. |
| #218leadfeatherDec 29, 2006 7:57:48 | I made the symbols in Adobe Illustrator several years ago, I made the rest in Adobe Photoshop last night. Feel free to use it, that is why I posted it. If you want a high res version, 4 inches across 300dpi, send me a PM and I can email it to you. |
| #219joekapDec 29, 2006 16:28:35 | i think im going to have to get ahold of adobe illist... and have you teach me how to use it.. |
| #220jacemachineDec 29, 2006 22:19:10 | ...and for sparking what I believe will be a wonderful campaign my players will remember for a long time. What do you think of the idea of my PCs running into NPC versions of your PCsin my game... and Vise Versa in yours. We could exchange character sheet info, and brief personality write-ups (i.e. How the PCs run the characters typically.) When the PC's have killed the other party, How we use these characters is widely up to our own individual plots, but it would be certainly cool to tell our players that they just waxed the PC's from the Other Group. I'm fully expecting my PC's to cobble together a wide array of gear from the different worlds, so your PCs may have some interesting stuff to pick through if they search the bodies. Just a thought! :D |
| #221j0ltDec 29, 2006 22:23:48 | What's gonna happen if they decide to do something like work together? ![]() |
| #222leadfeatherDec 29, 2006 22:48:38 | What do you think of the idea of my PCs running into NPC versions of your PCsin my game... and Vise Versa in yours. We could exchange character sheet info, and brief personality write-ups (i.e. How the PCs run the characters typically.) When the PC's have killed the other party, How we use these characters is widely up to our own individual plots, but it would be certainly cool to tell our players that they just waxed the PC's from the Other Group. i would love to, but my campaign is not going to start for months. I have to run them through an Eberron version of Red Hand of Doom first. |
| #223jacemachineDec 30, 2006 7:10:31 | What's gonna happen if they decide to do something like work together? :D I would likely use them as Evil versions. The Evil Forces of Doom and Naughty Doings, in an attempt to capture the PCs Artifact, send dopplegangers of the Alternate Universe party after them... Think of them as Evil Star Trek Characters... just without any of the superflous facial hair indicative of evil alignment...;) i would love to, but my campaign is not going to start for months. I have to run them through an Eberron version of Red Hand of Doom first. I started developing this campaign about a year before I actually started running it. I began the campaign with the Prologue set in 1941. This is when they found the anacronistic Artifact deep in a Mayan tomb in a lost city. I gave them pre-generated PC's at level 5, to showcase some of the abilities they could look forward to building towards. This was also their first Modern game, and they have limited d20 experience at best. (Our main game with this group had been Hackmaster for about a two years.) I had the players create third level characters, and I told them I wanted them to create members of a boat crew that did treasure salvage. I also had them watch the movie Sahara (based on the Dirk Pitt novel) to get them in the mindset I wanted them. The characters were to be relatives or family friends of the characters used in the 1941 portion, for ease of GM planning, and transferring the Artifact from the old guard to the new. Not quite a month of game time has passed... but throughout this past year, I've spun them around so hard they have no idea what is coming next. LONG STORY SHORT-- :P This campaign will be rolling for some time yet... I'm in no hurry. ![]() My PCs are at level three still... let me know when you like for me to grab their stats, so you can plan encounter CRs. yeah ill see what i can contribute Sweet-- I'm running through a few of the important features, things I know I want in the rooms... I'll post soon with what you guys will need. ![]() |
| #224leadfeatherDec 30, 2006 12:00:36 | I would be interested in the future with swapping PC data. I know one of my players has expressed interest in playing a RC priest with an interest in the occult. Two of my other players have not even started thinking about this campaign but will make their own characters eventually. My fourth player, my wife, well to be honest she joins to be social, so I will most likely make her character for her after asking what she wants to be. She favors barbarians who smash first and ask questions later, so it will be interesting to see how that translates into Modern. I am putting together an introductory adventure designed to introduce my characters to The Artifact, some of the villians, and lead them to the first Door which will lead to the Badlands ala Jace. I am going to post it here, if that is alright. Any and all ideas and feedback are welcome. ---------------------- First. There is a good chance the characters my party plays will not know eachother when the game starts. So I need a reason they are together, and a time ingame for them to introduce themselves. Second. When I write for my adventures I write a "best case" senario which gives me a starting point to extrapolate from when my players get creative. Third I was looking for a title for my campaign. As I post teasers on the forum one of my players runs for our little group. I was thinking of a journey so I hit the thesarus and decided to use Odyssey. A little bland so I hit up google and found an album entitled Odessey and Oracle by The Zombies. Perfect. It was written by Zombies. . . there is my campaign title and I will pull lyrics from a few of the songs to lay red herrings for my players. Fourth I use Tiddlywiki to make campaign notes and I am pasteing them here spelling mistakes and all, sorry about that. ;) Here is the info I will be giving my players. Background The world your characters know is exactly like the world we live in. When the adventure starts you are all riding on a Greyhound Bus that is traveling from New York, New York to Las Vegas, Nevada. The opening act of the game will be on I-80 Between Des Moines, Iowa and Omaha, Nebraska. It is 4 AM. The Bus has passed through New York, Cleveland, Chicago, and Des Moines. Your character could have gotten on at any of these points. The final three stops are Omaha, Denver, and Las Vegas your character could be going to any area around these spots. The PC's who got on the bus at NY have been on the bus for around 20 hours. The bus has another estimated 17 hours to go to LV You have one carry on with you one the bus, and up to two other luggage items in the storage compartments of the bus. Pack realistically this is not the normal D&D you are used to playing, I doubt 10 foot poles are items your character would normally take with them. ;) --------------------- Here is how I see things unfolding Act 1 The Wheels on the Bus Go Round * A Bump in the Knight The old guy gets hit * A pickup arrives, police arrive? * The yokle and the accountant get taken over * Artifact gives warning * The Red Shirt Dies * Run through the corn * Chase to the barn need an anacronism * First Door is Found Opening scene The Wheels on the Bus Go Round The last stop the Greyhound made was Des Moines, two hours ago. At that point your new driver introduced himself as Juan Menero. He looks to be abour mid 40's and is wearing the standard grey uniform and blue tie as the two previous drivers. It is now 4 AM and as you drift in and out of sleep you hear snatches of music from the Juan Menero's small portible radio. ...hope you're feeling better baby Thinking of me while you are far away Counting the days until they set you free again... ...You're coming home soon! Walking the way we used to walk And it could be so nice... We're talking the way we used to talk... The DJ comes on mentions that the song was "Care of Cell 44" by the Zombies Note to GM: The song being played is Care Of Cell 44 by the Zombies from the album Odesseey and Oracle. Lets have this figure into the game later on, perhaps the Door out of the Badlands is found in Cell 44 of the Russian Ship. Things for the GM to do: Stat up the Bus Driver Juan Menero and the other passangers, need at least one red shirt. Think about who else is traveling along the highway at that time of night and might stop. Trucker? Local in a Pickup? Highway Patrol? Scene 2 A Bump in the Knight Suddenly Juan swears "Meirda!" as he slams on the breaks. The bus lurches. Make a Balance check DC 10 to see if you keep your seat If failed the character is prone on the floor. The sound of squealling tires fills the bus. Just before the bus comes to a halt you hear a meaty thump from ahead. Juan stares straight ahead gripping the wheel with white knuckles After the cacophony of the busses stop the sudden silence is unnerving. The radio pops and hisses and a voice starts singing out of it . . .It's a mistake going back They tell me that nothing's the same ever again But when you walked through the door It was just like. . . Without removing his eyes from the road before him, Juan turns off the music and grabs the CB radio. He calls dispatch and in a paniced voice asks them to send the cops. What do you do? More info for the GM Nothing of the road ahead can be seen from where the PCs are sitting, They will need to stand and make there way to the front of the bus. When they get closer to the front windscreen they will see the following. The Knight Bathed in the illumination headlights is the broken form of a large man. Blood oozes from his mouth. His dark black overcoat is torn and the shirt under it looks silvery and metalic in the artificial light. He moves slightly reaching toward the bus in a silent gesture of need. More info for the GM When the PCs leave the bus and move closer they see additional information about the man. The Knight The man is critially injured, from the strange angle of his legs and the amount of blood pooled under him you are amazed he is even concious. He is large with broad shoulders, He looks to be about sixty years old, his face covered in a white beard and flowing white hair. His outfit is . . .odd. . .to say the least. The black overcoat is ordinary, one you would see anyday on the street. However, as you get closer you notice the shiny metalic shirt is made of chainmail links,it extends past his hips and has a red cross on a field of white attached above his left breast. A tooled leather belt is over the mail, and holds a sheath with a large knife, an empty canvas sidearm holster, and a large leather pouch. His wears leather sandals laced up his calves over old worn blue jeans. More info for the GM When he was his by the bus the Knight was holding his handgun, a Spot DC 17 will see it laying 30 feet up the road along the median. With a Knowledge History or Knowledge Religion (DC 15) the PC can recognize the cross symbol as being a symbol of the Knights Templar, circa 1100 AD The Knight When he becomes aware of the PC the knight will reach out toward them with one hand and futily attempt untie the pouch attached at his waist. If any of the PCs have outward christian iconagraphy or crosses the knight will address that person first. The man gestures to you weakly with his left hand, as his right fumbles with the straps holding the pouch to his belt His lips begin forming words, but no sound is coming out. He closes his eyes for a moment then opens them again and seems to summon strength from withing. He speaks. These are the rules. Never stay in one place too long. Find the doors. Trust the Oracle. Run fast, they hunt for you now. With a surge of strength the man rips the pouch from his side and presses it into your hands. As the pouch leaves his hands the spark of life leaves his eyes and he falls down dead. Things Yet to Do * History and name for the knight o he might return as a spirit advisor contained in The Artifact * Equipment the Knight has o What besides The Artifact is in the pouch + A medical kit? + Papers? + Bible? o What type of knife, and gun did he have ------------------- I have been thinking about Butterball and Nickleplate alot and I think will make them up as templates applied to a base creature. For these opening scenes they will be taking over other passangers in the bus and perhaps a police officer or a local who stopped in a pickup truck. So the PCs will be attacked by an accountant with something similar to the feral template when Nickleplate is around, and a template that makes any character more brutish when Butterball is about. More on that later. |
| #225jacemachineJan 04, 2007 7:52:45 | Hey-- What if the knight was actually a former bearer who the Artifact brought back in a recently desceased knight's body? Just how long has YOUR version of the Quest been going on for? I mean, with all the variable seed worlds, who to say that this hasn't been ongoing for a millenia? I really dig that alien font you've got there-- any possible way I could get my hands on it somehow? Also, sorry I haven't been around. I've been sick as a dog since the First. I've missed work for three days now, and I had to bail on running THIS campaign last night because of it. I think I rounded the corner though. My fever broke last night, and I have slightly more energy today. I've been trying to work on the game, but I haven't been able to make much progress. |
| #226leadfeatherJan 04, 2007 14:01:07 | Hey-- What if the knight was actually a former bearer who the Artifact brought back in a recently desceased knight's body? In my version the quest has been going on a long long time. I read somewhere that some ancient people believed the farther an object traveled the more magically powerful it became. The Artifact needs to change the multiverse, so it needs to "charge up" for a long time by traveling. I was actually thinking the knight was Brady Lennox the last living member of your group. As far as the seed universes go, they are not the only universes in the multiverse. There are many fully developed universes as well, such as ours, the big evil guys, and the dead good guys universes. I really dig that alien font you've got there-- any possible way I could get my hands on it somehow? Sure, I have it as an illustrator EPS file, I can mail it to you if you send me your email in a private message. Also, sorry I haven't been around. I've been sick as a dog since the First. I've missed work for three days now, and I had to bail on running THIS campaign last night because of it. Glad you are feeling better, I just figured I wrote to much,in that last post. |
| #227jacemachineJan 09, 2007 15:18:38 | Glad you are feeling better, I just figured I wrote to much,in that last post. Not quite so yet-- The flu I had left me with a bacterial infection in my lungs--I've either got Bronchitis or Pneumonia. Hurray. Suffice to say, I'm miserable, and a miserable Jace is a non-productive Jace. I feel horrible. In other news, Taradusis I am happy to announce that I've bought both the Fiend Folio and Libris Mortis. Good stuff. Happy to add them to my personal collection. Brains in jars... |
| #228deekinJan 09, 2007 16:34:06 | Brains in jars... Psionic Brains in jars. Look ant the Brain in a Jar's Mind Thrust ability. Compare to Psionics power Mind Thrust. The Brain is psionic. |
| #229taradusisJan 09, 2007 16:51:23 | The half-vampire template allows you to play a character like marvels blade.The rules on udead as Pcs are interesting and could make an undead campaign setting playable.The notes on the unlife cycle are thought provoking.happy reading. |
| #230leadfeatherJan 10, 2007 9:23:07 | Well it looks like my party is going to consist of Quinn: A Priest who is interested in the occult and likes his whiskey. Working towards Occultist. Jane Doe: A dropout Medical Resident who wants to work at a gallery selling expensive crap to people with too much money. Janet Doe: A Archeologist who needs funding for new excavations under an ancient Mayan temple. John Doe: A Demolitions expert trained by the military who can blow up things real good. The nice thing is they can all make characters as they want, and I do not have to corral them into a backstory that explains why they are all together. I have told them they are on a bus, and to come up with a reason why. By the end of the first session I am going to have shoved the characters, and if they play their cards right a nonfunctional Police Cruiser, through the door into Jace's Badlands. Of the four only the player playing Quinn has fleshed out his character. One of the items his character has is An 2002-era Dell Latitude d600. No built-in wifi, so Quinn carries around one of those annoying PCMCIA adapters that looks like it's asking to be snapped off when in use. It is pretty much used for doing research online, but it does have some PDFs and photos of ancient books, some of Quinn's writings, and other research material. I was trying to think about how The Artifact communicated with the players and how I could give the Occultist his "free" scrolls when he levels. On some worlds the free scrolls with not be an issue but on a spaceship filled with dinosaurs where the heck do you get arcane scrolls? I am working with the following stipulations about the artifact. 1. It is very very powerful even early in the game as it has been traveling for ages. 2. If it releases even a trickle of that power it can be tracked by the Big Bad Evil Guys. This is why they show up when the characters are close to a door. It has to reveal itself to find the door. Occasionally it "pings" reality before shutting itself back down. 3. If it stays inert the BBEG can not track it. So, when the characters first get The Artifact is releases a little bit of its conciousness into the laptop, so it can communicate with the PCs. It is not in the laptop it has cloned a tiny part of itself that can answer basic questions and give limited information. Perhaps artifact lite, uses the AIM program. I have one of those old Latitude computers here at home with the wireless doodad. Maybe I will set up an aim account and communicate with the players as The Artifact through that. Having The Artifact subvert the computer also allows me to let the Occultist find his few "scrolls" as text documents on the laptop. It is a bit more time consuming to boot up a laptop than to find and open a scroll in your backpack so I will have to take that into account during combat. Finally the laptop will now draw power from the same place as The Artifact and there is no need to worry about its batteries running out. I would also like The Artifact to communicate the history of this multiverse more completely. Which is why the characters will be going to the catpeople city, Jase talked about. The old temple there acts as a faraday cage, allowing The Artifact to use more power without being traced by the BBEG. Re: The BBEGs. If you have ever read The World Of Tiers books by Philip Jose Farmer. His villians are the decendents of a very advanced race who can create new pocket universes. The decendents are decadent and can still use the machinery to make these universes but they no longer know why it works. I think my BBEG will be along the same vein. |
| #231leadfeatherFeb 25, 2007 11:13:08 | We started our campaign last night. Thank for a great idea Jace. I opened with the bus sequence, and after running for their lives, stealing a police car, and driving it through the first door, they have now made it into the Badlands. We wrapped up the night with them realizing that they do not recognize any of the stars in the sky. Here is one of the player writeups. FYI Jove is the name of the Catholic God in the game world, as several of the players find it easier to divorce the game slightly from reality. Jove, you have brought me into the time of trial. Find me worthy that I may be a herald of a new age, for the things you have whispered to me are coming to pass. That hole in the floor that Joe fell through... that must have been a door like this one. And I peered through it but did not have the faith to be tested then. I did not see what was on the other side. Michael... Arnie did. Arnie had the faith, he acted upon it, but the church did not have faith in him. So now, I am being tested, I see that which I have known in my heart. Will the church abandon me as they did my brother before me? |
| #232taradusisFeb 25, 2007 12:41:21 | In the second edition archives they have the 2ED maztica setting in pdf form?It includes things like jaguar knights and machatl weapons?Makes a good reference and is a free download,It has 300+pages so I reccomend against a printout!! |
| #233leadfeatherFeb 25, 2007 13:27:13 | In the second edition archives they have the 2ED maztica setting in pdf form?It includes things like jaguar knights and machatl weapons?Makes a good reference and is a free download,It has 300+pages so I reccomend against a printout!! Thanks, there is a buried temple I was going to give an Aztec/Inca theme. I will be sure to give this a look.:D I am really jazzed today, this was the first time our group tried Modern and I noticed the two players who have the hardest time getting into character in D&D were able to step right into character in Modern. It was a nice change. |
| #234j0ltFeb 26, 2007 0:01:33 | Here is one of the player writeups. Dude, that's some seriously good prose! You read Gibson? |
| #235jacemachineFeb 26, 2007 7:08:49 | That's freakin sweet-- I'm so glad the adventure is playing out for you well-- Sorry I've been absentia as of late-- I'm recharging my brain. However, I need to get off my rumpus and finish this damned temple. The shear volume of rooms I face has been a bit on the overwhelming side. Especially when I owe it to my players to deliver on consistent, good set dressing and detail. I've also got to nail down what vital MetaPlot information I need to deliver to the PC's in this place before they destroy it; this will be down through ancient clay tablets to be translated by Jesus, as well as tile murals, and carvings. I know that I want to show a brief history of the temple dwellers, their worship of The Dark God, and their conquering of the Crescent, ending with the sneaking in, and sacking of the Mesa City. This last part a VITAL clue for the players, who will be armed with this "random bit of trivia" when they actually get to the Mesa/Moreau City. They can find the secret tunnel that leads within the walls that the Moreau Cats don't even know about. Like I said though-- I've been recharging my brain. My players and I've been nusy with work and life lately, so I was taking advantage of it to rest. My problem is that I'm into too many things. lol! Keep posting! That is an awesome account! |
| #236leadfeatherFeb 26, 2007 13:06:25 | Thanks guys. Yes I have read Gibson, not sure if he has. I wish I had written that bit, but credit to my player who has a way with words. Me I usually steal stuff from others. ;) Speaking of stealing. I know it is a bit of an anacronism, but my players will most likely find a ruined chapbook by T.S. Eliot with the following phrases still legible. A heap of broken images, where the sun beats, It seem to fit the Badlands. |
| #237jacemachineFeb 28, 2007 10:19:47 | I'm cramming right now-- outlining every room on the second sub level. The majority of the work has been previoulsy done my myself weeks ago-- now I just have to fill in the blanks, so to speak. I'm running the game session this evening. I'll let you know my progress. |
| #238leadfeatherFeb 28, 2007 14:08:56 | Looking forward to hearing from you. Wish I was in the campaign. I like your idea for the second universe the PCs will be traveling through, but I am going to change it a bit. The players will arrive in a steaming overgrown jungle, trees soar hundreds of feet above them, the canopy so dense that they can not see the sky. They notice that twilight and dawn are very short affairs, it goes from day to night with very short transitions. Give them a few land-of-the-lost type adventures. Have them meet some natives (kobolds who function as ewoks?) who view the PCs as children of the gods. The kobolds talk about the arch of the world, the line of the sun, the world wall, and the gates of heaven. Have them discover a crashed futuristic shuttle craft with skeletons of humans in it. Each human wearing an indestructible bracelet, the PCs will later learn the bracelets work as a keys to the gates of heaven, allowing them to pass through what would otherwise be solid matter and enter the deserted futuristic areas of the spaceship at the north and south caps. Eventually the PCs make their way out of the dense jungle to a cliff where they can see the land spread beneath them. They lift their eyes to the horizon, and keep lifting as there is no horizon line. The landscape rises above them, circles around them and comes down behind them. Looking straight up they can see lakes and rivers, jungle and plains. To the north and the south they can see huge walls, capping the cylinder. And above them half way to the landscape on the other side of the cylinder is a line of plasma running from one world wall to the other. As they look up the plasma tube pulses and dims, night has fallen on this ancient generational spaceship. |
| #239j0ltFeb 28, 2007 21:34:43 | Just watch out for the Flood, Leadfeather. :P (why isn't anyone running this game where I live!?!) |
| #240jacemachineMar 01, 2007 6:58:24 | Session got cancelled last minute, but I still made good use of the time between 10AM- 3PM yesterday. I'll be posting the finished room listing for level two. |
| #241leadfeatherMar 01, 2007 8:18:54 | Just watch out for the Flood, Leadfeather. :P I will be happy to come run it for you, you pay for airfair for me an my spouse. ;) Session got cancelled last minute, but I still made good use of the time between 10AM- 3PM yesterday. I'll be posting the finished room listing for level two. Boo! on the cancelled. Yay on the coming posting. I am blessed with a group who plans their playing time well in advance, and has never cancelled within 72 hours. I am really bummed, I was looking forward to reading an account of you game. |
| #242leadfeatherMar 15, 2007 7:36:34 | removed - double post |
| #243leadfeatherMar 15, 2007 8:55:27 | Second session. The group discovered that things aren't quite what they seem. I threw a Forlorn Husk at them, the cowboy they found dead when they arrived. It was a bit hard, but it kept up a steady stream of comments about moisture and water, thereby hopefully giving them a clue on how to fight it. After the horse and then Quinn the priest died, they starting thinking beyond frontal attack, and lured the creature to the water spring behind the cabin. It kept losing its will save and was forced to drink every round, giving them time to destroy it. Quinn used up his free artifact res, while he was dead the artifact gave him some information. Quinn had a fun time convincing the other three party members that he was not another Forlorn Husk when he rose, especially as one of the first things he did was ask for water. :D They stripped the police car down, which was fun, and have now journied 6 days in the wilderness. The session ended with them outside the Dusters cavern. Here is the write-up from Quinns player. I should be getting a write-up from Jamies player also later this week, and will post it. Day 2 |
| #244jacemachineMar 16, 2007 14:33:34 | sweet deal-- I've been digging through my hard drive looking for that hi-res map, and I'm starting to thing it doesn't exist. I may have dumped it to free up drive space. Tell me about your players thirst. Did they balk at how much water they've drank? How do you handle water and running out? I think I've been too lienient. In other news, my group's main reason for game hiatus is Matt (Jesus) is getting married tomorrow. The lead up caused alot of delays. I've thrown alot of detail into the second sub-level, and have begun to do the same for sub-level three. I really want this place to feel lived-in and "thick"-- I'm not excatly sure how I want to do the room write ups-- mostly they're just items/furnishings lists, as assigned to each letter/number code. I was trying to enlist the help of a real-life buddy in this description conversion, but he never answers his phone. Ever. It's been alot of work going it alone. I will certainly post what I have, and hopefully any number of you can help me out. If not so be it. ALSO-- For encounters on the second sub-level I will be pitting players against 2 of the Gamble boys. A third will be heard dying (killed by the vengeful Soot Wraiths) when the next session starts, and the players will likely investigate quickly. They will learn that they aren't alone, and in acting so, will keep them on their toes from here on in. In addition to the 2 that are on this second sub-level, there are another 2, who have split up and are wandering the level deeper... in search of fortune and glory. The PC's will have to keep watch out for trouble with the Gamble Boys, but also need to contend with the Soot Wraiths as well. Thankfully, the SW's will be fairly easy to defend against, if prepared with melee weapons that do bludgeoning damage-- torches, clubs, butts of guns. Immune to slashing, piercing, or ballistics damage. Keep an eye on your friends, and beat on the shadowy things as soon as you see them. Don't let them team up and grapple you into a pin. Then you've got problems unless you get help quick. The forlorn husks seem like pretty effective encounters-- Any GM tips for running them? Any personal tweaks you've used? |
| #245leadfeatherMar 16, 2007 14:52:20 | sweet deal-- The PCs spent a day at the shack, where there was a small fresh water spring. They had two 2-gallon leather water jugs that they liberated from the horse of the dead man. I mentioned to the players that over the course of the day the PCs drained the jugs twice. The week before I also copied and pasted the following true life survial stuff from a web site, I changed the amount of water from the true site so it matched the amount in Sandstorm. Deserts are defined by their lack of water. Learn to ration sweat, not water. By staying in the shade, limiting activity to cooler times such as night and using your available water, your chances for survival increase greatly. Sipping water does not get it to the brain and vital organs. Take a good drink when you need it. People have been found dead from dehydration with water in their canteens. Also, do not rely on "parlor tricks" such as solar stills as a primary source. These will often produce more sweat digging the hole than is obtained from water gained. Learn to locate water through areas of green vegetation, flights of birds, converging animal trails and digging in the outside bends of dry creek beds. Javelinas and burros are excellent at finding water and digging it up in creek beds. Best of all, plan ahead, and allow two gallons per person a day. They stripped enough stuff from the police car to hold 10 gallons of water when the jugs the cowboy had were included, I forget off hand what it all was, but it was rather creative. All the ziplock baggies from the evidence kit, several tanks from the engine etc. They also made a sled out of the trunk door so they could pull the items on it and have less chance of having the ziplocks burst. Each day I had them mark off how much water was used up, and after they ran out I applied the sandstorm rules and started giving them nonlethal damage. But I had then take the nonlethal damage from dehydration like you would in D&D not Modern. It could only be recovered with rest and rehydration. As to finding water I had the survival expert roll each day and on a decent DC (forget the number atm) they found X amount of water from plants, or a dried river bed that they could dig down into etc. I also pointed out the "Sipping water does not get it to the brain and vital organs. Take a good drink when you need it. People have been found dead from dehydration with water in their canteens." part of the above quote so I got no arguments about the PCs drinking less than they needed. If they did they would still get dehydrated. The players seemed to enjoy the challenge. They ran out of water completely once and took a days worth of damage before finding more. They then spent a day recovering at a seep they found that gave them 1 gallon of water an hour. Now they are recovered and back down to 2 gallons of water as they stand outside the Dusters cave. After the Dusters, I am going to have the land become slightly more hospitable as they move toward the "civilization" of Echo. |
| #246jacemachineMar 16, 2007 15:19:54 | Now they are recovered and back down to 2 gallons of water as they stand outside the Dusters cave. I used taradusis' suggestion for using rugs, covering areas covered in brittle branches and twigs. This was covered over with the dust that accumulates everywhere here in the badlands. The PC sent in to investigate missed it, and snapped some twigs-- the player immediately thought he was about to trigger a pit trap, not realizing the damage was already done. Marisole Delgado was taking a bath in the spring, but alerted she will move quickly behind one of the pillkar-like stalagmite/tites to hide. She grabs up her gun, and gets ready to use it. She is certainly Hostile towards the interloping PC's. Her brothers, tucked away in their shared room playing a game of poker on the rock they like to use as a table, may or may not hear the warning *snap*. If not they will stay put until they do hear something worth investigating. Maria Black is tied with her back to a stalgmite/tite pillar. There is a bounty of stuff to be found in this cave, as the Duster's have plundered a good number of caravans on the trade routes near Echo. They have and use alot of "oriental" carpets-- the cave is made much more like a home with the plentiful thrown addition of the carpets. Flour sacks, barrels and cases of whiskey. Whisky bottles. Clothes. This is where the PC's re-outfitted their characters to fit in better. All disregarded full-conversion in dress, but added to or replaced articles of clothing. Hats. Gunbelts... etc... |
| #247jacemachineMar 16, 2007 15:34:37 | ![]() This is the head of the Fallen God as depicted in my version of the temple. I tweaked with a Bull's Idol head to create it. |
| #248leadfeatherMar 17, 2007 13:17:32 | sweet deal-- The forlorn husk CR4 was a challenge for them on several levels as a level 2 party. First they have never run a party without magic before, and the husk has I think DR 5/magic. I played up the aspect of the husk cursing its thirst and harshly snarling "I will quench my thirst in your blood" In the hopes they would realize that luring the husk toward the spring might work to their advantage. It took them the death of a horse and a party member to realize this, well the party member who died realized it right away but as his character was dead he nicely sat back and let the other players figure it out by themselves. ;) My advice would be, if your players seem overwhelmed by the frontal attack of the husk let it kill and drain a horse first. Puts the fear in the players to watch a horse become dessicated in two short rounds as several of the husks dry open wounds knit themselves closed. |
| #249leadfeatherMar 17, 2007 13:24:18 | With the Dusters cavern I am going with the rug and twigs trap at the main interance, as the Delgados use that interence quite a bit and would not trap it in such a way that they could be hurt. However, the back interence is narrower and the opening is covered with brush, if the brush is removed from the outside and a spot check is failed, the string tied to that brush will set off a shotgun trap. Other than that I am pretty much going to run the encounter the same way you set it up. Although they might find one or two anacronis items in the cavern loot. Items from 1940 and 1950 Russia. Items that originally came from the Russian ship out in the desert. |
| #250leadfeatherMar 17, 2007 13:29:03 | Here is a writeup of the first session from the player who is playing Jamie, a female medical student who decided to quit medical school and follow her true passion of fine art. She was traveling to Vegas to a new job in an art gallery when the game opened.Modern Write-up #1 |
| #251jacemachineMar 17, 2007 17:14:33 | Very cool-- I'm glad this is working out so well for your group-- I'm exceited about getting back into the swing with my guys-- Matt (Jesus) is getting hitched today-- I'm not sure when we get him back. In the meantime, I'm still fleshing out the Temple below Echo. And in that vein, here are fleshed out versions of the Gamble Boys that I am including as encounters in the Temple itself.
I enjoy using the avatar generator found HERE for creating NPCs. The simplicity of face gives the players enough to work with, and plenty for them to imagine further. |
| #252jacemachineMar 18, 2007 6:43:58 | SOOT WRAITH - The cursed undead spirits of those sacrificed against their wills to the Temple Below Echo's fallen god. |
| #253jacemachineMar 18, 2007 7:11:15 |
Please read through this and offer any suggestions you have that could make this better-- THIS ISN'T COMPLETELY DONE YET, but it's close enough if I needed to run the game tonight... with the exception of the pillars, and a few Resident Evil style FILES to be found throughout the place; in the form of tablets, scrolls, etc... |
| #254jacemachineMar 18, 2007 7:15:54 | And now for some Information I want the players to learn during their time in the badlands...The Badlands West-World |
| #255leadfeatherMar 19, 2007 16:12:42 | Have not had a chance to think about your posts, its going to be a busy week. However I wanted to share some ideas for what happens in Echo. These are specific to my player's characters but might work as idea starters for you.Scenario |
| #256jacemachineMar 19, 2007 19:43:42 | I'll liberally borrow from those for one of the next towns. The undead and roaming monsters are soon to be added. I haven't begun to incorporate ANYTHING* paranormal yet... other than being transported to an alternate dimension. But so far... nothing. The Soot Wraiths will come as quite a surprise, but not entirely unexpected as they are in a "dungeon"-- however, they will be very disappointed to find that these lands are not as barren as they once had thought. The Stimulator, Foil, Detective, and Driver. Would you go into detail about these as they pertain to plot threads, etc... when you get a chance, of course. * A slight lie-- The PC's have not realized that their watcher a couple of nights into the badlands, was a spirit. The PC's assumed that it was a native american. |
| #257leadfeatherMar 19, 2007 20:23:57 | I am not breaking them down perfectly but I decided to try them after reading Scenario and Campaign Arc Building Tips, Part 1article at roleplayingtips.com |
| #258jacemachineMar 22, 2007 13:50:34 | I got a call yesterday morning, saying that we were "on" for last night after we got off work. The session kicked off with the recapping of the events leading up to the current moment. The PC's noticed the Gamble Boys' footprints in the dust leading down the stairs, then moved cautiously from here on in. ONce they hit the second floor down, they found it strangely lacking in any sort of dust. This presented a problem as well, as the footprints were no longer able to be followed... not on the stone floor at any rate. I recreated various rooms using the varied shapes from D&D Dungeon Tiles and D&D Dungeon Tiles II: Arcane Corridors. This ended up being an incredible boon to the nights session, and the Soot Wraith combat went particularly well. As PC's explored deeper into these rooms, I would lay down more pieces to expand the rooms, to represent areas being revealed by torch-light as the PC's explored deeper. My d20 Modern Custom Minis worked out excellently. The rope bridge is where the PC's ended up after slowly making their way through the Pillared Hall, and finding the dead Briggs laying on his back in an offshoot corridoor. We wrapped up around 11:30PM last night with the PC's having decided to use the .50 caliber "key" to open up the door across the rope bridge. Good times. |
| #259leadfeatherMar 24, 2007 11:12:43 | Playing this afternoon. I decided that somewhere in all the loot the Delgados have accumulated the players will find a black and white photograph of this Russian naval officer. ![]() Let's see what they make of that. |
| #260jacemachineMar 27, 2007 6:54:19 | That's great--! *Snip* Thank you for sharing that-- I'm going to place it in the possession of the Mesa City Moreaus! I've been using the newest Ravenloft as a template, and reworking my notes, giving them a much more polished feel. We should be gaming again this week, and I'm focusing on the areas the PC's are getting involved in immediately. [FONT="Arial Narrow"]subLEVEL 2 |
| #261leadfeatherMar 30, 2007 10:28:14 | Nice room breakdown, I will be borrowing some of that however my dungeon under Echo is themed quite differently. I am hoping to get to laying it out this weekend and will post it if I do. We played last week, and I just recieved the writeup from the player of the priest, Quinn. By his own admission Quinn is shaping up to be the sort of arcanist who he used to delight in debunking. Right now, he is thrilled to find a church and perform mass, because it feels like the first normal thing that has happened in a week. However, the more he gets into things, the more "mystic" he will become. A few things. I allowed him to swap out one feat as Quinn is becomign something he did not expect. He has taken a feat that allows him to use Mage Hand 3 times a day and dropped Personal Firearms Prof. I also wanted some way to allow him to become an Occultist without having to spread arcane scrolls around the gameworld, especially on worlds that are themed as normal or sci fi. So the character one evening discovered his old Dell laptop now contains an unnamed icon of a tree. Clicking that tree opens a folder full of an infinate number of unnamed files, each one contains the text of a random document written at any time in human history. A random sample would find things like a list of taxes payed to the emporer in the year of the feathered serpent, writting in anciten mayan hyroglyphics; a paper on Columbus written by a 5th grader in 1976; and a page from the diary of Crowly. During the night spent in the bandits cavern Quinn found a text file that gave him the mage hand ability. With enough research he can find other "scrolls" on the laptop. Here is my players write-up of the last session. Day 7 |
| #262jacemachineApr 01, 2007 6:18:15 | Feat swapping, I find personally, is a good thing to do early on in a game, because players often discover that their PC's is not really the same person they thought that they were starting out-- I like that-- Mage Hand... Who's the Bearer of the Artifact in your party? Is it Quinn? I'm enjoying this collective developement of this world so far-- We've alot to work with now. I AM WORKING TO COMPLETE THE WORLD MAP of this dying Seed 'Verse... I should have it up this week. In other news, I picked up the Hidden Crypts tiles and the DnD book Dungeonscape from my local store. Both are coming in real handy as I round out the development of this temple. I am certainly looking forward to seeing your dungeon as well! |
| #263leadfeatherApr 01, 2007 10:12:31 | They pass it around. Another of the PCs, Jamie has discovered that she can faith heal the other members of the group. 1 CLW per day per PC. They assume she must have the artifact in her hand to do it, and she has not tried to do it without the artifact. Eventually her ability will grow. She will be able heal more damage to another PC by taking it into herself. 1d8 +X d8 where Xd8 is the amount of damage transfered from her patient to herself. The first time this happens it will be accidental, she will heal a gunshot wound, and take Xd8 amount of damage herself as the same wound opens on her body as it closes on the patients. It should be interesting to see how she reacts. I am trying to give each of the characters unique items or abilities early in the game that scale as the game progresses. Similar to the Weapons of Legacy but much less formulaic. Quinn has gotten the infinite laptop which will extend his ability to research and learn. Jamie has gotten the ability to heal, above and beyond her normal treat injury skills. Jax, whose player is working towards gunslinger will find two legacy six-guns. One forged from a shard of Mjoilner, Thor's Hammer and the other cooled in the blood of Loki at its forging. Their abilities will grow but to begin they are minor. Punor, the gun of Thunder is immovable by anyone except its rightful owner. If anyone tried to move it it is like moving the earth itself. Loftur, the gun of mischeif slips from the hand of any but the rightful owner, it is like trying to grasp a fistful of water. Powers will grow from there. Carmen is the melee smash, streetfighting archaic weapon user. I am still considering what to give her. As she might go the makeshift weapon route or might go archaic sword route. I have considered giving her bracers of some sort, perhaps inspired by Wonder Woman. But I have not been inspired yet. |
| #264taradusisApr 01, 2007 11:06:54 | Carmen could have a chakra like XENA?Disquise it as a hat like ODDJOB from the bond flick goldfinger. |
| #265leadfeatherApr 01, 2007 12:09:24 | Temple to the Hungry God Quotation found in the temple All men are born condemed. To suckle the breast of Death A feather flutters to the Earth There is no reason in His song His breath stills all souls Plagerized from Glen Cook Nine days ago when the characters entered the Badlands, a pulse of negative energy awakened the evil below Echo. Each day since then the high priest has been gathering sacrifices to fuel the ritual that will raise the temple to the surface. Simple Wooden 1in.thick, 2 hardness, 5hp Good Wooden 1in.thick, 2 hardness, 7hp Stone 4 in. thick, 8 hardness, 60hp Lock 12 hardness, 20hp Hinges 8 hardness 20hp ![]() Room A: Temple Top Combat Modifiers dark PC must supply their own light Low space, 1/2 speed, -2 light weapon, -4 1hand weapon, 2hand unusable, ranged any. The earthen tunnel created by the collapse of several of the graves behind Echos church suddenly opens up, Your torch illuminates a slanted slab of white rock 4 feet from the a floor made of smooth, flat, fitted red stone. The ceiling appears to be the same stone as the daggers surrounding Echo. Lifting the torch higher you see that the slab has fallen on and is supported by a small stone building and an altar. It appears the stone fell with some force at some point in the past as the building and altar are shattered and cracked. Soil and sand have fallen down all around the slab leaving an open area roughly 50' x 40' To the west and north the floor drops 30 feet until it meets the earth walls of this strange cave. It appears there were stairs to the south but they are buried in soil after a few steps. The lower part of the altar is mesoamerican bas-relief of an enormous reclining fat man, whose mouth opens in a smile showing rows of shark-like teeth. His eyes glitter blackly in the torch light. There are channels carved into the sides of the altar, all lead toward the open mouth. The altar is 8 feet by 4 feet. Twenty feet behind the altar is the small stone building, it is partially crushed but an opening remains. All vertical surfaces of this building are covered with mesoamerican hyroglypics. Soil has poured in covering the east end of the room, a steep stairway leads down into darkness. Traps Fall down the side, DC 10 balance check if standing at the edge, due to the age of the stone. 2d6 damage sliding down wall, reflex save DC 15 or the unstable soil wall that slides down will bury the pc up to their chest in soil. DC 20 Str check to get pulled out,made by both the trapped pc and the pulling pc if they do not tie it off. 15 minutes of digging, multiple reflex checks to not cause another avalance of soil. Treasure Two shards of obsidian pried from the idols eyes. NEED TO ADD Things that can be gleaned from study of the hyroglyphs. ![]() Room B: Second floor Combat Modifiers dark, light rubble in light crosshatch DC +2 balance / tumble heavy rubble in dark crosshatch move 1/2, DC+5 balance tumble. DC+2 move silently. At the foot of the stairs your torch illuminates iron bars directly ahead and to the south. The bars rise from the floor to the ceiling 20 feet above. Every ten feet sits a large stone pillar. Carved into the pillars are more hyroglyphs, they depict endless lines of victims being slaughtered by men holding wooden clubs with serrated edges. Behind the bars skeletons and the mummified remains of the many dead is illuminated by your torchlight. Something scurries at the edge of your vision Inspection of the bones, and the mummified remains by someone with medical knowledge (Jamie) will show the these people were slaughtered with slashing clubs. When the high priest declaired that the "god" had left them and that the only way to get him to return was the sacrifice of all living creatures on the temple grounds, he turned the guards loose on the prisoners in this room. The slaughtered them all, and started on the prisoners in the small back rooms. Getting about half way through the back rooms before stopping, and heading down to their own deaths below. Half of the rooms in the back have corpses of victims killed by violence, the other half have corpses of victims who died from dehydration/starvation. Enemy The violent deaths here have given rise to Tomb Motes Libris Mortis p128. The tomb motes can fit between the bars, the PCs cannot. The tomb motes get 3 actions a round. The motes will attempt hit and run tactics, moving through the bars, attacking, then back through the bars to saftey. If that fails they move out of the light of the torch and attempt to hide among the corpses to attack when the opportunity arises. These motes have also been used by the undead high priest, to spy on the town of Echo and to lure children to the graveyard for capture. The priest casts a spell on the mote to make it look like a limping puppy or some such thing. Some Motes will try and make a break, or sneak down the stairwell to report to the priest. This back corridor is free of bodies, both walls are lined with closed doors Good Wooden 1in.thick, 2 hardness, 7hp each door has a small slot at the bottom The motes can move in and out of the rooms through the slots. And do so in the first 2/3 of the rooms where victims were slaughtered. The temple guards closed the doors after killing everything in each room. The last 1/3 of the doors were starved/died of dehydration. There is a forlorn husk in the last room. A PC who listens at that door can hear DC 10 can here muttering "Thristy soooo thirsty, what moves outside, things that quench?" |
| #266jacemachineApr 02, 2007 17:40:23 | Nicely done-- I really like those maps. Very cool-- Similar to what you've begun to do for your PC's, I've intend to do something where they get special stuff or abilities-- In some worlds, the powers might be tied to THAT specific world. Losing powers sucks though, but that's life. They'll get new ones or something. I need to add the Darkness rules to my write-up. Keep things simple for me. |
| #267leadfeatherApr 02, 2007 19:46:45 | Thanks I make the maps in photoshop and print them out as battlemaps. I have been swamped with work again, and am due to GM on Saturday, so I think what I am going to do is finish up the levels of the temple, then have a long corridor that connects the temple I have designed with the final level of the temple you are doing. I am finding your writeups very helpful. |
| #268jacemachineApr 03, 2007 5:30:13 | The 2nd DnD Mapfoilio contains a Aztec-themed city; Complete with multi-floored temples that could work with your existing scale. If you can get your hands on it, or just the relevant maps, you could save time, and delve deeper. They are similar-ish to the style you have used. I believe if all goes well, I will be running The Artifact on Friday night after work. I'm still adding cool touches here and there. Trying to get a thicker sumerian feel. What is going to kick my rump, no way around it, is coming up with the messages/letters/orders/records the PC's will find throughout the temple. Most of them will be relevant to what's been going down, down at the temple. Others there for show and dress. It's time-consuming. You know-- I am absolutely blown away by how many years my group has been playing this campaign. We started in the Fall of 2005... and here it is Spring of 2007. Wild. It's been a great time so far, and I'm really pleased with how it has played out so far. I think, time allowing of course, that I am going to go back through my old notes and knock together those first three chapters that led up to the Badlands/Futile Crescent. |
| #269jacemachineApr 05, 2007 19:15:47 | NEED TO ADD Things that can be gleaned from study of the hyroglyphs. This one is a bastitch, IMO. But then again, I have trouble with the organization of my thoughts. ![]() |
| #270zombiegleemaxApr 05, 2007 20:05:02 | Carmen is the melee smash, streetfighting archaic weapon user. I am still considering what to give her. As she might go the makeshift weapon route or might go archaic sword route. I have considered giving her bracers of some sort, perhaps inspired by Wonder Woman. But I have not been inspired yet. There is a game called Eve Of Extinction, it may provide some inspiration. Short version= you wield weapon with person's spirit in it. It can transform into any melee weapon (and a crossbow), the weapons also have special abilities. |
| #271jacemachineApr 07, 2007 17:36:07 | An Idea I've been tossing about is that every Artifact Shrine the PC's visit, they get a power-up of some kind. Be this powers or cool weapons... who knows. I really like that mage hand idea. I'm 98% certain that the game will not take place this weekend. Boo. |
| #272leadfeatherApr 09, 2007 8:57:47 | Not a lot of time to write, I will have more later. Just a little surprised by my parties actions. They stole the medical bag from the town doctor's apartment, then after the others had left, the priest set fire to the building that houses the doctor's office, the dentist, and the chemist. ![]() They then went to the graveyard while the town was in an uproar and found a way into the temple. I am debating how much of the town will be burned to the ground if and when they rescue all the captured children. |
| #273jacemachineApr 09, 2007 17:00:45 | Wow. Before discovering the Temple, my players were hell-bent on blowing the Stone Toad Saloon into smithereens... with all the Gamble Boys inside. I guess Echo just asks for destruction. :P I'm awaiting this week's schedules-- We're again waiting to hear from Matt. I should kill his character... lol-- j/k |
| #274leadfeatherApr 09, 2007 18:12:06 | Yeah, my players also attempted to blow up the tunnel behind them with dynamite, because they saw a light coming from it and assumed it was the Gamble boys. They reasoned and I quote. "There has got to be another way out of here. So it is not a problem blowing up the way we came in" Not sure why they thought that. ![]() Several of the Gamble boys survived the blast and are in the temple also. I believe a few more buildings will be gone when they arrive back on the surface, and the Regulators (the police / military) of Brimstone will have sent a detachment to find out why there has been no Express from Echo for a month. And will be restoring what passes for Law to Echo. Those rich mine owners want their payments. |
| #275jacemachineApr 10, 2007 17:53:12 | I've spent pretty much the entire day painting my custom modern minis-- I've got one for each of the PC's plus I've painted up three of the major reaccuring NPCs. |
| #276leadfeatherApr 10, 2007 18:30:17 | *sob* I have spent the entire day laying out a 500 page book for a client. You day sounds much more fun. |
| #277jacemachineApr 12, 2007 6:46:52 | My account of last evening's session:They stood there facing the intricately carved wooden door. They could see the fallen god's face, bisected at the center of the double doors, wicked teeth smiling, or grimacing. ... More, More to come. |
| #278joekapApr 12, 2007 14:28:01 | nice ..... i guess he didnt see the sign that said pull...lol |
| #279jacemachineApr 13, 2007 6:54:46 | Additional additions added to the session telling in post #277 |
| #280jacemachineApr 15, 2007 7:18:24 | "It's done. Drop it." The captain ordered. The man, defeated, conceeded. His shotgun fell harmlessly to the ground beside him with a clatter. Jack kicked the gun away, then Jack and Brady tied the man up. Until next gaming session... ![]() |
| #281leadfeatherApr 16, 2007 12:05:45 | Been a while since I posted. My group has played two sessions since then. To much to write about in story form, so here is a quick breakdown of what happened. I will follow up with the writeups of those sessions from the viewpoint of Quinn, who is no longer with the party. The party was holed up in the house of the dead preacher, in Echo, and argued for a while about what to do next. The Bess girl came around midnight and told them that her brother had disappeared, this makes the 10th child to go missing, one a night since the party's arrival in the a Badlands. The party decided they had to rescue Billy, but first they needed supplies. They found and convinced the owner of the General store to open late at night. This aroused Gambles boys, and he sent one to watch their movements. The shopkeep overcharged them for the inconvienence of midnight shopping, and informed them that several of the items they wanted would have to be special ordered from Brimstone, once the mail was again going out. The party, stepped out the back way, and argued for a bit about how important a medical bag would be to their survival. They agreed to break into the doctors apartment, since he was drinking at the saloon, and steal his bag. On the way Jamie saw movement in the shadows and time was spent making sure they were alone. The bag was stolen, and Quinn, after everyone left, became convinced a distraction was needed on this side of the town. So, he set fire to the back of the doctors office, the one connected to the dentists office, the doctors apartment, the chemists shop, and the chemists apartment. (Quinn is slowly going mad and becoming sure that HE is the chosen one and any actions he takes are correct. The player is doing this quite well and does not expect Quinn to survive much longer) With a fire set, Quinn catches up to the party, and the party heads toward the graveyard, where Jimmy was last seen. They discover that the grave of the previous sherrif has been disturbed recently, and further more the ground all around that grave has been pockmarked with many many small holes. (These holes are the exits that the Tomb Motes are using to come into Echo and work the evil dead priests will.) They notice a fiery glow from the other side of the saloon, and hear men calling "FIRE! wake and form a bucket brigade" But ignore it, except for some suspcious looks at Quinn from the three other party members. Breaking out the picks and shovels, they purchased from the General Store. They begin digging. Going only a few feet down they find the body of the preacher, looks like he was shot in the back of the head. Moving the preacher they find the casket of the sherriff. As a second member of the party jumps down. The weight of his landing causes the casket to shift, downward. All of those little holes have destabilized the area and a massive sinkhole over 15 feet across, collapses downward, causing the party, several coffins, tombstones, and bodies to fall into it towards a now revealed 3 foot high earthen tunnel leading downward. The party enters and eventually finds themselves at the top of a buried temple, exploration and conflict develop. Seeing a faint light behind them the party figures it for the Gamble boys, and decides the best way to handle them is to BLOW UP the only exit they know about in the hopes of catching the Gamble boys in the cave in. ![]() This is done. The HUGE rock ceiling previously described by the GM shifts and settles from the blast, collapsing 3 feet down leaving only a one foot gap between the floor and the now much lower ceiling. (Wonder what that did to the graveyard and nearby Church.) The whole temple shudders and shifts, dust filling the air, no sneaking around now. The party assumes that the Gambles must be dead now and decends down the stairwell. They fight tomb motes and witness a wave of evil that reverberates against their soul like a bass speaker reverberates against your body. They see an uncountable number of corpses shudder and shake becoming animated for several seconds each time a pulse of evil happens. They get hurt, they rest. 3 days until the ritual to raise the temple happens. (Although, they do not know that) They decend into a massive room with hundreds of cages filled with corpses and skeletons. Some of the corpses and skeletons are animated many are not. They explore and find hyroglypics telling history of the temple. They are ambushed by two of the Gamble boys. George and Manuel. The Gamble boys are ambushed by several zombies. Manuel dies off camera, in the dark, with only his screams being heard by the party. George fights on. Suddenly more zombies arrive and it is a three way fight between George, the party and the zombies. Carmen dies, and has the Crusader tell her she can go back but once. She says "I do not want to go back if I am just going to die again" But eventually stiffens her resolve and returns to the land of the living. The party is triumphant, George runs off into the dark. Session is ended Session two starts. The party is injured and rests, the party is attacked by more zombies. The cages above them rattle and the corpses in them scream in hunger. The party decides this is "not a good place" More zombies, three sticks of dynomite, a missed throw by Jax and Quinn is knocked down. Zombies tear the unconcious Quinn apart. Quinn awakens to the Crusader. GM wonder if perhaps he needs to scale back the encounters. :P Quinn choses to come back one more time, although his body is to weak to ever house his spirt again. Luckily there is a fresh corpse provided by Manuel. Quinn comes back, does not tell the party who he is, convinces them that he really is Manuel and that he died and the Crusader appeared to him and offered he life in return for service to the artifact. Jax and Jamie bought it, Carmen was untrusting of the man who just recently opened her gut with a shotgun blast. Quinns body is carried for a while. They move down a huge hallway and discover Phosphorent Dire Maggots. Fight win, move on. Manuel complains of headaches if the artifact is more than 10 feet from him. After much good roleplaying they party decides to let him carry it. Quinn/Manuel now fully mad begins to formulate a plan. Obviously these other members of the party are not choosen as he is and are only a weight around his neck. The party discovers a room with the history of the battles between the temple people and the mesa on a city people and studies them. The party find a room with a well and sets up defenses for the evening. In the middle of the night a tomb mote is discovered spying on them. It is hurt but manages to escape before it is destroyed. (More information has now made its way to the undead priest, and the ritual to raise the temple to the surface is one day closer) It is now Manuels turn to keep watch and not one in the party objects to this new member doing so. He succeeds in moving away without awakening anyone. The party awakens Manuel and the artifact are GONE. End of second session -------------------------------- Quinn/Manuel at the player request is now an NPC. I think he will escape the temple but be captured by the Regulators, who have now come to Echo to restore law and order. Strangely they were patrolling the nearby area when they saw a massive fire, upon investigaing they found that Echo was being run by Gamble. Gamble escaped. But at least one of his men, Manuel is ging sent to Brimstone for trial. The artifact is going also as part of his effects. Here is the writeup of the last two sessions from Quinns player. Day 9, night-Day 10 |
| #282jacemachineApr 19, 2007 6:31:16 | So the PCs have an extremely injured man (Lars), and are now debating as to what to do. Continue and face more of Gamble's men in the darkness below, as well as God knows what else? Or... Head back to the surface to heal, and to face Gamble and whoever else may be up there waiting. It's time for them to gain an Artifact Boon. When next we meet, Jesus Alvarez who is currently the Artifact Bearer, will be gaining a new ability Cure Light Wounds. I will give Jesus' handler a slip of paper reading: An obscure verse from the bible pops into your mind, and your realize that it seems to have been put there by the strange stone disc that is in your possession. That verse for reference is Matthew 8:7 for any that are interested. I didn't have a handy KJV so I 'netted the verse on a virtual concordance of some sort. Do you think he'll know what to do? ALSO, the party has now just reached the 4th level of experience-- What would you recommend for Jesus' casting level for this spell-like ability, that is granted to him be the Artifact? I told my players a sterilyzed version of how Quinn screwed over the party, and they thought that it was great. My group's parties have a tendency to have PCs who double-cross each other regularly. This party however, is a pretty tight unit-- Almost family-like. Lars could turn on them all at any time though. He GM's our Hackmaster Campaigns, so it's to be expected. ;P |
| #283j0ltApr 19, 2007 7:57:17 | Since he just learned the spell, his caster level should be 1, however since it's a spell-like ability, perhaps you should go with his hit dice for his caster level. |
| #284leadfeatherApr 19, 2007 8:17:13 | I gave Jamie one free CLW at first level per person per day. So she can heal each character once and only once a day. After she entered the temple I also let her try to heal them again as many times as she likes, however she takes the amount of damage she heals as damage to herself after the one free heal. An example. Jamie is down to 5 hitpoint. Quinn gets shot and Jamie attempts to heal him, even though she has already healed him once today. The second attempt succeeds, very well and she gets to heal him 2d8+3 (CMW) I think she rolled a 10 after she did that I told the player. "You feels the life energy flow out of you and into Quinn, Quinns bullet wound closes and an identical wound opens on Jamies chest. You take 10 points of damage as you fall unconsious." Then I let this new "faith healing" damage return at the rate of 1 point per minute. Slow enough to not be usable in combat, fast enough to allow the party to continue. The group is used to D&D and I am slowly weaning them from kick in the door methods of play. Besides I have been throwing almost all +1 or +2 encounters at this group, they need the help. As to Quinn/Manuel. While the party is down in the temple, A group of Regulators has rolled into town and started to return law and order to Echo. Quinns player and I are having a one on one session Monday. If Quinn escapes the temple, a big if. There is a good chance he will be arrested on the surface by the Regulators, at that point he becomes an NPC as the player wants to rejoin the party as a new PC. Manuel and all his personal effects will be held at the Echo jail for two days then sent back to Brimstone for trial and most likely hanging. The captain of the Regulators that just rolled into Echo is a law and order type. All effects found on Manuel, and any of the other living Gamble gang will be send on to Brimstone. It is up to the judicial system of Brimstone to return the Artifact to any who claim rightful ownership. The party can try and take it earlier through stealth or force but that has repercussions as well. Their other option is to wait for the trial, and Jamie can try out her charms on the judge. Quinn/Manuel will most likely escape at some point before execution, that darn mage hand is better than a broom handle for grabbing keys off of a prison wall, and become an thorn in the side of the party. He knows about the Mesa City at this point and might head that way if he escapes. Might even worm his way into the good graces of the savages there, and play Wormtonge to the parties Fellowship. |
| #285jacemachineApr 22, 2007 7:13:31 | So far I haven't been happy with any of my rough designs for the world map. I had ONE that I was really pleased with from a few months ago, and THAT one is AWOL. So I have to try to recapture it from memory, and that's just not working well for me recently. I have to finish this damn dundeon up too, so I can turn my attentions to other aspects of this campaign. - Brimstone, as conceptuallized, was built in a large bowl-shaped impression in the side of cliffs. The town is multi-teared, and each Wild West style structure is built tight against the cliff wall behind it. Inside each building is much larger, as the rear of the building interior has been carved out of the natural rock. Brimstone, actually was the first town I started to brainstorm when I first started to daydream up the badlands. It was going to be called Gehenna. |
| #286jacemachineApr 22, 2007 19:05:51 | Brimstone, as conceptuallized, was built in a large bowl-shaped impression in the side of cliffs. The town is multi-teared, and each Wild West style structure is built tight against the cliff wall behind it. Inside each building is much larger, as the rear of the building interior has been carved out of the natural rock... ![]() This is still EXTREMELY rough. A half-hours work, maybe. BUT it's enough to convey what I'm going for. Brimstone is supposed to be a pretty happening place... at least, as far as being in the Futile Crescent. |
| #287jacemachineApr 23, 2007 16:49:11 | I received notice two hours ago, at work, that I am to be running this game tonight. After detoxing briefly from the day, gathering my notes, and washing the reek of subs from my being, I should have just enough time to make it. Wish me luck! |
| #288jacemachineApr 23, 2007 23:01:46 | Tonight progressed a little more quickly than the past couple of sessions... but that's why they call 'em dungeon CRAWLS. Matt joined us tonight, and gained the CLW ability at session start. I secretly slipped him the sheet of paper with the biblical verse about Jesus the Christ healing some guy. Amusingly acted out: Jesus Alvarez - "Lars, come before me." Begrudgingly Lars gave in, and Jesus used Lars' Cure Charge up for the day. More Exploration. They find scrolls and a chained up dead monkey. Then... the big@55 Temple of Dhoom itself, complete with Gigantic Idol used in sacrificial baby rites. They found both shut doors, and headed back towards the B chambers. I dropped three images on Brady Lennox, as per his newfound Premonition ability. - A large green glowing crystal He kept these visions to himself. But swayed strangely as a result. I pulled the player aside, and told him these things in private, so the other players think something more sinister is at play, and have started to watch Brady more carefully. They entered good ol' Azhat the Great's chamber. Opened Chest number 1 with the key the Brady found. They found the Brimstone Necklace as well as the Well-Preserved Flame inscribed/etched Bladed Khopesh. End of session. I'm thinking about giving Mage Hand to the Capt. Mage Hand Any ideas for some sort of special ability I could bestow upon our gun-happy Lars? |
| #289j0ltApr 24, 2007 2:36:37 | Snake's Headband? :p Seriously though, how about something like Detect Magic, or Detect Undead? |
| #290leadfeatherApr 24, 2007 9:51:19 | Had a one on one with the player of Quinn/Manuel last night. Playing out Quinns escape from the tomb. Quinn is now an NPC and Erasmus will now be his new character. Here is his writeup. Day 11 |
| #291jacemachineApr 25, 2007 6:55:02 | Sweet deal-- I might swipe the Erasmus character concept for a Badland's NPC-- Let me know more about this character if you could, please? One of the things that I think I enjoy most about there being two concurrent campaigns based on the same basic material, is that it really represents the concept of multiple dimensions and worlds. My Badlands and your Badlands are alternate dimensions of each other, technically in game context, if you think about it. I like that. |
| #292jacemachineApr 25, 2007 19:01:07 | The Ring of Fire Saloon, Brimstone ![]() This is a preliminary rough sketch of the Ring of Fire. I'm going to have the bare knuckle brawling/fight club stuff going on in the back. This Saloon is famous the Territory over. It's something of a Marvel to Behold to the folk of this world. |
| #293jacemachineApr 29, 2007 6:58:47 | Fellas-- I have begun a thread for the Next World over on the Future boards to begin WAY EARLY development on the next world. I invite you all to join in any development discussion that will occur there. ![]() In the meantime, the Badlands had PLENTY more to get working on, so I will continue as much as I can, time allowing. |
| #294jacemachineApr 30, 2007 9:17:05 | ... however my dungeon under Echo is themed quite differently... This guy Grimgrin (Mecha of Progress Level 0 to 4/ d20 Past Forums) has a pretty cool DnD setting called Stone Empires for download on the main page. http://grimgrin4488.tripod.com/ This is my Stone Empires Campaign. It makes extensive use of "Unearthed Arcana" material and is based in the Pre-Columbus Americas... From my quick scanning of the .pdf, I like what I see. All sorts of goodness. I dunno if you will continue the Aztec theme for any other ancient ruins of the Futile Crescent, but this could prove quite useful to you. Now if only I could dig up a good d20 Sumer reference somewhere... ;) |
| #295jacemachineApr 30, 2007 11:12:32 | True Seeing I was thinking that maybe True Seeing would be a handy ability for Lars perhaps. Should I have it have limited uses per day like a spell? Or perhaps use it as a GM activated ability for plot-furtherment? Is it too powerful? EDIT: maybe some sort of magic thing-a-ma-bob that he could use, perhaps. I just don't want this to be something I regret booning my PC's with as a GM. |
| #296zombiegleemaxMay 01, 2007 19:41:58 | Gm activated to further the plot. And from the character's perspective, imagine entering a town where the king/mayor is, say, a Shapeshifter, and only the one character can see it like that. Maybe he'll think he's going crazy? |
| #297jacemachineMay 08, 2007 7:56:00 | Gm activated to further the plot. And from the character's perspective, imagine entering a town where the king/mayor is, say, a Shapeshifter, and only the one character can see it like that. Maybe he'll think he's going crazy? I was kinda leaning that way myself. As it stands, the PC's will be getting other abilities that they will be able to control... And since we're on the subject of abilities and control, we played last night, here's the run-down: PC's started the evening we're they left off-- in the priests' residence hall of the second sub-level. |
| #298jacemachineMay 15, 2007 7:03:41 | Limted on time, but here's a quick run-down for last night's gaming session:The PC's wiped out the Soot Wraiths, but not before both Lars and Brady were drained of some STR... temporarily of course. |
| #299jacemachineMay 16, 2007 6:30:50 | Next Monday night will be the last night for my PCs and this Temple. At least, probably. I need to get to work on generating the next step for my PC's. The Artifact's Escape Warp ability will leave the PC's a bit disoriented, and with lost time. A few hours will have past, when the PC's wake up on the desert floor, a mile or so from Echo. Echo is cratered, and the PC's find only John Gamble, alive-- pinned beneath some rubble. Shaving cream still on his partially shaven face. If asked, he will reveal that the survivors had been snatched up by the savages. He will ask the PC's to end his misery. Presumably, the PC's will go looking for the kidnapped townsfolk, but they might try to head to Dalton, the relatively nearby trading town/outpost. So I've got to generate some travelling adventure that spans over a couple of days or so. If they go after the Savages and the captured Echo Folk, then their eventual destination is the Mesa City. GIMME SOME IDEAS, if you've got 'em! The Savages had been travelling nearby when Echo went bye-bye. They took Mary and like five other survivors... or something. The savages are riding on FF-Style Riding Birds, and so will be leaving large bird tracks. The Echo folk will be tied at the wrists, and tethered to the birds' saddle horns. The Savages themselves will be on foot only while initially capturing the Echo folk, and then only sporadically as necessity requires. The point of this ramble is FOOTPRINTS. As the PC's track, or attempt tracking, they will mosty be following the tracks of the birds and of the EF. They will find the savages' own paw tracks, occasionally, and this may present a mystery to the group. Other than that bit right there, does anyone have any encounter ideas for the journey? EDIT: I used an NPC I named Simon Belmondo, who was loosly based off of Leonardo DiCaprio's character from 'What's Eating Gilbert Grape'. He works for the General Store guy. I'm adding him to the list of survivors captured. Leadfeather, anything new in your world? |
| #300jacemachineMay 20, 2007 6:35:11 | Not much to report. Nothing good anyway. My friend Joel Fiffer just died on Wednesday. He was unique in the world, due to his medical condition. He lived to age 25. He died at home in his sleep. He was a frail little guy, and he loved gaming more than anything else. He is sorely missed. He was not a PC in my Modern Game, but he'd been playing my Wheel of Time Game for a little over a year. I've known him for at least four years. |
| #301jacemachineMay 23, 2007 17:14:48 | Back in the saddle again. No session for this week at any rate due to work schedules. The PC's are IN the Final Rest chamber, looking at the five skelly's-- Things in the Echo temple should be coming to an end, then it's back above ground After they are 'ported out of the collapsing temple, they will wake up early the following morning-- this will buy the Savages enough time to get a nice headstart. PC's are LIKELY going to follow after, to try and save some villagers. But then again, knowing my crew-- maybe not. ENCOUNTER IDEAS: - Backtracking Savages: These guys decide to see who if anyone may be following the main group. They will certainly be on the lookout for the PC's. - Ashen Husks: Fun. Er, just one husk, but it will still be fun. - Dire Beast: Random goodness. |
| #302jacemachineMay 28, 2007 22:53:42 | The Futile Crescent. I'm sorry this version took so long... this is the correct and accurate map for this setting. At one time, the Futile Crescent was fertile, and it was a crescent shaped continent alone in a sea. After time, the seas have completely dried up, and now all that remains is a great sea of desert. A horse travels three hexes in a day. A man on foot just one. |
| #303j0ltMay 28, 2007 23:33:02 | Great map, as always! Are the PCs aware of the ship yet? |
| #304jacemachineMay 29, 2007 5:31:08 | Great map, as always! Thanks man,-- No-- the PC's haven't travelled very far. The ship will literally be their last stop in this setting, and they won't know it exists until the day they are travelling through the sea of sand, and see it sitting on the dry baked earth. They're gonna be like... "Wha--?" |
| #305jacemachineMay 30, 2007 8:27:08 | j0lt~! I'm totally gonna tap you when I start development on an upcoming "japanese-influence" world-- Human and moreaus. Usagi Yojimbo, Seven Samurai, Lone Wolf & Cub, etc... Do you know of a Usagi Yojimbo character named "Jei"? He's one of my all-time favorite characters out of any and all genres. He is a samurai and his personal weapon is his black-bladed yari. |
| #306j0ltMay 30, 2007 22:21:43 | I'm already working on mythological elements (perhaps two variants - original mythological creature, and moreau imitation). I've been doing stupid amounts of research on this stuff. I've found that mythology is sometimes like an onion. You get the flimsy papery outside that most people know about, but as you peel back the layers, you get closer to the original ideas behind them. I've also been working on a PrC just so I can design Usagi Yojimbo properly! Niten-Ichi Ryu - the ultimate daisho PrC. |
| #307j0ltMay 30, 2007 22:25:34 | *double post* |
| #308jacemachineMay 31, 2007 12:04:35 | I'm already working on mythological elements (perhaps two variants - original mythological creature, and moreau imitation). I've been doing stupid amounts of research on this stuff.I've found that mythology is sometimes like an onion. You get the flimsy papery outside that most people know about, but as you peel back the layers, you get closer to the original ideas behind them. To me, that's the most fascinating thing I've found about Mythology-- You track these stories and dieties back through different cultures, and you realize that they are all talking about some of the same things, but their own culturally unique ways. The Great Deluge. People credit it to the Bible. It's often known as Noah's flood or the biblical flood. However, the Epic of Gilgamesh from Sumer is far, far more ancient. Both figures who survive in a great boat deal with birds looking for signs of land, and a few other coorelations exist as well. The tales are very similar making me feel that a "Whisper Down the Lane" scenario is in place. The story changes to fit the new culture. This is why in the telling of Atlantis, the Atlanteans all have Greek names-- it had been culturally supplanted, so that the story flows more easily amongst it's new target audience. In this campaign, I'm taking the idea that the god that deals with the seas in one culture such as Poseidon is the exact same guy in another culture, such as Njord for the vikings. I've also been working on a PrC just so I can design Usagi Yojimbo properly! Niten-Ichi Ryu - the ultimate daisho PrC. Sweet deal! Usagi RAWKS~!! |
| #309j0ltMay 31, 2007 20:30:19 | In this campaign, I'm taking the idea that the god that deals with the seas in one culture such as Poseidon is the exact same guy in another culture, such as Njord for the vikings. And it's the respective clerics who must convince the people to believe that come up with the revised name/story/etc... Sweet deal! Usagi RAWKS~!! Yes, yes he does. |
| #310jacemachineJun 12, 2007 8:53:03 | We haven't been able to play for about a month I think. I've been dragging butt on creating stats for the elemental skele-priests, and the Hecuva-like High Priest. This campaign has had a lot of firsts for me, I learned the d20 Modern system while running, and I'm still learning it-- I'm trying to use the templates and such, and it's kinda annoying the first time you do it. At least it is for me, but then again; sometimes I'm an idiot. :P Not only that, but I need to come up with events immediately following the destruction of Echo and the Temple below... At least I completed the MAP-- I'm happy with it, so I'm sticking with this one. I haven't included the purple haze but that's only because I still have plenty of time to think about it. |
| #311jacemachineJun 15, 2007 6:56:39 | So I was digging through some stuff, and I discovered a plastic folder PREGNANT with all sorts of nearly forgotten cool stuff for this campaign...![]() Like this concept doodle I drew at some indeterminable time in the past year. All ideas I wanted to throw into this setting: - Giant Roaches - Moreau/Savage - Crazy centipede thing - Final Fantasy style "Riding Bird" - Weird giant mushrooms that eat the unwary that pass below its cap. - Cowboys And here's some old map sketches... REAL early stuff here. ![]() ![]() ![]() |
| #312j0ltJun 15, 2007 7:00:16 | That's awesome! |
| #313jacemachineJul 05, 2007 17:48:39 | So I haven't had an opportunity to GM this campaign in quite some time. In fact, go back and see when my last session was, because I'm sure I made mention of it. The one guy is married now, and when he often can't make it, his buddy doesn't want us to play without him. I'm about ready to quit gaming with them altogether. Such a shame seeing as how we've invested over a year of RL into this thing. Oh well. It's been fun I guess. I've got a new campaign I do now on Tuesday nights, in a setting I've been developing literally over the past 18 years. The setting of my comic book world. AKA, the Phobiaverse. I may continue working on the campaign here, this campaign that is. Just so after all is said and done, i can collect it in a pdf or something in case anyone is interested. |
| #314jacemachineAug 07, 2007 8:10:40 | I've been working on some other stuff, but it looks like this campaign will likely resurrect in the Fall/Winter seasons. Tourist season will be over here, and the restaurants will close for the season. Three of the group work in these restaurants, my self and one other work daytime exclusively. Between now and then I will likely clean up alot of the first few posts that I made, and format what we've worked on up till this point. |
| #315jacemachineAug 19, 2007 6:48:23 | Matt/"Jesus Alvarez" hasn't been seen in months-- I might just have to do some retooling, and invite in a replacement player for the duration. Give the Jesus character an NPC exit, and see what happens from here. Either that, or keep Jesus around until the character dies through normal random means. I've bought alot of time to develop the heck out of this, so If you've been lurking forever, and would like to contribute any ideas-- I'll happily listen. I may not decide to go with your idea ultimately, but then again, who knows? I need to clean up my first few posts, and add in some sort of Psuedo Table of Contents. I still need to stat up the elemental skeleton priests AND the Hucuva-Lich-Esque Final Encounter for the Echo Temple. EDIT (ADDITION): My players officially refer to this setting as "Suck World"-- They despise it. Now that's both good and bad IMHO. Bad because if you don't like where you're at, it decreases the fun of the game for you. So I'm going to try livening this world up some from here on in. Add more water sources. Does anyone have any experience with creating random encounter tables? I wouldn't mind any pointers ya got. |
| #316j0ltAug 19, 2007 8:55:03 | Does anyone have any experience with creating random encounter tables? I wouldn't mind any pointers ya got. Easiest way to do it is by area or situation. List up all the kinds of encounters that are appropriate, then assign them a % number. |
| #317taradusisAug 19, 2007 10:51:29 | Have an Npc clue them into the fact they need to progress?I'm reminded of that line in the Gunslinger where the dying boy tells Roland"There are better worlds than this one".Actually a good line to steal![]() |
| #318joekapAug 20, 2007 10:54:34 | So I'm going to try livening this world up some from here on in. Add more water sources. if i understand this world correctly there is alot of dimentional instability??? if so you could have random "holes" open to other worlds.....ones with water!!! yay water... but like all of a sudden BAM! water hole in the desert, this will give them drinking water and also the added drowning hazard in the desert if they dont see it or if it pops in under them. you could have a random section of the woolrd do this more than others , so it is a source of water waiting to be discovered. or at random times the sea of sand could go through some kinda time warp to when it wasnt dried up. we are walking though the desert and BAM we are swiming!!!! or the hole could open in the sky and dump water on them aswell. Have an Npc clue them into the fact they need to progress?I'm reminded of that line in the Gunslinger where the dying boy tells Roland"There are better worlds than this one".Actually a good line to steal actually that is a really cool line to steal, but the line was actually "go on, there are other wolrds than this" just before roland dropped jake into the darkness and continued after the man in black... that part gives me goose bumps every time i read it.,.... best books ever!!! |
| #319foeaxexiiiSep 23, 2007 16:07:49 | What happened to this? I have on and off lurked these boards for over 5 years or so (Not to sure) and have grown to admire and respect certain figures. Jace being one of them. I remembered reading some stuff in this thread over a year ago and came back looking for it, found it yet it hasn't progressed much. Its a real shame that you don't have more consistent players. I only recently discovered the beauty that is the Dark Tower series and have been inspired to run a similar themed game. I have been doing some work on my next campaign and fell into a impasse of sorts when I remembered a map of yours which is what fueled my attempt at finding this thread. Before I decide to start contributing though, I would like to know if you have any plans on doing so as well? If not for your own campaign then how about with the aim of creating a stand alone setting with these sorts of themes in mind. I plan on having the whole of my campaign taking place in this wastelands sort of setting and I believe allot of people from this thread could brain storm together to make a custom setting of sorts. (Something along the lines of what Scrittiblak has done with his Elysium Nebulae setting. But maybe not as hardcore in-depth seeing as we would'nt have a whole universe to develop.) Maybe we could use elements from this excellent starting point that is Jace's Badlands and begin a new thread in a more organized manner akin to Scrittiblak? (With Jace's express permission or, barring that, begin anew) Thoughts, comments? |
| #320jacemachineSep 23, 2007 17:04:37 | Yeah-- the thing barring the continued playing of this campaign is the exit of one of the players from our gaming group-- the other three want to "wait" for him. He got married. It's not like his wife will suddenly be like "Oh okay, go out and spend an entire evening withoutr me, leaving me along to be pregnant at home by myself." Bah. I could start running this thing tomorrow if I needed too-- Take a looksie at my Siggy too-- Ive included links to the other parts of the Badlands game-- Well, badlands is actually just a part of a larger game. The Artifact Campaign-- Feel free to keep developing stuff-- I intend on cleaning up my first few posts on this thread in order to... well... clean it up. |
| #321foeaxexiiiSep 23, 2007 18:54:42 | Cool cool, cause it'd be a damn shame to see this be done with. Its hard to find good creative individuals. I'm mainly interested in the Badlands portion of your campaign. I believe there is an entire setting to be made of it. I have been toying around with how to start things off for my pcs. I am going to have 3 of them. What I've thought of was to create a place much like your Badlands area but implement a little more to the world in terms of tech. Not necessarily making it steam-punk, But certainly incorporating some elements. So there would be a steam-engine and such. Anywho.. I was thinking of starting them off waking up in various positions in a graveyard. Possibly having amnesia of how or why they are there. One would wake up in an unburied shallow grave, another on the floor with a broken noose around his neck, etc. I imagine the graveyard looking similar to the one in "The Good the Bad and the Ugly" but a little more diabolical in the sense that there are gallows all around and such with corpses in various stages of decay. I have too many bits of plot and such floating around in my head to actually have a reason for them to begin play like this, but I find it interesting none-the-less. Maybe they got on the wrong side of some group like Gamble's? I also thought maybe I'd have the players unwittingly be Revenants or something, a cool idea but the issue of balance arises. As in what abilities this would denote and such. In any event, I am also thinking of whether this "Graveyard" is near a town like Echo or is in a far off remote location. (Maybe people are superstitious of the dead? Maybe its not so much superstition as much as fact that the dead can be dangerous.) Or maybe have it not near a town but near a Steam engine line. Or possibly even have a stop right near the Graveyard. (Maybe they built a stop there so they could bury their dead far away from civilization, etc etc.) How weird would that be? To awake from "death" only to see a train pulling in after you have gathered your bearings/met the other survivors. Feel free to comment/make suggestions. Thats why I'm posting here really, to brainstorm and hope that some random thing I post can help someone else out. [EDIT] Forgot to mention, though my players do not know, I plan to spring up all manners of creepy/horror elements into the game. Maybe not in the first few sessions but I believe that'll make it all the sweeter. I am going to run it as a pseudo realistic western (with some over the top action sequences that I'm well known for in my games) But hint at no paranormal activity. Also the horror stuff I speak of is not just having like... zombie enemies and such but implementing subtly wrong events. Or if it is overtly wrong/paranormal it will be in a manner that is not clichéd and is probably weird as hell / beyond comprehensible explanation. For example; I plan on using your tomb but with no shadow creatures in it. In lieu I will be hounding the players with a Breaker's supernatural power. The breaker will be nowhere near, and the players will have no way of learning what the attacks are at that point in the game. (I have not read any of The Dark Tower yet, but I have perused the DTwiki which learned me on a plethora of interesting things. A great resource for inspiration/ideas if there ever was one. To the uninformed, a breaker is slang term for a psychic. But in my game I am expanding this to include anyone with a supernatural power. Many of which I will be making up for specific boss type characters.) This particular Breaker can turn stone into flesh/biological material, forming all sorts of appendages. However, the breaker can only "see" by forming an eye or some such. (So a perceptive player may notice an eye on the ceiling!) I have all kinds of things planned for this campaign written in a composition notebook I take with me to work and jot down any random thought I have. Problem is, I have to string these things together... my bane. Which is why threads like this help me so so much. |
| #322foeaxexiiiSep 23, 2007 19:33:58 | Also, maybe some of you can help me with writing up a list of weapons/gear that would be available in this era? Weapons shouldn't be too hard, but I am having difficulty with basic/mundane gear. (Is D20 Past a good place to look? I'd imagine it should be... being "past" and all) |
| #323jacemachineSep 23, 2007 19:34:01 | A group like Gamble's could have taken the PC's to a place like Gallows. This is a HORRIBLE place to awaken. Add a graveyard. Bingo. A place like Gallows would have a grave yard for sure. Possibly large cuts in the ground intended for mass graves, and whatnot. Criminal elements of the Crescent would certainly find a use for a place like this. But that's just my thoughts. My original idea for this setting was to have some sort of steam train-like tram system. Somthing suspended on a track that is at least 20 feet above the ground. For safe travel across the wastes whi8le the bugs are about. I ended leaving it on the cutting room floor though. It didn't seem as practical as I'd have liked it to be. Futile Crescent |
| #324foeaxexiiiSep 23, 2007 20:12:14 | Nice, I especially love Brimstone and Dalton... allot. I'll give a crack at Ghehenna or Sheol tomorrow or so. (I got work and I am trying to break this habit of going to sleep late.) Also, if I can get a hold of a scanner... I can upload some maps and what not. I'm not quite as good an artist as you, but I can draw area maps nearly as well. Its also encouraging seeing your quick responses even though this thread is ancient. Its nice seeing a guy who offers support for his projects even if they've been on hiatus a long time. I tend to drop things if they have been on the back-burner to long. As to the Steam engine idea I had, I decided that having it running through every town is not a great idea. It takes away a certain... feel from the campaign. Makes it easy to get around which detracts from certain aspects I'm looking to incorporate. Or maybe... if I expand the Crescent it can be used effectively. I dunno, I need to start small. When I start thinking on a global scale is when things fall apart. |
| #325jacemachineSep 23, 2007 20:37:27 | I like this setting because it works on it's own, and because it works for what I need it for too-- My players called it SUCK WORLD though. They HATE the lack of water. Heh. I'm thinking about dropping Matt/Jesus from the campaign. Who wants to give me an out with him? |
| #326foeaxexiiiSep 23, 2007 21:19:55 | Honestly I believe you should drop him. I have read basically every post in this thread and have actually gotten angry sometimes with "Matt" because I didn't get to read about another session. Which also means you can't move on. (To an extent. Its hard building on what has happened if... nothing happens.) And this has happened on a LONG, CONSISTENT basis. Maybe its not his fault but the point is... he can't make it... so there can't be a game. So whats the point of "waiting" for him? Has he expressed interest in continuing? If not move on. Tell him though. Also as to the "Suck World" comment. Do they seriously hate the world? Or the game in general? Because it seems amazing to me. |
| #327jacemachineSep 23, 2007 21:25:59 | Without Matt, we've started to play d20 Modern Ravenloft-- Which is fun, as now I finally get to play for a change. I think that I will actually start running this campaign again this fall/winter. They like the campaign, but they really feel the pressure of being in the Badlands... Which is the response I want I guess. It makes the setting more real to them if there is a palpable anxiety underlying the surface. |
| #328foeaxexiiiSep 23, 2007 21:37:28 | My thoughts exactly. I guess they were not used to survivability hardships. You mentioned they were straight from D&D players, right? Cause I know that kind of stuff seldom comes up in your average session of D&D. I have only played in a campaign once, and it was pretty fun. So I know a change of pace can be nice. But I ran an Apocalypse campaign a year ago which lasted about 5 months. We played about 40 something sessions each lasting an average of 10 hours each. It was also the first campaign that I ever ran which featured an actual ending. (I was living in my own house being paid for by my father, my friends would come over every weekend and we would play basically non-stop... some of the funnest times of my life. Now I have to work for a living, so I have less time to think about gaming.) It was a HUGE success which we still talk about to this day. In a way I'm haunted by that campaign's success, as I have yet to run a game that has gotten close to its caliber. I have run a Future campaign which i dropped due to player in-fighting, a Dark Sun campaign which was going well that I dropped due to lack of interest as the SECR book was coming out. (I never even did anything with it) And.... I ran one session of another apoc campaign which I mentioned of being interested in running to a player of mines and was promptly forced into running. (It went pretty badly) So now I'm pulling an actual effort to run a good campaign. And I won't run it till its damned ready. [EDIT Wait wait, I just caught that. D20 Modern Ravenloft? Can you give me a brief description of that? I'm curious. And its good to hear you plan on picking this back up. Hopefully your players will be keen on this. |
| #329jacemachineSep 23, 2007 22:08:31 | Yep. Six d20M characters going up against Ravenloft. Two PCs a piece. One 6th level one 7th level. I have a couple of threads for it, one here in Modern, another in the DnD world. It's been fun, but honestly-- I think we're gonna get our asses handed to us. But who knows? Right? I'm going to take this opportunity to invite any and everyone over to the Past Forums for a reinventing of the Prologue to the Artifact Campaign. |
| #330foeaxexiiiSep 23, 2007 22:17:13 | Wow. Sounds kinda like a snuff film. :D I wouldn't like playing more then one PC though. I have enough of that kinda stuff as a DM. Know what I mean? But fun is fun. And your assessment of getting your asses handed to yourselves sounds accurate. (If I know my Ravenloft correctly, some Count will decimate some of your group sooner or later.) ![]() I'll try to include content in my posts from now on. (Or at least subject matter relating to this thread's subject.) |
| #331joekapSep 26, 2007 13:33:13 | hey i was wondering whats been going on with you jace??? this place is filling with tumble weeds and dust like some long forgoten world that is drying up and dying....or some subteranien temple dedicated to a fallen god..... insert seg-way hey you never did post the sub levels of your temple beyond 3. could you hook those up for a loving fan of your work such as myself???pretty please with sugar on top?? |
| #332foeaxexiiiSep 26, 2007 20:38:05 | I will be contributing here with random stuff, I would have already but.... Halo 3. Give it a week or three and I'll be able to be a normal contributing member of society again. (That said I'm not a huge halo fan but... my brothers live in Puerto Rico and its nice being able to have fun with them. ) |
| #333joekapSep 27, 2007 20:18:19 | i forgive you...halo 3 is lots of fun, and that is super cool to be able to play with your brothers like that. |
| #334j0ltSep 28, 2007 3:24:49 | My wife won't let me buy a console...![]() |
| #335joekapSep 29, 2007 18:44:51 | . so check it out, in my version of "the bad lands" the dusters in the cave made a deal with gambles boys, (because Mary Black turned down gamble) to allow them to raid if they take mary away and "teach her a lesson". but when Ramone goes back to pay Gamble he gets ambushed by Gambles men but manages to escape only to die on the way back to the cave. i also used the avatar generator you used Jace and made one for Dos and Gamble, i used paint to ad some scars to gamble. ill post them here to show you as soon as i figure out how. |
| #336jacemachineSep 29, 2007 19:07:09 | ![]() Senior "Dos" He's very dark-skinned from being in the sun. His body is wiry, and scarred. He goes around topless just as often as not. He also owns and wears a wide-brimmed cowboy hat. ![]() Gamble Leader of the Not-So-Magnificient Seven. I'd like to see your versions! I use http://www.imageshack.us/ After uploading, copy the address found down in Direct link to image. Once you have it, use the Insert Image tool here on the forum and post it. If the image is particularly large, it is considered good manners to hide it behind a Spoiler Block. |
| #337joekapSep 30, 2007 11:40:57 | i was going with your eariest discriptions. John Gamble – Leader of the Gamble Boys. A small mercenary company. Think of them as a gang of killers. The not-so Magnificent Seven. Gamble, as he is commonly called is a former Soldier in the Regulars. Gamble has a moustache and a scruffy beard. He’s dark haired, and looks to be in his early to mid thirties. Two – A former soldier in the Regulars. Friend of Gamble. He’s a fair shot with a long arm. Called Two by the other gang members for his right-hand man status with Gamble. Not too socialble. Has longish pale blonde hair, and burning pale blue eyes. His flesh is tanned from living under the sun. and later you said Gamble should have some scars from getting lashed so i came up with this... ![]() and he is the evil leader guy so i just had to go with the eye patch...i mean cmon. :D and i used micro soft paint to add the scars. and i figured him for a smoker..but had to edit the cig to make it look kinda like a hand rolled smoke. then there is this fella...mine isnt that different there. ![]() unfortunatly in that avatar maker the goatie dosent fit around any of the mouths so i had to do some editing to make it fit. but here you go. and i pictured him having slicked back hair. i think he would be the most likley of the group to be well groomed. blonde hair being rare in the badlands and all, he would probably attrack the chicks and keep id styled neatly and such. i did notice that all of the gamble boys have facial stubble...how fitting being they are bad guys...;) |
| #338joekapOct 26, 2007 21:19:07 | ok so i did a write up for Gallows.... it is in part based off of "the hangin judges" dead lands the weird west by pinnacle entertainment. i hope im not violating any rules, but like i said it is only partially based on them..here we go. Gallows Gallows has been a ghost town for at least 10 years now, dusty and empty. Full of tumble weeds and very likely home to a few unpleasant critters. Before you even reach Gallows, you learn why it is named such. There are acres of land leading to the town FULL of windswept hangman's gallows, a couple hundred of them at the very least. Most have been weathered and worn by the areas frequent dust storms that blow through. You can see the shredded remains of rope hanging from each. Some, though, still bear the fruit of their last hanging. A little digging at the base of many will reveal skeletons beneath the dusty sand, a noose still tied around what's left of their necks. This town was the center of the justice system in the futile crescent for a long time. A Judicial sort of place, criminals were brought here for trial and if needed execution. Bodies left to hang as a warning to outlaws. It started out as a good and righteous place, but like most things in this dieing world it fell to corruption. Before it was named Gallows by the folk of the badlands it was called Folsom, but as time went on and more and more of the hang mans devices were left with their gruesome warnings of stern punishment, folk just started calling it Gallows. The residence, the law fearing folk that they were liked the way it sounded, and the name stuck. Most people of the badlands don’t even remember that it had any other name. Then came the five nastiest judges ever to hold court in Gallows, these men were corrupt to the very soul, sentencing people to hang for even the minor offences, all the while “inheriting” the land and belongings of those hanged. after a few years of their bloodthirsty self serving reign it soon became apparent to the folks of the badlands that no one could get a fair trial in gallows, and being sent their was a death sentence. Most respectable law men refused to even honor the authority of the once proud center of the judicial system. The town began to suffer, as folks were afraid to visit or even deliver supplies. Soon folks got fed up with the evil tyrants and the normally law fearing residence turned lynch mob and hunted the judges down and hanged them all. Feeling that their justice system had failed them, the once righteous people of Gallows abandoned the town as it was a horrible reminder of their fall from grace. This ghost town is now inhabited by the tortured spirits of those who died here unjustly, who sometimes animate an old corpse or manifest as an apparition or spirit of any variety found in the Urban Arcana book. This area is ruled once again by the corrupt judges, their souls rotten to the core these evil bastards are back from hell haunting this place. They rise nightly hunting down anyone who gets close and hanging them for their “crimes”. The judges appear as humanoids with dark hooded cowls hiding their features carrying big revolvers with wicked blades attached under the barrels. Undead judges Medium undead: HD 12d12; HP 78; Mas -; init +6 (+2 Dex, +4 improved init); Spd 30ft; Defense: 12, touch 12, flat-footed 10 (+2 Dex); BAB +6/+1; Grap +11; Melee +11/+6; Ranged +8/+3; (with 2 weapons fighting feats: Melee +9/+4/+9/+6, Ranged +7/+1/+7/+3 or a combo of the 2) Or (Melee +9/+4/+9, Ranged +7/+1/+7). Damage: Guns 3d6 19-20x3 or scythe 1d8+5 19-20x3; FS 5ft by 5ft; reach 5ft; SQ Arcane weapons (revolvers), Damage reduction (10/salt or special-see below), Dark vision (60ft), Fast healing 10, Fear aura (DC 19), Undead, Weaknesses (see below); SV Fort +4, Ref +6, Will +10; Str 20, Dex 15, Con -, Int 14, Wis 14, Cha 18 Skills Hide +6, Intimidate +8, Knowledge: civics +10, Listen +6, Move silently +6, Profession +6, Ride +6, Search +4, Sense motive +6, Spot +6, Feats Point blank shot, 2 weapon fighting, Shot on the run (even w/out the pre-recs), Quick draw, Improved 2 weapon fighting. Or 2 weapon fighting, Spring attack (w/out the pre-recs), Power attack, Cleave, Great cleave (for the ones who like melee combat more) Arcane Revolvers These deadly weapons are single action revolvers made of dark red-ish (almost black) metal with a mirror finish, if inspected closely one can see visions of hell and tormented souls reflected in the metal. Under the barrels are large scythe like blades. These magical guns are automatically reloaded at the beginning of the round after they have been emptied (effectively never running out of ammo). These things are left behind if a judge is permanently killed. Weaknesses Day light banishes these beasts back to hell, until night fall. Salt (rock salt rounds) over comes their damage reduction and fast healing abilities, also they can not cross a line or circle made of salt. In addition, weapons wielded by a sworn law man also over come their damage reduction and fast healing. Fear: The speaking of their true names strikes fear in their evil hearts requiring a will save DC 25 on a failed save they flee for 1d4 hours, if unable to flee they suffer -2 moral penalty to attack and damage rolls as well as savings throws they may return after the duration expires. This trick only works once a night. Aversion to law: symbols of law (badge of a real law man, holy symbol of a lawful god, scales of justice etc) repel these wretched bastards, they must make a will save DC 25 or they can not approach within 1d4x10ft of the source, once more they can not even look upon those holding such items. Although using any of the above methods a person can kill the judges they will rise again the following night in the town of Gallows and attempt to hunt down their killer. The only way to keep them down is to hang em high. the stats can be lowered if my group isnt tough enough when they get there... but im thinking in addition to these guys (maybe just one)...there are spirits and zombies too.....i love zombies. so what do you think Jace??? anygood?? |
| #339joekapOct 26, 2007 21:38:28 | here is another badlands addition i wrote up because i was looking at your old sketch with the giand bug and the cowboty with the big riding bird....so here you go...the desert chicken Desert chicken: these odd animals are a cross between a large bird and a dinosaur. They are used as riding animals through out the Fertile Crescent. They are sought after mounts due to the fact that they are very well suited for desert travel, they can go almost a week with out needing water and can eat just about anything. Their speed over long distances is equal to that of a light horse but they have a great ability to sprint short distances at greater speed although their carrying capacity isn’t as good as a horse. Their appearance is that of a 2 legged lizard with small vestigial wings. Their backs are covered in small bright colored (usually red) feathers while their under belly is covered in molted grey scales. The coloration of their feathers varies, each one denoting a different breed. Red: common (no change in stats); Green: +2 to natural armor, +2 BAB; Yellow/Gold: +10ft to base speed, double sprint duration; Blue: can go twice as long without water (rare); white: scent and dark vision special qualities, +5 to survival (very rare). It is also rumored that a dark purple and silver coloration exist with other special (magical?) abilities, but these are usually discounted as tall tales. These creatures are hard to breed and there for expensive, the only people who seem to have an abundance of them are the Desert savages. Desert chicken Large animal; CR 1; HD 3d8 +9; HP 24; Mas 17; init ; Spd 60ft; Defense 12, touch 10, flat-footed 11(+1 Dex, +2 Nat -1 size); BAB +2; Grap +10; Atk +6 (1d8 bite); FS 10ft by 10ft; Reach 10ft; SQ low light vision, speed burst (can sprint at +30ft for 3 rounds) resistant to thirst (can go 6 days w/out water with no ill effect); SV Fort +6 , Ref +4 , Will +1; Str 19, Dex 13, Con 17, Int 2, Wis 10, Cha 10; Skills: Balance +3, Climb +7, Jump +7, Survival +2, Swim +5. Feats: None. haha every time i think about these things i give a little chuckle...i just picture clint east wood in the outlaw jose wails, riding into town on a big chicken lizard thingy:D |
| #340jacemachineOct 26, 2007 21:48:30 | Yeah man! Great write up! I like the idea of the judges as well. Gallows lays at the entrance to a mountain pass. This pass leads to the Artifact Temple, here illustrated by Al Khazneh at Petra, Jordan THE ARTIFACT TEMPLE The temple is completely sealed off-- there is no visable entrance, and the wall face seems to be seamless. The Artifact, of course, is the key. Just by it's presence to within 20' of the front will make the doorway appear, the rock morphs and forms the door. |
| #341joekapOct 26, 2007 22:43:01 | nice pic....i just wann cruse up to it on my big chicken... |
| #342jacemachineOct 30, 2007 16:12:07 | Some NPC's that need statting: Mea-Ruur, Female Cat Moreau. Hedonist, voluptuous, sensual. An adventurer for sure, but a little lazy to get motivated. Blue Eyed, Grey Tabby. Met’met, Female Cat Moreau. Stern, serious demeanor. A respected elder. Heart of gold though. Green eyed, Grey Tabby. Mrt'aeo, Female Cat Moreau. Young, full of life and spunk. Brave and fierce. Orange Eyed, Calico-van. Mya'Arr, Male Cat Moreau. Strong in build and in heart, but timid in social circles. Blue Eyed, Smoky blue medium hair (russian blue). Mau'Aew, Male Cat Moreau. Mya'Arr's younger brother. More outgoing and friendly, just as capable a warrior. Blue Eyed, Smoky blue medium hair (russian blue). ------- More Random Notes: The BIG reveal of the Artifact Campaign is that All existence as we know it is a Multiverse Program in which Earth and it's universe exist only as intricately elaborate simulation. Smells like the matrix? So do alot of things! Read on anyway! The Artifact is a GameShark of sorts, that contains a algorithm that will lead the PC's through the Multiverse, visiting these smaller, less developed "realities" or "worlds"-- These other worlds were private test worlds created to try out different code before implimenting it in the Main Reality. In this case, God is not A being, but a GROUP of beings; computer scientists, they developed the Multiverse Program so that they could run tests, and perhaps even try to figure out how THEY came to be. The members comprising God came to hang out on earth, much the same way that we visit and interact with MMORPGs... a simulated coded based body was created. They came to earth, and directly interacted with the species that they had created. Teaching, and leading Man. Some of the gods were good, other were evil, and enjoyed corrupting what others had created. Eventually the gods closed up shop, and closed-off reality allowing only minor visitations to check in on things. This is why the world has not SEEN a god in quite a while. Each god had it's role. Water gods, Harvest gods, etc... Gods whose domain was the elements were the men and women who were responsible for the actual CODING of said elements. A Computer Programmer, whose screen name was Neptune for example did all of the water effects. Gods were able to visit the various tribes of man developing around the world. They often changed the appearance of their avatar to more comfortably match those that the god was currently interacting with. this explains all the DIFFERENT pantheons. In actuality there were MUCH fewer gods, and they resurfaced again and again in the lore of the different tribes. The Fallen God whose personal world is the Futile Crescent aka The Badlands was one of these original gods-- and if he wasn’t then he was an extremely proficient hacker who got in through a back-door and enjoyed wreaking havoc until his access was cut-off and his access became EXTREMELY limited. The Artifact can be used by by his virtual followers in any of the world's to break the code keeping him out, and allow him to come back and play. This time though--- He plans on destroying the Multiverse Program to get even with the members of God. He's obviously a vindictive Black Hat hacker. FURTHER READING: Simulated reality http://en.wikipedia.org/wiki/Simulated_reality The Fabric of Reality http://en.wikipedia.org/wiki/The_Fabric_of_Reality eXistenZ http://en.wikipedia.org/wiki/EXistenZ The Thirteenth Floor http://en.wikipedia.org/wiki/The_Thirteenth_Floor Virtuosity http://en.wikipedia.org/wiki/Virtuosity The Artifact contains a well defined Algorithm that will lead the PC’s through the various worlds. The PCs will grow in their knowledge of the device. They will be able to control where to go next. |
| #343joekapNov 03, 2007 22:05:25 | for the cat folk are they all different stages of morues?? and does their stage define their place in cat people society??? |
| #344jacemachineNov 05, 2007 3:43:50 | for the cat folk are they all different stages of morues?? and does their stage define their place in cat people society??? They are supposed to all be Overt Moreaus. They have a very loose society based around mutual respect, and religeous beliefs. Though not all are religeous, they have no problems really with those that are. They don't have any sort of central government, but each family unit is responsible for the actions of their own. Crime & Punishment may be handled by a small group of the wisest of the Ka*, but only in situations that are not able to resolve themselves. Alpha cats rule! The above cats are all based on mine and my buddy Frank's-- Their names are derived onomatopoeiatically from the styles of "meows" that each of the cats have... though I've taken some liberties in the creation of said names. * Adult Feline Moreaus of the Mesa City call themselves "Ka" and they call their young "kits". |
| #345RagitsuNov 06, 2007 6:53:53 | How useful is Skill Emphasis (Survival) here? |
| #346jacemachineNov 06, 2007 13:19:24 | How useful is Skill Emphasis (Survival) here? Very. Food and Water are scarce. |
| #347joekapNov 06, 2007 19:36:10 | cool, i forgot that the girls run the show.... |
| #348joekapNov 16, 2007 23:23:21 | where you be at G-money (or jace...if that is your real name ) long time no badlands... i intro my group to the furtle crecent in 2 weeks man...im totally geeked |
| #349foeaxexiiiNov 19, 2007 14:38:42 | Ok. I'm back now. Got sick of all the other crap I've been doing. I am gearing towards my new campaign (First campaign I'll have run in a few months) and am pretty hyped. I will have all new players except maybe 2. So thats cool too (unless they turn out to be ass hats). I'll be adding my own creations and such as I said I would be doing a month or so ago. I have a weapons list for use in the era, but its a little sparse. Also I'm not a historian on western era tech or bullet calibers but I did do my research on wiki. I decided I only wanted to use a few different calibers of ammunition even though there are literally hundreds of variations and such. This is for simplicities sake when it come to finding ammo and the like. Some people hate such methods, me and mine don't (most don't even know the difference between a .38 and a .32 ) I'm at work currently, so I'll post up a link to the file when I get home. It's in excell format. So any help with fleshing out the list would be appreciated. I am also working on a mundane/survival items list. That I think I'm going to need a bit of help on. Things such as rope, canteens, packs, farsights, etc etc. |
| #350jacemachineNov 23, 2007 6:34:35 | Wow! Sorry-- I have been pretty d20Burnt-Out with gaming in general-- but that happens from time to time. I will try to participate, and I still need to scan those maps sketch ideas I had... |
| #351joekapNov 23, 2007 13:35:36 | well its good to hear from you...i though you fell off the planet or got sucked into a worm hole...it happens from time to time.![]() sorry to hear about the burn out, i hate when that happens. |
| #352foeaxexiiiNov 23, 2007 15:49:19 | Ack forgot to put up the file.. and now that I rememebr I can't find a place to host it. Anyone know a good place to host files for free? |
| #353joekapNov 23, 2007 18:46:45 | image shack |
| #354jacemachineNov 23, 2007 19:12:07 | Ok. I'm back now. Got sick of all the other crap I've been doing. I am gearing towards my new campaign (First campaign I'll have run in a few months) and am pretty hyped. I will have all new players except maybe 2. So thats cool too (unless they turn out to be ass hats). I'll be adding my own creations and such as I said I would be doing a month or so ago. I have a weapons list for use in the era, but its a little sparse. Also I'm not a historian on western era tech or bullet calibers but I did do my research on wiki. I decided I only wanted to use a few different calibers of ammunition even though there are literally hundreds of variations and such. This is for simplicities sake when it come to finding ammo and the like. Some people hate such methods, me and mine don't (most don't even know the difference between a .38 and a .32 ) When I started to develop this particular Artifact setting, I special ordered SIDEWINDER: RECOILED-- This book is built using d20M, and is FULL of good crunchiness. Buy it. The equipment list is a few pages long, and is pretty good. It is lacking individual descriptions for a good many mundane items. I'm still resting up my brain, but I may be able to pick this campaign back up soon, but I need to write out Jesus Alvarez-- Matt got married and he and his wife are having a kid soon. I seriously doubt that he'll be back, which sucks. Jesus Alvarez is the current Bearer of the Artifact. But it could easily be any of the PCs. Possession is all it requires, and a period of time is required for the Artifact to start synching with you. At which point it starts to talk to you in you head on occasion. I have to pull together some of the cooler areas of the Futile Crescent, and find some sort of compelling hook to take them through them on their way out of this land, something that incorporates all of my random ideas. |
| #355joekapNov 30, 2007 22:07:27 | ok so with the prologue out of the way, i just started the module that will end with my players stranded in the badlands., they are currently in the year 2090 somthing 80 or so years after the world as we know it ended for reasons no one knows for sure. the just entered a town that is untoched by the apocalypse....but every thing seems to be from the 1950's....after being put up for the night, they are attacked by the cult like towns folk. they run....they hide, they find the remains of Nazi carl from the prologue....(creepy). in carls belongingds they find the remains of a journal, saying something about the good DR. getting them "trapped here". but not to much in useful info. they are found by the towns folk but they escape into the woods. they find a ghost town in the woods but all but everyone except the medic, decides to go steal a car and try to leave. the medic stays behind and starts exploring the ghost town. the rest of the group hot wire a truck from a local farm and start driving....they come across a burned out mansion and decide to loot it. and that is where we left off.... |
| #356jacemachineDec 01, 2007 19:22:58 | That's really cool-- I like the bit about them finding Nazi Carl's Corpse. Nice twist sending those guys into the Artifact Worlds. I'm sorry I've not been contributing-- I've been a little on the burnt out side still-- recharging the mental batteries, but I understand that you have your badlands beginning coming up-- What exactly would you like from me, and I'll see what I can do. You wanted to drop them near Gallows? |
| #357joekapDec 02, 2007 14:22:29 | nah i dont need gallows till near the end.... i have the chain of events set up like this 1.) they pop in near a crappy old shack, inside they find the remains of a TS elliot book with the "fear in a hand full of dust" poem...(cuz i think it just sounds wicked cool) 2.) they hear the sounds of a horse near by, and they find dead bandito fella, he is shot (by the not so magnificent 7 of echo). and the horse has cuts as if it was attacked by a wild cat (see #3). 3.) back tracking the horses path they hear the sounds of battle. they find what some robed people (desert cat folk) fighting off what look like rock covered sabertooth tigers (same things that cut up the horse...neat clues n stuff) robed folk are dead except 1 who is beat up badly. if the group steps in and save him he runs off before they can chat (or even see that he is a cat man)....(this will come into play later) 4.) bandit cave and rescue of Echo girl stolen by the bandits. as it turns out the echo bad asses struck a deal with the bandits because gamble was mad at the town girl for turniong him down, and to cause a diversion so he could get rid of the sherif. group prolly wont put that all together but...it makes sense to me. 5.) they go to echo....and the temple under it. 6.) echo sinks into the desert, desert folk take survivors. group finds gamble pinned in rubble, he tells them about the desert folk taking the survivors. even offers to help track them, if they free him (doubt they will go for it) 7.) track desert folk, find mesa city (maybe) and find out they are cat people. the probablly get captured by them, but are pardoned for their crimes.....If they rescued that cat man from encounter #3....told you it would come into play :D or they are offered a job (if they didnt save they guy in #3) if they do said job they are set free with the echo folks. 8.) dalton...not sure what happens here...maybe meet travelling priest who hires them to escort him safley to brimstone, then maybe to fort mathews to see whats up with the people there....or maybe to oasis because people there are disapearing and what not.... 9,10 and 11.... fort mathews on the way to gallows...gallows.... then the artifact temple... 12.) go to the great ship... maybe stopping to get info on it from cat folk...maybe. somwhere in there between 11 and 12 they are going to have to run from the andriod guys...led by demon Kyle (im thinking he will be a half demon gunslinger guy, with some cyber attachments) and i think im also going to use his older (dumber more savage) full demon brothers...they will be adaptations of characters sugested by leadfeather from tad williams otherland... Butterball and Nickleplate and they will be trying to get the artifact before their "weak half breed" brother. i have everything i need for 1-6....but i need some mesa city stuff for sure, im thinking that the city itself is huge but mostly un-used as of yet because there arent enough cat people to fill it, and it once belonged to the good guy race that lived in the furtle crecent so im thinking unexplored dungeouns and stuff inside the citys un-used parts but those i can make up on the fly and/or use some old dungeon maps i have laying around. im thinking dalton dont really need a map because in my mind it is mostly a tent/pavillion town or merchant village with very few perminent structures. i have the map for brimstone but it really dosent have stuff on it but thats ok really.... i think i also got a your map for fort mathews (i think). but for gallows im thinking in addition to the large section of hang mans devices they should have a large prison type structure mostly because when this was the center of law they needed a place to hold every on for trial (before it became corrupt), also large work farms near by for those who didnt get hung. as for the prison i think it should be large and mostly under ground or built into a mountan side... and im thinking large maze of tunnles where daring prisoners could try to "escape" into...but they were full of peril and or monsters, and no prisoners have ever to been known to make it out alive...maybe the first massive bug nest was in the depths of these caves or something... the caves n stuff i dont need maps for because i can make them up, or use maps i have for random dongeons. but the city itself i would like to have a map for. if you could throw a quick scketch together maybe i can work off of it and then throw it back at you and back and forth untill we have A killer cool map... same for other maps... i know you been burnt out, and i dont want you to do my GM work for me or you to feel like im spungeing off of you or to make you feel pressured or anything. i would like to work with you, i think you are a super man of creativity and GMing but i dont want to steal all your stuff, i would be honored to work with you and help out as much as i can...to aleve some of your burnt outed-ness. feel free to e mail me directly (as it is easier to read on my mobile phone) so we can work stuff out. ill private message you with my address.... thanks again for all your hard work...you rock...and roll....all day long sweet suzie. \m/ <<< |
| #358joekapDec 14, 2007 21:40:24 | ok so they search this abandon/ burnt out mansion, they find the dead body ...and ghost of pingo the native companion of harrison bones in the prologue.... and he gives them his spear before he moves on to the next world. they all go back to the ghost town to find the medic but cant, an aged and injured Dr loder shows up and hands of his belt pouch containing the artifact and his journal...just then crazy towns people show up on one side of the ghost town, and just up the other end of the street is a crazy texas chain saw masicre mutant that they ran away from a few days before getting trapped in this crazy town. so the group is trapped in the middle...what to do.....so they run into the old store front and down into the secret door they found, there they find the body of harrison bones!!!! they run down the secret tunnle that exits into an abandon house and they find there medic hiding there. they watch from a window as the towns folk and the leather face like mutant fight. the cultists win with heavy losses....2 of my group decides to attack the cult members while they are weak so they sneak up to the cultist but then FREEZE!!! a robotic voice comes from behind them, and low and behold they find them selves on the busness end of a large bore hightech gun... held by the stranger in the trench coat from the prologe KYLE the half demon bounty hunter guy....they dont know that ofcourse and he is wearing invironmental armor so they dont even see his face... the towns people are freaking out they dont know who to shoot, a stand off insues, then 2 towns folk get possese by kyles older brothers chrome eyes and fatty fat chrome eyes is a variant of a whistling feind from the menace manual and the fatt one is a gluttony feind i made up. i fight ensues Dr loders ghost saves one of my group from some android soldiers, then they run, to the burnt out mansion and into a glowing door.....and bam!!! we stoped there. not this tuesday but next tuesday they my players enter the badlands!!!!!! im so excited i cant friggin wait. i even have a new player joining them, he is going to be a native of the bad lands. i think he is going for weapon smith type guy with a long rifle.... i stated the badlands residents like so.... they gain skill points as a non-human (basically -4 at first level - 1 per level) as to represent the lack of formal(or even half decent) education, but they all get survival as a perminent class skill, and they get an extra feat chosen from, guide, endurance or animal affinity. i threw animal affinity in there for those that want to be like horsemen...or chiken riders...i dunno. |
| #359joekapFeb 13, 2008 3:16:58 | ok so they are in the badlands and into the temple under echo....they almost died in a trapped room with the sickle of dread reaping...actually three of them did die and were brought back by the artifact....but most of my group keep getting caught up on red herings and non-important details....its kinda funny but gets real annoying some times. but next week we start up again in the temple...i cant wait to see what happens when they get to the crypt room. |
| #360jacemachineFeb 13, 2008 19:30:08 | Right on! Man I wish I could get my group to play this again-- but the player of Captain Jack is hung up that we "can't play" because Jesus' player is MIA (married, and newborn child)-- I insist that we can, but he doesn't seem to want to-- bastard. I have to revamp BOTH of my major campaigns now, thanks to both sets of players. Boo-urns. In the meantime, I started up a Zombie Campaign! Hurray! Mindless killing!!! |
| #361joekapFeb 27, 2008 19:41:51 | ok so my group is still in the temple under the teeth, 2 of them died in a trapped room with the sickle but they got their free bee reserect from the disc. they rested up went back in and all the way down through the third level and decided to go back up. they got bushwacked by 1 of the gamble boys on his way out (they never actually went across the rope bridge to the treasure room, and the gang ...-2 got away with all they could carry)...they then find out that the gang skipped town....the possy that came for them leaves the next morning to track them leaving a bastard of a new sherif and the group goes back down .....(again skipping the rope bridge....I DONT GET IT!!!) they go down to the room with the corpse collector 2 group members got impaled and both failed their MAS saves and sat the rest of the battle out in a coma attached to the back of the construct. the fast soon to be gunslinger from the badlands and the strong soon to be more levels of strong (i dont know he dosent wanna be an advanced class) played tag with the collecter till they finally brought it down (actually using the terrain to their advantage). they mamaged to pry one free and heal him enough to walk out to town, the smart hero was still stuck.... with some tinkering they managed to disasemble the construct and were able to drag a spiked corpse topside to the echo doc....er i mean mortician :D he rests in a coma now till next tuesday yay!!! the damn weather has prevented us from playing as much as we planned, one guy drives here from west virginia to work and then comes to play and its been kinda snowy so he dont like staying out late.....i think he is a sissy girl about it.....;) |
| #362jacemachineFeb 28, 2008 7:50:07 | Holy crap that's awesome dude! The terrain is DEFINITELY the advantage in the Temple Collector room. A frontal fight will get you killed every time. MY VERSION of the Sythe of the Dread Reaping was intended to kill someone, then bring them back as a zombie (...bRAinzZz.....)-- it was a cursed object, with an EVIL allegence. We lost one of my group permantly, he got married, and now has a newborn baby. I need to replace his ass. I might promote a worthy member from my "rookie" group (the guys who play Black Isle). Which of the Gamble's have been in combat so far? ...and finally... The rope bridge-- LOL!!! My guys tied rope to themselves and lowered themselves DOWN. Then they just walked across the bottom, facing off against a couple of the shadow people. None of my PC's have gotten too close to death yet. Very smart veteran players! What's coming next after the temple? What should I be thinking about for you? |
| #363joekapMar 07, 2008 20:44:19 | they just finished the temple with a lot of fight go back to town fight go back to town..... the way i had it set up the gamble boys were in the treasure room while the group was searching the temple...Isaac and Brimstone briggs were in the baby cooker room as the group entered Isaac was hiding while a soot wraith killed Briggs. the group killed the wraith and caught Isaac tryin to sneak away.... one of my players is a gun smith/ desert guide from Dalton...he is in echo with a possie that is tryin to figure out why no mail has come from echo in a while....he met the group and went into the temple so being the good guy (the only one BTW) when they caught Isaac he insisted they not exicute him and took it apon himself to take him top side to the possie....unfortunatly Dos was watching the entrance and head shot Isaac to prevent him from talking....then he almost killed my guy.... but as i said they just straight up avoided the treasure room for no good reason...so the gamble boys were sneaking in and out stealing all the treasure (thats what the group gets for not searching the whole level before going down to the next). so the group only came in contact with them while they were on their way out with the last of the loot... and then it was only George Brewster....my fast hero made the mistake of sticking his head up into the cave Brewster was in and got a face full of double barrel shot gun blast.... barley survived...but then the y all got out and the possie (that was pinned down by Dos in the saloon) moved on the mayors house but the Gamble boys skipped town with all the loot....so the possie left the next morning to track them leaving a mean ******* behind as acting sherif..... the group finally defeated the temple woke up a mile away went back to the rubble of echo found the new sherif pinned (since gamble is gone) he told them about the savages they managed to heal him and tracked the savages (completely forgetting the clues about the mesa entrance) they got lost around the mesa for 2 days then got captured by the cat folk. but as things started looking bad the son of the high preistess came forward to speak for them because they saved him in the desert when they first arrived in the badlands.... so now they are on their way to dalton with an ******* solder left behind in echo, mary black and her younger brother and the high preistess's son from the mesa..... the good guy gunsmith gave the sycle to the cat folk to destroy and its off into the desert yay!!! |
| #364jacemachineMar 12, 2008 8:11:59 | Bad. Ass. Thank you Joe for keeping this alive-- I check this at least once a week-- and I am still available to answer questions of offer opinions-- My player Frank REALLY REALLY wants to play this game again, but my group is locked into RAVENLOFT-- As soon as it's over though there is a GOOD chance that we will return to the BADLANDS and the Epic Tale of The Artifact. Matt who played Jesus is LOOONG gone-- Married w/ a baby. I understand of course-- Real life is MUCH more important that Role-Playing. And being a father and husband tales precedence over ALL, IMHO. I'm going to try recruiting a replacement for him, but if I can't get someone the four shall continue as Three. Jesus will fall to the same fate as The Crazy Priest and Steal Away with the Artifact and be turned into an NPC. So be it. Lars, Capt Jack, and Brady will have to hunt him down, AND the Artifact. What are your plans for Dalton? |
| #365joekapMar 12, 2008 23:59:34 | i dont know what im going to do in dalton...i was thinking since the gamble boys got away maybe the meet up with them there....also the female leader of the duster gang they ran into before echo got away aswell maybe she teams up with gamble and his guys..... also i was thinking of having some andriods show up or something...i wanna try to hook them into going to brimstone so they can meet up with a priest heading to the fort....then after the bug fight its onto the gallos and the temple....im kinda going to wing it i think...i seem to run better games that way.... but if you come up with something you think would be good to throw in there let me know. |
| #366orgnenshenMar 14, 2008 13:25:31 | Well, I just finished reading all the messages in this thread and I really like what you have done here Jace and you as well Joe. I plan on starting a Badlands game myself very soon with in the next month or so, but first I need to get DMGenie setup and flesh out some of the stuff. As I got to the end of the thread I was worried that it died and was happy to see that it still alive and well. Keep up the great work guys and I'll let you know how my game is going once I get started. Jace, I have begun copying your map of the Fertile Crescent in CC3 if you guys want I'll post a jpg of it when I'm finished. |
| #367joekapMar 15, 2008 0:44:34 | thanks....jace is the real genius im just a pirate.... but yeah keep us informed on how your game plays out, i think it would be interesting to see where different groups go with the story. and post the map if ya can i would like to see it when your done. |
| #368jacemachineApr 05, 2008 18:15:35 | Here's another version of the Futile Crescent (Badlands):![]() I lost it a while ago, and found it as I was sorting through old notes! We just wrapped up Ravenloft and we'll be starting a M&M game here in a week or so. Right after that we make a return to the Badlands-- The PC's are still in the Chamber of the Final Rest... at least in my game they are. ;P j0lt and I have been turning this campaign on it's head in a rewrite we're doing, we've started on the prologue, but we should be in the Badlands before or around the time that my group picks it up again. |
| #369joekapApr 06, 2008 14:29:53 | cool i would love to get hold of it after revamp... let me know if there is anything i can contribute. im not sure if i am going to be able to continue running for my current group....the host's girlfriend is having a baby.... my one friend just got a hella good job so he cant screw it up by being out late... and i just got the job offer of my dreams (sort of) so things might get lost...o well i will run it again for another group if i have to....its too good a campaign to let collect dust. |
| #370jacemachineMay 01, 2008 8:11:50 | cool i would love to get hold of it after revamp... let me know if there is anything i can contribute. im not sure if i am going to be able to continue running for my current group....the host's girlfriend is having a baby.... my one friend just got a hella good job so he cant screw it up by being out late... and i just got the job offer of my dreams (sort of) so things might get lost...o well i will run it again for another group if i have to....its too good a campaign to let collect dust. Thanks for your high opinions! :embarrass this is one of those campaigns that would only get better, the more familiar the GM is with it-- Because we're making much of it up on our own, we're not technically THAT familar with it-- but we as GM's and game developers learn ALOT from our mistakes and can improve so the Next Time the Artifact resurfaces... It's an even TIGHTER game! I think that I'm going to incorporate an element into the "Artifact Mythos" --If a GM wishes to avoid The Prologue, Bermuda, AND Loder altogether... the story is this: The Artifact takes it's Bearers into The Path (the trail through the worlds to the end of the game)-- when they fail at the Mission. The Artifact, now free of the Mayan Tomb, and having passed through the hands of a few sets of Bearers can teleport itself back into the Modern World, and can be found by the next group of PC's. HOOKS: * Bill finds the Artifact in a Curio Shop in NYC. The shopkeeper doesn't remember it but happily sells it to Bill. * Sarah receives a mysterious parcel from a family member who lives across country. It contains The Artifact. Of course soon after getting one's hands on the Artifact-- it's beacon-like presence alerts it's hunters and the chase is set! |
| #371joekapMay 03, 2008 18:30:11 | yeah thats pretty much how i played it anyway |
| #372jacemachineJun 04, 2008 19:01:08 | *bump* |
| #373joekapJun 15, 2008 13:18:15 | sorry i havent been around...my campaign died do to the hosts new born.....damn babies, always needing fed and taken caree of...and people say im lazy geeez. yeah so not sure when if ever ill get back to it. im actually starting a true 20 scifi horror game loosley based in the world of the video game mass effect. i am going to keep all the stuff in the artifact camp. close in my mind waitiing for a chance to run it again as i think it is the best campaign idea of all time. |
| #374jacemachineMar 14, 2009 19:28:07 | j0lt and I have been retooling the Artifact via Yahoo! Msgr-- I started it AGAIN with a NEW group of players, however, it fizzled as two of this new group just stopped showing up to gaming. Hurray. This new version was paced differently, and the port of Santa Boca was a much more interesting place complete with a Nazi presence, and shady NPCs everywhere... But as I run the campaign, I find that this Prologue USUALLY takes TOO many game sessions to complete-- and the players become more emotionally entrenched with their characters than they need to be. Through various discussion, debate, and development he and I have now come up with the rough layout of a ONE night Prologue. This one starts with a bit of expository read-up by the GM. Intro Narrative and an accounting of events that lead up to the moment that game plays starts. Then the players begin, at the foot of the Mayan temple that they needed to find the Artifact in. I've cut out ALOT of the flavor of the journey and the travel-- but I have a problem as a game creator-- I build too big. I'm too damn ambitious for my own good, and that alone keeps me from completing anything. "OMFG!" some of you might say, "You took out (insert story element here)!" *shrugs* Well... Put it back in yourselves! I'd like for the Artifact to be modular enough that various things can be shoved in here and there at the GM behest. Good GM's add their own personal touch to most modules they run anyway-- at least the really good ones do. It is my goal to plan the Artifact out, based on expected sessions. Assign a section of game to a certain ammount of nights-- then look to fill each of those nights with the highpoints that you need to make the session a success. We're basing the new version of the Artifact off of this design principle. JoeKap-- Sorry to hear that your game fizzled and sputtered. I'm really pleased that you enjoy this adventure so much-- Perhaps I'll consider running an OpenRPG version of it sometime in the near future, and I'd be happy to have you as a player. |
| #375tarotdragoonMar 17, 2009 15:02:17 | I have been reading this thread for a long time and to be honest have been blown away by the sheer amount of effort that has gone into this, its fantastic, i truly envy your players, great Jove if you were my GM I would pick a gaming session over real life any time! lolI'm also staggered by just how much you do, three campaigns at once at one stage was it!? damn...... thats some feat, I had trouble DMing one adventure and playing a Ravenloft char at the same time (i ended up backing out of the RL after the first session I miss my werewolf ranger lady.... ) also I suffer from the 'hyper GM' disorder where i can't focus on one adventure for too long before starting a new one, needless to say my old group got tired of rolling character sheets pretty quick.I have been creating a game world for the past month now (and reading your thread at the same time) and a strange amount of similarities seems to have arisen in one of my badlands areas..... weird that I'll probably end up throwing my ideas onto this board at some stage for anybody to have a look at and critique but just wanted to say I love this setting of yours and as one D/GM to another; I salute you sir! ![]() |
| #376jacemachineMar 18, 2009 22:00:59 | Thank you sincerely. I'd love to see what you can add to this thread! *** Also, as you SHOULD be aware, the Badlands is technically the 3rd Chapter of my Artifact Campaign. I'm currently looking to recruit players for a PbP version of this beast. More information can be found here: http://brilliantgameologists.com/boards/index.php?topic=3905.0 *** So there! |
| #377tarotdragoonMar 19, 2009 17:07:20 | dosn't seem like theres much to add here, you and jolt seem to have worked out most of the ideas already! would love to help out on future expeditions I tried the dino/starship thread but it's either been archived or killed somehow because my browser wont show it ![]() anything you specifically need help on? also I'm signing up for the Pbp if you'll have me ![]() |
| #378jacemachineMar 21, 2009 19:01:43 | Sure thing! |
| #379Guest1661267469Jul 30, 2009 22:25:14 | This is Jace-- Bumping my old thread-- I'm dusting these off for current play. |
| #380theguernFeb 12, 2010 17:25:03 | Wow! so after 3 hours I've read every post in this thread and am so impressed (I only dropped in idea harvesting for a post-apoc game I'm about to run). It's been 7 months since the last post so I guess no new work is being done but if Jace or Joe or anyone checks this thread I'd love to know if you ever resurrected it at a table and how the play by post went? |