Spelljammer in Eberron using PFRPG. Need some ideas for my campaign.

Now I think I will convert Eyes of the Lich Queen for the next adventure. Will give the players an 'in' with the dragons for later. Instead of the Blood of Vol, I will use Vodoni agents trying to get the artifact in order to control the dragons from entering the conflict. Then they could dictate terms after the planet is pacified.
 

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The next thought was to do at least the first part of [ame=http://www.amazon.com/Dungeons-Dragons-Fantasy-Roleplaying-Eberron/dp/0786939079]Voyage of the Golden Dragon[/ame]. The second part will start with basically the same groups on board, but instead of a mystery on the airship, they find themselves in a desperate attempt to get away as the invasion begins in earnest. Maybe even a desperate flight out of a collapsing Sharn as the whole manifest zone is dispelled & the towers are starting to collapse.
 

The next thought was to do at least the first part of Voyage of the Golden Dragon. The second part will start with basically the same groups on board, but instead of a mystery on the airship, they find themselves in a desperate attempt to get away as the invasion begins in earnest. Maybe even a desperate flight out of a collapsing Sharn as the whole manifest zone is dispelled & the towers are starting to collapse.

The escape flight from Sharn might be fun using using the chase rules from the PF Gamemastery Guide (I think they're also in the srd), with collapsing buildings and such as obstacles that must be avoided with appropriate skill checks and the like.
 

The escape flight from Sharn might be fun using using the chase rules from the PF Gamemastery Guide (I think they're also in the srd), with collapsing buildings and such as obstacles that must be avoided with appropriate skill checks and the like.

Where you standing over my shoulder when I was designing this scenerio? :lol: Yeah, I had the images of 2012 running through my head, but with an airship, rather than an airplane.
 


Good to hear. I'll admit, you had my interest piqued at looking over the old module and how I'd convert it to pathfinder. Really, the Vodoni look fairly easy to convert over. The Enforcers and Conquerors could just be classed human werewolf barbarians of varying (with possibly some ranger/fighter levels thrown in) and the Breeders could be human wizard/fighter/eldritch knights with the advanced template. If you have the APG, be sure to give the Enforcers and Conquerors the "Aspect of the Beast" feat so they can have claw attacks.
 

Good to hear. I'll admit, you had my interest piqued at looking over the old module and how I'd convert it to pathfinder. Really, the Vodoni look fairly easy to convert over. The Enforcers and Conquerors could just be classed human werewolf barbarians of varying (with possibly some ranger/fighter levels thrown in) and the Breeders could be human wizard/fighter/eldritch knights with the advanced template. If you have the APG, be sure to give the Enforcers and Conquerors the "Aspect of the Beast" feat so they can have claw attacks.
I did convert the Vodoni Enforcers as just werewolves with barbarian levels, using the wolf totem. I will need to remember the Aspect of the beast, though I am leaning to the Vodoni only able to transform into hybrid form. For the Conquerors, i will likely add the advanced template. I am thinking of creating another werewolf that only transforms into a wolf, but has more control & bard levels (archaeologist archetype). I will call him a Vodoni Infiltrator.

I know the original fluff on the breeder reads as a perfect example of building a prestige class, I am leaning to making it based off of the Alchemist.
 



I was working on a potential adventure concept fitting a Spelljammer game. Being mostly a homebrewer, I wanted to invent my own, new spelljamming race and spelljamming ship. I created a cultured race of gnolls who worshipped Anubis in addition to the other Egyptian gods and called themselves the Gnolleans.

Instead of standard spelljammer wizards, the Gnolleans have necromancer pilots, because the primary vessels of the Gnollean Spelljamming Navy are colossal undead scarab beetles that inhabit a verdant moon orbiting the Gnollean homeworld. Because I previously created a 5 man huge version of the same undead beetle, I thought to imagine that the colossal version is kind of an aircraft carrier that could carry 3 of these 5 man versions to serve raiding squads from the larger mother ship. These ships are empty husks of colossal dead beetles with intact wings to aid in sailing the phlostogin, that could also be used for aerial flight into the atmosphere of a crystal sphere - and with beetles legs can walk as armored weapons platforms and troop carriers making them a very dangerous force in their part of the Spelljamming universe. Unlike the open decks of other spelljamming races, the Gnollean Scarabs have protective beetle abdominal exoskeleton shells that cover the deck for a more defensible ship.

Also, since I imagined the Gnollean race to be influenced by the Egyptians, I even created their capital city of Anubia, not the Anubis stylized sphinx near the center of the city map, south of the pyramind. Like gnolls and Egyptians, Gnolleans are militant slavers under god-priest-king pharoahs.

Don't know if you can use any of this for your game - since none of this content is official, just an up-in-coming spelljamming race of my invention.
 

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