Archive for the ‘Riddleport Campaign’ Category

The Cypher Gate

In the first post about gods and the Cypher Gate in my upcoming Riddleport campaign several readers supplied great ideas. Thanks to that feedback, I have a better picture of how things are in the pirate city. The secrets of the Cypher Gate as it is in my game, with reader feedback interwoven, are now [...]

Comments (8)

Revealing the Exotic

Characters in my Riddleport campaign will be constructed just from the Pathfinder Core Rules and two regional supplements the group bought for Paizo’s world of Golarion. This is a nice break from the splat book inflation previous D&D 3.5 campaigns of mine have suffered.
Further, I’m ruling that exotic arms, armour and equipment will be rare [...]

Comments (6)

The Ascended Conflict in my Riddleport Campaign

While I’m using Golarion as the world for my upcoming Pathfinder campaign, I’m making changes to the powers-that-be in a move that is the ultimate change in top-down planning.
Spoiler warning: players in my campaign please read no further.
A big dynamic in my upcoming Riddleport campaign will be the Ascended – a group of near-gods who [...]

Comments (4)

Mage Guild Mastermind Survives Pirate Haven

How does a mere mage survive in the world’s most infamous pirate’s den? And how does a leader of mages protect himself from the incredible powers his followers might weild against him?
Here are a few of my thought processes behind a faction in my new D&D campaign. I thought you might be interested in some [...]

Comments (11)