- Building the Cold Frontier - the basic idea.
- Endgame of the Cold Frontier - where the campaign is headed.
- Maps of the Cold Frontier, Part I - a first rough map of the primary campaign area.
- Maps of the Cold Frontier, Part II
- Maps of the Cold Frontier, Part III - two map sketches, including a first look at the God Chamber complex.
- Company Men of the Cold Frontier - details on the Far Shores Trading Company, the organization which sets the campaign in motion.
- Coastal Tribes of the Cold Frontier, Part I - examining the native tribes dwelling near the coast and their culture.
- Coastal Tribes of the Cold Frontier, Part II - their Hunting Lodges and their future.
- Mothmen of the Cold Frontier - on the original inhabitants of the continent, and why the PCs constantly get harassed by them.
- Monsters of the Cold Frontier, Part I - examining the Pathfinder Bestiaries for suitable creatures to populate the region.
- Monsters of the Cold Frontier, Part II
- Monsters of the Cold Frontier, Part III
- Monsters of the Cold Frontier, Part IV
- Monsters of the Cold Frontier - The Coastal Forests
- The Surtus Termite - an alien creature that will populate the region in the later stages of the campaign.
- GURPS Rules of the Cold Frontier, Part I - basic GURPS character creation rules for my campaign.
- GURPS Rules of the Cold Frontier, Part II - how to handle GURPS magic and supernatural powers in the Cold Frontier campaign.
- GURPS Rules for Hex Travel and Exploration - how to fit the GURPS travel rules into the hexgrid map.
- Expanding the Cold Frontier Map - east and west
There is also a series of posts detailing specific locations in the area. The following are for the starting map - the region the PCs are initially exploring.
- The Spring Seeds Farm - a survivalist commune populated by a religious splinter sect of halflings.
- Marsh Giant Lair and Mating Beach - stuff you really didn't want to know about Marsh Giants.
- The Fungal Gardens - a colony of plant life, intelligent or otherwise - supported by an ancient magical artifact.
- The Red Plateau - center of the Skinwalker Society
- The Valley of Fogs - home of the Sasquatch.
- The Mound City Ruins - a ghost town.
- The Canyon of Faces - home of the Morlocks
- The Lone Cabin - home of a deeply paranoid prospector.
- The Black Crystal Tree - possibly the first evidence of the elder civilizations that used to inhabit this continent.
- The Parliament of Animals - a whole society of sapient animals
- The Crystal Mountain - a hidden fortress containing an ancient superweapon.
- Jellyfish Bay and Owl Mountain - where the animals roam.
- Stone Totem Valley - the perfect place for communing with the spirits.
- The Stone Pillar and Drake Graveyard - a place for changing one's luck and the final resting place of drakes.
- The Trade Outpost, Part I - the characters' home away from home.
- The Trade Outpost, Part II
- Bandersnatch Footprints and Werebear Den - where two very different groups of people hide.
- Aranea's Lair and First City Spa - visit the first for information, and the second after a hard week of exploration.
- Ghost Crab Village - the first and largest of the local Coastal Tribe villages.
- Stranded Whale Village - Village of Secrets.
- Tribal Meet and Burning Hills - traditional meeting place of the Inland Tribes and ever-burning coal.
- Old Far Coast Enclave - an excuse for an Aztec-style dungeon
- Draugr Island - explorers of old who never returned home.
- Giant Eagle Eyrie and Spiral Seal
- Fey Gardens and Ravine of Whispers
- Apple Orchard and Treants' Court
- Ponds of Time and Crystal Falls
- Valley of Bees and Burial Mounds
- Sovereign Crab Fossils and Plague Pits
- Grass Circles and Cloning Vats
- Alpluachra Infestation and Field of Ravens
- Marmot Warrens, Wendigo Altar, Fog Wraiths, and Ghoul Warrens
- Blue Octopus Village
- Cave Fisher Cave, Fog Island, Ancient Dig, and Elder Apluachra
- Whipgrass, Zone of Silence, Gopher Mounds, and Eye Botfly Swamp
- Ancient Memorial, Elder Tree, Fog Canyon, and Spire City Ruins
- Wind Flute, Beaver Colony, Blighted Grass, and Ancient Terraces
- Canyon of Spiders, Bird Lakes, Giant Frog Swamp, and Bat Caves
- Azoth Refinery, Treaty Stone, Ghost Boat, and Star Tower
- Soaring Eagle Village
- Forest Lanterns, Larval Spore, Wind Shrine, and Aranea Coven
- Basalt Pillars, Adlet Lair, Musk Creeper Vale, Dragon Fossils
- Seed Repository, Underground Gardens, and Morlock Shrine
- Cold Road, Old Native Tombs, and First City Mansion
Finally, the following posts deal with the ongoing campaign itself:
- Explorers of the Cold Frontier - Part I: Our heroes.
- Session Log 01: Arrival.
- State of the Campaign 1
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