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Today at 06:40:02 am by GnomeStew News | Views: 0 | Comments: 0

Johnny’s Five – Five Tips To Stoke The Fire That Fuels Your Gaming Mojo


Johnny’s Five – Five Tips To Stoke The Fire That Fuels Your Gaming Mojo



I’ve been in and out of a gaming slump for a while. It started when I moved to Mississippi and all of my gaming opportunities dried up. Though I started groups down there and ran a lot of one shots, I just never got any consistent gaming going on. Now I’m on the stable side of a move back to Ohio and living in a place where there is a ton of gaming to be had, but I’m not yet into it and am still […]
Source: Johnny’s Five – Five Tips To Stoke The Fire That Fuels Your Gaming Mojo
Today at 12:43:39 am by Paizo News | Views: 0 | Comments: 0

Pathfinder Flip-Mat: Red Light District

Dens of Iniquity!


Whether your party is looking for contacts in the criminal underworld or fleeing from an angry thieves’ guild, no Game Master wants to spend time drawing every darkened alley and ramshackle storefront. Fortunately, with Paizo’s latest Pathfinder Flip-Mat, you don’t have to! This line of gaming maps provides ready-to-use fantasy set pieces for the busy Game Master. This double-sided map is the perfect place for urban adventures and even matches up with Pathfinder Flip-Mat: Pub Crawl, providing a setting for any encounter needing a seedy atmosphere!


This portable, affordable map measures 24" x 30" unfolded, and 8" x 10" folded. Its coated surface can handle any dry erase, wet erase, or even permanent marker. Usable by experienced GMs and novices alike, Pathfinder Flip-Mats fit perfectly into any Game Master’s arsenal!


On tabletops across the world, the Flip-Mat Revolution is changing the way players run their fantasy roleplaying games! Why take the time to sketch out ugly scenery on a smudgy plastic mat when dynamic encounters and easy clean-up is just a Flip away?



ISBN-13: 978-1-60125-707-9


Source: Pathfinder Flip-Mat: Red Light District
Today at 12:39:02 am by GnomeStew News | Views: 0 | Comments: 0

A Mobile Base of Operations


A Mobile Base of Operations



In my fantasy campaign, the players recently acquired a flying airship. This gave me the chance to reflect on the advantages and possible concerns with a mobile base of operations. While many of my examples will be based in a fantasy setting, the same principles should apply to any mobile base, be it a starship, sailing ship, or catbus. ADVANTAGES Travel time - If your group likes to get right to the “good part,” a mobile base of operations eliminates much of the issue of […]
Source: A Mobile Base of Operations
September 17, 2014, 12:43:04 pm by DriveThruRPG | Views: 0 | Comments: 0

Campaign Guide: Plight of the Tuatha

Campaign Guide: Plight of the TuathaPublisher: Mór Games
Rating: 5
This Campaign Guide for the Plight of the Tuatha Adventure Path presents a wealth of information about the setting as well as background to the AP itself, and is well worth getting if you want to run this campaign. Even if you are not, it presents a rich setting ripe for conflict, a place in which adventurers will thrive, the world called Aeliode.



It's all based around the expansionist Avitian Empire. Sometimes they are after rich pickings, but they have been heard to claim that they believe it is their mission, obligation even, to spread the light of civilisation to other lands. And sometimes they just grumble about how wild and untamed the lands beyond their borders are, and want to do something about it.



The first chapter looks at the peoples found here, with four main groups: the Avitians of course, the Ceravossian Republic, an ancient bunch from Tir Ydrail and the Ostmen who live on remote islands in the northern seas. For each there is useful information on favoured professions, how different races fare and the like, background that will be useful to those who come from there or should adventuring take the party into each group's territory. Languages, society, arts, history, physiology - all laid out in concise yet copious detail. There's a lot of variety here, such that an elf, say, from one region, might be quite different from an elf from somewhere else - and yet distinct from a dwarf, gnome of human even from the same region. This creates a feeling of a vibrant community with a rich spread of distinctive groups - much like the real world - which helps to add an air of realism.



Chapter 2: The Gods of Aeliode deals with the deities venerated by all these different peoples. The Ostmen and those in Tir Ydrail each have their own pantheon, whilst the Avitians and Ceravossians both worship two pantheons (the same two, I mean). Then it gets a bit complicated. There are Multi-Planar Religions and the lesser Prime Plane ones. The Multi-Planar gods are more powerful, and tend to pop up in more than one pantheon maybe under different names or worshipped in different ways; the Prime Plane ones are tied to specific locations. And then there are the Natural Religions, which venerate spirits inhabiting the world rather than 'gods'... theologians' heads must hurt! Mechanically, however, clerics gain their spells in the same way as other Pathfinder clerics - this is more deep flavour for those who wish to dig into what is going on behind it all.



Within the Empire, there are gods and saints, and a strong tradition of ancestor worship - not to mention the odd emperor who has proclaimed himself a god as well as specifying which other gods are worthy of worship. This has led to a split between the Orthodox Church and the New Church who both, quite naturally, declare that their belief is the one and only true one. Then there's the True Church, which accepts the emperor as a deity... and has wangled its way into being the state religion. If you enjoy religious conflict or debate, there is plenty of resource material here. Each of the major deities is described in detail, including symbols, beliefs, practices and everything else a regular worshipper or a priest of that deity would be expected to know.



Chapter 3 looks at the Lore of Aeliode. An ancient tale, the Mysteries of Eshu, is recounted. Like many such myths and legends, it is an attempt to explain the world and people's place in it in terms of powers beyond their control. It's quite fascinating, and probably something that any well-educated person will be familiar with.



Chapter 4 is a bit more mechanical, it's a look at Player Options. Things like languages, details of different races, traits (campaign, racial and regional), prestige classes and a few new feats, spells and even a skill - that of interrogation. This covers any kind of questioning from friendly questions and subtle inquires to aggressive questioning under torchlight, or even more aggressive means of questioning (which, I'm glad to say, are left to your imagination. I know what my players would come up with, they can be a nasty lot sometimes!).



Chapter 5 covers Gamemaster Options. You may want to share at least selected bits of the earlier parts of the book with your players, but keep this bit to yourself. It provides all manner of ideas to develop the world further and make it integral to your adventures rather than a backdrop, however fascinating, to adventures that you could run in any campaign world you have to hand. There are some really neat ideas here, well worth studying especially when you are planning your campaign. Many are linked to game mechanics, so giving you a way to administer and adjudicate what is going on as well as spin ever more interesting tales in the shared alternate reality that makes up your game. This includes the War of Words, a way to mix game mechanics with what the characters actually say to make diplomacy and debate something more than mere die rolling yet not leaving it purely down to player eloquence either. There's a whole bunch of well-developed NPCs all ready for use as well.



Finally, Chapter 6 provides some recipes. Described as some of the typical dishes you'd find on Aeliode, these are recipes that you could knock up yourself and eat around the gaming table - perhaps not during the game, but as a social activity before, after or during a break in play. Well, some of them. The one involving the consumption of a whole Ortelan, a bird native to Aeliode, might be a bit hard to arrange, although it's based on a known French recipe in which diners hide under covers to divert the gods' wrath as they consume an entire ortolan bunting, bones and all...



If you are after a rich and well developed world in which to adventure, try this one!
Source: Campaign Guide: Plight of the Tuatha
September 17, 2014, 12:39:08 am by Paizo News | Views: 1 | Comments: 0

Pathfinder Player Companion: Champions of Corruption (PFRPG)

Evil Triumphs!


Claim what’s rightfully yours with Pathfinder Player Companion: Champions of Corruption! Summon monsters from the blood of your enemies with twisted Sarkorian magic, lord over your minions to further the causes of your dark masters, and use any means necessary to achieve your despicable goals. With Champions of Corruption, everything is fair game as long as you prosper and your enemies suffer.


Inside this book, you’ll find:


  • Detailed explorations of the lawful evil, neutral evil, and chaotic evil alignments, including example personas for your vile character.

  • New archetypes: the sanguinary blood summoner, the godless dread vanguard, and the bloodthirsty raging cannibal.

  • Savage new traits for characters who hail from dark lands, and rules for wicked ones who seek to lord over Golarion’s most debased nations and organizations.

  • Cruel new options like Vile Leadership and damnation feats, which let you use coercion and violence to compel your cohorts and allies to commit even greater atrocities.

  • Brutal new spells, magic items, and other sinister options to sate your bloodlust and strike fear in the hearts of heroes who would oppose you.



This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.



Written by Paris Crenshaw, Jim Groves, Sean McGowan, Philip Minchin.

Cover Art by Claudia Schmidt.



Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.



ISBN-13: 978-1-60125-679-9


Source: Pathfinder Player Companion: Champions of Corruption (PFRPG)
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