Krun Thuul

Maverick898's page

273 posts. Alias of Michael Wadden.


RSS

1 to 50 of 273 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Warcraft Conversion Project


I've also got the Skum Statblock in 3 places almost back to back. Wondering if I should remove 2 of them and just have it referenced in the stat blocks.

Skum CR 2
XP 600
(See page 2)


Pizza Lord wrote:

I know you are planning to edit on the back end, so I will leave these notes here, because otherwise my OCD will beat me, and also I might forget. If you'd prefer these to be just sent in private messages, let me know.

** spoiler omitted **
These are just observations and only my opinion, others might disagree, I am just gonna throw them out there as things to consider. Don't take them too harshly. You just keep...

I actually really appreciate all the feedback and pointing out errors. I'll re-read everything I've written and adjust most errors I find, but always easier when someone else reads your work aswell


First 3 pages of the ADVENTURE are now written and can be viewed. Any feedback and suggestions is very helpful.

Some editing will be done on the backend once the adventure is complete


Lighthouse Ground Floor

So far this is what I've managed to cook up for the light house ground floor.

Thoughts, suggestions


I'll make sure to make a few edits on those, tidy things up.

Right now I'm struggling to build the map floors of the lighthouse the PC's will explore. Turns out my GIMP and Wonderdraft skills aren't as good as I thought lol


Updated with Serenya, the Harpy Anti-Paladin that roams the Sablewood Thicket. Going to start writing the actual adventure this weekend.


Update the Saltwind WIP, added in some art of Lir along with an Adventure Hooks Appendix.

Map was updated, some errors were fixed.

Can see in the Encounter Stat-block what I'm currently working on.


Pizza Lord wrote:

14. Pigments of Your Imagination

This ink and dye workshop also serves as a seamstress and tattoo parlor. It has a tailored, cloth banner strung across the front proclaiming its name in vibrant black lettering with a sea-blue background. The proprietress, Allynna Giltwyn ('Alleycat' to old crewmates), keeps the shop open late when a new ship enters the harbor, as new crew are often keen to get tattoos to show their camaraderie or get clothes and sashes stitched and resewn or dyed in crew colors.
** spoiler omitted **...

What class would Allynna Gitwyn be? I was thinking NG Female Elf Ranger 4...but now I'm not sure because of the summon monster tattoo she can do lol


Pizza Lord wrote:
Maverick898 wrote:

Ah man, Hull-Render was what I was going for lol. Great catch, I'll make the adjustments.

Edit: Haul-Render is now Hull-Render

That's why they pay me the big bucks for editing.

** spoiler omitted **

Fixed the editor's notes :D

Also added a page about Lir, God of the Ocean's.

In Hull-Render's page, I put a picture of the mighty crab, not sure if its really needed, along with a development of what the party might get if they can defeat it


Pizza Lord wrote:
Maverick898 wrote:

Update: Just some minor formatting tweaks, headers, page counter etc. Added in Appendix 2: Monster Stat-Blocks feature Haul-Render, the Giant Crab that calls Shipwreck Graveyard Home.

I almost thought the crab was called Hull-Render, but I see you named him Haul-Render in both sections.

Ah man, Hull-Render was what I was going for lol. Great catch, I'll make the adjustments.

Edit: Haul-Render is now Hull-Render


Minor Update to the Saltwind WIP

Update: Just some minor formatting tweaks, headers, page counter etc. Added in Appendix 2: Monster Stat-Blocks feature Haul-Render, the Giant Crab that calls Shipwreck Graveyard Home.

I'm going to work on the map a bit more tonight, adding more houses and locations so I can add in 11 & 12


Pizza Lord wrote:
Maverick898 wrote:
Also, any suggestions on the Saltwind Statblock (end of the document?)
** spoiler omitted **

This is what happens when I try to type things from memory instead of looking it up lol


Pizza Lord wrote:

Hmm, a few coral hearts showing up. Mermaid with a coral heart rumor... I'm sure it's a coincidence.

Did you think about what you want #6 to be?

Clearly a coincidence....

I have filled in #6, its an old guard tower that has been abandoned after the town really started to take shape. A group of bandits use it to store their illegal goods they have shipped in through the Saltwind docks


glass wrote:
Maverick898 wrote:
Well before designing the adventure I built the map of Saltwind with a few locations of note.
That's a nice looking map. What did you use to create it?

I use a combination of Wonderdraft and GIMP to create the map. That's what I will use to create the adventure dungeon maps aswell.

I've also fixed the Errors pointed out by Pizza Lord, and will add the bakery and a 'Adventure Hooks' Section a little later Today.

Also, any suggestions on the Saltwind Statblock (end of the document?)


The only one that needs filling in is #6. Which is a tower out in the sablewood thicket. Could be used for a number of things. thoughts?


Pizza Lord wrote:
Maverick898 wrote:

Here is an update of the town. Still missing a few details, but it is laying the ground work for a good adventure or two

Saltwind WIP

Really nice. Looking super-cool. I still want you to number a bunch more buildings though (not ones that you purely want for housing, but some can be business/housing, like the baker can live in/above his/her shop.

Not super-important, and I know you can change it, for the secret passage, I didn't list Commander and 2nd as being the only ones that known. I intended them to 'know', and possibly add in other people in their locations, like a priest or two at the Cathedral would know. But, it's your world.

I'm all for numbering additional places of note. These were just the first 10 I thought of to draw interest.


Here is an update of the town. Still missing a few details, but it is laying the ground work for a good adventure or two

Saltwind WIP


Pizza Lord wrote:
Maverick898 wrote:
Well before designing the adventure I built the map of Saltwind with a few locations of note.

Add a few [read as: alot] more numbers over various buildings and we can fill them in.

8. Watch Tower
This square, stone tower stands four stories high. It has shuttered arrow-slits on the 2nd, 3rd, and 4th floors. It is where a small detachment of the town's defenders are stationed to watch over the docks and drive off attackers using the medium catapult atop it.
** spoiler omitted **...

Putting all of that into the town document :P


Well before designing the adventure I built the map of Saltwind with a few locations of note.

1. Cathedral to <Insert god name here>
2. Town hall
3. Docks
4. Abandoned Lighthouse
5. ???
6. ???
7. ???
8. ???
9. ???
10. Town Square


Boomerang Nebula wrote:
Maverick898 wrote:

That's an awesome premise. I'll get started on that!

Are you going to post it here (or a link to where it is) when are finished?

I'll post updates here as I make my way through the adventure :)


That's an awesome premise. I'll get started on that!


Hello Everyone,

I want to challenge myself and build a little free adventure for lvl 3-4 characters. However; I would love some input on a few things.

A town (Names, size etc)
Random Quests players could do in the town
and 'final boss'

I'm open to plenty of suggestions, I'm just trying to think of a starting point and go from there.


I heavily reflavored a clan of orcs in my homebrew world. They were heavily inspired by the Iron Horde in World of Warcraft: WoD expansion.

A bit more modernized with access to explosives and firearms

ORCS


We did get plenty, but I wish we had gotten more of "Continuing the Adventure"

I Always loved the options and interesting ways certain adventures could play out after the main threat was dealt with.

Serpent Skull had some of my favorite things in that regard.


2 people marked this as a favorite.

Hello again,

I hope everyone had a safe and wonderful holiday and are having a blast playing World of Warcraft: Dragonflight. I certainly am.

Posted below is the updated Link to the Warcraft Pathfinder Conversion folder that we've created. I guess when google did there security update; it invalidated all the links.

Warcraft Pathfinder Converison!

Hopefully that helps everyone see all the work we've done. I admit we haven't worked on it much in the past year. I still want to; I just find it difficult to get started. There are so many things to convert; and it takes alot of time and effort that I just haven't been able to give.

I have a bunch of half made documents and when I come back to them wonder WTH was I thinking with this? lol

But regardless; we plug away and hope to hear from people soon!


1 person marked this as a favorite.

Thanks Here4daFreeSwag,

But here is the next update to our our Warcraft Races.

Humans

Humans come in all shapes and sizes and are some of the most versatile races on all of Azeroth. We've even included Alternate racial traits to play as Gilnean's (Without the worgen curse) and the sea loving Kul Tirans!

What races would you all like to see updated next?


1 person marked this as a favorite.
ronald paris wrote:
the tauren looks great! cant wait to see what you do with the furbolg and wondering if youll be doing the void elves and dracthyr?

Hey Ronald, the void elves will be alternate racial traits to the blood elf, but yes the plan is to do the dracthyr eventually. Just need to get a handle on how in order not to make them a broken race lol


1 person marked this as a favorite.

Hey All, long time no see. Hard to believe its been 14 months since my last post in this thread.

Well for a quick update; the project is currently being resurrected. We will be starting with updating some races to fit better; especially the ones we were unhappy with along with adding in some of the 'allied' races such Highmountain Tauren or Kul'Tiran Humans as more Alternate Racial traits then straight up new races of their own.

But don't fret; we will be still building and converting characters/monsters/cities/and dungeons in the months to come.

Post below what you would like to see (hopefully something reasonable like a furlbog and not the Jailer lol)

But to get everyone interested; here are the Updated Tauren. Now a Large creature along with some of its racial variants.

Updated Tauren


1 person marked this as a favorite.

Just Curious, since the normal thoughts are to allow your players as much freedom as possible to come up with unique and interesting concepts, but what are some ways you've had to limit your players? Feats, Spells, Items, etc.

I'm thinking the next game I DM to just outright ban the fly spell and most items that allow players to fly in order to create a more 'grounded' style adventure.


Does anyone else just enjoy looking at stat blocks to see what other people come up with or how its formatted?

I personally love looking at high CR stat blocks to try and see all the potential tactics, abilities and gear that they have.


1 person marked this as a favorite.
Hugo Rune wrote:
Sysryke wrote:
Hugo Rune wrote:
For me it's less about the cool class features and more about the concept. The GM could deliver truck loads of barn-door sized clues and the players will fail to associate the likeable scamp chatting to them in the bar with the BBEG they've been hunting down. Why, because of their preconceived notion that BBEG's aren't chatty halflings.
I think you hit the wrong thread. I'm reading the one where this response makes sense, but this thread was asking about rarely seen enemy races/monsters to use.
It's the right thread. The thread starts asking about unusual races for an enemy. Somebody suggests halfling, which I second and go on to describe a most unusual BBEG. Some others build on that with a breakdown of classes to use and I come back to it's the fact it's a seemingly normal halfling who is in plain view that the players will never cotton on to being the antagonist that makes it interesting - not class feature x and feat y.

I love reading this kind of stuff. As much as I enjoy the "Gotta save the world" adventures, I actually prefer the sillier, more grounded type that have less world ending stakes, which is why I'm amused by the halfling concept.

The one I'm building involves gnolls that have stolen barrels of ale from a town just before the big "Beer Festiv-ale" The PC's will be tasked to get back the stolen casks before the start of the event. In addition a famous brewmaster has hidden himself deep within the confines of the brewery, having gone mad trying to create the most delicious and potent ale imaginable!


1 person marked this as a favorite.

I'm aiming for something that would challenge an APL of 5. Catfolk and Tengu are quite the interesting options though.


1 person marked this as a favorite.

So I'm thinking of doing up a little adventure and want to use a race that isn't often featured as enemies. Kobolds, Goblins, Orcs are your standard affair, but what other races don't get enough attention? I was thinking Gnolls. Thoughts or suggestions?


I was thinking about this, it doesn't need to be from an AP or anything. I'm just curious what are people's favorite BBEG?

From an AP it would have to be Jhavhul from the Legacy of Fire. Such a neat concept of a villain. Forcing people to make 'his' wishes so that he could merge with an avatar of the god of destruction. Just amazing stuff.

Homebrew, I had this succubus that just ruined an entire game for my players. I wish I still had the statblock, lost to the winds. But do to some poor roles; all the player character succumbed to her charms and one of the lucky PC's knocked her up. She would pop in every now and then just to torment and harass the pcs. Was just alot of fun and the players hated seeing her every time.


2 people marked this as a favorite.

Well I'm always fond of the Earthbreaker. Its just a big hold two handed hammer, and I'm sucker for that, in addition it does piercing and bashing, something that few things have a resistance to both.

But my favorite is the Scythe, less for its stats, though that x4 is amazing when it goes off. But because there is a story behind it. In a game that my friends and I played about 15 years back (3.5 days) The fighter (Straith) was using a scythe and had a very grim reaper look to him. But when our Cleric (Adon) removed his armor in order to cross a rickety bridge, he would die a tragic death while trying to save an npc who fell. In Honor of our fallen cleric, Straith put on Adon's armor and went about reeving foes in his fallen comrades name.

Screaming "Adon would have wanted it this way!" with tears in his eyes he slew everyone in his path. Such a memorable moment


1 person marked this as a favorite.

So browsing through the old 3.5 warcraft rulebook, it got me thinking on some of the things the designers did. They would completely replace skills, spells & feats to better fit the world in which they were building. (back when the world was young) So it got me to thinking, why not do the same? So I think it is time we added a feat section to the Warcraft Conversion Guide, and I'll get the ball rolling. Here is the Vital Strike replacement chain, now called Mortal Stirke. I found some clever redesigns on the homebrew forums from User: "Darksol the Painbringer" from 2013 that I think are excellent. Though I did redo Greater Mortal Strike to keep with the games ability. Thoughts? Suggestions? Feedback is always welcome

Mortal Strike (Combat)
A vicious strike that deals significantly more damage than normal.
Prerequisites: Base Attack Bonus +6
Benefit: You can make one attack at your highest base attack bonus that deals additional damage., you may multiply your weapon damage dice by 2. When the character reaches BAB+11 they can multiply the weapon damage dice by 3. When the character reaches BAB +16, they can multiply the weapon damage by 4.
Replaces: Vital Strike, Improved Vital Strike & Greater Vital Strike. Mortal Strike also counts as Vital Strike for any feats that require the Vital Strike Chain.

Improved Mortal Strike (Combat)
Your Mortal Strike does even more damage
Prerequisites: Mortal Strike, BAB+11
Benefit: The character may now multiply their strength bonus to damage equal to the damage dice multiple when using Mortal Strike. (x2,x3,x4)

Greater Mortal Strike (Combat)
Your Mortal Strike even prevents the effectiveness of healing
Prerequisites: Mortal Strike, Improved mortal Strike, BAB+16
Benefit: Those struck by your Greater Mortal Strike can now only be healed by all forms of healing by 50% (rounded down) for 4 rounds. Fortitude Save DC (15+damage from your weapon dice) negates.


I'm curious if it allows the bloodrager to move at his maximum speed since it is basically the same as the fighter ability? I would probably allow it, but RAW does not include it in the description.

Thoughts?


1 person marked this as a favorite.

Core hound link was broken, here is the new link

Core Hound


So here is the list of things I am currently working on for the WoW Conversion Project:

Races:
Tauren - While I am happy with the way the Tauren turned out initially, I am considering reworking them so they can be large creatures

Worgen - Hate how these turned out. I'm going to make Gilnean Human's selectable racial traits, then make the worgen curse a template

The remaining ally races are a work in progress, probably taking the form of racial traits for many existing races. Except the Vulpera

Cities:

Boralus, Silvermoon, Thunderbluff are the first 3 I want to get done

Characters:

Sire Denathrius: He's a cool character with some wicked vampire vibes


1 person marked this as a favorite.

Hard to believe it has been 10 years and 10 days since I started this thread.

Is there anyone around who wants to see it keep going? I've been feeling the itch to do a few more conversions.


2 people marked this as a favorite.

A Wild Core Hound Appears!


A new city it is. Does anyone have a preference?

Silvermoon
Boralas
Dalaran
Suramar


What should I do next? An original character? An established character? A city? A particular weapon?


Mark Hoover 330 wrote:

One last question, kind of nit-picky but here goes: why is the government listed as "Overlord?" Under Settlements on the SRD this is listed as an individual that has seized power. Alternatively there is a Secret Syndicate that represents a shadow organization that is the real power behind a puppet on the throne of the settlement.

I wonder if maybe you just picked the Overlord for the adjustments to Corruption, Crime, Law and Society. If that's the case then disregard.

The reason I asked about the distinction is because the recent history seems to suggest that the Indigo Trading Co as a group is slowly seizing control of Grimmsborough, not a single person within the organization.

Without creating my own variant, i wanted Law to be a few ticks up, and while yes the indigo trading company maybe seizing power and paying off Lord Grimm the Third; Grimm is still the one "in charge" as far as the Kingdom of Weirell is concerned, having inheirited his title when his father vanished.

I went back and forth on it, so in the end, Overlord won out, though a storng case can be made for secret syndicate


Quote:

I do have one question...

Are there vampires?

When aren't there vampires? I do have an idea for a vampire enemy, but it does not have to do with the town.

Also, I made those edits you found :)


1 person marked this as a favorite.

So I took much of the feedback and began to incorporate this into the second edition of the town, including changing the name to Grimmsborough, adding a few more houses on the map, adding much more history to give a clearer picture on what happened.

So here is version 2.

Grimmsborough

Again, feedback always welcome


avr wrote:
Seems kind of generic, and by my count there's an average of 17 inhabitants per building; given the forest extending right up to the town I'd have thought people likely to build more homes.

That is my fault, I should have explained further that yes there are more farm lands to the north of the town, I will add that in the second version of the town. Also, I should have added that because this is a boom town, most of the people tend to work and live together in small quarters within each building. From my own experiences working in the oil fields in Northern Canada, you get basically a bed and a bathroom. There were several thousand of us crammed into a very small space. Thanks for the feed back

Mark Hoover 330 wrote:

Congrats on the town. The page looks very well put together. I did find myself with some questions though.

Grimmsburrow is a Small Town and its qualities are Abundant and Prosperous. Despite it's remote locale with snow nearly year round the place has three major industries. Because of its LG alignment and economy, I can't understand why adventurers would be there.

Now, were to begin with this. This was amazing to see and thank you so much for the feedback. Many of these contraindications I did not think of, though you did give some excellent ideas on how to fix them, I do especially like the idea of the Indigo Trading Company being a more corrupt organization. I plan to integrate many of your ideas into the second version of the town aswell, and maybe just remove some of the other contradictions. I also had an adventure site near the town during the drafting process, but scrapped it; so there are some left over material relating to that I found in some of the descriptions that I plan to fix.


Hey folks, I'm looking for some feedback on a town I designed for a game I plan to run once things are back to normal. Anything you like, dislike, additional adventure hooks. Its done in the style of Towns of the Inner Sea. Thanks In advance.

Grimmsburrow


1 person marked this as a favorite.

Well folks I have been teasing it for a months, and I finally got around to completing it. Do you have what it takes to trek the lair of the Broodmother herself?

I give you, Onyxia's Lair!

Go forth heroes and slay the mighty dragon.

Feed back always welcome and appreciated.

Inside you will find the raid of Onyxia's Lair, along with details on the Duskwallow Marsh, Theramore and the Dragonkin.

Enjoy!

Onyxia's Lair

1 to 50 of 273 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>