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A bit of an update since Flood Season - the party is about to start Demonscar and still contain the original characters - although the cleric did need to be raised at the end of Flood - Human Cleric 8
Zenith was a great challenge for them, but they scraped through. Reggie The party I am running ended up deciding to buy the children off Kazmojen in the end, after V showed up and took Terrem away (which neatly interrupted them being soundly beaten on all fronts by K). They managed to revisit the Malchite Fortress after completing Zenith Trajectory, and took great joy in taking Kazmojen to task for his evil ways. Reggie. I've been running a home made campaign world for about the last 15 years, with new player groups adventuring in later time periods to earlier groups (giving a 'living' history). Right from the beginning it has had no halflings at all, and no PC elves - there's a cold war between elves and everyone else,even half-elves are unpopular (but available as PCs). This has all been about flavour, not stats. Gnomes have worked well as the 'small' race. Reggie My party entered the temple last night and barely managed to crawl out. Nobody else seemed to mention this, but the unhallow effect managed to prevent the party's sorcerer from entering the room - she couldn't make her will save. Even though her fireballing the ground floor whips from the secret passage was very useful, she had no impact on Aushanna, who tore through the party grunt in two rounds without being touched - 4 arrows a round was lethal. The party cleric and rogue decided at that point to run for it, resulting in a party that was completely scattered through the complex.
Reggie. In my (Home Made) campaign world, Elves are loathed by all - there is in fact a state of cold war between them and pretty much every other race on the planet. The Elves have been working on global conquest for many centuries now, and as i set each new campaign group on the same world, about a hundred years after the previous group, some of the longer term players are starting to realise how the elves are going about this - controlled tree planting.
reggie Our party has finally managed to complete Flood Season, with only one fatality - but she got better. That Triel was very nasty! We now have: 1/2 Elf Sorceror Lvl 6 - no familiar, but a staff as per Dragon 338 1/2 Orc Firghter Lvl 6 Human Rogue Lvl 6 Human Cleric Lvl 6 (reborn..well, technically raised) This weekend we start looking for Splintershield. Reggie Hi there, just a quick query and a comment.
Sean Venning
I thought the spell description was pretty clear - if cast on someone, they get a chance to save if they want to, and that's it. Anyone else walking into the zone of its effect just discovers it the hard way, there is no save. Otherwise it would be the 'Silence 15' radius, unless you save' - and if that's the case, I'm going to give a whole bunch of nasties the chance to save against spells when they walk into the area of effect of a darkness spell. And can I give Strahd a save versus spells for the Daylight spell as well? Reggie - who is sure that if players and DMs can come up with nasty uses for spells, they should be able to use them - because someone else will always come up with another combo to counter them! At 37 (just) and with a 5 day old daughter, this isn't a big concern yet, but I still have the old red box set (with the 1 player dungeon!) plus most of the old modules ready to drag out and use when I'm ready to brain wash...I mean introduce her to the concept of rpging. As for new sources, I've found that Dungeon works well - most of the adventures in them are on par with the old slip cover adventures from the eighties, as far as being site based, slot in almost anywhere scenarios. And to be quite frank, I think most of them are a lot more coherent and better laid out, too. Reggie. Still recovering from the first nappy change. After having a read of the problem, I realised that my party is essentially the same, but we've sorted out what we're all looking for in a game and with only a little work ther's no problems. I provide the group with a brief write up of their previous session at the beginning of the next, including the broad outline of what happened, any important NPCs, any big clues they missed and anything else I just feel they should know. The games have every opportunity for a bit of hack and slash exploited and we keep to their threshold of complex plotness. Interestingly enough, their complexity threshold has increased as we've been playing to the point where they don't mind if we have the occassional session where there is no combat at all. The big thing was finding out what we were all looking for and then aiming for a nice compromise. Reggie Just into Flood Season at the moment, with: Human Cleric 4
And the biggest hassle hasn't been Kazmojen's Bazaar - they just offered cash for the remaining three kids. It was actually the Undead Owlbear at the end of The Mad God's Key. I threw it in to get them up to snuff for FS. Top adventure, and fitted in nicely. It looks like they're having trouble with the Lucky Monkey, though. The were baboon's nasty. Reggie I once played in a long term campaign in FR where it was just me and the DM - and it worked brilliantly. The largest was a session with 14 and two DMs, as a special 'crossover' event between two gaming groups (tough to run, make sure the parties are the same levels, but very fun). Am currently running a group of 3 plus DM, and having probably the most fun ever, as they are a cohesive group of roleplayers whose days of power playing are far behind them and the story thread of backgrounds and current campaign are developing into something none of us saw coming. Reggie I'm still running my players through the Shackled City at the moment, and even though I'm planning on running AoW later with all new characters (but the same players) I'm actually putting in some subtle tie ins already. Including the low level wizard they left for dead under Cauldron in the Kopru ruins, after hitting him with a Melf's Acid Arrow. Reggie My party are progressing through SC at the moment, and I intend to plonk them into AoW once that's finished, using the same world setting which is an ongoing home-made one I've been running since the late eighties...which isn't that long ago if you say it really fast.
Reggie. Ok, colour me impressed! Having read the overview I can start tentative squishing of my own campaign's NPCs into the story line and start dropping long term hints. Now my players just have to finish Shackled City! Damn you all for supplying me with so much useful stuff! Well done, Dungeon People! Now get some sleep. =)
You have to love the Net. I get up on a freezing Saturday morning. The sun's shining in a blue sky (even if it is only 10C) and when I log on after breakfast, I find I received an Email at 4:30 this morning telling me Overload was ready. (Ta for that Dungeon People) Now if only the little download thingy would count faster.... Reggie I've started running the Shackled City AP with my group, and needed an adventure to slip in between LB and FS. After a quick scan, I selected Mad God's Key and with only a little tweaking to fit it into my home-grown setting, and to tie it into the AP, I have found it to be one of the neatest adventures I've ever run.
Reggie Yes! 124 arrived at my local store today! Now I can finally find out what all the exitement is about! Ok, I know this doesn't actually fit in with the whole 'Overload' topic here, but quite frankly, it's just as exciting as far as I'm concerned. And by the time I'm actually looking for the download, it'll have been available for ages! Just remember this while you're all complaining about the delay - at least you don't have to wait nearly two months for your actual Dungeon mags to arrive... Reggie At 36, my gaming history pretty closely matches Eric's (above). In '82 a Pommy year 10 student introduced some friends and me to the first edition AD&D rules (he had a soft-bound MM!) and the rest was history. Didn't get much gaming in after uni, but have slowly gotten back into it the last two or so years, after tripping over Dungeon again - The Porphory House Horror was the first new issue I read, and it just worked for me. I guess I need help! Reggie As I mantioned above, my current players have a theme for their party, and with the prospect of a new player soon it is probable that they will be an old 'client' who is on the run from affiliated debt collectors.
Reggie My current group actually has a theme, odd though it is. It sort of started out as a joke, but the players fleshed it out as they went along and now it's actually developed into a back history for the campaign. The fighter and cleric are reformed 'Ladies-of-Negotiable-Virtue', the rogue had previously worked as their 'Manager' and the sorceror was a failed acolyte who had been living a servile life serving soup all night in the nearby church of the Redeemer when they all decided to leave the squallor of their lot and take to the road in search of action, adventure and really wild things. This had led to an ongoing series of run-ins with affiliated guilds who haven't taken to kindly to the ugly precedent the heroes have set. Regie Quite frankly I find the large variety of art to be a bonus - call it low concentration span but I get bored if there's too much of the same style throughout the mag. Having said that, I do prefer that ongoing adventures (mini arcs or APs) have a consistancy to their art work, with only one or two artists doing the lot.
Just call me a Luddite.
Ha! I can't see whyyou're all so worried about 124 arriving in the next day or so - my copy of 122 just got into the store today. So whilst I've got a whole bunch of Dungeony-Goodness (TM), I've still got another two months to wait for 124.
Reggie Good Grief.
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