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So, one of our players will missing the next 6 sessions so we decided to play a little campaign in between.

We decided to play a little adventure in warcraft, because why not. Especially we decided to play the storyline about Onyxia. As some of you might know, one essential quest is to rescue Marshall Reginald Winsor from the prisons in blackrockdeep. So I have to create some dark iron dwarves.

I thought I can probably use some monsters from the compendium and just change them a little and indeed I found some useable... But these are DC 16 and I just told my group to create Level 10 Characters. That could be a little bit strong.

Does anybody has an idea, how to change the stats, so the fights becomes balanced again? Or maybe have some statblocks on hand already?

Would be awesome. :) Thanks in advance.


So we started a new campaign and i decided to play as a Sniper (Rogue Archetype) in this campaign. My DM allowed me to combine it with the gunslinger a little bit, so that my sniper class extends to fireweapons aswell and I also get the gunsmith feat. aswell as a musket.

So... At first this was a bit of a style thing. Because this is a pirate campaign and Idk... I thought that would be suitable class for that setting. But the more I read about, the more weak it looks to me... I need around 11 GP per shot, a failure just damages my weapon, so I have to repair it regularly, I have to reload constantly for 1 full round (1 standart action with fast loading feat) and it does 1d10/x4 damage. Which sounds pretty high and atleast for low level it kinda is, but due to the definition of how fireweapons work, I don't get extra attacks in higher levels so even with level 20, I'm stuck with 1 shot per round.

Is it just me, or does that make that class very weak? and what to do, to make it a little bit more viable?


Disclaimer: So I opened a thread a few days ago about some advice for city encounter, but this here is for another group, so if some of you recognize me, don't care about that. ^^

I have a group of 4 Players playing a campaign for over a year now. Its a homebrew campaign in a homebrew world and its their first time playing... So of course tons of mistakes were made. I were never unfair to the party. I never killed them. They were just in the dying status for about 6-7 times I think... Everything is cool... I just let them now, that BBEG is very strong and that they aren't that strong YET... They have to find way to become stronger, or weaken the BBEG. I also let them know, when an area is way to dangerous for them (at the moment).

So I thought, that they will explore the world and looking for clues... And I gave them alot. Theres about 20 open plothooks still. They already failed a ton of quests and they spend 70% of the time in their hometown in a tavern. So I have the problem, that my group is too scared about my world/campaign... And not only I noticed that...

I have a player who runs a module with the same group sometimes. I don't know the english name, but it should be like "
Under pirates: Mutiny on the Wehrmut" or something like this... I don't want to spoiler anything about that module but long story short... If the players are too scared to do anything, they're pretty much f**ked.

I joined the campaign a bit late, because of time reasons and they we're already on Day 6... Nobody did any progress at all, because they all we're way too scared to do anything. Everybody is too scared, that they character could die... I really want to mention on that point, that in my campaigns only 2 characters died so far and that was totally their own fault. So why are they are so scared? And what can I do to motivate them a little bit? As both: A DM and as a Player?


So I'm setting up a new campaign for my players. They've done their characters already. I'm writing quests etc... Ofc I use their characterstory to get some cool ideas etc... But I've got a little problem here.

So this campaign is about a civil war... The city "Faycross" is a medium sized city and one of the rare places in my world, that has his own magic academy. But the Government of the city is not being runned by magicians. To be exact... They've changed lately and the new owners of the city doesn't like magic very much... Also they have a very strict rule enforcement... Long story short: There is a little war going on between the Government, the Magicians and some revolutionists, who are against the government for other reasons.

Its planned that my group will join the revolutionists (what they will most likely do, according to their character storys) and yeah... I'm kinda excited about the campaign... My Players are also excited... So everything should be fine, right?... Yeah, thats kinda my problem... While I was creating the NPCs/Encounters I've noticed, that I just have guards to throw at them really... I think that could be a little bit boring over time... I mean... I can play around with terrain and different situations, but even then I'm very limited there... So long story short: Do anyone know some cool Encounters my group can fight too?

PS: Noob dm. Be gentle. ^^'