But I need to know which ones (if any) would be most helpful.
Dragon 339 has a neat item that lives in Manzorian's basement. Its a fountain that gives you one stat boost and one flaw. You can either pick the bad thing and get a random good thing, or pick a good thing and get a random bad thing when you drink. Nothing game breaking, but it will be fun to make the players choose.
Dragon 340 is a fun addition to the Prince of Redhand module if your party likes role-playing. It covers all the things you can buy or do to improve your charisma based skill checks vs nobles. Everything from flashy dresses to new hair styles.
Dragon 341 talks about high level transportation, but I tend to gloss over long travel, so it didn't interest me much.
Dragon 342 has some nice anti-dragon magic items that I will probably have my group research or find before they head to the Kings of the Rift module.
Dragon 343 has been popular for its high level gated creatures. I probably won't allow them as my party has 8 players and a few pets already, but other parties have used the high level critters to great effect.
Dragon 344 is just an intro into epic level play and it discusses a few interesting tricks and tips if you have new players. If they are veterans, there is probably nothing new here.
I bought two Age of Worms custom dice from Chessex for each of my players. At the end of each module, I'm going to have them roll these d6's to see if the "age of worms" side comes up. If it does, I will advance that players taint counter 1 per dice. I figure you can only wade hip deep in evil for so long before it begins to take its toll on you. Hopefully around chapter 6 or 7 a few of the players will begin to exhibit symptoms, and I can toss in a side quest to reset their taint counters.
You can see the dice at the link. It is case sensitive.
Chessex did an awesome job on the dice, they just look slimey and evil.
Per the Grayhawk map, it's about 90 miles from Diamond Lake to the Free City.
Dragonchess Player wrote:
The problem with Orbs is they use Touch Attacks. Simple solution. Increase the Touch AC of your critters using spells like this. I'm sure you can be creative and give most of your critters some sort of Natural AC spell or item to use in conjunction with this low level spell to great effect. A friend used this spell on a dragon recently to launch his touch AC into the stratosphere. None of the wizards touch spells landed against that flying monstrosity. It darn near took us apart.
You invoke the words of this spell, and your skin glistens and shimmers with a silvery protective aura that makes you shine.
This spell transforms your natural armor bonus to Armor Class into a deflection bonus to your Armor Class. While your overall Armor Class might not change, the deflection bonus applies to melee touch attacks and ranged touch attacks, including incorporeal touch attacks. If you have no natural armor bonus, this spell has no effect.
I’m going to have a large party for this one.
Gray Elf – Wizard / Master Specialist (evocation) / Arch Mage
As you can see I have a few veteran players that will be optimized, and some newer players that are sticking with more core classes. This group should have all their bases covered.
With them being large and rather well optimized, I’ll have to see how they do. I’m considering allowing the bad guys access to new spells and feats from the splat books as well, and I fully intend to play them to the best of their abilities.
I don't have the link available, but go to Enworld.com, to their message boards section, into the story hour section. Find a post by DM Lazy Bones. Go to his main website which can be found in his signature file. He has a Shackled City pdf story hour that he took epic, and I mean WAY epic. I can't even begin to describe how cool and epic his storyline is. If you guys find it, post a link. I'm at work and his site is blocked.
Lord Vile wrote:
There is an Unhallowed effect, and some restrictions on ethereal interactions with the temple structure, but no restriction on planer travel into or within the temple. There is a ban on scrying effects too. Nothing would stop an outward gate however.
Lord Vile wrote:
Dragotha, as a Gargantuan creature, has a space of 20 ft.The portal created by a Gate spell can be 5-20 feet in diameter. Casters choice. It would have been a squeeze, if he didn't open his wings. With them open, I don't think it would have been possible.
I would probably have allowed this had they used another spell like battering ram or some other method of getting Dragotha through the portal. I'm not a big fan of polymorph. The clever tactics however, totally deserve some sort of benefit. I most likely would have had him reappear in 1d4 rounds with 1/2 hit points and a severely pissed off attitude.
I plan on having him stun everybody in the first round (33 save or something I know they can't beat) and then give a bad guy speech. "How dare you attack me in my own lair...your feeble and pathetic...bla bla bla". Every round the players will be given a chance to escape from his mental hold. DC 17 or something. Hard, but fair. If they break the spell they can take their turn immediately. After which he will probably stun them again, but at a lesser DC each time. That is a loose plan anyway. It should make for an interesting fight. I plan on playing him as very arrogant. He's better than they are and he knows it. He doesn't need to take them all out at once or be the most devastating combatant because he doesn't feel threatened by them. Running commentary like "now where do you think your going? and Did you really think that pointy metal stick was going to stop me boy?" should also serve well to set the party on edge.
Hopefully the party will thoroughly enjoy killing him until he dies from it, if for no other reason than to shut him up.
In my campaign, I'm going to have Allustan provide his apprentice with a book that was given to him from his one time master Tensor. The book is an encyclopedia on how to identify many magic items of the world. If the party wants to know what that glowey pointy sword is right now, they will still have to cast identify. If however, they can wait until the wizard has time (when they camp for the night) she can look the items up in the book to identify them for free. Not every item will be found in the book, but a majority, and certainly all of the boring little things. Unique, strange, or fun items will require more effort to identify.
My group plays DnD to escape real life, so I don't force them to roll play the trivial aspects of the game. If they don't find it fun, and it doesn't advance the storyline, then I don't see the point.
My only regret is that I didn't think of adding traps to the list until after I was finished. I know the Whispering Cairn and a Gathering of Winds are trap heavy, but what about the others?
I don't have Dawn of a New Age with me at work, but here are the traps for the other 11 modules.
AoW Trap List
The Whispering Cairn
Three Faces of Evil
Encounter at Blackwall Keep
Hall of Harsh Reflections
The Champions Belt
A Gathering of Winds
The Spire of Long Shadows
The Price of Redhand
The Library of Last Resort
Kings of the Rift
Into the Worm Crawl Fissure
Dawn of a New Age
Vyvyan Basterd wrote:
I had a similar idea, though I wasn't going for 'gross' but just fun food. My plan includes sour gummy worms, a chicken pot pie, and a Turducken. Turducken is a chicken in a duck in a turkey. There are many recipies for it on the web. Here is one example.
To ensure you’re maximized, empowered, star-shaped, green-tinted, fireball of doom hits that nicely clustered group of bad guys before the paladin charges in and gets in the way simply utter the magical word "Nerveskitter."
Spell Compendium (condensed) wrote:
And I wholeheartedly agree that Improved Initiative is a must for any arcane caster. I actually think that everybody should take this feat. Nothing makes a DM cry like watching a monster that he spent all night working on get slaughtered before it even gets to hit you once.
Since he can only port himself, let him go inside. If I recall there are some creeps inside that would love to welcome a low level caster by running him through. Let them come at him, beat him within an inch of his life, and allow him to 'just' escape. Go into the full wonderful and awe inspiring description of the chamber and its wonders. He will really want to go into the chamber, but will have to go through the Filge story arc in order to bring support. Make it obvious that unless they all go in together, they won't stand a chance. This will alleviate any scheming like "I stuff the Halfling into my Heward’s Handy Haversack" and the like.
"As you appear in the room, the room's magic activates, bringing about an ambient glow. The chamber is circular and domed, with walkway around the outer edge, and a large pit in the center. The pit is quartered by 4 walkways leading to a central platform with another hole in its center. Out of the hole blows a gale of wind causing the air about you to swirl playfully. You see detailed murals all about that immediately capture you attention. You don't have the time to truly take in all that you see. The illumination of the room also awakened the guardians of the chamber. Two empty suits of armor with banners flapping in the wind and very sharp looking swords in each mailed fist float toward you with alarming speed. Allaster pokes his head through the door and sees the wind warriors bearing down on you. “You should have listened to me when I told you that I was the only way into the chamber. At least now I’ll have some company in the afterlife.” He says with a grin. Roll initiative."
If that doesn’t send your wizard running for his life, let him take a few hits. If he insists on searching for the lever and refuses to leave, kill him. The party then has even more motivation for helping Allaster and trying to get into the chamber. You can only protect the PC’s from their own stupidity for so long before they must suffer the consequences of porting into an unopened, heavily guarded tomb all alone without a meat shield for protection.
I don't have all the back issues I need yet. I have the stats for Diamond Lake and Alhaster, but I don't have the issue with Free City stats. Could somebody post those for me?
Also for those of you with more campaign knowledge, are there any other significant cities the PCs get access to in the adventure? If so, could you post the stats for them?
Thanks for the info.