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Mothman wrote:


Cooler than the swimsuit issue covers? Are we talking ... tell me it's not true ... Demogorgon - In a swim suit!!! Please lord, say it's true... ;-)

Well, I've already reserved my copy at my FLGS, I'm not going to miss this one.

Wait, there are Dungeon Swim suit Issues?! I must know which ones!!


Arkilten believes that if both put aside their differences temporarily, then they would be able to work together to help the group survive. Trying to gut each other's throats will only hurt the group/community, which always comes first. The problem is that Kurtulmak has taught his people to oppose Gnomes at every opportunity. The two laws of his society conflict, and being a mere scout and not a cleric, Arkilten does not know what the right thing for a proper kobold to do. Arkilten made a compromise and took out all his problems on Avener, the noble with the group, who Arkilten did not like because the human treated him poorly for no other reason than being a kobold.
Today, Arkilten and Earl became partners, but not friends. The two made a truce.


P.S.: This affects his view greatly; earlier in the module, when in the ruins of Tamoachan, Arkilten got petrified by a basilisk, and Earl took a potion of stone to flesh and smashed it on Arkilten's face. Even though he added insult to injury, he saved the Kobold's life. From what he was raised to believe, a Gnome would never do this. Arkilten did not know what to make of it.


Enter the saga of Arkilten, my Kobold Scout/Fighter. Arkilten lived among the Crippler tribe of the Hellfurnaces, and he believed that the community came first. He was not evil, Lawful Neutral to be exact, and did not have the average Kobold's sadistic tendencies. He used poison, but unlike his typical brethren, who enjoyed to use such things to make their enemies suffer a slow and painful death, Arkilten believed that the faster you kill, the lower the chance the enemy has to survive and retaliate. He worships Kurtulmak, and he was not a typical kobold, except for the fact that he allowed the chieftian to make all the decisions for him. Arkilten felt out of place at times, but his use as a valued alchemist and trapsmith made him a valued member of society.
Arkilten joined a group with a Heironean Paladin, a Human Soulknife, and an Elf Healer. The group was hired to travel to the Isle of Dread to set up a colony. They had to share the boat with many other people, including a Gnomish Druid named Earl. Arkilten and Earl were frequently at odds, recently working together because they became stranded on the island, and had to work together for the survival of the group, as the community/group came first. In today's game session, the group found a pack of velociraptors attacking a baby diplodocus. Having been repeatedly attacked by velociraptors before, Arkilten waded into battle, using hit and run tactics, and Earl fought to save the baby dinosaur.
At the end of the fight, Earl apologized for his rude behavior for the past three months of travel, and asked if they could "start over and get on better terms."
This shocked Arkilten. A Gnome, apologizing to a Kobold! Arkilten was raised from day one to hate gnomes, wrongfully stealing kobold land and using fiendish magic and trickery to make the kobolds' lives miserable. Arkilten was also taught as long as the two groups existed, there would never be peace. If the Gnome is tricking him, which Arkilten assumes, then this would reinforce his belief. If the Gnome is sincere, then this would throw his entire belief system and culture into doubt, and that his entire way of life would have been wrong. Never receiving an apology, even a fake one, from a Gnome, left Arkilten confused. Arkilten replied "I'll consider it," and the module ended there.
Arkilten is a smart kobold, (Int 16 and Wis 12), and the fact that he is allied with a band of non-kobolds would make Kurtulmak disappointed at least. Arkilten joined because he was interested in the wealth and riches promised to him.
What should I do? What would a Lawful Neutral savvy Kobold do?


The Red Death is also known as Smallpox:
http://www.thecanadianencyclopedia.com/index.cfm?PgNm=ArchivedFeatures& Params=A2103


I've currently got a Kitsune (Fox-person) Ninja, who is the party's scout and stealth-user, a Dwarf Fighter, a Human Warmage, and an Elf Cleric/Sorceror, with a feat from Dragonlance called Dynamic Priest that allows him to substitute Charisma in place of Wisdom for Cleric Spells.


"Gods are no more than mortals that have supernatural powers that don't die of old age."
Cackle, Kobold Rogue's response to the Cuthbert fanatics "There is one true path. Come to the omnipresent majesty of St. Cuthbert."


Bulettes do not eat Elves.


Another pet peeve with Elves is that in many Campaign Settings, they are intorelant, racist, and participated in ethnic cleansings, but were labeled as "Good taken to an extreme." WHAT?!!
IN Greyhawk, think of what the Lendorian Elves did to the native Lendorian Suloise. They ran them out of the island, in which the native humans were there first, and sent them to hostile locals like Ahlissa and the Scarlet Brotherhood, in which the Elven Government is fully aware that hundreds of thousands of human lives will be enslaved, slaughtered, or worse. Humans that stayed on the island where not permitted to talk, in among themselves, in the presence of Elves. There are entire villages of seemingly mute humans in that country. ANd guess what the Living Greyhawk Gazzetter labels their alignment as? Chaotic Good!
In Forgotten Realms, there is a certain Elf God who wants to wage a genocidal war against the Drow, and tells his followers to never smile until every Drow and their Deities are wiped off the face of Toril. Even the Good ones, such as Drizzt and worshippers of Eilestraee. I don't know why Corellon ascended him. Corellon has a daughter and Ex-Wife who are both Drow, and he is fully aware that if this God completes his goal, they will be put to the sword or worse. In Weapons of Legacy, The God has a black bow which has a story behind it. The wielder of the bow fell in love with a drow exile for who she was, who was much like Drizzt, and the wielder decided to give the bow back to the temple, but was struck by lightning by the God himself for consorting with the "accursed Drow."
In Dragonlance, Silvanesti Elves enslaved their own Kagonesti Elven cousins and attempted to wipe away their cultural identity and language. They also had their fair share of kin-murdering and ethnic prejudice.
How come when Elves act evil, they get to be good alignment, yet when humans and others do this, they are labeled as evil?


That was such an awesome show.


DragonLance: Margaret Weis and/or Tracy Hickman
Greyhawk: E. Gary Gygax
Forgotten Realms: Ed Greenwood
Eberron: Keith Baker
And as a joke, Josef Stalin: Like a Communist Dictator, he would tell the players what class and level they are and pay them the same amount of treasure regardless of hard work or lack thereof.


Depends on the Campaign Setting
Greyhawk: I would be a Grey Elf Expert (Alchemist/Herbalist(/High Handcrafter, because I want to be a pharmacist when I graduate college. The High Handcrafter Prestige Class is from The Shackled City Adventure Path.
Forgotten Realms: Sun Elf Wizard/Master Alchemist(from Magic of Faerun)
DragonLance: Tinker Gnome Master(PC Class version of Expert)
Eberron: Human Magewright of House Cannith
Dark Sun: Human Expert sage living in Urik
Ravenloft: Male Human Expert/Mad Scientist (Prestige Class from online Ravenloft document)


While the beginning of the Age of Worms Adventure Path assumes the PCs begin poor and destitute, there are some problems that have arisen. What if one 1st-Level PC bought few items at character creation and have a surplus of Gold Pieces? What if the PCs gain a lot of gold along the first three adventures and decide to leave Diamond Lake ahead of time? In the first adventure, a +1 Short Sword can be found easily. It is worth over 2,000 Gold Pieces and is probably worth more than several houses in Diamond Lake. With that money, they could hire mercenaries and a caravan to go to the Free City of Greyhawk!
I have several solutions to this problems; 1.) Any PCs at Character Creation should spend all but 5 Gold Pieces on any items of their choice. If the Player Character is finished buying any items and has over 5 Gold Pieces, his current Gold Pieces are reduced to 5. Since Silver is more common than Gold, Gold Pieces are converted to Silver, and Gold and Platinum is hard to come by. 2.) Make it more like the real world in Pre-Capitalism times of monarchy and nobility. Any commoner walking around with tons of wealth is suspected of robbing from the ruling leaders, and are shortly executed and their wealth is stolen to be given to the nobles. The Profession skill does not always guarantee half your result in Gold Pieces. Usually it is how much your master/overseer/boss/noble WANTS to pay you.
Any thoughts, ideas, or suggestions?


I realize that there are multiple core classes and prestige classes made to fit the feel of a Necromancer. However, I plan on using one class and sticking with it. Here are the choices; Wizard specializing in Necromancy, The True Necromancer Prestige Class from Complete Divine, The Dread Necromancer Core Class from Heroes of Horror, and the Dread Master of Orcus Core Class from the Dragon Compendium. Which Class best captures the feel of a Necromancer?


Limko, the Formorian Fighter. He was the henchman of a drow aristocrat in Erelhei-Cinlu, but he was still a bad-ass. He carried around a Masterwork Dire Flail. He had absolutely no magic items whatsoever, but he was so strong, smart, and fast that he did not need them. He caused my PCs to run away from the encounter the first time they saw him. The second encounter resulted in the death of the party's rogue, and the Druid had to Wild Shape into a Dire Snake to pin him, followed by the party's mind flayer to attach to his thick skull and drain his brain. Limko still put up a fight, and managed to knock around his Grapplers for a bit before getting his brain flayed.
However, the worst is yet to come; the Drow Aristocrat, and her organization's secret super-weapon, called The 13th Requiem!


My PCs are pretty clever and well-equipped for 9th level adventurers, so I supplemented Mr. Dory and several of his henchman to be equipped with non-magical explosive alcemy, being located in the Alchemist's Quarter and all. I have a Very Young White Dragon, Aasimar Druid, Stone Giant and Mind Flayer as Player Characters, due to a recent purchase of Savage Species. The Druid destroyed the chains holding the ship and demanded Mr. Dory to come out of the ship or else the Druid will use alchemist's fire to seet the surrounding mud, ship, and fire. Mr. Dory knew that if he was caught with incriminating evidence linking Tharaizdun's cult to him, Mr. Dory said "Go on, blow the ship up to high heaven, I dare you!"
The Dragon attacked mr. Dory, but the party was quickly overwhelmed by opposition from the skum, Dory, and Harid. The party retreated into the warehouse and barricaded themselves inside. The Skum Hid and Moved Silently to plant alchemical explosives around the ship and warehouse. The warehouse exploded and crumbled to the ground. The Druid was the only character to succeed on the Reflex save, the Stone Giant died, and the Dragon and Mind Flayer were dying. Mr. Dory, Harid, and the three remaining Skum fled to the Temple of Tharizdun. The party rested and healed their wounds. The tome and note in Mr. Dory's ship is now destroyed, and the party has no evidence of Mr. Dory conspiring to release Tharizdun against the Styes.
How should the adventure proceed?
Master Refrum was the character who hired the PCs. I am thinking of introducing Thornwell to congradulate the PCs and hire them to "finish the job."


I got a second group, because my first group quickly dissolved, because players wanted a different playing style. As you can tell from my last post, all but the Mystic Theurge was a melee tank, thus we had no one with ranged attack or social skills, just brute and magic force.

Group 2:
Hashkal, Male Kobold Int-based Rogue 3, specializes in alchemy and inpromptu fighting. When the party got to the Feral Dog, the player decided that the Kobold would pack more punch with a fireplace poker, still red hot. 1d6-2 bludgeoning plus 1d6 fire, combined with a sneak attack and crtical, he knocked out Kullen in one hit. Followed by an Intimidate check to demoralize the rest of the gang, the rest of Kullen's crew went running out of town! :)
Derek "Dwarf-Tosser" Duncan, Male Elf Fighter2/Monk1, specializes in Bastard Swords, plans on wielding two at once coupled with Whirling Steel Strike(from Eberron book, allows flurry of blows with long/bastard swords), then eventually become a Kensai. Arrogant and foolish, considers everyone but others who can best him in physical combat beneath him. Acknowledges Smenk's presence, but just barely. Quote: "Anyone who hides behind thugs for protection is a coward at heart!" Made this opinion quite well known in Diamond Lake. Bound to cause trouble in future! <:O
Kelly the Quiet: Female Human Wizard from Keoland, part of an organization of mute spellcasters who specialize in safe-guarding powerful magic from public knowledge. Talks in Sign Language, spellbook in unknown language.
Abelwharn Stulwar, Male Half-Elf Cleric of Ralishaz, God of Luck, overwhelming odds, and gambling. Sees life as one big game. Skilled DragonChess player. Actually thrilled to be part of a team taking on Kyuss. Quotes: "With the world against you, the odds are not very good, but when you win, it proves all the more rewarding." "Team of Mortals versus Apocalyptic Cult; Odds 40-1, place your bets now!"


I use to love Living Greyhawk, but the problem is that due to some Rules Fanatics, I can't order adventures until I'm 18, and in order to complete the Herald Level Test, the system will only accept Internet Explorer 6.0, which I don't have, and no other options are available. I can't turn to WotC, I can't turn to the RPGA, so my only hope is the Living Greyhawk Journal, which even then is hard to find! Whenever I turn to Greyhawk, I see a long, overgrown, near-infinite, road of obstacles. :(


In the Spire of Long Shadows, the PCs see visions from the Istivin adventure path, the adventure with the Demon Tree Malgarius, the volcano of The Shackled City Adventure Path exploding, and the Fant of Scales. Unfortunately, I do not know which magazine has the adventure with the meteor "Fane of Scales." Can someone help me? I plan on running the PCs through these adventures before they get to the spire of Long Shadows.
Another example is when Tenser says about Artifacts from other Adventures: The Tome of the Black Heart from Maure Castle, the Black Blade of Aknar Ratalla from The Tomb of Aknar Taralla, The Obsidian Eye from an adventure in Dungeon #120, and the Dread Forge from the Demogorgan-worshipping Troglodytes in a Dungeon magazine with Demogorgan on the cover. Unfortunately, I cannot find what adventure the Bindings of Erivatius was in.


What is it that causes Munchkins to die much quicker? I hear that they have entire tables dedicated to survival, weaknesses, and number crunching. They know so much about the game that it is hard to kill them off in a fair fight.


For the Green Worm lake in the Tabernacle, I put Pseudonatural versions sea creatures, such as a Leviathan, Megalodon, and blue whale. Another monster idea is a Titanic Worm. The Titanic template is found in the Monster Manual II.


With a Spiked Chain, disarming any foes with weapons in their hands, and if said opponents are fighting with nothing but their bare fists, then I trip them. If it is highly unlikely that I will trip them, then I will Power Attack, flank, aid another, and keep trying different tactics and when I find one that works against said opponents, I stick to it.


May campaign is set in Greyhawk
Male Hobgoblin Barbarian/Bear Warrior from complete Warrior.
Male Grey Elf Cleric/Sorceror/Mystic Theurge.
Male Baklunish (D&D equivalent to Arabic cultures)Human Fighter/Rogue. Aspiring to be a Dervish.
Male Half-Orc Barbarian/Weapon Master(Spiked Chain).
Player who played the Baklunish Dervish decided early on in the campaign, around 3 Faces of Evil that D&D was not his cup of tea, told everyone, and left the group.


I like the idea of a Dungeons & Dragons Adventure Module with monsters that are not there to be beaten. In the Wormcrawl Fissure, there are three such encounters; the monster at the bottom of the lake with no animal or plant life, the creatures under the green worm lake, and the pit in the Tabernacle chock full of millions of Kyuss worms.
In my campaign, I put a Mymyxicus Demon at the bottom of the empty lake. How it eats is that there is a portal to the Abyss that, over the years, had demons rush into the lake and devastate the lake's ecosystem.
Another idea is the Fiendwurm from the Monster Manual II. It would make an especially appropriate minion of Kyuss.


My Player Characters have played up to the Demonskar Legacy Adventure and have found out through investigation several events ahead of the plot. They saw the birthmark on Zenith and Terrem and the Wizard roles a natural 20 on Knowledge (the planes), and in Flood Season and Demonskar Legacy and they find out that magical cages are being constructed. They do not know of the Cagewright's plan, but when the Elf Barbarian blurts out "The Demodands use birthmarked people in magic cages to summon more of their own kind. I know that he has not read any of the modules, but he owns the Fiend Folio and I do not know how he could be so accurate. Fortunately, I kept a straight face and looked at him whenever he said one of his crazy conspiracy theories like he does every so often. By then, the other players did not believe him, but if he does not own the magazines, then how could he be so accurate?