Ian Morris 321's page

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I am a victim of my liberal character creation policy. I like giving the players choices and this particular player actually surprised me by creating an interesting back story. I was under the impression that it was just a dragon themed Warlock, which is reasonable. When he shows up with a Dragonfire Adept I was amused but after a day of play I am exhausted. I have reviewed the rules and they are vague at best.

He has taken the invocation that makes targets (the other players) immune to the ‘effects’ of his breath weapons. Does this include the damage and the other silly ‘breath effect’ he can add to the breath weapon.

He also used a (IMHO broken) constant detect magic ability that he could dismiss to cast identify. I am not a huge fan of the identify tax of 100 gp but completely circumventing this at a low level (5th) seems wrong.

I don’t have a problem with the constant elemental based damage and in my opinion the class is very one dimensional and frankly boring. My question is how do I interpret the two above abilities and does anyone have experience dealing with the Dragonfire Adept?

Thanks again,
Ian


I was looking over the SRD and it does not say if the additional HD from being an animal companion lead to a size increase, as detailed in the animal's advancement entry in the MM.

It does directly mention the extra HD means more feats, BAB, and saves.

I am also confused because the Druid Guide (from Dragon Magazine) says that animal companions do not advance as normal and as presented in the MM. I would interpret this to mean more feats, BAB, and saves.

SRD > Dragon article, so I can safely assume that the extra HD increased feats, BAB, and saves. What about size? Was this omitted on purpose?


I have been hearing great things about this adventure for a while now and after my initial read through I wasn't very impressed. I really liked some of the tactical battles but this strength is also what I have a problem with. The adventure as written appears to play out like a series of battle mats, one after another.

Does anyone have advice for adding some more role-playing in the adventure?

I have started by including at least one PC as a former Lion of Brindol, and the majority of the PCs are somewhat local as well.

I like the encounter with the Areana spy and I have decided to change the Ghostlord portion of the encounter. I like the Ghostlord but I wanted to make him a more tragic figure that appears as a more reluctant agent of the Red Hand. Right now I am thinking of ways to make one of the early (pre published material levels) adventures where the PCs are responsible for delivering the phylactery to agents of the Red Hand and more sympathetic to the Ghostlord later.

I am also confused how easily the PCs will get the connection with Old Warklegnaw and the ruined keep. I can see some good RP here but I can also see the PCs just slaying the old giant outright.

What encounters did you change to add a little more RP for your/your DM's Red Hand of Doom?

What encounters can I safely omit, to cut some of the tedious complaints I have heard about the campaign?

Thanks in advance,
Ian