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I came into quite a haul of 2e material yesterday - much of which I used to own and haven't seen for years. Very exciting, but amongst the pile was a mint copy of Dungeon #35. I was surprised (and pleased) to find an adventure (Twilight's Last Gleaming) by James Jacobs. Just how long has Mr Jacobs been writing for Dungeon? Has anyone in the industry had the same job for as long... it seems like Mr Jacobs may hold the record here. Cheers
I've seen a lot of discussion on these threads about readers favourite all-time adventure from Dungeon. But lets get more specific... how about people's favourite non-linear, or non-dungeon-crawl adventure. My vote immediately goes to Wedding Bells from #89. This adventure was really well written, and excellently designed with huge amounts of roleplay opportunity, character design, and hooks just built in from the ground up. I have never seen such a fun, quirky, suspense-laden adventure and one that provides a great small town base for years to come. In fact, its design begs me to ask for more similiar. Or what would be really cool would be if we could see an adventure or two designed in the same fashion as Mike Mearls' Ruins of Intrigue (published by Malhavoc Press) that gives all the groundwork needed for a DM to really personalize the details. It would be at least an interesting experiment to see what other readers thought. Cheers
I was wondering if anyone had run The Seventh Arm (#88). I hope to be running it very soon. It reads as one of the best adventures I have read for a while - essentially a 'snatch-and-grab' like we've been talking about lately, but with a really interesting dungeon dynamic, huge potential for roleplay and some great locations. As I said, it reads really well, but I know the proof is in the play. So did anyone memorable (good or bad) experiences with it? Cheers
My intention with this project is to create Hobgoblins as an alternate PC race for my own homebrew world. I intend for them to be internally balanced with the other more standard PC races and not have to contend with ECL's and LA's and such. I would very much appreciate any feedback, comments, criticisms, or suggestions on any aspect of this - in particular the game mechanic aspects. The flavour text is obviously written with my own world in mind, but any feedback there would be great too - these may not be the culturally typical hobgoblins of the MM. Many thanks, Shivir (Hobgoblin)
Personality: The Shivir have managed to eke a living and carve a society within an exceptionally inhospitable environment and this has engendered them with a great respect for physical constitution and simple practicality. They are brutally honest and upfront with little patience for meekness or deception within themselves or others. Survival is paramount in the reality of the Shivir’s daily life, but they still find the time to appreciate food, drink, dance and romance. They know that death may be upon them at any moment and intend to experience the moment in which they find themselves. They fear little, except the hostility of their environment, raiding minotaurs and the mystical fey. Physical Description: Shivir are a tough people hardened by a lifetime of crossing the tundra. Their shoulders and hips are wide, their chests broad and muscular. Their skin is permanently blushed from the frigid winds and takes on a dark orange or red-orange tone with prominently large blue or red tinted noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Both Shivir men and women let their dark reddish-brown and dark-grey hair grow long and unkempt, men studiously braid their long moustaches and beards. Relations: The Shivir have mixed relations with the goblins and orcs with whom they compete for hunting and living rights. It is not uncommon for one Shivir village to enslave goblins and be allied with orcs, just as another wars with all of its neighbours and yet another seeks a quieter life avoiding trouble from all comers. Without exception, the Shivir hate and fear the minotaurs who often raid them to take slaves or food themselves. The Shivir are largely unaware of the fey – except in fearful rumour and legend. Homeland: For the Shivir peoples merely surviving their daily life is often adventure enough. They frequently must move camp, uprooting entire villages and trekking across the tundra in order to find the next safe cave or sheltered cove to make their home – and often with goblins, orcs or minotaurs dogging their every step. During the First Age, Shivir will not be encountered outside of the frozen environs of the Sunless South. Religion: Shivir religion has its basis in Anwen s teachings but it otherwise animistic with the Shivir worshipping the spirits of most of the native animals and even important features of the landscape. Shivir religion however teaches of a supreme ruler of the spirit animals and in a vague deification of the forces of nature – Anwen. Language: Prior to 40’000 PL the Shivir had no real spoken or written language, rather they would communicate with a bestial sub-language of grunts, gestures and body language that could be understood only by themselves. Since 40’000 PL that primitive language has evolved into Shivor. Shivor is the local tongue spoken by all of the Shivir peoples but with sometimes extreme local dialect variation. Only the tribal leader or shaman might be learned enough to speak a second or third language and this would vary depending on the minor race any particular tribe has the most direct contact with. Male Names: Kavik, Malik, Quroq, Sermeq.
Racial Traits:
Shivir base speed is 30 feet. Medium: As Medium creatures, Shivir have no special bonuses or penalties due to their size. Darkvision 60’: Shivir can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Shivir can function just fine with no light at all. Automatic Languages: Shivir (sub), Shivir (verbal). +4 racial bonus on Wilderness Survival checks. Racial Levels: A Shivir can take up to three levels in ‘hobgoblin’ as a class to develop their racial qualities more fully. Hobgoblin Levels
Apologies if this in an inappropriate thread for this forum - although it probably loosely fits into the 'Art of Dungeon Mastery' and I would really value some feedback from fellow DM's. My intention with this project is to create Lizardfolk as an alternate PC race for my own homebrew world. I intend for them to be internally balanced with the other more standard PC races and not have to contend with ECL's and LA's and such. I would very much appreciate any feedback, comments, criticisms, or suggestions on any aspect of this - in particular the game mechanic aspects. The flavour text is obviously written with my own world in mind, but any feedback there would be great too - these may not be the culturally typical lizardfolk of the MM. Many thanks, Rajiinian (Lizard Folk)
Personality: Rajiiinians are an innovative people, it is testament to their skill as creative thinkers and builders that some of the most advanced early civilizations were built deep in the jungles of Rajiin without the benefit of the wheel or of metal tools or beasts of burden. Intrepid builders and inventors Rajiinians are a people curious about worlds beyond their own. They extensively study the stars, plotting constellations and planetary movements and were among the first races to discover the existence of the outer planes. Rajiinians are devout, very independent, loyal to their own traditions and laws, yet respectfully apathetic towards others. Physical Description: Rajiinians are a reptilian people. They are blessed with powerfully tall and muscular humanoid frames covered with scales that may vary in colouration from gray to brown with a yellowish-green being the most common. Their chests and stomachs, as well as their inner arms tend to be a much lighter shade than the remainder of their body. Eyes are typically a pale yellow in colouration - pupil-less and double-lidded similar to a lizards. A powerful prehensile tail some three to four feet in length is used for balance and swimming. A Rajiinian's hands are humanoid in appearance but feature long and sharp talons, as do their feet. Prominent dorsal spines may run the length of a Rajiinian’s body from the forehead, down the spine to the tip of his tail. Relations: Rajiinians respect their own kind and typically have good relations among themselves even on the rare occasions different Rajiinian societies may interact. The mountain dwelling kobolds are viewed at best as a nuisance and a pest and at worse (given their tendency to raid or lair within ancient holy ruins) foul heathens that deserve no less than to be hunted. Werejaguars are respected and loved by the Rajiinians and afforded a special place in Rajiinian society – often as priests or seers. Rajiinians are not aware of the difference between the two Courts of the Fey – although they are all too aware of their presence - they treat both equally with a measure of superstitious fear and dread. Homeland: All major Rajiinian civilization favour the coastal regions primarily and the swamplands and river plains secondly. The higher and cooler elevations of the mountains hold many unknown superstitious dangers (and allures) for the average Rajiinian and are typically avoided by all but the most adventurous. Religion: Rajiinians are a devout people who worship their own ancestors primarily, believing that they remain to guide their own descendants with a wisdom gained only through death. This ancestral worship fits into a pantheon of sorts with a half-lizard, half-jaguar aspect of Anwen at its head. Sacrifice and ritualistic cannibalism remains a significant part of Rajiinian religion. Language: Two major spoken languages exist among the Rajiinians, each with their own regional dialects and variations and a common hieroglyphic written language. Male Names: Acatapec, Tel’ Chiquel, Tel’Rajil, Xuca
Racial Traits:
Rajiinian base speed is 30 feet. As an amphibious people they also enjoy a base Swim speed of 30 feet. Medium: As Medium creatures, Rajiinians have no special bonuses or penalties due to their size. Hold Breath: A Rajiinian can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. Natural Weapons: 2 claws (1d4) and bite (1d4). Automatic Languages: National Language. Because of their tails, Rajiinians have a +4 racial bonus on Jump, Swim, and Balance checks. Racial Levels: A Rajiinian can take up to three levels in ‘Lizardfolk’ as a class to develop their racial qualities more fully. Lizardfolk Levels
Weapon and Armour Proficiency: Rajiinians with levels only in lizardfolk (no actual class levels) are proficient in the use of all simple weapons and light armours and shields. Level 1 : +0 BAB, +0 Fort, +2 Reflex, +0 Will, +1 Natural AC, +1 Str
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