NineHostages's page

15 posts. Alias of Niall Sullivan.




I'm designing a magic weapon with the intended purpose of bringing down any monster with a natural fly speed, for a short time. I've been sifting through the books to find a suitable spell or magic weapon property that fits the bill, but I can't seem to find one (and that's ok, I just want to know if there's a model I can use).

To be more specific, I'm thinking this is a boomerang which can, on a successful hit, and with a failed save, reduce a creature's fly speed to 0, and bring them crashing down to earth. The effect should only last a few rounds, or just one.


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I'm trying my hand at writing up a proper adventure module, with a fairly complex story, interesting encounters, etc. I'm wondering what people think defines a truly awful adventure. What should I avoid? With both the story and the statistics, what are the worst mistakes a writer can make? As players or GMs using a module, what drives you crazy?

For me, this is sort of an attempt to approach my campaigns differently. As a GM I normally run a loose, open-ended story where I improvise pretty much everything.