aaron wrote:
Or maybe its just not "your thing", really I cany see what your wingeing on about, so what a few little details are miffed-up, get over it, you noticed them didnt you? You can easily correct them and carry on. As for the challenge ratings in D&D, it's a rough estimate isnt it, not a strict science, so be ready to adjust things to suit your group, as a DM you should know this. Considering the hardcover is basically giving you an entire campaign already planned out, with multiple plots and foes and loverly art, like npc pictures, player handouts and stuff; I dont know how you can say it falls short, what do you want, the guys who wrote it to come around and DM for you?
HOW ABOUT: A seafaring AP ending with being shipwrecked on a mysterious island where the pc's are subjected to even more mysteries and dangling plot threads that never get tied up, only branch into more, the DM constantly opens up new paths for the players to take but they never get anywhere... PEOPLE WILL LAP IT UP!!!! ;)
I am trying to make a subrace of feral halflings bred by the red wizards of thay to be nothing more than more cunning warhounds, they are often used for gladitorial combat and are tough little guys. Theses halflings are known as "houndslings" and have been bred to have claws, fangs and heightened senses (the scent ability). I wish them to be a low level adjustment race who are dumb and dog-like but hardy and good in hand to hand combat. Their favoured class would be barbarian. I am not very good at balancing races or creating my own things so I was wondering if you guys could help me out? So far I wish to give the basic PH halfling something like the powerful build ability (but have it so it only applies to there claw and bite attacks making them count as medium bite and claws for damage), bite and claw attack and scent. they would get the following race modifiers: +2 strength, -4 intellegnce (minimum of 3 like a h'orc), -2 charasisma. Any thoughts?
Brendan Johnson wrote:
If your playing in the Forgotten Realms it could be crimson gold, a special Thayan metal with magical properties? You could look in the following books: Magic of Faerun, Arms and Equipment Guide, Underdark and the Expanded Psionics Handbook all have alternative metals to use. Many Dragon magazines have a vast amout of special metals and rules. Failing that you could have it be a new varient of mithryl or adamantine from the DMG, just change the properties around for yourself. Perhaps give it something that can help out your players by having it boost something they are weak in? The red color may mean something, perhaps it has connections to the blood, health effects, healing, vitae, regeneration properties, helps give resistance to illness, boosting saves vs disease? Maybe if used as a powder and added to healing potions it allows the maximum roll instead of rolling, if so remember to tell them the metal needs to be refined and treated so only a little (therefore only a few) healing potions can be made this way. Maybe it causes extra damage against undead if forged into a weapon? Maybe it is the only type of metal that is imbued with vitae/life energy and so can critical hit undead?
Mark Waldron wrote:
Sounds like the flood season issue of dungeon, #98 I think, trouble at the lucky monkey coaching inn.
Cardinal_Malik wrote:
Can you really get skull stickers? I would soooo love some.
I would love to know if the Age of Worms would translate well into the FOrgotten Realms? Can anyone tell me if it would plug-into Toril without too much work? I dont have much time at all to work on D&D anymore... :( What sort of region is the new AP set in? Northern chill or Southern heat? Any cultural standards that must be be met? What "flavour" does the first module seem to be? Swashbukler/Thriller/mysterious searching/hack and slash/fortold of quest and "chosen ones" PC destiny stuff?? Is it a typical euro-centric adventure? What would you say inspired this AP? How much freedom does it allow for players at the creation point, do the PC's have to be local, vanilla, untested human, elf etc's In your opinion, is this first module of Age of Worms better than/more fun/exiting than "Lifes Bazzar" from the last AP. |