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What are the Diabolus? Which past Dragon issue did they first appear in?


aaron wrote:

In all honesty I don't need to provide reasons other than the ones stated above. But here it goes. Drakthor == way more powerful than he should be, however the goblins that defend him are CR 1/3. Kazmojen shouldn't be dual wielding a dwarven urgosh but should be using some kind of two handed weapon.

The biggest thing that upsets me is it's not 3.5 like it says it's in the book, the stat blocks in the end of the book aren't broken down into the types of armor they have. The spell book in jzadirune isn't 3.5 it lists several spells that aren't 3.5.

Maybe I am a troll, or maybe I'm right pissed that I've spent money on a book that looked really good but fell short every session it's been used.

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?


Dont you think its a little rude, not using english on an english speaking forum? Most people cant read your posts, its unfair and rather dismissive of others.

Should I start posting in welsh? I think not...

Do yourself a favour and stop being inconsiderate.


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!!!! ;)


Jeremy Mac Donald wrote:
If you have access to Oriental Adventures check out the Bakimono as they sound similier to what your talking about.

unfortunatly i dont have that book. :(


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:

For whatever reason after my group dealt with the Earth Elemental they became rapidly interested in the Red Metal Pedestal. When the dwarf couldn't identify the metal and the rogue made an Appraise check that was way overvalued they were sure they had something important. They lunged the 200 lb. pedestal all the way back to town. First stop was Allustan. Allustan offered to experiment with the pedestal and let the group know what he could discover. They refused. (this is because when they asked about the glyphs in the WC it took three game sessions before Allustan finally revealed any information to the PC's) The PC's were not about to wait who knows how long. Second stop Tidwoad's. They don't trust the gnome, but he has money and they wanted to see what he would offer. So I had Tidwoad offer the listed 300 gp. The PC's assumed he was low-balling them and that it must be worth a ton of money or better yet contain some "magical" properties. So they approached Manlin Osgood the blacksmith and whated to know if he could make something with the metal (armor or shileds).

Now for my questions.
(1) What should I let the metal be.
(2) Should the metal be worked into armor.
(3) Should it contain any magically properties.

I was thinking maybe the metal should be either related to the Wind Dukes or maybe it was related to Ogremoch. Either one could be fun. Mostly I'm looking for suggestion and ideas.

Also from another thread someone mentioned letting their PC roll a second time for hp's if they didn't like the first roll. I used this idea, but if they wanted to reroll it would cost 5% of the overall experience. So far my group has liked the idea. (one player went from a die roll of 3 to a 6 for 51 xp)

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:

There was an adventure published about a group of werebaboons that seized a tavern, and the PCs were sent to rescue a VIP. The whole adventure took place in the inn or tavern, with a very detailed map.

In what issue of Dungeon did that adventure appear? I think the adventure was 3rd Edition.

Thanks for your help.

Sounds like the flood season issue of dungeon, #98 I think, trouble at the lucky monkey coaching inn.


Cardinal_Malik wrote:

tell me about it, my group took a session for each day of the games. two months to get through champion's belt. TWO MONTHS! oh well, I had a blast using the Apostle to take out a PC. Another Skull Sticker on my screen!

Can you really get skull stickers? I would soooo love some.


euro size: 41.
uk size: 7.
US: ?


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.