Roy Greenhilt

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The one of the last lines in the worm food notes that the baddies can summon the same creatures, and if you PC's are they should... there should be nothing available to the PC's that isn't available to the NPC's....


I generally don't really consider much of anything "too powerful" so long as my bad guys can do it too...

Sacred heal/purifaction might make the fight with Filge easy, but it will make the fight in the temple of Hextor a living nightmare when you give it to the 3 clerics that set up the ambush with the teiflings...


my group almost named themselves the 7 of Diamonds. I thought it was clever.


Gildur wrote:
Talion09 wrote:
Darkjoy wrote:


Those more numerous, but lower level, PCs won't have the abilities that the adventure's writer assumes.

Which means the fighter will have less BAB and HP than expected. The Rogue will have a lower skill point maximum, and might miss out on the nice synergy bonuses and sneak attack dice as well. And everyone is going to be missing out on Saving Throw bonuses, which become critically important at higher levels.

That was exactly what I was thinking about. I might add some extra monsters if they get proper levels and maybe some extra loot, since sharing loot to 6PCs doesn't work to me (since loot is generated to 4 PCs). So far body count has been quite normal. 3FOE was killer adventure. Few of my players are realy min/maxing their characters, so probably even lower level won't be big problem. Like Talion wrote before, save,bab and skills are crucial in certain points of AP.

-Gildur

i really like the idea too, but i have characters with ecl.

I have a HUGE group, I just throw in extra monsters, and extra levels to baddies.


James Jacobs wrote:

While I can certainly understand the frustration with covers spoiling adventures, it's a necessary evil. In many ways, the covers are supposed to lure in the impulse buy; they're designed for the readers we haven't "caught" yet. The theory is that we show off the best qualities of an issue on the cover, rather than something that's not as exciting or (worse) use a bait and switch method to trick people into buying a magazine based on a cover that doesn't represent what's inside the issue.

Personally, I've always viewed the covers as analagous to movie previews or "Coming next week" bits at the end of TV shows like "Lost" or "Sopranos." They serve to plant seeds of excitement in the viewer (player) by revealing teasers to the movie or show; someone's more likely to see a movie or show if they've been intrigued by a teaser. Same with the covers. Think of them as the coming attractions.

I understand the need and even the reasoning of putting exciting attention grabbers... If the magazine doesn't sell there is no path series. So I don;t normally mind, since they typical issue contains adventures that are unrelated. But with the Path series, it seems easier to give away plot. It is just that since we are still pretty far back in the campain, my players have been introduced to Dragotha by cover art long before his name is first mentioned in the adventures. Last Friday night they found their first Kyuss Zombie... and are just now beginging to think the worms are important... but if they weren't the next issue's cover will convince them. I'm definately not trying to tell you how to run your magazine, just something to keep in mind I suppose. Thats all...


I guess this will be my first post ever aimed at the folks in charge of the magazine.

First, let me start by saying the cover art has been absolutely awesome looking. And the adventures are absolutely great. I am a truly big fan.

Ok, here is my respectfully submitted objection. Some of the players in my group have dungeon subscriptions (36 issue options from long before Age of Worms started it release in most cases). The rest I am sure look at the sweet cover art in the local book store when they go there to buy the new released books or get new dice.
The problem is, I kind of feel some teaser information lately has given away quite a bit of information in regards to the AoW campaign. They all know the AoW is being published each month for the last year. The covers even say so. While I don’t mind the Hall of Harsh reflections mentioning “a new adventure with doppelgangers” and a pic of a mind flayer, the covers lately such as the last months and this month especially feel like they are giving it away. The art is fine, but statements like “Kill the first Dragolich” and “ Slay a God, Save the World, Claim a Kingdom” and “Kyuss” are giving my players meta game information (we are just starting Hall of Harsh reflections) At the very least, now all my players will know whole the BBEG will be for the series.
Even my players don't like it. It makes it harder on them to no meta.


Will do. I like the ideas. Esspecially starting at the assult on Blackwall itself.
Actually since the PC and the Lizardmen both speak draconic, I have been thinking about not having the first group of lizardmen attack immedeately when they enter the tribe's dwelling. Since the PC was raised in diamond lake since childhood, it will be his first time hearing draconic spoken, and I will convey the strangeness of his mind being able to translate this tougue he has never spoken. The first group of warriors will assume he is a represenitive of the black dragon and send someone to inform the chieften before issue they encounter a passcode challenge of some type. The Chieften will send the druid to escort the party to him, to rub in the fact it was against the allience that has brought the tribe such a powerful gift from the dragon.

When the PC is unable to properly repond (regardless of answer) the lizarman gaurd group will then attack. This will set off the scene of the infect lizardmans death throes right as the druid arrives to escort. It will start out its negotiations with the party by looking at the PC and asking if Ilithane has finaly betrayed the chieftan once and for all and sent his replacement. but with the druid seeing the evidence in front of it, and talking with the PC's The rest should be pretty much the normal adventure.


So my party is about to travel with old Allustan to Blackwall keep having just finished up the 3 faces of evil, and after throwing bit of a party at their newly renovated, formerly broken down mine manager residence, they are prepping to leave on their way to Blackwall keep, only to be shocked by the assault of the fortress.

So, in an Ironic twist of fate, one of my PC’s has decided to play a ½ dragon ranger with dragons as a favored enemy. He has mentioned he wanted to have either a black dragon or blue dragon parent. I told him if he took black dragon, there would be the possibility of me being able to tie his back story into the adventure a little better. He agreed. I think we know know who his mother will turn out to be *wink wink*

So going into the assault on Blackwall and the subsequent encounters with the Ilthane allied lizard folk tribe, are there any suggestions as to how the lizardmen including the chieftain should react to a character who’s linage is very plainly descended directly from their master? I don’t wish to change the adventure any more than I really have to, but I also do not want to down play the unique connection that this PC has with this group of Lizardmen. Although he is quite aware of his linage, this will be the PC’s first fleeting hints of whom his parent maybe, and what she is all about.
Thanks for any suggestions...


No one in the group has ever debated that the parry tree isn't more useful. The aurgement is largely based on it beng too good. There is little reason for a fighter to NOT take the parry tree.

The other aurgement, is that there are many many many other places in core books and other places that state parrying with a weapon is the active defense that all combatants use. And this active defense results in a bonus to AC. Dodge adds to AC. It doesn't allow you to dodge a blow that would otherwise hit. Even combat expertise adds a bonus to AC, it does not make an attack automaticly miss when the defender would otherwise be hit.

The feats imply that the only characters that deflect blows away with their weapons are the ones with the parry tree feats, and that all other characters simply can not make that attempt. This is rediculious.


Kyus "The Black Fang"; Male 1/2 black dragon Ranger. (Yes I laughed out loud when the player told me what his name was going to be.

Carceri; Female Thifling Rouge/Fighter

Fura; Female Cleric Minotar

Ingot; Female cleric/cook

Toumby; Male halfling spell theif

Heroki; The Male Wu Jen

Kregal; Male Half Orc Fighter


I am one of 8 player/Dm/close friends that all play in the same group. Since we all DM for each other, we come to group agreements on the mechanics of how the rules work. This is so that one character a player may have is "DMable" by anyone on the group. It has never been a problem. Well, there is one thing the group has never been able to agree on. The Parrying feat tree in Dragon 301. It has led to (and I kid you not) more than a few multi hour long debate/aurgements on if they should exsist. The key aurgement being that there are so many other feats and class ablities where "parrying" is described as AC bonus vs. a landed blow deflection. So now it is to the point where only 2 players have parrying characters, and the other 6 pretend those characters don't exist. We simply try to not EVER mention the word parry when we all play.

I was just curious if anyone else has had thoughts on this one? Or if these feats have caused any kind of controversy? Has this discussion taken place else where?


Thomas Thiessen wrote:
Thanks for the input everyone. Perhaps a few sidequests to get them working as a team, keeping them below level 5 to start the AoW arc. Or just work the seperate adventures in wherever I can, adjusting ELs for their level atm.

Must have gotten really lucky. I was just starting to explain what the backdrop would be like. I read the first few paragraphs of the backdrop article to the group, and when I got to the party about the drunks kicking the halfing down the street, the halfling in the party asks "Is that me? It probibly makes sense that it would be." I laugh and say "sure"

Then the Goodly female dwarven Cleric/Cook says "If i am near by I would like to put an end to that." I said "sure" This led to a roleplaying opportunity that ended with the drunk miners saying something very very Diamond lakeish but also so profane that I will not reprint here. This perked up the ears of the half orc figher (along with all my players) , who thought the miners may have pushed the limits of good taste... And just like that, half the party was together and bonded.


I don't see why the Wind Duke *Insert Name* couldn't be buried with his spell book along with his swords and ring. You could make it a wind and law themed spell book, and would add some cool character to your PC wizards spell selection...


somnamancer wrote:
andrew berthiaume wrote:
D&D artifacts have always found a home in my heart ever since I started playing the game. But one thing I want to know is where do I info on the Rod of Seven Parts? And I wonder if any other artifacts are going show up later.

Yeah. I once actually ran a campaign that had the (admittedly high powered) characters pursuing various artifacts in order to lock them away in their patron's vault (think something like teh Friday the 13th TV series). Gave the characters a chance to play with an artifact for a little bit, and allowed them to get to know some of the classics.

I do, also, have a fondness for the Dancing Hut of Baba Yaga. That would be ever so much fun... and I have both adventures that featured the Hut prominently.

that's funny...

I run a campain just like it in the Realms. The Characters are all followers of Mystra or Helm, and are a part of very secretive allience of those two churches to recover powerful items and keep them out of mortal hands.
I named it the Relic Hunters. Part of the fun for me was making up items for them to chase.


The Crimson Cloak of Cyrahn
This cloak was originally woven in Elvin looms for an Elvin ambassador to presented as a gift to the coronation of King Cyrahn Crestfire. It is a thick velvety dark red squared shaped cloak crafted to hang off securing posts on the front shoulders of heavy armor. Is made to hang just short of the back of the knee of the original owner, whom stood 6 feet tall in height. Bottom few inches of the hem are made of thick scales that add weight the cloak into hanging properly and edge the other wise red cloak with a regal metallic silver. The antiqued silver posts are etched with a simple star drawing and encircled with long flowing Elvin script stating, “May your path be forever blessed with Strength, Wisdom, and Safety” According to bard tales, the king still wore the cloak when he fell defending the attacks that overran his lands.
+4 Enhancement bonus to Strength, +4 Enhancement bonus to Wisdom, +3 Resistance bonus to Saving throws.
Moderate Transmutation and Abjuration; CL 10; Craft Wondrous Item; Bull Strength, Owl Wisdom, Resistance; Cost 41,000 gp.
Class Suggestion: Paladin or Monk

The Ring of Scholars
The ring made of a simple woven steel wraps around a simple small green stone. It has only recently been made story worthy after its discovery by now Archmage Manzorian in his early days of adventuring in the Lower level of the Crypts of. Although though he no longer wears it, it serves as an interesting historical piece as he wore it frequently during the Blood Sea Odyssey’s and the Sealing of the Fela’Ranack Evils. Both adventures that have become favorite stories of many a bard, and recorded in several tomes of lore.
Ring of Wizardry II
strong no school; 14th (II), Forge Ring, limited wish; 40,000 gp (II),
Class Suggestion: Wizard

Shadow Whisper
This chain shirt is made of a black metal that seems to absorb light at the high points instead of reflecting them like normal steel. It history seems to be as shrouded as the wearer of this item. It was taken off the body off the corpse a elderly looking human female in Free City who’s surprise dagger attack nearly killed the Agoth of Thrunch while presiding over the trial of the Guildmaster of The Bloodblades. It seems intuitive that it was crafted for a rouge of some type, but whom crafted it, for whom, or under what pretenses is unknown.
Black Chain Shirt +3
Improved Shadow, Improved Silent moves.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, silence; Invisibility
Class Suggestion: Rouge

Seal of the Defender
These shields are a symbol of honor and the most prized possession of the high ranking dwarven defenders. They are painstaking crafted to precise and exact specifications that passed down from generation to generation. The annals of dwarven history are full of many stories of Seal bears making truly fantastic stands against vast numbers of opponents to hold bridge or block a door. Returning a Seal back to the defender whom fell bearing it considered a clan debt, and most dwarves will not shame themselves by wielding a Seal not theirs. Other races have duplicated the magical effects, but none has managed to master all the details that make these tower shields the unique dwarven pieces of battle art. Dwarven defenders certainly prefer parting with lives before their Seals, and they are only given to non dwarves in every rare cases are repayment of a life debt of a group of dwarves no smaller than an entire family line or clan. Receiving shield was a large honor for Manzorian, but it really serves him little, so he is willing to part with it. These huge tower shields are an intricately interwoven mixture of steel and stone making them heavier than a normal tower shield. Runes adorn the edges which taper to sharp blade like edges. The bottom center of the shield sports a reinforced steel spike for planting the shield against bull rushes, and allows spinning to face new directions or bear against a charging opponent.
+3 Tower shield of Invulnerability,
Wielder continuously effected by protection from Chaos spell
Moderate abjuration; stoneskin, wish or miracle, protection from Chaos.; CL 12; (Prot from chaos cast at 1rst level x 2000 gold pieces for a continues effect) Purchase price 38,000gp.
*DM optional ruling: +2 Situational bonus to diplomacy for bear with dwarves.
Class Suggestion: Fighter (Dwarf or non dwarf, as it is being given by Manzorian)

Shell of the Face Crusher.
The thin elf made bands of steel in this suit of chain mail are small and delicate looking interlinking over and over in tiny loops. It is a suit of armor styled for the most skilled elfish scouts. It most certainly was given a different name in its crafting, something soothing and befitting its look and nature. However, its name will forever be tied to it previous holder. Anyone whom saw him fight needs little imagination to know how the half Orc barbarian “Face Crusher” came to own it, and many other items in his possession. For all his skills in battle, fighting with him was almost as tough as fighting against him due to his incredibility brutal tactics during his completely uncontrollable rages. His trademark, which led to his knick name, was his well known habit of smashing the face of the fallen beyond recognition with a large rock, or smearing it across dungeon walls as a final insult to the fallen. The shell actually made this worse, since he never was too tired after a fight for his grisly final insult.
Shell of the Face Crusher is a suit of Armor of the Unending Hunt from Complete Warrior page 134, only functions as a +5 instead of a +2.
Moderate abjuration; Restoration.; CL 10; 38,500 gp. Purchase price.
Suggested Class: Barbarian

Aelita, Lyre of the Emerald Lady (Or other instrument as needed)
An instrument of genuine beauty lovingly crafted and enchanted by gnomish craft master Nebjani Estalanda Caramip Rutile, known as the Emerald Lady. It’s beauty, shape, design, pitch and tone represent the upper pinnacle of masterwork instruments. Each instrument is named, and no two are known to be alike. Along taking a painstaking period to craft, the gnomish master is highly spiritual and takes large breaks between instrument crafting for periods that sometimes last great periods for spiritual recharge and mediation. She believes that each instruments is an indivual creature, and she treats their creation as such. Her instruments are therefore quite rare and are coveted by bards, for whom her works represent a bit of a status symbol. This lyre is made of a strong polished cherry wood body. The griffon gut strings are fastened to mitheral tuning pins that are capped with small matching pearls, and the sound box is crafted ironwood. The bow is crafted of Cherry wood capped with a small star cut emerald and stringed with Pegasus tail hair. This lyre, Aelita, is actually one of her earlier works, but was given to Manzorian, who stashed it away, only taking it out to occasionally listen to it perform. It has been tuned, but never played.

Aelita is an intelligent Lyre that acts as a Rod of Splendor. Along with the +2 circumstance bonus to perform checks, when using Aelita for the bardic music ability inspire courage, the bards moral bonus to hit and damage is increased an additional +1/+1. This effect is a function of the masterwork nature of the instrument and is non-magical (Complete Adventurer)
(+1000 gp Masterwork Instrument) Complete Adventurer
(+25,000 gp Rod of Splendor)
Intelligent: 14 Charisma, 14 Intelligence, 10 Wisdom, 120 foot vision and hear, speech. 2 minor powers (+4,000 gp)
Languages Common, Gnomish, Celestial.
Has 10 ranks in perform: String Instruments (+5000 gp)
Mimicry (+5000 gp) **twice a day Aelita will continue a bardic music performance for the bard so as they no long have to concentrate for the effect to continue. Aelita can sustain this effect for 10 rounds. This ability is an original personal creation and can be substituted with any other intelligent item lesser power of your choice.
Gp Value 40,000 gp.
Suggested Class: Bard (pretty obvious huh?)

The Dragon Eye.
Prior to his eventual insanity that named earned him his name, Venton Gracemantle, or The Twisted One was actually a skilled Enchanter that crafted some items of legitimate power. The dragon eye was one such item, known for its creative safeguard to the threat of an opponent damaging or stealing a circling Iuon stone. The Dragon Eye is a thick hollow crystal oval amulet held in a platinum setting and chain. The crystal piece is approximately 5 inches by 3.5 wide and thick. Suspended and spinning in the middle like a fiery octahedral shaped children’s toy is an orange ioun stone. Light reflects through the stone, filling the crytal with a week orange color, and leaving the amulet look like a large eye, giving it is name. Although, it is thought to have been a commissioned item created for an adventuring priest, there is still irony in the fact one of the demonic necromancers best known pieces aids its wearer in the fighting of Undead creatures.
Orange Ioun stone, (+1 Caster level) Cast Searing light twice a day as a 5th level Cleric.
Orange Ioun stone (+30,000 gp)
3 level spell x 5 level caster x 1,800 * 2/5 = (10800gp.)
Item Cost 40,800 gp.
Suggested Class: Any Caster class.

The Bromban Scales
Many accused Bromban the elder of committing an strange and wicked act to skin his skin his long time bronze dragon friend and companion. Even more found it unsettling then he fashioned the skin into armor. However, they simply were unable to understand the greater beliefs of the Druid. His friends death been a natural passing, and the crafting of something that would continue to protect him long after the flesh had become soil would please his friend. Due to his neutral views and druidic beliefs of rebirth and recycling, Bramban could see no more fitting way to honor his fallen friend that to take a piece of him with him. Still, the armor so obviously crafted from a good aliened dragon often still brings strange looks, biting criticism or worse. The full plate is covered in thick scales that are a deep rich Bronze.
+3 Wild Bronze Dragonhide Platemail.
Optional Ability: Add Juvenile bronze dragon to druids wild shape list at level 16 in along with Elemental. Add Young Adult Bronze Dragon to wild shape list at level 20. Treat both as a Elemental wild shape for uses per day.
Suggested Class: Druid

The Wrappings of the Ordered Mind.
These 2.5 foot long strips of simple white cloth are actually adorned with spiritual quotations of enlightenment. This is commonly overlooked as the writings are also sewn into the fabric with white threads. However, like many other things, these wrappings simple looks are deceptive. Wrappings of this nature are common, but enchanted wrappings are rare. Enchanted by the meditative clerics of the skytouch monetary, they are meant to be constant reminders of the simple virtues of the enlightened path to those whom travel.
These wrapping count as magic weapons for the specific unarmed attack (fist or foot) that the are wrapped around. Their bonuses are applied to those attacks only. Attacks are still considered unarmed attacks, and simply modify to hit and damage.
Wrapping of Order +1 Axiomatic
Wrapping of Purity +1 Flaming burst.

Rosary of Faith
This necklace was worn by Drake Landonnaffair, a priest killed during an assault into the Underdark in search of a missing girl. Wounded badly, his party was forced to leave him behind. The necklace had been a simple family heirloom from his background from a small costal town. He sent back a few items including the necklace, he held of a militaristic patrol of fish creatures while his friends retreated. After his fall, the necklace miraculously and mysteriously became imbued with divine magic. His body was recovered later, as was the kidnapped girl. His family donated the pearl necklace to the Arch mage to distribute to a champion whom in his vast intelligence best deserved their powers.
Standard Strand of Prayer beads, with 3 pearls of power (3rd, 2nd, 1st) as a the center pieces.
Standard strand of Prayer beads (25,800 gp)
Pearl of Power (3rd) (9000gp)
Pearl of Power (2rd) (4000gp)
Pearl of Power (1st ) (1000 gp)
Cost= 39,800
Suggested Class: Cleric, Paladin,


Gregory Oppedisano wrote:

Coup de Grace is evil, eating sentient beings is evil.

I completely disagree...

If I am DMing a swashbuckler kills an evil awakened apple tree and then takes a bite of an apple of his fallen foe as a cocky gesture... I would not ask what his alinement was... Sometimes food is just food, not matter what it thought it was prior to its passing.

Also, after an assult when those that have lost are lying in their own blood dying slow painful deaths, if the victors have no intention or means of healing, then a CDG can be a VERY compassionate act to quicking the passing, and minimizing the suffering. The lizardmen in the keep already thought they secured the keep, and were not going to heal the fallen gaurds. The CDG could have been nothing more than a favor to the gaurds.


When I DM I don't even fret about encounters like that. Sometimes things are just bound to go in the PC's Favor. In this case, as least it was due to their careful planning and actions.

Don't think you have to nearly kill a character to challenge the party. Part of the challege for you characters in this senerio was coming up with a working plan. I am sure there will be plenty of tough fights to come for them ahead anyway..... three faces of evil for instance. :)


So... and I am sure this is not the idea you are shooting for, but as an alternate I submit the following.
And again I will make this as generic as possible since i don;t realy know the history.

As of 3.5 having Human as a favored enemey don't mean that twigwisker has to hate humans. It just means that he has a long history of battling them. They are on to their tricks. So how about this instead...

Have him be a former scout for a clan that answered the call of his clan against the incursion of humans in a teritory under dispute. In breaking old treaties, neither side wanted it to come to blood, but both was too stuborn. Twigbeard first saw action in some of the early skirmishes. He stayed in the ranks through the whole war, and by the end he was well known for his ability to anticipate the human tatics and fight them.

After the war, he returned to his clan, but was restless. He took to the road to sell his unquie skills. He ran out of cash in Diamond lake, and considers it a pit stop on his way to bigger oportunities. Obviously there is lots of space here to flesh out a personality and other background as you see fit.