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...
Gildur wrote:
James Jacobs wrote:
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.
Will do. I like the ideas. Esspecially starting at the assult on Blackwall itself.
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.
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.
somnamancer wrote:
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
The Ring of Scholars
Shadow Whisper
Seal of the Defender
Shell of the Face Crusher.
Aelita, Lyre of the Emerald Lady (Or other instrument as needed)
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)
The Dragon Eye.
The Bromban Scales
The Wrappings of the Ordered Mind.
Rosary of Faith
Gregory Oppedisano wrote:
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.
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. |