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Playing Carrion Crown with an Unarmed Fighter PC. His backstory is that he was a natural born werewolf who was exiled from his pack and stripped of his heritage. Recently, thanks to a animal leadership feat from Kobold Quarterly, he had discovered his missing wolf half. We are in book 3 of the AP and the DM is willing to give him a chance to restore himself as a full natural born, not afflicted, werewolf. Due to a off handed choice by me of wolf color, black, she says he was born into the Demon Wolves. He isn't the kind to go along with them once he came of age, so getting kicked out isn't surprising. I will talk to her about why they went so far as to strip him of his wolf rather than kill him. Anyway, but the end of the AP we should be around level 9 and Kristoff Man and Kristoff Wolf may be united again. With this may come a complete rebuild of the character, as the unarmed fighter class was simply him imitating fighting with tooth and claw. Suggestions? He will need to stick with the melee damage dealer role, but I am open to ideas.
I am, for the most part, a firm d20 kind of guy - and have a wide variety of variations. However I really like Trail of Cthulhu, Pendragon, and nWoD for those specific types of games. I have played or am familiar with GURPS (3rd ed), MERPS, BRP/COC, Burning Wheel, Shadowrun and a few others. A lot of the Cubicle 7 offerings intrigue me and I have joined Monte Cook's Kickstarter for Numeria. What are your favorites? What level of support do they have? What would you like to see for them that you don't have?
An arrogant young captain of a small outpost fell in love with a dryad (or nymph), although she did not reciprocate. When she would not relent his love turned bitter and he captured her, with the aid of an evil witch, and imprisoned her in the dungeon below the outpost. There he allowed her to be used by his men for sport. Eventually the curse of the Fey Queen put an end to him and his men, but due to the precautions of the witch she could not rescue the dryad. Imprisoned, tortured, anchored by an evil artifact made from her tree, she went crazy and became....what? Homebrew setting, first or second level party, the PCs investigation of bandits leads them to the old keep. They discover that the bandits are slowly falling to the curse of the Queen of Ravens - turning into tengu-like beings who unwittingly defend the dryad still imprisoned. A few other things - raven swarms, a bear turned young owlbear, a mountain lion turned young raven-themed griffon, a few haunts, maybe some undead versions of the long dead soldiers, or the ghost of the captain who killed himself rather than succumb to the curse - but I need help with what the dryad(or nymph) has become. Any suggestions?
Playing in Carrion Crown AP and we are just into the first bit of the second book. I know that CC can be lethal and want a PC on deck in case my fighter buys it. I am more concerned with having an interesting character than an "optimized" one, but having said that I want the most effective character within that concept. Right now I am leaning toward a charismatic fighter type, like maybe a bard/paladin. The group is a bit lacking in social skills but I don't want to sacrifice too much in terms of BAB. Looking for advice on class, feats, items, and deities -although I am inclined toward Sarenrae or Idomedea Character would be 4th or 5ht level, 25 point buy, standard wealth by level but most 'adventuring gear' is hand waved. Any suggestions would be appreciated.
In my next campaign I want things to have a different feel to them, something beyond the normal fantasy game. I have been toying with different magic systems as part of that. I have no game play experience with psionics, but have Psionics Unleashed. What I don't want is something that will wind up being just the same old same old with different wording. What are your experiences with psionics and how it plays out in game?
Considering this for a homebrew setting and would like some thoughts. How important are the "odd" PC races in an RPG? For example: in the core rules half-elf, elf, half-orc and dwarf are, sorta, just specialized humans, but gnomes and halflings are something different. The Dragon Empire races are, with some exceptions, "odd" races. Does a world, or players, need the odd or at least non-human-ish choices? EDIT: To make it clear I am talking about PC races.
Here is a first pass as some rules for non-magical but still fantasy healing for a homebrew setting I am working on. It will be low magic, with little or no magical healing available. Instead, skills can sometimes have fantastic effects. Thoughts? Phiskier
Chyurgeon
I am considering doing away with all casters, for a homebrew setting btw, in favor of a single full caster who could learn any of the Words and customize the spell list as the character wished. I like the idea of a spontaneous caster, who can build spells on the fly (but the player should still have some basics worked out ahead of time), but am unsure if I want spells known to work as a wizard or as a sorcerer. Thoughts?
In Long Term Planning stages for a campaign. I want to run an invasion. Specifically, the PCs will be residents of a mining colony in an otherwise unsettled northern region. The colony, and its outliers, periodically experience barbarian raids and the occasional problems with monsters. Recently, however, that activity is on the rise. It soon turns into a full blown invasion of barbarian groups that usually do not work together but have been united under a common leader. Whether they are land based barbarian tribes or viking type raiders(which was my initial thought) I haven't decided. Now, I have all kinds of books that might be of use: WotC's book about war, Red Hand of Doom. My main questions to you are: -have you ever run an invasion?
BTW - I don't really care if the city stands or falls, so long as its a consequence of the PCs actions. Oh, and the reason for the invasion? A dragon is rampaging across the north and has driven them from their lands. Something else the PCs will have to deal with should they survive the invasion.
This weekend is a friend's birthday and the tradition is that I run a Call of Cthulhu inspired one shot for her and friends. Every year the system varies and this year I want to do something with superheroes as I think everyone would enjoy a little monster thrashing. So for a oneshot would it be best to:
Thoughts?
Absalom, or any fantasy city, is a great place with lots of hooks. Here is a thread for us to share some for others to use. -A millenniums old sentient construct plans on taking the test of the Starstone and creating a free-willed construct race. -The Corpse Rose is a high CHA NE ghoul bard who can pass for human with a little bit of makeup and the right clothes. She has a secret contract with the city to dispose of unclaimed bodies and also runs the Ostuary,a kind of undead thinktank/library where mages and others can consult with undead about the past on neutral ground. She too is ancient and may be among the first ghouls of ancient Osirion. -The Garden is a high priced and very exclusive restaurant that caters to those who want to eat the flesh of sentient races. -One of the siege towers holds a bound celestial, who sits on a throne at the top listening to all of the secrets the winds bring him. -A group of lycanthrope hunters has recently arrived in town looking for a notorious witch werewolf known as the Pack Mother. What no one outside the group knows is the Paladin who leads them is also a werewolf with a magic silver collar that allows him to control his bestial form and remain LG. What no one other the Paladin and the Pack Mother know is that they were once lovers, both bitten by the same beast, and he has a second collar he wants to put on her to return her to him. -Tengu guard numerous neglected shrines through out the city. They are led by an albino oracle with a rune carved beak. They secretly search for something they call the Hidden Clutch. -A crank walks the streets shouting about the destruction of the city in fire and smoke. He is really a red dragon polymorphed into a gnome and made to forget his true nature. His dreams of fire are his true self trying to re-emerge. -The denizens of leng are gathering the poor down by the docks with the tacit approval of the district's authorities.
When spells give a targeted creature a disease, is that disease then able to be transmitted to others via the normal system of epidemiology? While many of them say "injury", several are "contact" or "ingested" (in which case I am thinking of contaminated water supplies.) Basically, can a nefarious spell caster start a plague with a few castings in the right places?
I am about to start a new campaign that will at least begin with Kingmaker #1, however we will be using the slow XP progression and I am looking for some low level adventures to fill things out. I plan on having the PCs first prove that they are worthy of a commission to explore by gaining favor with some patron. Any suggestions on what kind of adventure that might be?
Next Saturday I am starting a min-campaign with premade characters of an as yet undetermined level. What I would like to do is take a page from Expedition to Castle Ravenloft (my copy of which is in storage unfortunately) for the basic framework. The plot revolves around the heroes being called to an isolated town in the mountains. Communication has been cut off except for one lone messenger who survived only long enough to die of horrible wounds in the town square in a city down the mountain. The PCs come in and deal with a rather straightforward monsters-siege-the-isolated-town scenario (werewolves, trolls, giants, or possible dark fey - I haven't decided). Once the situation is resolved the PC are invited to dine in the manor of the local lord, one of a long line of famous astronomers. In a RP scene the PCs meet his guests, all scholars of the planes and arcana, but not their host, who is represented by his steward. There is no more room at the manor, since much of it has been converted to an observatory and the guests take up the available space. In town the PCs are attacked in the inn by a summoned horror and later learn from others that something strange is going on. In the end it turns out that the local lord doesn't come from a long line of stargazers, but is in fact a lich who long ago sought undeath as a means of waiting on the time when the stars were right for the sevants of his eldritch master to appear. The 'guests' are all memebers of his cult gathered to open a portal for some great horror to appear. What I want is two or three challenges that, if completed, result in the lich being weakened or the party strengthened. A phylactery is an obvious one, but what else might the lich have invested his power in that the PCs could destroy or gain= perhaps with the guidance a friendly oracle or a traitor in the cult? I would kind of like things to work out like this: Session 1-2:Journey to town, defeat invaders, meet the cult
Suggestions?
I typically loot APs for NPC, maps, etc but have never one run whole. I think my problem is that as a GM I love the start of a campaign, I love creating that part of it. I also know the low level stuff well enough I can usually spend most of my time with setting and plot and little on mechanics. Where I start having hang ups is somewhere after 6 (maybe 8 or 9). My initial plots wind down, I am less familiar with some of the mechanics, things start to get complicated. The APs (everyone I have is great BTW) always start around level 1, some of them work for starting a bit later, but not much. I am always resistant to using low level adventures because I enjoy making my own so much but then cant really hook my PCs into the AP further down the line. Any chance of an AP that covers 6 to 18 or 20? Or even starting at 4?
(Posted this on ENworld about a week back and got no help, maybe someone over here can give me a little advice) I would like to run the Nighwatch site on p. 179 of Tome of Magic as an adventure for a group of 10-11th level PCs. Any help from those more familiar with Shadow Magic? I want to keep the Shadow Fey theme of the Shadar-Kai in particular, as the adventure is set within the context of two warring groups of shadow fey and either a stolen relic or a kidnapped royal child. Looking at the maps I am leaning toward stolen relic for a better fit.
Anyone using the Star Wars SAGA rules for anything other than Star Wars (or DnD-esque Fantasy, I am aware of some conversions on that front)? I am thinking about using it at somepoint for either a Barsoom style game or, more likely at this point, a steam-punk/airship game that would hi-light the ship mechanics of the sytem. Really wondering how well the rules stand up outside the given setting and how much work it is to convert.
I am planning on starting The Obsidian Eye by Nicolas Logue and Brendan Victorsan from Dungeon 120 (March 05) for my group of 4th level PCs. I have a druid, warblade, warlock, and an iron witch (from Arcana Evolved, with feats to access fire and electricity Complex spells EDIT: I should also note that I have alowed the Iron Witch to take Trap Finding as a Talent Feat to give someone in the party that ability w/o multiclassing). Several of the encounters are potentially very tough for them, but reading through it I realize that there are circumstances to mitigate this. What was your experiance running or playing in this? Anything I should look out for in particular? Any adjustments to make things a little more survivable for them? I dont mind scarying them, and can always find a way to work with even 1 PC death, but don't want a TPK.
Running a Ptolus game with an Urban Druid from the Dragon Compendium/Dragon #317. The Player really isn't that interested in keeping up with the alternate forms of Urban/Wild Shaping. I looked at the Shapeshifting variant in the PHB II and decided it might work with some alterations. Here is my logic for what I have come up with below. - These forms are more consistant with the PC concept than animal forms would be
Overall I want to know if the modifications below are fair and balanced against a druid's normal wild shape abilities and/or the Shapeshift variant from the PHB II. Also, is there anything else that needs to be spelled out about the transformation process? Urban Shape (su): At 5th level the Urban Druid gains the ability to merge with the city as a swift action, taking on aspects of its material construction. This transformation lasts for 1 minute per urban druid level. Unless otherwise noted the Urban Druid retains her normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, skill ranks, and ability scores. When transformed in this way all held, carried, or worn gear melds with her body and becomes nonfunctional until she retains her normal form. She gains additional uses per day of this ability at 6th, 7th, 10th, 14th, and 18th level.
Is there any one article or issue of Dragon that you consitantly use or frequently refer to in playing or running a game? Dragon #310 is now constantly in my game bag with my core books, we started my current camapign about the time it came out and my wife chose to play one of the variant fighters presented there in. I have also been thinking about developing a game around the Sentinel variant Paladin class in tat same issue. So what do you use? |