I have a player who for the first time ever is playing a druid and there are a few things i want to be sure about. I have checked the eratta etc on wizards sites for players and MM, but few questions remain. Am i right in thinking that the druids new form dosnt gain its feats and special attacks/qualities????
Finding wild shape one of the hardst things to get my head around, can anyone please give a definitive explenation please Thanks
Sorry to ask this kind of question on here, being Ap site an all. Its to do with a spell that came up while playing second installment of AOW, cast by party warmage. The spell is Hail of stones, level 1 spell from spell compendium, Basically it does max of 5d4 in 5'radius with no save add to that the warmage edge for extra 4 points of dam its a pretty devestating spell at low level and was wondering if the no save may be a miss print. Any help on this?? Im sure i remember an old print of this spell in the magic of farun book which gave it a reflex save. Its causing abit of friction from others in my group and would like to give them a definative answer, kinda of leaning towards a reflex save myself as DM
Having downloaded the overload and all the other bits around i was wondering if there were any more conversion ideas for the forgotten realms?? More ideas on the ebon tirad (bane/bhall/myrkul)? on the wind dukes(djinn)? Really want to make this a great realms epic I dont suppose there will be any updated versions of the the overload now??, as when it was posted all the modules were not out
Make full use of this site, for ideas,questions or even if its a recipe for goblin stew, someone on here will know or guide you. My best tip as DM, devour each book. Know your eneimies feats spells etc. Take a copy dungeon of whatever one your party is in where ever you go. So you know it like the back of your hand, makes my life alot easier
Thanks for the input, think i will go with the lease front first while smenks around As for smenk he is a great character but i get the feeling soon my players will have him run out of town at least for a bit, evidence building up against him, let alone the party fighter wanting to run him through over the torment smenk has put his mother through. Dont have the strongholds book either, anyone else got a price for out right purchase??
My party want to buy the old observatory as their base, more fitting for them than the shack. What do you think is a fair price?? The current owner balbar Smenk wont ive it up easily but they already have a dislike for him as one of my characters father is caught up in a side plot of drug smuggling so lots of areas for roleplay coming up.
cheers i understand that, didnt know if it was in any recent books. Dont have mine to hand for a week or so and you know how it is when u get thoughts and plots and schemes running through your head. anyone know if its in the Magic of faerun book?? got a feeling it maybe but cant check right now if it is i can stop worrying
Hi, im after some info on the crown of horns. To do with myrkul. I know the story behind it but as for powers etc is there anyone out there who can fill in the blanks?? Want to make it part of the AP2 as myrkul seems to be evolving in my campaign as a much more bigger part than i first thought. Its amazing how these things grow and take a life of thier own after certain things players do. I love D&D. I cant get hold of any of the old old books myself so if anyone can help me out i really would be grateful
Yet to run this one but ive worked a pc's backround into it, basically his father will replaced by a dopplelganger, it will be him that trys to replace his son. His family features heavily in the AP2 they run the able coaching Inn, exiles from calimshan, they have lots of southern goods to sell in waterdeep. But his father also caught up in summugling not his choice but that ever so lovely Smenk pulling the strings. So im hoping that injects a bit more into the HoHR and makes it more fun. Always find that if an adventure is lacking in your eyes then add to it with personnal stuff to you characters could only be a scene or even more but it makes them remmeber that if they remmeber a story because of that they enjoy the rest
Need help in doing the below- I am thinking of changing to kysuss to myrkul in my campaign, set in the realms obviusly. Im using the ebon triad as set out as Bane/Bhall and myrkul, but want it to play a more powerful role as the main pc cleric whorships Kelemvor and is roleplaying his socks off. I want too really give him something to sink his teeth into and by bringing in myrkul it will do just that, being that his god has Myrkuls old portfolio etc. Now im not sure how to actually do it, stats etc and other bits and bobs im not too fussed about it being exact i can fudge alot, the kysuss zombies i can deal with. What are your thoughts and advice, i really want this to work
Im after a bit of help as my time is limited at the moment to flesh this out so thought i would get help from you lot. I have a pc who im fleshing out, he has some heratige related to air/wind and as im setting it in FR going with the djinn idea, still a work in progress. Im quiet generous a dm with my handouts and gifts to the players as they are only 3 and i like to bolster them with powers and stuff. One of my players abiltys is due to a torc which has become fused to his skin on his throat, which has now appered on it one of the symbols of the wind dukes (zosiel). go with me on this A minor power that has come from this is that he has is tight forming sheath of rigid air around his whole body which acts as kinda like a natural armour bonus +1 at the moment as he is only level 2. What i want to do is over time let him find pieces of CERAMIC ARMOUR like that worn by the wind warriors at the end of whispering cairn. Im thinking of the first bit being a breast plate that he finds in the true tonb,with the rest of the armour coming later as he finds, upgrading the suit and become better IE more ac and abiltys. I want the armour to remain light armour even though this goes against the rules but then there for bending as his character background is very mucg based on flexabilty/movement/gracefullness and he fights with 2 scimitars and hails from calimshan The armour it self basically sits on his air field so it floats just abit over his skin, theres no straps or means of it being secured down (my way of making sure it goes to him and not wornn by another) once he figures he can place it on his air field. What i want is some help from u guys as how to develop it- aditional abiltys as he levels all in keeping with air and wind etc. Like i said im farly genoureos :):) Make it as cool or mundane as you like, let your imagination go wild. Hope you guys can give me some ideas to work on, Thanks
Having been away from the message boards for many months, i was wondering if there has been/or will be an updated overview for those of us running age of worms in the realems???? Now that the AP2 is complete, conversion of it to the realms was sketchy on how bane/bhall/and the other one (i forget, told u it had been a long time) would be worked into the Ap Anyone help me out or offer some info Tks
Froghemoth is a new monster, CR13 huge abberation, hp210, AC21, 4 tenticle attacks +25 (2d6+12), tongue +23 (1d8+6), and bite +23 (2d6+18). improve grab/swallow whole (2d6+12 and 1d8+4 acid per round while inside gut) Partial elec immune/30 fire res. Monster your group has to fight in the areana after being miss fed info to make ur group think u are fighting a frost salamander so they stock up on fire spells. Nasty touch.
Must admit im kinda anxious to see how my party deals with MADTOOTH the Froghemoth (big frog like monster) and the Apostle of Kyuss (ulgurstasta - fiend folio page 180), as both seem kinda tough encounters especially if like my group u have only 3 pc's and 1 npc. Any thoughts on how your groups will deal with each??
Well i picked up issue 128 yesterday at my local store, seems we in the uk are lucky. Spent all day reading it i must admit that i think it rocks. The arena fights are cool and having to find time during the 5 day events to delve further into the understructure and caverns is gonna test my group. Must admit im kinda anxious to see how my party deals with MADTOOTH the Froghemoth (big frog like monster) and the Apostle of Kyuss (ulgurstasta - fiend folio page 180), as both seem kinda tough encounters. Hats off to Tito Leati for a great adventure, keep them coming SC
Tks for all info. Now u mention what they look like i kinda can recall them, but dont have my second edition books any more. As for length of play, i rememebr getting my basic redbook box way back in 79. God i feel old. Thanks again, been good to keep busy on here today reading all posts as living in London, it is kinda nice to take my mind off events. Thanks
Im planning on running AP2 in FR, there have been posts on here and in the conversion notes about making the ebon triad worshippers of the dead three. Eric Boyd has suggested the use of a feat that allows clerics to get spells from dead dieties. My question is that i dont have access to the old realms books therefore i dont know what domains/holy symbols Bhall and Myrkul have as they are not covered in the 3.5 faiths and pantheons book. Any advice or where to look/find out what i need and any more info would be great
Just wondering for all of us planning on playing the AP in the realms. If there will be notes on how to change the Ebon Aspect accordingly. It has special Qualities linked to vecna etc. Will these be the same for the dead three?? Also the description refers to it having six arms, will this be the same in the realms or is the six arms down to Hextor, if so should we keep it with six??
James Jacobs wrote: Yup. We're aiming to have Overload available ASAP. It won't happen this week. It might happen next. If it takes us longer than #125's newsstand release date (7/12), I'll be a sad editor. Its newstand release is 7th july!!!! I picked #125 up at my local store this week 29th june, in London.
Im after a bit of info on BANE, BHAAL, and MYRKUL. I dont have my books to hand and was wondering if people can give me a heads up. I know they were slain during the times of troubles and the ebon triad are trying to merge the three gods into big uber god. Where do the cultist's get there spells from if these gods are dead, has anyone taken their place. Bit confused and i know i should know this. All i can drag up from my memory is Cyric took over Bane's portfolio. Any info would be great. SC
Eric Boyd wrote:
Is this Eric Boyd who did the actual conversions for the update?? If so i apprecaite u answering my plea. You mentioned Vaati!!!! How to work the rod of seven parts into the realms, isnt it part of the Greyhawk mythos???? May be completly wrong
I was wondering following Alek Tercivels death at the end of the demonskar, what other dm's/players have done? Has anyone raised him, kept him alive etc? If so what effect has this had? Reason i ask is im jsut at that point and as Alek (or Alix IMC as shes female) was romantically involved with a party member i cant imagine he wouldnt attempt to bring her back.
I made a few small changes, i changed the striders into the striders of selune, adding shensen to thier ranks. The leader merthian (spelt wrong as dont have magazine to hand) is a member of the harpers and in control of the striders but not a strider him self Make sense :)
The Sure foot livery as i understand it is Cauldrons Stables etc. A place to procure mounts, and to stable existing mounts. Plus the party cleric often takes some of the orphans down there to pet the horse's and dungeon donkeys :):) But i guess it can also be an outfitters depends on what u want it to be, im sure during the evacuation of cauldron, when the stampede is happening it refers to the livery in the animal context. Dont have module at hand to confirm it. (Pronunciation Key)liv·er·y
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