Belkar Bitterleaf

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We are looking for one or two players to join a 4th edition D&D campaign starting at the beginning of November. The 4 in our group are in their late-20’s to mid-30’s and enjoy playing unique characters with strong personalities. I have been DMing for over twenty years and create campaigns with plenty of action, intrigue and role-playing.

We typically play sessions the first three Sundays of every month from 10:00 am to 6:00 pm, but are somewhat flexible (especially with advance notice). We are hoping to find serious players who mesh with our style and schedule.

If you are interested, contact me at: myrmidon73@hotmail.com


We are looking for one or two players to join a 4th edition D&D campaign in early October. The four in our group are in their late-20’s to mid-30’s and enjoy playing unique characters with strong personalities. I have been DMing for over twenty years and create campaigns with plenty of action, intrigue and role-playing.

We typically play long sessions the first three Sundays of every month from 10:00 am to 6:00 pm, but are somewhat flexible (especially with advance notice). We hope to find serious players who mesh with our style and schedule.

If you are interested, contact me at: myrmidon73@hotmail.com


I wondered the same thing until I checked out the iMixes are on iTunes. The albums are listed there. Unfortunately many of the tracks cannot be purchased individually, so you can't just buy the mix.


I see that 146 has shipped but I still haven't recieved my copy of Dungeon 145 either. My last Dragon was had the same problem (but CS already sent me a copy), I have really lousy luck.


I haven't recieved my copy either... several months ago one of my issues was returned from the post office as "no such address" (funny, my bills always manage to get here) and my subscription was suspended... hopefully this hasn't happened again.


Tatterdemalion wrote:
Yes! There are literally thousands of ways to make a fighter (and many other characters) in 3.x. What more do players want?!?

I suppose players want to be able to make the characters that they envision, even if they don't conform immediately to the core classes. Typically in my group it is news worthy if someone plays something as exotic as a druid or paladin. While I absolutely agree that you can make many types of character with the fighter--though I would say thousandsis a stretch--sometimes you get ideas that don't fit so well.

In my case, I wanted a combination of skills and combat abilities that I couldn't see another way to get through multi-classing--at least not without taking abilities I did not want, like sneak attack or bardic music.


stonegod wrote:

Over at ENWorld, we had similar issues w/ Swashbucklers. We discussed it a lot and came up with this revision. Let me know what you think:

This looks pretty good. I like the Improved Insightful strike a lot. I will check out the thread on enworld.


zoroaster100 wrote:
What kind of changes do you propose for it?

I'm not exactly sure. That's what I'm trying to figure out... seeing what others have done (if anything).

I was toying around with one of the following...

a) A bonus feat every 4th level, with things like expertise, dodge, 2-weapon fighting, and their respective chains.

b) Making Reflex a good save as well, and replacing Grace with a bonus feat.

c) I had also considered squeezing in the knight's combat challenge ability, possibly in conjuncture with improving the Reflex save.

If any of these options seems too good, I was thinking of dropping the HD to d8.


When one of my players agreed to take the helm and DM the Savage Tide, I was delighted at the chance to play. I determoned I wanted to play a Swashbuckler-type character. Now that I've had a chance to study the Swashbuckler class, I feel it comes up a little short.

Our group has always been open to experimenting with house rule variations of ther classes, so I could probably pitch some changes to the DM. Perhaps replacing some of the class abilities with feats or something.

Has anyone else had similar experiences with the Swashbuckler?


1. Rules lawyers appointed to the Supreme Court (a descision the Prez later regrets)
2. First Lady? Prez has never been on a date (online dates don't count)
3. Speech writers must crank out one module per month
4. Military funding to the general whose army has the best paint job
5. FEMA runs scenarios for Gith invasion and great red wyrm attack (Prez as he's carted off to Astral plane slave pit: "You're doing a heck of a job Brownie")
6. Vice-President Cthulhu...
7. Statute of Limitations of how soon a new edition can be released set at 12 years
8. Protesters from the midwest march to release Washington from the grips of "the occult"
9. Lorraine Williams indicted on counts of treason and sedition (whose your social inferior now?)
10. Gary Gygax on the $10 bill (who even remembers what Hamilton did anyway?)


Woops, I completely mis-interpreted the thread title... I thought it was about the consequences of a night of drunken wenching in Sasserine. Sigh. When will that thread come along?


The Soul Cages by Sting has several songs about the sea... the tile track could almost be an adventure in itself (about a young man who has a drinking contest with a demonic fisherman to free his father's soul). For that matter he also made a B-side called The Pirate's Bride.

No Savage Tide playlist could complete without this little gem
http://www.epitaph.com/artists/album/493


Gibbon Riot wrote:
Just curious if you lucky Gen Conners have gotten your hands on this yet. General impressions?

I picked up a copy Saturday. My crew and I flipped through it that night in the hotel. It's pretty cool, 2 other guys in the group picked up copies. Basically each district of Sasserine is described in detail, with the general political and religious leanings of the average citizen of that district. Each one had a feat that locals might have. The map is pretty sweet, but I'm loathe to remove the staple to see the whole thing.

I'm not sure how much time will be spent in Sasserine (I didn't read the overview, since I am playing this time), but I hope enough of the adeventures involve the city that the information will be usefull for a while.


Gwydion wrote:

See, I'm going about it in the opposite manner...

The girlfriend just landed a job at the full-sized replica of the Santa Maria here in Columbus, on the Scioto River.

When we do chargen, it's going to be on the poopdeck of a honest-to-Christ sailing vessel!

(Which, by the by, is far smaller than you'd think.)

That is awesome! I'm in Columbus too, so I know the ship. It is pretty small, I didn't realize it was actually to scale. Do you know what their hours and prices are for tours? Is there a website or something?


It's kind of an interesting paralel.

In the old days you had TSR, run by gamers who loved the game, the game made money, and greedy non-gamers (cough-Lorraine Williams-cough) swooped in, took over, created a new edition, and drove D&D in to the ground, allowing gamers who love the game to take over, the game made money, and and greedy non-gamers (cough-Hasbro-cough) swooped in, took over, plotted to create a new edition, and drive D&D in to the ground, then sell it off to some gamers who love the game...

I predict Paizo (hopefully) will come to the resuce after Hasrbo dumps 4E D&D like a pimp dumping a girl who isn't making him enough money anymore, get her some counseling, nurse her back to health, make a pile of money on 5E, then Big Tobacco or a pharmaceutical giant or Walmart will notice money being made that they aren't getting a piece of, and take over, create a new edition... you get the idea.

Maybe we gamers are doomed to endure the cycle eternally.


Dryder wrote:
-4E already in the works? Check.

No big surprise there. I figured it would only be a matter of time.

Dryder wrote:
-Even more miniatures-centric? Check.

The game is already pretty tied to the miniatures, almost as much so as I can imagine it being and still be and RPG... unless they are planning on doing something like Heroclix where your character's abilities are on a dial or something. Instead of creating your character, you have to buy the figure and its interchangeable cards in the base to cover 20 levels or something?

Instead of a monster manual they just have miniatures. Instead of adventures and maps you just use game boards. Instead of a DM you just randomly draw cards from a deck to see what happens next. Hasbro, just doesn't get it do they? They can't wrap their mind around a game that does't use a board or cards, so they're going to try and shoe horn D&D into a board game. What next? D&D action figures and playsets...

OK, that would actually be cool.

Dryder wrote:
-Much smaller bundles of game info, packaged and sold separately? Check.

A book with just classes and a book with just feats an so on? If the price was right, that might not be too bad, then people who don't care for spellcasters don't have to pick those up.

Or maybe each class will have its own book, fighters get all the relevant feats and weapons and such, clerics get all the spells they can cast, turning information and the like. I could see the apeal of that.

Dryder wrote:
-A plan to possibly sell off RPGs entirely? Check. (Apparently only miniatures and Magic are making any money for WotC).

Now here's an interesting thought... Paizo, here's your chance, for God's sake move on this if it happens. Heck, why wait, start securing funds and make an offer now, before this D&Dclix abomination comes to pass.


Picture the scene...

Your group has gathered for their first session of some high seas pirate-style adventure. They've all prepared by watching Pirates of the Caribbean ten times. They all think they're the only ones clever enough to create a carbon copy of Jack Sparrow as their character, except of course your group's answer to Weird Pete (c'mon, you know your group has one too) who's planning on playng that dork with the fake eye... as a wizard no less.

You pull out a CD and suggest some mood music. They all smile and wink at each other knowingly, assuming you've brought the PotC soundtrack, except of course Weird Pete who asks if it's Isaac Hayes. You hit play, and they all stare at you in shock for a few minutes, except of couse Weird Pete who is singing to himself ("Who's the black private dick that's a sex machine to all the chicks..."). Someone asks, "is that Bono?"

http://www.epitaph.com/artists/album/493


So I've been looking around for miniatures that might be suitable for PCs in the STAP, and I haven't found many pirate/swashbuckler style miniatures out there. There are plenty of undead pirates, and quite a few good-looking lady pirates, but the male pirates tend to be old and used-up cats with missing appendages and zz top beards--not exactly the 1st level PC I had in mind.

Does anyone know of some untapped resource for nice-looking swashbuckling minis?


I just noticed that 114 is listed as "unavailable" in the store. Does that mean as a sell out it might sold as a pdf issue? I gather this has been from all the people snatching up copies in anticipation of STAP.


William Pall wrote:
. . . I'm refusing to read the preview in dungeon 138 in case I I'm not the one in my group who ends up running it.

At my last session, I brought up the STAP and asked if anyone else would be interested in running it before I started getting the magazines. To my surprise, after a few questions about how the AoW was presented and how much time and work I put into it, one of my players agreed to take the helm. I'm shocked. I almost never get to play, so I'm pretty happy... and yes, I really need to quit lurking on these boards.

So I guess my problem with the STAP is we're only 2/3 of the way through AoW, which means it'll probably be 6 months before we get to it. Oh, that and the fact that I will be handing over my sealed copies of the issues to someone else upon reciept and not getting them back until after the adventure.


gundark wrote:
If you suddenly had guns in greyhawk it wouldn't fit. So he answer to your question is yes guns and cannons would fit, as long as it makes sense for there to be cannons and firearms in your setting. If they feel just tacted on then you and the players are gonna hate them.

I think that depends on how it is handled. If memory serves Savage Tide takes place well off the Greyhawk map, likely in an area neither player nor character has ever been before. Who's to say that the secrets of black powder (or some magical equivalent) were discovered there, but have yet to make it to the mainland? Maybe it's even a closely guarded secret, regulated by merchant guilds, the government, or even the pirate fleets.

Perhaps this region was settled by Suloise who brought with them some forbidden technology, perhaps even the impetus of the cataclysms, that refugees that settled the Flanaess had left behind. Today this has eveolved into firearms.


I've played a paladin or two in my day, and I find that the most memorable paladin characters are the ones who break the mold. My paladins tend to be very flawed, sometimes the DM has to work with the player on creating a unique personal journey.

I had a paladin who was raised in the faith of St. Cuthbert, but as he learned more of the merciless and harsh teachings, he spit and the bishop's face, admonished Cuthbert before the faithful, and struck out on his own believing his powers lost--only to later discover he was never a paladin of Cuthbert, but his own moral virtues. Paladin's without inflexable gods to dictate their paths have more wiggle room when it comes to the greater good, but it's a very fine line.

Or there was the alcoholic fallen paladin... he was faced with a choice between rescuing innocent children or saving his friends, he did the right thing and proceeded to blame himslef for the death of his comrades. The DM and I planned out the circumstances of his attonement and worked it into the plot. STAP seems to have a built-in fall in the later adventures, last minute redemption could make the final conflict that much better.

Or one could always embrace the darkness, go for the gold and hit the Blackguard. They say the road to Hell is paved in good intentions, why not play the charcter that proves it.


Personally I think it's great to have these wonderfully visual movies so fresh in my group's imagination--it will inspire them when making characters and make visualizing the locations and people that much easier.

Capt. Sav-A-Hoe wrote:
With the last two summer movies being about an island with dinosaurs and pirates, it seems a little fishy.

Not to be the anally-retentive movie geek, but Kong was actually a Christmas release.


My group has always had really good luck with clerics who sprinkle in another class. Two that come to mind are the Cleric/Rogue and the Cleric/Ranger. The rogue was focused on ranged attacks and charisma skills (trickery domain). The ranger was a selfish buffer who could make himslef all but unhittable. I never have trouble finding takers on the cleric.


Funny, I found MM IV to be more useful than its predecessors. As with any monster book there are some monsters I’ll use, some I won’t, but having classed and/or templated versions of humanoids is pretty appealing to me. I love the new stat block format, and having lair and Knowledge check results is a huge boon for me. I really wish they would reprint at least MM I in this format. All these things mean less work for me—if that makes me a noob than so be it.

Of course it could be that even though I’ve been playing for a mere twenty years, I find myself with less time to prep for my games than I did in high school. But we can’t all quit our jobs, sell our houses, and live on a gaming commune so we have ample time to devote to our adventure writing, so I’ll take the short cuts thank you very much.

PS: If anyone knows of a gaming commune, let me know, I don’t like my job much anyway.


My group and I actually did something like this a few years a go, we played ourselved thrown into a D&D world populated by versions of everyone we knew.
Stats, Race, Class were tricky... we had little councils of DM (me)+ 2 other player assigned to determine the game stats for each person... to keep things fair I tried to keep roughly the same sum total of the stats, but in the end there were inequities. Its never cool when by unanimous vote you have to tell one guy he's a half-orc with a Cha of 4 AND a Wis of 6 and a Dex of 9.


I've been eagerly checking the mail box every day for a while now, but my copy of Dragon 345 has not yet arrived.


I haven't completely absorbed the book yet, but overall I'm very impressed. I was expecting another piece of crap like DMG II, so maybe my low expectations are to blame.

I thought most of the classes were great (I especially like the Knight, while the Dragon Shaman was so-so). I liked the alternate class features and the character concepts. What I've read of the feats and spells seems pretty good.

For some reason the element that most sparked my interest were the affiliations. Honestly I thought most of the example affiliations were lame, but it's a ood concept. I like the idea of characters connected to something other than the party, and even if I didn't most clerics and paladins almost come with a built-in affiliation. Until now the only crunchy representation of such things were the occasional prestige class... after reading the associated classes in the FR books, the last time I had an NPC Harper approach the party they told him where he could stick his pin. I thought this was a great alternative; hopefully we'll see more affiliations in the future.


Cornrelius wrote:
3rd: Ask yourself: humans hava a plethora of visible ethnic differencies. And the other fantasy races? How come there is usually a monolithic gnome culture, and all halflings are pretty much alike?

Er... My Monster Manual lists ethnic variations, or subraces, for all the core races... Rock, Svirfneblin, and Forest Gnomes; Lightfoot, Tallfellow, and Deep Halflings; Deep, Duergar, Hill, and Mountain Dwarves; Aquatic, Drow, Gray, Wild, and Wood Elves.


Let's see here...
The halfling rogue is going rogue all the way (other than that barbarian level).
The big dumb fighter is going fighter all the way (other than that bard level).
The ambiguously-gendered elf ranger just picked up Order of the Bow Initiate.
The cleric picked up Radiant Servant of Pelor.
And the wizard has some convoluted 20-level plan that involves loremaster, archmage and ardent savant.


Nice to know other DMs blame the party's woes on the module writers too.


Looks well? Ya think? He looked sickly to me... he's turned blue and lost a ton of weight, at least one full size category. Must be all the worry over the impending demise of his boss.

Consider me on the Kaladrax bandwagon.


Sick, demented, and depressing... I like it!

The key to this apocolyptic world (not "post" apocolyptic) is creating a genuine sense of gloom. The scarriest times will be the beginning, right after the heroes fail to defeat Kyuss. Think of it from the commoner's perspective.

One day everything was cool, then there are way too many nightcrawlers after every rain, and suddenly the rumors start drifting in... the Free City overrun with undead, massive battles with dragons and undead in the distant north.

Then really bad things start happening--rumor has it that many of the goodly churches have fallen, or the archcleric of Veluna committed suicide and recomended that the faithful do the same. Powerful leaders in distant lands muster their armies to march on a tiny principality in the Bandit Kingdoms, but their forces are decimated, and each death strengthens the enemy. The leaders who submit doom their citizens to become cattle for undead horrors, some becoming liches themselves, the ones who continue to resist are defeated by the undead hordes.

The world is in chaos. Every community has to fend for themselves as they are cut off from their neighbors, and unfortunatley such times breed mistrust, so villages war with one another for cattle and crops. Nature herslef seems to turn on the people and crops fail--starvation claims more lives.

Most folk are forced to submit to unscrupolous adventurers and necromancers for protection, who extort the people for some minor protection against the undead. In time, nearly all towns have errected walls and deny entrance of those they don't know. Only to learn that such protections are meaningless when the legions of Kyuss arrive.

The rumors slow to a trickle, and the few that reach the ears of most spell doom. the lands north of the Nyr Dyv are infested with worm-ridden undead, and the southern jungles are even worse. In desperation Furyondy tried to recreate the Baklunish Rain of Colorless Fire as a weapon against the undead horde, but wound up destrying themselves. Mordenkainen is said to be a vampire and Tenser has fled for other worlds. Clerics at the temple of Pelor recieves a vision of their god with worms spewing from his mouth, ears, nose and eyes.

Whether or not this things are true is unknown to the common man, all he knows is that his crops were meager, his daughter has been chanting somgs in praise of the worm god and looking at him with predatory eyes, and that the sun hasn't shone in months.


I tend to have the same problem with a lengthy adventure. My crew started a couple days before Growfest (They spent just shy of a week on the Whispering Cairn), and they just met Tenser about three months later. To space things out, rather than teleport to the Armedio Jungle (which is well beyond the limits of the party mage) I have them traveling via airship. It's going to take about a month each way.

I did the airship because I think it's cool, but if you wanted to have it be a sea voyage it should take at least twice as long. I'm also planning on having Zeech's ball happening a couple of weeks after the group arrives in Alhaster. Once they meet Lashonna, things look like they move pretty quick, I figure Last Resort is your last chnace to add some time in--being a pocket dimention and all time can move differently--once they know where Dragotha's phylactery is, they really have to move pretty quickly.

Realistically I don't see any way to stretch the campaign out much longer than a year (game time). I say don't worry about it. I doubt anyone is going to stand up in mid-adventure and say "the quick rise to power of my character is ruining my fun!" But worrying about it can ruin your fun. Just go with the flow.


Grimcleaver wrote:
The evil side of me sorta hopes the heroes at WotC swing in on a vine and make off with the rights to some of the great games (and the cover artists) working for the guys at Palladium so they could gain new life as D20 products and I could actually play them without having to eat my pencil in frustration.

I would love to see a d20 version of Rifts (and Robotech and TMNT for that matter), but I don't see Kevin Siembieda going for it. The man despises WotC and d20 with a passion. I believe he accused WotC of attempting to steal his IP back when they were tiny (pre-MTG) and has never let go of the grudge. Moreover he believes his system is superior to all others, especially d20. It was an OK system in the THAC0 era, but there has been no innovation.

I think he'd rather go down in flames than "give in." Too bad, his ideas really are great.


Brainiac wrote:
Sweet deal. Can you tell us what Authority Points are used for in the adventure? My players and I have been curious about that since "Prince of Redhand."

The Authority points are pretty cool... one of the means to weaken Kyuss before the final showdown is to replace despair with hope, there are several encounters that allow you to do just that. In these encounters you can make an "authority check" (APs+Cha mod) to see if folks listen when tell them to seek cover or follow you to safety etc. Likewise you can make an authority check to inprove your bluff, diplomacy, gather info, intimidate or sense motive with Alhasterians.

PS I'm in Columbus OH, usually I don't get the mag until the Tues or Weds after it ships, but sometimes I get lucky!


JDillard wrote:
Give us the skinny on Savage Tide!

Skinny huh? I'll pick out some key words: Southern jungles, colonial holdings, pirates, pearls that turn ordinary folk into savage cannibals, Isle of Dread, the lower planes, Demogorgon!

Can't wait!


hanexs wrote:
This went AWESOME.

Glad to hear it worked out!


It would be a shame not to start at the beginning--you know level draining effects are a real nice way to keep the same characters running through campaign after campaign. But if you are unwilling to be despised by your group forever, here is what I suggest...

Have your group find a preserved green worms much as in the Whispering Cairn, only instead of going to Allustan for advice, they seek Manzorian/Tenser (as 17th level characters he's likely to have at least heard of them if they haven't already met him). Where as low-level characters are sent to the Dourstone mines to learn more, your guys are sent to Kuluth-Mar and the Spire of Long Shadows.

In this truncated version I think its best to ignore the whole ebon triad aspect of things, as that is the gateway for lower level groups. This will require only minor editing (if not wholesale ommission) of much of the Prince of Redhand. Beef up Libraray and the rest and you should be fine. It is worth noting that by skipping the Wind Duke adventures the characters miss out of the artifacts that may prove key to defeating Kyuss, but as epic level characters it should all balance out in the end.


I was pleasantly surprised today when I came home from work and found the final issue of the AOW in my mailbox... I haven't had time to absorb the entire thing yet, but I did go strait for Kyuss... and his two and a half page stat block.

All I can say is this: DM's, find your players, hug them and tell them anything you always thought you'd have time to say someday... cause when Kyuss hits their characters, I have no doubt it'll be so hard the players will feel it! And if they survive, they will never forgive you for it.


Having a halfling rogue in the party, I am keenly aware of this problem. There have be a few fights where his meager 1d4 short swords can't even penetrate the DR at max damage. The solution to the problem prsented itself in the Spell Compenduim.

There is a 1st level cleric spell, I can't remember what it's called, but you cast it on yourself as a free action, and your next attack allows you to use a sneak attack on the undead. Since it's self only your rogue would have to take a level of cleric, but it could be worth it. If, like me, your party rogue has a Wisdom of 8, you could make it a magic item.

I'm trying to figure how to do just that. Since its a 1st level spell it would be really cheap, but I think its awfully powerful to have it as an always active item. I'm thinking of makingh it like boots of haste where you have 10 rounds per day, but I'm not sure.


Russell Jones wrote:
I'm sure the parties that gave up the Rod for the extra items will take a collective "D'oh!" moment when they get to the final battle.

I don't think so... there are other artifacts in the AOW to help in the final battle, including 3 in Dragotha's horde I think. But the gifts from Tenser/Manzorian will likely be of more use to the PCs by helping them live to see the end. It was made clear in SoLS that the Rod was only one possible means of fighting Kyuss and I can't imagine Dungeon screwing an entire genration of gamers like that.


I think the lack of clerics of Kyuss is a nice touch. The cult is not widespread at all, and that means hardly anyone knows what's going one. Even assuming that the apostle was seen by thousands (who may or may not have become wights shortly thereafter), people still don't have a clue about the Age of Worms or Kyuss.

The more clerics you have, the more opportunities for the ubiquitous band of adventurers to stumble on the plot. When most people happen onto the plots it is likely the Ebon Triad that they face. It makes the PCs special. They were in the right place at the right time, so they ran afoul of Loris Raknian, which led them to really see the Kyuss connection.


My party has just finished A Gathering of Winds, and are eagerly awaiting their meeting with Tenser with the fragment of the rod of 7 parts in hand.


hanexs wrote:
I still thinks its time for them to fight some kyuss spawn, the guard in the keep wasn't enough, simply because the keep was a fortress it is almost expected that the pcs will meet trouble there. I want the PC's to know that these worms are going to start troubling whole cities, so I guess a farmhouse/hamlet might be better than a town for now (kind of what I was thinking anyway).

Fair enough. Any of the worm-sightings I mentioned could be adapted as the catalyst for a spawn fight. For example after the fruit vendor tosses his apples, the PCs chase after the kids who snatched them... by the time they catch up they have to fight pint-sized spawn of Kyuss (the fact that they were innocent urchins will likely fuel the groups disdain for Kyuss and his followers).

Or it could be back story for the infested farmstead/village scenario. The PCs roll in, find the place deserted but with signs of the undead (half-gnawed arms and the like), they face a few spawn, and slowly realize the whole community is wiped out... except the one survivor locked in his cellar. They ahve to fight their way through a whole bunch of spawn to get to him. With a wild look in his eye he describes how his cousin found some odd green worms and went fishing, later (after he and his family enjoyed some trout) he became a zombie. Then the survivor descibes how one by one the other families became spawn until only he was left. The whole thing may have only taken a few hours. This will impress upon the group how dangerous these undead truely are.


Erik Mona wrote:

I wish I'd thought of that.

--Erik

Wow, praise from the Man himself! Thanks! Feel free to use it in the hardcover!


Perhaps a little over the top. They're on the way to the Free City, so they are hooked enough to investigate the matter. I can certainly understand wanting to let the PCs know that the worms are not localized, but there are subtle ways. Think of good horror movies, the scariest moments are often the little things.

1. Elsewhere on these boards someone created a little nursery rhyme (worms crawl in, worms crawl out...); I had some kids in the Free City singing this sucker while playing and it really creeped the players out... especially when things hit the fan in the Arena and they heard it off in the distance somewhere (one guy shivered!)

2. Have a bait vender mention he's been seeing unusual green worms a lot all of the sudden, and that fisherman have been complaining about catching fish that are already dead. Later a fishmonger mentions that some fish he was selling burst open with an ifestation of worms (works best if the PCs are having seafood at the inn at the time).

3. As the PCs pass a fruit merchant, they spot a green worm wiggling out of an apple. The merchant throws his hands in the air and cries "not again!" as he discards the crate. Several street urchins grab the apples and flee.

4. After a rain, have the locals note that there were a lot more worms than normal on the ground. Perhaps a crow swoops down and snatches one... later they see lot of dead crows littering the ground. Since Redhand has so many crows this may tie in nicely.
In my game the Apostle completed the ritual and the audience were turned to wights. When the PCs managed to get out of the arena the first thing they saw was the Rain Barrel Man screaming about the end... thena crow landed on his shoulder, deposited a green worm and flew away. You can guess the rest.

Not all of these are Kyuss worms even, if the Age of Worms is nigh, I would imagine the population of regular worms is on the rise too. All the more creepy to me.


secretturchinman wrote:
I am currently trying to come up with a pure Fighter build(no multiclassing/no PrC's) I just want help with Feat selection

I have this 6th level Fighter 5th level Kensai, and it has worked out GREAT for me! Have you ever considered the Kensai? Would you mind if a couple of our prestige class sales personnel visited your home to share the benefits of multi-classing?

If you're interested in Fighters might I suggest the Barbarian class, they're good at fighting too and they get DR. I like DR... it reduces damage, and that helps characters survive! Feats are neat bu rage is rad! If you went barbarian you could go with the frenzied berserker prestige class, mix in a few levels of sorcerer and maybe a sprinkling of rogue and your fighter could be a one-man adventuring party.

Would you like fries with that?

Thog likes puppies...


I like a good ol’ fashioned TPK and my name is Jeff. TPK Jeff sounds lame, TPKJ sounds like a radio station or something, so I went phonetic on the first initial

Or the Music Man version is: We got a TPK with a capitol K and that rhymes with J and that stands for Jeff.


The Uber-powerful patron thing can really throw things out of wack, and let's face it, diminish Tenser/Manzorian's role. I suggest going the opposite route. Give the group a cannon-fodder NPC. Having 4 targets instead of 3 will increase everyone's survivability. I've gotten plenty of mileage out of torch-bearers and squires and other meat-shields over the years.