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Thor, well, I mean it hurths's page

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I think either a paladin and a beguiler or bard and monk.

That do you guys think (picture a versatile two people group).


Now if you go go through the gods of DnD (the core ones anyway) and translate them into the closest real-world equivalent, who would be what?

For example,
Pelor = Apollo (light and healing)
Hermes = Fharlanghn
Nerull = Hel
Yondalla = Demeter
Olidammara = Loki
Erythnul = Ares

Etc.


Now if you go go through the gods of DnD (the core ones anyway) and translate them into the closest real-world equivalent, who would be what?

For example,
Pelor = Apollo (light and healing)
Hermes = Fharlanghn
Nerull = Hel
Yondalla = Demeter
Olidammara = Loki
Erythnul = Ares

Etc.


What about Gnomes?


Now, out of curiosity, what languages do you think the core races of Dungeons and Dragons would speak?

In my personal opinion;
Dwarves- Russian or German
Elves- French or Italian
Humans-English or Esperanto (it's Common for a reason!)
I'm not sure about the others.
What do you guys think?

-Thor


Only one prob with Arcane Archer,
must be elf.


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Well, I've never really written my own adventure before, just ran pre-published ones. I'm starting college in a couple weeks, so I should have no end of potetntial players. I really want to run AOW in my homebrew world so it will take some adjusting. (Not too much though, that's nice).

I was just wondering if I could get some advice on writing your own adventure. Any tips or tricks you guys have would be much appreciated.


Now, first off, I just need to say that Age of Worms freakin' rocks.

Secondly, most of the stuff in it can be converted with little or no adjustment (Free City = any big metropolis, 3FOE takes place almost entirely underground). The only problem I have is the dragon (the black one, blanking on the name, Ilthane?) anyway. The reason I have a problem is because in my little world, there are no dragons on the material plane.
Before the outcry, hear me out. I said on the Material plane. They do exist, just on a different plane of existence. I figured that if the good dragons and the bad dragons have been fighting since like the beginning of time, eventually even the most destructive Reds figured out that if they destroyed everything, that would include all the treasure. Ergo, all dragons used their collective power to create a Plane of Dragons, where they and their allies could fight in peace.

This however, means that the PC's can't fight a dragon until they get to the giants vs. dragons fight later on. I can put that in the Plane of Dragns easily.

So my question (finally), what monster should I use that would have a similar difficulty and flavor against the PC's (I have MM 1, 3, & 4)?


So what do you guys think of the four new classes presented in the Player's Handbook 2? Of the four, I must say that I particularly enjoy the Dragon Shaman. The auras are quite handy.

Any opinions?

-Thor


I'm thinking about going fighter for about five levels, and switching to Stormtalon for some more (that bonus to air speed is really nice!)


Maybe a druid?


What do you think the best class/prestige class for a Raptoran is?
If it totally doesn't matter what anybody else is, just what could emphasize its strengths the most (I know many of you will say cleric: +1 Air Spells, but I don't really like clerics.)

Be creative.


I was just wondering.
What would be the perfect party to DM for? (five people only).
Which class combinations do you think work the best?
(paldin vs. cleric when there is no fighter) so on and so forth.


I was thinking about this the other day and I came up with this question, how does one store a spiked chain. Now obviously swords and daggers have sheaths, one can even make one for a spear or an axe, but what do you do about a spiked chain. Do they make sheaths for that? What would it look like? And if a charcter doesn't have a sheath, are they just walking around with this spiky chain in their belt, smacking them evry time they run or hang upside down? Just a thought.


See, I don't want any of my PC's to die either. That's just what the contest rules are. What I was thinking was to have the PC's discover the existence of not only the doppleganger-run school, but also have something click and say, "Wait a sec', I wonder if our patron is a doppleganger?" I'm thinking maybe some mysterious figure that somehow moves the plot forward after the PC's take care of their "patron" can give some clue.


Oh there's hate. However, there are also rules. After one group of adventurers destroys the other, the victorious group's handler kills one of the members, eats his/her brain, takes his/her place in the group and leads his group to kill the opposing doppleganger.


After reading the latest issue of Dungeon, I was intrigued by this new monster, the Greater Doppleganger. For those who don't know, this doppleganger has the ability to take alignment, skills, spells, etc. from the consumed brains of its victims. I have always loved the doppleganger and had an idea for a campaign focusing on this creature. My idea is simple. It starts off where the PC’s get together, a school for adventurers. The school is run by a greater doppelganger,(Ixildrim), disguised as a retired adventurer of some renown (Ixildrim ate his brain). Ixildrim acts as patron towards the PC’s, finding areas that are in need of their services. All of the trainers within the school are normal doppelgangers. Ixildrim whole purpose for having this school is to take part in a vast contest. Ixildrim has his group of adventurers and his opponent has a group as well. Until the PC’s get up to 10th level, they never know of the other group's existence. As soon as the reach 10th level, Ixildrim informs them of a rival group of adventurers that has been encroaching on their territory (the rival group is told the same thing by their handler). That’s as far as I’ve gotten so far and I welcome and comments or suggestions you guys may have.


I say we storm WOTC HQ, snatch Overload, and hold it ransom! All right, who's with me?


That'd be awesome dude. Good idea.


I concur with those above. We Dungeon Masters and Players do not say this enough, "Thank you." I think I speak for us all when I say that without your magazines, the game of Dungeons and Dragons would simply not be the same.


I know Orcus is some sort of Demon/Devil guy, but what is the specifics on his name? I heard somewhere that if you say his name, you have to roll a die and something really bad can happen.

Anybody know anything for sure?

I've been kinda using him as the God of Greed. if you say his name you are granted 5gp. However, you must roll a 1d10. On a roll of 1, Orcus himself rises from the netherworld, steals all your stuff, and ... I haven't decided if he steals your soul, because I want the penalty to be bad without being horrible. Also, you may only call upon him 3times per day.


Just a question but, in Nadroc's area of the Whispering Cairn, there is a large stone block holding down a pressure plate. Obviously, the fact that this stone prevents further access to parts of this area if not pushed over hearkens to the fact that its ability to be pushed over is on purpose. However, here's my problem. The Gas Trap has onset delay of two rounds right? Now I'm kinda fuzzy on the rules pertaining to Never-Miss traps but, couldn't the PC's just run down the now-open hallway to escape the poison? It would make sense if some sort of portcullis or wall dropped down, then the PC's would be stuck with the posion gas.

Just a thought.


That makes sense, thanks guys.


Hey Guys, I'm new and somebody might have already answered this question but, does anyone know when the office map in Dragon #333 will be put online? I know that's kind of the PC's base but as I subscribe to Dungeon and not Dragon, my players have no map.