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I'm currently building an admixture wizard for a small campaign my friends and I are putting together. I have a pretty good idea as to what I want to do with him mechanically, but I want him to stand out a little bit.

I was thinking of having him use incantations before some of his spells (mostly just those modified by metamagic feats so as not to bog down game time), but I'm not exactly the most clever of individuals and am having a difficult time of coming up with anything that sounds sufficiently arcane. Any suggestions or examples would be greatly appreciated!


You guys are awesome, thank you all so much for your assistance!


Kthulhu wrote:

Here's a link to the 3.5 conversion, the Pathfinder unofficial conversion, the full art gallery, the maps (all sizes), another related free adventure that WotC released, as well as a listing of the other stuff that I can't add....

link

Thank you so much!


I've been struggling to find the 3.5 version for the Tomb of Horrors. My gaming group expressed interest in going through the deadly adventure to see how well they stand up. Unfortunately it looks like the PDF has been taken down from the WoC website, or I am looking in the wrong place. I would really appreciate if anyone knew where I would be able to find the PDF and maybe an updated map to use as well.

Thanks.


Brace yourself for unexpected circumstances. I'm also pretty new to this whole GM thing (a little less than a year for me) and I have to say the hardest thing I had to learn was to adapt to what my players do. Plan ahead, but be flexible. Oh and this link was a huge help for me and maybe you'll get some use from it too :3 all credit goes to Nearyn for that one.


A few of my players and I had a conversation the other day about the fact that, for the most part, all of our characters to date have either been good or neutral aligned and none of us have ever played a true blue evil character. After a couple minutes of brainstorming together we all thought it would be really fun to do an evil themed campaign where we attempt to take over a continent. A fellow GM and I are going to coordinate writing the general story and world together.

Our PCs are going to be starting at 7th level with standard wealth for that level. Thus far we have the PCs based on an island located roughly halfway between two continents (one of them is a fighter pirate with a longship crewed by skeletons under the control of our cleric necromancer). My question is what would be a good quest lines for this type of party? I'm sure rampant destruction and senseless violence would be entertaining for a short time, but would quickly become routine and boring. I had thought of pitting the party against a temple dedicated to one of the good gods (possibly a rival of their deity Urgathoa) and having them attempt to desecrate it.

Any suggestions or ideas would be welcome!


Dot, amazing amount of really helpful information :3


Lincoln Hills wrote:
so that their visits to town don't invariably resemble a swap meet/garage sale.

This is a big issue I'm having. Most of my players are fairly new to D&D with the exception of one of them, and they aren't really spending the gold that they DO have. Most of the magic items they have they've looted or have been gifted as part of their payment. I haven't dropped any big loot in a long time though hoping that that would kind of spur them to action.


Thanks every so much for the advice, I really appreciate it all.


Jeraa wrote:
That is just the average amount. The actual amount should vary. Animal encounters, for example, shouldn't have much or any treasure, but an encounter with a powerful boss-type monsters may give more than that amount.

Thank you for the help :D


Jeraa wrote:
Page 399 of the Core Rulebook has a table that shows how much treasure each encounter should give at each level.

I had noticed that, but I wasn't sure if that was the exact amount I should give every time, or if I should vary it for each encounter.


Hello, I'm a fairly new GM and I was wondering if anyone had a few good tips for how to scale the amount of gold I reward my party? Most of the party is around level 7 or so and get most of their funds via hunting monsters for a guild. I know there is probably a simple answer to this, but I would really appreciate any advice or ideas.