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![]() I had a kid named John in my group he always took everything seriously, way too seriously. My group has great bouts of immaturity, which isn't a bad thing because everybody was having fun. Except for John who at one point threw a d4 and a d20 at another player for making a dirty joke about a torture rack. He also used my miniatures like action figures, that weirded me out a lot. So I politely asked him to leave my group and he did without confrontation. ![]()
![]() When a player dies, I don't penalize him since a lot of the time, it is just too many criticals on my part or they made a little mistake and payed the ultimate price. I let my players keep their current experience points. I don't like to think of experience points as something exclusive to the character but to the player, something they have earned that shouldn't be taken away. Needless to say, I also never use level drain, taking away hard earned levels. ![]()
![]() I was reading through the stat blocks and I noticed that there were no stats for Mr. Dourstone. I think it would have made sense to include his stats and I am very disappointed that they were not there. After all, he is an essential character in 3FoE (where his stats were also not included) and I think all of the other Mine Managers are on there. PS: I was wondering what the CR on Kyuss will look like, just curious. ![]()
![]() Busker wrote: Bear in mind that the campaign will probably have the characters going up against some plans of Kyuss himself. This may well interfere with the character's ability to control any Spawn of Kyuss that he creates. By that point maybe he would be able to use some of Kyuss's own minions against him. Just because Kyuss created the type of undead doesn't mean he has complete control over every one of them. ![]()
![]() Tatterdemalion wrote:
Remember if you don't let your PCs buy magical equiptment, they have tons of useless coins and nothing to do with them. I do agree that magic needs to be hard earned, so I like to limit the coins they get. ![]()
![]() I had an idea about the first plan involving a dungeon crawl as the first adventure and finding a clue to the villian's master plan. The PCs could find one small cryptic part around first level, then accidentially stumble upon the second part around fifth level, then maybe they can find out there is a third part that they need to find around 12th level which when pieced together reveal the plan completely. This could be brought about by rumors of an assassin's guild that really knows what's going on. ![]()
![]() I just read this thread and I think that the user created adventure path is a great idea. I would like to contribute my ideas the best way I can, and above all I would love to write one of the adventures. I think that 7 to 10 adventures would be good, bringing the PCs up an average of two levels just like Shackled City. If I were to write I would prefer to write one of the lower level adventures, especially the first one if it is okay with you guys. Squid, if you want to contact me my email is alacar123@yahoo.com ![]()
![]() Joseph Jolly wrote: I'm am DM'ing a Shackled City campaign, and my party is very near to dealing with Adimarchus. I was just reviewing his stats tonight, and my question is this: has anyone else noticed that he can cast Blasphemy once per day as a 30th level caster? This means that if most characters entered this adventure at 19th level (as written), and even if they advanced one level to 20th over the course of the adventure, they are still ten levels below Adimarchus, and thus are subject to being instantly killed by this spell...no save! Therefore, Adimarchus can destroy the entire party, in theory, in a single round. Yeah, isn't it great. ![]()
![]() Taricus wrote:
Sure in 3.0 but in 3.5 you don't need to be 5th level. Plus you're the DM if you want a character to become a vampire at level 4 then fine. By the way make sure your cleric knows what they are doing, I had my three other PCs get knocked out. ![]()
![]() I recently decided to add a secondary tunnel in the lava tubes in Flood Season which leads to a small hold of a vampire Sor 4 who is affilliated with the Cagewrights, who was sent to keep an eye on the Ebon Triad and guard them from attack. I also took one of the wands from Triel and gave it to the vampire. I want to know some of the other side quests and encounters people added to the AP. ![]()
![]() I finally got around to figuring out which planes to use for the Eberron conversion. Change Occipitus to a walled in fortress of Shavarath with the celestial chunks coming from when Adimarchus tried to invade Syrania. Also replace Carceri with a another nuetral prison fortress also on Shavarath. Change the Plane of Mirrors to an area on Daanvi where it is an infinite set of organized chambers. ![]()
![]() My players made it through Jzadirune and killed Kazmojen, but set off the alarm and had to fight their way out through 10 hobgoblins, 5 goblins, and the pit traps in the corridor. Sadly, in the first round of combat, the party's cleric was killed, so they had to go on without a wand of cure moderate or light wounds. The cleric was quickly replaced by a brother who is evil. They are about to enter the Kopru Ruins. ![]()
![]() If you move all of the Cagewrights into one room, I would recomend making them weaker by taking away levels from them, as they stand, all of the Cagewrights at once would slaughter almost any party of level 18 characters. Maybe they are systematically hunting the party through Shatterhorn, maybe they are arrogant enough to keep it as it is. Maybe one of the Cagewrights should link up with Mhad and Hate. If you want your party to fight all of the Cagewrights at once, try putting them in rooms close enough together and make your party fight them in waves. I recommend leaving them as they are and coming up with a story line like since the Fiery Sanctum was raided and the tree of shackled souls destroyed, the Cagewrights might have just finished a major argument on what to do. After the blowout, they all return to their own areas to contemplate, and in Embryl's case take action. ![]()
![]() I agree, as much as the undead are used a lot, the outsiders are way over used as primary villians, make new types of undead to surprise the players, I feel that udead are far more customisable than outsiders and even when the Party thinks they have them, the undead pull something out of nowhere. The undead are much more fun to fight than outsiders. ![]()
![]() Dryder wrote:
The guy's name is Tygot. And with Monster Manual III having Warforged in it and not being Eberron specific anymore, I can see where they might begin to pop up in Greyhawk and the Forgotten Realms. ![]()
![]() I recomend just replacing some of the Eberron Planes with the planes used in the actual magazine (Carceri, Plane of Mirrors, and the Abyss). Switch with Xoriat, Risia, and Fernia or something. Remember it's your world, don't go through the pain of trying to adjust the campaign when it's far easier to adapt the world.
About Karsis AlevondeBackground:
Born to Korvosan spice merchants Elindra and Castor Alevonde, Karsis and his older sister Evette had a fairly normal childhood. Their parents, while not rich, made enough money to provide for their children, and as law abiding citizens, they never had to fear from city officials or the Hellknights that kept order in Korvosa.
Aldrin and his sister helped out their parents with managing and selling their stock, but it was clear that they did not have any aspirations to continue the trade as adults. Both he and Evette became quickly enamored with Korvosa's most prestigious magical school, The Acadamae, after witnessing an impressive display of magic as part of the institution's recruitment drives. The siblings would beg their parents every day for the chance to attend Acadamae, wanting to be able to perform staggering feats of arcane mastery promised by the recruiters. Sadly, tuition at the Acadamae is quite expensive, even for well-off spice merchants, and even being accepted into the institution requires prospective students to understand the basics of magic, and have supplies such as spellbooks and reagents. Mr and Mrs Alevonde went over their available funds, and realized that with all the preparation required, only one of their children would be able to attend the university. Unfortunately for Karsis, Evette was chosen since she was the oldest, leaving the child helping his parents sell spices for the foreseeable future. Although he was dismayed about their decision, he supported his sister, and asked her to visit him as often as she could. Four years passed since Evette was admitted into Acadamae, and during that time, Karsis' life was mostly uneventful, helping his parents with their merchandise, and spending most of his free time by himself, reading up on basic magical theory. One night, while his parents were asleep, Evette visited the home with a wild look in her eyes, and an ambitious plan on her mind. She told Karsis that she met a merchant named Gaedren Lamm, who needed a wizard to help him get away with a certain scheme he was planning. The whole idea sounded dangerous to Karsis, but then he heard why she was so interested in helping the sketchy fellow: if all went according to plan, her cut of the profits would be enough to get Karsis enrolled in the Acadamae. The whole plan still seemed suspect to the aspiring mage, but the promise of being able to finally realize his dream of becoming a powerful wizard like his sister stopped him from trying to dissuade Evette. He gave his sister a hug, wished her good luck, then eagerly returned to his books, expecting to make use of the knowledge sooner than he ever expected. That was the last time he saw Evette alive. Late in the evening on the following day, a Korvosan guard stopped by the Alevonde residence in the Shingles. Her body was found slumped by the entrance of a looted warehouse, with copious amounts of dried blood poring out of claw wounds all over her back. Karsis and his parents were devastated, and although the guards promised they would do everything they could to find the culprit, one week later, no progress had been made. In his depression, Karsis almost completely gave up his spellcasting aspirations, until one night when heard a strange tapping noise against his bedroom window. He opened it up, and a raven swooped in, landing on a desk; it was his sister's familiar Cedric. Cedric explained that his sister was murdered by Lamm. While she was binding a bearded devil to stand watch while she and Lamm looted the warehouse, the crime lord purposely smudged the binding circle, allowing the outsider to kill Evette while Lamm slunk away in the shadows. With Evette dead, Lamm was able to grab everything for himself, within having to pay Evette the agreed upon share. Cedric managed to escape by flying away as fast as possible, but the sudden shock of losing the magical connection with his master nearly killed the familiar. When he eventually recovered, he sought out Karsis as soon as possible so the two could formulate a plan. Alas, with only a rudimentary understanding of spellcasting, and no real leads on the location of Lamm, Karsis fears he may not be able to avenge his sister. But should the opportunity arrive, he will not hesitate to end the wretched man's miserable existence. Personality:
Karsis is normally friendly and sociable, but the recent death of his sister has left him morose. He is quick to make friends, but tries not become too attached in case anything were to happen to them. He blames himself for Evette's death, reasoning that he should have at least tried to dissuade her from the criminal plan. As a result, Karsis is overly cautious, preferring safe or peaceful plans to any that involve a high degree of risk or danger.
The beginner wizard is very interested in magical lore and spells, but he only has a rudimentary understanding from basic instructional tomes, and the occasional lesson from his sister when she visited. After learning of how she died, Karsis has doubled up on his efforts to learn abjurations and other defensive spells, while eschewing the powerful, but dangerous summoning spells. Normally he is not a vengeful individual, but Karsis will not rest easy until Gaedrem Lamm is either imprisoned or dead. Until the day he sees justice, Karsis is focused and on edge, not allowing minor distractions to deter him from his course. He has never killed before, but he is willing to do so in this extreme case. Appearance:
Karsis is average height with a slender build, standing at 5'9" and 145lbs. His light brown hair neatly falls below his shoulders, and he takes great care to keep it well-maintained. His green eyes sparkle whenever he speaks on a topic he's interested in, and he is quick to smile when in pleasant company... or when trying to assure others that he is holding up.
The aspiring mage has no clothing specifically for combat, and wears a loose tunic and trousers in order to keep him mobile and unhindered in combat. He keeps his clothes clean with daily prestidigitation spells, because as his parents taught him: appearance is everything. Sample post:
The fire elemental advances slowly toward Karsis, its surging, flaming form threatening to burn him to cinders.
Sweat pours down the mage's face, half from the heat, half from fear. Cedric was long gone, having flown away at the first sign of trouble. Typical, really, but what use would the raven even be in this situation? "Focus, Karsis. Remember the spell." he stammers, thinking to the elemental protection spell he scribed a mere five days ago. The words of power come to mind, and he quickly yells the incantation, while tracing a sigil in the air. Suddenly an ephemeral barrier manifests in front of the wizard, diverting the path of the elemental's fiery slam. Licks of flame spatter harmlessly around Karsis, preventing an untimely disaster. That should buy me enough time for now. Hopefully the others will get here soon. Stat Block:
HP: 8/8 AC: 12 T: 12 FF: 10
Fort: +3, Ref: +2, Will: +4 Perception: +3, Initiative: +7, Hero Points: 0 ---------------------
Abjurer Spells Prepared (CL 1, concentration +6)
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1 Diplomacy
Background Skills
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Arcane Temper - Karsis is intensely concentrated on protecting his allies and taking out villains like Lamm. +1 to initiative and concentration. Merchant - From his upbringing as a spice merchant, Karsis has learned how to barter for goods. +1 to appraise and sense motive when bargaining. ---------------------
Racial Traits:
Skilled: +1 skill point/level
Bonus Feat: extra feat at 1st level Class Abilities:
Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day.
Disruption: At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. ---------------------
Abacus
Total Weight: 31lbs [spoiler=Spellbook]
Familiar:
Cedric, Raven
Quick stat block HP: 4 (half of Karsis) AC: 15 T: 14 FF: 13 Fort: 1 Ref: 4 Will: 4 Bite +4 (1d3-4 damage) Abilities: Alertness, Emphatic Link, Share Spells, Improved Evasion, speaks common (SU) Grants +3 to appraise checks |