Dretch

hanexs's page

286 posts. No reviews. No lists. No wishlists.



1 to 50 of 76 << first < prev | 1 | 2 | next > last >>

Im thinking about skippin book 3. Heres why:

We have been rushing along, 5 sessions or so and the players have already defeated the stag lord, and started they're city. But they havent really explored the green belt a lot. They are 5th level do to my tendency to be trigger happy on giving out items and xp (we dont play RAW).

Anyways, I was thinking about taking some of the encounters from book 3 and plopping them into the greenbelt... and sort of skipping the whole go rescue a town to the east story arc. I kind of want them to feel like the greenbelt is their home... so the longer we stay in it the better

Would I lose out on anything by doing this? Anyone who played book 3 have opinions?


So at the beginning of RRR a charter and builders come to build the PCs first city.

Who are some characters in this caravan?

I am thinkin:

an old wise npc, sort of a guide
a tough worker npc, who gives the real news to the pcs
a saboteur who looks for ways to ruin the job
ect ect

Does anyone have any interesting pilgrims to share?


We just finished stolen land and are begining the second book, and I would like to say that this AP is amazing! By far the best module I have ever played or DMd.

But I must confess, I don't want to run the kingdom build rules, I dont even really want to read them... Maybe its the style of D&D we play, highly narrative, tons of rule fudging ect, but I dont see the actual rules to kingdom building being good for me or my players.

Instead I am going to "force" my players to take a year of every now and then, in between years we will adventure, then building will continue through a handwave and our next session might be a year later in game time.

My players will still be in control, but it will be more like they are ordering the builders to build these 10 things in this order. Then after a year, or after coming back from the quest, some or all of them are done.

So could anyone who has ran kingdom building rules, answer a couple questions for me?

q1 - How many build points on average would they be able to spend in the first year? I know that this could be effected by a hundred things, but if there are no major screw ups and no major boons, what would be a good number?

q2 - If I got a number from q1, would I be able to just use that for the rest of the years (e.g. the second year)? Or should I add a percentage to it because kingdoms grow faster as they get bigger?

The answer to these questions will enable my players to just tell me the 10 things they want to build, and allow me to eyeball how much of it gets built without running phases ect.

Any comments are welcome :)


So, we ended our adventure, with my players discovering the shipment of booze, disguising as bandits and planning to sneak into the fort. They are now in view of the fort, and that is where I ended our session.

I must confess I really don't know how to run this, Ive read the book a few times, but its not really giving me a feel for what would/should happen.

I presume theyll roll in, tell some bandit they have the booze, and the Stag Lord will come out and start getting drunk...

Then what? How do I make this interesting? How did or do you plan to run this?


I am thinking about handwaving the growth of my players towns in my upcoming campaign, it would be nice to still show the players how their city grows (we use an lcd table). Does anyone have maps of how their city has grown (e.g year 1, 2, 3 ect).


I havent started the campaign yet, but I am planning a pre-adventure where the pcs save a noble/princes life and in exchange the king gives the pcs the charter to explore the stolen lands. I am looking for a map for this city. It could be Restov, or any city in the area (I was planning on using Absalom, but I know that is far away). Any ideas on a city that has a published map that would fit the bill? I was hoping for it to be a large city, to justify the players being able to go there if I need to run some large city adventures.


Hi, Im reading this AP, and really loving it. Planning to play it in a few months. I am stuck however on how to run the Kingdom building and would like to hear some advice/discussion.

Heres what Im thinking:

-handwaving the kingdom building, this has the advantage of being quick and simple, while Im sure my players will LOOOOOVE having a kingdom, I doubt they want to spend an hour every couple games spending build points. We don't really like rules, or rulebooks, we play a more story based D&D (thats why we ran away from 4th), and part of me thinks this type of resource tracking will just make the sessions worse.

-running the kingdom building as described, I would normally do this, except for whats mentioned above. I like the amount of options available to the players, things and buildings that we would never think of, and this method might drive home MORE that its a real kingdom, especially since I doubt I have the abilities to make it feel like a real kingdom just by storytelling.

-a third way. What is it? Any ideas? Im looking for the players to be as immersed as possible in having a kingdom, witout caring about the rules. I was thinking something like every month or so they give their general orders to the mayor, but how does the mayor keep track of what can be done? Maybe Im following the rules in the background.... I was also thinking it would be cool if we used some video game (a la simcity) and just allowed 10 minutes of play a month :) We play with a tabletop lcd projector so this could be doable, if there was a fantasy building game that sufficed.

Anyways, Im a rule breaker, we wing things all the time, but Im just looking for feedback/ideas with this. How did following the rules work in your campaign? What did you change?

Thanks for your feedback!


Does anyone know a reference for an Armour and Shield system a little different then standard D&D?

I am looking for a shield system where the player rolls to see if he blocks the attack. And an armour system where the armour has hitpoints. Nothing TOOOO complicated, but just to add a little bit of flavour.


Hi, in my last adventure my players did some good roleplaying and won a "story" award, 4 dragon hatchlings. Two of my players worship Bahamut, and one of my PC's is a half dragon, so I think these hatchlings may be a major campaign theme.

I have some ideas for them:

- the players find the local cleric of Bahamut to help them rear them for a year or so while the players adventure, this way by the time they reach level 10 or so the players can use them as cohorts/mounts

- the players find some druid that can fashion them some sort of statuette to summon them, (yeah, just like Guinivere in the Drizzt novels)

- one of the hatchlings turns evil, and a campaign arc will be to destroy/turn him with the help of his brothers

- each dragon hatchling turns into a different colour, maybe I can give them each different powers to add to the flavour.

Anyways, I am looking for ideas to use these things in a campaign, in a fun not too game breaking sort of way. Anyone got ideas?


I have always noticed these two classes to be overpowered in 3.5.

Most of my players have complained about these two classes overshadowing the wizard and being pretty good at martial fighting to. Of course this could just be my campaign.

I am wondering if Pathfinder has took any steps to fix this possible issue.


I am running a quick self made adventure for a group at Level 4, and I am looking for some help. Here is the story,

They have been asked by an NPC (Helvec) to climb a mountain and kill a dragon. Helvec has also loaned them an NPC Warrior (Dart) to help them in their quest. They know that Helvec hates dragons and wants them wiped off the face of the earth, but they do not know how mad he really is. This adventure is going to be used to make them question whether to continue following Helvec or resist him and possibly defeat him.

Below is the Dragons dungeon.

Room 1 - There is an interesting pool, what should I put in it?

Room 2 - I think this is a good spot for a trap? how about you?

Room 3 - Treasure and a dead dragon. If the players do not notice the secret door, Dart will. See Dart knows that they were not sent to kill a Dragon, they have been sent to kill the Dragons offspring.

Room 4 - I think the entrance to this room should have another trap....
In this room is where the intrigue starts. Dart will immediately want to kill the hatchling dragons. I expect the cleric of Bahamut or the Dragonborn PC to have a problem with this. This adventure can end two ways, either the PC's allow Dart to kill the hatchlings or they decide that this is an evil plot and resist.

Any ideas how I can make this more interesting? What should I put in room 1 and 2?

The dungeon map is here -> http://sportnet.ca/temp/A3draglair.jpg

Notes on the map, The tile was taken from a battlemap product that I own I make no copyright claims whatsoever on this product. To purchase the tile, go here http://www.yourgamesnow.com/index.php?main_page=product_info&manufactur ers_id=6&products_id=561. I intentionally lowered the resolution because I realize that these people are trying to sell their product..


I am looking for an adventure where the PC's climb a mountain to kill a dragon. I have most of the Dungeons and can order any adventures that fit the bill. I am able to tailor enough of the adventure to fit, but I am just looking for a cool storyline/encounters on the way to kill a dragon.

Anyone know of any adventures that fit the bill?

PS - the adventure can be from any system.


My players are just about finishing an adventure and I want to give them a reward (or rather a powerful NPC wants to give them a reward). I remember a cool artifact in the Age of Worms Path, it was a fountain that gave you a blessing and a curse, so like +2 to Dex but you also got some negative. It was one of the highlights of the AP for our group. So I am looking for something LIKE this? Anyone got any ideas or remember anything cool from old adventures or issues of dragon/dungeon (I have a big collection, I just don't know where to look).

So I am looking for some kind of artifact that gives the PC's a one time random boon. (Doesnt actually have to be random... just cool and different).


Well, I bought the core books for 4E and the first adventure. I convinced my group to buy them. We sold a lot of our books too... And then we read 4e. Quite simply it does not feel like D&D, and it seems like rules are more important then ever.

Anyways, I will probably also buy the Pathfinder Handbook when it comes out, maybe that will be our new system. I am very dissapointed with Wizards, I think the last straw is them publishing Dungeon this month without an intro adventure (no doubt to boost sales of their published adventure..)


We had a great adventure the other night, which basically revolved around exploring some caves, a medusa and some nagas. Basically the whole thing reminded me how cool monster can make a fun night. I am definetely a story DM, but my players LOVED the simple adventure with interesting monster for a change.

So, anyone know any cool monsters and possible some adventure scenarious I could follow up with?


My players just fled a village to go to the city of Ptolus. They fled a small army led by an inquisitor that is eliminating wizards and magic users ect.

Anyways, one of my players is an Oathsworn (from Arcana Evolved). He made an Oath that he would kill this inquisitor. I never expected this, I was just looking for a reason to drive them to Ptolus because I heard it was a good setting. Anyways I need an adventure where they can do this, hopefully a fun one. Anyone know of any that would fit?

The players are currently 4th level, but they might not end up doing it till later so anything 4th - 12th level would be good.

Any ideas?


Im looking for some programs to run on my laptop while we are playing. Im particularly interested in anything that will help with combat (keep track of this ect). I have tried DM's familiar and liked it, but I just want to see if there is anything comparable and free instead.

Anyone have suggestions?


Is there a summary (like AOW Overload) available? I need to know where the campaign is going before I commit. Im about to start a campaign in a few days, but if this one looks good I might just switch to this and subscribe.

I particularly want to know what type of adventures Im getting myself into. Is it mostly dungeon, urban, wilderness ect.


Ok so here is how I want to use these adventures. I am starting a new campaign. Three of the pc's are brothers, they all picked the Giant race from Arcana Evolved. They live in a small town, and they have to flee to the city of Ptolus. They choose to flee to Ptolus because their father lives there and it is a safe place from "evil inquisitors". It will probably take them 4 levels to get to Ptolus (I am using the first 2 adventures of "The burning sky campaign").

When they get to Ptolus, they find out their father has been murdered, or will be murdered shortly. I want the hook for "Chimes at midnight" to be "Who killed our father?".

Any ideas on how to change the adventure to make it fit this? Why would Viktor kill their father? Maybe he works for the noble who angered him? Maybe their father is part of the Guild that he was applying for? I didnt really want their father to be powerfull/rich though. Maybe their father died as a caravan guard when Viktor freed his allies.... any other ideas?

Also how would I make sure Viktor lives so that I can reuse him in "Quoth the Raven"? I was thinking maybe a city watch NPC finds a murder confession and busts in on the adventurers as they are fighting Viktor, the NPC would then force an arrest. One of my PC's is a champion of Death, and I am pretty sure he will want to kill Viktor outright.

Just fishing for ideas :) Thanks if you have any!


I read the adventure a couple times, maybe I missed it as I scanned through Eberron parts that I wasn't intersted in, but I just specifically searched for it.... Anyways

What does viktor have to do with this? And how has he freed people if he has been in prison?

Thanks, Im sure I missed the answer in the adventure........


I'm about to run a Ptolus campaign, I also have the SCAP hardcover. I am just wondering if there are any chapters that would be easily ported to a different city. I am looking for urban adventures, I really don't want to put my players through the "evil demon has some sort of a plan involving a prophecy campaign again" (we just finished AOW.)

Any good urban plots in SCAP I should take a look at?


Im thinking about skipping KoR and moving right to Wormcrawl Fissure, here why:

-My players are overpowered and the campaign is seeming to be to easy on them. I think a couple level jumps might be good for them. (they are overpowered cause there stupid dm gave them too many magic items).

-I kind of want to move the story along, We only have another month before summer, and I'd like to finish the campaign before then

-KoR doesn't seem to be a needed module in the plot.

So, we ended our session right before the time travel in Library of last resort. What I think I will change is, the Druids will summon the great heroes (the pc's) to delay the forces of Dragotha. The druids will use this delay to get the Phylactery and give it to the PC's. So instead of hiding the phylactery in the rift, they will give it to heroes from the future. This way Dragotha won't be able to get it. The druids will then let on that it will be up to them to kill Dragotha if he ever rises again. From there, we move straight to the Wormcrawl Fissure.

Anything important my campaign will miss if I do this?


Hi, I am wondering how other DM's ran Darl Quethos.

This is a villain I'd like to play him intelligently. We are already half done the adventure, and the players have taken no steps to sheild themselves from Darls spying, so he is going to be ready for them. He will attack right after they complete the last challenge. He will have spell turning and spell immunity set to my players favourite 2 spells. And silence will be cast on the twin monks, so hopefully this will take out the casters for a few rounds. But Im not really sure what offensive spells he should cast. The wishes that the efreeti gives, what should he wish for? Can he banish a pc to the material plane? Any ideas would be great.

PS I dont want this to be a complaint thread. But the tactics for this encounter as written are waaaaay too short. Why do we have a page on the background of Darl, and some efreeti that my players will never see again (as written in the AOW path), while the encounters tactics are just 3 paragraphs? I would rather have 3 paragraphs or less on the background of one shot npc's and a page on their possible tactics. "Darl uses his ranged spells and quickened defensive spells as appropriate." -p. 82 is not really up to the standard I expect from this mag. (But man this is a great adventure.)


Towards the end of the adventure in KoR Alastor Land shows up, its a really cool scene and it helps tie the campaign together. Problem is, effectively he says, you can open the door without my help. Cheesy, I suspect there was another idea here that got cut out. So anyone got any better ideas?

Maybe Alastor helps them open the door some way?

Maybe he gives them a riddle to solve. Maybe it has something to do with the Whispering Cairn?

I have decided to swap out Alastor and use a fallen comrade instead. So anything non-alastor specific would be great.

Any ideas?


Hi, I just read Kings of the Rift, and WOW its a good adventure.

PAUSE

Really good. But, it is a little intimidating to run. I was going to start getting stats for these dragons and printing off tokens to represent them, then it occured to me that my players will probably teleport away from them. How likely is this to happen? Did it happen in your game? What are the main parts I should focus on in this adventure. I have a week to prep, but I hate getting ready for things that probably arent going to happen.


My Players have all read the Gord the Rogue novels, we still talk about that series all the time. So, when my players met Tenser, I wanted to take somethings from the books and make them similar to events in the campaign.

In the books Tenser had a Water dragon that the characters road on... so I thought, wow this is a pretty cool way for my players to get to Alhaster, and what the hell I'll have Tenser give my players a Conch that they can blow to summon this Dragon whenever they need him ( I know it sounds a little powerful, but my players loved it, and since its a water only only dragon it probably won't break my game.)

So we are about to start the Library, where the players will race to the island and try and beat Darl to get to the library.

I am trying to think of a neat encounter to make this Dragon more than a glorified water taxi. Anyone have any opinions that might be cool and playable? Perhaps they could encounter Darl on the ocean? (A dragon vs a boat?) Or Darl could summon some sort of water beast to intercept the players. Are there any savage tide encounters that might be modified to fit this?

I am just fishing for ideas here, so if you have any cool ones that would be neat!


I just finished Prince of Redhand tonight, loved it. But, the adventure highlighted something that has annoyed me about Dungeon for a very long time.

Quite simply, your adventures use complicated words that make everyone at my table confused. For example when I explain to the players that "As the fourth course begins huge covered tureens are brought out", they will ask what is a "tureen"? Or if I say "the cake is crowned with a marzipan figure of Zeech" they will just look at me and not say anything, because they know I have no idea what a marzipan is.

I continue, with the same page from Prinze of Redhand. You use "Ziggarat" (I take it this is like a pyramid?). You use "propensity", really I know this one, but this is starting to feel like a Grade 8 english test. Lets continue with the words you make up that leave me utterly confused. Whats a "Tojbasrrige"? How bout the "Tojanida"? What is "C'Rosch", or "Proboscis".

These are words on just ONE PAGE in prince of redhand... and its not just this adventure, I continually am astonished at the level of vocabulary you use in your magazine. And I am 30 years old with 3 degrees!

To sum up, when I am reading a description to my players I would like the description to be in english, preferably english that a child at a Grade 8 level would understand.

Isn't a large portion of your market children anyways?


I am just wrapping up an Age Of Worms campaign (we are on prince of redhand now) and I am thinking about the next campaign we will run. I am not interested in Savage tide, and I have a lot of old dungeons so I was thinking about making a homebrew AP that just links dungeon adventures. I kind of want everything to be generic... we are all a little bored of the "God wants to take over the world" or "prophecy of destruction" type campaign.

I have a map I am making that is very simple, the players will start in a small city and eventually move to a big city. There will be an evil empire nearby (race undecided) a chaotic empire nearby (probably goblinoid or orcish) and the players will be in a good kingdom (human). The elves will come from a nearby forest and the dwarves will be based in a mountain. As I said, pretty generic.

Now I am thinking of the adventures I want in this campaign. I am not really interested in a theme for the campaign right now. What I am worried about most is a variety of adventures and a variety of situations to challenge many class types and break the monotany my campaigns have gotten into. I am trying to think of as many types of adventures as possible. For example in the last 10 years we have never had an adventure where the party fought in a war, but we have went into an old mine to find a relic hundreds of times.

So with all that in mind, here are some types of adventures I am looking for :

A castle siege adventure
An urban sewer type adventure
A battle adventure (where the players help win a battle)
A roleplaying type adventure (like Prince of Redhand)
A forest adventure (treants, unicorns, wood elves ect)
A trap based dungeon type adventure
A sea adventure where the the party fights using boats (must be a good one in Savage tide right?)
An arena gladiator type advenure (my players loved champions belt)
An adventure on another plane
A save the princess type adventure
A chase type adventure ("Riding the Rail" in issue 143 is pretty cool)
An adventure where illusions are used (I found they were largely ignored in AOW)

If you have any other types of adventure themes that you feel are original and underused please feel free to post it.

If you have know of any good adventures that meet the criteria above, please give the title of the adventure and the level (low, medium high is good enough, I have no problem scaling adventures). I also have access to almost every dungeon so going far back is an option (but IMHO Dungeon adventures have gotten much easier to read and run in the last few years).

Anyways if you have any feedback THANKS!


I am reading the backdrop and I am coming up with a couple ideas

Area 39 - Traitors Graves - Maybe have someone on display, sort of crucified here, maybe the pc's can save him, maybe the angels wont like that?

Area 34 - the great project - The PC's will certainly explore this. This would be a great place for the PC's to see forced labour. Maybe some old slave gets tired, and they whip him to he starts working again, or maybe the whip him till he dies...

Area 22 - Church of Kord - One of my players is a cleric of Kord, so they wil certainly go here. Anyone got any ideas for this area?

Area 17 - Alhaster Arena - My pc's liked the Champions so much, I bet they will like to go here. Maybe I will have a tournament with very different rules (to the Death?). Maybe the crowd boo's if you dont kill your opponent... or maybe worse someone else jumps in and kills for you?

I also want some sort of situation where they can see typical Alhaster justice... something like they see a rich person perform a crime and bribe his way out, and then some innocent standby gets arrested for what the rich person did... Only problem with this is that I do not want to force them to fight the angels...

Any other ideas? :-)


Hi, I just subscribed to dungeon (AOW was just too good....)

My first issue was supposed to be shipped on Issue #142 shipped 11/14/06

But I havent gotten it yet.... is it normal for this to be 20 some days late?

Thanks!


Hi, my party has just started Spire of Longshadows and I noticed the Eviscerator beetles had DR 10/Silver.

It is my understanding that the parties weapons, though they be +2 or +3, even if they are adamantine do not beat this, right? You need a silver weapon?

My question is, does anyone modify these rules? I was thinking of saying that +2 is better than silver... but part of me just wants to stick to the rules.

Also I am starting to notice that DR in general never goes over 10-20. Is DR a big factor if the barbarian is doing 30-40 per blow anyways? My fighters are just shruggin when I say, "It seems like you are not doing full damage". They attack anyways, and they win anyways (with the help of the mages).

I donno, it just seems like this is not how DR is supposed to work. Shouldn't they be saying "Damn, I wish I had a Silver weapon!"?


Hi, we are playing AOW and my players are about to start the spire of long shadows by travelling from Tensers to the Amedio Jungle. In the adventure it just teleports them there but, I thought it would be neat to have them ride a flying creature there (Dragon/Griffin ect). This makes some more sense because of the remote location of the place.

Anyways I want something to happen while they are flying, but I am not really used to air combat so I was wondering if anyone knows of any good encounter ideas for a situation like this? Even a summary of what happens would be cool. Should just some devils see the griffins and attack? Would the griffin try to land and let the players attack on ground?

Any cool ideas?


Hi, I am about to do spire of longshadows and I wanted to read up a bit on Tenser. I have a few gaming materials that talk about him but I also wanted to get a different feel for him.

I have a Gord the Rogue novel where the party went to meet with him and it got me wondering if there were any other novels where tenser appears? Anyone know of any for that matter of any with the circle of 8?


I was thinking that it would be neat to have pictures of the visions in this adventure, so the players could actually see what you are describing.

My horrible artistic talents are working on the first few, but I am wondering if anyone else has already thought of this? Anyone have pictures of these visions?


My party got the talisman of the sphere in adventure 1, put it in there backpack and forgot about it for the next 5-6 adventures. We are about to finish up Gathering of winds today, and it struck me that now would be a good time to remind them of the artifact and its power.

I was thinking maybe a way of them freeing allustan would be to use it... I donno, maybe controlling a spehere and rolling into the field would be a way to get allustan out? Maybe they find a scroll to summon one of these temporarily in Flycatchers lair?

I just think it is so cool that they can use the talisman in the final adventure.... but if it just sits in there back pack till then it is kind of hokey...

Anyone with other/better ideas on using this talisman sometime before level 21?


Hi, so we are starting a Gathering of winds this week (we already played the battle with Ilthane, it was a blast).

The warlock player in our group is a little bored with his character and wants to try a magister ( a wizard type class from arcana evolved), I am OK with this and we just need to kill off his character. I want the kill to seem real to everyone else because it would be a good way to remind the pcs that death is possible. We have already discussed that the other players will not know that he wanted to die. Problem is we have a cleric in the party who can Raise, so I need to kill the warlock in a way that he cannot be raised. I would like him to come back as allustan... so I would probably kill him before Allustan is rescued.

So anyone got any ideas for a trap/monster that will kill this warlock in a way that he cannot be raised?


So, my players didnt save Auric. I had Kord tell a barbarian that it was of vital importance to save Auric. The party barely even tried to save Auric.... he died :)

So, I went for the big nasty, few thousand wights come down, Uglyrasta starts rampaging, some tough mages from the Circle of eight proceed to fight the Ugly and they call a total evacuation of the town!

So the original plan was for them to continue on to a gatherin of winds but... the players want to help save the town. I had Mordikainen (who is leading the reclamation of the town) explain to the PC's that they are to low level to solve this problem... but now that I think about it they are 11th level! They should be able to do something.

So I am trying to put together an adventure where they battle undead and help save greyhawk. I was thinking something like battle to the crooked in, defeat all the undead along the way and wait for reinforcements? Maybe there is some kind of artifact they could bring there to clense it. Maybe there is some boss in the crooked in that they can defeat.

Any ideas or help with this? Maybe there are prewrittin dungeon adventures that are similar to this that could be modified? I think this would be a cool resource for AOW DM's because in Champions Belt there is a signifigant chance that the players could fail, and the path really doesnt include anything about greyhawk after this.

Any help or ideas on this would be great


Hi, I am running this battle tonite in about 7 hours and I need help! I have never run a dragon battle before and I do not want my players to be like "That was a stupid dragon". So, what kind of tactics do you think it should use? My characters are a little overpowered (they've had few tough times so far).

The four characters are IMC:

A fighter, a barbarian, a warlock and a priest.

If anyone has any tips on making this battle great that would be awesome!


Hi, Grappling confuses me, always has. Thankfully most of my fighters dont use it, but now I imagine the Ugluurasta will be trying to swallow some pcs tonite, so I need a crash course. I tried reading the rule summarys (http://www.wizards.com/default.asp?x=dnd/rg/20050301a) and was suprised that grappling took four parts! Plus some things dont seem right like

"The grab provokes an attack of opportunity from the foe being grabbed. If the attack of opportunity hits and deals damage, the grab automatically fails" so when the ugluuurasta tries to grab, if they hit it auto fails? Or does the monster have some ability that cancels this?

Could someone please summarize the attacks it needs to make to swallow a pc of mine? That would be a huge help.

Thanks


Hi my 10th level players are playing in AOW right now. The warlock in our group has been doing very well, and I don't begrudge him that, but the other players are starting to feel that the warlock is over powered, and some of them have said they would never choose a wizard after this. I don't see it that way, I look at the wizard spells and say wow, a warlock cant do any of this.

I want to show my players an encounter where the warlock is at the end of the stick. I don't want it to be obvious but I am just looking for something in my campaign to highlight a warlocks weaknesses.

One of the thing that really annoys me is that their are so many enemies in AOW that will spy on the chars and then cast resist energy of the type that mage uses. What if that enemy wanted to resist an eldritch blast? What would it cast?

Any Ideas?


Hi, I just got issue 135 and I read through the BlackMaw adventure and I liked it a lot. For those of you who don't have it the PC's have to infiltrate a prison by being arrested, pretty neat.

I am just about to finish the Champions Belt, so my PC's are the right level for this adventure. Also I was a little so-so on "A gathering of winds" so I am thinking about swapping it out for the BlackMaw adventure. Anyone have ideas on how best to incorporate this adventure into AOW? I am thinking about keeping the encounter with Ilthane in, next time the PC's return to DL. Maybe the PC's have to rescue Allustan from BlackMaw? (Realistic?).

I donno, whadda yall think? :)


Hi, I have read CB a few times and I dont really like the idea of the PC's releasing the Uglurista early. The reasons are:

- I would like them to have a chance of getting the belt, if they release it early chances are the games will be cancelled this year (right?)

- One of my players is a worshipper of Kord and one of his "rituals" in an item is to win this tournament

-It is just soooooo cool for this to happen in the middle of the fight!

So, what should I do? Railroad it? Have them not be able to release it no matter what they do? How likely is it that they will anyways? Dont they need like 1 of 5 spells to do it?

How did it work out in your campaigns?


A player in my campaign is looking to buy an item, its non standard, but I have never been too picky about that. Basically its a copy of some item a previous DM gave him. Its a Cod Plate with a face on it(I know, stupid) that cackles (laughs) and has some sort of fear effect. There are a couple ways I could do this:

- twice a day he can enable the fear effect

- whenever he rages as a barbarian the fear happens

- it happens when he criticals.

He is looking to get it made at "Maldin and Elenderis" in greyhawk city. My question is this, what do you think would be a better way to enable the fear, times a day, attached to rage, or criticals? What do you think the cost of each should be? Also what should the fear DC be?

Thanks!

PS Maldin if you respond, I will obviously simply take your price and use it!


Hi, in my AOW campaign in Greyhawk city I made a shop called Qualls Tokens and Wondrous Items. Quall sells obviously the quall tokens, as well I made a whole bunch of contingency tokens. Basically these work as scrolls, except that you can put a contingency on them (e.g. teleport me here when I get to 0 HP).

I am trying to insert a token that heals the PC to half (or just does cure moderate wounds). What do you think this should be worth?

Anyone can use it, and a contingency can be set when buying it (e.g. activate when I reach 10 HP).


Here are some other suggestions that Id like to put in one place..

Ilthane
http://www.reapermini.com/gallery/box_sets/10022_G

Another Ilthane (this one looks to big)
http://www.wizards.com/default.asp?x=dnd/mi/20060209c

Kyuss
http://uk.games-workshop.com/necrons/paint-ctan/images/nightbringer-sm.jpg

Still Looking for Lashonna, the Uuglurasta (from champs belt) and all the other big npcs im missing

Dragotha
http://www.rpgshop.com/product_info.php?cPath=2_210_444&products_id=302 29&

Wind Warriors
http://irook.com/images/products/product_15960.jpg


Hello, IMC two fighters and a warlock are locked up in Sodden Hold, and I want to think of the possible ways for them to escape. They are all manacled so am I right in assuming that warlocks cannot cast invocations if their hands are not free? Also is there a feat that allows warlocks to cast their invocations without movement/sound? I have looked through the complete arcane and I do not think this option is available to the warlock, but I just want to make sure.


Just found a article at wizards that might help spice up the trail to Zyrog a bit
(it will at least make the sewers seem a bit more realistic)
http://www.wizards.com/default.asp?x=dnd/vv/20050715a

Still looking for a different take on the clues if anyones got any.


Just wanted to say the City of Greyhawk has totally invigorated my players and our game! My players have said that they would totally be for even running a complete CoGH campaign. That said I think one of the strengths of AOW over SC was the setting/characters players can relate to. All of my players have read the Gord novels and meeting Tenser will just blow their minds! Short of doing a Forgotten Realms AP I think keeping with the bread and butter of Greyhawk (circle of eight, CoGH, Flan, Iuz, Grazz't ect) is a great way to hook players.

On a side note? Whats the deal with a lack of Adventure paths for sale? Is this that original of an idea? All I can find are campaign settings that detail the most inane things but give no clear path. I think a FR AP (not neccesarily by Dungeon) would blow the roof off in sales. Instead we get hundreds of books telling us every bartenders name and maps of towns we have no intention of going to... This does not make my job as a DM easier.

By The Way: GREAT JOB ON AOW! Looking forward to Savage Tide!


I am running an "intro" to the prince of redhand adventure right before the champions belt. Basically my players have to smooze with the high class in Free City in order to get a peace treaty between Greyhawk and the Lizard folk. I am doing this to show my players the importance of roll playing.... to get them "ready" for the prince of redhand....

As expected two of the players (the ones who play warriors) said they will stay back at the bar while the other 2 attend the party.

This kind of got me thinking, what rewards do the PC's actually get for doing this mini adventure (as well as the Redhand adventure).

Should I dock them XP? That sounds a bit harsh... Maybe I should give the players some magical items at the dinner? That sounds a bit made up... But I basically want to do something so that the other two say, "Damn we should have went to that dinner party!"


Thessalar (the lich in Dungeon 134) is a pretty cool character. I was thinking about introducing a couple of the thessalmonsters and lore about the many types of monsters he has created, so as to foreshadow him a bit. On the other hand, he really isn't a major focus of the campaign so maybe this would be a distraction.

Any thoughts?

1 to 50 of 76 << first < prev | 1 | 2 | next > last >>