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Does anyone know a good adventure to slot in for Narisban, in case PCs get captured (or decide to go there by choice)?

Or failing that, has anyone written anything up on it, or have an account of how it figured into their game.

I don't think a trip there is very likely, but knowing the unpredictability of players, it's better to be prepared than not.

If I don't find a suitable published adventure that fits nicely, I'll probably use the jungle trading port Map of Mystery from Dungeon 138 and just wing it based on hasilty jotted notes. ;-)


Let's say Lavinia dies in The Bullywug Gambit...

What are your best, most logical, and/or most creative ideas on how to move the campaign forward to Sea Wyvern's Wake?


In the grand tradition of lazy DMs, I was just wondering if anyone has already gone to the trouble of writing up a key and descriptions of the rooms in the Taxidermist's Guild so that I won't have to. Anyone?

(On a related note, I wrote boxed text and other notes for the tunnels beneath Parrot Island, and I'll upload them to therpgenius if there's interest.)