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  1. The Valley, Part 2: The Campaign

    PCs are members of or associates of King Gaston Carpentier’s royal family that rules the Kingdom of Marchand, a small, moderately successful newer kingdom in a valley isolated from much of the surrounding world. PCs are expected to defend and promote the Kingdom of Marchand. No PCs start the campaign wanting to destroy the Kingdom of Marchand.

    The campaign world is the valley. While beyond the valley exists, exiting the valley usually means leaving the campaign, but exceptions can be ...
  2. The Valley, Part 1: The World

    At the conclusion of The Islands, I gave players a list of campaigns I' be willing to run. This campaign, in which PCs are advisers to the royalty of an isolated fantasy kingdom, beat out PCs as students attending fantasy magic college, PCs fighting crime in fantasy Gotham City, and PCs as revolutionaries against the crown in fantasy colonial America.

    As the campaign approaches its 1st birthday (and as PCs near level 9), we find ourselves with an open seat after the amicable departure
  3. High-level Play, Part 9

    Preventative Measures, Part 2: Make Folks Different
    One of the hard absolutes that assures the disappearance of an actor from the milieu forever is transforming the actor into something else then shattering and scattering whatever the actor’s become; the creature’s somewhere between life and death, often registering as neither, but usually needing the majority of its parts in the same place, the transformation spell ended, and then an appropriate spell afterward to return the creature from ...
  4. High-level Play, Part 8

    The Perils of Preventing the Dead from Returning
    Those who earn a reputation for removing actors from the milieu—those who frequently make folks forever dead or try to prevent others from returning from the dead—lose access to the free raises and reincarnates helpful clerics and druids otherwise supply. Clerics and druids never agree to return from the dead those who forever murder characters level 9 or higher. The absurdly low number of high-level characters makes level 9+ characters valuable ...
  5. High-level Play, Part 7

    Returning Is Easy
    Dungeons and Dragons 3.X demographics is a census-taker’s dream. Except for PCs and encounters the DM creates, towns have hardcoded methods of determining precisely what levels of creatures are in it. That’s useful, but players are at the mercy of fictional demographics that might mean some spellcasting services are unavailable in a particular town. In short, a small town has a 2/3 chance of having a Clr5 or Clr6, half the time a large town will have 1 Clr7 and 1 Drd7, and ...
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