Control - You must learn control!
Some GM/DM/ST Advice:
There are times when you are running a game, and you set up the great encounter facing the big bad evil guy and the guy is about to spill the beans on his master plans. Cliché to the max but it happens. Ok there is always one smart ass player that will want to shoot him before he is done. As a rule of thumb just ask to not attack until after the monolog. This will solve a lot of issues.
Howdy! Thought I'd deliver a bit of a treat for the holidays before I take my vacation. This was the last bit the adventurers of my game went. After this, it will be what I PLANNED on happening, but won't be able to give you insight on how an example group would have handled it.
So from the central area, you can go south or north. The mentality of 4e is not as forgiving as 3rd edition. In 3rd edition, if the monsters were easy, you leveled up slow and if they were hard, you
Updated 12-21-2010 at 12:44 PM by yukonhorror
I want to preface by saying that I think for the most part they are but some not so much. Being in any sort of fandom is an invitation for the public to criticize. At least that is what I have found. The reason this topic has come up for me personally is due to a recent disappointment. All this is regards to recruitment and belonging to a group.
Within the pool of gamers out there, first you just gotta get a group/players that can meet with your schedule. That many times eliminates
Updated 12-17-2010 at 03:47 PM by Blond Gamer Girl
A while back I discussed some concepts for creating adventures. These adventures are fairly short, I would equate them to a module in terms of game content. Which means, that it leaves you with some additional space in your campaign to fill up. There’s nothing wrong with creating bunches and bunches of adventure modules for the players to go through. The next real problem I faced was getting them to go there.
Its easy enough to just have whoever they are working for send them
End of adventure. Again, did not stat out ancient cloakers, but the previous post described what to do.
3 Floor 3
21) Teleport room.
This room will teleport to room 17.
22) Dressing room.
In this dressing room, 17 cloaks can be found hanging on a rope (a). Every cloak has got two red eyes and a tail. These are the remains of a couple of ordinary Cloakers. Some of the Cloakers are Ancient Cloakesr, playing dead until they can surprise