I ahd three players who designed characters for our first session. Jose created a Barding who he named Dreft (what he names all of his characters) who specialized in Great Bow and was a Slayer. Kuni created a woodaman named odo who was a treasure Hunter, his character had a very high wits score. James created a wild hobbit of valley and boosted all of his talents to stealth.
So it begins as Dreft of Dale had befriended the wild hafling of Anduin Vale as the hobbit save his life some
So following TOR's suggestion of having Esgaroth as a sanctuary to start, I decided to place an adventure in Lake Town itself. Lacking a introduction to the prominent merchants and noted individuals of Laketown, the fellowship is at its wits end trying to find decent work. An encounter with a street urchin pickpocket starts the adventure where the players are drawn into trying to save a group of orphaned children Called scale children. Very much based on "Dust Children" of vietnam, these
My next project (even as my Pathfinder game has just hit a major Arc) is to run a Cubicle 7: The One Ring (TOR) Campaign in the possible future. I have yet to play or Loremaster the game so I have been trying to get familiar with the rules and design adventures to meet my needs. One of the major undertakings is for me to adapt the Against the Slave Lords Hardback into a TOR campaign. I liked the series though I never wanted to play 1st or 2nd AD&D ever again as I found the systems too limiting
Back in the 1e days, treasure was important. The amount of treasure you hauled off gave you XP. And you needed it. A magic user needed 2500 Xp just to get to level 2 so he could get one more spell . You were not going to earn that XP by killing kobolds all day with a stick. In addition, there were training cost and you were really allowed only to advance one level per adventure, having any XP left over putting you 1 away from the next level!
Not that every group followed these instructions,
Making Power on the Fly
I talked about the 1e to 4e conversion in the previous post and noted the lack of power in the monsters besides their basic attacks. One of the aspects of 4e is the ability of DM's to create with monsters abilities they think would be a great challenges or story elements. I personally follow a more story aspect in DMing, as I am not a great strategist. So here are some on-the fly abilities I can apply to my monsters that require no real extra designing *i.e I am not