As a 5E DM, the news makes me hopeful for less byzantine, more easily convert-and-runnable adventure modules, so I'm glad to hear it. :)
Whether I'll actually get that? Dunno! But I'll keep my eye on it.
-The Gneech
Well obviously, you need some meddling kids.
On top of that, you could do worse than actually watching some Scooby Doo for ideas! But do it with a critical eye and a lens toward translating it, instead of just seeing Saturday Morning Cartoon fare.
Just in the opening sequence you get a creepy...
Another one who uses 4E to inspire monster tweaking and design. I want my creatures to do so much more than "multiattack until they die."
Beyond that, I don't really go beyond the 4E legacy that's already there.
-The Gneech :cool:
Interesting! The "several sessions" comment was based largely on comparing an overland journey to a dungeon, which typically take my group two sessions per "five-room-ish" dungeon level. But I also have a large group and we move at a fairly easy-going pace. YMMV, obviously. :)
-The Gneech :cool:
Haven't used bullywugs yet (just hasn't come up), but I did run a variation of "Maze of Madness" in which insane kuo-toa were a major plot element. The party even picked up a follower, a kuo-toa named Hughug, who worshipped them as gods and kept offering to feed himself to the other monsters...
I try to create a "natural" world, and as such there are dangerous areas and not-so-dangerous areas. If my players wander into a dangerous area, they will encounter dangerous things!
But consider what "dangerous" means in this context: to a commoner with AC 10 and 5 hit points, an orc is just...
By coincidence I just wrote a post on this topic yesterday. ( http://the-gneech.dreamwidth.org/2662914.html for those interested.) My main problem with the Journey rules as written is how crunchy they are... rolls to modify rolls on top of other rolls.
Since things like the mood of the journey...