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Dungeon Magazine Adventure Path - Cauldron and DM brainstorming
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<blockquote data-quote="Jaxom" data-source="post: 1069009" data-attributes="member: 7470"><p>I started a weekly campaign usin Dungeon Magazine's adventure path of the following adventures</p><p></p><p>Issue #97 - Life's Bazaar</p><p>Issue #98 - Flood Season</p><p>Issue #102 - Zenith Trajectory</p><p></p><p>The characters live in Cauldron, the city built in the crater of a volcano, and I wanted the a realistic and grittiness type of feel so I toned down on people using magic. When items begin to get into the +2 enhancement range the people who can make that kind of item are rare and maybe too busy to do so. The characters all took skills that help them make a living within the city. Definitely adds a more realistic feel and two of them joined together to rent a building for their armor and weapon making business.</p><p></p><p>At some point before or around 10th level I'll have an event occur that will make magic more prevalent. Obviously as the characters gain levels and spells, I won't be able to continue with a real low magic and challenge them without the villains having magic as well.</p><p></p><p>There's plenty of plots and sub-plots for the characters to sort out already. I combined the first two adventures, since the party is currently five characters of 3rd level, to give them a chance to pick the direction they want to explore and adventure. I also added two kingdoms separated by the mountain range. One sees adventuring as profitable and a source of money, the other opposes adventuring seeing it as a way for others to get more powerful than the ruler of the kingdom. I did away with the Lord Mayor being an aberration as well, maybe I'll throw it in later, but for now I'm using his sidekick in his place.</p><p></p><p>The magic items that are around to find (example +2 Longsword) will have a story that fits the world in some way and will have some feature that doesn't effect the item's use. An example would be the hilt being wrapped in the leather of a medusa and sheds every so many days, with a story that goes along with how that weapon came to be.</p><p></p><p>If anyone has ideas on interesting magic items or for the campaign, I'm interested in hearing them. Every DM knows that just keeping the characters and players involved in a plot can be a time consuming project.</p></blockquote><p></p>
[QUOTE="Jaxom, post: 1069009, member: 7470"] I started a weekly campaign usin Dungeon Magazine's adventure path of the following adventures Issue #97 - Life's Bazaar Issue #98 - Flood Season Issue #102 - Zenith Trajectory The characters live in Cauldron, the city built in the crater of a volcano, and I wanted the a realistic and grittiness type of feel so I toned down on people using magic. When items begin to get into the +2 enhancement range the people who can make that kind of item are rare and maybe too busy to do so. The characters all took skills that help them make a living within the city. Definitely adds a more realistic feel and two of them joined together to rent a building for their armor and weapon making business. At some point before or around 10th level I'll have an event occur that will make magic more prevalent. Obviously as the characters gain levels and spells, I won't be able to continue with a real low magic and challenge them without the villains having magic as well. There's plenty of plots and sub-plots for the characters to sort out already. I combined the first two adventures, since the party is currently five characters of 3rd level, to give them a chance to pick the direction they want to explore and adventure. I also added two kingdoms separated by the mountain range. One sees adventuring as profitable and a source of money, the other opposes adventuring seeing it as a way for others to get more powerful than the ruler of the kingdom. I did away with the Lord Mayor being an aberration as well, maybe I'll throw it in later, but for now I'm using his sidekick in his place. The magic items that are around to find (example +2 Longsword) will have a story that fits the world in some way and will have some feature that doesn't effect the item's use. An example would be the hilt being wrapped in the leather of a medusa and sheds every so many days, with a story that goes along with how that weapon came to be. If anyone has ideas on interesting magic items or for the campaign, I'm interested in hearing them. Every DM knows that just keeping the characters and players involved in a plot can be a time consuming project. [/QUOTE]
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