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New DM: need adventure ideas for kids in Wizarding school
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<blockquote data-quote="blargney" data-source="post: 715423" data-attributes="member: 2689"><p>Umm.. what's a Nilbog? I can see that it's goblin backwards, but even Google is coming up mystified!</p><p></p><p>I've got plans for having a hospital wing, but I'm having a really hard time determining what level to make the clerics. Their healing capacities are a fairly important issue. I'm currently leaning towards a level 7-10 head medic with a couple of level 4-6 assistants. I assume by default that clerics of the god of magic makes the most sense, but that's just because I haven't thought of anything that oozes cleverness! ;></p><p></p><p>On a similar note, I'm thinking of rule zeroing <em>Raise dead</em> out of existence. I want <em>Resurrection</em> to be a really high-level deal.</p><p></p><p>The level scale in this world is as follows:</p><p>Level 0-1: Children</p><p>Level 2: Young apprentices</p><p>Level 3: Normal adult</p><p>Level 4: Competently trained</p><p>Level 5: Well-trained (This is the highest level of education)</p><p>Level 6-7: Well-trained with significant experience</p><p>Level 8-9: A leader in the area</p><p>Level 10-11: Amongst the best in the country</p><p>Level 12-13: The best in the country.</p><p>Level 14+: Legendary</p><p></p><p>The monsters in the MM are the equivalent of Level 1 for their race. So the average member of any race that advances by character class will have 1-2 levels of some class. Even kobolds and goblins. Other monsters will have an extra HD or two added, depending on the creature. City guards will be 4th level warriors. Clergy will be 3rd or 4th level adepts and experts. The headmaster of the school will be level 12 or 13, while the other teachers are 7-11.</p><p></p><p>Low-level magic spells are quite common, while high-level spells are seen very rarely. Magic items are quite simply rare. This is due to economic issues: The crafting cost in gp is the same as in the DMG, but the rarity of money is shifted so that gold in this world is worth as much as platinum in the DMG!</p><p></p><p>As far as maps go, I'm using the petrified worm maps-of-the-week from WotC for a rival school. The tree-dwelling maps will be a village of wood elves within the region of the school. I'm using the Poisson maps for the coastal town nearest the school. I want to have the school on an island, but I haven't yet found an island map that particularly appeals to me.</p><p></p><p>That's about it for now,</p><p>-blarg!</p><p></p><p>ps - I've been browsing *hard* for adventures, mini-encounters, maps, or anything else that inspires me. I've noticed that the adventures that appeal to me the most seem to be made for a broad a span of PC levels. The more, the better. I think it's because the adventures that are made for Level-X-and-only-level-X tend to be based on the special ability of a single monster. The adventure EL then becomes the monster's EL by definition. I'd rather have an interesting situation brought about by interpersonal tension than one that's incurred because there's some bad-guy-with-a-specific-CR's butt to kick. *shrug*</p></blockquote><p></p>
[QUOTE="blargney, post: 715423, member: 2689"] Umm.. what's a Nilbog? I can see that it's goblin backwards, but even Google is coming up mystified! I've got plans for having a hospital wing, but I'm having a really hard time determining what level to make the clerics. Their healing capacities are a fairly important issue. I'm currently leaning towards a level 7-10 head medic with a couple of level 4-6 assistants. I assume by default that clerics of the god of magic makes the most sense, but that's just because I haven't thought of anything that oozes cleverness! ;> On a similar note, I'm thinking of rule zeroing [i]Raise dead[/i] out of existence. I want [i]Resurrection[/i] to be a really high-level deal. The level scale in this world is as follows: Level 0-1: Children Level 2: Young apprentices Level 3: Normal adult Level 4: Competently trained Level 5: Well-trained (This is the highest level of education) Level 6-7: Well-trained with significant experience Level 8-9: A leader in the area Level 10-11: Amongst the best in the country Level 12-13: The best in the country. Level 14+: Legendary The monsters in the MM are the equivalent of Level 1 for their race. So the average member of any race that advances by character class will have 1-2 levels of some class. Even kobolds and goblins. Other monsters will have an extra HD or two added, depending on the creature. City guards will be 4th level warriors. Clergy will be 3rd or 4th level adepts and experts. The headmaster of the school will be level 12 or 13, while the other teachers are 7-11. Low-level magic spells are quite common, while high-level spells are seen very rarely. Magic items are quite simply rare. This is due to economic issues: The crafting cost in gp is the same as in the DMG, but the rarity of money is shifted so that gold in this world is worth as much as platinum in the DMG! As far as maps go, I'm using the petrified worm maps-of-the-week from WotC for a rival school. The tree-dwelling maps will be a village of wood elves within the region of the school. I'm using the Poisson maps for the coastal town nearest the school. I want to have the school on an island, but I haven't yet found an island map that particularly appeals to me. That's about it for now, -blarg! ps - I've been browsing *hard* for adventures, mini-encounters, maps, or anything else that inspires me. I've noticed that the adventures that appeal to me the most seem to be made for a broad a span of PC levels. The more, the better. I think it's because the adventures that are made for Level-X-and-only-level-X tend to be based on the special ability of a single monster. The adventure EL then becomes the monster's EL by definition. I'd rather have an interesting situation brought about by interpersonal tension than one that's incurred because there's some bad-guy-with-a-specific-CR's butt to kick. *shrug* [/QUOTE]
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