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    ZEITGEIST Suggestions for things to improve, fix, or add for the ZEITGEIST Act One compilation?

    Minor, but potentially important quibble about the Gunsmith theme: if the Man with Two Guns is God power allows them to attack with two pistols, shouldn't they also, by necessity, gain the benefit "Gunsmiths can use pistols as off-hand weapons" ?
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    ZEITGEIST Warriors of the Waste take on Zeitgeist!

    Adventure 1 took us about two and a half sessions to complete, and it went over pretty well - I'd had my eye on running Zeitgeist for a while before I was actually able to get a group together for it, and I was pleased that it ran just as well, if not even better than I'd hoped. Session 1 was...
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    ZEITGEIST Suggestions for things to improve, fix, or add for the ZEITGEIST Act One compilation?

    (4e versions) Explanation of grenades in adventure 4. Are they heavy thrown? Light thrown? Addition of a crit die for the paired immovable rods in chapter 6.
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    ZEITGEIST Warriors of the Waste take on Zeitgeist!

    I meant to do this earlier; just sharing some of the details of my game for all those interested. My group is in flux at the moment, but should end up with 5 players (plus me) again, like what I started with. For more info, houserules, etc, you can check out my campaign's Obsidian Portal page...
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    Join a Villainous Conspiracy, Control the World, Win Prizes

    A young, idealistic half-elven politician by the name of Erdanen Torrance takes the floor. His eyes are a bright blue and optimistic, yet serious. A native to Risur and a resident of Shale, he holds no major office yet, though his natural charisma has lent him the ear of several key figures in...
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