Mark Hope
Hero
You're welcome. I do my breast...Atavar said:...
Thanks for the mammaries,
Atavar
You're welcome. I do my breast...Atavar said:...
Thanks for the mammaries,
Atavar
Atavar said:1. During their time on Yggdrasil the party meets some smart squirrels (ratatosk?) that are drunk on tree sap. For some reason that entire concept was a source of much humor for my group.
Oryan77 said:I've noticed this adventure is basically full of "main ideas" and the DM will need to add a lot of "in betweens" to turn it into a solid adventure. So, the book gives you scenario A that happens in location A, and then it tells you to go to location B so you can play out scenario B. But there is no solid information on what can happen while in location A or B other than the main objective. There's also no details on what happens while going from location A to B.
For example, you travel to a plane in search of information or to track someone down. The book just tells you, "When you arrive on the plane, you are confronted by the Bad Guy and you find out about who did what." It doesn't give you any idea about how far you travel until you find the bad guy, or how to spice up the travel so you aren't just telling the players, "You exit the portal and travel across a desert until you spot the Bad Guy"
It's been several months since I finished reading the adventure, so I don't remember much about the explanation of portal hopping in the adventure. I can't remember if it even explained where PC's find all of the portals and how to activate them, or if it just says, "PC's will need to get to Pandemonium". But a DM can make that stuff up really easy. The hard part is figuring out how the PC's will find that info.Felon said:I bought this adventure from RPGNow, and this was the part of Planescape that was left altogether unexplained. Even adventures that take place completely on the material plane address the issue of how characters know about going from point A to point B. Is it assumed that the party has a working knowledge of all the portals they need to get around in the adventure?


(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.