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I need coldweather monsters!
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<blockquote data-quote="Tomalak" data-source="post: 5037384" data-attributes="member: 84172"><p>Sorry it took me to get around to it. Here's the adventure I made:</p><p></p><p><a href="http://ifile.it/3lq85i2" target="_blank">download | ifile.it</a></p><p></p><p>There's some issues with it, which I will sum up as best I recall:</p><p> * Most social interaction is left up to the DM's imagination, as I knew what I wanted to do, and didn't bother writing it down.</p><p> * The main battle has no set numbers of monsters, and thus is supremely flexible. The monsters' stats are there, though.</p><p> * The encounter with the Gibberlings is WAY too hard. I didn't really read their stats when I put them in, I just remembered old-school gibberlings and thought how cool it would be to use them. Those buggers are nasty!</p><p> * There's no battle maps, so you'll have to use your imagination.</p><p> * It's possible to get through the entire adventure without combat, if the players happen to get lucky and avoid the combat-only encounters, and if they choose not to fight the either-ors.</p><p></p><p>Some final notes on running the adventure:</p><p>Frost goblins are (in this adventure) incredibly isolationist. Their 'territory' is from the river to the road, and they zealously guard it. The neighboring villages don't know about the frost goblins, and the goblins like it that way. Boulder the cleric used the frozen river as a shortcut, and offended the goblins, who captured him and are deciding what to do about him. </p><p></p><p>The sailors lost their captain in a skirmish with goblins (or to the cold - take your pick). They have decided this place is cursed, and their only hope is to get out quickly. They are, however, lost in the forest. If the players give the sailors the way out without convincing them to wait, the sailors will make sail as soon as they get to the ship, as the offshore storm has played out by then. (note: This is bad, because of PLAGUE).</p><p></p><p>Anyway, best wishes to anyone who wants to use this in their own games!</p></blockquote><p></p>
[QUOTE="Tomalak, post: 5037384, member: 84172"] Sorry it took me to get around to it. Here's the adventure I made: [url=http://ifile.it/3lq85i2]download | ifile.it[/url] There's some issues with it, which I will sum up as best I recall: * Most social interaction is left up to the DM's imagination, as I knew what I wanted to do, and didn't bother writing it down. * The main battle has no set numbers of monsters, and thus is supremely flexible. The monsters' stats are there, though. * The encounter with the Gibberlings is WAY too hard. I didn't really read their stats when I put them in, I just remembered old-school gibberlings and thought how cool it would be to use them. Those buggers are nasty! * There's no battle maps, so you'll have to use your imagination. * It's possible to get through the entire adventure without combat, if the players happen to get lucky and avoid the combat-only encounters, and if they choose not to fight the either-ors. Some final notes on running the adventure: Frost goblins are (in this adventure) incredibly isolationist. Their 'territory' is from the river to the road, and they zealously guard it. The neighboring villages don't know about the frost goblins, and the goblins like it that way. Boulder the cleric used the frozen river as a shortcut, and offended the goblins, who captured him and are deciding what to do about him. The sailors lost their captain in a skirmish with goblins (or to the cold - take your pick). They have decided this place is cursed, and their only hope is to get out quickly. They are, however, lost in the forest. If the players give the sailors the way out without convincing them to wait, the sailors will make sail as soon as they get to the ship, as the offshore storm has played out by then. (note: This is bad, because of PLAGUE). Anyway, best wishes to anyone who wants to use this in their own games! [/QUOTE]
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