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D&D General JMISBEST's questions. Most of them about campaign ideas that either he or A GM he knows has and wants to know what people think

What book are you referencing?
The castle guide, but it also gives rules and suggestions for creating and earning domains and ideas for things like tournaments

I've just had a thought, I don't know for definite that its a official book, I just assumed, is it possible that it was made by fans?
 

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The castle guide, but it also gives rules and suggestions for creating and earning domains and ideas for things like tournaments

I've just had a thought, I don't know for definite that its a official book, I just assumed, is it possible that it was made by fans?

It's legit if it's the blue fake leather type look.

Haven't read that book for 25 years though. Just couldn't place what you were talking about. Thought it may be Birthright.
 

It's legit if it's the blue fake leather type look.

Haven't read that book for 25 years though. Just couldn't place what you were talking about. Thought it may be Birthright.
Its a download off the net and its just the pages not the cover, so theirs no way of knowing if its legit
 


I have a question about a 2-part habit I had when I was A GM and as I'm thinking about becoming A GM once again I need to know, should I get out of this 2-part habit

The 1st part habit is that when my players create theirs characters I always ask those players whose characters knows 1 or more extra languages if I can choose the extra language or languages they know, but I only do this to ensure they have access to languages that I know will be useful

For example in every 1st edition Dnd Campaign I've GM'd their are 10 monster types that have appeared in all of them, hence I try to ensure they know as many of those 10 languages as possible

The 2nd habit is that when the player that has the magic user reach's certain levels I ask the players whose playing The Magic User if I can choose his characters Spell or Spells but I only do that to ensure that his or her character has A Spell that I know will be useful in a upcoming adventure

Here are a few spoiler free examples of me choosing A Spell that I know will be useful in a upcoming adventure and to those that are wondering? yes the 4 adventures I've mentioned are the only 1's I've used in every 1st edition Dnd Campaign I've ran

At 4th level its Darkness 15 ft radius in preparation for Sethotep

At 6th level its Dispel Magic in preparation for Shedu's Hall

At 7th level its Fear in preparation for The levels 7 to 9 version of The Mound in The Ring

At 9th level its Monster Summoning III in preparation for The levels 9 to 11 version of The Marsh Idol

To those that are wondering both The Marsh Idol and The Mound in The Ring were 2 of 3 adventures from A Old Roleplay Magazine that could accommodate a wide range of player character levels, with the higher the characters levels the tougher the foes but at the same time as the levels got higher the loot greatly increased
 
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I have a question about a 2-part habit I had when I was A GM and as I'm thinking about becoming A GM once again I need to know, should I get out of this 2-part habit

The 1st part habit is that when my players create theirs characters I always ask those players whose characters knows 1 or more extra languages if I can choose the extra language or languages they know, but I only do this to ensure they have access to languages that I know will be useful

For example in every 1st edition Dnd Campaign I've GM'd the following 9 monster types have appeared in all of them. Bugbears, Goblins, Kobloids,
Given that you ask first, I don't see a problem with this. You could also just suggest that the party has at least one character who knows X, Y, Z language as that will be beneficial.

What's the second habit?
 

Given that you ask first, I don't see a problem with this. You could also just suggest that the party has at least one character who knows X, Y, Z language as that will be beneficial.

What's the second habit?
Sorry by mistake I posted it before writing the 2nd habit
 

I have absolutely no problem suggesting languages, as long as it’s a suggestion. Something along the lines of “Hey, it would be really useful if at least one person speaks Giant for this campaign”.

I’d be a lot more wary of spells. It’s not your job to ensure they make optimal choices. It would be a good idea to ensure there isn’t a “must have this spell to progress” moment, though. Either by making sure the adventure has an alternative solution (which they’ll have to discover), or by providing a scroll or item to get them over that hurdle if you insist on not adjusting things.

Having a DM force a spell selection on me because the adventure is making them do so would annoy me to know end as a player. Who is in charge here…the adventure or the DM?
 

I have absolutely no problem suggesting languages, as long as it’s a suggestion. Something along the lines of “Hey, it would be really useful if at least one person speaks Giant for this campaign”.

I’d be a lot more wary of spells. It’s not your job to ensure they make optimal choices. It would be a good idea to ensure there isn’t a “must have this spell to progress” moment, though. Either by making sure the adventure has an alternative solution (which they’ll have to discover), or by providing a scroll or item to get them over that hurdle if you insist on not adjusting things.

Having a DM force a spell selection on me because the adventure is making them do so would annoy me to know end as a player. Who is in charge here…the adventure or the DM?
Their not must have Spells, rather their spells that will prove very useful and if used correctly can allow the characters to avoid a tough fight, here's how in those examples

In Sethotep theirs several groups of weak ghouls and even though they can see through the Darkness created by Darkness 15 ft radius the things have almost no intelligence and The Pcs could use the Darkness the spell creates as a decoy

In Shedu's Hall the foe is A 11th level Magic User whose Hp is well below Average and Dispel Magic can dispel several of his Spells, 5 Spells he could use that The Pcs should try to dispel are Charm Person, Invisibility 15 ft radius, Fly, Polymorph Other and Animate Dead

In The Levels 7 to 9 version of The Mound in The Ring once you've killed at least 6 of The 15 Worgs you could try to use Fear to Scare them away

In The levels 9 to 13 versions of The Marsh Idol after you kill the 4 Fog Giants you could use Animate Dead on 1 or more of the dead Fog Giants

The reason why, because you've still got to face The Villains ally Mikfir whose A Liche that has the abilities of A 14th level Int 20 Magic User, A 9th level Wis 19/Int 15 Cleric and A 6th level Wis 17/Int 13 Druid, A Flesh Golem and The Main Villain Hanyka, whose A Ancient Marsh Dragon, the rules for this creature were in the article as the scenario, that knows 3 1st level, 3 2nd level, 2 3rd level, 2 4th level and 1 5th level Spells
 
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Their not must have Spells, rather their spells that will prove very useful and if used correctly can allow the characters to avoid a tough fight, here's how in those examples

In Sethotep theirs several groups of weak ghouls and even though they can see through the Darkness created by Darkness 15 ft radius the things have almost no intelligence and could use the Darkness the spell creates as a decoy

In Shedu's Hall the foe is A 11th level Magic User whose Hp is well below Average and Dispel Magic can dispel several of his Spells, 5 Spells he could use that The Pcs should try to dispel are Charm Person, Invisibility 15 ft radius, Fly, Polymorph Other and Animate Dead

In The Levels 7 to 9 version of The Mound in The Ring once you've killed at least 6 of The 15 Worgs you could try to use Fear to Scare them away

In The levels 9 to 13 versions of The Marsh Idol after you kill the 4 Fog Giants you could use Animate Dead on 1 or more of the dead Fog Giants

The reason why, because you've still got to face The Villains ally Mikfir whose A Liche that has the abilities of A 14th level Int 20 Magic User, A 9th level Wis 19/Int 15 Cleric and A 6th level Wis 17/Int 13 Druid, A Flesh Golem and The Main Villain Hanyka, whose A Ancient Marsh Dragon, the rules for this creature were in the article as the scenario, that knows 3 1st level, 3 2nd level, 2 3rd level, 2 4th level and 1 5th level Spells
If they're not must-haves, and only will make the players lives easier (if they use them correctly), then I wouldn't say anything. That's the player's job to choose their spells, and figure out the way to put them to the best use. If they do a good job, they avoid a tougher fight. If not, so be it.
 

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