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<blockquote data-quote="(un)reason" data-source="post: 6243675" data-attributes="member: 27780"><p><strong><u>Dragon Issue 353: March 2007</u></strong></p><p></p><p></p><p>part 5/6</p><p></p><p></p><p>Savage tidings: Another change of pace here. Having done quite a bit of exploring, and probably gained quite a few levels, your characters are a good deal more badass than when they set out. However, there is an important bit of your equipment that is if anything, in worse shape than when you started. Your ship. Unless you scale it to match the players and the new challenges they're going to face, it's going to become increasingly vulnerable to being smashed up every time you have an oceanic encounter. So here's a chance to spend that money, use those craft skills and item creation feats, and turn your ship into an adamantine plated fireball firing jet powered boat with a forcefield. Man, the isle of dread sure has a lot of skilled crafts people and ex-pats for a little place in the middle of nowhere. More like Casablanca than an unexplored wilderness. You definitely wouldn't have seen stuff like this in the original module (although it'd fit right in in early 90's, skyship riding, high magic mystara.) This does stretch my suspension of belief a bit, as it is putting 3rd ed progression conventions above coherent economic setup. And I get the impression that as the central plateau is probably their next destination, upgrading the ship might be a waste of money. Still, it is full of more ideas (and pricing rules) that I can steal for my own games, so it's not a loss by any stretch of the imagination. Just the usual problems that come from trying to please multiple masters, and having to compromise to do so. Guess I'll have to see what the second half of this adventure path has to offer, and if it'll bog down just as the game does at high levels. </p><p></p><p></p><p>Volo's guide: Our planar theme continues here, with another bestiary focussed around the Realms new planar structure. Sure, you can still use most of the old monsters with the new cosmology, but then you might as well not have changed anything. (which would make crossovers easier, admittedly) Will Ed's disciples manage to match him in giving these a neat flavour? </p><p></p><p>Harmonious Choirs of the Worlds are made up of the Words of Creation. Y'know, they've got a lot more common and easier to use than they were in Orcus's day of godslaying. They're insubstantial, but love to talk. Their description is pretty wordy too, with lots of powers that require detailed explanations. Ahh, the joys of recursive emulation. </p><p></p><p>Silver Celestials are a pretty mid-level promoter of good. Closely associated with Selune, they're independent and have short tempers, quite possibly running on a monthly cycle <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> With reasonable spellcasting capabilities, they seem like a good one to summon if you need a bit of celestial aid. </p><p></p><p>Death Devils serve Jerul, and have vulture heads, 4 arms, a scythe, and a whip. All familiar demonic elements, given a good REMIX! :turntable scratching: Yawn. </p><p></p><p>Umbral Glooms are indistinct tentacular monstrosities that like in the plane of shadow. Another uninspired bit of filler it seems. Next! </p><p></p><p></p><p>Dragonmarks: Eberron's planes may be less accessible than those connecting to many worlds, but that doesn't mean they don't play an important part in the setting. If you can't go to the planes, the planes will come to you, courtesy of manifest zones. So here's three more of these interesting little locations to insert into your campaign. Fantaran hot springs. Ivory mountain. The ruins of Pelmarine. They do have specific positions on the map, but you could probably transplant them elsewhere without too much trouble, or nick the mechanical changes for other purposes. Very much of a muchness with their current development policy and writing formula. Meh.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6243675, member: 27780"] [B][U]Dragon Issue 353: March 2007[/U][/B] part 5/6 Savage tidings: Another change of pace here. Having done quite a bit of exploring, and probably gained quite a few levels, your characters are a good deal more badass than when they set out. However, there is an important bit of your equipment that is if anything, in worse shape than when you started. Your ship. Unless you scale it to match the players and the new challenges they're going to face, it's going to become increasingly vulnerable to being smashed up every time you have an oceanic encounter. So here's a chance to spend that money, use those craft skills and item creation feats, and turn your ship into an adamantine plated fireball firing jet powered boat with a forcefield. Man, the isle of dread sure has a lot of skilled crafts people and ex-pats for a little place in the middle of nowhere. More like Casablanca than an unexplored wilderness. You definitely wouldn't have seen stuff like this in the original module (although it'd fit right in in early 90's, skyship riding, high magic mystara.) This does stretch my suspension of belief a bit, as it is putting 3rd ed progression conventions above coherent economic setup. And I get the impression that as the central plateau is probably their next destination, upgrading the ship might be a waste of money. Still, it is full of more ideas (and pricing rules) that I can steal for my own games, so it's not a loss by any stretch of the imagination. Just the usual problems that come from trying to please multiple masters, and having to compromise to do so. Guess I'll have to see what the second half of this adventure path has to offer, and if it'll bog down just as the game does at high levels. Volo's guide: Our planar theme continues here, with another bestiary focussed around the Realms new planar structure. Sure, you can still use most of the old monsters with the new cosmology, but then you might as well not have changed anything. (which would make crossovers easier, admittedly) Will Ed's disciples manage to match him in giving these a neat flavour? Harmonious Choirs of the Worlds are made up of the Words of Creation. Y'know, they've got a lot more common and easier to use than they were in Orcus's day of godslaying. They're insubstantial, but love to talk. Their description is pretty wordy too, with lots of powers that require detailed explanations. Ahh, the joys of recursive emulation. Silver Celestials are a pretty mid-level promoter of good. Closely associated with Selune, they're independent and have short tempers, quite possibly running on a monthly cycle :p With reasonable spellcasting capabilities, they seem like a good one to summon if you need a bit of celestial aid. Death Devils serve Jerul, and have vulture heads, 4 arms, a scythe, and a whip. All familiar demonic elements, given a good REMIX! :turntable scratching: Yawn. Umbral Glooms are indistinct tentacular monstrosities that like in the plane of shadow. Another uninspired bit of filler it seems. Next! Dragonmarks: Eberron's planes may be less accessible than those connecting to many worlds, but that doesn't mean they don't play an important part in the setting. If you can't go to the planes, the planes will come to you, courtesy of manifest zones. So here's three more of these interesting little locations to insert into your campaign. Fantaran hot springs. Ivory mountain. The ruins of Pelmarine. They do have specific positions on the map, but you could probably transplant them elsewhere without too much trouble, or nick the mechanical changes for other purposes. Very much of a muchness with their current development policy and writing formula. Meh. [/QUOTE]
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