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<blockquote data-quote="(un)reason" data-source="post: 6247483" data-attributes="member: 27780"><p><strong><u>Dragon Issue 354: April 2007</u></strong></p><p></p><p></p><p>part 5/6</p><p></p><p></p><p>Savage tidings: Ha. Given the last article, it's no surprise at all to discover the PC's are now up in the central plateau of the isle of dread, trying to figure out what darkness lurks there. Listen to the natives, because they've been fighting this crap for generations, and have developed a prestige class to counter these incursions. The Totemic Demonslayer. Essentially a prestige ranger focussed on fighting fiendish creatures, they get full BAB, 6+int skills, assassin/blackguard equivalent spellcasting, and a whole suite of powers, many of which they can select themselves. They do seem pretty badass. Like much of the pathfinder stuff, you could definitely level accusations of power creep at them. Still, given what I've heard of the difficulty level of the adventure, you may well need that extra power to avoid regular TPK's. Interestingly though, this is the first time they don't mention advice on incorporating new characters. They do manage to squeeze in a few more rumours however, which should spice up your game in an old skool stylee. I'd be wary about introducing the prestige class into other adventures, but this is still another solid bit of backup. Where will they go next, because they seem to be coming to the end of the isle of dread material. I'll take a wild stab and say it has something to do with the Abyss, since that's where all the trouble is coming from. </p><p></p><p></p><p>Volo's guide: Back to Myth Drannor again? Iiiinteresting. Looks like after being one of the primary adventuring locales for a while, filled with enough high level monsters to keep you busy for a campaign, it's finally been tapped out by a concerted elven attempt to retake the place. Well, sort of. They've learned from past metaplot mess-ups, and the new status quo looks pretty unstable and adventure hook friendly as well. The elven armies are hard-stretched, and there's at least 3 factions of evildoers (which don't get on with each other very well either) trying to make their lives difficult. They can't afford to be poncy stuck-up isolationists if they want to tun this place into a great city again. This does indeed look like a fun, nicely explained setup that makes you want to buy the books that lead up to this situation. The Realms is still a vibrant advancing world, even after all this time. </p><p></p><p></p><p>Dragonmarks: Halfling thief guilds. Not a laughing matter, as anyone who's been around since the days of Fineous Fingers should know. And poor Sharn is one of the cities they've got their pudgy little fingers on all the pies in, extorting, robbing, and peddling contraband, and ensuring others that try without their nod get kneecapped with great prejudice. If you plan to practice within there, you may want to sign up. So here's the rules for the affiliation, which help make it absolutely clear what behaviours they approve and disapprove of, and the mechanical and social benefits of sticking to them. That should lure in those who need a solid carrot to encourage their roleplaying. If alignment had been handled like affiliations, with a clear list of what is good, evil, lawful and chaotic, and how much specific example acts move you up and down the scale, there wouldn't be half the flamewars about it there have been. Or maybe there would, if you look at the example of WoD morality, but I can dream, can't I. Anyway, this is another pretty well handled article in this series.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6247483, member: 27780"] [B][U]Dragon Issue 354: April 2007[/U][/B] part 5/6 Savage tidings: Ha. Given the last article, it's no surprise at all to discover the PC's are now up in the central plateau of the isle of dread, trying to figure out what darkness lurks there. Listen to the natives, because they've been fighting this crap for generations, and have developed a prestige class to counter these incursions. The Totemic Demonslayer. Essentially a prestige ranger focussed on fighting fiendish creatures, they get full BAB, 6+int skills, assassin/blackguard equivalent spellcasting, and a whole suite of powers, many of which they can select themselves. They do seem pretty badass. Like much of the pathfinder stuff, you could definitely level accusations of power creep at them. Still, given what I've heard of the difficulty level of the adventure, you may well need that extra power to avoid regular TPK's. Interestingly though, this is the first time they don't mention advice on incorporating new characters. They do manage to squeeze in a few more rumours however, which should spice up your game in an old skool stylee. I'd be wary about introducing the prestige class into other adventures, but this is still another solid bit of backup. Where will they go next, because they seem to be coming to the end of the isle of dread material. I'll take a wild stab and say it has something to do with the Abyss, since that's where all the trouble is coming from. Volo's guide: Back to Myth Drannor again? Iiiinteresting. Looks like after being one of the primary adventuring locales for a while, filled with enough high level monsters to keep you busy for a campaign, it's finally been tapped out by a concerted elven attempt to retake the place. Well, sort of. They've learned from past metaplot mess-ups, and the new status quo looks pretty unstable and adventure hook friendly as well. The elven armies are hard-stretched, and there's at least 3 factions of evildoers (which don't get on with each other very well either) trying to make their lives difficult. They can't afford to be poncy stuck-up isolationists if they want to tun this place into a great city again. This does indeed look like a fun, nicely explained setup that makes you want to buy the books that lead up to this situation. The Realms is still a vibrant advancing world, even after all this time. Dragonmarks: Halfling thief guilds. Not a laughing matter, as anyone who's been around since the days of Fineous Fingers should know. And poor Sharn is one of the cities they've got their pudgy little fingers on all the pies in, extorting, robbing, and peddling contraband, and ensuring others that try without their nod get kneecapped with great prejudice. If you plan to practice within there, you may want to sign up. So here's the rules for the affiliation, which help make it absolutely clear what behaviours they approve and disapprove of, and the mechanical and social benefits of sticking to them. That should lure in those who need a solid carrot to encourage their roleplaying. If alignment had been handled like affiliations, with a clear list of what is good, evil, lawful and chaotic, and how much specific example acts move you up and down the scale, there wouldn't be half the flamewars about it there have been. Or maybe there would, if you look at the example of WoD morality, but I can dream, can't I. Anyway, this is another pretty well handled article in this series. [/QUOTE]
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