Old Fezziwig
Thanks for the sour persimmons, cousin.
This is the OOC thread for Kajamba Lion's Dungeon Adventure Path: Life's Bazaar.
IC thread
Rogues Gallery thread
Is there an interest in running through the entire path? I'd be very interested in DMing if folks wanted to play. It's just a thought right now. I'm looking at something like this:
* 4-6 players — party must include at least one of each of the following: (1) Ftr, Bbn, Rgr, or Pal, (2) Wiz or Sor, (3) Clr, and (4) Rog. The other slots are wildcard slots — psionic characters, monks, bards, druids, can go in these or we can have more of the 4 above. It's all good to me as long as I have the basic four slots filled. I'll be using the Book of Hallowed Might alt.Ranger for the campaign, and if people wanted to use NG or CG paladins as described in the same book, I'm fine with that. Also available: the Archer class and the Archer-Ranger from Ambient's Three Arrows for the King.
* Characters developed with standard array (15, 14, 13, 12, 10, 8, arrange as desired) and must be good or neutral (no evil, please). Races would be all the standard PHB races, although I've got two homebrew races (a dwarven subrace and a variant kobold) that I'd be willing to let people play if they were interested. I also just found a Hobgoblin variant, too, so that's in the mix as well. I'll post it in a bit.
* We'd be playing in a fairly generic homebrew which I'd be more than happy to develop based on character backgrounds (the first adventure in the path is set in a city) and what not. The PHB gods would be in effect for the world, although I'd consider gods from the FRCS if someone absolutely had to use one.
* Skills: classes get 2 extra skill points across the board. For instance a cleric would now get (4+Int mod) x 4 at 1st, and 4+Int mod every level thereafter. Bluff and Diplomacy are class skills for the sorceror. Feats: Skill Focus gives +3.
* Spells from the FRCS, Dragon 302, Manual of the Planes, Magic of Faerûn, Oriental Adventures, Book of Eldritch Might (I-III), and Book of Hallowed Might would all be in play (divine casters would have to exchange one spell off the PHB list to pick up a new spell, though). Skills and Feats from the same sources would be available as well, including: Dragon (Issues 302, 304), Heroes of High Favor: Half-Orcs, and Heroes of High Favor: Elves.
Anyhow, that's all I can think of right now, let me know if you're interested!
Best,
tKL
IC thread
Rogues Gallery thread
Is there an interest in running through the entire path? I'd be very interested in DMing if folks wanted to play. It's just a thought right now. I'm looking at something like this:
* 4-6 players — party must include at least one of each of the following: (1) Ftr, Bbn, Rgr, or Pal, (2) Wiz or Sor, (3) Clr, and (4) Rog. The other slots are wildcard slots — psionic characters, monks, bards, druids, can go in these or we can have more of the 4 above. It's all good to me as long as I have the basic four slots filled. I'll be using the Book of Hallowed Might alt.Ranger for the campaign, and if people wanted to use NG or CG paladins as described in the same book, I'm fine with that. Also available: the Archer class and the Archer-Ranger from Ambient's Three Arrows for the King.
* Characters developed with standard array (15, 14, 13, 12, 10, 8, arrange as desired) and must be good or neutral (no evil, please). Races would be all the standard PHB races, although I've got two homebrew races (a dwarven subrace and a variant kobold) that I'd be willing to let people play if they were interested. I also just found a Hobgoblin variant, too, so that's in the mix as well. I'll post it in a bit.
* We'd be playing in a fairly generic homebrew which I'd be more than happy to develop based on character backgrounds (the first adventure in the path is set in a city) and what not. The PHB gods would be in effect for the world, although I'd consider gods from the FRCS if someone absolutely had to use one.
* Skills: classes get 2 extra skill points across the board. For instance a cleric would now get (4+Int mod) x 4 at 1st, and 4+Int mod every level thereafter. Bluff and Diplomacy are class skills for the sorceror. Feats: Skill Focus gives +3.
* Spells from the FRCS, Dragon 302, Manual of the Planes, Magic of Faerûn, Oriental Adventures, Book of Eldritch Might (I-III), and Book of Hallowed Might would all be in play (divine casters would have to exchange one spell off the PHB list to pick up a new spell, though). Skills and Feats from the same sources would be available as well, including: Dragon (Issues 302, 304), Heroes of High Favor: Half-Orcs, and Heroes of High Favor: Elves.
Anyhow, that's all I can think of right now, let me know if you're interested!
Best,
tKL
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