thundershot
Adventurer
<goes and reads the other note, as well as all of these replies.>
First, I want to thank everyone for their input. Believe me, it was wonderful! I run a decently high magic campaign, and the characters RARELY get into political intrigue. They did help out the king once, and got his son back, and their names are being spread throughout the land, and they've saved several towns here and there, but nothing... political.
They look for things that are wrong, and set out to fix them. If someone needs a group to hire, they're there for them. The group is mostly good, leaning on the neutral to chaotic side.
As it is, I ordered Bluffside... as well as the first three Kalamar modules. Go figure. I have Midnight's Terror (got it free in one of Noah's contests), and it's one of the best modules I've read. It reminds me of the old OD&D and HackMaster ones...
So... Now I'll go read Psion's review...
Thanks!
Chris
First, I want to thank everyone for their input. Believe me, it was wonderful! I run a decently high magic campaign, and the characters RARELY get into political intrigue. They did help out the king once, and got his son back, and their names are being spread throughout the land, and they've saved several towns here and there, but nothing... political.
They look for things that are wrong, and set out to fix them. If someone needs a group to hire, they're there for them. The group is mostly good, leaning on the neutral to chaotic side.
As it is, I ordered Bluffside... as well as the first three Kalamar modules. Go figure. I have Midnight's Terror (got it free in one of Noah's contests), and it's one of the best modules I've read. It reminds me of the old OD&D and HackMaster ones...
So... Now I'll go read Psion's review...

Thanks!
Chris