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Artistic Inspirations » Mark Schultz » Yesterday 3:19 pm

revshafer wrote:

Don’t want to turn the heat up in the tub that much. 

One semi-active volcano and some localized geothermal influence shouldn't disrupt the overall balance much if at all, while creating the potential for a "lost world" area. 

Artistic Inspirations » Mark Schultz » Yesterday 2:20 pm

revshafer wrote:

Yup! Figure that dinosaurs fit a lost island, but Hyperborea itself is too cold for them.

Volcanic activity?

Hyperborea » Proposed locations for Gillespie Megadungeons? » Yesterday 8:13 am

I would think somewhere in the Spiral Mountains for Archaia.  Highfell drifts across the world, so I would think it could be anywhere at anytime!  Personally, I would have it drifting across the seas, perhaps coming within sight of land at some point which might be what prompts the exploration.  The question might really be where was it originally, before the explosion?

Adventures » Megadungeons? » 11/13/2019 8:10 am

Barrowmaze is definitely #1 for me.  Gillespie's next two offerings were sadly just rushed money-grabs, trying to capitalize on the popularity of Barrowmaze.  Stay away.  I also really like The Lost City of Barakus, but not sure if it qualifies based on size as a megadungeon.  ASE 1 is great, ASE 2-3 not-so-much.  Caverns of Thracia and Dark Tower probably also fall into the not-quite-megadungeon status but are also great.  Cyclopean Deeps Vol II is fantastic, but Vol 1 is a bit weaker (both are not really "dungeonesque" either, they're more like D1-3).  The Black Monastery is along the lines of Tegal Manor except less whimsical and attempts to inject a little more horror ambiance (I like it much better, although I haven't seen the new release of Tegal Manor).  I've also never fully understood why The Temple of Elemental Evil doesn't seem to get some consideration as a megadungeon.  It was awe-inspiring when it first released.     

I'll definitely have to check out Castle Xyntillan and look forward to seeing more of Arden Vul as well.  The rest that have been mentioned that I didn't I personally found to be meh. 

Sorcery » Fire Trap via Messenger Bird » 10/30/2019 2:01 pm

mabon5127 wrote:

The session was a lot of fun.

That's really all that matters!

Sorcery » Fire Trap via Messenger Bird » 10/29/2019 3:00 pm

Haha, definitely very creative!  That must have been one tiny scroll, though...

Did anyone bother to ask whether or not the bird lived???

Adventures » The Anthropophagi of Xambaala » 10/10/2019 8:27 am

I'd just like to add my 2 cents on this one and say what an absolutely fantastic adventure this is.  Honestly, IMHO, it compares very favorably to many of the best adventures written during D&D's heyday, and I don't say that very often.  Great work!   

Swordsmen & Sorcerers » Treasure Hunter Class » 10/05/2019 6:18 am

Iron Ranger wrote:

My guy just ditched the Any Favored weapons for  Whip, Bola, Blowgun, Boomerang, & of course Radium Pistol! Giving him a play test run this weekend.

Haha, awesome!  Look forward to hearing how it goes!  Don’t be afraid to be critical.  I’m happy to tweak where warranted.

Swordsmen & Sorcerers » Treasure Hunter Class » 9/25/2019 6:56 am

Thrasaric wrote:

Cool class, sounds fun. My only criticism that has not already been put down is the level progression is the same as a fighter. seems it should be at least a bit slower for gaining all of those extra skills.

Thanks for the feedback!  I definitely struggled with the level progression.  In the end I decided the extra skills were cancelled out by what gets taken away from the Fighter : hit die d8 vs. d10, Weapon Mastery 1 weapon vs. 2, no Grand Mastery, no Heroic Fighting and some weapon and armor restrictions.  But yes, I could just as easily have gone with level 1 being 0-2,249 XP.   

Swordsmen & Sorcerers » Treasure Hunter Class » 9/24/2019 7:11 am

More minor wordsmithing last night.

If anyone actually gets to use the class, please be sure to provide feedback!  We can continue to tweak as needed.

Swordsmen & Sorcerers » Treasure Hunter Class » 9/23/2019 7:12 am

francisca wrote:

Here you go, my 1e Fortune Hunter.  I used to have some homebrew tracking rules based on the Unearthed Arcana rules, which were modified by the tracker's familiarity with environments, so that's what those references are about.

Thanks, francisca!  This is great.  I don't think I'm going to change the Treasure Hunter based on it, but I do think I'll steal it and use as is! 

Swordsmen & Sorcerers » Treasure Hunter Class » 9/23/2019 7:10 am

Iron Ranger wrote:

Derek_the_Hunter wrote:

Iron Ranger wrote:

Any chance to repost the original? or PM? I much preferred it - just more fun in the party.

Hah, good point.  It does seem kind of mundane now.  Unfortunately, I had that version saved on my work laptop which I work.  I might go back to the original but if not, I'll definitely PM it to you on Monday.    

Thanks man! Looking forward to raiding some tombs, Climbing out and Identifying That Magic bling bling!!

Aaaaaand we're back to the original, although I lessened the difficulty of the Identify check by one.  I also specifically referenced the Identify spell to serve as a guideline for how the skill works. 

Swordsmen & Sorcerers » Treasure Hunter Class » 9/20/2019 8:24 pm

Iron Ranger wrote:

Any chance to repost the original? or PM? I much preferred it - just more fun in the party.

Hah, good point.  It does seem kind of mundane now.  Unfortunately, I had that version saved on my work laptop which I work.  I might go back to the original but if not, I'll definitely PM it to you on Monday.    

Swordsmen & Sorcerers » Treasure Hunter Class » 9/20/2019 7:36 pm

After further discussion and contemplation I have decided to remove the Identify Magical Properties ability altogether, along with the Climb ability, and instead increase the Hit Die to d10.

Swordsmen & Sorcerers » Treasure Hunter Class » 9/20/2019 7:07 am

Ynas Midgard wrote:

Since Identify can only follow a successful Appraise, it's worth noting that the chances of actually identifying magical properties is lower than the X-in-12 first indicates (with 16+ INT chances in parentheses):
Lvl 1-2 - 10.42% (16.67%)
Lvl 3-4 - 16.67% (24.31%)
Lvl 5-6 - 24.31% (33.33%)
Lvl 7-8 - 33.33% (43.75%)
Lvl 9-10 - 43.75% (55.56%)
Lvl 11-12 - 55.56% (68.75%)

Thanks for crunching the math.  That looks reasonable to me in terms of likelihood of success.  Maybe a tad on the low side given the chance of a false result.  

Swordsmen & Sorcerers » Treasure Hunter Class » 9/20/2019 6:53 am

BlackKnight wrote:

Also noted that you mention rolling a Natural 1 on the Identify magical properties, that should be rolling a natural 12, as a 1 would be a perfect roll. Your rolling for a Lower than X on a D12, not higher than X on a D20, thus 1 is not a critical fail...

Duh right, thanks.  Fixed!

Swordsmen & Sorcerers » Treasure Hunter Class » 9/20/2019 6:52 am

francisca wrote:

I did a similar class for AD&D called the Fortune Hunter about a decade ago.  I'll see if i can dig it up and post for you to compare/contrast/snag ideas.

Awesome, if you find it I'd definitely like to take a look!


Swordsmen & Sorcerers » Treasure Hunter Class » 9/19/2019 3:25 pm

Ghul wrote:

At first glance, I would reduce weapon mastery to one to start with. Only the pure fighter (well, kind of the cataphract, too, but that's different) should start with two, because (IMO) the standard fighter should have some skills that the subclasses don't. Secondly, although you have put forth a few limitations on identify magical properties, I think there should also be time requirement. When you look at the identify spell, it costs the caster a lot. This skill should not relegate the spell to being a distant second in its utility. I love this concept. Great work. 

Thanks, Ghul!  I appreciate the feedback.  the two weapon mastery was just the result of a bit of laziness on my part as I was copying and pasting text.  I failed to make the change.  Thanks for the catch!  Fixed.  I definitely see your point on the Identify Magical Properties ability vs. the Identify spell and will further ponder an appropriate change.    

Swordsmen & Sorcerers » Treasure Hunter Class » 9/19/2019 11:19 am

I started working on this class when I noticed that the one multi-class combo that seemed to be missing was Fighter/Thief.  As I began creating concepts for the character it evolved into what you see above.  Not exactly as I expected when I started out, but that's how it came together.  Indiana Jones and pirates both served as a bit of inspiration.

Please critique away, I have thick skin, haha!  I really do want your feedback in terms of what parts you think work, what parts don't and what parts may need further clarification.  Thanks! 

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