I see this on the front of module books. Does this mean the players should begin the adventure between levels 1 and 3, with no hint as to what level the players will end up as at the end of the adventure? Or does it mean that players begin at 1 and end at 3?
I read a description of this in a pamphlet describing the various D&D settings that came out in 1998. But I no longer remember the title.
The module in question was a Dragonlance adventure, and the description said at least some of the action occurred on one of Krynn’s moons- which one wasn’t specified, but I suspect it was Nuitari, if for no other reason the ‘evil’ moon seemed a place where heroes would most likely battle hostile beings.
The description did say PCs on the moon would encounter living beings "made of wire" (sounds weird I know, but that’s how my faded memory recalls it) and referred to the adventure as exploring the "strangest parts of the Dragonlance mythos".
I require as close to a RAW answer as possible for ~Level 5 Wizard(s) to control ~100 skeletons and zombies.
Context: I’m adapting a few classics for older editions to D&D 5e, and running into issues for which I need RAW solutions. I could just hand wave it away but my own DM does that sort of thing and I am very much a proponent of what I call the Goose and Gander argument for players and NPCs: essentially, (with a few exceptions) if the bad guy can do it then so can the players, given enough time and resources. So handwaving the NPCs’ abilities doesn’t work for my campaign.
The AD&D 2e adventure Return to the Keep on the Borderlands has a Necromancer and several large groups of skeletons and zombies, but there is no possible way that the denizens of the temple could maintain control of so many for what they are utilized.
All told there seems to be ~100 skeletons and zombies that are described as being controlled, i.e. they have tasks they are performing when encountered. The module only describes a single caster that would be capable of casting Animate Dead and it is a 5th Level Wizard (Necromancer) there are a handful of lvl 3 Clerics in there as well. This technically would not have worked even in 2nd edition RAW since Animate Dead was 5th level for Wizards. I would however like to have at least a modicum of a better explanation than “Well, that’s what was written in the module.”
Therefore, is there something out of all the books that I am missing that could justify a small, essentially low level temple having so many controlled undead?
Immediate thoughts would be replacing some of them with constructs. Given the nature of the temple Scarecrows are the obvious choice and would be controlled indefinitely. I did see some ideas about converting the Bone Golem from previous editions — the problem with that is it changes the focus from Necromancy to Conjuration (as Scarecrows are bound spirits), which is not really desirable nor as interesting a threat to the good NPC side.
I also thought of scrolls but they are limited and would need to be replenished somehow from a higher level wizard that can make them. This option would require many scrolls, possibly dozens, per day if the existing casters capable of scribing them were to be the ones creating them.
I don’t see a way of doing this without a custom magic item, something akin to the 3.0 whistle from Sunless Citadel.
I am starting up development of a website to promote and sell adventure sports related services. I have purchased a domain for it.
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I seek advice on how to initiate development. I was initially of the opinion that a custom made site would do good considering the purpose at hand. But with so many different CMS available along with different E-commerce builders it…
Site Development – Online Adventure Sports
I’m looking for an old adventure module and I can’t remember the name.
This is what I remember:
For AD&D 1e, and may have been a DM’s Guild publication
For low level characters, not more than 5th
Wizard is trapped in a magic circle and begs for help
One room is a "refrigerator" with a bound ice-elemental to keep it cold
One room has a pet basilisk, and anti-stoning spectacles hanging outside the door
Magical "elevator" that goes to every floor of the tower, and one floor is "secret"
I think the cover art was a B&W drawing of a lone medieval type tower, with lightning bolts flashing around it. The perspective has the viewer looking up at the tower from the ground level.
I am writing a D&D story and I am new to the world of D&D, and wanted to make an adventure of my own. I am not quite sure how to write one though. How should I format it? What format are D&D adventures typically written as?
What is the first officially published dungeon map from dnd?
I believe there was no dungeon map in the first published book, but I’d like to know what the first map was that was published.
My girlfriend and I want to get into roleplaying games, we’ve both been interested in trying out Dungeons and Dragons. She has never played a pen and paper RPG before, I’ve played the Swedish Drakar och Demoner (DoD) once in school. We don’t have a group yet, so we thought we’d start out with just the two of us.
We’ve bought the D&D Fifth Edition Starter Set, but I’m not sure how well the game will work with one of us as the DM and the other as a player (I will probably be the DM for our first campaign). Is this feasible? Will the example campaign in the box work well enough for us to get started? How can we get started playing one-on-one 5e effectively?
Does reading the graphic novel series Rick and Morty vs. Dungeons & Dragons spoil the published D&D 5e adventure Dungeons & Dragons vs. Rick and Morty? I’m in the middle of playing the D&D adventure as a player, but I am thinking of reading the graphic novel series before finishing the adventure and I don’t want to ruin the game for our group.
I have been GMing a campaign of "Scion" for some years and my players have established a "School/University" for young scions (Legend 1-3), where they can "learn" to be heroes fighting titans. Up until now my plots were mostly "investigate this strange occurrence", "slay this titanspawn", "protect this new pupil", "find that rare substance" commonly initiated by other scions and adversaries.
Now the players would like to involve themselves more with the pupils, help them grow, etc, so the plots should be more focused on the institutional side of things. They still want to play their powerful characters (Legend 5-6). They don’t want to play any of the pupils, they just want to interact more with them and have the stories revolve more around the school. Do you have some plot ideas for that?