Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Thursday, September 14, 2023

Attack of the Pigmy Plant Men

Attack of the Pigmy Plant Men

Adventure Level: 4 characters of 1st level 

Terrain: Urban/Forest

Total XP: 100xp each per 1st level adventure + 1 xp per gp treasure + Monster Killed 100xp per HD (or half for driving them off).


Adventure Background

A group of holy Thurn (white martians) have hatched a plot to punish the living city of Kothol for being worshipers of the rival god Jur. They hope to provided the solution for the problem they made in order to drive the citizens to the worship of Issus. 

The Thurn have taken green men pods and grafted them to a supposed cutting from from the Tree of Life gift to them by woman red martian scientist Vorio Varo. Then transported them to the Forest of Kothol. Due to the strange soil they were planted in (and other factors) the Thurn accidentally created a new race of pigmy plant men. Unknown to the Thurn this was a practical experiment conducted by a woman red martian scientist Vorio Varo (secret/dreaming/knowledge) of the use of a synthetic tree of life. 

The Thurn control the pigmy plant men with a sonic control rod they have conditioned the creatures to respond to. 


Starting the Adventure

Pigmy plant men have been appearing in city-state of Kothol attacking people.  The PCs are charged with their destruction and root out the infestation.


Chaos in the streets

Pigmy plant men are attacking people in the market. The PCs come upon this and are compelled to help.


(5) Pigmy Plant Men: AC: 4 [16]; HD: 1 (8 hp each); Atk: 2 claws or tail; Dmg: 1d2 each or 1d4; Save: F1; Move: 120’; If they can maintain a grip with their hands, they automatically draw 1 points of damage worth of blood per hand, per round.


(20) Man, Red Commoners: AC: 6 [14]; HD: 1+1; hp 9 each; Atk: club (impromptu) or dagger; Dmg: 1d6 or 1d4; Save: F1; Move: 120’


Afterward the battle the city-state guards show up. 


(10) City Guards Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


Durs Kanmu Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


The sergeant of the guard Durs Kanmu. He praises them and apologizes for their late arrival. He states there was a political assassination in the royal flyer hanger of a Zirconium diplomat. Most to the guards were ordered to guard the palace and the royal hanger. He casually comments that war may erupt between the city-states of  Zirconium and Kothol. His talking box tells him there are more attacks by the Pigmy Plant Men near the Temple to Jur in the Plaza of Akul. He ask for the PCs help.


Plaza of Akul 

A large group of Pigmy Plant Men are attacking in the Plaza of Akul. A lone strange figure is standing between commoners and this creatures waving something and shouting forcefully. He appears to be intimidating the creatures. 

The man is a holy thurn named Kjril Lirkj and actually snuck the Pigmy Plant Men into the city. He is now using his control device in his Issus symbol to control them. He is faking that he his holding back the creatures by the power of Issus. There are several dead nearby some of them Clerics of Jur. 

Kjril Lirkj will have the Pigmy Plant Men attack the guards and PCs but if haft the numbers are lost he sends the controlled creatures back to the forest base. Then claims Issus saved them all.


(10) Pigmy Plant Men: AC: 4 [16]; HD: 1 (8 hp each); Atk: 2 claws or tail; Dmg: 1d2 each or 1d4; Save: F1; Move: 120’; If they can maintain a grip with their hands, they automatically draw 1 points of damage worth of blood per hand, per round.


(20) Man, Red Commoners: AC: 6 [14]; HD: 1+1; hp 9 each; Atk: club (impromptu) or dagger; Dmg: 1d6 or 1d4; Save: F1; Move: 120’


Kjril Lirkj, Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

After the battle Durs Kanmu is called on his radio to the palace with the rest of his men. His talking box tells him the creatures fled into the forests via the north east gate and are moving away from the city through the forest. Durs Kanmu wanting to pursue the creatures out of the city begs the PCs to aid him and slay and or track the creatures to their nest. He offers to bring their heroic deeds to the Jeddak Huzox Hythmnarr attention and offer to send 3 city guards with them for support. Durs gives the PCs from venders stalls water and food for 4 days. The PCs can buy supplies etc before they leave but are warned not to let the train grow cold.


Kjril Lirkj tries to dissuade this saying Issus will protect the faithful and pursue is unneeded now. Durs Kanmu says but compels him and he must send a force to protect the city. Kjril Lirkj quickly leaves in a huff muttering something about prayers of thanks. Kjril Lirkj is actually going to his one-man flier back to the base a forgotten palace in the forest. To prepare for intruders because they must not know the truth of the attacks.


Durs Kanmu Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


(3) City Guards Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


Into the Forest of Kothol

The forest has manny trails and monsters. The path of the planet men is distinct and easy to follow. The trails meander 24 miles north east. Due to the overgrowth it will take 2 days to the palace hideout and two days back.

Other than forest there is ancient bridge over the 30 foot deep ravine. There is a 25% the bridge will collapse due to age. The PCs must save verses falls of suffer 1d6 damage for every 10 ft fallen.


Roll 1 encounter per day and 1 per night.

  • See Random Flora Generator table p 95.
  • See Random Wilderness (Forest/Jungle) table p 92


Abandoned Palace Hideout 

This was once a royal vacation palace. A electric wall surrounds the palace to keep out forest monsters and keep in the Pigmy Plant Men. This that tough it must Save verse Energy of suffer 1d6 damage. It is square compound with a gatehouse and central building and courtyard. The central building has four rooms in each corner and a center domed room. The courtyard is Pigmy Plant Men Nursery and a the landing platform for fliers. 


1. Gatehouse Parapits

Two guards man the gate house. They will not unlock the gate. They will attack intruders on sight.


(2) Guards Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


2. Gatehouse Interior

The interior of the gate house is used for a stable. There are a pair of thoars and saddle and tack.


(2) Thoars: AC: 2 [18]; HD: 6; Atk: bite or tail; Dmg: 2d6; Save: F6; Move: 180’


3. Nursery Garden

There are two gates to this area are electronically sealed and must have a pass card.

A large tree has 1d12 pods on it in a metal fences in garden nursery. This is the Pigmy Plant Men tree. The pods hatch every 30 days. The day the PCs arrive is the hatching day. The pods will hatch 1d6 rounds after the PCs enter the area. There are 5 mature Pigmy Plant Men milling about having been ordered here by the thurns. Unhatched pods can be cut off and dried and later planted somewhere else. These are worth 1000 gp each on the blackmarket.

 

(5) Pigmy Plant Men: AC: 4 [16]; HD: 1 (8 hp each); Atk: 2 claws or tail; Dmg: 1d2 each or 1d4; Save: F1; Move: 120’; If they can maintain a grip with their hands, they automatically draw 1 points of damage worth of blood per hand, per round.


4. Landing Platform

A one-man flier sets on the landing platform. It is otherwise unattended. A transport flier arrives once per week to resupply.


5. Kitchen 

A thurn woman named Vhix attends to the slaves in the kitchen. She will use guile to claim she is a captive. Although the slaves may 25% speak out and denounce her as their enslaver. 


Vhix Man, Holy Thurn (Maiden): AC: 6[14]; HD: 1; Atk: dagger; Dmg: 1d4 + poison Save: F1; Move: 120

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


(3) Man, Red Slaves: AC: 6 [14]; HD: 1+1; hp 9 each; Atk: club (impromptu) or dagger; Dmg: 1d6 or 1d4; Save: F1; Move: 120’


6. Generator

Doors to this are electronically sealed and must have a pass card. 

This generator supplies power to the palace and wall. There is always one engineer here. If it is shut off the walls electric field drops and the lights go out in the palace. Also it transmits power to the control device. So if it goes down the Thurns can not control the Pigmy Plant Men. The Pigmy Plant Men will quickly learn then and attack the thurns as well.

There are four levers. These turn on an off various power supplies.:

Lever A: Palace Power for lights and outlets

Lever B: Electric wall fields

Lever C: Electric door locks.

Lever D: Control Devices for Pigmy Plant Men


(1) Kalto Kan - Man, Holy Thurn, engineer: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


7. Supplies

Various food stuffs and water are here as well as flier fuel and parts. There are 1d20 pieces of normal equipment here.


8. Dormitory 

Doors to this area electronically sealed and must have a pass card.

The thurn sleep here collectively. There are several bed and hammers full of clothes and wig stands. There are 1d10 pieces of normal equipment here. 


9. Domed Hall 

Doors to this are electronically sealed and must have a pass card. 

Ancient fresco decorate the walls of times past. There is even a depiction of a ship on a sea. Two guards watch this room. Aside from this the hall is bare save for a large table and several chairs. A three thurn argue in the room as they eating dubious meat of skewers. 

Glass paperweights set atop various papers and cross and tomes. Most of this is just invoices for supplies and tribal messages and engineering manuals. One is a notable personal message.

A letter from V. V. to Kjril Lirkj demands for an agreed upon report of the grow and behavior of the Pigmy Plant Men. V.V. reminds Kjril Lirkj that the Thurns plans depend upon V.V. expertise and viable cuttings from the Tree of Life. V.V. states the agreed upon 57th payment installment should be delivered to the intermediary a red martian named Pnoxus Pnalo in Qartaj. The location is a warehouse painted blue with the symbol of a pink-worm on it.


Kjril Lirkj, Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


(3) Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


(2) Guards Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or rifle; Dmg: 1d4 or 1d12; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


Encounters/ Occurrences

1d6

1. (2) Guards Man, Holy Thurn

2. Screeching creature killed by electrical wall

3. (1) Man, Red Slaves doing menial tasks

4. (1) Pigmy Plant Men looking for Ullsio

5. (3) Ullsio: AC: 7 [13]; HD: 1; Atk: bite; Dmg: 1d4; Save: F1; Move: 120’

6. (1) Psychic Slime: AC: 6 [14]; HD: 3; Atk: Blast, or digest; Dmg: see below; Save: M3; Move: 60’
Stun prey with its mind blast (save or be stunned for 1d6 rounds) in order to digest them at its leisure. To lures victims with complex illusions. 


Treasure Table

1d6

1. jewelry worth 2d20 gp

2. pair of talking boxes - walk talky 

3. (4) Ampules of Aid

4. Book Decoding - 25% to decipher codes 

5. Ornate Thurn style wigs and robes. Can be used for a disguise.

6. Coins - 1d100 cp, 1d20+30 gp. 1d10+10 pp



Concluding the Adventure

If the PCs defeat the foes and return to Kotol they are met by Durs Kanmu who thanks them and offers them a night of celebration with his guards on the cities taverns. 

He asks for a full report. The next day he informs them that the Jeddek was pleased and on behalf of the Jeddek he gives the PCs each a key to the city (to come and go as they please) and a 100 gp each, and a green emerald worth 50 gp to be placed on their harness/armor. They get to keep whatever they want from the palace they raided.

If the PCs have thurn captives Durs Kanmu takes them into custody. He later reveals due to their status they were released but exiled from the city.  


Further Adventures


Cliff Hanger

War has been declared between between the city-states of Zirconium and Kothol. While walking the streets Kotol the sound of artillery is heard and a one man flier with the banner of Zirconium crashes towards the PCs…. 


Revenge of the Thurns

Any thurns that escape or are freed will report the PCs to their people. They will be watched in the future. There is a 25% each adventure session the thurns have decided to kill the meddling PCs.



Heroes of the Red Planet

Campaign Title: Heroes of the Red Planet

Campaign Setting: Barsoom (Mars)

RPG: Warriors of the Red Planet RPG


Players:

Player R. - Lady Yenyell - Noble Fighter 1st level, race Red Martian, sex f, 

Player C. - Lewis Shrug - Scoundrel 1st level, race Earthling, sex m, 

Player A. - Jolly - Mentalist 1st level, race Green Martian, sex m, 


Please note this is not a play report. Just an intro to the campaign. 


Saturday, August 29, 2020

Review: Demon Drums by Carol Severance





















***Spoiler Alert***



The first in the series is the novel Demon Drums followed by Storm Caller and finally Sorcerous Sea.


A wary former woman warrior seeks peace on a remote island runs afoul with a village sorcerous. The actions of a clever island teenage girl helps the warrior escape the village sorcerous and in doing so unleashed a series of events far more dangerous than all three could have imagined. 


The book takes place in an imaginary island chain reminiscent of Polynesia. The main protagonist is a war wary warrior woman of the Shark Clan named Iuti. She is a hardened warrior and has ancient clan bonds to sharks which she can enlist for aid. 

Her clever teenage companion is Tarawe who’s hidden powers and in experience come to light through the course of the novel. 

Their antagonist is the opportunistic village sorcerous Pahulu who is particularly dangers and a cunning foe. Pahulu enlists aid from Teronin soldiers, evil magical drummers, and foul sea creatures. Her vile acts include torture and enslavement of dolphins! Pahulu is of middling power but she enough knowledge to co-opt others powers and bind it to her will.

As Iuti and Tarawe flee Pahulu across the sea towards distant islands an old friend and love interest of Iuti a shape changer of the sea named Ma’eva arrives to help their escape. Ma’eva departs and then returns through out the story.

Tarawe small talents for wind and sea magic unleash a storm to help them escape Pahulu and their minions. 

The pair make land fall and are ensnare by magical drum beats of a tribe of evil drummers who make drumheads from the skins of their victims. Iuti and Tarawe met fellow captives. The old warrior Kunan who has been hobbled and force feed to make a larger drumhead by the demon drummers. And the warrior Risak who is tattooed by the drummers and magically forced to mate with their woman.   

Eventually Kunan sacrifices himself to help Iuti, Tarawe and Risak escape with the demon drummers drumming trying to lure them back.  After encounters with Teronin soldiers and the aid of Ma’eva and his bird friend they make their way to a port city. The group conceal their identity to avoid capture. Tarawe storm grows in power and each death it deals weakens her. They find help for her from a elderly magical healer Ho’ola. Along the way they met two prostitutes a male and female referred to as Milimilis who’s clever antics, thievery and morale aid the group.

After some time they take command of ship in the harbor and convince the crew to aid them in putting an end to Pahulu and the magical storms that is threatening the entire region. They voyage back to the remote island fight monster and Teronin soldiers. Iuti slays her clans Shark god who was aiding Pahulu. Iuti defeats the demon drummers and frees Kunan spirit. In a battle of magical duals Tarawe with the help of Ho’ola defeat Pahulu. This ends the great storm. Risak, Ma’eva, their allies and the Milimilis defeat the remaining Teronin soldiers. Pahulu is now in villagers custody and powerless.

Finally the group parts ways with the Milimilis going off to heal Risak. Ho’ola returns to her city. Iuti, Tarawe and Ma’eva head off to uncharted isles.

The story is a journey to defeat evil and to come to terms which the consequences of the characters past actions. It is a tale of heroic deeds and self sacrifice. Demon Drums  beats with wonder and mystery. 


Polynesia Themed Roleplaying







Polynesia Themed Roleplaying


The following is an upcoming series of posts about Polynesia Themed Roleplaying. This is in no way meant to be an academic sociological study but to provide an overview of cultural themes and provide inspiration for a non-europe centric based roleplaying. I have the utmost respect for the myriad of Polynesia cultures of Oceania and strive to be sensitive in my posts. This is intended solely for entertainment and use in roleplaying game campaigns at peoples game tables. 


Book Reviews

I will be doing a short series of book reviews the Island Warrior trilogy by author Carol Severance. The first in the series is the novel Demon Drums followed by Storm Caller and finally Sorcerous Sea.


Gamification 

As a companion series I will provide a guide on how to take inspiration from source material and translated it into game able material for roleplaying games. This includes but is not limited to maps, mini setting, monsters, spells, classes, magic items and NPCs.


Odds and Ends

Stray thoughts and ideas on the theme.


Sample Adventure

I will craft a short adventure set in a fictional Polynesian campaign setting. This will utilize the created content from inspirational material. 


Additional inspiration can also be found…


Jerome Arkenberg, “The Mythos of Polynesia in Dungeons and Dragons”, Dragon Magazine Vol. III No.6 (Issue 20); page 8,9, and 27


There is also Source Book  “Heroes of the Waves (a Polynesian sourcebook) usable with Pathfinder by Little Red Goblin Games

https://www.drivethrurpg.com/product/193467/Heroes-of-the-Waves-A-Polynesian-Sourcebook


Mythopoetic Games Has some interesting material and unique game system about the Maori.

http://www.mythopoeticgames.com/games.htm

http://www.mythopoeticgames.com/pdf/mythos-of-the-maori.pdf


Please note I have not used the above game material and do not vouch for it quality. This is not a product review after all. 


Sunday, January 11, 2015

Monday, September 1, 2014

Location Description Generator I

Roll 1d20 (3 times)
1.       Historical / Legendary
2.       Local customs
3.       Religious habits
4.       Natural Wonders
5.       Ruins
6.       Weird Facts
7.       Groups
8.       Military Conflict
9.       Magical Conflict
10.    Legendary Beast
11.    Monuments
12.    Magical properties
13.    Lost Stuff
14.    Local Products
15.    Rumors
16.    Reference / link to another site
17.    Persons of note
18.    Haunted
19.    Weather
20.    Structures Occupied

Example A: Rolls: 13,2,4
Title: Spear Tree
The town of Spear Tree was founded around  the infamous tree of the same name. It is told that barbarians use to test their courage by being tied to the tree and those which showed no sign of fear while spears where thrown at them would rule for one year. A revered spear called Treespear  was used in the contest and was kept in a hallow of the tree. It was stolen  50 years ago. The current chieftain has ruled all this time. The tree that harbored the spear quivers  and trembles and it is said that the sap can cause fear in men.

Example B: Rolls: 3,9,11
Title: The Pillar of Wespar
The pillar of was the site where the hermit Wespar lived for 10 years atop a pillar. Followers of the faith erect pillars every year and set atop them for a week in honor of the hermit. A group of cabalist wizards poses a worshipers at the event to exchange information and conduct business. They are slowly taking over the pilgrims and using them as unknowing pawns in their plans.

Example C: Rolls: 15,7,6
Title: Wooden Castle of Eurgam

This wooden castle is home to the noble family of Eurgam. The family sponsors a small knighthood called the Order of the Golden Gauntlet dedicated to protecting or more like guarding against the magical sites of the land. It is rumored that the knighthood is securing the sites for use by the knighthood only or more likely the noble family Eurgan.

Tuesday, March 25, 2014

Random Encounters: The Border Fort























Random Encounters The Border Fort 
This border fort is located on the edge of the kingdom near a neighboring realm and the wilderness. What desperate people populate the fort or has it been abandoned or even curse.

Random Encounters
Roll 1d20
1. A detachment of bored and dangerous soldiers itching for a fight. 
2. An empty fort with a sign warning those who try to enter will be prosecuted. 
3. A battle damaged fort surrounded by dead combatants and feasting crows.
4. The border fort is an illusion placed their by a thrifty generals hired illusionist. 
5. Occupied by wild beasts. 
6. A hide out for bandits and criminals. 
7. A colony for disfigured but friendly plague victims.
8. Home to a dying magic user and his decrepit servant who plan on possessing the PCs bodies. 
9. Traveler taking shelter in an abandoned fort. 
10. Newly occupied by orc who plan on raiding the surrounding area.
11. Undead soldiers still man the fort defending it in death from attackers.
12. Fey creatures dwell here after having been driven out of their homes by evil humanoids.
13. Dwarfs guard the border in lieu of paying taxes to the king. 
14. Ghosts roam the fort seeking their murders but the PCs will due.
15. A cult of evil clerics passing themselves as militant monks protecting the borders.
16. A trade enclave with merchants and money changers doing business between to kingdoms. 
17. Lair of a vampire being hunted by a vampire slaying paladins. 
18. Empty
19. Magically maintained by aerial servants for their unseen master. 
20. Filled with vermin and foul slime.

Thursday, November 10, 2011

HEX MAP (IN VIVID COLOR!)

Here is a hex map on vivid color for use in your campaign. A little nonstandard but none the less useful. The scale is region so each hex can be any size you wish. I have also included a non-hex version for those of you new school kids.

Campaign Kick Starters
  • Medieval City States - Three or more power city states fight with there neighbors on land and at sea. Think of many small byzantine states each with a different patron deity and each fearing magic user cabal's dark conspiracies. The patron deities play a grand game as the less immortal magic users fight for their own vision of the world.
  • Reverse Races - Halflings, Elves, Dwarves, and Gnombs are evil and Orcs, Goblin, Bubbear, and Hobgoblins are good. Humans are either out of the picture or on the good side.
  • Stone Age - A network of traders connects small villages and towns amid dangerous mega fauna and wilderness. Agriculture is slowly being introduced and larger settlements are forming. All races have human lifespans and subject to the danger and brutality of the age.

NON-HEX MAP



HEX MAP

Tuesday, November 8, 2011

APPENDIX ACTION : P

In the back of the DMG of AD &D 1st edition there is a often overlooked section titled "Appendix P: Creating a party on the spur of the moment." This section provides a base to build a party from. A little dry at first glance but when studied a greater meaning comes to light.

The first paragraph focus on creating a party in a short period of time thereby focusing on valuable game time. The game time is actively playing not just spending time creating a character which in latter editions take eons. Less about number-stacking a character and more about play. After all that is the reason the players and DM are there for.

It mentions scenarios and levels and crafting a character appropriate for them. There are apparently three groups of levels of scenarios Low, Medium, and High. This parsing indicates that players may be of any level as long as all of them are with in a level range. For instance a party of Low level players may be a two 1st level, one 2nd level, and one 3rd level. It suggest inequality or just varying skill level. Equality should be striven for but if a characters stats are very high then putting them at a lower level would be that unfair to make them equal to a less advantaged character.

Also it mentions that players may not have suitable characters to adventure in the DM's campaign . What this speaks of is creating characters specifically for the campaign and doing so together. Crafting characters quickly but with a idea of how they fit in the world and possible ways the characters may be intertwined. It has a side effect of already laying the ground work for teamwork which is a vital part of any campaign.

Replacement heroes are discussed as well and how it is import to create them for the campaign as well. The implication is that the same above process be followed. The new character needs to fit into the empty space the dead or missing character left and not necessarily their shoes.

The appendix also discuses in brief the basic building blocks of a character: Abilities, Race &Class, Alignment, Level, Standard Equipment, Magic Items .This descriptions are pretty basic but there are a few treasures to be gleaned from them.

Cautiously choose alignment allowable to the characters so that it is not so diverse that the game breaks down in creature quarrels. It then breaks them down once again to groups: Neutral, Neutral Good, Lawful Neutral, and Chaotic Neutral. This of course can be done for other alignments as well such as: Lawful Evil, Lawful Good, Lawful Neutral. Alignment as a tool for party cohesion.

Finally it provides a few tables for Armor, Scrolls, Weapons, Miscellaneous Items. The final tools for adventurers to become successful. Nothing to incredible until we get to Miscellaneous Items a.k.a. Magic Items. These are reserved for parties of 5th level or high who travel into more dangerous areas. All are useful adventuring magic items and some even have the potential to randomly disrupt the game. But a good DM should always reward a character with clever use of a magic item. At last a parting word of wisdom that if the above guidelines are followed the DM is assured that the characters will be right for the campaign they adventure in. Relatively anyway.

All in all it teaches DMs and Players good lesson and simplifies the process of crafting a campaign specific party of characters.


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