![]() This chapter starts off by detailing the basic concepts of making an adventure, and then gives piles of charts with ideas for you to use. The 4e books were much worse than these in that regard, though. There's something gross about my thumbs that causes the ink in these books to just rub right off. I need to wear gloves when I read these books. They even included the skull fence and their glowing eyes (who shot down my DCC RPG players' spaceship. On the very next page is a full page piece of art of Baba Yaga's hut! How crazy is that? I just finished running that adventure. How weird - they are very similar and they appear to be by the same artist, but it's a different piece. I have them both here for the sake of comparison. ![]() I was sure it was re-used art from the cover of a 4e issue of Dragon magazine, but it's not. This section kicks off with a full page image of the tarrasque, which is awesome. Since abilities like Divine Smite and Lay on Hands are class features that are not specific to the Sacred Oath, the paladin will get to keep them. 97 of the DMG: The paladin replaces the features specific to his or her Sacred Oath with the Oathbreaker features.
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