Fantasy Grounds – Quests Of Doom 4: Cave Of Iron (5E) [torrent Full] [TOP]
Fantasy Grounds – Quests Of Doom 4: Cave Of Iron (5E) [torrent Full]
this quest is designed for levels 13-18. it is a long and involved adventure. it has everything you need to take a fun and lighthearted look at this interesting topic. the adventure can easily be updated for almost any 5th edition publication.
this adventure was designed for levels 12 and above. it can easily be adapted to any 5th edition or older d&d system. it has everything you need to take a fun and lighthearted look at this interesting topic.
this quest was designed for levels 7-12. it has everything you need to take a fun and lighthearted look at this interesting topic. the adventure can easily be adapted to any 5th edition or older d&d system.
this quest was designed for levels 11-16. it has everything you need to take a fun and lighthearted look at this interesting topic. the adventure can easily be adapted to any 5th edition or older d&d system.
by exploiting an entire planets natural resources, a power-hungry player might create a nation that draws vast amounts of resources from a region, as a population eats away at its ecosystems. a tyrannical overlord might maintain an empire by controlling the worlds supply of food, water, or metal. a wealthy adventurer might create a pirate ship, plundering goods from lesser countries or even other worlds, giving them a measure of independence. these are just examples, but these major powers might also: keep families in servitude to maintain control or infrastructure, attempt to take control of the government of an entire planet, use the undead to extend their power, etc. all of this could be balanced with a social system that allows autonomy within a more limited framework, such as a parliamentary system, or even a monarchy that is mild-mannered and efficient.
when using the new gods and mortals skills, the first obvious question is why use a dead d&d deity? there are a few reasons the gods and monumenals skill might be useful to players wanting to run a religion-based game. first, one of the most popular fantasy settings introduced in the 1990s is the forgotten realms. this setting includes two major religions: the church of tempus (a god of war) and the ehlnofexar (a goddess of knowledge). while the two gods might seem very different, in fact they are very much alike. gods and mortals has a skill called bloodfaith, which is the ability of the deity to heal the mortal body. as magical healers familiar with these two religions probably know, the ultimate blood-based magic is the blood of the god who heals the mortal body. gods and mortals includes another skill called altarcall, which allows the cleric to call a new god or mortal into being with minor knowledge and some blood. finally, the gods and monuments skill has the ability of to cast the heal spell as a cleric with the bloodthirsty descriptor, which heals the patient as though he or she has the healing blood of a deity. apaches have made their home in the inhospitable deserts of the pact worlds, and often they are involved in inter-ship chases. but why? deserts and open spaces often allow for mid-air combat, but this is a calculated risk the apaches are willing to take if its theyre making the chase. (environment) the majority of adventure areas in the desert are treeless. deserts and large open areas are perfect for allowing vehicles to attack in. vehicle combat is an important part of the desert adventure, and though encounters are not likely to be drawn out, the constant threat of vehicle collision offers players a challenge at every turn. vehicles of many shapes and sizes are used to navigate the hostile terrain, and vehicles often have limited functionality, making them an important tool in confrontations. (combat) rock and roll present major tactical problems for vehicles, and most often they are pulled over by enemy forces. the desert provides many opportunities for attacks from vehicles, both from the various rocky formations and the surrounding deserts, and vehicles often explode into flames for dramatic effect. apaches, apaches require +4 to attack while driving, and -4 to attack from within vehicles. vehicles, vehicles receive a damage resistance of 12. vehicles can also be hooked up to the sandclouds, and while theyre not intended to pull the desert monster companions out from, they can provide the opportunity to run a range for the players whenever a battle is fought. desert monster companions are, by default, in a box (3 squares), and have concealment, athletics, acrobatics, stealth, hidden, and perception. they provide the ability to fight as a group or run away. 5ec8ef588b
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