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#1tausterJul 27, 2004 4:25:40 | i opened this scroll in hope of getting answers to questions & problems i expect to encounter in the near future: several weeks (or months) from today, my players will take off to wildspace, during the adventure named likewise. not all questions will be related to spelljammer-topics, but will require an answer nontheless. i hope there are some people "out there" who have dmĀ“ed this module, or at least, read through it. well, most questions wont even require being acquaintance with the adventure, only some creativity where the gears of my brainbox are jammed (bad pun intended)... btw: i still use the rules of the 2nd edition, along with a few houserules. now on to the questions: the adventure summary on page 3 states:
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#2nightdruidJul 27, 2004 6:31:26 | 1) Make his career at least a decade, if not two or even four. Have him come off as a gruff, salty captain of advanced years (possibly peg-leg and all!). Might also want to give him psionic abilities, or make his amulet his glass eye (that'd make it more interesting, and make it more difficult for PCs to identify & use the amulet). I don't see any problems with the Halruaa story; in fact, he could say that he *is* halruaan and likes to "come home" every so often. 2) Easy answer: he had a crew, but they were slain by monsters/pirates/whatever, and he had a few rabbits around, so he turned them all into a replacement crew. A temporary solution until he can regain a new crew. |