Draw up a map and some geography, and then figure out how different countries would sit in that geography. This can easily leave you with only one interesting place, however.Ģ. Start with a locale you want well defined (A small city and its surroundings, for example) and expand outward from there, getting a sense as you go. In general, there's three solid ways to build your setting.ġ. This is a bit of a trap for you to fall into. >I've considered generating a map, but it seems like constructing /developing every part by hand would be more interesting. A practiced DM can probably draw the players back into the main story no matter what. If they're insistent on going off the beaten path there isn't much you can do planning-wise, other than maybe setting up generic encounters with possible hooks to lead them back. If they're interested in the adventure they probably won't throw you too many curve balls, though still be ready for some nonlinear thinking. This part might depend a lot on your players and how resistant they are to whatever "rails" they perceive to exist in the story you're crafting for them. If you can't come up with things too easily on the fly just create a bunch of generic NPCs/situations/responses that can fit in to what ever the players come up with. If you're an introvert normally but you start talking to people more it should boost your confidence and help you to be more open, which will make your narration go more smoothly. I have a general idea of where things go, but working on smaller bits at a time is a lot more enjoyable. I suck shit at geography, and whenever I try to draw up any kind of world/continental map it looks like pathetic blobs. He escaped, but his wife and son were taken hostage, and now he believes his son dead, so he's going one-man - army >Immense glowing eye focussing a beam of disquietingly sick yellow light on the palace from over his ruined tower.īBEG is in quotes because he's not actually evil, and was peacefully retired with a loving wife and teen son before the royals discovered his past profession, and they tried to arrest him and his family. >Blights the land as he travels, killing plants and poisoning water. >can cause deep spreading fissures in the earth (venting toxic gasses optional). >Able to draw shadows to his body to create a cloak of all consuming blackness that enshrouds him and conceals his form. I'm designing a "warlock" "BBEG" for an upcoming campaign, and I just want a few of the abilities I have pictured in my head to be manageable in system without rule 0-ing his spell list.Īs a matter of fact: the lower level the spells he uses to cause these effects, the better. Or do I just have to wait till level 3 to get this all lined up and working properly? What happens in that situation then? Can I retrain my old weapon focus away and get the new one from Kensai Magus? Or can I not do this since I would lose the prereqs required for Slashing grace trying to retrain it away. Select Weapon Focus as my level 1 feat and then be human and select Slashing Grace as my human featīut then the problem I run into is that at second level when I take my first level in Kensai Magus I get Weapon Focus in my specific weapon for free, which I would already have. I believe I can go 1 level of swashbuckler to get Weapon Finesse. Is there some way to get this all lined up at level 1? To meat the prereqs for Slashing grace I need Weapon Finesse and Weapon Focus If I want to do a Kensai Magus build with a 1 level dip into Swashbuckler to get the swashbuckler's finesse I have a question about the slashing grace feat
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