This pack has six adventures in it, each revolving around the local crime organization The Sharn Syndicate. It starts off slow, with the player defending a bar from low-level thugs. The slow start is deceiving, leading one to believe it’ll be a run-of-the-mill adventure, but it ends in an all out warfare in the streets of Stormreach where the player will have a hard time getting away. Many players argue that the end rewards for this adventure pack are a must around level 4. I agree to that only if the player can actually use any of the weapons they give at the end. The weapons are, Greatsword, Heavy Mace, Kama, Longbow, Longsword, Scimitar and Shortsword and all of them have an energy type on them doing an extra 1d6 of damage. Continue Reading
Posts Tagged ‘the dungeon master’
Lore Bites: The Rogue comes in several different ways. Many thieves you find in the prisons of Eberron are of this slight-of-hand clan, but tales have been heard of noble men and women recruiting these shadowy figures to spy on the rival noble house. The rogues that become thieves mostly had a hard life living on the street resorting, stealing was a means to survival. Rogues that are more honorable – and take honorable lightly – become spies, working for kings and noblemen and women. Many people who tried were not able to find them, but there are stories of a rogue guild where both honorable and dishonorable of their ilk find employment. Well-paying employment. Continue Reading
In the earlier Barbarian post, I stated that I enjoyed fighters more than barbarians, stick with me and you’ll learn why.
When a player wants to start a fighter, almost any race is available and viable. For those min-maxers out there, the type of fighter you wish to make may sway the race selection. Going fr a ranged fighter with a bow? You’d be best off rolling, wait for it, an elf. Is two-handed face smashing more your forte? Then a half-orc is your best bet. There is one race that might favor the fighter a bit more and that is the human. Humans edge out other races thanks to an extra feat and the fighter gets an extra feat to select every 2 levels. Continue Reading
The Seal of Shan-To-Kor consists of just four adventures, which is a bit less than normal in the Turbine’s product. Three of the four are follow up dungeons, so the player completes one dungeon and can go through the rest of the adventures in order. The final instance is a disappointment relative to the rest. It plays like a throwaway side quest. One that can be skipped and still earn the final rewards.
Speaking of, those end rewards consist of a nice rune arm for the Artificer, a nice bracer for tanking characters, a sweet docent for the Warforged or the pet of the Artificer and several other items. Continue Reading
If you have been living under a rock you may not have noticed that the newest update has hit the live servers of Dungeons and Dragons Online. Naturally, I bought the currently-pay-only Artificer class and created an elf artificer that is based on the mighty repeating crossbow. After the first couple of dungeons, I noticed one thing that stuck with me till the end – the new class is a pretty power-playing class. At least, that is what I have noticed from it in my build that I did. The build focuses on the crossbow and supporting it. My feats were selected to maximize crossbows, and are support by healing spells and/or buffing spells. Let’s not forget my little Iron Defender – the first pet available in DDO – you get as an Artificer. He handles the tanking aspect of battle. This combination is quite the power full one. As of this posting – knocks on wood – I haven’t died once. In some dungeons the pitiful monsters haven’t even scratched my armor!