SONS OF GRUUMSH PDF

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DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, FORGOTTEN REALMS, d20, d20 System, WIZARDS OF THE COAST, Sons of Gruumsh, Player's. Jul 23, Sons of Gruumsh () - This adventure showcases the classic high fantasy for The PDF is missing the maps from the inside of the covers. Apr 18, Sons of Gruumsh, an adventure for 4th-level characters set in the Moonsea area of the Forgotten Realms Campaign (mb PDF/ZIP).


Sons Of Gruumsh Pdf

Author:DIMPLE PINZINO
Language:English, French, German
Country:Slovenia
Genre:Religion
Pages:244
Published (Last):14.10.2015
ISBN:770-2-34040-503-4
ePub File Size:28.78 MB
PDF File Size:17.41 MB
Distribution:Free* [*Registration needed]
Downloads:36280
Uploaded by: KARLA

Forgotten Realms - Sons of garfstontanguicon.ga - Download as PDF File .pdf) or read online. Adventure - Sons of garfstontanguicon.ga - garfstontanguicon.ga garfstontanguicon.ga Views. 6 years ago. Orcs, · Melee, · Masterwork, · Characters, · Thrull, · Gruumsh, · Armor, · Init, · Ranged. From publisher blurb: This adventure showcases the classic high fantasy for which the Forgotten Realms setting is known. “Sons of Gruumsh” features an epic .

I hate going through and typing in inconsequential things like what the monster's strength score is. In my games, I don't bother with that stuff.

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It slows everything down. But I am not writing this for me. I am writing this for other people who might really want to know the strength score. Encounters: Balancing encounters is really a pain.

There is a site you should definitely use: Kobold Fight Club. It does the encounter math for you and is a very good guideline. It saved me a lot of time. Another Thing I Learned: Don't bother putting page number references in until the very end.

Use the classic "page xx" as a placeholder because adding text shifts everything around and it is really annoying. Magic Items: I know I put too many magic items in this level one adventure.

Heck, I put an artifact in there! But the other items were there partly because there is just so much cool stuff out there to use. I feel really funny using him, but I just tell myself this adventure doesn't "count" so it's no big deal. I do dread statting him out, but I plan on doing it piece-by-piece. I put a billion references to other products in this adventure, sort of like easter eggs.

If you've read my blog a lot, you're going to recognize a ton of stuff. The default setting of 3e was Greyhawk, which is not currently allowed in the DMs Guild. I don't know if those two NPCs appeared in non-greyhawk products.

I'm pretty sure at the very least their art was used in generic 3e products. I think both of them were in the Player's Handbook. But do they count as Greyhawk?

I don't know. It seems like there's plenty of leeway for things like this. The DMs Guild seems flexible, as long as you don't just literally write a blatant Greyhawk adventure in the City of Greyhawk dealing with Castle Greyhawk - that kind of thing. So I had to sort all of my ideas.

I have an outline of an entire second path for a specific setting which is currently not allowed. I am hoping by the time I am done with this path, that setting will be available. Fonts: I had no idea fonts are such a thing. It is illegal to use most fonts without downloading them.

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There's a select few that you can use on the DMs Guild. I decided just to primarily use one font: Cambria. Maybe someday I'll try to get more font-savvy, but using all those different fonts seems like a waste of time.

I don't really care about fonts, they don't add much to a book to me. Uploading: Once you've made your file, you have to make it a. I found this site useful. It converts word files to. Making Your. I guess you can use whatever pdf editor you want.

The DMs Guild wants you to do certain things to your. I had a very hard time finding out what needed to be done. What you need is this document. It will walk you through the process. Basically, it goes like this: Number the Pages: Your page numbering should start on page 1, not the cover. Preflight: This only takes a second. I had it crash once or twice during this process, so make a backup before you do this.

Optimize: You'll need to go through this and check all sorts of boxes. The nice thing is that once you do this a single time, those settings can be saved and you never have to click those things again. Bookmarks: Don't set bookmarks until after you've done preflight and optimization, otherwise it will mess it up. Bookmarks are very easy to set. There's just a few buttons and the whole process, to me, is very intuitive.

Posting It: OK. You've shined up your. Now you get to post it! What's cool is there's no real process involved. You just need to be registered on the site as a downloader, which I bet many of you already are. The DMs Guild is an extension of DrivethruRPG , which has been around for a long time and most of us have used at some point in our gaming lives.

You'll need to enter some tax info. Uploading: Upload your file!

D&D 4th Edition - Sons of Gruumsh

It's a little shaky, there seems to be a few semi-glitches. Your file will go through, but it won't go live until you click a box to "make it public. When you upload it, it might take a while for your product to appear on the site. Some of my guides showed up on the site in ten minutes.

Others took an hour or an hour and a half.

Just scroll down to the "newest titles" section and see if your file is there yet. I must say, it is really fun to see your goofy file up there among all the other ones. Pricing: There has been a lot of talk about the pricing on the DMs Guild. This may sound weird, but the prices are really low.

People think they are too low, and that writers can't make any money. But if you are Joe Blow, this is a nice way to cut your teeth and make a little money doing what you love. If it gets bigger and bigger, that means there will be more people who might download your thing on the DMs Guild site.

So if you put it up now, and a year from now there's this big influx of new downloaders, in theory you can have money pouring in over a very long period of time! Pay What You Want: A lot of people put up products that are "pay what you want. The price becomes the average of what people paid. From what I have seen from my pdfs, one out of ten people pay for a pay what you want product. How much they paid depends on the size of the document, from what I can tell.

My Curse of Strahd Guide is 64 pages and makes much more than some of the other ones. Also, my older guides are not so in demand. Those old guides aren't as good IMO as my newer ones. The DMs Guild is an extension of DrivethruRPG , which has been around for a long time and most of us have used at some point in our gaming lives. You'll need to enter some tax info. Uploading: Upload your file! It's a little shaky, there seems to be a few semi-glitches. Your file will go through, but it won't go live until you click a box to "make it public.

When you upload it, it might take a while for your product to appear on the site. Some of my guides showed up on the site in ten minutes. Others took an hour or an hour and a half. Just scroll down to the "newest titles" section and see if your file is there yet. I must say, it is really fun to see your goofy file up there among all the other ones. Pricing: There has been a lot of talk about the pricing on the DMs Guild.

This may sound weird, but the prices are really low. People think they are too low, and that writers can't make any money. But if you are Joe Blow, this is a nice way to cut your teeth and make a little money doing what you love. If it gets bigger and bigger, that means there will be more people who might download your thing on the DMs Guild site. So if you put it up now, and a year from now there's this big influx of new downloaders, in theory you can have money pouring in over a very long period of time!

Pay What You Want: A lot of people put up products that are "pay what you want. The price becomes the average of what people paid. From what I have seen from my pdfs, one out of ten people pay for a pay what you want product. How much they paid depends on the size of the document, from what I can tell. My Curse of Strahd Guide is 64 pages and makes much more than some of the other ones. Also, my older guides are not so in demand.

Those old guides aren't as good IMO as my newer ones. The upside of pay what you want is that a massive pile of people will download it. From what I can see, there are people who just sweep through the site every week and grab every pay what you want document for free.

That means a lot of people get to see your stuff. The downside is that you won't make as much money, I guess. A good idea seems to be to use a pay what you want product to entice someone to download another product of yours. That will be pay what you want. Hopefully, that will get people interested in the path and maybe it will help get people to download the adventures. This is where they want to find their new talent. Writing something good on this site can lead to a feature in Dragon Plus which they've already done for a number of creators.

I would guess this could also lead to a paying gig writing an Encounters adventure. It could even lead to you working at Wizards of the Coast. A lot of you have awesome ideas. Put some up there! I want to use them in my campaign! I don't think anybody can ever have enough traps or clever encounters in their stockpile.

You are allowed to draw from old products. That means that you could take something from an old, generic adventure not set in Greyhawk, Planescape, etc and build on it. Do cool things with it. Return to a classic dungeon or do something fun with a popular NPC. It has been stated numerous times that Wizards might take certain things from the DMs Guild and make them canon in some way.

Just remember, they have rights to the stuff you publish. As an example of the good things that can happen on the DMs Guild, James Introcaso put some stuff up there and he ended up running an online game for Chris Perkins and the Dice, Camera, Action group.

How awesome is that? Read this article if you are thinking about posting stuff on the DMs Guild site. It is extremely insightful. Litany of Arrows Adventure Path So I'm going to be posting these adventures that are all linked together.

We're going to try to resolve two storylines from old products: Gruumsh stole and hid the Misty Isle, which is where some of the first elves were born. Gruumsh is looking for his eye that Corellon cut out. If he gets that eye, he will be able to glimpse the future and he may be unstoppable.

I'll just tell you that the last adventure is about the group racing to get to the place that the Eye of Gruumsh can be destroyed while an avatar of Gruumsh pursues them. Elves are not "Cool"? My biggest concern here initially was whether or not I could make elves "interesting" or "cool" to people who don't normally care for them. But as I went through old supplements like Races of the Wild and the 2e Elves handbook, I found myself overloaded with cool stuff.

What I learned about elves and orcs is that there is a ton of material - magic items, stories, language information there is a whole dragon article by Sean K. Reynolds about the elf language! They're just sitting there! So really this is just me taking all those things and putting them into one story. There are literally too many unique elf magic items for me to fit in this path.

The World I decided to set this in a generic setting. I don't know that much about it. I ended up making something of a world map, where I placed all of the cities and adventure locations. I'll put it out there once it's polished. I might make a campaign guide that is pay what you want. I might even make a players guide with races and stuff. I decided I should should focus on the adventure and nibble on that stuff on the side.

When the path is completed, maybe I'll put it together in a cleaned-up, massive. Campaign Outline Here's a rough outline of the planned adventures in the path: The Castle of Corellon: The group goes through a flying castle corrupted by the magic of Luthic, the orc goddess. Warpath of Gruumsh: The group needs to blow up an orc camp situated over a pool of actual blood of Gruumsh spilled during the battle with Corellon Emirikol's Ooze Dungeon: There are going to be at least three dungeons in this path created by Emirikol.

This one is full of oozes.

Expect a Guide to Oozes soon as I begin to prepare for it. The Orc Goddess: I'm going to set a couple of adventures in a city full of tension between half-elves and half-orcs. This one will be about an orc goddess that was mentioned very briefly in an old issue of Dragon Magazine. This cloud draws from generic 4e material and the "shard of umbralinda" monster. I decided to flesh her out. She rules a settlement of harpies and others in the Wasteland of Burnt Blood, a location referenced in 4e.

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Emirikol's Second Dungeon: This is going to be my stab at a "tomb of horrors" style dungeon. Not a death trap, more of a funhouse in the White Plume Mountain vein.

The seal has gained you free passage into the city, though not without a thorough inspection by the town watch they seemed particularly suspicious. Once inside, you observe that Melvaunt is a dirty city with labyrinthine cobblestone streets, smoke-clogged air, and grumpy-looking locals. Best to be on your guard! The adventure is set to be run as a full adventure and also potentially as a campaign afterwards depending on the actions and results obtained by the players.

I have several ways to continue the adventure in mind. It is a classic mix of puzzle-solving, house intrigue, combat, in-depth role-playing, and more set near the infamous Moonsea region of the Realms. To begin, your character is one of four travelers not originally from Melvaunt. Having recently received a house seal of Lord Woarsten Nanther of Melvaunt, you are somewhat intrigued as to how you in particular have been decided on by a powerful nobleman in a distant land.

However, spies and informants do like to talk about those adventure-seekers who catch the eye. After all, fortune does favor the bold After careful deliberation, you have decided to accept this invite and travel to Melvaunt. The letter that accompanied the seal indicates that three other people similar to yourself will be arriving at the same time and, if at all possible, the four of you are to enter the city together.

The game begins with the four of you arriving and entering the city. Other campaign setting books Eberron, Ravenloft, Dark Sun, etc are not allowed.

No Hombrew material unless noted below. See the post below for some class changes. Racial weapons are defined as weapons that have a specific race in the actual name of the weapon.

Half-Elves: Half-Elves are considered Elves for the purpose of determining racial weapons. Stats: Point download, based on racial level adjustment. That skill always counts as a class skill. Skill point gains are retroactive with int increases. Feats: Player may gain a single Forgotten Realms regional feat for free at 1st level, limited to the region their character is from. Leadership: Not allowed in this campaign. Vow of Poverty and Vow of Nonviolence are also banned. Wealth: 5, total gold coins to be spent any way you see fit.

At other times there may be no map for certain areas, but just a very detailed explanation. More to come on this once the game gets going and it is subject to change as needed.

There will be no roll20, Skype, voice chat, etc element to this game.

Respect each other and me and this game will go far! Shield use has received several significant buffs.Gift Certificates. That skill always counts as a class skill. In addition, psionic items have a much greater chance of being intelligent than regular magic items.

But if you are Joe Blow, this is a nice way to cut your teeth and make a little money doing what you love. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. A brief explanation of psionics in the realms can be found here.