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Doom how to kill shield guys
Doom how to kill shield guys












doom how to kill shield guys

After playing dozens, maybe hundreds of these in the Living Greyhawk environment, you got into the mentality that the session weren’t over until you had a brand new Adventure Record, signed by the judge. Also, your average LG module was written for a four-hour convention slot and lasted a single session from beginning to end. Ideally, with a Living Greyhawk character of any level, you could pick up their stack of Adventure Records, flip through it, and see how they’ve earned and spent gold starting from their leftover starting cash and accurate to the last gold piece. In Living Greyhawk, you received an Adventure Record after each module, which kept track of your gold and experience points and their expenditure. The big modules were also split up into multiple parts along the chapter breakup of the adventure book. That was partly why we hurried to get it started in 2006, to spread the cost over two years. The three big ones were Expedition to the Demonweb Pits, at 22 Time Units Expedition to the Ruins of Greyhawk, at an impressive 32 TU and the biggest one of them all, Red Hand of Doom, which ate up 51 of your precious Time Units, a whole year’s play time. However, some other players did, and it was because of the adapted modules. This wasn’t usually much of a limitation, and even though we played like crazy, I never hit zero Time Units with a single character. Your character had 52 Time Units per year, and after you’d used them up, you couldn’t play that character again until next year. Your normal Living Greyhawk module took one TU, and the adapted modules could take anything from five to twelve, easily. Unlike your normal LG modules, these wouldn’t have caps on gold or experience points, but would just take up an amount of Time Units comparable to that much XP’s worth of Living Greyhawk modules. The RPGA, around 2006, started to adapt published WotC adventures for use with Living Greyhawk. I ran it under the Living Greyhawk campaign from December 2006 to April 2007. The module clocks in at 128 pages, and I think it takes the cake for being the longest single adventure module I’ve run from start to finish. In practice, as I recall, it took the party from around level 5 to level 11. According to the cover, it’s for characters of levels 6-12. It was one of Wizards of the Coast’s better adventure modules, released in the final years of Dungeons & Dragons 3.5, and written by Rich Baker and James “Mr ENnie for Best Adventure” Jacobs. Red Hand of Doom really isn’t that old a module, having come out in 2006. However, the conversation gave me a push to reread the module, which in turn inspired me to write this post. I cannot for the life of me remember who it was, where it was, or even what language it was in. I recently chatted with someone about Red Hand of Doom.














Doom how to kill shield guys