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Almar's Profile

Our Author's latest news and articles.

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Almar - Social Profile

- Archmaster of Skillfull Ink Slinging

For Next Level: 615xp of 5190xp complete.
615xp

Hall of Honour

3 HoH

Golden

0 Golden

Quests

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- RANDOM
Locations | 115xp

Yitsmal

Yitsmal is the last town before the Great Desert. It is the final stop for traders in civilized lands before they form caravans to cross the desert. It is also the start of many adventures.

- RANDOM
Plots | 65xp

The Wild Men of Bisk Bay

The adventurers are called upon to help a lord aide a group of 'wild men' who are threatened by Bugbears and whoever is behind them. Most people seemed unconcerned with these savage people, but are they really so savage? This is a very fully described plot, a complete adventure.

- RANDOM
Plots | 180xp

The Mystery of Far Tragin

The village of Far Tragin is deep within the dangerous Northen wastes. Yet somehow it has avoided destruction by the monsters who dwell there. The PCs discover that it is a deal with an unlikly ally that protects this town. However, this deal may be failing and Far Tragin is in jeoprady.

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Guilds
“ What do you do for overnight healing? I usually do Level plus CON bonus as overland healing, x3 if you rest the whole day How about you? Do you do binding? I did d6 binding of woulds after a fight that you must take at least one, but I have had a lot of variations on this Only so many times a day Must be done by clerics must have the medic skill d4 instead of d6 don't need to take a min. of one Some ideas d4 from taking one strong drink once a day(crypts and things) heal d8 from taking a second wind(D&D4th) acupuncture (varies on technique) mine”
Aramax
“ While it is within your purview to write long-spanning histories of your world, it is largely unnecessary. If you are running an RPG, do this instead: make a bullet point list of important events that affect the world today, and mysteries that people still don't know. Let these fuel your adventures.”
ReleaseMcCracken
“ Magical Fiends: When a mage or wizard casts a spell and draws more energy than s/he needs Magical Fiends are drawn to that spot and they feed of the extra magic as long as they can. When someone's magic is being fed off of they can't cast spells as well and they feel weaker. The only way to remove a magicial fiend is for it to be drawn away by someone else's power or to go to the very spot you first cast the spell and kill them”
Reed
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