Why is nightstone so expensive




















And don't just put the things they can afford on there. Make it a long list. Show off the big-ticket items. Have the captain of the King's Guard use a sword of sharpness so the players can start drooling over it. But in a low-magic campaign, you can still use the idea of a distant goal to encourage long-term planning. This should be a similar mindset to how players look forward to gaining new abilities and deciding if they should multiclass.

If they know about how much gold they can squeeze out of a dungeon, that gives them a timeline before they have their own sword of sharpness. That makes them want to keep playing. So even if magic items and wizards everywhere isn't your bag, you can still create a world that asks characters to engage with the economy and make big choices. First, living expenses as a low-level character suck. If every weekend you go out dungeon-hunting and earn GP, then 10 GP of living expenses is the difference between an extra healing potion and nothing.

It can be difficult to track, but we're setting up a bigger picture here: that gold is necessary in the world, and that at higher levels players might be able to break out of that cycle. Second, living expenses can represent much, much more that a paltry 1GP per day. Perhaps the fighter has a family back home that he sends care packages and gold to. Even the classic "orphan urchin" adventurer has to have a bond to something or someone. Fellow urchins, people who helped them such as an orphanage , or even charities could be linked to the character and require occasional monetary support.

Fines to pay off prison time, new taxes, gambling and carousing, and crafting are all downtime activities that could use up gold on a regular basis. The point of all this is to give players a regular way to interact with their gold, and set up challenges when it comes to saving up for the bigger items.

The table lists the cost of building structures without conferring a single benefit as to why a character would ever want to build one. There are even upkeep costs in addition to living expenses listed for each one. The book gives absolutely no reason to pursue such an endeavor. Well, let's fix that. Here are some ideas for the benefits granted by each of the Strongholds listed in the DMG. Again, I would make this list available immediately to the players. Have them enter a palace and know exactly what a stronghold like that would cost.

Make incentives for them. And you could also choose to make the benefits modular: perhaps starting rumors requires a stronghold or business to have a social common area, and that requires an expansion to the business. Instead, I'm going to do a full-campaign review in honor of the completion of one of my long-runner monthly campaigns.

This past weekend, my Horsemen of the Apocalypse quest came to an end. It began when took a group of a few of my regulars and put together an epic-level evil campaign set in the Abyss. It took quite a bit of putting together, and I wanted to go over a few of the ideas and lessons I came away from the campaign with. This story is part of a series. The campaign was concluded if you couldn't tell. I didn't want to just run through the layers of the abyss as though they were a dungeon, but I also wanted to show off one of the most dangerous locales in the multiverse.

So, I took two paths to prepping for the campaign. The first was to write a deep, interconnected story about the characters, bringing their stories to the forefront. I had each player write a short backstory although some players went a lot further than others and tried to incorporate the "known" stories into the campaign while keeping a good amount of "unknown" story.

Without explaining all the details, the characters were thrown into an unfamiliar situation and learned about it over the course of the campaign.

The second path was to research the Abyss itself. Later in the campaign, I began to use the information on Graz'zt from Powerscore as well as the 5e versions of Epic Monsters built by Dave on the Enworld Forums to expand my information.

In the end, I also took a lot of inspiration form the Dark Souls games in terms of setting the tone of the game. It took quite a bit of work, but I feel that it was worthwhile. In the future, I hope that I can create this level of detail for my homebrewed campaigns.

I would love to build worlds as thought-out and complete as the Abyss, but that may take a while to do!

One of the problems in running an evil campaign is letting the players work together in a natural way. Evil is necessarily selfish and greedy, running a campaign with characters who couldn't compromise on their evil-ness was a big challenge. In the end, it took a session or two but I think I created a game where the players could work towards a single goal but remain selfish and evil. The way that I did this was by treating the group as a single entity that could act selfishly and evil. In story terms, this meant creating a soul-binding mechanic between them that wasn't able to be broken, while simultaneously giving them various enemies that hated them as a group.

There were no solo missions, no rivals that singled out a particular PC except coincidentally. This was particularly effective when they lost the protection of their "master" halfway through the campaign. Suddenly they had incentive to work together, to protect each other, to fight on each other's behalf. One moment that stood out as a turning point in the campaign and indeed, was heavily discussed as a favorite moment of the campaign in the aftermath was when the players betrayed their master and killed him.

At that point, I had planned out an entire war-like campaign that ended with an epic battle against a Demon lord and the conquering of the Abyss by the group and their master. But all of that changed when the players decided to turn on their master. I had put a lot of work into the planning, but in the heat of story it felt like the right time for the players to take charge. It meant rewriting the entire campaign, but fortunately I had a full month to do it.

And in the end, I think it was the right choice. It was an epic climax, which allowed me to keep pushing the tension higher, just in a different direction than planned.

This included doing physical and building challenges at the table, player on player combat, epic level spells and monsters, and games without combat. These met with various success, but the biggest hit was using Slack forums to perform downtime activities.

Once the players had enough power to build their own layer of the Abyss, we had a lot of work to do. By structuring the timeline on a forum, we were able to build a very rich world, without sacrificing game time.

Another boon was the use of "Slackbot" to act as a die roller. With a way to generate random numbers in the board, there's nothing stopping us from doing an entire campaign on forum.

I realize this isn't a new idea, but for my first foray, I thought it went quite well. Slow Information Reveal Four horsemen and their weird baby-slave Charlie I mentioned above that I had written a complicated and mysterious story to kick off the campaign.

I don't think I had told all of the secrets of the story until the very last game, and I think that kept the players thinking and guessing about the nature of their campaign until the end.

Part of that is building a story that has enough depth to explore for a while. I like using the " 3 Why's " rule to develop the story. Come up with a cool concept, then explore why that concept exists. Then ask why those reasons exist, then do it a third time. By that point, you likely have a story that has the depth and backstory to fully explore over many sessions.

Short Campaign This game was only 8 games. Since I only had one plot thread, I think this was just about the perfect length. We had no games that were off the plot thread, we had no alternate plot threads to explore, and there were very few NPCs that lasted the entire campaign. The downside to this length of campaign was that it was difficult to do as an epic-level campaign.

The players gained multiple levels every session, and gained additional powers of my own invention. It was a lot to take in. This can be a costly job that can be a big inconvenience. The roof is an integral part of your home.

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Centaur form on the right. Likes Comments 1. Like I need template. Related wiki Red Magic. Related wiki Nylea, God of the Hunt. Related wiki Mark Poole. Seriously, there are like 50 new green gem recipes, I won't list all of them.

Go to your trainer, learn one and make that recipe around 55 times. You can only buy these recipes if your faction controls Wintergrasp. One recipe costs 19 honor, which means if you stay here and do a few daily quest while the battle is on, you can buy most of the recipes. Visit your trainer and learn Jewelcrafting Illustrious. You can also make [Carnelian Spikes] if 3 Carnelian is cheaper than 2 Hessonite.

You can buy the Jeweler's Setting from the vendor. Check your Calendar in-game to see if the Darkmoon Faire is open, the event starts at on the Sunday before the 1st Monday of each month. Click here to read more about the quests. Nightstone is usually really expensive, so this is the best way to use that free 5 skill point.

Rare Cataclysm gems are cheap on most realms, so making [The Perforator] between seems very good alternative to rings and necks. Visit your trainer and learn Zen Jewelcrafting.



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