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| Domanar04-28-08, 10:26 PM | Hi! I had this idea in my mind for months but now I´m going to externate it for you. I wanted to make a Disney Campaing Setting just for the fun of it. Now, I would love to base it on the Magic Kingdom itself, so I could have some kind of magical land. You know: Adventureland, Tomorrowland, Critter Country, New Orland Square kind-of-place, etc. With the Sleepy Beauty Castle in the middle of it all, or simply called Disney Castle. Also, I would love to stat up some villains: Maleficent, Ursula, Cruella de Vil, Gaston, Hades, Frollo, Scar, Chernabog, The Evil Queen, Lady Tremaine, Ratigan, Kaa, Jafar, Captain Hook, etc. Some heroes: Donald, Goofy, Minnie, Daisy, and Sorcerer Mickey. And others, like Tarzan and Hercules. And have places like the Haunted Mansion!!! Ok, I got a little too excited here I think. :rolleyes: I would love to hear your suggestions or ideas. :D I´m trying to come up with something fun but I want to experiment a lot of things before I can do (let´s call it that way) a definite final draft! :D At this moment I´m trying to come up with some kind of story. I don´t want to make it a rip-off of Kingdom Hearts... |
| menmelnjourney04-29-08, 03:01 PM | Try looking at the Kingdom Hearts video games. The games merge ALL of Disney and the Final Fantasy characters. It has different worlds that you travel to and they are based on the Disney characters; ie Halloween Town for Jack Skelengton, Wonderland for Alice, ect. The Boss for each world is the villian associated with that world, Oogie Boogie for Halloween Town, The Queen of Hearts for Wonderland, you get the idea. Here is a link to the games home page. http://na.square-enix.com/games/kingdomhearts/ Sounds like a great idea, good luck! Keep posting your progress. |
| DebiHuman04-29-08, 03:57 PM | Well, I've created a version of Malifiecent, Oogie Boogie and Lock, Shock & Barrel. Just note that Maleficient has 2 levels of my prestige class as a fallen fairy godmother. There are some Sleeping Beauty spoilers just to let you know. First, Maleficient Maleficent Half Hex Dragon 13th level Human Sorceress, 2nd level Fallen Fairy Godmother* Medium Dragon (Augmented Human) Hit Dice: 15d6 (55 hit points) Initiative: +6 (+1 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares), Fly 60 ft (poor) Armor Class: 15 (+4 natural +1 Ring of Protection) BAB/Grapple: +7/+6 Attack: Bite+6 melee (1d6-1) and 2 claws+2 melee (1d4-1) Full Attack: Bite+6 melee (1d6-1) and 2 claws+2 melee (1d4-1) Space/Reach: 5ft. /5ft Special Attacks: Bestow baby’s bane, breath weapon, retributive curse (sickness or agony), spell-like abilities, spells Special Qualities: Aging well, alter self, dark vision 60, familiar, flight, vile resistance Saves: Fort +6, Ref +6, Will +13 Abilities: Str 8, Dex 12, Con 10, Int 15, Wis 13, Cha 18 Skills: Appraise +5, Bluff +9, Concentration +9, Craft (woodworking) +4, Disguise +14, Intimidate +9, Knowledge (Arcana) +12, Knowledge (Nature) +7, Knowledge (Nobility and Royalty) +7, Listen +3*, Search +6, Sense Motive +6, Spellcraft +7, Spot +3* Feats: Alertness*B, Brew Potion, Combat Casting, Craft Rod, Create Wand, Improved Initiative, Leadership Environment: Any (she has a grand palace but is always looking to take over someone else’s) Organization: Unique or with her familiar Diablo and her goblin henchmen) Challenge Rating: 15 Treasure: Triple Standard Alignment: Lawful Evil Advancement: By Class Level Adjustment: +3 *started with elite array (8, 10, 12, 13, 14, and 15), +4 points for level, she also began with 6 hit points at first level as an elite NPC. She gains the Alertness feat while in the presence of her familiar. She also gains +2 to her saves from her cloak of resistance+2. Maleficent gains the following skills from her familiar: +3 appraise. Maleficent’s draconic parentage is readily apparent from the horns on her head to her unhealthy pallor, and her love for corruption, betrayal and decay. She cruelly manipulates those around her. She covets power in all its forms. Maleficent speaks Abyssal, Common, Draconic, Infernal and Undercommon. Aging Well (Ex): Like other fairy godmothers, Maleficent gets no penalties for aging after middle age. Due to her evil nature, however, her skin has taken on an unhealthy green tone and she is rather gaunt. Alter Self (Sp): As a fairy godmother, Maleficent gains the ability to alter self once per day. In addition, she may shrink or grow by two sizes. Maleficent is too vain to alter her true appearance in public. However, she has been known to disguise herself using this ability. Bestow Baby’s Bane (Sp): Any baby whom an evil fairy godmother oversees is given prophecy that foretells a curse that will take place when the child turns 16. Some of these curses are so potent that they turn into family curses (such as turning into a frog) that can be passed down through the generations. Others can have fatal consequences. Unfortunately, the only person who can remove the curse is the fairy godmother who lay in the first place. Such enchantments can be mitigated by higher-ranking fairy godmothers who will earn the enmity of the first. Breath Weapon (Su): Maleficent has a breath weapon, a 60-foot line of putrid venom, once per day, which does 1d6 points of Constitution damage on a failed Fortitude Save (DC 16) Familiar: Diablo the Raven gives Maleficent +3 on appraise. Diablo speaks Infernal. He has 27 hit points, Int of 13, a natural armor adjustment of +8 and a spell resistance as a 20th level caster. Alertness (Ex): While her familiar is within arm’s reach, Maleficent gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: Maleficent may have any spell (but not any spell-like ability) she casts on herself also affect her familiar. Diablo must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, Maleficent may cast a spell with a target of "You" on Diablo (as a touch range spell) instead of on herself. Maleficent and her familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast). Empathic Link (Su): Maleficent has an empathic link with her familiar out to a distance of up to 1 mile. She cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, Maleficent has the same connection to an item or place that her familiar does. Deliver Touch Spells (Su): Diablo can deliver touch spells for her. If Maleficent and her familiar are in contact at the time Maleficent casts a touch spell, she can designate Diablo as the "toucher." Diablo can then deliver the touch spell just as Maleficent could. As usual, if Maleficent casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): Diablo and Maleficent can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Animals of Its Kind (Ex): Diablo can communicate with animals of approximately the same kind as itself (including dire varieties): Such communication is limited by the intelligence of the conversing creatures. Diablo can speak with normal and dire avians (sparrows to eagles). Spell Resistance (Ex): Maleficent’s familiar gains spell resistance equal to her level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance. Scry on Familiar (Sp): Maleficent may scry on her familiar (as if casting the scrying spell) once per day. Flight (Su): Due to her background as a fairy godmother, Maleficent has gained the ability to fly. Small black draconic wings matching her cloak appear at her back when she uses this ability. Retributive Curse (Su): Maleficent has learned to channel her pain and anger into terrible retributive magic; many foes who succeed in wounding her find themselves wishing that they could take back the blow. On any round in which she is injured (taking a hit point or ability damage) Maleficent may curse on of her opponents who injured her as a free action with either Sickness: Target is sickened for 1d4 rounds or Agony: Target is crippled by agonizing pain (treat as nauseated) for 1d4 rounds. Spell-like Abilities (Sp): At Will—deathwatch, 3/day—suggestion. Spells Known: 0 level: Acid Splash, Arcane Mark, Detect Poison, Detect Magic, Daze, Magic Missile, Mending, Message, Open/Close; 1st level: Alarm, Cause Fear, Protection from Good, Shield, Identify; 2nd level: Command Undead, Levitate, Pyrotechnics, Darkness, Misdirection; 3rd level: Summon Monster III, Nondetection, Arcane Sight, Fireball, Dispel Magic; 4th level: Charm monster, Polymorph, Phantasmal Killer, Bestow Curse; 5th level: Baleful Polymorph, Dismissal, Planar Binding Lesser, Dominate Person; 6th level: Mislead, Create Undead, Chain Lightning; 7th level: Teleport Greater, Finger of Death The Difficulty Class for a Saving Throw against Maleficent's spells is 14 plus the level of the spell. Vile Resistance (Ex): Maleficent receives a +4 bonus on saves versus death effects, enchantment spells, and spells and effects that deal negative energy damage. She is immune to disease and poison. Maleficent also possesses a range of magical powers and artifacts, which allow her to do such things as use the crystal ball on her staff to taunt Prince Philip with images of a bleak future. She also casts spells, such as inflicting Aurora with a curse of death (weakened to a curse of sleep by the good fairy, Merryweather), creating thunderstorms, sending frosts, projecting lightning, teleporting, and changing shapes. Some of Maleficent's forms in the film were that of a spinning wheel, a Will o' the wisp, and a dragon. Maleficent was often surrounded by eerie green flames; in the final battle she cries "Now shall you deal with me, O Prince, and all the powers of Hell!" implying that she had phenomenal powers of evil at her disposal, even providing viewers with a demonstration by subsequently transforming into a tremendous black-and-purple dragon. Her pet raven, Diablo, and her army of inept goblin henchmen carried out most of her orders for her Possessions: Rod of thunder and lightening, ring of protection +1, staff of frost, crystal ball with telepathy, wand of darkness, Maleficent’s cloak is a +2 Cloak of resistance. Next Oogie Boogie Oogie Boogie Huge Awakened Magical Beast (Augmented Diminutive Insect Swarm) Hit Dice: 11d8-11 (38 hp) Initiative: +4 Speed: 20 ft (4 squares), climb 15 ft (3 squares) Armor Class: 12 (-2 size, +4 Dex) BAB/Grapple: +6/+14 Attack: Swarm (3d6 plus poison) or Slam +8 melee (2d6+4) or Hurl rock +3 ranged (2d6+4) Full Attack: Swarm (3d6 plus poison) or Slam +8 melee (2d6+4) or Hurl rock +3 ranged (2d6+4) Space/Reach: 15 ft/5 ft Special Attacks: Distraction Special Qualities: Blindsight 30 ft, Darkvision 60 ft, immune to weapon damage*, pulled thread vulnerability, swarm traits, tremorsense 30 ft, vermin traits Saves: Fort +5, Ref +7, Will +3 Abilities: Str 19, Dex 19, Con 8, Int 10, Wis 6, Cha 8 Skills: Appraise +3, Climb +7 Gather Information+3, Disguise+5, Forgery+5 Profession (Gambler) +4, Sleight of Hand+10, Perform (Sing) +3, Tumble+7 Feats: Close-Quarters Fighting, Deceitful, Hurl Rocks, Throw Enemy Environment: Underground Organization: Solitary or with minions Lock, Shock and Barrel Challenge Rating:5 Treasure: Double coins Alignment: Chaotic Evil Advancement: None Level Adjustment: -- Feats: Close-quarter Fighting is from Complete Warrior; Hurl Rocks and Throw Enemy are from Races of Stone Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless otherwise noted, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn. Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. Oogie Boogie can only use his poison attack when he is not wearing his burlap suit. Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text. Burlap Suit: As long as Oogie Boogie is wearing his burlap suit, he loses many of his swarm traits. For example, he is not susceptible to high winds; he loses his immunity to weapon damage*; he loses his poison attack; and he loses the ability to distract his foes. Possessions: While the bag is immune to bludgeoning damage, the bugs inside are not. The suit can be slashed and pierced, but will not release any bugs until Oogie loses half his hit points. However, the suit is vulnerable to having loose threads. Once a thread is pulled, the entire suit begins to unravel. It takes 3 rounds for the entire suit to unravel, spilling out all of Oogie Boogie’s insect swarm. The swarm is under the control of the largest insect. Oogie reforms along with his burlap suit within 24 hours if the main bug is not killed. Last of all, Lock, Shock & Barrel Lock, Shock, and Barrel Rogue 3 Small Humanoids (Trick-or-treaters) Hit Dice: 3d6 (10 hp) Initiative: +1 Speed: 30 feet Armor Class: 11 BAB/Grapple: +2/-1 Attack: Small dagger +2 melee (1d3/19-20/x2) or dagger +4 ranged (1d3/19-20/x2) Full Attack: Small dagger +2 melee (1d3/19-20/x2) or dagger +4 ranged (1d3/19-20/x2) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak Attack (2d6+2) Special Qualities: Evasion, trapfinding, trap sense +1 Saves: Fort +1, Ref+3, Will +1 Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 9, Char 12 Feats: Craven, Nimble Fingers Skills: Balance+3, Bluff +3, Climb +1, Decipher Script +2, Diplomacy+3 , Disable Device +4, Disguise+3, Escape Artist+3, Forgery +2, Gather Information +3, Hide +3, Intimidate +3, Jump+1, Knowledge (local) +2, Listen +1, Move Silently +3, Open Lock +5, Search +2, Sense Motive +1, Sleight of Hand +3, Spot +1, Tumble +3, Use Magic Device +3, and Use Rope +3 Environment: Any Organization: Group Challenge Rating: 3 Treasure: Standard plus Animated bathtub for transportation a variety of booby-trapped toys, traps and weapons and they have a bag of holding. Alignment: Chaotic Evil Advancement: By Class Level Adjustment: — Combat Sneak Attack: If Lock, Shock and Barrel can catch an opponent when he is unable to defend himself effectively from their attack, each of them can strike a vital spot for extra damage on a sneak attack doing 2d6+6points of damage. (See Rogue for complete details) Evasion (Ex): Lock Shock and Barrel can avoid even magical and unusual attacks with great agility. If each of them makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, each of them instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Feat: Craven is from Champions of Ruin. Debby |
| SirGeshko04-29-08, 04:22 PM | Speaking of Kingdom Hearts, someone had made a Kingdom Hearts thread... Found it. http://forums.gleemax.com/showthread.php?t=715750 You have to dig, but some people statted Disney characters without making up their own classes. |
| Delfedd04-30-08, 11:30 PM | http://www.disneyfrontier.com/wp-content/uploads/2006/12/vintage_walt_disney_world_map.jpg I'd suggest using this map as a baseline for the Kingdom of the world. In addition, I would not make the connections so obvious. Mickey and Minnie could easily be Mick, a poor farmer who sets out to rescue his wife from (insert baddie here). Along the way, he is instructed in the ways of magic by a powerful sorcerer, who Mick betrays and aquires a powerful magical hat. With the hat, he is able to animate objects at will, and uses this ability to save his bride. |
| AdenThornwood05-01-08, 12:11 AM | Next Oogie Boogie Oogie Boogie Huge Awakened Magical Beast (Augmented Diminutive Insect Swarm) Hit Dice: 11d8-11 (38 hp) Initiative: +4 Speed: 20 ft (4 squares), climb 15 ft (3 squares) Armor Class: 12 (-2 size, +4 Dex) BAB/Grapple: +6/+14 Attack: Swarm (3d6 plus poison) or Slam +8 melee (2d6+4) or Hurl rock +3 ranged (2d6+4) Full Attack: Swarm (3d6 plus poison) or Slam +8 melee (2d6+4) or Hurl rock +3 ranged (2d6+4) Space/Reach: 15 ft/5 ft Special Attacks: Distraction Special Qualities: Blindsight 30 ft, Darkvision 60 ft, immune to weapon damage*, pulled thread vulnerability, swarm traits, tremorsense 30 ft, vermin traits Saves: Fort +5, Ref +7, Will +3 Abilities: Str 19, Dex 19, Con 8, Int 10, Wis 6, Cha 8 Skills: Appraise +3, Climb +7 Gather Information+3, Disguise+5, Forgery+5 Profession (Gambler) +4, Sleight of Hand+10, Perform (Sing) +3, Tumble+7 Feats: Close-Quarters Fighting, Deceitful, Hurl Rocks, Throw Enemy Environment: Underground Organization: Solitary or with minions Lock, Shock and Barrel Challenge Rating:5 Treasure: Double coins Alignment: Chaotic Evil Advancement: None Level Adjustment: -- Feats: Close-quarter Fighting is from Complete Warrior; Hurl Rocks and Throw Enemy are from Races of Stone Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless otherwise noted, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn. Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. Oogie Boogie can only use his poison attack when he is not wearing his burlap suit. Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text. Burlap Suit: As long as Oogie Boogie is wearing his burlap suit, he loses many of his swarm traits. For example, he is not susceptible to high winds; he loses his immunity to weapon damage*; he loses his poison attack; and he loses the ability to distract his foes. Possessions: While the bag is immune to bludgeoning damage, the bugs inside are not. The suit can be slashed and pierced, but will not release any bugs until Oogie loses half his hit points. However, the suit is vulnerable to having loose threads. Once a thread is pulled, the entire suit begins to unravel. It takes 3 rounds for the entire suit to unravel, spilling out all of Oogie Boogie’s insect swarm. The swarm is under the control of the largest insect. Oogie reforms along with his burlap suit within 24 hours if the main bug is not killed. Last of all, Lock, Shock & Barrel Lock, Shock, and Barrel Rogue 3 Small Humanoids (Trick-or-treaters) Hit Dice: 3d6 (10 hp) Initiative: +1 Speed: 30 feet Armor Class: 11 BAB/Grapple: +2/-1 Attack: Small dagger +2 melee (1d3/19-20/x2) or dagger +4 ranged (1d3/19-20/x2) Full Attack: Small dagger +2 melee (1d3/19-20/x2) or dagger +4 ranged (1d3/19-20/x2) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak Attack (2d6+2) Special Qualities: Evasion, trapfinding, trap sense +1 Saves: Fort +1, Ref+3, Will +1 Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 9, Char 12 Feats: Craven, Nimble Fingers Skills: Balance+3, Bluff +3, Climb +1, Decipher Script +2, Diplomacy+3 , Disable Device +4, Disguise+3, Escape Artist+3, Forgery +2, Gather Information +3, Hide +3, Intimidate +3, Jump+1, Knowledge (local) +2, Listen +1, Move Silently +3, Open Lock +5, Search +2, Sense Motive +1, Sleight of Hand +3, Spot +1, Tumble +3, Use Magic Device +3, and Use Rope +3 Environment: Any Organization: Group Challenge Rating: 3 Treasure: Standard plus Animated bathtub for transportation a variety of booby-trapped toys, traps and weapons and they have a bag of holding. Alignment: Chaotic Evil Advancement: By Class Level Adjustment: — Combat Sneak Attack: If Lock, Shock and Barrel can catch an opponent when he is unable to defend himself effectively from their attack, each of them can strike a vital spot for extra damage on a sneak attack doing 2d6+6points of damage. (See Rogue for complete details) Evasion (Ex): Lock Shock and Barrel can avoid even magical and unusual attacks with great agility. If each of them makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, each of them instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Feat: Craven is from Champions of Ruin. Debby Oogie Boogie looks a bit weak to me for a boss. :/ And wouldn't Lock, Shock, and Barrel be maybe... three different creatures that maybe have a special ability to aid each other freely? Anyways, I'm all for fun campaign ideas. I just don't know how it'd all play out. I mean, would everyone still be able to be DnD races/classes, or...? |
| DebiHuman05-01-08, 03:34 PM | Oogie Boogie looks a bit weak to me for a boss. :/ And wouldn't Lock, Shock, and Barrel be maybe... three different creatures that maybe have a special ability to aid each other freely? Anyways, I'm all for fun campaign ideas. I just don't know how it'd all play out. I mean, would everyone still be able to be DnD races/classes, or...? Feel free to advance Oogie any way you'd like. He's not that tough actually, at least not in comparison to other Disney villians. It also depends on the level of the campaign that you are playing. Lock, Shock and Barrel are pretty much interchangeable. "Aid Another" is a special attack, not a special ability. There are already rules in place that anyone can use. You can also use "Aid Another" during skill checks. See here: http://www.d20srd.org/srd/combat/specialAttacks.htm Debby |
| sally_jones05-01-08, 05:06 PM | start with the cosmology. walt the creator and things of that sort. maybe all the characters like mickey and minnie are gods or demi-gods that may or may not have existed long ago. stories like aladdin and tarzan are mythology of a golden age of heroes log past. your campaign could take place in a time where heroes are needed once more. dude, i might run with it! |
| taradusis05-03-08, 11:52 AM | Savage Species Has a section on Anthropomorphic species. I wouldn't use them as main villains but as henchmen. The rat-men could make good helpers for Ratigan? |
| Domanar05-03-08, 07:24 PM | Marvelous suggestions!! I really liked that map and the Walt Disney cosmology idea! Now I´ll have to work out a way to introduce all of the common races in the story. I was thinking of giving them some kind of twist. Then again I will have to be very careful with what I do (there is a risk that I unbalance the game and I want to avoid doing that mess). Well, I´ll work out the general ideas, then I will refined them as much as I can! Thanks for your enthusiasm!!! = D Have a nice day! |
| taradusis05-05-08, 09:59 PM | Snow white and the seven dwarves? Snow white is a multiclass bard/aristocrat of course. Draw up seven dwarf npcs,the one with the best wisdom is "doc",a dwarven cleric. The dwarf with the worst stats can be "Dopey". |
| taradusis05-18-08, 11:13 AM | Didn't disney recently release a live action version of Alvin and the Chipmunks? 3 awakened Chipmunks with a few levels of bard who follow the PCs around and "assist"them,sort of like small,furry kender. |