R.A. Salvatore's Demon Wars Campaign Setting [Archive] - Wizards Community

Post/Author/DateTimePost
HavenDan

04-10-08, 08:53 PM
My friend (and DM) just finished reading the Demon Wars series by R.A. Salvatore and wants to start a campaign with the book supplement "Demon Wars Campaign Setting" Now i looked at the classes and enimies and the magic stone and it seemed interesting. Has anyone ever played with this campaign? If so is it good or is it broken? Just curious considering we are starting in a week.
Lyrous

04-13-08, 12:37 PM
I wanted to start a Demon Wars CS but when thinking about it I got frustrated. I never really thought of a way for the gemstones, the only real classes that are shown in the books are Monks (Avelyn + Quintall among others), Rangers (Nightbird, Andacanaver), and Fighters (Jilseponie). Integrating the other classes would be easy enough, I always thought that the gemstones would only be controlled by Wizards because of the intense study that the Monks had to do so thought about making them Gestalt Monk/Wizards. Then again you have to do away with all magic that isn't Tou'el Alfar magic and the gemstones which leaves Sorcerers, Wizards, Druids, and Clerics at a severe disadvantage. It's all really complex but if you do think of something let me know because I absolutely loved the Demon Wars trilogy and would love running a campaign on it.
HavenDan

04-13-08, 10:44 PM
we've got classes in mind. Obviously as far as characters goes, its only human, but there are several good classes. Fighter, Barbarian and Rouge are easily adaptable with no problems to the campaign setting. As far as spellcasting and healing goes, no druids, rangers, monks, palaidns, wizards sorcerrers, clerics etc. Instead we got some new classes. There is Abellican brothers, who are similar to monks but more powerful (have flurry of blows, wisdom to AC etc.) but maxed out get some extreme endurace (immune to poisons, high fort, will and ref saves) also they get a nice ability to talk to all creatures eventully and by maxed out can move much faster than other classes.

For magic, there is Gem Master and Gem Sorcerrer being similar to wizard ans sorcerrer. They can aquire different stones (for healing, blasting or whatever), use magic points in order to use them and are largley based off of wisdom, intellegence and consitution. Some other ones in the works are King's Trooper, which will proubaly just be a fighter who can also go ranged proficency with some minor tweaks.

Last but not least would be the Toel'alfar woodsman who as you know is the elven trained ranger-esque character. He'll proubaly get some sort of paladin-esque mount early on and be able to use the bi'nelle dasada (havent figured out how to implement that yet). If that gives you any idea of how we will try this, then i hope it helps if you want to start your own campaign. If you have any other suggestions I am more than welcome to hear them :D
Lyrous

04-15-08, 09:09 PM
I was thinking today at work and came up with the idea for gemstones being used by anyone.

New Skill-

Channeling- With some gemstones you can channel the powers and build the strength of the attack, healing, etc. Ex. Ruby, with a Ruby you may channel, each channling takes one standard action and you may charge an additional die for each round you channel. Maximum of 5 extra dice.

Ruby for example would do 1d6 fire damage per level, if a level 6 went to channel for 5 rounds, he could release an 11d6 fireball.



I think I may come up with stats for the gemstones as well and post them up here for ya.