How to Introduce a New Setting | The final Armorsmith's Handbook episode
Manage episode 442415325 series 2966359
In this episode Ariel and Ray take one last look at the Armorsmith's Handbook, a massive endeavor from the Grim Press that has to introduce twenty unique places to your campaign setting. Ray and Ariel discuss how to read and prepare box text so that your players immediately know where they are and why they should care about it. Then they talk about how to expand on a setting idea once you've settled on where you want to go, so that the setting feels alive and your players feel engaged after the first impression.
Sign up for your copy of the Armorsmith's Handbook at bit.ly/armorsmith today!
Included in this this 175+ page sourcebook, we've created 20 drop-in merchants for your game of 5th Edition.
Accompanying each armorsmith is
- A fully-illustrated portrait art piece
- A detailed background and roleplaying guideline
- A top-down map of their shop
- and a full table of unique wares tailored to their shop specifically. On these tables you will find food, wonderous magic items, spell scrolls, potions, and of course, magical armor. In fact, Aaron Gentry and Ray created 10 new pieces of magical armor for each armorsmith and Sandy Lawson created art for every single piece. That's 200 brand new fully arted pieces of magical armor for your game of 5th edition.
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