After buying the Dungeon of the Mad Mage module, I read through it and got interested in one particular ship described in there. The Scavenger. The world Dungeons and Dragons is vast, with a multiverse of deity-inhabiting worlds and an actual solar system just like the one we have in real life. This ship, a vessel able to fly through the air, unlocks a whole new potential for D&D campaigns. Forget casting Fly in the void of space while toting around a magically shrunken Treant inside a large glass ball, use a magic ship! Someday I would like to incorporate this into a campaign of mine, but I just think that it is amazing. I really hope to see more creative interesting things like this in modules. Wizards of the Coast, in your next expansion book, please add new vehicles.
I wanted to make this thread because the main thing WotC gets from modules is criticism and hate about how they "did it wrong" and "they should make it better." I think that even though there are some large flaws in some modules (*cough cough* the Tyranny of Dragons set *cough cough*) there is a lot of good that people overlook. People tend to find the bad and not even think about the good. If you have something nice to say about a module, go ahead! If you have complaints, make another thread. Although WotC might not see this ever, I hope that people will criticize less and enjoy the modules and expansion books for what they are, amazing source materials.
Note: Read the above before you answer the polls. Also, check out the Tavern of Stupiditiy.And yes, I know that the name is spelled wrong...
We already also had elements of an 'airship' campaign within Storm King's Thunder. A cell from the Elemental Evil Cult of Air brought an airship to an encounter. And if I recall, the party may have Giants gifting them air-travel means. (I've not played or DMed the module, I merely own it and skimmed for potential future uses).
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After buying the Dungeon of the Mad Mage module, I read through it and got interested in one particular ship described in there. The Scavenger. The world Dungeons and Dragons is vast, with a multiverse of deity-inhabiting worlds and an actual solar system just like the one we have in real life. This ship, a vessel able to fly through the air, unlocks a whole new potential for D&D campaigns. Forget casting Fly in the void of space while toting around a magically shrunken Treant inside a large glass ball, use a magic ship! Someday I would like to incorporate this into a campaign of mine, but I just think that it is amazing. I really hope to see more creative interesting things like this in modules. Wizards of the Coast, in your next expansion book, please add new vehicles.
I wanted to make this thread because the main thing WotC gets from modules is criticism and hate about how they "did it wrong" and "they should make it better." I think that even though there are some large flaws in some modules (*cough cough* the Tyranny of Dragons set *cough cough*) there is a lot of good that people overlook. People tend to find the bad and not even think about the good. If you have something nice to say about a module, go ahead! If you have complaints, make another thread. Although WotC might not see this ever, I hope that people will criticize less and enjoy the modules and expansion books for what they are, amazing source materials.
it's been a long time...
I mean, Spelljammer is a thing so it's mostly just a matter of time before we get space D&D converted over to 5th ed.
We already also had elements of an 'airship' campaign within Storm King's Thunder. A cell from the Elemental Evil Cult of Air brought an airship to an encounter. And if I recall, the party may have Giants gifting them air-travel means. (I've not played or DMed the module, I merely own it and skimmed for potential future uses).
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