Ramne smiles at Cole and pats him on the head.
Ramne casts as the boat begins to near the far shore. A globe of scintillating colors surrounds him in a ten foot sphere.
School abjuration; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a glass or crystal bead)
Range 10 ft.
Area 10-ft.-radius spherical emanation, centered on you
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.
Posting was sufficient. A little joke: Reflex DC Post
Strang stays behind in the rearguard to watch the ferocious little monster while the rest scoot by avoiding the gaping jaws. His companions wonder if he made it.
The party emerges in another underground lake.
This huge cavern is lit by a ghostly green glow emanating rom the eight columns supporting the vaulted ceiling. A rather large flatbottomed boat is set at he shore of the pool before you, and the water seems to occupy most of the cavern. The boat has a long pole inside that has some of it protruding from the side of the boat.
Coles new sword begins to pulse steadily as you approach the boat.
Ramne speaks in a hush: "We are close to the Queen! I hope Strang made it past the reptile guard."
The loud snarling of the reptile and bellowing from his nostrils makes sense. That was the Queen's watch dog.
Climactic battle ahead
To give a preview---you will be going through training. We will see who joins, but we have enough.
Chase rules will be used, so I have linked them below. It is a very good mechanic I see used much too infrequently.
Having run chases tabletop I have much practice. My flowcharts are involved and you do not have complete knowledge of all the destinations. No one has been disappointed how they go, and others have joined me in using them much more often.
Social contract stuff:
70% of my games I am in have failed due to attrition and lack of posting. The other game I GM I moved the updates from daily to every two days. Did it help? No, it caused even more lax posting and we have a spotty posting slow game rather than a spotty posting faster game.
If it is not working for you, let me know. I will not be offended if you drop. You should look forward to posting, not dreading it.
I KNOW this will be different from your normal AP. I BELIEVE it will be a blast.
I own Treasure Hunt (I've run it a few times), wish I could make it available to you. But, I can give you some details about the class assignment points system used in the module. When I get back home I'll dig it out.
I will be restricting this campaign to five classes, so I will not be using the Treasure Hunt system but draw inspiration from it.
Discussion thread is up. Anyone wishing to compete in the trials can post in the discussion thread. Once characters are approved, you will be cleared to the gameplay thread.
No feats but two traits to start. Humans will get their bonus feat. A half-elf would get their skill focus. No equipment--you will be issued what you need.
Dwarves, gnomes, elves, halflings, and half elves are rare. A rash of demihumans born to human parents caused some consternation. Some of these offspring were executed, others fled to live with others of their kind.
As the party moves north they notice what appears to be a small but ferocious reptile.
The creature is chained, It appears with his claws and teeth the creature cannot reach anyone that hugs the south wall.
Order of Action
The party continues its purchases and heads back to where they last were. The trogs have evacuated from the complex, as evidenced by an empty egg hatchery on the right. But, farther up to the right, the next room is filled with many small hissing mudvipers.
Think swarms of the ones you met earlier
Ahead you can see the large cavern complex the troglodytes inhabited with a few side rooms bends to the left.
Ramne sighs: "Do we want to tangle with the little vipers?"
Map updated---Paging Strang
Ok--I think we are getting enough to make this happen.
Commoners will get all their racial abilities--remember, people do not trust nonhumans. But all core races are allowed.
15 point buy (yes, you are a commoner)
As you don't need to know the books to make a background--anyone can be a ward of the state. During the dislocation and chaos the Kingdom adopts many young children from lands near and far. These foundlings do not always remember their homelands, only that they need to be apprenticed by age 18. The ranger trials is a good place to do this.
Here are the nations of the world, their modern counterparts, and their attributes.
Your Kingdom Medieval England ◾Powerful king, strong government
Arrida Fatimid Caliphate (Northern Africa/Arabia) ◾Desert country
Celtica Medieval Wales ◾Minor nation on island
Hibernia Medieval Ireland ◾Customs similar to Medieval Ireland
Picta Roman and Medieval Scotland ◾Tribal chiefdom
Skandia Medieval Scandinavia ◾Similarly armed soldiers
Nihon-Ja Samurai Dominated Japan ◾Customs similar to Medieval Japan
Gallica Medieval France ◾People speak French
Toscana Roman Empire ◾Fighting style like the Romans
Iberion Medival Spain ◾Many sailors
Sonderland Greenland ◾Both large islands
Aslava Russia ◾Slav is in the name Aslava
Plan will be all books allowed.
Players will eventually pick a class.
I draw some inspiration from the O - level old school Treasure Hunt module. I can't find it, but remember the good parts.
Ken Rolston reviewed Treasure Hunt for Dragon magazine No. 125, calling Treasure Hunt a "fine example" of the sub-genre of "low-level adventures in which the characters are stripped of all their game-mechanics resources and forced to improvise with their wits". Rolston complimented a few of Allston's design choices, including having player characters graduate from zero-level to 1st level with the DM tracking their progress, providing explicit staging for the DM, and displaying flexibility with interpreting the AD&D game rules.
Ama meets the leading priest of Shelyn, a petite woman with an imposing stare. She assesses Ama quietly for two minutes before breaking out in a radiant smile.
"Welcome to our chapel. The clergy of Iomedae are in arms about a visit by an avatar of the Inheritor to this area. I do not know the details, but they are excited."
The priestess presents Ama a vial of holy water. "Please, take this to aid you. You have the look of one who may need it."
'Many are called, but few are chosen' (religious text)
This is an interest check for a homebrew campaign loosely based on a popular set of Australian novels and my extensive camping and canoeing trips over the best parts of the US this summer. It will also allow two classes, the Slayer and Hunter, to compete with druid, rogue and ranger. It will feature chases on foot and canoe. Tests of stealth, smarts, and courage will abound.
King Horace and Head Ranger Wil are old heroes, best friends, and run one of the most influential Kingdoms in the world. All characters will begin as commoners attending the Trials--an open competition to compete to be chosen as a Ranger. Rangers are the kingdoms group of elite woodsmen--the eyes and ears of the Kingdom. Commoners will need to prove their worth during the Trials to be called Ranger Apprentice (Level 1). So anyone can compete in the Trials (unlimited PCs).
Those that pass will be considered Rangers Apprentice. Wil (I) will select the best 4-6 to go on an elite mission for the Kingdom. Other rangers (hunters, slayers, rogues, and druids), will have to wait for other mission from other GMs.
What is a commoner? He is a 15 point build with 4hp+CON bonus and 2 skill points+INT bonus+1 if human. Other CORE races besides human are allowed, but rare--the majority of the kingdom is prejudiced against humans as they tend to be hostile. A commoner has no equipment--ranger trainees are provided all they need.
Do I need to have read any source material or the Advanced Class Guide? No--druids, rangers, and rogues will do fine and the events take place 40 years after any of the popular novels.
If still interested, let me know.
Ramne turns out to be quite the drinker. He even convinces the tavern wench to perform a jig with him as the musicians begin to play some music. His movements are clumsy and arthritic, but he begins to smile as he drinks and eats the wonderful skewers of seasoned meat.
He speaks of a time years ago, when four friends journeyed into a den of the beast that consumed a large amount of beasts and maidens throughout the countryside.
I believe the classes can be 'too confining' at times. There is no problem with Terion continuing to be a straight fighter and serve a higher purpose. I would allow the events that affect your character to shape you and influence you but not define you.
Iomedae appreciates martial prowess, so there is no doubt she smiles upon the fighter class.
Ramne opens up somewhat. "The goddess Iomedae has taken particular interest in cleansing the evil you fight. I was told to give this magic weapon to the one who could wield it. I was expecting a child, but a halfling warrior does make more sense. I was told the sword would shine even more brightly when we met the queen of evil down below."
Upon seeing Terion returned. "The Inheritor has decreed that one who falls will return even stronger. I do not if you have chosen a divine patron, but at this time, it appears a divine patron has chosen you!"
Random Encounters: 3d8 ⇒ (1, 1, 6) = 8
The party retreats with their new captives and Terion's body with sadness. Whiskers guides the group to the bustling city nearby and Terion's body is placed in the sanctuary of Iomedae.
After the prayers of the faithful are concluded, Terion emerges from the shrine with a large pinkish scar with many teeth marks on his left shoulder.
Ramne takes Bizzlemont to Festus' magic emporium, and Bizzlemont is excited to learn his new spells. Ramne sends the halfling to purchase some equipment with a large gem (worth 500gp). He hands the halfling a worn small longsword with the symbol of Iomedae in the pommel. The longsword is made of cold iron, is of masterwork quality, and gleams with light when drawn. Cold iron, +1 small longsword, produces light when drawn
Ama finds a small shrine to Shelyn and prays there for some time.
Ramne opens a book and reads a page.
The snake staggers and totters to the ground.
Bizzlemont realizes that Ramne has read the page of a spellbook in desperation. The magic runes fade from the page forever.
Combat Over--all survivors level 3
Strang draws his loaded light crossbow and fires past Terion into a narrow window at the snake. 1d20 ⇒ 8
Ramne tries to manipulate the ropes to set the hobbit captive free. 1d20 ⇒ 19
The crossbow clatters off the wall and the snake resume its onslaught.
attack vs Terion/damage: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 7 ⇒ (4) + 7 = 11
The snake bites deeply and the warrior falls.
Ramne shouts as the large fighter goes down, "Nooo"
A small hobbit desperately tries to free himself from his bonds. Prone, unarmored, and unarmed, he thinks twice before standing up.
Ramne, the old wizard, is gesturing with his hands. A disembodied hand appears by a trussed hobbit and he attempts to manipulate the hand to untie the ropes.
Bizzlemont strikes the snake and it sizzles as acid burns a small hole in its hide. Terion misses and tries to resist the poison Another FORT DC17 attempt
Ama and Strang have not gone--snake goes Monday
The troglodytes are grabbing eggs and running away while the snake seems the only foe left.
He snaps at Terion again.
bite/damage: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 7 ⇒ (1) + 7 = 8
The snake misses and continues to hiss in frustration.
Two trussed captives are left on the ground as the troglodytes pack up for a quick departure.
DM monster tracker:
Giant Venomous Snake (King Cobra) CR 3
Advanced giant venomous snake
N Large animal
Init +6; Senses low-light vision, scent; Perception +11
Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Strang attempts to dodge acrobatically Acr vs CMD 19: 1d20 + 8 ⇒ (3) + 8 = 11
He draws a response hit/damage: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 7 ⇒ (6) + 7 = 13, but the snake hits his armor a glancing blow, not able to penetrate.
The snake focuses on Terion and lunges at the fighter and bites Terion 10hp + FORT 17DC save.
The two trussed prisoners are tossed in front of the other snakes, but the snakes seem to ignore them for now. Bizzlemont's illusion has convinced the trogs to retreat for now leaving the snake as the main threat. Having claimed a reptilian prize, he has tasted human flesh and left some nasty venom coursing through Terion's system.
Terion puts the writhing troglodyte out of his misery with a mighty swing. Strang hits the snake with a nasty cut.
3d20 ⇒ (16, 6, 3) = 25
One trog does not believe the clever illusion and tries to convince his friends to stay. They run into a room to return with two bound captives. It appears they wish to sacrifice the captives to the 'snakes' that are attacking them.
Strang has cut the snake, and the snake attacks him back with a nasty hiss.
hit: 1d20 ⇒ 15
1d6 + 7 ⇒ (4) + 7 = 11piercing and FORT DC 17 save or lose 1d2 ⇒ 1 CON with an additional save next round
Strang takes a vicious bite. The snake seems the primary adversary at the moment as most of the troglodytes are attempting to flee.
Two trussed up prisoners are in the arms to the two beefy trogs in the back.
Strangs draws a response from the trog that is standing nearby.
Party is up! The snake is out!
Ama points out the trog that is bitten will probably die soon.