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Bogorin Rockstomper wrote: Good chance I may have missed something... so if you (Hopeless...or anyone else?) feels like looking over Bogorin 3.1 please feel free : ) You've only spent 7 skill points out of 9, I assumed you were a 2nd level warrior and 1st level cleric not a Warrior/Fighter/Cleric of 1st level? If you went with Warrior/Cleric 2nd/1st it would mean both Knowledge/Dungeoneering and /Engineering aren't class skills. (Just realised Power Attack would be your newest feat) Since npc classes don't count for multiclassing it shouldn't effect things but dwarves have to choose between fighter and cleric for their favoured class they don't get both unfortunately Khaladon wrote:
Bogorin#1: Spoiler:
If you want to stick with Torag that's okay, but given how you explained your charge into the fray I thought having another god answer your call given your character's bout of alcoholism would allow for the dramatic charge's effect you mentioned. I hadn't noticed you had selected a second level of warrior though which was why I needed to know what level to want to increase next. Bogorin#2:
Spoiler:
Do you want to expand on who was failed when Bogorin lost his faith when he was younger? Bogorin Rockstomper wrote:
Squeezing through the hole being held open by Herve and Talden Bogorin rushes to Willy's aid, his initial feeling of vigor was replaced by a heady feeling he thought for a moment he had imbibed too much as another feeling filled him and his limbs felt imbued with great strength aiding his blow as he slammed into the ogre sending it reeling... Anyone except Bogorin:
Spoiler:
Bogorin is glowing as he charges Bogorin only:
Spoiler:
You're now Warrior/Cleric 2nd/1st which class do you plan on increasing for the next level its just that npc levels cost half as I told Herve so with your response I'll modify the xp needed for the next level accordingly oh and I'll need to know which god you wish to follow as Cayden Cailean just granted you a strength surge so for the next 3 rounds you have +1 to your strength score this doesn't mean you can't follow Torag it just means Bogorin has caught the attention of another god so your choice is still your own David Fryer wrote: I have three boys that I want to start introducing to 4th edition. I'm wondering what types of adventures I should use with them. They tried playing Star Wars for awhile but couldn't get a grip on the idea that not everything was something to kill. Should I just stick to dungeon crawls until they get the hang of it? How about you start off with the basic adventure in the dmg but have an extra npc and then have the npc kidnapped after he/she is carrying the party treasure sort of a nodwick character and the Pcs have to decide whether to rescue him or lose all of the treasure he was carrying for them? Another possibility is explaining someone has charmed a number of the baron's guards and they must capture them alive to learn who was behind this attack so they can then rescue the princess since the guards have taken to hiding in the catacombs beneath a nearby ruin and the villain has the princess and will escape capture along with any reward the Pcs are looking for unless they find out whats going on and that means cooperating with each other to track down the missing guards so they can eventually learn where the villain is since he released them in various areas to cover up his trail believing the guards would be killed thereby foiling any pursuit... Of course you've then got to decide who the villain is of course! Chris P wrote:
How about the Pcs start off on the lightning rail and its raided and they end up fighting warforged thought destroyed in the battle of Fort Bright. Research reveals evidence that four airships escaped Fort Bright right about when the mourning happened and rumors persist one of those ships was found in the Talenta Plains suggesting they fled the Mourning heading towards Q'barra.The Karrns however are also looking for survivors from those same airships and whilst your PCs get to decide whether to explore the Talenta Plains or go straight to Q'barra or even the dwarves in the mountains there to see what they know. The spoiler would be that what the dragon needs to free himself is not artefact but actually a blood descendant of the being who originally bound the first guardian, the Karrns are seeking proof a certain warrior and former Cyran general was killed in the flight from Cyre or to make sure he and his family dies and its them who are the blood descendants who if slain will mean the dragon can never be freed. You can throw in the shard as being the means the four airships escaped the mourning actually sealing off the boundaries of Cyre to prevent the cataclysm effecting all of Khorvaire however they won't know that part since destroying it or trying to get it to work again might cause that same seal to fail endangering all of Khorvaire... epic enough for you? And as for the dragonmarks, I thought the rakhasa in Cannith North was the lover of the leader not the leader herself? Now for involving the dragonmarks, Lyrandar are helping the Karrns because they helped in the fall of Fort Bright and seek to silence what they think are witnesses to their crime, Cannith know someone sealed the boundaries of Cyre just not who, and as for an Eberron feel how about throwing in that Q'barra is under threat by a reawakened Xendrik Storm Giant who seeks revenge for the defeat that resulted in the creation of that dragon's guardianship which was done so that when needed the information and means to protect Khorvaire from Xendrik's wrath would be available of which that shard was just a part which was removed along with others to help protect and lead their finders to the dragon so he could fulfil his ancient duty... But they don't know that... (I was kind of thinking on using the rise of the runelords for this with the ancient foe being a storm giant but I think I'm going too far there...) Blood stained Sunday's best wrote:
Hmm perhaps this inherited duty isn't considered an honour any more but rather a punishment since it takes the nobles away from where all of the action is from their point of view so perhaps they don't know why they have to stay at this place only that they were ordered to by their elder and their crazy old seneschal of the place is the only one who knows anything about why they have to stay there. [quote=]so what about something like this...... I'm going to combine together a few of your ideas...
How about once the war was over the portal sealer was dismantled since it could reopen the portal in the wrong hands? So make the sleepers not human for example they could be warforged so the initial reaction between them could lead to a fight until the place is invaded and the sleepers awaken to battle the intruders with the seneschal leading the PCs to safety only to be killed revealing the empire has seized their homeland under the guise of an alliance against a rival unaware that its all a ruse (They won't realise that last part since the other nobles would have to see whats really going on with their own eyes rather than believe someone considered a black sheep of a noble family who their "allies" have accused of betraying their nation.[quote=]"Could it be that whilst there a portal opens releasing one of the guardians of the past who warns them of a coming tragedy and flees as say elements of the empire arrive to try and capture this ancient hero who recognizes them as those who have attacked and destroyed one of the ancient repositories sacking it for the wealth of knowledge" The player characters go hunting....whatever player characters do before they are heroes....stumble across the ruins of an ancient library. An advance force from the new invasion is already at the library, searching the ruins for hints as to the location of the secret cache of weapons mentioned above - one of a few things that can actually stop the new invasion force. Player characters battle the scouting force. Keep in mind the world has been locked in peace for what seems like an eternity. Foreign invaders would be a pretty... Thats an idea what if in boredom and having his retinue and those friends willing to come along into so-called exile decide to explore their new home and in the process discover there's more to whats going on. Not sure if this is applicable here since you didn't state online play, actual play or games that have ended at least for the moment but for me; Amunrel a Varisian elven rogue sorry merchant currently in Taldor keeping an eye on a pair of nieces his sister has dumped sorry left in the care fo their father, Angus, a Vudrani cyphermage who was in Riddleport in a game that didn't get past the golden goblin tavern scene, Reg Darkwintre a human paladin playing in the curse of the crimson throne set in faerun and Rhade a half elven ranger currently in Sandpoint where the game has currently suspended So which bit did you mean? Oh and all bar Rhade are first level, Rhade is third but thats only because that was where it was supposed to start Blood stained Sunday's best wrote:
Say one of the general's was decapitated but their head interred where it could be questioned at length and over the intervening centuries this questioning allowed the creation of one of the present day's most powerfulest empires since they have access to knowledge that allows them to animate the dead and even knowledge of that ancient time such as where certain storehouses of knowledge were forgotten. Another possibility is that they couldn't kill the generals only imprison them so one could be held underwater where running water keeps them trapped and helpless another held within a volcano where their remains cannot reassemble unless removed from its location to one where it can access water enough to restore itself. However another idea is that the previous war was won by the intervention of another race say the elves who are long thought immortal but actually live so long because their home lies within another plane where time stands still but have to travel outside since they can't bear children where time prevents them being conceived.
Perhaps the question I should ask is where do you plan on starting your campaign? Will it be in a border settlement that has been suffering raids or just has a ruin nearby that has caught the attention of their young and other travellers who search the interior for adventure and information on the past? Could it be that whilst there a portal opens releasing one of the guardians of the past who warns them of a coming tragedy and flees as say elements of the empire arrive to try and capture this ancient hero who recognises them as those who have attacked and destroyed one of the ancient repositories sacking it for the wealth of knowledge and power within releasing the enemy the hero warns the PCs about so the hero flees rather than be captured telling the PCs to warn their people before its too late only the empire needing a base nearby to hunt down the hero seizes their home settlement requiring the PCs to either work alongside their captors or fight against them fleeing into the wilds as their enemy is too strong for them now... I think I'm going too far so whats your opinion? Herve Esterel wrote:
With rolls like that you'll have a clear path for everyone to move through by end of the next round Herve continues to shift the debris and makes some headway. Bogorin's up next Talden Skard wrote: Strength check to move logs (1d20+2=10) Talden in a burst of strength manages to hoist up a few of the still whole logs and reveals an opening large enough for someone to squeeze through. Herve is up next, however you can't take the longspear with you unless you want to use it to keep the logs from falling back into place and release Talden so he can go through next round What if nobody knows what created that army of the undead? For example that portal didn't so much as open up a portal to a world long consumed by the undead but released a virulent force that consumed the locals turning them into undead as it adapted the stronger ones to serve as its generals and the peace was the result of that force being sealed away when it lost control over its generals rather than it was defeated so at some point someone releases it causing the previous apocalypse to potentially happen again except the only information that can be found on it requires the reanimation of its generals of whom one may reveal the info they need but inr eturn for resealing it again that general has had time to escape custody leading to another campaign sort of how the manga version of record of lodoss war ended. Perhaps you should start with where the players begin and avoid the ancient background history. What characters do your players want to run? Once you know that then look at how they encounter each other for the first time. Are they living in the same settlement and their first adventure involves digging into the ruins of a long abandoned settlement looking for artefacts and grimoires dealing with the past eventually deciding where they want to go. If your players gave you a background history you could have it come involved in the game say one player has lost his family and during the first adventure learns one siblings has been enslaved in an empire and his/her parents were slain trying to protect them which they find out because one of the foes they fight recognise their fighting/arcane style or inherited looks and use it to try and intimidate and as you know intimidation in 4e is very poor so it seriously backfires and gives you a reason why that pc will stay with the party as they continue to adventure. Perhaps this background you discussed above should be left until it becomes relevant say when they find what you consider a milestone in the campaign they locate an ancient ruin and find themselves fighting off serious rivals before reaching their goal and are cheated of their find when one of their rivals' is actually backed by an empire who use their overwhelming might to seal their victory but in the process they ignore something that eventually proves more important. So what is the current state of the world your game is going to be based in? So a thousand years ago the world was beset by a foe that almost wiped out everyone leaving the survivors' to pick up the pieces of their shattered societies and took several centuries before the world even began to recover what it lost.
Talden Skard wrote:
Current Map: The Fight and the DebrisMeanwhile the debris is being rapidly cleared, with one of you concentrating on this should allow one of the others to squeeze through or even fire through if necessary. Precise Shot will be needed! Current Initiative Order:
So going into the next round first up is Talden Tenna Milcress wrote:
Tenna only: Spoiler:
When the dire wolf was slain by Talden a weird looking bracer attached to its collar was sent rolling to your feet, it appears to be bronze and bears the symbol of a cat on it Bogorin Rockstomper wrote: ok cool, but if you don't mind, I'm going to wait for a more dramatic moment for it to come into effect Okay but don't forget the extra hp, save bonuses and the domain abilities which can count Bogorin:
Spoiler:
Your armour whilst looks in bad shape is now back to normal but your character hasn't realise this has happened yet Bogorin Rockstomper wrote:
You're now a first level cleric in terms of what abilities you have in that class, the skills of that class are now treated as trained for you and you get to select two domains, any spells however will have to wait until tomorrow as you need to pray for them and you haven't time to do that at the moment Bogorin Rockstomper wrote: Hey Val, Tenna is showing as Level 1...is that right for us? ie we've gone up two levels from 0 so now we're at level one? (or, well, NOW at level 2 I guess?) Yes you are however didn't notice about Tenna, thought I had to change Brallin but he had already updated his druid. Talden Skard wrote:
Tenna's arrow catches it in the throat sending it back to the ground as Talden finishes it off with another swing of his axe. Bogorin, Talden & Tenna only:
Spoiler:
You're have gained a level if you intend to multi-class let me know, if not alter your characters accordingly And now for Willy versus the Ogre round 2 Willard Barnable wrote:
The ogre backs off after his blow fials to laand and seems to grab something from his belt and swallow it. He glows a sickly black and whilst he's still wounded he doesn't seem as badly effected as he was before.Okay I reread that last bit whats stated above is the Ogre's action for this round so its now your turn Bogorin Rockstomper wrote:
The trap wasn't stonework but had you given yourself time you would have spotted there was something strange about the corridor. In truth I added the reflex save because it was hardly fair to Herve since he didn't charge up the corridor, since he hasn't posted and you have raised a fair comment that by all rights you would have charged when its your go rather than in response to Willy's action as I assumed reduce the damage to 3pts but the deadfall has blocked your path and will need a strength check from those trying to get past to clear it. Herve only:
Spoiler:
Ignore the previous damage noted, you would have been too far back to have been hit Shadowborn wrote: I still can't see the words "live action" and "Dragonball-Z" together without being overcome by a fit of giggles. But then, I'm not a big fan of the show. I can only watch guys "power-up" for so long before I ask "Why doesn't anyone just shoot them before they finish?" Usually because they're already too powerful to be hurt by regular means as absurd as that sounds. And yes thats still no excuse but then it is an anime...Bogorin Rockstomper wrote: Ok, I'm not sure I understand this Hopeless. If Willy already triggered the trap, how could we re-trigger it? And if it's already fallen, couldn't we just avoid it? It was designed to catch anyone running up the passageway past the wolf's pen, although it missed Willy as he charged past as he triggered it it would however catch Bogorin because he was charging in the same round as Willy, however given the map is slightly deceiving I'll allow a reflex save versus the attack which if passed negates the damage for both Herve and Bogorin I'd like to see what you have in mind, if there's still a space would you mind if I played a human warlord? In regards to mapping I've been using paint on the computer or a scanner and perhaps pics I've found on the net and modifying maps via Paint and then using gallery to make copies of them and then clipping them to enlarge the parts needed and then modifying those before saving and adding to photobucket where you can link it straight to the thread for example; I hope these help. s's instead of d's my spelling is really dreadful these days! Kevin Mack wrote: You know what? A live action Escaflowne movie would be sweet. As long as they don't mess up the existing soundtrack or forget the story by adding characters it really doesn't need well okay that make no sense then... Now if only they could do something on the lines of the Record of Lodoss War as live action now that would be incredible, not that Escaflowne wouldn't be as great just that I'd rather they not butcher it in the process... Tensor wrote:
Ooh now that is a point perhaps its because he has that sword of damocles over him thats due to his new apprentice? Perhaps an unspoken rules against making magical showers?But that is a good point though. Bogorin Rockstomper wrote:
Bogorin changes tactics as he hears Willy battle cry, turning he narrowly misses getting hit by the wolf whose reacting to being hit by an arrow after being knocked out of its leap by Bogorin and Talden. Rolled a 6 and since its only listed attack is a bite, I assumed he tried a paw instead and got a total of 10 which is a miss in any case! However as Bogorin charges past Herve he runs straight into the deadfall trap Willy triggered but managed to run past before it could catch him. Rolled for Herve first and got a 7+5 for 12 to hit and he takes 5pts of damage and 17+5 for 22 on Bogorin since he's charging for 6pts of damage, it will now take a full round before anyone other than Willy can attack the Ogre as the way is currently blocked by the deadfall trap Willard Barnable wrote:
Willy charges up the corridor he boldly trips the trap that the Ogre was deliberately avoiding but Willy manages to lumber past the now released log deadfall and heads around the corner and into the Ogre! His axe solidly hits the Ogre whose response is to strike right back!Swings his club at Willy with +7 to hit and rolls a 2+7 for 9 which is a miss! The Ogre's club slams into the nearby wall causing rubble to fall to the ground but leaves Willy unharmed! Bogorin Rockstomper wrote:
Nope and if you try that charge it will get an OOC on you but that isn't the real problem but thats what you and Herve are about to find out. Tenna Milcress wrote:
It tried to leap past them but failed "Have a helping hand," a familiar voice reaches Tenna's ears as a hand reaches past to touch her shoulder.
Willy's turn then a new round and if it goes as well as this the Ogre will be making its appearance the round after... Bogorin Rockstomper wrote:
The Ogre snarls in response as the wolf infuriated by the attacks leaps over the pair straight at Tenna! Both Bogorin and Talden can make an attack of opportunity each before it attacks Tenna Talden Skard wrote: Melee attack against dire wolf with battle axe (1d20+4=22, 1d8+2=9) That caught the wolf's attention as it glares down at you as your axe slashes into it! Okay assume you can move 1 square for every 5' of movement so Willy you've only had to make a standard move to get where you are but you and Herve can see the Ogre's shadow as he's now lounging out of sight laughing at the dwarf's curses With Herve and Willy focused on facing the Ogre who isn't even bothering to come round the corner into sight at the moment Bogorin and Talden engage the dire wolf in melee as Tenna tries to help firing arrows at it. Bogorin if you could confirm if thats where you want to be before i start off the second round with Talden? Herve Esterel wrote:
Thanks to the dwarf's taunts the dire wolf burst out of its pen which I ruled as its entire action for this round, but the ogre on the other hand will only reach the point where he's marked once your fight with the dire wolf is over since he won't want to interfere with his pet's "fun" and yes you can change your action I'll change this if you want to change your action Talden axe swing misses even as Herve rushes to intercept the approaching ogre. Herve:
Spoiler:
What you can see is the Ogre's shadow more or less indicating he's waiting somewhere out of sight and is simply waiting and given whats just burst free from its pen it doesn't take much to realise he's letting his pet have its "fun" first before coming in to check on the proceedings Sorry for the delay got a bit confused so here goes! Let me know if you want to change where you're standing Initiative Order:
Following the taunting from Bogorin the Ogre issues its reply and awakened by the yells of both a dire wolf has burst forth from the pen it had been hidden from your view and confronts the party before it! For purposes of initiative both the dire wolf and the ogre have had their turn so the party gets a free round before they get to act next round Larry Latourneau wrote: This is not meant to be a place to go off on an edition war. I just want to get an idea of what the DM's are thinking about certain aspects of the new system (From a DM's perspective). I loathe the magic treasure system the idea of parcelling out treasure makes no sense to me as it removes the one area a dm needs control over, who has what and what should be available and the idea they've removed a ring of protection even a simple +1 so they have to select from whatever weapon/armour/implement +1 or greater makes no sense whatsoever and don't get me started on potions... And as for the rest of 4e
hopeless wrote: Looks like I'll need to buy a new flashdrive, but really looks like its worth it! Well got the flash drive now will wait for pay day before seeing how this works out (and meanwhile I'll be reading that instruction pdf they mentioned!) WHOA didn't notice that link with the Legacy of Fire campaign, now I have even greater reason to want to buy this! Cheers! robin wrote: Hopeless , how large is this tunnel ? Roughly 10' wide and a good 10' high at least after all an Ogre has to be able to move through here, I'm going to try and get the new map done on graph paper to get the squares right before I proceed with the first round so you can plan out what strategies you want to follow and when I've got it up and ready I'll ask about initiative rolls robin wrote:
"Okay be sure to let him know my side of the family hopes he gets well soon!" Amunrel waves wondering how Sir Oribar's father was faring. Perception/sound check rolled a 14+9 for 23, yai for elves! Bogorin Rockstomper wrote: I think strategy stuff should be discussed in the OOC, so let's take it there. I Think this is it HERE Whilst you're discussing things I'll post this map I know its a mite rubbish but it'll do for starters "Let me at 'em" hollers the Ogre from somewhere around the corner and then the pile of wooden logs in front of you literally bursts as a gigantic wolf strides out of the mess to confront you! Let me know if you want to shift positions I'll try and get a better up at some point but for now I have you listed as follows; Herve I4
Visible enemies:
Bogorin Rockstomper wrote:
Not yet but make Perception checks please all of you Yes I'm afraid I laughed when Wil Wheaton introduced his character and they promptly shortened his character;s name! Reminded me of another podcast where they remarked how someone tried to portray their character as something unique only for the dm to go,"so its an elf?"! So I take it this is going to be an ongoing series of podcasts?
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