Bargle

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There are three character examples found at the beginning of each class section. I wonder if those are the iconic characters mentioned.


Antioch wrote:
Alchemy requires the Alchemist feat...Alchemy requires that you have formulas, like rituals

Sounds like the solution for craft skills is through feats and recipes.


Cernunos wrote:
Game systems aside, one thing I am absolutely certain about is that Golarion will be my Campaign Setting.

You lost me at Golarion Campaign Setting. I've never heard of it. Please provide a link to a description.


Grab: Standard action to start the grab as long as one hand is free. Minor action to sustain the grab. To move with a grabbed target requires a standard action. Grabbed target is immobilized.

1. Assumption one-handed melee or ranged weapon and off-hand is free (no shield, potion, etc.). That means if I successfully grab and use a minor action to sustain, as long as I don't move I can use a standard action to perform a basic melee/ranged attack or use a power that doesn't move any squares.

2. Grabbed target is immobilized, meaning the target can use the standard action to attack with a basic melee/ranged attack or use a power that doesn't move any squares but not move. The target can continue to beat down on the grabber if desired.

I saw no mention of penalties for attacks. I imagine the common scenario of the hero being grabbed from behind and an enemy punching him in the stomach. Moments later the adventurer uses the cleave power to kick the puncher and cleaves the grabber with an elbow thrust, or vice-versa. I like being creative in the description and not always enforcing the rules to the letter, such as using the body in this case instead of the weapon while still inflicting the same damage.

If helpless allies are considered objects, then why not willing allies. A PC could drag an ally half his movement rate as a standard action. Though I probably wouldn't recommend it as a common strategy, an immobilized ally could be dragged via the grab option while the immobilized ally continues to attack. Of course, now everyone wants to hire a henchman to drag them around the battlefield and hand them potions and other items. Sorry. :)


House Rule: Craft/Profession/(specialized skill) checks are only available if the skill training feat is taken for the specialized skill set. You must be trained in the basic skill or you can't use the specialized use via the feat. The +5 bonus from being trained in the basic skills applies to any of the specialized skill uses.

In the examples I combined skill sets, because I'm not sure what special uses to assign to each skill.

Example 1:

Spoiler:
An earlier thread said that the ride skill was too specialized for the basic skill set Athletics, so he didn't want to apply the +5 trained bonus for that case. By requiring a craft/profession ride skill feat, he can apply the +5 bonus to any of basic skills when appropriate.

Acrobatics/Athletics: Perform a stunt. High jump, long jump, stop the horse fast, etc.

Endurance: You can ride your horse longer than normal.

History/Insight: Understand the different breeds of horses and how to use them to your advantage.

Someone with a better understanding of horsemanship or mountmanship as I remember it mentioned could flesh these out more.

Example 2:

Spoiler:
A craft/profession feat for weaponsmithing allows the use of the following specialized uses, to be developed more by others.

Acrobatics/Athletics: Create a weapon. The higher the check, the better the quality.

Diplomacy/Perception: You know how to read a person and convince them of the best weapon for them.

History/Insight: You know how to run a weapon smithy business and sell the items for the best price.

The next spoiler comes from another idea of giving the adventurer's investments as rewards and a another version of the craft/profession checks above.

Spoiler:
Some of the major and minor quests could return as treasure an investment opportunity. Basically, the PCs would receive farm land, a keep, a smithy, an inn, an adventurer's mercantile, a guild, etc. as a major or minor quest reward. Depending on the type of investment, once a week, two weeks, month, or more arbitrarily, level, or major or minor quest completion, the PCs make an investment or business roll to determine the results over the time frame.

We could mimic 3.5 rules to a point to achieve this goal. In 3.5 the craft and profession skills allowed PCs and NPCs to earn coin on a weekly basis dependent on the results. These same checks can be done with the DMG p.42 rules plus errata (haven't read yet). If the PC beats the easy challenge, then they receive 1/5 (perhaps 1/10 or 1/20 since there isn't the risk of death unless it's a merchant caravan or such) of a parcel of treasure for their level for the week or month of work. The type of treasure is dependent upon the craft/profession, but coinage is always a safe bet. I haven't done the math, so please pick these numbers apart.

The idea is that the investment opportunity upgrades or levels up by adding more workers, adding more land, or using better materials in the craft at the same rate as the PCs level up. Other investments would be one time deals like a merchant caravan that returns a full parcel as if it was another minor quest. The PCs could also micro-manage the business by working at the investment directly instead of relying upon just the employees.

To simulate the craft and profession rules, I suggest that the PCs take a skill training feat for craft/profession based on the most appropriate ability for the skill. I think both craft and profession should be in the same feat. With training, say in weaponsmithing, the PC can create simple weapons with the easy check, military weapons with the medium check, and uncommon weapons known to the PC/NPC with the hard check. If the check failed, then the difference between the DC and the roll is how many additional hours/days the weapon took to be created at the quality of the PCs level. The DM should definitely impose that a craft and profession check is trained only.

Wizards already come with the ritual casting feat by default to create magic items. I could easily see a magecraft feat available that works as noted above that allows the PC/NPC to sell magic items that they created at PHB rates + 10%. Maybe that's how low level wizards did it in past civilizations like artificers or that NPC class in Eberron. I would remind the PC not to make too many based on concept that the supply and demand of these items are not great. I'm sure this idea can be tweaked more too.

The investment idea could require no checks and involve a simple recharge roll. A missed roll represents the investment paying its bills and investing in an upgrade to the investment to bring in greater returns. The PC sees a return in investment via roleplaying with it such as a guild that produces new quests, a shop with employees, a keep and its guard, increased farm land or better quality crops such as potatoes to vineyard, or simply a base of operations called home.
The reasons for these boons could also lead into adventures. Your smithy is doing great, because the weapons were all destroyed by rust maybe sabotage.

Easy investments (recharge 4, 5, 6) per week or whatever: 1/5 parcel of treasure. Examples: Smithy (local guard resupply, rumors of war), Inn (fair or convention), Farm (harvest time).

Medium investments (recharge 5, 6) per week or whatever: 1/2 parcel of treasure. Examples: Keep (gold mine discovered, taxes), Merchant (rare commodity sold)

Hard investments (recharge 6) per week or whatever: 1 parcel of treasure. Examples: Adventurer's guild (successful adventure)

Please help me develop these ideas further. Thanks!


Lensman wrote:

I am GMing a high level test run (15th level) of 4E this weekend. I have two combat encounters already planned out but I would like to try my hand at a skill challenge inbetween the combat encounters.

The game will be set in a ancient ruined temple.

I have an encounter in the courtyard of the temple and another in the main worship area in the temple's center.

Any suggestions.

Here are a few suggestions, though not fully fleshed out.


  • A physical skill challenge to bypass ancient traps like in Indiana Jones and the Ark of the Covenant where Jones has to pass several traps to reach the artifact at the center of the temple. You had perception checks galore to spot potential traps, athletics and acrobatics to bypass some traps, and a religion and history to resolve the final puzzle,
  • Have the adventurers meet up with a guardian of the temple who must be convinced that they are there to help on the side of the ancients who built the temple. Follow the Diplomacy example with the baron in the DMG.
  • A good chase scene with a friend or foe competing adventuring group. Also in the DMG.

I could go into further detail, but my wife is kicking me off now.


Arcane Joe wrote:

I'm interested in your bandits and wondering how well organised they are and if they belong to a moderate network of outlaws. I was reading some interesting articles on Wild West outlaws, and the Hole in the Wall Gang. This was a group of several losely related gangs who all operated from the same cavernous base, where it was extremely perilous for the local authorities to enter. Doubtless there were some intimidating personalities that stopped the outlaw bands from killing each other, a few heavy rep killers.

Such a location in the middle of a Ranger's 'territory' would be troublesome indeed. More so if another, less scrupulous Ranger was co-operating with the bandits, for a little mutual give and take.

I intentionally left the term bandit vague in my OP. I had originally thought of using goblins, but when I read about Nimena Sandercot, I leaned more towards human bandits in so giving human names for the bandit leader. Based on the description found in the Fallcrest town descriptions, Nimena's husband (now deceased) has been working with the same bandits for some time.

In order to have lasted that long, they are at least a little organized. Partly a family business, since one brother is the leader and the other responsible for watching the camp. The group is slightly nomadic to avoid light incursions into the forest by patrols. However, they basically stay around the edge of the Fellwood of Moon Hills, about six miles east along the King's road near the fork of Trade Road and King's Road. Though not very large at about one mile in diameter (not enough for the map on DMG p. 206 to take note), the Fellwood is believed haunted.

The Fellwood has what appears to be large nests grown and hung taunt between trees several yards off the ground (sound familiar ;) ). The nests are around fifty yards apart and outline the outer edges of the forest. No one, not even the bandits have investigated further into the forest. A feeling of being watched and a sense of dread makes the hairs on the back of your head stand on end.

The bandits have found one of the nests with several support strands cut and now lying on the ground on its side. The almost spherical top has been pulled back with branches snapped and bent outwards, occurring before the bandits arrived. The bandits have trimmed back the conical bottom-half of the nest and have made two small living quarters and a storage room within (5x5x5, 3x3x3, 1x1x1).

The bandits have been using this as their base of operations for several years, though they commonly camp near their next scheduled caravan raid. Darian informs them of upcoming caravans that do not supply the Sandercots. Though the other nests have a sense of foreboding, this one does not. They have not progressed further into the forest due to similar feelings. The patrols have yet to find the hideout.

How's that for a lead into a future adventure?!

The magic treasure for the adventure was a frost longbow lvl 3 called Coldwind. I decided that it was Galbon's, the bandit leader, weapon of choice, but he left it behind because he was meeting with Darian for a short visit to trade and receive the next schedule on the King's Road. Basically, as is his brother, he was overconfident and didn't think he would need the bow. He could easily be an NPC Ranger, explaining how he originally found the nest where others did not.

Oh, and thank you all for reading my ramblings as well. ;)


agarrett wrote:

Your questions fit much better into 3.5's simulationist view than they do into the more gamist 4.0, but I'll do my best at answering them - keeping in mind this is my opinion, of course...

A PC is worth the same XP as any other creature at his level. The PC is neither an elite nor a solo creature. If you tack on a PC class template to a monster, it becomes an elite creature, as it then has both the class and its own roster of abilities, hit points, etc. Now, a PC does have advantages over the creature - that's why we expect them to win most fights. But many of the class' advantages come over the course of multiple encounters. If you want to stat up a PC for the players to fight, it should still give the same XP as any other creature of its level.

If you add an NPC to a party, you should probably add more monsters to the opposing side for balance. But if you don't want to increase threats, count the NPC the same as you would a player of the same level. Numbers matter, and adding someone else to the players' team decreases their risk, so it should decrease reward as well.

I'm not aware of any guidance for the cost in gold for hiring NPCs, whether for combat or non-combat roles. My own opinion would be that combat roles would go for an equal share of the treasure.

I see your reasoning for NPCs in combat encounters. I still think the PCs are a cut above the rest, so I'll give them a little bit more in treasure, perhaps in art objects or other items that they get above the cut that they more than likely won't sell. An example would be a pair of ornate jeweled swords that the PC can hang over the mantle of their guild.

I'll think about it a little more, and hopefully I'll get some more advice on the matter.

agarrett wrote:


For non-combat roles, you're largely on your own. But -- 4.0 has finally given up pretending that they're trying to simulate a real economy. They go over the buying and selling of adventuring gear, magic items, etc. You should probably follow suit, and separate out non-adventuring costs. If your players are amenable to obviously cooked excuses (no, the merchants dealing in magic items insist on ancient coins, and won't take the copper and chickens people deal with in town...) you can let your PCs run businesses, manage lands, and the like. It's less of a problem to have adventuring coin support these ventures, but there is an assumption that things can't go the other way. Anyway, that seems to be a built-in guideline for 4.0....

Here's an idea that may belong in the craft skill thread, but I think the investment discussion below may differentiate it enough to keep it separate. I'll let the mods make that decision.

Some of the major and minor quests could return as treasure an investment opportunity. Basically, the PCs would receive farm land, a keep, a smithy, an inn, an adventurer's mercantile, a guild, etc. as a major or minor quest reward. Depending on the type of investment, once a week, two weeks, month, or more arbitrarily, level, or major or minor quest completion, the PCs make an investment or business roll to determine the results over the time frame.

We could mimic 3.5 rules to a point to achieve this goal. In 3.5 the craft and profession skills allowed PCs and NPCs to earn coin on a weekly basis dependent on the results. These same checks can be done with the DMG p.42 rules plus errata (haven't read yet). If the PC beats the easy challenge, then they receive 1/5 (perhaps 1/10 or 1/20 since there isn't the risk of death unless it's a merchant caravan or such) of a parcel of treasure for their level for the week or month of work. The type of treasure is dependent upon the craft/profession, but coinage is always a safe bet. I haven't done the math, so please pick these numbers apart.

The idea is that the investment opportunity upgrades or levels up by adding more workers, adding more land, or using better materials in the craft at the same rate as the PCs level up. Other investments would be one time deals like a merchant caravan that returns a full parcel as if it was another minor quest. The PCs could also micro-manage the business by working at the investment directly instead of relying upon just the employees.

To simulate the craft and profession rules, I suggest that the PCs take a skill training feat for craft/profession based on the most appropriate ability for the skill. I think both craft and profession should be in the same feat. With training, say in weaponsmithing, the PC can create simple weapons with the easy check, military weapons with the medium check, and uncommon weapons known to the PC/NPC with the hard check. If the check failed, then the difference between the DC and the roll is how many additional hours/days the weapon took to be created at the quality of the PCs level. The DM should definitely impose that a craft and profession check is trained only.

Wizards already come with the ritual casting feat by default to create magic items. I could easily see a magecraft feat available that works as noted above that allows the PC/NPC to sell magic items that they created at PHB rates + 10%. Maybe that's how low level wizards did it in past civilizations like artificers or that NPC class in Eberron. I would remind the PC not to make too many based on concept that the supply and demand of these items are not great. I'm sure this idea can be tweaked more too.

The investment idea could require no checks and involve a simple recharge roll. A missed roll represents the investment paying its bills and investing in an upgrade to the investment to bring in greater returns. The PC sees a return in investment via roleplaying with it such as a guild that produces new quests, a shop with employees, a keep and its guard, increased farm land or better quality crops such as potatoes to vineyard, or simply a base of operations called home.

The reasons for these boons could also lead into adventures. Your smithy is doing great, because the weapons were all destroyed by rust maybe sabotage.

Easy investments (recharge 4, 5, 6) per week or whatever: 1/5 parcel of treasure. Examples: Smithy (local guard resupply, rumors of war), Inn (fair or convention), Farm (harvest time).

Medium investments (recharge 5, 6) per week or whatever: 1/2 parcel of treasure. Examples: Keep (gold mine discovered, taxes), Merchant (rare commodity sold)

Hard investments (recharge 6) per week or whatever: 1 parcel of treasure. Examples: Adventurer's guild (successful adventure)


yellowdingo wrote:

How about a Villain fir your Wife.

Into the Sewers
The street urchins have been disapearing. Orc Reavers loiter outside the Town at the large Sewer Drain. Bypassing the Orcs armed with Greatcleavers, you encounter further in the tunnel a naked wildman.
He is covered in blood and carries a Large Iron Spike in Each hand - he is carrying the head of a child and is chewing on the wet end.

Your Guide screams "Villiam the Bloody" and flees back toward the exit Taking the Torchlight with him.

<Villiam casts a Magic missile Variant> The first Iron Spike hurls the distance down the tunnel to burn through the PCs armor for an autohit just as you are plunged into darkness.

The PC is In the Dark with a naked killer who "Throws" Iron Spikes for weapons and eats raw human.

I understand that based on my OP you chose a sensitive topic that would insight great emotion from my wife, creating a villain my wife would definitely hate and want to bring down. While it was a good suggestion and you clearly have a creative spark for the horror and thriller genre, I couldn't bring myself to run a quest that harms kids.

My wife and I tone down the vivid descriptions, because we lean more towards the action movie aspect where the really bad stuff is hinted at but never shown. Take the Star Wars Episode 3 scene where Anakin cleaned out the Jedi academy and entered the room with the kids and the door closed. Nothing more needed said as you know what was going to happen. Even that hits a bit hard as a parent.

If I would involve kids per your suggestion, then I would have the wild man kidnap children to work as personal slaves. He would force the urchin siblings to beg or work for coin and food for the wild man in sewers, lest their siblings come to an untimely end. The PC would then have to rescue the children before dealing with the wild man, so none of the kids are hurt. My wife just said no to that even. Sigh.

I haven't put a whole lot of thought yet into the villain yet, figuring that something would come to me after a few levels. By then I'm usually able to tie the adventures and their bosses together to a villain.


Arcane Joe wrote:
Lots of fun to be had. However - crucially - the NPC must have a personality that contrasts with the PC's widely enough to help the PC define themselves. If they are too similar the PC gets lost, and the PC needs someone to bounce off of. Lethal Weapon Martin Riggs would not seem so dangerous and violent if he was paired with Dirty Harry, and there would be few smiles. Aragorn seems more experienced because of the innocence of the Hobbits, he belongs to a bigger world than they do. If your player fancies themselves a bit of Strider, at some...

I like your suggestion of an NPC whose personality contrasts with the PC. In this case, I'm imagining Bracnor huddled over a campfire eating a well-seasoned cony only to grow disgusted when he learns where the ranger gathered the ingredients. The dwarf could ramble on a lot (not unlike myself) whenever she's not speaking, because he can't stand the silence while the ranger loves the sounds of the forest. Good suggestion for character development.

EDIT: You mention the WTF! factor. My wife nearly said that when she saw the nest in the artwork link you provided. I see your point. The goal for the first adventure was mostly to keep it light and familiar while we learn the rules. I could easily see the nest come into play as cocoons for some monstrosity or perhaps as a nest of harpies later. Perhaps, that nest is actually a simple, but fortified elven sentry tower. Just because the scene provides an additional fantasy flavor, doesn't mean it has to be evil or an abomination all the same.

We typically shy away from the aberrations except for a few horror moments. As an example, the PCs quested to stop the copper thieves from stealing, well, copper. Through a rigorous journey, they found a kobold tribe who stole the copper as sacrifice to the avatar of their deity. The PCs were sacrificed as well to The Mouth of Kurtulmak in the pit below. They eventually destroyed the gibbering mouther and threw the tribe into civil war with those who believed and those who didn't. In the end, the PCs were unsure of what to do with their hoard of copper.


How much XP is a PC worth? As and example, if I create a human NPC warlord, he would be the equivalent of an elite monster at 200 XP. Would PCs be the equivalent of a solo monster at 500 XP? So, it would take 2.5 NPCs (round down to 2 to avoid embarrassment for the .5 guy) to match the power of a PC? My logic is probably way off here, so someone please correct me.

Part of the reasoning here, is how much is this NPC worth to the party? If the NPC has a PC class, then he gets half of everything in a two party adventure (simple example to keep the math easy for all). If an NPC has an NPC class, then he only gets a quarter of the parcels and experience and the PC gets three-quarters of each.

I'm contemplating the costs for PCs to hire NPCs for combat/non-combat services.

What about non-combat services not in a dangerous area such as hiring appropriate staff for the adventurer's simple shop turned guild headquarters? I could wave my hands and say that the maintenance and service fees were already paid by a percentage of the reward from the patron that the PCs never see, though they still receive the same amount of treasure regardless. As they gain levels, their investments could automatically advance at the same rate going with this concept. I guess this could be applied to mundane equipment not found in the PHB with obviously more expensive items like land or the abandoned shop received as quest rewards.


yellowdingo wrote:

I suggest applying Free Kriegsspiel to your situation: There are no rulebooks to use - you simply resort to experience of the referee to tell a story

    Priorities of Free Kriegsspiel
  • Friction of War - The stress of personality clash amongst your own side.
  • Control and Communication - This mostly applies to larger issues like getting messages through.
  • Fog of War - These are the screwups. Killing the Villager who decided to follow your PC at a discreet distance into the Caves of Doom.

It will allow you to get in a full hour of story/Roleplay if you are prepared to communicate for that long.

What you then need to do is chart the appearence and departure of Players in the Play. Stats are something you rarely use and will mostly be irrelevent unless they are extreemly weak or powerful.

Example: PC is in Bar with NPCs A, B, C, D, F. NPC E walks in and attacks the PC. PC Lobs a fireball in close quarters incinerating all the NPCs except A (who flees screaming into the street and throws himself into the Horsetrough) and E(who escapes injured with a Dimension door Key- using the firestorm to cover his departure). Outside NPC G shows up with NPC H and after helping NPC A, form a Lynch mob to hang the Mass murdering PC.

As Referee: you took note of the NPCs at each node, and the mistakes of the Player (Player forgets that the fireball is going to kill everyone in the room). You Charted the Story progression from inside to outside.

I've run a few adventures where the PCs screwed up and started quests revolved around correcting their mistakes to make things right again. The game Demon Stone by R.A. Salvatore is a good example where the PCs initial quest ended in releasing two major bad guys that they quested to imprison through the entire game.

Though the group (except my wife) ran the characters in that direction, they later told me, including my wife, that they did not enjoy themselves and felt depressed over the issue. For my wife, I plan on running the game simple and clean, explaining the results of her actions. If she knows that the results would go against her character's wishes, then she would avoid it all costs, even to her detriment. She's not a rules lawyer like some of the others, thank goodness, so she'll rely on me for that information. In the end, it's all about keeping my wife happy and playing.

I've added my own examples to your list.

    Priorities of Free Kriegsspiel
  • Friction of War - The stress of personality clash amongst your own side. Example: One of the knights hold back from the defense of the Baron in hopes that he would be killed, so the knight could take his place, if only the PC hadn't stepped in the way.
  • Control and Communication - This mostly applies to larger issues like getting messages through. Example: The PC needs to protect or destroy a key bridge before the enemy or for your allies to cross. Lighting the signal flares to summon help from a nearby city-state.
  • Fog of War - These are the screwups. Killing the Villager who decided to follow your PC at a discreet distance into the Caves of Doom. I'll will avoid the PC causing the screw-up, but instead have her resolve the screw-up. Example: The humans chopped down the woods, killing a dryad by mistake. The elves set fire to the farmer's barn made from the dryad's tree as a funeral pyre. The humans are preparing for war in fear of the elve's blatant attacks. The PC, a neutral party, is asked to investigate and possibly end the war before it starts.

My wife wants her stories and roleplaying full of action. Though I could and have run many adventures without a single miniature and only a few roles of the dice over a few hours time, the visual placement of a few baubles on a battle-mat goes a long way in understanding the scenes being played out.

Your flowchart examples remind me a lot of the Heroes of Battle flowchart and victory point conditions. It's a great book and even better concept. Thanks for all of your suggestions!


Cintra Bristol wrote:

Definitely go with an NPC stat block rather than a PC write-up for any NPCs that accompany her PC.

I recommend only making a single NPC. You can easily scale down challenges by reducing the number of opponents.

I used Gestalt rules from 3.5 with great success for a two-person party (where each PC basically got the abilities of two different classes) - this would be even easier to do in 4th edition without over-complicating your lives. I suggest:

You can grant her PC an extra "power" that would normally not go with her role - for example, if she isn't playing a Leader, let her PC have the warlord's version of healing twice per encounter as a bonus power. Or if she IS playing a Leader, choose an ability that is missing due to the lack of another role, and let her have that instead. You might also want to give her PC, and your NPC, one or two bonus trained skills from their classes, just to round out the abilities available in the "group" a bit more, without complicating your lives with lots of NPCs.

Using NPC stats for the NPC means the PC shines a bit more as a step above the rest, reinforcing her star stature. You can never go wrong by making the PC shine. I'm worried that if I scale down the encounters too far, the fun factor is lost without the appearance of an adequate challenge. I think I'm more willing to overpower the PC and accompanying NPC than undercutting the NPC. I have a thought on that, but I think I'll make a new thread for it.

At this point, my wife and I have already decided to apply the student of battle multi-class feat to her ranger to gain access to the inspired word power. From what you're suggesting, maybe I should give her the feat for free. I'll take that under advisement, thanks!

I like having multiple NPCs in my stories, just not at the same time. So I don't mind changing them out as the story progresses to provide the appropriate NPCs to help with combat and skill challenges through each quest. Adding another trained skill may balance the missing roles. Another idea to consider, thanks!


Shane Leahy wrote:

There was a poster on Cirvs Maximus (ENWorld sister board) that was detailing a solo paladin campaign for 3.5. The basic concept could work for you also.

Have the ranger work for the King and is sent to a small village near the borderlands to the wild as a Peace officer, warden, whatever. Then the basic plots are defending the area. It can be a wild beast moving into the area, an orc warband passing through, etc.

The paladin campaign was setup such that the adventures were designed to introduce the powers of the paladin as they were gained.

I could not quickly find the Cirvs Maximus board. Please post a link to the article, so I can read it in more detail. Thanks!

I've never been to http://www.enworld.org/ before. I check it out soon.

The defender of a region is simple and straightforward. I imagine quests to root out an infestation of some monster possibly causing normal animals to behave differently, establish a trade route with an elven village deep in the woods to provide some desperately needed commodity, and the standard discovery of ruins with unknown potential and danger. My wife and I love classic adventures.

I like the idea of providing simple encounters that slowly introduces the PCs powers. That was the goal of the first major quest in the OP. Perhaps I should add a few more encounters with a couple minions in different situations to test the powers some more before the skill challenge at the camp. A few simple encounters might help us get over the learning curve before entering tougher encounters that may overwhelm us both if we're not prepared.


I remember the side quests from NWN helped the NPCs feel more alive. It annoyed me that the NWN's reason for only allowing one henchmen at a time in most cases was just because. I plan to provide reasons, such as one of the henchmen must deliver a message to the baron, work on the restoration of a shop as their new headquarters, or follow up on leads for the next quest.

Increasing the treasure parcels could help increase her overall effective level to take on tougher challenges, so that's a great suggestion. Cheap healing potions should also help.

I like the idea of a falling fight scene similar to Gandolf and the Balrog with the PC and an ally. The flight scene I've had in mind for a while was similar to the end of the Fellowship of the Ring where the battle was basically a fighting retreat with each NPC joining up for a bit before surging ahead or falling back due to circumstances only to be joined up by another NPC ally for the next encounter.

I currently plan on adding a new NPC ally as the new henchman per major quest to help build the portfolio of NPCs for a large fight at the end. I could have a large fight scene with multiple NPCs if I only allow the PC to choose one ally to help each round while the others hold back the other monsters as scenery. Another option is to follow the end of the Two Towers by having the NPC move from each part of the castle to the next to the join the NPC fighting in that area like Aragon on the parapets with Legolis and Aragon at the gate with Gimli.


Azigen wrote:
Can you tell us more about her PC ?

My wife wants her character to resemble a female elven version of Aragon from Lord of the Rings. The archetype leads me to suggest that she creates a ranger multi-classed as as a fighter or warlord.

The student of the sword multi-class feat and power-swap feats would give her access to a few melee burst powers and focus on greatsword powers would resemble Aragon's primary attacks.

Of course, now she tells me she wants the fighting style to more closely resemble Legolas with leadership qualities of Aragon, so I think we're onto the warlord multi-class.

The student of battle multi-class feat and power-swap feats would give her access to several healing and tactical powers, with the inspiring word power available immediately.

Add in a few healing potions and I think we have a winner with the warlord multi-class feats. She likes this path best, so far.

She prefers her ranged attacks to be more powerful, so she's taking the archer fighting style. Though she isn't taking the two-blade fighting style, I don't see why she can't still perform two-weapon fighting with a longsword (versatile) and short sword (off-hand), since the powers allow it.

That's as far as we have reached in the character creation so far. Slow process on our part, but with kids you sneak in whatever you can.

Suggesting a multi-class NPC ally that my wife can choose like a henchman similar to Neverwinter Nights or fits into the story properly is a great idea. Story driven NPCs will make encounter setup easier knowing ahead of time their weak roles. During a more free-style dungeon quest, I could make encounters a little weaker to avoid a bad PC/NPC combination with the option of switching back at camp, so she can have the rogue to sneak in to rescue a prisoner stealthily and then come back with the fighter to kick the doors down.

My bandit quest above could then consist of Bracnor Honourshield as a fighter-cleric to provide extra healing just in case their is a need. I don't want her to do nothing but heal in the first quest if I can help it.

A purely stealthy higher level quest could best be accomplished with the ranger-warlord and a rogue-wizard (a burst power and possibly invisibility) given plenty of combat advantage opportunities, stealth based encounters, and acrobatic opportunities using DMG p.42 judiciously to mimic the Prince of Persia game.

Great suggestions on two character adventure for solo campaign and the multi-class suggestions to overcome missing roles. Thanks, I really appreciate the assistance. Please keep the ideas coming.


I am DMing a solo campaign for my wife shortly. Her player motivations (DMG p.8) fall under Slayer and Storyteller. She wants to kill lots of monsters with an engaging story. She loves to roleplay, but she wants to keep the plot simple and forthcoming, so she has room to develop her character some and then get back to the action.

Solo Encounter Design
My current plan is to start off with a few encounters with just the PC and add one or two NPCs geared toward story and solving the combat/non-combat encounters that are coming up. I would switch the number of NPCs up and down as I feel is appropriate and adjust encounters accordingly.

I don't want to overburden myself with too many DM controlled PCs. If I substituted the PCs with NPCs (DMG p.186 basically one power per tier, etc.), the options at higher level play should be more manageable and less time-consuming in the long term.

We only have two-hour blocks available after our energy filled, bouncing off the wall, getting into everything, causing you near limitless amounts of frustration, before they melt your heart and make it all worth while hug and kiss followed by a I love you Mommy and Daddy smile, light of our lives children fall asleep. I think I went off point there...ahem, to continue.

Do you recommend creating actual PCs or NPCs to fill the missing roles?

Would a single PC and four NPC allies/henchmen be powerful enough to count as a full party of five, or should I bring the encounter level down one or two?

What is the sweet number of NPCs with a single PC?

What suggestions do you have to run a solo campaign in 4th edition while not forcing her to choose a defender or leader role character?

Primarily, how would you design combat/non-combat encounters to give advantage, or at least even the odds for a single PC?

In this case, my wife would like to start with a ranger geared towards archery. I plan to run a few encounters soon to test how well going solo will work.

In general, what kind of combat/non-combat encounters would you use in a solo campaign? To satisfy a PC with Slayer and Storyteller motivations? Never hurts to have more ideas.

My initial impression of encounter structure is as follows for a 1st level character (I'm sure the options are a little easier at higher levels by filling the XP budget with lower level monsters. One PC vs. one monster, four minions, one trap, and one non-combat encounter complexity one. The monsters should probably be minions, a similar role of the PC, or have an advantage against an opposite role. Non-combat encounters should focus more on the skills of the PC.

Opposite roles: (please correct me if I'm wrong)


  • Defender (Brute, Soldier) vs. Controller (Controller, Artillery)
  • Striker (Lurker, Skirmisher) vs. Leader (Controller, Soldier)

Solo Adventure Design
Initial encounter design (DMG p.196 I'm using Fallcrest as common ground example here and possible link into H1 Keep on the Shadowfell)

The PC is patrolling the woods east of Fallcrest along the King's Road after Lord Warden Faren Markelhay of Fallcrest hears rumors of bandits.


  • PC vs. 1 minion
    (should be simple and within a couple rounds)

    Along King's Road She discovers a bandit looting the corpse of Bavel Slightsoot, a well-known, if not-liked, personal guard for a local halfling merchant, Selarund Halfmoon of the Halfmoon Trading House (common PHB equipment and gear). There is a caravan wagon that provides cover for the bandit if not defeated quickly.

  • PC in difficult terrain with tree cover vs. 4 minions
    (gives her time to pick them off as they come for her)

    If necessary, a short rest, otherwise bandits that heard the encounter catch up just as the ranger begins to head into the forest.

  • PC vs. 1 brute
    (she should be fine)

    This is a potential non-combat encounter called The Rescue presented below. If not, then it's a simple fight in a clearing with a thin tree line forest, simple camp with two large tents with a chest, a campfire, and three caged prisoners, the halfling merchant Selarund Halfmoon, personal guard Percy Glimmershine, and hired guard Bracnor Honourshield. The dwarf can be released as part of the non-combat encounter or can join the fight depending on the mood of the player.

    The chest contains level 1 parcel 3 (magic item +3, my choice for ranger is a frost longbow lvl 3 called Coldwind), and partial parcel 6 (80 gp).

    Selarund and Percy escape back to Fallcrest immediately after recovering their immediate supplies and returns to recover the wagon with additional guards later that day. Bracnor joins up with the PC.

  • PC and 1 NPC ally with height, difficult terrain, and surprise advantage vs. 1 soldier and 4 minions
    (should be easy for the ranger to pick off minions before they reach the PC and NPC ally, though the solider may make it tough, adding the Battle Champion template may complete the boss effect)

    The bandits can't run away, because the PC caught them selling goods to none other than Darian Sandercot, eldest son of Nimena Sandercot of Sandercot Provisions. He spots the PCs shortly after they watch him purchase a few items and put them in his wagon. He orders the bandits to get rid of them or their whole arrangement would be blown. Darian bolts off down the King's Road leaving the bandit leader Galbon Traselle and his minions to deal with the interlopers.

  • Major Quest Success: They return to the Lord Warden to report their dealings with the bandits and Darian Sandercot's involvement. Darian is arrested and they have now made an enemy out of Nimena Sandercot. The bandits have been routed and it will be a season or two before the remaining bandits become a viable threat again.

    Reward: partial parcel 6 (100gp gem)

  • Major Quest Failure: Adventurers retired from the adventure for extended rest or choose to disregard the remaining patrol. Darian was not caught red-handed and the bandits continue to raid the King's Road.

Skill challenge: The Rescue

The PC meets up with an NPC ally, a dwarf fighter named Bracnor Honourshield, Selarund the merchant, and a halfling personal guard named Percy Glimmershine, who all are in separate hanging stick cages with their feet sticking out. Bandit leader Galbon Traselle's younger brother, Ascan Traselle, is poking Bracnor's cage and getting a jolly at watching the dwarf swear and blanch from swinging sickness. The ranger can perform a skill challenge to get the dwarf free so we can laugh as the dwarf kicks his ass, or she can attack the bandit.

The bandit, the cages, and the camp is in a clearing surrounded by trees with little foliage.

The foliage isn't enough to provide cover, just the trees which are spaced every other square.

Complexity: 1 (requires 4 successes before 2 failures - haven't read the errata changes yet)
Primary Skills: Bluff, Insight, Perception, Stealth


  • Acrobatics (easy DCs) Perform an acrobatic stunt to spring off a fallen tree to gain the height required to have cover amongst low hanging limbs and complete the stunt with a roll behind the only foliage available for cover. Offered only once after Perception successfully discovers availability. (I want to encourage creative solutions, easy DCs)
  • Athletics (moderate DCs) Cut the rope to drop the cage. If the PC wants to lower the cage, then request this immediate athletics check to lower the cage.
  • Bluff (moderate DCs) Distract the bandit by throwing a rock or making a disturbance away from the prisoners, so you can move a quarter of the way closer.
  • Diplomacy Starts combat.
  • Insight (moderate DCs) Discover that use of the social use of Bluff, Insight, and Intimidate skills cause automatic failure. Discover that the bandit is cocky, but jumpy. He is easily distracted by rustling of the wind in trees, animal sounds, and just anything else a creative PC may suggest within reason. Provides +2 to Bluff checks to distract the bandit.
  • Intimidate Starts combat.
  • Perception (easy DCs) Discover that along the next quarter of the tree line, there is the potential for cover if the PC performs an acrobatic stunt using the Acrobatics skill. It can only be successfully used once in this encounter. No penalty for failure.
  • Stealth (moderate DCs) Quickly and quietly move from one tree to another, so you can move a quarter of the way closer.

Success:
The PC reaches the cage and frees Bracnor. The dwarf takes his revenge upon the bandit by chasing the bandit around the camp until the bandit is killed, knocked unconscious by Bracnor, or knocked unconscious by running into a tree while watching the dwarf. DMs choice of style. I'll choose the tree, because my wife will laugh.
Failure:
The bandit discovers the PC and combat starts. The PC has the option to release the dwarf during combat to initiate the success portion of the encounter.

Finally, how would you adjust H1 Keep on the Shadowfell and accompanying adventures to work for a solo campaign?

If you read this far, then I thank you for your patience and assistance.

Note: Corrections appreciated


Jeremy Mac Donald wrote:
Lord Iriam wrote:


Quill of Translation
** spoiler omitted **

The fluff is the best part of this entry. but the mechanics are solid as well.

That said once I get past the fluff and concede that the item works as advertised I just can't say that I'm all that excited. If languages are a problem for me in the dungeon we buy scrolls of comprehend languages. I can't see any characters actually buying this.

Thanks for the review. You have good and valid points. I appreciate your time in looking over my item!


I know my Quill of Translation wasn't superstar material. It was the first wondrous item I ever created to follow standards. Was I close to the standards, or just a bad stereotype of a few certain movies about a young wizard that I'm sure you've seen?

Spoiler:
Quill of Translation

This common feather automatically translates the spoken language of the last creature touched or the writings of the last document touched. Simply touch the creature or writing with the quill, then dip the tip of the quill into the ink and touch the quill to the paper. The speaker must be within earshot of the quill or the document must be near the quill. The language the quill translates on paper is decided during its creation. The quill can be utilized to dictate while the user paces or multi-tasks.

Ink, paper, and a solid flat surface, or their equivalent, must be provided. The quill dips its tip in ink and turns pages without assistance. When either supply of ink or paper is exhausted, the quill stops translating and rests itself next to the ink jar. Once the provisions are resupplied the feather continues translating the spoken language from that point on, but does not remember what elapsed. Document translations continue from where it stopped. Verbal spell components and magical writings cannot be translated.

Faint Divination; CL 1st; Craft Wondrous Item, comprehend languages; Price 1,800 gp.


My item was probably too dull, didn't seem magic enough with the required provisions, and though I hit the necessary mechanics I left the assumption of how quickly the quill writes based upon the spell reference.

Very useful for translating languages the characters haven't taken. Great for dungeons of ancient races. Please give me your honest constructive opinions and help me spice this wondrous item up for my next campaign. Thanks in advance!

Andrew Hinkle wrote:


Quill of Translation

This common feather automatically translates the spoken language of the last creature touched or the writings of the last document touched. Simply touch the creature or writing with the quill, then dip the tip of the quill into the ink and touch the quill to the paper. The speaker must be within earshot of the quill or the document must be near the quill. The language the quill translates on paper is decided during its creation. The quill can be utilized to dictate while the user paces or multi-tasks.

Ink, paper, and a solid flat surface, or their equivalent, must be provided. The quill dips its tip in ink and turns pages without assistance. When either supply of ink or paper is exhausted, the quill stops translating and rests itself next to the ink jar. Once the provisions are resupplied the feather continues translating the spoken language from that point on, but does not remember what elapsed. Document translations continue from where it stopped. Verbal spell components and magical writings cannot be translated.

Faint Divination; CL 1st; Craft Wondrous Item, comprehend languages; Price 1,800 gp.


My item was probably too dull, didn't seem magic enough with the required provisions, and though I hit the necessary mechanics I left the assumption of how quickly the quill writes based upon the spell reference.

Very useful for translating languages the characters haven't taken. Great for dungeons of ancient races. Please give me your honest constructive opinions and help me spice this wondrous item up for my next campaign. Thanks in advance!

Andrew Hinkle wrote:


Quill of Translation

This common feather automatically translates the spoken language of the last creature touched or the writings of the last document touched. Simply touch the creature or writing with the quill, then dip the tip of the quill into the ink and touch the quill to the paper. The speaker must be within earshot of the quill or the document must be near the quill. The language the quill translates on paper is decided during its creation. The quill can be utilized to dictate while the user paces or multi-tasks.

Ink, paper, and a solid flat surface, or their equivalent, must be provided. The quill dips its tip in ink and turns pages without assistance. When either supply of ink or paper is exhausted, the quill stops translating and rests itself next to the ink jar. Once the provisions are resupplied the feather continues translating the spoken language from that point on, but does not remember what elapsed. Document translations continue from where it stopped. Verbal spell components and magical writings cannot be translated.

Faint Divination; CL 1st; Craft Wondrous Item, comprehend languages; Price 1,800 gp.


Arcane symbols can be used individually or in an upgrade tree. I included several variations or possible upgrades. This is not a complete list, but should spark some alternative ideas. Sorry if it's a bit long. My actual submission wasn't anything along these lines. I have a third-stringer (much shorter) I may post later after I flesh it out.

Andrew Hinkle wrote:

Arcane Symbol

This foot long finely carved wooden stick bears the resemblance of a standard charged wand. It is instead used fluidly with the somatic portion of a spell. Arcane symbols can be made in unique shapes and sizes, possibly in the shape of the creator's arcane mark, that are easily held in one hand. This is the foundation for multiple variations of this item. Arcane symbols bear the arcane mark of the creator. This item does not take up a body slot, but must be held in hand to have affect. Divine symbol variations are known to exist.

Faint Universal; CL 1st; arcane mark; Price 1 gp.

Concept: This is an alternative to consumable wands that are meant to stay throughout the character's career, upgrading it as desired.

Cost analysis: Similar costing to a holy symbol. No cost for arcane mark, since the user casts the spell.

Reasons I rejected the item: Breaks the standard concept of a wand if that part of the description is used. Utilizes an upgrade tree. No benefit is given at this time and there is nothing wondrous about it. Resembles a cleric holy symbol too much at this point.

Andrew Hinkle wrote:

Arcane Symbol, Concentration

This arcane symbol focuses the user's thoughts despite distraction. It gives the user a competence bonus on concentration checks equal to the bonus.

Faint Transmutation; CL 1st; Craft Wondrous Item, guidance or bear's endurance; Price 100 gp (+1), Price 400 gp (+2), Price 900 gp (+3), Price 1600 gp (+4), Price 2500 gp (+5).

Cost analysis: The orison guidance seems the most appropriate spell. Since the like is not on wizard list, I chose bear's endurance as a supplement. Follows skill bonus estimates.

Reasons I rejected the item: Didn't have the cool factor.

Andrew Hinkle wrote:

Arcane Symbol, Material

This arcane symbol acts as a supplement to common material components, following the limitations of the eschew materials feat.

Faint Universal; CL 1st; Craft Wondrous Item, prestidigitation; Price 900 gp.

Cost analysis: Prestidigitation can't create spell components normally, but as a wondrous item could probably substitute for the material components that are less than 1gp in value. I debated about using conjuration instead of universal for the school, but I went with the spells actual school. Follows command word estimates, since it is used with the casting of a spell.

Reasons I rejected the item: Neuters the eschew materials feat. I'm not sure the cost of the item is worth it.

Andrew Hinkle wrote:

Arcane Symbol, Spell Focus

This arcane symbol increases the chances of your spells from a specific school to take effect. It gives the user an enhancement bonus on the DC of the spells from the specified school equal to the bonus.

Faint Universal; CL 5th; Craft Wondrous Item, resistance, creator’s caster level must be at least three times the arcane symbol's bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight 1 lb.

Concept: Arcane and divine magic weapons of a sort.

Cost analysis: Save bonus (other); enhancement bonus in this case. Note that bonuses stack with the feats spell focus and greater spell focus.

Reasons I rejected the item: May break magic system mechanics. Feels more like a magic weapon.

Andrew Hinkle wrote:

Arcane Symbol, Spell Penetration

This arcane symbol increases the chances of your spells to overcome a creature's spell resistance. It gives the user an enhancement bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance equal to the bonus.

Faint Universal; CL 9th; Craft Wondrous Item, spell resistance, creator’s caster level must be at least three times half the arcane symbol's bonus; Price 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6), 32,000 gp (+8), 50,000 gp (+10); Weight 1 lb.

Cost analysis: Save bonus (other); enhancement bonus in this case. Note that bonuses stack with the feats spell penetration and greater spell penetration. I used the corresponding bonuses of +2 as comparable to the spell focus +1.

Alternate costing:

Andrew Hinkle wrote:
Faint Universal; CL 1st; Craft Wondrous Item, spell resistance, creator’s caster level must be at least equal to the arcane symbol's bonus - 12; Price 10,000 gp (+13), 20,000 gp (+14), 30,000 gp (+15), 40,000 gp (+16), 50,000 gp (+17); Weight 1 lb.

Cost analysis: Spell resistance; enhancement bonus in this case. Note that bonuses stack with the feats spell penetration and greater spell penetration. These bonuses seem extraordinarily high.

Alternate costing:

Andrew Hinkle wrote:
Faint Universal; CL 1st; Craft Wondrous Item, spell resistance, creator’s caster level must be at least equal to the arcane symbol's bonus - 12; Price 20,000 gp (+13), 40,000 gp (+14), 60,000 gp (+15), 80,000 gp (+16), 100,000 gp (+17); Weight 1 lb.

Cost analysis: Use-activated; 20,000 gp = 5 (spell's level) x 1 (caster level) * 2000 gp * 2 (spell's duration is 1 min./level)

Concept: Arcane and divine magic weapons of a sort.

Reasons I rejected the item: May break magic system mechanics. Feels more like a magic weapon. I couldn't decide which method was correct, though I prefer the method included with the item. I rarely include creatures with spell resistance in my games, so I'm not sure if the alternate bonuses and costing methods are way off, though I'm pretty sure they're wrong.


Some of the classic wondrous items can be altered slightly to make them more flexible through a greater range of levels, rising them to the fame of superstar.

SRD wrote:

Boots of Elvenkind

These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.

Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp; Weight 1 lb.

My suggested costs:

Faint illusion; CL 3rd; Craft Wondrous Item, silence; Price 100 gp (+1), Price 400 gp (+2), Price 900 gp (+3), Price 1,600 gp (+4), Price 2,500 gp (+5); Weight 1 lb.

SRD wrote:

Cloak of Elvenkind

This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on Hide checks.

Faint illusion; CL 3rd; Craft Wondrous Item, invisibility, creator must be an elf; Price 2,500 gp; Weight 1 lb.

My suggested costs:

Faint illusion; CL 3rd; Craft Wondrous Item, invisibility; Price 100 gp (+1), Price 400 gp (+2), Price 900 gp (+3), Price 1,600 gp (+4), Price 2,500 gp (+5); Weight 1 lb.

Both items can be made without the creator must be an elf requirement, which isn't necessary other than for the namesake. The cost analysis follows the Estimating Magic Item Gold Piece Values table exactly, making it easy to evaluate the cost list. If wondrous items with bonuses offered more variations in their cost list, adventurer's could find these staples earlier in their careers, and DM's could add them to NPCs and treasure tables found in the SRD.