Imron Gauthfallow

Neville White's page

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If you want to talk about unfair encounters, let me tell you about the half-orc raiders I was going to put in.

A 1st level whatever is a CR1/2, a 2nd level is CR1, and so on. By the DMG p49, you can have up to 9 CL1s in an EL6 encounter. A CR6 encounter will be rough for a 4th level party, but not unreasonable. Some of them might have beed 5th going in, some might have advanced by the time the encounter happened. In any event, EL6 is tough but doable for 4th levels, and challanging for 4/5 or 5s.

Now let's get wrong.

2nd level half-orc fighters are an EL1. You can mount them on regular horses (not warhorses) without raising the EL becasue the horses are not combatants. So we have a group of mounted 2nd level fighters. Let's give them mounted combat, ride by attack, spirited charge, and lances, and an average strength of 16. That has them doing 3d8+12 per ride by charge. 9 of them. Let's take two of them away and replace him with a mounted 3rd level orc barbarian who will rage and charge the toughest looking guy, probably the party tank, with his power attacking +1 greataxe. This will effectively occupy the tank & cleric. That leaves 7 mounted guys. Let's replace 3 of the lancers with mounted archers.

This is completely wrong, but within encounter building guidelines. If the party focuses on the barbarian, the lancers and archers ea them up. Focusinf on the lancers leaves the barbarian to eat the tank & archers for the unarmored & spellcasters. Doing the archers leaves the lancers & barbarian free. Dividing attention to all enemies will allow too many attacks to get through.

Undoubtedly, this would never have made it past editing.

Now imagine 18 goblins with swarmfighting at the same CR against 4th levels.


Mike McArtor wrote:
Unfortunately, Neville, that is not going to happen. WotC has made it perfectly clear to us that they have no desire to license out anything, including (and maybe especially) campaign settings.

Understood, and as I expected.

So what about the rest of it... generic settings?


James Sutter wrote:
In general, the questions we're looking for are less the yes/no... and more the sort of general or philosophical questions that benefit from a wide range of responses. "What country are you most excited about?" or "What discontinued campaign setting is your biggest influence, and why?"

Well, I'm an old-school D&D guy. I started playing in 1980. My first world was Greyhawk. When I DM, it's the only world I run the campaign in. It's the first published, and still the best. I thoroughly despise the way WOTC keeps sweeping it aside for the Realms. Don't get me started on that one.

Spoiler:

Alright, I have to rant for a minute. The original GDQ series had the portal to the Underdark clearly defined in the World of Greyhawk. It named specific geography (the Hellfurnaces and Geoff) and was verified in the WoGH boxed set ant hardback. The drow were first introduced in that series. IT IS IN GREYHAWK. Now, drow are not exclusive to GH, nor is their underground cavern lifestyle. The series, however is in GH. TSR and WOTC hijacked it and tried to tell us it's in the Realms. They did the same with Kara-Tur. DON'T RE-WRITE CANNON MATERIAL!!!! The D & Q mods happened in Greyhawk, dangit! Forget the overhyped, overmarketed Realms. Everyhting published before 1986 does NOT need to be ripped from cannon history and put in their "favorite child" of FR. KNOCK IT THE HECK OFF!!!!!!!! Stupid realm-luvin' fanboys.

Ok... sorry. I'm back, but I don't feel better.


In the DMG2, the town of Saltmarsh was thoroughly detailed. Hoody-hoo!!! Not only was that old-school nostalgia from the 1981 U-series of mods, it was incredibly useful. For non-Greyhawk players, simply change the town name and drop it on any coast with a nearby marshland and you're good to go.

THAT is what I'd shell out big bucks for. Develop semi-generic locations. Background, mapping, social ecosystems, history, etc are the hardest thing for me to develop. Give me a 32 page book with the location detailed with possible adventure hooks... dang.

Just to put icing on that particular cake, WOTC isn't currently supporting Greyhawk. If Paizo somehow obtained the license to develop the established locations... wow. To aid in that endeavor, there has been a wealth of development already done in the Living Greyhawk campaign. When the campaign ends next year, that info might be able to be harvested.

Now there are probably a ton of legal issues surrounding the GH setting that are likely to prevent development. That's OK. Suppliments and micro-settings as exemplified in the DMG2 Saltmarsh entry are well worth the effort as non-specific locations.


I've been a "lurker" here since finding out about the open call. It's been really interesting reading all of the posts and seeing the friendly banter. Usually on message boards, there's one or two beanheads stirring up trouble, but I haven't seen that here. It's a refreshing change.

I submitted into the open call with my brother-in-law, but we didn't make it into the final 12 either. In all honesty, I'm a little relieved. I'm not positive we could make the deadline. Also, the project is bigger than anything I've written before. We did a couple of mods for the RPGA, but they're only 10-12 pages long. This would be 32, and with a shortened timeline.

FWIW: Here's our attempt.

Spoiler:
W3: Flight of the Red Raven

Over a hundred years ago, the logging village of Azurestone entered into an accord with the enclave of druids who protect the ecosystem of the surrounding territories. The sign of this pact is the Staff of the Red Raven. So long as this staff is possessed by Azurestone, the accord remains. The staff has been stolen. If it is not retrieved before the upcoming annual summit between Azurestone and the enclave, the accord will be broken. The accord has never been anything less than shaky. Without it in place, open hostilities are sure to begin due to the aggressive logging Azurestone engages in.

A militant, zealous druid arranged for the Staff of the Red Raven to be stolen. Without the staff, and thereby the accord, the druids can defend the deforestation Azurestone is engaging in. He arranged for a freelance thief to steal the staff. It was delivered to a ranger in the nearby forest who then took the staff to the druid. The ranger killed the thief without the druid’s knowledge or permission to eliminate the witness.

As the party travels through the forest toward the Fog Peak Mountains, they will be engaged by the new monster. It is a cross between a dire badger and a porcupine. It is smaller than a dire badger, but covered in venomous quills. A complete Ecology and Origin of Species will be provided in the adventure.

The main obstacle the players must face is time. If the staff is not retrieved before the summit, the accord will be broken and the uneasy peace will end. In a more confrontational sense, two encounters will slow the party and provide combat elements in the adventure.

First, a group of mounted half-orc raiders will attack the party in the wilds between Azurestone and the mountains. The half-orcs have nothing to do with the enclave or Azurestone; they’re just bandits.

The second is an intentional ambush by the druid. At the base of the mountains is a river, swelled over the banks by recent heavy rainfall. A summoned water elemental attacks the party as they cross the slippery, nearly washed-out bridge.

An additional obstacle the party will face is the mountain itself. Weather and terrain will be a difficult obstacle to overcome. The further up the Fog Peaks the party goes, the worse the weather gets. Without the proper equipment or magic, they are likely to be fatigued from exposure for the final encounter with the druid.

As the party climbs the mountain, the final encounter begins to shape. They will have an aerial view of Azurestone and the surrounding forest. They will then see the effects of Azurestone’s aggressive logging. When they finally reach the druid, they will be faced with a moral decision. The druid is not evil. He is a radical zealot defending the forest he helps protect. He also arranged for the stealing of the staff and is working against peace. Do the players attack and kill the druid, see things from his side and leave, try to capture him and bring back the staff, turn him over to the enclave, or something else entirely? There is no wrong choice, nor is there a right one. There should be inter-party discussion, probably leading to in-character arguments and intense philosophical differences.

This should prove to be greatly enjoyable to both player and judge as it contains aspects every adventure type. It is a mix of investigation, combat, role-playing and character interaction, and value judgments, with a bit of moral ambiguity on the top. The pressure and pace should be intense, as there is a race against the clock. The combats will be challenging due to design and terrain. The options should prove insightful. The outcomes of the adventure should vary widely and depend heavily on player personality and party makeup.

The party will have two primary adventure hooks: help the druids reign in their zealot or help Azurestone keep the peace. It is possible for both agendas to be represented, depending on party makeup.

The villain is not clearly defined. This is done intentionally. Is the village in the wrong for over logging, straining the accord, and damaging the ecosystem? Is the zealous druid in the wrong for believing his ends justify his means? This is presented as a struggle between two non-evil groups who have clearly opposing viewpoints. The party is drawn in to judge between two groups who are neither right nor wrong.