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I bought the first book in the Iron Gods AP, and it sounds cool. That may be the winner.

What do others think of Shattered Star and Strange Aeons?


I didn't look at that on, since we are currently running through that a.p. with another person in the group running it.

But that is a great idea. Maybe I will try that if I ever run post-apoc again.


My group is interested in playing Gamma World 7e (DND 4e rules). I was looking at several Adventure Paths that have good Sci-Fi elements that would convert easily to Gamma World.

I need some help from the Adventure Path experts as to which one would be best. Based on the blurbs, here are the ones I spotted

Shattered Star
Iron Gods
Strange Aeons

Which would you choose to run in Gamma World and why. If there is another adventure path, let me know

Thanks


I am getting ready to run a Gamma World Campaign for my group. It only problem is coming up is a good over arcing story. Real life doesn't allow my to spend to much time creating from scratch.

I was looking for ideas. I was going to use the Chaos Scar Adventures and re-skin, but still having trouble putting them together.

Any ideas out there.

Thanks.


I am looking to run the Age of Worms Campaign in the city of Ptolus. I feel like it can be done due to the size and story, but need a little help.

Can someone point me the the right direction, or do you think it is not worth trying.


To Matthew: That is a good idea. It would give me a chance to play a little more, and still keep this story going. I would have loved for them to battle the aspect of Orcus I leveled down for them and then see what happens. But that game got cancelled at te last minute because of one being 45 minutes late and the other having not even left his house yet. AAARRRRGGHHHHH

Courtfool: LOL. Love it.

I think the best idea is for me to talk to the two main people, and say I am taking break to the others.

BTW on of the guys wants to Play Savage Worlds and I told him if he ran it then I would play in it.


Uchawi wrote:

Just start by stating you need a break, and perhaps attempt to play the LFR on friday nights for a couple sessions. You really don't want to start breaking bridges until you are certain the grass is greener on the other side. At that point, you may want to invite the others to the same LFR game night, unless table space is an issue.

But you may be stuck with no easy answer, especially if the true intent is to break away from your standard group. I guess in that instance you will just have to let them know. From what you stated the two closest friends is the biggest concern.

As to DMing, just state you don't want to do it, and you want a break from playing at your house.

Thanks for the tips and just saying I need a break. A bunch of us who DM regularly (and hence can't get a chance to play) thought of just running together on Friday's for fun and to help each other. Also to test run new mods for ideas.


I find myself with a problem. I have been invited to play with some people from my Wednesday LFR game on Friday starting in Spetember. I want to play with them for various reasons.

Here is my current situation: I run a 4e game on Fridays with a group of people, 2 are good friends, 2 are nice guys who play for the company but aren't fans of 4e, and the other 2 have trouble with communication and having things for the game. Also one guy doesn't play in the 4e game I run, but runs a 3.5 game with us (minus the two problem kids) once a month.

The other problem is that everyone in my current group lives at least 30 minutes away and we play at my house. One drives 90 minutes for the game one way.

I am looking for a way to break away from the group since I would enjoy playing with the others, but am worried about how my two good friends will take it. And the others as well.

Any help would be great.
Thanks

EDIT: Also, if a drop out of the group, the group would disband since only the person that can DM once a month is willing to DM. None of the others want to take up the role of DMing.


Cartigan wrote:
Uchawi wrote:
At-will: Clever strike

I don't think that was in the Character Builder.

But really, they all know I'm a Rogue and I'm over here begging for them to save the flank, and then they dive in to flanking position, when theu could go somewhere else. I think it is just to spite me.

It is the the CB. I gave my rogue clever strike so I do nopt ahve to worry about trying to get into a flank if I didnt need it.

It is a must have more many rogues.


There will be events running at Anthem Games in Tampa. We are also looking to do the DND Encounters to add to the LFR Wednesdays we are currently running.

I would include more information but I am at work at that site is blocked by the network.


And after almost a whole year of being off. The adventurers continue on. The party has changed to include Penelo cleric of Pelor, Jayrn a rogue/soulblade. Alyx the duid, Gryx the brave fighter, Aldalard the dwarven fighter, and some witch.

Welcome back guys.


Sounds great. I hope I get this for Christmas. Been waiting forever to get the game.


I am starting a Star Wars Saga game, and am in search of a creature card to write the stats and abilities down so I am not flipping between pages during an encounter.

A fillable PDF would be best. Thanks


Legendarius wrote:

I see this description on amazon.com but it doesn't have a product image and it still shows up as a pre-order even though 10/15 has come and gone.

Has anyone seen an early copy of this game, or for that matter the final copy? Did they offer play tests or the like at Gen Con? Is it based on a new game system entirely or is it a tweaked version of an existing engine? The publisher's website is pretty lacking on preview material and information about this game, and really has been for a long time now.

L

At the Cubicle 7 website they are saying a release date in November, but more likely December.

When I first learned the game was coming out, it was to be released last year at this time. But I still can't wait to get it either.

M


My group has been playing both the Rippers campaign and Deadlands: reloaded. The system is great and simple to learn. But also has depth that we like.

Also, other adventures are simple to convert to it. We are getting ready to run Legacy of Fire under the Savage Worlds rules.

Plus all the campaign books have a different feel to it.

I would recommend it as a system to play.


You might also want to get him an adventure. Either Thunderspire, or something from Goodmang Games. This will give him an adventure to play after trying out Shadowfell.


I am running a game at my FLGS on Saturday for Free Comic Day. I am looking for something that will help me and the players identify the marks for on the minis. In my home game we used colored pipe cleaners from the craft store, but I am looking for osmething a little more pleasing to the eye since I am trying to show people the game and sell it.

I am using the DND minis and have that taken care. I just need some help. I was thinking about picking up some washers and painting them to place under the minis like Alea Tools but can't think about how to keep them there.

Any ideas would be a great help.

Did post on WOTC boards, but work blocks that site so I can't read the answers


cthulhudarren wrote:


Favored Souls don't get domains.

Domain POWERS, right?

Come to think of it, I remember the PC mentioning he was using Cure Light instead of Disguise self. Disguise is a domain spell from trickery. This is not correct, is it? He doesn't get domain spells, does he?

Favored Souls do not get domain powers. They are like the Sorcerer version for divine. They do get resistance to certain energies at levels (Don't have my book here at work).

They also cannot turn undead.


I was thinking as reading through the posts. I have seen resistance towards 4th edition also. Whatever game you play the main things is to have fun.

But enough of that. Have you thought about bringing in ideas from 4th edition into your current game to give the players a feel for some of the new stuff. Maybe a magic item that works once every 12 hours (daily power) or once every hour (encounter type). A wand of cure light wounds is like having healing surges.

I don't like how skill challenges are run so I just let my players role-play out the scene and tell them to roll a skill check to see how they would react.

There are other ideas out there. If any of them use the book of 9 swords then they are using elements of 4e in the game.


Tyska wrote:

no call, no show

ruining the game for the other players because you have to be "in character" and not tell them important information that would make the game more fun. - this was partially cause of a TPK I recently DMed

The no call, no show is a big on for me. I fact, I cancelled today's session. I had only two players say they would be there. I cancelled but only told his dad he had a birthday party for his mom (found this out Thursday. If he had told me earlier I would have understood. It's the second time he has forgotten he had other plans.) One I still haven't heard from. The other just had a baby so I knew he wasn't going to make that was understandable (Well actually his wife).

I sent out the email last Saturday for who would attend by the way.

All we ask is that you call or notify people that you aren't going to make it.

In fact I got sick one morning, struggled through work (teaching is hard to get a sub). Called everyone that I wasn't going to make it, got a copy of my character sheet to someone to run in my place. Not that hard. [/end rant]

Had a member keep most of the treasure and then got hit with a deck of chaos. Drew the card that causes you to lose 10,000 go worth of material. Fun times


Chris P wrote:
Lilith wrote:


Cel phones are a big no-no. Put that s%#@ on vibrate and answer any messages during break.

I think vibrate is a must. Screening the calls by looking at the caller ID is a must. Not allowing people to answer and have to review messages at breaks is a little over doing it IMHO. Maybe it comes from being on call 24/7 for work or having a wife and kids but emergencies happen and the cell phone is how I get informed of them.

Now Lilith I'm not jumping all over you, I'm more intrigued at how much hate on there is for the cell phone. Granted I hardly use mine. It seems that most the issues around cell phones is not the cell phone itself but the level on ingagement the player has in the game. So really you could group all the one together that include player playing with x object. It really comes down to a lack of respect for the GM and other players. Even reading the rule books fall into this to some degree. Reading to make sure what you are doing for your next action is fine, but reading to deicde what you want to do for your next character or next few levels can be done on your time.

So I guess mine is players doing other things during game other than playing the game whether it's their turn or not.

I have a couple of players in my current group who seem to live and die by the cell phone. I have watched them pull out the cell phone to check a message many times, and then text the person back. It got so bad that the other DM sent out a mass email reminding us (or them) that common sense says wait until a break to check voicemail and text messages. We both know emergency come up, I actually had a company charge me an extra $30 for software I didn't order and needed to get it fixed right away. We also have an English teacher who teaches at the community college and sometimes gets is students calling for emergency writing rules. But those are once in a year times.

Texting is defiantely up there as annoying.

??????) When you break for food, people who never have money when it is time to order pizza or other food and need to bum it off of the others in the group.

???????) Players who think that unless Strength, Dex and Con aren't maxed the character is boring.


66) When you are in the middle of the monologue for the encounter or introduction to the adventure as an NPC gives out vital details and then players aren't listen and ask you to repeat what you said?

67) Texting during the game (Almost if not more annoying than the phone ringing).


Sebastrd wrote:

If the power has the "weapon" keyword:
attack bonus = half level + attribute modifier specified in the power + weapon's proficiency bonus
damage = [w] (i.e., the weapon’s base damage die) x any multiplier specified in the power + specified attribute modifier

If the power does not have the "weapon" keyword:

attack bonus = half level + attribute modifier specified in the power
damage = specified damage dice + specified attribute modifier

So, to use the example of a level 5 paladin with a 15 Strength and 18 Charisma wielding a longsword:

Holy Strike, weapon keyword, attack is Str vs.AC, damage is 1[w] + strength modifier

2 (half level rounded down) + 2 (strength modifier) + 3 (proficiency bonus of a longsword) + d20 = d20+7 vs. target’s AC

1d8 (1 x base longsword damage) + 2 (strength modifier) = 1d8 + 2

On Pain of Death, implement keyword, attack is Cha vs. Will, damage is 3d8 + charisma modifier

2 (half level rounded down) + 4 (charisma modifier) + d20 = d20 + 6 vs. target’s Will defense

3d8 (specified damage dice) + 4 (charisma modifier) = 3d8 + 4

Runfer wrote:
Also how do you guys work divine challenge when the paladin uses it at the end of his turn to mark a creature (but does not end his turn next to that enemy) and then next round attacks a different enemy and marks that enemy (never engaging the previous enemy)?

If the paladin doesn’t a) attack the marked enemy or b) end his turn adjacent to the marked enemy, then Divine Challenge has no effect that turn. In addition, the paladin can’t use Divine Challenge on his next turn.

Runfer wrote:
Thanks Guys

You’re welcome. :)

Thanks, this is the way I thought it would be. We had a rogue hitting an AC 19 with a 5. Turned out he was adding 1/2 level twice (for each ability) using Sly Flourish. He was also adding levels with damage. I asked him how he was getting the numbers and I was shocked when he told me.

The paladin does have a problem with divine challenge at the end of his turn, and not engaging the target since he used the minor action as the last part of his turn. So when I told him he couldn't divine challenge a different target, we had a 5 minute discussion of why he couldn't.

Thank you for the response.


I have a quick question regarding combat. This has come up a couple of times in our game.

What all gets added to the attack rolls and damage rolls for powers?

Also how do you guys work divine challenge when the paladin uses it at the end of his turn to mark a creature (but does not end his turn next to that enemy) and then next round attacks a different enemy and marks that enemy (never engaging the previous enemy)?

Thanks Guys


I think you're right. I guess we do this for the enjoyment of posting. If only half of the stuff was lost, what else is there? I don't remember Penelo carrying any items so I have nothing to add.


Penelo: Jimmy, I hope this adventure has been an experience for you. It would seem in your desire to hold onto the treasure for the entire party, it was all lost. My father (bless is soul) has a saying, "Don't put your eggs all in one basket", he was a wise man. Next time, we may wish to divide items up through out the days so that this experience of losing all the treasure because of some bad luck (that deck did us no favor) again.

What do you think Jimmy????


Yeah Penelo's Player was busy almost having his brakes come off on the way to visit the in-laws.

What is next for our heroic characters? Will someone ever remember to use turn undead?

Sounds good, man I wish I could be there. So what's next. I got the XP and am ready to level up when I get a chance. What can we do to take care of Adelards negative levels.


In Search of Truth
Tarsakh 17, 1479

After spending a day in prison, both Hal and Arutha have strange dreams. They are also informed, as well as the rest of the party that the trial will take place in five days (Tarsakh 22). With Arutha and Hal out and Steinheart falling ill, it was left to Orenthal and Gwen to gather evidence to help free their friends.

Orenthal had received a letter from Marsh Laval regarding something he has seen at the Green Tankard Tavern. Orenthal went that morning and spoke with Marsh. Marsh told him that he had managed to locate the house were the read-headed girl (known as Tika was). With this information, Gwen and Orenthal went there posing as door to door salesmen, selling equipment to help a fallen hero. They worked other houses before trying the target house. When they knocked on the door, it opened without any problems. They walked in and found the small house dusty and appeared to be abandoned. When they entered the kitchen, they saw a door leading to the cellar, and sounds coming through the door. Cautiously, they went down the stairs.

In the cellar the duo encountered a necromancer and his undead creations. And battle ensued. The duo was able to come out victorious, and while searching the cellar, found a note from Tika directing the necromancer to report to a burnt out schoolhouse in the neighboring town of Zelbross. They also found a book detailing the set up and pictures of each member of the party for Tika to mimic. 2 days away.

The duo purchased two horses to make the journey easier and headed out. The next two days were uneventful, and the duo found themselves out side of Zelbross. They asked the guards about the schoolhouse and even pretended to be a professor in search of reopening the school. The guard was happy to hear about this and directed them to were the school was. The guard had not heard of a red-headed girl. They decided to enjoy the night and found a tavern with rooms and settled in for the night.

The quiet night was not quiet for long as the Fighter and Warlord decided to have a little fun and found a couple of women who they could have fun with. Thus not a quiet night, but enjoyable.

That morning with the ladies having taken their leave, Orenthal and Gwen searched out the school house. They found it without much trouble, thanks to the guard and proceed to enter. What they found was an ambush as two brutes, an arcane caster, and hidden between the desks, a dire rat. The battle was without problems. The duo attacked the caster and worked to take him out of the battle. Gwen used tide of iron to push the caster into one of the holes in the floor. They then worked on the brutes. The dire rat took bites out of both of them. These bites resulted in both members getting Filth Fever. The battle was over and the pair was victourious. They found a letter from Tika saying to report back to Loudwater after dealing with the party. Back to Loudwater they went. Two days later they found themselves back in Loudwater for the Trial.


Prison Escape
Tarsakh 15, 1479

Two days have past since the party was knocked out, they don’t seem to remember much of what has happened, but Arutha finds himself awakened in a cell. He shouts out to the rest of the party. They answer, and look out of the barred doors, can catch a glimpse of two cells. They also hear strange sounds from another cell. First the meowing of a cat, and then a strange attempt at sounding like each of the party members. Tired of this communication, Arutha, using all his strength busts out of his cell. He then breaks Steinheart out, and then proceeds to move silently to retrieve their weapons. Steinheart, meanwhile, gets all the doors and meets a new partner, Orenthal the Halfling.

Arutha tries to move silently through the prison area, but as he looks around the corner he spots several guards. Unfortunately, they see him also, and a chase ensues. HE leads them back to the party and a fight begins. The unarmed party fights valiantly, even trying to grab the weapons of the guards. But without weapons the battle would have been a slaughter, had the guards not have instructions to keep them alive.

Back in the cells, the party again is without resources. The leader has instructed his people to stand guard in the cell area to ward against another break out. Days past without much going on. Our party is fed, but not allowed out of the cells. Until one night darkness overcomes the entire area. The party is awakening to a loud scream and Arutha hears a clanging sound inside his cell. When the light magically comes back, Arutha finds the cell keys in his room. Upon opening up his cell, he discovers one guard turned to stone and the other turned to dust. He then proceeds to let everyone out. They go together through the prison, and find themselves across from two doors.

The party decides to open the right door, and find more guards cowering in the area. The guards try to act brave and order the party back to the cells, but they are going to have no of that. A battle ensues. Steinheart and Hal decide to check out the other room and find a treasure chest. Opening the chest and set of whirling blades attack Steinheart. Orenthal, who is a warlord and commander in battle works to guide everyone for a favorable outcome. Hal and Steinheart manage to get the weapons to the party. Steinheart notices his Poisoned Short Sword is missing. With weapons in hand the battle is quickly over and the guards surrender.

The party questions the guards and they learn that a female named Tika hired them to guard the party. They also learn they are now in the small town of Loudwater. The guards don’t know why they were being held here. The party ties up the guards and set out through a secret door into the sewers under the town.

Winding through the sewers, the party gets lost and is surprised by an otyugh. The battle is hard fought as the creature grabs at the party and infects them with Filth Fever. But the party does manage to kill the creature and set out again to find the exit to the sewers. They set down and examine their surroundings to see the best plan of escape. Unfortunately, a couple of vicejaw crocodiles have other plans. The party tries to fight them in the water, Arutha is grabbed by the jaws of one crocodile, and Orenthal has to tread water to do anything. The battle is difficult, but the party does manage to defeat the creatures.

After a brief rest and more examining the surroundings, the party sets out and finds a ladder leading up. As Steinheart opens the grate and looks around, he spots his short sword. However, it is next to a dead body and dripping in blood. The others step out and see this scene, just as the town guards show up (just like in every other set up). The town guards (not the same as the prisoners). Ask questions and take the party in for further questioning for murders that have been taking place. And several witnesses describing the different party members (even Taralilia and Arrowyn both of whom are dead).

The party tells the town what happened and points them in the direction of the underground prison. The guards return with the thugs (guards) tied up and say they know nothing of the murders and were just told to keep the party held prisoner.

With this information the town judge, allows the party out to find this killer (if they are real). The party checks out different areas and gathers some information. They learn that Tika is behind this and she is a red-head female possibly a shape changer of some sort. The party meets Marsh Laval, a Halfling and owner of the Green Tankard Tavern. He explains what he knows and will help Orenthal in any way he can.

Hal, Arutha, and Steinheart come out of Fisher’s Friend Pub to see a red-head town the street. The chase is on. She rounds a corner and as the trio round that corner only sees an elderly lady moving quickly out of the ally. They grab the lady and accuse her of being Tika. The lady shouts out and Steinheart takes off deeper into the ally and searches and finds a secret door leading into a building. Meanwhile, Hal and Arutha are in the ally when the town guards show up. The guards ask what is going on and Arutha tries to say this is the woman that set up the murders (pointing to the old lady knocked out by Hal). The guards tell them to lay down their weapons and surrender. A brief battle begins, with Arutha and Hal attacking first. After reinforcements show up the duo surrender and are arrested for attempted kidnapping, resisting arrest, and murder.


Penelo: This is getting stranger and stranger every step we take. What I thought was a simple journey to spontanous spell casting has turned into a journey for our very lives. We have already lost one of the party. I pray we do not lose another. This reminds me of when we battle Zuggmonty's aspect and lost Sampsa very nothing but a roar of moooooo.

I hope this doesn't get any worse...


Dragonborn Temple
Tarsakh 13, 1479

The party takes an extended rest before continuing on. As the party followings Arutha, leaving Arrowyn with the deceased Taralilia. As they continued down the hall, Steinheart noticed a secret door. Checking the door, they encounter a set of rooms designed for resting and a storage area. Unfortatenly, the bedrooms were occupied and a battle between the heroes and the soldiers was started. Without thinking, one member opened a door revealing some drakes guarding the room and more creatures attacked the party.

The party did manage to dispatch the guards, and even got a mage to surrender to them. They also found a trapdoor heading down, further into what would be a temple. The party hid the trapdoor and set out to stop the dragonborns, that Arutha discovered the previous night, from digging up evidence of Tiamet. Soon the battle erupted. The dragonborns were no match for the party and they were quickly defeated. The one small snag was that as Hal went to engage the combat, the mage took of running for safer grounds. After the fight, the party discovered he had left and quickly went after him. They found that the boxes were thrown aside and the mage had opened the trapdoor and escaped.

The party followed, down the dark ladder. The ladder ended in a small room with a door at the other end. Opening the door revealed a large room with double doors on each of the four walls. The first door they went through, they found a teifling ordering some kobolds to store eggs next to a furnace to warm them up for the final conversion. The party battled this group and defeated them. Gwendalfyn (Gwen for short), started to destroy the eggs before Arutha interrupted and let it be known these are good dragon eggs and should not be destroyed. The next door they went through was tapped and a pit opened up on Arutha and Steinheart. Both managed to reach the other side without a problem, but were trapped on that side. What they saw were two sickly looking dragonborns caged up at either end of the hall.

As Steinheart released on of the deranged dragonborns, he was attacked by it. Soon the other was banging on its cage and ripped open the cell door and attacked. With only Arutha and Steinheart in the battle, things looked bleak.

The two heroes know only battle and were able to destroy the poor deranged dragonborns and get back across the pit. They rested for 5 minutes while the others looked into another room. The party discovered several vats with dragonborns emergin from them. They also spotted more people overseeing the process. The fight was quick and painful. Arutha, sensing that the party was having problems, stopped resting and helped the party out. With Arutha’s help, the tide was turned and the party was victourous.

With one door left, the party decided to check it out. What they found was a barbarian trapped in a magical cell. They defiantely needed Steinheart and his trap and open lock skills. But when they looked for him, he was gone (presumably back upstairs). Also, Arutha decided to investigate the weapons of the unknown barbarian. When Hal approached the cell, the Barbarian (who we shall name Sampsa), cowered back. Touching the runes, a radiant light exploded out damaging several around the area, including Sampsa. Gwen decided to try and shoot the runes with an arrow, same thing happened but only Sampsa took damage (the others knew to stand back, but Sampsa had no where to go). Finally, the party decided to find Steinheart (oh Arutha was still trying to identify the magical weapons). Hal returns with Steinheart and he attempts to disable the trap, but fails, and sets it off again. Several more attempts finds Sampsa unconscious and still trapped. The party finally disables the trap only to find Sampsa dead. (for more on the curse of Sampsa read up on Something Rotten in Nyrond campaign journal).

The party emerged from the room and were confronted by the mage and the leader of the temple (also several minions). A battle ensued, Arutha wanted the mage dead and unleashed a powerful daily attack upon him. Killing him. The battle was over at the party was victourous. Both Arutha and Gwen tell the party to head back up into the main room while they take care of some business. They go back into the room with the vats and dump them over destroying the liquid used to make the dragonborn.

The party all gathers up in the main dining room were they find Arrowyn dead next to Taralilia. The party doesn’t worry about it, more concerned with catching Zayne. The party members each touch the orbs that Zayne used to teleport out and find it dark. When their vision returns, they are knocked out only to awaken in cells with weapons, items and armor stripped from them…


One Returns; Another Leaves
Tarsakh 12, 1479

The party wakes up the next day to find that both dragons have disappeared from this realm. They agree to continue to explore the caves. While journeying through a tight section, they are ambushed by some chokers. The party is able to get rid of them with little trouble. Although they notice that Taralilia is pouting. Arutha feels that it is his duty to protect her, and stays with her. Meanwhile the rest of the party enters a large chamber with doors to the north and west. The party minus Taralilia and Arutha continue through the doors to the north. Taralilia, still pouting, sits down in the chamber. But then decides to head off to the doors in the west. (Great worst nightmare for a DM, the party splits up. They do this often). Arutha follows.

Taralilia and Arutha set off a trap and are soon swarmed by snakes. They manage to kill the snakes, but not before the snakes are able to inflict some damage. Continuing around this series of rooms, they find a tiled floor. On some of the floors, they see faces on them. Taralilia steps on one of the tiles without a face and starts to sink in. Arutha manages to save her. They step on one with a face and nothing happens. Taralilia, being impulsive steps on the blank tile again, but this time Arutha is unable to save her and she becomes incased in a tile trap. Arutha then decides to go get the rest of the party.

Meanwhile, the other members of the party are exploring the chamber, which is man made, they manage to find a book room with a couple of rituals for the casters (which are now useless). Steinheart kept journeying alone (great three splits, maybe I should kill all the characters). Arrowyn, Hal, and Gal find Arutha and he explains what happened to Taralilia.

They return to the trap, minus Steinheart. The group decides to break a tile with no face on it. It shatters, revealing the ground below. They shatter a tile with a face, and find a human male trapped for over 100 years. They then proceed to free the other 2 people and Taralilia. The people are blind and have been trapped for over 100 years. The party recommends they stay here safe and they will be back to help them get to a village (They never did go back to save the people).

Meanwhile, Steinheart encounters a mage and his followers. The mage asks him to join his cause and destroy the adventurers. The dragonborn thinks it over as the party approaches, but not before Arutha and Arrowyn head off in a different direction (Gee Whiz can’t this party stay together). Arutha did find a group of dragonborns digging for an artifact that could cause problems.

The others find Steinheart eating at a table with the mage, who reveals himself to be Zayne. Words are spoken and a battle begins. Before long Zayne teleports out, leaving the party to his followers. The battle is long, but finally Arutha and Arrowyn appear and the tide begins to turn. But not without problems. Taralilia is knocked out.

She is unable to recover in time and no one was able to get to her to save her before she assumed room temperature.

As the party takes a rest, they find themselves one member short and an old party member reappearing, trying to kill them. It is agreed that after the rest the party will take down the dragonborn dig site.


Torstan wrote:

You need to make sure that the image is of the right scale. The best way to do this is to find out how many pixels there are in a grid square. One way to do this is to open it in Gimp (free, open source graphics program - google it and it's the first hit). Click on the measuring tool. This looks like a pair of callipers. You can also select the tool using shift-m. Now click on one side of a square and drag to the other. At the bottom of the window it show you the measurement of the distance you've dragged over. The drop down menu there allows you to pick the units. Make sure its pixels. Now you know how many pixels are in a grid.

Now to print one grid to in inch, you need this number of pixels per inch. Go to Image->Scale Image and change the resolution to the number you measured. Hit okay and save.

Now in posterazor you can open it up and run through the process. When you get to Step 4 make sure you select the size in percent option and set it to 100%. This will create a poster that prints with one grid spacing to one inch.

Hope that helps.

Thanks, it work great. Now I just need to practice editing the image to cover to spots where the monsters go :)


Torstan wrote:
PosteRazor should do the trick. Hope that helps.

Someone showed me this program and I liked it. I just need to get some tips on how to insure you get the 1 inch squares for the encounter.

Any Tips


13garth13 wrote:

Damned if I know :P ;-)

This almost gives you a dark black, but other than bolding and Out of Character versus In Character, I'm not certain whether there exist any BBCode tags similar to HTML code that can alter font colour....

[color=red]Let's see if this works (I googled the appropriate tags....now I just have to stop myself from using the correct spelling of colour ;-) )[/color]. I'll preview the post and see if it works....

Nope, apparently it's not in use....so it's bold versus italic versus IC versus OOC (and with font size changes as well, so big versus small versus normal....but that's just a pain in the arse to read, eh).

I got the bold down, I use that in my campaign journel to title the chapter and give the date.. I was just wondering if I could use a different color other then the ooc color.


Penelo: It would apear alot happened. This group seems to be coming together nicely. Jimmy is definelty helpful although a little greedy (Let's hope he shares his treasures). The group considers me to be the leader. The leader is not something I desire. I wish to step down as the leader of the group. It has become appearent that Adalar (sp) has shown the leadership qualities needed to achieve the goals desired. I feel we should follow his guidance. ALl those in favor...

Also, how do you change the color of the text.


JopoRyk wrote:
I am eager to read the rest of the recap...quite an undertaking you've undertaken. I wonder if there is a way to post the most recent adventure and then backpost the events previous to that?

I could post the current adventures first and then run backwards from there, but since I am also trying to keep track of the current date of the adventures, this is easier. I was going to post the next one (Death of a Friend) but new computer took over.


The Findings and Losing of Steinheart
Tarsakh 8, 1479 - Tarsakh 11, 1479

After spending the day getting familiar with this new land, Steinheart receives a letter stating that he can learn the truth about his mother and that she is still alive (He was brought up to believe that she died at birth). Heading to the tavern without telling the rest of the party, Steinheart seeked out the person who could give him the truth.

Meanwhile, the rest of the party worried, especially Taralilia, set out to find Steinheart. Taralilia and Arutha went to the local market and found a muffin man to talk to. He had not seen the Dragonborn in question, but did warn them that recently many caravans and travelers were attacked by Dragonborns and to be careful where they walked and what they said. With this warning they went back to the inn to wait for word on Steinheart.

Steinheart went to the tavern and met with a strange person cloak and only showing a little of the bronze skin. The conversation led to Steinheart learning his mother was alive and on this new world. This revelation startled Steinheart. Also through the conversation, He was able to get a map of the Akanapeaks, and the entrance to his mother’s lair. The stranger got up and left, leaving Steinheart to ponder the situation. As Steinheart followed the stranger out, he never saw the person again, but felt a strange wind blow past him. With this information, he knew he would need the party to help find his mother. So he went back and told them about a map that told him of a treasure that could be found.

The next day they set out for the Akanapeaks. The journey was tough, the party managed to find a clearing and with a successful search check, were able to find a small entrance. Wondering into the forest they encounter a Carrion Crawler, but before anything could happen, they ran into the cave escaping the dangerous creature. Travel through the caves was tough, but they managed to find an entrance room and in this room were some Homunculuses. The Iron Cobras struck out and attacked the party, defending the room, while the iron defenders stayed near the chest. Steinheart eying the chest went over to it and was immediately attacked by them. The battle fought hard, and the adventurers were victorious. A short rest later, the party entered a large chamber and at the far end was an ancient female bronze dragon.

Steinheart learned that he was created through corrupted bronze dragon eggs to be create as a servant to the Chromatics and The Dragon Cult. Only through some weird circumstances that still have not been explained, he was sent to another realm to be brought up away from this evil. Before they could learn more, a black dragon, a follower of Tiamet, soared down and struck the bronze dragon in a critical area and killed her. Enraged, Steinheart drew his shortsword and charged to attack.

With the battle engaged, the dragon cast darkness over the area. This did not deter Steinheart. Overcome with rage with the death of his mother, after only finding her, looked deep within himself and was able to recharge his dragonbreath. But even this didn’t help much. The battle looked bleak and without being able to see the dragon, Arutha proposed a retreat.

Sensing victory, the black dragon emerged from the darkness to pursue the adventurers, but he was defeated as the party charged into attack.

The group decides to rest here for the night. In the morning, they discover that both dragons have magically disappeared, going off the to great dragon war in the sky.

The group decides to continue to explore the caves to see what else they can find. Perhaps more about this Dragon Cult, and what is going on with the Dragonborn.


Unknown start ends on Tarsakh 7, 1479
Rescue at Rivenroar and new Worlds

The group continues to the town of Brindol. There they seek rest at a local bar. While resting, Hobgoblins break down the door and attack everyone in the place. The group decides it best to protect the people, and work to get rid to this surprise attack. A hard fought battle later, they final defeat the last Hobgoblin. After a short rest, they hear an explosion outside. Going outside they find an Ogre pulling a cart with two more hobgoblins shooting arrows of flame at the buildings and essentially trying to destroy the town.

The party defends the town and after a hard fight, final are able to defeat the Ogre and Hobgoblins. The town has been secured and is safe. Councilman Eoffram Troyas calls them into his office. He explains to them, that many of the townspeople have been kidnapped and museum artifacts from a previous war were stolen. He hires the party to go and find where the hobgoblins are coming from and rescue the people and recover the artifacts. The party then proceeds to interrogate a hobgoblin that was captured.

The party manages to get the information about the location of where the hobgoblins, the abandoned ruins of Rivenroar.

The party gets to Rivenroar and are confronted with guards at the entrances. The party defeats them and decides to take an extended rest. That morning, the party discovers that Zayne has mysteriously vanished, but they find an Eladrin wizard named Arrowyn wondering through the area. The party continues on, trying to find the prisoners and the artifacts. Through numerous battles and searching, the party manages to find two people, however, each of them had assumed room temperature. The party heads back to Brindol with this sad news and to allow the town to mourn those that have died.

The party heads back to Rivenroar, and while heading up to an area they thought was secured, find a human fighter on guard. Galfaeydryn stands guard. The party talks with him and discover that Galfaeydryn’s party died in one of the rooms with a prisoner in it. The party attempts to free her, but are attacked by Animated Statues. The party is able to defeat the statues and free the prisoners. They also free two other prisoners. The freed townspeople make way for the exit, as the party continues to search for the artifacts stolen by the hobgoblins.

Finding the artifacts, they pick them and the room starts to rumble and fall apart. Some don’t make it and find themselves trapped in a tapestry. The other make it to the room with the tapestry and encounter a group. The Dragonborn are told they are not a part of this world. A battle begins, those stuck find themselves freed to attack. When the battle is over, the images of the tapestry change. They see gods and goddesses. The tapestry zooms in on a god sneaking up and killing another goddess. This is the image of Cyric killing Mystra. The room fills with wild magic and they see the images fast forward what appears to be 100 years. The image in the tapestry slows down until it stops of a scene of a totally alien landscape. The party leaves Rivenroar, only to find the area different than the last time they entered. They manage to make it to a town. When they get there, they learn they have traveled to a different land to the world of Toril and find themselves outside the town of New Breen.


Date: Unknown
Chapter 1: Kobold Hall

Our story starts at the crossroads. Hal was heading to Fallcrest in search of adventure and fame. Before he could arrive, he encountered a group of orc bandits, and combat was started. Arutha, Steinheart, and Taralilia were coming from the over direction when they saw the Elf overwealmed by the orcs. Taralilia, being the implusive teenager she was, quickly rushed to help. The battle was soon fulling involved. The adventurers were able to dispatch the orcs with some minor problems. The Elf thought it best to join up with the trio and off to Fallcrest they went.

In Fallcrest they learned that a group of Kobolds were ransacking the village and stealing from caravans coming and going to Fallcrest. They adventurers were hired by Lord Warden Faren Markelhay. They are promised a bounty of 10 gps for each kobold killed and 100 gps if they bring proof that the ruins have been cleared out. The adventurers headed out.

Reaching the Kobold Hall was not a problem, but just as they entered they were attacked by a group of Kobolds. The battle wore on the adventurers and a couple were even knocked out, if only slightly. But they were victorious. After the battle, they checked out the area and Steinheart (not being the brightest) stuck his sword in the sludge pit and touched the sludge and was rewarded with some acid burns to his face. After a short rest, the group decided to move deeper into the hall.

The party enters a room with four tombs and 3 more Kobolds. As the party approaches, darts are shot out of the statues on the find, “A TRAP!!!!” shouts Steinheart, as he quickly works to disable it. While the rest of the party deals with the kobolds.

The part continued on, and discovered a strange room with a pit of sludge surrounded by coffins. Atop a ledge were more kobolds with a rock attached to a rope. Gleefully, the kobolds swung the rock and hit the members of the party. But the party was too smart and Taralilia worked to jump up on the ledge and dispatch the kobolds, while Hal worked with is bow to take out the other one. Arutha and Steinheart opened the door and were attacked by two drakes. The monsters were no match for the party and were subdued.

The party had reached the end of the journey and returned back to Fallcrest. But before they could return, the party was intercepted by a wizard named Zayne and he informed them that important things were happening in Brindol. So the party immediately left for the town.


This journal is for a ragtag group of adventurers who through strange circumstances have found themselves together battling the evils of the Realms in the year of 1479. I will try and remember everything that has happened up to the present, but I hope that the players and characters will remind of important omissions.

And now for the current cast:
Arutha - Dragonborn Paladin
Galfaeydryn - Human Fighter
Halenthantalquillious (Hal)- Elven Ranger
Orenthal - Halfling Warlord
Steinheart - Dragonborn Rogue

Members who have already gone from us:
Arrowyn - Eladrin Wizard
Sampsa - Human Barbarian
Taralilia - Eladrin Cleric
Zayne - Human Wizard


No need to quote.

And now back to our regular thread of Something Rotten in Nyrond


13garth13 wrote:


Sorry, I could have phrased that MUCH better....I just went back and read what I wrote......and even I couldn't make heads or tails of it ;-)

I was alluding to our chracters being imprisoned in your game, and how we don't know the reasons yet, but also giving a virtual nudge-wink that if I was a rude SOB, then I might have read through a thread that is no doubt spoilerific...

http://paizo.com/paizo/messageboards/community/gaming/4thEdition/youveBeenF ramed&page=1#4

Sorry, mate....in retrospect neither clever nor amusing in the slightest.

Of course, the question remains about when we're going to get a thread to write our in-character thoughts in :) :)

Cheers, (and sorry for confusing you with one of the most convoluted sentences in the history of message board posts....not to mention the fact that I forgot the word "enough" just after "discourteous". Sheesh...Daddy need sleep BADLY....)
Colin

Guess that's what I get for not posting spoilers in the heading. One the bright side I think you are the only one to read it. Note to others don't read the post.

As for the for the thread for your characters in my campaign, maybe I can get to it tonight.


13garth13 wrote:


And when is our other esteemed DM going to construct a thread for his players currently having their adventurers imprisoned for reasons they know not {because the DM of this campaign isn't discourteous to read threads regarding prisoners in another DM's campaign? ;-) }

Cheers,
Colin

What are you talking about with the prisoner stuff????


Penelo: Poor Valen, you have been a worthy ally. If only you didn't run off after does darn redcaps. We hope that we can reach the temple of incarnate and have you raised so that you may continue your quest for riches and be famous. This region worries me. We have found many different types of creature, the faylands are very different than the prime plane we come from. But we must continue our journey.

It seems as though it has been forever since we were in action.


TigerDave wrote:

In fact, the more I think of it, having the party bump into an innkeeper while wandering around and having that innkeeper demand payment for the room they rented and skipped out on would allow the party to investigate the room. Perhaps there is nothing of note, save one long, sickly-white hair left on the pillow or something. Also, what would be cool, but you would have had to have planned for this in advance would be for each of them to have had an unusual encounter with someone who wanted to know about them, ask them say words, etc. Like a real friendly bar maid or something, but disappears when you try to point her out to your friends, etc.

Great ideas. I will put some of these items into play. I like the idea of people asking for payments for stuff they didn't buy or use. The murders have been going on while they were locked up underneath the city in a dungeon.


It is set in the Forgotten Realms.
Characters are a Dragonborn Paladin,Dragonborn Rogue, Elf Ranger, Half-Elf Fighter, and Halfling Warlord.

The Halfing won't be there (the person playing him is going out of town). And I just found out the Dragonborn Rogue won't be there (I was going to use his short sword at the scene to place suspicion on the group).

My idea is that a former party member is out to destory the group, so he hired a doppleganger to kill people in the town looking like the characters. One of the characters that she was going to look like is dead, so that was one clue that something ain't right.

The former party member is seeking revenge. I don't want to give too much away since one of the players reads things here.

Hope this helps.


The group is being held prisoners and are going to escape. However, about two the three weeks have past (they don't know it yet) and a person have been murdering people in the town under the quise of the party.

I have the why and the final showdown all set. What I need help with is getting the party to this point. Finding clues and such without giving too much away.

I do have that after they escape the party finds the rogues weapon next to the last murdered body and the towns people see the group.

Again any help would be great.


I'm just happy he is not coming here to Tampa Bay. What a media circus it would have been.


I plan on starting a 4.0 game after we finish with what I am running now. Our old DM, who joined back with us is planning on continueing his 3.5 game. So I guess we will be playing both.

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