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Hrm. That thread on the WotC board about Eberron not meeting sales expectations appears to have been started by Yamo.

This thread here, begging for no more Eberron content in Dungeon, quotes these same rumours and appears to be started by the same person.

So far the only rumours I've heard about low Eberron sales figures have come from YOU!

Your mock concern on the WotC board about the future of the line are really quite touching.

"Rumors are floating about to that effect, anyway. Maybe somebody here can confirm/deny and if it's true, break down what it might mean for the line?"

What do you care? You obviously don't want the line to succeed. Your on here posting about how there should be less Eberron content in Dungeon. Take your rumour mongering trolling some place else.


Queen with the Burning Eyes used one of the worst maps I have ever, ever seen for an adventure.

It's so hard to read, that basically unless you have the miniature tiles you're S.O.L. (I'm sure you already knew this)

However, I was able to stumble across this link on another board:

GM Map
===========
http://home.san.rr.com/thegraggs/pub/Queen%20with%20Burning%20Eyes%20-%20GM .gif

Players Map
===========
http://home.san.rr.com/thegraggs/pub/Queen%20with%20Burning%20Eyes%20-%20Pl ayers.gif

Thank you for reminding me how bad that map was and giving me an excuse to go looking for a fixed up one.

I was avoiding planning to run that adventure specifically because of the map.

Hope those help.


yes, absolutely 100%. i snatch it up every time it comes around and have dug through back issues to make sure i have each issue with eberron content in it.


Nicolas Logue wrote:
I would love to write an article on monks. You guys have some awesome ideas here too! You should submit submit submit. Class acts means something about monks must be printed every issue. Let's swamp them my sworn...

Nicolas,

I'm not much of a writer, I suggested these ideas because it's something I'd like to read. I would love to help or assist in writing any of these articles, so if you wanted to take a crack at them, be my guest.

if you want to get in touch with me via email you can reach me at steve (at) unobserved.org


Misc
====
Obviously anything in the area of new feats / traits / flaws would be welcome (although I assume these are small things that would be covered in upcoming issues of 'Class Acts').

In general I’ve also found that a having a high wisdom (as many monks do) paves the way for monks to be full of valuable & often cryptic information. I keep a couple pages of riddles close by at all times, as well as a book of ancient chinese proverbs ( in particular this one: http://www.reviewcentre.com/reviews25006.html which has an index so if you come across a situation involving ‘a book’ you can look up any proverbs that make reference to it to spout off some very monk-ish information). Even some haikus could be helpful at times.

And a personal request that I've been struggling with: an explanation as to how a monk looks (as a medium sized creature with normal sized legs but a base speed of 50+ feet per round) as he is 'walking'. It's exceedingly hard to visualize a monk *walking* twice as fast or more then his party members without him looking like a tool taking part in an olympic speed walking race. If he is constantly jogging then his base speed would be increased even more, but I'm just talking about walking, does he just have enormous strides .. what's going on here. :-)


Types of Monasteries
===============
Other information could include breif tid-bits on different types or "genres" of monk monasteries (such as the Monks of the Long Death). Just sample descriptions or beliefs that outline and/or emphasize the types of things that a monk would consider worthy of life-long devotion.

Mundane Monk Equipment
====================
Of course other pieces of mundane equipment that you might find on your typical monk would be beneficial, personally my monk does his best to carry as little as possible, some what link Chow Yun-Fat in Bulletproof Monk - his life in a leather sachel. But if you opened that sachel what might you find? Meditation beads, healing salves, caligraphy tools (ink, etc), accupuncture needles?

http://www.mnh.si.edu/treasures/frame_exhibit_gallery2b_pearlinlay_main.htm

Monk Magic Items
==============
One particular aspect I would like to see more of is the idea of monk specific gloves aiding in un-armed combat a-la NWN:

http://www.gamebanshee.com/neverwinternights/equipment/images/glovesofthehi nfistplus1.jpg
http://www.gamebanshee.com/neverwinternights/equipment/images/glovesofthelo ngdeathplus1.jpg
http://www.gamebanshee.com/neverwinternights/equipment/images/glovesoftheye llowroseplus1.jpg

Or for that matter, any other aspect of monastery specific items:

http://www.gamebanshee.com/neverwinternights/equipment/images/bootsofthesun soulplus1.jpg
http://www.gamebanshee.com/neverwinternights/equipment/images/robesoftheshi ninghandplus1.jpg

In general some typical or template-able monks specific items (gloves / boots / robes / belts / bracers) that could be tailored to a particular monastery or sect with different themes or types of attributes & abilities would be helpful.


Reasons for Adventuring
==================
What about reasons for adventuring and/or average time spent in the monastery or reasons for leaving. Is a certain time away from the monastery considered a good thing for the development of a monk, is it a required thing. How often might monks leave the monastery, how often might they return, does one master maintain the temple for many years, handing it over to another when he comes to pass.

What are some typical "quests" that a monk might leave a monastery to complete. i.e. Collect a rock from the highest mountain, a leaf from the tallest tree, sand from the most remote beach and water from the greatest water fall. Or some other similar guidelines or goals along to road to "enlightenment".

Passing along Knowledge
===================
How do monks pass on knowledge from one generation to the next? Does each monastery / sect / etc, keep a manual or tome (Think: the stolen Wudan manual from Crouching Tiger Hidden Dragon). What kind of information or secrets would such a book hold?

How would a monk go about starting their own monastery. Would it require them to develop their technique over many years creating a manual of their own? What would drive a monk to do this instead of just returning to the Monastery they learned from.


Code of Conduct
============
The different codes/ethos they may believe in (much is always said about the Paladin's code of conduct, but monks are the only other class required to be Lawful with little said about the guidelines or morals they may follow and why).

What about a short break-down on the typical attitudes or codes that might be common amongst monks of each of the 3 available alignments (good / neutral / evil).

http://rpgworld.ath.cx/article35.html

Day-to-Day Life / Skill Development
===========================
Information about day to day life in the monastery, tasks, chores, schedules. This could be helpful when selecting where to put additional skill points such as: Perform ( Flute / Etc. ), Profession ( Flower Arranging / Caligraphy / Librarian / Accupuncture / Etc. ), Knowledge ( Botany / History / Medicine / Poetry / Etc. )

http://www.britainexpress.com/History/medieval-monastery.htm
http://www.request.org.uk/main/history/middle/monastery00.htm


I love the article in #325 about fleshing out your character's home town. While the majority of the information in there is useable for monks, it would be nice to see a feature dedicated to monks that might include information about life growing up in a monastery, typical types of monasteries, items & equipment, skills or lessons learned and reasons for adventuring.

I’ve outlined a couple of areas that could prove to be useful information for anyone playing a monk (or writing an article about playing a monk *wink* *wink*) and included any resource links I had available.

Race

Human

Classes/Levels

Xenoseeker Witchwarper 1

Gender

Male

About Retri Valnik

statistics:

Spoiler:

Human Xenoseeker Witchwarper
XP: 0
Ability Scores: Str 8 Dex 14 Con 11 Int 12 Wis 12 Cha 16

Initiative: +2

Hit Points: 9/9
Stamina points: 5/5
Resolve Points: 4/4

KAC 13 (10 +2 Dex + 1 Armour)
EAC 14 (10 +2 Dex + 2 Armour)

Fortitude +0 (+0 Base, +0 Con)
Reflex +4 (+2 Base, +2 Dex)
Will +1 (+0 Base, +1 Wis)

BAB +0
CM AC +20 (8 +12 KAC)
Speed 30'
ACP 0

Attack options
+0 Melee Unarmed +0 (1d3)
+2 Ranged laser rifle, azimuth (1d8 F, 120', 20 charges, crit: burn 1d6)

Feats
Weapon proficiency (longarms)
Skill synergy (Perception, Piloting)

Theme features:

Theme knowledge: Life Science is a class skill; Reduce DC to identify a rare creature using Life Science by 5.

Racial features:
+1 feat at first level
+1 skill point each level

Class Features

Infinite Worlds – 110’ range, 10’ spread, DC 13 + spell level

Skills (6 points/level)

Acrobatics +2 (0 rank, +3 Class, +2 Dex)
Athletics -1 (0 rank, -1 Str)
Bluff +3 (0 rank, +3 Class, +3 Cha)
Culture +5 (1 rank, +3 Class, +1 Int)
Diplomacy +7 (1 rank, +3 Class, +3 Cha)
Life Science +5 (1 rank, +3 Class, +1 Int); theme knowledge
Mysticism +5 (1 rank, +3 Class, +1 Wis)
Perception +5 (1 rank, +3 Class +1 Wis)
Physical Science +1 (0 rank, +3 Class, +1 Int)
Piloting +6 (1 rank, +3 class, +2 Dex)
Stealth +1 (0 rank, +1 Dex)
Survival +1 (0 rank, +1 Wis)

Spells:
0th (DC 13) – Charming veneer, Dancing lights, Mending, Psychokinetic hand
1st (3/day, DC 13) – Fear, Overheat

Gear:
Combat gear
Armour: Second Skin (250 creds, +1 EAC, +2 KAC, 1 slot)
Weapon: Laser rile, azimuth (425 creds, 1d8 F, 120', Burn 1d8, 20 charges)
Ammunition: Battery 20 (60 Creds)

Backpack, industrial (25 creds)
Tier 1 computer (miniaturised) / comm unit (62 creds)
Miscellaneous possessions – hygiene kit, keepsakes, etc. (60 creds)

Cash
118 Creds

Languages: Common, Vesk

Background

Spoiler:

From a young age, Retri has caught momentary glimpses of other realities overlaid atop his own. Unfamiliar people, echoes of strange music, spaces within the ship put to different uses. With time and work, he's been able to control the effect to an extent, even managing to make the overlaid reality briefly visible and tangible to others.

Brief and disparate as his glimpses are, they sometimes provide a picture of societies organised differently to the one he was born into, and have led him to question some aspects of his society that he might otherwise have passed unnoticed as simply the way things were. He also worries about the bigger picture - whether the cycle of civilisations aboard the Asimov rising, falling and rising again is a stable one, or whether the Fall might one day be final.

Retri wants to change the world for the better. Yes, people are happy by and large, but there are cracks and frictions showing, and he's unsure how well the people in Authority will respond to a shock. Not every reality he's glimpsed has been a happy place, after all. Perhaps the ultimate dream would be to find a way to break the cycle of civilisation in favour of forgoing the Fall and gradually ratcheting up towards a bright and shining future.

Unfortunately, his own visions don't provide enough context to know exactly how and why things are different elsewhere, and there's also the problem of evidence - vague tales of a better world to work towards based on personal visions others don't share aren't going to inspire action.

Instead, Retri believes there may be inspiration to find out in the wider universe. Historically, exploration has focused on finding viable worlds to establish colonies on, with little focus on bringing back discoveries which might benefit society aboard the Asimov. Accordingly, he has gone through expeditionary training and joined up with a crew.

He can often be found poring over records of previous expeditions in the archives, or participating in discussions with like-minded young people who want to change the world for the better.

Retri is young, enthusiastic and idealistic. This may be a dangerous combination - for himself, at least.