| Tarren the Dungeon Master |
I will run a playtest-by-post of the alpha rules of P-RPG.
The homebase for the adventure will be 'Kerrigan's Keep'--also the homebase of my 'Keep in the Cinderlands' campaign for young players and parents--a small keep on the Yondabakari River northwest of Kaer Maga, near where the river emerges from the dangerous Mindspin Mountains. The keep is owned by Lord Kerrigan, a soldier who fought for Korvosa against the Shoanti but retired and purchased a small keep outside of Korvosan territory.
The adventure will be based upon Goodman Game's 'Dungeon Crawl Classics #28: Into the Wilds'
P-RPG Alpha wizard, fighter, cleric, rogue;
4 or 5 players;
32 point buy;
1st level;
Racial HP (P-PRG page ..);
Maximum starting gold;
Each player may select one bonus feat from the Rise of the Runelord Player's Guide;
Try to post once a day.
| Amardolem |
I know I'm helping my son in the kids game but Camris and I are refugees from a bolted DM that Sean was taking over for in the Pharoahs, game. I'm up for a playtest, but not if it'll ruin the kids game (i'm ok with separation of what I know and what my character know, but it doesn't make for the best playtest)
Tarren Dei
RPG Superstar 2009 Top 8
|
I know I'm helping my son in the kids game but Camris and I are refugees from a bolted DM that Sean was taking over for in the Pharoahs, game. I'm up for a playtest, but not if it'll ruin the kids game (i'm ok with separation of what I know and what my character know, but it doesn't make for the best playtest)
Not much interest in this, it seems. Let's wait and see where the discussion goes for Sean's game.
| Alex Martin |
I'll confess that I caught this one a couple of days ago. I'd love to take a pseudo-trip down memory lane with a Keep revival, but I was concerned becuase haven't really studied the new Paizo ruleset yet.
In any case, if your're lacking for one more, I'd be interested - probably as a fighter or thiefy type if its not taken.
| Tarren the Dungeon Master |
Well, this sounds promising.
amardolem -- half-orc cleric
wicht
fabesminis -- rogue?
kayos
nspicer
alex martin -- fighter / thiefy type
We have four classes to work from so there is going to be some repetition.
I will be taking 'Into the Wilds' and setting it in the Mindspin Mountains. I want to make this into a playtest-by-post more than a play-by-post so I may move things more quickly. I really enjoy sitting down at a tavern and storytelling with my characters but this game will be a little more action-oriented if that is okay.
I'll post a little about the keep tonight so that you can decide how you came to be there.
| Tarren the Dungeon Master |
Since we are absent a ranger in a semi-wilderness campaign, 'track' might be a feat for someone to pick up.
amardolem -- half-orc cleric
wicht -- dwarven wizard
fabesminis -- half-elf rogue
kayos
nspicer
alex martin -- fighter / thiefy type
wicht -- you will have a very specific reason for being at the keep and will be involved in recruiting the others. Details to follow.
| Tarren the Dungeon Master |
We can't have a ranger for this playtest. :)
And track is not necessary under the Alpha rules. It has been removed. Anyone with the survival skill can read tracks.
I see ...
"Designer Notes: Missing Feats
Although most of the feats missing from this section have
simply been omitted because they have not been changed
from the 3.5 rules set, some have been removed from the game
entirely. In most cases, this was done because of redundancy,
but in other cases, the feats were removed because the rules
no longer support them. The list of these feats includes:
Agile, Diligent, Improved Precise Shot, Improved Shield
Bash, Investigator, Negotiator, Nimble Fingers, and Track."
P. 34.
That simplifies things.
| Amardolem |
I am creating a neutral cleric of Gorum, (although this seems obvious) I want choose the positive/healing/turning undead side of the coin, but also want Destruction as one of my domains, and the domain powers (pg 51)include inflict light wounds at lvl 2 and inflict critical wounds at 12th.
It would seem that you couldn't do both, or can you?...a ruling from the DM may be appropriate,or we can discuss it. I've also posted this dilemma on the "Races and Classes" section in the alpha area.
You could have the domain powers but must abide by the rules of your choice for turning and spontaneous casting?
Tarren Dei
RPG Superstar 2009 Top 8
|
I am creating a neutral cleric of Gorum, (although this seems obvious) I want choose the positive/healing/turning undead side of the coin, but also want Destruction as one of my domains, and the domain powers (pg 51)include inflict light wounds at lvl 2 and inflict critical wounds at 12th.
It would seem that you couldn't do both, or can you?...a ruling from the DM may be appropriate,or we can discuss it. I've also posted this dilemma on the "Races and Classes" section in the alpha area.
You could have the domain powers but must abide by the rules of your choice for turning and spontaneous casting?
Let me check on this tonight and get back to you.
Tarren Dei
RPG Superstar 2009 Top 8
|
Amardolem wrote:Let me check on this tonight and get back to you.I am creating a neutral cleric of Gorum, (although this seems obvious) I want choose the positive/healing/turning undead side of the coin, but also want Destruction as one of my domains, and the domain powers (pg 51)include inflict light wounds at lvl 2 and inflict critical wounds at 12th.
It would seem that you couldn't do both, or can you?...a ruling from the DM may be appropriate,or we can discuss it. I've also posted this dilemma on the "Races and Classes" section in the alpha area.
You could have the domain powers but must abide by the rules of your choice for turning and spontaneous casting?
Well, spontaneous casting of inflict light wounds is out ... that is prohibited: "Once you make this choice [turn or rebuke], it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells." PHB p. 33.
Inflict is not marked as an 'evil' spell.
Can good clerics prepare and cast both CLW and ILW in one day? Unless I find that the answer is clearly 'no' to that question, I could see a chaotic neutral god of destruction and glory allowing his clerics to mix things up a bit. I would allow this for prepared spells only. If you want to convert prepared spells for spontaneous casting, you would have to convert them to healing spells.
| Klyndak |
I find it amusing that as a wizard at 1st level I have as many hitpoint as a fighter and a pretty decent chance of whacking something with my warhammer. With some armor, I could pass as a warrior pretty well.
The ability to really bond with my warhammer is also rather nice.
[IC] Let the elf's play with their tiny wands. Real magic involves smashing things with yer 'ammer good and 'ard.
| Tarren the Dungeon Master |
As an aside, if there are enough volunteers, I would almost rather two play test groups of 4 than 1 playtest group of 8. It is my experience thus far that more players equals a slower game.
Group Leader: Wicht -- dwarven wizard
Group Leader:amardolem -- half-orc cleric
fabesminis -- half-elf rogue
kayos
nspicer
alex martin -- fighter / thiefy type
Camris -- heavily armoured paladin
Hmmmmm ... I just had an interesting idea. I could use two playtest groups but they will, in the end, be part of the same story. Each group must contain at least one dwarf, however.
Anyone else up to play a dwarf?
I'll post more on this tonight.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Camris -- heavily armoured paladin
Camris is going to play a paladin? I thought we were playtesting only the base classes? Thus, fighter only...which was the class I'd volunteered to play.
Anyone else up to play a dwarf?
But, if Camris has the front-line warrior covered, I could take up a Dwarven cleric of Torag or a Dwarven rogue or a Dwarven fighter...
--Neil
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Well, spontaneous casting of inflict light wounds is out...that is prohibited: "Once you make this choice [turn or rebuke], it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells." PHB p. 33.
It's the same deal for the Alpha PRPG rules. A cleric of a good deity can spontaneously cast cure spells. A cleric of an evil deity can spontaneously cast inflict spells. And a cleric who is neither good nor evil of a deity who is neither good nor evil, has to choose one or the other...but once he makes that choice, it's permanent.
Can good clerics prepare and cast both CLW and ILW in one day?....I would allow this for prepared spells only.
All clerics can prepare cure and inflict spells. But they can only spontaneously cast one or the other based on their alignment and their deity's alignment.
--Neil
| Tarren the Dungeon Master |
Tarren the Dungeon Master wrote:Camris -- heavily armoured paladinCamris is going to play a paladin? I thought we were playtesting only the base classes? Thus, fighter only...which was the class I'd volunteered to play.
Whoops. I meant paladin-type 'fighter'. He's going to be a fighter but may multiclass into paladin when they new classes appear.
Tarren the Dungeon Master wrote:Anyone else up to play a dwarf?But, if Camris has the front-line warrior covered, I could take up a Dwarven cleric of Torag or a Dwarven rogue or a Dwarven fighter...
--Neil
If you're willing to play any of those three, then we have the two characters we need for what I have in mind. You wouldn't necessarily be in the same group as Camris though.
Two groups. Two dwarf's leading them. One nasty old dwarf tomb.
I'll get the story going soon.
| Tarren the Dungeon Master |
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
[b]Foray into the Foehammer Spires/b]
One month ago[i] -- Deep in Janderhoff a priest of Torag wakes shaking. Whether it was a dream or a vision he knows not, but last night he sat upon the Throne of the Dwarf Lords, he prayed before the tomb of the twins, and he saw the creeping evil growing upon the walls of the ancient fallen home of the Mindspin clan. Upon waking the priest searches through the ancient texts for hints and maps until he finds the location of the almost forgotten Throne of the Dwarf Lords. And then he sends for you. "It is Torag's wish that the sacred Throne be brought to Janderhoff. You will be the one to bring it here."
[i]Two weeks ago -- He sends with you six dwarven warriors and a wagon designed to carry the enormous stone throne. Upon the wagon, is set an almost equally large barge. "Upon this humble raft and wagon, shall the lost throne be returned to the descendents of the twin lords," declares the priest.
Today -- The Last day of Neth, 4707. -- You have arrived at Kerrigan's Keep, the last civilized place on the Yondabakari before your destination in the Mindspins. Four of your original six companions have fallen to bandits but you and Dareg and Clareg Kannonfodder fought them off and reached the keep. You have been warmly welcomed by Lord Kerrigan and his son Falcon Warchild but they cannot offer you any reinforcements.
"We can barely man the keep with those Korvosan soldiers who resigned their commission and remained with me after the last truce," apologizes Kerrigan "But amongst the visitors to the keep, you may find many an adventurous soul. Each month at least half a dozen adventurers head off into the Mindspins despite our warnings. Fewer return."
Falcon Warchild apologizes and suggests that your wagon could be kept in the main courtyard of the keep until you return with the throne on the barge.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
| Tarren the Dungeon Master |
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
Last Seen at Kerrigan's Keep -- The First day of Pharast, 4708.
It has been four months since your cousin left Janderhoff for the Mindspins. The priest who sent him is now quite mad. Whether his madness began before or after he dreamt that Torag had chosen your cousin for a mission into the dangerous Mindspin Mountains is impossible for you to know. You have been sent to seek news of him.
You have arrived at Kerrigan's Keep and have received the shocking news that he was here but has not returned. Three months in the Mindspins!! Sitting upon the enormous wagon that was left behind in the courtyard of the keep, Kerrigan offers his condolences.
But the mad priest in his ravings said your cousin was not dead but was trapped.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
| Tarren the Dungeon Master |
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
So, you get the idea. Two adventures in the same dungeon (Goodman Games' "Into the Wilds") going on concurrently. The dungeon is set up so that there are a number places where the first party could be.
Group leaders select your parties from those who have joined the thread. The first group has the NPC Kannonfodder brothers (for now) and should probably take the smaller group and move faster.
By the time the parties meet up (if they meet up), we may have fewer players due to attrition. The parties would then combine and continue. It won't be nearly as complicated as it sounds.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
| Klyndak |
Aargh.
Stupid message board monster ate me first post!
The bonus spell is prepared as is a bonus feat.
I'll take the first group, though I wonder after what I've been doing fer the last fur months. Two volunteers will do, preferably a sword swinger and a man-o'-prayer. And o' course the two dwarves in the red shirts by the name of Kannonfodder.
| Tarren the Dungeon Master |
Aargh.
Stupid message board monster ate me first post!
The bonus spell is prepared as is a bonus feat.
I'll take the first group, though I wonder after what I've been doing fer the last fur months. Two volunteers will do, preferably a sword swinger and a man-o'-prayer. And o' course the two dwarves in the red shirts by the name of Kannonfodder.
It's entirely possible that you took the long way home.
I doubt it. I suspect you are hung from your heels somewhere screaming in agony.
We'll see.
| Alex Martin |
I'm pretty flexible here, so I was kind of waiting to see what is needed if we setup in two groups.
I'm leaning towards an elvish rogue, with the possibility of adding another class - thief or sorceror - when the rules address mult-classing.
If Nspicer wants to take on that role, then I'd go fighter - probably more two-handed sword type if that's possible. Still working this up.
| Klyndak |
Your second dwarven captain is now reporting for duty. Since Wicht went with the non-stereotyped dwarven wizard, I opted for the quintessential dwarven fighter instead.
Salutations, mother's-brother's-son.
I notice yer country born feat has been mixed up a little with the lone wolf feat. Country born affects endurance. Lone Wolf affects death and dyin'.
Also, don' ferget that the ol' grapple is replaced with the Combat Manuever Bonus.
| Klyndak |
"Burnination solves all problems!"
And what problems it don' solve can be fixed with a good ol' smash o' the 'ammer.
Greeting's lass. I assume it's in the other team ye'll be being. I trust ye'll not be letting me own mother's-brother's-son be getting into trouble.
| Yintarah Fireweaver |
And what problems it don' solve can be fixed with a good ol' smash o' the 'ammer.
Greeting's lass. I assume it's in the other team ye'll be being. I trust ye'll not be letting me own mother's-brother's-son be getting into trouble.
Don't worry, he's in safe.. if a little explosive.. hands with me! *sweet grin*
| Orlan |
Salutations, mother's-brother's-son. I notice yer country born feat has been mixed up a little with the lone wolf feat. Country born affects endurance. Lone Wolf affects death and dyin'. Also, don' ferget that the ol' grapple is replaced with the Combat Manuever Bonus.
"Ahh...yuh've got eyes like a hawk, brother Klyndak. And yuh're smarter'n a sure-footed mountain goat ta boot. I be finished making da changes yuh noted. Many thanks fur helpin' keep muh beard straight. Mayhaps yuh should also be checkin' yuh prepared spells. I believe the new wizard only be gettin' a total of three cantrips he can prepare at 1st level, which ain't altered by a high Intelligence score?"
"An don't ya go worryin' 'bout me and da young lass here. It'll likely be muh hands keepin' her safe while we're tryin' to find yuh. And I 'spect we'll be takin' along the 'alf-elf with us too. That'd be leavin' yuh with the holy-warrior-wannabe and the 'alf-orc...though why yuh'd be wantin' ta travel with da likes of them, I'll never be knowin'. Maybe that's why yuh've gotten in over yuh head, eh?"