The tavern in Riverbend is called the Golden Knight. To say it is a modest peasant inn gives it too much credit. There are few rooms: one
the kitchen and owner’s bedroom, one the brewery and storage room for casks, and the third the common room filled with a large fireplace and tables. There are no sleeping spaces except for the attic. Getting there involves climbing a ladder to sleep in the same room as whatever farmers, tinkers, and road patrols are also guests of the Golden Knight that evening.
On the other hand, the Golden Knight is the only place in Riverbend where the locals drink a pint and freely answer questions from outsiders.
"So, hair up or hair down? First impressions make a difference. Down is girly and innocent, up is sophisticated and "Look at me, I can juggle fire." Decisions are so hard sometimes."
As soon as you've got a character, join the fun. No need to have all the mechanics worked out at this stage (unless someone picks a fight with the Reeve)
There are numerous errors in your sheet. Your level add is +2, but your Dex add is only +1. It also shows you wounded! It looks like you cut-and-pasted from Lafiel, but haven't updated things. Finally, your Insight appears to be only +8, which doesn't get you the spoilers -- I based that comment off your rolling at +10 on the previous turn.
Pat, that Fighter stuff on my character sheet is residual from copying and pasting from another PC. I'm picking powers, feats and equipment today. That should complete it after your approval.
bmars, sorry for being a snob, but can you choose a portrait for Cyrus' avatar? I can't get the image of a plastic figure out of my head when I try to visualize Cyrus!
Pat, here are my magic item choices. Though I've put them in spoilers, everyone is free to take a look.
Spoiler:
Plate Armor Battleforged +1
Level 5
Property: If you use your second wind when you are
bloodied, regain an extra 1d10 hit points.
Great Axe, Terror +1
Level 4
Enhancement: Attack rolls and damage rolls
Critical: +1d8 damage
Power (Daily , Fear): Free Action. Use this power when
you hit with the weapon. The target takes a –2 penalty to
all defenses (save ends).
Safewing Amulet +1
Level 3
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: When falling, reduce the distance by 10 feet for
the purpose of calculating damage. You always land on your
feet after a fall.
Wow, Wrath of the River King is off to an interesting start. Adventures usually start in taverns, but never with the monsters inside. Thanks to Pat for making it come alive, of course.
BTW, I was ignorant about how Kobold Quarterly's open design modules work. I feel pretty lucky that Pat is running this game for us. Thanks again, man.
BTW, I was ignorant about how Kobold Quarterly's open design modules work. I feel pretty lucky that Pat is running this game for us. Thanks again, man.
The semester starts Monday. I'm teaching a new prep (i.e., a class I haven't taught before) this semester, so class prep time will likely interfere with gaming time.
The game is not going on hold, and I will still do my best to post every day. The main effect will probably be to slow down combats somewhat.
BTW, I was ignorant about how Kobold Quarterly's open design modules work. I feel pretty lucky that Pat is running this game for us. Thanks again, man.
The pleasure is mine!
Of the three prepared adventures I'm running, this is definitely the best constructed.
BTW, I was ignorant about how Kobold Quarterly's open design modules work. I feel pretty lucky that Pat is running this game for us. Thanks again, man.
What do you mean ?
The modules that KQ publish are limited editions that only their "patrons" may receive. Basically, KQ's Wolfgang Baur comes up with an adventure idea, asks patrons to contribute money, and writes the adventure with creative input from the patrons.
I think the AD&D 2nd ed. setting Dark Sun actually required a player to make up two characters at the beginning of a campaign. It was supposed to be that challenging.