Sorry I haven't been posting for a while. I have a new job, I've been spending more time with my family, and I've just started running what I hope to be my first long-running campaign.
The statblocks are very nice for our first step in blending with the new rules. We might want to combine ideas for the snapping tortoise. I like james's Iron Spine and Fling abilities, and I also like Pk's Stability and Pod Tactics/Mount abilities.
I'm not so sure about giving Moses PC levels. For one thing, it detracts from our position earlier of an NPC-created city. Secondly, we've already decided that Moses is no longer a priest. Maybe she was a priest at some point, but through the revelation of Thorast, she has since lost her powers.
Excellent start though.
Now that I understand what you are trying to represent, what about using total defense as a framework like so?:Iron Shell (standard; recharge when first bloodied)
The tortoise heals one-quarter of hit total hit points, becomes insubstantial, and gains a +2 bonus to all its defenses until the start of its next turn. The tortoise cannot attack while using this power.
Also, I am working on the wranglers, but I'll be away from the computer for most of this week.
Edition wars kill players,Dungeons and Dragons needs every player it can get.
How about treating it as cover instead.
✦ Superior Cover (–5 Penalty to Attack Rolls): The
target is protected by a significant terrain advantage,
such as when fighting from behind a window, a
portcullis, a grate, or an arrow slit.Iron Shell (Standard Action recharge when first bloodied)
The tortoise uses a healing surge and gains Superior Cover until the end of it's next turn. The tortoise cannot attack until the end of it's next turn.
In short, no. You might develop that further and post it to the Points of Light (and Dark) thread which is also stickied in this forum. If you'd like to discuss the matter further, I would be more than willing to, but barring a seriously awesome argument in favor I can almost guarantee that this does not fit in with the vision of the TBACT4. (<--- Not intended to be harsh)
Speaking of the 4th TBACT, I will be working up the OP of the thread over the next week, unless anyone objects. I hope to have this thing up and running by the end of the month.
anyone that would like to contribute anything that they may have already worked on, you can PM me or post it here to the thread. Also , anyone that would like to see the completed OP before it gets posted (so that we can catch all of my mistakes early), send me a PM.
Thank you and have a nice day.
From left to right: Levi & Eli (human children), Hathor, Anhur Fletchaft,
Horus, Sekani (gnoll pup), Aloli (minotaur calf), and an unnamed sprite.
* * *
Adopted from Thukad's idea for a family (sans lumberjacking), I present to you...Residents of the Dragonbane RedoubtFrom left to right: Levi & Eli (human children), Hathor, Anhur Fletchaft,
Horus, Sekani (gnoll pup), Aloli (minotaur calf), and an unnamed sprite.
The dwarves are making long expeditions to find ancient dwarven ruins and reclaim them as they start to renew their former glory. The Dragonbane Redoubt was one such discovery, cataloged by Bofbin himself, though ultimately considered not worth the trouble of the dwarven host and all but forgotten for a decade or so.
Enter Anhur Fletchaft, an old, battle-hardened, dwarven bolter in an advanced dwarven mercenary unit that is sent to the redoubt, though for reasons that Anhur himself can only guess. The newest residents of the redoubt, a small herd of minotaurs who liked the place for its winding natural caverns, seemed none too thrilled to be ousted from their home and a bloody siege ensued. The minotaurs savagely defended but ultimately fell, though not before decimating the dwarven unit down to the last soldier.
Anhur, now completely alone, his own shots having felled the mighty savage minotaur guardian of the tribe, hears a faint lowing. Entering the cloister, he turned to the north tower from which the sound emanated. The action on his repeating crossbow was as smooth as ever as he loaded another bolt for the surviving offender.
Of all the things he could have expected as he entered the ruins of the north watchtower, two wobbly calves cradled in the still arms of a slumped heifer was not one of them. He considered for a moment ending them, and had they been goblins he would not have hesitated, but they were so young, each with a pair of glistening doe-eyes.
There were no options. Anhur did not have hubris enough to make the journey to his homelands alone, let alone with two minotaur calves in tow. Anhur stayed.
One calf, the female, creamy brown with big, doe eyes, he gave the name Hathor, an old clan word for the portion of the night sky so thick with stars it looked like cascading milk. He named the other calf, the jet black male, Horus, an old clan name for the golden sun as it sets before the night the sky.* * *
The two calves grew quickly into full grown 'taurs. Horus, feeling the call of his warrior blood, begged Anhur, whom he considered his own father, to teach him and instruct him in the ways of war. What Horus did not know, was that he had been taught all along in his daily tasks and legends of the Fletchaft Clan.
Hauling buckets at each end of a makeshift yoke up the long switchbacks leading to the redoubt had prepared Horus to heft the mighty dire flail that his progenitors had left to his inheritance. Stories of the struggles of the dwarven race cemented the values of honor and tenacity, which carried over well to combat. A game of colored stones that the 'taur had played from early in his youth was a tactics lesson in disguise. All that was left was for Horus to master his weapon, something he would have to do on his own, as Anhur had no experience with chained weapons.
In the forest, as the dwarf hunted and fell wood, Horus smashed and swirled about with his newfound joy, the large dire flail, leaving his crushing mark indented in the bark of the trees.
Hathor seemed inspired to another path, adopting the heifer maiden garb that Anhur had gifted out to her over the years. Trinkets, small bells, exotic scarves, and most recently a harp. It was out of tune, and Anhur was most apologetic for not knowing how to play or fix the instrument, but it was the last gift he had saved from the fateful day he had decided to stay in this place.* * *
Anhur realized that the two 'taurs were old enough and experienced enough now to travel safely, and with Thorast Kax not so far distant, he began to ponder returning to civilization. What would civilization think of his adopted children? He could live in a dwarven burrow, but what of them? They had never known jeers or hatred.
While Anhur pondered, Hathor was taking to the harp like a fish to water. It seemed a natural part of her, and combined with her low, ghostly lowing, she could pluck wonderful tunes that none of the unlikely trio had never heard. It was this lowing that caused Horus to see Hathor in a new light.
Not long after, Hathor began to swell with child, and after a long cold winter, bitter as any they had known, a new calf was born to the young parents. Hathor named the young 'taur Aloli, after the clan name for the wild grapes that grew in the valley below.
The time of bliss was short lived, as the birth of the child had called to the senses of a small wandering gnoll tribe. The battle was short and bloody, but superior dwarven tactics, a few well placed traps, and a well placed portcullis prevailed. When they had turned the tide of battle, Horus pressed the advantage, lost to the cunning of instinct, decimating the rest of the tribe as it scrambled down the switchbacks. Anhur would have followed, but felt compelled to remain with Hathor and his new grandchild, though he would scold Horus like he hadn't since the young bull was still a calf.
It was night when Horus returned, approaching the large fire with his fur wet with blood and tears. Over one shoulder was slung the shaft of his dire flail, and in his other hand, a young gnoll cub.
"I...," started Horus, his low voice cracking.
"I know," said Anhur, "you couldn't."
They named the small cub Sekani, for the haunting laughter of the hyena. With Hathor giving milk, raising the cub was little problem logistically, though it did seal the fate of Anhur's dreams of returning to civilization. But Anhur's concerns ran deeper.
Months passed. The cub and calf were playing like brothers, toddling about together, wrestling, fighting. Anhur watched in amazement as two blood enemies became as one blood.* * *
It was a late autumn day when Anhur began to suspect a rat. Their provisions, which they had been collecting for oncoming winter seemed to be disappearing. One day there were a few less mushrooms, the next day some wild onion root had been nibbled at, and later that week Anhur could not find a clay pot he had been attempting to ferment some of the grapes in (though admittedly he had no idea what he was doing).
Anhur, now well versed in snares, a trick he had taught himself in the long solitude of parenthood, prepared a small snare in the room, though small enough not to hurt either the cub or the calf, were they the clever culprits.
It was not a day before he heard the howling in the tunnel. In more than a few quick strides he was in the root cellar staring down the thief. The dirty, bloody face of a small boy lay on the floor of the room, one of its feet was strung up high in the air, and a small collection of carrots lay scattered about.
The small child grew suddenly still and quiet as Anhur entered the room. As he approached the young lad, he drew his skinning knife from his belt, though before he could reach the rope he was suddenly pelted with small fists. It seemed that another boy, even smaller than the first, had hidden itself when the trap first sprung.
Anhur easily pulled the child from him, holding it by the scruff of its neck, though not much of a handhold on such a scrawny thing as this was. The two boys were in rags, starved to the bone, and shivering with the fear of death.
"Who are you?" asked the old, gruff dwarf.
The two boys, one not yet twelve and the other barely nine, just stared right back, each one ghost white except for the filth and dirt that covered them. It was then that Hathor burst into the room, a large pestle raised in her hand. When she saw the intruders, she rushed to them.
"Let him down at once," she demanded, snatching the smaller one to her bosom.
Anhur's family had grown again.
It's nice to see the thread still going. I haven't had the chance to read all of the recent posts yet though. Can someone give me a brief overview of what I've missed? Has the City Building started?
...snip...No, at present the Build A City 4.0 project is still in its discussion phase. Nothing yet has been put to story and there are still a few more things that we're trying to decide on.
Unfortunately, the discussion has been interrupted by the release of the edition we are trying to highlight. This edition seems so fundamentally different, there is now some confusion has to how we wish to implement the new rules into the story.
First of all, the very fine line between "PC"-npcs and "NPC"-npcs has now blurred. The stat blocks look almost identical, and with a few tweaks, it is now possible to create npcs from practically everything.
Secondly, the new edition has made itself available to a wide range of genre-gaming; you can create a campaign using any genre (from high-fantasy to steam-punk to film-noir and so on) and can switch genres at the drop of a hat (heck you could probably create a Rifts-like setting without any problems.)
What this means to us is that we may need to redefine our intent with the current setting. What sorts of things do we include in the on-going story (i.e. how much fantasy)? What sort of theme do we wish to use? How much emphasis do we place on PCs and PC-classes?
There are of course going to be other questions, but the one on my mind right now is: Do we proceed with Terrapin Falls and Thorast Kax, or do we start from scratch and recreate the concept?My opinionBeing a man who does not like being inconsistent, I am reluctant to usurp all that we have decided upon already. And the rules haven’t deviated from our expectations enough to have an impact on our discussion already. However, the new rules will allow us to reconsider some ideas we’ve dismissed before (such as the Well of Worlds idea.)
...snip...The only thing I really don't like so far is the familiarity with the monstrous races. I think 4E is much more of an "Us versus Them" game.
Also, you mention monstrous villains. Maybe I missed something (if I did I'd appreciate a reminder) but other than the dragons, which haven't really been fleshed out, I don't remember any real villians. Merriweather is kind of an idiot, but he's not a villian. Also the inhabitants of the redoubt are basically good, so that rules them out. There's still the possibility of social problems developing between people, but that is really up in the air when it comes to this kind of thing.
I don't know, I'd like to see the setting a little darker than it is now. I want to see the log which says that two hundred people set out from Kast, but less than a hundred made it here. I want to see the frustration at their first failed attempts, I want to see the constant fear, I want to see desperate people fighting for survival. In short, they're refugees. I want to see these people suffer.
From left to right: Rat, Nan Kya, Klein "Urchin" Bandon (top), Jessie, Tam, and Silaqui (eladrin orphan).
From left to right: son, Helthal Axebreaker, wife, daughter (bottom).
quick question did they bring any weapons with them
Did who bring any weapons with them?