|
Jump Menu:
Show More
Hmmmmm.....? Intelligent Hermit, thats an excellent idea...! I really like the sound of this, someone or something that could either be a benefactor or an allied force....
I would heartfully endorse this, but what I would like would be a "unique" entity, someone or something never used before..........., what will the options be with a 4e MM to look at..? A intelligent aged giant.? very old and no longer looking to dominate a given area...? A weary centaur, tired of arguing policy and politics and now in self-imposed exile...? A slightly twisted Fey, excellent in nature, terrible in a social setting...? A scarred life-tested Orc or Hobgoblin, retired and living on thier wits..? Just some fodder for discussion.
I agree and yes Lancebreaker could and would fit that role nicely.
I'm trying to remember something I saw years ago, the hermit was quite a bit larger than the characters, but stooped with age and weary, you know battered cloak and gnarled walking staff, ect., ect.....he was heavily scarred and kept half his face covered, rarley spoke......seemed creepy to the townsfolk, but ended up with a trait for something unique and at the time very valuable. (I think is was an old anime from the late 70's or early 80's) But thats something like I was thinking, a seeming outsider to grow in, but like I envision something unique. The last scion of a drudic sect, an aged cleric of a forgotten god, the last warrior from a forgotten mission. He, she or it could bring something completly off the wall to the table, a variant weapon, a unusual skill, some piece of forgotten mystic lore..........or just a great way to grow potatoes.!
How about...
![]() ...a minotaur. Sorry, I was just playing around with my wacom tablet today. I thought I'd share. :D
Wow, thats........different.! But this is interesting, how about it an aged minotaur, a once brutal war-band leader, with some form of nasty battle scars, deep eye-patch, missing one hand something like that.....
Yeah, this has possibilities....................... Gorn "Once the feared leader of the 'Bridgeburners' a violent Mercenary unit, Gorn has spent a lifetime in learning and mastering combat and tactics. At once seemingly unbeatable in combat the aged war-leader was beaten in single combat, and by the custom of the clan banished into self-imposed exile" "Now the venerable war-leader, living as a hermit deep in the wood at the base of a forgotten land, feels the ravages of time more keenly than before. Bent over his staff, the weight of the world bringing him low in his elder days. he remembers the battles of old, mostly distant echos in the twilight, and feels the coming of the end. His woodcraft is good, his garden small and his mind sharp." "Yes, he thinks, This will ba a good time to die......." Just Thinking...
I would not vote for a minotaur. I imagine that a tired refugee's first reaction to a minotaur appearing (or even a hob or orc) would probably be something akin to: "KILL IT!!!"
I'd say that if there is a hermit, it should be a relatively common race. The character could be just as mysterious and interesting as a dwarf who talks to owls or schizophrenic eladrin as a huge minotaur, without the immediate problems that would appear with a monstrous humanoid. Also, theres the possibility of the hermit no longer being alive. It might be more interesting to find an old journal (and maybe a map).
Someone mentioned a group of Warforged before? What about a single Warforged? Possibly incomplete and/or no memory about his creators or why hes there. Maybe he doesnt leave the redout because he has no knowledge of the outside world and only knows the small area where he lives so its afraid to leave the redout.
I got some time to think on it and I agree, how valuable would a journal be to the new residents. Very I think.
A musted and humidity stained journal found in some hollowed out tree or in a small man sized cave, written on its aged parchament pages are Animal lore, herding patterns for game, illustrations for snares, entries on crops and land information, patterns on weather and seasons, folk-lore surrounding common issues and ailments, drawings of leaves, plants and berries all with detailed descriptions Each poster could add a entry from the journal that way giving a true comminity feel.
It could be Lancebreaker's journal. When the refugees look around the redoubt they notice that one particular area seems to have been recently used. Upon inspection they find Lancebreakers room. Lancebreaker died in this room, leaving behind a few survival implements, a couple of furs, his journal, and his most favored weapon (since he's a ranger I'm thinking a bow, but he's your character Perennial, so you get to decide the details).
One of the first things the refugees could do is give Lancebreaker a proper burial. Then, once they start reading his journal, they could find passages about his life, stories about his homeland, maybe even clues as to a nearby treasure (guarded by none other than the green dragon) as well as survival tips, animal lore, and other useful entries. Lancebreaker could be a full fledged character, just developed through journal entries. And to include Rizzen's idea, if he's not a hobgoblin, he might be an inactive warforged. Maybe there could be clues in the journal as to how to revive him?
I like the idea of an old minotaur as the hermit. Still strong enough to defend him or herself from an initial "ahh, kill it" reaction of a single individual or small group, but not so strong as to chase down the witless fool and kill him off. And with age and wisdom comes the knowledge and patience for establishing a relationship with the refugees.
One of the great things about this character is that he has plenty of knowledge of defensive tactics for when things get tough, and considering he has been living in the area a while he most likely knows all the edible plants on sight, where to hunt, what local woods make the best building materials, and probably has a small field or garden of his own. All of this knowledge he can share with the refugees as a wise old leader who still prefers solitude to company. This gives the refugees a quick start in their new area without creating a character that has to be continuously involved with the community all the while providing a sage for use in later adventures. ---------------- As for the water source. I had no intention that the water source itself would be magical (though that is possible). My current idea is that the water comes from or passes through a grotto deep within the caves, not a place easily located or accessible in any way, and it is this grotto that is magical in some small way. My current working description for the grotto follows: Around the bend ahead a faint blue green luminescence can be seen. Turning the bend a wondrous sight opens before your eyes. Though stalactites and stalagmites have been common over the seeming miles you have had to crawl and climb to reach this point, they were nothing like what appears before you. The collection of stalactites and mites in front of you are clear and pure, almost like crystal, and it is from these that the faint glow appears. The last stream down which you have walked to reach this point joins the pool at the base of the chamber, but instead of collecting drops from the ceiling and flowing elsewhere it seems drawn to the great multi-pointed stalagmite at the center. Once there it flows upward over the crystal and slowly drips up towards the ceiling, landing on the points of stalagmites before collecting in a pool on the roof mirroring the one below. As you walk across the stones just rising out of the pool you pass through a ring of different size droplets, seeming lost, floating far out in orbit around the upward flow and crystals at the center of the room. Finally nearing the center you notice a small motion in the pool on the ceiling, looking up you see a swirl where the water proceeds to drain into a tiny crack in the roof. My current idea was to have the water be very warm at this point, possibly requiring the user to pass through rooms with steam geysers and such to reach this the grotto, making it a very uncomfortable trip. If there was going to be any magical effect of the water (other than defying gravity in and near the chamber) it would only happen by drinking directly from the pool there. Also the magic in the crystals would fade if they were removed. I was thinking about having the original dwarves know about this place and having this as part of a latter plot I was considering. Something along the lines of their representative not being happy about these interlopers and remembering old contingency plans for "poisoning the well" if the need for retreat ever occurred, but that is something for the future.
The poison thing might work if you are planning to run a campaign here (I'm becoming more and more partial to having this be my first 4e setting) but remember that we don't have any adventurers.
Also, we probably won't get far enough down the timeline to have the original dwarves come into play (since the redoubt is totally abandoned, they'd probably only hear about it after the town is settled and starts growing, which may be as much as a decade away). This is a good hook, and I could definitely see this working well in the setting, but I think it should be postponed for a while. We're still working on how the city gets started, we might want to save things that would happen 5+ years later for a different time.
I completely agree that this proposed hook was supposed to be several years or more down the life of the city. I only mentioned it as the reason I had been working on the grotto idea in the background.
I had always assumed there would be something special about the water, hot spring or something else, so I kept bouncing ideas around in my head till I landed on the grotto, and then I tried to come up with an idea how to get a group of adventures into such a hidden and hard to reach place; as I felt it should be too difficult and time consuming for the regular townspeople to locate anytime within the first many years that they were settling in.
Bumping a stickied thread? Funny.
The idea isn't dead, we are just waiting on... well 4e, really. There is the little matter of the OP. Like, who is going to write it? Who will be the OP (thread lead)? Etc. It is my hope that we wait until everyone can digest 4e, make sure there aren't any changes or ideas that come up to resolve, and then collaborate on an OP and get the 4TBACT rolling.
I agree thats where we are, I'm waiting to get the 4E stuff to see how it will all be orginized and weather or not some of our creative energies are being mis-guided or not.
All I hope is that this latest version will allow the tools for solid role-playing, I admit I am a little worried
To the matter of the BACT lead (read: OP):
I have found myself rather busy as of late, so I'm not able to keep up with the discussion as much as I'd like. Because of that, I'm not sure how I would fare as lead for the story thread. I'll do it if that is what everyone wishes, but I suggest nominating someone who can be more proactive than I (someone like PerennialRook.) Perhaps my role here should evolve into that of moderator only. It would allow me to be more objective for one, and I would be able to spend more time working on the "managerial" aspects of the thread (such as keeping the thread updated (which I have been neglecting), answering questions, and resolving disputes.)
I'd vote for PerennialRook.
So is there anything else we need to do before 4E comes out? The only thing I can think of is maybe an expanded map of the area, but I think we're pretty much ready.
Well Dougan can't do this so someone else will need to start this. Nobody's stepping up. I've been tossing some ideas around in my head, I'd like to see this start soon.
There are a few things to work out before we get this going in another thread. Like: how we are handling NPCs, what posting rules we are going to have, etc.
Some NPC Statblocks I have been working on:Moses, Level 4 Controller (Leader)
Show
Medium natural humanoid, female tiefling cleric; XP 150 Ghoros, Level 1 Soldier
Show
Initiative +5; Senses Perception +4; low-light vision HP 43; Bloodied 21 AC 16; Fortitude 13, Reflex 16, Will 19 Resist 7 fire Speed 6 Unarmed (standard; at-will) * Weapon+3 vs. AC; 1d4+1 damage Sacred Flame (standard; at-will) * Divine, Implement, RadiantRanged 5; +5 vs. Reflex; 1d6 + 3 radiant damage, and one ally she can see chooses either to gain 6 temporary hit points or to make a saving throw. Command (standard; encounter) * Charm, Divine, ImplementRanged 10; +5 vs. Will; The target is dazed until the end of her next turn. In addition, she can choose to knock the target prone or slide the target 7 squares. Beacon of Hope (standard; daily) * Divine, Healing, ImplementClose burst 3; +5 vs. Will of each enemy in burst; The target is weakened until the end of her next turn; Moses and all her allies in the burst regain 7 hit points, and her healing powers restore +5 hit points unil the end of the encounter. Cure Light Wounds (standard, daily) * Divine, HealingMelee touch; Moses or one creature touched regains hit points as if it had spent a healing surge +2. Channel Divinity (encounter)
Healing Word (minor; twice per encounter) * Divine, HealingClose burst 5; Moses or one ally within burst can spend a healing surge and regain an additional 1d6+2 hit points. Infernal Wrath (minor; encounter) Moses can channel her fury to gain a +1 power bonus to her next attack roll against an enemy that she has hit since her last turn. If her attack roll hits and deals damage, add 4 extra damage. Bloodhunt Moses gains a +1 racial bonus to attack rolls against bloodied foes. Alignment Good; Languages Common, Supernal Skills Bluff +8, Heal +9, Religion +10, Stealth +5 Str 10 (+2) Dex 12 (+3) Wis 14 (+4) Con 11 (+2) Int 16 (+5) Cha 19 (+6) Equipment preist's robes, symbol of Beacon worn under cloak. Medium natural humanoid, male dragonborn fighter; XP 100 Ghent, Dragonborn Evoker, Level 2 Artillery
Show
Initiative +1; Senses Perception +0 HP 24; Bloodied 12; see also dragonborn fury AC 18; Fortitude 17, Reflex 12, Will 14 Speed 5 Bastard Sword (Katana) +1 (standard; at-will) * Weapon+8 vs. AC; 1d10+3 (4 two-handed) damage. Sure Strike (standard; at will) * Martial, Weapon+10 vs. AC; 1d10 damage. Spinning Sweep (standard; encounter) * Martial, Weapon+8 vs. AC; 1d10+3 (4 two-handed) damage, and Ghoros knocks the target prone. Villian's Menace (standard; daily) * Martial, Weapon+8 vs. AC; 2d10+3 (4 two-handed) damage, and Ghoros gains a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter; On a miss he gains a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. Dragon Breath (encounter; minor) ColdClose blast 3; +6 vs. Reflex; 1d6+4 cold damage. Combat Challenge Anytime Ghoros attacks a target, he may choose to mark it. The mark lasts until the end of his next turn. While the target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include Ghoros as a target. In addition, whenever a marked enemy that is adjacent to Ghoros shifts or makes an attack that does not include him, Ghoros can make a melee basic attack against that enemy as an immediate interrupt. Combat Superiority An enemy struck by Ghoros's opportunity attack stops moving, if a move provoked the attack. If it still has actions left, it can use them to resume moving. Fighter Weapon Talent When using one-handed weapons, Ghoros gains a +1 bonus to attack rolls. Dragonborn Fury When Ghoros is bloodied, he gains a +1 racial bonus to attack rolls. Draconic Heritage Ghoros's healing surge value is equal to 9. Alignment Unaligned; Languages Common, Draconic Skills Athletics +7, History +2, Intimidate +10 Str 15 (+2) Dex 12 (+1) Wis 10 (+0) Con 16 (+3) Int 11 (+0) Cha 16 (+3) Equipment bastard sword (katana) +1, scale armor Medium natural humanoid; XP 125
Initiative +4; Senses Perception +2 HP 34; Bloodied 17; see also dragonborn fury AC 14; Fortitude 15, Reflex 15, Will 16 Speed 6 Dragonborn Longbow (basic ranged, standard, at-will) * WeaponRanged 20/40; +9 vs. AC; 1d10 + 3 damage. Evoker's Dragon Breath (minor, recharge ) * Arcane, Lightning, ThunderClose blast 3; +7 vs. Reflex; 1d6 + 3 lightning damage; secondary attack; +7 vs. Fortitude; 1d6 + 3 thunder damage. Dragon Leap (encounter, move) * Arcane Ghent makes an athletics check to jump with a +15 power bonus, and does not have to move to make a running jump, shifting up to that number of squares. Dragonborn Fury When Ghent is bloodied, he gains a +1 racial bonus to attack rolls. Draconic Heritage Ghent's healing surge value is equal to 11. Arcane Training Ghent can cast all of the wizard cantrips as explained in the PHB. Alignment Unaligned; Languages Common, Draconic Skills Arcana +9, History +11, Intimidate +5 Str 11 (+1) Dex 10 (+1) Wis 12 (+2) Con 16 (+4) Int 17 (+4) Cha 15 (+3) Equipment longbow, book of arcane study
My version of the Dire Snapping Tortoise
Spoiler: Show Dire Snapping Tortoise, Level 8 Soldier
Large natural beast (reptile); XP 350 Initiative +2; Senses Perception +4; low-light vision HP 76; Bloodied 38 AC 24; Fortitude 24, Reflex 20, Will 20 Resist 5 damage Speed 4, Swim 6 Snap (basic melee; standard; at-will) Reach 2; +15 vs. AC; 2d6+5 damage Vorpal Jaws (standard; encounter) Reach 2; +15 vs. AC; 3d10 + 5 damage, if the target is dropped to 0 hp by this attack the tortoise may make an additional standard, move, or minor action. Fling (standard; at-will) Reach 2; +13 vs. Reflex; 2d6 damage and the target slides 3 squares and is knocked prone Iron Shell (standard; at-will; usable only while bloodied) The tortoise's gains an additional 15 resistance to damage until the beginning of it's next turn. If any damage is done to it during this time all resistance (including the original 5) is negated until the beginning of the tortoise's next turn. Alignment Unaligned; Languages None Skills: Endurance (+10) Str 18 (+4) Dex 10 (+0) Wis 10 (+0) Con 18 (+4) Int 3 (-4) Cha 8 (-1) Dire Tortoise Tactics: The tortoise will use it's basic attack throughout the fight. When an enemy get's too close to the tortoise's allies it will use Fling to move them back. The tortoise will use Vorpal Jaws on the first bloodied enemy to come into reach. If the tortoise is in danger of losing it will use Iron Shell and try to retreat to the nearest shelter (usually the water).
I made some changes to my own working version after seeing yours. I also made the sample encounters before the hatchling and normal dire versions.Snapping Tortoises
Show
![]() Hatchling Snapping Tortoise, Level 3 Skirmisher Show Small natural beast (reptile), XP 150 Dire Snapping Tortoise, Level 5 Brute
Show
Initiative +5; Senses Perception +6; low-light vision HP 52; Bloodied 26 AC 17; Fortitude 18, Reflex 15, Will 14 Speed 5 (swamp walk), swim 6 Razorsnap (standard; at-will)+8 vs. AC; 1d10 + 3 damage. Needleclaw (minor; at-will)+6 vs. AC; 1d6 + 3 damage. Rend (immediate reaction; at-will) If the hatchling snapping tortoise hits a single opponent with more than one melee basic attack durring a round, it deals an additional 1d6 damage.Stability When an effect forces the giant dire snapping tortoise to move-through a pull, a push, or a slide-the tortoise can move one square less than the effect specifies. In addition, when an attack would knock it prone, the tortoise can immediately make a saving throw to avoid falling prone. Pod Tactics The dire giant snapping tortoise gains a +1 power bonus to its AC and Reflex defenses for each adjacent snapping tortoise. Also, for each adjacent snapping tortoise the number of squares a tortoise can resist moving (via Stability) is increased by one. Hibernation The dire giant tortoise can sleep submerged underwater and cease eating from late fall until early spring. Alignment Unaligned; Languages None Skills Endurance +13, Perception +6 Str 14 (+2) Dex 14 (+3) Wis 10 (+1) Con 20 (+6) Int 2 (+0) Cha 10 (+1) Medium natural beast (reptile), XP 200 Dire Giant Snapping Tortoise, Level 8 Elite Soldier
Show
Initiative +6; Senses Perception +8; low-light vision HP 82; Bloodied 41 AC 17; Fortitude 20, Reflex 17, Will 16 Speed 5 (swamp walk), swim 7 Snap (standard; sustain minor, at-will)+8 vs. AC; 1d10 + 4 damage, and the target is grabbed (until escape). The dire giant snapping tortoise can grab only one creature at a time, and cannot make bite attacks while grabbing. On subsequent turns, with a successful attack, the dire giant snapping tortoise can sustain the bite as a minor action, dealing bite damage while maintaining the grab. Claw (standard; at-will)+6 vs. AC; 1d6 + 4 damage. Rend (immediate reaction; at-will) If the dire giant snapping tortoise hits a single opponent with more than one melee basic attack durring a round, it deals an additional 1d6 + 4 damage.Stability When an effect forces the giant dire snapping tortoise to move-through a pull, a push, or a slide-the tortoise can move one square less than the effect specifies. In addition, when an attack would knock it prone, the tortoise can immediately make a saving throw to avoid falling prone. Pod Tactics The dire giant snapping tortoise gains a +1 power bonus to its AC and Reflex defenses for each adjacent snapping tortoise. Also, for each adjacent snapping tortoise the number of squares a tortoise can resist moving (via Stability) is increased by one. Hibernation The dire giant tortoise can sleep submerged underwater and cease eating from late fall until early spring. Alignment Unaligned; Languages None Skills Endurance +15, Perception +8 Str 16 (+5) Dex 14 (+4) Wis 12 (+3) Con 22 (+8) Int 2 (+0) Cha 10 (+2) Large natural beast (reptile, mount), XP 700 Interesting facts: Passive endurance allows the tortoise to automatically hold its breath for 25 rounds (or 2 1/2 minutes) and ignore hunger for a week and a half (10 days). Also, the lifespan of a snapping tortoise means that a trained dire giant snapping tortoise will stay in a clan or family for several generations.Initiative +6; Senses Perception +10; low-light vision HP 194; Bloodied 97 AC 26; Fortitude 26, Reflex 16, Will 19 Saving Throws +2 Speed 5 (swamp walk), swim 8 Action Points 1 Snap (standard; sustain minor, at-will)Reach 2; +13 vs. AC; 2d6 + 5 damage, and the target is grabbed (until escape). The dire giant snapping tortoise can grab only one creature at a time, and cannot make bite attacks while grabbing. On subsequent turns, with a successful attack, the dire giant snapping tortoise can sustain the bite as a minor action, dealing bite damage while maintaining the grab. Claw (standard; at-will)+13 vs. AC; 1d8 +5 damage. Maul (standard; recharge when first bloodied)The dire giant snapping tortoise makes three melee basic attacks. Rend (immediate reaction; at-will) If the dire giant snapping tortoise hits a single opponent with more than one melee basic attack durring a round, it deals an additional 2d6 damage.Stability When an effect forces the giant dire snapping tortoise to move-through a pull, a push, or a slide-the tortoise can move one square less than the effect specifies. In addition, when an attack would knock it prone, the tortoise can immediately make a saving throw to avoid falling prone. Pod Tactics * Mount The dire giant snapping tortoise gains a +1 power bonus to its AC and Reflex defenses for each adjacent snapping tortoise. Also, for each adjacent snapping tortoise the number of squares a tortoise can resist moving (via Stability) is increased by one. A trained rider of equal or higher level also counts as a snapping tortoise for the effects of this power. Hibernation The dire giant tortoise can sleep submerged underwater and cease eating from late fall until early spring. Alignment Unaligned; Languages None Skills Endurance +20, Perception +10 Str 19 (+8) Dex 10 (+4) Wis 12 (+5) Con 25 (+11) Int 2 (+0) Cha 8 (+3) Dire Giant Snapping Tortoise Tactics: When threatened, unable to flee, and/or protecting its pod, the dire giant tortoise will begin the fight by mauling the greatest perceived threat, snapping until it hits to grab and then clawing to attempt a rend. Subsequent turns are spent sustaining the snap and attempting to claw the grabbed enemy in order to rend it further. Encounter Groups: These denizens of the waters can be found with a variety of freshwater residents. Level 4 Encounter (XP 875) 1 dire giant snapping tortoise (level 8 elite soldier) 1 greenscale hunter (level 4 soldier) Level 6 Encounter (XP 1,250) 1 dire giant snapping tortoise (level 8 elite soldier) 1 greenscale marsh mystic (level 6 controller [leader]) 2 spitting drakes (level 3 artillery) Level 9 Encounter (XP 1,750) 2 dire giant snapping tortoises (level 8 elite soldier) 2 halfling prowlers (level 6 lurker) 1 halfling slinger (level 1 artillery) Level 12 Encounter (XP 3,500) 5 dire giant snapping tortoises (level 8 elite soldier)
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. So instead of PC levels, we could take a tiefling out of the Monster Manual, switch out abilities from other creatures (Incite Faith from kobold wyrmpriest on page 168, and Incite Bravery from goblin hexer on page 132) to make him more PC-friendly. Give her a staff of some sort, and add the cleric's healing word ability (recharge ). Now she's a "good aligned" priest without being a PC.Excellent start though.
Here is a reworked Moses. I took out all divine references and radiant powers, making her "godless" while leaving her with appropriate powers for a priestess. The incite powers, which are cool for their respecting monsters, are flavored heavily towards those races. Also, I didn't include a staff, or any weapon, because I didn't think it thematically appropriate for her to know how to use weaponry.
Moses, Tiefling Preistess of Beacon, Level 4 Controller (Leader) Show Medium natural humanoid; XP 150
Initiative +5; Senses Perception +4; low-light vision HP 51; Bloodied 25; see also sanctuary from the storm AC 18; Fortitude 14, Reflex 16, Will 18 Resist 7 fire Speed 6 Unarmed (standard; at-will)+5 vs. AC; 1d4+3 damage Healing Touch (minor; recharge ) * HealingMoses or one ally touched can spend a healing surge. Command (standard; recharge ) * CharmRanged 10; +8 vs. Will; The target is dazed until the end of her next turn. In addition, Moses can choose to knock the target prone or slide the target 6 squares. Beacon of Hope (standard; recharge ) * HealingClose burst 3; +6 vs. Will of each enemy in burst; The target is weakened until the end of her next turn; Moses and all her allies in the burst regain 5 hit points, and her healing powers restore +5 hit points until the end of the encounter. Sanctuary from the Storm (minor; recharge when first bloodied)Ranged 10; Moses or one creature receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of her next turn. Infernal Wrath (minor; encounter) Moses can channel her fury to gain a +1 power bonus to her next attack roll against an enemy that she has hit since her last turn. If her attack roll hits and deals damage, add 4 extra damage. Bloodhunt Moses gains a +1 racial bonus to attack rolls against bloodied foes. Alignment Good; Languages Common, Supernal Skills Bluff +8, Heal +9, Religion +10, Stealth +5 Str 10 (+2) Dex 12 (+3) Wis 14 (+4) Con 11 (+2) Int 16 (+5) Cha 19 (+6) Equipment preist's robes, symbol of Beacon worn under cloak. Priestess of Beacon Tactics Moses begins combat by issuing a command to the opposing leader/creature with aura/strongest opponent, removing it from the next whole round of combat and removing them from the area or knocking them prone for combat advantage against them. The second round, she uses beacon of hope to heal her allies that have been hurt in the first round and to strengthen her healing touch throughout the rest of the encounter, also weakening her opponents. One the following rounds she uses her powers as they become available via recharge, favoring command and then beacon of hope, healing allies with healing touch when the other two are unavailable.
Jeffers, Half-Elf Bouncer, Level 2 Soldier
Show
Medium natural humanoid; XP 125 Janis, Halfling Slinger, Level 1 Artillery (MM p.152); unaligned, replace "Thievery +10" with "Thievery +5", add "Nature +7", change Wisdom to 14 and Charisma to 11.Initiative +4; Senses Perception +4; low-light vision HP 39; Bloodied 19 Regeneration 5 (only when bloodied) AC 18; Fortitude 14, Reflex 12, Will 16 Speed 5 Reaping Halberd (standard; at-will) * WeaponReach 2; +9 vs. AC; 1d10+3 damage; 3 damage on a miss; the target is marked until the end of Jeffers next turn. Sentry Tactics (standard; at-will) * Martial, WeaponReach 2; +9 vs. AC; 1d10+3 damage; before Jeffers attacks, he lets one ally adjacent to either him or his target shift 1 square as a free action; the target is marked until the end of Jeffers next turn. Shieldbearer Allies adjacent to Jeffers gain a +2 power bonus to AC. Alignment Unaligned; Languages Common, Elven Skills Diplomacy +3, Insight +11, Intimidate +6 Str 12 (+2) Dex 12 (+2) Wis 16 (+4) Con 15 (+3) Int 10 (+1) Cha 10 (+1) Equipment halberd, scale armor Helthal, Dwarf Hammerer, Level 5 Soldier (MM p. 97); unaligned. Urchin Bandon, Human Lackey, Level 7 Minion (MM p. 162); unaligned, cloth armor.
I like having the tortoise as elite.
As to Iron Shell and Fling. I think fling fits in well with the soldier role. The soldier role is supposed to be most like the PC role of Defender (although it can work as Striker as well.) Combined with Stability and Pod Tactics, I feel that these two abilties cement the Soldier role. Comparing Iron Shell to the Tarrasque's passive resistance is a little unfair. Iron Shell is a standard action, not a passive trait. It is a little high, maybe I'd tone the resistances to 3/15 instead of 5/20 to make it a little easier to fight. Fling fits in perfectly fine. It could either be a headbutt or the turtle tossing a grabbed target.
I'm just not sure why a tortoise would have resistance to any of the damage types. Resistance 15 to psychic damage? The shell does warrant a high AC, but a soldier's base 16 AC is as high as it gets, combined with being level 8 and the +2 bonus for being elite, gives us a 26 AC at 8th level, when an 8th level fighter with 18 str and a +3 prof. weapon will have an attack bonus around +12, which means he still needs a 14 or better just to hit it. Combine that with almost 200 hit points, and the tortoise is very resilient to physical attacks.
As for fling, what I meant about it not fitting in with the soldier role, is there are no other soldiers with push powers that i can find in the MM. The soldier's role is to draw character's attacks and defend other monsters. To quote the DMG: Use soldiers in an encounter to keep the party in place. To sum up: One power is too powerful for heroic tier, the other is not thematically appropriate for the role.
Ariana, Human Falconer, Level 8 Artillery
Show
Medium natural humanoid; XP 350
Initiative +7; Senses Perception +12 (+14 sight based checks) HP 69; Bloodied 34; see falcon AC 16; Fortitude 15, Reflex 16, Will 16 Speed 6 Longbow (standard; at-will) * Weapon+15 vs. AC; 2d6+5 damage. Falcon Ariana shares her actions with her falcon (as a mount). On turns the falcon does not act, if it is flying, it shifts the requisite 2 squares to maintain flight. Damage dealt to the falcon is also dealt to Ariana, though damage dealt to the falcon cannot bring Ariana below 1 hp. Ariana and the falcon also share healing and healing surges. Through the Falcon's Eyes Ariana's connection to her falcon grants her a +2 power bonus to sight based Perception checks. Falcon's Instinct With the falcon's assistance Ariana gains a +2 power bonus to foraging checks. Alignment Unaligned; Languages Common, Elven Skills Nature +12, Perception +12 Str 11 (+4) Dex 17 (+7) Wis 17 (+7) Con 15 (+6) Int 10 (+4) Cha 13 (+5) Equipment longbowFalcon, Level 8 Cohort Show Tiny natural beast Initiative acts with Ariana; Senses Perception +12 HP 34; Bloodied 17; all damage dealt to the falcon is also dealt to Ariana. AC 20; Fortitude 13, Reflex 18, Will 16 Speed 2 (clumsy), fly 8 Claws (standard; at-will)+9 vs. AC; 1d4+5 damage. Swoop (standard; recharge )Range 7; +15 vs. AC; 3d8+5 damage; the falcon must begin at least 2 squares away from the target and shifts up to 8 squares into any square directly across from the target after the attack. Training ...?... Alignment Unaligned; Languages None Skills Endurance +9, Perception +15 Str 3 (+0) Dex 20 (+9) Wis 16 (+7) Con 10 (+4) Int 2 (+0) Cha 13 (+5)
I still believe that the tortoise should have an ability to represent it withdrawing into the shell. I'd rather see this creature as a paragon of defensive ability rather than a run-of-the-mill soldier. I mean, other than a high constitution there is no defensive difference between your tortoise and a hobgoblin.
I don't see how sliding characters does not keep the party in place. Soldiers with push/pull/slide/knocked-prone abilities: Yuan-ti Abomination, Warforged Captain, Umber Hulk, War Troll, Sphinx, there's more, I kinda gave up after a bit. There are more with immobilize and grab powers too. So it might not be the focus of the Soldier role, but abilities that move characters around can work with Soldiers. How about this for a re-worked Iron Shell: Iron Shell: Standard action: The Dire Tortoise gains 50% resistance to all damage, but it takes a -4 penalty to all attack rolls. It can sustain this stance as a minor action.
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.
Sounds good to me, but there is one thing.
As worded in the PHB "insubstantial" works perfectly for what this ability should do. However, I think it'd be a lot better to spell it out (half damage from direct, area, and ongoing attacks) simply because the word insubstantial implies ghostly-ness. I had to look it up to make sure the ability didn't let it walk through walls. So this works perfectly as we have it now, I'd just reword it to avoid confusion.
Might I introduce a family? It's a little bit out there though.
A lone dwarf woodsman moves into the forests around the town with his adopted children, three Minotaurs, a Gnoll, and two young human boys. The dwarf only wants to rebuild the home he used to have before he and his odd group were forced to move. The curse-warped golden dragon burned much of their forest and crashed in their cave dwelling. The dwarf has begun carving out his new home in a cave in the forest while his children cut down trees for construction. Their home was a nicely built clan structure with many halls and chambers and the dwarf is stubbornly ignoring the fact he doesn't have the skill with stonework to make such an abode. Not that things were going well at their old home anyway. The dwarves had cut down the forest in a haphazard way, causing their logging industry to suffer for it. The dwarf is determined to look after the forest in his new home so they don't ruin it and thus doing, put themselves out of a job. The children are a bunch of orphans and young refugees that the dwarf took in before the golden dragon attack. Now that the old dwarf himself is a refugee they are trying their hardest to support him. The three minotaurs and the gnoll are good aligned but realize how most people view those of their race. Though physically strong they try their hardest to not cause any trouble. When in town they say little and hurry with their tasks so the can get back home. The two human boys are too young to be thinking of much more then having a good time. They all consider themselves brothers and the dwarf his father. They all share the same dream as their adoptive father. How's that? Just an idea >_>
That isn't it really. A lot of us have been extremely busy lately.
To comment on your suggestion: I first thought that it would be horrible, unfitting, and... ...too bizarre. Then I gave it a while to mull over the idea. I like it, and here's why: 4e, for better or worse, is a bit higher fantasy than many of us anticipated.
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?
Some discussion needs to be had about 4e as it relates to our thread. The feel of 4e is so different, that I am not sure that our low-magic/commoner refugee group is the way to go. If everyone is okay with a high magic setting, I need to have this flushed out soon, as my players are on their way to Thorast Kax as we speak.
Really, the more people who speak up, the easier this will be.
Yeah, I'm ok with a high-magic setting. The whole no-PC-classes thing is a bit more difficult in 4E, but I believe the idea of no adventurers still works.
I'm setting my campaign here too, although I'm making it 20 yrs later for various reasons.
Another suggestion in keeping with the point of light idea.
The Spring Thaws. Every year the spring thaw brings a surge in the rivers levels. In particularly warm years this thaw brings zombies washing down the river due to the thawing of an ancient undead city that lies frozen in the highest mountain reaches. Dragon Spawning Season This occurs east of the city every 5th Fall. During this time trade is restricted due to the Eastern Pass being overrun by breeding Dragons. The season lasts 3 months. ON the first day of the following Spring the town has Green Dragon Day. On Green Dragon Day the families go out with their children in search of the egg clutches. Green dragon eggs are a delicacy and fetch a pretty copper at market or make a very nice meal for 20. Those eggs that are not found produce green baby green dragons. The Hatching occurs roughly three weeks after Green Dragon Day. Adventurers are hired to clear these little beasts. Dragon Veal is also a delicacy and brings much profit and easily offsets the cost of hiring the adventurers.
The OP is well underway (over 11,000 characters so far), but I ran into a minor issue. Namely, a town charter. I think that the refugees who are most affluent and educated, not to mention charismatic, will want to establish some sort of order in the new city, assuming that that is their intention. I believe they all understand that returning to Thorast Kax is not an option, nor is settling en mass in any other cities (for whatever reasons).
So I ask you, what should be in the town charter? This will lay the foundation for the laws and official government of the city and should address things like judiciary responsibilities, a militia, taxes, ownership, land, etc. I will write as much of it myself as I have too, but the more input I get, the better it will turn out. Also, consider the opinions of the refugees (and share your ideas) on government and also who would scribe such a document, and signatories. For example:Mayflower Compact Show In the name of God, Amen. We whose names are underwritten, the loyal subjects of our dread Sovereign Lord King James, by the Grace of God of Great Britain, France and Ireland, King, Defender of the Faith, etc. Charter for Town of St. Omer, 1127
Show
Having undertaken, for the Glory of God and advancement of the Christian Faith and Honour of our King and Country, a Voyage to plant the First Colony in the Northern Parts of Virginia, do by these presents solemnly and mutually in the presence of God and one of another, Covenant and Combine ourselves together into a Civil Body Politic, for our better ordering and preservation and furtherance of the ends aforesaid; and by virtue hereof to enact, constitute and frame such just and equal Laws, Ordinances, Acts, Constitutions and Offices, from time to time, as shall be thought most meet and convenient for the general good of the Colony, unto which we promise all due submission and obedience. In witness whereof we have hereunder subscribed our names at Cape Cod, the 11th of November, in the year of the reign of our Sovereign Lord King James, of England, France and Ireland the eighteenth, and of Scotland the fifty-fourth. Anno Domini 1620. I, William, by the grace of God, Count of Flanders, not wishing to reject the petition of the citizens of St. Omer---especially as they have willingly received my petition about the consulate of Flanders, and because they have always been honest and faithful to me---grant them the laws written below, and command that those laws remain inviolate. The Farmer's Law, 7-8th Centuries
Show
1. First that to every man I will show peace, and I will protect and defend them with good will just as I do my other men. And I grant that justice be done to all of them by my bailiffs, and I wish that they do justice to me also. I grant liberty to my bailiffs such as my other bailiffs have. 2. If any citizen of St. Omer lend money to any one, and the borrower freely acknowledge this in the presence of lawful men of that town and of his heirs, if the debt be unpaid on the agreed date, he or his goods may be detained until all be paid. If he be unwilling to pay, or deny the agreement, he shall be detained until he pay the debt if he be convicted on the testimony of two bailiffs or two sworn men. 5. All those who have their gild and belong to it, and who reside within the limits of the town, I make free of toll at the port of Dixmude and at the port of Gravelines; and throughout all the land of Flanders I make them free of sewerp. I grant them the toll which the people of Arras pay at Bapaume. 6. If any of them go to the land of the Emperor for trade, he shall not be forced to lose his gild by any of my people. 7. If it should happen that at any time I should acquire land outside of Flanders, or if a treaty of peace be made between me and my uncle, Henry, King of the English, I will cause them to be made free of all toll in the land acquired, or in the whole land of England, or I will make them free of all customs by the terms of such treaty. 9. All who dwell within the walls of St. Omer, or who dwell there in the future, I make free from cavagium, i.e., from head-tax, and from suit of court. 1l. Moreover they have asked the king of France and Ralph of Peronne that wherever they go in their lands they may be free of toll, transit dues, and passage; I wish this to be granted to them. 13. As I wish the citizens of Flanders to be free henceforward from all customs, I shall require from them no scot, or taille, or forced loan. 14. The thirty pounds a year I had from St. Omer and whatever I ought to have from there, I grant for the restoration of their damaged property, and for the maintenance of their gild. The burgesses shall see to it that there is good and stable coinage during my life whereby the town may be improved. 15. Since the guards who nightly watch the castle of St. Omer have had a fee decreed from of old to be in oats, cheeses, and goatskins, and since they have been accustomed to take bread and one or two denarii from every house unjustly on the feasts of St. Omer and St. Bertin and at the Nativity, or to take guarantees from the poor for these things, we decree that they shall not dare in the future to take anything above their stipend. 16. Whoever comes to Nieuport from any place shall have permission to come to St. Omer with his goods in whatever ship he pleases. 17. If I make peace with Stephen, Count of Boulogne, I shall make them free of toll and sewerp throughout all his lands and at Wissant. 18. I grant for their use the pasture in the wood near St. Omer, which is called Lo, and the marshes, meadows, whins and fallow lands, except the land of the lepers, just as it was in the time of Count Robert the Bearded. 19. I make free from all toll the houses which are in the care of the advocate of the Abbey of St. Bertin, namely, those which are inhabited. Each gives twelve denarii at the feast of St. Michael, twelve denarii as brotban, and twelve denarii as byrban. Those which are empty pay nothing. 25. The following have promised that this agreement shall be observed by all, and they have sealed their promise with an oath: Louis, King of the French; William, Count of Flanders; Ralph of Peronne, etc. The Farmer who is working his own field must be just and must not encroach on his neighbor's furrows. If a farmer persists in encroaching and dock's a neighboring lot - if he did this in plowing time, he loses his plowing; if it was in sowing time that he made his encroachment, he loses his seed and his husbandry and his crop - the farmer who encroached.
If a farmer without his landowner's cognizance enters and plows or sows let him not receive either wages for his plowing or the crop for his sowing - no, not even the seed that has been cast. If two farmers agree with the other before two or three witnesses to exchange lands and they agree for all time, let their determination and their exchange remain firm and secure and unassailable. If two farmers, A and B, agree to exchange their lands for the season of sowing and A draws back, then, if the seed was cast, they may not draw back; but if the seed was not cast they may draw back; but if A did not plow while B did, A also shall plow. If two farmers exchange lands either for a season or for all time and one plot is found deficient as compared with the other, and this was not their agreement, let him who has more give an equivalent in land to him who has less; but if this was their agreement, let them give nothing in addition. If a farmer who has a claim on a field enters against the sower's will and reaps, then, if he had a just claim, let him take nothing from it; but if his claim was baseless, let him provide twice over the crops that were reaped. If two territories contend about a boundary or a field, let the judges consider it and they shall decide in favor of the territory which had thee longer possession; but if there is an ancient landmark, let the ancient determination remain unassailed. If a division wronged people in their lots or lands, let them have license to undo the division. If a farmer on shares reaps without the grantor's consent and robs him of his sheaves, as a thief shall he be deprived of all his crop. A share holder's portion is nine bundles, the grantor's one: he who divides outside these limits is accursed. If a man takes land from an Indigent farmer and agrees to plow only and to divide, let their agreement prevail; if they also agreed on sowing, let it prevail according to their agreement. If a farmer takes from some indigent farmer, his vineyard to work on a half share and does not prune it as is filling and dig it and fence it and dig it over, let him receive nothing from the produce.... If a farmer takes over the farming of a vineyard or piece of land and agrees with the owner and takes earnest-money and starts and then draws back and gives it up, let him give the just value of the field and let the owner have the field. If a farmer enters and works another farmer's woodland, for three years he shall take its profits for himself and then give the land back again to its owner. If a farmer who is too poor to work his own vineyard takes flight and goes abroad, let those from whom claims are made by the public treasury gather in the grapes, and the farmer if he returns shall not be entitled to mulct them In the wine. If a farmer who runs away from his own field pays every year the extraordinary taxes of the public treasury, let those who gather in the grapes and occupy the field be mulcted twofold. Concerning Herdsmen. If a neat herd in the morning receives an ox front a farmer and mixes it with the herd, and it happens that the ox is destroyed by a wolf, let him explain the accident to its master and he himself shall go harmless. If a herdsman who has received an ox loses it and on the same clay on which the ox was lost does not give notice to the master of the ox that "I kept sight of the ox up to this or that point, but what is become of it I do not know," let him not go harmless, but, if he gave notice, let him go harmless. If a herdsman receives an ox from a farmer in the morning and goes off and the ox gets separated front the mass of oxen and goes off and goes into cultivated plots or vineyards and does harm, let him not lose his wages, but let him make good the harm done. If a herdsman in the morning receives all ox from a farmer arid the ox disappears, let him swear in the Lord's name that he has not himself played foul and at he had no part in the loss of the ox and let him go harmless. If a guardian of fruit is found stealing in the place which he guards, let him lose his wages and be well beaten. If a hired shepherd is found milking his flock without the owner's knowledge and selling them, let him be beaten and lose his wages. If a man is found stealing another's straw, he shall restore it twice over. If a man takes an ox or an ass or any beast without its owner's knowledge and goes off on business, let him give its hire twice over; and if it dies on the road, he shall give two for one, whatever it may be.... If a man steals all ox or an ass and is convicted, he shall be whipped and give it twice over and all its gain. If while a mail is trying to steal one ox from a herd, the herd is put to flight and eaten by wild beasts, let him be blinded. If a man finds an ox in a wood and kills it, and takes the carcass let his hand be cut off. If a slave kills one ox or ass or ram in a wood, his master shall make it good If a slave, while trying to steal by night, drives the sheep away from the flock in chasing them out of the fold, and they are lost or eaten by wild beasts, let him be hanged as a murderer. If a man is found in a granary stealing corn, let him receive in the first place a hundred lashes, and make good the damage to the owner; if he is convicted a second time, let him pay twofold damages for his theft; if a third time, let him be blinded. If a man at night steals wine front a jar or from a vat or out of a butt, let him suffer the same penalty as is written in the chapter above. If people have a deficient measure of corn and wine arid do not follow the ancient tradition of their fathers but out of covetousness have unjust measures contrary to those that are appointed, let them be beaten for their impiety. If a man delivers cattle to a slave for pasture without his master's knowledge and the slave sells them or otherwise damages them, let the slave and his master go harmless. Where a man destroys another's beast on any pretense, when he is recognized, let him indemnify its owner. If a man harvests his lot. before his neighbor's lots have been harvested and he brings in his beasts and does harm to his neighbors, let him receive thirty lashes and make good the damage to the party injured. If a man gathers in the fruits of his vineyard arid while the fruits of some lots are still ungathered brings in his beasts, let him receive thirty lashes and make good the damage to the party injured. If a man lawlessly, when he has a suit with another, cuts his vines or any other tree, let his hand be cut off. If a man who is dwelling in a district ascertains that a piece of common ground is suitable for the erection of a mill and appropriates it and then, after the completion of the building, if the commonalty of the district complain of the owner of the building as having appropriated common ground, let them give him all the expenditure that's due to him for the completion of the building and let them share it in common with its builder. If after the land of the district has been divided, a man finds in his own lot a place which is suitable for the erection of a mill and sets about it, the farmers of the other lots are not entitled to say anything about the mill. If the water which comes to the mill leaves dry cultivated plots or vineyards, let him make the damage good; if not, let the mill be idle. If the owners of the cultivated plots are not willing that the water go through their plots, let them be entitled to prevent it.
Adopted from Thukad's idea for a family (sans lumberjacking), I present to you...Residents of the Dragonbane Redoubt
Show
![]() From 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.
Being 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.)
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.
Forgot about the army that actually invaded the city. Thank you for pointing that out.
Well, my group is well on its way to setting the gold dragon free in Thorast Kax.
Proposal:
Tomas Renfield level 7 Human Wizard.(Uh, with 11,000 characters, is 1 level 7 character o.k?) Tomas Renfield Tomas Renfield is an aspiring wizard who hopes to become a level 13 Paragon wizard someday.(In real life terms. Like, he wants to gain the power to cast spells a level 13 wizard would.) He is a young man who is good at giving a good show.(Prestidigitation) He seems to have forgotten everything about his life up to age ten. Other than that, he is a very quick witted fellow, who hopes to combine genuine magic with entertaining tomfoolery in order to make a living. A small city like this one should help him get on his feet.
It has been for awhile.
I've been using Thorast Kax in my campaign, but the community effort has born little fruit. I would be willing to give it a go, including a detailed account of the happenings at Thorast Kax with the curse warped dragon and the surviving inhabitants.
quick question did they bring any weapons with them
Bofbin Axebreaker had a great deal on his mind. Foremost on his mind was financing the trek south, which was becoming problematic with the sharp rise of prices withing the destoryed city of Thorast Kax. He, along with most of the dwarven community of the burning city owed their lives to an impetuous, young, dwarven cleric of Thane named Baloril.
Bofbin approached Baloril, who was working his frustrations out on his anvil. "I never really thanked you, for my family, and for our community," said Bofbin, an old dwarven patriarch. "I had to do something. I had to help," said Baloril. "I can't help but notice that you seem troubled, however. And I can assure you that this anvil has done you no ill will," said Bofbin, trying to lighten the mood. Bofbin placed a hand on Baloril's hammer arm. "I am scraping off the slag. I have forged a symbol of Thane for Costran, the good farmer who has become a true beacon of the people," answered Baloril. "Where would we be without him?" Baloril had trouble lifting his head to meet Bofbin's gaze. "I feel empty." "It is disheartening to hear this, for all the good you have wrought. Joy should be your companion," Bofbin said, consolingly. "Tell me, what troubles you child? Surely not the fate of the city. It wasn't anything you could prevent, and your compassion is far from empty." Baloril lay his hammer down. "My comrades and I enjoined in righteous battle, and met evil face to face like I have not done in a while. It was good and I used His word to lift my fellows and lay the fear of Thane across the hearts of the worst creatures. Even in the face death, the demonic wretches would unleash all of their hatred...," he paused as he visualized the battle fresh. Seeing that this was going to be no casual conversation, Bofbin asked the young dwarf, "rest from your labors and talk with me over drink, this sounds a good tale for heavy stout." "I will drink with you..." Bofbin led to one of the prepared wagons, lifted a couple of stools, and tapped some stout for each of them in the mugs from the Dragon's Berth tavern. "Demonic, you say," prompted Bofbin, once they were both seated. Baloril took a revitalizing drought before he began again. "Gnolls of this region. Surely the force of chaos that brought the dragon of Thorast Kax to bear. They have risen to the occasion." "Yes, I fear for our travels," Bofbin interjected. "As we all should. And the cirumstance that have brought us... brought me... to this loss of faith..." Bofbin looked surprised at this revelation. Baloril continued, "we set out to find the teifling, the confounding devil woman who has thwarted our peace. The others felt... felt... well that she was needed and that she had more to play in their quests for right." Baloril took another long draft, collecting his thoughts. "I found word of her whereabouts and felt it was best to aid them," Baloril explained. "The young noble there... the ranger," he said, pointing to Arianna across the way near another group. "She had seen the tiefling taken by gnolls." Rather than let the young dwarf wallow, Bofbin tried to drive him to the point. "So what then brought about this loss of faith? Was the battle not won? You survived at least, and I have heard news in passing of your companions." "Well... we tracked the gnolls and entered into glorious tussle with them. It was uplifting to see our warriors fall and rise with His word. And when all of the vile things had fallen or apparently left in fear, one remained. It threatened young ones it had taken with death, and when it unleashed its wretched fanged fury at them.... it turned to and seemed to beg for mercy... as if it would know what that was. "I felled it with the might and pleasure of His word in my heart. And when the creature lay unmoving, it was then that Thane left me... when I should have felt his hand the most." "You seem surprised that such a beast could bargain for its life," queried Bofbin, looking down to the dirt. "His presence has disappeared completely...what does a demon know of death and loss?" Baloril finally has the strength to look Bofbin in the eyes. Bofbin looked up to meet his gaze. "You are zealous, child. Your markings done in the old way. You weild a power greater than you now comprehend. In your haste to deal revenge, you forgot mercy, and indeed justice. I do not envy you that choice. And I cannot pretend to know how a gnoll understands what it is to surrender." Baloril looks on intently, the words striking a chord in him. "Yours is a more difficult road than most dwarves will ever know," finished Bofbin. "I failed... I failed to know Thane. I failed to aid the young ones." "The gnoll is dispatched, and in that you have not failed." "Handing out death was my only option," sulked the young dwarf. Bofbin spoke sternly, "you speak then, like the gnoll, without consideration for mercy. It is this adherence to mercy, to law and good, that separates us from them." Baloril looked away, pained. "And if this is the lesson Thane teaches you, take it to heart. Outwit your quarry, judge with reason and conviction, but do not lose yourself fully to the fury which wells within you. It can be a source of power and conviction, but unchecked, and outside the bounds of Thane's tenants, it may lead you down a dark path." "How will I know? How can I spread the terror of Thane to the hearts of his enemies?" "Give no opprtunity for surrender, judge quickly, but with a full knowledge, and never let them make a fool or a mockery of Thane. "This trial seems a test of your faith, not a lack of it. And it is good that you seek council, though I will not always know the answers. It is in your connection to Thane and His teachings that you will know." Baloril shook his head, slightly side to side. "I... I cannot know... how can I learn to be judge over such infernal things? My hammer is my law. How will it know right?" "You have the knowledge and the facilities to judge. If not, I would not be seated here now. Your mind and soul are more than a match for your hammer. Trust not only in the strength of your arm, but in the strength of your will, the strength of your conviction, and the strength of Thane. Know that He cannot lead astray." Baloril lifted Thane's Dread, the name of his hammer. "I cannot... I can't let this law bear justice without the truth. But can I... or you... ever fully know it?" "Though the things you fight are creatures of lies and deceit, when you feel lost, trust in your connection to Thane and his divine guidance. Turn to him, and you will know." "For the first time in my life, I actually fear my own weapon." "You should fear it. It controls your destiny. Drive that fear outwards, or it will consume you. Make your enemies feel that fear." "Who am I to wield it? I cannot be the harbinger of it's doom again. I must relent. Can my battle ever bear good again?" "With good judgement, and the conviction to act, you will become a beacon of good." Baloril looked at Bofbin, a little more hopefully. "You are saying... the hammer MUST swing." "You are the hammer. You fear the power inside yourself. The hammer is an extension of your very being. Your actions will shape the world around you, better to shape them as you know how, with a hammer and anvil." Baloril's eyes widened, and he drug a long draught to the bottom of this mug. "You then ask, what is your anvil? It is your companions. And as you removed the slag from your anvil, so must you help your companions. They need you, lest they fall." "You are saying.. I must fight... and guide them. Lighten and purify their way." "I leave that to your wisdom. I have offered what advise I can, but I do not pretend to hold so much sway over the cleric of Thane. But it seems you know your path." "The path would not be seen without your clarity. How can I repay you for your sage words?" "Bless our new endevors, and continue to be a force for good in this land. That is all I can ask." Bofbin finished off his mug, then looked out over the plains below. "I may never fully know Thane's will. Perhaps it is the craftwork I will pursue all my life," said Baloril, his path now clear.
Awesome story!!!
Is this something in your current campagn or something added to the BATC4? Either way, cant wait to read more of it. :D
Perhaps this should have been offered up at some point.
Towns That Were Planned The most famous and striking planned towns in ancient times were built between 3,000 and 2,000 years ago in the district surrounding the eastern Mediterranean, by the Cretans, Greeks and Macedonians. Alexander the Great (who lived from 356 to 323 B.C.) founded many new cities in countries he conquered, and filled them with his soldiers and ex-soldiers. Later on the Romans did the same in western Europe and England. These cities were usually on new sites, and could be completely planned in advance, because the powerful rulers who ordered them could take the land that was needed by force and did not have to bother about the wishes of the people sent to live in them. The plans of many of these ancient cities can still be traced in ruins that have been dug out, and here and there in cities that still exist. They are usually simple plans, with two straight roads crossing at right angles in the middle, narrower roads at regular distances, big squares for markets and public buildings and for drilling troops, and walls for defence against attackers. The houses are mostly massed together between the narrow roads, without gardens, for in those days the ordinary citizen did not have much say about where he was to live. However, the main purpose of the cities was to be military strongholds, and for this the plans were good. Often the grouping and design of the public buildings was noble and beautiful. These ancient plans had a big influence on the building of cities. Their main ideas were copied, for instance, in the many new towns built in France, England and Wales, for similar military reasons, in the time of Edward I (1239-1307). Among them were Conway, Caernarvon, Winchelsea and Kingston-upon-Hull. At Chester the main Roman streets crossing at the centre (The Cross), and the city walls can still be seen. At Winchelsea the original plan of che time of Edward I is still almost intact, because the town never grew. Some of the ideas in the old plans were carried over into towns and parts of towns built by rulers or great landowners in the 17th, 18th and 19th centuries. Other interesting designs, however, came into use as well, such as the "radial" plan —like the spokes of a wheel or a spider's web— to be seen in Karlsruhe (Germany), Washington (United States) and Middlesbrough (England). There are many books that show how ideas of lay-out spread from one place to another through the centuries. Towns That Just Grew Planned lay-out, however, has been the exception and not the rule in the world's thousands of towns. In the newer countries there were sometimes plans of straight streets crossing each other at right angles, but otherwise the use of land and placing of buildings was not planned at all. Most towns just grew anyhow. The rea¬son is simple. Agriculture came before cities, and all through history land has mostly been owned in small pieces by many owners, each of whom originally farmed his own piece. When trades and handicrafts and manufacture began, and more and more people moved into large villages which grew into towns, each man built his house or shop or workshop to suit himself or his work, on the piece of land he owned or could buy from another person. To begin with, there was very little to stop a man either from putting his building where he wanted, or from using it or enlarging it as he chose. Perhaps the earliest limit on what people could do with their houses came when states or cities stopped them building right into the streets by which they and others were supposed to be able to reach their houses. However, even that was not at first strictly enforced, and as more and more people went to live in towns, the buildings got bigger and more crowded. When a man had enlarged his building to cover his whole plot, and was stopped from building into the public road, he built up higher, and sometimes extended his upper storeys over the road. In York there is a street called the Shambles, from the top windows of which people cart shake hands across the street. In many old towns buildings became so close together and so high that they cut off each other's light. Overcrowding, dark rooms, and lack of fresh air and drains caused terrible plagues. Fires spread and destroyed vast numbers of houses. Gradually the authorities had to make laws to limit the height of buildings, to insist on enough light and air between them, to make them fireproof, and to secure wider roads for increasing traffic. But towns went on growing to such an extent that these laws could not keep them healthy or convenient. People changed the use of their buildings: houses became shops, workshops and factories, and gardens were built over. Back-to-back houses that did not even have yards, were built in large numbers in some towns. So towns which had been open, healthy and pleasant when small, became crowded, dirty, dangerous, unsatisfactory muddles as they grew bigger. After a time, as these changes took place, even the few cities which had been well planned to begin with became inconvenient and confused. Because of gradual rebuilding and other changes the original plan disappeared or became out-of-date. Today, for instance, in towns where the old planned streets still remain, traffic has increased so much that they are now far too narrow. Now and then a city used to try to improve things by widening streets or pulling down the worst slums, but until the 20th century there was no regular means of preventing such problems from arising. The growth and changes produced new problems faster than such clearances could put them right.
Was this included in the resources list and was any money spent equiping the refuges with them
Yes, and no.
Most of the weaponry was already owned by the refugees (e.g. the Dragonborn, Ariana, the Dwarves, Jeffers, etc.) There are also a few smiths in the group that can make weapons in a pinch. Any materials that the smiths didn't bring, had to be smelted down from existing equipment.
Also, no weapons would be bought with the limited resources of the refugees. Prices on even the necessities are at a premium after the destruction of Thorast Kax.
Good to see you D_A!
To be honest I'm not entirely sure. We've been meaning to do a summary for quite sometime, and I'm pretty certain that it's time for one. Unfortunately, I have not been able to get caught up on everything (way too much to do.) But I'm slowly working on it. If someone has a summary all ready to go, please post it for everyone to get caught up.
Back when the Greyhawk wars left a hole in the Shield Lands, I wrote a campaign for taking it back. My brother, who likes to play Psions (Savaunt, usually), got a hold of a Griffon, found a place to for the party to hole up (high platau with artisan spring at the bottom), and the party began raiding those excellently made roads. Things went entirely too well for them, so they stayed. This changed the campaign.
Keeping to the 'no survivors' policy (no enemy survivors), they were able to free many people and escort them out of the country, or use them to fortify the party's position. He was eventually able to recruit and train enough people to give Iuz's cronies serious problems. Through the use of clerics, wizards, and magic, they were able to make their platau a better refuge. Once they were able to find people to manufacture alchemical fire - and pepper bombs - they were able to make their area, temporarily, more secure. Their biggest problems were getting Griffons trained. A Griffon that wants to retreat is tough to convince to go back and face a dragon ("C'mon Starfire! He's getting away!"). A Griffon that has decided to attack - because it is seriously disturbed, from constant combat - is also hard to convince that, although tasty, the wizard is well armed and that it's a trap. Also, rolling a 1, while riding a mythical killing machine, could get you dumped or worse ("It looks like 'Brick' has eaten another 'new guy' for nicking his head during combat."). There were few cases when there was a middle ground, but it was great when things went well. They were able to upset supply lines and pack loot into caches about the countryside ("We've got way-y too much copper and silver, here, and the refugees can only carry so much. . .). They were, eventually, able to hire people full-time for not only their new stronghold, but for other redoubts. When they were offered titles and land for their efforts, they had to think about it. All thoughts of finding a rod of power was forgotten, until it turned up in someones loot (much, much, later). It was their favorite tactic to pretend to settle a keep or stronghold and then break the new pattern of supply lines and take out the 'new leader' that has come to root them out. Except for a Psion and a Ranger, many NPCs became players (The Ranger was a deranged Griffon, named Brick). Building and rebuilding can be varied - even temporary- but sometimes people just stop running and set up shop when they are safe enough and have a good line of supply.
In the DMG it says a city of 25,000 would have 1 guard per 100 people to protect it from threats within and without.That's only 250 guards,twice that in dangerous areas,thats 250 guards divided between three 8 hour shifts. WTF??? Does any one else think this is far to small a number? What would be a better amount?
I haven't been able to follow the thread for quite some time now. I'm not even quite sure what is going on.
I also have this worked up:
Tuesday, September 30, 2008 The Build a City Thread IV A History: A long, long time ago Abbacabba started the very first Build a City thread (hereafter known as TBACT). Deanrule said of it, "(the thread) lasted for some time and made quite an impression on some of us. The premise was to let the posters create a town bit by bit using the D&D rules so that eventually a truly organic city would be made. One that actually felt like a town bred in a land of magic rather than a medieval European hamlet thrust into a world it didn't belong in." And some things that should not have been forgotten were lost. History became legend. Legend became myth. In other words, the search function can no longer find the first build a city thread, which, by deanrule's account was "a town so overflooded with doomsday artifacts, undead, wizards, and villains that an average day in town was like a Flamethrower fight in a fireworks factory." Hence deanrule's foray into TBACT building, "The Build a City Thread!" TBACT was fifty-one pages long, covering an impressive sixteen years in the life of the City of Eckland. Deanrule laid the groundwork for the rules that would be adopted in later TBACT's, like the commonality of PC's, the artifact ban, major event proposals, and STOP rules. The first TBACT was retired and planning was made for TBACTII. TBACTII, despite the best efforts of the OP (Rockjaw), burned too fast and too bright. A lot off good ideas went into the TBACTII, and there was a bit of new blood as well, namely my own, but infighting quickly spiraled out of control and the thread went down in a blaze of glory. My last 3.5 campaign was centered on the events of Tuskbay, the island city of TBACTII, lasting far longer than the thread itself. The groundwork done there kept my group entertained all the way up into the release of 4E. People can only guess as to why "TBACT3!!!!!!!!!!!" was a failure. Perhaps the TBACT community was burnt out after TBACTII. It may have been that incorporating the anime genre (after "the Last Airbender") turned off too many fantasy gamers. Whatever the cause, TBACT3 was little more than a flash in the pan. One good thing did come out of it, however. Dougan_Axehammer's "Open discussion: BUILD A CITY 4.0!!!" was started in the aftermath of TBACT3, just after the official announcement for Dungeons & Dragons 4th Edition. In closing, I would like to give a special thanks to Abbacabba, deanruel, Rockjaw, Sylvaroth, SupercrazyDM, Dougan_Axehammer, and everyone else who has contributed so greatly for all of your dedication to the TBACT community. Thank you. :D Looking Forward: So here we are, twenty-one pages of preparatory material and a fresh batch of new blood to infuse into TBACT. Dougan_Axehammer got us underway with his vision of adopting the 4e tenant of the world as a dark, mysterious place with points of light where civilization exists. His origional thoughts spawned the idea of a city, Thorast Kax, ravaged by a cursewarped gold dragon, the refugees from which would find someplace new to settle down. As a point of light, this new place, Terrapin Falls, should not benefit from a rapid influx of new residents (unlike previous threads which felt a little inorganic). He proposed that the population should grow very slowly as a rule, and that adventuring class characters would not be necessary for starting a town, stating, "any character can fill the role of a leader, and we can always introduce PC classes later." With that admonishment, I would also like to encourage everyone to be civil in this thread. Before we list any rules, we will call this rule zero. There will be arguments and debate, passions may flare, but it is important that we all stay civil if we are going to make a good run of this. Respect the other posters, no matter their maturity level. Try to ignore any trolls which may wander through. Remember, "do not feed the trolls!" No one "owns" any of the characters, no matter how much favoritism they may be shown in a poster's chronicle or how many diary/journal entries they may write, none of the characters are player characters and none of us are the players. The same rule applies to ideas for the thread; Once you have ventured an idea, it belongs to the TBACT community. The TBACT4 Rules Rule 0: "No murmuring. No fault finding. No criticizing, Of another soul, ever." ~Unknown Books for TBACT4: 4E PHB, DMG, and MM. Rule 1: OP Rule of Law. I am sorry to say it, as OP of this thread, I am in charge. This is not a democracy. When I make a ruling as the OP, it is final, and only I can overturn my own rulings. This does not mean that anything I say goes. I will be participating in this thread like anyone else, though I am tasked with keeping the thread within the spectrum of its original vision. I am also a (somewhat) reasonable person, meaning, I will try and listen to all parties involved and adjudicate accordingly. If ever anyone feels that they have been slighted, feel free to PM me. Rule 2: Majority Rule. Anything in TBACT4 (other than Rule 1) can be put to a vote. Most voting is as simple at three votes to pass (in favor or against). At the request of a community member, an extended vote may be called for, where a true majority vote of the active community will be taken. In this instance, the OP may rule that an extended vote is not required, and revert to the simple (three votes to pass) voting procedure. Major events in chronicles, such as zombie invasions, dragon razings, and disintegration of major characters, will be proposed and put to a vote rather than enacted by the poster. This is the most frequent reason for a STOP (see rule 3), and can be very disruptive to the continuity of the thread. The word propose or proposal should be bolded for the sake of clarity. EXAMPLE-RIGHT: I propose it would be interesting for Bobville to be raided by a squad of Hobgoblins. EXAMPLE-WRONG: Bobville is raided by Hobgoblins and dozens die in the ensuing melee. Also, everyone is now a Vampire. Here is a list of Major Events that can be used as guidelines. These are to be used with common sense so if your satyr invasion only kills 4% of the population then it's still probably not going to fly.
Rule 3: The STOP Rule. Any poster may precede the body of his post with the word "STOP," capitalized and bolded to make it very clear that the thread is stopped. This means that the poster has taken serious issue with some event posted in the last chronicle. Further posts should not be made directly chronicling the town's events until the issue has been decided as either canon or non-canon. Without an OP posting, an event can be considered "decided" with a resolution vote as to whether or not the event is canon. Both the offending chronicler and the poster who stopped the thread cannot vote (effectively canceling each other out) in the "stop resolution vote." EXAMPLE-RIGHT: Poster 1's chronicle: Blah, blah, blah... Everyone is now a Vampire! Poster 2: STOP. That is ridiculous. Poster 3: I agree. The vampire thing is stupid as hell. Poster 4: Vampires could be cool! I vote for vampires!!! Poster 5: No vampires. Poster 6: I agree. And that’s three of us so it's out. Next person can chronicle without it. EXAMPLE-WRONG: Poster 1's chronicle: Blah, blah, blah... Everyone is now a Vampire! Poster 2: STOP. That is Ridiculous. Poster 1 again: VAMPIRES ROCK IT's CANON! Poster 1 again: It's Canon! Poster 1 again: It's Canon! Poster 1 again: OK. Now that everyone's a Vampire........ Chronicle: Posting Rules. Each chronicle details one month in the life of the city. This is more restrictive than previous threads, and has been put in place so that other posters do not feel shorted. This does not restrict any events to a single month, and the chronicler may dictate (non-major) resolutions of events that begin within the month of their chronicle, though the dictated resolution is subject to the (dis)approval of the community. Until further notice, the characters and events involved in these chronicles are restricted to heroic level. Even a community vote may not overturn this guideline. Special exceptions to this rule may be requested of the OP. How many stunt men do you know? How about professional basketball players? How about astronauts, celebrities, CIA agents, rap stars, or SWAT commanders? The answer is probably "not a lot" and the reason I ask is to give you an idea of the general rarity of PC's in the world. In the D20 system the above mentioned people are the PC's and in the D&D system "Adventurers" are no more common. As such while it's perfectly acceptable to have people with PC classes move into the town they should not generally be more than 1% of the population. Most should be "monsters" of the appropriate type and when heroic class characters do come into town they should generally be of 1st-5th level, and not of the actively adventuring type. Before posting (or even writing out) a chronicle, the prospective chronicler must post a treatment/synopsis for the intended chronicle, including important details and a listing of events/plots that will unfold during the chronicled month. This should include any major events and characters that have been approved since the last chronicling. Arguments for and against, changes, etc may then be made/proposed. Once the synopsis is given the "all clear," the chronicler may post his chronicle. Chronicle: Format. First, the title, in the following format: The Chronicles of Terrapin Falls: Year 1, Month 1 (July) Next, a synopsis of the month's events will be given (sblocked at the beginning of the post), the chronicle itself follows (as elaborate or detailed as the chronicler pleases, though may be concise at to the point as long as it gets the point across), and the updated details of the city are last (sblocked at the end of the post).
I just wanted to say that I really like this thread, and that I'm going to steal many of these ideas for my own campaign :D
One thing I did want to add is that maybe the refugees knew that a cataclysm was coming, but discovered the cataclysm without enough time to prepare for it. Fifty or so people make it to the Dwarfish Redoubt before the cataclysm happens, which destroys many of the surrounding kingdoms (it just happens that the redoubt is one of the few areas that could of survived the cataclysm, perhaps the Paladin mentioned earlier received divine assistance in choosing the location). The Dwarfish Redoubt still has a garrison of Dwarfish Soldiers, which now has to decide what to do with the refugees that showed up right before the cataclysm. Perhaps the Redoubt now has two centers of power. The Dwarfish Commander, who was in charge of the Redoubt before the cataclysm, and the Paladin, who led the refugees out of the city.
I love this thread but could not join the other and am glad i can join the new one
Just saw this thread and I thought I'd throw my two penny's worth. None of them are particularly original, but there you go.
Ok, a bunch of refugees have come into the city. The previous occupants are extremely wary/suspicious of the refugees. The Thieves Guild and other classes (corrupt officials) are trying to fleece the refugees for much loot as they can, whilst thieves form the previously ravaged city try to establish themselves in the new town precipitating gang warfare. This should give quite a few adventure hooks for thieves/law enforcers and such like. Let's not forget that the refugees will bring back tales of what was left behind in the ruins of the destroyed city. This may inspire looters/adventures to go back to the destroyed city to recover valuables/artefacts/survivors or intelligence about what brought the cataclysm. There is quite likely to be a large shanty town outside the city walls - feeding grounds for undead/slavers and other such things who prey on the inhabitants. In addition it is rumoured that agents that caused the catalysm in the destroyed city concealed themselves amongst the refugees to get into the City of Light. Some believe that there is a conspiracy to destroy the City of Light as well. The agents could be assassins/religious fanatics/powerful undead - whatever. This leads to plots involving intrigue and spying - of course there may be no conspiracy at all, but there are those who would seek to gain political advantage from either side and would be happy to pay (unwitting) adventurers to plant/disprove evidence to bring the downfall of a rival. Could the adventures save a "traitor" from execution by disproving the evidence before sun rise? In addition the city has some kind of sporting event - chariot racing/gladitorial combat or something. However the teams are split along class/racial lines so when there is a game on there is much rivalry between the teams and the city divides into factions with betting, ribaldry and fighting. Adds some local colour perhaps - replace the noble team's enchanted maul with an identical non-magical one one so they lose an important advantage on behalf of the pig farmer's guild? A school of wizards/clerics from the destroyed city are practising magic outlawed in the city of light. This is causing tensions between the magic classes as the refugees try to maintan their traditions whilst the existing classes try to uphold theirs. Of course wizards form the City of Light start to learn the "new" magic from the refugees as well which adds to the powder keg. A lot of internal tensions can be created to provide lots of plots. I don't know what the external tensions might be, but an external threat might try to exploit them to their own nefarious ends.
The threads been dead for awhile but go ahead and post an idea, hopefully peeps will respond and get this thread running again. I miss this thread
So...since this thread is basicaly dead, anyone thought of starting a new one? Since I think we did awsome on this thread, why dont we step up the challenge and do something like oh...a dungeon, cavern system with a whole eco system or step it up further and do a Build a Country Thread or Countryside?
Actually, I've returned to an active status on the forums, though I've been on vacation for the past week. I'm currently working on a summary and I'm trying to decide on the importance of PC-classes. Unfortunately, I don't know when I'll get those done as there is a lot of information that I must catch up on. I'd like to continue this thread unless board consesus decides otherwise; if the latter is the case, then I'll be happy to support it and would like to offer my help in getting it started.
I was meaning to contact you or any of the others that have started the past TBAC threads to see if anyone wanted to start a new one. I still cant get the coding correct on these threads lol for some reason and with me being stationed in Korea, not sure how often I could stay updated with a new thread, I tend to fall behind, especialy when a thread takes on a life of its own like TBAC's tend to do.
I was hoping that TBAC 4 would continue and go for as long as the 1st one did. I've really liked the setting that we have made for it and am kinda sad that the thread has died but there is enough info to start a good campaign.
So I'm thinking of starting a TBAC thread but its going to be based around a Post-Apoc setting and was wondering if anyone here would like to be involved? I'm trying to decide if its going to be generic Post-Apoc theme or lean more towards a Zombie theme
I've created my own original continent - the world will be developed in my second campaign. But I've created an entire continent with a Kingdom - even including how the political system works and a list of Holidays they celebrate. I'm in the process of mapping out every village, town, and city. I have an entire history of the origin of the inhabitants of the continent although it's currently a secrect to my players. I think building a country would be the way to go on this. It's a lot more fun and a lot more work.
is this thread dead? because I'd like to add a suggestion for a flavor site.
Gilliad Erdfang, time traveller! well... not exactly. he's using a modified "gentle repose" to travel 1000 years into the future, in a once ornately decorated sarcoghagus. it's been 200 years so far, and he's showing no signs of slowing down. Gilliad is generally an object of affection, but not so much that the local thieves haven't stripped his time machine of all its gems and most of the brass inlay. once the time is up, the sarcoghagus will open and with much pomp and cirumsance, he'll see what marvels the future holds. eh? eh?
Post Your Reply
Please login to post a reply.
Jump Menu:
Viewing this thread :: 0 registered and 1 guest
No registered users viewing
|