Next main stroy arc [Archive] - Wizards Community

Post/Author/DateTimePost
reddingstacey

10-27-06, 04:48 PM
Bright Sands has been fun and I have enjoyed playing my centaur. Not too often I get to be a "monster".:w00t:

Any rumours or guesses over what the next big story line will be?

Setting: Stormwrack, Frostfell, Cityscape or other...

Races: Kobold, Uldra, Aquatic Elf, other...

Anything someone especially wants to see?

A minority opinion I am sure, but I would have a lot fun with a winged kobold with rogue racial substitution levels... or at least I would until his probably quick demise.:)

Cheers,
Stacey
EberronMoses

10-27-06, 11:09 PM
Hey, I'd like some Stormwrack based stuff myself. I've always been a big fan of high seas adventure!!!! Not too big on the idea of Frostfell. I do enjoy fighting undead so ghostwalk or whatever would be cool. Until I get hit by something that makes me lose a level. I don't care if you're a paladin, when u lose a level like that u curse!!!

Stormwrack, definitely Stormwrack. Something off the coast of Yeomanry.
Samwise

10-28-06, 12:05 AM
Stormwrack, definitely Stormwrack. Something off the coast of Yeomanry.

:confused:

The last time I checked, the Yeomanry was landlocked.
Prochytes

10-28-06, 06:50 AM
:confused:

The last time I checked, the Yeomanry was landlocked.

Not after the major seismic event that kicks off the story arc...

:P
Hand_OF_Mystra

10-28-06, 12:51 PM
Bright Sands has been fun and I have enjoyed playing my centaur. Not too often I get to be a "monster".:w00t:

Any rumours or guesses over what the next big story line will be?

Setting: Stormwrack, Frostfell, Cityscape or other...

Races: Kobold, Uldra, Aquatic Elf, other...

Anything someone especially wants to see?

A minority opinion I am sure, but I would have a lot fun with a winged kobold with rogue racial substitution levels... or at least I would until his probably quick demise.:)

Cheers,
Stacey
Whatever it is, I would like there to be some different character options available, as in the Bright Sands arc, but have the differences actually make a difference in playing the mods. For instance, if there is a protection from cold damage feat in an a Frostburn-based (don't have the book) arc, I want that PC to have an advantage as a not-infrequent occurrence (say four encounter in 12 mods). There are two reasons, one is that it is frustrating to sacrifice feats or class abilities for special things that almost never come to pass. Second, it will make me much more likely to buy a supplement if the rules in there are actually used.
EberronMoses

10-28-06, 07:26 PM
:confused:

The last time I checked, the Yeomanry was landlocked.


doh! well, theres some sort of big river just beyond the hool marshes, can't make it out on my map. uhhh... we have a way TO the Azure Sea.

Forgive my many idiocies. I'm just returning to Greyhawk. Actually, still attempting to sway my gaming buddies to the Flanaess side.

Regardless of the current state of the Yeomanry's poor connections to the sea. I've always wanted a good excuse to buy Stormwrack. I don't know about you but I love pirates. I just hope they do it so I have an excuse to sing one of my many sea shanties during a game. Maybe even start a midgame group sing-a-long!!!
Samwise

10-28-06, 07:30 PM
doh! well, theres some sort of big river just beyond the hool marshes, can't make it out on my map. uhhh... we have a way TO the Azure Sea.

The monster infested swamp claimed by Keoland that leads out into the Scarlet Brotherhood contested waters.
:P

Forgive my many idiocies. I'm just returning to Greyhawk. Actually, still attempting to sway my gaming buddies to the Flanaess side.

Getting converts for GH is always a noble effort.

Regardless of the current state of the Yeomanry's poor connections to the sea. I've always wanted a good excuse to buy Stormwrack. I don't know about you but I love pirates. I just hope they do it so I have an excuse to sing one of my many sea shanties during a game. Maybe even start a midgame group sing-a-long!!!

Heh. It is too bad you missed all of the pirate themed interactives Sean Smith did for Keoland.
EberronMoses

10-28-06, 07:33 PM
Heh. It is too bad you missed all of the pirate themed interactives Sean Smith did for Keoland.


WHAT!!! I missed Pirate stuff!!!! NOOOOOOOOOOOOOOOOO:weep:
Arvagor

10-28-06, 09:39 PM
Were there ninjas too? ;)
Piuro

10-29-06, 04:08 AM
I wouldnt mind seeing them cram a few of the books together at once,m and not force people to create new characters to gain the new accesses (Possibly switch your home region in the first adventure).

It would be fun to have say, half of the Flaness devided to Stormwrack, the other to Frostburn, and while you could play either side (Being core modules), your character could side with one over the other, creating interesting new party dynamics.
Cynric

10-29-06, 04:14 AM
If I understand the clues being given out in mods lately, the next Core Arc deals with Turrosh Mak and the Pomarj. As to what new things you can do with it, who knows. But the mods set in the area recently certainly have been fun.:D
Genghis Cohen

10-29-06, 09:01 AM
WHAT!!! I missed Pirate stuff!!!! NOOOOOOOOOOOOOOOOO:weep:Oh yeah. I have more access to the Dread Pirate prestige class than I know what to do with.

Basically, anything in Keoland that is set in the city of Gradsul is a reasonable bet for Stormwrack stuff. Also, Principality of Ulek (Florida and Puerto Rico) mods may offer that stuff as well, as they also are on the Azure Sea.
RedKnightofKet

10-29-06, 09:09 AM
I just hope the next major arc won't pick on our local boys again. All this stuff about Rary as the "Traitor", well I just don't buy it. He's the Patriot to us, and he always will be.:cool:
Arvagor

10-29-06, 03:55 PM
I just hope the next major arc won't pick on our local boys again. All this stuff about Rary as the "Traitor", well I just don't buy it. He's the Patriot to us, and he always will be.:cool:Yes, I would expect loyalty to a mass murderer when one comes from a country known for attacking its neighbors without provocation... :fight!:
RedKnightofKet

10-29-06, 05:02 PM
Yes, I would expect loyalty to a mass murderer when one comes from a country known for attacking its neighbors without provocation... :fight!:

Neighbours? We don't attack neighbours - we attack the unruly provinces...They just don't realize that they're provinces yet...:ayyyy!:
_m_

10-29-06, 05:24 PM
I just hope the next major arc won't pick on our local boys again. All this stuff about Rary as the "Traitor", well I just don't buy it. He's the Patriot to us, and he always will be.:cool:

bah! how anyone could support the villain who killed tenser is beyond me. (yeah, im a wizard :D). down with the traitor!

on the flip side... my pirate supports rary... so i get confused alot. :rolleyes:
clannagh

10-29-06, 06:00 PM
The biggest disappointment of the bright sands arc was that the specialised bright sands characters were at a disadvantage compared to characters from normal regions - even in bright sands games- because the specialist feats like heat endurance and sand skimmer were basically a waste. Furthermore the interesting stuff from sandstorm like war camel mounts was restricted access.

btw .. did anyone else find it amusing the way the bright sands source book states you can take any of the vehicle options from sandstorm except xxxx and then proceeded to list EVERY vehicle in sandstorm other than the sled as an exception you are banned from purchasing :)
_m_

10-29-06, 06:28 PM
yeah, that cracked me up too.
RedKnightofKet

10-30-06, 12:21 AM
bah! how anyone could support the villain who killed tenser is beyond me. (yeah, im a wizard :D). down with the traitor!

on the flip side... my pirate supports rary... so i get confused alot. :rolleyes:

You want confusion, how about my badlands dwarf who moved to Ket this year? I'm playing him as the ultra-patriotic immigrant-type, so he's really torn up about this Rary fellow... if there's middle ground, he's taking it.
_m_

10-30-06, 08:05 AM
yeah, theres a middle ground... its called the fence... and its pretty spiky
retro

10-30-06, 06:58 PM
If there's going to be another Bright Sands-style story arc, you can bet that it will debut shortly after the rulebook that it's designed around, like Bright sands and Sandstorm. Probably won't happen at least until the RPGA is up to date with all of the Adapted modules, though.
reddingstacey

12-05-06, 08:04 AM
It's been announced the next main storyarc is taking place in Greyhawk.:cheer:

http://www.wizards.com/default.asp?x=lg/lgcn/20061205a

Copy pasted below is the info

"For the last two years, Living Greyhawk's core plot arc has focused
on the Bright Lands and the machinations of the Archmage Rary. Now,
with that series drawing to an end we can finally reveal exciting
information about next year's plot arc, Greyhawk Ruins. The arc
consists of four adventures designed to complement the super-
adventure Expedition to the Ruins of Greyhawk by Jason Bulmahn, James
Jacobs, Erik Mona set in the Free City itself, the ruins of Castle
Greyhawk, and the dungeons below.

These are adventures with a twist, though. Traditionally, Living
Greyhawk adventures are one-round or, rarely, two-round affairs. The
dungeons below Castle Greyhawk, though, are far too extensive to be
detailed in the traditional three or four encounters featured in such
adventures. Thus, each Greyhawk Ruins adventure will contain as much
challenge as four, one-round adventures. Playable in one, two, three,
or even four sessions, each adventure explores some of the more
easily accessible dungeon levels and other as yet secret locations.

When released, these adventures will become simultaneously available
for conventions, game days, retail events, and home play. (Of course,
adventures releasing in months with a major convention will premier
there first.) All Greyhawk Ruins adventures retire on 31 December
2008 giving you plenty of time to play them.

Greyhawk Ruins Composition

As detailed above, the Greyhawk Ruins arc consists of four adventures:

Adventure 1: May release; APL 2
Adventure 2: Gen Con Indy release; APLs 2-4
Adventure 3: Gen Con UK release; APLs 2-6
Adventure 4: Gen Con So Cal release; APLs 2-8
Greyhawk Ruins will be written by some of the best talent the Living
Greyhawk campaign has to offer: Chris Chesher, Paul Looby, Bruce
Paris, and Sam Weiss. Exciting times are ahead!

Domain of Greyhawk Residency

Only new or 1st-level characters can play in Greyhawk Ruins. (That is
the AR for the first adventure must appear in your stack before you
reach 2nd-level). If you create a new character for the arc, you can
choose the Domain of Greyhawk as your home region.

More Information

The Greyhawk Ruins Sourcebook will contain more information on this
arc. Look for it early in 2007."
:dancin:
Can't wait to find out what the new race, class and other options for
this are. :plotting: I am guessing that the Cityscape(?) book will be used, but from what I have heard of it (not bought it) except for a few prestige classes and feats there is not much in there for players. I am still hoping that we have a plethora of new options like we did with Bright Sands.

What would some other books and options be that fit in with this theme...?
:lightbulb
Best regards,
Stacey
NiTessine

12-05-06, 09:02 AM
What would some other books and options be that fit in with this theme...?

I'm stating the obvious here... but the Expedition to the Ruins of Greyhawk module is coming out later next year, and if it follows the format of Expedition to Castle Ravenloft, there's gonna be some crunch for the players in there. Prestige class or two, feats, spells... Not much, but some. Of course, it's coming out a few months after the campaign arc has premiered.

But I'm not sure we need any more options in this one. Greyhawk Ruins is the place where it all started. We're going back to the roots here. I, for one, am already planning a very 70's-retro thief type, a proper dungeoneering rogue of the kind that I have very rarely seen in LG.

Something tells me he'll be right at home down there.
The_Jester

12-05-06, 12:30 PM
So... they're releasing companion adventures for a book that's not out until August with the first adventure in May and the second in the same month the book is released.
I'm assuming then you won't need the book to play the first adventure or two (that'll be fun for people in GenCon if it's not. Fly down to Indy, stay at a hotel, go to a Con and buy a new book which you have to read cover-to-cover before you can read the four-session mega-module you have to run).

The big new arc that's going to continue in the world-altering tradition of the Bright Sands arc and hopefully highlight the RPGA's abilities to redefine and change the setting, to do their own thing and have creative control, aaaaand it's pretty much them jumping to follow WotC again.
Mommy was an Orc

12-05-06, 12:43 PM
Not to state the obvious here, but that begs some questions...
Does this mean that Expedition to the Ruins of Greyhawk will be an Adaptable and will it cost a similar amount of TUs as Red Hand of Doom?

Given Expedition to the Ruins of Greyhawk starts at level 8 and people won't be able to start their characters until May of 2007, that would seem to make it challenging to finish EttRoG until 2009.

Hmm...
Britt

12-05-06, 12:53 PM
So... they're releasing companion adventures for a book that's not out until August with the first adventure in May and the second in the same month the book is released.
I'm assuming then you won't need the book to play the first adventure or two (that'll be fun for people in GenCon if it's not. Fly down to Indy, stay at a hotel, go to a Con and buy a new book which you have to read cover-to-cover before you can read the four-session mega-module you have to run).

The big new arc that's going to continue in the world-altering tradition of the Bright Sands arc and hopefully highlight the RPGA's abilities to redefine and change the setting, to do their own thing and have creative control, aaaaand it's pretty much them jumping to follow WotC again.
They are not companion adventures, since they were developed separately. You won't need the book to play the adventures and the adventures are not part of the book. Since they were developed separately, it's not the RPGA jumping to follow WotC. Greyhawk Ruins has been in development for several months, since before any of the team knew of the Expedition. That doesn't mean they won't work together to make the two story arcs fit together, though.
The_Jester

12-05-06, 12:55 PM
That might be it... the adventures are simply to build a character up to appropriate levels to play the adapted mod. They do seem to max out at APL 8. Although, at 16-sessions you'll need to play the character in alot of extra mods (and play up at that) to reach the EtGR minimum level.
pedr

12-05-06, 02:18 PM
Playing those four modules will (if they give four times the normal amount of xp) get characters who play two at APL 2 and 2 at APL 4 to 9,000 XP, i.e very close to 5th level. If they are Home Region: Greyhawk characters who only pay 1 TU a round for story-arc adventures that will leave 36 TUs or 18 rounds, which could reasonably easily get them to very close to 8th level by the end of 2007.

Since I imagine that adapting Expedition to the Ruins of Greyhawk will take some time and not be terribly easy until the product is actually released, I wouldn't expect it to be available for play before January 08 anyway. So it's quite possible that we will have a good number of characters who are used to Castle Greyhawk, have been away and done other things, and are perfectly prepared to delve deeper into those ruins once the adventure becomes available!
Rawveggie

12-05-06, 04:46 PM
I just want to know one thing, if the characters we make will be able to take the regional feats from the Dragon magazines which specify region as "Greyhawk", for example the "Greyhawk Method" feat. I've been wanting to take those feats for so long!! :)

Please! Please we need the regional Greyhawk feats!

-Raw
retro

12-05-06, 05:55 PM
Hmm. Characters from Greyhawk City. Cityscape just released. Did I call it?
reddingstacey

12-05-06, 06:13 PM
Just saw on the yahoo group that the idea (just speculation/request) that we may be able to finaly use the Greyhawk regional feats.

BR,
Stacey
Arvagor

12-05-06, 07:51 PM
Hmm. Characters from Greyhawk City. Cityscape just released. Did I call it?No, not really :P

Seriously, there is little in the way of crunch in Cityscape, IMO, especially for players -- 14 feats, four of which really can't be used in a living campaign (Extra Contacts, Favored, Primary Contact, and Special Dispensation, and I base that assumption based on similar feats that are not allowed from Races of Destiny), and only 8 spells. The three prestige classes look interesting at first glance, but the Crimson Scource PrC just seems a little too much like an urban version of the Bloodhound from Complete Adventurer, and the Urban Savant, being tied to one specific city, is also a candidate for exclusion.

Given what Britt stated, and since Circle in the past has pointed out that they get no special access to eh books before release than the general player populace, it's unlikely that Cityscape played any role in the initial development of the upcoming Greyhawk mod arc. And given the nature/history of Castle Greyhawk, it seems that Dungeonscape would be a much more appropriate sourcebook to utilize...
Lomiat

12-05-06, 08:30 PM
bah! how anyone could support the villain who killed tenser is beyond me. (yeah, im a wizard :D). down with the traitor!

on the flip side... my pirate supports rary... so i get confused alot. :rolleyes:

I expect that Rary is largely misunderstood. Tenser and Otiluke were no innocent pawns, devoid of agendas; they were archmages, conspiring in a multitude of plots and subplots, working their machinations toward their favor, as much as were all the members of the Circle of Eight. That such mages as Tenser consider themselves "good" is no reason to cloud everyone's minds with preconceived notions of what might be best for an entire continent or even an entire history. If one pushes the balance too far in any direction, such ideals as "good" and "evil" become hopelessly immaterial. Much as a living being's first instincts must lead it toward security, and only then toward comfort, the historical principles must first favor survivability before aspiring toward "good." As I can witness from my many adventures with the likes of "good Radiant Servants" of Pelor, there is an inherent tyranny in the expectation that everyone must be "good." Holy Word? This is a death sentence for thousands upon thousands, but I have seen such "good" clerics utter their celestial syllables with little regard toward anything but their agendas.

Rary, then, could have been a defender of the balance as much as traitor. We will not likely know as history has been lost to the tyranny of the strong.

In the meantime, what is certain, at least to me, is that Rary's arcane studies are as keen as anyone's, and they must not be destroyed, nor should any narrow-minded paladin feel justified to wage a personal holy war while the peoples she claims to defend are left to fare for themselves on the front lines near Rary's war forces.

Matters are seldom so simple as a paladin would have you believe.

-Lomiat Tanelorn,
Sidhee Elf
Divine Oracle of Boccob
_m_

12-06-06, 05:19 PM
yeah but... tenser wrote like, the cool spells in the phb... you cant compete with fun-ness like tensers floating podracer!
clannagh

12-06-06, 05:22 PM
its just soooo like mage-ey types to have groupies and fan clubs
_m_

12-06-06, 07:07 PM
its just soooo like mage-ey types to have groupies and fan clubs

ur just jealous because your int isnt high enough to get the 'in jokes'.
RedKnightofKet

12-06-06, 11:17 PM
One of the players in our region using this logic: Tenser was dead, so Rary took his spells. Hence, he often uses "Rary's floating Disc".

But as far as the cool spells, the #1 is Tasha, like Tasha's Hideous Uncontrollable Daughter. (all it takes is changing one letter to make it a VERY interesting spell..... )
Britt

12-06-06, 11:25 PM
Rary has tons of cool spells. It's just that the Man keeps people from finding out about them so wizards won't appreciate him as much.
_m_

12-06-06, 11:34 PM
Rary has tons of cool spells. It's just that the Man keeps people from finding out about them so wizards won't appreciate him as much.

actually, i also rather like otiluke... i mean, he invented a big invulnerable... ball.

however, funnest award of fun-ness goes, hands down, to the guy who invented...

a WHOLE LOT OF HANDS!!!

ahh bigby :D "nothing can fool the hand!"

best spell descriptor ever.
Mommy was an Orc

12-07-06, 09:49 AM
I had another question about the arc - what if your character dies in a mod and can't be raised(not horrifyingly unlikely at APL 2)? Does this mean you don't get to play the rest of the mods?
PaulH

12-07-06, 07:44 PM
Hi

Most of the mods I've seen allow characters to play subsequent mods without too much hassle. Sometimes it's a bonus if you have, sometimes it's a bonus if you haven't. (Emnity of major characters, etc).

Only exceptions I've seen might be the new adaptable mods. Haven't played any yet, so don't know too much about them.

Cheers
Paul H
Britt

12-07-06, 07:47 PM
I had another question about the arc - what if your character dies in a mod and can't be raised(not horrifyingly unlikely at APL 2)? Does this mean you don't get to play the rest of the mods?
I'll bring this up to the development team. Thanks.