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| #1jedi_councilmanDec 18, 2009 6:15:38 | Running a game for a casual gamer and 4e agnostics. This is my first 4e game and my first in the Realms. |
| #2jedi_councilmanDec 18, 2009 6:21:08 | I'm also thinking Korinn's mate might have survived and is now working in the Zhent conspiracy. |
| #3The_SilverswordDec 18, 2009 6:51:16 | Well looks good to me, looks like you dont have any problems fleshing things out. What did you want help with specifically? Are you running this after the Spellplague? You can download some older source books here: www.wizards.com/default.asp?x=dnd/dnd/do... Got some info on the Dalelands in there. The Dalelands wasnt that affected by the Spellplague, so most of that information should still be relivant. Most of the NPCs in there are probably all dead by now, being like a 100 years later, but the towns and buildings and what not should still be there. Some of the taverens and inns might have some different names now. Hope that helps some. |
| #4jedi_councilmanDec 18, 2009 7:09:39 | It's 1479, so post spellplague. I'm using all material though, I have 2e and 3e stuff and I'll use or kit-bash that stuff to make it fit into the campaign. I'm planning for example, to keep most of the Faerunian dieties and languages and what not, from pre spellplague. Mostly, I'd like help with the Zhents and tying them in as the ultimate badies. Appreciate the vote of confidence in what I have so far ![]() |
| #5jedi_councilmanDec 18, 2009 10:32:30 | Also I'm planning on converting some adventures to this game: Sons of Gruumsh should be the easiest to do as it's set in the right region and includes orcs who could have been involved in the destruction of Osrik's family, as well as ties to the Zhents. Any ideas on converting other published adventures would be very welcome |
| #6ImruphelDec 18, 2009 19:02:57 | ![]() For me, the above picture perfectly illustrates what it means for the orcs and ogres of Thar and surrounds to be united under the leadership of the Zhents. IMC, that is an invoker/warlord of Cyric leading the Zhents to conquer various cities of the Moonsea and potentially the Dalelands. Sons of Gruumsh is just a starter: I would also throw in the clash between the Zhents and the Warlock-Knights of Vaasa. The Warlock-Knights have a similar goal as illustrated in Rich Baker's excellent novel Swordmage. If you can, grab 3.5E's Mysteries of the Moonsea and convert some of the encounter sites over to your game. Personally, though, I would enlarge Sons of Gruumsh and make more of the beginning in Melvaunt where the party can encounter (and expose) the Zhent conspiracy among the merchants and the thieves guild and then also expand the middle section leading to the fortress into a larger wilderness adventure. Perhaps the liberation of Melvaunt from the Zhent conspiracy becomes the goal of the heroic tier? |
| #7jedi_councilmanDec 19, 2009 6:57:48 | Think I'm going to take some liberties with realmslore and say that Bane returned secretly after the time of troubles, and the Zhents abandoned all of their old holdings. They now work in complete secrecy and use magical compulsions to keep their agents honest. As the PCs become unwitting thorns in their plans, Zhent agents will begin to attack them on sight. I kinda have a thing for oriental adventures, so the next campaign may be set there in any case. |
| #8jedi_councilmanDec 19, 2009 18:50:54 | So I think it'll go like this... In the heroic tier the PCs main foe will be my Conan homage Durnald (yes, it sounds just like Durnan). Durnald is a wanted man in the Moonsea and his connections with barbarians, orcs, and bandits will spark the PC bounty hunter's rage, but the highest reward will be offered for his capture rather than his death so that he can face public justice. One of the PCs patrons in this tier will be a character played by Christopher Lee affecting Count Dooku. In the paragon tier the patron will have been revealed as a secret Bane worshiper and become the villain for that tier. At this point Durnald (if still alive) will be a potential ally against the conspirators. In the epic tier the puppet master will be revealed as Fzoul, or a similar character, and he will have achieved dominance over the region as well as surrounding areas. |
| #9Mr_MiscellanyDec 21, 2009 16:38:41 | Hello Jedi, Any info on what races and classes your players are going to use? |
| #10jedi_councilmanDec 22, 2009 6:01:57 | The only characters made so far are the two described above: Female Dragonborn Paladin, and Male Dwarf Ranger. I'm going to try to convince someone to be a leader, that might be all, but I'm hoping for a fourth player. I want to allow anything that can be made with available material ... Drow Ninja even. Such a character would NOT be allowed to walk around dressed like Storm Shadow all the time, but otherwise it's all good. I plan on picking up Races of Faerun (mostly to help with human character backgrounds), and the Moonsea book. |
| #11jedi_councilmanDec 22, 2009 9:56:07 | Here's the 3 "modes" I've designed for my antagonist Durnald. I plan to keep him a few levels ahead of the PCs and have ongoing conflicts with them. Sometimes he will be easy to best, and sometimes not so much... Durnald Lore A character knows the following information with a successful History check. DC 15: Durnald is a mercenary and bandit leader who operates in the Moonsea region. He is known as the Bronze Lion and he commands his followers through their fear of his might. DC 20: Durnald has a weakness for wine and women and is known to frequent numerous alehouses and brothels throughout the Moonsea. Barkeeps ignore his drunken rages due the large amount of coin he spends at their establishments and the fact that he often leaves his coin purse once the brawls he starts take to the streets. DC 25: Durnald hails from Damara. In both the Moonsea and his home region he has a mixed reputation. As an outlaw, he is reviled by most authorities and is a wanted man, but some commoners see him as a hero. Tales say he has toppled many evil temples and slain numerous monsters and arcane magic wielders (whom he has a particular fear and hatred of).
Durnald, Scourge of the Moonsea Level 4 Solo Soldier Medium natural humanoid (XP 875) Initiative +5, Senses Perception +4 HP 192; Bloodied 96 AC 20; Fortitude 17, Reflex 16, Will 15 Speed 6 Action Point 1 Melee Longsword (standard; at-will) * Weapon +11 vs. AC; 1d8 + 6 Crushing Surge (standard; at-will; Invigorating) * Weapon +11 vs. AC; 1d8 + 6 damage, and Durnald gains 3 temporary hit points. Durnald may not gain more than 3 temporary hit points each turn even if he hits with this power more than once. These temporary hit points stack with temporary hit points Durnald already has. Rhino Strike (standard; encounter) * Weapon +11 vs. AC; 2d8 + 6 Durnald must use charge and use this power in place of a basic melee attack. If he is using his shield, the movement during his charge does not provoke opportunity attacks. Brute Strike (standard; encounter; Reliable) * Weapon +11 vs. AC; 3d8 + 6 Boundless Endurance (minor; encounter; Healing, Stance) Durnald gains regeneration 5 when he is bloodied Battlerager Vigor (immediate reaction, when hit by a melee or close attack; at-will) Durnald gains 3 temporary hit points. Temporary hit points do not stack Combat Advantage Durnald deals an extra 1d6 damage on melee attacks against any target he has combat advantage against. Alignment Unaligned, Languages Common Skills Athletics +11, Endurance +10, Intimidate +9, Stealth +10, Streetwise +8 STR 18 (+6), DEX 16 (+5), WIS 14 (+4) CON 16 (+5), INT 10 (+2), CHA 13 (+3) Equipment Battle worn light shield, chainmail, oathblade longsword +1, potion of healing
Durnald, Bandit Lord Level 4 Elite Soldier (Leader) Medium natural humanoid (XP 350) Initiative +5, Senses Perception +4 HP 96; Bloodied 48 AC 20; Fortitude 17, Reflex 16, Will 15 Speed 6 Action Point 1 Melee Greataxe (standard; at-will) * Weapon +9 vs. AC; 1d12 + 5 Warrior’s Surge (standard; useable only when bloodied; encounter) * Healing, Weapon Durnald makes a melee basic attack and gains 48 hit points. Brash Assault (standard; at-will) * Weapon +9 vs. AC; 1d12 + 5 damage. The target of this attack can make a melee basic attack against Durnald as a free action and has combat advantage against Durnald for that attack. If the target makes this attack, an ally of Durnald’s choice within 5 squares of the target can make a melee basic attack against the target as a free action and has combat advantage for that attack. Hold the Line (standard; encounter) * Weapon +9 vs. AC; 1d12 + 5 damage, and allies adjacent to Durnald gain a +2 bonus to AC and cannot be pulled, pushed or slid. Lead by Example (standard; encounter) * Weapon Before the attack, Durnald may shift 1 square. +9 vs. AC; 2d8 + 6, and Durnald’s allies gain combat advantage against the target until the start of his next turn. Heroic Effort (minor; encounter; Healing, Stance) Close burst 10; Durnald must be bloodied. Each ally in burst can add +3 to damage rolls until Durnald is no longer bloodied. Durnald also gains 7 temporary hit points. Impulsive Cleave (immediate reaction, when hit by a melee or close attack; at-will) Durnald gains 3 temporary hit points. Temporary hit points do not stack Alignment Unaligned, Languages Common Skills Athletics +11, Endurance +10, Intimidate +9, Stealth +10, Streetwise +8 STR 18 (+6), DEX 16 (+5), WIS 14 (+4) CON 16 (+5), INT 10 (+2), CHA 13 (+3) Equipment Battle worn light shield, chainmail, longsword +2, potion of healing
Durnald, Drunken Lech Level 4 Minion Medium natural humanoid Initiative +3, Senses Perception +1 HP 1; a missed attack never damages Durnald AC 16; Fortitude 20, Reflex 14, Will 16 Speed 6 Melee Punch or Headslam (standard; at-will) +8 vs. AC; 7 damage Stumbling Whirlwind (standard; encounter) * Weapon Close burst 1; +7 vs. Reflex; 7 damage. After the attack, move Durnald 2 squares in a random direction determined by rolling 1d8. This movement provokes opportunity attacks. Facegrab (standard; recharge 5, 6) * Weapon +8 vs. Fortitude; 7 damage, and the target is pushed 1 square and falls prone. Brute Strike (standard; encounter; Reliable) * Weapon +9 vs. AC; 3d8 + 6 Retributive Retch (immediate reaction when Durnald drops to 0 hit points; encounter) +7 melee; The target is dazed (save ends). Alignment Unaligned, Languages Common Skills Endurance +10, Intimidate +9 STR 20 (+7), DEX 12 (+3), WIS 8 (+1) CON 18 (+6), INT 6 (+0), CHA 8 (+1) Equipment 3 empty flasks, 12 sp
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| #12jedi_councilmanDec 22, 2009 11:20:23 | I'm thinking of using Woarsten Nanther from Sons of Gruumsh as my villainous patron and paragon tier adversary. Nanther will use his alliance with the players to enhance his own position, and will use intrigues to set the other houses against the players. If the PCs continue to assist Nanther he will become the power in Melvaunt. |
| #13jedi_councilmanDec 26, 2009 13:02:02 | Hmmm... How much of a bounty would Melvaunt offer for a Bandit lord I wonder? Not really sure what's suitable in 4e. I don'tintend for the PCs to collect, at least not right away, but I do want to make sure the carrot is the right size. |
| #14Mr_MiscellanyDec 26, 2009 15:50:39 | Perhaps you could scale the reward to be equal in value to a couple treasures appropriate in value to their level? Or maybe Melvaunt suspects there's an item or two in his personal horde that would be coveted by the players and so make an excellent enticement? |
| #15jedi_councilmanJan 01, 2010 6:18:18 | I plane on using Coppernight Hold from Dangerous Delves. Instead of militia soldiers being missing I will use house guards of Woarston Nenthir from Sons of Gruumsh. My dwarf PC will have heard of Coppernight, who left Paleflame Hall to open the mine at Coppernight Hold, and I think Osrik will want to find out what's going on there. Perhaps they were attacked by the same entity behind the attack at Paleflame? Each player is going to start with a quest based on their background. Osrik's will be to find Coppernight. Korrin's will be to find her son. There is a rumor of a dragonborn working with Durnald the bandit lord. A new character, Thorn (shifter avenger), will be searching for evidence of banites. |
| #16jedi_councilmanJan 02, 2010 11:41:41 | So I created a skill challenge per the suggestion in Dungeon Delves. I think I came up with a good idea for the dwarven system of magical communication. Any feedback on it or the skill challenge itself is appreciated.
The Secret Communicator On each level of Coppernight hold, an enchanted bust of Moradin hides a secret communication system. One of them speaks to the characters. “Dwarf friends, please lend us your aid” This skill challenge represents the player’s efforts to uncover the secret communication system set up by the dwarves at Coppernight hold. Below each bust of Moradin there is a hidden compartment which houses 12 silver hammers (each representing one of the Morndinsamman) and 30 anvils. Striking the right combination of hammers to anvils sends detailed messages to other levels of the dungeon which are then spoken by Moradin’s bust. The players can use this system to contact Coppernight and his men.
Setup: To contact Coppernight the players need to figure out the system and try not to alert the monsters of their presence. Level: 2 Complexity: 3 (requires 8 successes before 3 failures) Primary Skills: Arcana, Dungeoneering, Religion Arcana (DC 15): The character tests the magic of the bust and its components and try to recall the workings of similar arcane devices. Dungeoneering (DC 15): The character calls upon their knowledge of dwarven architecture to discover the purpose and workings of the bust, and locate the matching devices. Religion (DC 15): The character recognizes the dwarven god Moradin and the holy symbols of the Morndinsamman, and uses their knowledge of the dwarven pantheon to discover more clues. Secondary Skills: Intimidate (DC 10): If the characters have captured any kobolds they can convince the creature to tell them what they know of the device. History (DC 15): The character remembers a similar device was famously used by the dwarves of Kehll Keep. Perception (DC 15): The character tests the pitch of each anvil and each hammer leading to a better understanding of how the messages are sent. Success: If the characters achieve 8 successes, they are able to use the system to send and receive messages, and can contact Coppernight. Failure: Each time the character’s fail they send a nonsensical message to a random floor of the hold. This may alert the kobolds or their allies. Also they may accidentally set of a trap set by the secretive dwarves. |
| #17Mr_MiscellanyJan 02, 2010 16:32:31 | Ooh what's the trap? A booming voice that does (Thunder) damage -sort of a voice from the heavens thing? I really like what you've written up here. Skill Challenges still give me headaches so it's nice to see someone who gets it. |
| #18jedi_councilmanJan 02, 2010 17:15:00 | I hadn't thought that far ahead but I love your idea ![]() |
| #19jedi_councilmanJan 05, 2010 14:30:47 | Now I need two things to finish expanding my delve and get ready for Sunday when I'll actually begin this madness: A layout for a dwarven mine and an idea on what the shadow pool the shadar-kai are invesigating might actually do... |
| #20jedi_councilmanJan 08, 2010 14:45:55 | So here's what I'm thinking: The shadar-kai witch has been going to the dark pool for years to harvest a water-lily that only grows in the shadow-pool. It makes her magic more powerful or whatever... When the dwarves moved in she asked them to continue to let her harvest the flower, but the distrustful dwarves refused adding a crossbow bolt or two for emphasis. So the witch approached the dragon... "these dwarves are easy pickings. I'll give you stuff if you lair there and allow me to come once a year for this flower." The pool's magic is secondary to the witch, she doesn't need it, just the flower. The kobolds dumped some dwarves in it. Everything that get's tossed in goes to the Shadow Plane to face an unknown fate. A live creature produces a dark duplicate with it's own goals and motivations. A dead creature produces a zombie duplicate. The heroes will probably assume that the witch is evil and she made the Zombies, but she is willing to talk... all she wants is access to the flower... for now. Netheril might find more use for the pool. In any event only sunlight can break the power of the pool... and the dwarves probably don't want an open air mine... Any suggestions on making this scenario more Forgotten Realmsy? |
| #21jedi_councilmanJan 09, 2010 7:36:01 | Here's how I plan to set up the first combat encounter. One player is a total noob, so I want to really draw them into the idea that monster-slaying is an important thing. As the afternoon drags on your bones begin to ache from the day's travel. The thought of rest and sustenance leads you to look for a place to camp off the road. You become aware of a desperate yelping sound and can see something through the trees. As you draw near you see a medium sized lightly colored animal struggling with something, it's cries becoming increasingly desperate. You realize it is a dog caught in a trap. At the same time you hear excited chattering and growling as three small reptillian humanoids rush towards the helpless animal with rusty blades drawn and a cruel gleam in their eyes. What do you do? This should make the gentler souls want to save the defenseless dog, while other players will simply relish the opportunity to slaughter the evil beasties. It also foreshadows the kobold predilection for trap-use which will come into play once they reach the dungeon. |
| #22jedi_councilmanJan 18, 2010 14:32:05 | So the first session went on. The heroes were defeated in the second encounter at Coppernight hold... valor got the better part of discretion. They were captured and recovered in locked storage rooms. I'm going to say the kobolds intended to cast them into the shadow pool and prefer the result with live subjects... or at least their dragon master does. In any case, the heroes have freed themselves but must recover their gear. They also found the missing soldiers (the hard way) and a dwarf prisoner. |