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| #1ace_of_timeOct 20, 2008 21:43:13 | Favarin Starting out as a small wizards tower use to teach local nobles kids that showed great potential in the ways of magic. Now it stretches high above the Darkwyverm Woods with the tops of 5 smaller towers just visible above the tree tops. After the BloodRight's dragon purge purity Campaign across the continent of Miranin, the lands around Favarin remained untouched to the Hoards of Kobolds intent the slaughter every dragon to prove that Kobolds have a pure non dragon heritage. While they slowly took control of the rest of the realm thousands of people flood to Favarin to seek shelter from the Bloodrights. The Bloodrights, who are now getting training from the school that has grown ten fold by this times, works a peace with the school in trade for continued training. Favarin forms the Free Nation of Faravin and begin training any who show they have the power within them. This is my new 4e Campaign setting. And as with a new setting come a renewed idea. The adventuring school. I am start with the wizard stuff mainly because we will be going all wizard group next. I will add the other classes later. New Character Creation Method 1. Every one starts with their HP equal to their con score. 2. Start with 1 at-will power. 3. Start with a +1 implement. 4. Stats start at 5-10s and 1-8. Plus racial bonuses. 5. Gains 1 rank in one skill from the wizard skill list. This will be one of their trained skills. 6.Starts with their con modifer in Healing surges. Minimum of one. Note:If their con score moves to 12-13 don't add the two ones together. That is it. That is all they need to start this way. This method starts them before gaining a full level in wizard. We will be roleplaying their training in wizard. So they will be gaining the rest of their class abilities when they go through the training. I will post that stuff at little later but basicaly they will gain all the 1st level wizard stuff by the end of their 1st year and all 21 points for the points buy by the end of year three. I will also add in a way to gain bonus points for stats as well. They start at the town the day before they go to school. They are broken up into teams of 2. (Yes they will not meet everyone in the group right now unless you would like for them to or hate running encounters in 2-3 different groups.) The school gives them each a basic adventurers kit, a money flask, a map, and a potion. All money in the school is Tai. A ground powder mix of gems and residuum. 1 pound is worth 16 gold peices. Opals have replaced silver peicies and garnets have replaced coppers. Half of the world trades this way, but not the BloodRights. They still accept it but not always and they don't trade with many people other then the Free Nation of Favarin. It takes three days to get to school. I'm putting minions at first in the forest but switching the damage to just 1 per hit. The forest is undead and wild animals in this part. Their are three camp site that are protected so no one but the students can enter between the town and the tower. It is a three day march. ...More later.....:D |
| #2ace_of_timeOct 24, 2008 10:56:32 | Classes Implements: Grand magnus Nador(dragonborn) Arcana: Grand magnus Sariel (eladrin) History: Grand magnus Morthos (Tiefling) Nature: Grand magnus Peren (elf) Noble Studies:Grand magnus Bree (Halfling) Religion: Grand magnus Jackson (Half-elf) Dungeoneer: Grand magnus Bloodrags (kobold) Ritaul casting: Grand magnus Erik (human) Combat practice & Weapon Training: Grand magnus Tarvok (dwarf) Divinity: Grand Marshal Stasi (human) Mage: 1. Implements 2. PC choice 3. PC choice 4.Feats 5. Ritual casting 6. PC choice 7. Arcana 8. Combat practice There are 3 years of schooling before they become full first level characters. We normally fast forward through classes and roleplay weekends and summers/breaks. Each year they have to pass a skill challenge and gain 1 ability score points per class. Plus 1 bonus per challenge in which they rolled a natural 20 on the d20. This should give them at least 21 points by the end of the 3rd year. They also get 4 Hp the 1st year and 3 HP for each of the other 2 years and 2 healing surges per year. After their 1st year they can change combat practice with a money making skill challenge like trying to find herbs in the forest or something like that. Also I let then visit the town and do some skill challenges for money on week ends and breaks. Paladin 1. Weapon Training 2. Religion 3. PC choice 4. PC choice 5. Feats 6. PC choice 7. Divinity 8. Combat practice Paladin get a little more so I'm adding their setup here. 5hp per year for three years 4 Healing surges the 1st and 3 the next 2 years Start with Ether Divine Challenge or Lay on hands DMs/players choice depending on how you are doing it. after the 1st year they get the other at will one they did not pick and the other at will power, Weapon and armor pro, and feat. 2nd year They get C.D. Divine mettle and 1 encounter power 3rd Year C.D. Divine Strength and daily power. |
| #3ace_of_timeOct 24, 2008 11:10:00 | Money Mostly, in school, Anything that is a silver or copper piece/s sell for 1/2 an ounce. The towns close the Bloodrights parts use the Opals have replaced silver pieces and garnets have replaced coppers. I'm going to add in the different types of spell books in and they are going to be sold by a gnome named Tobble. He visits each tower on a different day and they will have to find him. He also convert gold into Tai and Tai into gold. I'll add some suggestion on money for skill challenges as well. More later... |
| #4ace_of_timeNov 14, 2008 6:29:59 | Towers of the Students Each of the smaller towers are behind the larger tower in a semi circle. The towers are a different color. Starting from right to left Light blue, dark blue, gray, light red, and blood red. When the students get to the school they eat at the Red Scale Inn, The school's own tavern made just for students. (I make the players pay for food just like if they were adventuring.) Then the teachers hand out the keys the their rooms and towers. The keys are color coded to each towers and each tower has a different way to enter. I have linked the tower with the characters' alignment. Also each tower has a different way to enter each one. Each door the each tower is not a door but a portal. There are no hallways in the towers. Once you find the way to activate the portal you touch the key to the door and it opens to your room. Once in the room opening the door again leads to study and each door is linked to the student so they are the only one that can open the door. To get out again just insert the key into the key hole on the inside of the door and it changes into the outside portal. Light Blue: Lawful good, You have to answer a riddle to find the path. Once at the tower you have to decipher the password to activate the portal. Dark BlueGood, You also have to solve a riddle to find the path. But the portal open activates after you solve a puzzle. GrayUnaligned, You are tested in combat to open the path. Arcane ritual opens Activates the portal. Light Red Evil, Your morals are tested. And a money sacrifice activates the portal. Blood Red Chaotic evil, Demon price offers you a bribe. The reason changes each time and it is not always money. Blood sacrifice activates the portal. |
| #5ace_of_timeNov 14, 2008 7:00:40 | Monsters I started with minions. But they just die to easy. So I have added reg monsters and just deal the least ammount of damage and the max on a crit. I'm sticking with the Undead thing and using rats. The final test will be a map. There are three gems that are trapped in stone statues. A ritual opens the statues and it is written on the front of each but has to be deciphered before it can be used. Deciphering the ritual activates a undead magic summoning circle. One player must complete the ritual while the rest hold off the hoards. Once all three are attached to the map the location of a fourth magic circle is revealed. The fourth circle summons undead until they get the 5th skill checks to deactivate it. Then it summons the boss. |
| #6ace_of_timeNov 25, 2008 22:32:36 | Playtest update Ok, my kids got into my stuff and stole my DMPC and all the XP for the group. So I had to roll a new DMPC and I had to release some story stuff before I had planned to. So I'm releasing it now. Marath The Lich king Marath Took control of the Blood rights shortly after the death of his father. At this time the kobolds were still "slaves" to the oppressive Dragon overlords. Marath's father was chief of one of the slave tribes and Marath, showing great magical abilities was allowed to learn to be a mage. After which The over lord was going to use him to take control of the rest of the tribes in Miranin. Marath choose a different path. Secretly he searched for the keys to death and became a lich in the process. After that he killed his father and framed the overlord for it. Then taking control of the BloodRights he kills the overlord and sets out to free the other tribes from the rest of the overlords. After 50years of peace Marath sets his sights on stage 2. Marath wages a war with the drow. To the BloodRights he tried to cover the real reason by the fact that the drow had been helping the dragons for years. But Marath really found a secret formula from olden times and the drow have some poison making methods that he needs to complete his plans. After 70 years of War with the drow he defeats and enslaves them. Marath now has a close nit group of followers. A chosen few he lets in on the chilling plan. Marath has discovered a 4th planet which the old ones call a wild planet.(No Intellegent life) Marath has opened a temp planets gate to this world and confirmed the fact but couldn't keep the gates open because it took to much power. Marath has learned of something called the SoulGem. It is built from the souls of the chosen creatures. Marath needs a creature with a great magic center for his SoulGem. He chooses dragons, his hated enemy. He and his followers hide this by using the fears in the kobolds. They dream up the dragon purge purity Campaign. Telling them that the dragons used the birth story of old to enslave the kobold race and stealing their rightful destiny from them and contaminating the race. They tell the tribes that the Kobolds have no choice but to rid the world of these half beast. They capture as many dragons as possible and begin constructing the SoulGem by consuming the souls of the dragon. It only takes a 100 to complete. Marath has also learned other things with the alchemy/poison craft and begins to also experiment on Kobold eggs in secret and has developed some secret races of kobolds which he names the New Dawn. They first had to be breed from other kobolds and then add the poison Bloodspot to it. Now they are self breeding. A well know goblin family learns of these plans and Marath decides to kidnap there only son to keep them quite for now until he finds another way to quite them. The family lives in the Free Nation of Favarin. Marath still fears this nation and is not about to attack them directly. This is where we are in the world and we will start out soon to stop him. I'm more then likely going to post the dungeons on here to keep track of them. More to come.... RED DAWN ??? |
| #7Book5Dec 02, 2008 1:38:59 | Interesting. |
| #8ace_of_timeDec 02, 2008 11:12:37 | I added paladin. My sister is playing for now and this will be her first PC in 4e so we decided she could pick any class. soon to come:Also will add animal familiars and the bonuses for them, 1 rituals to gain them, a feat to summon there fey/infernal form in a encounter, and maybe the stats for Red dawn kobold minions. |
| #9ace_of_timeDec 04, 2008 19:41:55 | Random animal familiars 1-3 Monstrous Scorpion (small) I have done random for story reasons but feel free to let the players pick. The Animal Familiars spirit forms of the wizards linked Familiars from ether the Fey wilds or Shadow Fell. (chosen during the ritual) Summon Familiar Level:1 Component Cost: 10gp +320 gp Gem Category:Binding Market price: 50gp Time: Varies Key Skill: Arcana and Nature Duration: Permanent After you complete the ritual circle and start your meditation your spirit travels to the plane your spirit is linked with. (chosen by the player) This requires a Skill check to complete and is level dependent. See DMG. Nature check DC 20 is required to find your Linked spirit in this realm. Upon completing the Ritual The spirit is binded to the gem stone and travels with you. It can not move more then 20 squares away from the stone. It appears as a spirit only and speaks to you in your mind. Special: When you have the gem with you and you use a second wind you gain a +2 on your next save to end an effect that a save can end. Paragon feat: Manafest familar: Requires Int 18, Familiar Gem attached to Atleast a Level 11 magic Necklace. |
| #10ace_of_timeDec 04, 2008 19:53:29 | Red Dawn: Red dawn kobolds have a Blood red tint to their scales. Take off shifty Use reg kobold minions stats but add. Alchemist Fire Intermediate Reaction *fire Trigger: Takes damage. Hit: CON VS REF Effect: Close burst 1 that deals 4 damage to all in burst they hit. Special: The concussive force Increases the area effect by 1 for every 4 Red Dawn in the area of effect of powers with the Fire key word. This is a 3rd level minion. |
| #11leowulfDec 04, 2008 20:50:52 | Towers of the Students So ... pink is for evil. :D I like the setting - starting players at an "apprentice" level is a cool idea! ![]() |
| #12ace_of_timeDec 10, 2008 8:41:52 | Coming soon: Undead crafting and controling. Craft Undead Level:3rd Component Cost: 25gp + a magic item equal to the monster's level. Category:Binding and Creation Market price: 125gp Time: 1 day per monster's level Key Skill: Arcana or Religion and Nature Duration: Permanent The cost doesn't include the body. You create a undead creature. The level of the creature has to be your level or under to make. You must make a DC 20 nature check and then a DC 20 Religion or Arcana check to perpare the body each day. Also the magic item must be on the body at the time of the crafting. At the end of the ritual the undead is link to the item and must follow the commands of the wearer of the item. (a minor action) Once a command is given the creature tries to complete the command give untill another command is given. A player is limited to 1 creature per tier. Note: The magic item can't have of special effect added to it. |
| #13ace_of_timeDec 15, 2008 20:14:25 | Army games Starting HP: base class/creature * 25 HP per level: base class * 25 Healing surge: same as base class/creature Every thing as is the same as base class. Starting gold is times 2,500. Items cost is times 25 because you are buying for 25 people. Each square is a 5x5 space. Damage is increased as if the army was a Gargantuan creature. One attack roll for the whole army. Basically you treat the Army as one. I'm moving speeds in reg matches to 1 squares. Hours matches will move 5=2, 6=3, and 7=4 squares. Days all speeds will move 2 squares per day. There is more to this that I will post after I do the math. How much to hire more army troops. (I know what I want but I need to double check before this one.) And some other things. I'll post on this one when I'm done. I'll get back to you when I'm done. |