General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
This was session #10. That puts advancement at every five runs, something I'm comfortable with. It means we'll rise 5 levels a year, and the campaign will be over in six years.
Perfect!
__________________ - Piratecat, EN World Admin
Currently editing the 4e War of the Burning Sky adventure path. Support EN Publishing, get excellent modules!
This was session #10. That puts advancement at every five runs, something I'm comfortable with. It means we'll rise 5 levels a year, and the campaign will be over in six years.
Perfect!
I absolutely adore the fact that this is a "pretty brief campaign" for you guys.
Logan and Caldwell are both amateur alchemists, eager to brew up some trouble.
Excuse me. I didn't spend five years at university learning the arts of medicine to be called "amateur".
-Dr. Caldwell
The party's got pretty good niche protection when it comes to Alchemy; Logan, who has experience in an alchemist's shop and the Thievery skill, is eager to make things that go flash and boom. Dr. Caldwell, a physician with the Nature skill, wants to make healing poultices, clearsense powder, and the like. So stat-wise, they both have the Alchemy feat, but in-game, they're not making the same stuff, just sharing the laboratory equipment.
(Caldwell's also going to be taking Brew Potion as soon as he can, both to help cover the party's lack of cleric, and because it makes character sense.)
Last edited by Blackjack; 8th March 2009 at 04:59 PM..
Thoughts of the Arch Chancellor - My weblog on EN World - containing game related material, like: house rules, design theories, reviews, play reports, adventure ideas
Secret Member of <Think we would just hide our secret with a spoiler tag, eh?>
This was session #10. That puts advancement at every five runs, something I'm comfortable with. It means we'll rise 5 levels a year, and the campaign will be over in six years.
Perfect!
Hey, don't just end it when we hit 30th level...give us a few runs to have fun with the level...
- Aravis
__________________ -- In every adversity lies the seed of equivalent benefit.
According to the DMG, a party that has just hit 3rd level should have 1,760 GP worth of monetary treasure. And the lizardmen stole HALF OF IT. So, yeah, we feel a bit poor at the moment.
I like to view that as a minimum recommendation. As for Maximum...the sky's the limit.
- Aravis
__________________ -- In every adversity lies the seed of equivalent benefit.
The lizards’ ability to attack at range from the middle of a swift river made it impossible to flank them. I can see going forward that nested snipers are going to be one of the toughest kinds of fight for our 40%-rogue party.
Don't let the DM know this or he'll use it against you.
Did we leave out one of the big RP highlights of the game? What about Doc attempting to convince Stron that it is female? What about Stron's venture into the world of stand-up comedy.
[I've been gradually "rediscovering" Stron's sense of humor, which is dry to say the least. Stron was working on smiling, and I had fun getting feedback from my colleagues about how to do it right. "More teeth! No, wait, less teeth than that!"
We play tonight! So, probably tomorrow. The Grey Guard are headed out into the swamp, hopefully to harry the lizardfolk from their rear flank as they advance to attack. And I can't say anything else without spoilers for my players.
Upon reflection, having a reward come in the form of alchemy supplies/formulae is something I'm really happy about. Here's what I sent my players (only, you know, with proper tabs):
Spoiler:
The alchemical codex loaned you from Floodford's governor has the following formulas in it:
Name Formula cost Level Creation cost Source
Alchemists Acid 70 1 20 GP Adventurers Vault
Alchemists Fire 70 1 20 GP Adventurers Vault
Alchemists Frost 70 1 20 GP Adventurers Vault
Antivenom 70 1 20 GP Adventurers Vault
Clearsense Powder 80 1 20 GP Adventurers Vault
Clearwater Solution 120 1 20 GP Adventurers Vault
Herbal Poultice 90 3 30 GP Adventurers Vault
Beastbane 160 4 160 GP Adventurers Vault
They have also supplied you with 200 gp worth of components. You'll find the time to create each of these, and what they do, in the beginning of the Adventurer's Vault. Most things can be made in 15 minutes to a half an hour.
In case anyone's curious, they're copying the formulae and making:
- one each of alchemists acid, frost, and fire (60g)
- one each of antivenom, clearwater solution, clearsense powder, and herbal poultice (90g)
- a second copy of two of the healing ones (40-50g)
I'm interested to see how this affects combat. Ahem. Not that there'll be any combat tonight. Ahem.
__________________ - Piratecat, EN World Admin
Currently editing the 4e War of the Burning Sky adventure path. Support EN Publishing, get excellent modules!
A quick note on tonight's game, before Sagiro writes it up:
I figured, "hey, they're four 3rd level adventurers. I'll sic another four 3rd lvl adventurers on them and see who wins!" So I ignored the rules and made four enemy NPCs using the glorious ddi Character Builder's "quick character." (I should have used the flash monster builder on the ddi site, but it's buggy as anything and would have taken about twenty times as long.)
I learned that this "full character sheet for NPCs" is an option, but it's definitely slower for me to run than a streamlined NPC or monster would have been. If I were to do that again, I'd adjust the enemy hit points to be what they should have been for a monster of that level. I'd also narrow down their abilities greatly to make on-the-fly combat easier.
But hey, I got to play a druid, beast ranger, warden and sorcerer -- and a pack of stirges. I feel fulfilled.
__________________ - Piratecat, EN World Admin
Currently editing the 4e War of the Burning Sky adventure path. Support EN Publishing, get excellent modules!
But hey, I got to play a druid, beast ranger, warden and sorcerer -- and a pack of stirges. I feel fulfilled.
I was looking at the Sorcerer preview again yesterday, and ye gods does that thing do a lot of damage. How did it turn out in play?
__________________ DM of Adventure Path Story Hour (now in Thunderspire Labyrinth!): Ryam Plays Dice - updated 8th June 09 (campaign on indefinite hiatus).
Player in Swordlands Story Hour: Interview with a Fey - updated 15th June 09. News just in - this campaign may be restarting in the near future! Watch this space!
I also have the singular honour of being Rouseketeer #20.
I was looking at the Sorcerer preview again yesterday, and ye gods does that thing do a lot of damage. How did it turn out in play?
Um, er, you said it best. Ye Gods, did that thing do a lot of damage.
Of course, a concerted attack from two rogues pretty much shut it off almost as quickly as it had begun. Seems, it can't really take any where near as much damage as it can dole out.
--Aravis
__________________ -- In every adversity lies the seed of equivalent benefit.
Um, er, you said it best. Ye Gods, did that thing do a lot of damage.
Of course, a concerted attack from two rogues pretty much shut it off almost as quickly as it had begun. Seems, it can't really take any where near as much damage as it can dole out.
--Aravis
They should fire their defender. But I have a feeling you guys may have helped them out in that department.
They should fire their defender. But I have a feeling you guys may have helped them out in that department.
Yeah, he went down mere moments before the Sorcerer. Besides, I am unconvinced that there really is much a Defender can do if two rogues decide to take down one of his group.
-- Aravis
__________________ -- In every adversity lies the seed of equivalent benefit.
Besides, I am unconvinced that there really is much a Defender can do if two rogues decide to take down one of his group.
-- Aravis
Noted by your DM!
__________________ - Piratecat, EN World Admin
Currently editing the 4e War of the Burning Sky adventure path. Support EN Publishing, get excellent modules!