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<blockquote data-quote="Jack99" data-source="post: 5115507" data-attributes="member: 53135"><p>The players will start in the small town of Fallcrest. It is as you can see more than based on the town from DMG2. I needed a base of operation and saw plenty of possibilities when I looked at the map and read through the info in DMG2. I changed a few things, but not much.</p><p></p><p>[sblock=Fallcrest Map]<img src="http://2.bp.blogspot.com/_jQ3Oy5xjtnQ/SzSs_-HcUbI/AAAAAAAACio/vaAdKlVSLF0/s1600/fallcrest.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]</p><p></p><p>[sblock=Player Info about Fallcrest]</p><p>1. The Tower: Protecting the town from waterborne attack from the north, the Tower was sacked by the Bloodspear Orcs 22 years ago. Local rumor says that before the Godswar, the Tower was a prison for those that the town couldn't execute. Today it is simply called the Tower of Love, because many of the youngsters of town come here to "have fun".</p><p></p><p>2. Upper Quay: This is where all boats depart from.</p><p></p><p>3. The Dwarven Bridge: Originally made of stone that lasted for a millennium, the bridge is now of wood, but still sturdy. It is also the only way across the Jade River for miles, the town of Fallcrest charges 1 cp per head and 1 sp per mount for those who wishes to cross. There is at least 1 guard stationed here at all times.</p><p></p><p>4. Nentir Inn: Built on the west side of the Jade River, Nentir is a popular place for those living on the west bank, so that they can go drinking in town, without having to pay the toll on the bridge. Most people heading south stop here. Nentir Inn is owned by Erandil, an half-elf that came to town a bought some land a couple of years ago.</p><p></p><p>5. Knight's Gate: One of two main gates in Fallcrest, Knight's Gate is named thusly because it is through it that the Lord Warden's riders normally leave the city. The gate itself is reinforced timber with an inner portcullis. The Gatehouse Barracks are always manned with 5 guards and Sergeant Nereth an old and hard man who does everything by the book.</p><p></p><p>6. Silver Unicorn Inn: A luxurious inn run by the halfling Madam Osterman, the Silver Unicorn Inn was for many years the pride of Fallcrest, but ever since Nentir Inn opened, it has lost a lot of its business. Obviously, this doesn't please the Madam.</p><p></p><p>7. Halfmoon Trading House: The headquarter of a clan of halflings (The Halfmoons) who have widespread interests in the region. Selarund Halfmoon currently runs the "house", a friendly although slightly odd halfling who offers advice on just about everything. However, few people understand his advice, which leads them to call him Half-wit, at least behind his back.</p><p></p><p>8. Moonstone Keep: The home of the Lord Warden, in this case Faren Hayhill. Moonstone Keep is an old castle that sits atop a steep hill overlooking the town. The Lord, a bold middle-aged man, is married to Lady Allande, 10 years younger than her lord. They have 3 children. Evil tongues claim that the Lady Allande is a witch who steals children at night. Of course, anyone repeating such thing would be wise to do so out of earshot of the Lord.</p><p></p><p>9. The Tombwood: A large thicket on the slopes of Moonstone Hill. Within lies the old castle's cemetary as well as a battle-mound dating back to before the arrivals.</p><p></p><p>10. House of the Sun: Technically a big church of Pelor, the House of the Sun is all but abandoned. Only one priest lives here now. There are also shrines to Kord and Bahamut, but they are seldom kept clean. Brother Grundel tries his best to fix up the once great church, but there is only so much one dwarf can do.</p><p></p><p>11. House Azaer: A small well-off trading company owned by the Azaer family of tieflings. They primarily import weapons and armors. Amara Azaer, a young beautiful tiefling is currently in charge of the operations in Fallcrest.</p><p></p><p>12: The Fallcrest Heights: A unique feature in Draegor, the Fallcrest Heights are older than any recorded history. It is basically a reversed waterfall. The river arrives at the cliff at great speed, but instead of simply smashing against the rocks, they ascend the cliffs more than 200 feet up, only to continue as a river further north. Up top is a small island which holds the statue of local hero Vendar, who is said to have slain a dragon who was lairing in caves below the Fallcrest Heights.</p><p></p><p>13. Temple of Erathis: The largest temple in town, towering over most other buildings with its 30' dome, also holds shrines to Ioun and Moradin. High Priestess Dirina oversees the church and has for nearly 40 years. She is an 60 year old lady who is convinced that the dogma of Erathis is absolutely superior to all other gods, and is thus very disappointed that more people of Fallcrest do not pay proper homage to the patron god of Fallcrest.</p><p></p><p>14. The Bluffs: Fallcrest is divided in half by a great cliff cutting the town in half. The bluffs average 150-250 feet in height, and while not vertical, they are certainly too steep for most people to climb.</p><p></p><p>15. The Catacombs: The limestone bluffs between Hightown and Lowtown holds a lot of caves. For years, they have been used as burial chambers. As caves are filled, they are walled up and left. Naturally, there are plenty of stories in town about hidden crypts, undead and deadly traps in the caves.</p><p></p><p>16. Moonsong Temple: The third of Fallcrest's temples, dedicated to Sehanine, with shrines to Corellon, Melora and Avandra has been deserted for more than 15 years.</p><p></p><p>17. Fallcrest Stables: Owned by Lamnar. Here you can buy horses, harnesses and wagons, get your horses shoed, and just about anything dealing with horses or mules.</p><p></p><p>18. Wizard's Gate: The eastern gate out of Fallcrest is named for the two ancient statues of wizards flanking the gate on the inside. Just like at Knight's Gate, there is a gatehouse, with a sergeant and 5 guards on duty at all times. Sergeant Murgeddin, a dwarf veteran from the Bloodspear War runs this gate.</p><p></p><p>19. Narumar's Imports: Considered Fallcrest's finest retail establishment, Narumar's Imports deals in gems, jewelry, art and other expensive trinkets. The owner is Narumar, a tiefling.</p><p></p><p>20. Kamroth Estate: Home of Armos Kamroth, one of the wealthiest landowners in Fallcrest, a very greedy and petty man.</p><p></p><p>21. Moonwash Heights: Just as Fallcrest Heights, the river runs up the cliffs here.</p><p></p><p>22. Septarch's Tower: This seven-sided tower was formerly the seat of Fallcrest's mageguild, who all died during the Bloodspear War, it is now owned by Wizard Nimozaran, an elderly mage who keeps to himself.</p><p></p><p>23. Blue Moon Alehouse: The best tavern within 100 miles, or so the owner, a female halfling named Kama claims. And she is right, according to most guests. Of course, if you do not like ale, this is not the place for you.</p><p></p><p>24. Teldor's Arms: Teldor is the town's weaponsmith and armorer. He likes smoking his pipe and dispensing advise while his two apprentices (his sons) work. Their work, under his guidance, is excellent.</p><p></p><p>25. King's Gate: The southern gate of Fallcrest was destroyed during the final attack of the Bloodspear War, and has still not been rebuilt. The place is still being used as a guardpost however, with Sergeant Gerrand in charge.</p><p></p><p>26. The Market Green: A market square were the inhabitants and the merchants who pass through come and do business, especially when the weather is good.</p><p></p><p>27. Sandercot Provisioner: Largest general store of Fallcrest run by Nimera Sandercot, a woman who is said to have little morals.</p><p></p><p>28. Lucky Gnome Taphouse: The cheapest drinking establishment in Fallcrest, a place where fist- and knifefights are all too common. Run by Kelson, a sordid fellow.</p><p></p><p>29. Lower Quays: This is where most boats arrive. If they wish to continue up the river, they must unload and move the shipment to the upper quays. The porter's guild, run by a dwarf named Strongbeard, jealously protect their monopoly of moving things. [/sblock]</p><p></p><p>I have told the players to have a background story ready when we meet up on Tuesday (they can mail or call me, if they want to share beforehand) and while we eat, I will use one of the tips in the DMG2, and let them work out how they know each other. Everyone in the group must know another member from earlier, in some way. If they know more members, that's fine with me as well, but there should be at least one "longer duration" connection. I have never tried this before, but I am looking forward how those who usually do not spend much time on backstory will handle it.</p><p></p><p>As most other DM's, I have some house rules, which have been implemented. I really wanted to use inherent bonuses, but a few players were against the idea, thinking it would make everything and body too much the same. So I dropped the idea, for now.</p><p></p><p>[sblock=House Rules for Second Age Campaign]</p><p>1) Everyone gets weapon and implement expertise free for any weapon or implement they use at 5th level.</p><p>Why? - To fix the math</p><p>2) Everyone gets a scaling +1/+2/+3 bonus to defenses at level 5/15/25</p><p>Why? - To fix the math</p><p>3) You get an AP after every combat.</p><p>Why? - It's easier to remember, and I plan to tone down the amount of magical items a little bit, so this is to off-set that.</p><p>4) There is no creation of magic items, but you can still upgrade an item you have with the proper ritual (which is the Create Magic Item ritual). You can also still disenchant items for residuum.</p><p>Why? - Because I hate the whole magic-shop concept which inevitably comes up with the possibility of creating magic items. Also, I am going to attempt to make a slightly more "realistic" economy, instead of the default exponential one, and the creation of magical items interferes with that.</p><p>5) Change ritual casting times expressed in minutes to rounds. This means that rituals with their casting time expressed in hours or days do not have their casting time changed. Characters count as Dazed while casting and/or aiding to cast a ritual, due to the concentration required. Rituals are Sustain (Standard) until the start of your next turn while casting.</p><p>Why? - I want to make rituals a bit more interesting and flexible. Stopping up for 10 minutes in the middle of a crypt to chant so that you might be able to see a door is a tad weird at times, while stopping for a minute might be more realistic. It also gives a mechanic to use for NPC's when they cast rituals.</p><p>6) Raise Dead is a once in a lifetime happening for a character, and only under the most exceptional circumstances. It is a quest and very expensive.</p><p>Why? - Because death should be something to fear, not just another way for the players to spend their gold.</p><p>7) Summons are DM controlled when not directed by their caster (and no Instinctual Action). Will likely attack last attacker, or random adjacent creature (depending on alignment/intelligence). Will never attack caster.</p><p>Why? - Because it adds some flexibility and usefulness to the whole summoning stitch, which otherwise is overshadowed by other options.</p><p>8) Push into wall = Prone (w/ save)</p><p>Why? - Because we have always played with it. [/sblock]</p><p>Both the players and I are curious about the ritual changes. I think they will be great, but as always, some things are hard to tell until you try them out.</p><p></p><p>Last but not least, I have also told them not to expect PHB/AV items. Each item in the campaign will be custom made. I want items to mean something, which will mean fewer but more powerful items.</p></blockquote><p></p>
[QUOTE="Jack99, post: 5115507, member: 53135"] The players will start in the small town of Fallcrest. It is as you can see more than based on the town from DMG2. I needed a base of operation and saw plenty of possibilities when I looked at the map and read through the info in DMG2. I changed a few things, but not much. [sblock=Fallcrest Map][IMG]http://2.bp.blogspot.com/_jQ3Oy5xjtnQ/SzSs_-HcUbI/AAAAAAAACio/vaAdKlVSLF0/s1600/fallcrest.jpg[/IMG][/sblock] [sblock=Player Info about Fallcrest] 1. The Tower: Protecting the town from waterborne attack from the north, the Tower was sacked by the Bloodspear Orcs 22 years ago. Local rumor says that before the Godswar, the Tower was a prison for those that the town couldn't execute. Today it is simply called the Tower of Love, because many of the youngsters of town come here to "have fun". 2. Upper Quay: This is where all boats depart from. 3. The Dwarven Bridge: Originally made of stone that lasted for a millennium, the bridge is now of wood, but still sturdy. It is also the only way across the Jade River for miles, the town of Fallcrest charges 1 cp per head and 1 sp per mount for those who wishes to cross. There is at least 1 guard stationed here at all times. 4. Nentir Inn: Built on the west side of the Jade River, Nentir is a popular place for those living on the west bank, so that they can go drinking in town, without having to pay the toll on the bridge. Most people heading south stop here. Nentir Inn is owned by Erandil, an half-elf that came to town a bought some land a couple of years ago. 5. Knight's Gate: One of two main gates in Fallcrest, Knight's Gate is named thusly because it is through it that the Lord Warden's riders normally leave the city. The gate itself is reinforced timber with an inner portcullis. The Gatehouse Barracks are always manned with 5 guards and Sergeant Nereth an old and hard man who does everything by the book. 6. Silver Unicorn Inn: A luxurious inn run by the halfling Madam Osterman, the Silver Unicorn Inn was for many years the pride of Fallcrest, but ever since Nentir Inn opened, it has lost a lot of its business. Obviously, this doesn't please the Madam. 7. Halfmoon Trading House: The headquarter of a clan of halflings (The Halfmoons) who have widespread interests in the region. Selarund Halfmoon currently runs the "house", a friendly although slightly odd halfling who offers advice on just about everything. However, few people understand his advice, which leads them to call him Half-wit, at least behind his back. 8. Moonstone Keep: The home of the Lord Warden, in this case Faren Hayhill. Moonstone Keep is an old castle that sits atop a steep hill overlooking the town. The Lord, a bold middle-aged man, is married to Lady Allande, 10 years younger than her lord. They have 3 children. Evil tongues claim that the Lady Allande is a witch who steals children at night. Of course, anyone repeating such thing would be wise to do so out of earshot of the Lord. 9. The Tombwood: A large thicket on the slopes of Moonstone Hill. Within lies the old castle's cemetary as well as a battle-mound dating back to before the arrivals. 10. House of the Sun: Technically a big church of Pelor, the House of the Sun is all but abandoned. Only one priest lives here now. There are also shrines to Kord and Bahamut, but they are seldom kept clean. Brother Grundel tries his best to fix up the once great church, but there is only so much one dwarf can do. 11. House Azaer: A small well-off trading company owned by the Azaer family of tieflings. They primarily import weapons and armors. Amara Azaer, a young beautiful tiefling is currently in charge of the operations in Fallcrest. 12: The Fallcrest Heights: A unique feature in Draegor, the Fallcrest Heights are older than any recorded history. It is basically a reversed waterfall. The river arrives at the cliff at great speed, but instead of simply smashing against the rocks, they ascend the cliffs more than 200 feet up, only to continue as a river further north. Up top is a small island which holds the statue of local hero Vendar, who is said to have slain a dragon who was lairing in caves below the Fallcrest Heights. 13. Temple of Erathis: The largest temple in town, towering over most other buildings with its 30' dome, also holds shrines to Ioun and Moradin. High Priestess Dirina oversees the church and has for nearly 40 years. She is an 60 year old lady who is convinced that the dogma of Erathis is absolutely superior to all other gods, and is thus very disappointed that more people of Fallcrest do not pay proper homage to the patron god of Fallcrest. 14. The Bluffs: Fallcrest is divided in half by a great cliff cutting the town in half. The bluffs average 150-250 feet in height, and while not vertical, they are certainly too steep for most people to climb. 15. The Catacombs: The limestone bluffs between Hightown and Lowtown holds a lot of caves. For years, they have been used as burial chambers. As caves are filled, they are walled up and left. Naturally, there are plenty of stories in town about hidden crypts, undead and deadly traps in the caves. 16. Moonsong Temple: The third of Fallcrest's temples, dedicated to Sehanine, with shrines to Corellon, Melora and Avandra has been deserted for more than 15 years. 17. Fallcrest Stables: Owned by Lamnar. Here you can buy horses, harnesses and wagons, get your horses shoed, and just about anything dealing with horses or mules. 18. Wizard's Gate: The eastern gate out of Fallcrest is named for the two ancient statues of wizards flanking the gate on the inside. Just like at Knight's Gate, there is a gatehouse, with a sergeant and 5 guards on duty at all times. Sergeant Murgeddin, a dwarf veteran from the Bloodspear War runs this gate. 19. Narumar's Imports: Considered Fallcrest's finest retail establishment, Narumar's Imports deals in gems, jewelry, art and other expensive trinkets. The owner is Narumar, a tiefling. 20. Kamroth Estate: Home of Armos Kamroth, one of the wealthiest landowners in Fallcrest, a very greedy and petty man. 21. Moonwash Heights: Just as Fallcrest Heights, the river runs up the cliffs here. 22. Septarch's Tower: This seven-sided tower was formerly the seat of Fallcrest's mageguild, who all died during the Bloodspear War, it is now owned by Wizard Nimozaran, an elderly mage who keeps to himself. 23. Blue Moon Alehouse: The best tavern within 100 miles, or so the owner, a female halfling named Kama claims. And she is right, according to most guests. Of course, if you do not like ale, this is not the place for you. 24. Teldor's Arms: Teldor is the town's weaponsmith and armorer. He likes smoking his pipe and dispensing advise while his two apprentices (his sons) work. Their work, under his guidance, is excellent. 25. King's Gate: The southern gate of Fallcrest was destroyed during the final attack of the Bloodspear War, and has still not been rebuilt. The place is still being used as a guardpost however, with Sergeant Gerrand in charge. 26. The Market Green: A market square were the inhabitants and the merchants who pass through come and do business, especially when the weather is good. 27. Sandercot Provisioner: Largest general store of Fallcrest run by Nimera Sandercot, a woman who is said to have little morals. 28. Lucky Gnome Taphouse: The cheapest drinking establishment in Fallcrest, a place where fist- and knifefights are all too common. Run by Kelson, a sordid fellow. 29. Lower Quays: This is where most boats arrive. If they wish to continue up the river, they must unload and move the shipment to the upper quays. The porter's guild, run by a dwarf named Strongbeard, jealously protect their monopoly of moving things. [/sblock] I have told the players to have a background story ready when we meet up on Tuesday (they can mail or call me, if they want to share beforehand) and while we eat, I will use one of the tips in the DMG2, and let them work out how they know each other. Everyone in the group must know another member from earlier, in some way. If they know more members, that's fine with me as well, but there should be at least one "longer duration" connection. I have never tried this before, but I am looking forward how those who usually do not spend much time on backstory will handle it. As most other DM's, I have some house rules, which have been implemented. I really wanted to use inherent bonuses, but a few players were against the idea, thinking it would make everything and body too much the same. So I dropped the idea, for now. [sblock=House Rules for Second Age Campaign] 1) Everyone gets weapon and implement expertise free for any weapon or implement they use at 5th level. Why? - To fix the math 2) Everyone gets a scaling +1/+2/+3 bonus to defenses at level 5/15/25 Why? - To fix the math 3) You get an AP after every combat. Why? - It's easier to remember, and I plan to tone down the amount of magical items a little bit, so this is to off-set that. 4) There is no creation of magic items, but you can still upgrade an item you have with the proper ritual (which is the Create Magic Item ritual). You can also still disenchant items for residuum. Why? - Because I hate the whole magic-shop concept which inevitably comes up with the possibility of creating magic items. Also, I am going to attempt to make a slightly more "realistic" economy, instead of the default exponential one, and the creation of magical items interferes with that. 5) Change ritual casting times expressed in minutes to rounds. This means that rituals with their casting time expressed in hours or days do not have their casting time changed. Characters count as Dazed while casting and/or aiding to cast a ritual, due to the concentration required. Rituals are Sustain (Standard) until the start of your next turn while casting. Why? - I want to make rituals a bit more interesting and flexible. Stopping up for 10 minutes in the middle of a crypt to chant so that you might be able to see a door is a tad weird at times, while stopping for a minute might be more realistic. It also gives a mechanic to use for NPC's when they cast rituals. 6) Raise Dead is a once in a lifetime happening for a character, and only under the most exceptional circumstances. It is a quest and very expensive. Why? - Because death should be something to fear, not just another way for the players to spend their gold. 7) Summons are DM controlled when not directed by their caster (and no Instinctual Action). Will likely attack last attacker, or random adjacent creature (depending on alignment/intelligence). Will never attack caster. Why? - Because it adds some flexibility and usefulness to the whole summoning stitch, which otherwise is overshadowed by other options. 8) Push into wall = Prone (w/ save) Why? - Because we have always played with it. [/sblock] Both the players and I are curious about the ritual changes. I think they will be great, but as always, some things are hard to tell until you try them out. Last but not least, I have also told them not to expect PHB/AV items. Each item in the campaign will be custom made. I want items to mean something, which will mean fewer but more powerful items. [/QUOTE]
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