Son of Meepo
First Post
Madness at Gardmore Abbey
A Living 4th Edition adventure, designed for 5-6 6th level characters set in the Isle of Daunton.
GM: Son of Meepo
Cast:
Withdrawn:
Minor Quest: 100 xp
Time XP (2 months, 11 days): 1183 xp
Total XP: 1783 xp
Time Gold: 2086 gp
Total Gold: 2086 gp[/sblock]
[sblock=NPCs]
Lady Oakley
[/sblock]
Welcome to the adventure.
I’ll be keeping this page updated throughout the adventure so you can track things from here.
I will be using Mal’s Rules for speedier PbP combat. You can read about Mal’s Rules in the spoiler block below.
[sblock=The Malenkirk Conventions] Mal Malenkirk came up with some house rules for speeding up PbP combat that are now so ubiquitous in L4W that almost nobody actually bothers posting them anymore, which can lead to confusion. Here they are:
1. The DM rolls initiative for everyone to save time. Only one initiative value is rolled for all of the bad guys.
2. Any PCs whose initiative beats the bad guys get to act first. They can act in any order they like and their actions are resolved in the order they are posted.
3. The DM then runs all of the bad guys’ turns together.
4. All of the PCs (including any who won the initiative before) now get a turn. Play then proceeds with all the bad guys having another turn, then all the PCs, etc. Again, the PCs can act in any order, and their actions are resolved in the order of posting.
5. Effects that last until the end of someone’s next turn need a special rule, because the changing order of actions could otherwise lead to abuse. Such an effect gives its benefit (or its penalty) to each recipient for one turn only, no matter when that turn occurs in relation to the other recipients or the originator of the effect.
Example: Suppose that PCs Algie, Bertie, Cecily, Dickie, and Edna act in alphabetical order on round 1. Cecily uses a power that grants herself and all her allies a +1 to attack rolls until the end of her next turn. Dickie and Edna each benefit on round 1, as normal, because they act after Cecily.
On round 2, the PCs happen to act in reverse alphabetical order. Even though Edna and Dickie act before Cecily, they no longer benefit from Cecily’s effect, because they have already had it for one turn. Cecily benefits from it on her turn, just as she normally would, and Bertie and Algie benefit on their turns, even though their turns take place after Cecily’s is over.
This rule can be tricky to apply correctly at the beginning, so let me know if you have any questions about it.[/sblock]
[sblock=Time and Experience Records] Start Date: 10 June 2013
Current Quests:
[sblock=Time XP]
[/sblock]
[sblock=Encounter XP]
Encounter 0
[sblock=Quest XP]
1. Deliver the card to Lady Oakley (Level 6 Minor Quest) - 100 xp each
[/sblock][/sblock]
[sblock=Treasury]
[sblock=Time GP]
[/sblock]
[sblock=Encounter Treasure]
[/sblock]
[sblock=Quest Treasure]
[/sblock]
[/sblock]
Once most of the group has checked in an chosen a speech color, we can begin the adventure.
A Living 4th Edition adventure, designed for 5-6 6th level characters set in the Isle of Daunton.
GM: Son of Meepo
Cast:
- PC: @Dekana - Eva - Elf Wizard level 6
- PC: @FourMonos - Merri - human vampire/ardent level 6
- PC: @Mewness - Papolstaanas - kobold avenger|battlemind level 7
- PC: @Neurotic - Illarion Meriele - "Blind Elf" Sorcerer level 6
- PC: @MetaVoid - Drew Lucan - Human Monk level 7
Withdrawn:
- PC: @pathfinderq1 - Joy - Human Ardent|Bard level 7
Minor Quest: 100 xp
Time XP (2 months, 11 days): 1183 xp
Total XP: 1783 xp
Time Gold: 2086 gp
Total Gold: 2086 gp[/sblock]
[sblock=NPCs]
Lady Oakley
[/sblock]
Welcome to the adventure.
I’ll be keeping this page updated throughout the adventure so you can track things from here.
I will be using Mal’s Rules for speedier PbP combat. You can read about Mal’s Rules in the spoiler block below.
[sblock=The Malenkirk Conventions] Mal Malenkirk came up with some house rules for speeding up PbP combat that are now so ubiquitous in L4W that almost nobody actually bothers posting them anymore, which can lead to confusion. Here they are:
1. The DM rolls initiative for everyone to save time. Only one initiative value is rolled for all of the bad guys.
2. Any PCs whose initiative beats the bad guys get to act first. They can act in any order they like and their actions are resolved in the order they are posted.
3. The DM then runs all of the bad guys’ turns together.
4. All of the PCs (including any who won the initiative before) now get a turn. Play then proceeds with all the bad guys having another turn, then all the PCs, etc. Again, the PCs can act in any order, and their actions are resolved in the order of posting.
5. Effects that last until the end of someone’s next turn need a special rule, because the changing order of actions could otherwise lead to abuse. Such an effect gives its benefit (or its penalty) to each recipient for one turn only, no matter when that turn occurs in relation to the other recipients or the originator of the effect.
Example: Suppose that PCs Algie, Bertie, Cecily, Dickie, and Edna act in alphabetical order on round 1. Cecily uses a power that grants herself and all her allies a +1 to attack rolls until the end of her next turn. Dickie and Edna each benefit on round 1, as normal, because they act after Cecily.
On round 2, the PCs happen to act in reverse alphabetical order. Even though Edna and Dickie act before Cecily, they no longer benefit from Cecily’s effect, because they have already had it for one turn. Cecily benefits from it on her turn, just as she normally would, and Bertie and Algie benefit on their turns, even though their turns take place after Cecily’s is over.
This rule can be tricky to apply correctly at the beginning, so let me know if you have any questions about it.[/sblock]
[sblock=Time and Experience Records] Start Date: 10 June 2013
Current Quests:
[sblock=Time XP]
[/sblock]
[sblock=Encounter XP]
Encounter 0
2 Bloodspear Grenadier (level 4) = 700 xp
4 Bloodspear Krull (level 5) = 1600 xp
1 Bloodspear Half-Troll (level 8) = 700 xp
Total 3000 xp / 6 players = 500 xp each
[/sblock]4 Bloodspear Krull (level 5) = 1600 xp
1 Bloodspear Half-Troll (level 8) = 700 xp
Total 3000 xp / 6 players = 500 xp each
[sblock=Quest XP]
1. Deliver the card to Lady Oakley (Level 6 Minor Quest) - 100 xp each
[/sblock][/sblock]
[sblock=Treasury]
[sblock=Time GP]
[/sblock]
[sblock=Encounter Treasure]
[/sblock]
[sblock=Quest Treasure]
[/sblock]
[/sblock]
Once most of the group has checked in an chosen a speech color, we can begin the adventure.
Last edited: