(Discussion) General Part III

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Judges - I need to know what time of year it is (preferably with an equivalent Earth month, too, though that's not entirely necessary).
 

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CS, have you looked at Wizwyrm's self-created spell? I think it was in thread 2 of discussion.
Who wants to see my XP total, you or garyh, I sort of got the idea you were both watching the trek to the Vinyard game.
If it was the 'travel through the plane of shadow to avoid attacks of opportunity', I don't like it. The plane shifting to handle a mechanical non-plane shifting spell of such low level seems off. I'm just waiting to see how it gets revised.

Also, it is an excellent time to start your Rivenblight Tavern.
 

GnomeWorks said:
Judges - I need to know what time of year it is (preferably with an equivalent Earth month, too, though that's not entirely necessary).
It's roughly spring.


Did we ever decide how we wanted 'overall' time to be measured? I think I said something about 60 even weeks per year or something, which would be 420 days, but that's not actually doing anything other than picking a number off the top of my head.
 

Creamsteak said:
It's roughly spring.


Did we ever decide how we wanted 'overall' time to be measured? I think I said something about 60 even weeks per year or something, which would be 420 days, but that's not actually doing anything other than picking a number off the top of my head.

If you do 364 days (52 7-day weeks), then you can have twelve 30 day months, with 4 extra days for seasonal holiday days that fall outside the normal months.
 

Jack Haggerty said:
If you do 364 days (52 7-day weeks), then you can have twelve 30 day months, with 4 extra days for seasonal holiday days that fall outside the normal months.
I like that.
 

I had stated it to be late summer in my first game, I believe (I'll go back and check).

CS, I'm going to mail you the XP for the 'Trek' game now, to see if you have anything to add, comment on.

I haven't seen that spell yet, but I'll go and dig around for it as well.

I'll get right to work on the Belching Orc Inn...it could become quite populous if at least half of the folks start a second (or 4th-6th for Kahuna_Burger :P ) character.

I'll email you the basic outline of the bigger factions, and then maybe folks can start filling in blanks with their character backgrounds etc...

CS, you had asked how many days my Adventures took.

The Trek to the Vinyard was a two day affair, maybe three if the PCs wanted to help the Roadwardens with some clean-up.

The Hunting Trip game was also about three days, or until morning four, as I had the Storm keep the PCs indoors for a day.

I sort of envisioned the second game starting a bit earlier, allowing a synch-up of the two parties at the RDI to share Info, leading into my third Adventure.
 
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On another matter: Selling items. If a character would not go through the fuss of the Trading Market, but just wants to sell magic items right away, what would it pay off? If we want the trading corner to be of any use beyond 2nd level, we shouldn't sell magic items for full price.

I'm not sure I want more than one char, and I think that applies to several other people as well, so I think your Belching Orc Inn won't draw as many people, until people from the Red Dragon Inn travelled there.
 

Uriel said:
I would be Ok with half human/drow using the normal half elf stats or half drow/elf using the parent elf as stats.
Basically, it is for flavor, unless we get an official ruling allowing them (and Drow, of course).
There are many Drow in Rivenblight, masquerading as other Elves for whatever agenda sends them forth from the Underdark.
The elves are divided into many camps of Family,Guild or Social-Class based structure as well as racially oriented.
So, you may have the Greenmoon Society, which is mostly Wood Elves,
the House of Dawn, a Grey Elf group of Wizards and Bards,
Clan Darmyth, a High Elf family with attendant servants etc...

I am hoping for the adventures to be mainly Espionage oriented within the city proper or 'dungeon delving' in the sunken parts of the ancient city, which have many connecting points to The Underdark.

I want to encourage players (via their backgrounds) and DMs to create Houses, Guilds,Clans etc...

There are also many Dwarves and Gnomes, Halflings and Humans (with one hostile human nation just East of Rivenblight), so there are many opportunities for fun, I hope.The place is teeming with undead,drow and the nasties that should never see the light of day, as a third of it fell into a crater several hundred years ago...lots of chances for treasure and wonders to be found.

I'll try to throw something out there as soon as CS gets back as to the timing of starting a whole second city.
Hmm, having them as exact copies strikes me as a bit odd. Making some slight adjustments to include their Drow heritage would make more sense to me. Something along the lines of:

Half-Drow
- +2 Charisma, -2 Constitution.
- Medium: As Medium creatures, half-drow have no special bonuses or penalties due to their size.
- Half-drow base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- +2 racial bonus on Will saves against spells and spell-like abilities.
- Darkvision: Half-drow can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-drow can function just fine with no light at all.
- +1 racial bonus on Listen, Search, and Spot checks.
- Elven Blood: For all effects related to race, a half-drow is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Cleric. A multiclass half-drow 's cleric class does not count when determining whether she takes an experience point penalty for multiclassing.

Elf-Drow
- +2 Intelligence, -2 Constitution.
- Medium: As Medium creatures, elf-drow have no special bonuses or penalties due to their size.
- Elf-drow base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Superior Low-Light Vision: An elf-drow can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elf-drow receive the Martial Weapon Proficiency feats for the short sword, rapier, shortbow (including composite shortbow), and hand crossbow as bonus feats.
- +2 racial bonus on Listen, Search, and Spot checks. An elf -drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Automatic Languages: Common and Elven. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnoll, Gnome, Goblin, Kuo-toan, Orc, Sylvan and Undercommon.
- Favored Class: Wizard. A multiclass elf-drow 's wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
 

Thels said:
Hmm, having them as exact copies strikes me as a bit odd. Making some slight adjustments to include their Drow heritage would make more sense to me. Something along the lines of:

Half-Drow
- +2 Charisma, -2 Constitution.
- Medium: As Medium creatures, half-drow have no special bonuses or penalties due to their size.
- Half-drow base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- +2 racial bonus on Will saves against spells and spell-like abilities.
- Darkvision: Half-drow can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-drow can function just fine with no light at all.
- +1 racial bonus on Listen, Search, and Spot checks.
- Elven Blood: For all effects related to race, a half-drow is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Cleric. A multiclass half-drow 's cleric class does not count when determining whether she takes an experience point penalty for multiclassing.

Elf-Drow
- +2 Intelligence, -2 Constitution.
- Medium: As Medium creatures, elf-drow have no special bonuses or penalties due to their size.
- Elf-drow base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Superior Low-Light Vision: An elf-drow can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elf-drow receive the Martial Weapon Proficiency feats for the short sword, rapier, shortbow (including composite shortbow), and hand crossbow as bonus feats.
- +2 racial bonus on Listen, Search, and Spot checks. An elf -drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Automatic Languages: Common and Elven. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnoll, Gnome, Goblin, Kuo-toan, Orc, Sylvan and Undercommon.
- Favored Class: Wizard. A multiclass elf-drow 's wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

I would easily just use the FRCS rules, or the above (they look fine to me), but we should see what CS thinks about moded races and such.
 

Thels said:
On another matter: Selling items. If a character would not go through the fuss of the Trading Market, but just wants to sell magic items right away, what would it pay off? If we want the trading corner to be of any use beyond 2nd level, we shouldn't sell magic items for full price.

I think the trading post will be most useful for new characters/players, getting to find a deal here or there on starting gear that more experienced characters have found/traded up from.I know that we discussed this a bit in another thread, but I ask everyone to have a look and please let me know where it says that you can expect to get half value for magic items sold. The market value is quite clear in the DMG, and the PH says that the gear listed there (minus trade goods) can be expected to net half value if traded up/sold etc...

I'm not sure I want more than one char, and I think that applies to several other people as well, so I think your Belching Orc Inn won't draw as many people, until people from the Red Dragon Inn travelled there.

Well, perhaps I will wait a bit then.
 

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