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<blockquote data-quote="DMRob" data-source="post: 4637992" data-attributes="member: 6642"><p>Greetings, one and all! I am a long time lurker, and a very seldom poster, but recent events have changed that. My gaming groups last game, a Scales of War path ended with a TPK in the 4th adventure. Not due to my Amazing rolls, or poor choices on the PCs part, but mostly due to amazingly bad dice rolls. near as we can tell, the good guys rolled less then 5 rolls that were greater then 11. Afterwards, we worked out that I would continue as a DM witha new 4th Ed game, of my own creation. </p><p></p><p>Normally, this would have been par for the course, but my players amazed me with the creativity and work they put into it, and I felt the need to share. ill go into my basic assumptions and conventions about the world we are playing in, its a work in progress, but diverges from the main 4th Ed world in some ways.</p><p></p><p>1. Points of light is out. The world is mostly explored, there are kingdoms, city states, country barons and the like. There are still large tracts of </p><p>un-settled land, and all manner of things lurk at the fringes, or in the shadows, but I wanted the feel that Tlokien, Feist, and Eddings evoked with their quaint little villages, shires, and hamlets, that in my mind would never survive in the standard setting.</p><p></p><p>2. I am a big fan of the re-skinning method of expanding my monster, item and power library. I allowed my players to do that also, but so far, only one has taken me up on it, with his dwarven matchlock pistol (hand crossbow). I use it liberally for the monsters they face, and will explain my changes if needed.</p><p></p><p>3. hmm.........that seems to be it for changes, time for background on the group. I have seven players, a bit large, but we have fun, and thats all that matters in the end. The party is pretty well balenced. In no particular order, we have the following.</p><p></p><p>Rune, Warforged Artificer</p><p>Krag, Dwarven Tempest Fighter</p><p>Mark, Human Ranger (archer style)</p><p>Yanni, Elven Rgoue</p><p>Kouvrim, Dwarven Barbarian</p><p>Varian, Elven Paladin of Sehanine</p><p>Polyphony, Tiefling Bard</p><p></p><p>All of them are 5th level. Yes, thats three playtest classes, so far, its been no problem. ill go over what I told them of the races and geography now. I am keeping it intntionally rough and vague, because this is all basically 3 weeks old, and I havent been able to flesh it out fully yet. I dont have named for many things yet, thats what Random name generators and on the fly naming is for <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The players started in the North of the main continent. This continent is split by a large mountain range that runs east west from coast to coast. this range is the traditional dwarven home, and they have settled many Holds both above and below it, with samller hamlets in the sheltered valleys where they can grow some crops and herd animals. the Dwarven poeople share this with the Warforged, who they created long ago as servents and soldiers. When the warforged developed self-awareness, the dwarves decided thatto continue to try to keep them in bondage would be as horrible as what the primordials did to them in eons past, and set them free, and offered to share their Holds with them.</p><p></p><p>The elves lay claim to many of the oldest growth and wildest forests in the North, and none can contest this. Elven settlements lay deep withen the endless tracts of these deep woods, guarded by both the elves and the forests other denizens.</p><p></p><p>The Eladrin Lay claim to little in the North, instead holding small redoubts on isolated hilltops and secluded dales. In these lay the portals that lead to their settlements in the Feywild, fantastic cities whose citizens have no problems welcoming trade and visitors.</p><p></p><p>Tieflings and Dragonborn are much as they are in the basic rulebook, their empires fallen, though they lay far to the east beyond a great chain of lakaes and landlocked seas. Their scattered settlements seldom grow larger then the standard city. The two races hold thier history dearly, but have mostly let the animosity of the past go, lest they fall further from their old glories then they have already due to further hostilities.</p><p></p><p>Humans and Halflings by far have settled the North the most. Hlaflings have almost fully integrated themselves into human society, and noone seems to have noticed. Country lanes lead to small agrarian communities, which in turn feed into larger towns, which again in turn feed into the larger cities. Hundreds of small country Barons or other nobles lay claim to whatever land they can, ruling it as they see fit. </p><p></p><p>The Largest nations are two human, Lachdan and Innesval, have been at war for three generations. Both kingdoms share the same dominant church, a triadic religion between Erathis, Pelor, and Ioun. When the Arch Hierophant died, the hierophants from both these kingdoms was selected for consideration for the role. After several years of bickering, the chruch was so factionalized, a decision could not be reached, and the respective leaders turned to their monarchs for support. Sabres were rattled, and though nobody remembers exactly how it began, war followed. Slowly but surely, Lachdan has been pushed back from the riverlands that mark the border between to two, through several hundred miles farmland and rolling hills to within thirty miles of the capitol city, Kingsfalls. Kingsfalls is set atop a unusually high rocky promontory that looks out over the rolling hills, from which a large natural spring fed river cascades down, forming a moderate sized lake and river that flows southward.</p><p></p><p>Of the south, I have not mentioned or worked out much for the players. I have spoken of the Dhosian plains, home to nomadic hrosemen, horseelves, and horsehalf-elf tribes, who gather at great tent city in the north of the plains to sell their trade goods and lesser horses at al ltimes during the year.</p><p></p><p>They were directed to make 5th level charatcer with anything out of the 3 core books, Martial Power, Adventurers Vault, or any DDI source, that was a full playtest class, or a race that had afull write up. Ill follow this post with their background stories and stats if I can find them on my computer. I will also be posting the story journal one of my players has been working on, and which inspired me to do this in the first place.</p><p></p><p>If you got this far, Thanks for sticking with it, and I hope you Enjoy!</p><p></p><p>Rob</p></blockquote><p></p>
[QUOTE="DMRob, post: 4637992, member: 6642"] Greetings, one and all! I am a long time lurker, and a very seldom poster, but recent events have changed that. My gaming groups last game, a Scales of War path ended with a TPK in the 4th adventure. Not due to my Amazing rolls, or poor choices on the PCs part, but mostly due to amazingly bad dice rolls. near as we can tell, the good guys rolled less then 5 rolls that were greater then 11. Afterwards, we worked out that I would continue as a DM witha new 4th Ed game, of my own creation. Normally, this would have been par for the course, but my players amazed me with the creativity and work they put into it, and I felt the need to share. ill go into my basic assumptions and conventions about the world we are playing in, its a work in progress, but diverges from the main 4th Ed world in some ways. 1. Points of light is out. The world is mostly explored, there are kingdoms, city states, country barons and the like. There are still large tracts of un-settled land, and all manner of things lurk at the fringes, or in the shadows, but I wanted the feel that Tlokien, Feist, and Eddings evoked with their quaint little villages, shires, and hamlets, that in my mind would never survive in the standard setting. 2. I am a big fan of the re-skinning method of expanding my monster, item and power library. I allowed my players to do that also, but so far, only one has taken me up on it, with his dwarven matchlock pistol (hand crossbow). I use it liberally for the monsters they face, and will explain my changes if needed. 3. hmm.........that seems to be it for changes, time for background on the group. I have seven players, a bit large, but we have fun, and thats all that matters in the end. The party is pretty well balenced. In no particular order, we have the following. Rune, Warforged Artificer Krag, Dwarven Tempest Fighter Mark, Human Ranger (archer style) Yanni, Elven Rgoue Kouvrim, Dwarven Barbarian Varian, Elven Paladin of Sehanine Polyphony, Tiefling Bard All of them are 5th level. Yes, thats three playtest classes, so far, its been no problem. ill go over what I told them of the races and geography now. I am keeping it intntionally rough and vague, because this is all basically 3 weeks old, and I havent been able to flesh it out fully yet. I dont have named for many things yet, thats what Random name generators and on the fly naming is for :) The players started in the North of the main continent. This continent is split by a large mountain range that runs east west from coast to coast. this range is the traditional dwarven home, and they have settled many Holds both above and below it, with samller hamlets in the sheltered valleys where they can grow some crops and herd animals. the Dwarven poeople share this with the Warforged, who they created long ago as servents and soldiers. When the warforged developed self-awareness, the dwarves decided thatto continue to try to keep them in bondage would be as horrible as what the primordials did to them in eons past, and set them free, and offered to share their Holds with them. The elves lay claim to many of the oldest growth and wildest forests in the North, and none can contest this. Elven settlements lay deep withen the endless tracts of these deep woods, guarded by both the elves and the forests other denizens. The Eladrin Lay claim to little in the North, instead holding small redoubts on isolated hilltops and secluded dales. In these lay the portals that lead to their settlements in the Feywild, fantastic cities whose citizens have no problems welcoming trade and visitors. Tieflings and Dragonborn are much as they are in the basic rulebook, their empires fallen, though they lay far to the east beyond a great chain of lakaes and landlocked seas. Their scattered settlements seldom grow larger then the standard city. The two races hold thier history dearly, but have mostly let the animosity of the past go, lest they fall further from their old glories then they have already due to further hostilities. Humans and Halflings by far have settled the North the most. Hlaflings have almost fully integrated themselves into human society, and noone seems to have noticed. Country lanes lead to small agrarian communities, which in turn feed into larger towns, which again in turn feed into the larger cities. Hundreds of small country Barons or other nobles lay claim to whatever land they can, ruling it as they see fit. The Largest nations are two human, Lachdan and Innesval, have been at war for three generations. Both kingdoms share the same dominant church, a triadic religion between Erathis, Pelor, and Ioun. When the Arch Hierophant died, the hierophants from both these kingdoms was selected for consideration for the role. After several years of bickering, the chruch was so factionalized, a decision could not be reached, and the respective leaders turned to their monarchs for support. Sabres were rattled, and though nobody remembers exactly how it began, war followed. Slowly but surely, Lachdan has been pushed back from the riverlands that mark the border between to two, through several hundred miles farmland and rolling hills to within thirty miles of the capitol city, Kingsfalls. Kingsfalls is set atop a unusually high rocky promontory that looks out over the rolling hills, from which a large natural spring fed river cascades down, forming a moderate sized lake and river that flows southward. Of the south, I have not mentioned or worked out much for the players. I have spoken of the Dhosian plains, home to nomadic hrosemen, horseelves, and horsehalf-elf tribes, who gather at great tent city in the north of the plains to sell their trade goods and lesser horses at al ltimes during the year. They were directed to make 5th level charatcer with anything out of the 3 core books, Martial Power, Adventurers Vault, or any DDI source, that was a full playtest class, or a race that had afull write up. Ill follow this post with their background stories and stats if I can find them on my computer. I will also be posting the story journal one of my players has been working on, and which inspired me to do this in the first place. If you got this far, Thanks for sticking with it, and I hope you Enjoy! Rob [/QUOTE]
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