Excerpt: Fallcrest


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And I was really hoping for the stats of the town guard. Will they be minions? Will they be level 1. Or will they be WELL HARD!

Find out soon:)

Oh nice map though, looks like it can actually hold a 1000 people....unlike Winterhaven:p
 

small pumpkin man said:
I also liked seeing what looks like an NPC based off a PC class.
I wonder if there will be guidelines for creating NPCs with PC abilities. This one has a number of abilities that follow "PC rules", e.g. fire resistance, Infernal Wrath, First Strike, Sneak Attack, Bloodhunt, and others that don't, e.g. doesn't have the full suite of PC powers, and his AC and defences seem to be higher than they should be (the point of difference in his attacks could be due to an unlisted Weapon Focus feat).

Ideally, the building rules should also be different for NPCs that are elite or solo opponents.
 

FireLance said:
I wonder if there will be guidelines for creating NPCs with PC abilities. This one has a number of abilities that follow "PC rules", e.g. fire resistance, Infernal Wrath, First Strike, Sneak Attack, Bloodhunt, and others that don't, e.g. doesn't have the full suite of PC powers, and his AC and defences seem to be higher than they should be (the point of difference in his attacks could be due to an unlisted Weapon Focus feat).

Ideally, the building rules should also be different for NPCs that are elite or solo opponents.
I think so, given that the Customizing Monsters Excerpt had in the beginning:

Whether you want to bump an ogre up a few levels or turn it into an elite berserker, this section gives you the tools you need to tinker with monsters. You’ll also find rules for adding a class to a monster, mining the Player’s Handbook for combat powers.
 

Rechan said:
As an unrelated note, it looks like Infernal Wrath is +1 to hit, +Charisma to damage.
There was a photo of the Tiefling page from the PH floating around, and it stated that fire resistance is 5 + 1/2 level and Infernal Wrath is +1 to hit, + Cha bonus damage.
 

Rechan said:
Rituals Wednesday.

Tiefling has Fire Res 9. Hmm.
IIRC 5+1/2 levels:)

I also note that the naming convention of 4E continues: Fall-crest; Moon-wash; Brown-bottle; Swift-water; Star-light; Blood-spear; Stone-march; etc. Just an observation.....
 

I have pretty much two reactions to this update.

1) The way they describe Fallcrest's relation to rivers and roads make it sound eerily like a town I was going to put in my first 4E campaign. In fact, I had a brief thought that I might use Fallcrest for that town months ago, but I didn't think fallcrest would be built on a dwarven trade road, an old King's road, and a river just like the town I was making... I need to adjust cardinal directions slightly, but it seems like a close fit. Even the timeline for the fall of the human empire and the influx of orcs is similar. A few details need to be changed, but I can use this.

2) The map isn't bad, but the layout of the town's defenses just seems a bit odd to me. With that particular placement of cliffs and rivers, it seems like the entire town should be on the eastern side of the river, north of the cliffs, not just half of the town. Certainly, there should be some parts of the town below (to help move cargo up the cliff), but not so much of it... I certainly feel sorry for the people living in the southwest, though. In case of an attack they need to cross a river and climb up a cliff in order to reach safety.
 



mach1.9pants said:
IIRC 5+1/2 levels:)

I also note that the naming convention of 4E continues: Fall-crest; Moon-wash; Brown-bottle; Swift-water; Star-light; Blood-spear; Stone-march; etc. Just an observation.....
I'm waiting for whale-road, wound-hoe, sky-candle....
 

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