• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Leif's Homebrew 4E, IC02 [closed]

OOC: Shields don't carry +x enchantments in 4e. There are magic shields but their enchantments don't bump up AC.
EX.Flamedrinker Shield
Level 6 Uncommon

This shield swirls with gold and ruby hues as it absorbs the jet of flame meant to burn your flesh.

Price: 1,800 gp
Item Slot: Arms
Prerequisite: Any
Property: Gain resist 5 fire.
Power (Daily): Immediate Interrupt. Use this power when an ally adjacent to you would take fire damage. Grant that ally resist 10 fire until the end of your next turn.

 

log in or register to remove this ad

OOC: Thanks for the info, renau1g, but I think we'll just 'house-rule' that if there are no objections? As far as I'm concerned, a shield should be capable of being enchanted to provide an extra boost to AC, just like a suit of armor can. Anyway, there's nothing in the PH that says a shield CAN'T have an enchantment to boost its bonus to AC. There are just no examples given of magic shields in the PH that I can find, either. But all of the magic armors listed are more specific than just "+1" or "+2," so it could be that none are listed because the +2 shield is just too mudane an item to have made the cut. ;) Riiiiight?? :heh:

IC: Now that the heroes look at the fallen Mountain Ogre, they see why he had the shield tied to his back: it was acting as a truss to hold in the large hernia that is now painfully obvious. (Pun intended!)

The paper that Basher7 first took to be a small slip, when drawn forth from the pocket of the shield proves to be quite a large and well-aged parchment about 2 feet by 3 feet. The parchment bears a map. After a bit of study of the terrain shown, the heroes are able to determine the position of Winterhaven on the map, and by extension their present position. The map shows a route into the hills to a cave marked with the legend, "MOUNTAIN OGRES HERE -- ENTRANCE TO UNDERDARK," about three-quarters of a day's travel from where the heroes are now into the wilderness. It also shows a Temple of Bahamut in the wilderness not near any town with which the heroes are familiar. The temple seems to be within easy travelling range of the Mountain Ogre lair.
 
Last edited:

OOC: Thanks for the info, renau1g, but I think we'll just 'house-rule' that if there are no objections? ...

OOC: I would like to respectfully object. Static bonuses are the most powerful enchantments possible. A 'vanilla' +2 AC bonus stacking with everything should be at least a level 11 item. A level 6 shield that gives +1 extra to AC would be more in line with the 'core' items, IMHO.
 

OOC: I would like to respectfully object. Static bonuses are the most powerful enchantments possible. A 'vanilla' +2 AC bonus stacking with everything should be at least a level 11 item. A level 6 shield that gives +1 extra to AC would be more in line with the 'core' items, IMHO.
OOC: Ok, ok, ok! Sheesh! Try to give these players some good stuff, and look how they turn on me. Would making it a +1 Shield be ok, then, WD? That's what I think I understood you to say?
 

OOC: Basher7 plans to strap it to his arm and use it either way. Can he find a limner to paint a big red '7' on it? :D



"It appears there are more of these Mountain Ogres or other hazardous beasts about if this map is to be trusted. Clearly, Winterhaven is ill equipped to deal with the threat. I suggest we venture to the location marked on the map and investigate further."
 

Tarrk

"I think your plan will cause more bloodshed... I like it. Let's slay some mountain ogres!" Tarrk says laughing.

[sblock=OOC]
Yes, I think it would be possible (there is a waist item that boosts another defense), but a +2 bonus would be to high for this level. I would still take a +1 bonus over most other shield/arm items.

Can we take a short rest?

Basic attack roll is 1d20+9;2d6.minroll(2)+10

[sblock=Mini stat block]
Tarrk Bloodhoof
Perception: 14 Insight: 12 Normal Vision
AC 19 Fortitude 18 Reflex 15 Will 13
Hit Points: 41/41 Bloodied: 20
Temporary Hit Points: 0
Initiative: +3
Action Points: 1 Second Wind: 1
Milestones: 1
Healing Surge: 10 Surges per day: 11/11
At-Will Powers: Battle Wrath, Berserker's Charge, Passing Forward
Encounter Powers: Goring Charge, Power Strike 1/2
Daily Powers: -

Condition:
[/sblock][/sblock]
 

Winterhaven

OOC: May I presume that the Heroes will first return to Winterhaven to gather the rest of their belongings, perhaps check in with at least the Innkeeper to tell him where you are headed, and also perhaps pick up a mount or two or at least a beast of burden? ;) Anyway, sounds like we have plan, and DMs just looooove adventurers with big plans to screw with! :heh:
 

OOC: Yes, great idea.
BTW, I forgot the money (and buy stuff :erm:) on the character sheet. I would like to get some javelins for a ranged option and two healing potions.
 

Winterhaven

Javelins and other weapons are available at Thair Coalstriker's Smithy. Thair is a talented Dwarf Smith, Armorer, and Swordsmith, but he is only one Dwarf and doesn't keep a large stock of weapons on hand, so it may take a day or two to get your order filled. Possibly longer if everyone wants weapons and/or armor. Thair can hammer out probably a dozen javelin heads in a day's time, maybe more if pressed. And paid well....

The Healing Potions are readily available from Sister Linora at the Temple of Avandra. Linora is not a Heroic Cleric, in fact, she is not really a cleric at all, but she does have some limited powers, and these are sufficient to permit her to keep a batch of Healing Potions brewed and in stock.
 

OOC: Tarrk will buy 4 javelins and 4 healing potions for a total of 220gp.
That leave him with 300 gp. Or could he buy a magic javelin +1, too?
 

Into the Woods

Remove ads

Top