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<blockquote data-quote="Goonalan" data-source="post: 4468374" data-attributes="member: 16069"><p>Chapter 1 The Kobold Uprising Part 5 It's not over until it's over.</p><p></p><p><span style="color: Yellow">GAME DETAILS- Quests</span></p><p><span style="color: Yellow">1) Recover the Green Dragon Hide for Teldorathan (Status: Incomplete- need to return to collect reward).</span></p><p><span style="color: Yellow">2) Kill Kobolds and collect their heads for Lord Warden Markelhay’s bounty (Status: Ongoing).</span></p><p><span style="color: Yellow">3) Discover what “greater intelligence” is stirring up the Kobolds for Nemozaran- who is the Horned Lord? (Status: Ongoing).</span></p><p><span style="color: Yellow">4) Destroy the Kobold menace and save Oakhurst (Status: Complete).</span></p><p><span style="color: Yellow">5) Rescue the Gnomes of Waymoot (Status: Complete).</span></p><p><span style="color: Yellow">6) Solve Olvar and Sybil's differences (Status: Complete).</span></p><p><span style="color: Yellow">7) Find the missing gem from Belazamon's statue (Statue: Ongoing).</span></p><p></p><p>In the middle of the night the adventurers are awoken by the sounds of screaming, they grab their gear and head down and out of the Inn and straight into melee. The building is being attacked six creatures set to deal death and destruction, a pair of Hobgoblins thickly armoured and four accompanying kobolds, it seems the menace is not yet at an end.</p><p></p><p>Furthermore, shouts and screams echo in the night from places unseen in the village, it's certain that other buildings are being attacked also.</p><p></p><p><span style="color: yellow">GAME DETAILS- Encounter Level 5 [1000 XP]</span></p><p><span style="color: yellow">Kobolds- Minions [Level 1 Minion] (x12), Skirmisher [Level 1 Skirmisher] (x4) & Hobgoblin Soldier [Level 3 Soldier] (x2)</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">DM NOTES- Hobgoblins, they should slow them down a little.</span></p><p></p><p>The hobgoblin soldiers hang around for a while but the victory is never in doubt, particularly as this first group, attacking the Inn, suffer the full wrath of the adventurers. </p><p></p><p>There beef quickly settled the adventurers split into two groups- Vik and Talwyn head south; while Daja, Falco and Lambrini head north. Both roads lead to other buildings under attack by a clutches of kobolds- actually six more kobolds in each location.</p><p></p><p>Once again the fight is bloody, but hardly protracted, particularly in the northern fracas where Lambrini's flaming deluge slays half the kobolds present in one fiery strike- a couple get away, flee up the road out of the village and back into the wilds. </p><p></p><p>The group to the south are likewise taken care of, this time by arrow and dagger combination, not a one escapes the blade or the bow.</p><p></p><p>And so with victory once again confirmed the weary adventurers head back to their rest, alas their way is barred, Teren gets mad.</p><p></p><p>“You said you killed 'em?” Is the most of it, scoured of foul language, the mayor is beyond fretful and heading towards full on terrified.</p><p></p><p>“We did kill them you fool, this was some other bunch.” Talwyn's offering goes down like a lead balloon.</p><p></p><p>Durn, the village blacksmith, a dwarf, saves events from deteriorating further, he points to the kobold spears, or rather their tips- obsidian, and remarks that the only place in the region with large deposits of obsidian is a place called the Stone Table, back the way the adventurers came- beyond the Crag and a way into the foothills of the Gardbury Downs.</p><p></p><p>Then a second interruption arrives, horsemen on the road, from Fallcrest, Vik affects panic but the effort is wasted, it turns out to be a heavily armoured patrol, Roadwardens lead by shinning armoured one.</p><p></p><p>A hasty meeting takes place in the Inn, Sir Abraham, a Paladin of Pelor, blessed with the sure-footed confidence and manner of one born into money and influence, and yet mild and well-mannered, not condescending but almost gentle. He is known by reputation to the adventurers that make their permanent home in Fallcrest and its environs, that is Vik and Falco.</p><p></p><p>Those that need to be placated are placated, those that need answers are given the truth- the kobolds are in rebellion, an uprising. The source of this sport, that is the general of the army, is a creature known as the Horned Lord, who sits atop his perch in a place called the Horned Citadel. The adventurers add to the story when they can. There have been attacks on the King's Road, all the way up to Winterhaven, several villages have been likewise threatened, at least two have been destroyed- the Horned Lord must be stopped, which is why Sir Abraham and his companions are abroad.</p><p></p><p>Then another tale, of a tower or a citadel, that appears in the woods, somewhere near these parts, and as suddenly disappears, how it does this is not known, although Vik has an idea- the eladrin in ages past used such towers to travel between this world and the Feywild, their ancestral home.</p><p></p><p>Sir Abraham seeks the tower, and the Horned Lord, to put the creature to the sword, to stop this misery, will the adventurers aid his cause?</p><p></p><p>The paladin also has a big bag of gold which he shares with the adventurers, payment in full is made for the heads so far collected, which smooths any remaining troubled waters.</p><p></p><p>A little later the adventurers pack their bags and head for the road, or rather path, back through the woods, all day marching through the beauties of nature knowing that yet again they are set to put their lives on the line, but this time it is part of some greater thing they work. There task is not only to end the kobold menace but to discover what they can about the location of the Horned Citadel.</p><p></p><p>They spend a fitful night in the Crag, unmolested this time, and head on again on the morning of the 13th of Eleint, following Durn's crude sketch of the area.</p><p></p><p>Late in the afternoon a chance for sport presents itself, a lone stirge, already burdened- a gut full of blood, totters and flaps towards them- they make mincemeat of it, and almost fall into the clutches of the kobold patrol which follows the odd avian.</p><p></p><p>And when they think things can get no worse a second patrol ambles into the clearing in which they stand.</p><p></p><p><span style="color: yellow">GAME DETAILS- Encounter Level 5 [1000 XP]</span></p><p><span style="color: yellow">Kobolds- Slinger [Level 1 Artillery], Skirmisher [Level 1 Skirmisher] (x4), Fire Beetle [Level 1 Brute] (x2), Stormclaw Scorpion [Level 1 Soldier] (x2) & Stirge [Level 1 Lurker]</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">DM NOTES- and what a lot I got, oh this one is going to be fun- two fire beetles, and two scorpions, surely...</span></p><p></p><p>The first patrol is quickly cut down, although a few of the adventurers suffer in the fracas, particularly from burns, however quick kills allow the adventurers the moments respite needed for them to reposition to meet the charge of the second patrol.</p><p></p><p>The scorpions are killed in but a moment, attracting the artillery instantly, and bloodied even before they can get halfway to the heroes.</p><p></p><p><span style="color: yellow">DM NOTES- bastards.</span></p><p></p><p>And yet ,for all that, the adventurers are sorely wounded in the encounter, burnt and blloodied, some of their greater powers spent, although in the midst of the melee they chose to stolidly ignore their wounds of course.</p><p></p><p><span style="color: yellow">DM NOTES- that is all save one, the players offer the cold shoulder to Talwyn. It seems at some point in the past Talwyn, or rather the player, has stated that he will help out with the melee every now and then, take the weight off Falco's shoulders- who spends much of every fight standing to the left or the right of the Paladin, blocking the way to the more delicate members of the adventuring company. Which the players have also pointed out in the past does not include Talwyn, who has more hit points, a better AC, a better to hit and does more damage than the Priest of Kord. Talwyn's player has of late chosen a different route, and made his intentions clear not by words but by actions, the Ranger stands at the back, right at the back- and uses his bow. He hasn't drawn his scimitars for... I can't remember, maybe the Young White Dragon. The result of which is, typically, at the end of the adventuring day the Paladin has one healing surge, Falco none, Vik one or none, Lambrini two or three and the Ranger has maybe, maybe I said, lost one. </span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">There follows a debate, cleverly disguised as an argument, recriminations abound, the other players wanting a little more of the previous promise from the Ranger. I can see both sides, they all can, and yet this is a social venture, fun is the aim, some people are not getting their fair share it seems. More of this another time.</span></p><p></p><p>Readied the adventurers head on and just less than an hour later discover their quarry, the Stone Table, and therein a rough looking cave with all the signs of an active lair, including a myriad kobold tracks.</p><p></p><p>They venture in, down a dark and damp passage which heads on into the stink, and emerges soon after in a kobold guard room of sorts, here the foul miscreants eat supper by a flowing underground stream, and pet their Giant Rat companions- other passages lead off from the chamber.</p><p></p><p>Vik, as silent as death, goes for inspection and returns soon after with news. There's an alarm of sorts, a bell with a hammer, a kobold guarding it, just into the chamber around the corner in fact from where they stand and whisper.</p><p></p><p>A plan is quickly hashed out, it involves mostly a headlong charge into the midst of their enemies and thereafter hack and slash, simple but inelegant, and so it proves.</p><p></p><p><span style="color: yellow">GAME DETAILS- Encounter Level 4 [975 XP]</span></p><p><span style="color: yellow">Kobolds- Minions [Level 1 Minion] (x8), Slinger [Level 1 Artillery], Skirmisher [Level 1 Skirmisher] (x2) & Rats- Giant [Level 1 Minion] (x7), Dire [Level 1 Brute] (x2)</span></p><p></p><p>The fight is protracted, particularly as no account was made for the Dire Rats which emerge from a passage to the east, and a second skirmisher with his slinger buddy who enter from the north.</p><p></p><p>And yet the enemies are still no match for the heroes, the fire-starter- Lambrini the Great to her friends, has a field day- the minions (kobold & rat) are decimated, the other enemies eventually cut to the quick, all dead, save the slinger who scampers back the way he came.</p><p></p><p><span style="color: yellow">GAME DETAILS- Experience.</span></p><p><span style="color: yellow">This session the players accumulate 1004 xp for a grand total of 4683 xp each, they need 11,000 XP to rise to the exalted status of level 3.</span></p><p></p><p><span style="color: yellow">DM NOTES- Talwyn is an optimised Ranger, for bow, although still very effective with a sword (scimitar). I have allowed the players to alter their characters over the course of the game so far, to find the balance- this is fun afterall. Talwyn has modified his powers to better suit a ranged combatant, initially he stated that he would hold the line in melee when needed. I have tried to offer more of a challenge by having attackers arrive from off the board in the hope that Talwyn will be, every now and then, pressed into using his scimitars, the player has however chosen to remain fixed at his bow, and has a move of 7, double move 14, and powers that will enable him to get further away from the melee. There's nothing wrong with any of this of course, except for the fact that a typical encounter eventually gets round to Daja, Falco and Vik in the midst of melee, and suffering for it, Lambrini trying to keep out of reach, and Talwyn further away still- safe. The result, inevitably, is a beating for those in the midst of the fracas, and also sometimes Lambrini if she strays too close, Talwyn however emerges from most scraps unscathed. The player believes this situation is ideal, he needs no healing, little in the way of support in fact, he operates as a devastating weapon which kills from a distance. The other players see this, and yet remain unsatisfied, Falco yearns to use his ranged powers, Vik is fed up of always being at the front, Talwyn has of late resigned also from sneaking duties, Vik functions solo in this respect, even in the wild where the Ranger's skills are at least as useful as the Rogue's, Talwyn's Sneak skill is one less than Vik's.</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">While the above may seem churlish to some, a Ranger armed with a bow doing what he's good at, to the other players it's a problem. Falco didn't sign up to do all of the fighting (and Defending), Vik didn't sign up to do all of the scouting. Lambrini, who does the same as Talwyn, stays out of the trouble, is forgiven easily- her AC is 13 or so, her HP few, and all her powers function better at a distance. Talwyn is not forgiven, there are grumblings, particularly as Talwyn's player thinks the other players are stupid for not optimising their characters to suit their roles.</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">Their roles, that's the nub of it. Falco is having to be a Defender all the time and is pissed off at it, particularly when Talwyn has a better AC etc., the Paladin is fed up of being the one on the floor, Vik is fed up leading the charge, he's the least experienced player we have, although still good at it, he just doesn't feel comfortable calling the shots. Lambrini and Talwyn are fine with it all, although... It gets much worse later of course.</span></p></blockquote><p></p>
[QUOTE="Goonalan, post: 4468374, member: 16069"] Chapter 1 The Kobold Uprising Part 5 It's not over until it's over. [COLOR="Yellow"]GAME DETAILS- Quests 1) Recover the Green Dragon Hide for Teldorathan (Status: Incomplete- need to return to collect reward). 2) Kill Kobolds and collect their heads for Lord Warden Markelhay’s bounty (Status: Ongoing). 3) Discover what “greater intelligence” is stirring up the Kobolds for Nemozaran- who is the Horned Lord? (Status: Ongoing). 4) Destroy the Kobold menace and save Oakhurst (Status: Complete). 5) Rescue the Gnomes of Waymoot (Status: Complete). 6) Solve Olvar and Sybil's differences (Status: Complete). 7) Find the missing gem from Belazamon's statue (Statue: Ongoing).[/COLOR] In the middle of the night the adventurers are awoken by the sounds of screaming, they grab their gear and head down and out of the Inn and straight into melee. The building is being attacked six creatures set to deal death and destruction, a pair of Hobgoblins thickly armoured and four accompanying kobolds, it seems the menace is not yet at an end. Furthermore, shouts and screams echo in the night from places unseen in the village, it's certain that other buildings are being attacked also. [COLOR="yellow"]GAME DETAILS- Encounter Level 5 [1000 XP] Kobolds- Minions [Level 1 Minion] (x12), Skirmisher [Level 1 Skirmisher] (x4) & Hobgoblin Soldier [Level 3 Soldier] (x2) DM NOTES- Hobgoblins, they should slow them down a little.[/COLOR] The hobgoblin soldiers hang around for a while but the victory is never in doubt, particularly as this first group, attacking the Inn, suffer the full wrath of the adventurers. There beef quickly settled the adventurers split into two groups- Vik and Talwyn head south; while Daja, Falco and Lambrini head north. Both roads lead to other buildings under attack by a clutches of kobolds- actually six more kobolds in each location. Once again the fight is bloody, but hardly protracted, particularly in the northern fracas where Lambrini's flaming deluge slays half the kobolds present in one fiery strike- a couple get away, flee up the road out of the village and back into the wilds. The group to the south are likewise taken care of, this time by arrow and dagger combination, not a one escapes the blade or the bow. And so with victory once again confirmed the weary adventurers head back to their rest, alas their way is barred, Teren gets mad. “You said you killed 'em?” Is the most of it, scoured of foul language, the mayor is beyond fretful and heading towards full on terrified. “We did kill them you fool, this was some other bunch.” Talwyn's offering goes down like a lead balloon. Durn, the village blacksmith, a dwarf, saves events from deteriorating further, he points to the kobold spears, or rather their tips- obsidian, and remarks that the only place in the region with large deposits of obsidian is a place called the Stone Table, back the way the adventurers came- beyond the Crag and a way into the foothills of the Gardbury Downs. Then a second interruption arrives, horsemen on the road, from Fallcrest, Vik affects panic but the effort is wasted, it turns out to be a heavily armoured patrol, Roadwardens lead by shinning armoured one. A hasty meeting takes place in the Inn, Sir Abraham, a Paladin of Pelor, blessed with the sure-footed confidence and manner of one born into money and influence, and yet mild and well-mannered, not condescending but almost gentle. He is known by reputation to the adventurers that make their permanent home in Fallcrest and its environs, that is Vik and Falco. Those that need to be placated are placated, those that need answers are given the truth- the kobolds are in rebellion, an uprising. The source of this sport, that is the general of the army, is a creature known as the Horned Lord, who sits atop his perch in a place called the Horned Citadel. The adventurers add to the story when they can. There have been attacks on the King's Road, all the way up to Winterhaven, several villages have been likewise threatened, at least two have been destroyed- the Horned Lord must be stopped, which is why Sir Abraham and his companions are abroad. Then another tale, of a tower or a citadel, that appears in the woods, somewhere near these parts, and as suddenly disappears, how it does this is not known, although Vik has an idea- the eladrin in ages past used such towers to travel between this world and the Feywild, their ancestral home. Sir Abraham seeks the tower, and the Horned Lord, to put the creature to the sword, to stop this misery, will the adventurers aid his cause? The paladin also has a big bag of gold which he shares with the adventurers, payment in full is made for the heads so far collected, which smooths any remaining troubled waters. A little later the adventurers pack their bags and head for the road, or rather path, back through the woods, all day marching through the beauties of nature knowing that yet again they are set to put their lives on the line, but this time it is part of some greater thing they work. There task is not only to end the kobold menace but to discover what they can about the location of the Horned Citadel. They spend a fitful night in the Crag, unmolested this time, and head on again on the morning of the 13th of Eleint, following Durn's crude sketch of the area. Late in the afternoon a chance for sport presents itself, a lone stirge, already burdened- a gut full of blood, totters and flaps towards them- they make mincemeat of it, and almost fall into the clutches of the kobold patrol which follows the odd avian. And when they think things can get no worse a second patrol ambles into the clearing in which they stand. [COLOR="yellow"]GAME DETAILS- Encounter Level 5 [1000 XP] Kobolds- Slinger [Level 1 Artillery], Skirmisher [Level 1 Skirmisher] (x4), Fire Beetle [Level 1 Brute] (x2), Stormclaw Scorpion [Level 1 Soldier] (x2) & Stirge [Level 1 Lurker] DM NOTES- and what a lot I got, oh this one is going to be fun- two fire beetles, and two scorpions, surely...[/COLOR] The first patrol is quickly cut down, although a few of the adventurers suffer in the fracas, particularly from burns, however quick kills allow the adventurers the moments respite needed for them to reposition to meet the charge of the second patrol. The scorpions are killed in but a moment, attracting the artillery instantly, and bloodied even before they can get halfway to the heroes. [COLOR="yellow"]DM NOTES- bastards.[/COLOR] And yet ,for all that, the adventurers are sorely wounded in the encounter, burnt and blloodied, some of their greater powers spent, although in the midst of the melee they chose to stolidly ignore their wounds of course. [COLOR="yellow"]DM NOTES- that is all save one, the players offer the cold shoulder to Talwyn. It seems at some point in the past Talwyn, or rather the player, has stated that he will help out with the melee every now and then, take the weight off Falco's shoulders- who spends much of every fight standing to the left or the right of the Paladin, blocking the way to the more delicate members of the adventuring company. Which the players have also pointed out in the past does not include Talwyn, who has more hit points, a better AC, a better to hit and does more damage than the Priest of Kord. Talwyn's player has of late chosen a different route, and made his intentions clear not by words but by actions, the Ranger stands at the back, right at the back- and uses his bow. He hasn't drawn his scimitars for... I can't remember, maybe the Young White Dragon. The result of which is, typically, at the end of the adventuring day the Paladin has one healing surge, Falco none, Vik one or none, Lambrini two or three and the Ranger has maybe, maybe I said, lost one. There follows a debate, cleverly disguised as an argument, recriminations abound, the other players wanting a little more of the previous promise from the Ranger. I can see both sides, they all can, and yet this is a social venture, fun is the aim, some people are not getting their fair share it seems. More of this another time.[/COLOR] Readied the adventurers head on and just less than an hour later discover their quarry, the Stone Table, and therein a rough looking cave with all the signs of an active lair, including a myriad kobold tracks. They venture in, down a dark and damp passage which heads on into the stink, and emerges soon after in a kobold guard room of sorts, here the foul miscreants eat supper by a flowing underground stream, and pet their Giant Rat companions- other passages lead off from the chamber. Vik, as silent as death, goes for inspection and returns soon after with news. There's an alarm of sorts, a bell with a hammer, a kobold guarding it, just into the chamber around the corner in fact from where they stand and whisper. A plan is quickly hashed out, it involves mostly a headlong charge into the midst of their enemies and thereafter hack and slash, simple but inelegant, and so it proves. [COLOR="yellow"]GAME DETAILS- Encounter Level 4 [975 XP] Kobolds- Minions [Level 1 Minion] (x8), Slinger [Level 1 Artillery], Skirmisher [Level 1 Skirmisher] (x2) & Rats- Giant [Level 1 Minion] (x7), Dire [Level 1 Brute] (x2)[/COLOR] The fight is protracted, particularly as no account was made for the Dire Rats which emerge from a passage to the east, and a second skirmisher with his slinger buddy who enter from the north. And yet the enemies are still no match for the heroes, the fire-starter- Lambrini the Great to her friends, has a field day- the minions (kobold & rat) are decimated, the other enemies eventually cut to the quick, all dead, save the slinger who scampers back the way he came. [COLOR="yellow"]GAME DETAILS- Experience. This session the players accumulate 1004 xp for a grand total of 4683 xp each, they need 11,000 XP to rise to the exalted status of level 3.[/COLOR] [COLOR="yellow"]DM NOTES- Talwyn is an optimised Ranger, for bow, although still very effective with a sword (scimitar). I have allowed the players to alter their characters over the course of the game so far, to find the balance- this is fun afterall. Talwyn has modified his powers to better suit a ranged combatant, initially he stated that he would hold the line in melee when needed. I have tried to offer more of a challenge by having attackers arrive from off the board in the hope that Talwyn will be, every now and then, pressed into using his scimitars, the player has however chosen to remain fixed at his bow, and has a move of 7, double move 14, and powers that will enable him to get further away from the melee. There's nothing wrong with any of this of course, except for the fact that a typical encounter eventually gets round to Daja, Falco and Vik in the midst of melee, and suffering for it, Lambrini trying to keep out of reach, and Talwyn further away still- safe. The result, inevitably, is a beating for those in the midst of the fracas, and also sometimes Lambrini if she strays too close, Talwyn however emerges from most scraps unscathed. The player believes this situation is ideal, he needs no healing, little in the way of support in fact, he operates as a devastating weapon which kills from a distance. The other players see this, and yet remain unsatisfied, Falco yearns to use his ranged powers, Vik is fed up of always being at the front, Talwyn has of late resigned also from sneaking duties, Vik functions solo in this respect, even in the wild where the Ranger's skills are at least as useful as the Rogue's, Talwyn's Sneak skill is one less than Vik's. While the above may seem churlish to some, a Ranger armed with a bow doing what he's good at, to the other players it's a problem. Falco didn't sign up to do all of the fighting (and Defending), Vik didn't sign up to do all of the scouting. Lambrini, who does the same as Talwyn, stays out of the trouble, is forgiven easily- her AC is 13 or so, her HP few, and all her powers function better at a distance. Talwyn is not forgiven, there are grumblings, particularly as Talwyn's player thinks the other players are stupid for not optimising their characters to suit their roles. Their roles, that's the nub of it. Falco is having to be a Defender all the time and is pissed off at it, particularly when Talwyn has a better AC etc., the Paladin is fed up of being the one on the floor, Vik is fed up leading the charge, he's the least experienced player we have, although still good at it, he just doesn't feel comfortable calling the shots. Lambrini and Talwyn are fine with it all, although... It gets much worse later of course.[/COLOR] [/QUOTE]
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