Tiny preview for Scarrport: City of Secrets


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I think, if we took out the attack bonuses, as you suggested, but left in the damage values, it should be fine. I'm not comfortable with adjusting the damage values for the encounter power, as I feel they are needed to make the weapon viable at higher levels.

The first stat array represents a regular, non-enhanced flintlock pistol. A previous version had an encounter power, but I'm not sure I think that's needed for a mundane weapon.

Flintlock Pistol +1 1d10 10/20 100gp 15 lbs. Firearm Load Standard

The following stat array represents a magic/enhanced pistol, modified to reflect your suggestion:

Standard Pistol (+1 to +6) Level 3+
The brushed steel of this weapon has a dull gleam which can terrify your opponents.

Price:
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Weapon: Firearm
Enhancement: Attack rolls and damage rolls
Critical Hit: +1d6 damage per plus
Power (Encounter): Standard action. Attack one creature within 20 squares: Dexterity + 2 vs. AC; 2d8 + Dexterity modifier damage.
(Level 13-18): Increase damage to 3d8 + Dexterity modifier damage.
(Level 23-28): Increase damage to 4d10 + Dexterity modifier damage.
 

Hi guys,

This is Greg, and I wrote the firearms rules for Scarrport.

Good catch on the attack bonuses. I do think that adding all of them (15+dex modifier+6 enhancement bonus+6 to hit+proficiency) together would be too much. The bonuses I listed in the item power text were meant to represent the enhancement bonus and proficiency. I was trying to simplify the math but I think I just confused everyone (including me :) ).

There is not much precedent for item powers but I tried to use them as a guide. For the most part, enhancement bonus and proficiency don't come into effect with item powers, so I wanted to make sure they were accounted for by the player. I revised the text to try to make that more clear. How does this look?


Standard Pistol (+1 to +6) Level 3+
The brushed steel of this weapon has a dull gleam.
Price:
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Weapon: Firearm
Enhancement: Attack rolls and damage rolls
Critical Hit: +1d6 damage per plus
Power (Encounter): Standard action. Attack one creature within 20 squares: Dexterity + 2 (proficiency + enhancement bonus) vs. AC; 2d8 + Dexterity modifier damage.
(Level 8): Increase attack bonus to +3 and increase damage to 2d8 + Dexterity modifier damage.
(Level 13): Increase attack bonus to +4 and increase damage to 3d8 + Dexterity modifier damage.
(Level 18): Increase attack bonus to +5 and increase damage to 3d8 + Dexterity modifier damage.
(Level 23): Increase attack bonus to +6 and increase damage to 4d10 + Dexterity modifier damage.
(Level 28): Increase attack bonus to +7 and increase damage to 4d10 + Dexterity modifier damage.



My goal in writing the firearms was to make them less accurate and require more time to load but deal more damage. If you guys have any suggestions to make that work, please fire away! (pun intended)

Thanks,

Greg Tito
 
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Hi everyone,

I'm in the process of writing fluff to fill in some blank areas in the manuscript. So far, I've been writing about a couple of regions outside Scarrport, to give people adventure ideas. This is what i have so far.

Feedback is appreciated.

DARK WOOD
Located some 40 miles South of Scarrport, the sparsely populated known as Dark Wood looms menacingly on either side of the Torberyn River as it winds its way south to the gleaming city of Toryth. The people who first settled in Dark Wood nearly forty years ago were lumberjacks commissioned by Scarrport's guild of shipwrights and various craftsmen to harvest timber from the highly prized iron wood trees. For a while, everything seemed fine.

The settlers built a number of outposts in the forest on both sides of the Torberyn, the largest of which — Lugan's Ferry — resting on the banks of river to facilitate transport of timber and other resources back to Scarrport or South to Toryth. As the logging crews moved deeper into the mysterious forest, however, they came under attack by shapeshifting creatures known only as chill fang wolvren. At first, the conflicts were limited to attacks on logging camps deep in the forest, but when soldiers were sent from Scarrport to help combat the growing threat, the creatures stepped up their attacks, even going so far as to assail watercraft and attack larger towns. As the war against the chill fang tribes heated up, it became evident that some sinister force guided the efforts of the baleful shape shifters. Under intense interrogation from Ghodon truth seekers, a name was gleaned from the guttural screams and insane ramblings of captive chill fang wolvren; Azran the undying. Azran, they claimed, had shed the mortal coil, had become a menacing, deathless thing of immense power. He laired deep in the forest, in an antediluvian city located at the center of a place known only as Witherwood Vale.

Of Azran the Undying
The captives said Azran was once a spiritual leader of sorts among the chill fang wolvren. His advice and potent spells helped shape the direction of his people in the early days, when the wolvren were the sole inhabitants of Dark Wood. But, years later, there came a time when Azran — a creature driven by ambition and the temptation of power — grew restless. The wolvren warlock would spend days and even weeks at a time alone. Each night Azran roamed deeper and deeper into the forest, until one night, he happened upon the iron wood totems of his people marking the entrance to the Witherwood Vale. Long had the superstitious shape shifters avoided the area, claiming it was the home of an evil so old, even it had forgotten its name. Bad luck, the tribal elders said, befell those who entered that place, but on that night, something called to Azran, beckoning the warlock down the treacherous switchbacks winding down into the mist-shrouded valley.

After traveling through a dense forest for what seemed like hours, the misty, gnarled trees parted for Azran, revealing ruins scattered as far as the eye could see. It was apparent that a great civilization once lived here, but whom? The chill fang wolvren had lived in the forest for as long as Azran could remember, and he'd never heard anything about any ruins. Azran, compelled still, moved forward at the behest of the voice in his mind, until he came to an open area, at the center of which stood a great stone obelisk. Wholly overwhelmed by the presence of the thing, Azran fell to the ground, prostrating himself before the ornately engraved obsidian edifice. The entity within the monolith whispered in Azran's mind, promising the wolvren great power if he would but bring more of his brethren to the ancient city.

Mind racing with thoughts of the eldritch powers the being might bestow on him should he succeed, Azran sped back to the dens of his kin. Initially, Azran worried how his brethren might react to his overtures. As it turns out, however, the wolvren underestimated his influence with the tribe. A handful of wolvren agreed to journey to the ancient city at first, but when they came back and recounted their experiences, more and more of the shape shifters went. Before long, the entire tribe had succumbed to the sinister overtures of the entity within the stone. The thing chose a handful of wolvren with the most potential to be spiritual leaders of a sort; a coven of warlocks — known as the circle of seven — who would speak for the entity and rule over the rest of the tribe. As promised, the thing within the stone bestowed great power upon Azran, though not in the way the warlock had expected.

Under the guidance of the entity, Azran constructed a phylactery and then performed an exceedingly dark ritual, calling forth a spectral being from the obelisk. As the image of a beast with bat wings, the horns or a ram and cloven hooves became more clear, Azran, to his growing horror, realized what that thing from the obsidian stone truly was; the demon prince of the undead. The demon lashed out, its spectral claws literally ripping out Azran's life force, which sped into the enchanted container. The wolvren died then, but only momentarily, however. The demon prince commanded the wolvren's dead husk to return to the world of the living as a nightmarish thing out of legend; Azran was reborn a lich.

Its work complete, the demon vanished. Invigorated with a newfound sense of purpose, Azran commanded the chill fang wolvren to make war on the human interlopers and other creatures of the forest. Eager to appease their newly reborn master, wolvren warriors and hex binders mercilessly attacked settlements and dens of other shape shifters throughout the forest. The Chill fang war had begun.

The end of the Chill Fang War
Fully realizing the nature of the threat the people in dark Wood faced, the Highlord of Scarrport commissioned a group of heroes to steal into the heart of Azran's domain and slay the lich before he wrought further havoc. Meanwhile, the militia would buy the heroes time by launching a massive assault on the wolvren war camps. The soldiers engaged the wolvren army at the battle of Raven Hollow, buying the stalwart heroes time to make their way into Witherwood Vale, where they fought the lich Azran and the circle of seven. In the end, Azran and his minions were defeated, but only one of the heroes remained; a fearsome Ghodon warrior named Dulgrun Modran, known in legend as Dulgrun Lich Bane. Demoralized at the loss of their leader, the remaining chillfang wolvren scattered into the wilds. In the days after the Chillfang War, sages went into Witherwood Vale looking for the phylactery containing Azran's life force.

They never found it.

Dark Wood Today
Nearly forty years after the Chill Fang War, Dark Wood still remains largely unexplored. In many ways, the people who fought the chill fang wolvren lost as well. Despite their success in driving the wolvren from the forest, they never resumed large-scale logging operations in the forest. Many people, fearful that the wolvren might return, chose to leave the forest entirely rather than risk losing friends and loved ones. Those who did stay were primarily trappers, herbalists and craftsmen unwilling to simply give up and leave their homes. While the majority of the people living in Dark Wood today call Lugan's Ferry their home, others live in small townships scattered throughout the more well-known parts of the forest. The largest of which is the village of Raven Hollow, built on the site of the last battle of the Chill Fang wars. Various militia groups regularly patrol the roads, keeping people safe as they travel from hamlet to hamlet. Yet, even with the relative safety provided by these brave men and women, there are still dangers for the unwary.

THE HELLFURY PEAKS
The rugged mountain range known as the Hellfury Peaks is an exceedingly dangerous region. Foul demons infest the rocky crags. Goblin tribes and other fel creatures make their homes in caves and long-abandoned ruins. But with danger comes riches. Dwarven miners talk of veins of precious ore weaving their way through long-abandoned mines. Rare gems glitter by torch light, waiting to be plucked from the earth. Gold nuggets as big as a fist glint dully in cold mountain streams that feed into the mighty Torberyn. Ruins of long lost civilizations dot the Hellfury Peaks, their mysteries hidden away from the world, just waiting to be uncovered by those willing to brave their perils. Yet, despite these dangers, new settlements seem to spring to life each day as prospectors and would-be heroes rush to carve their fame and fortune out of the cold mountains. And for every adventurer who comes to the Hellfury peaks, ten others follow, looking to profit off their deeds.

Trappers trade in skins taken from cougars and other animals. Mountain men make their living as guides. Craftsmen and shop keepers make fortunes selling and repairing various types adventuring gear, prospecting equipment and medicines. And after a long day of prospecting, one doesn't need to look far to find the companionship of a female (or male, as the case may be) or a ready game of cards. Whiskey and ale flow like rivers in the myriad taverns and inns. Of course, these lawless frontier towns come with their own unique dangers.

Drunken brawls in smoke-filled, raucous taverns are nightly occurrences. Gun fights and duels over prospecting claims happen just as frequently. Grifters prey on the naïve in rigged card games. Bandits lure would-be prospectors out into the wilderness and murder them for their money. Strumpets entice lonely men into their bed chambers, drug them and make off into the night with their possessions. Indeed, in many ways, the frontier towns are more dangerous than the Hellfury Peaks themselves.
 
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seems pretty cool, to me. The name darkwood is a little generic but not bad either. I'm just curious what the wolvren are exactly (a humanoid wolf race of shapeshifters or something else?) and if there are only going to be monster stats for them. I also might sugest something other then goblins for the monsterous humanoid race in the mountains. Again I don't think its bad, its just been done before. Thoses are really just minor points, and i'd still buy it either way. If you don't mind me asking, how does the steam punk bits fit in? Are they science based technology or are they magic based technology?
 

Hi guys,

This is Greg, and I wrote the firearms rules for Scarrport.

Good catch on the attack bonuses. I do think that adding all of them (15+dex modifier+6 enhancement bonus+6 to hit+proficiency) together would be too much. The bonuses I listed in the item power text were meant to represent the enhancement bonus and proficiency. I was trying to simplify the math but I think I just confused everyone (including me :) ).

There is not much precedent for item powers but I tried to use them as a guide. For the most part, enhancement bonus and proficiency don't come into effect with item powers, so I wanted to make sure they were accounted for by the player. I revised the text to try to make that more clear. How does this look?


Standard Pistol (+1 to +6) Level 3+
The brushed steel of this weapon has a dull gleam.
Price:
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Weapon: Firearm
Enhancement: Attack rolls and damage rolls
Critical Hit: +1d6 damage per plus
Power (Encounter): Standard action. Attack one creature within 20 squares: Dexterity + 2 (proficiency + enhancement bonus) vs. AC; 2d8 + Dexterity modifier damage.
(Level 8): Increase attack bonus to +3 and increase damage to 2d8 + Dexterity modifier damage.
(Level 13): Increase attack bonus to +4 and increase damage to 3d8 + Dexterity modifier damage.
(Level 18): Increase attack bonus to +5 and increase damage to 3d8 + Dexterity modifier damage.
(Level 23): Increase attack bonus to +6 and increase damage to 4d10 + Dexterity modifier damage.
(Level 28): Increase attack bonus to +7 and increase damage to 4d10 + Dexterity modifier damage.



My goal in writing the firearms was to make them less accurate and require more time to load but deal more damage. If you guys have any suggestions to make that work, please fire away! (pun intended)

Thanks,

Greg Tito

What kind of proficiency are they? Simple ranged? Military ranged? or Superior ranged? If they are simple or military, instead of lowering the proficiency bonus to one why don't you make it a Superior weapon, giving it a plus 2 to hit, and with load time of standard. It gives it a greater diecode with out sacrificing attack bonus. I only say this cause as far as I know there is no weapon with a +1 proficiency bonus. Also might I sugest instead of a greater die code that you might want to make it a high critical weapon.
 

seems pretty cool, to me. The name darkwood is a little generic but not bad either. I'm just curious what the wolvren are exactly (a humanoid wolf race of shapeshifters or something else?) and if there are only going to be monster stats for them. I also might sugest something other then goblins for the monsterous humanoid race in the mountains. Again I don't think its bad, its just been done before. Thoses are really just minor points, and i'd still buy it either way. If you don't mind me asking, how does the steam punk bits fit in? Are they science based technology or are they magic based technology?

Yeah I sort of suck at names. :blush: I wanted something simple, and memorable. I've written other stuff in the past, and have used some pretty wild names and people have said that the names are too hard to remember. So I wanted to keep the naming conventions fairly straight-forward with this one.

That said, If you have a suggestion for a better name than Dark Wood, I'll certainly consider it.

Yes, the wolvren are a humanoid race of shape shifters. Basically, I didn't like the lycanthropes in the monster manual, so I'm creating my own. You'll definitely see monster stats for them.

Goblins, ehh.. yeah, they have been done before. I certainly agree with you there. My main thought was to hint that there is room low level challenges in a place like the Hellfury peaks. Those challenges don't have to be goblins, per se'.

I'll examine this more in the book.

My first thought on the Steampunk elements is, it's more of an amalgamation of magic and science-based technology. Things like automatons and such, while most decidedly built with gears and metal, will likely need to have some magical component to "come to life," while things like guns and explosive don't.

I hope this helped.
 

What kind of proficiency are they? Simple ranged? Military ranged? or Superior ranged? If they are simple or military, instead of lowering the proficiency bonus to one why don't you make it a Superior weapon, giving it a plus 2 to hit, and with load time of standard. It gives it a greater diecode with out sacrificing attack bonus. I only say this cause as far as I know there is no weapon with a +1 proficiency bonus. Also might I sugest instead of a greater die code that you might want to make it a high critical weapon.

I believe they are Superior weapons, but I'll check with Greg on this.
 


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