7/3/2023 0 Comments Slay the spire forgotten altarS2 5/07: The Burning Hand kill a tiefling threatening Calla Marran, rescue 6 captive girls from the slavers of the ship Pale Minnow, and 7 more from Zark the Half Dwarf's cider barrels, capturing the dwarf and the ship captain while killing 6 slavers. S1 12/05: Quarfein and the Hellfire Trio perish in the Barrow of the Ogre King S1 11/05: Goblin raid on Loudwater blows a hole in the South Wall M7 End: Mid Summer Holiday, plus Shieldmeet in 1480, 1484 etc The Year: Seasons, Months (30 days) & Holidays (+1 Day each) At 21st level they add another damage die to damage and gain an additional Encounter Power. Everyone gets +1 to damage every even-numbered level, Cerdic gets another +1 at levels divisible by 4. Everyone gets +1 to attacks & defences each level. Jorah & Cerdic would go to level 16 after this fight and Anaveth to level 13. Players can level up their Companion character PCs each time the PC levels up, using the electronic copies of the NPCs on the web page. Otherwise by-the-book - and I don't pull any punches. Encounter XP is usually x1, x1.5 if higher level, or x.5 if much lower level. House Rules: I use reduced hit points for non-minions, and a damage threshold to kill minions (Level+2, half that to Bloody). Eg a Level 30 PC can convert their Level 23 item to 85,000gp and use that money to buy various lower-level stuff, while keeping their Level 25 & Level 28 items. High-Epic PCs are usually better off keeping their two highest level items and only selling the lowest. The PC may use the money raised to buy PHB/PHB2/Essentials items, each item being of level 20 or lower, using their standard book value (100%). Starting items may be sold pre-game for 20% of book value, to a maximum of 100,000gp per item - this assumes they were sold in a metropolis like Waterdeep, and affects only the level 25 (base 625,000gp) through level 28 (base 2,125,000gp) items. Level 11: 3 Items Level 4, Level 6, Level 9, 1,000gp Level 8: 3 Items Level 1, Level 3, Level 6, 100gp Level 6: 2 Items Level 1 & Level 4, 100gp Level 14: +3 to all Defenses (AC, Fort, Ref, Will)ģ0th level PCs can have one Power/Feat Retrain per 250,000 XP, as if levelling up.ġ Item of Level -2, 1 Item of Level -5, 1 Item of Level -7. Level 9: +2 to all Defenses (AC, Fort, Ref, Will) Level 4: +1 to all Defenses (AC, Fort, Ref, Will) This means that PCs get the following 'quasi magic' attack & defense Enhancement bonuses, which do not stack with any magic item Enhancement bonuses you might get. There is a single 'party level' for all PCs.Īs the Loudwater campaign setting is quite magic-poor - no magic shops, limited trade, etc - I've decided to use the DMG2 Inherent Bonuses system. You can bring a PC, or tell me what you want and I'll stat one up for you. You can have a FR Background or one of the generic Background benefits from the PHB2. Neverwinter Campaign Setting (Bladesinger etc), except for the campaign Themesĭragon magazine non-setting specific material. Player's Handbook 3 Monk class and Skill Powers An old story or a wrinkled map could be the doorway to adventure-or the path to a quick death.įortnightly campaign set in the 4th edition D&D Forgotten Realms campaign setting, in and around the isolated northern township of Loudwater.Īdventurer's Vault 1 & 2 - except the double weapons. Many adventures have started from stories exchanged over cheap ale and greasy food, but not all have ended with the glorious exploits of which bards sing. But before buying an ale for one of the inn’s regulars, a visitor should think carefully. The tavern attracts young and old with its warm company and tall tales. In the tavern’s common room, talk turns to tales of hostile tribes and barrows glimpsed through mists folk speak warily of goblins in the Southwood, of the serpent folk of Najara, and of ancient, ruined kingdoms. Merchants, caravan guards, local craftsfolk, hunters, farmers, and retired adventurers treat the Green Tankard Tavern in Loudwater as a second home. These cloud-veiled peaks remind the townspeople that beyond the city’s walls stretch wild lands, where deadly monsters threaten the unwary. The forested shoulders of the Star Mounts rise above the town in the northwestern sky. The town o f Loudwater sits at the confluence of the Delimbiyr and Grayflow rivers.
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