Thursday, April 30, 2009

Incoming Mini's


This is the female elf druid I'll be getting today. It may be a good new mini for Sarah's Autumn Mist, the female elf shaman.













Here's the male goliath barbarian mini. Given that Tim's warden has a sword and not an axe this might be a better fit.















As Benton thinks my "Neo" tiefling cleric is a female figure, he may well switch back to the default he wanted - this male tiefling warlock to be his tiefling bard.
















Ace is a male half-elf warlock. The best we may have in the new set is a male half-elf warlock/fighter. Er. It'll be better, I guess, than the halfling sneak he is using.






And ah, perfection. Well, if you discount that Jake isn't using a bow with his male elf ranger/beastmaster with a falcon companion. This male elf ranger with an eagle on his arm is about as close to perfection as we're likely to get.






Unfortunately for Ashlee and Kyrie, there are but two dwarves in this set. Both male, both very un-druidlike.

Coming Up - Deeper into Kobold Hall

The party delves deeper into the depths of the decrepit dank dungeons of the destroyed debris of Kobold Hall.
Alliteration aside, Leucis, Raiern, Autumn, Kyrie, Mavieth and Ace seek to eliminate a growing threat to Fallcrest and the Nentir Vale - if only to collect on the payment that Leucis was already given.
Will they succeed? What then? Will they go back to Edenna, the sullen and cynical supply of their quests, or decide that being a hero for the gods is not in their bailiwick? What of Leucis's foster family of gnomes? Autumn's elf friend captured by the Fomorians? The bounty on Ace's head? Maveith's sudden exposure to the world outside of a cave?
Tune in at Jake's on Wednesday, May 6th, at 6:30 pm to find out!

Thursday, April 23, 2009

Chronicle of the Champion of Avariel: Session One - An Untested Champion

We opened with some exposition about the Nentir Vale, the Harken Forest, and the elves. Every 16 months, near the elf encampment, is a planar bleed where the lines between the Feywild and the normal world are blurred and travel is possible from one to the other; thus, it's become a tradition for the elves on one side to meet with the gnomes on the other. Recently, on the day of the planar bleed, fomorians attacked the gnome colony, leading the elves to aid with their defense, but in the end Leucis, a tiefling bard who was the ward of the gnomes, was thrown into the normal world while many gnomes and elves were trapped on the other side, as well as an elf woman who both Leucis and Autumn had befriended. The elf leaders convinced a grief-stricken Leucis to help the elves travel away from the planar bleed (for their own safety) and help tend to the wounded.

Later, fast-forwarding to the present time, Raiern saw Leucis follow a tiefling woman into Fallcrest. While returning from town, he met up with Maveith the really, really tall goliath and Ace, a half-elf warlock ("Ace" being short for a longer elvish name). As they had no other ambition but to explore, Leucis convinced both of them to join him in forming an adventuring party, although Ace did bluff Leucis into thinking that his name was Bob and that there is in fact a bounty on Ace's head, so look out for that guy. Upon returning to the elf encampment, Leucis meets up with Kyrie, Raiern and Autumn, telling that he has found a patron who wishes to enlist their services and that they can do good deeds and earn gold and magic items. As Raiern knows that Autumn is prophesied to travel with him, they both agree, as does Kyrie, the exiled dwarven druid.

They travel to Fallcrest to seek out Edenna, a tiefling woman who acts as a go-between between the party and her patron, an eladrin named Aurora, who claims to work for an angel, Avariel, who works for Pelor. Edenna identifies Leucis as the "champion" — prompting some guffaws from the party — and then is frustratingly vague about their objectives: either retrieve an artifact to bring Pelor's light to the world, or fight a menace that threatens to deal serious damage to the area. Edenna is less than impressed with the party, and spills that Leucis has already been paid in advance — prompting the party to seriously consider shaking him down for gold pieces. Suffice to say Leucis looks pretty bad for assembling an adventuring company to pursue a mission that isn't specific, and he's already been paid for it.

Seeing as how no one in the party worships Pelor — Ace goes for Ioun, Autumn, Raiern and Maveith pick Melora, Kyrie is content with just nature and Leucis represents for Avandra — the choice is to fighting the unknown menace. Edenna offers a magic item for Autumn and some gold (as well as the spoils) for going to Kobold Hall, east of Fallcrest down the King's Road in the Cloak Wood, a keep which used to be owned by human nobles from the now-defunct kingdom of Nerath which is overrun by kobolds and possibly led by a greater threat. Leucis sings a jaunty Traveler's Chant to get the party there faster.

At Kobold Hall, the keep itself is mostly empty, but Autumn and Raiern spot a trapdoor leading underground. Following the stairs, the party spots a large room with a pit of ooze in the center and a kobold who quickly yells out and readies his sling. Raiern tries to jump over the pit to get to the kobold, but falls short, landing gracefully in sticky sludge. The party makes quick work of the kobolds that attack: Kyrie uses her flame seed spell to great effect; Raiern and his falcon successfully tag-team several kobolds; Maveith, though consistently wounded by kobold spears, takes a few of them down and awesomely teams up with Raiern and his falcon to bring down one of the stragglers; Autumn uses her bear spirit to ward the party; Leucis makes a magical insult that makes a kobold's head explode; Ace curses many kobolds, blasting them with lightning and drawing precious life force from their deaths. Sadly, the kobolds do not carry much impressive gear, and the party presses on further.

Concerns on XP

It has been brought to my attention via more than one source that there is some concern about the distribution of XP - namely that those with jobs will gain a growing permanent lead on those without jobs.

I have a few things to say in response:
1 - I am watching the XP difference, and won't let things get out of hand. A character being a level or even two ahead of the party shouldn't be an issue, but a 3-4 level range difference in the party would be. I won't let that happen.
2 - Doing extra work during the game needs to have some benefit.
3 - It is my intention to have enough optional extra jobs possible that everyone who wants extra XP can gain it. I will unveil new jobs as soon as they are ready.
4 - If you don't care that much about XP and only want to enjoy the role-playing you shouldn't have to take on an extra responsibility, hence why no person is mandated to have an extra job.
5 - The jobs themselves help alleviate some of the work from me, the DM, but also helps keep players involved in the game even when their characters are not directly active in a given scene.

Also, understand that I personally have a concern that the party will level too fast with all the XP I am giving, but I am trying to balance that with a sense from some players of "I don't want to be level one again!"

To conclude, I am aware of the concern and I am monitoring it. More job options will be available soon. And I have my own concerns about extra XP.

Tuesday, April 21, 2009

Introducing: Leucis

Meet Leucis!

He's a Tiefling who's parents sold his soul to an Archfey and left him to be raised by Gnomes in the Feywild!

Leucis, happy-go-lucky youngster raised amongst the warrens of the middle fae and sometimes cavorting with the Woodsinger Clan of Elves from the Mortal Realm.

A bard trapped in the Mortal Realm after his adoptive clan was assaulted by evil beings, forced to converse with beings who distrusted him solely for his heritage.

One lone man, caught in the sight of greater powers than himself, being thrust into battles he wants no part of just so he can try to return to his home and save his family!

Or, as the DM likes to call him, one paranoid bastard.

Draft One - Merin's D&D Handbook

Here it is for the perusal of all who care - https://treasuremillantiques.sslpowered.com/wausaucomics.com/images/Merin%27s%20D&D%20Handbook.pdf

Monday, April 20, 2009

Merin's D&D Handbook

I should have this ready by Wednesday, a nice printed-out copy at the table, and a PDF available for download on the site.
Basically it'll be a compilation of articles I wrote here or emailed to everyone that regards my DMing style, the style of the campaign, the jobs players can have, XP rewards, etc.
Look for it! I know you are all tingling with lack of anticipation!

Saturday, April 18, 2009

Raiern's Backstory

Raiern 'ul Na Shadrys

Raiern was born in the Skydancer Clan in the distant Vijorni Forest to Groeden and Jaien. His childhood was filled with the usual playfulness that only youth can muster. He spent his days amongst the tree trunks and in their loving branches. His freinds were the other children of the clan, but more so the birds that flew among the branches he so loved to play on. While the tribe would follow the herds of deer that lived among the forrests he learned the skills needed in life, hunting, fishing, crafting. His life was not what many would call easy, but it was never hard. His nomadic tribe would go where the food led them and they seldom met with the outside world. The chief firmly believed that if Melora wanted them to meet the world then she would show them a sign.

On his tenth birthday there came a visitor to their little clan. This stranger stepped out of the fey wounded, and in need of help. Never ones to turn away those in need the tribe took him in and helped him in his recovery. The man's name was Paelias, an Eladrin who had just had a run in with some of the less friendly residents of the feywild. When he had recovered he told the clan that he was a prophet, and the reason he had been traveling the feywild was his destiny, and meeting this traveling group was also his fate. When he emerged from the shaman's tent his eyes set upon Raiern. The sky grew dark and the forest silent. Paelias' eyes lost their color and shone bright with silver and with a voice that was not his own Paelias spake.

"Oh child of the trees and boughs!
Yours is a life of wandering!
Through you shall your tribe live!
Go forth and they shall flourish!
Pay no heed and they shall wither.

Go out and seek the tribe Woodsinger.
There amongst them lies a rift,
From the rift comes a daemon.
But nay! A daemon is not the foe.
Your path, his path, their path, all as one.

The journey will lead you away.
Away from that which you hold dear.
Far across the land shall you venture.
Many the ob-stacles and harrowing shall be the path.
Tho some may fall, you must not waiver!

When you reach the mountains
There shall your quest be fulfiled.
There shall you meet the blight of your tribe.
There shall you save your family.
There shall your songs be sung for generations!"


When Paelias finished his eyes regained their normal hue and the forest returned to its normal state. The tribe was stunned to say the least. Paelias looked around him and realized what had happened. He said that he had been sent to find this child and lead the boy to his destiny. Many were the skeptic of this "seeming coincidential stranger". Raiern, however knew right away it was true, he could feel it in his heart. His parents let him make the decision that he thought was right, and would help him in any way they could. Many questions were asked of Paelias, who seemed to have only vague memories of his prophecies. The chief personally met with Raiern to discuss what his thoughts were. When in the privacy of the woods the Chief told Raiern that he too had been having dreams of the boy and his travels, but that he was hoping it was nothing more than his own wanderlust. Raiern's path was clear.

Raiern spent the next few days prepairing to head out into the wild with the stranger. When the time came for him to head out, the tribe came with him to the edge of the woods that met with the feywild and all saw him off on the beginings of his travels. Paelias traveled with his charge across the great reaches of the feywild. Days rolled into weeks, and weeks into months. Durring this time Paelias would tell Raiern about traveling, and about the mysteries of the fey. He taught him to use a sword and what to do when around others that were not like him. A year later, when finally they came to a small band of gnomes Paelias knew they had come to their destination. Raiern walked through the rift and looked back, but his mentor was still at the edge.

"This is as far as I can go, from here on out the journey shall be yours. Mind what I have told you and bear with you your one true friend." With the last comment a hawk flew out of the trees and alighted on Raiern's shoulder.

Raiern turned and went on, once again not alone, to find his destiny. His next stop brought him to the Woodsinger Clan that lived near the rift that he had just come from. The clan was wary of him and his new companion for some time, but as Raiern had no real timeline he didn't really know what he needed to do next. So he spent the next four years waiting for a sign. Living amongst the tribe with his falcon, learning from him and teaching him at the same time. Soon it was a second home to Gus (Raiern had no idea why, but he instinctivly knew that was his name) and himself. He soon met Autumn Mist and knew she too was to be among the wanderers. Her ability to call upon the spirits of the wild intrigued him and he saw that she too sought to better the world. The forest called to her and she could hear its song much the same bond that Raiern shared with Gus. Autumn Mist, it seemed, had a forutitous birth herself. A comet was seen in the sky at the time of her birth and stayed visible for one whole year. Raiern didn't tell her, but he saw that as a sign too, one that she would walk the world, stoping at nothing, not even the heavens, to reach her goal.

The sign that Raiern was waiting for soon apeared out of the very same rift that he himself had come out of four years earlier. Leucis came to the small tribe in the spiring of the year, and his arrival caused quite a stir. The moment that Raiern saw the "demon" he knew that this was the traveler spoken of in the prophecy. The time to set out was at hand. The trio decided to spend some time together, getting to know their abilities and personalities.

It was durring this aquaintence period that fate delt yet another card into the hands of the growing troupe. Kyrie stumbled into the village on a dim and overcast afternoon. She too was a woodland soul, cast out from her dwarven home for her belief that her home was among the animals of the forest. She had traveled for months among the trees until she came upon a sect of druids who saw her for what she was, a kindred soul. Her training began and in a few short years she had learned to link her spirit to the wilderness and even briefly change her form to match that of the wild animals she so loved. One night she awoke to the archdruid gently shaking her. He told her it was time to go. He had a dream, and in that dream Kyrie was fighting the Great Bear in a swamp. She had three other "nature spirits" beside her, helping her. So once again she left into the forest to wander, but this time she was more prepared. She met Raiern and Autumn Mist and felt their connection to nature was much like her own.

Now the trio was a quartet. So begins the story...

Thursday, April 9, 2009

First Session - April 22nd

With the player load-out and party build more or less ready, we will look for our first session to start on Wednesday April 22nd.

Ideally I would like us to try and meet at 5:30 pm, but I don't know how that works for anyone else nor if that's even easy for me to make. So until I hear otherwise we'll stick with our 6:30 meeting time for now.

Also - I have my basement rec room all moved about and remodeled. I should have the finishing touches (another table, everything lain out properly, etc.) by the 22nd.

Once everyone arrives and is settled downstairs I'd expect about 15 minutes to settle in and then about 15 minutes for pre-game ritual (DM presenting game info, eventual "Previously on..." and character changes, etc.) and then the game will be underway (ideally by 7, but hey, it'll get going when it does.)

I hope to see us get at least 2 encounters in per night (encounters need not be combat - a good acted-out RP session or a prolonged skill challenge count as well) and will be planning on stopping points so we can get people heading home by 11 pm at the latest.

Start getting me backstory for your characters, if you want it created and to be woven into the campaign story. If you don't want to create one I'll provide something for your character.

Tuesday, April 7, 2009

As Things Stand

To run my 4th ED campaign I would like to have 4-6 players who want to play, want to play with each other, and want to play by the rules in the campaign I put forth.

Recently I've had one player tell me they aren't sure they want to play anymore, and I was also told another player will be otherwise occupied in a couple months AND that player is going to play whatever they want as a result.

This causes me concern. Hopefully on Wednesday, on the last session of Benton's campaign, I can get at least some of these concerns addressed.