Saturday, December 19, 2009

Session 6 Summary

Experience for session 5 and session 6
Just to clarify on the last session. It was 450 in party experience, which works out to 90 XP per character. Also, I wanted to note for the record that the Tiefling recovered a rod of malign conveyance after the skirmish with the Ettercaps.

There was no combat, and no organized skill challenge in session 6, but it was probably one of the better sessions in the whole adventure. We covered a lot of ground in the story. I didn't want to let that go unrewared, so I'll awared another 90 per character.

Session 6 Summary
This session, the halfling Rogue called Steady was stricken with the swamp fever.

The party moved along the trial in the Ettercap rain forest. They came upon a huge web, with a large object wrapped up in it. It was the corpse of a kobold. This kobold was dressed in robes, and carried an amulet with a Bahumati symbol on it.

The party moved down to the shore line, where they were drawn by the singing of a mermaid. The mermaid told them that she had been observing the island for some time. The island is mostly ruled by Ettercaps, but is sometimes visited by Greenscale (lizardfolk) hunting parties. The Ettercaps are generally tolerant of the lizardfolk. But recently Kobolds from a nearby island have started coming to the island, and a sort of war seems to have started. The kobolds are trying to clear some territory of the Ettercaps and their spider companions.

The party moved east along the island, where they found a boat. This boat apparently belongs to a greenscale hunting party, though they never actually saw any lizardfolk.

Moving further east, they could now see the "town" that they could see from the trees back in the forest. It was not a town at all, but a large ruin, including a huge step pyramid (in the style of the mayan pyramids of Mexico).

At the pyramid, they were confronted by a large party of kobolds. When the party revealed that they had visited an ancient Bahumati fortress in the north, the kobold leader invited them for a meeting.

The party learned that this kobold tribe believes themselves to be survivors of the ancient Bahumati kingdom, specifically the "Vutha" nation. Their scholars have recently discovered some ancient ritual magic that they believe will restore their nation.

The kobolds have asked the party to leave the island. They've offered to let them stay for one night, but they must leave in the morning.

Wednesday, December 9, 2009

Session 5 Summary + experience

Sorry it's taken me so long to do this latest update.

The party moved beyond the trapped room where they had fought the kobold phantom. The next chamber featured a table filled covered with arcane components, and two transport sigils on the floor.

One sigil was permanently cast into the stone floor. The other was a sand pit, designed to be used to make temporary sigils.

On the table was a case full of components for casting transport rituals. Also at the table were 2 completed linked portal scrolls. One was a "return" scroll for the permanent sigil located in this room. The other was to some unknown destination.

A stone slab was etched with sigils for other locations. The party noticed that they were marked with the old draconic words for black, blue, green, red, and white.

The party used the ritual scroll to transport to a mystery location. They found themselves on a tropical island. They started to journey through the high forested area on the island.

The party was attacked by 2 Ettercap warriors, and a number of DeathJump spiders. The party defeated the warriors, and the spiders retreated. (450 party XP).

From a high tree, the party was able to see that a village of some sort exists at the east end of the island.

Sunday, November 1, 2009

Session #4 Summary

This session began in the middle of a campaign day. The party had just removed all the water from the water filled chamber. They were ready to move through the doors on the right side of the chamber.

After a minor struggle to get the door open, they were able to enter the underground dragonborn temple. The room featured a high dome above, decorated with brightly colored tiles, arranged in patterns depicting scenes from the Bahumati dragon-worshipping religion. The room contained rows of stone benches, and an alter featuring a 7 foot long stone slab.

On the slab lay a large lump of dust. After some poking around in the dust, they found that it covered a fine silk robe (valued at 260GP - for the party treasure keeper). Within the robe, was the decayed remains of some ancient human sacrifice. When they disturbed the skeleton, it began to speak to them in an ancient language.

Using a Comprehend Language scroll, they were able to converse with the spirit of these remains. He was asking for help. A curse on the swamp prevents the spirit from resting. He begs to be removed from the swamp, and given a proper burial. The party learns that in the ancient past, there was a war between the Bahumati, and the human inhabitants of nearby lands. This man, Ecart, was a spy. He came to investigate this outpost. The dragonborn had been launching attacks from here.

Ecart soon learned that the Bahumati here were infected with some disease, and they were becoming a weak. A kobold priest, who was a practitioner of death magic had come to take over the command here. Ecart was captured and put to death in the temple chamber.

Steady, the halfling, promised Ecart that he would recieve a proper burial. Steady now carries the remains in his pack.

The party exited the temple chamber on the right. They walked right into a next of giant centipedes. After significant struggle, they prevailed.

Beyond the centipede nest was a trapped chamber, occupied by the haunting spirit of some ancient kobold priest. The party battled this phantom, and did their best to dodge the traps that he had set for them. The kobold phantom was particularly interested in the dragonborn fighter. He chastized him repeatedly for fighting along weak "monkey men".

At this point, the party decided to rest.

Session #4 experience points

Combat Encounter #5 - Giant Centipede nest
Centipede Scuttler - level 4 skirmisher - 175 XP

4 "baby" Centipede Scuttlers - level 1 skirmisher - 100XP X 5

675 total


Combat Encounter #6 - Kobold Phantom in the trapped hall
Kobold "Haunt" - level 3 elite controller - 300 XP

4 "flame jet statue" traps - 100 XP x 4
1 "false floot pit" - 100 XP
1 "Spear Gaunlet" - 100 XP
1 "Pendulum Scythes" trap - 175 XP

1075 total

Total for the night = 1750 - That's 440 each.

Saturday, October 17, 2009

Writing on the obelisk



Though the guardians of this post shall soon parish, it shall not fall to our enemies. By the power of our gods the dead shall rise upon this land to defend it, until the Dragonborn colors once again sit upon their thrones

Friday, October 16, 2009

Summary of session #3

It is the morning after the party fought off zombies in the tree grove. The Dragonborn has recovered from his illness (Brian had missed the previous game session), however Aldrin seems to have come down with the same mysterious illness (as John was absent from this session).

The party follows the west out of the grove with the abandoned goblin camp. They arrive in another large grove of trees. There they find the ancient ruins which Gaius had seen by scry in session #1.

They enter the courtyard of the ruins. At the center is an obelisk with some ancient writing on it. More on this writing in another post later, when I have access to my campaign notes. The wizard uses a ritual to read the writing.

Suddenly the tiefling is stuck by a bolt of fire from the sky. A blazing skeleton in the tower next to the gate of the ruins is attacking the party by throwing flaming orbs.

Decrepit skeletons beginning pouring out of the tower, attempting to overrun the party.

The battle is long and difficult. Steady, the halfling rogue, falls in battle and needs to be revived with a healing potion. The party spends significant resources in this battle. Action points, healing surges, and a few daily powers are used up.

But eventually the party prevails.

After recovering from the battle, the party turns it's attention to an underground room accessible by stairs in the courtyard. The stairs sit next to a large oval structure, which the party has recognized as the roof of an underground temple.

The underground room is full of water. It has 3 doors on the right and one door on the left. Gaius uses his tensor's disk ritual to create a platform within the water that he can use to keep his head above the water. He finds that he can not open the doors on the right. They open in to the water-filled room.

The door on the left appears to open away from the water. But Gaius is not strong enough to open it.

After several attempts the Dragonborn is able to force the door open. Water rushes into an empty chamber on the other side. This room was apparently kept dry by some ritual, as evidenced by a water glyph on the door. The same glyph appears on the other 3 doors from the water room. Due to the power of this ritual, all the water eventually disappears.

The empty chamber behind the door had apparently been the living quarters for some mage in ancient times. The party recovers some ritual scrolls (3 comprehend language, and 1 gentle repose), and Gaius finds an "Orb of Sanguinary Reprecussions).

Recap of Magic Items (including new ones from session #3)

I'm posting without the benefit of my campaign notes. I left them in the car, and Rona drove it to work this morning.

Keep in mind that I was significantly behind the pace that the rules would suggest for awarding items. By the end of 1st level, a party of 5 should have aquired 5 items. Since I had awarded 500 points for background stories at the beginning, I had less opportunity to award items before hitting 2nd level. I made up for it in this last session.

From memory:
In session #1 the party found Everlasting Provisions

In session #3 the party found,
a Duelist Dagger and gave it to Steady.

Exalted Chainmail armor. This +1 armor has special abilities that only apply to clerics and warlords. So I've assumed that Aldrin will get this when he returns.

A belt of vigor. Not sure who took this. Was it the Dragonborn?

An orb of sanguinary reprecussions, awarded to Gaius.

Experience Points for Session #3

Battle with Skeletons in the ruins - Combat Encounter #4

Blazing Skeleton (level 5 Artillery) 200
Skeleton (level 3 Soldier) 150 x 2
Decrepit Skeleton (level 1 minion) 25 x 12

800 pts/4 characters = 200 each

Friday, October 9, 2009

Rafter's dagger

At one point in Session #2 Rafter showed a dagger to the party. He said he had found this dagger along with the old pottery in the goblin's camp in the swamp. The dagger was very old, and contained a large symbol on the scabbard. The symbol contained draconic characters.

Through a history check, the party was able to connect the symbol's on the dagger to some knowledge they had about the history of the region.

The symbol is one associated with an ancient dragonborn civilization, called the Bahumati. In Bahumati civilization, Dragonborn were the warrior/ruler class. Kobold's represented the priestly class. Other reptiloid races (lizardfolk, troglodytes etc), were slaves to the Bahumati.

It is believed that the Bahumati were widespread across Terra Malatia. They ruled the southern tip of Fort Aralan's peninsula.

Rafter's Story

This is the creek that I followed. I went way, way down this creek. Way down the creek. I followed it all morning. It was tough going, even for an old swamp rat like Rafter. But I kept finding good places to set my traps so I just kept going. All morning I went.

I came to some deep water. But I wanted to keep going. So I decided to swim across. It was tough going. Much harder than I thought. When I got to the other side, I thought I was in trouble. Too hard to risk going back. Old Rafter thought he’d go forward to find an easier way around.

So I just kept going. Through the heat of the day in the swamp, I just kept going. Old Rafter thought he was a goner.

Then Rafter couldn’t believe his old eyes. I found a road. A road in the middle of the swamp. Must be from the ancients of course. I couldn’t believe my eyes to find a road in the middle of the swamp.

I followed the road South, ‘til I came to a split. I followed the road East, through a part of the swamp with tall grass. And I came to a stone wall. It looked like a shed had been there, but a long time ago. Long time ago! There were trees growing in this part. And a fire pit. Some goblins had been campin’ there, and they built a fire pit next to this wall.

I looked around, and these goblins had been diggin’. Diggin’ around the wall just to see what they might find there, you see. And they dug up some old jars, like the one I gave to that there gnome.

And I found this too.
(Rafter presents a rusted old ceremonial dagger with a draconic symbol on it.)

I went back west to the split, and started to go west further, on the other side of the split. That’s when I saw ‘em there. Sleeping in a little pool of water under swamp grass. Zombies. Pale old bloated up zombies. Probly goblins when they was livin’.

So I turned back. I went back to where them goblins had been a’ campin’. I built me a fire. And I stayed next to that fire with my sword in my hand. Tried to stay up all night. No swamp zombies gonna get old Rafter. But I fell asleep. Gods were watchin’ out for me. The zombies never came.

When the sun came up old rafter wasted no time. I followed the road back to the creek, and followed it back to my raft. Tough going through there again. But old Rafter’s feet are fast when theys zombies.

If you want to find that camp, follow the creek to the road. It’s a tough old haul. Don’t kid yourself. And you’ve got to get to the road before dark. Or them zombies will have you where they want ya.

Summary of session #2

Rafter explains to the party how he came upon the pottery fragment that Gaius had scryed in the first session. (See upcoming posts for information gained from Rafter)

The party followed Rafter's path through the swamp. Good Nature rolls allowed the party to navigate through this skill challenge easily.

While crossing the swamp, the party accidentally disturbed 2 zombies, which they fought off successfully.

Later the party camped in a banyan grove and were attacked by a larger party of zombies, which they defeated.

Experience points for game session #2

Skill Challenge #3 – Cross the Swamp
Requires 6 successes before 3 failures
DC: Difficult

Leader with assistance from party navigates through 6 segments of difficult terrain

Success: Party reaches shelter before nightfall
Failure: Party must face Zombies in the open swamp at night,

Party succeeded

Award – 600 XP to party


Combat Encounter #2 – Zombies
2 zombies (level 2 Brute) 125 each

Award 250 XP


Combat Encounter #3 – More Zombies
2 Zombies (level 2 brute) 125 each
1 Corruption Corpse (level 4 artillery) – 175
3 Zombie Rotters (level 3 minion) – 38 each

Award 539 XP

Grand Total = 600 + 250 + 539 = 1389
Each character (including the missing Dragonborn Fighter) gets 1389/4. That’s 348 points.

Saturday, August 22, 2009

summary of session #1

It's a hot late summer day.

Gaius is working in Sihirbaz's magic shop. The old wizard tells him to expect a visit that afternoon from someone who's paid for some scrying.

Later a gnome called Darwicken comes by. Darwicken works for a nobleman named Jonas Steele. Steele owns some land that he thinks is worthless swamp. But a local trapper has found what he thinks is a collapsed old building there. The trapper returned with a piece of pottery that he found near the building. Darwicken has come to the magic shop to scry the site where the pottery was found.

Gaius uses a ritual scroll that Sihirbaz has prepared to scry the site. He explores the area for several minutes. He sees there a sleeping goblin. Along a path next to the site, he finds a large grove of trees. And in the trees, what appears to be the ruins of a small fortress from ancient times.

That evening the entire party gathers at Scarlett's, a public house in Redbank. The gathering is a regular poker game. Late in the night, Darwicken joins the game. The party persuades Darwicken to ask his boss if the party can search the swamp land for the ruins.

The next morning, the party learns that Steele has agreed to their proposal. He pays them 100GP to start, plus 2 healing potions. He agrees that they can keep up to 1000 GP from the ruins for themselves.

The party finds the old trapper, a rasta-like old man called "Rafter". Rafter agreess to lead them down river to the site where he found the pottery.

As the party journey's down the river, they are ambushed by a group of goblins. The party defeats the goblins with only minor injuries.

Experience points for session #1 (2009-08-20)

Skill Challenge #1 - Scry the site of the old ruins

Requires 4 successes before 3 failures
DC: Moderate

Use Arcana skill to sustain the scry long enough to gain meaningful information about the site

Success: party gains knowledge about the ruins
Failure: Party know there something in the swamp that Darwicken in interested in, but must find out more by other means

Gaius succeeded in this challenge.

Award - 125 XP to the party


Skill Challenge #2 - Poker with the gnome

Requires 4 successes before 3 failures
DC: Easy

Use social skills to gain permission from the gnome to search for the ruins

Success: Permission to search for the ruins, plus a treasure parcel to start the journey
Failure: Party must attain permission in some other manner OR search for the ruins without permission. No treasure parcel.

Party success achieved by Steady and Aldrin with Diplomacy and Bluff.

Award - 100 XP to the party

Combat Encounter #1 - Goblin ambush on the river

4 Goblin cutters (25 each)
2 goblin warriors (100 each)
2 goblin sharpshooters (125 each)
1 goblin blackblade (100)
---
total 650 XP.


Totals for the session
650+125+100= 875

175 XP each. Don't forget 115 for the "test" combat session as well.

Friday, August 7, 2009

A party begins to take shape

I don’t want to trump anyone’s bio or character concept, so if anything in this post runs counter to your thoughts on your character I can adjust it.

I’m starting to get a feel for why the characters know each other and might be found adventuring together.

Aldrin (John’s Warlord) has come to the colony to prove himself as a leader and adventurer. I’ll leave it to him to explain his bio. He’s been making his living by leading expeditions into the wilderness. A farmer might want to remove some dangerous creatures from his land, and he’d hire Aldrin to assemble and lead a party to do the job.

After leading several expeditions, Aldrin has established relationships with a dragonborn fighter (Brian) who can provide muscle, and a tiefling warlock (Doug) who’s good in a fight.

The wizard (Guy) has been working for an old mage called Sihirbaz. Sihirbaz will create ritual magic on demand for all sorts of practical things, like draining bogs, or purifying well water. He often prepares these rituals as scrolls and has underlings actually cast them in the field. Guy’s character is one of Sihirbaz’s ritual castors. On a few occasions he’s had work to do on expeditions led by Aldrin.

There’s a Halfling (Jim) who also works for Sihirbaz, running errands and doing odd jobs around his store front in the district called Alzarad.

Aldrin has made it known to many of his associates that he wishes to form a party to seek treasures in ancient ruins. He’s just waiting for the right opportunity to present itself.

Terre Malattia

Colonists collectively refer to all the "new world" areas as Terre Malattia. All previous references to "new world", "the west" etc are about Terre Malattia.

Wednesday, July 29, 2009

The game is ready

I'm far enough along in preparation that I can start the game at any time. I'd like to get an idea of who the players will be, and what characters they will be playing.

Saturday, July 11, 2009

The Riverbank and the Outer Harbour

Fort Aralan's protective walls only surround those portions of the city inside the bay. But the city has grown out onto the outside of the bay as well. These parts of the city are not protected from the wind or harsh weather. The land is rocky.

The area south of the channel into the bay is known as The Outer Harbour.
Lorpoint - This is a "tavern" district, frequented by fishermen.

White Harbour - A "wharf" district. Used by fishermen.

Ashley - A "warehouse" district. Storage buildings serving the needs of the White Harbour area.

Merrimill - A "tannery" district, in the terms set down by the CityScape book. This is where workshops too unpleasant for the main city are located. Tanning, dyeing, rendering etc. take place here.

Lochden - A "shanytown" nieghborhood has grown up here, near the protection of the city, and jobs provided by the wharf. Improvised housing for people too poor to live within the city itself.

The north side of the channel is often called "Riverbank".
Valmarsh and Bridgebank are "shantytown" districts, similar to Lochden.

Breakers is a former shantytown, but over time more permenant structures have emerged. But this area is still very poor.

Redbank is Fort Aralan's "red-light" district.

The 4 Crowns, The Charter, and who governs Fort Aralan

Long ago the 4 largest and most stable nations in the "old world" established a treaty to deal with "new world" issues. They feared contact with anything from the west side of the ocean might re-ignite the devastating plague. They established laws banning travel there. This alliance of 2 human kingdoms, the largest dwarf kingdom and the Eladrin enforced the laws with the joint use of their navies. Together they worked to detect magical travel to the banned area, and sought to punish anyone who went there without authorization. Smaller nations, including those of gnomes and halflings largely followed the lead of "The Four Crowns".

It is "The 4 Crowns" who decided that travel should once again be permitted. They issued charters two 5 wealthy nobles. The charters allowed for the establishment of colonies.

Since the charter was issued jointly by 4 nations, there are occasionaly disputes amoung the 4 Crowns about how to govern these territories.

Aralan is an Eladrin wizard, but he frequently lives among and does business with humans. He sold shares in his charter to any one who wished to risk him money. Shareholders were parcelled out land surrounding Fort Aralan by lottery.

Aralan's personal representative in the colony is known by the title "Governor". He resides in and works from the garrison at Fort Aralan proper. He's responsible for the larger colony, including areas outside of the city. The colonies warships and garrisons are under his authority.

A council made up of local business men of importance, and representatives of the charter investors govern the city itself. They conduct their work from the civic district known as "City Hall".

Wednesday, July 8, 2009

Geography and the walled city.

Fort Aralan is located on a large sub-tropical peninsula on the South-East coast of the "new world" continent. (One day, I will name this continent, I promise.)

A river that colonists have named Augustine flows from north to south down this peninsula, very near the east coast. About mid-way to peninsula's southern point, the Augustine empties into a bay. The inner edge of this bay is well protected from the harsh weather that comes to this area in the Fall. So the Wizard Aralan selected it as the location of his charted colony.

The original settlement was a small walled keep. It still stands as the home of the city's main garrison. Over time a larger wall grew around this point, to protect the surrounding area.

Within the walls are:
Salem - A wharf, used mainly by warships who's duty is to protect the colony.

Aralan Tower - An 80 ft tower, housing the closest thing to a "university" in the new world. Scholars collect information to try to unlock the history of the ancient civilizations that once occupied this part of the world.

The Old Harbor - Another harbor, this one used mostly for commercial use.

City Hall - The seat of government for the city and the surrounding area.

Calumet - An area most notably containing the guild houses for most of the professional and commercial organisations that do business in the colony.

Tuesday, July 7, 2009

A crude map of the city



This is the map that I've come up with for the city of Ft. Aralan. It's not pretty, but it shows in a general sense what's in each section of the city. This map represents an area of about 1/2 mile from North to South. People tend to live in close quarters for safety, rather than spreading out for space. I've consulted the internet and found that the population density would not have been unreasonable for a medieval town.

Each area of the city is given a number, a name, and a type. The types are the district descriptions from the 3.x book CityScape.

The square areas on the left side of the map are about 90x90 yards each. The thicker grey lines represent stone walls, and the brown lines represent a high wooden fence.

As I get a chance, I'll blog more about this.

Thursday, June 4, 2009

treasure parcels and magic item wish lists

In older versions of D&D, monsters had a "treasure class" that linked them to a table from which the DM could randomly generate treasure as a reward for the encounter. In 3rd edition, this was altered slightly to be driven by the encounter level, but it was basically the same idea.

4th edition does this differently. The game assumes that it will take the party about 10 encounters to level. For each level, the DM's guide prescribes a set of 10 "treasure parcels", to be doled out at the DMs discretion, one for each encounter.

Some parcels include magic items of a pre-determined level. So the DM knows that treasure parcel x for level y should include a magic item of level z.

By following this formula, the DM can ensure that the party has had an opportunity to secure magic items at the appropriate rate. Follow the standard, and you won't make the party over-powered by giving out too much. And you won't make them weak by giving out too little.

Unlike previous versions of the game, there's no mechanism for "randomly" choosing items. The DM's Guide suggests that the DM ask the players for a wish list of items that he can provide in the treasure parcels. The idea is that you don't provide worthless items that the party will sell at market. Apparently the designers of the game felt the widespread sale of magic items was somewhat distasteful and unrealistic. Using a wish list helps you make sure that the items that you provide are wanted and useful.

I have mixed feelings about this, but in the spirit of play-testing the game I'm going to give it a try. Please feel free to submit a wishlist of magic items.

Saturday, May 30, 2009

How old is Ft. Aralan?

The basic setting of the game is colonists on the edge of a vast unexplored world in a fairly isolated colony. Sort of like Jamestown or Plymouth in early America. Remember though that those colonies came about more than 100 years after Columbus first sailed.

Likewise, there has been some exploration of the Western continent for around 50 years. As I've stated before, Orcs started crossing the ocean in the north 50 years ago. Humans and Eldarin began allowed explorers into the plague lands at about the same time.

But these things take time. Even with magic as a "technology" to speed up exploration and colonization, it was about 3 decades before the first colonies were even started.

At the time of the game, the five chartered colonies are around 20 years old. Ft. Aralan has a fairly large population, and parts of the city are very well established.

As I've said in earlier posts, a large protected area has been established around the city to allow for agriculture. Livestock, grains, tobacco, and sugarcane are produced.

Sunday, February 15, 2009

Fort Aralan nieghborhood breakdown by type

Fort Aralan can be divided into around 40 nieghborhoods, classified by type per D&D 3.5 "CityScape"
























Type number
Civic 1
Fine Shops 2
Wealthy residential 1
average residential 4
dwarf neighborhood 1
garrison 3
gnome neighborhood 1
guildhalls 1
marketplace 3
arcane 1
temple 1
caravan 1
wharf/waterfront 4
inn/tavern 4
red-light 2
shantytown 5
slum 4
tannery 1
warehouse 4

Fort Aralan - Population breakdown

















Population breakdown% #
Human (colonist) 50 6554
Eldarin 15 1966
Dwarf 5 655
Halfling 4 524
Gnome 2 262
Human (native) 10 1311
Elf 5 655
Goblinoid 1 131
Dragonborn 2 262
Tiefling 1 131
other 3 393
half-elf 2 262
total100 13108

On tieflings (a variation from the rules)

I'm having difficulty grasping the Tiefling race as presented in the PHB. I don't want to ban them outright though. So here's the story.

The Tiefling bloodline began among 'native' (as opposed to 'colonist') humans back in the time of the plaque, or perhaps earlier. The dark powers employed by the early tieflings helped them survive the harsh conditions, and also helped there nieghobrs survive. Many native humans have the tiefling gene in their blood.

Unlike the tieflings presented in the PHB, tiefling features do not always appear in tiefling children. They are in nearly every way normal humans, and they blend in quite well. On rare occassion, a true tiefling is born among the native humans, with horns and tail. Families in which this occurs are shunned.

So in my conception, tieflings are not so much a "race without a realm", but instead are a mutant strain within humans from the new world.

Saturday, February 14, 2009

More on the Dragonborn

The great dragonborn empire existing prior to the plague in the southern part of the western continent (like Mexico and Central America). The other reptile races (lizardfolk, kobolds, troglodytes) lived among them as slave races.

The plague devastated the dragonborn, but had little effect on the slave races. They were quickly overthrown. Survivors were reduced to a nomadic existance.

In modern times, dragonborn settlements are few. Dragonborn communities are mostly women and children. Adult dragonborn men tend to live a solitary existance, sometimes latching on to human, elven, or goblin communities as laborers, mercanaries or guardians.

Try the "Character Builder" from Wizards.com

I was able to download and install the character builder utility from Wizards. You can set up first level characters in 10 minutes. All the powers are explained. No need to have the PHB to create a character. The software accounts for the PHB, plus some stuff that has been issued through Dragon Magazine, and from the PHB2.

Sunday, February 8, 2009

Some details about Fort Aralan

Ft. Aralan is the southern most of the 5 chartered colonies. It exists on a warm swampy peninsula (think Florida). A narrow wilderness road links Aralan to the other 5 colonies, which stretch along the east coast of the New World continent.

It is believed that the pre-plague kingdom that existing in this area was very rich, and many treasure hunters come here in search of ancient riches. A port has grown up to support these efforts. Fishing is a main occupation, and a vast protected area has been carved out of the wilderness to support agriculture.

Goblins are the most common threat to Aralan's ordinary citizens. Raiding parties will attack caravans on trails, fishing vessels, and frontier farms.

What about "monster" races?

Goblinoids and Lizardfolk were common in the West prior to the plague, and they continue to exist there today. Lizardfolk are most common in the southern coastal areas (think Mexico and Central America). Goblinoids are more prevalent in the north.

Orcs were completely wiped out by the plague in the new world, but retained some strongholds in the Old World. Some orc bands began to migrate West as long as 50 years ago or more, especially in the cold northern climates.

Character Abilities

Use Method 2 described on page 17 of the players handbook.

Character races

Players can choose characters who are colonists from the "old world" or natives of the "new world".

Halflings, and dwarves were totally wiped out in the new world by the plague. All characters of these races are colonists.

Humans were nearly wiped on in the new world as well, but a few nomadic groups survived. Most human characters will be colonists. Human characters who are native to the new world will tend not to use magic, and will often be "simple" classes, such as barbarian or fighter. They will certainly be first-generation city dwellers.

The split between the elven races, Elves and Eladrin (and Drow too), pre-dates the plaque. The Eladrin entered the natural world from the Feywild at the dawn of creation. Certain communities took to their new environment quite well, and gradually became seperate communities of nature-loving elves. Others retained their old Feywild ways and remained Eladrin.

All the Eladrin in the new world were killed by the plague, or found ways to leave. However some groups of elves lived on in the new world wilderness.

An Eladrin character is likely a colonist from the old world. Most elves will be natives of the new world. Half-elves are often the offspring of human colonists and elven natives.

Tieflings are the descendants of humans who turned to the underdark to survive the plague. All tieflings are from the new world.

In ancient times, dragonborn were rare in the East, but one powerful empire existing in the West. They were thought to be entirely destroyed by the plague. Colonists have been surprised to find that a few still inhabit the wilderness. All dragonborn are from the new world.

Prepare a backstory from your character. If you are a native of the new world, why have you come to Fort Aralan?

If you are a colonist, why? Did you leave the old world as an indentured servant? Were you exiled to Fort Aralan as punishment for a crime? Are you seeking adventure? Riches? Escape from religous or political persecution?

The campaign world

I don't really enjoy creating maps. I usually try to use real-world geography and maps that I can acquire from the web or library.

I haven't worked out all the details, but here's the idea. Imagine a large body of water in the center of the map (think Atlantic ocean - from the equator to the north pole.), a large land mass on the right-hand side of the map (think Western Europe), and a large landmass on the left-hand side of the map (North America, Central America. and the Carribean)

In ancient times, this entire map was civilized by kingdoms of humans, dwarves, halflings, eladrin, and elves. (more on the races in another post).

Then a massive plague struck. It wiped out all civilization on the last mass on the left side of the map ("new world"). It did serious damage on the other side of the map ("old world") as well. But those civilizations eventually recovered.

For centuries the old world kingdoms forbid travel to the new world, fearing a return of the plague.

But in recent years, 5 nobles have been granted charters to colonize the new world, and explore ruins left from ancient times, and the dense wilderness that has grown up around them.

One of these nobles is an Eladrin Wizard called Aralan. His colony is known as Fort Aralan, and it will be the starting point for the adventure.

Thoughts on 4th edition

I've never played the 4th edition rules. When the new game was first announced, I was very eager to try it. The pre-release hype promised all sorts of fixes to things that are problematic in the 3rd edition rules, and I wanted to stay current.

When they actually came out, I had mixed feelings. One purpose of the Ft. Aralan game will be to evaluiate the rules. Don't buy the books on my account. We'll get by passing borrowed books around for now. If you like how it goes, then buy the books.

Things I like:
- 4th edition seems to be a better organized, better edited, and more balanced tactical combat game. That means smoother combat encounters at play-time.
- 4th edition promises simplified rules for creating characters, NPCs, and monster stat blocks. That mean less work for the DM at design time.
- In 4th edition alignment is simply a guide to the expected behavior for a character or NPC, rather than a "force" that can be detected or "protected from". That means it's up to the players to figure out who's good and who's evil.

Things that cause me some concern:
- In order to achieve the smoother rules, 4th edition eliminated things that were seen as cumbersome or unbalanced in the old rule sets. That means less choices for the players when their characters level up. I worry that this takes something away from the game.
- In the name of "balance" each character class has a set of powers to choose from. Across the classes, the powers are essentially equal in power. I worry that this will produce a sort of blandness in the game. Maybe not.
- At first glance, the rules seem to be very focused on how to deal with combat encounters. I tend to run a more story-based game, and I worry that these rules are too combat heavy for my taste. It may be that the non-combat aspects of the game really come from the DM and players imaginations, rather than from the rules, and that this won't matter. We shall see.

The Fort Aralan game

Fort Aralan will be a campaign setting for D&D 4e. I intend to use this setting for a brief campaign starting in the summer of 2009, and revisit it for addition games later on. The initial game will be on alternating Thursdays.