D&D 4e Game, Homebrew Setting, Houserules

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Re: D&D 4e Game, Homebrew Setting, Houserules. (need 2 more)

Postby Iunnrais » 30 Oct 2011, 18:39

So, I've received a PM from someone new to the area asking to join our group. 5 is the most I'm willing to DM for at any one time, so I don't mind myself, but what say you guys?
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Re: D&D 4e Game, Homebrew Setting, Houserules. (need 2 more)

Postby bac8434 » 30 Oct 2011, 19:33

I'm down for one more. And I'll be there tomorrow, see you guys there.
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Re: D&D 4e Game, Homebrew Setting, Houserules. (need 2 more)

Postby silarion » 31 Oct 2011, 08:17

Sure as long as they are not grossly incompatible, 5 people can make it easier to absorb an absence.
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Re: D&D 4e Game, Homebrew Setting, Houserules. (need 2 more)

Postby Iunnrais » 01 Nov 2011, 00:54

Okay, since we have a new player coming in next week, and our cleric missed tonight's session, and you guys haven't been taking your own notes, so... RECAP time! I likely won't be so nice as to take your notes for you again.


SESSION 1:

The party began on a set of heavily armed merchant ships heading north down the Norhar River towards Silner. With 5 ballistae and the crews to man them, the merchant company felt confident that they would be able to get past the Wastes without attracting draconic attention, or to be able to drive any dragons off otherwise. After all, the previous three convoys made it there and back safely already under this principle. Two convoys ago, there had been a minor altercation, but a show of force made things safe enough.

Alas, the merchant company was wrong, and there was a dragon attack this time. Furthermore, the dragons came under cover of sandstorm, and were not spotted in time to ready the ballistae crews. To say it was a slaughter was to put it mildly. The convoy was burned. The crew decimated to only 10 survivors. The three dragons, a huge one and two smaller, carried off the cargo, which the captain assured us was nothing more than livestock and ore. The two smaller dragons were heavily injured in the process of picking off the majority of the crew, and the largest of the three vowed vengeance on those responsible.

The surviving crew and the party built a raft from the wreckage and headed north. The very first night however, 6 crew members vanished without a trace, leaving only the four party members alive. And then the next day, the big dragon returned.

This time, they were able to spot him (her?) from a distance, and saved themselves from being eaten via a magical spell to render them hidden. The dragon knew they were there though, and was able to hear the reactions of the local waterlife in order to follow. Random strafing of the river did not catch the party, and eventually the dragon decided to walk along shore, keeping up with the moving sounds indicating the party was nearby. Other things to note: the dragon refused to come within ten feet of the water, and also would not cross more than halfway towards the other side of the river. Granted, the other side of the river was close to the Sinster Range, known to be haunted, so that made sense.

It was about this time that the party discovered what the dragon was following. The elf wizard noticed that what had sounded like frogs was actually a cacophony of high pitched singers, singing in sundry languages. The part he was able to understand went as follows:
Frog Chorus wrote:The tanner, the dyer, the tailor, and the noble
A needle and thread to sew the tapestry
Sing a song of needle and thread
And sing a song of Mordants

Bring us the dyer
The dyer to dye
The tailor to sew
The tanner to go


And then the hiding spell wore off, and the dragon was able to clearly see the raft and the party, and would have eaten them all except for a sackfull of mind-altering drugs that was hurled into it's mouth. The dragon fell into the river, where it nearly drowned, fighting off something invisible in the water. When it made it to shore, it decided to take a nap.

Shortly afterwards, the elven wizard was able to notice a girl in the water, who none of the others could see. She convinced him to enter the river, where he nearly drowned. In fact, even though the others actively sought to bring him back onto the raft, he fought them off in order to stay underwater with the girl! Through significant effort, his life was saved, though at the cost of the raft.

At this point, the party decided to eschew the river, cut inland, and head straight north for Southwood Forest.


SESSION 2:

Crossing the Har Wastes was uneventful after this, and they were even able to hunt game. Entering the Southwood Forest was also uneventful enough, and it seemed likely that they would reach Silner within just another few days. More troubles befell them, however.

In the middle of the woods, they found themselves in a heavily trapped area. Hidden pits lined with spikes, tripwires, snares, spiked rods on springs, and even more elaborate stonefall and woodfall traps were everywhere. Carefully manuevering around them, the rogue made his way past a few hills to encounter a tribe of kobolds, apparently worshipping an ancient dragon skull.

The party decided to attempt to circumvent them by climbing a nearby cliff, thus leaving the trapped area. Alas, the cliff itself was also trapped against climbers, and the resulting rockslide made enough noise to attract warriors, and their priest.

The kobolds spoke a strange pigeon language combining common, drow, and draconic-- with an emphasis on the draconic, which no one understood. There was quite a bit of excited shouting and chanting by the kobolds... not much of which was understood. This is what was heard:
Kobold Priest wrote:"(something something) you are (somthing) and (something) in the dirt! (something) off the (something) of others! But the (something) will rise!"

Wer darastrix geou lleisgar!

"(something) we (something) even their (something) the littlest (something), and for what (something). See his many (something something)! See his *ixenmitne saurivic*! (something something) swallow (something) whole (something) give (something) to us!"

"(something) children (something) fear (something) crops (something) cattle (something) fatten (something) bellies! See (something) *ixenmitne saurivic*!"


There was more, about children, little things, big things, and so on.

The party fought them off and back, slaughtering all who attacked, including one of the kobold priests, holding a crystaline orb apparently taken from the eye of the dragon skull. The party's attempts to pick up the orb proved difficult, as illusions hid it's location.

Instead, the party sought the kobold's home cave, and in the process of trying to smoke them out, tripped a trap at the entrance causing another rockslide to block off the entrance. At this point, they decided to hide behind magical shelter again.

Shortly afterwards, dozens of kobolds began scouring the woods, looking for something. The party hid while they did so. Eventually, another kobold priest found the crystal orb, shouted "Ixenmitne Saurivic!" and all the other kobolds began worshipping it in dances that resembled an attempt at ritual magic, if they'd only heard about the ritual via repeatedly garbled oral repetition over centuries. The party decided that the strange thing they were shouting must be the name of the dark dragon god they worshipped.

Eventually, the kobolds set up camp, and after sunset, the party's magical hiding place faded away. They investigated the kobold's camp, and found that there were a number of religious totems set up, apparently dedicated to someone known as the "Woad Witch". It was at this time that they started slitting the throats of the sleeping kobolds. But each throat they slit caused the weather to get colder... strange, given that the more north you go, the warmer it gets, and this should have been sub-tropical weather. It is autumn, of course, but still. Eventually, a snowstorm broke out, and the elven wizard noticed a strange humanoid "hollow space" moving through the falling snow. The humanoid shape did not stay long.

The kobold priest woke up, and was lured into a trap by the party, whereupon it was slaughtered-- but not before shouting alarm to the rest of the kobolds. The snow seemed to affect them worse than it affected the party, however, and it was almost disgustingly easy to slaughter them all.

The crystal orb was recovered, as well as a magic mirror, and some golden trinkets-- including a 12 pound golden idol.
Iunnrais
 
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Re: D&D 4e Game, Homebrew Setting, Houserules. (need 2 more)

Postby bac8434 » 06 Nov 2011, 19:11

Thanks for the notes, I've been typing up a summary of what happened each night after we're done but yours are much more detailed, which is awesome. I'll see y'all tomorrow.
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Re: D&D 4e Game, Homebrew Setting, Houserules. (need 2 more)

Postby Iunnrais » 16 Nov 2011, 11:26

So, the XP awards for this week are:

Enhanced Blazegem Amalgam x2: 600
Enhanced Stormgem Amalgam x1: 300
Ad hoc Synergy Bonus: 150
Bill's Thugs with Poisoned Weapons x5: 875
Bill: 200
Partial experience for dealing with Kobold Sorcerer (for now): 150

Total: 2275
Divided between 5 party members: 455 each

This should bring all lvl 1s to lvl 2. I do not believe lvl 2s will be going up to lvl 3 just yet.
Iunnrais
 
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Re: D&D 4e Game, Homebrew Setting, Houserules. (need 2 more)

Postby bac8434 » 18 Nov 2011, 20:27

Yeah, I'm at 1,721 so not 3rd level yet. And just so everyone knows, after all of our market sales and what not last time, our party inventory is currently:

Religious trinkets (presumably to do with the Woad Witch)
14 knives
1 short sword
1 improvised chain
Bounty Note (Silverblade)
Note made of sewn leaves

and... 5720 gold pieces.

If anyone wants to discuss what we need so that we can start figuring out what to buy, we could do that here and know what to look for Monday.
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Re: D&D 4e Game, Homebrew Setting, Houserules. (need 2 more)

Postby silarion » 19 Nov 2011, 18:55

Can we post the new riddles from our rashes?
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Re: D&D 4e Game, Homebrew Setting, Houserules. (need 2 more)

Postby Iunnrais » 21 Nov 2011, 17:40

"Wouldn't you like to play? The players playing play playfully, play play with me!
The Maypole will fall at the comming of children, didn't you hear? Or is it the other way around?
Dance with ribbons and chop it down! Dance with flowers and raise it up! And then the spring will come again...

The Song of Drums is coming near
The Princess of Wolves has learnt to fear
In Dreams the Queen rides a walnut shell
And plays the drum, and plays it well

Ratty rat is rupert rat
Rupert rat has ate the cat
Kitty cat has worn a bell
The bell will ring, we'll go to------

Lightning flashes, power trashes
Seeds to gather within passions
Remember back where you began
Raise up teeth of father's land

Wretched ungrateful hated unyielding unbending unbreaking lines of lines in lines are bars and prisons and cities towns towers cellars of death and fire and ice and dust and darkness and breath withold is blood and terror and go below and remove that which is there and not there and dust will fall and call the chasm of the sky!
Iunnrais
 
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Re: D&D 4e Game, Homebrew Setting, Houserules. (need 2 more)

Postby Iunnrais » 21 Nov 2011, 22:26

Today's experience:

Kobold Minion Warriors x6: 186
Escape from Kobold Patrols (Partial Success): 125
Fae Shadow Approximations x4: 1000

Total: 1311
Split between 4 party members: 328

Treasure Accumulated--
Ornate Cold Iron Rod w/Emerald, gp value at least 1000 (more in Silner)
Ornate Cold Iron Rod w/Ruby, gp value at least 1000 (more in Silner)
Tiny Cold Iron Cages x2, gp value 500gp total (in Silner only)
Tiny Cold Iron Cage w/Captured Pixie (now very ill, near death), gp value at least 250+ (in Silner only)
Cold Iron Pickaxe x3, gp value 900 (in Silner only)

To our wizard: I'll grant you bonus xp to catch up if you provide a more detailed backstory for your character. This offer also open to our cleric.

Additionally, I will open up bonus xp per character for the following actions:

Rogue-- Character development towards Good alignment, per backstory. Specifically, performing selfless acts.
Fighter-- Large personal monetary acquisition (not party) per backstory.
Sorcerer-- Establishing societal position/status to make deceased father proud, per backstory. Specifically, making non-party friends.


Recap for Wizard: Party escaped kobold warbands by hiding in a cave, which turned out to be the upper excavations of a tremendously large (mountain-sized) petrified dragon skeleton. Thrust into the skeleton in two locations was an ornate cold iron rod with a gemstone on top, which the party removed. They have been exploring the mine shafts, and left off on top of a large narrow stone cliff in the middle of a cavern the size of a football stadium. The party has heard approaching kobolds far down below at the cavern floor, but cannot see them. It is possible (but unknown) that the party has been seen, given they carry lights. The far end of the cliff/bridge/thingy is a dead end, and it has been tested for illusion.
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