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Modular 4e Forgotten Realms - Creation/Setting Guidelines
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Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Hi
Sorry for delay - was at Expo over weekend.
I'm in. Nothing else to do. Let me know BEFORE Thurs , as I'll probably have to cancel if I'm not in a game.
Thanks
Paul H
PS Should be there early as usual. (If I've got a game)
Sorry for delay - was at Expo over weekend.
I'm in. Nothing else to do. Let me know BEFORE Thurs , as I'll probably have to cancel if I'm not in a game.
Thanks
Paul H
PS Should be there early as usual. (If I've got a game)
-
Paul H


- Location: Gloucester
- Thanks: 0 given/6 received
- Playing: WLD, Mystara, Pathfinder Society
- Running: PFS Online
- Planning: Running/Playing PFS games online
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Ok. A heads up notice:... I had a feeling this might happen (as per mention in my last post)...
Unforts I am going to have to split the next 2 adventures.
RL has affected the 17th as I suspected it might do; I have to be at a Funeral on the Friday, so will be travelling on Thurs PM.
So, 2 options for people really- and this was the purpose of making the Game modular!
Either: people take a break on the 17th & I'll pick up Part 2 on the 24th.
Or- someone else can try their hand at GMing & the rest of you play your same characters.
The group can have a Side Adventure on the way to the start point of Part 2.
I can send the GM a suitable module to use.
Just needs someone brave enough to want to give it a try.
Let me know before Thurs & I'll bring a hardcopy with me to handover. If not before this Thurs then I'll email a soft copy.
It's up to you guys really.
Anyhow- just advanced notice that I can't do the 17th now.
For the above- as Paul looks like he can be there for the start time (like he was this week), and that Ive not heard from Tom, then it looks like Paul gets this weeks slot & we have a full table.
As always; any changes to this, please let me know so we can offer open spaces to others in the Club.
Thanks guys!
Unforts I am going to have to split the next 2 adventures.
RL has affected the 17th as I suspected it might do; I have to be at a Funeral on the Friday, so will be travelling on Thurs PM.
So, 2 options for people really- and this was the purpose of making the Game modular!
Either: people take a break on the 17th & I'll pick up Part 2 on the 24th.
Or- someone else can try their hand at GMing & the rest of you play your same characters.
The group can have a Side Adventure on the way to the start point of Part 2.
I can send the GM a suitable module to use.
Just needs someone brave enough to want to give it a try.
Let me know before Thurs & I'll bring a hardcopy with me to handover. If not before this Thurs then I'll email a soft copy.
It's up to you guys really.
Anyhow- just advanced notice that I can't do the 17th now.
For the above- as Paul looks like he can be there for the start time (like he was this week), and that Ive not heard from Tom, then it looks like Paul gets this weeks slot & we have a full table.
As always; any changes to this, please let me know so we can offer open spaces to others in the Club.
Thanks guys!
-
Wreckferret


- Thanks: 2 given/7 received
- Playing: DragonAge, Savage Worlds Daring Tales of Adventure
- Running: Nix.
- Planning: A second part of some D&D 4e.
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Hi
Thanks, see you all Thursday
Paul H
Thanks, see you all Thursday
Paul H
-
Paul H


- Location: Gloucester
- Thanks: 0 given/6 received
- Playing: WLD, Mystara, Pathfinder Society
- Running: PFS Online
- Planning: Running/Playing PFS games online
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
well go on then i will be brave enough. i will GM next week if no-one wants to, mind you it will be my first time GMing so its not then good or flows rather slowly i apologise before hand
-
Karl_W
- Thanks: 0 given/0 received
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Well done Karl!
Good man.
Give him your support guys.
On a slightly different note; before next week when Karl runs his module- can you all have a think about what the name the Group?
If you're going to become an Adventuring Company (& you've had 2 adventures together & are about to go on another), then you need to have a name.
...Plus it's a Legal Requirement in Cormyr.
....I'm not saying any more on that.
But yeah- have a think & throw your ideas up here in this thread for the others to have a laugh at.... err, I mean look at.
If you can reach consensus here on the boards before Thurs then great- but even if not, then at least you've got a list to pick from on Thurs.
Have fun with it!
Good man.
Give him your support guys.
On a slightly different note; before next week when Karl runs his module- can you all have a think about what the name the Group?
If you're going to become an Adventuring Company (& you've had 2 adventures together & are about to go on another), then you need to have a name.
...Plus it's a Legal Requirement in Cormyr.
....I'm not saying any more on that.
But yeah- have a think & throw your ideas up here in this thread for the others to have a laugh at.... err, I mean look at.
If you can reach consensus here on the boards before Thurs then great- but even if not, then at least you've got a list to pick from on Thurs.
Have fun with it!
-
Wreckferret


- Thanks: 2 given/7 received
- Playing: DragonAge, Savage Worlds Daring Tales of Adventure
- Running: Nix.
- Planning: A second part of some D&D 4e.
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Big thanks to bryce for this weeks adventure in westgate, thoroughly enjoyable, and lets give karl lots of support for next week. right, i'm going to start the ball rolling, in regards to our groups name, with a stream of consciousness post..
the elementalists
doomsayers
sinister six
the watchmen
the damned busters
the dominion
the guardians
the gatekeepers
the westmen
the silent lights
the iron hand
the westerlies
the hazzard dukes
the hellblazers
sons of the west
the dark sons
widowmakers
the bang gang
westside crew
crimson hoods
the hooded shadows
bad company
sixsons
the silencers
the crushers
the templers
the doom patrol
blackdogs
the diehards
the scarlet swords
the crits
no more, tired now.
the elementalists
doomsayers
sinister six
the watchmen
the damned busters
the dominion
the guardians
the gatekeepers
the westmen
the silent lights
the iron hand
the westerlies
the hazzard dukes
the hellblazers
sons of the west
the dark sons
widowmakers
the bang gang
westside crew
crimson hoods
the hooded shadows
bad company
sixsons
the silencers
the crushers
the templers
the doom patrol
blackdogs
the diehards
the scarlet swords
the crits
no more, tired now.
-
MARK CARTER
- Thanks: 0 given/0 received
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Well Mark out of all them liking the sound of crimson hoods and bad company.
On another note could all who have minitures could you please bring them as i have none
On another note could all who have minitures could you please bring them as i have none
-
Karl_W
- Thanks: 0 given/0 received
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
"The Bang Gang"?!
ROFL
talk about a p*rno name!
Thanks for the list tho Mark. It certainly brightened up my morning.
One on Petes behalf: Penryn's Panthers.
ROFL
talk about a p*rno name!
Thanks for the list tho Mark. It certainly brightened up my morning.
One on Petes behalf: Penryn's Panthers.
-
Wreckferret


- Thanks: 2 given/7 received
- Playing: DragonAge, Savage Worlds Daring Tales of Adventure
- Running: Nix.
- Planning: A second part of some D&D 4e.
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Heh. Or deliberately use a name of someone who doesn't exist....
like what Monty Python did, or Sgt. Pepper.
Professor Zanzibar's Legion of Light!
The League of Extraordinary Mental-Men.
Rico's Roughnecks! (Hoo-Yah!)
like what Monty Python did, or Sgt. Pepper.
Professor Zanzibar's Legion of Light!
The League of Extraordinary Mental-Men.
Rico's Roughnecks! (Hoo-Yah!)
-
Wreckferret


- Thanks: 2 given/7 received
- Playing: DragonAge, Savage Worlds Daring Tales of Adventure
- Running: Nix.
- Planning: A second part of some D&D 4e.
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Hi
Actually - "Kelly's Heroes" springs to mind. Far more accurate, especially as to our motivation!
Cheers
Paul H
Actually - "Kelly's Heroes" springs to mind. Far more accurate, especially as to our motivation!
Cheers
Paul H
-
Paul H


- Location: Gloucester
- Thanks: 0 given/6 received
- Playing: WLD, Mystara, Pathfinder Society
- Running: PFS Online
- Planning: Running/Playing PFS games online
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Zanzibar's Legion of Light!
yep, i could go for that, much more light hearted, heroic, and the public would love it.
in retrospect, my list was for a group of assassins...
yep, i could go for that, much more light hearted, heroic, and the public would love it.
in retrospect, my list was for a group of assassins...
-
MARK CARTER
- Thanks: 0 given/0 received
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Heh. Well I only suggested "Professor Zanzibar's..." as a tongue in cheek example.
"Legion of Light" is a bit ott isn't it?
...but then, it is your choice.
I did wonder whether you wanted to include where you were from...
Like "The Blades of Westgate" Adventuring Company. (Easily shortened to just The Blades, or when you want to eventually franchise, there can be other Chapterhouses....
)
I then thought about "The Flaming Blades of Westgate" as something to snazz it up a bit- but then I remembered that if you went with that, chances are you'd receive a visit from from quiet spoken gentlemen about trademark infringement. So maybe best steer away from names that include Westgate & references to burning, pointy weapons.
However, some other descriptor could work.
I know that each of the party carry a different weapon type- so there's no theme per se there, but something descriptive like "The Blue Blades of...." could mean that eventually (when you become rich & famous) each of you could carry a token about you as a sign of membership- like a Blue Dagger.
But the same "Gang Colours" work if you went with "The Crimson Hoods" or "The Crimson Cowls" or whichever one it was the Mark suggested that Karl quite liked.
In any event- just trying to stimulate your imaginative juices to come up with a collective name that you like the sound of.
You don't have to pay any attention to me if you don't want to.
"Legion of Light" is a bit ott isn't it?
...but then, it is your choice.
I did wonder whether you wanted to include where you were from...
Like "The Blades of Westgate" Adventuring Company. (Easily shortened to just The Blades, or when you want to eventually franchise, there can be other Chapterhouses....
I then thought about "The Flaming Blades of Westgate" as something to snazz it up a bit- but then I remembered that if you went with that, chances are you'd receive a visit from from quiet spoken gentlemen about trademark infringement. So maybe best steer away from names that include Westgate & references to burning, pointy weapons.
However, some other descriptor could work.
I know that each of the party carry a different weapon type- so there's no theme per se there, but something descriptive like "The Blue Blades of...." could mean that eventually (when you become rich & famous) each of you could carry a token about you as a sign of membership- like a Blue Dagger.
But the same "Gang Colours" work if you went with "The Crimson Hoods" or "The Crimson Cowls" or whichever one it was the Mark suggested that Karl quite liked.
In any event- just trying to stimulate your imaginative juices to come up with a collective name that you like the sound of.
You don't have to pay any attention to me if you don't want to.
-
Wreckferret


- Thanks: 2 given/7 received
- Playing: DragonAge, Savage Worlds Daring Tales of Adventure
- Running: Nix.
- Planning: A second part of some D&D 4e.
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Ok.
So Party Name aside.... given it appears to be in flux atm...
Here's re-affirmation of the House Rule on Magic Item Ownership:
House Rule about Magic Items:
Normal 'Living' rules that I started to adopt with this game setup has it as this:
Per Adventure, the PC has the option of choosing 1 item from the Loot List.
However, the rule is that a PC can only have an item per level from this accruement.
Eg. if a 2nd Level PC already has 2 items from previous adventures, then he cannot take an item from the List.
Instead (or if none of the items take his fancy), he may choose to take additional gold to add to his Cash Pile, or there will be the option of "Less gold, but with a Potion/Scroll/Consumable".
Gold from a PCs Cash Pile can be used to purchase items that do NOT count towards any per level limit.
If a PC wants to sell one of his per level items for cash, the answer is yes! of course he can.
But (and it is a big BUT), the sale value of the item will always be 20% of the original cost (except consumables which sell at 50%).
AND, even though you sell it, you have still 'burned' the use of a per level slot.
Now personally, I think that blows goats.
Selling an item for 20% is a bit tight- ....but I can just about live with it.
What I think is a major screw-over is that you have permanently lost a slot for a per level item as a result.
So. I am using my prerogative as the Lead GM for our Home/Club Games to change this rule- .....coz it's not fair.
So, if you want to ditch an item from your per level Found List, then you can.
But there should be two ways to do this:
1/ You can sell an item anytime for 20% of its value and lose a slot- it's gone, but you have hard cash in a hurry to use, either to help pay for a Resurrection- or to put the cash towards a non-slot item. It's the standard rule & it is still extreme, but it's cash in a hurry. So don't complain too hard....
Because, there is an alternative....
2/ At the end of an Adventure, if there is an item you want from the Loot List, but you do not have a level slot for, you can change it for an item of same cost or cost higher that you already have.
Eg. Say you have a Bag of Holding. This is a Level 5 item & normally costs 1kgp. You can swap this directly for a Level 5 item that you find.
Or you can swap it out for a Level 7 item and pay the difference (+1.6kgp) instead to upgrade.
(This is the same as process as upgrading from a +1 item to a +2 item with keeping the same item abilities; you just pay the difference).
You could decide to swap your Bag of Holding for a Level 3 item (worth 680gp), but you don't get any cashback as change.
So the incentive is to always buy the same level or higher. But there is scope to change items as you go along as the character develops and you realise you've already filled a Body Slot, but actually come across something else you prefer.
The main idea is to try to think about what item might be useful to a character. If it's in the List but it's not part of your concept, then don't take it.
Remember- by choosing an item at Level, but then swapping items at the end of every adventure from there on- the character will lose out on Hard Cash.
A careful player says "No. There isn't anything there this time for me. I'll take the extra 50/75/100gp thanks".
But there is still the ability to swap items as we progress if you spot something useful.
So Party Name aside.... given it appears to be in flux atm...
Here's re-affirmation of the House Rule on Magic Item Ownership:
House Rule about Magic Items:
Normal 'Living' rules that I started to adopt with this game setup has it as this:
Per Adventure, the PC has the option of choosing 1 item from the Loot List.
However, the rule is that a PC can only have an item per level from this accruement.
Eg. if a 2nd Level PC already has 2 items from previous adventures, then he cannot take an item from the List.
Instead (or if none of the items take his fancy), he may choose to take additional gold to add to his Cash Pile, or there will be the option of "Less gold, but with a Potion/Scroll/Consumable".
Gold from a PCs Cash Pile can be used to purchase items that do NOT count towards any per level limit.
If a PC wants to sell one of his per level items for cash, the answer is yes! of course he can.
But (and it is a big BUT), the sale value of the item will always be 20% of the original cost (except consumables which sell at 50%).
AND, even though you sell it, you have still 'burned' the use of a per level slot.
Now personally, I think that blows goats.
Selling an item for 20% is a bit tight- ....but I can just about live with it.
What I think is a major screw-over is that you have permanently lost a slot for a per level item as a result.
So. I am using my prerogative as the Lead GM for our Home/Club Games to change this rule- .....coz it's not fair.
So, if you want to ditch an item from your per level Found List, then you can.
But there should be two ways to do this:
1/ You can sell an item anytime for 20% of its value and lose a slot- it's gone, but you have hard cash in a hurry to use, either to help pay for a Resurrection- or to put the cash towards a non-slot item. It's the standard rule & it is still extreme, but it's cash in a hurry. So don't complain too hard....
Because, there is an alternative....
2/ At the end of an Adventure, if there is an item you want from the Loot List, but you do not have a level slot for, you can change it for an item of same cost or cost higher that you already have.
Eg. Say you have a Bag of Holding. This is a Level 5 item & normally costs 1kgp. You can swap this directly for a Level 5 item that you find.
Or you can swap it out for a Level 7 item and pay the difference (+1.6kgp) instead to upgrade.
(This is the same as process as upgrading from a +1 item to a +2 item with keeping the same item abilities; you just pay the difference).
You could decide to swap your Bag of Holding for a Level 3 item (worth 680gp), but you don't get any cashback as change.
So the incentive is to always buy the same level or higher. But there is scope to change items as you go along as the character develops and you realise you've already filled a Body Slot, but actually come across something else you prefer.
The main idea is to try to think about what item might be useful to a character. If it's in the List but it's not part of your concept, then don't take it.
Remember- by choosing an item at Level, but then swapping items at the end of every adventure from there on- the character will lose out on Hard Cash.
A careful player says "No. There isn't anything there this time for me. I'll take the extra 50/75/100gp thanks".
But there is still the ability to swap items as we progress if you spot something useful.
-
Wreckferret


- Thanks: 2 given/7 received
- Playing: DragonAge, Savage Worlds Daring Tales of Adventure
- Running: Nix.
- Planning: A second part of some D&D 4e.
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Oh.
And Uber Thanks to Karl for stepping in to the breach & running an adventure in my absence!
He lost his GM Cherry doing so (at the Club at least).
So Thanks to those who gave their support to him.
He said he enjoyed it (the fool! Glutton for Punishment etc....
)- and the thing with GMing- you only develop your personal style with practice. You don't know what sort of GM you'll be until you try it.
So Well Done Karl for starting his way down the GM route to find out what his personal style is.
May your games get better (ie. easier/more fun to run) as you run more!
And Uber Thanks to Karl for stepping in to the breach & running an adventure in my absence!
He lost his GM Cherry doing so (at the Club at least).
So Thanks to those who gave their support to him.
He said he enjoyed it (the fool! Glutton for Punishment etc....
So Well Done Karl for starting his way down the GM route to find out what his personal style is.
May your games get better (ie. easier/more fun to run) as you run more!
-
Wreckferret


- Thanks: 2 given/7 received
- Playing: DragonAge, Savage Worlds Daring Tales of Adventure
- Running: Nix.
- Planning: A second part of some D&D 4e.
Re: Modular 4e Forgotten Realms - Creation/Setting Guidelines
Oh & Thanks Guys for this week's game- the last of this first month of Modular 4e.
It was a different module in that it was front end Skill & RP heavy- but personally I thought it made a nice change & I REALLY enjoyed your individual "Hello. I am your Teacher for today...." monologues.
Very funny.
That was the way it was when I played the mod & I wanted to let you share the experience.
Some great RPing from people there!
Hope you didn't mind the shortened Combat Encounters as a result when we ran out of time, but I was having more fun with your Antics in the School & to me that's what made the module more fun.
So.
We wait to see when the Club Calendar works its way round to running this Modular 4e again.
...might be Sept?....
If anyone else wants to try a week at GMing, just let me know in advance & I'll send you a module that we the PCs can play!
But Thanks Guys! ....An enjoyable month.
It was a different module in that it was front end Skill & RP heavy- but personally I thought it made a nice change & I REALLY enjoyed your individual "Hello. I am your Teacher for today...." monologues.
Very funny.
That was the way it was when I played the mod & I wanted to let you share the experience.
Some great RPing from people there!
Hope you didn't mind the shortened Combat Encounters as a result when we ran out of time, but I was having more fun with your Antics in the School & to me that's what made the module more fun.
So.
We wait to see when the Club Calendar works its way round to running this Modular 4e again.
...might be Sept?....
If anyone else wants to try a week at GMing, just let me know in advance & I'll send you a module that we the PCs can play!
But Thanks Guys! ....An enjoyable month.
-
Wreckferret


- Thanks: 2 given/7 received
- Playing: DragonAge, Savage Worlds Daring Tales of Adventure
- Running: Nix.
- Planning: A second part of some D&D 4e.
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