Great chat going on from the last post! Hope to hear from some of the silent ones :)
Remember on this map, 1 square is 10 feet.
….. leaving off in mid combat from last session.
The battle is fierce and mighty. Pepper is crossbow crazy and actually hits about ½ the time whittling the baboons down. Both Connell and Barrett are dropped but due to the might of Bolgrim both regain consciousness. The party is finally over the combat and healing is being liberally dispensed.
Donner hears breaking glass to his left two more baboons are rushing from the kitchen through the garden. Donner attacks. Connell comes rushing from the corridor to aid Donner. Melee continues. The baboon man thing quaffs another potion causing him to grow to twice his size.
The Babboons in the garden are not faring well, nor did the baboon in the hallway. When the Baboon creature lunges with the falchion, part of the door frame is smashed and Churchkey is thrown against the hall with the force of the blow. Blood is carpeting the ground.
Donner and Connell both leap heroically through the windows into the kitchen and take out silvered weapons. Churchkey strikes a mighty enhanced by the grace of Pelor. The baboon creature is wounded but is unshaken. It takes another nasty blow at Churchkey ripping a hole in his armor and knocking him to the ground. Connel is able to drive a spear deep into this creature back and Donner is able to clobber it with a silvered staff.
Pepper makes an amazing lucky roll of the proverbial and literal dice by subjecting himself to an attack of opportunity on the creature to heal Churchkey. The fates were smiling for it missed him…. barely. Barrett kept the creature occupied launching attacks with the chain. With attacks by the rest of the party this menace to society and nature was dropped.
Binding wounds was the first order of business and the then surveying the kitchen. Unfortunately the severed head of Sarcem (head of the
One of the more frightening objects found was a black wooden triangle with a symbol carved at each corner: a hand gripping an eyeball, six arrows in an X-shape, and a wrathful demonic face. It didn’t take long for the religious folk to figure out these were the symbols of Vecna, Hextor and Erythnul. Why all three of these hatful being were inscribed on one symbol is illogical and disturbing.
The party goes to the end of the hall and finds a door swollen shut and a few dead hillfolk dead and nearly frozen leaning against the door. A short conversation through the door and your hear the amazingly pleasant relief of a figure on the back side of the door. She gives you some warning of Brown mould and that you not judge her on her looks. Churchkey scans for evil and finds none. Upon opening the door, you see a terribly beautiful ½ drow who looks nearly fatally wounded. She introduces herself as Shensen and has a great desire to get back to her order. She knows only a little of what happened
According to Shensen she was returning from a walk when she heard the sounds of combat from within the Lucky Monkey. She ran to investigate and found that the bandits had already slain most of the guests and employees. Only a few remained standing, including a human cleric who seemed to be the focus of the bandits’ attention. The bandits were lead by a horrible man-beast, and that this creature followed the orders of a beautiful woman with red hair, facial tattoos and a suit of spied full plate emblazoned with Hextor’s unholy symbol. She lent what aid she could to the defenders, but they were eventually forded to retreat into the basement, where the beast-man killed the cleric. This left Shensen alone and completely outnumbered. She fled to the far end of the basement, barricaded herself in, and spent the next several hours praying.
The party rests for a short while, gathers the horses and then begins a very exhausting trek back up to Cauldron.
While in Cauldron research was done on all kinds of levels. Some people signed up for etiquette classes for the Ball. Churchkeys family was able to take the invitation originally meant for him and offered it to another member of the party. Others did some research at the churches and of course Jenya was left with the body of Sarcem.
A long story short:
Everyone can get into the ball with the exception of one person. However for 250gp they can buy a ticket in.
The party was asked to give 500 gp for information about the red haired woman. They did and Barrett went and gleaned some powerful info.
The party also learned that the black triangle is of a bizarre cult called the Ebon Triad. An attempt to get the three demon gods of Vecna, Hextor and Erythnul to merge into one huge demon lord to overthrow the world.
Kristof Jurgensen the head of the
The lake in rising and is currently subsuming the first ring of buildings. Most are on stilts but the lake is close to cresting the top and flooding these buildings.
Donner continues to visit Skie making friends with the gnomish magic dealer.
That evening, with the ball three nights away. The party makes their way to the lava tube at midnight. They follow this very long 6 foot diameter tube for what seems miles but is obviously much shorter. Until it opens up at a small ledge overlooking a vast cavern. A small pile of wooden planks is stacked on the edge of the ledge. Nearly a hundred feet below, the waters of a lake filled with dimly glowing green algae lap against cave walls encrusted with pallid fungi. A small stone building is built into the side of the ledge wall, and a pair of heavy ropes descends from a winch on the buildings side, dangling across the lake to a similar winch attached to a wooden structure on the lake’s far shore. Suspended on these ropes is a rickety wood-and-iron cage mounted on a system of pulleys. The lake’s phosphorescence just barely illuminates the vast cavern, and you can see what appear to be the partially melted ruins of several buildings protruding from a sparkling wall of volcanic rock along the far wall of the cave. Several of these buildings have small doorways at ground level, but your see no window in the ominous dark facades. The air here is thick, warm and excessively humid.
Carefully moving in the party surprises two winch guards in the back of the winch house. They note there is a lot of high quality rations and water. Some of the party puts on the uniforms and the red sash. They then descend in the “cage” with Barrett running the winch. Connell is able to turn some curious gards away with just a wave of his hand. Then the party waits for the rocketing Barrett to hit the beach and make a great tumble but still take a bit of subdual damage.
The party is hiding on the lake side of this Winch building. The glowing green lake lapping inches from your feet. While on the other side is the façade and entrance to what seems an other worldly city of strange angles and melted stone.
Here are the copies of the Cauldron Broadsides you received this session:
Day 1. The parade begins and all are in attendance. That day the city is one big party with sales, hucksters, plays, storytellers and music around every corner. That night the beginning of the “Drink Down the Flood” Competition begins. Bolgrim crushes his opponent without blinking. Connell on the other hand does not fare as well.
Day 2. By noon,
Day 3. The 12,000 foot running race around Obsidian ave begins. Donner and Connell along with 4 others very quickly break away from the rest of the crowd. It becomes a very heated and tight fight for first place. With a nearly dead heat Connell gets really pissed and pushes himself to the point of hysteria and is the first across the finish line with Donner coming in a very close 3rd. That evening Bolgrim truly goes the distance having 13 shots in about 8 minutes but puts down his opponent.
On this day invitations are sent out for the Demonskar Ball. Connell in invited… on the invitation is a crator with a Demonclaw… that means Connell has the prestigious job of playing Nabthatoron, the demon that was defeated and thus making the area around Cauldron habitable by humans. Churchkey is going on the arm of Annah Taskerhill
Day 4. This day is one of pure joy. The city has 8 stages set up all over the city. Each stage has competitions of juggling, comedy, dance, storytelling, drama, tumbling, music and any other form of performance once can think of.
That evening after 6 drinks Bolgrim looses temporary control over his stomach as it tries to reject the foul liquor being poured down his throat and looses the round.
by James Wyatt
Art by William O'Connor
Set the wayback machine to May of 2004!
Even at that point, we knew 4th Edition was coming, though official work on it wouldn’t start for another year. At the time, the design team used to meet regularly in what we jokingly called the “Design Cabal.” And one day, in May ’04, we started kicking around the question of how many slices of pie a D&D character should consist of, and how big each piece should be.
In 3rd Edition, class and magic items were two big pieces of the PC pie. Race was important at 1st level, but by the time you hit 20th, there was rarely much to distinguish a dwarf fighter from a half-orc fighter. The difference between a +2 here and a +2 over there was drowned out by the huge bonuses from magic items and character level—it didn’t matter any more.
We wanted race to matter all the way up through a character’s career. We wanted there to be some difference between two characters of different races, all other things being equal. We had tried out mechanics like the racial paragons in Unearthed Arcana and the racial substitution levels in the Races of . . . series of books, and we liked the results.
In May of 2004, we started kicking around ideas like “the 20-level race.” In a 20-level race, at each level you gained, you’d get not only new class features, but also new racial qualities. Your race might predetermine which ability scores you increased at some levels, so a dwarf’s Constitution would always have an edge over characters of other races. It would grant you new special abilities as you advanced in level, always appropriate to your level, of course.
One key advantage we saw to this system was that it made it much easier to find room for new races without resorting to the kludgy and awkward mechanic of level adjustments. If we spread the tasty magical abilities of drow out through their levels, they could start at 1st level on a par with other character races. Races like the githyanki already anticipated some of that idea by granting new spell-like abilities at higher levels.
Well, over the next few years, things changed, as things are wont to do. We blew the game out to thirty levels, but put your most significant racial choices in the first ten. Above that, other choices started to crowd out room for special abilities coming from your race.
In the final version of 4th Edition, most of your racial traits come into play right out of the gate at 1st level—dwarven resilience, elven evasion, a half-elf’s inspiring presence, and so on. As you go up levels, you can take racial feats to make those abilities even more exciting and gain new capabilities tied to your race. You can also take race-specific powers built into your class, which accomplish a lot of what racial substitution levels used to do: a dwarf fighter with the friend of earth power can do something that other 10th-level fighters just can’t do.
The rules have changed a lot since that first idea of the 20-level race, but they still serve the same purpose: to make sure that your race stays not just relevant but actually important all the way up through thirty levels of adventure.
About the Author
James Wyatt is the Lead Story Designer for D&D and one of the lead designers of D&D 4th Edition. In over seven years at Wizards of the Coast, he has authored or co-authored award-winning adventures and settings including the Eberron Campaign Setting, City of the Spider Queen, and Oriental Adventures. His more recent works include Expedition to Castle Ravenloft, Cormyr: The Tearing of the Weave, and The Forge of War. His second Eberron novel, Storm Dragon, releases this month.
by Rob Heinsoo
Art by William O'Connor
Here’s a highly probable conversation lifted from the future, one year from today, as two players who’ve just met at a convention discuss their PC choices for their upcoming D&D game.
“I’m playing a 3rd-level human fighter named Graelar.”
“Cool. Is he weapon and shield or two-hander?”
“He’s sword and board, man.”
“Longsword?”
“Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so I’m using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.”
“My elf fighter uses a spear. I like the speed and the option to go past AC. But you’ve got the fighter covered. I’ll play a halfling rogue.”
The names and destinations of the powers mentioned above might have changed by the time the game is in your hands. What won’t change is that fighters care about which weapons they use much more than other characters. Other character classes have specific weapons and weapon types that they tend to rely on while still maintaining access to a larger chunk of the weapon chart. The fighter is the only current 4th Edition class with capabilities that depend on the weapon they have chosen to train the most with. Even at 1st level, a fighter who uses an axe has a different power selection than a fighter who relies on a flail or a rapier or a pick. In the long run, fighters can diversify and master powers related to a few different weapons, but most will opt to focus on the weapon that suits their personal style, helps their interactions with the rest of the PCs in the group, and carries all the magical oomph they’ve managed to acquire.
Many fighters will opt for swords. Swords have the most flexible assortment of powers. In a fighter’s hands, the longsword is the queen of the battlefield and the greatsword is the queen’s executioner. But each of the other significant melee weapons offers the fighter unique advantages and opportunities. For the first time, you’ll be able to say “I’m an axe fighter” or “I’m a flail fighter” and that will mean something cool.
About the Author
Rob Heinsoo was born in the Year of the Dragon. He started playing D&D in 1974 with the original brown box. More recently, he designed Three-Dragon Ante, Inn-Fighting, and a couple incarnations of the D&D Miniatures skirmish system. He’s the lead designer of 4th Edition and captains the D&D mechanical design team.