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Author Topic: * SoW Game World Info/Rules *  (Read 3848 times)
Web.Metz
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« on: June 25, 2010, 01:25:02 PM »

Players:

Setting Info:
Setting Player's Guide (may change as we go through campaign. Edits will be shown below)


Useful Links:
Feel free to post questions in this topic.


Copyright
Content in this topic, unless marked otherwise, is copyright of Wizards of the Coast and is being used under the OGL.
« Last Edit: May 08, 2011, 09:49:58 PM by WebMetz » Logged

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Web.Metz
The (Harryhausen) Kraken
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« Reply #1 on: June 25, 2010, 01:28:10 PM »

{Note: This is not copyrighted info.}

Rules of the Campaign
-Rolliing-
  • A natural 20, on any roll, is always a good thing. Special things will happen when you roll a natural 20.
  • You can roll your own physical dice, some circumstances may rule the need to use http://invisiblecastle.com
  • When rolling and declaring attacks, be sure to declare what defenses the attack targets.
  • If you know you beat the defense of a foe, roll damage.
  • For attacks that hit multiple foes, roll an attack versus each foe.



-Combat/Encounters-
  • When a person first hits a defense of a foe, the DM will reveal the actual value of the defense.
  • A Natural 20 always crits and a natural 1 always misses.
  • Knowledge Checks are minor actions.
  • Turn order is determined by initiative rolled at beginning of combat.
  • If the DM is aware of a attack provoked by one of his units, he will ask for reactions.
  • Damage will be kept track of in Iplay4e.
  • When reducing a foe to 0 or lower hit points, you can choose not to kill it.
  • When your turn comes up, state your current hp, temp hp, and number of healing surges left.
  • When Aiding an Ally, be sure to declare who you are Aiding. Asking for aid should be roll played. All allies who wish to aid, should roll their aid rolls before the ally being aided.
  • Area Attacks - Multiple Attack Rolls but One Damage Roll. Provoke Opportunity Attacks.
  • Close Attacks - Multiple Attack Rolls but One Damage Roll:. Does not Provoke Opportunity Attacks.
  • Bull Rush - A Bull Rush is a Strength vs Fortitude attack that, when successful, pushes the target 1 square and shifts you into its space.
  • Charge - Standard Action. The attacker moves its speed towards the target. Each square of movement must bring the attacker closer to the target, and the attacker must end the move at least 2 squares away from its starting position. The attacker either makes a melee basic attack or bull rush. The attacker gains a +1 bonus to the attack roll. The creature can’t take any further actions during this turn, except free actions. A move action can be taken before a charge action
     
  • Coup de Grace - An attack that targets a helpless enemy adjacent to you. If it hits, it is treated as an automatic critical hit. If your damage is greater than its bloodied value, it is an instant kill.
  • When you are subjected to a condition that a save can end, be sure to roll a save against it at the end of your turn. A 10 or higher ends the condition.
     
  • Determining Cover: To determine if a target has cover, choose a corner of a square you occupy (or a corner of your attack’s origin square) and trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle or an enemy, the target has cover. (A line isn’t blocked if it runs along the edge of an obstacle’s or an enemy’s square.) If three or four of those lines are blocked but you have line of effect, the target has superior cover.
  • Delaying a Turn - When you are delaying your entire turn, state where you are stepping back into the initiative order. At the moment you delay, you do trigger the beginning and end of your turn.  This means any effect that ends at the start or end of your turn ends when you delay. You cannot sustain powers when you delay. When you return to the initiative order and act, you then can save against ongoing effects.
  • Readying an Action - Standard Action. Choose your action and what will trigger it. You can ready a standard action, a move action, or a minor action. Whichever action you choose, the act of readying it is a standard action. once the event triggers, you are placed in initiative immediately before the event.
  • Crawling - When prone you can move half your speed, but you cannot shift.



-Combat Advantage=
Combat Advantage grants the attacker +2 Bonus to Attack Rolls.
You gain combat advantage when the defender is:
  • Balancing
  • Blinded
  • Climbing
  • Dazed
  • Flanked by the attacker
  • Helpless
  • Prone (melee attacks only)
  • Restrained
  • Running
  • Squeezing
  • Stunned
  • Surprised
  • Unable to see the attacker
  • Unconscious


-General-
  • All character speech should be "Quoted green text with italics." This is easily done with: [green]" "[/green]
     
  • All OOC comments should be {Blue text in curly brackets.} This is easily done with: [blue]{ }[/blue]
     
  • Keep track of your own inventory. Often you will be given items that do not appear in CharacterBuilder or IPlay4e. Keep track of what you have.
  • The DM will keep track of all experience.
  • Temporary hit points should be recorded separate from regular hit points. If you already have temporary hit points, they do not stack, instead the higher number applies. Temporary hit points disappear at a rest.
--Inactivity--
  • If you will be inactive for days, please inform the DM.
  • Once your turn comes up, you have 48 hours to make your turn. This deadline can be extended if you communicate with the DM before or during the 48 hours. If you miss the deadline, your action will be made by you or your turn will be skipped.
  • If you are unable to make it to a computer, you can have the DM make your turn for you if you communicate instructions to him via text message (cell upon request), private message, or email.

--House Rule--
  • Squeezing: I will allow an ally to squeeze into the same square as a willing ally. Only 2 allies can be in the same square. You cannot end the squeeze as a free action if an ally/enemy is the same square as you.
« Last Edit: December 09, 2010, 11:04:27 PM by WebMetz » Logged

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Web.Metz
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« Reply #2 on: June 25, 2010, 01:39:21 PM »

Map of Brindol
(Hard to create since half the things were not marked at first

{Note: This is not a copyrighted map. This map is a fan creation.}
1. City Gates
2. The Blue Parrot (Tavern)
3. Axenhaft Security
4. Gavriel Arms and Smithy (Shop)
5. Brindol Market Place
6. The Marooned Schooner (Tavern)
7. Alchemy by Adronsius (Shop)
8. Shrine of the Open Door (Temple - Avandra)
9. Brindol Gentlemen's Club (Tavern)
10. Velorian's Playhouse
11. Brindol Academy
12. Antler and Thistle (Tavern)
13. Kaal Manor
14. Teskerwill Manor
15. Staghunter Outfitters (Shop)
16. Great Hall of Valor
17. Cathedral of Pelor (Shrine of the Sun)
18. Brindol Keep
19. Haskinar Mansion
20. Brindol Cemetery
21. Temple of Erathis/Raven Queen
22. The Silk and Spoon (Inn)
23. Moondust Temple (Temple - Sehanine)
24. College of Ioun (Temple - Ioun)
25. Pantashi Inn (Inn)
26. Shrine of Bahamut (Temple - Bahamut)
27. Chatrenn and Sons (Inn)
28. Alpenglow Trading House (Shop)
29. Illya’s Card House (Tavern)
30. Avandrian Hostel (Inn)
31. The Red Door (Inn)
32. Cleftie’s (Tavern)


Drelin's Ferry
« Last Edit: December 09, 2010, 11:05:19 PM by WebMetz » Logged

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Web.Metz
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« Reply #3 on: June 26, 2010, 07:53:24 AM »

Map of the World

Combined Maps

{Note: This is not a copyrighted map. This map is a fan creation.}
« Last Edit: December 09, 2010, 11:05:39 PM by WebMetz » Logged

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Web.Metz
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« Reply #4 on: July 02, 2010, 09:13:48 PM »

Fire Hawk Power Clarifications:
Quote from: Customer Service
1. Is the Fire Hawk itself supposed to act as a sort of virtual combatant, so that even if the target is adjacent to none of your allies, you can take the opportunity action if the target moves without shifting or uses an area or ranged attack?

A. No, the power allows you to use it's secondary attack if the target draws any legit opportunity attacks. So if the GM says you or your ally can take an opportunity attack and that character is legally able to, then you can use that power.


2. Or must the target be adjacent to someone who is willing and able to make an opportunity attack, and you get to do your secondary attack in addition to the opportunity attack your ally might choose to make?

A. Yes, but they just need to able to make an opportunity attack (They haven't used theirs this turn on that target already), not actually make the opportunity attack.


3. If the latter is the correct reading, what about summoned creatures that don't get opportunity actions? Can the Fire Hawk secondary be triggered if someone makes a ranged attack while standing next to one of them?

A. No, since they have no option to make an opportunity attack

« Last Edit: July 02, 2010, 09:29:17 PM by Webmetz » Logged

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Web.Metz
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« Reply #5 on: July 03, 2010, 03:00:28 PM »

--Inactivity--
  • If you will be inactive for days, please inform the DM.
  • Once your turn comes up, you have 48 hours to make your turn. This deadline can be extended if you communicate with the DM before or during the 48 hours. If you miss the deadline, your action will be made by you or your turn will be skipped.
  • If you are unable to make it to a computer, you can have the DM make your turn for you if you communicate instructions to him via text message (cell upon request), private message, or email.


« Last Edit: July 03, 2010, 03:35:01 PM by Webmetz » Logged

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Web.Metz
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« Reply #6 on: July 05, 2010, 01:54:00 PM »

--House Rule--
Squeezing: I will allow an ally to squeeze into the same square as a willing ally. Only 2 allies can be in the same square. You cannot end the squeeze as a free action if an ally is the same square as you.
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Web.Metz
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« Reply #7 on: July 07, 2010, 03:20:30 PM »

Battle/Encounter/Skill Challenge/Rests Reminder:

During encounters, and rests, make sure to post your characters current state at the top of the post.

Use this format

Name
Surges: Current Surges/Max Surges
Hp: Current Hp/Max HP
+Any Temp HP
Any additional effects

I will use the same for any monster. With the difference is that the max hp will be hidden if the creature is not a minion.
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Web.Metz
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« Reply #8 on: August 04, 2010, 10:31:16 AM »

Guard Ranks (Standard in most human towns):
  • Browns and copper: recruits/'greens'
  • Crimson and Copper: Officer
  • Blue and Silver: Detective
  • Green and Silver: Captain
  • Violet and Gold: Commander
  • Black and Gold: Sheriff/Chief
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Web.Metz
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« Reply #9 on: August 08, 2010, 09:43:20 AM »

I bolded some places that may likely be important to the story.
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Web.Metz
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« Reply #10 on: August 08, 2010, 09:50:31 AM »

The street of the Antler and Thistle:
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Web.Metz
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« Reply #11 on: August 11, 2010, 05:25:57 PM »

Some various facts about Brindol

Population: 6,700; another 1,000 live within a five-mile radius of the town itself. The people of Brindol are mostly humans, half-elves, and dwarves.
The town’s population increases by several hundred whenever the halfling clans come into town.
Government: A town has a council, the majority are are hereditary landlords and the rest are guildmasters from the city’s important trade guilds. Lord Warden Harrik Orenna is the public face of the council and commander of the city militia.
Defense: The city has 200 soldiers under arms at all times, with about one-quarter on duty at any given time. In times of crisis, the Lord Warden has access to another 200 well-equipped but poorly trained soldiers by calling up the militia.
The sherriff, Armon Survolt, commands the soldiers of the town in times of peace.
« Last Edit: December 09, 2010, 11:06:51 PM by WebMetz » Logged

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Web.Metz
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« Reply #12 on: August 13, 2010, 11:29:55 AM »

Rule Clarification
Charging: According to the rules, you can make a move action, moving your speed, followed by a Charge action.
Essentially you can move double your speed and melee basic attack with +1.

The reason behind this is that the Charge action is a Standard action in and of itself and its effects is to move your speed, attack with a melee action basic attack with a +1 to attack rolls, then end your turn.
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Web.Metz
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« Reply #13 on: August 13, 2010, 07:04:08 PM »

Red Hand Banner:

{Note: This is not a copyrighted image, it is a widespread fan interpretation of what the banner looks like}
« Last Edit: December 09, 2010, 11:08:12 PM by WebMetz » Logged

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Web.Metz
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« Reply #14 on: August 18, 2010, 04:15:30 PM »

What Defines an Ally
  • You can choose who you consider to be an ally.
  • As a rule, unless you are betraying your fellow PCs, they are always allies.
  • Creatures created with powers or items with the Summoning keyword, are also naturally allies.
  • In most cases, friendly combatants should be considered allies.
  • Any power that targets an ally requires a willing target


An example, at the beginning of the bar combat, Bal'tier could have considered everyone in the bar to be a possible ally, so him yelling out his Hasty Alert was willingly accepted by all the patrons to shake them out of their haze.
Now when Ronin is right next to the patron, he can choose to not count it as an ally, but instead what I term, a bystander. So he can apply his Prime Shot with the attack against the Hobgoblin or Goblin if he happens to be the closest 'ally' to the target.
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