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This weekend while at a car boot sale I managed to pick up an entire box of TSR product for £5. This sort of find is incredibly rare, and I am glad I did as I think I just found a small treasure trove of near mint condition books. Among the box was a couple of books I’ve been flicking through for ideas in an upcoming campaign, the AD&D Monster Manual and the AD&D Monster Manual II. And I have decided to convert a creature from one of these books to 4e for you all.

And so I introduce. The Cat Lord, as a Heroic Tier Monster.

Cat Lord

The Cat Lord, or Master Cat as he is often known, is the rule of all forms of felines from domestic cats through the giant lynx to the largest of smilodons. Often thought of as a minor deity of sorts a great amount of superstition and often hate follows this creature. Seen by many of the less open minded people of the world as a malicious evil thing where ever the Cat Lord should go he is often feared and looked down upon, knowing that only those who truly under stand felines will know his true purpose. To do what is right for felines every where and occupy himself with cat-things alone.

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To learn of the history of Proxia and how it came to be created you must firstlearn about a once great adventurer who went by the name of John Highren. In his prime John was a great adventurer known across the lands for his great skill in swordplay and the band of adventurers that followed in his every foot step. He fought through many dungeons, faced many evil do-ers and collected both wealth and fame.

Born in the little town of Lakeroe John Highren was everything a human is made to be, hard working and strong willed as a young boy John worked the fields and helped his family make a living, but the farm boys life was not really for him. Like a great many human adventurers he to had his head in the clouds thinking of the creatures that inhabited the world and the justice he would bring to those that they attacked. It was not long before people became fed up with the young man and he was sent off to find his bearing in the world.

It was during his early years he became established as a great swordsman joining the military he was trained in the arts of martial combat but he never saw battle. Quick with a blade it was only until he received a injury in training that he left the military to continue his travels of the world realising that he had wandered from his path, he knew that there where other things he should be doing instead of training in a barracks read to be mobilised for war for the rest of his life. And so John left for the north, never return till fourty years later.

During his travels in the north often tales of John Highren Swordsman of the Lakeroe and hero of the north drifted on the winds back to his home town. Tales of John’s adventures into The Sorcerers Crypt, The Hags Hole and The Temple of Falling Moon among many other world known dangerous locations where talked about all over the five nations for many years until finnally for some unexplained reason, John returned home.

Spending a sizable amount of riches on building a large manor , John Highren retired,to protect his childhood home for the rest of his years. 

So, with a train to catch in roughly 10 hours and a hell load of packing and prepping to do before I go away from the weekend, I’m goanna have to post what I wanted to post today, next Friday. But before I return to my treasure chest of a suitcase  I thought I’d say thank you to everyone who has been reading my blog. In the first few days of being on word press I have had over 50 views.

But I’d also like some comments ;)

Even if you don;t like my stuff, its motivation passed the fact of knowing people are seeing my blog but also that they care enough to say I suck/am awesome.

 

See you all on Monday (Whoever you are…)

Libartad Revel A.KA One Man Horde

DISCLAINMER: The following contains a minor spoiler for keep on the shadow fell. As-well as a future 1st level adventure I may be running for my group. You have been warned.

The First Encounter of an Adventure can be very important one, in can introduce a new threat to your groups player characters or reveal a new and interesting problem with the area in which they are travelling. One way in which this can be done is Ambushes. So far I have ran only one adventure by WotC for 4th Edition and that was Keep on the Shadowfell.

The First Encounter of said adventure was indeed an Ambush by Kobolds. I actually liked this whole idea of using an ambush to allow the players to realise a threat that plagues the area around Winter Haven and wished to replicate this in future games and adventures.

Ambushes are in fact a very effective way of introducing character to a new adventure in this way though of course you should use more then just ambushes to represent new threats, but allot can still be done with it.

For Example, recently I have been playing around with the following adventure hook that I expanded on as it formed more clearly in my head.

Until a few weeks ago, Highren Manor was home to ex-adventure John Highren who moved into the area of Lake Point after a long arduous career of slaying monsters, embarking on quests that required great heroics and exploring some of the darkest places in the world.

It was at Lake Point, he built his manor swearing to protect it for the rest of his days, tired of the constant travelling and wishing just to settle down in a remote location. Not long after he married, and had a son who would be Lord of the local Lands in the future.

In the time that John Highren had lived at Lake Point a great many myths and rumours arose regarding the building of his Manor and his true purpose in the village. It was said that deep under the manor a series of tunnels and rooms lay where the retired adventurer had hidden a great deal of his treasure and dangerous powerful items he had acquired during his travels. Men and women would spend hours on end speculating over the treasures and hidden knowledge that lay within. Yet no one ever found out.

John Highren was liked by everyone in the village a polite, honourable man he was both respected and loved. His death, murder even brought a great shock to the people of the small fishing village and it sent his son into a great spiral of depression.

Wishing to discover who killed his father and why, the young Lord sent out an invitation to a group of adventurers he had been hearing a lot about, tales of there endeavours constantly reaching him like whispers in the wind he knew they where the right ones for the job, that they could bring his father murderers to justice.

As this adventure (or super adventure if I may) would be designed for relatively new players (to D&D and role-playing in general) I was going to have the game start in a well known rest stop for travellers called the Rounded Wench, known for its comfortable  rooms and… services.

Little does the party know they are being tracked by a group of bounty hunters who have been told to make sure the adventurers don’t get to Lakepoint. In effect the bounty hunters represent the threat that murdered the Lords father without even showing themselves yet. As the players investigate more and more into the manor and John Highren’s life, death hand retirement they will constantly be encountering agents of said threat trying to stop them uncovering the secret.

That is why I wanted the initial impression of this hidden threat to not only make the players think wow, we are that important but also be slightly scared that someone is out to get them.

This is why my first encounter is indeed an ambush which can occur in two different ways. One is the party may be deceived into the services of one the bounty hunters who under the disguise as a wench at the inn cries for help saying that her Son has been dragged of into the wilderness by a group of rough looking stranger the other being an ambush as they leave the inn and travel along the road.

This gives me the opportunity to not only introduce some light role-playing to new player but also show using skills (to track down the wenches son, and to try and calm her down so they can find out exactly what happened) and also how certain actions can make this better and worse and that not every one in the world is trustworthy.

Should the players decide to help the wench they will find themselves in a Harder encounter then should they ignore her and decide to head off towards Lake Point.

This is something all DMs should do. Lay an outline of ideas with lots of ways it could go prepping encounter to be adjustable in difficulty based on the situation they occur. And always start the first encounter of an Adventure with a bang.

 

Those of us who are unlucky will be receiving there Arcane Power books soon after if not on April 21st. Until then I am contempt with staring at the Excerpts provided by WotC which I find… lacking.

I also will be unable to enjoy using said book at the table, unless I get my printer working and get some Power Card printed off the compendium before the next game I play in, which should be in a week or to thank to the whole PDF Piracy thing. For those of you who have yet to check the Excerpts out, You can find them in the links at the end of the post… Now onto what I really want to talk about.

The Level 0 Magic Item, or Trinket

 

Thanks go to mycroftb who came up with this idea here on the WotC Boards (Click for original Thread). I hope you don’t mind me posting some ideas on my blog.

In 4th Edition Magic Items that provide daily powers can only be used a certain number of times a day based on the tier in which you are playing. But in Heroic Tier this doesn’t matter so much if your starting right at the beginning with Level 1, as you wont have any magic items to spend your daily magic item use. Until now.

What if at level one for say 50gp a player could purchase a “Level 0” Magic Item, that provided a daily power that made things just a little easier, not anything particularly note worthy but useful enough to want to carry around for those first few steps into a dangerous life of dungeon delving and monster slaying.

Listed below are a few such items that a player may like or a DM might want to give as low level quest rewards.

Old Encyclopaedia

Said to contain information on every subject… not always accurate…

Cost: 50gp
Power (Daily): Until the end of your next turn the next Arcana, History or Religion check you make receives +2 Power Bonus.

Four Leaf Clover

Said to be lucky…

Cost: 50gp
Power (Daily): Until the end of your next turn you receive a +2 power bonus when a skill check that uses a particular skill, determined at creation.

The Climatic Compass

Useful only at certain temperatures…

Cost: 50gp
Power (Daily): Re-Roll Survival Check to keep yourself from getting lost in a particular climate determined at creation.

Adventures

In the next two to three months I will be forming a new RPG group from two previous group I have DMed. I will be running a 1st level adventure. Now I have a DDI Subscription but I’m also up to buying adventures 3rd party or wizard created. So if anyone has any suggestion please post in the comment with a link and brief description.

That’s it for today’s post.

Links

Excerpt: Summon Magic
Excerpt: Cosmic Magic
Excerpt: Feats
Excerpt: Grave Caller
Excerpt: Archlich

There something I’ve realised over the course of my time on the interweb. Blogging and hobbies seem to always fall onto the same plate. I don’t know what it is but among some of us something clicks in our little fragile minds and we think “People will actually care about what I say about blank…” Blank being the subject, hobby or random thought that we are currently processing in the cycle of our braincells dying our hair falling out and skin getting wrinklier.

One such subject that crops up alot is Roleplaying Games. And so I have descided to join the cliche… not because I think peopel will actually care about what I think or say. but because I care about it and think it should be written down for all other people who want to listen to some guy ramble on about rolepalying and the ideas his brain sometimes chucks out spontaneously in the form of a gibbering beast.

In particular I will be talking about and sharing my ideas about Dungeons & Dragons, or more specifically Dungeons & Dragons 4th Edition. The love child of WotC born from the unholy joining of the fantasy genre and cake. Because cake is good and fantasy is… well fantasy.

When the game came out last year it seemed to cut the entire D&D community in half like a dwarf fighter chopping a Gelatanious Cube in half with his great axe. On side we have the h4ters/grognards and the other the supportes who I have yet to discover a good name for. I am one of those people who supports the game but wishes he could slap whoever is the puppet master of WotC away from his puppet strings and beat him to death with a book for some of the stupid (well in my opinion…) descision they’ve made. But I’m sure if you frequent any message boards to do with D&D or roleplaying you already know of these things so lets no waste word count on them.

A Gibbering Beast....

When 4e came my Roleplaying Group where cautious at first but found are selves loving the fun and simplicity of the system, sure 3.5 had given us some great times that we had all enjoyed but… 4e felt better more natural like organic eggs taste better then battery.

I geuss what I’m trying to say is if your at this blog to flame in the comments area. Do us a favor, pick up your keyboard hit yourself in the head with it very hard and don’t make the people who actually want to discuss fluff and mechanics of a nice but not flawless system.

Thanks for Reading,

Comments below are appreciated.

P dot S

A clever little tool called Master Plan or Campaign Planner has been release by Devereaux on the WotC Boards, It’s a solid app and has spared me time and let me see my overall campaign plan better so why not download it and have a go!

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