Archive for the 'Development' Category
The Redwall Chronicles

dragon-green1Having just defeated the evil warlock Orpheus, Prestige Worldwide sets out to do what they do best – search for loot. In addition to a pouch containing 40 gold worth of Residuum (ritual component dust) and several skeletal finger bones, orpheus is wearing a few magical garments:

Belt of False Life:
Item Slot: Waist
Property: You gain a +1 item bonus to your healing surge value.

+1 Cloak of the Walking Wounded:
Item Slot: Neck
Enhancement: +1 to Fortitude, Reflex, and Will defenses.
Property: If you use your second wind while injured, you can expend two healing surges instead of one (gaining hit points from both).

The potion counter was jostled quite badly during the battle, and as a result many of the bottles have broken. Fortunately, the male fire bug remains alive and safely inside his container. A careful search through the shattered glass reveals four healing potions also survived intact.

Down in the basement is Orpheus’s laboratory as well as living quarters for him and his two former assistants. Orpheus’s laboratory has a small dis-organized desk an operating table with the dissected remains of some poor miner. Sorting through the mess on his desk reveals four ritual books: Endure Elements, Secret Page, Knock, and Eye of Alarm. Resting atop a tray of rusty operating tools are a pair of sinister looking leather gloves:

Blood-letting Gloves:
Item Slot: Hands
Power (Daily): Free Action. Use this power when you hit with a light blade melee attack and have combat advantage against the target. That attack deals an extra ongoing 5 damage (save ends). If the attack already deals ongoing damage of any type, this item’s power has no effect.

The shared living quarters contains the personal property of the three mages. There is little of interest in their dressers, aside from 545 gold and 160 gold worth of Residuum. One of the apprentices also had a rather interesting item stashed between his mattress and bed frame:

+1 Necroburst Longbow:
Enhancement: +1 to attack and damage rolls.
Critical: +1d6 necrotic damage.
Power (Daily ): Free Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target, attacking all creatures in the burst. Make the attacks against the opponents’ Reflex defense instead of their AC. Instead of normal damage, each target hit takes ongoing 5 necrotic damage (save ends).

Your next quest is to seek out the lair of a local young green dragon, and return to Julius with the dragon’s claws so that he may finish purifiying the orb of unrest. The town does not have much gold left. Julius has promised you 200 gold, and as much time as you’d like studying the various ritual and other books in his library.

The Green Dragon, called Muro, lairs in the forest to the west of Redwall. He is vain, as most dragons are, and demands tribute from a local band of hobgoblins. It is likely that he has amassed a fairly impressive hoard.

The Mercenary Squad

As you can see in the four posts below, I have the character sheets for the adventure finalized. If you want to check them out in their original word .docs they’re all zipped up right here. The actual physical character sheets are the most readable in my opinion. Each is two pages: the first page has the character’s stats and portraits, and the second page has the each of the character’s three at-will powers. The rest of the powers are printed out on color coded index cards for ease of use at the table.

A massive wall of stats and powers may be comprehensive, but it tends to lack readability. So let me briefly explain the four characters:

The Paladin:

This guy is the team’s best tank in that he has the highest armor class and most hit points. But he is also the team’s spell caster. Both of his big flashy daily spells are ranged spells that bring the pain while he brings the justice. Finally, he is the team’s secondary healer.

The Fighter:

A very different kind of defender than the paladin, this fighter is all about versatility and area containment. He excels at charging into a hostile area and locking down groups of clustered opponents. Depending on the situation he will find himself switching between equipping his shield or wielding his sword with both hands.

The Captain:

Although he is the group’s primary healer, he also excels at positioning his comrades around the battlefield to enable flanking bonuses and sneak attacks. With such a melee heavy team, he’s going to get alot of use out of his movement abilities. Also, he’s the leader of the group. He gets to decide where they go, how to allocate funds, and is diplomatic enough to negotiate hostage situations.

The Rogue:

Stab stab stab. The rogue finds ways to distract his enemies or put them off-balance, and then he stabs them. With such a melee-heavy group, and so many tricks up his sleeve, the rogue should be able to find a way to work that massive damage bonus from sneak attack just about every turn. He’s also good for picking locks and disabling traps.