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#1
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Children of Winter is a two module series set in the Great Dale region of the Unapproachable East of Faerun. The story begins in 1372 in the stronghold of Eastwatch, a fortified trading city on the Great Road just days east of Uthmere. The story begins six months after the Rotting Man and the Priests of Talona and their army of blight-spawn creatures defeated the Nentyarch at Dun Tharos and drove the druids from the Rawlinswood all together. The series is for 1st level PCs and is being written specifically for the Ranger class and it's different variations. Two other party members are included and their presence will be mandatory for the progression of the story.
All lore for the story comes from the FR Unapproachable East sourcebook: http://www.rpgnow.com/product_info.p..._id=28722&it=1 Check out the project blog: http://www.forgottenrealmsweave.org/....php?blogId=10 Story suggestions, comments of things you would like to see in a class specific mod are most welcome. Most of the story is still fluid enough to add ideas to. |
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#2
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Have you thought about the level progression pace? I think the best pace is the slow/normal pace. If you level up to fast like in the majority of mods, you canīt taste interesting combats in each level. Itīs only my thoughts.
Are you going to use the overland map? |
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#3
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I will make use of it in the second mod, Birthright. In the first, Crucible, I'm too far along, plus the requirements of the story will not permit the PC to travel autonomously. Most transitions will be called out in conversatons. The kind of module it is will keep a fairly tight reign on the PC. This is needed to make sure the PC has the opportunity to set things in motion that will affect the outcome of the second mod.
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#4
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I like the way you won't be using the traditional low-level monsters/creatures just in order to allow for the standard low-level leveling up experience. Being faithful to the lore is good, too, but it does seem quite indepently reasonable/fun, too, to have the low-level character sometimes travel the not-so-low-level environments.
I'm really digging what I've read in the blog thus far.
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#5
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That pretty much sums it up. If and when you'd like this project to get it's own sub-forum, just let me know and I'll provide the appropriate placement of same in where it belongs. For example, if you are going to consider yourself and FRW compliant module, then I would add you into the FRW section with your Sub-Forum named by the module name.
Let me know when. I look forward to seeing what you do with this. Sounds really cool. best regards, dunniteowl
__________________
Simple does not mean easy. Easy does not mean without value. Value is not always measured with money. Money isn't class. Class is not superiority. Superiority is not being better than something or somebody. We are all somebody. |
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#6
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Quote:
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#7
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No, you misunderstand. This is the place for it until you choose to have it be it's own sub-forum. The reason we allow this is so that, if you deem it wise and necessary, you can have a sub-forum, either under Modules in the Making! or the FRW so that you can setup separate threads for specific module issues within the sub-forum.
It's a Service offered, not an indication of a faux pas on your part, capice? So, like I said, if you wish it, it can be arranged. Just let me know. best regards, dunniteowl
__________________
Simple does not mean easy. Easy does not mean without value. Value is not always measured with money. Money isn't class. Class is not superiority. Superiority is not being better than something or somebody. We are all somebody. |
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#8
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Quote:
@Lariam, one of the things that attracted me to the Ranger class is that it is very skill centered. Because of the absence of low level encounters there will be times when the PC will encounter creatures than can easily ovewhelm them. That is when skills like Survival, Sneak, Diplomacy or just Intelligence/Wisdom levels will provide alternatives to fighting or creative ways to kill opponents. I'll offer even greater XP for creative thinking than succesful combat. Of course, as the story draws to a climax combat will be unaviodable. But I don't want it to ever be meaningless, just random encounters to fill otherwise empty space. When the PC is fighting I want it to be against a determined enemy, I want it to be personal. |
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#9
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But really, that happens way too rarely - dealing with powerful enemies by means other than using sword and offensive spells, that is. Being able to kill them with such means (in contrast to avoiding them or talking oneself out of the troubles) is even more rare, I guess. Sounds really neat.
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#10
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Let me float this idea out and see what everyone thinks. Rather than make equiment available for sale or just giving the PC a basic weapon, trap, and armor set I had an idea to create a real smithy/tanner shop where the PC would make their own equipment. I'd set up an area in the basement of Eastwatch Keep where there is a blacksmith workbench and all the crafting materials and forms to make any weapon, trap, or armor they could want. Non magical only of course (see my blog for how I'll be dealing with magical weapons). To make it easy I've set up a trigger with script to add a +10 bonus to all crafting checks in that area so there won't be any difficulties.
Any thoughts on that? I've already made a test area and walked in with a level 1 pc and can craft most anything. Good idea? Pan in in the rear? Let me know what you think. |
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