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			<title><![CDATA[EN World D&D / RPG News - Blogs]]></title>
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			<title>Good Gaming Gazetteer: An Explanation of Parlinia</title>
			<link>http://www.enworld.org/forum/blogs/loonook/1093-good-gaming-gazetteer-explanation-parlinia.html</link>
			<pubDate>Fri, 21 Nov 2008 01:57:41 GMT</pubDate>
			<description>*Good Gaming Gazetteer: The Theories Behind Parlinia 
* 
 
Okay, as those who have been reading have probably figured out, I have a very specific ideology when it comes to development of creatures and their abilities.  As will be explored in the Children of Sucur and some of the details behind the...</description>
			<content:encoded><![CDATA[<div><font face="Arial Black"><b><font color="Teal">Good Gaming Gazetteer: The Theories Behind Parlinia<br />
</font></b></font><br />
<br />
Okay, as those who have been reading have probably figured out, I have a very specific ideology when it comes to development of creatures and their abilities.  As will be explored in the Children of Sucur and some of the details behind the Sucuran warriors and their lesser brethren, there are many ways to introduce creatures into a given setting.<br />
<br />
Parlinia is supposed to be a post-medieval development of mystic traditions.  The idea of magic being purely combative or militarily creative is great, but it goes against the process as seen in most cultures.  Admittedly, many would find weatherworking or birthing to be a boring process, but imagine the effects which can occur when one really applies magic to everyday life.  <br />
<br />
The Children of Sucur, Orphan's Guard, and similar Ostari organizations draw from traditions of abandonment of children combined with the concept of the precocious other.  These children are the best, brightest, or the rest, but through training by the state they develop abilities.  I give credit where credit is due to Card's Ender Series, Soviet and Reich Propagandist, and boarding schools for making me think that this would be a way for a state to go.<br />
<br />
For the most part the Ostari operate as I would figure an empire would; lots of bureaucrats trying to work their way up.  However, I agree wholeheartedly with interpretations of alignment which state that such an empire fits within several paradigms.  While no doubt many who reside in the Order of Service are classically 'evil' in their intentions (seeing Servitors as slaves more than anything else), there are those attempting an even shake for refugees.<br />
<br />
Parlinia serves as the basis for a solid 'starter' city in a highly cosmopolitan campaign; there are hundreds of possible microcultures in the Parlinian system, and there are those who use military Servitors to stockpile their guardposts amongst the Ostari elite.  <br />
<br />
I believe that Parlinia could be used across editions; the mingling of races, groups, and access to Warforged would make it an excellent start to a 4e campaign city, and the Old Empire with its intrigue and problematic terrain would work well for a 'points of light' style campaign.  So please, use these ideas if they'll help your campaign; I'm only glad to help.<br />
<br />
We will discuss the estates of the Old Empire in the next bit, including the useful items and individuals which may be found on an average magocratic estate.  <br />
<br />
Until then,<br />
<br />
Good Gaming,<br />
<br />
Slainte,<br />
<br />
-Loonook.<br />
<br />
PS: Speaking of Points of Light, check out my friend Dysmestis' (or dz in #ENWorld via Otherworlders) comic at <a href="http://pol-comic.livejournal.com/" target="_blank">Points of Light</a>.  It has its moments, and the poor guy is entering into his second (!) year at the wheel.  Give it a shot, read through the archives, and have a good chuckle.</div>

]]></content:encoded>
			<dc:creator>Loonook</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/loonook/1093-good-gaming-gazetteer-explanation-parlinia.html</guid>
		</item>
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			<title>2008/11/20 Tabletop RPG Podcasts</title>
			<link>http://www.enworld.org/forum/blogs/charlesatan/1091-2008-11-20-tabletop-rpg-podcasts.html</link>
			<pubDate>Thu, 20 Nov 2008 00:24:35 GMT</pubDate>
			<description>*Tabletop RPG (Mostly) 
 
General Discussions/Reviews/Everything Else 
* 
 
* Pulp Gamer (http://www.pulpgamer.com/) episodes: Virtual Worlds: Making Imagination Come Alive (http://media.rawvoice.com/pg_genconseminars/pulpstudiomedia.com/shows/PG-GenCon2008_007-virtual.mp3) (Gen Con 2008 Seminar)....</description>
			<content:encoded><![CDATA[<div><b>Tabletop RPG (Mostly)<br />
<br />
General Discussions/Reviews/Everything Else<br />
</b><br />
<br />
* <a href="http://www.pulpgamer.com/" target="_blank">Pulp Gamer</a> episodes: <a href="http://media.rawvoice.com/pg_genconseminars/pulpstudiomedia.com/shows/PG-GenCon2008_007-virtual.mp3" target="_blank">Virtual Worlds: Making Imagination Come Alive</a> (Gen Con 2008 Seminar).<br />
* <a href="http://www.geekradiodaily.com/" target="_blank">Geek Radio Daily</a> episodes: November <a href="http://www.requiemoftheoutcast.com/geekradiodaily/podpress_trac/web/246/0/GRD081113.mp3" target="_blank">13</a>, <a href="http://www.requiemoftheoutcast.com/geekradiodaily/podpress_trac/web/247/0/GRD081114.mp3" target="_blank">14</a>, <a href="http://www.requiemoftheoutcast.com/geekradiodaily/podpress_trac/web/248/0/GRD081118.mp3" target="_blank">18</a>, <a href="http://www.requiemoftheoutcast.com/geekradiodaily/podpress_trac/web/249/0/GRD081119.mp3" target="_blank">19</a>.<br />
* <a href="http://www.bearswarm.com/" target="_blank">Bear Swarm!</a> episodes: <a href="http://www.bearswarm.com/podpress_trac/web/190/0/show-031.mp3" target="_blank">First Timers</a>.<br />
* <a href="http://podgecast.com/" target="_blank">The Podge Cast</a> episodes: <a href="http://podgecast.com/podpress_trac/web/130/0/TPC_018.mp3" target="_blank">Gamers As Writers</a>.<br />
* <a href="http://d20radio.com/content/index.php?option=com_newsfeeds&amp;task=view&amp;feedid=1&amp;Itemid=3" target="_blank">The Order 66 Podcast</a> episodes: <a href="http://feeds.feedburner.com/%7Er/Order66/%7E3/455579058/episode42.mp3" target="_blank">The Answer to the Ultimate Question of Life, The Scum of the Universe and Everything</a>.<br />
* <a href="http://feartheboot.libsyn.com/" target="_blank">Fear the Boot</a> episodes: <a href="http://media.libsyn.com/media/feartheboot/feartheboot_0124.mp3" target="_blank">Marketing RPGs</a>.<br />
* <a href="http://wapcaplets.podbean.com/" target="_blank">Wapcaplets</a> episodes: <a href="http://www.podbean.com/podcast-download?b=41069&amp;f=http://wapcaplets.podbean.com/medias/web/aHR0cDovL21lZGlhMi5wb2RiZWFuLmNvbS80MTA2OS91LzAwMzFfd2l6a2lkc19jZWFzZXNfb3BlcmF0aW9ucy5tcDM/0031_wizkids_ceases_operations.mp3" target="_blank">WizKids Ceases Operations</a>.<br />
* <a href="http://midnightslair.libsyn.com/" target="_blank">Midnight's Lair</a> episodes: <a href="http://media.libsyn.com/media/midnightslair/FTL_17_Nov_2008-_JMaliszewski_On_Old_School_Games.mp3" target="_blank">WalkerP and James Maliszewski on Old School Games</a>.<br />
* <a href="http://podthralls.libsyn.com/" target="_blank">Fell Calls</a> episodes: <a href="http://media.libsyn.com/media/podthralls/Fell_Calls_166_20081117.mp3" target="_blank">Wife Eyes</a>. [span style=&quot;display: block;&quot; id=&quot;formatbar_Buttons&quot;][span class=&quot;&quot; style=&quot;display: block;&quot; id=&quot;formatbar_CreateLink&quot; title=&quot;Link&quot; onmouseover=&quot;ButtonHoverOn(this);&quot; onmouseout=&quot;ButtonHoverOff(this);&quot; onmouseup=&quot;&quot; onmousedown=&quot;CheckFormatting(event);FormatbarButto  n('richeditorframe', this, 8);ButtonMouseDown(this);&quot;][img src=&quot;img/blank.gif&quot; alt=&quot;Link&quot; class=&quot;gl_link&quot; border=&quot;0&quot; /][/span][/span]<br />
* <a href="http://www.agcpodcast.info/" target="_blank">All Games Considered</a> episodes: <a href="http://media.libsyn.com/media/tashkal/20081115AGCExtra026-64k.mp3" target="_blank">Houses of the Blooded</a> (AGC Extra).<br />
* <a href="http://thetome.podbean.com/" target="_blank">The Tome Show</a> episodes: <a href="http://www.podbean.com/podcast-download?b=481&amp;f=http://TheTome.podbean.com/medias/web/aHR0cDovL21lZGlhNi5wb2RiZWFuLmNvbS80ODEvdS84OURyYWdEdW5nLm1wMw/89DragDung.mp3" target="_blank">Dragora's Dungeon</a>, <a href="http://www.podbean.com/podcast-download?b=481&amp;f=http://TheTome.podbean.com/medias/web/aHR0cDovL21lZGlhNi5wb2RiZWFuLmNvbS80ODEvdS85MFBhdGhkZmluZGVyVXBkYXRlMS5tcDM/90PathdfinderUpdate1.mp3" target="_blank">Pathfinder RPG Update</a>.<br />
* <a href="http://narrativecontrol.com/" target="_blank">Narrative Control</a> episodes: <a href="http://media.libsyn.com/media/narrativecontrol/NC_Episode_011.mp3" target="_blank">Episode 11</a>.<br />
* <a href="http://www.dragonslanding.com/dli/" target="_blank">Dragon's Landing Inn</a> episodes: <a href="http://media.libsyn.com/media/dragonslanding/dl-episode-96.mp3" target="_blank">Episode D 96</a>.<br />
* <a href="http://www.wanderingmen.com/" target="_blank">Wandering Men</a> episodes: <a href="http://www.wanderingmen.com/images/stories/ddd_01.mp3" target="_blank">Dead Men Driving Episode 01</a>.<br />
* <a href="http://www.thismoderndeath.com/" target="_blank">This Modern Death</a> episodes: <a href="http://media.libsyn.com/media/thismoderndeath/TMD_28_2008_11_12.mp3" target="_blank">Send In the Ninjas</a>.<br />
* <a href="http://stabbingcontest.libsyn.com/" target="_blank">Stabbing Contest</a> episodes: <a href="http://media.libsyn.com/media/stabbingcontest/stabbingcontestep020.mp3" target="_blank">Old Friends Reunited Over Skype</a>.<br />
* <a href="http://saveagainstfrostbite.libsyn.com/" target="_blank">Save Against Frostbite</a> episodes: <a href="http://media.libsyn.com/media/saveagainstfrostbite/save_against_frostbite_ep15.mp3" target="_blank">Getting Head with Red Bull</a>.<br />
* <a href="http://northmoor.spookyouthouse.com/" target="_blank">Return to Northmoor</a> episodes: <a href="http://northmoor.spookyouthouse.com/podpress_trac/web/47/0/NorthmoorMeta1.mp3" target="_blank">D&amp;D and Story Games: Will they Blend?</a> (Meta).<br />
* <a href="http://lordsoftyr.com/lordsoftyrpodcast" target="_blank">Lords of Tyr</a> episodes: <a href="http://lordsoftyr.com/audio/download/653/Lords+of+Tyr+podcast+20081109.mp3" target="_blank">Episode 13</a>.<br />
* <a href="http://www.iridiazine.net/" target="_blank">The Iridia Zine</a> episodes: <a href="http://www.iridiazine.net/podcast/iridia82.mp3" target="_blank">Iridia 82 Podcast Preview</a>.<br />
* <a href="http://www.canadiancrusaders.com/" target="_blank">The Gamer's Haven</a> episodes: <a href="http://feeds.feedburner.com/%7Er/GamersHaven/%7E5/457604452/gh_ep39.mp3" target="_blank">Loot Bag</a>.<br />
* <a href="http://canonpuncture.blogspot.com/" target="_blank">Canon Puncture</a> episodes: <a href="http://media.libsyn.com/media/canonpuncture/CPS_053_Taking_Loot_H2HaD_and_RC.output.mp3" target="_blank">Taking Back the Loot and Two GenCon 08 Game Reports</a>.<br />
* <a href="http://brilliantgameologists.com/" target="_blank">Brilliant Gameologist</a> episodes: <a href="http://brilliantgameologists.com/podpress_trac/web/61/0/BG-Sode027-System004-Payouts.mp3" target="_blank">Payouts</a> (System).<br />
* <a href="http://animalball.libsyn.com/" target="_blank">Animalcast</a> episodes: <a href="http://media.libsyn.com/media/animalball/Animalcast0066.mp3" target="_blank">Episode 66</a>.<br />
<br />
<br />
<b>Interviews</b><br />
<br />
* <a href="http://theoryfromthecloset.com/" target="_blank">Theory from the Closet</a> episodes: <a href="http://www.theoryfromthecloset.com/shows/tftc_show045.mp3" target="_blank">Interview with Justin D. Jacobson</a>.<br />
* <a href="http://slangdesign.com/rppr/" target="_blank">Role Playing Public Radio</a> episodes: <a href="http://slangdesign.com/rppr/podpress_trac/web/114/0/RPPR_Interview_Ben_Baugh.mp3" target="_blank">RPPR Interview with Benjamin Baugh, creator of Monsters and Other Childish Things</a>.<br />
* <a href="http://www.pulpgamer.com/" target="_blank">Pulp Gamer</a> episodes: <a href="http://media.rawvoice.com/pg_insidetrack/pulpstudiomedia.com/shows/PG-InsideTrack_062.mp3" target="_blank">John Wick</a>.<br />
* <a href="http://natural20podcast.blogspot.com/" target="_blank">Natural 20 Podcast</a> episodes: <a href="http://phasetwocomics.com/emmart/podcast/Natural20Episode13.1.mp3" target="_blank">Interviews and Prep</a>.<br />
<br />
<br />
<b>Actual Play Sessions</b><br />
<br />
* <a href="http://heroiccthulhu.mypodcast.com/" target="_blank">Heroic Cthulhu</a> episodes: Circus (<a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081113_2330-331567.mp3" target="_blank">1</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081113_2341-331575.mp3" target="_blank">2</a>), Loves Lonely Kids (<a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081113_2354-331583.mp3" target="_blank">1</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081114_0007-331588.mp3" target="_blank">2</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081114_0025-331595.mp3" target="_blank">3</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081114_0041-331602.mp3" target="_blank">4</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081114_0051-331604.mp3" target="_blank">5</a>), <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081114_0100-331607.mp3" target="_blank">Post Game Chat</a>, Fire Angel (<a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081115_0856-332199.mp3" target="_blank">1</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081115_0910-332209.mp3" target="_blank">2</a>), SPF1000 (<a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081115_1019-332220.mp3" target="_blank">1</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081115_1029-332239.mp3" target="_blank">2</a>), Prospers Gold (<a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081115_1038-332244.mp3" target="_blank">1</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1007-332888.mp3" target="_blank">2</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1430-333167.mp3" target="_blank">3</a>), Odin (<a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1441-333178.mp3" target="_blank">1</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1451-333191.mp3" target="_blank">2</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1505-333200.mp3" target="_blank">3</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1512-333205.mp3" target="_blank">4</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1520-333212.mp3" target="_blank">5</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1528-333214.mp3" target="_blank">6</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1536-333221.mp3" target="_blank">7</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1549-333235.mp3" target="_blank">8</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1559-333240.mp3" target="_blank">9</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1617-333257.mp3" target="_blank">10</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1628-333277.mp3" target="_blank">11</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1643-333284.mp3" target="_blank">12</a>), Abel Fell Asleep (<a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1721-333345.mp3" target="_blank">1</a>, <a href="http://www.mypodcast.com/fsaudio/heroiccthulhu_20081118_1737-333376.mp3" target="_blank">2</a>).<br />
* <a href="http://www.korerpg.com/" target="_blank">Kore RPG</a> episodes: <a href="http://www.koreglobal.com/podcasts/Kore_RPG_-_Myr_Campaign_0012_-_Victors_A_What.mp3" target="_blank">Victor's A What?</a><br />
* <a href="http://www.canadiancrusaders.com/" target="_blank">The Gamer's Haven</a> episodes: Dungeon Crawl Classics #53 - Sellswords of Punjar (<a href="http://feeds.feedburner.com/%7Er/GamersHavenActualPlay/%7E5/457612015/dccep09.mp3" target="_blank">9</a>), D&amp;D Lost Tales of Ashirim Episode One (<a href="http://feeds.feedburner.com/%7Er/GamersHavenActualPlay/%7E5/457612021/ashirim0101.mp3" target="_blank">1</a>, <a href="http://feeds.feedburner.com/%7Er/GamersHavenActualPlay/%7E5/457612020/ashirim0102.mp3" target="_blank">2</a>, <a href="http://feeds.feedburner.com/%7Er/GamersHavenActualPlay/%7E5/457612017/ashirim0103.mp3" target="_blank">3</a>).<br />
* <a href="http://www.rpgmp3.com/" target="_blank">RPGMP3</a> episodes: Wild Talents (<a href="http://www.rpgmp3.com/files/game_recordings/Tuesday_Nighters/wild_talents_part_01.mp3" target="_blank">1</a>). </div>

]]></content:encoded>
			<dc:creator>charlesatan</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/charlesatan/1091-2008-11-20-tabletop-rpg-podcasts.html</guid>
		</item>
		<item>
			<title><![CDATA[Good Gaming Gazetteer: The Orphan's Guard and the Sucuran]]></title>
			<link>http://www.enworld.org/forum/blogs/loonook/1090-good-gaming-gazetteer-orphans-guard-sucuran.html</link>
			<pubDate>Wed, 19 Nov 2008 21:46:48 GMT</pubDate>
			<description>Good Gaming Gazetteer: The Orphan’s Guard, the Children of Sucur, and the mysteries of the Sucuran. 
 
*Embrace the Grey and Rise towards the Sun* Motto, The Orphan’s Guard. 
 
*Cast Away the Chains of Birth and Battle for the Lord of Dreaming* – Motto, Children of Sucur. 
 
There are many who look...</description>
			<content:encoded><![CDATA[<div><font face="Arial Black"><font size="3"><font color="MediumTurquoise">Good Gaming Gazetteer: The Orphan’s Guard, the Children of Sucur, and the mysteries of the Sucuran.</font></font></font><br />
<br />
<font color="DarkSlateGray"><b>Embrace the Grey and Rise towards the Sun</b></font> Motto, The Orphan’s Guard.<br />
<br />
<font color="Red"><b>Cast Away the Chains of Birth and Battle for the Lord of Dreaming</b></font> – Motto, Children of Sucur.<br />
<br />
There are many who look down on the institution of the Orphan’s Guard as an abomination.  There are some who believe that this organization, made up of the children of refugees cast away by the Parlinian government, is an affront to human decency and must be cleansed from the earth.  Those who march under the banner of the Orphan Son know only of the eternal battle to which they have been pledged, and the great responsibility they harbor as leaders in the battle against the very decay of the Empire.<br />
<br />
The Guard, founded under the name of Tyrus IV the Orphan Son and Pretender to the Throne of the kingdom of Aurelia, was founded as another route to citizenship.  Those refugees unable or unwilling to become Servitors could pay a terrible scutage; two children given over to the Great Orphanage and raised to become soldiers of the Imperial State for every man, woman, or child raised to full citizenship.  These children were to be born in a place known as the Deep Silences, a large necropolis created during the period of the Imperial Seal’s reign over the city, and their mothers immediately removed from the location.   Ostari custom regards the cycle of life as one of resurgence; only recently were the children of the Emperor not born and raised in similar circumstances in the Quiet Tombs of their ancestors until such a day when they could undertake the Test of Passage and be granted the Mark of the Imperial Seal on their chest as a sign of true Imperial birth.<br />
<br />
Children in the Deep Silences are well-fed and cared for; they are given lessons from an early age in warcraft and any specific talents which are witnessed by their instructors are encouraged.  The Guards are given daily indoctrination in the teachings of the Orphan, as seen in the Oath of Service:<br />
<br />
<i>We learn from the dead to remain alive.  We learn from our lessers to be great.  We gain strength from our weakness.  We gain faith in our disbelief.  We seek honor in the taint of our father’s gaze.  We seek hope in the darkest reaches.</i><br />
<br />
Those raised in these deep, dark reaches are paler than most ruddy Ostari, and turn sickly when exposed to normal healing draughts and magic from clerics who channel positive energy.  This strange nature imparts another advantage; most Orphans are trained in the arts of the Grey Ways.<br />
<br />
The Grey Way, a talent found amongst certain Zajahran mystics and the occasional rogue talent, is a discipline which teaches the powers of defense.  Those who begin to ‘walk the Grey’ become talented in focusing their minds and bodies into a denial of the energies of magic.  In effect, a Grey Walker learns a way to disrupt magic protections, effects, and even items around them through a focusing of will.  Though not all Orphans become Grey Walkers, those that do are highly revered by their fellows, and many find themselves amongst the highest guardians of the Emperor or as guardians of members of the Sorcerers Imperial.  Members of the Orphan’s Guard are granted full citizenship along with a small parcel of land after thirty years of service except for in the case of the Children of Sucur.<br />
<br />
Though Grey Walkers are rare, the most rare of all Orphan Guards gain access into the Children of Sucur.  Sucur, a mortal manifestation of the creator’s will, gave name to the order due to the traits which Sucuran guards take on.  Those martial members of the Orphan’s Guard who have shown merit in the service to the Imperial State are granted the gift of Sucur the Preserver’s embrace through the Ritual of Steel.<br />
<br />
An Orphan, uniquely attuned through discipline to the essence of the world beyond human perception, is given a fortnight of feast.  Eight Sucuran are created at a time, each representing one of the pillars of Sucur’s Eight Teachings (Loyalty, Faith, Community, Discipline, Mind, Prowess, Courage, and Charity).  After the young men have been bonded in flesh to a woman who has been assured of bearing their child the Sucuran are gathered in the Teaching Place, where spheres representing the Eight Teachings sit along with eight Sucuran honor-suits.  Sucur’s priests come and willingly sacrifice the eight youths, and their spirits are separated; the ‘impure’ urges and desires are cast away, while the ‘purified’ soul is placed within the honor-suit.  Each Sucuran warrior is assigned to his specific Corps, and there are currently around sixteen hundred Sucuran warriors, separated into the eight Corps around each Teaching.   These groups of Sucuran warriors lead a group of similarly soulbound known as the Alfini Teyri (discussions of the Alfini Teyri will appear in the gazetteer for the former capital of Central Naschia).<br />
<br />
The Bearers of the Teachings (as the women who carry children of the Sucuran are known) are looked after in a beguinage setting.  The children of the Sucuran are strange creatures, and many wonder whether these children are truly human at all.  However, the Imperial Seat takes these true Children of Sucur away from their mothers shortly after their fifth birthdays, and few could guess at the secrets which hide within a small island off the western coast of Ostar known only as Hospice.<br />
<br />
For those reading these: Please comment.  I’m debating going on about Parlinia or going into a discussion of Hospice.  I also hope that these ideas give you a new and interesting way to use some different races in your own games ;).<br />
Good Gaming,<br />
<br />
Slainte,<br />
<br />
-Loonook.</div>

]]></content:encoded>
			<dc:creator>Loonook</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/loonook/1090-good-gaming-gazetteer-orphans-guard-sucuran.html</guid>
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			<title>What became of the Jedi.</title>
			<link>http://www.enworld.org/forum/blogs/blackrat/1089-what-became-jedi.html</link>
			<pubDate>Wed, 19 Nov 2008 14:57:34 GMT</pubDate>
			<description>If you read my last entry you are now on the way to my alternative timeline to Star Wars Universe. Today we see what happened to the Jedi Order. 
 
The Last Council and who they followed: 
Windu 
Kenobi 
Yoda 
Skywalker (Windu) 
Stass Allie (Windu) 
Shaak Ti (Windu) 
Plo Koon (Yoda)</description>
			<content:encoded><![CDATA[<div>If you read my last entry you are now on the way to my alternative timeline to Star Wars Universe. Today we see what happened to the Jedi Order.<br />
<br />
The Last Council and who they followed:<br />
Windu<br />
Kenobi<br />
Yoda<br />
Skywalker (Windu)<br />
Stass Allie (Windu)<br />
Shaak Ti (Windu)<br />
Plo Koon (Yoda)<br />
<br />
A'Sharad Hett (Windu)<br />
Even Piell (Yoda)<br />
Tsui Choi (Kenobi)<br />
Aayla Secura (Kenobi)<br />
Luminara (Kenobi)<br />
<br />
Coleman Kcaj (Missing - Presumed Dead)<br />
Ki-Adi-Mundi (D - Mygeeto, Group of Droidekas)<br />
Agen Kolar (D - Palpatine)<br />
Kit Fisto (D - Palpatine)<br />
Saesee Tiin (D - Palpatine)<br />
<br />
What became of the Jedi Order.<br />
<br />
When Master Windu decided to take control of the Republic he called forth a Council Meeting to discus the situation. Unfortunatily three of the council members had died in the duel with the Sith traitor and two were unavailable. Later it was learned that Master Ki-Adi-Mundi had perished while leading a charge against the droid army on Mygeeto. The fate of Coleman Kcaj remained mystery forever more. In the event of such losses five Jedi Generals were called to attend the meeting as temporary council members. These were Master Even Piell, who had resigned his seat earlier, Masters Tsui Choi and Luminara Unduli, and Knights A'Sharad Hett and Aayla Secura.<br />
<br />
But the meeting didn't go as planned for Windu. Over half the reformed Council defied his leadership of the Republic. They did not understand that it was the only way to save the Republic. Some even dared to accuse him of falling to the Dark Side. It indeed appeared that the most vocal of these accusations arose from envy and fear. The once great Jedi Master had been corrupted even worse than Senate.<br />
<br />
As the Council took sides the arguments became heated, and not long after the two sides had declared eachother heretics and exiled from the Order. Those loyal to Windu took control of the Jedi Temple with the help of the Clone Army that was now under Windu's direct command. The others fled, but to Windu's horror most of the Order followed them. The whole Order had been corrupted by the Dark Side. But now, he had the Pure around him and they could start rebuilding the Order to what it was supposed to be.<br />
<br />
The Outcasts following Yoda and Kenobi found themselves on Alderaan where they started the construction of a new Temple. But as years progressed and it became more and more apparent that the once great Jedi Master Windu and his followers had indeed been lost to the Dark Side, the Outcasts were unable to decide how to act. Yoda and few others deemed it necessary to observe the situation and not haste into action whereas Kenobi demanded that they actively oppose the Dark Jedi. Eventually the two groups separeted in peace and Yoda's followers left to find isolation somewhere.<br />
<br />
Eventually Kenobi's Order joined the CIS, as did many planetary governments who could not accept the new ways of the Republic. And so the war escalated, and with Jedi on both sides it became a new Jedi Civil War.</div>

]]></content:encoded>
			<dc:creator>Blackrat</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/blackrat/1089-what-became-jedi.html</guid>
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		<item>
			<title>After Action Report 04</title>
			<link>http://www.enworld.org/forum/blogs/fba827/1079-after-action-report-04.html</link>
			<pubDate>Wed, 19 Nov 2008 10:21:08 GMT</pubDate>
			<description><![CDATA[So we just had our 4th campaign session. 
 
Because I don't really know where the PCs will head each game, I basically just keep a loose idea of location-triggered encounters and time-triggered encounters. 
 
This session, the PCs ended up walking to an area where I knew there was a fight the day...]]></description>
			<content:encoded><![CDATA[<div>So we just had our 4th campaign session.<br />
<br />
Because I don't really know where the PCs will head each game, I basically just keep a loose idea of location-triggered encounters and time-triggered encounters.<br />
<br />
This session, the PCs ended up walking to an area where I knew there was a fight the day before (in game time).  Following the tracks they found from there, they were led to a goblinoid encampment.  As said in the intro to this report, I didn't have the details prepared, other than knowing some basics (it was to be full of goblinoids, several lower level ones running around outside, and some tough ones inside guarding something who would not leave their post).<br />
<br />
One of the hobgoblins I picked to put inside was so very tough, it could stun!<br />
<blockquote>Stun is a very nasty condition and very out of line with the basic concepts of 4e.</blockquote>I really wasn't expecting that condition to be imposed, but I just rolled it with.  The hobgoblin also had a nasty ability to impose a -2 to all defenses on a target until the end of the encounter (no chance to save ends!).  It became a tense combat but over all - there was actual fear on the face of the some of the players, and, considering the hobgoblins effects were all supposed to be fear based, it went well.<br />
<br />
I hope stun does not show up often.  At least in planned encounters that condition will be used sparingly, if at all - in general I don't like it when players sit around doing nothing, it's even worse when they have to sit around doing nothing and it's there turn.</div>

]]></content:encoded>
			<dc:creator>fba827</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/fba827/1079-after-action-report-04.html</guid>
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			<title>Good Gaming Gazetteer: Parlinia and the Order of Service/Servitors</title>
			<link>http://www.enworld.org/forum/blogs/loonook/1086-good-gaming-gazetteer-parlinia-order-service-servitors.html</link>
			<pubDate>Wed, 19 Nov 2008 04:47:13 GMT</pubDate>
			<description>*Good Gaming Gazetteer: A Brief History of the City of Parlinia, the Order of Service, and the Servitors* 
 
Parlinia, the Asylum City of the Old Empire, sits on a wide plateau atop the Orphan’s Table, a great mesa in the middle of the region known as the Old Empire.  The city’s agriculture is...</description>
			<content:encoded><![CDATA[<div><font color="Teal"><font face="Arial Black"><b>Good Gaming Gazetteer: A Brief History of the City of Parlinia, the Order of Service, and the Servitors</b></font></font><br />
<br />
Parlinia, the Asylum City of the Old Empire, sits on a wide plateau atop the Orphan’s Table, a great mesa in the middle of the region known as the Old Empire.  The city’s agriculture is tended in fields below the mesa known as the Parlis, and the city’s water needs are handled by drawing upon the deep wells placed centuries ago when Parlinia was the seat of the Imperial Seal, the predecessor to the Imperial Library.  These wells support the ‘upper’ region of the city, while the lower region is criss-crossed with irrigation canals which draw from the two Rivers of Kinda (the Lesser and Greater Kinda).  Parlinia’s primary imports are refugees and materials from the southern nations of the continent, while its main exports are magical items, grain, Qishi and other medicines/narcotics, and the services provided by those known as Servitors.<br />
<br />
Parlinian politics are controlled by a localized hegemony created by the Order of Service.  The Order was created due to necessity and through Imperial policy.  During a crisis in the former state of Central Naschia an influx of refugees in the tens of thousands entered into the Old Empire.  Parlinia, then a bustling metropolis focused on the production of armaments, was militarily decommissioned by the Emperor and converted through funds into a ‘collective camp for tramps and others who lack a loyal country’.  The influx of Imperial gems and work groups helped to create the great buildings known as the Dens, dug into the northern side of the mesa, and the Stacks, a series of high-rise buildings (6-8 stories) which concentrated refugees under livable but uncomfortable conditions.  <br />
<br />
After Central Naschia’s fall an Order was granted by the Sorcerers Imperial (a senatorial body In the capital of the Empire) to grant conditional citizenship to any mystics or trained military officers who were currently in Parlinian care, and the right to earn conditional citizenship ‘In a way seen fit by an Organization to be Formed under the Auspices of Service to the Empire’ to any untrained or mundane individuals.  Argen Carlindas, a scout in the Imperial Reserve and current arbiter and master for the Central Naschian refugee camps put into place the system of Servitors and the Order of Service.<br />
<br />
A Servitor is one who signs up to train in a military, agricultural, or other service field somewhere in the Imperial State of Ostar.  Service terms vary depending on the task; 5 years of military service, 10 years of agricultural service, and 15 in any other field will earn citizenship.  Children over the age of 13 may be placed into the agricultural or service corps, but only those who are considered adults by their culture may place themselves into military service.<br />
<br />
Groups of refugees come and go; currently Parlinia has 35,000 inactive refugees, 5,000 ‘citizen refugees’, and 10,000 active Servitors.  These Servitors are mostly focused in Agriculture, and are spread out across the wide expanse of the Parlis repairing irrigation canals, bringing in crops, and fertilizing the lands which they tend.  Parlinian guards demographics are 80% Servitor, and most of those who live in Parlinia have contact with refugees on a daily basis.<br />
<br />
However, those refugees who are without Servitor status do have reduced rights.  Those who refuse the Order of Service are not allowed to own or manage property; these individuals are actively encouraged to return immediately to their given locations as soon as is possible.  Inactive refugees who give birth to children within the confines of Parlinian control are required to give over their children to the service of another organization known as the Orphan’s Guard.  <br />
<br />
The secrets of the Orphan’s Guard, and other Parlinian organizations will be discussed in the next entry.<br />
<br />
Until then…<br />
Good Gaming,<br />
-Loonook.</div>

]]></content:encoded>
			<dc:creator>Loonook</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/loonook/1086-good-gaming-gazetteer-parlinia-order-service-servitors.html</guid>
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			<title>Good Gaming Gazetteer: Basic Facts of Ostar and City of Parlinia (stable pop. 56 000)</title>
			<link>http://www.enworld.org/forum/blogs/loonook/1085-good-gaming-gazetteer-basic-facts-ostar-city-parlinia-stable-pop-56-000.html</link>
			<pubDate>Wed, 19 Nov 2008 01:19:27 GMT</pubDate>
			<description><![CDATA[The following my be assumed of the Imperial States of Ostar: 
 
- The Ostari magocracy's ruling class is made of patrilinearally successive meritocratic posts assigned through the auspices of the ruling house. Many of the provincial lords have large attached families; the Emperor himself is...]]></description>
			<content:encoded><![CDATA[<div>The following my be assumed of the Imperial States of Ostar:<br />
<br />
- The Ostari magocracy's ruling class is made of patrilinearally successive meritocratic posts assigned through the auspices of the ruling house. Many of the provincial lords have large attached families; the Emperor himself is polyamorous, accepting the 'gift of company' from those up-and-coming socialites who want to possibly be the Bearer Imperial to the latest heir.<br />
<br />
- The Ostari magocracy embraces all cultures: from the nomadic horse tribes of the Mescari to the quick brutal magic of the Zajahran, Ostari envoys recruit those who wish to defect from their current holdings. Highly talented mystics may gain land grants or access to Imperial holdings for their service to the Empire, and young talents are granted the right to attend Imperial trainings.<br />
<br />
- The Ostari believe in a form of mystic mercantilism brought about by the state sponsored philosophy known as the Great Wheel. Ostari merchants are taught to seek magic items and mystic talent on their tours, and that there is only a limited amount of talent which can be gained by the state, and that the Emperor will be well-pleased to possess all of the magic talent in the world if possible.<br />
<br />
- The Ostari separate the mystic from the mundane; provinces in the Old Empire, mostly filled with refugees and those who were pensioned in the military do not gain as much Imperial assistance. Though it would be rare to find an outpost without everburning torches or at least one well-outfitted weatherwork, the Empire will not 'waste resources' to protect a Mundane location if a city of mystics is also in danger.<br />
<br />
- The Imperial Forces are well-supplied and outfitted for their use. The Great Battlements, powerful sites of Imperial prestige, are found in great cities. Even the smallest outpost will find some bureaucrat with basic mystic talents there to deal with the Greater Good.<br />
<br />
-------------<br />
<br />
Considering all of this basic information I will be presenting the City of Parlinia. A city which would be considered a bustling metropolis outside of Ostar, it is the fifth largest city of Ostar. A stable population hovering around 56,000 exists in the city proper, but the more interesting aspect of Parlinia is the specific need it serves in the Imperial architecture.<br />
<br />
Parlinia is an asylum city. Any willing to hire on to become part of the Parlinian Order of Service may gain Ostari citizenship, but the costs of the Order can be great. The next post will go in-depth on Parlinia, the Order, and its place in the Ostari hierarchy.<br />
<br />
<br />
<br />
---<br />
<br />
Good Gaming,<br />
<br />
Slainte,<br />
<br />
-Loonook.</div>

]]></content:encoded>
			<dc:creator>Loonook</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/loonook/1085-good-gaming-gazetteer-basic-facts-ostar-city-parlinia-stable-pop-56-000.html</guid>
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			<title>And What To Do With Kobolds</title>
			<link>http://www.enworld.org/forum/blogs/archade/1083-what-do-kobolds.html</link>
			<pubDate>Tue, 18 Nov 2008 22:45:47 GMT</pubDate>
			<description><![CDATA[So, my one player prodded me to include half-orcs in my campaign, and I did so, finding a good social niche for them.  He then went on to prod me on kobolds (since he likes playing them for some reason).  I'm not big on mini-dragon kobolds, but I did find a good place for them to exist ......]]></description>
			<content:encoded><![CDATA[<div>So, my one player prodded me to include half-orcs in my campaign, and I did so, finding a good social niche for them.  He then went on to prod me on kobolds (since he likes playing them for some reason).  I'm not big on mini-dragon kobolds, but I did find a good place for them to exist ... feedback, anyone?<br />
<br />
<b>KOBOLDS</b><br />
The kobolds, whose name in Khoteshali translates to &quot;slave of magic&quot;, are unusual in the world because of their origins; they are not a natural race, but a crafted form of life.  <br />
 <br />
Many centuries ago, the rising civilization of Khotesh had a plague that all but wiped out their slave caste.  With the great need for slaves, the nobles of Khotesh appealed to the Temple of Apollyon for reprieve from the ravages of their dread lord.  Given pressure from the state, the church researched spells to create the kobold, crafting their bodies from the remains of desert lizards and their souls from criminals who are sacrificed to Apollyon.  As the divine magic came from the Horseman of Pestilence, these creatures are pitiful and wretched, often covered with sores and cursed with a short lifespan.  The first of the kobolds were little more than bestial creatures, but over the march of years, they have gained cunning and intelligence, to avoid punishment and curry favor with their human masters.<br />
 <br />
Kobolds cannot breed, and are constructed magically.  They live in underground warrens below the cities of Khotesh, and are left to fend for themselves until the need for a slave arises, at which point they are bound by a ritual to a master, and a bound kobold can be unmade with a single word from their owner.  Kobolds resent their masters, but live in fear of the unmaking.  Kobolds are driven mercilessly to build the great architecture of Khotesh, and hundreds of kobolds work to death or fall from great heights to their doom in the construction of the Black Towers.<br />
 <br />
It is said that in the underground warrens, there is a kobold of a great age, having lived nearly 60 years.  This aged kobold claims to know the secret of freedom and wards against unmaking, and he is revered as a divine servant sent to Khotesh by Apollyon to free the kobolds from their slavery, and his name of Kurtulmak is whispered in warrens everywhere.<br />
 <br />
In the warrens, kobolds live in communal harmony, like a nest of rats.  Unless fed by their masters (who often forget), they live as scavengers, feeding on scraps and corpses and defenseless desert creatures.  As kobolds live a great deal of their lives in the darkness, they find sunlight repellent, and abhor it, but fear the lash of their masters more.<br />
<br />
<b>Kobold Characters</b><br />
 <br />
Kobold player characters are almost always descended from feral kobolds that have escaped their Khoteshi masters. Use the standard Kobold entry in the Monster Manual or Pathfinder Chronicles with the following additions:<br />
 <br />
·        Creatures of Apollyon: Kobolds are naturally resistant to diseases, gaining a +4 racial bonus to Fortitude saves to resist such.<br />
<br />
<b>ANIMATE PLAGUE SERVANT</b><br />
Necromancy (Evil)<br />
Level: Clr 3, Sor/Wiz 5<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Touch<br />
Targets: One corpse touched<br />
Duration: Indefinite (D)<br />
Saving Throw: None<br />
Spell Resistance: No<br />
This spell turns the body of a humanoid corpse formerly of evil alignment into a large egg that will hatch into a fully mature kobold within 1d4 days.<br />
<br />
Note that these kobolds as created are humanoids, but are also indefinite magical effects, and radiate faint necromancy magic, and can be dispelled (a targeted Dispel Magic DC to dispel a kobold is 15 + the kobold’s HD + the kobold’s Cha modifier) or hedged out by appropriate magical wards.  Kobolds are asexual creatures, and cannot reproduce.<br />
<br />
This kobold is not necessarily loyal to you, but at a command word, the spell will end, and the kobold will cease to exist, which is a powerful incentive for cooperation.  <br />
<br />
Clerics of 11th level or higher can add the Daemonic or Draconic template to all kobolds created.<br />
<br />
Material Components: The corpse of an evil humanoid, scales of a lizard scattered over the corpse, and a piece of jade placed in the corpse's mouth worth 25 gp.<br />
<br />
<br />
<b>BLESSING OF APOLLYON</b><br />
Conjuration (creation)<br />
Level: Clr 4<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Touch<br />
Targets: Kobold touched<br />
Duration: Instantaneous<br />
Saving Throw: Will negates (harmless)<br />
Spell Resistance: No<br />
<br />
Upon touching a kobold, it transforms the creature from being sustained by a magical effect that can be dispelled into a truly existing humanoid.  As well, the Blessing confers upon the target creature a +2 inherent bonus to Charisma as the gaze of Apollyon is upon it.<br />
<br />
Material Components: Specially prepared incense worth 500 gp per HD of the kobold to be transformed.<br />
- Show quoted text -</div>

]]></content:encoded>
			<dc:creator>Archade</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/archade/1083-what-do-kobolds.html</guid>
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		<item>
			<title>Good Gaming Gazetteer: City of (Blank)</title>
			<link>http://www.enworld.org/forum/blogs/loonook/1082-good-gaming-gazetteer-city-blank.html</link>
			<pubDate>Tue, 18 Nov 2008 20:05:12 GMT</pubDate>
			<description>*Good Gaming Gazetteer: The City of... uhh... Unnamed Promises Pt. 1* 
 
Welcome back my friends... I am really sick of the fact that I am so far behind on updating GG, but it has been an exceedingly rough year.  Ehh, since I cannot do NaNoWriMo this year due to obligations I figured I would do a...</description>
			<content:encoded><![CDATA[<div><b><font size="3"><font color="DarkSlateGray">Good Gaming Gazetteer: The City of... uhh... Unnamed Promises Pt. 1</font></font></b><br />
<br />
Welcome back my friends... I am really sick of the fact that I am so far behind on updating GG, but it has been an exceedingly rough year.  Ehh, since I cannot do NaNoWriMo this year due to obligations I figured I would do a little work with Good Gaming and start on a series of Gazetteer articles.  I figure the blog function will work better than the traditional forum postings, so I went with this option.  Hopefully someone will see this post and get it on the main page ;).<br />
<br />
Well, the original source of the musing involved come from a series of discussions and posts from different forums (many of which appeared on  ENWorld) started me thinking about the following premise:<br />
<br />
How does a magocratic state function as a unit of power?  <br />
<br />
This lead to the following questions:<br />
<br />
1.) What are a magocracy's debts or expectations for its people?<br />
<br />
2.) How would the laws of the land be affected in a standard magocracy?<br />
<br />
3.) How would a magocracy affect outside states (in any or all affairs)?<br />
<br />
4.) What would the benefits and the costs of a magocratic citizenship consist of?<br />
<br />
Thus began the ideas which would become the City of (Blank) [It currently lacks a name ;)].  Starting tomorrow we will explore some of these questions by exploring a sample city in the magocratic empire of Ostar.  This city should serve well for any number of games and give new interpretations to races and classes which appear in sources.<br />
<br />
Slainte,<br />
<br />
-Loonook.</div>

]]></content:encoded>
			<dc:creator>Loonook</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/loonook/1082-good-gaming-gazetteer-city-blank.html</guid>
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			<title>Return to Khazad-dum (4E) - Session 1</title>
			<link>http://www.enworld.org/forum/blogs/elodan/1014-return-khazad-dum-4e-session-1.html</link>
			<pubDate>Tue, 18 Nov 2008 17:36:01 GMT</pubDate>
			<description><![CDATA[This is my opportunity to see 4E from the other side of the screen.  Here's a summary of the first session of our Return to Khazad-dum campaign. 
 
Remember, all of this is from my perspective. 
 
Kevin - DM 
me - male dwarven warlord (Durin the Deathless) 
Ed - male human fighter (Grimbold of...]]></description>
			<content:encoded><![CDATA[<div>This is my opportunity to see 4E from the other side of the screen.  Here's a summary of the first session of our Return to Khazad-dum campaign.<br />
<br />
Remember, all of this is from <i>my</i> perspective.<br />
<br />
Kevin - DM<br />
me - male dwarven warlord (Durin the Deathless)<br />
Ed - male human fighter (Grimbold of Rohan)<br />
Bob - male halfling rogue (Aramis Took of the Shire)<br />
<br />
Dave is sick.  His character is a male elven ranger (Loric).  It's considered a bonus if Lance and/or Murph show.  No bonus round for us tonight.<br />
<br />
Let me give a little history on this campaign.  Last fall, Kevin decided he wanted to run an old fashioned dungeon crawl.  He decided to base the campaign in Middle Earth and we would attempt to reclaim Khazad-dum.  We start this campaign using 3E.  My dwarf (favored soul from <i>Complete Divine</i>) has a dream that he is the reincarnation of Durin the Deathless.  The elders divine that this is indeed true and his destiny is to reclaim Khazad-dum.  Durin leaves Lonely Mountain.  In the Mirkwood, he is attacked by giant spiders and the elf Loric (ranger with alternate abilities from <i>Races of Destiny</i> ) helps him.  Loric decides to join Durin on his quest.  In the meantime, Tharivold the Black (core wizard) has met with Galiator of Gondor (core fighter) and Grimbold of Rohan (core fighter) and sent them to Dol Ghuldor without explanation while he goes to the Shire.  When Durin and Loric reach Dol Ghuldor they find the two humans waiting for them.  Durin explains his quest and as the two fighting men debate joining him, Tharivold arrives with a hobbit in tow.  &quot;These types of expeditions need a burglar,&quot; he tell them.  &quot;Allow me to present Aramis Took, burglar from the Shire.&quot;  A lot of discussion and debate follow.  Eventually, all decide that Durin's quest is worthy and agree to accompany the dwarf into Moria.  The group adventures for some time and gets to about 3rd level before we rotate to another campaign (I think we did one session with Hackmaster characters but we kept falling into a 'my quirk/flaw is X which means I do Y which leads me to punch Z in the stomach.  It just snowballs from there.  Not the fault of Hackmaster but of us overdoing the quirks and flaws every time.  Quirks and flaws are a lot of fun.)  Tharivold died at some point and came back as Tharivold the Blau.<br />
<br />
For a few months I run my Arcana Evolved/3E hybrid Age of Worms campaign.  We finish Encounter at Blackwall Keep and I declare I need at break.  We're going to switch to Dave's campaign but he needs some time to put things together.  In the meantime, 4E comes out and we decide to play KotS (experiences detailed starting <a href="http://www.enworld.org/forum/blogs/elodan/274-session-1-keep-shadowfell.html" target="_blank">here</a>).  Kevin has been reading the 4E books and decides to try that system for his Return to Khazad-dum campaign.<br />
<br />
<br />
Kevin converts the characters for us.  I'm very happy that Kevin made Durin a warlord.  It just fits the idea of the character so much better than favored soul (we felt clerics did not fit into Middle Earth).  The rest of the characters are converted to their 4E cousins (i.e. ranger = ranger, fighter = fighter, etc.).  I'm a little surprised that Kevin made them all 11th level.  It's cool that we get to experience some paragon goodness but I'm worried about it being a little overwhelming to figure out the powers and such.  Especially where the system is much different from what we're used to.  Starting from level one would give us the time to get acclimated to our character's abilities.  (During the week, I would go though the warlord powers and I'm fairly happy with Kevin's choices.  I have a little quibble in that I might prefer a different 9th level power but we'll see how things play out.)<br />
<br />
We exit a corridor to find ourselves on one side of a large cavern split by a crevasse with only a tiny 5 foot wide bridge spanning the gap.  From behind come the sounds of orcs hot on our heels.  Across the chasm stand a large group of cave trolls (I think Kevin used ogre stats).  The warlord decides to hold the bridge and have Grimbold block the passage the party just came through.  The hobbit can move back and forth between the two and help whoever needs it.  The trolls notice us and start lobbing rocks our way.  Durin and Grimbold return fire.  It felt weird making a basic ranged attack with my crossbow.  It seemed like my ability to shoot things with a crossbow was an afterthought.  It's really hard to describe what I'm thinking here, but it just felt off.  The plan on holding the bridge didn't last too long.  Grimbold had joined Durin as he felt he had some time before the orcs arrived.  A troll came over and used an ability to knock Grimbold and Durin prone (I would later realize, that as a dwarf I have the ability to make a save to avoid being knocked prone).  A good sized group of the trolls took advantage of this and crossed the bridge over our prone bodies.  <br />
<br />
The battle begins in earnest (it would take several more rounds of being knocked prone before I saw the save thing).  I'm a little disappointed that my powers are not all that useful in this battle.  The majority allow my allies movement (generally, they need to be adjacent) but most of the time my allies wouldn't or couldn't move (the word wuss was tossed around).  A bigger group would probably solve this.  We take out a fair number of cave trolls before the orcs arrive.  The majority of the trolls (and orcs) were minions.  It never occurred to me that any of the trolls could be minions.  It was pretty nice mowing through the creatures like we were (although it was a bit disappointing to push one over the edge of the chasm only to find out he was dead before he went over).  About this time I (and I'm guessing the others) realized that only one of the trolls was an elite or solo monster and the rest seemed to be minions.  It changed how I managed my powers.  It was also about this time that I realized I was managing my powers like I would my spells when playing a spellcaster.  I get the feeling all classes will feel this way.   Eventually, we defeat our enemies and decide to take an extended rest (we used a lot of dailies taking out the super cave troll).  I think by the end of this battle we had a fairly good grasp on our abilities.  <br />
<br />
We manage to get in an extended rest before we're attacked, two winged devils and a beholder.  The beholder is tough.  It has a minor action that makes us vulnerable to fire and then hits us with a fire ray.  There were a lot of ongoing conditions flying around.  I think I went through the whole combat with a least one ongoing condition on me.  There's a lot more movement in this battle (most of it forced).  Again, I'm a little annoyed that a lot of my powers were not too useful in this battle (I do really like Hammer and Anvil).  I'm sure that part of it was that we were spread out as it was three of us versus three of them.  Even when it was us against one baddie, more often than not the power required us to be adjacent.  Finally, my allies either couldn't or wouldn't want to move.  Again, a minor annoyance but it''s not helping me like the system any better.  I thought the point was to have cool things to do each round.  In both battles, I believe I take the most pounding but was never really in danger of going down.  Since it's getting late, Kevin had the rest of the party find us and join the fight.  He knew we would win but it would take a while.<br />
<br />
In the end, I had fun.<br />
<br />
At this point, I'm becoming a little anti-4E.  I'm finding too many combats becoming slugfests.  I'm not sure the powers system is all that great (again, it seemed like my character wanting to fire a crossbow was a foreign concept).  During the week, I start reading the Pathfinder Beta RPG in addition to getting more familiar with my abilities.  <br />
<br />
<br />
Kevin posted this to describe the session above:<br />
<br />
<i>The orcs are everywhere, a tremendous fireball erupts through the cavern.  Scores of orcs fall dead instantly.  The stout Galiator of Gondor stands fast protecting the flank of Tharivold the Blau as he unleashes a hail of magical fury on their enemies.  Also taking cover in the warrior's intimidating presence, Loric the elf rains down arrows into the throngs of fell creatures.  Across the cavern, Durin the Deathless weaves side by side with Grimbold mowing down orcs as they advance.  Scurrying underfoot, Aramis Took searches for an opportunity to strike at the first opening.  Suddenly the rock itself begins to tremble.  A great elemental creature of  stone appears from below attacking orcs and searching for the source of the commotion that has disturbed its' rest.  <br />
<br />
The cavern floor, turned over by the mighty rock creature gives way and Durin, Grimbold and Aramis slide down the sheer face to rest on an outcropping far below.  A dozen orcs also slide  but only four survive the fall.  Their luck is short lived as Durin immediately decapitates one.  Before the head can hit the earth, a rumble of stone from above signals Durin to quickly step aside.  Using his keen dwarven senses, he takes shelter under a sturdy stone outcropping as a great wave of stone crumbles down from above, pulverizing the remaining orcs.  Grimblold is hit by a few wayward stones but manages to save the hobbit from certain doom with his shield.  &quot;Looks like we'll have to find another way back to the others.&quot;  Durin grumbles as he dusts himself off, picks up his axe and heads out the nearest cavern.<br />
<br />
After days of wandering the caverns, the drums of orcs are heard once again.  Aramis is the first to notice.  &quot;Curse and be bothered these orcs.  Do they not sleep or eat, or anything besides kill?&quot; <br />
<br />
The trio sets off away from the sounds or drums trying to find a more defensible position that still brings them back up to the others in the fellowship.  They come across a great chasm with a stone bridge but to their chagrin a small tribe of cave trolls has taken up residence on the far side.<br />
 <br />
&quot;If we cross here we're far too exposed.&quot; Grimbold declares as he notices an arrow and sends it across the chasm, felling a troll.  &quot;True.  But if we stay here we'll be wedged in by those orcs chasing us.&quot;  Durin agrees.  &quot;But at least we can funnel the trolls coming across.&quot;  &quot;Agreed.&quot;  the soldier of Rohan fires another arrow dropping a second troll.<br />
<br />
The leader of the cave troll tribe bursts across the bridge swing his great flail wildly flattening the heroes in his path.  The trolls come across en masse just as the orcs emerge from the cave to surround the heroes.  The heroes stand firm and manage to survive the onslaught.  In all 11 cave trolls and 15 orcs like dead. <br />
<br />
The trio takes rest along the chasm ledge but is awakened to find that an evil from the depths below was awakened by the commotion and come up to investigate.  Two creatures of fire and shadow under the control of an ancient abomination, a Beholder, Lord of Flame mercilessly attack with flaming greatswords and deadly blasts from the creatures many eyes.  The searing heat is unbearable and brings the heroes near death.  Some power with central eye seems to make the flames sting even more if that is possible.  Just when hope seemed lost as Aramis crumples to the ground and Durin staggers barely holding himself upright, a great cage of thunder and lighting crackles through the cavern engulfing the Beholder.<br />
<br />
Tharivold appears on the far side of the chasm, flanked by Galiator and Loric.  As the elf lets loose a deadly accurate shot, Galiator charges forth crying &quot;Blood, Death and Vengeance!&quot; as he swings wildly at the Beholder.  United once again, the Fellowship dispatches of the creatures in short order.<br />
<br />
As the group mends their wounds, they each recount their tales to the other.  Tharivold and the others wandered without incident but did stumble upon an ancient trove of knowledge.  Tharivold found the keys to the 'Linked Portal' ritual he explains.  &quot;I can use this magic to create a portal to my study in my Master's tower in Isengard.  But once we leave we cannot return until we find another permanent circle to return to.  There was one next to the ritual I found, so if we leave now, we can return there.&quot;   The wizard then points to some of the ancient runes around the cave.  &quot;These caverns are thick with ancient powers and mysteries.  If we are careful we should be able to find more portal anchors in our travels deeper into Khazad-Dum.&quot;<br />
<br />
The wizard then spends 10 minutes tracing sigils on the floor and muttering ancient words in some strange language.  As he does a shimmering portal appears and he steps through it.  The rest of the Fellowship follows him.  The portal then blinks out and the cave is shrouded in darkness once again...</i></div>

]]></content:encoded>
			<dc:creator>Elodan</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/elodan/1014-return-khazad-dum-4e-session-1.html</guid>
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			<title>Ritual Seed: Force</title>
			<link>http://www.enworld.org/forum/blogs/firelance/1081-ritual-seed-force.html</link>
			<pubDate>Tue, 18 Nov 2008 16:33:56 GMT</pubDate>
			<description>Yet another post that is not about lumin paragon powers. If do you happen to be waiting eagerly for the next installment, please let me know, or I may spend some time exploring this new concept of ritual seeds instead. 
 
This is basically an attempt at developing a more flexible and freeform magic...</description>
			<content:encoded><![CDATA[<div>Yet another post that is not about lumin paragon powers. If do you happen to be waiting eagerly for the next installment, please let me know, or I may spend some time exploring this new concept of ritual seeds instead.<br />
<br />
This is basically an attempt at developing a more flexible and freeform magic system as an alternative to 4e's rituals. I'm not really a fan of the current ritual system for non-combat magic. I think that many of the rituals are not attractive enough because they are too specific and require too much accounting, and I think that a more skill-like system would work better with 4e's skill challenge framework for resolving non-combat challenges.<br />
<br />
<b><u>Basic Concepts and Mechanics</u></b><br />
<br />
Each ritual seed is a feat that allows a character to create magical effects related to a specific theme. A character must have the Ritual Caster feat to select ritual seed feats.<br />
<br />
Using a ritual seed is physically and mentally tiring: a character must spend a healing surge as a free action to gain the ability to create magical effects related to the ritual seed for five minutes or until the end of the encounter.<br />
<br />
Creating an effect is normally a standard action. A list of standard effects will be provided, but the DM should allow the player a certain amount of flexibility in coming up with creative uses for his ritual seed. The DM may require the player to make a successful skill check, and should use his judgment to determine the DC needed.<br />
<br />
<b><u>Ritual Seed: Force</u></b><br />
<br />
The following is an example of a ritual seed.<blockquote><b>Ritual Seed: Force</b><br />
Prerequisites: Int 13, Ritual Caster, trained in Arcana, access to a power with the Force keyword<br />
Benefit: You may spend a healing surge as a free action to gain the ability to create magical force effects for five minutes or until the end of the encounter. Some sample effects are as follows:<br />
<blockquote><b>Force Enhancement (At-Will * Arcane):</b> Free Action. You may use an Arcana check in place of a Athletics check, or an Intelligence check in place of a Strength check.<br />
<br />
<b>Force Aid (At-Will * Arcane):</b> Standard Action. Choose a target within 5 squares and make a DC 15 Arcana check. If you succeed, choose one ally. That ally gets a +2 bonus to his or her next attack roll against the target, or to all defenses against against the target's next attack. This bonus ends if it is not used by the end of your next turn.<br />
<br />
<b>Force Push (At-Will * Arcane, Implement):</b> Standard Action. Choose a target within 5 squares. Make an Intelligence attack vs. Fortitude. If you hit, you push the target 1 square.<br />
<br />
<b>Force Grab (At-Will * Arcane, Implement):</b> Standard Action. Choose a target within 5 squares. Make an Intelligence attack vs. Reflex. If you hit, the target is immobilized until it escapes or you end the grab. You can sustain this effect as a minor action, and end it as a free action. <br />
The target can attempt to escape on its turn. If it attempts to escape, the effect uses your Fortitude or Reflex defense. The effect also ends if the distance between you and the target exceeds 5 squares.<br />
<br />
<b>Force Move (At-Will * Arcane, Implement):</b> Standard Action. Choose a target affected by your <i>force grab</i>. Make an Intelligence attack vs. Fortitude. If you hit, slide the target 3 squares. If the distance between you and the target exceeds 5 squares, your <i>force grab</i> effect ends.<br />
<br />
<b>Force Construct (At-Will * Arcane):</b> Standard Action. Make a DC 15 Arcana check. If you succeed, you can create a force construct within 10 squares. The force construct lasts until the end of your next turn. In subsequent rounds, you may create additional force constructs, but the Arcana check DC increases by 2 for every force construct you have already created. You may sustain all the foce constructs you have created as a minor action, and dismiss a force construct as a free action. You may choose from the following force constructs. Your DM may also allow you to create additional types of force constructs, at his discretion.<br />
<i>Force Obstacle:</i> You create a 1-square high obstacle that completely blocks a square. You cannot create a force obstacle in an occupied square. <br />
<i>Force Platform:</i> You create a sturdy platform in one square. It negates difficult terrain and (at the DM's discretion) certain types of challenging and hindering terrain.<br />
<i>Force Ladder:</i> You create a 1-square high ladder in one square. In subsequent rounds, you may increase the height of the ladder by 1 square by creating an additional force ladder on top of it.<br />
<br />
<b>Force Hand (At-Will * Arcane):</b> Standard Action. Make a DC 15 Arcana check. If you succeed, you may use the <i>mage hand</i> wizard cantrip.</blockquote>In addition, a player may be able to find creative ways to use force effects to earn successes in a skill challenge. <br />
<br />
A player may also attempt more complicated effects with the force ritual seed. The DM may run these as skill challenges, and may allow the other characters to help contribute successes. For example, the DM may allow the PC to replicate the effects of the Tenser's Floating Disk ritual by spending a healing surge and succeeding at a Level 1, Complexity 1 skill challenge. If the challenge is failed, the healing surge is expended to no effect.</blockquote></div>

]]></content:encoded>
			<dc:creator>FireLance</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/firelance/1081-ritual-seed-force.html</guid>
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			<title>It could have been worse.</title>
			<link>http://www.enworld.org/forum/blogs/blackrat/1080-could-have-been-worse.html</link>
			<pubDate>Tue, 18 Nov 2008 12:50:42 GMT</pubDate>
			<description><![CDATA[I had a... well, vision would be a good word as any, about an alternative timeline to Star Wars Galaxy. In this timeline, Mace Windu killed Palpatine. Here's a short story about this: 
 
*Even the greatest can fall.* 
 
Jedi Master Windu, paragon of the Order, had won. The Sith Lord laid at his...]]></description>
			<content:encoded><![CDATA[<div>I had a... well, vision would be a good word as any, about an alternative timeline to Star Wars Galaxy. In this timeline, Mace Windu killed Palpatine. Here's a short story about this:<br />
<br />
<b>Even the greatest can fall.</b><br />
<br />
Jedi Master Windu, paragon of the Order, had won. The Sith Lord laid at his feet, under his purple blade. The monster pleaded for his life but Windu knew better than to listen such a creature. Even the young Knight who was with him tried to dissuade him from executing this abomination. But he had to do it. It was the only way. The Master raised his sword, ready to strike when the Force suddenly gave him a warning. Treachery! As he brought the saber down he suddenly changed it's direction and blocked the Knight's blade with it. With his other hand he reached for the Force and electrocuted the treasonous Chancellor. The young Knight however was still redeemable, so Master Windu let him live. It took only a serious talk to see that the Sith had indeed tried to corrupt Skywalker, but he was strong and Windu needed all the good Jedi in the upcoming days.<br />
<br />
It was obvious that the Senate had been corrupted. As much as it felt wrong to him, Windu knew that he had to take reins in his hands. So he gathered a group of Knights and marched to the Senate calling an emergency meeting. There he told them what had transpired and that in the interest of Common Good he would take the Republic under his command until the war was over and a new Chancellor could be appointed with proper proceedings.<br />
<br />
Convincing the Senate was the easy part. The Council meeting, with those few who were still alive was harder. It seemed that some of the Masters didn't believe in is justification. Indeed, it was apparent that some of them had even fallen to the Dark Side, making weak excuses why he shouldn't take the leadership. It was so obvious that they just wanted to set him aside and take it themselves.<br />
<br />
Somehow it all ended with the Council breaking up, both sides exiling the other. The Jedi Order had broken. One part followed Master Windu for the Greater Good. They knew this had to be done for the Republic to survive. One part left with Master Yoda to seek isolation and reform the true Jedi Order. And one part stayed with Master Kenobi to actively oppose Windu's madness.<br />
<br />
But the war escalated, and Grand Master Windu had to make hard choices, especially about hunting the renegade fallen Jedi who followed Traitor Kenobi. It became a civil war of Jedi, but it could not be avoided. To stamp out morale issues and dissidence, for the Greater Good, Grand Master had to issue martial law and suppress the freedom of speech. He had to save the Republic.<br />
<br />
<b>Two decades later.</b><br />
<br />
The galaxy stands divided. The Confederacy of Allied Systems and the Galactic Republic both hold their grounds. The Order of Pure Jedi does their best to stamp out the Renegade Order who joined the Alliance not long after Grand Master reformed the Order. Both the mighty CAS Droid Army and the infinite Clone Army of the Republic fight an unending war on the frontier space. Grand Master Windu has been forced to hard choices, but everything he has done, has been for the good of the Republic. His greatest asset was Master Skywalker, the strongest Jedi in all history, and was very efficient hunting the Renegades. But the Fallen were numerous and he could not foresee an end to the war any time soon.<br />
<br />
The third Order, Yoda's cowards, had hidden themselves and shrouded the Force. They were of no immediate concern to Windu, but he knew he had to deal with them one day. They too had fallen, for fear was the beginning on the road to the Dark Side. And what other reason they could have had to hide, than fear.<br />
<br />
The war rages on...</div>

]]></content:encoded>
			<dc:creator>Blackrat</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/blackrat/1080-could-have-been-worse.html</guid>
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			<title><![CDATA[Journal 04A - Aleena's revenge]]></title>
			<link>http://www.enworld.org/forum/blogs/fba827/1078-journal-04a-aleenas-revenge.html</link>
			<pubDate>Tue, 18 Nov 2008 05:50:18 GMT</pubDate>
			<description><![CDATA[The group left the Scarred Sage's Tower, and headed east, towards Theta, but staying off-road so as to limited who might be pursuing them. 
 
After traveling for about half-an-hour they came across a the site of a previous battle.  There was a dead horse attached to a covered wagon, along with a...]]></description>
			<content:encoded><![CDATA[<div>The group left the Scarred Sage's Tower, and headed east, towards Theta, but staying off-road so as to limited who might be pursuing them.<br />
<br />
After traveling for about half-an-hour they came across a the site of a previous battle.  There was a dead horse attached to a covered wagon, along with a dead armored man, and a young girl (around 14-16yo) who was, surprisingly, still alive.  She was pulling the wagon apart looking for something.<br />
<br />
The group approached her, and after some discussion learned her back story.  Her name is Aleena Brightspear, her mother is Sarah Brightspear (the high priestess of Pelor, who also serves on the Tarvos Kingdom's council).  Sarah and 4 others were found dead this morning with the elven army's symbol craved in to their foreheads.  The city is investigating within the city, however Aleena is convinced that something else is going on.  Because, the day before she and her mother (and now-dead guard) were attacked here on the road by some goblins who attempted to steal her mother's chest of clothes.  Aleena figured it was more than a coincidence and so she came back to this battle site looking for clues.  While talking to her, Aleena also made mention of seeing a tiefling in the woods during the fight but he was gone by the time she looked up again.<br />
<br />
The group helped Aleena search and eventually found goblin tracks.  Following the tracks then ended up at an old farmhouse, surrounded by a few small tents.  Walking around the area were several goblins.<br />
<br />
The group approached the goblins and asked (going on a hunch) to speak with Duncan.  The goblins said Duncan wasn't there but then they started demanding to know who the PCs were.<br />
<br />
The PCs simply drew blades - the affiliation with Duncan and the fact that he wasn't there was enough of a reason for the PCs to want to attack.  During the fight, Melenna went inside the farmhouse only to discover 4 hobgoblins inside.  Melenna fled back out but the hobgoblins continued to remain inside.<br />
<br />
Once the goblins were killed, the group tried to lure the hobgoblins out.  At first they tried some tricks, but in the end they started burning the house to smoke the hogoblins out.<br />
<br />
After a while, the hobgoblins leapt out of the second floor window with a large clothes chest (Aleena identified it as her mother's chest).<br />
<br />
It was a very long and hard fight with the 4 hobgoblins, but in the end, they were killed.<br />
<br />
Aleena was filled with relief since, in her mind, she has just avenged who she blames for her mother's death (the fact that they had her mom's stuff was enough evidence for her that they were involved in the previous day's attack).<br />
<br />
Basil quickly rode to a safe distance (not wanting the necklace artifact to raise the goblinoids as undead) while the others put out the house fire, kept an eye out for trouble, and searched the wreckage.<br />
<br />
It's now month 10, day 2, noon-ish.</div>

]]></content:encoded>
			<dc:creator>fba827</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/fba827/1078-journal-04a-aleenas-revenge.html</guid>
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			<title>The first descent into Maddness: 4e</title>
			<link>http://www.enworld.org/forum/blogs/crothian/1075-first-descent-into-maddness-4e.html</link>
			<pubDate>Mon, 17 Nov 2008 22:32:02 GMT</pubDate>
			<description>This was first posted on Livejournal late Saturday since that is were I do my blogging even gameing related.  This is an experiment to see if I should cross post blog posts about gaming here. 
 
It needed a nice dramatic title and I think that works. 
 
Today I ran my first 4e one shot and my first...</description>
			<content:encoded><![CDATA[<div>This was first posted on Livejournal late Saturday since that is were I do my blogging even gameing related.  This is an experiment to see if I should cross post blog posts about gaming here.<br />
<br />
It needed a nice dramatic title and I think that works.<br />
<br />
Today I ran my first 4e one shot and my first 4e game ever. I played once before and that was not that good but I learned some of the things needed to improve the game and was able to fix some of them. Others can be fixed I just didn't this time.<br />
<br />
The first was to make it fun. One of the problems with the other 4e experiences I and some of my friends have had was the games were with strangers and people that did not help the game out. For this game everyone basically knew or knew of everyone else. They were all from my extended gaming family. This makes a huge difference in a game, any game. The other general thing I did and again this works for any game is we made it a pot luck lunch. Everyone brought some food and we had some great items to enjoy.<br />
<br />
Everyone made characters there and it went mostly smoothy. We did have seven players and that slowed things down some and made the encounters easier then they were. But even with that many characters everyone had something to do each and every round. This is a very good sign for the game.<br />
<br />
I used the D&amp;D RPG Starter Set. I bought it specifically for this. We used the full rules of the game and every created characters using just the PHB. I used the starter set more for the dungeon tiles, the chits, and the simple adventure they have in there. We were not going to get through anything big and we didn't even get through the three planned encounters of the starter set.<br />
<br />
The players commented on it being a little much with all the marking and keeping track of things. We did not use special token or anything and that would have helped them. I had no issue with it because I was keeping track of everything on a sheet of paper. The players didn't seem to have an issue with their own marks and knowing what they had done and that was really the important part. It was not as important for them to know who the other characters had marked. There was strategy in marking and communicating marks that they didn't do being most people's first real experience.<br />
<br />
We ran a little short on time so I didn't have a chance to use the one skill challenge I had planned. A the beginning the players explored a barn first and had I been better with the system I would have come up with a Skill challenge for them there. My DM inexperience with the system was a factor like it would be in any game.<br />
<br />
Over all I like the game. It is not better or worse then 3e, it is different. It is more focused on what it does and trying to play a game that goes against that will either end in frustration or a lot of house rules.<br />
<br />
The aspect I like least about the game so far is the lack of skill points. I like the condensed number of skills. But I liked the flexibility of skill points and now the only way it seems to get a trained skill is with feats. Feats were always too few in 3e and in 4e making feats also cover improving skills with make it that much worse.<br />
<br />
I haven't tried out multi classing yet but it looks like in 4e the developers gave people exactly what they wanted from 3e. In 3e it seemed most multi class was a dip, a level or two in one class but the character would remain focused on the original class. This is what 4e seems to do.<br />
<br />
I know some people say it feels like a minis game or a computer game but I didn't see that. The players role played. It was non serous make jokes in the role playing but for a one shot with these people that is to be expected. The game though did not seem to lessen anyone ability to role play it.<br />
<br />
I haven't been paying a lot of attention to the many many 4e hatred and love fest threads so I'm not sure what people feel are the biggest problems or best areas of the game. I'm curious as to what they are to see if they how they fared in this game.</div>

]]></content:encoded>
			<dc:creator>Crothian</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/blogs/crothian/1075-first-descent-into-maddness-4e.html</guid>
		</item>
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			<title>Session 3 - Adapting on the fly</title>
			<link>http://www.enworld.org/forum/blogs/ashockney/1073-session-3-adapting-fly.html</link>
			<pubDate>Mon, 17 Nov 2008 06:12:25 GMT</pubDate>
			<description><![CDATA[In this evening's session, I was most exicited by the possibility provided to me to completely adapt the story/adventure for the evening on the fly. 
 
First, one of the players, in our pre-game "catch up" indicates he had to sit through a girlie movie with his wife all day (The Duchess?), which he...]]></description>
			<content:encoded><![CDATA[<div>In this evening's session, I was most exicited by the possibility provided to me to completely adapt the story/adventure for the evening on the fly.<br />
<br />
First, one of the players, in our pre-game &quot;catch up&quot; indicates he had to sit through a girlie movie with his wife all day (The Duchess?), which he really didn't like, and was looking forward to some brutality and violence in tonight's game.  On the spot, I switch the order of encounters I had in my head, and I open with a brutal &quot;surprise attack&quot; so that we could get the blood rolling and the tension high right out of the gates.  It was a hard-fought battle that introduced a recurring villian I intend to use for a while in Kalarel (from KoS).  <br />
<br />
Second, we decide to roleplay in town for a while, and we start a skill challenge.  The players go off in some different directions, and push the story in ways I didn't expect.  We didn't finish the skill challenge we started, but the party gets rolled up in a very interesting &quot;child slavery&quot; ring that has taken root in the town.  They pursue this angle vigorously, and what is essentially a one-page writeup in the FRCG became the evening's adventure.  On the spot, I had to come up with two encounters for Zark's minions, and then for Zark himself, which appeared would be a solo encounter.  Opening up the PH to the &quot;rogue&quot; section, and glancing over the DMG &quot;how to upgrade a villian&quot; I was done in less than 5 minutes.  The combat went great, and it was the first solo battle for the party.  <br />
<br />
I was very, very impressed with how smoothly the system adapted to the needs of the story the players developed and were interested in.  I was also shocked at how little from what I had &quot;prepared&quot; that I needed to use.  <br />
<br />
Kudos to the easy adaptation and simple math that allows for these kinds of &quot;on the fly&quot; adjustments!</div>

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			<dc:creator>ashockney</dc:creator>
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