Nentir Vale 4E into Mystara

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Re: Nentir Vale 4E into Mystara

Postby Wuddy » Mon Jun 14, 2010 6:52 pm

I like the mutated dinosaur eggs a lot. But I think it's too soon for another vision quest, so I may use that idea a different way. I also just remembered that Coyote mentioned to the PCs that the thunderbirds were taking prisoners because they were enslaved, and the PCs should free them. It was an idea I made up on the spot without any plans, but I think I can use it now.

Currently my idea is that the PCs are enlisted by the Neathar to push back encroaching Azcan with a dinosaur stampede, like you said. While wrangling dinosaurs, they recover some eggs, but when the eggs hatch they're corrupted Atzanteotl spawn that bite and then die. The Neathar can tell the PCs about Atzanteotl, god of the Azcans, and build on some of the hints I've been putting in (the PC's dream, snakeskin-clad savage drow in Rafielton, Azcan being all snaky). The Neathar know that a certain priest of Atzanteotl has a macguffin, say an emerald skull or something, that corrupts all things feathered and serpentine. Something like that. During the stampede, the PCs will have the opportunity to reach the priest and destroy the macguffin to free the thunderbirds.

From there, the thunderbirds don't have the ability to take the PCs out of Hollow World, but they know that the Nithians have been working on this sun chariot. Then I can both segue to Nithia and transport the PCs there via thunderbird, and it actually makes sense. I think! :?
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Re: Nentir Vale 4E into Mystara

Postby Bonetti » Mon Jun 14, 2010 8:02 pm

Throw in a Nithian envoy and his entourage as Azcan prisoners (freed by the PCs during this), and you have an instant "in" for the party in Nithia :-)
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Re: Nentir Vale 4E into Mystara

Postby Wuddy » Fri Jun 18, 2010 10:52 pm

This week the PCs navigated the jungle and led the Neathar home. I decided that one of the Neathar would be Zorena, the haughty princess from the Hollow World box. I don't plan to use the adventure Zorena is from, but I think she's kind of an interesting character, and should be entertaining during the dinosaur wrangling. I also find the idea of a stone age princess pretty funny.

One problem I encountered in 4E is that there are hardly any dinosaurs, and none of them are listed under "dinosaur". They're all bonehead pounders or spikenose chargers or something like that. This is the first time in the history of D&D that I haven't been bogged down in superfluous dinosaur stats, ironically just when I need a bunch of them. By amazing luck, the Monster Manual 3 book that was just published this week has more dinosaurs, but apparently they're all herbivores. What the heck? I guess I'm going to need to come up with stats for a tyrannosaurus, at the least.

One of the PCs decided to teach the Neathar some new things, so already they're going to encounter the Spell of Preservation. I think how it'll work is that the Neathar will wake up tomorrow and forget everything anachronistic that the PC taught them. This will be similar to something that happened to the PCs before, when a Nentir Vale NPC vanished from the memories of other people in the Nentir Vale, seemingly by divine intervention. And that made me stumble onto another idea:

What if the Nentir Vale is due to become the next inhabitant of Hollow World?

The Nentir Vale is in big trouble right now. It's a small, poorly defended area that could be obliterated by the shadow elves or the Glantri. If the Nentir Vale is attacked, the distinct culture that it's developed in isolation from the Known World will disappear. I can see Ka/Bahamut, Ixion/Pelor and the other Hollow World Immortals making preparations to relocate the Nentir Vale. They know its days are numbered. Ultimately, it's the actions of the PCs that will decide if Nentir Vale continues to exist in the Known World or disappears down the rabbit hole of obscurity.

I think this is a cool idea, what do you guys think?
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Re: Nentir Vale 4E into Mystara

Postby Bonetti » Fri Jun 18, 2010 11:04 pm

That would be awesome for the party to actually witness happening :-)

As for dinosaurs, I don't think even the various Dungeon or RPGA adventures have any either. Maybe you can mix and match some general beast-like abilities (ground shaking stomps, grabs, whatever seems appropriate)?
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Re: Nentir Vale 4E into Mystara

Postby Chimpman » Fri Jun 18, 2010 11:32 pm

Wuddy wrote:The Nentir Vale is in big trouble right now. It's a small, poorly defended area that could be obliterated by the shadow elves or the Glantri. If the Nentir Vale is attacked, the distinct culture that it's developed in isolation from the Known World will disappear. I can see Ka/Bahamut, Ixion/Pelor and the other Hollow World Immortals making preparations to relocate the Nentir Vale. They know its days are numbered. Ultimately, it's the actions of the PCs that will decide if Nentir Vale continues to exist in the Known World or disappears down the rabbit hole of obscurity.

I think this is a cool idea, what do you guys think?

Yeah, I have to agree with you and Bonetti here... this would be pretty awesome for the PCs to witness.
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Re: Nentir Vale 4E into Mystara

Postby JohnBiles » Sat Jun 19, 2010 4:51 am

Wuddy wrote:
One problem I encountered in 4E is that there are hardly any dinosaurs, and none of them are listed under "dinosaur". They're all bonehead pounders or spikenose chargers or something like that. This is the first time in the history of D&D that I haven't been bogged down in superfluous dinosaur stats, ironically just when I need a bunch of them. By amazing luck, the Monster Manual 3 book that was just published this week has more dinosaurs, but apparently they're all herbivores. What the heck? I guess I'm going to need to come up with stats for a tyrannosaurus, at the least.


You are in luck! As part of the Mystara 4E project, I converted hundreds of monsters including 25 or so dinosaurs under their normal names:

http://www.thekeep.org/~wombat/Mystara/Mystara4ECreatureCompendium1.pdf

You will find many other Mystaran creatures as well.
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Re: Nentir Vale 4E into Mystara

Postby Bonetti » Sat Jun 19, 2010 7:00 am

That is such a great piece of work -- sorry it slipped my mind. Thanks for the reminder (and all the hard work!) :-)
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Re: Nentir Vale 4E into Mystara

Postby Wuddy » Sat Jun 19, 2010 7:53 pm

Thank you John! That's exactly what I needed.
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Re: Nentir Vale 4E into Mystara

Postby Wuddy » Sun Jul 11, 2010 11:56 pm

I haven't posted in a while, huh? Did anybody else see the nagpa in MM3? That pretty much made my day!

It's been a few weeks. Two weeks ago, Zorena, Jewel of the Neathar, challenged the PCs to capture dinosaurs for the Neathar attack against the Azcan. Zorena has been gauging the merits of the PCs as mates, in her own cave-woman way, and the womanizer bard PC rose to the challenge. The other PCs could not turn down wrangling dinosaurs.

I used a couple of dinosaurs from John's compendium (thanks John!), the tri-horn behemoth from MM3 and the fang titan drake from MM2. The dinosaurs were a little over the PCs' power level, but they only had to get the dinosaurs to bloodied and intimidate them into surrender. Halfway through the fight the fang titan drake showed up to feed on the herbivores the PCs had subdued. What a jerk! This was a pretty tough battle, and two of the PCs lost consciousness at one point. Everyone seemed to enjoy it a lot.

Last week, the PCs took those dinosaurs to the Azcan city and fed them a psychedelic plant the Neathar call crazyweed. While they were admiring their work, the PCs saw the Azcan high priest calling for the thunderbirds with his emerald skull. They rushed to confront him!

If I didn't explain the emerald skull, it was a gift from Atzanteotl that corrupts all things feathered and scaled. The high priest has been using it to corrupt the feathered serpents and dinosaurs of the area to the side of entropy, and now he's trying to corrupt the thunderbirds as well. The thunderbirds have resisted entropy thus far, but they can't deny the high priest's commands.

We had a pretty fun skill challenge where the PCs had to navigate the panic-stricken Azcan city and track down the high priest. At the end, the PCs confronted the high priest. He was a solo monster with a bunch of snake- and prism-themed powers, using the errata for solo monsters that was released last week from WotC. With that errata, he was a really tough customer, but the PCs emerged victorious.

Once the PCs loot the vault of the Azcan high temple, they're going to need to win over the thunderbirds. There have been some long faces about teleportation not working in Hollow World, so I'm going to cut this vignette short and skip Nithia. A couple of players were disappointed, but the truth is I didn't have really strong ideas for Nithia, we were just going to explore the culture of a Nithian city a little bit and then have a pyramid dungeon crawl in search of pyramid power. At this point I'd rather dedicate the time to the Isle of Dread and Savage Coast, where the PCs will be able to utilize all their powers.

Next week: a surprise I've been squirming to unveil!
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Re: Nentir Vale 4E into Mystara

Postby JohnBiles » Mon Jul 12, 2010 5:42 am

I'm glad the Dinos were useful to you!

Sounds like fun.
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Re: Nentir Vale 4E into Mystara

Postby Wuddy » Fri Jul 16, 2010 7:42 pm

The PCs came up from the mud brick treasure vault of the high priest's ziggurat to find the thunderbirds raining destruction down on the Azcan city. Once they destroyed the emerald skull on the altar, one of the thunderbirds came to see what their intentions were. A very good Diplomacy roll of 35 meant that not only were the thunderbirds willing to take the PCs back home, they were willing to defer to the PCs on the fate of the Azcan city.

The PCs went back and forth about this for a while. Several folks changed their votes. Should the Azcan be spared? Is it possible for a civilization in Hollow World to turn over a new leaf, will any of this make a difference? Is it in fact possible to wipe out a civilization under the protection of the Hollow World Immortals? The PCs don't know yet that Atzanteotl is a corrupting influence, and the current state of the Azcan is an artificial one. But ultimately they decided to spare the Azcan.

One thing is clear, they've made a terrible enemy of Atzanteotl.

The thunderbirds flew the PCs back to the Neathar village to pick up a friend, and the Neathar threw them a rockin' cave-man party with improvised drums and dancing around blazing fires, it was a lot of fun. Later on Zorena brought together gifts from the village, flint weapons and tools, stitched hides, food, and that sort of thing. The sorceress PC claimed a wolf pup. It was great to have PCs interested in rewards that aren't magical or even worth anything, I think they really responded to the Neathar. Even though the chief Zorok proposed a feast for seven days, eventually the PCs had to leave. They said goodbye and rejoined the thunderbirds for the flight home.

While they were flying, one of the NPCs started freaking out and pointing, and urged the thunderbirds to land. When they did, the PCs found themselves in familiar territory. They were walking a path to one of the villages of the Nentir Vale, with the red sun of the Hollow World still overhead. The village was desolate and newly made, and the PCs knew what was happening. The Immortals have set aside a habitat for the next inhabitants of the Hollow World.

I have some exciting plans for the upcoming weeks. The PCs are going to emerge from Hollow World way up north, and touch down for a night within walking distance of the temple where the Hallonica heiress' vampire ancestor is running her false worship of Balthac. This ties things neatly back into the WotI plot and provides the PCs with a source of information on what the Radiance is and who controls it. But after they confront the vampire, Lillian, the PCs will be faced with a tough choice. If they let her live, they'll have a vampire preying on people up north. If they kill her, the Raven Queen will know everything that Lillian knew about the Radiance, and it may drastically change the Immortals' game.

After that, the PCs are going to infiltrate Glantri as spies and directly confront some of the Glantri rogues' gallery, to put a stop to the damaging Radiance drain that's been going on. It should be a blast!
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Re: Nentir Vale 4E into Mystara

Postby Dave L » Sat Jul 17, 2010 11:20 am

Wuddy wrote:The sorceress PC claimed a wolf pup. It was great to have PCs interested in rewards that aren't magical or even worth anything, I think they really responded to the Neathar.

Well played, it takes a lot of work on your part to make that happen.
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Re: Nentir Vale 4E into Mystara

Postby Havard » Sat Jul 17, 2010 12:40 pm

Maybe you can convince Dave L to make a hex map of the Nentir Vale for you? ;)

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Re: Nentir Vale 4E into Mystara

Postby Dave L » Sat Jul 17, 2010 12:57 pm

Havard wrote:Maybe you can convince Dave L to make a hex map of the Nentir Vale for you? ;)

Who what where?

Are you following me? :)

Edit: I've just found a very nice players map online here.
He's just taken off the adventure locations by the look of it, everything else seems to be there.
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Re: Nentir Vale 4E into Mystara

Postby Azaghal » Thu Jul 29, 2010 6:01 am

This has been fantastic Wuddy, thanks. Can't wait for the next installment.
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Re: Nentir Vale 4E into Mystara

Postby Wuddy » Fri Jul 30, 2010 9:56 pm

Unfortunately the encounter with the vampire Lillian from WotI was wildly unpopular. What I wanted was a surreal, horror noire dialog with the Hallonica heiress PC's vampire ancestor, which could have possibly led to someone being seduced and developing vampiric qualities. I was also prepared for the PCs to simply attack, or for them to sympathize with Lillian and try to help. What happened instead was a total disaster.

The PCs did not like Lillian very much, particularly since they knew she was a vampire, but they did not seem to have the initiative to kill her. So after a bit of dialog, I brought in some shadar-kai agents of the Raven Queen to assassinate Lillian. Things went downhill very quickly as the paladin PC decided I was forcing him to kill innocent men to protect a vampire. So it became a race for the shadar-kai to just kill Lillian before the PCs did something they would blame me for, and that turned out to be a bad idea as well: it seemed as though the PCs' actions couldn't affect the outcome. Geez! It was the best I could do to end the encounter as soon and as amiably as possible and move on.

The PCs got enough information out of Lillian before the end to at least lend a point to the encounter. Another mistake was made when I uttered the line "Etienne d'Ambreville is Rad," because out of the peanut gallery comes "I always thought he was tubular myself." I knew I should have changed his name from Rad! Oh well, it was kind of funny, and I think the story can recover from it.

Between the Darokin plague, Glantri assassins in Nentir Vale, Drachenfels' rocketeer attack squad bringing down the Princess Ark, and now Etienne d'Ambreville apparently trying to drain the world's magic, the PCs are not big fans of Glantri. They are anxious to kick some Glantrian butt. But first we swung by the Nentir Vale to make sure it was still there after the copy they saw in Hollow World. Thankfully, it is still there and doing alright. The PCs received a welcome home and relaxed if only for a little while, and caught up with some friends they haven't seen for a while.

The womanizer bard PC has a shadow elf/drow girlfriend to whom he is entirely unfaithful, but keeps returning to. This NPC showed up to coyly warn the bard that if things continue as they are, Aengmar will be invading the Nentir Vale. But the bard shouldn't worry, she said, because he's now a drow in Rafiel/Lolth's eyes. The bard was puzzled, until the NPC reminded him of their last encounter when they did some wicked drugs and had some kind of trippy, befuddled experience. All of the little clues I've been giving seemed to come together then: the bard has been indoctrinated into the faith of Rafiel/Lolth, and the Demon Queen of Spiders has laid claim to him.

Although she wasn't exactly thrilled with his reaction, the NPC gifted the bard with his own soul crystal (from shadow elf canon). This item will be important later when the other PCs find themselves sicked from the Radiance in Glantri, and with a bit of cleverness they'll put together that the crystals protect the wearer from the effects of the Nucleus radiation.

Obviously I've strayed from canon here in that the crystals do not dissolve in sunlight. But since this change has been made to every other piece of drow equipment since 2E, I feel like it's a safe tweak to make.

Up next, the PCs will enter the principality of Belcadiz for a daring heist. Can the bard charm Princess Carnelia to pilfer her steam-powered possibility engine and stop the rapid Radiance drain Rheddrian has detected? Can the other PCs handle Carnelia's jealous court, unravel the mysteries of Glantri, and pick up the trail of Etienne d'Ambreville? Can I find a reasonable way to stop them from charging straight into Glantri City and ending the adventure way too early? Time will tell!
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Re: Nentir Vale 4E into Mystara

Postby eldersphinx » Sat Jul 31, 2010 3:50 am

Wuddy wrote:Can I find a reasonable way to stop them from charging straight into Glantri City and ending the adventure way too early? Time will tell!

Hmmm. I wonder if this last bit could potentially be handled by dangling a carrot or two in front of the PCs to encourage them to make a sidetrip. An invitation from one of Glantri's as-yet-unrevealed princes (such as Jherek or Volospin) suggesting that Glantri needs a rebellion against Etienne and Jaggar, and could they stop by his tower to discuss strategy, might convince them to detour when a simple threat or obstacle wouldn't. And if they turn the offer down, not much lost, right?
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Re: Nentir Vale 4E into Mystara

Postby Azaghal » Sat Jul 31, 2010 5:42 am

eldersphinx wrote:
Wuddy wrote:Can I find a reasonable way to stop them from charging straight into Glantri City and ending the adventure way too early? Time will tell!

Hmmm. I wonder if this last bit could potentially be handled by dangling a carrot or two in front of the PCs to encourage them to make a sidetrip. An invitation from one of Glantri's as-yet-unrevealed princes (such as Jherek or Volospin) suggesting that Glantri needs a rebellion against Etienne and Jaggar, and could they stop by his tower to discuss strategy, might convince them to detour when a simple threat or obstacle wouldn't. And if they turn the offer down, not much lost, right?


Suggesting that if they go charging in they could worsen the situation allowing for a worse Prince to step in, however if they spend some time reconing the situation so they know which Princes to focus on and which they want to put in a situation to take charge.
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Re: Nentir Vale 4E into Mystara

Postby Wuddy » Mon Aug 09, 2010 12:31 am

The idea of a potential alliance is a good one, but I've arranged it to come from Belcadiz as part of the heist storyline. The underlying problem is that the PCs will not trust Glantri. So this way, they can experience negotiation for an alliance and not feel gullible, because they're not the ones being played.

But we're going to have to wait about a month on the Belcadiz storyline, because one of the players we need for that one is going on his honeymoon! So for the next few weeks, we're going to tackle the ruin of Caurenze, Innocenti, and his ray gun. After that we will do Belcadiz, and at the conclusion, I had another idea for how to distract the PCs for a while.

Basically, at the end of the Belcadiz storyline, the Brotherhood of Shadow finally learns the secret of Rad and the Radiance. They use this information to really start a riot. The quarrel between the Immortals kicks into high gear, and Etienne launches the Glantri superweapon early. The Princess Ark receives word that Alphatia is in a desperate situation, and Haldemar and the others recruit the PCs to help. Once they get there, it becomes clear that it's a suicide mission. I will need some cues to let the PCs know that magic is failing, perhaps the Princess Ark falters in the air, spells flicker from time to time, magically healed wounds reopen. Haldemar and the senior crew of the Princess Ark will disembark and order the PCs to take the ship out over the ocean, where it could survive a crash (or if the PCs refuse to leave, the whole continent will start to sink and they'll have to return to the ship). This is the last anyone will see of Captain Haldemar and the brave senior crew of the Princess Ark- the ship is now under the PCs' command.

As a result of the superweapon, magic is temporarily drained from the entire world. The ship will be adrift, and naturally, it ends up at the Isle of Dread. :)
To simulate the time without magic, I want to start PCs off with class abilities and at-will powers only. A little later, as magic starts to return, they'll get their encounter powers, then daily powers, and finally paragon powers. During this time I'll figure out a reason for them to check out the Isle of Dread.

What do you guys think of this plan?
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Re: Nentir Vale 4E into Mystara

Postby Wuddy » Sat Aug 14, 2010 12:18 am

The PCs have enlisted the aid of a master seamstress to tailor Glantri garb for disguises. Part of the reason I like 4E is that you don't just look up the specific spell for what you want and bam, you're done. It's true that there are magics for disguising yourself and allies, but they aren't automatically accessible and they aren't perfect. When you can't just magic every problem away, I feel like it leads to more interesting interactions. But, others may disagree.

The Princess Ark is going to take the PCs close to Glantri, to the pioneer town of Rennydale in Darokin. From there they will travel with a trade caravan into Erewan and be on their own as they sneak into the waste to the west.

Besides being in the way geographically, Erewan is a good place to introduce the PCs to Glantri. The leaders of Erewan are pretty benign, independent from Glantri politics, and sympathetic to the world outside their borders. The trade from Darokin should be welcome, since Erewan is on hard times and their strongest allies in Canolbarth have been wiped out. I don't think Erewan would be too suspicious of a bunch of caravaneers. But they're not going to spend too much time in Erewan, just enough to establish a bit of Glantri.

Even before the steampunk, Glantri is often represented as misty. Kingdom of Magic says "Fog commonly cloaks the mountains and hills, obscuring entire principalities for days at a time". If you add to this the clouds of steampunk industry, much of Glantri is probably well smogged, especially around the edges of major settlements.

The Red River is a great feature. The books describe it as being red with mud, but I imagine it's also pretty polluted. Efforts in Erewan to grow forests on the Red River could be focused on cleansing the water. As the PCs get farther into Glantri, they'll see a stark contrast between Erewan's care for the environment and the other principalities.

Communication through the mists of Glantri is done through towers that relay patterns of light in a sort of Morse code. This idea comes partly from Terry Pratchett's book Going Postal, which just recently had a television movie on Sky One with really great visuals for the Clacks (as they're called).

Radio waves might not be beyond the level of technology in steampunk Glantri. But they're crude, filled with interference and strange noises caused by the Radiance, like ghosts on the line. If I decide to use radio devices, it could have a very Silent Hill feel, which I think is appropriate.

I also plan to use a lot of howling wolves and rats scurrying from every crevice as atmosphere. As soon as the PCs leave Erewan they will also start to suffer Radiance sickness. This sickness is discussed more in Shadow Elves than Glantri, but I think it should definitely be in Glantri as well. The natives of Glantri are immune, but visitors will begin to get sick. After an extended rest, everyone who isn't protected loses 1 healing surge and can't regain healing surges until they leave the Radiance. This effectively limits trips into Glantri to a week at best, and only a couple of days if there's intense combat. Currently the bard is the only one protected, via the soul crystal gifted by his shadow elf/drow girlfriend. Between the fog and inability to heal, my players might draw some comparisons between Glantri and Eberron's Mournlands, but why not?

In places the PCs will see the lights of Glantri skyships prowling the skies, scouring the ground with searchlights. I can see these ships being sent to search the Great Crater for survivors, and the PCs may have a couple of close brushes with them, before they get to witness the power of Innocenti di Malapietra's death ray when he neatly disintegrates one.

I couldn't find an example of a Glantri skyship in my Champions of Mystara box (I may have lost a card or two), but I think the best fit for steampunk Glantri would be a zeppelin. It's steam-powered, it's German, it's distinctive!

More to come in the weeks ahead on steampunk Glantri, and ideas are as always much appreciated! :D
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Re: Nentir Vale 4E into Mystara

Postby JohnBiles » Mon Aug 16, 2010 3:57 am

I would suggest making Radiance Sickness according to the 4E Disease rules, so it would have stages and could be resisted.

Zeppelins are ideal for a Steampunk Glantri.

Would a semaphore system really work well in a perpetually foggy place?
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Re: Nentir Vale 4E into Mystara

Postby Wuddy » Mon Aug 16, 2010 5:39 am

I think it would work well, yes. The semaphore system is done with light, high above the ground. The patterns of light are what's used to communicate. I think it would penetrate the fog much like a lighthouse or headlight in fog.

I'll have to think about using a disease track. The problem there is that the PCs have the Cup and Talisman of Al'akbar to cure disease. Also, if a successful Endurance roll allows them to not suffer from Radiance sickness, they will probably not figure out that the crystal is a protection at all. They may just assume the bard rolled well enough.

What I might do is have the first encounter with Radiance sickness be an automatic loss of healing surges. Then later, when they return to Glantri a second time, I'll use the disease track and let folks roll to resist it. Maybe their bodies have adapted to resist the sickness like Glantri natives.

The radio waves thing is a little out there, isn't it? I probably won't use that. But one thing that always fascinated me is kinetic sculpture, especially ones that make sound. Here's an example of what I mean: http://www.youtube.com/watch?v=KWwGAXRXDuY
I think it would be cool/terrifying if Malapietra has a setup like that in his tower, maybe in some paranoid attempt to understand the ambient energies of the Radiance. It is less spooky of a concept in the D&D world, but it might lend some atmosphere.

I was thinking about monsters as well. Originally I was thinking humanoids from the tunnel to the Broken Lands, but there are also monsters summoned by Alphatia running around at this time, so I have an excuse to use demons too. And some of the Beagle's guardians may have awoken from the meteor strike. I had a look around Havard's Blackmoor site and some of the monsters might be cool to use in an encounter. In about a month's time we go from fighting dinosaurs to fighting robots! Since the Isle of Dread is coming up, can pirates be far behind?

I'd like to design 2, maybe 3 encounters with a small assortment of monsters. I would also like to use the vampiric rose in one. Vampires and werewolves are obviously iconic Glantri monsters, but I kind of doubt they would be wandering the lifeless ruins of Caurenze. What else?
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Re: Nentir Vale 4E into Mystara

Postby JohnBiles » Mon Aug 16, 2010 5:12 pm

Wuddy wrote:I'd like to design 2, maybe 3 encounters with a small assortment of monsters. I would also like to use the vampiric rose in one. Vampires and werewolves are obviously iconic Glantri monsters, but I kind of doubt they would be wandering the lifeless ruins of Caurenze. What else?


A Vampire mage could easily be leading an expedition into the ruins looking for loot and have some undead minions, lesser vampire flunkies, etc.

Given the prince's canonical proclivities, perhaps a water elemental corrupted into a poison elemental or 3 could be roaming around.,
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Re: Nentir Vale 4E into Mystara

Postby Bonetti » Mon Aug 16, 2010 10:01 pm

Wuddy wrote:I think it would work well, yes. The semaphore system is done with light, high above the ground. The patterns of light are what's used to communicate. I think it would penetrate the fog much like a lighthouse or headlight in fog.

It would, but the fog would disperse it enough that it would be trivially eavesdropped upon (whereas a reasonably directed light would be much harder to be read by a third party).

Wuddy wrote:What I might do is have the first encounter with Radiance sickness be an automatic loss of healing surges. Then later, when they return to Glantri a second time, I'll use the disease track and let folks roll to resist it. Maybe their bodies have adapted to resist the sickness like Glantri natives.

Depending on how subtle you want to be, there's always the possibility of tracking their surges yourself (don't announce that any are missing) and when they run out and try to use one, let them know. Also, if you combine it with a monster or two which are known to steal surges (e.g. wraiths), it could complicate matters for them.

(Since healing surges are a PC resource, don't forget to take their lack into account and tone encounters down a bit. I didn't realize how devastating it could be until I drained a bunch from the defender in the first encounter of a delve, and without someone with the surge transfer ritual, they can't easily be replenished in the middle of an dungeon or equivalent.)

Wuddy wrote:But one thing that always fascinated me is kinetic sculpture, especially ones that make sound. Here's an example of what I mean: http://www.youtube.com/watch?v=KWwGAXRXDuY
I think it would be cool/terrifying if Malapietra has a setup like that in his tower, maybe in some paranoid attempt to understand the ambient energies of the Radiance. It is less spooky of a concept in the D&D world, but it might lend some atmosphere.

I like this idea!

Wuddy wrote:I'd like to design 2, maybe 3 encounters with a small assortment of monsters. I would also like to use the vampiric rose in one. Vampires and werewolves are obviously iconic Glantri monsters, but I kind of doubt they would be wandering the lifeless ruins of Caurenze. What else?

The Demonomicon has a form of Clockwork Horror (Arachnid Clockwork Horror, a minion) in it, which might fit into the robot side of things (and the steampunk side of things). Throw in creation by an engineering vampire and powered by blood, and you've just crossed both ideas pretty solidly, I think.

Of course, you have the option of stealing some ideas from WoW and justifying the use of oozes/slimes/jellies due to the Radiance influencing things around it. Gnomeregan, the gnomish city, has been seriously irradiated and it's led to leper gnomes (well, irradiated gnomes), animated viscous fallout, and other such fun things. You might be able to use some of the boss fights or encounter ideas there for your own game.

Another possibility (can't remember if it was ever raised before) would be to lift the character Karl Ruprecht Kroenen from Hellboy (I particularly liked the way he was portrayed in the movie). A half-dead, self-animated, clockwork villainous super-fighter sounds like it might fit in.
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Re: Nentir Vale 4E into Mystara

Postby Wuddy » Tue Aug 24, 2010 9:33 pm

I'm perfectly okay with the signal being vulnerable to eavesdropping, since it's mostly there to provide atmosphere. And maybe later the PCs can do a skill challenge to crack the code and intercept or alter Glantri messages.

That's a good point about missing healing surges adding an extra challenge to combat! I'll keep an eye on it.

Unfortunately I can't use anything from WoW. Two of my players are, uh, eager about WoW and it's a good day when we can get through a session without references to it. Personally, I hate WoW, my sister and several friends are addicted to it, I don't want to encourage that. But poison elementals or corrupted oozes, I'm sure I could safely use those. And this is a good place for them!

One thing that struck me as we were doing Glantri last week is how much of it is just me describing things to the players. I think our dynamic is a little out of whack with one of our regular players away for the month on vacation. But I also need to introduce some elements for them to interact with. I'm throwing in one of the Alphatian summoners for an encounter, for some possible dialog. I was considering a vampire to talk to, but then I remembered, our last noncombat encounter with a vampire was a complete train wreck.

I had another idea this afternoon, of a young man from further north whose true love had gone to Blackhill for work. After the meteor, he cashed in his chips and came to find her. But how has he survived? Maybe he's been captured by humanoids, and I could wrangle the PCs into fighting some gnolls or orcs in order to save him.

Clockwork horrors are now a must. I love the ability they have to duplicate themselves in combat. :D
I remember that character from Hellboy (I never read the comic book), and I think he would fit really well as an enforcer for Prince Morphail. Perhaps as the PCs get closer to that point, or if they make Morphail mad.
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