Khevoran 2 Session Notes: 14 August 2010 – Chapter 3 Finale

Khevoran 2 Session Notes: 14 August 2010 – Chapter 3 Finale

The party takes care of miscellaneous business in Hillcrest until that evening, when Vlad and Poppy hold a funeral pyre for Warder Kev.  The next morning they depart for Leitus’ compound. When they arrive, they find the facility abandoned, ten Elven Etu’sauri are on the premises, they have been sent to punish Leitus for his crimes and are hunting for clues as to his whereabouts.  When Poppy inadvertently uncovers such a clue, indicating that Leitus may have fled into the Eastern Wastes, the Etu’sauri depart with the promise that if they find Leitus, they will return with any warpstone he may be carrying. The party quickly finds the flooded mine shaft which leads to the goblin cave, after a few attempts, Gronk swims into the murk and...

Khevoran 2 Session Notes: 17 July 2010

Khevoran 2 Session Notes: 17 July 2010

When questioned, Volkov provides over a year of meticulous notes about mission histories, things that have gone wrong, and the compartmentalization of information. The party agrees that, assuming the information isn’t invented, it shines a fairly damning (if entirely circumstantial) light on Lieutenant Stein. Volkov even mentions that Mengst and Stein are so inherently paranoid that they use Warders to pass mission orders between them instead of couriers. When Alton asks about Donus and Fern, Volkov says that Fern felt she could convince Xander that it was all a misunderstanding and that Stein is suspect, but something obviously went wrong. Volkov had ordered his men to flee the area and knows no further details of the altercation except that it ended in...

Update to the skill training house rule:

I’ve edited the previous post on the house rule to remove any randomness from the requirements.  You can reference the original post for the updates, in short, all rolls are removed, and the required training hours is calculated as such: (100 hours for basic skills, 150 for advanced skills and talents) + (50 hours if the skill is outside your current advance scheme) – (applicable stat, in hours) For example, read/write for someone who doesn’t have it in their advance scheme, with an int of 40 would be: 150 + 50 – 40 = 160 hours.

Character Advancement (House Rule)

Okay, been thinking a lot about character advancement, and here’s what I think we’re going to try: Careers For any career change, you must convince me that your character has naturally evolved into that career.  Additionally, you must possess all of the trappings and spend the requisite points (100xp for an exit, 200xp for any basic career).  If you are moving to a career exit, you must have completed the advance scheme and possess all of the skills and talents of your current career.  Some circumstances are obviously easier than others.  Your best bet is to let me know the direction you want to go as early as possible and I will endeavor to give you the opportunity to get there. Skills and Talents You may purchase specialties in any skill you...

Fantasy Grounds Tutorial: How To Help Me Help You

Fantasy Grounds Tutorial: How To Help Me Help You

  And by “help” what I really mean is “do it cuz I’m not tracking your bonuses in my head”.   Here’s a brief overview of some incredibly helpful things you can do to make life easier on your GM and yourself.  Please implement them as soon as you possibly can.   First things first – PLEASE populate your combat mini-sheets with as much useful information as you can cram into them.  This data shows up on my combat tracker and lets me see your armor, weapons, and any special skills that are appropriate.  Mayvik did a very good job on his, pictured below.     Note that he summarized his armor as it suggests, listed his primary weapons with their special traits and damage, and listed some of his combat-related talents.  ...