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	<title>A Mind, Flayed</title>
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	<description>Slowly peeling away the layers of my mind</description>
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		<title>A Mind, Flayed</title>
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		<title>Amarath: The Ravaged World</title>
		<link>http://kalagrim.wordpress.com/2010/09/28/amarath-the-ravaged-world/</link>
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		<pubDate>Wed, 29 Sep 2010 05:45:14 +0000</pubDate>
		<dc:creator>Kal Agrim</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[For a little while I have been working on trying to put my campaign setting down on paper, and have so far come up with the following. I would appreciate any feedback you would like to give. Amarath: The Ravaged World Introduction:- Amarath has always been a ravaged world, one where nations are known to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kalagrim.wordpress.com&amp;blog=8166359&amp;post=248&amp;subd=kalagrim&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>For a little while I have been working on trying to put my campaign setting down on paper, and have so far come up with the following. I would appreciate any feedback you would like to give.</p>
<div>
<h1><span style="font-size:medium;"><span style="text-decoration:underline;"><strong>Amarath: The Ravaged World</strong></span></span></h1>
<p><span style="font-size:medium;"><span style="text-decoration:underline;"><strong><br />
</strong></span></span></p>
<h3><strong><span style="font-size:x-small;">Introduction:-</span></strong></h3>
<p><span style="font-size:x-small;">Amarath  has always been a ravaged world, one where nations are known to  constantly fight wars caused by the most trivial matters. It is a world  where races hate one another for little more than their pointed ears, or  their lack of them. However, in recent years these conflicts have begun  to take a backseat to the chaos and destruction caused by sweeping  storms of raw elemental energy. Storms which are occouring with ever  increasing frequency. As these storms pass they cause people, wildlife,  plants and even the very ground itself to transform into hideous  monsters infused with elemental energy. Pleas for the storms to cease go  out to the nine great primordials who are revered the world over.  Unfortunately, for the people of Amarath, the primordials are too busy  with their own schemes to pay heed and so it falls at the feet of mortal  heroes to attempt to solve these problems.</span></p>
<p><span style="font-size:x-small;">One  more problem faces these heroes, ancient prophecies were made that  proclaim the day when mortals will advance to stand as gods over all of  Amarath. The Primordials enjoy the power they gain from being the only  beings with divine influence over Amarath and take great pains to ensure  any mortal who may become powerful enough to oppose them is destroyed  or recruited into their armies before that can ever happen.<br />
</span></p>
<h3><strong><span style="font-size:x-small;">General Information:-</span></strong></h3>
<p><span style="font-size:x-small;">The  majority of the landmass in Amarath is comprised of two continents and  one major archipelago. The continents, known as Dmar and Ithamar, play  host to most of the intelligent life on Amarath. The archipelago, known  as the Lamath Cluster, is mostly wild lands save for a few of the larger  islands which are inhabited by a nation of eladrin.</span></p>
<p><strong><span style="font-size:x-small;">Dmar:-</span></strong></p>
<p><span style="font-size:x-small;">Dmar  is a small continent inhabited by two human nations, Incath and Amlin;  the elven nation, Sharathwe; and a number of other non-aligned tribes  and settlements. Dmar is mostly equatorial, the north and south ends of  the continent are mostly desert and mountains, whereas the central  portion is a combination of rain forests and fertile plains.</span></p>
<p><span style="font-size:x-small;"><span style="text-decoration:underline;">Incath:</span> The Incathi inhabit the Eastern side of Dmar, closest to the Lamath  Cluster. The Incathi are a militaristic nation who, though they possess  what is probably the largest and best equipped military on Amarath, show  little interest in further expanding their borders, at the current  time. Following a recent surge in the size of the country, the nations  impressive military now raids others on the continent alongside any  shipping which veers too close to them for supplies which are used to  build much needed infrastructure within Incath. The military is also  used to protect themselves from threats inside and outside of their own  borders. The Incathi are currently led by Warmaster Suleshii who, at the  age of 27, is the nations youngest ever Warmaster.</span></p>
<p><span style="font-size:x-small;"><br />
<span style="text-decoration:underline;">Amlin:</span>The  Amlinir inhabit most of the western side of Dmar. This weak nation, led  by High Imperator Jonas, has been warring with the Sharathwen elves  since the last High Imperator went missing in the Sharathwen  forest  twenty three years ago. High Imperetor Jonas refuses to call off the war  with the elves despite having suffered heavy losses in virtually every  military action since the beginning of the war, compounded by additional  losses to Incathi raids.</span></p>
<p><span style="font-size:x-small;"><span style="text-decoration:underline;">Sharathwe:</span> The Sharathwen elves  rule most of the vast Sharathwen forest that fills the central portion  of Dmar. Their concealed tree-borne cities protect them from harm most  of the time, the Amlinir military especially has suffered great losses  at the hands of the stealthy elves. The Incathi, however, are another  story; their constant raiding parties cost the elves valuable lives and  other resources. The Sharathwen elves constantly consider retreating  fully into the Feywild, worries about being followed by either the  Incath or Amlin military forces are a major factor in their hesitancy to  retreat.</span></p>
<p><span style="font-size:x-small;"><span style="text-decoration:underline;">Others:</span> Several small tribes and settlements  occupy the rest of Dmar. Goliaths, orcs, goblins and kobolds are  especially prevalent. Rumors suggest that some of these groups may be  led by dragons, though noone has ever seen a dragon on Dmar.</span></p>
<p><span style="font-size:x-small;"><strong>Ithamar:-</strong></span></p>
<p><span style="font-size:x-small;">Ithamar  is a large continent that spans so far to the north and south that it  prevents circumnavigation of Amarath without traversing the inhospitable  polar waters. It is inhabited by two major human nations, Magrid and  Nort; a cosmopolitan mageocracy, Karim; and a host of smaller non-human  settlements, tribes and nations.</span></p>
<p><span style="font-size:x-small;"><span style="text-decoration:underline;">Magrid:</span> Magrid is a small  human nation ruled by King Thamas Magrid a tough, ruthless man, has  ruled in Magrid since uniting the Magrid tribesmen almost thirty years  ago. His life is close to ending and he has no heir to the throne. As  such, he and his advisers are currently seeking a suitable person to  take on the crown after King Thamas passes away. Magrid is situated to  the North-West of Ithamar which is relatively uninhabited, only few orc  and goblin tribes lie close to, or within, Magrid&#8217;s borders and King  Thamas has subjugated most of them through force of arms. Magrids newest  town, Demas, was settled only five years ago on the eastern most  borders of Magrid close to a goblin settlement famous for its finely  crafted weaponry and armor.</span></p>
<p><span style="font-size:x-small;"><span style="text-decoration:underline;">Nort:</span> The Nortic do not yet  have a nation, as such, they are at least of the moment a collection of  nomad tribes that wander the vast plains of southern Ithamar, however  they work together for the betterment of all the tribes. The Nortic are  led by a tribal council comprised of a representative from each  constituent tribe. The council meets once per month to discuss matters  of state, and all the tribes gather for a grand moot in the spring of  each year. At the grand moot decisions that everyone&#8217;s opinion is wanted  are voted upon, such as electing new council members. It is expected  that this year the tribes will vote on the issue of settling down and  forming permanent settlements. Due to the size and nomadic nature of the  Nortic they have angered several other tribes in the area, the Rokagnuk  orcs and Thundering Mountain goliaths are the two most aggrieved, and  have recently been raiding Nortic encampments.</span></p>
<p><span style="font-size:x-small;"><span style="text-decoration:underline;">Karim:</span> The  mageocracy of Karim is ruled by a council of 47 arch-mages of various  races, including and ancient green dragon and a dryad who lives in the  circle tower since her tree was magically moved to the top floor of the  tower. Karim is the only truly cosmopolitan nation on Amarath, where  members of all races can be found living side-by-side, though not in  peace. Karim is situated in eastern Ithamar amidst the warring goblinoid  and giant tribes. The highly magical nature and the power of the  leaders of the Karim society have been the only things preventing Karim  from being overwhelmed by the massive number of attacks from these  tribes, individual mages often side with a tribe during a turf war to  make some easy coin, only to flee before the tide turns and the  attacking tribe is crushed by its enemies. The mages of Karim are  responsible for bringing warforged into the world during their unending  quest to ascend mortals to the stars, where they may at last have a  chance to overthrow the primordials.</span></p>
<p><span style="font-size:x-small;"><span style="text-decoration:underline;">Others:</span> Various  nations, tribes and settlements occupy the remainder of Ithamar, most of  these smaller nations are at constant war with one another, especially  the giants and goblinoids that inhabit eastern Ithamar. The dragonborn  have several small towns close together in western Ithamar, their  natural talents for leadership and warfare means that they have been  holding their bastions of light, despite constant attack from the  Shadar-Kai and dark-elves of Ithamar.</span></p>
<p><span style="font-size:x-small;"><strong>The Lamath Cluster:-</strong></span></p>
<p><span style="font-size:x-small;">The  Lamath Cluster is a large archipelago which, due to the varying  latitudes of its islands, almost every conceivable terrain type is  present, from volcanoes, to forests, to swamps. Most of these islands  are currently unexplored, but are thought to be uninhabited by  intelligent life. The only known nation currently inhabiting the Cluster  is Vuruth, a nation of eladrin. It is suspected that their are a few  small settlements founded by the people fleeing Dmar and Ithamar,  however no such settlements have been discovered to date.</span></p>
<p><span style="font-size:x-small;"><span style="text-decoration:underline;">Vuruth:</span> Vuruth is an eladrin nation located on three large islands in the  southern portion of the Lamath Cluster. The eladrin have lived in this  area for over a thousand years, their only conflicts with wild animals  on the islands, or sea creatures disturbed by their ships. Recently  however, Incathi and Karim expeditions to the Cluster have run into  Vuruthi naval ships. No Incathi or Karim vessels have survived the  encounters to date, though a few bedraggled souls picked up by others in  the area report that these eladrin are ruthless killers and slave  takers, slaughtering all fey creatures the encounter and taking those  who are not fey as slaves. Concern is spreading in Incath that they may  become a target of the Vuruthi and Warmaster Suleshii is planning a  proactive strike at the eladrin of Vuruth.</span></p>
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		<title>The Wall of the Damned</title>
		<link>http://kalagrim.wordpress.com/2010/09/24/the-wall-of-the-damned/</link>
		<comments>http://kalagrim.wordpress.com/2010/09/24/the-wall-of-the-damned/#comments</comments>
		<pubDate>Sat, 25 Sep 2010 04:44:03 +0000</pubDate>
		<dc:creator>Kal Agrim</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[The Wall of the Damned is an artificial construct made up from the bodies of many slain foes, these corpses are animated by foul necromantic energies. They are often placed as barriers in interior locations to prevent intruders bothering their masters. Wall of the Damned Tactics The Wall of the Damned  appears to be an [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kalagrim.wordpress.com&amp;blog=8166359&amp;post=234&amp;subd=kalagrim&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="/Users/Astara/AppData/Local/Temp/moz-screenshot.png" alt="" />The Wall of the Damned is an artificial construct made up from the bodies of many slain foes, these corpses are animated by foul necromantic energies. They are often placed as barriers in interior locations to prevent intruders bothering their masters.</p>
<p><a href="http://kalagrim.files.wordpress.com/2010/09/wall-of-the-damned.jpg"></a><a href="http://kalagrim.files.wordpress.com/2010/09/wall-of-the-damned1.jpg"><img class="aligncenter size-full wp-image-242" title="Wall of the Damned" src="http://kalagrim.files.wordpress.com/2010/09/wall-of-the-damned1.jpg?w=490&#038;h=538" alt="" width="490" height="538" /></a></p>
<h3>Wall of the Damned Tactics</h3>
<p>The Wall of the Damned  appears to be an ornate carving or elaborate painting until its foes are close enough, at which point it uses its Soothing Song and Luring Song powers to draw its enemies in close enough to be attacked with its Arms of the Damned.</p>
<p>The first time an enemy is grabbed by Arms of the Damned it uses its action point to attempt to pull the foe into the wall using Absorb, it then uses the absorbed foe as a Body Shield until they escape the effect. It uses its Steal Soul power whenever possible to help maintain itself.</p>
<h3>Ecology</h3>
<p>The Wall of the Damned is often found with other undead or constructs, especially ones who can lure creatures towards the wall.</p>
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		<title>New Beginnings</title>
		<link>http://kalagrim.wordpress.com/2010/09/24/new-beginning/</link>
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		<pubDate>Sat, 25 Sep 2010 03:11:54 +0000</pubDate>
		<dc:creator>Kal Agrim</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://kalagrim.wordpress.com/?p=225</guid>
		<description><![CDATA[Welcome to anyone who has not seen my blog before, and welcome back to anyone who has. It&#8217;s been a little over 12 months since I updated my blog, this is because I just went through the long process of immigrating into the U.S.A from the U.K. a process which took around 18 months, plus [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kalagrim.wordpress.com&amp;blog=8166359&amp;post=225&amp;subd=kalagrim&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Welcome to anyone who has not seen my blog before, and welcome back to anyone who has.</p>
<p>It&#8217;s been a little over 12 months since I updated my blog, this is because I just went through the long process of immigrating into the U.S.A from the U.K. a process which took around 18 months, plus the additional 6 months it took to get settled here in California.</p>
<p>I have a new job working in retail, which keeps me pretty busy, preventing me from writing as much as I would like, however I intend to try to write something to put here at least once a week, it may not always be D&amp;D content, I intend to write some editorials, though I have never really wrote any before.</p>
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		<title>Shards of Secrets Lost &#8211; Encounter 1</title>
		<link>http://kalagrim.wordpress.com/2009/08/10/shards-of-secrets-lost-encounter-1/</link>
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		<pubDate>Mon, 10 Aug 2009 06:33:38 +0000</pubDate>
		<dc:creator>Kal Agrim</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://kalagrim.wordpress.com/?p=212</guid>
		<description><![CDATA[Introduction The PCs have all arrived in Sharn, the city of towers, for their own reasons and are enjoying a quiet drink in the Drunken Goblin tavern. They spy an ex-cyrian soldier enters the tavern and questions the barkeep. He is directed towards a brutish man sat drinking heavily with his companions. The encounter quickly [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kalagrim.wordpress.com&amp;blog=8166359&amp;post=212&amp;subd=kalagrim&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h2>Introduction</h2>
<p>The PCs have all arrived in Sharn, the city of towers, for their own reasons and are enjoying a quiet drink in the Drunken Goblin tavern. They spy an ex-cyrian soldier enters the tavern and questions the barkeep. He is directed towards a brutish man sat drinking heavily with his companions. The encounter quickly turns to violence as the brutish man whips the bottle he is drinking from across the face of the cyrian. The PCs are dragged into a fight as the whole bar erupts into a mass melee.</p>
<h3>Setup</h3>
<p>This encounter is very similar to the bar fight encounter I posted a few weeks ago (found <a href="http://kalagrim.wordpress.com/2009/07/15/bar-fight/">here</a>). The only real differences are in the terrain features in the bar, and the read-aloud text. The whole encounter is reproduced here, with the necessary changes implemented.</p>
<h1><strong>Encounter 1: Causing Trouble</strong></h1>
<h2>Encounter Level 3 (600 XP)</h2>
<h2>Setup</h2>
<p><strong>4 Angry Drunks (A)</strong></p>
<p><strong>1 Drunken Brawlers (D)</strong></p>
<p><strong>1 Professional Brawlers (P)<br />
</strong></p>
<p>The PCs enter the Drunken Goblin tavern and attempt to sit down for a quiet drink; it does not take long before they are dragged into someone else’s fight however.</p>
<p>When the PCs enter the tavern read:</p>
<p><em><strong>The Drunken Goblin tavern is a well furnished drinking hole situated midway up Alkir tower in Sharn, the patrons are mostly merchants and their body guards. Scattered around the bar are several locals who have drunk themselves into a stupor, alongside several others who are just drunk.<br />
</strong></em></p>
<p><em><strong>You find yourselves sat at a table with several other drinkers, most of whom seem to be visitors to Sharn, or adventurers.</strong></em></p>
<p>Give the PCs a few moments to introduce themselves, and answer any of thier questions regarding the Drunken Goblin.</p>
<p><em><strong>As you conclude your introductions your conversation is disrupted by the sound of the main doors being thrown open. A tall muscular man dressed in chainmail which bears the Cyrian crest barges through the crowds and up to a merchant who is sat drinking in the middle of the bar.</strong></em></p>
<p><em><strong>The Cyrian confronts the merchant grabbing him by the scruff of the neck, &#8220;Where is she?&#8221; he demands.</strong></em></p>
<p><em><strong>&#8220;She is safe, I sent her away with a wise and able scholar, shes probably in Karrnath by now&#8221; the merchant replies.</strong></em></p>
<p><em><strong>&#8220;You son of a goat herder, I&#8217;ll have your head.&#8221; Screams the Cryian as he draws his sword. As he does so, a burly figure steps up behind the Cyrian and smashes a bottle on the back of the Cyrian&#8217;s head. The Cyrian turns angrily and slashes at his attacker, drawing the ire of a lot of the patrons. The most drunk, and most experienced combatants join with the Cyrian&#8217;s attacker as the whole bar erupts into violence.<br />
</strong></em></p>
<p>The majority of the bar patrons have seen this sort of fight break out before and are fully aware of the danger staying in the bar entails, most scamper away before anyone has chance to bring a weapon to bear against them.</p>
<p>The PCs should be allowed to position themselves however they like in the bar, then the brawlers should be set up in favourable positions around them.</p>
<p>The Cyrian falls to the brawler in the 2nd round of combat, the professional brawler then turns his attentions on anyone else in the bar, starting with whoever looks the toughest.</p>
<h2>Features of the Area</h2>
<p>The Drunken Goblin tavern has the following features:</p>
<p><strong>Illumination: </strong>There are lanterns spaced around the inside of the tavern, along with two hanging chandeliers leaving the whole interior brightly lit.</p>
<p><strong>Stairs: </strong>Two stairways lead to the upper levels, traveling up the stairs is considered to be difficult terrain, but there is no penalty for traveling down.</p>
<p><strong>Walkways: </strong>These ledges are 15 feet from the ground. They circle the main bar area and allow ranged PCs to fire down without penalty. Several rooms are off these walkways, but the doors to them are locked.</p>
<p><strong>Chandeliers (not marked on the map): </strong>The two main chandeliers hang down to around 10 feet above the main bar area; as a move action a PC can jump from a walkway, swing on a chandelier and drop off to a square anywhere in the bar area, with a DC 15 acrobatics check. Doing so provokes from enemies on the walkways, but not in the lower bar area.</p>
<p><strong> Tables: </strong>The tables are well constructed and easy to turn over (DC 5 athletics), once overturned they provide cover to a PC hiding behind them.</p>
<p><strong> Chairs: </strong>The chairs do not impede movement, but can be used as improvised weapons.</p>
<p><strong> Bar (represented by a bookcase): </strong>The main bar area is flanked on one side by a 20 feet long, 5 feet wide bar, the bar provides cover to anyone stood behind it, and superior cover to anyone who drops prone behind it.</p>
<h2>Tactics</h2>
<p>The brawlers draw weapons and initiate combat immediately.</p>
<p><strong>Angry Drunks: </strong>The angry drunks space out a little, to avoid area attacks, but keep close enough together to take advantage of their <em>strength in numbers</em> ability.</p>
<p>The angry drunks move in to engage the same PC (or PCs) as the professional brawler, trying to grant the more powerful professional brawler combat advantage if possible.</p>
<p><strong> Drunken Brawlers: </strong>The drunken brawlers float around the edge of the combat, focusing on ranged attackers and spell casters, if engaged by more than one PC they fall back and try to separate their attackers.</p>
<p><strong> Professional Brawler: </strong>The professional brawler picks the biggest and toughest looking PC, (probably a defender) and focuses on them until he knocks them unconscious. He spends his action point when he bloodies his foe, and attempts to bring them down as quickly as possible.</p>
<h2>Scaling the Encounter</h2>
<p>Make the following adjustments to the combat based on the number of PCs present.</p>
<p><strong>Five PCs: </strong>Add another drunken brawler.</p>
<p><strong>Six PCs: </strong>Add two more drunken brawlers.</p>
<h2>Ending the Encounter</h2>
<p>If the PCs are all knocked out by the brawlers they are robbed of a small amount of coins (10gp per PC) before their attackers are chased off by the arrival of the local watch.</p>
<p>After 20 rounds, or 2 minutes, the local watch arrives and breaks up the fight, they secure the building and begin their enquiries proceed to Encounter 2.</p>
<h2>Experience Points</h2>
<p>The PCs receive 150 experience points each for defeating the brawlers.</p>
<h2>Statistic Blocks.</h2>
<p>The statistic blocks for the brawlers can be found <a title="Best of Brawlin'" href="http://kalagrim.wordpress.com/2009/07/09/best-of-brawlin/" target="_blank">here</a></p>
<h2>Combat Map</h2>
<p><strong><img title="Drunken Goblin" src="http://kalagrim.files.wordpress.com/2009/07/bar.jpg?w=500&#038;h=348" alt="Drunken Goblin" width="500" height="348" /></strong></p>
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		<title>Amarath &#8211; Races of Amarath</title>
		<link>http://kalagrim.wordpress.com/2009/08/03/amarath-races-of-amarath/</link>
		<comments>http://kalagrim.wordpress.com/2009/08/03/amarath-races-of-amarath/#comments</comments>
		<pubDate>Mon, 03 Aug 2009 04:18:55 +0000</pubDate>
		<dc:creator>Kal Agrim</dc:creator>
				<category><![CDATA[Amarath]]></category>

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		<description><![CDATA[On Amarath the races of the world can be divided into two groups, the old races and the new races. The old races have been around since the beginning of the world, whereas the new races are recent creations, and have only grown to prominence due to the effects of the Maelstrom. The Old Races [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kalagrim.wordpress.com&amp;blog=8166359&amp;post=176&amp;subd=kalagrim&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>On Amarath the races of the world can be divided into two groups, the old races and the new races. The old races have been around since the beginning of the world, whereas the new races are recent creations, and have only grown to prominence due to the effects of the Maelstrom.</p>
<h2>The Old Races</h2>
<p>Humans: The humans of Amarath have been around for many millennia, though not as long as some of the other old races. Humans have spread to every corner of Amarath, and it is not unusual to seem them just about anywhere you may care to go, they have even been seen in the most isolated of eladrin communities.</p>
<p>Elves: The elves of Amarath are one of the youngest of the old races, their migration from the Fey wild to the Amarath proper only occurring in the last 1000 years. Elves are common in any location that has not been overrun by civilization; most of their tree-top towns are deep in the forests, closest to those places with connections to the Fey wild.</p>
<p>Eladrin: The eladrin of Amarath have been around the longest of all the old races, with the exception of the dwarves. The eladrin courts came from the Fey wild many thousands of years ago to bring civilization to the world. The eladrin are reputed to have taught the basics of civilization to many of the old races, including humans. Eladrin can be found in as many places as humans can, but they also have isolated communities where the oldest eladrin teach long-held secrets to their young.</p>
<p>Dwarves: The oldest of all the races of Amarath lived deep under the earth for many millennia until they were forced out from their homes by their evil cousins, the deep dwarves. The dwarves of Amarath settle in hills and mountains, or underneath the cities of the other races.</p>
<p>Half-Elves: This race is reputed to have come about through blending between eladrin and humans many thousands of years ago, but they are recognized as an individual race because they breed true. Half-Elves have their own communities, but they regularly live alongside the other races, especially eladrin and humans.</p>
<p>Halflings: The halflings of Amarath have lived alongside humans for as long as anyone can remember, the eladrin at first believed them to be human children until they were able to inspect them closer. Halflings live close to the settlements of others, but always hold to their own cultures even in the middle of the most metropolitan cities.</p>
<p>Gnomes: The gnomes of Amarath lived close to the surface of the world for many years, existing as slaves to the evil drow elves. In more recent years, due to the catastrophe that beset the drow, they are free thinking citizens. Although they are prone to flights of fancy on occasion, a madness inflicted by a millennia of slavery some say, they are welcomed in most societies.</p>
<p>Half-Orcs: For many years these cross-breeds were not recognized as a true race, it was only when the first all half-orc cities were founded that the old races recognized them. In the past century half-orcs have grown to become accepted in all but the most backwater of towns and villages.</p>
<p>Shifters: The descendants of feral human tribes the shifters still bear many of the brutish traits of their ancestors. They are seldom seen in civilized areas, but are recognized (if not always welcomed) in rural areas.</p>
<p>Drow: For many thousands of years the drow lived close to the surface of Amarath raiding surface towns and villages, keeping the gnomes as slaves. However 300 years ago a terrible plague beset the drow and many of their number died, the few remaining tend to be frowned upon in polite society, but tolerated. However they drow are never welcome in gnomish villages and rumors of mob justice upon the drow are often whispered.</p>
<h2>The New Races</h2>
<p>Dragonborn: The Dragonborn rapidly evolved from the many drakes and lizards of Amarath and due to their sense of honor and respect for the other races, they are welcomed in almost every corner of the world.</p>
<p>Teiflings: Humanoids who are caught in maelstorms of fire and chaos are reputed to have taken on these demonic aspects, and are viewed with caution wherever they venture.</p>
<p>Deva: These angelic looking beings are born in maelstorms of pure light. Humanoids who are caught in one of these storms often report seeing these beings appearing out of nowhere. The deva are welcomed in most places around the world, however certain backwater villages view them with caution.</p>
<p>Genasi: The maelstroms of Fire, Earth, Air and Water are reputed to have transformed humanoids caught in them into these new beings who can harness the very elements themselves. The genasi are welcomed in most of the rural areas of Amarath, where storm borne creatures are more common, however they are viewed with distain in civilized areas.</p>
<p>Goliath: The mountain men of the world seem to have an attraction to the maelstorms of Earth and Growth, often these storms ravage the high mountain passes and as such the tribes there seem to be composed more of goliaths than humans these days. Goliaths are welcomed in most places so long as they come in peace; certain rural towns have had much conflict with the mountain men and the goliath though, so occasionally they are viewed with distain.</p>
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		<title>Eberron &#8211; Shards of Secrets Lost</title>
		<link>http://kalagrim.wordpress.com/2009/07/30/eberron-shards-of-secrets-lost/</link>
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		<pubDate>Thu, 30 Jul 2009 04:58:13 +0000</pubDate>
		<dc:creator>Kal Agrim</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://kalagrim.wordpress.com/?p=194</guid>
		<description><![CDATA[I have recently started an Eberron campaign and intend to run Seekers of the Ashen Crown for the group, however the adventure starts at 2nd level, so instead of asking the players to make 2nd level characters I put together a short adventure designed to run in 6 hours that would take them from 1st [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kalagrim.wordpress.com&amp;blog=8166359&amp;post=194&amp;subd=kalagrim&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I have recently started an Eberron campaign and intend to run <em><a href="http://www.wizards.com/default.asp?x=products/dndacc/9780786950171" target="_blank">Seekers of the Ashen Crown</a> </em>for the group, however the adventure starts at 2nd level, so instead of asking the players to make 2nd level characters I put together a short adventure designed to run in 6 hours that would take them from 1st to 2nd level and give the PCs a chance to get to know each other.</p>
<p>Encounter 5 in this adventure was specific to our group, so when I do the encounter write-ups for this I shall attempt to include alternate ways of passing the doorway.</p>
<p><strong>ADVENTURE OUTLINE…</strong></p>
<p><strong> </strong></p>
<p><strong>XP Budget: </strong>4000XP (1000XP each for 4PCs)</p>
<p><strong>Region Name: </strong>Sharn</p>
<p><strong>Shards of Secrets Lost</strong></p>
<p><em>A bar fight in the Drunken Goblin draws our heroes into debt, a beautiful stranger offers to cover the debt for them, but only in exchange for a</em><em> favour</em><em>.</em></p>
<p><strong>Adventure Summary: </strong>The PCs have all arrived in Sharn, the city of towers, for their own reasons and are enjoying a quiet drink in the Drunken Goblin tavern. They spy an ex-cyrian soldier enters the tavern and questions the barkeep. He is directed towards a brutish man sat drinking heavily with his companions. The encounter quickly turns to violence as the brutish man whips the bottle he is drinking from across the face of the cyrian. The PCs are dragged into a fight as the whole bar erupts into a mass melee.</p>
<p>After the fight the PCs are confronted by the barkeep asking them to pay for the damage they have caused. Fortunately for the PCs a beautiful woman agrees to front the fee for them, in exchange for a minor favour from them.</p>
<p>The woman introduces herself as Julienne d’Tharashk and informs the PCs she is searching for an item of supposed power. She believes the item is in the underbelly of Sharn, it was last known to be in the possession of a group of changeling spies and thieves known as the Chameleons. This group had a base in the depths of Sharn for many years before they were expunged by the Church of the Silver Flame. The shard is believed to still be in that base.</p>
<p>The PCs are given information as to the location of the old base, but not its exact location, they must use their own means to locate it. When they are finally drawing near to the base they are ambushed by a group of changelings who shout a cryptic message as they engage the PCs.</p>
<p>Once they defeat the changelings they finally reach the secret base only to discover the door is protected by some sort of enchantment and that they require a full changeling to bypass it. Fortunately, one of the PCs reveals himself to be a changeling.</p>
<p>Once they bypass the door they discover the base is still guarded, by a group of constructs.</p>
<p>After the constructs the find a half-buried doorway which they must clear, upon clearing it they find that the doorway has a puzzle-type locking mechanism.</p>
<p>Inside the doorway the do not discover the item they are looking for, they do however discover information which suggests the item was taken away before the Silver Flame attacked the base here.</p>
<p>On their way out of the base they are confronted by more changelings who wish for the PCs to hand over the documents they have just discovered.</p>
<p>Once they are finished with the changelings they can finally return to Julienne who sends them on their way thanking them for their help. She however calls them back later when she finds out further information regarding the item she seeks.</p>
<p><strong>Introduction: </strong>The PCs have all arrived in Sharn, the city of towers, for their own reasons and are enjoying a quiet drink in the Drunken Goblin tavern. They spy an ex-cyrian soldier enters the tavern and questions the barkeep. He is directed towards a brutish man sat drinking heavily with his companions. The encounter quickly turns to violence as the brutish man whips the bottle he is drinking from across the face of the cyrian. The PCs are dragged into a fight as the whole bar erupts into a mass melee.</p>
<p><strong>Encounter 1 (600 XP):</strong> Combat. The PCs are caught up in the melee at the Drunken Goblin. They must protect themselves from the brawlers and then deal with the watch when they turn up (Encounter 2). After the fight the watch show up and question the PCs about the brawl, they do not arrest the PCs as they did not instigate the brawl, however the tavern keeper demands reparations be paid for the damage caused. As the PCs were involved in the fight the watch agree and the PCs are asked to pay a fee of several hundred gold pieces. Luckily for the PCs a dragon-marked woman intervenes and offers to pay the fee for the PCs but they must be willing to run an errand for her.</p>
<p><strong>Encounter 2 (0 XP):</strong> Role Playing. The woman introduces herself as Lady Julienne d’Tharashk, a minor member of the House of Finding. Her house has recently come upon some information and she is looking for someone to attempt to locate an item for her. The item is one of the shards of <em>Liryana’tani </em>(<em>Crown of Remembrance</em>) which was sundered by the goblins of Dhakaani many years ago.</p>
<p>Her information suggests the shard was discovered by a group of changelings from a secret society called the <em>Chameleons</em>, this group was based in Sharn and attempted to subvert power from the leaders of the city. The church of the Silver Flame viewed this as an affront to the decent people of Sharn and expunged the organization.</p>
<p>The Chameleons base was located in the depths of Sharn, Julienne has some information on where it may be located, however the information is out of date and incomplete.</p>
<p>In exchange for the PCs acquiring this item Julienne agrees to pay their debt, however if they do not hold to their bargain the house of finders will come looking for the PCs in order to collect the debt.</p>
<p><strong>Encounter 3 (300 XP):</strong> Complexity 3 Level 1 Skill Challenge. The PCs take the information they have and attempt to decipher it and locate the old chameleon base of operations.</p>
<p>Regardless of whether the PCs are successful or not they attract the attentions of the remaining chameleons who avoided the Silver Flame attack and they are attacked before they reach the old base.</p>
<p>If the PCs are successful in this skill challenge they reach the doors of the base before they are attacked.</p>
<p>If the PCs fail in this skill challenge they are ambushed before they reach the base of operations in terrain which is much more favourable to the changelings.</p>
<p><strong>Encounter 4 (600 XP): </strong>Combat. The PCs must combat the changelings in order to continue with their quest.</p>
<p><strong>Encounter 5 (0 XP): </strong>Role-Playing. Once the changelings are dealt with and they reach the door, they discover that the doorway appears to be impassible, with some searching they discover that it is only possible to pass the door if they are in the presence of a changeling. Fortunately the PCs have a changeling in their group, much to their surprise.</p>
<p><strong>Encounter 6 (700 XP): </strong>Combat. As soon as the PCs enter through the doorway they spy several constructs that animate, defenders of the base which are apparently still active. Once the combat is over the PCs have the opportunity to investigate the chamber further discovering evidence of the Silver Flame attack many years ago. During their investigations they also discover a doorway that appears to have been blocked by falling rubble during the fight.</p>
<p><strong>Encounter 7 (500 XP):</strong> Complexity 5 Level 1 Skill Challenge/Puzzle. The PCs must dig through the rubble to unearth the doorway at which point they discover that the doorway is sealed through a complex locking mechanism. The PCs must attempt to decipher the locking mechanism to enter the complex.</p>
<p><strong>Encounter 8 (0 XP): </strong>Role-Playing. The PCs discover various pieces of documentation suggesting the shard was moved elsewhere before the Silver Flame attack, though where is not disclosed. The PCs have time to discuss what this may mean before continuing.</p>
<p><strong>Encounter 9 (900 XP): </strong>Combat. As the PCs attempt to leave the chameleon base they are attacked by another group of changelings, one who presume the PCs have the shard. When the PCs deny it they attack refusing to believe the PCs.</p>
<p><strong>Conclusion (400 Minor Quest XP): </strong>These changelings finally dispatched the PCs can now return to Julienne and report what they have found. Julienne thanks them and promises to honour her bargain even though the PCs did not recover the shard. She informs the PCs that if they wish to continue in the search for the Shard she will contact them again when she has more information.</p>
<p><strong>Major NPCs Encountered/Mentioned: </strong>Julienne d’Tharashk.</p>
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		<title>Amarath &#8211; Elements and the World</title>
		<link>http://kalagrim.wordpress.com/2009/07/25/amarath-elements-and-the-world/</link>
		<comments>http://kalagrim.wordpress.com/2009/07/25/amarath-elements-and-the-world/#comments</comments>
		<pubDate>Sat, 25 Jul 2009 08:20:09 +0000</pubDate>
		<dc:creator>Kal Agrim</dc:creator>
				<category><![CDATA[Amarath]]></category>

		<guid isPermaLink="false">http://kalagrim.wordpress.com/?p=170</guid>
		<description><![CDATA[The world of Amarath has long been ravaged by war, however in more recent years it is the elements of the world which have caused the most trouble. There has been an organization on Amarath that has long studied the composition of the world and they are known as The Church of the Ten Elements, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kalagrim.wordpress.com&amp;blog=8166359&amp;post=170&amp;subd=kalagrim&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The world of <a href="http://kalagrim.wordpress.com/2009/06/19/amarath/" target="_blank">Amarath</a> has long been ravaged by war, however in more recent years it is the elements of the world which have caused the most trouble.</p>
<p>There has been an organization on Amarath that has long studied the composition of the world and they are known as <em>The Church of the Ten Elements</em>, though they are not in fact a church.</p>
<p>The Church of the Ten Elements (CTE) is more akin to a large university, however due to the lack of gods on Amarath and the scale of the organization they have adopted the title of church. The CTE are dedicated to the study of the universe and its composition. They have ten separate wings of their organization each of which deals with one of the ten elements the world is comprised of.</p>
<p>The CTE believes that the essence of the world can be divided into ten distinct forms; Earth, Air, Fire, Water, Growth, Decay, Order, Chaos, Light and Darkness. Since the catastrophe that caused the Maelstrom they say that this belief has been proved correct, indeed the Maelstorms which spawn often produce effects related to one of those elements.</p>
<p>The Maelstrom and Maelstorms have produced a variety of effects in those that have come into close contact with them. Indeed certain races did not exist until recently and are now relatively commonplace in storm wracked areas.  There have been many reports of humanoid races developing new traits and features after they have come into close proximity to a Maelstorm.</p>
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		<title>Before 1st Level (cont)&#8230;..</title>
		<link>http://kalagrim.wordpress.com/2009/07/25/before-1st-level-cont/</link>
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		<pubDate>Sat, 25 Jul 2009 04:49:16 +0000</pubDate>
		<dc:creator>Kal Agrim</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://kalagrim.wordpress.com/?p=164</guid>
		<description><![CDATA[I&#8217;ve spent a little more time today and looked through my work the other day (found here) and have produced a class sheet for the &#8220;Hero in Training&#8221; designed to be used for characters before 1st Level. This work has not been playtested at all, however if you do use it and find some errors [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kalagrim.wordpress.com&amp;blog=8166359&amp;post=164&amp;subd=kalagrim&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve spent a little more time today and looked through my work the other day (found <a href="http://kalagrim.wordpress.com/2009/07/20/before-1st-level/" target="_blank">here</a>) and have produced a class sheet for the &#8220;Hero in Training&#8221; designed to be used for characters before 1st Level. This work has not been playtested at all, however if you do use it and find some errors shoot me an e-mail (or a tweet) and I&#8217;ll revise it for you.</p>
<h3><strong>Revised Levelling table:</strong></h3>
<p>While trying to put together a proper class sheet for this I came across some errors in where and when I had chosen to give out certain abilities (like gaining 2 at will powers and 1 encounter power quite quickly after each other). As such, I have produced a revised table for growth:</p>
<table border="0" cellspacing="0" cellpadding="0" width="507">
<tbody>
<tr>
<td width="44">Level</td>
<td width="72">Experience</td>
<td width="57">Powers</td>
<td width="48">Feats</td>
<td width="101">Weapons</td>
<td width="88">Armor</td>
<td width="96">Class Features</td>
</tr>
<tr>
<td>0.0</td>
<td>-1000</td>
<td>None</td>
<td>None</td>
<td>None</td>
<td>Cloth</td>
<td>None</td>
</tr>
<tr>
<td>0.1</td>
<td>-900</td>
<td>None</td>
<td>None</td>
<td>Simple by class</td>
<td>Light by class</td>
<td>None</td>
</tr>
<tr>
<td>0.2</td>
<td>-800</td>
<td>None</td>
<td>None</td>
<td>Simple by class</td>
<td>Light by class</td>
<td>One</td>
</tr>
<tr>
<td>0.3</td>
<td>-700</td>
<td>1/0/0</td>
<td>None</td>
<td>Military by class</td>
<td>Light by class</td>
<td>One</td>
</tr>
<tr>
<td>0.4</td>
<td>-600</td>
<td>1/0/0</td>
<td>None</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>One</td>
</tr>
<tr>
<td>0.5</td>
<td>-500</td>
<td>1/1/0</td>
<td>None</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>One</td>
</tr>
<tr>
<td>0.6</td>
<td>-400</td>
<td>1/1/0</td>
<td>1</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>Two</td>
</tr>
<tr>
<td>0.7</td>
<td>-300</td>
<td>2/1/0</td>
<td>1</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>Two</td>
</tr>
<tr>
<td>0.8</td>
<td>-200</td>
<td>2/1/0</td>
<td>1</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>Three</td>
</tr>
<tr>
<td>0.9</td>
<td>-100</td>
<td>2/1/0</td>
<td>1</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>All</td>
</tr>
<tr>
<td>1.0</td>
<td>0</td>
<td>2/1/1</td>
<td>1</td>
<td>All by class</td>
<td>All by class</td>
<td>All</td>
</tr>
</tbody>
</table>
<p><strong> </strong></p>
<h2><strong>Hero in Training</strong></h2>
<p><strong>CLASS TRAITS</strong></p>
<p><strong>Role: </strong>Dependant on Class. The role you will fall into will primarily be determined by your Class Choice (see below)</p>
<p><strong>Power Source: </strong>Martial then by class. Initially you will be a martial class as all your training will be relevant to weapons.</p>
<p><strong>Key Abilities: </strong>Dependant on 1<sup>st</sup> level class.</p>
<p><strong>Armor Proficiencies: </strong>Cloth.</p>
<p><strong>Weapon Proficiencies: </strong>None</p>
<p><strong>Bonus to Defense: </strong>None</p>
<p><strong>Hit Points at Level 0: </strong>Constitution score</p>
<p><strong>Hit Points per 0.1 Level Gained: </strong>1</p>
<p><strong>Healing Surges per Day: </strong>1 + Constitution modifier</p>
<p><strong>Trained Skills:</strong> 1 from the class skills list of your Class Choice.</p>
<p><strong>Class Features: </strong>Class Choice, Weapon Training, Class Training, Armor Training, Power Training, Feat Training.</p>
<p><strong>Class Choice:</strong> At level 0 you must chose a class you wish to begin training in, this will affect what abilities you gain at specific points. You are considered to be a member of that class for the purposes of feats from level 0.</p>
<p><strong>Weapon Training:</strong> As you spend time fighting and training you become gradually familiar with a larger array of weapons. At level 0.1 you become proficient with all simple weapons associated with your class. At level 0.3 you also become proficient with all martial weapons associated with your class.</p>
<p><strong>Armor Training: </strong>As you spend more time in heavier armor you become more proficient at combat wearing them. At level 0.1 you become proficient with all light armor associated with your class. At level 0.4 you become proficient with all heavy armor associated with your class.</p>
<p><strong>Class Training: </strong>As you spend time in training working toward your desired class you discover new talents and tricks for use on your foes. At levels 0.2, 0.6 and 0.8 you can choose one class feature associated with your class. At level 0.9 you become trained in all class features associated with your class.</p>
<p><strong>Power Training:</strong> As you progress toward becoming a true hero you develop new combat tricks to exploit your foe, new spells to utilize, new ways to channel your primal nature etc. To represent this you can choose powers associated with your class at certain points in your progression.</p>
<p>At level 0.3 you gain one 1<sup>st</sup> level at-will attack power associated with your class.</p>
<p>At level 0.5 you gain the use of one 1<sup>st</sup> level encounter attack power associated with your class.</p>
<p>At level 0.7 you gain a second 1<sup>st</sup> level at-will attack power associated with your class.</p>
<p><strong>Feat Training: </strong>At level 0 you do not begin with a feat, unless one is granted by your race (eg. Human). You gain your first feat at level 0.6.</p>
<p><strong>Racial Features/Powers: </strong>This class presumes that you are giving players full access to power/features granted by race at level 0.</p>
<p><strong>Other: </strong>As you progress you gain access to certain abilities; however all of these are limited by your class choice. For example, if you choose a class that only has access to one 1<sup>st</sup> level at-will attack power then you would not gain a second 1<sup>st</sup> level at-will attack power at level 0.7.</p>
<p><strong>Reaching 1<sup>st</sup> Level: </strong>If there are any abilities for your class you have not acquired by level 1, such as the bonus to defense, then you gain those abilities at 1<sup>st</sup> level.</p>
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		<title>Before 1st Level&#8230;.</title>
		<link>http://kalagrim.wordpress.com/2009/07/20/before-1st-level/</link>
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		<pubDate>Mon, 20 Jul 2009 03:13:52 +0000</pubDate>
		<dc:creator>Kal Agrim</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://kalagrim.wordpress.com/?p=137</guid>
		<description><![CDATA[EDIT this is still a work in progress, please comment below if you feel there are changes need to be made. @exedore6 mentioned that he would like to see some rules laid down for 0 level characters. Characters that are either not heroic, or are simply not-yet heroic. So here are my thoughts on the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kalagrim.wordpress.com&amp;blog=8166359&amp;post=137&amp;subd=kalagrim&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>EDIT this is still a work in progress, please comment below if you feel there are changes need to be made.</p>
<p><a href="http://twitter.com/exedore6/" target="_blank">@exedore6</a> mentioned that he would like to see some rules laid down for 0 level characters. Characters that are either not heroic, or are simply not-yet heroic. So here are my thoughts on the issue:</p>
<p>I have to say I do not like 0-level characters, I have never felt compelled to play one, nor have I ever felt the need to run a D&amp;D game featuring them.  To me D&amp;D is a game of heroic actions, be they in combat or outside of it. I can understand the desire to flesh out a character before they become heroic, but for me that can be done easily with a role-playing session it does not require a codified set of rules to do so.</p>
<p>However, just because I do not see the need for these rules does not mean they should not be available, @exedore6 asked for them so I shall attempt to oblige. During the course of this design exercise I shall try to justify my choices as I go along.</p>
<h3>1) Level Based.</h3>
<p>I have opted to go for a level based system for 0-level character where they slowly progress to achiving their full capabilites over getting everything at once. The reason for this is that if you wish to play out the adventures of Joe normal before he becomes Joe Awesome then you are probably intending on making it a long run thing, as such a gradual power gain will work better story-wise.</p>
<h3>2) One or More?</h3>
<p>Before we can progress to far we need to deciede whether we are going to have one generic class or multiples. I think I am going to go with a single classed version intially and see how that works out, if things become to complicated with a single class then we may have to expand to multiple classes.</p>
<h3>3) Starting Power-Level</h3>
<p>This is a follow on from above, because we are using a level based system we need to deciede what we are giving our non-hero to begin with. I have opted to go for giving Joe normal the minimum possible; Ranged and Melee basic attacks, no weapon proficiencies, no feats, no powers, nothing except racial abilities.</p>
<p>As such the first line of our level table will look something like:</p>
<table style="border-collapse:collapse;width:356pt;" border="0" cellspacing="0" cellpadding="0" width="473">
<col style="width:33pt;" width="44"></col>
<col style="width:54pt;" width="72"></col>
<col style="width:43pt;" width="57"></col>
<col style="width:36pt;" width="48"></col>
<col style="width:59pt;" span="2" width="78"></col>
<col style="width:72pt;" width="96"></col>
<tbody>
<tr style="height:12.75pt;">
<td style="height:12.75pt;width:33pt;" width="44" height="17">Level</td>
<td style="width:54pt;" width="72">Experience</td>
<td style="width:43pt;" width="57">Powers</td>
<td style="width:36pt;" width="48">Feats</td>
<td style="width:59pt;" width="78">Weapons</td>
<td style="width:59pt;" width="78">Armor</td>
<td style="width:72pt;" width="96">Class Features</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.0</td>
<td>-1000</td>
<td>None</td>
<td>None</td>
<td>None</td>
<td>Cloth</td>
<td>No</td>
</tr>
</tbody>
</table>
<p>I have assigned an xp value of -1000 to level 0.0, this means it will take a total of 1000 xp to progress from level 0.0 to level 1.0</p>
<h3>4) Max level</h3>
<p>To aid us in determining at what stage we will gain powers, feats, armor and weapon proficiencies we first need to determine how many steps there will be before we acquire level 1. I have opted to presume there will be 10 steps. This allows me to fill out our table&#8217;s top level so we end up with:</p>
<table style="border-collapse:collapse;width:356pt;" border="0" cellspacing="0" cellpadding="0" width="473">
<col style="width:33pt;" width="44"></col>
<col style="width:54pt;" width="72"></col>
<col style="width:43pt;" width="57"></col>
<col style="width:36pt;" width="48"></col>
<col style="width:59pt;" span="2" width="78"></col>
<col style="width:72pt;" width="96"></col>
<tbody>
<tr style="height:12.75pt;">
<td style="height:12.75pt;width:33pt;" width="44" height="17">Level</td>
<td style="width:54pt;" width="72">Experience</td>
<td style="width:43pt;" width="57">Powers</td>
<td style="width:36pt;" width="48">Feats</td>
<td style="width:59pt;" width="78">Weapons</td>
<td style="width:59pt;" width="78">Armor</td>
<td style="width:72pt;" width="96">Class Features</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.0</td>
<td>-1000</td>
<td>None</td>
<td>None</td>
<td>None</td>
<td>Cloth</td>
<td>No</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">1.0</td>
<td>0</td>
<td>2/1/1</td>
<td>1</td>
<td>All by class</td>
<td>All by class</td>
<td>All</td>
</tr>
</tbody>
</table>
<h3>5) How big a gap?</h3>
<p>We need to deciede how much XP it will take to progress from one level to the next. As I feel  that constant progress should be made from one step to the next I am going to go with a linear progression, making each step 100XP.</p>
<h3>6) Filling in the details.</h3>
<p>So we have 10 levels that are going to progress in 100xp increments we need to deciede at what stages the character is going to learn their abilities.</p>
<p>I feel that any PC should develop familiarity with weapons and armour before they develop anything further, so the first thing on my list will be simple weapon proficiencies (and all relevant implement proficiencies) and light armor proficiency.</p>
<p>After that I feel that the PC should develop some specific training toward thier intend class. The first step toward this will be gaining one of the class features associated with that class. This class feature should be one that is integral to the class. For defenders it should be the marking ability; for strikers it should be the damage boost ability (sneak attack, hunters quarry etc); for leaders it should be their healing ability, but at a limit of once per encounter; and for controllers it should be one of their utility abilities (Cantrips for the wizard, sending/distract for the telepathic psion).</p>
<p>Next comes further familiarity with their class, this time in the form of an At-will power, along with further weapon familiraity if the class has it.</p>
<p>Further along the line comes more gradual gains, mixing powers, feats, proficiencies and class features, giving us a finalised table looking something like:</p>
<table style="border-collapse:collapse;width:380pt;" border="0" cellspacing="0" cellpadding="0" width="506">
<col style="width:33pt;" width="44"></col>
<col style="width:54pt;" width="72"></col>
<col style="width:43pt;" width="57"></col>
<col style="width:36pt;" width="48"></col>
<col style="width:76pt;" width="101"></col>
<col style="width:66pt;" width="88"></col>
<col style="width:72pt;" width="96"></col>
<tbody>
<tr style="height:12.75pt;">
<td style="height:12.75pt;width:33pt;" width="44" height="17">Level</td>
<td style="width:54pt;" width="72">Experience</td>
<td style="width:43pt;" width="57">Powers</td>
<td style="width:36pt;" width="48">Feats</td>
<td style="width:76pt;" width="101">Weapons</td>
<td style="width:66pt;" width="88">Armor</td>
<td style="width:72pt;" width="96">Class Features</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.0</td>
<td>-1000</td>
<td>None</td>
<td>None</td>
<td>None</td>
<td>Cloth</td>
<td>None</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.1</td>
<td>-900</td>
<td>None</td>
<td>None</td>
<td>Simple by class</td>
<td>Light by class</td>
<td>None</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.2</td>
<td>-800</td>
<td>None</td>
<td>None</td>
<td>Simple by class</td>
<td>Light by class</td>
<td>One</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.3</td>
<td>-700</td>
<td>1/0/0</td>
<td>None</td>
<td>Military by class</td>
<td>Light by class</td>
<td>One</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.4</td>
<td>-600</td>
<td>1/1/0</td>
<td>None</td>
<td>Military by class</td>
<td>Light by class</td>
<td>One</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.5</td>
<td>-500</td>
<td>2/1/0</td>
<td>None</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>One</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.6</td>
<td>-400</td>
<td>2/1/0</td>
<td>None</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>Two</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.7</td>
<td>-300</td>
<td>2/1/0</td>
<td>1</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>Two</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.8</td>
<td>-200</td>
<td>2/1/0</td>
<td>1</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>Three</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">0.9</td>
<td>-100</td>
<td>2/1/0</td>
<td>1</td>
<td>Military by class</td>
<td>Heavy by class</td>
<td>All</td>
</tr>
<tr style="height:12.75pt;">
<td style="height:12.75pt;" height="17">1.0</td>
<td>0</td>
<td>2/1/1</td>
<td>1</td>
<td>All by class</td>
<td>All by class</td>
<td>All</td>
</tr>
</tbody>
</table>
<h3>7) Other details</h3>
<p>I have intentionally ignored certain details so far an focused on class based combat abilities. Now I want to think about the fine details.</p>
<p><strong>When does a 0-level PC get its racial abilities?</strong></p>
<p><em>A 0 level PC begins with racial abilites.</em></p>
<p><strong>How does this work with extra power choices?</strong></p>
<p><em>These PCs begin with the power granted by their race, however they must stay within the normal limitations (human wannabe fighters can only take a fighter at-will)</em></p>
<p><strong>How many HP does a 0-level character have?</strong></p>
<p><em>A 0-level character is untrained in combat and only have hit points equal to their constitution score.</em></p>
<p><strong>How many surges does a 0-level character have?</strong></p>
<p><em>1+constitution modifier, and they gain 1 more per 0.1 of a level until they reach what they would normally have at 1st level.</em></p>
<p><strong>What skills does a 0-level character have trained?</strong></p>
<p><em>A 0-level character begins with 1 trained skill either based on prospective class, or background, plus they gain 1 trained skill every 0.2 levels until they reach their maximum (or reach level 1 at which point they can train in all skills they are entilted to).</em></p>
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		<title>Bar Fight!</title>
		<link>http://kalagrim.wordpress.com/2009/07/15/bar-fight/</link>
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		<pubDate>Wed, 15 Jul 2009 01:30:37 +0000</pubDate>
		<dc:creator>Kal Agrim</dc:creator>
				<category><![CDATA[Encounter]]></category>
		<category><![CDATA[Monsters]]></category>

		<guid isPermaLink="false">http://kalagrim.wordpress.com/?p=113</guid>
		<description><![CDATA[Following my best of brawlin&#8217; post last week I bring you all a sample bar fight encounter, designed to fill in and occupy and short gap you have in town and need a little filler content. Encounter: Bar Fight! Encounter Level 3 (750 XP) Setup 4 Angry Drunks (A) 2 Drunken Brawlers (D) 1 Professional [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kalagrim.wordpress.com&amp;blog=8166359&amp;post=113&amp;subd=kalagrim&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Following my best of brawlin&#8217; post last week I bring you all a sample bar fight encounter, designed to fill in and occupy and short gap you have in town and need a little filler content.</p>
<h1><strong>Encounter: Bar Fight!</strong></h1>
<h2>Encounter Level 3 (750 XP)</h2>
<h2>Setup</h2>
<p><strong>4 Angry Drunks (A)</strong></p>
<p><strong>2 Drunken Brawlers (D)</strong></p>
<p><strong>1 Professional Brawler (P)</strong></p>
<p>The PCs enter the Drunken Goblin tavern and attempt to sit down for a quiet drink; it does not take long before they are dragged into someone else’s fight however.</p>
<p>When the PCs enter the tavern read:</p>
<p><em><strong>You enter the Drunken Goblin tavern to be greeted by a boisterous rabble singing, badly, at the top of their voices. The barmaids are running drinks across to various parts of the bar.</strong></em></p>
<p><em><strong>You usher yourselves in and find an empty table in one corner of the bar. You have not been sat long when a large brutish man walks over from the bar and says to you all “This here is my table, you need to pay me for using it.” As he speaks you notice several of the drunks eyeing you all as if expecting something to break out.</strong></em></p>
<p><em><strong>Before you have chance to respond the brutish man reaches down picking up an empty chair and bringing it back as it to assault you with.</strong></em></p>
<p>The majority of the bar patrons have seen this sort of fight break out before and are fully aware of the danger staying in the bar entails, most scamper away before anyone has chance to bring a weapon to bear.</p>
<p>The PCs should be allowed to position themselves however they like in the bar, then the brawlers should be set up in favourable positions around them.</p>
<h2>Features of the Area</h2>
<p>The Drunken Goblin tavern has the following features:</p>
<p><strong>Illumination: </strong>There are lanterns spaced around the inside of the tavern, along with two hanging chandeliers leaving the whole interior brightly lit.</p>
<p><strong>Stairs: </strong>Two stairways lead to the upper levels, traveling up the stairs is considered to be difficult terrain, but there is no penalty for traveling down.</p>
<p><strong>Walkways: </strong>These ledges are 15 feet from the ground. They circle the main bar area and allow ranged PCs to fire down without penalty. Several rooms are off these walkways, but the doors to them are locked.</p>
<p><strong>Chandeliers (not marked on the map): </strong>The two main chandeliers hang down to around 10 feet above the main bar area; as a move action a PC can jump from a walkway, swing on a chandelier and drop off to a square anywhere in the bar area, with a DC 15 acrobatics check. Doing so provokes from enemies on the walkways, but not in the lower bar area.</p>
<p><strong> Tables: </strong>The tables are flimsy and easy to turn over (DC 5 athletics) however, they are so badly constructed that even when overturned they do not provide cover to a PC hiding behind them.</p>
<p><strong> Chairs: </strong>The chairs do not impede movement, but can be used as improvised weapons.</p>
<p><strong> Bar (represented by a bookcase): </strong>The main bar area is flanked on one side by a 20 feet long, 5 feet wide bar, the bar provides cover to anyone stood behind it, and superior cover to anyone who drops prone behind it.</p>
<h2>Tactics</h2>
<p>The brawlers draw weapons and initiate combat immediately.</p>
<p><strong>Angry Drunks: </strong>The angry drunks space out a little, to avoid area attacks, but keep close enough together to take advantage of their <em>strength in numbers</em> ability.</p>
<p>The angry drunks move in to engage the same PC (or PCs) as the professional brawler, trying to grant the more powerful professional combat advantage if possible.</p>
<p><strong> Drunken Brawlers: </strong>The drunken brawlers float around the edge of the combat, focusing on ranged attackers and spell casters, if engaged by more than one PC they fall back and try to separate their attackers.</p>
<p><strong> Professional Brawler: </strong>The professional brawler picks the biggest and toughest looking PC, (probably a defender) and focuses on them until he knocks them unconscious. He spends his action point when he bloodies his foe, and attempts to bring them down as quickly as possible.</p>
<h2>Scaling the Encounter</h2>
<p>Make the following adjustments to the combat based on the number of PCs present.</p>
<p><strong>Four PCs: </strong>Remove one of the drunken brawlers.</p>
<p><strong>Six PCs: </strong>Add one more drunken brawler.</p>
<h2>Ending the Encounter</h2>
<p>If the PCs are all knocked out by the brawlers they are dragged out onto the street and robbed of a small amount of coins before they are chased off by the local watch.</p>
<p>If the brawlers are been dealt with the PCs can either leave the tavern or attempt to make amends with the tavern keeper. This could lead onto a skill challenge representing the work the PCs do, or the negotiation for how much reparations will cost. This could lead on to another quest under the employ of the tavern keeper.</p>
<h2>Experience Points</h2>
<p>The PCs receive 150 experience points each for defeating the brawlers.</p>
<h2>Statistic Blocks.</h2>
<p>The statistic blocks for the brawlers can be found <a title="Best of Brawlin'" href="http://kalagrim.wordpress.com/2009/07/09/best-of-brawlin/" target="_blank">here</a></p>
<h2>Combat Map</h2>
<p><strong><img class="aligncenter size-full wp-image-129" title="Drunken Goblin" src="http://kalagrim.files.wordpress.com/2009/07/bar.jpg?w=500&#038;h=348" alt="Drunken Goblin" width="500" height="348" /><br />
</strong></p>
<p><strong><br />
</strong></p>
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