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#1 D&D: Forgotten Realms, 4e style.
Posted: Tue Aug 19, 2008 11:38 am
by SirNitram
This from the excerpts alone makes me grin.
Raise Land
With an unsettling lurch, the land beneath your feet tears free, spilling rock, dirt, and debris on the terrain below as it climbs into the sky.
Level: 30
Category: Creation
Time: 1 hour
Duration: Permanent
Component Cost: 125,000 gp
Market Price: 600,000 gp
Key Skill: Arcana
Successfully performing the Raise Land ritual enables you to lift a specific quantity of ground into the air. The depth of the earth affected extends down to half the area’s radius, thus a 20-square-radius section of land is 10 squares thick. The freed earth rises at a rate of 10 feet per round until it attains a height equal to the radius (or less, if you choose). If this ritual is attempted indoors, the raised land stops once it hits a barrier.
Arcana Check Result Radius
24 or lower 20 squares
25–30 200 squares (1,000 feet)
31–40 1 mile
41 or higher 10 miles
Proctive's Move Mountain is baaaaaaack.
#2
Posted: Tue Aug 19, 2008 1:09 pm
by SirNitram
No sooner do I say it, then the book arrives at my door...
Divine Casualties So Far:
Cyric: Imprisoned on his throne.
Lathander: The thin shell around Amantuour is gone; the Timekeeper of the Gods is back. Yes, apparently, with Mystryl and her descendents gone, he's invoking that snarled contract as real.
Mask: Missing, presumed.. Well, it's Mask. He'll be back.
Tyr: One-handed 'You Cannot Pass! YOU! WILL NOT! PASS!' obstacle against the demonic hordes who tried to invade the good-aligned planes before the planar bindings shredded entirely. Died as he lived: An incredible badass.
#3
Posted: Tue Aug 19, 2008 4:56 pm
by frigidmagi
Lathander and Tyr were among my favorites...
Rest in Peace guys.
Torm is gonna be pissed you know.
#4
Posted: Tue Aug 19, 2008 5:15 pm
by SirNitram
Yes, but if Tyr had to go, he had to go like he went..
To explain, Azoth got his ass kicked and absorbed by Asmodeus. Asmodeus grabs Abyss, hurls into Elemental Chaos, ending the Blood War. Yes, the war since before time began was ended in one stroke. As expected, the forces of darkness marshalled under the winner, and assaulted the upper planes.
Tyr proceeded to stop all of them.
#5
Posted: Tue Aug 19, 2008 6:02 pm
by frigidmagi
... Damn that is Bad Ass.
#6
Posted: Tue Aug 19, 2008 6:05 pm
by Cynical Cat
You deal with Fenris and nothing is intimidating any more.
#7
Posted: Tue Aug 19, 2008 7:39 pm
by Rogue 9
Well, that's different from how they said it was going to be. Which is great; what they said was lame.
#8
Posted: Tue Aug 19, 2008 8:12 pm
by Cynical Cat
SirNitram wrote:Yes, but if Tyr had to go, he had to go like he went..
To explain, Azoth got his ass kicked and absorbed by Asmodeus.
Who is Azoth?
#9
Posted: Tue Aug 19, 2008 8:17 pm
by LadyTevar
Cynical Cat wrote:SirNitram wrote:Yes, but if Tyr had to go, he had to go like he went..
To explain, Azoth got his ass kicked and absorbed by Asmodeus.
Who is Azoth?
Azuth, god of wizards, under Mystra
And damn if Halruaa didn't get anally raped.
#10
Posted: Tue Aug 19, 2008 8:25 pm
by Cynical Cat
I thought it might merely be a spelling error, but there are so many powerful entities to keep track of I wasn't sure. Thanks.
#11
Posted: Tue Aug 19, 2008 8:37 pm
by frigidmagi
Given what Nitram has said there might be alot less to keep track of now.
#12
Posted: Tue Aug 19, 2008 10:10 pm
by SirNitram
There's alot less deities which have major influence; alot of others are now clinging to the Big Names to survive in such a changed multiverse. There's also alot of fluff-cutdown, or simple accessibility. There's no worrying about this book or that, after 100 years of apocalypse, and stuff like 'The existence of the Sarrukh' is not hidden in some random splat but in the main book.
#13
Posted: Mon Aug 25, 2008 11:44 am
by Rogue 9
It's so unlike Asmodeus to execute a plan that fails, though. I thought he was supposed to be the invincible schemer, who always wins even when you think he loses.
#14
Posted: Mon Aug 25, 2008 1:01 pm
by White Haven
Whoa. ...Whoa. Now I really need to get around to finding this shindig, been poking around town, but the only real remaining gaming store is one I'm more or less telling to fuckoff, so it's difficult. Sounds like they've got good answers to some of the things I was shaky about themewise, particularly the Blood War's conspicuous absence.
...And I can already SMELL you plotting to remake Netheril with that new ritual, Nitram. That's right, I've got my eye on you...
#15
Posted: Mon Aug 25, 2008 1:07 pm
by SirNitram
Too late.
Netheril's back.
In name and form.. And tropical enviroment.
#16
Posted: Mon Aug 25, 2008 1:43 pm
by White Haven
The Phraerim have got to be pissed.
#17
Posted: Mon Aug 25, 2008 1:48 pm
by frigidmagi
Told em not to blink.
#18
Posted: Mon Aug 25, 2008 3:22 pm
by Cynical Cat
White Haven wrote:The Phraerim have got to be pissed.
The Netherese claim to have wiped them all out. They'll probably be back.
I got a good long look at the book. I am really underwhelmed. A number of the fluff changes weren't the nightmares we were fearing for 4th edition, but comparing it to the big 3.0 FRCS and its lacking.
#19
Posted: Wed Oct 01, 2008 4:21 pm
by Cynical Cat
I was out at my local gaming shop today and spotted the Forgotten Realms Players Guide and whatever the hell they're calling the Book of Treasures now. I browsed through both.
The goodie book seemed pretty good. A lot of the new implements and weapons were pretty cool, definitely worth your while for 4th edition.
The FR book is mixed.
They included Drow and Genasi write ups, which were good.
Swordmage class was covered.
Spellscars were covered.
Lots of new Paragon paths, for old and new classes including a spellfire chucker.
They realized they hosed the spellcasting ability of the drow, so they created a Charisma based new warlock pack for them, the Dark Pact. Lots of psychic and necrotic damage with some debuffs and evasion abilities built in and the ability to injure your comrades to enhance your attacks being a major theme.
The last is a problematic. Fourth edition is built around having really tough monsters that dish out a moderate amount of damage, thus lasting for multiround combats with the whole party concentrating on them while possessing the ability to dish out damage without threatening anyone with death from one bad roll or fuck up. Monsters, other than minions, tend to have a lot more hp than PCs. PCs tend to dish out more damage withe their Encounter and Daily Powers. Which means . . .
The math works well if the Warlock is fighting PC against PC. Against monsters, not so much. Ouch. Detailed calculation will hopefully prove my initial assessment wrong, but it sent off the big red game design warning light in my brain.
#20
Posted: Thu Oct 02, 2008 7:38 am
by White Haven
Well, the wildcard there is that the Dark Pact part-damage bonuses, IF you're a Dark Pact warlock, add much, much bigger dice. For example, I'm at work so I can't quote power names, but I recall one that'd let you do a D8 to each party member in a given range, and for each D8 you dealt, you did an additional D12 to your specific target. Even at D8s to D8s (or D10s, can't recall, but think it was an even conversation) you're still potentially focusing a LOT of damage on a single target if you gently lovetap a number of buddies.