Andrune v3 https://bandrune.runboard.com/t1134 Runboard| Andrune v3 en-us Fri, 29 Mar 2024 02:28:16 +0000 Fri, 29 Mar 2024 02:28:16 +0000 https://www.runboard.com/ rssfeeds_managingeditor@runboard.com (Runboard.com RSS feeds managing editor) rssfeeds_webmaster@runboard.com (Runboard.com RSS feeds webmaster) akBBS 60 Re: Andrune v3https://bandrune.runboard.com/p5151,from=rss#post5151https://bandrune.runboard.com/p5151,from=rss#post5151It was in, back in the war with Olivia. Undead had taken it over.nondisclosed_email@example.com (Soliea)Mon, 26 May 2014 13:47:30 +0000 Re: Andrune v3https://bandrune.runboard.com/p5150,from=rss#post5150https://bandrune.runboard.com/p5150,from=rss#post5150I dont think Durinham has ever been aviable before?.. In the Aolyth server, we had Elwindale and Khaz'Nazim as aviable towns if I remember correctly. nondisclosed_email@example.com (Fraydoc)Mon, 26 May 2014 02:05:40 +0000 Re: Andrune v3https://bandrune.runboard.com/p5148,from=rss#post5148https://bandrune.runboard.com/p5148,from=rss#post5148Goig to be epic to see Durinham in the module again, missed that place from the old versions. and a updated Bodkin is going to be epic aswell.realy nice if it get more of a town feeling. always been the city of choice for me. nondisclosed_email@example.com (Lanthar)Mon, 19 May 2014 08:12:24 +0000 Re: Andrune v3https://bandrune.runboard.com/p5147,from=rss#post5147https://bandrune.runboard.com/p5147,from=rss#post5147I know its been a while since I've really been active on these boards, and for that I apologize, but I have been working feverishly on the module. I'm presenting screenshots from two regions... 1) Durinham - once a bustling port on the northern coast, dominated by the necromancers of House Illareth, Durinham and its surrounds were utterly ruined when the Empire retreated and Cathbad's Circle launched an invasion. The city is now a shambling scrapheap and dominated by privateers and slavers looking to make use of the city's port and passage to the underdark... 2) Bodkin - Yeomen and freemen of Highmarch have been flocking to the once isolated hamlet of Bodkin. The village is quickly becoming a seat of power for House Rowley who is looking to cement their dominance in the highlands and push back invading goblins. The House's need for iron is growing and it is beginning to tap the mineral wealth of the nearby hills... nondisclosed_email@example.com (Numos)Thu, 15 May 2014 21:49:58 +0000 Re: Andrune v3https://bandrune.runboard.com/p5121,from=rss#post5121https://bandrune.runboard.com/p5121,from=rss#post5121Its been a while since I've updated. But I'm nonetheless satisfied with the progress I'm making. I suppose the changes to discuss first would be... Premise The general premise is going to be that time has moved forward one year. The Empire's begun to dissolve, and other much of the isle is rich and virgin for exploration and conquest. PCs will begin in Bodkin. The village has grown significantly, and become the site of an archaeological dig for Firbolg treasures. Its currently torn between two forces: *House Rowley: An old and traditionalist household known to have brought the Firbolg peoples into the Empire. With the Empeire gone Lord Rowley and his kin are intent on claiming the Firbolg throne and erecting their own Kingdom. At present they're seeking the blessing of Cathbad's Circle to do this. *The Wyrmcult: Not actually dragon-worshippers, the Wyrmcult is a cabal of faithless men who reject imperial rule, as they believe the original emperor's intent was that man should govern himself. Recently, they've been forced from their newly made Commonwealth of Highmarch by giants. They and their charges have sought safety in Bodkin... though they seem intent on using the village as a staging ground to reclaim their homeland and push their political ideals on the locals. *Legions of of the Giant-King: A powerful Storm giant, claiming descent from the Titan-King Balar has rallied a massive force of orcs and ogres. He's declared the isle his by right. The Stormcrests have been claimed, Highmarch has been besieged, and Avendel is largely isolated. Orcs have begun to worm their way into Bodkin already... despite the best efforts of the fey to hide and protect the village... Scripted Quests Previously we've had pretty traditional dungeons on Andrune. Anyone, at any time, can kick in the door and clear them and get loot. And an hour later someone, or the same person, can try again... I feel this leads to some very boring grinding. It encourages people to pick a dungeon based on efficiency and grind it into the ground. Under the new system you can run each dungeon once per reset, and most of the reward comes from COMPLETION. Only dungeons that are level-appropriate. And only one party can run a dungeon at a time. It will promptly reset for the next group. Very similar to the sort of instancing games like Dungeons and Dragons Online does. You've already seen some dungeons, like the Debtor's Stockade, that follow this principle. The goal is to provide a small, challenging, self-contained quest in each area. Its also to encourage characters to take risks and pursue harder if they want to achieve maximum experience each reset. nondisclosed_email@example.com (Numos)Sun, 09 Mar 2014 10:40:07 +0000 Andrune v3https://bandrune.runboard.com/p5103,from=rss#post5103https://bandrune.runboard.com/p5103,from=rss#post5103quote:With Avendel in shambles following the Library's treachery and its young Emperor's bouts of madness. The Empire has begun withdrawing its forces to prevent collapse, leaving its many baronies to fend for themselves. Meanwhile opportunistic mages and mercenaries from foreign lands have begun to tickle in. The isle holds many resources and secrets, all ripe for the taking. The druidic following on the isle has begun to grow rapidly. Fringe nobles and peasantry have begun eschewing the ways of the exile and vesting themselves in the Firbolg mythos of old. Cathbad's circle is eager to see a King crowned, one they can be twist to their whim, but there are many claimants to the throne. War is soon to follow... ...Meanwhile the tiny village of Bodkin, nestled in the northern highlands, has begun to see a large influx of new inhabitants. Refugees from the south in search of work and fleeing Avendel's authoritarian regime, and men from foreign lands stolen away by faeries, are arriving in significant numbers. But the small village and its thousand-year-old traditions has little place for so many souls... I'd also like to announce I've begun work on a new, long-time plan for Andrune. The module in its current shape has been growing for over five years now and while the world is dynamic, we also all know what to expect at this point. I am starting to rework major sections of the module to make it more conducive to storytelling. This will include: 1) More role-play tools for both players and DMs. I'm hoping to work out mechanics for underwater combat, climbing, and introduce more ways for players to change and explore the world with or without a DM. 2) Condensed area design: new areas will be much more reminiscent of Moonveil, where a single detailed area is used to represent a region - rather than Irontooth Highlands where we have four sparse areas. 3) Fine-tuning dungeons and mechanics, to cultivate at atmosphere of danger that better fits Andrune's setting.nondisclosed_email@example.com (Numos)Sat, 08 Feb 2014 21:51:41 +0000