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Nentir Vale Setting Game

Posted by TheSnowpanther
TheSnowpanther
member, 254 posts
Adventure be my name,
Roleplaying be my game!
Mon 3 Aug 2015
at 00:20
  • msg #1

Nentir Vale Setting Game

I'm going to throw this up against the wall and see what sticks.  To find out what  interest there might be for game here on RPOL.  I've been tinkering with, off and on for quite awhile.  If there is enough interest, I'm hoping it will give me the emphasis to buckle down and get it ready to play all the sooner.

The game will use the basic concepts and maps of D&D 4th edition default Nentir Vale 'Points of Light' setting.  Where, due to a great disaster in the distant past that brought low a once mighty empire.  Civilization exists only in isolated outposts.  Small city-states or groups of villages that have banded together for mutual support and protection. Between lies only monster–haunted wilderness dotted with the ruins of a once glorious past and darkened by the ever-present threatening shadow of the unknown.  Only the relatively small remaining numbers of 'The Four Fair Folk'.  That being the Elves, Dwarves, Halflings and Humans who dwell there.  Keeping the darkness at bay the best that they can

On Torvyl, a fantasy world of my own design.  The Nentir Vale lies in the northwest region of the northern hemispheric continent of Alaytheon.  Which the majority of which, once made up the great Empire of Nerath.  That fell into ruin nearly four hundred years before the current time.  Due to a mysterious devastating plague that caused the collapse.  Back then it mattered not, what ones station was.  Be it high or low.  Of the Four Fair Folk.  Maybe twenty in a hundred among the stout but slow breeding Dwarven Folk did survive. It was around fifteen in a hundred among the Elves, ten in a hundred among the Halflings.  An being ravaged the worst were the humans, that may have had as few as five in a hundred of Humankind, surviving it.

Map of Nentir Vale:
http://nentirvale.wdfiles.com/...ting/nentir_vale.png

Map of the continent of Alaytheon:
http://s1200.photobucket.com/u...zpsryluze53.jpg.html

This game will have you getting back to basics.  Start out small in scope.  There will be no great world saving quest.  Someone likely failed that kind of thing there, long ago.  Thus the world is the way it is now.  Players will start out selecting from six just coming of age pre-generated PCs.  That know each other from growing up together in and around one athe small town of Harken.  The Baronial seat of the Barony of Harkenwold (See the Nentir Vale Map above.)  Harken is located where the dot just to the left and below 'Harkenwold.')

I'm using the pre-generated PCs so as to get a quick start to the game.  Once Players select there PC's, on a first come, first serve basis. Then the game will get started in IC right away.  I'm looking for ROLEplayers rather then ROLLplayers.  This will be a comparatively low level magical game as far as magical treasure and the like goes.  I want players that are interested in creating a interesting and thrilling collaborative story.  Rather then making sure their PC is maximized as much as possible and has a magic item to help them get out of every situation.

Why pre-generated PCs.  Well I've played in far to many games here on Rpol.  An I'm sure you have too.  That took one or even two months for character creation.  Only to have had half or more of the Players lose interest before the first IC Post is even made.  Or before the first combat situation is over with.  For some reason it often happens then.  But it's the GM who flacks and disappears around that time.  Thus I hope to avoid all that.

Why 'The Fantasy Trip', you ask?  Well the first part is nostalgia. TFT is the game I lost my RPGing cherry to, way back when.  Sorry if that offends anyone.  Secondly it is flexible enough to do what I want to do with it.  An it is easy for players to learn the few basic concepts that it takes for them to to beable to pick it up quickly.  Especially when using the pre-generated PCs.  Which is roll 3d6 and have the total be equal or less then the adjusted attribute, either DX or IQ.  Whichever  the Skill, Spell, etc., that being attempted, is based.  Roll higher you fail.  Roll really low you exceed exceptionally well.  See the sites below.  But keep in mind I've made some modifications to the rules.  Any mention of 'talents' that you might read actually refer to 'skills', in my version.

https://en.wikipedia.org/wiki/The_Fantasy_Trip
and
http://www.meleewizards.com/

Combat Rules
http://bluwiki.com/go/Tft-melee

Below is one of the Pre-generated PCs, Thorvald 'Shortbeard' Thorgrimson.  For him to successful hit a foe with his heavy hammer, he would need to roll his adjusted DX of 10 on 3d6.  If he does that, he rolls 2d6 +1 and a additional +1 for his racial advantage with axes, hammers and maces.  To see what damage is caused.  That total is deducted by the targeted foe's Toughness/Armor/Shield total.

We'll be using the Pyromancer Battle Mat program for combat. In the example below.  Thorvald has stopped by the Inn to slack his thirst from working at the forage all day.  Striking up a conversation with the Innkeeper as he partakes of his drink.  At his point all the NPCs are neutral or better towards the Dwarf.  An thus the yellow color around their icon's edge.
http://pyromancers.com/media/v....swf?round_id=135338

Then one of the Ruffians who are on their fourth round of drinks.  Get's fresh with the serving wench.  She slaps him.  Which he responds by drunkenly grabbing her.  The Innkeeper tells the Ruffians to let the serving wench go.  But he doesn't.  Now
seeking to help the serving wench.  The Ruffians now have become foes, with their icons now has red around there edge.  As the Innkeeper moves to get a clear shot with his crossbow that he keeps under the bar.  Thorvald moves to come to her aid, readying his heavy hammer that had been hanging from his belt.
http://pyromancers.com/media/v....swf?round_id=135339

Well that's all for now, let me know if you would be interested in playing.  The more interest I get, the more I will keep my noise to the grindstone to get it up and running.


Name:Thorvald 'Shortbeard' Thorgrimson
Race:Dwarf                     Sex:M                    Age:19
Height: 4'6"                   Weight: 210
Hair Color: COPPER             Eye Color: BLUE
Languages:: Common, Dwarven

Racial Abilities:
Dwarves fight well with axes, hammers and maces, doing an extra +1 damage
The maximum load for a Dwarf is DOUBLE that for a man of equal strength.
Has Dark Vision and can see for 20 ft in total darkness, up to 50 feet in low light.
Natural Toughness (Armor +1) Movement is -2 due to their shorter stature.

ST:12      Wounds/Taken:12/0
DX:12      AdjDX:10
IQ: 9        AdjIQ: 9
MV:10-2R AdjMV: 8

Skills, and Languages
Name         Cost AdjAttr.vs   Successful rolls needed to gain +1 to skill.
KNIFE              (1)      DX    / / / / / / / / / / / / / / /
AX/MACE          (2)     DX    / / / / / / / / / / / / / / /      Does +1R damage
JAVELIN           (1)     DX    / / / / / / / / / / / / / / /
SHIELD            (1)     DX    / / / / / / / / / / / / / / /
BLACKSMITH     (2)   IQ    / / / / / / / / / /
RECOG. VALUE  (1)   IQ    / / / / / / / / / /
LITERACY         (1)     IQ    N/A
& KNOW SUMS
Language:
Common (1)                 N/A
Dwarven (0)

Name       IQ level    Training Skills Successes
ARMOURER      10   / / / / / / -1 to IQ to attempt
THROWN WPNS 7   / / / / / / / /-2 to DX to attempt
WARRIOR         9   / / / / / / -3 to IQ to attempt

Weapon           Damage  ST      $   Wt.(lbs)(N)otes
Dagger*            1 - 1         -  10     .5  1 + 1 in HTH combat.
Heavy Hammer  2 + 1     12    45      3    RA +1 to Damage
Javelin* 2          1 + 1      9     40      3    1.5YD, jabbed at -1 Damage.+1D due to ST

         Type       Protection    $   Wt.(lbs)  DX Pen.  MV Pen. Notes
Armor:  Leather          2       80       7        1        0
Shield: Spiked             1       40       5        1        0     1-2D 2nd Attack Dx-4
Other:  RA Toughness 1                       N/A      N/A
Total:                          4 W&A215 18.5   2        0

ITEM                              $   Wt(lbs) Notes
Backpack, holds 80 lbs.  40     2    @: Item is carried in or attached to.
Bedroll                            20     2    @
Flint & Steel                     5      .2  Carried in Belt P. w/ Whetstone
Day's Trail Rations,  4      20     6    @Good for 2 weeks
Cooking Basics                10     3    @Sm.Pot, lg. wooden+ spoon, bowl+, mug+
Ale, 1/4 gallon                  3     2    Carried in Ale/Wineskin
Ale/Wineskin 1/4 gallon     5      .5  @2.5 lbs. when full
Waterskin - 1/2 gallon       8     1    @5 lbs. when full
Hygiene Basics kit           10     2    @Comb, Razor, Soap w.cloth, towel
50 ft.5/8" rope                15     3    @Support 400 lbs.
Folding Grapnel Hook>    25     2    @Throw to 1/2 ST in squares hold400 lbs.
Belt pouch x 2                 10      .4  looped on belt, hold up to 3 lbs.
Whetstone                        3      .5  Carried in Belt P. w/Flint & Steel
Fishhooks and Line         10     1    @Just needs pole and bait
Folding Shovel                 30     3    @>: Fairly recent Dwarven Invention>
Traveling Clothing            35     2    Suitable for a Adventurer or Woodsman
Total                             474    49.1
MV pen. 0
DX pen. 0
This message was last edited by the user at 08:35, Thu 13 Aug 2015.
Robocoastie
member, 30 posts
Mon 3 Aug 2015
at 04:56
  • msg #2

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

In reply to TheSnowpanther (msg # 1):

*Raises my hand*. "Interested. I love the whole nentir vale setting"
GamerHandle
member, 774 posts
Umm.. yep.
So, there's this door...
Mon 3 Aug 2015
at 07:56
  • msg #3

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

Why you do this to me!  RPOL you are so evil - having awesome game systems and concepts come up only when I am too **** busy to play! =(
TheSnowpanther
member, 255 posts
Adventure be my name,
Roleplaying be my game!
Mon 3 Aug 2015
at 09:10
  • msg #4

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

Robocoastie:
*Raises my hand*. "Interested. I love the whole nentir vale setting"


I'm glad to hear.  Just so you understand, this isn't your by the book and published adventure modules Nentir Vale.  Though some parts and ideas may be adapted.   Fallcrest, Hammerfast, and Winterhaven will generally be the same.  Though the situation in Harkenwold does not follow the The Iron Circle - 'Reivers of Harkenwold' story line.  For example, it has been well over five years since Baron Stockmer and his eldest son, died on a battlefield far to the southeast, just north of the region of the continent called 'The Neck'.  Along with a vast majority of The flower of the Nentir Vales's fighting forces, which at that time, was about half the total that there was in the time before the vast collapse that was caused by the Great Plague centuries before.  That went south some eight years before the current timeline.  To fight with the gathered forces of 'The Alliance of Light' in the 'The Dread Crusade'.  Which their side barely won.  Having been able to throw back and defeat the evil forces that was attempting to invade from 'The Warmland' to the south.  Though it came at a steep price.  Less then 3 in 10 of the Alliance's forces lived to return to their homelands.  For those from Nentir Vale, Harkenwold in particular.  That number was more like 2 in 10.

GamerHandle:
Why you do this to me!  RPOL you are so evil - having awesome game systems and concepts come up only when I am too **** busy to play! =(

Sorry to hear that Gamerhandle, it's nice to know there is another Old School TFT fan here on Rpol.  If there is enough interest, I probably won't be able to get the game up until the 20th of this month.  Or the 1st of Sept. at the latest.  Who knows, maybe something may happen to free you up to be able to play.
This message was last edited by the user at 05:52, Tue 04 Aug 2015.
GamerHandle
member, 775 posts
Umm.. yep.
So, there's this door...
Mon 3 Aug 2015
at 10:57
  • msg #5

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

Question - how do you intend to handle casters and spell fatigue?  Are you going with the original rules of 'cast a spell - hurt yourself'?  Or using some a dual-fatigue version, or some other rule?
TheSnowpanther
member, 256 posts
Adventure be my name,
Roleplaying be my game!
Mon 3 Aug 2015
at 12:27
  • msg #6

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

Yes, I'm going to do something somewhat different.  Here it is.  I still  need to tinker with a few things and do some editing to clarify my explanation of certain things.
Fatigue based on ST is no longer used.  Instead Wizards have Personal Power.  An can access a small randomized amount of other Power each turn.
 I would be interested in hearing what you have to think of it.  It's been quite a while since I have played.  So I may have overlooked certain aspects of the original rules when coming up with these.  So here goes.

Magic
The technique Wizards have learned to use magic.  That allows them to be able to cast the spells.  they have learned.  Using their own Personal Power, (PP) which at the beginning of the day, after getting roughly 8 hours of sleep in a 24 hour period.  Is based on the PC's adj IQ.  In addition, each Combat Turn, which lasts roughly five seconds.  An additional 0-4 points of Power created by the Winds of Magic is available for the Wizard to tap into and utilize.  Which is the remnant energies left over from when Torvyl was first created by the Sacred Seven, who are now Six.  It is ever ebbing and flowing around and through the world in no apparent pattern.  Like a ever changing fickle wind.  Raging one moment and be at nothing the next.  Thus, due to this, these  energies have come to be know as the Winds of Magic.  Invisible and not noticed to those without the nurtured and trained innate ability to use magic.  That perhaps number one out of a thousand of those of races if the Four Folk. that are born.  With it being closer to one in five thousand for halflings and one in 200 for Elves.  Of course not all those who have been born with the ability are recognized and properly trained.  Those few that are not usually die young.  Killing themselves or others with wild magic, as well as sometimes going mad.  As they go through all of their life without realizing what is happening to them.  Unless one who has been trained recognizes it in them and helps them gain the training to control their abilities.

To determine what the level the Winds of Magic are for each combat turn.  The Wizard with the highest initiative.  Be it friend or foe.  Rolls one 1D6, if the result is a 1.  The result of the actual 1D3 Winds of Magic roll will be at -1.  On the result of a 6, it is +1.  With  a roll of 2-5 on this first roll having no effect.  So the actual 1D3 Winds of Magic roll can generate a result between 0-4 Power.  Even with the addition of aspects of the Winds of Magic.  Normally, no matter how high the Winds of Magic are blowing during a turn.  A Wizard expends at least 1 point of there own PP to cast a new spell or to renew one previously cast. Unless they rolled a 3, 4 or 5 when casting a spell.  (See below}

CASTING SPELLS
A wizard may cast one spell per turn, as long as he knows the spell or is one of the spells he is training with.  An has enough PP and from the Wind of Magic to pay the cost, and selects an option allowing a spell to be cast. If he cast continuing type spells during any previous turn, he must energize them before the movement phase, or they will cease to operate. A wizard may energize any number of spells at once, provided he has enough PP and from the Winds of Magic that turn.  But may cast only one new spell per turn. If he fails to energize any continuing type spell, it goes away and (if he wants to use it again) he must cast it all over again on some later turn.

To successfull cast a spell, a 3D6 roll is made to determine whether the PC is successful that is, whether its spell worked, its staff or sword struck, etc.
In order to succeed, a wizard must roll its adjusted DX or LESS on 3 dice. All DX adjustments should be taken into account and are cumulative.

A wizard must be able speak the certain syllables of power.  As well as make certain mystic hand gestures, with at least one free hand.  Unless the wizard's IQ is at least 2 levels higher then the IQ level needed to learn and cast the spell.
If that is the case, then if the IQ level needed to learn and cast the spell is IQ level 12 or below.  They only need only to think those certain syllables and gestures in their mind.
On a failed roll, most spells produce no effect and cost the wizard only 1 personal power. No matter how much of their own PP was invested.  Except on a roll of 16, 17 and 18.  See below.

Some rolls have special significance. When you roll to hit, a 3, 4, or 5 is an AUTOMATIC success and cost no PP, as spell has been cast so perfectly.   Roll of  16, 17, or 18 is an automatic miss, regardless of DX.  An comes with additional penalties.  See below

• A roll of “3” produces triple effect – missile spells do three times as much damage.  Creation spells produce three times as much or as many of whatever they create, and other spells have one aspect chosen by the player (and approved by the GM) tripled.  An at the cost of no personal power.
• A roll of “4” produces double effect – as above, but only doubled.  An at the cost
  of no personal power.
• A roll of “5” is an automatic success. Note, however, that most spells cannot be
  cast at all if the wizard’s adjDX is 6 or below.  An at the cost of no personal power.

• A roll of “16” is an automatic failure loses half the personal power invested, rounding up.
• A roll of “17” is a fizzle – the wizard pays all the personal power cost, but the spell produces nothing beyond a few trivial “special effects”
• A roll of “18” is a backblast – the wizard pays all the personal power cost plus 1d3, and produces a backblast that knocks him down causing 1D3 wounds of damage. No deduction for armour, toughness or possible magical protection.

All rules concerning different kinds of spells, Missile Spells, Thrown Spells, Creation Spells, and Special Spells. Will be handed much as they are in the original 'Wizard' Rulebook here: http://bluwiki.com/go/Tft-wizard
With all mention of ST should be translated to Power, whatever the source.  Keeping in mind the rule that  Wizard expends at least 1 point of there own PP to cast a new spell or to renew one previously cast. Unless they rolled a 3, 4 or 5 when casting a spell.
This message was last edited by the user at 17:15, Tue 04 Aug 2015.
locojedi
member, 61 posts
Tue 4 Aug 2015
at 04:18
  • msg #7

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

I gotta say that I really like the Nentir Vale as a setting. There have been a few games here that have used it, but cast aside the 4e rules, and they've been very rich. I'm glad to see that there are others interested in playing it. While I don't really think that 4e was "broken", I don't think it was a good match for RPOL. A system with more Old-School style seems a better fit here. I was once a big GURPS fan, so I'm excited to see how The Fantasy Trip plays here. It seems like it will work very well. Snowpanther has some very good imagination, and I'm eager to see the kinds of things he comes up with! His writing always has a lot of attention to detail.

So yes, I'm very excited and very interested in seeing this game come to light! Come on folks jump on board, this will be a lot of fun! The more the merrier!
locojedi
member, 62 posts
Tue 4 Aug 2015
at 04:19
  • msg #8

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

I forgot to mention that I think your method for handling magic looks like a lot of fun as well. I like the idea of graduated rolls to represent degrees of success! Way cool.
GamerHandle
member, 778 posts
Umm.. yep.
So, there's this door...
Tue 4 Aug 2015
at 04:26
  • msg #9

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

I am floored SnowPanther.  If I end-up with free-time around the time you get this set-up, I will be very interested.
TheSnowpanther
member, 257 posts
Adventure be my name,
Roleplaying be my game!
Tue 4 Aug 2015
at 05:28
  • msg #10

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

Hey locojedi,

I'm glad to hear that the game peaks you interest.  Thank's for the kind words about my creative writing abilities.  You're to kind.


Hey GamerHandle,

So I take it that you found the changes to the way I want to handle magic.  To be agreeable to you.  I would enjoying a more detailed analysis of what you thought of it.  If you should ever find the time to give me one.  Thank's!
TheSnowpanther
member, 261 posts
Adventure be my name,
Roleplaying be my game!
Thu 6 Aug 2015
at 16:54
  • msg #11

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

Here is just one example how my game will differ from from the 4fth edition game.  Below is my modified Harken map, compared with the original Harken Map.

My Harken Map:
http://s1200.photobucket.com/u...zps0sss4cyj.jpg.html

Standard Harken Map:
http://nentirvale.wdfiles.com/...s/setting/Harken.jpg

I really do like all the maps for the Nentir Vale Setting but the artist/cartographer who drew them made the same mistake that so many fantay artist/cartographer often do.  Which is put large stands of trees near settled area.

First of all, when people start a new settlement they utilize the closet resources  first, for building materials.

Secondly, for defensive purposes you don't want large stands of trees nearby that may conceal a possible approaching enemy force.

Thirdly. you would want to clear the closest land for agricultural purposes.  The small settlement of Harken would need far more fields then they show under plow to feed themselves and those in Harken Castle.  You will notice I also added many small garden plots all about.  As those living there would surely have them.  As for the trees that remain standing around Harken, all of them produce some sort of eatable product.  Be it apples, cherries, pears, chestnuts, hazelnuts, walnuts and maple syrup. Of course in all the grassy areas, and fields left fallow, would be grazing tethered goats and cattle, dairy or other wise and a few sheep, including the castle green that surrounds it.  Some have pig pens, with the swine taken to be fatten up on acorns in the nearby woodlands, in the autumn before they are butchered.

Fourthly, it assume the people cook their food and heat their homes, etc. by burning firewood.  Which takes one back to utilizing the closet resources first.  In my version of Harken where nearby trees were cut down long ago.  Trees are cut down upstream and floated down stream to the mill pond and brought ashore at the wood yard.  Where the longest and straightest trees are set aside for milling for building materials.  While all the rest is cut up for firewood.  Harken's watermill can be used for both grinding grain and taking a day or two, be changed up to be made into a saw mill as well.

You can see the same is true with the same artist/cartographer's NV Fallcrest.
http://nentirvale.wdfiles.com/...crest/fallcrest2.png

I have corresponded with the artist/cartographer, Mike Schley  Pointed the above out to him.  He agreed I had a point and would consider that in future works.
This message was last edited by the user at 18:14, Sun 16 Aug 2015.
locojedi
member, 66 posts
Sun 16 Aug 2015
at 14:07
  • msg #12

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

As a poser, wannabe mapper myself, I appreciate that attention to detail! Maps are something that can really add some depth to a game when done right, and I really think you're pulling in some excellent ideas. The more time I spend reading stuff about this setting, the more I'm enthralled by it!
Rocenous1028
member, 1 post
Sun 16 Aug 2015
at 14:52
  • msg #13

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

Howdy! I really like what your working on here with the setting and how you are changing it to fit your world. I'm not familiar with the game system but would definitely be willing to learn. Also the attention to detail for the maps is amazing as well. I would be very interested in playing this game. And even if I don't get in keep up the good work.
Robocoastie
member, 34 posts
Sun 23 Aug 2015
at 06:00
  • msg #14

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

TFT is different to me though so I would probably hold you back. Love to observe though, get the hang of things.
TheSnowpanther
member, 269 posts
Adventure be my name,
Roleplaying be my game!
Thu 3 Sep 2015
at 06:41
  • msg #15

Re: Nentir Vale Setting using modified 'The Fantasy Trip' Rules

That's all right, there are couple of others that would like to play but are at their max. for games right now.  So I think I thinking about just shelving it for now.
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