grodog wrote in 4th Edition:Some Greyhawk updates for you, Ant, in your copious spare time General D&D Topics* Greyhawk Collector's Guide - Page 11
Echohawk wrote in 4th Edition:Blackmoor wrote in 4th Edition:Now all that being said, does anybody have a comprehensive list of 4th ed I could have Here hoping :DI put together a fairly comprehensive 4th Edition Collector's Guide on ENWorld: here.Good luck tracking down all the promo Fortune Card releases :twisted:
Blackmoor wrote in 4th Edition:Now all that being said, does anybody have a comprehensive list of 4th ed I could have Here hoping :D
nesbit37 wrote in 4th Edition:I am wondering, though, what is actually rare/difficult to grab in these lists and is good content? The store awards are obvious for hard to collect but just wondering any of you know not just what is hard to find in 4e but actually a decent product content wise as well?
nesbit37 wrote in 4th Edition:Echohawk wrote in 4th Edition:I put together a fairly comprehensive 4th Edition Collector's Guide on ENWorld: here.Good luck tracking down all the promo Fortune Card releases :twisted:Ressurecting an old thread here, but since I am considering starting to branch out into 4e a little bit for collecting I figured this was a good spot to start. (thanks for that list Echohawk). I am wondering, though, what is actually rare/difficult to grab in these lists and is good content? The store awards are obvious for hard to collect but just wondering any of you know not just what is hard to find in 4e but actually a decent product content wise as well?
Echohawk wrote in 4th Edition:I put together a fairly comprehensive 4th Edition Collector's Guide on ENWorld: here.Good luck tracking down all the promo Fortune Card releases :twisted:
nesbit37 wrote in 4th Edition:Thanks. What I mean by decent content is something you could get some use out of that is more than a general small award type product. So a promo card I wouldn't necessarily count, but something like those tiles or more rare adventures I would under this rubric. Also not necessarily looking for things in shrink. I always like to have the option to use things I collect and having to open shrink always makes me feel guilty for those who like to collect things still wrapped in it.
nesbit37 wrote in 4th Edition:Great info, thanks! Mainly looking for other areas I am interested in branching out into. Pretty much done with 2e and earlier for D&D, as in other than a few of the rares I have the majority of what I am looking for once i finish off getting about 30 common-uncommon modules I have just been picking up as I run into them at cons. I am one item away from having every item produced to date for Lamentations of the Flame Princess and had some other collecting goals finished or nearly done. Need to branch out somewhere and going with 4e since I did play and enjoy it at least somewhat seems like a good idea!
nesbit37 wrote in 4th Edition:Anyone know if some of these, mainly the later ones, are ever available anywhere or pretty much the only way you would see one is if you ran it at the con?Convention adventuresReturn to the Moathouse (Origins 2008)CCQ1-5: Honor Bound (2008)CCQ1-6: Cold Hard Cash (2008)CCF1-1: The Jaws That Bite, the Claws That Catch (2008)CCF1-2: Trials of the Tanglewood (2008)CCF1-3: Float Like a Dragonfly (2008)CCF1-4: Razing Aerithmas (2008)
nesbit37 wrote in 4th Edition:Siege of Gardmore Abbey (Pax Prime; August 2011)
nesbit37 wrote in 4th Edition:Trial by Shadow (GenCon Championship; August 2012)
nesbit37 wrote in 4th Edition:The Lost City (GenCon Championship; August 2013)
grodog wrote in 4th Edition:Since you played this, Matt, what's it like?---any bearing on the Plane of Shadow?
wizards wrote:CharactersThis adventure uses the five pre-generated 22nd-level characters from the link above. All permanent choices are already made, although players can swap gear between their characters. If they choose to do so, they must announce it during play, after the timer has started. Players are responsible for making sure their characters' statistics are accurate. Players whose characters have the ability to prepare spells can choose them before time starts and show their choices to the DM.Adventure BackgroundYou are heroes who have made names for yourselves even while staying out of worldly affairs. But now Lolth plans to become god of magic, and the leaders of Faerûn have sought your help to prevent the schemes of one of the Spider Queen's followers.Nurymm Zek is the archmage of a drow city in the Underdark called Undrek'Thoz. The powerful forces allied against Lolth have discovered that Zek plans to uncover four ancient implements created by the Imaskar Empire, then use them to free a creature called the Masters of Absolute Accord. This dark being is composed of four spellcasters from ancient times, who merged into one creature before being eventually imprisoned in a supposedly impenetrable dimension. When Zek has seized the Masters' power, he plans to grant that arcane might to Lolth so that he can be merged with her, sharing in her glory.This information was discovered only recently. The archmage's agents have already been dispatched. He has sent the elite Blackened Fist monks to do his dirty work, then return to him with the artifact implements. The more implements they bring back, the more likely it is that Zek will be able to crack open the prison that holds the Masters of Absolute Accord.Your mission is to travel to four locations across Faerûn—the four sites where the ancient Imaskari relics have been hidden until now. You must defeat the Blackened Fist monks before they can escape with the artifacts and return them to Nurymm Zek. If he does successfully seize any of the relics and manages to free the Masters of Absolute Accord, you must fight and defeat Zek before he merges with Lolth.You don't have much time if you are to succeed.Event DetailsWant to participate? Here's what you need to know!The D&D Championship is a ticketed event at Gen Con Indy consisting of two rounds. If your team advances, you don't need to purchase a ticket for the final round.Teams consist of 5 players (you are also allowed to register one alternate). Teams can be registered when they are seated for the entry round. Your team will be provided with 5 pre-generated characters to play during the championship.The entry round runs on Thursday, Friday, and Saturday. The final round runs on Sunday. See the Gen Con Indy program for specific times.The entry round consists of 5 encounters. For the entry round, you will have 45 minutes to complete each encounter from the time the DM starts the clock. Once you finish one encounter and tell the DM you are ready to begin the next one, the timer will begin on the next encounter. Fast play and quick decision-making are critical to completing an encounter within the allotted time. The clock will always be ticking from the time you begin play, so be sure to monitor it.Your group may take short rests between encounters in the entry round when possible, but may not take an extended rest at any point during the D&D Championship. Deliberation during a short rest counts during your game time for either the encounter you've just completed or your next one, depending on the team's decision.Characters that die and are unable to be brought back to life during the D&D Championship are out of play. You may take a fallen comrade's gear with you during the remainder of the adventure. Players that have a dead character may not help the other players for the remainder of the adventure, but they may continue to observe. Players of dead characters are still treated as a member of the team for purposes of rewards and potential advancement to the final round.Your team stops play and is immediately scored if any one of the following occurs: your characters take an extended rest, all the characters are killed, the team decides by majority vote to stop play, or time runs out before an encounter is finished.Teams advance to the final round based on a scoring system. Scoring will be based on encounters completed, survival of party members, and number of rounds it took the team to complete the final encounter. Additional tie-breakers will be used as necessary.No more than 10 teams will advance to the final round. The final round will consist of one mega-encounter that must be defeated within the time allotted. Scoring will be similar to that used in the entry round to determine the winning team.PrizesAll players advancing to the final round will receive a prize. The 1st, 2nd, and 3rd place teams will receive D&D product prizes. In addition, the 1st place team will receive special trophies commemorating their victory!
grodog wrote in 4th Edition:I don't know anything about any of these, Matt, but the letter/number designations look similar to Living Greyhawk campaign adventure designations. Do you know if they were LG? In 2008, they could be, I think.
grodog wrote:nesbit37 wrote in 4th Edition:Trial by Shadow (GenCon Championship; August 2012)Since you played this, Matt, what's it like?---any bearing on the Plane of Shadow?
grodog wrote in 4th Edition:nesbit37 wrote in 4th Edition:The Lost City (GenCon Championship; August 2013)I wonder if this is related to Moldvay's B4 module??
Gen Con wrote:2013 D&D Open Championship: The Lost City - Entry RoundID: RPG1347719Web site: Baldman Games - Just another WordPress siteEmail: thebaldman (at) baldmangames.com (Address obscured to fight spam. Replace (at) with @ for real address.)Category: Role Playing GameRules: Dungeons & Dragons (4th Edition)Cost: $8.00Duration: 4 hoursHost: unknown (Baldman Games LLC)Age requirement: Teen (13+)Experience requirement: Expert (You play it regularly and know all the rules)Are materials provided: YesLocation: Indiana Convention Center, room Hall D : Baldman, table HQTickets: 6 out of 24 are available (as of 12:30 AM Monday August 19th, 2013, but this information may be out of date.)Official site: Check the official site for the most up to date information and to purchase tickets. You must be logged in at the official site for this to work.Time slot: Sat Aug 17 7:00 pm - 11:00 pmEvent added: Sat May 18 9:45 amThe cult of Zargon threatens all you hold dear. Your only hope of stopping them lies below the ruins of their ancient city. An adventure for 7th-level pre-generated characters. Test your mettle against this year's 4th Edition D&D Championship! A challenge for experienced players, this adventure features five 7th-level pre-generated characters. The city of Cynidicea was once the capital of a rich and fertile kingdom. It fell into chaos and ruin when its people turned to the worship of a terrible monster called Zargon. Now, hundreds of years after the fall of Cynidicea, the cult of Zargon has returned, more dangerous than ever. The only way to stop them is at the source: Zargon must be destroyed. This year's Championship is inspired by the classic B4 "The Lost City" by Tom Moldvay. This event consists of an open entry round, with top-scoring tables participating in a final round on Sunday. The format and scoring have returned to a more free-form play style, so come try your hand at a return to the classic style of the D&D Championship. Finals are Sunday 8am.
David Hartlage wrote:As usual, playing the 2013 Dungeons & Dragons Championship delivered as much fun as I ever have playing D&D. The Championship features a lethal adventure intended to test even the best teams of players. The unforgiving challenge brings a sense of peril that you never see in typical adventures, because in typical adventures the odds always favor the players. The event's time pressure amps up the urgency and demands fast play.This year the author of the championship adventure, M. Sean Molley, created a tribute to the 1982 Lost City adventure by Tom Moldvay. The first round dared teams to recover three staffs from locations in the lost city. Earlier fourth edition championships played solely as tactical miniature battles, but this year's adventure added puzzles to the mix—a welcome nod to the old tournament classics. The final round required characters to use the staffs in a fight to destroy past and present versions of Zargon, the evil demigod of the lost city. I marvel at how skillfully a battle with so many variables was balanced on the narrow line between difficult and impossible.As a dungeon master, I admire the DMs in the championship, who must play fast, fair, and show total command of the rules. They do enjoy some perks: Where else can a DM coupe de grace a fallen character without straining D&D's social contract? Even among this elite crew, our DMs Brian and Sean stood out as exceptional. Plus, our DM for the finals happened to be the adventure's author.I played on the team that claimed second place—for the third year in a row. We're like the 1990-1993 Buffalo Bills of the D&D Championship. Still, I'm thrilled to do well.
nesbit37 wrote in 4th Edition:The Dawn of Night (GenCon Championship; August 2012)
nesbit37 wrote:Siege of Gardmore Abbey (Pax Prime; August 2011)