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Posted: Fri Nov 09, 2007 3:31 pm
Ok I thought I would create a thread to talk about Dungeons and Dragons. So here it is. Once again keep it clean.
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Posted: Fri Nov 09, 2007 3:36 pm
So I haven't played in a while, but my friend just told me they were starting a campain soon, so I need to make a character. I'm having a tough time deciding what kind of character I should create. I thought about making a gnome wizard, but then I realized I would just be coping AMP. I guess subconciensly I just love little Gerbo. Past characters of mine have been a monk (Quai Chain Kain based off the TV series "Kung Fu") and a sorcerer who loved to get drunk a lot. Oh yeah I almost forgot my first character was a wizard named Luc. Lol didn't even realize that I remade him here. lol. Well Any ideas anyone? I just can't make up my mind.
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Posted: Fri Nov 09, 2007 6:45 pm
I'm back on the market for a RL group again. Bards play instruments, after all, not themselves. It's funny... The last group I tried with Fargore you'd think from RPS would be perfect for us. Total hack and slash. RPing? What's that? rofl
But no, when it comes to real life RPing is what I find to be more fun. Hence my attraction to bards and rogues-who-think-they're-bards (Human, 14+ Int, Bluff, Diplomacy, etc... with a 50/50 chance of having a Perform).
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Posted: Fri Nov 09, 2007 6:51 pm
RPS Kicks D&D's butt. twisted
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Posted: Fri Nov 09, 2007 7:25 pm
Meh, I've never played D&D, but I started wanting to one day.
Amazingly, it has not only led me to trying to make a RPG system utilising only d6, ((Why not? I'm almost finished, I think...)) but also, it led me to this actual guild! Serpendipity huh?
By the looks of D&D, I'd say I'd be either dwarf fighter, or a some kind of paladin/blackguard... Of course I've never played, and those characters are basically what I would try out first if I was to play sweatdrop sweatdrop sweatdrop
Actually, If I didn't become Bellamin here, my RPS persona would be either... Sol the paladin Ridel the Blackguard or Jolnir Stonerunner the fighter
of course the name of the dwarf is subject to change... but Sol and Ridel, I could never change... *Hugs imaginary paladin with a halbert, and a cloaked figure in spiked armor.*
"ow...."
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Posted: Sat Nov 10, 2007 7:17 am
Ok... well I've played D&D now for 13 years.. astarted when i was 10 with just straight up D&D.
Then shortly after that I saved up all the money i could for a whole year to get my grubby little hands on AD&D. Played the crap out of that in the forgotten realms untill about 15-16... mid highschoolish.
Now currently I am a sanctioned RPGA Herald level DM, and am currently looking forward to 4th edition and the release of Living Forgotton Realms... it will be immensly fun stuff!!
But as far as simplicity and ease of use, I still have to say RPS ALL THE WAY!
That and with all the down time that there is between posts here, it allows for a much more open form of character development. So there, now you all know how much of a nerd I truely am! (if that wasn't enough, then how about if i told you that I was anime club president for two years in highschool as well?)
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Posted: Sat Nov 10, 2007 9:28 am
I've played D&D only once, but I SURELY like RPS WAYYYYY better! RPS ROCKS!!!
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Posted: Sat Nov 10, 2007 1:45 pm
Yes. It's true the RPS system is made quite well. It is a good way to develop a character, sense you can put a lot of thought into it. But I must say it is a little slow. You can get a lot more done in one night in D&D but its harder to get people together. They each have their ups and downs.
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Posted: Sat Nov 10, 2007 2:31 pm
Zazzy_Wazzy Yes. It's true the RPS system is made quite well. It is a good way to develop a character, sense you can put a lot of thought into it. But I must say it is a little slow. You can get a lot more done in one night in D&D but its harder to get people together. They each have their ups and downs. Agreed! That i think is the only bad thing that i have seen, which goes along with the fact that mid dungoen, someone can just poof away and never be heard of again... But overall it is very enjoyable experiance!
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Posted: Tue Nov 13, 2007 1:13 pm
-A M P- Agreed! That i think is the only bad thing that i have seen, which goes along with the fact that mid dungoen, someone can just poof away and never be heard of again... But overall it is very enjoyable experiance! The poofing here is actually about the same as the DnD play by posting I've experienced, with the added benefit that your core rarely-poofing players are all gathered here in one spot rather than dispersed over an entire site. Seriously, the player attrition rate on games in play by post are disgusting. For d20 games, I'm in my fifth, maybe even sixth by now, wave of several games per wave without a single game having managed to struggle on (except for one game where I left because it was almost impossible to tell what's going on, and Hidden threads make it difficult to appraise activity levels).
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Posted: Thu Nov 15, 2007 9:13 pm
Meh.
Me loves mah D&D heart
...and Vampire...and Werewolf...
I'm curious as to what kind of DM's your running under that you aren't getting good character development. That sort of thing usually isn't dictated by the system, but rather by the players and their dungeon master (trust me, I've had a couple of lousy DM's in my past. They all met....well, I won't say they met interesting ends per se, but I have been known to execute a coup d'etat or two. Or three. Or four...)
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Posted: Fri Nov 16, 2007 11:40 am
My friends are bugging me to run a game... mrgreen Which is fair, since It's been a while since I ran D&D; almost a year now. Maybe more. Although I have co-DM'd a few Vampire/Werewolf/Mage game's over the last year. Not my favorite game system, but it can be fun. But I will be putting together a game for my friends, probably in December. Any interesting story suggestions? If I use your idea, I will let you know. 3nodding
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Posted: Sat Nov 17, 2007 7:24 am
Actually, if any of you are signed up at dndonlinegames.com, the play by post site I try to game on, I have a thread up in the DMs Looking For Players subforum. Bottom line is this: You and about seven other players will start at level one responsible for the safety of a village you help found. And no, I won't be as inactive as I am here. Why, I have not figured out, but it's easier for me to post in my threads there... I think Gaia takes too many clicks to get to the guild, or something. And boy golly does DMing a combat take longer...
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Posted: Sat Nov 17, 2007 8:14 am
If your looking for a good dungeon, I have this one thrown together! I made all the maps and everything! Check it out! DISCLAMER: Images are copywrite me! they can be downloaded for personal use only, and not for monitary gain, or commercial use.
The information in the document contains only material coved by WOTC's SRD, and therfore is freely distributableOUTSIDE THE TOMBINSIDE THE TOMBSet up: Our lovable Expert has recruited the PC’s to help in explore an old temple that his father found on one of his scouting missions in the Woods. The youthful soul leads the wery PC’s to the temple post haste, along an old beaten road that looks like it hasn’t been used for over a century.
As the PC’s approach the old temple via the beaten path, they will see that a group of vagabond Gnolls has taken up residence in the forsaken place.
“As the road turns to a straightened path, you can see the outline of the Temple in the distance. Even though you are still a considerable distance away, you can already tell that the temple has no visible windows, making it look more like a Mausoleum then a temple.”
Have the PC’s make a Spot check at this point to see if they can see the smoke coming from the fire pit on the east side of the temple. DC 12 *also anyone with the scent ability can automatically discern that a fire is burning close to the temple*
If the PC’s can sneak close enough to see what is going on, they will find that 2 Gnoll’s are cooking a large boar they recently hunted down. If any characters speak Gnoll, they are boasting about the kill. There is also another Gnoll on scout duty, rounding the temple constantly. IF they can eliminate these threats without alerting the scout, or making much noise, then they can continue to sneak into the temple itself. If they scout sees the PC’s Sneaking around, or fighting the Fire pit gnolls, He will run inside to get the two in there, including there leader.Gnoll, Warrior 1 (Humaniod): CR 2 ; Size M (7 ft., 6 in. tall) HD 3d8+3; hp 16; Init 0; Spd 30 ft.; AC 15 (+2 Leather, +2 large steel shield, +1 Nat) Attack +5 (Battle Axe; 1d8+2, x3)melee, or +2 (shortbow; 1d6, x2)ranged; SV Fort +5, Ref 0, Will 0; AL CE; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8.
Languages Spoken: Gnoll.
Skills and feats: Listen +3, Spot +3; Power Attack, Weapon Focus (Battle Axe).
SA: - SQ: 60’ Darkvision
Possessions: Leather Armor, Large Steel Shield, Shortbow, 10 arrows, Battle axe, 1d10 sp, 1d6 gp.
Gnoll Captain, Fighter 2 (Humaniod): CR 3; Size M (7 ft., 6 in. tall) HD 2d8+2d10+4; hp 22; Init 4; Spd 30 ft.; AC 16 (+3 Studded Leather, +2 large steel shield, +1 Nat) Attack +7 (Battle Axe; 1d8+3, x3)melee, or +3 (shortbow; 1d6, x2)ranged; SV Fort +6, Ref +1, Will +1; AL CE; Str 16, Dex 10, Con 13, Int 10, Wis 11, Cha 8.
Languages Spoken: Gnoll, Common.
Skills and feats: Listen +6, Spot +6; Power Attack, Weapon Focus (Battle Axe), Cleave, Improved Initiative.
SA: - SQ: 60’ Darkvision
Possessions: Studded Leather Armor, Large Steel Shield, Shortbow, 10 arrows, Battle axe, 4d10 gp, 1d4 small gems.
Temple Interior:
1. Entry Room
Heavy Wooden Door: no traps or locks, but it makes a loud creak when opened which may alert the Gnolls inside.
“This room was once a preaching room, with rows of benches lining the aisles. Now the benches have been thrown about to make more room for the Gnoll inhabitants that moved in. The room itself is full of dust and light grim, giving it a earthy smell.”
If the noise of battle outside didn’t make the Gnoll guard and leader here join the fray, then they are waiting here discussing plans of the next raid they are to make on passing caravans.
*Notes: If any of the characters capture a Gnoll (and are able to communicate with it) they can attempt a intimidate check to get information out of them. Things like, They live here because the humans and elves wont come near it. There is an evil aura in the back room, and they stay away from it, etc.*
2. Hall
Heavy Wooden Door: no traps or locks.
The middle floor square has a trap…
Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks) multiple targets (all targets in two adjacent 5-ft. squares) Search DC 20; Disable Device DC 20. Market Price: 2,400 gp. 3. Right Wing
Heavy Wooden Door: Stuck, STR Check (DC 12) to open.
“The room is essentially empty, it seems that the gnools have already cleared out everything of value that remained.”
A search check (DC 15) reveals a small vial of liquid under the northern shelf. - potion of darkvision (300 gp)azure-colored; oniony odor/taste; effervescent, opaque appearance
4. Left Wing
Heavy Wooden Door: Locked DC 15 to open
“This seems to be where the Gnolls were hiding the bulk of there treasure. A few precious gems and a bag of coins lies open on one of the shelves.”
60gp, moonstone (pink) (118.5 gp), tiger eye agate (7.2 gp), masterwork halfspear (301 gp), masterwork longsword (315 gp) 5. Alter Room
Iron Bound Door: Stuck STR Check (DC 15) to open.
“As the Iron bound door creaks open, you are hit by a large blast of cold air. The smell of stale air mixed with a pungent odor of earth wafts by you sending slight chills down your spines. The room is completely bare except for an altar covered in a blue cloth at the back end. A redish orb lays upon the altar, somewhat out of place against the blue colored cloth. Strange markings adorn the bottom half of the altar, written in some form of ancient language.”
*Note: Any one casting detect evil senses a slight evil form the altar. If anyone speaks infernal the writings on the altar say “Blessed are the ones who give there life in service to the one true god of death.” Detect magic reveals a slight scrying magic on the orb. Elves might find the hidden door underneath the altar automatically.*
Our fond little expert will use the stone his father gave him and place it in a undetectable slot between the carvings, causing the altar to move to the side, revealing the stair set below leadin to the crypt….
Crypt Interior:
1. Entry way
“The dark stairs lead down about 40-50’ into a dark stone slate walled corridor leading to the left and right. The pungent smell of death and bitter cold are enough to send chills down your spine and raise the hairs on the back of your neck. Bits of dust, cobwebs and pieces of stone litter the floor in this place; it looks as if no one has been down here in a very long time…”
*notes: there is no natural light down here, the PC’s will have to do what they can to create light for them selves.*
2. Crossroads
As soon as one of the PC’s hits the first square to the crossroads, they hear laughter behind them. When the PC’s look behind them.
“A ghostly voice can be heard emanating from the top of the stairs. In a grisly voice it speaks. “I haven’t had the Joy of living ones come in quite some time! I hope you all enjoy your stay!! Mwahahahahahahahahahaha!!!!!” As he laughs, you can here what is probably the altar sliding back in place… Looks like you’re going to be down here for a while.”
At this point have the PC’s make a listen check, DC 12, to hear scuffling in the corridor to the south.
3. True Altar room.
“This Altar room resembles the previous Altar, except it is much larger, and the walls are adorned with tapestries depicting death, torture, and other unsavory images of evil and death.”
If the PC’s ran here quickly they can witness 8 putrid corpses rising out of there seats in front of the altar. If they don’t hurry, then the corpses are already on there way to greet them.
Commoner Zombie (Undead): CR 1/2 ; Size M (6 ft., 0 in. tall) HD 2d12+3; hp 16; Init -1; Spd 30(cant run) ft.; AC 11 (-1 Dex, +2 Nat) Attack +2 (Slam; 1d6+1, x2)melee,; SV Fort 0, Ref -1, Will 3; AL NE; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1.
Languages Spoken: none
Skills and feats: Toughness
SA: - SQ: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Possessions: -
Altar has the same scrying magic on it as the one from the temple up stairs, though it has no markings on it like the one outside did. The tapestries are of fine quality, and are only slightly tattered, they are worth 20gp a piece in there current value... though finding a buyer for those images might prove hazardous.
On the altar also lies.. - 106 gp - arcane scroll (150 gp) of Cat's Grace(l2, cl3)
4. Private Hallway
Heavy Wooden Door: Not locked or trapped
“This 55’ long hallway is bare and has no decorations or furnishings whatsoever. There is however” A spot check (DC 12) will notice a small indented groove about waist level on both sides of the hallway running the entire length of the corridor.
5. Private Chamber 1
Light Wooden Door: Not locked or trapped
As soon as a pc opens the door to this room a trap is sprung in the hallway.
Wall Blade Trap: CR 1; mechanical; touch trigger; automatic reset; hidden switch bypass (end of hallway) (Search DC 25) Atk +10 melee (2d4/x4, scythe) Search DC 22; Disable Device DC 22. Market Price: 2,500 gp. Adorned on the shelves are… -363 gp - Aqua aura gem (clear or cloudy blue crystals with flecks of gold - the metal - on the surface) (57.8 gp) - Potion of spider climb (50 gp);ultramarine-colored, spicy odor/taste, vaporous, layered appearance - Arcane scroll (450 gp);Invisibility (l2, cl3),Detect Thoughts (l2, cl3),Flaming Sphere (l2, cl3)
6. Private Chamber 2
Light Wooden Door: Not locked or trapped
Same trap as above, unless deactivated
On the shelves are… - 1,291sp - Malachite gem (green) (9.1 gp)
7. Private Chamber 3 Light Wooden Door: Not locked or trapped
Same trap as above, unless deactivated
On the shelves are… - 318 gp - potion of jump (50 gp); saffron-colored; tart odor/taste; watery, luminous appearance
8. Leaders Chamber
Heavy Wooden Door: Locked, DC 18
As soon as the door is opened the PC’s are assaulted by 2 Shadows.
Shadow (Undead, Incorporeal): CR 3; Size M (6 ft., 0 in. tall) HD 3d12; hp 19; Init +2; Fly 40 ft. (good) AC 13 (+2 Dex, +1 Deflection) Attack +3 (Incorporeal touch; 1d6 STR)touch; SV Fort +1, Ref +3, Will +4; AL CE; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13.
Languages Spoken: none
Skills and feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge
SA: Create spawn, strength damage SQ: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Possessions: -
There is nothing noteworthy at all in the leader’s chambers, though a successful Search check, DC 15, reveals a foot locker under the bed, covered by a worn sheet.
- 380 gp - half-plate (600 gp) - Medium masterwork studded leather armor (175 gp)
9. Torture Chamber
Heavy Wooden Door: Locked, DC 14
“The room here is littered with the bones of victims. Numerous tools and implements are scattered around on the floors with various shackles strapped to the walls at every 5 foot interval.”
A search check, DC 15, reveals a small pendent mixed in with the debris. - Silver pendent, Blue Aqua stone set in middle (250 gp)
10. Ceremony Room
Heavy Wooden Door: Locked, DC 14
“This huge room has a 40’ high ceiling; the air in here is much colder than the rest of the crypt. A huge statue of a skeletal hand is in the center of the room, reaching up for the ceiling holding a large redish tinted glass orb. Inside of the orb is a grotesque image. There looks to be a man, his skin flayed, and stomach ripped open. His rib cage extruding from his body and his organs wrapped around metal spikes stuck in through his back in the shape of a pentagram. His eyes are ripped out from his head and he has a almost demonic smile stretched across his face. Also his heart seems frozen solid with a rapier sticking out of it.”
As the party enters the room, the doors slam shut and are sealed with a demonic magical energy. The same ghostly voice from before can be heard as a shape takes form above the red orb. It looks to be the same man that rests inside the glass orb.
“You fools!! If you think you can escape from me, then you are sadly mistaken! If my minions can’t finish you off, then I’ll have to do it myself!”
The ghostly figure then draws the rapier out of his heart and points it at the PC’s just as 4 zombies pop out of the ground.
Commoner Zombie (Undead): CR 1/2 ; Size M (6 ft., 0 in. tall) HD 2d12+3; hp 16; Init -1; Spd 30(cant run) ft.; AC 11 (-1 Dex, +2 Nat) Attack +2 (Slam; 1d6+1, x2)melee,; SV Fort 0, Ref -1, Will 3; AL NE; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1.
Languages Spoken: none
Skills and feats: Toughness
SA: - SQ: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Possessions: -
Argiuos, the Defiled (Undead, Incorporeal): CR 5 ; Size M (5 ft., 11 in. tall) HD 3d12; hp 23; Init +3; Fly 30 ft. (perfect) AC 17 (+3 Dex, +3 Deflection, +1 Ring) Attack +6 (Rapier of frost; 1d6-1(+1d6cold),19-20/x2)melee(50mi;ss),; SV Fort +3, Ref +6, Will +8; AL NE; Str 9, Dex 16, Con -, Int 8, Wis 16, Cha 16.
Languages Spoken: Common, Infernal.
Skills and feats: Concentration +6, Hide+7, Know(Religion) +2, Listen +7, Search+3, Spellcraft +2, Spot +7; Weapon Finesse, Iron Will, Lightning Reflexes
SA: Spells, Rebuke Undead, Draining touch (-1d4 ability damage, +5hp), Corrupting Gaze (2d10 dmg, -1d4 Cha, Fort DC14, range 30’) Death attack 1/day (touch attack; roll 3d6, if equal or greater than current HP, dies, no save) SQ: Alignment Aura, Incorporeal, Telekinesis(1d4 cool down), Manifestation, Spontanious Casting (harm), +4 turn resistance.
Possessions: -Ring of Protection +1, Rapier of Frost.
Spells: 0st: (4/day) Guidance, Resistance, Virtue, Read Magic 1st (2+1/day) Obscuring mist, Cause Fear, Doom 2nd (1+1/day) Hold Person, Silence, Darkness, Blindness/Deafness,
If the glass is broken (Hardness 2, HP: 2) a character may pull out the rapier, causing it to disappear from the ghosts hand. He will try and kill the character if he succeeds at doing it. Doing anything else to the body has no effect at all. As soon as the ghost is dead the altar from above and the exiting doors open up, letting the PCs move freely once more.
11. Vault crypt The Northern Cross has… - 317 gp
The Southern Cross has… - 396 gp - 4 alchemist's fire (20 gp each) - 2 antitoxin dose(s) (50 gp each) - Medium mighty composite shortbow (+1 Str bonus) (150 gp)
The Western Cross has… - 210 gp - Amethyst gem(purple crystals) (81.2 gp) - Red agate (65.3 gp) - Red quartz (10.7 gp) - Zoiste (brown) (98.2 gp) - Potion of spider climb (50 gp); colorless-colored; bilious odor/taste ; watery, opaline appearance - Amulet of health (+2) (4,000 gp)
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Posted: Sat Nov 17, 2007 10:24 pm
Holy crap, AMP! eek I think that's like the longest post I've ever seen, lol... rofl
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