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You are here: Home --> Forum Home --> Recent posts by DemonDavyJones
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Topic: To Break A Nation: D&D 3.5
Subject: True, true...


He replies, and leans closer to say:

"To the East, across this river and past the forest, there is a smugglers guild without a name, known by many as the White Wolves, called this because often the higher up enforcers have magically controlled winter wolves at their command. These wolves are treated barbarically, and one of the things done to them is to tear their teeth out and replace them with small blades, cursed blades. I'm sure you have heard of weapons and creatures capable of leaving lasting wounds, and these are exactly that. They are infused with a negative energy of a sort, I do not know how it works, such that it resists healing, both natural and magical. There are spells that can cure it, this I know, but the only person capable of casting them is none other than our Sergeant. Now, for the story of how I was wounded by them."

He pauses and sighs.

"I used to be a member of a rival guild, raiding their secret caravans, when I ran into one such enforcer in the forests past this bridge. Me and my raiding party were completely outmatched, with I one of the few survivors. Scattered and broken, with my arm no longer bleeding but still stubbornly wounded, I came across a man sent to reinforce this very company... James Rydell, as I learned from papers on his person... the enforcer was coming for me... I had no choice. I... killed him and took his identity. I am past all of that now, I have seen the way these men act, and I have no wish to continue my life... before. I only wish that I could answer the letters that come from his family..."

Whoever he is, his face is in his hands by now.

"I have... the body... stashed out in the woods. I know where his family lives, and I'm trying to return him."

He sighs once more and stokes the fire halfheartedly. After a short while he calls fo Saiden:

"You hear any of that?"

Posted on 2007-09-24 at 19:20:16.

Topic: To Break A Nation: D&D 3.5
Subject: "Not so loud,"


The wounded man replies to Arrowhawk.

"I don't know what kind of soldiers the man in the armor thinks we are, but this isn't from a routine fight, and a medic couldn't help me. I'll tell you what happened, but I need some way of knowing you won't spread it around."

Meanwhile, Intil and Kelan go off to see the wizard *ahem* to check on the bridge.

The bridge is about 150 feet long, and 50 wide and made of stone piers with a wooden frame over it, paved accross with cobblestones. It's functional, not stylish, and sits about 25 feet at the highest above the swift flowing river. A road from the other side of it stretches into the forest beyond, clearly well traveled in the past, but not recently.

Ask any other questions about it and the area you like, the watch you cover comes in about an hour and a half.

Posted on 2007-09-23 at 03:14:56.

Topic: To Break A Nation: D&D 3.5
Subject: Soon.


As he walks away, you see he walks by a group of (EDIT: 4 soldiers total) soldiers outside of one of the tents next to yours, sitting around a fire. One of them is bandaging a rather nasty wound on his arm, which he then pulls the sleeve of his shirt over it. Considering the company has not seen any action for about a week now, and that there is a team of medics about fifteen feet away from him, this action stands out. One of the other soldiers in the group sees that you have noticed the man bandaging himself and leans over to him as if to say something.

Posted on 2007-09-18 at 22:16:22.
Edited on 2007-09-18 at 22:21:16 by DemonDavyJones

Topic: Add On Story. Fill in 3 words!
Subject: .


giant paper bags.

Posted on 2007-09-17 at 11:02:06.

Topic: Add On Story. Fill in 3 words!
Subject: .


empty cups, who

Posted on 2007-09-17 at 10:59:15.

Topic: To Break A Nation: D&D 3.5
Subject: "Certainly,"


Maviar replies.

"If that is what you wish. Now, for the camp itself. I'm going to take you on a little tour of the area, because we'll be stationed here for about 5 days while we wait for reinforcements, and another day's reprive after they arrive."

He pauses and sweeps his hand at the tents of the encampent itself.

"That there is where you will be staying for those 5 days. I'll show you to your tent, which is n the same are as the rest of the men under my command. I'm sure they'll be glad to see reinforcements, we've taken some rather heavy hits lately."

He walks around the tents, towards the bridge itself, motioning for you all to follow.

"This bridge is the only place to cross the river that's anywhere near here. I'm rather suprised we haven't been attacked yet. Ahead of the bridge, there, is a forest, as you can see. It stretches about a dozen miles, and we have reason to believe there are numerous squads camped there. That should be about the only thing we have to fear from the woods, the forest itself is rather bright and friendly. To the left, the North, we have the cliffs that this river falls off of, eventually leading to the mountains where it originates. A few miles to the South starts the heavy jungles. Suffice to say we don't want to have to march an army through either side, so this bridge is of the utmost importance."

He turns and walks with you back to the tents.

"Night is coming, best get yourselves set up. Your tent is that one,"

He motions towards it.

"In a few hours, someone from another squad will wake you for your watch, in the meantime, I would suggest getting to know each other and the other men and women, most particularily those in the three tents next to yours, two are also under my command, one is the medic and cooks tent. Speaking of cooks, I'm sorry to say that you've arrived too late for dinner, but they should have something left over. I leave you now, do as you wish, but don't stray too far. And-don't set the tents on fire. It may be funny while under the influence of liquor but we don't take kindly to it here."

With a wink and a friendly wave, Maviar is gone, leaving you outside of your tent.

Posted on 2007-09-16 at 16:45:20.

Topic: To Break A Nation: D&D 3.5
Subject: "A pleasure to meet you all,"


Maviar says,

"And you?"

Posted on 2007-09-16 at 01:58:40.

Topic: To Break A Nation: D&D 3.5
Subject: Opening.


The four of you arrive, from your different directions, different walks of life, and come to the bottleneck behind the bridge, on which is camped 52 soldiers, running the gamut accross race and gender, from half orcs with axes on their belts, to humans with bows slung accross their backs, to elves and half elves with rapiers at their sides. At the center of the bustling, circular campground is a set of four officers, a human with the symbol of Pelor around his neck, and a mace at his side, an elf with two swords in scabbards on his back, and another human with an axe and a red shield next to him, clearly the leader, writing in a leather book. He notices you, scribbles off a line or two, and shuts the book and stands.
In a rough, but civilized voice, he says in an almost bored voice:
"Here we are then. I was wondering when you would arrive. Maviar will get you familiar with the place. Don't want you getting lost in a battle now, do we?"

The Pelor worshipper with the mace, apparently Maviar, stands and walks over to you.

"My name is Maviar Hendrix, and I will be your commanding officer. First things first, I, and most likely you probably have no idea who each other are. Kindly introduce yourselves, and I hope you're good at remembering the names because you'll have a lot more to learn than that."

He says with a chuckle in a friendly voice.

Posted on 2007-09-14 at 21:35:14.

Topic: To Break A Nation: D&D 3.5
Subject: The Characters


Name Kelan Windstrife
age 20
height 5'7
weight 145lbs
lvl 3
eye color brown
hair color brown (shaved)
hp 26; AC 15; hit die d8; str 12; dex 17; con 17; int 15; wis 16; cha 10;
fort- 4=1+3; ref- 6=3+3; will- 4=1+3
bab- +2; grapple- 3=2+1
weapon shortbow- 1d6 range x3 crit 80ft 40 arrows
weapon shortsword- 1d6 19-20 crit/x2
Armor- studded leather +2 armor -1 check penalty
Skills: spot 9; listen 9; search 8; hide 9; climb 7; survival 9; knowledge nature 8; move silently 9; swim 7; balance 9 (note I put 6 ranks in each)

feat- track, improved init, Improved swimming
special- skirmish (1d6, +1 AC); trapfinding; battle fortitude +1; uncanny dodge; fast movement +10 ft; trackless step

Kelan is the son of a potter. Trying to follow in his father's footsteps was a disaster. He did however show aptitude in being a guide, but since they don't get paid well Kelan joined the military.


-------------------------------------------

Saiden Harques
Fighter 1/Psion 2
Human
Hit Dice: 1d10+2d4+6 (21hp)
Initiative: +1
Speed: 20ft.
Armor Class: 23 (+8 armor, +1 dex, +4 shield)
Base Attack: +2
Attack: +6 Warhammer (1d8+3)
Special Abilities: Discipline (Psychokinesis)
Saves: +4/ +1/ +3
Abilities: Str 16 Dex 12 Con 14 Int 16 Wis 10 Cha 8
Skills: Climb +3, Concentration +9, Jump +3, Knowledge (Psionics) +7, Knowledge (History) +7, Psicraft +7.
Feats: Skill Focus (Concentration), Combat Manifestation, Psionic weapon, Power Attack, Cleave.
Alignment: Lawful Good.
Equipment:
Mwk Warhammer
Full Plate
Tower Shield

Powers:
1st level: Energy ray, vigor, control object, disable, offensive prescience.

Power Points: 9

Description:
Eyes: Hazel
Hair: Medium length brown
Age: 26
Height: 6’4’’
Weight: 190
Beard: very short

Born with a brilliant mind, Saiden dreamt of spellcasting for most of his life. His instructors were bewildered by his intellect and praised him as a prodigy. After graduating, he went to pursue is life goal and began to study arcane magic. To his great dismay, he discovered that he had no talent for it whatsoever. For whatever reasons he was not able to cast arcane spells. Disapointed, but by no means beaten, he tried his luck at divine magic. This received the same results. For the first time, he decided to move on. Not wanting to show his face in his hometown, letting them know how he failed, he left and joined the army. Fortunately for him, he was a quite skilled combatant and fit in well with the other soldiers. It wasn't until then that he realized his true potential. During battle, Saiden was knocked down to the floor by a tremendous blow delivered from an opposing soldier. His squad had been taken out. With no hope left, a strange power lept forth from his mind. In a sudden, unexpected event a bolt of lightning lept from his finger's and blew straight through the enemies chest. The few remaining enemies fled in shock. Surprised, yet exhilirated, Saiden embraced this new power finally having found his calling


-------------------------------------------

Arrowhawk
Human Sorcerer 3

Abilities:
Str 10 (0)
Dex 14 (+2)
Con 13 (+1)
Int 12 (+1)
Wis 13 (+1)
Cha 16 (+3)

Saves:
Fort +2
Refl +3
Will +4

Hit points: 4+2+3+(Con x3) = 12
AC: 12 (+2 Dex)
Initiative: +2
Base Attack: +1
Melee: +1
Ranged: +3

Skills:
Concentration 7 (6 ranks + 1 Con)
Knowledge (arcana) 7 (6 ranks + 1 Int)
Spellcraft 7 (6 ranks + 1 Int)

Feats:
Combat Casting
Weapon Finesse
Eschew Materials

Attacks:
Shortspear +3 (1d6, crit x2)
Light crossbow +3 (1d8, crit 19-20/x2, range inc. 80 ft.)

Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Hooded lantern, five pints of oil. Spell compound pouch. Case with 10 crossbow bolts.
5gp.

Spells per day:
0 – 6
1 – 5+1
2 – 0
3 – 0
4 – 0
5 – 0
6 – 0
7 – 0
8 – 0
9 – 0

Spells known:
Cantrips (5): Light, Message, Detect Magic, Read Magic, Acid Splash
1st (3): Shield, Mage Armor, Magic Missile

Born and raised in a fishing village, Arrowhawk soon changed his name after his arcane abilities appeared. After seeing how most villagers avoided contact with him, Arrowhawk left the village and joined the army of the Red Duke. His primary motivation in life is to edge his name on the stone that is history, preferably in large letters.

(I was hoping to be allowed to play a non-familiar variant presented in PHB II. It basically gives me the ability to cast metamagic spells without making them full-round instead of the familiar)


-------------------------------------------

Name: Intil Irrigan
Class: Spell Thief
Race: Human
Age: 25
Height: 5'5
Weight: 120 lbs
lvl: 3
eye color: blue
hair color: brown
hp: 18
AC:
Str: 15 Dex: 17 Con:16 Int: 15 Wis: 15 Cha: 18
Fort: 4 Ref:4 Will: 5 (with FoP will is 7)
base attack: 2 grapple: 4 ranged: 5
Weapon 1: Light Crossbow- 1d6 crit 19-20 range 80 ft
Weapon 2: Shortsword- 1d6 crit 20/x2
Armor: studded Leather- ac +2 Armor check -1
Skills: Open Lock:4+3=7; move silently: 4+3=7;
search: 4+2=6; spot: 4+2=6; listen: 4+2=6; Hide: 4+3=7
Spellcraft 4+2=6; disabel device:4+2=6; Bluff:4+4=8
Escape artist:4+3=7; Gather information:4+4=8
Concentration:4+3=7

feats: Improved Init; Alertness; Force of personality(FoP)

Class features: sneak attack(1d6); Steal Spell(0 or 1st); trapfinding; detect magic; spellgrace(+1); Steal spell effect; steal energy resistence (10)

Intil's mother was whore who died of some disease when he was five. He then spent several years learning the way of the street where he was found by minions of his wizardly father. His father taught him some tricks but it appeared a full mage position wasn't to be so Intil's father signed him into the army to "turn his life around."


Posted on 2007-09-14 at 21:20:25.

Topic: To Break A Nation: D&D 3.5
Subject: To Break A Nation: D&D 3.5


Mechanics:
Starting level 3rd
Max HP at 1st level, average HP for each level after.
PHB 1 and 2, DMG, MM1 and 2, and anything in the SRD (including the psionics there) are fine. No other classes or races, but ask me if you would like to use a feat from somewhere else.
Default D&D PHB gods.
Races: Humans are the most common, but by no means even a majority of the population, representing about 40%. The PHB races are the vast of people encountered, accounting for about 95% of members of civilized lands.
This game will not be combat centered, but the story revolves around a bloody civil war, so expect fighting.
Characters, I'm sorry to say, will not be promoted past Sgt. (free Leadership at 6th level, minus cohort) Because PC's tend to be among the most capable fighters in any given army, it will be important for commanders to keep them in the fight.

"Fluff" (Long so get a snack):
The continent of Avan is about the size of real life Austrailia, though in shape is more like the U.K. The country for which the continent is named is smaller, it's borders loosely defined by areas of gathering hordes of barbarians. The country has been akin to a bottle of alchemists fire for a hundred years now, ever since the country drove out a small invading force from an unknown nation beyond the oceans (sea travel is relatively primitive). The country has never fully recovered from the short but violent war. Since then, one of the Three Dukes tried to lead his armies into the Eastern Wastes (the area where the country was invaded) to destroy the barbarians there, in the hopes of re-establishing the country's former glory somewhat. Before he could do this, his army was set upon by a legion of the King's finest. Driven back before the assault, the duke turned and began his march on the capital in retaliation, knowing that with his best troops on the other side of unfriendly armies, King John would be unable to stop the numerous men and women of the Eastern Provincial army. He never thought to wonder why the best fighters of the Kings army were in a wasteland in the middle of nowhere in the first place, nor why he was attacked on sight by them. As the battles went on, the Red Duke won repeatedly, eventually pushing the King back to his own side of the River Melaya, a huge river dividing the Southern half of the country neatly in two. The Green Duke, however, had allied with the King, seeking to reform his family's former status as the most influential group of nobles in the country. The Blue Duke has yet to act.

The Characters:
The characters will be in B company of a battalion in the 7th division of the Red Duke (they don't have names, for reasons unknown at the moment, even to them) that is assigned to holding the defense of a bridge across the River Melaya, while reinforcements from the 8th and 9th division move accross in a few days. It seemed peaceful enough...

Characters will be organize into a team under one Sgt. 1st Class Rivendell, a hardened battle veteran. After I have 4 or more characters, I will close submissions and we can work on making the characters stories involve each other, but for now, make your characters as you would, but make sure they join the army at some point, or are forced to somehow. Ask any questions you would like, but here his some information on the Eastern Province, where the Red Duke rules.

The Eastern Province:
Roughly shaped like an oval, with the wild men of the Wastes on the Eastern border, the primitive but huge fishing ports of the North shore on another side, the River Melaya and the Hellspike moutains to the West, and (assumed) uninhabited dense jungles to the south, the province itself is mostly plains, with patches of hills and light forest. Rivers and lakes are small, but numerous. The capital, and largest city, of the province, is the city of Harris, a sprawling network of canals and boardwalks on a marsh at the center of the province. The landscape beyond is dotted with small towns, with the size of the towns increasing to the North, closer to the great fishing cities, and decreasing towards the South and East. More information on individual towns and cities will be posted, but for now, any character background can be made in the various places in the province.
Important Cities:

*Harris-
Metropolis, adult population approx 26,000
Mayoral Gvt, with four 5 district mayors (River, Shop, Residential, Government, Temple) and 1 general mayor.


Description: A sprawling urban area, in the center of of a marsh dotted with smaller rivers, the city is unusual in that there are no cobblestone streets, only wooden boardwalks. Made initially as an outpost in the early days of the country because of the out of the way location and easy defenses from the wide open plains around, the city has since turned into a booming manufacturing base, with the plentiful resources embedded in the caves and rocks below the surface of the marsh, as well as the short, fast growing trees in the water itself, being used to make all sorts of things, from weapons to carriages to everyday items. Because of the freely flowing money, combined with anti-inflation legistlation, the city has no real slums, and a general pleasant air surrounds the people living in it. The main source of the city's money comes from craftsmen and smiths, with a small dock-fishing industry on the side. The most prominent feature of the city is the magical nature of it. Iron golems stand outside the gates to the government district, spells are used to allow workers to mine underwater, and horseless wagons and gondolas abound.

Millitary Situation: Held without fear by a company of the 6th division, the city is far removed from any frontlines, and supply trains stretch from here to every battlefield imaginable.



Attiton-
Small City, adult population approximately 7,000.
Religious (Pelor) Gvt, High Priest followed be heirarcy of lesser preists runs the city.


Description: One of the rare Southern cities, this city has all the trappings one would expect from a decent urban area, but none of the bustling crowds. People tend to stay in their own neighborhoods, and conflicts between them are frequent. The temples of Pelor heal the wounded and try to keep order, but the city itself is rapidly degenerating, and, with the river that the logs usually flow on fouled by barbarians camped just South, and the city guard struggling to keep up with rusting equipment, understaffind, and relentless raids from the depths of the jungle, which the city sits on the edge of, even the courage of Pelor's finest can only do so much.

Millitary Situation- Unoccupied, until recently protected by a company of the 7th division, which was taken away when the war began. Unless the city, isolated from the rest of the province, the only feasible method of escape being the now acidic river, is helped within months, all that remains between the Southern hordes and the numerous villages and towns of the countryside will be a few miles of forest at the edge of the jungle, which the barbarians will have no trouble passing through.




Haven-
Special, adult population approximately 4,000.
Mayoral gvt, with the mayor being determined by life or retirement, or a contest in the form of a formal duel overseen by the Elder Swordsman, a millitary leader chosen by family lines.


Description: Haven could be called a small town by numbers, but considering the nature of the "place" it's better considered a fleet than any kind of settlement. Haven is a collection of fishing and transport boats, many outfitted with ballistas, that stays just offshore of the Northern coast, returning to various cities with its leftover fish about once a month. The boats of Haven are interesting in that they have no tolerance for magic whatsoever, in sharp contradiction to most of the rest of the Eastern province. The ballistas are mostly outfitted with a sort of telescope that has the ability to Detect Magic in it's line of sight. Any non-governmental magicicians or boats with magic items are attacked on sight, though it is unclear why the boats do this. This is permitted only because Haven rolls in the cash wherever it happens to land, and because a navy manned by 4,000 people is too much trouble to bother taking down for a few merchant boats lost over the years. As a result, the coastal cities tend to be fearful of magic, not because of the magic itself, but because of the consequences of harboring it.



The Army

The Red Army has had a long and glorious history. Legions of infantry, walls of archers, phalanxes of spellcasters, battalions of holy warriors, and thundering armored cavalry charges have always been a part of the Eastern Provinces history, as the repeated wars that the country fought to establish itself as the absolutely dominant power on the continent. Of this glory, no group of soldiers has had more of it then the fighting troops of the 7th division. Composed, in contrast to the disciplined battalions of the other, specialty divisions, of a mix of soldiers, organized into small squads ranging from 1 (a mid-level cleric can be a squad unto himself) to 25 people, the squads are sometimes made up of all one kind of person, archers, fighting infantry, lance cavalry, casters, and other times into mixed groups (A.K.A. parties ) the 7th has a reputation of its strongest companies winning battles almost by their lonesome. The appearance of troops bearing the Iron Eagle on any battlefield can change the course of battle by their very presence alone.


The War Thus Far:


Having joined the army for various reasons, being placed into the recruit division, the 3rd, you all, by strength and valor, chance and fortune, or by having your unit wiped out, were transferred to the 7th divison into B company of the 3rd battalion. B company is traditionally made of solely infantry and archers, and you are the first mixed group introduced into it. Sgt. 1st Class Jon Rivendell, hero extrordinaire in the battles against the black masses in the jungle, is hardened, scarred man, approximately 6' 2" in height, armed with with an imposing battleaxe and a scratched up maroon shield with a drawing of an eagle with the feathers representing kills on it. Rivendell is doubtful of the mixed groups, preferring having the two easiest types of units to train in his company, but has reluctantly agreed to give them a chance. A rough voice and a demeanor that is friendly and yet imposing, the man speaks with a light in his eyes, and is forgiving enough, though you do not want him on the other side of a battlefield. Joining the company just after its crushing retreat from a hill they were holding, outnumbered 3 to 1 and under fire from a heavy ballista, the Sgt. 1st class withdrew, losing 10 of his company in the process. He has now been transferred to holding the bridge at the River Melaya. For three days it has been quiet...

Company Roster-
Jon Rivendell (fighter), Sgt. 1st Class Controls 20 troops, 5 archers and 15 swordsmen, and the other two Sergeants.
Hard and rough is the first impression, yet many of the troops regard him as a father figure. At the moment it is hard to see why.

Maviar Hendrix (cleric), Sgt. Controls 15 troops, a team of 11 (formerly 15) swordsmen and the party.
Jovial and good-natured, his jokes, while not great, are frequent, and the young officer is highly regarded by many.
Hendrix Platoon:
Kelan Windstrife
Saiden Harques
Arrowhawk
Intil Irrigan
James Rydell
Maria Sempf
John Defari
Aester Valisman
Roy Menlock
George Rainers
Patrick Dennas
Connor Dennas
Viola Jixon
Don Mariniste
Danny Wyster

Aidan Kylayson (ranger), Sgt. Controls 17 troops (formerly 20) 10 archers and 7 swordsmen.

5 lv 1 medics and one lv 3 (homebrew npc class, d4 hp, commoner BaB, healing equal to the max that a cleric of equal level could give with all of his/her spells made to be Cure light wounds spells except 0 level (cure minor) except can be distributed any way neeeded)

More info forthcoming, but this should be enough for a while. Last thing:

Rivendells Journal:

OOC: Rivindell is very opposed to having men and women who aren't swordsmen and archers, trained in formal millitary acadamies, under his command. As such, he does not like the party being under his command very much... yet.

Entry #1:
I finally found a new journal to write in. I lost mine at that terrible rout at D'Arretis's Hill. 200 horsmen and a squad of archers against my lone company. Suffice to say I retreated, though not without losses. This morning, I recieved news that to replace some of the lost men, we are receiving an ambitious young wizard with an obviously fake name, a relatively skilled fighter who's claim to fame is to launch a spark of lightning when his unit was destroyed, a guide turned green recruit, and another wizard who has to steal his spells! Unfortunately I can't write more, the "reinforcements" are here. If four men, all but one green recruits is the best this army can do to reinforce a company in it's Iron Eagle division, we may be royally screwed over. But maybe I should let them prove themselves first. No skin off of my back if they fail miserably and we get actual soldiers to replace them.

Posted on 2007-09-14 at 21:19:57.
Edited on 2007-09-17 at 00:27:46 by DemonDavyJones

Topic: To Break A Nation: D&D 3.5
Subject: So it looks like


we're ready to start here. I'll post the game thread, along with making the first entry into Rivindells journal after I post this in the recruitment and Q&A threads.

Posted on 2007-09-14 at 19:21:14.

Topic: To Break A Nation: D&D 3.5
Subject: Nah.


That's enough. Honestly, just have an idea of what the character will be like, and everyone without a similar thing on the character, just write where they came from and why/how they ended up in the army. Q&A thread posted.

Posted on 2007-09-13 at 19:29:03.

Topic: To Break A Nation: D&D 3.5
Subject: Also true dat.


Allright then, everyone who hasn't already, come up with a short origin of your character, including how they joined the army. Meanwhile, I'll be making the Q&A thread.

Posted on 2007-09-13 at 18:15:00.

Topic: To Break A Nation: D&D 3.5
Subject: Heh.


True dat. But what I mean is, I believe your character joined the army to get away from persecution at the hands of his village for his arcane powers, and to write his name in the book of history. Others may have been drafted, joined to protect their family and loved ones, been slaves or gladiators freed into the army, the list of possibilites goes on and on. On second thought, however, I have decided, screw why you ended up in the army, the point is, you're in the army, and it's a damn fine one too. I think that should be about it. Soon today I will post up a Q&A thread, and a game thread, both with more info on how you ended up here.

Posted on 2007-09-13 at 16:44:48.

Topic: To Break A Nation: D&D 3.5
Subject: W00t.


Allright then, looks like we have everyone. Now we just need to figure out some short reason as to how you all ended up in the same unit in the army.

Posted on 2007-09-13 at 11:50:21.

Topic: To Break A Nation: D&D 3.5
Subject: Sorry...


Yes, you can join, but I've never DM'ed a spellthief before, and don't have access to Complete Adventurer (if I recall correctly that's the book it's in?). If you know of somewhere where the information is available online, link to it and I'll most likely let you play it. But if not, could you change class? Don't rush, Friday was just the day by which I would have started if no one had asked to be the fourth character.

Posted on 2007-09-12 at 19:17:56.

Topic: To Break A Nation: D&D 3.5
Subject: Um.


Hoping for four players, but I think if a fourth character isn't submitted/slot taken by Friday the 14th I think we should just go ahead with three, although if a fourth pops in after that, but before the actual campaign starts I'll work them in. Ah well.

Posted on 2007-09-11 at 21:07:05.

Topic: To Break A Nation: D&D 3.5
Subject: Sure.


PHB II is under the allowed books, no need to ask. Everything checks out, and I like the backstory idea. So we now have three characters, and as soon as a fourth shows up we can work on making you all in the same unit.

Posted on 2007-09-10 at 22:49:23.

Topic: To Break A Nation: D&D 3.5
Subject: Ok then.


Around the same time that someone (anyone?) posts a 4th character, I should have enough information detailed to start the Q&A thread. Teh w00tzor, all your campaigns are soon to belong to us.

Posted on 2007-09-10 at 20:04:34.

Topic: To Break A Nation: D&D 3.5
Subject: w00t.


Back, and it looks fine. So far we have a psion/fighter, a scout, and eiter a fighter or a sorcerer. All that's left is some kind of healer.

Saiden Harques
Fighter 1/Psion 2
Human
Hit Dice: 1d10+2d4+6 (21hp)
Initiative: +1
Speed: 20ft.
Armor Class: 23 (+8 armor, +1 dex, +4 shield)
Base Attack: +2
Attack: +6 Warhammer (1d8+3)
Special Abilities: Discipline (Psychokinesis)
Saves: +4/ +1/ +3
Abilities: Str 16 Dex 12 Con 14 Int 16 Wis 10 Cha 8
Skills: Climb +3, Concentration +9, Jump +3, Knowledge (Psionics) +7, Knowledge (History) +7, Psicraft +7.
Feats: Skill Focus (Concentration), Combat Manifestation, Psionic weapon, Power Attack, Cleave.
Alignment: Lawful Good.
Equipment:
Mwk Warhammer
Full Plate
Tower Shield

Powers:
1st level: Energy ray, vigor, control object, disable, offensive prescience.

Power Points: 9

Description:
Eyes: Hazel
Hair: Medium length brown
Age: 26
Height: 6’4’’
Weight: 190
Beard: very short

Born with a brilliant mind, Saiden dreamt of spellcasting for most of his life. His instructors were bewildered by his intellect and praised him as a prodigy. After graduating, he went to pursue is life goal and began to study arcane magic. To his great dismay, he discovered that he had no talent for it whatsoever. For whatever reasons he was not able to cast arcane spells. Disapointed, but by no means beaten, he tried his luck at divine magic. This received the same results. For the first time, he decided to move on. Not wanting to show his face in his hometown, letting them know how he failed, he left and joined the army. Fortunately for him, he was a quite skilled combatant and fit in well with the other soldiers. It wasn't until then that he realized his true potential. During battle, Saiden was knocked down to the floor by a tremendous blow delivered from an opposing soldier. His squad had been taken out. With no hope left, a strange power lept forth from his mind. In a sudden, unexpected event a bolt of lightning lept from his finger's and blew straight through the enemies chest. The few remaining enemies fled in shock. Surprised, yet exhilirated, Saiden embraced this new power finally having found his calling

Posted on 2007-09-08 at 13:47:40.
Edited on 2007-09-14 at 19:19:31 by DemonDavyJones

Topic: To Break A Nation: D&D 3.5
Subject: Join, you will.


32 point system. Your character looks good to me, but it's late at night and I may have overlooked something. Tommorow I'll make sure the mechanics are all fine, in which case we'll have 2 characters and 1 slot taken.

Isabel, sorry to make another change, but people keep proving themselves more aware than I am. Specify race and adjust as needed. Now, off to bed with me.

Posted on 2007-09-08 at 03:05:13.

Topic: To Break A Nation: D&D 3.5
Subject: Allright.


We have one finished character, and one to be made. Hopefully the other two slots will be taken, and we can get started on stories fairly soon. No rush. Real life gives a lot of crap, I learned that the hard way. Twice.

Posted on 2007-09-06 at 21:03:35.

Topic: To Break A Nation: D&D 3.5
Subject: D'oh.


Note to self: Read carefully.

Thank you for pointing that out. Isabel, just add another feat when you get the chance.

As for a sorc/fighter, either would be welcome. And yes, I will read the character and do it before my eyes glaze over late at night. Heh.

Posted on 2007-09-05 at 21:41:32.

Topic: To Break A Nation: D&D 3.5
Subject: Sure.


I don't know why I put the "only feats from other books" thing up. For everyone else's future reference, anything in the books I mentioned is ok, anything else might be, but don't rely completely on it.

Isabel, mechanics look fine. After the characters are all set, I'll help with the story as to how they joined the army and ended up in the same squad.

Posted on 2007-09-05 at 00:33:11.

Topic: To Break A Nation: D&D 3.5
Subject: To Break A Nation: D&D 3.5


I am new to these forums, but have been playing D&D for years now. I was looking to DM a 3.5 campaign based on a civil war.

To Break A Nation:

Mechanics:
Starting level 3rd
Max HP at 1st level, average HP for each level after.
PHB 1 and 2, DMG, MM1 and 2, and anything in the SRD (including the psionics there) are fine. No other classes or races, but ask me if you would like to use a feat from somewhere else.
Default D&D PHB gods.
Races: Humans are the most common, but by no means even a majority of the population, representing about 40%. The PHB races are the vast of people encountered, accounting for about 95% of members of civilized lands.
This game will not be combat centered, but the story revolves around a bloody civil war, so expect fighting.
Characters, I'm sorry to say, will not be promoted past Sgt. (free Leadership at 6th level, minus cohort) Because PC's tend to be among the most capable fighters in any given army, it will be important for commanders to keep them in the fight.

"Fluff" (Long so get a snack):
The continent of Avan is about the size of real life Austrailia, though in shape is more like the U.K. The country for which the continent is named is smaller, it's borders loosely defined by areas of gathering hordes of barbarians. The country has been akin to a bottle of alchemists fire for a hundred years now, ever since the country drove out a small invading force from an unknown nation beyond the oceans (sea travel is relatively primitive). The country has never fully recovered from the short but violent war. Since then, one of the Three Dukes tried to lead his armies into the Eastern Wastes (the area where the country was invaded) to destroy the barbarians there, in the hopes of re-establishing the country's former glory somewhat. Before he could do this, his army was set upon by a legion of the King's finest. Driven back before the assault, the duke turned and began his march on the capital in retaliation, knowing that with his best troops on the other side of unfriendly armies, King John would be unable to stop the numerous men and women of the Eastern Provincial army. He never thought to wonder why the best fighters of the Kings army were in a wasteland in the middle of nowhere in the first place, nor why he was attacked on sight by them. As the battles went on, the Red Duke won repeatedly, eventually pushing the King back to his own side of the River Melaya, a huge river dividing the Southern half of the country neatly in two. The Green Duke, however, had allied with the King, seeking to reform his family's former status as the most influential group of nobles in the country. The Blue Duke has yet to act.

The Characters:
The characters will be in B company of a battalion in the 7th division of the Red Duke (they don't have names, for reasons unknown at the moment, even to them) that is assigned to holding the defense of a bridge across the River Melaya, while reinforcements from the 8th and 9th division move accross in a few days. It seemed peaceful enough...

Characters will be organize into a team under one Sgt. Rivendell, a hardened battle veteran. After I have 4 or more characters, I will close submissions and we can work on making the characters stories involve each other, but for now, make your characters as you would, but make sure they join the army at some point, or are forced to somehow. Ask any questions you would like, but here his some information on the Eastern Province, where the Red Duke rules.

The Eastern Province:
Roughly shaped like an oval, with the wild men of the Wastes on the Eastern border, the primitive but huge fishing ports of the North shore on another side, the River Melaya and the Hellspike moutains to the West, and (assumed) uninhabited dense jungles to the south, the province itself is mostly plains, with patches of hills and light forest. Rivers and lakes are small, but numerous. The capital, and largest city, of the province, is the city of Harris, a sprawling network of canals and boardwalks on a marsh at the center of the province. The landscape beyond is dotted with small towns, with the size of the towns increasing to the North, closer to the great fishing cities, and decreasing towards the South and East. More information on individual towns and cities will be posted, but for now, any character background can be made in the various places in the province.

EDIT: I should also mention that the story is extreemely long, and characters can expect to be lv 20 by the time it ends. Most everything that will show up, including why the dukes have no names, will be explained along the way.

Posted on 2007-09-04 at 15:42:49.
Edited on 2007-09-05 at 01:45:55 by DemonDavyJones

 
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