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You are here: Home --> Forum Home --> Recent posts by Hammer
Topic: Q & A ~ Land of Xenophobia ~
Subject: Just posted an ...


..... entry for Bumble Brew and plan to post another before I set the stage for the Opening Battle!

My PC Character posts will begin with BUMBLE BREW so you know it is my character postings, while my Castle Keeper posts will have various titles appropriate to the scenario!

Time to get active!

I also need to post the weapons and armor available to all prisoners [Class Restrictions Apply like my Wizard cannot wear armor!] plus some info on Rangers and Clerics for Nomad and ShadowDragon!

Hopefully we will be ready to go by late Sunday!

Posted on 2008-09-19 at 22:36:28.

Topic: Land of Xenophobia
Subject: BUMBLE BREW Receives an Invitation



Dark Arena Sands Training Session
Three Months Ago


The past three months had been filled with continual pain and humiliation.

This was not what Bumble Brew had expected, but then again, she no longer had any time to reflect upon what she may or may not have expected after the Dark Elf Master had banished her from her homeland and flung her along the corridors of the Space/Time/Dimensional Planes.

She was not even aware of how she had been taken captive in her disoriented state, but captive she was. Small solace in the fact that she had been spared the indignity of being made a slave for some gods forsaken pleasure pit like other misfortunate innocents had found themselves enslaved on far too many worlds in far too many time streams.

There was no pleasure in her experience on Roxas Isla other than the quarters she had been given and the fleeting moments of socialization with the serving girls who brought her the exotic nutritious meals three times a day in the privacy of her own prison quarters.

One alarming fact she swiftly discovered was her inability to cast any spells. Some unseen force was preventing her from accomplishing the simplest of spells.

Twice a day in the morning and then again in the late afternoon Bumble Brew was prodded by spear point to march herself down the underground passageway from her room and private bath to a weapons warehouse to select appropriate training gear for her twice daily exercise.

She found a suitable "battle robe" as she liked to call it and an extremely blunted, but sturdy quarterstaff to train for gladiatorial combat on the Dark Arena Sands.

Bumble Brew seemed to spend most of her training time either lying on her back or face first in the sand as the Black Hooded Guard verbally taunted her and beat her down with his own fists or blunted weapon of choice for the immediate training session.

It did not seem to matter what kind of blunted weapon the Black Hooded Guard chose to humiliate her with because he gave her no quarter and continued pressing the attack until she was beaten into the Dark Arena sand time and time again.

Any onlooker could plainly see she was hopelessly outmatched. Yet Bumble Brew refused to whimper, cry or complain about her unjust treatment.

Her years of servitude to the Dark Elf Master had already hardened Bumble Brew to any form of outward complaints and her times of play with her brothers were as rough as any treatment a young elf maiden could receive in her formative years.

She would just glare at her tormentor as she used her quarterstaff to pull herself upright from the sands of humiliation and without telegraphing a move of retaliation, Bumble Brew would spring forward to attack the Black Hooded Guard with her quarterstaff in areas left momentarily unprotected as her tormentor gloated about her continous misfortune at the end of his blunted weapons.

Her determination and courage could not be denied, but her ability to go toe-to-toe against battle hardened fighters left much to be desired.

Yet day by day Bumble Brew showed progress at the expense of the bumps and bruises she suffered twice daily.

Were it not for the healing salves made available in her private shower, Bumble Brew would have suffered continually from the pain and damage inflicted upon her in the twice daily training sessions.

The Saturday Night Dark Arena Battles were another matter altogether.

Each of her opponents showed no mercy as they fought to gain the right to fight for their own freedom in the twice yearly Emancipation Sand Dance Extravaganzas that the Dark Arena Consortium had parlayed into an extremely lucrative enterprise every six months.

Invariably Bumble Brew found herself trying to cast a spell in the heat of battle each Saturday night, much to the amusement of her opponents and the spectators. But some unknown force prevented her spells from materializing.

Sometimes her opponents toyed with her, playing to the crowds and to their own inflated egos, while others merely beat her unmercifully into the Dark Arena sands with their blunted weapons and unbridled anger venting release at her expense.

Many of these Saturday night contests were settled by beating their opponents into submission, which mainly meant beating them unconscious.

Bumble Brew would drag herself from the sands of defeat each Saturday night for the past three months and defy her opponents to knock her down again.

Which they continued to do until Bumble Brew was unable to voluntarily move a muscle, twitching helplessly in the sands of humiliation until she passed out from the bludgeoning she received on an all too regular basis.

She did manage to strike her opponents with her chosen quarterstaff, but most only reacted in surprised anger at her efforts and made her suffer the consequences as the spectators witnessed her determination and attitude that would not quit until her last breath escaped her lungs.

Yet each Saturday night the inevitable outcome was always the same. Bumble Brew was carried from the sands on a stretcher to be tended to in her private quarters by one of her assigned serving girls.

In spite of all the pain and humiliation, Bumble Brew continued to worship The God of Greater Hope and knew in her heart from her hours of devotion and prayer that she would not be left in this desolate situation of despair for longer than she could possibly endure.

Bumble Brew expected her seeming defeats to be rewarded and she continued her daily battle training with a vigorous determination that amused the Black Hooded Guard and all those who watched her press on against all odds.

Today seemed to be no different from any other day as Bumble Brew was escorted to her training area on the Dark Arena sands, but her life was about to change for the better as ThunnGarr the Mighty walked up to the Black Hooded Guard and spoke a few brief words to her tormentor.

The Black Hooded Guard nodded respectfully to the Giant Dwarf and motioned for Bumble Brew to lay down her weapon as ThunnGarr the Mighty approached her.

Bumble Brew had been tricked before and today she would not let herself fall for the ruse that someone wanted to speak with her and then belt her with a blunted weapon or fist.

She swung her blunted quarterstaff at the Giant Dwarf who caught it in mid-swing with one massive fist, but Bumble Brew let go of her weapon and ran as swiftly as she dared between his legs to find a place of safety from what would certainly be swift retribution from the battle seasoned Barbarian.

But no such retribution followed as the Black Hooded Guard laughed boisterously as ThunnGarr the Mighty tossed the blunted quarterstaff to the sands and sat himself down without looking at Bumble Brew.

Slowly she made her way around his giant frame, making sure she was well out of his reach, then upon finding a relative position of safety, Bumble Brew glared inquisitively at this unprecedented change of events.

"I Have Been Studying Your Progress Since You Arrived Here!"

"There Is Something About You That Marks You As Quite Different Than Most Prisoners!"

"The Dark Arena Consortium Has Decreed That I May Select Seven New Prisoners For My Emancipation Sand Dance Team That Will Fight For Our Freedom In Three Months!"

"We Have A Benefactor Who Will Supply Us Some Special Items To Aid Us In Our Quest For Freedom, But We Must Agree To Help Him Solve A Certain Business Problem Should We Survive The Obvious Death Sentence!"

"We Will Be Required To Go On A Great Journey! An Adventure Unlike Any You Have Ever Experienced Here Or ElseWhere!"

"Plus I Will Help You And The Others Find The Sanctuary So You Can Locate The Artifact To Send You Back To Your Home!"

"You Are Obviously A Spell Caster! We Have Need Of Your Abilities For That Adventure! And You Have Need Of Our Abilities If You Hope To Leave This Dark Arena Alive!"

"You Will Be Required To Continue Your Individual Training With The Black Hooded Guards Until The Dark Arena Consortium Approves Your Selection To My Team!"

"But You And I Both Know That Almost Everyone Who Has Been Watching You Is Convinced That You Would Not Be Able To Survive The Dark Arena Emancipation Sand Dance!"

"Are You Willing To Surprise The Doubters And The UnBelievers?"

"If So You Have A Place On My Team!"


Cautiously Bumble Brew reached out to shake the Giant Dwarf's extended hand of friendship.

Finally, she was now assured that The God of Greater Hope had heard and answered her prayers in this far away world of madness and torments!

"It would be a great honor to be a member of your team! I will not fail your trust and confidence in my potential ability to survive the Dark Arena Emancipation Sand Dance!"

Bumble Brew excused herself and strode over to the Black Hooded Guard, swinging her blunted quarterstaff with renewed determination from the words of encouragement from ThunnGarr the Mighty.

Moments later she was laying face first in the sand with a fresh welt across her forehead and an aching back that screamed to her fading consciousness that the young Wizard needed to vastly improve her battle instincts and abilities if she hoped to survive the Dark Arena Emancipation Sand Dance Experience!

Posted on 2008-09-19 at 22:09:01.

Topic: Q & A ~ Land of Xenophobia ~
Subject: No problem because ...


..... originally I had posted 10 x 10 but when I got the graph paper and analyzed the situation it was obvious to me that it needed to be 20 x 20 to work the way it needed to!

Looking forward to everyone's post ... mine included also!



Posted on 2008-09-19 at 08:17:08.

Topic: Q & A Oaks Heart
Subject: Clarification ...


..... is needed regarding exactly what Hingatuli is rolling for and how many sided dice?

Since the Bolt bounced off the armor I figure it did not do any damage?

Anyway, in the Castles & Crusades version a Heavy Crossbow rolls 1d10 so I will go ahead and roll that right now in case it is the same with your version!

Rolled a 10

Now do I roll a different Die for what Muffin is chewing on?

Please Clarify and if I need to roll a different Die then I will do it sometime Friday night as I need to get some sleep since it is almost 2am over here!

Posted on 2008-09-18 at 22:54:15.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Remember these are hieroglyphics ...


..... as I am NOT an artist with a drawing board.

Each of the squares represents 5 feet and the Dark Arena area is actually 220 feet long and 220 feet wide.

I had to have a 20 foot by 20 foot area for the "elevator" that brings up the prisoner gladiators and the opponents, especially the opponents!

Might be a Tight Squeeze if it was only 10 by 10 instead of the 20 x 20 area.

The image you see is just the Sand area of the Dark Arena where we will be fighting for survival and freedom!

The spectators are surrounding the outside of the image!

Fantasy, so Please Use Your Collective Imagination!

I will be keeping track of the movements, but I have to be conservative as to how many images are placed in this adventure because of the bandwith it takes to view the images!

Special Thanks to Almerin for letting me know the procedure for placing images here and the guidelines for doing so!

Posted on 2008-09-18 at 22:28:50.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Hieroglyphics Test


Dark Arena Positions">


This is a Crude Rendition of the Dark Arena and your positions before the First Wave of Opponents are released from that 20 foot by 20 foot square in the middle of the image!

Please Note that Each Sqare represents 5 feet of the Dark Arena Sands!

The 8 squares at the top of the image are where the Fighters are located at the North End of the Dark Arena, the Monks on the East End are to the right and the Clerics on the West End are to the left.

Our group is at the bottom of the image which is the South End of the Dark Arena!

You will notice on the South End that the squares are numbered 1-8 which gives your numerical position on the graph map!

Each Character is Located on the Appropriate Square by Numerical Position as Follows:

1. Bumble Brew - PC Wizard
2. Cunning Fox - PC Cleric
3. Sir Yder - PC Knight
4. Ullrich Orico Uppsdrada the Silver Bear - PC Ranger
5. ThunnGarr the Mighty - NPC Barbarian
6. Sirae Amberlyn Foxfire - PC Knight
7. Shandra - PC Monk
8. Ariane Arvendre - PC Paladin

NOTE that there is basically 85 feet between our prisoner gladiator line and the 20 by 20 elevator! [Which is a Section of the Dark Arena Sand that goes to several levels below to receive and disembark passengers so to speak!]

Also NOTE there is Only 10 Feet of Open Space Behind Our Backs, so if you move back 2 squares then you have moved 10 feet and Your Back Will Be Against The Wall with Your Opponents Advancing!


By the way, while I am thinking of it, if your character has a move of 30 feet then you can move up to 15 feet and attack an adjacent opponent with a hand held weapon or shoot a projectile weapon!

If you move over half your move ability then you are unable to attack in the same round.

Something you will need to keep in mind when the first wave of opponents emerge from the middle of the Dark Arena!

Also, your Dark Arena Opponents will have the First Initiative, but when they first emerge you do have the option of moving half your move ability and launching an Arrow or Bolt if you have a Bow or Crossbow available!

I will be listing the available Weapons and Armor from the Dark Arena Weapon Cache provided for the Prisoners, but I need to get some sleep soon!

Friday is my Busy Day!

I also need to post the Ranger and Cleric info for Nomad and ShadowDragon!

Posted on 2008-09-18 at 21:56:58.
Edited on 2008-09-18 at 22:43:54 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Extra Experience Points


Just for the record to give all of you some added incentive to keep your character Alive!

Each Wave of the Dark Arena Opponents that your PC Character survives will cause 100 Eperience Points to be added in addition to the Experience Points Shared by All Surviving Characters at the End of the Emancipation Sand Dance Experience!

I am also considering adding Extra Experience Points arbitrarily along the way for your Posting and Quality of Posting, but I have NO Particular Guideline at the moment as to how many Extra Experience Points will be awarded in these scenarios! [Role Play etc!]

Posted on 2008-09-18 at 09:24:47.

Topic: Q & A Oaks Heart
Subject: Just in case ...


..... you needed any other rolls besides my 7 of 10 and 2 of 6 Die Rolls!

3 of 4 Die

3 of 12 Die

6 of 8 Die

60 of 100 Die

6 of 20 Die

I will be at the office during your lunch hour on Thursday so I just rolled all those to cover all the bases since I will leave these dice at the house!

Posted on 2008-09-18 at 00:03:26.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Ollie Gory NPC Bard


STAFF OF EVOCATION [50 CHARGES]
Usually very smooth and carved from hickory, willow, or yew.

This Staff allows use of the following Spells:

MAGIC MISSILE [1 Charge]
SHATTER [1 Charge]
FIREBALL [1 Charge]
ICE STORM [2 Charges]
WALL OF FORCE [2 Charges]
CHAIN LIGHTNING [3 Charges]


NOTE that a Staff is a long shaft of wood that acts as a receptacle to store magic spells to be discharged at a later time by its wielder.

Unlike Wands which can contain a wide variety of spells, each Staff is created to a certain theme and thus holds only certain spells related to is creation theme.

A Staff normally has 50 Charges when created, though the number can be far less when actually discovered.

A typical Staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds.

Most Staves are wood, but a rare few are bone, metal or even glass [these are Extremely Exotic!]

Staves often have a gem or some device at their tip or are shod in metal at one or both ends.

Staves are often decorated with carvings, runes or other such signature embellishments.

A Staff is a magical length of wood or other material with several spells magically imbued within its makeup.

These spells may be invoked by it wielder as if cast by a 6th Level Caster for as long as Charges remain within the item.

Each use of such abilities drains one or more charges from the Staff and any newly created Staff has 50 Charges in it.

Some Staves may be recharged with certain spells and rituals.

WAND OF FINGER OF DEATH [50 CHARGES]
Wand of Finger of Death has 50 Charges of the Finger of Death Spell that normally is used by Level 7 Wizards and Level 8 Druids.

Any PC Character can wield a Wand that is a thin baton that contains a single spell of 9th level or lower [this one has 50 Charges!]

Each charge expended allows the user to use the Wand's spell one time and a Wand that runs out of charges is just a non-magical stick.

SO USE YOUR 50 CHARGES WISELY

A typical Wand is 6 inches to 12 inches ling and about 1/4 inch thick and often weighs no more than one once. Most Wands are wood, some are bone and a rare few are metal, glass or even ceramic [but these are quite exotic!]

Occasionally a Wand has a gem or some otrher device at its tip and most are decorated with carvings, runes or other such signature embellishments.

FINGER OF DEATH the caster points at one living creature and utters a Death Curse that Instantly Kills the Creature unless it successfully makes a Charisma Saving Throw.

If the creature makes its Save it sustains 3d6 Damage +1 per Caster Level.




Posted on 2008-09-17 at 23:54:47.

Topic: Q & A ~ Land of Xenophobia ~
Subject: ThunnGarr the Mighty an NPC Barbarian


+2(+3) DWARVEN THROWER
This Weapon commonly functions as a +2 War Hammer.

In the hands of a Dwarf the War Hammer gains an Additional +1 [for a Total Enchantment Bonus of +3].

If Thrown by a Dwarf the War Hammer gains the ability to Return to its Owner and can be hurled up to a distance of 30 feet.

When Hurled it Deals an Extra 2d8 points of Damage against Giants or an Extra 1d8 points of Damage against Any Other Target.

Unless Obstructed it Always Returns to its Owner.

+1 SHIELD OF BASHING [LARGE]
A Shield with this Special Ability is Designed to Perform a Shield Bash.

A Bashing Shield Deals Damage as if it were a Weapon with a Magical +1 Bonus.

A Small or Medium Shield Deals 1d4 points of Damage and a Large Shield Deals 1d6 points of Damage.

ThunnGarr has a Large Shield of Bashing!

Posted on 2008-09-17 at 23:35:17.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Hammer info for Bumble Brew


RING OF FIRE ELEMENTAL COMMAND
RESIST ENERGY (Fire) (as a Major Ring of Energy Resistance)

BURNING HANDS [Unlimited Use]

FLAMING SPHERE [Twice per Day]

PYROTECHNICS [Twice per Day]

WALL OF FIRE [Once per Day]

FLAME STRIKE [Twice per Week]

The Ring appears to be a Major Ring of Energy Resistance (Fire) until the Established Conditions are Met.

Such as single-handedly slaying an elemental of teh appropriate type (Fire) or exposure to a sacred material of the appropriate element.

Elementals of the Plane to which the Ring is attuned can't attack the wearer or even approach within 5 feet of him.

If the wearer desires, he may forego this protection and instead attempt to charm the elemental (as Charm Monster).

If the charm attempt fails, Absolute Protection is Lost and no further attempt at charming can be made.

Creatures from the plane to which the ring is attuned who attac the wearer take a -1 penalty on their attack rolls.

The Ring wearer makes applicable Saving Throws from the extraplanar creature's attacks with a +2 Bonus.

He gains a +4 Morale Bonus on all attack rolls against such creatures. Any Weapon he uses bypasses the special defenses of such creatures Regardless of any qualities the Weapon May or May Not Have.

The wearer of the Ring is able to converse with from the plane to which his ring is attuned.

These creatures recognize that he wears the Ring and will show a Healthy Respect for the wearer if alignments are similar.

If alignments are opposed creatures Fear the Wearer if he is strong, but if he is weak they Hate and Desire to Slay Him.

NOTE Anyone can use a Ring, but a character can ONLY Effectively Wear 2 Magic Rings at a time by wearing one on each hand.

A third Ring does not function if a wearer is already wearing 2 magic rings. Rings have no appreciable weight and are forged from metal [usually precious metals such as Gold, Silver or Platinum] although exceptions exist that are crafted from glass or bones.

Usually a Ring's ability is activated either by a Command Word or it works continually and some Rings have exceptional activation methods according to their descriptions.

STAFF OF POWER [50 CHARGES]
The Staff of Power is a Very Potent Magic Item with Offensive and Defensive Abilities.

It is usually topped with a glistening gem and its shaft is straight and smooth with the following powers:

MAGIC MISSILE [1 Charge]
RAY OF ENFEEBLEMENT [1 Charge]
CONTINUAL FLAME [1 Charge]
LEVITATE [1 Charge]
LIGHTNING BOLT [1 Charge]
FIREBALL [1 Charge]
CONE OF COLD [2 Charges]
HOLD MONSTER [2 Charges]
WALL OF FORCE [in a 10-foot-diameter hemisphere around the caster only] [2 Charges]
GLOBE OF INVULNERABILITY [2 Charges]

The wielder of a Staff of Power gains a +2 Bonus to Armor Class and All Saving Throws.

The Staff is also a +2 Quarterstaff and its wielder may use it to smite opponents in melee combat.

If 1 Charge is Expended during a melee attack (as a Free Action) the Staff Causes Double Damage for 1 Round.


A Staff of Power can be used for a retributive strike, requiring it to be broken by its wielder. [If this breaking of teh Staff is purposeful and declared by the wielder, it can be performed as a normal action that does not require the wielder to make a Strength check.]

All Charges currently in the Staff are instantly released in a 30-foot radius and All within 0-15 feet of the broken Staff take points of damage equal to 8 times the number of Charges in the Staff.

Those between 11-20 feet away take points equal to 6 times the number of Charges and those 21-30 feet away take 4 times the number of Charges.

Successful Save versus Constitution reduces Half Damage.

The character breaking the Staff has a 50 percent chance of being transported to another plane of existence by the unleashed energies of the Staff, but if he does not the Explosive Release of Spell Energy destroys him completely.

Only certain items including the Staff of the Magi and the Staff of Power are capable of being used for a Retributive Strike.

After All Charges are Used Up from the Staff it remains a +2 Quarterstaff.

[Once Empty of Charges it cannot be used for a Retributive Strike.]

NOTE that a Staff is a long shaft of wood that acts as a receptacle to store magic spells to be discharged at a later time by its wielder.

Unlike Wands which can contain a wide variety of spells, each Staff is created to a certain theme and thus holds only certain spells related to is creation theme.

A Staff normally has 50 Charges when created, though the number can be far less when actually discovered.

A typical Staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds.

Most Staves are wood, but a rare few are bone, metal or even glass [these are Extremely Exotic!]

Staves often have a gem or some device at their tip or are shod in metal at one or both ends.

Staves are often decorated with carvings, runes or other such signature embellishments.

A Staff is a magical length of wood or other material with several spells magically imbued within its makeup.

These spells may be invoked by it wielder as if cast by a 6th Level Caster for as long as Charges remain within the item.

Each use of such abilities drains one or more charges from the Staff and any newly created Staff has 50 Charges in it.

Some Staves may be recharged with certain spells and rituals.

WAND OF CURE CRITICAL WOUNDS [50 CHARGES]
Wand of Cure Critical Wounds has 50 Charges of the Cure Critical Wounds Spell that normally is used by Level 5 Clerics and Level 5 Druids.

Any PC Character can wield a Wand that is a thin baton that contains a single spell of 9th level or lower [this one has 50 Charges!]

Each charge expended allows the user to use the Wand's spell one time and a Wand that runs out of charges is just a non-magical stick.

SO USE YOUR 50 CHARGES WISELY

A typical Wand is 6 inches to 12 inches ling and about 1/4 inch thick and often weighs no more than one once. Most Wands are wood, some are bone and a rare few are metal, glass or even ceramic [but these are quite exotic!]

Occasionally a Wand has a gem or some otrher device at its tip and most are decorated with carvings, runes or other such signature embellishments.

CURE CRITICAL WOUNDS cures the targeted creature of 5d8 hit points of damage.

The Curative Version of this spell automatically deals the Same Damage to Undead [Hint Hint Nudge Nudge] while The Reverse of this spell deals the same amount of damage to living creatures.

In both situations a successful Wisdom Save indicates Half Damage to either the Undead or Living Creatures!

TOME OF CLEAR THOUGHT
Grants +3 to Intelligence Attribute which makes her 15 Intelligence Attribute a Permanent 18 and changes her +1 Saving Throw to a +3 Saving Throw against Arcane Magic and Illusion.

TOME OF UNDERSTANDING
Grants +3 to Wisdom Attribute which makes her 15 Wisdom Attribute a Permanent 18 and changes her +1 Saving Throw to a +3 Saving Throw against Confusion, Divine Magic, Gaze Attack, Pertrification and Polymorph.

Same reading of books for 48 hours in 6 days minimum or 8 hours per day for 6 days provides enough time to read both books in the 2 weeks prior to the Emancipation Sand Dance!

Once read the magic in the words of the books disappears and the books are just ordinary books!





Posted on 2008-09-17 at 23:21:31.
Edited on 2008-09-17 at 23:23:53 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Abraxis info for Sir Yder


+2/+4 DRAGON SLAYER [Red Dragon Double Damage]
The Dragonslayer is normally a +2 blade, but when pitted against any dragon, the weapon's BtH bonus increases to +4,

When used against a particular type of dragon, the sword does double damage. [RED DRAGON is the particular dragon!]

+2 ARMOR OF FIRE RESISTANCE
This +2 Armor is imbued with a magical property and normally has a reddish, forge-blackened hue or is adorned with flame etchings or demonic depictions.

[FLAME ETCHINGS is the adornment for your Knight's magic armor Abraxis!]

The armor absorbs the first 10 points of fire damage per attack that the wearer would normally receive.

HELM OF TELEPATHY
With this helm the wearer can use the Detect Thoughts Spell at will.

Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading [allowing2-way communication].

Once per day the wearer of the helm can implant a Suggestion as the Spell [Save versus Charisma negates] along with his telepathic message.

MANUAL OF BODILY HEALTH
Grants +3 to your Constitution Attribute making your 16 Constitution a Permanent 19 Constitution Attribute and changes your previous +2 Saving Throw to a +3 Saving Throw against Disease, Energy Drain and Poison.

MANUAL OF GAINFUL EXERCISE
Grants +3 to your Strength Attribute making your 14 Strength a Permanent 17 Strength Attribute and changes your +1 Saving Throw to a +2 Saving Throw against Paralysis and Constriction.

Abraxis both books take a total of 48 hours to read in a minimum of 6 days for an average of 8 hours per day for 6 days! You have the time in the Next 2 Weeks of the Adventure to read both books! Then the magic disappears from the words once you have read the books and they become ordinary books!

Posted on 2008-09-17 at 22:13:49.

Topic: Q & A Oaks Heart
Subject: Thanks for ...


..... the clarification ShadowDragon!

Edited my previous post with my Die rolls highlighted in Blue and what my character does highlighted in Black colors!

Posted on 2008-09-17 at 21:41:04.

Topic: Q & A Oaks Heart
Subject: Hingatuli Hammer will ...


..... fire a Crossbow Bolt at the Orc carrying the Mace and command Muffin to attack the Orcs!

I am at the office right now and will have to roll a Die when I get home!

AM pretty sure that in Castles & Crusades version the Init is rolled with a 10-sided Die but it sounds like you guys are rolling with a 6-sided Die!

Anyway, do I go ahead and let you know right now what Spell I will use and then what Weapon I will use in Melee?

I will EDIT this post when I roll the Die at home!

Rolled a 7 with the 10-sided Die

Rolled a 2 with the 6-sided Die


Yes, Castles & Crusades version uses the 10-sided Die to determine Initiative!

ACTION This Round
Hingatuli Hammer aims his Heavy Crossbow and fires a Bolt at the Orc wielding the Mace!

He gives Muffin a Command to Guard the Wagon!

[To Protect T'Sal and Rat also!]

Hingatuli Hammer positions himself to provide the best protection available, while affording him the luxury to decide whether or not to cast a spell or prepare his weapon for hand to hand combat in the next few moments!



Posted on 2008-09-17 at 16:56:19.
Edited on 2008-09-17 at 21:45:28 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Sounds ...


..... like a good idea to me!

Will be good to see some other posts besides mine!



Posted on 2008-09-17 at 12:48:44.

Topic: Q & A ~ Land of Xenophobia ~
Subject: After I had ...


..... typed the information for Abraxis late last night and hit the Send Button the website was unlocatable and therefore what I had typed and NOT Saved Anywhere has been lost, so I will have to type the info by Saturday or Sunday!

Tonight I have to fix the graphs for the Opening Battle so that I can get them scanned here at the office and then see if I can follow the instructions I received for creating a Link to give you guys a Crude Visual of how we are placed in the Arena!

Check Your Info in the Q&A and if you were given a Specific Blade like Nomad has a Sylvan Blade, but he already let me know he wanted to use a Longsword then that Sylvan Blade is a Longsword.

Abraxis I will need you to inform me what type of Blade you are using like a Scimitar or Longsword for the Special Gift you received as a weapon!

Hopefully I can get your info re-posted tonight if it does NOT take me too long to get that done!

I did NOT bring my books to the office today!

Your Armor does protect Sir Yder from 10 points of Fire Damage each attack round, but the more specifics will have to be posted later!

I have a lot to get written by Sunday for us to begin the adventure in present time!

Posted on 2008-09-17 at 09:30:49.

Topic: Vote for the Inn
Subject: Alas ...


..... the Red Dragon Inn has now fallen to 11th position about 40+ points behind 10th place and ONLY 4 points ahead of the 12th place site!



Posted on 2008-09-17 at 09:19:38.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Dragon Mistress info for Shandra


BRACERS OF DEFLECTION
These items double a Monk's innate Bonus to Dodge or Deflect Hurled Items or Weapons.

If the character in possession is not a Monk, then the character only receives a +2 Bonus to Armor Class.

This effect Does Not Stack with Worn Armor.

STAFF OF THE WOODLANDS [50 CHARGES]
Appearing to have grown naturally into its shape this oak, ash or yew staff allows use of the following spells:

Charm Animal [1 Charge]
Speak with Animals [1 Charge]
Barkskin [2 Charges]
Wall of Thorns [3 Charges]
Summon Magical Beasts [3 Charges]
Animate Plants [4 Charges]

The staff may be used as a weapon, functioning as a +2 Quarterstaff in melee combat.

The Staff of the Woodlands also allows its wielder to Pass Without Trace at will with NO CHARGE COST.

These 2 Attributes Continue to Function After ALL the Charges are Expended.

NOTE that a Staff is a long shaft of wood that acts as a receptacle to store magic spells to be discharged at a later time by its wielder.

Unlike Wands which can contain a wide variety of spells, each Staff is created to a certain theme and thus holds only certain spells related to is creation theme.

A Staff normally has 50 Charges when created, though the number can be far less when actually discovered.

A typical Staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds.

Most Staves are wood, but a rare few are bone, metal or even glass [these are Extremely Exotic!]

Staves often have a gem or some device at their tip or are shod in metal at one or both ends.

Staves are often decorated with carvings, runes or other such signature embellishments.

A Staff is a magical length of wood or other material with several spells magically imbued within its makeup.

These spells may be invoked by it wielder as if cast by a 6th Level Caster for as long as Charges remain within the item.

Each use of such abilities drains one or more charges from the Staff and any newly created Staff has 50 Charges in it.

Some Staves may be recharged with certain spells and rituals.

Dragon Mistress you may decide for yourself what description your Staff of the Woodlands is when you post your role play! Size, type of wood and color and if it has a gem or whatever within the guidelines of the description for Staves above!

JAVELIN OF LIGHTNING [10 Total Javelins]
This Javelin becomes a 5d6 Lightning Bolt when thrown (victim makes a Dexterity save for half damage)and the Javelin is consumed in the attack.

MANUAL OF BODILY HEALTH
This book increases your Constitution Attribute by +3 from an 18 to 21 and when the Constitution Attribute is adjusted by a -1 for being an Elf you have a Permanent 20 Constitution Attribute that changes your +2 Saving Throw to a +3 Saving Throw against Disease, Energy Drain and Poison.

Same 48 hours and minimum 6 days of reading apply!

MANUAL OF QUICKNESS OF ACTION
Again this book increases your Dexterity Attribute by +3 from a 17 to a 20 changing your +2 Saving Throw to a +3 Saving Throw against Breath Weapons and Traps.

Being an Elf also adds +1 to your Dexterity Attribute for a Total of 21 Dexterity Attribute and as the Castle Keeper this high Dexterity Attribute Ability will Definitely Factor into and Positively Influence the Outcome of the Situations this Monk will be facing throughout the adventure!

Again the same 48 hours and minimum 6 days of reading apply with the magic vanishing once the book has been read by your character!

Dragon Mistress Please Note that the Monk does NOT wear Any Armor, but is allowed to use the following Weapons:

Aclis, Blowpipe, Bola, Bows, Brass Knuckles, Cat-o-Nine-Tails, Cestus, Club, Dagger, Dart, Dirk, Hand Axe, Hatchet, Javelin, Light Flail, Mace, Pole Arms, Sickle,Scythe, Sling, Spear, Spiked Gauntlet, Staff and Whip.

Monk Abilities include Mind Over Body, Stunning Attack, Unarmed Attack, Unarmored Defence, Deflect Arrows, Fast Movement, Ki Strike, Slow Fall, Purity of Body, Still Body, Fast Healing, Still Mind and Quivering Palm.

I will have to post this info as soon as possible after I complete the Special Gifts info for the remaining characters [like I did today for the Paladin Abilities!]


Posted on 2008-09-16 at 19:00:48.
Edited on 2008-09-16 at 19:14:47 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: ShadowDragon info for Cunning Fox


BAG OF TRICKS [RUST COLORED]
This small sack appears to be normal and empty of contents.

However, anyone reaching into the bag feels a small fuzzy ball at the bottom.

If the ball is removed and tossed up to 20 feet away it turns into an animal.

The animal serves the character that drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears.

It can follow any simple commands (Castle Keeper's Judgment).

There are 3 types of Bags of Tricks, each with a different color.

Each of the 3 kinds of bags produces a different set of animals.

Any Animals Produced are Always Random and Only One May Exist at a Time.

Up to 10 animals can be drawn from the bag each week.

The Rust Colored Bag randomly produces a Wolverine, Wolf, Boar or Black Bear.

RING OF THE RAM [50 CHARGES]
This is an ornate ring forged of hard metal, usually iron or an iron alloy.

It has the Head of a Ram as its device.

The wearer can command the ring to give forth a ram-like force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat.

This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used or 3d6 points if 3 charges [The Maximum!] are used.

Treat this as a Ranged Attack with a 50 foot Maximum Range and No Penalties for Distance.

In addition to its powerful attack, the Ring of the Ram also has the power to Open Doors as if it were a character with Strength 18.

If 2 charges are expended, the effect is equivalent to a character with Strength 20.

If 3 charges are expended, the effect is that of a character with Strength 22.

A Newly Created Ring Has 50 Charges and When All the Charges are Expended the Ring Becomes a Nonmagical Item.

STAFF OF THE WOODLANDS [50 CHARGES]
Appearing to have grown naturally into its shape this oak, ash or yew staff allows use of the following spells:

Charm Animal [1 Charge]
Speak with Animals [1 Charge]
Barkskin [2 Charges]
Wall of Thorns [3 Charges]
Summon Magical Beasts [3 Charges]
Animate Plants [4 Charges]

The staff may be used as a weapon, functioning as a +2 Quarterstaff in melee combat.

The Staff of the Woodlands also allows its wielder to Pass Without Trace at will with NO CHARGE COST.

These 2 Attributes Continue to Function After ALL the Charges are Expended.

NOTE that a Staff is a long shaft of wood that acts as a receptacle to store magic spells to be discharged at a later time by its wielder.

Unlike Wands which can contain a wide variety of spells, each Staff is created to a certain theme and thus holds only certain spells related to is creation theme.

A Staff normally has 50 Charges when created, though the number can be far less when actually discovered.

A typical Staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds.

Most Staves are wood, but a rare few are bone, metal or even glass [these are Extremely Exotic!]

Staves often have a gem or some device at their tip or are shod in metal at one or both ends.

Staves are often decorated with carvings, runes or other such signature embellishments.

A Staff is a magical length of wood or other material with several spells magically imbued within its makeup.

These spells may be invoked by it wielder as if cast by a 6th Level Caster for as long as Charges remain within the item.

Each use of such abilities drains one or more charges from the Staff and any newly created Staff has 50 Charges in it.

Some Staves may be recharged with certain spells and rituals.

ShadowDragon you may decide for yourself what description your Staff of the Woodlands is when you post your role play! Size, type of wood and color and if it has a gem or whatever within the guidelines of the description for Staves above!

TOME OF UNDERSTANDING
Again this is a +3 to your Wisdom Attribute making your 16 Wisdom increase Permanently to 19 to change your +2 Saving Throw to a +3 Saving Throw against Confusion, Divine Magic, Gaze Attack, Petrification and Polymorph.

Same reading rules apply as in other posts!

MANUAL OF QUICKNESS OF ACTION
This is a +3 to your Dexterity Attribute making your 15 Dexterity a Permanent Increase to 18 Dexterity, thus changing your +1 Saving Throw to a +3 Saving Throw against Breath Weapons and Traps.

Same reading rules apply!

Posted on 2008-09-16 at 16:48:00.
Edited on 2008-09-17 at 23:36:48 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Nomad D2 info for Ullrich Orico Uppsdrada the Silver Bear


+2 OATHBOW
This white +2 composite Longbow shispers "Swift defeat to my enemies" when nocked and pulled.

If the firer swears aloud to slay his target, the bow's whisper becomes the low shout "Swift death to those who have wronged me".

Against such a sworn enemy the bow has a +5 Enchantment Bonus and arrows launched from it deal an additional 1d6 Points of Damage.

However, the bow is treated as a +1 Weapon against All Foes Other than the Sworn Enemy.

These Bonuses and Penalties last for 7 Days or until the Sworn Enemy is Slain or Destroyed by the wielder of the Oathbow, whichever comes first.

The Oathbow May Only Have ONE Sworn Enemy at a Time.

Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or 7 Days have passed.

Even if the wielder slays the Sworn Enemy on the Same Day that he makes the oath, he cannot activate the Oathbow's special power again until 24 hours have passed from the time he made the oath.

SLAYING ARROW
This +1 Arrow is Magically Attuned to a Particular Type of Subtype of Creature.

If it strikes such a creature the target must make a Constitution Save or DIE INSTANTLY.

The Castle Keeper determines the particular type of creature it slays.

SPECIAL NOTE TO NOMAD
You have been given 20 Slaying Arrows that are Magically Attuned to Slay Kobolds!

I have NOT Posted that an informant has learned that Kobolds will be one of the waves of opponents in the Dark Arena Emancipation Sand Dance and that the mysterious Merchant has provided these 20 Slay Arrows to Slay Kobolds after receiving the info from a bribed source!

Consequently, the Silver Bear knows NOT to make an Oath against the Kobolds with his Oathbow!

However, as the Castle Keeper I will probably send you a PM or write in a Post [or maybe both] that either your deity or your Ranger Instincts will Direct You as to which wave of Opponents to Declare a Sworn Enemy against once the adventure gets underway!

DO NOT BE TEMPTED TO USE YOUR OATHBOW SWORN ENEMY DECLARATION AGAINST THE FIRST WAVE OF OPPONENTS [HINT HINT NUDGE NUDGE]

And Be Sure to Grab Plenty of "Ordinary" Arrows from the Weapon Cache [to use with your Oathbow!] that will be Provided at the Emancipation Sand Dance for All Participants!

+3 SYLVAN BLADE
This +3 Blade when used Outdoors in a Woodland Climate [NOT in the Dark Arena!] inflicts an additional 1d6 of Damage on a Hit.

If a target is struck to 0 Hit Points by a Single Strike the wielder of the sword gains a Free Attack on Another Single Target within Melee Range of the sword's wielder.

Nomad your Sylvan Blade is a Longsword because that is the type sword weapon you mentioned in an earlier PM Message that your character would use in addition to a Longbow, so you now have 2 Magically Enhanced Weapons! One for the Dark Arena and One for when you travel in the Dark Forest and Other Places!

MANUAL OF QUICKNESS OF ACTION
Adds +3 to Dexterity just like described to Brianna and CirroWolf for their 2 Books!

Your 16 Dexterity becomes a Permanent 19 Dexterity and the Saving Throw changes from +2 to +3 for Saving Throws against Breath Weapons and Traps!

TOME OF CLEAR THOUGHT
Just like the Books described to Brianna and CirroWolf this Book adds a +3 to Intelligence.

Your character receives a Permanent Increase from a 17 Intelligence to a 20 Intelligence and instead of a +2 receives a +3 Saving Throw against Arcane Magic and Illusion!

Both books demand a reading time of 48 hours within 6 days each or an average of 8 hours per day for 6 days!

Plenty of time in your 2 weeks of preparation prior to the Emancipation Sand Dance to Receive the Increases!


Posted on 2008-09-16 at 16:36:50.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Nomad the info ...


..... is being posted for each PC Character as I am able to get it typed here!

So far today I have posted the info for Brianna and CirroWolf regarding the Magic Items and Magic Books!

In fact, your character the Silver Bear is next on my list and then ShadowDragon!

Probably followed by Dragon Mistress and then our dueling friend Abraxis!

Bumble Brew and the Barbarian and Bard NPC Characters will round out the info being posted about those Special Gifts!

Posted on 2008-09-16 at 15:53:41.
Edited on 2008-09-16 at 15:55:37 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Paladin Abilities


CURE DISEASE
First Level
Paladin can cure any disease, no matter the origin, once per week.

This ability improves as the Paladin rises in levels. 6th level the Paladin can cure diseases 2 times per week and at 12th level 3 times per week.

DETECT EVIL
First Level
Paladins have the ability to detect evil in the same manner as teh spell. However, this ability is innate and no spell casting is involved.

Paladin simply concentrates for one round on an area or individual within 60 feet to use the ability.

Paladin must face toward the area or individual being examined. Paladin can do this as often as desired, but must be able to concentrate for a t least one round to do so.

DIVINE AURA
Paladins emanate a permanent divine aura that wards against attacks from evil, summoned or conjured creatures.

It creates a magical barrier around the Paladin that converya +2 Bonus to armor class and a +2 Bonus on all Saving Throws against evil creatures.

The divine aura also prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the warded creature.

Good elementals and outsiders are immune to this effect.

DIVINE HEALTH
Paladin is immune to all diseases whatever their origin.

LAY ON HANDS
Paladin can cure 2 Hit Points per level once per day. This ability can be used on the Paladin or on others, but the healing cannot be divided among multiple recipients.

TURN UNDEAD (Wisdom)
At 3rd Level the Paladin gains theh ability to Turn Undead as a Cleric of 1st Level.

When making a Wisdom Check to Turn Undead a Paladin adds his "Turning Level" to the roll, not the character's actual level.

This ability improves with each Level, so a 5th Level Paladin Turns Undead like a 3rd Level Cleric etc.

DIVINE MOUNT
At 4th Level the Paladin gains the ability to call a Divine Warhorse or other mount.

A Paladin's deity confers this grace upon the Paladin as a Reward for Faithful Service.

The Divine Mount is unusually intelligent, strong, loyal and ready to serve the Paladin in his or her crusade against evil.

The mount is usually a Heavy Warhorse (for a medium-sized Paladin) or a War Pony (for a small-sized Paladin).

Should the Paladin's mount die, a year and a day must pass before another can be called.

The Castle Keeper provides information about the mount that responds to the Paladin's call.

AURA OF COURAGE
At 6th Level a Paladin is Immune to Fear (magical or otherwise).

Allies within 10 feet of the Paladingain a +4 Bonus on Saving Throws against Fear Tactics.

SMITE EVIL
Once per day a Paladin of 9th Level or higher may attempt to smite evil with one normal melee attack.

Smite Evil adds the Paladin's Charisma Modifier (if positive) to the attack roll and deals 1 Extra Hit Point of Damage per Level of the Paladin.

This ability can be used once per day and only on creatures of evil alignment.

DIVINE HEALING
At 12th Level a Paladin can call upon his deity to aid those in need of healing.

Divine Healing enables the character to wipe away disease and injury.

It completely cures all diseases, blindness, deafness, hit point damage and all temporary ability damage.

It neutralizes poisons in the subject's system, so that no additional damage or effects are suffered.

It dispels the effect of a Feeblemind Spell.

It cures those mental disorders caused by spells or injury to the brain.

Only a single application of the ability is needed to simultaneouslyachieve all these effectrs.

The ability does not remove negative levels, restore permanently drained levels or restore permanently drained ability scores.

The Paladin can use the ability Once Per Week.

Paladins can also use Any Weapons and Any Armor!

Posted on 2008-09-16 at 15:48:38.
Edited on 2008-09-16 at 15:49:44 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Got it and ...


..... you can post your role play in the prison any time between being taken prisoner and receiving the Special Gifts!

You had some other questions about the Paladin traits, but I have not found the questions!

Brought my Castles & Crusades Players Handbook to the office today and plan to type in that info for you sometime later today if at all possible!

A Paladin's Code requires them to respect legitimate authority, act with honor, help those in need and punish those that harm or threaten innocents.

Paladins serve their Code alone and are defined by their actions and their actions are dictated by their Code.

These Holy Warriors are driven by virtue, courage, nobility and the quest to combat evil in all forms.

They ride for no master but their deity or cause.

The greater good guides their actions and victory is its own honor.

Their belief in the tenets of their deity gives them strength and divine powers beyond those of other warriors.

Though Paladins are often maligned for their zealous actions or feared for their powers, all hold them in high regard for they wage an unflagging war against evil.

A Paladin's power flows from strength of will and the ability to project divine power against the enemy..

Their purpose, if misunderstood by many, is quite clear to them and always guides their actions.

They are servants of the law and are bound to their code forever. They serve the greater good and always place it above all else.

Paladins never knowingly associate with evil characters under any circumstances. A Paladin ends all associations with those who consistently offend their moral code or refuse to help in the causes the Paladin considers worthy.

A Paladin who ceases to perform his duties or strays from the path of righteousness, who wilfully commits an evil act or who grossly violates the code of conduct loses all abilites, including the service of the Paladin's divine mount.

The character is outcast and cursed and no longer advances in strength or power. Only by atoning for these violations of the code may such a Paladin regain the status and powers.

DO NOT WORRY ABOUT LOSING YOUR POWERS

I will post the Paladin abilities later!

This should give you enough info along with the answers you have been getting about Paladins from other players in your other posts!

Posted on 2008-09-16 at 12:15:04.

Topic: Q & A ~ Land of Xenophobia ~
Subject: CirroWolf info for Ariane Arvendre the Paladin


+2(+5) Holy Avenger is a +2 Iron Sword that becomes a +5 Holy Sword in the hands of a Paladin that deals Double Damage against all targets of evil alignment.

NOTE to CirroWolf You can choose if this Iron Sword is a Longsword, Shortsword, Scimitar etc and you can describe it in your role playing posts!

Holy Avenger also provides a spell resistance of 5 + the Paladin's level to the wielder and anyone immediately adjacent to the Paladin.

Holy Avenger also enables the wielder to to use Dispel Magic (once per round as a normal action) at the class level of the Paladin.

Holy Avenger also inflicts f2d20 points of damage to any evil aligned creature that attempts to wield it.

Elven Chain is extremely light chainmail woven of very fine mithril links by the Elves. The mail is supple and neither impedes movement nor costs any encumbrance to wear. The mail has an overall magical bonus of +4 and an encumbrance value of 1.

Wand of Cure Critical Wounds has 50 Charges of the Cure Critical Wounds Spell that normally is used by Level 5 Clerics and Level 5 Druids.

Any PC Character can weild a Wand that is a thin baton that contains a single spell of 9th level or lower [this one has 50 Charges!]

Each charge expended allows the user to use the Wand's spell one time and a Wand that runs out of charges is just a non-magical stick.

SO USE YOUR 50 CHARGES WISELY

A typical Wand is 6 inches to 12 inches ling and about 1/4 inch thick and often weighs no more than one once. Most Wands are wood, some are bone and a rare few are metal, glass or even ceramic [but these are quite exotic!]

Occasionally a Wand has a gem or some otrher device at its tip and most are decorated with carvings, runes or other such signature embellishments.

CirroWolf you get to choose how to describe your wand with your role play writing!

CURE CRITICAL WOUNDS cures the targeted creature of 5d8 hit points of damage.

The Curative Version of this spell automatically deals the Same Damage to Undead [Hint Hint Nudge Nudge] while The Reverse of this spell deals the same amount of damage to living creatures.

In both situations a successful Wisdom Save indicates Half Damage to either the Undead or Living Creatures!

Tome of Leadership and Influence is a ponderous book that details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. Again it is a +1 to +5 depending upon the power of the book and this book adds a +3 to your Paladin Charisma Score, so instead of a 16 you will have a 19 and go from +2 to +3 on Saving Throws against Death Attack, Charm and Fear.

As mentioned in the post to Brianna, it will take 48 hours and a minimum of 6 days so that would easily be 8 hours of study for 6 consecutive days and still give you time to study your other Tome!

Tome of Understanding is a thick bood that contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect.

Again these Tomes can be from +1 to +5 but this particular Tome grants you a +3 to Wisdom Attribute. Takes the same amount of time to learn [average 8 hours a day for 6 days] and then just becomes a normal book because the magic disappears from its pages.

After reading this Tome of Understanding your Paladin will go from a 15 Wisdom to a Permanent 18 Wisdom and the Saving Throw will go from a +1 to a +3 Saving Throw against Confusion, Divine Magic, Gaze Attack, Petrification and Polymorph.



Posted on 2008-09-16 at 09:42:23.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Regarding Combat and the Castle Keeper


I read a response from Tek in the Cirro Prologue that defines how I will be dealing with Combat and Dice Rolls etc.

I have both Dice and 2 sets of Card Decks that I will be using!

Fumble Deck is used when a 1 is rolled and as an example, when I was playing Castles & Crusades at the Tulsa DefCon7 last month my character made an Attack and rolled a 1, so I had to draw a Fumble Card and the result was I cut the ear of a teammate who was next to me in the battle!

Other Fumbles by players in that game resulted in one character missing his opponent and cutting his own foot and nearly taking himself out of the fight while bleeding!

There are Many Other Scenarios that make for an interesting Flavor!

As for the 2nd Deck, I will have to post a description in an Edit later as I am at the office early typing this info!

CRITICAL HIT DECK is the other Card Deck that I have the Choice of Using Depending Upon the Scenarios!

No Details to Share About the Critical Hit Deck other than it is an Option that I will Consider Using!

The FUMBLE DECK will Definitely Be Used as Frequently as Possible during the course of our adventure!


As the Castle Keeper ie DM/GM the players will state what they want to do and then I as the Castle Keeper ie DM/GM will do all the dice rolls and Card Deck Draws and then write up the description of what happened and the results!

The following is a Copy and Paste of what Tek replied to Cirro's question:

Tek
I use description and all that, and then at the very end of my post, list all of what happened (Wounds suffered, spells used, etc.) in a synopsis of the post. I most often don't include die numbers, as they tend to clutter up the post, in my opinion.

I'm sure you already know, but the major difference between Rules-based and Freeform is that in Rules based, the players state what they want to do, and the DM does ALL the dice rolls.



Posted on 2008-09-16 at 08:59:32.
Edited on 2008-09-17 at 09:41:24 by Hammer

 


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