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You are here: Home --> Forum Home --> Recent posts by Hammer
Topic: Castles & Crusades Audalis Adventure
Subject: Okay clockwork ...


..... I gues that the sentence about Vord being reborn in the light of day and expunging his sins qualifies this Assassin to be Chaotic Good.

I would like an explanation of his knowledge of poisons (because Assassins know about poisons!)

Perhaps an added explanation that he possibly learned about poisons from other Assassins while he was employed killing the corrupt in Coria City ???

Posted on 2012-01-01 at 21:51:06.

Topic: Happy New Year 2012!
Subject: Joyful New Year Greetings


May each of you experience a Blessed ... Joyful ... Prosperous New Year!



Posted on 2012-01-01 at 14:33:41.

Topic: Castles & Crusades Audalis Adventure
Subject: Your Opening Posts


As stated previously, I will be opening the Game Thread after the Tuesday January 3, 2012 deadline for Players to announce their Character choice.

I will post a list of the Players and Characters in the Game Thread and then open it for each Player to post the History/Backstory to the Game Thread for the Lurkers to get acquainted with the cast of characters!

After all Players have posted in the Game Thread, I will make a short post for Avarial to provide the Players a backdrop to respond and post their reactions.

Then we will get this Audalis Adventure in the Game Thread underway!

Posted on 2012-01-01 at 00:38:30.

Topic: Castles & Crusades Audalis Adventure
Subject: Cast of Characters (thus far)


1. Cleric of Lasora / Half Elf / Female

2. Ranger / Slaa'kar / Male

3. Assasin / Ungoulid / Male

4. Fighter / Cidal (Pick) / Male

[Awaiting the Character Confirmation from 5th Player}

Still 2 more openings for Deadline on Tuesday January 3, 2012 at 10pm CST



Posted on 2011-12-31 at 19:24:26.

Topic: Castles & Crusades Audalis Adventure
Subject: Ha Ha Ha Ha Ha


Well we will see how far Clucky makes it on the way to the Chakran Mountains ?????

Especially with the cast of characters your Slaa'kar will be fighting alongside!

Posted on 2011-12-31 at 04:27:03.

Topic: Castles & Crusades Audalis Adventure
Subject: LOL Clucky


Please send me an explanation of Clucky and how you plan on working this one into your history story?

Also how you expect your Chicken to survive this adventure?

Posted on 2011-12-31 at 03:43:12.

Topic: Audalis Dreaming QnA
Subject: Great


Looking forward to role playing with this group!

Posted on 2011-12-31 at 03:29:26.

Topic: Castles & Crusades Audalis Adventure
Subject: Question of Clerics


I have No Problem with more than one Cleric character participating in this adventure!

Same with Rangers!

The Assassin character is a Special Allowance on my part because of the concept pitched to me ... so No More Assassins in the group!

Not sure if the ??? character will be a Khord ... but it sure would not seem to be an Audalis Adventure without a Khord Character (hint hint nudge nudge to no one in particular for a Khord character!).

Plus there is plenty of room for a Sylvan character since the group will travel through the Northern Sylvari Kingdom to get to the Chakran Mountains!

Perhaps someone has already decided to create a .....

Posted on 2011-12-31 at 01:32:06.

Topic: Once in a Lifetime [Questions and Answers]
Subject: reserved


reserved

Posted on 2011-12-31 at 01:21:20.

Topic: Once in a Lifetime [Questions and Answers]
Subject: reserved


reserved

Posted on 2011-12-31 at 01:20:28.

Topic: Once in a Lifetime [Questions and Answers]
Subject: reserved


reserved

Posted on 2011-12-31 at 01:20:07.

Topic: Once in a Lifetime [Questions and Answers]
Subject: reserved


reserved

Posted on 2011-12-31 at 01:19:50.

Topic: Once in a Lifetime [Questions and Answers]
Subject: reserved


reserved

Posted on 2011-12-31 at 01:19:12.

Topic: Once in a Lifetime [Questions and Answers]
Subject: reserved


reserved

Posted on 2011-12-31 at 01:18:39.

Topic: Once in a Lifetime [Questions and Answers]
Subject: reserved


reserved

Posted on 2011-12-31 at 01:18:19.

Topic: Castles & Crusades Audalis Adventure
Subject: Deadline Addendum


Presently the Game Thread is set so only Active Players may post to the Game Thread.

After the January 3rd Deadline then I will add the names of the Players so they can post their Character with History regarding their meeting at the Blue Noob Inn with Avarial.

Just taking my time!

Posted on 2011-12-31 at 01:17:02.

Topic: Castles & Crusades Audalis Adventure
Subject: Heads Up Lurkers and Potential Players


I am looking at getting this adventure underway about mid to late January depending upon everyone getting on board with their Characters and Histories!

As stated previously, there are 4 Confirmed and as of a PM Message earlier this evening, Probably a 5th Confirmed Player for this adventure!

That means that I will allow for 2 more Players to round out the Party to a maximum of 7 Characters!

Tuesday January 3, 2012 at 10pm Central Standard Time is the Deadline for a Guaranteed Reservation to Play in this Audalis Adventure!

Posted on 2011-12-31 at 00:58:38.

Topic: Castles & Crusades Audalis Adventure
Subject: Characters Thus Far


The following Characters are in the works thus far ... so I will go ahead and note the Class/Race/Gender

1. Cleric of Lasora / Half Elf / Female

2. Ranger / Slaa'kar / Male

3. Assasin / Ungoulid / Male

There is a 4th character in the works (now confirmed)

4. Fighter / Cidal (Pick) [Halfling] Halfling (Cidal-> Pick) Fighter who worships Shinara


So that makes 4 players, so if anyone else would like to get in on this 'Once in a Lifetime' adventure in Audalis then throw your hat into the ring so to speak InnMates!

Would definitely like 5 Players and will accomodate 7 Players who really want to play in the Audalis setting!

Posted on 2011-12-30 at 23:23:47.
Edited on 2011-12-31 at 19:19:42 by Hammer

Topic: Castles & Crusades Audalis Adventure
Subject: Some More Info for Developing Your Character Concept


Wizard and Illusionists (Prime Attribute is Intelligence)

Clerics and Druids (Prime Attribute is Wisdom)

Bonus Spells: [Can only be acquired when a spell caster is at a high enough level to cast them!]


13-15 for Prime Attribute = 1 bonus 1st level spell

16-17 for Prime Attribute = 1 bonus 2nd level spell

18-19 for Prime Attribute = 1 bonus 3rd level spell

Hit Points
Characters will receive the maximum amount of Hit Points and I will be rolling the dice and determining the outcome of situations based upon your Role Play.

Developing a Background, Character Description and Role Play are the Main Ingredients for this adventure as you need not have an understanding of the Siege Engine System of C&C to participate.


The Fighter is a warrior with great prowess on the battlefield.
The Ranger is an extraordinary woodsman and warrior.
The Rogue is a rapscallion and an opportunist.
The Assassin is an expert at killing and eliminating targeted enemies.
The Barbarian draws upon vestigial, primal will in combat.
The Monk conditions his body to withstand the rigors of war and the elements.
The Wizard is a practitioner of powerful arcane magics.
The Illusionist magically distorts the perceptions of others.
The Cleric is avowed to a deity and dispenses divine justice.
The Druid owes allegiance to the elemental powers of the world.
The Knight is a natural leader and strong combatant.
The Paladin is a warrior blessed by divinity, a paragon of good.
The Bard influences others through the power of words.

Any Magical abilities will be channeled through a Wand, Staff or Holy Symbol and will also be influenced and enhanced by the particular deity the character worships.

Alignments

All Player Characers are either Lawful Good, Neutral Good or Chaotic Good

LAWFUL GOOD: Characters of this alignment are dedicated to following the strictures of society, respecting law and order. They act for the benefit of others and society, placing great value on truth, honor and life.

LAWFUL NEUTRAL: Characters of this alignment place primary importance on ultimate order, structure and regulation of behavior. Good and evil are largely irrelevant for characters of this alignment because everything flows from the order of law.

LAWFUL EVIL: Characters of this alignment value structure and order, and they place no limit on attaining it, especially if the goal is to their own benefit. They do not value life or concern for others. Ultimately, they seek to impose their ideals on others through strict regulation.

NEUTRAL GOOD: Characters of this alignment have a healthy respect for both law and freedom, typically choosing a road betwixt the two in order to achieve benefits and mercy for all.

NEUTRAL: Characters of this broad alignment typically believe in a balance between law and chaos, and between good and evil. Some seek to maintain existing social institutions, while others simply wish to keep to themselves. Some neutral characters disdain the perceptions of other sentient beings, finding that truth lies in nature and its animals. Others follow their own code, which changes with the situation, tending to favor those that benefit them the most.

NEUTRAL EVIL: Characters of this alignment mirror those of neutral good, but they typically follow a road that benefits themselves instead of others.

CHAOTIC GOOD: Characters of this alignment view the greatest good as being attainable through freedom and individual liberty. Thus they place primary importance on individuality and liberty of action over that of any law or societal structure.

CHAOTIC NEUTRAL: Characters of this alignment value individual freedom. They have no qualms in achieving it by whatever means necessary, good or other.

CHAOTIC EVIL: Characters of this alignment tend not to value anything, disdaining others and often seeking to destroy for their own selfish reasons. They seek power and the ability to wield it as they see fit.

Classes

FIGHTERS are brave warriors who take up arms to meet their foes in the crucible of battle. Fearless, they don themselves in the accouterments of battle, relying upon their superior martial skills to overcome obstacles.

RANGERS are a lonely breed, expert at surviving in the untrammeled places of the world and devoting themselves to protecting civilization from the depredations and incursions of creatures of evil intent.

ROGUES, rapscallions and the like make their living through nefarious and occasionally dastardly deeds. Living on the ethical edge and spending much of their lives avoiding harsh justice, these fearless villains are found in all walks of life.

ASSASSINS are stealthy and cunning, expert killers who rarely have any motives beyond the collection of payment for a job well rendered. Although not always evil, they are typically utterly indifferent to any suffering and pain they may cause.

BARBARIANS live outside the civilized world. Neither ignorant nor savage, they are, rather, a people who relish freedom, actively despising the urbane for allowing the beliefs of society to codify their behavior.

MONKS are warriors who primarily rely upon the strength of their bodies and will power for survival. They are deadly combatants, having honed their bodies into lethal weapons.

WIZARDS delve into the mysterious worlds of the arcane and wield magic like a weapon of war. They are often possessed of an overwhelming thirst for knowledge and, as often as not, power.

ILLUSIONISTS study the arcane and the nature of man and beast, using powers of oration and sorcery to twist the minds of those around them. They conjure manifestations and dreams, making the unreal real to all but the canniest of observers.

CLERICS are spiritually bound to a deity. They are usually members of religious orders, though some choose to live as wandering hermits. They wield the magic of the divine and, fortified with the armaments of war, become powerful emissaries for their causes.

DRUIDS are called to a primeval spirituality. They turn to the world shaped by nature, and not men, for their guidance and wisdom. Often unconcerned with the needs of man, they simply follow the principles of the natural order.

KNIGHTS are members of warrior-castes. As born leaders, they use their social standing, charisma, gallant actions and honorable codes to set the tone of behavior for those around them. Through their actions, they often inspire people to great deeds.

PALADINS are the holiest of warriors, living lives of purity and good while serving the religious precepts of their deity. They are dreaded by their foes for they serve as the martial arm of religious justice.

BARDS are found in all cultures and societies. Through song, oration and action they inspire men, pass on knowledge of history and tradition and influence the beliefs and behaviors of others.

Attributes

STRENGTH: This attribute reflects physical strength, including the ability to lift or move heavy objects and make powerful attacks. The modifier affects melee combat and damage, and all checks involving strength. Characters can military press 10x their strength and dead lift 15x their strength score.

DEXTERITY: This attribute represents a character’s reflexes, manual dexterity and hand-eye coordination, including the ability to dodge and defend against attacks. The modifier affects armor class, ranged combat and all checks involving dexterity.

CONSTITUTION: This attribute reflects overall health, and also represents a character’s ability to withstand pain, suffer physical damage, avoid fatigue and fight off sickness or poison. The modifier
affects hit points, and it applies to all checks involving constitution.

INTELLIGENCE: This attribute reflects mental aptitude. It represents a character’s ability to learn quickly, apply that learning effectively and use deductive reasoning. The modifier affects the
number of arcane spells a character can cast each day, the number of languages a character can learn and all checks involving intelligence.

WISDOM: This attribute reflects depth of personal experience, the ability to make well-considered decisions or judgments, and represents a spiritual connection to a deity. The modifier affects the number of divine spells that can be cast each day, attempts to turn the undead and all checks involving wisdom.

CHARISMA: This attribute represents strength of attractiveness, willpower, personality, and leadership. It is the degree to which a character is able to influence others. The modifier affects a creature’s loyalty and reactions to the character, the number of undead the character can turn and all checks involving charisma.

Primary and Secondary Attributes

There are two types of attributes: primary and secondary. Primary attributes are those physical or mental abilities in which a character is particularly well trained or very experienced in using.

Secondary attributes are those the character uses with only average skill. A player selects the character’s primary attributes after choosing a class and race.

Human characters have three primary attributes. Demi-human races (dwarf, elf, gnome, half-elf, halfling and half-orc) have only two primary attributes.

Each class has one primary attribute associated with it that cannot be changed. The player selects the others. So, a human character receives one primary attribute designated by the class and the other two
are selected by the player.

If playing a demi-human character, the player can select only one additional primary attribute. For example, the primary attribute for the ranger class is strength. If the player chooses to play an elf, he or she selects one of the five remaining attributes as the other primary attribute.

If it were a human ranger, the player would select two more primary attributes rather than just one. The remaining attributes are considered to be secondary.

Primary Attributes

Strength: Fighter, Ranger

Dexterity: Rogue, Assassin

Constitution: Barbarian, Monk

Intelligence: Wizard, Illusionist

Wisdom: Cleric, Druid

Charisma: Knight, Paladin, Bard

Primary Attributes will automatically be assigned to the Classes you choose for your Character and I strongly suggest you assign 18 or 19 of your 80 points to the Primary Attribute for any Wizard, Illusionist, Cleric or Druid spell caster to receive the Maximum Number of Bonus Spells to help enhance the spell casting abilities of your character!

Posted on 2011-12-30 at 19:57:27.
Edited on 2011-12-30 at 20:02:24 by Hammer

Topic: Castles & Crusades Audalis Adventure
Subject: Sample Character Sheet (Guideline)


This should be sufficient for Character Sheets to help you with your Character descriptions etc:


Once in a Lifetime Character Sheet

Player Name

Character Name

Race

Class [Multi Class may be chosen after character attains a level 3 in his/her class]
(Prime Attribute)
(Prime Attribute)
(Prime Attribute Humans Only)

Class Alignment

Level

Hit Points

Patron Deity

Place of Origin

Languages (Spoken)

Height

Weight

Sex

Age

Hair Color

Eyes Color

Right Handed or Left Handed
Ambidextrous (minimum 15 Dexterity) [Must describe Primary Weapon Hand in Battles]

Further Description (if necessary)


Class Abilities


Race Abilities



Beginning Numbers (80 points to freely distribute by your choice) for Attributes
[Then Add or Subtract for Applicable Race Modifiers]

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Attributes [Mark Your Prime & Secondary Attributes]

Strength (Paralysis & Constriction)
Prime Attribute or Secondary Attribute

Dexterity (Breath Weapon & Traps)
Prime Attribute or Secondary Attribute

Constitution (Disease, Energy Drain & Poison)
Prime Attribute or Secondary Attribute

Intelligence (Arcane Magic & Illusion)
Prime Attribute or Secondary Attribute

Wisdom (Confusion, Divine Magic, Gaze Attack, Petrification & Polymorph)
Prime Attribute or Secondary Attribute

Charisma (Death Attack, Charm & Fear)
Prime Attribute or Secondary Attribute

Ability to Turn UnDead (Clerics & Paladins only)


Armor

Helm

Shield

Weapons


Spells Known (equals number of Spells allowed to cast per day)
0 level

1st level (+ Bonus Spell)

2nd level (+ Bonus Spell)

3rd level (+ Bonus Spell)

4th level

5th level

6th level

7th level

8th level

9th level

Additional Spells for Race (where applicable)
0 level

1st level

2nd level

3rd level

4th level

5th level

6th level

7th level

8th level

9th level

Horse/Animal Companion/Familiar
Name

Type

Armor Class

Description


Character Armor Class
(10 + Armor + Helm + Shield etc)

Equipment
(Includes Magic Items Awarded)





Each Character begins with 20 Gold Coins from the city of Quevin.


To Whom It May Concern
Last Will and Testament: I, the undersigned, do hereby make the following requests, to be executed in the event of my untimely demise:




Posted on 2011-12-30 at 19:28:20.

Topic: Castles & Crusades Audalis Adventure
Subject: I will have to ...


..... look things over later today!

Riacard the Feats are inherent in the Classes in C&C so the Martial Weapons or Martial Arts would be a Monk class actually.

I will post some more info in the Recruitment Thread for helping folks decide on Primes.

I do all the dice rolling, but a Prime = 12 and Non Prime = 18 when I roll the dice dealing with Saves and Challenges etc.

Ranger Prime Attribute is Strength.

I will take a closer look at things later!

Posted on 2011-12-30 at 18:21:16.

Topic: Meanwhile in europe
Subject: No Problem ...


..... cd and we are glad you are alive and well and enjoying time with Family!

Posted on 2011-12-30 at 15:25:37.

Topic: Castles & Crusades Audalis Adventure
Subject: Sounds Good ...


..... so will look forward to something about 10 days from now!

There are still some openings for interested players!

Posted on 2011-12-30 at 15:23:56.

Topic: Monster Hunters Collective - Q/A
Subject: My Post is in ...


..... because I may not be able to post any further until after next week's update!

Gonna be busy the rest of the day and through the weekend, so I posted what I could in the small time frame I had to do so!

Center Door is the one we are going through as noted in my post (buried in the paragraph, but referenced just the same!)

Posted on 2011-12-29 at 21:09:26.

Topic: The Monster Hunters Collective
Subject: Another Door to Explore


Brokkrok was not satisfied with the outcome of defeating the skeletons. It almost seemed too easy, but he was thankful to Therassor that no one had been harmed more than they had.

There would be time enough for gathering the spoils of their victory, but the Cleric of Therassor was not satisfied with the results thus far. There was still a mystery to solve and missing persons to find and hopefully restore to their loved ones.

His healing spells were spent and he had hoped that Ta'nil had learned a valuable lesson in regards to rushing headlong through a door to see what was on the other side.

Brokkrok was not quite sure if he had, but it was evident that the Sylvan Rogue had a dislike for magic and whoever used spells of any sort. Not even a note of thanks for trying to help assist with his wounds, but Brokkrok was not looking for thanks anyway ... he was looking for answers!

Ta'nil seemed to want to take the lead again in opening the next door. There was no reason to get into strife with the Syl over who was going first into the unknown.

Brokkrok looked around to see where Traubon and Arra were, before lifting his torch towards the center door to provide some illumination if it was needed. He nodded to Traubon and smirked at the Kazari Fighter who was purring about pouncing on a mouse to satisfy her hunger.

As he gripped the hilt of his longsword, the cleric of Therassor quipped, "Let us see what type of rats are beyond this door ... shall we?"

Posted on 2011-12-29 at 21:01:58.

 


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