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You are here: Home --> Forum Home --> Recent posts by Steelight
Topic: Realms of Twilight Demo Characters
Subject: Tiamat5774


Name: Sorgoth Territh
Gender: Male
Alignment: Lawful Neutral
Class: 5th level Wizard (Necromancer)
Race: Valshari

Ability Scores:
Str: 10 +0
Dex: 16 +3
Con: 10 +0
Int: 19 +4
Wis: 13 +1
Cha: 12 +1

Speed: 30'
Hit Points: 26/26

Fort Save: +2
Ref Save: +5
Will Save: +6

Base Attack Bonus: +2

Initiative: +3

Attacks:
+1 Silver Longsword +3 (1d8/19-20 x2)

Combat Maneuver Bonus: +2
Combat Maneuver Defense: 15

AC: 15 (+2 Bracers, +3 Dex) Touch: 13, Flat-Footed: 12

Racial Abilities:
Darkvision: 60'
Low-Light Vision
Darkness 1/day
Keen Senses (+2 to Perception)
Elven Immunities (+2 vs. enchantments)
Immune to magical sleep effects

Class Abilities:
Cantrips
Arcane Familiar (Voltaire - Raven)

Skills:
Appraise: +10 (3 ranks)
Craft (Books): +8 (3 ranks)
Knowledge (Arcana): +12 (5 ranks)
Knowledge (Engineering): +10 (3 ranks)
Knowledge (Geography): +10 (3 ranks)
Knowledge (History): +9 (2 ranks)
Knowledge (Nobility): +8 (1 rank)
Linguistics: +10 (3 ranks)
Perception: +6 (3 ranks)
Sense Motive: +3 (2 ranks)
Spellcraft: +15 (5 ranks)
Stealth: +5 (2 ranks)

Languages: Celestial, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Orc, Valshari Sign

Feats:
Crat Magic Arms & Armor
Magical Aptitude
Scribe Scroll
Spell Focus (Necromancy)
Weapon Focus (Ray)

Special Abilities
Grave Touch 7/day
Command Undead (DC: 13) 7/day Used: 1

Equipment:
+1 Silver Longsword
3 Bags of caltrops (1 coated with drow poison)
Backpack
Bedroll
Belt Pouch
Bracers of Armor +2
Cloak of Resistance +1
50' coil of hemp rope
Flint & Steel
Scholar's Outfit
Spell Component Pouch
Trail Rations (15 days)
Wand of Ray of Enfeeblement (37 charges)
Waterskin
Winter Blanket
2 vials Antitoxin

Money:
pp: 2
gp: 7
sp: 9
cp:
Gems:


Spells Known:
0-Level:
Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue, Unwitting Ally

1st-Level:
Burning Hands, Cause Fear, Chill Touch, Embrace of the Shadows*, Identify, Mage Armor, Magic Missile, Magic Weapon, Ray of Enfeeblement, Obscuring Mist, Shadow Vines*, Shield, Shocking Grasp, Summon Monster I, Visage of Death*

2nd-Level: 3 + 1 Necromancy
False Life, Force Chain*, Ghoul Touch, Knock, Scorching Ray, Spectral Hand, Touch of Idiocy

3rd Level:
Ray of Exhaustion, Vampiric Touch

Spells Memorized:
0-Level: 4
Bleed, Detect Magic, Open/Close, Touch of Fatigue

1st-Level: 4 + 1 Necromancy
Butning Hands (x2), Embrace of the Shadows, Magic Missile, Ray of Enfeeblement

2nd-Level: 3 + 1 Necromancy
False Life,, Scorching Ray, Spectral Hand

3rd Level: 2 + 1 Necromancy
Ray of Exhaustion (x3)

Notes:
Spells is italics are of the necromancy school. Spells listed with an asterisk (*) can be found in the Realms of Twilight Campaign Setting.

Specialty School: Necromancy
Forbidden Schools: Divination, Illusion

Posted on 2010-09-24 at 03:37:50.
Edited on 2010-12-08 at 17:30:43 by Steelight

Topic: Realms of Twilight Demo Characters
Subject: Open


Name: Gosk
Gender: Male
Alignment: True Neutral
Class: 5th level Fighter (Two-Handed Fighter)
Race: Half-Orc

Ability Scores:
Str: 20 +5
Dex: 16 +3
Con: 16 +3
Int: 15 +2
Wis: 13 +1
Cha: 9 -1

Speed: 30' (20' in armor)
Hit Points: 53/53

Fort Save: +7
Ref Save: +4
Will Save: +4

Base Attack Bonus: +5

Initiative: +7

Attacks:
+1 Mithral Scythe +13 (2d4+11)/x4)
Bite +5 (1d4+2)

Combat Maneuver Bonus: +10
Combat Maneuver Defense: 22

AC: 20 (+7 Armor, +3 Dex), Touch: 13, Flat-Footed: 17

Racial Abilities:
+2 to Strength
Darkvision: 60'
Intimidating
Orc Ferocity
Weapon Familiarity

Class Abilities:
Weapon Training (Heavy Blades) +1
Shattering Strike +1 (+1 Sunder & damage vs. objects)
Overhand Chop (single attacks w/ 2-H weapons get STR x2)

Skills:
Acrobatics: +3 (3 ranks)
Climb: +8 (3 ranks)
Craft (Armor): +8 (5 ranks)
Intimidate: +10 (5 ranks)
Knowledge (Dungeoneering): +9 (4 ranks)
Survival: +9 (5 ranks)

Languages: Common, Giant, Gnoll, Orc

Feats:
Dazzling Display (Scythe)
Improved Initiative
Iron Will
Razortusk
Weapon Focus (Scythe)
Weapon Specialization (Scythe)

Equipment:
+1 Mithral Scythe
+1 Breastplate
Backpack
Bedroll
Belt Pouch
Caltrops (2 pouches)
Fishing Net (24 sq.ft.)
Flint & Steel
Potion of Cure Moderate Wounds
Sunrod (x2)
Thunderstone
Trail Rations (15 days)
Traveler's Outfit
Waterskin
Whetstone
Winter Blanket


Money:
pp:
gp: 283
sp: 8
cp: 8
Gems:

Notes:
Personality/Role: The half-orc is a brute, yet he/she is much more intelligent then he/she generally lets on. The half-orc reveres death (not in the manner of slaughter, but as the natural progression of life) and has no qualms accelerating the natural progression of those who get in his/her way.

Posted on 2010-09-24 at 03:15:39.
Edited on 2010-11-23 at 13:32:08 by Steelight

Topic: Realms of Twilight Demo Characters
Subject: Open


Name: Shenek
Gender: Female
Alignment: Chaotic Good
Class: 5th level Rogue (Burglar)
Race: Gnome

Ability Scores:
Str: 12 +1
Dex: 18 +4
Con: 14 +2
Int: 15 +2
Wis: 10 +0
Cha: 16 +3

Speed: 20'
Hit Points: 42/42

Fort Save: +3
Ref Save: +9
Will Save: +1

Base Attack Bonus: +4

Initiative: +4

Attacks:
+1 shortsword +6 (1d4+2/19-20 x2)
Composite Shortbow (Str +1) +8 (1d4+1/x3)

Combat Maneuver Bonus: +3
Combat Maneuver Defense: 17

AC: 19 (+4 Armor, +4 Dex, +1 Size), Touch: 15, Flat-Footed: 15

Racial Abilities:
Low-Light Vision
Dancing Lights 1/day
Defensive Training (+4 dodge vs. giants)
Ghost Sound 1/day
Hatred (+1 to hit vs. reptilian and goblinoid humanoids)
Illusion Resistance (+2 vs. Illusions)
Keen Senses (+2 to Perception checks)
Mage Hand 1/day
Obsessive (Profession: Gambler)
Prestidigitation 2/day
Speak with Animals 1/day
Weapon Familiarity

Class Abilities:
Canny Observer
Careful Disarm (Failure only sets of trap if failed by -10)
Evasion
Ledge Walker
Sneak Attack +3d6
Trapfinding
Trap Sense +1
Trap Spotter


Skills:
Acrobatics: +12 (5 ranks)
Appraise: +10 (5 ranks)
Bluff: +11 (5 ranks)
Climb: +14 (5 ranks)
Disable Device: +12 (5 ranks)
Escape Artist: +12 (5 ranks)
Intimidate: +7 (1 rank)
Knowledge (Local): +7 (2 ranks)
Perception: +10 (5 ranks)
Profession: Gambler: +6 (1 rank)
Sense Motive: +6 (3 ranks)
Sleight of Hand: +12 (5 ranks)
Stealth: +16 (5 ranks)
Use Magic Device: +9 (3 ranks)

Languages: Common, Giant, Gnome, Goblin, Sylvan

Feats:
Extra Rogue Talent
Gnome Trickster
Shadow Strike

Equipment:
+1 Shortsword
Composite Shortbow (Str +1) with 20 arrows
+1 Studded Leather Armor
Antitoxin
Backpack
Bedroll
Belt Pouch
Flint & Steel
Hat of Disguise
Potion of Blur
Potion of Cure Light Wounds
Potion of Pass Without Trace
Potion of Shield of Faith +2
Potion of Spider Climb
Ring of Climbing
Masterwork Thieves' Tools
Trail Rations (15 days)
Explorer's Outfit
Waterskin
Winter Blanket

Money:
pp: 10
gp: 56
sp: 8
cp: 12
Gems:

Notes:
Personality/Role: This gnome was once a burglar, and a rather good one. Unfortunately he ended up getting caught about a decade years ago and spent several years paying off his crimes with indentured seritude before joining up with this group.

Posted on 2010-09-24 at 02:53:46.
Edited on 2010-11-23 at 13:32:39 by Steelight

Topic: Realms of Twilight Demo Recruitment
Subject: Hello!


I'm posting the character sheets tonight in a Q&A-type thread. Please do not post on that thread, but it will give you guys a chance to look at your characters and ask any questions you might have.

I also need to know what names you want your characters to go by and what gender you want them to be.

Thanks.

Posted on 2010-09-24 at 02:36:03.

Topic: Realms of Twilight Demo Characters
Subject: Yir'ess (Summoner's Eidolon)


Name: Yir'ess
Type: Serpentine (Outsider)
Alignment: Chaotic Good

Ability Scores:
Str: 14 +2
Dex: 18 +4
Con: 14 +2
Int: 7 -2
Wis: 10 +0
Cha: 11 +0

Speed: 20', Climb: 20'

Hit Points: 36/36

Fort Save: +3
Ref Save: +8
Will Save: +4

Base Attack Bonus: +4

Initiative: +4

Attacks:
Bite (10' reach) +6 (1d6+3 +1d6 electrical/x2)
Tail Slap (1d6+1 + 1d6 electrical/x2)

Combat Maneuver Bonus: +6
Combat Maneuver Defense: 17

AC: 22, Touch: 14, Flat-Footed: 20

Racial Abilities:
Darkvision: 60'
Energy Attacks (Electricity)
Magic Attacks (natural attacks are considered magical)
Scent
Tail (+2 to Acrobatics checks for balance)
Trip: Bite (Free trip attempt after a succesful bite)

Skills:
Bluff: +7 (4 ranks)
Escape Artist: +6 (2 ranks)
Intimidate: +2 (2 ranks)
Sense Motive: +7 (4 ranks)
Stealth: +11 (4 ranks)

Feats
Coordinated Defense
Coordinated Maneuvers

Posted on 2010-09-24 at 02:31:57.

Topic: Realms of Twilight Demo Characters
Subject: Open


Name: Avriel Lightwander
Gender: Female
Alignment: Chaotic Good
Class: 5th level Summoner
Race: Half-Elf

Ability Scores:
Str: 11 +0
Dex: 15 +2
Con: 14 +2
Int: 16 +3
Wis: 12 +1
Cha: 19 +4

Hit Points: 40/40

Fort Save: +3
Ref Save: +3
Will Save: +5

Base Attack Bonus: +3

Initiative: +2

Attacks:
+1 Silver Heavy Mace +4 (1d8+1/x2)
Light Crossbow +3 (1d8/19-20 x2)

Combat Maneuver Bonus: +3
Combat Maneuver Defense: 15

AC: 16 (+2 Dex,), Touch: 12, Flat-Footed: 14

Racial Abilities:
Low-Light Vision
Elf Blood
Immune to magic sleep effects
+2 to save Vs. enchantment spells & effects

Class Abilities:
Bond Senses (5 rounds/day)
Eidolon Link
Life Link
Share Spells with Eidolon
Shield Ally
Summon Eidolon
Summon Monster III 7/day (lasts 1 minute/level)

Skills:
Handle Animal: +8 (1 rank)
Knowledge (Dungeoneering): +10 (4 ranks)
Knowledge (History): +8 (2 ranks)
Knowledge (Nature): +9 (3 ranks)
Knowledge (Religion): +9 (3 ranks)
Knowledge (The Planes): +11 (5 ranks)
Perception: +6
Ride: +7 (2 ranks)
Spellcraft: +11 (5 ranks)
Use Magic Device: +12 (5 ranks)

Languages: Common, Draconic, Elven, Orc, Sylvan

Feats:
Coordinated Defense
Coordinated Maneuvers
Summoner's Call
Skill Focus (Perception)

Equipment:
+1 Silver heavy mace
Light Crossbow (20 bolts)
Mithril Chain Shirt
Antitoxin
Bedroll
Belt Pouch
Brooch fo Shielding
Dust of Tracelessness
Flint & Steel
Handy Haversack
Potion of Cure Light Wounds
Potion of Eagle's Splendor
Potion of Endure Elements
Potion of Invisibility
Potion of Pass Without Trace
Scholar's Outfit
Scroll Case
Spell Component Pouch
Trail Rations (15 days)
2 Vials of ink
Waterskin
Wand of Lesser Rejuvenate Eidolon (16 charges)
Winter Blanket

Money:
pp: 10
gp: 47
sp: 9
cp:
Gems:

Spells Prepared: DC: 14 + Spell Level
0-Level:
Acid Splash
Daze
Light
Mending
Message
Resistance

1st-Level: 5/day
Jump
Magic Fang
Lesser Rejuvenate Eidolon
Shadow Vines (*Realms of Twilight)

2nd-Level: 3/day
Haste
Invisibility
Resist Energy

Notes:
This class can be found in the Pathfinder Advanced Player's Guide. I can clarify any of the abilties as necessary.

Posted on 2010-09-24 at 02:22:58.
Edited on 2010-11-23 at 13:31:12 by Steelight

Topic: Realms of Twilight Demo Characters
Subject: Brianna


Name: Kitara Tigereyes
Gender: Female
Alignment: Lawful Neutral
Class: 5th level Monk
Race: Human

Ability Scores:
Str: 14 +2
Dex: 18 +4
Con: 13 +1
Int: 15 +2
Wis: 16 +3
Cha: 10 +0

Hit Points: 37/37

Fort Save: +5
Ref Save: +8
Will Save: +7

Current Ki Pool: 7

Base Attack Bonus: +3

Initiative: +4

Attacks:
Unarmed Strike +5 (1d8+2/x2)
Flurry of Blows +3/+3 (1d8+2/x2)

Combat Maneuver Bonus: +7
Combat Maneuver Defense: 23

AC: 20, Touch: 18, Flat-Footed: 16

Racial Abilities:
+2 to Intelligence
Bonus Feat
Skilled

Class Abilities:
Evasion
Fast Movement: 40'
Flurry of Blows
High Jump (+Monk level to Acrobatics checks made to jump)
Ki Defense (1 Ki point gives +4 dodge bonus to AC for 1 round)
Ki Strike (Magic)
Ki Pool (Max 7)
Maneuver Training (+Monk level to CMB instead of BAB)
Monk AC Bonus: +1
Purity of Body(Immunity to all diseases)
Slow Fall:20'
Still Mind (+2 to save vs. Enchantments)
Stunning Fist

Skills:
Acrobatics: +17 (5 ranks)
Climb: +9 (4 ranks)
Craft (Calligraphy): +5 (2 ranks)
Escape Artist: +10 (3 ranks)
Intimidate: +6 (3 ranks)
Perception: +11 (5 ranks)
Perform (Dance): +7 (4 ranks)
Sense Motive: +11 (5 ranks)
Stealth: +12 (5 ranks)
Survival: +5 (2 ranks)
Swim: +7 (2 ranks)

Languages: Common, Elven, Goblin

Feats:
Catch Off-Guard
Combat Expertise
Deflect Arrows
Extra Ki
Improved Disarm
Improved Trip
Improved Unarmed Strike
Stunning Fist

Equipment:
Boots of Elvenkind
Bedroll
Belt Pouch
Bracers of Armor +2
Flint & Steel
Grappling Hook
Handy Haversack
Potion of Cure Moderate Wounds
Potion of Endure Elements
Silk Rope (50')
Trail Rations (16 days)
Traveler's Outfit
2 Waterskins
Winter Blanket

Money:
pp: 4
gp: 41
sp: 4
cp:
Gems: Bloodstone (50 gp)

Notes:
Personality/Role: Unarmed fighters are not uncommon in the Illurian Empire, however those with the martial skill of a monk are. Most of them were trained at Malla Zhaunil (the Illurian Academy) or by individual masters.

Posted on 2010-09-24 at 01:54:38.
Edited on 2010-10-20 at 03:00:54 by Steelight

Topic: Realms of Twilight Demo Characters
Subject: Dakarta


Name: Iauran Norovir
Gender: Male
Alignment: Lawful Neutral
Class: 5th level Cleric of Steelight Shadowborne
Race: Valshari

Ability Scores:
Str: 14 +2
Dex: 15 +2
Con: 10 +0
Int: 13 +1
Wis: 18 +4
Cha: 16 +3

Hit Points: 34/34

Fort Save: +4
Ref Save: +3
Will Save: +8

Base Attack Bonus: +3

Initiative: +2

Attacks:
+1 Two-Bladed Sword +4/+4 (1d8+3/19-20 x2)
Touch of the Shadow Touch +5 (2 Str Drain, given to cleric for 3 rounds)

Combat Maneuver Bonus: +5
Combat Maneuver Defense: 17

AC: 19 (+6 Armor, +2 Dex, +1 Shield), Touch: 12, Flat-Footed: 17

Racial Abilities:
Darkvision: 60'
Low-Light Vision
Darkness 1/day
Elf Blood
Immune to magic sleep effects
+2 to save Vs. enchantment spells & effects
+2 to Perception skill checks

Class Abilities:
Lawful Aura
Channel Positive Energy 6/day (3d6, DC: 15)
Touch of Law 7/day
Touch of the Shadow 7/day

Skills:
Acrobatics: +2 (1 rank)
Diplomacy: +7 (1 rank)
Heal: +9 (2 ranks)
Knowledge (Religion): +9 (5 ranks)
Linguistics: +5 (1 rank)
Perception: +7 (1 rank)
Sense Motive: +10 (3 ranks)
Spellcraft: +9 (5 ranks)
Survival: +5 (1 rank)

Languages: Common, Elven, Shadrath, Valshari Sign

Feats:
Selective Channeling
Two-Weapon Defense
Two-Weapon Fighting

Equipment:
+1 Two-Bladed Sword
Mithril Breastplate
Backpack
Bedroll
Belt Pouch
Flint & Steel
Silver Holy Symbol of Steelight
Sunrod (x2)
Trail Rations (15 days)
Traveler's Outfit
Waterskin
Whetstone
Winter Blanket


Money:
pp: 4
gp: 20
sp: 28
cp: 8
Gems:

Domains: Law, Shadowborn

Spells Prepared:
0-Level: 4
Detect Magic, Detect Poison, Purify Food & Drink, Stabilize
1st-Level: 4 + Domain
Cure Light Wounds, Detect Undead, Divine Favor, Hide From Undead
2nd-Level: 3 + Domain
Consecrate, Lesser Restoration, Spiritual Weapon
3rd Level: 2 + Domain
Prayer, Searing Light

Notes:
The Shadrath Language is the ancient language of the faith spoken primarily by clerics of Steelight, and sometimes by clerics of other members of the Illurian pantheon.

The Shadowborn Domain: All of the spells of this domain are new to the Realms of Twilight Campaign Setting. The information will be sent to whomever chooses this character. The granted power (Touch of the Shadow) is listed under "Attacks."

Personality/Role: In the Illurian military, clerics of Steelight tend to be officers and commanders. This isn't necessarily the case with the group, but is still important information to have.

Posted on 2010-09-24 at 01:35:00.
Edited on 2010-11-23 at 13:53:26 by Steelight

Topic: Realms of Twilight Demo Characters
Subject: Realms of Twilight Demo Characters


DO NOT POST HERE

For those of you joining or considering playing in my Realms of Twilight Demo adventure, the PCs can be found here. Once the game has begun I will be keeping track of hit points, spells cast, etc. on this thread.

Posted on 2010-09-24 at 01:05:56.

Topic: Realms of Twilight - A Journey Begins / Q&A
Subject: You're right


Apparently either I missed it or it was just so long ago I forgot about it... but at least I'm not the only one. Perhaps then Dakarta should change his post to say he calls out to the half-orc for the tools.

Would everyone be alright with that?

Posted on 2010-09-22 at 06:20:08.

Topic: Realms of Twilight Demo Recruitment
Subject: DragoDorn


Look a few posts up. The website was posted by DragoDorn.

But remember, the characters are pre-genned so you don't have to worry about character creation at least.

Posted on 2010-09-22 at 06:13:26.

Topic: Realms of Twilight - A Journey Begins
Subject: Game Update


The half-orc move forward menacingly, but the guards are well trained and do not flinch.

Your rescuer lunges forward, sword in hand. But such a simple maneuver is not enough. He easily brings his sword across, parrying the strike. He shifts his momentum, bringing the sword full circle above him and down and across from the opposite side. The half-orc throws himself back at the last second, turning what would easily have been a killing strike, into a minor wound (4 hp damage) as the blade slices across his chest just below the neckline. The guard shouts an alarm, and within moments you can here movement in one of the adjoining rooms.

Kyara and Ele bring up their chains, even as Heironymus and Airion slip free. For a moment they keep their distance, moving about for position and taking measure of their foe. Kyara lashes out first, swinging the chain with abandon, and targeting the guard's weapon. He raises his blade and the chain wraps it once, then twice. Then he smiles. He swings his arm around, wrapping the chain around his blade once more and drawing Kyara two steps closer. His other hand moves to his waist and pulls a long wicked bladed dagger from a sheath hidden at his back.

Ele swings her chain at the guard as well, but loses control. He simple ducks his head a bit and it goes high above him. She then moves to the side to set up for another strike.

Meanwhile, Airion, once free of the manacles, sprints back into the cell block in search of the lock pick set the half-orc left behind.

Posted on 2010-09-21 at 04:12:05.

Topic: Realms of Twilight Demo Recruitment
Subject: Doing well... 2 more to go.


Alright, that's four. I would still like to enlist a summoner and the cleric.

The pathfinder srd has most of what you need to know. If you come up with any questions about the system or my world in particular that I don't address in my descriptions and such, don't hesitate to ask either in the Q&A thread (which I will establish when the game starts) or in a PM to me.

Posted on 2010-09-20 at 21:50:11.

Topic: I'm New Here
Subject: hello


Greetings and welcome. We are always anxious to see new faces... or screen names as the case may be. Watch a game, join a game, or just lay back, relax and have a drink. We have a number of games recruiting at the moment, including a Pathfinder game from me used to demo my new campaign setting, a free-form sci-fi by Dakarta and a number of others.

If you have questions, don't hesitate to ask. Most of us don't bite, unless we're just being playful...

Do you hear a slurping sound?

Anyway, once again welcome to our humble establishment. Enjoy your time here, and have a bit of fun.

Posted on 2010-09-19 at 18:22:00.

Topic: Realms of Twilight Demo Recruitment
Subject: Well that's two


I need at least 2 (but preferably 4) more players.

The Half-Orc Fighter, the Valshari Cleric, the Half-Elf Summoner and the Gnome Rogue are still available.

Posted on 2010-09-19 at 18:17:20.

Topic: Realms of Twilight -Winds and Sand
Subject: Game Update


(All active players posted so I figured I would do the update a day early. Here ya go!)

The little halfling sprinted as fast as his legs could carryhim, sword in hand and a gleam in his eye that was remeniscent of another more savage halfling race. As he moved he saw the battle unfolding before him.

The guard stabbed out at the dwarf on the table making contact, but thanks to Argent's quick reflexes the guard managed only a glancing blow (2 hp damage).

Seeing what his brother meant to do, Argent moved to one side of the table, opposite the leg Thiferl was aiming for and began his attack. In a flurry of movement which was remarkable undwarflike (thought the guard), Argent lashed out first with a first. The left cross was easily dodged by the skilled guard, but not so the foot the followed it. The foot connected solidly with the man's face spinning him in a half circle just as Thiferl landed a crushing blow on the table leg.

The end of the table collapsed. Again the monk's reflexes saved him as he leapt to the side landing firmly on the ground as the gaurd went face first, the table flipping after him, towards the grinning halfling.

A slight grunt followed by a loud crash ended the battle. The gaurd falls solidly into the halflings blade, taking Daleel down to the ground under his weight. The moemntum of the fall flips the table on to both of them.

As the dust settles Thiferl looks up at the solid door to the office just in time to here the quick sound of metal against metal, as a small peep hole in the door closes. The door does not open however, and for the moment, nothing furhter seems to be coming.

Posted on 2010-09-18 at 20:05:37.

Topic: I deserve a smite
Subject: *smirk*


Well we can't all be artistically multi-talented now can we?

Posted on 2010-09-18 at 18:08:19.

Topic: I deserve a smite
Subject: Agreed


*raises a glass*

Here here!

Eol is completely right. I have had to have conversations with some of my players in the past. I have booted one or two as well do to lack of posting anf ailing to even respond to my PMs. Unfortunately, that responsibility comes with the territory of being a GM.

Posted on 2010-09-18 at 16:50:55.

Topic: Realms of Twilight Demo Recruitment
Subject: Realms of Twilight Demo Adventure


Alright. I have two Realms of Twilight adventures going, and though they have slowed down a bit (in fact I'm analyzing whether or not to invite more players in one of them) I've decided to investigate a third.

This would be a bit different than the ones I have so far. I have written a demo adventure for my Realms of Twilight Campaign Setting that I will be running at a local game store at the end of October. The adventure isn't too long but I think it does an acceptable job showing some of the more unique aspects of my world.

There is room for 4-6 characters. These are pre-generated characters so it'll be first come first serve. And we will be using the Pathfinder rule set (as I tend to favor that over other systems since my world was written for it).

The general premise is that you are a team of mercenaries that, from time to time, picks up a job from the Illurian military (the laergest empire on the continent of Kesuril). You have performed remarkably well in the past and have now been contacted once again for your services. As of yet you don't know what it is they want you to do, but it must be something that takes a certain amount of discretion, since the powerful Illurian military is calling for outside assistance.

The characters are all 5th level and are as follows:

A Valshari Cleric of Steelight Shadowborne:
The valshari are descended from drow, but differ greatly in both personality and abilities. Steelight Shadowborne, also known as The Dark Father, is the primary god of the Illurian Pantheon. The whole of the empire is ruled primarily by his church and their servants. The people are accepting of this and the vast majority even embrace the religion (for various reasons). These clerics tend to be the leaders of military units and the like, though that isn't necessarily the case here.

A Human Monk:
Focused mostly on maneuvers (like trips and disarms) and just generally looking cool beating things with improvised weapons (using the Cath Off-Guard feat).

A Half-Elf Summoner (from the Advanced Players Guide):
He can cast lots of monster summoning spells (that last for minutes instead of rounds) and summon an eidolon... in this case a medium-sized, serpentine creature with a bite, a tail slap, and a tendency towards more "shocking" effects.

A Gnome Rogue:
Hey, I had to have someone more or less normal didn't I? He was once a burglar, and did time in an Illurian prison because of it. Now he pursues slightly more honest work.

A Scythe-wielding Half-Orc Fighter:
Big, strong guy with a scythe for reaping the lives of his enemies. Any questions? He is designed to be particularly good with 2-handed weapons (thanks to some of the options in the Advanced Player's Guide).

A Valshari Wizard:
Yes his known spells have already been selected. He is specialized int he holy art of Necromancy (seen with great respect by Illurian society, and used generally for the greater good) and has Illusion as his Forbidden School. He has a raven familiar that he usually gets along with rather well. But the creature can have a rather sharp wit and offer the occassional snide comment every now and again.

I will not lie, this adventure is designed to be an advertisement for my world, my book, and my publishing company. I'm hoping that if anyone likes what I've done they will make a purchase. But more than that, I think it will be fun (and challenging) to play through. It will introduce the players (and anyone reading along with us) to some of the original aspects of my world, and challenge the survival instincts of everyone involved at the same time.

Any takers?

The adventure is relatively short, though it will likely take a few months to get through the way PbP tends to work. I do ask for players who are serious about this. As many of you know I require understandable posts and if you commit to starting the game, you must finish it, or die trying (which will make the remainder of the adventure rather difficult for those that remain). I completely understand if RL takes over, but I do ask that you let me know if this is the case so i can plan around it.

One other note, this will eventually be a published adventure by Silver Crescent Publishing. So if you like it, keep that in mind.



Posted on 2010-09-18 at 16:40:34.
Edited on 2010-09-19 at 19:53:34 by Steelight

Topic: Best D&D Hybrid class choice
Subject: hmmm...


I've always been a fan of Illusionist/Rogues, fighter/rogues, or psion(psychometabolism)/Rogues. Though a monk/sorcerer going for the Enlightened Fist prestige class is always fun too.

It really depends on the purpose and personality of the character. Obviously I tend towards arcane casters and rogues (with a little monk (NOT A HALFLING) thrown in the on occassion).

In myopinion Cleric/Paladin seems a bit redundant. A Paladin with extra spells... isn't a Paladin a blend of Fighter and Cleric anyway with a few nifty abilities thrown in (And major role playing restrictions due to alignment restrictions)? And why do Paladins have to be Lawful Good anyway? Aren't there holy warriors for every deity? Why can't there be a paladin of a neutral deity, perhaps a knight defending and seeking knowledge thought lost to the world. I've considered creating an eBook of paladin variants, but I'm not sure how well it would do sales-wise.

Wow... that turned into a ramble... but I suppose I should be well-known for that by now.

Posted on 2010-09-17 at 21:34:48.

Topic: LD Guest Comic: A Quick RPG Survival Guide
Subject: Wow...


There's nothing more disturbing than a wall of eyeballs looking at you... well actually there are a lot of things more disturbing, but that's still kinda wierd.

Eol THAT WAS NOT A CHALLENGE!!!!

Posted on 2010-09-17 at 17:27:52.

Topic: LD Guest Comic: A Quick RPG Survival Guide
Subject: Voted it up!


As always.

Hey, when (if ever) are you guys planning on pulling this all together into a print format? Let me know if you need any help with doing so when/if you are ready and interested in it.

Posted on 2010-09-17 at 14:36:49.

Topic: Winds and Sand Q&A
Subject: Well..


That is still a problem is I don't have a url for a map that I draw and scan for you guys.

Posted on 2010-09-14 at 18:38:19.

Topic: Orion Group take 2: QA
Subject: My suggestion


Rath'Sharr slept for most of the ride to this town, so allow him to watch over the group tonight. After all, they say night time is the time of the drow. Of course we would wan't locked doors and such as well. I'm sure they know we are here. I expect they will spend a day or two taking measure of us before they strike. Our advantage at the moment is that they don't quite know what they are up against.

Until nightfall, I agree that the sheriff should help set us up (but being a drow I would always be prepared for a double-cross, in case he is paid off bythe thieves or some such) and that we should go about our owninformation gathering. Then we can convene at night fall and swap info. Rath will catch up with the group in rooms before you bed down for the night to catch up on what has been discovered and share any significant observations he has had.

How does that sound?

Just a note:
You all know that Rath tends to stayout of sight until he is needed, which currently makes him a very effective weapon (assuming they haven't discovered me as of yet).

Posted on 2010-09-14 at 06:42:04.

Topic: Mercenary Vessel Solstice: A Space Adventure
Subject: Well?


Is anyone going to step up? I could always use more crew members.

Posted on 2010-09-14 at 03:15:52.

 


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