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You are here: Home --> Forum Home --> Recent posts by Shield Wolf
Topic: Crisis in Chandar QA
Subject: Story So Far


Our ragtag group of characters, all coming to, or passing through Chandar for their own reasons have decided, at the pleading of multiple posted notices for help to meet with the Captain of the Guard, Jirolin, to determine just what sort of assistance the town needs.  They are informed that recently someone or something is supplying a dangerous drug, Flux aka Magic Candy, to residents of the small river town and the side effects are unpredictable and apparently sometimes fatal.  That latter point they quickly witnessed to be quite true when a prisoner they were attempting to interrogate had his eyes and tongue explode in his head.



Posted on 2018-01-24 at 21:35:50.
Edited on 2018-04-08 at 21:54:32 by Shield Wolf

Topic: Crisis in Chandar QA
Subject: Crisis in Chandar QA


As I said I am setting up the QA game for my experimental randomized Pathfinder game, which as you can probably guess from the title I am calling Crisis in Chandar, Chandar of course being the town the adventure is set in. I'm still having some issues with image hosting that I'm trying to work out as I type this, but hopefully I'll have things straightened out sooner rather than later.

Map Link // Wall Example


The river town of Chandar is a community of mostly humans, with roughly 600 of the 800 something residents being human. Set against the Hazel River this community is mostly fishermen, ferry captains who handle taking lumber to port and bringing back other goods, and lumberjacks who harvest lumber from the nearby forest and work the lumber mill. Many of the laborers live in a cramped and derelict corner of the town while the river barons, merchant princes, and other "nobles" live in far nicer lodging in the other end of town. Chandar has one inn, a smith, stables, and general market areas all set up around the central fountain, as well as the barracks and armory set up for the guards, of which there are maybe 3 dozen full time guards, with 12 guards working 8 hour shifts to keep the peace and patrol the area.

The walls around the city are mostly to keep the local wild life out, though also serves as a simple watch post from the various platforms along the inside. A guard with a bow can keep watch and frighten away most wild creatures with a well placed shot.

Posted on 2018-01-24 at 21:34:39.
Edited on 2018-01-24 at 22:07:25 by Shield Wolf

Topic: Potential short Pathfinder Adventure
Subject: DM PC


In the interest of getting this game rolling and maybe drawing in new interest once it starts I have decided to make a character to tag along with the 2 I have. I used all the same stats, card draw, and random background rolls to create this character as well, so he'll be on the same level as the other 2 PCs.

I'll set up a QA Thread later tonight with the setting info as well as other pertinent information and a few placeholders.

Posted on 2018-01-24 at 17:11:45.

Topic: Potential short Pathfinder Adventure
Subject: Anyone else?


As much as I would like to start with at least 3 PCs I am eager to get things rolling and am considering trying to move on with the 2 I have (assuming you're both up for that) or even one or both of you playing two characters just so we can get the ball rolling until more people show interest. Thoughts, input, and interest are all appreciated at this point!

Posted on 2018-01-22 at 10:31:38.

Topic: Potential short Pathfinder Adventure
Subject: Thank you


I'm setting up an account as I type this, thank you Eol.

While I'm here I suppose I may as well bump and remind people that I am still seeking at least one more PC for this adventure.

Chessic and I spent the better part of yesterday evening rolling a random background for his character and we both rather enjoyed the process and the chance to glimpse behind the curtain at a character's motivations and past to determine why he became the adventurer he is. Plus it added another random aspect to character design and concept, so it fit the original vision of random characters quite well.

Posted on 2018-01-18 at 22:34:45.

Topic: Potential short Pathfinder Adventure
Subject: And then there were 2


So with 2 people interested I've gone ahead and rolled ability scores, as I prefer to generate them myself so everyone starts at the same power level instead of bad rolls making someone fall behind. Scores are 14, 15, 16, 11, 13, 16. As is standard for 1st level characters you'll start with max hp for your class HD. Full starting wealth for your class, for instance rogues start with 4d6 × 10 gp, so said rogue would have 240 gp the maximum possible on a roll of 4d6 x 10.

I'm willing to go ahead and start with 1 more, with 2 more being preferred.


I made a map of the town, but apparently Photobucket wants me to pay for 3rd Party Hosting and doesn't like me linking to the image, I'll figure something else out.

Posted on 2018-01-17 at 13:11:04.
Edited on 2018-01-17 at 23:53:14 by Shield Wolf

Topic: Potential short Pathfinder Adventure
Subject: bump


Just another quick bump to see if we can get more interest.

Posted on 2018-01-16 at 20:04:56.

Topic: Potential short Pathfinder Adventure
Subject: That's one!


One person is a start and a nudge in the right direction! Can we find a couple more?

Posted on 2018-01-15 at 23:57:15.

Topic: I seek advice
Subject: Answers, long and short


The short answer as to why the Elves (and Dwarves for that matter) haven't found a way to undo (or escape) this mess in the ~800 years or so this has been going on is simply that I did not want to do away with entire races in my game world. If I had simply set it up as the Elves all packing up and leaving via some magical portal then I would have had to remove them as a player race as well, because who wants to play the only remaining Elf on a planet over run by Godzillas? That and the Elves are less than willing to abandon their sacred forest to be demolished by Godzillas..

The long of it is that I wanted to set up a segregated setting as I have in order to get the PCs to come to the conclusion that perhaps they should try to pull the other races out of their sanctuary states. If they could get the older races to come out of hiding and cooperate in a concerted effort to fix things that maybe they could, and in the long run build stronger bonds between the currently segregated races than they had in the time before the Ravagings.

As for the Dragons, well I figure when the first couple Ravages happened the Dragons would have fought hard, but ultimately found so many essentially unkillable monstrosities to be too much to handle and were eventually wiped out, all but a couple small scattered broods that remain. I have plans to introduce a mated pair of Copper Dragons, and their brood, holed up near the edge of the forest the Elves are hiding in, and maybe have a couple of Reds living with the Dwarves, raised from whelplings by the Royal Family to preserve dragonkind as well as to help in the forge, what better to keep the flames going strong than a fire-breather. There are probably also plenty of Whites in the Arctic region (but Whites are little more than beasts as it is) as well as Silvers (though they do prefer the mountains, it simply isn't as safe there anymore), and the desert-dwelling dragons have probably seen no decline in their numbers, but are also mostly unaware of the events on the other continent as it in no way effects them yet. This also presents an opportunity for the PCs to try and convince the Dragons to join their struggle, presenting a truly united front against the Ravages, the Liches, and potentially against the God of Destruction if he ends up loose.

Posted on 2018-01-15 at 12:45:36.

Topic: Potential short Pathfinder Adventure
Subject: bump


It would seem I have chosen a poor time to try and recruit for a game given the level of activity.

So perhaps a quick bit about the adventure I have in mind will get some notice.

The setting will be a small town, population roughly 800 people, mostly human. The town is along a river which serves as a major trade route from the coastal port city to the inland, with many of the villagers operating ferries to the coast to deliver lumber from the local lumber mill to port for export as well as returning to town with imported goods. Recently a new drug has been introduced in town, initially providing the user with euphoric hallucinations. Once the body builds up a tolerance and larger doses are required the side effects can be unpredictable to say the least, some being as mild a temporary loss of the ability to taste, others fatal. The town's limited guards are so stretched thin dealing with the junkies that the local constable has conscripted a group of adventurers, the PCs, to investigate and hopefully get rid of the pusher. I wanted an adventure that would not be purely focused on combat, with the party needing to investigate, engage the townsfolk for clues, and find the source through good old fashion detective work rather than just setting it up with the group knowing exactly where to find the drug dealer, kick in the door and hack and slash indiscriminately.

Now if the premise that the characters be random is keeping anyone from giving this a shot I could be convinced to drop that requirement just to get things rolling, perhaps do random characters on a case by case basis if some players like the idea and others do not.

Posted on 2018-01-15 at 12:26:11.

Topic: Potential short Pathfinder Adventure
Subject: Potential short Pathfinder Adventure


So my tabletop group only meets once a month and I'm needing more RP in my life so I thought I'd throw out the idea of doing a quick one-shot game here at the Inn that may expand if all goes well.

Now for the tricky bits, what I want to do is make everyone's character as random as possible, force people to try something they may not normally try. In order to do this I am wanting to determine each players race and class (or class options) using a random Magic the Gathering card. How you ask? I intend to gather up a selection of my Magic cards, singling out creature cards that I think could be viable PCs, such as Tajuru Pathwarden, an Elf Warrior card. Said Player would them build an Elven Melee character (definitely not going to limit you to the Warrior NPC class). Given the card art showing this Elf riding some sort of beast with a lance and the card's trample text it would be fair to choose Elf Cavalier focusing on mounted combat if the player so chose, or they could decide that they just want to do a Fighter. Another card in the test stack I have here on my desk is Intrepid Provisioner, a Human Scout. This player could take the card literally and simply build a Human Rogue using the Scout Archetype, or perhaps go with Ranger, taking a horse animal companion as the card art shows the human riding a horse, it's up to interpretation, though as DM I would have final say as to how well a player's concept draws from the source card.

As this is meant to be a short adventure I am thinking it best to start at level 1 with 3-5 PCs, if you are interested we can get the ball rolling by assigning your random card so you can get to work on a concept/sheet.

Races included in the cards range from Elf to Vampire. Vampire characters would instead be Dhampir, as we can't very well have Vampires in a level 1 game, Faeries would likely be Trixies, Humans will include half-humans, Orc and Elf would include their respective half-human kin, etc.

Classes get a bit more tricky as I'm noting most of the Classes are Warrior, Knight, Soldier, Wizard, Cleric, Scout, etc. I'm putting together a list (for my own sake) of what I would consider under the umbrellas or Soldier, Warrior, etc. I would allow most anything given sufficient reasoning though. Rogue for Soldier? If you can provide viable enough reasoning then possibly. Barbarian for Knight though? Probably not unless you have a really, really compelling argument.

Posted on 2018-01-12 at 15:35:20.
Edited on 2018-01-12 at 16:41:15 by Shield Wolf

Topic: I seek advice
Subject: new prospect


With the realization that these Beasts would like fight each other for the limited amount of food, as well as mating rights, would it be too much of a stretch to say that one Tarrasque could in fact overcome another Tarrasque's regeneration and DR, meaning that a Tarrasque could in fact kill another Tarrasque without the need for Wish or Miracle?

Allowing this could then lead to the idea of using a fallen Tarrasque's claws and teeth to forge weapons specifically to take down other Tarrasque. That is of course assuming that the residents of this world put two and two together and figure out that the dead Tarrasque were killed by another and that the Beasts counteract their own natural defenses...

Posted on 2018-01-12 at 15:22:33.

Topic: I seek advice
Subject: Thank you


I offered the group a couple campaign options, selling this one as a post-apocalyptic setting and explained the details to the group when they made the decision, though they are not aware of the full over-arcing story and plot, only that the world is pretty messed up.

I guess what I was really looking for was some outsider input on how to handle what survives and what may actually be extinct at this point. The idea of hiding out in canyons and cave had not really come to me when I was thinking this through, and I like it, so thank you for that. Taking that into consideration I can likely assume that most of the wildlife left would be creatures that are normally mountain dwelling, though they would have to spread out from the mountains in search of food after the ravaging ends, I imagine a severed Tarrasque tail or something similar would feed a pack of mountain-dwelling wolves, or orcs for that matter, for quite some time before the buzzards picked it clean.

I'm realizing the biggest issue now with the thought of them fighting amongst themselves, the regeneration and the fact that nothing short of a wish/miracle can truly kill a Tarrasque, so even if they are duking it out over mating rights, the loser would just end up getting back up after the fact and we're not down any beasts after all, in fact the population continues to rise with young being hatched every cycle...

I had not taken the damage to the countryside into effect at all, that honestly only just came to me while I was making my posts, and I think for simplicity sake it's best that I keep the map as is, especially since the timeline of the adventure has the last ravaging happening nearly 100 years ago, so nothing would have changed in the time this party has been active.

Honestly I'm kinda set on the Plane of Shadows coming into play, I like the idea that the cities on that plane still flourish and prosper, since even if there was a Shadow Tarrasque it now resides on the Material rather than terrorizing the Shadow-dwellers.

I have warned the player of the "Dwarf" that his phobia is likely to come up pretty often, and it will be something we need to explore him working past for the sake of the game and flow of things, so that is presently in the works as well.

Now a new question that I just thought of, what would be the moral implications if the group decided this world was beyond saving and instead found a way to flee this Plane and let the God of Destruction be unleashed again as his bonds grow weaker with each ravaging? If they do decide to flee, do they try to get the Elves and Dwarves on board, do they make the trip across the sea to invite the desert natives, or is it acceptable in this situation for a group of desperate people to just get out as quickly as possible and never look back, essentially moving the game to another world, with a real economy, and no giant murder-beast rampaging every century?

Posted on 2018-01-11 at 21:35:41.
Edited on 2018-01-11 at 21:49:01 by Shield Wolf

Topic: I seek advice
Subject: Thanks Eol


I see potential solutions being, in no particular order:

-Slaying all Tarrasques, a hefty task.
-Finding a way to reverse the ritual that summoned them, effectively sending them home.
-Escaping to one of the parallel worlds that no longer has a tarrasque, which while being safe let's the Council succeed in freeing the sealed God.
-Die a horrible death inside a tarrasque.


Posted on 2018-01-11 at 16:55:12.

Topic: I seek advice
Subject: Eol


So to answer the questions, I have not fully decided just how many there are, I doubt anyone on the world truly knows. I've settled on "hundreds" being the assumption, and that may have well just been the original number with as you said, some of them turning on each other, or potentially starving to death as the ages pass due to lack of food. Another point though that has no precedence, as there has only ever been one per world, is what happens if they breed, the initial hundreds multiplies to ungodly numbers.

There are 3 continents on this world, the one the campaign is set in, a desert continent across the sea (which as with the frozen wasteland would be unlikely to support the rest of the population with the limited resources they have available), and the Antarctic land mass I mentioned previously. The Tundra and Desert are Tarrasque free, but simply not capable of supporting all the refugees from the main continent. I ruled rather early on that the Tarrasque is a fairly reptilian creature, therefore cold blooded and incapable of surviving for long in the frozen continent which is why remaining humans flee there when the time of the Ravaging approaches. They would take with them what livestock they keep, a few cows, oxen, chickens, goats, what have you in order to keep at least some animals alive. I have plans that at least one brood of dragons lives somewhere on the continent, and I imagine if anything can wait out a ravaging it's dragons with their intellect and might...

I would seem fair that at least a handful of each of the monstrous humanoid races, as well as some wildlife survive each ravaging, finding somewhere they can hole up. Otherwise there would be no goblins, no gnolls, no wildlife, nothing to give the humans hell when they return from their arctic hideaway.

Posted on 2018-01-11 at 12:06:48.
Edited on 2018-01-11 at 12:14:23 by Shield Wolf

Topic: I seek advice
Subject: Plans and plotting


Before setting out the group decided it was better to over-prepare than under-prepare and set about using their spoils to craft gear and reinforce a wagon with the mythril they had mined. So now they have a mythril-plated wagon, with metal axles, metal wheels, and a mounted crossbow turret. Such a shiny "tank" is sure to catch the eye of ever thief, raider, and scavenger in the wilds as they travel, a fact I don't think they thought out that I can exploit...

Given that knowledge I have decided to have a particularly slippery thief follow the group, at a distance of course, to wait for an opportune moment to strike, leading the group to chase her down and end up following her through a portal to the Plane of Shadows, where they'll either confront her and she'll convince them that without her they can't escape this plane, or she'll pull a fast one and leave them stranded before they have a chance to catch her at all, leaving her free to loot to her heart's desire as they fight to survive.

Given the fact that the Plane of Shadows is usually a perverse reflection of the Material I have decided that the ruins of the Material will give way to fully populated cities on the Shadow. Twisted places, fully populated by natives of the Plane, and not too friendly to outsiders, especially outsiders who bring light, which many denizens cannot bear.

My first concern, seeing how skittish the Gnome can be, and the superstitious nature of the Kuru, is that only part of the party will enter the portal, and if that happens the thief could potentially split the party across two different planes of existence, with neither splinter party having the know-how to reunite the group as a whole. The splinter on the Material could set out to either find the thief and force her to reunite the party, or seek the aid of the same witch that saved the Kuru from certain death, while the splinter on the Shadow tries to avoid detection by the locals and death by the local fauna. Or, if they are feeling particularly charismatic they could try to talk to the locals, explain what happened, and either find a way out that way, or even negotiate a safe place for the remaining humans on the Material to take refuge in the Shadow... Or maybe the knowledge they seek on destroying the phylactery can be gained from a resident spellcaster, but at a price, probably a favor or quest...

The original plan for them to find this lost knowledge is to locate the lost sanctum of the wizard I mentioned in my first post, the one that hired the liches. If they could find his sanctum, and any of his notes survived they could potentially gain lots of lost knowledge and uncover further clues to the cause of all this.

As for the Long Term plans, the group has found an intelligent blade (though only the Wizard knows this I think), one designed by the ancient wizard I keep mentioning, with a very specific set of abilities to aid in the slaying of the Tarrasque, and even though the group is far from being able to take on the Beasts themselves (I think level 6-8 or so atm) the plan is to use the blade, empowering it with each slain tarrasque, while also following the breadcrumbs to the architects of this apocalypse, the Council of Twelve, the liches that doomed this world and prevent them from awakening the Sealed God of Destruction before the entire world is rendered incapable of supporting life.

Posted on 2018-01-11 at 11:57:58.
Edited on 2018-01-11 at 12:32:51 by Shield Wolf

Topic: I seek advice
Subject: Recap


So session 1 began with PCs 1-4 (no druid) heading into some fairly nearby ruins to see what they could recover only to stumble upon some goblins doing the same. The Hobgoblin leader of course was not too keen on sharing the spoils and a fight broke out, with the group quickly dispatching a couple goblins. Things starting turning for the group though when the Hob called in their secret weapon, an Ogre Berserker who quickly made short work of the Ranger, rendering him unconscious with a single blow before turning to the next closest PC, which I think was the Kuru, who also fell quickly as they were not really supposed to actually stand and fight this ogre, but flee for their lives. Luckily for them they each started with a nice magical item that was meant to reflect something they had scavenged up in the past, and the Kuru happened to have a tribal relic with him, a stone that allows him to channel as a cleric, making him the emergency healer of the group, and as he dropped the stone activated healing him and the Ranger. The Ranger then was able to activate the enchantment on his falchion that let him fly and was able to take down the ogre with his bow while staying out of reach. The ogre's collapse then caused a cave in of an old system of tunnels under the ruins which lead our party down below in search of more earthly treasures such as gems and ore (the "dwarf" likes mining, go figure).

After finding a few deposits of ore and gems, including a rather substantial mythril vein, the party found their way to a massive steel door deeper below the surface. I forget which character scouted ahead, but this was the point that I was first made aware that the "dwarf" had a severe phobia of undead, a backstory snippet I was not yet aware of. When the scout returned advising the group that the halls beyond the door were lit with purple flames and the first room he reached contained skeletons in cages hanging from the ceiling the "dwarf" showed his true colors and refused to go any further (though in the end he did end up following at a safe distance after drinking one of his invisibility potions). The tribal relic made the dungeon beyond easy, as the channeling of positive energy make quick work of all the skeletons and zombies they were put up against, but not before the Kuru contracted a fatal disease (a plot hook I had put in place to lead them to an NPC that would be able to cure said disease). They quickly found their way into a room stacked high with treasure galore, new magic items, and various other mundane items such as tapestries, jeweled mugs, and the like. While rummaging through the stacks of coins (something that really holds no value in a world like this..) a hidden door slid open and in walked the Vault Guardian, seeking to protect his master's hoard. Even without the channeling from the stone the party made quick work of the "boss" and found beyond the hidden door yet another room full of treasure, more magic items, and though they did not know it yet, the phylactery of one of the Liches from the Council I mentioned earlier.

((At this point I'd like to point out that the majority of magical knowledge is lost as well, so few alive even know what a lich is, much less a phylactery or how to destroy one.))

The "Dwarf" upon seeing the Vault Guardian had immediately fled back to the entrance of this dungeon, somehow slammed the door shut and proceeded to try and weld it shut to keep the scary, scary skeleton champion from ever getting out, sealing the rest of the party in the dungeon as well. Luckily for them, a 3 foot tall gnome could not effectively weld the door shut and they were able to reopen the door when they returned with their spoils of war. The "Dwarf" player in turn told me he did not deserve experience for the dungeon, and received a much lower amount of exp from the session.

The next day the Kuru's skin felt harder, but being dumb as a rock thought nothing of it and went about business as usual while the "Dwarf" set about crafting with the ore he had dug up beneath the ruins. The next day his skin got harder still, and it was becoming harder to move, the Druid, and maybe the Wizard quickly determined he was not well, and if left untreated would suffocate in his own body when his soft tissue hardened to the point his lungs would no longer function. ((for those curious, he had contracted Vile Rigidity)) None in the town had the means to cure the affliction, only delay the symptoms with alchemy, so they set out to find the old witch who could fix their dumb friend and remove a curse the "Dwarf" had picked up from a cursed weapon in the vault.

The witch agreed to help, requiring payment and labor for her help, and after curing the disease and removing the curse advised them what they held (the phylactery) and that it must be destroyed asap. So they will be setting out next session to look for the lost knowledge of how to destroy it...

Posted on 2018-01-11 at 11:39:37.

Topic: I seek advice
Subject: I seek advice


I have been running an off and on tabletop game with my group (myself and another DM have been swapping back and forth running separate campaigns) and we are a couple sessions in and I need some advice on the handling of my setting, how to deal with various play styles all in the same group, and how to move my story forward without really railroading the group. I could think of no better place to ask for advice.

I'll start with the basic rundown of the world/setting, which is using the Pathfinder ruleset by the way. For centuries now civilization as we normally imagine it in these fantasy games has collapsed. It all started with a grieving wizard trying to do away with the Tarrasque after losing everyone he cared about to the beast's hunger. After repeated failures this poor soul enlisted the aid of an unsavory council of mages (liches in fact) to help him prefect a banishing ritual to do away with the beast. The council agreed to help, but of course, having their own agenda turned on the wizard and twisted his ritual to instead summon tarrasques from a multitude of parallel worlds, resulting in the world being decimated, an event now known as The Ravaging. What few survivors were left after this event have scraped by a meager existence ever since, never fully able to rebuild as the beasts awaken and ravage the world every century like clockwork. The majority of Elves, resident Fey, and probably quite a few Halflings have erected a massive barrier around a large forest to prevent the beasts from reaching them, living in isolation and letting none enter or leave (one of the PCs actually is an Elf that chose to leave, possibly having found a fault in the barrier that allowed him to leave, we haven't worked all that out just yet). Most of the Dwarves and a vast majority of the Gnomes have chosen to hide themselves away in a deep mountain keep with adamant walls to prevent the beasts from reaching them, and just as with the elves, rarely let anyone in or out. This leaves the human population mostly to their own wretched existence, and with their shorter lifespans there are few who have seen a Ravaging, and few still who know how things got the way they are. Being adaptive and ingenious as they are though humans have found ways to avoid extinction, mostly by escaping via ships to this worlds equivalent of Antarctica and waiting out the Ravaging. You may wonder why then they do not simply settle the frigid wastes and live out their days there, and the answer, mostly for story purposes, is that there are limited resources to support life, and so the cycle carries on, with mankind fleeing to avoid extinction only to have to go back to the ravaged world they left behind to start over again.

What I failed to take into consideration though when making the setting is the implications to the countryside having potentially hundreds of colossal creatures burrowing in and out of the ground, as well as the impact on local wildlife, as we all know a single tarrasque eats quite a bit, this raises the question of how much would actually be left after a ravaging, and of what is left what kind of animals would remain. So far the group has encountered Gnolls with hyenas, Goblins with a Hobgoblin and Ogre, a Velociraptor, and a Dire Tiger while out in the world, and a python living in an underground river. At this point though I'm having a hard time deciding how much is left after a Ravaging, and just what kind of creatures would even be able to survive so many apex predators stomping around looking for a meal before hibernating for another hundred years. Any suggestions and input would be appreciated on this matter.

The party I have adventuring in this world is a mismatched group of lost souls who spent much of their time as scavengers gathering what materials they could locate in scattered ruins to keep their coastal village "thriving" for lack of a better term. They consist of:

1. A Gnome Alchemist, optimized for crafting rather than combat, who believes with ever fiber of his tiny being that he is actually just a short Dwarf. He was raised as a Dwarf when he was taken in by them after his birth parents were attacked by undead when he was a wee toddler, and legit believes he is son of a dead Dwarf Chieftain.

2. An Elf Wizard, practitioner of the Void Elemental School, and all around curious fellow interested in taking notes on all that he sees as this is his first foray into the world beyond the barrier the Elves hide behind. He is a bit scatterbrained, unobservant, and on more than one occasion has gone completely oblivious to dangers around them because he is lost in a book, in thought, or just speaking with the intelligent sword they found.

3. A Kuru Bloodrager. Kuru are a tribal and cannibalistic people, usually living on islands. This particular Kuru though was forcibly exiled after violating tribal law and killing (and subsequently eating) the daughter of their tribal chieftain. As a Bloodrager he is essentially a Barbarian and Sorcerer rolled into one, relying heavily on Strength and Charisma, while only having a 5 Intelligence, so he is dumb as a brick, and speaks mostly in grunts, broken English, and a smattering of kuru words that the Wizard is still trying to learn to better understand. He chose to take the Nemesis feat, and as such will have to deal with the tribal leader coming after his head sooner or later.

4. A desert-dwelling Human Ranger with a Falcon as his companion. He focuses mostly on melee with a falchion, but also carries his father's bow for times when engaging a foe toe to toe may be unwise. The falcon serves mostly as an eye in the sky to watch for potential threats and thanks to a spell usually keep watch all night without suffering exhaustion. The player has come up with a very rich cultural background of his own, and I'm quite happy with what he's made. The character reveres several "spirits" and can regularly be heard asking them to guide his strikes, take his foes, or protect the party, and has a multitude of masks representing various aspects. I think this may by far be my favorite character in the group.

5. Rounding out the group is An Aasimar (Agathion-Blooded iirc) Druid (Bear Shaman) who also happens to be a were-bear. I don't honestly know much about this character as he was absent from session 1 and was only involved in part of the second session. I know he's combat focused, and as I recall is planning to fully armor his bear companion. And in case you are wondering, I allowed him to be a were-bear because of the nature of the campaign and recognizing that dealing with Tarrasques will require them to have any advantage they can get.

I'll continue on in the next post with a brief recap of what has happened thus far, and what I hope to pull off moving forward.

Posted on 2018-01-11 at 11:07:14.

Topic: Looking for your input on my potential input
Subject: DRUID!


I believe I have everything but the animal companion filled out and ready to go...

Name: Kanali Eytheraltin
Race: Forest Elf
Gender: Male
Age: 165
Class/Level: Druid 8
Deity: VANDRIA GILMADRITH
Alignment: Neutral
Experience: 28,000 / 36,000

Height: 5' 1"
Weight: 109 lbs
Eyes: green
Hair: black

Stats:
Str 12 [+1]
Dex 18 [+4]
Con 14 [+2]
Int 10 [±0]
Wis 16 [+3]
Cha 10 [±0]

HP: 80
AC: [22] = 10 + 4 (Dex) + 5 (+2 Hide) +3 (Shield)
Flat-footed: 18
Touch: 14
Initiative: +8
Speed: 30 [20 armored]

BAB: +6/+1
Melee: +7/+2
Ranged: +10/+5
Grapple:

Weapon: Spear
To Hit: +7/+2 (+9/+4 vs orcs)
Damage: 1d6+1+1 (1d6+1 +2d6 +3 vs orcs)

Weapon: Cudgel
To Hit: +7/+2 (+8/+3 if Shillelagh has been cast)
Damage: 1d6+1 (2d6+1+1 if Shillelagh has been cast)

Weapon: Bow
To Hit: +11/+6
Damage: 1d8+1

Weapon: Dagger
To Hit: +7/+2 (+11/+6 if thrown)
Damage: 1d6+1

**armor also provides for an additional +2d6 damage when charging**

Fortitude 6 + 2 [8]
Reflex 2 + 3 [5]
Will 6 + 3 [9]

Skills: [Class Skills listed]
Concentration (Con): +7 = 5 ranks + 2 Con
Craft (Arrows) (Int): +5 = 3 ranks + 2 (artisan tools)
Diplomacy (Cha):
Handle Animal (Cha): +6 = 6 ranks
Heal (Wis): +10 = 5 ranks + 3 Wis + 2 (Healer's Kit)
Knowledge (Nature) (Int): +7 = 5 ranks + 2 (Nature Sense)
Listen (Wis): +10 = 5 ranks +3 Wis +2 Racial
Profession (Wis):
Ride (Dex):
Spellcraft (Int): +5 = 5 ranks
Spot (Wis): +10 = 5 ranks +3 Wis +2 Racial
Survival (Wis): +10 = 5 ranks +3 Wis +2 (Nature Sense)
Swim (Str):

Languages:
Common, Elven, Druidic

Feats:
Endurance
Improved Initiative (+4 Init)
Extra Wild Shape (+2 uses of Wild Shape)

Racial Traits:
Immunity to magic Sleep effects & +2 bonus against Enchantments
Low-light Vision
Elven Weapon Proficiencies (Longsword, rapier, bows)
Keen Senses: +2 Listen, Search, and Spot, and passing within 5 feet of a hidden door entitles an elf to a Search check to notice it.

Class Features:
Animal Companion (Eagle)
Nature Sense (+2 on Knowledge (nature) and Survival Checks)
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure (+4 bonus on saves against fey)
Wild Shape (5/day) (can assume Large forms)

Spells per Day:
6/5/4/4/2
Spells Prepared:
Lvl 0 - Flare, Create Water, Light (x2) Virtue, Purify Food & Water
Lvl 1 - Cure Light Wounds (x2), Entangle, Shillelagh, Charm Animal
Lvl 2 - Barkskin, Bull's Strength, Briar Web, Cat's Grace
Lvl 3 - Spike Growth, Cure Moderate Wounds (x2), Mass Lesser Vigor
Lvl 4 - Murderous Mist, Cure Serious Wounds

Gear:
Haversak 2000gp
+1 Orc Bane Shortspear (1d6+1 x2) 4302gp
+1 Darkwood Shield (3 ac) 1257gp
+1 Elvencraft Longbow (1d8+1 x3) 2675gp
Masterwork Cudgel [club] (1d6 x2) 300gp
Masterwork Dagger 302gp
Hand of the Oak Father 5000gp
Replenishing Skin 1000gp
Survival Pouch 3300gp
Rhino Hide 5165gp (5 ac, 4 max dex -1 ac penalty)
40 Arrows 2gp
Healer's Kit (10 uses) 50gp
Belt Pouch (x2) 2gp
Spell Component Pouch 5gp
Holly and Mistletoe
Traveler's Outfit 1gp
Masterwork Artisan's Tools 55gp

Funds: 1584gp

Appearance:
https://vignette.wikia.nocookie.net/l4w/images/f/f7/Elf_Druid_by_grandanvil.jpg/revision/latest?cb=20120210181627


Posted on 2017-11-25 at 19:20:12.
Edited on 2017-12-02 at 01:15:49 by Shield Wolf

Topic: Looking for your input on my potential input
Subject: @nomad


You may also consider the Elemental Savant prestige class. It allows you to change the energy type of spells, so all your spells could be fire. Eventually you even become an Elemental.

http://dnd.arkalseif.info/dndtools/classes/elemental-savant/


Posted on 2017-11-19 at 21:01:28.
Edited on 2017-11-19 at 21:08:15 by Shield Wolf

Topic: Looking for your input on my potential input
Subject: couple things


I've been working on a character for several hours and before I get out of hand playing with gear and the like I wanted to check and see what kind of budget I'm working with, do we have access to magic items and what limits beyond cost are there when purchasing said items, and for the sake of preparedness what kind of threats are we expecting in this jungle aside from the aforementioned orcs?

Posted on 2017-11-12 at 23:44:55.

Topic: Looking for your input on my potential input
Subject: Character


I'm still thinking Druid, Wild Elf, scrapping the pacifist idea in favor of a more Survival of the Fittest, Natural Order, Prey or Predator state of mind. Wild Elves are after all more tribal and savage than their High Elf cousins. This particular state of mind will actually cause him to lean away from a support role and more to combat and crowd control, but for the sake of being a team player he'll have a couple heal spells ready for the inevitable times that the rest of the "pack" will need tending to.

Posted on 2017-11-12 at 19:35:17.

Topic: Looking for your input on my potential input
Subject: ooh


I'm mulling over an idea for a druid, normally a pacifist but becomes feral when wild-shaped; an almost Jekyll & Hyde transformation, and I'd prefer if it was a more involuntary action, perhaps triggered by some outside factor like losing a set percentage of his HP or taking a Critical Hit. Probably unarmed in order to deal non-lethal damage when it comes to blows, more often than not though focused on buffs and heals, maybe some crowd control via Entangle, eventually Baleful Polymorph, (It's really quite a shame Sleep isn't on the Druid list).

I'm still not sure how he'll feel about using summoned creatures to fight for him as this would harm both the animal and the enemy, and if that's the case then he'd also be opposed to his Animal Companion fighting. But then again the Companion also has a mind of its own and probably would fight...

Also, if it helps sell the idea, I'm willing to be a were-panda since his Gruggliness seems fascinated with Pandas based on his posts.

Posted on 2017-11-09 at 21:45:38.
Edited on 2017-11-09 at 22:20:23 by Shield Wolf

Topic: Looking for your input on my potential input
Subject: oooh


The over-powered team-up game would be a perfect excuse for gestalt characters!! With crazy powerful templates applied, like half-celestial or something!

Posted on 2017-11-08 at 21:10:25.

Topic: Looking for your input on my potential input
Subject: ERMERGERD!


Game?! Did someone say Grugg-game?! Color me interested!

3.5 is right up my alley too!

Posted on 2017-11-08 at 19:49:33.
Edited on 2017-11-08 at 20:07:35 by Shield Wolf

 


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