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You are here: Home --> Forum Home --> Recent posts by Darren
Topic: Favorite Homebrew
Subject: Well


These aren't favourites, but I was looking through homebrew classes on the web and found these two, that are quite interesting and/or funny.

http://www.dandwiki.com/wiki/Economist_(3.5e_Class)
http://www.dandwiki.com/wiki/Jumper_(3.5e_Class)

Posted on 2011-09-30 at 10:47:31.

Topic: Happy Birthday Vanadia!
Subject: Dear Lord!


It's everyone's birthday today!

Happy bday to you too, Vanadia (4th today)

Posted on 2011-09-30 at 10:42:33.

Topic: Gameworld Idea
Subject: Classes and Races


If anyone has any good ideas for Races, or even some Classes, be they in the 3.5e rules somewhere or not, I'd like to hear 'em.

Edit: Korrigan added. They have no nation, and are wise goblin-like creatures, preferring to indirectly influence other creatures' nations rather than construct their own political system.

Posted on 2011-09-30 at 10:05:55.
Edited on 2011-09-30 at 11:16:50 by Darren

Topic: Gameworld Idea
Subject: SERIOUS POST 3


Base Classes. No alignment restrictions anymore.
The Barbarian has been split into Brute and Wanderer.
More info in their relative entries.
Prestige Classes to come.

BARD:
The Bard is a wayfaring adventurer, skilled in many pursuits. They seek knowledge, and crave tales and songs. These people are blessed by the gods with some magical ability, which is often what leads them to a life of adventuring.
Magic abilities are granted by either one of the gods, and that must be decided at character creation. Bards can be atheist or believe in the "opposite" god.

BATTLEMAGE:
The Battlemage is a blessed warrior, who seeks to perfect his mixing of magic and weapon. They gain their power from the external influence of a god, and use it in synergy with their skill in combat.
Take the core Sorceror, remove Familiar. -3 spells/day/level (apply to regular spell/day table).
Have d10 hit die, and gain a Fighter bonus feat every 5 levels (1, 5, 10, 15, 20.)
See Bard for magic info.

BRUTE:
The Brute is a wild warrior. They known how to channel their anger and rage into a frenzied assault, pushing their body to its limits and striking fear into their foes. Where Fighters are found at the frontlines of a battle, Brutes are found at the middle of the enemy ranks, tearing formations to shreds.
Is the Core Barbarian.

CLERIC:
The Cleric is a priest of a god. Contrary to most priests, Clerics tend to be quite skilled in combat, yet are renowned for their link with their deity, requesting magical abilities which they are granted so as to better serve their god.
Domains are changed (see Domain section)
Any Cleric can turn or rebuke undead, as wished.
Clerics worshipping a god can only use Planar Ally spells and not the regular Summons. Clerics of Unity can summon either god's minions.

CRUSADER:
The Crusader is a knight bound to service of a god. Their vows are similar to those of Paladins, yet they train more in combat and less in spirituality.
Variant of Fighter. Gains ability to Smite Infidel, as Paladin, but at one use/day per four levels (from level 4. Max 6 uses at level 20.) Has same class Skills as Paladin. Can use Lay on Hands, but to deal damage.
Doesn't get bonus feat at first level, but does from then on.
Reserved to worshippers of Irimus or Forate, and must keep their faith to avoid "falling."

DRUID:
The Druid is the Cleric of nature. Devotees of the Earth and the Forest, they will do all they can to protect nature from the destructive capabilities of sentient beings, drawing magical abilities from their devotion.
Unchanged.

FIGHTER:
The Fighter is skilled in combat, purely and simply. They are the people you see at the frontlines of any battle. For them, armed conflict isn't just a job, but also a life choice.
Total rehaul of the fighter...
... just kidding.

MONK:
The Monk seeks balance and perfection. Unity is their primary goal, followed by neutrality in the Holy War. They use martial abilities to defend themselves, and defend innocents from the fallout that the folly of war can bring.
Reserved to Temple of Unity.

PALADIN
The Paladin is a holy warrior, receiving divine powers with which to smite any heretic that would dare cross their path. They are skilled in combat, and their devotion to their god knows no bounds.
Reserved to worshippers of Irimus or Forate, and must keep their faith to avoid "falling."
Where written "good" and "evil" in the Core books with reference to Paladin abilities, replace with "own deity" and "enemy deity" as appropriate.
Paladins can also rebuke undead if wished.
The Special Mount rules are ignored, categorically.

RANGER:
The Ranger is a hunter. Hand in hand with nature, they devote themselves to tracking down a certain race of creatures, so as to better protect the Earth. They even draw some abilities from their worship, though at a lesser degree than the Druid.
Rangers must worship nature.
Favoured Enemy list is changed to:
-Humans
-Elves
-Trolls
-Goblins
-Elementals
-Outsiders
-Undead
-Korrigans
-Animals
In the case of half-races, the higher Favoured Enemy bonus applies, but not both.

ROGUE:
The term "Rogue" applies to all those that seek the shadow where others seek the light. They keep quiet and wait for an opportunity, where others might rush and hope for the best. Morals become quite blurry when they are involved, as stealing and picking pockets can become a force for good. One must always remember that not all that lies waiting in the dark is to be feared... but keep an eye on your purse nonetheless.
Unchanged.

SORCERER:
The Sorcerer is blessed at birth, by a god, with magical abilities. Whether they'd wanted them or not, they have them, so they have to make do. Their knowledge of magic is innate, and contrary to many, they just "get" how it works.
Sorcerers have no familiar.
See Bard for spellcasting information.
The Sorceror has 1 Spell Known more than in the Core rules: in the Spell Known table, add 1 to each value.

WANDERER:
The Wanderer is a wild, travelling person. They are the warriors of the wilderness, learning to live with nor restrictions, and little to no help from none other than nature itself.
Take the Barbarian: lose Rage and all related skills, which are replaced by spellcasting: they use the Ranger spell-list, and the Bard spontaneous spell-per-day progression (with -1 to each value) and spells-known number. However, they use Wisdom for casting.
Wanderers don't need to worship nature: they just need to respect her. No, really, harm that flower and joo die, fool.

WIZARD:
Where the Sorcerer is revered as a blessed person, the Wizard is feared and reviled. They draw magic from divine spirits, using rituals. However these spirits were created for this purpose, and so Wizards are just as respectful of the Gods as any other magic-user.
Wizards have to choose a God, not necessarily to worship, but of whose spirits they draw their magical abilities.
They must have their Familiar summoned to perform magic.
(A Wizard who has lost their Familiar can still prepare one spell per spell-level, if they have access to level in question.)
Obtaining a Familiar requires a simple ritual that takes about an hour, requiring a small animal through which the spirit can act. When a Familiar dies, it simply is unsummoned, its host left dead, and a new ritual is needed to bring it back or acquire another.
These spirits are designed for this purpose, and so serve the Wizard willingly. See Core rules for stats of the Familiars' hosts.

Posted on 2011-09-30 at 10:03:54.
Edited on 2011-10-03 at 21:18:41 by Darren

Topic: Ideas and Input wanted
Subject: Well


For the pseudo-demons...

Is it worth finding another arbitrary time frame for their changes? Because moon cycles are a little overdone and clichéd. But that's not important.
Did a quick search on several thesauri, in several languages.

Espegel? Espegal? (deformation of archaic French word for demon.)
Namar? Neimar? (don't remember where I found it.)
Korrigan? Kragen? Korgan? (Breton malignant spirit.)
Odiscol? Adiscol? Discol? (Archaic Spanish word for demon.)
Lusbel? Luzbel? Uzbel? (Alternative Spanish name for Satan.)
Chert? Tchert? (Russian for Hell.)
Domovoi? Domov? Damov? (Russian for goblin.)

That's all my researching can get for now

Posted on 2011-09-30 at 09:03:24.

Topic: Footprints: Part One, Chapter Five
Subject: Luck, eh?


DHarem gulped them down, shuddering at the clearly bad taste, as nothing seemed to happen.

The small projectile was a sort of caltrop, obviously laced with poison down to the circular metal core. The spikes emanating, eight in total, each had a sort of tiny metal sheath on them, as a one-way valve system. On sticking into something, it would release the poison through the opened spikes. The poison was obviously heavily concentrated, judging by the size.
Unluckily enough, DHarem's robe wasn't thick enough to stop the spike from sticking into flesh and bloodstream.

The poison seemed to cripple him entirely, and leave him almost paralysed on the floor. Bon nodded, and said "Great Runner venom. He should be fine, but it'd be worth giving him the other vial of Runner antidote, in case."

As for the spike... with care, Varis was fully capable of pulling it out with his fingertips.

Posted on 2011-09-29 at 19:46:56.
Edited on 2011-09-29 at 19:47:17 by Darren

Topic: Totally Random Thoughts
Subject: :o


thancs i always new i was grate at spelling and grammer
i speak english right proper ok

Posted on 2011-09-29 at 19:13:32.

Topic: Totally Random Thoughts
Subject: :o


I don't think you can imagine the effort and willpower it took to write that...

I tried my best

Posted on 2011-09-29 at 19:04:49.

Topic: Totally Random Thoughts
Subject: yes


i wunder why your saying that why ar u asking that
do u like strawbery jam me 2

Posted on 2011-09-29 at 19:01:50.

Topic: The Last Blade Q&A
Subject: Reboot


Players seem to be reduced to:
cdnflirt
Takley
DarkAutumn
Clockwork Demise
Jing
Tuned_Out
Gerald Defay
Slenderninja

I have posted an update!

Posted on 2011-09-28 at 19:57:04.
Edited on 2011-10-03 at 11:48:07 by Darren

Topic: The Last Blade Game
Subject: What's Goin' On?


As Arathyra shrugged, Xavier flipped back the page and started reading again.

"Dearest Arathyra,

I suppose that I should get rid of the formalities of a hello from "beyond the grave", and get to the point.

I suspect you remember those many times using that infamous ritual. Going backwards in time was such an interesting experience, to be documented. But sadly events have meant that those documents are now lost to history, along with so many more.

Now all that remains to document our lifetimes are these few scraps of paper remaining hidden from the Kingdom's ovens in the harsh winters. Most containing magical information protected with various charms, so that they cannot be burned.
But as the inevitable End approaches, we are left with no choice.
Do you remember that last time we went into the past together, when I forbade us to ever return, after we damaged history too much? That interdict is lifted, I guess you could say.

Now, I could let you, Xavier and the others travel back using the ritual you used when you thought I was away. Yes yes, I did notice.
That's why I modified the ritual that I left out so that you'd not damage history accidentally.

So to cut this letter short, as I am running out of page, I have left the two rituals - the original and the protected - in the small chest on the worktable. Further instructions can be found in there.

Oh, and cast a spell of communication to your companions: I think they're setting off on various wild goose chases.

Best of luck,
ASP
"

Xavier looked up with disbelief, and glanced at said chest, before looking back at Arathyra.

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

In the dark times they were in, the guards didn't tend to ask many questions about happenings.
"Er... go on through sir," a young guard replied to Razor, glancing at the bundle with a glint of curiosity in his eye, but he was clever enough to not say a word.

Posted on 2011-09-28 at 19:51:56.
Edited on 2011-09-30 at 09:09:33 by Darren

Topic: Footprints: Part One, Chapter Five
Subject: :(


There was a cough from the table, where DHarem lay sprawled, a hacking cough.
"He told me to meet -hack- to meet him in his tower..."

As heads turned his way, he pointed to the small caltrop that Barbant had tossed at him, stuck in his leg, as he groaned, "My insides are burning... feels like I drank a Magemead..."

He shuddered slightly, "Look in my sack over there, there's some Deathshead antidote and some Runner Venom antidote... I hope it is Deathshead I've been hit with, otherwise..."

Posted on 2011-09-27 at 13:08:45.
Edited on 2011-09-27 at 13:09:14 by Darren

Topic: Gameworld Idea
Subject: Hm


I like the ideas, but I had two thoughts behind these race iterations.
For one, that in their numeric bonuses it be possible to "half" the abilites for half-races.
And also, that we don't have a long list of plus and minus.

I'll think about it. Thanks a helluva lot for the input though.

EDIT: gave the -10% spell failure to the Troll, because it makes sense.
Didn't give any CON though, because otherwise it's the Wizard munchkin's dream.
I may add more races, mainly minorities though, for a little more "colour".

EDIT EDIT: Just understood you, finally. you meant swap STR and WIS for CON and DEX... Thanks

Posted on 2011-09-27 at 12:30:04.
Edited on 2011-09-27 at 12:38:19 by Darren

Topic: Good morning Red Dragon Inn! Or is it Evening? I am never really sure!
Subject: Well


It's still yesterday then ^^

Posted on 2011-09-27 at 09:41:02.

Topic: Gameworld Idea
Subject: SERIOUS POST 2


Cleric Domain modifications: (only the changes, not what stays the same.)

Chaos Domain:
Domain removed, and spells become part of standard Foratist and Irimist Cleric spell lists, with any reference to word "Lawful" and "Unchaotic" replaced with "rival religion". United Clerics cannot cast the spells referring to rival religions, but others they can. Will be properly explained in section on spell lists.

Evil Domain:
See Chaos.

Good Domain:
See Chaos.

Law Domain:
See Chaos.

Knowledge Domain:
Reserved to United Clerics.

Luck Domain:
Reserved to United Clerics

Protection Domain:
Reserved to United Clerics.

Posted on 2011-09-27 at 09:39:39.

Topic: Good morning Red Dragon Inn! Or is it Evening? I am never really sure!
Subject: Well


Mine started fine, I was meant to meet up with some mates to do coursework at about 8 AM.

They didn't turn up. At 9, a guy I went out into town with last night (with said mates too) and who stayed when I left, told me that they got to bed at 6 AM. He was in a hell of a state! I blame the rum and wine.

Posted on 2011-09-27 at 09:26:09.

Topic: Gameworld Idea
Subject: First Serious Post


SERIOUS POST N°1!

Note: no favoured classes. It's always highest-level class that is "favoured".

Oh, and languages? Also left alone. Everyone speaks "Common". Simple as that.

RACES:
Human:
30ft speed.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Note: no changes from core rules.

Elf:
30ft speed.
+2 DEX, -2 CON.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision.
Weapon Proficiency: Longbow, Shortbow, Rapier, Longsword.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Troll:
30ft speed.
-1 DEX, +1 CON, +2 INT, -2 CHA.
Darkvision 60ft.
-10% Arcane Spell Failure chance.

Goblin:
30ft speed.
+1 DEX, +1 CON, -2 WIS.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 size bonus to Armor Class
+1 size bonus on attack rolls
+4 size bonus on Hide checks
-3 size malus to hit with Two-Handed weapons, apart from Spears, Longspears and Quarterstaves.

Korrigan:
30ft speed.
-1 STR, -1 CON, +2 WIS.
+2 to saving throws vs illusions.
+1 size bonus to Armor Class
+1 size bonus on attack rolls
+4 size bonus on Hide checks
-3 size malus to hit with Two-Handed weapons.

HALF RACES:
Combinations take the bonuses of both races as listed below. Combinations will always be Medium-sized with 30ft speed.
Half-Human: Extra 4 skill points at level 1 and 1 extra per level.
Half-Elf: +1 DEX, -1 CON. Immune to magic sleep, +2 to saving throws vs enchantment spells or effects.
Half-Troll: +1 INT, -1 CHA, Darkvision 60ft.
Half-Goblin: +1 CON, -1 WIS. +2 to Climb, Jump, Listen, and Move Silently checks.
Half-Korrigan: +1 WIS, -1 CON. +2 to saving throws vs illusions.

Posted on 2011-09-27 at 09:23:49.
Edited on 2011-10-03 at 12:12:26 by Darren

Topic: Gameworld Idea
Subject: Oh


Silly me for not thinking of that. Thanks! Brilliant idea, Skari. Hooray for Rebuking Undead!

Right, more thoughts.

Goblins and Trolls need their own stats, and not just steal from Halflings and Half-Orcs. For one, Half-Orcs get poor bonuses (a total -2 to stats) and I want to break away from the idea of Troll = stupid, in this vision. I'm thinking +1 STR, +2 INT, -3 CHA (because daaaaaaaaamn, they're ugly.)
Goblins I don't know yet. I'm thinking they're not stupid, just... Hm. perhaps a penalty to WIS and a bonus to DEX and CON.
Oh, and I've decided to stick with Elves and not Dwarves, albeit with a few tweaks to fit the backstory.

AND I need to work on half-races. For one, Half-Elves get the short straw on everything. I think I might just overhaul ALL of the races, from top to bottom. I may go for the simple rule that the offspring of a half-X/half-Y and a full X become classified as full X.
Offspring of a half-X/half-Y and a Z? Human. Makes life easier.

Extra info on classes: you know the stereotypical role of the Paladin, that of justice and law? That goes to the Monk, as now Paladins may as well be called Crusaders.

Oh, and I've come to a conclusion on religions: R1 and R2 are almost dogmatically identical, one worshipping "Forate" (with an é type e) and the other Irimus. Names are probably temporary.
So:

Foratists can be divided into three groups:
- the True Foratists, 40% or so, highly extremist. Death to Irimists, Trolls, Goblins and Wizards! However Elves are the epitome of awesome holiness.
- Majoritarians, 50% or so. Hostile to Irimists, Trolls and Goblins but not violently. Except Wizards, they hate them.
- Reformists, 10%, naturally, open-minded but still distrust wizards.

Irimists into two:
- The Chosen, 30% obviously extremist, death to Foratists, Goblins and Trolls!
- Practicing Irimists, 70%, hostile to Foratists but otherwise open-minded.

The third religion, the United Temple, who believe in both Forate and Irimus, and seek to keep a balance between the two misguided churches, and to limit the damage to innocents.

Gaia worshippers are basically classic druids (note the lack of capital), and mostly only Druids worship nature.

Right, a list of nations, all of which will have racial minorities but I only refer to racial majorities here:

- Temple of Forate, Human and Elf state, at war with all enemies of the Foratists.
- Temple of Unity, mixed-race state, to make sure the United Temple stays independant from any political influence.
- Elf Country... most of the Elves in it are of the pretentious SOB group, believing that only Elves deserve a place in the country. Racist snobs. They mainly think that the Elf nation is in decline with increased contact and trade with other races... (which isn't true, because the Elf state was never great, glorious or powerful to start with! )
- FOUR classic, predominantly human countries, probably kingdoms. Need work, but they'll be easy, as every fantasy world has at least one, if not most, nation(s) like these.
- Troll republic, as a refuge to Trolls being oppressed. The Elf nation is at permanent war with them, and has the upper hand.
- Two goblin countries, hostile to each other, but that don't actually ever fight, as they tend to have bigger problems.
- Human and Troll free republic. Harmony, and preparation for defence. Very new country, but they're preparing for survival in a world where many want their extinction.

Posted on 2011-09-27 at 08:56:44.
Edited on 2011-09-30 at 09:28:57 by Darren

Topic: Footprints Discussion
Subject: Nah


Nah thanks, it would actually have overcomplicated things.

Also, there's WELL enough stuff going on in this adventure. I don't think one plot twist is gonna be missed ^^

Posted on 2011-09-27 at 06:27:34.

Topic: Footprints Discussion
Subject: Bye Thomas


Hmmm, I WAS planning on continuing with the immortality theme, but it just doesn't work, it's impossible to write.

Posted on 2011-09-27 at 06:12:20.

Topic: Gameworld Idea
Subject: First Ideas


Was rererereading Rich Burlew's articles on world-building and began mentally plagiarising: same religious system, same magic system, meaning duality of gods. Wisdom-Divine casters ask for magic, Intelligence-Arcane casters bind spirits to them (in the form of Familiars) and Charisma-Arcane are GIVEN power by the gods.

What if the followers of the two gods in question were at perpetual holy war?
What if, even better... there was a third god? A third religious faction, pseudo-neutral.
What if, even even betterer... it wasn't that simple? In the two opposing factions, there can be several "tendencies" leading to some seeing it as a war and some seeing it as a simple difference of opinion.

Nice.

But the religions won't define countries. We'll have two or three church states, make that two (one for neutral and one for one of the opponents), as sort of Vatican states, just with a little more influence. The rest can be defined by either politics or race, preferably politics.
Races, hm. The world is defined by politics more than occult, so we're going low-fantasy. Humans, definitely. Elves or Dwarves, but not both. Half-Orcs are staying, but they're now being called Trolls. Introducing a form of goblins... make life easier, gonna use Halflings for their stats, with a couple of modifications. Will need to come up with a couple of monsters to give a powerful "animal" enemy, because our Earth's animals aren't dangerous enough ^^

Oh, and I hate Alignment. Bye bye!
So that means half of the Paladin's abilities and some Divine spells become useless.
Solution: only a follower of either of the self-opposing religions can become Paladins (as they're basically crusaders), and whenever "Evil" comes up in a description of any skill, replace it with "*insert opposing religion name here*".

Ooooooooooooh, I'm liking this.

Of course, that means we're directly tossing Blackguard, as Good versus Evil becomes Morally Questionable versus Also Morally Questionable. Bye bye to you too!

Just occurred to me, skimming class descriptions, that limited races means that summoning spells need reworking. Elementals are fine, because they embody one of the four classic elements, and that's sort of ok. Maybe Planar Ally and consorts summon a servant of your deity, and Gate can only summon a servant of your enemy deity, which you bind to your service for some time? ^^
May need to jig this a bit... perhaps Arcane casters have access to only some summoning spells? As in, the worshipping casters cannot use Elemental summoning spells but can use Planar Ally type, and atheists, nature-worshippers and undecided cannot use Planar but can Elemental?
Will also have to limit domains based on Cleric religion, as the 3rd Religion people can't cast an anti-other-religion spell, so we need to give them some positive point to make it up to them... Such as for example giving less domains to War-Religion Clerics.
Oh, also, seeing as no alignment? Rebuke Undead is deleted. All Clerics turn undead.

The Druid, of course, fits into the latter group. They're quite clearly Nature people.

Back to Paladin... what do the Third Religion chaps get? The two warring religions get Paladins, the Nature-worshippers get Druids. Let's make the Monk 3R exclusive. They're very neutral-type characters, when it comes to conflict.

So quick résumé:
- Two religions, some followers at war, some not, and a third "neutral" religion. So a party cannot be composed of two war faring opposing worshippers, otherwise they'd KILL EACH OTHER.
- Nations defined some by religion, some by race, mainly by politics.
- Humans, Elves/Dwarves, Trolls (Half-Orcs), Goblins (Halflings). Animals from Earth, plus two or three animal-like monsters to provide random encounter fodder. Keeping undead though
- No alignment.
- Paladin becomes a warrior-priest for two warring religions, abilities affected, Monk exclusive to neutral religion, Druid to Gaia. Blackguard deleted, perhaps other class changes.
- Spells need rejiggling: spells based on alignment are changed to Anti-Other-Religion, etc.

I hope to make this readable soon, for now what matters is writing this down so I don't forget it overnight.

Posted on 2011-09-26 at 22:43:46.

Topic: Gameworld Idea
Subject: Gameworld Idea


Meh, was bored today, and began work on a gameworld, probably ok for any system (though I'll only develop it intentionally for DnD, more specifically 3.5e, and even MORE specifically using the classes, races, etc as found on the hypertext SRD.)
I'm going to go through it stage by stage in my thoughts, and will eventually reduce it to a useable form. It's brainstorming material, purely and simply, for the moment.

Posted on 2011-09-26 at 22:08:29.

Topic: just curious
Subject: Well...


... I'm unlikely to play (be it this game or any others ^^) but I'll be most definitely lurking.

I've had a read of the rulebooks and in the flavour text I'm not sure I like what I see, but hey, we'll see

Posted on 2011-09-26 at 07:30:35.
Edited on 2011-09-26 at 08:01:23 by Darren

Topic: Footprints: Part One, Chapter Five
Subject: Experience


An'Jantar frowned, "I have seen many people, many friends, fall to the blade of this man. I have heard the screams, and nearly paid the ultimate price myself..."

He sat down on a chair in front of the floored Barbant, now held in check by Bon, bowstring taut.
"By Tithuanan law, guards and councillors in this sort of situation should take assassins to a prison. Mercenaries have no such limitation, thankfully, and are free from prosecution for killing would-be assassins, particularly those assassins that advertise themselves plainly as such. There is no doubt that Barbant is an assassin, as he says so himself."

"Yes, I am. The greatest assassin of all!"

"As I was saying, Varis. Mercenaries have almost literally a licence to kill."
An'Jantar closed his eyes, and a huge spike formed of Magic from Within drove itself into the assassin's chest with a huge crunching noise, killing him before he could open his mouth.

"I think you'll agree with me that this parasite is better as he is now."

Posted on 2011-09-24 at 11:19:56.

Topic: BAB: Chat, Brainz, and Undeath
Subject: BAB: Chat, Brainz, and Undeath


Chat games, about ZOMBIES!

This thread is to check on interest, for one, but also for those interested to mention their main available times.

I'm ok on that front, as I have no lectures from Thursday evenings through to Monday mornings, in GMT+1.

This is to organise possible times (as the majority of people here are on the other side of the pond, if I am unmistaken.)

Posted on 2011-09-23 at 14:51:46.

 


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