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You are here: Home --> Forum Home --> Recent posts by Schnozzle
Topic: Slate Q&A Thread
Subject: ...


For the sake of gameplay I think it's best to act like a superhero that has all his powers but is still learning to use them. Keep your skills, spells, and abilities as they are, and if you feel it's appropriate to act surprised or impressed by them, that works for me.

Posted on 2016-03-18 at 13:45:55.

Topic: Slate Q&A Thread
Subject: ...


Yeah, you can see and hear everything that's going on at this point.

Posted on 2016-03-18 at 12:53:07.

Topic: Slate Q&A Thread
Subject: ...


Just a friendly reminder, the update is going up Saturday night whether you have posted or not. I hope this doesn't come across as pushy, I just want to keep the forward momentum going.

Posted on 2016-03-18 at 12:11:21.
Edited on 2016-03-18 at 12:24:04 by Schnozzle

Topic: The origins of the facelick
Subject: I am a great necromancer!


Rise from your grave!

This thread deserves to see daylight again.

Posted on 2016-03-16 at 21:54:38.

Topic: Slate Q&A Thread
Subject: ...


You're back. Aren't you? Didn't I say you arrived a few minutes later?

Posted on 2016-03-16 at 21:18:42.

Topic: Slate Q&A Thread
Subject: ...


Is everyone good? I was hoping to see a few more posts by now...

Posted on 2016-03-16 at 20:47:47.

Topic: Buried Evil Q&A
Subject: Introducing Aedan Autumnshand


I'm going to need some help with the actual character sheet as I'm a 3.5/Pathfinder person primarily. Here's what I have at the moment

Name: Aedan Autumnshand
Race: Human
Class: Rogue (Bard)
Alignment: Neutral Good

Stats:
STR 12
DEX 14
CON 13
INT 16
WIS 10
CHA 15

Physical Description
Eyes: Blue
Hair: Thick, Black, and short.
Skin: Tan from years of work.
Height: 5' 9"
Weight: 140
Age: 23

Flaw(s): Stammers when intimidated.

Background:
A cart rattled out of Wilwarin one day, its load of fresh apples from Lockshir Orchard bound for Ashfall Castle. A watchful crow might have spotted amongst the red fruit a flash of blue. Aedan had, in his estimation, stowed away masterfully and now was headed for adventure. He couldn't quite reach his pen or the fresh journal he had picked up just the day before, but if he could he would have written a song about sweet smells and of hooves on a well-trod road.

That night he slept the best sleep of his life. The clueless merchant had made camp by the banks of the Moss, and the river made a pleasant rumble that carried him off to the dream lands quickly. Of course it wasn't the most comfortable bed in the world, and his dulcimer made a horrible pillow, but at least he didn't have to spend one more night in do-nothing Wilwarin. As he close his eyes, he thought of the backbreaking, thankless work in the orchards, of Laora and Albin. Aedan was only thirteen, but he knew what slave labor was. Even if they were his adoptive parents. The cramps in his legs and back were a small price to pay for freedom.

He awoke hours before dawn, drenched and freezing. His eyes snapped open, and to his surprise the moonlight illuminated not the backsides of apples, but an extremely irate man in his nightclothes.

"You snore like a damned owlbear. Now get outta my apples. Don't want another stowaway eating up my profits," the merchant said, bodily lifting the boy out of his merchandise.

"I can explain," began Aedan. He had managed to suppress his stammer. "I was..."

"Trying to get out of Wilwarin? There's no need to explain that, boy. What you need to do is explain to me why I shouldn't tie you to that tree and take off for Ashfall alone. I assume you don't have any money."

Aedan shook his head vigorously, knowing the man was trying to give him a chance. A thought arose, an exciting prospect. "I, I, I can play! I'll play and sing songs for you, I'll write a song about you, the noble merchant who, who, who saved me from a life n, not worth living!"

The merchant looked unconvinced. He glanced toward the sleeping horses and the remains of the campfire and sighed. He looked to the stars and rubbed his temples.

"That won't do. Can you tend horses?"

Aedan smiled, a gesture whose power he hadn't yet discovered. "I can tend horses, yes sir," Aedan said, finding his tongue again. "I can tend animals, hunt and fish, make fire, heck I can drive if you'll let me. "

White teeth shone from behind the merchant's thick black beard. He chuckled and tossed the bucket he had been holding to the side of the cart. "Don't oversell it, boy. Name's Jon White. Go warm yourself up."

It was the beginning of a long friendship. Aedan spent several years traveling with Jon, earning what he could playing the dulcimer in this town or that tavern, but in truth he always looked to the next journey afield. No boastful knight could tell a tale that would satisfy his longing for a real experience. The lure of gold held no sway over him but if he could write a song, no, if he could write THE song that would be remembered a hundred years hence, he would face any army. Then one day, he got his chance.

Personality:
Aedan doesn't consider himself a hero as much as a chronicler. He's seldom the first to draw a blade; although he prefers to inspire his allies with song, he is quite capable in battle as well. He is always making notes, whether in his notebook or mentally. This can lead to him coming off as a rather distracted, but the truth of the matter is he's usually just trying to find the right adjective to describe the bandit's sneer, or figure out the exact shade of that dragon's scales.

When it comes to personal interactions, Aedan is quick with a smile and a joke. Having spent a number of years with the merchant Jon White taught him much about how the mind works, and as a result he can sell anything. Like Jon, he tries to be understanding of everyone he meets. He doesn't hold grudges, and if he meets someone in need, he does his best to help out.


Posted on 2016-03-16 at 16:58:55.

Topic: Slate Q&A Thread
Subject: ...


Post them here, that way you can discuss potential uses.

Posted on 2016-03-15 at 22:28:19.

Topic: Slate Q&A Thread
Subject: ...


Don't worry about initiative, let me worry about initiative. Make your post, I'll get it in the proper order.

Posted on 2016-03-15 at 22:22:28.

Topic: Hey all, I'm new here!
Subject: HI CAPTAIN


Welcome to the Inn. I see Ody has already provided you with a towel... Good.

Posted on 2016-03-15 at 19:57:02.

Topic: D&D with a Horror Theme...
Subject: ...


He sounds like a masked wrestler with a thirst for revenge. Tell me he's a masked wrestler with a thirst for revenge.

Posted on 2016-03-15 at 15:57:38.

Topic: D&D with a Horror Theme...
Subject: ...


I have found myself spending a lot of idle time on the Inn of late. Perhaps I could add another game to my agenda. Before I commit to sketching out a character idea, I have a couple questions.

1) You said the game is horror themed. Are we talking classic horror tropes, more Lovecraftian, or something else entirely?

2) To what degree should the setting inform character creation?

3) How long in real-life time do you expect this game will take to play out?

Posted on 2016-03-14 at 22:29:20.
Edited on 2016-03-14 at 22:37:42 by Schnozzle

Topic: Slate Q&A Thread
Subject: ...


Questions for the GM

Do the symbols on the map indicate that they are up close to the shelter?

Yes, but if you want you can roll it back a little and try to stop their approach.

Or still back where it says "Feral Men and cleric?"

That was meant to be a key, although I dropped it a long way from the first key.

There seem to be symbols inside and outside the boat, so I'm not quite sure exactly where things are.

* The off-kilter squares along the outside of the boat are the feral men. Each color of those squares represents a certain status, which I will explain in a moment.
* Each letter inside the shelter represents a character with a corresponding initial (Damian gets DD, Dax gets Da when he is back on the ground).
* The light brown lines represent walls that offer line-of-sight cover.
* The light brown squares represent supports (they offer similar cover)
* The stars represent clerics, two inside and one in shackles outside the pavilion.
* The big red circle is the fire pit area.
* Full blue square is where the horse is parked
* Dark brown full square is where the cart (and water) is parked.


How are these folks armed? Any bows or other ranged weapons?

* The red squares are wielding greataxes
* The green ones wield longswords (and have a bow on their back),
* The light blue square wields a dire flail, and has a bow at her back as well. The Changed animal stands closest to her.
* The pink square carries no weapon, but doesn't look intimidated either.

How far away were they when they stopped?

They approached to the very edge of the pavilion.

Any that look like they might be spellcasters?

Yes, the girl who is represented by a pink square on the map seems to be a spellcaster (due to her lack of weaponry)

How fast or easy would it be for someone to climb onto the shelter? (Essentially, how safe is Dax?)

You had very little trouble climbing up the slope.

Are they still in a spot Dax could use his bow on them?

Yes, by standing on the peak of the boat you could rain sharp sticks down on them, at the moment.


Posted on 2016-03-14 at 21:46:57.
Edited on 2016-03-14 at 22:29:44 by Schnozzle

Topic: Hello I'm New
Subject: ...


Welcome to the Inn, Boo Boo! It looks like you've already met the welcome wagon - you can see why we call ourselves Inn-mates! Pull up a chair, get comfy, and enjoy a nice pint of Old Froth'n'Slosh, our patented pale stale ale that's so light the foam is on the bottom.

Posted on 2016-03-14 at 16:44:47.

Topic: Slate Q&A Thread
Subject: Map


Here's the current situation as I see it. Names are by initials, Dax isn't listed because he's on the roof. If you are unsatisfied with your location let me know, I tried to go by what I knew about the characters.



Posted on 2016-03-13 at 22:09:26.
Edited on 2016-03-13 at 22:39:35 by Schnozzle

Topic: Slate: The Hundred Years of Rain
Subject: Encounter with the Feral Men


On the rooftop, Dax lay prone, most of his body concealed by the slope of the ancient hull. He shouted down each bit of information as soon as it became large enough for his telescope to resolve. "Seven people approaching. One might be a prisoner - surrounded and moving against his will. Robed. They don't look like city people. Also a creature. Maybe a small bear. Can't tell, but something is off about it."

A few minutes later, "Definitely a cleric. He's in shackles. The rest are armed but not ready for a fight. No, they spotted us. They're going to come at us sword in hand." He settled into his position, doing his best to maintain a line of sight with the presumed enemy while still remaining concealed on north side of the rooftop.

Geoff arrived at the pavilion several minutes later, out of breath. He had sprinted almost the entire distance back, as a sense of urgency had overcome him when he saw the scene afield and the rain approaching fast. It was almost five minutes before his companion Jacob returned. The seasoned traveler had known exactly when the rain would strike; and he saved his strength. Something was different now; everyone was tense as if waiting for something.

Tolly quickly caught them up to speed, though there was almost no need. The words had barely left his lips, the situation hardly described in full, when the gang of feral men came into full view. Brother Garrat and Father Tolly disappeared suddenly into the rear of the pavilion, each hoping they had not been spotted. They were brave men, but they were not fools. Whatever was happening, it was targeted at clerics.

There were six of them, three men and three women, each clothed in the most bedraggled sort of way. Between them in shackles was an old man, his robes almost completely brown with dust but still showing the Triskele in several places. As the group approached, it became apparent that the animal Dax had spotted was one of the Changed. Where its ancestors had run on four legs, six now raced along the ground. Sitting above rows of needle-teeth, its eyes glowed a brilliant shade of blue. The others' faces soon came into view as well, each a disfigured mirror of what they once were. The rain had not been kind to them. Swords and axes flashed in the dying light, and one seemingly the leader, carried a two-headed flail.

Upon reaching the pavilion the gang spread out along the exterior, the old cleric still in their middle now nearly too exhausted to move. The first to speak was a woman who stood nearly a head taller than her companions. "City folk" she spat. "What would a pitiful bunch like you be doing on the road with... what this? Barrels and barrels of water. Why, I don't think I need to hear the answer." She glanced at the old man on her left, and her eyes glittered knowingly. "Give us half the water and we'll spend the night in peace."

Thunder crashed nearby, a grim reminder that fight or truce, it must all be done in but a few minutes' time.

Posted on 2016-03-13 at 21:53:12.
Edited on 2016-03-13 at 23:13:26 by Schnozzle

Topic: Slate Q&A Thread
Subject: ...


But you tried to fight it!

Posted on 2016-03-13 at 20:35:34.

Topic: Corrupt a wish
Subject: ...


Wish granted. Gary Gygax is alive and he's enforcing copyright laws on all online derivatives of D&D, including this forum.

I wish I could open a brewery.

Posted on 2016-03-13 at 10:32:27.

Topic: Tumbleweeds, again
Subject: ...


Ol' Falafels, are you thesponsible for ris?

Posted on 2016-03-10 at 16:27:16.

Topic: Tumbleweeds, again
Subject: ...


I see what you did, Olan. I know.

Posted on 2016-03-10 at 15:55:00.

Topic: Slate Q&A Thread
Subject: ...


It would be fair to say that, yes. I've never seen one this size, but the concept is close enough.

Posted on 2016-03-10 at 06:56:07.

Topic: Slate Q&A Thread
Subject: ...


A Map!


Posted on 2016-03-09 at 21:54:44.

Topic: How to be a great GM
Subject: How to be a great GM


I've been watching this great series on how to be a better GM. This guy really seems to get it, maybe you'll find him inspiring.

How to be a Great GM

Posted on 2016-03-09 at 20:58:02.
Edited on 2016-03-10 at 11:03:33 by Bromern Sal

Topic: Slate Q&A Thread
Subject: ...


I sincerely apologise if anything I say or have said about the setting so far lacks clarity. This is my first play by post game that I have DM'd, so feedback good or bad is truly appreciated.


>>So, what is this shelter we are in like?
The pavilion is open on three sides, made from a single old boat. Essentially it is a boat flipped upside down and propped up on one end.

There are three rooms at the back of the pavilion that aren't really rooms, just privacy walls opening into the main

>>Would it be hard to break into?
It's open on three sides.

>>Is there more than one door?
There are zero doors.

>>What side are the entrances on?
The closed off side is to the northeast.

>>Windows or gaps of any sort to look out of?
That's nearly all there is. The latrine is at the rear of the hull and is vented, but has a leather window cover in case of night use.

>>Is there anything in it?
One of the rooms is a latrine. There is a clear firepit that has been used many times.


>>Basically, what sort of setting are we looking at in case this turns into a fight?
I will draw a map tonight.

>> Low profile.
I'll note that.




Posted on 2016-03-09 at 16:11:50.
Edited on 2016-03-09 at 21:53:01 by Schnozzle

Topic: Slate Q&A Thread
Subject: Som clarification.


I assumed the journey as a 15 minute hustle, which is already x2 standard speed meaning 600 feet per minute. This makes the distance 9000 feet or 1.7 miles.

Running all the way back at x4 would mean you could make back it in half the time. However, you simply can't keep up that pace for very long - you can run a number of rounds equal to your constitution score.

You can make a CON check DC 10 to keep running, +1 DC for each time you have done this already. So, for a CON score of 10 you can run for one minute without stopping - 1200 feet. This means you would have to make 7.5 (Round to 7 because I'm nice) CON checks increasing from DC10 to DC16.

Obviously for higher CON scores you could make it a little longer. Scott, your character has a CON of 12, meaning he needed to successfully make 6.25 (round to 6) checks to make it back in 7:30. You failed two rolls including your final roll, and I added a minute for each rest, plus I assumed you would simply hustle the remainder of the way after your last fail. This works out to approximately 10 minutes.


I hope that clarifies things for everyone. Father Tolly's spell is still active. If you guys think it wise, he will make some noise to get the Jacob and Geoff's attention.

EDIT: http://www.d20pfsrd.com/alignment-description/movement

Posted on 2016-03-09 at 16:00:34.
Edited on 2016-03-09 at 18:04:36 by Schnozzle

 


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