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You are here: Home --> Forum Home --> Recent posts by Axiomatic
Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: Full?


We technically are, but I'm expecting some players to not be able to start with us anyway. You're fine.

Posted on 2014-08-29 at 16:57:30.

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: Hold it in people!


We're still getting this done I promise! We have some more players PMing me right now

Posted on 2014-08-23 at 16:16:46.

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: -_-


1.) No, they already get their own stuff. It's not really magic or anything, but it's still something more. If anything, monk is about using as little as possible other than the body you were born with to rise against challenges and concentrate on philosophies and stuff. In this campaign setting, monks are most likely becoming monks to get away from all the magic hocus pocus going on.

2.) No, you don't start with that gold. I said you don't start with gold, but you get to start with 3d6x1000 gp worth of items.

3.) That really just depends on the character you have. Id have to see what you want to do, bla bla bla. Depending on the item, I may or may not require you to craft it. I honestly want to avoid crafting items so there won't be conflicts in this XP system, but if they really want to craft items, then I guess they can have one or two, depending on what they're crafting, if they meet the prerequisites, etc.

4.) That would be OR. I don't want any 18 sextuple juggernauts running around just yet.

5.) No, I'm not putting a house rule in a game unless if it's in the list. I'm probably not going to use ELS again until I see how it goes in Relistan 1.

6.) If you mean classes like the Templar, then no, probably not. That requires too much discipline. Hence the name "Discipline". If you can give me a solid argument that your class fits in this setting, then I'll OK it.

7.) Yeah, those races are fine as long as their LA doesn't exceed +7. I'd like everyone to have at least 1 level of an actual class before starting the game.

Posted on 2014-08-20 at 01:13:11.

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: Right!


This reminds me. I need to tell y'all some things that need to be put in your backstory:

•How you acquired your current equipment

•Some vague or detailed description of testing your mettle against the world from the Level Adjustment (what happened that caused you to gain levels of whatever class you had in your LA?)

•For each feat/ability you have, be able to describe what your character does to have that ability or did to figure out it was possible (For example, a swashbuckler with Acrobatic Charge could say years of climbing, parcour to runaway from those he stole from, and so on let him figure out how to charge over difficult terrain). I don't want some unexplained, optimized character running around. I consider choosing feats/abilities based on what would be the most beneficial for future quests that would be unrealistic for the PC to suddenly level up and just have with no explanation.

•A personality. Make your character fun and/or interesting to RP with. As long as everybody doesn't do this, I don't see anything wrong with being a stereotype of your race.

Posted on 2014-08-18 at 18:28:54.

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: Equipment purchasing


For your question, I-Binary, the amounts that you craft count towards the total amount of stuff that you start with. I just don't want someone spamming craft and then saying he has like a million things because of things. And things.

Oh and I'm back. ^.^ I'll be answering stuff on the car ride home, but once I get home I have a tent to clean and homework to finish.

Posted on 2014-08-17 at 14:03:15.

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: Probably


There's the first Archangel that I haven't met, and then there's Archangel517, who's my friend that I dragged on here since he was complaining about how difficult it is to get enough players to be regular attendees to sessions.

Posted on 2014-08-15 at 19:45:45.

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: Excellent question


Well lets see......

SirSadaar might be joining, and if he does he will have this Fighter/Rogue build that was pretty slick.


Archangel517 expressed interest to me when I talked to him in person, but he's still yet to log in and post to confirm.

Posted on 2014-08-15 at 18:24:31.
Edited on 2014-08-15 at 18:25:08 by Axiomatic

Topic: Someone from a Long Time Ago
Subject: Whoo!


Talk about easy advertising!

But yeah it's pretty nice. The main new thing I'm trying out is a simplification of the XP System.

Oh and hello. ^.^

Posted on 2014-08-15 at 18:05:52.
Edited on 2014-08-15 at 18:06:36 by Axiomatic

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: Awesome!!


All right, I'll PM you your spell list. I'm assuming that your spells are innate?

And yeah, you can use a 38 point-buy for this (DnD rules, aka your stats are at 8 by default).

If you limit yourself to 25 points, you receive 4 more skill points.

If you limit yourself to 32 points, you receive 2 more skill points.

Posted on 2014-08-14 at 19:51:30.

Topic: Requesting opinion on some Homebrew rules
Subject: Requesting opinion on some Homebrew rules


XP SIMPLIFICATION

Each level (including level 1) has a requirement of 10 XP to level up. The amounts of XP to gain for any level is equal to (your level +1) times ten. Essentially, to be level 20, you need 200 XP. For level 3, you need 30 XP. At level 2, you have 20 XP. TO get to level 2 to level 3, you need to get 10 more XP than you already have.

1.) When calculating XP for encounters, all players gain 1 XP. If the encounter was significantly challenging, the PCs that experienced this significant challenge gain at least 1 extra XP (DM's digression). If the CR for the monsters/enemies/discussions was lower than what would be considered a challenge for the PCs, no XP is gained. This is based on the idea that you will only get better at something if you continue to challenge yourself and attempt harder things (such as adding weights to deadlifts).

2.) A character made to start play at level 1 starts with 10 XP points. Since there are bonuses from growing up into your class (such as x4 skill points at first level and taking the maximum HD), this training is represented in your 10 starting skill points.

3.) Since every level requires you have XP points equal to 10 times that level number, , you may find it hard to divide 1 into a whole number when calculating XP penalties from multiclassing (otherwise you defeat the purpose of this variant rule). Instead, the PC "burns" some XP from encounters at this level. The first few encounters a multiclassing character completes that have a significant amount of difference in levels (at least two) receive this penalty. The first X number of encounters this PC goes through without gaining the minimum 1 XP at its level is equal to the difference between the highest level and lowest level he is in his classes, divided by two. The exception to this is if the character is going to prestige at the next level, in which case it receives XP as normal. (In my opinion, multiclass penalties are counterproductive, and I would just say to not include them ever anyway).

3a.) Due to the logic presented in rule 1, you could have a "penalty" that replaces this one. The rule is that the PC has to focus on the abilities of the class they are leveling up in next, and has to use them significantly moreso than the abilities of other classes in encounters, else forfeit gaining XP that encounter.

4.) There are some spells/powers that cost XP to cast/manifest, and there are also many items that cost XP to craft. In my opinion, this XP cost is due to how much time you spend creating this item. While it makes sense that you may not be as good at many things because you've spent so much time away from it while crafting this magic item, it doesn't make much sense that it would take just as much time to gain that XP back as it would have been before. However, you could also say that crafting a magic item physically takes away your power, and you are imbuing parts of your memories and spell mastery into the item you are crafting. Due to this, I have multiple solutions for this XP cost problem that arises, as shown below:

(these refer to the idea that it drains energy from your body)
4a.) You can only craft 1 item per level.
4b.) The XP cost for crafting is equal to the CL/ML requirement divided by 3, rounded up.

4c.) In either case, for XP components to spells and powers, the cost is equal to the level of the spell or power.

(these refer to that it takes up so much time/energy that you neglect your trade a bit or are too "tired" to do other things afterwards)

4d.) Upon crafting an item, you find it difficult to use the highest level of spells or powers you know. Starting with your highest level of spells/powers known, you are denied your highest X levels of spells/powers (where X is equal to the CL/ML requirement of the craft divided by two) for 1d6 days.

4e.) Spells that require XP to cast still cost XP with this logic- they definitely drain your life force away. You can either do the same as 4c, or you can take 1 damage per level of the spell/power.



Posted on 2014-08-14 at 19:45:36.

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: House Rules


1.) See above for how selling and bartering is handled, along with adding spellcasting/psionics to your class.

2.) Due to possible difficulty of accessing manufactured arms and armor, a character may forfeit all martial weapon proficiencies (must have proficiency in at least 5 martial weapons) in order to gain the Monk's Unarmed Strike class feature.

3.) Multiclassing doesn't inhibit XP.

4.) XP required for each level is that level number multiplied by 10. For example, level 1 requires 10 XP that you start with for free. Level 2 requires 20 XP, and so on. At the end of each encounter, you gain 1 XP. If you performed exceptionally well in the encounter, or became victorious despite what seemed to be unbeatable odds, you may receive more XP (but never more than 3).

5.) Due to how gold isn't really used and how XP works, magic item creation and some magic components don't work in the same way. All XP costs are reduced to 1 XP/2 spell levels (for example, Wish costs 4 XP to cast). XP and Gold are also not required for creating magic items. Instead, you must roleplay out getting the needed materials, and can only craft as many magic items whose cumulative CL requirements add up to less than or equal to your own caster level. If a spell has a material component that isn't that expensive (such as jump requiring grasshopper legs), that material component is treated as a focus component instead of a material component.

6.) Add Appraise, Profession, and Survival to your class skill list if I haven't had you do that already.

7.) If you do not post your response when it is your turn within three days, I will post for you or "voluntell" someone else to post for you.

8.) We start at level 8, but all races have a level adjustment of +2. These two levels are filled with your race's favored class (you may substitute barbarian, bard, druid, fighter, monk, ranger, soulknife, or warlock instead of your default favored class. For purposes of animal companion or familiar abilities, you may add your main base class's level to your effective Druid level or whatever-level for terms of tricks and what animals you can use and bla bla bla.). If you don't want to do that, then your +2 level adjustment can instead grant you 2d8 HD, +2 STR/CON/DEX, +2 WIS, and an extra feat. With this bonus feat, everyone taking this option would then have 4 feats minimum and two +1 stat growths, for those of you that didn't want to have to figure it out on your own.

9.) Going through cities will be pretty similar to going through dungeons.

10.) Don't be that selfish character or hopeless bum, please. Most of the world around you will already be full of either selfish people stealing from others or hopeless mopers that think all has gone to hell/that the world is ending. Be someone that stands apart from everyone else. This campaign is dark, for sure, but that doesn't mean you're not allowed to be (occasional) comic relief or a beacon of hope.

Posted on 2014-08-13 at 21:20:28.
Edited on 2014-08-18 at 18:59:02 by Axiomatic

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: Tomeraith- an undead campaign (I'd like active players please)


Okay, I'm making a 3.5e campaign here. The original idea for this was when I was talking to I-Binary the other day about when I was getting my other campaign started, and I responded that I already started it and are just waiting for the next person in the turn order to post.

(Negligible Note: This undead campaign takes place on the continent of Relistan from my past campaign, but it takes place in a different time period and in a different region, so you don't really need to read up on that if you don't know anything about the continent. I just thought it would be interesting for my Relistan players to know that.)

This campaign takes place on an unnamed continent (it's called earth by the denizens, for it was before anyone discovered their world on the material plane was round). Due to the huge amounts of undead, technology has been at a standstill at an equivalent to medieval times (like standard DnD games), and there is a high abundance of magic in the world to be focused on and expanded upon to try to defeat the undead masses.

The undead compose of many SRD monsters, but there is a homebrew undead monster that is being introduced called the Tomeraith. Tomeraiths are a hivemind undead that exist in a heirarchy of ranks for purpose and power. Their creation process is unknown. A Tomeraith is a lifeless body being driven around by some source of pure knowledge, and all the cuts, scrapes, and any other wound in the body at the time of death is being held together by eldritch stitching that is in the shape of runes, which give Tomeraiths some Invocations along with some manifesting or spellcasting (but never both). Since a Tomeraith's talents are powered from their runes, which hold their bodies together, a Tomeraith's spell/power save DC is modified by its Constitution modifier. One thing to understand, however, is that a Tomeraith is not the body- the body is merely a vessel being controlled by the Tomeraith. Outside the body, a Tomeraith is an incorporeal form that is pure knowledge, and is actually quite harmless. Upon leaving a body, the Tomeraith is scattered. Since it was a being of pure knowledge that was part of a hivemind, defeated Tomeraiths are flushed back into the overall Hivemind, and its power is distributed evenly amongst all the other Tomeraiths that still inhabit bodies. Therefore, for every Tomeraith defeated, the other Tomeraiths become stronger because of it. There are theories of a "Queen Mind" of sorts, but no progress has been made on this idea. Since Tomeraiths can inhabit any dead body or form, there have been Tomeraiths of all shapes and sizes. Over the past couple centuries since Tomeraiths have appeared, they have begun to create bodies specifically for "Entomer," as it is called, or the process of a Tomeraith gaining possession of a corpse. These Tomeraith-designed bodies/corpses are very Lich-like in appearance (but are in no way as powerful as a Lich, unless a Lich is possessed somehow).

CAMPAIGN SETTING-SPECIFIC MECHANICS

Due to the Tomeraith dilemma, the world is rather run down, and doesn't function at the same form of lawful structure as most kingdoms did in the medieval ages. You will rarely ever use gold pieces in this game. While you will roll to see how much gp you can spend on starting equipment, you are not allowed to start off with more than 15 gp, or with 50 gp if you are at least at a Complex age. Furthermore, the Profession skill doesn't work in the same way. Instead of receiving gp, you receive bonus XP. You always gain 1 XP on a successful Profession check. (See how I handle XP in my second post).
If you have Skill Focus (Profession), you may use your profession to pay off receiving an item through your service. The DM (me) has to agree that the seller would like help that your profession would provide, but the DM also needs to be creative in what things the seller could have the buyer do. For example, a sailor doesn't know a thing about wandmaking, but he could certainly help a wand seller ship stock overseas. The DC for the Profession check is determined by the difficulty of the tasks asked of the one in service, not the "price" of the item received. If you have Skill Focus (Diplomacy), you may use diplomacy checks to improve barters and servitude evaluation in your favor (DC 13).

As one can imagine, there is a high mana concentration in this world, so it's extremely unlikely for anyone to not have some sort of magic, psionic, or withcraft talent on them (monk abilities count as a mana-related talent). Every character has some sort of spell allotment, power point allotment, or invocations to use at their disposals. If your base class does not provide such mana-related talents, you may apply them as described below:

1.) Cantrips and orisons may be cast indefinitely. Any spellcaster can cast cantrips even if they haven't gotten to first level spells yet. These characters know 4 cantrips.

2.) Manifesters don't have cantrips, but they can choose to have a number of 1st level powers known equal to their key ability modifiers that can be manifested without a display.

3.) You can choose to have your ability be innate, trained, or divine. If it's innate, your instinct fuels it, so your key ability is Charisma. If they're trained, use Intelligence as your key ability. If it's divine, use Wisdom as your key ability.

4.) If you're a spellcaster, you can choose to have your spells be spontaneous or prepared in advance. If you have to prepare them, you learn spells as a wizard does (with no school specialization). Spontaneous spellcasters learn spells at the rate of the Hexblade or Bard, depending on your BAB progression.

5.) Spellcasting: Your spell allotment is determined by your BAB.

--+15 capstone BAB: Your daily spell allotment is identical to the Bard.

--+20 capstone BAB: Your daily spell allotment is identical to the Ranger.

6.) Psionic powers known, power point allotment, and maximum power level known is determined by your BAB.

--+15 capstone BAB: You have two options- you can choose to learn 1 power per level or learn powers as a wilder does. If you choose the first option, your maximum power level known increases identical to the psychic warrior. If you choose the wilder option, your max power level known increases as a wilder does also. Regardless if you choose one option or the other, your capstone of power points is 127 (see the Psychic Warrior class).

--+20 capstone BAB: Power points and max power level known increase in the same manner as the Lurk class. Powers known increase at the same rate as the Wilder. Soulknives automatically receive this option, even though they have a BAB capstone of +15.

IF YOU DIDN'T UNDERSTAND ANY OF THAT, PM me what class you want to be, and I'll email a spreadsheet to you along with a spell or power list.

IF YOU DON'T WANT ANY SPELL OR POWER STUFF, that's okay- instead, you gain Spell Resistance, Power Resistance, or Energy Resistance (choose 1 type of energy other than Force) equal to half of your HD (rounded up) plus your base fortitude bonus.

Many base classes function differently or have new variant abilities for you to use, and there are also some new prestige classes. The effected classes are the Bard, Cleric, Druid, Fighter, Ninja, Paladin, Ranger, Warlock, and Wizard.

BARD- Spells may be prepared in advance instead of spontaneously cast. If this is done, then the bard need not perform a song for the verbal component of the spell.

CLERIC- Good Clerics gain a bonus domain (healing). Evil clerics gain a different bonus domain (destruction). Good clerics may expend a daily use of Turn Undead to add a +1/four levels circumstance bonus to attack and damage rolls against undead.

DRUID- druids may choose to take a variant ability to Wild Shape, called Necroshape. Necroshape allows a Druid to literally turn undead, transforming into a walking corpse. In this form, a druid and her animal companion gain the undead subtype. In this form, they gain Master of Disguise, allowing them to take 10 on all bluff and disguise checks on any creature that didn't see them transform or know of their transformation. Creatures that know of their transformations add their Intelligence bonus to the DC's for the druid's disguise and bluff checks. Master of Disguise cannot be applied to feint attempts.

FIGHTER- If arcane spellcasting is added, they can cast their spells learned as a Fighter without arcane spell failure in masterwork armors. They also add Bluff and Tumble to their class skill list.

NINJA- Ninjas are..well, ninjas. They can make a reflex save (DC 20) to jump an extra number of feet equal to their total number of ranks in jump (plus their Acrobatics bonus).

PALADIN- Paladins get a bonus fighter feat at every third level.

RANGER- Obviously, they have some new Favored Enemy options. However, you cannot choose "Tomeraith" as your favored enemy. When it comes to selecting your favored enemy, treat "Tomeraith" as a subtype, the same as you would treat Outsider, Goblinoid, and so on.

WARLOCK- Warlocks in this world can be creatures that used to be under the influence of a Tomeraith, had an exorcism, and were then resurrected in such a way that they lost their class levels of whatever it was they had before. If this background is chosen, replace "Fiendish Resilience" with a bonus feat. You can choose between Toughness, Improved Toughness, Psionic Body, or Improved Natural Armor. You need not meet the prerequisites for those feats. Most importantly, Warlocks use Constitution for their key abilities, not Charisma.

WIZARD- Wizards are part archaeologist: since society doesn't exactly have the means or funds to provide magic schools, these hardy folk need to dig around for tomes of magic and spellbooks to learn spells on their own. They add Appraise, Forgery, Profession (Archaeologist), Search, Speak Language, Survival, and Use Rope to their class skill lists.

Posted on 2014-08-13 at 21:00:19.
Edited on 2014-08-13 at 22:18:47 by Axiomatic

Topic: Player looking for game
Subject: Whoo!


I'll send him a PM like you suggested then to see if he does! Thank you! ^.^

I really hope he does. Otherwise I'll be very very BORED.

Posted on 2014-08-12 at 18:39:13.

Topic: Player looking for game
Subject: Do you mean "Need a Lady for Trilogy"?


The problem there is that I'm not a lady, so I can't join it.

It's not that I have a problem with RPing as a female, though; it's just house rules for that game. :\

Posted on 2014-08-12 at 16:12:12.

Topic: Padre's Chat Game
Subject: ONE SECOND


A miracle has been bestowed upon us. All hail Base god!

Posted on 2014-08-12 at 00:48:03.

Topic: Player looking for game
Subject: Player looking for game


I honestly don't care what the edition of D&D it is, or if it's Pathfinder, or any other game I don't know of. (The catch would be you'd have to explain it to me if it's not 3.5 or maybe 5e)


I just have this urge to play as a Dwarf wizard or rogue, and I'm not really playing in any games or DMing anything super active (although that may pick up later if everything goes according to plan...)

So any takers? I'll be something else if y'all don't need another arcane Spellcaster or scout/expert.

Posted on 2014-08-11 at 23:36:06.

Topic: Padre's Chat Game
Subject: Technical difficulties


I am only able to access this website via my phone.

My phone does not understand that which is DragonChat, so I think I might not be able to join.

Posted on 2014-08-11 at 23:29:52.

Topic: City of Upper Babel- Relistan Campaign
Subject: Formatting


((You're absolutely fine, but I'd prefer if you would go like:

[FORT vs smell: non-natural 20]
[Balance: 26]
[REF vs slippery: 18]

And such, making sure it's on a new line, all nice and separate from the bulk of your text. It's just a tad easier to read and stuff.))

Posted on 2014-08-07 at 21:36:14.

Topic: City of Upper Babel- Relistan Campaign
Subject: Officially Bumped


((Turn order:


The following players will be referred to as "Group 1"
-SirSadaar
-Takley
-Brundel
-I-Binary

The following players will be referred to as "Group 2"

Padre J Roulston
Archangel517

EDIT: I forgot to mention this, but you can go more or less out-of-order as long as you're still in order with your group. For example, if Padre wanted to post before SirSadaar, he could, as long as both groups are still separated.))

Upper Babel's sewer system.

None of you remember how you ended up at the sewers, but as your eyes peel open from apparently being unconscious, you find yourselves fully in-tact and not much different than how you last remember yourself being.


Either group stands at two different entrances (more like dead-ends) to the complex system, and the damp and disgustingly sticky floor at the entrance gives away about ten feet ahead to a 20-foot wide hallway of sorts. There are 2-foot stretches of metallic surface on either side, and in the middle about 10 feet wide is a current of water that's essential to any sewer system.

[Attempt to walk across these narrow walkways on the walls requires a balance check, else make a Reflex save to catch yourself from falling off.]

Water dripping from the various chutes and piping above can be heard, and the stench given off by what was most likely bathwater and toilet sewage is very unpleasant.

[Everyone must make a FORT save. Padre, your nose is super sensitive, so you must make a FORT save with a higher DC than normal.]

Group 1:

About 25 feet ahead of where the water channel starts, there is a 4-way "intersection" of multiple routes, each heading off in different directions that make 90 degree angles with each other, like the 4 cardinal directions on a compass rose.


Group 2:

15 feet out from the start of the water is a drop. You can't see the bottom from this angle since a wall follows the drop down, making it seem as if this sewer system is comprised of many narrow tunnel-like passageways.

[Archangel517, your PC has a stain on his suit jacket. It looks as if it got some sort of oil on it, but your PC hasn't necessarily noticed this stain yet.]

Posted on 2014-08-07 at 19:07:02.
Edited on 2014-08-07 at 19:24:03 by Axiomatic

Topic: Padre's Chat Game
Subject: My Free Nights


(Subject to change) For the record, I live in the Eastern Coast time zone. Right now, it is 5:44 PM or 17:44.

Monday

Friday

Posted on 2014-08-03 at 21:49:32.

Topic: Thoughts on a new world I'm working on.
Subject: .....


If just some 17-year-old kid sitting at his computer could determine that already, then I'm sure the bulk of humanity+elves and dwarves would be able to do that in 3 years' time.

What's the difference between magic electricity and mundane electricity?

Posted on 2014-07-31 at 21:27:14.

Topic: Relistan Q&A- Original Thread="DM Looking for Players"
Subject: The problem with your suggestion is...


that my dungeon doesn't look like a sewer IRL. And if I could use paint to make it, I would have used paint in the first place.

Posted on 2014-07-31 at 21:20:25.

Topic: Relistan Q&A- Original Thread="DM Looking for Players"
Subject: Soon...


I wanted to start this week, actually, but I'm having trouble with the dungeon I'm setting up. Since I can't use tiles and such irl to set it up like before, I have to use it in a way where I can show you what the dungeon is (once you've gotten to the map, if there is one, anyway). In the first one, it wouldn't make sense for either party to not have a map, since it's Upper Babel's sewers. I mean, that's pretty public information.

Posted on 2014-07-31 at 21:08:20.

Topic: Thoughts on a new world I'm working on.
Subject: ....


Well, at first, when the hubble would still be working, I'm sure that we'd be able to pick up that it would be happening elsewhere as well.

You know, I really can't comment on this. I'm sure it's great and all, but I just hate this idea in general of a post-apocalyptic future where humans fail because of some ignorance we have or how we rely too much on our technology. It died for me after I read 1984.


Anyways, I'm the premise is still cool to the less-biased individual, so you can go somewhere with this.

I'd still like to know more specifically why electronics don't work, but on the technical side and not the magical side. For example, is electricity in general no longer possible (i.e. storms never have thunder anymore in addition to no electronic technology) or is the magic radiation doing something else to make it not work? If it's going to be modern day, it's got to have that part of the explanation included. I mean, electricity is my favorite energy type. I don't want to be banned from it in your campaign setting, and I'd feel guilty for creating a story hole by having electric spells.

What in those three years have scientists been able to concur about magic and how it works? If we know it's a radiation, that means it's an energy, right? Has anyone looked into using it as a power source to replace our electricity that we took for granted for all those years like the ignorant and arrogant humans we are?

Posted on 2014-07-31 at 21:03:17.

Topic: Any online dungeon maker programs that DON'T just generate random dungeons?
Subject: Any online dungeon maker programs that DON'T just generate random dungeons?


I've looked around on the internet for one of these for a long time, but none of them have worked so far-

The wizards-powered one leads to a 404 error, and my parents' parental controls system blocks Dungeonographer.

I'd just download something, but I need an admin password to install it, and only my father knows it. I'd have to convince him as to why I need this installed on my computer, but to do that, he'd have to be home and not busy (which happens about once a month, and then my mom usually gets 'dibs' to tell him to do something).

So, any solutions to this dungeon making problem?

Posted on 2014-07-31 at 20:45:01.

 


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