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Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Well I posted


If we are on haitus no one told me.

Then again no one ever tells me so it's quite possible.

If they did tell me then I'd know and I could tell you and then you'd know too.

But no one ever tells me so I can't tell you so right now you don't know or only know as much as I know.

Knowing stuff is hard not knowing stuff though is worse I wonder why I never know anything.... It's a Blond thing rt??



Posted on 2013-03-12 at 02:43:53.

Topic: Voyages of Rocinante - Serenity/Firefly RPG
Subject: Just another Bug Hunt


As he and John walked around the Rocinante, Wolf could not help but think if not for the new pilot's skill at getting them landed planet side. They could very well have been stranded here like their Cruise liner “guests“. Wolf began a mental countdown of needed repairs.

The Primary Buffer Panel, still intact, cabling and connectors severed. Re-cable.
Containment Jacket, punctured, replace.
Port side Drive Pod beat up but intact. Interior turbine total loss replacement needed.
Replacement turbine space flight doors needed.
Minor damage to the hull, negligible no need to repair at present time.
High end estimate repair time 3-4 days.

Looking to the near by Atmospheric Processor Wolf knew any hope for a new turbine lay there and he could only report as such to Wyatt. With a quick consult with John he moved inside and gave his report.

“Cap’n it don’t look good but it’s not as bad as it could be. Thanks to Tess’s landing skill” A nod of his head to her to acknowledge her skill “We got lucky to only have the damage we got. Biggest prob though be the port side turbine it’s toast. We’re gonna need a new one. Only place we got a hope of finding one though, be that Atmos Processor over there. I’d like to take John and Asher, all of us fully armed, over there to find out if there be one we can snag. No point doing all the repairs if there’s no turbine to put in there. With your permission Cap’n?"...........

Posted on 2013-03-12 at 00:47:50.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Gotta say it I just gotta say it :)


So the question then is to post or not to post that is what I'm asking Whether 'tis Nobler in my mind to suffer and post not, or take up arms against the DM in his sea of troubles and post anyway.

And you all thought I did not know Shakespeare.



Posted on 2013-03-04 at 17:12:52.
Edited on 2013-03-04 at 17:13:41 by TannTalas

Topic: Parody Song
Subject: Nice one Al


As always Sir Alacrity you have done us proud.

Posted on 2013-03-02 at 17:08:16.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Hooky Dooky Cap'n


Sounds good to me I'll get a post up to that effect once Al puts his up

Posted on 2013-02-28 at 00:17:08.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: That's Easy


A big freaking Momma Alien and her puppies..........

I like puppies

Posted on 2013-02-26 at 19:01:57.

Topic: Man Rules
Subject: AS the Judge looks over the court room.


His gaval strikes the wood pad and he declares a Mistrial

Nice rebuttal Teller..............

Posted on 2013-02-25 at 18:15:37.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Whoo Hoo


Eol's back and he is doing a post for his character, WOW that can only mean we are finally gonna have chinese again, maybe with duck sauce too.

Looking forward to that

Posted on 2013-02-25 at 18:13:24.

Topic: Good wishes for Eol
Subject: Welcome back My friend


IN the immortal words of so many cheap movies and 1 or 2 good ones. "We thought youse was dead"

Welcome back my friend you have been missed.

Posted on 2013-02-25 at 18:11:03.

Topic: Man Rules
Subject: Man Rules


Ok I saw this today on Facebook posted by another Innmate, I'll not reveal his name, So here it is Enjoy. Or not
((Disclaimer: This is intended to cause laughter and a smile or two. It is not intended to piss anyone off ))



MAN RULES

AT LAST A GUY HAS TAKEN THE TIME TO WRITE THIS ALL DOWN
FINALLY, the guys' side of the story. ( I MUST ADMIT, IT'S PRETTY GOOD.)

WE ALWAYS HEAR 'THE RULES' FROM THE FEMALE SIDE
NOW HERE ARE THE RULES FROM THE MALE SIDE

THESE ARE OUR RULES!

PLEASE NOTE. THESE ARE ALL NUMBERED #1 ON PURPOSE!

1. MEN ARE NOT MIND READERS.

1. LEARN TO WORK THE TOILET SEAT. YOU'RE A BIG GIRL. IF IT'S UP, PUT IT DOWN. WE NEED IT UP, YOU NEED IT DOWN. YOU DON'T HEAR US COMPLAINING ABOUT YOU LEAVING IT DOWN.

1. CRYING IS BLACKMAIL.

1. ASK FOR WHAT YOU WANT. LET US BE CLEAR ON THIS ONE:

SUBTLE HINTS DO NOT WORK!
STRONG HINTS DO NOT WORK!
OBVIOUS HINTS DO NOT WORK!
JUST SAY IT!

1. YES AND NO ARE PERFECTLY ACCEPTABLE ANSWERS TO ALMOST EVERY QUESTION.

1. COME TO US WITH A PROBLEM ONLY IF YOU WANT HELP SOLVING IT. THAT'S WHAT WE DO. SYMPATHY IS WHAT YOUR GIRLFRIENDS ARE FOR.

1. ANYTHING WE SAID 6 MONTHS AGO IS INADMISSIBLE IN AN ARGUMENT. IN FACT, ALL COMMENTS BECOME NULL AND VOID AFTER 7 DAYS.

1. IF YOU THINK YOU'RE FAT, YOU PROBABLY ARE. DON'T ASK US.

1. IF SOMETHING WE SAID CAN BE INTERPRETED TWO WAYS AND ONE OF THE WAYS MAKES YOU SAD OR ANGRY, WE MEANT THE OTHER ONE.

1. YOU CAN EITHER ASK US TO DO SOMETHING OR TELL US HOW YOU WANT IT DONE. NOT BOTH. IF YOU ALREADY KNOW BEST HOW TO DO IT, JUST DO IT YOURSELF.

1. WHENEVER POSSIBLE, PLEASE SAY WHATEVER YOU HAVE TO SAY DURING COMMERCIALS.

1. CHRISTOPHER COLUMBUS DID NOT NEED DIRECTIONS AND NEITHER DO WE...

1. ALL MEN SEE IN ONLY 16 COLORS, LIKE WINDOWS DEFAULT SETTINGS.. PEACH, FOR EXAMPLE, IS A FRUIT, NOT A COLOR. PUMPKIN IS ALSO A FRUIT. WE HAVE NO IDEA WHAT MAUVE IS.

1. IF WE ASK WHAT IS WRONG AND YOU SAY 'NOTHING,' WE WILL ACT LIKE NOTHING'S WRONG. WE KNOW YOU ARE LYING, BUT IT IS JUST NOT WORTH THE HASSLE.

1. IF YOU ASK A QUESTION YOU DON'T WANT AN ANSWER TO, EXPECT AN ANSWER YOU DON'T WANT TO HEAR..

1. WHEN WE HAVE TO GO SOMEWHERE, ABSOLUTELY ANYTHING YOU WEAR IS FINE...REALLY.

1. DON'T ASK US WHAT WE'RE THINKING ABOUT UNLESS YOU ARE PREPARED TO DISCUSS SUCH TOPICS AS FOOTBALL OR MOTOR SPORTS.

1. YOU HAVE ENOUGH CLOTHES.

1. YOU HAVE TOO MANY SHOES.

1. I AM IN SHAPE. ROUND IS A SHAPE!

1. THANK YOU FOR READING THIS. YES, I KNOW, I HAVE TO SLEEP ON THE COUCH TONIGHT.. BUT DID YOU KNOW MEN REALLY DON'T MIND THAT? IT'S LIKE CAMPING...

PASS THIS TO AS MANY MEN AS YOU CAN - TO GIVE THEM A LAUGH...

PASS THIS TO AS MANY WOMEN AS YOU CAN - TO GIVE THEM A BIGGER LAUGH, BECAUSE ITS TRUE!

I have now done as asked and have passed it on to the Inn

Posted on 2013-02-23 at 18:06:15.

Topic: I'm back
Subject: Welcome back Rat


Check your PM

Posted on 2013-02-10 at 23:49:32.

Topic: Good wishes for Eol
Subject: Got to call him


I hope you see better days soon my friend, you are as much a part of the Inn as the Inn itself is. Hurry back.

Posted on 2013-02-07 at 00:36:46.

Topic: Voyages of Rocinante - Serenity/Firefly RPG
Subject: Thanks for the help Ody :)


With Tess announcing that they were hitting atmo Wolf continued to focus on keeping the engines intact and holding. Temperatures were rising to near critical in all systems but as Wolf kept the engines responding, he had Ash handle the other systems to free himself up. Just as Ash was a good kid with a gun he was also a good assistant as needed and Wolf was happy to have him. Sweat rolled from both the men as they moved intently and decisively about the room.

Though it was easy thanks, to the altimeter to know they were approaching the ground, the landing made it easier still as the Roc bounced hard on the planets surface. Quickly a second thud followed systems screaming as Tess lowered the landing gear and pulsed the engines to bring the boat to stop. As Wolf moved again quickly Ash followed the mechanics lead through systems checks, the long needed shutdown sequence and electrical powers down.

Now it was a matter of time and parts to get the Rocinante space worthy once more. After all they still had a run to complete.............


Posted on 2013-02-06 at 16:59:48.

Topic: Voyages of Rocinante - Serenity/Firefly RPG
Subject: Dutch boy to the rescue :)


Looking to Ash Wolf just said “go” and turned back to the problem at hand

This is bad. This is very bad…………


The thought kept going through Wolf’s head as Ash left once more out of the engine room. Wolf hoped Wyatt or this new pilot Tess would be able to land the ship someplace quick. The mechanic did not how long he could keep it all running before it began to cascade fail one broke system causing another to break and that causing yet another to go till the Rocinante blew up or went dead.

For the moment all Wolf could do was react like the little Dutch boy and continue to plug holes and keep the dam that was the Rocinante from bursting..................


Posted on 2013-01-19 at 04:48:09.

Topic: Desert Rats!
Subject: The Rat Patrol


Ok I may be showing my age here but this sounds like a perfect setting for a Rat Patrol game.

The Rat Patrol was an old B/W then color TV show shown between 1966–1968. The show follows the exploits of four Allied soldiers, three Americans and one Englishman, who are part of a long-range desert patrol group in the North African campaign during World War II.

They rode 2 desert ready jeeps armed with pintal mounted .50 Caliber machine guns in the base of the cargo area and thier mission was to attack, harass and wreak havoc on Field Marshal Rommel's vaunted Afrika Korps.

Might be a something to think about as it gives you another option other then a tank. If you want more info I added an address to The Rat Patrol page on Wikipedia and a second to a fan site that shows pics of the actual jeeps. I hope you have fun with this game Jozan, good luck.


http://en.wikipedia.org/wiki/The_Rat_Patrol

http://www.bigredhair.com/movies/ratpatrol.html



Posted on 2013-01-14 at 06:58:33.

Topic:
Subject: That was your Call


Well Sector/Teller all you had to be was honest. There is a reason why they say it's the best policy.

Well that means the Dwarf is back up for grabs at least for a little while. If no one wants to play him by the time I get to a certain point then the chance will close.

I don't normally run ten players but I like the Dwarf character enough to bring a tenth person into the game to play him.

Posted on 2013-01-12 at 18:26:41.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: OK


Been sick most of the week since Sunday but I too did not know this had restarted. I'll try to get a post in my Sat-Sun.

Posted on 2013-01-11 at 06:38:33.

Topic: Celebrate Life
Subject: So sorry to hear


My thoughts and well wishes go out to you Jeanne and I hope you'll be ok. Sorry for your loss.

Posted on 2013-01-09 at 05:13:38.
Edited on 2013-01-09 at 05:13:59 by TannTalas

Topic:
Subject: Tell you what Red


I apologize for making it seem like your fault I will admit that with everything going on in Real Life at that time I may not have been as focused as I should have been. Lets call it a lack of communication on both our parts and be done with it and start over

Do you want to play the Dwarf?

Posted on 2013-01-09 at 05:09:38.

Topic:
Subject: Lets Clarify


Red I'd love to have you in the game. If you remember you even posted once as Kandur Landhrin'dren, brother to Sirene. However after that 1 post you had to leave the Inn and so left the game. Then later we started Nassim El-Sayed to get you back into the game if you remember correctly as I still have both characters in my files. However you seem to always disappear from the Inn for long streches before you really get involved in the game.
The post from you above is the first time I have heard from you since I believe Oct-Nov of last year.

If you still want in you have to post at least once a week and to let me know if you can't. I'll gladly give you a third chance, if you really want it and if so the dwarf above is yours and you could start right away this week as the dwarf is in the party as of my last post Sunday. But if you disappear again no more chances.

Let me know.........

Posted on 2013-01-08 at 17:43:37.
Edited on 2013-01-08 at 19:47:16 by TannTalas

Topic:
Subject: Ok tell me it's not true


Is there no one on the Inn that wants to play the above kick-ass Dwarf Fighter. Don't tell me your all scared?

And here I thought there were more risk takers, heart breakers and lovers of 2nd Edition AD&D at the Inn


Posted on 2013-01-08 at 05:48:27.

Topic:
Subject: I'll Keep you in mind


Thanks for the interest Satchel always like seeing it

Posted on 2013-01-03 at 06:35:39.

Topic: 2013 Already???
Subject: From Texas too


A Happy New Year too you.

Happy Holidays my friend from my family to yours and Mischief too.

Posted on 2013-01-02 at 06:27:18.

Topic:
Subject: Thanks for the interest SirSadaar


Though I'm still hoping for someone to take over the above character for ease of getting him into the game, go ahead and create a 2e fighter based upon this threads opening post guildlines. All fighter kits are allowed including the Controlled Berserker kit upove.

I'll look over your character and hold it for now as recruiting will be still open for another week or two.

Posted on 2012-12-30 at 16:14:57.
Edited on 2012-12-30 at 16:17:07 by TannTalas

Topic:
Subject: Ok got an opening


New year, new player needed in Trilogy the longest running game on the Inn at 8 years and counting. The party is hurting for a straight class fighter as it only has one such. The rest of the party are multi-classed or in the case of one a combo of two classes melded into one but not a true multi.

I already set up a character to join the party however the player had some RL things come up and was unable to continue. Though the character below is a straight class Dwarf fighter, the kit is one specially modified by me for use in my world and campaign. Take a look if you like, let me know, if you do not like and still want in to the game create and send me one of your own. Remember though the party really needs a straight fighter for this next part.
The character is below

FIGHTER
PLAYER:
RACE: Mountain Dwarf
GENDER: Male
HOMELAND: Erebor
WORLD: Trilogy.
AGE: 149
HAIR: Stained dark red.
EYES: Golden
HEIGHT: 4’2”
WEIGHT: 145lbs
LEVEL: 12th
ALIGNMENT: Chaotic Good
XP: 1,200,000
NEXT LEVEL: 1,250,00

STR: 17 To Hit: +1 Damage: +1 MXP: 220lbs WGY: 85lbs BB/LG: 13% OPDRS: 10
DEX: 16 React Adj: +1 Missile Adj: +1 Defensive Adj: -2
CON: 17 HP Adj: +2 System Shock: 97% Resurrection Survival: 98%
INT: 10 #Lang: 2
WIS: 15
CHA; 11 Max Henchmen: 4

SAVING THROWS
Poison: 7
Para/Death Magic: 9
Petrifaction/Polymorph: 8
Rod/Wand/Staff: 9
Breath Weapon: 8
Spells:10

COMBAT
HIT POINTS: 100
Base THACO: 9
Melee: 8
Missile: 10

ARMOR CLASS: -4
+2 Field Plate Armor (Armor is covered in razor sharp spikes that in melee if he is physically attacked will each do 1d4 points of damage. There are 24 such spikes arrayed on the armor. To determine the number that hit roll 1d20 +4)
+1 Medium Shield (Shield is also covered in 12 smaller spikes then the armor that do 1d3 points of damage roll 1d12 to determine how many hit when shield is used to bash enemy)

WEAPON PROFICIENCIES
Battle Axe (Specialized)
Warhammer (Specialized)
Morning Star
Bastard Sword One Handed
Bastard Sword Two handed
Club
NON-WEAPON PROFICIENCIES
Armorer
Blacksmithing
Blind-Fighting
Dancing
Endurance
Intimidation
Mining
Singing
Underground Navigation
Underground Survival
NATIVE LANGUAGES
Common
Dwarf

RACIAL ABILITIES
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health sub-ability score.

CLASS ABILITIES: (Fighter)
Followers - Attracts followers after a stronghold is built and 9th level is reached.
Weapon specialization - Allows specialization in one weapon.
KIT: Controlled Berserker
SPECIAL BENEFITS
They excel at fighting. Not only are they specialists with battle axe and warhammer, they are able to enter a furious killing rage that is very effective vs. those he considers enemies. Unlike a Battlerager he has complete control over the killing rage and is able to distinguish between friend and foe. When in combat, he will bellow a battle song at the top of his lungs. After five rounds, during which time he can fight or perform other activities, he enters the rage. This lasts until there are no enemies left to slay. Whether enemies are standing to fight or lying wounded on the ground, the Controlled Berserker will hack them apart. During the rage, the Controlled Berserker will continue to sing, pausing only to scream insults at foes.
A Controlled Berserker can try to come out of the rage at the beginning of each round by making a Wisdom check. If he succeeds, his rage ends and he suffers the effects below. If not, he remains enraged. He may attempt withdrawal each round, until he succeeds.
He may attempt to prevent a killing rage by making a successful Wisdom check. If he succeeds, he can control himself for the rest of the encounter. During the next five rounds, he will gnaw ferociously on his shield rim or grind his teeth together in an effort to control himself. If he fails the check, he enters the rage.
The Killing Rage: While in a killing rage, the Controlled Berserker receives the following special benefits: +1 to attack, +3 to damage, +10 hp, and -1 bonus to his AC (e.g., AC 4 drops to AC 3).
· Immunity to these wizard spells (no saving throw necessary) charm person, emotion, fear, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas; and these clerical spells command, charm person or mammal, enthrall, cloak of bravery, remove fear, symbol.
· He gets a +4 saving throw bonus, on top of his dwarf bonus, against these wizard spells: blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, confusion; and against these clerical spells hold person, hold animal.
· While in the rage, he is immune to KO results from the Punching and Wrestling rules and takes only half damage from bare-hand attacks.
Killing Rage Disadvantages: A Controlled Berserker suffers the following disadvantages while enraged:
· He is oblivious to pain. The DM takes note of the Controlled Berserker current hit points when the character first enters his killing rage, reducing them as he takes damage. The player is not told how many points of damage he takes from enemy attacks, or how many he has left. He is only aware that he is enjoying himself tremendously. He is told how much damage his character has received when he falls over dead or the rage ends.
· He must continue to fight each melee round until all opponents have been killed. He may attack any enemy within range of his weapon. If none are in range once he kills an opponent, he must move to attack the next enemy within a 3 move range. Once all enemies are dead Rage automatically ends and he suffers the post Rage penalties below.
· He cannot take cover from missile attacks.
· He is temporarily unaffected by the clerical spells bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, regenerate, and wither. He only gains the benefits of these spells when he is not enraged.
· The taunt spell is automatically successful and causes him to abandon his current enemy and rush to attack the taunting person.
· Once the rage is over, he loses all of its advantages, including the 10 bonus hit points. This could cause him to die instantly, or collapse unconscious, if he has 0 or less hit points remaining.
· After the rage subsides, he suffers a -1 penalty to his attack rolls, a -3 penalty to damage rolls, and +1 penalty to his AC. This effect remains for the same number of rounds that he was enraged.

WEAPONS
+3 Battleaxe +4 vs. Orcs and Goblins SM/MED:1d8 +5 / LG:1d8 +5 #ATKS: 2/1
+2 Dwarven Thrower (Warhammer) SM/MED:1d4+6 / LG:1d4+5 #ATKS: 1/1 (This appears to be a standard hammer +2. In the hands of a dwarven fighter who knows the appropriate command word, its full potential is realized. In addition to the +2 bonus, the hammer has the following characteristics:
The hammer has a 180-foot range and will return to its wielder's hand like a boomerang. It has a +3 bonus to attack and damage rolls. When hurled, the hammer inflicts double damage against all opponents except giants (including ogres, ogre magi, trolls, and Ettins). Against giants it causes triple damage (plus the bonus of +3)


EQUIPMENT
IN BACKPACK
Rope 50ft.
Bedroll.
2 x Aleskin (Full of 'gutbuster'
Bread (2)
Meat (10)
Torches (3)
Belt
Belt pouch (large)
Powder of Coagulation (When placed on an open wound, a pinch of this yellow powder stops all bleeding and heals 6 hit points of damage. Each pouch or packet contains 20 pinches.) .
Flint and steel
WhetStone
ITEMS WORN
+2 Field Plate Armor
ITEMS CARRIED
+1 Medium Shield
Potions Extra-Healing x2
Elixir of Health x2 (This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills)
Horn of Valor (This golden horn is indistinguishable from any other magical horn until it is sounded. When sounded, each unit hearing it who is allied with or loyal to the character sounding the horn gains the following benefits. First, the unit gains a +2 bonus to its morale for 1d4 turns. Second, any routed friendly unit who hears it immediately makes a rally check with a bonus of 2 to its morale (for that check only). This check is made when the horn is sounded. Enemy units who hear the horn are also affected: they suffer a -1 penalty to morale for 1d6 turns. Under normal conditions, the sound of the horn can be heard at a range of 24". Unusual conditions, such as a raging storm, can decrease this range, but the horn can always be heard at a range of 9" (unless the character blowing the horn is within an area of magical silence, of course).The horn of valor can be sounded once per turn, and no more than three times in any 12 hour period. If blown a fourth time within this period, it becomes totally non-magical for 1d6 days, and any effects remaining from earlier soundings immediately terminate. Effects from multiple soundings are not cumulative. (Instantaneous effects such as the automatic rally check for friendly units take place each time the horn is sounded.)

BACKGROUND
Hailing from the land of Erebor, Barreel was always a boisterous person, even by Dwarf standards. From a young age he would be in fights, drinking games and other rowdy activities that earned him both fame and infamy in many groups of his peers. When he reached adulthood, he was trained in the ways of the berserker. Chosen because of his naturally violent behaviours and fits of rage they trained him to both intensify his power by condensing the anger into strength and how to control himself when under the inflence of the rage. Since, he has traveled the lands looking for bigger and stronger foes to test himself against, hoping to one day meet his match and die in glorious battle. Until such a time he will continue to fight and cause trouble for himself and normally some amount of annoyance to those who travel with him. However, despite all this, he knows when enough is enough and won't go out of his way to hinder friends. Unless he's had one too many flagons of Ale that is!


Posted on 2012-12-29 at 20:56:27.
Edited on 2012-12-29 at 21:10:59 by TannTalas

 
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