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You are here: Home --> Forum Home --> Recent posts by Kaelyn
Topic: Nomachron: Blood Moon Rising Q&A
Subject: Relative information on Vesh and it's peoples


Vesh:
Official or Predominant Worship: Madriel and Tanil
Complete Name: United People of Vesh
Capitol: Lave
Other Cities of Note: Ezel, Moor and Rika
Ruler: Home Commander Kelemis Durn
Government: Absolute command over the populace and the military rests in the hands of a "home commander," popularly elected every five years from a perpetual pool of retired military field officers.
Population Composition Estimate: Human 77%, Dwar 10%, Elf 6%, Halfling 5%, Half-elf 1%, Half-orc 1%
Allies: Amalthea, Bridged City, Burok Torn, Durrover, Gleaming Valley, Hedred, Mansk, Mithril, Mullis Town, Ontenazu and Vera-Tre
Enemies: Calastian Hegemony and Khirdet

Numerous perils beset the peoples of Vesh; the slitheren of the marshes, the monsters of the Blood Basin, the orcs of the Plains of Lede, the armies of the Calastian Hegemony and so on. Yet the Veshian people have remained steadfast and unified, fending off these threats while carving a nation for themselves from a wilderness that is only passably secure.

Further, the Veshian peoples, rising above their own concerns, ordained themselves the champions of the oppressed people of the continent--even though those of the world. Presumptious, perhaps, but it is a mantle borne with overweening pride by the peoples of Vesh, who are servants of Tanil and do her good work for her good because that work is good. To this end Vesh created its Vigils. Appointment to these prestigious units means inductees have a rich history to live up to and an honorable tradition to uphold. Veshian Vigils roam the continent (especially its eastern half), searching for lore and information that aids in defending the helpless and expose the many enemies of freedom.

Vesh is not universally loved (even among the people it aids), and its devotion makes it an easy mark to forscorn. Life in Vesh is life that is truly free, and in a world wracked by pain-- a world still recovering from a devastating war among its gods-- little else seems more valuable.

Of Course, Vesh cannot-- should not be defined only by the enemies that beset it and the responsibilities it assumes in fighting the enemies of Tanil across all of Ghelspad. Trade routes from Mithril through the Cordrada Corridor, Serpentine Pass and Mullis Town; those up from Hedrada up the Hornswythe; and those from western Ghelspad through Ontenazu: they have all contributed to stronger commerce among many nations. In addition, Vesh's traditions of masterful brewing, leather working, weaving, wine making, blacksmithing and (of course) more brewing provide it with goods to barter to other nations. And despite the tainted land that surrounds Vesh, there is enough arable farmland, verdant forests and plentiful game within its borders to amply provision its population year round.

The bards who travel around Vesh keep Tanil's musical tradition alive and spread the lore of a great nation. These things, which make a free life worth serving, have inspired many vigilants to sacrifice their lives to maintain and advance the cause of freedom.

Posted on 2013-06-10 at 19:30:00.
Edited on 2013-06-10 at 19:30:37 by Kaelyn

Topic: Nomachron: Blood Moon Rising Q&A
Subject: Starting date is the


2nd of madrot, you're in the summer months

Posted on 2013-06-09 at 21:05:52.

Topic: A Single Stone... Q/A
Subject: What can i say


I'm enjoying playing a socially awkward druid lol

Posted on 2013-06-09 at 15:44:15.

Topic: Nomachron: Blood Moon Rising Q&A
Subject: the sickle


it is Nel's favoured weapon and while you've seen her use it before, (obviously never in this way) when asked about it all she's ever really said is it's been with her longer than the combined years you've all been alive with a weary smile, and if probed more pointedly about the fact she was almost definitely alive during the Divine war, she dismissed any further prying with "The war changed much,the hierarchy of power, the land upon which that power reigns, (and with a sigh) and the people who dwell therein." Shifting her attitude however she follows with a small smile and her signatture motto; "but do not let what's behind you distract you from what lies beyond."

It should be noted she's never let any of you actually hold it.

Posted on 2013-06-09 at 08:11:06.

Topic: A Single Stone...
Subject: a plan in motion


Ja'aron listened to those around him, he scoured the area as far as his sight would allow him, but realized quickly that beyond the hill in which the tracks were leading, only the unknown awaited.

Bailox spoke of magic and stealth, and though Ja'aron did possess the boon of the Great Mother within his blood, he was neither very skilled, nor proficient in the type of wizardry to which the warrior hinted.

What he lacked in magical prowess however, he made up for with ingenuity, and a trusted sidekick.

Bending down to his pack, it was no time at all before Mae poked her ashen head out, and hopped up into his palm. He held out a dried raisin, and Mae happily packed it into her cheek as he smiled. It was then however that to observers, things would turn strange.

Ja'aron reached into his pack and pulled forth a wedge of hard tack bread, and jammed it into his own cheeks, moving it from left to right trying to soften the large chunk some to little avail. He then began to chitter at the critter, pointing over the hill and pawing at the air with his free hand. He motioned to other's standing around, and gave a wide eyed look of fright! before scampering up his arm (the one attached to the hand holding mae) with his free hand two fingers running up the length.

Mae chittered along happily and ran up the initiates arm, down his back, and right leg to the ground, and then was soon running for the hills, literally. She would run until she was lost in the grass or the distance, and Ja'aron prayed in his native tongue for her safety.

(I've pm'ed Tek about sending Mae out for recon, she is merely to scout ahead until she notices a group of humanoids, or is afraid, and then to return)

Turning to the others before chewing and eventually with some effort swallowing the bread, he grinned that quirky grin of his. "Fear not, though I am no dancer of shadows, Mae is quite accustomed to getting in and out of places unnoticed, why just the other day she managed to nibble on my nuts for what must have been hours before I noticed the hole in my sack." Little glutton she is."

He looked to the hills and waved nonchalantly. "With any luck we'll have an answer to your queries soon"

Posted on 2013-06-09 at 05:59:14.

Topic: Nomachron: Blood Moon Rising Q&A
Subject: coloured font


I'm uploading a more detailed map now... Even though techincally noone's acquired it in game, I suspect someone will and it will help with general knowledge of the world as I'm sure throughout your combined experiences you can account for many of the places listed

 photo WesternGhelspad.jpg.


oh and coloured font is fine if you wish. And all maps uploaded wherever will find a convenient handy spot on the first page of the q/a for quicker reference as pages grow.

Posted on 2013-06-09 at 04:09:22.
Edited on 2013-06-09 at 04:19:14 by Kaelyn

Topic: Nomachron: Blood Moon Rising Q&A
Subject: questions are fine !


You are south east of the Blood Basin in the Kelder Steppes. You have been operating out of Lava, the Capitol of Vesh, though Mansk is the nearest town of any size.

Posted on 2013-06-09 at 03:47:55.

Topic: Nomachron: Blood Moon Rising Q&A
Subject: under game terms


while you're definitely unadvised to get into combat, with even a single hp you're healthy enough to do anything normally allowed at full hit points.

Posted on 2013-06-09 at 03:38:07.

Topic: Nomachron: recruitment
Subject: the game is up!


note I'll be fleshing out the world and adding a ton of information to the first page of the q/a over the course of this adventure.

You may find the game through the linked content, and I hope you do enjoy the opening scene.

Posted on 2013-06-09 at 03:09:39.

Topic: Nomachron: Blood Moon Rising
Subject: Nomachron: Blood Moon Rising


Someone wise once said, “Life is a melting pot, every person we meet, adventure we have, tragedy we face, are but flavors for the stew.” If this metaphor holds any truth, then surely none would deny the intricate and varied ingredients which made up the group which awakens this day in a clearing off the side of the rustic and well worn roads of untamed domain. The sun hung high in the midday sky, as our curtains raise on our cast. No tranquil countryside sets the mood for this story however, for this tale begins in tragedy, bonding, and the search for answers. For what happened preceding this tale, the prologue one might say, would shape our cast into what they were, and more importantly who they would become; but perhaps I should start at the beginning.

Though the God's and Titan's no longer walked the world, Nomachron and the western continent of Ghelspad to be certain, still bore grim reminders of their cataclysmic struggle even now more than a century-and-a-half later. Titanspawn still roamed the lands, and though much had been reclaimed, as cities kingdoms and settlements etched out their admirable returns to stability, there are still many dangers precipitating the need for sell-swords and adventuring parties. A skilled blade or a deft step, an adept in the arts or a wandering healer could all ply their trade for money if they knew where to look, or were known where to be found. In times of great political and militaristic turmoil with the forced expansion of Calastian land through neighbouring countries, perhaps even the titanspawn were not the greatest threat to those who sought a semblance of peace in these turbulent times.

I would dare say few stranger could be found under one banner, that of a beautiful crimson rose with leaves and thorns twisted, embroidered into a long and slender blade and crosspiece. The Company of the Crimson Blades was founded two years ago by an entrepreneurial forsaken elf by the name of Alanelia Zelphyr. A business woman with a keen eye and glib tongue amongst a more varied and specified skill set, she often sold her services as a mercenary would, and garnered quite the reputation for herself, and those few she picked up along the way to join her in her liberation from danger for a price. It was she who found each and everyone one of them, and each of their timely crossings could be almost considered serendipitous. Strange are those threads of fate ever plucked by ethereal hands beyond comprehension.

Each had been an abnormality, an exception to the rule of thumb that most had simply fallen into. They were on the run from lives past, lives filled with varied and wished forgotten memories, actions along with consequences which hardened and forged each one of them into who they are today. With the exception of the druid, who simply wished to see a world beyond the rookery nestled in the foothills overlooking the ruins of Amalthea. Whether it was a yearning for something greater, something grander, or simply opportunity in times of desperation she had found them, embraced their desires in such a way as to calm their hearts and still their blades, and spark the curiosity that they were destined to influence change, and that there would perhaps be a pretty penny to go along with their efforts.

So had the seven of them crossed paths, and joined in common interest if not belying personal agendas. Alanelia was always willing to listen as their leader, though judged none for what was shared. Over a year you all have spent operating as a cohesive unit, operating under Alanelia's command, though she truly treated each and everyone of you as an equal. She has been quick to offer sage advice, though she speaks little of her past. A favourite motto of hers is “Let not what lies behind distract from what lies beyond” Her age and lineage gave her a distinct aura of confidence and wisdom one came to entrust and rely on, but that wisdom would not save her.

They had just made camp after a gruelling though successful mission when Nel mentioned in passing that she had her hands in something big, a final job perhaps if they so desired, something that would set each of them up with enough to settle down if they chose, retire their blades and dusty cloaks and finally enjoy the fruits of their hard earned rewards. While this piqued the interest of many if not all, Alanelia would say no more until she had validated her sources information. Always planning the Company's next course of action, this news wasn't entirely unexpected, though talk of retirement seemed out of place coming from a woman they had known only as the adventurer always looking for the next score.

They were camping for the night off the roadside having put in a hard weeks tracking and eliminating of titanspawn who had come too far south from the Blood Basin for civilized comfort. The party was tired, some still wounded from the hard fought victory, but their spirits were high as they sought the first relative comfort in days, eager for an uneventful night which would bring about new spells and healing upon the morrow. As was her custom, Alanelia would take first watch, for she needed not the traditional sleep of the human or half blood races to recuperate her stamina. Her centuries of adventuring and experience could not of prepared her for what befell them that night. The moon was high, it silver light casting a pale veil over the landscape as they came. Her keen senses picked them up at a distance shadows flitting in and out of sight as they shifted across the plains. She called out to rouse the others and as they shifted from their reveries an eerie silence fell over the encampment.

No wind rustled the tall grass, no bird nor cricket broke the still of the night, and soon, impossibly soon, the shadows surrounded the clearing, vague humanoid shapes devoid of light encircled the party. Alanelia drew her blades, a pale longsword of gleaming moonlight and a sickle of obsidian etched with glowing runes, a living rose wrapped around the thin crosspiece the stem and thorns adorning the leathery grip, and as her bare fingers wrapped around the pommel and group the thorns sunk into her flesh, and though she bled she seemed to feel no pain, as she had branded the weapons countless times before. Despite the dire situation unfolding, standing there, silver hair flowing behind her, her golden hued leathers form fitting around her supple form, like a rush in the wind she swayed awaiting whatever darkness came.

And come it did. The shadows fell upon the encampment like an eclipse blotted out the sun. The adventurer's did all they could to fend off the dire threat, but they were insignificant before the living night. Weapons would not penetrate their foes, and spells simply disappeared within the folds of nether. One by one the companions fell, drained of essence and life till the cold embrace of unconsciousness threatened to take them. The only one with magical weapons, though the party knew not their exact nature, only Alanelia stood, fending off a great shadowed form, easily thirteen feet tall, and try as she might, the creature simply goaded her on in silence, that sickly grin across its face filled with reviled fangs the length of fingers. Slash after slash the crimson blade traded with the beast of nightmare, but for every blow traded it was apparent her strength would weaken long before her foe.

In a desperate act, Nel tumbled backwards out of the great reach of the shadowed terror, and fell to her knees. She called to the heavens in a voiceless prayer, drew a moonlit rune in the air before her, the likes of which the withering party had never before seen, (in fact none had ever seen her cast magic before period) and plunged her living dagger into her own chest. The look on Nel's face would haunt the parties dreams to this day. Her chest bled from the seemingly mortal wound, her golden armour stained with the ichor of her life. From the wound sprouted vines, hundreds of tiny brambles which began to weave and wrap around her form, her mouth echoed a silent scream of anguish, and her eyes glazed over with pure moonlight. The monstrous terror closed the gap with one monstrous step and took a swing at the exposed woman, and his mighty arm came crashing down and as soon as it passed the area before her form, her rune activated, and the entire clearing was swathed in glorious moonlight. Silver beams exploded outward, like a dozen sunrods had gone off at once, though the illumination bore no golden hue and when they touched the shadowed denizens of the night they were seared as plainly as lighting a candle in a room to push back the darkness. They sizzled and faded into nothing, and the silence which permeated the area dispersed as well as Alanelia's pained scream echoed into the night.

There, encased in a shell of living vines and thorns lay Nel, the earth melding with her evoked barrier, and in the middle of her chest her sickle still protrudes at an awkward angle, her skin ashen and hardened like obsidian fingers still locked around the hilt. There was no sign of the shadowed terror that had struck the rune, and the wind rustled quietly in the night as though nothing had disturbed its gentle breeze.

Darkness would come then, as exhaustion befell the companions and sleep overtook them, their strength gone.

Morning came slowly, for each had taken quite the toll, and as each roused from what their minds had hoped to be a nightmare, their pain wracked bodies confirmed the contrary. As they gathered their senses, anyone glancing at the battlefield of the night before would find no sign of the shadowed figures, and though all of the adventurer's packs still seemed present and accounted for, Nel's body is still encased in stone covered by vines, brambles, and budding flowers.


OOC: Everyone is currently at 3 hp (brought back from the cusp of death) +natural healing 8 hours sleep returns 1 hp per character level. (spells have been restored for arcane casters, (druids and clerics will need to roleplay their morning prayer or such.

Alanelia's body is still in a kneeling position, her skin is like obsidian, the vegetation around her seemingly still alive and rooted into the ground. On a battle map this vegetation would still fill a 5' square.

Feel free to backtrack characters, take creative liberties on how you perhaps met Nel, interact amongst yourselves, consider this time non combative. Feel free to Pm me or openly request in the Q/a (as perhaps multiple people will wish the same action)with skill/ observation checks, and I will give you results to include in your posts if you prefer. I prefer fluid complete posts then short ones stopping every sentence with “I look at this. Can I walk over there.... does this sound like blah” Cover the non combative details in pm's / the Q/a and then cohesive posts can be made from which others can react.

Oh.. and welcome to Nomachron

Posted on 2013-06-09 at 03:08:23.
Edited on 2013-06-09 at 08:15:28 by Kaelyn

Topic: Nomachron: recruitment
Subject: Good news


Had a 4 hour flight.. Got 3 pages done for opening post, will likely have done and posted tonight at some point

Posted on 2013-06-09 at 00:43:05.

Topic: Nomachron: recruitment
Subject: Map


As you will be given one shortly anyways, i'll upad the full continent map w major points noted when i get home and can.

Posted on 2013-06-08 at 20:32:03.

Topic: Nomachron: recruitment
Subject: I dont require backstories


They just allow me the potential of personalized plot hooks really. I have a bunch more on albadia and almathea do e (teks home town if you can even call it a town as it was wiped out in the druid war thanks to virduk recalling his troops mid war and the titanspawn destroyed it as a result.. But as i said lots more to put up tonight.

As for a map if you check the partial coloured map in te q/a the top left is part of albadia.. You will begin your adventure in an area around vesh somewhere (info on vesh to come as well w hints at a prestige class)

Posted on 2013-06-08 at 20:27:47.

Topic: Nomachron: recruitment
Subject: here you go a good start


http://www.d20srd.org/indexes/magicItems.htm


remember you can spend a maximum of 1250 on any single item

Posted on 2013-06-08 at 03:39:31.

Topic: Nomachron: recruitment
Subject: alrighty


I have all the characters, just waiting for Takley to organize his multipost wierd formatted list thing that vagueley resembles a character sheet to be re-organized into a legible single sheet... and we're good to go.

I fly home tomorrow and will hopefully start on an update tomorrow night or Sunday evening after work.

Posted on 2013-06-08 at 02:20:20.

Topic: Nomachron: recruitment
Subject: Albadia


Some information for you, written and uploaded via my phone during graduation lol forgive typos


Albadia

Albadia was once a flourishing kingdom filled with the hearty Horse Lords of the north, with sprawling white limestone walled cities, a successful economical center as well, the. The Divine War happened, and Albadia was all but eradicated from the face of Ghelspad and reduced to little more than a frozen wasteland.

Despite overwhelming odds, the strength of the Albadian spirit would not be crushed underfoot, and the scattered remnants of the proud people turned to nomadic settlements, forming tightly knit tribal communities, traversing the tainted lands and surviving the often uninhabitable regions through sheer grit and fervor.

Without heraldry or defined inter-regional borders, the Albadian tribes took up clan standards and began tattooing tribal symbols and marks of valor or honor upon their muscled flesh. In reverse the dreaded "Brakh No'ra" brand, was forcibly bestowed upon any who would betray the tribal community or jeopardize their already harsh way of life.

The "Brakh No'ra" is the forceful subjugation of the indivudual, where an iron brand is heated over hot coals, and then slowly, painfully pressed into the guilty's flesh, typically upon the forhead or somewhere else difficult to hide their shame. The brand is shaped like a horseshoe bound in barbed brambles. A symbol of slavery or a lack of freedom, one suffering the "Brakh No'ra" is considered an exile not protected by tribal law, and may only seek salvation through rite of combat, the open challenging of the clan leader or opposing clansmen who sought the branding in the firstplace.

There are dozens of scattered clans across the region, though there are three noticable tribes of significant size in which notoriety has been established.

There are the Winters Fang, a fiercely competative tribe of warriors known for their taming of exotic and fierce monsters, adding them to a menagerie of beasts and slaves. They believe that combat and war are true signs of strength, and that peace leads to apathy and weakness, and they are typically resistent to deal with anyone outside of their tribe, as they are firm in the belief that if you have something they truly desire, it is their right to simply take it from your lifeless corpse lest you possess the strength to deny them, and perhaps gain a modicum of respect in the process.

The Winters Fang, are lead by a fiercesome warrioress named Grundle Chillbane, a woman of incredible strength and prowess. She is rumored, though it is unconfirmed, to be not entirely human, and tales range from troll blood, to being born of a frost giant, to even being partially dragonborn. Suffice to say this far noone has grown close enough to verify the claims and survive to tell the tale.

Next there are the nomadic people of the "White Stallion". The most approachable of the three tribes by far, the White Stallion tribe abides more closely to the gypsy way of life than their war like brethren. When the Divine War destroyed their homeland, many people were left homeless and scattered, and month after month they were picked up here or there under the watchful hand of a former Horse Lord. Lord Alexandyr Cormyr, formerly a Count, now just a leader of men without a real home, runs a caravan of carriages and carts, a mobile convoy constantly on the move scavenging what they can where they can, favouring watering holes and natural refuges over a permanent settlement. The White Stallions still hold the secret breeding traditions which lead Albadia of old to foster the world's best thuroughbred horses. They are fiercely protective of this secret, for their horses are their protection, and their salvation. Their mobility keeps them able to avoid most conflict, just the way they like it.
Big on tale and folklore, the White Stallions are not opposed to trade or commerce with outsiders, and generally show good will to those who happen upon them though they are superstitious and wary of all strangers.
Alexander Cormyr is said to be extraordinarily handsome, glib and skilled at both song and swordplay.

The final Tribe is known as the Frostguard. In this tribe, magic runs deep, and even though the titan's have been removed from power save Denev, it is evident their power still permeates the lands. The Frostguard are ruled by a triumverate of three sisters, hags, witches, heretics against the Gods, but incredibly powerful just the same.

This clan is secretive and always scheming, working from frozen caves and within the chill of shadows to further their own nefarious agendas. It is said the Frostguard are bound by their faith in the old Gods (titans) that they shall make a ressurrection and bring a reckoning against all who abandoned them. Unabashedly utilizing necromancy and a twisted mockery of druidic form the Frostguard are the living embodiment of the blighted land.

While it's been 154 years since the victory for the Divine races over the titanspawn and the world has made considerable advancements towards trying to regain some semblance of it's former glory, it still has a long ways to go, and countries like Albadia, do little to further that goal, as infighting and dissemenation amongst the clans and tribes leave any unification seemingly impossible.



Posted on 2013-06-07 at 18:51:25.

Topic: Nomachron: recruitment
Subject: Im currently at my brothers graduation..


But he's already crossed stage so im writing the Albadian culture up for more to read. Ive also included a timeline from the divine war to present day in the q/a outlining major events so you all have a more insightful history of the continent of Ghelspad.

Posted on 2013-06-07 at 15:26:13.

Topic: Nomachron: recruitment
Subject: Hammer Jozan and Ginafae are done


Will add them to the Q/A shortly.

Ginafae as always your backgrounds and written allure make me know once again why I extended an invite to you

Hammer your character definately has some zest and life to her!

Jozan1: hi there / waves. I cant comment on appearance and background cause i dont have them : P

Posted on 2013-06-06 at 17:28:09.

Topic: Nomachron: recruitment
Subject: status update


Status update
I just finished creating Hammer's character, he just needs to approve the direction I took it, and give it life with appearances etc.
You should have quite the menacing half elf barbarian, "the silver huntress" along shortly.

Jozan's Character is approved as is, though he's kinda nakedish at the moment and may want to actually spend his starting gold

Takley's Character is coming along as well, and needs to spend his gold on items,

Haven't heard from Tek, but I'm sure he's got something in the works.

and Ginafae's promised something shortly, so we're coming along.

I return home on Saturday (I'm away on vacation while I started this lol) hopefully I've got everyone good to go by then so I can put up an opening post this weekend.

Posted on 2013-06-06 at 08:56:17.

Topic: Nomachron: recruitment
Subject: lol ok


So we have currently under consideration

Tek playing a druid of some sort
grugg playing a halfling beguiler striving to break free of oppression and fight the powers that be.
jozan playing a wizard/cleric of some sort
Ginafae playing a fighter/ninja of some sort
Hammer playing a barbarian half elf raised amongst the nomadic albadian tribes of the north
Takley not sure yet.


Posted on 2013-06-05 at 21:00:47.

Topic: Nomachron: recruitment
Subject: Grugg


your character sheet's approved and in the Q&A, all but the backgrounds been included. You can let that come out in game as you choose.

Posted on 2013-06-05 at 19:55:23.

Topic: Nomachron: recruitment
Subject: yup


you could. provided it's approved by me.

Posted on 2013-06-05 at 19:54:32.

Topic: Nomachron: recruitment
Subject: MW equipment


yes the only ruling I have is you can't spend more than 1/2 of your gold on any single item.

Posted on 2013-06-05 at 19:49:52.

Topic: Nomachron: recruitment
Subject: Why it was 58 pts And why it is now 53 points


while yes you could go for 3 18's and a couple 12's and a 10. you'd be hard pressed to handle the situations not stacked to your great stats, and knowing me... You know I'll throw them at you..

What the barbarian with 18's aross strength con and dex for incredible armor classes, arms like tree trunks and a stamina to run the plains of Lede twice over! Sure.... but when that enemy beguiler decides to turn you into a turn coat meat cleaver against your allies, or the shopkeep swindles your hard earned coin because you're dumb as a rock... C'est la vie.

the stat points were higher because I had originally scaled it for 4 party members, and I scale my encounters and ad hoc scenarios higher than average. However, now that we have 6 players. I think you're correct that 58 points is a tad high.

As such. I'm changing the total point buy for Characters to 53 points.

Posted on 2013-06-05 at 07:10:08.

Topic: Nomachron: recruitment
Subject: Brianna


unfortunately at this time I am not only over my original cast expectations, but I also already have a list of fill in's starting.

Plus we have a Druid joining the party played by Tek I believe.

Posted on 2013-06-05 at 01:30:43.

 


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