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You are here: Home --> Forum Home --> Recent posts by Ayrn
Topic: Winds and Sand Q&A
Subject: Game Status or PC Requirements


Steelight,
Just checking to see if you are waiting for anymore information from anyone, or if we are just waiting for you for the update.
I know, I know... I'm new so I'm impatient... it's true.

Ayrn

Posted on 2011-02-14 at 17:58:10.

Topic: The Search for Tomorrow Q/A
Subject: Time to NPC


No offense to Kaelyn, but I believe it is time to move this game forward and NPC the Gano until our good friend returns.


Posted on 2011-02-14 at 17:50:13.

Topic: The Search for Tomorrow
Subject: Nice work, Kor


The ex-knight was pleasantly surprised with the little Raslan. Turns out the race is more than just pickpocketers and thieves.

Still, the news Koriss brought just confirmed his suspicions -- these weren't petty bandits. Hardened and shewd... for a moment, while Tobias didn't like their tactics, he wondered if the kidnappers' goals might be fairly close to his own camp's. Bloody civil war's got brother against brother...

Tobias turned his attention briefly to the vial the Raslan produced from one of his pockets.

[OOC: If Tobias can make an untrained knowledge check to see if he can identify the substance without actually having to take it from the friar, he will.]

Turning his attention back to where Koriss had come from, Tobias asked out loud, "Think they just randomly place traps around, or is that the direction we should keep heading in?" He paused for a moment. "I'm guessing the latter."

[OOC: Tobias is ready to move again, out past where Koriss spotted the trap.]



Posted on 2011-02-11 at 02:32:33.

Topic: Realms of Twilight -Winds and Sand
Subject: Skit to the rescue...


[OOC: Hey all, I'm going to be reprising the role of "Skit"... though, I'm retooled him to work for me, so if he acts slightly different, forgive me ]

Daleel looked over the group of restless slaves, and back towards the guards near the warehouse. I don't like the looks of this... he thought anxiously. Normally, the halfling rogue would have liked to have some company if he was going to be sneaking about. But Daleel figured the rest of his mates would be best used here, trying to keep control of the frightened mob.

"Think quick, Skit!" he heard his brother's voice as he said the words. Turning towards the dwarven brothers, the halfling spoke his plan:

"W-w-whatcha say I go t-t-take a quick w-w-walk 'round... see if I can get a b-b-better look at those guards out-f-f-fits and that well-t'-do f-f-fellow. Maybe m-m-make my way 'round back, see if there b-b-be another w-w-way in."

Without waiting for much feedback, Daleel was off."You'll hear me if I need help."

[OOC: Steelight, I'm looking to have Daleel sneak stealthly like around to get a better view of the guards in order to identify them. I'm looking for a balance between efficiency and as much cover as possible.

If the guards appear to be the ones we are looking for (i.e. not enemies), Skit will report back. If they look like bad news, he'll look for another way into the building that would be easy to sneak the whole lot of them in. If that doesn't present itself, then Skit will just be looking for a way in to see who's home.
]

Posted on 2011-02-10 at 17:53:15.

Topic: New Member Looking For A D&D Campaign
Subject: Other places to check out...


While these aren't new campaigns, maybe send Steelight a PM. He's got a game or two set in his world Realms of Twilight and he may accept another player or two (maybe?). It's Pathfinder Rules... but they are pretty close to 3.5.

The Black Hand might also be looking for a player, maybe? Check with Jozan... I think he's in the game.

Just a couple of leads.

BTW... Welcome to the Inn!

Ayrn

Posted on 2011-02-10 at 04:10:08.

Topic: The Search for Tomorrow
Subject: Yay! Update!


Having found himself a decent crossbow and some bolts, Tobias spent his time adjusting his armour while he waited for the others to return. His focus was not on his armour’s straps, however... tightening them was now habitual – he could do them in the dark if there was need.

No, the ex-templar was watching the woods around him, trying to keep track of his companions and keep alert for danger. “I hate this fen,” he muttered to himself. He longed for the field of battle, not these hit and run tactics.

The Gano and the friar returned just as Tobias was about to call out. “Ready to move on?” the soldier look at his new comrades-in-arms. “If those scumfeeders are smart, they’ll be packing up and rolling out,” he paused as he looked in the direction he had last seen the horse-thief. “And I, for one, don’t want t’ give them too much of a head start.”

Tobias’ gaze shifted, trying to locate Koriss. “Seriously! Where is that Raslan?! Kori...” But he was cut off by the sudden return of the little rogue. “Ready to go, good sir?” asked Tobias, trying to mask his mis-directed annoyance of being stuck in this stinking fen.

“I say we stick to the same walking order... try t’ keep our eyes open this time. Koriss, you scout anything ahead? Any idea which way we go from here?”


Posted on 2011-02-09 at 04:56:04.

Topic: Recruitment is Closed
Subject: Ah... Bruce Campbell. I love that guy!


Out of curiously... why doesn't Canada invade Fantastico and claim it as it's own. Or the United States, for that matter. Surely they will be out of Afganistan by 2023.

Posted on 2011-02-08 at 22:23:51.

Topic: The Search for Tomorrow Q/A
Subject: Just checking in...


Hey Tek, just checking in to see how things are going for you. Hope you are well!

Ayrn

Posted on 2011-02-08 at 01:49:13.

Topic: Continually casting a spell
Subject: I'd probably make it a magic item


Rather than writing a metamagic feat that allows you to persistantly use any instantaneous, damaging spell (which, personally, I think has brokenness written all over it... kinda like persistant divine metamagic)... I would either write a feat, create an ability, or (and I think this would be the easiest) create a magic item that would allow you to continuously use one spell (it would like be an artifact item).

Or just go with the ring the doubles your spell slots of certain levels... you'll have so many spells, it will be like a continuous/ persistant spell.


Posted on 2011-02-07 at 03:41:58.

Topic: ಠ_ಠ
Subject: All I know is...


...I - had - the time of my life -
No, I never felt this way before -
Yes, I swear - it's the truth -
And I owe it all to you...

Posted on 2011-02-06 at 03:05:08.

Topic: ==Reminants of Man== Recruitment a DH game!
Subject: I got the...


..help you with character creation part. For the PDF file, someone else will have to share it.

Send me a PM with your choices for "type" and "class" and we'll see what we can come up with.


Posted on 2011-02-06 at 02:50:48.

Topic: ==Reminants of Man== Recruitment a DH game!
Subject: $30


The PDF version of the core rule book is $30.00 at RPGNow.com.

Posted on 2011-02-05 at 19:56:51.

Topic: ==Reminants of Man== Recruitment a DH game!
Subject: Welcome and such...


Hey, welcome to the Inn, Haruspex! Hope you enjoy your stay.

Jozan1 is using the Dark Heresy Role Playing Game System from Fantasy Flight Games. You can pick up the Core Rule Book from RPGnow.com... or either Jozan or I can help you create a character.

The character creation process is simple enough. You choose your "classes" from one of the ones listed above, and then you need to choose a "human-type".

Characters can have the following "types":

Feral World Humans: They tend to be big and strong, but less smart and less social. They are your typical warrior types.

Hive-Born Humans: They tend to be more street-smart and have a bit more social graces... but they are not quite as strong and they suffer a bit when they are out of the "civilized" areas. Any of the classes work half-decent.

Imperial-Born Humans: Pretty much your well rounded human. Not really strong in anything, but not weak in anything either. All the classes would be fine, depending on what your focus your attributes on.

Void-Born Humans: A little on the stranger-side, these humans where not born on a planet but out in the void. They tend to be physically weaker, but have a stronger "mind". They typically make decent psykers and scholars.


After you choose your "class" and "human-type", let's chat some more... sent me a PM if you like.

Posted on 2011-02-05 at 19:53:02.

Topic: ==Reminants of Man== Recruitment a DH game!
Subject: Step right up, folks!


Hey, just thought I’d try to help Jozan1 drum up some interest in this great setting. Below I listed the possible “Classes” one can play in Dark Heresy along with a brief description of each one. Check it out and think out who you’d like to play.

POSSIBLE “CLASSES” IN DARK HERESY
Adepts: Knowledgeable scholars and logisters. Adepts are wise and learned... at least they hope to be one day. They are skilled with languages, knowledge and often act as the brains of the group. They are not very good at fighting, and some are very poor at talking to people. When it comes to the realm of the mind however, they leave everyone else eating dust.

Arbitrators: Investigators and lawmen. Arbitrators are tough law-keepers and judges. They ensure that the Imperium’s laws are maintained, whilst also acting as the executioners for rebels, seditionists and trouble-makers. Arbitrators do not serve on any local planetary police force; rather they are members of a higher organization: the Adeptus Arbites. Arbitrators are not very strong, and they sometimes lack social graces. When it comes to sheer ability to soak up damage and to track down their prey, however, they are certainly the ones you want on your side.

Assassins: Skilled killers. Assassins are adept at getting close to a target and ending their days. Some are cold-blooded executioners that revel in bloodshed, while others are consummate professions who take great pride in their “art”. Whatever their motivations, they represent some of the most dangerous men and women of the Inquisition, each one a finely honed tool of death.

Cleric: Priests, diplomats and leaders of men. Clerics are the priests of the Emperor, members of the vast organization know as the Ecclesiarchy. They are charismatic and capable leaders, as well as respected figures of authority. Clerics are trained in a wide variety of abilities, and can turn their hand to pretty much anything. Most notably they know how to lead and inspire, preaching from the front line as they charge into battle.

Guardsmen: Warriors, soldiers and brawlers. They are the fighters of the 41st Millennium. Some may be members of a formal army, or even part of the Imperial Guard. Others may be nothing more than mercenaries and thugs. Some may even be convicted criminals, fitted with explosive collars and sentenced to serve in the penal legions to pay for their terrible crimes. Needless to say, Guardsmen are neither particularly smart nor sociable. They more than make up for this with their ability to make things die in loud and unpleasant ways.

Imperial Psykers: Practitioners of the psychic disciplines. Psykers are otherworldly individuals with supernatural powers. They have many and varied of abilities, from reading minds to throwing bolts of bio-electrical energy. These strange powers come with a terrible price however, for each psyker is a doorways to the hellish dimension of the immaterium, the abode of Daemons, psychic predators and worse. Each Imperial pskyer risks his very soul every time he uses his abilities, knowing that the cold edge of a mercy blade is the kindest fate the Daemon-possessed can expect to meet.

Scum: Thieves, outcasts and, well, scum. Criminals, conmen, gangers, and desperados of the Imperium. Scum are the flotsam and jetsam of society. For all their dubious origins, they do have numerous skills that are highly useful for secretive, quasi-legal tasks. From picking locks to street stabbings, forgery and fencing illegal goods, Scum are good at social skills, as well as being rather agile. Perfect for getting in and out of trouble.

Tech-Priests: Keepers of mysterious techonology. Tech-Priests are the guardians of machine-spirits and the preservers of the traditions of tech. They tend to incredibly arcane machines and learn many mysteries, such as the rites of ignition and the art of maintenance. As they learn of ancient science, they seek out lost technologies, and also replace their frail flesh with gleaming steel or chattering circuitry.


Posted on 2011-02-05 at 08:53:55.
Edited on 2011-02-05 at 17:22:21 by Ayrn

Topic: ==Reminants of Man== Recruitment a DH game!
Subject: What?! No bites yet?


I'm surprised no one has jumped on board yet. Last time someone hosted a Warhammer Dark Heresy game the spots filled up fast?

Tann, where are you?! I expect you to be the first to sign up!!


Posted on 2011-02-05 at 08:07:49.

Topic: ==Reminants of Man== Recruitment a DH game!
Subject: I'm here to help


Not sure if I can commit to playing yet, but if anyone needs help with character creation because they don't have the books or such, I'd love to help out... send me a PM.

Ayrn

Posted on 2011-02-04 at 01:22:34.

Topic: ==Reminants of Man== Recruitment a DH game!
Subject: Nice intro, man


Nice work with the teaser, Jozan1! Sounds like a really cool setting.

How does the character creation process work? If you're using the books I think you are, how many "advancements" does one start with? Are all the "classes" available?

Posted on 2011-02-03 at 08:07:29.

Topic: Where has Ayrn's gone...
Subject: Back again


Hey all,
Just signalling I'm back home again. Thanks for giving keeping the fire burning while I was away. Good to be back.
Ayrn

Posted on 2011-01-31 at 16:35:16.

Topic: The Search for Tomorrow
Subject: No Objections here


Tobias gave the friar a nod when the man picked up the items of interest. "The bandana may prove of use when we find those bast***s' camp."

The ex-templar was angry and had more than a bit of self-hate at the moment. He couldn't help but think that their first skirmish had been mostly due to his own carelessness. That mistake had cost them heavily -- a horse, and a good beating with little to show.

Still, Tobias thought as he scanned the woods around him. This camp has got to be near enough. One doesn't set up alarms in the middle of nowhere.

The knight put together a case of bolts and picked up one of the crossbows. As he hand slid into the well-worn grip, Tobias thought about the last time he had used one. Through the smoke of his memory, he could see the face of the young lad, looking down at the bolt that had pierced his heart.

Tobias tried to blink the memory away, launching a bolt into a nearby tree. "It's going to feel good giving those swamp rats a taste of their own," he mumbled to himself.

Coming back to the present, Tobias nodded to Nick as the man prepared to scavenge for some plants. "Careful, Friar. I wouldn't be surprised if there be more alarms lying around."

Setting himself to adjusting his armour, the ex-templar kept an eye on the good friar.

Now... where did that blasted Raslan get off too?

[OOC: Sorry for my deal, gang. It's been a tough couple weeks. Hope this game is still on!]

Posted on 2011-01-31 at 09:24:48.
Edited on 2011-01-31 at 19:56:01 by Ayrn

Topic: Where has Ayrn's gone...
Subject: Where has Ayrn's gone...


Hey all,

The last 6 weeks have been a mix of: Christmas holidays; crazy work schedule; people dying, killing themself, or making plans to kill themselves (not me personally, nor my immediate family... just so we're clear); weekend work; and I've just picked up a nasty cold from the people I was working with this past weekend.

While I know most of you understand real life takes first priority, still... my apologies for either not posting or at least giving you a heads up of where I've been at. Please forgive.

The January/February months are usually pretty busy for me with additional weekend work (I've got 3 out of 4 weekends of work in February). The additional work of counselling persons grieving to sudden and tragic deaths of some people close to us has taken up pretty much every moment of time.

Anyway, at the moment, I hope to continue on the Tek's Season of Witch... and that's all... at least until I get my head on straight again. To my other current DMs... like I said above, my apologies. To those trying to recruit me currently, again... maybe another time.

Thanks!

Ayrn

Posted on 2011-01-25 at 02:06:11.

Topic: Advice for single session level 1 adventure
Subject: Some streamlinin' thoughts...


Character creation will be your big slow down. I would lessen the time needed by giving everyone full hp (one less roll and increases survival). If you really want, give characters double max hp at 1st level, or a standard max hp + 10 for everyone.

Also, give everyone a standard set of attributes (i.e. everyone gets 18, 16, 14, 12, 10, and 8 to distribute to their attributes). Again, if you want to increase survivability, give them higher stats to work with.

Streamline the "equipping" part of character creation by having standard starting equipment packages. For example:

Kit #1 contains 1 longsword, 1 shield, 1 suit of leather armor, 1 backpack, 1 rope, 1 torch, etc

Kit #2 contains 2 shortswords, 1 suit of leather armor, 1 backpack, 1 rope, 1 torch, etc

For magic-users, have a standard spells known package, where you assign most of the spells and maybe let the player choose 0 - 2 spells (depending on how much choice you want to give them).

Streamline the bidding for gems/jewels by setting an automatic bid increase, that scales up as less players bid. For example, let say you have 4 players:

1. minimum bid for a gem/jewel starts at 100 coins.
2. all players interested in bidding roll a d6; bidding order follows from highest to lowest, with the highest roller begining the with the minimum bid.
3. if all 4 players are bidding, the bidding goes up by 10 coins each bid; if there are only 3, bidding goes up by 20 coins; if there are only 2, bidding goes up by 50 coins.

Streamline the hack n' slash part by making sure you have stat information handy for all your encounters, both random and planned. The less time you have to spend looking up information in the monster manual, the better.

Also, know what treasure will be found at each encounter and have the XP value of each gem/jewel pre-assigned.

Streamline the initiative process of combat by rolling one dice for the players and one for the monsters and adjust each by their initiative mod (or DEX bonus). You can streamline this further by using the same rolls for the whole encounter.

Streamline the combat process by telling players they have 10 seconds (or whatever amount of time you want to give) to decide what their character is doing each round.

There's some initial ideas for you! Enjoy!

Ayrn

Posted on 2011-01-18 at 09:58:41.

Topic: Demon Wind Recruitment
Subject: YeOlde


Are you restarting the game from where you left off or are you restarting the game from a different point in time? Just curious.


Posted on 2011-01-17 at 05:34:54.

Topic: The Search for Tomorrow Q/A
Subject: Marching orders


Korviss
then Tobias
then Friar Nick
then Grimm

I was going to say that we couldn't trust Grimm at the rear, but then I remembered that he took a night watch and didn't kill us in our sleep... so, it's all good!



Posted on 2010-12-16 at 05:53:16.

Topic: The Search for Tomorrow
Subject: Setting up camp...


The journey had been fair enough so far, the trail made by the refugees easy enough to follow. But as the sun began to set while they were still near the swamp, Tobias had a sinking feeling they would not be completing the rescue mission today. The good priest was the first to suggest they stop for the night. The ex-templar had been rather impressed with Friar Nick... for a traveling preacher, the man had keep a good pace.

“If I may offer a suggestion,” Friar Nick began. “I believe it best that we set up camp for the time being...”

While Tobias wanted to drive further on, he saw tactical wisdom in the Friar’s words: It would be hard to navigate through the unfamiliar fens in the dark; the thickening growth around the fens would make it difficult to lead Kresimir’s charger, even more so with the sun going down; the bandits probably were more familiar with the terrain; his team looked as though they could use the rest.

“The good friar is correct,” Tobias piped in his agreement. “We could all use the rest.”

And with that, Tobias sought a spot that would provide the group with as much positional advantage as possible. Having selected a spot that met the group’s approval, Tobias got to work setting up camp.


Posted on 2010-12-13 at 16:51:23.

Topic: The Search for Tomorrow Q/A
Subject: My post


is coming. In less than an hour...


Posted on 2010-12-13 at 16:09:56.

 


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