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cdnflirt
Angel Reincarnated
Karma: 87/22
1159 Posts


Question

Wondering how far away Valene is from Sirene, can I make it to her side in one turn?

 

Also, "Control Weather" spell, can it create the sun to appear in the underground?



Posted on 2020-04-01 at 09:12:10.
Edited on 2020-04-01 at 09:39:33 by cdnflirt

cdnflirt
Angel Reincarnated
Karma: 87/22
1159 Posts


Diversions

I believe we should create diversions for the orcs, summon elementals etc, that way we can not be forced to attach enemies everywhere at the same time. Obviously the mind flayers are top priority, but in order to get to them, we will need to defeat first line of defence. I am going to attempt to heal Sirene.



Posted on 2020-04-01 at 09:49:47.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


Geez Flirt

At least wait long enough for me, THE DM Hello, to let everyone know your taking over Valene on a temp basis until the party gets out of the dwarf forge or dies. At that point she will be creating her own character for introduction into the game, unless of course the party dies. So welcome her back and lets see some good rping, unless of course the party dies 



Posted on 2020-04-01 at 22:40:20.

cdnflirt
Angel Reincarnated
Karma: 87/22
1159 Posts


nope

too excited to get some creativity flowing. However cannot post without knowing the answer to my question...How far am I from Sirene? Is it able to reach her in one turn?



Posted on 2020-04-02 at 06:55:51.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


@cdnflirt

Yes you can reach her using half your movement. You'd still have your action for this round.



Posted on 2020-04-02 at 13:26:50.

SilentOne
RDI Poet - 1.5 Innma
Karma: 39/5
854 Posts


uhhh

sooo, i guess the votes we took to flee are gonna be.. ignored then? 



Posted on 2020-04-02 at 15:45:18.

cdnflirt
Angel Reincarnated
Karma: 87/22
1159 Posts


Edited post

There edited my post



Posted on 2020-04-02 at 16:17:10.

Nomad D2
RDI Fixture
Karma: 55/6
3140 Posts


Decision Time

I don't know that we have a decision.  

As i said before, Lothor probably votes to fight, but is willing to flee.

Ody - you are the master of this ship, what is the plan?



Posted on 2020-04-02 at 20:33:28.

SilentOne
RDI Poet - 1.5 Innma
Karma: 39/5
854 Posts


@Cdnflirt

I didn't mean that as a slight against your post or for you to change it. I was holding off on posting until the final votes were in. 

Rayden may have voted to flee to tend to the injured, but ultimately she will follow where the party goes. if they stay, she will fight. 

Tann- Why oh why can't dragon and i add in Talon and Brutus? They could be helpful no?



Posted on 2020-04-02 at 21:59:22.

cdnflirt
Angel Reincarnated
Karma: 87/22
1159 Posts


votes

As I said, it has been many years since I played, I wasn't aware there was a vote to flee, the way I read the DM post, sounded like we were going to fight, so went based on that. I can alter the post to go either way. I think if we work together to kill enemies we will defeat them. But we need to try to stay quiet as they can hear sounds and pinpoint unless we all talk at once.



Posted on 2020-04-03 at 06:46:30.

Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts




Welcome back flirt!  The group is going to retreat but you can try to heal on the run.

 



Posted on 2020-04-03 at 09:07:01.

Nimu
RDI Fixture
Karma: 64/11
1427 Posts


Heal and Flee

Welcome back, Flirt! I'm happy with the heal and flee plan. Yes please!

Sorry, been a little out of it with all that is going on but should be good to go from here on out. 



Posted on 2020-04-05 at 17:23:49.

dragon-soul92
RDI Fixture
Karma: 16/1
884 Posts


We're Back (and me! Haha!)

First of all, I'm glad the Inn's back up and running. Been missing my weekly dose of D&D haha.
Second of all, sorry if I'm late getting back on the site. I only just found out today that it was working again.
So what have I missed? Have we made a decision as to what we're going to do? Fight or flee? What would you like Arandur to do?
Also, I see we have a new player that I haven't seen before. So welcome to Trilogy, cdnflirt! What is your character? Have they been posted yet?
Anyway, I'm happy to get back into it! Let the journey continue!


Posted on 2020-04-05 at 18:44:54.

cdnflirt
Angel Reincarnated
Karma: 87/22
1159 Posts




currently playing Valene, but after we escape i will have a new character.

 

We are fleeing at the moment to regroup and strategize, rest etc.



Posted on 2020-04-06 at 09:45:24.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Derro

Just so you all have an idea of the enemies we are facing I have copied this from the Monsterous Manual.

Although Tann does some Home brewing this should be of help as we continue.

 

Derro Duergar

CLIMATE/TERRAIN: Any/Subterranean Subterranean

FREQUENCY: Very rare Very rare

ORGANIZATION: Tribal Tribal

ACTIVITY CYCLE: Night Any

DIET: Omnivore Omnivore

INTELLIGENCE: Very to genius (13-1 Average to genius (8-1

TREASURE: See below M, Q

Lair: B (magic only), F

ALIGNMENT: Chaotic evil Lawful evil (Neutral)

NO. APPEARING: 3-30 2-9 or 201-300

ARMOR CLASS: 5 or 4 ( 4

MOVEMENT: 9 6

HIT DICE: 3 (see below) 1+2

THAC0: 17 (see below) 19

NO. OF ATTACKS: 1 or 2 1

DAMAGE/ATTACK: By weapon By weapon

SPECIAL ATTACKS: See below See below

SPECIAL DEFENSES: See below Save with +4 bonus

MAGIC RESISTANCE: 30% Nil

SIZE: S (4' tall) S (4' tall)

MORALE: Steady (12) Elite (13)

XP VALUE: 975 and up 420

2 Hit Dice+4 650

3 Hit Dice+6 975

4 Hit Dice+8 1,400

 

Derro are a degenerate race of dwarven stature. They have been skulking in the Underdark for ages, but they were discovered by the mind flayers only five centuries ago, and by the drow but shortly before that. The derro have made a name for themselves by their marked cruelty. It is said that a derro lives for just two things: to witness the slow, humiliating death of surface demihumans, and especially humans; and the perversion of knowledge to their own dark ends.

Derro are short, with skin the color of an iced over lake (white, with bluish undertones), sickly, pale yellow or tan hair (always straight), and staring eyes that have no pupils. Their features remind dwarves of humans, and vice versa. Derro have rough skin, spotted with short coarse tufts of hair. Most derro wear a loose costume woven from the hair of underground creatures and dyed deep red or brown. Their armor is leather, studded in copper and brass. Leaders wear tougher, kather armors, made from the hides of beasts far more rugged than cattle.

Combat: Derro are one of the most dexterous of humanoid races (averaging 15-1, and their Armor Class must be adjusted for this. Normally, a derro party is well-equipped with weapons and spells. All derro carry small, ornamental blades, called secari, which can be treated as daggers, but most use other weapons as well.

Half of all encountered derro carry a repeating light crossbow (12 maximum range, two shots each round, six-bolt capacity, 1d3 points of damage). Derro crossbowman usually coat their bolts with poison. If a derro wants to simply bring down his prey, he uses a poison that causes an additional 2d6 points of damage (successful saving throw for no additional damage). If he desires to prolong his target's suffering, he uses a poison that has the same effects as a ray of enfeeblement spell (asuccessful saving throw indicates no poison damage).

Twenty-five percent of derro carry a hook-fauchard, a long (6'+) pole arm that causes 1d4 points of impaling damage and can pull a man-sized or smaller creature off-balance 25% of the time. It takes one round to regain balance.

Fifteen percent of derro use only a spiked buckler. This small shield, improves the derro's AC by 1 against any one opponent. It is armed with a central spike, which can be wielded as a second weapon (no penalty because of the derro's high Dexterity) for 1d4 points of impaling damage. The derro will also have a hooked aklys, a short, heavy club that can be thrown for 1d6 points of crushing damage. It is attached to a thick leather thong so that it can be retrieved. Thanks to the hook, the aklys also pulls an opponent off-balance but it has only a 1-8 chance. These derro are considered brave by their fellows; they are awarded the rarer, heavier armors (AC 4).

The remaining 10% of the derro are the sons and daughters of derro leaders. They are given heavier armor and trained in the use of the spear and the military pick. They use bucklers (sans spikes) when not using the spear with both hands.

For every three derro encountered, there is one with 4 Hit Dice. For every six derro, there is one with 5 Hit Dice. If 10 or more, there is a 7 Hit Die leader with a 6 Hit Die lieutenant. If a party encounters 25 derro, they would be accompanied by eight 4 Hit Die derro, four of 5 Hit Die, one with 6 Hit Dice, and one with 7. The leaders always wear the thicker armor and usually wield well-made (and occasionally magical) weapons.

If 20 or more are encountered, they are accompanied by a savant and two students. Savant derro are able to use any sort of magical item or weapon. Savants know 1d4+5 of the following spells, learned at random: affect normal fires, anti-magic shell, blink, cloudkill, ESP hypnotic pattern, ice storm, invisibility, levitate, light, lightning bolt, minor creation, paralyzation, repulsion, shadow magic, spider climb, ventriloquism, wall of fog, wall of force. Savants have 5-8 Hit Dice, and carry two or three useful magical items. Typical magical items are any potion, any scroll, rings of fire resistance, invisibility, protection, and spell storing, any wand, studded leather armor +1, shields, weapons up to +3, bracers of defense, brooches of shielding, cloaks of protection, and so on. Savants can instinctively comprehend languages and read magic (as the spells).

Savants are capable of acting as sages in one to three areas of study. Derro raids are often inspired by a savant's research.

Student savants know only 1-3 spells, have 4-7 Hit Dice, they know only one field of study, and one minor magical item.

In combat, derro fight cunningly, with good tactics. They keep spellcasters from effectively using magic, and inflict minor wounds until they eventually kill their opponents. Savants use their powers to confuse and frustrate, rather than to simply kill. Derro have poor infravision (30-foot range) but keen hearing (treat as the blind-fighting, nonweapon proficiency).

Derro keep slaves and attempt to capture intelligent opponents, when possible.

Habitat/Society: Derro live in large underground complexes, nearer the surface than the kuo-toans and drow, but deeper than goblins and trolls. They never expose themselves to direct sunlight; it nauseates them. Sunlight will kill a derro if he is exposed to it for several days. Still, derro do visit the surface at night, raiding for humans or carrying out a savant's plans.

Derro are never encountered singly. From their combat tactics to their choice of spells, derro demonstrate a mob mentality. A lone derro is a desperate derro, seeking at all costs to return to his home.

Derro lairs always have 3d4+30 normal derro, plus leaders. The members of the lair are led by the resident savants (1-3 in number) and their apprentices (2-5 students). Derro obey without question the puzzling, even suicidal, dictates from their savant leaders.

Also to be found in a derro lair are 5d6+10 human slaves. If any of the lair's savants or students know the charm person spell, each slave has a 90% chance of being charmed. Derro hate humans more than any other race; they use humans for the most demeaning manual labor, and for breeding.

Derro do not appear to worship any powers, but the savants treasure knowledge and the rest seem to worship the savants.

Derro usually scour their territory for magical items, stealing them, or, if necessary, purchasing them from more powerful creatures. Derro do not share the love of gold common to their dwarven relatives, and they have been known to pay exorbitant prices for a few potions or for a magical item with a missing command word.

Every 20 years or so, the derro mount an all-out war against the other creatures of the Underdark. This is known as the Uniting War, and no savant really expects it to be won. The War is a means of winnowing out the weakest of the derro lairs, a focal point for racial identity, and a chance to really create some terror in the Underdark. It also serves the purpose of starting rumors. Humans will certainly hear that a war is being fought in the Underdark, and they will send hundreds of scouting and adventuring parties to the underground to investigate. The derro welcome this new source of slaves.

Ecology: Derro can live on a diet of underground fungi, but use it only for spice. They seek out other sustenance whenever possible. A derro hunting party usually pursues large, dangerous prey that will feed an entire lair, rather than smaller, simpler food. The derro tendency to torment prey also holds when for hunting food. They also raid other races for food.



Posted on 2020-04-06 at 13:21:23.

   
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