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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Q & A ~ Land of Xenophobia ~
Parent thread: Land of Xenophobia
    Messages in Q & A ~ Land of Xenophobia ~
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Hammer
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Attention Shopper

CirroWolf the Small Wooden Shield is 2 EV which leaves you with 8 more EV to carry without penalty!

Small Wooden Shield is NOT a Buckler!

No Gauntlets are available and the Surcoat is not available either!

Remember you are still a Prisoner and have to fight your way to freedom!

As a Prisoner you are limited to the weapons and armor available, but after gaining freedom you can buy other items at a local Weapons & Armor Shop!

Same thing with the Mace Weapon that someone wanted because the Mace is NOT Available to Prisoners for the Emancipation Sand Dance! But Will Be Available After Gaining Freedom!

You also have 52 more EV maximum to carry out to the Dark Arena sands and place in a pile 2 squares behind the #8 position which is 10 feet away!

May I suggest you acquire a Composite Long Bow and Quiver of 20 Arrows which is 4 EV and 2 EV which would give you 6 of the 10 EV and then the Small Shield would be 2 EV leaving you with 2 EV to carry for the opening!

You could add a Club or Hand/Throwing Axe for the remaining 2 EV or here are 2 other possibilities:

Add the above [Long Bow and Arrows for 6 EV] with a Medium Wooden Shield for 3 EV and a Dagger for 1 EV or

Add the above [Long Bow and Arrows for 6 EV] and take a Large Wooden Shield for 4 EV to make up your remaining 10 EV points!

As for your 52 backup EV you can add a bunch of Arrows at 2 EV per Quiver and some Javelins would be a nice touch as they are a carry weight of 3 EV per Javelin and have a range of 30 feet when thrown!

I Do Not Want to Spoil the Opener, but each of the 4 Teams will be outnumbered by the type of opponents that emerge from beneath the Dark Arena in the First Wave!

The More Ranged Weapons the Better!

Especially at the beginning and then for other opponents in the following waves ......

Hand/Throwing Axes have a 10 foot range at 2 EV and Daggers have a 10 foot range at 1 EV and Clubs have a 10 foot range at 2 EV which all would be handy!

Another thing to keep in mind is that as other members of the other teams die off ... or if they succeed in causing their opponents to flee ... they could be headed in our direction!

And ALL Opponents Must Die Before the Next Wave of Opponents Emerge to do Battle!

Therefore ... the second wave of opponents will not emerge until ALL the first wave opponents Die!

What if you are facing a Dozen Opponents and they fall to the sands Seemingly Dead ... but are Only Stunned and then recuperate and get up again?

Make Sure They Are All Dead ... Meaning the Above Mentioned Ranged Weapons are Important for Finishing the Job!


Posted on 2008-09-24 at 09:36:36.

Hammer
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4361 Posts


Monk Abilities

MIND OVER MATTER The Monk's mental mastery over their body imparts a +1 bonus to all saving throws versus paralysis, polymorph, petrification and death attacks.

Bonus increases to +2 at 3rd level, +3 at 6th level, +4 at 10th level and +5 at 15th level.

STUNNING ATTACK A foe successfully struck by the Monk's Stunning Attack must make a constitution saving throw or be stunned and unable to act for 1d4 rounds.

Those struck by a Stunning Attack always take normal unarmed attack damage.

Monks can use this ability once per round and no more than once per level per day.

Monks must declare its use before making an attack roll. A missed attack roll ruins the attempt and counts against the Monk's limitation.

UNARMED ATTACK Monks specialize in unarmed, hand-to-hand combat and gain attacks and improve in the amount of unarmed combat damage inflicted [as shown in table in Castles & Crusades Players Handbook: 1d4 at lst level, 1d6 levels 2-4, 1d8 levels 5-8, 1d10 levels 9-12].

Monks also gain the ability to make an off-hand attack at 6th level and may choose whether the attacks inflict normal damage or subdual damage.

When Monks gain the extra off-hand attack they do not incur the penalties to their To Hit Die Rolls as described in the combat section as long as both attacks are unarmed attacks.

Monks fighting with a one-handed weapon can make an unarmed attack as an off-hand attack, but the Monk suffers the standard penalties for two-weapon fighting.

UNARMORED DEFENCE Monks know how to use his or her body for defence and gains an armor class bonus that increases with experience as indicated on the Monk Special Abilities Table:

1st level is 10 Unarmored Armor Class
2nd level is 11
3rd - 4th level is 12
5th - 7th level is 13
8th - 11th level is 14
12th level is 15

DEFLECT MISSILES At 2nd level Monks gain the ability to deflect arrows and other non-magical missiles, including but not limited to:

Arrows, axes, bolas, bolts, bullets, clubs, daggers, darts, hammers, harpoons, javelins, nets, rocks and spears.

Monks must have at least one hand free to use this ability.

When a Monk would normally be hit with a ranged weapon the Monk can make a Dexterity Check and if the check succeeds the Monk deflects the weapon and suffers no damage.

This can be done once per round for levels 2-6, twice per round for levels 7-11, three times per round for levels 12-16 and four times per round for levels 17-20.

Monks must be aware of the attack to use this ability. An attempt to deflect a ranged weapon counts as a Monk's primary unarmed attack.

If a Monk is a high enough level to have a secondary unarmed attack the Monk may still make the secondary attack if teh deflect missile ability has only been used once or twice.

If three or more missiles are deflected the secondary attack is considered used. This ability cannot be used against siege weapon ammunition.

FAST MOVEMENT At 3rd level and higher a Monk moves faster thatn normal members of his Race.

Monks carrying a medium or heavy load loses this extra speed. Monk Special Abilities Chart for Fast Movement:

Levels 3-5 is 40 feet
Levels 6-9 is 50 feet
Levels 10-12 is 60 feet

KI STRIKE AT 3rd level a Monk's unarmed attack is empowered with ki.

This attack deals damage to a creature as if from a +1 magic weapon. This ability improves as the Monk rises in levels:

5th level = +2
8th level = +3
12th level = +4
17th level = +5

SLOW FALL At 4th level a falling Monk takes damage from a fall as if the fall were 20 feet shorter than it actually is and the Monk must be within 10 feet of a vertical surface that he or she can use to slow the descent to use this ability.

PURITY OF BODY At 5th level Monks gain +1 to all Saving Throws versus disease and poison.

This Saving Throw Bonus increases by one for every level past 5th. A 10th level Monk would receive a +6 Bonus and after the 10th level the +1 Bonus is gained once every other level [even numbered level] to a Maximum Bonus of +10 at 18th level.

STILL BODY AT 6th level a Monk has mastery over vital bodily functions and can slow them until he or she appears to be dead.

Monks may maintain this state of feigned death for a number of turns equal to the Monk's level.

FAST HEALING At 7th level a Monk's body naturally heals faster than normal.

Each day a Monk heals 1d4+1 Hit Points per level as long as rest, sleep and meditation is possible.

Monks must be in a serene environment, under no physical duress or mental stress, must be able to sleep undisturbed for 12 hours and meditate undisturbed for 6 hours.

Food and water should be plentiful.

STILL MIND At 9th level Monks gain a +2 Bonus to Saving Throws against confusion, charm, fear and spells that affect the mind.

Bonus increases to +4 at 11th level and at 13th level the Bonus is +5 and increases by +1 every other level attained thereafter [every odd numbered level].

QUIVERING PALM At 12th level a MOnk gains a fearsome and fabled attack: the Quivering Palm.

Monks can use Quivering Palm attack once per week and the attack must be announced before an attack roll is made.

The Monk must be of a higher level than the target or have more levels than the targets Hit Dice.

If the Monk successfully deals damage with an unarmed attack the Quivering Palm succeeds.

Thereafter the Monk can choose to try to slay the victim at any later thime within 1 round per level of the Monk.

The Monk merely wills the target to die and the victim makes a Constituion check. If the victim fails it dies.

For example a 10th level Monk successfully strikes a 5th level Fighter. The Monk can then attempt to will the Fighter to die any time within the following 10 rounds.

Should the Fighter fail a Constitution Saving Throw the Fighter dies.

This attack has no effect on the undead or creatures that can only be struck by magic weapons unless the Monk is able to hit the creature with the Ki Strike ability.


Posted on 2008-09-24 at 16:14:23.
Edited on 2008-09-24 at 17:14:21 by Hammer

CirroWolf
Veteran Visitor
Karma: 7/2
145 Posts


Ah

- Ok, I'll add the composite long bow (good range!). I just can't hold the shield while aiming the bow correct?

- As for the cure wand, how can that work? Do I have to put it in the space behind me too?

- Having One throwing axe and one dagger should not give me penalty right?


Posted on 2008-09-24 at 19:05:03.

Brianna
Not Dragon Mistress
Karma: 105/32
2282 Posts


brianna

You can use a buckler with a bow


Posted on 2008-09-25 at 01:15:50.

CirroWolf
Veteran Visitor
Karma: 7/2
145 Posts


Cir

Nota buckler, a small shield


Posted on 2008-09-25 at 01:47:47.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Bucklers ...

..... are NOT available to the Prisoners!

After you are free you can buy a Buckler at a local Weapons shop!

The Cure Wand is 0 EV so you can carry it with you!

You will need that Cure Wand during one of the Waves of Opponents!

Composite Long Bow = 4 EV
Quiver of 20 Arrows = 2 EV

A total of 6 EV and then add Small Shield is 2 EV for a total of 8 EV leaves you 2 more EV to use without a Penalty!

Hand/Throwing Axe is 2 EV and a Dagger is 1 EV which would give you a total of 11 and put you one over!

You are going to need to move around unhindered because of the type and amount of opponents you will be facing!

The items listed for everyone's PC Character are what you are carrying into the battle and in Cirro's case she has 10 EV remaining to carry Plus the 52 EV for your backups that are in a pile by the wall 10 feet away when you get started in the adventure!

Cirro I had posted your 10 EV options above, so just decide if you want the Small Shield you can add 2 Daggers or just add the 1 Hand/Throwing Axe!


Posted on 2008-09-25 at 04:34:15.

CirroWolf
Veteran Visitor
Karma: 7/2
145 Posts


Hmm

I'll take the two daggers then.

So that's small wooden shield, holy sword, two daggers, elven chain (and helmet), boots, cure rod.

Hahah, where to carry some of this stuff? Hope there's something on the mail that can allow equipment to be attached. I'm assuming the holy sword has a sheath (w/sling?).


Posted on 2008-09-25 at 12:44:55.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Cirro you forgot ...

..... to list the Composite Longbow and Quiver of 20 Arrows 4 EV + 2 EV to go with the Small Shield 2 EV and 2 Daggers 2 EV

Carry-wise you hit the jackpot when you were gifted with the Elven Chain and Chain Mail Coif Helm which is 1 EV(w) which is 0 EV when worn and the +2(+5)Holy Avenger Longsword is 3 EV which gives you your 13 EV without a Carry Penalty.

Plus your Soft Boots are 0 EV

I am allowing that your armor has sufficient areas for carrying all your accoutrements into the battle!

Sling for your Longsword is no extra EV charge!

There is a place to tuck the Wand, so just be inventive!

NOTE that your 13 Encumbrance rating allows you a maximum of 65 EV (5 x 13 = 65) to carry as Over Burdened into the Dark Arena, so you have 52 EV (65 - 13 = 52) that you can deposit in a pile 10 feet behind you!


Posted on 2008-09-25 at 13:25:17.
Edited on 2008-09-25 at 13:27:54 by Hammer

Hammer
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Karma: 93/24
4361 Posts


Benefits from Team Training is ...

..... now posted with the BUMBLE BREW imprint which means that I can now focus some more attention on getting the Weapons EV for each character settled so I can get this adventure launched properly!

Remember that I am also awarding Experience Points along the way for the Role Play writing from each character!

Currently each character has 1500 Experience Points going into the Dark Arena Emancipation Sand Dance!

There is a Dark Arena Enhancement Factor to All Experience Points and the PC Characters have received 200 Experience Points each of the first 5 months of their imprisonment training for a total of 1000.

Another 200 Experience Points was received in the 6th month to increase the total to 1200.

Because of the Team Training and the Special Gifts received, including the Tomes and Manuals that our characters are studying in the final 2 weeks of the 6th month, I have awarded an additional 300 Experience Points to each PC Character for a running total of 1500.

That Does NOT Include Any Experience Points beign awarded for Role Play writing!

Shandra the Monk is now only 251 Experience Points Away from being a 2nd Level PC Character!

While in Contrast the Paladin is 1,201 Experience Points away from being a 2nd Level PC Character and everyone else falls somewhere in between those numbers!

Dark Arena Experience Points Enhancement will be accumulated and multiplied after the Final Wave of Opponents have been defeated.

The Number of Survivors will determine how many of the Multiplied Experience Points that Each Survivor receives!

Experience Points for each wave of opponents from the Dark Arena are multiplied and then divided by the total number of survivors!

Your PC Characters get an additional 100 Experience Points to your personal XP for each Wave of Opponents that you survive!

Plus whatever number of XP is arbitrarily awarded for your Role Play writing in the Land of Xenophobia threads!

When a PC Character attains another level in XP it usually takes that number of weeks for the PC Character to train and adjust to the New Level of Experience!

[2nd Level = 2 weeks; 3rd Level = 3 weeks etc]

However ... in the Dark Arena ... each PC Character will Automatically Adjust to the Number of Levels Increased by the Multiplied Experience Points and ADDITIONAL XP awarded by the Castle Keeper after the Final Foe is Slain!

So if a PC Character has enough XP to advance from 1st to 3rd Level it would take 2 weeks + another 3 weeks for a total of 5 weeks for the adjustment to take place!

But in the Dark Arena that Adjustment Time only takes about 30 Minutes after the Accumulated Multiplied XP is factored in from Slaying the Final Foe to Enhance the PC Character!

For Example ... Shandra will probably have enough XP for a 2nd Level Monk before the First Wave of Opponents is Exterminated ... [on the Strength of the Role Play Writing that Dragon Mistress has Demonstrated in Various Adventures where she plays at the Red Dragon Inn!] ... but Shandra will NOT be able to Increase Levels until the Final Foe from the Final Wave is Slain!

So Get Your Writing Tools Ready and Prepare for an Awesome Adventure!

Not to Mention Your Choice of Extra Weapons to Make Sure You Survive the Dark Arena Experience!






Posted on 2008-09-25 at 17:06:33.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


I wrote ...

..... the rough draft to the Opening Introduction to our Land of Xenophobia adventure this morning with a pen and legal pad of paper before going to the office!

You have approximately until Saturday afternoon September 27th at 2pm Eastern Time [which is 9pm my time overseas!] to submit your requests for Extra Weapons with your remaining EV points.

Otherwise when I type up the Opening Intro on Saturday night [before I go to sleep!] your PC Character will be assigned an armful of Weapons so that we can move the adventure along without any further delays!

Hopefully within 24 hours later [on Sunday the 28th of September] the Emancipation Sand Dance will begin with the First Wave of Opponents making their entrance upon the Dark Arena sands!

As the Senior Gladiator our own teammate ThunnGarr the Mighty has the Distinct Honor to give the signal to begin the Emancipation Sand Dance Battle for Survival by striking the first blow!
Okay Sports Fans! I have just finished scribbling the rough draft for the Entry of the First Wave of Opponents to Begin the Emancipation Sand Dance!
Get Ready for Plenty of Excitement and High Adventure!


Posted on 2008-09-26 at 11:04:49.
Edited on 2008-09-26 at 17:49:16 by Hammer

Hammer
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Karma: 93/24
4361 Posts


Uuuuhhhhhhhh

Well I am about 12 hours behind on posting the introduction to our adventure!

I walked to work yesterday morning and then walked home and after eating something I fell asleep!

At least I have the Intro and Opening hand written so that should diminish the time it takes to write it and I will be assigning backup weapons as I write!

Hopefully I will get the Opening written later tonight as for now I will start typing the Intro!


Posted on 2008-09-28 at 05:56:39.

Abraxis
Newbie
Karma: 2/1
23 Posts


map

I assume that the map is 5' squares. Sir Yder has very little choice as to his action, if there are 5' squares, he cannot reach close combat this round, so he would obviously use his bow and fire a the ant directly in front of him. I see no other honorable action!


Posted on 2008-09-29 at 00:39:37.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Yes the Map ...

..... is in 5 foot squares!

Everybody take a shot and slow those Buggers down!



Posted on 2008-09-29 at 07:46:07.

Hammer
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Karma: 93/24
4361 Posts


Forgot to add ...

..... the +4 Bonus to Hit that ThunnGarr has ... so the Giant Ant is both Unconscious and Grievously Wounded ... So I will say it is Crippled ... but Still Alive!

I will place a Note in the Land of Xenophobia thread I wrote late yesterday!



Posted on 2008-09-29 at 07:49:35.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Giant Worker Ants have ...

..... been adjusted in Size to 3 feet high, 2 feet long and 1 foot wide!

Added this note to the Land of Xenophobia thread just in case at some point in the adventure Giant Soldier Ants arrive on the scene!


Posted on 2008-09-29 at 08:24:09.

   


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