Rings of Brass (Aihrde)

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slimykuotoan
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Re: Chimera's Roost

Post by slimykuotoan »

Children: "Where's papa mommy?"

Celeste: "He's out children, finding more rat gnawed items in the forest. You know he'll be back soon. He loves us so."

Poor Ivan...
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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LordSeurek
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Re: Chimera's Roost

Post by LordSeurek »

slimykuotoan wrote:Cool Rob, thanks for the tables!

Please roll an alternate secondary skill, as Courtoise would already be covered by your class.
Done. Rolled a 5: Appraisal/Bartering

I guess you can tell us the value of the misc items now (unless you want a Cha roll with a CL ??? check)

L.S.

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slimykuotoan
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Re: Chimera's Roost

Post by slimykuotoan »

K- item values posted above.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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LordSeurek
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Re: Chimera's Roost

Post by LordSeurek »

slimykuotoan wrote:K- item values posted above.
err. Don't see where they are listed...

Oh, and I was talking to Martin today. He would like to try and play on Tuesdays.....

L.S.

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slimykuotoan
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Re: Chimera's Roost

Post by slimykuotoan »

Cool R, I just pmed Martin.

Values now listed.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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slimykuotoan
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Re: Chimera's Roost

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Image
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slimykuotoan
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Re: Chimera's Roost

Post by slimykuotoan »

Your party is in Kareelia. (Middle left)

Image
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LordSeurek
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Re: Chimera's Roost

Post by LordSeurek »

What are the value of these:

leather jerkin +2 ac vers missle fire/ saves diving, dodging, trap avoidance, etc.
+2 rogue's tools

L.S.

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slimykuotoan
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Re: Chimera's Roost

Post by slimykuotoan »

leather jerkin +2 6000 gp
+2 rogue's tools 4000 gp
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Lurker
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Re: Chimera's Roost

Post by Lurker »

slimykuotoan wrote:Your party is in Kareelia. (Middle left)

Image

Good Lord I wish I could game in this one ! I've been reading more and more on that area instead of working my own home brew ... I am more than hooked on the setting and area.

I have a good 10 character ideas bouncing around my head that just scream to be let out and this would be perfect to give a few of them a try. - The biggest being a Greek based Pankrationist so Slimy nudge nudge on letting me try out a home brew one from the forum if the moving gods and teaching gods smile on me in time to play later in the game -

That being said, I loose Internet in a few days, so I'll see you in the funny papers ...
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
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LordSeurek
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Re: Chimera's Roost

Post by LordSeurek »

Been reading more of the CKG Slimy. Can I suggest maybe using the Fate Point system as described on pg 276? Might be a good chance to try a few things out especially since we dont have a cleric. Check out the "Down but not out" ex of fate point usage.

I was never a big fan of it when Martin and Tree were using it, but like how Steve has done it.

I think I am gonna give this tomb a good one over before running again next year. I'd like to reduce my own house rules and incorporate more of c&c's content.

I await your expert thoughts on such matters :)

L.S.

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slimykuotoan
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Re: Chimera's Roost

Post by slimykuotoan »

Let's do it.

Each character gets 3 at first level + 1d4 per each additional experience level, as per the CKG.
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LordSeurek
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Re: Chimera's Roost

Post by LordSeurek »

slimykuotoan wrote:Let's do it.

Each character gets 3 at first level + 1d4 per each additional experience level, as per the CKG.
Excellent! See you all tonight.. (Kicking heels, raising imaginary glasses to the people in my head, watching......)

L.S.

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slimykuotoan
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Re: Chimera's Roost

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:D
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Re: Chimera's Roost

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I
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slimykuotoan
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Re: Chimera's Roost

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just
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Re: Chimera's Roost

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realized
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Re: Chimera's Roost

Post by slimykuotoan »

you
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slimykuotoan
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Re: Chimera's Roost

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have
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Re: Chimera's Roost

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more
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Re: Chimera's Roost

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posts
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Re: Chimera's Roost

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than
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slimykuotoan
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Re: Chimera's Roost

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me.
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slimykuotoan
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Re: Chimera's Roost

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:x
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Re: Chimera's Roost

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lol
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Re: Chimera's Roost

Post by LordSeurek »

slimykuotoan wrote:lol
According to section 6.7a of Robert's Rules of Order, you have committed a type 9 offense with your meaningless postings sir slimy. Don't have me call on Breakdaddy to kick yer arse..... :twisted:

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Re: Chimera's Roost

Post by LordSeurek »

For anyone who doesn't have access to the CKG, here is the info on Fate Points:

Fate points
Fate Points are a mechanic that provides characters with the means to affect game play in small, but significant ways. They represent the actions of cinematic heroes, who always seem to make those dramatic comebacks, have sudden flashes of insight just in time, or call upon inner reserves of strength to fell the villain just when things look grim.

Starting and gaining Fate points
Characters start with 3 fate points at first level. Thereafter they receive 1d4 additional fate points per level. They may save their fate points up, or use them all as the character sees fit, or as the need arises.

Using Fate points
A character always has a limited amount of Fate Points, and while the character replenishes this supply with every new level he or she attains, the rate of attrition can far outstrip the rate of gain. As such, players must use them wisely. A character can spend Fate Points to do any of the following things, though are not limited to simply these uses if another
valuable use arises that both the Castle Keeper and players can agree upon as valid and useful to their game.

Down but not out: When a character falls to at least -10 Hit Points or below, he is normally considered dead. Not so, if he has Fate Points to spend. Down but not out costs three fate points, and results in the character reduced to exactly -10 hit points, and stabilized. The character must have three fate points to spend in order to use this ability, and may only call upon it once per character level, and if he doesn’t use it, it doesn’t carry over. So a character who never has to use down but not out at second level doesn’t have two uses of it waiting when he gets to third.

Fortune’s Favor: When a character spends one fate point to improve a d20 roll, add 1d8 to the roll to help meet or exceed the target number. A character can declare the use of 1 fate point to alter a d20 roll after the roll is made-but only before the Castle Keeper reveals the result of that roll (whether the attack or check or saving throw succeeded or failed).

Fortune’s Fool: Reroll a die. This roll may be to attempt a change in an attack roll against the player character, to re-attempt a saving throw, or to retry an attack roll that failed. This fate point may be used at any time unlike fortune’s favor that must be used before the Castle Keeper reveals their roll.

I Just Made It: By expending two fate points, a character automatically makes a saving throw. They must have the fate points to expend and declare they are expending the points prior to rolling any die.

Mighty Blow: When a character spends one fate point to make a single, earth-shattering attack, the attack is treated as though the player rolled a Natural 20 on his attack roll; it automatically hits the opponent. Also, the attack does double the maximum possible damage for the attack, or whichever critical hit system is preferred by the Castle Keeper and his gaming group. The character must then make a second, unmodified d20 roll. A result of 1-5 on the d20 means that the weapon is destroyed as a result of the mighty blow (firearms are ruined from blowback, etc.). Magic weapons gain a bonus to this roll equal to +1 per point of the weapon’s bonus (so a +3 sword gains a +3 to this roll), plus an additional +1 for each special ability the weapon possesses. This ability is useful only in melee combat and extra damage from special attacks such as sneak attack does not double. A fate point can be used to achieve this effect only once per game session.

Providence Smiles: By spending a fate point, a character can gain a small plot break that helps him in some minor way. He gains an important clue that he overlooked, just happens to be talking to the right person to get the information he needs, or has the cavalry come over the hill while he’s in a hopeless situation. The player must describe exactly what the plot break is that his character gains, and the CK always has the right to overrule this use if he deems it improper, or if he has a good reason for the character to be in such a tight spot. If the plot break is overruled, the fate point is not spent. Characters can spend a point for providence smiles once per game session.

You Missed Me! You Missed Me!: By expending two fate points a character can avoid a single attack that would have otherwise struck the character. The character must have two fate points to expend in order to fully dodge the blow.

Sound The Charge: A character can spend a fate point to double their allotted movement for a single round. This includes the ability to move full movement and still attack. Unlike a normal charge maneuver, characters spending a fate point can move up to their full base movement and attack, but do not gain a bonus to damage or penalty to armor class. However, spending a fate point to sound the charge effectively doubles the distance a character can cover to take a charge maneuver in order to gain this bonus and suffer this penalty. In effect, this maneuver allows a character to move
up to their full base movement and make a normal attack, or to double the distance up to which they may make a charge maneuver.

A character can only spend Fate Points once per round. If a character spends a point to strike a mighty blow, he or she can’t spend another one in the same round to improve a die roll, and vice versa

L.S.

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Re: Chimera's Roost

Post by Damage-Devil »

I believe I am on the fence regarding "Fate points". Seems like it would take the risk out playing, which is the fun part of the game IMO. It would probably lend itself to a lot of reckless decisions by characters if they know they have a safety net and additionally ruin any creativity the players may use when approaching a situation or problem. All fate should be determined by the probability built into the dice roll. Fate points will rob the "natural 20" of all its beauty and excitement. That said, I am not opposed to using if everyone else wants to, hence the fence. Just merely sharing some thoughts on the matter.

Zaltemus the Fence Walker

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slimykuotoan
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Re: Chimera's Roost

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K -so noted. We'll chat it out tonight.
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slimykuotoan
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Re: Chimera's Roost

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LordSeurek wrote:According to section 6.7a of Robert's Rules of Order, you have committed a type 9 offense with your meaningless postings sir slimy. Don't have me call on Breakdaddy to kick yer arse..... :twisted:
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