Monday Night FR Mere of Dead Men Campaign

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Just added this, too:

Attributes beyond 19: To determine what bonuses and benefits are gained for Attributes above 19, use Table 1.5 God-like Attributes on page 12 of the CKG.

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

So, there is some mop up work left in the current installment of the Mere of Dead Men. I'm not sure it will take the whole session and I know you all will need a jump in levels to do the last part. So my question to you guys, if we finish the mop up work with plenty of time left over, do you guys want to spend the time in session to adjust your PCs and then continue on, or stop and wait until my next session to continue.

This brings up another question that I've been thinking about. Since this is a test run for my house rules, do you guys want to continue with these characters or roll up new ones and start a "real" campaign. We still have several sessions to figure that one out before we end the Mere adventures. It would be nice to have an idea of what you guys were thinking soon though, so I can get things in order for after.

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Hey guys, I've swithced to a Linux based OS for my computer. I did get Maptools to work, but I want to make sure the forwarding is still correct. I'm gonna open a server and leave it up. See if you guys can log on. I'll send the connection info via Skype Chat. If you can get on, just leave a note saying you were there.

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Aramis »

seems to work

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Treebore »

Rigon wrote:So, there is some mop up work left in the current installment of the Mere of Dead Men. I'm not sure it will take the whole session and I know you all will need a jump in levels to do the last part. So my question to you guys, if we finish the mop up work with plenty of time left over, do you guys want to spend the time in session to adjust your PCs and then continue on, or stop and wait until my next session to continue.

This brings up another question that I've been thinking about. Since this is a test run for my house rules, do you guys want to continue with these characters or roll up new ones and start a "real" campaign. We still have several sessions to figure that one out before we end the Mere adventures. It would be nice to have an idea of what you guys were thinking soon though, so I can get things in order for after.

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Continue.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Aramis »

Rigon wrote:So, there is some mop up work left in the current installment of the Mere of Dead Men. I'm not sure it will take the whole session and I know you all will need a jump in levels to do the last part. So my question to you guys, if we finish the mop up work with plenty of time left over, do you guys want to spend the time in session to adjust your PCs and then continue on, or stop and wait until my next session to continue.
Maximize gaming time. What with this game only occuring fortnightly, plus cancellations, we should get in as much gaming as we can each session. If we are supposed to bump up a level, why not do it now, before game time?

Rigon wrote:This brings up another question that I've been thinking about. Since this is a test run for my house rules, do you guys want to continue with these characters or roll up new ones and start a "real" campaign. We still have several sessions to figure that one out before we end the Mere adventures. It would be nice to have an idea of what you guys were thinking soon though, so I can get things in order for after.

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Whadja mean a "real" campaign? Is what we are doing now a pretend campaign? Is this all happening in my imagination? Are you offering to literally whisk the players off to an actual fantasyland of elves and dragons? Will I need a passport?

Image

You just find us a nice set of adventures to continue our exploring. Something not too difficult, with plenty of magic bows to be found, and where the living is easy

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Re: Monday Night FR Mere of Dead Men Campaign

Post by alcyone »

Rigon wrote:So, there is some mop up work left in the current installment of the Mere of Dead Men. I'm not sure it will take the whole session and I know you all will need a jump in levels to do the last part. So my question to you guys, if we finish the mop up work with plenty of time left over, do you guys want to spend the time in session to adjust your PCs and then continue on, or stop and wait until my next session to continue.
If I know I am leveling up, I can just do that now, and have both sheets ready for the game.
This brings up another question that I've been thinking about. Since this is a test run for my house rules, do you guys want to continue with these characters or roll up new ones and start a "real" campaign. We still have several sessions to figure that one out before we end the Mere adventures. It would be nice to have an idea of what you guys were thinking soon though, so I can get things in order for after.

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I haven't been playing in your game very long so I am not sick of my character or anything, but if you recommend that I play something that better suits the "real" campaign, I'm open to it.
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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

By real campaign, I mean, start out at 1st level and earn the xp. This was just a run to test out my house rules (which I'm fairly happy with, by the way). If you guys want to continue with these characters, then I will start looking for other adventures to run.

As to the leveling up now, that might not be a bad idea, however, I think you guys are going to have to gain a couple of levels for this last one. Ok, I was just looking at the adventure, and I think you guys can handle it on the low end of the recommended levels. So, before Monday, go ahead and bump your PCs up a level (single to 6 and multi to 5/5).

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Re: Monday Night FR Mere of Dead Men Campaign

Post by alcyone »

Rigon wrote:By real campaign, I mean, start out at 1st level and earn the xp. This was just a run to test out my house rules (which I'm fairly happy with, by the way). If you guys want to continue with these characters, then I will start looking for other adventures to run.
I like playing at level 1, that'd be fine with me.
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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

I expect to game tonight. See you mugs in the evening.

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

So, sorry we didn't actually game last night. But it was a fun discussion of just about everything. If you guys don't mind, could you post updates of your character sheets? Thanks.

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Kayolan »

Name: Melchanar
Race: Sylvan Elf
Alignment: Chaotic Neutral
Class/Level: Rogue/6
XP: ?
Description: age: 33, male, height: 5' 5", weight: 106 lbs., skin: pale, hair: brown, eyes: hazel

STR: 12
DEX: 18*
CON: 13
INT: 14*
WIS: 12
CHA: 12

HP: 28 (6,2,5,3,1,5)
AC: 18
BtH: +2
# Atts: 1
Percept: +7
Speed: 30
Size: M
Fate: 5

Languages: Common, Elf, Dwarf, Gnome, Goblin, Halfling, and Orc

Racial Traits:
Enhanced Senses
Twilight Vision
Move Silently (Dex)
Spell Resistance
Spot Hidden Doors (Wis)
Weapon Training (Shortsword)

Class Abilities:
Back Attack
Cant
Climb (Dex)
Decipher Script (Int)
Hide (Dex)
Listen (Wis) +2r
Move Silently (Dex) +2r
Open Lock (Dex)
Pick Pocket (Dex)
Finding Traps (Int) +2r
Setting Traps (Int)
Disabling Traps (Int)
Sneak Attack

Weapons:
shortsword +2
shortbow
quiver with 19 arrows
knife
13 jermalaine spears (treat as darts)

Magic Items:
shortsword +2
studded leather +2
ring of invisibility
ring of minor water breathing
potion of cure moderate wounds x6
potion of cure light wounds x2
potion of neutralize poison x2

Equipment:
rogue's tools
hemp rope (50') & grappling hook
metal file
crock grease, 1 pound
backpack
small belt pouch
chalk, 1 piece
2 large sacks
string (50')
canteen
flint & steel
2 torches
rations (7 days)
small steel mirror
clothing (belt, soft boots, cloak, leather gloves, leggings, tunic)
3 vials of holy water

Treasure
pp: 22
gp: 1,379
sp: 16
cp: 14
gems & jewelery:

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Just a reminder, we are gaming tonight. Can you guys try to get updated character sheets up on the thread sometime today.

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Re: Monday Night FR Mere of Dead Men Campaign

Post by alcyone »

I think I'm up-to-date:

viewtopic.php?p=207787#p207787
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Re: Monday Night FR Mere of Dead Men Campaign

Post by Treebore »

For the record, I am very interested in the Rod of Alertness, but not critically so, so if anyone else wants it, I'm fine with it, as long as you use its powers every time we make camp. If it was in my Weapon Specialization group, I'd very much want it. I'll have to re read Rigon's Specialization rules and see if/when I get to choose another Weapons group.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Treebore »

Rigon, didn't you develop Weapon groups? If so you need to add the rules to your House Rules linked in your sig.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Treebore wrote:For the record, I am very interested in the Rod of Alertness, but not critically so, so if anyone else wants it, I'm fine with it, as long as you use its powers every time we make camp. If it was in my Weapon Specialization group, I'd very much want it. I'll have to re read Rigon's Specialization rules and see if/when I get to choose another Weapons group.
Nope, only the one weapon. I can't think of a good way to incorporate a second weapon specialization into my house rules with how I have extra attacks work. So if you can figure something out and convince me that it will work, I'd be open to listening.

However, I have been curious as to how well the weapon group specialization has been working for Aergraith's game (I meant Kayolan). Since we brought it up again a few weeks ago, I've been thinking about it. I'll give it more of a thought.

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Treebore wrote:Rigon, didn't you develop Weapon groups? If so you need to add the rules to your House Rules linked in your sig.
I did, but never incorporated them, since I was against it. But I'm starting to warm to the idea and will give it some more thought.

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Re: Monday Night FR Mere of Dead Men Campaign

Post by alcyone »

Rigon wrote: However, I have been curious as to how well the weapon group specialization has been working for Aergraith's game.
I has weapon specialization? I has a game? I'd better check my own house rules.
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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Aergraith wrote:
Rigon wrote: However, I have been curious as to how well the weapon group specialization has been working for Aergraith's game.
I has weapon specialization? I has a game? I'd better check my own house rules.
I thought you were running the Castle Whiterock campaign? And you were going to use my weapon groups.

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Rigon wrote:
Aergraith wrote:
Rigon wrote: However, I have been curious as to how well the weapon group specialization has been working for Aergraith's game.
I has weapon specialization? I has a game? I'd better check my own house rules.
I thought you were running the Castle Whiterock campaign? And you were going to use my weapon groups.

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Sorry, I see it is Kayolan that is running Castle Whiterock. My bad. :oops:

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Re: Monday Night FR Mere of Dead Men Campaign

Post by alcyone »

I think I will adopt it though. In Nate's game I used a short bow for most of my career though I was spec'd in long bow. Just bad luck, the only good bows I found were short. If I was just bow spec'd, we'd have mopped up ToEE MONTHS ago. Maybe.
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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Here is what I came up with from the discussion on my House Rules thread:

The specialization rule would look like this (bold words indicate a change from my current rules):
Weapon Specialization: At first level, the fighter selects one weapon group to become an expert with. The fighter gains a +1 to hit and damage rolls. This bonus increases by +1 every 6 levels thereafter (+2 at 7th, +3 at 13th, etc) to a total bonus of +5. Furthermore, a fighter can add his to hit bonus from specialization to his BtH for determining eligibility for extra attacks, but only with weapons from the specialized group. (Extra attacks with specialized weapons at levels 5, 10, & 15)

Weapon Groups
Axes: battle axe, bearded axe, hand/throwing axe, piercing axe, 2-handed axe, hatchet
Bows: longbow, short bow, comp longbow, comp short bow
Clubs: club, light mace, heavy mace, morningstar, godentag
Crossbows: hight crossbow, heavy crossbow, hand crossbow
Flails: sap, hight flail, heavy flail
Hammers: light hammer, war hammer, maul
Heavy Polearms: bardiche, glaive, glaive guisarme, guisarme, halberd, lucerne hammer, pike, ranseur
Lances: light lance, heavy lance
Large Blades: 2-handed sword, bastard sword, falchion, great scimitar, flamberge
Light Polearms: bec de corbin, bill or billhook, fauchard, fauchard fork, military fork, partisan, voulge
Long Blades: broad sword, long sword, scimitar, nine ring broad sword
Picks: light pick, heavy pick, crowbill
Punching Weapons: brass knuckles, cestus, katar
Reaping Weapons: scythe, sickle, hafted hook
Short Blades: short sword, rapier, tulwar, hook sword, flatchet
Small Blades: knife, cleaver, dagger, dirk, main gauche, poniard
Spears: spear, long spear, wolf spear, staff, triden, man catcher, sleeve tangler
Throwing Weapons: harpoon, javelin, aclis, dart, slings, bolas
Whips: cat-o-nine-tails, whip

I think I may include it for my game. What do you guys think? Would you want to include this change?

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Treebore »

Aergraith wrote:I think I will adopt it though. In Nate's game I used a short bow for most of my career though I was spec'd in long bow. Just bad luck, the only good bows I found were short. If I was just bow spec'd, we'd have mopped up ToEE MONTHS ago. Maybe.
Yeah, as a player it sucks to select a Specialization, then always see other weapons come along that are the better, cooler, weapons, so "groups" make that less likely to happen. It would totally eliminate it for Bows, since there are only two types to select anyways, Long or Short.

As for when people get to select additional groups, Rigon? Just decide on how fast you think it should happen. Like how many levels do you think it would take for the Martial Classes to familiarize themselves with additional weapons groups? I think for the Fighter it would be roughly every 3 levels, for the Knight, Paladin, Ranger, etc... I think every 4 levels would be reasonable, then for the Divine types I think every 5 levels would be reasonable, and then for Arcane types I think every 8 levels would be reasonable.

As for what a Fighter can Specialize in? I can only offer what is in my House Rules: "Fighters can also learn to master (specialize) a new weapon every 3 levels. So at 4th, 7th, 10th, and so on they can master a new weapon. They only get the +1 to hit and damage. These additional weapons never increase to +2 like your first weapon does. Unless you use one of your additional "mastery's" to do so. So if you want to be +2 with the bow, you can use your 4th and 7th level mastery to do so. To be clear, the 7th level bonus can only be used to up your fist chosen weapon to +2, or you keep it at +1 and chose a different weapon to have a +1. You do not increase your first weapon to +2 and pick an additional weapon to +1, you do not get both."

Unfortunately this is not a "Science", its a gut feeling kind of thing, so just think about it and go with what you feel, and it can always be changed later.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Good points Tree. I'll have to consider it further. Also, go over to my house rules thread, I posted a question and would like some opinions.

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Here is how I would change combat and fighters:

Extra Attacks: Most classes gain additional melee/ranged attacks each round as they advance in level.
-fighters gain extra attacks at levels 6 & 13 (3 attacks max barring cleave)
-rangers, barbarians, berserkers, paladins, and cavaliers gain an extra attack at level 8 (2 attacks max)


Fighter: As the PHB, with the following changes/additions:
Weapon Specialization: At first level, the fighter selects one weapon group to become an expert with. The fighter gains a +1 to hit and damage rolls. This bonus increases by +1 every 6 levels thereafter (+2 at 7th, +3 at 13th, etc) to a total bonus of +5. At 7th level, the fighter can select a second group of weapons to specialize in for a +1 to hit and damage. This second group’s bonus to hit and damage increases by +1 every 6 levels thereafter to a maximum of +3 at 19th level)
Cleave: If the fighter slays his opponent, he may make an immediate attack against another nearby (within 5 ft) opponent.
Combat Dominance: Beginning at 2nd level, a fighter can make one attack per level to oppents with half of the fighter’s hit dice. (ex: a 2nd level fighter can make 2 attacks against 1 HD opponent; 3 attacks vs 1 HD at 3rd level; 4 attacks vs 2 HD opponents at 4th level) Combat Dominance does not stack with extra attacks, but does stack with Cleave.

What do you think?

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Treebore »

Posted my opinion in your rules thread.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Aramids, here hare the spells in the spell book:

All 0 level spells
1st: charm person, burning hands, magic missile, change self, identify, sleep, shocking grasp, alter size, comprehend languages
2nd: detect thoughts, invisibility, for cloud, web, mirror image, scare, protection from arrows, shatter, rope trick
3rd: blink, fly, lightening bolt, tiny hut, stinking cloud, summon lesser monster, clairaudiance/clairvoyance
4th: charm monster, minor globe of invulnerability, confusion, hullo infantry terrain, polymorph, dimension door
5th: summon monster, wall of iron, animate dead, hold monster, secret chest
6th: globe of invulnerability, mass suggestion, antimagic shell, project image

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Re: Monday Night FR Mere of Dead Men Campaign

Post by alcyone »

"Hullo, Infantry Terrain! How's the wife and kids?"
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Re: Monday Night FR Mere of Dead Men Campaign

Post by Rigon »

Aergraith wrote:"Hullo, Infantry Terrain! How's the wife and kids?"
Typing on the ipad can suck some times. Stupid auto correct. :lol:

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