Forgotten Realms: Ruins of Myth Drannor COMPLETED
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
- Location: Nine Hells
Hehe, no worries. Realized last night that actually you have already made up for it believe it or not. Will talk to you tonight or sometime this weekend. =P
As far as rezzing guys. Hate to say it but probably the easiest and by far the cheapest (unless you come across some nice wandering demi-god) would be back in town. The main church there if you remember was to the same god I am a cleric of. And I did ask the high priest there for his blessing before we left so can always play on his guilt.
Guess we can get some use out of that magical scale we found last week huh Martin?
As far as rezzing guys. Hate to say it but probably the easiest and by far the cheapest (unless you come across some nice wandering demi-god) would be back in town. The main church there if you remember was to the same god I am a cleric of. And I did ask the high priest there for his blessing before we left so can always play on his guilt.
Guess we can get some use out of that magical scale we found last week huh Martin?
sounds good
We need a name for our group - something to set us apart from other groups of adventurers -
And we need a Standard.
in another campaign years and years ago I had a fighter Type named Sarren the Red of Ravensforn and his band was called
the Company of the Purple Assed Pig
the Standered was of a Dire Boar (or Razor back) with a purple hindquarters on a red field - the boar itself was black
Heh.....
As we have a Crowner in the Group (Who should take levels in Fighter or Knight or Bard - maybe Bard) perhaps he would be the natural leader...
while Nerneth is more Charasmatic he lacks the brains (though I rp him dumber than his stat lend him to be.
Rob
I wanted to talk to you about Movement in the game
I just went and read the actual rule in C&C and it is as you have been doing it.... upto 1/2 your movement and still attack or your full move if charging....
and there is running and jogging as well
So I stand corrected ---- other version cluttering up the noggin
We need a name for our group - something to set us apart from other groups of adventurers -
And we need a Standard.
in another campaign years and years ago I had a fighter Type named Sarren the Red of Ravensforn and his band was called
the Company of the Purple Assed Pig
the Standered was of a Dire Boar (or Razor back) with a purple hindquarters on a red field - the boar itself was black
Heh.....
As we have a Crowner in the Group (Who should take levels in Fighter or Knight or Bard - maybe Bard) perhaps he would be the natural leader...
while Nerneth is more Charasmatic he lacks the brains (though I rp him dumber than his stat lend him to be.
Rob
I wanted to talk to you about Movement in the game
I just went and read the actual rule in C&C and it is as you have been doing it.... upto 1/2 your movement and still attack or your full move if charging....
and there is running and jogging as well
So I stand corrected ---- other version cluttering up the noggin
- LordSeurek
- Greater Lore Drake
- Posts: 2868
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Ok, Sorry for the delay. Here is the XP and Loot.
For the 25 5th level fighters and 7th level Orog, 4.5 hours of role playing and Loot, the total for the 5 characters that are alive comes to 3675 xp each.
Remember that I dont totally agree with the XP for loot 1xp = 1gp. I offer a minimal amount of xp per 1gp of loot.
The Loot consists of 25 expert (+1/+1) expert broadswords, 25 expert steel shields, Magical Broadsword, and Guantlets.
Cheers, LS
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
For the 25 5th level fighters and 7th level Orog, 4.5 hours of role playing and Loot, the total for the 5 characters that are alive comes to 3675 xp each.
Remember that I dont totally agree with the XP for loot 1xp = 1gp. I offer a minimal amount of xp per 1gp of loot.
The Loot consists of 25 expert (+1/+1) expert broadswords, 25 expert steel shields, Magical Broadsword, and Guantlets.
Cheers, LS
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
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- LordSeurek
- Greater Lore Drake
- Posts: 2868
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
tymire wrote:
It was a 1/2 orc..... bastard thru us against 25 of them that where at least lvl 7 fighters (we are level 8). Went about like you might expect. We made some bad tactical decissions resulting in the people not able to fly/go etheral surrounded (away from eachother) by the 1/2 orcs, each getting 2 attacks a round. However, Timmy did end up dropping about 5-7 before he got crit the 3rd time (2 of the rolls where to the neck).
What really didn't help having the cleric's (Timmy's) voical cords being cut the first round of combat (the first crit). Have to hate having people dieing around me when you have 6-7 cure spells that you cannot use.
Ended up with LS being nice to us and not doing a 4/6 tpk, by making them a bit too stupid and having most of the remainder die by running through a field of spiked stones (4th druid). Like a anyone but a berserker wouldn't stop when his feet are getting shreaded.
Do want to talk to LS about that though when he gets time. Don't get me wrong we should have all died, but it doesn't quite fit the setting.
But so far Timmy's luck has been umm horrible. Two of us faced 4 Centipedes last week and we lived though seriously hurting, with him having taken 10pts of dex damage from poisen.
Couple of things...
1. The half-orcs were level 5 each not 7. My random encounters are designed to be either 'easy', 'moderate', or 'tough'. This encounter had a survivability rating of 'tough' but not impossible. I knew it would be hard, but with each PC using their each own individual abilities, I figured you would survive, of course any encounter, regardless of the toughness can be brutal if the die rolls go against you.
2. Each of the baddies should have only gotten 3 attacks per 2 rounds based on my HR doc. So that was a big screw up on my part. In the future, I'll make sure I am more careful with that. The Orog's # attacks was correct at 2 per 1 round.
3. I never made the last few half-orcs stupid at all. They were trying to get to the wizard. That didn't know the area of the suicide spikes.
4. If I am not on Skype Brad and you need to discuss something, send me a PM. Not sure what you meant by the encounter not fitting the setting. In my games, I can set up any kind of encounter that I feel fits my game. FYI, there is a high number of brigands in the Boxed Set for Drannor, I modified them to fit c&c and this game.
5. I dont think Timmy has been horrible at all. He has a very high 'to-hit' and his AC is decent. Remember that these baddies last time needed a 20 to hit you. I lucked out by rolling several 20's (which is a 5%) to get any damage on you at all.
6. Some people use crit/fumble tables. There wasn't any issue with this in my last FR game. You have just as much chance to crit as do the baddies with a 20.
L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
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- LordSeurek
- Greater Lore Drake
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Wulfgarn wrote:
we will neeed to ferrit out thier Lair and claim the treasure they took from the other groups they killed
Good idea, if you can find it. The other group(s) that they took out were certainly equiped with gear.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
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- LordSeurek
- Greater Lore Drake
- Posts: 2868
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
tymire wrote:
Hehe, no worries. Realized last night that actually you have already made up for it believe it or not. Will talk to you tonight or sometime this weekend. =P
As far as rezzing guys. Hate to say it but probably the easiest and by far the cheapest (unless you come across some nice wandering demi-god) would be back in town. The main church there if you remember was to the same god I am a cleric of. And I did ask the high priest there for his blessing before we left so can always play on his guilt.
Guess we can get some use out of that magical scale we found last week huh Martin?
I made up for what how? Maybe you should send me a PM Brad, to clarify.
Yes, there is a cleric in Dagger Falls that can help out for sure, at a price. Since it is the same deity as you, he may give you a discount
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
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- LordSeurek
- Greater Lore Drake
- Posts: 2868
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
I like the idea of a Party Name. An old player from years back had us make up one when we ran thru Return to the Temple of Elemental Evil.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
My TWITTER Account: http://twitter.com/LordSeurek
My TWITTER Account: http://twitter.com/LordSeurek
- LordSeurek
- Greater Lore Drake
- Posts: 2868
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Brad, as per my HR doc, Timmy was a 9th level character. Hence he drops 1/2 way down to the previous level in the present class, currently cleric. Hence, you have back at 1/2 to 5th cleric again. Your cleric XP is now at 12,000 XP. Essentially, you lost 3000 XP in that class for the death putting you at Fighter 7 / Cleric 4.
L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
My TWITTER Account: http://twitter.com/LordSeurek
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Alvar looks up from stone chip and dust covered plans for the new temple to Lady luck (still debating with the head cleric about putting in the card and dice room) and sighs - Read les looks up from SRNCO course notes and the HIS 303 (American constitution) course work and sighs - Hearing rumors of a skirmish involving his old friends and wishing he was there and part of the fray...
Sounds like a good one that I'm missing. Have fun and hope all is well with you all!
_________________
"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
C&C Society
Sounds like a good one that I'm missing. Have fun and hope all is well with you all!
_________________
"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
C&C Society
"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
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
- LordSeurek
- Greater Lore Drake
- Posts: 2868
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Hey Les. Good luck with all the work there. We have 6 players, but I'll go one more only if you wanna play again in the future.
And yes, the temple is coming along nicely
L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
And yes, the temple is coming along nicely
L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
My TWITTER Account: http://twitter.com/LordSeurek
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Character: Erlcer Chavdarr IV
Race: Human (age: 29 b. month 1 day 12, Ht: 5'9", Wt: 170 lbs.)
Alignment: LN
Class: Crowner
Level: 8
XP: 48,809
Needed for next level: 56,000
Birthplace: Waterdeep
Patron: Piergeiron the Paladinson
Patron Deity: Tyr (Faernian pantheon, the Triad)
HP: 52
AC: 24 (20 -shield)
BtH: +4
#At: 3/2
Move: have this finished before next session
ABILITIES
14 Str
14 Dex
16 Con*
11 Int
18 Wis*
13 Cha*
LANGUAGES
Common
Dalespeak
SECONDARY SKILL
none
CLASS ABILITIES (see Notes)
Brow- Beat
Case Suspect
Dispense Justice
Find Truth
Hue & Cry
Hunch
Search
WEAPONS
1. Prismatic Sword of Retribution, a bastard sword +2 (see Notes) (4)
2. Varzsl Vg ("Wizard Killer"), a broad sword +1/+2 vs. wizards and enchanted monsters (3)
3. short bow
ARMOR
shield +3 (3)
splint mail +3 (3)
EQUIPMENT
Magical:
lucky underwear (see Notes)
Normal:
arrow x38
backpack (4) (containing):
blanket, winter (2)
case, scroll (1)
ink, 1 ounce (-)
lantern, bullseye (2)
manacles x1 (1)
oil, armor & weapon, container x1
oil, flask x7 (7)
parchment, page x9 (-)
quill (-)
quiver, score capacity x2
rations, 1 day x2 (2)
rope, silk, 50' (3)
waterskin (1)
wax, sealing (-)
signet ring (worn) (-)
ENCUMBRANCE
(have this finished before next session)
No Encumbrance (0 to 13 EV)
Light (13.1 to 26 EV) Move reduced by 1/4, +1 CL to Dex based checks
Moderate (26.1 to 39 EV) Move reduced by 1/2, + 2 CL to Dex based checks
Heavy (39.1 to 52 EV) Move reduced by 3/4, + 4 CL to Dex based checks
Overburdened (52.1 to 65 EV) Move reduced to 1 ft/round, automatically fail all
Dex based checks, lose Dex bonus to AC
WEALTH
824 GP
NOTES
Class Abilities Descriptions:
FIND TRUTH (Wisdom)
The crowner is very skilled in distinguishing truth from untruth. When he asks a
question and receives a reply, he can tell, with an appropriate Wisdom check,
whether that person has lied to him or not.
CASE SUSPECT (Wisdom)
Using this ability, the crowner is able to find information about a specific person, by
detailed observation, and deductive reasoning. A crowner must spend 1d3x10 minutes
observing his suspect before a check is allowed. A successful check results in knowledge
of the approximate level of the person, distinguishing habits and mannerisms, approximate
wealth, whether he seems nervous or is acting suspiciously and other details that the CK
might see fit to provide.
SEARCH (Wisdom)
The crowner is very good at finding clues and evidence from a thorough search of a body
or an area, like a room or the crime scene. Whenever the crowner is actively searching, he
gains an additional +2 bonus. This bonus goes up to +3 at 4th level and, +4 at 8th level
and +5 at 12th level.
BROW-BEAT
Crowners can use their power and station to intimidate peasants and other lower classes.
0-level characters will be uneasy in the presence of the crowner who uses this ability,
shuffling from foot to foot, wringing their hands nervously and generally being submissive.
They feel compelled to do as the crowner says, within reason, will answer his questions and
undertake to assist where they are able to, even if it means taking time off their own work to
do so. It affects one 0-level character per level of the crowner and can be used once per day.
At 4th level the ability can be used twice per day, at 8th level it can be used three times, and
at 12th level it can be used four times per day. Also, it can be used on higher level npcs at
higher levels, so by 5th level it can be used on up to 1st level npcs, and thereafter on npcs
of at least 4 levels below that of the crowner.
HUE & CRY
At 4th level, a crowner is able to raise the hue & cry. What this means is that the crowner can
declare anyone as being a murderer, thief or traitor call upon the local population to form a
posse to help to seek the accused and restrain him or her when caught. Once the cry goes out,
within an hour, the crowner will have a mob of 3d6 + the crowners charisma bonus (if any)
0-level characters, bearing staffs, pitchforks, cudgels and similar weapons. In each of the
next three hours 1d6 further 0-level characters will join the posse each hour. After 5 hours
from the start of the hue & cry, if the accused hasnt been found, the mob will begin to
dissipate, losing 2d6 of their number per hour until they have all returned to their homes.
The Hue & Cry can only be raised once in a day.
DISPENSE JUSTICE
The crowner is an appointed legal representative. At 6th level, the character is authorised
to administer justice, arbitrate disputes, perform legal functions and so on. The crowners
decisions are legally binding on all but members of the clergy or paladins and knights of a
higher level.
HUNCH
At 8th level, the crowner is so skilled at his investigations that he gains an almost psychic
insight into what happened. Once per day, the player can ask the CK for a clue or a lead
that will aid his investigation in some way, if he is stuck. He can ask two such questions
at 12thlevel.
Magic Item Descriptions:
LUCKY UNDERWEAR
These under garments, consists of a shirt and whatever passes as undergarments for the wearer.
The clothing allows the wearer to, once per day, declare a lucky break. This supernatural power
grants the wearer a +1 luck bonus on the next dice roll they have to make.
Value: 600 GP
PRISMATIC SWORD OF RETRIBUTION
This sword allows an additional +2 to attack against someone who hits the wielder in melee. This attack must be taken against the foe on the following round. If the wielder takes multiple hits in one round, they will aim for the foe that damaged him last. If a successful hit is made, the prismatic quality causes the blade to glow a color based on the following table. Each color has its own type of damage:
1. Red Deals additional 4 points of fire damage
2. Orange Deals additional 6 points of acid damage
3. Yellow Deals additional 10 points of electricity damage
4. Green Poison deals 1d4 Con damage. Save is 14/20
5. Blue Deals additional 4 points of cold damage
6. Indigo Deals CONFUSION, Wis save 14/20 negates (See pg 66)
7. Violet Deals additional 4 points of sonic damage
8. Two colors Roll again twice, ignore subsequent '8' rolls.
Value: 76000 GP
Race: Human (age: 29 b. month 1 day 12, Ht: 5'9", Wt: 170 lbs.)
Alignment: LN
Class: Crowner
Level: 8
XP: 48,809
Needed for next level: 56,000
Birthplace: Waterdeep
Patron: Piergeiron the Paladinson
Patron Deity: Tyr (Faernian pantheon, the Triad)
HP: 52
AC: 24 (20 -shield)
BtH: +4
#At: 3/2
Move: have this finished before next session
ABILITIES
14 Str
14 Dex
16 Con*
11 Int
18 Wis*
13 Cha*
LANGUAGES
Common
Dalespeak
SECONDARY SKILL
none
CLASS ABILITIES (see Notes)
Brow- Beat
Case Suspect
Dispense Justice
Find Truth
Hue & Cry
Hunch
Search
WEAPONS
1. Prismatic Sword of Retribution, a bastard sword +2 (see Notes) (4)
2. Varzsl Vg ("Wizard Killer"), a broad sword +1/+2 vs. wizards and enchanted monsters (3)
3. short bow
ARMOR
shield +3 (3)
splint mail +3 (3)
EQUIPMENT
Magical:
lucky underwear (see Notes)
Normal:
arrow x38
backpack (4) (containing):
blanket, winter (2)
case, scroll (1)
ink, 1 ounce (-)
lantern, bullseye (2)
manacles x1 (1)
oil, armor & weapon, container x1
oil, flask x7 (7)
parchment, page x9 (-)
quill (-)
quiver, score capacity x2
rations, 1 day x2 (2)
rope, silk, 50' (3)
waterskin (1)
wax, sealing (-)
signet ring (worn) (-)
ENCUMBRANCE
(have this finished before next session)
No Encumbrance (0 to 13 EV)
Light (13.1 to 26 EV) Move reduced by 1/4, +1 CL to Dex based checks
Moderate (26.1 to 39 EV) Move reduced by 1/2, + 2 CL to Dex based checks
Heavy (39.1 to 52 EV) Move reduced by 3/4, + 4 CL to Dex based checks
Overburdened (52.1 to 65 EV) Move reduced to 1 ft/round, automatically fail all
Dex based checks, lose Dex bonus to AC
WEALTH
824 GP
NOTES
Class Abilities Descriptions:
FIND TRUTH (Wisdom)
The crowner is very skilled in distinguishing truth from untruth. When he asks a
question and receives a reply, he can tell, with an appropriate Wisdom check,
whether that person has lied to him or not.
CASE SUSPECT (Wisdom)
Using this ability, the crowner is able to find information about a specific person, by
detailed observation, and deductive reasoning. A crowner must spend 1d3x10 minutes
observing his suspect before a check is allowed. A successful check results in knowledge
of the approximate level of the person, distinguishing habits and mannerisms, approximate
wealth, whether he seems nervous or is acting suspiciously and other details that the CK
might see fit to provide.
SEARCH (Wisdom)
The crowner is very good at finding clues and evidence from a thorough search of a body
or an area, like a room or the crime scene. Whenever the crowner is actively searching, he
gains an additional +2 bonus. This bonus goes up to +3 at 4th level and, +4 at 8th level
and +5 at 12th level.
BROW-BEAT
Crowners can use their power and station to intimidate peasants and other lower classes.
0-level characters will be uneasy in the presence of the crowner who uses this ability,
shuffling from foot to foot, wringing their hands nervously and generally being submissive.
They feel compelled to do as the crowner says, within reason, will answer his questions and
undertake to assist where they are able to, even if it means taking time off their own work to
do so. It affects one 0-level character per level of the crowner and can be used once per day.
At 4th level the ability can be used twice per day, at 8th level it can be used three times, and
at 12th level it can be used four times per day. Also, it can be used on higher level npcs at
higher levels, so by 5th level it can be used on up to 1st level npcs, and thereafter on npcs
of at least 4 levels below that of the crowner.
HUE & CRY
At 4th level, a crowner is able to raise the hue & cry. What this means is that the crowner can
declare anyone as being a murderer, thief or traitor call upon the local population to form a
posse to help to seek the accused and restrain him or her when caught. Once the cry goes out,
within an hour, the crowner will have a mob of 3d6 + the crowners charisma bonus (if any)
0-level characters, bearing staffs, pitchforks, cudgels and similar weapons. In each of the
next three hours 1d6 further 0-level characters will join the posse each hour. After 5 hours
from the start of the hue & cry, if the accused hasnt been found, the mob will begin to
dissipate, losing 2d6 of their number per hour until they have all returned to their homes.
The Hue & Cry can only be raised once in a day.
DISPENSE JUSTICE
The crowner is an appointed legal representative. At 6th level, the character is authorised
to administer justice, arbitrate disputes, perform legal functions and so on. The crowners
decisions are legally binding on all but members of the clergy or paladins and knights of a
higher level.
HUNCH
At 8th level, the crowner is so skilled at his investigations that he gains an almost psychic
insight into what happened. Once per day, the player can ask the CK for a clue or a lead
that will aid his investigation in some way, if he is stuck. He can ask two such questions
at 12thlevel.
Magic Item Descriptions:
LUCKY UNDERWEAR
These under garments, consists of a shirt and whatever passes as undergarments for the wearer.
The clothing allows the wearer to, once per day, declare a lucky break. This supernatural power
grants the wearer a +1 luck bonus on the next dice roll they have to make.
Value: 600 GP
PRISMATIC SWORD OF RETRIBUTION
This sword allows an additional +2 to attack against someone who hits the wielder in melee. This attack must be taken against the foe on the following round. If the wielder takes multiple hits in one round, they will aim for the foe that damaged him last. If a successful hit is made, the prismatic quality causes the blade to glow a color based on the following table. Each color has its own type of damage:
1. Red Deals additional 4 points of fire damage
2. Orange Deals additional 6 points of acid damage
3. Yellow Deals additional 10 points of electricity damage
4. Green Poison deals 1d4 Con damage. Save is 14/20
5. Blue Deals additional 4 points of cold damage
6. Indigo Deals CONFUSION, Wis save 14/20 negates (See pg 66)
7. Violet Deals additional 4 points of sonic damage
8. Two colors Roll again twice, ignore subsequent '8' rolls.
Value: 76000 GP
- LordSeurek
- Greater Lore Drake
- Posts: 2868
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Kayolan wrote:
PRISMATIC SWORD OF RETRIBUTION
This sword allows an additional +2 to attack against someone who hits the wielder in melee. This attack must be taken against the foe on the following round. If the wielder takes multiple hits in one round, they will aim for the foe that damaged him last. If a successful hit is made, the prismatic quality causes the blade to glow a color based on the following table. Each color has its own type of damage:
1. Red Deals additional 4 points of fire damage
2. Orange Deals additional 6 points of acid damage
3. Yellow Deals additional 10 points of electricity damage
4. Green Poison deals 1d4 Con damage. Save is 14/20
5. Blue Deals additional 4 points of cold damage
6. Indigo Deals CONFUSION, Wis save 14/20 negates (See pg 66)
7. Violet Deals additional 4 points of sonic damage
8. Two colors Roll again twice, ignore subsequent '8' rolls.
Value: 76000 GP
God I love that sword. Methinks I'll have to reacquire it somehow. Maybe a TPK... That should do it, lol...
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
My TWITTER Account: http://twitter.com/LordSeurek
My TWITTER Account: http://twitter.com/LordSeurek
- LordSeurek
- Greater Lore Drake
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Rethinking the crit table. Not getting rid of it, but if a crit is rolled where there is an instant death, I may have it require a 2nd 'to hit' roll. When you think about how vorpal works in d&d (I am going by 3.5), makes sense.
I am thinking of dividing into a lethal and non-lethal tables. The lethal table requires a 2nd 'to hit' roll.
Any thoughts on this is welcomed.
L.S.
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I am thinking of dividing into a lethal and non-lethal tables. The lethal table requires a 2nd 'to hit' roll.
Any thoughts on this is welcomed.
L.S.
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I agree with you - perhaps a savingthrow to avoid the death effect, but then the DM should roll a random body location and have the wound do something signifigant to the character....
I have been considering writting a crit table for a long time- mostly converting stuff from other games systems to fit a DFnD style game
I would like to see Crits happen alot like in 3e
where a weapon threatens a Critical on a number --- for instance a Great axe threatens on a 20 and does x3 damage ( d12 + Magic x3+str and Specialization
Fighters only could increase the Crit Threat by 1 with thier Specialized Weapon(s) thus makiung that class more viable....
Anyway if you like any of these ideas I'd be happy to explain/balance it out at length.
Martin
I have been considering writting a crit table for a long time- mostly converting stuff from other games systems to fit a DFnD style game
I would like to see Crits happen alot like in 3e
where a weapon threatens a Critical on a number --- for instance a Great axe threatens on a 20 and does x3 damage ( d12 + Magic x3+str and Specialization
Fighters only could increase the Crit Threat by 1 with thier Specialized Weapon(s) thus makiung that class more viable....
Anyway if you like any of these ideas I'd be happy to explain/balance it out at length.
Martin
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Wulfgarn wrote:
I agree with you - perhaps a savingthrow to avoid the death effect, but then the DM should roll a random body location and have the wound do something signifigant to the character....
I have been considering writting a crit table for a long time- mostly converting stuff from other games systems to fit a DFnD style game
where a weapon threatens a Critical on a number --- for instance a Great axe threatens on a 20 and does x3 damage ( d12 + Magic x3+str and Specialization
Fighters only could increase the Crit Threat by 1 with thier Specialized Weapon(s) thus makiung that class more viable....
Anyway if you like any of these ideas I'd be happy to explain/balance it out at length.
Martin
I am interesting Martin for sure. I would like to see Crits happen alot like in 3e. I as well would like to see a threat range implemented for crits. If I am not mistaken, a crit for a rapier was like 18-20 X3 or something like that.
FYI to all. I am thinking of changing around my crit/fumble tables to make them better. This is something I wont have time to work on before tomorrow's game. Thus, I am reverting back to how I did crits in sessions 1&2. Straight double damage. Hopefully I can come up with something that is harsh (as crits normally are) but fair.
FYI2: Looks like myself and my wife are finally moving into our new teachers residence (freedom and privacy at last ) which has been in the works since the summer (building, inspecting, furnishing, etc). The school board that we work for are putting the finishing touches on it, and I spent like 10+ hours on Sunday moving boxes by ski-doo (remember a komatik Slimy . Anywho, we may not get out phone lines and Internet connection installed at the house til next Friday. If this is the case, I may have to cancel next Wednesday's game (Dec 17). We are hoping to move in this coming Sunday. This may also keep me out of Monday's Warhammer as well.
Then again, I will now be about 5 minutes from the school that I teach at. The Internet in school is crap, but if I can get Skype and Maptool running without any major problems, I'll run our game in my classroom
L.S.
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Agree would be quite good if you kept the basic rules without adding all the extra stuff where it's possible to crit on a 8-12. Namely 19-20 = x2 for swords and semi-precise weapons, 20=x3 for heavy weapons, and 18-20 =x2 but only on fencing weapons (limited extra damage bonus). Or maybe reduce all by 1 and keep 20s for a lethal like you said. This will help a lot with "some people" reducing damage too much with armor since it could only help you so much. Also would like like martin said to have more than just the dice doubled like 3rd.
Not too sure how unbalancing this could be for melee compared to spellcasting. Havn't played too much C&C but the way saves work it seems like saves are quite a bit more difficult (primes compared to non-primes).
This was the main reason why blaster wizards pretty much went on the way side in 3rd edition. They had to do this for the melee's to actually hurt things. When you do hps like what we do dX+Con till your level after lvl 10-15 what use really is a 10d6 fire ball to a fighter with 150+hps? It's more like hmmm toasty. Batman wizards popped up instead that focused on save or die or save or suck spells.
Well enough rambling.
Not too sure how unbalancing this could be for melee compared to spellcasting. Havn't played too much C&C but the way saves work it seems like saves are quite a bit more difficult (primes compared to non-primes).
This was the main reason why blaster wizards pretty much went on the way side in 3rd edition. They had to do this for the melee's to actually hurt things. When you do hps like what we do dX+Con till your level after lvl 10-15 what use really is a 10d6 fire ball to a fighter with 150+hps? It's more like hmmm toasty. Batman wizards popped up instead that focused on save or die or save or suck spells.
Well enough rambling.
The one thing I would implement is a varience in weapons.
Also with the crit table stuff like bleeding damage adds an elemnt to the game that can be intresting... making certian classes more important- ie anyone with healing (non magical ability ) more important - able to stop characters from bleeding a d3 hp a round - or those bandages - Blessed banadges more important.
Also following the same vein to increase intresting and exciting play having more grey areas... for instance you are fully function, unconscience or dead in C&C.....
Allowing for characters to remain able to function longer but hampered allows for more dramatic and "realistic " Play.
The rule that comes to mind on this is allowing characters to be functioning from 0 hp to -thier Con Bonus.... during this period the character can only do half actions and any violent or exertive action causes the the character to begin bleeding 1 hp a round .
The problem with that system is that in c&c most con bonuses are not high or nonexistant....
There are alot of ways to push the drama without overbalancing the game in favor of the pc's
it also makes dying much more palatable....
MArtin
Also with the crit table stuff like bleeding damage adds an elemnt to the game that can be intresting... making certian classes more important- ie anyone with healing (non magical ability ) more important - able to stop characters from bleeding a d3 hp a round - or those bandages - Blessed banadges more important.
Also following the same vein to increase intresting and exciting play having more grey areas... for instance you are fully function, unconscience or dead in C&C.....
Allowing for characters to remain able to function longer but hampered allows for more dramatic and "realistic " Play.
The rule that comes to mind on this is allowing characters to be functioning from 0 hp to -thier Con Bonus.... during this period the character can only do half actions and any violent or exertive action causes the the character to begin bleeding 1 hp a round .
The problem with that system is that in c&c most con bonuses are not high or nonexistant....
There are alot of ways to push the drama without overbalancing the game in favor of the pc's
it also makes dying much more palatable....
MArtin
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yzarCritS wrote:
Rob,
I'm working a part-time shift tomorrow night from 5:30 EST - 10:00 EST. Trying to pickup some extra cash for the holidays.
Wanted to let you know since that means I'll be a late arrival again tomorrow night.
Matt
No problem Matt.
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Thanks to Brad and Marty on their input on the crit stuff. Will keep it in mind when I get time to revise my table.
See you all tomorrow eve. Poor little Timmy needs some life in him. Just a reminder to Brad. As per my HR doc, there is a small % chance that even if the correct spell is cast, and you want to return, The "Lord of the Dead" may not release you soul to return to your body on the Prime Plane. Only the gods know why a select few are not released back. There is no way of discerning this, short of a high level commune spell with Kelemvor or ones own patron deity, neither of which usually make known their wishes.
L.S.
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See you all tomorrow eve. Poor little Timmy needs some life in him. Just a reminder to Brad. As per my HR doc, there is a small % chance that even if the correct spell is cast, and you want to return, The "Lord of the Dead" may not release you soul to return to your body on the Prime Plane. Only the gods know why a select few are not released back. There is no way of discerning this, short of a high level commune spell with Kelemvor or ones own patron deity, neither of which usually make known their wishes.
L.S.
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Without the possiblity of an unlucky shot resulting in death makes the game a numbers thing for me.LordSeurek wrote:
Rethinking the crit table. Not getting rid of it, but if a crit is rolled where there is an instant death, I may have it require a 2nd 'to hit' roll. When you think about how vorpal works in d&d (I am going by 3.5), makes sense.
I am thinking of dividing into a lethal and non-lethal tables. The lethal table requires a 2nd 'to hit' roll.
Any thoughts on this is welcomed.
L.S.
Too bad, I'll never have to fear a battle with an orc ever again!
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...and put another way, this is the only death from a crit we've had in over two years, so I'm not sure it should warrant making it an even rarer occurance.
What's the chance at 'as is'? Must roll a 20 on a d20, then at least one of three #'s on a d100, etc.
Anyhap, I'm on the road today so I hope to make the game if at all possible.
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What's the chance at 'as is'? Must roll a 20 on a d20, then at least one of three #'s on a d100, etc.
Anyhap, I'm on the road today so I hope to make the game if at all possible.
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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 wrote:
...and put another way, this is the only death from a crit we've had in over two years, so I'm not sure it should warrant making it an even rarer occurance.
What's the chance at 'as is'? Must roll a 20 on a d20, then at least one of three #'s on a d100, etc.
Anyhap, I'm on the road today so I hope to make the game if at all possible.
Not saying I am eliminating the possibility of a crit Slimy. Since a critical hit causing death was a focus from last week, it reminded me that my crit table is something I have not spent much time looking into.
I do remember that after a crit was checked on the table, what you had was different than mine. Do we have the same one I wonder???? Maybe we can compare tonight. There could only be 3 # on yours that is an instant death, but more or less on mine, not sure.
Anyhow, as people as usually late for the start of the game with real life stuff, I am gonna move the start time for tonight back to 8:30 EST. I have 2 tests to make up as well as putting the baby down which takes time.
This will also give Slimy some time to get online and allow Matt some action towards the end of the game.
See people in about 3 hours.
Rob
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I need to cancel tonights game. Have not been able to develop my tests yet as the little one decided she didn't want to settle down til just now, and no guarantees she will stay asleep. I may have to go to her at any moment.
Sorry guys. Session #4 will have to wait til next week.
Rob.
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Sorry guys. Session #4 will have to wait til next week.
Rob.
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slimykuotoan wrote:
How's about tomorrow night?
Let me check with my wife. Right now, I would say Thursday eve is a possibility. Lets put a call out to Matt, Marc, Brad, Josh, and Martin, see if you guys can play tonight.
Rob.
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