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Topics - dna1

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1
D&D 5e / e6 for 5e?
« on: September 11, 2017, 12:29:57 AM »
I want to start a new Game of Thrones inspired campaign and I think E6 would work really well for it.

I've never played any 5e yet, but my players requested it.. Before I dive into the material I would love some input on how well E6 would work with 5e.

2
Play By Post / roll20
« on: September 10, 2017, 10:37:55 PM »
im going to start a roll20 game here in the near future. anyone here interested in jumping in?

3
Gaming Advice / Mouseguard
« on: June 30, 2017, 06:37:09 PM »
Anyone here have any experience with the game?

4
D&D 3.5 and Pathfinder / Pathfinder Prestige Class
« on: March 05, 2017, 08:03:14 PM »
Hey all.. I have a pretty standard fighter here for Pathfinder. Wondering what Prestige classes are good for fighters.. Or what kind of dips I should take?

The version in the Statblock below is leveled to fighter 7 in preparation for next game. But he is actually level 5 currently, just as of last game we can level up to 7. So I do actually have 2 levels I can work with now if there is a better alternative.

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5
Gaming Advice / Favorite non-d20 system.
« on: October 09, 2013, 02:17:55 PM »
Hard to decide... So I allowed 2 votes lol   :P

6
[D&D 3.5] Ravenloft - Stumbling through the Mist / Combat: Chapter 2
« on: October 09, 2013, 01:29:39 PM »
Ok guys same as chapter 1's thread. When we start a initiative we will move here. Except now we will be rolling in the dice thread and quoting them here.

7
[D&D 3.5] Ravenloft - Stumbling through the Mist / Dice Rolling Thread.
« on: October 09, 2013, 01:27:38 PM »
We are using this in KSB's game and I like it. So we can see our results while we post our actions. A few times earlier in the PbP I had to make two posts so I would know the outcome of the dice rolls.


So Roll here and then just quote them into your post in the story or combat thread please.

8
Other RPGs / BESM & Rifts RPG.
« on: October 09, 2013, 12:41:20 PM »
Just curious. Anyone here ever play them?

I happen to like them both for different reasons.. and was wondering how many others here have tried either of them.

9
As you exit La Maison Soulombre the cold air soaks into your being. The Mist clinging to the ground tugs at your ankles. As if welcoming you back to the outside world.
Even though its morning not much light penetrates the Mist. What ever does then has to contend with the ancient monolithic structures littering the area. This section of the city is barren, the silence is like nothing found anywhere in nature except on the highest mountain tops.
The menacing illusions placed by Snorri patrol back and forth between the nearest structures. The path leading away from the haunt is a patchwork of giant stones that have toppled from the high structures. It twists and turns and is somewhat hard to navigate.

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Gevyen draws in a deep breath. As he exhales he looks amused by the cloud his hot breath creates in the cool air. Well.. the plan is to travel from Richemulot into the South East domain of Borca. Then continue on into Barovia from there. It will take quite awhile I imagine. We could stick to the road and head through the next two towns.. or travel through the woods. But that could be scary.. Also a potential is to take a boat and head down river.. What do you guys think?

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10
Play By Post / 1 open player slot available.
« on: September 24, 2013, 08:34:46 PM »
Hi all.
So due to a unexpected player drop, I have 1 spot currently available for someone to join in. I would prefer some sort of caster, as that is what the party is lacking.

My Ravenloft Game



It's a horror themed game. The game has a planned end, and will run up to around level 15.
I have provided a ton of in-game information that should cover pretty much all your general questions. Look it over before asking about the world setting. The basic idea is that your character has been trapped in Ravenloft, and is desperately seeking a means of escape.


Any character build questions I would be happy to help with.


EDIT: I would like to choose someone quickly if possible. Now is a good time to add in a new player.

11
Gaming Advice / Adding Domain spells to Arcane caster.
« on: August 21, 2013, 04:07:16 PM »
Hey all, I'm making a 5th level bard, and really would like to add the Greed domain spells to his list. Specifically for the Entice Gift spell..

Is there a feat for that? I noticed there is a Divine Bard ACF, but it doesn't mention anything about picking a domain.


If possible I would rather not have to multiclass... anyone got anything helpful?

12
TBA - just getting the thread ready.
Please keep this thread free from any player posts, you can ask questions regarding anything i release here, over in the ooc thread.
thanks  :D

13
Gaming Advice / Question about Warlocks, fell flight and speed.
« on: August 15, 2013, 07:47:53 PM »
Hey all, this question has come up in a pbp I'm in and its got me thinking. I would like your input please. It's regarding the Fell Flight invocation and movement speed. So the question is, does the invocation count as a natural fly speed. Or does it function as the spell Fly?
If it counts as a natural fly that leads to running, and making your fly speed x4.


I'm inclined to think it functions as the spell, which would mean no running x4. 

Thoughts?


Fell Flight, Complete Arcane, page 134.  Lesser invocation, 3rd.

"When you use this invocation, the powers of darkness bear you aloft as you sprout a streaming, winglike cape of shadows. You can fly at a speed equal to your land speed with good maneuverability for 24 hours."


Flying
A creature that has a natural fly speed can move through the air at the noted speed. All fly speeds include a parenthetical note indicating maneuverability (see Maneuverability). A creature can run while flying in a straight line (see Run, page 93).

Source: Rules Compendium, page 91

Running
You can run as a full-round action. When you run, you can move up to four times your speed in a straight line. You move
up to three times your speed if you’re in heavy armor. You’re denied your Dexterity bonus to AC, since you can’t avoid
attacks. You can’t run across difficult terrain or if you can’t see where you’re going.

Fly Spell
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.





14
Illithid-Apocalypse / Guilds
« on: August 01, 2013, 11:42:14 PM »
Factions
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Those are the original factions/guilds etc I was working on for the high arcana setting. located here http://brilliantgameologists.com/boards/index.php?board=170.0


We can rework these as needed for waterdeep.  btw, go ahead and send me a PM with the login/pw info for that google doc.

15
Illithid-Apocalypse / Homebrew and Houserules
« on: July 17, 2013, 01:23:07 AM »
tba

16
Illithid-Apocalypse / Cosmology
« on: July 17, 2013, 01:19:04 AM »
Thinking a Platform of Fate type of situation... A structure sitting at the end of existence within a timeless void?

K so far we have...
•Connecting all existence and all time.
•Colosseum where heroes can battle.
•Paths or Gates to different worlds.
•????
•Profit?   :lol

Now I can't remember but I seem to recall you mentioning something about fate, or gods or something and I brought up the endless from Sandman comics.

Things we need to think about are like, who runs this place? Like is it staffed? Is there one lone keeper of fate? I know we were thinking the players would be called from there own worlds to save the multiverse or what not. So I assume that we are having some sort of keeper, or dude who draws in heroes from time to the platform somehow.



17
Illithid-Apocalypse / Morality
« on: July 16, 2013, 11:16:22 PM »
why hello josh!  :D

umm ya sounds good. I'm sure we will eventually have a bunch of threads just to help organize stuff. I agree though lets just get the ball rolling.

we were talking about alignments. and alignment systems. I mentioned I liked the Palladium aka Rifts RPG system, and the whitewolf system.
i kind of like the idea of a nature/demeanor system.. we could further expand it and add a motivation category.

Here is a brief description of the Rifts alignments. I like them because its a bit looser. The book expands on each of these further, and presents scenarios for things they might or might not do.

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18
(( OOC  http://pyromancers.com/media/view/main.swf?round_id=37521  alright here is the map via pyromancers. the avatars are crap, if you want a custom one provide me with a link in the ooc chat.
k room layout, back behind you is the short wide door, the hole in the middle is the stairs leading down to snorri's study. that circle in the corner is where snorri was doing his rituals.
this map was supposed to have a location grid on it.. but i guess it didn't copy sorry. each hex is 5ft. the little box looking things are the pillars, which angle up and curve into the middle of the room, over the stairs.
the dude you just glitterdusted is the one up on the top side.
mercutio, bottom left dude.
alphonse, front left infront of phaedrus
riek, back right
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 whats the DC to save for the blindness? should be 16 unless i calculated it wrong.
k give me initiative rolls please, we can keep RPing things out, but if you initiate combat we will defer to the initiatives   ))

As Mercutio launches his glittery magic into the corner you hear someone begin to have a coughing fit. The outline of a humanoid comes into view. You see a man, about 5'ft tall. He is wearing leather armor, he has a short sword on his waist, and a small crossbow hanging from his belt. In his left hand you see a exquisite looking dagger. Flowing runes are etched into its curving blade and filled with ruby dust, making them glisten like wet blood. The hilt is wrapped in strange, bumpy and coarse leather, probably the hide of a mind flayer. The end of the pommel features a large ruby in a steel setting. The side of the guard facing the blade is forged to resemble the face of a hissing vampire.
*caugh caugh* Alright alright!! The man hisses. He sheathes his dagger and begins to try and wipe away the glitter from his eyes. He spits on the floor. I was just playin around anyways....
As his dagger goes back into the sheath, the bloodthirsty feeling that was hanging in the air dwindles. You no longer feel the strange sensation if impending doom. The man stands there with his hands on his knee's, hunched over and blowing snot out of his nose and onto the ground.

19
It's been two years since you first came to reside in the ancient structure, known collectively to the Kargat, as La Maison Soulombre.
Knowledge of its existence is carefully controlled, restricted to Brethren who have proven their dedication to the Kargat's goals and politics. Including yourselves and Snorri there are 15 members that take up permanent residence here. But other passing agents do sometimes come through.
Kargat members who cross between Darkon and the Southern Core, or vice versa, are enjoined to take shelter here. Benefiting from the strong group of Kargat controlling the monolith, and also its precautions against their movements' being revealed. Nonetheless, stories that the residents of La Maison Soulombre have been quietly working on something elaborate have seeped out to the populace. Possibly even the Darklord of Richemulot.

Inside La Maison Soulombre, certain tunnels and rooms change daily. Much of the megalithic structure has been sealed off,  by the Snorri to discourage looters, or (more subtly) to secure the site and lock away several of his dubious were-rat  experiments. Snorri has added his own protective spells to certain parts of the building, Both to prevent fires from spreading in the library, and to frighten away people outside with illusions that are nearly real.
The Main Hall is one of the most stable and safest places. Its a extremely large gathering room with a ring of eight smoky, guttering torches, ever-burning and never exhausted, which illuminate the chamber. Circling that is a shallow furrow in the stone, which the Kargat fill with holy water as an abjurative precaution, fearing a Darklord might be spying. A length of heavy chain dangles from an eye bolt at mid-ceiling, and streaks of blackened stone, permanently shadowed, show where the ancient framework of beams were once positioned.
At the center of the chamber, hemmed in by a gauntlet of painted ritual circles, warding spells, and acidic booby-traps, a solid oaken pedestal rises to knee height. Carved with images of the Darkonian mythic. Snorri has resorted to what most here would call extreme measures to gather information, summoning and binding is very rare, and extremely dangerous in Ravenloft.

The Pit goes from 10'ft - 30'ft across. Its depth appears to fluctuate widely. Its paired staircases sometimes taking mere seconds to traverse, other times, many minutes or even a few hours. Descending from above, new arrivals pass through a darkened patch of stairs on which no light source, natural or otherwise, suffices to illuminate more than three or four adjacent steps Those traversing either stair invariably lose their sense of direction in this area, and must resort to running their hands along the walls in order to reassure themselves that they are still advancing up or down. Ascending either stairs with anyone for more than a few steps invariably causes people to lose sight of the other, although both can be seen ascending into the darkness when viewed from floor level.
Many have resorted to flying or other means of moving down the pit.
In the Underground area.The stonework walls vary, in areas it resembles a typical basement -- complete with rodent infestation and crumbling mortar --,  in others its more cavernous like while its torrid temperature, sweltering humidity, and fetid aromas are reminiscent of the deep bayou. An occasional rat or black widow spider skitters across the grimy flagstone floor, and water drips down from a distant, unseen ceiling, obscured by impenetrable blackness some distance overhead. No matter how brightly illuminated is the room below, this overhead darkness remains undiminished. Decrepit, malodorous, and with a climate fit to make even the calmest of folk sweat like pigs, The underground area conveys a sense of confinement akin to being buried alive.


Two weeks ago Snorri first informed the group about finding information of a small sect of adventurers dissapeared in the domain of Barovia. He has sent for more Kargat replacements and decided to send you, the strongest members of his team to investigate. Since then he has been continously divining and researching.
The short passage Snorri discovered mentions three holy shrines dedicated to the saints, as well as two powerful artifacts. One is a holy symbol thought to be a part Ravenloft it self. The other is said to be the power of the Sun. He has been able to determine that all of that information is true. The Mists have prevented him from seeing where these items may be found, but he is certain they are there. Since he must remain at the Maison Soulombre, he has arranged for his personal assistant Gevyen to follow and help you. The trip can be extremely dangerous though. Many Kargat have travelled to the Southern Core only to never be seen again.





As Sun sets the autumn wind blows cold with the promise of frost tonight as the sky darkens over Pont-a-Museau. Motes of dust dance in the light, stirred up from the floor by your presence as the group makes its way through the mazelike complex.
Gevyen has gathered you all and asked that you follow him. He has taken you deep within La Maison Soulombre, to a small tunnel that had previously been sealed. When you reach the end you come to a unusually small and wide door. Gevyen ushers you all into the room and closes the odd little door behind you.
The room inside is all wood, and is 40 feet in diameter. Beams of wood rise up from the sides of the room to meet at the center. Forming some sort of odd looking archway. Candles at the base of each beam cast an eerie light into the room, and a small starwell sits under the very center of the arch.
At the far end of the room, three long chains stretch from the walls, holding a black, metallic circle taught about six feet above the floor. On the ground, a circle of five-foot radius is marked out with red candles, each of which is wrapped in a chain over which the red wax drips and melts.
Kneeling in the middle of the circle is Snorri, caked in sweat, his face pointed upwards towards the black metallic device that hangs above. His arms are held out before him, suspended only inches above two tall, red candles.
Even from here you can see the angry, reddened flesh just above the flames. Piercing the skin on each of his forearms are two large hooks, attached to a chain that reaches down to two metal weights lightly resting on the ground. The sleeve's of his robe have been rolled up, revealing an arm networked with scars, angry red burn marks, and scabby wounds.
As you watch, he shudders and lifts his arms slightly from the burning flames—only to make the hooks pull sharply at his flesh, a trail of blood dripping down the rusty chain. As he peers upwards, his irregular breath reminds you of sobbing—or is that laughter?

Gevyen begins to approach the smaller circle They are here master, are you ready?
"No, please—  . . . not yet, don’t come closer. I always . . .   learn so much from this.”
Snorri's glazed eye seems to both confirm his wish and yearn for escape at the same time. His face is a twisted mesh of pain, determination and revelation that is nothing less than confusing.
Geveyen turns back towards you all. Hmm sorry.. I thought he would of finished by now. Lets wait for him in the private study for a moment. Its down the stairs. He leads you down the narrow stairwell for nearly 3 minutes before you enter into a large auditorium styled room.

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Sorry about that... The Soulombre house never ceases to amaze. This is Snorri's personal study, he will be with you all in a moment. There is all sorts of books and oddities around to keep you occupied. He has some important information to go over with you. It shouldn't be long, I'm going to head back and help him finish up. After that he promptly leaves.


((hey all - all pics of the haunt, snorri and gevyen can be found in the other thread.
so I will be using Red and Maroon for NPC speech. you all of course know each other so don't bother with the intro's, you're all the strongest of the kargat present at haunt. btw its assumed that you are always battle ready here at the haunt. its not unknown for things to pop out of nowhere.
also for now, please post your character name at the top of your post. just so i can keep track easier.))

20
Min/Max 3.x / Rage Mage / Sublime Chord - Build critique
« on: July 07, 2013, 03:51:01 AM »
Hey all!
    Admittedly I've never really liked the Bard, so this is like the 2nd I've ever made. I have had real trouble deciding on what to build for about a week now. But I was inspired by a Bard that has recently been built for a game I'm DMing, and decided to give it a try.

So I am seeking improvement! I need to choose armor, which because of ragemage I reduce spell fail by 10% while armored. Also I need to finish my Feats. I want DragonFire Inspiration.. is that a way to get that with +0 ecl?  I need to choose race/template also. This is for Oslecamos pbp city of the spider queen. we are working for the Drow.

EDIT: I wont post the backstory here but I'm kind of going for a different version of a gish combat character, and I want to be able to do some party bard buffs & knowledge type stuff as well.

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