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You are here: Home --> Forum Home --> Recent posts by Odyson
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Topic: Trilogy War Q/A
Subject: Ouch..........


Gosh, just think how thing could have gone if I hadn't said nice things about the DM.

These seem a Hybred of Grell and Beholders. Some kind of magic users and poison tenticles.

So magic and range weapons get deflected. Not nice.



Posted on 2011-05-03 at 17:19:16.

Topic: Weird War II
Subject: Hit the road.....


Brutal had pull the car off the edge, just far enough to be slightly hidden but not so far that it would become mired in the mud. All the others seemed to be glad to use the German weapons but Doc was glad to keep his M1. Popping the trunk of the car Jack grabbed what was going to be useful. The Captain had left his M1 so Doc strapped on his ammo belt too, each held five two clip pouches each. A last scan spotted the Captain's grenade, he added it to his own. Before closing the trunk Jack pulled out his pack and slung it on.

Doc cautiously fell in with team, following the early "suggestion" from sarge he closed in behind the Captain.

Posted on 2011-05-03 at 02:49:52.

Topic: Trilogy War Q/A
Subject: 8>+


What!
Just saying!!!!

BTW, really nice map!



Posted on 2011-05-02 at 02:57:12.

Topic: Weird War II Q n A
Subject: Doc's stuff


Doc is sticking with his regular stuff.
He has his 45's, the pistol from the farm and his carbine.


Fighting Knife w/ M8 Scabbard
M1A1 Carbine w/ Folding Stock
Carbine Ammo Pouch
Canteen w/ Cover
Fragmentation Grenade
2 .45 acp 1911’s (in duel shoulder holsters w/3 clips each/1 loaded 2 extra)
Musette Bag with rope and other supplies.

I had to go in to work tonight so I didn't get a post up.
Basically Doc got his stuff out of the trunk, took extra ammo for the carbine that was left by the others. He got his pack because it has ammo and supplies including rope.

Then he just followed backing up the Captain.

Posted on 2011-05-02 at 02:14:22.
Edited on 2011-05-02 at 02:33:28 by Odyson

Topic: Trilogy War Q/A
Subject: Ruth ?


Ruthless? So if you find him this woman then all is well?
How about a BabyRuth? You could get him a bag full of those.

So YeOlde, you're saying Tann isn't sweet enough?

So besides being skilled, wise, imaginative and probably good looking, you want him to be sweet too?



Posted on 2011-05-01 at 15:36:34.

Topic: Weird War II Q n A
Subject: I could be wrong......


Ok I read it that there was one in guardhouse and one on leader guard then one from the cabin, that makes 3.

--------------------------------------------------------
Just reread it and it looks like I am wrong, just 2.

Posted on 2011-05-01 at 03:17:16.
Edited on 2011-05-01 at 03:38:19 by Odyson

Topic: Weird War II Q n A
Subject: Stuff we’ve found


Tann, here's a listing of what Al's presented us to choose from so far.

Stuff we’ve found! Some was in Q&A.

Farmhouse:
1930's Sauer 12g double barreled shotgun, two boxes of 12 double aught buck shells (so 24 in total). (Brutal)
few match boxes, some candles, a bar of soap, a silver hip flask, and some iodine.
a 1917 Beholla 7.65mm automatic pistol with a separate 7 round mag and a box of 100 rounds (7 missing). (Doc)
a pair of Carl Zeiss Jena Binoculars 8 X 24 with leather carrying case.

Cabin:
One SS dress uniform
One SS field uniform
Two black overcoats, leather
Numerous civilian clothing items (Shirts, pants, socks, undies, etc)
Numerous large knives, cleavers and bonesaws.
One luger with one full clip (8 rds)
One MP40 (Schmeisser) with three full clips (32)
One Gewehr 98 rifle (old -1898, but well cared for, holds five rounds) with 100 rounds in box
One hunting crossbow with 8 quarrels (one in major)

On Dead Major:
One blood stained uniform
One luger with a full clip
Wallet ($100 RM, some ID)
Keys to car, briefcase and cabin

Car:
One briefcase locked, paperwork inside and two spare clips for Lugar

Guardhouse:
Three G41 rifles with six 10 rounds clips, two of the clips have 6 rounds left
A Schmeisser with two 32 rd mags (one missing three)
2 packs of swiss made cigarettes (two were ruined by blood and mud)
Three bayonets with metal belt holsters

In the guardhouse, you find:
One pot of coffee (very Strong)
A metal box with half a loaf of bread, a small knife, and a half wheel of very stinky cheese
A tool kit with various tools (Hammer, pliers, screwdrivers, hacksaw)
Two bottles of booze labeled "weinbrand", one full and one half gone
Three "Torches" (heavy flashlights - all working)
A logbook of shifts and observation, written in german

Now I have just figured that our rifles were in the trunk of the car and would hope we were smart enough to put all the weapons in the trunk. That gives us 3 Schmeissers. Your Thompson should be in the trunk too


Posted on 2011-05-01 at 01:54:34.
Edited on 2011-05-01 at 02:51:07 by Odyson

Topic: Trilogy War Q/A
Subject: whooosh........


The magic missiles may not be my best spell, but I figured it was a shock reaction. I would have likes the acid arrows but there wasn't time to rummage for the materials. Those may be next.

Posted on 2011-04-30 at 01:41:32.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Room to let.....


You just want to keep Ash's room. A regular squatter if I do say so myself. Just enjoy your stinky cheese.



Posted on 2011-04-30 at 01:36:30.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Durp......


WHAT!!!! It's just an interesting plot twist.

Doesn't it sound fun? Here they are, working hard to start over and then they get this tag hung on them. Adds tension, suspense and it's something they have to keep proving wrong. That would make for interesting story.

It could just linked to the ship, they find out it was a secret spy ship and now other folk remember the ship, so one plus one equals five.

Just interesting plot twists like being shot in the back!

Posted on 2011-04-30 at 00:11:48.
Edited on 2011-04-30 at 00:32:59 by Odyson

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Hmmmm...


Hey I heard that the Destiny is really a Purple Belly's spy ship.

(Start rumors about copy cats.)



Posted on 2011-04-29 at 16:25:15.

Topic: The Trilogy War
Subject: I'm not a morning person.......


The days trek had tired the Halfling and sleep came easy. Having the first watch let the mage relax a bit and let the tension that had built up all day start to fad. When his watch was over the sleep that enfolded him was deep and silent, no dreams danced through his mind.

The sudden shouts from his companion and sear of pain shook him awake. Though blurry sleep eyes he saw hovering above him a mass of flesh with a large black beak that had just pounded into him. The shock and pain drove him to survival mode. Without thinking he protected his face with one arm and extended his other arm and hand toward the float mass and shouted "Blast You". In the blink of the eye of the floating brain, Ulthok loosed three Magic Missiles in rapid succession into the attacking creature


Posted on 2011-04-28 at 03:22:23.
Edited on 2016-04-16 at 09:33:47 by Odyson

Topic: Weird War II
Subject: Onward.....


Jack knew the sergeant wouldn’t sit still for long, men like him just seem to have to keep moving. So as Doc made his way toward the guardhouse he wasn’t surprised to hear the crunch of gravel behind him as the sarge following him.

Surveying the room Jack spotted the food and made his way over to the table. A quick check showed the bread was fine and the cheese, though smelly, was also fit. Grabbing one of German knives he made quick work of dividing it into portions for each of team, including Miss H. Sarge was checking the radio and log book. Jack found a cup, poured Sarge a cup of coffee and took him a portion of of the food. “ Here this will do you some good, try to not move too quick if you must keep on your feet. I don’t want you pulling at that wound and get it bleeding again. Sit and read if you can, let that hole heal as much as you can before we really have to test it. Like I said, if the pain really gets tough I’ll give you a shot, though you’ll feel less pain it may also slow your thinking and reactions. I’m gonna take some of this to men.” Doc grabbed up the food and headed toward the door, he spotted the open bottle, picked it up and set it next to Sarge. “ A little of this may go well with coffee.” Turning to door Jack walked back out to the car.

The Captain had found the tool box and was elbows deep under the hood of that shot up sedan. He really seemed to be in his element, you tell when a person knows what they’re doing or if they are just guessing. Setting some bread and cheese on the bumper Doc said, “Grab a bit when you can, there’s coffee in the building.” Corbin and Brutal were at the bridge so Jack took some food the Miss Hofstetter.

He could see the sad distant look in her eyes, she was troubled by the shootout. Jack handed her a portion with a silent nod. As he turned he paused then said, “ There’s some coffee in the building, probably some water too.” Jack strode toward the bridge as Brutal and the sniper were returning. Handing them some food, “Keep your strength up, it ain’t much but its food. There‘s coffee over there too,” nodding toward the building. “There’s some guns in there too, that machine gun might be good for the Captain, give him more chances to hit something. I hate to see good weapons go unused.”

When the Captain had the car running again they piled in and headed toward the castle. There was no turning back and no thinking of after the mission, there was just the mission.


Posted on 2011-04-28 at 02:15:22.

Topic: Trilogy War Q/A
Subject: Can't find um in the 2.0 Monster Manual


Geeze, Tann! You and your customized monsters. Sort of a Grell but not quite.

So now I got to wing it.

Posted on 2011-04-27 at 01:48:17.

Topic: Weird War II Q n A
Subject: Durp....


What, I didn't post?
I thought I'd have a lot of time over the weekend, but my wife had more plans.

I'll one up in the next two days.

Posted on 2011-04-27 at 01:13:30.

Topic: Trilogy War Q/A
Subject: Here's Ulthok new spell set.


SPELLS MEMORIZED
Level 1: Chill Touch x2 / Magic Missile x4 / Detect Magic / Shocking Grasp
Level 2: Spectral Hand x2 / Melf's Acid Arrow x4 / Mirror Image / Rope Trick
Level 3: Dispel Magic x1 / Fly 4 / Lighting Bolt x3
Level 4: Dimension Door / Polymorph Self x2/ Wall of Ice
Level 5: Cone of Cold x2 / Cloudkill


Posted on 2011-04-25 at 00:48:10.

Topic: Trilogy War Q/A
Subject: Choices.....


I still think we need a bunch of "polymorph other" spells. We only have two Druids that can change but only bird, mamaul or reptile and it will take a very large strong flying creature to lift and carry a armored human. I don't that Tann will allow a Gold dragon, which would match a druid aliegnment and be large enough to carry heavy humans. If we do polymorph then the armor and personal items just become part of the creature.

Fly is our other option, which has less physical effect on the person. Ulthok can cast 3 and has two Fly potions, Maggot can cast 3, Sirene can cast 6, so there enough to cover everyone.

So here are the spells, take a look and let's decide.

Polymorph Other
(Alteration)
Range: 5 yds./level Components: V, S, M
Duration: Permanent Casting Time: 4
Area of Effect: 1 creature Saving Throw: Neg.

The polymorph other spell is a powerful magic that completely alters the form and ability, and possibly the personality and mentality, of the recipient. Of course, while a creature with a lower Intelligence can be polymorphed in form into something with a higher Intelligence, it will not gain that creature's mental ability. The reverse polymorphing a higher Intelligence creature into one of significantly lower Intelligence
results in a creature much more intelligent than appearances would lead one to believe.
The polymorphed creature must succeed on a system shock (see Table 3) roll to see if it
survives the change. After this, it must make a special Intelligence check to see if it retains its personality (see following).
The polymorphed creature acquires the form and physical abilities of the creature it has been polymorphed into, while retaining its own mind. Form includes natural Armor Class (that due to skin toughness, but not due to quickness, magical nature, etc.), physical
movement abilities (walking, swimming, and flight with wings, but not plane shifting, blinking, teleporting, etc.), and attack routines (claw/claw/bite, swoop, rake, and
constriction, but not petrification, breath weapons, energy drain, etc.). Hit points and saving throws do not change from the original form. Noncorporeal forms cannot be
assumed. Natural shapeshifters (lycanthropes, dopplegangers, higher level druids, etc.)are affected for but one round, and can then resume their normal form.
If slain, the polymorphed creature reverts to its original form, though it remains dead.
(Note that most creatures generally prefer their own form and will not willingly stand the
risk of being subjected to this spell!) As class and level are not attributes of form, abilities derived from either cannot be gained by this spell, nor can exact ability scores be specified.
When the polymorph occurs, the creature's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a
ring of protection, to continue operating effectively). The creature retains its mental abilities, including spell use, assuming the new form allows completion of the proper
verbal and somatic components and the material components are available. Creatures not used to a new form might be penalized at the DM's option (for example, -2 to attack rolls)until they practice sufficiently to master it.
When the physical change occurs, there is a base 100% chance that the subject's personality and mentality change into that of the new form (i.e., a roll of 20 or less on
1d20). For each 1 point of Intelligence of the subject, subtract 1 from the base chance on
1d20. Additionally, for every Hit Die of difference between the original form and the form it is assuming, add or subtract 1 (depending on whether polymorphed form has
more Hit Dice [or levels] or fewer Hit Dice [or levels] than original, respectively). The chance for assumption of the personality and mentality of the new form is checked daily until the change takes place.
A subject acquiring the mentality of the new form has effectively become the creature whose form was assumed and comes under the control of the DM until recovered by a
wish spell or similar magic. Once this final change takes place, the creature acquires the new form's full range of magical and special abilities.
For example: If a 1 Hit Die orc of 8 Intelligence is polymorphed into a white dragon with 6 Hit Dice, it is 85% (20 - 8 Intelligence + 5 level difference [6-1] = 17 out of 20 = 85%) likely to actually become one in all respects, but in any case it has the dragon's physical and mental capabilities. If it does not assume the personality and mentality of a white dragon, it knows what it formerly knew as well.
The wizard can use a dispel magic spell to change the polymorphed creature back to its
original form, and this requires a system shock roll. Those who have lost their individuality and are then converted back maintain the belief that they are actually the
polymorphed creature and attempt to return to that form. Thus, the orc who comes to believe he is a white dragon, when converted back to his orc form, steadfastly maintains he is really a white dragon polymorphed into the shape of an orc. His companions will most likely consider him mad.
The material component of this spell is a caterpillar cocoon.



Fly /
Range: Touch Components: V, S, M
Duration: 1 turn/level + 1d6 turns Casting Time: 3
Area of Effect: Creature touched Saving Throw: None
This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the "Aerial Combat" section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM. The material component of the fly spell is a wing feather of any bird.

-------------------------------------------------------

I think I miscounted and Magget and Ulthok could do up to 8 Fly each.


Posted on 2011-04-24 at 18:35:38.
Edited on 2011-04-24 at 18:54:47 by Odyson

Topic: Trilogy War Q/A
Subject: Come Fly With Me, Let's Fly, Let's Fly Away..........


So gang, let us (the Mages)know what we want to do so we can replenish our spells accordingly.

Posted on 2011-04-23 at 01:46:58.

Topic: Voyages of Rocinante - Serenity/Firefly RPG
Subject: Next.....


"Asher, We're comin' for you so don't be talking like yer fer the dirt. We're comin' an' I'm bringing Hell."

“Oh I’ll be here Sir, thanks to Doc. Ya’ll just be careful, this group's just bad. Doc's guess’n that it was a deputy’s sister Winnie that shot me, so don’t be turn’n your back on no one.

"Well then, Sit tight til the fireworks start, and then join the ruckus. I'll see if I can't get someone to swing by the Doc's. Need anything from your bunk?"

“ Well if you want to added a little shock and stun, grab up a few flashbangs. They can knock’um down without doing too much damage to Mr. J.W.’s town.”
As the wave link blinked out Ash shut down the communicator and detached it from Doc aerial. Slipping the wave unit back into his duffel bag, Ash took a quick inventory. Then he finished putting on his clothes and headed out of the room.

“Doc, you still got a little milk left? You patched me good and now let’s see I have any leaks. I could use a little chow, if that's ok. I’ll be need’n to head out soon and what you did sure left an empty spot in stomach.”
“Doc, thank you sir! I’m beholden to ya. “


Posted on 2011-04-23 at 01:04:25.
Edited on 2011-04-23 at 01:13:15 by Odyson

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Knotty boy......


Well I was kind of liking the idea of the "flashbangs" to stun. To knockout Winnie and then tie her up might lend to interesting adventure.

Posted on 2011-04-22 at 02:42:54.

Topic: The Trilogy War
Subject: It worked!!!!


Was it determination or the Boots of Striding, Ulthok was just glad that the long day was over. He had been able to keep up with the long legged big people and the gigantic creature. Hour after hour the party pressed forward. The tension was high as they ever anticipated something to reach out of the jungle. But the teamwork and coordination of spells, skills and strength had served the party better than any would have expected. Working in shifts and resting between allowed Ulthok just enough time to keep his spells fresh and the blessing of some unforeseen force let the spells work to the their maximum performance. So all day long it had been spray, freeze, slash, stomp and now here they were at the edge of the gorge. They were in need of a good rest, but also a good plan the far side of the gorge was too far for any creative spells he had to bridge that gap.

Peering over the edge the mage didn’t like the idea climbing down into that gloom and then trekking through who knows what just to try and scale the far side. Cor has said it was only three hundred yard to far side, that was a reasonable distance to try to transport the party and they had several options they could try. If the party would trust in their own will power and the powers of their mages they all could transform into wonderful creates of feather or fur and fly the short distance to the other side. Bird or bats it didn’t matter either would have the strength and endurance to span this gap.

“Friends, now is a good time to seriously consider accepting the magic your Mages can offer to lift you upon wings and let you fly yourselves over to the far side. Whether you would want to be bird or bat is your choice, either form is ample to serve you. Although it is true you will be enchanted you will still be in control of your actions. I’m not so sure of the wisdom to try and fly all the way to the temple, but at least give thought to crossing the chasm.”


Posted on 2011-04-22 at 02:28:51.
Edited on 2011-04-22 at 02:32:29 by Odyson

Topic: I rather hope this isn't neccessary
Subject: Goody, goody......


"Happy, happy, Joy, joy"!!!!!!!

Ok, so now I'll try to do your word, the heart wasn't in it before.

-----------------------------------------------------------

Did you delete your words?

Posted on 2011-04-22 at 00:40:44.
Edited on 2011-04-22 at 00:58:43 by Odyson

Topic: Trilogy War Q/A
Subject: I hope we get some plan....


Well you can post to what you feel your character did to get to the point we are. I hope we get a bit more plan and then we can post our next move. The last time I just posted randomly we had a nasty encounter with the people eating plants, lol. Steelight's character is the leader now and we are still fairly committed to follow him so I hope he gives us some direction. I think there would trouble going down into and through the chasm.

Posted on 2011-04-21 at 02:13:08.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Seems right.....


I can go with that too. I hadn't been so keen on the rifles and automatics. I guessed that the shariff office had some rifles and the special assalt weapons would just be bulky. He really didn't need riot control. The same with his bombs. But his pistols would be with him, his small arms and his favorite shotgun ( Visions of Trish and her Pink blaster).

BTW isn't there an arms dealer in town that might give special help to rid the town of bad guys? A little body armor to stop the shots in the back could be handy. JW might even put in a good word and we could get some nifty toys, if we have to assult the mine.


Posted on 2011-04-20 at 19:21:08.
Edited on 2011-04-20 at 19:25:06 by Odyson

Topic: Happy Birthday Eol!!!
Subject: Share?


You came close to sharing a BD, my sons (twins) are 22 tomorrow.



Posted on 2011-04-20 at 01:19:11.

 
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