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You are here: Home --> Forum Home --> Recent posts by Alacrity
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Topic: Tann's 2014 NFL U Pick'em Game
Subject: Lady Luck has spoken

NY Jets
Green Bay
San Diego
St. Louis

Posted on 2014-10-08 at 12:01:51.

Subject: don't sweat

Don't worry to much about a high level of background for your character unless you really like to do that sort of thing. This is a one shot adventure where you start at the doorway to the dungeon and I expect a 50% fatality rate.

Posted on 2014-10-08 at 11:58:16.

Topic: Tann's 2014 NFL U Pick'em Game
Subject: Ups

did we update?

Posted on 2014-10-08 at 00:10:27.

Subject: Lurk

the duches of Ulek or the Principality of Ulek. Either would have both.

Posted on 2014-10-07 at 21:29:22.

Subject: Some history

As you are developing your characters for this game, keep in mind that you are seasoned adventurers and you have at one point worked with every member of the party before. There is a common person in all of your lives who has brought you together for adventures before. Galanthanus – a Mage/Rogue who happens to be the son of Yolanda, queen of the Grey elves. Galan, as his friends call him, often refers to himself as the heir non-apparent as his mother has been the queen for thousands of years and appears to all as ageless. He is a bit of a diplomat, more than a bit of a spy and very loyal to the people he calls friends. He is about 400 years old and was one of the few surviving members of the adventuring party that ventured into the Tomb of Horrors and lived to tell the tale.

Celene is home to the Grey elves and they are constantly at war with the Wild Coast and the Pomarj. The dwarves from the Principality of Ulek are also at war with the Pomarj which gives Elf and Dwarf a common enemy but age old distrust and animosity between the two races are hard forgotten. Galen was actually working very hard on bridging those feelings when you last saw him.

To the north of Celene is The Kingdom of Furyondy and Veluna, ruled under King Haster I. Unfortunately King Haster has not been a very good king (the coronation party is still going after three years) and the lands are in civil war. To the west, Keoland is ruled by King Sandurs the Half-elf and Keoland includes Gran March, Yeomanry, Sterich, Geoff and Bissel as protectorates. The Duchy of Ulek is the lands of the High elves under King Gralene and the County of Ulek is where the Halflings live under the protection of the High Elves.

The game starts with you receive an urgent message via a "Sending” from Yolanda, telling you that she needs your aid immediately. This is strange because normally Galen would be the one to contact you. To make matters seem even more dire, within hours of the sending, agents of the elves find you to provide magical teleportation to the Queen. Something is very wrong in Celene.

Posted on 2014-10-07 at 17:55:22.

Subject: fighters

A pure fighter can specialize up to three.

Specialization does not negate the need to be able to use a sword in an opposing hand. So yes, you still need ambidexterity.

only one attack with other hand no matter the specialty

Posted on 2014-10-06 at 21:33:43.
Edited on 2014-10-06 at 21:34:27 by Alacrity

Subject: no

Mana is only for magic users not priests

Posted on 2014-10-06 at 17:14:08.

Subject: Mana

Here is the article I have never posted because I have trouble with tables.

Since the dawning of the Dungeon and Dragon era, players have faced a simple dilemma when looking at starting a game. What shall I play? In the eternal struggle between fighter vs. mage, mages often were left in the dust because they couldn’t fight well hand to hand, they’d only have one or two spells max at first level, and they had to pick the spells at the start of the day, not knowing what lie in store for the party. It is not surprising to see that the low level parties were often fighter, fighter, fighter, thief and a fighter/mage multi-class because who wanted to be a mage? On the other end of the spectrum, high-level mages have almost god like power and can rarely use all their spells in a day, mostly because they have to take such a generic list to possibly be useful in any given situation.

The problem with the whole idea of memorizing spells each day has never made sense to me. While I could see a first level struggle to remember all the words and movements to a magic missile, I find it hard to believe that the 20th level mage would need to remind himself how to cast a spell he has probably cast every day for the last 20 years. He could do it in his sleep, and probably does, which is why he is still single, but that’s another article.

It was this issue that led me to the concept of mana. Well, actually, I stole the concept from Diablo II but I modified it for 1st/2nd edition D&D. Those of you who play 3, 3,5 or 4 – I have no idea if this works in your world, but feel free to give it a try.

Mana Points: an Alternate Magic System for D&D Wizards
What is mana? Mana is the energy that the mage can channel through his body from the positive or negative material plane. Every mage can handle only so much mana but as they get older and better at their trade, they can channel more and more. Unlike the game, mana cannot be bottled, decanted or turned into a liquid form. Think of mana as an energy that makes the laws of physics sit, lie down and play dead. You are not gonna find a Diet Mana Max to restore your powers fast.
Mana is recovered naturally by sleep. Mages do not lose all their spells due to loss of consciousness as they do under the standard spell memorization system (however if the DM wants they can use the optional mana seepage rule shown later). However, spells that fizzle (due to being interrupted from an attack while casting, for example) still use up mana. To put in simply, once you put the mana into the caster’s hands to do the spellcraft, the mana is released.
Instead of the wizard being assigned a fixed number of various spells per spell level per day, the wizard instead receives a number of mana points equal to the sum of those spell levels (or you can use my alternate mana chart, shown later). So, our sixth level wizard, who normally gets four first level spells, two second level spells, and two third level spells would instead get fourteen mana points (4x1 + 2x2 + 2x3). In addition, the mage receives one bonus mana point for each point of intelligence above fifteen. This is a one-time bonus, not a bonus per level.

Spells cost one mana point per spell level. So a first level spell costs one point, a second level spell costs two points, etc. The mage may cast any spell that is their spell book as often as they like as long as they have sufficient mana. Using our example above, Bob could cast four fireballs and two magic missiles, ten magic missiles and two webs, or five webs, one fireball, and one magic missile, etc. If a mage runs out of mana and needs to cast a spell, they can still do so but at the cost of their life force (Hit points). Hit points lost this way cannot be restored by any magical or other healing means whatsoever - the only way to regain them is to rest one full day per hit point lost.. If a mage is unwise enough to use more lifeforce as mana than he has, he risks literally killing himself with spellcasting (or risk wizard’s twilight, see later in article)
Optional Rule: Wizard's Twilight
Fantasy literature also contains quite a few references to wizards who, in times of dire need, wield their magic beyond the physical limitations of their bodies, risking their lives in an effort to save the day. In typical D&D, the reality is that once your mage is out of spells, they have to rely upon beating monsters with a stick, or hiding behind the fighters if they wish to survive.

If you are using the optional mana rule in your game, you may also use the wizard's twilight rule. What this means is that a wizard may continue to cast spells even after they have expended all of their mana. However, this is very risky.

To continue casting spells one mana is exhausted, a wizard must use his own life force to provide power for the magic. In game terms, this equates to one hit point per mana point needed by the spells to be cast. Hit points lost this way cannot be restored by any magical or other healing means whatsoever - the only way to regain them is to rest one full day per hit point lost.

If a mage is reduced to zero or less hit points due to this, they risk wizard's twilight - a state of being where the mind is essentially burned out, and the caster can do nothing but obey the simplest of commands. Free will and personality are gone; the mage tends to slip in and out of consciousness. Wizard's twilight often results in the death of the caster.

Optional Rule: Blowing Chunks
Once a wizard reaches a certain level, they can manipulate the spells by adding more mana to the mix (referred colloquially as Blowing Chunks). Usually, only duration, area of effect or range can be affected but whether a spell can be manipulated is up to the DM to decide. By doubling the mana output (so 1st level spell costs 2, 2nd cost 4, a 3rd level spell costs 6 mp), the mage can double the range or the duration or the area of effect. Only one factor can be affected at a time. Damage done, or whether a spell as a save cannot be changed.

Level 3 – first level spells
Level 5 – second level spells
Level 7 – third level spells
Level 9 – fourth level spells
Level 12 – fifth level spells
Level 14 – sixth level spells
Level 16 – seventh level spells
Level 18 – eighth level spells
Level 20 – ninth level spells

Optional Rule: Mana Seepage
If a Dm really liked the loss of spells when unconscious rule for mages, they can implement a similar rule here that does not hurt the mage as bad as a sudden total loss. When a mage goes unconscious, the mana they have storied slowly seeps from their body at a rate of 1 point per round. For every point of hp they go below 0 hp, the factor is multiplied. So a mage at –2 loses 2 hp per round, at –5 they lose 5 points per round, etc. Of course if a mage dies, the mana dies with them.

Posted on 2014-10-06 at 15:27:24.

Subject: so far and closed

Olan - Human Knight
Keeper of Dragon - Half elf ranger
Tann - Human Fighter Thief
Eol - Elven Mage
Ayrn - Dwarven Fighter
Hammer- Half Elf Bard
Nimu - Cleric
Ody- Human (shapeshifter) Cleric

And I am closing it at an 8 man team.

Posted on 2014-10-06 at 15:10:37.

Subject: rules

For the record:

Specialization with me is +1 per slot after initial proficiency to the limit of +3. So you need to devote 4 slots to be +3/+3 with a weapon.

Fighters (not subclass) can special up to 3 weapons
Fighter subclasses up[ to 2 weapons
Other classes 1 only.

Double damage - any multiple damage is done with the base damage doubled, then the bonuses. SO a Sword +3 double damage against rule lawyers would do d8X2+3 plus strength plus specializations

Don't double/triple up powers on magic (sword of wounding, flame tongue and blinking), don't ask for permanent spell effects like haste or blur, magic should augment the character, not be the character.

Two handed attacking
If you are using two weapons, then you need ambdex as a skill which is two slots, or a ranger skill. Otherwise you have a penalty with the other hand. As well, you only attack once with the other hand no matter what level you are.

Posted on 2014-10-06 at 14:06:38.
Edited on 2014-10-06 at 14:07:10 by Alacrity

Subject: rough weekend

I had a rough weekend with my son being sick so I did not get to much on the game. Will start answering questions today that have been sent to me.

Posted on 2014-10-06 at 12:27:46.

Subject: Fighter

i like a stalwart Dwarven fighter. More than one Mage often spoils the game.

Posted on 2014-10-04 at 18:41:41.

Topic: Tann's 2014 NFL U Pick'em Game
Subject: No idea

I don't follow sports at all my friend.

Posted on 2014-10-03 at 18:52:46.

Subject: list now

Olan - Knight
Tann - Fighter Thief
Keeper of Dragons - Ranger
Ody - Cleric (shapeshifter)
Eol - Mage
Nimu - Cleric?

Could use one or two moe

Posted on 2014-10-03 at 18:24:20.

Subject: I can bearly wait

I am sure we can work out something together Ody.

Posted on 2014-10-03 at 17:53:17.

Subject: For Nimu

I looked at the Witch and Prophet Cleric and neither strike me as a good character for this type of module.

Posted on 2014-10-03 at 17:34:42.

Subject: not soon

I was trolling for interest only. I would need time to work on module. I was not expecting this level of interest.

Probably a couple of weeks still of character development to go.

Posted on 2014-10-03 at 17:28:32.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: I know but

If we spent three months ending the game I will go mad.

How about I post the narrative and you can post any interaction you want after the fact?

Posted on 2014-10-03 at 16:11:26.

Subject: ummm

I was joking about the Bard......

Posted on 2014-10-03 at 15:54:43.

Subject: anyone needed the 2e rules

Purple Worms Rule

Posted on 2014-10-03 at 15:42:11.

Subject: magic items

When equipping a character of high level, it is difficult to sometimes balance magic items, especially because everyone has a different idea of what is acceptable and isn't in a high level campaign.

As an example, I have copied the magic list from a character that played to 16th level with me year and year ago. Galirian is a Cavalier, and Head of the Diamond Core, a academy of warriors and knights.

His Magic at 16th level:

Rod of healing (40) Charges -will heal 75% of original hit points upon touch and command.
Long sword +3, Vorpal Blade, Coinspinner
Besides the obvious benefit of a vorpal blade, coinspinner was forged by a god along with a series of other weapons. The blade is soul-bonded to Gallirian, allowing him to summon it to his hand up to one light-year away. Furthermore, the sword generates "luck" for it wielder, sometimes in bizarre ways. If the sword senses a undetected missile weapon heading for its owner it may trip him, or cause his pants to fall or detach itself from the belt. Gallirian has been saved many times by this blade, despite the embarrassment it creates. This sword has been in Gallirian's possession for a long time, which is contrary to the legend of the sword that suggests the sword has turned on all its masters after a short period of time.
Silver Lance; This lance can shrink from 14' long to 4' long. Thus it can be worn on a chain and then put into use. If expanded when attacking the lance does double damage.
Plate Armour +1, self repairing. This suit of armour molds itself around its wearer and will duplicate any heraldry symbol upon command.
Dragon Shield (Lesser) This shield also duplicates heraldry, but its main power is against breath weapons. If the wielder saves vs. breath weapons he only takes 25% damage and 50% if he fails the throw. The shields effects only work if the holder is aware of the dragon and is facing said dragon.
Long Bow +3
arrow of slaying undead, arrow of slaying giants
Diamond Core Ring. These rings were made to allow communication among diamond core members. The wearer can send three messages per day to anyone else wearing one of these rings. Messages can be as long as one word per level of wearer, and the wearer can send messages without verbal speaking. Range is still untested at this point.
Boots of Striding and Springing
Potions of Extra healing (2)

Vanadia was a 16th level Rogue with this magic:

Amulet of Life Protection, MindBar
Ring of Infravison
Leather Armour +3, Free Action and Adaption
Cloak of Disguise. Wearer can take on an image of any humanoid form. It is an illusion and can be detect and dispelled as such. Once a week the cloak allows wearer to take on wraithform.
Farslayer. Short sword +3. Weapon is soul-bonded and can be summoned to hand from up to one light year away. Farslayer's main power is to kill any one target from any distance away. By reciting the phrase "for the heart of thou who wronged me" and thinking of a target the sword and wielder will spin around once and the sword vanishes, then reappears in the scabbard. The sword will have struck the target for normal damage plus the wielder's hit points. However, the owner is physical exhausted, and reduced to one hit point. This power can only be called upon once per year. Rumour suggests that the sword sometimes doesn't return to the user, deciding to move on by itself.
Atenthal's Daggers. These daggers belonged to the great thief and guildmaster, Atenthal. Rumour has it that Atenthal's ghost walks the earth searching for them. All daggers are +2 to hit and damage.
Seekers (2): when one dagger is thrown the other follows.
Venom: hollow hilt to contain three "shots" of poison.
Stealth: returns when thrown, shrinks into an earring on command.
Grapple: turns into a grappling hook on command
Darkseid's Black Dagger +3: Taken from Darkseid's dead body, this dagger flames when thrown, igniting anything flammable on contact. It returns when thrown and extinguishes itself.
Daggers (2) +2 double damage when thrown
Hands and Feet of Forcefulness: Made by martial arts experts for the experts. These boots and gloves add +3 to hit and damage to martial arts attacks.
Belt of Dexterity. Gives wearer three points of dexterity and a movement rate of 240'.
Diamond Core Ring. These rings were made by the great wizard Rune to allow communication among diamond core members. The wearer can send three messages per day to anyone else wearing one of these rings. Messages can be as long as one word per level of wearer. Range is still untested at this point.
Potions: Extra healing, Invisibility
Keoman's Ointment (8 doses) -heals 9-12 and cures disease
Portable Hole
Bag of Holding (small) holds 250 lb. weighs only 15 lb. 30 cubic feet
Bag of Holding (Large) holds 1000 lbs weighs only 30lbs. 50 cubic feet

Posted on 2014-10-03 at 15:15:08.
Edited on 2014-10-03 at 15:22:24 by Alacrity

Topic: Tann's 2014 NFL U Pick'em Game
Subject: ?

Did I pick right? Were the dice good for me?

Posted on 2014-10-03 at 13:49:41.

Topic: The Gobber King- QnA
Subject: this weekend

I will update the game this weekend. The papers are important and picking up one would reveal that so yes you will do a enough of a search for those.

Punching through the wall? Hmmm. That could be ... interesting.

Posted on 2014-10-03 at 13:29:47.

Subject: we have confirmed

Olan - Knight Warrior
Tann - Fighter/Thief
Eol -Mage
Ody - Werebear Cleric
Nimu - Witch or Prophet cleric

could use more muscle and another mage. And how about a bard?????

Posted on 2014-10-03 at 13:03:55.

Subject: answers

Nimu - I will have to look them up but unless they are terribly unbalanced I would allow them.

Keeper and Ayrn - I will go over as I assume some people will die along the way.

******VERY IMPORTANT*******

I expect weekly posting but likely I will get bi weekly. If RL catches up with you, let me know, I will NPC your characters for awhile. However ....**WARNING**

If you disappear and do not contact me I will NPC your character for one week. The second week if you do not contact me and do not post, your character will stop moving and stand in the middle of wherever you are. If you go three weeks without contact or posting, your character will be possessed by a wandering bodiless demon and attack the party ruthlessly and without remorse.

So please, let me know if RL gets you. I understand. Lack of communication in the modern world, I do not get.

Posted on 2014-10-03 at 12:49:45.
Edited on 2014-10-03 at 12:50:09 by Alacrity

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