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Recent posts by
SterlingEdge:
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So you had 5 friends stop by and say "DM for us!" and they brought cookies. Post your easy 1 page adventure. Dont worry about the details too much, just the plot and fun stuff.
The “Where the hells are we?”:
A newly established farming community a day and a half south of a mountain range. Most farms and central town are along a river that runs north to south. Town and outlying farms population is under 125.
Central town has:
Inn/tavern ran by a couple and a friend. (Describe the man and wife as you would describe your parents or some other couple your players don’t know, and the friend who helps describe as you would describe your 9th grade English teacher. This method often results in very memorable NPCs)
General Goods Store: Has the basics a farming community would need. A sword or 2, but mostly tools. (Describe the owner like you would describe that happy fat friend you had in college)
The “Oh Noes!”
A local boy, Pip Mc Pippins, age 14, goes missing. (Describe the family as a semi obscure TV family, the Keatons for instance, wherein the 14 year old would be Michel J Fox. Family Ties for those that didn’t get it.)
The clews:
Didn’t come home this evening, his horse did, with a claw mark on its hide. Pip wanders the outlying areas, one area in particular is a bamboo patch a couple hours walk north of town.
The Antagonist/s:
Lizard folk in the bamboo patches, CR to your party.
The Lizard folk use the terrain, shaman behind a 4 foot tall rock, others jump from concealment, one with a net and 2 with weapons. If they net a PC they will run off with the PC while the ones with weapons hinder the PCs while the other escapes with the captured victim.
In the area where the PCs are jumped, some of Pips personal effects can be found. Toys, food, whatnot.
The PCs eventually find “Base camp” The lizard folk are out and about hunting/gathering with a few holding down the fort. The PCs can fight their way in/out, bargain for Pips release, or stealth him out. Barganing may result in some sort of trade or co existance with the town, fighting will increase the violence, sneaking will probably confuse the lizard folk.
The lewts:
Whatever the lizard folk have and a reward from the town, a month free stay at the inn, and fame.
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Off a badly mangled human corpse, the local scavengers seem to have torn most of the body to threads. You find a pouch.
5 silver pieces, 12 copper pieces.
1 wooden ring with leaves carved into it. (1GP)
a strand of wooden beads that seems to be a necklace of sorts. Each intricately carved. (3GP for all beads)
3 small wood carving tools.
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So I just started a new campaign with a few folks (If you are my few folks leave! I’m going to talk bad about you.). I created a magic item kinda spur of the moment for a quiet player to give me more DM/Player interaction with said player to bring her more into the game.
Her circumstances: Teifling rogue, chaotic neutral, literally fell out of the sky into a lake. Doesn’t remember anything prior.
The magic Item: NikNak (name derived from the names of the 2 skulls) - A pair of small skulls. An imp skull and a owl arcon skull. Sentient. Think of them as a devil on one shoulder and an angel on the other. They can speak out loud, but usually speak in the owners head. This telepathy seems to only work one way. The owner has to speak to the skulls, often making the owner seem crazy. The skulls may just be messing with her though.
Nikari - Imp skull abilities: Knows language abyssal/common. Grants owner +1 to listen checks.
Tanak - Owl arcon skull: Knows language celestial/common. Grants owner +1 to spot checks.
As a pair, grants +2 knowledge planes, and you can reroll a knowledge planes check if you succeed in a diplomacy check (dc 15 for easy questions, 20 for moderate, 25 for obscure, and 30 for secret) with one of the skulls. If you ask one skull the other won’t help you because it’s offended. When attempting diplomacy checks the player suffers a -2 penalty if they don’t refer to them using the skulls full name.
I want to have the items get more powerful as she does, and need to give them personalities. One kicker is Nik and Nak know where she is from, and won’t tell her.
I started the group at 3rd lvl. 3.5 Forgotten Realms by the way. I have a Monk with mad tumbles, a Ranger with a bow (duh), and a teifling rogue. No one picked a healer.
So, I would like help with:
1. Personalities for both skulls and arguments they could have with each other, funny stuff a plus.
2. Why won’t they tell the girl where she is from and about her past. What is her past?
3. What kind of bonuses should the skulls get as she gets higher in level.
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In the VtM DM screen it had something kinda similar to this, please expound if you think it will add insight.
Andoran –
Top classes: Ranger, Paladin
Demeanor/goals: Spread freedom and democracy throughout the world.
Weakness/Strength:
Quote of the day:
Comparable to other game groups:
Cheliax –
Top classes: Wizard, Fighter
Demeanor/goals: Bring order to the masses, under your boot-heel if necessary.
Weakness/Strength:
Quote of the day:
Comparable to other game groups:
Osirion –
Top classes: Wizard, Monk
Demeanor/goals: Be a "sleeping giant" no one suspects, sitting on the power of the past while your enemies tear themselves apart.
Weakness/Strength:
Quote of the day:
Comparable to other game groups:
Qadira –
Top classes: Fighter, Rogue
Demeanor/goals: Gain power through trade, taxation, and control of resources.
Weakness/Strength:
Quote of the day:
Comparable to other game groups:
Taldor –
Top classes: Bard, Rogue
Demeanor/goals: Use political machinations, subterfuge and underhanded dealings to ensure your fallen empire regains its former glory.
Weakness/Strength:
Quote of the day:
Comparable to other game groups: Ventrue from VtM
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I just went through all the online samples of this book I could find and wow. Wow on 2 fronts. Wow, I will be picking this gem up for its creativity and ease of use. Wow, you guys need a proof reader, maybe a fact checker. Below are a few of the ones I found.
Table 7–25: Villains - knowledge on an
6 Cryntona: Corrupt priest who seeks to destroy all knowledge eon a ancient trapped god of good
Table 7–75: Quests – Sargasso Sea is a place, I think you meant sea
1 Charter a ship to a dread sargasso to discover the fate of a legendary pirate’s lair
Table 1–66: Criminal Path – Sociopathic, but I think you mean sadist.
5 Enjoys causing others harm (sociopathy)
Table 7–40: Hidden Agenda - Deconstruction or social experiment. I think.
Deconstructtion or societial experiment
Table 3–89: Medicinal Herbs – So many things in that table are wrong. Not misspelled or anything, just wrong. IE “2 Anise, for insomnia”. Nothing to do with insomnia, more like digestive problems.
Not a big deal, but I figured this is a book by nerds for nerds, this nerd noticed :p I will be pickin this up though.
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Ok, I’ve been playin since alpha and have got hundreds of ppl over there first hurdle and got them addicted to magic. FNM (Friday Night Magic) is a sponsored WOTC (Wizards of the coast) event held by some FLGS (Friendly local gaming stores). These events are good to meet folks who can teach you the game. There are assclowns out there who don’t have the knack for teaching. Avoid assclowns. Start simple. MTG (Magic the gathering) products have "Level of Play" indicators on them. "Starter" is where you want to start.
The core editions (Numbered editions, not named. 7th ed, 8th ed... Not Planeshift, or Shadowmoor) are the easiest to learn with. They have "Staple" cards (Cards that are integral to the game) and usually don’t have too many set specific mechanics.
The basics:
60 cards in a standard deck.
20 critters, 20 spells, 20 land (Land, AKA mana, AKA power to cast spells) is a good mix. Some go more or even none on critters/spells but 20 (1/3rd of your deck) land is a staple. No more than 4 of any card other than basic lands.
You both start at 20 life/health
Phases:
Untap: Set all your cards that are in play un tapped (normal readable up)
Upkeep: Pay for any card that says "Do this at upkeep" there aren’t many.
Draw: Draw a card from your library (Deck)
Spell phase: Summon critters/play "Sorcery" spells ("Instant" spells can be cast any time, even during other players turns) Creatures are unable to attack the round they come into play (Summoning sickness)
Combat: Declare attacking creatures ("Tap" the card by turning it 20-45 degrees to the right is a standard showing of tapped. Opponent declare blockers, damage resolves. Some critters die, some live, some may get to your opponent. Those that do take his life total down.
Spell phase: Same as first spell phase
End of turn: If you have 8 or more cards in hand discard down to 7.
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The 6 dollar deck: A fun way to test a set is to go to the common singles (A dime at some stores) and pick 2 colors, get 10 of 1 land 10 of another, 10 of 1 creature color, 10 of the other. 10 spells of a color, 10 of another. Instant 60 card deck. It wont win tournaments but it is fun against other 6 dollar decks. And I have won tournament with a 6 dollar deck, but its not normal.
Joe mamas house: Get some starter/constructed, or 6 dollar decks and go play at Joe mamas house with a few friends.
Draft: If you dont have 4 of very card in the game ever printed like that guy next to you, that guy next to you will almost always stomp you and your 300 card collection. Wherein comes the Draft. You get 3 packs of cards. Wait till they say go, open 1 pack, pick 1 card from it, give the rest to the guy at your right. The guy at your left passes the 14 he didn’t pick to you. You pick one of those, pass the rest. Repeat till all are gone. Open pack 2, pick 1, pass the rest to your left this time. Rinse repeat.
Rare drafting: Choosing what is rare over what’s good. Usually doesn’t win, bit you can walk away with 15 rare cards for 9 bucks in packs.
There you have it, the raw basics.
Check out http://www.wizards.com/magic/rules/MagicRulebook_10E_EN.pdf for more solid basics but that guide is still a bit tricky for a nub. Get a starter deck and a 6 dollar deck and chill with some friendly gamers at your FLGS and the basic guide will be easy reading. After ya win a hand or 2 you can attempt a draft game. Have fun. BTW, the cards are coated in crack cocaine making them incredibly addictive.
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French Wolf wrote:
Here we go, I'll be interested in how other DM's handle these. I'm not sure if they qualify as metagaming, maybe table etiquette.
1) The party are stood in front of a huge spider with a drow priestess on board. One player looks at another and says across the table, "Shall we rush her?"
The drow attacks.
The player says I wasn't talking out loud.
DM tells him that what is said at the table is said in game. He explains that otherwise it's not good roleplaying.
I personally allow the players about 15-20 seconds of player conversation before combat is initiated. I construed the "Should we rush her" comment to a quick raise of the eyebrow from one party member to another or something of the sort. Now if the player trys to lay out an elaborate plan and trys lay out all the strengths and weaknesses of drow and blah blah blah. Then ya, the drow opens fire.
French Wolf wrote:
2) Later in the same dungeon, the players are in mid-fight and getting beaten badly. Player One falls (with a potion of healing in his belt). He starts bleeding out. The last man standing runs over and says, "But I can't heal him. I'm out of potions. (Oh and he fails his heal check).
The party look at each other and keep quiet. Player dies.
Hrm, this can be aided with a spot check to see the potion, or a raw int check to remember the PC bought a potion in the last town they were in, or the character may just be dense and the PCs die.
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Larry Lichman wrote:
I'm getting ready to run RotRL and it looks like we will only have 3 PCs in our party.
I was hoping someone could provide some advice regarding:
1. How should I adjust the encounters for a party of 3 as opposed to the recommended 4?
2. What are the best classes for the players to play?
Any help you can provide is greatly appreciated!
Maybe stating the obvious here, but make more friends.
www.meetup.com took my group from 1 DM to 2DMs and too many players. Its all good.
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EileenProphetofIstus wrote:
When I was about 8 years old my Mom would always make cold cereal for me for breakfast. One morning while making my raison bran she accidently put salt on it instead of sugar. I told her it didn't taste good but she made me eat it anyway. Later that day she realized what she had done and apologized/ Truth or Lie?
1. Turth.
2. Leave it turth for character.
My Turth or Lie. I was abducted by gypsies when I was 12.
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Darkos wrote:
most of you advice me to talk with this player about his actitude. may be a solution (none of us has done it, and i'm the second GM who has to deal with him in an adventure path), but i've been playing with him about 15 years, and i'm almost sure than he will deny any foul playing. i cannot present any proof, save the suspicious actitude. when he buye the infamous antitoxin i asked him what he want to do with it, he said "may be poisoned traps, or something". wich is relatively fair answer.
I'm considering simply get his character killed again and again until it makes sense to him, and stops pre-reading. i really don't want to rework all AP. it likes me very much as it is, and i fear to make mistakes that ruin the spirit of AP.
Don't let him deny it. Its a non issue at this point. You are not accusing him, your telling him stop. This is a one way, one phrase conversation. Done. This elevates him having to defend himself and concoct a lie that in essence is calling you and your players stupid. You don't have to be aggressive or mean. It's being direct.
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Marc Radle 81 wrote:
Great info - thanks everyone! I'm looking at Reaper's and Rackham's web site now. Very nice!
Slight threadjack below (although, I get a little leeway since I started the tread, right :)...
How, if at all, do you guys mark your plastic minis? I'm thinking I might want to mark them on the underside of the bases because:
A - I don't want my minis to get mixed up with other people's on the table, and
B - when you have a number of identical figures on the table (5 Orc spear men or whatever) you need to be able to differentiate them, so numbers or letters would be helpful.
I'm thinking some kind of permanent marker would work well, although black marker on a black base may not show up well.
Any thoughts?
Teh Uber Marker.
or
You can do "Repaints" on the WotC ones, just use a clear coat on them afterwords. Heck, just paint there bases different colors. If you get the few orcs from each set you can have 50+ orcs that look different anyway. Same thing with kobolds, goblins, gnolls...
Once you build a big enough collection ppl wont need to bring minis with them.
I don't allow personal minis for the sake of mixing theres and mine. I also don't allow players to use outside minis because I own all the DnD miniatures created to date (The plastic WotC ones) and I don't allow metal minis because of my irreplaceable gaming surface (R.I.P. Tact-Tiles).
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ArchLich wrote:
I'll try to be Dr Frankenstien and revive this monster.
Evalute these scenarios and comment:
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The players are 3rd level and encounter a troll (for the first time). No player has made a knowledge nature check to know anything about trolls. This is assuming that fire is not their standard attack.
Sometimes players need to know when to run. A good point to run would be when they kill the troll to the point its disabled and can't provide chase.
Salvatore had one of his adventurers spontaneously figure out to burn them.
If a player just simply states "Oh, its a troll, burn it" call for a knowledge roll, if they fail it, they don't know this fun fact.
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ArchLich wrote:
The players encounter a magical item. From the description one of the players says "Oh thats a (insert item name)! OOC of course".
I've had this happen a few times. They may know what it is, but that doesn't allow them to use it. Or, change the item all together.
----------------------------------------------------------------------
ArchLich wrote:
Oh and a common one: "I'll just jump. The fall can't kill me. It is only going to be Xd6 damage." Says smug player.
I had a player try this one. Yes he survived. But the other players didn't follow suit after I very descriptively explained bones protruding from flesh, coughing up blood, and the like, that the player endured from jumping. Yes you would survive, but its no fun to get hurt.
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I think Ill have to let this thread die and start it again tomorrow. There has been tons of responses, most argumentative and not helpful.
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"I really don't want to shoot down cool ideas. I as a player and a DM pull off some silly stuff, but I have read 3 or 4 posts in the last few days concerning "My players are trying xxx to yyy to zzz." I have personally broken campaigns doin this stuff and I've had a couple players try the "Light grease on fire" thing. It gets out of control when a low level spell starts doing way more than its suppose to or you start getting too much gold in the party. A lot of the ones I posted are common sense to even partially seasoned GMs, but not all. I am looking for some harder situations to find answers for issues other GMs are havening"
"C'mon, Im looking to help ppl to keep from overloading there groups with gold, and keeping the game challenging and in line with the heart of the game. Not abusing loopholes and exploits."
"I want to help other GMs learn to curb the metagamer/exploit happy ppl and get to adventuring."
"IE:
The Diplomacy Skill
My Players Just Dont Care
Dealing With A Too Smart Player
Conversion Rate For Souls To GP
What If They Just Fly There"
-------------------------------
People want the help. Lets Help the GMs. Mine is not the only opinion, I'd like to see what other GMs do in these type of situations. Make my DMing better/less restrictive, but keep the game on course at the same time without getting exploited.
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