Engineering Drow - Steampunkish

Game Master BloodWolven

What if when the Drow splintered off from the rest of the elves, magic could not be gathered in the underdark? What if they had to rely on alchemy and technology.

They would be years ahead of the dwarves in gunsmithing, steamtech, and alchemy.

Come join us create this new setting involving Drow and Steampunk. A campaign will follow!


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Male Human
Rynjin wrote:

That's a pretty rad class except for the part where he can roll a 1 and become useless for an entire combat upon activating Mutagenic Form. Nauseated for one minute is a nasty drawback for an otherwise solid, but not great ability.

Nauseated for a round, and Sickened thereafter (or just Sickened) might be better.

Glad you like it Rynjin - I created that one a while back, and I'm interested to see how it stacks up against the more streamlined ACG Mutagenic fighter.

I got to play a Physiomorph Marauder in an ill-fated steampunk/boarding school mashup via PbP and I felt the save was actually almost not necessary, or that the save should definitely not get more difficult. I'll look at changing that part of the ability.


N/A Entropic Axiomite Doodler 1/Author 5/Talespinner 7/Ad-Lib Artist 2/Worldbuilder 5
Pharnox wrote:

*Widow*

Thoughts?

Minus my two posted concerns at the bottom of the prior page I think this looks good to go. How's this for a suggested progression?

Spoiler:
1st Advisor, Fleshwarping Poison (1 Con), Pheromone Pool, Stalker, Stinger (1d8), Widow's Focus
2nd Adviser's Assistance, Scent, Virulent Poison 1/day
3rd Direct the Swarm (+2), Strain the Warped
4th Stinger (2d8)
5th Venom Variance (Change Stat), Virulent Poison 2/day
6th Fleshwarping Poison (2 Con)
7th
8th Direct the Swarm (+3, standard), Stinger (3d8)
9th
10th Strain the Warped (-1), Virulent Poison 3/day
11th Fleshwarping Poison (3 Con)
12th Stinger (4d8)
13th Venom Variance (Split Stat)
14th
15th Direct the Swarm (+4, move), Virulent Poison 4/day
16th Fleshwarping Poison (4 Con), Stinger (5d8)
17th Strain the Warped (-2)
18th
19th
20th Direct the Swarm (+5, swift), Stinger (6d8), Venomous Dominance, Virulent Poison 5/day

Fleshwarping Poison (addendum/alteration)/ Any target that dies while this poison is active in its body or is killed by the poison's effects can immediately mutated by the Black Widow into a Fleshwarped minion.

Rynjin wrote:

Virulent Poison (Ex): The Drider Widow is known and feared for her deadly poison. Starting at 1st level (2nd suggested here - Orthos), as a Free action once per day upon hitting an opponent with a venomous attack the Widow may apply the effects of Accelerate Poison to the target. The Widow may use this ability an additional time per day at 5th levels and every 5 levels thereafter.

At 5th level the ability also applies the effects of Pernicious Poison to the target.

At 10th level she may cause the poison's chemical make-up to fluctuate wildly, mutating too rapidly for resistance to poison to counteract it. Any resistance or immunity to poison the target possesses does not apply to this poison. This includes bonuses to save from items such as Antitoxin.

At 15th level the poison becomes especially fast-acting. The poison's duration is reduced to one round, applying its entire effect immediately (for example, a poison with a frequency of 1/round for 6 rounds would apply the poison's effect 6 times on a failed save, and then end).

(Perhaps as an addendum, give the Widow the option to not activate any of these abilities, as she chooses - the 15th level ability is nice, especially if you're just aiming to remove a single enemy from combat/turn them into a Fleshwarped Minion ASAP, but doesn't play well with my suggested capstone, for example.)

Venom Variance (Ex) At level 5, the Widow gains the ability to adjust the makeup of her venom, changing the effects it has on an opponent. She may choose to produce a poison that targets another stat besides Constitution.

At level 13, she may divide the poison's damage between two different stats, so long as the total amount does not exceed her poison's normal damage for her level.

Strain the Warped (Su) (in addition to the original posting) At level 10? the Widow spends one less Pheromone point when using Strain the Warped. At level 17? it is reduced by two points.

Venomous Dominance (Su) At 20th level the Widow's control of her fleshwarping poison is so masterful that she can seize the minds of envenomed opponents while they still yet live. ?? times per day/By spending ?? points from her Pheromone Pool, the Widow can force all creatures within 100? feet who are currently under the effects of her poison(s) to make a Fortitude? save (same as poison DC? Otherwise DC 10 + 1/2 level + Con?/Cha?/Both? [since it's combining poison AND pheromone I can see adding both] modifier). Those that fail are immediately brought under the Widow's control as per dominate monster, save that it is not treated as a mind-affecting effect and therefore ignores any immunities to such. This effect lasts ???? or until the Widow releases the victim. Victims who die while dominated immediately rise again as fleshwarped minions under her control.

The Widow's Advisor may apply Strains to Dominated victims as if they were fleshwarped minions (perhaps with a limit?).

----

Still quite a few dead levels, but she seems pretty solid all things considered, and some things could be moved up/down to fill the dead levels.


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

Two notes, first I was thinking that the Black Widow uses con as her "main stat and dc stat" reason is she is not a very social creature and it's the strength of her pheromones (which are tied to Con). Didn't intend to say fleshwarped minions could only be created while still alive, it's perfectly possible to just stick your stinger into a "fresh" corpse (not more then 24 hours old) and create a minion.

And I definitely would prefer to avoid dead levels, we still have some room to tinker round with however.

Now we need to come up with Advisor stats and of course strains... Also some new guns only weapon qualities... And one from rite publishing that would be appropriate.

The Rite quality:

Blastback
Aura moderate transmutation; CL 9th; Craft Magic Arms and Armor; telekinesis; Price +1 bonus.

DESCRIPTION

This ranged weapon quality allows its wielder to perform a bull rush against opponents stuck by the weapon as an attack action. Unless the wielder is within reach of the target it does not provoke an attack of opportunity.

Guns I love thee!:

Pump Action
Aura minor alchemical; CL 7th; Craft Magic Arms and Armor; gunsmithing; Price +1 bonus.

DESCRIPTION

This ranged weapon quality makes the gun count as a 1 handed firearm instead of a two handed firearm for the purposes of reloading it.

Silent
Aura moderate alchemical; CL 10th; Craft Magic Arms and Armor; gunsmithing; Price +2 bonus.

DESCRIPTION

This Firearm fires silently, as a result targets you are flanking or striking flatfooted have a -4 to AC, in addition whenever you gain the benefit of a surprise round you can make a full attack with your silenced firearm.

Semi-Automatic
Aura moderate alchemical; CL 10th; Craft Magic Arms and Armor; gunsmithing; Price +2 bonus.

DESCRIPTION

Semi-Automatic: A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-attack action to fire twice, as if using the Rapid Shot feat (including taking a -2 penalty on all attacks). If the wielder has the Rapid Shot feat, she can use the additional shot from that as well, but the penalty for all shots fired in that round increases to -6.

And strains for the slave!

Strains:

Fleshwarped slave Strains.

Battering Slam: Fleshwarped slaves in addition to their slam attack can make a bull rush maneuver is a free action.

Grappler: Fleshwarped Slaves gain the benefits of the improved grapple feat.

Acidic blood: Fleshwarped Slaves whenever they are struck by a melee, non reach weapon inflict 1d4 acid damage to their attacker.

Thoughts?


N/A Entropic Axiomite Doodler 1/Author 5/Talespinner 7/Ad-Lib Artist 2/Worldbuilder 5

Awesome, that simplifies things. I'll try to suggest some strains ideas tomorrow.


Male Human

Can we get a repost of everything we have on the Drider Queen so far - I'm a bit lost on what is missing and what is requiring feedback...


N/A Entropic Axiomite Doodler 1/Author 5/Talespinner 7/Ad-Lib Artist 2/Worldbuilder 5

Since a lot of it is in spoilers I'll just link...

Pharnox's original post with the class ability list

Types of Fleshwarped Minions

Beginning a list of Strains for the Advisor

My suggested revisions, and a more full class progression


Male Human
Orthos wrote:

Since a lot of it is in spoilers I'll just link...

Pharnox's original post with the class ability list

Types of Fleshwarped Minions

Beginning a list of Strains for the Advisor

My suggested revisions, and a more full class progression

Thanks Orth, but I'm too lazy to collate it all right now. ;)

If I can get it up into a googledoc or similar tonight I will...


N/A Entropic Axiomite Doodler 1/Author 5/Talespinner 7/Ad-Lib Artist 2/Worldbuilder 5

That'd be pretty convenient, thanks! I think it's mostly been loosely compiled but not quite finalized yet, and there's still quite a bit to fill in on the Advisor at least.


Everything looks pretty darn good!

Sorry folks I have been out of it with lots of RL stuff going on, let alone working long hours and trying to get enough sleep. Also I have been having some troubles with my internet provider. I hope to be around more.

*Acid blood, with piercing or slashing weapons (as opposed to all)... guns are classified as piercing, right?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Guns are Bludgeoning and Piercing, so yep.


How goes it? Did you guys decide to move to game to another thread, I am fine if you did. I know I have not had much time lately.


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male human level 4 rogue

here we go with some more lore...

Bio-tech:

Drow technology is not just firearms and advanced alchemy, it also includes fleshwarping. Fleshwarping is not just for creating new limbs, it is a science at the very heart of Drow industry. When you see a Drow walking around with a mechanical arm sticking out of his back it is because of fleshwarping, for fleshwarped "circuits" are entwined throughout the arm and into that Drow's back, allowing his body to control and in a sense "power" the arm.

Fleshwarping even allows Drow to create golems and other constructs, although even an iron golem will have a set of organs provided by a fleshwarper.

And another piece of Drow info, the Servitor.

Servitor:

Servitors are a reflavored Homunculus for anyone who wants a familiar.

Servitors are true masterpieces of Drow fleshwarping, first a torso and head containing the necessary organs are made. Then the torso is augmented with cybernetics, the end result is a three foot tall creature that looks like a cross between a miniature duergar and whatever could be found in the scrap yard.

Instead of feet the Servitor has a set of "treads" (like a tank but much smaller) that serve to propel it around. Servitors are not truly "intelligent", they cannot think for themselves. They can however be "programmed" to perform various tasks.

Servitor's can also "vary" from one another greatly, servitors (with proper "maintenance") can live for quite a long time (general estimate is a 1000 years) and are often upgraded heavily as time goes on.

Well to do individuals and cabals tend to have a few servitors running around and great cabals (a 1000 members+) which can have entire city districts to themselves often have hordes of servitors running around.

Also Rynjin I have noted your desire for "high tech" weapons... Here is an idea.

Fleshwarped weapons:

Fleshwarped weapons are rare in all but the greatest of Drow cities and the Maw, they range from completely "organic" weapons to weapons you would have to take apart to realize what it is. Here is a sample.

The Hotshot

A unique mix of metal and flesh the Hotshot looks like a normal pistol, except for a strange lack of a bullet cylinder. If you look closely at it you see a strange leather like membrane...

The Hotshot pistol instead of firing bullets fires tight jets of alchemist's fire at distances of up to thirty feet, this is propelled out by the storage membrane which when the trigger is pulled which causes the membrane to contract and pressurize the resulting "shot" out at remarkable speed.

Cost 1000 gp Dmg (S) 1d4 Dmg (M) 1d6 Critical 20x2 Range 30 feet Misfire * Capacity 3 Weight 5 pounds Type fire

*fleshwarped weapons do not misfire.

If any of you want to expand on fleshwarped weapons go right ahead.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Hng. Your Bio-Tech description makes me want to make a Mad Scientist instead now. =/

Meh. That'll be my back-up if Wan dies. =)


Male Human

@GM Wolf: here is a link to a fantastic guide to running a successful PbP.

Lots of good points and touches on many conceptual/social and instrumental/mechanical components.


Oceanshieldwolf wrote:

@GM Wolf: here is a link to a fantastic guide to running a successful PbP.

Lots of good points and touches on many conceptual/social and instrumental/mechanical components.

The fact that he quoted you at one point probably didn't hurt either did it? But I agree that is a very good guide.


Male Human

Where? Now I have to actually read it...


Oceanshieldwolf wrote:
Where? Now I have to actually read it...

4.3 beware of doors


Male Human

Yeah, they quoted me quoting from elsewhere. ;P


I will have a good look up at that, thanks Oceanshieldwolf!

The goblins got to my post once more. Anyways beyond Vilku's introduction of our new world, I have a plan in place for the campaign as I have been working on it here and there.


male human level 4 rogue

GM I have an which could be an interesting alternative to "magical items". Read on.

Archaeotechnology:

Despite not being able to completely understand the Precursor language Drow have for centuries derived much knowledge from their ruins and writings. Over time this practice yielded "archaeotechnology" technology derived from precursor knowledge and Drow ingenuity. This practice led to many wondrous devices and advances, but it is not without risk...

For "archaeotechnology" is barely understood by most Drow and even it's practitioners admit that they know far less then they like... Yet many continue upon this path, desiring the technology that can allow them to achieve the impossible.

Example of archaeotechnology

Bolter weapons

These rare weapons are perhaps one of the most well known products of archaeotechnology, these specially constructed firearms fire devastating "bolter" rounds. "Bolter" rounds are enlarged bullets containing a volatile mix of explosive fluids that set off when the bullet strikes a target.

The resulting explosion is devastating, bolters are prized and are often only wielded by the most elite of Drow...

How archaeotechnology works:

Archaeotechnology is crafting that uses a number of "properties" and "customizations" to reach a prize for a certain item.

Here are a some "properties" and their cost.

Semiautomatic-costs 5000 gp
Automatic-costs 10000 gp
Explosive-costs 15000 gp

Customizations represent the physical attributes of an item, like weight, ammo capacity, barrel length and so forth.

Magazine capacity is priced at 100 gp per five units of ammo capacity, as such an ammo capacity of 40 would cost 800 gp. Guns have limits to ammo capacity upgrades, pistols max out at 15 and rifles at 10 for example.

Weight you calculate weight according to the nature of a weapon (look up it's nearest equivalent on the PRD) plus it's customizations.

Stabilized body, your gun is crafted with special stability upgrades that grant you increased aim. You gain a +1 bonus to your attacks with this weapon per 1000 gp you spend (up to a maximum of +3). The weight of the modified firearm is doubled.

Belt fed, your gun is modified with a special belt feeder that allows you to "feed" shots in from a pouch or backpack as a free action. This adds an additional five pounds to a weapon and cannot be used with pistols, it costs 1000 gp for a poor belt feeder (which increases misfire chance by 1) or 3000 gp for a good belt feeder.

GM Thoughts? And also I would request that we don't gestalt this, the power level doesn't feel appropriate and I think it would reduce complexity (saving you time).

Also I am reworking my character as a Cunning Gadgeteer (a mad scientist type skilled in archaeotechnology).


Male Human

Seriously strapped for time at the moment, just thought I'd link to the Scorpion Wraith PrC in case it helps any. It's Eberron Drow and for 3.5, but could well be useful.


Thx again Oceanshieldwolf... My time is limited but I will check it out this week.

I like archaeotechnology and the system explained will work, we may reduce the initial price of semiautomatic and automatic. Explosive probably should be a quality to the ammo or being applied to the ammo, thus an effective magical enhancement.

Sorry for the absence; work, life, and family have been keeping me ultra busy. Getting back into my normal schedule now.

How many players do we have? Initially I won't have a MC, focusing on the DMing unless someone has an NPC with them, then I will focus on that NPC.

When the Tide came, was it unexpected and many were lost to it? Once that is answered I will need to know a bit more about your families, who are you connected to and such. Make sure to have a background story built and put in your alias in a spoiler, feel free to communicate with the other players and make bonds amongst yourselves. I need each of you to post also your current position in the military (can be retired), jobs you held before the Tide, and any other main activities you were apart of before the Tide. Make sure to post your alias in the discussion thread with these details and update your profile aliases.


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

GM I recommend we wait four days before launching the game, in all the chaos of the holiday season we need some time to reorganize...

As for the Tide it wasn't expected per se but Drow are paranoid and even in the city of Outcasts evacuation drills were instilled, as such only 300 out of the 2500 residents were lost to the Tide itself...


Good to know, nonetheless considering what I am planning I need to know of the PCs connections to family, cabal, and community.

If we have four PCs or less we will go gestalt, otherwise we sure could use the specialist, it sounds like a good compromise. Though I would like some input from the players on what they would prefer.

Specialist:

Specialists are characters who have focused their talents to a knife's edge, they start off as a level four single class and utilize the fast XP track. In addition they gain +2 skillpoints per level or a bonus feat of their choice along with maximized HP for those four levels.

Pharnox and anyone else that wants to help, please look through our gathered material and tell me what is not posted in the campaign info.


Ok, I think I have updated the campaign info from all the spoilers and info from the discussion thread. If you have suggestions for changes let me know. Also if you have specifics on an item and how it needs to be changed because you found it from a source or book, send me a PM with the block of information.


Male Elf UC Summoner

Browman's character, currently gestalt.

All his immediate family are dead. He is/ was part of a special military unit used for highly dangerous and unusual missions.


Any contacts either in the military such as a handler Drozak, or other contacts that might recognize you?

Also the ball won't be rolling in gameplay until we have at least one more player check in.

So far we got Drozak and Pharnox.


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

Working on Pharnox, likely won't truly be done till tomorrow (we had a party tonight).


Its alright, we are still waiting on Ocean, if not, Rynjin or Orthos to still respond and get me some particulars. Plus I will be working tomorrow until 4, driving most of saturday. I should get something up Saturday night if not before, unless I am dead tired again... ;)


Male Elf UC Summoner

I figure probably about half his unit survived (so about 4 plus him.)

They had a handler, it is up to you if he survived or not.

His unit didn't really mix with regular military.

Some more senior military guys would know about his unit and may or may not recognize him.


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

Ready for review GM and an idea for some GMNPCS that won't break and indeed fit quite nicely into this campaign...

Who's your squaddie?:

Ciaphas Cain had Jurgen, Batman had Robin and you have your Squaddie!

Your Squaddie is a loyal companion and true ally controlled by the GM (although you create him), he is a single class (NPC classes only) sidekick who serves as your loyal friend and minion if you treat him right...

Your relationship with your squaddie will define who he is and what he becomes, if you truly earn his undying loyalty he may even become an actual "PC" (he trades in his warrior levels for Slayer levels for instance) and becomes a powerful and useful ally(http://tvtropes.org/pmwiki/pmwiki.php/Main/HypercompetentSidekick).

GM note that the reason everything in my profile is at half price is because if Pharnox could craft it himself he did so.


Male Human

Ok, sorry of the delay.

And this gestalt thing is new ground for me.

So I get:

* all class features of both classes and
* take the best HP, BAB and Saves?


Female Viera Blue Mage

Yep OSW, that's how it works.

@Pharnox: Would Rioghan have a squaddie in addition to her advisor? I would off the top of my head say no, but I could be persuaded otherwise without much trouble. =)


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

Waiting for GM to confirm squaddies in the first place.


Male Human

Orthos I love you. Yvain! And I love that avatar! Oh, and thanks for the heads up.

I have an avatar called Niamhaiofe - Nee-ahv-eve. Makes me want to make her a drider now, but I was still thinking a male drider. Still undecided.


I had the stomach flu and finally have recovered for the most part. It was a bad bout of trying to get sleep and getting to the bathroom in time. Sorry I didn't have the mind to let you all know.

I like the squaddies idea though I would like to rename it: Squadmates. Especially since there seems to be only a response from four of you. Remember Experts can be very helpful!

Aoibheaínn/Orthos, glad to see you posting! I would allow you to have a squadmate but at 1/2 your level rounded down, due to your advisor. Also the more they are incorporated into the backdrop or gameplay you never know what might happen. Also do you need more help with character development or are you using a different alaias?

Pharnox, your character looks good but we need to decide if we are doing gestalt (level 2) or Specialists (level 4). With only four players it would be gestalt from what I had said earlier, but really I wanted to hear PC opinions on the subject. If nothing is said about it we will just do Specialists.

Drozak, you have the basic character sheet done for the gestalt idea. I need more information about your character. See campaign info tab in the spoiler about character creation, also see Pharnox as an example. Though even Pharnox is missing things such as his connections and any contacts.


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

Flu is nasty...

Personally I advise allowing both Specialists and Gestalt, although I need to hear your concerns on the subject (power balance for instance) so that I can try to help you "fine tune it as it were".


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

Squadmate

Argos Sootfingers:

Argos Sootfingers was not born into his cabal nor did he marry into it, it was by Pharnox's kindness (and shrewdness) that the runaway slave was added to the ranks of the Sootfingers Cabal.

Pharnox did more then just get Argos into the Cabal, he instructed him in the use of all manner of weapons. Argos also learned the smithing arts from Pharnox and was of great assistance when Pharnox began construction of his transport.

Thanks to all of this Argos is completely loyal to Pharnox and was the first to leap into the vehicle when Pharnox rode out to confront the mutants. Now as Phelthos prepares to evacuate and begin what inevitably must be a long, arduous journey the stalwart Argos serves as Pharnox's gunner.

Personality:

Argos is not noted for being a social creature, he is however reasonably intelligent. Argos is incredibly loyal especially to Pharnox and Cabal Sootfingers, Argos regards Pharnox as the elder brother he never had.

Yet Argos is scarred bot literally and mentally by the chains of slavery, even more so then most Drow he hates Duergar with immense fervor. Argos does not back down from fighting Duergar and can always be counted on to fight this hated adversary.

Family:

Father, Drovic was part of the exploration team that unearthed the Precursor ruins... He is presumed dead or worse.

Mother, Ulumbralya. Pharnox's mother is caring creature who loved her mate and adored her children, especially her two daughters. At the moment she is carrying on as a medic but the family knows that she is barely holding it together... But this is no time for grief.

Sisters, Briza and Imrae. Aged twenty and twelve respectively Pharnox's two sisters are too young to be conscripted and have instead been put in the medical corps. Briza is the more serious of the pair, grim and determined to succeed. Imrae isn't quite so serious but then again she is quite young and immature.

Grandmother, Umrae. Umrae is an old, wise Drow who with three centuries of experience under her belt. She took a lively interest alongside her mate in Pharnox's development and guided him onto the path he walks, one of fortitude and success.

Grandfather, Quave. Quave is perhaps even more ancient (in the views of Imrae at least) then Umrae. Quave is intelligent and certainly "old school" (he was around when muskets were the norm). He is also a center of sadness in the family, Quave is nearly 350 years old, everyone knows that grandfather Sootfingers is not destined to live much longer and while he hides it well the (presumed) death or worse of his son Drovic has made his far more morbid...

GM thoughts?


Male Human

Still can't decide whether to be a specialist or gestalt, nor exactly what classes. Sorry for the extended, maximized continual delay...

In related news, I just collated all the Black Widow stuff together. Got a few questions:

* I see there is a pheromone pool, but no listed pool points!??!

* I also see some references to a swarm - is this the fleshwarped minion/weapons etc?

* What are the Advisor's stats? Is the Advisor a separate physical creature/entity, a ghostly arachnid whisper or some kind of heteropagus twin?

* Would it be easier to dispense with the pheromone pool, and just use the Summoner chassis reskinning the summon monster SLA as create flesh warped spawn, and make some simple stats for progressing flesh warped books? Or, considering this is similar to a summoner chassis, do we use this:

Advisor reskins Eidolon
Pheromone Pool - replaces spells
summon fleshwarped goobags reskins summon monster SLA
Widow's Focus, Stalker and Stinger - replaces life link


N/A Entropic Axiomite Doodler 1/Author 5/Talespinner 7/Ad-Lib Artist 2/Worldbuilder 5
GM Wolf wrote:
Aoibheaínn/Orthos, glad to see you posting! I would allow you to have a squadmate but at 1/2 your level rounded down, due to your advisor. Also the more they are incorporated into the backdrop or gameplay you never know what might happen. Also do you need more help with character development or are you using a different alaias?

I just have two different aliases, one for my character herself and one for the Advisor, so they can be recognized as separate characters. I have a general idea of what I want to do with them, characterization-wise.

Mechanically I know pretty much what I want to do with them; I have just been very busy with work and haven't sat down to actually build Rioghan, and also I'm still waiting on confirmation of the abilities of the Widow class. Pretty much the same answers OSW wants =)

I'm pretty firmly in favor of Gestalt, between the smaller group size and the plethora of character options it opens up.


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

On the subject of the Widow the major hurdle is the templates for the "bio zombies" as they are, when I was thinking out the widow I was thinking Kerrigan with all the zerg at her disposal...


Sorry guys I have been super sick this week and haven't been able to get much of anything done except keep the campaign I GM running. Honestly I am not sure if I have the time to commit to fleshing out Drozak until sometime next week unless I significantly improve tomorrow.


N/A Entropic Axiomite Doodler 1/Author 5/Talespinner 7/Ad-Lib Artist 2/Worldbuilder 5
Pharnox wrote:
On the subject of the Widow the major hurdle is the templates for the "bio zombies" as they are, when I was thinking out the widow I was thinking Kerrigan with all the zerg at her disposal...

Yeah that sounds about like what I was thinking we were going for as well.


Sorry for being away. I was dealing with depression which was getting in the way of me being on here. Turning my life around for the better, searching for jobs, and making steps to improve myself. Please forgive me.

Anyways now comes the hard question, are the three of you still up for the game?


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

*shambling corpse awakens from an ancient tomb of characters long dead...*

I am, calling the other wolf soon... However before we can proceed we need to reign it in, this has become just a tad too big.

*Proceeds to narrow campaign concept down for the sake of GM and player sanity*

Simplification:

Alright we have a little too much homebrew here, so here is the recommended simplification.

What's needed: First the GM needs a copy of Thunderscape, the options contained within are the steampunk answer to this game's demands. Secondly the GM due to the homebrew nature of this campaign needs map making software, fortunately it is free. http://sourceforge.net/projects/autorealm/

Advanced Drow Weapons: Thunderscape firearms will be the base template, the Master Craftsman feat will be given as a free bonus feat at level five to all characters who either have five ranks in both craft (armor and weapons) or who are Steamwrights.

Will round up weapon qualities appropriate to the setting...

Gestalt avoidance: Let's avoid gestalt this time around, this reduces both GM and player calculations. Gestalt can be too much of a headache.

Preparation: Let's avoid launching this campaign immediately, you as the GM need time to calculate and devise encounters along with maps. And that time will be needed to round up players.

In the background: Rather then tracking such things as refugee supplies and so forth the GM simply doles out missions and so forth. PC success in these missions determines campaign success.

Stat rerolls: Allow PCs to reroll two dice which ended up below ten, the goal is to create variance not cripple the PCs.

Another campaign idea:

This campaign idea is designed to be simpler then the previous one but still maintain the core themes of Steampunk Drow.

A year ago Drow scouts found something strange, in the upper layer of the Deeps they found a strange mural. It depicted a strange orange disk set against a blue surface, below it were strange things reminiscent of mushrooms but clearly not...

The remnants of Drow script were found in the mural but were almost beyond recognition beyond the fact that they were clearly written by Drow hands...

Now a Drow Trading House has decided to investigate... In doing so they will uncover more then they could have dreamed possible...

Thoughts GM?


Here is the first map that I had created for the first encounter. Mushroom map

What do you think do I need a map editor?

I am fine with either scenario, though I don't have anything set up for the second campaign idea.


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

Was thinking you might want that map editor for various things, while basic it can "scale". If your wanting to say create the campaign world (both above and below) you can, you can even adjust the mileage on it so that 1 inch equals X miles.

Was thinking the second campaign simply to simplify thinks on your end...


True it can come in handy, though it will take some time to get used to it. Handy tips to know!

Still I can create encounters as needed. At this point I want to know what the others think. If you had to choose Pharnox which would you want to do?


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

For autorealm a few online tutorials exist, just search and you will find.

I'll take the first campaign, anything to say on the subject of gestalt (I may have a funner, easier alternative to gestalt available)?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I'd still be interested if we're starting up again.

Sorry to hear about your troubles Wolf, butt glad you're feeling better. I know how hard that can hit sometimes.

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