House of Blades (Inactive)

Game Master Wrong John Silver

AD&D 2e, based in Mulmaster, in the Forgotten Realms


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Female Human Specialty Priest 1

Where it differs is: You can't get above/below the original range for the roll, which I suppose is a good thing, but the mechanism is worth more or less depending on your chance of success. Disadvantage when you need 20 to succeed means you go from 1/20 to 1/400, while the difference isn't very large if you need a 9+. It's wonky.


Male Human Wizard(Mage)/1

Once the final version ships, I'll be able to take a closer look at what they are trying to do. At the end of the day, it could end up being one of those 'good job guys', or 'good initiative, poor execution', all the way to "what were you thinking' mechanics.


Female Human Specialty Priest 1

Indeed.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

i didn't really enjoy what they did with the 4E FR fluff...

oh well


Male Human Wizard(Mage)/1

I was reading a thread earlier where some were saying they advanced the FR timeline 100 or so years. None of the iconic NPC's that a lot of us grew up with exist any longer and a change up of the various gods. Was this in 4th ED or is that the upcoming idea for Next?


Male Half Elf Gunslinger 1

A bit of both, a lot of the gods died for whatever reason, various other gods filled their place while not really adding any more. The elemental lords gained more power as 4E used the primal chaos, fey realms, ethereal plane, and of course plane of shadow instead of the multiverse that had preceded it. It messed up far too much imo. I think Elminster died and preserved his soul somehow, a lot of the other characters aside from Drizz't died or have stopped their adventures. Regardless I agree with you Sydney that the fluff was not very good.

I remember playing for a bit in the 4E encounters of Elminster must die, unfortunately I wasn't allowed to play anymore after I got mad at the module and started playing it like it was 2nd edition, looting anything that wasn't bolted down, and effectively going for a speed run. Worked great, looked great on paper, the gm was just not happy that our group cleared the dungeon an hour before the other groups.


Male Human Wizard(Mage)/1

You know, there's a reason why the expression 'if it isn't broke, don't fix it' exists. Radically changing a setting simply for the sake of change is a poor business decision and it's a decision that I hope came back to bite them in the arse, big time.


Gameplay is up!

Soft start to introduce yourselves, but otherwise, everyone is in the caravan, a day's travel from Mulmaster.

(Gives you a chance to get some coin before arriving in town.)


Female Human Specialty Priest 1

It did. After their first three books in 4th edition Realms (Player Guide, Campaign Guide, Adventure), they quit the series. That means nobody liked. After that, all they sold (after a good while) was very third-ish stuff set in the Sword Coast, toning down everything about the Spellplague and points of light.

So, are we go?


Female Human Specialty Priest 1

YAY!


Male Half Elf Gunslinger 1

Specialty priest of Lathander, weren't those the Dawnbringers? I kind of like how Daggerdale got its name. It was originally named Merrydale... until a vampire decided to make its home in a temple of the Morninglord.


Female Human Specialty Priest 1

If this is the thread for it...

"Dawnbringers, that's us, yes. The vampire infestation of Merrydale is sort of a cautionary tale for us. Daggerdale... Merrydale sounds so much sweeter, doesn't it? Peace to the fallen, but that must have taken some serious guts to do for a vampire... Vampires, shadows and a number of other undead abominations are enemies of the Sun. Not to mention our temples are drowned in the morning sunlight."


Male Half Elf Gunslinger 1

I was just brushing up on my FR lore. It's been a while, the last thing I ran was the Sword of the Dales series. I'm trying to remember all my FR elf stuff, I need to reread the guide to elves on moon elves again.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Ever been to a ceremony where the Dawnbringers greet there god with pink robes?

I played a bunch of years ago the Sword of the Dale Trilogy modules (2nd ed) (and and other game the Empires Adventures Trilogy...

made for very interesting adventures...


Male Half Elf Gunslinger 1

The Sword of the Dale adventures gives the party who runs through it an amazing archenemy, and lets them meet and work for the big guy in the red hat. Actually is very interesting as well as it gives the party a bunch of land and lets the gm bring out the castle guide.

On another note, how does the dwarven fighter/cleric have an 18 dex? Racially it's capped at 17.


I just realized that this morning. Sydney, I'm going to have to drop that Dex by a point, sorry.


Marroar, could you please post your character's crunch in your profile? I want to be able to see the full character sheet from the profile alone.

Thanks!


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

oh right.

correcting that allready


Lucien Malgus wrote:
"I am Lucien Malgus, son of Hadrius, and should either of you have any questions regarding Mulmaster, I will answer what I can."

Just a quick note on how I DM:

It's perfectly acceptable to me for players to make up their own details about the world when it isn't specified. So, if, for example, Lucien says, "Oh, yes, the Steel Sigil is the top place to stay in Mulmaster, if you can afford it," then suddenly the Steel Sigil appears as a luxury inn in Mulmaster.

Just a few guidelines about doing something like this:

1. It can't make a sweeping change to what has been shown before. So, for example, no plopping a major city down in a new place, but if Rission wants a small elven outpost within a day and a half's travel of Mulmaster in the Cormanthor, no problem, that's reasonable.

2. It can't contradict what has been created already. So, once the Steel Sigil is the top place in Mulmaster, then Dlatha can't say, "No, it's the Ruby Dagger, a yacht stationed in the harbor." That's not to say that the Ruby Dagger can't also exist, and some people might prefer it to the Steel Sigil, but no wiping out anyone else's words.

3. It should be within your field of expertise. Lucien knows more about the nobility in Mulmaster, Sydney knows the local dwarves, that sort of thing.

4. It can't get you any benefit you aren't already entitled to. No saying, "Silmaril's this guy who's been tracking me down to deliver me a suit of elven chain." Now, if we've already established that you're getting a suit of elven chain, I don't mind if Silmaril's the guy who gives it to you and you two go way back.

5. If things become a problem, then I'll clean things up again. Don't let things become a problem.

Basically, the reason behind this is so that we don't have to wait for me to give you a detail that's important to your character's background. I'm still running the plots and the action. So if Lucien names a few of the unnamed Council of Blades, or Dlatha describes the small shrine to Lathander in town, or Marroar describes a cultural norm from the north, that's fine, and I'll run with it.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Duly noted :)


Female Human Specialty Priest 1

Sounds great.


Male Human Wizard(Mage)/1

I just noticed this after answering Dlatha's question regarding magic use in Mulmaster. I mentioned the Cloaks but tried to avoid any absolutes beyond what he would know.


Feel free to keep talking things out right now, I don't want to interfere with the storybuilding. I'll move things along when it feels like people are ready.


Male Human Wizard(Mage)/1

Good deal.


Male Half Elf Gunslinger 1

Oh man, digging through my bookshelf I found my old copy of pages from the mages. I completely forgot I had that one. It's a short paperback detailing several spellbooks that can be found across the realm and a few new spells. My favorite of them is the Color spell, which lets you basically recolor soft materials such as leather, paper, wood, etc but nothing super hard like metal or stone.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

i pretty much ave 95% of all D&D and AD&D books in pdf :)


Male Half Elf Fighter 1/Mage 1/Thief 1
GM Silver wrote:

Marroar, could you please post your character's crunch in your profile? I want to be able to see the full character sheet from the profile alone.

Thanks!

I'll work on that.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Well i think we are ready to move to the next scene DM


Male Half Elf Gunslinger 1

Ah goblins, when there is one, there are bound to be more.


Male Human Wizard(Mage)/1
Rission wrote:
Ah goblins, when there is one, there are bound to be more.

and more, and more, and... ;)


Male Half Elf Gunslinger 1

Just double checking here, for initiative it is 1d10-dexterity+weapon speed right?


Female Human Specialty Priest 1

Yes. The rest of us are sleeping, though... Will you guys deal with all, I dunno, fifty goblins, yourselves? =)


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

1d10- dexterity + weapon speed - Magical Weapon enhancement bonus

(you also have some specialization that lower the speed factor of weapons used)


Female Human Specialty Priest 1

Still asleep... =/


Not anymore.


Male Half Elf Gunslinger 1

There is only one reason I have shocking grasp. The spell can be discharged through a piece of metal touching flesh... such as a longsword.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Hello to all

I will be away until Tuesday so expect very very little posting from me.

Please bot me if needed

Tks

(traveling today and Tuesday, so i might be posting from phone)

ps: i still be be able to this this combat probably


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

its easy these are the rogue skills that you start with:

(itq a % dice, if you roll under => success)

Skill

30% Pick Pockets = 15% base +5% (race) +10 %(Dex)
30% Open Locks = 10% base +20 % (Dex)
10% Find/Remove Traps = 5% base +5% (dex)
20% Move Silently = 10% +10% (dex)
20% Hide in Shadows = 5% +5% (race)+ 10% (dex)
15% Detect Noise = 15% base
60% Climb Walls = 60% base
0% Read Languages = base 0%

To that base % in skill you add the Racial bonus (in your case 1/2 Elf) and then you add the bonus for Dex [ Already done in the profile above]

then you get 60% to add (No more then 15% can be assigned to a single skill and no skill can be raised above 95%)

To you now new base skill you have to apply the armor penalty

Studded leather:

Pickpockets -30%
Open locks -10%
Find Remove traps -10%
move Silently -20%
Hide in shadows -20%
Detect Noise -10%
Climb walls -30%


Male Half Elf Gunslinger 1

Sadly I don't think you can use a shield or wear gauntlets, there was some weird stuff for fighter/thieves which also includes fighter/mage/thieves


Sorry guys, I've been out for the weekend and had a couple busy days of work before that. I'm getting back into the game now.


Male Human Wizard(Mage)/1

Not a problem man, life happens ;)


Male Half Elf Gunslinger 1

It's okay, real life before games.


Male Human Wizard(Mage)/1

Marroar, did you still need help figuring out your initiative?


Male Human Wizard(Mage)/1

Color me eager, lol, but are we going to resolve actions against the goblins today or tomorrow?


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Agreed :)


Male Half Elf Gunslinger 1

same, I hope our mage/fighter/thief didn't leave.


Male Human Wizard(Mage)/1

I hope he didn't either, but the show must go on, as the saying goes.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

agreed


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Sorry, the weekend and work backlog took up more time than I expected. I'll be moving things forward from here.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

nice :)

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