Grundhu the Derhii

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Organized Play Member. 1,757 posts (11,280 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 60 aliases.



Grand Lodge

Greetings all I had an idea for a nuatical campiagn a while back but didnt pan out.

I am currently running a 5e Temple of Elemental Evil mashup campaign but have an idea for a campaign based in a Grimdark Human centric world with no Full casters

Only partial casters remain. Witches,Wozards, Sorcerers, Kineticists, Arcanists, Clerics, Oracles,Druids,Pyshics(i misspell this all the time) are gone.

Think the Early Modern era tech [ie The Pike and Shot, 30 Years War, Protestant Reformation, Holy Roman Empire Ext.]

Avable Classes are: Barbarian, Bard, Fighter, Ranger, Paladin, Rogue,Alchemist,Cavalier, Inquisitor,Magus,Gunslinger,Bloodrager, Shifter, Vigilante, Slayer, Warpriest,Investigator, Medium, Occultist,Hubter,Swashbuckler, Spiritualist, Mesmerist, Summoner(No Synthesist), Monk,Brawler,Skald

Might allow for Gesalt, but magical items are rare. Most monsters are considered mythical. Undead are known as are some other things (Giants, Ogre, Orcs,Goblins, Elementals)

Most common issues are bandits, political intrigue, Guild politics, pending wars, active wars, religious strife . Ect.

Most will take place in The Grand City [using alot of Lankhamar as the basis for the City ]

Races would be: Human, with 1/2 Orc, Changeling, Aasimar, Tiefling, Elemental Blood, Working on a 1/2 Fae to replace 1/2 Elves, also Mongrel Folk. Also Ratfolka as I love Ratfolk

Guns are still early but are more available, but heavily restricted.

Arcane magic is mysterious and its practictions considered untrustworthy.

Might have a singular main religion with philosphies out thier and A smatterinf of old gods. Not sure on that yet

My goal is to tell a grimdark tale of possible upheval with the world set up in a large game of politics and war. Sinister forces seeking to manipulate the world in jopes to bring back ancient gods and demons [like The Great Old ones and Demon lords]

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

The VIllage of Hommlet, a small village of no real measurable note. The area around it though teemed with history. From the Bloody Dwarven Clan wars with govlins and Orcs, To the Last great Gnomish Expansion, to the mosst recent Battle of Emery Meadows that culminated in the Cult of Elemental Evils defeat by the arranged forces of good. This last was just some fifty years ago.

The area has been normally quiet aside the simple bandotry and creatures that roam. Infact since the Church has built a Tenple much more people has come in the past 40 years.

Archduke Renald Le'Satuer the ruler recently sent Burne and Rufus two powerful adventurers known for slaying the Orc Warlord Urluk Bloodspur and his clans to the highlands north to the area. Since the pairs arrival a standing gaurds unit has been formed and a proper castle is being constructed.

Because of this the town got even more skilled tradesmen. Gnome and Dwarf trade has increased and with help from the militia many of the minor monsters jave been repelled.

Recently in the past few years a half elven maid has come to the tower. She and Burne hit it off . A wedding is about to commemxe and the whole Village is celebrating.

Those who have been in the town, know of the beauty of Alyssandra and the love Burne has dor her. Those who have come back see the local trappings of a marriage with even more pompt and circumstances as the decorations span not just the Meeting hall, and home but also the whole town.

Like most visitors those in toen wait for friends at the huge sign of a Crudely depicted woman with open arms outside the large building. For those who know this is The Inn of the Welcome Wench.

What adventurers are you doing now?

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

This is the Discussion thread

Grand Lodge

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How would one convert Golarion to the Warhammer 4e system? Honestly likely the system of Warhammer Fantasy as my players are used to Golarion, Faerun or a Homebrew instead of Reikland.

Grand Lodge

So this is a second recruitment.

Its 5e Dungeons and Dragons.

Core Races[PHB only]

All Classes in the PHB,+Artificer and Blood Hunter. All Offical Archtypes.

Stats are straight 3d6 arrange how you want.

Some rules

Only Core rule book back grounds.

Slow Natural.Healing:Youbonly heal your Profiency bonus in hp after a long rest. You can use your Hit Dice to heal more after a long rest.

Short Rest Healing: When resting for an Hour you can use up to Half Hit dice to heal if you have a Healers Kit. Without a Healers kit you cannot use this method.

7 day Full Heal: It takes a Week to rully heal naturally. Otherwise yoi have to spens Hit Dice, recieve healing.

Lingering Injuries:
If you take a critical hit
Drop to 0hp and isnt killed outiright
Fail a death save by 5 or more

All of these will cause a lingering enjury that require powerful healing magics to retore you fully.

Fire Arms exist as this is fonna be More Pike and Shot era.
Fighters,Blood Hunters and Artificers are the only ones Profiecent with them.

I will put the firearms in a seperate post.

Looking for 4 to 5 players to tackle the Temple of Elemental Evil along with some other things thrown in.

Grand Lodge

Hello all I am opening up a classic style gritty 5e campaign. I have some modified rules and added rules.

As for the idea for this campaign its to capture the gritter feel of old school gaming. This is high stakes and possibility of death. Humans and monsters have quirks and flaws, Honor is life and evil races are well evil.

I will use the Dawn War Gods.

Characters
Stats are 3d6, no rerolls
Races: Just those in the PHB, as written in the PHB
Classes: All classes available and the Blood Hunter
Subclasses: All offical published, and Critical Role versions

Other rules:
Honor is your 6 stats added together then divided by 6. Honor effects social interaction as well as combat luck and the like.

Example an Honor of 10 is baseline. A 15 Honor would grant you a +2 to all your rolls.

Honor at Character Creation via Backgrounds. Each background grants +1 tp +2 to your Honor Score. It can also reduce your score by 1 or 2 pounts.

Honor is earned through roleplaying based on your alignmemt,class,subclass, and background. These are usually a 1 to 2 points. You can also loose points

You accumulate these points through out an adventure. Once you complete an adventure you calculate the number and for every 3 points you gain or loose 1 Honor.

As for Death and Dying you still have death saves, Coming back with magic isnt garaunteed to come back without a scratch.

Also critical hits and fails will accrue things like Brain damage, Dismemberment, scarring that can only be healed by powerful magics and rituals. This means just because you survibe an incountwr doesnt mean you arent changed.

You will accumulate Quirks and Flaws as you asventure because od this.

For those who want a little extra you can roll for Quirks and Flaws to start out with. Be a d4 or a d6.

You will roll on charts for Physical, Mental or Social Quirks and Flaws.

Depending on the severity of the Quirk and flaw will grant you a Feat, a Bonus to Stats, or A Supernatural feature.

Though they are quirks and flaws. Some are Benign as Flatuence and Innappropriate Sense of Humor to as Detrimental as Blind, Multiple Personalities or the Ill fated Truthful.

So if you are willing to embark on this possible torturous journey feel free to apply. I will be around for questions.

Grand Lodge

Even though I know thier are conversions of these Modules I am converting some hackmaster versions of these classics Little Keep on the Borderlands, Quasqueton, Temple of Elemental Evil and Maybe Scourge of the Slavers or Against the Gaints into maybe Curse of the Spider Queen should we get that far as I know some are a slog. Or you may need to retire before hand.

Would start at 1st level at the Keep.and work our way through the adventures. Itll have tongue in cheek humor, old school stakes and feel and some interesting god choices!

Grand Lodge

Hi all having poked about DMing a couple games and not liking the system or the I had a disasterous computer being fired.I have decided to return to DMing a Pathfinder 1e campiagn.

This is an interest check in the Idea of having a World of more water then land, islands micro continents with magic and mysteries. A world woth gunpowder and magic, where pirates and the Grand fleet fight.

Ancient powers and magics exist. Rulers fund Privateers and a navy with Pirate Lord, Admirals and Kings eck out kingdoms alongside "offical" Kingdom.

This is a tail of a group of rag tag loners eho sought a new life, only to get thrust into the chaotic world about them. Will they side with the Naval Empire of zconfederate Kingdoms, Become Powerful Pirates of the great Seas, or something inbetween?

Its an interest check. I dont have much laid out yet. I have adventures and ideas but wondering if anyone would love a sweeping nautical campiagn.

I do know no Occult Classes or 3rd party. Core Races, plus a handful of others. Limited party of no more then 6 players [some of which I will offer to other players from games I had that fell off do to my computer dying]

Potential Gesalt, and some unique powers that can replace feats should you find or ublock these powers


Hommlet

Welcome to Cormyr Land of the Purple Cragons


Hommlet

Its now Open


IN the Kingdom of Cormyr a group of locals bands together forging forward with a newly minted Adventuring Charter to forge a path in the Mythical Kingdom of the Purple Dragon. Given a charter by the Mad Merchant Cogswane Cort, the group now is set up to seek out the Haunted Halls of Eveningstar, especially during the dangerous rise of Bugbear attacks... What brave souls make up the band, That is what we will soon find out.

So first and foremost this is Primarily a 2e Dungeons and Dragons game. Races and Classes from the PHB are allowed with Specialty Priests from eh Faiths and Avatars, Demihuman Deities and Powers and Pantheons.

1st level characters, 4d6 for stats drop the lowest, I will be doing fractional ability score progression, Comliness is in effect and Honor will be added

if you want some unique abilities or an extra level you can take Quirks and Flaws.

looking for 4 to 6 players.

Apply with ideas below.

Oh and any Specific kit can come from any of the complete series

Also ask any questions you want I'll answer them as soon as I can

Grand Lodge

As the Headliner says anyone out there interested in old school 2nd Edition Dungeons and Dragons. Any one want the Forgotten Realms with hints of Hackmaster 4e this is basically an interest thread


Looking to see if thereis any interest in a Hackmaster 4e game. It would have a bit house ruling but mostly trying to get that classic game feel with alot of fun.


Hommlet

Discussion Thread


Hommlet

Here is the Gameplay thread


So putting out there an idea for a Dwarven Kingdom builder for 5e DnD hexcrawl.

1st level start all dwarves, dice rolling and you know no duetgar.

Was thinking 5 to 7 players.for like I said a kingdom builder to build on to the glory of the Godforge clan of drawers

So go ahead and if you'd like to see me move forward please let me know

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Hello all

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Hello All and Welcome to My Campaign!!

Grand Lodge

Looking to possibly try my hand at DMing as my home groups seem to have dissolved. I am looking to possibly run it with a chance to branch into even more adventures. As I am looking to get a really good group going.

Hoping the start will help me get a better understanding of the Rules and getting a good start to help build a nice interactive world!


Hommlet

dicuss


Hommlet

This is the beginning of one of the greatest adventures ever told. Here Adventurers will face death and unravel the mysteries of the Cult of Elemental Evil.


Okay folks I have sat down and looking over my adventures and my time have come to the conclusion I have time to DM. But what to DM. Well that my friends is an oldie but a goodie. The Temple of Elemental Evil!. I will conduct a search for brave adventurers to delve into one of the top adventures of all time! So here is some of the character creation stuff.

Statistics: Not a huge fan of point buy, so I'll go with rolls. Roll 4d6 1s and 2s do not count, so you reroll them. You take the top three. Should give you no stats above 18 and none below 9 before racial mods.
Classes:Core,APG,No Occult,No Vigilantes,No Gunslingers or guns,Magus is fine, no Synthisist summoners,No Samurai or Ninja, No anti paladins.No 3pp.
Races:Core, plus The four elemental races.
Traits: 2 only.
Gods: pathfinder gods. Hommlet has a Temple to Iomedae. With The Green Faith and Erastil predominates the area
Background skills are a must.

Hommlet is a sleepy rural town, north of it is Nulb a river pirate area(Hanspur,Besmara,Calistra, Norberger all like it here) The main city I am going with is Verbabonc(Not that important as you will detail it More.)

Have an alignment but please have some code to let you and me judge it better.
Those wanting to start at level two let me know ill give you a quirk or flaw


This a check to see who would be interested in playing in the classic Temple.of Elemntal Evil.I am more inclined to do 2e/Hacmaster rules over pathfinder but this is an interest thread and I will give those interested the opportunity to determine whether or not you want my 2e/Hackmaster or Pathfinder.

If interested post below and cast a vote for 2e/Hack or Pathfinder

Grand Lodge

Hello all was wondering how to go about building an Anti-Gun Mage for a Homebrewed western style campaign my friend is running. It will have advanced firearms and I am wanting to build an mage designed to hamper or shut down gunslingers and any other gun-toting villains I face. An thoughts would be helpful.

Race wise I am going human and Arcanist is not an allowed class. Thinking a straight wizard. But need help with where to start looking spellwise

Grand Lodge

Hi, all I am looking to start an old-school campaign. When i mean old school I mean the lovely 2ed romp into a strange yet intriguing adventurer which leads you down the path to finding out the secrets to the region you are in.

I want classic classes fighters, bards, druids, wizards, thieves, paladins, rangers, clerics, Specialty Wizards! Simple races of Human, Elf, Dwarf, Halfling, Gnome and Half-Elf. A real basic love and system.

However, the key here is whether or not if anyone is interested in playing 2e. I do have a link to materials if needed.


Hommlet

Okay so here is the Offical opening * uses huge novelty scissors to cut the bright red ribbon on the newly renovated play space*

Feel free to dot as you wish!


Hommlet

This page is now open, please be kind and take off your shoes before entering. I hate when mud gets on the nice clean carpet!


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"Woe was the night the darkness came, creeping from below, with ax and shield, bolt and blade the lost children of Foehammer came to reclaim. After that night those who were not taken by blade or by chain fled to the surface. The ancient home of the Forehammers shattered by the lost children of the deep. over a thousand years have passed and the fallen clan has become entrenched in the valley below the mountain. It's warriors now craftsmen, merchants, and mercenaries. Others left and joined other clans. So much that now only a few hundred dwarves of Foehammer truly remain."

The Foehammers once a mighty and prosperous clan of Mithral Miners, has become little more than a small clan managing a quarry and known for its Foehammer ales, and its dwarven mercenaries. Working out of the village of Ulverin. They have done quite well. Still, they are not truly at home in their outpost.

The clan elders had almost given up hope of ever seeing the ancient and hallowed halls of Agnur'Khul, when a recent group of adventurers returning from the old fort turned Orc stronghold "Dwarves Deep" recovered not only some artifacts from the original exodus from Angur'Kul, but recently crafted Mithral that the elders have divined belongs to the mines of Angur'Khul.

Seeing signs that the tunnels to the ancient hold have been opened, the Elders have gathered some of its worthy(yet expendable) clan members to make the perilous journey to see if the divinations are true and if Angur'Khul is ready to reclaim!


Hello, Friends The newly Minted DM BarbarianTaco here. I am seeing a lot of threads that have great ideas, and yet many players and characters have passed by the wayside. Granted this is not just because of the ratio but I believe amazing characters that don't fit the story, but in fact are not right for the story.

So anywho I started this thread with the idea in mind to do one of three campaigns. All will be character driven, meaning you the character set the course. The narrative and plot will unfold around the group. Now before you get all 'Awesome this is a great idea'. I will still have prerequisites and get to push the NPC narratives.

Okay so now the concepts. As this is an interest check I want feedback on which one of the ideas has the most traction. So without further or do...*drum roll and horns play*

Idea #1: Okay for this one we harken back to the good old days. A group of dwarven youth, the fourth generation of a displaced clan have come to find clues to their old hall. These dwarves must make the harrowing journey to the ancient hall and then reclaim it. Each dwarf is doing this for a different reason and motive, but all know that it is for the better of there people. Eventually if they succeed they will need to build the kingdom up and make it prosper.

Idea #2: This is the story of the Drow. A story that the various houses must unite to save the city from the fallout of having no gods answer the cities prayers. The group must navigate rumors to find the reason why the gods have forsaken the Drow City, eventually getting them to the planes where even more mysteries must unfold.

Idea #3: The last is a classic. A group of local residents, in a small village band together to help stop a simple raid of orcs.These villagers turned heroes now find themselves central figures in some grander scheme, one that leads them to seek out a strange burgeoning power in the north where even more mysteries abound. ONes that will lead them on a journey which will change them forever.

These are my three basic ideas. Ones for those below to vote on, and then the one with the most interest will bring us to a true recruitment where people can build a group together for the theme/idea picked!

Grand Lodge

This is just an interest check for those who are wanting an old-school adventure turned Pathfinder? Or possibly a Sheer classic edition( 1st/2nd) Dungeon crawl. I am open to either.

It would be 1st level for most(25% chance to be 2nd level, or you can ask for a Quirk or Flaw for me to give you and be second level)

thinking rolling 4d6, 1s and 2s get rerolls and drop the lowest die ( ie if you roll 6543 you drop the three giving you 15).

Standard starting gear( or you can take a quirk and flaw, but only one item,)

This is in the beginning and I am new to online DMing. I have played a few online campaigns. SO who is interested in tackling this monster?

Grand Lodge

Hello all I am wanting to play or DM for a classic dungeon crawl 'Little Keep on the Borderlands'. I am wanting to use the Hackmaster 4e rules but am okay with a 1e/2e version with a little tweaking to the campaign.

So if you are interested drop interest below.

Grand Lodge

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Hello

I was wondering if anyone out there was open to the idea of a Marvel Superhero Adventure Game or mutants and masterminds game?

I would prefer to be a player over a GM but am not opposed to be one( even though it would be my first time doing an online campaign)

Still wondering if there are anytakers as I am looking to do something different.


Just a shot in the dark, any one out there wanting to start up a hackmaster 4th edition game on here?? I would love to get my Gnome Titan Battle Mage on.


Hi all i would love to play in a Kingmaker campaign i've heard good things but have never been through it my self, wanting to do a cleric of Shelyn to spread the goddesses faith to the land!

Grand Lodge

1 person marked this as FAQ candidate.

Am making a character of 20th level and was taking levels in Duelist, and had the Crane style feat tree was wondering if the abilities of both stacked, is Crane Wing and Crane Riptose, with the regular suelist class abilities??


The Cleric concepts i have is either a cleric of Shelyn, or Calistra to try and replace my paladin that will have to depart do to horrible shift of my parties alignment, One started evil, another was a monk died reincarnated as a boggard, now an elemental and is evil, and a former gnome turned Garuda who was shifted evil... I have a chance to change a few of them yet the Witch who is unwavering evil I'll have to fight...SO any ideals for what cleric i should bring in so we have a full healer?

Grand Lodge

Currently I am in a campaign that is cresting most PCs past 20th level I am currently a 19th level Paladin of Shelyn, I am trying to think of what class to go into once I crest 20 and have narrowed it down to Oracle of Life or Djinni Blooded sorceror. I will probably crest 40 when our adventure is over with as the main dungeon is only a quarter way explored and it is a nasty thing full of save or die traps, riddles, and boss monsters. Not to mention the evil BBEG is a couple centuries old Bard/Wilder from the onset of 3.5 as a game. Currently my stats are Str: 14,Dex:14,Con:18,Int:16,Wis:12,Cha:24, I am the groups Primary healer and tank, So I'm looking to agument my abilities. I have no issue with armor as my armor can be summoned unsummoned at will. Any suggestions.

Grand Lodge

Now before you go on about the Stating Gods rants, I'm not talking about that, What i'm talking about is taking alot of the already published materials, ie like that of the Kingmakers indepth look at Erastil or Jade Regents Shelyn. Though nicely detailed I'd like a little more depth as well as the God s divine agents stated and maybe a few unique monsters or outsiders that are diety specific. Also I'd like to see more feats, unigue spells, magic items, artifacts. Also I'd like examples of powerful NPCs, maybe some cool fluff like favored colors, scared animals,gems,colors etc. As well as manifestations and more detailed prayers and rituals. I'd also like to see possible differances between how divine casters work or behave between each other, possible orders/dominations/philosophes

Basically I want more detail, akin to that of the 3.5s' Faiths of Faerun.

Grand Lodge

I was just thinking if you casted Anthropormorphic animal on your familiar and then permancy it would it work, would they still be your familiar, would they gain there current intellegence score? Was just wondering?

Any thoughts, ideas, offical rulings?

Grand Lodge

In my current campaign i was playing a 19th level paladin of Shelyn, until he started going insane about not truely exsisting is out of place in time, and then before i could fix him I lost him.

So my DM is allowing me to play a Psion (telepath) to see how i differ from the big baddie. We are currently effulencial members of the metropolis many of us council members and such, and are gearing for a war with lizardfolk, be fore our mysterious baddie teleports us back to the dungeon for another round of her game.

So I'm coming in with this Elan psion 12th level sent to research the psionic anomilies that our occuring here by my psion circle called the Brotherhood. Well they are gonna send me with a bodygaurd, and have me inflitrate the cites higher ups, with my abilites as well as establish not only my own school of the mind to expand the Brotherhoods numbers but that of the Brotherhoods bodygaurds, the Brothers of the Silver Sash, or the Silver Band for short.

For the Silver Band I was thinking Cavaliers or Samurai, hopefully without mounted options? If any one has any ideas for this and maybe a better name for the Bodygaurds please post I would appreciate it

Grand Lodge

Seeking advice on what would be good for an Elan Psion (telepath) that will come to a city in desperate need of a master of secrets, and a member of a Psion enclave who sent him there to investigate strange Psionic disturbances.

My main character is a 12th level elan psion(telepath) who is coming in with a 7th level bodygaurd ( provided by his society the Brotherhood) and is looking to establish himself As the cities master of secrets as well as a teacher. I need though Ideas for my sidekick, one that is devoted to him and will train others as devout warriors of the Brotherhood.

As for agents was planning on using bards, rogues, ninjas and psions as my field agents for my guys eyes and ears for the city. Unless anyone else has any ideas?

Grand Lodge

Why can't thier be an alternative class or archtypes to change the cavaliers reliance on a mount, I mean I really liked the Hound Master it made sense, any one else want to see something like that for the offical rules i know I would. and please pardon any grammar and spelling errors

Grand Lodge

As said above does any one know? Cause i would like to i play alot of tengu as i like them and a few of my fellow PCs like them aswell.

Grand Lodge

Have a dwarf bard, current stats str11,dex14,con12,int16,wis12,cha16

don't have much else to go on any suggestions on were to go from here

Grand Lodge

Have a newbie DM who is more a strict rules follower and is gonna start us all out at 1st level. Two PCs will probably be simple fighters as they themselves are newbies. the remaining four are a wizard ( race unknown), a dwarf cleric, a gnome barbarian, and probably a rogue elf. As for me I don't know what to play I'm thinking a summoner but am unsure as I am unsure about race as well I'm thinking dwarf or elf, but I can't decide. I'm asking for opinions and personal notations on this matter as I'm trying to be nice and not do something completely weird like a tengu monk(zen archer), or a grippli rogue/ranger!

Grand Lodge

I was wondering if the races in Dragon magizine and the Dragon compedium were OGL