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Just got home from a very long stint at work and I am barely ale to think at the moment, I am about to go to sleep so I can go back in tomorrow. This is just a post to let you know that I will most likely be unable to post for the next 24-36 hours or so. If I need to be NPC'd, no problem.


Just got home from a very long stint at work and I am barely ale to think at the moment, I am about to go to sleep so I can go back in tomorrow. This is just a post to let you know that I will most likely be unable to post for the next 24-36 hours or so. If I need to be NPC'd, no problem.


Just got home from a very long stint at work and I am barely ale to think at the moment, I am about to go to sleep so I can go back in tomorrow. This is just a post to let you know that I will most likely be unable to post for the next 24-36 hours or so. If I need to be NPC'd, no problem.


Just got home from a very long stint at work and I am barely ale to think at the moment, I am about to go to sleep so I can go back in tomorrow. This is just a post to let you know that I will most likely be unable to post for the next 24-36 hours or so. If I need to be NPC'd, no problem.


Just got home from a very long stint at work and I am barely ale to think at the moment, I am about to go to sleep so I can go back in tomorrow. This is just a post to let you know that I will most likely be unable to post for the next 24-36 hours or so. If I need to be NPC'd, no problem.


My Savage Tide game currently running in the Melbourne CBD on Wednesday evenings is in need of another player or 2. We are currently at level 11.

If you want more information, please feel free to email me at stitchentyme (at) lycos (dot) com


I have noticed that posts going to the PbP threads that have spoilers in them seem to fail much more often than plain text do. maybe that has something to do with it.


I seem to be having some serious trouble posting to the Call of the Forgotten Realms thread. not a single post has gotten through since Saturday. I am going to simply do a proxy here in the hopes that you can post it to the board in my name.

Spoiler:

Davkul:
Having cast detect magic himself and looking at the room, (I assume from seebo's later post that I found nothing) Davkul does a quick search of the room in the hopes of turning up evidence as to who killed Pophilov or why he was killed.

Search: (1d20+3=12)


You may now find the Discussion Thread HERE which has all of the details for character generation.


The game will start at level 1, or Novice rank if run is Savage Worlds system.

Current Player list:

AWED
Magnus Magnusson
Mishi
The Confessor
Wolven One
Ricky Flame


Logos' post seems to have been eaten, so here it is again...

logos wrote:


The old man smiles widely, seemingly sidestepping ques and going far into the back, past the plaza into the building with your lot following.

Inside the old man is meet by a hulking , but youngish man in Black Armour. Nodding to the old man he seemingly chooses one of you at random, the other young lad who just joined you at the train depot. Leaving with him in tow, the three of you proceed.

The Old Man Speaks, " You understand that normally there is rather a lengthy entry proceedure, including a mark of justice among other things. Well needless to say I perhaps disagree with some of the way the city has gone in the recent century, and I am not the only one to. Coffee aids us by picking out some suitable individuals every load to have sent our way.

The Old man leads you to a Armoury with a huge map along the wall. Every concievable kind of equipment is in racks and barrels, boxes and crates. Going over to the map, the man points out the central C, and says "you are here" and then briefly outlines the city.

To the north are the wastelands, build on petrified salt flat, and ruled by the coalition of monotheistic faiths, a stuck up and annoying group seemingly dedicated to higher causes.... such as politics. A few bad eggs give the whole a bad smell if you know what i mean.

To the East is Eden, Its ran by a coalition of druids and nature priests, Has some gardens, provides mostly to the lords and ladies. Its snooty and elitiest, and idealest, and egaltarian. Only the raw power of the nature dieties preists keep it from being conquered.

To the south, through where you came in from is the industrial corodoor. Rules by the black knights. They are the largest standing militia, and squat on the salt mines that line the edge of the salt desert. Wealthy and Power lusting, but fair.

and To the west, the street of churches, the rest of us the innumerable servants of innumerable lords. If you don't worship a militant, nature or monotheistic god, then your church is here. Its where the city originally was founded, and from where the other coalitions have originated.

Looking at you all he smiles, and says "Help yourself to the equipment and may you a place to work in the city. If you need help or even just a job or a nudge in the right direction. Try here, its a safe house for friends of ours. The Old Man walking towards the back door watches you as you pick out equipment, and waits until you leave before opening the other door and leaving it.

The Equipment: Anything that is Mundane, of less than 1000gp worth (No spyglasses and waterclocks, or full plate)It is all masterwork, and has various patterns and colours to it, so as not to look like a uniform.

The Doors lock themselves after you leave.The note has two dots located on it, as well as a very detailed depiction of the city (+4 to survival in the city) along with a set of quotes " " with nothing between them but a large space as if something belongs there.

Outside the door
[spoiler] The Pungent smell of the city strikes you, The Depot behind you massively bloting out the sun but not the heat or the smell. the Wind comes in briskly from the south, carrying the smell of pitch and sulpher. The Sky is purplish and overcast, and the heat beats down upon you.

The Streat itself is fairly empty. You see watch towers along the massively tall walls that are the outside of the train depot. Roads lead in all directions from here, into a throng of buildings leaning crazily and building over each other . Many look unsafe.

As you continue down the street, people fill it up, little stalls dot the way selling needles or salt, water or food. Each Stall is blessed with a holy symbol , and if you stop at anyone they will generally give you a 'Free' sample, if you partake in a sermon, not that mind you saphos' and eros' sermons look that boring to tell you the truth.

Marduk, Seth, Horus, Amon-Ra, Ptah the crafter, Ninli, Enki , Agahabi, Mystra, Zeus , Eris , Mars, Ad Astra, Kol Korran the merchant, Nerbuz and Woodanaz, Sowilo, Baldr, Frig, Odin, Dispater, Contribus, Zarcharast, Baba Yaga, Shiva, Vishnu, Agnasshi, Cyric, Asmodeous, Ganaesh, Indra, Yamma, ....

Sometimes they come in groups by pantheon, sometimes in groups by type of god, The Thunder God side street is perpetually covered in storm, the mother god side street constantly sounding of the endless childbirths there,....

The Place is Chaos incarnate.

(The best instrument of sandbox play) What do you do ?

Logos


For any who would like to have a look at the system, the free downloadable PDF(2.15mb) which actually gives something close to 3/4 of the players section of the core rulebook is available HERE

Pretty much the only difference between this and the full version is the in depth descriptions for the Edges and Hinderences (most of them are common sense anyway),the lack of about a dozen spells and the GM's section/beasiary.


I'm still here and kickin' :D


Wolvenone wrote:
Whats the rules set we are going to use? I like the pathfinder rules myself. I think I'm going to incorporate them into my Ebberon game.

Depending on the opinions of the players, I will run each group either with the original rules (so easy to learn compared to 3.5 it is almost a joke) or with D&D 3.5 rules.

I already have 2 of the books (namely Evernight, and 50 Fathoms) converted to 3.5 rules as well as having Rippers converted for the White Wolf system.


The Confessor wrote:
I'd be interested, though I know nothing about Evernight as a setting.

Evernight is based in a fairly generic setting with about to same level of advancement technology-wise as Forgotten Realms in that there is some albeit limited access to black powder weaponry (flintlock rifles and pistols to be precise).

Other than that, the only unique creatures to the setting are encountered as a part of the campaign itself, so describing them would take the fun out of the surprise.

The only other thing I can say about the game at this point is that this campaign, as with all of the Savage Worlds campaign series tends to go from idyllic to nightmarish/apocalyptic almost at the drop of a hat.

Some of the other campaigns I own and will possibly run depending on the success of this game include:

Rippers : Victorian horror chasing the classic terrors of the night across Europe.

Tour of Darkness : Nightmarish battle for survival against supernatural horrors in the middle of the Vietnam War.

Necessary Evil : When all of the world's super heroes are killed in the course of less than a week, it is now up to the super villains to save the world.

50 Fathoms : Aquatic horror in a steampunk-like setting.

Low Life : Extreme future where creatures such as the Creamfillian and the Croach (mutated snack cakes and cockroaches respectively) adventure to find the lost knowledge of the ancients known only as the Hoomans.


The Nation of Valusia was a bright and shining jewel. The great race wars were long over, the people were free, and true evil had been scattered to the dark bowels of the world.

The King of Valusia sat upon his throne and ruled his peaceful kingdom and its honest citizens with a firm yet fair grip.

The future of Valusia was bright.

Until they came.

And the light went out forever...

------------------------------------------------------------------------

This is a game converted from another system (namely Savage Worlds) into D&D 3.5e. Depending on how many signups I get I will run either 1 or 2 groups.


Charles

Spoiler:

"Just to make sure you keep an eye out for yourselves boys. I have a nasty feeling that the problem with these faeries is going to get worse before it gets better. Thank you very much for your help, but I suggest you make yourselves scarce here. A dead man is no sight for a youngling."

Making sure that the children are on their way, Davkul then steels himself before turning and opeing the door to let himself in, closing it behind him.


Drawing from your own deck works for me too


My worst day for posting is usually a Wednesday, due to a full work day followed by a game of offline D&D that I run in the evening. Every other day though, I do at least check the boards 2-3 times a day.

On a side note, the 1st draft of my background has been posted for Avalon.


pat512 wrote:


As I said earlier, please put all the mechanics behind no more than one spoiler.

A couple specific notes:
** spoiler omitted **

All fixed up. gods I had completely forgotten about combat expertise.


LongreachJones wrote:
Ah dang, looks like I am going to run the axe weilding knucklehead. Not that I have a problem with this. It will probably be up within the next hour or so knowing me.

Eaten Post... grr


Ah dang, looks like I am going to run the axe weilding knucklehead. Not that I have a problem with this. It will probably be up within the next hour or so knowing me.


This arguement reminded me of a lovely little sidebar in the Player's Guide to Arcanis that offers a solution to the way knowledge skills work that would be applicable here. For those of you who have the book, it is the "To specialize or not to specialize" sidebar on page 150. For those of you who don't, I will summarize using an example based on the perform skill. In all of these examples, I am assuming a DC of 10 on any kind of check asked as a base.

(Spoilered, because i hate scrolling through huge posts)

Spoiler:

1 - Generalize
Say you placed 5 ranks in Perform(Dance), this has the advantage of giving you the ability to perform any kind of dance with at least a modicum of skill. If you were asked to perform any kind of ballroom dance, you could probably do it, but because of your generalized education in dance, the DC might be 5 higher or 15 using my statement above. If instead you were asked to perform the classic ballroom dance called the Tango, this is a very specific request and would probably warrant a DC20 check.

2 - Specialize
Consider instead maybe having those 5 ranks in Perform(Dance:Ballroom). With this specialized training, Ballroom dancing is now a simple DC10 and to recall the specific knowledge to do the Tango with precision, you are now looking at a DC15 which is much easier to do than with generalization. On the down side however, of you were requested to do any non-ballroom dance, the DC would also be 15 as your specialized training locks you into certain patterns. The same is also true of being asked to do a specific dance from another discipline, you are probably going to be left out with another DC20.

3 - Subspecialize
Now somewhere out there, there is probably some rosethorn poisoned purist who has 5 ranks in Perform(Dance:Ballroom:Tango). In the examples given, he would have to make a DC15 for any non-tango ballroom dance and a DC20 if he were asked to dance something that did not come from a ballroom setting. On the other hand, if the task of dancing the perfect tango is the order of the day, this is probably your man.

The whole point of this being, sure it is nice to have a catchall skill for some things (something that I personally think spot,search and listen needed), perform is simply a different kind of skill altogether. It would be just as logical to create a catchall for knowledge or even craft as it would be to create a catchall for perform.


There is a good chance I might be able to head up there for gen con. all depends on work schedule tho :(


I am also interested in this game. Is there still room?


If you are looking for a paladin type class without the mount class feature, Dragonlance Nobles are a fairly solid class that is almost a straight cross between paladin and bard.

In the Arcanis setting, the paladin equivalent is divided into 14 distinct classes with abilities reflecting their patron dieties. The Holy Champions of Anshar (get stronger as you take damage), the Fire Dragon (think Dragon Disciple with a 20 level progression), Larissa (luck and dice manipulator) and Yarris (gain abilities of aquatic creatures) are particularly nice.

Otherwise Marshall from the Miniatures Handbook might be the way to go.


a browbeating by Freyr on my 'girly-man' could be interesting.


Is there any other information you need about Saluwé? Most of the rest of what I have is random background stuff, but it might be useful.


Just remembered you wanted notes on our dieties.

About Saluwé

Spoiler:

Saluwé is patron deity of the Val'dellenov, her portfolio includes nature, balance and rebirth. She is a highly pacifistic goddess, only condoning violence when there is no other choice. Her temples are simple affairs, often taking the form of a simple pagoda with an oak tree growing in close proximity if not inside the pagoda itself. Her domains include the Animal, Healing and Plant domains.

About Saluwé's Worshippers
Spoiler:

All of her clerics are female, those worshippers who are male tend to be either druids or rangers. Male worshippers are forbidden from being clerics while her female worshippers are forbidden the druid class.

Where Saluwé fits in a city
Spoiler:

Saluwé's clerics are often renown for their midwifery skills and are often called upon by nobles and other important personages to travel quite some distance to assist in the birth of their children.

Saluwé's druids stray from the wildernesses that they make their homes in, although they often make their way en masse to one or other of her larger temples for solstice festivals, laden with local fruits, nuts and vegetables.


Realtionship with other deities
Spoiler:

Saluwé is often considered by other deities to be either naïve or harmless depending on who you ask. Her temples and shrines can be found just about everywhere, even in some of the most hardline tyrannical cities.


DM Charles

Spoiler:
"Well met Fakcal. It seems that you have had a hard time of it too. I met what I assume was one of these creatures not half an hour ago and while I am here, a group of others from the tavern are chasing after Fenwick now, presumably to rescue him from whatever is chasing him. Is there any chance I could recruit your help in helping the poor lad out? Or if not to help me catch up to the rest of those helping Fenwick out?"


I am interested in this one. How does a Val'dellenov Wilder from Arcanis setting strike you? Looking to run it as a psion with very druidic leanings.


DM Charles Evans wrote:

Free Form Initiative (experimental house rule):

For the time being, as an experiment, PCs will act in order of posting, when the group's initiative comes up, rather than players having to make posts full of conditional 'if x, then y, if a, then b, when my initiative comes up' type statements or wait for the person 'in front of them' in the initiative order to post. PCs will still be able to ready actions if the wish, however.

Edit:
For the duration of the current encounter, the bad-guys are sufficiently short of the PCs on their initiative that those PCs with bonuses to their intiative of +1 or +2 are not adversely affected by being delayed until the general group initiative comes up; I see that there could be other situations where this might be considered a problem, however, and am open to suggestions/ideas.

On the matter of freeform initiative, If 2 people are trying to do the same thing, the person with the higher initiative bonus might be able to 'get there 1st' so to speak.

Also thankyou for reminding me of the weapon drawing rule at BaB 0, it has been a long time since i have had a character to which that applies. In which case the 'broken full round action' rule applies.

ie. Full round action may be started with a standard action in one round, then completed by using a 2nd standard action in the second round. Click HERE for reference document


Attack on Thug: (1d20+3=21, 3d6+6=16)

With a roar, Balnar connects with another thug and sends him flying. With a smirk, he steps in to flank the last remaining thug.


DM Charles Evans wrote:


Which being the case, once I hear from Long Reach, I shall endeavour to get the first post up within 24 hours.

Just so you know... Davkul = Longreach


Wicht wrote:

Longreachjones,

Thought I would move the conversation here. It turns out your initial +3 and +5 were correct. Reviewing the rules for the Monkey Grip feat, there remains a -2 penalty to attack rolls. What is removed is the effort required to use the greater size.

Not that any of this will affect your attack roll as it stands nor the outcome.

Thats what i get for doing character maths at 4am... now corrected (again)


DM Charles Evans wrote:

Longreach:

Please confirm the FR source (and original names, if altered) that you used for the caltrops and inhibit spells. I can locate the others on your list of spells known in either the PHB or various realms sourcebooks that I have immediately to hand, but currently not these two. I am aware that some of the names altered when Spell Compendium came out.

On the basis that Davkul is from the Western Heartlands, he is entitled to a (shadow-weave) scroll (CL 3rd) with the spells invisibility and mirror image written on it once each. Alternatively (since smokepowder weapons are severely restricted in this campaign) you can run an idea for a masterwork weapon, dagger of some unusual metal, or some other FR piece of gear past me that is worth approximately 300 GP.

Caltrops and Inhibit both come from the Spell Compendium. If this is a problem, I can easily change those spells out. As to the bomus equipment, I think it is probably best that i take the scroll mentioned in your post.


The Chronicler wrote:
I see the problem, you have your attack entered wrong on your character sheet. I was looking at that, not your strength score.

*headdesk* I forgot to change the attack bonus when I added monkey grip to the feats, the problem has been corrected

Assuming I am conscious to see the next round,
Initiate Rage if I am below half hitpoints (currently 9/14)
Attack thug who hit me, or if he is incapacitated the closest thug.
1d20+7=26, 3d6+9=16 - If raging
1d20+5=24, 3d6+6=13 - If not


Zoomackulas Eichendar wrote:

Please post if you are still interested in this game so I can move things along and let me know what your going to play so I can get the right balance for both groups if all of you are interested!

-LongreachJones
-Flash_cxxi
-Art
-Kruelaid

If you are interested please start creating your character ASAP!!
By the looks of things we would need some more fighters, healer types and rogue types!

Thanks

Yep still interested. I have a Fighter under construction now.


congratulations. May your new daughter bring you much joy. :D


Another Melbourner here. I am smack dab in the middle though, living in the city itself.


I would like to put my hand up as party fighter.

Are there any specific restrictions on book usage in reguards to feats?


The party I am running through ST came up an incredibly amusing way of dealing with Avner shortly after dealing with the Scarlet Brotherhood blockade.

After several long and well played arguements, the party wizard decided enough was enough and put Avner into a magical sleep. After doing so, he crated him up and used a combination of Levitate and Greater Mage Hand to send Avner over to the Blue Nixie as part of the repair supplies needed after the sea battle (The Blue Nixie had lost its mast for the second time that module.) with a VERY strongly written note.


Charles Evans 25 wrote:

Longreach:

I have now posted further background information, including the slight adjustment to the use of the Shadow Weave. If you want (depending on when your gnome became interested in the Shadow Weave) you can keep the defunct deity Shar as a patron, or have the (now neutrally aligned) Mystra instead. Many Selunites still hate Shadow Weave users as practically a point of faith, so you don't need to make any adjustment to your background for Davkul, if you're satisfied with the way that it already is.
The choice of an initial hand held focus or a pendant version is upto you; either one is available for free as part of the starting gear of a first level character taking the Shadow Weave feat.

I will be making adjustments to Davkul's background, mostly to flesh it out a bit more, however what was already written there will be staying basically the same.


Wicht wrote:
Does Balnar work for the lumber consortium?

How does this sound to you?

Spoiler:

Balnar has done jobs as both a lumberjack and as an escort for the consortium. He was recently approached and "asked" to join an "enforcement squad", this has him both a little skittish and defensive as he knows that these squads are little better than glorified highwaymen. He is looking for any way out he can get.


Wicht wrote:

My plan, for all concerned, is to start the game either on Tuesday or Wednesday. I'm still working out the details in my head (weather, seasons, etc.).

In the interest of providing what the people want, I am curious - would the players prefer a town oriented game (politics, etc) with forays into the dungeons or would the players prefer a dungeon oriented game (with forays into the town)? Or a little of both?

Probably best to play it by ear for that. By my experience, a good mix will often work best.


Spoiler Tagged for your convenience.

Shock Trooper

Spoiler:

Type: Tactical
Source: Complete Warrior, Page 112

You are adept at breaking up formations of soldiers when you rush into battle.

Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: The Shock Trooper feat enables the use of three tactical maneuvers.
Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe hack, you may also push that foe one square to the left or right.
Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same rime, and neither foe gets a chance to trip you if your attempt fails.
Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.
Special: A fighter may select Shock Trooper as one of his fighter bonus feats.

Leap Attack

Spoiler:

Type: General
Source: Complete Adventurer, Page 110

You can combine a powerful charge and a mighty leap into one devastating attack.

Prerequisite: Jump 8 ranks, Power Attack.
Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.
This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.


Davkul Gladdenstone is waiting in my profile for your perusal.


1 question before my character is ready, are you allowing feats from the Complete series of books?

The ones I am looking at specifically are Monkey Grip(CW), Shock Trooper(CW) and Leap Attack(CA)


DitheringFool wrote:

Turnipin has a passion for calligraphy...if I wanted to take craft skill(s) related to inks and paper making, would that be two seperate skills (I would assume so)? Would you consider calligraphy a craft or profession (I could go either way).

thanks

Calligraphy is listed as a craft in the player's handbook. You would also find that there is also Profession(scribe) listed as well.

A Calligrapher focuses on the art of making beautiful paper, ink and writing (what I personally would consider the best fit for what you discribe above)

A Scribe focuses on accuracy and efficiency more than the artistic value of what they do. Subsets of Scribe would include Cartography(Map making), Diction(Spoken word to paper) and Transcription(Copying and/or translation of written word)

A good comparative example is a Scribe would make a properly worded legal document such as a Writ of Passage, a Calligrapher could rewrite the Writ with presentation style flowing script and borders that would be as presented by a nobleman.


Is there any chance we could set a deadline of some sort for Noddy to indicate whether or not he is still interested/playing in this game? I dislike being left in limbo, especially when I have a barbarian alter ego ready and waiting to let loose.

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