Ludicrous D&D... No, Seriously!

Playtest Reports

Our group has recently started a new game using a (slightly altered) version of the PFRPG Beta and it's associated web enhancements; as well as much of the 3.5 material that isnt straight-up bonkers. Given the unusual nature of the group (and our tendency towards interesting gameplay), Ive been inspired - by the work of nedleeds - to transcribe the basics of our adventures. Perhaps you can gain something from them.

To give you an idea of what we're attempting here, allow me to quote the primary DM and all-around good guy, Snowman (names have been changed to protect... uh... something...):

Snowman wrote:

A low level game in the forgotten realms, currently based in Waterdeep.

Ludicrous D&D is a bold experiment, removing any alignment and PrC restrictions while hopeing the group can work their differences out, without betraying the game as a whole.
Only a short time has passed to date, so we cannot reasonably tell whether it was a success or failure yet.
For the time being, the characters are diverse and interesting, which is a motivator for all of us.

Now, lets move on to the mechanics.

We play online, using a combination of (at least) two software mediums for our gaming needs: mIRC(for OOC chatter) and OpenRPG (for gaming).
Our group is extremely wide-spread in location, age and experience - from Australia to Europe, just coming of age to well into adulthood, newly started into DnD to those who have played RPG games for decades. This results in a very... 'interesting' gaming experience.
((Warning: Our games do tend to involve at least some small amount of mature content - be it violence, drug-use or sexuality - and while I will do my best to detail such things in minimal detail; they do occur))

Despite our differences however, we have managed to create a quality group that works towards maintaining a team/group dynamic; while allowing players to follow their own ambitions - this particular game being the epitome of our desire to allow character variance (while maintaining the forementioned team dynamic)
Following is a breakdown regarding character creation rules:


- 15,000 xp
That's level 5 for races without level adjustments.
- 10,500 gp
Standard wealth for level 5 characters, use it wisely.
- 42 point buy
If you can't be arsed: 18, 16, 14, 12, 12, 10
- Multiclassing by the book, use at your own risk.
- Maximum Level Adjustment: +3
Bear in mind that there is no mechanic to buy off LAs as of this time.
- Any alignment
But be a team char. Why and how your CN rogue is a team char is your responsibility.
Failure to comply results in immediate character death. Sorry. All outta mercy.
- First 5 hit dice are maxed.
- Forgotten Realms (Sword Coast) setting.
- Non-pathfinder material is subject to adjustments to compare.
Races and classes might change with this, be sure to consult the DMs.
For example:
--------------------------------------------------------------------------- ---
Warforged have received the following adjustments:
+2 Strength - Warforged are more physically powerful than regular humans. Note: This is in addition to existing warforged modifiers.
--------------------------------------------------------------------------- ---
The following adjustments have been made to races with level adjustments:
Level adjustment is reduced by 1; LA +1 races becoming LA +0.
--------------------------------------------------------------------------- ---
--------------------------------------------------------------------------- ---
Warlocks have received the following rule adjustments:
Eldritch Blast is now subject to precise shot and can land critical hits, this is the only ranged touch attack with this feature.
Pathfinder bloodlines have been given to warlocks, as their powers are innate. Additional spells turn into 1/day spell-likes.
As per pathfinder, the warlock's BAB gives it a d8 hit die.
--------------------------------------------------------------------------- ---
Swashbucklers have received the following rule adjustments:
Weapon training - as seen on pathfinder fighters, is now available to swashbucklers. Note that it only applies to weapons that qualify for weapon finesse.

Insightful strike (int mod to damage) is now a precise attack, not a poor man's critical hit. What this means, is that it benefits from pathfinder's take that sneak attacks should (and do) work on anything with a discernable physiology - even if they're crit immune.
--------------------------------------------------------------------------- ---
Psychic Warriors (3.0) have received the following rule adjustments:
Pathfinder favored enemies (as seen with the ranger) were given to psychic warriors, as they are typically hunters of psionic creatures.
A variation of the fighter's bravery was given to psychic warriors, which adds the same bonus but applies it to saves vs. enchantment and domination instead of fear.
--------------------------------------------------------------------------- ---
Knights have received the following rule adjustments:
Pathfinder fighter's armor training.
Bravery, from the same source.
--------------------------------------------------------------------------- ---
NOTE: There are a miriade of house rules in play, which I will attempt to address as they come up.

NOTE: Few (if any) of the changes made by my group were changes that I was personally involved in, so save any praise/hate regarding said changes. If you have some insight/thoughts to share, feel free - but please dont bother trolling.

Using these parameters, the following characters were created:


Call Sign: "Ronny"
Player: Snowman
Male Neutral Evil Half-Elf Warlock / Battle Sorcerer, Level 3 / 2, Init +3, HP 50/50, DR 1 / cold iron, Speed 30
AC 21, Touch 13, Flat-footed 18, Fort +4, Ref +5, Will +6, Base Attack Bonus +3, Action Points 7
Cold Iron Claws (-) +4 / +4 (1d6+1 / 1d6+1, 20/x2)
Masterwork Rapier (-) +5 (1d6+1, 18-20/x2)
- Eldritch Blast (-) +6 (2d6, 20/x2)
Masterwork Chain Shirt, 5 minute duration Shield (+4 Armor, +4 Shield, +3 Dex)
Abilities Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 22
Condition None
Call Sign: "Beth"
Player: Snipes
Female Chaotic Good Human Psychic Warrior, Level 5, Init +2, HP 55/55, Speed 40ft
AC 18, Touch 13, Flat-footed 16, Fort +7, Ref +3, Will +1, Base Attack Bonus 3, Power Points 8/8 Action Points 7
+1 Bastard Sword (-) +8 (1d10+5, 19-20/x2)
Masterwork Shortsword (-) +8 (1d6+4, 19-20/x2)
Masterwork Light Mace (-) +8 (1d6+4, x2)
- Inertial Armor (+4 Armor, +2 Dex, +1 Natural, +1 Deflect)
Abilities Str 19, Dex 14, Con 16, Int 14, Wis 10, Cha 14
Condition None
Psionic Combat Modes: Mind Thrust, Empty Mind, Thought Shield
Favored Enemies: Aberrations, Psionic Casters
+2 Bluff, Perception, Sense Motive, Survival, Attack and Damage rolls against Psionic Casters.
+4 Bluff, Perception, Sense Motive, Survival, Attack and Damage rolls against Aberrations.
Call Sign: "Big Guy"
Player: Eye
Male True Neutral Warforged Barbarian 3 / Fighter 2, Level 5, Init +1, HP 91/91, DR 3/Adamantine, Speed 20 ft.
AC 21, Touch 12, Flat-footed 21, Fort +11, Ref +2, Will +2, Base Attack Bonus 5, Action Points 7
+1 Maul (-) +12 (1d10+1, x3)
Unarmed Strike (-) +10 (1d3, x2)
Slam Attack +10 (1d4+5, x2)
Retaliation Adamantine Body (+8 Armor, +1 Dex, +1 Natural, +1 Deflect)
Abilities Str 20, Dex 12, Con 20, Int 10, Wis 12, Cha 12
Condition None
Call Sign: "Leena"
Player: Black Ranger
Female NG Drow Swashbuckler, Level 4, Init +6, HP 40/40, Speed 30
AC 17, Touch 16, Flat-footed 11, Fort +4, Ref +8, Will +2, Base Attack Bonus 4, Action Points 7
Short Sword +11 (+9/+9) (1d6+6, 19-20/x2)
Short Sword +11 (1d6+6, 19-20/x2)
(+1 Shield, +6 Dex)
Abilities Str 13, Dex 22, Con 10, Int 18, Wis 12, Cha 16
Condition None
Call Sign: "Az"
Player: Me!
M LE Lizardfolk, Poisondusk Ranger/Rogue, Level 1/4, Init +5, HP 57/57, Speed 30'
AC 23, Touch 16, Flat-footed 18, Fort +7, Ref +12, Will +2, Base Attack Bonus 4, Action Points 7/7
MW Rapier +10 (1d4, 18-20/x2)
MW Longbow (40 / 40) +10 (1d6, 20/x3)
2 Claws, 1 Bite Natural Attacks +9/+9/+4 (1d3, 20/x2)
MW Gloryborn Studded Leather Armor (+3 Armor, +5 Dex, +1 Size, +4 Natural, +1 Misc)
Abilities Str 10, Dex 20, Con 16, Int 19, Wis 10, Cha 12
Condition CMB: 1d20+3
Def CMB: 18
-1 to attacks via Gloryborn Armor
Favored Enemies: Humans
+2 Bluff, Perception, Sense Motive, Survival, Attack and Damage rolls against Humans
Call Sign: "Kid"
Player: Red Ranger
Female Chaotic Neutral Half-Elf Rogue, Level 5, Init +4, HP 40/40, Speed 30ft
AC 16, Touch 15, Flat-footed 12, Fort +3, Ref +8, Will +3, Base Attack Bonus 3
MW Shortsword +1 +by weap finesse) (1d6+3, 19-20/(2x) )
Silver, Masterwork Dagger +by silver MW/Finesse) (1d4+2, 19-20/2x)
Shortbow (20/20 (ex. 20 in bag)) +7 (1d6+2, x3)
(+4 Dex, +1 Natural, +1 Deflect)
Abilities Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 16
Condition None

Now that we've covered the cast, lets get down to business.

Session #: 1

DM: Snowman
Cast: Ronny, Beth, Big Guy, Leena, Az, Kid

This being the first session and all, some choices had to be made: namely, whether we wanted the group to form naturally on its own (a risky prospect, given the alignment variance) or have been formed before the game start. We decided to go with the latter.

The majority of the group started out working together as agents of the Gray Hand's militia; a good-aligned adventuring guild sort of organization. The non-good members, it was decided, joined the group later on as their particular skills were called upon; serving as 'free agents'. Due to successes in missions, Beth has been promoted to the role of commander; with the rest of the group serving beneath her as an adventuring party/team in the forementioned militia.

You can take a look at the opening here, if you like:


Snowman: Alrighty then. Welcome to what can only be called the first appropriately named D&D campaign we have ever built.
Snowman: At any rate. Here's the introduction
Snowman: Each of the group members has travelled to Waterdeep for their own reasons and out of their own motivations.
Snowman: Sooner or later, they signed up with the gray hands "militia", a less strict (and less elitist) branch of the gray hand.
Snowman: The gray hand is composed exclusively of adventurers and the militia is no exception, although militiamen tend to be somewhat less respected and controlled.
Snowman: Given Waterdeep's enormous magic activity however, evil folks are still not allowed in the gray hand.
Snowman: Those two evil members of the group are, in fact, not yet part of the group. Why the others accept them and why they stick around, is everyone's individual burden to figure out.
Snowman: Suffice to say, the gray hand (and the militia especially) has been known to contract the help of non-gh-allies for periods of time.
Snowman: Usually because evil people can be a big help against evil people, knowing their tactics and so forth.
Snowman: After careful consideration, following your initial training, the GH named each of you militiamen and promoted Elizabeth to Sergeant, on account of her fighting courage.
Snowman: That means technically, she's the head of the group.
Snowman: So now here we are, sitting at a table in the gray hand militia outpost just by the entrance to Waterdeep's south ward.
Snowman: Pissing the time away, until a quest arises.
Snowman: This is the perfect opportunity for everyone to hastily type up a description of their character and conduct basic, introductory dialogue.
Snowman: In other words: Go!
** "Kid" seems to look like a usual rogue, and she is dressed lightly in monk clothing. She seems dislikes anything that limits her movement. She is a half-elf, and looks quite attractive with a fine-shaped body and soft, light skin. The most notable physical impression is her bright blue eyes, although she has dark brown hair. **
** "Big-Guy" is a tall warforged, his body made of solid adamantine. He wears nothing but the hammer in his hand and a red cape on his back. His journeybag lying next to him, he looks around to the others.... **
** "Beth" , a fairly tall woman of muscular tone, sits leaned back in her chair, her lacking outfit covering just enough of her body to be decent, she's covered in tattoos and wears several silver adornments, various weapons are at her side **
** "Leena" is a 4'9" Drow with golden eyes she wears a cloak that covers her body but has her hood down. Under her cloak she wears very little has a great figure and is beautiful. She has a short sword on each side of her. **
** "Az" is a reptillian creature, about as tall as the average dwarf; but with a thin and wirey frame. A slight crest fades back from the top of his skull and a long scar runs from over his right eye, down a darkened slightly-extended snout; disappearing beneath a heavy cloak that he wears pulled tightly around himself. His eyes are large, and the color a full moon; resting above a dagger-toothed maw. Beneath the cloak, a barely-existent suit of leather armor covers a small portion of his body, and a longbow and sword are strapped to his back, both of fine quality. **
** "Ronny" is a pale skinned half-elf with whom something is very obviously not right. His relentless stare, stranger to compassion, makes you want to not ask what's wrong, tho. His clothes are well kept and dark, with a chain shirt beneath them. **
Snowman: And it seems the evil characters are at the table with the others.
Snowman: In which case:
Snowman: "Az" was contracted when you were hired to track a freak wizard down, who made off with someone's daughter.
Snowman: He is excellent at tracking and seems rather fond of swift and effective strikes for maximum effect, something "Kid" will likely sympathize with.
Snowman: "Ronny" on the other hand, was brought into your group when you were struggling with a demonologist. He knows far too much about the topic.
Snowman: Continue.

Currently, the group finds themselves in the militia barrracks, with little to do at the present time. After some friendly banter between the group members, a militia member (NPC) shows up with information regarding a series of kidnappings in the Dock District - and a request for the group to investigate, as it seems that someone has paid off the authorities to 'overlook' the strange kidnappings. It seems that a cleric of Cyric has established a small band of thugs and taken over a warehouse near the docks, using it as a headquarters for a kidnapping scheme in the city.
While the motive behind these kidnappings is initially unclear, the group learns that the band is made up of low-tier thugs; and the targets tend to be of the lower-class.

Having little else to do, the party decides to investigate. They recieve a map from the militiaman, directing them to the forementioned warehouse.
Making their way towards the Docks, the less-than-human members of the group are careful to disguise their appearance - as much as they can without actually creating a disguise or making use of magic, at least. Luckily, despite the rather poor outlook most citizens of Waterdeep bear towards both drow and lizardfolk, the party manages to make their way to the forementioned warehouse without issue.

Upon arrival, the group splits up to further investigate the scene: the two rogues (Az and Kid) move off towards the warehouse to stealthily scout out the various entrances; while the other group members enter a nearby tavern to wait (and possibly search for information). The drow gets more than a few sideways glances upon entering the tavern, which is known throughout the city for its 'rambunctous' clientelle; with a full-on bar fight eventually breaking out amongst the patrons (after some manipulation from the warlock) - only to be quashed by the diplomatic actions of the goodly female drow.... Yeah, weird, I know; but rather sensible when you consider that said drow is a life-long worshipper of Eilistraee, the Dark Maiden.

The two rogues soon return, having avoided detection whilst scouting out the various entrances into the sought-after warehouse. Having little information regarding exactly what the group is facing, a plan is devised: the charismatic warlock will make his way to the warehouse, claiming to be in possession of some lovely female 'slaves' available for purchase; in hopes of arranging a meeting with a representative of the cleric of Cyric's band of thugs, who can in turn be interrogated.

The use of one of the 'inn' rooms in the lower level of the tavern is purchased, and the party retires to this rental-hideout to figure out the details of their plan:
- Two of the female members of the group (Kid and Leena) will pose as the slave-girls to be sold; the Big Guy being sent out to purchase manacles to complete the illusion
- The remaining female (Beth) will pose as the warlock's accomplice in this slaving scheme
- The two most obviously non-human members of the group (Big Guy and Az) will pose as the warlock's hired muscle; the warforged poised just inside the room, while the lizardfolk awaits in the tavern above to greet the thug

After much discussion, and some arousing slave-girl acting practice on behalf of Leena and Kid (which led to Ronny getting rather handsy with Kid; and needing to be stopped before things got out of hand), the warlock sets out to arrange the meeting; returning successfully some time later, with word that a meeting has been arranged.

The group sets up, taking the oppurtunity during the downtime before the meeting to share some personal details; such as the revelation of Leena's faith and the fact that Ronny has (until relatively recently) been imprisoned within the torturous depths of the Nine Hells. The lizardfolk eventually makes his way down from the tavern, tapping on the door to signify that the 'honored guest' has arrived; leading him down to the group's room moments later.

Once inside, the ploy lasts longer then expected - or perhaps, preferred - and results in the thug getting very handsy with Kid; before Beth steps in with a FALCON PUNCH! to the dirty bugger's jaw. A short combat ensues, resulting in the incapacitation of the thug - but not before the sought-after information is recovered: a positive on the existence of traps within the warehouse, and a number on the thugs likely to be encountered (approximately 20).

Following the thug's information, and a small arguement (the girls not being pleased with Ronny's reluctance/delay in stepping forward to stop what was, essentially, the early stages of rape being performed on Kid), the forementioned thug is dispatched permanently by Ronny via an eldritch blast to the head. After further discussion, the group decides to ditch the tactful approach - and try simply sneaking in the front door. So, making their way out of the room (which now contains the mutilated corpse of the thug) and tavern, the group heads towards the adjacent warehouse.

Immediately the group is confronted by a locked door, which proves no match for the combined skills of Kid and Az; granting access to a small room bearing another door and a chest. Thanks to the careful searching and disabling skills of Kid and Az however, the group manages to avoid a series of nasty traps set in this room; moving on to investigate the chest and door. The brash Kid moves ahead to examine the door - opening it to reveal another room, populated by three thugs (two wielding dual short sword; the third - a rogue- bearing a rapier and bow) - while Az examines and opens the chest to find some low-level loots: some gems, a few gold pieces, etc.

Combat quickly ensues against the newly revealed bandits (all of whom use their surprise round to attack Kid), with the group quickly rushing into the fray.

((OOC: Red Ranger had to go afk at this point, resulting in his removal from the combat until shortly after the reinforcements showed up.))

Beth, Big Guy and Leena quickly close into melee range, while Az remains behind to help defend Ronny (who has come under attack from one of the sword-thugs). The thug attacking Ronny is quickly dispatched by the lizardfolk rogue, allowing the rogue and warlock to engage the other thugs. The thugs get some good hits in, especially against poor Ronny; but quickly find themselves outmatched against the lizardfolk rogue's acrobatic sneak attacks, the warlock's eldritch blasts, the mighty maul of the Big Guy and the sword skills of the girls - that is until the door at the far end of this room opens to reveal reinforcements.

((OOC: Not able to speak for the others here, but I can speak for myself. I wasnt really sure where to go with this character in terms of strategy, and opted to try something I have no previous made much use of - combat expertise. Combined with a decent Intelligence score on Az, thanks to planning to enter the Assassin PrC, the combination of Combat Expertise + Flanking + Favored Enemy Humans has proved a wonderful way of maintaining a superior defense and still landing some important offensive attacks))

At this point, the group encounters their first spell-casting opponent. One of the reinforcements quickly goes invisible, though this aids little against the warlock's eldritch blasts. This same individual then attempts a summoning spell to conjure forth a wolf to attack the party - but the beast is dispatched almost instantly by Az, with a well-timed sneak attack. The final thug falls dying; to be finished off moments later by a thrust of Az's rapier into his unconscious skull. A few lucky crits certainly aided the group in this battle. Things got abit hairy for some members of the group here due to our total lack of healing casters; though they were able to continue on thanks to the fact that three of the group's members were in possession of wands of CLW and reasonable UMD skill - though the Big Guy saw quite abit less gain from this, obviously.

After a flurry of wand useage, the group turns their attention to a very important part of adventuring: the loot! There isnt much to be found on the thugs (we've chosen to forgo the gathering of most non-MW/magical weapon and armor; as it usually serves as a burden and can cause alot of issues during transport), but Az manages to locate a chest and a small locked box in the room. The chest is found to be clear, revealing more low-level loot (some more gems and a few hundred gold pieces); while the locked box proves to be trapped, revealing a only another gem after Az's disabling.

The group now moves to investigate the door through which the thug reinforcements arrived, Az peeking through to see a pair of rogues waiting in ambush with bows and rapiers. A plan is devised quickly, wherein Leena's ability to cast darkness is put to good use in shrouding the group's movement through the door; allowing for a quick victory against the rogues (now divided by darkness).

Another door is discovered, Az moving forward to investigate. The lizardfolk recieved a poor roll on his Perception check, missing a hidden fireball trap; resulting in the much of the party (who had foolishly clustered around the door) being injured - though the rogues in the party managed to escape the damage.

((OOC: I have to admit, I was accused of metagaming here - and it damn near cost us. My character rolled poorly on his search check, resulting in my having him ask - in character - if someone else might not want to aid him or consider taking a look over themselves; or at the very least move away from the doorway. This was deemed metagaming, and I have been lead to believe that the trap did not actually exist - until my character's comment was made. Im not sure how I feel about things like this; though were I to ignore my obvious bias in the matter, I would have to say that I disapprove.))

The worst part of the forementioned trap, without any doubt, was the damage it inflicted upon Big Guy; given this damage was rather hefty (having failed his Reflex save) and the group lacking any efficient means of repairing him. Another flurry of wand-waving ensues, all the longer thanks to diminished effect of CLW on the construct (though this was certainly aided by a number critical successes on UMD checks; the DM ruling that these resulted the spell having its full effect).
Battered, burned and cursing themselves for not carrying wands of repair, the party persevered and moved on into the next room - revealing a small room, bearing two doors - and two thugs guarding the larger door.

Upon entering, Az and Beth are assaulted by invisible attackers - who become visible with said attacks - with reasonable success on behalf of the thugs. Things take another downward turn for the party, when both of the visible thugs (guards) let loose with magic missiles targeting the already-damaged warforged. After a hard-fought battle, the last thug is cornered and dispatched; leading to another round of wand tag. Az and Kid move to investigate the smaller of the two doors in the room, opening it to reveal "what looks like a mixture of a treasury, an armory and a storage for smuggled goods"; which contains low-level potions/scrolls, gems and coins. The group notes this discovery, moving on in search of their target: the cleric of Cyric, leader of this band of ruffians.

Moving back to the site of their last battle, the rogues of the party begin investigating the larger (unopened) door. By the luck of the Gods, Az and Kid both manage decent rolls (18 and 11, for totals of 28 and 21 respectively) while searching the door for traps, resulting in a frightening discovery - a Finger of Death trap. With no small amount of nervousness, the two rogues go to work on this deadly hazard; managing to successfully disarm it (and sharing a cute little moment in the process - or so I thought, at least :P).

Now, readying themselves for the final showdown, the group waits anxiously as Big Guy prepares to kick down the door - a manuever we lovingly refer to as 'Oh Yeah!'ing the door(Kool-Aid Warforged ftw!).
The surprised cleric is revealed, quite peeved that his nifty trap didnt manage to kill anyone off...

((OOC: Honestly, I find myself wondering if the DM wasnt hoping a certain someone *cough cough* would fail and die miserably here - in fact, were it not for Az rolling an 18 on his check, that is exactly what would have happened... A pre-planned attack on a specific player based on their character's role within the group, or simply dumb luck - I cant tell. But, a save-vs-death spell requiring a ridiculously high Perception skill in the first session combined with a blatant dislike of my character and (I think) the other rogue player? Something smells fishy in Denmark, if you want this player's opinion :\))

The weasley cleric (a CR 5 encounter, so sayeth the DM) is dispatched easily, getting off only a single spell - a spell requiring a touch attack, on which he gets a total of 9 (the target, Big Guy, having a touch AC of 10). Without doing a single point of damage, the cleric is dispatched in less than three rounds - little surprise, given the sheer number of PCs attacking him (the entire party). Beth makes certain he remains in the afterlife, shoving her blade into the dying cleric's chest cavity for good measure.

It is at this point that the group realizes/learns/notices several things:
- There are numberous sacrificial altars in this room; all devoted to Cyric
- An ancient fresco adjorns the wall in one part of this room, which the party takes an etching of before departing (for further investigation)
- The cleric and Ronny knew each other at one time, prior to Ronny being imprisoned in the Nine Hells (something he revealed earlier in the session; though the reasoning behind it and his means of escape have remained unclear, likely having some relation to his time spent in the Tower @ Luskan). The cleric was involved in some way in the 'betrayal' that lead to Ronny's imprisonment - though Ronny reveals that this betrayal took place at least several decades (if not millenia) ago.
- There is a final door left to be investigated. It is clear of traps, but exudes a foul stench; opening to reveal the stockpile of mutilated, rotting corpses (former sacrificial victims no doubt) that the cleric had been 'saving' for use in the creation of undead. The group closes this door in disgust, refusing to search through the remains and choosing instead to simply shut the door - and give the corpse of the dead cleric a solid kick for good measure.... Sick sonuva....

The DM gives the party a chance to search the rest of the building a final time (via a single Perception check per character), before the group makes their way back to the militia barracks - their loot haul in tow.

And this is where we end Session #1.

FYI: We just finished session 5 today, session 6 taking place tomorrow.
Ill continue to update this, as time allows.
Hopefully it will be of use - or at least entertaining for a bit. :D

We have not ever and will never plot the death of one character in particular.
The cleric rigged his doorstep with a spell that is assured to diminish any assaulting force that makes it past his guards - as any intelligent trapsmith would.

Furthermore, the metagaming accusation is simply due to the fact that we allow our players to roll openly (largely because of the Action Points) - Normally trap finding and disarming rolls are done in secret by the DM, to prevent exactly what happened.
"Hey guys I rolled poorly, lend me a hand." - Approval not necessary, this is textbook metagaming.

It should be said that the group is quickly progressing and nearing the big 20 at this point.
Pathfinder's beta system is truly a great tool and most of us have preordered the rulebook.

With regards,

I was wondering if this was anything related or about Spaceballs???

Are we kicking Pathfinder into the so-called "Ludicrous Speed"?

The One Who Makes You Angry wrote:

I was wondering if this was anything related or about Spaceballs???

Are we kicking Pathfinder into the so-called "Ludicrous Speed"?

While Brooksian influences can certainly be felt in the DM's senses of humor, we are not ripping anything in particular off.

Our game names are mostly made up on the fly, as opposed to the "<Adjective> over/of/beyond/in <Noun>" formula, that most named games seem to use.

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