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Topics - Sacrificial Lamb

Pages: [1] 2 3 4
1
https://disrn.com/news/hasbro-pulls-trolls-doll-from-stores-after-uproar-over-button-in-private-area-that-makes-it-gasp-and-giggle

Quote
Hasbro pulls "Trolls" doll after uproar over button in "private area" that makes it "gasp and giggle"
 by Adam Ford · Aug 8th, 2020 10:56 am 72
Article Image
   
Last Updated Aug 9th, 2020 at 5:41 pm
Toy-maker Hasbro announced that it will pull a new "Trolls" doll from stores after an uproar and petition denouncing a button located in the doll's "private area" that makes it "gasp and giggle," drawing accusations that the toy grooms children for sexual abuse.


A video that went viral shows a mother explaining her outrage and demonstrating the button after her daughter received the doll for her birthday:


A petition demanding that the toy-maker pull the product from shelves reached nearly 400,000 signatures. The petition states:

Our society is conditioning our children to think pedophilia is ok. This Trolls World Tour doll named Poppy has a button on her private area under her skirt. When you push this button on the doll's private she gasps and giggles. This is not okay for a child's toy! This toy needs to be removed from our stores. What will this toy make our innocent, impressionable children think? That it's fun when someone touches your private area? That pedophilia and child molestation are ok? It's not ok! It's not fun! It's damaging and has long term affects on a child's mental/physical health! Sign this petition to get this toy removed from shelves and help #SaveTheChildren! Children are our future and WE are their voice!

After Hasbro announced that it would pull the toy, Jessica McManis, the woman who created the petition, responded on Twitter:


"I didn't expect my petition to blow up like this! I'm so happy it did! They recalled the doll today. There's no way someone at Hasbro didn't think that it was weird when deciding to create this doll like that."


Pictures and videos of the toy are at the link, along with the article.

Looking at this, the creation of this pedo toy had to be intentional. The troll doll is a child's toy, in which it has a button on its crotch area. When the button is pushed, the troll doll (which looks like a child) makes gasping sounds that could be perceived as sex noises or orgasms. This button is not listed on the box. It looks a lot like the men who control Hasbro are trying to normalize pedophilia. This is occurring in an era in which we hear many more horror stories about child abuse, human trafficking, child sacrifice, and underground pedophile rings.

Let's also remember that multiple high-level WoTC Magic the Gathering judges (Ross Prajzner, Sam Straus, Jason Long, David Park, Luke Flora...for example) have faced actual convictions on child pornography charges and criminal sexual abuse charges. The pedo epidemic amongst MtG judges is something that Jeremy Hambly (of the Quartering) unearthed a couple years ago, and neither WoTC nor Hasbro has ever really apologized for it (or corrected it).

Meanwhile, the Hasbro troll pedo doll is something I discovered right now, so I'm still trying to process the potential implications of what's happening with Hasbro. What other depravities lurk down the Hasbro rabbit hole?

2
I'm going to try to ignore the massive clusteruck of the ACKS thread (on the Gaming Den), where Frank just keeps self-righteously spreading his libelous verbal diarrhea of viciousness and deception (against Pundit, Gygax, and especially against amacris). :mad: Instead, I will focus on writing about the many flaws of the 5e crafting system.

For reasons that escape me, nobody seems to tackle this issue......and everyone just pretends that the 5e crafting system works. Quite frankly, it doesn't work at all. Not even a little. We'll start with examining the system for magic item creation in 5e, since we have to begin....somewhere.

Item Rarity___Creation Cost____Minimum Level____Enchantment Time

Common____________100 gp___________3rd_____________4 days
Uncommon__________500 gp___________3rd____________20 days
Rare_____________5,000 gp____________6th____________200 days (6 months + 20 days)
Very Rare_______50,000 gp___________11th__________2,000 days (5 years + 5 months + 25 days)
Legendary_______500,000 gp__________17th_______20,000 days (54 years + 9 months +20 days)

I'm not formatting this very well, but....whatever. I'd like to note that the enchantment time for crafting magic items is not clearly delineated, and is in fact, not listed in the "Crafting Magic Items" table in the DMG on page 129.

It's not there, but is listed below instead. I suspect that the reason for this is that the authors of this book want people to completely gloss over the stupidity of the writing, which subtly discourages DMs and players from having characters actually craft items....at all. The impression is that the PCs are only intended to acquire magic items that the DM allows us to find, and that we should rarely (if ever) craft items ourselves. So the concept of an Artificer class is out. It's gone.

Take note that these rules make the creation of most magic items so monumentally vague and inconvenient, that this logically means that finding most magic items is nearly impossible. There's no precise formula for crafting a +3 weapon, or any other item at all. The DMG only makes vague inferences, under "Crafting A Magic Item", on page 128:

Quote from: 5e Dungeon Master's Guide
"To start, a character must have a formula that that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items Table."


There's more vague nonsense like that (if you want to craft a Wand of Magic Missiles, then you probably need to be able to cast the Magic Missile spell), but it doesn't go too much further in detail beyond that.

Multiple casters (that meet the minimum caster level, and that theoretically possess the right spells) can speed up the time it takes to enchant magic items, but not enough for it to reasonably matter. Two casters will halve the enchantment time, and three casters will decrease the enchantment time down to a third. If your character crafts a magic item, he makes progress in 25 gp increments per day, until the total cost is paid. So a "rare" magic item that costs 5,000 gp to craft.....takes 200 days (6 months + 20 days) to enchant. It's a gruelingly slow and unfun process, like having your teeth anally extracted. But that's the system.

The most rare magic items take the longest time to enchant. "Legendary" items like Sovereign Glue, Universal Solvent, Vorpal Swords, Spheres of Annihilation, or Swords of Answering take a VERY long time to enchant:

20,000 days= (54 years + 9 months + 20 days)

Here's the total list. I didn't include sentient magical items, because imbuing an item with sentience does not affect the enchantment time in any way whatsoever. There are a few "legendary" sentient magic items, but I don't include them because.....who cares? Weapons like Blackrazor, Moonblade, Wave, and Whelm are practically treated like artifacts, and literally take approximately 55 years to enchant. So here's the list:

Common Items [4 days to enchant]

(1.) Potion of Climbing [consumable, one use item]
(2.) Potion of Healing [consumable, one use item]
(3.) Spell Scroll (cantrip) [one use item]
(4.) Spell Scroll (1st-level spell) [one use item]

Uncommon Items [20 days to enchant]

(1.) Adamantine Armor
(2.) Alchemy Jug
(3.) Ammunition +1
(4.) Amulet of Proof Against Detection and Location [requires attunement]
(5.) Bag of Holding
(6.) Bag of Tricks
(7.) Boots of Elvenkind
(8.) Boots of Striding and Springing [requires attunement]
(9.) Boots of the Winterlands [requires attunement]
(10.) Bracers of Archery [requires attunement]
(11.) Brooch of Shielding [requires attunement]
(12.) Broom of Flying
(13.) Cap of Water Breathing
(14.) Circlet of Blasting
(15.) Cloak of Elvenkind [requires attunement]
(16.) Cloak of Protection [requires attunement]
(17.) Cloak of the Manta Ray
(18.) Decanter of Endless Water
(19.) Deck of Illusions [34 cards, usually missing 1d20-1 cards, cards cannot be reused]
(20.) Driftglobe
(21.) Dust of Disappearance [1 pinch of dust]
(22.) Dust of Dryness [1d6+4 pinches of dust]
(23.) Dust of Sneezing and Choking [1 pinch of dust]
(24.) Elemental Gem [must break to use, 1 charge and then useless]
(25.) Eversmoking Bottle
(26.) Eyes of Charming [3 charges per day, requires attunement]
(27.) Eyes of Minute Seeing
(28.) Eyes of the Eagle [requires attunement]
(29.) Figurine of Wondrous Power [Silver Raven, can be used up to 12 hours, cannot be used again for another 2 days]
(30.) Gauntlets of Ogre Power [requires attunement]
(31.) Gem of Brightness [50 charges, then useless]
(32.) Gloves of Missile Snaring [requires attunement]
(33.) Gloves of Swimming and Climbing [requires attunement]
(34.) Gloves of Thievery
(35.) Goggles of Night
(36.) Hat of Disguise [requires attunement]
(37.) Headband of Intellect [Intelligence 19, requires attunement]
(38.) Helm of Comprehending Languages
(39.) Helm of Telepathy [requires attunement]
(40.) Immovable Rod
(41.) Instrument of the Bards (Doss Lute) [requires attunement by a Bard]
(42.) Instrument of the Bards (Fochlucan Bandore) [requires attunement by a Bard]
(43.) Instrument of the Bards (Mac-Fuirmidh Cittern) [requires attunement by a Bard]
(44.) Javelin of Lightning
(45.) Keoghtom's Ointment [1d4+1 doses, then useless]
(46.) Lantern of Revealing
(47.) Mariner's Armor
(48.) Medallion of Thoughts [3 charges per day, requires attunement]
(49.) Mithril Armor
(50.) Necklace of Adaptation [requires attunement]
(51.) Oil of Slipperiness [consumable, one use item]
(52.) Pearl of Power [requires attunement by a spellcaster]
(53.) Periapt of Health
(54.) Periapt of Wound Closure [requires attunement]
(55.) Philter of Love [consumable, one use item]
(56.) Pipes of Haunting [3 charges per day]
(57.) Pipes of the Sewers [3 charges per day, requires attunement]
(58.) Potion of Animal Friendship [consumable, one use item]
(59.) Potion of Fire Breath [consumable, one use item]
(60.) Potion of Hill Giant Strength [Strength 21, consumable, one use item]
(61.) Potion of Growth [consumable, one use item]
(62.) Potion of (Greater) Healing [consumable, one use item]
(63.) Potion of Poison [consumable, one use item]
(64.) Potion of Resistance [consumable, one use item]
(65.) Potion of Water Breathing [consumable, one use item]
(66.) Quiver of Ehlonna
(67.) Ring of Jumping [requires attunement]
(68.) Ring of Mind Shielding [requires attunement]
(69.) Ring of Swimming
(70.) Ring of Warmth [requires attunement]
(71.) Ring of Water Walking
(72.) Robe of Useful Items [4d4+12 patches, becomes nonmagical when used up]
(73.) Rod of the Pact Keeper +1 [requires attunement by a Warlock]
(74.) Rope of Climbing
(75.) Saddle of the Cavalier
(76.) Sending Stones [1 charge per day]
(77.) Sentinel Shield
(78.) Shield +1
(79.) Slippers of Spider Climbing [requires attunement]
(80.) Spell Scroll (2nd-level spell) [one use item]
(81.) Spell Scroll (3rd-level spell) [one use item]
(82.) Staff of the Adder [requires attunement by a Cleric, Druid, or Warlock]
(83.) Staff of the Python [requires attunement by a Cleric, Druid, or Warlock]
(84.) Stone of Good Luck (Luckstone) [requires attunement]
(85.) Sword of Vengeance [cursed, requires attunement]
(86.) Trident of Fish Command [3 charges, regains 1d3 charges per day, requires attunement]
(87.) Wand of Magic Detection [3 charges, regains 1d3 charges per day]
(88.) Wand of Magic Missiles [7 charges, regains 1d6+1 charges per day, requires attunement]
(89.) Wand of Secrets [3 charges, regains 1d3 charges per day]
(90.) Wand of the War Mage +1 [requires attunement by a spellcaster]
(91.) Wand of the Web [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(92.) Weapon +1
(93.) Weapon of Warning [requires attunement]
(94.) Wind Fan
(95.) Winged Boots [can be used up to 4 hours, boots regain 2 hours of flying capability for every 12 hours not in use]

Rare Items [200 days (6 months + 20 days) to enchant]

(1.) Ammunition +2
(2.) Amulet of Health [Constitution 19, requires attunement]
(3.) Armor +1
(4.) Armor of Resistance [requires attunement]
(5.) Armor of Vulnerability [cursed; requires attunement]
(6.) Arrow-Catching Shield [requires attunement]
(7.) Bag of Beans
(8.) Bead of Force
(9.) Belt of Dwarvenkind [requires attunement]
(10.) Belt of Hill Giant Strength [Strength 21, requires attunement]
(11.) Berserker Axe [requires attunement]
(12.) Boots of Levitation [requires attunement]
(13.) Boots of Speed [requires attunement]
(14.) Bowl of Commanding Water Elementals
(15.) Bracers of Defense [requires attunement]
(16.) Brazier of Commanding Fire Elementals
(17.) Cape of the Mountebank
(18.) Censer of Controlling Air Elementals
(19.) Chime of Opening
(20.) Cloak of Displacement [requires attunement]
(21.) Cloak of the Bat [requires attunement]
(22.) Cube of Force
(23.) Daern's Instant Fortress
(24.) Dagger of Venom
(25.) Dimensional Shackles
(26.) Dragon Slayer [sword, requires attunement]
(27.) Elixir of Health [consumable, 1 charge then useless]
(28.) Elven Chain
(29.) Figurine of Wondrous Power (Bronze Griffin) [can be used up to 6 hours, then cannot be used again for another 5 days]
(30.) Figurine of Wondrous Power (Ebony Fly) [can be used up to 12 hours, then cannot be used again for another 2 days]
(31.) Figurine of Wondrous Power (Golden Lions) [created in pairs (2), each can be used up to 1 hour, then cannot be used again for another 7 days]
(32.) Figurine of Wondrous Power (Ivory Goats) [created in sets of three (3), Goat of Traveling has 24 charges and uses 1 charge per hour, when charges used up, cannot be used again for another 7 days; Goat of Travail, can be used for up to 3 hours, then cannot be used for another 30 days; Goat of Terror, can be used up to 3 hours, then cannot be used for another 15 days]
(33.) Figurine of Wondrous Power (Marble Elephant) [can be used up to 24 hours, then cannot be used again for another 7 days]
(34.) Figurine of Wondrous Power (Onyx Dog) [can be used up to 6 hours, then cannot be used again for another 7 days]
(35.) Figurine of Wondrous Power (Serpentine Owl) [can be used up to 8 hours, then cannot be used again for another 2 days]
(36.) Flame Tongue [requires attunement]
(37.) Folding Boat
(38.) Gem of Seeing [3 charges per day, requires attunement]
(39.) Giant Slayer
(40.) Glamoured Studded Leather
(41.) Helm of Teleportation [3 charges per day, requires attunement]
(42.) Heward's Handy Haversack
(43.) Horn of Blasting [each use has 20% chance of causing horn to explode, dealing 10d6 fire damage, and becoming useless]
(44.) Horn of Valhalla (Silver) [2d4+2 Berserkers, can be used up 1 hour, then cannot be used for another 7 days]
(45.) Horn of Valhalla (Brass) [3d4+3 Berserkers, can be used up 1 hour, then cannot be used for another 7 days]
(46.) Horseshoes of Speed
(47.) Instrument of the Bards (Canaith Mandolin) [requires attunement by a Bard]
(48.) Instrument of the Bards (Cli Lyre) [requires attunement by a Bard]
(49.) Ioun Stone (Awareness) [requires attunement]
(50.) Ioun Stone (Protection) [requires attunement]
(51.) Ioun Stone (Reserve) [requires attunement]
(52.) Ioun Stone (Sustenance) [requires attunement]
(53.) Iron Bands of Bilarro
(54.) Mace of Disruption [requires attunement]
(55.) Mace of Smiting
(56.) Mace of Terror [3 charges per day, requires attunement]
(57.) Mantle of Spell Resistance [requires attunement]
(58.) Necklace of Fireballs [1d6+3 beads]
(59.) Necklace of Prayer Beads [once bead's spell is cast, it cannot be used again until the next dawn, requires attunement by Cleric, Druid, or Paladin]
(60.) Oil of Etherealness [consumable, one use item]
(61.) Periapt of Proof Against Poison
(62.) Portable Hole
(63.) Potion of Clairvoyance [consumable, one use item]
(64.) Potion of Diminution [consumable, one use item]
(65.) Potion of Gaseous Form [consumable, one use item]
(66.) Potion of Frost Giant Strength [Strength 23, consumable, one use item]
(67.) Potion of Stone Giant Strength [Strength 23, consumable, one use item]
(68.) Potion of Fire Giant Strength [Strength 25, consumable, one use item]
(69.) Potion of (Superior) Healing [consumable, one use item]
(70.) Potion of Heroism [consumable, one use item]
(71.) Potion of Invulnerability [consumable, one use item]
(72.) Potion of Mind Reading [consumable, one use item]
(73.) Quaal's Feather Token
(74.) Ring of Animal Influence [3 charges per day]
(75.) Ring of Evasion [3 charges per day, requires attunement]
(76.) Ring of Feather Falling [requires attunement]
(77.) Ring of Free Action [requires attunement]
(78.) Ring of Protection +1 [requires attunement]
(79.) Ring of Resistance [requires attunement]
(80.) Ring of Spell Storing [requires attunement]
(81.) Ring of the Ram [3 charges per day, requires attunement]
(82.) Ring of X-Ray Vision [requires attunement]
(83.) Robe of Eyes [requires attunement]
(84.) Rod of the Pact Keeper +2 [requires attunement by a Warlock]
(85.) Rod of Rulership [1 charge per day, requires attunement]
(86.) Rope of Entanglement
(87.) Scroll of Protection [one use item]
(88.) Shield +2
(89.) Shield of Missile Attraction [curse, requires attunement]
(90.) Spell Scroll (4th-level spell) [one use item]
(91.) Spell Scroll (5th-level spell) [one use item]
(92.) Staff of Charming [10 charges, regains 1d8+2 charges per day, requires attunement by a Bard, Cleric, Druid, (93.) Sorcerer, Warlock, or Wizard]
(94.) Staff of Healing [10 charges, regains 1d6+4 charges per day, requires attunement by a Bard, Cleric, or Druid]
(95.) Staff of Swarming insects [10 charges, regains 1d6+4 charges per day, requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard]
(96.) Staff of the Woodlands [10 charges, regains 1d6+4 charges per day, requires attunement by a Druid]
(97.) Staff of Withering [3 charges, regains 1d3 charges per day, requires attunement by a Cleric, Druid, or Warlock]
(98.) Stone of Controlling Earth Elementals [1 charge per day]
(99.) Sun Blade [requires attunement]
(100.) Sword of Life Stealing [requires attunement]
(101.) Sword of Wounding [requires attunement]
(102.) Tentacle Rod [requires attunement]
(103.) Vicious Weapon
(104.) Wand of Binding [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(105.) Wand of Enemy Detection [7 charges, regains 1d6+1 charges per day, requires attunement]
(106.) Wand of Fear [7 charges, regains 1d6+1 charges per day, requires attunement]
(107.) Wand of Fireballs [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(108.) Wand of Lightning Bolts [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(109.) Wand of Paralysis [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(110.) Wand of the War Mage +2 [requires attunement by a spellcaster]
(111.) Wand of Wonder [7 charges, regains 1d6+1 charges per day, requires attunement by a spellcaster]
(112.) Weapon +2
(113.) Wings of Flying [can be used for 1 hour, cannot be reused for 1d12 hours]

Very Rare Items [2,000 days (5 years + 5 months + 25 days) to enchant]

(1.) Ammunition +3
(2.) Amulet of the Planes [requires attunement]
(3.) Animated Shield [requires attunement]
(4.) Armor +2
(5.) Arrow of Slaying
(6.) Bag of Devouring
(7.) Belt of Fire Giant Strength [Strength 25, requires attunement]
(8.) Belt of Frost Giant Strength [Strength 23, requires attunement]
(9.) Belt of Stone Giant Strength [Strength 23, requires attunement]
(10.) Candle of Invocation [requires attunement]
(11.) Carpet of Flying
(12.) Cloak of Arachnida [requires attunement]
(13.) Crystal Ball [requires attunement]
(14.) Dancing Sword
(15.) Demon Armor
(16.) Dragon Scale Mail [requires attunement]
(17.) Dwarven Plate
(18.) Dwarven Thrower [requires attunement by a dwarf]
(19.) Efreeti Bottle
(20.) Figurine of Wondrous Power [Obsidian Steed, can be used up to 24 hours, then cannot be used again for another 5 days]
(21.) Frost Brand [requires attunement]
(22.) Helm of Brilliance [requires attunement]
(23.) Horn of Valhalla (Bronze) [4d4+4 Berserkers, can be used up 1 hour, then cannot be used for another 7 days]
(24.) Horseshoes of a Zephyr
(25.) Instrument of the Bards (Anstruth Harp) [requires attunement by a Bard]
(26.) Ioun Stone (Absorption) [requires attunement]
(27.) Ioun Stone (Agility) [requires attunement]
(28.) Ioun Stone (Fortitude) [requires attunement]
(29.) Ioun Stone (Insight) [requires attunement]
(30.) Ioun Stone (Intellect) [requires attunement]
(31.) Ioun Stone (Leadership) [requires attunement]
(32.) Ioun Stone (Strength) [requires attunement]
(33.) Manual of Bodily Health [study for 48 hours for 6 days to increase Constitution by 2 points, manual regains its magic 100 years later]
(34.) Manual of Gainful Exercise [study for 48 hours for 6 days to increase Strength by 2 points, manual regains its magic 100 years later]
(35.) Manual of Golems
(36.) Manual of Quickness of Action [study for 48 hours for 6 days to increase Dexterity by 2 points, manual regains its magic 100 years later]
(37.) Mirror of Life Trapping
(38.) Nine Lives Stealer [1d8+1 charges, becomes ordinary sword +2 when charges are used up, requires attunement]
(39.) Nolzur's Marvelous Pigments
(40.) Oathbow [while your sworn enemy lives, you have disadvantage on attack rolls with all other weapons, requires attunement]
(41.) Oil of Sharpness [consumable, one use item]
(42.) Potion of Flying [consumable, one use item]
(43.) Potion of Cloud Giant Strength [Strength 27, consumable, one use item]
(44.) Potion of (Supreme) Healing [consumable, one use item]
(45.) Potion of Invisibility [consumable, one use item]
(46.) Potion of Longevity [10% cumulative chance of aging you 1d6+6 years, consumable, one use item]
(47.) Potion of Speed [consumable, one use item]
(48.) Potion of Vitality [consumable, one use item]
(49.) Ring of Regeneration [requires attunement]
(50.) Ring of Shooting Stars [6 charges per day, requires attunement outdoors at night]
(51.) Ring of Telekinesis [requires attunement]
(52.) Robe of Scintillating Colors [3 charges per day, requires attunement]
(53.) Robe of Stars [requires attunement]
(54.) Rod of Absorption [can absorb 50 levels of energy, then becomes nonmagical]
(55.) Rod of Alertness [requires attunement]
(56.) Rod of the Pact Keeper +3 [requires attunement by a Warlock]
(57.) Rod of Security [cannot be used again until 10 days have passed]
(58.) Scimitar of Speed [requires attunement]
(59.) Shield +3
(60.) Spell Scroll (6th-level spell) [one use item]
(61.) Spell Scroll (7th-level spell) [one use item]
(62.) Spell Scroll (8th-level spell) [one use item]
(63.) Spellguard Shield [requires attunement]
(64.) Staff of Fire [10 charges, regains 1d6+4 charges per day, requires attunement by a Druid, Sorcerer, Warlock, or Wizard]
(65.) Staff of Frost [10 charges, regains 1d6+4 charges per day, requires attunement by a Druid, Sorcerer, Warlock, or Wizard]
(66.) Staff of Power [20 charges, regains 2d8+4 charges per day, requires attunement by a Sorcerer, Warlock, or Wizard]
(67.) Staff of Striking [10 charges, regains 1d6+4 charges per day, requires attunement]
(68.) Staff of Thunder and Lightning [+2 weapon, additional properties can be used once per day, requires attunement]
(69.) Sword of Sharpness [requires attunement]
(70.) Tome of Clear Thought [study for 48 hours for 6 days to increase Intelligence by 2 points, manual regains its magic 100 years later]
(71.) Tome of Leadership and Influence [study for 48 hours for 6 days to increase Charisma by 2 points, manual regains its magic 100 years later]
(72.) Tome of Understanding[study for 48 hours for 6 days to increase Wisdom by 2 points, manual regains its magic 100 years later]
(73.) Wand of Polymorph [7 charges, regains 1d6+1 charges per day, requires attunement by spellcaster]
(74.) Wand of the War Mage +3 [requires attunement by a spellcaster]
(75.) Weapon +3

Legendary Items [20,000 days (54 years + 9 months +20 days)]

(1.) Aparatus of Kwalish
(2.) Armor +3
(3.) Armor of Invulnerability [requires attunement]
(4.) Belt of Cloud Giant Strength [Strength 27, requires attunement]
(5.) Belt of Storm Giant Strength [Strength 29, requires attunement]
(6.) Cloak of Invisibility
(7.) Crystal Ball of Mind Reading [requires attunement]
(8.) Crystal Ball of Telepathy [requires attunement]
(9.) Crystal Ball of True Seeing [requires attunement]
(10.) Cubic Gate
(11.) Deck of Many Things
(12.) Defender [sword, requires attunement]
(13.) Efreeti Chain [requires attunement]
(14.) Hammer of Thunderbolts [need Belt of Giant Strength and Gauntlets of Ogre Power to fully use it, requires attunement to fully use it]
(15.) Holy Avenger [requires attunement by Paladin]
(16.) Horn of Valhalla (Iron) [5d4+5 Berserkers, can be used up 1 hour, then cannot be used for another 7 days]
(17.) Instrument of the Bards (Ollamh Harp) [requires attunement by a Bard]
(18.) Ioun Stone (Greater Absorption) [requires attunement]
(19.) Ioun Stone (Mastery) [requires attunement]
(20.) Ioun Stone (Regeneration) [requires attunement]
(21.) Iron Flask
(22.) Luck Blade [requires attunement]
(23.) Plate Armor of Etherealness [requires attunement]
(24.) Potion of Storm Giant Strength [Strength 29, consumable, one use item]
(25.) Ring of Djinni Summoning [requires attunement]
(26.) Ring of Air Elemental Command [5 charges per day, requires attunement]
(27.) Ring of Earth Elemental Command [5 charges per day, requires attunement]
(28.) Ring of Fire Elemental Command [5 charges per day, requires attunement]
(29.) Ring of Water Elemental Command [5 charges per day, requires attunement]
(30.) Ring of Invisibility [requires attunement]
(31.) Ring of Spell Turning [requires attunement]
(32.) Ring of Three Wishes [3 charges, then useless]
(33.) Robe of the Archmagi [requires attunement by a Sorceror, Warlock, or Wizard]
(34.) Rod of Lordly Might [requires attunement]
(35.) Rod of Resurrection [5 charges, regains 1 charge per day, requires attunement by a Cleric, Druid, or Paladin]
(36.) Scarab of Protection [provides advantage on saves vs spells, 12 charges, can expend 1 charge to turn a failed save against a necromancy spell or Undead creature into a successful one, destroyed when last charge expended]
(37.) Sovereign Glue [1d6+1 ounces]
(38.) Spell Scroll (9th-level spell) [one use item]
(39.) Sphere of Annihilation
(40.) Staff of the Magi [50 charges, regains 4d6+2 charges per day, requires attunement by a Sorcerer, Warlock, or Wizard]
(41.) Sword of Answering [requires attunement by a creature with the same alignment as the sword]
(42.) Talisman of Pure Good [non-good creatures take radiant damage when touching it, good Cleric or Paladin can use it as holy symbol, 7 charges (can be used to destroy target), talisman destroyed when charges used up]
(43.) Talisman of the Sphere [requires attunement]
(44.) Talisman of Ultimate Evil [non-evil creatures take radiant damage when touching it, evil Cleric or Paladin can use it as holy symbol, 6 charges (can be used to destroy target), talisman destroyed when charges used up]
(45.) Tome of the Stilled Tongue [requires attunement by a Wizard]
(46.) Universal Solvent
(47.) Vorpal Sword [requires attunement]
(48.) Well of Many Worlds [once opened, cannot be reopened for 1d8 hours]

I'm tired, so.....to be continued.

Edit: All of the one use items (usually consumables)....such as scrolls, oils, and and potions have half the creation cost, and half the enchantment time.

3
Hi, guys. I haven't posted on gaming websites in years, but I recently saw this post from Frank Trollman that looked so absolutely ridiculous....that I couldn't quite bring myself to ignore it. Maybe I'm making a mistake in posting this here at all, but here it is anyway:

https://tgdmb.com/viewtopic.php?t=57411&sid=38d1fc599e0852b3520c1a80eafb6301

Quote from: FrankTrollman
PostPosted: Sun Sep 29, 2019 6:13 pm Post subject:

ACKS is different from MYFAROG in the sense that it has some good ideas in it. It is not different in the sense that supporting it financially in any way, even indirectly is ethically inexcusable.

Alexander Macris was the actual owner of the company created for Milo to tour the country radicalizing potential racist terrorists. Since then, 8Chan has been shut down for its close links to multiple terrorist attacks killing dozens of people. In any sane world, Alexander Macris would be writing these things from jail.

There was a time that I thought all the weirdness about racial character classes was just a bloody minded adherence to old school tropes for its own sake. Turns out that he's a racist shitheel who financed a terrorist network and is personally responsible for the deaths of dozens if not hundreds of people.

But it's also true that a bad man can paint a good picture or whatever, and ACKS has infinitely more good ideas to steal than MYFAROG or RAHOWA do. What is it about racist terrorists that inspires them to make acronymized names for their games? Should I be checking Steve Jackson's house for Confederate memorabilia?

-Frank



Quote from: FrankTrollman
PostPosted: Tue Oct 01, 2019 3:26 pm Post subject:

Dungeons & Dragons has a number of tropes in it that are difficult to justify morally. Often we handwave that off with ideas that it's just a game, or that there probably is some overriding justification for whatever violence is used but that neither the justness of the Halfling cause nor the injustice of the orc position are particularly relevant to the story about dashing knights and cunning wizards fighting battles. Saturday morning cartoon morality may suffice because we're potentially telling stories in the genre and inspired by actual Saturday morning cartoons.

However, we can't really extend that kind of good faith to ACKS, because it turns out to be written by a guy who is almost exactly Osama Bin Laden. I do not make that comparison lightly or in jest. He literally and specifically financed and supported a quite significant network of people for whom radicalizing potential terrorists was a full time job.

So the stuff where in ACKS you're supposed to go to the homes of people who look different than you, murder them, and take their gold can't really be blithely accepted as being merely hockey the way the original Gygaxianisms could. Gygax was your racist but good meaning uncle, Alexander Macris is only you're uncle if you're a Saudi prince with a family fortune of blood money to protect.

Similarly you have various tropes and events in classic fantasy literature which are potentially offensive or things that give wood to white supremacists simply because of when they were made. Tolkien was explicitly against white supremacy as an ideology, but you can definitely see why actual white supremacists think his stuff about inherently noble and powerful Numenorians is him speaking their language. Tolkien writing then was him writing in as anti-racist a manner as he was able to given his time and place and background. We extend understanding and allowance for Tolkien that we would not do for someone writing the same things today. And indeed, when Alexander Macris writes Numernor expies, we don't give him the benefit of the doubt. We don't have doubt for him to benefit from. It's racist eliminationalist rhetoric that is disgusting when Alexander Macris writes this shit in 2017.

-Frank



I had to reread this a couple times, because I initially couldn't believe my eyes. It looks like Trollman actually accuses Alexander Macris of being a "racist terrorist", a "white supremacist" (whatever that means), and mass murderer. I always knew that Trollman was obnoxious and arrogant, but has he completely lost his mind? Is Trollman sperging out because Macris worked as CEO last year at some company run by Milo Yiannopoulos? How does this make Macris a "racist terrorist" and mass murderer who is "personally responsible for the deaths of dozens if not hundreds of people?"

I don't understand.

The reason why I would (partially) classify this as a gaming thread, is because it looks like Trollman is very intentionally engaging in defamation of character (or libel) against Macris....in order to cause financial harm against both he and his gaming company, Autarch (which produces ACKS).

What kills me is that absolutely nobody in the Gaming Den challenged Trollman on the falsehood of his statements, even though he was quite obviously being deliberately deceptive and manipulative in one of the most vicious and unethical ways I've ever seen.

Pundit, I don't know if I should have ignored this drama or not...but if this is an inappropriate thread, then feel free to just nuke it. However, Trollman's statements went so beyond the pale, that I had trouble processing it....and decided to share it.

4
Design, Development, and Gameplay / Luckbringer Druid (D&D 3.5)
« on: September 02, 2015, 04:04:31 AM »
This thread is continued from here:

http://www.therpgsite.com/showthread.php?t=33047&page=6

The other thread went off on a bit of a tangent, since discussing the hostility on the Gaming Den is admittedly pointless, and leads to a long road to nowhere. I'd rather focus on game design issues in this subforum anyway, where such things belong. This class is technically weaker in combat than a core Druid from D&D 3.5, but is more efficient in assisting allies.....when using both healing and luck. The god, Nore (listed below), has an intelligent ferret as an animal sidekick, and I figured I'd have this class partially follow in his footsteps....which is part of the reason why the Luckbringer Druid has a smaller and more intelligent animal buddy than a core Druid. What we see here is the class in its current form.

We're playing in Paizo's Shackled City Adventure Path, and we've finally reached 5th-level.

Incidentally, the only class feature that I might modify is the Urban Companion ability. It's possible that I might make it so that the Luckbringer Druid will be able to choose any animal of Small or Tiny size to have as an animal sidekick. That list of animals might include small dogs, badgers, monkeys, and eagles....in addition to the traditional list of Wizard familiars.

I'm posting it here to just take a look at it, and see if I'm missing anything incredibly important.

Oh, and take note that this Druid variant is intended to be more Thief-like and Bardic than a traditional D&D 3.5 Druid.



LUCKBRINGER DRUID

The Luckbringer Druid is a variant sect of Druids that is generally believed to have been introduced by the god, Nore (a divine entity with portfolios in Healing, Luck, and Nature). It is also commonly believed that the Luckbringer Druid shares some origins with various clans of Leprechauns, although this has never been fully verified. It shares the same alignment restrictions and spell progression as the Druid class, but differs in many other ways. If the level advancement table and class feature descriptions of the Luckbringer Druid lacks a class feature of the Druid class, such as Wild Shape, then it does not gain that class feature. Levels of the Luckbringer Druid counts as levels of a standard Druid in terms of spellcasting ability, qualification for feats and prestige classes, and the like. A character must choose upon first becoming a Druid whether to be a core Druid or Luckbringer Druid. Once the choice is made, it cannot be changed or unmade, and the character may not later multiclass into the core Druid class or one of its variants.

Alignment: Any neutral (as Druid).

Religion: As a Druid.

GAME RULE INFORMATION

Luckbringer Druids have the following statistics.

Alignment: Any neutral (as Druid).

Hit Die: d8.

Class Skills

The Luckbringer Druid’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcane), Knowledge (local), Knowledge (nature) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the Luckbringer Druid.

Weapon and Armor Proficiency: Luckbringer Druids are proficient with all simple weapons, plus the scimitar, and one martial or exotic weapon of his choice.

Luckbringer Druids are proficient with light armor, but not with shields.

Base Save Bonuses: Fortitude (good), Reflex (good), and Will (good).

Base Attack Bonus: Average.

Spells: A Luckbringer Druid casts divine spells, which are drawn from the Druid spell list. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below (with the exception of the Aid spell). A druid must choose and prepare his spells in advance (see below).

The Luckbringer Druid manipulates spell energy in a slightly different way from a typical Druid. To prepare or cast a spell, the Luckbringer Druid must have a Charisma score (rather than Wisdom) equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Luckbringer Druid’s spell is 10 + the spell level + the Luckbringer Druid’s Charisma modifier.

Like other spellcasters, a Luckbringer Druid can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Druid. In addition, he receives bonus spells per day if she has a high Charisma score. He does not have access to any domain spells or granted powers, as a Cleric does.

The Luckbringer Druid may prepare and cast any spell on the Druid spell list, provided that he can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: The Luckbringer Druid has a wider range of spontaneous spells than a standard Cleric or Druid, although they are largely geared toward aiding others. The Luckbringer Druid may lose any prepared spell of equal or higher level in exchange for any of the following spells:

0-cure minor wounds, guidance, resistance; 1st-bless, cure light wounds, feather fall; 2nd-aid, cure moderate wounds, lesser restoration; 3rd-cure serious wounds, prayer, remove curse; 4th-break enchantment, cure critical wounds, restoration; 5th-atonement, mass cure light wounds, raise dead; 6th-find the path, mass cure moderate wounds, heal; 7th-greater restoration, mass cure serious wounds, resurrection; 8th-mass cure critical wounds, moment of prescience, regenerate; 9th-foresight, mass heal, true resurrection

Chaotic, Evil, Good, and Lawful Spells: A Luckbringer Druid cannot cast spells of an alignment opposed to his own or his deity’s (if he has one), with the exception of the Aid spell. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A Luckbringer Druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A Luckbringer Druid also knows Druidic, a secret language known only to Druids, which he learns upon becoming a 1st-level Luckbringer Druid. Druidic is a free language for a Luckbringer Druid; that is, he knows it in addition to his regular allotment of languages and it does not take up a language slot. Luckbringer Druids are forbidden to teach this language to non-Druids.

Druidic has its own alphabet.

Unbound: A Luckbringer Druid's oaths are relaxed, allowing him to wear metal armor or use metal shields with no loss of spellcasting, supernatural, or spell-like abilities.

Urban Companion (Ex): Instead of the Animal Companion, the Luckbringer Druid receives the Urban Companion class feature from Cityscape.

Nature's Friend (Ex): A Luckbringer Druid can improve the attitude of creatures devoted to nature. This ability functions just like a Diplomacy check made to improve the attitude of a person. It can be used on one type of monster from the following list: Animals, Elementals, Fey, Magical Beast, Plants, and Vermin. The type of monsters that the Luckbringer Druid can influence in this way must be chosen at 1st-level. The Luckbringer Druid rolls 1d20 and adds his Luckbringer Druid level and his Charisma modifier to determine the Nature's Friend check result.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a Luckbringer Druid leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a Luckbringer Druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Luck Pool (Su): The Luckbringer Druid possesses a point-based Luck Pool, with a point total equal to 1 + the character's Charisma modifier. This point total increases by 1 for every additional odd Luckbringer Druid level acquired (+1 point at 3rd-level, +2 points at 5th-level, etc.). Luck feats provide bonus points to this point total, based upon the number of luck rerolls each luck feat provides. This Luck Pool can be used to power luck feats, as well as the Luckbringing and Curse of Bad Luck class features. Using either class feature expends 1 point from the Luck Pool.

Curse of Bad Luck (Su): As an immediate action, a Luckbringer Druid can unleash a curse upon a foe. The target must be visible to the Luckbringer Druid and within 60 feet. The target of a Luckbringer Druid's curse takes a -1 penalty on attacks, saves, ability checks, skill checks, armor class, unarmed damage rolls, natural damage rolls, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 Luckbringer Druid's class level + Luckbringer Druid's Cha modifier) negates the effect. At 5th-level, and every four Luckbringer Druid levels thereafter, this penalty increases by 1 (-2 at 5th-level, -3 at 9th-level, -4 at 13th-level, and -5 at 17th-level).

Any effect that removes or dispels a curse eliminates the effect of a Luckbringer Druid's Curse of Bad Luck.

A Luckbringer Druid can utter only one Curse of Bad Luck per round, even if he has points left in his Luck Pool.

Luckbringing (Su): The Luckbringer Druid can use an immediate action to expend a point from his Luck Pool, and provide himself and his allies within 60 feet with a +1 luck bonus on attacks, saves, ability checks, skill checks, armor class, unarmed damage rolls, natural damage rolls, and weapon damage rolls for 1 full minute. This ability cannot affect skill checks made without die rolls, such as taking 10 or taking 20. At 5th-level, and every four Luckbringer Druid levels thereafter, this bonus increases by 1 (+2 at 5th-level, +3 at 9th-level, +4 at 13th-level, and +5 at 17th-level).

Luckbringer's Path: At every odd level (1st-level, 3rd-level, 5th-level, etc.), the Luckbringer can acquire a new talent....in the form of a bonus luck feat, the Track feat, the Trapfinding class feature, an additional type of monster for the Nature's Friend class feature, or he can acquire a level in Bardic Music for every odd level devoted to it. At 5th-level, the Luckbringer Druid has the option of choosing Evasion as a talent, and also has the option of choosing Improved Evasion at 11th-level as a talent (provided Evasion has already been acquired). At 3rd-level, he can acquire Uncanny Dodge, and also has the option of acquiring Improved Uncanny Dodge at 9th-level (provided Uncanny Dodge has already been acquired). Bardic Music acquired via Luckbringer's Path stacks with Bardic Music acquired via Bard levels. For example, a 5th-level Bard/3rd-level Luckbringer Druid who devotes both Luckbringer's Path talents to Bardic Music will use Bardic Music as a 7th-level Bard.

Venom Immunity (Ex): At 9th level, a Luckbringer Druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a Luckbringer Druid gains the ability to change his appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the Luckbringer Druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the Luckbringer Druid’s appearance, within the limits described for the spell.

Timeless Body (Ex): After attaining 15th level, a Luckbringer Druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.

Bonuses still accrue, and the Luckbringer Druid still dies of old age when his time is up.

5
So. For the first time ever, I decided to create an actual thread over at the Gaming Den.

Luckbringer Druid [D&D 3.5]: http://www.tgdmb.com/viewtopic.php?t=56191&postdays=0&postorder=asc&start=0

I created a Druid variant for D&D 3.5, since that's what my group is currently playing, and since the Denners are devotees of D&D 3.5 on that site....I figured it might be helpful if they gave it a look.

Please take note that this is a class that I've been using in actual play in Paizo's Shackled City Adventure Path. The second version of the class on page 2 of the thread is the current version of the class that's being used in-game right now. My character will be 4th-level by tomorrow night's session. Now....

.....I realize that my class is not perfect. It is flawed; it needs work, and can absolutely be improved upon. But....

....the class has been very effective in actual play.

Furthermore, I made it abundantly clear that I wanted a class that was a Druid variant, yet not only was I continually told to make an entirely different class, but I was also fucking told that I didn't actually want what I said I wanted. :huhsign: And I was also constantly condescended to, because I posted a character class that was mechanically weaker than a core Druid.

Much to my surprise, I was also met with extreme hostility (mostly by Kaelik), and even Frank Trollman felt that it was his sacred duty to help derail the entire thread with his pointless rant about JangK's class Tier system.....even though I barely mentioned the class Tier system in my post at all. So he helped to derail the thread with a venomous rant that wasn't even the fucking point of my thread at all.

I don't visit gaming sites nearly as much as I used to, so I was ill-prepared for the socially retarded horseshit that was thrown my way. There was perhaps only one good post on that festering shit pebble of a thread, and I don't even know if that one good post was worth all that autistically idiotic bullshit.

It took me a while to realize that I was dealing with people who are rabidly and autistically OCD in their fetishization of game balance and "mechanical flair". And if you don't think the way they think in regards to those aspects for RPG's, they lose their shit...and become very, very snarky. And of course they conveniently ignored my posts where explicitly I told them that the class I designed was functioning quite admirably in actual play.

Am I insane for being irritated by their behavior?

I know that I'm tired now, and cranky, and haven't been as mentally coherent lately as I used to be. Mentally, I feel off. But the socially retarded bullshit in that thread was cosmically bad, and I guess I just felt the need to rant about it.

6


Hello, there! It is I, the ever-humble Sacrificial Lamb. It has been an astoundingly long time since I've posted on this forum, but I feel the urge to contribute again since our group just started playing again for the first time in a dog's age.

We played last night for the first time in a very long time. In doing so, we decided to go back and do something a little more "old school". We are playing the new game known as Adventures in the East Mark. This game is a variant of Basic D&D, translated from Spanish into English. As a first adventure, we're using the fabled adventure module known as The Keep on the Borderlands. This is the cover:



It's important to take note that this game is very simple, and is mostly compatible with Basic D&D. It looked great, so we decided to give it a try.

Before I continue, take note that some house rules were made for the sake of this brand new campaign:

* maximum hit points at 1st level
* material from Rules Cyclopedia, Basic D&D, and limited AD&D material is allowed
* characters start off with something called Fate Points. You can expend a Fate Point to avoid death (and fall unconscious instead), reroll a die roll, or randomly roll on a table (akin to Deck of Many Things, but less powerful; PC's receive starting Fate Points equal to the number of hirelings for their Charisma score)
* a natural 20 on an attack roll either causes double damage or permits a second attack
* characters die at -10 hit points (rather than -3 hit points, as explained in the rules for AitEM)

To speed things up, the characters started off at the Caves of Chaos. It's late, so I'll continue this tomorrow. More to come soon...

7
Design, Development, and Gameplay / The World's Largest Dungeon
« on: June 24, 2013, 02:43:14 AM »


This thread discusses our experiences with adventure module known as "the World's Largest Dungeon". imurrx is the new DM, and here's his post from the "Kramerland" thread...

http://www.therpgsite.com/showthread.php?t=13052&page=56

Quote from: imurrx

I have never DM (or GM if you prefer) before. I have always wanted to and have been mulling when and how I should do so. Well, it has passed.

Since Sacrificial Lamb moved over the past week, his life has been anything but normal. While I has helping him with the move, I talked about GM'ing. He was all for it and relived because he has so many thing to focus on. Also, since he hardly every places as a PC, this should be a fine respite.

Now, I have bought two adventure modules. Now, keep in mind that I picked these two larger modules so we can all alternate as DM's. The first one I bought is the Worlds Largest Dungeon. I figured that this would be a decent one to learn the whole mechanics of running the mechanics of the game with out too much plot and roleplaying for NPC. The other one was The Shackled City. I would rather play that one if I can get the handle better and we are happy with our PCs. The goal is to play one of these goals and rotate DM so we all do not get stuck.

Now, I had a few ideas how I would handle my first session. Everything I had wanted to do had failed or did not execute.

I am sure Sacrificial Lamb will do the journal of what happened. He has always done a fine job at it. I am going to post what I did right and what I did wrong. My posts will be more or less to learn from my mistakes and to improve.

Problems I encountered

First, I had been up for the whole day. I had gone to Staples bought some supplies. I wanted to print out the map of the dungeon out on magnetic paper, cut out each room and put it on a magnetic white board. This would the characters map to show where they have been at. We had a white board, but I bought a cutting board, X-acto knife #2, 8 sheets of magnetic paper and plain paper. I printed out the maps and proceeded to cut them out. Well, after 1 hour and 40 rooms of first 100, I stopped. I did not like how it turned out and I forgot to bring it to the session.

Second, I wanted to use Dwarven Forged dungeon tiles to handle the combat. We could not use it because Sacrificial Lamb had not finished moving and they were not readily available.

Third, we ended using 3D Virtual Table Top. It is a good app and I booted my HP Touchpad in CM9 and ran it from there (I was hoping to use my Touchpad for all reference and game docs. This was a positive point.

Fourth, we arrived latter than I though. I wanted to be at Meatlips house by 9pm and did not get there until half past. Sacrificial Lamb needed food and I can sympathize.

Fifth, I was exhausted. I had to guzzle down several cans of Diet Mountain Dew (yes diet). All the reading I have done with the WLD, I had a foggy recollection of the material.

Sixth, neither Sacrificial Lamb or Meatlips had not created characters. So they created them. That took time. We made some adjustments and looked up information for them to move the process along.

Seventh, I had decided to created a character (factotem) to help them along and move the game forward if we hit a snag. Unfortunately, my minmax gremlin inside of me took over. More later.


Now for my screw ups.

    So, now it is 1am and we finally start, and I drew a mental block how I would begin the game and how the PC's got to the dungeon. I botched it. I had mentally drafted a script and I did not implement it at all.
    I also missed a few things how the modules handles the entrance to the dungeon. Not much impact about the game but more for flavor and only really relevant at the exit of the dungeon when the characters are at 20th level.
    As for the game mechanics, I screwed up in two glaring errors. One, I accidentally jumped the gun when Meatlips character searched for a trap and failed. I accidentally assumed the trap went off when it should have not. So when he rolled for 1.5 points of damage, I rounded down for this one time. The other error was keeping initiative when the characters encountered the dark mantle. I should have been more attentive to that.
    I did not utilize the 3 orcs the PC encountered better. I could have them talk more about what is going on here. Along with that. I could describe the rooms and the style of the dungeon better.
    Now, there were a few other errors such has keeping track of time and some other stuff I cannot post because the PC's have yet to encounter them or they are events that are to come.


What I think I did well

    I created a Google spreadsheet with an online form to enter successful encounters the PC earned XP. It worked well, BTW, you guys have 700 xp. You are close leveling up.
    The next thing I did was using 3D Virtual Table top. I think did ok when it came to moving the game along.



What to work on

    Now, for the next session. I need to reread the upcoming rooms.
    I also need to better flesh out the NPC interactions with the players
    Utilize a notebook for initiatives, time keeping, and other in game notes
    Perhaps ditch my PC. I may tone him down. He was to be a human factotum, but I made him a dopliganger instead. I will probably revert back. may be a retcon or perhaps kill him off. The players will be bringing two more characters in the dungeon (they are lagging behind) and that new factotum be a guide for the.
    Address any other issues that the player's will post here.


Sorry for the long post.

Ok, for the record, imurrx.....you did fine. It was your first time DMing, and it was late and we were tired. I wasn't feeling too fantastic that night due to stress from the move. So...not a problem.

It took us time to get rolling, as we were micro-managing during the character creation process....and we were just really tired that night. We created new 1st-level characters, and when the session began, we had this:

=Player Characters=

* Arix (imurrx): Arix is a 1st-level Doppelganger Factotum. He disguises himself as a non-descript Human, and his true origins are a mystery, though he identifies himself to strangers by the name of "Iago".

* Snowden (MeatLips): Snowden is a 1st-level Drow Rogue. He is a skilled trapsmith, and despite his physical frailty, possesses near-supernatural agility.

* Fergus (Me): Fergus is a 1st-level Human Fighter. He is a fleet-footed warrior carrying an enormous tower shield with a goat's head emblem on it. He is a passable swordsman and locksmith.

To be continued...

8
The RPGPundit's Own Forum / The War Against Desborough and Chronicle City
« on: February 14, 2013, 04:16:47 PM »
Ok. Before I begin, I feel compelled to mention that I don't personally know James Desborough, and I haven't picked up any of his products, but this subject concerns me because it feels a lot like a "gaming censorship" issue. This type of subject matter is normally off my radar, but I discovered that James Desborough was recently hired as Creative Director at Chronicle City. This link to Postmortem Studios explains it in more detail:

http://postmortemstudios.wordpress.com/2013/02/13/joining-chronicle-city-full-time/

Chronicle City Expands
Chronicle City is expanding its operations with the hiring-on of James ‘Grim’ Desborough as the Creative Director of the company alongside its founder, Angus Abranson.

James will have particular focus on developing new intellectual properties for the company, overseeing product line development and moving forward with licensed properties as the company matures and develops.

“I am excited – and nervous – to be working for Chronicle City. I have known Angus a great many years and have worked for and with him in various guises in the past. I believe Chronicle City has the potential to become a driving force in modern role-playing and I relish the opportunity to work in other arenas such as card and board game development. I particularly hope to bring some innovation and attention to licensed properties and hope that I can bring some of my particular style and thought to everything that we do.” – James said.

James is an Origins Award winning writer and has worked for Wizards of the Coast, Steve Jackson Games, Cubicle 7 Entertainment and many others. He has been freelancing since the 1990s and has worked full-time with his own indie company, Postmortem Studios, since 2004.

“Chronicle City has a lot of plans this year, both with the expansion of our third party publishing programme as well as with licensing and in-house design of our own settings and game lines. Appointing James as Creative Director will give our own properties, and the licenses we’re working, on a dedicated overseer who can work day-to-day with our design teams and developers. James is the first fulltime appointment to the company and we have a few more team members to be announced in the coming weeks. 2013 is going to be a very interesting year for the company and I’m glad James has been able to join us for the journeys ahead.” – added Angus.

Chronicle City is a new British based games publisher set up by multi-award winning publisher Angus Abranson (ex-Cubicle 7; Leisure Games). Chronicle City are working with a number of companies and designers to publish their games, as well as designing their own role-playing, card and board games.


So I think....ok. A new gaming company. Cool, right? Wrong. :pundit:

I'm casually scanning through the verious posts over on RPGnet, and I stumble upon this clusterfuck of a thread:

James Desborough hired as Creative Director at Chronicle City: http://forum.rpg.net/showthread.php?675494-James-Desborough-hired-as-Creative-Director-at-Chronicle-City

The clusterfuck gets bad....real bad. I had totally forgotten that there was similar drama last year, so when people started carrying on about Desborough, as though he's the anti-Christ, and kept throwing around terms such as "misogyny" and "rape", I mistakenly assumed that he'd gone out and raped some actual women. I had to spend the past couple days to educate myself, and pore over posts from multiple websites, and even now....I still do not possess the full truth. So imagine how a casual observer will perceive this, and assume that Desborough is either a rapist, or at least pro-rape? :(

Here are the questions I have.

A.) Did the guy rape actual women?

Yes or no?

B.) Does he tell other men to rape other women?

Yes or no?

C.) Does he say that actual rape is a good thing?

Yes or no?

If the answer to these questions is "no" (which they probably are), then the moderators and posters of RPGnet have engaged in a campaign of slander and misinformation. That is fucked, right?

In the thread, Gareth-Michael Skarka is the lone voice of reason and dissent, and initially catches a seven-day ban (from Ettin), which was then upgraded to a perma-ban because of this comment:

Quote from: Gareth-Michael Skarka
Enjoy your lynch mob folks. I'll be climbing out of the cesspool now.


http://forum.rpg.net/showthread.php?675494-James-Desborough-hired-as-Creative-Director-at-Chronicle-City/page9

For perspective, here are similar threads I found from last year covering an incident like this. One was here on therpgsite:

The War Against Desborough and Mongoose Publishing: http://www.therpgsite.com/showthread.php?t=23210

And here are other threads from last year's incident on rpgnet:

http://forum.rpg.net/showthread.php?...ensorship-quot

http://forum.rpg.net/showthread.php?...-and-reactions

http://forum.rpg.net/showthread.php?...d-rape-culture

There are other posts on the somethingawful forums, as well as other sites, but finding anything useful is incredibly difficult.

Incidentally, Desborough's employer, Angus Abranson, was the only real gentleman in the thread, and he made everyone look really bad, though the other posters are blissfully unaware of it. :rolleyes:

This situation concerns me because it looks like people are resorting to the equivalent of "Internet bullying", slander, and misinformation in order to weasel their way around concerns of censorship, and masquerade as a "boycott".

Now I could be completely wrong, but I do remember now that some woman with the "Maladicta" handle started a petition in order to actual destroy Mongoose for previously hiring Desborough, and she shamelessly used lies and misquotes to do so. :mad:

Again....I could be wrong. Am I just totally mistaken? Or is the rpgnet hivemind slandering Desborough, and transforming a boycott of Chronicle City products into full-blown censorship? Furthermore, how will something like this affect the rpg industry?

It would be great to hear from someone who knows more about the issue than I do. There are hundreds of pages of posts on multiple websites, so I don't know what the heck to think. On the surface, it looks like James Desborough and Chronicle City are getting a raw deal here, but again....I don't know the full story. Thoughts, please..

9
Hi, guys! :) This is The Random Encounter Table Thread. It is particularly devoted to 1st Edition Advanced Dungeons & Dragons. This thread originated over at the Citadel (see my sig), but I'm going to be cross-posting it over here, and will likely add new Random Encounter Tables to both sites. The goal is to have a list of quick and easy encounters that DMs can use in their own campaigns. Certain things will be taken into account, such as:

* Time of day
* Wilderness area
* Arctic area
* Dungeon ecology
* Urban encounters
* Seasonal encounters (spring, winter, etc.)

Here's a random table created over at the Citadel. Assume it takes place during the day in the springtime. The site is near an ancient oak of immense size that is rumored to vastly increase both wizardly and druidic magic in its vicinity. Roll on it 1d6 times per day.

Wilderness Encounter Table

    * 01-04 Flock of 4d6 Ravens strutting around, picking at a carcass (AC 7; MV 1/36; HD 1/4; HP 2; #AT 1; DMG 1; SA 10% chance of inflicting eye loss; AL N; SZ S; XP 9)

    * 05-10 Brown Bear foraging for food at a stream (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight 1d4 rounds at 0 to -8 HP, dies at -9 HP; AL N; SZ L; XP 480)

    * 11-12 Green Dragon napping (AC 2; MV 9/24; HD 8; HP 40; #AT 3; DMG 1d6/1d6/2d10; SA 3/day breathe poison chlorine gas cloud 5" long, 4" wide, 3" high, dmg equal to dragon's HP, save for half damage; can radiate fear, targets save at +5; SD 60 ft infravision; detect hidden/invisible creatures within 5"; AL LE; SZ L; XP 1,575)

    * 13-14 Human Ranger of 6th level crouched in a tree (AC 8; MV 12, HP 42; #AT 1 or 2; DMG 1d8+2/1d8+8 against giant-class creatures [longsword +1] or 1d6 [shortbow]; STR 17, INT 13, WIS 15 DEX 11 CON 15, CHA 13; SA +6 DMG to giant-class creatures; SD 50% surprise others; only surprised on 1 in 6; tracking; AL NG; SZ M; XP 1,051; equipment: leather armor, longsword +1, dagger, handaxe, shortbow, quiver, 20 arrows, 3d10 gp, 3d10 sp, 5d10 cp)

    * 15-19 Hawk circling overhead (AC 6; MV 1/33; HD 1; HP 5; AT 3; DMG 1d2/1d2/1; SA 100 ft dive provides +2 to hit, and double damage for talons [no beak attack possible in dive]; beak attack has 25% chance of blinding an eye; AL N; SZ S; XP 23)

    * 20-23 1d4+1 squirrels fighting over a nut (AC 8; MV 9; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6)

    * 24-25 Human Druid of 7th level in a camouflaged tree house (AC 8; MV 12; HP 42; #AT 1; DMG 1d8+3 [scimitar +2] or 1d6+1 [spear]; STR 16, INT 13, WIS 16, DEX 9, CON 15, CHA 15; SD identify plants, animals, and pure water; pass through overgrown areas without leaving trail at normal MV; immunity to charm spells cat by woodland creatures; assume animal form 3/day; +2 save against fire and lightning; AL N, SZ M; XP 1,415; Spells: [1st-level: Animal Friendship, Detect Magic, Purify Water, Speak With Animals; 2nd-level: Charm Person or Mammal, Create Water, Cure Light Wounds, Feign Death; 3rd-level: Call Lightning, Plant Growth, Summon Insects; 4th-level: Cure Serious Wounds]; Equipment: leather armor, scimitar +2, spear, potion of green dragon control, dagger, mistletoe, 2d10+2 gp, 3d10+3 sp, 4d10+4 cp)

    * 26-35 Rainstorm, lasts for 1d6 hours, -2 penalty to d20 rolls, and -10% to other tasks when in the thick of it

    * 36-38 Large bee hive, has a 10% chance of attracting brown bear within 1d6 turns (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight for 1d4 rounds at 0 to -8 HP; AL N; SZ L; XP 480)

    * 39-42 1d6+2 Goblins passing through, armed with short bows and spears, their temperament is nervous and quiet (AC 6; MV 6; HD 1-1; HP 4; #AT 1 or 2; DMG 1d6 [spear] or 1d6 [shortbow]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, spear, shortbow, quiver, 12 arrows, 1d6 gp, 2d6 sp, 3d6 cp)

    * 43-46 Dryad, appears to be an elf maiden with flowers in her hair; 90% likely to be mistaken for beautiful elf maiden, unless the character is an Elf, Half-Elf, Ranger, or Druid; she hides unless she sees male PC with 16 or higher Charisma, in which case she becomes very friendly and helpful (AC 9; MV 12; HD 2; HP 10; #AT 1; DMG 1d4 [dagger]; SA charm person, save at -3, cast 3/day; SD dimension door to tree; AL N; SZ M; XP 93)

    * 47-48 Unattended campfire, still smoking, remnants of unfinished meal, broken sword on ground

    * 49-50 Elven Magic-User with black cat familiar, of 7th-level, avoids confrontation if possible (AC 8; MV 12; HP 20 [24]; #AT 1; DMG 1d4+1 [dagger +1] or 1d6 [staff]; STR 11, INT 17, WIS 9, DEX 15, CON 11, CHA 14; SA spells; +1 to hit with bows and with short sword or longsword; SD spells; 90% resistance to Sleep and Charm spells; find hidden portals [1 on d6 if passing within 10 ft of door; finds secret doors on 1-2 on d6 if actively searching; discovers concealed portals on 1-3 on d6]; 60 ft infravision; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal]; AL N; SZ M; XP 1,375; Spells: [1st-level: Detect Magic, Find Familiar, Magic Missile, Read Magic, Sleep; 2nd-level: Invisibility, Web, Wizard Lock; 3rd-level: Fly, Lightning Bolt; 4th-level: Dimension Door]; Equipment: Ring of Protection +1, dagger +1, staff, Potion of Healing, Potion of Invisibility, Scroll of Dimension Door, 6d10 gp, 6d10 sp, 10d10 cp; [cat familiar] AC 6; MV 15; HD 1/2; HP 4; #AT 2; DMG 1d2/1; SA rear claws for 1d2 dmg [if forepaw claw attack hits opponent]; surprise others 1-3 on d6; SD surprised on 1 on d6; AL N; SZ S; XP 15)

    * 51-52 Dozens of butterflies fly around the PCs, before passing by

    * 53-54 Goat with bell tied around its neck, bleating pitifully, very hungry, will follow PCs that feed it (AC 7; MV 15; HD 1+2; HP 7; #AT 1; DMG 1d3; SA charge [+2 to hit, +1d2 dmg]; AL N; SZ M; XP 42)

    * 55-56 Treant; normally hidden, but will aid injured characters; however, it becomes violent if PCs take an axe to living trees in its presence (AC 0; MV 12; HD 10; HP 50; #AT 2; DMG 3d6/3d6; SA animate trees within 6", inflict 1 point of structural dmg on fortifications; SD fire vulnerability [+4 AC penalty against fire attacks, save against fire attacks at -4, fire inflicts +1 HP/damage dice]; AL CG; SZ L; XP 3,250)

    * 57-58 Curious rabbit, will flee if PCs get closer than 10 feet, unless PC has Animal Empathy of some kind (AC 6; MV 18; HD 1/4; HP 2; #AT 1; DMG 1; AL N; SZ S; XP 7)

    * 59-64 1d6+2 Elven hunters, all 1st-level Fighters, armed with longswords and longbows, a bit arrogant, but will possibly aid friendly PCs (AC 6; MV 9; HP 7; #AT 1 or 2; DMG 1d8 [longsword] or 1d6 [longbow]; STR 13, INT 13, WIS 9, DEX 15, CON 11, CHA 11; SA +1 to hit with bows and with short sword or longsword; SD 90% resistance to Sleep and Charm spells; find hidden portals [1 on d6 if passing within 10 ft of door; finds secret doors on 1-2 on d6 if actively searching; discovers concealed portals on 1-3 on d6]; 60 ft infravision; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal]; AL CG; SZ M; XP 50; Equipment: studded leather armor, longsword, longbow, quiver, 20 arrows, dagger, 3d20 gp, 2d10 sp, 2d10 cp)

    * 65-66 Talking frog, formerly a Halfling Thief (levels 3), can still speak due to modified Polymorph spell, will beg for help, and promise almost anything for a way of undoing the curse (AC 7; MV 6; HP 12; #AT 1; DMG 1d2 [unarmed]; STR 9, INT 13, WIS 8, DEX 17, CON 11, CHA 13; SA back stabbing [double damage from behind]; SD +3 to saves vs wands, staves, rods, and spells; 30 ft infravision; direction sense [detect grade or slope in passage upwards or downwards 75%; determine direction 50%]; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal; thief abilities [PP 50%, OL 48%, F/RT 35%, MS 42%, HS 40%, HN 20%, CW 72%]; AL N; SZ S; XP 208)

    * 67-68 Group of 1d8 +4 skeletons armed with short swords, all guarding a well; something precious is in the well, though what that is, is for you to decide... (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d6 [short sword]; SD half damage from edged weapons; immune to Sleep, Charm, Hold, and cold spells; holy water inflicts upon it 2d4 dmg/vial; AL N; SZ M; XP 23)

    * 69-70 Unattended large pile of acorns

    * 71-73 Flock of 6d6 small assorted birds chattering incessantly, their presence is annoying enough to cause a -1 penalty to d20 rolls, and -5% penalty to percentile rolls (AC 7; MV 1/27; HD 1/4; HP 1; # AT 1; DMG 1; AL N; SZ S; XP 6)

    * 74-76 War party of 1d10+2 Orcs, irritable, hungry, and spoiling for a fight; armed with battleaxes and spears (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 1d8 [battleaxe] or 1d6 [spear]; AL LE; SZ M; XP 15; Equipment: studded leather armor, shield, battleaxe, spear, 1d6+1 gp, 1d6+2 sp, 1d6+3 cp)

    * 77-78 1d4+3 Wolves, curious, but only attacks in self-defense (AC 7; MV 18; HD 2+2; HP 12; #AT 1; DMG 1d4+1; AL N; SZ M; XP 71)

    * 79-80 Very strong windstorm, lasting for 2d6 turns; within it, creatures suffer a -2 penalty to d20 rolls, and -10% penalty to percentile rolls; a curious Air Elemental has a 10% chance of appearing during the storm (AC 2; MV 36; HD 8; HP 40; #AT 1; DMG 2d10; SA in aerial combat, +1 to hit, +2 dmg per dmg dice; whirlwind [truncated reverse cone, 2" bottom diameter, 6" top diameter, 8" height; kills creatures under 3 HD, inflicts 2d8 dmg on all other non-aerial creatures; takes 1 turn to create]; SD +2 or better weapon to hit; AL N; SZ L; XP 1,400)

    * 81-82 Hungry, but friendly dog, whines and begs for food (AC 6; MV 12; HD 2+2; HP 12; #AT 1; DMG 2d4; AL N; SZ M; XP 71)

    * 83-84 1d4 Centaurs, armed with short bows and spears, curious and cautious (AC 5; MV 18; HD 4; HP 20; #AT 2 or 2; DMG 1d6 [arrows] or 1d6 [hooves] and 1d6 [spear]; AL N; SZ L; XP 165; Equipment: short bow, quiver, 20 arrows, spear, 1d8 gp, 1d8 sp, 2d8 cp)

    * 85-86 1d4 raccoons; curious and bold, will approach non-hostile PCs, looking for food (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d3; AL N; SZ S; XP 15)

    * 87-88 1d4 Ogres, violent and cruel, but can be negotiated with, provided there are no elves in the party; armed with two-handed swords (AC 5; MV 9; HD 4+1; HP 21; #AT 1; DMG 1d10+2 [two-handed sword]; AL CE; SZ L; XP 195; Equipment: two-handed sword, 6d20 gp, 5d20 sp, 4d20 cp, 1d2 elven skulls)

    * 89-90 Moose grazing in the forest (AC 7; MV 15; HD 4; HP 20; #AT 2; DMG 1d6/1d6; SA charge [+2 to hit, 2d6 dmg]; AL N; SZ L; XP 165)

    * 91-92 Wild boar foraging for truffles, will viciously charge PCs that reach within 15 feet of it (AC 7; MV 15; HD 3+3; HP 18; #AT 1; DMG 3d4; SA fights for 1d4+1 rounds after reaching 0 to -6 HP, dies at -7 HP; AL N; SZ M; XP 157)

    * 93-94 1d12 skulls on a pole, all next to a small burial mound; using Speak With Dead on any of the skulls has a 5% chance of summoning an angry Ghost (AC 0/8; MV 9; HD 10; HP 50; #AT 1; DMG touch ages 10d4 years; SA if creatures see ghost, victims must save vs magic or age 10 years and flee in panic for 2d6 turns [clerics above 6th-level immune, humanoids above 8th-level receive +2 to save]; Magic jar within 6"; SD AC 8 on ethereal plane; when semi-materialized, AC 0, take half damage from silver/full damage from magic weapons; only attacked by spells in ethereal state, or by telepathy; AL LE; SZ M; XP 4,900)

    * 95-96 1d6 Deer cautiously making their way through the forest, will flee if PCs approach (AC 7; MV 18; HD 2; HP 10; #AT 1; DMG 1d6; AL N; SZ M; XP 40)

    * 97-98 Unusual notches cut into the side of some stones, shaped like runes; if touched, 10% chance of PCs triggering some form of Magic Mouth spell, curious Earth Elemental has 10% chance of appearing within 1d6 turns (AC 2; MV 6; HD 8; HP 40; #AT 1; DMG 4d8; SA -2 dmg per dmg dice against aerial opponents; inflicts 2d4 structural dmg against constructions on stone/earth; SD +2 or better weapon to hit; AL N; SZ L; XP 950)

    * 99-00 Small pond and stream, filled with salmon; brown bear has 10% chance of appearing within 1d12 turns (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight 1d4 rounds at 0 to -8 HP; AL N; SZ L; XP 480)


That should be sufficient for now. To be continued... ;)

10
Design, Development, and Gameplay / Enter The Labyrinth...
« on: October 30, 2011, 01:01:38 AM »


Hello. This is a thread chronicling the events of a new D&D 3.5 campaign just recently begun three weeks ago. I've been playing or DMing roleplaying games since 1982, though most of my gaming experience is with various iterations of Dungeons & Dragons. I have once again taken on the role of "Dungeon Master", and will use this campaign journal as a record of campaign events and treasure inventory.  So now let us enter the Labyrinth....

The Colorful Cast of Characters

* Horatio Tortolla (imurrx): Horatio is a 12th-level Human Artificer. He appears as an nondescript type, hiding a vast arsenal of magical and technological artillery. He retains his reasoned, scientific mind, and takes the cautious approach towards situations. He is the party's magical engineer and primary source of non-magical artillery. He also remains the primary source of magical identification.

* Kratos (imurrx): Kratos is a Warforged, which is an artificial golem-like being transported from the Eberron campaign setting. He's classed as a 7th-level Fighter/5nd-level Warforged Juggernaut, and could be classified as a walking, talking tank. His personality is rather gruff, though he can be reasoned with, and he is infinitely curious about other mechanized beings resembling himself.

* Dante (imurrx): Dante is a Human 7th-level Psychic Warrior. He is Lucy's twin brother, and is almost rabidly protective of her. Dante is a skilled unarmed combatant, with a wide array martial art skills at his disposal. More impressive about him, however, are his psionic powers, which enable him to read objects and see auras. He can even alter his physical form to some degree, though he only does so as a last resort...

* Lucy (MeatLips): Lucy is a 6th-level female Human Swordmaster. She is Dante's twin sister, and the first thing you'll notice is her almost unearthly beauty. The second thing you'll notice is that she's dumb as a fucking brick. Despite this, she has a kind nature, and is friendly and approachable. After all this, nobody meeting her would realize that she's an absolute hellcat with a sword, as many monsters and bloodthirsty thugs have learned, much to their sorrow....

* Rufus (MeatLips): Rufus is a 7th-level Human Monk. He is a gifted combatant, skilled in many forms of martial arts. However, the most startling thing about Rufus is the fact that he is the recipient of a most unusual curse, causing him to be transformed into a female whenever splashed by cold water! This bizarre effect can only be countered by warm or hot water. Needless to say, this makes his/her life extremely complicated... :o

* Meatlips (Me): Meatlips is a 6th-level Ikonian Watchdog Fighter. He is an unusual bulldog, being the recipient of a mutation granting him human intelligence and the ability to speak. Despite this mutation, he usually pretends to be an ordinary dog. At one point, he was a former wizard's familiar, and another time acted as a guard dog at Ashlahn Castle. Meatlips is a loyal friend to the PCs, and always looking for a tasty treat. :)



To be continued...

Ikonian Watchdog: (http://lambshack.proboards.com/index.cgi?board=threeplus&action=display&thread=24)

11
Hey, there! :) I'm starting this thread because I'm interested in coinage and trade goods in fantasy rpgs. We all know about the "traditional" coinage used in D&D. For example:

* Copper
* Silver
* Gold
* Platinum

In addition to these, I'm interested in minted coins of other metals, and am looking for ideas for names of coins drawn from history. I'm also curious about common trade goods that could be used in fantasy settings. Any ideas?

12
Design, Development, and Gameplay / Chapter of the Horned God
« on: June 13, 2011, 07:56:02 PM »
Greetings, gents! :) It is I, the Sacrificial Lamb again....and I'm starting another one of those campaign journals. I believe we'll be starting a new campaign tonight, with MeatLips/Senor Kramer taking over my duties as DM.



I'll just say it. I was experiencing total DM burnout. D&D 3.5 has a shitload of material to keep track of, and I was experiencing a colossal amount of irritation dealing with it. The game began to feel like work, and not a fun type of work. I would really prefer to DM a slightly more streamlined system than the one that we've been playing. Therefore, I have relegated myself to the role of player for our D&D 3.5 campaign (for now), and that's just fine with me. :)

That said, I still have some material to relay, in order to make things easier for our nouveau DM.....so let's begin, shall we? ;)

First, we'll begin with the admittedly huge cast of characters...

THE COLORFUL CAST OF PLAYER CHARACTERS

* Reven Tyge (Mutt): Reven is an 11th-level Dragon Shaman. His appearance is that of as a large, imposing, burly human wielding a well-crafted bastard sword. He's a skilled swordsman, but the true source of his strength lies in the wide array of bizarre, magical powers at his disposal, such as breathing fire, healing, breathing under water, and more. If something is flammable, he likes to burn it, if it wears a skirt, he likes to bang it, and if something is valuable, he likes to take it. That sure sounds like a Dragon to me...

* Horatio Tortolla (imurrx): Horatio is a 12th-level Human Artificer, also non-descript in appearance. He is calm, focused, and usually resorts to diplomacy when matters become stressed. His magical abilities are infusions, rather than spells, and thus, are usually useful when placed on Constructs or inanimate objects. Horatio continues to act as the party's magical engineer and primary source of non-magical artillery. He also remains our primary source of magical identification.

* Kratos (imurrx): Kratos is a Warforged, which is an artificial golem-like being transported from the Eberron campaign setting. He's classed as a 7th-level Fighter/5th-level Warforged Juggernaut, and could be classified as a walking, talking tank. Basically, he's renouncing his organic side, and becoming more truly a mechanical construct. As a (mostly) non-organic, he is perhaps the most unusual member of the group.

* Hrothgar (me): Hrothgar is an 11th-level Hierophant Battle Sorceror, appearing as an athletic Human armed with multiple weapons, though his primary weapon is an enchanted maul (large hammer), which he uses to crush his enemies. He's basically a variant Druid, with some arcane abilities (similar to a Sorceror), and he possesses a wide array of spells, such as artillery magic (Magic Missile, Flaming Sphere, Call Lightning), shaping spells (Wood Shape, Stone Shape), and healing magic (various Cure spells).

* Banjo (me): Banjo is an intelligent, wisecracking raven....acting as Hrothgar's familiar (companion familiar), and occasional comic relief. He still can't fight for shit, and is the constant recipient of verbal abuse from the rest of the group (they often threaten to eat him ), yet he remains a valuable member of the party. His speed, night vision, and flying ability all make him an excellent scout, and he's still an excellent conduit for many of Hrothgar's spells....

* Glint (Mutt): Glint is a 6th-level Grey Elven Dark Paladin. Though technically a holy warrior, he doesn't act like "holy" at all, preferring to stab monsters and greedily grasp every last scrap of treasure he can find. He has unusual powers...such as resistance to fire, Charm-based magic, and necromacy. He also has a limited form of regeneration, though these are not the full extent of his abilities. To the best of his knowledge, he derives his powers not from a god, but from some other unknown source of energy. Perhaps part of the reason for this is that he currently suffers from a limited form of amnesia, completely ignorant of his true name and origins, thus nicknaming himself "Glint" for the sake of basic conversation.

* Dante (imurrx): Dante is an 8th-level Human Psychic Warrior. He is Lucy's twin brother, and is almost rabidly protective of her. Dante is a skilled unarmed combatant, with a wide array martial art skills at his disposal. More impressive about him, however, are his psionic powers, which enable him to read objects and see auras...

* Lucy (MeatLips): Lucy is a 6th-level female Human Swordmaster. She is Dante's twin sister, and the first thing you'll notice about her is her almost unearthly beauty. The second thing you'll notice is that she's dumb as a fucking brick. Despite this, she has a kind nature, and is friendly and approachable. After all this, nobody meeting her would realize that she's an absolute hellcat with a sword, as many monsters and bloodthirsty thugs have learned, much to their sorrow....

* Rufus (MeatLips): Rufus is an ambiguously male 7th-level Human Monk afflicted with an odd curse, which transforms him into a female when he is splashed by cold water. The only way to undo the transformation is to be splashed by hot water. He also seems to be an overpowering magnet for the opposite sex, and is often the recipient of unwanted advances. Needless to say, his life is never boring...

Ok, and now here's a list of close allies of the PCs... :D

CLOSE ALLIES OF THE PLAYER CHARACTERS

* Jocelyn: Jocelyn is a lusty and highly temperamental dark-haired beauty with bright blue eyes. She was one Araith's concubines, and potential "brides-to-be". When Lucy was captured, Jocelyn was unbelievably rude, and seemingly ready to kill Lucy in order to win Araith's affections, though her behavior may have been influenced by a Charm effect placed upon her by Araith. During the PC's rescue attempt, Jocelyn appropriated Dante's intelligent sword, Sentinel, and fled from the melee, laughing like a lunatic. Lucy chased after her, and after a brief confrontation, managed to free Jocelyn from his magical Charm. The end result of this scenario was Jocelyn embracing Lucy in gratitude, and then kissing her passionately, which was something that Lucy seemed to like...very, very much. She currently travels with the PCs.

* Meatlips: Meatlips is an unusual bulldog. He's the recipient of a mutation granting him human intelligence and the ability to speak, though he usually pretends to be an ordinary dog. At one point, he was a former wizard's familiar, and another time acted as a guard dog at Ashlahn Castle. Meatlips is a loyal friend to the PCs, and always looking for a tasty treat.

* Karen: Karen is a woman originally met by a psychic named Rufus, and his friend, Max at Ashlahn Castle. Rufus became enchanted with her, considering the fact that she was the only woman he met who wasn't immediately smitten with him.

Rufus was recently reunited with Karen at the subterranean complex known as Darkhaven, where she was traveling in disguise. She was recently mauled and killed by a deranged Troll, and now Rufus seeks to find a way to revive her...

I'll add more to this journal later, but hey, Kramer-san. If you need some more background material for the campaign, check this out:

http://lambshack.proboards.com/index.cgi?board=threeplus

I have to be at Kramer-san's house within minutes, so I'll just write this quickly. This list provides a brief inventory of the PCs sojourn into Darkhaven....

MONSTERS DEFEATED..............................CHALLENGE RATING

* Wererats (12).........................................................2 (each)
* Dark Naga..............................................................8
* Troll.......................................................................5
* Wererats (8)...........................................................2 (each)
* Water Elemental......................................................5
* Cogs (2)................................................................3 (each)
* Thug......................................................................5

INVENTORY

ITEM.....................................................................................VALUE

* 10,000 gp
* 10,000 sp
* diamonds (30)...........................................................500 gp each
* Dagger of Venom......................................................8,302 gp
* emeralds (10)...........................................................500 each
* Black Box (magic, but unidentified)
* bags of runestones (2) (unidentified)

If I'm missing anything, please let me know. To be continued...

13
Media and Inspiration / Anyone Have Experience With Blogger?
« on: April 05, 2011, 01:09:45 AM »
Hey, guys. I don't know if this is the place to post this question, but I guess I need a little advice. I'm fooling around with Blogger to create my own rpg blog, and I'm terribly confused on how to use it. Right now....I'm just experimenting, and I may change everything.

I want to alter the layout, put links onto the side of the page, manipulate the templates, possibly alter the background, and more. Sadly, I am becoming increasingly frustrated, as I am what you'd call a total "n00b". Can anyone help? :(

the Lambchop

14
Hey, guys! :) I'm hoping you can provide me with a few ideas or point me towards some resources that might help me. I'd like to draw some truly awe-inspiring overland maps for my campaign.

I have no Photoshop skills, so I'll be drawing everything by hand. However, I'm still unsure of what's most appropriate for my needs. Should I use a hex grid, or rather a square grid for mapping? Which is "better"? Or more precisely, what are the strengths and weaknesses of using either type? Also....what scale should I be using? I eventually want to cover a large area, but I'm still a stickler for the smaller details. Where can I find some great sources of both hex and graph paper? I've seen normal graph paper in stores, but nothing that gets me excited, and I've been completely unable to find hex paper locally. There are online sources of both types of graph paper for me to copy with my printer, but I don't know how I feel about them.

I'm going to be delving big-time into cartography, so any input would be appreciated. :)

P.S. I'm currently fooling around with 1 inch square graph paper. It's not bad, but I'm still open to new ideas, as I'm considering a "sandbox campaign" for my group...

15
Design, Development, and Gameplay / Welcome to Kramerland Part III...
« on: October 22, 2010, 05:12:10 PM »


And so it begins...



...our hybrid AD&D campaign will now be a hybrid 3.x campaign. Our AD&D campaign is being converted to 3.x. The players will be using mostly 3.5 rules for character creation, though Mutt's character, Glint, will be created using custom rules explained below. Additionally, we're using a couple other products:

* GameMastery Critical Hit Deck: http://paizo.com/gameMastery/itemPacks/v5748btpy872f
* GameMastery Critical Fumble Deck: http://paizo.com/gameMastery/itemPacks/v5748btpy89mn

As a DM, I'm going to use a highly-streamlined version of the 3e rules for NPCs, because character creation for monsters and NPCs is a long, painstaking process, and I don't wish to spend every waking moment of my life preparing material for the game. This also won't make NPCs either stronger or weaker in combat, but just easier for me to adjudicate during play, so be warned...

Okay. Last week, Mutt had a cute little conniption fit because he didn't like how his character was converted to 3.x. Despite your irritating behavior last week, Mutt, I have decided to cut you some slack. Listed below is a conversion of your AD&D Skills & Powers character to 3.x rules. I covered practically everything there to the best of my ability, and spent many hours working on this, so there better not be any more complaints, pouting, or diaper-wetting. Take note that the produce flame spell does not seem to set people on fire in this system, and I'm having your character receive the base attack bonus of a Cleric, due to a desire to keep this class from being utterly ridiculous. There are no 90% immunities in this game, because actions and resistances are converted to a d20, so that stuff has been changed to a d20 modifier. Writing this took a great deal of effort....so if all this doesn't please you, Mutt, then honestly, I give up.

Anyway, this is neither a balanced class nor balanced race for 3.5, and both are in fact, more powerful than they should be, but I'm allowing you this much latitude, Mutt, because you don't have enough mastery over this game system to destroy my campaign, so I'm not particularly worried.

Even though I can copy and paste pure text, I don't know how to create tables on this site, nor do I know how to copy and paste the tables I wrote up in OpenOffice, so I'll just have to slightly modify and abbreviate what I wrote in OpenOffice. Here it is below...

GREY ELF TRAITS

[1.] +2 Dexterity, -2 Constitution: Grey Elves are more graceful, but less robust than Humans.
[2.] Medium: As Medium-sized creatures, Grey Elves have no modifiers due to their size.
[3.] Speed: Base land speed is 30 feet.
[4.] Immunities: Immunity to magic Sleep and Charm effects.
[5.] Infravision: Grey Elves are able to see in normal darkness up to 60 feet without light. Strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so Infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by Infravision.
[6.] Weapon Proficiency: Grey Elves receive the Martial Weapon Proficiency feats for the longsword, shortsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats, as they value the arts of swordplay and archery.
[7.] Weapon Expertise: Grey Elves receive a +1 bonus to attack rolls with the weapons listed above.
[8.] Stealth: +4 bonus to Hide and Move Silently checks when not wearing metal armor, unless it is an Elven Chain Shirt or Elven Chainmail.
[9.] Portal Awareness: A Grey Elf who merely passes within 10 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. He also receives a +4 bonus to Search checks when seeking secret or concealed doors.
[10.] Necromantic Resistance: Immunity to energy-draining, ability damage, and ability drain effects. Grey Elves also receive a +4 racial saving throw bonus against necromancy spells and effects.
[11.] Automatic Languages: Common, Draconic, and Elven.
[12.] Bonus Languages: Any (other than secret languages, such as Druidic).
[13.] Favored Class: Any.

DARK PALADIN

Dark Paladins have the following game statistics.

Abilities: Wisdom determines how powerful a spell you cast, how many spells  you can cast per day , and how hard those spells are to resist. A high Constitution score improves your Hit Points, and a high Charisma score improves your ability to turn undead.

Alignment:
Any.

Hit Die:
d12.

Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (none), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points at 1st Level:
(4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the Dark Paladin.

Weapon and Armor Proficiency:
You are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).

Aura (Ex): A Dark Paladin of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Dark Paladins who do not worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A Dark Paladin casts divine spells (the same type of spells available to a Cleric or Druid), which are drawn from his own spell list. Take note that his alignment might restrict him from casting certain spells opposed to his moral or ethical beliefs.

To prepare or cast a spell, a Dark Paladin must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0 level spells, Wis 11 for 1st level spells, and so on). The Difficulty Class for a saving throw against a Dark Paladin's spells is 10 + the spell level + plus the Dark Paladin's Wisdom modifier.

The Dark Paladin casts a limited number of spells of each level per day. Additionally, he receives bonus spells per day if he has a high Wisdom score. He does not acquire spells from books or scrolls, nor does he prepare them through study. Instead, he meditates or prays for spells, receiving them through mystic insight, strength of faith, or divine inspiration. The Dark Paladin may prepare and cast any spell on the Dark Paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Turn or Rebuke Undead (Su): Any Dark Paladin, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol.

A good Dark Paladin (or a neutral Dark Paladin who worships a good deity) can turn or destroy undead creatures. An evil Dark Paladin (or a neutral Dark Paladin who worships an evil deity) instead rebukes or commands such creatures. A neutral Dark Paladin of a neutral deity must choose whether his turning ability functions as that of a good Cleric or an evil Cleric. Once this choice is made, it cannot be reversed. A Dark Paladin may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Dark Paladin with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Weapon Focus:
You gain weapon focus, as a bonus feat.

Weapon Specialization:
You gain weapon specialization, as a bonus feat.

Signature Weapon: Choose one type of weapon, such as a longsword, or even an unarmed attack. This is your signature weapon, with which you are able to deliver more attacks per round. It provides you with an additional attack every round at your highest base attack bonus. The weapon must be one that you are proficient with.

Aura of Courage (Su): The Dark Paladin is immune to fear (magical or otherwise). Each ally within 10 feet of you gain a +4 morale bonus on saving throws against fear effects. This ability functions while you are conscious, but not if you are unconscious or dead.

Talent: A talent allows you to choose one of the following abilities at 1st level, 2nd level, and every two levels thereafter...

* Signature Weapon: You may gain the benefit of another signature weapon, in addition to the one you have now.

* Planar Ally (Sp): Once per day, you may use the equivalent of the planar ally, lesser spell, except that you may summon a creature equal to less than your Dark Paladin level plus two, and you pay no xp cost for doing so. Though this is a spell-like ability, it takes 10 minutes to summon the Elemental or Outsider, just like the spell. If you choose this ability more than once, then you can use it an additional time per day.

* Exotic Weapon Proficiency: You gain a bonus exotic weapon proficiency feat.

* Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).

* Identify (Sp): You may use up one of your daily turnings to use the equivalent of an identify spell, and doing so only requires a standard action.

* Regeneration (Sp): You gain something similar to a persistent regenerate light wounds spell that you may use only on yourself, though with some differences. Fire and acid deal normal damage to you, though if you lose a limb or body part, the lost portion regrows in one hour. You can reattach the severed member instantly by holding it to the stump. Damage dealt to you is treated as nonlethal damage, and you automatically cure yourself of nonlethal damage at a rate of 1 Hit Point per round.
Certain attack forms, typically fire and acid, deal damage to you normally; that sort of damage does not convert to nonlethal damage and so does not go away. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.
Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached. Regeneration does not restore hit points lost from starvation, thirst, or suffocation. Attack forms that do not deal hit point damage ignore regeneration. You must have a Constitution score to have the regeneration ability. You can increase your rate of regeneration by 1 Hit Point per round for every regeneration talent taken. If the power is dispelled or discharged, it can be activated again as a standard action one full minute later.

* Protection From Energy (Sp): You gain the equivalent of a persistant Protection From Energy spell that you may use only on yourself, as a spellcaster of your Dark Paladin level, but you must choose which type it protects you against, and the power will only protect you against that form of energy thereafter. The energy type cannot be changed, though a new energy type can be chosen when a new talent is chosen. If it is dispelled or discharged, it can be activated again as a standard action one full minute later.

* Trapfinding: Dark Paladins (and only Dark Paladins) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Dark Paladins (and only Dark Paladins) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Dark Paladin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

* Track: You gain track as a bonus feat.

* Extra Turning: You gain extra turning as a bonus feat.

* Obscure Knowledge (Ex): A Dark Paladin can make a special Obscure knowledge check with a bonus equal to his Dark Paladin level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful Obscure Knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Dark Paladin may not take 10 or take 20 on this check; this sort of knowledge is essentially random.


DC        Type of Knowledge
10             Common, known by at least a substantial minority of the local population.
20             Uncommon but available, known by only a few people legends.
25             Obscure, known by few, hard to come by.
30             Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Base Attack Bonus: As Cleric.
Saving Throws: As Sorceror.
Spell Progression: As 2e Priest from AD&D, with some extra zero-level spells thrown in, as shown below.

Level...Number of Zero Level Spells
1..........3
2..........4
3..........4
4..........5
5..........5
6..........5
7..........5
8..........5
9..........6
10........6
11.........6
12.........7
13.........7
14.........7
15.........7
16..........8
17..........8
18..........9
19..........10
20..........10

CLASS ABILITY PROGRESSION

1st level: Signature Weapon, Talent, Turn or Rebuke Undead
2nd level: Talent, Weapon Focus
3rd level: Aura of Courage
4th level: Talent, Weapon Specialization
6th level: Talent
8th level: Talent
10th level: Talent
12th level: Talent
14th level: Talent
16th level: Talent
18th level: Talent
20th level: Talent

DARK PALADIN SPELL LIST

0 LEVEL DARK PALADIN SPELLS (ORISONS)

Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Know Direction: You discern north.
Light: Object shines like a torch.
Message: Whispered conversation at distance.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.

1ST LEVEL DARK PALADIN SPELLS

Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Identify: Determines properties of magic item.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Regenerate Light Wounds: Regenerates 1d8 damage +1/level (max +5).
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.


2ND LEVEL DARK PALADIN SPELLS

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Chill Metal: Cold metal damages those who touch it.
Consecrate: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Fire Trap: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gentle Repose: Preserves one corpse.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Regenerate Moderate Wounds: Regenerates 2d8 damage +1/level (max +10).  
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.  
Shield Other: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.


3RD LEVEL DARK PALADIN SPELLS

Animate Dead:
Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.  
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Continual Flame: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. Radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding: Inscription harms those who pass it.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.      
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.  
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Regenerate Serious Wounds: Regenerates 3d8 damage +1/level (max +15).
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Sleet Storm: Hampers vision and movement.
Speak with Dead: Corpse answers one question/two levels.  
Stone Shape: Sculpts stone into any shape.  
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4TH LEVEL DARK PALADIN SPELLS

Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Discern Lies: Reveals deliberate falsehoods.
Divination: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Restoration: Restores level and ability score drains.
Scrying: Spies on subject from a distance.
Spell Immunity: Subject is immune to one spell per four levels.

5TH LEVEL DARK PALADIN SPELLS

Atonement: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Command, Greater: As command, but affects one subject/level.
Commune: Deity answers one yes-or-no question/level.
Control Winds: Change wind direction and speed.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow: Designates location as holy.  
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift: As many as eight subjects travel to another plane.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.  
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Stoneskin: Ignore 10 points of damage per attack.  
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
True Seeing: Lets you see all things as they really are.
Unhallow: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Stone: Creates a stone wall that can be shaped.


6TH LEVEL DARK PALADIN SPELLS
 
Banishment: Banishes 2 HD/level of extraplanar creatures.  
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Dream: Sends message to anyone sleeping.
Find the Path: Shows most direct way to a location.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Legend Lore: Lets you learn tales about a person, place, or thing.
Move Earth: Digs trenches and builds hills.
Nightmare: Sends vision dealing 1d10 damage, fatigue.  
Planar Ally: As lesser planar ally, but up to 12 HD.  
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.

7TH LEVEL DARK PALADIN SPELLS

Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.  
Destruction: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Fire Storm: Deals 1d6/level fire damage.  
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.  
Refuge: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Resurrection: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

SPELLS

Regenerate Light Wounds
Conjuration (Healing)
Level: Dark Paladin 1
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)

This spell remains dormant until the target is wounded. At that time, he heals back one point each round, starting immediately upon being wounded and again at that point in each following round, until the spell’s rolled limit is reached or the target is completely healed. Any points remaining when the target is completely healed are lost. In either case, the spell ends at that point.

Regenerate light wounds heals up to 1d8 points of damage +1 point per caster level (up to +5). If the creature to be affected is already wounded when the spell is cast, the regenerate light wounds spell immediately begins to function. No more than one regenerate wounds spell may be on a character at once. If a second is cast, the first is lost unless the first is of a higher category (see regenerate moderate wounds, et al).

Regenerate light wounds only lasts up to one hour per caster level. If it is not activated in that time, the spell is lost.

Regenerate Moderate Wounds
Conjuration (Healing)
Level: Dark Paladin 2
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)

This spell functions as regenerate light wounds, but heals 2d8 points of damage +1 point per caster level (up to +10). In addition if the target suffers a "bleeder" critical hit result while under the effects of this spell, it is lowered by one die.

Regenerate Serious Wounds
Conjuration (Healing)
Level: Dark Paladin 3
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)

This spell functions as regenerate light wounds, but heals 3d8 points of damage +1 point per caster level (up to +15). In addition if the target suffers a "bleeder" critical hit result while under the effects of this spell, it is lowered by two dice.

WEAPONS AND ARMOR

Lethean Giantkiller Blade: A Lethean Giantkiller Blade is a longsword specifically designed for killing gigantic monsters, inflicting 1d8 damage against Medium-sized and smaller creatures, and 1d12 damage against Large-sized and larger creatures. Creatures proficient with a longsword are always proficient with a Lethean Giantkiller Blade. These weapons are always masterwork weapons, providing a +1 enhancement bonus on attack rolls.

Martial Weapon: Lethean Giantkiller Blade
Cost: 915 gp
Dmg (S): 1d6/1d10
Dmg (M): 1d8/1d12
Critical: 19-20/x2
Range Increment: -
Weight: 4 lbs
Type: slashing

Elven Chain: Elven Chain is an armor designed by the Elves, who utilize a semi-mystical process to make the interlocking metal rings lighter and stronger, and make the armor more flexible. Such armor can only be designed by Elves or Half-Elves. There are two types of Elven Chain: a chain shirt and chainmail, and it can be enchanted, as it is automatically considered a masterwork item. Elves and Half-Elves with light armor proficiency have no arcane spell failure chance while wearing this armor. Elven Chain is rarely given or sold to non-Elves.

Light Armor: Elven Chain Shirt
Cost: 1,450 gp
Armor Bonus: +4
Maximum Dexterity Bonus: +6
Armor Check Penalty: +0
Arcane Spell Failure Chance: 0%/10%
Speed (30 ft): 30 ft
Speed (20 ft): 20 ft
Weight: 10 lbs

Light Armor: Elven Chainmail
Cost: 2,250 gp
Armor Bonus: +5
Maximum Dexterity Bonus: +4
Armor Check Penalty: +0
Arcane Spell Failure Chance: 0%/20%
Speed (30 ft): 30 ft
Speed (20 ft): 20 ft
Weight: 20 lbs

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