Parting Gifts




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  1. #1
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    Waghalter (Lvl 7)



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    Parting Gifts

    world
    In ancient times, the Nerull-worshipping northern continent of Sasog conquered the continent of Bylan. Around the same time, the Yaun-ti of Shar conquered the southern continent of Chovia. The elves of the continent of Cellon remained free but had their own problems with drow.

    After a long occupation, rebellions arose, led by the followers of the mysterious new goddess Serra. First Chovia, and then Bylan threw off the occupations with the mysterious aid of dragons (and the help of rampant infighting among the undead Sasoguese warlords) in what was then known as the Dragonwar but is now called the First World War. Bylan was unified into the mighty Bylan Empire for the first time in history.

    For hundred of years, the world lived in relative peace and prosperity. Then came the Second World War, in which Sasog and the Yaun-ti once again attacked Bylan and Chovia, while the drow simultaneously froze and darkened large areas of Cellon. Once again the dragons came to the aid of the humans of Chovia and Bylan, but this time the Sasoguese were well-prepared and fielded large numbers of powerful liches, constructs, and other undead. In the end, after great losses on all sides, the result was stalemate.

    The exhausted antagonists signed a peace treaty with the provisions that the Sasoguese, the Serrans, and the Yaun-ti must all withdraw from Bylan. Chovia was held by the Serrans and formally declared a Serran theocracy. Meanwhile, the elves of Cellon managed to reverse many of the effects of the Drow assault with the aid of another new goddess on the scene – Eilistraee - but the elves were left greatly weakened.

    Bylan is no longer united and much of it lies in ruins. There is little doubt that agents from all of the warring parties still operate on the continent, and many have deserted or been left behind either by accident or on purpose. While Bylan rebuilds, the outside powers compete for influence in preparation for the next war.

    Meanwhile, orcs and other humanoids are seizing the chance to throw off human rule and stake their own claims to land. In many places, half-orcs are being targeted as they are seen as partial to the enemy – risking civil war.



    Settonton is an inland city in Bylan that, until now, has been relatively untouched by the war as it had little millitary or political value.

    You are one of the greatest heroes of Bylan. You have fought in the war, and you have probably been killed by horrific monsters and brought back by True Ressurection to continue the fight more times than you care to remember. Your mind has probably been utterly dominated on more than one occasion, forcing you to kill for one side or the other. You now know that the Serrans are nearly as evil as the Nerullites, and many of them are undead as well. You know that there are fates worse than death, and there are some causes of death that no spell can undo.

    But all that is behind you now as you struggle to put Bylan back together and perhaps carve out your own kingdom. First, though, there is the little matter of those big monsters …

    A short scenario that might lead to a longer campaign.

    If interested, submit a character concept and class/level but don’t stat it up yet.

    Recruiting will remain open at least until 3/18/07. If there is not enough interest it will be cancelled; if there are many submissions, I will choose about four.

    20th level, wealth 500,000 gp (any form), 200,000 xp. 32 point buy (+ level-ups). Max hp at 1st level, (average + .5) for each HD after that. No LA > 0 races or templates.

    Sources allowed: 3.5 PHB, DMG, MM, certain selections (ask) from books I have: Heroes of Horror, Heroes of Battle, Frostburn, BoVD, Libris Mortis, Lords of Madness, homebrew (necromantic magic, skeleton or zombie master)

    Many house rules in effect.

    house rules
    The rules are based on the 3.5 edition SRD unless otherwise noted.

    Initiative:
    Initiave will alternate between PCs and NPCs. The highest initiative determines which group goes first. When PCs can act, players can post in any order and the events will be resolved in that order until all PCs have acted or the time limit expires (usually 2 days after the last player post), in which case the NPCs will get to act even if not all PCs have acted. This is to save time in a Play by Post game.

    When a player posts, actions should be posted for all of the creatures he controls, such as a cohort or familiar. Only the player’s actual PC gets a roll for initiative except in special situations.

    Magic items:

    Custom magic items built according to DMG rules may be allowed (ask).

    Spells with metamagic feats applied can be incorporated into potions, wands, etc. and for pricing and limits count as spells of the level needed to cast it. For example a wand of maximized magic missiles would be priced as a wand with a 4th level spell in it. You don’t need the metamagic feat to use the wand, but you do need it to craft one.

    Spells:

    - no summon (monster/nature’s ally) spells

    - Some higher level spells are modified or nerfed:
    (Gate will be nerfed (no summoning); simulacrum, clone, astral projection, polymorph any object, anti-magic field will not be used at all; timestop will be replaced; shapechange does not give (su) abilities other than breath weapons.)

    - Holy Word, Blasphemy, Dictum, Word of Chaos allow a Will save.
    - Non-intelligent undead get a Will save vs. spells that allow one for other undead.
    - Ray of enfeeblement: Fort negates
    - For teleportation, a familiar and its master count as one creature of whichever size is larger

    Spell Stream (replaces Time Stop)
    Transmutation
    Level: Sor/Wiz 9, Trickery 9
    Components: V
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: instantaneous
    You can immediately cast 1d4+1 additional spells, spell-like abilities (including uses of magic items), and/or supernatural abilities that require an action to use of one full round or a standard or move action, and a like number of spells or abilities that require a free action to use (such as quickened spells). Not all spells and effects can be cast this way: new castings of this spell, and any spells or abilities that have an instantaneous duration (othan than cast on yourself, or an abjuration such as dispel magic) or explicitly target creatures (other than cast on yourself) or require an attack roll fail and are lost. You can use this to cast spells on yourself that normally require a touch. You choose each spell in turn (alternating between standard/full round and free actions) and find out what the limit is when you reach it.

    (Why? The distinction between creatures, attended objects, and unattended objects never made sense (what sizable object has no insects on it?); and for many reasons of physics, the way the time stop spell works makes no sense. This is a nerf, since you can’t move or do other things, but not too bad for a spellcaster.)

    Outsiders:
    - PHB gods, minus Vecna, plus Serra and Elistraee. Cuthbert is not called “saint”.

    - Creatures with (su) DR (/magic, /epic, or /alignment) can hit incorporeal creatures (as magic weapons do, with 50% miss chance)

    - Outsiders w/spell-like abilities get prestidigitation at will, no teleport or summon spell-like abilities

    - Planetouched is a template and can be gained as a divine favor

    Undead:
    Only skeletons and zombies result from create spawn. Most undead are templates.

    General:

    - Creatures lose 2% of xp/year; this can be countered by training
    - MW bonus to hit stacks with magic enhancement bonus
    - When sleeping, to wake up from hearing noise make a listen check with a -10 circumstance penalty and if you wake up you can act the following round. If prone spend a MEA to get up.
    - A paladin's warhorse can NOT be summoned, and does not disappear.
    - Dust of sneezing and choking is very overpowered and will not be allowed.
    - Regeneration is replaced by Fast Healing; it still does not work on damage caused by the specified attack forms.

    Feats:

    - the feats Cleave, Great Cleave and Whirlwind Attack will not be used

    - The feat Improved Precise Shot makes no sense and will not be used. (It allows you to ignore cover bonus to AC. That makes no sense because cover, armor, and size bonuses all should work in the exact same way - they reduce the size of the vulnerable area. Rangers replace this with a bonus feat.)

    - The feat Improved Toughness is allowed. (requires base Fort save of +2; give +1 hp/HD)

    - Skill Bifocus Feat: Gives +2 to any 2 skills. Can be taken multiple times, but does not stack with itself or other feats that give +2 to 2 skills.

    - Prodigious Animator Feat: The 20 HD limit for skeletons and zombies when casting Animate Dead is removed. Also, a 1st level spell, Animate Lesser Dead, is on your spell list for a cleric, wizard, sorcerer, or dread necromancer. This spell allows you to animate a single skeleton or zombie of 2 HD or less, requires a 50 gp black onyx, and allows you to control at least one such undead or up to 1 HD of such undead per caster level, in addition to any you animate with the regular Animate Dead spell.


    Splatbooks:

    - Some material from the BoVD, from Libris Mortis, and from other books is allowed, especially spells and magic items, but on a case-by-case basis.

    The following overpowered BoVD spells are definitely NOT allowed:
    *Lahm's Finger Darts spell (aka Dragonslayer with no save 2nd level spell)
    *Masochism and Sadism spells (aka get +20 or more to attack and damage with a 2nd level spell)
    *Using Bestow Curse to cause blindness and deafness
    *anything else I missed that is way overpowered

    - The spell no light from BoVD is overpowered for a 0th level spell, but I will allow it as a 3rd level spell. (It's like darkness, but does not block infravision or light from a magical source; 1 min/level. Useless in many cases, but very good vs. those pesky nonspellcasting humans.)

    Rule Clarifications:

    - The contents of a bag of holding don't count towards the limits of teleportation, though the weight of the bag does.

    - A loremaster must explicitly choose to study a particular item in order to identify it, which is usually noticable and takes 1 hour as per the spell. Shorter study may produce incorrect results.

    - these rules may be modified as needed


    new magic items
    Ring of Mind Blank:
    The wearer has continuous Mind Blank as the spell. CL 17. Price: 200,000 gp. Requires Forge Ring, Mind Blank.

    Ring of Tongues:
    These rings were developed recently to aid in espionage missions. The wearer has continuous Tongues ability as the spell. CL 5. Price: 20,000 gp. Requires Forge Ring, Tongues.

    Ring of Death Ward:
    The wearer has a continuous Death Ward as the spell. CL 7. Price: 120,000 gp. Requires Forge Ring, Death Ward.

    Ring of Undead Toughness:
    If worn by an undead, it grants a profane bonus of +3 on saving throws and +3 hp/HD. It does not stack with the Unholy Toughness special quality. Caster level 17, strong necromancy, price 72,000 gp; requires Forge Ring, Desecrate, and Miracle or Wish.

    Amulet of Proof Against Disintegration:
    The wearer of this amulet is protected from disintegration as long as the power of the amulet holds out. The wearer always makes his saving throw against disintegrate spells and similar spells, abilities, and effects; in addition, the amulet absorbs the remaining damage the wearer would take on a successful saving throw. However, if the amulet absorbs more than 40 points of damage that way, it disintegrates and any remaining damage is taken by the wearer, who would disintegrate if that brings him to 0 hp or below. The amulet can be recharged by casting disintegrate spells or spell-like abilities while holding the amulet; instead of producing a disintegration ray, this recharges the amulet by 5d6 points.
    Caster level 13, strong abjuration; requires disintegrate, limited wish. Price 90,000 gp, cost 30,000 gp + 500 xp.

    Mirror of Dismembering and Remembering:
    The holder of this finely crafted silver mirror can cast Spiritual Weapon up to 3/day, which will produce a scimitar (1d8+3, crit 18/x2).
    It can be commanded to remember a scene of up to 10 minutes of time. It requires concentration to make the mirror continue remembering the scene; this takes a move action each round. Each scene can be named when it is first commanded to remember, in order to show a specific one. Another command can be used to show that scene as it was reflected in the mirror. There is also a command to erase the memory of a scene. It can remember up to 10 scenes; after this, it will forget a random scene in order to remember a new one. It will show a random one unless a correctly named scene to show is specified.
    When showing a scene, sounds from that scene are produced as well. It is possible to make Spot or Listen checks to notice things in a scene when watching the scene in the mirror, but with a –4 penalty, and a maximum check result of 25.
    Caster level 10; moderate evocation; requires spiritual weapon, modify memory. Price 20,000 gp.

    Animating skull:
    Upon command while being held, the skull animates as per a skull spell (see below). Anyone who knows the command phrase can use it, but it only works once. Caster level 1, price: 50 gp

    Amulet of unlife protection:
    This necklace amulet, sometimes appearing as a silver skull, makes the wearer immune to clerical turning or rebuking. It also makes the wearer immune to the disruption effect of disrupting weapons, destruction (except by damage) due to arrows of undead slaying, the unlifestriking weapon property, and to the spells command undead, control undead and undeath to death. Caster level 17, price 90,000 gp

    Cloak of Greater turn resistance:
    This cloak adds +8 turn resistance that stacks with all other sources of turn resistance except similar unnamed bonuses from magical items. Caster level 15, price 44,000 gp

    Positive/Negative Energy Sink amulet:
    This amulet can hold up to its hp limit worth of negative or positive energy. It can absorb either type of energy until this limit is exceeded, and any excess carries over to the wearer. For example, if it starts with 50 hp of positive energy, and the wearer is hit by a negative energy attack that would normally do 120 hp of damage, the amulet ends up charged with 50 hp of negative energy and the wearer takes the remaining 20 hp of damage. To change the charge it is necessary to put positive or negative energy into the amulet, such as from cure spells. If the wearer is hit by a negative energy attack that inflicts negative levels instead of hp damage, the amulet provides no protection.
    Caster level 11, moderate conjuration, moderate necromancy. Price: Lesser Amulet (25 hp limit) 40,000 gp, Greater Amulet (50 hp limit) 80,000 gp. Requires Craft Wondrous Item, Heal, Harm.

    Renewable Robe of Bones:
    Similar to an ordinary Robe of Bones, this simple robe has small embroidered figures of undead which only the wearer can see. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature. The skeleton or zombie is under the control of the wearer of the robe, as if the wearer had animated it, but a maximum of 4 undead can be controlled this way. (Previously controlled undead become uncontrolled if more are created. This does not count against a spellcaster's normal limit of controlled undead.)
    A new robe of this type has two human skeletons and two human zombies stored in it. The real advantage of this robe is that it can be "recharged" up to 4/day simply by wrapping the robe around a dead skeleton or corpse of medium or small size. After 1 minute, the skeleton or corpse vanishes and appears as a new figure on the robe. The robe can hold a maximum of 4 undead.
    Another property of the robe that can be a powerful way to hide or transport items is that any clothing or equipment worn by the skeleton or corpse, other than artifacts, is stored along with the undead. If the robe is destroyed, all 4 undead are automatically released, along with their equipment.
    Strong necromancy [evil]; CL 15th; Craft Wondrous Item, animate dead, secret chest; Price 20,000 gp; Weight 1 lb.

    Unlifestriking weapon property:
    This weapon can cause precision-based damage to undead, such as sneak attacks and critical hits. It has no effect if if the undead was immune to that in life (such as undead plants) or composite (such as a nightshade). Cost: +3 bonus equivalent. Requires Undeath to Death, Spark of Life (Libris Mortis).

    Items from Dead Life


    new spells
    Skull: Necromancy
    Level: Clr 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 action
    Range: Touch
    Effect: Animated skull
    Duration: 5 minutes/level

    Animates an unattached, dead skull from a medium sized creature. The skull is an undead creature with 1d6 hit points, can fly at speed 10’, has an AC of 16, and can attack with a bite (+4 attack bonus, 1d4 damage). It has turn resistance equal to 2 + the caster level.

    The animator can control the skull, but he can also allow another to control it. The controller must also be in contact with the skull when it is animated, and the animator must also touch the controller during the casting of the spell (not continuously, just at a certain point in the ritual).

    The skull moves as directed by the controller. Such commands are telepathic and can be made as a free action, but are limited to one round of movement and attack/peace. If commanded to attack, it attacks any creature it sees within 5’, except for the controller, and attacks until instructed otherwise. It always moves silently.

    Diminutive undead: ½ d12, AC 16 (+4 size, +2 natural), att bite +4 (+4 size), dam 1d4; init +4 (+4 improved init); (S 10, I 1, D 10, W 10, C -, Ch 1), move: fly 10’ (perfect), face/reach 1’x1’/0’; saves: fort +0, ref +0, will +2; align NE; SQ undead qualities, darkvision, TR 3; skill: spot +3; feat: improved initiative


    Suppress Stench
    Transmutation
    Level: Clr 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature or corpse
    Duration: 10 minutes per level
    Saving Throw: Will negates
    Spell Resistance: Yes

    The target produces no odor for the duration of the spell. This eliminates the stench effects produced by creatures such as ghasts, and makes it easier for undead to blend in with living creatures.
    Material Component: A rose petal.
    This spell can be made permanent (min CL 9, xp cost 500).


    Tanglefoot glob
    Conjuration (Creation)
    Level: Sor/Wiz 2, Clr 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or two globs
    Duration: 1d6 rounds + 1 round/caster level (max +10)
    Saving Throw: Reflex partial
    Spell Resistance: No

    A glob of sticky brown goo flies from your hand towards a target. You must succeed at a ranged touch attack to hit the target. You produce a 2nd glob if your caster level is at least 9. The globs may be aimed at the same target or different targets.

    The goo then entangles the target and becomes tough and resilient. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity (note: penalties from more than one glob or tanglefoot bag don’t stack), and must make a Reflex save or be glued to the floor (for each glob that hits), unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected. A flying creature is not stuck to the floor, but it must make a Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. The glob does not function underwater.

    A creature that is glued to the floor (or unable to fly) can break free by making a Strength check (vs. the spell’s DC) or by dealing damage to the goo equal to 12 + caster level (max 20) with a slashing weapon. For 2 or more globs, the damage needed is double that for one glob. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell with somatic components. The goo disintegrates when the spell expires. An application of universal solvent to a stuck creature dissolves the goo immediately.
    Material Component: A spiderweb.


    Let the Dead Rest
    Necromancy
    Level: Clr 5
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 corpse
    Duration: 1d6 rounds
    Saving Throw: None
    Spell Resistance: No

    This spell has two effects. First, the corpse touched can not be brought back to life or turned into an undead during the spell’s duration; such attempts simply fail.

    In addition, if the corpse has been subject to a create spawn ability that would cause it to rise as an undead, that effect is dispelled.
    Last edited by kinem; Saturday, 15th September, 2007 at 10:16 PM.

 

  • #2
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    no Completes? How about Book of Exalted Deeds? It's the counter-point to BoVD, and if we're supposed to be heroes, wouldn't it make more sense? There's not too much in BoVD that heroes can use in a campaign.
    Intelligence is the capacity to understand old Ideas.
    Imagination is the ability to come up with New Ideas.

    Eagles may soar, but Weasels don't get sucked into jet engines.

    This isn't evil! You're just a bunch of NERDS!

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    I don't have the Completes or BoED. Also, it's a dark campaign world, where heroes don't have it easy to say the least. There are many who have fallen; there are some who still survive. Maybe at 20th level you can

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    The darker the world, the more heroic the good guys should be. I'm not saying I don't like the idea, it's just that most of those books are built for badguys, not heroes. If it were an evil campaign it'd be much easier. As is it's basically Core, which is fine, it just seems like more when you look at the long list of books then realize 'oh.. we're supposed to be good guys'

    That said, i DO have a character concept to run by you that may work...
    Intelligence is the capacity to understand old Ideas.
    Imagination is the ability to come up with New Ideas.

    Eagles may soar, but Weasels don't get sucked into jet engines.

    This isn't evil! You're just a bunch of NERDS!

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    I'll Throw my hat into the arena:

    Thurgan Deneval was sold to the side show at a young age. It sounds cruel, but being a half orc the side show offered some protection, but it wasn't his orc heritage that made him an attraction. Somewhere in Thurgan's ancestory there was a half-dragon and Thurgan bore the marks. They weren't large things, a patch of light scales, tiny horns, but with a little preperation and a little theatricallity he became "Dragon Boy!" The side show may appear to be a cruel place, but Mergus Deneval ran it like a family, even giving the boy his name.

    Unfortunately war came and the sideshow was caught in the wrong place at the wrong time. Thurgan survived, but he was forced to flee. Unaccepted in the human lands, he lived among the orcs long enough to learn the art of war.

    In places the war was bad enough that they were willing to accept any help, even that of a half orc. He began to make a name for himself with his heroics and great strength. He also drew the attention of Xirzian'thelex a dragon who had come to aid humanity.

    Xirzian'thelex approached Thurgan and offered to show him how to awaken his draconic heritage. It was an offer that Thurgan, after seeing what a dragon was capable of, could not refuse. He spent a large portion of the war fighting side by side with the dragon and learning.

    All things end and the end of the war came as a relief. Xirzian'thelex returned to his lair, promising to return if he was ever needed again. Thurgan had explored his orcish heritage and his draconic, he now went to explore his human heritage and help rebuild a shattered continent.

    Thurgan Deneval
    Half-Orc
    1 Bard/9 Barbarian/10 Dragon Disciple

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    Jemal: Those are the books I was interested in enough to buy, if that tells you anything about me

    Wrahn: cool

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    Quote Originally Posted by kinem
    Jemal: Those are the books I was interested in enough to buy, if that tells you anything about me
    That you're a sick twisted Killer DM? 'sokay.

    Will get my char. concept to you shortly.
    Last edited by Jemal; Saturday, 10th March, 2007 at 11:19 PM.
    Intelligence is the capacity to understand old Ideas.
    Imagination is the ability to come up with New Ideas.

    Eagles may soar, but Weasels don't get sucked into jet engines.

    This isn't evil! You're just a bunch of NERDS!

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    I can't believe there isn't more interest in this!!

    Char concepts :
    Paladin/Monk/Duelist/shadowdancer
    OR
    Ranger/Sorc/Horizon Walker/Arcane Archer

    Got some interesting ideas for both, not sure which to flesh out though.


    *BTW, one thing i had to point out cuz i laughed out loud when I read it.
    Per your new magic items thing... The mirror of dismembering and remembering.
    dismember isn't the opposite of remember, it means the removal of a limb or other body part.

    I need to get a mirror of dismembering.
    Intelligence is the capacity to understand old Ideas.
    Imagination is the ability to come up with New Ideas.

    Eagles may soar, but Weasels don't get sucked into jet engines.

    This isn't evil! You're just a bunch of NERDS!

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    My communities:

    There has been a rush of interesting games on the board recently, so that may be a factor.

    What's different about this game is I'll try to set it up to avoid PBP-bogdown. That's why it's 'a short scenario' and why players can post their actions in combat in any order. That huge module or adventure path may be cool, but in practice, it will take months of PBP just to get past the first section of it and by then peoples' RL situations may be changing and they could start dropping out.

    Jemal, either char sounds fine, so let's see those interesting ideas

    The mirror's name is a little pun, yes, but it refers also to the spiritual weapon (scimitar) you can cast with it. My idea originally was that - if I ever run the Tomb of Horrors - an annoying NPC bard can accompany a party and use the mirror to make a 'documentary' of their amazing adventures, while the spiritual weapon supposedly keeps him from being completely useless

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    I'd be interested in playing a 20th level Dread Necromancer. Basically he would have been used to animate and command undead legions on behalf of his masters. Now that he has finally completed his transformation into a Lich, he is further bound to do their will due to them possessing his phylactery.
    I don't suffer from insanity, I enjoy every moment of it.

    PBP Games:
    Active Games
    Rhun's Omega ToEE Game: IC OOC RG
    Prisoners: IC OOC RG
    Epic Mortal Kombat: IC OOC RG
    Tales of a Black Dragon: IC OOC Vorax

    Games I'm DMing
    Dragonlance - Adventures in the Age of Despair: IC OOC RG
    Forgotten Realms - Adventures in Cormyr: IC OOC RG
    Forgotten Realms - RttToEE Agents of the Yaun-Ti: IC OOC RG
    Mystara - Mystaran Adventures: IC OOC RG

    Inactive/Retired games

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