[GRIM TALES] Dragonslayers

Lobo Lurker

First Post
I'm probing for interest here.

Dragonslayer Game:
PCs are novice dragonslayers. They begin by necessity and continue becuase of charity & treasure.

I see this mainly as a cheap, fun, hack 'n slash with some roleplay as well ('cause that can be fun too... really... no, seriously).


The problem with Rangers (PrC):
The dragons use half-dragon offspring rangers in order to hunt down humans in the region (often with magic weapons). Spies and informants are always on the lookout for rangers & higher level individuals. Those individuals are then kidnapped and no one knows what happens to them afterwards.


Communications: Passing goblin traders offer skuttlebutt for free and often transport news, rumors, mail along thier trade routes. Settlements tend to be about one or two days dragonflights from eachother.


Economy: Initial locations - Silver standard. Simple weapons cost thier gp amount in silver. Martial weapons cost thier gold cost. Exotic weapons cost 2x thier gold cost. Metal armors cost 2x normal cost and are subject to availability. Heavy Armors not available initially.

Code:
[b]Ruleset(s)[/b]:		Grim Tales
[b]Starting Level[/b]:	5th? (I'll notify upon level gain)
[b]Starting Wealth[/b]:	1500gp (yes, I'm aware this is a pittance; you're poor)
[b]Char-Generation[/b]:	28 pt. buy
			PCs should be human unless they can come up with a
			plausible reason to be another race.
[b]Massive Damage[/b]:	10 + Con modifier + 1/2 armor or natural armor
[b]Spell Burn Die[/b]:	D6; attribute modifier applies to caster level checks
[b]Would-be[/b]		Int - Max spell level determination
  [b]Spellcasters[/b]:	Wis - Burn Resistance
			Cha - DC determination

Adventuring motivation: You're rising in level and ability. People are starting to notice. Soon, the elders feel that the Hunters will come for you soon.


Dragons: 400 years ago the dragons launched a sudden and massive attack on the free races of the world. With the absence of the elves there weren't enough powerful beings in the world to combat this takeover. Entire civilizations were reduced to feudalism and barbarism. With all the large cities and centers of learning destroyed, the dragons sat back and divy'd up the land between themselves. It is uncertain what the dragons have gained from thier near-wholesale destruction of civilization, but it is known that they zealously cull thier human (and goblinoid) herds with strange, dragonblooded offspring forming the core of thier roving hunting band's commanders.



Dwarves: Mightily talented artisans and engineers. Dwarves hide sequestered
in thier massive mountain halls. Such is thier defenses that the dragons have been thus far unable to enslave the dwarves. Dwarves are uncomfortable around magic (both divine and arcane) due ancient cultural mores and thier general inability to weild it.
Code:
   [[b]RACIAL TRAITS[/b]] Master Craftsmen (+2 to all crafting checks, select
	any crafting skill and gain 4 ranks in it at level 1). +2 save vs. 
	Poison, +2 save vs. Disease, +2 save vs. Magic, +4 on saves vs. 
	Death from massive damage, +2 Str/-2 Dex, lowlight vision



Elves:
* The fey race of elves has been locked away from creation for over a millenia. Thier ravages were legendary, as were thier works of magic and acts of charity. In the end, thier chaotic ways lead to the destruction of the ancient empires and the free races threw off the yoke of Elvish 'rule'.
* As Humans regard exceptionally intelligent primates, the elves view the other intelligent races.
* Locked away by Gnomish magics, the free peoples exiled the Elves to the shadowlands between the worlds. Good, Evil, Lawful, & Chaotic, Elves universally yearn to return to a time when they were the undisputed masters of all creation. The odd elf may not share this goal but to publicly make such a statement would mean sure death from the evilly alined elves.


Gnomes: The most magically inclined/knowledgeable of all the free races. If you've read A Game of Thrones (A song of Ice & Fire) they're like Maesters.
Gnomish libraries are the center of thier culture. Gnomes don't really worship any gods per se... but they have priests and revere knowledge & magic for it's own sake.
Code:
   [[b]RACIAL TRAITS[/b]] +2 Int/-2 Str, size small, lowlight vision, +2 to all
      Caster Level Checks, Education (pick any two knowledges, gain 4 ranks
      in each at first level).


Humans: The most numerous & commonly encountered of the free races. Many
varieties, just like on earth. Some are religious, some aren't. Some are violent, some aren't.


Halflings: I couldn't really think of anything to do with these guys. Haven't decided if they exist or not.


Goblins: short, green, & spindly. Goblins are a numerous race of traders and merchants. A fair number of them maintain a warrior tradition while others focus on arcane arts. Goblins may not be the best spellcasters out there, but they are responsible for many of the enchanted items currently making thier way around the world.
Goblins tend to shun divine magic in favor of arcane magic as, culturally, they view it as a backwards form of magic practiced by thier hopelessly anacronistic orcish brothers.
Code:
    [[b]TRAITS[/b]] Small, +2 Dex/-2 Str, +4 racial bonus to sneak checks, 
	Darkvision 60', +2 Bluff/Diplomacy/Sense Motive checks


Orcs: Orcs possess a nomadic warrior culture organized by tribe. Orcs share
an animistic faith lead by shamans. Arcane magic is generally despised by orkish warriors due to superstitions they hold about their goblin brothers. * DM note: almost all orcs possess the elite stat array. * DM note: Orcs are goblinoids.
Code:
    [[b]TRAITS[/b]] Medium; +2 Con/-2 Int/-2 Cha; +2 Intimidate checks; 
	+1 competance bonus to Attack rolls & AC due to extensive, 
	lifelong training, Martial Weapon Proficiency feat at level one, 
	Darkvision 60'


Trolls: Akin to massive, stupid goblins, Trolls eek out subsistance level existances. Being that they are kinfolk to both Orks and Goblins, either of those races will usually welcome a Troll as a laborer or indentured guardian. Trolls are enourmous, gangly beings with a green to blue skin tone and oversized jaws, hands, and feet.
Code:
    [[b]TRAITS[/b]] Fast Healing 3, Medium size, +6 Str/+4 Dex/+4 Con, -4 Int/
	-2 Wis/-4 Cha; +4 racial bonus to listen checks, Darkvision 60',
	Powerful build, Bite 1d6, (2) Claws 1d6, +3 natural armor, 
	3d8 monstrous humanoid hit dice ([i]ECL +3? +3 racial hit dice[/i])


As far as classes and multiclassing goes; go nuts. No favored classes or multiclassing restrictions (may be superceeded by in-game reasons).

If you have an idea for an advanced class or have an opnion about a AdC or PrC please bring it up. I'm willing to discuss it.

Likewise, if you have an idea for a feat or ability, bring it up. My ears are open.

I'm looking for around 4 players. Please submit character concepts. If I like it, I'll okay it and you can post a character. I'll make my final decision from posted characters.
 
Last edited:

log in or register to remove this ad

Rewritten

Many thousands of years ago, a group of elves found a small isolated valley. These elves where looking for a place to contemplate the nature of the world. Years later a monastery was built. These elves worshiped the mighty dragons and over time, the dragon became both a mythical and benevolent creature.


Four hundred years ago a small band of _____(race tbd)__ emerged crossing over the mountains. Though the headman did not believe their story, he allowed them land to shelter themselves. They lacked religious men, yet they did not follow the monastery. Their story was the typical refugee story. Overtime, the children began to worship the dragons. Eventually, the village sent it's young for education. As the young children went there for school, many began to stay on as an adult. For 300+ years the village and monastery had a symbiotic relationship. The monastery gave spiritual guidance and the village increased the members. Fifteen years ago, the first (race TBD) became the headman. Soon after, the last elf died.



Several others and myself where soon called before the headman. We where told the stories of my race’s entrance onto this valley. Creatures looking like dragons destroyed our homeland and the only known survivors created our village. We where given a mental & physical test. I was the only one who passed it. The headman wanted me to go out and find out the truth. The Elves prevented this from occurring sooner. This place was spared the dragon destruction by either accident or design, only the guilty (dragons?) would know. The head monk wants to break this isolation, therefore he has picked me to go out and explore what is out there. I have been trained to become a dragon slayer if necessary. The entire treasury has been emptied to outfit me for this journey. I set out as an explorer/diplomat to find the past & determine the future of my home.

I am not sure what class I would be.
 
Last edited:

Arg, I just can't wrap my head around halfling monks. But that doesn't mean I wouldn't allow it.

If the monestary was isolated, why would a village send all thier children there? When the 'hunters" arrived at the villiage, why wouldn't they wonder where the children were? Why would your character need to hunt/kill the local dragon?

Since this is a Grim Tales game, you'd need to go with D20 Modern classes ;) At least at the outset.

Suffice to say, flesh it out a bit and I'm interested. Post away.
 

I am totally confused. There are no ranger classes in D20 Modern. Your campaign does not sound like it is a modern game.

If the dragons dystroyed everything 400 years prior, than how can you have machine guns and flamethrowers and plastic explosives?
 

Grim Tales

If you see my first post, it says that I'm using Grim Tales as a ruleset. Grim Tales does grittier fantasy using the D20 Modern Ruleset. You'll also note that I referred to the Ranger as a PrC (there is a Ranger PrC in Unearthed Arcana, or I/we can make my/our own).
 

Lobo Lurker said:
If you see my first post, it says that I'm using Grim Tales as a ruleset. Grim Tales does grittier fantasy using the D20 Modern Ruleset. You'll also note that I referred to the Ranger as a PrC (there is a Ranger PrC in Unearthed Arcana, or I/we can make my/our own).

I never heard of grim tales, I thought it was the name of your campaign. Does one need this book?

Redid the intro.
 
Last edited:




Remove ads

Top