Wednesday, April 24, 2013
What Kind Of D&D Character Am I!
I Am A: Lawful Good Halfling Paladin/Sorcerer (3rd/2nd Level)
Ability Scores:
Strength-11
Dexterity-13
Constitution-14
Intelligence-12
Wisdom-13
Charisma-13
Alignment:
Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race:
Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can't match. They can be lured by wealth but tend to spend rather than hoard. They prefer practical clothing and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall and commonly live to see 150.
Primary Class:
Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Secondary Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Saturday, April 20, 2013
Finding Inspiration everywhere - Star Wars
Just finished up watching "a new hope". The whole time Luke, Han, and Leia were in the death star I'm thinking this is a DUNGEON waiting to happen! The bridge you have to swing over, the room with the walls that close in. The bad guys shooting at you from above and below. Trying to get to the Millennium falcon (or whatever other escape route). What about when the X wing fighters are trying to blow up the death star and they have vader and other pilots breathing down there neck. How about a Dragon flight? Air warfare. There is so much there you could incorporate. I'm actually thinking about trying to use as many of these references into one adventure, and see how long it takes the players to catch it. nudge nudge wink wink.
Thursday, April 18, 2013
Just an idea to come back to.
I nabbed this from http://rpg-directory.com/threads/another-sandbox-fantasy-idea.40921/
Terror has gripped Durandal like never before. For the past year, the land has changed from a relatively normal place to a land filled with magical and dangerous creatures. The lands of Durandel have been swarmed by all manners of creatures that prey on citizens of all nations. Creatures like the Gorgos, Imps, Harpies, Succubi and Incubi, the undead, and many more move about the country side killing and ravaging everything in their wake. The entire known world is caught under the terror of the tales of these creatures. There seems to be no ending to the stream of these new beings causing the rich and poor to be caught in fear.
There is no known source of the apparition of these creatures, only rumors exist. They are numerous, from the end of the world to even new lands being found and people shipping these creatures here. A rumor that seems to stand out is one of a rogue wizard trying to create new life through magic. It is said that these creatures are his failed experiments he wrought upon the land. One of his creations that stand out in the tales is the Black Dogs. Giant undead dogs with red eyes the size of a cow. Whenever the dog appears, someone is taken to never be seen again.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Terror has gripped Durandal like never before. For the past year, the land has changed from a relatively normal place to a land filled with magical and dangerous creatures. The lands of Durandel have been swarmed by all manners of creatures that prey on citizens of all nations. Creatures like the Gorgos, Imps, Harpies, Succubi and Incubi, the undead, and many more move about the country side killing and ravaging everything in their wake. The entire known world is caught under the terror of the tales of these creatures. There seems to be no ending to the stream of these new beings causing the rich and poor to be caught in fear.
There is no known source of the apparition of these creatures, only rumors exist. They are numerous, from the end of the world to even new lands being found and people shipping these creatures here. A rumor that seems to stand out is one of a rogue wizard trying to create new life through magic. It is said that these creatures are his failed experiments he wrought upon the land. One of his creations that stand out in the tales is the Black Dogs. Giant undead dogs with red eyes the size of a cow. Whenever the dog appears, someone is taken to never be seen again.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You know when you can't sleep
And the only thing that's rolling around your head is adventure ideas, scenarios, worlds, villages, cities, castles, roll play mechanics, miniatures... Well that's what my head has been filled with every since the day I typed RPG into Google +
The nice thing about my job, is the computer tends to do a lot of my work, leaving me a bit of free time. Today I'm designing a lost city, I haven't decided if it will be "lost" dwarfs or something different possibly.
The adventure seed came from a discussion at the OSR Google + forum (click on the nice OSR logo). Anyways, the plan will be when the adventures get thru the first door of the city, underground they will run into a NPC that has just woken up, he was fast asleep for the last 300 years. The backstory goes that he was sent out to find a cure for a horrible disease that was overtaking the population. He made it back just before the Wizard of the ancients decided to put the rest of the population magically asleep until a cure could be found by the NPC. Since he got detained, the Wizard acted quickly.
The thing is the NPC is not aware that any time has passed.
Atleast that's one thought.
The other thought is the PC's come into the city to realize it has been entirely wiped out centuries ago, and there are new inhabitants living within the ruins.
The nice thing about my job, is the computer tends to do a lot of my work, leaving me a bit of free time. Today I'm designing a lost city, I haven't decided if it will be "lost" dwarfs or something different possibly.
The adventure seed came from a discussion at the OSR Google + forum (click on the nice OSR logo). Anyways, the plan will be when the adventures get thru the first door of the city, underground they will run into a NPC that has just woken up, he was fast asleep for the last 300 years. The backstory goes that he was sent out to find a cure for a horrible disease that was overtaking the population. He made it back just before the Wizard of the ancients decided to put the rest of the population magically asleep until a cure could be found by the NPC. Since he got detained, the Wizard acted quickly.
The thing is the NPC is not aware that any time has passed.
Atleast that's one thought.
The other thought is the PC's come into the city to realize it has been entirely wiped out centuries ago, and there are new inhabitants living within the ruins.
Wednesday, April 17, 2013
Feed My Addiction Google +
So I'm officially addicted to all things OSR. And its come at a good time, I've had a lot of family things cropping up, its just giving me a bit of focus? or maybe a distraction. Whatever the case I'm fully addicted to Google + RPG communities. So much so, that i've changed my mind a hundred times on what system mechanic to run for games, I've downloaded immense amounts of material (and printed), read thru a shit ton of blogs, created maps, decided on sandbox vs railroading campaigns. OY!
Here's the dose of reality for me. I'm going to probably game at the most once a month. Why fuck with changing systems or learning new rules. I started with AD&D 2nd edition. By far the OSR Clone that sticks out for me as the one to go with is Blueholme, because its just that basic D&D. There's a few minor tweaks that I'm going to do, but why mess with a good thing. In the last bit I've checked out Microlite, Basic Fantasy.org, Call Of Cthulu, and the list goes on. I need to stop changing my mind and stick with one thing, because in the end its going to be about playing a game with my wife and her cousin, once a month at best. So in order to streamline this and stop changing my mind, I'm going to officially create the campaign with the Blueholme rules and do railroad adventures, because that's really what I know how to do. Do up the official binder! basically.
That being said, I may also leave a bunch of the google plus communities because its just taking up far too much time out of my life.
The whole point is to game and have fun.
Here's the dose of reality for me. I'm going to probably game at the most once a month. Why fuck with changing systems or learning new rules. I started with AD&D 2nd edition. By far the OSR Clone that sticks out for me as the one to go with is Blueholme, because its just that basic D&D. There's a few minor tweaks that I'm going to do, but why mess with a good thing. In the last bit I've checked out Microlite, Basic Fantasy.org, Call Of Cthulu, and the list goes on. I need to stop changing my mind and stick with one thing, because in the end its going to be about playing a game with my wife and her cousin, once a month at best. So in order to streamline this and stop changing my mind, I'm going to officially create the campaign with the Blueholme rules and do railroad adventures, because that's really what I know how to do. Do up the official binder! basically.
That being said, I may also leave a bunch of the google plus communities because its just taking up far too much time out of my life.
The whole point is to game and have fun.
Monday, April 15, 2013
The 2nd Adventure
I haven't been able to play my latest creation yet! I had thought about doing it last week, but there was just so much stuff going on, so we left it alone. regardless of the outcome of the adventure I've decided to create a few extra adventures, that will allow the players some "choice" in what they would like to do next. The hook from the 2nd adventure involves 2 things
1 - finding another dwarfen key to get into some ruins
2 - possibly accompanying an NPC to speak with the lord about possible assassination attempts.
I would hazard to guess that number 2 is far more likely at this point, So I will write out a few notes on that.
However I think I would like to have about 3 more adventures prepped in the wings for when they PC's decide they would like to do something different. I've thought a bit about sandboxing, and I may still do that, as I created a bunch of random encounter pages.
I just finished reading an interesting article on prep work over here http://tagsessions.blogspot.ca/2013/04/resources-for-new-game-master.html
Since tonight I may have not much to do, I'm going to start coming up with a few random ideas for adventure seeds. And possibly do a bit of writing as well. I'm hoping to continue to have the PC's based out of the small town of Debinshire, regardless of whether they travel to speak with the Lord.
One idea that came to mind is that if and when the travel, the town will be left somewhat unprotected. Which could have some consequences. As well, I've considered having the Lord's castle be under a bit of siege possibly.
Most importantly however, I think I will create a few side trek type adventures based out of the town, that could lead to a few other things.
Okay! so that was a vast amount of randomness this morning.
1 - finding another dwarfen key to get into some ruins
2 - possibly accompanying an NPC to speak with the lord about possible assassination attempts.
I would hazard to guess that number 2 is far more likely at this point, So I will write out a few notes on that.
However I think I would like to have about 3 more adventures prepped in the wings for when they PC's decide they would like to do something different. I've thought a bit about sandboxing, and I may still do that, as I created a bunch of random encounter pages.
I just finished reading an interesting article on prep work over here http://tagsessions.blogspot.ca/2013/04/resources-for-new-game-master.html
Since tonight I may have not much to do, I'm going to start coming up with a few random ideas for adventure seeds. And possibly do a bit of writing as well. I'm hoping to continue to have the PC's based out of the small town of Debinshire, regardless of whether they travel to speak with the Lord.
One idea that came to mind is that if and when the travel, the town will be left somewhat unprotected. Which could have some consequences. As well, I've considered having the Lord's castle be under a bit of siege possibly.
Most importantly however, I think I will create a few side trek type adventures based out of the town, that could lead to a few other things.
Okay! so that was a vast amount of randomness this morning.
Monday, April 8, 2013
Keep on the borderlands
there is a reason that the "keep on the borderlands" is such a bad assed module. I've decided for the next game campaign to go open sandbox. I'm going to pre generate a bunch of adventures, use the Keep on the borderlands as the home base, and go with it. Tonight I start writng. and I'm going to handright it :) I just feel like pushing the heroes into a story line, its not going to work with my players at this point. So that's my plan. Thank god for all the wonderful links I've found on the internet for random tables and stuff :)
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