the_taken
King of the Impossible
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- May 5, 2009
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My addiction is getting worse. I love D&D, and three or four games a week isn't enough now. I still have things on my plate at the moment, but I'll be done chewing soon. I'm hoping to start a game up in a couple of weeks, and intend to run ever week on Saturday evenings, 8:00pm EST to Midnight, just in time for the game in the Bacon Room. I could possible run it another time, however, my schedule permitting.
I have three game ideas, only one of which will be open to six characters. Who would like to sign up for a game, and which one should I run?
Agents of the Windy King
The Windy King is a Noble Djinni that rules over a town of mortals on the Elemental Plane of Air, living on a rare dirt and rock island floating in the endless winds. The island floats near a shinning white light, a node to the Positive Energy Plane (a deadly place), and a few clouds of
The genie is a bit of a recluse from the rest of his society, but is more than content with running his private kingdom. His mortal subjects make wishes on his behalf, but even this great power has its limits.
Which is where the Party of Adventures come in. The Windy King keeps a small retinue of mortals trained in adventuring on hand to act as his messengers, trouble shooters and extra muscle, in case his own might isn't available. They have a magic carpet which they can use to leave the island and act beyond their Djinni master's reach.
This game is for 3 to 6 players, played at Level 3, 32 point buy for attributes, standard wealth. The adventures will be short and episodic, made from retrofitted adventures of appropriate level that I find. There will be plenty of down time between quests for players that like crafting, and player input in the kind of adventures they want will be taken into consideration. Resources are limited on the island, so quests for access to reagents are a good thing to ask for.
Base System: D&D 3.5
House Rules:
Character Creation: Level 3
Races: Human, Elf, Half-elf, Halfling, Air
Classes: Please choose classes rated as being at the
Artifacts of the Robot King
As outlined here , players are a set of magic items whose goal is to reunite with their creator to destroy him. The adventure will be non-stop and a little over the top, as the players are all extremely powerful. The adventure will be procedural generated using a combination of random encounter and dungeon generators as well, as a simple system for me to randomly create wielders for the players in case one dies. The characters can't exactly die, but their victory can be delayed indefinitely. This one will be the hardest on me as I'll be constantly trying to 'wing it' in terms of the adventure.
System: D&D 3.5
House Rules: Same as above, however players will not be able to craft items. There won't be much downtime to for it anyway.
Reclaimers of Mirafar
I'm going to try running this game again, this time over IRC. I'm a little put off by how daunting planning everything for this game was, and some part of the City of Mirafar are yet not complete. However, a solid schedule for when we play will go a long way in helping me get things done and run the game better.
Players of previous characters will have priority.
System: After Sundown
House Rules" Quite a few, already outline in those links above.
I have three game ideas, only one of which will be open to six characters. Who would like to sign up for a game, and which one should I run?
Agents of the Windy King
The Windy King is a Noble Djinni that rules over a town of mortals on the Elemental Plane of Air, living on a rare dirt and rock island floating in the endless winds. The island floats near a shinning white light, a node to the Positive Energy Plane (a deadly place), and a few clouds of
You must be registered to see the links
.The genie is a bit of a recluse from the rest of his society, but is more than content with running his private kingdom. His mortal subjects make wishes on his behalf, but even this great power has its limits.
Which is where the Party of Adventures come in. The Windy King keeps a small retinue of mortals trained in adventuring on hand to act as his messengers, trouble shooters and extra muscle, in case his own might isn't available. They have a magic carpet which they can use to leave the island and act beyond their Djinni master's reach.
This game is for 3 to 6 players, played at Level 3, 32 point buy for attributes, standard wealth. The adventures will be short and episodic, made from retrofitted adventures of appropriate level that I find. There will be plenty of down time between quests for players that like crafting, and player input in the kind of adventures they want will be taken into consideration. Resources are limited on the island, so quests for access to reagents are a good thing to ask for.
Base System: D&D 3.5
House Rules:
- This version of the Elemental Plane of Air has light gravity, not subjective gravity. Down is uniform across the entire plane, kinda like how the world of Minecraft is perfectly flat.
- We're not playing with Psionics.
-
You must be registered to see the links(Wish Economy; The Edge; OMG Super Feats; Monk, Samurai and Knight classes that don't suck) using theYou must be registered to see the linksoption concerning Necromancy (Zombies and Skeletons are Neutral, Vampires are Evil),You must be registered to see the linksfor handling Good and Evil (tormenting souls is a day job), and I'm tossing out Chaotic and Lawful alignments all together.
- The skill system modification from the
You must be registered to see the linkswill also be in effect
- Conjuration (Healing) sub-school is instead Necromancy (Healing)
- Your character's alignment is Neutral, regardless of their behaviour, unless they have or gain an alignment sub-type. Certain classes gain alignment sub-types because of their auras, like Clerics and Paladins. On that note, a Paladin is Good because of their class, not their class because they are Good. This also means that a Paladin and an Assassin can work together in a party, as long as the Assassin is just evil, and not Evil. Note that a Paladin now only has to be Good, and is only required to behave in a lawful manner.
- Item Creation never costs XP. Be aware of how
You must be registered to see the linkswork in Tome. Tome doesn't have any pricing guidelines, so assume that buying/creating magic items cost as much as the +1 bonus for weapons, armor, deflection, resistance and bullshit bonuses, the +2 bonus for attribute score enhancement, and the +5 bonus for skill and energy resistance bonus. For spell completion items (potions, wands, scrolls, certain wondrous items) still follow the same rules in terms of cost and creation.
- Paizo's rules for allowing characters to make four potions or scrolls in a day is perfectly viable.
Character Creation: Level 3
Races: Human, Elf, Half-elf, Halfling, Air
You must be registered to see the links
, Air, Ice, Dust, Mist or Smoke
You must be registered to see the links
, Air, Ice or Dust
You must be registered to see the links
. The Mephit there has no class levels or HD. He just has a minimum level of 3.Classes: Please choose classes rated as being at the
You must be registered to see the links
of balance. I won't stop you from taking something better, though some things will get nerfed, such as the Genie Class granting Plane Shift at level 3Artifacts of the Robot King
As outlined here , players are a set of magic items whose goal is to reunite with their creator to destroy him. The adventure will be non-stop and a little over the top, as the players are all extremely powerful. The adventure will be procedural generated using a combination of random encounter and dungeon generators as well, as a simple system for me to randomly create wielders for the players in case one dies. The characters can't exactly die, but their victory can be delayed indefinitely. This one will be the hardest on me as I'll be constantly trying to 'wing it' in terms of the adventure.
System: D&D 3.5
House Rules: Same as above, however players will not be able to craft items. There won't be much downtime to for it anyway.
Reclaimers of Mirafar
I'm going to try running this game again, this time over IRC. I'm a little put off by how daunting planning everything for this game was, and some part of the City of Mirafar are yet not complete. However, a solid schedule for when we play will go a long way in helping me get things done and run the game better.
Players of previous characters will have priority.
System: After Sundown
House Rules" Quite a few, already outline in those links above.
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