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Messages - dragonshaos

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166
RPGs / A tad bit of help with my Campaign please.
« on: March 24, 2009, 03:50:33 PM »
Well, continuing from http://slangdesign.com/rppr/bbpress/topic.php?id=97 for my campaign I had semi-planned out, now that I have a rulebook and Ive read over them Ive decided to start actually writing down my 'script' of sorts for the first session.  But there's a problem...

To start the players are going to be trapped within the dungeon they helped build.  I think to keep the element of surprise, the players will be the 'fresh' slaves' recently captured.  This way its still a new dungeon.  So as stated before something will happen where the evil boss (I'm just going to call him that for now) is forced to leave, leaving the players and the rest of the slave community locked inside.

Now here is where Ive come to a tab bit of a problem.  I have just a few ideas I could use for this session.  And depending on the idea I use will pretty much determine how...crazy (?) the evil boss guy is.  Oh, and the dungeon has multiple floors, the deeper you go the harder it gets, so there's a lot of slaves the players will be with.

1.  I could make the dungeon a series of trials [Each trial having the proper NPC to help them through it,(1 representing each guild, so about 4) but not do it for them.] in which there's the trap trial, the riddle trial, the monster trial and I thought of throwing in the 2 statues, one that only tells the truth and one that only tells lies, to mix it up.  Each trial has a very simple name (Like Trial of Ideas for the riddles) and after they get through them they are given the choice to keep going down or leave through some means.  This gives me the option to keep the dungeon active for later adventuring, giving the new Trials more meaningful names (like Trial of Epiphany for a later Riddle).  This would in turn make the Evil Boss someone who can show pity, showing that he may just be following orders from a higher being.  I'm toying with this idea but it represent the closest to my original.

2.  Since the players are slaves and they are trying to save not only themselves but the community, I thought Id have them gamble the lives of them.  A large stone tablet will tell them to divide the slaves, about 100 of them, into 3 rooms (again, each representing a trial) and have them decide whether or not to let the slaves attempt the trial, or have them 'pass'.  I'm toying with the idea to make this a secret vote or  saying it in the open (or both).  By passing, the players will unknowingly the first time kill all the slaves.  I have 3 means by which this happens for the first 3 trials.  Traps, the slaves are to simply get trhough a passageway alive, filled mainly with spear traps.  If the players pass, the slaves in their 'waiting room' are impaled upon spears, shot down by arrow turrets, and burned in flaming oil.  Riddle, the slaves are to answer a simple riddle.  Pass, and the slaves are suddenly entering a room with zombies, being eaten alive and having their brains torn from their heads.  Monster, they fight a few skeletons.  Pass, rats rains down from the walls and floors up the the waist of the slaves as they are quickly eaten alive by millions of rats.
  The fourth trial, however, will be for the players only.  Ill throw the Truth/Lies statues at them for this.
In this way they players are somewhat determining how many slaves they could start with in their town building.
The way the players are picked is since there are 5, I will have 7 pedestals that need to be occupied.  Each representing one of 7 sins (I like incorporating them).  2 NPC's will fill up 2, these 2 will be semi-important is determining the vote for the players and slaves.  The players can choose not to do the voting and instead attempt the trial (in which case they will never come up as pass, in fact only the 7 who are the 'Sinners' will know that someone had a hand in choosing.
I think I'm going to go with this idea because I can incorporate more time in the building and adventuring before the Evil Boss comes back.  The Evil Boss himself could be a gambling man, using the dungeons he's built as tests against the slaves, earn their freedom at a price.  Believing the players will choose pass each time, he believes they wont survive in the wilderness, and thus wont come back for a time.

These are just 2 ideas I've thought over the most.  I want something interesting and a way to introduce a wide array of challenges so my players will learn the game with me.  Sorry for making this so long...If you read all of it I think you for your time and hope you can suggest any kind of ideas.  Thank you.

167
General Chaos / Re: Terry Goodkind is terrible
« on: March 24, 2009, 12:02:39 AM »
I rolled critical fail.  As is Terry Goodkind has affected my dice rolls so much I critically failed to even do anything.  /Wrist

168
Role Playing Public Radio Podcast / Re: Tom in the DBZ Game
« on: March 23, 2009, 05:44:43 PM »

And as a minor aside, did you know if you search for "namekian" using google, that this is the first image it lists? I haven't found the connection yet.


I searched and the person who has the pic posted has this=

Power of Women:
Goku has fought evil armies, an evil immortal demon, demonic would-be-world-conquerors, Saiyans, a Legendary Super Saiyan, intergalactic warlords and their brothers, an evil Namekian, genetically engineered super-soldiers, a galaxy-destroying demon, and a 1000 year old monster. But pound-for-pound, Chichi is the person Goku is most afraid of.
The freakishly scary power of a woman.

And i think that's the link between them.  I got bored...

169
General Chaos / Re: Resident Evil 5 Racist?
« on: March 23, 2009, 02:45:20 AM »
What about in Call of Duty: World at War with their Nazi Zombie level?  No one seemed to complain about that.  It's a little off topic yes but your shooting German after evil zombie German.  Is RE 5 why not just use the excuse that your killing off the zombies, who happen to be African, in the 'bad, evil dictatorship' of Africa.  I'm sure my opinion is flawed but for an excuse it works in my head.

170
General Chaos / Re: Terry Goodkind is terrible
« on: March 23, 2009, 02:39:40 AM »
All I've heard about Terry Goodkind's series is from a couple of my friends that love it...

I know their taste was questionable, but now I'm really worried.

Follow Richard's example:

Quote
# Richard abandons his troops at one point because he doesn't think they are worthy of him.

I am in agreement with this = Rolling 1d100+15:
(1)+15: Total = 16

171
RPGs / Re: Watchmen Inspired Campaign
« on: March 22, 2009, 05:51:35 PM »
It might lead to them going through the streets to get information.  Like from gangs or something.

172
RPGs / Re: Question or two about DnD 4 ed.
« on: March 22, 2009, 05:33:37 PM »
Oh...I see...well my warlock player is going to be bummed over this...

Well, it seems Ive missed some things while reading.  Ill just re-re-re-read things and if I still don't get it, or I'm unable to find answers in the book, then ill post them here.  Or if I'm lazy...yaaaaa lazy...

173
Wow...and here I thought the 2008 movie just wanted people to recycle more...

174
RPGs / Re: Question or two about DnD 4 ed.
« on: March 22, 2009, 04:02:02 PM »
Oh I see...  Yes i had the Warlock Curse right, we would do a normal attack (like Eldrich Blast, Eyebite) and then add 1d6 dmg.  I was wondering if the Warlock had to roll to see if the Curse hit, I guess not.  So just by using the Minor Action a warlock can curse an enemy.  Alright I got that.

Reading over the Warlock I see that I had read it wrong the first time...

So the pact you choose will tell you one of two At Will spells you may pick, the pact picking one for you, and still having the default 2 will powers to pick you would now have 1 At Will power of your choice.

Blah!  I get it now.  Alright...Im going to read up on other class and races and see if I can muster up some more questions.

Thanks for the help!

175
RPGs / Re: Question or two about DnD 4 ed.
« on: March 22, 2009, 03:44:52 PM »
Most excellent!  I ran a for fun dungeon last night with 2 players (A Warlock and Paladin, thus where my questions come from) and we weren't adding in his weapon prof. when he attacked, mainly because he didn't want to thinking it was going to overpower enemies he fought with, making them hit him more often (He didn't tell me this however, because i know enemies just get their plus X vs ac or whatever).

So now for some Warlock Questions!

Warlocks Curse at lvl 1 for a minor action allows the Warlock to do 1d6 more damage to enemies afflicted with it.  However the book dose not state that the Warlock must roll to hit anything.  So is it just assumed that the Curse always hits unless a special rule for the monster exists?

And!  Warlocks enter 1 of 3 pacts (Fey, Infernal, and Star) which gives them access to spells.  Can a Warlock only gain access to those spells of their chosen pact?

Thank you by the way for all your help guys.  The game is making a lot more sense to me and reading it is becoming easier.  I may hold an actual session in the near future.

176
RPGs / Re: Question or two about DnD 4 ed.
« on: March 22, 2009, 03:25:04 PM »
Alright then.  I was thinking as much.  Lemme see here...

Oh!

Going back to the Paladin, in a battle it's powers could include such attack powers as Holy Strike (Standard, At Will) and Valiant Strike (Standard, At Will) at level 1.  My questions for this are:

Since these attacks require melee weapons, would you get a weapons proficiency bonus to hit with this power?

If a Paladin could do these attacks in exchange for their regular simple melee attack, is there ever a point for them to use regular simple melee attacks aside from role playing (which isn't going to happen with my group unless I were to state otherwise) or the fact that their attacks could be resisted by specialized monsters?

And finally, it says the Paladin is proficient with all simple/military melee weapons, does that mean he gains the proficiency bonus when wielding them?

177
RPGs / Re: Question or two about DnD 4 ed.
« on: March 22, 2009, 04:29:17 AM »
Alrighty another question:

When creating a character your able to choose 2 At-Will, 1 Encounter, and 1 Daily power(s).  However it shows that characters are given some powers just for picking the class.  An example being the Paladin who gets his Channel Divinity (Encounter), Divine Challenge (At Will), and Lay on Hands (At Will).  Now my question is, do these powers count as your choice of spells, meaning I would now only get to pick a Daily?  Or do I get these plus my choice of selectable powers?

178
RPGs / Re: Question or two about DnD 4 ed.
« on: March 20, 2009, 05:32:16 PM »
Most excellent.  Now with a much better understanding of the rules, I can begin fiddling with encounters and learning more about how the combat system works.  When I feel confident I might even start working on a small dungeon for some of my players to learn in.  Ooooooo Im excited!   :D

179
Play by Post / Re: dice roller test
« on: March 20, 2009, 05:28:46 PM »
Yaa...Ive been deleting my last 3 messages because of that hahaha

But look!  It works yay!

Rolling 1d20:
(6): Total = 6


Rolling 1d6:
(5): Total = 5

180
Play by Post / Re: dice roller test
« on: March 20, 2009, 05:03:40 PM »
...OK I'm stoopid...I don't know how to get the dice working...

Could someone post a really easy and simple way, for someone as simple as me to get?

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