ForumsForum GamesDungeons 'n Dragons 3.5 Forgotten Realms Setting

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DesertHyena
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DesertHyena
2,886 posts
Peasant

Dungeons & Dragons, the oldest RPG in the world, and also one of the easiest to play/run.This is 3.5 D&D, not 4th edition,The First Adventure I shall be running is called "Crown of the Kobold King" This game is pretty much a "Generic Fantasy RPG" set in the Forbidden Realms (Drizzt the Drow ring any bells?). you start at [b]1st level.

Name:
Player:
AgeAll non-humans live longer, except Half-Orcs)
Sex:
Lookshowever technical you want to get)
Race:Human(extra feat/skill),Dwarf(+2 Con,-2 Cha), Elf(+2 Dex,-2 Con), Gnome(+2 Con,-2 Str),Half-Elf,Half-Orc(+2 Str,-2 Int,-2 Cha), Halfling(+2 Dex,-2 Str)

ClassFighter,Rouge,Wizard,Cleric, or pick one from book, see below)
Level:1
Level Equivalency:2(for level adjustment +1 characters)
Attributes:Strength(Str), Dexterity(Dex),Constitution(Con),Intelligence(Int),Wisdom(Wis),Charisma(Cha)

Attribute Bonusessee below)
all start at 8,25 points(just do 15-18=1 for experienced players, it's pretty balanced)

Saves:Fortitude(Con),Reflex(Dex),Will(Wis) (see below)
Hit points:10(Fighter)8(Cleric)6(Rogue)4(Wizard)+Con Bonus
AttackBase Attack Bonus+Str Bonus(Dex bonus for ranged, see below)
Damagebased on weapon + Str bonus 2-handed x 1.5 Str Bonus, see below)
Armor Class(AC):10+Dex Bonus+Armor+Misc(see below)
Featssee below)
Skillssee below)
Equipment:300 gp and Adventurer's Kit(with everything you need like bedrolls and rations and so on) (see below)

I have a PDF of the Player's Handbook, which I will e-mail to you if you don't have a copy, you don't need to memorize it or anything, but it would help to have it handy for this game.If you want to play another race,then No level adjustments above +1.If you give me a good reason to play a race that's not +1 level adjustment I might let you. If you want a different class, just ask(I know all classes for 3.5).

Rules not Used:
-There is no Armor Class Penalty.
-There is no Encumberence, but please be realistic(no portable rams).
-There will not be any Racial Bonuses to anything other than starting attributes.
-To Simplify the Arcane Check Penalty, Wizards cannot wear armor period.
-all Spells are allowed, but I will only list Evocation spells for Wizards and Healing Spells for Clerics in this forum as they are the most martial spells.

"FOR QUICK-PLAY CHARACTERS!"
Feats-
Your feat(s) will be:
(Fighter)Power Attack(-1 Atk,+1 Dam),Cleave(immediatly take another attack if you kill your target, you will need high Str)
(Rouge)Stealthy(+2 Hide/Move Silently)
(Cleric)Improved Turning(+4 to Turn Result)
(Wizard)Spell Focus: Evocation
(Human)Toughness (+3 HP, this is if your race is human and is in addition to your class feat)

Skills-
Your skills will be equal to 4+mods(I'll handle it), you get 1 bonus skill for every point of Int bonus, your starting skills are:
(Fighter) Intimidate, Heal
(Rogue) Hide, Move Silently, Open Lock, Disable Device,Sense Motive, Bluff, Appraise, Pick Pocket,
(Cleric)Diplomacy,Spellcraft,Knowledge(Religion),Heal
(Wizard)Spellcraft,Knowledge(Arcana)

Equipment-
your starting equipment equipment is:
(Fighter)Greatsword(2-12) or Longsword and Large Steel Shield(+2 AC), Breastplate(+5 AC,Max Dex Bonus +3),and a potion of Cure Light Wounds(1-8+1 hitpoints)
(Rougue)Thieves Tools,Short Sword(1-6),Dagger(1-4),Longbow(1-8, no Str bonus) Studded Leather(+3 AC,Max Dex Bonus +5),
(Cleric)Chainmail(+5 AC +2 Max Dex Bonus), Hvy. Mace(1-8), and 4 potions of Cure Light Wounds(1-8+1)
(Wizard)Spellbook, 4 scrolls of magic missile(1-4+1),4 potion of Cure Light Wounds and Quarterstaff(1-6)
(Halfling/Gnome)Cannot use Large Weapons (Greatsword) and cannot wear or use Large equipment (cannot wear medium creature's armor)

Attribute bonus is equal to +1 for every 2 points above 10.
After you pick your class, race, skills, feats, and equipment I will finish the sheet(saves,attack,AC)
If you have NO idea what i'm talking about, just google D&D or feel free to ask some questions.

  • 46,375 Replies
DesertHyena
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DesertHyena
2,886 posts
Peasant

Hey, Thor, didn't you say you had a plan for this forum? I would like to hear it...

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

so how bout that Module, DH>

DesertHyena
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DesertHyena
2,886 posts
Peasant

Still working on it, I told you, it's a big one, look it up, that's the Undermountain, you'll see what I mean...

sonicheroes95
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sonicheroes95
13,701 posts
Peasant

considering i never played DnD before this thread, i have a bad feeling about the outcome of our adventures in the Undermountain.

DesertHyena
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DesertHyena
2,886 posts
Peasant

(See bottom of post to save time)
Well, actually you may be in luck. I have only been getting good as GM for the last 4 years or so, and I still make common mistakes, such as overpowering, underpowering, too much or not enough xp/treasure, and my worst quality, constructing nasty tactical situations that are deadly and complicated. I have been trying my hardest in this game not to do that, and hopefully I have not done that yet...

Anyway, the Undermountain is actually not full of monsters and traps per-say, as it is just so large, you get lost easily, and with only 1 way in or out, it can be a player's nightmare and a DM's dream, provided I run it effectively. It will be a true test of my skills as a DM, and yours as a player, but all you really need is common sense and perhaps the ability to come up with ideas in pressing situations...

The main thing is I have to prepare it well, or I might as well trash it. The cool thing about the Undermountain is it can be a life-long Campaign for PC's, as the Dungeon is so large, you could very easily go from 1st level to 20th, provided you live that long...

A "house rule" of Mega-Dungeons is either the DM prepares you with extra equipment and support(as I have), or letting you have multiple Character Sheets availible for the inevitable. This is also why I said "Multiple Parties Welcome", as it has been my plan from the very beginning to get a large group together (or possibly multiple groups together) and finally tackle the greatest Dungeon in D&D history (Well, in my opinion, anyway), The Undermountain.

I am even willing to merge with the other forum characters for this endeavor, provided Hyper doesn't mind, that is. I usually do this with my dad too, take a break from DMing to "recharge", and for this "Monster Module", I needed the break to prepare for any and all possibilities. In fact, I was thinking of calling some of my old RPG friends and letting them in on this, which could move it to a more "Official" status or maybe a better forum, have to see...

Ultimately, I am at the mercy of the players, so what does everyone else think?(to summarize, running the Undermountain, call in my old RPG friends, and possibly move the entire game to a forum with more "resources" for running a good Forum RPG)

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Moving forums sounds fine to me, as does your bringing in more RPG friends.
However, I think that merging in the characters from the other RPG would be a rather bad idea, as they are only level 1 and still quite weak. I am guessing that they all would die pretty quickly in the Undermountain with creatures and challenges fitted for level 4 characters.
Other than that, I myself greenlight your ideas.

DesertHyena
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DesertHyena
2,886 posts
Peasant

think that merging in the characters from the other RPG would be a rather bad idea, as they are only level 1 and still quite weak.

I did not mean right now, obviously, besides, I have been looking it over and I think it could take me a week or 2 to prepare REALLY well!(I may be a bit of a wiz kid, but I'm only human, and this thing is a real Monster to get through...) Besides, I could really use the break, and you probably have some plans for the other group anyway...
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

I did not mean right now, obviously, besides, I have been looking it over and I think it could take me a week or 2 to prepare REALLY well!(I may be a bit of a wiz kid, but I'm only human, and this thing is a real Monster to get through...) Besides, I could really use the break, and you probably have some plans for the other group anyway...

That I do. I don't think that the campaign I have going will last us a week, but I will see if I can whip up a new one. I have a few ideas.
And ****, this must be one monster of a campaign.
DesertHyena
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DesertHyena
2,886 posts
Peasant

Try over 200 pages of "reading material", and that's just the upper levels, there's like 4 or 5 sequals to that, but the real bother is that I have to make a ton of conversions. It's all in 2nd ed. format, which is a real PIMA!!!

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

epic detour is epic.....

i predict we won't be at Evermeet within the week.

DesertHyena
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DesertHyena
2,886 posts
Peasant

Well, Thor had something planned (at least, that's what he told me) And I just realized the 5th player thing is for a party of 8-16 players, HOLY ****, they don't mess around in this thing...

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Well we should get on that >.>

DesertHyena
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DesertHyena
2,886 posts
Peasant

Well, I have it on good authority that Thor is asleep, anything you wish to add to that statement? (Sarcasm)

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

We could each make multiple players?

DesertHyena
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DesertHyena
2,886 posts
Peasant

Maybe, but I don't like having to do everything for everyone all the time, it's a real pain in my bottom. As a side thought, I have a bunch of NPCs who are the players who stopped playing, here's the list:


Name:you pick
Player:KKilroy
Age:
Sex:
Looks:
Alignment:
Race:Halfling
Class:Rouge
Level:1
Level Equivalency:1
Attributes:
Str 10
Dex 18
Con 10
Int 16
Wis 9
Cha 12
Saves:Fortitude 1,Reflex 7, Will 0
Hit points:6
Attack:+1(+5 ranged)
Damage: Shortbow 1-6, Shortsword 1-6
AC:19 Chainshirt
Features:Lucky, Small(+1 to Ac/Atk, cannot use lrg weapons, 3/4 carrying capacity), +1 atk to thrown weapons, +2 to Climb, Jump, Move silently, and Listen, Brave(+2 vs fear)
Feats:Stealthy(+2 Hide/Move Silently)
Skills:Appraise, Climb, Disable Device, Hide, Intimidate, Listen, Move Silently, Open Lock, Search, Spot, Tumble
Equipment:Adventurer's Kit, 4 potion of Cure Light Wounds


Name:Chronyx
Player:Mechninja
Age:15
Sex:Male
Looks:Black short hair w/ green eyes.
Alignmentchoose from Neutral Good, Lawful Good, Chaotic Good Lawful Neutral, or Chaotic Neutral)
Race:Human
Class:Wizard
Level:1
Level Equivalency:1
Attributes:
Str 11
Dex 12
Con 12
Int 18
Wis 10
Cha 10
Saves:Fortitude(1), Reflex(1), Will(2)
Hit points:4
Attack:+0(+1 Ranged)
Damage:Staff 1-6
AC:11
Feats:Spell Focus (Evocation)
Skills:Spellcraft,and Knowledge(Arcana)
Equipment:Adventurer's Kit,Spellbook,4 scrolls of magic missles,and 4 light potions.
Spells:0-all, 1st- Magic Missile, Mage Armor, Sleep, Alarm


Name: Talow
Player:sonicheroes95
Age: 14
Sex:M
Looks: Black hair, blue eyes, and white skin
Alignment: Chaotic Neutral
Race:Halfling
Class:Rouge
Level:2
Level Equivalency:2
Attributes:
Str 9
Dex 18
Con 10
Int 16
Wis 10
Cha 10
Saves:Fortitude(1),Reflex(7),Will(0)
Hit points:10
Attack:+1 melee (+5 ranged)
DamageShortbow 1-6 x3 crit or short sword 1-6 19-20 crit)
AC:17
Feats:Stealthy(bonus to Hide/Move Silently), Trapfinding, Sneak Atk +1-6, Evasion(make Ref save, take no damage against fireballs, traps, etc)
Skillsisable Device, Hide, Listen, Move Silently, Open Lock, Search, Sense Motive, Spot, Swim, Tumble, Use Rope
Equipment Adventurers Kit, Studded Leather, 4 potions of cure light wounds


Name: Judge Evergreene
Player: Faunbard
Age: 22
Sex: Male
Lookseep blue eyes, about 5 11, has ruffles dirty blond hair, and is skinney
Alignment:Chaotic Good
Race:Human
Class:Bard
Level:3
Level Equivalency:3
Attributes:
Str 12
Dex 12
Con 10
Int 16
Wis 9
Cha 16
Saves Fort +1, Ref +4, Will +2
Hitpoints 18
Attack +4(both)
AC 14
Feats Bardic Music,countersong, fascintae, inspire courage +1, Extra Music(4 extra uses of bardic music per day) toughness(+3 hitpoints), Inspire competence(+2 to skill check)
Skills Appraise, Bardic Knowledge, Bluff, Disable Device, Gather Information, Hide, Move Silently, Open Lock, Perform, Sense Motive
Spells per day0)3,(1)2
Spells known
0-Read Magic, Summon Instrument, Message, Prestidigitation, Ghost Sound, Mage Hand
1-Cure Light Wounds, Sleep, Identify
Equipment
Short Sword(1-6, 19-20 crit)
Lt Crossbow(1-8, 19-20 crit)
Studded Leather(+3 AC, +5 Max dex)
Thieves Tools
Potion of cure light wounds
Adventurer's Kit


Name: Mordoc SeLanmere
Player: beholderslayer
Age: 165
Sex: Male
Looks: 5ft 6in Short white hair. Black skin.
Race: Drow
Classuskblade
Alignment:Chaotic Neutral
Level:3
Level Equivalency:4
--------------------------attributes-------------------------------
Str: 14
Dex: 14
Con: 16
Int: 18
Wis: 15
Cha: 16
Fortitude Save: 6
Reflex Save: 3
Will Save: 5
Hit points: 26
Attack5)
Damage:1d8+2
Armor Class:17
Skills: Climb, ride, sense movement, swim, decipher script, spell craft
Feats:Arcane Attunement, Armored mage(light), Battle Caster, Combat Casting, Arcane Channeling
------------------------equipment---------------------------
Longbow(1-8, x3 crit)
ChainShirt(+4 AC, +4 Max Dex)
Longsword(1-8, 19-20 crit)
Adventurer's Kit
-----------------------Spells-------------------------------
O-Level
All
1st-Level
Kelgores Fire Bolt, Lesser Deflection, Bigby's Tripping Hand, Blade of Blood


Laftharion Harshblade
-played by: Shadowjak
-Barbarian (lvl 4)
Alignment: Chaotic Good
-Attributes:
str 17(+3)/21(+4)
dex 16(+3)
con 12(+1)/16(+3)
int 10(0)
wis 10(0)
cha 12(+1)
-Speed 40 ft.(20 ft armor)
-init +3
-grapple +7
-Fort (+5) ref (+4) wil (+1/+3)
-attack +7 (both)
-touch AC:13 ff AC:13 AC:18/16
-HP 42
-Feats:Illiteracy, extra rage (as found in complete warrior) +2 rage/day, Uncanny Dodge, Trap Sense +1(bonus to avoiding and finding traps), Track
-rages 3/day
-skills: Handle animal, Intimidate, Ride, Survival
-weapons: Longsword (1d8+3 damage, +6 att., 19-20 crit chance) shortbow (20 arrows, 1d6 damage, +6 att., x3 crit, 60 ft. range)
-armor: breastplate (+5 AC, 30 lbs.) Large steel shield (+2 AC, 15 lbs.)
-adventurers kit, Studded leather (as backup armor)

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