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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
ThorRatFox
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ThorRatFox
3,798 posts
Nomad

so what about my request to get some full plate

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Well currently we Aren't even near a Town, and the more time we waste the less chance of finding the children alive, so that request will have to wait :/

ThorRatFox
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ThorRatFox
3,798 posts
Nomad

good point on ward to save the childern shall we continue If Desert Says Yes

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Hmmmm.... I walk into the forest and ask if the trees+animals could protect the house or warn me of any imminent attacks on it.

shadowjak135
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shadowjak135
413 posts
Nomad

two miles wait noobs... anyway, let's keep going, leaving most of the stuff, but protecting the treasure we got with a bunch of spears set up to fall on anyone trying to steal it. there is a way around it tho, that only we know.

DesertHyena
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DesertHyena
2,886 posts
Peasant

You mean what's left of the house...(sound of dice rolling) The animals will let you know if anyone approaches the "house". So, the Ranger consults the map of the Darkmoon Vale he recieved from the rescued parents and notices there is a spot circled on the map that stands out. It appears to be some kind of monument high upon the mountain range (somewhere between 20 to 30,000 feet up) there is a note on the bottom of this map which reads:

Ruins of Droskar's Crucible. Dwarven-Craft Pillar outside details "Ballad of Glintaxe" Home to "Strange and Dangerous Creatures", experiments perhaps.

(sound of dice rolling) You have never heard of this location before, but it sounds like those Dwarven adventurers at The Roost might know something about it.
ThorRatFox
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ThorRatFox
3,798 posts
Nomad

I will talk To the Dwarves

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Oh darn.... Am i stereotypically Ranger-looking????

"I say we go back and ask those Dwarves. Though it will be taking up time, I don't want to go face an enemy unprepared, let alone not even knowing what enemies we can expect."

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Let's go speak with the Dwarves then.
So, do I get the Longsword? I also request a small sum of money(maybe 120 silver). It's not for me, but like a good Paladin, I want to donate some of what I've gotten from my adventures to the church of my deity(or deities).

DesertHyena
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DesertHyena
2,886 posts
Peasant

Hypermnestra 10 percent is a usual for donations of gains, but whatever you feel comfortable giving (and yes you get the sword).

So, DBLACKSTAR and beholderslayer are guarding the treasure, and you want to "try" and talk to the Dwarves...again?

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

I suppose.....

hopefully they didn't notice the corellation between the 'bloody Fairy' and Rat visit

shadowjak135
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shadowjak135
413 posts
Nomad

yep. I didn't punch him so it's ok. I will intimidate him if I can't get anything out of him diplomatically. But, let's just leave the treasure for now, when we go back, we will bring a wagon or two.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

I only want the sword. Whatever money I'm allotted, I will give it about 50% of it to the church. I really like them. xP.
Also; at the next available time, get to the nearest church of Torm/Tyr/Ilmater and thank them for my victory.

Yep, I want to talk to the Dwarves again. They're not my biggest fans, but I'm sure we can reach some kind of accord.

ThorRatFox
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ThorRatFox
3,798 posts
Nomad

How about a race the dwarves don't HATE Like the Goliath

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

I don't care who talks to the Dwarves in particular, as long as we as a party talk to them and get some info.

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