Saturday, March 22, 2008

Fir'Nalas campaign

Okay, so I've got so far Tim, Jake, and Kyle confirmed for my new campaign, as it turns out I can't find any newbies. If anyone else is interested, I'm willing to accept maximum two more players - I know David expressed some interest.

I'd like to get each of you for a solo session to roleplay, tweak characters, and figure out backstory, as I hope this campaign will have some good roleplaying opportunities. Today is Saturday the 22nd of March. I'm free tonight, tomorrow night, and Monday & Tuesday all day. If any of you want to give me a call and get together any of those times, I'd be more than happy to. I have no objection to any two or three PC's having previous associations, so if you want your characters to know each other, that's fine.

I'd also like to get together for the Zombie campaign, guys, so anyone who's involved in that, see if you can't figure out what everyone's schedules look like.

Tuesday, March 04, 2008

Rallying Troops

Greetings, peers! It is I, Geoffrey. I have an idea for a newbie campaign I'd like to run after Rebel gets finished, after the 15th. If anyone knows about some people who'd like to start playing D&D, point them in my direction.

The theme of the campaign will be mostly basic D&D (that is, limited use of supplementary texts - players will be encouraged to choose races, classes, feats, and rules from the 3.5 PH). I'm encouraging characters to choose non-human races, as the campaign will revolve around discrimination of non-humans and fighting against a tyrranical fascist-style regime, though human characters are not by any means prohibited.

If I can't find enough newbies to fill a party of maximum 5 (five), I will accept more seasoned players. My hope, however, is for a party of newbies supported by one player who already knows the game.

Wednesday, February 20, 2008

*Ahem*

DnD 4.0
Player’s Handbook in May, Monster Manual in June, and Dungeon Master’s Guide in July
That is all...

<><

Thursday, February 14, 2008

C.O.C. round 2

Alright everyone. Round one has been finished and it's already getting some intense

two Npc's have died and one pc's. Thats just unlucky for Tim. I'm going to plan another tournament after this one too so he'll have another shot.

Now, each of the matches will have slightly harder stipulations with the exception of the handicap match and the intervention match. Both will stay as they are, but with the intervention mages will be casting higher level spells.
Steph and Dave: Steph and Crugretor the Beastmaster on Offense VS. Dave and Rikkas the stormsinger on Defense

Chris, Jake and Geoff: Stay alive match: Involving Chris, ___ the Gladiator (Forgot the name) , Jake, Geoff, Bosh the shadowcaster , and Ahk the Arcane Duelist.
Where: Chris and Bosh are on a Team. (Funny how you guys dueled each other too)
The Gladiator and Ahk are on a Team and
Geoff and Jake are on a team.
remember too, that it is possible for everyone to pass this match however if you don't want that to happen, there is nothing stopping you from killing members of the other teams, cause they will be threats later.

NPC's: ____ the swiftblade (Name's lost of me) is taking on a 1vs 1 with Putnam the dracolexi. The match is head to head, but there will also be creatures that they will have to fend off in order to get close enough to each other.


I think thats all for now. If you wish to know anything about the characters, either talk to that person or to me and I'll give you a story. I don't really feel like posting a narrative every time cause I keep forgetting details and such.

Enjoy everyone, and I'll be seeing you soon to resolve round 2. It'll go much faster now that all the characters are created. Cheers all

Sunday, February 03, 2008

They Are Night Zombies!! They Are Neighbors!! They Have Come Back From The Dead!! Ahhhh!

D20 Modern Rules For Zombie Campaigns based on World War Z: An Oral History of the Zombie War, and The Zombie Survival Guide by Max Brooks

The Zombie

Medium Undead
Hit Dice: 2d12+3 (Toughness)
Grapple Points: 2d12
Initiative: -1
Speed: 30ft
Defence: 11 (-1 Dex, +2 Natural), touch 9, flat-footed 11
Base Attack/Grapple: +0/+1
Attack: +1 Melee (1d6+1 Slam)
Space/Reach: 5ft
Special Attack: Bite, Solanum Infection, Feeding Moan
Special Qualities: Blindsense, Headshot
Saves: Fort +0, Ref -1, Will +3
Abilities: Str 13, Dex 8, Con -, Int -, Cha 1
Action Points: 0
Feats: Toughness

The Zombie can only make one move action or one attack action in a round. They can make both only if they charge.

Bite: When a Zombie is grappling a human being or other creature, and reduces that creature’s Grapple Points to 0, it can then make a Bite attack against the unfortunate victim, tearing a chunk out of a random body part. The wound bleeds profusely, dealing 1d6 Constitution damage.

Solanum Infection: A Zombie’s bite attack contains a deadly virus known as Solanum. Once a victim has been bitten by a Zombie, they must make a Fortitude Save (DC 20) or become infected with Solanum. The virus has a 12 hour incubation period. After that time, the victim goes into a coma. 20 hours after infection, the victim dies (no save). At 24 hours from infection, the victim reanimates as a Zombie.

Feeding Moan: Whenever a Zombie spots its prey, it will open its mouth (if it has one) and, unless it has lost the ability to vocalize, unleash a hellish moan that will attract any other Zombies within earshot. The moan is audible from 150 feet. It takes up to 5 rounds, therefore, for Zombies that hear to respond and arrive.

Blindsight: It has been theorized that Zombies’ uncanny ability to hunt and feed even in complete darkness is because they do not share humanity’s sight-dependency. They use all their senses equally when hunting their prey, and thus are not penalized in conditions of total darkness or when their eyes have rotted out of their sockets or been destroyed.

Headshot: Zombies are notorious for their ability to ignore any and all damage to its body. They will continue to pursue their prey in spite of bullet wounds, knife wounds, severed limbs, broken spines, you name it. The only way to truly destroy a Zombie is to sever its head or destroy its brain.

Fighting Zombies:

Conventional warfare is simply ineffective against the undead threat. Most shooters will tend to concentrate ranged fire at the bulkiest section of an opponent - the torso. However, due to Zombies’ inherent immunity to pain and resistance to damage, that will maybe - maybe - only slow it down, giving the shooter precious seconds to escape before being turned into ghoul-chow.
Let it be repeated: The only way to ‘kill’ a Zombie is to sever the head or destroy the brain.

Zombies are not intelligent. They don’t know how to formulate plans, call for backup, operate even the most rudimentary of weapons or tools, (much less firearms), or even duck behind cover. They will shamble towards their prey through a hail of bullets, through fire or water, and nothing can deter them once they have found their prey. Zombies have been known to fall blindly, one after another, into a ravine trying to get to a human on the other side. The fact that a Zombie’s moan attracts other Zombies is not a sign of intelligence, or organization. It is purely coincidental, and instinctual. Zombies work on instinct alone, and when they hear the telltale moan of another Zombie, they recognize only that there is human flesh nearby.

Zombie-fighting rules:

Grapple Points: In addition to Hit Points, characters roll a new stat based on the primary ability of their Heroic class. These are Grapple Points, and they determine how long you can wrestle with a ghoul before it gains the edge and sinks its Solanum-infested teeth into your delicious flesh. Strong characters, for example, gain their Strength bonus to their Grapple Points. Grapple Points use the same Dice as the character’s Hit Dice. At every new class level, you roll new Grapple Points the same way you would Hit Points, adding the roll to your previous total.
Ex: A Strong character with a Strength of 15 adds this +2 modifier to a roll of 1d8 (maximum roll at first level) for a Grapple Point total of 10 at first level. At level 2, he rolls 1d8 and adds his Strength bonus to determine how many Grapple Points he earns.

Grapple Points
Strong 1d8+Str Mod.
Fast 1d8+Dex Mod.
Tough 1d10+Con Mod.
Smart 1d6+Int Mod.
Dedicated 1d6+Wis Mod.
Charismatic 1d6+Cha Mod.

This represents the character’s ability to use his primary ability to struggle with a Zombie - a Strong character will use brute strength, while a Fast hero will squirm and dodge away from the Zombie. A Smart hero will use special techniques, and a Dedicated hero will fight using their common sense to avoid being bitten.

Multi-class Grapple Points:

For a multi-class character, take the Grapple Point Dice of the class in which you are taking the level. A 4th level Strong Hero/1st Level Fast Hero who gains enough experience to attain 6th level decides to take a 2nd level of Fast. Therefore, they add 1d8 plus their Dexterity modifier to their Grapple Point total.

Grapple Point Recovery: Grapple Points recover at a rate of 1 GP/round for every Heroic level, as long as the character is no longer being grappled by a Zombie.
Ex: A 4th level character recovers 4 GP/round as long as he is not grappling with a Zombie.
This represents the character recovering their strength or regrouping their thoughts, which takes much less time than recovering from wounds sustained in battle, like hit point damage.

Headshots:

Zombies have a Defence of 11, which is hard to miss. However, hitting a Zombie will not kill it unless you destroy the head. So how do you do that? You have to hit it in the head.
A Zombie’s head counts as a Fine object, granting it a +4 Defence bonus for a total of 15. When attacking a Zombie, the player must specify that they are attacking the head. If the headshot misses, but the attack hits its regular Defence of 11, the attack still hits, but is not fatal.
The Zombie’s head has 5 hit points.

Other body parts

A Zombie’s head is not the only thing you can sever. The Zombie’s arms and legs can also be severed, with a +2 Defence bonus each (13 Defence).

Severing a Zombie’s arm reduces its remaining Grapple Points by x½, and incurs a -4 penalty on all Strength and Dexterity-related skill and ability checks.

Severing both arms reduces a Zombie’s Grapple Points to 0 - it can’t grapple if it has nothing to grab with.

Severing one or both of a Zombie’s legs or otherwise crippling it from the waist down (severing the spinal cord still renders a Zombie paralyzed) reduces its speed to ½ and renders it prone (-4 melee Defence, +4 ranged Defence).



When hitting a Zombie’s chest (Defence 11) with a ranged piercing attack, roll d%:
1-50 - normal damage.
51-75 - damage one lung - Moan ability’s range reduced to 75 feet.
76-90 - damage both lungs - Moan ability cannot be used.
91-99 - damage spinal cord at waist- Zombie drops prone and cannot use legs
100 - damage spinal cord at neck - Zombie is completely paralyzed, but still alive.

Ability Scores:

I am ruling that, due to the lack of magic items in this campaign setting and the extreme circumstances of the situation, characters gain 2 ability score points every four levels, instead of the usual 1. This reflects the incredible amount of physical and mental muscle-building that characters undergo while constantly fending off hordes of the walking dead. As in Star Wars d20, these 2 ability score points must be allocated to two different ability scores - they cannot be used to increase any one ability score by +2 at one time.

Friday, December 28, 2007

Round 1.1 (Jake)

Alright First Match down, three more to go. Heres the Match:

Announcer: Welcome Ladies and Gentlemen, the main event today will be a 4 person match. The Offence needs to capture two orbs that have been tied to the and of a pole. The pole extends thirty feet upwards and then splits into to equally long pole that go off in an angle. At the end the orbs are tied down. They have 2 1/2 minutes to get those orbs, or else we'll have some fun with the Archers in the stands. once captures they need to hold onto these orbs for 12 seconds before its considered a win.
The Offense consists of Siris, a half fey with hopefully some tricks up his sleave or else he's not going to last long with a body that can bearly consist of bones. And his parter Rakkas the Gnome. (As Rakkas enters with swirling lights all around him, the crowd goes crazy)
And the Defense consists of Meyq, a wizard from the astral plane, and Crugretor a druid and his Ape companion, I do also believe he is a fey. Ready Combatants! BEGIN!

Meyq is the first one to move, She runs up the field to protect the orb on the right, and she flicks what looks to be like a scarf at Rakkas, but it turns into iron and just bearly misses Rakkas. The crowd sits in Awe of this odd magical ability. Rakkas quickly repsonds with a quick jerk of his hands and some how Meyq looks like she just got hit in the head with something, and is stunned a bit.
Crugretor lights his arms on fires and runs up with his Ape who promptly jumps onto the pole and pulls himself up to the top. Siris just flies up closer and shoot jets of color out of his finger tips, The ape manages to dodge it but Crugretor looks like he just got a face full and is blinded for now. The Ape quickly leaps off the poles and grabs hold of Siris and violently pull him to the ground. Rakkas feels so confidant it looks like that he starts singing to the crowd about how awesome he is, and the crowd just loves it, they all seem to be fasinated by they way he's singing. Meyq sees this opportunity to shoot him with her crossbow, she missed but she managed to make it look awesome.
The ape and Siris are just in a scrap that it looks like the Ape is obviously going to win, but Siris manages to fly away taking a vicious claw to the chest and starts bleeding. Rakkas tried to put the ape and Crugretor, who is still trying to get the colors out of his eyes, to sleep, but doesn't manage to go much, he does move up right next to Meyq to engage in melee. Meyq has no choice by to try a hit with her mace, which lands a brutal blow knocking Siris off balance. Siris, seeing that his parnet might be in trouble manages to cast a spell and put Meyq to sleep, where Rakkas prompty stabs her waking her back up. but now she's lying on the ground. The ape not wanting to let his master down, jumps back onto the pole and climbs up top to prevent the orb from being stolen. And Crugretor finally gets the color out of his eyes and looks ready to fight again. Rakkas unerringly stabs Meyq with his rapier and she falls unconscious. After which is climbs up to the top of the pole on the right to retrieve the orb.
Crugretor was having none of that, and unleashes a flame that flies from his hand and engulfs Rakkas in flame nearlly knocking him off the pole.
In the meantime Siris managed to stun the Ape which made it fall from the pole to land sharply on the ground. and quickly starts trying to undue the rope holding the left orb. Rakkas still unable to undue the right one gets hit again with another burst of flame which causes him to fall off and smash head first into the ground and fall unconscious. The crowd just loves this brutality.
Siris sees now that it is him versus the other two and knows he's at a downside, so he makes a be line to the other orb, Crugretor and the Ape quickly follow and Crugretor scores a hit with his flame shot and creates a scimitar made out of fire. Only 24 second remain for Siris to retrieve this last orbs and time is quickly running out. Just before Crugretor is able to strike with the sword Siris gets the orbs free and flies away. Not wanting to lose the Druid has one last hope, a hit with his flame shot will take Siris out and the fall will most likely kill him. Death doesn't matter this him, so he aims his flame, Siris had already been burnt by it once earlier as he got the first orb free, he takes his aim and fires away, the crowd on the edge of their seat, unsure which of the two they want to win more, the shot flies at Siris, and hit where he would've been if Siris hadn't have moved milisecond earlier. That maked the 12 second of holding both orbs, and they fly up into the air and unleash fireworks.
The main event is over folks, you have your winner. Siris and Rakkas, though Rakkas is unconscious at the moment, have succeeded in their offense match. Big round of applause everyone!

Thursday, December 13, 2007

C.O.C.

So far included in my Challenge are:
Tim, Jake, Chris, Steph, Geoff, and Dave.

I don't think I'll get any more people cause I"m not sure who all is interested. So in addition to the other stuff I posted last time here are a couple particulars.

There are 8 different types of Battles and heres their name and a breif descriptions:
head-to-head: 1 on 1 pvp
team-on-team: Any combination of players/npcs vs any combination of players/npcs
Stay Alive / Relentless: You have a set number of rounds you need to stay alive for against enemies that just keep coming.
Defense: Do not let the enemy steal your flag/capture your 'base'
Offense: Your playing the opposite role of defense. Try and capture/steal the enemies base/flag
Massacre: Either they all die, or your all die.
Intervention: Casters from the stadium casts spells at whomever the crowd tells them too, and you also have to deal with whoever/whatever is also in the arena with you.
Handicap: You still retain everything you would have normally, but you are given a special handicap that you must obide by.

Those are the 8 types of matchs, and as the tourny goes on, more stipulations will be added to make them more 'interesting'.

Now, incase you want to start building your characters. here's how the first round will be layed down:

Round 1:
Steph And Tim: Co-Op Intervention Match.
Geoff And Dave: Co-op team-on-team match.
Jake: Solo Offense Match.
Chris: Solo Massacre

Players, Match, and Co-op/pvp are all determined randomally.
Lets see how this turns out.
-Kyle