Hidden 9 yrs ago 9 yrs ago Post by Primal Conundrum
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Was that said somewhere? If so I missed it, and point buy is a lot more fair online since it basically means it's impossible for anyone to cheat on their scores, and nobody starts with a glaring advantage over anyone else as a result of luck. I'm gonna hold off on doing my stats until I get some sort of response from the OP on how they want to do it. Also, I don't think I've seen the Aelfborn race before. What book is that from?
Hidden 9 yrs ago Post by clanjos
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4d6 drop the lowest. I'm doing the rolls to ensure fairness. Aelfborn are from Dragon Magazine #307, page 67.
Hidden 9 yrs ago Post by Primal Conundrum
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Ah, cool. In that case, can I get some rolls? I'm hoping they're anywhere near as good as what the rolls for Stabby must have been, given there's apparently no level adjustment on that race those must be some lucky dice.
Hidden 9 yrs ago Post by clanjos
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16, 17, 12, 15, 11, 9.
Hidden 9 yrs ago Post by Primal Conundrum
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Would I be correct in assuming that, as we're working for the dungeon, our resident trapmakers could simply send them invoices for the costs incurred as part of building and maintaining traps? After all, if we're being hired to protect the dungeon, it just seems like bad business to ask us to pay for trap construction out of our own pockets. Just want to know since it'll determine how I spend my money.
Hidden 9 yrs ago Post by Psyga315
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4d6 drop the lowest. I'm doing the rolls to ensure fairness.
Requesting rolls.
Hidden 9 yrs ago 9 yrs ago Post by clanjos
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Would I be correct in assuming that, as we're working for the dungeon, our resident trapmakers could simply send them invoices for the costs incurred as part of building and maintaining traps? After all, if we're being hired to protect the dungeon, it just seems like bad business to ask us to pay for trap construction out of our own pockets. Just want to know since it'll determine how I spend my money.
When building traps for the dungeon, you'll have your materials provided. But when building for personal use you'll have to pay for materials. However, the guy usually doing the big, freaky traps is a kobold named Nak-Nak.
4d6 drop the lowest. I'm doing the rolls to ensure fairness.
Requesting rolls.
10, 14, 16, 9, 14, 16
Hidden 9 yrs ago 9 yrs ago Post by Primal Conundrum
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BTW, any info about the setting would be greatly appreciated. As it stands, I know nothing about Kobold culture in this specific world, or more importantly what their social status is and the state of Kobold society. I found an article some years ago about Kobold culture that I quite liked, would this be something that could be included in the setting? I'd like to include it in my backstory, if so. http://strolen.com/viewing/The_Ancient_Empire_of_Karryk-Mos Also, I'll need a map of this dungeon so that I can properly design traps and the like for it. I'm full of devilish ideas, and traps are all a matter of controlling the pace and progression of potential invaders.
Hidden 9 yrs ago Post by Psyga315
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10, 14, 16, 9, 14, 16
Thank you. These will do nicely.
Hidden 9 yrs ago Post by clanjos
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The gist of the world's politics is, at the moment, that there are two parallel societies. The first is the typical adventuring society with the conventional humanoids, half-orcs, and the like. The aesthetics and government vary from place to place, but so far what I've got are a cosmopolitan Rome analogue near the dungeon the PC's call home, a Japan analogue run by hobgoblins, aztec lizardmen/reptile kobolds/muckdwellers, and what I can best describe as "Egypt, but more deserty." These empires require lots of money to function, which they can't bring in consistently due to economic fluctuations. However, if empires collapse, it weakens the forces of Law in the universe. Then you have the society of Dungeon Dwellers. This society resides in the tombs, catacombs, caves, and carcasses that honeycomb the world, stretching down to the Underdark. These are your atypical races- goblins, kobolds, savage lizardmen, gnolls, orcs, drow, undead, muckdwellers, gremlins, imps, etc. This society is fairly profitable, having access to powerful enchanters, skilled craftsmen, and cheap labor. Further income and minions are provided by the forces of Law (who like the ready source of income that loot provides to the empires), Evil (who like to have places for minions to rest, propagate, and train), Chaos (who like the freedom that a dungeon presents for adventures), Good (who just seem to fund everything), and Neutrality (who give funds to balance out their contributions to holy orders). In order to keep all their Law/Evil funding, however, the rulers of the dungeons- the Dungeon Lords- must meet certain quotas in terms of loot production, racial composition, and Evil Acts. The Dungeon Lord is the most powerful denizen of any dungeon, with a support staff meant to keep the wheels running. The setting hasn't been fleshed out that much, so feel free to contribute stuff. I'll look over that article later.
Hidden 9 yrs ago Post by Jerkchicken
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Can I play as a five lettuce?
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