Avatar of Necroes

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2 yrs ago
Current I'm just a D&D junkie between DMs.
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3 yrs ago
And I'm back!
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3 yrs ago
To all my players and writing partners; Don't worry! I've not vanished or forgotten you. I've had something come up, and will be taking the rest of this week off from my RPs. See you next week!
1 like
3 yrs ago
Starting a Vampire the Masquerade campaign. Look for it in the TTRPG interest check section. I'm gonna be a story teller!
1 like
4 yrs ago
I feel torn. On one hand, I'm bored, so I want to get into some more RPs. On the other, I know once the quarantine ends, I won't have the free time to keep up with all of them. Temptation is a B.
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Most Recent Posts

Melech shall be on hand, delivering a special-order piece for the casino. This is a big one, though, so there's going to be some fanfare when it comes online.

He may hang around though, for... other reasons.
Melech reporting for duty!

Available gear:
EM-Rad. Grenades-x2
Double Barreled Slug thrower (Concussion rounds x4)
Trudger: Docked Outside
Post up!

Do let me know if any of my actions require rolls, @Mae. As you may have guessed, I enjoy generating narrative, especially the little details.

Einkel Torunn wandered through the busy streets of the bustling town. Given his rose-red cheeks and cheerful demeanor, most folks new what he was about. Some approached of their own accord, others called him over. A very few-mostly tourists-he approached of his own accord. What he proffered was his latest batch of spirits, a thick liquid of a dark blue tent, made from a harvest of wild blue berries. Seemed popular around the town, though that could very well be because it was free booze during a festival.

It wasn't long before Einkel caught wind of the dwarf setting up shop in the middle of town. With a big smile on his face, he made his way over. Holding out his hands, he approached the newest dwarf to town, speaking loudly in his native Dwarven to be heard. "What happy days these are!" He said, grasping the hand of the new dwarf. "I have laid neither hide nor beard on a fellow of my kinsfolk in near on ten years. So good it is to see a kinsmen. Come, cousin, let us share a drink!

After giving a firm handshake, Einkel reached into his backpack and produced a bottle containing a glistening, amber liquid. A fine whiskey, aged no less than twenty years in an apple wood keg, he had planned to offer it as a prize in a drinking contest at the Adamant Tankard. As he pulled away the cork, breaking the wax seal on one of only two glass bottles he owned, his plan had completely gone from his head.

An aroma of stewed apples and fresh grain would drift from the bottle, the strong scent of hard alcohol cutting through the local air. Chuckling to himself, Einkel would draw forth a set of ceramic cups. Filling both to the brim, he would offer one to his kinsman, as he took in the scent of his own fine work. "Oh cousin, he began, once more in Dwarven. "I have not had call to drink a bottle this fine in many years. Truly, this day do the Gods smile on me!"
@Cao the Exiled

If you can get Mae to agree with it, Improved Artificer could possibly be a lot more fun to play.


That class seems... poorly balanced. I mean, I've not seen the alternative, so I can't really compare them. However, looking at it just as a class unto itself, it seems very front-loaded.

If I'm reading it right-I could not be, I've done that before-then starting at level 1 you can get a CR 3 monster that fights for you. You can use a cantrip to fix it between fights, and the initial cost to make it is hand-waved away. Even if it dies, you can still bring it back. If you lose it, though, then it costs you a 1000 gp to replace it. You either make the investment, or the invention points are wasted.

The very next level, you can get Another CR 3 creature to fight for you. Quite a power boost. Every level after that, though, you have to sink what seems to be your primary class resource into making them better. Otherwise, it looks like they're just going to fall to the wayside in terms of usefulness.

The same thing seems to be true of guns. They start out really strong-if somewhat of a money pit, though that's ranged weapons in general-but then you have to keep sinking points into them to remain good. As long as you have options to sink into that makes them better, they get steadily better and remain powerful. When you run out of those options, then they fall to the wayside.

Alchemy and artifical limbs offer the class a lot of options-especially alchemy, which has options that level with the class-but both have pitfalls. Alchemy upgrades are one-offs, and they'll only ever be what they are when you pick them. That's not so bad, and I'd recommend learning some no matter what path you choose.
The artificial limbs, though, can get pretty risky. They're expensive in terms of invention points, though many are quite worth it, but that risk of madness is really hard to balance. You risk rolling your first one as early as 2nd level, and if you're just unlucky your character could become a construct as early as 6th. Conversely, if you Are lucky, there's no actual negative to the options.

I'm not trying to say that it's overpowered. It's more like it's a build-your-own-class guide. A lot of 5e classes do something like that, where you get options to pick what your character is good at, while still being built around a general core.
However, unlike most of those classes, this one doesn't make you pick a path. It also doesn't reward you for taking one option and specializing with it, which seems like it would have been the better way to go. At the end of the day, it just seems like a class that needs a good understanding of the rules and the game to make work. While at the same time creating a possibility for people who Do have that experience to very quickly become munchkins.

Just my two-cents.
So, @Cao the Exiled, which class are you aimed at?
Works for me! I'm actually really looking forward to this. Forum-style posting gives so much more freedom to interact with a world, and to interpret the outcomes of dice rolls. Can't wait to see what those wands have in store for me.
@Mae Einkel seems to me to be very much the kind of person without any real goals in life. He's happy with the way things are. His work is interesting and he enjoys it. Some dwarves might be obsessed with things like becoming better at their trade, or completing their life's work. For Einkel, he's content being pleasantly surprised when he makes something wonderful.

That said, I would like to see one of two things occur. Either the quest twists his body, rousing his dwarven instincts and that ancient pride, and he feels compelled to master the command of his form. (I.E. he becomes a powerful moon circle druid)

Or, the influence of the magic changes his spirit. It opens his mind to the greater world around him, and that contentment to be what he is grows and blossoms. Instead of being a simple moonshiner, he becomes a part of the marsh. He joins the circle of the land, and will eventually become the arch-druid of Dreadmorasse. (Basically, he turns into Radagast the Brown).
What kind of moonshine does Einkel make exactly? Is it of a good quality? Is it safe to drink? How exactly does its production and sales make him a criminal in a land where prohibition isn't a thing?


Strictly speaking, he doesn't make moonshine. Moonshine is produced using corn mash, and Einkel's recipes all use wild grains. In terms of quality; It varies. Since what he's able to produce depends on what he finds in the marsh, his recipes are constantly changing. However, he does know what he's doing, so he can consistently produce specific things of a certain type.

As for why he's a criminal; Prohibition isn't a thing, but guilds are. Some of them are more strongly tied to the government than others. Since alcohol is one of those things that can kill people if it's made wrong, the guilds that oversee its production would have a lot of power to enforce their monopoly. Einkel is not an active member of the guild, and the ingredients he uses are not approved by laws governing such things. Not because you can't/shouldn't make alcohol from them, but because there's no way to regulate production using them; Basically, his primary crime is that he doesn't pay the Very steep taxes imposed on non-guild craftsmen, and he isn't in the guild either.



@Mae Been meaning to ask; I've played 5e. before, but I've never done a 300 wands thing. So, how is that going to work, exactly? 'Cause, as far as I'm aware, most wands don't really have lasting effects. So, should we be expecting these wands to just cause lots of collateral damage, or are these not those kinds of wands?
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