Post by K Man on Jul 9, 2008 14:29:29 GMT -5
Orange Glow failed and so I turn to the community once more to see what kind of game we should run on here next. I hope to make the next one last longer than Orange Glow and figure I should stick to rule-sets I know.
Some of these are repeats; but you know the drill. The only thing that has changed this time is the ability to vote for two.
Title: The Primal Spirit
System: Conan (Basically 3.0/3.5 D&D with special rules on magic, new classes, feats and races [as in they are all human, but where you're from matter].)
Description: In the world, there are few that do not fear the Sorceror-King. He rules from high in his stone tower, the only one attuned to the dark ways and trained in the use of magic. His cult of followers would follow him to the edges of the earth and die if he simply asked them to. Thankfully you live far away from the grip of the Sorceror-King, on the edge of the wastelands in a small village.
That all changes when the pipes of war begin sounding.
You awake on a grim day to hear the soldiers of the Sorceror-King raiding the houses in your village, calling for 'willing' soldiers...the kind of willing that includes swinging a sword in chains. You are faced with a decision; flee to the wastelands and escape the grip of the King, or become a slave in his army.
Title: Expedition to Castle Ravenloft
System: D&D 3.5, non-Psionic with horror elements
Description: A pre-written adventure path. In this case, it's actually a re-write of an old adventure with Count Strahd Von Zarovich and his keep in the horror-setting Ravenloft. I'd like to incorporate Horror game elements from the Heroes of Horror sourcebook and will make those rules readily available.
From the cover, "Expedition to Castle Ravenloft is a 224-page D&D adventure that harkens back to classic 1st-edition adventure, Ravenloft. This adventure expands on the original adventure, introduces some never-before-seen threats. It also features a new encounter format designed to make running the adventure easier for the Dungeon Master. This new layout includes such details as more graphics and readily available stat blocks, both of which can shorten prep time and gameplay."
Title: Honor's Pilgrimage
System: D&D 3.5, restricted classes
Description: You are each a champion of your lord, a holy warrior of the highest caliber and strongest moral fiber. You are renowned throughout your kingdom as the symbol of the people's courage and the heart of their good deeds. It is for this reason you have been selected by the ruler to go on a mission to faraway lands.
It is an unprecented mission, for you are to partner with champions from across all lands and journey deep into unknown territory. You are to meet with your lord on the morrow and learn of this very important mission which has been placed solely on your shoulders...
{This will be a game for good-aligned, Knight or Paladin classes only. It will begin high level, around 12th or 13th or so.}
Title: Deep Copper
System: D&D 3.5, Epic-Level
Description: There are elements to which the gods have devoted entire planes, to fuel their existence on the material plane; fire to burn and stay warm, earth to walk on, water to drink and air to breathe. The gods need men to worship them, men need these elements to live.
There are other elements that do not have planes upon which to draw for their existence; plant, gem...and metal. For these elements, ancient guardians are responsible for their protection and continued use by man. Without the guardians, the elements disappear forever.
You have been approached by a well known Dragon Shaman who has heard of your reputation. He wishes to speak with you about something very dire that threatens these ancient guardians...specifically those who protect the element of metal.
{This game will begin at 20th level and will be epic. I will be running this game simultaneously at home so it should make the flow easy and it will be interesting to see how it turns out in both mediums.}
Title: Last Bastion of Hope
System: D&D 3.5, Epic-Level
Description: You knew today would come, the day they would lower the shield and you would venture out into the world beyond. You have gathered with others like yourself, the other paragons, amidst a ceremony of unrivaled proportions. When you leave this city, the hopes of all within...the hopes of the entire races your represent go with you.
This idea was submitted earlier for voting, but essentially you are the pinnacles of your respective races, the end of their evolution...the paragons. You are unrivaled and without equal. You were bred for a purpose, to be the first to venture out into the world after centuries of the humanoids being trapped within magical domes that have protected them and shielded them from the outside world. You have seen the dark shapes moving beyond the crimson energy barrier, you have heard the inhuman noises but now it is time to leave the last of the humanoid cities and find out what went wrong--and if there is hope for the humanoids outside the barrier...
Special: Everyone must play a different race, and that race must be a pure race (no half-orcs, no half-elfs etc). The Paragon template will be applied to the base PC. Or I will also accept the same race but different sexes.
Paragon Template from SRD:
Creating a Paragon Creature
“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature).
The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here.
HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD.
Speed: A paragon creature’s speed triples, for all movement types.
AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better).
Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks.
Special Abilities: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispell magic, |haste, and |see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.
Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.
Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
Spell Resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
Fast healing 20. If the creature already possesses fast healing, use whichever is better.
A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Saves: The paragon creature gains a +10 insight bonus on all its saving throws.
All ability scores are 15 points higher than those of the base creature.
Skills: The paragon creature gains a +10 competence bonus on all its skill checks.
Feats: Same as the base creature, plus one bonus feat.
Environment: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: As base creature +15.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Some of these are repeats; but you know the drill. The only thing that has changed this time is the ability to vote for two.
Title: The Primal Spirit
System: Conan (Basically 3.0/3.5 D&D with special rules on magic, new classes, feats and races [as in they are all human, but where you're from matter].)
Description: In the world, there are few that do not fear the Sorceror-King. He rules from high in his stone tower, the only one attuned to the dark ways and trained in the use of magic. His cult of followers would follow him to the edges of the earth and die if he simply asked them to. Thankfully you live far away from the grip of the Sorceror-King, on the edge of the wastelands in a small village.
That all changes when the pipes of war begin sounding.
You awake on a grim day to hear the soldiers of the Sorceror-King raiding the houses in your village, calling for 'willing' soldiers...the kind of willing that includes swinging a sword in chains. You are faced with a decision; flee to the wastelands and escape the grip of the King, or become a slave in his army.
Title: Expedition to Castle Ravenloft
System: D&D 3.5, non-Psionic with horror elements
Description: A pre-written adventure path. In this case, it's actually a re-write of an old adventure with Count Strahd Von Zarovich and his keep in the horror-setting Ravenloft. I'd like to incorporate Horror game elements from the Heroes of Horror sourcebook and will make those rules readily available.
From the cover, "Expedition to Castle Ravenloft is a 224-page D&D adventure that harkens back to classic 1st-edition adventure, Ravenloft. This adventure expands on the original adventure, introduces some never-before-seen threats. It also features a new encounter format designed to make running the adventure easier for the Dungeon Master. This new layout includes such details as more graphics and readily available stat blocks, both of which can shorten prep time and gameplay."
Title: Honor's Pilgrimage
System: D&D 3.5, restricted classes
Description: You are each a champion of your lord, a holy warrior of the highest caliber and strongest moral fiber. You are renowned throughout your kingdom as the symbol of the people's courage and the heart of their good deeds. It is for this reason you have been selected by the ruler to go on a mission to faraway lands.
It is an unprecented mission, for you are to partner with champions from across all lands and journey deep into unknown territory. You are to meet with your lord on the morrow and learn of this very important mission which has been placed solely on your shoulders...
{This will be a game for good-aligned, Knight or Paladin classes only. It will begin high level, around 12th or 13th or so.}
Title: Deep Copper
System: D&D 3.5, Epic-Level
Description: There are elements to which the gods have devoted entire planes, to fuel their existence on the material plane; fire to burn and stay warm, earth to walk on, water to drink and air to breathe. The gods need men to worship them, men need these elements to live.
There are other elements that do not have planes upon which to draw for their existence; plant, gem...and metal. For these elements, ancient guardians are responsible for their protection and continued use by man. Without the guardians, the elements disappear forever.
You have been approached by a well known Dragon Shaman who has heard of your reputation. He wishes to speak with you about something very dire that threatens these ancient guardians...specifically those who protect the element of metal.
{This game will begin at 20th level and will be epic. I will be running this game simultaneously at home so it should make the flow easy and it will be interesting to see how it turns out in both mediums.}
Title: Last Bastion of Hope
System: D&D 3.5, Epic-Level
Description: You knew today would come, the day they would lower the shield and you would venture out into the world beyond. You have gathered with others like yourself, the other paragons, amidst a ceremony of unrivaled proportions. When you leave this city, the hopes of all within...the hopes of the entire races your represent go with you.
This idea was submitted earlier for voting, but essentially you are the pinnacles of your respective races, the end of their evolution...the paragons. You are unrivaled and without equal. You were bred for a purpose, to be the first to venture out into the world after centuries of the humanoids being trapped within magical domes that have protected them and shielded them from the outside world. You have seen the dark shapes moving beyond the crimson energy barrier, you have heard the inhuman noises but now it is time to leave the last of the humanoid cities and find out what went wrong--and if there is hope for the humanoids outside the barrier...
Special: Everyone must play a different race, and that race must be a pure race (no half-orcs, no half-elfs etc). The Paragon template will be applied to the base PC. Or I will also accept the same race but different sexes.
Paragon Template from SRD:
Creating a Paragon Creature
“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature).
The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here.
HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD.
Speed: A paragon creature’s speed triples, for all movement types.
AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better).
Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks.
Special Abilities: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispell magic, |haste, and |see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.
Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.
Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
Spell Resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
Fast healing 20. If the creature already possesses fast healing, use whichever is better.
A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Saves: The paragon creature gains a +10 insight bonus on all its saving throws.
All ability scores are 15 points higher than those of the base creature.
Skills: The paragon creature gains a +10 competence bonus on all its skill checks.
Feats: Same as the base creature, plus one bonus feat.
Environment: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: As base creature +15.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as the base creature.
Advancement: Same as the base creature.