bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on May 5, 2008 8:22:28 GMT -4
What classes are in the party now? How are you creating characters? Straight 3d6 assigned in order? I'll probably just do that and play whatever class the dice reveal.
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Post by majortom on May 5, 2008 9:05:41 GMT -4
Oh sorry. I should have brought that up yesterday. We use four d6, drop the lowest. Your character should at least have a +1 when all of the bonuses from his/her attributes are added up. Right now, we have two fighters (although you can never have enough), one thief, one cleric, one magic-user, and one of each of the demi-human classes. Feel free to play any class you like. I don't recommend magic-users. They are rather weak. Not that has made a difference so far. My poor ogre !!
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on May 5, 2008 9:32:27 GMT -4
That's a lot of PCs. Are we each playing one character or two?
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Post by majortom on May 5, 2008 10:15:58 GMT -4
Just one. There will be ten PCs and the adventure is for six to nine characters.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on May 14, 2008 14:43:28 GMT -4
Hey, really sorry but I don't think I'll be at the game tonight. Someone else can control Falring for this session. He's your typical lusty dwarf with an eye for tall human/elven/half-elven women. Mining and stonework aren't major interests of his (although he is knowledgeable about such things, being a dwarf), but he has a fondness for gems and artwork (particularly oil paintings, especially if they have ornate, baroque frames).
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on May 21, 2008 7:53:16 GMT -4
Hey guys, my parents were over a couple of weeks ago and brought a few boxes of my books that were still in Halifax. Searching through the boxes I came across a copy of the Rules Compendium, which has all of the classic D&D rules from the basic to master's sets (it doesn't include the immortals set). I'll bring it to the game tonight so you can check it out.
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Post by majortom on May 23, 2008 16:12:56 GMT -4
Greeting. I am just posting to let you guys know that I work this coming Wednesday, that is Wednesday may 28th. So, we'll have to pick the keep up later. Sorry. I will, however, get to work on the listing the rumors, both confirmed and unconfirmed, and the episode summary.
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tzimiscechef
Casual Magic Player
I do ever so much enjoy teh koffe
Posts: 21
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Post by tzimiscechef on Jun 1, 2008 18:42:28 GMT -4
I AM ZA COZ!! ZA COZ BEE!! Cleric of Hux-ta-bull. Forget Paylor he's boring. Forget a mace I'll used the Puddin' pop. HAHAHAAA!!
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Post by majortom on Jun 17, 2008 9:25:46 GMT -4
> "A merchant, imprisoned in the caves, will reward his rescuers." This was true. Now Mr. Scott, and his wife, are safe back at the keep thanks to the efforts of the party. > " A powerful wizard will destroy all invaders." Unconfirmed. > "Tribes of different creatures live in the caves." Confirmed true. > "An ogre sometimes helps the cave dwellers" True, now untrue. > "A magic wand was lost in the cave area" True. Found. > "All of the caves entrances are trapped." Unconfirmed. > "'Bree-yak' is Goblin for 'we surrender'." Not true. It really means "hey rubes". > "There are hordes of tiny dog-men in lower caves." Unconfirmed. > "Piles of magic armor are hoarded in the lower cave." > "The bugbears of the caves are afraid of dwarves." Unconfirmed. > "Lizard folk live in the marshes" Unconfirmed, you should visit the fens and find out. > "An elf once disappeared across the marches." See the above. > "Beware of the mad hermit of the north." True, panther Rouche is extremal dangerous. > "Nobody has ever returned from an expedition to the caves." > "There is more than one tribe of Orcs in the caves."
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sunnray
Comic Hunter Lackey
Gaming Since 1983
Posts: 121
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Post by sunnray on Jun 17, 2008 11:02:53 GMT -4
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Jun 17, 2008 23:41:54 GMT -4
24 hour game eh? I wonder if we could get through the next Savage Tide module in a marathon 24 hour session? We could do it for a charity like the Gelatinous Dudes. Might be fun.... (sounds like famous last words)
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Jun 18, 2008 8:17:03 GMT -4
In all seriousness, a 24-hour charity game session does sound like fun. It would have to be for a fairly small organization; one that could benefit from a small donation. A women's shelter or the local SPCA or something like that. We could write a press release, see if the Guardian or the Buzz picks it up, make a sign to put in front of the store, drink lots of moncton city water, probably start hallucinating by hour 20....
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Post by majortom on Jun 19, 2008 10:30:00 GMT -4
If we were to start hallucinating why would we need dnd. A safer alternitive, I guess. I would be interested. It sounds like a lot of fun. I have begun to give it some thought. We'll have to see what Jeff says too.
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Post by majortom on Jun 19, 2008 10:43:20 GMT -4
Also...
> We should do most of the role playing, strategy, puzzle-solving and cerebral tings at the beginning of the session. Savage Tide seems to require al ot of care and thought. We should do this when we are all alert. The thrashing should be saved of later on.
That's what I think at least.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Jun 19, 2008 14:11:31 GMT -4
Yes, as far as I remember there is a bunch of roleplaying right at the start of the next module. Talking with Lavinia, organizing your ship/cargo etc, getting to know the crew that sort of thing. And there is a lot of variety in the module too; it wouldn't be a 24-hour dungeon crawl. There are some sea-based encounters, some short dungeon-crawls, storms, intrigue and conflict on board the ship, a weird encounter in the middle of the ocean on a sargasso 'island' with shipwrecks floating on the massive bed of kelp and seaweed. Probably a good adventure for a 24-hour session really.
Another thing I was thinking: we would need some proper chairs!
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