I have a D&D game to host Saturday
- Locked due to inactivity on Aug 4, '16 4:25pm
Thread Topic: I have a D&D game to host Saturday
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Alright, so my party consists of a Warforged fighter, (his AI for all intents and purposes is possessed.) The character and his AI are both evil alignment.
A changeling sword mage. (He's kinda dinky, only really useful for political situations and stealth.
And a human sorcerer. He acts as the artillery in the team. Casting area affect spells and boosting the effectiveness of his party members.
So, for my campaign, I am wanting to stick to a carnival of chaos theme; drawing from the ICP joker cards for some of my major characters.
Branching off from there because I think our sorcerer is catching on to my theme, I've decided that I want to put my party through a gauntlet challenge. The story line is easy enough, the warforged is trying to rebuild his race and redeem himself, and "suddenly" the only schematics he needs to help him rebuild are stashed away in a monk temple.
He gets there and finds that all of the monks have gone insane. The back story behind that is that the monks virtued silence above all else. So they cast a spell on the area of total inner silence. This spell silenced the voices in their heads. They could literally no longer hear themselves think. This inability to hear themselves think drove them to insanity, killing each other until very few remained. The few left try to cause as much noise as possible to fill the void left within their own minds.
When the party arrives here, they will be forced to fight their way through the temple and eventually reach a great doorway. The doorway will read, "The vault lays at the end of life."
With an Arcana check of 16, the sorcerer will be able to read a magical inscription under the first one which reads, "All of life exists in seven parts."
(to be continued - still typing) -
Dude... i cant read it all... im busy, i will later. ok? D&D and magic the gathering are badass though
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The seven stages that the guantlet will exist in are:
-Desire
-Despair
-Destiny
-Dreams
-Death
-Delirium
-Destruction
Right now, I'm trying to figure out how I'm going to have the seven parts be represented.
Desire will be easy. I'll have an illusion showing what the characters want most, and lay traps all around it.
Despair should be easy enough. Show the characters things that they will hate. Make them feel guilty for horrible things.
Destiny could be interesting. I'm thinking I could have a gate keeper who simply asks them what they would do if they could achieve their goals. (then twist it back on them. No one with power is pure of heart.)
I have no idea for Dream.
I have no idea for Death.
I have no idea for Delirium.
I have no idea for Destruction. -
cool. I have never played dnd, but I really want to! im saving up for a huge dnd set.
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also, could you explain DnD to me?
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Up until 4th edition, D&D never required any pieces. It was all done on paper and dice. The Game Master told the story and built the world in the players head. They didn't need action figures or little toys. People used their imaginations.
I have played every edition and would suggest using 4.0 for the simplicity and availability. But if you do, remember that you don't need the models or the game boards. You just need people who want to enjoy the game, and a good story teller.
You can find all 4th edition books on pdf files and can pick up some dice sets and any hobby store.
There you go, I just shrunk your cost down to maybe $20. -
great! I have 25$ so I can use the other 5$ for a vanguard pack. *score*
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Err... the easiest way to explain D&D is "the first Role playing game."
Knights, elves, dwarves, dragons, ect.
One person (the game master) creates a world and an adventure for the others to go on. He runs the villains, and the dungeons. He plans the traps and the plot twists. He creates an adventure for the others to enjoy. Everyone else creates a character. That character is who they are in that campaign. They control how that character thinks, feels, acts, and behaves.
For example, in our last campaign, the Game master put us on a ship. We were out at sea for a solid week before we were attacked by pirates. My character was a gnome bard. I was small, I was fast, and I was talented. My character was used to slip aboard the enemy ships unnoticed and sabotage their vessels while the rest of my team (a giant and an elf) kept the pirates busy and at bay. -
yes, I know how the gameplay works, such as the GM and the characters. I am a fantasy nerd, so I should know at least that. im just wondering about the dice rolling and such.
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Well and D&D game typically has the following dice.
1 D4
1 D6
1 D8
2 D10
1 D12
1 D20
Different dice are used for different things. Typically actions use the D20. Thinks like perception, or acrobatics, or diplomacy.
The other dice are usually used for attacks and such. Like, attacking with your fist would be 1 D4 plus your strength modifier. (which would be explained in the books) -
hm, okay. apparently im going to have to put a bit more effort in my research. thank you.
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Get the books on pdf file.
I guess the question should be, are you going to be Game master? Or a player? -
I would rather be a character, seeing as I love character customization so much.
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Then find someone who wants to be a story teller. It's mentally stressing, so find someone who thinks they're up for the challenge. You can even use one of the predesigned stories if you need to.
But as a character, reed up on that character. Familiarize yourself with their abilities and powers. Their social customs. How you want them ran.
And make sure whoever you have running the game is familiar with your character as well.
And my advice for them, is to read everything. Every book. Every side piece. Browse through the monster manuals. Even go over the predesigned dungeons if they need some help. Shamelessly steal from everywhere. -
hm, if you need mental concentration, connor wouldn't fit there at all.
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