Welcome to Gaia! ::

The Dungeons & Dragons Guild

Back to Guilds

A Dungeons & Dragons Roleplaying Guild - We have many active games, join requests are checked often, and everyone is accepted. 

Tags: Dungeons, Dragons, Roleplaying, Dungeons and Dragons 

Reply The Dungeons & Dragons Guild
[D&D 3.5 Eberron] Urban Adventure [3/3 and 3/3 full up] Goto Page: 1 2 3 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

SpokenSoftly

Ruthless Elder

8,000 Points
  • Tycoon 200
  • Wall Street 200
  • Bidding War 100
PostPosted: Mon May 14, 2012 5:00 pm
Now recruiting for an Eberron campaign, to be set in and about the major cities. Urban exploration and adventures will feature heavily, though if a Ranger or Druid happens to crop up I'm equipped to take it into the wilderness as well.

Any and all sourcebooks for D&D 3.5e are allowed, any supplement you can name I'll probably be able to get my hands on.

Game-breakers are allowed, though please keep in mind that the more you munchkin-out your character the more license I'll assume by way of throwing huge threats at you. Average fighter, average encounter. Wizard with infinite-spellcasting loop, Tarrasque at Party Level 8.

Any alignment and character race is acceptable, but this campaign will begin at ECL1. Characters in this campaign may reincarnate into a race of their choice once, and will lose class levels upon reincarnation sufficient to bring their ECL after monster level-adjustments in line with the rest of the party. For example, reincarnating into a Centaur will reduce your class levels by 2 to compensate for the +2 LA.

You may apply templates to your characters at the beginning of the game, but not if it would take your ECL above 3.

Gestalts are acceptable, at a 5% EXP penalty until reaching ECL5. PM me to negotiate.

To determine abilities, roll 4d6 six times and subtract the lowest roll from each set. You may reroll any single result lower than 7 or higher than 15, or all of your abilities if your total modifier is negative, before racial adjustments. You must reroll any single result lower than 5, before racial modifiers. You must also reroll all of your abilities if your total modifier is less than -3 or higher than +10.

Note that this campaign makes use of the Ghostwalk campaign supplement, and the city of Manifest is located on an island off the coast of Breland.

Starting Level 1

Starting Gold as per Player's Handbook or relevant source

Starting location Gatherhold for Party 1, First Tower for Party 2

Confirmed characters for Party 1 are:

As-yet-unnamed Halfling Druid (Wire_Colossus)
Irann, Elf Rogue
Kamae, Human Barbarian

Confirmed characters for Party 2 are:
Naya, Human Truenamer
Artana, Human Rogue
Rannok, Armand Monk
 
Wire_Colossus rolled 20 6-sided dice: 4, 6, 5, 6, 2, 3, 5, 1, 4, 2, 3, 4, 3, 1, 1, 3, 5, 1, 4, 3 Total: 66 (20-120)
PostPosted: Mon May 14, 2012 5:05 pm
you already know I'm joining, so I'll roll my ability scores my my character and reincarnation.  

Wire_Colossus

Versatile Shapeshifter

3,875 Points
  • Alchemy Level 1 100
  • Team Jacob 100
  • Gender Swap 100
Wire_Colossus rolled 4 6-sided dice: 4, 1, 1, 2 Total: 8 (4-24)

Wire_Colossus

Versatile Shapeshifter

3,875 Points
  • Alchemy Level 1 100
  • Team Jacob 100
  • Gender Swap 100
PostPosted: Mon May 14, 2012 5:12 pm
and the last score I hope will be good.  
PostPosted: Mon May 14, 2012 5:20 pm
Joining as a Human Truenamer.  

Vampfighter1
Crew

Vampfighter1 rolled 20 6-sided dice: 6, 4, 5, 6, 1, 2, 3, 6, 6, 4, 2, 4, 3, 4, 2, 4, 3, 1, 4, 5 Total: 75 (20-120)

Vampfighter1
Crew

PostPosted: Mon May 14, 2012 5:21 pm
Rolls 1-5  
Vampfighter1 rolled 4 6-sided dice: 4, 2, 5, 1 Total: 12 (4-24)
PostPosted: Mon May 14, 2012 5:23 pm
Roll 6  

Vampfighter1
Crew

joe-dude667 rolled 20 6-sided dice: 1, 4, 2, 1, 5, 1, 4, 4, 4, 6, 6, 4, 5, 3, 1, 5, 4, 1, 4, 3 Total: 68 (20-120)

joe-dude667

PostPosted: Mon May 14, 2012 5:26 pm
Screw it, I'm not in THAT many games. =P

Human Barb coming up.  
joe-dude667 rolled 4 6-sided dice: 3, 6, 4, 4 Total: 17 (4-24)
PostPosted: Mon May 14, 2012 5:31 pm
1, 4, 2, 1 = 7
5, 1, 4, 4 = 10
4, 6, 6, 4 = 16
5, 3, 1, 5 = 13
4, 1, 4, 3 = 11
3, 6, 4, 4 = 14

7(-2), 10(-), 11(-), 13(+1), 14(+2), 16(+3)

Not too shabby. Going to be one stupid barb though. >.<  

joe-dude667


SpokenSoftly

Ruthless Elder

8,000 Points
  • Tycoon 200
  • Wall Street 200
  • Bidding War 100
PostPosted: Mon May 14, 2012 5:42 pm
Vampfighter1


If you could name the sourcebook that the Truenamer class appears in, that'd be grand.

joe-dude667


Looks good. Keep in mind this is a mostly urban game, though. Idiocy might be a bit of a drawback. >.<


So...

We have a Truenamer, which I'm assuming is something related to spellcasting.
We have a Barb, which is warrior and light trapfinding
We have a potential Armand Monk (MM3, with some alterations to reduce LA to +1), by way of iLL iNTENT
We have a potential Druid, Sorceror, or Wizard of indeterminate race, courtesy of Wire_Colossus

That's two spellcasters, possibly three, and a warrior.

Unless you guys heavily underoptimize your characters you're going to be getting some really tough challenges thrown your way. smile  
PostPosted: Mon May 14, 2012 5:57 pm
Halfling druid.  

Wire_Colossus

Versatile Shapeshifter

3,875 Points
  • Alchemy Level 1 100
  • Team Jacob 100
  • Gender Swap 100

SpokenSoftly

Ruthless Elder

8,000 Points
  • Tycoon 200
  • Wall Street 200
  • Bidding War 100
PostPosted: Mon May 14, 2012 6:01 pm
So then the current list stands at

One Human Truenamer
One Human Barbarian
One Armand Monk
One Halfling Druid

two spellcasters, three melee (basically, if you count the Druid), one trapfinder (Barbarian class feature), no healers unless Truenamer gets that.  
iLL iNTENT rolled 12 6-sided dice: 6, 3, 6, 2, 4, 4, 1, 3, 5, 1, 5, 6 Total: 46 (12-72)
PostPosted: Mon May 14, 2012 6:05 pm
Rollin stats

6 3 6 2 = 15
4 4 1 3 = 11
5 1 5 6 = 16
--
--
--

So far I have no complaints, lol  


iLL iNTENT


Fuzzy Lunatic


Vampfighter1
Crew

PostPosted: Mon May 14, 2012 6:09 pm
Doctor_Whiteface
Vampfighter1


If you could name the sourcebook that the Truenamer class appears in, that'd be grand.

joe-dude667


Looks good. Keep in mind this is a mostly urban game, though. Idiocy might be a bit of a drawback. >.<


So...

We have a Truenamer, which I'm assuming is something related to spellcasting.
We have a Barb, which is warrior and light trapfinding
We have a potential Armand Monk (MM3, with some alterations to reduce LA to +1), by way of iLL iNTENT
We have a potential Druid, Sorceror, or Wizard of indeterminate race, courtesy of Wire_Colossus

That's two spellcasters, possibly three, and a warrior.

Unless you guys heavily underoptimize your characters you're going to be getting some really tough challenges thrown your way. smile


It's in Tome of Magic  
iLL iNTENT rolled 12 6-sided dice: 2, 2, 1, 1, 3, 2, 3, 5, 6, 2, 5, 4 Total: 36 (12-72)
PostPosted: Mon May 14, 2012 6:09 pm
Last three

6 3 6 2 = 15
4 4 1 3 = 11
5 1 5 6 = 16
2 2 1 1 = REROLL
3 2 3 5 = 11
6 2 5 4 = 15

. . . . . cool  


iLL iNTENT


Fuzzy Lunatic


Arc Vembris
Crew

PostPosted: Mon May 14, 2012 6:12 pm
Doctor_Whiteface
So then the current list stands at

One Human Truenamer
One Human Barbarian
One Armand Monk
One Halfling Druid

two spellcasters, three melee (basically, if you count the Druid), one trapfinder (Barbarian class feature), no healers unless Truenamer gets that.


Truenamer gets a little healz, but a druid is better at that  
Reply
The Dungeons & Dragons Guild

Goto Page: 1 2 3 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum