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Topics - Phineas

#1
General Banter / D&D Story
August 09, 2018, 07:46:46 PM
A silly animated video relating the story of an encounter:

https://youtu.be/Frcxo_3x6OY
#2
Mirri followed the sounds of the smith.  As she entered the workshop, she glanced warily around, taking note of the number of people as well as noting the location of visible exits.

She held the spearhead in her paws, looking at the individuals here, searching for an elf.
#3
Out of character discussions / Mirri
March 10, 2007, 09:28:56 AM
I thought I'd share my inspiration for Mirri.

When Johan introduced the Cat race, this was my first thought.  For those of you familiar with Magic the Gathering, then you may recognize these cards:

 
 Mirri, from the "Exodus" expansion

 
 Mirri the Cursed, from the "Planar Chaos" expansion

Poor kitty has fallen on dark times, it would appear!
#4
Game Log / Session 25 - Return to the Keep
February 25, 2007, 09:59:36 AM
*** Please edit  Please edit  Please edit ***

[Game date: 23 April]

- Group continues heading east at night
- Laughing that we heard behind us ends (in vicinity of chasm)
- Hear foot steps closing upon us from the west
- Attacked by volly of arrows and spears!

- Long combat
- Orcs (throwing javelins) and gnolls (with a G, using short bows) hold their position and fire upon us
- roughly 6 orcs and 12 gnolls
- Miri and Belwar close distance and put down a lot of hurt
- Zurn fires sling bullets (not the sling; bullets do more damage than the sling itself)
- Saul sets his vibrating mace to "pleasure"
- Himo unleashes Magic Missle after Magic Missle
- Arlen plays bard music and inspires us to fight!

- Slowly work our way through the ranks, thinning out enemy number
- Mirri gets three critical hits (woo hoo!)

- Suddenly a large ogre-giant appears with a massive sword
- It is the same kind (or the identical one!) that we fought at the mouth of the cave
- Mirri and Belwar are there to engage
- Belware receives an obscene amount of damage
- Zurn heals Belwar
- Mirri notes that wounds on the ogre-giant are healing!
- Fight fight fight hurt pain ouch win!
- Ogre goes down heavily
- Just Arlen notes that there are no wounds on the ogre, it dissipates in a cloud of vapor!
- Mirri wonders if that is how they die

- Recover crappy arrows from gnolls (with a G) - it is the only thing of value that they possess (that we see)
- Bandage and double-time march for some miles

* Evening of 24 April
- Wake up and ready to continue
- Man enters our camp
- He is Firque. Belwar, Zurn, and Hemo remember this fellow as one who travelled with Melzak. They originally met after the Companions left the Chasm the last time that they were there (when they killed Dannobar).
- Wild-looking human wearing Coyote skins, carrying a large sword
- He and his people are returning to their home - they are setting camp; we are breaking camp
- He mentions that the armies from the chasm are marching by way of mountain tunnels. They are headed to lay seige upon a kingdom in the southeast

* Evenings 25-26? 27?
- Walk walk walk travel travel
- Return to the Keep late on the 28th (meaning: towards dawn).

As the companions are approaching the Keep from the west, and being that the road only approaches from the east, the companions are forced to circumnavigate the Keep and mount the road to follow it's westerly course. The road is one that rises 200 feet to meet the gates of the keep that sits upon a forested mesa of sorts.

Near the base of that climb, where the slope of the rising road becomes truly noticeable, they note that there are now large boulders on either side. These boulders stand seven feet high, and are nearly four wide. It is clear that they have been purposefully "planted" here, perhaps as markers to the ignorant that they are near their goal.

Torchlight twinkles through the trees in the pre-dawn as the companions near the Keep. Earlier than one might expect, voices are heard from above and the companions are met by an open gate and a fair number of soldiers. Work has obviously been underway in their absence, and the stone fortifications appear to be completed on the east wall of the Keep.

Among those who meet the Companions upon entering the Keep is Brescht, who is overjoyed (contrary to in-game indications) to see Hemo and his friends return safely. Corris arrives at the gate only a few moments after the companions do.

Edited for minor content by Johan
#5
Out of Character Discussions / The first morning on MSI
December 20, 2006, 02:48:12 AM
Garbhan woke and stretched.  He stepped out from his tent and looked around the campsite.  The halfling Mel was speaking with T'Riad, Elberrin, and Erinalia.

"Y'know," Garbhan said slowly, rubbing the back of his neck, "I had the strangest dream.  You were all in it.  We were exploring the island.  We got surrounded by soldiers and we managed to escape -- all of us except for you," Garbhan said, gesturing to T'Riad.  "I hope that this is not a portent of things to come."

Garbhan frowned.  "I also remember that I was some sort of a horseman.  How odd."  He looked up.  "So, who do we report to for our first assignment?  It is our first day here, and I wish to begin early."


And so begins the adventurer's first day on MSI!

(If a dream sequence can work for the television series "Dallas", then it can work for us!)
#6
Game Log / Session 14, parts 1 and 2: Incommunicado
October 15, 2006, 10:34:40 AM
#7
House Rules / Character death
March 28, 2006, 07:32:08 PM
Characters may lose hit points up to negative [their constitution score].  Thus a character with a 16 CON will die if they sustain damage that puts them at -16 hit points or more.
#8
Sayer is currently at the council meeting.  Were there any questions that needed to be asked?

Sayer, being the manipulative advisor that he is, was considering planting seeds of stronger support for the group.
#9
I will begin my comment with a caveat: I have not read this thread, but I'm curious as to why it was edited in such a way.
#10
Out of Character Discussions / Hit point HELL
February 19, 2006, 01:12:38 PM
So, Garbh?n leveled up, and I am reminded why I hate rolling hit points for a character.

Following Dray's rules, I rolled 2d10, taking the better result.  I was hopeful for rolling well.

I rolled a 4, and a 1.

Remembering the compassion that Dray demonstrated when Johan rolled a 1 as part of his hit point leveling, I rerolled my 1...

...and was left with a 2.

So, at third level, my best roll was a gain of four additional hit points, plus my CON bonus.  It's not a terrible gain, but it's not a satisfying gain either.
#11
Dray had mentioned that he had wanted to collect all character sheets from us for an audit.

Is this still scheduled to happen at the end of the upcoming session?  If so, I want to be sure that I add on a couple of more healing potions and stuff before turning in my sheet. :P
#12
Character Info / Sayer's runestones
February 15, 2006, 03:16:22 PM
Here is an overview of Sayer's runestones:

The stones:

The stones are smooth river pebbles.  Although they vary in color, they are small and flat, and are identical in size, shape and weight.  On the obverse of a stone is a bolder marking of a symbol (the "dominant" rune), and on the reverse is a daintier marking (the "diminutive" rune).  There are 24 stones in a pouch, with three groups of stones evenly bearing the markings of the sun, moon and earth.

The runes:

The Sun is depicted by a circle centered with a dot.  It represents the mental world: the mind, skill, knowledge, organization, goals.
The Moon is depicted by a circle divided in half lengthwise.  It represents the spiritual world: the soul, emotion, social relationships, passion, energy.
The Earth is depicted by a circle divided into quarters.  It represents the physical world: the body, health, wealth, material possessions.

A dominant rune may have a positive, expansive, or active influence on a rune's attribute, while a diminutive rune may have a negative, reductive, or passive influence.

The casting of runestones:

A typical reading consists of six stones drawn randomly from the pouch and dropped from a closed fist at arm's length.  The runes are read, starting from the stones closest to the caster out to the furthest.  Equidistant stones are typically read from right to left when the stones are cast from the right hand (or left to right when cast from the left hand).

The arrangement of the cast stones are important to the reading.  Stones that lie close to the querent have a stronger impact on her than the further stones.  To a lesser degree, this is also true for those stones that lie on the same side as the casting hand.

If there are more dominant runes than diminutive runes in a reading, then the reading is a BOON.  If there are more diminutive runes than dominant runes, then the reading is a BANE.  If there are an equal amount of dominant runes and diminutive runes, then the reading is a BALANCE.  A predominant rune (multiple sun, moon or earth runes) may indicate the type of boon or bane.

Formal and informal readings:

Formal readings typically involve one person ("the querent"), and are lengthy and ritualistic.  Runestones are cast upon a prepared surface which bears a circle divided into quarters.  The querent selects her "path" by selecting a single stone or a group of stones.  Using her casting hand, those stones that may be covered with the querent's palm are areas that she may directly influence; stones that may be covered with the querent's extended fingers are areas that she may have an extended influence, and areas outside of the querent's reach are areas that may escape her influence (or they may represent areas that the querent must be willing to make sacrifices).

Informal readings ("readings in the field") are practiced commonly by Sayer.  Runestones are cast upon the any available surface and are read as a group.  While this reading form is helpful for obtaining quick advice, such simple readings lack the depth of insight that formal readings impart.

Skewed readings:

These are done with an odd number of stones (typically five).  There is never balance in skewed readings; the result is always a boon or a bane.


[size=9:4be3eb6ffb]Yeah, I spent far too much time writing this.[/size]
#13
Out of Character Discussions / Clan Lord meets Threshold
February 13, 2006, 02:16:11 PM
From the Weary Road Home thread:

Quote from: Jarmok"Is not more hunt. Is rescue." He reiterated adamantly.
I find this to be a rather amusing summary of the situation: this line is frequently used in Clan Lord (a Mac MMORP) when a hunt goes bad and people need to come in to help.  Rescuers want to get their tags in on a beast and need to be reminded that the monsters need to die quickly: this is not a hunt, it's a rescue.

We also use the term "Fun turns to tragedy" quite often, too.
#14
Character Info / Your character description, in one word
February 12, 2006, 09:46:58 AM
If you had to describe the characters from Threshold using one noun (using the format "The _____"), what would that word be?  The description may be their role within the group or about their person.

My examples:

Maal: The Hammer (fierce warrior)
Jarmok: The Enigma (wtf?)
Sayer: The Advisor (all he does is talk)
Kit: The Variable (emotionally unstable)
Ragnar: The Trigger (quick to act)
Dale: The Grit (bold and forceful)
Laren: The Ingress (allows access)
#15
Character Info / Query: character descriptions
February 11, 2006, 05:04:50 PM
Some random questions regarding Threshold characters:

* What does Jarmok's nose look like?  Broad and flat?  Narrow and protruding?

* What is Ragnar's race?  Are there any particular facial features for him?

* What are the facial features for Laren (is he a halfling)?

* What are the facial features for Dale?
#16
General Info / Shadowlands status
January 18, 2006, 11:18:07 PM
A milestone was reached this evening: I've completed designing the Shadowlands map!

I'll add some finishing touches to it over the next couple of evenings, and once that is completed I will begin posting the Shadowlands Almanac.  This will be a basic summary of the western kingdoms, giving the players a feel for the setting.

Thanks again for your patience. :)
#17
In Character Discussions / Writing a report
December 07, 2005, 12:54:44 AM
[color=green:890a5b67a1]This would take place during Jarmok, Maal and Dale's patrolling of the woodlands.[/color]

Sayer's small writing desk was cluttered with scraps of papers.  He wrote out several notes regarding this evening's attack on the eastern side of town.

Blazing buildings, dark denizens, viscerated villagers, stealthy snipers.  Sayer had hastily scribbled the specifics of the events on numerous pieces of parchments.  He sorted through his notes and began composing his report for Julius.  He wrote quickly and fluidly, summarizing in his beautiful handwriting the events of the evening.  He then listed the specifics: the number of buildings that burned, the number of citizens that were killed, the number of corpse-eaters that were among the buildings, and finally the number of archers that were defeated.

There was one detail that Sayer could not include in his report: why?  Why did this attack happen?  Sayer would want this question answered before writing a similar report to the Arch Duke of Kurr.

Sayer formulated a thought.  Julius may have that answer.  Surely he would be awake at this hour, having been alerted to this evening's incident.  If Sayer could present his report to Julius now and make some casual inquires...

Sayer stood, and prepared his report for delivery.  After sealing the parchment with wax, he wrapped his cloak around himself and stepped out into the evening air.
#18
In Character Discussions / Finding Himo
December 07, 2005, 12:19:43 AM
[color=green:6915c5d40f]This would take place shortly after Himo left the group.[/color]

Mirri stretched from her curled position near a tree.  She had watched Himo march off into the thick woodlands.  Her initial assumption was that Himo was attending to some personal business, and would soon return.  As the sound of Himo's pushing through the growth was no longer heard, Mirri frowned.  Why would he travel so deeply into the woods just to pee?

Mirri rose and interupted Arlen's discussion with Beloved.  "Himo is travelling too deep into the woods.  It is not safe.  I will bring him back."

With that, she hoisted her spear to her side and trotted into the woods, moving in the direction that Himo have travelled.
#19
House Rules / Character generation
October 18, 2005, 09:46:52 PM
(From a previous post in a differnt forum):

* Develop your character's physical traits, including the name, race, sex, etc. of your character.

* Character generation: roll 4d6, discarding the lowest roll.  Roll for 7 abilities, discarding the lowest.  Characters will gain maximum hit points when advancing levels (no die rolling for hit points).

* Develop a loose and flexible background for your character.  Is he wealthy?  An outcast?  Socially connected?  Also please make a simple, loose outline about what this character's goals are: what does he hope to achieve?  What does he hope to gain?  How do you envision his role in a party with four other people?

Example: Lucky Larry grew up impoverished along a river-side town.  He scraped out a living by running as a messenger. Running allowed him to grow strong and hardy over the years.

[color=green:85e114eb5a]HUMAN PERK PACKAGE[/color]:

If you are human, you gain the following bonus feats:

* Specialized training: Select any one (1) cross-class skill for your character class.  This skill permantly becomes a class skill for your character.  Example: Lucky Larry, a Fighter, selects the skill "Perform: dance".  This skill is now treated as a class skill for this character.

* Advanced studies: Select two (2) of your skills that have a minimum of one (1) trained rank.  You gain +2 bonus on the first skill, and a +2 bonus on the second skill. (q.v. feats "Acrobatic", "Alertness", "Athletic", etc.)  Option: give this feat your own cool sounding name, but may wish to note, in parenthesis, that this is "advanced studies".  Example: Lucky Larry selects a +2 bonus to "Perform: dance" skill rolls, and a +2 bonus to "Jump" skill rolls. The fighter renames the feat to "Legs of the Runner (advanced studies)".
#20
Out of Character Discussions / Character generation
October 18, 2005, 09:46:52 PM
So I'm thinking...

I am trying to break old habbits. I've always had a character that's been  fairly well "Balenced" in my mind. a decent melee weapon, some sort of ranged, and fair armor. This usually means some sort of fighter.

I know that we've all been playing a long time, some more than others, and we know how to seperate what we know from what our characters know, so I'm not going to be all secretive about what my character is. If you want to remain in the dark about whatever I end up with for a character, do not read further! Based on the info that Drew has given me, Here's what I have been thinking:

Psionics is something that I have never really had much experience, nor love for... however, it's a lot different now than it had been. I have borrowed the book from Drew, but I have not had the time to read it just yet. I plan on doing some of that this weekend. Because it's easier, I would like to ask questions from you guys that the book would answer... Can a psionicist be just a regular-seeming character? can they use weapons/armor? I think I would like to do something like a battlemage/psionicist. What sorts of problems would a class like this run into?