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(B)eware (O)f (G)nomes A traditional style Dungeons and Dragons campaign based in a world spawned by none other than the devious mind of morty

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Old 09-10-2007, 10:33 PM
nubz nubz is offline
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If so, I'm down for DMing one.

I was thinking starting at level 1, old-school rules.

Races are Human, Dwarf, or Elf.

Classes are Cleric, Fighter, Druid, or Ranger.

Stats done by point system. Each starts at 8, costs one point per point up to 14, 2 points each for 15-16, and 3 points each for 17-18. [examples if needed.] Skills as per usual, but one MUST be a craft or profession. Bonus points for originality and/or realism.

Posts made once per week, I'll likely do it on Wednesdays but that may change.

Just so we're all aware, it will be a LOW magic, very racist world I'm designing. Hence, no half-breeds and no little-folk. You will be starting in a small town called "Haven", and thats all you know for now.

Looking to the usual suspects for this one...
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Old 09-11-2007, 07:37 AM
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hmmmm....welllllll...I can't be my kobalt trapsmilth, or my gnome mechanic who claims he's an elf with dwarfism.....I'll probably end up some elven fighter or ranger named bob....but I guess I'll play.

Hmmm what of alchemy is that allowed? (I have too many ideas for uses of explosives right now...)

Also with point buy do racial modifiers come into effect after or before the buy?

Edit: Wow I only had to mention explosives and already I have an idea for:
Name: Philip "Pip" (Orphan)
Race: Human
Class: Cleric
Description: He's a small lad, and build like a twig. The type that look like a chuawa(can't spell that) in a strong wind, and likely to have gathered his own share of bullies. Barley kept brown hair that looked like it had been cut by someone who had at least meant well but had no idea what they were doing. His eyes are blue and he tends to wear clothing that was originally meant for someone more filled out, in other words his belt is one of his most important clothing items.

Background: Pip has never been one for much of anything physical. After all he learned very early in life that doing things the physical way often ended you up on your back, or face first in the mud or in a ditch, or a garbage can, or..well you get the picture... The boy just isn't that type..hes more of a intellectual. Part of it probably has to do with how he was raised, given that it was the local church that took him in when he was just a babe left on their steps. Although its a wonder her never did put on much of any muscle with all their work they put him through. It was because of his intellect however, that he was assigned by the head of their church to apprentice under their church's apothecary, to learn medicine. It was likely fate that one day brought by this traveling monk with a peculiar recipe for what he seemed to think was going to be some great miracle cure. When pip tried helping him it turned out not to be any cure for anything except possibly excessive eyebrow growth as it removed pip's with the resulting small explosion... While they tried keeping this hush hush well its hard to hush explosions. Pip actually managed to convince the monk to let him keep the recipe as he saw uses for it as all sorts of things, a stump remover, mining too, heathen extractor...well maybe not that last one so much...but he did have several ideas...((thats all for now but I think more will be coming)) (if I remember right gunpowder actually did first originate from experimental medicine)
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Who's bright idea was it to stave off natural selection by putting warning labels onto household items?

Last edited by Cain; 09-11-2007 at 08:21 AM.
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Old 09-11-2007, 07:44 AM
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Chookar Rustwagon
Dwarven fighter

skills: Craft: blacksmith

Chookar is a plains dwarf, living most of his life in a strip mine far away from the mountains. He's a fairly simple fellow, he knows his smithing and has the sort of earthy wisdom one needs to function in a small mining town, but really understands very little beyond what others have told him (and the ones telling him things probably were only as smart as he is). He's good natured if a bit dull, and certainly too trusting by far, but is an able craftsman, and by extension very good at swinging things such as hammers.

he recently left the strip mine on account of another blacksmith, much smarter than he, hedging him out of business and suggesting he leave

If you comb your beard and find a mouse skull.....you might be a plains dwarf.
if you sisters baby is your uncle.....you might be a plains dwarf.
if you use a hammer and chisel to clip your toenails.....you might be a plains dwarf.

str:16 dex:12 con:16 int: 8 wis:10 cha:12 points spent 26 (no racial stuff added)
skill points in craft:blacksmith to the max, any others in profession:blacksmith (but i don't think i have any left over)
weapon: hammers of various sizes
feats: Power attack, cleave
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Last edited by Larrin; 09-11-2007 at 11:08 AM.
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Old 09-12-2007, 10:09 PM
nubz nubz is offline
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Cain:
points first, then add race. Doesn't matter, humans don't get bonuses to anything. As for gunpowder, get skills like healing, alchemy, profession (herbalist), and that sort of thing.

As a cleric, you get a holy symbol free, and your choice of tools for your craft / profession of choice.

Larrin:
six points to go from 8 to 14, then 2 points to 15, and another two to 16. You've used all thirty points. Now, add +2 CON and subtract -2 CHA and you're good.

Four hands of weapons, and two points of armour. Shield or Light armour one point, medium two points, heavy 3 points... You may trade two points of armour for one hand of weapon, or vise versa. Masterwork items cost double.

As a blacksmith, pick one item and it will be masterwork free of charge.

Last edited by nubz; 09-12-2007 at 10:11 PM.
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Old 09-12-2007, 10:10 PM
nubz nubz is offline
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oh ya... with a negative intel, you get one skill. Craft (Blacksmith) - 4 ranks.
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Old 09-12-2007, 11:29 PM
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Abilities
STR: 8
DEX: 12
CON: 10
INT: 16
WIS: 16
CHA: 12

Skills (6=2 class + 3 Int + 1 race) (all max ranks)
Healing
Craft (Alchemy)
Profesion (herbalist)
Concentration
knowlege (religion)
Diplomacy

Feats:
improved turning
Skill Focus(Craft Alchemy)

Items
Holy symbol
Healer's kit
Alchemist's lab (that may be out of the question though.. Weee! 500 gp! You could make a small town very happy with that....)
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Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
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Old 09-13-2007, 02:22 PM
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I may or may not be in on this. I leave for Kuwait sunday and am not sure what is awaiting me over there. So if I respond again than Ill be a go for play.

If I can I would like to be a human assistant to "Pip". Someone with common sense in dealing with things that go boom but no knowledge on the how or why. Some average Joe that came from the same lot as Pip who had a tight lip and knew various rocks and plants from the work the church had him do.
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Old 09-13-2007, 03:02 PM
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Chookar Rustwagon
Plains Dwarf Fighter
STR: 16
DEX: 12
CON: 18
INT: 8
WIS: 10
CHA: 10

Skills
Craft:blacksmithing 4


Feats:
Power attack
Cleave

Items
small hammer(1d6 x2), Masterwork war hammer (1d8 x3),Heavy maul (2handed 1d12 x3)
breast plate
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Old 09-15-2007, 10:04 AM
nubz nubz is offline
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DC: hope to hear from you. If not, all the best to ya.

Larrin: looks good - you have an extra half a hand worth of items still, you can either get another light weapon or make that light hammer masterwork.

Cain: what are you willing to give up to have that alchemists lab? 500gp isnt really that much, since Larrin's arsenal is worth more than that...

And, on a funny note, in the campaign I'm in right now we were walking around with 8000gp at level four... we had one helluva rogue and I was pulling some amazing rolls at a drinking contest in the bar (six natural 20s in a row, thanks to the blessings of Moradin)
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Old 09-15-2007, 10:15 AM
nubz nubz is offline
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Name: Drokk'nuth
Race: Half-Ork (yes, your guide is going to get you in a lot of trouble)
Class: Unknown

Equipment:

Armour: None
Weapons: Greatsword [2d6,19-20x2], Greatbow [2d8+5,x3,range150ft]

Stats:

STR: Very High
Dex: Average
Con: Average
Int: Not willing to comment in case he hears.
Wis: Moderate at best
Cha: Sub-par

Skills:
Survival
Intimidation
Craft (Bowcraft/Fletching)

Feat(s): Unknown
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