I found the character sheet for cultist. I am just using what's there. I am also just going to give myself 25 xp per cultist since they have like 9 health and 12 armor.
So the quest is to find a person who has been possessed by the ghost of a monster and trap the ghost in a magical prison. So where exactly are we supposed to find this person possessed by a monster?
exactly anywhere you fight three monsters you could say that 2 of them were real monsters but the third one was a imposter that just looked like the other monsters because the
person was possessed. once you discover that the person was possessed the ghost will leave you the supplies for the quest and you can bring the person back to the town if you want to impress the quest npc for increasing your group.
but you get that your controlling your character and mine too right?
If your doing the group quest i made yes, the idea was that we could meet at the group place we wanted every saturday but someone would have to make a plan on friday so that we would know what there was to do i guess i made a plan but that doesnt mean anyone has to group. I think this is a good idea because you could go anywhere in the world and still head back to wherever we decide to meet for our group. Btw you dont have to literally control my character id just kind of follow you around and you could just get a extra turn out of being in a group with funbarn like when its his turn you would get a extra attack for 1d10. You could do it that way if you want. Even though were not a box group i suppose you could treat it that way. but the idea for the box group is kind of almost like a spirit connection Its because in the game world the monsters know they are characters and that what like exists behind the
screen is there spirit that controls what they do with there characters in the game, this is why if the monster dies the spirit gets mad and looks for a new character and the way that i
figure they try to get even is by using some item to hinder people. So the group could be seen kind of like that like one person is the character and one is almost like the spirit following them around. but instead of hindering there trying to protect so your character can gain the knowledge of the other group members when its their turn on initiative. You could do it that way or just play like its two different characters.
i was thinking it might be fun to make the planning of a group happen in the 4th dimension maybe the portal opens every friday to see the teamaster and it would help with figuring out what kind of group want to do and give a chance to organize their story. Then maybe when everyone wants to then they could call it the end of a 50 year session and they would get called back to tell the beginning of the story. and so on for middle and end.
Okay. I am okay with controlling your character completely. I can see your character sheet on the campaign. Do we just start by both of our characters traveling to the wilderlands?
sure hang on i just made a move were i died but i changed the monsters hit to 10 damage less so i lived but i had to go to the inn to rest but ill edit that i went back to the group meeting spot Im back and i went ahead and completed my side of the quest now its your turn lol
nm i changed it back to the harbringer hit for 20 because i had just forgotten to add my 6 hp when i leveled up and i used minor resurgance after i fell
in the pit minor action so i would of still had like 2 hp left
well use him for the information he gives you and that is that if you find the first monster and then the second monster after that you get a exp bonus for slaying the monster you can times the exp you get by 10 or just add a 0 on and when you figure that out then use the scholar as the possessed by a ghost person you make up the ghost and then after you figure out what the scholars nature is you cast the ghost out and it leaves you a item you have to figure out what the ghost was using to control the scholar though i used a cat but its up to you to make up something and if you need extra help you can bring my character along im level 3 now.
you dont know how to use adventures in middle earth i can tell but i cant really tell you exactly how it works but i can do my own version of a journey its not the same as the book but it might help
and when i do quick moves i dont need to put descriptions of rooms you know i updated the campaign page so that i put the quick names of rooms there incase you havent checked and didnt know ive been patching it:)and see when i started my journey move i quick moved south to {fortress} and see the covered pit its not normally there i put it there because monsters can hide in traps you put in rooms but i put the description in any way because theres a new dc 10 dex save 4 u
south to the {fortress} there is a obstacle there (beginning of the journey)
"your in a winding area of buildings connected to tents behind" a wall of some stone material in a ombination of buildings" "and blocks to create a fortress town exits are north, south, east and west
lol I do my own custom dice rolling if i get a critical hit 20 i either add 1d6 x 3 to the weapons attack or i roll again and if its 15 or over i times the extra damage based on different dice that i use for 15 and over.
so if i roll a 20 then i roll again and its a 15 it would be 2d6 x 3 and if its a 16 it would 1d8 x 3 17 would be 1d10 x 3 18 2d10 x 3 19 3d10x3 20 would just mean another critical hit so you get the idea. and i was trying to get double rolls i might of allowed 18 and a 19 to be extra dmg from the normal weapon damage that funbarn gets 2 hits a round at 1d10 so i would of
added 2d10 and 3d10 to the total hope that helps
pretty much what ive been doing since i started this homebrew
matter of fact i think ill move this over to the campaign notes so i dont go off topic
if its only level 1 i suppose doing a 2handed strike would give a random 1d6+3 but since i havent been able to use this dice rolling thing in the forums ive been just giving full weapon damage and adding bonuses from attacks since i get 2 per round at lvl 4. theres more to it than just fighting monsters im trying to get going on a crafting run but im trying to play 3 games at once so its hard to do but ill show you what im working on incase you are wondering what this
crafting looks like
1kks5 1kkb9 3kk3 for the revenant 1kks5 1kkb9 3kk3 for the poltergeist 3kks5 2kkb9 6kk3 for the harbringer 3kks5 2kkb9 6kk3 for the bringer of doom 9kks5 5kkb9 15kk3 for the lvl 5 orc 7kks5 4kkb9 12kk3 for the level 4 orc 9kks5 5kkb9 15kk3 for the lvl 5 orc 7kks5 4kkb9 12kk3 for the level 4 wolf 7kks5 4kkb9 12kk3 for the level 4 wolf 9kks5 5kkb9 15kk3 for the lvl 5 elite goblin 5kks5 3kkb9 9kk3 for the level 3 turkey fiend
total = 61kks5 36kkb9 108kk3
so i can make 36 of the swords or shields for the cost of only 1kks or kkb
So i want to make 18 studyblades 180xp and add +18 con upgrade to one of them making it +75 hp and make 2 revive potions and a sorrowdale potion with the leftover kkb and then i want to add however many so if i make 8 gold nuggets i can use those to make 8 of the sturdy blades but i need to go mining to make the other 10
I found the character sheet for cultist. I am just using what's there. I am also just going to give myself 25 xp per cultist since they have like 9 health and 12 armor.
So the quest is to find a person who has been possessed by the ghost of a monster and trap the ghost in a magical prison. So where exactly are we supposed to find this person possessed by a monster?
exactly anywhere you fight three monsters you could say that 2 of them were real monsters but the third one was a imposter that just looked like the other monsters because the
person was possessed. once you discover that the person was possessed the ghost will leave you the supplies for the quest and you can bring the person back to the town if you want to impress the quest npc for increasing your group.
but you get that your controlling your character and mine too right?
no. I didn't realize that. I am now condoling your character?
If your doing the group quest i made yes, the idea was that we could meet at the group place we wanted every saturday but someone would have to make a plan on friday so that we would know what there was to do i guess i made a plan but that doesnt mean anyone has to group. I think this is a good idea because you could go anywhere in the world and still head back to wherever we decide to meet for our group. Btw you dont have to literally control my character id just kind of follow you around and you could just get a extra turn out of being in a group with funbarn like when its his turn you would get a extra attack for 1d10. You could do it that way if you want. Even though were not a box group i suppose you could treat it that way. but the idea for the box group is kind of almost like a spirit connection Its because in the game world the monsters know they are characters and that what like exists behind the
screen is there spirit that controls what they do with there characters in the game, this is why if the monster dies the spirit gets mad and looks for a new character and the way that i
figure they try to get even is by using some item to hinder people. So the group could be seen kind of like that like one person is the character and one is almost like the spirit following them around. but instead of hindering there trying to protect so your character can gain the knowledge of the other group members when its their turn on initiative. You could do it that way or just play like its two different characters.
i was thinking it might be fun to make the planning of a group happen in the 4th dimension maybe the portal opens every friday to see the teamaster and it would help with figuring out what kind of group want to do and give a chance to organize their story. Then maybe when everyone wants to then they could call it the end of a 50 year session and they would get called back to tell the beginning of the story. and so on for middle and end.
Okay. I am okay with controlling your character completely. I can see your character sheet on the campaign. Do we just start by both of our characters traveling to the wilderlands?
sure hang on i just made a move were i died but i changed the monsters hit to 10 damage less so i lived but i had to go to the inn to rest but ill edit that i went back to the group meeting spot Im back and i went ahead and completed my side of the quest now its your turn lol
nm i changed it back to the harbringer hit for 20 because i had just forgotten to add my 6 hp when i leveled up and i used minor resurgance after i fell
in the pit minor action so i would of still had like 2 hp left
Okay so I just do this quest by myself?
sure, but check out what i did i helped the scholar and then brought him back maybe you can use him too
Use him how? Ask him if he knows what monster inhabited the other scholar?
well use him for the information he gives you and that is that if you find the first monster and then the second monster after that you get a exp bonus for slaying the monster you can times the exp you get by 10 or just add a 0 on and when you figure that out then use the scholar as the possessed by a ghost person you make up the ghost and then after you figure out what the scholars nature is you cast the ghost out and it leaves you a item you have to figure out what the ghost was using to control the scholar though i used a cat but its up to you to make up something and if you need extra help you can bring my character along im level 3 now.
Okay.
you dont know how to use adventures in middle earth i can tell but i cant really tell you exactly how it works but i can do my own version of a journey its not the same as the book but it might help
and when i do quick moves i dont need to put descriptions of rooms you know i updated the campaign page so that i put the quick names of rooms there incase you havent checked and didnt know ive been patching it:)and see when i started my journey move i quick moved south to {fortress} and see the covered pit its not normally there i put it there because monsters can hide in traps you put in rooms but i put the description in any way because theres a new dc 10 dex save 4 u
south to the {fortress} there is a obstacle there (beginning of the journey)
"your in a winding area of buildings connected to tents behind"
a wall of some stone material in a ombination of buildings"
"and blocks to create a fortress town exits are north, south, east and west
A covered pit
Okay. How on earth did you defeat a level 5 orc? I barely defeated a level one wolf with less health and damage.
lol I do my own custom dice rolling if i get a critical hit 20 i either add 1d6 x 3 to the weapons attack or i roll again and if its 15 or over i times the extra damage based on different dice that i use for 15 and over.
so if i roll a 20 then i roll again and its a 15 it would be 2d6 x 3 and if its a 16 it would 1d8 x 3 17 would be 1d10 x 3 18 2d10 x 3 19 3d10x3 20 would just mean another critical hit so you get the idea. and i was trying to get double rolls i might of allowed 18 and a 19 to be extra dmg from the normal weapon damage that funbarn gets 2 hits a round at 1d10 so i would of
added 2d10 and 3d10 to the total hope that helps
pretty much what ive been doing since i started this homebrew
matter of fact i think ill move this over to the campaign notes so i dont go off topic
So basically if you roll a 15 you almost kill like a level one monster?
if its only level 1 i suppose doing a 2handed strike would give a random 1d6+3 but since i havent been able to use this dice rolling thing in the forums ive been just giving full weapon damage and adding bonuses from attacks since i get 2 per round at lvl 4. theres more to it than just fighting monsters im trying to get going on a crafting run but im trying to play 3 games at once so its hard to do but ill show you what im working on incase you are wondering what this
crafting looks like
1kks5 1kkb9 3kk3 for the revenant
1kks5 1kkb9 3kk3 for the poltergeist
3kks5 2kkb9 6kk3 for the harbringer
3kks5 2kkb9 6kk3 for the bringer of doom
9kks5 5kkb9 15kk3 for the lvl 5 orc
7kks5 4kkb9 12kk3 for the level 4 orc
9kks5 5kkb9 15kk3 for the lvl 5 orc
7kks5 4kkb9 12kk3 for the level 4 wolf
7kks5 4kkb9 12kk3 for the level 4 wolf
9kks5 5kkb9 15kk3 for the lvl 5 elite goblin
5kks5 3kkb9 9kk3 for the level 3 turkey fiend
total = 61kks5 36kkb9 108kk3
so i can make 36 of the swords or shields for the cost of only 1kks
or kkb
So i want to make 18 studyblades 180xp and add +18 con upgrade
to one of them making it +75 hp and make 2 revive potions and a
sorrowdale potion with the leftover kkb and then i want to add
however many so if i make 8 gold nuggets i can use those to make
8 of the sturdy blades but i need to go mining to make the other 10
Since this thread has gone completely off topic, I'm going to lock it. Please remember, stay on topic when posting in threads.
A dwarf with a canoe on his back? What could go wrong?