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#31 |
Lord Soth
![]() Join Date: February 7, 2002
Location: New York
Posts: 1,980
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DMs Note: In the interest of putting the miscellaneous rule adjustments made for the game in one place, the next couple posts will list the specific adaptations we have made for this game.
New Spells The following spells have been approved for use in the LOF – Aftermath game: * Cleric Spells granted to Anarimma These spells are taken and adapted from a 1st edition AD&D website. Healing Sleep Level: 4 Casting Time: 1 round Range: 1" Duration: 8 hours Area of Effect: 1 creature per level Components: V,S Saving Throw: N/A This spell is cast upon a creature or creatures just before they go to sleep. It encourages and promotes healing during this sleep. If the target creature(s) sleep for an uninterrupted 8 hours then they are healed for a number of hit-points equal to the level of the cleric. Each target creature should be treated separately with regard to the amount of time it has slept, so it is possible that some of them could be woken early and not gain the advantage of this spell, while others from the same group may sleep long enough to receive its full benefit. This spell may only be cast once within a 24 hour period. Power Sleep Level: 4 Casting Time: 1 round Range: 20 ft Duration: 1 hour Area of Effect: 1 person/2 levels Components: V,S,M Saving Throw: N/A When the cleric casts this spell, a number of persons can be caused to fall into a deep sleep for one hour. This sleep is so restful that it is equivalent to a full night's rest (i.e., 8 hours). Upon waking, any recipient of the spell who is a spell caster may memorise spells anew. Furthermore, all recipients heal 1 point of previously sustained damage as if they had rested a full night. Note that the cleric must designate the recipients of the spell, which may include him- or herself. Finally, note that the spell may be cast no more than once each 24 hours. ___________________________________ * Mage Spell granted to Mistral -- In the interest of a bit of levity Mistral proposed an amusing adaptation of the Shout spell to me. The spell was used in the first battle against the grimlocks. Rhianneth’s Beery Belch Level: 4 Range: 0 Duration: Instantaneous Area of Effect: 1"X3" cone casting Time: 3 segments Components: V, M Saving Throw: Special By means of this powerful enchantment, the rapid and reckless consumption of alcoholic beverages is turned into a dangerous offensive weapon. The caster, after drinking, releases an ear-splitting belch that proceeds outward from her mouth in a cone-shaped area. Any creature of 8 hit dice or less within this area will be knocked prone, taking 2-12 points of damage and requiring a full round to recover balance, and will be deafened for 2-12 rounds if a saving throw vs. spells is failed. A successful save will mean that the creature retains its balance but is still deafened for 1-6 rounds. Creatures with more than 8 hit dice are unaffected by the spell. The material component of this spell is a container of ale which is rapidly consumed immediately prior to the belch. |
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#32 |
Lord Soth
![]() Join Date: February 7, 2002
Location: New York
Posts: 1,980
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House Rules
Setting This is not the Forgotten Realms setting, nor is it any of the other commercially available campaign settings, although elements from those games might be found here, such as Adalon from the BG II computer game who was destroyed by the Shadow Giants early in the first LOF – Aftermath thread. In particular, the Underneath of the Forums is not the Underdark of other game settings. Here for example there was only a single great Drow city and that city has been overrun and taken by the Shadow Giants and its citizens slaughtered, effectively destroying the Drow as a presence of any significance in the Underneath of the Forums as there are no other large Drow settlements in this game, nor are there sufficient survivors to form anything more than a small and fairly weak enclave. The Shadow Giants themselves are creatures unique to the Lord of the Forums game setting. [ 08-19-2003, 09:55 PM: Message edited by: Cyril Darkcloud ] |
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#33 |
Ironworks Moderator
![]() Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 49
Posts: 14,759
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OOC>>>Would it be feasible to ask that all OOC discussion for the LOF, Aftermath take place here, if your OOC does not include a post for your character? That would keep the actual game clean of unneeded extra talk and more concentrated on the actual game. If you make a post, and need to say something, then an OOC is perfectly fine. But this thread can be used for rules, questions, and comments that is pure OOC. Is that cool, or not?
================================================== ============================== Dantes: I saw your post about the Mass Charm. Cyril has instructed me on the 2nd Ed. rules of that spell, which I am told work to your favor better than 3rd Ed. Being a level 8 spell will not need much convincing for these guys. The spell is high level, and my invading horde is very low level, although numerous. Therefore, the spell will automatically work as follows: 10-14 Grimlocks will be affected. The spell cannot make the Grimlocks attack other Grimlocks, but will stop their bloody advance on the gnomes for a time. However, any Grimlock affected by the Chaos spell will have a higher chance at attacking a charmed Grimlock. I will post accordingly. [ 08-19-2003, 11:39 PM: Message edited by: Larry_OHF ] |
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#34 |
Jack Burton
![]() Join Date: October 16, 2001
Location: PA
Age: 44
Posts: 5,421
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changes noted, at least we didn't get stuck with the 1st ed version of stoneskin
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
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#35 |
Lord Soth
![]() Join Date: February 7, 2002
Location: New York
Posts: 1,980
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*LOL* I was tempted ...... [img]graemlins/blueblink.gif[/img]
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#36 |
Ironworks Moderator
![]() Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 49
Posts: 14,759
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Information about the Grimlocks that the party can pick up on at this point.
- Almost all Grimlocks have a BattleAxe of rusty, plain make. - A few carry old swords that bear no special markings, - Maybe one or two Grimlocks are actually carrying two weapons at once, but it is general knowledge that a Grimlock is too dumb to successfully dual-wield. - A few Grimlocks seem stronger and smarter than their associates. They are leading whole groups around in search of victims. - The party knows about Euryale but no sign of her has been seen. I will fill you in on more knowledge as the party learns it. |
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#37 |
Guest
Posts: n/a
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Hang on, I am confused. What are grimlocks?
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#38 |
Lord Soth
![]() Join Date: February 7, 2002
Location: New York
Posts: 1,980
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A warband of grimlocks has just attacked the gnome settlement where the party is staying. They are a race of blind, savage humanoids that feed on the flesh of humans and demihumans. More info is available here, although in 2nd edition format.
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#39 |
Hathor
![]() Join Date: October 11, 2001
Location: At My Computer
Age: 44
Posts: 2,217
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I really like the idea of a LOF discussion thread. There are times when I have something to say or ask for the group that I just dont want to do a solely OOC: post for, so this will make it a lot easier to do. it will also make it easier for me to crack dwarven lass jokes at larry. I wonder if there are gully dwarves in the underdark . . . Maybe I should save the "attract dwarven lass" spell for that. . .
[ 08-20-2003, 12:27 PM: Message edited by: AzRaeL StoRmBlaDe ]
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Now the swinging bridge<br />Is quieted with creepers. . . <br />Like our tendrilled life. -Basho |
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#40 |
Guest
Posts: n/a
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Okay, thanx. I just looked in the 3rd ed monster manual, they are in there too. How powerful are they in 2nd ed, cuz according to this manual the challenge rating is 1, meaning level 1 characters would have an even fight with them.
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