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Teramotos
Kenji
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    Buffy-verse campaign

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    Kenji


    Number of posts : 3459
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    Buffy-verse campaign Empty Buffy-verse campaign

    Post by Kenji Mon Nov 01, 2010 12:29 am

    I still need a name for the Vampire campaign, but I'm itching to start this campaign! We'll play 1x at 1st level, 1x at 6th, then 11th through 20th 1 game per level...

    Like the 'real world' has lots of races (Chinese, German, etc.), so does the 'Buffy-verse', except it's Orc, Shedar-Kai, etc. (We're merging Buffy, modern world, and D&D universes...)

    Like the 'real world', everyone has heard of Vampires & magic from myths & fantasy stories, but nobody actually believes in them. Except, of course, the covert Vampire nation whose immortal elders have centuries ago secreted away all knowledge of magic & Undead from the living.

    Among secret Vampiric circles, magic is openly used and practiced, but this secret is gaurded from the living at the highest costs. Over the centuries, the elders and their spawn have infiltrated the highest ranks of religion, government, etc.

    Unknown to the world at large, magic exists and it (and the world) is controlled by a heirarchy of ancient and powerful Vampire Covens. All the world disbelieves in Vampires, expect for 'the Watchers', a religious order of largely Devas trained and sworn to watch for and train the Zodiac Slayers prophesized to tip the scales in the final times in the covert war between living and dead.

    Through Vampire political manipulations, Devas as a race are wanted globally as criminals, and because of their infinite previous lifetimes, is largely assumed to be true by most of the living. The Vampires hate them because their immortality means they remember a thousand years ago before they changed all the historic and religious tomes, artifacts, hiding the truth of magic and Undead. The Vampires also hate Devas because their immortality makes them un-sireable into Undead. Covertly the Vampires have been hunting down and destroying their holy spots to eliminate this 'living surge'.

    The power and numbers of the Vampire Nation is growing to critical mass & many Covens are beginning to whisper the time of the 'Great Feast' is at hand... an all out feeding and open war against the living.

    Giles, a Deva and Watcher, upset that he failed to find all 12 of the Zodiac Slayers, traveled from one end of the continent to the other seeking out, gathering, and training Slayers (PCs) along the way. Giles finds each of you (adolescent/puberty age) in some level of fighting Vampires and/or rebelling against the law (controlled by Vampires) and having suddenly experienced a spurt in abilities (stats changed with puberty/adolescence).

    Giles' training so far basically can be summed up as: gives you each a wooden stake, Vampires are real, magic is real, the PCs are the prophesized Zodiac Slayers destined to awaken super abilites and rid the world of Vampires and other Undead.

    It is the night before the Harvest Moon and Giles tells you all that inside this coastal casino the following night will be a Vampire ritual at 5 minutes to Dawn (the Undead 'witching hour') that needs to be stopped. Giles assures you that this trial will unlock untapped abilities in each of you (we will roleplay the PCs' first use ever of Class powers/magic).

    The casino is more like the cantina in Star Wars than real world. Youth are warned against entering as they tend to be 'wild west' and sinful, but there's no such thing as a 'drinking age' or anything. As Devas are wanted and arrested on sight by the Vampire controlled law, Giles is hanging out deep in the woods outside the casino waiting for the party, and gives each PC 100gp to eat, drink, gamble, investigate the casino before tomorrow's ritual...

    ...Let me know if I missed anything crucial describing the new campaign that you want to know to build a fun PC. Note: each PC just so happens to have a birthmark or childhod scar earily in the shape of one of the 12 Zodiac symbols somewhere on their person.
    Teramotos
    Teramotos


    Number of posts : 4844
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    Buffy-verse campaign Empty Re: Buffy-verse campaign

    Post by Teramotos Mon Nov 01, 2010 6:02 am

    ...for PC's of this series, any race and any class are fair game? Also, this new world has no connection at all to Westron.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Ross
    Ross
    Admin


    Number of posts : 3864
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    Age : 56
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Buffy-verse campaign Empty Re: Buffy-verse campaign

    Post by Ross Mon Nov 01, 2010 7:56 am

    This campaign world could be a direct result of the Jalalabrad campaign if you wanted it to be.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Buffy-verse campaign Empty Re: Buffy-verse campaign

    Post by Dwarmaj Mon Nov 01, 2010 8:13 am

    Ross wrote:This campaign world could be a direct result of the Jalalabrad campaign if you wanted it to be.

    Hmm, when we stopped Jalalabrad the PCs openly used magic and had several businesses that were based on it. In the new world Brad is making it sounds like very few of the living NPC believe in magic.

    Since there is very little magic will there be any restictions on what classes PCs can take? Can a PC play a Wizard, Sorcerer, Cleric, or Druid?

    Krystoff
    Krystoff


    Number of posts : 1675
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    Post by Krystoff Mon Nov 01, 2010 8:45 am

    Magic Items:
    Will we be able to freely purchase magic items in the future?
    What about item rarity?
    Are we using the refluff method for modern items? IE a +1 Bow is a rifle and a +1 Great Bow is a sniper rifle.
    Are we using the same ranges for modern that the fantasy counterpart has?


    Characters:
    Stats are all 20's?
    Any special rules on feats such as feats for free, banned feats, or feats we must take?
    Are backgrounds legal? If so any campaign restrictions? Do we refluff for a modern setting such as if I take a Forgotten Realms city background I just refluff it for some city from your campaign?
    Can we use Themes? These were introduced with Dark Sun; a low magic campaign setting with lots of undead.
    What starting gear do we have?

    Mick
    Mick


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    Post by Mick Mon Nov 01, 2010 9:33 am

    Sound like a great setting. I'm ready to stop the Dragon adventures and start this.
    The setting sounds more Underworld than Buffy.
    Sounds like playing a Deva is a bad idea unless you like a bulleye constantly on you.

    Should we try an optimize our party?
    Or everybody just make what ever they want. Our current practice
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    Kenji


    Number of posts : 3459
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    Post by Kenji Mon Nov 01, 2010 10:09 am

    Krystoff wrote:Magic Items:
    Will we be able to freely purchase magic items in the future?
    -Not until it is roleplayed. All items may be available, but only through 'Black Market' means who don't typically trade with the living. (PCs will have to keep updated 'wishlists' so I can add some items, & also develop these Black Market contacts through gameplay.)
    What about item rarity? -Same as above.
    Are we using the refluff method for modern items? IE a +1 Bow is a rifle and a +1 Great Bow is a sniper rifle.
    Are we using the same ranges for modern that the fantasy counterpart has? -I'm good with whichever method is simplest & best. Seems like modern items should have a little extra damage/range over medieval though. One note, a bow will have some advantages over a rifle in Vampire slaying, since I'm going with 'Buffy rules' and Vampires can only be dusted by wooden stakes, decapitation, fire, & sunlight.


    Characters:
    Stats are all 20's? -Yes, unless Ken talks everyone out of it
    Any special rules on feats such as feats for free, banned feats, or feats we must take? -No special rules
    Are backgrounds legal? If so any campaign restrictions? Do we refluff for a modern setting such as if I take a Forgotten Realms city background I just refluff it for some city from your campaign? -All PCs must have "Prophesied Birth" background + can pick 1 other. I don't know what themes are.
    Can we use Themes? These were introduced with Dark Sun; a low magic campaign setting with lots of undead.
    What starting gear do we have? -normal, non-magic to start, but that'll change quickly as we adventure & the PCs start thwarting the Vampires' plans...


    Mick wrote:
    Sounds like playing a Deva is a bad idea unless you like a bulleye constantly on you.

    They will draw more attention...
    Krystoff
    Krystoff


    Number of posts : 1675
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    Post by Krystoff Mon Nov 01, 2010 10:12 am

    I would like to optimize the party to a certain degree. We do know we will be fighting undead for a major portion of the campaign so something like a radiant mafia party would be interesting. However, depending on the item rarity rules it might be tough to get radiant weapons.

    Optimizing saves/giving saves is going to be something that at least one party member should do if not multiple. The domination and other effects can get really nasty.

    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Mon Nov 01, 2010 10:24 am

    bradly wrote:
    Stats are all 20's? -Yes, unless Ken talks everyone out of it

    I think it's a really bad idea, but it's up to the DM to set the parameters of his campaign.

    I believe it'll put a extra work in your hands as you'll have to modify every enemy the PCs face.

    It'll also muddy the water where PC roles/skills come into play. Does the party really need Defenders when Strikers and Controllers will have just as good defenses and almost as many surges/hitpoints.
    Krystoff
    Krystoff


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    Post by Krystoff Mon Nov 01, 2010 10:25 am

    Once we get to 11th and start playing once per level the item rules shouldn't be that bad. The jump from 1 to 6 and then from 6 - 11 might be a little tougher since we will be building without having had any interaction between those levels. Maybe we can do some out of game RP/ interaction with the DM to get some items from the black market.

    I agree on the range for modern weapons but not on the damage. The only ones where I would give bonus damage would be for items that have no real counterpart in fantasy settings such as C4 or similar. Alchemical fire is the closest and that is not even close to what the damage should be for C4 or dynamite.

    If you have the latest version of the character builder I believe the themes are in there now. If I remember right they are like gladiator, slave, etc and they give you some extra benefits for a low magic world since you can't rely on magic items as much.

    avatar
    Kenji


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    Post by Kenji Mon Nov 01, 2010 10:27 am

    Dwarmaj wrote:
    Since there is very little magic will there be any restictions on what classes PCs can take? Can a PC play a Wizard, Sorcerer, Cleric, or Druid?

    Any class is fine, but because magic is a recently rediscovered lost art, scrolls/spellbooks will be harder to come by.

    This will be a mid-high level magic campaign, but the only 'magic shops' will be Undead only (depending on how the party builds contacts). Also, for some reason, the world happens to have a lot more Necrotic items than radiant items right now...
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Mon Nov 01, 2010 10:28 am

    Krystoff wrote:I would like to optimize the party to a certain degree. We do know we will be fighting undead for a major portion of the campaign so something like a radiant mafia party would be interesting. However, depending on the item rarity rules it might be tough to get radiant weapons.

    Optimizing saves/giving saves is going to be something that at least one party member should do if not multiple. The domination and other effects can get really nasty.

    I've submitted my PC idea already...

    Starting off with a Half-Elf Monk.


    I really like the radiant mafia theme, but I don't think it'll go very well with my PC or several other class/race combinations.
    Krystoff
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    Post by Krystoff Mon Nov 01, 2010 10:48 am

    I'm still not sure what I would like to do. I can be flexible and find a good fit for the party. I have toyed with the polearm momentum builds for a defender/controller but something like a barbarian would be nice as well.

    Are dragon marks allowed in the campaign? They are feats from the Eberron setting.

    Krystoff
    Krystoff


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    Post by Krystoff Mon Nov 01, 2010 11:15 am

    Because of the stats that we get we should all do dual roles of some sort. I suggest that at least one of those roles should be striker and the other can be whatever.

    So far the ones that have got me thinking have been:
    Dragonborn Barb MC fighter for striker/defender
    Dragonborn Paladin for defender/striker
    Dwarf Battlemind|Fighter for defender/striker
    Human Artificer|Warlord for Leader/Striker
    Human Warlord|Sorcerer for Leader/Striker

    What does everyone else think?





    Dwarmaj
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    Post by Dwarmaj Mon Nov 01, 2010 11:50 am

    Started a new thread in People, Places, and Things to discurss PC builds.

    We can keep this thread for story/campaign questions.
    Teramotos
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    Post by Teramotos Mon Nov 01, 2010 3:52 pm

    So, when you say we start with "normal" equipment, what does that mean? Could I start with a gun? Any gun? I'm sure a Ruger 10/22 would be fine, but what about a 12 gauge autoloader or 45 long slide with laser sighting? Seriously, if I wanted an assault MG42 or MP5 could I get one? ...and before you say "we can have whatever we as normal people can get now", keep in mind who's in our gaming group.

    What about other, high tech, non-magic items; Kevlar vest, dragonskin shirts (the new high tech kind that can stop an AK-47 round from close range), night vision head set, portable SAT radio, RC airborne mini-drone, LAWS rocket, etc.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    avatar
    Kenji


    Number of posts : 3459
    Registration date : 2008-12-02

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    Post by Kenji Mon Nov 01, 2010 4:48 pm

    You would not have most of these at 1st level, as they are beyond the starting gp parameters, even though they may exist in the campaign. High tech, while not magic, is also not 'normal items' a starting 1st level PC would have. A simple 10/22 you might be able to afford, but a teenager who just left home isn't likely to afford a LAWS rocket etc, or have made enemies warranting owning such hardware.
    Mick
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    Post by Mick Mon Nov 01, 2010 4:48 pm

    This is the reason I would prefer a medevil setting non-tech world.
    No fussy area or questions about conversion. We just start playing.
    If the Vamps had so much control of high/imprtant positions, wouldn't they outlaw
    highly destructive weapons? I sure a 40mm grenade lancher would work as good as decapping them.
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    Kenji


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    Post by Kenji Mon Nov 01, 2010 5:02 pm

    Mick wrote:If the Vamps had so much control of high/important positions, wouldn't they outlaw
    highly destructive weapons?

    The campaign will be Buffy-style Vampires so normal bullets can't dust them. The world hasn't seen any outlawing of firearms at all, but wooden weapons and flamethrowers aren't known to be in production.

    Incendiaries can dust them, but as it is now, the Vampires are much more delighted to see the living attack each other, than they are worried about being defeated...
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Mon Nov 01, 2010 5:17 pm

    Mick wrote:This is the reason I would prefer a medevil setting non-tech world.

    Agreed...

    Are guns and rifles going to do more damage than bows/great bows? If a ranger specialized in archery uses a gun/rifle can he use Twin Strike and get two shots where a normal PC would only get one?


    If bullets can't kill a vampire can they knock them out? Then we could coup de'grace them with a stake.

    How will arrows be treated? If you hit a vampire with an arrow will it kill him? There's no placement any more so you can't aim for the heart.

    Will the vampires be vulnerable to any other materials? In some mythologies vampires were also vulnerable to silver.
    avatar
    Kenji


    Number of posts : 3459
    Registration date : 2008-12-02

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    Post by Kenji Mon Nov 01, 2010 5:44 pm

    Dwarmaj wrote:
    If bullets can't kill a vampire can they knock them out? Then we could coup de'grace them with a stake.

    How will arrows be treated?

    Will the vampires be vulnerable to any other materials?

    Yes, with enough damage you can drop a Vamp with bullets, then dust them with a stake, fire, etc.

    Wooden projectiles and edged slicing weapons damage will both drop and dust the Vamps when you've dealt enough damage.

    Sunlight. In the MM, pretty much only Vampire minions combust in sunlight, but I changed them all in this campaign to add severe sunlight susceptibility.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Mon Nov 01, 2010 6:40 pm

    bradly wrote:Wooden projectiles and edged slicing weapons damage will both drop and dust the Vamps when you've dealt enough damage.

    Wooden edged slicing weapon? Are there any?
    Ross
    Ross
    Admin


    Number of posts : 3864
    Registration date : 2008-11-26
    Age : 56
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Buffy-verse campaign Empty Re: Buffy-verse campaign

    Post by Ross Mon Nov 01, 2010 8:31 pm

    Don't you mean wooden piercing weapons.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    avatar
    Kenji


    Number of posts : 3459
    Registration date : 2008-12-02

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    Post by Kenji Mon Nov 01, 2010 9:42 pm

    Ross wrote:Don't you mean wooden piercing weapons.

    Correct. Ken misread my last post.
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Buffy-verse campaign Empty Re: Buffy-verse campaign

    Post by Dwarmaj Tue Nov 02, 2010 6:39 am

    bradly wrote:
    Ross wrote:Don't you mean wooden piercing weapons.

    Correct. Ken misread my last post.

    Which part?

    bradly wrote:
    Wooden projectiles and edged slicing weapons damage will both drop and dust the Vamps when you've dealt enough damage.


    Are you saying that swords will dust them?

    Can you list the weapons that will work to cut down on confusion?

    It looks like you're saying woodend projectiles and wooden slicing weapons.

    Arrows, bolts, and spears have metal tips. do they still count?



    Ross
    Ross
    Admin


    Number of posts : 3864
    Registration date : 2008-11-26
    Age : 56
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Buffy-verse campaign Empty Re: Buffy-verse campaign

    Post by Ross Tue Nov 02, 2010 6:59 am

    I believe he's basically saying if you use a piercing wooden weapon your staking it, and if your using an edged slicing weapon your decapitating it (or decaffeinating it as Cheri would say).


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Ross
    Ross
    Admin


    Number of posts : 3864
    Registration date : 2008-11-26
    Age : 56
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Buffy-verse campaign Empty Re: Buffy-verse campaign

    Post by Ross Tue Nov 02, 2010 7:26 am

    I guess it's a big advantage to carry archaic weapons than to carry guns. I assume energy weapons (radiant) would, but how about:

    Cold (I can see that freezing a vampire and having it shatter into pieces when it hits the ground)
    Fire (burning them up)
    Necrotic (able to damage them but couldn't kill them)
    Lightning (similar to fire)
    Force (severing a head with a force blade, or piercing the heart with a magic missile. I would say piercing wouldn't kill them though as the attack isn't wooden.
    Poison (once again, incapacitate, but not kill)
    Acid (of course it should work)
    Thunder (incapacitate, but not kill)
    Psychic (incapacitate, but not kill)
    Holy Water (yes, it should kill)

    Note: very few vampires turn to mist when brought to zero hits now, and only a few can fly.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    avatar
    Kenji


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    Post by Kenji Tue Nov 02, 2010 10:37 am

    Dwarmaj wrote:Which part?

    bradly wrote:
    Wooden projectiles and edged slicing weapons damage will both drop and dust the Vamps when you've dealt enough damage.

    That part. Ross got it right. Wooden projectiles, such as arrows, wooden bolts, spears, etc, with enough damage can be assumed to penetrate the heart. Edged slicing weapons, such as axes, swords, etc. can be assumed to decapitate the head with enough damage.

    (Should I have used an ampersand to make it more clear that was 2 seperate objects?)

    Note: metal tipped wood is okay, but if you somehow had a wooden stake encased in metal, that wouldn't work.
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    Post by Kenji Tue Nov 02, 2010 10:54 am

    Ross wrote:I guess it's a big advantage to carry archaic weapons than to carry guns. I assume energy weapons (radiant) would, but how about:...

    Vampires are still Undead, so I might not load up on posion or necrotic... "Force Blades" will work, but I'm going to assume unnamed 'force' effects are blunt damage.
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    Post by Dwarmaj Tue Nov 02, 2010 11:41 am

    Hmm, so going with a monk using an unarmed fighting style may not be the best way to go...
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    Post by Kenji Tue Nov 02, 2010 12:29 pm

    Dwarmaj wrote:Hmm, so going with a monk using an unarmed fighting style may not be the best way to go...

    That's basically how Buffy fights Vampires...
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    Post by Dwarmaj Tue Nov 02, 2010 12:41 pm

    bradly wrote:
    Dwarmaj wrote:Hmm, so going with a monk using an unarmed fighting style may not be the best way to go...

    That's basically how Buffy fights Vampires...

    Yes, but this is D&D...

    Having to spend extra actions to make sure they stay down is less efficient than using the proper weapon that will put them down.

    Will you be treating all Vampires as having regeneration like a troll?

    Troll Healing Healing

    If the troll is reduced to 0 hit points or fewer by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points.

    Does radiant or fire turn the regeneration off? Or is it that they have no regeneration but you have to slay them with a wooden stake or energy (not sure if acid/fire/radiant all work). What about lightning and thunder?

    Say a fighter uses a warhammer and knocks a vampire to 0hp. Do we know how long before its up again?
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    Post by Kenji Tue Nov 02, 2010 1:00 pm

    Dwarmaj wrote:Yes, but this is D&D...
    Having to spend extra actions to make sure they stay down is less efficient than using the proper weapon that will put them down.

    "...but this is D&D". It's okay in D&D to not be uber optimized too...

    Or you can burn a feat, making coup de grace only a minor action.
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    Post by Kenji Tue Nov 09, 2010 10:44 pm

    bradly wrote:
    Or you can burn a feat, making coup de grace only a minor action.

    ...thematically, I think that'll look really cool.

    Anyway, If Ken can come over some time & show me how all the map tools stuff works, what do you guys think of posting your characters and playing the first 2 levels of the 'Buffy-verse' campaign online? That might time out well with the end of the Dragonborn campaign (unless we go on into Epic).

    Campaign INTRO: (Note: This is a modern setting, but not THIS modern setting... some things are different...)

    All the living races live either in cities or in rural areas and their day to day, for the most part, consist of mundane labor or other activity. It pleases the Undead secret overlords to 'play with their food', gaining delight from the fear & misery of the living. This is only part of the reason why the Vampire nation a thousand years ago changed the history books and made practice, use, or mention of magic a punishable by death offense for 3 generations of Man. Several centuries later all of the stories of magic and Vampires, while pervasive still, are laregely believed to be only myth.

    The Vampire Covens hunt their prey very carefully, getting the requisite invitation for all of them to enter somehow, then jamming phone, internet, & communications for those within. They typically wait until 5 minutes to dawn (the Undead 'witching hour') to feast. They then spend the day inside (with all of the drapes/blinds closed) removing all trace of the previous night's feast within the home waiting for the sun to set again.

    In initiative order, once everyone finishes making their PCs,...

    You wake hearing commotion from the other room, then screams, then fighting. Your bedroom door opens, and down the hall you see a couple dozen Undead monsters in the other room and can hear more checking the rest of the house as a Vampire stands before you. You for the first time see & believe that Vampires are real, and first hand discover that the lore of their super Human(oid) speed & strength are true.

    Fight or flight instincts kick in and you choose fight, but you handily lose, about to loose conciousness when suddenly your assailant poofs into a cloud of dust, and standing before you holding a wooden stake where the Vampire's heart used to be, is a hooded figure of what you think is a tall adult male Deva. Since Devas are well known to be part of the criminal underworld, you've all seen images of them on tv, but have never met one in person.

    Before you pass out, he quickly wisks you away, stealthily passed a perimeter of Vampires outside the house, to a subtle vantage point where you safely watch the old life you knew gone in a night. Sometimes hurriedly, sometimes leasurely, you travel with the Deva Giles, across the continent, saving school age youth from the same fate.

    Along your travels he trains you and the other youth (PCs) that Vampires are real, magic is real (though can show you none), and that you all are 'Zodiac Slayers', prophesised champions of the end times battle. His race, Devas, have been prosecuted by the Undead for generations for remembering the secrets of the Myocyne prophesies, and pledging to find and help prepare these chosen Slayers.

    The beater transportation you all travel in tells you that Giles is not a wealthy man and that a millenia on the run from the law is not a particularly profitable occupation. This is of note because looking around you see that each of you in the car escaped with 1 change of clothes, wallet (w/1d4*$50) and 2 hand carry size items that you were able to grab from your room on your way out. Not much to both start a new life and learn to fight Vampires.

    Once Giles picked up the last Slayer, he speeds you all to a fairly new coastal casino. He doesn't go near but drives past into the woods about a mile past. By the time you arrive it is getting dark. He gives each of you a wooden stake and $100 to eat, drink, gamble, relax before your training begins...


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