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Overview

About This Game

The Realm Folded Tavern sits, as the name suggests, in a wrinkle in the Universe. Between planes, of the planes but not part of the planes. From here the Barkeep runs a tidy house where adventurers of all shapes, sizes, skills, and experience can rest, socialise, and (most importantly) find work.

Game System

D&D 3.5e

Advertising

12/31/2024

Detailed Description

The doors of the Realm Folded Tavern are always open to those adventurers who seek it out!


The RFT is a D&D 3.5E community where participants take part in, and hopefully also run their own, missions and adventures of all lengths and concepts. It is not an 'anything goes' game, but we are pretty liberal in our character building limitations. There is no PVP in the Tavern itself, and it is frowned upon in missions; but if you want to test your skills we have an Arena too.

 

The OGMW RFT ran for over 8 years, with hundreds of players and characters over its life, and we have now moved everything to the new RFT here on the new MW site.

 

Read the character guidelines, submit something for approval, maybe even offer to run a mission or two.
 

Fun and adventure awaits you at the Realm Folded Tavern!

  1. What's new in this game
  2. Initiative Strunthal - 22 - Attacks the mage and hits for 7 damage Mezzina - 21 - Casts her spell (Evards Black Tentacles (Strunthal's attack came before she started to cast the spell so no need for a concentration check) Devon - 20 - Casts Web at the enemy Amyly - 12 - (has her Power Aura up for +1 damage) Fires her xbow at the bitch. Drewan - 11 - Hits with 2 shots for 18 damage Finn - 4 - Somehow manages to avoid the worst of the tentacles and sends some pain aimed at the mad mad Mezzina Dieanara - Blasts the evil witch whilst trying to avoid being grappled Warrior, all seem very angry 1 - 17 All launch javelins, 2 hit for 21 damage 2 3 4
  3. Devon Bohl Age 23 | Height 5'8" | Weight 150 lbs. | Hair Brown | Eyes Brown | Complexion Tanned | "My Speech" | 'My thoughts'| My actions. Male, Neutral Good, Human Wizard 3 // Factotum 3, Level 3, Init +6, HP 27/27, Speed 40ft AC 15, Touch 12, Flat-footed 13, Fort +3, Ref +5, Will +3, BAB +2 Abilities Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 08 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 3+3 | (1st, DC 15) 1+3+1 | (2nd, DC 16) 0+3+1 | (3rd) 0 Detect Magic, Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color SprayColor Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH), Color Spray, (GreaseGrease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item-a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH)*), (Grease*), (Lesser Orb of AcidOrb of Acid, Lesser Conjuration (Creation) [Acid] Level: Sorcerer/Wizard 1, Warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Source: Spell Compendium 3.5 (SpC)*) WebWeb Conjuration (Creation) Level: Sorcerer/Wizard 2, Adept 2, Mortal Hunter 2, Ooze 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Webs in a 20-ft.-radius spread Duration: 10 min./level (D) Saving Throw: Reflex negates; see text Spell Resistance: No Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled. Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength (G,A) check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength (G,A) check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength (G,A) check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover (see Cover, page 150). The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a flaming sword, and so forth—can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes. Material Component: A bit of spider web. Source: Player's Handbook (PH)*, (Web*), (GlitterdustGlitterdust Conjuration (Creation) Level: Bard 2, Sorcerer/Wizard 2, Beguiler 2, Hexblade 2, Emissary of Barachiel 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Creatures and objects within 10-ft.- radius spread Duration: 1 round/level Saving Throw: Will negates (blinding only) Spell Resistance: No A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks. Material Component: Ground mica. Source: Player's Handbook (PH)*), (Glitterdust*) Feats / Abilities FEATS FLAW: Expeditious DodgeExpeditious Dodge [GENERAL] You're good at avoiding attacks while moving quickly. Prerequisites: Dex 13 Benefit: When you move 40 feet or more in a single turn, you gain a +2 dodge bonus to your Armor Class until the beginning of your next turn. Special: Expeditious Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability. A fighter may select Expeditious Dodge as one of his fighter bonus feats. Source: Races of the Wild (RW)(RotW) FLAW: False FocusFalse Focus You can use a divine focus to cast arcane spells. Prerequisite: Knowledge (religion) 1 rank, ability to cast arcane spells. Benefit: By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal. Normal: A divine focus has no effect when used as a component in arcane spells. Source: Pathfinder(Pathfinder) Wizard 1: Scribe ScrollScribe Scroll Human: Able LearnerAble Learner [RACIAL] You have a great aptitude for learning. Prerequisites: Human or doppelganger Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character). Special: This feat may only be taken at 1st level. Source: Races of Destiny (RD) 1st: Extraordinary ArtisanExtraordinary Artisan [ITEM CREATION] You are an expert at creating magic items at a lower cost than usual. Prerequisites: Any item creation feat Benefit: When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%. Source: Eberron Campaign Setting (ECS)(EbCS) 3rd: Craft Wondrous Item ABILITIES Trapfinding Inspiration A Factotum can spend an Inspiration Point to add +INT as a Competence bonus on any single attack roll, damage roll, or saving throw; or as a dodge bonus to Armor Class against one opponent for 1 round. 3/3 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 Arcane Dilettante A Factotum can spend an Inspiration Point to cast 1 spell up to 0th Level. 1/1 Devon plans to try and disable as many as possible as quickly as possible, but this is foiled by the spell thrown at them moments before he can act. He is tightly bound by black tentacles. 'These are extremely strong. I don't see any way out for me, but I might still be able to do something.' Using the wand they had just found, which he had placed in the chamber built into his shield, he casts Web at their opponents. OOC: My picture links to my character sheet. Casts Web from wand, DC 13 Dex save. Failure means immobile while success means entangled. 5 square feet can be burned away in 1 round. Creatures within flaming webs take 2d4 fire damage.
  4. You should have enough movement to reach the shaman, Gannark can keep it busy while we finish off the remaining dark/warped ones. I think it needs to be punished for lobbing rocks at us.
  5. Let's follow the formula from the Opening Post: Half XP reward by EL Monsters have max hp Two rounds to prep. I'll get the threads back up and post tomorrow.
  6. Ok. If you don't want anything fancy we can do it the most simple way bequeathed me with an incredible treasure which is a simple grid. There is no map (I mean with some tinkering I'd likely could put one under, but if you want just to try out the character then it's not necessary) just a nice clean grid so it's easy to follow who is where, and how they got there. I planned your character as entering from the South and Enemy from the North. You have one round to exchange insults and buff you're characters or move to the more advantageous position then the fight starts. I chose Centaur since I think it's versatile enough to put you through your paces with high speed and decent Ranged attack on top of his very nice Melee. Do you want vanilla HP or max HP for him too so he can match your max HP? And what do you think in general?
  7. So far as Aloiene can tell, this doorway is the only entrance. ((Going forward, Garol, please include either your character's statblock or a link to your sheet in your posts. Thanks!))
  8. "Shhhh! We're trying to be sneaky!" "Sneaky ˢⁿᵉᵃᵏʸ" Nodded a parrot to his master, quickly stopping singing at his shoulder. An seemingly elven wizard quickly walked up to the group, trying to hunch a little to not show himself too much. He also snuck Mr. Beaks into a wide sleeve to not stand out too much with a big red parrot. "Is someone in there?" He whispers, still hunched behind a wall of the building. "And is it the only way in?" As he asks that, he looks around for another possible entrance. Maybe another door, or simply some cave or hole in the ground?
  9. Jorenis spins and slices and whirls and kicks while the little demon just crouches lower to avoid everything. Maybe he needs more practice fighting things smaller than him? Either way, the little demon pops back up to stab at Jorenis. The other one completely ignores Ryzia standing right there as it pursues Winter. vs Jorenis Damage vs Winter Damage Init Order: Ryzia, Warped Shaman, Winter, Jorenis, Warped One, Dark One, Gannark ((Gannark is up!)
  10. Quick shopping between adventures: Starting Gold: 2735 GP 5 SP 8 CP Purchases: Bell to rebuy one given to monkey 1 GP A wand of lesser vigor, CL 1, 50 charges 750 GP Bolts, Exploding (5): 5x60GP=300 GP Final Gold: 1684 GP 5 SP 8 CP
  11. Okay team, final role call for any gear or other tweaks or questions per the IC post. I'll look to get us into the voyage proper next week, will be travelling this weekend.
  12. The discussions about the equipment were ongoing for a while. Farif had scratched thoughtfully at his beard when the subject of flying came up. "By Najm it has become an assumption for us that groups become flight capable as quickly as they can. Still this should not be a major issue. We can assist here with some potions. The point being whoever attacks us is almost certainly going to be flight capable themselves and you won't want to be simply standing on the deck watching them act with impunity. It will be short term tactical requirements only. If Fate is so cruel to us that the Swallow is lost we are almost certainly doomed." The final arrangements were made and then the discussion turned to the journey itself. Farif continued with his instruction. "Now as you may be aware each of the planes has their own gravity. We can keep you informed of the planar changes and what to expect in each one. The effect you're not likely to be used to in Pandemonium is where the gravity is towards the nearest tunnel wall. That is, if you imagine you are in an enormous cylinder, downwards is to the wall closest to you. Gravity suddenly flips as you move through the center point of the tunnel." "Now how the spell jammers work in the different planes is that they create their own gravity field. In doing this the down is always towards the ship. There is a gravity plane through the middle of the craft where gravity flips. When you are under the ship, down is towards the ship. This will be disconcerting for you at first. You will experience this in the cargo hold. You walk down the ladders passing through the gravity plane and suddenly you are walking upside down in the bottom half of the ship. You can trial this and get used to it as we travel." "It means also though there is a change of gravity as you move away from the ship. Once you leave the gravity created by the spell jammer when you are in mid-flight suddenly the native planar gravity comes into play and you have to make an immediate adjustment." "So... tighten up your gear, remember you could be unexpectedly the wrong way up!" Farif smiled. "Come onboard we'll get you settled into your cabins and prepare for departure. I can answer any further questions while we're at it." OOC: the list of gear - a wand of Attune Form at 25 charges a scroll with 2 spells of Planar Bubble (7th level spell) 12 potions of Fly
  13. Jorenis Moonstone Statblock [URL=/sheets/?id=2880518][B][SIZE=+1]Jorenis Moonstone[/SIZE][/B][/URL] Male Lawful Good Grey Elf Monk 4//Ranger3/Fighter 1, [B]Level[/B] 4, [B]Init[/B] 8, [B]HP[/B] 38/38, [B]Speed[/B] 40 [B]AC[/B] 17, [B]Touch[/B] 16, [B]Flat-footed[/B] 13, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 4, [B]Base Attack Bonus[/B] 4 [B]Masterworked/Weapon Focus Drow Long Knife (-) [/B] +7 (+9) (1d6+2, 19-20×2) [B]Masterworked/Weapon Focus Drow Long Knife (-) [/B] +7 (+9) (1d6+2, 19-20×2) [B]Masterworked Elven Courtblade [/B] +8 (1d10+2, 18-20×2) [B]Unarmed Strike [/b] +5 (1d8+2, 19-20×2) [B] Bracers of Armor +1[/B] (+1 Armor, +4 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 10 [B]Condition[/B] None [B]Languages:[/b] Common, Elven, Goblin, and Sylvan Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Male Lawful Good Grey Elf Monk 4//Ranger3/Fighter 1, Level 4, Init 8, HP 38/38, Speed 40 AC 17, Touch 16, Flat-footed 13, Fort 7, Ref 8, Will 4, Base Attack Bonus 4 Masterworked/Weapon Focus Drow Long Knife (-) +7 (+9) (1d6+2, 19-20×2) Masterworked/Weapon Focus Drow Long Knife (-) +7 (+9) (1d6+2, 19-20×2) Masterworked Elven Courtblade +8 (1d10+2, 18-20×2) Unarmed Strike +5 (1d8+2, 19-20×2) Bracers of Armor +1 (+1 Armor, +4 Dex, +2 Misc) Abilities Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 10 Condition None Languages: Common, Elven, Goblin, and Sylvan Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Skills Skill Name Modifier Appraise 2 Balance 9 Bluff 0 Climb 2 Concentration 1 Craft 0 Decipher Script 2 Diplomacy 7 Disable Device 2 Disguise 0 Escape Artist 4 Forgery 2 Gather Information 0 Handle Animal 0 Heal 0 Hide 5 Intimidate 5 Jump 2 Knowledge(Geography) 2 Knowledge(History) 2 Knowledge(Local) 2 Knowledge(Nature) 2 Knowledge Listen 7 Move Silently 8 Open Lock 4 Perform 0 Profession(Cook) 4 Ride 4 Search 8 Sense Motive 5 Sleight of Hand 4 Spellcraft 2 Spot 7 Survival 5 Swim 2 Tumble 10 Use Magic Device 0 Use Rope 4 Feats and Abilities Feats: ,Weapon Finesse (Monk Bonus) Weapon Focus( Drow Long Knife) (lvl 1), Kung-fuGenius (Fighter bonus ), Improved Initiative (Monk Bonus) Constant Guardian (Drow of Undedark pg 47)( lvl3), Track (Ranger bonus) Two Weapon Fighting (Combat Style) Racial Abilities: +2 Dexterity, -2 Constitution +2 Intelligence, - Strength Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic effects, and a +2 racial bonus against enchantment spells or effects. : An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the feats for the longsword, , longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on , , and checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a check to notice it as if she were actively looking for it. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: . A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Monk Abilities: Flurry of Blows, Unarmed Attack, Evasion, 2x Bonus Feats, Still Mind, Ki Strike, Slow Fall +20 ft Fighter Abilities: Bonus Feat Ranger Abilities: First Favored Enemy(Goblinoid), Track, Wild Empathy, Combat Style(Two-Weapon Fighter), Endurance Equipment Equipment: Bracers of Armor +1 (1000GP) Dungeon Masters Guide MW Drow Long Knife(315GP) Races of Ebberon MW Drow Long Knife(315GP) Races of Ebberon MW Elven Courtblade (450GP) Races of The Wild Healing Belt (750GP) Magic Item Compendium Pg 110 Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Fishhook (1SP) Players Handbook Flint & Steel (1GP) Players Handbook Small Steel Mirror (10GP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Silk Rope 50 Ft (10GP) Players Handbook Sewing Needle (5SP) Players Handbook Shovel (2GP) Players Handbook Soap (5SP) Players Handbook Tent (10GP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook Sunrod x2 (4GP) Players Handbook Explorers Outfit (10GP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Wheat Flour (3 GP) Arms and Equipment Guide Pg 31 Olive Oil (5GP) Arms and Equipment Guide Pg 31 Honey (1SP) Arms and Equipment Guide Pg 31 Funds Left over 74GP, 5 SP, and 3 CP Joren goes in a whirling frenzy with his primary blade going for their chest and following through toward the legs with his off hand. Finishing with a spin kick to the head. OOC His unarmed attacks are now considered magic weapons through ki strike.
  14. I had one more case in another game (lighter case fortunately, it lasted for a week) in my city there are also several cases, it doesn't seem as strong as the original one but it would see it stir again. It would seem that last year some doctor that said we'll have to get used to this as flu season was right.
  15. I am currently suffering from a bout of Covid which I got on a business trip. Head wants to explode. So I will not be updating anything until this passes. Hopefully early next week.
  16. Examination of the door/door frame itself reveals splotches of wet blood on the door. You also notice savage claw marks on the lower portions of the door and door frame. The door hangs approximately halfway open, with only a dark interior. As Qha-Dhol can see in the dark, she notes that the room is pretty small. No more than about 30 ft. across in either direction. You can hear the voice from before faintly calling for help still. Begging for someone to save them. ((Waiting for the other half of the party to actually make posts before we press onward.))
  17. Yey, Darlis insisting that I roll paid off after all. 😄 Thanks 🙂
  18. A blue man pins an ad to the wall and then grabs an ale to await interested parties.
  19. Game outlines The game will be set in the eternally frozen land of Jhq-Bo (Jick-Bo) The recommended levels will be 6 +/- 1 (or thereabouts) This is a follow on from the previous game A Romp in the Snow Places will favour the previous party members (Blue Jay, joran1313, Faeryl, JCBarnes) I can take more than four players
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