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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

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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. 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.
  3. 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.
  4. 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?
  5. 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!))
  6. "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?
  7. 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!)
  8. 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
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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.))
  15. Yey, Darlis insisting that I roll paid off after all. 😄 Thanks 🙂
  16. A blue man pins an ad to the wall and then grabs an ale to await interested parties.
  17. 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
  18. Gwain mechanically has a twofold test, The first one is trying out his Wolf as the tank since until he pushes his Str to at least 10 his Scimitar is useless, and the other one is his defense. Since Rudolf did review you probably didn't notice but he has no armor and at this level no armor-giving items. I did my math (something I'm awful at) and somehow convinced myself that actually I'll be fine with my Dex armor, 2 Psionic kinds of armor, and Druid natural armor, and when I get my hands on some Wizard Gauntlets of Armor I'll be a tank. And truth be told when all works my armor is around 26 at level 3 which is not bad at all. So find some high-hitting monster of CR3 or even 2 of CR2 to address the action economy if you can find some with high attack.
  19. Mind Flayer HD:d8 {table]Level|Bab|Fort|Ref|Will|Feature 1|+ 0|+0 |+0 | +2 | Mind Flayer body, telepathy, Battle of minds, Superior Intellect 2|+ 1|+ 0|+0 | +3 |Minor psionics 3|+ 2|+ 1|+ 1| +3 |Mind Blast, Psionic resistance 4|+ 3|+ 1|+1 | +4 | Improved grab, Dissecate 5|+ 3|+ 1|+1 | +4 |Advanced psionics 6|+ 4|+ 2|+2 | +5 |Fast Tentacles 7|+ 5|+ 2|+2 | +5 |Extract, 8|+ 6|+ 2|+2 | +6 |Greater psionics [/table] Skills:4+int modifier per level, quadruple at 1st level. The mind flayer’s class skills (and the key ability for each skills) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (any) (Int), Hide(Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Use Magic device (Cha), Spellcraft(Int), Psicraft(Int) and Spot (Wis). Proficiencies: A mind flayer is proficient with simple weapons and his tentacles attacks. Features: Mind Flayer body: At 1st level, the mind flayer loses all other racial bonuses and gets aberration traits(darkvision 60 foot basically). He's a medium-sized aberration creature with base speed 30 with several tentacles around its mouth. Two of those tentacles can be used as natural attacks dealing 1d4+Str damage each. The mind flayer becomes able to use one extra tentacle as a natural attack for each 3 HD it possesses (3 tentacles with 3 HD, 4 tentacles with 6 HD, 5 tentacles with 9 HD, ect). The mind flayer takes no penalty for attacking with all his tentacles in a full attack. If the mind flayer coup de graces a monster and kills with it's tentacles, it can eat it's brains. The Mind flayer gets a Nat armour bonus equal to his Int or Cha modifier, whichever is higher. Telepathy: A mind flayer gains telepathy with a range of 10 feet for each HD he possesses. A mind flayer who multi-classes for an arcane/psionic class can count his Mind Flayer levels as levels of that class for purposes of CL/ML and to learn new spells/powers and to get new spell slots/power points. So for example, a Mind Flayer 3 who took 1 level of sorcerer could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorcerer 3 however. He would get the familiar ability, but mind flayer levels wouldn't count for it. Battle of Minds: The Mind Flayer fights smarter, not harder. It may use either his Int or Cha modifier instead of strenght in his to hit roll attacks with tentacles. In addition, the mind flayer may add his Int modifier on top of his Cha modifier in Bluff and Intimidate checks, and may use the demoralize option in any opponent he can reach with his telepathy, not only opponents in melee range. Superior Intellect: At each level of this class the mind flayer gets either a permanent +1 to his intelligence score or a permanent +1 to his Charisma score. Minor psionics: The mind flayer can use detect thoughts, charm person and levitate as SLAs once per day for each HD it possesses. The save DCs are 10+1/2HD+Cha mod. Mind Blast: A mind flayer can focus his mind in a powerful stunning wave attack. It affects a cone of 10 feet and stuns all targets inside it for 1d4 rounds. A will save 10+1/2HD of the mind flayer+Mind flayer's Cha modifier denies the stun. This ability is useable 1/day for each HD of the mind flayer. The cone affects an extra 5 feet for each extra HD of the mindflayer beyond 3. The Mind Flayer can choose to affect a smaller area than his maximum with his mind blast attack to not hit allies. The stun effect lasts for an extra 1d4 rounds for each two extra HD beyond 3. Psionic resistance: The mind flayer gets SR equal to 11+HD. Improved Grab: To use this ability, a mind flayer must hit a Small, Medium-size, or Large creature with a tentacle attack (or a Huge creature if it can reach the creature’s head). If the grab is successful, on its next action the mind flayer may attempt to attach its remaining tentacles with a single grapple check. The target can escape all the tentacles with a single grapple check, but the mind flayer gets a +2 bonus to oppose this check for each of its tentacles beyond the first that is attached to the target. Dissecate: The mind flayer's cold mind allows him to quickly figure out the best way to hurt his foes with his exceptionally flexible tentacles. He may use either his Cha or Int modifier instead of Str on tentacle damage rolls and grapple checks. Advanced psionics: The mind flayer can now use suggestions and charm monsters as SLAs once per day for each HD it possesses. The save DCs are 10+1/2HD+Cha mod. Fast Tentacles: Whenever the mind flayer uses one of his SLAs, Mind Blast ability, casts a spell or manifests a power he may attack with a tentacle as a swift action. As a full round action, the mindflayer may use an SLA, cast a spell, manifest a power with a duration of a standard action or less, and then attack with all his tentacles. Extract (Ex): A mind flayer of 12th level or higher that begins its turn with all four tentacles attached and makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature (unless it has multiple brains or can function without its brain). Regardless of whether the victim survives or dies, whenever the Mind flayer consumes a brain, he absorbs its memories like a delicious delicacy, greatly invigorating himself. The mind flayer gets a bonus on his attacks, skills, saves, Mind Blast, psionics and spells DCs equal to the highest mental score modifier of the victim. With this ability, the Mind Flayer can't gain a bonus bigger than half his HD. It lasts for 1 hour for each HD of the victim. Different bonuses from different brains don't stack. Greater psionics: The Mind flayer can now use plane shift and Astral projection as SLAs once per day for each 4 HD it has. The save DCs are 10+1/2HD+Cha mod. Sheet: Name: Qha-Dhol Race: Ilithid Class: Psionic (Racial)//Beguiler PLA: Qha-Dhol spoke to Telana and said "Follow me, we can sneak up to the door and look inside" with that, she moved over to the door keeping out of view from those within. From within her robes, she speaks to something which turns out to be her familiar, a bat called Pip who then flies in through the door to take a look around.
  20. I would say not, you do it as a response to the spell being cast, thus you only know what it is after it is too late.
  21.  
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