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Pirate adventure. Need help!

Discussion in 'Dungeons & Dragons + Other RPGs' started by SleepleSS, May 6, 2002.

  1. SleepleSS Gems: 24/31
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    [​IMG] Hi, I like to create a pirate adventure using 3ED Rules.

    The players are drunk pirates looking for a big treasure.

    Now I was wondering what stats must a livingg dead pirate skeleton have? I mean, must I take the normal stats and find what effects being drunk* has? But then again, theyu must be stupid...

    I also wan't to create a voodoo wich and flesh eating plants, Got some tips for them?

    And are there some rules for traveling long distances on a ship?

    And of course: WEhat are the stats of a Cannibal!

    I hope you can help me...

    *Are there rules about getting drunk and being drunk?
     
  2. Magnus Magicus Gems: 5/31
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    About the being drunk: In the expansion book for Fighters and Monks there's a prestige class. The Drunken Master. I think that would be quite appropriate for you.

    And I think a skeleton would have some difficulties keeping the booze inside him ;).

    Flesh eating plants shouldn't be that difficult. Look in the MM for cool plants and rename them and maybe give them a bite attack with poison or something like that.

    And in the DMG there's a part about creating your own prestige classes, which seems appropriate for your voodoo witch.

    Look in the PHB chapter 7 for boats. I think there are some in them (don't have the book here).

    And a cannibal (a human one) would have the same stats as a normal human, with an additional bite attack doing 1d4 piercing damage (sharp teeth), imo. Also if they kill/capture you, they don't imprison you, they throw you in the cookingpot or on the BBQ! :)

    Hope this helps...

    Magsy
     
  3. Voltric Gems: 19/31
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    [​IMG] Your concept sounds a little unfinished. To start with do you own a Monster Manual? Many of the creatures you asked about are in there. Man eating Plants, Witches, undead etc. BTW I don't think an undead can be drunk. There are rules on drink in the DMG. As for traveling long distances some rules again are in the DMG but a new 3red party D20 book called 'Broadsides' is all about ships and combat at see. I think that would give you lots more info for this setting.

    [This message has been edited by Voltric (edited May 06, 2002).]
     
  4. SleepleSS Gems: 24/31
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    [​IMG] 'Broadsides'? I shall look for that one! Thanks. About the skeletons, the stats for normal skeletons are to good, normally if you see a pitate skeleton they are as stuppid as a tunna fish, and since they did drink a lot of booze during there live, they are drunk forever!

    I shall look in the MM if I can find some cool plants, and that bite attack for cannibals is a cool idea!
     
  5. Voltric Gems: 19/31
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    [​IMG] skeletons do not have a low enough intelligence? How is this? They don't have any INT. How much more brainless can they be? You want to lower their stats go ahead but they are only skeletons. Their stats are already rather low. I mean even at 1st level a party will roll over a group of skeletons. Have you seen them in actions? They're not tough.

    [This message has been edited by Voltric (edited May 08, 2002).]
     
  6. SleepleSS Gems: 24/31
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    [​IMG] Hmmm I shall take a look at those stats again then. And maybe I can make them a bit.. clumsy!
     
  7. Magnus Magicus Gems: 5/31
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    Post them if you want, then we can comment on it. Might help ;)
     
  8. Voltric Gems: 19/31
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    [​IMG] Here are the stats for a large skeleton a man would be a medium sized but I didn't see that on the net. Of drop the HPs and attack damage a little.

    Large Skeleton Skeleton
    Large Undead Huge Undead
    Hit Dice: 2d12 (13 hp) Initiative: +5 (+1 Dex, +4
    Improved Initiative)
    Speed: 40 ft.
    AC: 13 (-1 size, +1
    Dex, +3 natural
    Attacks: 2 claws +2 melee
    Damage: Claw 1d6+2
    Face/Reach: 5 ft. by 5 ft./10 ft.
    Special Qualities: Undead, immunities
    Saves: Fort +0, Ref +1,
    Will +3
    Abilities: Str 14, Dex 12, Con - , Int -, Wis 10,
    Cha 11
    Feats: Improved Initiative
    Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

    Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
     
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