Thunder Rift - Darker Dungeons [CLOSED]

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rremedio
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Thunder Rift - Darker Dungeons [CLOSED]

#1 Post by rremedio »

I wonder if there would be interest for a Thunder Rift campaign using the Darker Dungeon.

About the campaign: I would use the Thunder Rift setting with info from the Rage of The Rakasta module and other info I can find at The Piazza and the Vaults of Pandius, but it wouldn't be part of Mystara and I wouldn't use any other TR modules, as I don't own them.

For those who don't know it, the Thunder Rift is a small valley, kind of a "micro world" with several types of terrains, populated with most of the races and creatures from the "Classic Dungeons & Dragons Game" (the black box) and served as expansion to the black box and link to other TSR worlds, specially Mystara. It is great for low level characters and easily expandable to host higher level adventures. The setting is not much detailed which I think is nice.

About DMing style: I never DMed a PbP game, but after reading through most of the game threads, I think I can do the job without any problems. I would like it to be a daily posting game, but 3 or 4 posts per week would be ok if everybody is on the same pace. I would do all the dice rolling by myself, unless someone has a good point against it and I think parties of any size between 2 and 8 would be nice.

I need a week or two to get everything ready, but I'd like to know if there would be interested players.
Last edited by rremedio on Sun Jul 14, 2013 2:24 pm, edited 4 times in total.
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Re: Thunder Rift - Darker/Dark Dungeons

#2 Post by Alethan »

rremedio wrote:...but after reading through most of the game threads...
Impressive!

And... my apologies for any ramblings of mine you had to endure.

As per usual, once you get the interest you want and are ready to move forward, just send a PM to ToniXX with the campaign title you want and he'll get you set up.
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Re: Thunder Rift - Darker/Dark Dungeons

#3 Post by rredmond »

Also see here:
viewtopic.php?f=32&t=859

Did I do that right Al? ;)
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
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Re: Thunder Rift - Darker/Dark Dungeons

#4 Post by rremedio »

Alethan wrote:
rremedio wrote:...but after reading through most of the game threads...
Impressive!

And... my apologies for any ramblings of mine you had to endure.

As per usual, once you get the interest you want and are ready to move forward, just send a PM to ToniXX with the campaign title you want and he'll get you set up.
Not that I read everything. I just checked some parts of most topics to see how people play. There's a couple of games I watch more closely. I didn't face your ramblings yet, but I'm sure I can make worst myself... :lol:
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Re: Thunder Rift - Darker/Dark Dungeons

#5 Post by rremedio »

rredmond wrote:Also see here:
viewtopic.php?f=32&t=859

Did I do that right Al? ;)
Thank you!
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Re: Thunder Rift - Darker/Dark Dungeons

#6 Post by Alethan »

rredmond wrote:Also see here:
viewtopic.php?f=32&t=859

Did I do that right Al? ;)
Yessir. Yes, you did.
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Re: Thunder Rift - Darker/Dark Dungeons

#7 Post by dmw71 »

rremedio wrote:I didn't face your ramblings yet
How could you have possibly missed them? ;)

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Re: Thunder Rift - Darker/Dark Dungeons

#8 Post by rremedio »

dmw71 wrote:
rremedio wrote:I didn't face your ramblings yet
How could you have possibly missed them? ;)
I need to improve my detecting skills :)
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Re: LFP - Thunder Rift - Darker/Dark Dungeons

#9 Post by Blackrazor »

I would enjoy a game of even Darker Dungeons.
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Re: LFP - Thunder Rift - Darker/Dark Dungeons

#10 Post by thirdkingdom »

Color me interested. I am actually not familiar with Darker Dungeons, but shall download it soon. I'm currently playing in a couple of games on other boards that are either petering out or I'm looking to actively leave, so I might be able to make the needed time.
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Re: LFP - Thunder Rift - Darker/Dark Dungeons

#11 Post by rremedio »

thirdkingdom wrote:Color me interested. I am actually not familiar with Darker Dungeons, but shall download it soon. I'm currently playing in a couple of games on other boards that are either petering out or I'm looking to actively leave, so I might be able to make the needed time.
It isn't much different from Dark Dungeons. Here is a list of differences posted by the author at the piazza:
1) Turn Undead, Thief Abilities, Finding Secret Doors, Stonelore, Morale, and Saving Throws all use the same "d20+mod >= 20" mechanic as attacks (the mechanic has changed, but the chance of success remains the same).

2) Elves and Magic-Users have been partially "Swapped" (i.e Elves are now the wimpy ones that need fewer XP and Magic-Users are now the ones who can fight but need more XP).

3) Alignment has been removed completely.

4) Mystics have been changed to Lupines (although the are mechanically unchanged).

5) Mountebanks have been added as a new class.

6) Druids are now a separate class from 1st level rather than something Clerics become at 9th level, and they have been given a "Control Animals" ability.

7) Shield Weapons have been removed; but shields now come in three varieties - "Buckler", "Normal" and "Tower". They no longer simply add a flat bonus to your armour class, but work like weapons (and you can buy Weapon Feats for them).

8) I've added Flails and Morningstars to the weapon list, and a couple of the cleric weapons (Mace and War Hammer) have been improved because it was silly to have them less effective than a club.

9) Immortals now have one or more speciality domains; and their clerics find it easier to cast spells from those domains (and harder to cast spells from the opposite domains).

10) Magic-Users and Elves may now specialise in one of four schools of magic (but they do not have to). If they do, they find it easier to cast spells from that school but harder to cast spells from the opposite school.

11) Initiative is now rolled on a d20 rather than a d6.

12) As a result of changes 1 and 11, there is no need for special bonuses for Dexterity or Charisma. Each ability score now just has a standard bonus.
I won't use the elf/magic user swapping and there are other differences, like the ability rolls system and hp rolls (they do not exist, in fact). I'm not sure about using these other differences. I like the d20 roll for thief abilities/turn undead/saving throws as well as the spell domains rules.
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Re: LFP - Thunder Rift - Darker/Dark Dungeons

#12 Post by rremedio »

For now there are only two interested players: Blackrazor and thirdkingdom. I enjoy DMing for small groups, but I'll wait a little more. I need to put some things in text and thirdkingdom might need a while to make time for joining another game.

And maybe someone else also gets interested. With a larger party it will be easier to keep the game moving in case some of the players can't post for some days because of whatever reason.
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Re: LFP - Thunder Rift - Darker/Dark Dungeons

#13 Post by zebediah »

rremedio wrote:For now there are only two interested players: Blackrazor and thirdkingdom.
So now you have three!
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Re: LFP - Thunder Rift - Darker/Dark Dungeons

#14 Post by rremedio »

zebediah wrote:
rremedio wrote:For now there are only two interested players: Blackrazor and thirdkingdom.
So now you have three!
Nice! :)
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Re: LFP - Thunder Rift - Darker/Dark Dungeons

#15 Post by rremedio »

Now we have a forum. It will take a while until I have everything posted (not so much to post, but this one is an extra busy week), but you can already tell me if you are ok which Darker Dungeons ability scores generation or if you want another way to generate your ability scores and I'll create the character generation thread.

The forum name is "Darker Dungeons of Thunder Rift". I know you saw this coming :lol:
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Re: Thunder Rift - Darker Dungeons [OPEN]

#16 Post by Blackrazor »

We could use some more fine folks to join us in the Rift. At the moment we are working on a special selection of elf spells. The GM has put in the effort to give his players a solid sandbox, and wants to work with his players to flesh out the campaign world.

Simple free ruleset - BECMI ala Dark Dungeons with a few tweeks to make it Darker. It even has a Samurai Cat race!!! You know you want to be a Samurai Lion man guy!!

Join us for roleplay, adventure, intrigue, and the clash of arms!
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Re: Thunder Rift - Darker Dungeons [OPEN]

#17 Post by rremedio »

Thank you, Blackrazor! I hope to have all details finished until Monday, then we can add the character sheets and start playing. There is room for plenty more players.
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Re: Thunder Rift - Darker Dungeons [OPEN]

#18 Post by Griffith »

I would be interested if there is still room.
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Re: Thunder Rift - Darker Dungeons [OPEN]

#19 Post by rremedio »

Sure Griffth! There's still room.

I'll add you to the game forum, so you can start posting.

Edit: done! You joined just in time. The guys are going to start creating characters.
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Re: Thunder Rift - Darker Dungeons [OPEN]

#20 Post by rremedio »

Bumping up!

We've lost one of the players due to his lack of time to post. So now there are three active players and room for many more. The game is in the beginning, so it's a nice time for late entries.

We play Darker Dungeons, a Rules Cyclopedia clone with some house rules streamlining some of the dice rolls and some extra classes. The setting is Thunder Rift, a small, generic setting with lots of caves, magic forests, undead, dragons and everything else mashed up in a small valley (even frog knights and a culture of samurai cat people).
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