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Jumanji Campaign: UPDATED! Seeking Feedback from Players/DMs

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Based off the first post, what do you think so far?
  I like it!
  Enh, doesn't sound all that great.
  I'm indifferent: Need to know more.
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Crinis

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PostPosted: Wed Oct 13, 2010 9:04 am




UPDATE: 10/31/10 -- From now on I'll be posting the roll one by one, please share what you like or dislike about the event and any ideas for the rhyme itself or ideas how to make it better are welcome. Please quote each one you'd like to leave feedback/ideas on. It will help me keep track of what people think! blaugh

(ATTEMPTS to keep this post brief)

Most of you remember the movie/children book Jumanji, right? Remember all the chaos that built up around jungle-related things that came out of the game and kept the players busy?

Well, I've been poking at the idea for the while now, scrapped the ''Muria'' campaign for now (my husband has picked it up anyway because he wanted to continue a story with it with his ideas, glady handed it over to him been really busy anyway)

And now, I'm focusing on Jumanji.

The Basics:


It starts out simililar to in the movie, the game itself will be in a strange place, where the players are the only ones that can hear it nearby. There are no prep-classes (at least unless I test run it and find I probably should) but they will have this ''desire'' to seek out the drums.

I'm working to build exactly 100 instances that can happen. most my creations but the things from the movie will be in there, as well.

The game has a TWIST at the end: it was created by a board god (probably that Olidamma ((sp?)) the ''Laughing Rogue'') and what the Players won't realize is they are striving for ''Grace Points''. There will be fine print in the rolls giving them chances to ''loose or earn'' Grace Points. If by the end of the game someone has over 30, they get to keep their memories of the campaign while the others are wiped (this is what will help the item itself remain SO obscure and hard to obtain information on through Knowledge Arcana).



SO!

Comments so far are appreciated! I'd like as much feedback as possible and I'll keep this update and post my rolls to see what you guys think about them.


Thanks for reading!
PostPosted: Tue Oct 19, 2010 7:27 am


That sounds like a lot of fun!! Hmmm, so would it run in a campain in the Jumanji world, or would the characters be playing Jumanji? (Game within a game)

mew Aeris


Crinis

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PostPosted: Sat Oct 30, 2010 11:10 pm


mew Aeris
That sounds like a lot of fun!! Hmmm, so would it run in a campain in the Jumanji world, or would the characters be playing Jumanji? (Game within a game)


Thanks a lot!

It will be just like in the movie (except in the medevil times, general 3.5 DnD style) find the game somewhere, I will need to give them an intense desire to play the game, I'm sure.

I'll start posting the rhymes in here. Please come back when you can and view my ideas if you get a chance? Feedback would be greatly appreciated.
PostPosted: Sat Oct 30, 2010 11:14 pm


(0) “If you work together like a team, then to this missing link is nothing more than a dream.” (Level 5 “Savage class” Tarzan)



This roll summons this level 5 Savage that will act and respond like the Tarzan in stories. Upon the roll, he will appear and can speak some common (though in a “cave-man” kind of fashion but understands Common very well.) Tarzan will claim to have been taking a nap when he suddenly woke up here and needs to return to the jungle.

It’s the party’s responsibility to keep him alive through the end of the game, where he will return if the party is successful in keeping him alive. He WON’T help in battle but acts as an ideal “scout” helping them keep an eye our for danger and acting as a “flavor character” to the game. He won’t give much information if interacted with but would talk about what it’s like living in the jungle and knowing about “strange buildings” that are dangerous to go into in the jungle.

If Tarzan survives the game to the end to return home upon the calling of “Jumanji”, each surviving character receives 5 Grace Points.

Crinis

Beloved Conversationalist

10,900 Points
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Crinis

Beloved Conversationalist

10,900 Points
  • Marathon 300
  • The Perfect Setup 150
  • Conventioneer 300
PostPosted: Sat Oct 30, 2010 11:29 pm


(1) “Do not mistake them for smaller townies; stepping on their ego causes many frownies.”

A 3d6+4 (adjust at DM’s discretion) group of brownies appear and for as long as they are still alive or not dealt with, they will go out of their way to make traps and discreetly terrorize the party members. Players can make a Listen Check (DC vs. +24 Move Silently) or Spot (DC vs. +12 Hide) to find them out. If not discovered, for as long as the brownies are not dealt with, they cause mischief and problems for the characters from randomly making traps as they sleep or dropping various dusts with minor spells over their heads from time to time.Brownies are found in the Monster Manual (?) or http://www.dandwiki.com/wiki/Bodachan_(3.5e_Creature)
PostPosted: Sat Oct 30, 2010 11:32 pm



(2) “Though you fall behind, quitting is a waste; you can still catch up in your persistent haste.”

The character that made this roll has his/her level go down by one, but is granted 1d10 rounds (rolled once by the DM) “Haste” at the begin of every battle from then on. Remove Curse negates this. Any character can roll a DC 14 Intelligence Check to think of this if they bring it up in conversation whether IC or OOC.


Note to Guild Observers: I've also been thinking: perhaps I should not take away a level but perhaps I can either have the Character ''skip their next turn in the Jumanji game'' or just have them roll a 1d6 and that's how many spaces they move back. I don't know, what you think?

Crinis

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