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Thread: [OOC] Pool of Radiance
Friday, 12th August, 2005, 01:12 AM #1
Guide (Lvl 11)
[OOC] Pool of RadianceFree New Phlan!
The New Phlan City Council is leading the fight to free their captive city. Heroes are retaking the city block by block from the evil hordes.
Riches & Fame!
The council is looking for soldiers and rogues, mages and clerics, heroes of all kinds, to come to New Phlan. The wealth and land of an ancient city await those willing to reach out and take it.
Legends will be written about the heroic struggle to free New Phlan! Ships to New Phlan depart twice monthly. When you arrive, see the New Phlan City Council for the latest news and information.
Make your Fortune in New Phlan!
The year is 1348 DR.
Young adventurers journey to the ancient trading outpost on the north shore of the Moonsea, situated in the river mouth of the Stojanow, in search for riches, fame and glory. The ruined city, destroyed by a horde of savage humanoids led into battle by a flight of dragons half a century ago, is about to be rebuilt once more. Before this can happen, however, Phlan must be retaken; many of the horde had settled in the ruins since then.
I'm starting a new D&D3.5 PbP campaign based on the AD&D adventure campaign 'Ruins of Adventure' (which tells the story of the CRPG 'Pool of Radiance', the first in the 'gold box series' from 1988). I will use the adventure book as a guideline for the story mostly.
I'm looking for a total of five players, who will take on the roles of young adventurers out to prove themselves, or whatever other reason brings them to New Phlan. I will not choose players on a first come first serve basis, but rather decide arbitrarily or randomly to give everyone a fair chance, despite different time zones, etc.
There are a few requirements, which I hope you all will be able to fulfill.
There are a also few options concerning character creation, which I would like to hear your input about before deciding which route to take. These options will not be individual to each player, but rather be determined upon as general rules for this campaign. Please include your preferance to the following options in your reply (a simple yes or no will be sufficient for each option, but feel free to explain your opinion, if you want to). If you feel strongly about a particular option (i.e. you wouldn't want to play the other way), please include this as well. Thank you!
Alright... now you surely want to know a few more details.
- Earmy "the spider", human rogue|wizard (Scott DeWar)
- Eldwyn Billbuckle, strongheart halfling bard|cleric (Scotley)
- Rover, Eldwyn's riding dog Eldwyn mounted
- Emagor Rilliance, human fighter|wizard (Leif)
- Professor Schnickschnack Schabernack, whisper gnome archivist|rogue (Malachei)
- Eliath, moon elf fighter|rogue (HolyMan)
- Elrohas Nenmacil, sun elf duskblade|cleric (Nac Mac Feegle; NPC)
- Grynth, orc barbarian|ranger (Tailspinner; NPC)
- Kylest Soulstone, shield dwarf fighter|scout (hafrogman; NPC)
- Selvaggio, human druid|ranger (Mista Collins; NPC)
- Intrepido, Selvaggio's wolf companion
- Storm, human fighter|ranger (renau1g; NPC)
- Thunder, human barbarian|favored soul (Branding Opportunity; NPC)
- Aylor Creegan, shield dwarf monk|fighter (Bloodweaver1; NPC)
- Sir Dryw Domiel, half-elf knight|druidic avenger (Mark Chance; NPC)
- Kordunn Asteroth, gold dwarf paladin|sorcerer (Voadam; NPC)
- Oog, goblin rogue|warlock (Krug; NPC) - disguised as Elmus, halfling gourmet
What to do now?
[IC1] Prologue - Setting Sail
[IC1] First Chapter - Valhingen Graveyard
[IC1] Second Chapter - Missing Brother (Kuto's Well)
[IC1] Third Chapter - Reconquest of Sokol Keep
[IC1] Fourth Chapter - Temple of Bane
[IC1] Fifth Chapter - The Rescue of Amber (Podol Plaza)
[IC1] Sixth Chapter - Mantor's Library
[IC2] Sixth Chapter - Mantor's Library (continued)
[IC2] Seventh Chapter - Barren River
[COMBAT] Combat Declarations
[INFO] Campaign Information
[RG] Rogues Gallery
Last edited by Thanee; Thursday, 12th January, 2012 at 02:27 PM.
Friday, 12th August, 2005, 02:10 AM #2
Novice (Lvl 1)
I'm rather unclear on how the stat increase thing works. You get level+3/8 points, but raising a stat over 18 costs 4 points. You can never have more than 3 points pre-epic (23/8=2.875, I think), so, in essence, you can never raise a stat above 18 without magical or racial bonuses. Am I missing something here?
Clear that up, and I'd be interested. It's a shame we can't horribly abuse the Gestalt system, but it'll be fun anyway. I'd play with or without Gestalt rules, probably as a spellcaster of some sort. If gestalt, I'd go with a Wizard/Swashbuckler (if I can get away with that) Gish build; a member of the nobility by day and a student of the arcane by night. If not, I think I'll make a melee character of some sort. I'm thinking of a progressively-minded dwarf exiled for his beliefs.
One other thing: isn't Greater Spell Focus a prerequisite for some PrCs, like Archmage? Would those become unavailabe, or would that feat requirement be removed or swapped for something else?
Friday, 12th August, 2005, 02:17 AM #3
Lord Raul de Winter
The third son of a minor noble in Cormyr, Raul de Winter chose to enter the church to advance himself. He is a sworn warrior in service to Tempus, seeking to establish a more prominent worship of war and combat in general, and of course looking to test himself in the time honored method of the Sword.
I like the first method, but would be fine with either.
Friday, 12th August, 2005, 02:18 AM #4
Enchanter (Lvl 12)
I'm interested, I could go with either or both options 1 & 2, but don't feel strongly about them.
I'd like to play a dwarven melee type (fighter or fighter/barbarian [or possibly scout])
I was thinking that his father was a trader lost in the attack, and he has come to new Phlan to search for whatever might be left. . . some heirloom or remains or something of the sort.
edit: Another concept I was toying with. A gnomish barbarian/bard (if the gestalt rules were used). An exiled gnome family living with a nomadic barbarian tribe, their young child constantly surrounded by those bigger and stronger than he, has to grow up to be the toughest of them all. Add in a tendancy for braggadocio, brawling and berserking and you have the kind of character that the tribal elders decide needs to go on a spirit quest. . . preferably somewhere far, far away.
Last edited by hafrogman; Friday, 12th August, 2005 at 05:37 AM.
Friday, 12th August, 2005, 02:21 AM #5
Novice (Lvl 1)
This looks like a well thought out game, with an experienced DM and options enough for character creation, so I definitely want to join.
As for your options, I don't like option 1, because In my experience that leads to players having secrets just because they can. The most important drawback (I'm evil, but I won't tell them until I stab them in the back) is allready taken care of, so it's no deal breaker for me.
I do like option 2, although I've heard some pretty bad things about it here on the forums (things that other people will no doubt say in this thread sooner or later) but I would love playing a barbarian/rogue type or something.
I will probably play a rogueish type of guy. Maybe a human swashbuckler or a halfling with an attitude, but I'll choose later.
As for requirements:
I will be able to post once every other day. I'll just promiss myself not to join more games after this and that should be okay.
Punctuation and grammar. I am not a native english speaker (or writer) but I think I can make myself understandable. If think this post is good enough, then I'm your man, because I'm tired right now and this is not the best form I can be in.
I value taking the initiative highly, which is one of the reasons I want to join this game.
I'm familiar with the reals a bit, although it has been a while. I'll read up and the areas we are going to and any organisations we get to deal with. I have acces to the FR campaign setting. A portrait is no problem, just don't expect that I will draw it myself, I know 5 year olds who can do that better than me.
Well, this seems about enough sucking up and patting myself on the back, so I'll just go to bed now....
Friday, 12th August, 2005, 03:05 AM #6
Novice (Lvl 1)
Alright, some quick and dirty character bios:
Erisis Machelar, Swashbuckler 2/Wizard 2:
Erisis was the son of a well-known noble couple in Waterdeep, and was raised on tales of intriuge and honor. Do you see that man there, his parents would often ask before beginning a rambling, gossipy tale, albiet one well-told. As he grew older, Erisis tired of his parents' stories of insignificant and petty events, and his tutor's focus on courtly affairs over the real world. More and more he became independent of those around him in regard to his education. When he set out into the world, he was expected to hold up the honor of the noble line of Machelar. Instead, he all but vanished. Rumors placed him as the thrall to some enchanter, a member of a band of smugglers, or any number of wilder stories. Instead, he had sought out a little-known wizard he had stumbled across in his reading. Submitting himself to an apprenticeship of commoner's work, he quickly picked up his master's secrets in the old man's hours, and re-learned the courtly talents he had once brushed off, albiet with a focus on more practical aspects; fencing and negotiating over dancing and buisness.
As his arcane prowess developed, Machelar left his master and rejoined society, but he found that the nobility was even more distasteful than he remembered. Nevertheless, he found that he was being noticed, and more than once he was approached by this or that noble to do some task. As much as he disliked dealing with many of his 'peers', it was good, well-paying work, and he developed a reputation for it. After nearly a year of odd jobs, he gave up on it and took the first job away from the city he could find: retaking a faraway city from savages. While hardly the clean and easy work he had once done, Erisis was drawn to the challenge, and set out for New Phlan.
Dwarf to come soon... or perhaps I'll just use this guy as a Swashbuckler 1/Wizard 1.
Friday, 12th August, 2005, 03:16 AM #7
Defender (Lvl 8)
I'm interested. Will give some thought to the character. Posting at that rate won't be a problem, unless I'm out of town.
Friday, 12th August, 2005, 03:26 AM #8
I would love to play! I like the gestalt idea best. I'll need to think about a character though.
Friday, 12th August, 2005, 03:57 AM #9
Hmmn, all looks very intresting. The grammar/spelling aspect I believe I'm okay on, as well as the posting requirements.
As far as a Character pic goes...I'll be able to find something of the net or wotc web site I'm sure, my artistic talents leave alot to be desired.
All of the house rules look fine, though I think I need a differint clarification of the ability point system.
Out of those 2 I could do with either, but prefer the second only becuase I haven't had an opportunity to play in a ghestalt setting.
As for charcter, I'm looking at a warrior/sneak mix, though I'm not sure precisely what kind yet.
A young Sembian Noble apathetic to current merchant court intrigues. A weapons trader looking for opportunities in a war torn country, and a philantropist as an aside. More character history etc to follow of course.
Friday, 12th August, 2005, 07:28 AM #10
Guide (Lvl 11)
Ok, I guess the point increase needs some further explanation.
The formula is a bit confusing, but it's really quite simple.
Originally Posted by Ringmereth
For example... at 4th level you get 3+4/8 (rounded up) = 3+1/2 (rounded up) = 3.5 (rounded up) = 4 points. Enough to raise an 18 to 19.
In fact, the formula is designed that way, to make sure, that you always get exactly the number of points needed to raise one and the same ability every time by one, if you start out with an 18 at character creation. This way it is ensured, that you can make every increase you would normally be able to as well. However, you have the option to raise multiple lower abilities instead of just one higher ability. The result is, that generalization is rewarded over specialization, but specialization is still possible. It will also in many cases eliminate dump stats.
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